Shoanti Tribeswoman

Nuriah's page

48 posts. Alias of Spazmodeus.


Full Name

Nuriah

Race

Pilgrim | Peril (Threshold 7/13/19/25): Unhindered | Damage (Threshold 5/11/17/23): Moderate | Initiative: 7 | Movement: 7 | Fate Points: 1 | Corruption: 6

About Nuriah

Nuriah

Age: Young
Social Class: Lowborn
Sex: Female
Race: Human
Profession: Pilgrim
Upbringing: Industrious
Build: Frail
Height: 5'9''
Weight: 136 lbs
Hair Color: Sienna
Eye Color: Grey Blue
Season of Birth : Autumn
Doom of Season: One Step Forward, Two Steps Back

Alignment
Order (Independance) Ranks:
Chaos (Rebellion) Ranks:
Corruption: 6

Fate Points: 1
Reputation Points: 0
Disorders: None

Primary Attributes:

Combat: 46
CB: 4 + 1 = 5
Advance: ()()()()()()

Brawn : 43
BB: 4
Advance: ()()()()()()

Agility : 43
AB: 4 - 1 + 1 = 4
Advance: (x)()()()()()

Perception : 46
PB: 4 + 1 = 5
Advance: ()()()()()()

Intelligence : 54
IB: 5 + 1 = 6
Advance: ()()()()()()

Willpower : 42
WB: 4 - 1 + 1 = 4
Advance: (x)()()()()()

Fellowship : 46
FB: 4 - 1 + 1 = 4
Advance: (x)()()()()()

Damage Threshold (5/11/17/23)
BB + Damage Threshold Modfier = 5
+6 :
+12 :
+18 :

Damage Condition Track
() UNHARMED
() Lightly Wounded
(x) Moderately Wounded
() Seriously Wounded
() Grievously Wounded
() SLAIN !

Traits
Esoteric Memory : When attempting to recall a particular detail or remember a fact, you always suceed at Scrutinize Tests
Flip to succeed on choice of three focus chosen from (Charm, Education, Handle Animal, Ride)

Derived Stats :

Dodge (Coordination) :
Parry (Combat-based Skill ) :

Injuries

Peril Threshold (7/13/19/25)

WB + 3/+6/+12/+18

Peril Condition Track
(x) UNHINDERED
() Imperiled
() Ignore 1 Skill Rank
() Ignore 2 Skill Ranks
() Ignore 3 Skill Ranks
() INCAPACITATED !

Encumberance Limit
3 + BB + 3 ( backpack ) : 10
Current: 5
Overage:

Initative
3 + PB : 7
Overage:
Current:

Movement
3 + AB: 7
Overage
Current:

Skills:

Difficulty : Trivial (+30) Easy (+20) Routinge (+10) Standard (+0) Challenging (-10) Hard (-20) Arduous (-30)

Combat (46)
Martial Melee () () () Focuses:
Martial Ranges () () () Focuses:
Simple Melee (10) () () Focuses:
Simple Ranges () () () Focuses :

Brawn (43)
Athletics () () () Focuses:
Drive () () () Focuses:
Intimidate () () () Focuses:
Toughness (10) () () Focuses:

Agility (43)
Coordination () () () Focuses:
Pilot () () () Focuses:
Ride () () () Focuses:
Skulduggery () () () Focuses:
Stealth () () () Focuses:

Perception (46)
Awareness () () () Focuses:
Eavesdrop () () () Focuses:
Scrutinize () () () Focuses:
Survival () () () Focuses:

Intelligence (54)
Alchemy () () () Focuses:
Counterfeit () () () Focuses:
Education () () () Focuses:
Folklore (10) () () Focuses:
Gamble () () () Focuses:
Heal () () () Focuses:
Navigation () () () Focuses:
Warfare () () () Focuses:

Willpower (42)
Incantation () () () Focuses:
Interrogation () () () Focuses:
Resolve (10) () () Focuses:
Tradecraft () () () Focuses:

Fellowship (46)
Bargain () () () Focuses:
Charm () () () Focuses:
Disguise () () () Focuses:
Guile () () () Focuses:
Handle Animal () () () Focuses:
Leadership () () () Focuses:
Rumor (10) () () Focuses:

Talents :

Impervious Mind - When you suffer mental Peril, reduce your Peril
Condition Track by one less step negatively.

Gear:

Weapons
Skill Load Handling Distance (Short/Medium x2/Long x2) Damage Quality Encumberance
Woodman's Axe Simple 0 one or two engages Bladed Adaptable, Slow, Weak 2
Armor
Damage Threshold Modifier Quality Encumberance Value
hide armor 1 NONE 3
Shield
Quality Encumberance Value

Coins
(240 BP = 1GC, 20SS = 1GC, 12 BP = 1 SS )

GC :
SS :
BP : 19

Trappings
Animalbane (3)
anitvenom
backpack
bullwhip
heavy boots
holy symbol
suit of hide armor
survial kit
torches (3)
traveling clothes
waterskin
wilderness cloak
wolfbane
woodman's axe

Profession Progression:

Current Reward Points: 0
Total Reward Points: 1000

Basic (100 RP)
Profession: Pilgrim
Trait: ROAD TO ENLIGHTENMENT - When you suffer 1 to 3 Corruption, make a (Routine
+10%) Resolve Test. If you suffer 4 to 6 Corruption,
make a (Standard +/-0%) Resolve Test. If you suffer 7 to
9 Corruption, make a (Challenging -10%) Resolve Test.
If successful, you suffer no Corruption.

SR (x) Folklore
SR () Handle Animal
SR () Heal
SR () Navigation
SR (x) Resolve
SR () Ride
SR (x) Rumor
SR (x) Simple Melee
SR () Survival
SR (x) Toughness
BA (x) AB
BA () FB
BA (x) FB
BA () IB
BA () IB
BA () PB
BA (x) WB
TA (x) Impervious Mind
TA () Long-winded
TA () Sprint

Intermediate (200 RP)
Profession:
Trait:

SR () xxx
BA () xxx
TA () xxx

Advances (300 RP)
Profession:
Trait:

SR () xxx
BA () xxx
TA () xxx

Unique Advances

Magic & Rituals:

Appearance:

Nuriah is very slight, even frail in appearance. However, her striking greyish eyes and sienna colored hair, paired with her dusky complexion serve to make
her attractive to most. She dresses simply and for function, with no thought for fashion or style. Her remarkable hair is generally drawn back into a tight pony-tail.

Personality:

Nuriah is a seeker. Her exposure to The Hooded One has opened her mind to the constancy of death. She's not a fatalist about death, she likes living and wants to continue doing so.
But, she's drawn to the road, new experiences, new friends. All constrained of course by her devotion to the Path of The Hooded One she finds herself on:
visit all of the Shrines of The Hooded One's Saints.

Background:

Nuriah's family can trace it's history all the way back to the Upheaval, and the amazing feats of survival her ancestors acheived in making their way across the Wastes of Apheth to
find safe haven on the shores of the Sea of Trials. They would tell these stories...if they lived. For many years, the elders of Nuriah's family held to the past, aching to return to ancestral
lands far to the West, reclaim the forgotten glories of their People. Most of the People that lived on the shores of the Sea of Trials thought Nuriah's family touched, crazy to be so pre-occupied with
things so far away, both in time and distance. A constant flow of able-bodied men of the family attempted to travel back across the Wastes, using old maps preserved from
the original crossing. So few returned. But the patriarchs were not swayed. Emboldened by a favourable divination, the command to pack the entire family up and set out was
given. Nuriah was but a lass at the time, only turned 11. Travelling down the Amber River, following the old maps, believing that strength in numbers would see them through,
the elders pressed on until the Wastes of Apheth spread out before them, shimmering , glassy mirages scattering the horizon.

The elders at least had the sense to rest some time before setting out into the Wastes, gathering water and replenishing food stocks with what could be gathered and carried
on the wagons. But it was all for naught. A dark, moonless evening brought an attack of such ferocity that most fighting men died within the first few moments. Who the attackers
were or what they were; Nuriah never learned having been pulled by her mother away from the attack and pushed deep into concealing foliage; from where Nuriah saw her mother
dragged away by her hair by one of the dark figures.

Burrowing her head down in the fragrant leaves, Nuriah trembled and cried silently as she listened to the horrible sounds of her family being slaughtered.

There was no sleep for Nuriah that night; terror and grief serving to prevent it. Dawn came twice before hunger and thirst drove Nuriah out of hiding , crouching , to make her way
back to the camp sight.

Nothing remained but the dead, everying the could be carried away was, only some broken wagons and torn pavillions served notice that a large family had set up camp there.

Wandering around, stunned, Nuriah somehow was able to account for almost all of her family, for some reason the attackers had left the face of her family untouched, and had
ensured that the bodies lay face up. Nuriah was distractedly wondering why when a soft voice said, "Ah, one survives."

Turning in terror, Nuriah saw a tall, spare man standing not 15 feet away. Garbed in a dark cloak and boiled leather cuiriass, Nuriah immediately noticed the symbol hung at his
neck, that of The Hooded One, God of Death.

The man raised a hand, a gesture of peace, "Be not afraid. I am not your enemy. I serve my Lord, The Hooded One, drawn here to this scene of death, to record and assist. "

"Assist?" Nuriah croaked through cracked lips.

"Ah, pardon my manners." the priest said, hurrying to Nuriah's side, catching her as she slumped to the ground. Pressing a waterskin to her lips, he bade her drink,
she drank deep, then sank into a deep sleep.

Nuriah sat up in alarm; it was dark. She lay near a low fire, being poked by the priest, and animal roasting above the flames, "Ah, you rise. Good, here eat." he said simply,
tearing off a leg and offering it to Nuriah.

Without further prompting, Nuriah grabbed the meat and tore into it with a savage need to slake the hunger that burned in her belly.

The priest smiled to see her eating with gusto, "Good, you need to eat. Nourish the body, nourish the mind. You must heal."

In short order Nuriah had eaten her fill and despite her misgivings , could not prevent herself from laying back down and falling into another deep sleep.

The bright sun woke Nuriah, shining around the shelter that had been built above her. Sitting up , she looked about and saw the priest some distance away, placing rocks on
a cairn. Blinking, Nuriah realized that it was but one of many cairns, all in a row. Looking a little to the right of the cairns, Nuriah saw the run of her family's camp, the
bodies all gone.

Puzzled, she rose and a little unsteadily, walked down to where the priest laboured.

He looked up as she approached, smiling and wiping his brow, "Good morn, to you. " he said, then seeing the confusion on her face, nodded, "Come, I will explain."

Having come closer, Nuriah realized that the priest had buried each of her family under a protecting layer of rock. Overcome with emotion, she found herself embracing the
priest, lurching sobs wracking her slight body, the priest's hands gently patting her shoulders.

After giving Nuriah a few moments, the priest gently drew Nuriah away from his now dampened cuiriass, "It is good to weep for those lost to us. Come." he said, leading
Nuriah back his simple camp.

After getting more food and water into the girl, the priest spoke, "I am Proctor Samn, Priest of The Hooded One, Lord of Death. " he intoned , the smiled, "Forgive me, let me explain.
My Lord guides servant such as I to places of death, both recent and old. There we do what can be done to 'assist' the dead in their journey into the arms of my Lord, The Hooded One. Especially,
violent death such as that visited upon your family must be addressed. Respectful burial allows the spirit to let go, otherwise they can persist; and that cannot be abided. "

A single tear dropped from Nuriah's eye and she opened her mouth to express her gratitude, but Samn's hand forstalled her, "Thank me not. I merely do my duty." he said
with a gentle smile.

"I leave with the morn. You may accompany me." he said.

Nuriah looked over her shoulder at the line of cairns, the back to the priest and nodded.

"Good. Get some rest." he said, still tending the fire, as she lay down and drifted into a deep, dreamless sleep.

Nuriah rose with the dawn, walking down to the cairns. They were anonymous, but that didn't prevent her from kneeling before each; to say goodbye.

Finally, she closed her eyes and raised her face to the sky and quietly said, "Thank you , O' Hooded One."

Rising she returned to the priest's camp and help him break it down for the journey back out of the Wastes. And so began Nuriah's introduction to the worship of The Hooded One, as she travelled
with Samn for the next 7 years, travelling from small town to battlefield to city. Often she watched as he gave comfort to the dying, or helped him inter those who fell by then
sword; but always asking questions; some he answered, some he did not, prompting her to come up with her own answers.

Finally, one day as they stopped at a caravanserai , he bid farwell to Nuriah, "It's time to make your own way, Nuriah." he said, "Follow The Hooded One's path, seek out his Saints and your understanding
will grow. Perhaps you'll one day grace the world as one of his Servants. I suggest a journey to Xanaste. Many of the shrines you seek lay there, or at least nearby. "

Nuriah hugged her mentor tightly, then passed out into the bustling courtyard, calling out the the caravan masters, "Which of you travels to Xanaste ?"

Game notes:

Combat Actions Reference:

MOVEMENT ACTIONS AP DESCRIPTION

CHARGE 2 Charge at Movement x2 and add 1D6 Fury Die to Damage.
GET UP 2 Stand up from Prone and move 1 yard, step into a vehicle or mount an animal. Invokes an Opportunity Attack if
moving out of an Engagement.
MANEUVER 2 Maneuver 1 yard out of an Engagement, avoiding all Opportunity Attacks.
RUN 3 Run at Movement x3, gain +3 Damage Threshold. Invokes an Opportunity Attack if moving out of an Engagement.
TAKE COVER 1 Take Cover 1 yard away. Gain +3, +6 or +9 Damage Threshold, depending on height of cover. Invokes an
Opportunity Attack if moving out of an Engagement.
WALK 1 Walk at Movement x1. Invokes an Opportunity Attack if moving out of an Engagement.

ATTACK ACTIONS AP DESCRIPTION
CALLED SHOT 2 Make a Combat-based Test. Cannot Dodge or Parry the attack.
CAST MAGICK Varies See Grimoire for description.
MELEE ATTACK 1 Make a Combat-based Test. Foe must Parry or suffer Damage.
RANGED ATTACK 1 Make a Combat-based Test. Foe must Dodge or Parry with shield or suffer Damage. Cannot be Engaged by
enemies to make Ranged Attack unless using a Gunpowder weapon.

PERILOUS STUNTS AP DESCRIPTION
CHOKEHOLD 1 Make an Athletics Test. Foe must Resist Athletics or be Choked. Suffer 1D10+[BB] Peril immediately and on
your Turns when maintained, until Resisted.
DIRTY TRICKS 1 Make a Guile Test. Foe must Resist Awareness or be Blinded. Cannot Counterspell, Dodge or Parry until their next Turn.
DISARM 1 Make a Coordination Test. Foe must Resist Coordination or be Disarmed. Lose weapon and cannot use primary
hand until next Turn.
KNOCKOUT! 1 When foe is Defenseless or Surprised, make an Athletics Test or be Knocked Out. Foe Helpless, left unconscious
for [BB] Turns and suffers 2D10+[BB] Peril.
SPLINTER SHIELD 1 Make a Combat-based Skill Test. Foe must Resist Toughness or shield is Ruined!
STUNNING BLOW 1 Make an Athletics Test. Foe must Resist Toughness or be Stunned. Start with 1 less AP until Resist Toughness is successful.
TAKEDOWN 1 Make a Coordination Test or Athletics Test if you Charged. Foe must Resist Coordination or be knocked Prone.
Attacks gain 1D6 Fury Die.

SPECIAL ACTIONS AP DESCRIPTION
CHANNEL POWER 1 You can attempt to increase your chances of success to Cast Magick during combat.
INSPIRING WORDS 1 Make a Leadership Test, # of allies equal to [FB] add +1 Damage and Peril Threshold. Use once per combat.
LITANY OF HATRED 1 Make an Intimidate Test, # foes equal to [FB] suffer -1 Damage and Peril Threshold. Use once per combat.
LOAD Varies Load a ranged weapon.
TAKE AIM 1 or 2 Spend 1 AP for +10 Base Chance to your next Attack Action or Perilous Stunt on this Turn. If you spend 2 AP, +20 Base Chance instead.
WAIT 0 Wait until later to use your APs, but place yourself lower down on the Initiative Ladder.

REACTIONS AP DESCRIPTION
COUNTERSPELL 1 Make an Incantation Test. Dispels Magick immediately
DODGE 1 Make a Coordination Test to Dodge ranged weapons for 1 AP deficit. Avoids all Damage.
OPPORTUNITY ATTACK 0 Make a melee attack in specific situations, foe left Defenseless.
PARRY 1 Make a Combat-based Skill Test to Parry melee weapons for 1 AP deficit. Avoids all Damage.
RESIST 0 Resist the effects of Perilous Stunts and Special Actions.