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In the Ageless Lands in the Common Continent, things are stirring, great hordes to the east move...
The beginning
Location
The Shrine of the Muse
Pronouns
She/They
In the Ageless Lands in the Common Continent, things are stirring, great hordes to the east move for new land and opportunities, in the south, the dwarves stir from their keeps in the mountains eager to reclaim land that they have lost, in the west the great Elvish priests ask the spirits of the forest for guidance, the great adventurers rally the lost and the dammed to their banners to create new kingdoms.

But all of that is of little importance, for in the Elvish Forest Retreat of Hawk's Rest, an Elf prepares for her adventure…


Welcome one and all to my quest of which I have no name, yes, you are that elf and as such I ask for you to make ready for adventure by creating your character. I would prefer this to be in plan format.

You have 10 points for the attributes, in all you start at average which would be 5

You have 20 points for combat skills, each level in it costs one more point, costs would be 1, 2, 3 etc.

You have 20 points for learning skills, similar rules

For every two positive perks, you are obliged to pick a negative perk

Name

[ ] – Write in

Attributes

[ ] Strength – Used to determine how hard you hit

[ ] Agility – Used to determine your speed in most things

[ ] Knowledge – Used to determine your booksmarts and quickly you improve your skills

[ ] Intelligence – Used to determine how you excel at pursuits of the smart people

[ ] Endurance – Health and general encumbrance, carry more shit

[ ] Luck – You're general luckiness, how the Spirits favour you

Combat Skills

[ ] Swordsman – How good are you with a sword, the coolest of weapons.

[ ] Spearman – How good are you with the spear and other polearms.

[ ] Fighter – How useful are you as a fighter, you're all-round fighting skills.

[ ] Archer – How good are you at aiming and general archery.

[ ] Bowman – How good are you with the most elvish of weapons, the bow.

[ ] Dodger – How good are you at dodging attacks and possibly death.

[ ] Unarmed – REQUIRES [BRAWLER] How good you are at the art of beating the shit out of people.

[ ] Lasher – REQUIRES [CHOSEN] How good are you wielding the most exotic of weapons, the whip.

Learning Skills

[ ] Reading – According to mother, reading is an important skill (with zero points you are illiterate).

[ ] Foreign Customs – How knowledgeable are you on the culture of the filthy Dwarves and Goblins.

[ ] Persuader – How good are you at being able to fight with words instead of weapons.

[ ] Lore – The Lore of the beasts, both mundane and mythical. Also affects your knowledge of history.

[ ] Cartographer – People will pay a lot for maps, might be good to learn how to make them.

[ ] Magic – The Spirits of the forest granted the elves magic, how much have you bothered to remember the spells.

Perks

Interesting things about your character, grants bonuses and may save your life, who knows.

Positive

[ ] Presence - When you speak, others listen, regardless of intention, good for ordering others around.

[ ] Brawler – You learnt how to fight without weapons, its no stretch you say that you can kill someone with your bare hands, two free levels in dodging, Unlocks the [Unarmed] Skill with three free levels

[ ] Metalhead – You've always had a strange obsession with metals that borders on Dwarven, you gain two levels in foreign customs, you are universally hated by elves who know about you're obsession, dwarves might like you though and they have weaponized magma

[ ] Noble – You come from nobility, you start with better gear and you have a plus ten to knowledge rolls concerning minor nobility, auto succeed all knowledge rolls concerning major nobility

[ ] Eagle-eyed – By Elfish standards you have crazy good vision, this makes it easier to detect weird shit and details, you are also more skilled at archery

[ ] Blessed by the Spirits – The Spirits seem to have blessed you by improving your skills in magic, plus two free levels

[ ] Lonely Wolf – You always worked best alone, you gain a plus ten to rolls while fighting alone

[ ] Linguist – While other elves might learn their own tongue and parts of common, you are fluent in Common, Dwarven, Goblin and Divine. This means that you will always understand what people are saying, might impress a few people. Also passable in human

[ ] Leader – Teamwork makes the dream work. You are good at leading groups of people to victory, plus ten to rolls involving teamwork and allows you to strategize group attacks more effectively.

[ ] Animal Friend – Elves have always been at peace with nature, with this perk, animals will actively come to your aid in combat and you have an easier time calming animals.

[ ] Duelist – You've always been skilled in the art of dueling, fellow duelists will respect you, the best have been revered as true masters of combat, two free levels in a combat skill of your choice.

[ ] Chosen – You don't choose the whip, the whip chooses YOU, you unlock the [Lasher] skill and three free levels in it.

Negative

[ ] Pacifist – You despise the thought of killing, you gain a minus 10 modifier for combat rolls but a plus ten to persuasion rolls, especially when it comes to stopping fights Won't help when they want you're blood

[ ] Mute – You can't speak, you've had to learn to make do, doubles the skill cost for persuader and understandably makes conversation hard.

[ ] Dwarf Sight – By Elfish standards, you are almost legally blind, you really can't do archery and elves will actively try to rid you of arrows and bows

[ ] Anti-social – It's not that you hate socializing, it's more that socializing hates you. Minus ten to social rolls

[ ] Albino – You were born with pale skin, red eyes and white hair. Most will believe that you are evil, dwarves will think you are a monster from the caves until proven otherwise

[ ] Challenge Lover – "Our heroes in trouble now." Outnumbered, outgunned, suicidal odds, those mean nothing to you, its rumoured you don't know fear. Most followers won't follow you into those odds.

[ ] Possessed – you're not sure what happened or when, maybe you accidentally pushed over a priest or something. But you've been hearing these voices And they whisper things you don't want to understand

[ ] One armed – Something happened when you were young, it caused you to lose an arm, you can't do archery now and good luck for wielding any two handed weapons Some might pity you

[ ] Honor bound - Honor is a system that you live and die by, if someone knows about this, expect them to exploit you

Odd

[ ] Polarizing First Impressions - Half the people you met will think you're the bee's knees, the other half will think you're a massive tool. Effect fades with time


I shall be claiming the next few posts for codex and character sheet purposes.
 
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Character Page
Name: Isabelle Wiseheart
Citizen of Hawk's Rest
The Possessed

Current Health: 95%

Current Mana: 450/750
Attributes
Strength: 8 - You are kinda strong, above average but nothing to write home about
Agility: 10 - You are quite agile, like quite a few elves are surprised by your agility
Knowledge: 6 - By Elvish standards you aren't that wise, but old elves throw off the average.
Intelligence: 5 - You are averagely intelligent, according to the voices in your head.
Endurance: 6 - By elvish standards, you are like a birch tree, you can endure but not for long.
Luck: 5 - Your luck is meh, don't rely on it as it will fuck you over hard.

Skills

Combat
Fighter: 4 - You are a good all round fighter, you are rarely caught without a weapon
Dodge: 4 - You are good at dodging around strikes, a good skill to develop.
Unarmed: 5 - You are scary good at unarmed combat, punch, kick and choke to victory.
Learning
Reading: 4 - You are good at reading, you can even read most bad handwriting
Magic: 4 - The spirits gave the elves magic, you are alright at such magic pursuits.
Situational
Acrobatics: 1 - You are beginning to get the hang of the art of swinging around trees and other acrobatic fetes, truly, the picture of Elvish Grace.

Perks

Polarizing first impressions - Half of the people you meet will think your the bee's knees, the other think you're a massive tool

Mute - You are mute, this understandably makes communication hard

Possessed - Everything is alright, there is nothing wrong. Sleep well, pleasant dreams.

Force of Nature - Despite muteness, you are able to command the attention of everyone nearby.

Brawler - You have learnt how to fight with your fists, as a result you are never without weapon.

Eagle-Eyed - Even by Elvish standards, you have crazy good eyesight. You can easily see what most cannot.

Blessed by the Spirits - The spirits have blessed you with increased abilities with magic, its a dubious honor.

Linguist - The term "Language Barrier" means little to you, if it spoken then you can speak it as well.

Animal Friend - Most elves are at peace with nature, you control it, animals will come to your aid in battle.

Duelist - You are a decent fellow, you'd hate to die. You are also very good at combat in your chosen weapon, fists.

Challenge Lover - "Our heroes in trouble now." the terms outnumbered, outgunned or suicidal odds means nothing to you.

Amateur Rouge - "I seem to be getting the hang of this sneaking business...." Through some practice, you're starting to become more adept at Stealth.

Heartbeat Healing - Basic healing spell, costs 100 mana, heals 10% of health over 3 turns

Foresight - Requires [Crystal Ball] costs 200 mana, give foresight into future.

Nudge Fate - Costs 50 mana, add 10 to any roll

Grow - Costs 50 mana, might have some use in creating an escape route, mostly used for the purposes of making wooden objects.

Leather Body Armor (EQUIPPED) - Provides protection against bludgeoning attacks

Silk Tunic (EQUIPPED) - Not much in the way of defensive value, reminds you of home.

Leather Trousers (EQUIPPED) - Provides protection against bludgeoning attacks

Travelling Boots (EQUIPPED) - The most inconvenient thing while travelling would be to develop blisters

Leather Gloves (EQUIPPED) - A bit worn out but protects your hand well enough.

Rope Reed Bag (EQUIPPED) - A new bag made by your sister.

Farewell Cloak (EQUIPPED) - A new cloak, traditionally given to a wandering elf when they leave the retreat, the clasp is the Elvish Hope, it is holy and protects from the undead.

Travelling Gear - A map, compass and tinderbox, essentials for travelling anywhere

Waterskin - A leather waterskin that can hold three servings of water. Currently 3/3

Crystal Ball - A ball which is apparently made of Crystal, used for fortune telling, you wonder if, in another life, you could have done fortune telling

2 Entities
 
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Codex
A medium sized creature dedicated to a ruthless (often hypocritical) protection of nature. They are known as the most beautiful and fair species in all of creation, by Elvish reckoning, they are often liked for their grace.
Their natural talents include climbing, beast taming, archery, dancing (apparently) and magic, a gift that is given to them by the spirits.
They are biologically immortal and can only be killed by violence, poisoning or starvation.
Crimes in Elvish society are punished by dirty looks for minor crimes such as thievery or speaking out of turn. Exile is the punishment for major crimes like murder, killing animals and slavery
A short creature fond of getting pissed, killing elves and industry. Their favorite pastimes involve killing elves, mad science and metalworking. They are known as the ugliest and destructive species in creation, the first part is by Elvish reckoning the second part is by everyone's reckoning. They are often liked for their beards.
Their natural talents include breaking the laws of physics, mining and cutting down trees. Though they are not immortal, they are hardy and have near perfect low light vision. An interest tidbit is that most of their history involves them making an expedition that is initially successful before it fails spectacularly within the decade.
In most elvish stories the dwarves are the villains, the ones who betray the heroes or the most gritty and distasteful antihero.
All crimes in dwarven civilization are punished by death via hammer or permanent conscription into the army.
A medium sized creature driven to cruelty by its evil nature. Their favorite pastimes include being at war with the dwarves, kidnapping children and internal power struggles.
They are known as the most terrifying species by everyone's reckoning, including their own. They are often liked for their terrifying features. It is rumored that their civilization was started by demons, whether this is true or just dwarf propaganda is up to debate.
They are biologically immortal and can only be killed via the normal methods. They also have quite good low light vision.
An interesting tidbit is that the common language was invented by a Goblin general while on campaign.
Crimes are treated as personal matters in their civilization, punishments are decided and meted out by the wounded party. With the exception of Oath-breaking, that is punishable by summary execution by the nearest available member of the guard.
A medium sized creature prone to great ambition. Their favorite pastimes involve farming, fishing and travelling. They are not considered by Goblins, the dwarves consider them as lesser dwarves and Elves think of them as damn near mythical at best, or just tall dwarves at worst.
Elves who have met humans are often regarded as delusional or mistaken, with communications being restricted to what an elf thinks humans act like. Humans are liked for their stature.
They have a hierarchical, and often divided, society that values those skilled at combat or skilled at metalworking
Crimes are punished in ordnance to the crime's severity with banishment, or execution, being a common punishment.
A small creature that is fond of stealing things from dwarves. Their favorite pastimes include sneaking, stealing and stabbing dwarf kidneys. They are liked for their mischievous tendencies. Their main exports are thieves and petty annoyance.
They are not considered all that civilized as they lack a spoken language. Though they do seem to have a good eye for value and scouting if their thievery is anything to go by as they often end up stealing artifacts before sending raiding parties.
The Term "Creature of the Night" is a broad term which is used to describe a number of different beings and entities, all of which go bump in the night. These beings are blessed and cursed in different ways, they are more hardy than your average mortal but are cursed with not only being outcasts of society but also, in most cases, insanity.
The term itself can refer to these creatures:
The term Were creature refers to a number of different beings, from the comparatively mundane werewolves to horrific weremammoths, in terms of what they have in common:
They are ridiculously strong, even when not in beast form.
They regenerate lost limbs were entering said beast form.
They have no control over their transformations.
They loose all control when entering beast form as the beast simply takes over.
A more annoying creature of the night, the vampire seduces then drains the blood of its victims.
They are a type of undead meaning that they do actually get along with other undead quite well. Generally speaking, most vampires tend to be dwarves due to the lack of sunlight they normally get, which makes blending in a hell of a lot more easy.
Vampires are also adept socialites with ridiculously good persuasion abilities, they can suck someone literally dry in from of multiple people and can then charm their way out of any accusation, if given enough time.
As such, dwarven authorities adopt a shoot first, ask questions later approach or they conscript the vampires into the army and send them into the fight first.
The most benign creature of the night, though given the competition, that isn't saying much, these are generally the souls of the dead who have not been laid to rest, they typically will hang around where they died haunting people and being a general nuisance until someone either buries their body or honours their name with a slab. Though while mostly benign, they can still be very ... upset if they are not laid to rest or their corpse is desiccated and can sometimes lead to them becoming very violent or disruptive.
A term used to describe these strange hunched creatures that appear in the night, with glowing yellow eyes and skin as black as night. They are a predatory race that relies on pack hunting if the fact that they appear in groups of six is anything to go by, there have been very few confirmed sightings of them due to their rarity. Disappearances of people who go on adventures are often blamed on the Entities, especially, since their bodies are never found, like they just disappeared, but no one knows where they went.
Magic is the force of nature that is born into everyone, though some make use of it more than others. Everyone has the potential to due magic but not everyone masters it. There are multiple styles of magic, these are typically divided between, Human magic, Dwarf magic, Elf magic, Goblin magic, Divine Magic and Necromancy.
A more flashy style of magic, much like humans themselves, its very versatile but often takes its toll on the user. The spells are often casted with long incantations but are very powerful, with their power being determined on the length of the incantation and the adeptness of the caster.
A very flashy style of magic which is often ignored by the dwarves, the few spells that are casted are ones that are necessary, it mostly heat or earth based and sometimes is a very large explosion or cataclysm that can turn the tide of a battle.
Due to the fact that the Dwarves rarely cast magic, its basically fallen out of existence with the few casters being the bookkeeper of fortresses and occasionally a dwarf marshal.
A very subtle style of magic which is unlike the elves themselves, it requires no incantations but is very fickle, it requires the user to be in good faith with the spirits, the more powerful the magic, the more favour that they need with the spirits.
Although such limitations can be bypassed by huge mana reserves or an advanced knowledge of magic.
Due to the fact that goblin society is often secretive and makes sure that no knowledge gets out to the outsiders. Their magic is often reflected in this in that their magic is focused on illusionary spells and memory charms.
It doesn't require long incantations but is often more based on rituals, very fitting when considering the goblin internal politics.
The most often practiced spell is one to hide the room where the ritual takes place. The second most practiced spell is one to break the aforementioned illusion.
Little is known about the magic of the Divines that created the world, the land and the oceans. It is the magic of those who live on high, they do occasionally interfere with the affairs of mortals, blessing some with a mighty destiny or punishing some for hurting their priests or toppling their statues with curses.
A powerful form of magic that is forbidden around the world. As the name implies it is to do with raising corpses from the dead, but more than that it can raise severed limbs, skin and raw meat. Necromancers often seclude themselves in a tower in far away locations to research their magic, which often takes a hold of the land itself, making it more... evil in appearance and causing unnatural weather to occur.
The land around the necromancer's tower is often surrounded by the raised corpses of those foolhardy enough to consider attacking, sometimes, the corpses are raised without the necromancer knowing, like the land itself has come alive and is plotting something.
The previous phenomenon has lead to occasions of adventurers killing a necromancer only to get killed by their own raised limbs or something.
 
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Party Sheet
Permanent Members
No one, yet.
Temporary Members
Name= Francesca
Citizen of Sorcerer's Rest
The last Child of Sorcerer's Rest (self-proclaimed)
The Lonely Blade (self-proclaimed)
The Tall Dwarf
Daughter of Heroes

Current Health = 70%

Current Mana = 0/2500

Attributes

Strength: 5 -Very average strength, her attacks do hit, just not that much.
Agility: 6 - Just above average agility, quick on her feet
Knowledge: 7 - "I didn't know we that much blood in us!"
Intelligence: 5 - Nothing special, she's not that smart and it shows.
Endurance: 7 - She has, and will, Endure.
Luck: 10 - Lady Luck is attached at the hip to this one.

Skills
Combat

Fighter: 6 – An experienced all-around fighter, knows the theory and has some good work with the practical
Swordsman: 5 – "The sword is sharp…." This character is very good with that sword of hers and can swing it around better than most.
Dodge: 5 – Very good at getting out of the way of attacks, not helped all that much by her armor, but there you go.
Clubber: 1 – This character has begun her path on the elegant art of bonking someone over the head with a large stick.

Learning
Magic: 4 – Despite the fact that she's not an elf (and therefore not perfect), she's good with magic.
Reading: 2 – She can read most people's handwriting, though to be honest, she can't read cursive
Foreign Customs: 2 – She can bluff her way through conversations with dwarves to make it seem like she knows their culture.
Music: 1 – Don't let this one near a lute, it'll sound like a cat being strangled
Translation: 3 – Is alright at looking at block text and translating it, though she's a bit lost on the grammar

Social
Appraisal: 3 – She knows enough about appraising items from a glance to stop her from being scammed, most of the time.
Storyteller: 1 – Pity to poor fool who listens to her stories, for they will be bored out of their skulls.

Perks

Experienced – This character has faced real battle and survived. As a result, this character is simply harder to kill

Luck's Child – This character was born lucky, or was lucky to be born, one or the other.

Apprentice Blacksmith – "I can finally tell the difference between Iron and Steel!" What it says, she has apprentice level training in the art of making something sharp and pointy

Mirage Dance – A specific fighting style that is made for one on one duels, mostly comprised of moving around a lot and slashing from every different direction.

Trapper – Has experience laying traps, says they work well on certain two-legged predators.

Prejudice: Elves – "Stupid arrogant point eared bastards…." This character, has a hatred of elves, something about the smell, apparently.

Prejudice: Bandits – "Bandits are literally the worst people of them all, even beggars can look down on them" This character has a vicious hatred of bandits and all-around banditry, don't expect them to break any laws or work with bandits

Bard (Minor training) – "I'll just get my lute here to play a tune for you. *missed notes ensue*" This character has bardic training, it's just a shame they slept through the lessons.

Kissed by Destiny – this character is destined for … things, no-one's all that sure what though.

No Home – "Farewell we call, to hearth and hall…" Though she may not have wanted to, this character is a long way from home, it drives her to move forward, because she can't move back.

Fluent in Common – This character is fluent in the Common Tongue

Passable in Dwarven – This character can speak alright Dwarven, just don't expect her to talk for too long.

Ironhide - Costs 500 mana. Defensive spell, halves incoming damage for the entirety of combat.
Sparks - Costs 50 mana. Basic Human Spell, creates several sparks at fingertips, not that useful for combat but has other uses.
Dices Roll - Costs 100 mana. Human spell, similar to Nudge Fate. Allows for a re-roll of one dice.
Endure - Costs 1000 mana. Human Spell, when the torches rise and my walls fall, when all is lost, I will Endure. Allows for immunity to a turn of combat for the user.

Headband (EQUIPPED) - A black headband that reminders her of home. It does look a bit red now that you inspect it.

Iron Breastplate (EQUIPPED) - Provides good protection around the upper body area

Wool Tunic (EQUIPPED) - Warms the body but doesn't look all that good or provides much in the way of protection

Iron Braces (EQUIPPED) - Braces made of iron that protect the wrist area of the wielder, good against slicing attacks.

Leather Leggings (EQUIPPED) - Provides some protection against blunt attacks but not that much.

Travelling Boots (EQUIPPED) - New leather boots, supple brown leather. good against blisters.

Leather Gloves (EQUIPPED) - Newer gloves that look a bit worn but mostly serviceable.

Bandit Iron Longsword (EQUIPPED) - A poorly maintained sword made from Iron, she swears that she looted it from a bandit. Can be used for slashing, stabbing and pommel striking.

Torch - A stick that is on fire, not much to say about it, really. Makes a good blunt weapon.

Lute - A small rugged wooden lute, currently slung over her back. Can be used as a club in a pinch.

4 Bandits, in battle
1 Entity, in battle
 
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Added a few perks

I would appreciate people actually replying, just give me your thoughts, it helps me become a better QM.
 
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Who said Elves can't be a Hard'Un? Punching monsters to submission and suplexing our enemies is the name of the game!

Sure, we're mute, and that makes it hard to make friends, but we have our forest buddies and the nice voices in our head to keep us company!

I put the Duelist and Brawler free levels into Unarmed, giving it 5, then spent everything else in Dodge and Fightiness. Please do tell if I've made some errors.

[X] Plan Lonely PunchElf
-[X] Name: Isabelle
-[X] Attributes:
--[X] Strength – 8
--[X] Agility – 10
--[X] Knowledge – 6
--[X] Intelligence – 5
--[X] Endurance – 6
--[X] Luck – 5
-[X] Combat Skills:
--[X] Fighter – 4
--[X] Dodger – 4
--[X] Unarmed – 5
-[X] Learning Skills:
--[X] Reading – 4
--[X] Magic – 4
-[X] Perks:
--[X] Force of Nature - Despite being mute, your simple presence can draw everyones eyes if you so want it.
-[X] Positive:
--[X] Brawler
--[X] Eagle-eyed
--[X] Blessed by the Spirits
--[X] Linguist
--[X] Animal Friend
--[X] Duelist
-[X] Negative:
--[X] Mute
--[X] Challenge Lover
--[X] Possessed
-[X] Odd:
--[X] Polarizing First Impressions
 
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[X] Plan Lonely PunchElf
-[X] Name: Isabelle
-[X] Attributes:
--[X] Strength – 8
--[X] Agility – 10
--[X] Knowledge – 6
--[X] Intelligence – 5
--[X] Endurance – 6
--[X] Luck – 5
-[X] Combat Skills:
--[X] Fighter – 4
--[X] Dodger – 4
--[X] Unarmed – 5
-[X] Learning Skills:
--[X] Reading – 4
--[X] Magic – 4
-[X] Perks:
--[X] Force of Nature - Despite being mute, your simple presence can draw everyones eyes if you so want it.
-[X] Positive:
--[X] Brawler
--[X] Eagle-eyed
--[X] Blessed by the Spirits
--[X] Linguist
--[X] Animal Friend
--[X] Duelist
-[X] Negative:
--[X] Mute
--[X] Challenge Lover
--[X] Possessed
-[X] Odd:
--[X] Polarizing First Impressions
 
[x] Plan: Spirits Will Guide You

[x] Strength – Used to determine how hard you hit +2
[x] Agility – Used to determine your speed in most things +3
[x] Knowledge – Used to determine your booksmarts and quickly you improve your skills +1
[x] Luck – You're general luckiness, how the Spirits favour you +4

Combat Skills
[x] Spearman – How good are you with the spear and other polearms. - 3 lvl [6 pts] (+2 from Duelist)
[x] Fighter – How useful are you as a fighter, you're all-round fighting skills. - 4 lvl [10 pts]
[x] Dodger – How good are you at dodging attacks and possibly death. - 2 lvl [2 pts] (+2 from Brawler)

Learning Skills
[x] Reading – According to mother, reading is an important skill (with zero points you are illiterate). - 2 lvl [2 pts]
[x] Lore – The Lore of the beasts, both mundane and mythical. Also affects your knowledge of history. - 3 lvl [6 pts]
[x] Magic – The Spirits of the forest granted the elves magic, how much have you bothered to remember the spells. - 4 lvl [10 pts] (+2 from Blessed)

Perks
[x] Brawler – You learnt how to fight without weapons, its no stretch you say that you can kill someone with your bare hands, two free levels in dodging, Unlocks the [Unarmed] Skill with three free levels
[x] Blessed by the Spirits – The Spirits seem to have blessed you by improving your skills in magic, plus two free levels
[x] Linguist – While other elves might learn their own tongue and parts of common, you are fluent in Common, Dwarven, Goblin and Divine. This means that you will always understand what people are saying, might impress a few people. Also passable in human
[x] Duelist – You've always been skilled in the art of dueling, fellow duelists will respect you, the best have been revered as true masters of combat, two free levels in a combat skill of your choice.

Negative
[x] Dwarf Sight – By Elfish standards, you are almost legally blind, you really can't do archery and elves will actively try to rid you of arrows and bows
[x] Possessed – you're not sure what happened or when, maybe you accidentally pushed over a priest or something. But you've been hearing these voices And they whisper things you don't want to understand

A near-blind elf who relies on spirits (demons?) to sense things around him. Can't do archery, but pretty badass with a spear.
 
You have 20 points for learning skills, similar rules

For every two positive perks, you are obliged to pick a negative perk

[X] Plan Lucky Go Happy
[X] Anariaon
[X] Strength – +0
[X] Agility – +0
[X] Knowledge – +0
[X] Intelligence – +0
[X] Endurance – +0
[X] Luck – + 10

[X] Archer – How good are you at aiming and general archery. 6 points
[X] Bowman – How good are you with the most elvish of weapons, the bow. 6 points
[X] Dodger – How good are you at dodging attacks and possibly death. 8 points

[X] Reading – 3 points
[X] Foreign Customs – 1 points
[X] Persuader – 3 point
[X] Lore – 3
[X] Magic – 10
[X] Brawler – You learnt how to fight without weapons, its no stretch you say that you can kill someone with your bare hands, two free levels in dodging, Unlocks the [Unarmed] Skill with three free levels
[X] Blessed by the Spirits – The Spirits seem to have blessed you by improving your skills in magic, plus two free levels
[X] Linguist – While other elves might learn their own tongue and parts of common, you are fluent in Common, Dwarven, Goblin and Divine. This means that you will always understand what people are saying, might impress a few people. Also passable in human
[X] Animal Friend – Elves have always been at peace with nature, with this perk, animals will actively come to your aid in combat and you have an easier time calming animals.
[X] Pacifist – You despise the thought of killing, you gain a minus 10 modifier for combat rolls but a plus ten to persuasion rolls, especially when it comes to stopping fights Won't help when they want you're blood
[X] Challenge Lover – "Our heroes in trouble now." Outnumbered, outgunned, suicidal odds, those mean nothing to you, its rumoured you don't know fear. Most followers won't follow you into those odds.
 
I'll give you about 10 hours, mostly due to the fact that my parents will be dragging me away from a computer for a while.
 
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Vote called, tally incoming
Adhoc vote count started by Unhacker on Aug 27, 2017 at 3:39 AM, finished with 11 posts and 5 votes.

  • [X] Plan Lonely PunchElf
    -[X] Name: Isabelle
    -[X] Attributes:
    --[X] Strength – 8
    --[X] Agility – 10
    --[X] Knowledge – 6
    --[X] Intelligence – 5
    --[X] Endurance – 6
    --[X] Luck – 5
    -[X] Combat Skills:
    --[X] Fighter – 4
    --[X] Dodger – 4
    --[X] Unarmed – 5
    -[X] Learning Skills:
    --[X] Reading – 4
    --[X] Magic – 4
    -[X] Perks:
    --[X] Force of Nature - Despite being mute, your simple presence can draw everyones eyes if you so want it.
    -[X] Positive:
    --[X] Brawler
    --[X] Eagle-eyed
    --[X] Blessed by the Spirits
    --[X] Linguist
    --[X] Animal Friend
    --[X] Duelist
    -[X] Negative:
    --[X] Mute
    --[X] Challenge Lover
    --[X] Possessed
    -[X] Odd:
    --[X] Polarizing First Impressions
    [x] Strength – Used to determine how hard you hit +2
    [x] Agility – Used to determine your speed in most things +3
    [x] Knowledge – Used to determine your booksmarts and quickly you improve your skills +1
    [x] Luck – You're general luckiness, how the Spirits favour you +4
    [x] Spearman – How good are you with the spear and other polearms. - 3 lvl [6 pts] (+2 from Duelist)
    [x] Fighter – How useful are you as a fighter, you're all-round fighting skills. - 4 lvl [10 pts]
    [x] Dodger – How good are you at dodging attacks and possibly death. - 2 lvl [2 pts] (+2 from Brawler)
    [x] Reading – According to mother, reading is an important skill (with zero points you are illiterate). - 2 lvl [2 pts]
    [x] Lore – The Lore of the beasts, both mundane and mythical. Also affects your knowledge of history. - 3 lvl [6 pts]
    [x] Magic – The Spirits of the forest granted the elves magic, how much have you bothered to remember the spells. - 4 lvl [10 pts] (+2 from Blessed)
    [x] Brawler – You learnt how to fight without weapons, its no stretch you say that you can kill someone with your bare hands, two free levels in dodging, Unlocks the [Unarmed] Skill with three free levels
    [x] Blessed by the Spirits – The Spirits seem to have blessed you by improving your skills in magic, plus two free levels
    [x] Linguist – While other elves might learn their own tongue and parts of common, you are fluent in Common, Dwarven, Goblin and Divine. This means that you will always understand what people are saying, might impress a few people. Also passable in human
    [x] Duelist – You've always been skilled in the art of dueling, fellow duelists will respect you, the best have been revered as true masters of combat, two free levels in a combat skill of your choice.
    [x] Dwarf Sight – By Elfish standards, you are almost legally blind, you really can't do archery and elves will actively try to rid you of arrows and bows
    [x] Possessed – you're not sure what happened or when, maybe you accidentally pushed over a priest or something. But you've been hearing these voices And they whisper things you don't want to understand
    [X] Anariaon
    [X] Strength – +0
    [X] Agility – +0
    [X] Knowledge – +0
    [X] Intelligence – +0
    [X] Endurance – +0
    [X] Luck – + 10
    [X] Archer – How good are you at aiming and general archery. 6 points
    [X] Bowman – How good are you with the most elvish of weapons, the bow. 6 points
    [X] Dodger – How good are you at dodging attacks and possibly death. 8 points
    [X] Reading – 3 points
    [X] Foreign Customs – 1 points
    [X] Persuader – 3 point
    [X] Lore – 3
    [X] Magic – 10
    [x] Brawler – You learnt how to fight without weapons, its no stretch you say that you can kill someone with your bare hands, two free levels in dodging, Unlocks the [Unarmed] Skill with three free levels
    [x] Blessed by the Spirits – The Spirits seem to have blessed you by improving your skills in magic, plus two free levels
    [x] Linguist – While other elves might learn their own tongue and parts of common, you are fluent in Common, Dwarven, Goblin and Divine. This means that you will always understand what people are saying, might impress a few people. Also passable in human
    [X] Animal Friend – Elves have always been at peace with nature, with this perk, animals will actively come to your aid in combat and you have an easier time calming animals.
    [X] Pacifist – You despise the thought of killing, you gain a minus 10 modifier for combat rolls but a plus ten to persuasion rolls, especially when it comes to stopping fights Won't help when they want you're blood
    [X] Challenge Lover – "Our heroes in trouble now." Outnumbered, outgunned, suicidal odds, those mean nothing to you, its rumoured you don't know fear. Most followers won't follow you into those odds.
 
Reasons
So, Isabelle of Hawk's Rest, tell me

How many siblings do you have?
[ ] Only Child
[ ] A Brother
[ ] A Sister
[ ] A brother and a Sister
[ ] Two Brothers
[ ] Two Sisters
[ ] Write-in

How are you viewed in your village?
[ ] Scum of the earth
[ ] Half-decent Cannon Fodder
[ ] Tolerable, if a bit quiet
[ ] Someone you'd give your life for.
[ ] The best of the best

Since you know magic, what spells do you know? (Max 4)
[ ] Heartbeat Healing (Basic healing spell, doesn't heal much)
[ ] Haste (Basic speed spell, makes you faster)
[ ] Healing Hands (Your hands are the one which heals, means you strike friends for negative damage)
[ ] Foresight ([Requires a Crystal Ball] Allows you to see into the future, who knows what you'll see)
[ ] Hurting Hands (A basic damage boost)
[ ] Bound Bow (Demand the spirits make you a bow and arrow, useful when caught at a disadvantage)
[ ] Fear (Make your opponent fear you and flee, basic fear spell)
[ ] Nudge Fate (The spirits favor the elves, make them nudge fate in your direction)
[ ] Detect Undead (Foul dwarves are known for harboring vampires and other such abominations, find them)
[ ] Flames of the Elves (Shoot fire from your hands, make those who oppose you feel pain)
[ ] Grow (Elementary Magic that causes things to grow, such as plants or trees)
[ ] Light of the Spirits (By the will of the spirits all elves should see the light of day, even those underground)
[ ] Break (break your opponent, completely)
Why are you adventuring?
[ ] Wanderlust
[ ] To fall in love
[ ] To create a masterpiece
[ ] To master a skill
[ ] To find great fortune
[ ] Your home is being burnt down, RUN!
[ ] Write-in

What is your family's name?
[ ] Write-in
 
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Plan format as always.
Also if you're wondering about the character sheet, the image is basically elf Yang, its a temporary image in case anyone has a better image.
 
[X] Plan Tragic Backstory
-[X] A Brother and a Sister
-[X] Scum of the Earth
-[X] Healing Hands (Your hands are the one which heals, means you strike friends for negative damage)
-[X] Hurting Hands (A basic damageboost)
-[X] Nudge Fate (The spirits favor the elves, make them nudge fate in your direction)
-[X] Flames of the Elves (Shoot fire from your hands, make those who oppose you feel pain)
-[X] To fall in love
-[X] Family Name: Wiseheart

We're already a speedy elf, so we probably don't need Haste. Likewise, we're pretty perceptive as is so Detect Undead and Light of the Spirits aren't as useful anymore. So, a basic fiery ranged attack to widen our options besides melee and a damage steroid should help round out Isabella's skills.

That, and you can never go wrong with a bit more luck, and literally being able to punch people to heal them is too hilarious not to pick.

As for the backstory, I think having a sympathetic family, but still reviled by the rest of the town due to Possesion would explain quite well why Isabella chose to go far away where she can't cause trouble for her family. This way, their lives are easier and she can go and find companionship where no one knows of her condition.
 
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Might need a family name
Gonna be honest, naming Elves has always been hard for me.

Usually, last names have something with the family's line of work, or it could just say something notable about the person. So, err, Isabella Punchsplode?

In retrospect, Isabella isn't the most elvish of names. Can you give us a example on local Elf names? It could help immensely in getting a feel for the culture, and how the family name should be.

EDIT: Will come up with a fitting last name aftet sleeping.
 
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Gonna be honest, naming Elves has always been hard for me.

Usually, last names have something with the family's line of work, or it could just say something notable about the person. So, err, Isabella Punchsplode?

In retrospect, Isabella isn't the most elvish of names. Can you give us a example on local Elf names? It could help immensely in getting a feel for the culture, and how the family name should be.

EDIT: Will come up with a fitting last name aftet sleeping.
Well your family is made up largely of craftsmen and soldiers. Your family's founder is believed to be a sword bearer for a king, haven't thought up generic names, given that we'd be leaving Hawk's Rest soon.
 
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[X] Plan Beneficent Heart
-[X] A brother and a Sister
-[X] Tolerable, if a bit quiet
-[X] Heartbeat Healing (Basic healing spell, doesn't heal much)
-[X] Foresight ([Requires a Crystal Ball] Allows you to see into the future, who knows what you'll see)
-[X] Nudge Fate (The spirits favor the elves, make them nudge fate in your direction)
-[X] Grow (Elementary Magic that causes things to grow, such as plants or trees)
-[X] To fall in love
-[X] Family Name: Wiseheart
 
Well your family is made up largely of craftsmen and soldiers. Your family's founder is believed to be a sword bearer for a king, haven't thought up generic names, given that we'd be leaving Hawk's Rest soon.
In the end, I decided to copy Veekie's vote for the name.

Also, changed the motivation to romance. Because I'm a sucker for that kind of thing. :V
 
[X] Plan Beneficent Heart
-[X] A brother and a Sister
-[X] Tolerable, if a bit quiet
-[X] Heartbeat Healing (Basic healing spell, doesn't heal much)
-[X] Foresight ([Requires a Crystal Ball] Allows you to see into the future, who knows what you'll see)
-[X] Nudge Fate (The spirits favor the elves, make them nudge fate in your direction)
-[X] Grow (Elementary Magic that causes things to grow, such as plants or trees)
-[X] To fall in love
-[X] Family Name: Wiseheart
 
[X] Plan Beneficent Heart
-[X] A brother and a Sister
-[X] Tolerable, if a bit quiet
-[X] Heartbeat Healing (Basic healing spell, doesn't heal much)
-[X] Foresight ([Requires a Crystal Ball] Allows you to see into the future, who knows what you'll see)
-[X] Nudge Fate (The spirits favor the elves, make them nudge fate in your direction)
-[X] Grow (Elementary Magic that causes things to grow, such as plants or trees)
-[X] To fall in love
-[X] Family Name: Wiseheart
Since your vote is in the lead, can I convince you to exchange one of the spells for Healing Hands? It's kind of our gimmick, having the punch version of a healing shiv just makes it better.
 
I'll be fine with a change in the spells, I went with Veekie because of the first line (people's opinions of us)
 
[X] Plan Tragic Backstory
-[X] A Brother and a Sister
-[X] Scum of the Earth
-[X] Healing Hands (Your hands are the one which heals, means you strike friends for negative damage)
-[X] Hurting Hands (A basic damageboost)
-[X] Nudge Fate (The spirits favor the elves, make them nudge fate in your direction)
-[X] Flames of the Elves (Shoot fire from your hands, make those who oppose you feel pain)
-[X] To fall in love
-[X] Family Name: Wiseheart
 
[X] Plan Beneficent Heart
-[X] A brother and a Sister
-[X] Tolerable, if a bit quiet
-[X] Heartbeat Healing (Basic healing spell, doesn't heal much)
-[X] Foresight ([Requires a Crystal Ball] Allows you to see into the future, who knows what you'll see)
-[X] Nudge Fate (The spirits favor the elves, make them nudge fate in your direction)
-[X] Grow (Elementary Magic that causes things to grow, such as plants or trees)
-[X] To fall in love
-[X] Family Name: Wiseheart

So we're playing a mute, possessed elf maiden that prefers to beat the shit out of things with her fists, on a quest for love. Should be both interesting and amusing :D
 
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