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


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.






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.


Thu'uressk vo Kaslissh


Agility Dice_Fill-ins_d6.png
Smarts Dice_Fill-ins_d4.png
Spirit Dice_Fill-ins_d6.png
Strength Dice_Fill-ins_d12.png +1
Vigor Dice_Fill-ins_d10.png


  • Kalinesh
  • Dregordian

Secondary Statistics

Add to Persuasion and Streetwise rolls
Run: +d6; -2 on other actions this round
2 + half Fighting die type
8 (1**)
2 + half Vigor die type
Modified by Value and Availability

*0 with dregordians.
**+1 from kayakor.

Permanent Injuries


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

Dregordian Racial Abilities

  • 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.


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. Outsiders subtract 2 from Persuasion rolls made to influence those who aren't their own kind.
Hindrance Major Suffer –1 penalty to Common Knowledge and Notice rolls.
Poverty Minor The character starts with a d4 in Wealth.
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.


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

Immediately after suffering a Wound or a Shaken result (from physical damage only), the character must make a Smarts roll or go Berserk. They can voluntarily fail this check if they like.

Going Berserk has the following effects:

  • Fury: The character’s Strength increases a die type and every melee attack must be a Wild Attack. They cannot use any skills that require wit or concentration (GM’s call). They may scream out threats and use Intimidation, for example.
  • Enraged: Adrenaline and rage fuel the berserker's muscles, adding +2 to Toughness. They ignore one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
  • Reckless Abandon: Anytime a berserker rolls a Critical Failure on a Fighting check, they hit a random target within range of their attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.

After five consecutive rounds of berserk fury, the character takes a level of Fatigue. At ten rounds, they take another level of Fatigue and the rage ends. They may also choose to end the rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if they manage to end the rage before it's incurred!). Start the count anew if they go berserk again, even in the same battle.

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.
Powerful x 1 Racial Increase Strength by one die type and the maximum Strength cap by +1. This does not count towards the normal attribute increases per Rank. This Edge may be taken once per Rank.
Nerves of Steel Combat The character has learned to fight on through the most intense pain. Ignore 1 point of Wound penalties.


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


Armor Type Armor Bonus Min Str Weight Notes
Partial Leather +1 {$minStr} 10 lb. Coverage: -2



Total Advances: {$totalAdvances} Rank: Novice
Rank Advance
Novice Brawny
Novice Nerves of Steel
Novice Strength d12


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