Regulator

The Visions of the Lady Beyond the Teeth of the Sun have been revealed to all. Prayers between pressed hands: do they sin, do they speak to other hidden gods? Do the mouths that pray today spew heresies in secret meetings? You swore an oath to seek out and punish non-believers and heretical enemies of the Church. But your relationship with the Order soured over time, and you turned your back on them.

  • 3d6 sp, imperial minted coins
  • Rations (3 uses)
  • Torch
  • Badge of your order, tarnished: a Scapular of St. Ormund (petty)
  • Spear (d6)
  • Bolas
  • Confessor’s Chalk (petty, 3 uses). Draw a circle around a creature, compelling them to tell the truth so long as they remain in the circle.

Why did you join?

  1. To prove your family are not heretics. Take a disguised heretical grimoire (bulky) with the spell Speak with Dead: The caster can speak freely with the target (a dead creature) for {dice} minutes (using a real timer). Once a target has been spoken to, it cannot be spoken to again.
  2. Your family has a long tradition of serving. Take your ancestral longsword (d10, bulky). Your lifelong training allows you to parry: You ignore damage rolls of 1 and 2 against you while wielding it or any longsword.
  3. Born a noble, you escaped the potentially deadly machinations of your family. Take a scroll of pedigree (petty) and a disguise kit.
  4. In place of a noble’s child whose parents paid you to serve. Take 80sp, a vial of poison (STR save or die in 2d12 hours; else, become deprived for 1d6 days), and a grudge.
  5. You were saved by a Regulator during an Aegerling raid. Take a journal with a drawing, description, and leads on Harald Between-the-Seams, the murderer of your kin.
  6. You were a street brawler and the Order recognized your aptitude for violence. Your unarmed strikes deal d6+d6 damage.

Why did you leave?

  1. Cowardice. Your commanding officer was killed in an Aegerling ambush and you fled. Take the officer’s effects: brass pin (petty), ashes (petty), stamp (petty), spyglass.
  2. Politics. Your commanding officer was jealous of the respect you had in the company, and you were put on dangerous assignments. Take a helmet (1A) and shield (1A, +d4) with your company’s insignia on it.
  3. Bullying. They did not accept you. You were thrown into a river, tied down with stones, but you escaped miraculously. Take a water stone (1 charge). Place in a body of water and it will point to the nearest settlement. Recharge: Put inside of a living sea creature.
  4. Corruption. You witnessed Chief Regulator Regina taking a bribe from Torgrim Skull-Splitter and were forced to partake. Take a stolen silvered chest containing a ruby.
  5. Violence. You stopped a needless attack by your comrades on unarmed civilian non-believers. Take a medical kit (bulky), which contains implements for basic first aid and rudimentary surgery.
  6. Boredom. Disappointed by the tedium and pointlessness of hunting down non-believers and heretics, you deserted your post one day. Take the horse who spirited you away (4 GD, 12 STR, 16 DEX, 4 WIL). Name your horse.

Go to Bonds to round out your character.


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