- Pronouns
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Legend
IG Name: PurpleKnoife
Character: Angau Vow of Clan Clawheart
Profile: [X]
Patron: Skraag
Tier: Blessed (Tier One)
Spell Points: 2SP
Artefacts: N/A
Trinkets: Ply
Passives:
Universal Passives:
|| PROVIDENCE ||
The blessed’s soul is warded by their faith in their Divine. If something tries to possess them, or they’re targeted by an effect that is functionally identical to possession, the blessed may roll a d6 save to resist it. If they roll their tier or lower on the d6, the possession fails and has no effect. They are additionally fully immune to any attempts to lay claim to their soul (in terms of it being trapped, imprisoned, or otherwise by some entity. This is not expected to come up much in RP, but exists for flavor). For curses or afflictions like Vyrism or Spiritblessed, they may resist it outright or optionally roll a possession save against it.
Current Providence Save: 1
|| NATURAL ALLIES ||
Certain creatures recognize the Blessed of certain gods and behave differently than they would to other mortals, so long as hostility isn’t shown to them.
Skraag: Mindless undead aren’t hostile to Skraag blessed.
TIER ONE
|| SPIRITUAL WEAPON ||
By ritually praying over a weapon for one hour, the blessed may imbue it with some measure of the divine influence. The weapon will glow with the strength of torchlight in a color thematic to the divine, and intangible foes or foes that are otherwise immune or resistant to attacks from mundane weapons always take some amount of damage from successful attacks with it. Only one weapon may be imbued at a time. For bows, the effect applies to all arrows fired from it.
Aesthetic: The ends of their clothing take on the appearance of ragged strips and wisps of smoke, making them appear ethereal. If the clothing is removed, it is normal.
Quirk: They are able to audibly detect heartbeats within whisper range.
The Mantle of Decay | Skraag
Cult members are immune to infection, and can smell or sense the faintest traces of blood within a three block radius even if it has been scrubbed clean.
Source: Children of the Wight
Cult Graces:
[x] Rain appears blood red when it lands on them, though fades to normal within a few moments.
[x] Small insects are occasionally found upon or near them, such as locusts, flies, or maggots.
[x] Their touch can remind others subtly of a bad memory or nightmare.
Cult members are immune to infection, and can smell or sense the faintest traces of blood within a three block radius even if it has been scrubbed clean.
Source: Children of the Wight
Cult Graces:
[x] Rain appears blood red when it lands on them, though fades to normal within a few moments.
[x] Small insects are occasionally found upon or near them, such as locusts, flies, or maggots.
[x] Their touch can remind others subtly of a bad memory or nightmare.
Status: Conviction driving him ever forward
DIVINE LOG
1. A Simple Task: Angau’s Father and Oracle of the Wight, Branko Callas, showed the young Greyling how to craft Effigies of Bone in order to spread Decay and Pestilence across the land. The boy took on this task with much pride, eager to please his father and grandfather. As of (8/12/21), Angau is responsible for the creation of at least sixteen separate effigies, significantly effecting the landscape
2. A Good Night for you to Die: Angau begins down his dark path at the tender age of 8; staying out late at night, axe gripped tightly in his hands, he waits for foolish travellers to pass by close to his charge; the temple grounds. There, he pounces upon them, splitting them apart, murder without hesitation. One fateful evening, he goes to murder another traveller, the same as any other; only this time, he recognises the face as they clatter to the ground; Hellmann Kegheart, his teacher and Aunt. As the boy leaves Hellmann to breathe her last, a dark figure rises from her lifeblood; Vyreism. It tells him to not fret, for Hellmann’s work is not yet done. It picks up her corpse, like one would a bride, retreating into the pool before the stunned and distraught boy.
3. Family Meeting at a Crossroads: A chance meeting at the Crossroads Tavern with Eren Vow; a mysterious man who bore a striking resemblance to the boy’s own father. After a long conversation with the man regarding family and religion, Angau very bluntly asked if the shady figure knew how to pick locks. Eren was more than happy to oblige his ‘nephew’, heading to the jetty of the Crossroads, instructing the boy how to feel out the pins and set them in place. After a few tries, he had developed a basic understanding, that he continues to nurture with daily practice on the locks around his temple. With this, he would endeavour to go on to pilfer in the name of the Wight.
4. Patience, Brother: He shares this knowledge he has obtained on locks with his brother, Targ, conspiring with him, the beginnings of a grand heist. Hellmann informs the pair about the Compendium; within which lies the helmet of Dum’ni Plug; the once Exalted of Skraag, aswell as an alleged dragon skull. Despite his sibling’s penchant for the dazzling and sparkling objects of the world, Angau echoed the teachings of Skraag; Learn Patience. Proper preparation would be needed to ensure their efforts were not wasted, and their prize secured. Of all of Skraag’s tenets, to Learn Patience has guided Angau’s actions the most. He is meticulous in his approach to stacking the odds in his favour; he has the rest of his immortal life to devote to the Wight, so it matters not whether he acts immediately or in due time; measure twice, cut once.
2. A Good Night for you to Die: Angau begins down his dark path at the tender age of 8; staying out late at night, axe gripped tightly in his hands, he waits for foolish travellers to pass by close to his charge; the temple grounds. There, he pounces upon them, splitting them apart, murder without hesitation. One fateful evening, he goes to murder another traveller, the same as any other; only this time, he recognises the face as they clatter to the ground; Hellmann Kegheart, his teacher and Aunt. As the boy leaves Hellmann to breathe her last, a dark figure rises from her lifeblood; Vyreism. It tells him to not fret, for Hellmann’s work is not yet done. It picks up her corpse, like one would a bride, retreating into the pool before the stunned and distraught boy.
3. Family Meeting at a Crossroads: A chance meeting at the Crossroads Tavern with Eren Vow; a mysterious man who bore a striking resemblance to the boy’s own father. After a long conversation with the man regarding family and religion, Angau very bluntly asked if the shady figure knew how to pick locks. Eren was more than happy to oblige his ‘nephew’, heading to the jetty of the Crossroads, instructing the boy how to feel out the pins and set them in place. After a few tries, he had developed a basic understanding, that he continues to nurture with daily practice on the locks around his temple. With this, he would endeavour to go on to pilfer in the name of the Wight.
4. Patience, Brother: He shares this knowledge he has obtained on locks with his brother, Targ, conspiring with him, the beginnings of a grand heist. Hellmann informs the pair about the Compendium; within which lies the helmet of Dum’ni Plug; the once Exalted of Skraag, aswell as an alleged dragon skull. Despite his sibling’s penchant for the dazzling and sparkling objects of the world, Angau echoed the teachings of Skraag; Learn Patience. Proper preparation would be needed to ensure their efforts were not wasted, and their prize secured. Of all of Skraag’s tenets, to Learn Patience has guided Angau’s actions the most. He is meticulous in his approach to stacking the odds in his favour; he has the rest of his immortal life to devote to the Wight, so it matters not whether he acts immediately or in due time; measure twice, cut once.
Tier Two Journey
Show extended worship, with one month OOC since achieving Blessed status.
Describe the two most prominent relevant deeds they've done since their last rank up.
The character should keep something on them that represents their Divine personally. (Items, Clothing, etc)
Must create a small shrine to their Divine, and grant it an offering. (Must be an item, check notes at the top of the page.)
Must have at least five instances in their divine log where they have personally done something significant seen favourably by their Divine separate to the event(s) above.
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