
Strange Aeons Player Characters Ideas
Introduction
These were
the characters that my players used. As always, be prepared for players
leaving, characters dying, or other unexpected changes to the party roster.
BLUNDER (Witch)
The Child
of Yog-Sothoth (see Module 5 and Zaphira
Lowls on New NPCs page)
who lived in the Iris Hill attic with his grandmother (Namira
Lowls). Because he is the result of his failed ritual
(and sister’s death), Count Lowls named him Blunder.
There he remained until he was taken by his uncle and sacrificed to the Mad
Poet. As part of his inhuman nature, he has accelerated growth. At the start of
the campaign he is only 3 years old, but looks 11 years old. He ages at 1
year/level until level 10, after which is ages at 1 year/2 levels. Thus at
level 10, he will physically be 20 years old and at level 18 he will physically
be 24 years old. After this period, his aging slows and he has great longevity.
He gains
benefits and penalties due to his nature according to the table below. Blunder
is unaware of his true nature. The player should initially have no idea why
they age quickly or have special characteristics. Play on the fear that they
are not quite human and they have no idea what they are changing into.
Blunder
cannot read.
Blunder has
low-light vision.
|
Level |
AC |
Resistance (Cold/Fire) |
Resistance (Spell) |
Saving Throws |
Ability Score (cumulative) |
Other |
|
1 |
+0 |
1 |
4 |
- |
|
|
|
2 |
+1 |
2 |
5 |
- |
+1 CON, -1 CHA |
1/day: detect thoughts |
|
3 |
+1 |
2 |
6 |
- |
|
Loathed
by animals |
|
4 |
+2 |
3 |
7 |
+1 vs mind, disease,
poison |
|
1/day: comprehend lang. |
|
5 |
+2 |
4 |
8 |
+1
STR, -1 DEX |
|
|
|
6 |
+3 |
4 |
9 |
|
Tentacle & blood drain |
|
|
7 |
+3 |
5 |
10 |
|
1/day:
hypnotism |
|
|
8 |
+3 |
6 |
11 |
+2 vs mind, disease,
poison |
+1 CON, -1 CHA |
|
|
9 |
+4 |
6 |
12 |
|
Stench |
|
|
10 |
+4 |
7 |
13 |
|
2/day: each spell |
|
|
11 |
+4 |
8 |
14 |
+1
STR, -1 DEX |
Physiology
change |
|
|
12 |
+4 |
8 |
15 |
+3 vs mind, disease,
poison |
|
|
|
13 |
+5 |
9 |
16 |
|
3/day:
each spell |
|
|
14 |
+5 |
10 |
17 |
+1 CON, -1 CHA |
|
|
|
15 |
+5 |
10 |
18 |
|
|
|
|
16 |
+5 |
10 |
19 |
+4 vs mind, disease,
poison |
|
|
|
17 |
+6 |
10 |
20 |
+1
STR, -1 DEX |
|
|
|
18 |
+6 |
10 |
21 |
|
|
Having a
player not knowing exactly what they are, and becomes less and less human as
the campaign progresses is great fun.
William Bennett (Lore Warden)
William is
the escaped son of Arthur Bennett. Having discovered his father’s experiments,
he slew the unfortunate children who he found locked in cages that William was
unable to open. These wretches had been tortured and brought
to the brink of death, or beyond, in his father’s insane attempts to unlock the
secrets of life and death.
William
should continually be threatened by the shadow of his father who seeks to steal
his body. Arthur’s body is decomposing, and each new host rots quicker than the
last. Until William regains his memories, he will have no idea who the sinister
figure is and why he has “out of body” experiences.
After this
experience, he was sought out by The Veil of Heavens, agents of the archangel Vildeis and recruited by them to fight the ancient evils
that threaten the world. Recently he was sent to investigate Briarstone Asylum, but his mission was discovered and he
was captured.
Geoffrey Blackmore (Oracle)
The
youngest son of a farmer, Geoffrey witnessed his family being slaughtered by Weiralai and Klyn. He was taken
prison and transported to Arthur Bennett’s secret laboratory, where he was
tortured and experimented upon for months, continually taken to the edge of
death and brought back.
One day
William appeared and, unable to free the captives, put them out of their misery
(much to his anguish). However, Geoffrey did not die. The experiments had given
some limited ability to cheat death. The cage was opened by unseen hands and he
wandered the forests for days in a daze, his mind broken and traumatised. He
was eventually found and raised by a kindly family.
Geoffrey’s
ability to peer beyond the veil allows home some degree of prophecy, and
strange things happen around him (voices distantly heard, objects move when not
observed). Unknown even to him, he is haunted by the children who were his
fellow captives. They watch over him and protect him as best they can (this is
particularly effective with haunts).
Percifel Von Vundamar (Sleuth)
Percifel is
Geoffrey’s older brother, though they will not know this until they regain
their memories. He was away from home working as an apprentice when Weiralai and Klyn attacked his
family home. After this, Percifel dedicated his life
to searching for his family’s murderers.
Years
later, Percifel tracked down Klyn
near Thrushmoor and exacted justice on him before
burying him in a shallow grave (see Module 2). Before he died, Klyn boasted that he worked for powerful people, that Weiralai was also present on that fateful day and far more
cruel than he, but even she was directed by another.
Following
this trail led to Iris Hill in Thrushmoor, but Weiralai defeated Percifel easily
and was about to dispatch him when Count Lowls
stopped her, recognising Percifel’s obsession with
revenge as being potentially interesting to the Mad Poet.
Estra (Magus)
Aeons ago,
the world was ruled by the Serpent People, known as the Valosian
Empire (I have borrow from the excellent Freeport
Trilogy here). The Valosians worshipped Yig, until a faction arose who worshipped Hastur the Unspeakable. A civil war broke out and destroyed
the Valosian Empire forever. But Serpent People
survived (both Yig and Hastur
worshippers) and still exist, hidden in the shadows of the human world.
Serpent
People make excellent spies and assassins because of their ability to
shapeshift. This is not a magical ability (e.g. polymorph), but a physical one,
not unlike a chameleon changing colour. The Valosian
mesmerises their victim (using their snake-like gaze) and slowly adopts their
form. This process takes 1-3 hours. Furthermore, while doing this, the Valosian also performs a surface-level psychic copy of the
victim’s mind, absorbing their memories, habits, behaviours and speech
patterns.
Thus, a Valosian assassin who has adopted the persona of another
will have their memories and their mannerisms. True Sight will reveal nothing,
as the disguise is not magical. Even more, the Valosian
can bury their consciousness beneath the “copy” of the victim’s mind, meaning
that the person may not even be aware of their true nature and can answer
questions truthfully without exposing themselves. They may only be aware of
blank periods in their memories.
This is
what happened to Estra. The real Estra
is long dead, and the player is in fact a Valosian (Hastur worshipper), though they are unaware of it. The
player has the following abilities (though they are unaware of them).
·
Speak/read Valosian (serpent
person)
·
Cold vulnerability
·
Endure elements (heat)
·
Hold breath (x3 duration)
·
Immune poison (serpent poison only)
But for Estra, the story did not stop there. After being replaced
by a Valosian, she was then the victim of a mind-swap
by the Great Race of Yith. This mind-swap lasted for
3 years, after which the Yithian then returned to her
own body to record her findings. Her next host would be Kaklatath
(see Module 4). For Estra, the effects of this
experience were twofold. Firstly, she suffered the nightmares common to
subjects of Yithian mind-swaps. Secondly, it severed
the link between the conscious copy of Estra’s mind
and the Valosian host. In summary, Estra thinks that she is Estra,
and the Valosian personality has been trapped in her
subconscious, raging impotently to regain control of their body (the film Get
Out is a good reference here).
Seeking
treatment for her 3 year amnesia and nightmares, Estra
travelled to Briarstone Asylum. Losandro
spoke of her to Count Lowls, who recognised her as a
good candidate for the Mad Poet’s fee.
Estra offers
plenty of opportunities for building paranoia; being able to read Valosian without any previous knowledge, not having to make
saving throws against serpent poison, seeing glimpses of an inhuman, scaly form
in a mirror seen from the corner of the eye, etc. Kaklatath
will recognise her former host body and quickly deduce what has happened to Estra, though she will be amazed (in an academic way) at
the unlikelihood of it happening.
Pyesen (Scholar/Vigilante)
Pyesen and his
older brother Galdros lived in Quadira.
Galdros was brave and rough, whereas Pyesen was meek and studious. While out away from town one
day, the brothers were set upon by Gnolls. Pyesen and Galdros were 14 and 15
respectively.
Galdros fought
bravely, but Pyesen fled. Galdros
called for his brother to aid him, but Pyesen fled
from the huge hairy creatures with sharp fangs and clubs. He vividly remembers
seeing the blood drops arcing in the sunlight as Galdros
fell beneath the brutal blows.
Wracked by
guilt, Pyesen’s mind cracked and he became
schizophrenic. He gave over half of his consciousness to Galdros.
While Pyesen studied hard and gained a position at
the Mysterium (see Module 4), whenever he was
threatened, the alter-personality that his subconscious had created from his
memories of Galdros would emerge. Both personalities
know of the other, and Galdros despises Pyesen’s weakness.
Think of it
like triggering the Hulk, but instead he becomes Batman.
Thus, Pyesen has two character sheets; one being a cowardly
scholar, the other a fighter (or vigilante, brawler, etc.) The rules for
changing character are described here.
Unknown to Pyesen, Galdros did not die but
was taken as a slave to Okeno. There he lived a
brutal and harsh life, firstly as a slave, then as a gladiator, and now as a
bodyguard to Princess Njano (see Module 4). I have
replaced the NPC Kisetz with Galdros.
How the
player’s split personality deals with the revelation that Galdros
is actually still alive is up to the GM and player.