Hexenbane

You are a mere digit on the unerring hand of justice. You go where others fear to tread, unyielding and unbroken.

Names

Percival, Felix, Isolde, Wolfram, Aldric, Eira, Oswin, Ivor, Brunhilda, Beatrix

Starting Gear

  • 3d6 Gold Pieces
  • Rations (3 uses)
  • Torch (3 uses)
  • Vestments of the Order (petty)
  • Blessed Tinctures
  • Silver Knife (d6)
  • Crossbow (d8, bulky)

To which order do you belong? Roll 1d6:

   
1 Order of the Crossroads. Take a Pocket Leyfinder. It points to nearby ley lines and other sources of arcane power. If you lose it, the punishment is death.
2 Order of the Bleeding Star. Take a Star-Iron Mace (d8). It shines faintly in darkness, and becomes very hot in the presence of witchcraft.
3 Order of the Glass Sigil. Take a short sword (d8) and chainmail (2 Armor, bulky). You have contacts in most towns (the more rural, the better) willing to provide aid, food, or even weapons.
4 Order of the Blank Eye. Take a Voidglass Shard. Peer through it to see invisible marks, creatures, and other magical effects. Lose the use of your eye for an hour afterwards (you are deprived).
5 Order of Canaas. Once per day you can change into a wolf. Take a Quicksilver Chain. Without it, you are unable to shift back.
6 Order of the Silent Veil. Take a Quell Stone (2 uses) wrapped in burlap. Extinguishes any nearby flames once exposed to air.

What was your vow? Roll 1d6:

   
1 Honesty. Choose a weapon type (blunt, blade, etc). Attacks against you of this type are impaired. If your vow is broken, you lose d4 WIL.
2 Poverty. You carry the Disassemble Spellbook. Only you can use it. If your vow is broken, it explodes (d12 STR damage). Disassemble: Any of your body parts may be detached and reattached at will, without causing pain or damage. You can still control them. Regenerates any torn or defaced pages.
3 Selflessness. You are immune to mind-altering magical effects, such as charm, hatred, frenzy, and so on. If you break this vow, you lose d6 WIL.
4 Mercy. Choose a weapon type (blunt, blade, etc). Attacks with this weapon are enhanced. If your vow is broken, you can never use that weapon type again.
5 Charity. Once per day you can shrug off a Fatigue. If your vow is ever broken, you permanently lose one inventory slot.
6 Valor. The first time you inflict Critical Damage you receive d4 HP, returning to the previous limit at the end of combat. If your vow is broken, you die.