Twice-Forged from Glory
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Contents
Gloria (level 1)
- Goal: relive the suffering of the downtrodden.
- Caste: Conqueror (Might in War - weapon or unarmed attacks automatically hit lesser foes).
- Patron Yozi: Malfeas
- Urge: Destruction - Bring low the unjust, topple their regimes, and salt the earth with their tears.
Facts
- "Once a simple farmgirl from a rough, rough land."
- Broken in Hell, but taught to live on regardless...
- Resplendent and awe-inspiring!
Attributes
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma | |
---|---|---|---|---|---|---|
Score | 19 | 14 | 16 | 13 | 13 | 16 |
Modifier | +4 | +1 | +2 | +1 | +1 | +2 |
Check | 2+ | 7+ | 5+ | 8+ | 8+ | 5+ |
Resources
Total | Free | ||
---|---|---|---|
Essence | 3 | ||
Influence | 2 | 2 | Earned per Month |
Dominion | 0 | 0 | 0 |
Wealth | 0 |
Saving Throws
Base | Mod | Armor Penalty | Final Save | |
---|---|---|---|---|
Hardiness | 15 | -4 | 11 | |
Evasion | 15 | -1 | +4 | 18 |
Spirit | 15 | -2 | 13 |
Hit Points
Current | Maximum |
---|---|
10 | 10 |
Armor
- AC: 2
- Type: Artifice Heavy Reglia (-4 Evasion)
- Description: Forged by the superlative skills of Blue Numidia, Gloria's armour is as strong as its wearer. When not in use, the metal panoply folds away into a single bracelet.
Attacks
- Base Attack Bonus: +1
- Fray Die: 1d8
Description | Attribute | Attack Bonus | Damage |
---|---|---|---|
Fists of Black Iron | Strength | +5 | 1d12+5 |
Random Thrown Objects | Strength | +5 | 1d12+5 |
Banner of Passion | Charisma | N/A | 3 (AoE) |
Words, Strifes and Magic
Words
Universal
- Effort of the Word (Might): Constant
Might
Raises strength to 19.
- Fists of Black Iron (lesser): Constant
- Thews of the Gods (greater): Constant
Passion
Raises Charisma to 16.
- Banner of Passion (lesser): Action, Commit Effort
- Fashioning a Friend (lesser): Action, Commit Effort for the Scene
Sun
May shed daylight at will up to 200ft; cannot be blinded or have vision impaired; invincible defence against fire damage.
Strifes
Lesser Strife of the Torment Defied
- Initiate: ignore any mundane source of pain. Immune to infection, and wounds never worsen with neglect. Unarmed attacks deal 1d8 damage.
- Disciple: can continue fighting for one round after being reduced to 0 HP; even afterwards, can still speak or can crawl at half usual movement rate unless a coup de grace is administrated (though they cannot commit effort or perform other actions in this state).
- Master: first physical injury in a scene that would kill the master leaves them, instead, with 1 HP.