Trinia Sabor

Sora Crescent's page

242 posts. Alias of Infernal Zero.


Full Name

Sora Crescent

Race

Skyfolk

Classes/Levels

Sky Dancer | Lvl 3 | XP 3 | HP: 18/18 | Armour - 2, not that you can reach me. | Damage 1d8 | STR 0 | DEX 2 | CON 0 | INT 1 | WIS 0 | CHA 2

Gender

Female

Alignment

Drive - Explore the World: Go somewhere you've never been before and check it out.

Deity

Auhra - Forgotten Skyfolk Goddess of Wind and Weather

Strength 9
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 9
Charisma 16

About Sora Crescent

Means of Flight: Natural
You have a pair of wings upon which you soar, either naturally, by mutation, or grafted into place. Because you fly using your own power, you are much stronger than other Sky Dancers. Your base damage is 1d8 instead of 1d6.

Bonds:

I have seen visions of Nathan bathed in the sun and breathing free air. Ded.
Kara was kind to me in my moment of deepest despair.Gone.

Amaranth has been a friend to me and I will never forget it.
Ammy's been stuck underground all this time. I can't wait to show her what she's been missing out on!

Reno is like a sibling to me, loyal and strong.
I seriously owe Reno for everything he's done. Now we're out, I need to do something BIG for him.

I'm not losing Ys again. If anyone has ideas with her, they're going through me.

Shy's sweet, but vulnerable. I'll watch for the threats she won't see.

Moves:

Take To the Sky (DEX)
You are capable of controlled flight. You can fly as often and as far as you like, although you may need to Undertake a Perilous Journey if you go too far. When you fly to get somewhere otherwise out of reach, roll +DEX. On a 10+, you get where you need to be, no problem. On a 7-9, you're there, but choose one:
• A threat is waiting for you when you get there.
• The winds are uncooperative, and you don't get there as quickly as you'd expect.
• Your landing is better described as a crash.

Leaf on the Wind (DEX)
When you dance away from an opponent's attack, roll +DEX. On a 10+, choose two. On a 7-9, choose one:
• You avoid their attack
• You slip away to somewhere they can't follow you
• You taunt them, drawing their full attention

Eye in the Sky
When you look around from high above, take +1 to Undertake a Perilous Journey, Take Watch, and Discern Realities.

I've Got A Bad Feeling About This
When you spend a moment surveying an area, ask the GM two of the following questions. The GM must answer truthfully.
• Where's my best way in, out, or through?
• Is there a trap or ambush here, and if so, where?
• What here is the biggest threat to me?
• What can I see that no one else can?

Howling Winds (DEX)
When you conjure howling, slicing winds to attack your foes, roll +DEX. On a 7+, deal your damage to an enemy within Near range. On a 7-9, the winds cause collateral damage - the GM will tell you how. Your Howling Winds have the tags Near and Piercing 2.

Weathermantic Empowerment (WIS)
When you command weather's elements to aid you and your allies, roll+WIS. On a 7+, choose one. On a 7-9, you or an ally are hindered or blown around by strange weather effects - the GM will let you know what happens.
• Cloud of Fog: Immediately fill the area with dense fog.
• Bolt of Lightning: Empower an ally, giving them +1d4 damage forward.
• Shield of Ice: Give an ally +1 armor forward.

Gear:

Load 9/9

Current Gear
• A big stick with some bloody hair feathers stuck to it (yours) (Two handed, Close, Clumsy, +1 damage, 2 weight, really just a support beam, good for sitting on) Given to Himnon.
• Greasy cotton bag, containing 450 copper coins
• Iron Thorns (really just stakes but they can be used as throwing daggers or actual iron spikes) (Near, 2 ammo, 1 weight)
• A spiked chain that seems to shine and gleam, not letting dirt attach to it. (Precise, Close, Reach, 2 handed, 2 weight)
• A vial with a red fizzy liquid, that smells of strawberries.
• A cloak made of Sora's own cloud soft feathers. Not made for winged wearers. Nobody can have this. No one.
• The Whipmaster's Journal. Full of torture reports, information on background dealings in the Slave Pits, and all sorts of fantasies, plans, doodlings and poetry revolving about Sora.
• Dungeon Rations (5 uses, 1 weight)
• Adventuring Gear (4 uses, 1 weight)
• Angelic sword (close, precise, 1 weight)
• Light shield (+1 armor, 2 weight)
• Binoculars and a compass (0 weight each)
• Lightweave armour (1 armor, 1 weight)
• The Fever Dream of the Rock - a small jar of powder. When mixed into a tea and ingested it allows you to fly for a very short time.
• The Gloves of Zahar Slink - A fine pair of gloves, with silhouettes of people dying horribly stitched into them. Add +1 to damage, but cannot be removed unless they are bathed in blood.

The Questions:

• Until recently you worked for Drazhu, what was your job and why did you end up here?
Sora acted as a messenger and carrier. Funnily enough, wings make it rather easy to get about. That said, one day he thought it would be amusing to send her off to a mountainside encampment a great distance away...with her wings bound. That would have been bad enough, but on arrival the instructions she'd delivered were to shackle her limbs and send her back. Needless to say, she wasn't amused herself. Her subsequent tantrum on return caused more damage than expected, and she was sent to the slave pits.

• What terrible crime did Drazhu commit that made you swear to destroy him?
He BOUND her WINGS. You do not do that to any Skyfolk. EVER.

• What permanent mark has the Shipmaster left upon your pale skin?
A depiction of a caged bird, branded on her right shoulder as but another cruel joke.

• What shameful promise have you made with the Tunnel-Keep?
In exchange for freedom of her wings, she's been providing fresh feathers for the Tunnel-Keep's use without a fight. The feathers of her kind are beyond luxurious and soft, but given just how agonising it for them to have even a single one removed, it's not common to actually have them in any real quantity. As loathsome as it is to submit to this, it's better than having her wings bound.