Justicar Vienne

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Justicar Vienne

Daughter of an important family, Vienne has had a lifelong dedication to law, order and justice. She walks in the filth of society so that others don't have to. Now she serves as a Justicar for the planet, part chief of police, part judge, part independant investigator. Her main aim is to protect aristocratic society from rebels, cultists, pirates and other anarchists bent on overthrowing it.

Nominally the Constables of the planet report to one of the three Justicars. In practice, because they are often independently appointed, the connections are weak. To make matters worse, the Guild of Interlocutors blurs the line even more when they move from a passive role of message exchange to an active role. For that blurring, and from her more rigorous mental discipline, Vienne has little love for the Interlocutors.


N.B. Justicar Vienne is a player character in Bantustan, a pbp Burning Empires campaign.

Lifepaths

 Born to Rule, Novitiate, Circle of 10K, Stormtrooper, X-O, Agent, Constable, Justicar

Stats

Per 6 Wll 6 Agl 4 Spd 3 Pow 3 Frt 3 Hth 4 Stl 7 Hes 4 MWd 9

Traits

  • Bright Mark
  • Brutal
  • Cold-Blooded
  • Mark of Privilege
  • Nose for Trouble
  • Scut Work
  • Stern Demeanor
  • Warriors' Code
  • Your Emenence

Skills

Skill Value   Skill Value
Administration 3 Oratory 5
Amercement 3 Outlaw-wise 3
Circle of 10K-wise 3 Persuasion 3
Close combat 4 Propaganda 3
Command 5 Province-wise 3
Criminal-wise 3 Psychologist-wise 3
Etiquette 5 Psychology 7
Imperial Law 3 Signals 5
Interrogation 4 Strategy 5
Intimidation 3 Tactics 5
Investigative Logic 7 Trouble-wise 5
Observation 3 Unit-wise 3

Resources

  • Resources 10d
  • Shay knife -- symbol of her particular discipline in the Circle of 10,000. A weapon and a status symbol (knife + intuitive + 1d steel
  • Greater Muse sub-dermal implant -- signals tool and communications link to official systems (3d automated inhuman skill @ data-flow-wise)

Circles

  • Base Circles 3d
  • Reserve 4d
  • Affiliations
    • 2d Staff of the Justicar's office
    • 2d Powerful familiers in the Gentry (1d from birth)
  • Reputation
    • 2d No-nonsense, law-and-order Justicar
  • Relationships
    • Marist -- He's a grasping degenerate; an example of what happens to a psychologist w/o proper training
    • Kahzahr -- brother to the late Kerrn agitator. He must be watched closely for signs of raising more Kerrn trouble
    • Anvil Lord Alexus Hitton -- A loyal constable and my lover.

Instincts

1. Always carry my shay knife as a sign of my liniage in the Circle of 10,000

2. Keep contact with my office and Alexus

3. Do background checks on everyone I meet.

Beliefs

1. The Guild of Interlocutors is a hive of codebreakers. Marist is the worst example and I will find evidence of his crimes.

2. Social decay is moral decay. I walk in the filth so that others don't have to. I will investigate the Kerrn to make sure the levitation grids are safe.

3. Act with honor and take responsability for your actions.


Artha

Advancement

routine resources roll -- greater muse adds data-flow-wise

routine trouble-wise -- failed to find Marist's investigation.