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

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'''Quote:''' "Might makes right. And I'm the strongest."
 
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Revision as of 21:19, 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: 3 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 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), Full Plate [Heavy Armor], Waterskin