Character Information
Doc Holyday- 44
Half-Breed Elf/Dwarf
Voice of Luck
Energy: 40/40 (75/75 Batteries) (345/350 Rosa)
Vitality: 72/80
Health: 53/56
Faith: 2,708,941 (65,421,816)
Racial Bonuses:
Natural affinity to nature magic, improved reflexes, keen hearing and sight, resistance to poisons, improved vitality, night vision, natural affinity for metal crafts
Goddess Gifts:
All In, Stand Down, Missed Me, Healing Hands, Cleansing, Energy Reserves, Medic, Unblemished, Lasting Help, Remove Curse (Minor), Immunity Bubble, Cleric (Minor), Soul Cleanse, Cleric (Major), Arch-cleric, Unbending Bones, Mistborn, Vitality Reserves, Health Reserves, Knockdown, Knockout, Shared Faith, Create Elemental, Perfectly Presented, Chosen Successor, Spread The Faith, Elemental Growth, Elemental Boon, Deep Reserves, Improved Immunity Bubble, Greater Immunity Bubble, Get Back Up, Headshot Shrug Off, Superior Immunity Bubble, Godly Immunity Bubble, Combined Immunity Bubble, Remove Curse (Major), Family Gifts, Holy Ground, Banishment, Lasting Holy Ground, Mother’s Magic, Dryad Boon, Raising The Order, Elemental Mandate, Replacement Limb, Missed Me Again, You Keep Missing Me, Can’t Touch This, I’m Rubber, Blessed Ammunition, Holy Retribution, Wind Voice
All In: When the game is on the line, your luck knows no bounds. The Lady herself will influence things in your favor. Calling on her in this way draws the attention of the Darkness as well. Use this sparingly, or bad luck will swiftly follow.
Stand Down: When you decide the point needs to be made, you can force even a wolverine bestial to step back and calm down. Usable once per day without cost. Using this again on the same day will tax you heavily; within an hour, you will collapse into a short coma.
Missed Me: Who needs to be fast on the draw if they cannot hit you? Able to bend time and space so any single attack misses you. Only able to use this once per hour.
Healing Hands: Use your energy to fuel healing for whoever you touch. If no energy is available, you will use your vitality. If no vitality is available, you will use health. Using health in this way can lead to death.
Cleansing: This gift augments the spell “Healing Hands.” Lets the spell cleanse toxins, diseases, the Darkness, and other lingering effects. Energy cost is based on the severity of the condition being cleansed. If no energy is available, you will use your vitality. If no vitality is available, you will use health. Using health in this way can lead to death. You will be asked to verify if you wish to use this ability before it triggers.
Energy Reserves: Doubles your available energy.
Medic: Healing costs ¼ less energy.
Unblemished: Healing no longer leaves scars, and can remove old scars.
Lasting Help: Makes the person healed immune to the toxin purged from their system. This gift uses twenty energy.
Remove Curse (Minor): Remove a single condition from a curse. Energy consumption varies depending on curse and condition.
Immunity Bubble: Grants you ten seconds of immunity from all harm. This gift can only be used once every twenty-four hours.
Cleric (Minor): Grants a chosen person three of your gifts. This person can generate faith on your behalf.
Soul Cleanse: Return the soul from a soul stone to the person it belongs to. If the body of that person is dead, the soul goes to Mother.
Cleric (Major): Grants three people three of your gifts. Your original cleric becomes a high cleric, gaining two more of your gifts. Clerics can generate faith on your behalf.
Arch-cleric: Your high cleric becomes an arch-cleric, and your previous clerics become high clerics. All of your clerics gain more gifts. You may now name three new clerics. All clerics may now make initiates, clerics in training, who will be granted a single gift from the blessing cleric’s pool. All clerics can generate faith for you. All clerics will be informed they can make initiates when they next sleep.
Unbending Bones: Your bones can never be broken.
Mistborn: For ten seconds, you will become insubstantial. Nothing can restrain you. You can even pass through walls, but be warned: if the effect fades while inside a solid object, you will take damage and be pushed out of it. This gift can only be used once every twenty-four hours.
Vitality Reserves: Doubles your base vitality.
Health Reserves: Doubles your base health.
Knockdown: When using your fists, you can knock anyone down. This gift can be used three times a day.
Knockout: Your fists are now equalizers. Once a day, any hit you land with your fist can knock a man out for thirty seconds.
Shared Faith: The Voices of the gods must stick together to defeat the Darkness. You may share your faith with another Voice, as long as you have the faith to spare.
Create Elemental: Once a year, you can create a young elemental. The elemental can control their own element. Each elemental is tied to a tribe or clan— when created, you must choose the guardians it is tied to.
Perfectly Presented: “The clothes maketh the man” is an old saying, but it’s still true. Any outfit you wear will become clean and presentable.
Chosen Successor: Your arch-cleric becomes your successor if you die. They will gain access to every gift you have unlocked when becoming the next Voice.
Spread The Faith: You may raise anyone to cleric if they believe in Luck. The clerics are able to choose any gifts you have open, besides those related to making more clerics or elementals. As your clerics bring in more faith, they will unlock the ability to choose more gifts. If the chosen lose their belief in Luck, their gifts will be revoked.
Elemental Growth: Your ability to make elementals is raised to three, on a rotating calendar.
Elemental Boon: Your ability to make elementals is now capped at nine, on a rotating calendar.
Deep Reserves: Hidden depths are a blessing. Your previous doubling of your base stats is again doubled.
Improved Immunity Bubble: Your “Immunity Bubble” cooldown period is reduced from twenty-four hours to six hours.
Greater Immunity Bubble: Stay safe out there, Voice. Your “Immunity Bubble” cooldown period is reduced from six hours to every hour.
Get Back Up: When you die, Luck will bring you back. Any time you die, your body will be fully restored. Significant brain trauma stops this from happening. Can only activate once per year.
Headshot Shrug Off: Boom, headshot! Meh, that’s not going to keep me down. Even significant brain trauma will no longer stop “Get Back Up” from working.
Superior Immunity Bubble: Your “Immunity Bubble” cooldown period is reduced from every hour to every ten minutes.
Godly Immunity Bubble: Your “Immunity Bubble” cooldown period is reduced from every ten minutes to every minute.
Combined Immunity Bubble: All your gifts for “Immunity Bubble” condense down to just this one. Any cleric that has “Immunity Bubble” can now use it at your highest level of gift.
Remove Curse (Major): Removes all conditions from a curse. Energy consumption varies depending on curse and conditions.
Family Gifts: Your family gets copies of all personal gifts you have. This doesn’t extend to creating clerics, elementals, or other gifts that extend faith.
Holy Ground: This gift anoints a space no larger than a single mile square as holy ground. Those touched by the Darkness will shy away from it. Any who aid the Darkness will find themselves weakened if standing upon this blessed space.
Banishment: Drive the Darkness from a person, place, or thing. Those unwilling to let go of the Darkness will make you contest wills to force the point. If you fail to contest your will, the Darkness may seep into you. Cost of this gift depends on many factors.
Lasting Holy Ground: Your “Holy Ground” will withstand the test of all but the most potent believers of the Darkness. A Voice of Darkness is the only one who can resist your “Holy Ground,” and may even be able to break it. This gift can also let you break Darkness-touched spaces, returning them to natural spaces.
Mother’s Magic: Able to manipulate natural elements like a dryad. Energy cost is dependent on what you are doing.
Dryad Boon: Your personal dryad companion is empowered to be twice as strong in energy, and can connect to Mother even easier than before.
Raising The Order: You have established an Order of Templars devoted to Luck. Select your Grand Master Templar. This person will be the one to guide, grow, and protect the Order.
Elemental Mandate: You are now only limited by Mother in being able to impart life into an elemental you raise. Please be kind to her, as she is the life of the world.
Replacement Limb: You can use your healing to regrow missing limbs. This heavily taxes energy. If no energy is available, you will use your vitality. If no vitality is available, you will use health. Using health in this way can lead to death.
Missed Me Again: Aiming won’t help. “Missed Me” becomes usable three times an hour.
You Keep Missing Me: Maybe I’m invincible. “Missed Me” becomes usable ten times an hour.
Can’t Touch This: Can’t touch this… I mean it. “Missed Me” cooldown is now ten minutes instead of an hour. Combined with “Missed Me Again” and “You Keep Missing Me,” you may use this ability ten times per ten minutes.
I’m Rubber: You’re glue; this is going to hurt. Anything that would damage you when using a defensive gift is returned to your attacker.
Blessed Ammunition: Any ranged attack you make is imbued with a touch of the divine. Anyone touched by Darkness will not be able to heal the wounds with magic.
Holy Retribution: Don’t blaspheme. Any attack returned by “I’m Rubber” now contains divine energy. Anyone touched by Darkness will not be able to heal the wounds with magic.
Wind Voice: Your voice carries with the wind. Amplify your voice so it can reach your allies and foes within a mile.