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  1. - Top - End - #1
    Pixie in the Playground
     
    MonkGuy

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    Default The Siege Perilous - Stone Age, Tribal Survival [Gurps pathfinder] Prologue



    The Raven and his wife created the world.
    They made the cape of Unjizac out of a beak of an eider duck. The peninsulas they carved of a stone knife. The islands sprang from the dung they tossed. They made the reindeer of their hair and dogs of their nails, sea-water was their urine.

    The tribe used to live further in the north and west. The tribe lived almost completely out of whale and seal on the cold shores. Houses of stone and bone, tents and clothes of seal. Spears of bone or stone. Stone lamps of oil. Fish hooks from bone.

    A child fell ill, with boils. The elders decided that angry spirits were plaguing the child. Old mother picked a drum and beat on it. She chose three men of no importance to go on a spirit-journey. One of them was a strong hunter, who had killed another in rage. One of them was a thief. One of them was a man with an empty heart.

    The three left to placate the spirits. They walked west until they came to shore. There a buzzardfly awaited them and said, go through the pass. There was no pass, but the three dove into the dark waters. Into the shadows they went.

    The buzzardfly joined them in the shadows. They travelled under the waters and then under a rocky island. They saw a celestial fox fill the sky with light and wave its tail, tossing glittery bits all about.

    After this they were shown the mountains of sun and moon. The buzzardfly gave them the choice of which one to spend their night on. The thief went to the mountain of sun. The man with an empty heart went to the mountain of moon. The murderer stayed put.

    One of the three came back to the tribe. They came back and healed the child with mystic arts they learned during the night. They told about their visions of how the tribe needed to go south, how a better place waited them, nearer the sun. The tribe acknowledged they had become a seer. And from then on the tribe travelled east and south whenever there was enough food, whenever the ice allowed.

    This happened in the time of the grandfathers of our fathers' grandfathers. The tribe came south, and found land with trees, rabbits, easy winters but fewer seals. The food is more plentiful, but the old ways no longer work. There's less time to use sleds. There's brown bears. And yet the tribe has grown in the warmth and it is good, living in the area of Winsmoke.

    Another seer was born to the last generation and her healer skills have allowed the tribe to thrive. Other bands have followed and set up in nearby lands. Young braves have grown strong and they can protect Winsmoke from the other tribes, from the bears as well as from any creatures of the old tales: salamanders, bad spirits or the underwave people.

    ---
    The game will be played on the forum.
    The game is GURPS stone age pathfinder. The Serpent skull adventure path is partially subsumed into the story but is not the story. The campaign is long but episodic. I'm keeping the mechanics mostly under the hood, storytelling has emphasis.

    Links to IC thread
    http://www.giantitp.com/forums/showt...6#post23912586

    And OOC thread
    http://www.giantitp.com/forums/showt...e-Perilous-OOC
    Last edited by Smilex; 2019-05-15 at 05:28 PM.

  2. - Top - End - #2
    Pixie in the Playground
     
    MonkGuy

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    Default Re: Stone age, tribal survival

    Pre-made character 1. (Characters are roughly 160 pts).


    Deish, the aristocrat seerling
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    Deish was born to loving parents as the second child of 6 siblings. The birth was easy and happened in the family's winter house. It was the warmest winter in the memory of the whole band and Agvan, the current seer and leader of the band exclaimed that great fortune was coming to the child. When the family observed that the child was born with a large birthmark, resembling a fish, on their chest, they considered this further proof of spirits' favour.

    Deish has a rich family. For several years the father of the family has produced the best flint spear tips and keeps trading them for other tribal bands as well. He is away travelling often enough. Despite a throat injury and inability to speak, he seems to do well enough in his trades.

    The mother of Deish is considered one of the social leaders of the band. Every person of authority is a friend of hers. From early age Deish has been a part of this group of social insiders.

    From the age of 8 Deish has been in the service of Agvan, the band's seer, and learning about the mysteries of Heavens, the stars. Soon after this Deish found out that they were actually grown up with the traditions of the opposite sex than what they are. This was to further protect them from evil spirits, so that they would have the best chance to ascend to greatness in the future.

    As a result of Deish's different circumstances in their childhood they've always felt like the ugly duckling, separate from others, surrounded by people who are stronger and better than they are and yet with the expectation that they should be great as well, even something extraordinary.

    Through their teen years, Deish found they could listen to what the seer called the music of the spheres. They learned to hear the stars and the sun and sometimes they could guide the power of the stars for healing miracles. This was he most important of the seer's skills as well and soon enough Deish was given a position as advisor in the band, considered equal to tribal elders.

    By their late teens Deish fell in love. The target of Deish's love was quite a bit older, and married. But within a year, by chance they were widowed. Soon enough Deish married their love. When Deish was 19 their marriage produced a child.

    Now, living a life of success, Deish is still feeling that there's something else they were meant to give to the band. Last year they joined tribal scouts on a trip to a nearby mountain top and found they could endure a bit of hardship and not just be coddled in the middle of the tribe's hearth.

    Deish
    Strength 9
    Dexterity 9
    Iq 15
    Health 12
    Speed 5.25
    Move 5
    Dodge 8
    3 extra fatigue points
    Wealthy
    Unnatural feature, very small ears. Somehow as Deish has been learning to listen to 'the music of the spheres', their normal hearing has become worse and their ears have shrunk. The same has happened to Agvan who just calls this the seer's curse.
    Hard of hearing
    Power investiture, Mystery of Heavens
    Wealthy
    High status+2
    Clerical rank 1
    Absolute direction
    Absolute timing
    Charitable
    Disciplines of faith, mysticism
    Sense of duty towards tribe
    High pain threshold
    Legal immunity. The tribe considers the position of the seer the highest possible, and while Deish is not THE seer of the tribe, they are considered integral to the future of the tribe.

    Skills
    Astronomy iq-2
    Body language perception-1
    Current affairs (people) iq
    Diplomacy iq-2
    Gesture iq
    Leadership iq
    Meditation will-1
    Meteorology/Weather sense iq
    Navigation iq-1
    Politics-1
    Public speaking iq
    Knife dx
    Climbing dx-1
    Skiing ht -2
    Survivor forest iq-1
    Swimming ht

    Spells iq-2 (+2)
    Virtue
    Stabilize
    Resistance
    Purify food and drink
    Cure light wounds.
    Remove fear

    Deish was always an emotional child with a deep personality. Deish has always found strength from accepting their weakness. They grew up separated form others but in the middle of others. Now they've been looking for ways to bring out what is in them for the benefit of the whole band.

    Deish is quite ignorant about what is normal life for the people of their band. THey spend their time thinking of the higher spheres and their own life and fate. Subtlety and skill always give way to intensity and drama in the life of Deish.

    Deish's spouse and parents take care of the child in Deish's life. They all agree that Deish's destiny is to help the whole of the tribe.
    Last edited by Smilex; 2019-05-13 at 04:27 PM.

  3. - Top - End - #3
    Pixie in the Playground
     
    MonkGuy

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    Default Re: Stone age, tribal survival

    Pre-made character 2

    Wanach, the host to reprobates
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    Wanach was born in June in the family's tent, safe and sound for the first and last time in their life. Wanach has one older brother. Their father is an old hunter and warrior of the tribe. Their mother, a skilled fisherwoman, also famously unfaithful in their marriage has never been ashamed to explain that the two siblings might not have the same father.

    The family has always done well enough but the kids grew up with distanced parents. Wanach was adventurous and prone to risky situations from the start.

    At the age of 7, Wanach's brother started a fire, in which Wanach almost died. The smoke injury was severe. To the surprise of everyone the seer couldn't heal the damage. The seer claimed that somehow the child was resistant to magic, she couldn't even see the child's future. Yet somehow eventually Wanach healed by themself, even thereafter surprising their friends with an ability to stay underwater for long periods of time without breathing.

    Throughout their childhood Wanach's elder brother lead the two into every kind of mischief. They stole fish from the nets of others, berries from storepots and smoked meat from the village smokeshack. All of their loot they shared with younger kids as well as a few injured adults who they deemed worth helping. Mostly, the adults ignored the gang of rascals, though sometimes did Wanach get a beating from someone they angered.

    For their behaviour Wanach earned a number of mocking titles: The Chief of Thieves, The Bundle of Trouble and The Host of Reprobates. Unfortunately the thieves and reprobates haven't been paying Wanach's generosity back.

    When Wanach was 19, they thought they could outdo themselves. Wanach gave fermented berryjuice to the night guards and let the band's prisoner-servants go to the shore, steal kayaks and escape. For their troubles, Wanach got a firebrand and was genuinely ostracised by most of the band for the first time.

    To Wanach's surprise they found themselves shunned by most of the other outcasts of the tribe as well, and even their brother. Feeling intense pressure from the loneliness, Wanach was surprised one evening by Deish approaching them and suggesting they should join the band's warriors, give themselves to the band so as to earn their place back. The very next day Deish introduced Wanach as a member of the tribe's warrior group and Wanach is genuinely trying to do their best.


    Wanach
    Strength 11
    Dexterity 14
    Iq 12
    Health 10
    Speed 6
    Move 6
    Dodge 9
    Skinny
    Appearance unattractive
    Reputation as a great thief, recognized occasionally. Either a positive or a negative reputation depending on other people's inclinations.
    'Criminal record', social stigma
    Military rank1, member of the warrior group
    Impulsiveness
    Phobia of being alone
    Ambidexterity
    Breath holding 2 levels
    Daredevil
    Magic resistance 5

    Skills
    Acrobatics dx-2
    Acting iq-1
    Climbing dx-1
    Escape dx-2
    Fast-talk iq
    Filch dx-1
    Thrown axe/club dx
    Jumping dx
    Staff dx
    Pickpocket dx-2
    Stealth dx-1
    Knife dx
    Skiing ht -2
    Survivor beach iq-1
    Swimming ht
    Technique hit vitals +3

    Wanach has always wanted friends, maybe even a family. Now, as Wanach's brotherhas taken steps to separate the two, Wanach is looking for new connections. But siblings don't just disappear. Wanach would love to get back that old brotherly love as well.

    Wanach is well known to be trouble, but they're not really viewed as evil by the band, rather just misguided.

    Wanach's assumed father has taught Wanach well in many skills that a young brave needs, particularly as a scout. Now Wanach is looking for new challenges to sharpen their skills.
    Last edited by Smilex; 2019-05-13 at 04:26 PM.

  4. - Top - End - #4
    Pixie in the Playground
     
    MonkGuy

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    Default Re: Stone age, tribal survival

    Pre-made character 3

    Cheechee Titan of fun

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    Chechee was the last born child of seven (four sisters, two brothers). Cheechee was born during an April night during a rainstorm. The mother died.

    Cheechee's father is a warrior and a fisherman, noted for his harshness, as well as being an alcoholic. Towards his children though, he was a loving father, when he could. The family was further served by two prisoners of war until most of the band's war-prisoners were set free by Wanach. THis event didn't much faze Cheechee since they've always thought that a strong person acts and doesn't look for others to handle their affairs.

    Cheechee was always a large, happy child. Cheechee was straightforward, respected and looked up to by the other kids.

    When Cheechee was 11, they ran away with three other kids to 'start a band of their own'. They took the name Cheechief and the group managed to survive on another beach for a late spring, summer and better part of an autumn.

    When Cheechee came back, they immediately joined the band's warriors. In their first fight a rival band's brave hit Cheechee on the head with a warclub. The wound was severe, but they were carried back to Winsmoke fast enough that the seer managed to heal them, to a point.

    Since the head injury, Cheechee has been subjected to uncontrollable berserker rages. Luckily, they're generally an easygoing, fun-loving fellow so they're not enraged easily. Furthermore, another possible side effect of the head blow has been that Cheechee has continued to grow to a height of about 8 feet. No one in the band wants to antagonise someone that size.

    Cheechee has continued to be a member of the warchief's retinue. Four years ago in a fight, against a killer bear, Cheechee's best friend died. After this Cheechee got elevated to the position of tribal leader. They also decided to try alcohol to take away the pain. As plans go, it was a bad one. A person of Cheechee's size can drink a lot of fermented berry juice. They still managed to get addicted to the drink.

    Cheechee continues to be a person that other members of the band literally and figuratively look up to. While they're unseemly large, nature has give them a beautiful face and many consider Cheechee to be unfairly lucky. But with their warm and friendly character they're not hated nor feared, but rather generally loved.

    Cheechee
    Strength 15
    Dexterity 11
    Iq 8
    Health 15
    Speed 6.5
    Move 9
    Dodge 9
    3 hit points
    Fast move +2+1 from gigantism
    3 extra fatigue points
    Gigantism
    Very handsome/beautiful
    Wealthy
    high status+1
    military rank3
    Alcoholism
    Berserk
    Chummy
    Very fit
    Legal enforcement powers
    No Hangovers

    Skills
    Brawling dx+1
    Carousing ht
    Fastdraw dx
    First aid iq
    Thrown axe/club dx
    Jumping dx
    Law iq-2
    Leadership iq-1
    Axe-mace dx+1
    Knife dx
    Skiing ht -2
    Survivor beach iq-1
    Swimming ht

    Cheechee loves being with friends. A large skin of fermented berry juice improves things but doesn't define Cheechee as a person. As an effect of their size, Cheechee is used to periods of not being capable of consuming enough of the drink. Cheechee lives an honest and simple life warrior's life.

    Cheechee is a natural leader, by sheer personal force. While they may lack vision, they're certainly very good at pushing the action. Cheechee wants what Cheechee wants and usually gets it.
    Last edited by Smilex; 2019-05-13 at 04:27 PM.

  5. - Top - End - #5
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    Wuff's Avatar

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    Default Re: Stone age, tribal survival

    I'm pretty interested just from a quick skim!

    I'll throw up my thoughts once I've had the chance to properly take stuff in, so in about 10 hours or so, once I've had a rest.

    Deish looks pretty interesting!

  6. - Top - End - #6
    Pixie in the Playground
     
    MonkGuy

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    Default Re: Stone age, tribal survival

    @Wuff: That's great. There's going to be six pre-mades to start with. I'm open to self-created stone-age fitting characters of 160 pts as long as they're not twinked out. Also, the spells known by characters are obviously not your regular GURPS spells, they're from pathfinder. You can read pathfinder spell descriptions but since the theme of the game is low tech, I'm not giving exact numbers or mechanics for most things. Mystery and discovery have emphasis.

    A bit more about the setting...

    Agvan's band is one of six known bands of humans in the region. All bands consider themselves to be of the same tribe. Agvan's band consists of about 200 people, settled into a small settlement they call Winsmoke. The houses they've built are winterworthy, using techniques that could maintain life even in much worse conditions. The sides of the houses are built of stones and earth, the roofs from pieces of wood. Most houses are meant for extended families or families tied with other bonds, with up to 30 people living in the same building. In the middle of the house there's a fire pit, with a hole up top. The entrance to the house is built so that one must crawl down before rising into the building, this is a tradition from the cold lands.

    The area of Winsmoke is on the northern shore of Fogbear Island. The island is a part of a large archipelago, the size of which is not known to the band. The waters form deep channels between the islands and the islands also contain steep fjords in their coastlines. Most of the coastline is difficult to land in with a kayak, so the harbor area of Winsmoke is considered precious.

    The islands are rocky but are mostly covered by forests. The woods are dense, the most common trees being spruce, cypress and fir. The winds are strong, almost always coming from south or west and they bring plenty of rain. Technically the woods would be considered temperate rainforests.

    In the woods there's plenty of game - deer, badgers, fox and squirrel and - goats higher up on the rocks. Also there's wolves and of course the bears. Traditionally the tribe has done more fishing than hunting but within the past couple of generations hunters have emerged as an important group in the tribe.

    In the waters, there's plenty of salmon and other fish, but also whales, otters and seals. These provide most of what the tribe has used for as far as memory or the stories go.

    In the ocean, there's also the under-wave people. While there's plenty of myths and stories about the under-wave people, they're in no way considered fictitious. You can hear them singing sometimes in the fog. The under-wave people are considered dangerous, even evil though the stories say that the traditional songs of the skalds were originally learned from the under-wave people and they gave the gift of magic to the tribe voluntarily. To make the distinction clear, the tribe calls themselves the overground people.

    In the stories, there's also the underground people, also called salamanders. Stories claim that in the far north these creatures hunted any members of the tribe who strayed too far inland. Ever since the tribe moved further south, these disappearances stopped, though the tribe still prefers to settle on islands rather than the mainland, just to be sure.

  7. - Top - End - #7
    Pixie in the Playground
     
    MonkGuy

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    Default Re: Stone age, tribal survival

    Pre-made character 4

    Tatxa, Maven of strings
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    Tatxa was born in late August in the woods, the birth starting while the mother was looking for a herb to treat pains. They were born too young, with their older brother having been born in the beginning of the same year. Everyone thought that Tatxa would not survive, having been born too fast. Tatxa did, but they've been spoken ill of for their whole life, as a child of bad luck. Some tribe members consider Tatxa to be a jinx.

    Tatxa has always had a memory that has impressed the people around them. As a toddler of three, they observed and caught a fish thief who happened to be the elder brother of Wanach. They explained the events in such perfect detail that the whole band was impressed and believed their story.

    At age 7, Tatxa's reputation as a jinx was cemented in the eyes of many. Their parents died while crossing ice. Many claim that they were trying to save Tatxa, or some other way to tell the story in a way that it's Tatxa's fault. Tatxa was there and saw it happen, but was in no way at fault. Tatxa even managed to save their little brother from the same end as he was about to run to the break in the ice.

    Tatxa's maternal uncle started to take care of the children. The uncle is a very hard-working, but not too good fisherman. He's known for being very gullible and superstitious and he's a bit scared of Tatxa. The uncle seemed to believe that everything is full of spirits and magic and that Tatxa is veritably full of spirits.

    Tatxa's family house used to be a place where visitors were welcome. One particular visitor that came around every couple of years was a travelling skald called Old Man Gorge. Gorge gave Tatxa a gift, a dolphin skull with tendons drawn taut around it's teeth. It was an instrument that the old skald taught Tatxa to play. Gorge called the device a tonkori.

    Tatxa learned to play the tonkori and also to sing and dance. With their quick mind, they had no trouble learning the arts. Tatxa's parents had always loved them singing and Tatxa had always wanted to be a good child, loyal and not to disappoint others.

    The next time that Old Man Gorge came to visit he noted Tatxa's abilities and explained that the true role of the skald was not art, it was to be a sage. The skald was supposed to maintain the memory of the tribe. This is when Tatxa found their calling. In the following years Tatxa studied everything they were allowed to.

    Through their teen year Tatxa became accepted in the band as a young skald, a budding sage and promising individual. At the same time they became frustrated and depressed. The more they learned, the more distant the possibility of knowing 'everything' seemed. They found themselves often enough playing their tonkori alone on the beach, not wanting to do anything.

    When Tatxa's young brother finally came of age at 16, their uncle gave the three their parents' belongings as inheritance. Tatxa didn't want any of it as they were stricken by gloom once again. Old Man Gorge who happened to be visiting came to Tatxa's side and asked Tatxa to go to the sea with him. Tatxa agreed for lack of nothing better.

    At sea Gorge started to play his own tonkori in a way that Tatxa had never heard before. The instrument played in synchrony with the waves while maintaining a separate tune. Gorge started to sing and Tatxa thought it sounded like the sounds that were attributed to the under-wave people. Suddenly lights appeared on the waves, dancing along the tune and Tatxa realised that Gorge had summoned them into being with his song. And then a seal sprung from the waters to nuzzle Tatxa's hand. Tatxa memorised the song and suddenly learning made even more sense.

    Tatxa
    Strength 9
    Dexterity 12
    Iq 14
    Health 10
    Speed 5
    Move 5
    Dodge 8
    perception+1
    basic speed -0,5
    Reputation as a jinx, recognized rarely -3
    Musical ability 2
    Chronic depression
    Curious
    Obsession to figure out everything
    Photographic memory
    Fearlessness +2
    Hard to kill +5
    Indomitable
    Magery 1, requires body movements
    Versatile

    Skills
    Artist iq-2
    Boating dx-1
    Cooking iq-1
    Current affairs (culture) iq
    Dancing dx-1
    Fishing perception
    Housekeeping iq
    Jeweler iq-2
    Law iq-2
    Makeup iq
    Spear dx-1
    Knife dx
    Merchant iq-1
    Musical instrument iq-1
    Musical influence iq-2
    Naturalist iq-2
    Physiology iq-2
    Psychology iq-2
    Scrounging perception
    Skiing ht -2
    Survivor beach iq-1
    Swimming ht

    Spells iq-2 (+1)
    Summon instrument
    Light
    Flare
    Dancing lights
    Flare burst
    Summon monster

    Tatxa wants to learn everything, to be the best skald there ever was. The task is daunting and the pressure can feel horrible. Tatxa is afraid that even when they're learning one thing, they're missing the opportunity to learn another. Underneath it all there's a sadness from rejection, but Tatxa has internalised that into their role of the stone age intellectual.

    Tatxa has never wanted to withdraw. Only in the middle of people can you learn from them. Only in the middle of people can you serve as the sage, as the skald.

    Recently the leadership of the band has started to ask Tatxa's opinions in various matters, but particularly in the meting of justice and settling of arguments. This has been occasional, Tatxa hasn't risen to leadership status themselves. Yet this new role is obvious and confusing.
    Last edited by Smilex; 2019-05-13 at 04:28 PM.

  8. - Top - End - #8
    Pixie in the Playground
     
    MonkGuy

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    Default Re: Stone age, tribal survival

    Pre-made 5

    Kaguei, the Blooded Bear
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    Kaguei was born in a cold March evening in the healer's hut. They were the first-born child to a young hunter and their wife they brought from another band. This was uncommon, as the tribe considers the male to generally be joining the family of the maternal line. Yet the rules are not the same if the woman joins a different band to be with their husband.

    Despite their youth, Kaguei's father is famed in the tribe since they pioneered many hunting skills such as using a forked stick to snag a rabbit right from it's hidey-hole. Kaguei's father actually enjoys making beautiful fur clothes more than they enjoy the hunt itself.

    Kaguei was not a pretty child. But babies often look strange. When Kaguei's teeth came in, it was obvious that something was different. The teeth were serrated. And Kaguei's skull plates fused in a weird that gave them a very odd look. Finally when someone noticed that they have a third eyelid (nictitating membrane) the rumor started that Kaguei's mother carried Salamander blood within her.

    The band was restless about Kaguei. Finally Kaguei's parents chose to give the child up to the warchief of the band. They didn't want to be judged or treated as outcasts and they were more than a bit afraid. Eventually they had a second child. Kaguei's little brother developed to look quite a bit more normal than Kaguei did.

    The warchief wasn't afraid of Kaguei's looks. He himself looked somewhat less than human, for a wolf had ripped his face open once and taken his nose. The old warchief wasn't really adopting Kaguei though, just accepting Kaguei into the household. As time went by, the warriors of the tribe started to treat Kaguei as a sort of mascot or pet, rarely with tenderness but with a certain amount of camaraderie nonetheless.

    Kaguei had a very rough childhood. Kaguei learned to defend themselves from other kids early enough, certainly helped by the fact that the warriors of the tribe chose to often give lessons on how to accomplish this.

    Kaguei grew fast and learned to be fast. They caught a squirrel by age 4 and killed a badger by age 5. Soon enough Kaguei earned a reputation for hunting equal to their father. When Kaguei was in their early teens their natural little brother started to idolise them and join in on many of the hunting trips.

    One of the techniques Kaguei developed was to camouflage themselves with mud. They chose to use this mud covering almost constantly so as to hide their features as much as possible.

    Kaguei, always watchful, developed insomnia at an early age. They started to wander through the camp in the night, listening to the sounds from the huts but also watching the perimeter and sportively avoiding the ones that are expected to be the actual night guards.

    When Kaguei was 20 they became the greatest hunter of the band. Their father died from choking on a bone. Kaguei was not moved.


    Kaguei
    Strength 14
    Dexterity 13
    Iq 10
    Health 11
    Speed 6
    Move 8
    Dodge 9
    Appearance monstrous
    odious personal habit, wears mud neg1
    pitiable
    famous as a great hunter +2
    military rank1
    Berserk
    Bloodlust
    Callous
    Insomnia
    Combat reflexes
    Magery 0, requires body movements
    Nictitating membrane +2
    Night vision +2
    Sharp teeth
    Area knowledge iq
    Brawling +1
    Camouflage iq
    Fastdraw dx
    Intimidation Will
    Jumping dx
    Light walk dx-2
    Spear dx+1
    Mimicry animals iq-1
    Spear throwing dx+1
    Stealth dx-1
    Knife dx
    Tracking perception
    Skiing ht -2
    Survivor forest iq-1
    Swimming ht
    Technique sweep +2

    Kaguei is pitied by others, for being something less than anyone else. Kaguei sees the others being something less. They feel they can hold their own. THey don't need others. Others need them.

    Kaguei knows that they'll never be a leader. They're a warrior and a hunter but they'll never conquer or vanquish. Victory means to survive. So they're just always watchful, always defensive. But they don't suffer threats and know how to take care of such.
    Last edited by Smilex; 2019-05-13 at 04:28 PM.

  9. - Top - End - #9
    Pixie in the Playground
     
    MonkGuy

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    Default Re: Stone age, tribal survival

    Pre-made 6

    Heeni, Imperious Idealist
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    Heeni was born during the autumn equinox, to parents that were a part of what is today called Sauska's band. Heeni has two older sisters


    Heeni's mother and father were both hunters until events took a turn for the worse. There was a war. Now war between the bands occasionally happens. While surviving is difficult enough anyway, sometimes people's emotions rise, sometimes people covet that which belongs to another. Fights can be bloody but the wars are usually negotiated after a few scuffles. As it happened, Heeni's family ended up as war prisoners of Agvan's tribe. Furthermore they became slaves of a powerful individual warrior.

    When Heeni's father told them much later that Heeni's mother actually died in the war. But three days later she came back to him, carrying a large sealed clay jar which she told him never to touch. Since then Heeni's father said she'd been different, cold, not at all the same woman he married. He focused his love on the children while she remained distant from the family.

    Heeni worked through their childhood. From early age, Heeni learned to make rope and tie knots, to sew and to work leather. Later, with more strength in their arms, they learned to work wood as well. To Heeni's confusion, some of the kids they had early on played with, started to distance themselves, behaving jealously over Heeni's skills and self-assurance. Heeni learned to be calm about many things.

    At the age of eleven, Heeni found a sealed clay jar under the family's refuse heap. They opened the seal a little bit and felt something burn their fingers. Then they carried the jar away and hid it again.

    Heeni felt the burning last in their fingers, the pain making them nauseous as they proceeded to do their daily work. Somehow the rabbit Heeni skinned seemed to sear a bit even at a touch. The next day Heeni found out that everyone who had eaten a part of the rabbit had gotten sick, an old woman had even died over night. Luckily, the burning also ceased overnight.

    At the age of 16 Heeni tried to escape, but was caught. As a result of these events Heeni has a small brand on their left shoulder. This caused Heeni to reassess the situation.

    In the next three years Heeni started to debate with people, everyone who was willing to have a discussion. They eventually managed to convince the aging warrior who owned Heeni's family that spirits would look favourably to one who didn't take the freedom of others. As a result, the whole family was released.

    The family chose to stay as a part of Agvan's band, partily because at that point they had no idea where the parents' old band resided, partly because they didn't own kayaks or anything else they would've required to travel while searching.

    Heeni, at this point considered their position once more. They had learned during their years a multitude of skills, secretly even discovering they had a talent for magic. They didn't see anyone else in the band looking like they had the capacity to think things through and make good choices the way Heeni did. Heeni didn't see any reason why they shouldn't in the future become a leader in the band. Hence they joined the warriors' lodge, starting their way towards something new.


    Heeni
    Strength 10
    Dexterity 12
    Iq 15
    Health 12
    Speed 6
    Move 6
    Dodge 9
    Struggling
    Low status -2
    military rank1
    Overconfidence
    Charisma +2

    Skills (1pt each)
    Swimming
    Survivor forest
    Survivor mountain
    Knife
    Sewing
    Engineering (fortifications)
    Leatherworking
    Carpentry
    Knots
    Atlatl


    Heeni is a thoughtful youth, not satisfied with the easy answers. They're always looking for a better solution, an improvement on the many faults that exist around them. They see themselves as a natural teacher, a natural commander, just as long as they can make others see their point of view.

    Heeni seeks to be honourable, to do the right thing. The idea that doing the wrong thing would ever improve anything just doesn't make sense. So Heeni's always full on.

    Heeni and Kaguei have a long-time bond. Both have experienced a dissonance with the opinions of others and shown that they're willing to give the other one an ear when no one else would.
    Last edited by Smilex; 2019-05-15 at 03:14 PM.

  10. - Top - End - #10
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    MonkGuy

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    Default Re: Stone age, tribal survival

    Quote Originally Posted by Wuff View Post
    I'm pretty interested just from a quick skim!

    I'll throw up my thoughts once I've had the chance to properly take stuff in, so in about 10 hours or so, once I've had a rest.

    Deish looks pretty interesting!
    The intro starts to be finally at a point where I think one could consider this campaign. I'm planning this campaign as episodic and as such it's not going to be a problem to introduce more players later on. At this point I'm looking for players to take part in the prologue. Even solo works for me as far as the prologue goes.

    Let's keep this up for a while though.

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    Default Re: Stone age, tribal survival [Gurps pathfinder]

    The Gurps/PF tag should hopefully attract some more people. Perhaps some where put off by the lack of a label.

    Strategic bumps will help also.

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    MonkGuy

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    Default Re: Stone age, tribal survival [Gurps pathfinder]

    Quote Originally Posted by Wuff View Post
    The Gurps/PF tag should hopefully attract some more people. Perhaps some where put off by the lack of a label.

    Strategic bumps will help also.
    I've had some private message interest.

    Meanwhile...Would you like to develop Deish for further suitability for you? Or is the character fine for you as is?

  13. - Top - End - #13
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    MonkGuy

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    Default Re: Stone Age, Tribal Survival [Gurps pathfinder]

    The area through which the band travelled to Winsmoke


    Winsmoke's the orange circle.

    Not that mapping is a well developed skill.
    Last edited by Smilex; 2019-05-13 at 04:33 PM.

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    PirateWench

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    Default Re: Stone Age, Tribal Survival [Gurps pathfinder]

    i am interested, would it be possible to flex some of Heeni's skills about?

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    Default Re: Stone Age, Tribal Survival [Gurps pathfinder]

    I'm pretty happy with how Deish is right now.

    Quote Originally Posted by Smilex View Post
    I've had some private message interest.

    Meanwhile...Would you like to develop Deish for further suitability for you? Or is the character fine for you as is?
    No objections, for sure. I'd like to see how it plays out.

  16. - Top - End - #16
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    MonkGuy

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    Default Re: Stone Age, Tribal Survival [Gurps pathfinder]

    Quote Originally Posted by samduke View Post
    i am interested, would it be possible to flex some of Heeni's skills about?
    Definitely. If you know how GURPS works you can suggest direct changes in the point distribution or if you prefer you can just explain to me what skills you'd like to add. We can for example ditch her military rank, claim that she's considered a trainee in the warrior group. THat would allow the addition of up to 5 new skills.

    Almost completely unrelated:

    This is the status ranking of the band:
    Status 3 - Agvan the Seer. She's a highly capable magic user in a world with very primitive tech. She's absolutely vital to the band.
    Status 2 - The seer's inner circle including the warchief (and Deish)
    Status 1 - Respectable elders (usually owners of houses), people with exceptional skills
    Status 0 - Most people
    Status -1 - Dependents, prisoners of war who have shown they're reliable and working for the community.
    Status -2 - Unruly war-prisoners, children of under 5 years, people suspected of being dangerously insane.

    On warriors.
    A warrior would be anyone capable of using a weapon to reasonably protect themselves. In the pathfinder sense this would equate to 1 or more level of warrior, in GURPS this mostly just means the person has a skill rank in a weapon skill. There's about 40 warriors in the band. Most of them actually live as whalers, hunters of seals or deer even fishermen. There's a few more dedicated warriors, usually veterans or scouts. They are more actively engaged in the business of protecting the band. Most of the pre-made characters belong into this group as scouts.
    Last edited by Smilex; 2019-05-14 at 12:40 AM.

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    PirateWench

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    Default Re: Stone Age, Tribal Survival [Gurps pathfinder]

    Quote Originally Posted by Smilex View Post
    Definitely. If you know how GURPS works you can suggest direct changes in the point distribution or if you prefer you can just explain to me what skills you'd like to add. We can for example ditch her military rank, claim that she's considered a trainee in the warrior group. THat would allow the addition of up to 5 new skills.

    Almost completely unrelated:

    This is the status ranking of the band:
    Status 3 - Agvan the Seer. She's a highly capable magic user in a world with very primitive tech. She's absolutely vital to the band.
    Status 2 - The seer's inner circle including the warchief (and Deish)
    Status 1 - Respectable elders (usually owners of houses), people with exceptional skills
    Status 0 - Most people
    Status -1 - Dependents, prisoners of war who have shown they're reliable and working for the community.
    Status -2 - Unruly war-prisoners, children of under 5 years, people suspected of being dangerously insane.

    On warriors.
    A warrior would be anyone capable of using a weapon to reasonably protect themselves. In the pathfinder sense this would equate to 1 or more level of warrior, in GURPS this mostly just means the person has a skill rank in a weapon skill. There's about 40 warriors in the band. Most of them actually live as whalers, hunters of seals or deer even fishermen. There's a few more dedicated warriors, usually veterans or scouts. They are more actively engaged in the business of protecting the band. Most of the pre-made characters belong into this group as scouts.
    sent pm on converting things

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    MonkGuy

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    Default Re: The Siege Perilous - Stone Age, Tribal Survival [Gurps pathfinder] Prologue

    On the local climate
    Spoiler
    Show

    Avg. Temp(C) Avg. Temp(F) Precipitation (mm)
    January -4.4 24.1 161
    February -1.9 28.6 148
    March 0.5 32.9 139
    April 4.3 39.7 123
    May 8.4 47.1 133
    June 11.7 53.1 101
    July 13.3 55.9 136
    August 12.6 54.7 178
    September 9.6 49.3 247
    October 5.6 42.1 311
    November 0.5 32.9 210
    December -2.3 27.9 193


    On technology
    Clothing
    Clothing is primarily fur and leather. Certain types of fish skin can also be worked into clothing. Clothing of good quality is warm, protective and even waterproof. Boots are particularly well made. Traditionally only the head and hands are left to stick out. With the tribe moving further south, the level of protection required has shrunk. Now less covering clothing is used as well.

    A bit on the general life of the band.

    Traditionally, the sustenance of the band was entirely derived from the capture of seals and cetaceous animals as the tribe has always dwelt on the seashore. Blubber, whalebone, and seal skins are some of the primary resources that were traditionally used and which the band can use well. Vegetables didn't use to be a part of the diet.

    Seals were caught partly from kayaks, partly from the ice and the shore. Their kayaks consist of a framework of wood, joined together principally by strings, and provided with a cover of skins impenetrable to the water. Usually these are single person vehicles.

    Weaponry consists of 1) axes as tools of woodworking and as weapons of war. Also two-handed versions of the same. Also throwing axes are possible, though not really much in use and not that well made. 2) Clubs for seal-hunting and weapons of war. This group includes kayak paddles. Also two-handed versions of the same. 3) Spears and harpoons for hunting. Spears are of course used both in melee and by throwing. 4) Throwing clubs. These are also used in a game which is a variant of gorodki (russian or finnougric throwing club came). 5) Knives, multipurpose tools, sometimes useful as weapons also. May be thrown. 6) Staves, sometimes used instead of paddles, sometimes used as walking sticks. Easily available. 7) Shields. Not really much in use or that well made, but the concept of a shield is easily figured out.


    One of the rare inventions used in this tribe is the adaptation of a bladder filled with air to the harpoons or javelins, in order, by retarding the animals, to prevent them escaping after being struck, and to prevent the harpoon sinking, should the hunter miss his aim.

    On domestication: Dogs and reindeer are more or less domesticated. The number of both is very few.

    On property:
    The most important property is the house, which is usually considered owned by all who took part in building it. In time the ownership may pass to just a single individual but hoarding space would be considered stupid and unacceptable. It is possible for an individual to be driven away from a household though.

    Community possessions are simple household items in everyday use such as lamps, tubs, dishes of wood, soapstone pots. Also food stores for winter consumption. These are usually shared by everyone in a household. Every household hunts, collects food for themselves but when something very large is caught everyone is welcome to partake so that nothing goes to waste.

    Personal property is scarce. Clothing is of course personal. Most individuals own two sets of clothing. Tools. Kayaks. Weapons. Fishing lines and nets. Decorative items. Trade goods (soapstone, flint, whalebone, walrus teeth, leather and some types of fish skin, clay, certain sea shells).


    If you want to think in terminology of other games. Consider this a tribe in civilization with the advances of
    -Mysticism
    -Meditation
    -Ceremonial burial
    -Fishing
    -Hunting
    -Warrior code
    -Trapping
    -Animal Husbandry (low quality)
    -Pottery (low quality)

    Technologies that are very pointedly not quite yet available are:
    -Alphabet
    -Archery
    -Mining
    -Sailing
    -Wheel
    -Agriculture
    -Mathematics
    -Bronze working

  19. - Top - End - #19
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    MonkGuy

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    Default Re: The Siege Perilous - Stone Age, Tribal Survival [Gurps pathfinder] Prologue

    The OOC thread is now created. Will continue development there, but recruitment is still open.

  20. - Top - End - #20
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    MonkGuy

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    Default Re: The Siege Perilous - Stone Age, Tribal Survival [Gurps pathfinder] Prologue


  21. - Top - End - #21
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    MonkGuy

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    Default Re: The Siege Perilous - Stone Age, Tribal Survival [Gurps pathfinder] Prologue

    Could still do with another player. Check out the IC thread, the game might be interesting to you.

    http://www.giantitp.com/forums/showt...us-Prologue-IC

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