To Build A Nation: Brutus

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BRUTUS

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, Sundered Tongue
Professions: Mercenary, Conscript, Retainer

Talents

  • 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
    • 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.

Spell Traditions: Enchantment, Madness

  • Spells: Convincing Word (L0 Enchantment); Command (L1 Enchantment); Serenity (L0 Madness); Black Breath (L1 Madness)
  • Spells/Day:
  • 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: Belong to the Cult of Izrador but a believer in name only and has strong doubts

Weapons + Damage

  • Weapon 1
  • Weapon 2

Notes/Story