Cyril - Level 1 scholar
Vitals
| VIT | d10 | HEA | 16 / 16 | |
| FIN | d6 | GRT | 14 / 14 | |
| INS | d6 | DR | 0 | |
| FRV | d8 | |||
Background
The scholarly class is composed of people from many different occupations including philosophers, medical practitioners, lawyers, scribes, and clergy. Scholars in both the Byzantine East and Ottoman West of the City are trained within, and associated with, religious institutions—either in the Patriarchate-operated Pandidakterion (university) or in the various madrasas which have been established by the Ulema. Upon completing their training, the learned are expected to become clergy or else serve at court.
Thanks to their training and long years of study, scholars are insightful and well-educated in both secular and religious matters. Pilgrims from the scholarly class have access to various powers related to knowledge, perception, and faith.
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.
Ambitious (passive)
At the beginning of the game, describe a long-term goal of yours. Whenever you make a charm check that concerns this goal or a means of achieving it, add +1.
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
Alms gatherer (passive)
You gain a +1 bonus to FRV/charm checks when asking for money, food, or lodging.
Strategos (standard)
You have studied the arts of war and military history. While in combat, burn 5X GRT to survey the battle and shout commands to your allies. Allies within close distance add +1 to all attack and FIN/dodge checks for X rounds.
Chirurgeon (free)
When using the basic power aid, burn 2 GRT to heal the target for an additional d6 pool.
Maleficia (2/8)
Hooved [1/3]
Your legs transform into those of a goat, granting you excellent mobility.
Drawback: When moving across stone, marble, or similarly hard surfaces, you suffer a –1 penalty to FIN/sneak checks.
LVL 1 (passive)
Your movement distance is far (100 feet) and you gain a +1 bonus to FIN/dodge and FIN/initiate checks.
Wooden flesh [1/3]
One of your arms becomes living, woven wood, though is still shaped and functions as an arm. Your arm is made of newly-grown green wood.
Drawback: Your new arm is tough but flammable. When you suffer the condition burn, subtract –1 from the d6 die roll to determine effects.
LVL 1 (permanent/passive)
Gain +1 DR. Your unarmed VIT/attack rolls now inflict stun 1.
Equipment
Silver: 0
Inventory (11/16)
| Name | Type | Description | Slots |
|---|---|---|---|
| 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 |
| Shortbow | Bow | A common bow typically used for hunting. Inflicts d6 + dINS damage; far range. | 1 |
| Quiver, arrows | Ammunition | A quiver containing 20 sturdy arrows. | 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 |