Val CHA Cost Roll Notes 18 STR 8 13- Lift 303.1 kg; 3 ½d6 HTH Damage  19 DEX 18 13- 16 CON 6 12- 20 INT 10 13- PER Roll 13-/14- 18 EGO 8 13- 18 PRE 8 13- PRE Attack: 3 ½d6 6 OCV 15 6 DCV 15 6 OMCV 9 6 DMCV 9 4 SPD 20 Phases: 3, 6, 9, 12 7 PD 5 Total: 7 PD (0 rPD) 6 ED 4 Total: 6 ED (0 rED) 7 REC 3 32 END 3 10 BODY 0 30 STUN 5 Total Characteristic Cost: 146 Movement: Running: 16m/32m Leaping: 4m/8m Swimming: 4m/8m Cost Powers & Skills Spells 7 1) Arrow-Bane: Deflection; Only Works Against Arrows, Bolts, Javelins, Spears, and so on (-½), Requires A Roll (Warrior-Magery Skill roll; -½), Extra Time (Full Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼), END 2 13 2) Battle-Blessing: +4 with HTH Combat; Costs Endurance (-½), Requires A Roll (Warrior-Magery Skill roll; -½), Gestures (-¼), Incantations (-¼), END 3 12 3) Spark-Spray: Sight Group Flash 6d6, Area Of Effect (24m Cone Explosion; +¼); No Range (-½), Spell (-½), Requires A Roll (Warrior-Magery Skill roll; -½), Gestures (-¼), Incantations (-¼), END 4 23 4) Spirit-Blade: Ranged (+½) for up to 75 Active Points of HKA, Reduced Endurance (½ END; +¼), Time Limit (1 Minute; +¾); Gestures, Requires Gestures throughout (must 'wrap' spell around bladed weapon; -½), Incantations (Requires Incantations throughout; must 'sing' spell into weapon; -½), Spell (-½), Requires A Roll (Warrior-Magery Skill roll; -½), Extra Time (Full Phase, Only to Activate, -¼), END 3 2 5) Swift-Striking: Lightning Reflexes (+6 DEX to act first with All Actions); Costs Endurance (-½), Requires A Roll (Warrior-Magery Skill roll; -½), Incantations (-¼), Gestures (-¼), END 1 9 6) War-Dust: Aid HKA 5d6 (standard effect: 15 points), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1 ¼); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, time needed to apply the dust; -1 ½), OAF Expendable (Difficult to obtain new Focus; steel dust ground from blades used in battle; -1 ¼), Gestures (throughout, requires both hands; must apply dust to length of weapon blade; -1), Incantations (throughout; -½), Self Only (-½), Spell (-½), Requires A Roll (Warrior-Magery Skill roll; -½), Only Adds To Bladed Weapon Damage (-¼), END 7 Martial Arts: Shurkur-ka Maneuver OCV DCV Damage 4 Bind +1 +0 Bind, 28 STR 4 Block +2 +2 Block, Abort 4 Counterstrike +2 +2 Weapon +2 DC Strike, Must Follow Block 4 Cut +2 +0 Weapon +2 DC Strike 4 Disarm -1 +1 Disarm; 28 STR to Disarm roll 5 Slash +1 -2 Weapon +4 DC Strike 5 Thrust +1 +3 Weapon Strike 0 Weapon Element: Blades 4 Night Elf Swiftness: Running +4m (16m total), END 1 2 Eyes Of The Night Elf: +1 PER with Sight Group 5 Darkness Means Nothing To A Night Elf: Nightvision 5 Darkness Means Nothing To A Night Elf: UV Perception (Sight Group) 1 Adapted To The Underdark: LS (Extended Breathing: 1 END per Turn) 4 Night Elf Lifespan: LS (Longevity: 1600 Years) Perks 5 Fringe Benefit: Member of the Aristocracy/Higher Nobility 3 Money: Well Off Talents 2 Nimble: Ambidexterity (-1 Off Hand penalty) 24 Skilled Battle Mage: Combat Spellcasting (all spells) Notes: Fantasy Hero 6E, page 137 3 Lightsleep 6 +2/+2d6 Striking Appearance (vs. all characters) Skills 16 Night Elf War-Skill: +2 with HTH Combat 10 Master Of The Shurkur: +2 with Martial Maneuvers 3 Analyze: Magic 13- 3 Climbing 13- 3 Concealment 13- 3 Conversation 13- 3 Cryptography 13- 5 Defense Maneuver I-II 3 High Society 13- 3 Spell Research: Inventor 13- 5 Language: Light Elf (idiomatic; literate) 3 Language: Most Common Human Tongue (completely fluent) 1 Language: Night Elf (idiomatic; literate) 17 Warrior-Magery: Power: Magic 20- 5 Rapid Attack ; HTH Multiple Attacks Only (-1) 3 Riding 13- 3 Shadowing 13- 3 Stealth 13- 2 Survival (Underground) 13- 7 Tactics 15- 4 WF: Common Melee Weapons, Common Missile Weapons 3 Scholar 2 1) KS: Arcane and Occult Lore 13- 1 2) KS: Heraldry 11- 2 3) KS: Legends and Lore 13- 2 4) KS: The Mystic World 13- 2 5) KS: Warrior-Magery 13- Total Powers & Skill Cost: 278 Total Cost: 423 275+ Matching Complications (50) 5 Distinctive Features: Sorceress (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort [detect magic]) 10 Distinctive Features: Style (Not Concealable; Noticed and Recognizable; Detectable By Large Group) 10 Hunted: Other Noble Houses Frequently (As Pow; NCI; Watching) 15 Psychological Complication: Racial Arrogance (Night Elves are superior) (Common; Strong) 15 Psychological Complication: Loyal To House Fuluvo (Common; Strong) 5 Rivalry: Professional (other warrior-mages of other houses), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 15 Social Complication: Subject To Household Orders (Frequently; Major) Total Complications Points: 50 Experience Points: 248 Equipment Weapon OCV RMod DMG STUN STR Notes Shurkur Long Blade +0 -- 1 1/2d6 0 15 L, 2 Handed Short Blade +0 -- 1d6 0 15 L, 2 Handed Armor Name DEF Location Notes "Bodice" 3 10-13 Leather, Front Only Pauldrons 4 8 Leather Sleeves 1 7 Cloth Leggings/Boots 2 14-18 Leather, Activation of 11- or Location 14
Background/History: It’s unknown how long ago the Night Elves left the realm of the sunlit upper reaches and retreated into the secretive darkness the Underworld, but the general animosity between the elves of the dark and the elves of the light continues even to this day. To hear the Light Elves tell it (a rare occurrence indeed), the divide came as a result of the first meetings with humanity. The faction of Light wanted to meet them peacefully, in a manner that would allow both to co-exist, while those of Night wanted meet them with force. Unwilling to come to blows over the matter, the Night Elves exiled themselves, finally making their home in the dark reaches of the Underworld, away from their brother elves and the invading tribes of men.
The Night Elves, on the other hand, tell a slightly different story. They felt that instead of meeting men with open arms, they should rebuff them and drive them way. The elves of the night felt it wasn’t possible to co-exist with violent and barbaric men and still maintain the integrity of the Elvish way of life. When the Light Elves foolishly disregarded this advice, the Night Elves decided to found a new kingdom, one devoted to maintaining the purity of the elvish race, as well as its morality and philosophy.
In the centuries that followed, neither side would admit the other might have been right. The Light Elves met with men, lived with them, even, from time to time, loved them. In turn, both prospered and grew, but the men more so then the Light Elves, who were often displaced from their ancestral lands. The Night Elves on the other hand, maintained the old ways, continued to live as they had before man arrived, and warily watched the (sometimes violent) spread of man throughout the land. However, they’ve stagnated as a culture and their insular ways have inhibited new developments.
Recently, however, the Night Elves have begun to take a greater interested in the outside world. Although isolationist, they are not so xenophobic as to totally dismiss the happenings of the upper world. The various great houses of the Night Elves have yet to come to a consensus as to what should be done, and are divided between peaceful reconciliation with their brothers of the Light, outright military conquest and subjugation of man, opening up certain points on the border to trade, or some combination thereof. But no matter what is decided, one thing is sure, the Night Elves will need people capable of meeting whatever threats the upper world may bring.
Donya is one such individual. Specifically she’s a warrior-mage, skilled in the art of the blade and the spell, and one of the Night Elves’ greatest assets when dealing with threats from the Underworld and beyond. A scion of House Fuluvo, she has dedicated herself defending her House, her land, and her race from all threats, both internal and from without (especially from without.)
Trained since a young age in the warrior’s way, Donya’s skill with the Shurkur (a double-bladed sword unique to the Night Elves) is well-known and almost matched by her talent in the arcane arts of Warrior-Magery. A capable commander, she’s one of House Fuluvo’s War Leaders, and has earned renown for her House in various campaigns against Underworld foes. But now comes her toughest test—venturing back into the world of the Light....
Personality/Motivation: Donya, like most Night Elves, probably doesn't like you. It is not that she actively hates anyone, but more like she doesn’t see the need to be open and friendly with the “lesser” races (i.e. non-elves). She tolerates (and can even be civil) to elves of the Light, but prefers the company of her fellow Night Elves. Of course, considering the isolationist nature of the Night Elves, such behavior is only to be expected, while the Night Elves’ skill with sorcery and the like almost makes said viewpoint understandable. Donya’s attitude might change with time and exposure, mainly depending on where she goes, who she meets, and how they treat her, but it’s a safe bet it will be a very long time before she stops unfavorably comparing anything and everything she encounters with how much better the Night Elves do it.
Quote: “As War Leader of House Fuluvo I will not be spoken to in such a familiar and base manner. Apologize properly before I am forced to demonstrate my skill with the shurkur. A demonstration I am sure you will regret. ”
Powers/Tactics: A canny warrior, Donya prefers to analyze a situation before attacking. If given the chance she will prepare and cast several of her Warrior-Mage spells, starting with Blade-Bane, then Swift-Striking, and finally Battle-Blessing. If in a fortified or secure position, she may forego Swift-Striking and opt to use Spirit-Blade instead. She will prepare her Shurkur with War-Dust if there is sufficient time, and will cast Arrow-Bane at the opening of a battle, when the chances of being targeted by enemy archers is greatest. Spark-Spray is usually used to blind small units of enemy troops, thus allowing Donya to close and use her Shurkur to good effect.
The Shurkur is a weapon unique to the Night Elves. It consists of two blades, one roughly four to five feet long, with another two and a half feet long. The blades are joined hilt to hilt and wielded from a point roughly two-thirds down it's total length. Thus, when held in two hands, the Shurkur (the word means "long and short") projects one long blade up past the user's head, while the second extends downwards and serves to defend the fighter's legs. Using the Shurkur in battle is tricky, and takes more than a little skill. Normally, the weapon is held at an angle, across the body, and used to deliver sweeping figure-eight blows, short thrusts, and downward cuts that start from up over the head. The swirling shape of the guard helps in trapping weapons, and it’s a common tactic for a Shurkur user to Block, Disarm, or Block, Bind, and then Disarm, especially if they’re working in pairs.
Donya, like many Shurkur wielders, will usually Block first, but she prefers to followup with a Counterstrike and then a Thrust (often with the shorter blade). She will use a Slash on those blinded by Spark-Spray or will Sweep a Cut if she thinks she can get away with it. If hard pressed she’ll put her levels into DCV and fight defensively, using a mixture of Blocks, Counterstrikes, and Thrusts.
Appearance: Tall and shapely, Donya's curvaceous build belies her impressive degree of physical strength. Her features are typical for a night elf: blue-gray skin, silver-gray eyes, snow-white hair, and long tapering ears. As a warrior-mage she tends to dress in flamboyant and ornate outfits that only passingly resemble armor. As befitting her rank, Donya's gear tends to be creatively cut and heavily inlaid with scrollwork, knotwork, precious metals, and even gems. Her Shurkur, on the other hand, is a rather plain-looking weapon, well-cared for, but has obviously seen a lot of use.
Designer's Notes: The statute that inspired Donya is actually a Lineage II night elf. Lineage II is rather (in)famous for the clothing (or lack there of) worn by female night elves—Donya’s outfit is actually rather conservative. In any case, you could use her to introduce your players to the Night Elves and their xenophobic outlook on the world. While certainly not the PC’s friend, she can be their ally, especially against a greater threat. Perhaps the PCs might even be able to impress Donya with their courage and valor, and help dispel certain Night Elf notions of humans as brutish, uncivilized thugs.
To power down Donya, reduce her Characteristics as needed, remove her Combat Spellcasting, and reduce her Combat Skill Levels. To make her more powerful, up her DEX and CON, give her two Damage Classes with Shurkur-ka, and increase her Combat Skill Levels as desired.
(Character sheet created by Michael Surbrook)
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