Anhedonia, agent of H.E.L.P.

Level 17 Handyman

Adept of the Benevolence of Mara

Enchanter of the Mages Guild

Property:
One large ship, worth ¤200,000.
Cash and letters of credit ¤280.000.
A very large wardrobe.
A heap of Daedric stuff, enough to buy a small house.

Background:
Anhedonia is the daughter of a couple of High Elves living in exile in High Rock during the reign of the False Emperor. As a child she had a keen interest in magic, but sadly very limited potential. Instead the High Elf Liberation Party trained her in all manners of unarmed combat, racing and acrobatics. Anhedonia had no superpowers until recently, but was an above average athlete.

While fighting a werewolf in the woods of northern Daggerfall, Anhedonia was infected with lycanthropy. She immediately realized its potential for good: The speed and strength of the werewolf perfectly complemented her own hand-to-hand fighting skills. She swore an oath on the dead werewolf's skull: "To fight thiefs and assassins anywhere ... oh, and nightblades too, I guess. My, uh, successors shall succeed me. Wow, this is way cool!"

Sadly, the curse of the lycanthrope is that once a month you lose your sanity, humanity and fashion sense and feel the urge to kill innocent bystanders. (Of course, some women may experience this even without lycanthropy.) The only way to control the curse is a talisman given by the Daedra Prince Hircine. So Anhedonia sought out the Glenmoril witches and risked her very soul by summoning Hircine, and she now uses the power in her fight for truth, justice and fashion sense. She fully intends to renounce the Daedra Prince and all his stuff before she dies. But rumors say that power corrupts ...


Anhedonia belongs to the Handyman class. Handymen never wield weapons, nor do they use any kind of armor or shield. In combat they rely on their hand-to-hand skill and their hardened muscles. Speed is essential to handymen, and they will dodge most blows and hit the weakest spot before the enemy can react. Handymen tend to have a religious bent, and their strength of faith or purpose lets them resist most kinds of magic most of the time.
Handymen pick up new skills with astonishing ease. They will learn something almost regardless of what you send them to do.

Primary Hand-to-hand Critical strike Stealth
Major Dodging Medical Running
Minor Mercantile Mysticism Alteration
Restoration Thaumaturgy Lockpicking
Advantages Expertise H2H Athletiscism Resist all
Disadvantages Forbid all weapon Forbid all armor Forbid all shield
Health points 20 / level

Technical note: You will need a savegame editor, such as Daghex from Oberon's Domain, because the character generator does not allow more than 7 advantages and 7 disadvantages. Make sure the creation dagger is at minimum (just touching the red field at the bottom) before you save your character, and add the other dis/advantages later. The end result is an underpowered character but surprisingly playable, due to the careful combination of skills.


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