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Physical Description Species/Race: Gnome (Rock Gnome)
Clothing: Fine Clothes: (2) silk tunics (16 sp each), (1) silk vest (12 sp each), (1) mittens (3 sp each), 1 knife sheath (1 gp)(red dragon hide w/ gold & silver frolicking dragons), (1) Dark Gray silk cloak (10 sp), (2) Boots (hard, low, with hidden sheaths), 1 Emerald laden platinum headband (1H), 1 silver broach (1H) Business Clothes: Low soft boots (2 pair) with dagger sheaths (p 88), Silent shoes (+4 MS p 16), 2 silk bodysuits (+4 MS, p16), 2 wrist sheaths (small), 4 climbing daggers, Gnomish Cloak (+5 HS p 16) with concealed pockets), Sashling, Harper Pin, Robe of Useful Items
Personal Information Aliases Used: Lady Lena, of Phlan and Cormyr. IQ: High Homeworld/Homeland: Kaross Social Class/Status: Upper Lower Class Profession/Duties: Jedi Apprentice Mythos/Religion: Gaerdal Ironhand Homeland Terrain: Forested with villages, mountain mining and a spaceport. Liege/Patron/Mentor: Gust O' the Wind & Harlan's father Clan: - Reputation: Its always the quiet ones you got to look out for.... Heritage: Small town, in a large family of noted jewelers stretching back for generations of tradition. Honor: - Coat of Arms/Colors: Light blue and mint green. Sigil derived from family's sigil. Military History: Rank: -
Family: Marital Status: Married
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Psychological Description Concept/Template Type: Gnomish Mouseburglar/Vanisher (Illusionist/Thief), Jedi Apprentice Alignment/Light/Dark: Lawful Neutral/Light Superstitions: Believes in Destiny and astronomical signs Traits: - Nature: Defender Demeanour: Shy Fears: - Personality/Temperament: Quiet, shy, possessed of a good heart. Very brave. Likes: Warm food, night winds and light rain. Dislikes: Evil people Pet Peeves: Those who cause offense, by doing less than their best or over drinking. Welching on a bet or selling inferior goods. The worst infraction of all however, is to comment on someone else's nose, particularly referring to it as small. Motivation/Objectives/Goals in Life: Undetermined yet, except to have children. Quote: Favorite Color: Prism Rainbows Hobbies: Gemcutting, jewelry making Pasttimes: Shopping for more wardrobes Favorite Drink: Mead Favorite Food: Cheese and apples |
![]() ![]() Special Abilities
Weapon Proficiencies: Daggers (P), Long Sword (P), Heavy Crossbow (P), Punching Specialization Non-Weapon Proficiencies/Skills: (1)Tumbling, Ambidextrous, *Rope Use, *Read/Write, (1) Appraising, (2) Herbalism, (2) Blindfighting, (1) Tightrope walking, (2) Punching, (1) Awareness Innate Abilities: Force Talent: Illusion, Direction Sense (1-3 on d6), Grade or Slope (1-5 on d6), Shifting Walls (1-7 on d10), Depth Underground (1-4 on d6), Infravision 60', 20% item failure (except weapons, armor, shields and illusion/thief duplicating items) Languages: Gnomish, Common, Kobold, Halfling, Espruar, Burrowing Common, Thieves Cant, Alignment Secondary Skills: Gemcutting, jewelry making Spells: - Possessions Residences: Valhevo Castle in Phlan. Land grant, 1 sq mile in the Stormhorns Vessels/Ships: - Wealth/Money/Coins: 28 silver, 5 electrum. Armor: - Basic Equipment: Exceptional daggers (8), exceptional quarrels (9), Daggers (4), Silver Daggers (10), Silver quarrels (8), Exceptional long sword (2) Sashling: The gems not concealed or banked elsewhere Waterproofed Backpack: 100' silk rope (1/4" diam pg 74, 1 lb), Winter Wolf fur (4 lbs), Soap in a tin (herbal), Sm Iron pot w/ lid (2 lbs), jar of honey, 1 lb nuts in sack. 1 sack meal, 1 sack flour, Tarot deck in oil wrapper, Sewing Kit w/ heavy thread, Rope set (+10 Climbing, 5 lbs), Tree Bed (8 lbs, pg 11), Mess Kit (p 137), Tightrop set (p 30), Flint/Steel*, 21 candles*, Small silver mirror*, Tar makeup (p 16, 50 applications, +2 HS), Sparker*, 4 foshhooks - wrapped*, 450 yds bandages (2" wide, 9 uses), Caltrops*, Field Glass* (pg 8), Scrollcase (waterproof, holds 15 scrolls, p 70), 1 net. Belt: Dust of Disappearance 8 large waterproof sacks Iron box (cushioned, 10 lbs): 3 vials oil, 5 doses wyvern poison, 1 bottle (3 applications) Oil of Sharpness (+1 bonus to weapon) Wood Case in oilcloth: 15 parchments and vial of black ink (10 lbs) Oilcloth packet (1 lb): incense (1 Dream, 3 Healing, p 35) Deluxe set of lockpicks, Lockpicks* (p 15), Weapon Black (+5 HS, p16), Signal Whistle, 2 poisonous herbs*, Anise seed vs dogs* (p 19), 2 sprigs wolvesbane, lavender buds (p 38) nuts, 5 doses theriaca (p 146), 1 antiburn root (+d4 vs), "poison" to slow heart (4 doses, p 19), Sleep Gas (p 15), plant (1 hp/day in pot) 1 Lg Waterskin with Mead, 8 days feed, 25 days rations, (2) cheeses (4 sp each), 2 lbs of Candy (2 gp), 1 lb of apples. Bit and bridle with sky blue and green tassels (30 sp), new matching saddle with pouches (15 gp), 2 saddle blankets (3 sp each), 50 small wax candles (pastels) (50 cp), 1 hooded lantern (7 gp), 5 oz. lamp oil (6 cp each), sewing kit (1 gp), 10 sling bullets (Vame's)(400 gp) Special Gear/Magical Items: Ring of Protection +5, Wand of Magic Missiles, Dagger +2, Pin (Immunity to Dispel Magic and Magic Missile), Dust of Appearance (1), Elixir of Health (1), 1 bottle (3 applications) Oil of Sharpness (+1 bonus to weapon), Harper Pin (+5 vs Charm Ench, Absolute Immunity to Detection/Mind/Alignment reading spells and Psionics. Immunity to Fireball and Magic Missile. Never tarnishes. Hard Adamantite (AC -2, HP 9, +5 vs Saves (blow). Turns black and jangles if taken by an evil person), 2 potions Extra Healing (4 doses of the 6) Valuables/Treasure: (8) 100 gp diamonds*, (7) 1000 gp diamonds*, 2.5 vials of 100 gp diamond dust, (1) 500 gp gem, 1 silver broach (1H), Robe of Useful Items, 1 Emerald laden platinum headband (1H), Sleep Spell Scroll (200 gp), Light Spell Scroll (200 gp) Books: Blue Spellbook with copper trim (50 pgs, lockable), Blue Spellbook with copper trim (50 pgs, lockable), Green lizardhide spellbook with a black symbol (20 pages), Brael's Book of Shadows (Medicinal use of unicorn horns, recipe for homunculous (requires brain of a mindflayer)), Diary of Thraxita the Red (dragon) Henchmen: - Animal Companions: Uh-Oh - (2" tall shroom) Lawful Neutral, AC 9, SF: ?, #Att. 1, THAC0 20, Dmg. 1*/-/- Move: 14/12, Other: Neutralize poison;, immune to poison, acid & Venom. Spherical 60' infravision. 1-12 to be surprised. Can carry 70 lbs. (* Corrosive secretion) Puffet - (donkey) HP 17 |
Prelude Birth: Feast of the Moon, Uktar (the Rotting) 16 Death: - Notable Achievements: Death of Thraxita the Red (dragon), Solo Defeat of a Beholder and his animal cultists. Champion Halfling Shuffler Lena in Star Wars/FoE is an alien, race basically an AD&D gnome but with a different name, as is her husband. Lena was a gnomish illusionist/thief from D&D. Very sweet. She and her halfling friend Vame were often the scouts of the party and took ridiculous risks that always paid off somehow, leaving the paladins often with little to do. Garthakkel was their main enemy, a sorcerer. Hilda, the barbarian paladin and Harlan the Cavalier were always there to save them if something went wrong though. Lena never did use poison, or steal from good people, she was very ethical. I just wish I could remember her fiancee's name. He was a tinker gnome, so in FoE hes an engineer. Education: - |
Game History Lena and her husband grew up in a small village. Her family for generations had owned a nice jewelry business and were well known in the area for their skills cutting gems. On her 18th birthday as is custom she was sent out to explore the world a bit, for a year, then return and marry her childhood sweetheart. Lena quickly found companions, and enemies. The son and heir to a Lord was one of her new friends. When he returned to his home to see his father they followed and helped defeat an assassination attempt against his father's Overlord. Lena and the others were granted the honorary title of Lord or Lady and a bit of land each. All things come to an end, and each companion had things they needed to tend to. Her best friend returned to his world to marry his own sweetheart, a lass they had saved previously. The pitfighter went home to honor duel the only enemy she'd never defeated in the arenas. Lena began the long journey home alone. Lena's homecoming a year minus a day later was a joyous celebration, but she had outgrown the quiet village life somehow in her travels. Seen and done too much. Her father saw her distress and took her aside, letting her spill out her story in private, dried her tears and sent her back to the party. The next day at Lena's 19th birthday party her mother presented her a cake with only 18 candles. Her family gave her a new travelling pack and wished her well on her world journeys. Confused, Lena let her father steer her outside and there he introduced her to two strange emissaries. By tradition on her 18th birthday she was to go out into the world, he said, and these two would take her to a place she would be trained in the great ways. When she returned each year they would gift her with 18 candles until she felt it her destiny to remain. Lena's fiancee was waiting for her. He too had seen much of the world and was willing to go with her. They were married and taken to the Yavin Jedi Academy. Lena is a Sensitive, he is not.
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World Notes:
-- Character also played in the Star Wars roleplay group, Cantina Roleplayers Guild .
The sturdy but dimunitive gnome is perhaps the most misunderstood of the traditional AD&D game character races.
They are lightly built, yet as strong as most humans. Generally blue eyed, unusual colors are seen as either very good or very bad omens. Rock Gnomes may leave the company of their kind for years, even decades, but few care to leave permanently.
Gnomes are exceptional miners, comfortable underground and resistant to magic. Yet compared to others can seem frivolous and weak. Gnomes are quite comfortable out of doors, at home in a forest. The major rituals of gnomish life all occur beneath the stars, and no cosmic symbol is more important to them than an eclipse. Gnomes do not have a creation myth. They view the world as a constant within the flow of time, changing only in small and insignificant ways.
Gnomes are cheerful and social creatures of good temperant and tolerant disposition. They regard rudeness as a major fault. They relish the company of other gnomes and will eagerly compete in the telling of tales. Although gnomes are friendly they are also reticent; it is possible to know a gnome for many years without knowing much about her. Very fond of good food, gnomes show little imagination in their recipes. They are skilled with fire and quite uncomfortable, even forlorn, if circumstances prohibit having an evening blaze. Their calender is marked by many festivals, each of which is an occasion of great feasting, drinking, singing and dancing.
Gnomish festivals include celebration of harvests, seasonal occurances and anniversaries, birthdays, famous victories or discoveries and even weather phenomena. One such is the Festival of the Lunar Eclipse - This festival occurs once a century and is the grandest of all. It runs until the next full moon and includes a great deal of celebration. On their 100th birthday a gnome reaches adulthood. Her family throws a huge party with gifts of practical nature if fine quality. Gnomes are very musical, including stringed, wind and percussion instruments. They are not noted singers however.
Gnomes have inherent talents 'blending into the woodwork', at least in situations where they desire not to be noticed. This is not so much a matter of size as skill they take time to cultivate. They are adept at directing attention away from themselves. By moving quickly and smoothly, the diminutive character is often gone before others notice. When others are asked it turns out noone saw her arrive or depart, but all have a vague memory of her presence.
Gnomish childhood lasts for 50 years, then they begin applying themselves to a trade. Children experiment with many, but once a trade is chosen they dont generally switch.
Nowhere is a Rock Gnomes precision more in evidence than in their stonecutting and gemwork. They are also skilled metalworkers to make elaborate frames and mounts for jewelry. Rock Gnomes take the diamond as their symbol.
Gnomes are slow to anger and reluctant to wage war, but when fully motivated are tenacious. In any conflict, the rules the small folk rely on to survive are easily summed up: never lose your head, take advantage of the Big Folk's bulk and clumsiness where possible. They prefer to avoid large open spaces and use ambush, terrain and deception. Gnomes show little sign of hubris, or hesitation when pragmatism shows it is time to cut one's losses rather than be annihilated. When all else fails, run away to fight another day.
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