Difference between revisions of "To Build A Nation: Brutus"

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He next took up the dutiful role within the family, getting some more battlefield experience as a mercenary in the Virilian Banners. He found himself better suited to logistics and management than cut and thrust, and wangled a role as quartermaster for the company, a role coming with significant perks. Alas, the life of the mercenary involves ups and downs and somehow he found himself freezing to death in a forsaken valley with a handful of compatriots. Initially well-provisioned, they ended up snowed in to the extent they had to survive the winter without aid. Starvation beckoned, and gradually they ate everything possible until nothing remained. Some died of sickness, the cold, starvation. An awful choice presented itself, but Brutus' fear of death outweighed his moral squeamishness. He and his remaining two companions ate the corpses of their comrades to try to eke out their lives further, but once the bones were picked clean they still had weeks of winter to endure.
 
He next took up the dutiful role within the family, getting some more battlefield experience as a mercenary in the Virilian Banners. He found himself better suited to logistics and management than cut and thrust, and wangled a role as quartermaster for the company, a role coming with significant perks. Alas, the life of the mercenary involves ups and downs and somehow he found himself freezing to death in a forsaken valley with a handful of compatriots. Initially well-provisioned, they ended up snowed in to the extent they had to survive the winter without aid. Starvation beckoned, and gradually they ate everything possible until nothing remained. Some died of sickness, the cold, starvation. An awful choice presented itself, but Brutus' fear of death outweighed his moral squeamishness. He and his remaining two companions ate the corpses of their comrades to try to eke out their lives further, but once the bones were picked clean they still had weeks of winter to endure.
  
Saladriel visited,  
+
Saladriel visited, concerned her investment was going to cash out too early, and implored Brutus to do what was 'necessary'. He enchanted his companions into a slumber, then slaughtered them in their sleep and feasted on their flesh. Pleased, Saladriel informed Brutus his survival was assured - but he'd need to get used to some changes, as he transformed into a ghoul. The trauma, long with the loss of intelligence, all but wiped Brutus of his sorcerous powers, retaining only those spells ingrained enough that he could recall their incantations through the fog of his newly-ghouled mind.
  
  

Revision as of 16:43, 19 November 2020

BRUTUS

PHYSICAL DESCRIPTION

Brutus was born into the wealthy family of Valenance, with a holding within Bastion and property scattered across the land. One of nine siblings, it was hard to get noticed within the family. The Valenance fortune came primarily from its ownership and commanding of the Virilian Banners, a mercenary company which the family used strategically to better their prospects, amass wealth and generally throw their weight around. Grandfather acquired the Banners and made the families name, pulling himself out of the gutter to slice throats and trample on everyone in his way til he beheaded his Captain-General and took his place and fancy hat. Grandfather always felt the story both hilarious and improved by the repeating, but it did put the Valenance name under a cloud right from the start. Things of course improved with regime change, something Grandfather and Mother cannily anticipated and supported.

Being a member of the Valenance family was always a cutthroat business - Brutus' older brother Seth was 'accidently' shot in the back by one of his men on campaign, for which one of his other brothers Gerand and his only sister Violet were strongly suspected of engineering. Normally this sort of rivalry would be tacitly condoned, but it was clumsily done and Mother was not pleased. They're now the only ones in the family with a lower reputation than Brutus.

School was enlightening in all the wrong ways, but Brutus did at least embark on a sorcerous career as a result - book learning being his strong point. Learning enchantment initially, he found that enormously useful in improving his lot after college. He did his customary obligation to the Shadow, serving as a conscript in the regional army as demonstration of the family's willingness to sacrifice for their masters. While his family could have pulled strings to keep him out of it, Mother felt is necessary for him to 'build character.' Two long years of wasted opportunities, he know keeps his old uniform on display and uses it for occasional target practice. At least during this time he did use the long hours to further expand his growing magical knowledge.

It was on one bitter night in the Erethor Forest hunting rebels that never seemed to be found that he was approached by an entity that offered Brutus a path to what he had secretly wanted all along - glory, power and the ability to grind his awful family's faces into the mud. Some sort of fey creature, she taught him her language - although later he learned this was Sundered Tongue and it was used for... other purposes. The madness tradition Saladriel taught him opened Brutus' mind in more ways than one, and he left the Shadow's service a changed man with a soul he'd bargained away in exchange for the promise of power and glory.

He next took up the dutiful role within the family, getting some more battlefield experience as a mercenary in the Virilian Banners. He found himself better suited to logistics and management than cut and thrust, and wangled a role as quartermaster for the company, a role coming with significant perks. Alas, the life of the mercenary involves ups and downs and somehow he found himself freezing to death in a forsaken valley with a handful of compatriots. Initially well-provisioned, they ended up snowed in to the extent they had to survive the winter without aid. Starvation beckoned, and gradually they ate everything possible until nothing remained. Some died of sickness, the cold, starvation. An awful choice presented itself, but Brutus' fear of death outweighed his moral squeamishness. He and his remaining two companions ate the corpses of their comrades to try to eke out their lives further, but once the bones were picked clean they still had weeks of winter to endure.

Saladriel visited, concerned her investment was going to cash out too early, and implored Brutus to do what was 'necessary'. He enchanted his companions into a slumber, then slaughtered them in their sleep and feasted on their flesh. Pleased, Saladriel informed Brutus his survival was assured - but he'd need to get used to some changes, as he transformed into a ghoul. The trauma, long with the loss of intelligence, all but wiped Brutus of his sorcerous powers, retaining only those spells ingrained enough that he could recall their incantations through the fog of his newly-ghouled mind.


Did the retainer background come as a result of connections he made as a conscript, or did that come later? (I'm assuming being a retainer for someone is what led to his becoming a town administrator.)



Character description and short introduction

Ghoul/Powerful Ancestry (former Magician)/Courtier L6

Strength 10
Agility 13
Intellect 11
Will 9

Perception: 16 | Defense: 15 | Health: 24/0 | Healing Rate: 6
Size: 1 | Speed: 8 | Power 2
Insanity: 2 | Corruption: 1
Madness/Quirks:

  • 2 boons to avoid gain Insanity (from Dark Magic)

Languages: Erenlander (speak/read), Iron Tongue, Sundered Tongue
Professions: Military | Mercenary, Military | Conscript, Civic | Retainer , Military | Quartermaster

Talents

  • Magician: made a pact with an otherworldly being. I offered my soul, a gift or service in exchange for magical knowledge
  • Ghoul
    • 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.
    • 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)
  • Spells/Day: 3/2/1
  • 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 with a tendency towards viciousness

Equipment

From 'Only Human' i.e. L0

Lifestyle: Getting By
Worn: Sword, staff, tinderbox, dagger, cloak, 6cp
Pack: Conscript Uniform, contract for last mercenary job, week of rations, waterskin, coil of rope, 2 torches

Background

Generated background:

  • Ancestors: At least one was a criminal or did something shameful (grandparents were ghouls? Bit of a family tradition?)
  • Family Circumstances: Born to a wealthy family who ran a mercenary company. Both parents are still alive.
  • Siblings: 8 siblings (roll of 14, 6):
  • 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 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

  • Natural Weapons (finesse), 1d6+3
  • Weapon 2

Notes/Story