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Name Amaiera Eramailea (Echidna) XP 14 Effort 6

Level 4 Dominion Available / Spent 15 / 10 XP Needed - Committed


Bound Words Dragon, Entropy, Dance Dom Needed -- Scene
Abilities Score Mod Check Fray Die 1d8 With Modifiers -- Com Day
Strength 18 3 3 Armor Class 3 0 -- Other
Constitution 18 3 3 Hit Points 40 40 Low Spells 4
Dexterity 18 3 3 Attack Bonus 4 7 - Spells used
Intelligence 14 1 7 Saves With Modifiers Damage Rolls
Wisdom 16 2 5 Hardiness 9 1 or less = 0 2-5 = 1
Charisma 17 2 4 Evasion 9 6-9 = 2 10+ = 4
Hit Roll: 1d20 + Hit Bonus + Target AC > 19 Spirit 10 Each die read separately
Facts Notes
Archmage of the Seer of the Bright Eye Drowning Tide: (Act) move through foes without drawing
Refugee of a destroyed shard attacks.
Member of an apocalyptic cult that was ignored (Act) Effort: Scene-attack all targets within 30'
Seeks the strong and enduring to face what is to come
Faced the horrors of Uncreated Night
Master the Strife of the Drowning Tide

Influence 5 Assigned

Weapons To Hit Damage Height 5' or 100+' Eyes Nightsky


Natural 7 1d10+3 Weight 80lbs or tons Hair Black
Distinguishing Features

Magical Gear Other Gear

Wealth
Platinum Silver
Gold Copper
Gems/Jewlery
Other Wealth
Gift
Points Earned 12
Spent 12
Added
Gift Cost Cost Gifts and Words Specific Description

Your hero is a dragon. Whatever the particular shape you might desire the dragon to take, you have a base Armor Class of 3,
your unarmed attacks inflict 1d10 damage as a magic weapon, and your Strength is automatically raised to 18. You are
0 -3 Word of Dragons whatever size both you and the GM agree is appropriate.
The Word of Entropy grants a Godbound no need for food, drink, sleep, or air, and they also seem to be functionally unaging.
They can destroy any non-divine inanimate object they touch as a Main Action, or up to three cubic feet of a larger object per
0 -3 Word of Entropy round.
Godbound of Dance may raise either their Dexterity or Charisma scores to 16, or to 18 if the score is already 16 or higher.
They can communicate effectively with any intelligent creature, reading their body language and using small, exquisitely
expressive motions to answer in turn. Dance is as restorative as sleep and food to the Godbound and those who dance with
0 -3 Word of Dance them.

(Action) You can transform into humanoid shapes of your choice as a Main Action. Your transformed aspect is dressed and
equipped in any way normal to the guise you assume and you can automatically speak any language or adopt any
1 A Second Skin mannerisms appropriate to the chosen disguise. All your gifts and innate powers remain accessible in human form.

(Smite) Action Commit Effort for the scene. You exhale a wave of some noxious substance, be it fire, venom, razor-sharp
gemstones, or anything else appropriate to your concept. You can take this gift more than once to have more than one type of
deadly breath. The breath does 1d6 damage per Godbound level, or triple to Mobs. Targets and Mobs of creatures with only 1
hit die are instantly killed. The wave is a cone up to fifty feet long per character level and just as wide at its furthest extent.
Fire/las You have sufficient control to avoid harming unwanted targets within that area. You have an invulnerable defense against
1 Breath of Death ers substances you can exhale.

(Constant) You have tremendous physical might. While it is not precise enough to be relevant in normal attacks, you can
smash through stone construction as many feet thick as you have character levels, crush wooden structures, carry weights no
1 Sinews of the Serpent heavier than a small ship, and otherwise perform feats of draconic strength.

(Constant) You have wings, and can fly at twice your normal ground movement rate. When allowed uninterrupted flight over
long distances, you can travel up to one hundred miles an hour. You are sufficiently maneuverable to hover or perform other
1 Terror of the Skies intricate aerial maneuvers if needed.
(Instanta) Commit Effort for the scene. You negate an otherwise successful attack or source of physical damage. The blow
Iron Scales of the God- may land on you, but you are simply too large or strong to be hindered by it. As a Constant effect, gain a bonus of 2 hit points
2 Wyrm per character level to your maximum hit points.

(Action) Commit Effort for the scene. Your dance conveys an idea or emotion of your choice, along with a target for that
(Dance) Expressive emotion. Lesser foes will invariably believe the idea or embrace the emotion and act on it to the limit of their natural character.
1 Performance Worthy foes get a Spirit saving throw to resist the idea.

(On Turn) Commit Effort. While active, your dance becomes terrifying or impossibly seductive to foes, being treated as a
magical weapon doing 1d10 emotional damage with a range out to visual distance. Against Mobs, this damage is read
straight. If a creature is brought to zero hit points by this damage, it can either be struck dead by the horror or beauty of the
dance, be compelled to flee, or be seduced to your service for the rest of the scene. In the latter case, the creature regains 1
2 (Dance) Dance Battle hit point and is suicidally obedient to the end of the scene.

(Entropy) Perfect (Constant) Gain one point of Effort. Also, as an On Turn action, Commit Effort to ignore a number of points of an Uncreated's
1 Efficiency Cold Breath ability equal to half your level, rounded down, while it remains Committed.
(Action) Commit effort for the scene. One 1HD mob per three levels or one greater creature of 2HD per level may be
(Dragon) Avatar of summoned. They are innately loyal to the user, and can be made permanent with 1 dominion.
1 Divinity

(Instant) Commit Effort. While comitted, no external magic or compulsion can make you do or feel anything contrary to your
(Monsters) Untamed wishes. You may invoke this gift even after failing a save or being struck by a mental effect. You can freely return whatever
1 Will results you wish to any mind or emotion reading powers that are used.

0
Cult
Power 1 Action Die 1d6
Cohesion 1 Trouble 3
Faction Dominion 0 Cult Dominion Value Power + 2
Features:
Survivors against any odds

Problems
Must actively hunt Uncreated threats and cults 1
Must seek betterment through conflict 1
Must prepare for the coming End 1

Interest

Dominion Spend
Those who remain devout cannot be harmed by the 2
beasts of the island. They avoid the faithful, sensing
the mark of the greater predator on them. (Dragon)

The weak and old who enter the Bleak Wood are 4
taken into the arms of Amaiera Eramailea to be
reborn as her children.
(These become 4hd loyal monsters)

Those loyal to the faith fight as beasts. They gain 4


inhuman abilities, claws, armor, senses, 2+HD etc.
Seers of the Bright Eye

Apprentice
The apprentice can determine likely immediate good or bad outcomes from a choice, detect
curses or magic, pinpoint the time and location of the caster, and identify a person’s
predominant character traits if they have been seen or their birth date is known.
Adept
The adept can gain brief visions of familiar people and their surroundings, identify magic items
and standing spells, get visions of important events likely to happen to them in the next week,
overhear the sounds of a remote place they’ve visited before, and locate lost objects familiar
to them. Such scrying never lasts more than a half-hour per spell cast.
Master
The master can locate people they’ve seen or had carefully described to them, ask questions
about probable futures and receive yes or no answers, gain visions of where to go to find
something, and scry distant locations known to them. Repeated queries about a single future
topic tend to distort the readings, however.
Archmage
Archmages can penetrate weak wards against divination, such as those laid down by
occultists of less than master expertise in their low magic tradition. They can also locate
people or objects on a casual description, provide a detailed oracular description of a likely
near-future event, or create a movable scrying point in a distant location. Their
scrying spells last for an hour each at most.

The

Apprentice
Adept
Master
Archmage

The

Apprentice
Adept
Master
Archmage

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