[PC] Theris - Daggerheart

THERIS: THE ANCHOR


Character Overview

  • Name: Theris

  • Pronouns: She/Her

  • Level / Tier: Level 1 / Tier 1

  • Class: Guardian

  • Subclass: Stalwart

  • Domains: Valor, Blade

  • Ancestry: Dwarf + Earthkin

  • Community: Orderborne

Core Statistics & Traits

  • Evasion: 8

  • Armor: 4 (Base Armor Score: 4, Base Thresholds: 9 / 17)

  • Proficiency: +1

  • Hit Points (HP): 7 (Thresholds: Minor 9, Major 17, Severe)

  • Stress: 6 Slots max

  • Hope: 6 Slots max

Traits

  • Agility: +1 (Sprint, Leap, Maneuver)

  • Strength: +2 (Lift, Smash, Grapple)

  • Finesse: -1 (Control, Hide, Tinker)

  • Instinct: +0 (Perceive, Sense, Navigate)

  • Presence: +1 (Charm, Perform, Deceive)

  • Knowledge: +0 (Recall, Analyze, Comprehend)

Features & Traits

Heritage Features

  • Stoneskin (Earthkin): Gain a permanent +1 bonus to your Armor Score and damage thresholds at character creation.

  • Increased Fortitude (Dwarf): Spend 3 Hope to halve incoming physical damage.

  • Dedicated (Orderborne): Record three sayings or values your upbringing instilled in you. Once per rest, when you describe how you're embodying one of these principles through your current action, you can roll a d20 as your Hope Die.

    • Orderborne Sayings: Don't leave your people behind, Never waste good salvage, Get paid for the risk you take.

Class & Subclass Features

  • Unstoppable (Class Feature): Once per long rest, you can become Unstoppable. You gain an Unstoppable Die (starts as a d4 at level 1). After you make a damage roll that deals 1 or more Hit Points to a target, increase the Unstoppable Die value by one. When the die's value would exceed its maximum value or when the scene ends, remove the die and drop out of Unstoppable.

    • While Unstoppable: Reduce the severity of physical damage by one threshold (Severe to Major, Major to Minor, Minor to None), add the current value of the Unstoppable Die to your damage roll, and you can't be Restrained or Vulnerable.

  • Unwavering (Stalwart Foundation): Gain a permanent +1 bonus to your damage thresholds.

  • Iron Will (Stalwart Foundation): When you take physical damage, you can mark an additional Armor Slot to reduce the severity.

Experiences & Hope Features

  • Remnant Hunter: +2

  • Scrap Broker: +2

  • Frontline Tank: Spend 3 Hope to clear 2 Armor Slots.

Equipment & Inventory

Weapons & Armor

  • Ikonis Weapon (Large Shield-Basher (Massive salvaged shield reinforced with old-world technology): Trait: Strength / Range: Melee / Damage: d12+1
  • Chainmail Armor: Armor Score: 4, Base Thresholds: 9 / 17

    • Feature: Heavy: -1 to Evasion

Inventory & Wealth

  • Items: Torch, Rope (50 ft), Basic supplies, Augment: Deny, Augment: Guard

  • Gold: 0 Chests, 0 Bags, 1 Handful, 0 Coins, 0 Stashed

Domain Cards

  • Forceful Push (Level 1, Valor / Ability)

    • Recall Cost: 0

    • Status: In Loadout

    • Effects: Make an attack with your primary weapon against a target within Melee range. On a success, you deal damage and knock them back to Close range. On a success with Hope, add a d6 to your damage roll. Additionally, you can spend a Hope to make them temporarily Vulnerable.

  • I Am Your Shield (Level 1, Valor / Ability)

    • Recall Cost: 1

    • Status: In Loadout

    • Effects: When an ally within Very Close range would take damage, you can mark a Stress to stand in the way and make yourself the target of the attack instead. When you take damage from this attack, you can mark any number of Armor Slots.


Attributes & Resources

  • Stats: Evasion 9 | HP 7 | Stress 6 | Hope 2 / 6

Experiences (+2 Modifier)

  • Assigned via crew creation parameters.

Class & Subclass Features

  • Stoneskin & Increased Fortitude (Earthkin): Permanent +1 bonus to Armor Score and damage thresholds; spend 3 Hope to halve incoming physical damage.

  • Unstoppable: Once per long rest, gain an Unstoppable die (d4). Reduces physical damage severity by one threshold, adds die value to damage, and prevents Restrained/Vulnerable conditions.

  • Guardian's Hope / Frontline Tank: Spend 3 Hope to clear 2 Armor Slots.

  • Unwavering & Iron Will (Stalwart Subclass): +1 to damage thresholds; mark additional Armor Slots when taking physical damage to reduce severity.

Domain Loadout

  • Forceful Push (Valor): Attack an enemy to knock them back to Close, with an option to spend Hope to make them temporarily Vulnerable.

  • I Am Your Shield (Valor): Mark Stress to intercept an attack directed at an ally within Very Close range.

  • Whirlwind (Blade): Sweep surrounding space to control the immediate combat zone around the squad.

Ikonis & Augments

  • Form: Large Shield-Basher (Massive salvaged shield reinforced with old-world technology).

  • Range & Stats: Melee | Physical Damage.

  • Installed Augments:

    • Guard (+1 Armor Score).

    • Deny (Pending exact Motherboard module text verification).

Core Identity & Background

  • Primary Role: Frontline Defender & Controller (Damage mitigation, protection, crew boss)

  • Personality: Direct, responsible, practical, and deeply protective. Theris runs the salvage business, deals with Joey, and anchors the frontline so the backline crew can operate safely.  

  • Background & Motivations: Theris never intended to lead, but she stepped into the role because Salvation needed someone willing to organize crews, evaluate jobs, and handle tough decisions. She manages the crew's operations, coordinates business with the market broker Joey, and stands between incoming threats and her teammates.

Background and Connection Questions

What made you decide that being responsible for other people was something you could not walk away from?

"I don't remember deciding.

That's the irritating part.

Someone needed to make the call, so I made it.

Someone needed to know which job was worth taking, so I learned.

Someone needed to negotiate with the buyer, so I did that too.

Then someone got hurt.

So I learned how to get people home.

After a while, people started looking at me whenever something went wrong.

I suppose that's when I became the boss.

Not when I wanted the job.

When everyone else decided I already had it."

This follows the established Theris history almost exactly in spirit: she didn't set out to become a crew leader, she became one because somebody had to organize the work and take responsibility when things went wrong.

Connection

Theris asks Yosef:
"You spend a lot of time watching everyone else. Who watches you?"

Yosef:

"Nobody, usually."

Theris: "That's not an answer."

"It's the answer."

Theris: "You keep track of where everyone is. You notice when Elorin forgets something. You notice when Shinjo gets distracted. You notice when I'm taking too many hits."

"Yes."

Theris: "So who's watching you?"

A pause.

"Apparently you are."

Theris: "Good. Then we're covered."





 

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