Nyrah [Godbound]

Nyrah was a socialite, a party girl in Axis in the bright republic. That is, until she partied so hard that her magical car careened off a cliff into the ocean. A voice spoke to her, and suddenly she could swim as if like a fish, and was home in the dark depths. A magic only described as godhood came to her out of a tragedy one day, and now she longs for her past life just as she loves her new life as a creature of the deep.

Becoming a creature of the deep has awakened her to the pollution that the Bright Republic inflicts on the waterways and oceans around it. She's not very smart, though. A typical airhead, everyone underestimates her, especially now. She'll show them! She'll destroy the polluters of the sea and rivers and make them afraid!

Attributes
STR 13 +1
DEX 16 +2
CON 14 +1
WIS 13 +1
INT 10 +0
CHA 16 +2

HP 9
AC 1
Effort 2
Influence 2
Wealth 0
Attack Bonus/Fray Die +1/1d8

Saving Throws
Hardiness 14
Evasion 13
Spirit 14

Armor/Weapon None/Light [Knife]
Hands are +3, and do 1d2+2 damage.
Knife is +3, and does 1d6+2 damage.

Facts

Origin: Axis socialite. +4 to any Ability checks to knowing about Axis' social life.
Profession: Party girl. +4 to any Ability checks related to partying. Duh, Sea Patrón.
Relationship: (to be worked on later)

Words

Sea
Heroes with the Sea Word have an invincible defense against cold,
can breathe water, swim at twice their normal movement rate, and see
with perfect clarity underwater, regardless of available light. They may
grant these benefts to their companions, except for cold immunity.
Passion
Heroes with the Word of Passion are blessed with grace and an under
standing of the heart. Tey may set either their Charisma or Wisdom
attribute score to 16, or 18 if the score is already that high.
Night
Heroes with the Word of Night can see perfectly in darkness. Tey
need not sleep, and their actions will never involuntarily cause the
awakening of any sleepers around them.

Gifts

Body of Water (Minor) [Sea] Constant
Your flesh flows around dangers and encapsulates toxins. Your natural
armor class is 3 and you are immune to poisons. You can apply a poison by touch if you’ve previously swallowed or been struck by a dose,
thus ejecting the toxin. This AC isn't improved by shields or armor.

Knives of Night (Minor) [Night] On Turn
Commit Effort. You are now able to harden darkness into a weapon
with a range of 200 feet. When used to attack, it does 1d10 damage
and is treated as a magical weapon. Foes reduced to zero hit points can
either be killed, put to sleep, or permanently blinded at your discretion.

A Road of Shadows (Minor) [Night] Action
Commit Effort for the scene. Step into one shadow and emerge from
the one nearest to the desired destination, provided it’s within a mile.
Te gift can move you no more than ten miles total in any one hour.

Fashioning a Friend (Minor) [Passion] Action
Commit Effort for the scene to beguile a visible creature, inspiring
it to feelings of friendship and cooperativeness towards you. It will
not question these feelings, however irrational, and they will persist
until you obviously betray it or do it blatant harm. Lesser foes have
no resistance against this power, while worthy foes can save versus
Spirit to avoid the enchantment.

Infectious Passion (Major) [Passion] Action
Commit Effort for the scene to plant a seed of a particular emotional
attitude toward a chosen person or topic in a visible target. If that
target is affected, they become infectious, spreading that same attitude
toward their friends and associates over the course of a single contact.
The infection can spread fve or six degrees before it loses its magical
potency, usually enough to completely overwhelm a village, court, or
neighborhood. Lesser foes get no saving throw, but worthy enemies
can save versus Spirit to resist. It lasts until the Godbound releases
the victims or the emotion becomes blatantly inappropriate.

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