Godbound: Fifty-two Pickup Cast Thread
<h1 id="title">Elliquiy Role Playing Forums</h1>
		<h2 id="linktree">Play-By-Post: Bondage, D/s, S&amp;M =&gt; Bondage: Exotic Small Groups =&gt; Topic started by: MadPanda on 16-06-2016, 19:46:28</h2>
		<dl id="posts">
			<dt class="postheader">
				Title: <strong>Godbound: Fifty-two Pickup Cast Thread</strong><br>
				Post by: <strong>MadPanda</strong> on <strong>16-06-2016, 19:46:28</strong>
			</dt>
			<dd class="postbody">
				Behold, the repository for our pantheon!<br><br>And a slightly clunky character sheet.<br><br><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><tt class="bbc_tt">Name:<br>Description:<br>Goal:<br>XP:<br>Level:<br><br><span class="bbc_u">Attributes</span><br>Strength: (score)(modifier)(check: 21-score)<br>Constitution: (score)(modifier)(check: 21-score)<br>Dexterity: (score)(modifier)(check: 21-score)<br>Intelligence: (score)(modifier)(check: 21-score)<br>Wisdom: (score)(modifier)(check: 21-score)<br>Charisma: (score)(modifier)(check: 21-score)<br><br><span class="bbc_u">Saving Throws</span><br>Hardiness Save: (15-better of STR or CON mod)<br>Evasion Save: (15-better of STR or CON mod)<br>Spirit Save: (15-better of STR or CON mod)<br><br>HP: (total) / (current)<br>AC:<br>Armor Type:<br>Weapon1 (type)(attribute)(+level)(damage)<br>Weapon2 (type)(attribute)(+level)(damage)<br>Weapon3 (type)(attribute)(+level)(damage)<br>Fray Die: d8<br><br><span class="bbc_u">Facts</span><br>Origin:<br>Past Career:<br>Relationship:<br><br><span class="bbc_u">Resources</span><br>Effort:&nbsp; (score)/(free)<br>Influence: (score)/(free)<br>Dominion: (score)/(free)/(per month)<br>Wealth: (score)<br><br><span class="bbc_u">Words</span><br>(list)<br><br><span class="bbc_u">Gifts</span><br>(list)(type)(cost)</tt></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Godbound: Fifty-two Pickup Cast Thread</strong><br>
				Post by: <strong>Jefepato</strong> on <strong>17-06-2016, 05:56:52</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Name: Carlos Esperanza<br>Description: Carlos is a tall young man of Hispanic descent, with broad shoulders and a lean, muscular build.&nbsp; He's fairly handsome, with a bright, friendly smile and close-trimmed dark hair.&nbsp; He'd certainly clean up nicely given half a chance, but he doesn't bother very often, and normally sticks with work clothes, like overalls and heavy boots.<br><br>Goal: Ensure that the defenseless are defended.<br>XP: 0<br>Level: 1<br><br>Attributes<br>Strength: 19(+4)(check: 2)<br>Constitution: 16(+2)(check: 5)<br>Dexterity: 18(+3)(check: 3)<br>Intelligence: 13(+1)(check: 8)<br>Wisdom: 13(+1)(check: 8)<br>Charisma: 14(+1)(check: 7)<br><br>Saving Throws<br>Hardiness Save: 11<br>Evasion Save: 12<br>Spirit Save: 14<br><br>HP: 12 / 12<br>AC: 0<br>Armor Type: None (Body of Iron Will)<br>1H Attack (+5, 1d10+4 damage)<br>2H Attack (+5, 1d12+4 damage)<br>Fray Die: d8<br><br>Facts<br>Origin: The grandson of immigrants, both and raised in the south Bronx.<br>Past Career: Experienced roughneck and auto mechanic.<br>Relationship: Stays in touch with fellow survivors of the Central Park disaster.<br><br>Resources<br>Effort:&nbsp; 2/2<br>Influence: 2/2<br>Dominion: 0/0/0 per month<br>Wealth: 0<br><br>Words<br>Artifice<br>Endurance<br>Might<br><br>Gifts:<br>Ten Thousand Tools (Constant) (1 point)<br>Excellence of the Word (Constant) (1 point)<br>Body of Iron Will (Constant) (1 point)<br>Intrinsic Health (Constant) (2 points)<br>Fists of Black Iron (Constant) (1 point)</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Carlos Esperanza was born in the south Bronx, the third of four children.&nbsp; His family got by well enough, better than a lot of their neighbors, although he still often felt like his dreams were just a bit too far out of reach.&nbsp; He often thought he'd like to be an engineer someday, and worked hard in school -- but he never <em>quite</em> made it as an athlete, was bright but couldn't <em>quite</em> manage a full ride anywhere, and when it came to need-based scholarships...the government's notion of how much money the Esperanzas should be able to contribute to their son's education wasn't <em>quite</em> the same as their actual household budget.<br><br>Afraid to rely on student loans in a dubious economy, Carlos dropped out of sports and spent long hours working in a warehouse on weekends and in the summer to help pay for trade school instead.&nbsp; There he did very well, and ever since then, he's been working as an auto mechanic at several different locations in NYC.&nbsp; The pay isn't bad and the work is an interesting challenge, but even when he's not thinking of what might have been, Carlos often finds himself dissatisfied.&nbsp; It always seems like his hours are the first thing cut when a customer negotiates a discount, and he's had several employers hint that he'd make more money if he up-sold customers on work their cars don't need.&nbsp; Mrs. Esperanza didn't raise her son to take advantage of people like that, but the rent is so damn high these days, and he barely finds the time (much less the money) to go out with his friends or on dates anymore...<br><br>Of course, all that seems a lot less important, ever since a week ago.&nbsp; While passing through Central Park, Carlos was one of many New Yorkers to be caught off guard when a number of...things came tearing up through the ground, assaulting humans and scenery alike.&nbsp; Being as panicked as everyone else, it took Carlos a few minutes to realize that something had happened to him; in his terror, he'd already killed two of the monsters, and didn't come to his senses until he found himself lifting the fallen Cleopatra's Needle off several stunned bystanders.<br><br>Ever since then, his day job doesn't seem all that important anymore, and not just because it's become laughably easy.&nbsp; Carlos has been staying in touch with a handful of other survivors from the now-ruined Park who had the presence of mind to exchange contact information.&nbsp; It seems clear enough to him that with his gifts, he ought to be spending his time helping those who can't help themselves, but he's not quite sure where to begin...</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Godbound: Fifty-two Pickup Cast Thread</strong><br>
				Post by: <strong>Knarfy</strong> on <strong>17-06-2016, 06:13:07</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright"><div align="center">(https://s6.postimg.org/dr1o7dtfl/Bunny_Goddess_Bust.png)</div></div><strong>Name:</strong> Sophronia Castillo<br><strong>Description:</strong> Before her apotheosis, Sophonia was a pretty but unremarkable woman. Her features were predominantly Caucasian, but the mexican-american ancestry implied by her name was there if you looked for it. Now, however, she is quite different. When the divine power surged through her body, it left her changed. Where before she was pretty, now she is beautiful, statuesque, and slightly inhuman. She sports large rabbit ears on her head, and a little fluffy tail to match. Her skin is unnaturally perfect, and her hair tumbles down her back in waves of literal gold.<br><strong>Goal:</strong> To become the Most Perfect and Divine Queen of the World, bringing prosperity and happiness to all.<br><strong>XP:</strong> 0<br><strong>Level:</strong> 1<br><tt class="bbc_tt"><br><span class="bbc_u"><strong>Attr&nbsp; Score&nbsp; Mod&nbsp; Check</strong></span><br>Str&nbsp; &nbsp; &nbsp;13&nbsp; &nbsp; +1&nbsp; &nbsp; &nbsp;8<br>Con&nbsp; &nbsp; &nbsp;16&nbsp; &nbsp; +2&nbsp; &nbsp; &nbsp;5<br>Dex&nbsp; &nbsp; &nbsp;15&nbsp; &nbsp; +1&nbsp; &nbsp; &nbsp;6<br>Int&nbsp; &nbsp; &nbsp;14&nbsp; &nbsp; +1&nbsp; &nbsp; &nbsp;7<br>Wis&nbsp; &nbsp; &nbsp;14&nbsp; &nbsp; +1&nbsp; &nbsp; &nbsp;7<br>Cha&nbsp; &nbsp; &nbsp;16&nbsp; &nbsp; +2&nbsp; &nbsp; &nbsp;5<br><br><span class="bbc_u"><strong>Saving Throws</strong></span><br>Hard Sv: 13<br>Evsn Sv: 14<br>Sprt Sv: 13<br><br><span class="bbc_u"><strong>Combat</strong></span><br>Fray&nbsp; : 1d8&nbsp; AC: 8&nbsp; HP: 10/10<br>Effort: 2/2<br>Armor : None <br>Weapon: </tt><br><br><span class="bbc_u"><strong>Facts</strong></span><br><ul class="bbc_list"><li>Born to a middle class American family in central Texas.</li><li>Went to law school, graduated and got a job working for a US representative from one of Los Angeles poorer districts.</li><li>Over the past few years, she has been acting as her bosses 'eyes on the ground' in LA, giving her experience working with the local government and various community organizations .</li></ul><tt class="bbc_tt"><span class="bbc_u"><strong>Resources</strong></span><br>Influence: 2<br>Wealth&nbsp; &nbsp;: 1<br><span class="bbc_u">Dominion</span><br>Free&nbsp; &nbsp; &nbsp;: 0<br>Spent&nbsp; &nbsp; : 0</tt><br><br><span class="bbc_u"><strong>Words</strong></span><br><ul class="bbc_list"><li><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Command</div><div class="spoiler_body">The Word of Command speaks of obedience, leadership and rule. Godbound of Command can compel the submission of others to their will and the acceptance of their rulership, but they cannot touch the hearts of those they command. While enthralled subjects will carry out orders meticulously and rationally, they will not exert their own initiative unless they agree with the Godbound's desires.<br>Heroes with the Command Word may set their Charisma score to 16, or 18 if it’s already 16 or higher. They may communicate with any intelligent creature, understanding them and being understood in turn. Their commands are always correctly understood, though obedience will depend on their eloquence or the use of their gifts.</div></div></li><li><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Luck</div><div class="spoiler_body">Luck is a subtle Word in the main, without many of the blatantly obvious effects of the other domains. Instead, luck simply graces those blessed by its power, ensuring that things somehow work out well for them and very poorly for those who displease them. Luck miracles can be used to rework fate, ensuring that seemingly-random events turn out well or poorly for those targeted by the hero’s attentions.<br>Heroes gifted in the Luck Word may roll 1d20 once a day. At any time during that day, they may replace their own or someone else’s 1d20 roll with the one in reserve. They can only replace a roll once per day.</div></div></li><li><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Wealth</div><div class="spoiler_body">Wealth is the Word not only of gold, but of prosperity of all kinds. Steady pay, full larders, warm clothes, and sturdy roofs are the purview of this Word. Some of its powers interact with the Faction system on page 134, giving blessings or curses to whole cities or nations. Some gifts of Wealth allow the creation of non-magical objects, and a hero can use these powers to create great sums of gold or other precious materials. As a general rule, these gifts can be used to create enough Wealth to accomplish any immediate end desired, but the inflation caused by such a sudden rush of fist-sized jewels will make further artificial Wealth expenditures in the area useless for some time. A hero who operates more slowly, using the gifts to create actual objects of practical use, does not cause this sort of inflation. Such created Wealth is useless for the purposes of exerting Dominion, and cannot be spent for that end.<br>Heroes with the Wealth Word are never short of money, and can always afford anything that costs 1 Wealth or less. They always have sufficient food, drink, and clothing for themselves and their companions, drawing it from nothingness if necessary.</div></div></li><li><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Fertility</div><div class="spoiler_body">Fertility for their lands and children for their families are two of the dearest desires of all common folk, and the Word of Fertility grants such blessings. But what it gives it may also take away, and the miracles of this power can also be used to blight land and curse lineages. Immediate miracles tend to briefly influence desire, sexuality, harvests, and blights, while the gifts of the Word can produce more lasting effects.<br>Heroes with the Fertility Word have perfect control over their reproduction and may set their Constitution score to 16, or 18 if it’s already 16 or higher. They have an invincible defense against wooden weapons or objects, vegetal monsters, and plant-based toxins.</div></div></li></ul><span class="bbc_u"><strong>Gifts</strong></span><br><ul class="bbc_list"><li><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">The Lines of Rule - On Turn</div><div class="spoiler_body">Lesser Command<br>You can spot the true leader in any group or social context. In addition, you may Commit Effort; a group of NPCs who are lesser foes will instinctively obey you as if you were their superior or employer. If the strangeness of this is brought to their attention by circumstances or those unaffected, they get a Spirit saving throw.</div></div></li><li><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">The Soldier's Faithful Heart - Constant </div><div class="spoiler_body">Lesser Command<br>A 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.</div></div></li><li><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Flawless Reproduction - Action</div><div class="spoiler_body">Lesser Wealth<br>Commit Effort and touch a non-magical object or domestic animal no larger than a large wagon. Every minute, a perfect duplicate of the thing appears somewhere near the original until the Effort is reclaimed. This duplicate persists even after the Effort is reclaimed.</div></div></li></ul><br><br>Edit log:<br>6/? - Dropped some gifts and bound the word of fertility<br>6/22 - Traded flawless reproduction for sustain the multitude, changed second and third facts.<br>6/26 - Traded sustain the multitude for flawless reproduction. (sustain the multitude is something I should be able to do with influence most of the time. Also, last change! Character sheet is locked down for mechanics!) &gt;:|
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Godbound: Fifty-two Pickup Cast Thread</strong><br>
				Post by: <strong>Zenkai</strong> on <strong>17-06-2016, 15:51:55</strong>
			</dt>
			<dd class="postbody">
				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 onclick="hideSecond (this);" role="button" class="spoiler_header">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:&nbsp; 2/2<br>Influence: 2/2<br>Dominion: 0/0<br>Wealth: 0<br><br>Words<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">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 onclick="hideSecond (this);" role="button" class="spoiler_header">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 onclick="hideSecond (this);" role="button" class="spoiler_header">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 onclick="hideSecond (this);" role="button" class="spoiler_header">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 onclick="hideSecond (this);" role="button" class="spoiler_header">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 onclick="hideSecond (this);" role="button" class="spoiler_header">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 onclick="hideSecond (this);" role="button" class="spoiler_header">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 onclick="hideSecond (this);" role="button" class="spoiler_header">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 onclick="hideSecond (this);" role="button" class="spoiler_header">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 onclick="hideSecond (this);" role="button" class="spoiler_header">A house in Silverville</div><div class="spoiler_body">(http://daveflynn.photography/wp-content/uploads/2015/04/R0006859.jpg)</div></div>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Godbound: Fifty-two Pickup Cast Thread</strong><br>
				Post by: <strong>Idlewyld</strong> on <strong>17-06-2016, 18:45:32</strong>
			</dt>
			<dd class="postbody">
				Name: Jennifer Keysworth<br>Description: A petite, slim brunette with brown eyes and a bright smile<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">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 onclick="hideSecond (this);" role="button" class="spoiler_header">Rolls</div><div class="spoiler_body">89410<br>Noone or Anyone<br>2016-06-16 23:42:38&nbsp;&nbsp;&nbsp;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&nbsp;&nbsp;&nbsp;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&nbsp;&nbsp;&nbsp;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&nbsp;&nbsp;&nbsp;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&nbsp;&nbsp;&nbsp;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&nbsp;&nbsp;&nbsp;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:&nbsp; 2/2<br>Influence: 2/2<br>Dominion: 0/0/0<br>Wealth: 0<br><br>Words<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">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 onclick="hideSecond (this);" role="button" class="spoiler_header">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 onclick="hideSecond (this);" role="button" class="spoiler_header">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 onclick="hideSecond (this);" role="button" class="spoiler_header">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 onclick="hideSecond (this);" role="button" class="spoiler_header">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 onclick="hideSecond (this);" role="button" class="spoiler_header">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 onclick="hideSecond (this);" role="button" class="spoiler_header">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 onclick="hideSecond (this);" role="button" class="spoiler_header">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>
			</dd>
		</dl>
		<div id="footer" class="smalltext">
			
			<span class="smalltext" style="display: inline; visibility: visible; font-family: Verdana, Arial, sans-serif;"><a href="https://elliquiy.com/forums/index.php?action=credits" title="Simple Machines Forum" target="_blank" class="new_win">SMF 2.0.19</a> |
 <a href="https://www.simplemachines.org/about/smf/license.php" title="License" target="_blank" class="new_win">SMF © 2021</a>, <a href="https://www.simplemachines.org" title="Simple Machines" target="_blank" class="new_win">Simple Machines</a>
			</span>
		</div>