Character Sheets:
Dhaekh
Character name: Dhaekh Stoneshaper
Player name: Vorthon
Subspecies: Deep Elf
Physical Description: Slender, shaved head, large mauve taupe eyes. faintly glowing runic tattoos covering his scalp.
Age and Generation: 500 (531 effective) Dawnelf
Character History:
Early:
dhaekh awoke on the shores of a vast underground sea, alone except for the blind, wriggling things in the depths. He wandered the underground for one hundred years, never straying too far from the shores of the Obsidian Sea (as he called it), and eventually he came upon a tribe of primitive dwarves. Feeling pity for these strange, hairy creatures, he taught them metalworking, which he had honed in his century of wandering and learning. The dwarves learned fast, and dhaekh was happy to see them quickly master the art of metalsmithing. But the dwarves proved to be too greedy, too ambitious. Whereas as dhaekh had only used what he needed, the dwarves made great hordes of gold, silver, platinum, and precious stones which they had found. Even though he was pained to see them abuse the gifts he had given them, he felt he had a duty to help them and teach them. So, when the dwarves began a long oddysey towards the surface, dhaekh followed, horrified at the destruction they left in their wake. Eventually they came to the surface, tunnelling out near the peak of a mountain. After this, he finally became tired trying to teach the dwarves the error of their ways, and wandered the mountains for several decades.
Pre war:
Dhaekh, having given up on the dwarves as lost cause, he turned back towards his 'birthplace' on the shores of the obsidian sea. He remained here alone until he was disturbed the group of refugees fleeing through the underground. Having gone almost insane from the lack of interaction with other sentients for the past 430 years, he followed them, staying out of sight.
Attributes:
Strength (For bashing and lifting): 0
Dexterity (For precision and swiftness): 1
Intelligence (For planning and scheming): 2
Charisma (For socializing and bargaining): -1
Spirit (For control of the natural and supernatural): 0
Wounds:
Concussion
Skills:
Skills:
Combat Skills:
Longblades: 0
Shortblades: 0
Unarmed Combat: 0
Bows: 0
Dodging: 0
Sheild Use: 0
Stealth: 1
Tracking: 1
Non-Combat Skills:
Gathering (Finding natural resources): 2
Processing (Breaking something down for resources): 1
Survival Crafting (Simple crafting without the need for a workstation): 1
Pacification (Making creatures not want to make you dead): 0
Barter (Getting what you want from other creatures): 0
Medicine (Keeping creatures alive): 0
Masonry (Making detailed things from large amounts of rock): 0
Furnace Work (Making metal bars and glass objects): 1
Blacksmithing (Making objects with hot metal bars and an anvil): 3
Gemcrafting (Cutting and crafting gems into beautiful works of art): 1
Magical Skills:
Prayer (Consulting and invoking gods and spirits): 0
Blood Magic (Consulting, invoking, and commanding the unholy): 0
Heat Magic (Drastically raising or lowering temperatures): 0
Fluid Magic (Controlling air and water): 0
Mineral Magic (Controlling and consulting the earth around you): 2
Inherited Perks:
Metalelf: The shiny fruit of the earth calls to you. You are very good at mining, smelting, and forging metal.
Inherited Flaws:
Material Irrationality (Gems): You are uncomfortable with other elfin subspecies handling naturally occurring gems. When non elfin humanoids use these substances you tend to flip your lid.
Experience Perks:
Geomancer: You are in tune with the earth to the point where you can manipulate and communicate with it. You detect mineral deposits and the vibrations of creatures. You gain a bonus to any action that works with minerals in their natural unaltered form.
Archeologist: As an ancient relic yourself, you are good at digging through the ruins and abandoned sites of the various civilizations. You gain a bonus to working with archeological sites and the objects they yield.
Experience Flaws:
Set in His/Her ways: After all these years you know your role in existence and you have no desire to change it. You can learn no skills other than the ones you selected during character creation or at the time when you take this flaw.
Paranoid: You fear that at any given moment you may be attacked or betrayed. You gain a penalty to all actions unless you are holding a weapon. This penalty is amplified if others nearby are armed.
Gear:
Draltha leather loincloth
Bronze staff: A ornately engraved bronze staff, with a small tear-drop of polished Obsidian (1 inch in diameter, 1.5 inches along longest axis) set in the head, grasped by three talon-shaped prongs with Obsidian capped tips. It is encircled with six bands of Bismuth Bronze spaced at regular interval along its length.
Draltha Leather Bag: A simple Draltha leather Bag.
Obsidian amulet: A spherical amulet (2 inches in diameter) on a simple copper chain, it has a complex pattern engraved into its polished surface. It has a oval-shaped piece of fire opal inset into its front, which is a vivid orange-red colour.
set of Obsidian dice: A set of dice made from Obsidian bone consisting of 3 six-sided dice, 2 ten-sided dice, 1 twelve-sided dice, 2 eight-sided dice, 2 four-sided dice, and 1 twenty-sided die
Dusk
Character name: Dusk
Player name: rarborman
Subspecies: Mule Elf of first generation, between night and deep
Physical Description: A mixture of swirled white and deep blue skin, very lanky with the height of a night elf but the build of a deep elf, hair that is a mixture of both transparent and dark strands, after dark his shadow parts are shadow talons on his hands and feet, used best for cave traversing and fighting.
Age and Generation: 31, New Generation
Character History:He was born'd in cave to mommy night and daddy deep, mommy died, daddy left. He then liv'd alone in cave long time away from the smooth floors, eating cavefish and caveplants, sometimes adventurers come and he tried eat'd them to but they not tasty like fish or plants so he just hide, then lots of elvees come in cave and he followed but they ran'd into the big stone bug and lots died.
Attributes:
Strength (For bashing and lifting): 1
Dexterity (For precision and swiftness): 2
Intelligence (For planning and scheming): 0
Charisma (For socializing and bargaining): -1
Spirit (For control of the natural and supernatural): 0
Skills:
Combat Skills:
Longblades: 0
Shortblades: 1
Unarmed Combat: 2
Bows: 0
Dodging: 3
Shield Use: 0
Non Combat Skills:
Gathering (Finding natural resources): 5
Processing (Breaking something down for resources): 1
Survival Crafting (Simple crafting without the need for a workstation): 0
Pacification (Making creatures not want to make you dead): 1
Barter (Getting what you want from other creatures): 2
Medicine (Keeping creatures alive): 1
Leatherworking (Making clothes and other nice things from leather): 0
Bonecrafting (Making large or complex items from bone): 0
Chemistry (Poisons and Explosives): 1
Magical Skills:
Prayer: 1
Blood Magic: 1
Perks:
Inherited Perks
Shadow Anatomy: You have extra body parts that only appear after dark. These body parts generate at sundown and vanish at dawn. If damaged or destroyed they are completely restored next time dusk falls. You may chose two shadow parts for your character, symmetrical body parts that appear on each side of your body count as one body part. Describe your shadow parts in your characters description.
Caverntrecker: You instinctively know the deep elfin technique for traveling quickly and safely underground. You travel three times as fast underground as you do on the surface. You are great at gathering underground plants and tracking underground creatures.
Experience Perks
Living Bridge: Your body and mind have been chosen to serve as a link between the spiritual, the living, and the unholy. Spirits and demons often aid you in hopes that you return the favor and grant them power in another realm. You gain a bonus to any action involving demons or spirits. You gain a large bonus to any action involving both types of entities.
Flaws:
Inherited Flaws
Sensitive Skin: If exposed to the sun for more than a couple minutes you will experience sunburn, reducing your dexterity and tolerance to pain.
Subterranean Adaptations: You have spent most if not all of your life underground, and are used to damp, dark, and windless conditions. You suffer a penalty to all combat and tracking attempts while outdoors and aboveground.
Experience Flaws
Inexperienced Mage: You have yet learn your magical limits. Although you are no worse at casting any particular spell than any other elf of the same skill level, your magical failures tend to be more explosive and dramatic.
Gear:
1 bouquet of flowers
Cave fish leather thong
Steel ring engraved with crescent moons and spiderwebs
1 cavefish-plumphelmet meal
1 oddly proportioned ruby studded gold chain
Bone handled copper knife
Ochita
Character name: Ochita
Player name: Ochita
Subspecies: High elf
Physical Description: Ochita looks surprisingly young for a dawn elf, looking almost like a warborn. He has the blond hair expected from a high elf but he has a streak of neon, a momento.
Age and Generation: Dawnelf, 500
Character History: Ochita is one of the few dawnelfs remaining alive. When the world was new he enjoyed his powers, acting without a care in the world. Until he met Sarifa, a deep elf that he fell in love with. Going though their romance they had many children, and both used their powers to hold back the tides of time. However the war began.
....
It was bloody. He came home once to see his wife, splattered across everything. His anger was held back by his wisdom, and he traveled away, to seek peace of mind. As luck would have it his hut was on the path to the fortress, and he was allowed in. However looking like a warborn will not help with matters of wisdom. Still. He still has that knack.
Attributes:
Strength (For bashing and lifting): 0
Dexterity (For precision and swiftness): -1
Intelligence (For planning and scheming): 1
Charisma (For socializing and bargaining): 1
Spirit (For control of the natural and supernatural): 1
Wounds:
Chipped bone, left arm (Serious injury, inflicted by a Terraspirit)
Skills:
Combat Skills:
Longblades: 0
Shortblades: 0
Unarmed Combat: 0
Bows: 0
Dodging: 1
Sheild Use: 0
Stealth: 0
Tracking: 0
Non-Combat Skills:
Gathering (Finding natural resources): 1
Processing (Breaking something down for resources): 0
Survival Crafting (Simple crafting without the need for a workstation): 0
Pacification (Making creatures not want to make you dead): 0
Barter (Getting what you want from other creatures): 1
Medicine (Keeping creatures alive): 3
Furnace Work (Making metal bars and glass objects): 1
Magical Skills:
Prayer (Consulting and invoking gods and spirits): 2
Blood Magic (Consulting, invoking, and commanding the unholy): 2
Heat Magic (Drastically raising or lowering temperatures): 2
Fluid Magic (Controlling air and water): 3
Mineral Magic (Controlling and consulting the earth around you): 2 (0+2 due to dawnelf)
Perks:
Inherited Perks:
Natural Wisdom: You sometimes recognize when an idea is bad, and avoid uncomfortable situations. (Occasionally your character ignores a terrible roll and chooses another activity to partake in.)
Experience Perks:
Geomancer: You are in tune with the earth to the point where you can manipulate and communicate with it. You detect mineral deposits and the vibrations of creatures. You gain a bonus to any action that works with minerals in their natural unaltered form.
Archeologist: As an ancient relic yourself, you are good at digging through the ruins and abandoned sites of the various civilizations. You gain a bonus to working with archeological sites and the objects they yield.
Flaws:
Inherited Flaws:
Material Irrationality (Glass): You are uncomfortable with other elfin subspecies handling clear and/or crystal glass. You are pissed off to the point of violence and stupidity when non elfin races use such materials.
Experience Flaws:
Uncontrolled Aura: Your magic power is overwhelming to those who can perceive it. You suffer a huge penalty to sneaking around and running from many animals and magical beings.
Magically Overloaded: In a fruitless attempt to wield magic with the level of power and competency you had in the early days of existence, you have stockpiled a dangerous amount of magic in your body. Random effects, usually to your disadvantage, often occur in your vicinity.
Gear:
Heavy Glumprong Staff
Spiritherbs (Hallucinogenic and Magic Boosting Drug, 3 Uses)
Silk Gloves
Silk Robe
Silk Veil
Potion of Internal Heat (Resist cold, 3 Uses)
Karratan
Character name:Karratan
Player name: Pillow_Killer
Subspecies: Deep Elf
Physical Description: Short(For a deep elf), frail and agile.
Age and Generation: Warborn, 96
Character History:Working as a smith and repairer, he spent most of the time in the safety, working with metals.
He grew up, and learned his trade away from dangers of the war, apprenticing to learn to work metals and machines, spending most of his life inside safety of the (fortresses?)
Unaccustomed for the dangers of the world, he always tries to avoid combat, and more focuses on helping the party outside of combat, such as through the healing(Which he, OBVIOUSLY learned from crewing the(Fortresses?). Should the combat be invetable, he can use bow, although he is not really skilled at it.
Attributes:
Strength (For bashing and lifting): 1
Dexterity (For precision and swiftness): 1
Intelligence (For planning and scheming): 1
Charisma (For socializing and bargaining): -1
Spirit (For control of the natural and supernatural): 0
Wounds and Ailments:
Sleep Deprived
Limited Mobility
Skills:
Combat Skills:
Longblades: 0
Shortblades: 0
Unarmed Combat: 0
Bows: 0
Dodging: 0
Sheild Use: 0
Heavy Armor: 0
Spears: 0
Blunts: 2
Axes: 0
Crossbows: 0
Stealth: 0
Tracking: 0
Non-Combat Skills:
Gathering (Finding natural resources): 3
Processing (Breaking something down for resources): 3
Survival Crafting (Simple crafting without the need for a workstation): 0
Pacification (Making creatures not want to make you dead): 0
Barter (Getting what you want from other creatures): 0
Medicine (Keeping creatures alive): 0
Masonry (Making detailed things from large amounts of rock): 0
Furnace Work (Making metal bars and glass objects): 4
Blacksmithing (Making objects with hot metal bars and an anvil): 3
Gemcrafting (Cutting and crafting gems into beautiful works of art): 0
Perks:
Inherited Perks:
Metalelf: The shiny fruit of the earth calls to you. You are very good at mining, smelting, and forging metal.
Experience Perks
Military Supplier: You spent a good chunk of your life mass producing weapons and armor for the elfin military. You gain a bonus to creating these items and consume fewer raw materials while making them.
Flaws:
Inherited Flaws
Subterranean Adaptation: You have spent most if not all of your life underground, and your body is built for damp, dark, and windless conditions. You suffer a penalty to all combat and tracking attempts while outdoors and aboveground.
Experience Flaws
Mineral Caste: You have been taught early in life that your role is to mine out, refine, and craft the gifts of the earth. You are offended and appaled when asked to contribute in a way that does not involve a pick, hammer, anvil, or a handful of gems. You learn all non mineral related skills slowly.
Gear:
Pig Tail Cloth Underpants
Giant Cave Swallow Leather Shirt
Elk Bird Leather Pants
Fire opal encrusted steel Pickaxe
Copper Blacksmith's Hammer
Steel Chisel
live cave spider (Lives on the wall in the mint, makes silk)
Charter of Trade 1/16/497 (Parchment Document)
Caboose
Character name: Caboose
Player name: Lillipad
Subspecies: High Elf
Physical Description: 6'2" white hair, green eyes
Age and Generation: 500 Dawnelf
Character History: Caboose was a reclusive elf who remained separate from the founders of the elven civilization. Cursed by a creature of the new world to be forever young, he is mistaken completely as a Justborn or Sorrowborn by all. Those who knew him have almost all forgotten he ever existed. Caboose learned ice magic from the native inhabitants of a frozen wasteland, which he used in the cavern travels. He protected himself from the termite's dust by freezing the air around him. Unluckily for Caboose, his shield and bow were frozen by his defensive sphere.
Attributes:
Strength (For bashing and lifting): 0
Dexterity (For precision and swiftness): 0
Intelligence (For planning and scheming): 1
Charisma (For socializing and bargaining): 0
Spirit (For control of the natural and supernatural): 1
Skills:
Combat Skills:
Longblades: 0
Shortblades: 0
Unarmed Combat: 0
Bows: 0
Dodging: 1
Shield Use: 0
Stealth: 0
Tracking: 0
Non-Combat Skills:
Gathering (Finding natural resources): 0
Processing (Breaking something down for resources): 0
Survival Crafting (Simple crafting without the need for a workstation): 1
Pacification (Making creatures not want to make you dead): 2
Barter (Getting what you want from other creatures): 0
Medicine (Keeping creatures alive): 0
Furnace Work (Making metal bars and glass objects): 0
Magical Skills:
Prayer (Consulting and invoking gods and spirits): 1
Blood Magic (Consulting, invoking, and commanding the unholy): 2
Heat Magic (Drastically raising or lowering temperatures): 5
Fluid Magic (Controlling air and water): 2
Mineral Magic (Controlling and consulting the earth around you): 2
Perks:
Inherited Perks
Natural Allure: Your beauty transcends species and culture alike. You gain a sizable bonus on social interactions with all creatures of the opposite sex.
Inherited Flaws:
Delicate: Although no less effective in combat than other elves you take more damage when hit and have a harder time ignoring injury.
Experience Perks
Ice Powered: You have learned to draw magical energy from low temperatures. You gain a bonus to all magic when in contact with temperatures at or below freezing.
Animal Avatar (Polar Bear): You can turn into a great white bear and back again at will. The transformation takes 30 minutes to an hour to complete each way. While in your polar bear form your Strength and Spirit are set to three, and all your other attributes are set to -1. This form grants you powerful claws and teeth, the ability to withstand cold environments, the ability to swim with ease, and the ability to serve as a pack animal in a pinch.
Experience Flaws
Magically Overloaded: In a fruitless attempt to wield magic with the level of power and competency you had in the early days of existence, you have stockpiled a dangerous amount of magic in your body. Random effects, usually to your disadvantage, often occur in your vicinity.
Uncontrolled Aura: Your magic power is overwhelming to those who can perceive it. You suffer a huge penalty to sneaking around and running from many animals and magical beings.
Gear:
1 Iron staff
1 Slade demonslave's staff (+3 to blood magic, -1 to all other magical skills, prevents contact with demons other than Argus)
1 Slade pendant (prevents contact with demons other than Argus)
Cloth combat robe
Cloth pants
Zrallin
Character name: Zrallin
Player name: Kadzar
Subspecies: Night Elf
Physical Description: Zrallin is tall and fair, but his body bears the scars of many battles. His skin is pale blue in color. (At night, he grows sharp spikes on his forearms and a tail.)
Age and Generation: 140 years old, Warborn
Character History: When he was born, Zrallin's family lived in a Deep Elf village, and there he grew up. Zrallin never cared much for trees, but he grew up with a fanatical devotion to caves. Though he respects the battle spirit of the Dwarves, he despises them for their wanton destruction and desecration of caverns.
Once Zrallin came of age, he joined the army. He excelled in close combat and nighttime raids.
Attributes:
Strength (For bashing and lifting): 2
Dexterity (For precision and swiftness): 1 (Reduced by motor nerve damage)
Intelligence (For planning and scheming): 0
Charisma (For socializing and bargaining): 0
Spirit (For control of the natural and supernatural): 0
Wounds:
Motor Nerve Damage: (Dex -1. Can only be healed by supernatural means)
Chipped Skull: (Major head injury)
Potential Organ Damage: (Requires diagnosis)
Skills:
Combat Skills:
Longblades: 5
Shortblades: 0
Unarmed Combat: 3
Bows: 0
Dodging: 3
Sheild Use: 0
Heavy Armor: 0
Spears: 0
Blunts: 0
Axes: 0
Crossbows: 0
Stealth: 3
Tracking: 2
Non-Combat Skills:
Gathering (Finding natural resources): 0
Processing (Breaking something down for resources): 1
Survival Crafting (Simple crafting without the need for a workstation): 1
Pacification (Making creatures not want to make you dead): 0
Barter (Getting what you want from other creatures): 1
Medicine (Keeping creatures alive): 0
Masonry (Making detailed things from large amounts of rock): 0
Gemcrafting (Cutting and crafting gems into beautiful works of art): 0
Perks:
Inherited Perks
Shadow Anatomy: You have extra body parts that only appear after dark. These body parts generate at sundown and vanish at dawn. If damaged or destroyed they are completely restored next time dusk falls. You may chose two shadow parts for your character, symmetrical body parts that appear on each side of your body count as one body part. Describe your shadow parts in your characters description.
Experience Perks
Physical Conditioning: You have undergone intensive training to mold your body into a weapon in and of itself. You start with one additional free point in Strength and Dexterity, and three free points to be spent on the dodging and/or unarmed skill.
Flaws:
Inherited Flaws
Moon Beauty: You are quite ugly in the sun. You gain a sizeable penalty to social interactions during the day. This effect can be somewhat diminished by cloudy weather or being underground or indoors.
Experience Flaws
Warrior Caste: You spent your whole life doing nothing but fighting and preparing to fight. You are appalled and offended when asked to be productive in a fashion that does not involve killing something. You learn non-combat skills slowly.
Gear:
Thick Leather Shirt
Thick Leather Pants
Fur Cape (Claimed off Miriam's corpse)
Leather Shield
Steel Longsword
Leather Underpants
Selande
Character name: Selande Nightsight
Player name: KineseN
Subspecies: Mule Elf (Sludge/Night Elf breed)
Physical Description: Her skin is not as thick as the Sludge elfins but compared to a Night elf it is. The skin is a bit more purple and coarse. Because of this it let her hide much easier at night. She have blue piercing eyes but have no other remarkable features. She is not as strong as a Sludge elf but is instead much more agile. She have the height of a Sludge elf.
Age and Generation: 62 years, Sorrowborn
Character History: Selandes mother, Felrin Nightsight was a Night Elf that lived alone in a cave close to a serene lake surrounded by a forest, leaving the cave only at nights when the smell of blood were at it strongest. These were times when wild animals would roam around the vicinity of the cave. It was this night when she had arabbit in sight she met him.
Selandes father, Yuig Eyepiercer was a Sludge Elf hunting for food outside his normal route. With less and less to find he made his way to a lake. There he found a large majestic Jaguar. For him this was a moment he would never forget.
Yuig would never lay his hand on a One of the Four, much less harm one and was about to silently leave when he heard a shriek. Felrin had never noticed the Jaguar when she had concentrated on the hunt that she involuntary shrieked but stopped just as suddenly. It was now when Yuig had decided to kill the Jaguar to save someone he didn't know.
Selande was a lonely child. While she didn't look like either of her parents it was of no concern of hers, since she had noone to bully her for it. She grew up surrounded by love and by animals and she loved them back equally if not more, but the days were dull and hunting with her dad was boring and taking care of the cave with her mother was even more of a bore. That is why she went exploring by herself at the age of 22. At most times it was just the surroundings were her parents could find her but at times she could be bold enough to do a longer expedition, further away than the forests limits.
On a rainy day when she returned from one of her longer trips she saw the cave in disorder and her parents nowhere to be found. Her heart sank and for the first time she knew what true loneliness was. She started to search for them with the tracking skills her father had teached her and with the help of her mothers blood flowing within her she had an easier time when searching in the dark.
The search did not last more than two weeks but for Selande it felt like years had gone past. She had arrived to a small fortress were there were many different kinds of elfins. In here she got lodging and food for normal work and information of her parents werabouts if she helped the fortress in acts of assassination and sabotage. And she helped them in belief that she would get the information. Only she never got any. But she couldn't stop now, not when she had found a new way to help those in need.
The few years before Sorrowborn era ended she had climbed the ladder of success as an assassin and was known for never letting a target know that she was behind them, especially when it was night.
Before her last mission to assassinate a certain human she had a dream. In it she would bring those left in this fortress to a new land were they would rise again from the ashes and once again prosper. Selande could not even phantom the meaning of this dream. After all, she was no leader, only an assassin.
None the less, she prepared herself for the mission and got to the human village in cover of the dark. Sneaking and dodging around guards was second nature to her but that was not even needed since there was almost no guards patrolling this remote village. The target was a mayor that had a hand in the trading routes between this village and the other human cities. Or in other words, make him kick the bucket and the traderoutes would have to change courses to a longer route, taking longer for supplies to arrive. Simple enough.
Letting herself in from a window into the mayors house was as simple as stealing candy from a child. As she looked around she found the mayors bedroom. As she were about to stab the mayor a hand stopped her, and wrestled the dagger out of her hand. Then her biggest suprise came when the person shouted to alert the mayor in a voice she knew very well, her fathers. Somehow her father was was here but she thought it strange, why was he alerting the mayor? And as she turned around she instantly knew why. Her father had been tortured into submission, a sight Selande was all too familiar with from her other missions. Those tortured all had the blank stare of a corpse and countless of scars covering their bodies, and they had almost no recollection of their previous life. So she fled. Fled from her father and everything else. Back to the fortress.
But there was a problem, not only her father had been tortured but also her mother. And with them working together they had tracked her to this fortress and Selande cursed herself and everything in her life for the first time for not covering her tracks. While she was thinking of what to do next her mot... no, the traitorous Night Elf ran back while the Sludge Elf stood his ground. And it was now that Selande thought of the dream she had. She had decided to act upon it only she knew not how to begin. But first she had to rid of the Sludge Elf.
Attributes:
Strength (For bashing and lifting): 0
Dexterity (For precision and swiftness): 2
Intelligence (For planning and scheming): 1
Charisma (For socializing and bargaining): -1
Spirit (For control of the natural and supernatural): 1
Skills:
Combat Skills:
Longblades: 0
Shortblades: 3 + 1
Unarmed Combat: 0
Bows: 0
Dodging: 2
Shield Use: 0
Stealth: 3 + 1
Tracking: 2
Whips: 0
Non-Combat Skills:
Gathering (Find nat. res): 2
Processing (Break down for res): 1
Survival Crafting (Simple crafting without wrkst.): 1
Pacification (Make creatures less aggr.): 1
Barter (Get shinies from other creatures): 0
Medicine (Keeping creatures alive): 1
Chemistry (Make evil pots & "booms"): 1
Cooking (Make noms!) 1
Masonry (Art from Rock): 0
Furnace Work (Art from Metal and Glass): 0
Blacksmithing (Art from Hot metal): 0
Gemcrafting (Shiny art): 0
Carpentry (Woodwork) 1
Experience Perk/Flaw
Assassin: You can slip past an army of guards to silently slaughter a target. You gain a bonus to sneaking and any combat done while sneaking. This bonus is increased if your character enters the situation with prior knowledge of his/her target and setting.
Paranoid: You fear that at any given moment you may be attacked or betrayed. You gain a penalty to all actions unless you are holding a weapon. This penalty is amplified if others nearby are armed.
Inherited Perks/Flaws
Avatar of Fear: While traveling alone or with other night elves at night Boogeymen emerge to aid you in combat.
Animal Avatar (Viper):You can turn into a small yet deadly serpent and back again. The transformation takes 30 minutes to an hour to complete. While in this form your dexterity, intelligence, and spirit are all set to 2. All your other attributes are set to -1. While in this form you gain a venomous bite that rots the skin and kills the nerves of your victim. The viper is good at sneaking and climbing.
Moon Beauty: You are quite ugly in the sun. You gain a sizeable penalty to social interactions during the day. This effect can be somewhat diminished by cloudy weather or being underground or indoors.
Solar Stasis: Your body is incapable of healing whatsoever while exposed to sunlight.
Gear:
Blue Rope reed fiber Underpants
Blue Rope reed fiber Undershirt
Self modified wedding gown shirt
Decorative Adamantine Short Blade
Leather Pants
Serving of pickled horse meat
Sapphire Encrusted Steel Dagger
7 doses of Blood Lichen (Hidden under bed in lead pot)
4 servings of energy booster gator crisps
5 Doses of Death Cap (Hidden under bed in lead pot)
4 Bloat Caps (Hidden under bed in lead pot)
Bone handled copper dagger (Hidden under bed)
5 doses of Hexslime (Wrapped in cloth for safe handling)
Disaed:
Character name: Disaed
Player name: Dwarmin
Subspecies: Mule elf (Human/Elven)
Physical Description: Disaed is a bit taller, but no less wide than a normal elf, making him look lanky and ungainly to the untrained eye-essentially, like a human. He seems to prefer a shaved head like a monk, and his eyes are often murky and hooded with some strange intent. His ears have the tell tale shortness of a half breed, and he often lapses into a Human like speech pattern, further betraying his ancestry and years living among them as a spy.
Age and Generation: 72, Sorrowborn
Character History:
Spoiler (click to show/hide)
Disead was born into sorrow-the orphaned child of a deserter Human soldier named Longark and his Elven lover. He has few memories of that time, but he believes his father, despite being a Human, was a brave and honorable man who never believed in the war, and helped him and his mother escape at the cost of his own life. His own mother was a truly Nobleborne Elf, from an older family, of which few remain today. Her name was Liqouli, and she was an Elf who enjoyed the wilds and the beauty and fury of living things-often being gone for years, wandering at whim of the natural forces only she seemed to understand. Even today, Disead has only just begun to realize his mothers fey moods-which ranged from preserving a single rare seed from a dying plant and planting it on a hill soon to be consumed by fire, being present for a powerful thunderstorm or witnessing the leadership ritual of a wolf pack. Her empathy for living things was what likely led her to sparing the life of a young Longark who had become seperated from his unit..at least this is the story he was told.
Creative fiction or not, he clings to this belief-that not all Humans are so bad, and could even they could be convinced to think otherwise, if cooler heads might prevail for once.
He was spirited away by his living relatives to the safety of one of the few unsacked Elven strongholds, where he lived his young life. Though in this time, he preferred to work with wood as was his peoples joy, he also took joy in experimenting with chemicals and simple clockwork devices, things Dwarves more often were fond of.
In his 18th year, his meager home was sacked-he was on the run again, but this time, he was ready to fight back. He joined with a small group of forward thinking Elves-mostly other half breeds-and took the fight to Human cities, smearing warmongering leaders and spreading information about their plight to build sympathy, using disguise and subterfuge. His particular group was mostly non-violent, through they had no qualms sheltering fellow agents who engaged in blood work.
50 years later, his cell (one of many) disbanded and escaped before their enemies could close in, and he made his way to the fortress. If he would be shot on sight or let in, he was willing to risk it.
Attributes:
Strength (For bashing and lifting): -1
Dexterity (For precision and swiftness): 0
Intelligence (For planning and scheming): 1
Charisma (For socializing and bargaining): 2
Spirit (For control of the natural and supernatural): 0
Wounds:
RP: Disead is known for a quick wit and a silver tongue-he’s more of an intellectual. He lacks the brute strength of someone who spends their time in more physical pursuits.
Combat Skills:
Longblades: 0
Shortblades: 3
Unarmed Combat: 0
Bows: 0
Dodging: 2
Shield Use: 0
Stealth: 1
Tracking: 0
Non Combat Skills:
Gathering (Finding natural resources): 0
Processing (Breaking something down for resources): 0
Survival Crafting (Simple crafting without the need for a workstation): 1
Pacification (Making creatures not want to make you dead): 1
Barter (Getting what you want from other creatures): 5
Medicine (Keeping creatures alive): 3
Carpentry (Making big and complex things with wood): 1
Chemistry (Making drugs, poisons, and explosives): 1
Gemcrafting (Arts and crafts with gems): 1
RP: During his time in the city, Disead enjoyed his cover as an herbalist-driving hard but fair bargains and selling rare and exotic cure-alls to various ills which plagued the poor Humans. Needless to say, he became quite fluent in “Human talk”-the rapid chatter of a born salesman-by nature. He needed that on his “other” job-convincing Humans who were willing to listen, and a sixth sense for detecting liars. He didn’t entirely neglect his martial training-the cities were dangerous enough for non-elves as it was, and many a cutthroat who sought to waylay him found himself scurrying home minus an ear or a index finger…
Perks:
Inherited Perks
1. Scheming Nature: You think in the big picture, like a human. You and those working with you get a small bonus when performing actions that work towards a plan that you though up.
2. Fast Learner: You have a distinctly human flair for picking up new things. You learn new skills faster.
Experience Perks
1. Multi-Lingual: You have studied and can understand all the written and spoken languages of the major civilizations. You also learn new tongues quickly.
Flaws:
Inherited Flaws
1. Jealous Nature: You suffer occasional penalties to actions triggered by the success of other.
2. Conflicting Instincts: Your natural urges sometimes contradict and undermine one another. When this happens you just lock up and freeze or do something incredibly stupid.
Experience Flaws
1. Paranoid: You fear that at any given moment you may be attacked or betrayed. You gain a penalty to all actions unless you are holding a weapon. This penalty is amplified if others nearby are armed
RP: Disead is very much an Elf of two worlds. On one side, he is an Elf, born and raised…the other is more Human than he can admit. Notions like assembly lines and manufactories consuming the forest to produce massive amounts of goods war with his inherent respect of the natural world…
He’s not been among his people in a long time. All too Human emotions-spite, jealousy and paranoia have begun to play Hell on him, and those around him…
Gear:
-Iron Short Sword
-A rope reed Poncho (camouflaged)
-A small engraved ruby ring (Needs repair)
-A Human Cotton Cloth “multisack” (small ergonomic rucksack)
-Cotton Cloth Waterskin
-Ugly fungiwood fishingpole
-Big Wild Plump Helmet