Diamanti Rebuk't

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Diamanti Rebuk't[edit]

Diamanti Rebuk't (dee-ah-MANH-tee re-BYOOKT; she/they) is a tall feminine Elf with skin like polished gunmetal and hair like incredibly fine iron wire, dressed like the lead singer of a Goth power metal band. They have a case of "resting poker face" and a metallic echo to their unusually deep voice, both of which make them rather intimidating even when returning a child's dropped doll or asking for another helping of cheese. For defense Diamanti carries a slender but sturdy outsized needle, like something out of a grim fairy tale, and a pair of dragonfly-shaped throwing irons.

  • Calling: Soothsayer
  • Rank 2 (XP 7/12)
  • Species: Elf
  • Homeland: Wistful Dark
  • History: Murk Dweller
  • Languages: Low Speech, Dream Call

Purviews[edit]

My history grants me a Minor Bonus (+2) on...

  • Dealing with the odd and arcane.
  • A working knowledge of magic.
  • Keeping calm in odd situations.

Aptitudes[edit]

  • Might 7 (Base 7)
  • Deftness 9 (Base 9)
  • Grit 10 (Base 10)
  • Insight 7 (Base 7)
  • Aura 8 (Base 8)

Quirks: Ferrous

  • Naked Defense Rating is 14.
  • Immune to Ballooned.
  • Suffer a Snag when attempting to do anything where excessive body mass is a limiting factor.
  • Suffer a Minor Penalty (-2) on all Aura rolls related to charm or persuasion.

Abilities[edit]

Ageless: I never age beyond my physical prime, and am immune to effects that force aging.

Immortal Ego: I am immune to the Putrefied Ailment.

Fitful Sleep: Once per game session I can ask the GM for clues on anything puzzling me about my adventure. For example, the location of a nemesis or the answer to a perplexing riddle. This secret or clue is chosen by the GM and appears as a fully formed thought in my Mind.

Dire Divination: I can tap a reflective surface once, and demand to see a particular person or object. The surface must be larger than my hand but no taller than myself, such as a mirror, window, or puddle.

  • Requires a Grit check to see an object, or a Grit contest vs. target's Aura to see a person or creature.
  • Success: I can see or hear my target and the immediate area around them for a few minutes. If I have a Social Bond with the target, we may talk to each other, though only I can hear their words.
  • Failure: The view is clouded. A second try at Divination cannot be attempted for another 24 hours.
  • An individual surface may be used for Divination once every 24 hours.

Seer Kasnah: I can summon Seer Kasnah as 1 Action, requiring a Grit check.

  • Success: I see whatever Kasnah sees from her vantage point in the sky. Kasnah can be directed to any point within shouting distance
  • Kasnah has Defense Rating 12, Speed Rating Average, and vanishes if struck.
  • Failure: Kasnah does not appear. I am blinded for 1 turn, and Kasnah ignores further summoning requests for 1 hour.

Squire Marlow: I can summon Squire Marlow as 1 Action, requiring a Grit check.

  • Success: Marlow appears and carries out a single task I give him, something that he can complete in a few minutes. He will attempt to accomplish his task with competence and endeavor.
  • In a Fight, Marlow performs as a Custrel (rulebook p. 186) equipped with a Quick weapon.
  • Marlow vanishes at the completion of his task, or if reduced to 0 Hearts. He must be summoned again if I wish to make further use of his services.
  • Failure: Marlow gently refuses my request and promptly vanishes. He cannot be called again for 24 hours.

Social Bonds & Reputations[edit]

  • Allegiance: Dark 1
    • Gifts:

Conflict[edit]

  • Hearts: 2
    • Base 2
    • Injuries: none
  • Defense Rating: 15 (Base 10)
  • Speed Rating: Average

Attack Bonus:

  • Quick ( Attack +0, Quick Weapon, bonuses: 0, extra damage: 22, abilities: Darting Style (+1 to Defense Rating)
  • Iron Dragonfly, Attack +0, Thrown Weapon, bonuses: 0, extra damage: 22, range: 1 Battlefield Area away, loading time: must retrieve, abilities: Hidden Fangs
    • If target isn't aware of the Thrown Weapon, may attempt to Ambush them even when in plain sight
    • Target must be in range, but otherwise this works like a normal Ambush (p.252)
    • If Ambush is successful, others using Concealed or Thrown weapons can join in the Ambush

Gear[edit]

Retrieving items takes 2 Actions from a Backpack and 1 Action from a Traveler's Bag

Worn Outfit: Functional Outfit

Inventory Slots: 13 (additional slots: +3 Traveler's Bag)

  • 8 filled, 5 available

Starting Gear:

  • Quick Weapon “duelist's needle" - 1 slot
  • Solvent x2 units, “ash elm sap” - 2 slots

Purchased Gear:

  • 2 throwing weapons - 2 slots
  • Traveler’s Bag +3 slots
    • 1 torches (1 slots)
    • 3 rations, 2 treats (5/10 slot)
    • 8 coins, 87 stones (1 slot)


Companions[edit]

Wealth[edit]

  • Stones: 87
  • Coins: 8
  • Gems: