Pale One

You lurk on the fringes of settlements, observing, perhaps judging, but rarely interacting. You are fundamentally other, and belong nowhere. You’ve had bouts of incoherent madness and self-destructive rages, but mostly you simply wait, in solitary resignation, for that which is inevitable.  

Features

Begins with d6×10 silver and d4 Omens. HP: Toughness + d6  

Abilities

Alien. +1 Agility and Presence.   Hollow and fragile bones. -2 Toughness.   Roll d6 on the weapon table and d2 on the armor table. You are literate, but only in dead languages, and cannot use scrolls. Instead, you can intuitively use one randomly rolled Power. The Power changes each dawn, or dusk (pick one).  

Unspoken Origins (d6)

  1. Caught by fishermen on the Crimson Sea .
  2. Accidentally summoned by cultists in Graven-Tosk .
  3. Vomited forth by a foul beast in Bergen Chrypt .
  4. Fell from the Sky near Fellwind .
  5. Hatched from an egg laid by a bog-witch in a Waesthold swamp.
  6. Crawled out of a crack in the ground not far from Grift .
 

Pale One Blessings (d6)

  1. The Stars Were Right. Roll d4+2 for omens. Say something cryptic every time you use one.
  2. Membranous Wings. You can fly short distances, but cannot wear armor. Birds seem to dislike you.
  3. Uncommon Clay. You can draw nourishment from soil, but normal food makes you sick. You smell like mushrooms.
  4. Mana from Somewhere. Spend a use of your Powers to create food for d6 people. It is weirdly delicious, but unsettling.
  5. Digitigrade Limbs. You can escape any bindings, and fit through tiny spaces. Tests involving flexibility are -4 DR.
  6. Too Many Eyes. Just way too many. You cannot be attacked from surprise. You can spend a use of your Powers to leave an eye behind, and spy on a remote area. If anyone squishes the eye, you take d2 damage.
 

You call yourself... (3d20)


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