Name | Eliza Marz | ||
Homeland | Unknown | ||
Occupation | |||
Race/Species | Geld-touched/human | ||
Goal | Not to be found by master, figure out her background, allured by knowledge | ||
Description | Characteristics: Resilient, quick-witted and suspicious (but loyal to a fault once trust is earned). Is a chameleon and hard to understand --- a quiet listener one moment, occasionally gregarious and charming; opinionated and obstinate when pushed out of comfort zone. She trusts her own instincts and is a thoughtful risk taker. | ||
Background | Runaway slave | ||
Background Details | Eliza never knew a time before she was slave to a necromancer, obsessed with the idea of evading death. In fact, that's why she suspects he selected her --- her ability to seemingly survive without sustenance or rest. It put her in a place to learn the basics of necromancy ... skills that allowed her to escape when her master was weakened after a spell gone wrong. With no knowledge of her heritage, nor why she possesses such inhuman traits, she fled to the nearest civilization. There, she found an opportunity to erase her past while learning the knowledge her master kept from her. The campaign may be dangerous, but death is preferable to a life without agency, education and purpose. |
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Class | Mage | ||
Partial Class | Mage (Necromancy + Elementalist) | ||
Class Benefits | |||
Level | 2 | XP | 1 |
STR | DEX | CON | INT | WIS | CHA |
9 | 11 | 14 | 11 | 14 | 14 |
Modifier | |||||
+0 | +0 | +1 | +0 | +1 | +1 |
HP CURR | HP MAX | Syst. Strain |
10 | 10 | 1 |
Attack | |||||
AB | MAB | RAB | IniB | ||
+1 | +0 | +0 | +0 |
Saving Throws | |||||
PHYS | EVADE | MENT | LUCK | ||
13 | 14 | 13 | 14 |
Skill | Lvl |
Administer | 0 |
Magic | 0 |
Notice | 0 |
Sneak | 0 |
Geld-touched (xenoblooded) | Lvl | 1 |
Nourished by invisible radiations and need neither eat, sleep, nor breathe. She can see clearly even in the absence of any light. | ||
Lucky | Lvl | 1 |
Some fund of remarkable luck has preserved your life at least once in the past, and continues to give you an edge in otherwise hopeless situations. This luck does not favor the already-blessed; this Focus can only be taken by a PC with at least one attribute modifier of -1 or less. Level 1: Once per week, a blow or effect that would oth- erwise have left you killed, mortally wounded, or rendered helpless somehow fails to connect or affect you. You make any rolls related to games of chance twice, taking the better roll. Level 2: Once per session, in a situation of need or peril, you can trust to your luck and roll 1d6. On a 2 or more, something fortunate will happen to further your goal, provide an escape from immediate peril, or otherwise give you an advantage you need, if not immediate victory. On a 1, the situation will imme- diately grow much worse, as the GM sees fit. |
RDY | Weapon | Dmg | Rng/Spec/Shk | # | ENC |
Short sword | 16 | Shock 2/AC 15 | 1 | ||
Hit | +0 | Mods | |||
Throwing blades 5 | 1 | ||||
Hit | +0 | Mods |
RDY | Armor | AC | ENC | |||
Small shield | 13 | 1 | ||||
Mods | ||||||
Buff coat | 12 | 0 | ||||
Mods |
RDY | Gear | ENC |
Rations, 1 wk | 4 | |
Backpack | 0 | |
Waterskin | 2 | |
Tinder box and 3 torches | 1 | |
Grappling hook & 50' rope | 2 | |
Total items of max 4 (add +2/+4 with slowdown) | 0 | |
Total Encumbrance of max 9 (add +4/+8 with slowdown) | 12 | |
Note: encumbered, max 20ft/move! |
Goal | XP |