Count Lucar Varmoth (Ryan)
House: Varmoth
Role: Head of House / Envoy
Personality Traits: Head of House; Charismatic and Oddly Charming
Ambition: Prove he’s not an idiot
Drives
Duty: 8
“The future of my house is on my shoulders”
Faith: 5
Justice: 4
Power: 7
“Power is a tool for pleasure”
Truth: 6
“The truth is what I make it”
Skills
Battle: 6
Duelling
Communicate: 7
Charm; Persuasion
Discipline: 4
Move: 7
Pilot (Giant Moths and Other Aircraft)
Understand: 4
Assets
Kindjal
Giant Moth
Shield (Personal)
Talents
BINDING PROMISE
Whether through your demeanor, your reputation, or the method of your persuasion, you have a way of making people reluctant to break faith with you.
When you succeed at a Communicate test to persuade someone to agree to a promise or agreement, you may spend one, two, or three points of Momentum to make that agreement binding. If that person wishes to break the promise, they must spend Threat equal to twice the Momentum you spent.
THE SLOW BLADE
The slow blade pierces the shield. You’re well-versed in the subtle ways of avoiding an opponent’s defenses.
When you make an attack during a duel or a skirmish using a melee weapon, and you buy one or more dice by spending Momentum, you may choose one of the enemy’s assets in the same zone as your attack; you can ignore that asset during your attack.
RAPID MANEUVER
You’re fast, able to cross ground, find the shortest route, and bring your tools to bear quicker than most.
When attempting a skill test to reach a destination quickly when moving on foot or in a vehicle, reduce the Difficulty by 1. In a conflict, when moving an asset, you may move the asset an additional zone for 1 point of Momentum, rather than 2.