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SotDL: Forestalling Midnight: Brutus
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==BRUTUS of Fog Reach== '''DESCRIPTION''' Brutus' natural form is depressingly hideous, his ghoulish visage in no way improved by the loss of his left ear and eye, along with the index finger of his left paw. Snaggle-toothed and grey of skin, he is a monster in appearance. This is inconvenient in public office, so Brutus typically dresses in intimidating black leathers accented with tasteful accents of purple and crimson silk, a swooping cloak he likes to flourish during entrances and departures, and tops off his ensemble with an iron mask fastened over his distorted face. He lopes slowly along with the aid of a rather dapper silver-headed walking cane. The leathers have an ingenious system of ties, buckles and straps allowing him to tighten and loosen areas as he transforms from his traditional ghoulish figure, crouched, loping and long-limbed, to that of one of his recent meals. Brutus' ability to transform his appearance after feeding is one he uses to political and social advantage - often appearing so much more normal and benign as an elderly lady, callow youth or non-descript burgher. The changes in his stature, stance, gender and other aspects mystify most of those he commands, which he likes to believe adds an alluring mystique to his position. Ghoulish appetites aside, Brutus sees himself as an affable, easy-going type at home in the company of a diverse group, accepting of all. His stewardship is fundamentally benign in a time known for its harshness and bleak punishments. Of course, examples must be made and the Shadow's power demonstrated but Brutus never revels in that aspect of his role - in fact he finds it a distasteful duty and one that, in some ways, hurts him more than those punished, so contrary is it to his fundamentally caring nature. Life, or in this case unlife, is a complicated state full of a rich array of contradictions and nuance - Brutus feels he exemplifies these dichotomies and complexities in every way. He feels history will judge him sympathetically, as would most he lords over, if only they knew the trials he faces. Death holds a particular terror for Brutus, in many ways the reason why ghouldom was an appealing option for him when death appeared spectre-like as his only alternative. His ambitions lie in the material world, not in the hereafter, and he is in no rush to enter that dreary realm of the dead. His desire is to achieve glory and show up his awful family for their scornful treatment and disregard for his talents, a goal he feels destined to achieve, step by inexorable step. ===Ghoul/Powerful Ancestry (former Magician)/Courtier L6=== '''Strength''' 10 <br> '''Agility''' 13 <br> '''Intellect''' 11 <br> '''Will''' 9 '''Perception:''' 16 | '''Defense:''' 15 (16 with leather armour) | '''Damage/Health:''' 18/24 | '''Healing Rate:''' 6 | '''Composure:''' 7 <br> '''Size:''' 1 | '''Speed:''' 8 | '''Power''' 2 <br> '''Insanity:''' 3 | '''Corruption:''' 1 <br> '''Madness/Quirks:''' *2 boons to avoid gain Insanity (from Dark Magic) '''Languages:''' Erenlander (speak/read), Iron Tongue, Sundered Tongue<br> '''Professions:''' Military | Conscript, Military | Mercenary, Military | Quartermaster, Civic | Retainer ===Talents=== *''Magician: made a pact with an otherworldly being. I offered my soul, a gift or service in exchange for magical knowledge'' *''Ghoul'' ** '''Immune''' to damage from disease or poison; diseased, poisoned conditions **'''Shadowsight:''' You see in areas obscured by shadows as if those areas were lit. **'''Dreadful Appearance:''' When you attack a living creature that can see you, the target creature must make a Will challenge roll. The creature becomes frightened for 1 minute on a failure or becomes immune to your Dreadful Appearance until after it completes a rest on a success. **'''Unholy Feast:''' You can use an action to eat one dead creature you can reach, which requires concentrating for 1 minute. At the end of this time, you utterly consume the target corpse, and you assume its living appearance until you complete a rest. While you have this appearance, you lose the Dreadful Appearance talent. **'''Accursed Compulsion:''' At the end of each round that you are within short range of a dead creature, you must make a Will challenge roll. On a failure, you must move toward the dead creature and use your Unholy Feast talent when you are next able. Once you do so, you lose Accursed Compulsion for 1 hour. **'''Fear of the Gods:''' Against creatures wearing or wielding religious symbols or icons you make attack rolls with 1 bane. In addition, you become frightened while on areas of holy ground (see Uncertain Faith) and remain frightened for as long as you remain there. **Powerful Ancestry **'''Natural Weapons:''' You can attack with your claws and teeth. Together, they count as a basic weapon with the finesse property that deals 1d6 + 3 damage. **'''Unwholesome Recovery:''' Once per day, when you use your Unholy Feast talent, you heal damage equal to your healing rate. **'''Drink Blood:''' When you attack with your natural weapons and the total of your attack roll is 20 or higher and exceeds the target number by at least 5, you can drink the blood of a living target. The target takes 1d6 extra damage and becomes fatigued for 1 minute. While fatigued in this way, the target is also slowed. If already fatigued, the target takes another 1d6 damage. *''Courtier: I wheedled my way into my present position using a combination of charm and wit to open the doors to your betters.'' **'''Accomplished Negotiator:''' You make attack rolls in social situations with 1 boon and do +1d6 Influence damage. **'''Enamour:''' If you spend at least 1 minute talking to a living creature that can understand what you say, you can make an Intellect attack roll against the target’s Will. On a success, the target becomes charmed until it completes a rest or until you attack it. On a failure, the target becomes immune to your use of Enamor until the target completes a rest. **'''Quick Reflexes:''' You can use a triggered action on your turn to hide or retreat. **'''Network (Access):''' Your position affords you certain benefits when it comes to dealing with your own kind. You exploit the standing obligations of hospitality maintained by local rulers and other nobles. As long as you travel in your homeland or a land friendly to your homeland, you need never pay for food or lodging, since you gain these things from the local aristocracy. This benefit might extend to your group, depending on your host and your host’s attitude toward the members of your group (as determined by the GM). **'''Coerce:''' You can use an action to make an Intellect attack roll against the Will of one creature charmed by you. On a success, the creature becomes compelled for 1 round. ===Spells=== *'''Spell Traditions:''' Enchantment, Madness *'''Spells:''' Convincing Word (L0 Enchantment); Command (L1 Enchantment); Serenity (L0 Madness); Black Breath (L1 Madness) <br> *'''Spells/Day:''' 3/2/1<br> *'''Dark Magic:''' Each time you learn a spell from a dark magic tradition, roll a d6. If the roll is lower than the number of dark magic spells you have learned, including the one you have just learned, you gain 1 Corruption. However, each dark magic spell you learn grants 1 boon on challenge rolls you make to avoid gaining Insanity. **'''Mind Fractures:''' Each time you learn a spell from the Madness tradition, you must make a Will challenge roll with a number of banes equal to the number of Madness spells you have learned so far. On a failure, you gain 1 Insanity. **'''Mitigating the Madness:''' Whenever you roll a d6 to end the effects of a particular form of madness, you add a bonus to the roll equal to the rank of the highest-rank Madness spell you have learned. '''Interesting Things:''' A small dog (Mr. Ruffles) with a tendency towards viciousness and a taste for human flesh| A colony of friendly and helpful cockroaches | A clockwork ear horn from Saladriel, picking up whispers from the Midnight Lands (demesne of the Queen of Dreams and Shadows) | A tapeworm named Jerry | A foldable knife that increases in size the more blood it spills | Deed from a profitable farm. ===Equipment=== Lifestyle: Getting By <br> Worn: Soft leather armour and courtier's clothing, silver-topped walking cane with a long knife in the hilt (spent 1gp if that's fair?), tinderbox, small and cryptically-engraved mirror (magic implement), dagger containing ghostly soul, cloak, 5ss and 25cp <br> Lodgings: Conscript Uniform used for target practice, hidden crossbow and 10 bolts, hidden book of spells (incantations) still containing Bone Armour (Necromancy) and Brand of Doom (Rune), another 12ss in confiscated trade goods (furs, precious ores), riding horse <br> ===Background=== '''Generated background:''' *Ancestors: At least one was a criminal or did something shameful *Family Circumstances: Born to a wealthy family who ran a mercenary company. Both parents are still alive. *Siblings: 8 siblings: *4 older brothers (2 alive, 1 alive but disgraced, 1 dead from natural causes), *3 younger brothers (all alive) *1 older sister (alive but disgraced) *Life Experiences: Minor Setback: Learned a dangerous secret; Minor Windfall: Add a random Common profession – Conscript *Magician Training: I made a pact with an otherworldly being. I offered my soul, a gift or service in exchange for magical knowledge *Courtier Story Development: I wheedled my way into my present position using a combination of charm and wit to open the doors to my betters '''Generated appearance:''' *Well-educated young adult of 25 with a homely appearance (although now a monstrous ghoul missing an eye, ear and finger) and hearty build (5'10", 174lbs) '''Generated personality:''' *Neither particularly outgoing or withdrawn, adaptable to a variety of social situations *Gets on well with those close to me, neutral about others *Desires: Glory *Fears: Death *Obligations: Values law and order and tries to live up to obligations *Morality: A paragon of virtue, an evil thought never entered my head and make every effort to do good works *Religious Beliefs: Witchcraft, pretending to be part of the Cult of Izrador ===Weapons + Damage=== *Talons (finesse), +3 to hit, 1d6+3 *Long Knife in Cane (finesse, offhand), +3 to hit, 1d6 *Ever-growing pocket knife (finesses, offhand, thrown (range: short)) +3, 1d3 *Crossbow (long range, reload), +3 to hit, 2d6 - hidden in Brutus' office
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