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 feet 8 inches (1.72 meters).
Age: 24. Race: Human. Sex: Female.
She likes to appear to be fair and reasonable and often plays the reasonable 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 Demon Thrall 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. Does tend to be a bit of a moderating influence on her companions as well. She is a loyal servant of Lord Mephisto although she considers priests to be more important servants of Mephisto than Demon Thralls / Witches. Does not quite understand what Lord Mephisto sees in Sybylle.
Dawn 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 and realizes that either count betray her at any time.
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 (Mephisto). Experience Level: Fourth (4).
Combat Skill: Hand to Hand; Basic.
Attacks per Melee: Five (5).
Bonuses, Combat: Critical Strike: Natural 20, Bonuses: Strike: +4, Parry: +6, Dodge: +6, Damage: +7, Roll (with Punch, Fall, or Impact): +3, Pull Punch: +2. Kick Attacks: Karate Style (2D4).
Bonus; Save: Lethal Poison  +0 (+2 with Sword), Non-Lethal Poison  +0 (+2 with Sword), Harmful Drugs  +0 (+2 with Sword), Insanity  +2, Psionics  +2 (+3 with Amulet), Magic  +0 (+2 with Sword and Amulet), Horror Factor +2 (+6 with Sword and Amulet).
Psionics Abilities: Major, I.S.P.: 50 +1D6+1 per level of experience.
Healing: Bio-Regeneration (6).
Physical: Mind Block (4).
Sensitive: See Aura (6), Sense Evil (2), Sense Magic (3), and Telepathy (4).
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 (12 melee per level), can be attempted twice per day, 40% success rate (16%+8% per level.)
Prayer of Communion: Has a 60% of warning of potential danger or success. Can be attempted twice per day, 40% success rate (16%+8% per level.)
Summon the Minions of Darkness: Summon three minors of darkness - lesser demons, sub-demons, etc. (One per level of experience.) Can be attempted twice per day, 34% success rate (10%+8% per level.)
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 (1 per level), 28% success rate (10%+6% per level.)
Powers for Priestess of Darkness: Healing Touch (1D6 Hit Points or S.D.C., Once per two melees), Exorcism: 28% (7% per level), Remove Curse: 28% (7% per level), Turn Dead 35% (20%+5% per level), Penance & Sacrifice, Animate & Command Dead (1D4 dead per level / Costs 10 P.P.E.) 36% (9% per level.)
Spells: P.P.E.: 56, +2D4 per level of experience.
Fifth Level Spells: Domination (10).
Seventh Level Spells: Agony (20).
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: Streetwise (+10%) 47%, Science: Mathematics - Basic (+20%) 85%, Scholar / Technical: Lore: Demon and Monsters (+15%) 60%, Lore: Religion (+20%) 70%, W.P.; Melee: Sword (+2 [+6] Strike/ +2 [+8] Parry/ +1 [+4] Throw, Wilderness: Land Navigation (+10%) 45%, Wilderness Survival (+10%) 60%.
O. C. C. Related Skills: Medical: First Aid (+10%) 60%, Military: Interrogation Techniques (+5%) 45%, Rogue Skills: Prowl (+5%) 50%, Seduction (+5%) 35%, Scholar / 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 (+2 [+6] Strike /+2 [+8] Parry / +2 [+6] Throw), Shield (+1 [+5] Strike / +2 [+8] Parry), Paired weapons (Sword & Shield), W.P. Missile: Short Bow ( 4 Attacks/ +2 [+6] to Strike/ +1 [+7] 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%.
Dawnelle is slightly taller than average and has a very slim yet muscular figure. Even so, she is quite feminine in appearance. She has slender hips, a narrow waist, slim hips, and long legs. Her skin color is fairly pale and she has a slim nose, pointing to a northern background. When worn free, her blond hair hairs down to the middle of her back although is fairly wavy. One think that everybody notes is her piercing blue eyes that seem to stare into one’s soul. As far as cosmetics, she usually wears highlights around her eyes, reddens her cheeks, and has bright red lips.
When not in armor, she likes wearing revealing clothing, often thin abbreviated robes, preferring blue because she considers it to accentuated her eyes and hair. As far as armor, the only suit she wears in the set of enchanted plate and chain armor. Blue with gold trim, the armor is form fitting and reveals her figure quite nicely.
Magical Weapons of Note:
Holy (Unholy) Bastard Sword: Weight: 4.63 lbs (2.1 kg), Length: 3.75 feet (1.0 meters), Used One Handed.
Weapon is virtually Indestructible. High Quality Kobold Construction with+1 (+7) to Strike, +2 (+10) Parry, +3 Damage, and +2 Initiative. Weapon is a family heirloom and is highly decorated.
Special Abilities: Damage Bonus: Weapon inflicts 2D6 additional Damage (S.D.C. in S.D.C. worlds and MDC in M.D.C. 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 S.D.C. damage +6 points to human and mortal foes, but does double damage to supernatural beings and creatures of magic. It does S.D.C. in S.D.C. worlds and M.D.C. in M.D.C. 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: Weight: 14 lbs (6.4 kg)
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 (+11) to Parry and +3 to Damage. Enchantments: Additional Damage, Indestructible, and Thunder Hammer. Damage: 4D6+3 (4D6+10 Including Strength).
Non-Magical Weapons of Note:
Two (2) Kindjal: Weight: 1.1 lbs (.5 kg) each. Length: 1.6 feet (0.5 m).
High Quality Human Construction with +1 (+7) Strike, +2 (+8) Throw, and +2 Initiative. Damage: 1D8+2 (1D8 + 9 with Strength).
Short Bow: Weight: 1 lb (0.45 kg).
Designed for her strength (P.S.: 22) to inflict greater damage. Damage: 1D6 (1D6+7 Including Strength) She carries 24 arrows for the short bow.
Armor of Note:
Magical Plate and Chain Armor: A.R. Rating: 16, S.D.C.: 300. Weight: Effectively Weightless.
Highly Decorated. Captured in a fight with a female knight. The armor magically repairs itself at the rate of 10 S.D.C. per hour. Enchantments: Armor Rating Enhancement, Magical SDC, Regenerating SDC., and Weightless.
Amulet of “Charm” Bracelet: Adds +1 to save vs magic and psychic attacks.
Amulet of “Protection” Necklace: Add +2 to save vs Horror Factor.
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.
Clothing: Two (2) sets of traveling clothes, two (2) black traveling robes with hood, two (2) black silk ceremonial robes, leather boots, leather belt.
Containers: Medium purse, backpack, four (4) small sacks, waterskin (one gallon capacity), leather bow case, quiver (24 arrow capacity), sword scabbard, two (2) dagger scabbards.
Field Equipment: Bedroll, sharpening stone, mallet, four (4) wooden spikes, four (4) extra bowstrings, wax for bow, 30 feet (9 m) of rope.
Lighting: Flint and tinderbox, twelve (12) long burning candles (three hour), brass lantern.
Writing Equipment: Notebook (50 pages), twenty-four (24) parchment sheets, four (4) quill pens, 6 oz ink (inside leather protective case), four (4) sticks of graphite.
Provisions: Five (5) weeks trail rations.
Miscellaneous: Makeup and feminine items (Including birth herbs), soap, medical supplies, incense, gold chalice, two (2) holy symbols of Mephisto, small silver mirror.
Horse Tending Equipment: Carried when needed.
Jewelry, Gems, and Valuables: 150,000 gold worth in various coin, 100,000 gold worth in various jewelry, and 250,000 gold worth in various precious gems.
Dawnelle Marthal’s History:
Dawn was born the daughter of wealthy nobles within the Land of the South Winds. While dark rumors swirled around the family, nothing ever was actually proven. There were suggestions of belonging to a secret cult as well as many around them suffering misfortunes of various kinds. People would sometimes just disappear, including both their subjects and travelers going through their lands. If possible, post travels would attempt to avoid their lands. Other rumors included the appearance of demons and monsters in their lands.
As the second born, it was expected from an early age that she would join the church. This had been the tradition for generations. Such traditions are not uncommon in noble families in the Land of the South Wind, or in the Palladium world generally. It is quite common in families that the first child inherits, the second child joins the church, and the third joins the military. In some places there are gender norms where this is mostly expected for the males while the daughters are used as marriage tokens. This depends on the lands that the family inhabits and the families own traditions.
None of this made her family particularly noteworthy. What did however was the god that they actually served. This was the Demon Lord Mephisto. Even in the Land of the South Winds, this is not considered acceptable and the worship of the Demon Lord was kept quite secret with few beyond the family knowing. Of course, they were far from the only noble house in the Land of the South Wind to serve various Demon Lords.
As was expected, Dawn was sent off to join the church. The family had a tradition of sending their chosen child to a temple to learn when they were ten years old. Of course, while most believed that it was a secluded temple to one of the more acceptable gods, it actually was a secret temple to Mephisto. Dawn had long been steeped in the mysteries of the worship of Lord Mephisto long before having been sent.
Over the years, the neighboring nobles had become more and more nervous about what went on in the Marthal family lands. These nobles decided that something should be at what was almost exactly the same time which she entered the temple. They hired a group of skilled individuals who specialized in investigating such things. This group included a number of thieves, a mind mage, and a wizard. It was not long until it was uncovered that the Marthal family was worshiping demons and devils although not exactly who their fealty was towards.
Even so, the group investigating was almost caught before they could report and they had to fight a minor battle to escape with their lives. Soon however, the nobles that hired them were informed and the nobles banded together and a force was sent out. Initially, the family was able to escape but were soon hunted down by the noble families responsible for the investigation.
It was not as if these nobles were innocent either, in large part they were after the Marthal family lands which they hoped could be split between them. Still, virtually the entire Marthal family was put on trial in front of the King of the Land of the South Winds. All of those who found their way in front of the king were found guilty and soon executed. The few that were able to survive, mainly lesser family members but also including Dawn, were declared outlaw and all possessions were stripped from them.
Being in the temple, Dawn did not learn of what occurred until relatively late in the process. Even though she was still quite young, she swore revenge against the families who did this. Of course, she had always been quite smart and knew well that she was not ready. As a result, she stayed in the temple for several years while she completed both her studies and her initiation into the priesthood.
Eventually, she was done with her training and it was time to start her hunt. The first person she hunted down was one considered to be more or less the leader of the ones who had gone after her family and most involved with it. He had also managed to get more of the family lands than any other and held the sword which had been in the family’s hand for generations.
The sword itself was an unholy relic said to be “blessed” by Mephisto himself. Of course this says quite a bit about that noble as well, willing to own such a weapon. A bastard sword, the weapon had been carried by her father before he had been executed. As a result, she was determined to get the weapon back.
With a force of summoned gargoyle mages and animated dead, she besieged the keep of the noble and it was soon razed to the ground, largely through the use of earth magic to destroy the structure. From the ruins of the keep, she recovered her family Sword of Darkness. While many of those in the keep were killed in the collapse of the keep, she took the time to kill the few which survived.
This attack was followed by other nasty incidents to several of the other nobles in the destruction of her family. While lesser in scale than the first attack, her subsequent attacks were always quite well crafted and hard to pin down. The first extraordinary attack and these later attacks made the nobles extremely nervous. As a result, they recruited mercenary forces to help defend them as well as hiring wizards to both defend them and to track down whoever was responsible for the attacks.
Even though she wanted to continue her revenge, she felt it would just be a matter of time before she was caught. While revenge was important, survival has always been important as well. As a result, she decided that the time was right to leave the Land of the South Winds at least for a while. Her plan was that sometime in the future, she would come back to continue her revenge perhaps with some allies.
Her path took her through the wastelands of the Old Kingdom and into the often corrupt lands of the Western Empire. Soon after entering the Western Empire, she met up with a Demon Thrall who goes by the name Dark Angel and an outlawed evil knight named Drex Traymor. Dawn has known from the beginning that she should not entirely trust them and that she should especially make sure that the knight fears her. Still, this has not stopped her from being lovers with them although there is no actual affection between them.
Even though she has never enjoyed torture like her new companions, she still sees destruction as her destiny from Mephisto. Unlike them, she at least prefers to pretend the trappings of nobility. In one case, the group encountered a group which included a female knight. Dawn challenged the knight to single combat and by almost all appearance the duel looked like a fair fight. The reality though, it was quite different. Just as the fight began, she used her abilities to curse the knight with extremely bad luck. Practically falling over her own feet, the female knight was quickly slain. It was the armor fo this knight that Dawn currently wears.
One thing their travels have done is make plenty of enemies. Generally, if you are not a servant of Mephisto, you are considered fair game. While much of their travels have been in the Western Empire, she plans to have them travel back to the Land of the South Wind and deal with a few more of the families who destroyed her own once things cool down just a bit.
Still, they have managed to make quite a number of enemies within the Empire itself. Nobles, merchants, and city councils have all outlawed them and put bounties on their heads. There has been very little luck and they seem to live a charmed existence. Of the few that have managed to catch up with them, they have been killed mercilessly. It has almost always been the weaker groups hunting them who have managed to catch up with them, one might think that they are allowed to catch up with them.
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Image drawn and copyrighted by John Bratton
Writeup by Kitsune (E-Mail Kitsune).
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