hocubed
Ryonani Teamster
- Joined
- Nov 27, 2009
Name: Myra Serafine
Level: 1 (0/8)
Race: Human
Alignment: Neutral
Eyes: Kind
Hair: Strange
Attire: Fancy Clothes
Body: Thin
HP: 23/23
Base Damage: d6.
STR: 12 DEX: 13 CON: 15 INT: 8 WIS: 16 CHA: 9
Starting Moves:
Your faith is diverse. Choose one wizard spell. You can cast and be granted that spell as if it was a cleric spell.
Fireball
You evoke a mighty ball of flame that envelops your target and everyone nearby, inflicting 2d6 damage which ignores armor.
Deity
You serve and worship some deity or power which grants you spells.
Give your god a name: Garos, the Living Flame
Choose your deity’s domain:
• Knowledge and Hidden Things
Choose one precept of your religion:
• Your religion believes in trial by combat, add Petition: Personal Victory
Divine Guidance
When you petition your deity according to the precept of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what.
Turn Undead
When you hold your holy symbol aloft and call on your deity for protection, roll+Wis.
✴On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you.
✴On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.
Commune
When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:
• Lose any spells already granted to you.
• Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.
• Prepare all of your rotes, which never count against your limit.
Cast a Spell
When you unleash a spell granted to you by your deity, roll+Wis.
✴On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again.
✴On a 7–9, the spell is cast, but choose one:
• You draw unwelcome attention or put yourself in a spot. The GM
will tell you how.
• Your casting distances you from your deity—take -1 ongoing to
cast a spell until the next time you commune.
• After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you. Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.
Rotes: Light, Sanctify, Guidance
Spells: Bless, Cure Light Wounds, Detect Alignment, Cause Fear, Magic Weapon, Sanctuary, Speak with Dead
Gear
Your load is 22: (3/22)
• dungeon rations (5 uses, 1 weight)
• A small token made out of metal and obsidian (0 weight).
• Her fireproof outfit (1 weight)
• Magic Enhancement Gloves (1 weight)
• Healing Potion (0 weight)
Bond:
Not met, yet
Backstory: Myrawas born in a small village, somewhere in the Rhineback mountains. The peoples that live there are pagan isolationists, worshiping the four elements as their deities that govern their day-to-day. For the most part, the four elements are more passive deities but on occasion they promote an avatar and grant them their strength in their respective element. Myra was chosen, on the eve of her sixteenth birthday, to be the avatar of the Living Flame, Garos. She was granted the powers of Fire and expected to drop her normal life to serve the call of Garos.
Currently: Usually the elemental deities send their avatars out to distant lands to grow in strength and power. Myra has recently set out after training and seeks to do her family and home proud.
Likes/Dislikes:
+Yuri Ryona (Forced kissing, etc)
+Grabs, grapples, constricts, whips
+Life/Stamina Draining
-Scat
-Very Gory stuff
-Male Minions
"Ugh... Ow..." Myra groggily complained as she came to. Her head still felt rattled when that brute of a girl smashed the pommel of her blade against the back of Myra's unsuspecting head. It appeared Myra was out for a bit because when she finally brought her mind to focus, she saw a whole manner of things happening. First off, the ship appeared to be infested by similarly uniformed women who were all running about the deck of the ship, converging towards something. It was difficult to see, laying down and all, but through the mass of girls Myra saw a few individuals at the center of attention. It was likely not a very good sort of attention as Myra suspected those matching girls to be the same trouble that knocked herself out. Speaking of which, the woman that knocked her out, Acolyte Elena, or whatever she called herself, was standing with her back turned watching the events before her turn out.
Regardless of what was happening, Myra was given a moment to herself it seemed. She glanced around and saw that no guards were present and they just left her, arms tied. Idiots. They had no idea what wraith awaited them. Myra wrestled with her restraint for a moment before calling upon her power for assistance. She would try to ignite her hands with fire and burn away the rope that had bound her wrist.
(Myra casts a spell: Magic Weapon)
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