
Tresil
General Information
Screen Name: XReaperTakeMeX
RPG: The Middle Kingdom (TMK)
Character Name: Tresil (tree-zihl)
Race: Alamascan Celestial
Gender: Male
Character Level: 43
Age: Years Lived: {675} Age By Appearance: 26
Order: Alamascan Order of Seraphim.
Occupation: Fallen Angel and Slayer or redeemer of evil, is attempting to unite all Celestials and bring them back into Aurundor., the Upper Kingdom of Light.
Demeanor: Stoic though can also come off as Friendly, though often suspicious of others and their intent, aggressive in his needs and wants. though he holds an aura of innocents about him at will.
Nature: Duty oriented. In tight control of his emotions but very adept at feigning emotions. Ethical towards all but those he hunts. Ruthless to his enemies, showing no
compassion towards them.
Alignment: Lawful
Faction Alignment: Upper Kingdom Major, Elder God of Light-Auros.
Appearance: Height: 6'7" Weight: 187lbs. Eye Color: Cerulean Hair: Long
silver hair Build: Muscular build, smooth and flawless. Skin Color: Pale.
Celestial Form: Spectral viable form of himself or as white tiger, or winged tiger, also in Partial shift of wings and tiger-like claws. In full shift an aura of pale light surrounds him.

Dice and Stats
Combat:
- Melee: 48
- Archery: 49
- Martial: 47
Inborn and Innate: 54
Special Traits:
- Luck Child: +25% chance of getting out of danger/trouble or of things unfolding in a fortuitous way.
- Lucky: +1 save vs. danger or trouble, or +1 to any roll, or 1 reroll per day.
Paths:
Checks
Physical Checks
Strength: 37, How well someone can perform acts of strength. Adds damage to weapons and hand to hand combat. Determines base Bow Range at +1 yard per strength point. (might)
Stamina: 42, How much physical stress someone can take. -1 per vigorous action or AR used in attacks. Spells also cost stamina to use for mages. When stamina is at 0, character passes out from extreme fatigue. (resist fatigue)
Stealth: 20, How quiet, hard to see, and sense someone is. Roll against senses. (sneak)
Dexterity: 23, How agile and well balanced someone is vs. trips, falling, or opposing dexterity. Use for dodging, jumping, climbing, or leaping. (balance and react)
Movement: 19, How fast someone is. Movement vs. movement. (distance and speed)
Mental Checks
Willpower: 34,
this check determines a character's conviction, decides how mentally strong a character is, how well they stand up to stresses which challenge their convictions, courage, emotions, and survival. Willpower vs. Willpower against Mental attacks, Domination, Presence, and Charms or any check which influences actions or emotions. (resist)
Intelligence: 22,
Adds damage to magic, and gives +1 HB per ace to MA when magic is challenged by a check roll. Use intelligence to gain hints for puzzles and mysteries, to gain knowledge, to outsmart, and to 'Dismiss' illusory powers such as phantasms, dementia and quantum alter-realities. Insanity results in an intelligence penalty. Poor choices can result in a loss of intelligence where as good choices can result in an intelligence gain. (outsmart)
Charisma: 18,
How charming, attractive, persuasive, influential, and likeable a character is. Charisma vs. Intelligence when trying to influence reasoning. Charisma vs. Willpower when trying to influence or manipulate emotions and alter convictions. (persuade)
Perception: 26,
acts as instincts and alertness and determines how well one can sense things about others and their environment. Perception vs. Stealth, Deception, Enigmas, etc. (notice things)
Alertness Rolls: 26,
Perception acts as alertness and instincts, and is rolled against Stealth maneuvers. Abilities such as Sixth Sense and Danger Sense can also be rolled against Stealth.
Vital Stats
Health Points {HP}: 1,524
Action Rate {AR}: +5
Regeneration Level {RL}: 55
Fortitude Level {FL}: 37
Resurrection Difficulty {RD}: 0, +1 per death, with check penalties of -2 to Strength, Stamina, Willpower and Intelligence per death! Resurrection Difficulty of +10% per +1 RD point. Cut check penalties and RD in half to -1 to same checks and +.5 per transient death. If difficulty reaches 100%, a high difficulty campaign is required for resurrection.
.......... WoD: perishes if killed while being fully intimate with a mate or if killed by Auros.
Check Bonuses
Size and Movement: +1Haste: +2
Background: Tressil, of the second order of the Alamascan angelicans,
Seraphim angel, slayer of ancients and any who would defy gods will. Sent to An
Morendor to hunt down and report back to his superiors if he discovered any
fallen angels of the First Order, and to kill those he was confident he
could take down on his own. He is also to kill all creatures on earth not made
by God, beginning with: lesser demons, Young vampires and lycanthropes,
young changelings, and when he is able to, he is to kill the greater ancients.
Tresil is however uncertain of this path now as so much has changed including
HIM since he was ensouled and met his only friend, El.
Weapons
Sword of Tresil-Long Sword-{Power: Lightning Stream-[+10 dmg., damage
continuous while sword is embedded. Divine Light-[double damage to evil and
chaotics, raises spirit types into the light. Sword Recall.}
Heart Seeker-Long Bow-Holy Arrows-{Power: +3-HB to heart shots, Targeting
Enchantment, Arrow Recall-Recalls arrows to his quiver. Power of Holy
Alliance on crit., overtakes target's will and makes them obedient to Tresil.}
Divine Avenger-Broad Sword-{On crit, sword leaves a shard in victim which
drains MA by 50%. With two crits, sword drains target of all power, making
immortals quasi-immortal and unable to tap their paths of power. Shard
dissolves rapidly to imbue victim, while shard still feels as if it is there.}
Skills and Knowledge
Combat Skills: Medieval weapons master, and excellent archer
Common Skills: Tracking. Subterfuge-{Deception and Pretense}, Hunting,
Outdoor Survival.
Knowledge: Languages-Esurian, English. Knowledge; knows about the
hierarchy of heaven and hell. Education-Arcane Lore.
Advantages
Physical: WoD-total destruction, High Dexterity+4. High Stamina+4.
Improved Strength+3. Retractable wings. Flight. Angelic Form-{a spirit form
which takes no damage from normal weapons.} Shapeshifting-{Any Male form he can
visualize. Any female form he can visualize, Any bird form he can
visualize, Bear form, Tiger form, Dog form, Cat form}
Mental: Instinctual Intelligence-{an almost animal-like intelligence}.
Has no soul so cannot be affected emotionally.
Ethics: VERY ethical towards humans, and good sorts other than those he
hunts. It once had nothing to do with compassion, or emotion, but his Angelic Code of
Honor, but now... emotions make him struggle with himself over what is truly good
and evil as he had learned what one is mean little in HOW one is.
Disadvantages
Physical: Angelic allure, addictive valued-blood that attracts those who
would try and dominate, Angelic-scent attracts predators.
Mental: Unworldly-He has had little experience with the living and so sees
things in a very different light. He is not human, and does not behave
like a human.
Ethics: Inborn hate for evil races, or hellions, Hunter of the 1st Order
of Fallen Angelicans. Cold blooded killer of those he hunts.

Master of the Psychi
Celestial Allure - Alluring appearance, Scent, Charisma.
Seraphic Mental Command - (Special)
1-Calm or Sooth.
2-Charm.
3-Awe.
4-Motivate.
5-Overpower the Mind.
6-Capture Memory (in soul gem, memories released when gem is broken).
7-Implant Memories.
8-Command. (Constitution+5),
9-Possess (with soul shard),
10-Formulation of Presence and Mental Command.
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.
Divine Precognition
1-True Sight - See past supernatural deceptions.
2-Dream Envision - Visionary dreams which come to angelican randomly,
fortelling of future events.
3-Speak to the Dead - Hear and speak to the dead.
4-Telepathy - Receive mental words and tones directed to them, and channel
mental words and tones to others.
5-Premonition - Occasional visions of future events.
6-Divination - Actively seeking visions and knowledge of things past,
present and very near future.
7-Truth Sight - They can see past ANY lie, deception or untruth.
Angelic Temple
Healing touch: Their touch (In Immortal Form) heals the living, can harm OR
heal the undead and can kill the raised dead.
Angelic Warmth: Angels have a very soothing warmth which seeps in deep to
bask another with their warmth.
Angelican Fortress: Can take GREAT physical dmg unless attacked with
Special Weapons Enchantments, energy/magic and PARTICULARLY necromantic attacks.
Blood Regeneration: Their blood regenerates rapidly and they heal rapidly
from physical dmg. although the greater the dmg. the more time it takes for
them to heal. No amount of blood loss can kill them.
Alluring Scent: Their scent is extraordinary, and a great allure to
predatory types, and is very pleasantly intoxicating.
Intoxicating Blood: Their blood tastes like each individual angelican's
scent.
Utopian Temple: Within each angel is a power which can bathe another with
their soul, this power shared when the Angelican's soul flows or even
explodes into another to fill them with intense sensations of euphoria, which vary
from gentle waves, to explosive riptides of orgasmic rushes. This power is
MOST intense when they are immortal, and if their command over the spheres
of power outside of themselves is stripped from them, their energies
concentrate WITHIN their temporal, or physical centers, whereby the blissful
sensations of their soul is immensly intensified, to mind blitzing degrees. This
power is always shared when they mate with another, on thier release, and
can be very addictive.
Angelic Haste: Excellerated Motion quicker than the eye, distance
dependant of experience, the distance they can cover extends the more they practice
this skill.
1-Superhuman Movement-Five times faster than a human sprinter.
2-Blurring Movement-Phasing speed which makes angel blur from vision.
3-Blind Eye Movement-Quicker than the eye.
4-Phasing Movement-Surpasses tangible and material objects.
5-Active Applications-Hasted Weapons and combat.
6-Phasing Gate-Phase out of one place and into another.
7-Twain Haste-Ability to haste another with self, hasted subject must
physically pull other with them.
8-Time Gate-Phase past time effects.
9-Twain Time Gate-Phase past time effects with another, hasted subject must
physically pull other with them.
10-Formulation of Commands-in creating improvised haste effects, blending
haste with other gifts, creating haste imbued artifacts and items.
Telekinesis
1-Lift
2-Push
3-Slam
4-Throw
5-Hold
6-Choke
7-Bend
8-Distort
9-Barrier
10-Telekinetic Command - Formulate telekinetic effects.
Angelic Wings
Retractable- Deflect Weapons+5DB.
- Winged Cocoon-When embraced within the angel's wings, subject is bathed
with their divine powers of presence, can also act as a healing embrace. - Radiant Light-Angel can spread his wings and emit a radious of blinding
aural light which can bring evil trembling to its knees if within 10 ft radious
of them, or repell evil to make a hasty retreat if within sight of Angel.
Quantum Leap-Angel can leap from location to location, time line to time
line, dimension to dimension, and travel light years across the Universe,
although the more dramatic the distance in space and or time, the more energy
the angel is drained of. When in immortal earthen form, they 'phase' into
spirit form to become part of the temporal paradox to lapse through time lines
and the dimensional folds to close distances.
Telepathy- Arch Angels are STRONG telepaths and applying their Master of
Psychi skill to their mental taps, they can strike subject with anything from
mind crushes, to stupor, as well as 'Mind Meld' where they can create a
mental projection of themselves to track a subject through their mental paths,
and then transport himself INTO his projection to appear where he has located
subject.
Disadvantages: Martydom - Angels 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.
Innate Powers
Throne Gifts
1-Capture Path - For casting Minor spells
2-Summon Weapons - A called weapon appears in hand.
3-Sleep - Places subject in restful state of sleep.
4-Holding Force - No Action can be taken while held.
4-Magic shield - Protects from magic attacks and curses.
5-Conjuration - A type of gate summoning spell.
5-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.
6-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.
7-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.
8-Summoner of Souls - Holy Guardian Command which summons a soul from its
vessel and casts it into the Angelican's Holy Sword.
9-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.
10-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-Heal Living - Heals 1 HP per success.
2-Heal Undead - Heals 1 HP per success.
3-Infiltrate the Unknown - Allows Priest to bypass unknown and
unidentifiable magics
4-Summon Soul - Summon the soul of the dead.
5-Soul Arrest - Arrest soul of the dead.
6-Resurrection - Includes restore body, Soul Commands, Spirit Joining,
Restore Functions, Vital Flame, and Resurrect. Must roll for each stage.
7-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-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-Ascension of the Damned - Raises the soul of target into ascension of the
light, destroys the body, preserves and purifies the spirit.
10-Command the Paths - Allow Angel to formulate Gifts of their own out of
their Alingments.

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