My character.
NAME: Angra
(greenland apparently have a few similarly-sounding names, and Angra is a cool band)
(it's also suitably feminine for a male elf
)
If I find the time to make a custom portrait, then I probably will. Might edit the portrait from the screenshot below.
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ELF (+1 dexterity, +1 perception)
Elves are the dominant race in Eir Glanfath and The White that Wends and are extremely common in the Dyrwood and Aedyr. Elves are known for their speed and intelligence as well as a commonly isolationist nature.
You are a typical elf – fast and intelligent, and you rather keep to yourself.
WOOD ELF (Racial:
Distant Advantage: Against any enemy that is more than 4m away, Wood Elves gain bonuses to Accuracy, Deflection, and Reflexes.)
Wood Elves (Sceltrfolc) trace their beginnings far north of present-day Aedyr and have migrated south throughout the forests of the continent, now covering it all the way south across the Equator.
They are also believed to have migrated across the sea to Eir Glanfath.
While physiologically identical to one another, Wood Elves from Aedyr are culturally different from those in Eir Glanfath and consider themselves wholly different groups.
You strongly believe you're Aedyran Sceltrfolc, but you cannot say for sure. The only family or relative you ever met, your father, would not speak on the matter.
DEADFIRE ARCHIPELAGO (+1 dexterity)
Consisting of the nation of Naasitaq, dozens of aumaua settlements, and hundreds of lawless, pirate-infested islands that stretch along the southern sea, Deadfire is home to Boreal Dwarves, aumaua. and a mixed variety of other races.
Deadfire Archipelago is the "last stop" for anyone headed east a multitude of monstrous sea creatures infest the ocean beyond, making travel virtually impossible.
You were raised from a young age by your father on a no-name island in the Deadfire Archipelago. Your father was a hunter and a fisherman, and he taught you how to draw a bow and how to spear fish swimming in the shallow waters around your home.
Spearing the fish required quick thrusts, and you often practiced rapid shooting of the bow (+1 dexterity).
As you were approaching adulthood, your father fell over board during a storm and drowned. You lived off the land by yourself for a few years before the influence of pirates drew you closer to the village islands, where you ended up worked as a fence for a few years.
MERCHANT (+ 1 mechanics, +1 lore)
You've traded goods from all over the world, pairing items with buyers of all kinds.
The death of your father left you emotionally stunted. You spent some time fencing ill-gotten goods from the very Deadfire pirates who drove you away from your home island, selling them off to travelling merchants. After a couple of years, now as a young adult, you decided to follow one of the merchants heading west.
Among the goods you fenced were many locked containers, so you taught yourself a thing or two about picking locks (+1 mechanics).
The merchants you peddled goods to always shared a story or two about their homelands or their destinations (+1 lore).
Like your father, you are as pale as wood elves come, and you have dark blond hair, shabbily cut and combed backwards.
ROGUE
Rogues are vicious killers, feared for the brutality of their attacks. They can be found as often in dark back alleys as the heart of battlefield skirmishes. Though unpredictable and undisciplined, rogues are commonly used as shock troops or as part of a surprise assault, their withering attacks breaking enemy ranks and morale. Rogues tend to congregate in larger numbers in cities where they can be steadily employed as mercenaries or hired muscle.
Your upbringing – the hunting techniques passed on by your father, the years spent living alone, and the time spent as a merchant peddling stolen goods – have led you to become rather brutal and direct, if need be. If waylaid by bandits, you would be quick to dispatch the threat and, maybe, ask questions later. You have an extreme self-discipline, but you care very little for the organized discipline of military institutions or peacekeepers. You follow your own path, and can be seen as unpredictable by strangers.
(sometimes Chaotic Good, sometimes Neutral Evil).
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Attributes with a focus to really make it a "fast" and nimble character, and to reflect the traits of an elf (i.e. fast and intelligent).
Skills will focus on lore, mechanics, and stealth. Kinda in that order.
Culture and background to boost attribute and skill focuses.
So, Dexterity is 20. I know it's not ideal for damage-dealing, but I want this character to hit as fast as possible. Intellect will boost duration of debuffs, which in turn will boost overall damage output. Same goes for 16 might, just to boost damage.
Only 4 resolve. I don't plan on getting hit as a ranged character, but I have good reflex and fortitude if I do get hit. Not sure how important Will is, but my 16 intellect counteracts the low resolve a bit.
Perception is 12. Seems like a pretty shitty stat, but it would feel wrong to be a wood elf with a focus on bows, and have shit perception. Beside, with a positive perception, I maintain my reflex bonus from the high dexterity (so it's like 24 reflex).
I'll choose skills that take advantage of fast attacks (e.g. passive %-to hits) and debuffs.
I know it's not called debuffs, but that's what I call it.