Lintha Half-Blood Reaver/First Mate
rating: 0+x


The Lintha families attempt to strengthen their blood through countless breeding programs, both with themselves and countless demons. This character shows clearly inhuman ancestry, making him unable to move around freely in society even without the tattoos and piercings that mark his skin. But that is a small price to pay for the unholy strength that surges through his vein. Though he has no conscious control over Essence he possesses strength and stamina few ordinary mortals can hope to match. At the head of a small mortal raider team or as a member of the crew of a pureblood, this warrior hopes to earn status in the family through his actions.

Essence: 1; Willpower: 6; Join Battle: 8 dice
Personal Motes: ; Peripheral Motes:
Health Levels: -0/-1x2/-2x3/-4x2/Incap.
Actions: Assess Wealth: 6 dice; Climbing: 9 dice (10 if aboard ships); Senses: 7 dice; Threaten: 9 dice; Sailing: 7 dice; Feats of Strength 9 dice (may attempt Strength 3 feats) Command (First mate only) 6 dice
Appearance 4 (Hideous), Resolve 4, Guile 2

Attack (Chopping Sword): 9 dice (Damage 15)
Attack (Javelin): 10 dice at close range (Damage 15 and poison if decisive, damage 2i/round, duration 3 rounds, -3 penalty )
Attack (Grapple): 7 dice (9 dice to control)
Combat Movement: 9 dice
Evasion 4, Parry 5
Soak/Hardness: 8/0 (Reinforced buff jacket)


Inhuman Strength: For a moment, the Lintha awakens the slumbering strength of his blood. By paying 1 wp, the Lintha may gain double-9s on a withering damage or double-10s on a decisive damage roll. Outside of combat, he may pay 1wp to attempt a feat of strength requiring strength 5. Battlegroups of Half-Bloods gain Might 1 due to possession of this merit.

Gills: The Lintha may breathe freely underwater as well as on land, and often uses this to board ships by swimming under them.

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