First Pentacle: Tsetar
Order: Angel of Virtues
Rank: third heirarchy
Stage: Malezar terrestrial, immortal

Marcania


Fallen Angel of Virtues

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:
An Morendor-Anwyr Castle
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.
Information:
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.  
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. 

Master of the Psychi

Angelic Allure -
Alluring appearance, Scent, Charisma.
Angelic Presence -
Calm or Sooth.  Intrigue.  Awe.  Motivate.  Majesty.  Command.  Overpower.   Dominate.  (Constitution+5)
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) 1-3-True Sight - See past supernatural deceptions.
(2) 4-6-Dream Envision - Visionary dreams which come to angelican randomly, fortelling of future events.
(3) 7-9-Speak to the Dead - Hear and speak to the dead.
(4) 10-12-Telepathy - Receive mental words and tones directed to them, and channel mental words and tones to others.
(5) 13-15-Premonition - Occasional visions of future events.
(6) 16-18-Divination - Actively seeking visions and knowledge of things past, present and very near future.
(7) 19-21-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 mvm, per success.
Telekinesis
(1) 1-3-needle sized
(2) 4-6-coin sized
(3) 7-9-finger sized
(4) 10-12-hand sized
(5) 13-15-head sized
(6) 16-18-leg sized
(7) 19-21-body sized
Examples of Effects
Lift
Push
Slam
Throw
Hold
Choke
Bend


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.

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.  (same for Marcania)

Holy Items

Marcania 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, 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)

Innate 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.
(4) 10-12-Magic shield -
Protects from magic attacks and curses. 
(5) 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.
(6) 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.
(7) 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.

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 Priest 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.

Wizardry - Level

(1) 1-3-Trip -
An invisible force trips someone in motion.
(2) 4-6-Air Hike -
Jump 15-30 feet in the air and remained suspended for six seconds.
(3) 7-9-Wizard's Lock -
Locks a door, gate or window to prevent entry.
(4) 10-12-Negation -
Negates various powers as called.
(5) 13-15-Seizure Gate -
Seize someone in a dimensional gate and transfer them to called destination.
(6) 16-18-Elemental Armor - Armor which 1-Flame Armor-(Ignites an enemy in flames), 2-Ice Armor-(Encases them in ice), 3-Lightning Armor-(Strikes them with lightning) as called, each time enemy hits or makes contact.  Invisible until contact is made, and protects from elemental effects.
(7) 19-21-Sequester -
Renders target invisible and utterly undetectable.

Elemental

Morph Elements

Elementalist can alter one Element into another of specific kind
stone to water, mud to wood, metal to air, etc..

(1) 1-3-needle sized
(2) 4-6-coin sized
(3) 7-9-finger sized
(4) 10-12-hand sized
(5) 13-15-head sized
(6) 16-18-leg sized
(7) 19-21-body sized

Electrical

(1) 1-3-Static Shock -
Mild shock but enough to startle or distract someone.
(2) 4-6-Electrical Jolt -
Painful jolt of electricity with mild damage.
(3) 7-9-Lightning Bolt -
Can be deadly if heart stops, but usually just does a lot of damage, stuns and burns.
(4) 10-12-Fork Lightning -
Strikes multiple targets as called in an area.
(5) 13-15-Ball Lightning -
Direction of ball lighting controled by elementalist.
(6) 16-18-Electrical Shock Wave -
A blast of eletricity impacts an area with a high voltage blast of sizzling electricity.
(7) 19-21-Lightning Battery -
Many bolts of lightning strike one after the other.

Earth

(1) 1-3-Volley of Pebbles -
Pebbles rain down.
(2) 4-6-Volley of Stones -
Stones rain down.
(3) 7-9-Hurdling Boulder -
Boulders tumble towards target area quickly or rain down..
(4) 10-12-Sand Storm -
4 damage each round. Target/s are blasted by stinging sand which is so fine it gets past all but solid elements, the wind so strong it tosses Level X 10 pound objects like tumble weed.  Earth and Wind.
(5) 13-15-Barrage of Boulders -
Boulders fly at target area like they were slung from catapults.
(5) 13-15-Heal Nature -
Heals a damaged earth element as called.
(6) 16-18-Desert's Hottest Elements -
Alters called area into a perliously hot and dry barren.  Only with Elemental Command. 
(7) 19-21-Minor Earth Quake -
The ground rumbles, shakes and tears open.




Check Dice



Physical Checks: 
Strength: {23}  Stealth: {25}  Movement: {26}  Dexterity: {14}  Stamina: {28}  Fortitude: {19} 
Physical 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: {15}  Logic: {17}  Optimism: {12}  Sixth Sense: {14}  Courage: {19} 
Ethical Checks:
  Morality: {14}  Virtue: {16}  Honor: {22}  Loyalty: {28}

HP:
{694}

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



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