Name: Jennifer Keysworth<br/>Description: A petite, slim brunette with brown eyes and a bright smile<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Picture</div><div class="spoiler_body">(http://i.imgur.com/er6wXMu.jpg)</div></div><br/>Goal: Protect Las Vegas and All Those Who Live and Work There<br/>XP: 0<br/>Level: 1<br/><br/>Attributes<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Rolls</div><div class="spoiler_body">89410<br/>Noone or Anyone<br/>2016-06-16 23:42:38   At 2016-06-16 23:42:38, Idlewyld (uid: 53605) rolls: 4d6k3 Result: 15 (https://elliquiy.com/forums/dicebot.php?r=89410)<br/>89409<br/>Noone or Anyone<br/>2016-06-16 23:42:23   At 2016-06-16 23:42:23, Idlewyld (uid: 53605) rolls: 4d6k3 Result: 12 (https://elliquiy.com/forums/dicebot.php?r=89409)<br/>89408<br/>Noone or Anyone<br/>2016-06-16 23:42:10   At 2016-06-16 23:42:10, Idlewyld (uid: 53605) rolls: 4d6k3 Result: 16 (https://elliquiy.com/forums/dicebot.php?r=89408)<br/>89407<br/>Noone or Anyone<br/>2016-06-16 23:41:57   At 2016-06-16 23:41:57, Idlewyld (uid: 53605) rolls: 4d6k3 Result: 11 (https://elliquiy.com/forums/dicebot.php?r=89407)<br/>89406<br/>Noone or Anyone<br/>2016-06-16 23:41:43   At 2016-06-16 23:41:43, Idlewyld (uid: 53605) rolls: 4d6k3 Result: 11 (https://elliquiy.com/forums/dicebot.php?r=89406)<br/>89405<br/>Noone or Anyone<br/>2016-06-16 23:41:26   At 2016-06-16 23:41:26, Idlewyld (uid: 53605) rolls: 4d6k3 Result: 16 (https://elliquiy.com/forums/dicebot.php?r=89405)<br/></div></div><br/>Strength: 11 (+0)(check: 10)<br/>Constitution: 16 (+2)(check: 5)<br/>Dexterity: 15 (+1)(check: 6)<br/>Intelligence: 12 (+0)(check: 9)<br/>Wisdom: 16 (+2)(check: 5)<br/>Charisma: 18 (+3)(check: 3)<br/><br/>Saving Throws<br/>Hardiness Save: (13)<br/>Evasion Save: (14)<br/>Spirit Save: (12)<br/><br/>HP: 10 / 10<br/>AC: 8<br/>Armor Type: Just clothes<br/><br/>Weapons:<br/>Knife (Light)(Dex)(+1)(1d6)<br/>Pistol (1H Ranged)(Dex)(+1)(1d6)<br/><br/>Fray Die: d8<br/><br/>Facts<br/>Origin: Born in Coeur D'Alene, Idaho to alfalfa farmers<br/>Past Career: Cocktail waitress at The Mirage in Las Vegas<br/>Relationship: Maintains strong connections with labor and civic organizations in Las Vegas (Chamber of Commerce, Unions, the Lions Club and the like.)<br/><br/>Resources<br/>Effort:  2/2<br/>Influence: 2/2<br/>Dominion: 0/0/0<br/>Wealth: 0<br/><br/>Words<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Deception</div><div class="spoiler_body">The arts of Deception are those of stealth, illusion, and lies. A masterful trickster is skilled at detecting impositions as well as uttering them, and their miracles may have to do with revealing deceit as well as impressing it on the minds of others. Gifts of stealth and concealment usually apply as long as the hero is avoiding attention and acting discreetly. Violence, loud noises, and directly exposing themselves to <br/>guards or other vigilant sorts risks the loss of concealment.<br/><br/>Heroes with the Deception Word may raise either their Dexterity or Charisma to 16, depending on whether they favor stealth or lies. If either score is already 16 or higher, they may set it to 18 instead.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Journeying</div><div class="spoiler_body">The hero fares far with the Word of Journeying, which concerns itself with long travels and perilous paths. Miracles of Journeying involve swift transportation to a desired place, the sundering of barriers to the hero’s path, and the avoidance of peril while on the road. Other miracles can seal or open existing Night Roads. Note that the gifts of Journeying apply to travel rather than simple movement. Gifts that <br/>speak of travel mean for the hero to be moving from one location to another destination rather than just running around in a single area.<br/><br/>Heroes with the Word of Journeying always know exactly where they are, never lose their way to a known destination, and may treat travel as if it were as restful and nourishing to them as sound sleep and a good meal.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Passion</div><div class="spoiler_body">The Word of Passion commands the heart, filling it with the emotions desired by the Godbound or banishing those feelings that prove troublesome. While these emotions can be overwhelming, the Godbound cannot dictate what the subjects do with them. In this way, Passion inspires personal action in its targets, but does not give the direct control granted by the Word of Command.<br/><br/>Heroes with the Word of Passion are blessed with grace and an understanding of the heart. They may set either their Charisma or Wisdom attribute score to 16, or 18 if the score is already that high.</div></div><br/><br/>Gifts<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Deceiver’s Unblinking Eye</div><div class="spoiler_body"> Deception/Lesser/Constant (1) You can always tell when someone’s trying to lie to you or deceive you. You can see through mortal illusions and disguises. This gift does not <br/>affect other Godbound with the Deception Word.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">A Familiar Face</div><div class="spoiler_body"> Deception/Lesser/Action (1) Commit Effort to blend in with a populace or group. Assuming they’re not actively vigilant for intruders, no one will bother you unless you wish otherwise, and you will intuitively know how to act, speak, and conduct business so as to avoid drawing attention. This blending works even with entities who look nothing like humans.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Know the Path</div><div class="spoiler_body">Journeying/Lesser/Constant (1) You always know the safest and easiest way to go to reach any location that is not kept secret from the world. Those who go with you also count their journeying to be food and sleep, allowing constant travel.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Open the Way</div><div class="spoiler_body">Journeying/Lesser/Action (1) Commit Effort for the scene to create a hole in security, whether it’s a guard suddenly wandering away from his post or a rift appearing in a magical barrier. The hole will allow you and your allies a clear path into or past a place and will last as long as is practical, no less than five minutes. This security hole is not usually large enough to allow unhindered movement within the location, only entry into it.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Infectious Passion</div><div class="spoiler_body">Passion/Greater/Action (2) Commit Effort for the scene to plant a seed of a particular emotional attitude toward a chosen person or topic in a visible target. If that target is affected, they become infectious, spreading that same attitude toward their friends and associates over the course of a single contact. The infection can spread five or six degrees before it loses its magical potency, usually enough to completely overwhelm a village, court, or neighborhood. Lesser foes get no saving throw, but worthy enemies can save versus Spirit to resist. It lasts until the Godbound releases the victims or the emotion becomes blatantly inappropriate.</div></div><br/><br/><br/>