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Languid

Moriah's Character Sheet

Apr 10th, 2015
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  1. Moriah Crowther (Daemonym: Moricriel)
  2. Level 7 Wraith Wrangler
  3. Character portrait: -http://s10.postimg.org/ck0plprrd/Moriahhuma.png
  4. (And a more artistic rendition: -http://s28.postimg.org/8j9g220bw/1409792642768.jpg)
  5. True form: -http://s27.postimg.org/t3z1jh65f/Moriah_Demonface.png
  6. Max Hit Points: 10
  7. Max Magic Points: 24 (Regain 1/hr)
  8. Max Mood: 100 (Moriah goes into depression if her mood reaches 0.)
  9.  
  10. --Physical notes--
  11.  
  12. -Glamoured Appearance
  13. Moriah is 5'7 tall and has a skinny, almost boney build. Her complexion is soft and without flaw. Has pale, bordering on sickly skin. She has immaculately straight black hair, which falls just above her shoulders. She has hazel eyes.
  14.  
  15. -True Appearance
  16. Moriah is 5'7 tall with a slight, skeletal build. Sinewy cords of muscle are visible where skin should be. She has no skin to speak of. Her face is the visage of a skull, with a pentagram inscribed on her forehead. She has long, pointed horns that curve out from her forehead.
  17.  
  18. --Style notes--
  19. Prefers extreme, dark, or punkish styles - her general fashion on any given day is accurately described as Goth. Has an impressive collection of gloves. Under her clothing, always wears tights and a long-sleeved, transparent undershirt. Usually effects an eyebrow or nose piercing, or both. Favors dark, grim-looking makeup and clunky military-esque boots.
  20.  
  21. --Personality notes--
  22. A categorical introvert. Can go days at a time without speaking to anyone, and generally enjoys time spent in solitary pursuits. She oftentimes becomes consumed by a single idea or task, at which times she becomes irritable and cantankerous to outside distractions. Prone to feelings of isolation and loneliness, though generally dislikes people. Struggles with a creeping depression and indifference to her surroundings.
  23.  
  24.  
  25. --Practical Skills--
  26. Expert: GMing, Arts & Crafts, Occult knowledge
  27. Solid: History, Hellish lore, Computers, Writing
  28. Well Versed: Literature, Investigation
  29. Passable: Baking, Mathematics
  30. Poor: Socializing, Botany
  31. Abysmal: Ice skating, First Aid
  32.  
  33. --Languages--
  34. Natural Usage: English, Drathinean
  35. Fluent: Heltic, German
  36. Comprehension: Hebrew, Latin, Melaphin
  37. Studying: Chinese, Slavonic, High Lanican
  38.  
  39.  
  40. --Items of Importance--
  41. Utility: Laptop, Anubis gloves, casting wand, skull phylactery, suppressing band
  42. Personal: Mother's potted shrub, idea journal
  43.  
  44. -Anubis Gloves-
  45. Handmade gloves which offer protection against and power over spirits and shades.
  46. Armor: ~4 versus spirit damage.
  47. Handling: Allows Moriah to physically handle summoned shades, an effect most are unable to resist given they have no physical form.
  48.  
  49. -Skull phylactery-
  50. A mobile container for spirits, specters, or wraiths.
  51. Capacity: Can contain up to three willing spirits, or one unwilling spirit.
  52.  
  53. -Suppressing Band-
  54. A product of serious effort on the behalf of Moriah's father. Generally worn as a necklace. The vital part of the band is the concealed black diamond in its center.
  55. Suppressing Hold: Mitigates the effects of Moriah's passive entropic qualities, allowing her to go among mortals without killing everyone at the slightest lapse of concentration.
  56.  
  57.  
  58. --Relationships--
  59. Friend: Sierra
  60. Siblings: Wolfgang, Maviel
  61. Sierra's Friends: Rowan, Vikrama, Baron, Nathan, Harvey
  62. Internet Friends: Chronilogicon, Ember, Canayabaya
  63. Mentors: Father, Itzel Tsoi, Song Meilin, Borislav Zerevskii
  64. Potential Siblings-in-law: Waldric
  65. Non-grating Conclave Members: Xanissil, Ulam'uberatu
  66.  
  67. Wraith Sidekick: Brooke
  68. Useful Shades: Listens To Waves (Anything water related), Amadeus (Amateur poet)
  69. Wraith Nemesis: Turbid
  70.  
  71.  
  72. ------------------------Ability notes-----------------------
  73.  
  74. --Innate Abilities--
  75.  
  76. Horns: Moriah has a pair of elegant, curved horns protruding from her forehead. Her horns protect her head from some forms of trauma, somewhat like a helmet. In a pinch, they also make for good head-butts. Damage: 2d3, Type: Bludgeon, Range: Touch
  77.  
  78. Skeletal Countenance: Moriah's musculature is uncovered by skin, and her face is comprised of bone and stringy sinew. She can hide her true features under a complex glamor mimicking the look and feel of skin. By themselves, her features are shocking or horrifying to regular people, and can incite panic. There is a 1 MP cost to employ facial glamor. 2 MP to employ a slightly less convincing glamor to the rest of her body.
  79.  
  80. Eye of Hel'drath: Moriah is capable of perceiving magic in a meaningful way comparable to vision. This makes working with arcane forces abundantly easier. This sight can be difficult to differentiate from mundane vision. The third eye can be suppressed with concentration. Moriah also can feel the arcane energies that radiate from both people and objects. (I.E., Moriah can see power points) Passive ability.
  81.  
  82. Deathly Aegis: Moriah is innately aligned with the natural force of death. Additionally, she is immune to negative effects from similarly aligned magic. Type Immunity: Death
  83.  
  84. Aura of Antilife: The death-aligned forces infused in Moriah's aura expand outward, irradiating nearby creatures with life-sapping energies. This aura can be suppressed with concentration. Damage: 1 per minute after first, Type: death, Range: 2m. Passive.
  85.  
  86. Death Touch: Living creatures that make skin contact with Moriah are wracked by the raw forces of death which reside within her. Death touch can be suppressed with concentration. Damage: 2d6 per second, Type: death, Range: Touch. Passive.
  87.  
  88. Mortal Siphon: Whenever anything in Moriah's general vicinity dies, she gains some magic relative to the life force lost. Effect: MP regain at the death of things in proximity. Passive.
  89.  
  90. Sense Entropy: Moriah can sense the presence of death, decay, and rot. She may also perceive its qualities, such as how long ago death occurred, and by what general means it happened. Passive.
  91.  
  92.  
  93. --Magical Skills--
  94. -Magic is divided into generic skills applicable in a variety of situations, and specific schools and studies which allow more particular types of arcane manipulations. Channeling is the fine application and control of willpower in dealing with delicate or complex spell work. Evocation is the conversion of willpower to outward forces, such as force, heat, light, or arcane energy. Ritual is the means of invoking certain universal principles by matter of technique and study, rather than power or will. Alchemy is similar to ritual, though focuses on creating spells through mixtures of significant ingredients, whether arcane or mundane.
  95.  
  96. Solid: Channeling, School of Osiris
  97. Well Versed: Ritual, Black Necromancy
  98. Passable: Inculcation, Evocation, Arcanism
  99. Poor: Alchemy
  100. Abysmal: Naturae
  101.  
  102. --Arcane Specializations--
  103.  
  104. -School of Osiris-
  105. A specific technique of arcana for interacting with incorporeal shades.
  106.  
  107. Bridge of Osiris: Moriah can understand and be understood by shades, provided they speak a languages she is familiar with. She is also able to perceive the metaphysical energies such entities leave in their wakes, as well as the entities themselves. Passive.
  108.  
  109. Summon Shade: Call forth a shade. The more general the summons, the more powerful the call. A call with no restrictions is a guaranteed success, though results may vary. The more restrictive the summon, the more difficult it becomes. Summoning individual shades requires the use of a ritual, unless the shade in question is nearby or otherwise awaiting the call. Cost: ~1 MP (General summon) ~4 MP (Restricted summon) ~10 MP (Individual summon)
  110.  
  111. Bind: Anchors a shade to a specific object. Feistier shades require more magic in binding, and can break their bindings faster. More dangerous shades may actively resist binding. Objects with a greater overall impression make more effective anchors. The most effective anchors will be objects specifically meaningful to the shade in question, or specially crafted anchoring charms. Cost: ~1 MP (Weakest binding), ~7 MP (Strongest binding)
  112.  
  113. Compel: Forces a shade into carrying out a task or providing desired information. Critical in dealing with the vast majority of unruly and unwilling shades. Shades dislike being compelled, and resist commands given in this way. Cost: 3 MP
  114.  
  115. Banish: With a spoken word, sends the specified shade away. Most shades are eager to leave the presence of a practitioner and will comply immediately. Some shades will resist banishment provided they have the motive to do so.
  116.  
  117. Unbar the Gate: Transforms a mirror into a gateway, allowing a single shade to come through to the material plane. This shade gains a material presence. Most shades must be compelled to enter through the gateway. Shades can return to the realm of shadows via a mirror or similarly reflective surface. Shades that remain material world will be diminished or destroyed by the next sunrise. Materialized shades may be banished as usual. Cost: 10 MP
  118.  
  119. -Arcanism-
  120. Interacting with the raw magical world.
  121.  
  122. Astral Projection: With some quiet and calm, Moriah can leave her body and explore her surroundings as a disembodied spirit. While in this form she may interact directly with the incorporeal landscape. She can return to her body at any time If she runs out of magic while in this state, faces a sunrise, or has water dumped on her head, she immediately returns to her body. Cost: 1 MP to begin, and 1 MP for every 7 minutes thereafter.
  123. Repulse: Sends a single snap of force outward from an outstretched hand. Said force is about the equivalent of Moriah running full speed into the target. Cost: 4 MP (Less MP used means less force)
  124. Arcane Shield: Creates a half-dome projecting outward from an outstretched hand. Said barrier can be geared to deflect physical force, or enhanced with spell energy to deflect or absorb incoming magic. Cost: 2 MP to raise, and drains magic as it deflects forces.
  125.  
  126. -Black Necromancy-
  127. The magical discipline and study of death.
  128.  
  129. Inflict Fatigue: Drains a target of all energy, leaving them weak and unable to effectively accomplish physical action. If the target resists, the effect may not be total, or may wear off after a short duration. Cost: 5 MP, Range: 6m
  130.  
  131. Interfering Hex: Places a deathly mark over the life force of the target, chronically interfering with vital processes such as breathing, circulation, and other homeostatic operations. This also interferes with the body's ability to fight disease or repair itself. The hex lasts until removed, or until it wears off on its own. Multiple hexes may be placed on the same target, compounding the effects. Cost: 3MP, Range: 15m
  132.  
  133. Wither: Withers target's muscles in a certain part of the body (skeletal muscles only), destroying strength without inflicting bodily harm. Effect can be accomplished multiple times on the same target. Effect is irreversible, unless carefully managed. If managed, it is likely that the target will recover at some point. Cost: 3 MP, Type: Enervating, Range: 4m
  134.  
  135. Rotting Curse: Sews a seed of death in the target's flesh against them, causing them to decay from the inside out. Depending on how much magic is used, the effect may be crippling, injuring, or even deadly. Severely hampering to target. Cost: ~1 (painful), ~3 (crippling) ~5+ (Deadly), Damage: variable, Type: Enervating & Death, Range: 10m
  136.  
  137. Plague Touch: At a touch, infects the target with an unidentifiable sickness with symptoms resembling those of flu or Bubonic Plague. Symptoms generally begin manifesting within a minute. The plague is generally short lived (1 day or less) though could take root in the target's system if left untreated. Cost: 2 MP, Range: Touch
  138.  
  139. Antilife Pulse: Floods Moriah's surroundings with her inner magic, irradiating all nearby with harmful antilife energies. Cost: 6 MP, Damage: ~1d4 (at outside edge of ring) ~4d4 (adjacent) (AOE), Type: Death, Range: 7m
  140.  
  141. Death Bolt: Compresses antilife forces into a material form, which may be launched at a target. The shock inflicted from the strike has a chance of killing living targets outright, depending on how much physical vitality they have at that point. This is a visible form of magic, and depends on accuracy. Entropic forces corrode surfaces on contact. Cost: 2 MP, Damage: 3d4, Type: Death, Range: 12 m
  142.  
  143. Entropic Annihilation: Vents the whole of Moriah's inner magic in a particular direction, focusing it to a congruent ray. This energy accelerates entropy by several orders of magnitude in the area of effect, rusting through steel, breaking down plastic, and turning flesh to dust. While powerful, this depends on accuracy. This takes a great deal of focus - if Moriah's concentration is somehow broken during channeling, the energy will explode outward in an antilife pulse instead, though will only cost the corresponding amount of MP. Cost: 12 MP, Damage: 10+4d10, Type: Death, Range: 35 m
  144.  
  145. -Naturae-
  146. Verdant Communion (?): Moriah is able to form a spiritual connection to natural plant life, allowing her to perceive some hint of its experiences. Animate Plant (?): Using existing energies between self and target plant, allows the plant to be manipulated into movement. Cost: Varies with weight of plant and force of movement.
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