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Inquisitor-Advocate Gideon Thornfield



Role: Lead Inquisitor of the Crimson Ledger Guard.

Culture: Tiss

Class: Crimson Ledger guard

Level: 7th

HP: 5

APR (Armor):


Background: House Thornfield has long produced the zealous jurists and enforcers serving the Church of Asmodeus. Gideon acts as both prosecuting magistrate and field commander. Carrying the ceremonial iron Seal of Default, he tracks down oath-breakers, tax-evaders, and illegal pact-makers to ensure the sanctity of Tissian law is upheld to the letter.


Soul-Compass

Drive

Altruistic

Openness

The Faithful Guardian: Relies on proven traditions, ancestral heritage, and faith to protect people.

Conscientiousness

The Duty-Bound Pillar

Strictly obeys honor codes, oaths, or laws to protect the vulnerable.

Extraversion

The Inspiring Crusader: Rallies crowds, leads from the front line, and uses charisma to unite factions.

Agreeableness

The Cynic: Suspicious, blunt, slow to trust strangers, and always looks for ulterior motives.

Emotional Stability

The Cool-Headed Survivor: Unfazed by panic or chaotic battle; makes clear, tactical calls under stress.


Culture Abilities

Pact Magic: You can cast the Lightning Bolt spell three times per day (3x/day), and it renews at sundown. If your character is not loyal to the state and church of Tiss then you lose this ability. 


Lightning Bolt: This is a blue spell packet. You must call out “lightning bolt” when throwing the pack. Deals 2 points of damage and cannot be blocked by shields and ignores armor.


Crossbow Use: Tiss crossbowmen are known and feared throughout the world. You can use a hand crossbow and crossbow (3x/day). If you are a member of the rogue or crossbowman class, you gain +1 crossbow damage. 


Telepathic: You can communicate telepathically with other Tiss as long as you stay loyal to the State and Church of Tiss. In game play this means that you can use your cellphone or a walkie talkie to communicate with another Tiss.


Weapons Trader: Due to the trading power and reach of the Tiss City State, you may now use three weapons of your choice.


Improved Crossbow Use: You do an additional +1 damage when using a hand crossbow or crossbow (for rogues and crossbowmen this increases to +2).


Class Abilities

Armor Allowed:  Level 2 (Medium)

Weapons Allowed: Dagger, Knife, Stick, Club, One handed hammer, Crossbow, and Hand Crossbow.


The Street Audit: You are trained to thoroughly subdue a criminal element before delivering final destruction. Three times per day, when an enemy player, NPC, or monster initiates a physical melee attack against you or an ally within your immediate reach. A successful strike with your Gavel-Hammer and loudly recite "Audit!". Upon the successful strike, the target is instantly disarmed of their primary weapon and must immediately safely drop it to the ground. Furthermore, the sheer bureaucratic weight of your judgment physically staggers them, forcing the target to take three paces directly backward before they can attempt to retrieve their weapon or re-engage in combat. This ability cannot be used against ranged spell packets or projectile attacks. This can be used three times per day (3x day) and can be renewed in a guard station, court house, or holy area dedicated to Asmodeus.


Docket the Accused: You formally open a legal case against a single adversary on the field. Once per encounter, battle, or duel, you can point your Gavel-Hammer at a target and loudly declare "Docketed!" For the next minute, your physical weapon and crossbow strikes deal a +1 damage bonus against that specific individual. If the target is a known Tiss citizen who has betrayed the state, your righteous execution of the law intensifies, increasing this bonus to +2 damage instead.


Inquisitor’s Gaze: Your helmet is enchanted to see through deception. You are immune to "Fear" and "Charm" effects. This only works as long as you are wearing your helm.


Recorded Judgment: You can formally log an enemy into your ledger who stands in active defiance of the state. Once per encounter, battle, or duel, you may record a player, NPC, or monster who is actively acting against the City-State of Tiss, Tissian law, your immediate safety, active contracts, contract law, or the Church of Asmodeus. The next time you encounter this exact character in a future encounter, battle, or event, you gain a permanent +1 Armor Protection Rating (APR) bonus whenever you are actively engaging them. Furthermore, because the ledger of offenders is shared on the telepathic network, other Crimson Ledger Guards will recognize the target's name. Due to the telepathic network other members of the Crimson Ledger Guard also receive this +1 APR bonus against offenders. Recording a target also grants you the mechanical ability to track their current location across the game world. To track them, you may ask a town guard NPC, a game Administrator, or a Loremaster where the target is, and you must be answered truthfully with their general location.


Silence in Court: Two times per day you can call "Silence in Court" (2x day) by striking your weapon against the ground and selecting a target player, NPC, or monster. This target cannot use verbal spell components or "Calls" (like Lightning Bolt or Entangle) until the end of the current, or next, encounter, battle, or duel.


Injunction: As an ordained enforcer of the Lex-Sanctum, your physical strike carries the binding, arresting authority of Asmodeus himself. Twice per day (2x day), upon landing a successful melee strike with your Gavel-Hammer, you can loudly command the target to "Halt and Record!". The target is instantly seized by a mystical, legally binding paralysis and must freeze completely in place. While frozen, the target cannot move their feet, swing a weapon, or cast spells. To break this paralysis, the target must immediately call out their most recent crime or infraction to the best of their ability (e.g., "I stole the dwarven steel!" or "I struck a citizen of Tiss!"). Once their last crime has been called out, the injunction is immediately broken, and they are free to move and attack again. If you or any of your allies strike the frozen target with a weapon or a spell before they finish calling out their crime, the injunction is broken early, releasing them instantly. Players that are immune to Fae Charm or any form of mind control are immune to this ability.


Mandatory Cooperation: Expanding on your Telepathic culture, you can now force a telepathic link onto a non-Tiss. By touching a restrained or willing target, you can "Read Ledger," forcing the player to answer one "Yes" or "No" question truthfully.


Mark of Breach: You may formally point at an offender within the sound of your voice feet and declare them "In Breach!" This forces a telepathic tether between your minds. Until the end of the next, or current, encounter, battle, or duel, if the target tries to physically turn around and run away from you, or attempts to strike any player other than you, they automatically lose 2 HP. This forces the offender to face their judge directly, preventing them from harassing your allies or fleeing the scene.


Asset Freeze: You have mastered the art of systematically seizing the tactical resources of those who dare resist the Tissian peace. Whenever you land a successful melee strike on a target, you may forcefully read their mind through extending the telepathic network and declare "Asset Freeze!" You then name one specific ability or spell ability that the target possesses. That named ability is instantly "frozen" and cannot be activated or cast by the target for the remainder of the encounter, battle, or duel.


By Ink, By Iron, By Blood: This ability has no limit but does have the prerequisite. This is your signature escalation protocol, allowing you to systematically dismantle an offender who refuses to submit to Tissian law. If an opponent marked by your Docketed or Recorded Judgment abilities ignores your commands to surrender, you may telepathically broadcast their non-compliance to the state network and begin issuing formal verbal warnings. Each warning must be delivered clearly during combat (e.g., "First Warning: Submit to the Ledger!"). For each sequential warning ignored, the execution of your sentence grows progressively lethal:

  • By Ink (First Warning Ignored): The offender is officially logged as non-compliant. Your weapon and crossbow strikes against them gain the Knockback attribute, physically blasting them back 5 paces with every successful hit as the weight of the law bears down on them.

  • By Iron (Second Warning Ignored): The offender’s defiance is met with physical suppression. Your successful melee strikes now carry a mangling effect, breaking one of their limbs of your choice (preventing its use) upon contact.

  • By Blood (Third Warning Ignored): The trial is concluded, and a summary execution is ordered. Your very next successful strike against the target deals Double Damage (calculated after subtracting any damage absorbed by the target's Armor Protection Rating). If this strike drops the target to 0 HP, they cannot be healed until the current encounter, battle, or duel is over.

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