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The Barbarian Witch

Name

Charity Goodkind

Nickname

"The Barbarian Witch"

Sex

Female

Ideology

Occultism

Age

17

Temperament

Deceitful (+1 Deception, -1 Empathy)

Nationality

American

Background

Runaway

Class

Mystic/Rogue


Trigrams: 16 points

Vigor: 1

Vitality: 2

Finesse: 2

Perception: 2

Wisdom: 2

Cunning: 3

Grace: 1

Valor: 3

Martial Skills

Subtle Skills

Civil Skills

Technical Skills

Mystical Skills

Hand to Hand

Rank:

(Vig+Vit): 3

Total:

Stealth

Rank: 3

(Fin+Pe): 4

Total: 8

Bravado

Rank: 2

(Val+Gra): 4

Total: 6

Engineering

Rank:

(Wis+Cun): 5

Total: 5

Internal Alchemy

Rank:

(Vit+Pe): 4

Total: 5

Melee

Rank:

(Vig+Fin): 3

Total:

Sleight of Hand

Rank: 4

(Fin+Gra): 3

Total: 8

Persuasion

Rank:

(Wis+Gra): 3

Total: 3

Craftsmanship

Rank:

(Fin+Wis): 4

Total: 5

Shamanism

Rank: 1

(Wis+Val): 5

Total: 7

Sharpshooting

Rank: 4

(Pe+Fin): 4

Total: 8

Athletics

Rank:

(Vig+Vit): 3

Total: 4

Deception

Rank: 4

(Cun+Gra): 4

Total: 9

Alchemistry

Rank:

(Wis+Pe): 4

Total: 5

Mentalism

Rank:

(Gra+Pe): 3

Total: 4

Explosives

Rank:

(Pe+Val): 4

Total:

Acrobatics

Rank:

(Vig+Fin): 3

Total: 4

Empathy

Rank:

(Pe+Gra): 3

Total: 2

Medicine

Rank:

(Wis+Fin): 4

Total: 4

Sorcery

Rank: 4

(Val+Cun): 6

Total: 11

Evasion

Rank: 4

(Vig+Pe): 3

Total: 7

Awareness

Rank: 2

(Pe+Cun): 4

Total: 7

Law

Rank:

(Wis+Gra): 3

Total: 3

Piloting

Rank:

(Pe+Val): 5

Total: 5

Geomancy

Rank:

(Pe+Wis): 4

Total: 5

Initiative

Rank:

(Val+Fin): 5

Total: 5

Animal Handling

Rank: 4

(Fin+Val): 5

Total: 10

Streetwise

Rank:

(Cun+Gra): 4

Total: 4

Security

Rank:

(Fin+Cun): 5
Total: 5

Breath

Rank:

(Vit+Wis): 4

Total: 5

Fortitude

Rank:

(Val+Vit): 4

Total: 4

Survival

Rank:

(Cun+Vit): 5

Total: 6

Scholarship

Rank:

(Wis+Cun): 5

Total: 5

Resources

Rank:

(Cun+Gra): 4

Total: 4

Fortune

Rank:

(Val+Wis): 5

Total: 6

Languages spoken: English, Chinese.

Languages read: English, Chinese, Latin.

Weaponry:

Weapon

Attack

Damage

Range

Concealment

Notes

Knife

4C

3C

melee

Yes

Not very useful

Peacemakers

10C

8C+7C poison

Medium

Yes

Very loud

Blowgun

11C

7C (poison)

Medium

Yes

Very quiet

Languages Spoken: English, Chinese.

Scripts Read: Latin.

Notable Equipment and Resources:

Peacemakers (10 taels): This pair of .45 caliber revolvers belonged to Charity's father. She stole them when she ran away from home, and they serve as one of her more conventional means of self-defense in the jianghu.

Blowgun (500 cash): For when charity needs to shoot people without raising a racket, she has a small Japanese blowgun, roughly the size of a flute. The darts deal no damage on their own, but can carry a variety of poisons.

Deadly Poison (6 taels): In Charity's possession there is a box. Inside this she keeps an assortment of centipedes, spiders, scorpions, and other venomous creatures, which she feeds to one another. As each predator eats the other, it's own venom gets stronger. When collected – which is super dangerous, by the way – it provides Charity with a powerful neurotoxin that she coats her darts (and sometimes bullets) with. The neurotoxin deals 7C of damage. She's amassed quite a stockpile of it, with two dozen doses on her person.

Horse: His name is Blacky. She stole him, too. Charity loves this horse more than life itself; she not only would kill a man to protect it, but has done so on multiple occasions.

Raven: Like any good witch, Charity has a familiar that does her bidding. She can communicate with it through the Animal Speech talent, though it can be a bit scatterbrained. It's name is Valefor.

Knife(300 cash): Charity has one of those gigantic American hunting knives. She rarely uses it in combat, but it comes in handy for sacrificing chickens and collecting people's blood.

Occult collection: Charity keeps a collection of occult talismans, scrolls, books, effigies, and other odds and ends that aid her in her sorcery.

Money: Charity has three taels of silver on her, plus or minus some pocket change.

Talents:


Evil Eye!

Requirements: Sorcery: 1

The most basic curse; ill luck. Instead of using an effigy, the sorcerer must make contact with the target and pronounce their curse upon them, which requires at least a full round's action. Roll Sorcery against the target's Fortitude. For every success you roll over theirs, the target suffers a -1 penalty to all throws. The curse is fades gradually over time, with 1 penalty point removing every week.

Contagion!

Requirements: Sorcery: 2

This curse inflicts the target with a crippling illness. To inflict the curse, the sorcerer must prepare an effigy using some of the target's own bodily fluids. Roll Sorcery against the target's Fortitude; if successful, the target contracts dysentery, smallpox, typhoid fever, or one of the other prominent illlnesses of the 19th century, developing symptoms over the coming days. Generally, such illnesses leave the target bedridden, possibly dying. Said illness can be cured via a Medicine skill check that exceeds the caster's sorcery check.

Torment!

Requirement: Sorcery 2

You can inflict horrific pain a target, without inflicting any actual damage. Spend a point of Breath, and throw Sorcery against Fortitude on a target within line of sight; if you succeed, your target is stunned for one round, paralyzed with pain and distress. Even if you fail, the target suffers a -2 penalty to all throws for the next round.
This ability is also commonly used for torture and intimidation; when using it as such, add the successes of your sorcery check to your Bravado check.

Steal The Breath!

Requirements: Sorcery 3
You can steal the vital essence from another, replenishing your own. To enact this power, you must be close enough to touch them. Make a Sorcery check, opposed by their Fortitude; for every success you gain over theirs, you gain one point of Breath, and the target loses one point of Breath, up to their current total (thus, even if you scored five successes over your target, if they only had four points of Breath, you could only steal four).

Blood to Blood!

Requirements: Sorcery: 3

By casting this spell, the sorcerer seeks to heal their own wounds by given them to a single target in their line of sight. Spend a point of Breath, and make a Sorcery check opposed by your target's Fortitude; if you are successful, one wound you have suffered disappears from your body and appears on the targets. Thus, if you have been bloodied once and wounded twice, you could transfer one of the wounded conditions with the spell.

If you desire, the sorcerer may injure themselves as part of the spell, so long as they are sufficiently armed. In doing so, they may choose the extent of the wound delivered, including lethal ones. However, this carries risk, as should the spell fail, the sorcerer must bear the wound inflicted.

Dance of the Dead!

Requirements: Sorcery: 4
You can take command of a dead body, directing it like a puppet. Spend a point of Breath and make a sorcery check; the undead puppet's physical skill totals (Evasion, Melee, Fortitude, and so on) are equal to the results. The sorcerer's full attention is consumed by directing the undead creature, and can only take reactive actions while maintaining the spell.
When done with the creature, the Sorcerer must make another sorcery check to dismiss it, with a difficulty equal to the success of the first check. If successful, the body falls inert; if the sorcerer fails, he loses control of the creature, and it runs amok, attacking with primal hatred.
This ability may also be used to take control of an existing undead creature, such as a vampire or another sorcerer's undead minion.

Animal Tongue!

Requirements: Shamanism: 1
You can understand the speech of beasts, birds, and creatures of the sea. By spending a point of Breath, you may communicate with animals for the duration of a scene as easily as you would with humans. Make a Shamanism check; add your successes to all Animal Handling checks for the duration of the scene. It should be noted that no one else can understand the animals you are speaking with, so you may look a little odd.

Rain of a Thousand Bullets!

Requirements Sharpshooting 4

You can take aim and fire at multiple targets simultaneously. By spending a point of Breath, you may make two simultaneous ranged attacks when wielding two single-handed ranged weapons. When using thrown weapons (such as throwing knives or chakrams), you may continue to spend extra points of Breath to throw more than two weapons; thus, you could spend four points of Breath to throw five knives in a single round.
Untrained: No.

Biography: Charity Goodkind was born the daughter of two Pentacostal missionaries from the United States who came to bring the light of Christ's teaching to the heathen Chinese. They were very, very unsuccessful in this.

When she was fourteen, Charity's parents relocated from Oklahoma to China to spread the word of Jesus Christ, along with their daughter and her eight siblings. When she was fifteen, she fled from her parents home, and disappeared into the jianghu. By the time she was sixteen, she had joined a secret society of outlaws and troublemakers.

Questioning her parent's authority quickly led into questioning their religion. She quickly became involved with the Chinese black magic scene, consorting with rogue Taoists, shamans, wise women, and other occult types. She became acquainted with the mythologies and rites of many of the world's religions – from Buddhism and Taoism to Hinduism and Islam – and came to syncrete them together into one ever-evolving religion. Her main concern, however, was not with how she could serve the supernatural, but how it could serve her.

Appearance: Charity stands out quite a bit, with her Western features, pale skin, freckled complexion, and flaming red hair. She typically dresses in all black, but wears Western style clothing. Her foreign-ness can be an asset, but can also be a hindrance when trying to blend in; fortunately, with a bit of makeup, a change of clothes, and a black wig she can disguise herself as a Chinese girl easily enough.

Personality: Charity is extraordinarily stubborn and unfond of admitting wrongness in anything. She brings with her the immaturity of youth, and like many xia, she is quick-tempered,and quick to intervene in the affairs of others. She can also be quite sly, and uses her status as a foreigner as to get out of (and into) trouble that she might not otherwise be able to: She has been known to pose as the lost daughter of foreign dignitaries and the like.

Playstyle: Charity is an expert in all manner of unwholesome magic, much of which can be used to maim or cripple foes. While she has relatively low Fortitude and Breath, she is capable of draining life force from her foes via Steal the Breath and Blood to Blood, allowing her to be somewhat reckless with receiving injury and expending energy. She is quite crafty and sly, and some of her curses require her to obtain a sample of blood or hair from a target before they can be afflicted. Like all Americans, Charity is highly proficient when it comes to horseback riding and the use of firearms.

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