<div class="floatright">(https://i.imgur.com/ZPuLtMd.png)<br/>(https://i.imgur.com/euLwyd2.png)<br/></div><strong>Name:</strong>Caliste, or Cali<br/><strong>Age:</strong>??<br/><strong>Sex:</strong>Female<br/><strong>Sexuality:</strong>Omnisexual<br/><strong>Description:</strong>Fast and nimble, this little faun stands just over 5ft tall. Her skin and fur are as pale as fresh winter snow, except for her lower legs, which are dark and end in goatlike hooves. Her eyes glow iridescent, shimmering from a pink purple to a deep blue. The glyphlike runes marking her body glow in a similar blue. Most of the time her face is hidden behind an ebony mask resembling a wolf or similar creature.<br/>The equipment she currently has was either found, made by her or traded from other denizens of the Anus.<br/><strong>Background:</strong>Caliste used to be an adventurer that like so many others, got drawn in by the glory and splendor of the Anus. She too fell prey to the corrupting nature and was transformed into a unique faunlike fey. That was several years ago. She still has a sense of self, but no longer has any memories of her life before the transformation. As far as she knows, she has always lived there.<br/>Since then, she is also accompanied by a strange shadowy creature named Belphagor, or Belphy for short. The wolflike creatures almos looks to be made out of smokey tentacles, following her around and helping her on her journey. He's also a perv.<br/>Cali lives mostly of the land by herself (and Belphy offcourse), though she is on good terms with several tribes of the upper layer of the Anus. She regularly visits the Faun village to trade for supplies and the occasional R&R.<br/><strong>Likes:</strong>Adventure, Freedom, Hunting for food (and other needs), Exploring the wonders of Gaia,<br/><strong>Dislikes:</strong>Prudes, Those unwilling to adapt to nature, The 3rd layer...you'll understand once you see it for yourself<br/><strong>Player desires:</strong>Lots of fun and interesting encounters. A couple transformations later on.<br/><hr/><strong>Class:</strong>Ranger<strong>Level:</strong>2 (Cleric 1)<br/><strong>Current XP:</strong>0<strong>Needed XP:</strong>9 (level+7)<br/><strong>Stats</strong><br/>Strength: 12 (+0) Constitution: 13 (+1) Dexterity: 16 (+2) Intelligence:  8 (-1) Wisdom: 16 (+2) Charisma:  9 (+0)<br/><strong>Damage:</strong>d8<strong>Armor:</strong><strong>HP:</strong>21<br/><strong>Alignment/Drive:</strong>Chaotic - Free someone from literal or figurative bonds<br/><strong>Race/Origin:</strong>Child of Gaia (Elf)<br/>When you undertake a perilous journey through wilderness, whatever job you take you succeed as if you rolled a 10+.<br/><br/><strong>Bonds:</strong><ul class="bbc_list"><li>_________ is a friend of nature, so I will be their friend as well.</li><li>_________ is unable to see the beauty in Gaia, so I will teach them.</li><li>I promised _________ to guide them through the wild.</li><li>_________ thinks I'm adorable.</li><li>_________ looks like delicious prey. I want them.</li></ul><br/><br/><strong>Gear:</strong><strong>Load:</strong>8/23<br/>Ryuusazai Antler Bow (near, far, 1 weight)<br/>Orb Piercer's Quill (close, precise, 1 weight)<br/>Hunting Mask (1 armor, 1 weight)<br/>bundle of arrows (3 ammo, 1 weight)<br/>Mix of local fruit and berries, some may cause arousal (dungeon rations: 5 uses, 1 weight)<br/>Dried meat (dungeon rations: 5 uses, 1 weight)<br/>Flask of Faun Mead (potent stuff)<br/>adventuring gear (5 uses, 1 weight)<br/><br/><strong>Moves:</strong><br/><strong>Hunt and Track</strong><br/>When you follow a trail of clues left behind by passing creatures, roll+WIS.<br/>✴ On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel.<br/>✴ On a 10+, you also choose 1:<br/>* Gain a useful bit of information about your quarry, the GM will tell you what<br/>* Determine what caused the trail to end<br/><br/><strong>Called Shot</strong><br/>When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.<br/>* Head<br/>✴ 10+: As 7–9, plus your damage<br/>✴ 7-9: They do nothing but stand and drool for a few moments.<br/>* Arms<br/>✴ 10+: As 7-9, plus your damage<br/>✴ 7-9: They drop anything they’re holding.<br/>* Legs<br/>✴ 10+: As 7-9, plus your damage<br/>✴ 7-9: They’re hobbled and slow moving.<br/><br/><strong>Animal Companion: Belphagor 'Belphy', her Shadow</strong><br/>You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to.<br/>Ferocity +2, Cunning +2, 0 Armor, Instinct +1<br/>Keen Senses, Pervy (https://i.imgur.com/ZEy8Pp5.png), Trained to Hunt, Fight Humanoids and Monsters, Frightening<br/><br/><strong>Command</strong><br/>When you work with your animal companion on something it’s trained in<br/>✴ and you attack the same target, add its ferocity to your damage<br/>✴ and you track, add its cunning to your roll<br/>✴ and you take damage, add its armor to your armor<br/>✴ and you discern realities, add its cunning to your roll<br/>✴ and you parley, add its cunning to your roll<br/>✴ and someone interferes with you, add its instinct to their roll<br/><br/><strong>God Amidst the Wastes</strong><br/>Dedicate yourself to a deity. You gain the commune and cast a spell cleric moves. When you select this move, treat yourself as a cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective cleric level by 1.<br/><br/><strong>Commune</strong><br/>When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:<ul class="bbc_list"><li>Lose any spells already granted to you.</li><li>Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.</li><li>Prepare all of your rotes, which never count against your limit.</li></ul><strong>Cast a Spell</strong><br/>When you unleash a spell granted to you by your deity, roll+Wis.<br/>✴ On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again.<br/>✴ On a 7–9, the spell is cast, but choose one:<br/><ul class="bbc_list"><li>You draw unwelcome attention or put yourself in a spot. The GM will tell you how.</li><li>Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.</li><li>After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.</li></ul>Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.<br/><br/><br/><strong>Cleric Spells</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Rotes</div><div class="spoiler_body">Every time you commune, you gain access to all of your rotes without having to select them or count them toward your allotment of spells.<br/><br/><strong>Light</strong><br/>An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.<br/><br/><strong>Sanctify</strong><br/>Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy, the affected substance is purified of any mundane spoilage.<br/><br/><strong>Guidance</strong><br/>The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears. The message is through gesture only; your communication through this spell is severely limited.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">1st Level</div><div class="spoiler_body"><strong>Bless</strong>, Ongoing<br/>Your deity smiles upon a combatant of your choice. They take +1 ongoing so long as battle continues and they stand and fight. While this spell is ongoing you take -1 to cast a spell.<br/><br/><strong>Cure Light Wounds</strong><br/>At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.<br/><br/><strong>Detect Alignment</strong><br/>When you cast this spell choose an alignment: Good, Evil, Lawful, or Chaotic. One of your senses is briefly able to detect that alignment. The GM will tell you what here is of that alignment.<br/><br/><strong>Cause Fear</strong>, Ongoing<br/>Choose a target you can see and a nearby object. The target is afraid of the object so long as you maintain the spell. Their reaction is up to them: flee, panic, beg, fight. While this spell is ongoing you take -1 to cast a spell. You cannot target entities with less than animal intelligence (magical constructs, undead, automatons, and the like).<br/><br/><strong>Magic Weapon</strong>, Ongoing<br/>The weapon you hold while casting does +1d4 damage until you dismiss this spell. While this spell is ongoing you take -1 to cast a spell.<br/><br/><strong>Sanctuary</strong><br/>As you cast this spell, you walk the perimeter of an area, consecrating it to your deity. As long as you stay within that area you are alerted whenever someone acts with malice within the sanctuary (including entering with harmful intent). Anyone who receives healing within a sanctuary heals +1d4 HP.<br/><br/><strong>Speak With Dead</strong><br/>A corpse converses with you briefly. It will answer any three questions you pose to it to the best of the knowledge it had in life and the knowledge it gained in death.<br/></div></div>