Thecia - Level 1 peasant
Vitals
| VIT | d8 | HEA | 14 / 14 | |
| FIT | d6 | GRT | 16 / 16 | |
| INS | d12 | DR | 0 | |
| FRV | d4 | |||
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.
Impetuous action (special)
Whenever you make a FIN check to initiate, you can decide to act first in initiative order. If you choose to do so, you roll all checks in your first round of combat with disadvantage.
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
Scrapper (passive)
When making an unarmed attack check, add +1. Your unarmed damage is now d6 + dVIT.
Sawyer (passive)
When making a VIT/attack check using an axe weapon, add +1.
Strong back (permanent)
You gain an additional +3 max Inv.
Maleficia (2/4)
Elephantine hide [1/3]
Your skin is incredibly thick, calloused, and gray, offering protection but limiting your movements.
Drawback: You suffer a –1 penalty to all FIN checks except for FIN/attack.
LVL 1 (permanent)
Gain +1 DR.
Warted [1/3]
Your skin is covered in thick, hardened clusters of warts that chafe painfully whenever you move. Hardened warts cover your skin in mottled patches.
Drawback: You suffer a –1 penalty to all FIN checks, except FIN/attack.
LVL 1 (permanent)
Gain +2 DR.
Equipment
Silver: 0
Inventory (11/17)
| 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 |
| Quarterstaff | Bludgeon | A 6-9 foot long wood staff used for self-defense. Inflicts d6 + dVIT damage; near range. | 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 |