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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