Unholy : Descriptor

Published April 3, 2014 by


You were brought up by darkly ritualistic parents, a twisted cleric, or perhaps demons themselves. You take pleasure in the suffering of others and enjoy causing harm where there is none. With so much neutrality in the world, you want nothing more than to bring out the worst in people. Or do your worst to them.

You gain the following benefits:

Scarred:
Your physical form is heavily scarred from years of torture during your upbringing. Unless well covered, your appearance attracts attention everywhere you go.
Skill:
You specialise in intimidation, reducing the difficulty of any fear-causing task by 1 step.
Tormentor:
Every act of harm to another being causes +2 damage, but only if it is entirely unnecessary. Only applies to combat if the action is particularly cruel.
Inability:
When faced with any religious artifact, figure, ideal, or representative, you are compelled to destroy it. To act against the compulsion, you must beat 1D6 + 1 steps of difficulty.
Irony:
The wellness of others literally makes you sick. For every act of mercy you perform, you suffer 1 damage to your might pool.

Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.

  1. You’re seeking the people from your upbringing, to show you how well they taught you, and end their lives but have no memory of where you grew up.
  2. Bringing pain and suffering to your locality has bored you, and instead, you want to see how you can twist the world around you in different ways.
  3. Hunted by the Combat-Pastors of the Church of Shilga, you move constantly from place to place to avoid detection, and group with anybody that will take you.
  4. You love violence so much, you joined the group just to enjoy the views.

  • What I like best about this is that it goes all-in on the concept and flavour of the descriptor, in so far that while it might be slightly mechanically weak when considered in the general utility sense, every single thing about it mechanically lends itself to encouraging exactly the kind of acts the descriptor describes the character as wanting to do.

  • Rogue Nova

    I can’t help but feel bad for the poor GM who gets stuck with this character. All those quests involving religious orders might as well kiss their sweet ass good bye, because they are about to become hilarious in a way that’s not all that pleasant.