Running Sheet Darby Holt
Darby Holt
Father:
Mother:
Children:
Description:
Hobbies:
Ranks[edit]
Points{}[edit]
Total: = Stats+ Powers+ Skills+ Items +(+0/0 allies/Enemies) + Shadows+ Stuff +Storage
Statistics {}[edit]
- Psyche: Chaos
- Strength: 15
- Endurance:21
- Warfare:7
Powers { }[edit]
Skills {}[edit]
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Allies & Enemies {0/0 = 0}[edit]
Allies[edit]
various
Enemies[edit]
various
Companions[edit]
Items {}[edit]
- Signature piece
Shadows{}[edit]
Stuff{}[edit]
Miscellany[edit]
Darby Holt-Known in the street as *"The Left Hand"* or *"The Gentleman Ghost of TunFaire."[edit]
Background[edit]
- War Veteran: Served in the Cantard War alongside Garrett. Known for unconventional tactics, sabotage, and surviving hopeless situations.
- Thief-Turned-Robin Hood: Disillusioned by postwar corruption, he turned his skills to redistribution—targeting slumlords, corrupt guilds, and merchant elites.
- World Traveler: Unlike Garrett, Darby wandered beyond Karenta—learning foreign tricks, studying obscure dialects, and picking up magical countermeasures from other cultures.
Personality[edit]
- Suave but grounded; more idealist than cynic, but not naïve.
- Has a knack for languages and street slang; blends in across social strata.
- Keeps his plans meticulous but makes it *look* improvised.
Crew (The Irregular Saints)[edit]
- Raskin – Ratman second-in-command and logistics genius. Handles traps, escape routes, and stolen goods.
- Brugga – Ogre bodyguard with a soft spot for children and poetry. Darby saved her from military execution.
- Vellira Moonthorn – Half-elven wizardess who hides her magical power under the guise of being a "fortune-teller." Formerly apprenticed at the Wizards' Guild.
- Tam and Kell Drunn – Human brothers, muscle and enforcers. Reformed thugs who now protect the slums.
- Brother Skint – Priest of the obscure deity *Illandra the Forgotten*, who runs soup kitchens, healing huts, and orphan wards funded by the crew’s thefts. Claims the god speaks only to the unwanted.
Base of Operations[edit]
- An old bathhouse near the Edge, retrofitted with escape tunnels and enchanted wards. It also serves as a disguised temple and clinic. Just off the Row of Temples, so not an official church of TunFaire.
Connection to Garrett[edit]
- Friendly rivalry; they respect each other, though Garrett often grumbles about Darby's flair for drama.
- Occasionally trades intel or tips off Garrett to help avoid unnecessary bloodshed.
magical countermeasures[edit]
- Whisperglass Beads (Held by Vellira Moonthorn)**
Tiny enchanted beads that resonate with whispers and low-frequency speech. Planted on walls or people, they "record" nearby speech and whisper it back later only to the user. Great for eavesdropping or checking traps.
- Ash of the Eye (Used by Raskin)**
A fine, gray powder from the Eastern islands that temporarily blinds magical scrying. When scattered, it clouds the area to anything except physical eyes—makes hideouts and heists harder to trace magically.
- Nullring of Klesh (Worn by Darby)**
A blackened iron ring etched with foreign sigils that grants momentary resistance (5–10 seconds) to charm or truth-spell effects. It doesn't block magic entirely, just enough to fake being compliant or truthful.
- Ogre’s Breath Sigil (Brugga’s backup)**
A tattoo burned into the ogre's left shoulder. When triggered by a code word, it releases a concussive blast of air like a magical battering ram. One-use per week, great for escapes or breaching locked doors.
- Mirror Ink (Used by Brother Skint)**
When painted on a surface, this silver ink reflects any magical observation spell aimed at it. Used on temple walls, alms boxes, and sometimes on written notes. Detects AND reflects spells back to the caster with reversed images.
- Wax Tongue Tokens (Carried by Tam & Kell)**
Chewed like gum, these small waxy tokens grant an hour of magical silence—no spell effects, no chant detection, no scrying of spoken words. Perfect for planning under magical surveillance.
- Lamp of the Sleepwalker (Kept in Darby’s kit)**
A small lantern enchanted to suppress wards based on motion or presence. When lit and placed near magical alarms or glyphs, it makes the crew “invisible” to those effects for as long as the flame burns (15 minutes max).
- Thread of Reversal (Vellira’s ace in the hole)**
A silver thread woven into her robe hem, enchanted to reverse the next spell cast directly at her. Limited to once per day. Makes enemies think twice about curses or targeted hexes.
- Hollow Charm of the Sealed Word (Used by Raskin in interrogation or infiltration)**
A carved bone amulet that prevents the user’s name or the names of allies from being spoken by force (i.e., under truth spells or divine compulsion). It doesn’t prevent all talking—just the dangerous specifics.
- Sliver of the Unquiet Stone (Buried under their hideout)**
A foreign rune-stone shard that disrupts portal magic and teleportation within 50 feet. Prevents magical break-ins or magical kidnappings. Also gives a faint tingle when such magic is *attempted* nearby.