Background Weapons/Armor Dice Checks Skills Traits Advantages Flaws
Saeed
 

Braemen


General Information

Player Information
Player Name: NPC, available to be picked up as a PC
Screen Name: N/A
Date Character was Created: June, 2009
Game Platform: The Middle Kingdom.

 

Braemen's Sons


Sextuplet Sons of Braemen and Saffiel (NPCs)

All at same base level: 10
 

Background


Securing the Prince

Braemen, whose present elven form was tall, dark skinned, crowned with a mop of long dreadlocks of gold, and built like either a warrior or quarryman, entered his high tower chamber and strode directly to the shelves built into one of the walls.  Braemen caught sight of himself on the mirrored plane of a large crystal sitting on the shelf with a pair of amber eyes and sneered.  He hated lowering himself to possess human forms, and elves were even worse than human in his opinion, but his present duties demanded that he did just that.  For the moment he had to 'blend in' until he could discover who among the desert elven tribes, dwelling in the canyon region on the western edge of the desert, posed the greatest arcane threat.  He was determining who needed to be eliminated first, assassin style, naturally.  Braemen excelled at mingling with the natives, even despite himself.  He had returned from another day of posing as one of the sun elves, and came to check on the pet shared by he and his King, which the abyss demon harbored in a ceramic jar sealed by powers of the abyss.  It was the soul of Yorek which he had captured some time ago.  The demon lifted the jar in his hand and closed his eyes, only moments later a snarl issured from between clenched teeth and darkened those features that were both handsome and menacing.  The visual conduit he had created between Yorek's body and his soul was still blocked, had been blocked for too long.  Either the immortal had been buried, placed under a very thick shroud, or someone was blocking his conduit.  Braemen's intuition leaned towards it being blocked, which meant someone had broken past his guards to discover the lense.  Now if he woke Yorek's physical embodiment, he could not be one hundred percent sure he controlled him.  Braemen inhaled a deep breath and got right to work.  He would not give the conduit up until all bets had been called.  Meanwhile he was available to his king.  Braemen was one of Saeed's most trusted, for what Saeed's trust was worth.  He did not grant it often or lightly, he only knew that Braemen was loyal and Saeed had tested that loyalty to its cruelest ends.
Braemen had been very busy in that interim his king entertained his guests, and was dedicated to persisting with his task for as long as it took.  He had called in his devoted servant Saamek, whom most everyone called Sam, and gave him very particular instructions.  The Duminor vampire understood his orders and would follow them to the letter.  He was to remain by Braemen and intercept any messages for him, telepathic or otherwise, and inform only his King that Braemen was currently in an exploitive trance which he must remain in until Inaaksu's eldest prince was delivered home.  Saamek would tell anyone else that Braemen was simply occupied.  Until his task was done, Braemen was unavailable unless an order came from Saeed for his astral projected trance to be broken.  Presently Braemen was only there in his chamber physically (in his more powerful true form at that), while his mind and spirit journeyed.  During this time, that ceramic jar which trapped Yorek's soul was held tightly gripped in the statuesque Abyss Demon's hands.  Saamek stood close by not only as his master's envoy, but as his guard as well.  Braemen would be damned if he let Yorek escape him this time.  He would not fail his king.
Braemen did not fail.  Hours later he bypassed whatever was blocking his conduit by waking Yorek. The excommunicated Prince was a zombie ghoul now, under the Abyss Demon's control.  An hour later, Yorek (with his sister, brother, and lover) was in Inaaksu and on his way to meet the King.  Life was good.

Things Unremembered

Braemen was unaware that he was a part of Gabrian, who was cast out of Haman during the second rebellion. and that it was by the angel of death and ascension Azriel, Gabrian was struck twice by Azriel's great scythe and split into three parts. One part of him fell upon earth to become Cirgoth, and in time traveled to Morashtar. The part of him that knew himself to be Gabrian spiraled into the barren lands, the outlands of Hell, where he was seized a month later by Sammael, and the last, the part which became Braemen, fell into Acheron's pit to be reshaped in a grueling transition to an Abyss Demon. This memory was not recalled until Gabrian was joined as one being and made whole again, with all that was good in Cirgoth, all that was logical in Braemen, and all that was dark in himself. Until that time, Gabrian and his proxies suffered never to feel complete or find inner peace within themselves. Gabrian did at last find himself whole again, only to reject those proxies and cast them out through the eternal flame to make them independant proxies, Cirgoth an angel of swords, and Braemen an arch devil of proxy.
 

Weapons and Armour


Weapons

Heritage Flail: +30 dmg, level 28, shockwave-stuns and inflicts added damage
Morning Star Mace: +40 dmg
Chainblades: +22 damage each, two heavy but sharp blades on either end of a heavy yard long length of chain
Lucky Knife: +18, a serpentine bladed long dagger which he can often be found playing around with, 75% luck vs. death, capture, critical injury, or catastrophe (and loss of knife).
Wrath Sword: drains -1 stamina per hit, -2 per ace per crit, on death by this blade, target plunges into the abyss and turns into a wrath demon, which the weilder of this sword can summon and command, and dismiss back into the abyss on command while holding this sword. Sword also does +25 arcane damage, +250 damage on a crit. Power of recall.

Defense
Heritage Buckler-Level 28 Riposte and +28 Improved Strength while held.
Fortitude

 

Dice


Dice

HP: 1056
Regeneration: 50
Fortitude: 21
Resurrection Difficulty: 0%
Deaths: 0, Transient Deaths: 0 Combat: 25, +4 HB, +3 AR (includes +1 precision, +1 battle discipline)
Inborn Powers: 35, +3 HB, +4 AR
Abyssmancy: 32, +3, +3 AR
Pyromancy: 30, +3 HB, +2 AR
Umbramancy: 32, +3 HB, +3 AR
Spectemancy: 26, +3 HB, +2 AR
Necromancy: 26, +2 HB, +3 AR
Novomancy: 25, +3 HB, +2 AR

 

Check Dice


Physical Checks
Strength: 33
Stamina: 32
Movement: 20
Dexterity: 20
Reflexes: 26
Stealth: 28


Mental Checks
Willpower: 31
Intelligence: 22
Wisdom: 19
Perception: 24
Charisma: 16
 

Skills


Combat Skills

Battle Fury: +2 HB, +10 strength, 0 defense, lasts until he or those he feels threatened by are dead or unconscious, or he is otherwise disabled. Braemen shifts into a dangerous state of rage when HP is at 50 or less, or if he is in a lot of pain (a pain check (touch) fails against LoD of pain with a higher roll).
Melee: blunt, bladed and polearm
Battle Discipline: +1 HB
Melee Precision: +1 HB
Death Blow: +1 HB on death blows
Dodge: +1 dex and mvm
Escape and Retreat Experitise: +1 save, +2 movement
Combat Tactics: +1 init
Capture and Retrieval Expert: +1 init, +1 on ambush rolls, on those actions
Ambush Tactics: +1 advantage on ambush actions
Assassin Tactics: +1 init and +1 HB on all surprise attacks


Special Skills
Desert Survival
Underground Survival
Street Smarts
Standards and Practices of Acheron
Herbalist: 20, find and process healing herbs, edibles, and poisonous plants and fungi
Ancient and Forgotten Lore: demonology, the lost arcanum, ancient seals and summoning practices.

Common Skills
Campfire Cooking: 20
Hunting: 26
Tanning and Leather Craft: 26
Horseback Riding: 18
Flight: 40
Swimming: 16, -10 level penalty when winged
Carpentry: 22

 

Traits


Checks
Fortitude: base Level +10
Strength: +12 when devil form is tapped
Stamina: +15 when devil form is tapped
Bestial Senses: +1 per level, adds to normal senses.

Inborn Powers
Domination: full path, unique knowledge option, change normals to custom abilities
Dark Presence: projects their will for a desired result -vs. Constitution
Dark Allure: Intoxicating scent, Charisma +8
Possession: full path
Metaphysical Sight: see and identify energy streams, auras, moods, alignment (see angel powers)
Shade Form: drains life or health, by contact meta-haste + 4d6
Divination: project mind to parallels and inner planes of knowledge, past, present and future to gain knowledge
Supernatural Haste: +1 mvm per success, +1 AR per ace.
Improved Regeneration: Level +10 Regeneration Level
Devil Form: Increases all physical, sense and affectable mental checks by +6, or +12 to one check field. Devil form can vary but is often a jet black, partially bestial, winged creature with claws, fangs, sharp teeth and horns or antlers.
Form Shift: Unlimited forms of up to +1 per level, form selection at level 40
Illusory Projection: same as phantasmancy, limited, they can create illusions that can be felt, smelled, and touched
Metaphysical Bonding: they can sense the vibes of, and locate anyone bound to them at will

Arcane Paths: Path of Chaos, Chaos Aspected, double stamina cost on light elements.

Forms
Possessed or Assimilated Forms: these can vary, and are disposed of when he shifts back to his true form.
Imprinted Form: a form he was able to morph into and imprint into his physical embodiment to enable him to shift into this form at will. Partial Shifts: Claws+10, Bite+15, Wings have flail (strength=damage) and flight, tough flesh +20 fortitude.
Body Morph: he can gain up to +1 foot in height per ace rolled, or reshape +1 aspects of his body per ace as called.
devil Form: As described in appearance.

Innate Paths of Power
Abyssmancy
Pyromancy
Umbramancy

Learned Paths
Spectremancy
Necromancy
Elemental Morph

 

Advantages


 

Disadvantages


 

Inborn Power


Soul Reaper


 

Mental Tower


 

Master of Domination


 

Possession


 

Telepathy


 

Presence


 

Innate Power


Abyssmancy


 

Abyssmal Ice


 

Pyromancy


 

Umbramancy



Learned Paths

 

Spectremancy


 

Necromancy


 

Novomancy