City of Necromancers: Renewing Compacts & Treaties:Tama

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Tama Moonblood[edit]

L7 Changeling Invoker (XP: ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo)

Theme/Background Name:

Appearance: Still gaunt from her divine trials, her skin covered with depictions of the phases of the moon

Traits: Hopeful, Hedonistic

Alignment: Neutral

Bonds:

Secret: Since her ascension, she is terrified by the thought of becoming one of the undead; spending eternity in a fixed form is a nightmarish idea to her now

Mark XP

  • Act according to your traits
  • Cleric: Seek new experiences
  • Neutral: Correct an imbalance

Attributes[edit]

STR CON DEX INT WIS CHA LUCK
8/8 13/13 14/14 13/13 13/13 16/16 16/16
(-1) (+1) (+1) (+1) (+1) (+2) (+2)
ooooo ooooo ooooo ooooo ooooo ooooo

Combat[edit]

  • Hit Die d8
  • Armor: none
  • HP: 38

Weapons[edit]

  • Knife: 1d4 damage, precise, hand

Personal Mission[edit]

Find out the state of the Sehanine faith outside Rahesh, and aid and strengthen the faithful

  • Find the Valley of the Moon and ensure the faithful keep it safe
  • Find out what happened to Lenor the Wanderer, a Sehanine missionary who left before Rahesh closed itself off from the mundane world
  • Bring back the moonwood staff he carried

Changeling Characteristics[edit]

  • +1 to any two of CHA, DEX, or INT, or +2 to one of them
  • normal vision
  • Trick of Attention: +1 to Perceive moves or for deception related to Disguise
  • Flexible Mind: advantage against transmutation and mind control
  • Disguise: at will, you take on the appearance of any humanoid of your current size. Your possessions do not change.

Invoker[edit]

No mortal servant of the gods possesses the power of your covenant.

  • Emissary of the Moon: when Invoking, your hubris is always one less when you are confident you are acting in alignment with Sehanine's will
  • Armor of Preservation: for free at L1, gain the advanced Fighter moves Shieldbearer and Tireless
  • Moon's Cloak: for free at L1, gain the equivalent of a multiclass to Thief

You also have a quality that is primarily color/fluff:

  • Spear of the Inquisitor: your attacks are divine in nature, and both radiant and shadow

Luminous Vessel[edit]

Your blood is silvery light, the essence of your goddess.

  • Boon: Through the intentional spilling of your luminous blood, you can manifest illusion discernible by only the most powerful of beings.
  • Boon: You are a high priest(ess) of Sehanine's worship within Rahesh, recognizable as such to her worshippers everywhere if you reveal yourself
  • Bane: Your blood is sought after by enemies of the Moon Goddess, by arcanists seeking power, and by creatures who wish to absorb the essence of a god

A couple of years ago Tama went on a quest, some combination of vision quest, Gloranthan heroquest, and divine trial, and when they came back they were filled with Sehanine's moonlight. (They're not sure themself exactly what happened and they definitely can't describe it; I'm imagining it something like the characters' journey up the Tree of Life in Promethea where things get more and more symbolic.) I'm going to say that going on this type of quest is a typical part of being raised to a certain rank in the priesthood, but most come back with prophecies or commandments whereas this character came back as a vessel of Sehanine's living will, which may have placed her somewhat outside the normal hierarchies.

Cleric Moves[edit]

Goddess: Sehanine | Tenet: Seek new experiences | Domains: The Moon, Deception
Favor 10/10

  • Disciple - You are a vessel of divine will, charged with promoting and defending your faith. Favor represents your current standing in the eyes of your deity. The maximum favor you may hold at any time is equal to your current level +CHA. You start play with maximum favor.
    • When you make any move roll that falls within the domain of your deity, you may spend favor before you roll the dice to increase the result by +1 for each point of favor spent.
  • Pray - When you take the necessary time to commune with your deity, say what that looks like and roll +CHA, taking +1 if you bear your holy symbol, and +1 if you occupy a place sacred to your faith: on a 10+, your prayers are head - restore your favor to maximum, on a 7-9, gain 1 favor; on a 6-, mark the ability used, and the Judge makes a move.
  • Convert - When you convince a nonbeliever to join your faith, gain 1 XP or 2 favor (your choice).
  • Lay on Hands - When you call upon the power of your deity to heal a living thing which you are touching, burn 1 Constitution and roll +CHA: on a 10+, they heal hit points and/or ability points equal to double your current favor; on a 7-9, they heal hit points and/or ability points equal to your current favor; on a 6-, mark the ability used, and the Judge makes a move. You may not lay hands on yourself or a creature of opposite Alignment.
  • Invoke - When you call upon your deity to manifest their power, say what you want to have happen and how it falls within at least one of your deity’s domains. The Judge will assign your request hubris from 0 (insignificant) to 6 (miraculous). Then, roll -hubris, +1 if you bear your holy symbol, and +1 if you occupy a place sacred to your faith: on a 10+, your request is granted with duration 3, and may be made permanent if you perma-burn 1 ability point of your choice per point of hubris; on a 7-9, your request is granted with duration 1, but your deity demands proof of devotion—the Judge chooses 1 from the list below; on a 6-, mark XP, and the Judge makes a move.
    • Sacrifice: take -1 ongoing to Pray until you destroy or tithe something of the Judge’s choosing (silver, blood, something of symbolic significance to your faith, etc.)
    • Exemplify: take -1 ongoing to Invoke until you satisfy your tenet
    • Atone: take -1 ongoing to Invoke until you gain at least 1 favor
    • Evangelize: take -1 ongoing to Invoke until you Convert a nonbeliever
    • Redeem: you may not Invoke again until you complete a trial of the Judge’s choosing
    • Suffer: perma-burn 1 point of an ability of the Judge’s choice

Thief Moves[edit]

Cunning 8/8

  • Tricks of the Trade - Areas of expertise: Stealth, Acrobatics, Disguise, Negotiation
    • When you take the time to bathe in moonlight and plot your next move, reset your cunning to its maximum.
    • When you make any move that falls within an area of your expertise, after you roll you may increase the result by 1 for each point of cunning you choose to spend.
  • Hide in shadows - When you are out of sight and remain quiet and still, you may spend 1 cunning to go unnoticed until you act or until someone is right on top of you (whichever comes first).
  • Move Silently - When you sneak from one place to another, name a destination within sight and roll +DEX: on a 10+, you get there and take +1 forward against whomever failed to notice you; on a 7-9, choose 1 from the list below; on a 6-, mark Dexterity and the Judge makes a move.
    • They notice you before you get there, but you have the upper hand and take +1 forward
    • You have to stop when you’re only part way there, or else they’ll notice you
    • They notice you as soon as you reach your goal, and you take -1 forward
  • Pick Locks & Disarm traps - When you attempt to neutralize or circumvent a mechanical device with the proper tools, roll +DEX: on a 10+, you do it, as well as could be expected; on a 7-9, you do it, but the Judge chooses 1 from the list below; on a 6-, mark Dexterity and the Judge makes a move.
    • Your tampering attracts unwanted attention
    • It’ll work, but there’s a hitch (ask the Judge what)
    • You expend resources of the Judge’s choice (tools, ability points, etc.)
  • Purloin - When you surreptitiously swipe something out from under someone’s nose, roll +DEX: on a 10+, it’s yours, and they won’t notice until they look for it; on a 7-9, it’s yours, but they notice it’s gone right away; on a 6-, mark Dexterity and the Judge makes a move.
  • Backstab - When you use a hand weapon to attack a surprised or defenseless target, deal your damage and roll +DEX: on a 10+, choose 2 from the list below; on a 7-9, choose 1; on a 6-, mark Dexterity and the Judge makes a move.
    • You deal your damage again
    • You slip immediately out of your target’s reach
    • You create an advantage—describe it, and the next person to exploit it takes +1 forward

Advanced Moves[edit]

  • Defender of the Faith - When you face a threat that would do harm to someone or something of value to your deity, you may spend favor to gain temporary armor for as long as the threat persists, at a cost of 1 favor per 1 point of armor. This armor blocks physical damage, as well as any damage from sources within or directly opposed to your deity’s domain.
  • Missionary - When you spend a day spreading the teachings of your faith to the locals, restore your favor to maximum and take +1 forward to Negotiate with or Recruit a potential convert.
  • Sense Danger - When you consider a situation, however briefly, you may spend 1 cunning to force the Judge to tell you if any threat is imminent, and from whence it will come.
  • Slip Free - When you take action to release yourself from bonds of any kind, roll +DEX: on a 10+, you’re free, so make the most of it; on a 7-9, you’re free, but choose 1 from the list below; on a 6-, mark Dexterity and the Judge makes a move.
    • You leave something or someone important behind
    • You incur some injury or disadvantage (ask the Judge what)
    • Whoever bound you in the first place knows that you’re free
  • Shieldbearer (free: Armor of Preservation) - You may spend 1 Favor to invoke a divine shield of radiant shadow (Duration 2, illusion) worth 1d6 armor in this instance. If damage in this instance exceeds your total armor, you take that excess damage and the shield is destroyed.
  • Tireless (free: Armor of Preservation) - When you heal ability points, you heal twice as much as normal.

Favorite Invocations[edit]

Followers[edit]

  • Munisa, a young novice who has been assigned as her charge during this mission, acting as her assistant and perhaps as a spy for one of the other factions in the church
    • +1 Quality, Cunning, a priestess of Sehanine of lawful alignment, who is motivated by loyalty. She is orderly, focused, and obsessive, and a competent specialist. Dedicated to her task, Munisa is dignified and has a reputation for being perceptive.

Gear[edit]

Capacity: 7 | Weight Carried: 1

  • Worn
    • Holy symbol
    • Robes suitable for travel
    • Sandals
    • Belt knife
    • Silvery gloves, worn when she came back from her trials but which she doesn't remember finding
    • Gem of Auditory Recollection (records and plays back speech)
    • Potion Bandolier (this belt can magically store and protect up to six potion flasks)
    • Elixir of Reflexes (3 sips - for duration 3 after imbibing, may completely dodge one assault)
    • waterskin
  • Backpack
    • rations (1d6 uses, wt 1)
    • Scroll case with parchment
    • writing kit
    • Clay jar of honey | rare, fragile | a rare delicacy in Rahesh, given to her by her youngest brother as a farewell gift
    • Prayerbook, carried with her since she became a novice
    • The Night Mirror, a crystal that grants dreams and visions

Silver in Hand:

Notes[edit]

  • She still carries her birthname of Tama, but since her ascension the faithful have taken to calling her Moonblood. (I'm going with female pronouns because I've been thinking of her as female and it makes it a bit easier for me to write as well. I imagine Sehanine's followers aren't particularly concerned about gender and amongst themselves they may use different forms of address.) By title she's a Priestess (again, they would have a gender neutral term for it), a Silvern Traveller from her quest to gain the favor of Sehanine, and an Envoy of the Moonlight Seat charged to go into the outside world and protect and strengthen the faithful outside Rahesh.