The
Blackheart
As
a child you didn't bother bullying the other children because you
were too busy dissecting insects and animals. When a local witch
died, you stole a glance at her corpse before they set about burning
it. You got into fights not to prove your own strength but to test
the pressure points on people. Growing up you spent more time
studying people than interacting with them. They called you strange
and antisocial but you were too busy learning all of their dark
secrets and habits to care. It served you well when life forced you
out on your own
Now
when people need a dirty job done, they look you up. You've made
coins breaking knees, stealing powders, and placing the occasional
curse on someone. Now some of the locals are looking to tackle a
dungeon or three and a friend of a friend gave them your name. Wonder
what you will find down there? Wonder how many of them are coming
back?
In
General. The Blackheart is on a path that leads him or her away
from the light. It is not that such a person is evil, but he or she
pursues a path that doesn't create empathy with other people.
Whatever dark impulse drives the Blackheart allows them to focus on
the art of delivering pain and discomfort to the world around them.
Ethically their minds are free of worry even if morally they fight
for a good cause. A Blackheart gladly uses friend and foe alike to
gain advantage over enemies or achieve goals and doesn't lose sleep
over hurt feelings or dead friends.
On
Priemordon. On the world of Priemordon, the Blackheart has caught
the eye of the Old Daemor Tuonatar. The Lord of Death rarely touches
soul of an adept, for his rituals are too dark and so his temples
few. Where his hand does rest though is on the heart of those have
been bruised by the world around them, but not broken. A single
moment of thought against the established order allows Tuonatar to
plant a seed and widen the gulf between his chosen and the rest of
the world. Some resist his call and some die along the way, but those
few who survive often rise to great power or prestige.
During
his or her days as a Blackheart the adherent learns a great deal
about the world, its people, and the best way to destroy them. As
they move beyond their early training the Blackheart can pursue the
path of the Assassin or the way of the Necromancer.
Abilities By Level
General
Abilities
Physical Defense:
+2
Magical Defense:
+1
Wounds: 50 + 1d6
per level
Stamina: 50 +1d6
per level
First
Level Blackheart Abilities
I
Disappear. A Blackheart is excellent at using his or her innate
experience and intimidation to fade from memory of those who may see
them. This can be an informant or an enemy in combat. In non-combat
situations the Blackheart can use this ability in conjunction with
the Intimidation or Move Unseen skills. In either case,
they use Willpower as the supporting stat.
1d20
+ Int or MU + WP vs. the Target's WP + 10
Combat
Skills. The Blackheart chooses four (4) weapons that he or
she has trained in. These should be chosen from the Commoner
Weapon List. An Blackheart is also trained in Dodge.
Armor
Skills. The Blackheart is trained in Hide,
Leathers, Quilted,
and Brigandine armors.
General
Skills. The Blackheart is trained in Black Lores,
Intimidate, Move Unseen, Medicine, and three
(3) other skills of his or her choice.
Second
Level Blackheart
Abilities
Combat
Skills. The Blackheart learns two (2) weapons from the
Militant Weapon List.
Deadly
Punch. With their training in anatomy, the Blackheart is
excellent at wounding an enemy and disabling them. When using the
Deadly Punch, the Blackheart spends 2 Stamina and makes an attack as
normal. If the attack hits, the Blackheart can do one of the
following:
Inflict
4 Wounds in addition to their normal weapon damage
or
Inflict
10 Stamina instead of their normal weapon damage. This will normally
stun or knockdown an opponent.
Third
Level Blackheart
Abilities
Necromancy
Spells. The Blackheart may learn one (1) spell
from the Necromancer spell list.
General
Skills. The Blackheart may learn two (2) additional
General Skills. He or she may also improve two (2) Trained
skills to Expert.
Macabre
Habits. After so many years studying the anatomy people and
animals, a Blackheart can determine the cause of death of a corpse OR
the reason a living person or animal is unresponsive or unconscious.
This becomes more difficult as time passes.
1d20
+ Med + INT
The
Blackheart receives a +2 bonus for each Blackheart, Assassin, or
Necromancer level. Base difficult is 10 for a corpse or limp body
that has been this way for six hours or less. Difficulty rises by +3
for each additional six hours maxing out at +12 difficulty.
Determine
Poison. By using Black Lore, a Blackheart can determine any type
of normal poison just be interacting with it in a safe manner. The
Blackheart can also handle poisons safely. This is mundane poisons
only. Magical poisons are beyond the Blackheart's experience at this
level.
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