Cherubian
Supernova
- Joined
- Aug 30, 2010
Yaiil
Race: Elf
Gender: Female
Age: 18 years
Height: 6’3”
Weight: 127 lbs
Hair: blond
Eyes: brown
At first sight Yaiil appears to be the lustful dream of every male turned flesh. She is of slender and willowy build, lithe but taller than most humans due to her Elven heritage, of light complexion bearing only the slightest tan as testimony to her countless hours outdoors. A mane of blond locks surrounds a delicate, almost aristocratic face with high cheek bones, a perfectly proportioned narrow nose and dominated by a pair of large brown eyes. Her lithe limbs are slender and shapely, ending in gracefully built hand and feet. Deliciously long legs lead up to a pert and firm behind, nice and round but not overly large beneath a slim waist. Her other literally outstanding feature is her massive bust, exceedingly voluminous in a way very rarely seen on such a slender frame, or any elf at all. Her movements are of a natural enviable grace, lacking any pretentiousness.
Race: Elf
Gender: Female
Age: 18 years
Height: 6’3”
Weight: 127 lbs
Hair: blond
Eyes: brown
At first sight Yaiil appears to be the lustful dream of every male turned flesh. She is of slender and willowy build, lithe but taller than most humans due to her Elven heritage, of light complexion bearing only the slightest tan as testimony to her countless hours outdoors. A mane of blond locks surrounds a delicate, almost aristocratic face with high cheek bones, a perfectly proportioned narrow nose and dominated by a pair of large brown eyes. Her lithe limbs are slender and shapely, ending in gracefully built hand and feet. Deliciously long legs lead up to a pert and firm behind, nice and round but not overly large beneath a slim waist. Her other literally outstanding feature is her massive bust, exceedingly voluminous in a way very rarely seen on such a slender frame, or any elf at all. Her movements are of a natural enviable grace, lacking any pretentiousness.
Yaiil’s outlook on her discipline can best be described as professional. She considers the warrior’s way mostly as a problem solving tool, used to handle problems that can’t be gotten rid of any other way. She does not relish violence and bloodshed, and her fighting style is cool, analytical, even detached.
Definitely the anathema of the berserker. But she does take some professional pride in her skills and will not shy away from resorting to violence if she deems it the most efficient way to proceed.
Definitely the anathema of the berserker. But she does take some professional pride in her skills and will not shy away from resorting to violence if she deems it the most efficient way to proceed.
All the known parts of our heroines life up until the start of the campaign have taken place in or near the small village of Drenix in the mountains of <insert suitable spot here>. Drenix is mostly inhabited by Human farmers, with the occasional dwarf or orc.
Eighteen years ago two of the village’s hunters on one of their more far reaching hunting trips discovered the remains of an Elven family. What brought them to this place was a mystery, and little could be deduced about their origins as everything of value apparently had been stolen after they were cut down. The hunter’s guess was a chance encounter with a small roving band of brigands, an occurrence not too uncommon in the region. Amidst the slain corpses by pure chance one of them discovered the still living form of an injured newborn infant, clearly left for dead with her parents.
Unsure what to do they picked her up and hurried back to the village where due to a small miracle the Elven girl managed to survive and was nurtured back to health. However due to the injuries incurred she will later notice that she is forever sterile. The villagers did not know of any Elven settlements – or even families – nearby and therefore decided to give her into the care of Marek and Silnia Northwood, the town’s tailor and his wife, who despite their deepest wishes so far had not been able to bear children. They became her loving and caring foster parents, and remembering an Elven character from one of the tales she heard in her childhood Silnia named the girl Yaiil.
Yaiil’s reception as she grew up was mixed. Her foster parents cared well for her, and most villagers treated her at least neutrally, but of course her pointed ears marked her as an outsider and were cause for more than one snide remark over the years. Her developing radiant beauty and the ample bosom on her otherwise slender frame stirred other interests as well, not always articulated in polite form. That does not mean her life was a constant ordeal, just that not everything was sunshine either.
With the years it also became apparent that young Yaiil carried the rare gift of an adept, and again the course of action seemed natural. Old Ognar Whitewillow lived out his last years in relative peace in a small homestead at the edge of the village. A warrior of some skill, he had left as a youth to learn and adventure and returned almost 50 years later to retire in the place of his birth, to find peace after the countless battles he had fought. The village now was providing for his living in return for aid against the minor threats it faced like rampant creatures in the surrounding woods or the occasional bandit.
Lacking alternatives Ognar became Yaiil’s teacher and instructed her into the way of the warrior. And despite his initial doubts about an Elven girl taking up that discipline it soon turned out that Yaiil was a natural, the physical perks of her swift and nimble race allowing her to wield her weapons with surprising speed and precision. She learned and she began to aid Ognar in his tasks.
With puberty also her sexuality awakened and her bust expanded to amazing proportions. For the most part she has refused the advances of the village youths, especially shunning the often lewd proposals of the all too conceited. Her growing urges, however, would not be denied forever, and so she started to develop what best can be described as a fuck buddy relationship with the widowed 50 year old Gerald Flint running one of the outlying farms.
Life for her had settled into an acceptable if not exciting routine when two days after her eighteenth birthday – due to a lack of better records she considers the day she was found by the two hunters her birthday, not a bad fit as she could not have been more than a few days old at the time – in the morning she found Ognar’s cold and lifeless form in his bunk. Apparently he had died of natural causes in his sleep. Her mentor now buried she is unsure how to proceed with her life.
Eighteen years ago two of the village’s hunters on one of their more far reaching hunting trips discovered the remains of an Elven family. What brought them to this place was a mystery, and little could be deduced about their origins as everything of value apparently had been stolen after they were cut down. The hunter’s guess was a chance encounter with a small roving band of brigands, an occurrence not too uncommon in the region. Amidst the slain corpses by pure chance one of them discovered the still living form of an injured newborn infant, clearly left for dead with her parents.
Unsure what to do they picked her up and hurried back to the village where due to a small miracle the Elven girl managed to survive and was nurtured back to health. However due to the injuries incurred she will later notice that she is forever sterile. The villagers did not know of any Elven settlements – or even families – nearby and therefore decided to give her into the care of Marek and Silnia Northwood, the town’s tailor and his wife, who despite their deepest wishes so far had not been able to bear children. They became her loving and caring foster parents, and remembering an Elven character from one of the tales she heard in her childhood Silnia named the girl Yaiil.
Yaiil’s reception as she grew up was mixed. Her foster parents cared well for her, and most villagers treated her at least neutrally, but of course her pointed ears marked her as an outsider and were cause for more than one snide remark over the years. Her developing radiant beauty and the ample bosom on her otherwise slender frame stirred other interests as well, not always articulated in polite form. That does not mean her life was a constant ordeal, just that not everything was sunshine either.
With the years it also became apparent that young Yaiil carried the rare gift of an adept, and again the course of action seemed natural. Old Ognar Whitewillow lived out his last years in relative peace in a small homestead at the edge of the village. A warrior of some skill, he had left as a youth to learn and adventure and returned almost 50 years later to retire in the place of his birth, to find peace after the countless battles he had fought. The village now was providing for his living in return for aid against the minor threats it faced like rampant creatures in the surrounding woods or the occasional bandit.
Lacking alternatives Ognar became Yaiil’s teacher and instructed her into the way of the warrior. And despite his initial doubts about an Elven girl taking up that discipline it soon turned out that Yaiil was a natural, the physical perks of her swift and nimble race allowing her to wield her weapons with surprising speed and precision. She learned and she began to aid Ognar in his tasks.
With puberty also her sexuality awakened and her bust expanded to amazing proportions. For the most part she has refused the advances of the village youths, especially shunning the often lewd proposals of the all too conceited. Her growing urges, however, would not be denied forever, and so she started to develop what best can be described as a fuck buddy relationship with the widowed 50 year old Gerald Flint running one of the outlying farms.
Life for her had settled into an acceptable if not exciting routine when two days after her eighteenth birthday – due to a lack of better records she considers the day she was found by the two hunters her birthday, not a bad fit as she could not have been more than a few days old at the time – in the morning she found Ognar’s cold and lifeless form in his bunk. Apparently he had died of natural causes in his sleep. Her mentor now buried she is unsure how to proceed with her life.
Unspent | 500 |
Total | 32200 |
Value | Step | Dice | Raised | |
Charisma | 10 | 5 | d8 | |
Dexterity | 22 | 9 | d8+d6 | ** |
Perception | 19 | 8 | 2d6 | ** |
Strength | 16 | 7 | d12 | |
Toughness | 14 | 6 | d10 | |
Willpower | 11 | 5 | d8 |
Initiative | 9(9) | d8+d6 |
Physical Defense | 12 | = 11 + 1 (Warrior, 2nd circle) |
Spell Defense | 11 | = 10 + 1 (Elementalist, 2nd circle) |
Social Defense | 6 | |
Normal/Mystic Armor | 4/4 |
Movement in yards | 7 |
Max carry/lift (lbs) | 160/320 |
Karma | 8/8 |
Yaiil may spend 1 Karma Point on Strength-only Tests. |
Unconscious Rating | 63 |
Death Rating | 81 |
Wound Threshold | 10 |
Recovery Tests/day | 3 |
Recovery Dice | 1d10 |
Rank | Base | Step | Dice | Karma | Strain | cl | |
Acrobatic Strike | 5 | D(9) | 14 | 2d12 | No | 1 | 4 |
Air Dance (D) | 5 | D(9) | 14 | 2d12 | No | 1 | 1 |
Air Speaking (D) | 1 | ? | ? | ? | No | ? | e1 |
Anticipate Blow (D) | 5 | P(8) | 13 | d12+d10 | No | 1 | 2 |
Avoid Blow (D) | 5 | D(9) | 14 | 2d12 | No | 1 | 1 |
Durability | 5 | - | - | - | - | - | 2 |
Fireblood | 5 | T(6) | 11 | d10+d8 | No | 0 | 3 |
Karma Ritual (D) | 2 | - | - | - | - | - | 1 |
Melee Weapons (D) | 5 | D(9) | 14 | 2d12 | No | 0 | 1 |
Parry | 5 | D(9) | 14 | 2d12 | No | 1 | 1 |
Read/Write Magic | 1 | P(8) | 9 | d8+d6 | No | 0 | e1 |
Spell Casting | 5 | P(8) | 13 | d12+d10 | No | - | e1 |
Spell Matrix I | 4 | - | 4 | - | No | - | e1 |
Spell Matrix II | 4 | - | 4 | - | No | - | e1 |
Spell Matrix III | 2 | - | 2 | - | No | - | e4 |
Unarmed Combat (D) | 2 | D(9) | 11 | d10+d8 | No | 0 | 1 |
Thread Weaving (Elementalism) (D) | 5 | P(8) | 13 | d12+d10 | No | 0 | e1 |
Thread Weaving (War Weaving) (D) | 1 | P(8) | 9 | d8+d6 | No | 0 | 4 |
Tracking | 5 | P(8) | 13 | d12+d10 | No | 0 | e3 |
Wound Balance (D) | 3 | S(7) | 10 | 2d8 | No | 0 | 3 |
Warrior Level 1:
Talent Option: Parry
Karma Ritual 2
Melee Weapons 3
Parry(*) 3
Raise Avoid Blow and Unarmed Combat to 2 [300 + 300 = 600 LP]
Avoid Blow 2
Karma Ritual 2
Melee Weapons 3
Parry(*) 3
Unarmed Combat 2
Warrior Level 2:
Talent Option: Durability
Raise Air Dance, Anticipate Blow, Avoid Blow and Durability to 3 [600 + 600 + 300 + 600 = 2100 LP]
Air Dance 3
Anticipate Blow 3
Avoid Blow 3
Durability(*) 3
Karma Ritual 2
Melee Weapons 3
Parry(*) 3
Unarmed Combat 2
Warrior Level 3:
Talent Option: Fireblood
Raise Air Dance, Anticipate Blow, Avoid Blow, Durability, Melee Weapons , Parry and Fireblood to 4 [500 + 500 + 500 + 500 + 500 + 500 + 1100 = 4100 LP]
Air Dance 4
Anticipate Blow 4
Avoid Blow 4
Durability(*) 4
Fireblood(*) 4
Karma Ritual 2
Melee Weapons 4
Parry(*) 4
Unarmed Combat 2
Warrior Level 4:
Talent Option: Acrobatic Strike
Raise Acrobatic Strike, Air Dance, Anticipate Blow, Avoid Blow, Durability, Melee Weapons , Parry and Fireblood to 5, Raise Wound balance to 3, Raise Thread Weaving to 1 [1900 + 800 + 800 + 800 + 800 + 800 + 800 + 800 + 600 + 100 = 8200 LP]
Acrobatic Strike(*) 5
Air Dance 5
Anticipate Blow 5
Avoid Blow 5
Durability(*) 5
Fireblood(*) 5
Karma Ritual 2
Melee Weapons 5
Parry(*) 5
Unarmed Combat 2
Thread Weaving (War Weaving) 1
Wound Balance 3
Warrior Level 5:
Elementalist Level 1:
Talent Option: Spell Matrix
Air Speaking 1
Karma Ritual <free> 2
Read/Write Magic 1
Spellcasting 1
Spell Matrix I 1
Spell Matrix II (*) 1
Threadweaving [Elementalism] 1
6 * 200 = 1200 LP
Raise Spellcasting, Spell Matrix I, Spell Matrix II and Threadweaving [Elementalism] to 2 [300 + 300 + 300 + 300 = 900 LP]
Air Speaking 1
Karma Ritual <free> 2
Read/Write Magic 1
Spellcasting 2
Spell Matrix I 2
Spell Matrix II (*) 2
Threadweaving [Elementalism] 2
Elementalist Level 2:
Talent Option: Durability
Raise Spellcasting, Spell Matrix I, Spell Matrix II, Tracking and Threadweaving [Elementalism] to 3 [500 + 500 + 500 + 500 + 500 = 2000 LP]
Air Speaking 1
Durability <free> 5
Karma Ritual <free> 2
Read/Write Magic 1
Spellcasting 3
Spell Matrix I 3
Spell Matrix II (*) 3
Tracking(*) 3
Threadweaving [Elementalism] 3
Elementalist Level 3:
Talent Option: Parry
Raise Spellcasting, Spell Matrix I, Spell Matrix II, Tracking and Threadweaving [Elementalism) to 4 [800 + 800 + 800 + 800 + 800 = 4000 LP]
Air Speaking 1
Durability <free> 5
Karma Ritual <free> 2
Parry <free> 5
Read/Write Magic 1
Spellcasting 4
Spell Matrix I 4
Spell Matrix II (*) 4
Tracking(*) 4
Threadweaving [Elementalism] 4
Elementalist Level 4:
Talent Option: Spell Matrix III
Raise Spellcasting, (Spell Matrix I), (Spell Matrix II), (Spell Matrix III), Tracking and Threadweaving [Elementalism] to 5 [1300 + 0 + 0 + 500 + 1300 + 1300 = 4400 LP]
Air Speaking 1
Durability <free> 5
Karma Ritual <free> 2
Parry <free> 5
Read/Write Magic 1
Spellcasting 5
Spell Matrix I 4
Spell Matrix II (*) 4
Spell Matrix III (*) 2
Tracking(*) 5
Threadweaving [Elementalism] 5
Talent Option: Parry
Karma Ritual 2
Melee Weapons 3
Parry(*) 3
Raise Avoid Blow and Unarmed Combat to 2 [300 + 300 = 600 LP]
Avoid Blow 2
Karma Ritual 2
Melee Weapons 3
Parry(*) 3
Unarmed Combat 2
Warrior Level 2:
Talent Option: Durability
Raise Air Dance, Anticipate Blow, Avoid Blow and Durability to 3 [600 + 600 + 300 + 600 = 2100 LP]
Air Dance 3
Anticipate Blow 3
Avoid Blow 3
Durability(*) 3
Karma Ritual 2
Melee Weapons 3
Parry(*) 3
Unarmed Combat 2
Warrior Level 3:
Talent Option: Fireblood
Raise Air Dance, Anticipate Blow, Avoid Blow, Durability, Melee Weapons , Parry and Fireblood to 4 [500 + 500 + 500 + 500 + 500 + 500 + 1100 = 4100 LP]
Air Dance 4
Anticipate Blow 4
Avoid Blow 4
Durability(*) 4
Fireblood(*) 4
Karma Ritual 2
Melee Weapons 4
Parry(*) 4
Unarmed Combat 2
Warrior Level 4:
Talent Option: Acrobatic Strike
Raise Acrobatic Strike, Air Dance, Anticipate Blow, Avoid Blow, Durability, Melee Weapons , Parry and Fireblood to 5, Raise Wound balance to 3, Raise Thread Weaving to 1 [1900 + 800 + 800 + 800 + 800 + 800 + 800 + 800 + 600 + 100 = 8200 LP]
Acrobatic Strike(*) 5
Air Dance 5
Anticipate Blow 5
Avoid Blow 5
Durability(*) 5
Fireblood(*) 5
Karma Ritual 2
Melee Weapons 5
Parry(*) 5
Unarmed Combat 2
Thread Weaving (War Weaving) 1
Wound Balance 3
Warrior Level 5:
Elementalist Level 1:
Talent Option: Spell Matrix
Air Speaking 1
Karma Ritual <free> 2
Read/Write Magic 1
Spellcasting 1
Spell Matrix I 1
Spell Matrix II (*) 1
Threadweaving [Elementalism] 1
6 * 200 = 1200 LP
Raise Spellcasting, Spell Matrix I, Spell Matrix II and Threadweaving [Elementalism] to 2 [300 + 300 + 300 + 300 = 900 LP]
Air Speaking 1
Karma Ritual <free> 2
Read/Write Magic 1
Spellcasting 2
Spell Matrix I 2
Spell Matrix II (*) 2
Threadweaving [Elementalism] 2
Elementalist Level 2:
Talent Option: Durability
Raise Spellcasting, Spell Matrix I, Spell Matrix II, Tracking and Threadweaving [Elementalism] to 3 [500 + 500 + 500 + 500 + 500 = 2000 LP]
Air Speaking 1
Durability <free> 5
Karma Ritual <free> 2
Read/Write Magic 1
Spellcasting 3
Spell Matrix I 3
Spell Matrix II (*) 3
Tracking(*) 3
Threadweaving [Elementalism] 3
Elementalist Level 3:
Talent Option: Parry
Raise Spellcasting, Spell Matrix I, Spell Matrix II, Tracking and Threadweaving [Elementalism) to 4 [800 + 800 + 800 + 800 + 800 = 4000 LP]
Air Speaking 1
Durability <free> 5
Karma Ritual <free> 2
Parry <free> 5
Read/Write Magic 1
Spellcasting 4
Spell Matrix I 4
Spell Matrix II (*) 4
Tracking(*) 4
Threadweaving [Elementalism] 4
Elementalist Level 4:
Talent Option: Spell Matrix III
Raise Spellcasting, (Spell Matrix I), (Spell Matrix II), (Spell Matrix III), Tracking and Threadweaving [Elementalism] to 5 [1300 + 0 + 0 + 500 + 1300 + 1300 = 4400 LP]
Air Speaking 1
Durability <free> 5
Karma Ritual <free> 2
Parry <free> 5
Read/Write Magic 1
Spellcasting 5
Spell Matrix I 4
Spell Matrix II (*) 4
Spell Matrix III (*) 2
Tracking(*) 5
Threadweaving [Elementalism] 5
Circle 1:
Air Armor
Heat Food
Plant Talk
Circle 2:
Stick Together
Circle 3:
Fingers of Wind
Circle 4:
Uneven Ground
Air Armor
Heat Food
Plant Talk
Circle 2:
Stick Together
Circle 3:
Fingers of Wind
Circle 4:
Uneven Ground
Rank | Base | Step | Dice | |
Botany | 1 | P(8) | 9 | d8+d6 |
Creature Lore | 1 | P(8) | 9 | d8+d6 |
Singing | 1 | C(5) | 6 | d10 |
Climbing | 2 | D(9) | 11 | d10+d8 |
Read/Write Language | 2 | - | - | - |
Speak Language | 1 | - | - | - |
Search | 3 | P(8) | 11 | d10+d8 |
Seduction | 3 | C(5) | 8 | 2d6 |
Tracking | 1 | P(8) | 9 | d8+d6 |
Wilderness Survival | 1 | P(8) | 9 | d8+d6 |
Spoken: Dwarven, Human
Written: Dwarven
Written: Dwarven
Attack Step/Dice | Damage Step/Dice | Range | Size | Weight | |
Jord-Brand | 14 / 2d12 | 21 / 3d12 | - | 6 | 7 |
Dagger | 14 / 2d12 | 9 / d8+d6 | 2-10-11-20 | 1 | 1 |
Unarmed | 12 / 2d10 | 7 / d12 | - | - | - |
429 Silver coins
Item | Weight |
Greatsword. Warden level magical item.
First thread: The sword's damage step increases as if fully forged (+6). Second thread: You can now call it to you by speaking it's name, and send it away by driving it into the earth. | 7 |
Dagger | 1 |
Living Armor A rare form of subdermal implants that give no visible cue to their existence protect Yaiil
Physical Armor: 4 Mystical Armor: 3 | 20 |
Plain Shirt | - |
Peasant’s Breeches | - |
Belt | - |
Mountain Boots | - |
Wool Cloak | - |
Backpack | 3 |
Bedroll | 4 |
Flint and Steel | 0,5 |
Large Sack | 2 |
Torch | 1 |
Trail rations (1 week) | 8 |
Waterskin | 4 |
Chapter I complete (Become leader of the bandit gang): 11000