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Name: Aenir Djul
Gender: Female, she/her, straight
Age: ~40
Species: Jewel Witch / Ravenhill Elf hybrid
Racial Oddities: This kind of direct hybrid is extremely uncommon but likely brought about by the parents' magic; for a Jewel Witch to bear a dark-skinned child is extremely unusual, for a Ravenhill elf to find a partner outside his own kind equally so
Family: as above - Mother is a Jewel Witch adventurer and psionic consultant, father is a Ravenhill elf whose travels brought him into proximity of other dimensions
Origin/Current Location: C
Height/Build: 6'1" / Slender but wiry
Hair: White, alabaster and creamy zinc streaks, kept short but styled snugly to her head
Eyes: Aquamarine, slightly glowing
Appearance: very dark black skin with a sheen that almost looks wet while in bright light, that may be the remnant of her Ravenhill parentage's typical markings which are not visible in any other way; elegant and sure of her movements, very poised at any given time. Prefers violet and purple silks and flowing gowns, but does have more practical clothing for exploration. Her voice is deep and sharp, and she enunciates clearly, particularly aware of spellcasting requirements. She has the strange scent of blackberries or dark chocolate with fruit about her, whether this is part of her powers or just perfume no one knows
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Dragondeep Specs
Stats and Bonuses (racial roll special final)
Mods Light/Medium/Heavy
|
| Stat / r+-l/roll |
spc
|
f#
|
Mods |
Stat / r+-/roll |
spc
|
f#
|
Mods |
| Strength 9 |
|
9
|
/ /-1 |
Willpower 2 15 |
^
|
18
|
2/4/6 |
| Dexterity 2 13 |
^^
|
18
|
2/4/6 |
Magnetism 2 1 15 |
^
|
19
|
3/5/8 |
| Agility 3 14 |
^
|
18
|
2/4/6 |
Perception 15 |
^
|
18
|
2/4/6 |
| Speed 1 12 |
*
|
14
|
/1/2 |
Appearance .2 .1 15 |
|
18
|
2/4/6 |
| Constitution -1 11 |
|
10
|
/-/ |
Instinct 12 |
^
|
14
|
/1/2 |
| Intelligence 3 1 16 |
^
|
20
|
4/6/9 |
Civility 2 16 |
|
18
|
2/4/6 |
|
Tracks |
| Fighting |
Marksman |
| Survival |
Trickster (Scammer) |
| Skills |
Wandering Enchanter |
| Spell Magic |
Enchanter / Scammer... |
| Psionics |
Jewel Witch / Crafter |
| Level |
8, 18pp; 2 unspent |
| Movement |
Average run
Only Flies W/dragon
Deliberate swim
Deliberate tunneling
Teleportation, instant
|
|
Fighting Track Abilities |
| |
Prog |
Base |
Mod |
Final |
| Hit |
C |
4 |
10 |
11 |
| Fire |
I |
16 |
14 |
30 |
| Parry |
C |
4 |
12 |
12 |
| Dodge |
C |
4 |
14 |
13 |
| Order |
A |
1 |
2 |
2. |
| Art |
- |
|
(6) |
(3) |
| Damage |
3 |
|
Finesse |
2 |
| MGW |
0 |
HR |
1d3+1 |
|
Weapon and Combat Masteries || MP/Level 1.5
|
| ** |
| ** |
| ** |
| ** |
|
Survival Track Abilities
(base+mod final) |
| Valor |
17/19
|
18 |
| Spirit |
17/19
|
18 |
| Toughness |
17/14
|
16 |
| Awareness |
22/16
|
19 |
| Reaction |
20/16
|
18 |
| Savvy |
22/19
|
21 |
| Fortune |
17/16
|
17 |
| Surval Points |
2d6
|
| Special
Survival
Mods |
Is immortal, death blows stun |
|
Skills |
| Skill |
Prog |
Base |
Mod |
Final |
| Acrobatics |
B |
2 |
10 |
8 |
| Act/Lie |
G |
12 |
26 |
31 |
| Basic Lang |
G |
12 |
15 |
25. |
| Bribe/Haggle |
H |
14 |
24 |
33 |
| Climb |
C |
4 |
14 |
13 |
| Command |
E |
8 |
17 |
20. |
| Detection |
G |
12 |
19 |
27. |
| Disguise |
E |
8 |
17 |
20. |
| Fast Talk |
G |
12 |
24 |
30 |
| First Aid |
D |
6 |
20 |
19 |
| General Lore |
E |
8 |
13 |
18. |
| Make Contacts |
G |
12 |
15 |
25. |
| Pick Lock/Trap |
H |
14 |
12 |
26 |
| Pick Pocket |
G |
12 |
11 |
23 |
| Ride |
E |
8 |
8 |
16 |
| Sentry |
E |
8 |
11 |
17. |
| Sneak |
G |
12 |
10 |
22 |
| Strike Lethally |
D |
6 |
8 |
13 |
| Survival |
D |
6 |
8 |
13 |
| Tail |
E |
8 |
16 |
20 |
| Track/Scout |
C |
4 |
16 |
14 |
| Unarmed Block |
B |
2 |
7 |
6. |
| Unarmed Grapple |
E |
8 |
15 |
19. |
| Unarmed Strike |
E |
8 |
8 |
16 |
| Escape |
E |
8 |
14 |
19 |
| Appraisal |
G |
12 |
14 |
25 |
| Gambling |
G |
12 |
16 |
26 |
| Forgery/Doxxing |
E |
8 |
20 |
22 |
| Magic Lore/Read |
E |
8 |
11 |
17. |
| Fey Lore |
D |
6 |
6 |
12 |
| Mining/Geology |
F
|
10
|
10
|
20
|
| Tinkering/Gems |
G
|
12
|
17
|
26.
|
|
Psionics |
Psionic Type |
Witch/Crafter |
Power |
F / 10
|
| Psionic Skills |
Prog |
Base |
Mod |
Final |
| Sight |
F |
10 |
10 |
20 |
| Touch |
G |
12 |
8 |
20 |
| Manipulate |
D |
6 |
8 |
13 |
| Disrupt |
C |
4 |
11 |
11. |
| Casting Skills |
Casting Points 32 |
| Action |
D |
6 |
5 |
11 |
| Reserve |
F |
10 |
8 |
18 |
| Defense |
D |
6 |
10 |
14 |
| Recovery |
E |
8 |
6 |
14 |
| Psionic Talents |
Talent |
Prog |
Talent |
Prog |
Crystals |
F/E |
Stone |
F/D |
Talent |
Prog |
Talent |
Prog |
Mind |
F/E |
Finding |
D |
Psionic Effects List is not complete see below |
| Element |
Level |
Effects |
| Crystal/Gem |
8 to lvl 10 |
Sense, Purify, Appraise |
| |
8 to lvl 8 |
Weaponize, Enchant |
| Stone |
8 to lvl 10 |
Manip, Move, Enchant |
| |
8 to lvl 6 |
Reinforce, Weaponize |
| Mind |
8 to lvl 10 |
Sense, Comm, Obscure |
| |
8 to lvl 8 |
Cmd, Attack, Defend |
| Finding |
8 to lvl 6 |
Self, Specific, Yours |
| |
|
|
|
Spell Magic |
| Style |
Knowledge Level C 6 |
Insight Points D |
| 'Enchanter' |
Attention Roll E 8 |
Concentration Roll E |
| Spells |
Effects, Casting Time, Duration, Requirements, etc |
| * |
* |
| Quick-Change |
Immediately applies disguises that have been prepared in advance, cannot 'develop' them and they must be within 50 meters |
| 'Infuse' Item |
Causes a small item, usually a ring or trinket, to act as a battery for very minor magical effects, and slightly glow. This does not actually enchant the item beyond this effect... It does look pretty, and works specifically for whoever is purchasing it. This will last as long as it's near them, and away from its owner will only work within 10 meters. Eventually the enchantment or battery power will deplete, however if the person using it has any other enchanted gear, it may leech power from them in order to power its own little weak glow |
| Sleight of Hand |
Moves items to and from view, into a safe and known spot nearby (50m prepared); can be done at least four times in short order and recovery time is quick. However this spell can be detected in use by skilled people or those with strong Sight, if it's done too many times in one specific physical location (more than a few 'shows' a day on one street corner, for instance) |
| Actually Enchant |
A much longer ritual that takes specific materials (usually stone, ore, and gems she's psionically manipulated) and puts animation or instruction-sets into it. Animation acts as a sort of clockwork-gear function, but she's also got several much longer-term projects such as the 'bird' on her shoulder, which is almost lifelike in its behavior and responses. This ritual requires at least 1 full day of shaping and ritualized chanting, motions, and added materials. Once enchanted, however, the device or 'creature' is able to perform its duties indefinitely, or until destroyed by damage, or disenchanted by her power |
| Insta-Clean |
Lifts all dirt, grime, oil, slime, or whatever else doesn't belong on a person and their gear, and deposits it some feet away. This can be applied several times in short order, up to about 5 times per day in lieu of 'bathing and having the laundry done', but it also can work on a larger area such as the exterior or interior of a carriage, small cottage, or medium to large sized room with minimal furnishings for quickly cleaning up before or after a party. This also can be used to remove signs of tampering or footprints... |
| Ledger |
A self-writing dossier that tracks her own motions around an enchanted map, and keeps notes she speaks in a searchable format; also this will keep track of expenditures and other needs, this is a reasonably common spell not always just 'sneaky' |
| ** |
** |
| ** |
** |
Psionic Abilities:
Element |
Level |
Effects |
| |
|
|
| Crystal/Gem |
1 |
Sense Structured Material - this works within 50 meters in a sphere and can show areas of crystal and metal, anything with a very regular molecular pattern; this is a large area due to the needs of caverns or unusual formations
Crystal Song - at 10 meters this power can cause small crystals, both cut or uncut, to vibrate with a clear ringing sound, and when more than one are around they have a beautiful chime to them |
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2 |
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| Stone/Ore |
1 |
Smooth Soil - 10 meter sphere, the immediate area of dirt, dry sand, and soil is rendered 'without trace', as if completely undisturbed no matter what was trampling on it before. Only another stone psionic can detect that this has occurred magically
Find Ores - within 20 meters in a sphere (smaller than crystal) metal ores and veins can be detected, used in mines or along exposed cliffs first |
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