Intel officer Amlaruil Ielovana (Angel)

(Generated 90 times)
Namelist None
Rank Veteran
Race Elf
Cult rank None
Notes Ghost-scorn: The ghosts of Men hold no terror for Elves, who are immune to any fear effects that ghosts may create. As such Elves do not suffer from the effects of any fear attack initiated form the ghosts of Men. Elven ghosts still induce fear. Light-footedness: Elves move more gracefully than Men and can move silently, even when running. As such Elves wearing nothing more restrictive than light armour find Stealth tests 1 grade easier and are permitted to attempt a Stealth roll when running in order to remain silent. Elves also step lightly and any attempt to track an Elf or a party of Elves will be considered to be 1 grade harder. Elves also can walk over fragile surfaces such as snow, unbent grass and narrow branches without difficulty (for example, when walking on snow, Elves do not sink into it but instead walk lightly upon it, hence the reason it can be so difficult to track them). They must however spend 1 power point to activate and maintain this power. This will last as long as applicable determined by the GM. If they do not have the power points to activate or maintain this power they cannot do this. Elves have high Dexterity and as such have superb balance, rarely falling off even the slenderest branches or narrowest ledges. This is reflected in their ability to use Athletics skill for balance rolls instead of acrobatics. Adaption to Cold: Due to their otherworldly nature, Elves are resistant to the effects of cold and heat, though concentrated cold and heat effects from magical attacks will affect them. When outdoors in cold or hot environments, Elves are considered to have the power immunity to Cold/hot environments. They must however spend 1 power point to activate and maintain this power. This will last as long as applicable determined by the GM. If they do not have the power points to activate or maintain this power within said environments, then they will suffer the ill effects as detailed the BRP Rulebook. Elven Stamina: Elves receive a bonus of +20% to their skill when undertaking any rolls to resist weariness for any reason. Elven Vision: No race sees better outside during the darkness of night than the Elves. Their vision under moonlight or starlight is as good as a Man’s during the height of daylight on a clear sunny day. They also have excellent long distance vision and do not suffer any penalties to rolls when gazing into the distance to make out objects or details. In other situations, when there is any light source, they can see at least 15 meters (50 feet) perfectly and fairly well up to 30 meters (100 feet). In absolute darkness, however, they are no better than Men (i.e. they can’t see at all). Their hearing range is three times that of a normal Man. Elven Hardness of Body: Elves are never affected by the ravages of disease and diseases have no effect upon them so have the ability: Disease Immunity. In addition, Elves never lose their vigour as they grow older. As such they never suffer from the effects of Aging. They are also resistant to the effects of poison and receive a bonus of +10% to the die roll when attempting to resist the effects of any poison that enters their system. Elves unfortunately take twice as long to heal then Men but do not scar when injured. Endurance: They do not carry great burdens, but they are capable of travelling 16-20 hours a day. Elves do not require sleep to rest; instead they may choose to rest in a trance for 1D3 hours a day. Whilst in this trance, they cannot be awakened, but when the trance ends, they will have restored all lost power points (and lost fatigue points). They will awake from this trance fully rested as though they had just slept soundly for eight hours. Gift of Music and Song: They are perhaps the most accomplished musicians, singers and poets amongst the Elven races, having a more natural disposition towards the making of music and poetry than their more serious builder, and their less skilled Silvan cousins. This is not to say that they are not capable of making wonderful and haunting melodies, song and poetry. It is simply that the natural disposition of the Singers gives them an advantage in this area of skill. As such their musicians and singers receive a bonus of +20% to their skill when undertaking any Perform, Sing or Play (instrument) skill attempt, or in an appropriate writing skill when making poetry. They make excellent Bards. Rod of illusions: 1 charge 1 sense 2 charges 2 senses up to 5 charges for all 5 senses. Tended by wild animals as a child, you are now (wrongly) regarded and feared as a shape shifter. tutored by a sorcerer – gain the Advanced skills of Sorcery and Manipulation at their default starting value. One birth parent plus step–parent 4 siblings no grandparents 2 aunts and uncles 3 cousins Family enjoys a good reputation although there may be those either inside or outside the family who could tarnish it 1 ally Family is well connected in the community and is known to those commanding local power 1 ally and 1 enemy.
STR 13
CON 15
SIZ 16
DEX 16
INT 20
POW 16
CHA 14
D20Hit locationArmor
01-03 Right leg
04-06 Left leg
07-09 Abdomen
10-12 Chest
13-15 Right arm
16-18 Left arm
19-20 Head
Movement 6
Natural armor No

Non-random features

Ability ***Night Sight*** Partial darkness as illuminated and darkness as partial darkness. (RQ6: pg 312-316)

Standard skills

Athletics STR+DEX+15 Boating STR+CON Brawn 29
Conceal DEX+POW Deceit 34 Endurance 50
Evade 57 First Aid 36 Influence 53
Insight 71 Locale 50 Perception 66
Ride 32 Stealth 41 Swim 28
Unarmed 39 Willpower 82

Magic skills

Folk Magic 70 Invocation 76 Shaping 75

Professional skills

Commerce 64 Courtesy 54

Custom skills

Alchemy 70 Culture 55 P: innocence 62
P: Sense of wonder 66

Combat styles

Mage Defender 39

Weapon options

1-handed weapons

Amount: 2
Club (1)
Dagger (1)

2-handed weapons

Amount: 1
Quarterstaff (1)

Ranged weapons

Amount: 1
Dagger (1)


Amount: 0

Folk spells

Amount: 7
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Mindspeech 1 Bearing Witness 1 Becalm 1 Endurance 1
Fate 1 Lucky 1 Understanding 1

Sorcery spells

Amount: 7
SpellProb.   SpellProb.   SpellProb.
Enhance 1 Telepathy 1 Deduce 1
Prognosticate 1 Projection 1 Recollect 1
Veil 1