Lintha Pureblood Warrior/Captain
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By TDS

Those in the Lintha family that show the signs of their ancestry the strongest are called Pureblood, even though the last pure Lintha died thousands of years ago. Still, centuries of breeding have produced a fearsome warrior elite that no mortals can hope to match, some of which can even call upon their own Essence. As captains of the feared Lintha ships or as leaders of important raids, they are usually encountered alone unless someone possesses the suicidal bravery to attack Bluehaven itself.

Essence: 2; Willpower: 7; Join Battle: 9 dice
Personal Motes: 20
Health Levels: -0/-1x2/-2x3/-4x2/Incap.
Actions: Assess Wealth: 7 dice; Climbing: 11 dice (12 if aboard ships); Senses: 9 dice; Threaten: 10 dice; Sailing: 9 dice; Feats of Strength 11 dice (may attempt Strength 5 feats); Command: 8 dice; Prayer to Kimbery: 8 dice
Appearance 5 (hideous), Resolve 5, Guile 2

Combat
Attack (Chopping Sword) 11 dice (Damage 16)
Attack (Knife) 13 dice (Damage 14)
Attack (Javelin): 12 dice at close range (Damage 16 and poison if decisive, damage 2i/round, duration 3 rounds, -3 penalty)
Attack (Grapple): 9 dice (11 dice to control)
Combat Movement 11 dice
Evasion 4, Parry 5
Soak/Hardness 12/0 (Reinforced Buff Jacket)

Merits

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. By paying 2wp instead, the Pureblood may gain double-8s on a withering damage roll or double-9s on a decisive damage roll.

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

Exalted Healing: The Purebloods heal as the Champions of the gods.

Unusual Hide: The Skin of a Pureblood is unusually thick and tough, and has a very unhealthy green tinge (already factored into soak)

Offensive Charms

Bale of the Sea (10m 1wp; Supplemental; Instant; Decisive-only) The hate and disdain of the Lintha for all ‘lesser’ races empowers the Pureblood’s strike, and his weapon drips with pure malice for a moment. A decisive attack supplemented with this charm will inflict a weaker version of Yozi Venom on its unfortunate target (1L/minute, 5 minutes, -4).

Social Charms

Glance of the Ancients (5m 1wp; Supplemental; Instant) For but a moment, the eyes of the Pureblood flash green like those of the Lintha of old, reminding those that see them of the strength of this ancient race. This Charm supplements either a threaten or a rally action (in the latter case, the Pureblood reminds his wavering crew of the fate the Lintha have in store for those that disappoint their family) and grants the Pureblood double-8s on the roll.

Miscellaneous Charms

Blessing of the Great Mother (20m, 1wp; Simple; Instant) The Pureblood honors Kimbery, the Sea that Marched against the Flame with a special ritual during the night of the new moon, asking for her blessing and advice. He must give offerings worth at least Resources 3 and makes a Difficulty 3 Prayer roll. If the roll succeeds he gains the blessing of Kimbery on his endeavors, granting him a second Willpower pool of (2+threshold successes on the roll) wp that never refills under any circumstances. Those wp last until the next new moon and may only be spent on things Kimbery would approve of. Additionally, he gains the ability to spend 2wp instead of the usual one to raise a static value or gain automatic successes, doubling those bonuses, as long as at least one of those wp comes from this second Willpower pool.

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