Difference between revisions of "Enlil Purvis"
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== Background == | == Background == | ||
Enlil is an angel who was once in the service of a (near) deity, who later stepped down. She was created by a mortal gone insane when he tapped into the raw power of Creation; forging her mind, body, and soul completely. He made Enlil to serve as his herald, and announce he ascendence to the Universe. She was completely loyal to his ideals, until he was defeated and saw the results of his madness. | Enlil is an angel who was once in the service of a (near) deity, who later stepped down. She was created by a mortal gone insane when he tapped into the raw power of Creation; forging her mind, body, and soul completely. He made Enlil to serve as his herald, and announce he ascendence to the Universe. She was completely loyal to his ideals, until he was defeated and saw the results of his madness. | ||
+ | [[Image:Vampirejesterjinx063 enlil.JPG|thumb|The celestial Enlil by artist [[user:jesterlex|Jesterlex]].]] | ||
Everything she was created to believe in died that day. The god whom she was supposed to herald was no more, and everything she was created to hope and strive for crumbled. All that was left was the friendship of those who stopped her creator. She has had to rebuild her life completely. | Everything she was created to believe in died that day. The god whom she was supposed to herald was no more, and everything she was created to hope and strive for crumbled. All that was left was the friendship of those who stopped her creator. She has had to rebuild her life completely. | ||
Now she lives on her own after her creator; whom she now thinks of as her Father; told her to go out and experience what existence has to offer. She strove to make him proud of her, to show him that she could adapt to her new reality. She came to Gaera, hoping to find him again after they had parted ways. | Now she lives on her own after her creator; whom she now thinks of as her Father; told her to go out and experience what existence has to offer. She strove to make him proud of her, to show him that she could adapt to her new reality. She came to Gaera, hoping to find him again after they had parted ways. | ||
− | At first penniless, she had to sleep in the streets in Doma City. Soon, she took to doing this by choice, using what money she got to help the homeless and the | + | At first penniless, she had to sleep in the streets in [[Doma City]]. Soon, she took to doing this by choice, using what money she got to help the homeless and the unfortunate. Slowly, she made an impact upon the slums of Doma City, starting an organization to help them and to counsel them. Thanks to her efforts, the slums of Doma city have become significantly more safe than they once were. |
− | With the aid of her friends, Enlil was able to establish herself, and to find the self confidence she desperately needed. Since then, she has gone on to stop numerous threats to Doma and the world. She is most renowned, perhaps, for her talent of showing others the wrongs of their ways. She has been able to bring demon lords, mages of questionable sanity, and more to give up their previously destructive ways and work to benefit. | + | With the aid of her friends, Enlil was able to establish herself, and to find the self-confidence she desperately needed. Since then, she has gone on to stop numerous threats to [[Doma]] and the world. She is most renowned, perhaps, for her talent of showing others the wrongs of their ways. She has been able to bring demon lords, mages of questionable sanity, and more to give up their previously destructive ways and work to benefit. |
− | Eventually, Enlil was able to reunite with her father. However, their time together was short, for he had pledge himself to a duel with the Deity of the Dark Sidhe, Mellewyn. Aliester did not try to save himself, giving his life in hopes that he could begin dissuade Mellewyn from his path of prejudice and manipulation of non-Sidhe. Since then, Enlil has overcome her grief, and carried on her father's work, trying to convince Mellewyn to turn from his path. She has become his diplomat, trying to find a peaceful solution to war of manipulation between Mellewyn's people and the Light Sidhe, one that has lasted since the early days of the mortal realms. | + | Eventually, Enlil was able to reunite with her father. However, their time together was short, for he had pledge himself to a duel with the Deity of the Dark Sidhe, [[Mellewyn]]. Aliester did not try to save himself, giving his life in hopes that he could begin dissuade Mellewyn from his path of prejudice and manipulation of non-Sidhe. Since then, Enlil has overcome her grief, and carried on her father's work, trying to convince Mellewyn to turn from his path. She has become his diplomat, trying to find a peaceful solution to war of manipulation between Mellewyn's people and the Light Sidhe, one that has lasted since the early days of the mortal realms. |
In her struggles against an insane dream mage by the name of Simon Marlowe, Enlil ended up very nearly sacrificing her life to end the bitter years-long stuggle. In the process, she finally managed to leave her past as a divine celestial behind, and fully become an ideal Celestial. | In her struggles against an insane dream mage by the name of Simon Marlowe, Enlil ended up very nearly sacrificing her life to end the bitter years-long stuggle. In the process, she finally managed to leave her past as a divine celestial behind, and fully become an ideal Celestial. | ||
− | Enlil's constant companion is Maru, her katana; a sentient weapon given to her by her father. It often gives her council, and can impart the skill it contains when she places her faith in it. | + | Enlil's constant companion is [[List of artifacts#Unaligned Artifacts|Maru]], her katana; a sentient weapon given to her by her father. It often gives her council, and can impart the skill it contains when she places her faith in it. |
However, Enlil despises fighting. She learned from her Father that no one has the right to kill an intelligent creature, for any reason. While she will slay an animal, a construct, or a creature whose soul is incomplete if it becomes necessary, she will usually hesitate and try to find another way. But should the choice come between something that can make a moral choice and something that cannot, Enlil will support the former. | However, Enlil despises fighting. She learned from her Father that no one has the right to kill an intelligent creature, for any reason. While she will slay an animal, a construct, or a creature whose soul is incomplete if it becomes necessary, she will usually hesitate and try to find another way. But should the choice come between something that can make a moral choice and something that cannot, Enlil will support the former. | ||
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techs = | techs = | ||
'''Spells and Techs''' | '''Spells and Techs''' | ||
− | + | * [Innate]Variable State of Being (10 TP): Enlil, while a full Celestial, can repress her Celestial nature and be become fairly similar to her old lost state. While fully celestial, she has access to all the benefits and disadvantages of one, including being innately light element (though light and dark magicks affect her as a normal human, due to her state of balance), resistant to normal disease and poisons (due to lacking a metabolism and DNA; astral based diseases and poisons still work), and being able to take a bodiless form (and automatically does so at -5 HP). When in her Lost (neutral) state, she is unrecognizable as a celestial when viewed Astrally. She must eat and drink regularly, and will take double damage from poisons. It takes her two rounds and 10 TP to switch between states, as well a lot of concentration. | |
* [Innate]Flight - Being an Angel, Enlil can fly at the speed of most birds. With effort, she can exceed that for short periods of time | * [Innate]Flight - Being an Angel, Enlil can fly at the speed of most birds. With effort, she can exceed that for short periods of time | ||
− | * [Innate] Compulsion Resistance: When Enlil fails a save against any form of mental compulsion to make her do something she does desire to do, she may Sacrifice 20% of her maximum HP and resist it. This leaves her unable to take any action for the round save resist the compulsion, and move slowly while wracked with pain. The next round, she is allowed another save to break the compulsion. This can continue until she resists, the compulsion stops, or she is rendered Unconscious after five rounds of | + | * [Innate] Compulsion Resistance: When Enlil fails a save against any form of mental compulsion to make her do something she does desire to do, she may Sacrifice 20% of her maximum HP and resist it. This leaves her unable to take any action for the round save resist the compulsion, and move slowly while wracked with pain. The next round, she is allowed another save to break the compulsion. This can continue until she resists, the compulsion stops, or she is rendered Unconscious after five rounds of resistence. If no save is allowed, she may still resist until the compulsion ends or she is Rendered Unconscious. |
* [Innate]Wing Buffet (1-6 TP) - Enlil beats the target with one or both of her wings, doing TP + TPd6 Damage. She can invest from one to six TP into the attack. | * [Innate]Wing Buffet (1-6 TP) - Enlil beats the target with one or both of her wings, doing TP + TPd6 Damage. She can invest from one to six TP into the attack. | ||
* [Innate]Aura Form (7 TP)- When in Celestial state, Enlil has access to her aura form, manifesting herself in it as a floating, glowing light. While in this form, she can't use any magic save a select few skills, nor attack physically, nor can she be harmed physically. In order to shift into this form in combat situations, it would take one turn to actually shift, and another to get her bearings in her new form. | * [Innate]Aura Form (7 TP)- When in Celestial state, Enlil has access to her aura form, manifesting herself in it as a floating, glowing light. While in this form, she can't use any magic save a select few skills, nor attack physically, nor can she be harmed physically. In order to shift into this form in combat situations, it would take one turn to actually shift, and another to get her bearings in her new form. | ||
− | * [Innate, Blade Attunement=4]Swoop Attack (4 TP) - Enlil swoops down at the target and attacks with a weapon. Treat this as a Chopping attack | + | * [Innate, Blade Attunement=4]Swoop Attack (4 TP) - Enlil swoops down at the target and attacks with a weapon. Treat this as a Chopping attack with no penalties to hit and a damage bonus of 16+2*level. Enlil is able to quickly move out of the melee range of the target after swooping, flying up or away from her foe. |
* [Innate]Staying Blow - If Enlil lands an attack on an enemy that would kill them, the damage may be treated as subdual damage instead, knocking them out rather than terminating their life. Enlil will always use this attack unless specifically noted by the player. | * [Innate]Staying Blow - If Enlil lands an attack on an enemy that would kill them, the damage may be treated as subdual damage instead, knocking them out rather than terminating their life. Enlil will always use this attack unless specifically noted by the player. | ||
* [Innate, Singing=10] The Herald's Duty. (TP Variable) This allows Enlil to sing any nonmagical, non-tech song (IE: Cannot be used with her other abilities) as though she were rank 30 in singing. This may only be used once per RP without severely damaging her vocal cords and rendering Enlil Mute, unless the RP takes place over the course of several days (GM's Judgement). The cost is (30 - Singing Rank)/2 TP | * [Innate, Singing=10] The Herald's Duty. (TP Variable) This allows Enlil to sing any nonmagical, non-tech song (IE: Cannot be used with her other abilities) as though she were rank 30 in singing. This may only be used once per RP without severely damaging her vocal cords and rendering Enlil Mute, unless the RP takes place over the course of several days (GM's Judgement). The cost is (30 - Singing Rank)/2 TP | ||
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* [Item Granted=Maru, Blade Attunement=2]Non-Lethal Combat - Allows Enlil to deal subdual damage without any penalty to hit. | * [Item Granted=Maru, Blade Attunement=2]Non-Lethal Combat - Allows Enlil to deal subdual damage without any penalty to hit. | ||
* [Item Granted=Maru, Blade Attunement=7] Blade Faith: (TP Variable) Enlil lets Maru guide her hand, putting her faith behind the weapon. She strikes as a normal slash, and does Slash*(Blade Attunement Rank/2) if the hit is successful. It costs (Multiplier*2) TP. On a Critical hit, it will not do extra damage, but may have additional non-damage effects as the GM wills. | * [Item Granted=Maru, Blade Attunement=7] Blade Faith: (TP Variable) Enlil lets Maru guide her hand, putting her faith behind the weapon. She strikes as a normal slash, and does Slash*(Blade Attunement Rank/2) if the hit is successful. It costs (Multiplier*2) TP. On a Critical hit, it will not do extra damage, but may have additional non-damage effects as the GM wills. | ||
− | *[Blade Attunement=8] Helpless stance [4TP] Through experience, and the observations of Maru, Enlil has learned a great deal about the nature of being in pain. As such, she has learned how to mimic being in pain well enough to fool others into thinking she is not a threat. Enlil makes an (Charisma+Int+Wis+d20) roll vs the Inspectors' (Wis+int+d20), a distracted inspector, such as one being attacked by other party members, rolls at -5. If successful, Enlil may attempt to surprise the victim, costing them a PA or resistant roll, or the target will be convinced she can be safely ignored. Enlil can move slowly while doing this; if a target is unconvinced, and she maintains the stance, they have to check again next round. Two rounds will dispel all further attempts; a critical failure on Enlil's part instantly | + | *[Blade Attunement=8] Helpless stance [4TP] Through experience, and the observations of Maru, Enlil has learned a great deal about the nature of being in pain. As such, she has learned how to mimic being in pain well enough to fool others into thinking she is not a threat. Enlil makes an (Charisma+Int+Wis+d20) roll vs the Inspectors' (Wis+int+d20), a distracted inspector, such as one being attacked by other party members, rolls at -5. If successful, Enlil may attempt to surprise the victim, costing them a PA or resistant roll, or the target will be convinced she can be safely ignored. Enlil can move slowly while doing this; if a target is unconvinced, and she maintains the stance, they have to check again next round. Two rounds will dispel all further attempts; a critical failure on Enlil's part instantly dispels it. A Critical success means that she gets a +5 bonus to the action she takes on the target* |
* [Singing=4, Shadow=1]Song of Shadow (6 MP) - Manipulates shadows and darkness. Exact effects and limits of spell are determined by the GM and the description of the player. Mattack Rolls are (Singing + Shadow)/2 | * [Singing=4, Shadow=1]Song of Shadow (6 MP) - Manipulates shadows and darkness. Exact effects and limits of spell are determined by the GM and the description of the player. Mattack Rolls are (Singing + Shadow)/2 | ||
* [Singing=4, Aeromancy=1]Song of Wind (6 MP) - Manipulates wind currents and air. Exact effects and limits of spell are determined by the GM and the description of the player. Mattack Rolls are (Singing + Aeromancy)/2 | * [Singing=4, Aeromancy=1]Song of Wind (6 MP) - Manipulates wind currents and air. Exact effects and limits of spell are determined by the GM and the description of the player. Mattack Rolls are (Singing + Aeromancy)/2 | ||
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* [Celestial Magic=2] Luminate (Variable MP) This allows Enlil to gather and focus Light Magic into a sort of attack. An aura of light forms around her hand, and she much touch to target to inflict the attack. The spell does 1 damage per 1 MP spent, which much be used in increments of five. For 10 MP, she may create a long-lasting but harmless aura to provide herself with light equal to a strong lantern. | * [Celestial Magic=2] Luminate (Variable MP) This allows Enlil to gather and focus Light Magic into a sort of attack. An aura of light forms around her hand, and she much touch to target to inflict the attack. The spell does 1 damage per 1 MP spent, which much be used in increments of five. For 10 MP, she may create a long-lasting but harmless aura to provide herself with light equal to a strong lantern. | ||
* [Dreamwalking=1] Dreamwalk - Enlil may attain full awareness while dreaming, and traverse the Plane of Dreams | * [Dreamwalking=1] Dreamwalk - Enlil may attain full awareness while dreaming, and traverse the Plane of Dreams | ||
− | * [Dreamwalking=1] Navigate (MP10/20/30/50) - This allows Enlil to navigate through the Plane of Dreams and find a particular goal with a successful dream magic check. People or things she is intimate familiar with cost 10 MP and require a difficulty check of 20. Something fairly | + | * [Dreamwalking=1] Navigate (MP10/20/30/50) - This allows Enlil to navigate through the Plane of Dreams and find a particular goal with a successful dream magic check. People or things she is intimate familiar with cost 10 MP and require a difficulty check of 20. Something fairly familiar will require 20 MP and a 30 difficulty roll. Something she has only passing knowledge of will take 30 MP and a 35 difficulty. Something she is unfamiliar with will require 50 MP and a 45 difficulty roll. If what see seeks is outside the dimension she rests within in reality, MP costs are doubled, and +30 difficulty added. For each hour spent searching, the difficulty is reduced by 3 cumilatively |
* [Dreamwalking=3]Gather (10MP) This allows Enlil to call those who fall asleep near her to her location in the Plane of Dreams; be they near her body in reality or near the dreamer whose dreams she happens to be in. Alternately, she may use it to directly enter the dreams of one person whose sleeping form she finds physically; after going to sleep herself. She may gather (Dreamwalking Rank) people per casting | * [Dreamwalking=3]Gather (10MP) This allows Enlil to call those who fall asleep near her to her location in the Plane of Dreams; be they near her body in reality or near the dreamer whose dreams she happens to be in. Alternately, she may use it to directly enter the dreams of one person whose sleeping form she finds physically; after going to sleep herself. She may gather (Dreamwalking Rank) people per casting | ||
* [Dreamwalking=3 Knowledge of Interdimensional Relations=4] Repair (MP: Variable) Allows Enlil to repair damaged Fabric in the Plane of Dreams. The amount of time and MP spent is variable but in general she can repair one yard of damage per round for 5 MP. Whether or not this applies to other forms of dimensional damage is GM's discretion, as is the rate and the cost. | * [Dreamwalking=3 Knowledge of Interdimensional Relations=4] Repair (MP: Variable) Allows Enlil to repair damaged Fabric in the Plane of Dreams. The amount of time and MP spent is variable but in general she can repair one yard of damage per round for 5 MP. Whether or not this applies to other forms of dimensional damage is GM's discretion, as is the rate and the cost. | ||
* [Dreamwalking=4] Traveler (MP 20) This allows Enlil to physically enter the Plane of Dreams and leave reality behind fully. It takes her three rounds of casting to do so. She may bring one person per dreamwalking rank with her, at an extra 10 MP per head. This spell is also used to leave the Plane | * [Dreamwalking=4] Traveler (MP 20) This allows Enlil to physically enter the Plane of Dreams and leave reality behind fully. It takes her three rounds of casting to do so. She may bring one person per dreamwalking rank with her, at an extra 10 MP per head. This spell is also used to leave the Plane | ||
* [Dreamwalking=6] Lesser Manipulation (15 MP) This allows Enlil to manipulate the fabric of the Plane of Dreams in very minor ways while within the plane. She may create short-lived objects of no more than (Dreamwalking Rank/2) kg mass, move objects of the selfsame mass, and so on. Creating specific objects, such as a key for a door, requires a skill check. Alternately, she may try to warp the fabric of the plane itself to do damage equal to her katana to foes at a distance, or to try and counter eternal effects upon herself; gaining (Dreamwalking Rank/3) bonus to resist rolls. | * [Dreamwalking=6] Lesser Manipulation (15 MP) This allows Enlil to manipulate the fabric of the Plane of Dreams in very minor ways while within the plane. She may create short-lived objects of no more than (Dreamwalking Rank/2) kg mass, move objects of the selfsame mass, and so on. Creating specific objects, such as a key for a door, requires a skill check. Alternately, she may try to warp the fabric of the plane itself to do damage equal to her katana to foes at a distance, or to try and counter eternal effects upon herself; gaining (Dreamwalking Rank/3) bonus to resist rolls. | ||
− | * [Dreamwalking=7] Waking Dream: (MP 30) Enlil, upon going to sleep, can seek out the daydreams of a nearby waking person and view them. This takes her 1d4 rounds after going to sleep; switching after finding one waking dream takes 1d4 rounds. Once there, she may view this person's thoughts and daydreams (What she sees is GM's discretion), and may communicate with that person telepathically. They will be aware of her presence, and those who desire to resist may do so; Enlil will have to make a standard magic attack roll to succeed in entry. Furthermore, she may lend this person some mental support, granting them +(Dreamwalking/2) Bonuses to Endurance Rolls, easing the effects of pain (No | + | * [Dreamwalking=7] Waking Dream: (MP 30) Enlil, upon going to sleep, can seek out the daydreams of a nearby waking person and view them. This takes her 1d4 rounds after going to sleep; switching after finding one waking dream takes 1d4 rounds. Once there, she may view this person's thoughts and daydreams (What she sees is GM's discretion), and may communicate with that person telepathically. They will be aware of her presence, and those who desire to resist may do so; Enlil will have to make a standard magic attack roll to succeed in entry. Furthermore, she may lend this person some mental support, granting them +(Dreamwalking/2) Bonuses to Endurance Rolls, easing the effects of pain (No penalties or halved penalties for extreme pain/Mass damage), or trying to soothe away confusion. Should a person be possessed, she may seek the possessing force and try to break its influence. (GM's Discretion on how this works; but generally if a possessor devotes too much attention to Enlil, it will lose control of its host). |
<br>Edit: Crossed out Enlil's Millenia Break finally | <br>Edit: Crossed out Enlil's Millenia Break finally | ||
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| | | | ||
name = Enlil Purvis| | name = Enlil Purvis| | ||
− | level = | | + | level = 9| |
− | xp = | | + | xp = 2650/6250| |
− | hp = | | + | hp = 138| |
− | mp = | | + | mp = 136| |
− | tp = | | + | tp = 62| |
− | init = 8 + 2d6 (10-20)| | + | init = 8+2d6 (10-20)| |
cou = +4| | cou = +4| | ||
wis = +2| | wis = +2| |
Latest revision as of 17:26, 10 April 2007
Contents[hide]BackgroundEnlil is an angel who was once in the service of a (near) deity, who later stepped down. She was created by a mortal gone insane when he tapped into the raw power of Creation; forging her mind, body, and soul completely. He made Enlil to serve as his herald, and announce he ascendence to the Universe. She was completely loyal to his ideals, until he was defeated and saw the results of his madness. The celestial Enlil by artist Jesterlex. Everything she was created to believe in died that day. The god whom she was supposed to herald was no more, and everything she was created to hope and strive for crumbled. All that was left was the friendship of those who stopped her creator. She has had to rebuild her life completely. Now she lives on her own after her creator; whom she now thinks of as her Father; told her to go out and experience what existence has to offer. She strove to make him proud of her, to show him that she could adapt to her new reality. She came to Gaera, hoping to find him again after they had parted ways. At first penniless, she had to sleep in the streets in Doma City. Soon, she took to doing this by choice, using what money she got to help the homeless and the unfortunate. Slowly, she made an impact upon the slums of Doma City, starting an organization to help them and to counsel them. Thanks to her efforts, the slums of Doma city have become significantly more safe than they once were. With the aid of her friends, Enlil was able to establish herself, and to find the self-confidence she desperately needed. Since then, she has gone on to stop numerous threats to Doma and the world. She is most renowned, perhaps, for her talent of showing others the wrongs of their ways. She has been able to bring demon lords, mages of questionable sanity, and more to give up their previously destructive ways and work to benefit. Eventually, Enlil was able to reunite with her father. However, their time together was short, for he had pledge himself to a duel with the Deity of the Dark Sidhe, Mellewyn. Aliester did not try to save himself, giving his life in hopes that he could begin dissuade Mellewyn from his path of prejudice and manipulation of non-Sidhe. Since then, Enlil has overcome her grief, and carried on her father's work, trying to convince Mellewyn to turn from his path. She has become his diplomat, trying to find a peaceful solution to war of manipulation between Mellewyn's people and the Light Sidhe, one that has lasted since the early days of the mortal realms. In her struggles against an insane dream mage by the name of Simon Marlowe, Enlil ended up very nearly sacrificing her life to end the bitter years-long stuggle. In the process, she finally managed to leave her past as a divine celestial behind, and fully become an ideal Celestial. Enlil's constant companion is Maru, her katana; a sentient weapon given to her by her father. It often gives her council, and can impart the skill it contains when she places her faith in it. However, Enlil despises fighting. She learned from her Father that no one has the right to kill an intelligent creature, for any reason. While she will slay an animal, a construct, or a creature whose soul is incomplete if it becomes necessary, she will usually hesitate and try to find another way. But should the choice come between something that can make a moral choice and something that cannot, Enlil will support the former. RPs
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Philsys Necessaries
Spells and Techs
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