A flame against the dark - Character Sheets
<h1 id="title">Elliquiy Role Playing Forums</h1>
		<h2 id="linktree">Play-By-Post: Light =&gt; Light: Exotic Small Groups =&gt; Topic started by: Premier on 13-08-2017, 00:17:06</h2>
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				Title: <strong>A flame against the dark - Character Sheets</strong><br>
				Post by: <strong>Premier</strong> on <strong>13-08-2017, 00:17:06</strong>
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				Character sheets go here!
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				Title: <strong>Re: A flame against the dark - Character Sheets</strong><br>
				Post by: <strong>Empyrean</strong> on <strong>13-08-2017, 05:58:11</strong>
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				Name: Imre Soldos<br>Facts: Born the son of a Raktine Confederacy voivode who lost the game of intrigue and power when Imre was nine.<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Survived the fall of his castle and was taken in by a Curse Eater as an apprentice after his parents and family retainers were killed.<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Has joined the loose fraternity of Curse Eaters and monster-hunters that keep Raktia mostly safe. Enjoys considerable respect among the order and the peasantry due to who his mentor was and his own efforts since becoming an archmage himself.<br>&nbsp; &nbsp;Imre traveled Raktia, fighting dangerous monsters and breaking evil curses. In the process, he reclaimed his family's lands and his noble title.<br>&nbsp; &nbsp;Imre has turned his family's ancestral castle into a training academy for Curse Eaters and a training center for a new order of mystical knights. His academy combines all the low magic disciplines (which he's learned) into one unified art, while his knights recruit among peasants and nobles alike to make a new force for a unified Raktia. (4 Dominion)<br>&nbsp; &nbsp;Imre, with Faustina's help, defeated the monster who took his eye and forged a new artifact eye from the creature's remains and other mystical components, including celestial shards from a fragment of Heaven.<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br><br>Strength: 12 (0)<br>Dexterity: 14 (+1)<br>Wisdom: 16&nbsp; (+2)<br>Charisma: 18 (+3)<br>Intelligence: 14 (+1)<br>Constitution: 17 (+2)<br><br>Hardiness: 10<br>Evasion: 11<br>Spirit: 9<br><br>HP: 25<br>AC: 3<br>Fray Dice: 2<br>Effort: 5<br>Influence: 5<br>Wealth: 4<br>Dominion: 10<br><br><br>Words:<br><br>Luck: (Can roll 1d20 once a day and replace my own or someone else's 1d20 roll once per day.)<br><br>Gifts: Unmarred Beneficence, The World Against You, By Chance<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br>Sorcery (Instant ability: can commit Effort for the scene and instantly negate any low magic spell or banish or destroy any low magic construct or summoned entity.)<br><br>Gifts: Adept of the Gate,&nbsp; Perfection of Understanding, Adept of the Way, Adept of the Throne<br><br>Artifice (Can create any non-magical object out of whatever's at hand in a round; daily crafting efforts are equal to 100 laborers per character level)<br><br>Gifts: Hammerhand<br><br>Apotheosis<br><br>Gifts: Receive the Incense of Faith, Sanctify Shrine, Smite the Apostate, Hear Prayer<br><br>Theurgy (The Gate): Trumpet of Far Utterance, The Bright God's Canticle, Seal of Regnal Dominion, Sunder the Lesser Spell<br><br>Theurgy (The Way): Shutting the Dark Way, Sign of Avulsive Banishment, Sunder the Greater Spell<br><br>Theurgy (The Throne): Summon the Black Iron Servitor, Pierce the Veil of Night<br><br>Universal Gifts: Corona of Fury<br><br><br>Weapons: Crossbow (1d10+4)<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Axe (1d10+4)<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Knife (1d10+4)<br><br>All count as magical weapons thanks to Hammerhand<br><br>Artifact: The Unveiled Truth (has Disclose the Flaw, The Omniscient Scholar (costs effort to activate) Prophetic Insight and Look Forward gifts, plus 4 Effort to spend): 16 Dominion<br><br>Before Imre became a Godbound he was a Curse Eater, and Curse Eaters are often required to hunt dangerous monsters. Especially in Raktia. There was one beast however, that was arguably the most dangerous of all. The Dragon of the End Days it was called. A massive beast that no army or Curse Eater could hope to defeat, because it had eyes that could foretell the future. No hunter could sneak up on it, nor could any warrior devise a strategem to defeat it, because it was always three steps ahead. It terrorized Raktia for decades, and there was nothing anyone could do. At one time, Imre's master was among an alliance of Curse Eaters, students of the Black Academies, and soldiers assembled to try and defeat the beast. The battle went poorly. Nearly all the assembled forces were wiped out and Imre lost an eye escaping the monster, who seemed particularly interested in him. Imre lost his master in that battle, and never forgot that.<br><br>A few years later, now a God of Luck, Magic, and Artifice, Imre decided that it was time to settle the old score. But how to defeat a monster that can see every move you make? The question troubled him. Until he met his pantheon-mate Faustina, and her sword that could kill anything. He convinced the wandering assassin turned monster-hunter to aid him and between her warrior skills and his newfound command over Luck and Sorcery, they managed to overcome the unbeatable monster. Imre took its' time-seeing eyes as recompense, and he could build something from it. He could even replace what was taken from him. Maybe even make it better. But he would need things. Important things.&nbsp; then a thought came to him. Vissia was next door. He could have a clockwork eye made. But why settle for mere clockwork? He was a God now. He used his mighty theurgy to open a portal to a shard of Heaven he'd learned of his travels, and he and Faustina traveled there and reclaimed celestial shards. Then, with Faustina's help in fighting various mystical monsters for components, he forged himself a brand new eye: the Unveiled Truth. He even did the surgery himself.<br>
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				Title: <strong>Re: A flame against the dark - Character Sheets</strong><br>
				Post by: <strong>Knarfy</strong> on <strong>13-08-2017, 07:57:07</strong>
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				<div class="floatleft">(https://s6.postimg.org/k6y1ste9t/Earth_Sky_Sword_Purp.png)</div><span style="font-size: 12pt;" class="bbc_size"><span class="bbc_u"><strong>Faustina</strong></span></span><br>Lady of Earth and Sky<br>The Caryatid Killer<br><strong>Facts</strong><br>&nbsp; &nbsp;Faustina was born to a family of Vissian bakers in the port city of Savona.<br>&nbsp; &nbsp;She was taken from her family by the Razors and trained as an assassin.<br>&nbsp; &nbsp;During her bloody career, she became a master of the Lesser Strife of the Bitter Rival.<br>&nbsp; &nbsp;After awakening to her power, she felt an irresistible urge. Following this urge led her to unearth the Horizon's Edge, a blade of terrible power.<br>&nbsp; &nbsp;After leaving the Razors, she traveled to the Raktine Confederacy, where she gained great renown as a monster slayer<br>&nbsp; &nbsp;More recently, Faustina has kept the company of a travelling healer. She learned as she protected, and is now an Archmagus of the Merciful Hand.<br><tt class="bbc_tt"><strong>Attributes</strong><br>Str: 18 +3 (3)<br>Dex: 18 +3 (3)<br>Con: 17 +2 (4)<br>Int: 13 +1 (8)<br>Wis: 14 +1 (7)<br>Cha: 12 +0 (9)<br><br><strong>Saves</strong><br>Hardiness:&nbsp; 9<br>Evasion:&nbsp; &nbsp; 9<br>Spirit:&nbsp; &nbsp; 11<br><br><strong>Other Stats</strong><br>HP: 25<br>AC:&nbsp; 0<br>Fray: 1d8 <br>Effort:&nbsp; &nbsp; 6<br>Influence: 5<br>Wealth:&nbsp; &nbsp; 4</tt><br><span class="bbc_u"><strong>Words &amp; Gifts</strong></span><br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Sky</div><div class="spoiler_body">Heroes with the Sky Word are never harmed by falling, need not breathe, and have an invincible defense against electricity, cold and injurious sounds.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Excellence of Sky (Dexterity)</div><div class="spoiler_body">Constant - Increase Dexterity to 18.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Sapphire Wings</div><div class="spoiler_body">On Turn - Commit Effort. The hero can fly at twice their usual movement rate. If undistracted and able to fly in a straight line, they can reach speeds of up to 100 miles an hour.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Windsinger</div><div class="spoiler_body">Action - Commit Effort. Control weather within a mile, from still air to rainstorms strong enough to knock down fragile structures and make mundane archery impossible, Weather changes occur instantly on use of this gift and last as long as Effort remains committed. When released, the weather rapidly returns to its normal condition.</div></div></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Sword</div><div class="spoiler_body">Heroes with the Sword Word treat all their weapon or unarmed attacks as magical, cannot be disarmed, and can summon any melee weapon they’ve ever used immediately to hand as an Instant action.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Effort of the Sword</div><div class="spoiler_body">Constant - Your maximum Effort increases by one point.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Shattering Hand</div><div class="spoiler_body">On Turn - Commit Effort. Your melee damage rolls and Fray dice are always the maximum possible. You can destroy barriers as thick as five feet of stonework in front of you in one round’s action, smashing them with a blow or as part of your movement action. Magical substances may resist this power.</div></div></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Earth</div><div class="spoiler_body">Increase Strength from 16 to 18.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Obduracy of Stone</div><div class="spoiler_body">Constant - Your natural armor class is 3, and you have an invincible defense against harm by stone, earth, or burial. You need not eat, drink, or breathe. Armor and shields do not improve this base armor class.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Stonespeaker</div><div class="spoiler_body">On Turn - Commit Effort. You can communicate with earth or stone, seeing and perceiving everything it has witnessed at a certain time of your choice. Stones have no thought as humans recognize it, but they can perfectly relay all the sounds and sights that took place in their presence. You must specify a particular time to focus on, however.</div></div></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">The Strife of the Bitter Rival</div><div class="spoiler_body"><strong>Initiate</strong> - When fighting a solitary opponent in single combat, the initiate can roll hit rolls twice and take the better result. <br><strong>Disciple</strong> - When fighting a single opponent, the disciple may automatically succeed at a saving throw against a power their enemy uses once per scene, if a save is allowed.<br><strong>Master</strong> - When fighting a single opponent, the master gains one bonus attack each round as long as no other allies have yet engaged the opponent or aided the master.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Name Their Doom</div><div class="spoiler_body">On Turn - Commit Effort. Choose a single individual within sight as a rival. Until the rival is defeated, flees, or the scene ends, a new rival cannot be chosen, nor can the technique be ended. All hit rolls the adept makes against the rival may be rolled twice, and the better taken. All hit rolls the adept makes against anyone else are rolled twice, and the worst taken. Mobs cannot be selected as rivals.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Excel Their Strokes</div><div class="spoiler_body">On Turn - Commit Effort. While committed, if the rival misses an attack roll in a turn against any target, the adept’s next hit roll against them is automatically successful. Attack rolls that are blocked or negated by a gift don’t count as misses, nor do resisted supernatural powers.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">While They Live</div><div class="spoiler_body">Instant - If the adept is reduced to zero hit points while the rival is still active, the adept may Commit Effort for the day and instantly regain two hit points per level, or a quarter of their hit dice for creatures without levels. This technique can be used only once per scene.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Shed Their Snares</div><div class="spoiler_body">Constant - When the adept Commits Effort to auto-save against a rival's power to defensively dispel one of their supernatural attacks, it may be reclaimed at the end of the scene, rather than the end of the day.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">When They Hide</div><div class="spoiler_body">Constant - The adept is always aware of their rival’s exact location and general activities while the scene is still underway, and may fight them without penalty even while unable to see or detect the rival otherwise.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Fill Their Grave</div><div class="spoiler_body">On Turn - Commit Effort for the day. The adept’s weapon or unarmed attack attempts against the rival gain one bonus attack per round until a round when none of their attacks or hostile powers hit the rival. Attacks blocked by magic, gifts, or successful saving throws still count as a hit for purposes of this technique. If the technique is ended, the adept may trigger the technique again on the next round by committing more Effort for the day. While this art is in effect, they are unable to target attacks, hostile effects, or Fray dice against anyone but their rival, albeit other foes might be caught in area effects.</div></div></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">The Merciful Hand</div><div class="spoiler_body">Prepare up to 8 spells or cast as ritual<br><strong>Apprentice</strong> - 15 minutes<br>The apprentice engages in study of the healing arts and beneficial herbs, with no true magic learned at this level yet. This skill does apply as a useful Fact when performing medical services, however.<br><strong>Adept</strong> - 1 hour<br>The adept knows charms to stabilize the gravely wounded, cure non-lethal diseases, numb pain, alleviate non-crippling symptoms, and magically identify even very esoteric diseases.<br><strong>Master</strong> - 4 hours<br>The charms of the master cure 1d6 points of physical damage to hit points or hit dice, cure even lethal diseases, bring gravely-wounded sorts back onto their feet and functional so long as they’re not further harmed, correct lamed limbs and damaged but essentially-intact organs, and grant blessings to protect infection by mundane diseases.<br><strong>Archmage</strong> - All day<br>The mighty spells of the archmage can cure 2d6 physical damage, cure even magical diseases, regrow missing limbs and body parts, and provide blessings to protect against infection by magical diseases. Even so, there are some dire sicknesses that cannot be cured even by an archmage of the Merciful Hand, particularly those magical biological weapons unleashed by some of the more merciless&nbsp; civilizations that fought in the Last War.<br></div></div><br><span class="bbc_u"><strong>Weapons</strong></span><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">The Horizon's Edge - +7 to hit, 1d10+3 damage</div><div class="spoiler_body">The origin of this enormous curved blade has been completely lost to time, though it's purpose seems readily apparent: To cut. It is shockingly light and well balanced for it's size, belying it's unusual nature. Those capable of unleashing it's true power find it to be terrifyingly potent, capable of cuts so deep as to sever the soul.<br><em>Effort: 4&nbsp; &nbsp; &nbsp; Creation Cost: 20 Dominion</em><br><strong>Divider(Greater Gift):</strong> As an Instant action when successfully damaging a target with this weapon, you may commit Effort for the day to instantly slay the target. Lesser foes drop dead with no save, but worthy foes are allowed a Hardiness saving throw, merely taking additional damage equal to the wielder's level on a success.<br><strong>Emperor of Blades(Greater Gift):</strong> The wielder holds mastery over that which cuts. They may redirect any melee attacks made with edged weapons in their presence, with their attack roll applied against the new target. Worthy foes may only have their attacks redirected if they are attacking the wielder. Attacks can be redirected at any within reach, though a single victim can be targeted by no more than one attack per round this way. Subjects who have bound the Sword word are immune to this power, as are other divinities affiliated with the sword</div></div><br>
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				Title: <strong>Re: A flame against the dark - Character Sheets</strong><br>
				Post by: <strong>CeruleanSerenity</strong> on <strong>13-08-2017, 09:57:16</strong>
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				<span class="bbc_u"><strong>Nadiya Sirvard</strong></span><br><div class="floatright">(https://elliquiy.com/elluiki/images/6/6e/0d48c942f81e9c77ddcf7f599cd85b00.jpg)</div><br><strong>Facts</strong><br><br>-Nadiya was born to a poor family of farmers in the Raktine Confederacy, where she lived a simple but hard life where survival was often a struggle, until her late teens, when monsters destroyed her home and what little she had. She was the sole survivor.<br><br>-She was taken in by an unlikely group - a traveling band of prostitutes and entertainers specializing in erotic arts. They took pity on her plight, and seeing her beauty beneath the dirt, offered her a life working with them; with nothing to lose, she accepted. The first taste of this new life awakened in her a love of comfort and pleasure, and her newly discovered carnal lust surprised everyone with its intensity. She took to her new life like a duck to water, and quickly made a name for herself.<br><br>-By chance, fate, or design, one of her customers was a Seer of the Bright Eye, and she traded her body to him for lessons instead of the usual payment. While she had only a passing interest in magic at first - he was a particularly enjoyable partner, and she merely made the offer to encourage him to keep returning to her bed - she soon found she had a knack for fortune-telling and learned to appreciate what it could offer her. Hardly long at all after her whirlwind apprenticeship of sex and studying had ended, she counted herself an Archmaster of the art... but even one of her talents didn't truly realize what destiny lie in wait for her.<br><br>-Some time after she attained divinity, Nadiya came upon Lyre's Rest, a struggling village not unlike the one she grew up in. But this one, she decided with sudden resolve, wouldn't be doomed to struggle and die. She stayed and aided its awestruck inhabitants, and the humble town quickly grew to a bustling and prosperous city of sensual delights. The city's reputation - and that of its seductive, hedonistic ruling goddess - started to spread.<br><br>-Nadiya lives in an extravagant palace in the center of the city, along with her numerous, utterly devoted servants. The building's beauty dwarfs even the stunning sights of the city around it, just as her servants stand out even among a people known for their physical perfection and sensual beauty, and the palace is filled art and luxuries the likes of which most have never seen. The largest and most impressive room is the goddess' bedchamber in the heart of the palace, which is the site of an endless orgy amidst the silken pillows and blankets where her servants are ready to receive her or her guests at any time.<br><br>-Though her city has no standing army, she has attracted the loyalty of a number of mercenaries and Curse-Eaters through gifts and seduction. These soldiers and heroes protect the goddess and her people from danger, warn her of potential threats, and - on occasion - pass along rumors of treasures that she might fancy, rare beauties and exotic beings that might inflame her insatiable libido, and opportunities to expand her influence.<br><br><strong>Attributes</strong><br>Str: 12 (+0)<br>Dex: 14 (+1)<br>Con: 18 (+3)<br>Int: 12 (+0)<br>Wis: 12 (+0)<br>Cha: 18 (+3)<br><br><strong>Saves</strong><br>Hardiness: 9<br>Evasion: 11<br>Spirit: 9<br><br><strong>Other Stats</strong><br>Level: 4<br>HP: 29<br>AC: 8<br>Fray Dice: 1d8<br>Effort: 5/5<br>Influence: 5<br>Wealth: 4<br><br><span class="bbc_u"><strong>Words &amp; Gifts</strong></span><br><br><strong>Fertility</strong><br>&nbsp; &nbsp; Birth Blessing<br>&nbsp; &nbsp; Unending Abundance<br><br><strong>Health</strong><br>&nbsp; &nbsp; Flesh Made True<br><br><strong>Passion</strong><br>&nbsp; &nbsp; Banner of Passion<br>&nbsp; &nbsp; Snuff the Heart's Candle<br>&nbsp; &nbsp; Heart Like Clay<br><br><strong>Wealth</strong><br>&nbsp; &nbsp; Flawless Reproduction<br><br><span class="bbc_u"><strong>Weapons</strong></span><br><br><strong>Dominion</strong> (8/10 spent)<br><br>-In the goddess' palace is a large, ornate fountain in which she once bathed, blessing it with her divine touch. The endless water that flows from this fountain and into the city beyond is cool and refreshing, always clean and crystal clear no matter what it washes over, seeming to dissolve dirt and impurities into nothing. It tastes faintly sweet when drunk, reinvigorates the mind and body, and serves as a mild aphrodisiac. While it's no miracle potion, it is thanks to this water that the city's long-term inhabitants are invariably healthy and physically fit, blessed with uncommon attractiveness and active libidos to match.<br>(Cost 4; Improbable, Scope 2)<br><br>-Nadiya gifted a large number of her most talented and devoted followers with the tiniest spark of her divinity, imbuing them with physical perfection, lustful stamina, and erotic beauty far beyond any ordinary mortal. These blessed serve as her personal harem and attendants, carrying out her will and serving as her messengers and agents in her lands and abroad when they aren't attending to her more intimate desires.<br>(Cost 4; Impossible, Scope 1)<br><br><strong>Influence</strong> (2/5 in use)<br><br>-The goddess keeps watch over her people in her lands like a lover would for the one in their embrace, using her servants and divine gifts to ensure that they are happy and healthy, their needs are met, and their desires are indulged. Her followers live lives of ease and comfort under her care; food and shelter are abundant, and beauty and pleasure of all kinds fill the city. With her power over fertility, she ensures that pregnancies will only occur when they're wanted, encouraging her followers to enjoy their sexuality freely and without consequences, blessing them with easy labor and healthy offspring when they do wish to bear children. The goddess is almost universally adored, and a frequent and open object of lust, which she is all too happy to encourage. Festivals in her honor are a common event and often the scene of hedonistic excess, a hundred times more so when she attends in person.<br>(Cost 2; Plausible, Scope 1)
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				Title: <strong>Re: A flame against the dark - Character Sheets</strong><br>
				Post by: <strong>Gilgameshian</strong> on <strong>14-08-2017, 02:52:51</strong>
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				Tomas "Eclipse of the Thousand Suns" Illisante<br><br>Facts<br><br>&nbsp; &nbsp;Fact 1: Tomas was born into the service of a lesser noble in the Raktine area serving as a courier and butler to foreign officials.<br>&nbsp; &nbsp;Fact 2: Tomas was a servant, true, but he was also stealing from his former master at every turn to provide a better life for himself and his sister.<br>&nbsp; &nbsp;Fact 3: Tomas began as a small time member of the Thieves Guild in Raktine. He has since moved up in standing.<br>&nbsp; &nbsp;<br>&nbsp; &nbsp;Fact 4: Tomas ascended to his current demigod status and consolidated his power as one of the leading members of the local thieves guild. He began planting the seeds of his own cult quickly as he brought a number of locals thieves into his personal retinue. He was given his regalia armor as a reward by the local guildmaster (who he later killed to assume his position).<br>&nbsp; &nbsp;Fact 5: Tomas usurped his former master's noble position by claiming to be a bastard son and forging evidence proving his "father" to be a corrupt traitor to the lords of the land. Using this new position as cover he has brought in and trained a number of people so that the criminal underworld is now equipped with even more talented conmen, thieves, and assassins than ever before.<br>&nbsp; &nbsp;Fact 6: Tomas, under a different guise, is now revered in quiet circles and secret rituals as the God of Shadows across the province after he undertook a trial that allowed him to empower his chosen followers with his own elusiveness. While his shrines are few and all kept in secret his divine name, Eclipse of the Thousand Suns, is whispered among criminals in prayer before a job or as a curse among the superstitious folk.<br><br>Attributes<br>Str: 9 (0)<br>Dex: 15 -&gt; 16 (+2) (Deception)<br>Con: 11 (0)<br>Int: 13 (+1)<br>Wis: 12 -&gt; 18 (+3) (Excellence Boost)<br>Cha: 16 -&gt; 18 (+3) (Command)<br><br>Saves<br>Hardiness: 12<br>Evasion: 10<br>Spirit: 9<br><br>Other Stats<br>HP: 20<br>AC: 5<br>Fray Dice: 1d8<br>Effort: 5<br>Influence: 5 <br>Wealth: 4<br><br>Words &amp; Gifts<br><br>Command - Boost Charisma, can understand and be understood by all intelligent things, all commands are perfectly understood.<br>&nbsp;&nbsp;&nbsp;<strong>Know the Inner Truth</strong> - Commit Effort for the scene. Understand the true motivations and intentions of any conversational partner, expressed by the GM in a few sentences. Worthy foes get a Spirit saving throw to conceal the truth.<br>&nbsp;&nbsp;&nbsp;<strong>The Soldier's Faithful Heart</strong> - visible creature of equal or fewer hit dice than your level who freely pledges loyalty to you finds their oath totally binding. Only magical coercion can force them to disobey or betray you until you release them from the effect, even with suicidal or unnatural orders. This gift can't affect more than one hundred people per character level in total.<br><br>Deception - Boost Dexterity.<br>&nbsp;&nbsp;&nbsp;<strong>Liar's Flawless Grace</strong> - Your lies can never be detected as such by magic or other special abilities, including those of the Deception Word. Lesser foes will always believe them unless they are completely implausible, emotionally intolerable, or would oblige them to self-harm.<br>&nbsp;&nbsp;&nbsp;<strong>Deceiver's Unblinking Eye </strong>- 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 affect other Godbound with the Deception Word.<br>&nbsp;&nbsp;&nbsp;<strong>A Familiar Face</strong> - 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.<br>&nbsp;&nbsp;&nbsp;<strong>Walking Ghost</strong> - Commit Effort. You cannot be detected by lesser foes unless you attack them or otherwise draw blatant attention, even if you are standing right in front of the NPC. Worthy foes have a chance to notice you with a Spirit save if you go into their presence or they’re actively searching for hidden foes. Attacks and loud actions always draw attention.<br>&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;Excellence of the Word (Wisdom)<br><br>Night - Perfect sight in darkness, does not need to sleep, will not wake sleeping people involuntarily.<br>&nbsp;&nbsp;&nbsp;<strong>Knives of Night </strong>- Commit Effort. You are now able to harden darkness into a weapon with a range of 200 feet. When used to attack, it does 1d10 damage and is treated as a magical weapon. Foes reduced to zero hit points can either be killed, put to sleep, or permanently blinded at your discretion.<br>&nbsp;&nbsp;&nbsp;<strong>Welcoming the Dusk</strong> - Commit Effort. Create darkness around you in any configuration, up to a 30 foot radius. You can see through it, and it can follow you.<br>&nbsp;&nbsp;&nbsp;<strong>A Road of Shadows</strong> - Commit Effort for the scene. Step into one shadow and emerge from the one nearest to the desired destination, provided it’s within a mile. The gift can move you no more than ten miles total in any one hour.<br>&nbsp;&nbsp;&nbsp;<strong>The Darkling Stairs</strong> - You can fly or move along vertical surfaces at your normal movement rate, provided you are surrounded by darkness too deep to tell a white thread from a black one. The power lingers one round after bright light.<br>&nbsp;&nbsp;&nbsp;<br>Apotheosis<br>&nbsp;&nbsp;&nbsp;Sanctify Shrine<br>&nbsp;&nbsp;&nbsp;Smite the Apostate<br>&nbsp;&nbsp;&nbsp;Hear Prayer<br><br>Weapons<br>&nbsp;&nbsp;&nbsp;Knives of Night: +4 to Hit, 1d10 magical damage on hit. Can kill, permanently blind, or induce sleep on foes reduced to 0.<br>&nbsp;&nbsp;&nbsp;Real Knives: +6 to Hit, 1d6 damage on hit.<br>&nbsp;<br>Other Items<br>&nbsp;&nbsp;&nbsp;Regalia Armor (Light): A silver ring on a necklace.<br>&nbsp;<br>Dominion Use<br>&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;The Nightborn: Tomas's elite trained thieves and assassins. Originally just trained to be exceptionally, if only peak human, talented Tomas has deigned to make his own partly divine strike force. They number a hundred strong of assassins and sneaks supernaturally gifted at staying hidden and out of sight to even trained eyes allowing them to get almost anywhere they need to be. They are highly trained in stealing, sneaking, and assassination. Able to hide almost completely in the dark to the point that trained eyes can barely locate them. Able to see near perfectly in the dark. These Nightborn are led by Tomas's younger sister and all Nightborn are bound to Tomas by way of The Soldier's Faithful Heart.<br>&nbsp;&nbsp;&nbsp;Cost: 4 Dominion (4 for the training and the supernatural powers of dark vision and shadow stealth)<br>&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;Illisante Merchants: These merchants are skilled enough tradesmen to turn a profit but that is not their true talent. These merchants are truly spread to gather information from every corner. To that end Tomas has seen to ensure that every merchant, or the better part of his merchants, are exceptionally trained in the arts of deception and spying so that they can gather and filter knowledge and information he can then use to blackmail, steal from, or otherwise put to his own uses.<br>&nbsp;&nbsp;&nbsp;Cost: 2 Dominion (2 for the training in spying/deception)<br>&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;Underworld Domain: Tomas has long been a member of the Raktine Underworld, predominantly through the thieves guild, but he has done so much more. Acting as the God of Shadows he has done far more for the underworld. By training members on the shadier sides of Raktine in their respective arts he has created an underground academy for those who wish to learn how to pickpocket, assassinate, con, and otherwise make a living on the very wrong side of the law. As a result of this and his connections he has no shortage of relatively talented individuals in the criminal world to call upon as needed.<br>&nbsp;&nbsp;&nbsp;Cost: 4 Dominion (4 for the sheer size of the region that this "academy" covers.)<br>&nbsp;&nbsp;&nbsp;<br>Influence Use<br><br>&nbsp;&nbsp;&nbsp;Keeping Tabs: Tomas has spent a good deal of his earnings from his criminal undertakings to make sure the right hands are greased, blackmailed, or otherwise kept out of his business. He knows which officials he can deal with and which ones he needs to circumvent. With a number of spies within various circles he is certain to know at least the most general goings-on of any place within the region. With this kind of pull he is more or less capable of flaunting the law by pulling the right strings should he absolutely need to.<br>&nbsp;&nbsp;&nbsp;Influence Cost: 4 Influence (Region Wide Effect)<br>&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;Local Militia: Tomas has ensured the relative protection of his hometown by using his wealth to hire talented warriors to train and maintain the local forces. While they might not number above a thousand or so they are all well trained and dedicated to protecting their home from perceived threats.<br>&nbsp;&nbsp;&nbsp;Influence Cost: 1 Influence
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			<dt class="postheader">
				Title: <strong>Re: A flame against the dark - Character Sheets</strong><br>
				Post by: <strong>Petrus02</strong> on <strong>14-08-2017, 17:44:30</strong>
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				(https://s-media-cache-ak0.pinimg.com/736x/13/18/8d/13188d955d58c4fa2a6f7d402a3780cc--fantasy-art-men-fantasy-rpg.jpg)<br><br><span class="bbc_u"><strong>Character Name</strong></span><br><br>Hafkar Arak-Mul <br><br>Age: 27<br><br>Appearance: 1,91 m tall, muscled with black hair and pitch black eyes, Hafkar embodies the beauty-ideal of his people. He tends to wear Blue or Red cloths of his people, to put emphasis on his claim to rule.<br><br>Personality: Hafkar is no leader. He may have a certain regal bearing on him, but even that quickly vanishes when he has one of his fits of megalomania. But despite that he is neither truly insane, nor stupid, and might be able to actually attain what his madness drives him to seek. Aside from that he is quite good natured and kind, willing to help, as long as he is treated with the respect he thinks he deserves.<br><br><strong>Facts</strong><br><br>&nbsp; &nbsp;Fact 1 exiled noble of the desert states: Born into the royal family,Hafkar inherited his inhumanly beautiful looks, and his equally inhuman megalomania. He learned the ways of the desert as well as the laws of their people, but always saw himself above those petty affairs even demanding the throne for himself, a deed that quickly saw him out of the shelter of the oasis.<br>&nbsp; &nbsp;Fact 2 a noble's education and training, magically talented, but due to his nature he never received any training in it. He was taught in military tactics and leadership as part of it, but never showed any talent at either.<br>&nbsp; &nbsp;Fact 3 Still sees himself a member of the Oasis People, albeit the first among them. One Day he intends to return to the desert and claiming what he thinks is rightfully his. its just a matter of time... and the wealth and troops he has yet to raise. The oasis states and their ruler fear that day.<br>&nbsp; &nbsp;Fact 4 Found an old tome&nbsp; containing a spell of the gate while wandering around after his exile<br>&nbsp; &nbsp;Fact 5 The expedition on which he found the tome was sponsored by the Vissian Sforza family, a fact he has mixed feelings about, but still: he owes them a debt of gratitude. this connection goes both ways though, as the Sforza have taken interest in him and intend to stay in his good graces by furthering his planes(as far as they know them) as best as they can from time to time.<br>&nbsp; &nbsp;Fact 6 He established his own faction, the Great Caravan of the Sun Prince's Chosen. <br><br><strong>Attributes</strong><br>Str: 15 (+1)<br>Dex:11 (0)<br>Con: 16 (+2)<br>Int: 14 (+1)<br>Wis:15 (+1)<br>Cha: 6(-1)<br><br><strong>Saves</strong><br>Hardiness: 10(Base 12 -2 con)<br>Evasion: 11(Base 12 -1 int)<br>Spirit: 11(base 12 -1wis)<br><br><strong>Other Stats</strong><br>HP:&nbsp; 25/25<br>AC:&nbsp; 3<br>Fray Dice: 1d8<br>Effort:&nbsp; 5/5<br>Influence:&nbsp; 5/5<br>Wealth: 4 <br>A Big caravan(roughly 50.000 people) loaded with drugs and goods from the oasis states, plunder from a minor ruin, the same where he found the tome.<br>2 dominion left to spend<br>(8 Dominion) Blessing of the Sun Prince's chosen: Everyone who worships him, is an acknowledged part of the Caravan and is staying with the caravan is perpetuallly refreshed, and not in the need of eating, drinking, resting or breathing (as untireing inspiration but constant)<br><span class="bbc_u"><strong>Words &amp; Gifts</strong></span><br><br><strong>Sun</strong> (may shed daylight at will up to 200 feet, vision survives even the removal of their eyes, can pierce blindfolds and is never impaired by darkness or mist. Immune to fire)<br><br>&nbsp; Sunlit Sight<br>Commit effort.&nbsp; See, hear and be heard at any place you have been before and that is currently lit by direct sunlight<br><br>&nbsp; Sunstrike<br>Commit effort for the scene. Hit a visible foe for 1d10/lvl or 1d6 if the sun is not in the sky. Otherworldly beings such as angels always take 1d10 and roll twice and take the worst result. smite action, only useable every other round<br><br>&nbsp; Creations First Light<br>Commit effort. Your vision penetrates all non-magical barriers up to the horizon. See through illusions and the true form of Shapeshifters.<br><br><strong>Endurance</strong> (con up to 16, do not need to eat, drink, sleep or breathe)<br><br>&nbsp; &nbsp; Harder than this<br>commit effort. become immune to one particular physical peril or special attack as long as the effort remains committed<br>&nbsp; &nbsp; Undying<br>can only be killed by a word powered or divine effect<br><br>&nbsp; &nbsp; Body of Iron Will<br>AC 3, immune to environmental conditions like heat, cold or even vacuum<br><br><strong>Sorcery</strong><br>&nbsp; &nbsp; Adept of the Way<br>1 Barred Gates of Forbiddance: forbid a subject from entering a certain place as small as a single room or as big as a nation. Worthy foes get a spirit save, no save for lesser foes.<br>2 Ranks of Pale Bone Raise 1d6 hit dice per level. humans 1 hd monsters may have more<br>3 Seal of Regal Dominion Subjugate the will of the subject. Lesser Foes get no save, Worthy foes get a spirit save + another each time a hateful command is received<br>4 Sunder the lesser Spell (found in a Tome)<br><br><strong>Apotheosis</strong><br>&nbsp; &nbsp;Sanctify Shrine<br>&nbsp; &nbsp;Smite the Apostate<br>&nbsp; &nbsp;Hear Prayer<br><br>2 Free points to buy gifts from<br><br><span class="bbc_u"><strong>Weapons</strong></span><br><br>2 handed falcata: +5 for 1d10+1 dmg str based<br>Dagger +5 for 1d6+1 str based dmg<br><br>/// additional information:<br><br>Goal: Short term: secure a base for himself to collect wealth and raise an army<br>Mid Term: Invade the Oasis States<br>Long Term: Conquer the world
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