Dawnelle Marthal (Black Dawn) 
Name: Black Dawn
True Name: Dawnelle Marthal
Alignment: Miscreant (Evil) with some Aberrant leanings
Hit Points: 35 S.D.C. (Physical): 24
Attributes: I.Q.: 19 (+5% / +2), M.E.: 19 (+2), M.A.: 9, P.S.:
22 (+7), P.P.: 22 (+4), P.E.: 14, P.B. 20 (55%), SPD: 17
Weight: 145 lbs (65.8 kg) Height: 5 ft 8 in (1.72 meters)
Age: 24 Race: Human Sex: Female
Disposition: She likes to appear to be fair and reasonable and
often plays the reason one when discussing with others. In duels she prefers
to make it appear that it is a fair fight although she is quite willing
to cheat to win. Appearances are very important to her. She considers anyone
who is not a noble or someone else of high status to not be worth even
the appearance of honor. While she considers herself to be superior to
her two companions, she allows Sybylle to plan and make decisions due to
the fact that the witch is more cunning. In tactical decisions, Dawn prefers
a more direct approach than the witch although she is not alien to the
use of deception and cunning. She is a loyal servant of Lord Mephisto although
she considers priests to be more important servants of Mephisto than witches.
She carefully watches the knight realizing that he might try and take control.
Still, she gets along with both of her companions and both are her sexual
partners. Still, there is no real love between them. She does not have
a particular love of torture and will most often kill her enemies quickly
unlike the witch or the knight. If she see a need to torture a person to
get information or for another reason, she has no problem with that. As
well, she plans to torture slowly the nobles and adventures that brought
down her family if she has a chance.
O.C.C.: Priestess of Darkness Experience Level: Fourth
(4)
Combat Skill: Hand to Hand; Basic
Attacks per Melee: Five (5)
Kick Attacks: Karate Style (2D4)
Bonuses, Combat: Strike: +4, Parry: +6, Dodge: +6, Damage: +7,
Critical: Natural 20, Roll with Punch or Fall: +3, Pull Punch: +2.
Bonus; Save: Lethal Poison [14] +0 (+2 with Sword), Non-Lethal
Poison [16] +0 (+2 with Sword), Harmful Drugs [15] +0 (+2 with Sword),
Insanity [12] +2, Psionics [12] +3, Magic [12] +2, Horror Factor +4 (+6
with Sword),
Psionics: Major I.S.P.: 50 Level: +1D6+1 I.S.P. Psionic Abilities
Known: Healing: Bio-Regeneration (6), Physical: Mind
Block (4), Sensitive: See Aura (6), Sense Evil (2), Sense Magic
(3), and Telepathy (4)
Special Prayers: Prayer of Strength of the Damned (+6 vs Horror
Factor, +2 saving throws, +10 to turn dead, +1 to spell strength, +4 to
damage, +1 to parry and dodge, and +8% to summon Minions of darkness. Duration:
48 melee, can be attempted twice per day, 40% success), Prayer of Communion
(Can be attempted twice per day, 40% success), Summon the Minions of Darkness
(Can be attempted twice per day, 34% success), Curses (Pox Curse, Fever
Curse, Luck Curse, Minor Curse, and cold, insect attraction, stink, or
spoilage curses. Can be attempted twice per day and can effect up to 4
targets at the same time, 28% success)
Powers for Darkness: Healing Touch (1D6, Once per two melees),
Exorcism: 28%, Remove Curse: 14%, Turn Dead 35%, Penance & Sacrifice,
Animate & Command Dead (Costs 10 P.P.E.) 36%
P.P.E.: 56 Spells: Agony (20), Domination (10)
O. C. C. Skills: Communication: Language: Elven / Dragonese
(+20%) 80%, Language: Eastern (+20%) 80%, Language: Southern [Native] 98%,
Literacy: Elven / Dragonese (+20%) 70%, Physical: Hand to Hand (Basic),
Rogue Skills: Streetwise (+10%) 47%, Science: Mathematics - Basic (+20%)
85% Technical: Lore: Demon and Monsters (+15%) 60%, Lore: Religion
(+20%) 70%, W.P.; Melee: Sword (Strike +2/Parry +2/Throw +1), Wilderness:
Land Navigation (+10%) 35%, Wilderness Survival (+10%) 47%,
O. C. C. Related Skills: Medical: First Aid (+10%) 60%,
Military: Interrogation Techniques (+5%) 45%, Rogue Skills:
Prowl (+5%) 50%, Seduction (+5%) 35%, Technical: History (+10%)
60%, Literacy: Eastern (+10%) 60%, Gobblely [Learned at Fourth Level] (+10%)
55%, Lore: Geomancy & Ley Lines (+10%) 55%, Lore: Magic (+10%) 55%
Secondary Skills: Physical: Athletics (General) Body
Building [Learned at Second Level], W.P.; Melee: Knife (Strike +2/Parry
+2/Throw +2), Shield (Strike +1/Parry +2), Paired weapons (Sword &
Shield), W.P. Missile: Short Bow ( 4 Attacks/ +2 to Strike/ +1 to
Parry).
Background (Noble) Skills: Communication: Dance (+4%)
54%, Language: Western (+4%) 64%, Literacy: Southern (+4%) 54%, Literacy:
Western (+4%) 54%, Horsemanship: Horsemanship General (+5%) 60%,
Military: Heraldry (+4%) 35%.
Appearance:
Dawnelle is slightly taller than average and has a very slim yet muscular
figure. She has slender hips, a narrow waist, slim hips, and long legs.
Her skin is pale Caucasian, She has blue eyes that seem to stare into a
person's soul. She has light blond hair which when worn down goes down
the middle of her back.
She prefers to wear thin and revealing robes when not in armor. Her
favorite suit of armor is a suit of high quality blue plate and chain armor
that is form fitting.
Non-Magical Weapons of Note:
2 Kindjal: Weight: 1.1 lbs (0.5 kg) each. High Quality Human
Construction (+1 Strike, +2 Throw, and +2 Initiative.
Damage: 1D8+2 (1D8 + 9 with Strength)
Short Bow: Weight: 1 lb (0.45 kg). Designed for her strength
to inflict greater damage. Damage: 1D6 (1D6+7 Including Strength) She carries
24 arrows for the short bow.
Magical Weapons of Note:
Holy (Unholy) Bastard Sword: Weight: 4.63 lbs (2.1 kg), Used
One Handed. Virtually Indestructible. High Quality Kobold Construction
(+1 to Strike, +2 Parry, +3 Damage, and +2 Initiative). Weapon is a family
heirloom and is highly decorated.
Special Abilities: Damage Bonus: Weapon inflicts 2D6 additional
Damage (SDC in SDC worlds and MDC in MDC worlds). Magic Bonus: +1 to save
vs Magic (All), +2 to save vs horror factors, +2 to save vs poison and
disease. Monster Slayer: Inflicts normal SDC damage +6 points to human
and mortal foes, but does double damage to supernatural beings and creatures
of magic. It does SDC in SDC worlds and MDC in MDC worlds. Control 6D6
Dead - Similar to "Turn Dead" but instead for duration of 2D4 hours, wielder
has an 80% chance of being able to control the dead.
Damage: 4D6+9 to mortal foes (4D6+16 with strength / Double
damage to Supernatural).
Magical Large Shield: Shield has a red and black checkerboard
design with a rose in the front. This was her families seal. Special Shield
that is of Kobold construction: Has +3 to Parry and +3 to Damage. Enchantments:
Additional Damage, Indestructible, and Thunder Hammer. Damage: 4D6+3 (4D6+10
Including Strength)
Armor of Note:
Magical Plate and Chain Armor: Weight: 1 ounce. Highly Decorated.
Captured in a fight with a female knight. AR: 16 SDC: 300. The armor magically
repairs itself at the rate of 10 SDC per hour. Enchantments: Armor Rating
Enhancement, Magical SDC, Regenerating SDC., and Weightless
Magical Items:
Cloak of Guises: It is a full length cloak that will turn into
any set of clothing limited only in the color. In color, it can only change
through different shades within the same color. Since this one is grey,
it can turn anywhere from black to white.
Magical Bracelet Amulet of Charm: Adds +1 to save vs
magic and psychic attacks.
Magical Necklace: Amulet of Protection vs the Supernatural:
Add +2 to save vs Horror Factor.
Other Equipment: Standard Equipment for OCC
Money: 500,000 gold
Dawnelle Marthal's History:
Dawn was born the daughter of wealthy nobles within the Land of the
South Winds. She was the second child born and the family had a tradition
of having the second child join the church. This is not uncommon in Noble
families in the Land of the South Wind, or in the Palladium World in general.
It is very common in families that the first child inherits, the second
child joins the church, and the third joins the military. Of course in
many families but not all, this is the males and the females are expected
to marry. What made her family different was the god that they served.
They served the being Mephisto. Of course, they did not admit to it openly.
Still, there were many peculiar things going on in the lands ruled by Dawns
parents. The area had a bad reputation and some reported seeing demons
and monsters wandering the lands. As well, people would often disappear
mysteriously. These included both members of the population of the area
rules by Dawn's parents and people wandering through the area.
At the age of ten, she was sent to a secret temple for Mephisto. Over
the years, the neighboring nobles had become more and more nervous. Just
after she entered the temple, the Nobles decided to react. They hired a
group of skilled adventures to investigate what was going on. The adventurers
found out that the Marthel family was worshiping demons and devils. A fight
broke out and Dawns family was driven out. They were tracked down by the
nobles and put on trial in front of the King of the South Wind. The entire
Marthel family were executed with only Dawn surviving. When she found out
what had happen, she vowed revenge. Still, she stayed in the temple until
her studies were done.
When she left the temple, she tracked down one of the nobles which was
involved in the destruction of her family. She tracked down this one because
the person had acquired her family's sword. The weapon had been in the
family for generations and was "Blessed" by Mephisto. With the help of
the dead she animated and servants of Mephisto she summoned, she brought
the keep to the ground and was able to recover he family's unholy sword.
The event made the other nobles nervous and they hired mercenaries and
wizards to find out what had happen. She decided it was time to get out
of the Land of the South Wind before she was caught.
She decided to adventure in the wasteland Old Kingdom and the corrupt
Western Empire. Soon after beginning adventuring, she joined with a witch
known as Black Angel and a knight by the name of Lord Drex. Soon after
joining with them, she encountered a female knight. She decided to challenge
the female knight to a duel and make the fight look like it was fair. The
reality was far different. Before the fight began, she cursed the knight
with a luck curse. This curse causes a person to lose most of their combat
skills and the knight was killed. Dawn acquired her magical armor from
the female knight although she had to have an alchemist modify the armor
for her.
The group had adventured through various areas and has made many enemies.
This even includes rulers within the Western Empire. Several cities and
counties have bounties to capture them. The few bounty hunters who have
caught up with them have been killed mercilessly. There are two reasons,
dead men tell no tales and their deaths should serve as a warning to others
that are following.
[Federation of Magic TM, Adventures on the High Seas TM, and
Woomwood are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[Pallladium Fantasy®, Rifts®, and Nightbane® are registered trademarks owned by Kevin Siembieda and
Palladium Books Inc.]
Image by John Bratton
By Kitsune (E-Mail Kitsune
).
Copyright © 2001, Kitsune. All rights reserved.