Thu'uressk vo Kaslissh
Portrait of Thu'uressk vo Kaslissh
Name: Thu'uressk vo Kaslissh
Heritage: Dregordian
Birthplace: Kal'Rogar
Occupation: Gladiator
shaintar

Background

Thu'uressk was born to slaves of the Kal-A-Nar Empire. Growing up in captivity made it difficult to truly absorb Dregordian culture, particularly after the deaths of her parents when she was still young. Without a mentor to teach her discipline, Thu'uressk had only her savage instincts to guide her — a fact that her slave masters were all too happy to encourage. Strong and fierce, she was thrown into the Blood Pits as soon as she could hold a weapon. She proved to be a brutal gladiator and won many victories.

While aboard a slave ship on her way to a new master, the ship was attacked and Thu'uressk escaped her bonds. Even she had heard of the legendary Chainbreaker, captained by Idris, a former Kal slave. However, the battle went poorly, as the Kal seemed to be prepared. Thu'uressk watched as a Flame-Blooded Kal Warlord impaled Captain Idris on his blood steel greatsword, then flung his limp corpse into the ocean. When a young, human female dove into the waves after him, it quickly became evidence that she would soon succumb to the storm-wracked sea. Thu'uressk could have simply escaped, but some instinct urged her to go in after the drowning woman. The dregoridan pulled the human woman up from the depths and away from the carnage of the battle.

Thu'uressk would later discover that the human was called Lina, and she was the daughter of the great Captain Idris. In gratitude for Idris's sacrifice, Thu'uressk pledged her devotion to his daughter, vowing to protect her against all threats.

Sessions

Relationships

Lina

Lina

Friend

I pulled her out of the ocean when she would have drowned. But it was her blood that saved me, so I will always be there to save her.

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Thu'uressk vo Kaslissh

Attributes

Agility: Dice_Fill-ins_d6.png
Smarts: Dice_Fill-ins_d4.png
Spirit: Dice_Fill-ins_d6.png
Strength: Dice_Fill-ins_d12.png
Vigor: Dice_Fill-ins_d10.png

Languages

  • Kalinesh
  • Dregordian

Secondary Statistics

Charisma
Add to Persuasion and Streetwise rolls
-2*
Pace
Run: +d6; -2 on other actions this round
6
Parry
2 + half Fighting die type
7/8*
Toughness
2 + half Vigor die type
8
Resources
Modified by Value and Availability
d4

*With kayakor.

Permanent Injuries

Skills

Athletics (Agility): Dice_Fill-ins_d8.png
Boating (Agility): Dice_Fill-ins_d0.png
Fighting (Agility): Dice_Fill-ins_d10.png
Healing (Smarts): Dice_Fill-ins_d0.png
Intimidation (Spirit): Dice_Fill-ins_d6.png
Investigation (Smarts): Dice_Fill-ins_d0.png
Knowledge (Battle) (Smarts): Dice_Fill-ins_d0.png
Notice (Smarts): Dice_Fill-ins_d4.png
Perform (Spirit): Dice_Fill-ins_d6.png
Persuasion (Spirit): Dice_Fill-ins_d0.png
Repair (Smarts): Dice_Fill-ins_d0.png
Riding (Agility): Dice_Fill-ins_d0.png
Shooting (Agility): Dice_Fill-ins_d0.png
Stealth (Agility): Dice_Fill-ins_d0.png
Streetwise (Smarts): Dice_Fill-ins_d0.png
Survival (Smarts): Dice_Fill-ins_d0.png
Taunt (Smarts): Dice_Fill-ins_d0.png
Thievery (Agility): Dice_Fill-ins_d0.png
Tracking (Smarts): Dice_Fill-ins_d0.png

Defining Interests

Interest Modifier
Woodcarving +1
Palming (concealment) +2

Racial Benefits and Drawbacks

  • Aquatic: Dregordians are naturally amphibious and can breathe underwater. Their swimming Pace equals their Athletics skill die type in inches, and they gain +2 to all Athletics rolls made for swimming.
  • Battle Rage: A dregordian engaged in battle must pass a Spirit roll at the beginning of each round or fall prey to his bestial nature. While in this agitated state, he may only make wild attacks and suffers the effects of Bloodthirsty. If not directly threatened, he may take one round to regain self-control with a Spirit roll at -2.
  • Jungle Dweller: Dregordians suffer a -4 penalty to resist cold environmental effects.
  • Mighty: Powerful and tough, dregordians begin with a d8 starting Strength and Vigor. Furthermore, their natural maximum Strength and Vigor is d12+2, and they can reach these levels with normal Advances without applying the Professional or Legendary Edges (which can bump their Strength to d12+3 and +4, respectively).
  • Outsider: Dregordians are pretty much alien to every other race, both in appearance and mentality, and suffer a –2 to Charisma among non-dregordians.
  • Ponderous: Dregordians must spend double points to raise their Agility during character creation but may increase it normally after that.
  • Tail and Claws: Dregordians have natural claws that can do lethal damage (Str+d4) and are always considered “armed”. Their tail is flexible enough to be used as a weapon, as well, doing Str+d4 in either nonlethal or lethal damage.

Hindrances

Hindrance Type Description
Outsider Minor As a dregordian, Thu'uressk is very alien to other races. Locals are likely to raise prices on Outsiders, ignore pleas for help, and generally treat them as if they are of a lower class than the rest of their society. In addition to the roleplaying effects above, an Outsider's Charisma suffers a –2 modifier among all but their own people.
Hindrance Major The character isn’t as aware of the world as most others, and suffers –2 to Common Knowledge rolls.
Poverty Minor This character starts with half the usual money for the setting and just can’t seem to hang onto funds acquired after play begins. In general, all money acquired is halved immediately. If a character with Poverty chooses to hold on to that money, there will be consequences (see the House Rules Companion for details).
Illiterate Minor The character cannot read any language (regardless of how many are spoken), and doesn’t know much about math beyond basic addition and subtraction.

Edges

Edge Type Description
Embrace the Beast Racial The dregordian gains the Berserk Edge.
Berserk Background

Immediately after suffering a wound (including being Shaken by physical damage), make a Smarts roll or go Berserk. While Berserk, Parry is reduced by 2 but add +2 to all Fighting, Strength, melee damage rolls, and Toughness. The character ignores all wound modifiers while Berserk, but cannot use any skills, Edges, or maneuvers that require concentration, including Shooting and Taunt, but not Intimidation.

Berserkers attack with reckless abandon. Anytime the Fighting die is a 1 (regardless of Wild Die), a random adjacent target is struck (not the original target). The attack may hit friend as well as foe. If there are no other adjacent targets, the blow simply misses.

This rage may end by doing nothing (not even moving) for one full action and making a Smarts roll at –2.

Kayakor Initiate Racial A Kayakor Initiate wielding a kayakor gains a +1 Fighting against anyone armed with a Reach 0 weapon. As well, opponents lose one point of Gang Up bonus against the Kayakor Initiate as they learn to move and spin their weapon in a constant circle of blocking positions.
Brawny Background Brawny characters' bulk resists damage better than most and adds +1 to Toughness. In addition, such characters can carry more than most proportional to their Strength. They can carry 8 times their Strength in pounds without penalty instead of the usual 5 times their Strength.
Nerves of Steel Combat The character has learned to fight on through the most intense pain. Ignore 1 point of wound penalties.

Weapons

Weapon Range Damage RoF AP Shots Weight Notes
Kayakor - Str+d10 - 1 - 20 lb. +1 Parry, Reach 1, 2 Hands

Armor

Armor Type Armor Bonus Weight Notes
Partial Leather +1 10 lb. Coverage: -2

Gear

Advances

Total XP: 15 Rank: Novice
XP Rank Advance
5 Novice Brawny
10 Novice Nerves of Steel
15 Novice Strength d12

Gallery

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