Her Infernal Majestrix Queen Abrogail II

Evelyn Lyon's page

19 posts. Alias of Pathfinder Zoey.


Full Name

Evelyn Lyon

Race

Godbound

Gender

Female

Location

The Bleak Reach

Occupation

Ancient City Scavenger

Homepage URL

Sheet

Strength 19
Dexterity 14
Constitution 16
Intelligence 13
Wisdom 13
Charisma 16

About Evelyn Lyon

"Some people can't face the world. That doesn’t mean they’re weak, just scared."

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Facts:
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Origin Fact: Born Into Exile
Evelyn was born and raised in The Bleak Reach after her family was exiled from the Bright Republic when her father attempted to expose a corrupted official but was betrayed.

Profession Fact: Ancient City Scavenger
Evelyn braves the dangers of the Reach’s in-lands in order to scavenge the ruins of ancient cities, she brings her findings back to Long Nets to be used for bartering.

Relationship Fact: Favorite Customer
Few merchants are willing to travel into the dangerous lands of the Reach, so Evelyn makes sure she is in good favor with those brave few that do.

Pantheon Fact: Enemy Of My Enemy
Fidelity fights oppression and dictatorships, she earned my friendship and protection when she defended exiles from a parasite god.

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Background: ( Map )
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The Bleak Reach is a "cursed" land of harsh winters, bandit tribes and roaming monsters but it's the only life Evelyn has ever known. Born into exile in such a dangerous place she didn’t have much time to be a kid, she was taught how to defend herself at a young age and spent most of her time doing various chores around the town to ensure the safety, and on rare cases happiness, of the community. She was constantly warned about the dangers of leaving “Goodluck” but her curiosity always taunted her, however she respected the warnings and never strayed far from the safety of the community but was quick to volunteer for any jobs that would allow her to safely explore even a little.

When she was old enough Evelyn signed on to join the Scavengers, a team of brave souls that would venture inland into the ruins of the First World cities in hopes of finding old technology they could use or sell, and that was the first taste of true freedom that sparked her adventures. Over the years her exploits of braving the inlands to scavenging the Ancient Cities made her into somewhat of a local celebrity. The town was always happy to see her team returned with their haul of tech, supplies or even the occasional monster corpse and she was always happy knowing they all got a little safer each time. But one adventure gone very wrong changed everything.

Her team had just arrived in “Sanctuary”, a New World colony that had long been abandoned, with plans to set up camp for the winter while they scavenge a nearby ruin. Having grown overconfident in their previous success they didn’t considers some things, like checking for traps, worth their time - until it was too late. In all honesty she still isn’t certain what happened as her memories are mostly a blur with only a few moments of clarity - but she does remember the deafening boom as the trap fired a barrage of rifles at her team, she remembers the world going dark save for a single word that burned in her mind - Protection. She recalls laying in the blood-soaked snow while her team gathered around her in a panic until she lost consciousness again and another word appeared - Endurance. She remembers her team trying to get her back home the horrible howl of the creature that tried to stop them until once more her mind went blank again save for the word - Might.

She woke up in her home, her wounds had been dressed and there were clear signs someone had been in the house recently - which wasn’t uncommon given how close she’d lived to her parents. She took a moment to gather herself and get dressed but a strange reflection in the mirror caught her attention. The face staring back was her’s but also not - she looked older, her once black hair was now frost-white, her already pale skin had faded even more and her dark eyes now shined a deep blue. As she stepped outside of her house the townsfolk that saw her began cheering and shouting in a manner that was still too much for Evelyn’s spinning head. Luckily her father was nearby and able to lead her back inside to privately explain what had happened.

According to her teammates when the trap went off everyone was hit but no one had sustained any injuries - except for her of course, who seemed to be bleeding enough for all of them. They have no idea how she was even still alive with all the injuries but even that was nothing compared to the claims of her fighting off a monster that had attacked them with her bare hands. Evelyn wasn’t sure what to make of any of this, but if it were true she had such power, she knew it should be used for much greater things than scavenging.

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The Word Of Protection:
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"Stand Together." her father's unofficial motto that has stuck in her heart and mind. Life in the Reach is hard and the people rely on each other - for those that can't stand against the horrors of the world Evelyn stands for them.

Gifts Of Protection:
Godbound of Protection have a natural Armor Class of 3. Once per scene, they can negate an injury or hostile effect on an ally as an Instant action, but they cannot use this power on their own behalf. They can use powers and miracles of Protection to aid praying mortal petitioners who contact them via the gifts of Apotheosis as if they were present at their follower's side.

Sanctified Shield - Action
Commit Effort for the scene. The Godbound declares guardianship over as many as a dozen allies within the same general vicinity. Any damage inflicted on these allies within the area may be transferred to the Godbound as an Instant action on the Godbound's part, and any failed allied saves may be rerolled by the Godbound. On a success, the original target is unaffected, while on a failure the effect applies to the original target. This guardianship lasts for a scene.

Mutable Wards - On Turn
The Godbound names a particular elemental energy or environmental hazard, such as fire, ice, crushing pressure, a field of lava, a collapsing building, hard vacuum, or some other specific class of peril. They and their companions gain an invulnerable immunity to it. Normal attacks and supernatural powers are not valid choices, and only one type of peril can be chosen at a time.

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The Word Of Endurance:
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Surviving in The Bleak Reach is no small task - while it has fertile land the harsh winters, bandit tribes and roaming monsters make life along the coast hard and has turned the inlands into a no-man's land. Only the strongest can survived in these cursed lands and Evelyn has proven she is one of them.

Gifts Of Endurance:
Heroes of Endurance need not eat, sleep, drink, or breathe, and may set their Constitution score to 16, or 18 if it’s already 16 or higher.

Fear No Steel: - On Turn
Commit Effort. Your determination or supernatural hardiness allows you to shrug off the lesser harms of the world. You take 1 fewer point of damage from all incoming sources of damage, whether physical or magical. Optionally, Commit Effort for the day to become immune for a scene to attacks from lesser foes without magical weapons

Amaranth Vitality: - Constant
Every fifteen minutes you heal one lost hit point per three character levels, rounded up, so long as you are still alive

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The Word Of Might:
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Evelyn fights so others don't have to, when the people you love depend on you to be strong it can inspire truly divine feats. Being able to haul so much has also made scavenging a much more rewarding career.

Gifts Of Might:
A Godbound of the Word of Might is tremendously powerful, gaining a Strength score of 19 and a +4 attribute modifier for Strength. This prowess allows them to lift or break anything that is humanly possible to so handle, though truly supernatural feats of strength require the use of a gift or miracle.

Fists of Black Iron - Constant
The Godbound's unarmed and weapon attacks are fueled by their tremendous strength. One-handed weapons do 1d10 damage in their hands, and two-handed ones or unarmed attacks made with both hands free inflict 1d12. These attacks count as magical weapons.

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Short Term/Immediate Goals:
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Evelyn seeks to establish a diplomatic Council of The Bleak Reach tribes in order to protect their people and begin rebuilding the nation as one.

The Bleak Reach is a nation of scattered tribes from all over the world, with each tribe answering to their own authority. Evelyn doesn't want to infringe on that freedom but believes that a united front is the only way to properly protect their people and begin restoring the nation. She hopes to establish a diplomatic council so that they may work toward unity while maintaining individual freedoms.

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Personal Motivations:
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A strong sense of unity and a desire to restore their home.

The Reach is home to all different kinds of people that have banded together to create communities in the “cursed lands” and that is exactly how Evelyn sees the world. Petty squabbles brought about the ruin of the world all those years ago but Evelyn believes the empires can return to their former glory if they are willing to work together.

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Personal Weaknesses:
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Overprotective - Evelyn will never hesitate to put herself in harm's way if it means protecting others, even unnecessarily so sometimes.

Overconfident - Being a fresh godbound Evelyn doesn’t have much experience with worthy foes which can lead her to be a little overconfident, especially if she has the support of her peers.

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Appearance: ( Human | Godbound )
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Evelyn's ascension into godhood had a strange effect on her appearance, making her seem older than her natural years. Her once black hair is now a solid white, the already pale skin of a northerner has taken on an almost paper-like complexion and her eyes have become a deep blue. Due to the nature of her powers she doesn't bother with armor, instead preferring to wear thick clothing of blacks and whites that are more fitting to combat the harsh winters of the Reach.