danse macabre

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What a wretched creature...

Yulduz - Level 1 peasant

Vitals

VITd10HEA18 / 18
FINd8GRT12 / 12
INSd6DR 0
FRVd6

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 - Choleric (yellow bile) 🜂

Governed by Mars and the sun, cholerics are most associated with summer and fire. Seen as driven and ambitious by those around them, cholerics tend to be high-achieving and strong-willed. Yet the choleric can also be impatient, pushy, and prone to anger when things do not go their way.

Strong-willed (free)

Whenever you roll INS to resist a charm check, you can burn 2 GRT to roll with advantage.

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

Set camp (1-hour)

When not under direct threat, you may burn 3X GRT: you may shorten the duration of a short or long rest by X hours to a minimum of 1.

Holistic healer (passive)

Whenever you use the basic power aid, burn 6 GRT to remove either bleed, burn, poison, or stun in addition to healing pool normally.

Folklore (passive)

You have a keen interest in—and memory for—fables and folk traditions. When making an INS check to recall local lore, history, or gossip, add +1.

Maleficia (3/6)

Bestial maw [1/3]

Starting at your nose, your lower face is transformed into that of a canine. Your bestial mouth slurs your speech and makes you somewhat difficult to understand. Your mouth is bestial and wolf-like, with a predator’s sharp teeth.

Drawback: You suffer a −1 penalty to FRV/charm checks.


LVL 1 (standard)

You can make bite attacks by rolling dVIT. If you hit, your bite inflicts d6 + dVIT damage.

Obscuration [1/3]

You are able to manipulate the light around you to create pockets of pure darkness.

Drawback: You are partially obscured by a shroud of mist or shadow.


LVL 1 (standard/1-minute)

Burn 3 GRT to create a sphere of patchy darkness centered on you and extending up to close range (10 feet), lasting 1 minute. You and anyone within close range of you gain a +2 bonus to FIN/dodge checks. If in an unlit area, additionally gain a +1 bonus to FIN/sneak checks.

Hard head [1/3]

Your skull is incredibly thick, with hardened knobs of bone stretching the flesh beneath.

Drawback: You cannot wear normal helms.


LVL 1 (standard)

You can use your skull as a bludgeoning weapon, rolling VIT/attack and inflicting d6 + dVIT damage to your target and d4 damage to yourself.

Equipment

Silver: 0

Inventory (7/13)
NameTypeDescriptionSlots
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
Theriac salveMedicine

A small pot of ointment made of 70 fermented herbs, viper flesh, and opium.

Consume to regain 2d4 pool.

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
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