Difference between revisions of "City of Necromancers: Renewing Compacts & Treaties:Dreadhur"

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'''Mark XP'''  
 
'''Mark XP'''  
*Solve a problem with violence
 
 
*Act according to your traits
 
*Act according to your traits
*Impose or maintain order in the face of chaos
+
*Blackguard: Solve a problem with violence
 +
*Lawful: Impose or maintain order in the face of chaos
  
 
===Attributes===
 
===Attributes===
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!LUCK
 
!LUCK
 
|-
 
|-
|1/7
+
|17/17
|2/7
+
|14/14
|3/7
+
|16/16
|4/7
 
|5/7
 
|6/7
 
 
|7/7
 
|7/7
 +
|11/11
 +
|14/14
 +
|9/9
 
|-
 
|-
 +
|(+2)
 +
|(+1)
 +
|(+2)
 
|(-1)
 
|(-1)
|
 
 
|
 
|
 
|(+1)
 
|(+1)
|
 
|
 
 
|
 
|
 
|-
 
|-
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|
 
|
 
|}
 
|}
 +
 +
Dreadhur can add 1 point to CHA, CON, or INT at chargen, due to his race
  
 
===Combat===
 
===Combat===
 
*Hit Die: d10
 
*Hit Die: d10
 
*Armor:
 
*Armor:
*HP: X/Y
+
*HP: 56
  
 
====Weapons====
 
====Weapons====
Line 70: Line 72:
 
===Personal Mission===
 
===Personal Mission===
 
''To achieve undying fame in service to the state.''<br>
 
''To achieve undying fame in service to the state.''<br>
Ideally, this would be by discovering some truth or item of transcendent importance and bringing it back home so he can take credit for it and be acclaimed Master of War for the city.
+
(Ideally, this would be by discovering some truth or item of transcendent importance and bringing it back home so he can take credit for it and be acclaimed Master of War for the city.)
 
*Find the lost Turathi Treatise on War, a priceless relic of the glorious past written on lacquered manskin which is rumored to contain lost secrets of siegecraft and strategy, rumored to be in the Forbidden Library of Lian, where the blind monks cannot read it.
 
*Find the lost Turathi Treatise on War, a priceless relic of the glorious past written on lacquered manskin which is rumored to contain lost secrets of siegecraft and strategy, rumored to be in the Forbidden Library of Lian, where the blind monks cannot read it.
 
*To win the loyalty of a whole foreign army, Khaleesi-style, such that they will follow him to the ends of the earth. Bonus points if they are Tieflings.
 
*To win the loyalty of a whole foreign army, Khaleesi-style, such that they will follow him to the ends of the earth. Bonus points if they are Tieflings.
Line 103: Line 105:
 
Mettle 8/8
 
Mettle 8/8
  
''When you take a moment to catch your breath and focus your energy'', reset your mettle to its maximum.
+
*'''Favored Weapon''' - '''greataxe, crossbow, lance'''
''When you make any move with a favored weapon'', before you roll you may spend 1 mettle to take +1 to that roll.
+
**When you ''take a moment to catch your breath and focus your energy'', reset your mettle to its maximum.
 
+
**When you ''make any move with a favored weapon'', before you roll you may spend 1 mettle to take +1 to that roll.
*
+
*'''Revel in Battle''' - When you ''Fight or Shoot or Throw and roll a 10+'', you may spend mettle to add 1 or more of the following effects to the move result, at a cost of 1 mettle per effect. When you ''Fight or Shoot or Throw and roll a 12+'', you regain 1 mettle in addition to all other effects.
*
+
**Strike hard: increase damage dealt by +STR in this instance
*
+
**Strike true: ignore +DEX worth of your target’s armor in this instance
*
+
**Handicap: inflict a condition—stunned, hindered, etc.—of your choice on your foe (subject to Judge approval), with a Duration of +INT (minimum 1)
*
+
*'''Bend Bars, Lift Gates''' - When you ''use pure strength to remove or destroy an inanimate obstacle'', burn 1 Strength and roll +STR: '''on a 10+''', choose 3 from the list below; '''on a 7-9''', choose 2; '''on a 6-''', mark Strength and choose 1.
 +
**It doesn’t take a long time
 +
**Nothing of value is damaged in the process
 +
**You don’t attract unwanted attention
 +
**You can fix the thing again without much effort
 +
*'''No Guts, No Glory''' - When you ''charge into battle against overwhelming odds'', burn 1 Wisdom and roll +WIS: '''on a 10+''', choose 3 from the list below; '''on a 7-9''', choose 2; '''on a 6-''', mark Wisdom and choose 1.
 +
**You have +1 armor until you’re incapacitated
 +
**The opposition is interested only in you until you’re incapacitated, or until a greater threat presents itself (whichever comes first)
 +
**You take +1 ongoing until you suffer damage
 +
**All allies witness to your courage or foolhardiness take +1 forward
  
 
===Cleric Moves===
 
===Cleric Moves===
'''God:''' Vecna | '''Tenet:''' | '''Domains:''' <br>
+
'''God:''' Vecna | '''Tenet:''' Never reveal all you know | '''Domains:''' Undead, Dominance<br>
 
Favor 8/8
 
Favor 8/8
  
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**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.
 
**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.
 
*'''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.
*'''Smite''' - When you ''deal damage to an enemy of your faith'', you may spend favor before you roll damage to increase the result by +1 for each point of favor spent.
+
*'''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 an undead thing or a worshipper of Vecna 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===
 
===Thief Moves===
 
Cunning 6/6
 
Cunning 6/6
  
*'''Tricks of the Trade''' - Areas of expertise: '''(take 3)'''
+
*'''Tricks of the Trade''' - Areas of expertise: '''stealth, poison, negotiation'''
 
**When you ''take the time to brood in silence and plot your next move', reset your cunning to its maximum.
 
**When you ''take the time to brood in silence 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.
 
**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.
Line 145: Line 164:
 
*
 
*
 
*
 
*
 +
*'''Templar''' -  You have sworn to devote your life to Vecna, and are now Blood (warrior), Fingers (thief/assassin), and Memory (priest) of Vecna, with Cleric Basic Moves and the ability to take Advanced Moves from the Cleric playbook.
 
*
 
*
*
+
*'''Smite''' (free: Servant of Vice) - When you ''deal damage to an enemy of your faith'', you may spend favor before you roll damage to increase the result by +1 for each point of favor spent.
  
 
===Followers===
 
===Followers===
*
+
*Darnakk, his executive officer, a floating flaming skull with an officious personality; the skull's been in the army longer than Dreadhur's been alive and has seen many generals come and go.
*
+
*platoon of 40 Dread Myrmidon zombie soldiers, armed with mace + shield (+1 armor, 1d6, ''close, forceful, stun'')
 +
**Dread: They rise again, after falling in battle the first time. They are, however, more susceptible to zombie rot.
 +
**Myrmidon: They fight better in ranks, and can pass as living troops from a distance. They require, however, a tighter command structure.
  
 
===Gear===
 
===Gear===
Capacity: XX | Weight Carried: YY
+
Capacity: 12 | Weight Carried: 15
  
 
*Worn
 
*Worn
**
+
**Plate armor (wt 6, armor 4, ''awkward, rare'')
**
+
**Light crossbow w/bolts (wt 2, ''near, far, reload, 1 pierce, 2h'')
 
+
**'''Gate's Bane''', a greataxe (wt ?, 1d10 damage ''re-roll 1s'', ''close, reach, rare, fine, 2h, 2 pierce, messy, 2 favor*, intelligent'')
 +
**Dagger (''precise, hand'')
 +
**Army uniform
 +
**'''Gloaming Shroud''' (a cloak that improves your stealthfulness) -- Generals live a lot longer if they aren't seen by the enemies' wizards, he earned this as a token of esteem from his commander.
 +
**holy symbol of Vecna
 +
**'''Endless Canteen''' (any beverage you put into the canteen replenishes) -- there's a tavern he stopped by once on maneuvers, a long way from here, that had the best spring ale... he drinks nothing else.
 +
**'''Elixir of Aptitude''' (3 sips - duration 3, gain a skill or improve at one you already have)
 +
**A coin-purse full of silver pieces. If someone betrays him, he likes to cram the silver into their mouth before slaying them. Then it's time to get a new purse.
 
*Backpack
 
*Backpack
**
+
**Adventuring gear (wt 2, 5 uses)
**
+
**''Great Generals of Rahesh: their Famous Victories and Tragic Deaths'', (wt 1, 6 uses) -- some people view this as history, he sees it as a how to manual.
 +
**rations (wt 1, 1d6 uses)
 +
**A child's doll. This is a token of his child
  
 
*Beast of Burden
 
*Beast of Burden
**
+
**tent
 +
**bedroll
 +
**extra case of bolts
  
 
Silver in Hand:
 
Silver in Hand:
 +
 +
lance: 1d10, wt 3, ''reach, forceful, stun, 2 pierce, awkward''. Mounted combat will be relatively abstract, at least to start.
 +
 +
=====Gate's Bane=====
 +
A Great-Axe of heroic proportions, enchanted to shatter wards and barriers. When the Goliath Barbarian called Defiant brought his horde to the gates of Rahesh, Dreadhur called him out in single combat and took his head and his axe. That won him a promotion and he has considered Gate's Bane his lucky talisman ever since.
 +
*Favor inherent in the sword can be applied daily to Smite attacks
 +
*Intelligent: Gate's Bane thinks of itself as a prophet. It is Chaotic (disrupt a prevailing order), is motivated by celebration, and finds payment through vengeance. Its Virtue is hopeful; its Vices vengeful and stubborn. It's doubtful about your leadership (-1 Loyalty). It's adept: +1 Quality with tags Rebellion-wise, Athletic, Sensitive to Magic. It is charismatic and a veteran of many engagements. It likes to slack off.
 +
 +
=====Gloaming Shroud=====
 +
There's no cost to ''Hide in shadows''. ''Move silently'' results are always one tier higher, unless your equipment would give you away (no auto-successes sneaking in plate).
  
 
===Notes===
 
===Notes===
 +
*''Tell me something about your group of tieflings in Rahesh.'' Tieflings are just damn happy to be in a place where nobody looks askance at you because your great-great-to-the-tenth-grandfather signed an infernal contract without reading the fine print. In fact, they're a valued part of society for their racial abilities and the bits of Bael Turathi knowledge they've held on to. The downside of this is that it's a closely knit society that's dominated by the old Highborn families and there's huge pressure to support your clan through hard work and unquestioned loyalty to the clan first and the city second. You know, an immigrant community. Up front it's all colorful ethnic festivals and funky ethnic restaurants, and behind the scenes it's a cold-blooded struggle for power and grudges that date all the way back. My character is really good at what he does, but has a hard time conforming to the strictures of traditional Tiefling society, so spends more time among men and drow.
 +
*adopted son of the legendary general Barazar Solace ''What is Barazar Solace most famous for? Who was his greatest rival?''
 +
*daughter, '''Lily''', aged 11, "too old for dolls" she says
 +
**''Name someone who knows your secret, either because you trusted them with it or through some accident.'' My foster father, '''Bazaran Solace'''. He is a mighty vampire lord and has been very good to me all these years, lately he’s been nagging me to grow up and abandon life to take the next step, and he wants me to become a vampire like him. “We vampires are good at protecting our descendants,” he reminds me, and “If you think I raised you up just for you to die a mortal death in a gutter somewhere, you’re even thicker than I thought you were.”
 +
**''Who do you least want to discover your secret?'' My superior officer, Mage-General Flayn, a creepy lich with a penchant for unannounced inspections and torture — a martinet without the elan of a true soldier of Rahesh. I understand he’s got to be a terror to be promoted, but she’s got too much enthusiasm. (I’m imagining some internal politics between factions of immortal undead, especially after they’ve been cooped up in bubble universe for centuries.)
  
 
+
~*~
  
 
Stats: Stats: 7#4d6k3 9 14 14 11 16 6 17
 
Stats: Stats: 7#4d6k3 9 14 14 11 16 6 17
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STR 18 (+3), CON 14 (+1), DEX 16 (+2), INT 7 (-1), WIS 11, CHA 14 (+1), LUCK 9
 
STR 18 (+3), CON 14 (+1), DEX 16 (+2), INT 7 (-1), WIS 11, CHA 14 (+1), LUCK 9
 
Racial Bonuses for Strength and Intelligence.
 
Racial Bonuses for Strength and Intelligence.
 
 
  
 
Class: Fighter
 
Class: Fighter

Latest revision as of 17:58, 27 July 2019

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Dreadhur Solace[edit]

L7 Tiefling Blackguard (XP: ooooo ooooo ooooo ooooo ooooo ooooo ooooo ooooo)

Theme/Background Name: The Transience of Martial Glory

Appearance: Chiseled, tattoos, big mouth
He looks like a Heavy Metal frontman, more or less. He has to turn sideways to get through doors and his arms and torso are liberally covered with runes of protection, names of fallen comrades, symbols of units he's served in and battle's he's fought, etc. He's got a gold tooth which he likes to flash when he smiles, which is often.

Traits: Friendly, Charitable, and a Liar!
I'm picturing him as a old soldier type, jovial and generous with his friends and troops, and prone to telling war stories and hogging glory.

Alignment: Lawful

Bonds: (we'll develop in play)

Secret: Dreadhur has a daughter by a halfling bard; she is small like her mother and fierce like him and she is the one thing in the world that Dreadhur really loves more than himself, and he can't acknowledge her without putting her in mortal danger from his enemies

Mark XP

  • Act according to your traits
  • Blackguard: Solve a problem with violence
  • Lawful: Impose or maintain order in the face of chaos

Attributes[edit]

STR CON DEX INT WIS CHA LUCK
17/17 14/14 16/16 7/7 11/11 14/14 9/9
(+2) (+1) (+2) (-1) (+1)
ooooo ooooo ooooo ooooo ooooo ooooo

Dreadhur can add 1 point to CHA, CON, or INT at chargen, due to his race

Combat[edit]

  • Hit Die: d10
  • Armor:
  • HP: 56

Weapons[edit]

  • Weapon 1 Attack: X damage, tags
  • Weapon 2 Attack: Y damage, tags

Personal Mission[edit]

To achieve undying fame in service to the state.
(Ideally, this would be by discovering some truth or item of transcendent importance and bringing it back home so he can take credit for it and be acclaimed Master of War for the city.)

  • Find the lost Turathi Treatise on War, a priceless relic of the glorious past written on lacquered manskin which is rumored to contain lost secrets of siegecraft and strategy, rumored to be in the Forbidden Library of Lian, where the blind monks cannot read it.
  • To win the loyalty of a whole foreign army, Khaleesi-style, such that they will follow him to the ends of the earth. Bonus points if they are Tieflings.
  • To track down the renegade necromancer Abriman the Unclean and take back what was stolen from the city of Rahesh, including his undead servitors, his magical implements, and certain of his tattoos.

Tiefling Characteristics[edit]

  • +1 to any two of CHA, CON, or INT, or +2 to one of them
  • low-light vision
  • Diabolic Soul: +1 to moves involving subterfuge
  • Blood of Levistus: moderate fire resistance (as distinguished from minor and total)
  • Infernal Wrath: 1/encounter, +CON to attack, close, near, burn (1d6 damage until extinguished), ignores mundane armor

Blackguard[edit]

  • Fighter class
  • Dark Majesty: +2 to Intimidation and all Follower moves other than Recruit (always on)
  • Shroud of Shadow: for free at L3, gain the Scoundrel advanced move (multiclass to Thief)
  • Servant of Vice: for free at L1, gain Favor as a Cleric and the Pray and Smite moves. If you want any other Cleric abilities, you'll have to buy Templar as one of your advanced Fighter moves at L5 or L7. Not every Blackguard is also a priest, but some are.

You also have qualities that are primarily color/fluff:

  • Dread Smite: your attacks are divine in nature and do cold and necrotic damage (fluff)
  • Followers can be undead
  • You hold rank as an officer in the army of Rahesh

Animator-General[edit]

You command the armies of the undead, and have a staff of animator-engineers.

  • Boon: You have mastered the rituals to raise the corporeal dead.
  • Boon: You are a low-ranking general within the army of Rahesh, with attendant privileges. Any military man anywhere will recognize that you command thousands of elite troops, if you occupy your full bearing and presence. (With your always on Dark Majesty, that's hard to hide.) You have station within the Animator's Concordium.
  • Bane: You are tempted by the prospect of Undeath. While you would be a great prize for both the enemies of Rahesh and non-Raheshi necromancers -- for the knowledge you hold -- it's the Undying themselves from whom you have the most to fear. For you have risen to a rank where you are surrounded by powerful Undying overlords, and they all think you are transient and weak in your mortal prison.

Fighter Moves[edit]

Mettle 8/8

  • Favored Weapon - greataxe, crossbow, lance
    • When you take a moment to catch your breath and focus your energy, reset your mettle to its maximum.
    • When you make any move with a favored weapon, before you roll you may spend 1 mettle to take +1 to that roll.
  • Revel in Battle - When you Fight or Shoot or Throw and roll a 10+, you may spend mettle to add 1 or more of the following effects to the move result, at a cost of 1 mettle per effect. When you Fight or Shoot or Throw and roll a 12+, you regain 1 mettle in addition to all other effects.
    • Strike hard: increase damage dealt by +STR in this instance
    • Strike true: ignore +DEX worth of your target’s armor in this instance
    • Handicap: inflict a condition—stunned, hindered, etc.—of your choice on your foe (subject to Judge approval), with a Duration of +INT (minimum 1)
  • Bend Bars, Lift Gates - When you use pure strength to remove or destroy an inanimate obstacle, burn 1 Strength and roll +STR: on a 10+, choose 3 from the list below; on a 7-9, choose 2; on a 6-, mark Strength and choose 1.
    • It doesn’t take a long time
    • Nothing of value is damaged in the process
    • You don’t attract unwanted attention
    • You can fix the thing again without much effort
  • No Guts, No Glory - When you charge into battle against overwhelming odds, burn 1 Wisdom and roll +WIS: on a 10+, choose 3 from the list below; on a 7-9, choose 2; on a 6-, mark Wisdom and choose 1.
    • You have +1 armor until you’re incapacitated
    • The opposition is interested only in you until you’re incapacitated, or until a greater threat presents itself (whichever comes first)
    • You take +1 ongoing until you suffer damage
    • All allies witness to your courage or foolhardiness take +1 forward

Cleric Moves[edit]

God: Vecna | Tenet: Never reveal all you know | Domains: Undead, Dominance
Favor 8/8

  • 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 an undead thing or a worshipper of Vecna 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 6/6

  • Tricks of the Trade - Areas of expertise: stealth, poison, negotiation
    • When you take the time to brood in silence 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]

  • Templar - You have sworn to devote your life to Vecna, and are now Blood (warrior), Fingers (thief/assassin), and Memory (priest) of Vecna, with Cleric Basic Moves and the ability to take Advanced Moves from the Cleric playbook.
  • Smite (free: Servant of Vice) - When you deal damage to an enemy of your faith, you may spend favor before you roll damage to increase the result by +1 for each point of favor spent.

Followers[edit]

  • Darnakk, his executive officer, a floating flaming skull with an officious personality; the skull's been in the army longer than Dreadhur's been alive and has seen many generals come and go.
  • platoon of 40 Dread Myrmidon zombie soldiers, armed with mace + shield (+1 armor, 1d6, close, forceful, stun)
    • Dread: They rise again, after falling in battle the first time. They are, however, more susceptible to zombie rot.
    • Myrmidon: They fight better in ranks, and can pass as living troops from a distance. They require, however, a tighter command structure.

Gear[edit]

Capacity: 12 | Weight Carried: 15

  • Worn
    • Plate armor (wt 6, armor 4, awkward, rare)
    • Light crossbow w/bolts (wt 2, near, far, reload, 1 pierce, 2h)
    • Gate's Bane, a greataxe (wt ?, 1d10 damage re-roll 1s, close, reach, rare, fine, 2h, 2 pierce, messy, 2 favor*, intelligent)
    • Dagger (precise, hand)
    • Army uniform
    • Gloaming Shroud (a cloak that improves your stealthfulness) -- Generals live a lot longer if they aren't seen by the enemies' wizards, he earned this as a token of esteem from his commander.
    • holy symbol of Vecna
    • Endless Canteen (any beverage you put into the canteen replenishes) -- there's a tavern he stopped by once on maneuvers, a long way from here, that had the best spring ale... he drinks nothing else.
    • Elixir of Aptitude (3 sips - duration 3, gain a skill or improve at one you already have)
    • A coin-purse full of silver pieces. If someone betrays him, he likes to cram the silver into their mouth before slaying them. Then it's time to get a new purse.
  • Backpack
    • Adventuring gear (wt 2, 5 uses)
    • Great Generals of Rahesh: their Famous Victories and Tragic Deaths, (wt 1, 6 uses) -- some people view this as history, he sees it as a how to manual.
    • rations (wt 1, 1d6 uses)
    • A child's doll. This is a token of his child
  • Beast of Burden
    • tent
    • bedroll
    • extra case of bolts

Silver in Hand:

lance: 1d10, wt 3, reach, forceful, stun, 2 pierce, awkward. Mounted combat will be relatively abstract, at least to start.

Gate's Bane[edit]

A Great-Axe of heroic proportions, enchanted to shatter wards and barriers. When the Goliath Barbarian called Defiant brought his horde to the gates of Rahesh, Dreadhur called him out in single combat and took his head and his axe. That won him a promotion and he has considered Gate's Bane his lucky talisman ever since.

  • Favor inherent in the sword can be applied daily to Smite attacks
  • Intelligent: Gate's Bane thinks of itself as a prophet. It is Chaotic (disrupt a prevailing order), is motivated by celebration, and finds payment through vengeance. Its Virtue is hopeful; its Vices vengeful and stubborn. It's doubtful about your leadership (-1 Loyalty). It's adept: +1 Quality with tags Rebellion-wise, Athletic, Sensitive to Magic. It is charismatic and a veteran of many engagements. It likes to slack off.
Gloaming Shroud[edit]

There's no cost to Hide in shadows. Move silently results are always one tier higher, unless your equipment would give you away (no auto-successes sneaking in plate).

Notes[edit]

  • Tell me something about your group of tieflings in Rahesh. Tieflings are just damn happy to be in a place where nobody looks askance at you because your great-great-to-the-tenth-grandfather signed an infernal contract without reading the fine print. In fact, they're a valued part of society for their racial abilities and the bits of Bael Turathi knowledge they've held on to. The downside of this is that it's a closely knit society that's dominated by the old Highborn families and there's huge pressure to support your clan through hard work and unquestioned loyalty to the clan first and the city second. You know, an immigrant community. Up front it's all colorful ethnic festivals and funky ethnic restaurants, and behind the scenes it's a cold-blooded struggle for power and grudges that date all the way back. My character is really good at what he does, but has a hard time conforming to the strictures of traditional Tiefling society, so spends more time among men and drow.
  • adopted son of the legendary general Barazar Solace What is Barazar Solace most famous for? Who was his greatest rival?
  • daughter, Lily, aged 11, "too old for dolls" she says
    • Name someone who knows your secret, either because you trusted them with it or through some accident. My foster father, Bazaran Solace. He is a mighty vampire lord and has been very good to me all these years, lately he’s been nagging me to grow up and abandon life to take the next step, and he wants me to become a vampire like him. “We vampires are good at protecting our descendants,” he reminds me, and “If you think I raised you up just for you to die a mortal death in a gutter somewhere, you’re even thicker than I thought you were.”
    • Who do you least want to discover your secret? My superior officer, Mage-General Flayn, a creepy lich with a penchant for unannounced inspections and torture — a martinet without the elan of a true soldier of Rahesh. I understand he’s got to be a terror to be promoted, but she’s got too much enthusiasm. (I’m imagining some internal politics between factions of immortal undead, especially after they’ve been cooped up in bubble universe for centuries.)

~*~

Stats: Stats: 7#4d6k3 9 14 14 11 16 6 17

STR 18 (+3), CON 14 (+1), DEX 16 (+2), INT 7 (-1), WIS 11, CHA 14 (+1), LUCK 9 Racial Bonuses for Strength and Intelligence.

Class: Fighter

Moves: Basic: Favored Weapon with 3 checks: Sword, Great Axe, Crossbow Mettle=8, spend one before an attack to add +1 to the roll Revel in Battle Bend Bars, Lift Gates No Guts, No Glory

Advanced Moves: Master Weapon: Great Axe: may spend 2 Mettle for a +2 Second Skin: +1 Armor and ignore awkward tag for armor Leader: When you bark commands in the heat of battle, Roll +Cha Templar: Multiclass as Cleric

Cleric Moves: Disciple: Divine Favor 8 Pray Convert Lay on Hands Invoke Smite (from Servant of Vice)

Gear: Plate Armor Wt 6 Armor 4 Light crossbow Wt 2 6 crossbow bolts Wt 2 Great axe Wt 3 Dagger Wt 0 Army Uniform Exquisite clothing for off duty Adventuring Gear, tent, bedroll Wt 6 (doesn't carry this all the time) Lance Wt 2 (only carries it into battle)

Books: Dreadhur likes books, but he doesn't see why people need more than one. Great Generals of Rahesh, their Famous Victories and Tragic Deaths Some people view this as history, he sees it as a how to manual.

Random Items: Random Items: 3#1d100 54 21 16 A holy symbol of Vecna A coin-purse full of silver pieces. If someone betrays him, he likes to cram the silver into their mouth before slaying them. Then it's time to get a new purse. A child's doll. This is a token of his child, see below under secrets.

Wondrous Items: Endless Canteen (any beverage you put into the canteen replenishes) -- there's a tavern he stopped by once on manuvers, a long way from here, that had the best spring ale... he drinks nothing else. Gloaming Shroud (a cloak that improves your stealthfulness) -- Generals live a lot longer if they aren't seen by the enemies' wizards, he earned this as a token of esteem from his commander. Elixir of Aptitude (3 sips - duration 3, gain a skill or improve at one you already have) Followers: A squad of undead infantry, maybe improved zombies? His executive officer, a floating flaming skull with an officious personality; the skull's been in the army longer than Dreadhur's been alive and has seen many generals come and go. Theme: The transience of martial glory. Dreadhur is the very flower of Rahesh's military might and considers himself a very big deal indeed... but he's barely a footnote in history. He's vaguely aware of this and desperate to find something to make him, or at least his name, immortal.

Mission: To achieve undying fame in service to the state. Ideally, this would be by discovering some truth or item of transcendent importance and bringing it back home so he can take credit for it and be acclaimed Master of War for the city.

Goals: 1) Find the lost Turathi Treatise on War, a priceless relic of the glorious past written on lacquered manskin which is rumored to contain lost secrets of siegecraft and strategy, rumored to be in the Forbidden Library of Lian, where the blind monks cannot read it. 2) To win the loyalty of a whole foreign army, Khaleesi-style, such that they will follow him to the ends of the earth. Bonus points if they are Tieflings. 3) To track down the renegade necromancer Abriman the Unclean and take back what was stolen from the city of Rahesh, including his undead servitors, his magical implements, and certain of his tattoos.

Secrets:


Item of Power Gate's Bane, a Great-Axe of heroic proportions, enchanted to shatter wards and barriers. When the Goliath Barbarian called Defiant brought his horde to the gates of Rahesh, Dreadhur called him out in single combat and took his head and his axe. That won him a promotion and he has considered Gate's Bane his lucky talisman ever since.

Paragon Stuff: Blackguard Fighter class Dark Majesty: +2 to Intimidation and all Follower moves other than Recruit (always on) Shroud of Shadow: for free at L3, gain the Scoundrel advanced move (multiclass to Thief) Servant of Vice: for free at L1, gain Favor as a Cleric and the Pray and Smite moves. If you want any other Cleric abilities, you'll have to buy Templar as one of your advanced Fighter moves at L5 or L7. Not every Blackguard is also a priest, but some are. You also have qualities that are primarily color/fluff: Dread Smite: your attacks are divine in nature and do cold and necrotic damage (fluff) Followers can be undead You hold rank as an officer in the army of Rahesh

Paragon Path: Animator-General You command the armies of the undead, and have a staff of animator-engineers. Member of the Animator's Concordium. The Animators are all about mastering the process of creating undead and maintaining warehouses of the deceased for replenishing Rahesh's army. Boon: You have mastered the rituals to raise the corporeal dead. Boon: You are a low-ranking general within the army of Rahesh, with attendant privileges. Any military man anywhere will recognize that you command thousands of elite troops, if you occupy your full bearing and presence. (With your always on Dark Majesty, that's hard to hide.) You have station within the Animator's Concordium. Bane: You are tempted by the prospect of Undeath. While you would be a great prize for both the enemies of Rahesh and non-Raheshi necromancers -- for the knowledge you hold -- it's the Undying themselves from whom you have the most to fear. For you have risen to a rank where you are surrounded by powerful Undying overlords, and they all think you are transient and weak in your mortal prison.