HIGH CONCEPT: IMPARTIAL INQUISITOR OF KWYRTH
RACIAL/REGIONAL: I COME FROM TALL FOLK AND LARGE DOGS
YOU WILL ALL MEET KWYRTH SOONER OR LATER
SHORT OF STATURE, NOT SHORT OF TEMPER
FIGHTING INJUSTICE COUNTERS THE SLOTH OF THE COLLAR
OATH: SEND THE DEAD ON, WITH A CLEAR PAST
- SUPERB +5: Faith
- GREAT +4: Resources, Investigate
- GOOD +3: Resolve, Languages, Healing
- FAIR +2: Empathy, Notice, Profession [Priest], Leadership
- AVERAGE +1: Physique, Lore [Church], Lore [Nobility], Melee Combat, Rapport,, Contacts, Profession [Driver], Husbandry, Missile Combat
- Mediocre 0: Athletics, Brawling, Stealth, Deceive, Provoke
- Terrible -2: Crafts, Lore ( ), Profession ( ), Survival, Larceny
Languages : His Native is Kings Tongue, Laklander, Panthic and Common. He is also Literate.
~ MAXIMUM REFRESH: 8
~ CURRENT REFRESH: 1
EXPERT HEALER (Healing) (-1)
Description: The character has a talent for helping the wounded recover from their ills. You gain a +2 bonus to the Healing Skill when providing first aid or healing.
TRUE FAITH (-1)
Description: This stunt allows you to learn the Faith Skill. It requires an appropriate aspect.
ANIMAL COMPANION (Husbandry)
Description: The character has a close companion from the animal kingdom. Animal companions have four advances, but operate only with a “physical” scope, and must spend at least two advances on “Skilled” or “Quality”; “Skilled” advances must take Athletics, Brawling, Physique, Stealth or Survival, although you may take one other skill, within reason, based on animal type. For example, a raccoon might have Larceny; a lion might have Provoke (this is unsubtle, and not considered a violation of the physical scope).
WE RIDE AS ONE (Husbandry)
Description: You fight and act on dogback without penalty, and nothing can knock you off. Any time you would take a physical consequence, you can opt for the dog to take it instead — the dog having a similar consequence track to your character
I WILL FIND OUT WHAT I WANT TO KNOW (Investigate)
Description: There’s not much point being able to get information from a crime scene if you can’t get information from a person. You may use Investigate in place of Provoke to interrogate a suspect.
CONGRATULATIONS, YOU’RE THE BASELINE (+1)
Description: Pure Humans receive a bonus point of refresh over other races.
CLERIC OF KWYRTH (-2)
PERMISSION: An appropriate High Concept which includes the name the church of Kwyrth.
- Must purchase the FAITH skill.
- Must purchase the TRUE FAITH magic stunt.
- May perform Rituals both sacramental and magical.
- May purchase additional faith stunts.
- Must obey the will of Kwyrth, hence no spell may be cast if doing so would oppose Kwyrth’s will.
- May only produce effects closely associated with the Kwyrth’s domains.
- May choose one of Kwyrth’s BLESSINGS for each point in the Faith skill. This blessing may be exchanged for any other by a ritual of prayer (at any minor milestone).
- May choose one of Kwyrth’s RITUALS. Once chosen, the ritual may not be exchanged except at a major milestone.
- May purchase additional rituals at the cost of one per refresh.
Description: You can call upon Kwyrth’s knowledge of all things dead to make assessments (create an advantage) to tell how a body died, etc.
Speak to Dead
Description: You can communicate with spirits of the dead. This may be used for discovering or creating aspects as well as for gathering non-aspect information; You may query individual dead spirits, or seek broader information by listening to the whispering of the local spirit community.
The difficulty depends on:
- A) the information sought
- B) the environment (it’s easier to speak to the dead if you are in the vicinity where they died (or their corpse), or in a graveyard (Mediocre (+0) difficulty) than riding a horse through a busy city at midday (Good (+3) difficulty or higher)
- C) the circumstances of the deceased
- D) the length of time since the queried has died.
Description: You can call upon Kwyrth’s knowledge of the pain in the bodies and hearts of men to make assessments (create an advantage) as to those traits that afflicts creatures, whether it be physical or emotional pain.
Manipulate Suffering (requires Know Suffering)
Description: You can intensify or lessen the pain in a person, be it physical or emotional. This ability can be used to begin the recovery of stress, or minor (+2) or moderate (+4) consequences, if used to lessen the pain and suffering. It may also be used as an attack, or to defend against painful wounds or emotional stress.
Places a temporary aspect (usually in the form of a blessing, but sometimes it might represent a curse). Standard casting time, target, and duration apply, but this blessing is usually performed similarly to a ritual. This blessing automatically comes with a +4 bonus for casting purposes and includes an automatic cost of FAIR (+2) Resources and the time requirement of A Minute to cast (+2). Other aspects (and boosts) may be invoked to enhance this blessing in the regular way, as well as other Manipulations.
The aspect must be within the purview of the Faithful’s god’s sphere.
Example: BOUNTIFUL HARVEST would be cast upon a single crop (+1 difficulty per additional zone affected) for the entire season (+15 difficulty on the Time Increments Table). Again, a priest of Pyratus (Giver of Light, Patron of War ad Competition) would find it impossible to bless crops, whereas this blessing would be in the wheelhouse of a Faithful of Purgis (Lord of Nature and Agriculture, Friend of Animals). The local community might come together to assist the blessing with prayer and devotionals (Group Working, requiring the assistants to have an appropriate character aspect denoting their faith). The caster may take extra time, and use more costly components to increase their chances.
This blessing is typically used to sanctify holy items and symbols for use in the Faithful’s shrine or church. It is also a prerequisite for other, more advanced blessings and rituals. Those with knowledge of the blessing and the appropriate character faith aspect may invoke the blessing as well.
Gift of Kwyrth’s Eyes (Requires Sanctify Blessing) (-1)
Description: This ritual invokes magical glowing orbs of light to appear in the eye sockets of a specially prepared skull. This effect lasts one year on the Time Increments Table and is usually performed at midnight on the winter solstice. Gift of Kwyrth’s eyes (and a link or bond with the prepared skull) is a requirement for several other rituals. The skull is considered a sanctified relic of Kwyrth, and is most often placed upon a church or shrine Sepelire Altar for use in religious ceremonies. It is considered a revered and holy object by any faithful person, and usually feared by regular mundane folks.
Still working out the rest of the details.
Pose the Question (Requires True Faith) (-0)
Description: Cast upon a living being who has taken enough stress (and consequences) to leave them incapacitated and AT DEATH’S DOOR, this ritual poses a simple question to Kwyrth, who has dominion over death and the afterlife: Is Kwyrth calling this being? If the god’s answer is YES, the creature dies and his spirit passes to the realm of the dead. If the answer is NO, the creature is healed of all their physical stress and their worst consequence is removed. They also receive an appropriate character aspect in the same fashion as if they had taken an Extreme Consequence. (Some beings, such as minions, do not possess consequences at all, and this ritual will permanently affect them. It is up to the players and storyteller to come up with an appropriate aspect based on the circumstances around the near-death experience.
Still working out the rest of the details.
MILD: Wealth OWES LORD FLANDERS OF BECKINSALE SOME BLESSINGS for the loan of 4 horses.
Black short sword, dark robes, death mask with glowing eyes, a small wagon with Kwyrth imagery, Mortis the horse, X-bow w/ 20 bolts Other items: TBA