Rasha

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Rasha in '18
A Wanted poster of Rasha in his younger days, origin unknown


Rasha al Quaeda Rasha, an eastern druid, played by User:Johnm.

In the Superheroes campaign, Rasha was a... superhero.

In the Ur campaign (in '06), Faunus McClavie's master-- the party was told that Rasha had been slain after exhausting himself casting weather and wasp spells to repel Branok's army, and subsequently being trampled by a panicked horse (Nightmane Swifthoof).

Background

Born on the Bora-Bora Steppe to a shaman mother and warrior father, Rasha grew up on horse milk, yak, and barley. After his father (and most of his tribe) was wiped out in a meaningless territorial dispute with rivals, his mother dragged young Rasha east. Despite being heavily pregnant with Rasha's soon-to-be sister, they made it to a sect of mystics in the Sung-Tao Mountains.

There, after receiving food and succor, Rasha's mother negotiated away her infant daughter in return for protection and certain empowerments of her son Rasha. Thereafter, she died of exhaustion, and Rasha lived with the mystics for a decade.

Rasha proved to be an able student of the ways of nature, if a bit impulsive and distractible.

Once of manly stature, Rasha took to a life of alternating adventure and repose, spending a year at a time alone in the wilderness.

For a short time, he was the Forest Steward of Druid Grove. After a grievous injury, he retired, allowing Serafin Hawkwind to assume the post during his recovery.

Rasha wandered the Plains of Ur, Twisted Forest, Glimmorwood, and the Bandit Wastes for a decade. He saw good and evil, blossom and blight, rejoicing and misery. Eventually, an elven mystic high in the The Fangs told him of the Iron Circle, and Rasha has recently ('18) made contact and agreed to assist in their mission while convenient and aligned.

Traits

  • Discipline of Faith - Ritualism
  • Impulsive
  • Hard to Kill
  • Damage Resistance
  • High Pain Threshold
  • Odious Personal Habit - failure to bathe
  • Restricted Diet - no rich foods
  • Unattractive
  • Speak with Animals
  • Plant Empathy
  • Chameleon
  • Night Vision
  • Green Thumb
  • Outdoorsman
  • Animal Friend
  • Druidic Damage Resistance

Inventory Notes

Rasha is an animist and believes that every shred of cloth and mote of dust has a soul. In order to amplify his already prodigious druidic powers, he carries tiny portions of dozens of substances and materials that he insists will help his craft, including this list that weighs just 5 lbs and stashed in the Robe of Rasha:

  • Tiny pouches of semi-precious stones, such as jasper, agate, amber, and obsidian.
  • Tiny jars of herbs such as myrrh, frankincense, sage, salt, rosemary, cayenne, ginger, pepper, etc
  • Sinew thread and a golden needle
  • The forelock of a swamp witch
  • Orc toenails
  • 12 eyelashes of a lion
  • The dessicated index finger of an ancient king
  • A tiny vial of dragon blood
  • A primitive rattle
  • Four goose feathers wrapped in a leathery cloth
  • A tiny vial of ground tadpoles
  • One ancient pentagonal copper coin of Shang Kao
  • A 6-foot-long white silk ribbon
  • A filthy hempen headband adorned with small white seashells
  • A 4" silver sword made for a fairy
  • A rough 1" cube of hardwood that leaves red stains on impact
  • A 1" black marble perfect sphere
  • A shrivelled black elf ear
  • A pouch containing the face of a vampire bat
  • A tiny wax-sealed jar of air captured in a temple on the Isle of Lanka
  • Rolling papers, a stone pipe, 12 kinds of tobacco, some mind-altering
  • 32 sticks of incense, each different
  • A small iron mortar and pestle
  • A beeswax candle, flint and steel
  • A sage-scented, smokey tallow candle
  • A bit of amber with a wasp encased
  • A tiny urn of gray paste made from whale brains
  • A scrap of paper wrapped around 16 buzzard feather fragments suitable for fletching
  • A copper ring with "All is possible" engraved in an ancient tongue
  • An eyepatch with a cat eye drawn on it with blue ink
  • A scrap of parchment folded around four dried beans
  • A 4" corked bone tube filled with ashes.
  • A delicate silver chain with tiny charms representing the Four Winds, Earth, Water, Fire, Plant, and Animal
  • An ocarina (rounded ceramic flute)
  • A tiny pouch of sparkling diamond dust (actually mica)
  • A dessicated wolf paw
  • Four prehistoric shark teeth
  • A 1" jade female humanoid figure with a grand headdress
  • a 1" magnifying lense (no handle)
  • A tiny corked ceramic vessel containing 16 hummingbird beaks
  • A pouch of bright blue powder used in preparing tattoo ink
  • A sliver of fossilized wood
  • Three short charcoal pencils
  • A delicate (and damaged) lady's fan
  • An 18" leather cord (20lb max)
  • A scrap of folded vellum containing 4 dessicated cobra tongues
  • A 1" ivory elephant
  • A 2" amethyst crystal
  • The tip of an elephant's tail
  • A tiny pouch of powdery red sand
  • A scrap of pale leather wrapped around a tuft of black stallion's mane
  • A tiny bronze bell
  • 3 pieces of chalk
  • A folded leaf of tobacco containing a tuft of bull hair
  • 6' of thin copper wire
  • A forked twig from a tree struck by lightning
  • A tiny pouch of bat guano
  • A mistletoe sprig
  • 26 cactus spines
  • A 10" wooden straw
  • 33 rose thorns in a red sequined pouch
  • A tiny jar of crocodile dung
  • A ceramic jar containing a dried up rhinoceros beetle
  • An empty hempen pouch that once carried one of the Luma Stones


original concept

From nickvenable@yahoo.com Sat Jan 25 16:35:34 2003
Date: Thu, 23 Jan 2003 16:18:49 -0800 (PST)
From: nick <nickvenable@yahoo.com>
To: John Masterson <john@johnmasterson.com>
Subject: Re: my new guy

Sorry I'm so late getting back to you.  Your character
sounds very...  detailed.  ;)  I think he will make a
good addition to the group.  I think I'll give you
some of the herbs you've come up with to start with,
but perhaps not in the quantity you've noted below.
As you said, there will be opportunity for you to find
some of the ingredients during the quests.

As for levels, I'm thinking I'd like you to start at
about 75% of everyone else's levels, so I think level
7 or 8 would be a good start, but we'll check at the
end of your campaign just to be sure.

Go ahead and roll him up according to the Allen's
rules and do all the other fun stuff.  Talk to you
soon.

n!ck



--- John Masterson <john@johnmasterson.com> wrote:
> I have never played a druid before in my life, and
> now I am ready to try
> it.
>
> My idea is of a Bedouin/Hindu/Persian wildman who
> has grown up in the
> forest, smells terrible, with no grooming skills
> whatsoever. I will wear
> a turban atop my dreadlocks and don armour of furs
> and skins and
> necklaces of teeth and claws of beasts.
>
> Having been born out of wedlock and left as an
> infant to die in the
> forest (due to strict cultural rules among my
> people), I was perhaps
> adopted briefly by a goblin/orc/ogre/night hag
> shaman, but fled at a
> young age to fend for myself in the dense forest.
> Therein, I honed my
> survival skills and built upon the rudimentary
> knowledge the shaman
> taught me, gradually becoming a skilled
> hunter/shaman/tracker/druid as I
> explored the world on foot (gaining experience
> levels along the way).
>
> Only recently have I overcome my fear of crowds
> (much preferring open
> spaces and natural settings) and discovered the
> pleasures to be found
> among civilized people (such as butter, salt, wine,
> women), and have
> been using my prodigious knowledge of plants to
> collect the rarest of
> fungi and medicinal plants to trade/sell in
> Pendathoway. Having
> experimented with decadence for a number of months
> now, I will welcome
> the opportunity to go out into the wilderness on an
> adventure again with
> the rest of the party. (Integrate us however you see
> fit.)
>
>
> I'd like to carry with me a supply of herbs and
> fungi for the following
> purposes:
>
> - smoking mixture: mildly psychoactive, has a 1 in 8
> chance of raising a
> random stat by 1 temporarily (d6 turns), and
> lowering a different random
> stat by 2. Effects are cumulative until it wears
> off. Held in a leather
> pouch, 50 doses.
>
> - healing mixture: heals d4 HP when applied to fresh
> wounds (just like
> firstaid), held in a leather pouch, 20 doses.
>
> - poison antidote: when administered orally to a
> freshly poisoned
> victim, allows a second saving throw. Success means
> the victim is
> horribly ill for an hour, but avoids the poison's
> effects. Leather
> pouch, 6 doses.
>
> - 'speed' - administered orally, takes 3 rounds to
> take effect. Then, as
> per 'haste' spell for 1d10 rounds, followed by
> lethargy (dexterity and
> strength -4 penalty) for 1d6 rounds. Leather pouch,
> 10 doses.
>
> - sleeping herbs - when burned in an enclosed
> windless area, all within
> 20' save versus poison or fall asleep for d8 hours.
> Outdoors, just
> causes mild drowsiness. Leather pouch, 10 doses.
>
>
>
> I'd like the chance to search for ingredients for
> these mixtures any
> time I am outdoors in natural settings. Of course,
> some ingredients may
> be molds/fungi that grow in basements or dungeons
> too. Up to you.
>
> I'm not sure what sort of experience totals people
> are up to now, but
> assume an additional 50k after next week. Just let
> me know what this new
> guy will start with so I can configure him
> appropriately.
>
> I may have more ideas throughout the week.
>