Name: Irina Volkova (almost done)<br/>Description: A raven haired beauty, wild eyed, slim, graceful, voice husky and primal, with a slavic accent.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Picture</div><div class="spoiler_body">(https://s-media-cache-ak0.pinimg.com/736x/d3/bf/a7/d3bfa77f1f5d581dcc4d967423a17b62.jpg)</div></div><br/>Goal:<br/>XP: 0<br/>Level: 1<br/><br/>Attributes<br/>Strength: 14 (+1)(check: 7)<br/>Constitution: 16 (+2)(check: 5)<br/>Dexterity: 16 (+2)(check: 5)<br/>Intelligence: 13 (+1)(check: 8)<br/>Wisdom: 13 (+1)(check: 8)<br/>Charisma: 16 (+2)(check: 5)<br/><br/>Saving Throws<br/>Hardiness Save: (13)<br/>Evasion Save: (13)<br/>Spirit Save: (13)<br/><br/>HP: 10 / 10<br/>AC: 1<br/>Armor Type: Walk Between the Rain gift<br/><br/>Weapons:<br/>Knife (Dex) +3 1d6+2<br/>Red in Tooth and Claw (Dex) +3 1d10+2<br/>Fray Die: d8<br/><br/>Facts<br/>Origin: The single child of a refugee from far away, father unknown, scorned by the small-town kids. She had to make by on her own and run from them as best she could. She learned early to grit her teeth when running didn't work.<br/>Past Career: To spite them, she became a teacher in the elementary school. Out of necessity, she became charming and her tongue became silvered.<br/>Relationship: The outcasts, the impoverished, the shunned, the insane.<br/><br/>Resources<br/>Effort:  2/2<br/>Influence: 2/2<br/>Dominion: 0/0<br/>Wealth: 0<br/><br/>Words<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Alaricity</div><div class="spoiler_body">The Word of swiftness and impossible grace, Alacrity grants miracles<br/>of haste to the hero who possesses it. Miracles of its power<br/>might involve completing a particular task in but moments, evading<br/>some otherwise-inescapable peril, or responding to an event before<br/>its enactor can even begin. Alacrity is not Journeying, however, and<br/>its movement tends to be restricted to a single particular place or a<br/>short distance rather than swift transit between far-flung locations.<br/>Heroes with the Alacrity Word cannot be surprised. They may increase<br/>their Dexterity to 16, or to 18 if it’s already 16 or higher.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Beasts</div><div class="spoiler_body">The Word of the animal realm, gifts of the Beast may be used on any<br/>natural or magical animal, though not creatures fashioned entirely of<br/>sorcery or impossible artifice. Most creatures of human intelligence<br/>do not qualify as beasts, though some exceptionally primal or savage<br/>entities might be treated as such. Miracles of the Beast Word involve<br/>adopting traits of animals, impressing these traits on others, full or<br/>hybrid shapeshifting, commanding beasts, or calling forth animals.<br/>Some powers grant the user the full or partial shape of an animal,<br/>or allow them to transform another. If used as a curse, the hero may<br/>inflict the animal’s intellect on the target or allow them to retain<br/>their own mind in their new shell. If used as a blessing or a personal<br/>transformation, the original mind is retained, albeit with an instinctive<br/>awareness of how to use the beast’s natural abilities. Shapeshifting<br/>rules are described in detail on page 160. If using a creature's natural<br/>weaponry to attack, small but dangerous creatures use a 1d6 damage<br/>die, wolf- or bear-sized ones use a 1d8 damage die, and larger creatures<br/>use a 1d10 damage die. Thus, transforming mortals into fierce beasts<br/>wouldn't actually improve their prowess, but would only change their<br/>outward appearance and give them the natural locomotion of the<br/>beasts. While the gifts here don't address it, other miracles or gifts<br/>of the Beast Word might be able to grant special abilities or qualities<br/>of an animal's form for additional Effort.<br/>Heroes with the Beast Word can speak to animals. Unintelligent<br/>beasts will always comply with requests that aren't unnatural to them.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Endurance</div><div class="spoiler_body">The Word of Endurance is one of hardiness, determination, and un-<br/>flagging exertion. Its miracles can grant survival even in the face of<br/>certain death, strength when exhaustion would otherwise overwhelm,<br/>and resistance against unwanted sorcery or curses. A Godbound<br/>graced with this Word is fearsomely difficult to harm physically, but<br/>the Word cannot deflect mental or spiritual damage sources or com-<br/>pulsions, like a Knowledge Divine Wrath or a Command compulsion.<br/>As a guide, if it would involve a Spirit save then Endurance can't stop it.<br/>Its miracles can't extend immunities to others unless noted otherwise.<br/>Heroes of Endurance need not eat, sleep, drink, or breathe, and may<br/>set their Constitution score to 16, or 18 if it’s already 16 or higher.</div></div><br/><br/>Gifts<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Walk Between the Rain</div><div class="spoiler_body"> Constant<br/>Your natural AC is 3. You cannot be hit by anything not driven by a<br/>purpose unless you allow it; falling objects will never strike you unless<br/>some will to harm you set them in motion. Traps meant to hit an<br/>intruder have a chance to hit you. Armor and shields don't benefit you.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Swifter Than The Sun</div><div class="spoiler_body"> On Turn<br/>Commit Effort. Your movement rate is twice as fast as your fastest<br/>pursuer or quarry, to a minimum of 60 feet per move action. If chasing<br/>quarry that has divine gifts that allow them to outrace pursuers, the<br/>participant with more hit dice is faster, with ties resolved by a coin flip.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Eyes of the Cat</div><div class="spoiler_body"> Constant<br/>You have supernally-keen senses; you can see in perfect darkness,<br/>hear perfectly any noise within a hundred yards, and track by scent.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Link of Unity</div><div class="spoiler_body"> Constant<br/>You can bond with an animal, linking it as an extension of your spirit<br/>and allowing sense-sharing and communication. It uses its normal<br/>statistics, but its attacks are treated as magical weapons and its hit dice<br/>are twice your level. If it dies, it vanishes, but it can be summoned back<br/>by Committing Effort for the day. It can be teleported to your side for<br/>the same cost. Only one animal can be bound at a time, and humans<br/>bound with Conquer the Beast Within must be normal mortals.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Red in Tooth and Claw</div><div class="spoiler_body"> On Turn<br/>Commit Effort. You have or can instantly manifest natural weaponry<br/>that does 1d10 damage and counts as a magic weapon. Against natural<br/>or magical beasts, these talons or fangs always strike against AC<br/>9 as they effortlessly carve through the hides or scales of these foes.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Amaranth Vitality</div><div class="spoiler_body"> Constant<br/>Every fifteen minutes you heal one lost hit point per three character<br/>levels, rounded up, so long as you are still alive</div></div><br/><br/>Silverville, a small town taken over by oak trees and moonlight. People there give in to their bestial urges; the beasts themselves are larger and with a glimmer of understanding in their eyes. Perhaps it would seem like just another small, inbred community to the casual observer...<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">A house in Silverville</div><div class="spoiler_body">(http://daveflynn.photography/wp-content/uploads/2015/04/R0006859.jpg)</div></div>