Madiha - Level 1 peasant
Vitals
| VIT | d8 | HEA | 18 / 18 | |
| FIN | d10 | GRT | 12 / 12 | |
| INS | d6 | DR | 0 | |
| FRV | d6 | |||
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.
Kindly support (passive)
When using the basic power aid, you add +d2 to target ally’s roll instead of +1.
Crime - Murder
The Codex Iustinianus—the Justinian Code, the basis of all law in eastern Constantinople—and Sharia law, enforced in the timars, define murder as an act of killing that is intentional and premeditated. This is differentiated from homicide, which is defined as an act of accidental killing or justifiable self-defense. Since the Abandonment, these legal definitions have become murky and complex, as the majority of murder victims within the bounds of the Diarchy find themselves resurrected and are able to identify their killer. But while death itself is less of a concern, the act of murder—and the resulting maleficium—is treated with the same severity as before the Abandonment.
Murderer (passive)
As a convicted murderer, you make all FRV/charm checks targeting NPCs marked as clergy or burghers with disadvantage.
Powers
Defenestrate (standard)
Burn 5X GRT and select a target you could reasonably grapple. The target takes no damage, but they are removed from the scene for X rounds.
Tight grip (passive)
When making a VIT/attack check with a bludgeoning weapon, add +1.
Scrapper (passive)
When making an unarmed attack check, add +1. Your unarmed damage is now d6 + dVIT.
Maleficia (1/6)
Raptor talons [1/3]
Your feet morph into those of a bird of prey, complete with four digits, scutellate scales running up your shins, and sharp, curving talons. Your talons are small and still growing.
Drawback: When moving across stone, marble, or similarly hard surfaces, suffer a –1 penalty to FIN/sneak checks.
LVL 1 (standard)
You can use your talons to kick and slash at opponents by making a FIN/attack roll, inflicting d4 + dFIN damage plus bleed 1.
Equipment
Silver: 0
Inventory (11/14)
| Name | Type | Description | Slots |
|---|---|---|---|
| Skullcap | Helm | A simple helm made of rounded steel plate covering the top of the head. | 1 |
| Gambeson | Armour | A padded defensive jacket made of thick cloth or leather. | 1 |
| Quillon dagger | Short blade | A common short dagger with a simple crossguard. Especially effective at finding gaps in armour. Inflicts d2 + dFIN damage, ignoring DR. | 1 |
| Mace | Bludgeon | A short haft topped with a rounded or flanged steel head. Inflicts d8 + dVIT damage. | 1 |
| Rations | Food | Preserved foods: typically manchette bread, dried fruit, pickled vegetables, and nuts. | 1 |
| Waterskin | Drink | A tanned bladder containing potable water. Consume to gain d2 GRT (not exceeding max). | 1 |
| Vital poultice | Medicine | A small sachet of herbs such as henbane and hemlock. Consume to regain d4 HEA. | 1 |
| Torch | Light 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, small | Baggage | A small bag of leather or heavy cloth. Equip to gain an additional 3 INV (+2 net increase). | 1 |
| Iron and flint firestarter | Tool | Produces sparks to ignite a flame when struck together. Required to ignite fires and light sources. | 1 |
| Rope | Tool | A length of woven hempeb rope 50 feet long. | 1 |