Marcania

Character Created: 9/21/2004
Player: Mike

General Information

Name: Marcania (marc-A-nee-uh) Alias: Mark Bridges.
Age: 87 (as fallen) By Appearance: 21
Race: Tarseran Fallen Angel - Order of Virtues - The Eighth Order of
Angels.
Levels: 21-Power. 24-Firearms. 12-Medieval Martial. 24-Swordsman.
Locations: USA-Savannah, and London-England.
Companions: Cirgoth (Alias-Kirk), Age: (296)-22, Level 9, and Marcania
(mar-cane-ee-uh - Alias-Mark), Age: (21)-87, Level 7. Cirgoth is Thane and
Mark's protector, and the three look out after each other.

Appearance: Fairly tall, 5'11. Spiraling auburn hair to the small of his
back, blue-green eyes. His muscles are perfectly sculpted and sinuous.
Exceptionally attractive with beautifully chiseled facial features.

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Background

Mark is a chaotic sort owned to his fall, which has hardened him in many ways. He was once very light, and gentle hearted, but trusts very few people now. Indeed Thane and Cirgoth are the only souls he truly trusts. He loaths dishonorable people, and has been known to kill people for having an utter lack of virtues, seeing such deeds as doing the world a favor. He tends to be self-righteous in the face of fools, and has no tolerance for traitors and sadistic bastards who like to make others suffer just to amuse themselves. He will protect anyone he believes is worthy if he
witnesses them being abused or harmed. Where such behavior once made him more divine, since his fall, it only corrupts him where it is his own will he serves now and not God's. His mind and heart is often filled with chaos and confusion now, his comrade Cirgoth often helping him through his pitfalls. His demeanor is as chaotic as his nature, and he can be blow hot and cold, from being disdainful to humorous, cold to kind, anti-social to friendly, all depending on whose presence he is in, and even his environment. He has an identical twin, angelican brother named Arkael, but some years after Marcania was cast down and fell to earth, his brother was cast down and 'leapt' to be reborn a child of crusader parents as Avery. He has no idea what has become of his twin brother of Virtues.

 

Marcania has since been through the ringer and come to discover things about himself which he is deeply ashamed of and is trying to find balance within himself and way forward past the terrible deeds he struggles to put behind him. Try as he might he finds it difficult to overcome the self-righteous side of his nature but knows  should he fail in this his fall will be imminent. He fell into Acheron once but was shown mercy and granted a rare second chance. He knew he would not be given another chance to overcome his deeply flawed disposition. Having sensed his brother near he found him at last. It was his hope that with his brother's support he might become the Tsetar he truly strove against all his flaws to be.

The Abyss Calls and We Fight It

Wing Tips Darkening 

Wings Almost Black

Advantages

  • Accelerated Knowledge: Marcania can learn twice as fast as others and in doing so learns everything at once but must have the energy to do so (The XP to level up all Powers at once. Cannot advance levels of Powers in any other way  This comes from him being a sensitive medium of knowledge.)
  • His Angelic traits are mostly advantageous but can also cause problems. 
  • Aspires to be Honorable
  • Is very loyal to those he takes under wing.

Disadvantages

  • Lacks Personal Confidence: though extremely confident in battle it is himself as a person he lacks confidence in. This çauses him social anxiety at times.
  • Martydom - Tsetar almost always a serve a higher purpose at a high price, and if not, they are hunted for slaves, or destruction by their enemies.
  • Divine Conflict - The Tarseran Angels and their Dark brethren are hunted by the Alamansen angels, wherefore the Alamascan pit themselves as the enemies of the Tarseran and Dark Angels. Until the Almascan cease in
    their ordained crusade, there shall be no peace between them. Dark Powers -
    Dark powers do Angels double damage.
  • WoD-Way of Death-Utter Destruction and imprisonment with no fresh air or light. 3 resurrections from final death allowed. All other deaths transient-with free resurrections. Each resurrection from true way of death becomes more and more difficult.

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Checks and Stats

Common Skills

  • Equestrian
  • Drive - Car, Motorcycle, Pilot Boat
  • Wilderness Survival
  • Street Survival
  • Read and Write in Multiple Languages including dead ones.
  • Languages, many
  • Occult Knowledge, extensive
  • Read Glyphs and Hieroglyphs
  • Cartography
  • Leadership

Checks

Physical Checks: Strength: {23} Stealth: {25} Movement: {26} Dexterity:
{14} Stamina: {28} Fortitude: {19}
Perception Checks: Vision: {20} Olfactory: {21} Hearing: {22}
Taste: {16} Touch: {12}
Mental Checks: Charisma: {12} Wisdom: {13} Intelligence: {15}
Intuition: {16} Instincts: {17} Perception: {17} Willpower: {26} Constitution: {19} Confidence: {16} Logic: {17} Optimism: {12} Sixth Sense: {14} Courage: {19}
Ethical Checks: Morality: {14} Virtue: {16} Honor: {22} Loyalty: {28}

HP: {694}

Dice:

  • {24 d6+4-HB-Power and Inborn Powers.
  • 24+5-HB-Firearms.
  • 12+2-HB-Medieval Martial. 24+5-HB-Swordsman, +2-HB-Haste}

Alignment: Chaotic Good 

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Innate and Inborn Powers

Innate Powers

Master of the Psychi

 

Immortal transition only, all at level of Innate Powers. Stamina cost of -1 per 3 levels.

Paranormal Sight: Only Angelicans of the 1st-5th orders possess this Trait Ability of seeing auralscope of others and energies.

Auralscope: Reads; Soul, Emotion, Mood, Alignment, and Energy Levels. Most living things have all colors but violet which is very rare. The color which predominates is what determines the mood, nature of a creature. Fluxuation signifies color scope is in transition of a mood or energy. if ALL color scopes are even, or almost even, subject is a TRUE Chaotic.

Color Mood----Alignment----Energy----Scope

  • White: Generous, Compassionate - Pure Soul, Good, of the Light - Holy, Divine or Pure Light Energies
  • Rose: Suffering, Sorrow, Withdrawal, Antisocial - Chaotic - Weakening Field of Energy
  • Red: Anger, Violence - Chaotic - Destructive Energies
  • Orange: Suspicious, Wary, Antisocial - Chaotic - Reversal of Energies
  • Yellow: Fear, Faint Hearted, Cowardice - Neutral - Energy Failure
  • Green: Happy, Good-spirited - Good - Healing and Beneficial Energies
  • Pale Blue: Shy, Aloof, Passive - Chaotic Good - Dormant Energies
  • Deep Blue: Tranquil, Peaceful, Calm - Lawful - Tranquilizing Energies
  • Violet: Part of all Spheres of Magic, VERY RARE - Chaotic - Powerful Quantum Energies
  • Dark Plum: Part of Negative Sphere of Magic - Chaotic Evil - Powerful Negative and Chaotic Energies-(Most Likely a Lich or Undead Mage.)
  • Black: Wicked Intentions, Corrupted - Evil - Pure Negative and Dark Energies
  • Brown: Envious, Jealous, Covetous, Greedy - Chaotic - Chaotic Energies

     

    Telepathy

  • Receive: thoughts and impressions sent by others.
  • Channel: thoughts and impressions to the minds of others
  • Mind Crush: very painful, -1 AR, -1 per ace, and lowers constitution by -1 per ace.
  • Stupify: -1 AR, -1 per ace,
  • Tranquilize: -1 turn, -1 per ace,
  • Mind Blazer: track a subject through their mental path and phase to that place.
  • Visionary Sending: project something observed, envisioned, or known as vivid and even auditory images to others.
  • Project Chimera: project illusions, sound included to others as called
  • Haze: clouds the mind so completely that the subject cannot physically see for +1 actions, +1 per ace. If alarmed suddenly, subject can snap out of the haze.
  • Mind Scanner: scan a mind to glean +1 bit of searched for information per success. (a name, a location, a relative, hopes, ambitions, alliances, present plans, etc. as called)
  • Dream Strider: enter the dreams or nightmares of another, implant self or added visions in that dream, or angel can share his dreams with another
  • Psychic Influence: Ability to force visions on a subject's mind even past wards and to speak through those visions to influence subject. requires concentration and focus.

     

    Angelic Presence

  • Influence - Calm, anger, sooth, influence emotions.
  • Intrigue - Angel can cause another to be intrigued with them. This can lead to obsession with a critical success.
  • Awe - Angel can hold others in awe.
  • Motivate - Angel can motivate another to have confidence, courage, willpower, etc., or motivate someone to do something with an improved state of mind (+1 per success select mental check).
  • Majesty - Angel not only intrigues and awes others, but attains their respect and admiration.
  • Command - Angel can command someone to obey a single command.
  • Overpower - Angel can overpower the will and influence another's actions.
  • Dominate - Angel can dominate the will and control dominated party.
  • Invigorate - Angel's presence can boost stamina (+1 per success).
  • Benefaction - boost the power of others by up to +1 per ace).
  • Magnificence - project power ofpresence to anyone within a radius of 1 foot per success.
  • Imprint Presence - imprints their will in an object, creature, plant, etc. as called. Their will becomes the will of what-or-whoever their commands or desires were imprinted in. Permanent until broken by a higher power.

     

    Augury Use knowledge gained to enhance story lines, to gain wisdom, and to initiate action sequences.

  • True Sight - See past supernatural deceptions.
  • Dream Envision - Visionary dreams which come to angelican randomly fortelling of future events.
  • Sixth Sense - See and hear the dead and speak to them, gain +1 bit of called information per ace.
  • Intuitive Sense: gain one bit of knowledge or understanding from the impressions someone or something gives off.
  • Precognition - Angel can follow something which is soon to happen through dreams or visions.
  • Truth Sight - They can see past ANY lie, deception or untruth.
  • Postcognition - Angel can summon detailed visions of things from the past.
  • Decipher: helps makes sense of sketchy dreams and visions by bringing further clarity to them. A candle must be lit to use this power.
  • Reshuffle Fate: see what can come of things being done differently.
  • Auspicious Probe - Angel can detect and identify presence of power, energy, disease, and other conditions within select target.
  • Divination - Actively seeking visions and knowledge of things past, present and very near future.
  • Sublime Visionary - Angel can use any visionary power at these levels as gained.

     

    Telekinesis
    take one chosen feat per level

  • Arrest Movement: catch someone or something mid-air to hold it suspension or let it down as called, up to +5 pounds per success, +100 pounds per ace
  • Bend: up to +1 strength per success, +5 strength per ace, vs. strength of object.
  • Lift: up to +5 pounds per success, +100 pounds per ace.
  • Push: up to +1 strength per success, +5 strength per ace.
  • Throw: up to +1 foot per success, +5 feet per ace, damage=distance thrown, up to +5 pounds per success, +100 pounds per ace.
  • Smite: strike a target as called, +1 damage per success, +5 damage per ace. Damage=strength.
  • Grapple: up to +1 strength per success, +5 strength per ace. Holds without damage.
  • Crush: includes death grips, choke holds, body crushes, and crush items. Up to +1 strength and damage per success, +5 strength and damage per ace.
  • Levitation: lift self or someone else up to +1 foot per success, +5 feet per ace. Includes descent as called. Up to +5 pounds per success, +100 pounds per ace.
  • Shield of Negation: negates weapons and magic damage by power of shield, +5% chance per ace that shield will deflect weapon or power back on attackers for normal damage. Shield lasts until recalled or broken. One shielded can take action while shielded.
  • Transference: carry a called object to self or another, up to +5 pounds per success, +100 pounds per ace.
  • Multiple Targets: affect multiple targets with any called feat next turn, up to +1 target per success or ace.
  • Shockwave: affects a potentially large area with a damaging and stunning wave of telekinetic energy in a radius of up to +10 yards per success, -1 AR per ace to anyone affected, +1 damage per success, +5 damage per ace.
  • Telekinetic Formulation: level 36-40 only, formulate feats as called.

 

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Inborn Powers

Throne Gifts

  • 1-[1-3] Capture Path - for casting Minor spells
  • 2-[4-6] Summon Weapons - A called weapon appears in hand.
  • 3-[7-9] sleep - Places subject in restful state of sleep.
  • 4-[10-12] Holding Force - No Action can be taken while held.
  • 5-[10-12] Magic shield - Protects from magic attacks and curses.
  • 6-[13-15] Conjuration - A type of gate summoning spell.
  • 7-[13-15] Binding Honor - An agreement is bound with a called contingency which takes effect if agreement is broken. The contingency cannot be dismantled once one has agreed to terms. One has to agree to binding honor for agreement to count. Beware loopholes.
  • 8-[16-18] Livid Valor - An imbue used in other spells, or a powerful influence which causes the target to perceive of right and wrong, good and evil, just and unjust lividly.
  • 9-[19-21] Master of the Weave - Allows Angelican to weave improvised spells en-field. An ACE must be rolled to succeed and each 1 rolled, cancels an ACE.
  • 10-[22-24] Summoner of Souls - Holy Guardian Command which summons a soul from its vessel and casts it into the Angelican's Holy Sword.
  • 11-[25-27] Lance of Thrones - A light lance of holy power which destroys target's darkness utterly through holy purification to cleanse the soul while erasing ALL past memory and memory echos.
  • 12-[28-30] Invulnerable Orb of Arrest - requires higher power to shatter arresting shield-factored against dispell, disenchant, disjoin and shatter. Protects target held from magic and physical attacks.

    Divine Command
  • 1-[1-3] Heal Living - Heals 1 HP per success.
  • 2-[4-6] Heal Undead - Heals 1 HP per success.
  • 3-[7-9] Infiltrate the Unknown - Allows angel to bypass unknown and unidentifiable magics
  • 4-[10-12] Summon Soul - Summon the soul of the dead.
  • 5-[13-15] Soul Arrest - Arrest soul of the dead.
  • 6-[16-18] Resurrection - Includes restore body, Soul Commands, Spirit Joining, Restore Functions, Vital Flame, and Resurrect. Must roll for each stage
  • 7-[19-21] Bolt of Virtue - A powerful bolt of very pure energy strikes target with a corruption tear. The more corrupt target is, the more damage is done. Double damage to Evil alignments. No damage to good alignments. Instead, one who is good receives a blessing of protection through the divine bolt as called.
  • 8-[22-24] Holy Purgatory - Raises evil into a holy tower of power which send continuous streams of holy energy through subject until they are cleansed of all evil and dark traits.
  • 9-[25-27] Ascension of the Damned - Raises the soul of target into ascension of the light, destroys the body, preserves and purifies the spirit.
  • 10-[28-30] Command the Paths - Allow Angel to formulate Gifts of their own out of their Alingments.
  • 11-[31-35] Formulation of Command: called effects; spell, artifact, and item creation; warding and set power by roll
  • Third Hierarchy
  • Order of Virtues: 5 Paths
  • 12-[36-40] Improved Power: use powers at these levels as gained

 

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Divine Items

⚔️ Heritage Sword; Sword of Marcania, a powerful Elemental Sword:

Light-

  • Lightning blade,
  • Star Blade-(solar energy that burns)
  • Darkness to Light-(lights dark way and converts dark energy to light energy, shadows to
    light, etc.)

Air-

  • Air Lift,
  • Air Net,
  • Air fall,
  • Wind Funnel-(lifts someone in the air and moves them around, or throws them)

Fire-

  • Flame Blade,
  • Enflame-(set target ablaze),
  • Douse Flame.

Earth-

  • Earth Bridge-(forms a bridge of rock-called duration),
  • Earth Gate-(opens a gateway in a solid wall of rock to next open area),
  • Earth Steps-(forms slabbed, steps of earth, only some will crumble when stepped on as called)

Water and Ice-

  • Lance of Ice-(freezes what blade lances)
  • Ice to Water,
  • Part the Sea-(parts bodies of water, 1 ace and 3 successes required to succeed)

Elemental Chaos (allows for improvised commands of each element type up to level of Tsetar wielding weapon up to level 50 .)

 

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