Description
Delyth 'Big-D' Lacy
Female, elven, rogue
Level: 25 (+1 Pending)
Respec points: 0
Status: Up and about
BDay: Matrinalis 21st (21st of 8th)
Theme: www.youtube.com/playlist?list=…
History:
Delyth was born in the Denerim alienage, to as respectable a coupling of elves as just could be found in the conditions. Her father, Sorwil, came from a proud line of law abiding working people, while her mother Valyriana's family were antivan immigrants of a closely aligned mentality. Beside the parents and Delyth, the family included her two older siblings, Elothra and Taerian. Elothra, the eldest of the children, was early on married off to highever, while Taerian perished in a street altercation, accused of theft.
Delyth's father had long worked as the assistant to a human tailor, Wesley, effectively a tailor himself, yet fully conscious of the likelihood of catastrophe he never aspired to set up shop independently. The man was taken with the trade however, even adopting the Lacy surname to signal his pride with the work. This suited Valyriana as well, who had been brought up with likewise a humble conformist mindset. To live well, respectful of authorities, and avoiding any undue attention, that was the much preached ideal at home, to conform and to act human, and appreciate what little you could safely get. That however was an ideal that never quite sat right with young Delyth, though her true rebellious streak would take a long time showing itself. Little else is to be said about her earliest years, she grew up with the usual alienage ways and mischief.
In the shop, Sorwil kept tailoring away, even as Wesley turned aged, decrepit, and irritable, and contributed less and less to the business. Work piled up more and more, and the whole family had to contribute to the sewing work. The situation deteriorated over a few years as Delyth was growing into her teens, as Wesley kept taking on more and more work orders, but doing less and less of the work, all the while collecting long ago agreed shares of the profits. Delyth tried to talk her father into renegotiating, but Sorwil was afraid of taking such a step, bringing up old fears from many years ago when he had dared broach the subject. But Delyth had no stomach for watching her parents put up with Wesley's constant crotchety jibes and disrespect, least of all on slave wages, so one day in an ill advised outburst of anger she demanded a change. Wesley however, was not swayed, and threatened to close shop altogether, and any hope of an argument was outdone by Sorwil's quick pleading against such rash course and promise of better conduct.
From there, a rift developed between Delyth and her parents. She often would refuse to work in the shop, except in the coldest of winters, else she found her way around the city seeking odd jobs, quickly beginning to make friends among the less reputable alienage residents. Petty theft, grifting, and all sorts of mischief quickly became a staple of her activities, though she remained fearful of committing to such a career. A few years went by, tempers calmed, and she even tried to patch up relations with her parents, but they never could see eye to eye again, their differences had turned irreconcilable.
Events again took a drastic turn one early spring day when Delyth once more was out of the house, and ventured to the harbor after a call for temporary hands for moving cargo. It was rarely lucrative work, and rarely paid anything much at all for skinny alienage brats. But such gigs often yielded opportunities for little pilfering, so Delyth followed the call anyway. Inside the hold of a ship however, she and the others with her found no real cargo, just an empty hold, and rough hands shoving them the rest of the way in right before the hatches were slammed and barred shut. The elves had been taken by slavers, and before anyone was the wiser, the ship darted for the Free Marches. In the infamous slaver port of Kirkwall, Delyth and the others were loaded onto a caged caravan, and escorted out of the city under cover many bribes, Tevinter bound.
It was a hard and dirty road, halfway through the marches before Delyth managed to hide a bone splinter from food leftovers for a lockpick. A few more nights passed while she waited for opportunity. Finally one night all the guards seemed to doze off, and Delyth set to work. The lock gave way with a loud creak, and as she napping guards began to rise up with alarm, Delyth and her captive companions sprang out in a panic, scattering in all directions into the surrounding dark forest.
It had been a hard road until then, and it would be a harder road back. Delyth came to use all her wits and skill to scrounge a living while blindly wandering her way south through the marches. That journey would become a defining moment in her history. Despite all the hardship over the months long journey, what she learned was that she really could manage on her own, a realization that would contrast poorly the day she sailed as a stowaway back to Denerim, only to find after a tearful reunion that nothing had changed in the city whatsoever. Within mere weeks, the relief of reunion chipped and flaked, and soon revealed underneath all the old disagreements. But Delyth was no longer the same, she no longer feared the world outside. After just another spat, she ran across the Chance and Dance company, recruiting mercenaries to venture to the south, to guard against marauding Chasind. The prospect of actual mercenary work was frightsome, but with her newfound confidence, Delyth decided that one way or another she would make it work. And work, it did. Horrors were fought, and the Chasind troubles were put to rest. The Chance and Dance company turned into the Ashworth Unicorns, and Delyth has kept her position among the company since then, through thick and thin, herself turning from a thin-as-a-stick alienage brat to a formidable fighter.
Delyth's entire brief adult life has been spent with the company, and though she's not overly keen on getting sappy about it, she is at heart deeply tied to the friends she has fought through thick and thin with, and to a degree even to the leaders of the company, who've often turned a blind eye to her mischief and even helped her out of a few sticky situations. The bond has kept her hanging on, even as the company has adventured from one doomed disaster to the next.
Personality & Trivia:
Delyth is outgoing in the extreme, generally talkative and quick to make friends, and with time and rising confidence caring less and less about making enemies on the side as well. She has become quite driven and decisive, feeling she's something to prove, and a whole world order to rebel against. While she never was a people pleaser, she's certainly turned more abrasive in her time with the company. While she's often wild with cheer and laughs, underneath she is still driven with hard learned resentment for the conditions her people live in, and even more so, the placid acceptance of those conditions that many elves show. For Delyth, all of that justifies just about any and every mischief she can just think of.
Delyth is also very much an embodiment of the work hard/play hard mentality. She is known as a hard partier, frequently getting ass-ratchet, but she also makes up for that with intense focus and drive in practice.
Delyth has a few relatives in Denerim and Highever, but as the family black sheep, she is out of contact with all of them. She also knows she has some extended family left in Antiva, but she's never met any of them.
Misc Memes:
Character Compendictionary: www.deviantart.com/weerlegion/…
Sin MEME: www.deviantart.com/weerlegion/…
NUTTR meme: www.deviantart.com/weerlegion/…
Faceclaim meme: www.deviantart.com/weerlegion/…
Motivation meme: www.deviantart.com/weerlegion/…
Jinxes:
Wanted Person – The character has a prize on their head. For what reason? Bounty hunters don't care! A GM should feel at liberty to throw in random bloodthirsty bounty hunters after the character. Wanted in: Tevinter, for sedition, murder, terror.
TALENTS: 34/34
Skills (8pts):
Proficient Persuade – The character is charming and diplomatic, and can often influence people through reasoning and sweet talking.
Master Bluff – With an unshakeable belief in human stupidity, through bold theatrics, and brazen-faced lying, the character is often able to convince others of many untrue facts.
Proficient Insight - The character attempts to read the subtle cues of another characters behavior and mannerism to gauge their truthfulness, general attitude, and mental state.
Master Chat-Up - The character acts friendly, making casual or seemingly casual conversation to put others at ease, either for the sake of itself, or with hope of gleaming tidbits of information, or softening them for more direct methods of persuasion.
Master Stealing – The character can effectively distract targets while pickpocketing or stealing from them.
Rogue (9pts):
Master Deft Hands – The rogue can pick all but the most complex and elaborate lock systems with little effort, as well as spot more elaborate traps, like pressure plates concealed in architecture. There may still be traps too complex to detect or disarm.
Master Stealth – While wearing light or no armor, the rogue can move silently even while crawling fast, jumping, climbing, tumbling, or moving in any improvised manner. The rogue is also an expert at contouring themselves to their surroundings, becoming able to hide with much less cover, especially in dim light.
Subtle Draw – The rogue is subtle enough to draw and hold any dagger or similar small weapon without alerting nearby enemies or NPCs to the threat. May be used for starting sudden attacks in conversation situations etc. Highly alert characters may still notice the weapon and react.
Snap Throw – The character suddenly pulls a pair of small and light throwing blades, flicking them at the enemy's head, or an exposed body part, both blades in one throw. The blades are light, and ineffective against armor, but they can provide a good distraction. Can be combined with moving and a normal attack.
Evasion – The rogue puts all their skills to play, just trying to frantically evade attacks and spells, consequently gaining a great chance at evading all but the sharpest aimed attacks. May be combined with moving and a basic attack.
T2 - Dodging Focus - The rogue focuses intensely to evade harm, gaining a defense bonus for 3 turns. The bonus is great for the first turn, high for the second, and moderate for the last. Combined with T1 on activation turn, and any talent on the following turns. May end early if the rogue is injured, knocked down, or grappled. Tier 2 Talent, useable only once per quest.
T2 - Flicker - The rogue dashes around in a blur, sprinting from target to target, trying to backstab each of them, possibly hitting up to 6 targets. Tier 2 Talent, useable only once per quest.
Dual-Weapon (6pts):
Dual Strike – The character strikes at a single target with both weapons, dealing increased damage if the attack lands.
Riposte – The character attempts to simultaneously parry incoming blows with one weapon, while making a single attack with the other.
Flurry – The character makes three quick attacks at the target, at slightly lowered damage.
T2 - Whirlwind - The character flies into a whirling dance of death, striking up to 6 surrounding enemies with both weapons. Tier 2 Talent, useable only once per quest.
T2 - Punisher – The character goes into a lightning quick attack at a target, making four normal attacks, then finishing with a heavy kick at the target's chest or groin. Targets that survive the initial attacks may be knocked down or staggered by the kick. Tier 2 Talent, useable only once per quest.
T2 - Unending Flurry – The character follows one attack with another, becoming able to use two Tier 1 attack talents in the action with Unending Flurry. Tier 2 Talent, useable only once per quest.
Unarmed (2pts):
Hard Punches – The character unleashes a pair hard-hitting hook punches. Knuckle dusters make the punches more effective, but still ineffective against rigid armor. Targets hit hard in the head may be staggered or disoriented. Claw knuckles or punch daggers etc. may also be used with this talent.
Grappling – The character has experience with tangling right up close with many kinds of adversaries, and her grappling moves are decisive and quick. The character should be able to defeat less trained enemies of roughly comparable size in a wrestling match. A player should mention this talent when making any grappling attacks!
Traceur (6pts):
Run and Jump - With the right running start, a Traceur can leap or vault over even larger obstacles, and by tucking their head in and rolling, they can survive even falls from the rooves of two story buildings with low risk of harm.
Improvisational Climbing - A Traceur can easily find the smallest ledges and cracks to grab onto, the most steady rocks to shift their weight on, and the fastest way up a vertical surface, with no need for those expensive tools. Smooth plastered walls etc. can present problems.
Cat's Balance - Through training, a low center of gravity, and very grippy shoe soles, a traceur is an expert on walking on thin ledges, unstable terrain, and slippery slopes. They are incredibly hard to trip up, and are absolute experts at balance beams and tight rope. Can be used in combination with other talents.
Surprise! - The Traceur attacks an enemy by throwing herself off a ledge or bounding up from a nearby wall or obstacle, then strategically landing on the adversary, almost certainly knocking them over. Landing heavily on someone's head may cause stun or severe injury.
Shoulder Step - The Traceur attempts to swiftly traverse a crowd by leaping to step on a sturdy looking shoulder, and another, and another, possibly clearing entire groups of enemies, allies, or bystanders, leaving them baffled and possibly disoriented.
T2 - Fang Monkey – The traceur has trained to complement her motions with attacks, and while using Run and Jump, Cat's Balance, Surprise, or Shoulder Step, she can additionally make a T1 attack. Combined with Up Close Archer from the Recurvist spec, these attacks can be replaced with bow shots. Can be used any number of times during a quest.
Mastermind (3pts):
Rakish Audacity - The Mastermind has refined the mannerism of the archetypal charming rogue, and can use it to greatly increase her chances when trying to persuade, intimidate or bluff others while acting the part.
Trash Talker – The mastermind taunts an opponent, coaxing them into carelessly attacking her. The mastermind has improved odds of dodging attacks from an angered opponent as well as to hit them in turn. Used with a normal attack. Experienced enemies are unlikely to be affected.
Soul of Deceit – When the Mastermind is caught lying she is able to present yet another lie without flinching, with good odds of succeeding with that lie as long as it is just somewhat believable. When making excuses for an exposed lie, NPCs are more likely to trust the rogue's good intent as long as she acts the part.
Battlegear:
-2x Red Iron Katar (Heavy punch dagger)
-Plain steel camp knife
-3x throwing knives
-Shortbow
-Padded jack (Lt. Armor)
Potions: Healing Poultice, Painkiller Potion.
Backpack:
Rainproof Oilcloth cloak
Traveling clothes
Spare undies
A large water canteen
7 days rations
Flint, tinder & steel
Oil flask
Bandages
Bedroll
Lean to
Rope
Gold: 9g 77s
Injuries: -