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Horizon of Darkness

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Nycta
Nycta has been a huntress her entire life. 
It seems she learned to hold a knife before she learned to walk and talk. She learned the patter of rats, the rustle of snake scales, and the heavy tread of cave bears before the words "Mom" and "Dad". The red scent of fresh blood was closer and dearer to her than the smell of mother's milk.
Her people had lived underground for so long that even the most ancient elders remembered nothing of the world beyond the endless labyrinths of caves. But it was not always so — the old shamaness who taught the children prayers, animal habits, language, and counting, said that once the word "red" denoted not a smell, and the word "bright" characterized not positive qualities, but something perceived by the eyes. Nycta knew that for her distant ancestors this was a very important organ, but in the darkness of the caves hearing, smell, and touch proved inexpressibly more useful, and functioning eyes became a rare quirk that brought their owners more trouble than benefit.
However, Nycta had little time to philosophize about the quirks of evolution. Her main task, after all, was procuring food for the entire village. If she considered hunting rats an easy daily warm-up, then for a battle with a cave bear she had to gather a company of friends, equally agile and skilled hunters, and to hedge her bets — pray to the Lord of the Dungeon to look favorably upon them. By the age of sixteen, Nycta had clashed with these monsters more than once, and one day the great honor of delivering the fatal blow to the beast belonged to her.
Nycta does not remember how she left the caves. It seems she chased after particularly attractive prey, and suddenly... The wind became too strong, the ground too uneven and soft, and the cozy vaults disappeared somewhere, and no matter how hard Nycta tried, she could not detect anything. But the most terrifying thing was the feeling of something warm on her skin — like from a campfire, but much stronger, bigger, and from all sides.
Later, Nycta learned that this warm thing is called the sun and hangs somewhere high and far in the sky, which is higher than the highest cave vaults. On that terrible day, after futile attempts to find the way home (how could she get lost? She was one of the best trackers in the village!), she finally found shelter among strange living stalagmites overgrown with something rustling and juicy.
There was surprisingly plenty of fuel for a campfire here.
And the rats were excellent. Big, tasty. Somehow with long legs and ears.
Later she learned that this is called a "Rabbit". It became one of her first words in a new language in her new home.
The inhabitants of that forest village turned out to be quite nice. They allowed Nycta to stay, gave her a roof over her head — not at all the familiar vaults of the caves, her new dwelling was made of those strange stalagmites — "trees" — but better than the terrifying emptiness of the "sky". At first they pitied her, considered her a poor sick invalid, almost assigned her a guide... Until Nycta demonstrated that catching rabbits was just as easy for her as catching rats.
After a couple of years, she became one of her own in the upper world, learned to distinguish day from night, got used to new sounds, smells, textures, and objects, learned how wood, brick, and metal reflect sound. Yes, she looked as if she were very ill with something. Yes, she could not stay under the open sky for long and under any pretext tried to run indoors. Yes, she dressed tastelessly. Yes, she could not read and had to ask someone to read aloud to her; she somehow learned to trace her name purely on muscle memory. But she was still one of the best huntresses in the village; the meat and hides of the animals she killed were in every home. Nycta gained a friend — Sagali, a young girl from a large and close-knit family. The friends spent a lot of time together; Sagali read interesting stories aloud to Nycta or picked out beautiful fabrics for clothes, while she brought her friend the fattest hares and fluffiest foxes.
...Returning from a successful hunt, Nycta heard from afar the crackling of a giant bonfire from the village, unfamiliar voices, and screams. Heat wafted onto her thin skin. The smell of smoke touched her nostrils — and the red scent of human blood. Freezing, hiding among the bushes, Nycta listened in horror to the screams of her fellow villagers and the coarse, unfamiliar laughter that sounded so wrong against the backdrop of smoke and blood.
The decision did not take long to ripen. The last straw was Sagali's shriek, muffled by the crackle of tearing fabric.
Those bastards who attacked her home were no different from wild beasts.
Hunters kill wild beasts.
And Nycta had been a huntress her entire life.
She caught the bandits by surprise. She did not see them, but from the movements of the air and the reflection of sounds she perfectly understood from which side danger threatened. Not a single attacker escaped death at her hands, and Nycta herself did not have a scratch.
Her parents and friends could have been proud of her. This is much harder than taking down a cave bear.
The surviving handful of villagers, of course, were also proud of her, but staying in the ruined village was stupid and dangerous — no one knew if the bandits had friends, and no one wanted to find out. It was decided to reach the nearest large city and start a new life there.
Nycta's new life began with a huge bounty on the heads of the bandits she had killed.
After honestly dividing the fee among all her tribesmen, Nycta pondered. In a big city, you are unlikely to earn much by hunting animals.
But hunting people...
After all, once dead, they cannot burn villages and kill innocents.
She had to train more often with daggers and swap her spear for a rapier. Get used to city life with its noise and bustle. Adapt to working on contracts — where other mercenaries had enough of a description of appearance, Nycta had to conduct a real investigation, deduce the voice, the smell, the peculiarities of gait, because height and weight are too little for identification, and hardly any wanted thug would let you touch his face, even if asked very politely. Periodically, people tried to cheat Nycta, taking advantage of her blindness, but she soon learned to flawlessly stop such tricks by the ring of coins and the weight of the purse, and the slightest changes in the timbre of the voice and the heartbeat of her interlocutor screamed lies at her better than a direct confession. She earned more than she could spend, and gave most of her earnings to charity, but the remainder was quite enough for bread and butter, and even caviar on holidays. Sometimes she traveled to visit Sagali — she had settled in the city, married successfully, her new family traded in dresses, and her eldest son often played with the spear that Nycta had left to her friend as a keepsake. He will grow up to be a good hunter...
Nycta is now approaching thirty, and she is considered one of the best bounty hunters in the region. Clients who come to her very rarely expect to see a tiny, blind girl of sickly appearance. Some never decide to to use her services. Others she refuses herself — when she feels that a contract on the client himself would interest her more than one on the victim. But those who took the risk and believed that a harmless invalid could actually do the job were satisfied. The fact is that many victims also did not consider Nycta to be any kind of threat. And often that was their last mistake.
After all, Nycta had been a huntress her entire life.
And you cannot tell the best hunter apart from the prey until it is too late.

Race: cave subspecies of homo sapiens.
Gender: female.
Age: approximately 27-29 years.
Height: approximately 150 cm.

Base Attribute Points:


Physical Development - 2
Agility - 14
Perception - 16
Cognitive Abilities - 8
Faith - 2
Beauty - 0

Talents and Fates: none. With what was dealt, whether they exist or not, makes no difference.

Religion: local cult.
The Lord of the Dungeon.
+1 to faith.
The character feels uncomfortable in large open spaces, unsure of themselves, scared, and wants to leave.
In a forest, city, some gorges, etc., the character receives neither bonuses nor penalties.
In buildings, dungeons, caves, enclosed spaces, the character feels very confident, navigates perfectly, and uses the features of enclosed spaces; it is comfortable for them to act there in battle and in daily life.
The deity protects its follower from slippery stones, collapses, brings the scent of predators; in caves, nothing bad can happen to the character.

Racial Abilities: child of the dungeon. The character cannot see, but all other senses are developed much more acutely. Information obtained exclusively through vision (pictures, texts, colors of objects) becomes unavailable, but one can learn something hidden from the sighted through hearing, smell, or touch.

Skills:
  • Passive non-replaceable, difficulty 2-3 (whichever fits better, no duplicate needed): echolocation. The character constantly scans the surroundings within a radius of 150 meters, makes a perception check for traps, ambushes, secret passages, terrain features. Beyond 150 meters, the character receives information only about the largest and loudest objects, and also relies on their memory and logic.
  • Passive non-replaceable, difficulty 2-3 (whichever fits better, no duplicate needed): blindness. The character has immunity to blinding and effects that affect through vision (magical illusions, smoke grenades, etc.). The chance of landing a critical hit on the character is lower. The character cannot attack an opponent within a radius greater than 150 meters.
  • Passive replaceable, difficulty 2: hunter. The character deals more damage to animals and knows their habits.
  • Passive replaceable, difficulty 2-3 (whichever fits better, no duplicate needed): survival. The character spends a lot of time in the wild, knows how to start a fire, distinguish an edible mushroom from a poisonous one, open a can of sprats with two spoons and a slipper.
  • Passive replaceable, difficulty 2+3+4(+5+6?): counterattack. Delivers a retaliatory strike after an opponent's attack immediately, without waiting for a turn. At low levels, the damage is less, even less than the base attack; at high levels, more, can deliver a preemptive strike (difficulty can be raised higher if it's too epic for the fourth). The counterattack goes through even if the character was missed, but this can be trimmed at high levels.
  • Active, difficulty 2+3+4+5: stealth strike. Starts combat, an attack from shadow/non-combat situation, not applicable during combat. Deals increased damage, increased crit chance, one-shot chance. The next perk is a logical development of this.
  • Active, difficulty 6: death strike. Unlike the previous perks of the conditional branch, it can be used in combat (or cannot, as Nebok says). Instantly kills the opponent. Possible limits — the opponent's health must not exceed certain values, a stat check roll is made, etc., balance tweaks at the GM's discretion. My main point is to have the ability to one-shot any/almost any character in the game, no matter how phantom it is.
  • Active, difficulty 3+4: penetrating strike. Ignores part of the opponent's armor, causes bleeding. At the fourth level, armor ignore is greater, bleeding is stronger.
  • Active, difficulty 5: double penetrating strike. Same thing, but attacks two opponents, to the left and right of oneself. Available only if there is a weapon in both hands.
  • Active, difficulty 2+3: knife throwing. Short-range ranged attack, causes bleeding. At the third level, there is a chance of stunning.

Weapons:
Hunting knife. Indispensable in daily life and on a hike. Not suitable for fighting, but in a pinch you can stab with it too.
Throwing knives (3-5 pcs, picked up after battle). Ranged attack — clearly not the strong suit of a blind huntress, but people and animals can be so noisy that even blind it is hard to miss them.
Paired daggers. Light and razor-sharp, the main weapon in hunting people.
Rapier hidden in a cane. You wouldn't take away from a poor blind girl her only way to navigate this cruel world, would you? No? And it would be a mistake...
Proficient with a spear, but does not carry it in inventory. Theoretically knows how to shoot a bow/crossbow, but did not develop the skill and sees no (ha-ha) point in it, since gameplay-wise she'd still be shooting at point-blank range anyway.

Inventory:
Unremarkable clothing made of dark fabric. Not very aesthetic, but reliable, comfortable, and practical.
Footwear to match the clothing with thin but durable soles. It was hard to overcome the habit of walking barefoot.
Change of clothes — a pretty dress. Had to trust her friend's taste. Simple and modest enough not to attract attention, pretty enough not to be ashamed to appear in decent society, and most importantly — too innocent and frivolous; a girl in such a dress absolutely cannot be a bounty hunter.
An eye patch. Makes no difference, but from experience — people react more calmly to this accessory than to empty white eyes.
A tattered cloak with a hood. For when you really don't want to attract attention.
A carved bone amulet. A hunter's talisman, a symbol of the Lord of the Dungeon, a memory of home.
Woven friendship bracelets. A gift from her best friend.
A young survivalist's kit. Start a fire, filter water and gather enough for a couple of days of hiking, bandage a wound — small stuff, just to not kick the bucket in the wild.
Bounty hunter earnings acquired through backbreaking labor. Well, okay, let's be honest — she doesn't keep millions in her account and doesn't have a luxurious mansion with three golden toilets.
Notes:
 - A difficult task, of course. On one hand, I've had the idea of such a character lying around for a very long time — one who doesn't see (ha-ha) any problems in her blindness and bends over those who can see. On the other hand, I have no idea how to balance this so that she is a full-fledged and fairly powerful combat unit/character, has some tricks and weaknesses corresponding to her condition and not making her a super-bender, but also doesn't devolve into a helpless invalid. I hope I've laid it out more or less decently and clearly beforehand.
 - I'd like the damage to depend more on evasion/accuracy and less on strength/magic. Ideally, she doesn't stab hard, but accurately, knows anatomy well (laughs in artistic) and chooses the most vulnerable and weak spots to deal damage. Great strength is not needed for this, she doesn't use magic at all, but accuracy would be very useful.
 - Echolocation is a real thing. I've heard that IRL some blind people use such a trick. She could have it excellently honed thanks to a couple of dozen generations of evolution in total darkness. Not enough to distinguish facial features and do a 3D scan of the surroundings, but to assess the situation and the number of people easily.
 - The 150-meter radius is taken out of thin air. Literally, the speed of sound in air is ~340 m/s, I divided it in half and rounded slightly. The active radius in combat can be made smaller, depending on the battlefield layout.
 - From the above, it follows that she updates data about her surroundings every second. Checks for traps and ambushes from the passive skill should reasonably be done less often, since with a per-second spam the chance of triggering approaches 100%, but they shouldn't be one-time either.
 - I went overboard with the abilities. I wrote out everything I could come up with/remember/conjure up. Perhaps there should have been more. Perhaps some of the passive abilities will have to be split up.
 - I smuggled some of the ideas and features through as racial and religious. It seemed they were too vague and ambiguous, and filling skill slots with everything under the sun is not the way.
 - The picture doesn't quite accurately reflect her image, but I was inspired by this pic and couldn't find a better one. In my design, she is not so tender and feminine, but very small, fragile, and sickly-looking. She doesn't have any skin diseases, so all those scales and strange textures in the picture would be better ignored. Or considered as peeling skin after a sunburn, since she would burn in the sun instantly.
 - The moment of arrival is described vaguely. She may well be a native of this world, and during the expedition she might meet her kin and even specifically her tribesmen.
 - I managed to write about 70% of the bio on inspiration when I realized I was using my favorite generic champ quest template: "Left his father's house, found a new home in the middle of nowhere, everything was fine, quietly leveled skills, but suddenly enemies burned down his native hut, I'll go wherever my eyes lead to mess around and keep leveling skills." I didn't want to rewrite it, so screw it.
 - Yes, if I were creating a male character, he would be a ♂fucking slave♂ and serve ♂the Lord of the Dungeon♂ for ♂300$♂. I named the god without a second thought, but in the end it turned out to be a very fresh and witty (no) reference.
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