Sister Bergdis

Chaplain of the Order of Saint Denis

Description:

Sister Bergdis serves House Hawkwood. She is one of Sir Athelstan’s companions.

Sister Bergdis is a Spiritual, Combat flavored Speaker who Metes Out Justice

Might Pool 10, Edge 0
Speed Pool 19, Edge 2
Intellect Pool 19, Edge 2
Effort: 3

SPIRITUAL
A sense of awe washes over you when you appreciate a new facet of your religion or a scientific discipline. When a stranger does something kind for someone he’s never met before, it’s spiritual. However you meditate—whether by taking in breathtaking scenery, reading a book, or repeating mental syllables in a quiet space—it’s spiritual. Your spirituality isn’t necessarily about religion, though it could be. The main thing is that you’re a person who appreciates and even thrills to the positive aspects of existence, and you may help other people do the same.
You gain the following characteristics:
Meditative: +2 to your Intellect Pool.
Likeable: People and animals just seem to like you. You are trained in all tasks related to pleasant social interaction.
Skill: With maturity comes good judgment. You’re trained in Intellect defense tasks and all tasks that involve resisting temptation.
Helpful: When you help someone with a task, he adds 1 to his roll (this bonus is in addition to the regular benefits of helping someone).
Inability: When you encounter something novel, you hesitate as you take in all the details. The difficulty of initiative actions (to determine who goes first in combat) is increased by one step.

SPEAKER
Stat Pool Starting Value
Might 8
Speed 9
Intellect 11
You get 6 additional points to divide among your stat Pools however you wish.

FIRST-TIER SPEAKER
Effort: Your Effort is 1.
Physical Nature: You have a Might Edge of 0, Speed Edge of 0, and an Intellect Edge of 1.
Cypher Use: You can bear two cyphers at a time.
Practiced With Light Weapons: You can use light weapons. Enabler.
Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.
Special Abilities: Choose four of the abilities described below. You can’t choose the same ability more than once unless its description says otherwise.
Aggression (2 Intellect points): Your words twist the mind of a character within short range who is able to understand you, unlocking her more primitive instincts. As a result, she gains an asset on her Might-based attack rolls for one minute. Action to initiate.
Encouragement (1 Intellect point): While you maintain this ability through ongoing inspiring oration, your allies within short range modify the difficulty of one of the following task types (your choice) by one step to their benefit: defense tasks, attack tasks, or tasks related to any skill that you are trained or specialized in. Action.
Practiced With Light and Medium Weapons: You can use light and medium weapons without penalty. If you wield a heavy weapon, increase the difficulty of the attack by one step. Enabler.
Interaction Skills: You are trained in two skills in which you are not already trained: persuading, public speaking. Enabler.

ADVANCEMENT
Increasing Capabilities: +4 to Pool
Moving Toward Perfection: +1 to Edge: Speed
Extra Effort: +1 Effort
Option: Select a new type-based ability from your tier or a lower tier.
[Combat] Practiced in Armor: You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You can wear any kind of armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your choice. Enabler.

METES OUT JUSTICE
So much injustice in the world. It takes a special person to take it upon himself to right wrongs, protect the innocent, and punish the guilty. You are such a person.
Justicars, as they are sometimes called, are often knights errant who wear armor, bear swords and shields, and travel the land looking for tyranny, corruption, or oppression. But some operate a little less ostentatiously. Sometimes justice comes from more subtle tactics. In a more modern setting, a justicar might be a masked vigilante or just a badass who rights wrongs.
The importance of justice in your life might come from religion, your upbringing, or your highly developed sense of principles. Regardless, you not only adhere to your values, but you also believe it is your calling to act on them and help make the world more just, more fair, and more ethical. You want to see wrongdoing punished.
dazzled by your expertise that it is dazed for one round, during which time the difficulty of all tasks it performs is modified by one step to its detriment.
Minor Effect Suggestion: You shame or intimidate your foe so much that he is shaken and uses his next turn to flee.
Major Effect Suggestion: You mark your foe permanently with a distinctive scar so that her guilt will be known by all.

Tier 1: Make Judgment. You are skilled in discerning the truth of a situation, seeing through lies, or otherwise overcoming deception. Enabler.
Designation. You assign an “innocent” or “guilty” label to one creature within immediate range, based on your general assessment of a given situation or a predominant feeling. In other words, someone who is labeled “innocent” can be innocent in a certain circumstance, or he can be generally innocent of terrible crimes (such as murder, major theft, and so on). Likewise, you can declare that a creature is “guilty” of a particular crime or of terrible deeds in general. The accuracy of your assessment isn’t important as long as you believe it to be the truth; the GM may require you to give a rationale. Henceforth, the difficulty of tasks to socially interact with someone you designate as innocent is decreased by one step, and the difficulty of attacks against those you designate as guilty is decreased by one step. You can change your assessment, but it requires another designation action. The benefits of the designation last until you change it or until you are shown proof that it is wrong. Action.
Tier 2: Defend the Innocent (2 Speed points).
For the next ten minutes, if someone you have designated as an innocent stands next to you, that creature shares any defensive advantages that you might have, other than mundane armor. These advantages include the Speed defense from your shield, the Armor offered from a force field, and so on. In addition, the difficulty of Speed defense rolls made by the innocent creature is decreased by one step. You can protect only one innocent creature at a time. Action to initiate.
Tier 3: Punish the Guilty (2 Might points). For the next ten minutes, if you attack someone you have designated as guilty, you inflict 2 additional points of damage. Action to initiate.

SECOND-TIER SPEAKER
Special Abilities: Choose two of the abilities described below.
Impart Ideal (3 Intellect points): After interacting for at least one minute with a creature who can hear and understand you, you can attempt to temporarily impart an ideal to it that you could not otherwise convince it to adopt. An ideal is different than a specific suggestion or command; an ideal is an overarching value such as “all life is sacred,” “my political party is the best,” “children should be seen, not heard,” and so on. An ideal influences a creature’s behavior but doesn’t control it. The imparted ideal lasts for as long as befits the situation, but usually at least a few hours. The ideal is jeopardized if someone friendly to the creature spends a minute or more bringing it back to its senses. Action.
[Combat] Thrust (1 Might point): This is a powerful melee stab. You make an attack and inflict 1 additional point of damage if your weapon has a sharp edge or point. Action.

ADVANCEMENT
Increasing Capabilities: +4 to Pool
Moving Toward Perfection: +1 to Edge: Intellect
Extra Effort: +1 Effort
Option: Select a new type-based ability from your tier or a lower tier.
[Combat] Pierce (1 Speed point): This is a well-aimed, penetrating ranged attack. You make an attack and inflict 1 additional point of damage if your weapon has a sharp point. Action.

THIRD-TIER SPEAKER
Choose three of the abilities described below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
Discerning Mind: You have +3 to Armor against damaging attacks and damaging effects that target your mind and Intellect. The difficulty of defense rolls you make against attacks that attempt to confuse, persuade, frighten, or otherwise influence you is decreased by one step. Enabler.
[Combat] Skill With Attacks: Choose one type of attack in which you are not already trained: medium bladed. You are trained in attacks using that type of weapon. Enabler.
[Combat] Skill With Attacks: Choose one type of attack in which you are not already trained: medium ranged. You are trained in attacks using that type of weapon. Enabler.

ADVANCEMENT
Increasing Capabilities: +4 to Pool
Moving Toward Perfection: +1 to Edge: Speed

Starting Equipment: dagger (light bladed), rapier (medium bladed), musket (medium ranged), studded leather (light armor), travel pack, ammo, book of prayers

Bio:

Saint Denis of the Burning Tree: It is their sworn duty to seek out and destroy those who would attack the Church through either thought or deed. They are the seekers of heresy and the righteous wrath that falls upon those who would pervert the teachings of the Church. They are the avenging angels of the Faith and by fire and sword they destroy the wicked and the unjust. Those that oppose the Church are consigned to ash and ruination.

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Sister Bergdis

Thousand Dying Suns thelesuit