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Rasheed Singh's page

192 posts. Organized Play character for EmissaryOfTheNorth.


Full Name

Rasheed Singh

Race

Strength d6 Agility d6 Spirit d8 Smarts d6 Vigor d8

Classes/Levels

Wounds: 0 Toughness: 6(1) Parry: 7 Pace: 6 Charisma: 0 Bennies: 2/3 PowerPoints: 9/10 Status: 5 Reason: 2 // Throwing: d6 Fighting: d10 Notice: d6 Knowledge(Occult): d6 Knowledge(Religion): d4 Faith: d10 Persuasion: d8

Special Abilities

10 PP ; Smite, Bolt.

Languages

Punjabi, English

Occupation

Ripper, Sikh Warrior

About Rasheed Singh

Rasheed Singh's picture

Backstory:

Rasheed was a bandit that operated in the Kangra Valley during his youth. After a close call which left his legs useless a mysterious man -a djinni in reality, unbeknownst to Rasheed at that moment- offered him salvation and power, in exchange to serving him later. Rasheed, desperated, accepted. Months later he was the most successful bandit in recent story of India, but when the moment to pay off his gift he didn't answer the call.
The djninni send minions after him, and he only endured the assault and hounding because of the Sikh warriors that saved him, despite him being the one raiding their towns and caravans. One of these warriors, called Rama Kulatu, interrogated him and after Rasheed explained the situation Rama told him what happened: he had sold his soul to the Djinni. Depressed and wounded Rasheed was taken in the Sikh main temple and treated like one of their own.
This opened Rasheed mind, who decided that if he was damned already he at least could redeem himself by giving whatever life and soul he had left to others.
He undertook the training, learned the lessons and after 5 years emerged as Rasheed Singh, a warrior priest with a strong will and a selfless mind.
For 7 years he managed to escape the grasp of the Djinni and help Kangra Valley, but his was a deal not easily forgotten. After a long list of seemingly random attacks on neighbouring towns Rasheed and his men found a clue that led them to the truth: the Djinni was attacking those he cared for to lure him and retrieve what he bargained for, Rasheed's soul.
To protect his saviours and the people of the Valley, Rasheed followed the trail and put distance between him and them.
This trail led him to Europe, where he found the Rippers. He teamed with members of Lodges at times of need, endlessly pursuing the Djinni throughout Europe, to one day finally free himself or die trying, and he finally ended in London where he completely lost the malicious spirit's trail.
With no goal of his own Rasheed decided to join the newly formed Lodge, to keep helping others while he waited for the next appearance of the Djinni.

Name: Rasheed Singh
Race: Human
Max Bennies: 3
Current XP: 20
Rank:Novice
Faction: Slayers
Current Wounds: 1

STATS:

Toughness: 6(1) (Armor only covers torso)
Parry: 7
Pace: 6
Charisma: 0
Reason: 6
Status: 5

ATTRIBUTES:

Agility: d6 (1)
Smarts: d6 (0+advance)
Spirit: d8 (2)
Strength: d6 (1)
Vigor: d8 (1 + 2HindrancePoints)

SKILLS :

Throwing: d6 (2)
Fighting: d10 (6)
Notice: d6 (1 + half advance)
Knowledge(Occult): d6 (1+ half advance)
Knowledge(Religion): d4 (1)
Faith: d10 (3+advance)
Persuasion: d8 (1 + half advance + half advance)

EDGES :

·Arcane Background(Miracles)(Human) Arcane Skill: Faith (Spirit)Starting Power Points: 10 ; Starting Powers: 2 ; Those who draw on miracles are priestly types or holy champions. Their power comes from a divine presence of some sort, including gods, nature, or spirits. Their powers are usually invoked with a few words of prayer or by performing established rituals.
►►Protector: Those who cast miracles are champions of their particular religions. Good priests vow to protect the innocent, fight evil, and obey all other tenets of their particular religion. Evil priests typically vow to defeat those who oppose their religion, or simply to cause as much misery and strife as possible. The player and Game Master should come up with a simple list of what is important to the character’s religion and use this as a guide. Champions who violate their beliefs are temporarily or permanently forsaken by their chosen deity. Minor sins give the character a –2 to his Faith rolls for one week. Major sins rob him of all arcane powers for one week. Mortal sins cause the character to be forsaken until the penitent hero
completes some great quest or task of atonement to regain his lost powers.

·Champion(Good) (2HindrancePoints) Champions fight the forces of darkness . They add +2 damage when attacking supernaturally evil creatures, and have +2 Toughness when suffering damage from supernaturally evil sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.

·CounterAttack(Demonic Pact):Fighters with this Edge know how to respond instantly to an enemy’s mistakes. Once per round, the character receives one free Fighting attack against one adjacent foe who failed a Fighting attack against him. This attack is made at –2, and the Counterattack must be a normal attack (no Disarm, Wild Attack, or other maneuvers), and may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver, but not Full Defense

Powers:

10 Points.
Bolt ; PP:1/bolt ; Duration: Instant ; Effect: Ranged Attack, 2d6 damage.
Smite ; PP: 2 ; Duration: 3 (1/round) ; Effect: +2 to damage, +4 with a raise

HINDRANCES:

Demonic Pact(Mayor): During a time of great difficulty in his life, the character made a deal with a demon. Whether or not he believed in such things at the time, it worked. The character receives a free Edge of his choice, ignoring any Rank requirement (but not other requirements), or gains a free attribute point. However, he has placed his soul in peril. Each time the character is Incapacitated through wounds, he must make a Spirit roll. If he fails, the demon claims his soul and the character immediately dies.
Loyal(Minor):Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if
there’s any chance at all he could help.
Vow(Minor, to his Faith): The character has a vow of some sort. Whether it’s Major or Minor depends on the Vow itself. Some may have Vows to particular orders or causes, to the Hippocratic Oath, to rid the world of evil, and so on. The danger in fulfilling the Vow and how often it might occur determines the level of the Hindrance.
Two points go into an attribute advance and the other two go into an additional Edge

EQUIPMENT:

ARMOR AND CLOTHING
Sikh Armor* [+1 armor to torso](1£)
*Same as Leather Armor
WEAPONS
Scimitar* [1d8 + Str](3£)
Cold Iron Scimitar*
Silver Scimitar*
*Same stats as Longsword
Sikh Dagger [1d4+Str, 3/6/12](0.25£)
Throwing Knives(2) [1d4+Str, 3/6/12](0.25£/Each)

LEFT AT THE LODGE
Fertility Sword found at Staithes.
Spooky Trinkets.
Evil Dagger of Utmost Evilness.

AMMO

OTHERS:

Money : 0.25£

To Level Up List:

*5 exp: Increased Smart to d6
*10 exp: Increased Notice to d6 and Persuasion to d6
*15 exp: Increased Persuasion to d8 and Kn Occult to d6
*20 exp: Increased Faith to d10