Capricorn
Character Name: Capricorn
Alternate Identities: Sean Quillan, Drynnan Illar
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
20 DEX 10 30 20 13- OCV 7 DCV 7
40 CON 10 60 40 17-
11 BODY 10 2 11 11-
23 INT 10 13 23 14- PER Roll 14-
20 EGO 10 20 20 13- ECV: 7
25 PRE 10 15 25 14- PRE Attack: 5d6
20 COM 10 5 20 13-
8 PD 3 5 8/20 8/20 PD (0/12 rPD)
8 ED 8 0 8/18 8/18 ED (0/10 rED)
5 SPD 3.0 20 5 Phases: 3, 5, 8, 10, 12
20 REC 11 18 20
80 END 80 0 80
40 STUN 39 1 40
9" Running 6 6 9"
2" Swimming 2 0 2"
3" Leaping 3 0 3" 200 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 466
Spent: 466
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 816
MOVEMENT
Type Total
Run (6) 9"
Swim (2) 2"
H. Leap (3") 3"
V. Leap (2") 1 1/2"
DEFENSES
Type Amount
Physical Defense 8/20
Res. Phys. Defense 0/12
Energy Defense 8/18
Res. Energy Defense 0/10
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 7 DCV: 7
 
Combat Skill Levels: +3 with Magic , +3 with Fencing , +2 with HTH Combat (10 Active Points); OAF (-1), Only with Block, Bind, Dsarm, Takeaway (-1)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Ballestra 1/2 +2 -2 Weapon +6 DC; Half Move Required
Cut 1/2 +2 +1 Weapon +2 DC
Ceduto var +0 +0 +25 STR to escape Bind
Double a Double 1/2 +2 +2 Weapon +4 DC, Must Follow Predefined Maneuver
Fleche 1/2 +1 +0 Weapon +2 DC +v/5; FMove
Froissement 1/2 +2 -2 Disarm, 35 STR to Disarm roll
Grypes 1/2 -1 -2 Grab One Limb; +20 STR disarm
Lunge 1/2 +1 -2 Weapon +6 DC Strike
Parry 1/2 +2 +2 Block, Abort
Pasata Soto 1/2 +2 +2 Weapon +2 DC, +foe's v/5 Strike, You Fall, Response to Ballestra, Fleche, Lunge
Prise de Fer 1/2 +1 +0 Bind, 35 STR
Riposte 1/2 +2 +2 Weapon +4 DC Strike, Must Follow Block
Slash 1/2 -2 +1 Weapon +6 DC Strike
Takeaway 1/2 +0 +0 Grab Weapon, 35 STR to take weapon away
Thrust 1/2 +1 +3 Weapon +2 DC Strike
Trip 1/2 +2 -1 6d6 Strike, Target Falls
Void 1/2 -- +5 Dodge, Affects All Attacks, Abort
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
10 Distinctive Features: Satyr (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: PRIMUS 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: DEMON 8- (Mo Pow, NCI, Capture)
5 Physical Limitation: Legs Of A Goat (Infrequently, Slightly Impairing)
25 Psychological Limitation: Will Not Hurt A Woman (Very Common, Total)
15 Psychological Limitation: Fun-loving And Flirtatious (Common, Strong)
10 Psychological Limitation: Megalomanic (Common, Moderate)
15 Psychological Limitation: Swashbuckler (Common, Strong)
5 Reputation: Flirtatious, 8-
5 Reputation: Will Not Hurt A Woman, 8-
20 Vulnerability: 2 x STUN Iron Weapons (Common)
150 Total Disadvantages Cost

Character Name: Capricorn
Alternate Identities: Sean Quillan, Drynnan Illar
Player Name: NPC
SKILLS
Cost  Name
7 Acrobatics 15-
3 Breakfall 13-
3 Climbing 13-
3 Concealment 14-
3 Conversation 14-
3 Deduction 14-
3 Disguise 14-
3 High Society 14-
3 Jack of All Trades
2
1) PS: Film Director 14-
2
2) PS: Film Producer 14-
2
3) PS: Muscian 14-
2
4) PS: Novelist 14-
2
5) PS: Script Writer 14-
3 Linguist
3
1) Language: English (idiomatic)
0
2) Language: Fey (idiomatic)
3
3) Language: French (idiomatic)
3
4) Language: Greek (Koine) (idiomatic)
2
5) Language: Irish (completely fluent)
2
6) Language: Italian (completely fluent)
2
7) Language: Latin (completely fluent)
2
8) Language: Modern Greek (completely fluent)
2
9) Language: Sindarin (completely fluent)
35 Magic Skill 30-
3 Mimicry 14-
9 Musical Instrument Familiarity (Aerophones, Chordophones, Idiophones) 15-
3 Oratory 14-
3 Persuasion 14-
3 Research 14-
3 Scholar
2
1) KS: Ancient Greek History 14-
2
2) KS: Ancient History of the Eastern Mediterranean 14-
2
3) KS: Anitques 14-
2
4) KS: Bardic Magic 14-
2
5) KS: Baroque Music 14-
2
6) KS: Dance 14-
2
7) KS: Epic Poetry 14-
2
8) KS: Fantasy Literature 14-
2
9) KS: Fencing 14-
2
10) KS: Greek Mythology 14-
2
11) KS: Legends 14-
2
12) KS: Movie Industry 14-
2
13) KS: Movies 14-
2
14) KS: Music 14-
2
15) KS: Poetry 14-
2
16) KS: Sexual Techniques 14-
2
17) KS: World History 14-
11 Seduction 18-
3 Sleight Of Hand 13-
3 Traveler
2
1) AK: California 14-
2
2) AK: Crete 14-
2
3) AK: France 14-
2
4) AK: Greece 14-
2
5) CK: Athens 14-
2
6) CK: Los Angeles 14-
2
7) CK: Paris 14-
2
8) CK: Rome 14-
2
9) CK: San Francisco 14-
10 Two-Weapon Fighting (HTH)
3 WF: Blades, Off Hand, Polearms and Spears
9 +3 with Magic
9 +3 with Fencing
3 +2 with HTH Combat (10 Active Points); OAF (-1), Only with Block, Bind, Dsarm, Takeaway (-1)
225 Total Skills Cost
PERKS
Cost  Name
10 Money: Wealthy
6 Reputation: Famous Musician/Novelist/Film Maker (A large group) 11-, +3/+3d6
2 Deep Cover: Sean Quillan
18 Total Perks Cost
TALENTS
Cost  Name
3 Perfect Pitch
3 Total Talents Cost
 
POWERS
Cost  Power END
166 Bardic Magic: Variable Power Pool, 125 base + 41 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2); all slots Gestures:Playing the pipes (Requires both hands; -1/2), Spell (-1/2), Incantations: The music of the pipes (-1/4)
Notes: Slots 1 thru 4 are always used together with total Real Cost of 118
0
1) Everyone Dance: Mind Control 9d6 (Human class of minds), Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (8" Radius; +1) (124 Active Points); Single Command: Dance (-1), Gestures:Playing the pipes (Requires both hands; -1/2), Spell (-1/2), Does Not Provide Mental Awareness (-1/4), Incantations: The music of the pipes (-1/4) Real Cost: 35
0
0
2) Perfect Partner: Mental Illusions 10d6 (Human class of minds), Reduced Endurance (0 END; +1/2), Area Of Effect (8" Radius; +1) (125 Active Points); Only to create the perfect dance partner (-1), Gestures:Playing the pipes (Requires both hands; -1/2), Spell (-1/2), Does Not Provide Mental Awareness (-1/4), Incantations: The music of the pipes (-1/4) Real Cost: 36
Notes: The dancer's partner 'becomes' the person they'd most like to be with.
0
0
3) Pagan Dance Fest: Sight, Hearing, Smell/Taste and Touch Groups Images Increased Size (8" radius; +3/4), +/-6 to PER Rolls, Reduced Endurance (0 END; +1/2) (97 Active Points); Only To Produce Images Of A Pagan Festival (-1), Gestures:Playing the pipes (Requires both hands; -1/2), Spell (-1/2), Incantations: The music of the pipes (-1/4) Real Cost: 30
Notes: Creates an image of a pagan festival, complete with music, food, drink, nymphs and fauns.
0
0
4) The Grace of the Dance: Succor DEX 5d6, Reduced Endurance (0 END; +1/2), Area Of Effect (8" Radius; +1 1/4) (69 Active Points); Only to increase natural dancing abilities (-2), Gestures:Playing the pipes (Requires both hands; -1/2), Spell (-1/2), Incantations: The music of the pipes (-1/4) Real Cost: 16
0
0
5) Animosity: Mind Control 12d6+1 (Human class of minds), Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4), Usable Simultaneously (up to 2 people at once; +1/2) (124 Active Points); Single Command: creates animosity between two targets (-1), Gestures:Playing the pipes (Requires both hands; -1/2), Spell (-1/2), Does Not Provide Mental Awareness (-1/4), Incantations: The music of the pipes (-1/4) Real Cost: 35
Notes: Will cause two targets to begin arguing followed shortly be a fight.
5
0
6) Mutual Attraction: Mind Control 12d6+1 (Human class of minds), Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4), Usable Simultaneously (up to 2 people at once; +1/2) (124 Active Points); Single Command: creates sexual attraction between two targets (-1), Gestures:Playing the pipes (Requires both hands; -1/2), Spell (-1/2), Does Not Provide Mental Awareness (-1/4), Incantations: The music of the pipes (-1/4) Real Cost: 35
Notes: Will cause the two targets to become amorous soon followed by public sex.
5
0
7) Friends: Mind Control 16d6+1 (Human class of minds), Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (123 Active Points); Single Command: Target becomes friendly with caster (-1), Gestures:Playing the pipes (Requires both hands; -1/2), Spell (-1/2), Does Not Provide Mental Awareness (-1/4), Incantations: The music of the pipes (-1/4) Real Cost: 35
Notes: Cause the target to believe they are the best of friends with the caster.
5
0
8) Seduction: Mind Control 16d6+1 (Human class of minds), Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (123 Active Points); Single Command: Target becomes sexually attracted to the caster (-1), Gestures:Playing the pipes (Requires both hands; -1/2), Spell (-1/2), Does Not Provide Mental Awareness (-1/4), Incantations: The music of the pipes (-1/4) Real Cost: 35
Notes: Causes the target to become aroused and willing to have sex with the caster.
5
0
9) Everyone Sleep: Drain STUN 3d6+1, Reduced Endurance (1/2 END; +1/4), Cumulative (+1/2), Area Of Effect (9" Radius; +1), Continuous (+1) (124 Active Points); Gestures:Playing the pipes (Requires both hands; -1/2), Spell (-1/2), Incantations: The music of the pipes (-1/4) Real Cost: 55
Notes: Gradually puts everyone in the area 'asleep', i.e. unconscious.
5
0
10) Sleep by Yourself: Drain STUN 4 1/2d6, Reduced Endurance (1/2 END; +1/4), Cumulative (+1/2), Continuous (+1) (124 Active Points); Gestures:Playing the pipes (Requires both hands; -1/2), Spell (-1/2), Incantations: The music of the pipes (-1/4) Real Cost: 55
Notes: Gradually puts a single target to 'sleep', i.e. unconscious.
5
0
11) You See Nothing, You Hearing Nothing: Invisibility to Sight, Hearing, Smell/Taste, Touch and Mental Groups , No Fringe, Costs END Only To Activate (+1/4), Usable Simultaneously (up to 16 people at once; +1 1/4) (125 Active Points); Gestures:Playing the pipes (Requires both hands; -1/2), Spell (-1/2), Incantations: The music of the pipes (-1/4) Real Cost: 55
Notes: This spell makes targets designated by Drynnan invisible by 'tricking' those around to 'overlook' recipents
11
0
12) Everyone Do Nothing: Mind Control 9d6 (Human class of minds), Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (8" Radius; +1) (124 Active Points); Single Command: Do Nothing (-1), Gestures:Playing the pipes (Requires both hands; -1/2), Spell (-1/2), Does Not Provide Mental Awareness (-1/4), Incantations: The music of the pipes (-1/4) Real Cost: 35
Notes: Commonly used by Drynnan to 'freeze' the people in an area allowing him or Zodiac to act without henderance from 'normals'.
0
0
13) Song of Life Everlasting: Minor Transform 5d6 (Mortal to Immortal, Cancelled by renouncing the spell) (50 Active Points); Gestures:Playing the pipes (Requires both hands; -1/2), Spell (-1/2), Incantations: The music of the pipes (-1/4) Real Cost: 22
Notes: Grants Life Support: Immortal to target.
5
0
14) Song of Blending: Shape Shift (Sight and Touch Groups), Costs END Only To Change Shape (+1/4) (16 Active Points); Gestures:Playing the pipes (Requires both hands; -1/2), Spell (-1/2), Incantations: The music of the pipes (-1/4) Real Cost: 7
Notes: Allows Drynnan to take on the form of Sean Quillan.
1
18 Fey: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity: Alcohol; Longevity: Immortal)0
35 A Chink in the Armor: Find Weakness 14- with with Fencing0
22 Armor of the Satyr: Armor (12 PD/10 ED) (33 Active Points); OIF (-1/2)0
22 Rapier: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1)0
18 Main Gauche: Multipower, 25-point reserve, all slots Reduced Endurance (0 END; +1/2) (37 Active Points); all slots OAF (-1)
1u
1) Blade: Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/STR) (25 Active Points); OAF (-1)
0
1u
2) Hilt Punch: Hand Attack +5d6 (25 Active Points); OAF (-1), Hand Attack (-1/2)
0
8 Zodiac Comm Unit: Radio Perception/Transmission (Radio Group); IIF (-1/4)0
291 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Fencing
5
1) Ballestra: 1/2 Phase, +2 OCV, -2 DCV, Weapon +6 DC; Half Move Required
3
2) Cut: 1/2 Phase, +2 OCV, +1 DCV, Weapon +2 DC
4
3) Ceduto: var Phase, +0 OCV, +0 DCV, +25 STR to escape Bind
4
4) Double a Double: 1/2 Phase, +2 OCV, +2 DCV, Weapon +4 DC, Must Follow Predefined Maneuver
5
5) Fleche: 1/2 Phase, +1 OCV, +0 DCV, Weapon +2 DC +v/5; FMove
4
6) Froissement: 1/2 Phase, +2 OCV, -2 DCV, Disarm, 35 STR to Disarm roll
3
7) Grypes: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; +20 STR disarm
5
8) Lunge: 1/2 Phase, +1 OCV, -2 DCV, Weapon +6 DC Strike
4
9) Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3
10) Pasata Soto: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC, +foe's v/5 Strike, You Fall, Response to Ballestra, Fleche, Lunge
4
11) Prise de Fer: 1/2 Phase, +1 OCV, +0 DCV, Bind, 35 STR
4
12) Riposte: 1/2 Phase, +2 OCV, +2 DCV, Weapon +4 DC Strike, Must Follow Block
5
13) Slash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +6 DC Strike
5
14) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 35 STR to take weapon away
5
15) Thrust: 1/2 Phase, +1 OCV, +3 DCV, Weapon +2 DC Strike
3
16) Trip: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls
4
17) Void: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
1
18) Weapon Element: Blades, Off Hand
8
19) +2 HTH Damage Class(es)
79 Total Martial Arts Cost

Character Name: Capricorn
Alternate Identities: Sean Quillan, Drynnan Illar
Player Name: NPC
APPEARANCE
Hair Color: Auburn
Eye Color: Green
Height: 5' 7"
Weight: 170 lbs
Description:
As Sean Quillan, Capricorn is a handsome man of about thirty with green eyes and auburn hair, a goatee and slightly pointed ears, though not so pointed as to be remarked upon. He is always emmaculately dressed in expensive and well-tailored clothes whether formal or casual.
BACKGROUND
The world came to being with the thought of the great Dragons. The Trinity of Bethany, Tsarsaidor and Noxaroth created the Universe without thought of the life that would come and under the Eye of Galileo, the Oldest of Dragons, he who was before all else.

Around an insignificant star in an insignificant galaxy, a world came into being proving to no one the truth of Chaos Theory. For a few billion years the world boiled up its heart stone and slowly cooled until something in the solar atmosphere became attracted to this particular chunk of rock, the molecules of oxygen and nitrogen and hydrogen.

Two combined and the new planet felt the first drops of rain, it turned into a deluge. For several million years the world flooded, the heated heart melding with the water to cool the earth into fantastic shapes. Valleys formed, mountains were thrown up by titanic convulsions, and rivers flowed into the rifts and became lakes, then seas and finally oceans.

Galileo watched all and waited, knowledge of the future his to read. Tsarsaidor's attention was drawn by the Oldest's gaze and he walked the Earth. So great was his magic that where ere he stepped a bit of his power leeched into the rock and so great his stride that each step was far placed. From this touch life began and Galileo, in his Realm, one day to be called Cinnabar, knew all the Universe was changed.

The history of this planet was long in modern terms but at last a time came when the life there evolved into creatures with the power of thought. Since they had come from the Magic of a Great Dragon, each was of that Magic. Each came to multiply and the Magic worked still. Elves and Demons grew to power, each in their own place and each in accord with the Neutrality of Tsarsaidor. Elves where the Good, Demon the Evil and there was Balance. For the Dwarves under the Earth grew the Orcs to challenge and again there was Balance. Each Evil grew a Good, each Good an Evil and so it was as the world ripened. Not all came from the Dragon.

Science was not to be out done and played its own trick on this planet and placed in a single race both Good and Evil. Man came late into the world and like a plague covered the earth with its own, taking without thought of the Elder Races. Man raped and pillaged and grew jealous of the powers of the Elders they having no grasp of the Dragon's Magic. Instead, they created machines, science became their Magic and Galileo saw his visions come to pass.

Now is come the End of Legends for Man has become all pervasive, covering even the inhospitable lands heretofore only entered by Magical beings. Greedy for that which they will never have, Man has begun to destroy the Elder races, not with outright war but with prejudice and fear. They hunt the 'beasts' of the wilderness, the Unicorn, the Pegasus, the Merfolk and even the very kin of the Trinity, the Dragons.

To this world come the Last King and Queen of the Days of Legend. Called Oberon and Titania, names history will record in human terms only in plays and fantasy books, they seek to lead the few Creatures of Legend to safety through a passage on the great Road. Into the world has been sent the emissaries of the King and Queen tasked with finding the last of the Legend and bringing them before the Royal Couple.

Titania did look upon a simple faun, a satyr called Drynnan, and smiled for it was he she had sought with all of her powers. The King Oberon gave to this faun a mission to lead from the world of Man a small group of disparate creature he knew had a destiny to fulfill. In their route was a Great Treasure that would be the salvation of all of the Elder, the Stones of Life.

Drynnan took only his pipes and held in the arms of the King himself, flew across a Great Sea to the bank of a river flowing through a human city. Oberon gave to the faun a Gift of the Fireoak and left him with his task secretly knowing he would succeed. Now Drynnan must find those whom he will save and hope that he finds all that are needed.

Drynnan reclined against the bole of a great tree and dozed in the warmth of he sun, tears flowing freely down his cheeks. The dream had come to him once more and broken his heart anew. With a shiver he awoke and for a split second saw the face of Titania smiling down at him, her long black hair framing the delicate elven face. Her green eyes seemed to hold a secret promise but it vanish ere his waking mind grasped it.
Rubbing his eyes he found the wetness and scowled. It would never do to wallow in despair. he cursed himself then the King and Queen though in his heart he knew he did not mean it. Leaning forward, his legs folded small hooves beneath his thighs, he brought the pipes to his lips and began to play.
Around him came the faun and nymph, the unicorns and dragons, and at last, the elves lead by the King and Queen. For nearly an hour the music raced and slowed, grew loud and quiet as the scene moved about the satyr until at last he stopped and all faded. Tucking away the pipes into a cloth drawstring bag at his hip, Drynnan came to his feet, shook himself as if a dog coming in from the rain, and slowly walks into the shadows beneath the forest.
So long ago Oberon had set his hooves on the path he still followed. Over three thousand years. So much of this world of humans he had seen and witnessed as it grew. He had fulfilled the task given so long ago but had not been able to follow his brethren. He fingered the scar just above his left breast. It was no ones blame he had been given up as dead, he himself would have done the same if he had been his companions. The humans had come upon them as the King had opened the Gate and Drynnan had held rear guard. When he fell, the Gate closed and the last thing he saw was the face of Titania, her eyes filled with tears but hardened with the resolve to leave him. Drynnan could not hate her, never that, for even after all this time, he loved her.
The humans had not bothered to bury the 'dead' satyr and Drynnan awoke to the brilliance of a winter sun with a light snow falling. The wound ached but when he touched the sight he found it healed. He did not puzzled as to why he was not dead but something had change within him. There was a new feeling of power he did not yet comprehend. Perhaps this healed wound was a manifestation of this power.
He scowled and looked around. He was not were he had fallen. Though the snow was right, the mountains were not. Coming to his feet he slow turned a circle taking in his surroundings. Blue water in the distance fixed his gaze. There had been no open water in the lands he'd traveled for months. Clearly he was very far from the King's Gate. With a sigh he set out for the water and the hope of something to eat.
POWERS/TACTICS
It is rare for Capricorn to actually get into a physical fight preferring instead to defuse the situation with some trick of the pipes. As noted in the Powers section, his favorite spell involves the Pagan Dance Fest during which everyone within the area will start dancing with another person that appears to them as their Perfect Partner. It also increases their own dancing skills and enmeshes them in an illusion of a Pagan Dance Festival. Very effective for controlling large crowds. Drynnan will continue to play this tune for as long as he needs to.
Other songs he uses include the Animosity spell that causes two people of his choice to begin fighting, or two people of his choice to begin having sex on the spot. He can spell a single target into being his friend, or lover, cast a spell that makes the entire Zodiac Invisible, and cause people just to stand around doing nothing.

When needed, however, Drynnan is an excellent fencer and loves a good sword fight. He wields the traditional rapier/main gauche combo with each blade specially toughened for work against enhanced persons. In combination with his fencing is his uncanny ability to find the 'soft spot' on an opponent making him deadly to even a well-armored foe.
PERSONALITY/MOTIVATION
Sean Quinlan is a bestselling fantasy author who has become a well known club performer in the Bay Area. Considered a true bard he is very popular wherever he performs. He always travels in a white Caddy limo with three to six beautiful women.

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