[PC] Elorin - Daggerheart

ELORIN: THE SALVAGE ENGINEER


Character Overview

  • Name: Elorin

  • Pronouns: He/Him

  • Level / Tier: Level 1 / Tier 1

  • Class: Wizard

  • Subclass: School of Knowledge

  • Domains: Codex, Splendor, Knowledge

  • Ancestry: Clank + Human

  • Community: Loreborne

Core Statistics & Traits

  • Evasion: 12

  • Armor: 3 (Base Armor Score: 3, Base Thresholds: 6 / 12)

  • Proficiency: +1

  • Hit Points (HP): 5 Slots max (Thresholds: Minor 6, Major 12, Severe)

  • Stress: 7 Slots max

  • Hope: 6 Slots max

Traits

  • Agility: -1 (Sprint, Leap, Maneuver)

  • Strength: +0 (Lift, Smash, Grapple)

  • Finesse: +0 (Control, Hide, Tinker)

  • Instinct: +1 (Perceive, Sense, Navigate)

  • Presence: +1 (Charm, Perform, Deceive)

  • Knowledge: +2 (Recall, Analyze, Comprehend)

Features & Traits

Heritage Features

  • High Stamina (Human): Gain an additional Stress slot at character creation.

  • Efficient (Clank): When you take a short rest, you can choose a long rest move instead of a short rest move.

  • Well-Read (Loreborne): You have advantage on rolls that involve the history, culture, or politics of a prominent person or place.

Class & Subclass Features

  • Spellcast Trait: Knowledge / Far (d8+1)

  • Prestidigitation: You can perform harmless, subtle magical effects at will (e.g., change an object's color, create a smell, light a candle, cause a tiny object to float, illuminate a room, or repair a small object). Reskinned as micro-technological manipulations.

  • Strange Patterns: Choose a number between 1 and 12. When you roll that number on a Duality Die, gain a Hope or clear a Stress. You can change this number when you take a long rest.

  • Prepared (School of Knowledge Foundation): Take an additional domain card of your level or lower from a domain you have access to.

  • Adept (School of Knowledge Foundation): When you Utilize an Experience, you can mark a Stress instead of spending a Hope. If you do, double your Experience modifier for that roll.

Experiences & Hope Features

  • Ancient Technology Scholar: +2 Understands the history, construction, and terminology of fallen-world technology.

  • Scrap Engineer: +2 Identifies, dismantles, repairs, adapts, and repurposes technological components.

  • Not This Time: Spend 3 Hope to force an adversary within Far range to reroll an attack or damage roll.

Equipment & Inventory

Weapons & Armor

  • Ikonis Weapon (Alchemical vial-launcher): Trait: Knowledge / Range: Far / Damage: d8+1
  • Gambeson Armor: Armor Score: 3, Base Thresholds: 6 / 12

    • Feature: Flexible: +1 to Evasion


Inventory & Wealth

  • Items: Torch, Rope (50 ft), Basic supplies, Augment: Force, Augment: Split

  • Gold: 0 Chests, 0 Bags, 1 Handful, 0 Coins, 0 Stashed

Domain Cards

  • Book of Ava (Level 1, Codex / Grimoire). Flexible access to Power Push, Tava's Armor, and Ice Spike reskinned as alchemical applications.

    • Recall Cost: 2

    • Status: In Loadout

    • Effects:

      • Power Push: Make a Spellcast Roll against a target within Melee range. On a success, they're knocked back to Far range and take d10+2 magic damage using your Proficiency.

      • Tava's Armor: Spend a Hope to give a target you can touch a +1 bonus to their Armor Score until their next rest or you cast Tava's Armor again.

      • Ice Spike: Make a Spellcast Roll (12) to summon a large ice spike within Far range. If you use it as a weapon, make the Spellcast Roll against the target's Difficulty instead. On a success, deal d6 physical damage using your Proficiency.

  • Book of Illiat (Level 1, Codex / Grimoire) Grants access to Slumber, Arcane Barrage, and Telepathy (used for squad communication).

    • Recall Cost: 2

    • Status: In Loadout

    • Effects:

      • Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they're Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.

      • Arcane Barrage: Once per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.

      • Telepathy: Spend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.

  • Mending Touch (Level 1, Splendor / Spell) Administers salvaged nanomedical treatments, stim-compounds, or regenerative reagents to heal allies.

    • Recall Cost: 1

    • Status: In Loadout

    • Effects:

      • You lay your hands upon a creature and channel healing magic to close their wounds. When you take a few minutes to focus on the target you're helping, you can spend 2 Hope to clear a Hit Point or a Stress on them.

      • Once per rest, when you spend this healing time learning something new about them or revealing something about yourself, you can clear 2 Hit Points or 2 Stress on them instead.

Core Identity & Background

  • Primary Role: Technologist / Artificer / Scavenger (Support, ranged damage, healing via alchemy)

  • Personality: Curious, academic, and inventive. Elorin treats dangerous ancient tech as an intellectual puzzle, using chemical systems and alchemical propellants to repurpose salvage into field artillery and medical assets.  

  • Background & Motivations: Coming from an academic environment where knowledge was pursued for its own sake, Elorin chose to apply his education out in the field. He specializes in reconstructing fallen-world technology and synthesizing chemical systems, propellants, and emergency medical compounds, driven by the desire to understand how the old world solved its problems

Background and Connection Questions

What is one thing about the Ancients' technology that you desperately want to understand, even though everyone else thinks you're wasting your time?

"The interfaces.

Everyone wants to know what a machine does. That's useful, obviously. What does it produce? How does it function? Can we repair it?

But I'm interested in how they thought.

You can learn an extraordinary amount from the way someone designs a machine. What they considered obvious. What they considered dangerous. What they expected the user to understand without explanation.

I've found systems where the actual machinery was almost perfectly intact, but the interface made absolutely no sense to anyone alive today.

That bothers me.

Not because it's inconvenient. Because it means we're missing something about the people who built it.

I want to know what."

This fits Elorin's academic upbringing and his belief that technology is "knowledge made physical," while keeping him curious rather than turning him into an Ancient-history obsessive.

Connection

Elorin asks Shinjo:
"When you say a machine is still alive, what exactly do you mean?"

Shinjo:

"Usually, I don't know.

That's the problem.

Sometimes it's just a signal. A pattern. Something moving through the Network that shouldn't be there.

Other times it feels like the machine knows I'm there.

You always want to open things up and find the answer inside."

He looks at Elorin.

"I don't think the answer is always inside the machine."






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