different, but that's because I may have forgot to save the last minute tweaks I made before sending it to the text file I keep as a backup.
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): 1
Charisma (For socializing and bargaining): 0
Spirit (For control of the natural and supernatural): 0
You have two points to add to any attribute(s). You may acquire a single additional point to spend by reducing an attribute at 0 to -1.
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): 1
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): 2
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
All Elves get 9 skill points to spend. You may not raise any single skill above two during character creation, with the exception of skills mentioned in your characters history which I have highlighted in bold. Bold skills can be set up to 4, but you must take at least one point in every bolded skill. In addition each Dawnelf gets two free points to invest in the magical skill of his or her choosing. There are other skills which are not visible to you here due to your background. You can still discover and learn them during the course of the game.
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.
Pick one inherited perk and one inherited flaw. Then pick your choice of two experience perks and two experience flaws Or one experience perk and no experience flaws.
Starting Gear:
Clothing: Draltha leather loincloth
Dawnelf Gear: Bronze Staff; Draltha Leather bag; Obsidian amulet; set of Obsidian dice
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