Creepy Housekeeper (Gothic Tropes NPC)
Now that I feel greatly rejuvenated after a fantastically productive block of writing on The King is Dead yesterday, I feel I can finally return to sharing some of the work on that setting on the blog. I'm going to start a series of posts taking Gothic archetypes (courtesy of TV Tropes) and stat them up for The King is Dead's somewhat truncated version of the Savage Worlds Skill list. Keep in mind that The King is Dead is an action-horror setting, and so Guts and Sanity are not used; GMs wishing to work these archetypes into a more traditionally terrifying setting may wish to add those Setting Rules.
Mrs. Danvers in Rebecca |
"Ever found yourself at a huge mansion in the middle of a torrential rainstorm? Chances are the door was opened to you by a Creepy Housekeeper. This character spends much of her time walking around a large manor house cleaning, cooking, being fanatically devoted to her master, and scaring off any new female inhabitants of the house. Although she often welcomes hapless visitors, chances are they will be either murdered or scared off by the end of a terrifying night. She will be common in murder mysteries/tales of the supernatural, although often subverted for comedy."
Creepy Housekeeper
Extra
Attributes: Agility
d6, Smarts d6, Spirit d4, Strength d6, Vigor d8
Skills: Healing d4, Intimidation d6, Investigation d4, Knowledge (Profession
– Housekeeper) d6, Lockpicking d6, Notice d6, Persuasion d4, Stealth d6, Streetwise d4, Survival d, Taunt d6
Charisma: -2 Pace: 2 Parry: 6 Toughness: 5
Hindrances: Curious
[Major], Loyal [Minor], Mean [Minor].
Edges: Alertness
Gear: Dour black
garments, hairpin (Str+1), key ring with more keys than there are doors in the
house.
Gerda Mortenson
Seasoned Wild Card
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8,* Vigor d8*
Skills: Fighting d4, Healing d4, Intimidation d8, Investigation d4, Knowledge (Profession –Housekeeper) d6, Lockpicking d6, Notice d6, Persuasion d4, Stealth d6, Streetwise d4, Taunt d6
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8,* Vigor d8*
Skills: Fighting d4, Healing d4, Intimidation d8, Investigation d4, Knowledge (Profession –Housekeeper) d6, Lockpicking d6, Notice d6, Persuasion d4, Stealth d6, Streetwise d4, Taunt d6
Charisma: -2 Pace: 4 Parry: 6 Toughness: 6
Hindrances:
Curious [Major], Loyal [Minor], Mean [Minor].
Edges: Alertness, Strong Willed
Gear: Prim black garments, key ring, riding
crop (Str+d4-2, cost $25 - $100, weight 1 lb, +2 to hit, +1 to Intimidation
& Riding, AP -2).
Gerda Mortenson has effectively been the mistress
of the remote estate of Greyholme – ancestral hall of the Greystorm line of the
Blut von Heinrich – for two decades.
Thrall to the Count von Greystorm since her teens, she thinks of their
relationship in far more intimate terms than does her master. She is possessive of the manor house and its
staff, and is alarmed by the arrival of the count’s dhampyre son; the savage
child she whipped into submission is now a a grown man who will not brook her
interference in his rights.
*+1d for thrall status.
(Thralls were formerly known as moroi.)
(Thralls were formerly known as moroi.)
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