Zea Mazuo
| ||
name (rp world) |
Zea Mazuo (Gaera Main) | |
birthdate (birthplace) |
12 Falisara 1322 Netherworld. | |
current residence | Doma | |
occupation | Mercenary/researcher | |
family | Quinn (mother), Zeke Mazuo (father), Rapierre Waepon (grandfather), Shillelagh Waepon (aunt) | |
race | Mostly Human | |
physical description | Zea has dark blue hair cut in layers to frame her face. She also has violet eyes, a trait that comes, oddly enough, from the
human side of her family. | |
typical clothing | When she's working she tends to wear a set of heavy black robes with a pattern of green climbing vines embroidered on the
bottom hem. When she's simply relaxing around her grandfather's house, she wears a lavender sleeveless shirt cut off at the midriff with a pair of black dress slacks or occasionally a khaki skirt. She doesn't travel with much of anything except for a change of clothes and her greataxe. | |
personality | Zea is one of very few "sane" necromancers. She has no desire to conquer the world or create wanton destruction. She's
actually a rather nice girl, and most people are surprised to find out about the horrible bastardizations of nature she creates in the course of her research. | |
religious beliefs | Zea is a devout follower of Reshtaha. | |
drunk type | Happy/friendly. |
Background
Zea had contact with the dead when she was very young, around the age of four or five. This mainly consisted of the dead
talking and Zea having little choice but to listen and respond. Her mother Quinn had this power magically suppressed. This did
not, however, eliminate Zea's connection with the shadow plane. Her grandfather, in what turned out to be a rare bout of
sobriety, recommended a tutor for the girl. Quinn had no problem with her daughter learning necromancy, but didn't want Zea
growing up hearing the voices of the dead. Not conducive to a normal upbringing, even in Quinn's eyes.
Zea knows this ability was suppressed, but has little motivation to deal with it anyway. The dead have nothing she needs except
their bodies, and she hardly needs their permission for that. Her connection to the dead often causes problems related to her
spellcasting. The spirits of the recently deceased tend to be attracted to her magic.
When Zea turned 16 she left her grandfather's house to go find her father. She keeps in frequent contact with her mother, but
doesn't really answer to her family any more. Zea doesn't live anywhere in particular, but tends to take up residence in the
worst slums she can find.
These places are perfect for her research because they're full of people no one will miss. She uses trespassers for her
research in necromancy. She was frustrated by the limitations of animated corpses. They can't repair themselves and require too
much energy to maintain. So, she thought she might be able to hybridize them with plants. Plants make their own fuel, repair
themselves, and reproduce without the complication of sentience. So far she's had problems containing the negative energy
animating the animal flesh, keeping it from contaminating and killing the plant matter.
Unlike many necromancers, Zea doesn't harbor any disdain for the living. She simply doesn't want their bodies to go to waste.
She's not gregarious by any means, and is largely unused to being around what her aunt called "her own kind" but she does
understand the value of working and living with other humans. Zea doesn't reach for leadership roles, but she does try to be
helpful when solving problems.
She considers herself different from most mages in that she doesn't see their arrogance in herself. This isn't entirely
accurate, though. The very nature of her research combined with her inability to grasp the importance of morality set her up as
"above" those around her.
Her morality is kind of an odd matter. She tries to do what's reasonable given a specific objective. She doesn't go out of her
way to hurt people without provocation, but she isn't concerned for the welfare of people she has no personal relationship
with. Zea can have good relationships with either "good" or "evil" people, but she's found that evil people tend to be less
trustworthy. Not always, but generally.
RPs
- Board: Valley of the Shadows (in progress, so...not
Philsys Necessaries
Philsys Box
Myrnal Shalienza (Kai)
Level 4; 1500/2000 XP | ||
Attributes
Courage: +2 Base AT/PA - 7/7 Body=Heavy Robes (AC 6) Weapon Damage - Mythril Greataxe (12/16/21, -1/-1) |
Skills
Greataxe - 6 |
Spells and Techs
-
[Innate]Inadvertent Medium - Zea's aura projects heavily onto the shadow plane. This makes her a talented sorceress as far as
the school of death magic, but one somewhat inconvenient by-product of this dual projection is that her magic often attracts
the unwanted attention of nearby disembodied spirits. Whenever Zea casts a spell, there is a chance (5% * Level) that she is
contacted by a spirit of some sort. In extreme circumstances, the spirit may attempt to attack or possess Zea or her comrades.
Precise effects are per GM discretion.
[Shadow=1]Detect Corpse (6 MP) -Zea finds dead people. Or what's left of them at least. This spell can be cast as a free
action--it also locates bodies or remains buried up to 10 feet below normal dirt or clay, but its effect may be blocked by some
mineral deposits or other interfering objects.
[Shadow=1]Preservation (14 MP) - Preserves the remains of a living creature for a number of days equal to rank/2. The spell can
be recast at the termination of the duration to continue the effect if desired.
[Shadow=1]Insinuation (8 MP) - Deals 8+rank*2+1d6 shadow damage to a single target.
[Shadow=1]Desecrate (18 MP) - Make a piece of land (100 ft sq.) imbued with Shadow energy for (rank*5) days. The enchanted area
has all the effects of a piece of truly unholy land until the spell wears off. It cannot be cast on an area enchanted with
Consecrate unless the caster is at least 3 ranks higher than the caster of Consecrate. All celestials and holy creatures cannot
pass through this area of land. Should they wish to do so, they must make a COU*3+d20 check vs. the caster's spellcasting
check. If they succeed, they may pass through the area, but they suffer 100 points of damage as a result.
[Shadow=3]Drain (10 MP) - Deals 6+rank+1d6 points of shadow damage, which is then absorbed by the caster as HP. Using this
against undead creatures reverses the effect.
[Shadow=3]Death Scrying (2 TP) - Determines the cause and time or date of death of an animal corpse. This spell will not give
most specifics as to the cause; if a person was murdered or killed by an animal, for example, it will only reveal that they
were killed violently, not by who or precisely how. If a person died of a specific disease, poison, or other condition, the
spell will reveal the reason.
[Shadow=4, Reshtahan Tradition=4]Death Absorption (4 MP) - Zea uses her mastery of death magic to transfer the injuries of
another to herself. This heals any target of up to 12+rank*4+1d6 points of damage, but Zea takes 1.5x the amount of damage
recovered. Zea can "cap" this spell's effectiveness if desired, effectively reducing the amount of healing and damage to a
predetermined limit.
[Shadow=4]Greater Insinuation (12 MP) - Deals 12+rank*4+2d6 shadow damage to a single target.
[Shadow=4]Subjugation (22 MP) - Deals 10+rank*2+1d6 shadow damage to all targets within a 10 foot radius of the caster's
target.
[Innate, Shadow=6]Consume Death (4 TP) - Uses the energy supplied by the fleeting soul of a recently dead creature to restore
astral stamina. Zea recovers rank*3+1d6 MP for each use of this ability, but it can only be used on a creature that has been
dead for less than ten minutes and only once per creature. If the remains of an undead creature are used as a catalyst for this
spell, she recovers rank*5+2d6 MP instead, as she is able to directly absorb the shadow energy powering their bodies.
[Shadow=6]Shadow Channel (X MP) - Zea can use her body as the focus for an ally's shadow elemental spell. As an immediate
action (that does not cost Zea her turn), Zea can supply half of the MP required to cast the spell, cutting the caster's
consumed MP by half.
[Plant=1]Plant Stasis (10 MP) - Places a plant into a state of suspended animation. It neither grows nor wilts, and all other
metabolic processes are effectively placed on hold. This effect lasts for 24 hours or until dispelled, and can be recast at any
time to further preserve the effect. It doesn't work on bloody plant monsters.
[Plant=2]Plant Growth (10 MP) - Accelerates the natural metabolism of a plant, as well as giving it the necessary energy to
grow up to twice its original size and well beyond its natural potential.
[Plant=2]Warp Plant (8 MP) - Changes the physical form of a plant permanently, but is essentially a glorified magical way of
making bonsai trees. It doesn't change anything else about the plant.
[Plant=2]Speak with Plants (6 TP) - Allows Zea to attempt to communicate with plant life. The precise effects are up to the GM.
Most plants are not terribly intelligent and lack complex sensory organs, but this may not be a hindrance.
[Plant=3]Merge Plants (12 MP) - Temporarily merges two pre-existing plants into one plant which possesses aspects of both. Used
to create scientifically deviant plant hybrids. Zea is free to animate these plants or otherwise manipulate them as she sees
fit. This spell requires a brief ritual to cast and requires roughly 10 minutes of time.
[Plant=4]Animate Plant (20 MP) - Animates a pre-existing plant to serve Zea in whatever fashion she desires. This spell's
effect is limited to smaller plants, vines, and shrubs (ultimately up to GM discretion). It does not grant a plant increased
strength or other benefits, so most plants will ultimately make poor combatants, but there are numerous utilitarian and combat
possibilities. Zea is able to communicate with animated plants either verbally or with instant mental messaging. An animated
plant remains animated for a maximum number of hours equal to her Plant Magic rank.
[Plant=5]Entangle (10 MP) - Animates nearby plants to restrain an enemy by grappling them. Resolve the grapple as a contest of
base AT rolls. An opponent wielding a slashing weapon can use it to free himself, allowing him to use his skill-modified AT
instead. The plants have an effective base AT of 10 + rank. A successfully grappled opponent cannot move until they escape and
suffers a -3 PA penalty; a grappled foe can attempt one escape each turn. The grappling plants also deal 10+1d6 damage each
round they manage to hold a foe.
[Summoning=1, Plant=1]Summon Plant (10 MP) - Summons a non-magical plant of a type to be determined at the time of casting.
Plants summoned must be of a relatively small size. This spell cannot be used to summon plant creatures, but it can be used to
summon plants that would not normally persist in the area's environment, and it can also be used to conjure flesh-eating plants
(of normal, small varieties, i.e. a regular pitcher plant or flytrap, but not a giant, Little Shop of Horrors monstrosity).
[Summoning=1]Summoner's Mark (4 MP) - "Marks" an item with a sigil or arcane insignia. The sigil does not have to be visible.
In order to summon an item to her person that she owns, Zea must have first marked it. Marks are permanent unless dispelled.
[Summoning=2]Summon Alcohol (8 MP) - Summons booze from her grandfather's house. Woohoo. Generally speaking, it can be assumed
that if an alcoholic product is manufactured on Gaera in any respectable quantity, Zea is capable of acquiring it.
[Summoning=3]Summon Marked Object (10 MP) - Summons an object Zea has marked to her location as long as it is on the same
plane.
[Summoning=4, Shadow=4]Animate Lesser Undead (28 MP) - Creates an undead servant from an available corpse. If the corpse is in
relatively good condition and not excessively decayed, it may be raised as a zombie. Otherwise, it can only be raised as a
skeleton. If cast on a corpse that is buried or submerged, it takes one round for every five feet the corpse must travel to dig
to the surface for the creature to arrive.
Reanimated Assistance
Typical Humanoid Zombie:
HP: 50 Damage: Claw 10+1d6
MP: 0 AC: 0
TP: 0 Initiative: 2+2d6
AT/PA: 10/10 MBlock: 10
Move: 3
Undead. Takes double damage from holy effects and fire effects. Shadow effects instead heal an undead creature for the amount
of damage that would be dealt. Zombies are immune to poison, do not need to breathe, etc.
Zombies have essentially no intelligence and can only obey simple orders. They will defend themselves if attacked, but have no
actual self-preservation instincts. Zombies have none of the skills they had in life.
Zombies are mindless and immune to all illusions and other mind-affecting spells.
A zombie can be equipped with a weapon. If so, consider the zombie's STR to be +2. All normal weapon use rules apply. A zombie
has no skill with any weapon.
These statistics are for a human zombie and assumes that the zombie is wearing no equipment. Zombies animated from other types
of corpses may have slightly varying statistics. The GM is free to designate specifics.
Typical Humanoid Skeleton:
HP: 40 Damage: Claw 10+1d6
MP: 0 AC: 6
MP: 0 Initiative: 4+2d6
AT/PA: 8/8 MBlock: 10
Move: 4
Undead. See zombie properties.
A skeleton has no internal organs, flesh, or other similar analogues. As a result, it is more resistant to physical blows that
rely on piercing flesh, such as attacks with daggers or spears. Against these attacks, a skeleton's AC is effectively 60.