Fiora Cellini

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Name: Fiora Cellini 5’ 9” Brown Hair, Brown Eyes Nation of origin: Vissio Level 3

Attributes: (as rolled: 8, 13, 18, 15, 17, 12) STR: 13 Mod +1 Check 8 Dex: 18 Mod +3 Check 3 Con: 17 Mod +2 Check 4 Wis: 12 Mod +0 Check 9 Int: 15 Mod +1 Check 6 Cha: 16 Mod +2 Check 5 (Note: Cha Raised from 8 to 16 due to Passion Word)

Saving Throws: Hardiness 11 Evasion 10 Spirit 11

Facts: Origin: Vissian merchant family in the city of Venosa Past Career: condottiere mercenary Relationship: Decimus Tullius of The Patrian Empire Goal: Broker a truce between Vissio and the raiding tribes from The Howlers. If that fails, destroy them.

Additional Facts: While working as a mercenary for the Dulimbaian Regency against the Patrian Empire, Fiora was rendered unconscious during a battle and taken prisoner. As is customary with prisoners, she was made a slave and forced to work in the household of a powerful political family.

Loyalty: Fiora is very loyal to anyone or organization she gives her word to. If they betray her or otherwise show they are undeserving of her loyalty, then she will show them the error if their ways.

AC: 3 (from Divine Gift Walk Between the Rain)

Hit points: 20

Experience: 4

Weapons: Type Attribute Attack Bonus Damage Bow Dex +6 1D10+3 Dirk Dex +6 1D6+3 Fray Die: 1D8 Base Attack: +3

Resources: Effort: 3 Influence: 3 Dominion: 1 Wealth: 0

Words: Alacrity, Bow, Passion

Divine Gifts: Alacrity: All Directions As One: (constant) You can navigate vertical or overhanging surfaces as if they were flat ground. You can pass through rough terrain effortlessly. You have an invulnerable defense against being pushed or made to fall.

Walk Between the Rain:(constant) Your natural AC is 3. You cannot be hit by anything not driven by a purpose unless you allow it; falling objects will never strike you unless some will to harm you set them in motion. Traps meant to hit an intruder have a chance to hit you. Armor and shields don't benefit you.

Swifter Than The Sun (On Turn) Commit Effort. Your movement rate is twice as fast as your fastest pursuer or quarry, to a minimum of 60 feet per move action. If chasing quarry that has divine gifts that allow them to outrace pursuers, the participant with more hit dice is faster, with ties resolved by a coin flip.

Bow: Omnipresent Reach:(constant) Your ranged weapons have a maximum range as far as your natural line of sight. Your missile weapons always do at least 1d10 damage and are treated as magical weapons. Even without a bow or gun, you may cast bolts of force or conjured weapons for 1d10 damage. The pistols and rifles of the Bright Republic work for you even in the absence of an etheric node's stabilizing effect.

Bolt of the Invincible Skill: (instant) You always hit an unaware or inanimate target, no matter how small or how far under cover it may be. Optionally, you may Commit Effort to the end of the scene to ensure that your current or next ranged attack does maximum damage and hits on anything but a natural roll of 1.

The Seeking Flight (On Turn) Choose a visible target and Commit Effort to the end of the scene. Your ranged attacks seek them out regardless of range, treat them as AC 9, and completely ignore cover provided there is at least some path for your arrow to reach them.


Passion: Heart of the Lion:(constant) You have an invincible defense against fear and all unwanted emo- tion-affecting effects. You may Commit Effort for the scene as an Instant action to share this immunity with all allies within 100 yards.

Banner of Passion:(action) Commit Effort. All NPCs who are lesser foes within earshot or sight are suffused with a powerful emotion of your choice, directed at the object of your choosing. Worthy foes get a Spirit saving throw each round to throw it off. This emotion will make them act to the limits of their character and will last at least a day after the effort is reclaimed.

Terrifying Mien (Action) Commit Effort to the end of the scene. All NPC foes who can see or hear you, must instantly make a Morale check. Lesser foes roll this at a -2 penalty. Foes that fail this check will usually flee in terror, albeit those without a means of escape might surrender on the spot. This gift can be used against a foe only once per scene, and PCs are immune.


Universal Gifts:

Corona of Fury (Smite) Action Commit Effort to the end of the scene. You hurl a torrent of your Word’s energy at a group of foes, affecting all within a 30-foot radius of a target point within sight of you. Each victim takes a 1d8 die of damage for every two levels you have, rounded up. The fury can selectively spare allies within the area, but the victims then get an appropriate saving throw to resist the effect. You are always immune to the furies of your own bound Words, as are other entities that wield similar powers. Corona of Fury cannot be used two rounds in a row.