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croiduire:refuge:characters:firefall:zayiiri_winterlocke

Zayiiri Winterlocke

Full Name Zayiiri 'Iri' Winterlocke
Player Sylverthorne
Game (Context) Refuge (Firefall)
Race/Species Elf (Alta Norë)
Gender Female
Height 5'2"
Weight 95lbs
Age DOB: 25 Ringarë 1118 (354)
Apparent Age1) Early to mid-thirties
Hair Silver
Eyes Blue
Skin Tanned (honey-cream)

Character Sheet

Class and Level Wizard 12
Kit Savage Wizard
Alignment N/G

Tracking

Current Base Notes
Hit Points 88 88 No current injuries.
Spell Points 79 79
Experience (Mage) 750,000 1,125,000

Ability Scores

Score Current Base Notes
Strength 12 12 Attack Adj.: +0; Damage Adj.: +0; Weight Allowance: 45 lbs; Max Press: 140 lbs; Open Doors: 7; Bend Bars/Lift Gates: 4%
Dexterity 16 16 Missile Adj.: +1; Reaction Adj.: +1; Armour Class: -2
Constitution 18 18 Hit Point Adj.: +2(+4); System Shock: 99%; Resurrection Chance: 100%; Poison Save: +0
Intelligence 18 18 Bonus Languages/Proficiencies: 7; Max. Spell Level: 9th; Chance to Learn New Spell: 85%
Wisdom 14 14 Magic Defence Adj.: +0
Charisma 13 12 Initial Reaction Adj.: +1; Loyalty Base: +0; Max. Number of Henchmen: +5
Perception 13 13 No adjustments.
Comeliness 15 15 Charisma Modifier: +1

Combat Statistics

Current Base Notes
THAC0 17 17 Melee: 17; Missile: 16
Armour Class 6 10 Soft leather armour: -2; Dexterity adjustment: -2

Attacks

Weapon Init. Attacks THAC0 Damage Range
Melee Missile Short Medium (-2) Long (-5)
Staff +2 1 1 17 N/A 1d6+2 (+3) N/A
Bow +1 2 2 N/A 15 1d6+1 70 yds 140 yds 230 yds
Dagger 1 1 17 16 S/M: 1d4; L: 1d3 10 yds 20 yds 30 yds

Saving Throws

Paralysation, Poison, & Death Magic 11
Petrifaction & Polymorph 9
Rod, Staff, & Wand 7
Breath Weapon 11
Spell 8

Weapon Proficiencies

Proficiency Level Slots Notes
Staff Proficient 1
Bow Proficient 1
Dagger Proficient 1

Nonweapon Proficiencies

Proficiency Score Attribute Slots Notes
Swimming 12 Strength 1
Direction Sense 14 Perception + Wisdom, averaged +1 1
Cooking 17 Intelligence + Dexterity, averaged +0 1
Singing 13 Charisma +0 1
Rope Use 16 Dexterity +0 1
Weather Sense 12 Perception + Wisdom, averaged -1 0--Kit Bonus
Brewing 18 Intelligence +0 1
Reading/Writing 19 Intelligence +1 1
Spellcraft 16 Intelligence -2 1
Herbalism 16 Intelligence -2 2
Musical Instrument (Flute) 15 Dexterity -1 2
Engineering 15 Intelligence -3 2
Survival 18 Intelligence +0 0--Kit Bonus Plains
Dwarf Runes 18 Intelligence +0 1 DSL--Only dwarves gain a +2 bonus

Languages

Native Elven (all regional variations); Common
Studied Cetan; Dwarven (written only)

Spells (Mage)

Schools of Magic
Primary:2) Universal, Invocation/Evocation, & Divination
Secondary:3) Alteration, Necromancy, Illusion, & Abjuration
Opposition:4) Enchantment/Charm & Conjuration/Summoning
0th Level Spells Cost School Components Notes
Cantrips 1/10th5) Universal V, S, M6)
1st Level Spells Cost School Components Notes
Detect Magic 1 Universal V, S, M Material component: a coloured crystal or mineral prism; reusable
Read Magic 1 Universal V, S, M Material component: a clear crystal or mineral prism; reusable
Wizard's Mark 1 Universal V, S, M Material component: ink and freshly blended tempera in red, yellow and blue, gold leaf and crushed mica, all in quantities sufficient to draw the runes, and a pen or brush
Shield 1 Evocation V, S, M Material component: caster's wand
Magic Missile 1 Evocation V, S, M Material component: caster's wand
Tenser's Floating Disk 1 Evocation V, S, M Material component: a drop of quicksilver and a bit of thistledown
Alarm 2 Abjuration V, S, M Material component: a tiny silver bell and a 1 ft length of very fine silver wire; if the spell expires or is dismissed without the alarm sounding, the bell can be reused; if the alarm sounds, the bell is consumed. In all castings the wire is consumed
Protection from Evil 2 Abjuration V, S, M Material component: enough powdered silver to trace a 3 ft circle around the spell target
Burning Hands 2 Alteration V, S, M Material component: a 1" ball of pitch
Comprehend Languages 2 Alteration V, S, M Material component: 1/2 t each of soot and salt
Dancing Lights 2 Alteration V, S, M Material component: a glowworm, firefly, fungus, or other bioluminescent living organism
Featherfall 2 Alteration V, S, M, A Spell must be prepared in advance. Material component: a feather from any avian or the image of a feather carved from a precious or semiprecious stone, or cast from precious metal (gold or mithral preferred); hard cameos are often crafted for this purpose; wood, shell, or glass may also be used. The enchanted talisman is worn by the caster; to activate the spell the caster speaks a single word of power. The natural feather is always consumed; other foci have varying chances of shattering based on material and quality; helmet shell carvings, semi-precious and precious stones, and precious metal objects are almost always reusable
Hold Portal 2 Alteration V, S, M Material component: a small, straight piece of iron
Light 2 Alteration V, S, M Material component: a piece of bioluminescent fungus (e.g. foxfire)
Shocking Grasp 2 Alteration V, S, M Material component: a length of silver wire long enough to loop around two of the caster's fingers
Mending 2 Alteration V, S, M Material component: two small lodestones or two burrs
Armour 5 Conjuration V, S, M Material component: a piece of finely cured leather that has been blessed by a priest
Grease 5 Conjuration V, S, M Material component: a pat of butter, lard, or tallow
2nd Level Spells Cost School Components Notes
Detect Invisibility 2 Divination V, S, M Material component: generous sprinklings of talc and powdered silver
Locate/Obscure Object 2 Divination V, S, M Material component, locate: a forked twig; obscure: a chameleon skin
Web 2 Evocation V, S, M Material component: a spider web
Ice Knife 2 Evocation V, S, M Material component: a drop of water from melted snow and a tiny silver dagger; dagger has limited reusability, but will eventually wear out and shatter7)
Continual Light 4 Alteration V, S, M Material component: a piece of flint, a steel striker, and a droplet of clear glass
Darkness 4 Alteration V, S, M Material component: brushings from a black cat with no white hair or a black owl feather and a lump of coal, tar, or pitch (no less than 1/2 oz)
Fog Cloud 4 Alteration V, S, M Material component: 1/4 oz of dried split peas
Knock 4 Alteration V, S, M Material component: caster's wand
Levitate 4 Alteration V, S, M Material component: either a hummingbird's wing feather, a loop of leather from a flying fish, or a length of gold wire bent into a cup shape with a long shank on one end
Rope Trick 4 Alteration V, S, M Material component: either a drop of Sovereign Glue or a 6d silver nail and a length of silk cording sufficient to tie a triple sliding hitch (also called a Prusik knot)
Shatter 4 Alteration V, S, M Material component: a hollow glass ball or bulb shattered in the casting of the spell; if the component does not shatter (walls too thick, surface slammed against too soft, etc), the spell fails
Strength 4 Alteration V, S, M Material component: several hairs or a feather from any beast with a natural strength greater than 18/00
Whispering Wind 4 Alteration V, S, M Material component: wind-dispersed seeds, such as dandelion, salsify, box elder, etc, with the "wings" intact
Wizard Lock 4 Alteration V, S, M Material component: a small, straight piece of steel
Blur 4 Illusion V, S, M Material component: caster's wand
Invisibility 4 Illusion V, S, M Material component: an eyelash and a bit of gum arabic, the former encased in the latter
Mirror Image 4 Illusion V, S, M Material component: a warped metal mirror; reusable
Glitterdust 10 Conjuration V, S, M Material component: 1/4 oz of finely ground mica
Melf's Acid Arrow 10 Conjuration V, S, M Material component: a dart and 1/4 oz of each, dried and ground, monkshood and rhubarb leaves
Bind 10 Enchantment V, S, M Material component: caster's wand and the rope to be enchanted
3rd Level Spells Cost School Components Notes
Dispel Magic 3 Universal V, S, M Material component: a shattered crystal, intact but with fracture lines throughout; reusable
Fireball 3 Evocation V, S, M Material component: a 1" ball of bat guano and sulphur
Lightning Bolt 3 Evocation V, S, M Material component: a palm-sized piece of fur and an amber, crystal, or glass rod; the rod is reusable, but there is a 10% chance of breakage per use
Melf's Minute Meteors 3 Evocation V, S, M Material component: beads of nitre, sulphur, and pine tar, blown through a tube of fine gold enruned with mithral; the tube is reusable
Blink 6 Alteration V, S, M Material component: three paper cups and a dried pea or bean
Explosive Runes 6 Alteration V, S, M Material component, "ink": white phosphorus dissolved in carbon disulfide; "pen": a torchwood stylus, used to trace the runes
Fly 6 Alteration V, S, M Material component: the wing feather of any passerine bird capable of flight
Gust of Wind 6 Alteration V, S, M Material component: a rice paper fan or a palm frond
Haste 6 Alteration V, S, M Material component: 1/2 oz shaved licorice root. Note: a Haste spell only ages the recipient one year if they fail a system shock roll
Tongues 6 Alteration V, S, M Material component: a small clay statue of a ziggurat
Waterbreathing 6 Alteration V, S, M Material component: a hollow reed
Wind Wall 6 Alteration V, S, M Material component: a painted and gilded fan, either rigid or folding, of silk, leather, or fine paper; poor craftsmanship of the component can cause the spell to end prematurely or fail entirely
Summon Monster I 15 Conjuration V, S, M Material component: a red silk bag exactly 5" x 21/2", exquisitely enruned and embroidered with the sorts of creatures the spell can summon, and a fine beeswax candle; the bag is reusable unless worn, soiled, or damaged (minimum 20% chance per use), the candle is lit as part of the somatic component of the spell and fully consumed when the spell expires. The quality of the bag determines the quality of the creatures it summons.
4th Level Spells Cost School Components Notes
Ice Storm 4 Evocation V, S, M Material component: at least 1/2 oz sal ammoniac or muriate of potash and water
Shout 4 Evocation V, S, M Material component: 1/2 oz each of honey and lemon juice, mixed together and sipped from a miniature 1 oz capacity horn megaphone; horn reusable
Wall of Ice 4 Evocation V, S, M Material component: a small piece of clear quartz or similar rock crystal
Fire Shield 4 Evocation V, S, M Material component, warm shield: 1/2 oz of phosphorus; chill shield: 1/2 oz of bicarbonate of soda
Remove/Bestow Curse 8 Abjuration V, S, M Material component: caster's wand
Dimension Door 8 Alteration V, S, M Material component: caster's wand
Leomund's Secure Shelter 8 Alteration V, S, M Material component: a block of stone approximately 1" x 1" x 1" (can be larger; does not have to be perfectly square or exact), 1/2 oz crushed lime, 1/2 oz builders' sand, 1/2 oz water, and several splinters of wood. The mage must be able to cast Alarm and Unseen Servant spells if these benefits are to be included; if so the components for those spells (string, a tiny silver bell, and a 1 ft length of very fine silver wire) must be included in the casting also
Evard's Black Tentacles 20 Conjuration V, S, M Material component: a piece of tentacle from the giant squid (Architeuthis dux) or colossal squid (Mesonychoteuthis hamiltoni); must be fresh (not rotted, not dried)
Summon Monster II 20 Conjuration V, S, M Material component: an orange silk bag exactly 51/2" x 2¾", exquisitely enruned and embroidered with the sorts of creatures the spell can summon, and a fine beeswax candle; the bag is reusable unless worn, soiled, or damaged (minimum 20% chance per use), the candle is lit as part of the somatic component of the spell and fully consumed when the spell expires. The quality of the bag determines the quality of the creatures it summons.
5th Level Spells Cost School Components Notes
Bigby's Interposing Hand 5 Evocation V, S, M Material component: a soft glove (cloth or leather)
Cone of Cold 5 Evocation V, S, M Material component: a small glass cone
Wall of Force 5 Evocation V, S, M Material component: a shard of adamantine
Wall of Iron 5 Evocation V, S, M Material component: a palm-sized piece of sheet iron
Wall of Stone 5 Evocation V, S, M Material component: a small block of granite (2" x 2" x 1" or equivalent cubic)
Sending 5 Evocation V, S, M Material component: two small, metal cylinders, each with one open end, connected by a short piece of fine copper wire
Fabricate 10 Alteration V, S, M Spell changes
Stone Shape 10 Alteration V, S, M Material component: soft clay that must be worked into the desired shape of the stone object and then touched to the stone when the spell is uttered; the greater the accuracy of the model, the better the chance the spell will achieve its desired purpose. Item requires a craft/NWP roll; penalties for non-proficiency apply
Telekinesis 10 Alteration V, S, M Material component: caster's wand
Teleport 10 Alteration V, S, M Material component: caster's wand
Summon Elemental 25 Conjuration V, S, M Spell changes
Summon Monster III 25 Conjuration V, S, M Material component: a yellow silk bag exactly 6" x 3", exquisitely enruned and embroidered with the sorts of creatures the spell can summon, and a fine beeswax candle; the bag is reusable unless worn, soiled, or damaged (minimum 20% chance per use), the candle is lit as part of the somatic component of the spell and fully consumed when the spell expires. The quality of the bag determines the quality of the creatures it summons.
Mordenkainan's Faithful Hound 25 Conjuration V, S, M Material component: a silver whistle; a fresh, meaty bone; and a length (no less than 1 ft) of leather lacing
6th Level Spells Cost School Components Notes
Legend Lore 6 Divination V, S, M Material component: incense, fine parchment, and some item of value to the caster--a sacrifice
True Seeing 6 Divination V, S, M Material component: eye ointment
Bigby's Forceful Hand 6 Evocation V, S, M Material component: a soft glove (cloth or leather)
Contingency 6 Evocation V, S, M Material component: a small, colourful, paper or silk and bamboo umbrella, and an amulet made from a luckstone, carved with the image of the caster, it must be worn at all times for the contingency spell to go into effect; amulet is reusable
Otiluke's Freezing Sphere 6 Evocation V, S, M Material component: a facetted piece of lead crystal, rock crystal, or diamond of at least two carats; the lead crystal will shatter during casting, rock crystal, 50% chance, diamond, 5% chance
Tenser's Transformation 6 Evocation V, S, M Material component: a potion of heroism
Chain Lightning 6 Evocation V, S, M Material component: a palm-sized piece of fur, an amber, crystal, or glass rod, and one silver pin for each arc desired, up to the caster's level; the rod is reusable, but there is a 10% base chance, plus 5% per arc, of breakage per use
Anti-magic Shell 12 Abjuration V, S, M Material component: a crystal ball; reusable, but there is a 15% chance of breakage per use
Control Weather 12 Alteration V, S, M Material component: burning incense and bits of earth and wood mixed in water
Disintegrate 12 Alteration V, S, M Spell changes
Summon Monster IV 30 Conjuration V, S, M Material component: a green silk bag exactly 61/2" x 31/4", exquisitely enruned and embroidered with the sorts of creatures the spell can summon, and a fine beeswax candle; the bag is reusable unless worn, soiled, or damaged (minimum 20% chance per use), the candle is lit as part of the somatic component of the spell and fully consumed when the spell expires. The quality of the bag determines the quality of the creatures it summons.
Guards and Wards 30 Special V, S, M Area of effect: the caster's home, inhabited for no less than one year. Material components: burning incense; sulphur; oil; phosphorous; spider webs; knotted string; bent silver pins; honeycomb; soot; salt; and the caster's wand; Permanency can be cast on this spell

Inventory

Item Quantity Type Description & Notes
Everyday Clothing8)
Chainses 6 Underclothing Of fine white linen, cotton, and/or hempen, some embellished with tucks, embroidery, or ribbon; instep length with long, comfortably loose, straight sleeves (sleeves can easily be rolled up when desired)
Cotehardies 4 Summer Wear Simple gowns of coloured linen, hempen, and/or cotton, bodice semi-fitted, skirt full; front closures either buttoned or laced; knee length with short (elbow length), slightly belled sleeves (styled to keep cool in summer heat)
Cotehardies 2 Winter Wear Simple gowns of soft, lightweight woollen, bodice semi-fitted, skirt full; front closures either buttoned or laced; ankle length with long (wrist length) sleeves
Aprons 6 General Wear Sturdy linen or hempen, white or natural (unbleached), worn most of the time to protect the dresses underneath
Veils 6 General Wear Soft lengths of linen, hempen, and/or cotton, coloured and/or white; worn to protect the hair and face from sun, wind, and dirt
Hosen 6 pr Underclothing Bias-cut linen or knitted woollen short (below the knee) hosen with garters
Shoes 1 pr General Wear High-quality, sturdy, brain-tanned leather, latchet style
Boots 1 pr General Wear High-quality, sturdy, brain-tanned leather, ankle high
Formal Clothing9)
Chainses 2 Underclothing Of fine white silk, embellished with lace, ruffles, embroidery and ribbon; long, comfortably loose, straight sleeves
Cotehardies 2 Dress Wear Gowns of brocaded or embroidered heavy silk, bodice semi-fitted, skirt very full; frogged front closures; long (knuckle length) sleeves
Hosen 2 pr Dress Wear Of knitted silk
Shoes 1 pr Dress Wear Of embroidered kidskin, very soft, light and fine
Tribal Leathers
Armour
Soft Leather 1 Armour Well-worn, thickly padded, flexible leather buff coat, almost knee length; AC -2; Wt. 6 lbs
Outerwear
Cloak 1 Spring and Autumn Wear Short, hooded, woollen cloak, lined with linen
Cloak 1 Winter Wear Long, hooded, woollen cloak, lined with fur
Veils 2 Winter Wear Soft lengths of knitted or woven lightweight woollen; worn for warmth
Utility Items
Tinderbox 1 General Simple, waterproof copper box, with space for candle stubs, a lens, and char cloth as well as wood shavings and flint and steel
Waterskin 1 General
Mess Kit 1 General Wooden plate, bowl, mug, and spoon; bone picker
Dagger 1 Tool General purpose steel utility and eating knife complete with sheath
Sewing Kit 1 General Leather etui, silver needles, thread, paper of pins, emery cloth
Toiletries Kit 1 Grooming Simple wooden basin packed with comb, brush, toothbrushes, toothpowder, henna kit, and an assortment of additional cosmetic and healing items: salve, powder, etc
Toilet Soap 20 lbs Grooming Zayiiri's favourite sandalwood soap; a sufficient quantity to last for a full year
Laundry Soap 40 lbs Grooming Utilitarian household soap; a sufficient quantity to last for a full year
Henna 2 lbs Grooming Supplies sufficient to last for a full year
Towels 6 Grooming Absorbent undyed hempen cloths, each ~ 24" x 30"
Sanitary Protection ~ Grooming Supplies sufficient to last for a full year
Magic
Heward's Handy Haversack 1 Magic A well-made and well-used backpack crafted of finely tanned leather; brass hardware and buckles; used to carry spell components. Two apparently quart sized side pouches will contain material equal to as much as two cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to eight cubic feet or 80 pounds of material. When the wearer reaches into the pack for a specific item, that item will always be on top. Haversack and whatever it contains gain a +2 bonus to all saving throws; wt: 3 lbs empty; 10 lbs filled to capacity
Divining Tools 1 set Magic Thin shell bowl for water-gazing; set of bones (as used by Iri's original mentor); small porcelain cup and tea-leaf-reading set, for reading tea leaves; carried in haversack
Jar of Preserving 1 Magic Cylindrical glass container that maintains any animal or vegetable matter placed inside in suspended animation, preventing aging, death, wilt, rot, or any deterioration or loss of potency. Measures roughly 13" dia x 13" ht, is able to hold up to 1 cu ft of material, and is equipped with a glass lid that locks into place (bale wire closure); carried in haversack; currently contains 3 pcs of giant squid tentacle
Spell Components, Available ~ Magic Misc. spell casting and ritual equipment and supplies, including oils, candles, herbs, feathers, stones, powders, metals, incense, mead, and other reagents replaced as needed; carried in haversack
Spell Components, Stored ~ Magic Replacement components carefully packed away in a sturdy wooden crate
Spellbooks 2 Magic One is clearly an apprentice's spellbook, brown leather cover, very plain; the other is a little fancier, blue leather cover, tooled to resemble fish-scale; carried in haversack
Wand 1 Magic Zayiiri's magical focus; carved from rowan wood, set with lapis and sea glass; worn in sleeve sheath
Weapons
Dagger 1 Weapon/Ritual Tool Forged from mithral, decorative but well-honed and finely balanced; Zayiiri uses this more as a ceremonial blade than a real weapon, but she keeps it handy nevertheless; it was a gift from a friend, and is treasured as such; worn in a belt sheath
Shortbow +1 1 Weapon Diorne Winternight crafted this exquisite weapon (exceptional quality +1 Masterwork) for his eldest daughter out of rare pengtoa from the Misty Isles (a finer bow wood than even yew), light yellow and gleaming, inlaid with mithral, and mother of pearl (the nacre also from the Misty Isles); recurved for greater power; a recognisable sort of weapon, worthy of being named or enchanted
Staff +2 1 Weapon Frost Brand, +3 vs. fire-using/dwelling creatures: Staff always provides a +2 bonus. The +3 bonus takes effect against creatures that use fire or live in fiery environments. The weapon does not shed any light, except when the air temperature is below 0 degrees F. It does give special benefits against fire, for its wielder is protected as if he were wearing a ring of fire resistance; has a 50% chance of extinguishing any fire into which it is thrust, extending to a 10-foot radius including a wall of fire but excluding a fireball, meteor swarm, or flame strike; has a 25% chance of being damaged in the process; a critical failure renders the staff unrepairable; made of white oak, carved to suggest ice floes and waves, inlaid with rowan and quartz crystal; the inlay echoes the design of Zayiiri's wand, which technically would make them a set; a gift from her grandfather
Treasure
Mithril Bracelet 1 Jewellery Woven wire crafted to look like stones caught in a net of seafoam; worn on right arm
Mithril Bracelet and Ring Set 1 Jewellery Bracelet set with green sea glass, ring with lightning glass; connected with a fine chain; worn on left hand and wrist
Mithril ear cuff 1 Jewellery Shaped like a mythical sea-dragon with chips of malachite for eyes; worn on right ear
Glass Flute 1 Keepsake Clear, green-tinted glass, ornamented with kelp and shimmery fish, with a single woollen tassel near the mouthpiece ornamented with sea-glass beads; this instrument belonged to Iruinne, Zayiiri's mother, and has great sentimental value; kept in a battered case made of basswood covered with leather, and further cushioned by a thick batt lining; carried in haversack

Background & Notes

Personality Chart

Primary Motivators Education Sense of Humour Dry
Emotional Disposition Curious Sexuality
Moodiness Even Tempered Orientation Hetero (open)
Core Traits Libido Healthy
Outlook Optimistic (realist) Expressiveness Modest
Integrity Conscientious Expressive Style Seductive
Impulsiveness Controlled Openness
Boldness Cautious Promiscuousness High, Non-committal
Flexibility Flexible Religion & Spirituality
Affinity Warm Adherence Casual
Comportment Agreeable (Aloof façade) Tolerance Inclusive
Interactivity Reserved Expression Occasional
Disclosure Secretive Conversion Never
Conformity Conventional Attitude Humble
Topics of Conversation Books, brewing, cooking, music.
Quirks, Habits, & Oddities Hums (when she's working), flinches when touched.
Hobbies & Enjoyments Cooking, music, astrology
See http://rpg.ashami.com/ for reference

Character Questionnaire

The Basics

What is your full name?

Zayiiri Winterlocke

Where and when were you born?

Where, is most relevant, I think. I was born in a village in Alta Norue.

Who are/were your parents? (Know their names, occupations, personalities, etc.)

Iruinne and Diorne Winternight. Iruinne woven fiber and knew plant-dyes. Diorne is a master bowyer - his work is still well-sought after.

Do you have any siblings? What are/were they like?

One. Zayain, my younger sibling. I will never know her as an adult, but as a child, she was sweet - and bossy. Animals liked her. Everyone liked her.

Where do you live now, and with whom? Describe the place and the people.

Caltagaer, a village - not a small one - in Lhornezel Falas. It's quiet. My neighbors are quiet - well, when Audi isn't having his still explode. Although I have to admit, that only happens once a decade or so…

What is your occupation?

*inkblot* I am a wizard - an invoker. I studied to become Gorindë, but in order to realize that, I would have to return, not a thing that will happen. What I am doing now is not precisely a challenge to my abilities, but it provides ample time within which to accomplish that which I need to.

To which social class do you belong?

I don't even know how to answer that right now…

Do you have any allergies, diseases, or other physical weaknesses?

… No. I am told that, for an elf, I am quite tough.

Are you right- or left-handed?

Right handed.

What words and/or phrases do you use very frequently?

I usually settle for a cocked eyebrow, which does not translate well into text.

What do you have in your pockets?

Lint? Several pebbles, a pouch of bile - toad, I believe. Six dove's feathers- did you want a full list, or will 'miscellaneous spell components' suffice? Oh, and I have some of Audi's sweet-sap candy as well.

Do you have any quirks, strange mannerisms, annoying habits, or other defining characteristics?

Several. I don't like to be touched. I am told I have an unholy fondness for peppermint, and fire makes me nervous terrifies me.

Growing Up

How would you describe your childhood in general?

Idyllic. Happy, even.

What is your earliest memory?
  • several small blots of ink, and a smear* Ruining Ath'air's fletchings, pretending I could fly. He laughed, later, but at the time, he was quite upset.
How much schooling have you had?

Does one ever truly stop learning? Though I no longer take formal classes, I believe I am still having 'schooling'.

Did you enjoy school?

More or less. It was a means to an end - or do you mean 'did I enjoy those I shared the experience with'? Because that is a quite different question.

Where did you learn most of your skills and other abilities?

School. Life. Some from the classroom, some from being shown by my parents. Some from being thrown in.

While growing up, did you have any role models? If so, describe them.
FIXME
While growing up, how did you get along with the other members of your family?

I cannot recall any serious fights while I was growing up. We were family - and we were happy. *Smeared blotch of ink*

As a child, what did you want to be when you grew up?

I don't remember.

As a child, what were your favourite activities?
FIXME
As a child, what kinds of personality traits did you display?

I'm told I used to be pretty mischievous. If you get me in the right mood, I suppose you could say I still am.

As a child, were you popular? Who were your friends, and what were they like?
FIXME
When and with whom was your first kiss?

Mm.. I think… oh, that /has/ been long ago. Firath. His name was Firath, and he was learning to be a hunter. Not a nice boy, really, and a few years older than I was then. But he did know about kissing; it was quite pleasant. And he was a crack shot.

Are you a virgin? If not, when and with whom did you lose your virginity?

Nosy, much? Not that I have met anyone I felt that comfortable with - Litheni's attempts aside.

Describe any influences in your past that led you to do the things you do today.

That is a long list.

Past Influences

What do you consider the most important event of your life so far?
FIXME
Who has had the most influence on you?
FIXME
What do you consider your greatest achievement?
FIXME
What is your greatest regret?

Walked away from someone who needed me. One might give the excuse that I, too, was in pain, but… ? What is the most evil thing you have ever done?

FIXME
Do you have a criminal record of any kind?

No.

When was the time you were the most frightened?

Anytime there was wild fire.

What is the most embarrassing thing ever to happen to you?

well, there was that time with the tent and the wash line.

If you could change one thing from your past, what would it be, and why?

The fire taking my mother and sister. So much grief and pain from that one random thing… not even for me, but for my father, who never seemed to completely recover from it.

What is your best memory?

Learning to swim.

What is your worst memory? ... no.

Beliefs And Opinions

Are you basically optimistic or pessimistic?

I am … neither, and both. A realistic optimist?

What is your greatest fear?

Fire, unleashed and *shudder*

What are your religious views?

I don't .. ah, well. I don't talk about that much.

What is your political ideology?

I don't /do/ politics; other than what is necessary to keep shit from rolling downhill onto my head.

What are your views on sex?

An' ye harm none… I'll meet someone eventually.

Are you able to kill? Under what circumstances do you find killing to be acceptable or unacceptable?

In defense of those entrusted to my care, in defense of my own life - but neither carelessly nor in cold blood. Taking a life is … very final.

In your opinion, what is the most evil thing any human being could do?

Take freedom and choice from another by force.

Do you believe in the existence of soul mates and/or true love?

I.. do.. not .. not believe in such things? But I do not live my life waiting for them, either.

What do you believe makes a successful life?

If you have lived well, those you leave behind you remember your deeds with respect, your memory with fondness, and your lessons with intent to pass them on. One can ask little more.

How honest are you about your thoughts and feelings (i.e., do you hide your true self from others, and in what way)?

I do not talk about my problems to strangers, if that is what you mean. Very few people can show the truth of themselves to others, and I am not one of those.

Do you have any biases or prejudices?

Not that I can think of immediately

Is there anything you absolutely refuse to do under any circumstances? Why do you refuse to do it?
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Who or what, if anything, would you die (or otherwise go to extremes) for?
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Relationships With Others

In general, how do you treat others (politely, rudely, by keeping them at a distance, etc.)? Does your treatment of them change depending on how well you know them, and if so, how?

Strangers I keep at length. Friends are allowed closer. Family, closer still.

Who is the most important person in your life, and why?
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Who is the person you respect the most, and why?
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Who are your friends? Do you have a best friend? Describe these people.

Ah. I have friends. Moirae and I remain in touch, despite considerable distance. She is many things I am not - gregarious, open. She is generous and one of the few truly, honestly caring people I have ever met. Audi puts up with my idocyncrasies and encourages me in my experiments - even though we /did/ almost blow up his still. He and his partner are very interesting people, although Gerain and I do not get along as well.

Do you have a spouse or significant other? If so, describe this person.

I do not. I have not met anyone who met my short list of requirements.

Have you ever been in love? If so, describe what happened.

I do not think so. I have been infatuated - I think they are calling it 'having a crush', these days - but it never went beyond that.

What do you look for in a potential lover?

As I said, a short list. Competent, capable of keeping up with me and challenging me when I need it. Why does this have a 'looks' meter on it? What does appearance have to do with anything?!

How close are you to your family?

What remains of it? Ath'air and I exchange letters often, and he occasionally visits, if he happens to be passing through. The cousins show up regularly to insure I remain well informed.

Have you started your own family? If so, describe them. If not, do you want to? Why or why not?

I have not.. I suppose, one day, I might. If I met the right person. Such a partner would have to be just that - a partner. I have not yet met that person.

Who would you turn to if you were in desperate need of help?

That is a short list… *ink blots*

Do you trust anyone to protect you? Who, and why?

That question used to be easy - when I had comrades in arms, I trusted them, as they trusted me. Now.. not so much, and many of my old comrades in arms are dead or long-retired.

If you died or went missing, who would miss you?

Ath'air, I suspect. My friends would miss me, as I would miss them.

Who is the person you despise the most, and why?

I do not really have the time or energy to nurse such grudges.

Do you tend to argue with people, or avoid conflict?

Avoiding things does not solve problems, so I am more likely to either deal with it, or get someone else to, if 'it' is beyond my skill or expertise.

Do you tend to take on leadership roles in social situations?

I am an advisor, not a leader.

Do you like interacting with large groups of people? Why or why not?

If I must. Large groups tend to default to foolishness and follow the loudest voice. Such is not my preference.

Do you care what others think of you?

Most of the time, I do not. It is not important.

Likes And Dislikes

What is/are your favourite hobbies and pastimes?

Erh. I find cooking surprisingly relaxing. Brewing requires patience. Or, as Audi puts it, 99% boredom to 1% panic. I am not sure where the panic comes in.

What is your most treasured possession?
  • inkblot doodle*
What is your favourite colour?

I have always been partial to green. Perhaps because I saw so little of it growing up.

What is your favourite food?

I like fish. There's a kind of cheese that is especially nice with a glass of heather and a thinly-sliced apple. Oh… Mirial's honey-spice cookies. Or a slice of very fresh berry pie, with beaten cream… *drool spot*

What, if anything, do you like to read?

Shorter list to name everything I don't like to read - ah, alas, that column is empty.

What is your idea of good entertainment (consider music, social events, theatre, art, etc.)?

Music is excellent, always. Theatre is only interesting if Harad and Aradi are involved - he writes the best scripts, and she the best music. As well, between them they do the best scenery.

Do you smoke, drink, or use drugs? If so, why? Do you want to quit?

Drink, once in a while. No to the rest - can you imagine the damage a wizard under the influence could do? Yes? Good. Me too.

How do you spend a typical night without work the following day?

Depends. If they are playing in the square, I often go to listen. Sometimes I even let them talk me into playing with them. If not, I have a book, a mug of tea and a comfortable chair. Or I go swimming. Nothing like the water at night, with a full moon glowing down ….

What makes you laugh?

Funny things

What, if anything, shocks or offends you?

My entire first year at Collegium. Ask Moirae. Some of that was too mortifying for me to remember it.

What would you do if you had insomnia and had to find something to do to amuse yourself?

Piece of paper, a pen and a mug of tea. Failing that, a book. Failing that. .. star-gazing.

How do you deal with stress?

Bake bread. If I can't do that … well, I'm pretty good at braiding targets.

Are you spontaneous, or do you always need to have a plan?

Ah… well. I am not bad at improvising on the fly, if I need to.

What are your pet peeves?

I need six more pages for that.

Self Images & Etc.

Describe the routine of a normal day for you. How do you feel when this routine is disrupted?
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What is your greatest strength as a person?

I am willing to walk through fire to protect or rescue a comrade. Just.. not barefoot.

What is your greatest weakness?

What, you want me to pick one?! I flinch at physical contact, I have trust issues coming out my ears, and I have a finely tuned trouble-magnet that I cannot find the off-switch for. One of my greatest strengths is /concealing all of that/ and appearing to be more or less normal!

If you could change one thing about yourself, what would it be?

I would /really/ like to be able to accept a hug without bracing myself. Or just generally touch people without thinking they are going to go up in flames.

Are you generally introverted or extroverted?

I suspect 'introverted' is the correct answer, but I do not /feel/ like an introvert.

Are you generally organized or messy?

Organised, although anyone who has seen my desk would not agree.

Name three things you consider yourself to be very good at, and three things you consider yourself to be very bad at.

Did we not handle this already? Very well. I am very good at magic, a decent swimmer, and I can, when pressed, pick things up quickly. I am /not/ good at dealing with abrasive people, I do not 'give up' well or gracefully, and I am given to believe that I sulk when reprimanded. I also despise okra and fried snake. We done here?

Do you like yourself?

Overall, yes.

What are your reasons for being an adventurer (or doing the strange and heroic things that RPG characters do)? Are your real reasons for doing this different than the ones you tell people in public? (If so, detail both sets of reasons…)

Make a difference, make things better overall. Why else would I go and risk life and limb, getting wet and cold and dirty, being hungry, thirsty, overheated … ?

What goal do you most want to accomplish in your lifetime?

Leave a legacy my hypothetical children can be proud of.

Where do you see yourself in 5 years?

Five..? Are you serious? That may be a length of time for a human, but it is hardly a breath for me. Fifteen years seems more appropriate. And I still cannot really answer the question. Had you asked me fifteen years ago if I saw myself doing this, I would have said 'no', because I was happy then to be settled and domestic.

If you could choose, how would you want to die?

Quickly. Preferably.. not alone.

If you knew you were going to die in 24 hours, name three things you would do in the time you had left.

Go get very drunk, go swimming and get laid. A lot. … actually, that isn't a bad idea, if it works. Excuse me. I have a crazy idea to try.

What is the one thing for which you would most like to be remembered after your death?
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What three words best describe your personality?
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What three words would others probably use to describe you?
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Savage Wizard (Erden)

Description:

The Savage Wizard is the spell caster of a remote tribe, culturally and technologically insulated from the rest of the world. These tribes have been known to maintain functional, and often unchanging, civilizations for thousands of years; their traditions, dress, and customs are inscrutable and frequently incomprehensible to most outsiders. Some consider them unsophisticated; others see them as the exact opposite.
Although there are a variety of Savage tribes around the world, differing in many particulars, they all are sharply attuned to the natural world, sharing a deep respect for animal and plant life and a carefully inculcated understanding of the mysteries of nature.

Requirements:

To be a Savage Wizard, a character must have a minimum Strength score of 11 and a minimum Constitution score of 13.
To abandon this kit, a character must renounce his membership with his tribe and become a citizen of a different culture. Since tribal roots run deep, a dramatic change such as this should be slow in coming; a Savage Wizard must have advanced at least five levels since leaving his tribe and experiencing adventures in the outside world before cutting ties with his tribe.

Preferred Schools:

Because their Constitutions tend to be exceptionally high, Savage Wizards excel in the schools of conjuration/summoning and invocation/evocation.

Role:

The Savage Wizard typically is a respected teacher or tribal counsellor, a position of great power in his or her tribe. The elven tribes of Alta Nórë typically call them Gorindë (feminine) or Gorindo (masculine). The Gorindë who gave Iri her first lessons in magic was the tribe's healer and midwife as well as a trusted advisor; she was very old and very wise.
It is said that a Savage Wizard's power can sometimes work against him, particularly if his tribe is exceptionally superstitious or if an ambitious tribesman schemes to usurp the wizard's leadership role. If the tribe becomes convinced that the wizard is consorting with demons or otherwise stirring up dark forces better left alone, they may expel the wizard from the tribe with the threat of execution if he returns. However, this is the stuff of folktales; it has never happened in Iri's lifetime. More often a Parindë (female student/apprentice) or Parindo (male student/apprentice) is sent out to learn about the outside world, bringing the knowledge back to the tribe to prevent stagnation and undesirable stratification.

Secondary Skills:

The Savage Wizard's Secondary Skill should be based on the primary occupation of his tribe; that is, if his tribe is mostly fishermen, his Secondary Skill should be Fishing. Other likely skills include Forester, Groom, Hunter, and Trapper/Furrier. Iri's tribe teaches the crucial skills needed to survive in the dangerous plains of Alta Nórë.

Weapon Proficiency, Required:

The tribe's weapon of choice. This will vary between tribes and must make sense based on culture, geography, and ecology. Iri's tribe uses mostly spears, including javelins/throwing spears; shortbows; daggers/knives; and lassos.
Regardless of whether the Savage Wizard eventually becomes familiar with new weapons, he is likely to prefer his tribal weapon throughout his adventuring career.

Nonweapon Proficiencies:

Bonus, all settings: Survival or Endurance (GM choice) and Direction Sense or Weather Sense (player choice)
Recommended: Animal Handling, Animal Lore, Animal Training, Bowyer/Fletcher, Direction Sense, Distance Sense, Endurance, Fire-Building, Fishing, Foraging, Fungi Recognition, Healing, Herbalism, Hunting, Jumping, Local History, Mountaineering, Religion, Riding, Rope Use, Running, Set Snares, Swimming, Tightrope Walking, Tracking, Tumbling, Weather Sense
Prohibited: when first created a Savage Wizard cannot take Administration, Bookbinding, Bureaucracy, Diplomacy, Etiquette, Heraldry…or any NWP designed for use in an urban setting. Moreover, not all listed NWPs are appropriate to or available in all settings. For example, in the case of someone from Iri's tribe, Fishing, Mountaineering, and Swimming are not available; Riding is limited to the quessui norindath ("feathered runners", the flightless riding birds of the savannah). If an NWP is natural to the setting and recommended, it does not cost double slots for any class when the character is created.

Equipment:

The only weapons the Savage Wizard can purchase initially are his tribal weapons (see Weapon Proficiency). He can purchase only equipment that would normally be available to his tribe. The DM has the final word as to what equipment is available to any particular Savage Wizard.

Special Benefits:

The Savage Wizard receives the following special abilities:

1. The Savage Wizard can manufacture a protective talisman once per week. The talisman is a small pouch of herbs hung on a leather cord which is worn around the subject's neck. The talisman gives protection from evil to the wearer, identical to the effects of the 1st-level wizard spell. The talisman offers continual protection for a full day, after which time the herbs lose potency. Dispel Magic or a similar spell permanently cancels the magic of that particular talisman. The Savage Wizard requires no less than one hour to manufacture a talisman.

2. Once per week, the Savage Wizard is able to forecast the general fortunes of some major undertaking by interpreting an omen from observing the natural conditions around him. To be receptive to an omen, the wizard must do nothing but concentrate for one uninterrupted turn; if his concentration is broken, he cannot attempt to interpret an omen for another week. After the turn of concentration, he studies his surroundings for an omen--a rippling pond, a gathering of clouds, a swarm of insects, or the veins in a leaf are all possible sources of omens. He must be in a natural setting for this ability to function.

A wizard usually consults an omen before starting a journey, engaging in a major battle, or embarking on some other significant task. If the DM has knowledge about the proposed action, the omen will reveal the appropriate information; for instance, if the party is considering exploring an abandoned building, but the DM knows it contains a spectre, the result would be an ill omen. In situations where the DM has no information on which to base his judgement, roll 1d10 and consult the following table:

Savage Wizard Omen Results
d10 Roll Result
1-2 Ill Omen: The party should not undertake the task this day. If they ignore the omen, all party members will suffer a -1 penalty on "to hit" and saving throw rolls for the rest of the day, their chance for encounters will be doubled, and a -3 reaction modifier will be applied to all encounters
3-4 Great Danger Exists: If the party proceeds, their chance for encounters is doubled for the rest of the day and a –3 reaction modifier applies to all encounters. Opponents have a +1 applied to their chance to hit
5-7 Neutral Omen: The information is vague. No special modifiers apply
8-9 Favourable Omen: The party members' movement rate is increased by 50% for the rest of the day, and opponents have a -1 applied to their chance to hit
10 Auspicious Omen: All effects of a Favourable Omen apply; additionally, all party members gain a +1 on all saving throws made for the rest of the day

Special Hindrances:

The Savage Wizard's strange appearance and manners make strangers wary of him. Therefore, he suffers a -2 reaction adjustment from all NPCs not from his own tribe (PCs can react as they wish, but they should quickly become accustomed to the Savage and accept him as an equal. )

Wealth Options:

The Savage Wizard begins play at 1st lvl with only the equipage suitable for a member of his tribe--nothing that might be available in more urban or industrial areas, nothing made from materials not locally available without an extremely good reason incorporated into the character's history.

Races:

No restrictions.

Psionic Ability

Sensitivity to Psychic Impressions

  • Clairsentient Science
  • MAC: 8
  • PSP Cost: 5/3
  • Range: 0
  • Area of Effect: 20-yard radius

With this power, a psionicist gains a sense of history. He perceives the residue of powerful emotions that have been experienced in a given area. These impressions offer him a picture of the location's past. Battles and betrayals, marriages and murders, childbirth and great pain--only events which created strong emotional or psychic energy leave their impression on an area. Everyday occurrences leave no residue for the psionicist to detect.

To determine how far into the past a psionicist can delve, divide the result of his power check by two and round up. This is the number of strong events which he can sense. Only one event can be noted per round, however, beginning with the most recent and proceeding backward through time. The character's understanding of these events is vague and shadowy, as if he were viewing a dream. The dominant emotion involved--anger, hate, fear, love, etc--comes through very clearly.

1)
Earth human equivalent
2)
1 sp/spell lvl
3)
2 sp/spell lvl
4)
5 sp/spell lvl
5)
Effectively unlimited after 1st level
6)
Some cantrips require components; most do not
7)
cumulative 5% chance per use
8) , 9)
The prevailing styles of Lhornezel Falas
croiduire/refuge/characters/firefall/zayiiri_winterlocke.txt · Last modified: 2015/12/06 11:13 by Kimberly