Gruzia Pazmany is an elderly Tarushan woman, and is an almost iconic representation of a witch. Her personal history is unknown to any but Manoel himself, but it is clear that she has allied herself with Manoel and his team. Although his other allies (i.e., the other iconic characters) are suspicious of her and disconcerted in her presence, they accept Manoel's recommendation of her. She lives in the Rua de Xavier house, but appears to only rarely emerge from her own quarters.
Her story, as related to Manoel himself, is a tragic one. Brought up in a traveling Tarushan Gypsy caravan, her group included a minor vampire as the leader. She was often fed upon, but not to the point of death (obviously) and was inculcated into the mystic arts by the vampire. She was also abused in every way imaginable, and lived a life of constant terror. When her beloved sister was killed by the vampire, she finally had had enough and made use of her magic to disable and then flee from the group. She was not powerful enough to defeat the vampire, but managed to escape, at least.
Hidden for years in Porto Liure, she was astonished to find that some of her group were in town. Traveling Tarushan gypsies rarely (if ever) voyaged by ship, but for some unknown reason, the vampire had been drawn to Porto Liure and was attempting to set up shop permanently here.
By this point, Gruzia had made Manoel's acquaintance, and the two of them, along with Manoel's "bodyguard" Ottvar, were able to successfully hunt and eliminate the vampire, one of the seminal events that led to the founding of the group of iconics.
Gruzia is elderly, but not as old as she looks. Blasted and withered by her use of sorcery, she has now retreated into an advisory role, for the most part, but she will still occasionally involve herself in events as needed.
Character sheet:
Name: Gruzia Pazmany
Class/Level: Expert 3
Race: Human (Tarushan)
Sex: Female
Height: 5'3"
Weight: 105 lbs.
Hair Color: White
Eye Color: Brown
Skin Color: Pale
STR: 9 (-1)
DEX: 13 (+1)
MND: 14 (+2)
Hit Points: 22
Armor Class: 12 (no armor)
Athletics: +4
Communication: +4
Knowledge: +7
Subterfuge: +4
Survival: +4
Melee To Hit: +2 (+4 using light weapons)
Ranged To Hit: +4
Magic To Hit: +5
Wealth on Hand: 33 gp, 1 sp, 14 cp
Weapons: Dagger 1d6 Damage, 50 ft. if thrown
Pistol 2d6 + 1 damage 300 ft.
Other Equipment: Glass bottle, candle, flask, ink, inkpen, hooded lantern, lock, mirror, flint, torch, peasants outfit, Nameless Cults, Eltdown Shards.
Spells: Mind Grab of Shaggai, Eye of the Mi-Go, Withering Blast of the Lliogor, Cryptic Circle of Itrito, Benevolence of Tinar, Binding of the Poltergeist, Phantasmal Mirage of Gaziyet, Hayaz's Rupturing, Breath of Cthulhu, Eyes of Lucifer, Invocation of Ahm I, Tongue of Cadazzo, Blasphemous Piping of Azathoth, Invocation of Ahm II, Hejaz's Cleansing Touch
Notes: An imp serves as her familier
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