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What a wretched creature...

Karas - Level 1 burgher

Vitals

VITd6HEA12 / 12
FINd6GRT18 / 18
INSd8DR 0
FRVd10

Background

The burgher class is made up of wealthy merchants, artisans, industrialists, and other similarly middle-class, urban occupations. Burghers are typically members of families who own their own residences and do not pay rent to the diarchy, unlike peasants. Their economic contributions to Constantinople—through trade, production of luxury goods, or donation—afford this class a large amount of social mobility, even within the royal courts of the Diarchy. Burghers are well-educated, being able to afford private tutors and professors, and keep apprised of the latest news, even from outside of the City. Consummate social climbers, burghers constantly adopt new trends and fashions, all in the service of getting a leg up on their peers and trading partners.
Thanks to their education and a life of social maneuvering, burghers are clever and sociable. Pilgrims from the burgher class have access to a variety of powers centered around trade, cunning, and travel.

Humour - Melancholic (black bile) 🜃

Associated with autumn and the element of earth, melancholics are governed by both Mercury and Saturn. Melancholics tend to be morose and depressive, preferring to spend time alone in study or contemplation. While prone to self-pity and pessimism, melancholics nevertheless tend to be thoughtful, erudite, and detail-oriented.

Virtue of patience (special)

Whenever you use the basic power initiate, you can choose to go last in initiative order. If you do, you make all checks during your first turn of combat with advantage.

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

Suborner (standard)

When making a FRV/charm check targeting a non-demoniac person, you can attempt to bribe your target, gaining up to +3 to the check:

  • • When targeting a peasant, gain +1 to the check for every 10 sp spent (max +3/30 sp).
  • • When targeting a scholar or clergy member, gain +1 to the check for every 50 sp spent (max +3/150 sp).
  • • When targeting a burgher, gain +1 to the check for every 100 sp spent (max +3/300 sp).
  • • When targeting a noble, gain +1 for every 1,000 sp spent (max +3/3,000 sp).

Price gouging (free)

When selling or trading in goods, you can burn 4 GRT to attempt to increase the value of a single item you are selling. Make a standard (6+) FRV check: if successful, increase the value of an item you are selling or trading by Xd20 sp, with X being your current level.

Eloquence (free)

When making a charm check to convince or deceive someone, you can burn 4 GRT to roll with advantage.

Maleficia (3/10)

Piscine [1/3]

Fish-like fins emerge from your back and arms. Your fingers and toes become webbed. A spiny dorsal fin emerges from your back and your digits become webbed up to the first knuckle.

Drawback: You cannot wear normal armour.


LVL 1 (passive)

While in water, you now gain a +1 bonus to all FIN/dodge rolls.

Rotting flesh [1/3]

Your flesh constantly rots as though you were a corpse, lowering your sensitivity to pain yet causing your wounds to take longer to heal.

Drawback: When regaining pool: subtract d3 from the total.


LVL 1 (permanent)

Your threshold for pain increases, granting you +1 DR.

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 (7/9)
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