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Darksiders Sample Characters Broodling Sycorax , Web-spinning spy Goal Escape Silitha and set up a nest lair of its own. Silitha, Broodmother and Chosen of the Destroyer, carved out a demesne on the outskirts of the Black Throne amid the toppled spires of Humanity’s greatest city. She has spawned a vast army of horrid children to be her eyes, ears, and gibbering mouths, collecting information and stories from across the ruins of the Third Kingdom. Sycorax is just one such broodling, trusted to venture further from the nest than most. Sycorax caught the Broodmother’s attention when it managed to lure a member of the Hellguard into a trap deep in the Iron Canopy. From the unfortunate angel Sycorax learned a terrible secret which it has, thus far, managed to keep from the Broodmother. Whatever the secret was has made Sycorax intensely interested in finding a way to escape Silitha’s clutches and find a deep, dark bolthole of its own to hide in. Attributes Score Mod Check Saves Strength 13 +1 8 Dexterity 16 +2 5 Constitution 14 +1 7 Hardiness 14 Intelligence 18 +3 3 Evasion 12 Wisdom 13 +1 8 Charisma 16 +2 5 Spirit 13 FACTS #1 Chainspider Spawn of Silitha (Abyssal Creature) #2 Stole a secret from an Angel #3 Emissary of the Broodmother WORDS & GIFTS Alacrity (Dex 16/18): All Directions as One (1), Faster Than Thought (2) Deception (Dex or Cha 16/18): Deceiver’s Unblinking Eye (1) Knowledge (Int or Wis 16/18): Omniscient Scholar (2) ARMOUR: Light (Rubbery spider-flesh) AC: 5 WEAPONS: Fangs and Mandibles (two-handed weapon doing 1d10 w/ Dex mod) HIT POINTS: 9 EFFORT: 2 INFLUENCE: 2

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Darksiders Sample Characters

Broodling Sycorax , Web-spinning spy

Goal Escape Silitha and set up a nest lair of its own.

Silitha, Broodmother and Chosen of the Destroyer, carved out

a demesne on the outskirts of the Black Throne amid the

toppled spires of Humanity’s greatest city. She has spawned a

vast army of horrid children to be her eyes, ears, and gibbering

mouths, collecting information and stories from across the

ruins of the Third Kingdom. Sycorax is just one such

broodling, trusted to venture further from the nest than most.

Sycorax caught the Broodmother’s attention when it managed

to lure a member of the Hellguard into a trap deep in the Iron

Canopy. From the unfortunate angel Sycorax learned a terrible

secret which it has, thus far, managed to keep from the

Broodmother. Whatever the secret was has made Sycorax

intensely interested in finding a way to escape Silitha’s

clutches and find a deep, dark bolthole of its own to hide in.

Attributes Score Mod Check Saves

Strength 13 +1 8

Dexterity 16 +2 5

Constitution 14 +1 7 Hardiness 14

Intelligence 18 +3 3 Evasion 12

Wisdom 13 +1 8

Charisma 16 +2 5 Spirit 13

FACTS

#1 – Chainspider Spawn of Silitha (Abyssal Creature)

#2 – Stole a secret from an Angel

#3 – Emissary of the Broodmother

WORDS & GIFTS

Alacrity (Dex 16/18): All Directions as One (1), Faster Than

Thought (2)

Deception (Dex or Cha 16/18): Deceiver’s Unblinking Eye

(1)

Knowledge (Int or Wis 16/18): Omniscient Scholar (2)

ARMOUR: Light (Rubbery spider-flesh) AC: 5

WEAPONS: Fangs and Mandibles (two-handed weapon

doing 1d10 w/ Dex mod)

HIT POINTS: 9

EFFORT: 2

INFLUENCE: 2

Murias, Architect of Hell On Earth

Goal Get what’s owed.

Although a neutral party in the End War, the Makers were used by

both heaven and hell to construct cities and fortresses. In ther

aftermath of the Apocalypse, Murias was employed to recreate the

dark castle he had designed for a Prince of Hell in the ruins of earth.

Before the work could be completed, however, a palace coup led to

Murias’s patron being ousted. The new overlord proved to be happy

with the completed fortress but proved far less forthcoming about

payment than his predecessor. Murias barely escaped with his life.

Attributes Score Mod Check Saves

Strength 18 +3 3 Hardiness 16*

Dexterity 13 +1 8

Constitution 16 +2 5

Intelligence 14 +2 7 Evasion 17*

Wisdom 10 +0 11

Charisma 13 +1 8 Spirit 14

FACTS

#1 – Maker

#2 – Was employed by the forces of hell to help construct

fortresses and cities on Earth.

#3 – Grudge against aforesaid Demons.

WORDS & GIFTS: Artifice: Perpetual Perfection (2), Ten Thousand Tools (1)

Earth (Str or Con 16/18): Mountain Thews (1)

Endurance (Con 16/18): Elemental Scorn – Heat (1), Untiring

Inspiration (1)

ARMOUR: Maker Plate (Heavy *+4 to Evasion and

Hardiness) AC: 2

WEAPONS: Heavy Hammer (1d10+ STR Mod)

HIT POINTS: 10

EFFORT: 2

INFLUENCE: 2

Zephris, Knight of Samael’s Host,

Hellish Renegade. Goal Help Samael escape imprisonment in the Scalding

Gallow.

A demon formerly in the service of Samael and his court in

the Blackstone at Shadow’s Edge, Zephris found has found

himself abandoned by Hell for his continued loyalty to his

dark master. As an exile from Hell who refuses to march

under the Destroyer’s Banner, Zephris has had to make some

very questionable allies to survive.

Attributes Score Mod Check Saves

Strength 19 +4 2 Hardiness 11

Dexterity 16 +2 5 Evasion 17*

Constitution 18 +3 7

Intelligence 13 +1 8

Wisdom 13 +1 8

Charisma 16 +2 5 Spirit 13

FACTS

#1 – Demon in Samael’s Host

#2 – Blood Knight and Guardian of Shadow’s Edge

#3 – Stripped of all rank, hates The Destroyer

WORDS & GIFTS

Fire (Immune to Fire & smoke, May wield fire as a

magical weapon with a range of up to 50 feet and a 1d10

damage die.): Searing Blade (2), Firewalker (1)

Might (19 Str): Fists of Black Iron (1)

Passion (Wis or Cha 16/18): Heart of the Lion (1)

Universal: Excellence of the Word (Passion/Constitution)

ARMOUR: Battered Plate (Medium, *+4 to Evasion) AC: 3

WEAPONS: Hell-forged Cleaver (Medium, 1d8 STR)

HIT POINTS: 11

EFFORT: 2

INFLUENCE: 2

Threshold, Tormented Door

Summoned as part of the Maker’s tithe to fight in the End

War, until very recently this entity had been used to block a

reasonably large passage into a demon's lair. Awoken by a

blast from a magical horn by the demon merchant Vulgrim,

Threshold now works for him in order to pay off its debt. As it

grows stronger it is beginning to remember more about how it

came to be captured and even something about a past life as a

Maker...

Attributes Score Mod Check Saves

Strength 19 +4 2 Hardiness 11

Dexterity 14 +1 7

Constitution 18 +3 3

Intelligence 13 +1 5 Evasion 14

Wisdom 16 +2 8

Charisma 13 +1 8 Spirit 14

FACTS

#1 – Maker Construct.

#2 – Originally a warrior, has spent an eon blocking a

doorway for demons.

#3 – Currently owned by the Demon Vulgrim

WORDS & GIFTS

Earth (Str/Con 16/18): Obduracy of Stone (1), Stonespeaker

(1)

Endurance (Con 16/18): Elemental Scorn - Heat (1),

Unbreakable (2)

Might (Str 19): Shoulders as Wide as the World (1)

ARMOUR: None AC: 3

WEAPONS: Enormous Fists (Heavy 1d10 STR)

HIT POINTS: 11

EFFORT: 2

INFLUENCE: 2

Ossifrage, Seeker of Souls

Goal Return to the Kingdom of the Dead with as many souls

as possible.

In the dry lands beyond death there lies a great City, and within an

even greater Well of Souls. There, the spirits of the departed are

cleansed and prepared for their rebirth. Thus has it always been. But

the Apocalypse has come, and all is not well in the Lands of the

Dead. First, the dead of the Third Kingdom came in overwhelming

numbers, too many for the stewards of the Dead Plains to manage.

Then, something foul and terrible tapped the power of Well of Souls,

perverting the natural passage of the deceased. Many lost souls

escaped the clutches of the Lord of Bones and his attendants, which

rankled them no end. A strategy was devised: certain servants would

be empowered to retrieve these lost souls and return them to the Dry

Lands. Ossifrage is one of these servants.

While most of her fellows chose to remain in the areas around the

City of the Dead, Ossifrage decided to search for escapees at their

source and most likely destination: Earth. She didn’t realise quite

how difficult it would be to return, however....

Attributes Score Mod Check Saves

Strength 13 +1 8

Dexterity 14 +1 7 Evasion 14

Constitution 16 +2 5 Hardiness 13

Intelligence 13 +1 8

Wisdom 16 +2 5 Spirit 13

Charisma 10 +0 11

FACTS

#1 – Undead.

#2 – Low ranking Servant of the Lord of Bones / Chancellor

#3 – Has been trapped on Earth for some time.

WORDS & GIFTS

Death: A Pale Crown Beckons (1), White Bone Harvest (1)

Endurance (Con 16/18): Amaranth Vitality (1), Undying (2)

Night: Darkling Stairs (1)

ARMOUR: Robes and rags (Light) AC: 6

WEAPONS: Massive Urn (Heavy, 1d10, STR)

HIT POINTS: 10

EFFORT: 2

INFLUENCE: 2

Cleon, Prophet of Corruption

GOAL Spread the Corruption far and wide

When earth fell, the Prophet suffered more than most because

he survived he initial onslaught. In the ruins of his former life,

surrounded by the broken bodies of his family and friends and

cowering in fear as the hordes of hell and the hosts of heaven

did battle, something broke within him, and in his pain and

madness he cried out for salvation. Something very old and

very unpleasant heard him...

Attributes Score Mod Check Saves

Strength 13 +1 8 Hardiness 14

Dexterity 13 +1 8

Constitution 10 +0 11

Intelligence 16 +2 5 Evasion 13

Wisdom 14 +1 7

Charisma 18 +3 3 Spirit 12

FACTS #1 – Was once human who lost everything in the Apocalypse

#2 – Deeply and obviously changed by contact with

Corruption

#3 – One of the few Servants of Corruption on Earth

WORDS & GIFTS

Command: Know the Inner Truth (1), The Soldier’s Faithful

Heart (1)

Passion: Infectious Passion (2)

Sea (with GM permission Corruption Goo is used in place

of water): Body of Water (1), Living Torrent (1)

ARMOUR: None AC: 2

WEAPONS: Corrupt Axe (Medium, 1d8 STR), Crystal

flechettes (ranged, 1d6 Dex)

HIT POINTS: 8

EFFORT: 2

INFLUENCE: 2

Wicked L

GOAL Possess one of the Horseman Strife’s weapons and/or

get an invitation to The Crucible.

The Third Kingdom fell during the apocalypse and the dregs have

inherited the earth. Bar one or two absurdly hardy survivors, all that

remains of Man are the Wicked – mortals who have been so tainted

by demonic power saturating the planet that when they die they rise

again. Most return as mindless, animalistic creatures, but a rare few

manage to hold onto some aspect of their old selves (even if they do

tend to be just as homicidal as their peers).

The infamous Wicked K is well known throughout the realms as a

swordsman fit to cross blades with the Horsemen themselves.

Perhaps one day Wicked L will be spoken of with the same fear and

reverence. Or maybe they won’t – using a gun is so unsporting!

Attributes Score Mod Check Saves

Strength 10 +0 11

Dexterity 16 +2 5 Evasion 13

Constitution 16 +2 5 Hardiness 13

Intelligence 13 +1 8

Wisdom 13 +1 8

Charisma 14 +1 7 Spirit 14

FACTS

#1 – Wicked (an undying human mutated by demonic power)

#2 – Has fought (or at least shot at) Angels, Demons, humans

and other, odder creatures, mostly for sport.

#3 – Constantly underestimated but starting to develop a

reputation as a dangerous opponent.

WORDS & GIFTS

Bow: Bolt of Invincible Skill (1), The Seeking Flight (1), The

Inexorable Shaft (2)

Endurance: Body of Iron Will (1)

Fire: Firewalker (1)

ARMOUR: Khaki combat trousers (none) AC: 1

WEAPONS: BFG (2H Ranged, 1d8 DEX), Revolver (1H

Ranged, 1d6 DEX)

HIT POINTS: 10

EFFORT: 2

INFLUENCE: 2

Nameless Watcher [Sprite, six-eyes,

You there!] GOAL Spy on Vulgrim, Learn what caused the Apocalypse

In the aftermath of the Apocalypse the fortunes of individuals could

rise and fall almost daily. The demon merchant Vulgrim, for

example, fell out of favour with the Destroyer quite quickly. It did

not take him long to begin making entreaties to the Charred Council

for an audience. Eventually they listened.

Neither party will speak of what was discussed that day, but it seems

an agreement was reached. One day soon Vulgrim will be called

upon to render a service to the Council. In the meantime, and as a

token of their mutual respect, a Watcher has been despatched to aid

the Merchant in whatever way it can. Of course, both parties know

the real reason for the council’s generosity, but a little politeness

costs nothing.

Attributes Score Mod Check Saves

Strength 13 +1 8 Hardiness 14

Dexterity 13 +1 8

Constitution 10 +0 11

Intelligence 16 +2 5 Evasion 13

Wisdom 14 +1 7

Charisma 16 +2 5 Spirit 13

FACTS

#1 –Watcher

#2 – Bound to serve Vulgrim for his services to the Council

#3 – Instantly identifiable as a servant of the Charred Council,

for good or ill.

WORDS & GIFTS

Command (Cha 16/18): The Soldier’s Faithful Heart (1)

Night: Knives of Night (1), Flesh of Shadows (2)

Sorcery: Perfection of Understanding (1), Adept of the Gate

(1)

ARMOUR: Magical manacles (Light) AC: 6

WEAPONS: Chains (Med 1d8 STR), claw scratch (two-

handed 1d10 dex)

HIT POINTS: 8

EFFORT: 2

INFLUENCE: 2

Dean, The Hunter

GOAL Survive the Apocalypse, find any other surviving

humans, kill as many Demons as he can.

Everyone is dead, family, friends, strangers he passed by on

street. As he has seen, he is the last. Now armed with the

ability to kill Demons, he plans to avenge humanity as much

as he can. But there might be a chance his little brother Sam is

still out there. If true he must find him and any other potential

survivors. For the first time since the end he has a real reason

to live.

Attributes Score Mod Check Saves

Strength 10 +0 11

Dexterity 16 +2 5 Evasion 13

Constitution 13 +1 8 Hardiness 14

Intelligence 13 +1 8

Wisdom 14 +1 7 Spirit 14

Charisma 8 -1 13

FACTS

#1 – Human

#2 – Special Forces Commando, Now possibly the last living

human

#3 – Trying to find out what happened to his brother Sam

#4 – Merchant Demon named Vulgrim has sold Dean the

secret to killing demons, the price? Seeing a picture of Sam

TALENTS Hardened Combatant (Attack bonus equals

level), Sacred Steel (Attacks count as magic, +1 hit/damage vs

Demons)

ARMOUR: Patchwork Survival Gear (Light) AC: 5

WEAPONS: Sniper Rifle (Ranged 1d10 + Dex Mod),

Survival Knife (Melee 1d6 + Dex Mod)

HIT POINTS: 5

EFFORT: 1

Samuel, The Blademaster

GOAL Watch over his brother, evade agents of The Lord of

Bones sent to bring him back.

He was able to keep his memories and sense of self from The

Judicator. He bested Gnashor in the Gilded Arena and won his

freedom. Afterwards he was pressed into service as The

Master of Blades in the court of the Eternal Throne. Hearing

rumors in passing from the Old One merchant Ostergoth that

there was a surviving human vaguely matches the description

of his brother Dean. He found a to bribe Ostergoth for a

Serpent Hole to earth, now he shadows Dean working to keep

him safe from the Demons hunting him and even ones

pretending to be his allies like Vulgrim.

Attributes Score Mod Check Saves

Strength 8 -1 13

Dexterity 18 +3 3 Evasion 12

Constitution 14 +1 7 Hardiness 14

Intelligence 10 +0 11

Wisdom 13 +1 8

Charisma 13 +1 8 Spirit 14

FACTS

#1 – Undead

#2 – Former Olympic fencer and decathlete

#3 – Left the bound service to The Lord of Bones to secretly

watche over his brother Dean

WORDS & GIFTS

Alacrity (Dex 16/18): Flickering Advance (1), Walk Between

Rain (1)

Death: Scythe Hand (1)

Sword: Unerring Blade (1), Shattering Hand (2)

ARMOUR: None AC: 0

WEAPONS: Dual Blades (Melee 1d10 + Dex Mod),

Throwing Knives (Ranged 1d6 + Dex Mod)

HIT POINTS: 9

EFFORT: 2

INFLUENCE: 2

Cassiel, Eden’s Memorialist

GOAL Find Azrael and return to Heaven with him.

There was once a garden, more beautiful than anything in Creation. It

is gone now, and with it The Tree of Life, but there are those who

still remember its wonders...

Cassiel, a scholar of Eden, was once counted among the servants of

the Archangel Azrael. Following the Archangel’s disappearance in

the aftermath of the Apocalypse, Cassiel petitioned to be allowed to

go in search of her former master. Her request was granted, but at a

heavy price: the gates of the White City will remain forever closed to

her unless she can return with his master.

Attributes Score Mod Check Saves

Strength 10 +0 11

Dexterity 13 +1 8

Constitution 16 +2 5 Hardiness 13

Intelligence 14 +1 7 Evasion 14

Wisdom 16 +2 5 Spirit 13

Charisma 13 +1 8

FACTS

#1 – Angel.

#2 – A scholar of Eden and Humanity.

#3 – Subordinate of Azrael, not a part of the Hellguard.

WORDS & GIFTS

Fertility: A second Spring (1), Unending Abundance (2)

Sun: Hope of the Dawn (1), Sunlight Sight(1)

Sky: Sapphire Wings (1)

ARMOUR: Angelic Robes (Light) AC: 6

WEAPONS: Angelic Bolts (1h ranged 1d6 Dex), Chained

Book (Light 1d6 Dex)

HIT POINTS: 10

EFFORT: 2

INFLUENCE: 2

Barachiel, Eden’s Guardian

GOAL Find Azrael and return to Heaven with him.

There was once a garden, more beautiful than anything in Creation. It

is gone now, and with it The Tree of Life, but there are those who

still remember its wonders...

Barachiel, a warrior of Heaven, was among the Hellguard who fought

against the Nephilim at Eden. For his bravery in that battle he was

among those charged with protecting the holy garden from anyone

else who would seek to claim it. He was also there when the First

Ones were cast out of Eden and the garden began to fall into ruins.

Barachiel could not abide this; neither could the Archangel Azrael.

At the Archangel’s behest, Barachiel agreed to continue defending

the small piece of Eden which Azrael managed to save.

Following the Archangel’s disappearance in the aftermath of the

Apocalypse, Barachiel petitioned to be allowed to go in search of his

co-conspirator. His request was granted, but at a heavy price: the

gates of the White City will remain forever closed to him unless he

can return with the Archangel... and the location of Eden.

Attributes Score Mod Check Saves

Strength 14 +1 7

Dexterity 16 +2 5 Evasion 13

Constitution 14 +1 7 Hardiness 14

Intelligence 13 +1 8

Wisdom 8 -1 13

Charisma 10 +0 11 Spirit 15

FACTS

#1 – Angel.

#2 – A member of the Hellguard who once defended Eden.

#3 – Theoretically subordinate of Abbadon/Uriel, loyalty to

Azrael.

WORDS & GIFTS

BOW: Omnipresent Reach (1)

SWORD: Contempt of Distance (1), Steel Without End (1),

Nine Iron Walls (1)

SKY: Rain of Lightning (1), Sapphire Wings (1)

ARMOUR: Angelic Heavy Armor (Heavy) and Shield AC: 0

WEAPONS: Holy Sword (1d10+1 thanks to gift, use any

ATR mod)

HIT POINTS: 9

EFFORT: 2

INFLUENCE: 2