The one who seems to have bad stuff happen to him, just because he's him.
Edited highlights:
- Running into undead and demons on his first night in the bar, and picking up not only a bit of an aversion to demons, but also the word "demon"
- Getting addicted to Bavarian potions. Whilst in this state he shot at a few people in the bar, and stabbed Eric the pyrokin, getting fireballed for his troubles. It was only through Ariane's help that he survived, and it took him a while to pay off his debt to her. In monetary terms anyway. He still feels he owes her.
- The girl that he liked, Roxie, a fellow Scout, first just treating him as a friend, then dying to Aerion the aerokin, then coming back, then running off with Borric. Not good for sanity.
- The infamous asking out of the hydrokin Ms. Wilch, and the subsequent gluing of Matt to the Scouts' guild. Attached to a major institution in the city indeed.
- Getting bitten by a nightmare and marked by same
- So that he didn't attract more nightmares to his friends, becoming a vassal for the fae Veridian. Apparently to fae his read "This idiot belongs to Veridian.
- Practically everyone he has known for a while dying or going away, in some cases coming back as a zombie for a friendly attempt at stabbing the rest of the bar, or get shot by a poisoned arrow right in front of him. All of his role models are more-or-less gone now, apart from Ariane. And she's busy being married.
- His fae bond apparently got passed to a rather annoying fae called Flaviar, who was in fact looking for Panama. (Anyone who mentions the Warder bond at this point should probably be shot.) However, a ritual in the bar to clear it of fae influences did for that, and left Matt with a rather nasty headache for a while.
- Flaviar and chums came looking for "The Lost One", but Matt didn't admit to anything, wanting to know what they actually wanted him for first. Then Flaviar vanished off with Panama.
- Fae modified rockrose started taking over the city, and in the end Matt, along with Lucie, Vladimir, Fomkin, and Tarragon the fae went into the Dreaming, supposedly to make Flaviar pay up on a debt he'd inherited as Duke of the Granta. Matt and Lucie were also interested in talking to the Rockrose, to try and get it to stop growing. Although stopping the fae from having a war spilling out into the city was a good reason too.
- When Flaviar refused to play ball, and threatened to try and pull the Wessex Arms into his demense, Matt joined in with jobbing him up. By shooting him, in the groin. Twice. Apparently it hurts fae quite a bit too...
- Getting inflicted with rockrose addiction during this trip to the Dreaming, and suffering again. Then he ate some rockrose, which the party in the Dreaming had accidentally changed to give euphoric feelings, and ended up dancing around the WA, laughing at silly kender hats and the like. He got better, and thankfully Ariane and Francis were able to help in.
- Being quite heavily involved in protecting the city from the Orcs of the Fist, going out scouting and seeing orcs wearing the heads of some of his fellow scouts.
- Shooting from behind the line on the East Gate, and fleeing just before the line holding it broke. Still chased by an orc, he made it to the training fields and helped the milita make a stand there. He was the only survivor from the East Gate, apart from Kentar, who had been kncoked out and left for dead.
- Getting very confused about why an organisation he tried and failed to set up is now a god.
And yet he still always seems to manage to survive, somehow. I'd say he had remarkable staying power except someone would probably take it the wrong way.
Quoted from IRC: <lmm> Quotespage and general discussion suggest he has had a more interesting life than one would initially expect
Old description:
Matt is a naive country boy. Learning how to read led to a wish to experience more than just farm life. His first attempt to run away from home was aborted when he decided not to leave his parents, but his friend Robert left without him. One year later, Mat got his courage together and set off after his friend, or at least in the direction he remembered his friend going.
A little while later, a weary Matt arrived in Grantabrugge. He subsisted for a while whacking rats, but later moved into the Scouts' Guild. Very soon after he arrived he wandered into the Wessex Arms, which that night was attacked by demons and half destroyed by a ritual gone wrong. The demons were so unusual, they weren't good for Matt's brain, and he started seeing them everywhere for a while. Even now, demons aren't good for Matt.
Matt was badly injured while escorting a shipment of Terrapins into Grantabrugge. A "friendly" potion seller revived him with some of his merchandise, but since then Matt has been addicted to this particular type of potions, and has got into debt trying to afford them. This has become even harder with the disapperance of these potion sellers.
Matt's best friend in the Scouts' Guild is Roxie, but Matt is not very happy about her current situation - she has been forced into a marriage organised by her gypsy parents. It doesn't help that he didn't like the guy either.
Matt has finally been cured of his potion addiction, thanks to Ariane. This has left him heavily in debt to her, although this has been alleviated somewhat by an anonymous donation of 50 shillings accompanied by a mysterious note.
Matt has been trying to help relationships between elfs and humans, which led to him getting magically thrown about by an air mage because he wouldn't bow to Eric - the fire elf who is now Mayor - before having to stop Roxie from attacking Eric, as well as the near impossible task of getting Eric to shut up and be sensible for once. This lead to him starting the "Unity" movement in the next week. This was similar to the Elven Unity movement, but with the laudable aim of trying to get all species to respect one another. He thought that with zombies outside the city, discord inside it would be a very bad thing. Sadly, the need for such a movement became all too obvious that night...
It remains to be seen how Matt copes with the future. Given his past problems, the odds are not looking good.
A lot has happened to Matt since then. I'll write it up when I have more time.
New Character Sheet: 461 xp after interactive 08/02/08 (week 4)
All =
- Wilderness 15
- Agility 5
- Health 6
- Fitness 6
- Targeteer 4
- Camo 6
- =42
L1:
- All 42,
- Weapon Comp 6 48
- Lit + Num 8 56
- Scout Armour 3 59
L2:
- All 42 101
- Weapon Comp 6 107
- Track I 6 113
L3:
- All 42 155
- Weapon Comp 6 161
- First Aid I 8 169
- F&L Hardening 10 179
L4:
- All 42 221
- Weapon Comp 6 227
- Track II 6 233
L5:
- First Aid II 8 241
- All 42 283
- Rec Scent x 10 293
L6:
- All 42 335
- Rec Scent level 2 x 9 344
- Track III 6 350
- Alc Theory 10 360
L7:
- Wilderness 15 375
- Targeteer VII 4 379
- Camo VII 6 385
- Read/Speak? Tengwar 2 387
- Alc Skill 12 399
- Alc Practice 15 414
- Agility 5 419
L8:
- Alc Ingredient I 422
- Wilderness VIII 15 437
- Agility 5 442
- Scout Armour II 3 445
- Camo VIII 6 451
- Track IV 6 457
- Targeteer VIII 4 461
Possible future purchases:
- Thrown Competency 5
- Scout Armour (maybe once) 3
- Alchemical Persistence 10
- Other ingredients
Old system Character sheet : 359p + 5 spare after interactive 02/03/07
Level 0:
- Literary 6
- Health 6
- First Aid 8
- Wilderness I 10
- Acute hearing 5
- Hide and Sneak 15
- Agility 5
- Stealth 3
- Numeracy 2
Level 1:
- Wilderness II 10
- Weapon Competency, dagger 10
- Rec Scent: Human, elf, dwarf, undead, demon 3
- Knot tying 3
- Sun + Star Lore 3
- Scout Armour I 3
- Track I 6
- Stealth II 3
- Targeteer I 4
- Health II 6
- Agility II 5
Level 2:
- Wilderness III 10
- Herb Lore 8
- Health III 6 140
- Targeteer II 4 144
- Poison Lore I 3 147
- Healing Lore I 3 150
- Make Poison I 2 152
- Make Blade Venom I 2 154
- Make Antivenom I 2 156
- Make Body Heal I 2 158
- Make Locational Heal I 160
- Make Elven Body Heal I 2 162
- Make Elven Locational Heal I 164
- Stealth III 3 167
- Agility III 5 172
Level 3:
- Wilderness IV 10 182
- Herb Lore II 8 190
- Agility IV 5 195
- Targeteer III 4 199
- Health IV 6 205
- Poison Lore II 3 208
- Healing Lore II 3 211
- Make Poison II 2 213
- Make Blade Venom II 2 215
- Make Antivenom II 2 217
- Make Body Heal II 2 219
- Make Locational Heal II 2 221
- Make Elven Body Heal II 2 223
- Make Elven Locational Heal II 225
- Fur + Leather Hardening 10 235
- Find Food and Water 1 236
Level 4:
- Wilderness V 10 246
- Herb Lore III 8 254
- Track II 6 260
- Devise/Disarm? Trap 5 265
- Targeteer IV 4 269
- Targeteer V 8 277
- First Aid 2 8 285
- Recognise Scent:Kender, Fae, Nightmare, Orc, Goblin 3 288
- Health V 6 284
- Agility V 5 299
Level 5:
- Wilderness VI 10 309
- Track III 6 315
- Herb Lore IV 8 323
- Spider Climb 5 328
- Relaxed Fall 3 331
- Camoflauge 10 341
- Stealth IV 3 344
- Health VI 6 350
- Agility VI 5 355
- Targeteer VI 4 359
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