Laughing Loolie, itinerant priestess of the Smiler

The Trickster's irrepressible representative, and a hefty 125 kilos of chucklebait and cheap gags. She is especially tough on arrogant armigers, which means most of the Klinthans. It is not widely known that she is a priestess of the Smiler, as her role is not publicly acknowledged. This information may be garnered by astute contestants amongst the Heroes, but until then she is simply another larger than life character amongst the crowds.

Note: Loolie might be recognized by a wily player, and gifted sufficiently well to assist them in individual events. If so, she should be played as vague, amorous, and unreliable, and even when utterly convinced to help (most sensibly by promises of the majority of payment to come after she has done her bit), 1/6 of the time she will 'zap' the wrong person, or maybe simply be too drunk to turn up. She will always forget any plans much beyond the same day and need be reminded, or approached again. Anyone who tries to convince her of anything must use a skill like persuasion or conversation, and significant failures may cause unfortunate misunderstandings that lead to her later casting magic that hinders the contestant concerned. (Although she still has a 1/6 chance of retaliating against the wrong contestant!). More likely she will simply use her magic to aid whomever she sees as the 'underdog' in any event. (The GM rolls randomly from the three contestants with the lowest abilities in that event.)

Loolie's Tactics (see below)

Loolie is everywhere at the Contests, gawping over shoulders, belching into ears, grinning insanely, and gripping the occasional glinting warrior by the family jewels, causing him to leap in pain and surprised embarrassment. Anyone might suddenly be her favourite and her friend, impelled to buy her drinks, accepting her gifts of squirming frogs, suddenly inspired to grapple her amorously… This is especially true at the start of each contest, as she races to greet her men of the moment, grappling them into her bosomy embrace. No rhyme or reason can be attributed to her actions, as she picks different people every time (apparently). Although the Contest security men are slow, charming, and courteous in removing her from the field, it is important to note that only savvy locals and sharpwitted cultists actually know she is a priestess of the Smiler. Her official role is never publicly acknowledged, and most people presume that she is merely the local madwoman.

 

CHA

VAL

COST

STR

12

4

DEX

14

12

CON

12

4

BOD

12

4

INT

18

8

EGO

14

8

PRE

15

5

COM

10

PD

3

1

ED

3

1

SPD

3

6

REC

4

END

24

STUN

24

Total cost

49

OCV 5

DCV 5

ECV 5

Run: 6"

Jump: 3"

Swim: 2"

 

Powers, skills, etc

1

FAM : Staff

6

+CSL with Grab

5

KS: Cult of the Smiler (14-)

2

PS: Priestess

3

Oratory (12-)

3

Conversation (12-)

3

Acrobatics (12-)

3

C oncealment (13-)

5

Sleight of Hand (14-)

3

Mimicry (12-)

3

PS: Juggler (13-)

3

Seduction (13-)

53

VPP: Spells of the Sage. 45 point reserve. Limitations: limited class of powers (-1/2), Concentration (while casting, -1/4), Extra Time (full Phase, -1/4), Requires Mana (-1/4), Requires a Skill roll (-1/2), Affected by astrological opposition and conjunction (+0).

13

Power Skill: magic of the Sage (20-)

1

Languages: Ostragyan (native, literate)

2

Languages: Samadrian (Fluent)

106

Total powers cost

165

Total Character cost

Equipment:

Dishevelled clothing

stick

 

50+

Disadvantages

20

Psychological limit : irrepressible trickster (common, total)

15

Psychological limit : amorous (common, strong)

15

Psychological limit : vague and unreliable (common, strong)

57

Experience

SPELLS OF THE SAGE

CROW FORM

This spell allows the caster to transform into a crow (bestiary page 139), but keep their magical powers and intellect

Power: Multiform (change into Crow, 150 points)

Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: 1 Phase

 

GLUE

This spell sticks the target fast to whatever it is touching, so that only a very strong man can tear them apart.

Power: Clinging, 21 STR

Specific Modifiers: Usable as attack (+1), Ranged (+1/2), 1 charge lasting 1 hour (-1/2), costs END to cast (-1/4).

Active Cost = 32 points. END Cost: 3; Magic Roll: -3; Casting Time: 1 Phase

 

STRONG AS AN OX

This spell augments the caster's - or a target's - STR.

Power: 3d6 Aid to STR

Specific Modifiers: fade rate per minute (-1/4).

Active Cost = 37 points; END Cost: 4; Magic Roll: -4; Casting Time: 1 phase.

 

FAST AS A HARE

This spell augments the caster's - or a target's - speed and reflexes.

First Power: 2d6 Aid to DEX

Second Power: 1d6 Aid to running

Specific Modifiers: Linked to DEX Aid

Combined Specific Modifiers: fade rate per minute (-1/4).

Active Cost = 37 points; END Cost: 4; Magic Roll: -4; Casting Time: 1 phase.

 

DRAW ATTENTION

This spell draws the attention of nearby people to whatever it is cast on.

Power: 4d6 Mind Control

Specific Modifiers: Area effect (+1), Telepathic (+1/4) One command only (look at that!, -1)

Active Cost = 45 points; END Cost: 4; Magic Roll: -4; Casting Time: 1 phase.

 

CHANGE BEER TO URINE

This spell does exactly what it says it does. For pruposes of the spell,10 litres of liquid has 1 BOD.

Power: 2d6 Minor transform (Beer to Urine)

Specific Modifiers: Totally nvisible (+1), limited taget (beer,-1)

Active Cost = 40 points; END Cost: 4; Magic Roll: -4; Casting Time: 1 phase.

 

STUPIDLY DRUNK

This spell makes the target gradually drunker and drunker, whether they are drinking or not - once drunk, they stay that way (-2 OCV/DCV) until the spell is dispelled or a purgative adminstered.

Power: 1d6 Transform (minor - sober person to drunk person)

Specific Modifiers: Totally Invisible effects (+1), Continuous (+1), uncontrollable (cancelled by purgative, +1/2), 0 END (+1/2)

Active Cost = 40 points; END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase.

 

SEXUAL FASCINATION

This spell makes the target appear sexually appealing, but only works against targets of the opposite sex to the recipient.

First Power: 2d6 AID to PRE

Second Power: 1d6 Aid to COM

Specific Modifiers: Linked to PRE Aid

Combined Specific Modifiers: fade rate per 5 minute (-1/2), only to augment attractiveness to the opposite sex (-1)

Active Cost = 45 points; END Cost: 4; Magic Roll: -4; Casting Time: 1 phase.


The Favored Suitor

 

The Horse Race

 

The Joust

The Wrestling

The Intelligence Test

The Pain Test

The Wall of Death

Ladies' Choice