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Twenty-eight years
old and 50 pounds overweight
at the beginning of the Lejends
series,
Caramon is in terrible physical condition
and
an alcoholic. He is a sodden wreck
of a man,
fluctuating between self-pity and self-indulgence.
Caramon's testing is the most
demanding of all the characters, since
it is
physical, mental, and spiritual. The
trials Caramon
undergoes are meant to teach him that
he has value as a person and that he
must live
his own life.
Following the War
of the Lance, Caramon
came home a hero.
He married Tika and
should have lived happily ever after.
Unfortunately,
once the war had ended and life for
people was returning to normal, no
one needed
Caramon. Even Tika had developed her
own life, managing the Inn of the Last
Home.
Caramon had devoted
his life solely to his
brother, appearing noble and self-sacrificing
in giving way to his twin's every whim.
The
truth was, of course, that Caramon
didn't
view himself as a person of worth.
He needed
Raistlin to feel needed himself. Caramon
has
so little self-esteem that he doesn't
really
know how to love anyone.
Caramon's learning
experience should
involve three goals: he must free himself
of his
addiction to dwarven spirits and get
himself in
physical shape once more; he must learn
that
he is intelligent, a leader of men,
and has
ideas that are of value and worth;
he must
accept the fact that his twin is truly
evil, that
Raistlin chose to be evil, and that
Caramon
cannot change him.
Caramon Majere
(Lord Caramon: 12th-level Human Fighter)
STR | INT | WIS | DEX | CON | CHR |
18/63 | 12 | 10 | 11 | 17 | 15 |
THACO: 10
AL: LG
HP: 93
AC: -1
Caramon's problem
is one of will power and
self-esteem, coupled with the disease
of alcoholism.
It will take a great deal to get him out
of this slump.
Caramon has a Willpower
stat in +addition+
to his other stats. This starts at 1.
Each
time Caramon passes a bar or any location
at
which drink is offered, he must roll 1d10.
If
the result is greater than his willpower
he will
stop and get drunk. If it is =equal= to
or les than
his willpower, then he steels himself
and
passes by the bar. When drunk, he suffers
a
-10 penalty to hit and has an AC of 8
regardless
of his armor or other protections.
As long as Caramon gets
drunk at least once
in three days, he suffers a -5 penalty
to hit
and a -5 penalty to his AC. He is
either noisy && rude || sulky
&& blubbery.
He cannot travel farther than 2wo miles
in a
day before collapsing.
Should he go more than
three days without
getting drunk, things get worse for him.
He
becomes violently ill and attacks anyone
who
stands between him and getting drunk.
He is
unable to travel more than one mile and
is
incapable of defending himself || engaging
in
any combat whatsoever. This condition
lasts
for one day.
After this period, he
returns to his -5 penalty
to hit and -5 penalty to his AC.
For every week thereafter that he remains
sober, his penalties to hit and AC
drop by one and his Willpower increases
by
one. His Willpower will eventually reach
10,
but if he ever takes another drink it
will immediately
drop by three.