Basics
middle-aged (elf?) woman
drive: make a choice based solely on aesthetics instead of common sense
tattooded body - blue, silver and orange patterns resembling waves and swirling mists
golden eyes with different misty patterns every day
waist-length braided dark blue hair
dark and medium grey clothes, like a martial artist's practical ones, decorated with dozens of sky-blue ribbons
Background
Alenia was born into a sophisticated society of elves along the coast of a great sea. She spent most of her childhood studying arts and carousing among peers, enjoying life and learning how to 'flow'. She spent much time on ships, but not as a sailor, that's never been her calling. However, she was entranced by moving along the railing, up the ropes and masts, practicing footing and balance. She had her share of accidents - the sea is not kindergarten, after all - which made her tough. Tough in a way that she simply learnt to disregard pain and useless muscle, as those interfered with the flow.
She was on a patrol cruise one day when pirates attacked the trio of elven ships. They fought with tooth and nail, but could not stop the raiders. However, hanging gracefully high up on the sinking ship, the Silver Mist, she realized they stalled the attackers long enough for the navy in harbor to rally. This meant she did her job properly. With this though she turned towards the surface coming closer and closer, and as the swirling patterns mesmerized her, she decided they were much more welcoming than possibly being taken prisoner by the savages if rescued. She went down through the waves with a rapturous smile.
She was rescued later by friendly ships scouring the area, unconscious, hovering on death's door, and still smiling.
Numbers
Armor ? / Hp 17 / Damage d4+2
[STR 8] . [DEX 15] . [CON 9]
[INT 13] . [WIS 12] . [CHA 16]
Moves
Swift - When you
use your superior speed to Defy Danger, treat a result of 7-9 as a 10+.
All eyes on me - When you
showcase your most difficult moves, roll +CHA.
* On a 10+, you draw attention on you and transfix the public. You and your allies get +1 Forward.
* On a 7-9, you draw unwanted attention on you. Your allies take +1 Forward, but you get -1 Forward.
Parry - While you
wear no armor and wield a weapon, take +1 armor.
Wardance - When you
find the pulse of battle and slip into your wardance, roll +CHA.
* On a 10+, hold 3 Flow.
* On a 7-9, hold 2 Flow.
* On a miss hold 1 Flow but lose yourself to a trance-like dance -- the GM makes a hard move against you.
As long as you hold Flow, you are wardancing. You can spend Flow to activate the wardance style moves you know.
Shadow Coils - While you
perform a dance of erratic but fluid movements, spend 1 Flow to move through foe and fray without endangering yourself and take +1 Forward to Defend.
Muse - Something inspires you greatly and gives you purpose and drive when you dance. Say what and hold 1 extra Flow when you use the wardance move.
Whirling Death (Advanced) - While you
spin frenetically, extending your weapon outward, spend 1 Flow and roll +DEX.
* On a 10+, deal 1d4 damage to all foes in your weapons' range.
* On a 7-9, deal 1d4 damage to all foes in your weapons' range but you suffer the Shaky debility.
Gear
* Elven bread (7 uses, ration, 1 weight)
* Adventuring Gear (5 uses, 1 weight)
* 2 short incurved blades (close, sharp, precise, 1 weight)
* Throwing daggers (thrown, reach, ammo 3, 0 weight)
* Bandages (3 uses, slow, 0 weight)
* Poultices and Herbs (2 uses, slow, 0 weight)
Last edited May 15, 2018 10:47 pm