This is my favorite character that I've never played (not yet, anyway). If I had joined Zyanitevp's "A God... Rebuilt" campaign, this would have been my character. I talk too much sometimes, so I created this character who was functionally mute in order to try to curb this habit, force myself to shut my pie hole, listen more, and take more of a supporting role in a group.
I created this character with 2nd Edition rules and an imported O.C.C. from Rifts: England. I rolled up the stats using a dice-rolling spreadsheet. Seeing an MA of 2 next to several exceptional stats and major psionics, as well as watching "The King's Speech," spawned this character's concept in my head. As first-level characters go, this one is very powerful and versatile, and he's got strong potential for growth, but he'll never be a party leader.
Tripton, the Stammering Scathach.
Overview: Brilliant and strong, graceful and gifted, Tripton should have become a pillar of his community. Instead, he's an exile.
Tripton stammers severely. It takes him an excruciatingly long time to get simple sentences out, tripping over simple words. If speaking privately to close, trusted friends with whom he's comfortable (a rarity), it's annoying, but functional. In any kind of public situation, he's hapless, taking inordinate amounts of time to say the simplest things. It's so bad that the young elf simply pretends to be mute, using sign language and written Elvish to express himself while others do the talking.
What Tripton lacks in social graces, he makes up for in his work. As a Scathach Druid, he's a skilled blacksmith, fletcher, and herbalist. He's a competent tailor, and an aspiring, though amateur musician. He's also a respectable fighter in his own right, using hammers, his oak staff, and his short bow to good effect.
Tripton made most of his own equipment, and he likes it that way. Though his clothes and equipment are functional enough, they have a crude look, lacking the polish, fine detail, and elegance expected of a professional fighter or adventurer. Even his weapons look more like tools than proper weapons. He prefers this humble appearance, as it keeps away unnecessary and unwelcome attention.
Tripton regards himself as a craftsman first, a healer second, and a fighter third. He is happy to make and sell un-enchanted goods, herbal remedies, his subtler magical tools, and healing potions to just about anyone. Tripton will only sell/give his more potent mystic herbology products and Scathach cauldrons to people he knows, and he will only make weapons for friends who have earned his complete trust.
Tripton has a desperate and unfulfilled need to be respected, accepted, valued, and liked by other people. His awkward ways make this almost impossible, so he wanders and tries to find ways to earn the esteem of others by his crafts and his deeds. Tripton is quick to aid strangers and slow to violence. His favorite reward is assistance from others in enchanting herbs and Scathach items. Tripton lacks the PPE needed for the more powerful enchantments, so he's limited with what he can do on his own. That said, he's happy enough to make money too. Someday, he hopes to settle down and create the family he never had as a child, but first, he has to seek both his fortune and an elf maiden deaf or patient enough to see past his stammering.
Tripton doesn't sleep; it tends to bring nightmares from his childhood. Instead, he meditates about four hours a night.
Background: Tripton was born deep in the Vequerrel Woods of the Western Empire, in an isolated cluster of elven tribes who split off from the Elven Empire in ancient times, shunning magic, civilization, and contact with the outside world. These forest elves have lived in seclusion there for thousands of years.
Tripton was named “Tripton Bastardson,” since was an un-wanted product of a shameful affair. His mother, a healer, had a drunken fling with a wandering ranger during a winter solstice celebration, and was discovered. Her husband, an ambitious and influential druid, was away on a pilgrimage, and did not return until she was already heavy with the illegitimate child. The couple stayed together and raised Tripton as their son, according to the custom of their tribe.
To his mother, Tripton was a reminder of her infidelity and public shaming. To her husband, he was the product of betrayal. The scars he wears on his legs, chest, and back (mostly under his clothes) bear witness to how his parents took out their guilt and rage on their son. Tripton remembers very little about his early home life. The abuse comes back to him in nightmares when he sleeps, so he doesn't sleep.
Tripton's legs, hobbled by years of abuse, made him useless for games with other children. His stammering killed every conversation he joined and earned him the moniker "Trip-Tongue." He became the butt of mean-spirited jokers and pranksters. After a few fights, he became almost totally ostracized from other children. Friendless, he tried to take up a trade. Though he was eager to work and learn the basics of each craft, no-one would keep such a “stammering moron” as an apprentice.
To Tripton, life truly began the day he met Charles Oakheart. Tripton had gone to a stream to soak his welts from a recent beating in the cool water. That's where Charles happened upon the young elf. Seeing Tripton's hurts, Charles took pity and used his herbal magic to heal the young elf.
Charles was an old, deaf, human scathach, one of the Hermit Druids who practiced their peculiar herbal and crafting magic just within the Forest Elf tribelands. The Hermit Druids been there for centuries and had attracted a few forest elves to learn their ways, but most saw them as outsiders who had lost their way and strayed from true Druidism.
Tripton and Charles quickly became friends, the first of Tripton's life. Charles didn't care at all about a speech impediment that he couldn't hear, and Tripton had taken too much abuse from his parents to have much respect for their faith. As they spent time together, Charles taught Tripton reading, writing, and sign language. Tripton became fascinated by the Hermit Druid ways of harnessing the power of plants and herbs rather than ritual animal sacrifices.
Charles was a ray of hope in the darkening hell of Tripton's childhood. Tripton was running out of trades to try. As each apprenticeship ended in failure, His parents grew more and more impatient at having to house and feed their useless bastard-child. The abuse got worse, and Charles noticed.
One evening, the old scathach stopped by on an unannounced visit. He found Tripton's father strangling the boy. Charles intervened, and Tripton's father, throwing the senseless boy to the floor, drew a knife to confront the intruder. A nasty fight ensued. When Tripton woke up, he saw his tormentor in a coma and Charles walking out the door. Unwilling to kill a helpless man, Charles had to run for his life. Tripton followed Charles out the door and into hiding.
Charles adopted the young elf as his own son and took him as an apprentice. As they traveled the Western Empire together, the old man taught Tripton the ways of the Scathach: part healer, part craftsman, part magic-user, and part warrior. The young elf took to this path naturally, his many failed apprenticeships helping him to grasp the wide range of studies. Under Charles' training and free from abuse, he flourished and grew in strength, speed, skill, and confidence, outgrowing all his childhood impediments except one. Emulating his mentor, Tripton gave up on speech entirely and pretended to be mute, using sign language and the written word to get his point across.
As Tripton neared the end of his apprenticeship, the wrath of his parents finally caught up with the pair. A bounty hunter captured and took them back to the Vaquerrel Woods in chains to stand trial as his druid father accused the old scathach of attempted murder, kidnapping, witchcraft, and consorting with demons. Tripton tried to speak in his only friend's defense, but his stammering made it impossible to sway the crowd or the judge. The druid leaders of the forest elves condemned and executed the old Scathach. Many called for Tripton to be killed for witchcraft too, but the bounty hunter intervened. The bounty hunter persuaded the druids that Tripton was no witch. Instead of execution, the druids banished Tripton for aiding his father's "would-be murderer." The bounty hunter escorted the young elf out of the tribelands to escape mob justice and taught the young elf a few fighting tricks before they parted and went their separate ways.
Bereft of his only true friend and mentor and ridden with guilt, Tripton wanders the Western Empire, trading in the goods he makes, trying to put his past behind him, and trying to help other poor souls like his along the way.
Possible twist: Tripton's biological father wasn't a ranger. In fact, he is a witch, having made a pact with a dark power to give up his firstborn. He seduced Tripton's mother in order to father the child. The dark power behind Tripton's birth wants to destroy the Vequerrel Woods, its faerie inhabitants, and the Forest Elves. Tripton's 'father' learned this; it was why he tried to strangle the boy, thinking that the boy is some kind of demonic curse (he then assumed that Charles was a servant of this power, hence the fight, bounty hunter, and execution). The dark power had hoped to get the boy to become its servant as well, but its attentions are on the ongoing “Faerie War”, and it has forgotten about Tripton... for now. There is a link between Tripton and the dark power through his biological father, but it only works in Tripton's sleep. Since Tripton doesn't sleep, the dark power hasn't found him... yet.
Possible Development: The Forest Elf Druids view the Hermit Druids (herbologists and druid OCCs from Rifts:England) with great suspicion. After Charles' execution, the Hermit Druids find themselves under increasing persecution. Eventually, they are declared to be dangerous heretics by the druid leaders of the Forest Elves. Thus, the Hermit druids must find a new home. Tripton may become involved in finding them a new land, assisting with their migration, or founding a new settlement.
Tripton's Character Sheet
Name:
TriptonTrue Name: Tripton Bastardson Oakheart
Race: Elf
O.C.C.: Scathach (Adapted from Rifts: England)
Level: 1
Alignment: Principled
Critical StatsHit Points: 20
SDC: 44
Wears Soft Leather Armor. AR: 10, SDC: 20
Abilities/ImmunitiesNightvision 60 feet from being an elf
See the Invisible from the magic 4-leaf clover charm he wears
Impervious to magic curses and illnesses from the magic 4-leaf clover charm he wears
AttributesIQ: 21 (Ironic, since most folks consider him a moron)
ME: 12
MA: 2 (Communication with other players/NPCs must be roleplayed and non-verbal)
PS: 29 (Tripton is freakishly strong)
PP: 21 (pretty quick, too)
PE: 18 (pretty important for surviving all that abuse growing up)
PB: 15 (a little plain for an elf)
SPD: 18 (started low, but physical skills brought it up)
Saving Throw BonusesComa/Death: +6
Drugs/Toxins: +5
Magic: +6
Faerie Magic: +8
Witch Magic: +7
Unwanted Magic Potions/Food: +7
Poison: +5
Horror Factor: +3
Possession: +1
Psionics: +2 (base is 12)
Insanity: 0
WeaponsMagic Hammer: 2D4
Magic Warhammer: 4D6
Tripton's Staff: 4D6
Short Bow: 1D6
24 Magic Oak Arrows (+1 to strike and +6 to damage is included in Archery Combat below)
Archery Combat Rate of Fire: 3, +5 to strike, +6 to Parry, Range: 700 ft, 1D6+6 damage
Dismounted Melee Combat (unarmed, Hand-to-Hand: Expert) 5 attacks per melee, +3 Strike, +5 Parry/Dodge, +5 Roll, +2 Pull Punch, +4 to Thrown, +14 to Damage
Kick Attack:2D6
Knockout punch on natural 20
Dismounted Weapon Bonuses Blunt: +4 Strike, +6 Parry, +4 Thrown, +14 Damage
Staff: +4 Strike, +5 Parry, +4 Thrown, +14 Damage
Net: +4 Strike, +5 Parry, +4 Thrown, +14 Damage
Mounted Melee combat (unarmed, Hand-to-Hand: Expert)5 attacks per melee, +3 Strike, +6 Parry/Dodge, +5 Roll, +2 Pull Punch, +4 to Thrown, +14 to Damage
Horse attacks: Front hoofs do 2D6, hind hoofs do 3D6.
Chance of falling from the saddle with each horse attack: 68%
Horseback Weapon Bonuses Blunt: +4 Strike, +7 Parry, +4 Thrown, +1D4+14 Damage
Staff: +4 Strike, +6 Parry, +4 Thrown, +1D4+14 Damage
Net: +4 Strike, +6 Parry, +4 Thrown, +1D4+14 Damage
Psionics ISP: 27
Recovers 2 per resting/sleeping hour, or 6 per hour of meditation, which also equals 2 hours of sleep/rest
Bio-Regeneration: 6 ISP, heals 2D6 HP or 3D6 SDC (self)
Deaden Pain: 4 ISP, lasts 1 hour/level
Healing Touch: 6 ISP, 2D4 HP or 2D6 SDC (other)
Increased Healing: 10 ISP, Double professional treatment recovery rate for 2D4 days
Lust for Life: 15 ISP, +6% Coma recovery per level
Psychic Diagnosis: 4 ISP, Prep for surgery, tells what's wrong
Psychic Purification: 8 ISP, Stops/nullifies all non/magic drugs, poisons, toxins
Psychic Surgery: 14 ISP, go full Grey's Anatomy on people.
MagicPPE 36.
Recovers 5 PPE per hour of rest/sleep or 10 per hour of meditation.
Enchantments Available:
Oak Arrow: 30 PPE
Hawthorn Arrow: 10 PPE
Holy Water: 20 PPE per Vial
Magic Chain: 10 PPE per Single Link
Oak Root: 25 PPE, Enables Track Animals 88% for one hour
Oak Leaf: 25 PPE, Enables Chameleon for 10 minutes
Acorn: 20 PPE, Full Meal
Jimsonweed: 15 PPE, Smoke to keep faeries away, chew to see invisible
Holy Thistle: 20 PPE, Cure food poisoning, cramps, hangovers
Foxglove: 35 PPE, Makes a potion to negate poison
Elder: 25 PPE, Makes a potion: Minor curse, sickness, and luck curse 1D6 hours
Dwarf Elder: 25 PPE, Immune to alcohol effects, instant sober for 1 hour
Red Clover: 10 PPE, 3 make a meal, makes an ointment that heals 1D4 SDC of burns and skin damage.
Blackthorn: 15 PPE, Eating three gives +2 to save from evil magic, psionics, and horror factor for 20 minutes
Belladonna: 30 PPE, Paralysis potion, 2D4 Minutes
Ash Tree Leaf: 15 PPE, Compress Heals wound 1D4 HP/SDC
Alder Tree Leaf: 20 PPE, Burn 3 to summon a lesser air elemental 'whistling up the wind'
Note: Other enchantments are possible; these are simply the ones he can do without help/extra PPE. See Rifts: England for more.
Skills Mystic Herbology: 29%
ID Plants/Fruits: 37%
Wilderness Survival: 42%
Land Navigation: 42%
Boat Building: 39%
Carpentry: 39%
Cooking: 44%
Math: Basic: 59%
Language: Elvish: 98%*
Language: Western: 54%*
Language: Eastern: 54%*
Language: Faerie: 54%*
Sign Language: 98%
Literacy:Elvish: 98%
Horsemanship: Care/Feeding/Recognize Quality: 47%
Horsemanship: Breed, Jump, Race, Kick Attacks: 32%
Astronomy/Navigation: 52%
Sailing: Small boats: 47%
Sailing: Big Ships: 32%
Rope Works: 42%
Metalworking: 54%
Gymnastics:Climb: 47%
Gymnastics:Rappel: 42%
Gymnastics:Balance: 37%
Gymnastics:Bars/Rings: 37%
Gymnastics:Backflip: 47%
Tailoring: 42%
Prowl: 32%
Sculpting/Whittling: 44%
Play Flute: 32%**
*Language skill levels are for understanding others only. Though he understands Elven as a native, his stammering makes his spoken speech almost incomprehensible (10-15% proficiency at best). Sign Language and written Elvish are effectively his native tongues.
**Uses a magic flute; always sounds professional, even though it's a secondary skill
Note: I added Metalworking and Sculpting/Whittling to the OCC skill list, as the Scathach is described as being able to make a wide variety of iron and wooden tools
Physical skills: Boxing, Body Building, Gymnastics, and Running
Weapon Proficiencies: Blunt, Staff, Net, and Paired Weapons.
Equipment:Scathach Items: Cauldron of Plenty: food prepared inside is multiplied by 10.
Cauldron of Purity: Food prepared inside is cleansed of any drug, toxin, potion, et cetera.
Magic Manacles: Cannot be picked, even by magic, take a supernatural PS of 50 to break,
Magic Flute:Makes him sound like a pro!
Herbal Items:Oak Staff of Strength
Ash Tree Wand: Heals 1D6 HP/SDC, 3 times per day, embedded/woven into his Oak Staff of Strength.
Mistletoe Amulet Charm worn on his belt (save bonuses)
4-Leaf Clover Charm Charm worn on his belt (save bonuses, see invisibile, immune to magic curses/illnesses)
Ash Rowan Bark 5lbs total which are broken down as follows:
___400 pinches of bark: each restores 1D6 HP/SDC and stops internal bleeding when chewed.
___80 ready-to-make teas: each restores small missing limbs and 2D6 HP/SDC
___2 pre-made salves: each acts like magic glue and can reattach a limb up to 15 minutes after it's severed.
Other equipment:Saddlebags
Metalworking tools (tweezers, pliers, tongs, clamps, files, mallet, and hammers,
Treated Torch
10 feet of chain
30 feet of rope
6 spikes
36 large nails
Backpack
Portable tool kit for delicate work
Worn/Carried equipment:Oak Staff of Strength
Ash Rowan Bark
Magic Hammer
Magic War Hammer
Tripton's Staff
Ash Tree Wand
Mistletoe Amulet
4-Leaf Clover Charm
Tool Belt
Assorted pouches/sacks for small items and herbs
Flint
Slate Board
Chalk
Water Skin (1 gallon)
In-town clothes: 1 set Work Clothes, sturdy, but plain, with a work apron
Heavy work boots
Work gloves
Travel Clothes1 set travel clothes, brown, worn under leather armor
Soft leather boots
Equipment Notes:Staff: A gnarled quarterstaff with a twisted, root-like texture. A gift from his mentor Charles, Tripton's staff is a combination of several enchanted and not-yet-enchanted wooden staffs and wands. The shell of it is oak, enchanted to be an indestructible Oak Staff of Strength. Woven and twisted into it is a cedar staff and a variety of wands. All are preserved, but only the Oak Staff and Ash Tree Wand are enchanted. Tripton intends to enchant the rest as opportunities present themselves (he lacks the necessary PPE), and there are a number of twists and holes in the staff for additional wands.
As of now, Tripton's Staff inflicts 4D6 SDC, is indestructible, and provides +1 to save vs magic, psionics, and HF. The Ash Tree Wand in it allows him to heal 1D6 HP or SDC three times a day (self or other). Unenchanted components include a cedar staff twisted within the oak, and wands/twigs of Alder, Rue, and Solomon's Seal.
Tripton wears two charms on his belt: an enchanted 4-leaf clover and a Mistletoe Amulet Charm. Both provide bonuses on saving throws. The Clover also allows him to see the invisible and makes him impervious to magic curses and illnesses. Tripton intends to add more charms to his belt as opportunities arise.,
Rusty, Tripton's Horse Rusty was Charles' horse, and Tripton considers her a dear friend. She's a reddish-brown riding horse of good quality, and thanks to the magic horseshoes Tripton made for her, she can outrun all but the very fastest of race horses (and she can out-distance those). Tripton doesn't like to push her hard, though, as the mare is pregnant. When Rusty gives birth, Tripton will not take Rusty into dangerous situations anymore and will try find a nice rancher somewhere who can care for her and her foal in safety.
Speed: 62 (43mph) *magic horseshoes, can maintain for 20 hours
Max Speed: 81 (56mph) *magic horseshoes, can maintain for 6D6+40 min
High Jump: 15ft *magic horseshoes
Long Jump: 20ft *magic horseshoes
Swim: 50.00%
Hit Points: 22
SDC: 33
Carry: 500lbs
Pull: 1100lbs
Attacks/melee: 2
Front Kick: 2D6
Rear Kick: 3D6
Strike: +2
Dodge: +4
Initiative: +2
PPE: 12