Name: Sylvia Avernicus
Gender: Female
Age: 82
Race: Daeviant
Bonuses- +1 Charisma and Dexterity, pay 1 less XP for Comeliness and Fast Healer, +2 to Disguise and Negotiation Rolls. Daemonic Linguist Trait. -1 XP Penalty to every instance of XP gain.
An ancient race of archdaemons that have given up their immortality to be able to experience heightened physical pleasures. While Daeviants are almost indistinguishable in appearance from Galmin whom they impersonate, anyone with a high enough Observation Rank can discern minor physical differences (namely a sharper tongue, literally). The average life span of a Daeviant male is around 150 years, while females can live about twice as long as their male counterparts. There are two main reasons for this, the first being there are nearly three times as many Daeviant males than there are females; the second reason is that the pregnancy period of Daeviant's last for around twenty years. Only during the last month of pregnancy is there any noticeable physical change.
Their diets consist mostly of meat, be it cooked or raw, and occasionally fruits, nuts, or berries.
The Daeviants were a Matriarchal society until roughly fifty years ago.
Daeviants are beings of unmatched physical beauty and grace. They value aesthetics as much as skill. Known amongst the daemon community for their blade masters, Daeviants rarely dabble in the arcane.
There are three noble families: The Avernicus, the Berivalens, and the Casanovas.
Each family posses a special trait/ability made possible only by their blood line.
The Berivalen's are a family of giant and physically superior Daeviant men. They possess bodies of incredible fortitude and stamina. Of all the Daeviants, those of the Berivalen family are the most brutish looking. When you think beauty in terms of the Berivalen family, it's the beauty of form and strength, like that of a horse. It goes without saying they're quite formidable opponents, crushing their opponents through brute force.
The Avernicus family consist of mostly females and appear more like goddesses than demons. They are not as strong as the Berivalens, or as quick as Casanovas, but their charisma and power of seduction make them by far the trickiest of the three families. Avernicus' can draw out the most primitive desires along with any other emotions from their targets and amplify them ten fold. With a Avernicus as an ally, your life becomes not only a lot easier but also a lot more entertaining. They blend in the easiest with Galmin society.
The Casanova's are a family of nimble and dexterous Daeviants excelling in various blade arts. Those of the Casanova family tend to be well versed in crafts, hunting, and hand to hand combat.The family is known for it's numerous sword arts and techniques.
An ancient race of archdaemons that have given up their immortality to be able to experience heightened physical pleasures. While Daeviants are almost indistinguishable in appearance from Galmin whom they impersonate, anyone with a high enough Observation Rank can discern minor physical differences (namely a sharper tongue, literally). The average life span of a Daeviant male is around 150 years, while females can live about twice as long as their male counterparts. There are two main reasons for this, the first being there are nearly three times as many Daeviant males than there are females; the second reason is that the pregnancy period of Daeviant's last for around twenty years. Only during the last month of pregnancy is there any noticeable physical change.
Their diets consist mostly of meat, be it cooked or raw, and occasionally fruits, nuts, or berries.
The Daeviants were a Matriarchal society until roughly fifty years ago.
Daeviants are beings of unmatched physical beauty and grace. They value aesthetics as much as skill. Known amongst the daemon community for their blade masters, Daeviants rarely dabble in the arcane.
There are three noble families: The Avernicus, the Berivalens, and the Casanovas.
Each family posses a special trait/ability made possible only by their blood line.
The Berivalen's are a family of giant and physically superior Daeviant men. They possess bodies of incredible fortitude and stamina. Of all the Daeviants, those of the Berivalen family are the most brutish looking. When you think beauty in terms of the Berivalen family, it's the beauty of form and strength, like that of a horse. It goes without saying they're quite formidable opponents, crushing their opponents through brute force.
The Avernicus family consist of mostly females and appear more like goddesses than demons. They are not as strong as the Berivalens, or as quick as Casanovas, but their charisma and power of seduction make them by far the trickiest of the three families. Avernicus' can draw out the most primitive desires along with any other emotions from their targets and amplify them ten fold. With a Avernicus as an ally, your life becomes not only a lot easier but also a lot more entertaining. They blend in the easiest with Galmin society.
The Casanova's are a family of nimble and dexterous Daeviants excelling in various blade arts. Those of the Casanova family tend to be well versed in crafts, hunting, and hand to hand combat.The family is known for it's numerous sword arts and techniques.
Silvia in a standard Avernicae court dress.
Her physique hardly changes no matter how much she eats.
Silvia is strangely short for a kind, standing at a measly 5' 10". Most of her height originates from her long and magnificent legs which are surprisingly plump despite her thin figure. Her hair is usually a silky gray, but turns a dark velvet red every month. Her hair has a natural airiness with a light curl at the ends that seems to dance when she walks. There is a Berivalen brand that lets out a dark violet glow on her lower back.
Silvia is an extremely docile and obedient individual who tends to avoid direct eye contact. This is usually out of either fear or respect. Despite being a Daeviant noble she usually keeps her head lowered. Due to her somewhat timid nature towards strangers, she's an easy target for teasing. Even better at house work than she is at negotiating, Silvia is fond- almost ecstatic- of picking up after others. More often than not, Silvia vents her anger by talking to animals, beating inanimate objects, or doing chores.
She can be quite the glutton, but most of the time she controls herself.
She suffers from a major case of Androphobia, freezing up completely every time men get within arms reach and cringing in fear when they raise their hands.
Silvia prefers not using her abilities (be it general charismatic charm or Bloodline Trait), but will do so should others ask or she deems it necessary.
...and then there's that special time of the month where her hair turns from it's brilliant gray into a luxurious red. Her personality can take a 360 degree turn and you find yourself with a crafty, reckless, seductive, and obviously in heat individual who uses everything in her arsenal to get her way. Silvia is still a daemon after all, but being the person that she is she tries her best to struggle against her oh-so-dark callings.
Silvia was born into a world of politics, violence, and deception, one that she was uncomfortable with from the very beginning. In a cold world where wealth, status and appearance dictated everything there was no room for a independent, adventure loving girl. Her father was a strict man who didn't hesitate to beat her should she not do as her mother wished. As a child she was easily manipulated by her mother's soft words and her father's harsh ways. Every time she was beaten by her father, her mother would come in and comfort her, scolding her father and playing hero before filling Silvia's mind with sweet lies and coaxing her to just be a good girl and do what she's told. As a result, her willpower was slowly chiseled away. She made an effort to see to it that those dreams of adventure and silly notions of individualism were slowly thrown out, piece by piece.
Then the Great Dispute happened.
For most of history the female population held the power to rule thanks to their vital role in keeping the Daeviant population high. Eventually the men came to the consensus that since they were the majority, they should have the say in society. Naturally the Daeviant women didn't take too kindly to the idea of being dethroned, so they resisted. Females refused to court males, practicing abstinence.
The men of the Berivalen family and their followers scoffed.
"Consent isn't necessary for child birth."
Daeviant men and women alike were terrified by the notion of this statement. Those who opposed the new order were crushed. In just a few days the noble Avernicus family along with those who fought valiantly to defend them were apprehended and, as a means of crushing the spirits of the female population, publicly branded as Berivalen property before being sexually abused by Berivalen men. While Silvia escaped the beating due to her young age, she was not spared the branding. All children, herself included, were forced to watch the brutal public display of unrivaled power. While the resistance against the Berivalen crumbled, hundreds of Daeviant men and women attempted to flee.
This attempt at an escape, while mostly unsuccessful, did manage to get a dozen or so men and women out from under Berivalen reign, Silvia included. During the days prior to the escape, Silvia's mother had secretly cut her hair, wrapped bandages around her chest, and transferred Silvia from the noble's quarter into servants chamber. She then had Silvia smuggled out of the castle under the cover of a grocer boy. Silvia never did see her mother again and to this day she still isn't sure how she feels about her mother.
It's nearly been three decades since the revolution and her escape. Silvia, having grown into a "fine" (H-How will she be a good housewife if she can't find a husband? Way too timid. A Troublesome demon!) woman during her travels, has gotten herself a half decent reputation as an adventurer.
Total XP: (45 + 3:Aptitude +6:Flaws) 54
Unspent XP: 0
Earned XP: -
Might: 2
Endurance: 4
Dexterity: 2 (1+1)
Aptitude: 3
Willpower: 4 (5-1)
Charisma: 11 (10+1)
Vitality: 26
Energy: 17
Luck: 3
Reputation: Neutral; 15 (5 Age+ 5 Cha+ 2 Noble+ 1 Comeliness +2 Bard )
Unspent XP: 0
Earned XP: -
Might: 2
Endurance: 4
Dexterity: 2 (1+1)
Aptitude: 3
Willpower: 4 (5-1)
Charisma: 11 (10+1)
Vitality: 26
Energy: 17
Luck: 3
Reputation: Neutral; 15 (5 Age+ 5 Cha+ 2 Noble+ 1 Comeliness +2 Bard )
Acrobatics (Dex): 2
Alchemy (Apt): 3
Animal Handling (Cha): (Rank 5 + 11 Cha +2 Ani Mag+ 1 Riding )= 19
Appraisal (Apt): 3
Arcane Craft (Apt): -
Blacksmithing (Apt): 3
Carpentry (Apt): 3
Climbing (Might): 2
Concentration (Will): 4
Disguise (Cha): (11 Cha +2 Bonus)= 13
Engineering (Apt): 3
First Aid (Apt): 3
Fisticuffs (Dex): 2
Hardiness (End): 4
Herb Craft (Apt): 3
Knowledge (Apt): (Rank 5 +3 Apt +2 Bard)= 8
Leather Working (Apt): 3 Apt
Linguistics (Apt): (Rank 1 +3 Apt+ 1 Knowledge +2 Bard)= 7
Manipulate Device (Dex): 2
Negotiation (Cha): (Rank 2 +11 Cha +2 Comeliness +2 Bonus)= 17
Observation (Apt): 3
Performance (Cha): (Rank 2 +11 Cha +2 Comeliness +2 Bard)= 16
Riding (Dex): (Rank 5 +2 Dex +2 Ani Mag +1 Ani Hand)= 10
Sailing (Apt): 3
Sleight of Hand (Dex): 2
Stone Cutting (Apt): 3
Sorcery (Apt): 3
Stealth (Dex): 2
Survival (Apt): (Rank 1 +3 Apt) = 4
Swimming (Might): 2
Tailoring (Apt): (Rank 2+ 3 Apt) = 5
Thrown Weaponry (Dex): 2
Melee Weaponry (Dex): 2
Projectile Weaponry (Dex): 2
Animal Magnetism (3 XP): You have a natural knack for befriending animals. You get +2 on all Riding and Animal Handling Rolls. Furthermore you may attempt Negotiation Rolls on animals (at a -5) in an attempt to befriend, soothe, or otherwise 'negotiate' with them. Requires: Charisma 4 and Animal Handling Rank 1.
Avernicae Tongue* (4 XP [6-1 from Daemonic Blood]): You can usher a target into a complete frenzy by calling upon their darkest, more primitive desires (or more venomous inner emotions -use for role player flexibility, player[not character] consent needed) using your daemonic influences. Target makes a DL 15 Concentration Roll should they try to resist. Costs you 1 Energy per round for the first two targets and an additional 2 Energy for each additional target, costs each affected target 1 Energy per round. While in this state, all affected targets gain a +5 to all Melee Weaponry, Fisticuffs, and Concentration Rolls. Furthermore, affected targets ignore all Energy and Health penalties while in this state, but the moment target leaves it they feel these penalties. Lasts until you or your affected target runs out of Energy. If target already has Berserker Rage trait active they gain +3 to all Melee Weaponry, Fisticuffs, Concentration Rolls from Avernicae Tongue instead. Requirements: Avernicus Family Bloodline and Charisma 9.
Beastial Companion (4 XP): Silvia's beastial companion is a large 4 feet tall War Hawk named Alrath. Obviously it cannot be ridden, well maybe if you were a child...but even then it'd be extremely difficult.
Bard (4 XP): You are a bard, a wandering and traveling musician, performer, story teller, and other such things. You get a +2 bonus on all Linguistics, Knowledge, and Performance rolls and a +2 to your Reputation. Furthermore, you pay 1 XP less for the Words of Power Trait and any other song or performance based Traits.
Comeliness (2 XP) (3 XP- 1 XP Race Bonus): You are quite attractive looking (S-Such flattery!). +2 to Negotiation and Performance Rolls. +1 to Reputation for your good looks. Requirements: Charisma 5.
Daemon Blood (Racial): As creatures who were once daemons, but gave up their daemon immortality to experience mortality the dark blood still flows through you as does its power. You pay 1 less XP for Dark Contract and all other demonic, corruption, or other such Traits. You may also learn Sorcery if you meet the Stat Requirements (Apt 6, Willpower 5), but you must pay 2 XP for your first rank. Learning it through Traits gives you a +1 on all Rolls to use Sorcery. Your daemonic blood does grant your mortal form a few more gifts though. You get the Night Sighted Trait for free. You also get +2 against Fear and +5 against Poisons and Diseases. Corruption based things that have detrimental affects on normal, non-corrupt mortals may not be as effective on you or may not have an affect on you at all (and if you can resist, you get a +5 to do so).
Daemonic Linguist (Free): Familiar with the Daemonic tongue but not it's arts, you gain a +3 Bonus to all Observation, Linguistics, Knowledge Rolls that involve the Daemonic language.
Harrowing Presence (3 XP): As the Inspiring Presence Battle Trait, but instead you cause fear to your enemies, giving them a -2 on all Combat Rolls. Costs 1 Stamina and lasts one minute. If you do have Inspiring Presence then both of these affects can be active at the same time for just one Energy per minute. Requirements: Charisma 7 and Reputation 15 (Negative or Neutral).
Inspiring Presence (3 XP): Your presence inspires all allies around you, allowing them to do much better in battle. By spending a point of Energy you grant +2 to all Combat based Rolls to all allies within a number of yards equal to your Charisma (so just... people within basic movement distance of you somewhat) if they can see or hear you. It is twice the distance if you have a banner or shield regalia, something to identify you. This effect lasts for one minute (10 Rounds). Requirements: Charisma 7 and Reputation 15 (Positive or Neutral)
Nobility* (6 XP): You are born to a somewhat influential or noble family (noble being somewhat definitive in some more rougher areas, which is many places in these starting times). You start off with +2 to your Reputation, 100 extra iL (plus an additional 10 for the amount of Reputation you possess), some noble clothes, and a 2 XP Heirloom. Not only that, but once a year the money that you get as this talent is actually a stipend you get from your family as long as you are still communicating with them.
Night Sight (2 XP): You are good at seeing in the dark. You no longer suffer a -5 penalty to Sight based Observation Rolls in low light or at night. This does not work if it is pitch black though.
(4 XP) Androphobia: Thanks to her abusive father and the brand on her lower back, along with all the terrible memories associated with it, Silvia use to suffer a rather serious case of Androphobia. Over the last few decades Silvia's Androphobia has grown less severe to the extent that she's able to discern friend from foe, but it still present and kicking nevertheless. When attacked by a humanoid males Silvia makes a DL 20 Concentration roll. Her upbringing and traumatic past also has it's permanent affects: -1 penalty to Willpower.
(1 XP) Monophobia: When sleeping alone, Silvia suffers from viscous nightmares. Every night should she must find someone to latch during her numerous night terrors. Target who gets latched onto suffer -2 penalty for any Observation Rolls at night. Should she not find someone to latch onto, Silvia must make a DL 15 Concentration Roll, otherwise being unable
Daemonic Weaknesses: Naturally as a creature of Daemon origins, you are susceptible to some things that affect Daemons. You get +5 to resist things that affect them, but other such things will always have an affect on you, albeit a lesser one. For instance, purified objects or other such things can still hold you at bay (but you get a Concentration Roll to resist and are only Intimidated, not kept at bay, if you fail, nothing happens if you succeed). You also cannot learn Arcane Craft. Some other such things can affect you and may even have some certain detrimental affects on you. Also those who can sense power may be able to sense the dark power of your blood if their senses are strong enough (DL 30 to sense).
Heirloom: Etheral Tongue (Master Crafted Dagger): The Etheral Tongue speaks a great deal about the Daeviant society's obsession with function and form. The blade itself is seven inches of fine black steel with slight outwards curve and a small hook at the blade's tip that curves in the opposite direction (essentially a distorted S that has a small head and a long curved body). The handle is made of hollowed iron, wrapped several times with smooth cloth dyed a brilliant bright yellow. On either base of the blade there is a small Cassanova family insignia signifying its origins. As deadly as it is beautiful, the Etheral Tongue was given it's name due to how smoothly and quickly the beautiful blade was able to cut and carve through flesh and fat.
+1 on all rolls
+1 damage bonus[Free]
*Avernicae Temptation (Noble Clothes): A parting gift from a Daeviant noblemen who discovered Silvia's identity after helping her escape. The standard sleeping gown worn by female nobles of the Avernicus family. It's design revolves around comfort and just the right amount of transparency in order to leave a man just short of insanity. Use to be a really nice long dress for Silvia as a child. [Free]
*Court Dress (Noble Clothes): Same design as Avernicae Temptation but made with a thicker, less transparent fabric. Also longer (knee's length) [Free]
Hunting Knife (Average Quality): A knife with a jagged, toothed edge as well as a decent cutting edge. [15 iL]
Leather Cloak (Average Quality): A rough leather cloak that has a thin wool underbelly. [Free]
Leather Bag (Average Quality): A leather bag with two separate pockets that are kept closed by two bronze buckles. [2 iL]
Padded Armor (Average Quality): Standard padded armor. (1 Armor, No Armor Penalty) [10 iL]
Alrath (Carrying two blankets (1 cloth, 1 cotton), one fifty feet long silk rope, a small water pail, a small spade, two hunting knives and small bag of coal. [Total:60 iL])
Leather Pouch <Salt>: (2 Lbs) If used just for herself can last three-five weeks. [1 iL]
Leather Pouch <Pepper>: (2 Lbs) If used just for herself can last three-five weeks. [1 iL]
Wealth: 220 iL
S-Sorry it took so long.
Yuuji's browser was misbehaving.