Eliza Snowe (WIP)

Basic Info:

Player: Snowager

Position: Archeologist

Demeanor: Non-confrontational, someone who really likes getting along with people. Generally spends her time alone, though, as she likes to be able to focus more on her own.

Nature: Absolute Morality. Cares more about justice than anything. If there is something going on that would be considered immoral, Eliza will most likely put a stop to it.

Description: Standing about average at 5'7", Eliza is fairly slender. weighing in at 145 pounds. She was a runner in her college and high school days, and it shows in her physique. She still runs several miles a day, if possible, as it helps her clear her head. stunning emerald eyes topped with shoulder length brunette hair, which Eliza generally wears in a messy bun. Years of working outside with various digs has left Eliza well tanned, despite her anglo-saxon origins.


  • Physical Health: 7
  • Mental Health: 7
  • Physical Defense: 2
  • Mental Defense: 4
  • Perception: 4
  • Agility: 5
  • Strength: 2
  • Persuasion: 4
  • Survival: 4
  • Academics: 4
  • Science:4
  • Melee:2
  • Engineering:1
  • Sapper: 3. Extensive time spent around collapsing ruins, and the booby-traps therein has taught Eliza how to carefully disarm traps and safely navigate perilous situations. +5 to engineering when dealing with non-explosive/complex traps.
  • Cartography: 3. Getting lost is never a good thing. Eliza learned that the hard way, and now knows how to chart her way through an environment. As long as she has a large enough piece of paper, and a pencil/pen. +3 to survival if she has plotted the map, and +2 to perception if she has plotted a room already.
  • Bookworm: 4. Due to a sickly childhood, Eliza can read, and recall, texts very easily. This doesn't apply to her maps however, and if she loses her maps, she will hard a fairly difficult time recalling the terrain. +4 to ACAD if it's information from a book she's read.
  • Paranoid: 2 Eliza's seen some shit, and it's made her go slightly irrational with distrust of things/people around her. She might not make the most sounds decisions all the time, but more often than not, it's saved her bacon when it comes to backing out of dangerous situations. She's still haunted by the sounds of her dig-mates being brutally murdered by traps in tombs that she got a "bad feeling" about. This gives Eliza a +2 to perception when entering unexplored rooms.


  • Flashlight
  • Notebook
  • Pen
  • Machete
  • Pocket Watch


*Hunting Rifle
*3 Small relics from different digs around the world
*Dig tools

Personal History:


  • English
  • Hieroglyphics (Reading)
  • Arabic
  • Latin


XP: 0

Name of Source/Purchase XP Change Date
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