Sister Anise Rowan

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Sister Anise Rowan

Level: 1

XP: 0

Playbook: Templar

Look: Knowing Eyes, Habit, Shining Armor, Thin Body

Alignment: Good

  • Uncover a vile or dangerous truth.

Damage: d8

Hit Points: 20/20

Coins: 52

Wrath: 0/3

Religious Sect: The Resuscitant Order


Background

The Resuscitant Order attracts promising adepts by offering them succor, faith, and a life of purpose, yet 'somehow', their initial purifying rites are always intruded upon by agents of corruption. So it was when a trio of Resuscitants came to Anise's hometown, tracing the trail left by a plague-blessed*; they took up residence in the abandoned temple of Syren in the mainly flax-growing village. Anise, a weaver-daughter, had taken an interest in the newcomers, and decided to leave with them. As they were administering the rites of admittance, angry townsfolk battered down the rotten door of the chapel and attacked. In the chaos, many of the crazed townsfolk were slain, including Anise's childhood friend Tark - by her own hand. Horrified, she rushed out with her now-fellow cultists and found out madness raging through the town. Zia, an alchemist, noticed black flecks in a discarded loaf of bread, and rushed to the town granary to find an incredible infestation of ergot had grown apparently overnight. Eventually they found the plague-blessed, but after it had contaminated the artifact that had kept the town's fields wet and fertile against growing desert. The few survivors would be left with almost nothing, and Anise swore vengeance against the corrupt powers on behalf of her village. All may not have been as it seemed. After all the Order gained a powerful artifact that just needed to be purified...

Anise serves in memory of Syren, goddess of music, dance, weaving, and tailoring. She's much more cheerful than the the typical Templar, as befits the former divinity she seeks to renew. But when faced with the forces of corruption, she gets just as vicious as any - her vendetta runs deep.

  • A creature, often but not necessarily sapient, that has been exposed to rarified malaise that causes its body to bloat and deform as it harbors all sorts of plagues, sometimes even whole new ones.


Stats

Strength Dexterity Constitution Intelligence Wisdom Charisma
Score 15 9 12 8 13 16
Modifier +1 +0 +0 -1 +1 +2
Debility Weak [] Shaky [] Sick [] Stunned [] Confused [] Scarred []

Racial Move

Human Plasticity

When creating a character, you may choose to take a Starting Move from any class playbook not already in use. However, one of your existing Starting Moves becomes an Advanced Move (you lose it, but you can choose it later when you level up). The GM will ask you how you came to learn the ability.


Starting Moves

Arcane Art

When you weave a performance into a basic spell, choose an ally and an effect:

  • Heal 1d8 damage
  • +1d4 forward to damage
  • Their mind is shaken clear of one enchantment
  • The next time someone successfully assists the target with aid, they get +2 instead of +1

Then roll +CHA. On a 10+, the ally gets the selected effect. On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice.


Facets of Inquisition

There are many facets of inquisition, choose one you favor:

  • Fanatical Devotion - Ignore the effects of Charisma debilities.


Confession

When you hear someone else confess a sinful act or wrongdoing, you can grant them absolution. The confession can be a recent action or something that happened in the character’s past. Roll +CHA. On a 10+, they are healed for 1d8 damage. On a 7-9, they are healed, but the confession sullies your mind and you must immediately perform penance, take 1d4 damage (ignores armor).


Wrath Embodied

You are heavenly vengeance made manifest and Wrath is your currency. The more pure your soul, the more holy power can pass through you. If your soul is immaculate, then you have 3 Wrath (the max). When you spend time performing your purification ritual (an uninterrupted hour or so), set your Wrath to the max.


Penance

When you quickly perform penance, take 1d4 damage (ignores armor) and gain 1 Wrath. Penance is self-punishment, such as tightening a cilice, using a whip or knout, or other forms of mortification of the flesh. This type of brutal penance might be painful, but it's the only way to purify your soul quickly, such as in the midst of a battle.


Smite

When you Hack and Slash, on a 10+ you may spend a Wrath to deal +1d4 extra damage.


Blinding Light

When you Defy Danger, on a 10+ you may spend a Wrath to emit an immensely bright holy light that temporarily blinds your attacker.


Consecrated Ground

When you Defend, on a 10+ you may spend a Wrath to consecrate the ground around you. When an enemy first enters consecrated ground, they take damage equal to your level.


Inquisitor

When you hold a captive for questioning, roll+CHA. On a 7+, the captive (the GM) will tell you three statements: two are true, but one is a lie. On a 10+, the GM will tell you one of the three statements that is definitely true (leaving the 2 unknown statements). If you choose to press the captive further, pick a statement that you guess to be the lie. Your methods cause significant emotional or physical scars, but if you picked the lie correctly, the captive will break and truthfully answer any questions you ask.

On a 6-, they won't break, or they hold back, or something went very, very wrong. Oops.


Advanced Moves

When you gain a level from 2 - 10, choose an Advanced Move as listed under your Playbook.


Death Move

Angel of Wrath

Let the cleansing fires consume the vile and unworthy. Let them know my wrath. When you die, your eyes boil and burn away as holy light pours out of you. Every inch of you radiates hallowed flame. You wield the sword of vengeance, the shield of righteousness, and your gaze pierces the souls of all you look upon. The ground you touch is forever consecrated. Until your wrath is delivered to those deserving nearby, you succeed at every roll and deal max damage. The GM will soon tell you your work here is done. Embrace serenity, Templar, you have left this putrid world one step closer to absolution.


Gear

Load: 6/25

Dungeon rations (5 uses, 1 weight)

Interrogation tools

Penance device (sewing needles)

Long Sword (Close, +1 damage, 2 weight)

Shield (+1 armor, 2 weight)

Leather Armor (1 armor, 1 weight)


Bonds

I worry Vithakk is practicing heresy.

I don’t trust Bastian, but he makes a powerful ally.

___________ saw me stray from the righteous path. Never again.

I have heard the secret confessions of ___________.