The Bloody-handed Beguines

OK, so. My starting characters for the game. I want a religious order, but I'm gonna make them laity rather than ordained to contrast against the nuns they'll encounter.

So, I'm going to make them Beguines. Historically, the Beguines were a phenomenon of Christian women living among the laity, often persecuted, often a bit weird. A folk-religious movement contrasted against the power of the organised church.

From here, I'll lean into that. Make them actively heretical, give them some direct mystical powers from their faith. And, being heretics out in the world, let's give them an criminal undertone. Out on the road, bandits, witch-hunters and worse things are a problem, so let's assume they've learned to defend themselves too. 

So there we go. A band of slightly outcast women wielding stigmata and miracles and knives. They're coming to the island as much to escape from a world that punishes them as to find the legendary wine that might still be there. 

Ragged, sincere, pious and disreputable. It's something to be beginning with as I put some models together.


Beatrice, The Marksman

Made using the body of a female Frostgrave soldier as a base. The arms are sister of battle noviates. One has had the hand cut off and replaced with an open hand from the frostgrave wizards, the other splices parts from a dark eldar splinter rifle onto a filed down sisters of battle autopistol to produce a flintlock. The head is likewise from a dark eldar, with the pipes and tubes filed down.

Background:

The muscle of the Beguines, Beatrice is a bandit who - shot by law enforcement - had a near-death experience where angels told her to find God. So now she's joined our little band, keeping people less sinful than herself safe through her skill with a pistol.

Mechanics:

Speed 3, Might 3, Accuracy 4, Strength 4, Toughness 2, Mind 3.

Pistol: Let's Beatrice shoot with a range of 20 inches.

Duellist: If a fight is a single combat, Beatrice rolls the contest of arms with a d10, not a d6.

Aim: Ignore cover when shooting and freely shoot into melee.

 

Esme, the Holy

A pretty simple model. Made using the body and open hands from a female frostgrave wizard, the hooded head from a male frostgrave wizard and the back-mounted halo from a sisters of battle backpack. And some blood effects.

 

Background:

The leader of the Beguines, whose stigmata gives them their name. A mystic manifesting stigmata, driven by weird visions of the most perfect wine in the world. Performs miracles that divide public oppinion, equally likely to be seen as divine gifts as to  be condemned as witchcraft.

Mechanics:

Speed 3, Might 2, Accuracy 2, Strength 2, Toughness 3, Mind 4

Stigmata: Give an ally advantage to any dice roll at the cost of taking an Injury counter at the end of the action.

Banish: Spend an action driving back supernatural enemies, and all of them within six inches must pass a Mind test or else walk directly away.

Leader: Spend an action to give an ally a free action.


Vera, the Doctor

The body of another female frostgrave wizard, with the arms and hands from a necromunda escher ganger, and her collar extended into a shawl with milliput.

Background:

A peddler in folk-cures and petty alchemy. A dabbler in the medical arts. In a pinch, good with a knife. Administered to Esme after an evening's bloody miracle-working, and got caught up in her retinue. The least pious of the band, but bound to them by friendship.

Mechanics:

Speed 3, Might 4, Accuracy 2, Strength 2, Toughness 3, Mind 4

First Aid: Spend an action to remove all Injury counters from an ally within two inches.

Revive: Spend an action to restore an Incapacitated ally within two inches.

Poison: On injuring an enemy, give them a Poison counter too.


Clara, The Scout

The body and head of a frostgrave female soldier. The knife-wielding arm taken from the dark eldar riders that come with a raider kit, the other from a dark eldar warrior. The other hand snipped off and replaced with the banner from a sisters of battle kit.

Background:

The survivor of a military attack on her home-town, Clara rescued a relic from her locla church and went on the road with it. The relic whispers to her, offering advice when she's in doubt and comfort when she's distressed. With its guidance, the innocent young woman has begun to perform odd miracles of her own.

Mechanics:

Speed 5, Might 2, Accuracy 2, Strength 3, Toughness 3, Mind 3.

Blink: Spend an action to appear next to a friendly model.

Miraculous Intervention: A coincidental bad thing happens to an enemy. A shooting attack that ignores cover and rolls to hit using Mind, not Accuracy.


 

Overall, the team has some ranged attacks from Clara and Beatrice, backed up by Vera and Esme supporting them.  I'm imagining them spending some time backing away from enemies and going pew pew.

Painting-wise, this follows my current normal method. A base-coat of black, then a zenithal spritz of white spray. After this, various washes and contrasts and glazes to bring the bright white back down, giving a drab, earthy tone. It's nothing too exciting, but it'll do.

My phone photography is kinda lacking but it's a start, I'm still learning to take pictures of my models. 

the whole team together

a snippet from their past, encountering some zombies in a cemetary

the zombies closing in!


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