Difference between revisions of "A Mid-Spring Night's Ascension:Bethany"

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| '''Practiced with All Weapons:''' Bethany can use any weapon. Enabler.
 
| '''Practiced with All Weapons:''' Bethany can use any weapon. Enabler.
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| '''Special Abilities:'''
 
 
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| '''Background Connection:''' TBD
 
| '''Background Connection:''' TBD
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<font face="times new roman" color="#8b0000" size="4">'''CHANNELS DIVINE BLESSINGS (FOCUS)'''</font>
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<font face="times new roman" color="#8b0000" size="4">'''PERFORMS FEATS OF STRENGTH (FOCUS)'''</font>
 
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| '''Additional Equipment:''' Valeria carries a symbol of a seven pointed star around her neck, carved in iron.
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| '''Additional Equipment:''' Bethany has a heavy weapon.
 
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| '''Tier 1 - Divine Knowledge:''' Valeria is Trained in all tasks related to knowledge of godly beings. Enabler.
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| '''Tier 1 - Athlete:''' Bethany is trained in carrying, climbing, jumping, and smashing. Enabler.
 
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| '''Tier 1 - Blessings:'''
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| '''Tier 1 - Strong:''' Bethany's Might Edge increases by 1. Enabler.
''Blessing of Wisdom (3 Intellect points) -'' Choose up to three creatures (potentially including yourself). For one minute, the difficulty of a particular type of task (but not an attack roll or defense roll) is reduced by one step for those creatures, but only while they remain within immediate range of you. Action.
 
 
 
''Blessing of Protection (3 Intellect points) -'' You create a quiet bubble of protection around you to an immediate radius for one minute. The bubble moves with you. The difficulty of all defense rolls for you and all creatures you designate within the bubble is decreased by one step, and no noise, regardless of its origin, sounds louder than a normal speaking voice. Action to initiate.
 
 
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| '''Tier 1 - Manifest Nimbus:''' Creatures and objects touched with a divine spark (or who have divine shifts) manifest a nimbus. A nimbus is usually visible only to other creatures who also have a nimbus. Valeria's nimbus appears as faint ribbons of twisting light that coil around her. As she gains divine shifts, the streams of light may grow in number and brightness. She can choose to make his nimbus visible to normal creatures, or extinguish that manifestation, as part of any other action. The nimbus can sometimes serve as an asset for various interaction tasks if he makes it visible to non-divine creatures, if the GM decides that is appropriate. However, non-believers may decide to string up the false god then and there. Enabler.
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| '''Tier 1 - Manifest Nimbus:''' Creatures and objects touched with a divine spark (or who have divine shifts) manifest a nimbus. A nimbus is usually visible only to other creatures who also have a nimbus. Bethany's nimbus appears as powerful bursts of shattered light that explode around her. As she gains divine shifts, the bursts and explosions of light may grow in number and brightness. She can choose to make her nimbus visible to normal creatures, or extinguish that manifestation, as part of any other action. The nimbus can sometimes serve as an asset for various interaction tasks if she makes it visible to non-divine creatures, if the GM decides that is appropriate. However, non-believers may decide to string up the false god then and there. Enabler.
  
 
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<font face="times new roman" color="#8b0000" size="4">'''FIRST-TIER SAVIOR ABILITIES'''</font>
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<font face="times new roman" color="#8b0000" size="4">'''FIRST-TIER CHAMPION ABILITIES'''</font>
 
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| '''Encouragement (1 Intellect point):''' While you maintain this ability through ongoing inspiring oration, your allies within short range modify the difficulty of one of the following task types (your choice) by one step to their benefit: defense tasks, attack tasks, or tasks related to any skill that you are trained or specialized in. Action.
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| '''Bash (1 Might point):''' This is a pummeling melee attack. Your attack inflicts 1 less point of damage than normal, but dazes your target for one round, during which time the difficulty of all tasks it performs is modified by one step to its detriment. Action.
 
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| '''Enthrall (1 Intellect point):''' While talking, you grab and keep another creature’s attention, even if the creature can’t understand you. For as long as you do nothing but speak (you can’t even move), the other creature takes no actions other than to defend itself, even over multiple rounds. If the creature is attacked, the effect ends. Action.
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| '''Control the Field (1 Might point):''' This melee attack inflicts 1 less point of damage than normal, but regardless of whether you hit the target, you maneuver it into a position you desire within immediate range. Action.
 
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| '''Healing Touch (1 Intellect point):''' With a touch, you restore 1d6 points to one stat Pool of any creature. This ability is a difficulty 2 Intellect task. Each time you attempt to heal the same creature, the task difficulty increases by one step. The difficulty returns to 2 after that creature rests for ten hours. Action.
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| '''Extra Edge:''' Your physical nature grants you an Edge of 1 in both Speed and Might, rather than one or the other.
 
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| '''Magic Training:''' Valeria is trained in the basics of magic and can attempt to understand and identify its properties (including the operation of magic artifacts and cyphers). Enabler.
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| '''Practiced in Armor:''' You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You can wear any kind of armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your choice. Enabler.
 
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| width="50%" | '''Understanding people and sensing emotions or motives''' || Trained
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| width="50%" | '''Breaking Inanimate Objects''' || Trained
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| '''All social interactions, pleasant or otherwise''' || Trained
 
 
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| '''Knowledge related to godly beings''' || Trained
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| '''Jumping''' || Trained
 
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| '''Intellect Defense''' || Inability
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| '''Carrying, Climbing, Smashing''' || Trained
 
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| '''Adventurer's Pack''' (50' Rope, Boots, Hammer, Rations [3 Days], Spikes [3], Torches [3], Warm Clothing [Asset to Resisting Effects of Cold]), '''Bedroll''', '''Healer's Kit''' (Asset to Healing tasks], '''Dream Dust''' (28 Doses), '''Staff''' (Used as Light Weapon), '''Fine Clothing''' (Asset to Interaction Tasks), '''Waterskin'''
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| '''Adventurer's Pack''' (50' Rope, Boots, Hammer, Rations [3 Days], Spikes [3], Torches [3], Warm Clothing [Asset to Resisting Effects of Cold]), '''Bedroll''', '''Maul''' [Heavy Weapon], '''Dream Dust''' (28 Doses), '''Long Sword''' (Medium Weapon), '''Heavy Armor''', '''Waterskin'''
 
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Revision as of 21:15, 23 June 2016

Goddess of Might.jpg Quote: "Might makes right. And I'm the strongest."

BETHANY, GODDESS OF MIGHT


Tier: 1 Effort: 1 XP: 0
Armor: 1 Cyphers: 0/2

ATTRIBUTES


Might: 18 Speed: 10 Intellect: 10
Edge: 2 Edge: 1 Edge: 0

STRONG (DESCRIPTOR)


Very Powerful: +4 to Bethany's Might Pool.
Skill: Bethany is trained in all actions involving breaking inanimate objects.
Skill: Bethany is trained trained in all jumping actions.
Additional Equipment: Bethany has an extra medium or heavy melee weapon.

CHAMPION (TYPE)


Effort: Bethany's Effort is 1.
Physical Nature: Bethany has an Intellect Edge of 0, a Might Edge of 1, and a Speed Edge of 0.
Cypher Use: Bethany can bear two cyphers at a time.
Practiced with All Weapons: Bethany can use any weapon. Enabler.
Background Connection: TBD

PERFORMS FEATS OF STRENGTH (FOCUS)


Additional Equipment: Bethany has a heavy weapon.
Tier 1 - Athlete: Bethany is trained in carrying, climbing, jumping, and smashing. Enabler.
Tier 1 - Strong: Bethany's Might Edge increases by 1. Enabler.

DOMINION ABILITIES


Tier 1 - Manifest Nimbus: Creatures and objects touched with a divine spark (or who have divine shifts) manifest a nimbus. A nimbus is usually visible only to other creatures who also have a nimbus. Bethany's nimbus appears as powerful bursts of shattered light that explode around her. As she gains divine shifts, the bursts and explosions of light may grow in number and brightness. She can choose to make her nimbus visible to normal creatures, or extinguish that manifestation, as part of any other action. The nimbus can sometimes serve as an asset for various interaction tasks if she makes it visible to non-divine creatures, if the GM decides that is appropriate. However, non-believers may decide to string up the false god then and there. Enabler.

FIRST-TIER CHAMPION ABILITIES


Bash (1 Might point): This is a pummeling melee attack. Your attack inflicts 1 less point of damage than normal, but dazes your target for one round, during which time the difficulty of all tasks it performs is modified by one step to its detriment. Action.
Control the Field (1 Might point): This melee attack inflicts 1 less point of damage than normal, but regardless of whether you hit the target, you maneuver it into a position you desire within immediate range. Action.
Extra Edge: Your physical nature grants you an Edge of 1 in both Speed and Might, rather than one or the other.
Practiced in Armor: You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You can wear any kind of armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your choice. Enabler.

SKILLS


Breaking Inanimate Objects Trained
Jumping Trained
Carrying, Climbing, Smashing Trained

EQUIPMENT


Adventurer's Pack (50' Rope, Boots, Hammer, Rations [3 Days], Spikes [3], Torches [3], Warm Clothing [Asset to Resisting Effects of Cold]), Bedroll, Maul [Heavy Weapon], Dream Dust (28 Doses), Long Sword (Medium Weapon), Heavy Armor, Waterskin