Table of Contents
Sarkon the Red (Justice)
Your character is motivated by pure JUSTICE.
You are Amanda Tetrus's personal bodyguard, and have been for four years, and were her father Armand's for thirteen years before that. It has been two years since you learned that the head of Tetrus House, Armand Tetrus, slew your tribe, your family, and enslaved you. You had been told that you were rescued as an infant, but you now know that that was a lie. Now, you seek JUSTICE. It is not enough to slay Armand in his sleep - a death in private is happenstance, it is not JUSTICE. No, for it to be JUSTICE, it has been be is seen by the people, and the people have to know why. You have been waiting for the perfect moment, gaining respect and trust in the House as a bodyguard, to be by Armand's side when he announces his daughter's succession.
INSPIRATION SOURCES
- KILLER: You gain inspiration each time you, personally, deal a killing blow to a creature.
- CRUELTY: You gain inspiration each time you act with cruelty. E.G.: Choosing NOT to be merciful; choosing violence over peace; choosing to hurt someone even MORE.
- GOAL: REVENGE: You gain five (5) inspiration if you can publicly kill, by your own hand, Armand Tetrus, the head of the Noble House Tetrus.
INSPIRATION USES
There are certain special cases where these abilities might fail, but these cases are revelatory to your character's arc, and move the plot forward. When an ability spending inspiration fails, special things happen.
- FIGHTER: You can use inspiration to increase the severity of an injury you deal to a creature by two (2) degrees instead of one. For example, if your attack would deal a light injury, you may use this ability to spend an inspiration to deal a mortal injury instead of a severe one.
- DAUNTLESS: You can use inspiration to ignore the disadvantages of physical injuries, or injuries due to exhaustion or fear.
- DOMINATE: You can use inspiration to automatically succeed at intimidation. By default, this causes a sense of meekness and apology from the subject of intimidation.
SPECIAL ABILITY
- SCAR: PARANOID: You are never surprised. If a combat scene occurs, you can choose to act first (or act immediately before an event, even if the GM has just announced the event). Additionally, because of this paranoia, you have trained yourself to get sufficient rest even while armed and armored. If you are forced to disarm, you take 1 light injury due to frustration. However, this ability comes at a cost: You can never fully trust anyone, ever, and if you exhibit undue trust, intimacy, closeness, or the like, you gain 1 injury.
BACKGROUND, EXPERIENCE, and TRAINING
You are an Orc, age unknown, but likely mid-30's (approximately 55 in human age). You were adopted as an infant by Armand Tetrus and trained to be his squire, then his bodyguard after that. You became Amanda's bodyguard when Armand realized that Amanda needed a personal bodyguard on her military campaigns. You discovered Armand's treachery from an anonymous source, and verified the truth of it from long, hard, secretive work. You are called 'The Red' for several reasons, the two most common being: The first being your skin color - most orcs are green, your skin is a reddish brown; The second is due to your reputation as a great combatant, bloodthirsty and victorious, and red symbolizes victorious slaughter.
HOW YOU FEEL ABOUT THE OTHER CHARACTERS
- Amanda: You have a complicated relationship with Amanda. On one hand, she is the daughter of the man who betrayed you. On the other hand, she is an honorable companion-in-arms, proven through shared suffering and battle. You will not deviate from your revenge, but you hope to do her as little harm as possible in its accomplishment.
- Alexander: Is a worthless scoundrel, with no honor, following the pleasures of either his cock or his stomach, ruled by instinct without discipline. You long to teach him lessons of hardship.
- Folwin: Folwin is an intellectual with skinny arms. His knowledge is useful, and that is all that is useful about him. His magicks are a cheat.
- Eugene: Eugene is, as yet, an unknown variable. You don't really trust adventurers, knowing them to have chaotic personalities and inscrutable goals. You hope he leaves before he complicates your plans.