From: ShawnM011@aol.com Save Address Block Sender Date: Tue, 3 Feb 1998 18:28:26 EST To: palladium-frp@cis.altnews.com.au Cc: palladium@dante.neonexus.com Subject: [New][Fantasy][NPC] Jarson Telep (Pirate) This is my first creation for the Palladium Fantasy system. I made it using the 2nd edition rules. Any and all feedback will be appreciated. Note I would prefer this not be posted on anyone elses webpage. © 1983, 1987, 1988, 1990 Kevin Siembieda; © 1995 Palladium Books, All rights reserved world wide. No part of this work may be reproduced in part or whole, in any form or by any means, without permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental. Rifts®, Palladium Books®, Mechanoids®, The Mechanoid Invasion®, Rifts®, Megaverse®, RECON®, and After the Bomb® are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books, Inc. Nightspawn™, Nightlands™, Heroes Unlimited™, Villains Unlimited™, Beyond the Supernatural™, Boxed Nightmares™, Ninjas & Superspies™, Mystic China™, Palladium Fantasy RPG™, Triax ™, Mindwerks™, Vampire Kingdoms™, The Juicer Uprising™, Phase World™, Wormwood™, Psyscape™, Mega-Damage™, S.D.C.™, I.S.P.™, P.P.E.™, SAMAS™, Splugorth™, Cyber-Knight™, Glitter Boy™, Juicer™, Mind Melter™, Psi-Stalker™, Coalition States™, Northern Gun™, Erin Tarn™, Naruni™,Cyber-Knight™, Coalition States™, and Triax™ are trademarks owned and licensed by Kevin Siembieda and Palladium Books, Inc. Jarson was born to a small noble family living in the city of Old Timiro of the Timiro Kingdom. He was a good son studying and training hard so he could carry on the noble line of the family. This continued until his twentieth birthday. He surprised and shocked his family with an announcement he wanted to join the Timiro Royal Navy and see more of the world. His family debated it for days but it was decided Jarson could go play sailor for a few years but then he must return home. He went to school to learn how to be an officer in the Royal Navy and excelled as usual. That is to he made the mistake of falling in love with a woman who was also desired by a son of a more powerful noble family. To make matters worse the women in question fell in love with Jarson. The angered noble son in a fit of anger framed Jarson in an attempt to kill the school's headmaster. Jarson knew his chances of getting justice were slim so he fled from the school because of the charges and his actions he was disowned by his family. Not knowing what to do he joined up as a crew member of a small merchant ship that made runs between Timiro and the Western Empire. He sailed this route for years going back and forth. While at the same time getting harder and more bitter with every voyage. On a voyage during his third year working as a sailor the ship he was on was captured by pirates. The pirate captain liked what he saw in Jarson and allowed him to join his crew. Jarson took an immediate liking to the life of a pirate. He quickly worked his way up the ranks of the ship. After a couple of years he made it to First Mate. When the captain got too old and tired to work so he retired and let Jarson buy out the ship. Jarson has continued to sail the ship in the waters around the Floenry Isles and Timiro Kingdom mainly intercepting ships traveling between Timiro Kingdom and the Western Empire. He treats his crew well so they will follow him anywhere he leads. Name: Jarson Telep Alignment: Anarchist (Selfish) O.C.C. & Experience: 8th Level Human Pirate Age: 38 Sex: Male Height: 5 feet 9 inches Weight: 180 pounds Attributes: I.Q. 14, M.E. 12, M.A. 18, P.S. 14, P.P. 14, P.E. 15, P.B. 12, Spd 12 Hit Points: 38 S.D.C.: 14 P.P.E.: 12 Description: Jarson is a tall averaged built man. He has light brown hair with dark brown eyes. He also prefers to wear dark colored clothes. The usual expression on his face is a stern one and he has a smile that reminds most who see it of a shark. Actions per Melee: 5; Hand to Hand: Expert Bonuses: +2 to Strike, +3 to Parry, +3 to Dodge, +3 to Roll with punch/fall/impact, +2 to Pull punch, +1 to Initiative, +3 to Saving throw vs horror factor, Trust/Intimidate 50%, Kick Attack does 2D4 S.D.C., Critical Strike on a unmodified 18, 19 or 20, Paired Weapons, Body throw/flip and disarm Combat Skills: W.P. Blunt, W.P. Grappling Hook, W.P. Knife, W.P. Sword Skills of Note: Astronomy & Navigation 70%, Athletics (general), Carpentry 65%, Castaway/Shipwreck Survival 63%, Climb/Scale Walls 85%/80%, Cook 65%, Fishing 65%, Flag Signaling 65%, Languages: Elven 80%, Languages: Human Eastern 98%, Literacy: Elven 70%, Literacy: Human Eastern 70%, Lore: Sea 65%, Math: Basic 85%, Prowl 65%, Rope Works 75%, Seamanship 65%, Sew 50%, Shipwright 59%, Swim 90% Armor of Note: He usually just wears a suit of Soft Leather (full) but will wear Hard Leather (full) when combat is expected. Weapons of Note: Jarson mainly uses a Dwarven Cutlass (+2 to parry and strike) and a knife in each boot. Underlings: First Mate: Lawrence Stout (Human) 7th level air warlock Second Mate: Michael Falicov (Elf) 5th level pirate Third Mate: Gasher (Ogres) 6th level mercenary warrior Other crew members of note: Two 5th level air warlocks, one 6th level fire warlock, ten 4th level pirates Personal Wealth: 31,000 in gold and owns the "Bleeding Cutlass" a Western Empire Caravel class ship. Hook, Line and Sinkers The Bleeding Cutlass Hook: The players are for one reason or another traveling on a ship. I'm leaving it up to the GM why they are on the ship but they will need to be on one for this HL&S. Line: The player's ship is attacked by the "Bleeding Cutlass" and the crew is captured after a tough fight. Everyone on the ship is striped of their possessions and herded on to the pirate ship. Sinker: Captain Jarson plans to sell the crew of the captured ship into slavery. This leaves the players with two main options. They can try to escape but this will be harder without their equipment. They can also choose to join the crew of the "Bleeding Cutlass." That is if Jarson decides to trust them. Bad Company makes for a bad day Hook: The players are on a ship traveling from between the Timiro Kingdom and the Western Empire when a large storm struck. The ship rides out the storm but takes heavy damage. The captain moors the ship in a small cove and sends some of the crew inland to start cutting tress down for the repairs. Line: Not much farther down the cost line (about ten miles) Jarson has moored his ship for the same reason. With the crews so close together they are bound to bump into each other. Sinker: What happens know will depend on how the players and pirates react to each other. The pirates may have slaves the players want to free or treasure they want to steal. The pirates will have about the same reasons to want to go after the players except they will want to make the players slaves. When the going gets tough go by land For this HL&S Jarson is the reason for the adventure but is not actively involved in it. Hook: Because of all the problems with pirates lately (Jarson being one of the worse) some merchants have started shipping small but valuable cargo over land. Line: The players are approached to work as guards by the a merchant. A possible trip could be from Timiro cities of Nisi to Credia. Normally this would be a short voyage by sea but will be a long trip on land. Any cities can use but it should be one with a short sea route between them and a long land route. Sinker: It should take several weeks for the trip. The players should face attacks by bandits and monsters along the way. Depending on the cargo all sorts of people could be interested in relieving the players of it. ------------------------------------------------------------------------------ ------------------------------ http://members.aol.com/ShawnM011/rifts.html - Last updated 2-3-1998 I went to the trouble to learn how make my own Guestbook. 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