danse macabre

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What a wretched creature...

Bektas - Level 1 peasant

Vitals

VITd6HEA14 / 14
FINd8GRT19 / 19
INSd4DR 0
FRVd12

Background

The vast majority of Constantinople’s population are peasants—poor workers with few rights, no land holdings, and limited social mobility. Members of this class make their living through hard manual labor as farmers, in construction, or producing raw goods such as beeswax or textiles. On both sides of the city, peasants live, crammed into tenement housing and are levied with high rents and taxes—payable either in cash or in kind (with livestock, foodstuff, raw goods, etc.)—in exchange for their housing and for their safety within the city. Peasants are further mandated to serve as soldiers whenever the city comes under attack—either from hordes of demoniacs or invading armies—with many receiving cursory training in polearms and archery.
Due to a lifetime of poverty and hard labor, peasants are robust, physically tough, and resourceful. Pilgrims from the peasant class have access to a wide array of powers centered around combat, survival, and mutual aid.

Humour - Sanguine (blood) 🜁

Ruled over by Jupiter and identified with springtime and the element of air, the sanguine are often carefree and optimistic, known for their joviality. Though affable, supportive, and socially fluent, the sanguine also tend to be flighty and can be seen as somewhat shallow.

Well of optimism (permanent)

You gain +3 max GRT.

Crime - Apostasy

Religious authority is fragile and jealously guarded in post-Abandonment Constantinople. The old texts and prophets did not predict—and cannot explain—the onset of the Abandonment. This confusion has caused a crisis of faith, leading some—especially within the middle classes, influenced by humanist philosophy from Italy by way of Venetian and Genoese traders, or from the courts of Baghdad and points further east—to renounce their religion, becoming apostates (renouncers, those who leave their faith).
Both the Ulema and the Patriarchate of Constantinople consider apostasy to be a major crime. Both institutions are quick to arrest alleged defectors in sweeping inquisitions, to be handed over to the Canticum. Most apostates only share their ideas within tight social circles and salons, knowing that exposure and public accusation are tantamount to exile.

Apostate (passive)

Having been found guilty of apostasy, you make all FRV/charm checks targeting NPCs marked as clergy or nobility with disadvantage.

Powers

Skilled forager (passive)

When using the basic power forage, add +1 to the roll. If successful, you find d4 + 1 rations instead of d2 + 1.

Strong back (permanent)

You gain an additional +3 max Inv.

Basic herbalism (10-minute)

You are familiar with commonly found medicinal herbs and plants. Burn 3 GRT to make a standard (6+) INS check, seeking out remedies you may recognize: if successful, you gain enough herbs to quickly craft d4 vital poultices (each allows you to recover d4 HEA).

Maleficia (3/12)

Forked arm [1/3]

One of your arms forks just below the elbow into two forearms, each with a functional hand. Your new hand is clumsy but can be used to hold and use most simple objects.

Drawback: None.


LVL 1 (passive)

Gain +1 weapon/shield equipment slot.

Vitakinesis [1/3]

You are able to use your willpower to speed along the healing of people that you touch.

Drawback: This maleficium has no effect when used on yourself.


LVL 1 ()

Burn 3 GRT to heal an ally you are in contact with, causing them to immediately regain d4 pool.

Maddening scream [1/3]

You are able to produce an ear-piercing shriek that can disorient those around you.

Drawback: Your normal speaking voice is unnervingly loud, causing you to suffer a –1 penalty to FRV/charm checks.


LVL 1 (standard)

Burn 2 GRT to produce a horrible shriek, inflicting d6 damage, ignoring DR, plus stun 2 on anyone within near range (20 feet) unless they make a standard (6+) FIN check to cover their ears.

Equipment

Silver: 0

Inventory (11/15)
NameTypeDescriptionSlots
Kettle helmHelm

A fluted helm constructed with segmented plates of steel.

2
GambesonArmour

A padded defensive jacket made of thick cloth or leather.

1
Quillon daggerShort blade

A common short dagger with a simple crossguard. Especially effective at finding gaps in armour.

Inflicts d2 + dFIN damage, ignoring DR.

1
RationsFood

Preserved foods: typically manchette bread, dried fruit, pickled vegetables, and nuts.

1
WaterskinDrink

A tanned bladder containing potable water.

Consume to gain d2 GRT (not exceeding max).

1
Vital poulticeMedicine

A small sachet of herbs such as henbane and hemlock.

Consume to regain d4 HEA.

1
TorchLight source

A length of wood with a bundle of oil-soaked rags fastened to its end.

Creates a 30-foot radius of light for 2 hours.

1
Shoulder bag, smallBaggage

A small bag of leather or heavy cloth.

Equip to gain an additional 3 INV (+2 net increase).

1
Iron and flint firestarterTool

Produces sparks to ignite a flame when struck together.

Required to ignite fires and light sources.

1
RopeTool

A length of woven hempeb rope 50 feet long.

1