swordproof: (015)
SIX. ([personal profile] swordproof) wrote in [personal profile] faderifting 2018-06-02 03:48 am (UTC)

CANON UPDATE | SIX

Character: Six (Cecilia)
New Canon Point: Almost four years after Adrian's death
Synopsis:
  • Six is now 25 years old.
  • After Adrian's death, Six travelled for a few months doing whatever work she could find with her new Paladin skills. She made a few new friends and allies along the way but mostly kept to herself, doing whatever she could to bring good to the world and help. It's lonely, but she does what she can.
  • About a year into her journey, Six manages to find Adrian's family. She explains to them what happened - that he had trained her, that he had given her the gift of learning about Sarenrae and that he had died to protect her. They were furious with her at first but eventually tell her that there's nothing for her to feel sorry for; knowing their son he would have died to protect someone he cared about. Six does not tell them that they loved one another.
  • After meeting his family, Six finally manages to bury Adrian's hilt and put him to rest, though she wears the pommel around her neck.
  • She travels for a few more years, honing her skills and going where Sarenrae directs her in dreams, nudges and with whatever quest and contrast she can pick up. She's still lonely, but she's content with her place in the world.
  • After almost two years go by, Sarenrae visits Six in a dream. She tells Six that she needs to go and meet someone who is losing themselves to the darkness and needs to be redeemed and brought back to the light. Sarenrae also tells her that this person is going to be important to her. That's enough for Six to go and find her.
  • Six finds Adalia drunk in a campsite. After confronting her - with a great deal of stress and panic on Six's side - Adalia explains that she's searching for a way to kill a god because one has entered the prime material plane, that it was her fault and she needs to fix it.
  • They travel together for a short while before they come across a clairvoyant. The man tells Adalia about her hometown - the people, the house she was born in and tidbits of her family - which matches what Six knows of her own home and family. The two discover they're sisters. Six allows the clairvoyant to read her and he narrates aloud the abuse she suffered at the hand of her father.
  • Key Character Developments:
  • Six is less stern than she was when she first arrived in Thedas, but her lack of time spent around with a great deal of people still makes her appear standoffish and awkward. She hasn't had much in the way of interaction with people canonly because of her travelling nature.
  • She's happier now than she was when she first arrived because she has finally laid Adrian to rest. She's prepared to move on and make something of a life for herself compared to the heartache and anger that she was feeling when she was first apped.
  • Six now knows for certain that Adalia is her younger sister and has had parts of her heart bared to her sister - which she has accepted with as much strength as she can.
  • Her devotion to Sarenrae is even stronger than it had been initially, with Sarenrae being the one to gently guide her through the world and bring her to her sister in the end.
  • Over the past three, almost four years, Six has grown into her strength. In the terms of her D&D development, she's grown four levels in her Paladin class (making her a level 4 Fighter and a level 8 Paladin, so level 12 overall). Her updated character sheet, if you'd like it for reference, is here. The skills she's gained are as follows:
    — She's gained one ability upgrade, making her Strength 19 and her Charisma 20. Essentially, she's just stronger physically and her spells have a touch more power to them.
    — She has gained the ATHLETE skill. This makes her Strength 20 and gives her the following benefits: When you are prone, standing up uses only 5 feet of your movement. Climbing doesn’t cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. She can run and climb fast!
    AURA OF PROTECTION Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus. (People around her/in her aura are able to dodge the effects of spells, but only within ten feet of her and not always successfully).
    AURA OF DEVOTION She and friendly creatures within 10 feet of her can’t be charmed while you are conscious. (Possible nerf: spells have a chance of not charming/ the charms are weaker rather than 100% resistance).


    She's also gained some new spells as part of her Paladin levelling. She has seven spell slots - four at first level and three at second level, but can prepare nine spells - her charisma modifier plus half her paladin level, rounded down (5+4):

    1st LEVEL: THUNDEROUS SMITE The first time that Six hits something with a melee weapon attack it makes a thunderous boom that spans 300 feet from her. The attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from her and knocked prone.

    2nd LEVEL: FIND STEED Six can summon a steed of her choosing (warhorse, pony, camel, elk, or mastiff). It's considered a Fey creature and has the D&D statistics of the form she chooses. It's a mount and any spells that target her also target her steed. When it's within a mile of her she can communicate with it telepathically and she can only have one steed at a time.

    2nd LEVEL: BRANDING SMITE The next time she hits a creature with a weapon attack, it deals an extra 2d6 radiant damage. The target becomes visible if it's invisible, and they shed dim light in a 5-foot radius. They can't become invisible until the spell ends. The attack becomes stronger if she uses a higher level spell slot.

    2nd LEVEL: LESSER RESTORATION She can touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. The condition has to be something from a poison/spell, it can't be a long-lasting medical effect like a disability.

    2nd LEVEL: ZONE OF TRUTH Six can create a 15 foot sphere centred where she chooses. Until the spell ends creatures cannot speak a deliberate lie while within the sphere. If the person knows the sphere is there they can avoid answering questions. A creature entering the sphere makes a Charisma save: on a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on its save. (NERF: This would require opt-in from players and it can "fail" on those that don't want it to work on them for IC/OOC reasons in order to make this workable in an ingame setting).

    2nd LEVEL: PROTECTION FROM POISON She can touch a creature and if it is poisoned, she can neutralize the poison. If there's more than one poison, she neutralizes one you know is present, or one at random. For the duration (one hour), the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.


    The spells that Six had in game but didn't have access to weren't described in her app, but I was hoping that through her canon update she might have some access to them in the same way that other D&D characters do. They're all listed here! This would turn her into a powered/spell casting Rifter, so she would now count towards the cap for powered Rifters - I'd have two native mages (Hanzo and Solas) and one powered/mage Rifter (Six). I know this is a lot of spells/magic/D&D stuff so if you'd like any more explaination/nerfing please let me know!

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