Maluch, Priest and Witch-Bane

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Maluch[edit]

Age (Gender): 23 (Male)
Homeland: Shem
Caste (Trait): Priesthood (Ill-Omens)
Archetype: Priest
Nature (Education): Wrathful (Family Footsteps)
War Story: Survived Witchcraft or Sorcery

Appearance: Tall, lean but muscular, olive-skinned with long, dark hair, a neatly-trimmed beard, and dark eyes. His face and forearms are marked with scars and devotional tattoos.
Personality: Serious, purposeful, even-headed, but quick to action.
Languages: X, Shemitish
Social Standing: 2

XP: 0
Fortune Points: 1/2

Beliefs[edit]

  • I am a curse upon those my god wishes dead.
  • My wrath is just, and my rage is a gift to spur me to action.

Combat[edit]

Bonus Damage: Ranged +2 | Melee +2 | Presence +1

Weapons

  • Broadsword (battered from years of use): Reach 2, Size: Unbalanced, Damage 7d, Qualities (Parrying)
  • Spear (engraved with prayers and oaths): Reach 3, Size: Unbalanced, Damage 6d, Qualities (Piercing 1)
  • Dagger: Reach 1, Size: 1H, Damage 5d, Qualities (Hidden 1, Parrying, Thrown, Unforgiving 1)

Stress & Harm
Vigor: 10/10 | Wounds:
Resolve: 11/11 | Trauma:

Courage Soak: 3
Armor Soak: Head 0, Right Arm 0, Left Arm 0, Torso 0, Right Leg 0, Left Leg 0
Armor Qualities:

Attributes/Skills[edit]

Agility: 8

  • Acrobatics:
  • Melee: +2/2
  • Stealth:

Awareness: 10

  • Insight: +2/2
  • Observation:
  • Survival:
  • Thievery:

Brawn: 10

  • Athletics:
  • Resistance: +2/2

Coordination: 7

  • Parry: +2/2
  • Ranged Weapons: +1/1
  • Sailing:

Intelligence: 9

  • Alchemy:
  • Craft:
  • Healing: +1/1
  • Linguistics:
  • Lore: +2/2
  • Warfare:

Personality: 9

  • Animal Handling: +1/1
  • Command:
  • Counsel: +3/3
  • Persuade: +1/1
  • Society: +2/2

Willpower: 10

  • Discipline: +3/3
  • Sorcery: +2/2


Talents[edit]

  • Strife, Homeland: D0 Lore test each day in Shem, Momentum spent can judge if there'll be trouble that day
  • Priest, Caste: If I can't afford Upkeep, I can turn to my order, and donate my remaining Gold for aid
  • Subject, Caste: reduce Upkeep by 1 in Shem
  • Quiet Wisdom: May re-roll any dice which didn't generate successes on a Counsel test.
  • Courageous: 1d20 on a Discipline test; gain Courage Soak equal to Discipline Focus.
  • Healthy Superstition: Against a supernatural threat, spend 1 Momentum (Immediate, Repeatable), to gain 1d Morale Soak for the rest of the scene.
  • Sixth Sense: May re-roll 1d20 on Insight tests; in an ambush, gain 1 bonus Momentum; if an Insight test is resisted because of sorcery or the unnatural, the GM must reveal it.


Spells & Formulae[edit]

Belongings[edit]

Gold: 11 | Upkeep: 5
Encumbrance:

  • Scroll of religious writings
  • travelling clothes (simple black trousers and a long-sleeved tunic)
  • priestly vestments
  • religious accoutrements - herbs, oils, and incense
  • healer's bag (3 uses)
  • family heirloom (battered brass amulet)
  • solidly-made armband of copper
  • mule

Character Story[edit]

Maluch's parents were devotees of a little known minor god in one of Shem's merchant cities, members of a mystery cult devoted to divination and prophecy. Maluch was brought to join the cult proper upon becoming an adult, initiated into the first secrets of the cult. The initiation involved an induced trance-like state, to allow initiates to see their god and receive their first visions. None of the other initiates survived their visions - all died as their brains bled or their hearts stopped, but each clawed their eyes out before they died, their visions relayed in agonised screams.

The details of those death-visions, recorded by the cult's scribes as always, were sealed away, to be viewed only by the inner circle of the cult. Maluch remembers little of the initiation - he was deep in his own vision-trance at the time, and awoke to blood and death - but he's certain that the strange tasks he's been sent to carry out are related to the visions that slew the other initiates.

It feels like provenance that these tasks often involve slaying some manner of witch or sorcerer, as if their deaths are part of some pattern laid out in the screams of the dying years ago. But he's seen enough of their craft that he's started going off-mission, tracking down others that cross his path and eliminating them too. He's not sure if it's a learned scorn for witchcraft and sorcery, or if it's a holy mission, or some combination of the two; the sense of purpose he gets from the hunt is enough to quell the uneasiness that comes from his ill-omened past.

Notes[edit]