Cleric of Brigh

Ysolde, Saint of the Light's page

70 posts. Alias of Elsine.


Full Name

Ysolde Starsdaughter

Race

Sky folk

Classes/Levels

| Lvl 1 | XP 4 | HP: 12/12 | Armour -1 | Damage 1d6 | STR 0 | DEX 0 | CON -1 | INT 2 | WIS 1 | CHA 2 Spells: Light, Prestidig., US, Contact, Charm, Detect

Gender

Female

Size

5'3"

Age

15

Special Abilities

Antares

Alignment

Emissary of Light- Ease the suffering of a person or place

Strength 9
Dexterity 12
Constitution 8
Intelligence 16
Wisdom 13
Charisma 16

About Ysolde, Saint of the Light

Gold: Nada

Load: 5/6

Gear:
  • Rations (5 uses, 1 weight)
  • Antares' lantern lantern (1 weight)
  • Lightweave Armour (1 armour, 1 weight)
  • Bag of books (5 uses, 2 weight)

Moves:

Your Little Light
You carry a piece of the great god Sola with you at all times. This glowing ball of light will generally float about wherever it wants, although it sticks around you and rests in a lantern
you carry. It will usually obey your commands, but it is quite fickle and may require some convincing. Your little light cannot speak, but it can communicate to you by changing colors and point things out using beams of light. It will always provide light for you. Your little light cannot physically touch anything, and it cannot be harmed in any way.

My little light: Antares

Light Weaponry
When you command your little light to change its form, choose a form from below and it will take on that form until it thinks you need another one more. When you roll a 6- while your little light is in one of these forms, it reverts back to its harmless form and refuses to change back for a short while:

  • Arrows of Light: Near, Mystical, Piercing 2. When you would spend Ammo with this weapon, instead reduce the Piercing value by 1 until the next time you Make Camp.
  • Shield of Light: Armor +1. You can lend this armor bonus to anyone within Reach.

    Bend Light (CHA)
    When you convince natural lights to bend to your will, choose one and roll +CHA. On a 10+, the chosen effect works perfectly. On a 7-9, it works, but the light is fickle and the effect will not last long - you'll need to hurry to take advantage of it. On a 6-, the light is sick of being bossed around - the GM chooses one from the list and uses it against you

  • You command the light to attack - temporarily blind or stun a group within Near range
  • You calm the light until it stays still - create a wall of light that blocks off one passageway
  • You praise the light until it draws close - fill an area with light
  • You terrify the light until it flees - shroud an area in darkness

    Reveal the Way (CHA)
    When you show a non-hostile NPC their best course of action, roll +CHA. On a 10+, they will take that course of action, although they will take it in the way that benefits them most. On a 7-9, they aren't sure it's something they want to do, but you have their ear now - you gain leverage over them. When another player comes to you seeking advice, tell them what you think is their best course of action. If they act on your advice, they take +1 forward. At the end of the session, if at least one player who acted on your advice actually benefitted from it in the end, you mark XP.

    Aspect: Source of Light: Gift from God
    Sola gave his light to you personally, blessing your little light with
    excessive energy. Your Arrows of Light have Piercing 3, and your
    Shield of Light will still protect you while you lend it out.

    Spellbook
    You have mastered several spells and inscribed them in your
    spellbook. You start out with three first level spells in your spellbook
    as well as the cantrips. Whenever you gain a level, you add a new spell
    of your level or lower to your spellbook. You spellbook is 1 weight.

    Prepare Spells
    When you spend uninterrupted time (an hour or so) in quiet
    contemplation of your spellbook, you:
    • Lose any spells you already have prepared
    • Prepare new spells of your choice from your spellbook whose
    total levels don’t exceed your own level+1.
    • Prepare your cantrips which never count against your limit.

    Cast a Spell (Int)
    When you release a spell you’ve prepared, roll+Int. ✴On a 10+,
    the spell is successfully cast and you do not forget the spell—you
    may cast it again later. ✴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.
    • The spell disturbs the fabric of reality as it is cast—take -1 ongoing
    to cast a spell until the next time you Prepare Spells.
    • After it is cast, the spell is forgotten. You cannot cast the spell
    again until you prepare spells.

  • Bonds:
    Shyness is scared of her powers, I will help her embrace her strength, and herself.

    Sora has seen me at my worst, I will show her I'm better now

    Amaranth Seems lonely, like I was for so long. I will be a companion to her, as Antares is to me.

    Reno serves the light as well, I will learn about his order, n the hopes of finding one less cruel

    Background:
    Ysolde was born wrong. she was sickly, pale, and her wings were diminutive, useless for flying. As is the tradition, her family sent her to the healers at the church of Alphine. When the healers failed, they declared Ysolde's condition "Divine Will", and adopted her, to raise her as a saint of Aplhine.

    Her life was not bad, she was not treated especially badly, however, she was held to very high expectations (Memorizing whole holy books, perfect behavior, the right diet to preserve her appearance). at the age of 13, she received a sign from the goddess, the light angel Antares

    Antares quickly became her best friend, and when she decided to leave the temple, he was very supportive of her, promising to always be with her. She left two years after Antares joined her in the temple, stealing a suit of (Ceremonial) armour, and leaving a note to the effect of "I can't live here anymore, I need to see the world, I'm sorry I couldn't be good enough." She spent a few days on the road (First lesson, 3 inch platform sandals are impractical. second lesson, mud sucks). before she ran into (or was crashed into by) Shyness. The two saw a kindred spirit in eachother, and have been traveling since