Dashania Elerinaral:


Name: Dashanial

True Name: Dashania Elerinaral

Alignment: Scrupulous (Good).

Hit Points: 30 S.D.C.: 82

Attributes: I.Q.: 21 (+7%/+3), M.E.: 15, M.A.: 11, P.S.: 19 (+4), P.P.: 24 (+5), P.E.: 22 (+4/+14%), P.B.: 27 (83%), SPD: 28l

Weight: 168 lbs (76.2 kg) Height: 6 feet 2 inches (1.88 meters).

Age: 36 years. Race: Elf. Sex: Female. P.P.E.: 16.

Disposition:

Some elves are stuck in the past, preferring ancient weapons over modern weapons. Dashania however wants to find a hybrid, a mix of the old and new which works well. She likes the greater range and firepower of modern weapons but also like the use of a bow. With the bow however, she prefers a modern compound bow over a more traditional long bow. She carries both modern weapons and ancient weapons. Many elves also prefer the sword while she actually prefers the axe, probably from many tribal neighbors preferring the axe. Clothing and gear, she also prefers a mix of the modern and ancient. In many ways, she sees herself as a modern descendent of the ancient class of ranger.

Was interested at one time in possibly becoming a practitioner of the magical arts but decided that there was more that she might learn as a scout and ranger. Still, she has managed to acquire a number of minor enchanted items including an enchanted sword, enchanted arrows, and a number of amulets to give her better protection. As well, she decided to learn a least a little bit about magic so that she might defend herself.

Having a lot of experience among humans, she does not treat them as inferior to elves although she does recognize that they live far less long than her race. Especially impressed in some ways with the tribal groups. Generally, she tries to treat races as equal as much as possible. Certain races with fell reputation and those tied to the forces of evil she is less trusting of however. Of course after her encounters with the Coalition, she gives them a wide berth if she at all can.

While she loves her parents deeply and respect them, she is a bit of a rebel in many respects. In dress, she tends to mix the traditional with native and more modern styles. More shocking however is how she likes to style her hair with it dyed in a variety of rainbow colors. As a performer however, the style makes her quite distinctive. Unlike her mother, she has no real plans to start a family anytime soon and has no plans to have as many children as her mother even when she does start one.

One should not think either that because she is a bit rebellious, she does not value friends and is quite honorable generally. She will never betray a friend and has an extremely strong code of ethics. Does enjoy having relationships once in a while including with other traveling companions although tends to be a bit on the casual side. Tries real hard never to break any hearts.

O.C.C.: Wilderness Scout. Experience Level: Fourth (4).

Combat Skill: Hand to Hand; Basic and Boxing.

Attacks per Melee: Six (6)

Bonuses, Combat: Critical Strike: Natural 20, Knock Out: Natural 20, Bonuses: Damage: +4, Strike: +5, Parry:

+10, Dodge: +10, Roll: +6, Pull Punch: +2, Initiative: +0. Kick Attack: 2D4+4.

On the first round, when on the defense, she gets an additional +6 to Initiative, a +2 to Parry, and a +3 to dodge from Sixth Sense.

Bonus; Save: Lethal Poison [14] +4, Non-Lethal Poison [16] +4, Harmful Drugs [15] +4, Insanity [12] +0, Psionics [12] +0 (+1 with Amulet), Magic [12/16] +4 (+5 with Amulet), Horror Factor [Varies] +0 (+2 with Amulet).

Psionics: Minor: I.S.P.: 36 (+1D6 I.S.P. per level.) Abilities: Sensitive: Sixth Sense (2), Telepathy (4).

Special Abilities:

Racial - Elf:

Night Vision 90 feet (27.4 meters).

Add one attack when using a bow.

+2% on all Wilderness Skills.

O.C.C. - Wilderness Scout:

Add 3D6+10 to the character's physical S.D.C.

Add 1D4 to P.E. attribute.

O. C. C. Skills: Domestic: Cooking (+10%) 72%, Fishing (+10%) 72%, Espionage: Wilderness Survival (+ 20%) 77%, Physical: Hand to Hand; Basic, Athletics - General, Climbing (+20%) 89%, Prowl (+15%) 69%, Pilot: Horsemanship [Basic] (+20%) 79% / 59%, Technical: Languages: Dakota (+15%) 87%, Languages: Faerie Speak (+15%) 87%, Languages: Navajo (+15%) 87%, Wilderness: Hunting, Identify Plants & Fruit (+20%) 69%, Land Navigation (+ 20%) 77%, Track Animals (+20%) 69%, W.P.; Ancient: W.P. Archery and Targeting (5 Attacks / +2 Strike / +1 Parry), W.P. Battle Axe (+2 Strike / +1 Throw / +1 Parry), W.P. Knife (+1 Strike / +1 Throw / +2 Parry), W.P.; Modern: Energy Rifle (+4 Aimed / +2 Burst).

O. C. C. Related Skills: Domestic: Play Musical Instrument - Lyre (+15%) 72%, Sing [Professional] (+15%) 82%, Espionage: Detect Ambush [Gained at Third Level] (+10%) 57%, Intelligence [Gained at Third Level] (+10%) 53%, Track Humanoids (+10%) 57%, Medical: First Aid (+10%) 82%, Physical: Boxing, Gymnastics, Swimming (+10%) 82%, Technical: Lore: Demon and Monster (+15%) 62%, Lore: Magic [Gained at Third Level] (+15%) 52%, Wilderness: Carpentry (+20%) 74%.

Secondary Skills: Communication: Radio; Basic 67%, Domestic: Dance 52%, Sewing 67%, Physical: Running, Technical: Lore: Faerie 47%, Wilderness: Preserve Food 47%, Skin and Prepare Animal Hides 57%, W.P.; Modern: Energy Pistol (+4 Aimed / +2 Burst).

Racial Skills: Science: Math: Basic (+20%) 87%, Technical: Languages: American (+20%) 92%, Elvish /Dragonese [Native] 98%, Literacy: American (+20%) 72%, Elvish /Dragonese [Native] 98%

Skills From Gymnastics: Sense of Balance (+10%) 82%, Work Parallel Bars & Rings (+10%) 86%, Climb Rope (+10%) 93%, Back Flip (+10%) 102%.

Appearance:

As with almost all elves, Dashania is tall and slender being over six feet tall. Even so, her figure is obviously feminine. Most humans consider her incredibly beautiful with refined features although has fairly wide and dark lips for an elf. Otherwise, her skin is quite pale. Her eyes are a sparkling blue green which look wider than they actually are. When kept its natural color, her hair is an extremely pale blonde although not colorless. Hanging loose , it will hang almost down to the small of her back.

Maybe it is a bit of rebelling but she likes to dye the upper part of her hair in a mixture of different rainbow colors. Often, she ties the length of her hair into a tight braid down the center of her back. Otherwise, she often wears a few feathers braided in her hair. Goes fairly distinctive with cosmetics as well with painting lips a bright red and having red fingernails.

In dress, she mixes a bit of traditional elf with a bit of tribal Indian styles as well as with modern. One thing she likes to do is wear an Indian vest with fatigue style pants. When relaxing, does enjoy wearing both Native Indian dresses and more traditional elven silk dresses. In Jewelry, she has a number of native Indian items which several are enchanted with minor talismans.

Weapons of Note, Magical:

16 Enchanted Arrows:

Mega-Damage: 4D6+6 M.D.C. Arrow are is enchanted by spells of “Enchant Weapon Lesser” with a duration of three years. Arrows have about 50 M.D.C. each and are only damaged by attacks against the arrows. Four have silver plated arrow heads.

Enchanted Battle Axe: Weight: 4.6 lbs (2.0 kg) Length: 2.75 feet (0.8 meters).

Mega Damage: 6D6+8, It is of highest quality human construction (+1 to strike, +1 to throw, +2 to parry, +4 to damage, and +2 to initiative.) Enchanted through spell of Enchant Weapon (Minor) permanently and has 400 M.D.C. and is only damaged by attacks against the weapon.

Enchanted Bowie Knife: Weight: 0.88 lbs (0.4 kg) Length: 1.32 feet (0.4 meters).

Mega Damage: 2D4+4. High quality human construction (+1 to strike, +1 to throw, +2 to initiative.) Enchanted through spell of Enchant Weapon (Minor) permanently and has 200 M.D.C. and is only damaged by attacks against the weapon.

Weapons of Note, Normal:

Bowie Knife: Weight: 0.88 lbs (0.4 kg) Length: 1.32 feet (0.4 meters).

Damage: 1D8+2 (+4 for strength) Range: Hand to Hand or Thrown

Hand Axe: Weight: 3 lbs (1.36 kg)

Damage: 2d4 (+4 for strength) Range: Hand to Hand or Thrown

Modern Compound Bow: Weight: 2.9 lbs (1.32 kg)

Damage: 2D6 (Mega-Damage by Magic / Specialty Arrow Heads) Range: 700 feet (213 meters). Carries 16 normal arrows although multiple arrow heads.

Neural Mace:

Damage; Physical: 1D8 S.D.C. + Strength Special: Unconsciousness, -8 Strike, Parry / Dodge for 2D4 melees if save made (16+), save each time hit, ineffective vs full environmental armors but effective against non full environmental.

Wilk’s 237 “Backup” Pulse Laser Pistol: Weight: 3.0 lbs (1.4 kg)

Mega-Damage: 3D6 per single blast and 6D6 per double blast. Rate of Fire: Standard Effective Range: 500 ft (152 m) Payload: 8 double blasts per short E-Clip or 16 double blasts per long E-Clips.

Wilk’s 457 Laser Pulse Rifle: Weight: 6 lbs (2.7 kg)

Mega-Damage: 3D6+2 for Single Shot and 1D6x10 for 3 simultaneous blasts Rate of Fire: Standard Effective Range: 2000 ft (610 m) Payload: 30 Shots each short E-Clip, 40 Shots each long E-Clip Bonus: +1 on Aimed Shots.

Ammunition (Used by Multiple weapons): 0 Short E-Clips 24 Long E-Clips 0 Canister E-Clips.

Specialty Arrow Heads [Carries 16 normal arrows - numbers in parenthesis “()” is normal load out]: 12 (4) Normal Arrow Heads, 4 (2) Concussion Arrow Heads, 4 (2) Knock Out Gas Arrows, 8 (4) Neural Disruption Arrows, 4 (2) Smoke Arrows, 4 (2) Stun / Flash Arrows.

Armor of Note:

Branaghan Armor Overcoat M.D.C. (Main Body): 28. Weight: 6 lbs (2.7 kg). Prowl Penalty: -5%

T.W. Enchantments:

Chameleon [Fourth Level / 72 melee rounds / 6 P.P.E. or 12 I.S.P.]

Super Human Speed [Fourth Level / 16 melee rounds / 10 P.P.E. or 20 I.S.P.]

Crusader Body Armor: M.D.C. (Main Body): 55. Weight: 26 lbs (11.8 kg). Prowl Penalty: None

N-F40A Force Field: M.D.C.: 110 - regenerates 1 point per melee round. 8 hour duration per E-Clip.

Other Equipment (Non-Weapons):

Magic Items:

Amulet of “Charm”:

Adds a bonus of +1 to save vs magic and psychic attacks. Indian style jewelry.

Amulet of “Protection against the Supernatural”:

Adds a bonus of +2 to save vs horror factor. Indian style jewelry.

Amulet of “See the Invisible”:

Enables only the wearer of the medallion to see the invisible. Indian style jewelry.

Non-Magical:

Vehicles: None - Prefers to ride horses

Clothing: Fatigue pants, crop top t-shirts (with various Indian tribal designs), Indian style vests, several silk dresses in elven styles, Indian tribal dress, combat boots, dress slippers,

Other Items: Makeup and feminine items, first aid kit, air filter / gas mask, infrared distancing binoculars, night vision goggles, compass, knapsack, backpack, utility belt (with multiple pouches), canteen, camel pack, quiver (36 arrow capacity), radio head set, 328 feet (100 m) of high tensile strength climbing rope, climbing gear, six iron spikes, six wooden spikes, general purpose hammer, six flares, modern sleeping bag, “wind proof” modern tent, pocket fishing kit, six hunting snares, animal skinning knife, emergency sewing kit, folding cooking gear, two weeks trail rations, one week fresh food.

Valuables: 250,000 credits, high quality lyre worth 10,000 credits, native Indian jewelry worth around 50,000 credits total, highly decorated silver and emerald comb and brush set worth 5,000 credits, bottle of elven wine worth 2,000 credits.


Character Background:


From what Dashania’s parents told her, they come originally from a place called the Eastern Territory on some other world but the only world she has even known is Rifts Earth. She was raised in a large family, middle born of ten children. Her mother always loved children and was incredibly fruitful for an Elf women. Quite young for an elf when she started having children as well. Even though the love was always felt, the family shared duties with the elder children taking on many rolls.


They were part of a tiny Elf community of a few dozen elves in the Rocky Mountains of had been centuries before the United States. Around the community was a mix of mountains, forests, and fields and the elves of the community made a living throw hunting, herding, and a bit of farming. Dashania’s father preferred hunting himself while her mother was a skilled seamstress, making incredible gowns and dresses. In addition, she was a skilled singer often entertaining adult and child alike.


Sheltered in a secluded mountain valley, the elves were bothered by few. Those that tried to raid or harass the small community found themselves dealing with a group surprisingly well armed as well as one of the community being an extremely powerful wizard. Being so far west, the community was outside of the attention of the Coalition and the wizard did her best to cloak the valley from unfriendly eyes.


Most of the relations were more friendly with several of their neighbors being Indian tribes. Some of the tribes were considered traditional while others preferred a more modern approach mixing technology with the old tribal ways. There were a number of non tribal villages around the elf community as well. A minority of the elves on the community eschewed technology in a similar manner to the traditional tribes but the majority preferred to mix old and new. Especially valued were modern energy weapons and modern composite body armors.


Dashania’s family was more or less in the second camp. When her father went out to hunt in the wilds, he almost always carried an L-20 laser rifle for self defense although did use a box extensively for hunting. Found the bow far quieter than any modern weapon. The children were taught from an early age how to read and write by their parents and elder siblings.


As a young girl, Dashania was a bit on the flighty side. Did always love the wilderness and from a fairly early age accompanied her father in his hunting treks. Like her father, she liked to use the bow at times but also carry a powerful energy rifle. She did prefer a modern composite bow while he always preferred a more traditional long bow. Hers was a bit different in that she did love exploring and learned how to climb some of the tall peaks of the mountains.


While a decent seamstress although nothing like her mother, she inherited in full measure both her mother’s skill love of music and skill in song. While she loved traditional Elven songs, she also loved both the songs of the tribes around her as well as more modern songs. In some cases, she mixed styles which sometimes amused her mother while at other times was quite disconcerting to the elder Elf woman. Still, once she began traveling, he skills as a singer and a musician often was as useful as her wilderness skills often opening doors that might not otherwise be opened.


From an early age as well she showed a at least a passing interest in magic. The wizard of the village was a cryptic individual that was hard to approach however and Dashania was never able to approach her. Rumor is that several other younger elves have approached the wizard to be taught magic and were rebuked. Those who decided to learn the magical arts seemed to have looked outside the community for instruction. The young elf did learn a little about the fairies and even met a few and learned their language a bit. They often appreciate her music.


While she loved the valley, it seemed a bit small for her and decided to go off on her own and learn a bit about the world. He first travels were in the mountains themselves. The Rocky Mountains have dangers themselves and she had a number of close calls. Still, at least the lands were familiar and she was able to gain the confidence she needed to travel further.


It was around this time where she first learned about Wilk’s weaponry. Helped a traveling weapon dealer and was given a Wilk’s 457 laser rifle in trade for her services. Prior to this, she carried an L-20 laser rifle as was one of the most common weapons in her community. Even so, she still valued her bow for certain roles, especially when using a variety of high tech arrow heads. Learned a trick of carrying more arrow heads than arrows. In many cases, the arrow shafts themselves can be recovered after the battle.


Slowly went east and traveled across Coalition controlled territories, running into problems along the way. Had a near fatal encounter with a large patrol where she was luckily helped by some other travelers or otherwise it might have been the end of her travels right there. One of them had a spare Naruni force field generator which was able to be fitted to her body armor to give better protection. One of them was also a techno-wizard and put the enchantments of chameleon and super human speed on her armor. Unfortunately, she is not a powerful psychic enough to power the enchantment of invisibility and impervious to energy.


Joining the others, they continued together eastward until they reached the magic rich lands better known as the “Magic Zone.” In their travels, during a fight with bandits, she was able to acquire a magical battle axe. While most elves prefer the sword, she preferred the axe from her dealing with tribal groups. As well, the group was able to trade their services for a number of relatively minor magic items and she was able to get several pieces of jewelry enchanted with the spell of amulet. Dashania was able to get a number of enchanted arrows for herself. While not permanent, the enchantment should last several years and can even penetrate modern body armor.


For a while, she again considered learning mystical arts and perhaps becoming a Ley Line Walker. Some of the Line Walkers she met were far more approachable than the wizard in her home community had been. In the end however, she decided she wished to continue traveling. Dashania figures she has plenty of time to decide if she wants to pursue magic more seriously. Did learn a bit about magic however, possibly enough so she might defend herself better in at least some cases.




[ Altarian TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Larsen's Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk's Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Image drawn and copyrighted by Wiiolis.

More Wiiolis artwork at DeviantArt.


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2014, Kitsune. All rights reserved.



Return