Name(s): Arafin Com’Ynth
Status: Alive, nobility revealed, Seargent. Emissary to elves
Loyalties/Groups: Handymans guild, Banner Man party
Presence
Concept: Wyld Elf, noble lineage, training to lead his people past the incursion of grollens and humans.
> Purpose: open
Description: Wyld Elf/ Plains, Male, 5’9, 150, Tan skin, Brown hair, Green eyes, right handed
> Size: 9 / Size Factor (SF) = 0
> Markings: [tattoos, scars, etc.]
> Looks: Pleasing +1cs (youthful appearance)
> Essence: 12-3=5
Mannerisms:
> Social Standing: [current] / Pedigree: Son of tribal chief, heir, sergeant in handyman’s guild
Aptitude
Kinetic 4, Divine 1
Attributes
Charisma = 3
Intuition = 3
Perception = 4
Reactions = 8 +1 to direct rolls (Agile Disposition)
Reason = 3
Sanity = 4
Strength = 6
Vigor = 6
Traits
Physical: Sharp hearing (+1), Light Sleeper, Bonded Soul Gem, Narrowly Adaptive, Starlight Vision, Natural acrobat, Chi pool (1)
Mental: Short Fuse, Intolerance: Grollens, Slow Learner, Code Of the Animist, Code of conduct: Good, Synergy Pool (7)
Other: Good Luck, Conviction (animist) 1, Preferred weapon and enhanced proficiency: Living Bow, Air sense 2, Spark flow: Air buffet, +2 to communicate with elementals
Familiaritys
swords, bows, blades, shields, tumble, dodge, elude, air sparks-rank 1,
Skills
Combat: Evade 2+5(high probability—4ms +1mq even on fails), Melee 32, Propel 1+1, Shoot 4+1, Team Tactics 1
Athletics: Climb 2+2, Jump 2+2, Running 2+1, Swim 2+2, Ride 2+1,
Communications: Feyloise 4/4, Gladnorean 2, Slyph 2+2
Knowledge: Meditation 1+1, Survival 2+2, Military Lore 2, streetwise 3, mana sense 1+4, undead 1, nightmares 1, air sense 1+3
Stalking: Stealth 2+1, Camouflage 2+1, Tracking 2, Form Spark 1+3, Lore: Sparks 1+2, danger sense 1(sword rolls on a 7 for 5 mana)
Special Abilities: full bond with the Amber blade, permanently have a minor bond with the Amber Blade, regardless of you keeping it or not.
Air spark- does things
Divine
Synergy Pool (7) = 44
Shared Litany, Faith Rites knowledge
Slyph Bond: +1 cs to Survival, Void Sense and Shade Sense. Automatic Stabilization, +1 cs to speak/ Interact or Bind Air elementals and Sparks, No limit to speaking the air language, No cp cost to bind air spark or 1 cp to bind rank 2, +4 cs to resist self destructive urges
Ranged attacks are at a -1 MS to hit
Blessings:
Occult
Mana Pool (1) = 25
Kinetic
Chi Pool (1) = 42
Psychic
Focus Pool (0) =
Combat
Health = 54
CON:
> Endurance Threshold (ET) = CON + Toughness Levels + Survival Proficiency Level
Familiarities: Sparks, Swords, Bows, Blades
Tactics:
Equipment
Armor/Defenses: Fendalkrayne pv 9(regen 10 per day) pr 90/, embris resolve: 50pv 250pr- durable, bearing 2, minor resistance to shadow, and raidence +1ms to resist and a 1mq incoming damage, 1/day phantasmal state for 10 rounds-san check and -1essence for a week 30 meters away—stunning strike, death evoidence—1/session 10 mana causes you to shrug off a death dealing blow,
> Feet:
> Hands:
> Head:
Weapons/Offense: _Slim sword 9 dam, 3 am. Living Bow 2/1 Am 13 dam, +1 cs when firing ling ammo, can be drawn in 0 AM, Amber Blade 3am-ghostly presence, san check to attack me, amber ray 3/day
Typical Clothes:
Encounter: [for casual, low threat, about town type situation or stripped for full combat] Day: [for day trip, where sustenance and hydration is important and always having min supplied for single night] Travel: [pathfinding, multi-day trips] Mounts/Vehicle/Carry Assistance
3400 silvers, 4 assets (Living Bow), 2 land (Developed tree farm, Allow for purchase of living weapons), 1000 silver allowance, Contact: No cost, no disclosure, shelter and resources for up to 1 month a year, Living Bow: 2/1 am, 13 base damage, 3 RCT 8 STR, 1 ENC, 1 cs when firing living munitions, Can be drawn from case in 0 AM if it is a preferred weapon. Fendelkrayne: 1 fv, 6 armor 72 health. Slim Sword, Dagger (1 cs to melee and propel, 5 base damage, Durable, worth 1000 silvers ), 78 arrows, 18 living arrows, 20 combat living, 20 Fatigue Living, Arrows of slaying 25 base damage (+2ms +2mq) – elf, orc, oger, shade, moate(bright lands), ducadian, half breed, half orish
4 blue fire stuff (safe signal), 2 purple fire stuff (Danger Signal)
Survival Suit
50
Rough Exposure; negates 1 SCF from exposure/-1 AM action
Travel Kit (3 ENC) > Basic clothes (3 sets), good clothes (2 sets), fancy clothes (1 set), 2 sets boots, sandals, nice slippers, warm wool cape, overnight pack, bedroll, cook gear (utensils, whetstone, bowl, cup, 1 pot, 1 pan), flint & tinder, lamp, 3 flasks lamp oil, 3 torches, 60m of rope, 2 belts, 2 light tarps, 1 small tent, 1 grease tin (waterproofing), 2 small sacks, walking stick (light staff), wine skin w/watered wine, 1 week worth of preserved rations, 1 week worth of fresh rations, horse w/saddle bags and tack (saddle/harness/stirrups; 4 CS ride), 1 crude map of the realms, 50 SC in jewelry. 5 healing Salves (1 healing on wound check)
Armor: Hide – Thin
Cavalry Horse (light)
2500
Size 100; Will not run from combat – “Habituated” training
Standard Living: 50 silvers
Fatigue Living: 75 silvers
Combat Living: 200 silvers (AP, Aggravating)
History
Created: 1/1/2014 (orig)/System: 5.x > Revision (version # or milestone)
[What happened After After Character Creation]