Barbarians of Lemuria: The Doom of Tyrus: Leucrian

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Leucrian the Lysurian is the white-hat flavour of crazy old sage - the kind of person barbarian heroes bring mysterious tablets to to get them translated, princes with blights of the somewhat-esoteric variety come to for cures (for only slightly esoteric blights you need a physician, and for extremely esoteric blights you need a magician, and while Leucrian has some knowledge of both those skills, neither is his area of greatest expertise. But if the cure is "mix three parts jaguar saliva, one part crushed unicorn testicles and the extract of a giant qushian death-glowworm in the Sacret Periapt of Mim, and drink it under a full moon", rather than "put a poultice on it" or "make a pact with a demon", he's your man), and those too poor to afford treatment from a professional doctor come for medical aid.

He left his home city of Lysur at an early age,under something of a cloud (he protested that burning down the hospital's distillery was a perfectly ordinary accident of the kind that could have happened to anyone three times in one month) and set out to travel the word and learn EVERYTHING. He's studied pharmacology under the poisoners of Halakh, copied down the stories of the mariners of Parsool (with some scepticism, especially concerning the alleged attributes of the mermaids) and translated the disturbing etchings from the fallen temples of the Green Hell of Qush (although what they said he has refused to share), studied lost tomes (and lost tombs) in Urceb (before having to flee after digging up and unstoppering a flask that really should have been left stoppered) and learned the basics of some of the less-dark arts in he shadow of the walls of Zalut (although there are some things too obviously crazy even for him).

But his old bones aren't what they used to be, and setting up a new laboratory every few years is tedious and expensive, and for the last ten years he's been settled in Tyruus, pursuing esoteric-but-not-technically-sorcerous studies in a wide variety of disciplines. The much-admired fireworks at Lord Hadrial's engagement party were his, and so is the new technique the blacksmiths are using to turn out steel that doesn't rust so fast; it was he who proved that Magistrate Drogar's sudden death was a result of poisoning with the extract of the green dragon caterpillar rather than just natural causes, and also he who developed the first treatment for the blue itch. He's been accused of practicing sorcery three times, but so far he's always been able to convince the investigators that he is merely a scholar of natural philosophy.

Stats: Mind 4 Appeal 2 Agility 0 Strength -1

Professions: Alchemist 3 Scribe 2 Physician 1 Magician 0

Combat: Ranged 2 Melee 0 Defence 0 Initiative 0

Boons: Excellent Laboratory - You have a first-rate laboratory for conducting your experiments. You get a bonus die on any rolls to make alchemical preparations or mechanical devices while you are in it. The laboratory does need to be re-stocked from time to time, leading you to occasional adventures whilst you seek the means to do this. Learned - When recalling a fact from your area of specialty, you receive a bonus die. Savant - You may add +1 to your mind attribute. Your maximum mind is 6 rather than 5, and your maximum starting mind is 4 rather than 3.

Flaws: Absent-Minded: While you are not necessarily stupid – indeed, you may be brilliant – you have difficulty keeping track of appointments, people’s names, items on lists, and various other memorybased tasks. This means that sometimes the GM will spring things on you that your character forgot. Non-Combatant: You are not a warrior – your skills lie elsewhere. You have only two points to spend on combat abilities instead of four, but begin with six points for careers instead of four. In addition to this, it costs you twice as many advancement points to increase combat abilities. Elderly:


Languages:

Beshaari Festrelish Giantish Grooth Kashtian Malakutian Sea Tongue Shamite Sorceric (spoken) Sorceric (written) Windsong Yggdari


Weapons and armour:

He walks with a cane, which in theory could probably double as a weapon, especially if he smeared something nasty on the end, but probably only in someone else's hands. When pushed, he may throw things in vials at people, striking fear into the hearts of everyone downwind...