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SASAMI’S STORY Page 1 The players do not have access to the following information. They will have to figure it out or research parts of it through bard’s tales or magical means. This information is for the Game Master only in order to understand and rollplay Sasami correctly. The information in the NPC Player’s Sheet is sufficient to hand it to someone, say a player’s girlfriend or wife, who wants to play. (It does happen.) And while this may give other players insight into Sasami, it won’t blow the mystique or ruin the campaign. Sasami is Aeyka’s little sister and is a 3 rd level monk, however most of her abilities come from a terrible accident that would have killed her when she was a toddler. When Ryoko attacked Jurai, Sasami took a terrible fall. Tsunami (a goddess of the Jurian elves and of trees) who was watching her, had pity on her and placed the life force of one of her lesser angels within her to keep her from dying. It is believed and prophesied that the final fate of Jurai rests with Sasami and not Ayeka. Angels are the opposite of demons. Type I demons teleport and gate and have other evil powers, while type I angels can teleport and gate and have other good powers. The abilities that Sasami has are not yet controllable by her, but manifest themselves as follows: a) She will detect good and evil, knowing that she likes or does not like people that she meets. b) She has great insight into people’s motives. c) If she feels lost, alone or frightened in the dark, she creates a light spell about her. d) She radiates a Protection from Evil 10’ radius about her when under attack. e) Site of her within 10” turns undead as cleric her level. f) She has a magic resistance of 50% if she is consciously trying to resist a spell. g) She can cure light wounds once per day per level. She doesn’t know this but if she is allowed to bind wounds and or doctor injuries it happens, at least a few times. h) She teleports away when she is under attack or in the direct line of an attack. (If a guest player was playing Sasami and combat arose, you might inform the player that the monster jumps up and is going to bite the head off your character, do you want to move? Where would you rather be? If the player tries to teleport at other times, it just doesn’t work, or give her a 3% chance for a 3 rd level Sasami.)

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Page 1: Background story sasami

SASAMI’S STORY Page 1

The players do not have access to the following information. They will have to figure it out or research parts of it through bard’s tales or magical means. This information is for the Game

Master only in order to understand and rollplay Sasami correctly.

The information in the NPC Player’s Sheet is sufficient to hand it to someone, say a player’s girlfriend or wife, who wants to play. (It does happen.) And while this may give other players insight into Sasami, it won’t blow the mystique or ruin the campaign.

Sasami is Aeyka’s little sister and is a 3rd level monk, however most of her abilities come from a terrible accident that would have killed her when she was a toddler. When Ryoko attacked Jurai, Sasami took a terrible fall. Tsunami (a goddess of the Jurian elves and of trees) who was watching her, had pity on her and placed the life force of one of her lesser angels within her to keep her from dying. It is believed and prophesied that the final fate of Jurai rests with Sasami and not Ayeka.

Angels are the opposite of demons. Type I demons teleport and gate and have other evil powers, while type I angels can teleport and gate and have other good powers. The abilities that Sasami has are not yet controllable by her, but manifest themselves as follows:

a) She will detect good and evil, knowing that she likes or does not like people that she meets.

b) She has great insight into people’s motives.

c) If she feels lost, alone or frightened in the dark, she creates a light spell about her.

d) She radiates a Protection from Evil 10’ radius about her when under attack.

e) Site of her within 10” turns undead as cleric her level.

f) She has a magic resistance of 50% if she is consciously trying to resist a spell.

g) She can cure light wounds once per day per level. She doesn’t know this but if she is allowed to bind wounds and or doctor injuries it happens, at least a few times.

h) She teleports away when she is under attack or in the direct line of an attack. (If a guest player was playing Sasami and combat arose, you might inform the player that the monster jumps up and is going to bite the head off your character, do you want to move? Where would you rather be? If the player tries to teleport at other times, it just doesn’t work, or give her a 3% chance for a 3rd level Sasami.)

Page 2: Background story sasami

SASAMI’S STORY Page 2

i) If she is in distress and crying she has a 10% chance per round of gating in another type I angel (with the same abilities as Sasami). If this angel cannot help the distress, she will begin crying with Samsami to gate in another. Add the number of Type I angels crying for a percent chance to gate in Tsunami. This is an ace in the hole, if Ayeka or another character is killed. Each turn (10 rounds) there is a 1% cumulative chance of Sasami just falling asleep from all the crying and ending the process. The distress must be real, no crocodile tears.

Like Ayeka and other monks of the Jurain royal line, Sasami can dodge both missile and melee attacks by making her saving throw verses Paralyzation.

By making her saving throw Sasami takes no damage instead of half damage.

Sasami has pre-cognitive dreams, so she will dream about terrible encounters, or traps that the party is likely to encounter in upcoming campaigns or about people they are going to meet.

Sasami is extremely cheerful.

She shows great organizing skills when assigning who gets what chores to do.

She is an excellent cook, the only NPC so far who can cook.

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SASAMI’S STORY Page 3

Type I Demon (Vrock)

FREQUENCY: CommonNO. APPEARING: 1-3 or 1-6ARMOR CLASS: 0MOVE: 12"/18"HIT DICE: 8% IN LAIR: 5%TREASURE TYPE: BNO. OF AITACKS: 5DAMAGE/ATTACK: 1-4 / I -4 / 1-8 / 1-8 / 1-6SPECIAL ATTACKS: See belowSPECIAL DEFENSES: See belowMAGIC RESISTANCE: 50%INTELLIGENCE: LowALIGNMENT: Chaotic evilSIZE: L (8' toll)PSlONlC ABILITY: NilAttack/Defense Modes: Nil

These are among the weakest of their kind; type 1 demons somewhat resemble a cross between a human and a vulture. Strength is standard.

They may be struck with normal missiles and by normal weapons.Darkness caused by them is the typical 5' radius sort.

In addition these demons have the ability to do any one of the following, one at a time, at will: Detect invisible objects, Telekinese 2,000 gold piece weight, Gate in another type I demon (10% chance of success).

These creatures are very fond of the flesh of the human sort, and they also prize precious metals and stones. Because of their stupidity they are not often prone to listen to bribe offers.

In addition all demons have these abilities:Infravision Teleportotion (no error)Darkness (r. varies)Gate (specifics vary)

Demons are affected by the listed attack forms as noted below:Attack - Moximum damage Will be: Acid fullCold fullelectricity (lightning) halffire (dragon, magical) halfgas (poisonous, etc.) halfiron weapon fullmagic missile fullpoison fullsilver weapon none* unless affected by normal weapons.

Because they hove a special form of telepathy, demons are able tounderstand every intelligent communication. Demons with average orbetter intelligence are likewise able to converse.

Type I Angel

FREQUENCY: CommonNO. APPEARING: 1-3 or 1-6ARMOR CLASS: 4 or 2 (Chain + Sheild or Plate + Sheild)MOVE: 12"/18" (Run / Fly)HIT DICE: 8% IN LAIR: N/ATREASURE TYPE: N/ANO. OF AITACKS: 3DAMAGE/ATTACK: By Weapon TypeSPECIAL ATTACKS: See belowSPECIAL DEFENSES: See belowMAGIC RESISTANCE: 50%INTELLIGENCE: HighALIGNMENT: Lawful GoodSIZE: L (8' toll)PSlONlC ABILITY: NilAttack/Defense Modes: Nil

These are among the weakest of their kind; type 1 angels somewhat resemble a human male or female with feathery wings. Strength is standard. Angels carry normal weapons, armor and shields. Angels may use their attacks to parry or block since they will not harm beings on the prime material plane unless specifically sent by deities to do so.

They may be struck with normal missiles and by normal weapons.As an 8 Hit Die creature they may wound creatures struck by only +3 or better weapons.The magical light caused by them is 5' radius.

In addition these angels have the ability to do any one of the following, one at a time, at will: Detect good or evil, Protection from Evil 10’ radius.Cure Light Wounds (others only)Gate in another type I angel (10% chance of success).Gate in deity 1% chance.

These creatures desire to do good deeds and rescue or aid non-evil persons. They cannot however cause harm to beings of the prime material plane unless specifically sent to do so.

In addition all angels have these abilities:Ultravison Teleportation (no error)Light (radius and duration varies)Gate self or Gate in other (specifics vary)Turn Undead as a cleric: (level varies)

Demons are affected by the listed attack forms as noted below:Attack - Moximum damage will be: Acid fullCold halfelectricity (lightning) halffire (dragon, magical) halfgas (poisonous, etc.) halfiron weapon none*magic missile fullpoison nonesilver weapon full * unless affected by normal weapons.

Because they have a special form of telepathy, angels are able tounderstand every intelligent communication and know the thoughts behind the words whether they are true, false, trickery, or flattery.