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 Penalties
Large Size: -8 to stealth, Dex and mvm.

    Check Bonuses

    Size and Movement: +1

      Haste: +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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