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NAME: "Captain" Maximilian Harlock LEVEL: 1 XP: 0

ASCEND. And in ascending, steal his friends back and pay back that
GOAL: feathered motherfucker. INFLUENCE: 2 DOMINION: 0
Ironically given his chosen nemesis, Harlock very much looks like an
angel - a devastatingly handsome young man with white hair and red
eyes. Usually clad in the sort of eternally fashionable seafarer's wear
of a greatcoat, vest, sash, and sword-belt - he flirts with wearing
jewelry at times depending on recently seized loot or just what looks
DESCRIPTION: shiny when he wakes up in the morning. Committed 0 Spent 0

ATTRIBUTE Value Modifier Check SAVING THROW Check


Strength 16 2 5 Hardiness 12
Dexterity 18 3 3 Evasion 12
Constitution 18 3 3 Spirit 11
Wisdom 11 0 10
Intelligence 16 2 5
Charisma 19 4 2 EFFORT: 3
Committed 1
HIT POINTS 11 Scene 0
ARMOR CLASS 0 Day 0
FRAY DIE 1d8

ATTACK Check Damage Damage Roll Damage Taken


Melee 4 1d10 1 or less None
Range 4 1d10 2-5 1
6-9 2
10 or more 4
LOW MAGIC / THEURGY / STRIFES
Bitter Rival Lesser Strife (All 3 Levels)
WEALTH: 0
EQUIPMENT
Stolen Fire (Artifact, 8 Dominion) (The sword of an Angel Tyrant (1d12), stolen in the last moments of a world's destruction as it's celestial
engine spun into nothingness. 2 Stored Effort, Hope Of The Dawn Bound Gift), Finely Crafted Leather Greatcoat and Appropriate
Captain's Garments, Mixed Jewelry (Mostly Fake), Pocketwatch, Compass, Spyglass, Saber and Dagger (1d10), Brace of Four Flintlock
Pistols (1d10), Empty Rum Bottle, Ivory Pipe and Tobacco
FACTS
Origin: My mother was a pirate queen, and my father was a gambler of fates. I got the best of both worlds! (Unmarred Beneficence Inherited Lesser Gift)
Profession: A thief, a mountebank, a ne'er-do-well - and a lost hero, who took something in the losing... (Stolen Fire Artifact)
Relationship: My world burned, my friends burn, and we're all that's left - they'll pay for it, you mark me. (Bitter Rival Lesser Strife)
Size Difficulty Opposition Total Change
City Plausible 0 2 This allows you to keep track of changes easily
Effort Commited For the scene For the Day

Theft War Vengeance

The Word of War is not about individual prowess in battle or the might of a
heroic commander. It is about War as an abstract, as a clash of multitudes on The Word of Vengeance demands a reckoning for crimes. It is not
a bloody field and the life and death of masses of men. Godbound of War justice, however, but simple revenge that this Word rules: a hurt for a
may not be personally impressive in single combat, but against formations of hurt, a sin for a sin. A Godbound of Vengeance inflicts pain and
armed foes they are unstoppable agents of tactical destruction, capable of punishment on those who have first committed a crime. The Word does
single-handedly extinguishing whole armies of lesser foes. Only independent not strike first, but it often strikes last. Many powers of Vengeance
The Word of Theft holds dominion over all forms of tangible thievery. It is heroes and solitary combatants can hope to defeat a War-god in the field, and involve offenses or crimes on a creature's part. It is up to the Godbound
not a Word of con-men and liars, but a Word for those who pass into the armies they lead are invincible against all but divinely-supported to decide what constitutes an offense, and even totally harmless acts
forbidden places and take away guarded things. formations of foes. can be construed as a crime if the Godbound wishes to take them as
Godbound of War may raise either their Intelligence or Wisdom scores to 16, such. Other powers require that the Godbound has suffered hit point
Those bound to the Word of Theft can invariably pick any mundane lock, or to 18 if the score is already 16 or higher. They automatically grant a Morale damage or been targeted by a hostile power; the GM decides what
evade any mundane trap, and sneak past or pickpocket any lesser foe score of 12 to all allied NPCs under their command. Many of their gifts apply counts for the latter purpose.
with no chance of failure, provided they do so with some modicum of to soldiers in their service, a status which includes any creature armed for Godbound of Vengeance repay what is owed. Their normal attacks
discretion. They may overcome magical locks, traps and barriers by military service who considers itself subject to the Godbound's orders. PCs always hit against a target who has inflicted hit point damage on
Committing Effort for the scene. are never included in this definition, but can still qualify as companions. them within the past round.
Lesser Gifts Lesser Gifts Lesser Gifts
Bought Effort Bought Effort Bought Effort
Name Timing (Y/N) commited Name Timing (Y/N) commited Name Timing (Y/N) commited
Effort Of The Word (Theft) Constant 0 General's Escort Action Sanctified Violence Constant
Your maximum Effort increases by one point. This gift can be taken Commit Effort for the day. You call up one or more Small Mobs Even your words scourge those who incur your wrath. Your weapon
once for each Word you’ve bonded, but each purchase after the first of divine soldiers who are suicidally loyal to you, creating one Mob or unarmed attacks count as a 1d10 magical weapon with a range up
costs two gift points instead of one. for every three levels you have, rounded up. These Mobs have the to 200 feet. If you kill a target who first initiated violence against you
statistics of veteran soldiers, a hit bonus equal to your character level, in this scene, either with this gift or another power, lesser foes who
magical weapons for the purposes of harming supernatural creatures, see it or learn of it will be unable to consider the death as unlawful,
and can perform any service human servants could. This gift can be unfair, or socially inappropriate.
used only once per day, and no more than the maximum allowed
number of Mobs can exist at any one time. One Large Mob can be
called in place of two Small Mobs, and one Vast Mob in place of two
Large Mobs. The soldiers created by this gift may or may not have
individual identities depending on the preference of the Godbound,
but if slain, these individuals can still be re-summoned with the next
use of this gift.
Casing The Joint Action 0 Furious Counterstrike On Turn
Commit Effort for the day. While looking at a particular location or Commit Effort for the scene. For the rest of the scene, whenever
structure, the Godbound gets an intuitive sense of the location of you are hit by a normal attack and suffer damage, you get an Instant
treasures or objects most relevant to their desires, the most practical normal attack in return at the culprit which inevitably hits.
way to reach those locations, and an awareness of the guards, traps, or
defenses along that route. Any Effort Committed to this gift cannot
be regained until they make an honest attempt to steal one of the
interesting objects they perceive, if any exist.

Greater Gifts Greater Gifts Greater Gifts


Bought Effort Bought Effort Bought Effort
Name Timing (Y/N) commited Name Timing (Y/N) commited Name Timing (Y/N) commited

Bought Effort Bought Effort Bought Effort


Name Timing (Y/N) commited Name Timing (Y/N) commited Name Timing (Y/N) commited

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