Dru

Copyright Peter Rudin-Burgess © 2015

Edited by Terence Wynne for The Guild Companion

"One night her twin brother told her to hide in this decaying old cottage and he would return for her. That was years ago and he has never been heard of since."

This is a treatment I did for an NPC Seer. The character was produced under RM2/RMC rules and is presented in the same format as used in Heroes and Rogues. I do not use stat bonuses on spell acquisition rolls so if that is the norm for your game then you should have 4 or 5 more development points to spend each level. As will become apparent these probably should not be spent on lore that she could not have learned herself from first principles as this individual has had very little schooling.

The character has at some point suffered some past trauma that has robbed her of her ability to read, write and speak anything but the ‘twin’ language she had as a toddler. She must have had an education as she is an accomplished pure spell user and still has spell books from another Seer from which she is continuing teach herself. These could well be from some relative as no one else has ever been allowed near them to study them.

Introduction

Who Dru is or where she comes from is a mystery. One night her twin brother told her to hide in this decaying old cottage and he would return for her. That was years ago and he has never been heard of since. Although Dru is a young woman now to many it appears she has the mind of child with its simple understanding of right and wrong and when something is not fair. She knows her brother will return and holds on to that rock. He would not abandon her. Since the time of being left here she has learned to fend for herself scavenging from the hedge rows. The when the local villagers realised someone was living in the abandoned cottage (it is some way out of the village in a small valley. The previous occupants died of fever decades ago) they tried to introduce themselves but it soon became apparent that it was a wild girl. The local children are all scared of her and more than once it has been mooted that she could be a witch or mad as no one can understand a word she says.

Level 3

Dru has often been seen star gazing and weather watching and the locals are becoming more familiar with her strange ways. There was an incident when some local children tried to driver her away and she ‘spoke’ mentally to them wanting to know why they were always so horrible to her. She survived the ensuing mob and witch hunt when a priest intervened to save her. If approached carefully and calmly Dru will ‘speak directly into a person’s mind’ but she only converses in questions (Mind Vision III; Question III) although she does appear to understand the answers if you ‘think’ them back at her. She is still regarded as strange but some of the older women in the village respect her because she can read the stars, clouds and even see the future in the way sticks fall. Dru knows about healing herbs and will give them freely if she has them and someone is in need. In return it is not unusual for her to receive gifts of food, cast off toys or a ‘new’ second hand dress from one of the women in the village.

She tolerates the local priest most of all who calls on her to check that she is not starving and to show the locals that she is not to be feared. He has got used to her way of talking through questions.

Level 5

Dru is now consulted by almost anyone in the village although it is not something that people openly admit to. She has a way of asking for that she needs using rhetorical or self referencing questions such as “Will you give me some food?” She does not seem to have any concept of money and never asks for it but she likes flowers and plants. All of this is done silently, just mind to mind. She often knows what a person wants before they even ask (Mind Visions V). She rarely ever refuses a request for help and will sometimes venture into the village to deliver a message as best she can.

Level 7

Dru was approached by a group of adventurers. At first the villagers thought it was her bother returned but that was not the case. They convinced Dru to accompany them to a city and use her magic to help them. They had appealed to her innocent understanding of right and wrong and good and evil and she was able to understand that she should help stop the bad men from telling lies. Dru also hoped to find her brother in the big city. As it was she returned quite upset as she had had no concept of how large a city was, the bustle and how impersonal it is. It took her a while to get over this episode.

Level 10

By now Dru’s presence is having an economic impact on the village. The village farmers are more successful because they are better prepared for bad weather or whether to harvest or not. Dru will help locate lost livestock that would otherwise have perished. She is able to help with healing and people who would have been unable to support themselves because of illness or injury are back at work in days. Her reputation as a Seer is reaching further afield and the village tavern has become an inn to accommodate the trickle of people coming to consult with her.

Level 15

During this period was Dru’s second visit to the city and she is involved in the solving of a murder case and unravels a treasonous plot using her ability to see visions of the past (Past Visions.11.Vision Behind) and her ability to see and know what is happening in several places at once(True Sight.13.Watch II). She still only ever mind talks to people in a stream of questions or hand gestures. This time she does enjoy the attention and the ‘adventure’ and she stays on in the city after the case. It is only when she has some disturbing dreams about her home that she returns to the village.

Level 20

Just as Dru living in the village has turned it into a market town and created opportunities for all the trades associated with that status her prolonged absence had the opposite effect. With Dru missing the visitors also stopped. It was this down turn in fortunes that Dru perceived but did not understand. As soon as she returned so the prosperity of the town soon recovered. Dru continues to this day to support the town and most visitors to the town if she believes them to be nice people. For the most part Dru seems completely unaffected by the passing of time; she still likes to play with the ‘other’ children in the village, still likes toys and tea parties. She is getting older but she is not growing up. This behaviour has surrounded Dru with a social cocoon and any outsider can easily raise the ire of the entire town folk with a derogatory comment or insult.

Description

Dru starts out painfully thin and under developed and she never really recovers from that early period of under nourishment. She has an appearance of 61 (91 including PR bonus). She had long chestnut coloured hair normally in two ‘pigtails’ and large brown eyes. She has a small turned up nose and can appear quite elfin although there is no Elvish blood in her. Throughout her life she remains like a child fascinated by the world and the new things she discovers in it. If she is tempted into an adventure she finds monsters really scary and doesn’t like them! She doesn’t like fights, arguments, loud noises, or shouting. These things are likely to make her cry. Over time her appearance improves as the women folk in the village make sure she is clothed and look after her hair and such. She only ever owns a few ‘nice’ things and any rewards she ever gets she is more likely to share than to keep. She has no concept of money but the priest who befriended her early on does try and manage her affairs for her fairly. She does actually have some money but the priest holds on to it for her and anything she needs are met from those funds. It should never be forgotten that despite her childlike behaviour she is a very intelligent and quick witted individual with a strong sense of right and wrong, good and evil and belief that people and the world are inherently good.

Background options

All Dru’s background options went into Skill At Magic giving +15 Re, Pr, and In. +20 Em; Innate Magician and Destiny Sense.

Level 1
Prof: Seer. Level: 1 Exp Points: 10,000. Eyes: Brown. Hair: Brown. Build Slight. Height: 5’2”. Weight: 70lbs Hits: 19 Realm: Mentalism. Power Points: 2. Spell Lists
Future Visions 1-10
Mind Visions 1-10
St-34(42); Qu-40(92); In-81(81); Pr-97(99); Em-54(91); Co-61(61); Sd-97(97); Ag-51(94); Re-90(90); Me-56(83).
AT: 1; DB: 0; Armour Penalty: 0/0/0 Move: 50’
Skills Rank St. Bonus Sp. Bonus Total
Alchemy 1 +12 +2 +19
Animal Healing 1 +22 +27
Direction Sense 2 +22 +3 +35
Divination 3 +20 +2 +37
Dowsing 1 +20 +2 +27
Foraging (moor) 3 +10 +25
G. Perception 2 +22 +3 +35
Herb Lore 1 +17 +2 +24
Horticulture 1 +22 +27
Meditate(clean) 1 +25 +2 +32
Meditate(tran) 2 +25 +2 +37
Scrying 2 +25 +2 +37
Sense R Warp 1 +22 +9 +27
Stargazing 3 +10 +2 +27
Weather Watch 3 +20 +2 +37
Level 3
Prof: Seer. Level: 3 Exp Points: 30,000. Eyes: Brown. Hair: Brown. Build Slight. Height: 5’2”. Weight: 70lbs Hits: 29 Realm: Mentalism. Power Points: 6. Spell Lists
Future Visions 1-10
Mind Visions 1-10
Self Healing 1-10
True Sight 1-10
St-35(42); Qu-82(92); In-81(81); Pr-99(99); Em-89(91); Co-61(61); Sd-97(97); Ag-88(94); Re-90(90); Me-83(83).
AT: 1; DB: 0; Armour Penalty: 0/0/0 Move: 50’
Skills Rank St. Bonus Sp. Bonus Total
Alchemy 3 +15 +6 +36
Animal Healing 3 +25 +40
Direction Sense 4 +22 +9 +51
Divination 5 +22 +6 +53
Dowsing 3 +25 +6 +46
Foraging (moor) 5 +12 +37
G. Perception 4 +22 +9 +51
Herb Lore 1 +15 +6 +41
Horticulture 1 +25 +30
Meditate(clean) 2 +22 +6 +38
Meditate (tran) 4 +28 +6 +54
Scrying 4 +28 +6 +54
Sense R Warp 3 +22 +9 +46
Stargazing 5 +12 +6 +43
Trickery 1 +18 +23
Weather Watch 5 +22 +6 +53
Level 5
Prof: Seer. Level: 5 Exp Points: 50,000. Eyes: Brown. Hair: Brown. Build Slight. Height: 5’2”. Weight: 70lbs Hits: 36 Realm: Mentalism. Power Points: 10. Spell Lists
Attack Avoidance 1-10
Future Visions 1-10
Mind Visions 1-10
Self Healing 1-10
True Perceptions 1-10
True Sight 1-10
St-41(42); Qu-64(92); In-81(81); Pr-99(99); Em-76(91); Co-61(61); Sd-97(97); Ag-76(94); Re-90(90); Me-81(83).
AT: 1; DB: 0; Armour Penalty: 0/0/0 Move: 50’
Skills Rank St. Bonus Sp. Bonus Total
Alchemy 5 +15 +10 +50
Animal Healing 5 +25 +50
Direction Sense 6 +22 +15 +67
Divination 7 +22 +10 +67
Dowsing 5 +25 +10 +60
Foraging (moor) 6 +12 +47
G. Perception 6 +22 +15 +67
Herb Lore 6 +15 +10 +55
Horticulture 2 +25 +35
Meditate(clean) 4 +22 +10 +52
Meditate(tran) 6 +28 +10 +68
Scrying 6 +28 +10 +68
Sense R Warp 5 +22 +15 +62
Stargazing 7 +12 +10 +67
Trickery 2 +18 +30
Weather Watch 7 +22 +10 +67
Level 7
Prof: Seer. Level: 7 Exp Points: 90,000. Eyes: Brown. Hair: Brown. Build Slight. Height: 5’2”. Weight: 70lbs Hits: 50 Realm: Mentalism. Power Points: 14. Spell Lists
Attack Avoidance 1-10
Brilliance 1-10
Future Visions 1-10
Mind Visions 1-10
Self Healing 1-10
Telekinesis 1-10
True Perceptions 1-10
True Sight 1-10
St-41(42); Qu-85(92); In-81(81); Pr-99(99); Em-91(91); Co-61(61); Sd-97(97); Ag-91(94); Re-90(90); Me-83(83).
AT: 1; DB: 5; Armour Penalty: 0/0/0 Move: 50’
Skills Rank St. Bonus Sp. Bonus Total
Alchemy 7 +15 +14 +64
Animal Healing 7 +28 +63
Direction Sense 8 +22 +21 +83
Divination 9 +25 +14 +84
Dowsing 7 +30 +14 +79
Foraging (moor) 9 +12 +57
G. Perception 8 +22 +21 +83
Herb Lore 8 +15 +14 +69
Horticulture 3 +28 +43
Meditate(clean) 6 +25 +14 +69
Mediate(sleep) 1 +20 +14 +39
Meditate(tran) 8 +28 +14 +82
Scrying 8 +28 +14 +82
Sense R Warp 7 +25 +21 +81
Stargazing 9 +12 +14 +71
Trickery 3 +20 +35
Weather Watch 9 +25 +14 +84
Level 10
Prof: Seer. Level: 10 Exp Points: 150,000. Eyes: Brown. Hair: Brown. Build Slight. Height: 5’2”. Weight: 70lbs Hits: 67 Realm: Mentalism. Power Points: 20. Spell Lists
Attack Avoidance 1-10
Brilliance 1-10
Conveyance 1-10
Delving 1-10
Mind Visions 1-10
Future Visions 1-10
Liquid Manipulation 1-10
Self Healing 1-10
Telekinesis 1-10
True Perceptions 1-10
True Sight 1-10
St-42(42); Qu-89(92); In-81(81); Pr-99(99); Em-91(91); Co-61(61); Sd-97(97); Ag-94(94); Re-90(90); Me-83(83).
AT: 1; DB: 5; Armour Penalty: 0/0/0 Move: 50’
Skills Rank St. Bonus Sp. Bonus Total
Alchemy 10 +15 +20 +85
Animal Healing 10 +28 +78
Directed Spells(hurling) 1 +10 +15
Directed Spells (W. Bolt) 2 +10 +20
Direction Sense 10 +22 +30 +102
Divination 10 +25 +20 +95
Dowsing 9 +30 +20 +95
Foraging (moor) 11 +12 +64
G. Perception 10 +22 +30 +102
Herb Lore 10 +15 +20 +85
Horticulture 5 +28 +53
Meditate(clean) 9 +25 +20 +90
Meditate(sleep) 4 +20 +20 +60
Meditate(trance) 9 +28 +20 +93
Ride Horse 1 +20 +25
Scrying 10 +28 +20 +98
Sense R Warp 8 +25 +30 +95
Stargazing 11 +12 +20 +84
Staves & Wands 2 +25 +20 +55
Trickery 6 +20 +50
Weather Watch 10 +25 +20 +95
Level 15
Prof: Seer. Level: 15 Exp Points: 300,000. Eyes: Brown. Hair: Brown. Build Slight. Height: 5’2”. Weight: 70lbs Hits: 88 Realm: Mentalism. Power Points: 30. Spell Lists
Attack Avoidance 1-20
Brilliance 1-20
Conveyance 1-20
Delving 1-10
Mind Visions 1-20
Future Visions 1-20
Liquid Manipulation 1-10
Self Healing 1-20
Telekinesis 1-10
True Perceptions 1-10
True Sight 1-20
Past visions 1-20
St-42(42); Qu-92(92); In-81(81); Pr-98(99); Em-91(91); Co-61(61); Sd-97(97); Ag-94(94); Re-90(90); Me-82(83).
AT: 1; DB: 10; Armour Penalty: 0/0/0 Move: 50’
Skills Rank St. Bonus Sp. Bonus Total
Alchemy 10 +15 +30 +95
Animal Healing 10 +28 +78
Directed Spells(hurling) 6 +10 +40
Directed Spells (W. Bolt) 7 +10 +45
Direction Sense 10 +22 +45 +117
Divination 10 +25 +30 +105
Dowsing 9 +30 +30 +105
Foraging (moor) 11 +12 +64
G. Perception 10 +22 +45 +117
Herb Lore 10 +15 +30 +95
Horticulture 5 +28 +53
Meditate(clean) 9 +25 +30 +100
Meditate(sleep) 5 +20 +30 +75
Meditate(trance) 9 +28 +30 +103
Ride Horse 1 +20 +25
Scrying 10 +28 +30 +108
Sense R Warp 8 +25 +45 +110
Stargazing 11 +12 +30 +94
Staves & Wands 2 +25 +30 +65
Trickery 7 +20 +67
Weather Watch 10 +25 +30 +105
Level 20
Prof: Seer. Level: 20 Exp Points: 500,000. Eyes: Brown. Hair: Brown. Build Slight. Height: 5’2”. Weight: 70lbs Hits: 117 Realm: Mentalism. Power Points: 40. Spell Lists
Attack Avoidance 1-20
Brilliance 1-20
Conveyance 1-20
Delving 1-10
Detections 1-20
Future Visions 1-20
Gas Manipulation 1-20
Liquid Manipulation 1-20
Mind Visions 1-20
Movement 1-20
Past visions 1-10
Sense through others 1-20
Telekinesis 1-20
True Perceptions 1-10
True Sight 1-20
Self Healing 1-20
St-42(42); Qu-92(92); In-81(81); Pr-99(99); Em-91(91); Co-61(61); Sd-97(97); Ag-94(94); Re-90(90); Me-83(83).
AT: 1; DB: 10; Armour Penalty: 0/0/0 Move: 50’
Skills Rank St. Bonus Sp. Bonus Total
Alchemy 10 +15 +40 +105
Animal Healing 10 +28 +78
Directed Spells (hurling) 10 +10 +60
Directed Spells (S. Bolt) 2 +10 +20
Directed Spells (W. Bolt) 10 +10 +60
Direction Sense 10 +22 +60 +132
Divination 10 +25 +40 +105
Dowsing 9 +30 +40 +115
Foraging (moor) 11 +12 +64
G. Perception 10 +22 +60 +132
Herb Lore 10 +15 +40 +105
Horticulture 5 +28 +53
Meditate(clean) 9 +25 +40 +110
Meditate(sleep) 5 +20 +40 +85
Meditate(trance) 9 +28 +40 +113
Ride Horse 1 +20 +25
Scrying 10 +28 +40 +118
Sense R Warp 8 +25 +60 +125
Stargazing 11 +12 +40 +104
Staves & Wands 2 +25 +40 +75
Trickery 7 +22 +57
Weather Watch 10 +25 +40 +115