A sword-fighting hobgoblin who left his kind to seek redemption and revenge. He seeks to exact revenge on the deceitful god, Zexton, prevent others from falling into his trap, and take part in a noble effort to preserve life in order to balance a history of murder. Zetico Gabrielli informed him that joining the Fatebound could be his path to righting his wrongs. Zetico knew his sword fighting abilities would be an asset to the Fatebound, and Senuac had convinced him that his goals to preserve life were true. The Fatebound offer Senuac the opportunity to reach his goal of balancing the scales against the anguish he's sown in the past. It will always be difficult for a lone Hobgoblin outside of Hobgoblin territory. Folding into a group like this gives Senuac a place. It is likely he needs them more than they need him. Senuac seeks a means of survival in a world (rightfully) unfriendly towards Hobgoblins, to take part in a noble effort to preserve life in order to find inner peace, and hopefully to enact revenge on Zexton and stop him from causing others the same pain.

Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience for less than the cost of a fancy coffee. Become a member.

Title
the Reborn

Type
PC

Races
Hobgoblin

Age
50

Gender
Male

Pronouns
He/him

Appearance

Body
Average height, but stronger than average build.

Skin
Orange

Ears
Pointed

Hair
Dark Black

Appearance
With a glance at my face weathered with age and scarred with battle one would see eyes set in rage. Upon closer inspection my eyes portray sadness and remorse.

Complications

GM Complication - Complication

Allow the GM to come up with a complication of their choice, based on the current situation.

Vengeful Complication - Flaw Complication

You misinterpret some word or action of a specific character as a slight against you. Even though they haven't actually caused you suffering, you will gain experience if you cause them unnecessary suffering. 

Fatebound Reputation Complication - Reputation Complication

Someone has had a bad experience with the Fatebound in the past, and won’t trust you. 

Your Fatebound Ring malfunctions, teleporting you somewhere undesirable.

Bloodlust Complication - Skill Complication

Your bloodlust goes out of control. You break or harm someone you didn’t intend to.

Deceiver Complication - Skill Complication

Someone, maybe not even the person you lied to, notices your tell. The GM will add disadvantage to deceiver rolls in their presence from now on.

Dual Wielding Complication - Skill Complication

You drop one of your weapons, or it gets stuck in your foe. You’ll need to retrieve it soon!

Juggernaut Complication - Skill Complication

 An enemy exposes a weak point in your armor! You can’t apply your Juggernaut level to your Armor against attacks by enemies that know about the weak point until you get your armor repaired or replaced. 

Swordsman Complication - Skill Complication

You leave a wide opening. The next time you take damage before your next Healing Surge, you take 1 additional damage.

Tactician Complication - Skill Complication

You’ve been outmaneuvered! A new enemy appears.

Deceiver

Deceiver 1 - Skill Power

[Activity] Over the course of 10 minutes, you can adopt one of your disguises. 

[Action] You can imitate any voice that you’ve heard speaking for more than 10 minutes, or any individual sound that you have heard a creature make.

[ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ]

Deceiver 2 - Skill Power

[Passive] You gain an additional disguise. 

[Action] You can throw your voice to make it sound like it is coming from anywhere within a far distance. 

[   ] [   ] [   ] [   ] [   ] [   ] [   ] [   ] [   ] [   ]

Dual Wielding

Dual Wielding 1 - Skill Power

[Attack Modifier] When you make a dual wield strike, you can roll your dual wielding die in addition to your normal roll. If that die is a hit, deal 1 damage. Otherwise, suffer an additional complication, regardless of the primary roll result. 

[Attack Modifier] When you make an attack with one light weapon and block with another in your other hand, gain 1 armor until your next roll. 

[   ] [   ] [   ] [   ] [   ] [   ] [   ] [   ]

Experience

Vengeful Experience - Flaw Experience

You gain experience if you caused unnecessary suffering for a character that has caused you suffering in the past.

Fatebound Reputation Experience - Reputation Experience

You earn Fatebound Reputation experience when you spend a token of empathy, or when you end a conflict, whether it is a brawl between siblings or a war between two nations. 

Bloodlust Experience - Skill Experience

You gain bloodlust experience if you have killed prey that is bigger than you. 

Deceiver Experience - Skill Experience

You gain deceiver experience when you tell a lie, no matter how small, and someone who trusts you believes you.

Dual Wielding Experience - Skill Experience

You gain dual wielding experience when you kill a character wielding a single weapon against you without them damaging you.

Juggernaut Experience - Skill Experience

You gain Juggernaut experience when your Armor reduces damage you would take to 0.

Swordsman Experience - Skill Experience

You gain Swordsman XP when you face or observe someone else using a sword in combat who is your Swordsman level or higher. You can only gain XP this way once per person per week.

Tactician Experience - Skill Experience

You gain Tactician experience when you deal damage to a type of enemy that you have never dealt damage to before, or fight alongside an ally for the first time. 

Fatebound Reputation

Fatebound Reputation 1 - Reputation Power

Your rank is Potential.

[Action] If you take off your Fatebound ring and look through its holes at an image in the sky of the Eternal Instant, you will be instantly transported to that location in Eochora. 

[Action] If you take off the ring and look through its holes at the Eternal Instant from Eochora, you will be instantly transported back to the Eternal Instant.

[   ] [   ] [   ] [   ] [   ] [   ] [   ] [   ]

Juggernaut

Juggernaut 1 - Skill Power

[Attribute] You can add your Juggernaut level to your Armor. 

[Action] You can spend your turn to stand in defense of a character, object, or location. The next time damage that would apply to it applies to you instead. 

[ x ] [ x ] [   ] [   ] [   ] [   ] [   ] [   ]

Swordsman

Swordsman 1 - Skill Power

[Strike] Defensive Assault: You gain +1 armor until the end of your next turn. 

[Strike] Disarm: The target drops an item they are holding. 

[ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ]

Swordsman 2 - Skill Power

[Strike] Cripple: On a success, your target cannot move until your next turn. 

[Strike] Full-Force Attack: On success, deal 1 additional damage.

[Attack Modifier] When you roll an attack using Swordsman equipment, you can deal base damage equal to your Swordsman level. 

[ x ] [ x ] [   ] [   ] [   ] [   ] [   ] [   ] [   ] [   ]

Tactician

Tactician 1 - Skill Power

[Activity] You can spend 10 minutes creating a battle strategy about an upcoming threat you will be facing. All PCs that listen to your plan (including you) earn a number of schemes up to your Tactician level.

[Activity] You can spend 10 minutes observing an NPC. The GM will then tell you the most dangerous thing they are capable of.

[ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [ x ] [   ]

Unorganised

Vengeful - Flaw

Someone or something has wronged you, and though many escape the justice that is due to them, you have vowed to take vengeance upon those who have caused you or those you love undue suffering. Woe be to any that stand in your way.

Additional Rules: Describe, in gory detail, exactly what your PC wants to be the fate of the target of your vengeance.

Experience: You gain experience if you caused unnecessary suffering for a character that has caused you suffering in the past.

Complication: You misinterpret some word or action of a specific character as a slight against you. Even though they haven't actually caused you suffering, you will gain experience if you cause them unnecessary suffering. 

Goblinoid - Lineage Power

[Group Roll Modifier] You have advantage on group rolls. 

[Passive] You can never get sick or suffer from disease. You can eat anything organic for sustenance without problem, regardless of its state.