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Death's Children:Miach Pierce
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Link to [[Death's_Children]] == Character Introduction == [[File:Miach Pearce.jpg]] ''"I am a servant of the Grand Court of Justice. In the name of the absent Made God Uran, I make this judgement."'' == Advancement Tracker == Level: 2 <br> Effort: 3 <br> Influence: 3 <br> XP: 4 <br> Dominion: 3 earned/2 spent <br> == Facts == Middle Caste Bachelor <br> Recorder of Law and Judgements <br> Employee of the Grand Court of Justice <br> Defender of Orthodoxy <br> == Attributes == Strength 10 (+0) [Check: 11+] <br> Dexterity 13 (+1) [Check: 8+] <br> Constitution 16 (+2) [Check: 5+] <br> Intelligence 16 (+2) [Check: 5+] <br> Wisdom 16 (+2) [Check: 5+] <br> Charisma 13 (+1) [Check: 8+] <br> == Conflict Stats == Hardiness 12+ <br> Evasion 12+ <br> Spirit 12+ <br> HP: 15 <br> AC: 2 <br> Attack: Scythe Hand +4 [Damage 1d10+2] <br> == Words & Gifts == '''Death''' <br> Heroes with the Death Word may command undead in their presence as an action, ordering up to one Mob of any size. Greater undead get a Spirit saving throw to resist, and cannot be commanded to self-destruct. As an On Turn action, they also know the details of what, where, and how anything died or is dying within 100 feet of them. ''Keeper of the Grave''s (On Turn) - You learn exactly where every corpse, undead or fragment of remains are within 200 feet and their identity in life. You can tell exactly how they died as if you had observed their death personally. If you Commit Effort you have an invincible defense against lesser undead. ''Scythe Hand'' (On Turn) - Commit Effort. There is death in your gaze or your blade, which you may use as a magic weapon. It has a 1d10 damage die and a 200 foot range. This attack always does at least 1 point of damage against living creatures or undead, even if the hit roll misses. ''Withholding the Mercy'' (Constant) - Those reduced to zero hit dice or hit points within 200 feet of you automatically stabilize or die as your wish. If you desire it, willing living creatures at zero HD or hit points around you may continue to act for as many rounds as you have levels before they unavoidably fall dead. '''Health''' <br> Heroes with the Health Word have an invincible defense against diseases and poisons, and can diagnose them instantly. They may set their Constitution to 16, or to 18 if itβs already 16 or higher. ''Flesh Made True'' (Action) - You are able to cure a target's maimings, blindings, poisons, mutilations, and birth defects by sight once per round. This does not heal hit point damage, but it can restore lost limbs and crippled functionality. '''Knowledge''' <br> Heroes with the Knowledge Word may set either their Intelligence or Wisdom attribute to 16. If the score is already 16 or higher, they may set it to 18 instead. ''Immediate Foresight'' (Constant) - You cannot be surprised. Your natural armor class is 3, as you instinctively avoid foreseen blows. Armor and shields don't aid this AC. '''Sun''' <br> Heroes with the Sun Word may shed daylight at will up to 200 feet, cannot be blinded or their vision impaired by darkness or mists, and have an invincible defense against fire damage. Their vision can pierce blindfolds or survive even the physical removal of their eyes. ''Illumine That Which Is'' (On Turn) - Commit Effort. Your radiance limns magical effects on people, banishes magical darkness, dispels mortal illusion, and reveals magical items. Those with the gifts of Deception or Night may make a Spirit saving throw to maintain their illusions or gloom. ''Purity of Brilliant Law'' (Action) - Commit Effort for the scene. Defensively dispel a hostile magical effect on yourself or offensively dispel another gift for a round as if with a miracle. This gift functions more swiftly than a conventional miracle of dispelling, and the Effort need not be committed for so long.
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