Maeryll

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Maeryll
Maeryll.jpg
Age20
Born967
DiedN/A
GenderFemale
ResidenceMae's Tower
HomeNaltronia
NicknameMae (Maeryll Silindril)
DietyTelradye
RaceHuman
 
Meta Data:
ClassShaper (Psion)
AlignmentNE
Level10
Player Ayestes
CampaignTainted Destinies

Appearance

Maeryll’s face is a slender one, with thin green eyes and a slender nose. Her cheek bones are slightly more pronounced than the average human and her chin seems to fit with her more slender looking face. Her eyes are pronounced with a hint of eyeshadow and her cheeks appear to be slightly blushed. Her skin has no blemishes or scars and her black hair appears to be freshly washed and rather free flowing. That is, at least what isn’t tied back into a ponytail. Her bangs only extend down to just above her eyes and her ponytail only falls down to the back of her neck. When it's down, it often curls slightly and hangs beside her in a wavy fashion.

Maelryll seems rather slender in appearance all down her body and looks at first glance to be frail. Her clothing often consists of assortments of black, green, and white clothing with ornate and noble appearances. She is often fashioned in a lot of silver jewelry adorned with emeralds, but does have the occasional sapphire, diamond, ruby, or hint of gold on her. She also usually carries a mithril quarterstaff, with an emerald affixed to the bottom and a much larger looking emerald on the top that almost seems alive.

Personality

Mae is charming, a fantastic problem solver, and has a light-hearted sense of humor. However, this comes at the cost of being extremely manipulative, believing she’s never wrong, and getting delight from some rather twisted actions. Deep down, she is a highly selfish individual. However, she does belief that Naltronia is a part of herself, and is rather patriotic. She has no quarrel with harming another mind as long as it’s advantageous to her. She’s not necessarily sociopathic as she recognizes others have feelings, but she has no trouble violating someone’s supposed rights assuming she can get away with it. She is at her heart, extremely creative and believes in herself. When angry, it’s extremely difficult for her to calm down and it’s possible psychic phenomena can occur at random. In the end, Mae often reacts to the situation. Her youth and inexperience in life often leads her to adopting new traits from the people she is around.

Early Background

I grew up in a section of the Naltronian capitol named Silindril. My father is the leader of House Silindril and thus ruler of that section, and my mother is a powerful Telepath of the Templar. I grew up in a rather sheltered, but extremely well educated life. I manifested early and was trained by my mother for a long period of time instead of going into the Templar order. Once I was an adult, I left my home and traveled Naltronia to work with the creative arts around the country.

Childhood

It was a late morning when I woke up. I was always able to sleep in when I wanted to. As I went downstairs into our main living room I noticed that my mother wasn’t there like she always was, waiting for me to begin my education lessons. A bit curious, I began to search the house for her. She wasn’t in bed, the maids didn’t know where she was, and I soon found out there some of her outside wear was missing.

I wasn’t supposed to go outside without her, but I did it anyway. It didn’t take too long for me to find her in the town square. She was holding up a criminal in the air with her mind at that time.

“You have been found guilty of stealing from Silindril and her people. You will be sentenced appropriately.”

I looked around and a couple people were watching the criminal hanging up in the air, a look of absolute horror on his face. He only screamed for less than a second before his head slouched down. He was simply no longer alive as a droplet of blood oozed from his nose. At the time, I’d thought he had fallen asleep. I don’t remember when I knew that I had witnessed my first death that day, but the only reason I consider it memorable is because I was mistaken about it. The fact that I had witnessed death wasn’t an issue.

I made it home before my mother came back. I have no idea whether she knows I was there.

Awakening

It was the middle of the night. I awoke to the sound of a massive lightning crash that had to be very, very close. I’m simply trying to fall back asleep as both my father and mother rush into my own room. “What was that?”, asked my father. I looked over at them and noticed my father’s puzzled look. What took me by surprise was the smile on my mother’s face. I sat up and noticed I was covered in a slimy, sticky substance. My father spoke up again looking over my bed, “What is that?” “Ectoplasm my dear. She’s manifesting. I want to train her myself.” He looked at her with a bit of alarm, nodded, and left the room.

I finally spoke up as I was a bit shocked, “I’m… like you Mom?”

“Yes. Don’t tell anyone yet, Mae. We will arrange for you to be trained here rather than pressured into the Templar. You are far too special for that.”

“Oh, ok. Why did you two run up here?”

“Oh you didn’t hear that lightning crack?”

“Yeah, it woke me up.”

“That was you. You made that sound.”

I was supposed to go to sleep that night. I spent the entire night making things for my dolls instead. By the end of that night I was making things look realistic rather than ectoplasmic. I was a bit dismayed when I awoke that afternoon and they were gone, but nonetheless I was able to do it. You have no idea how fun it was back then to have my dolls talk to each other, literally. I hadn’t played with them in a few years, but with my new powers it was a whole new experience.

Something clicked that day. Making things with my mind was so much easier than with my hands. All the jewelry and clothing I’d been learning to make was much more beautiful after that day. I also now realize that after that day, my Mother and Father had given me almost anything I ever wanted.

Tainted Destinies

I’ve moved around on the outskirts of Naltronia going from what little civilization there is to support the war effort. I prefer building new houses or clothing these people, but sometimes I meet the occasional Templar who needs to bring arms and equipment out. All I need is the raw materials and I can make a whole lot of high quality goods. Actually, one of the most common requests I get are dealing with poisons. You see, I seem to have a natural talent at it. I’ve even created my own poison that I’d like to use during an interrogation sometime.

That’s a bit off-topic though, because this all changed when I started seeing things mentally. I’ve never practiced much of Clairsentience, so I was a bit taken aback by it. What I see are mostly the answers to the choices I’d make. These markers, you could say appear to be directing me towards a different path or destiny then the one I was previously walking. I trust in my own powers, and perhaps I could be of more use to Naltronia by following these visions. I did a little research into some Clairsentience, learning a new way to dissect an area’s psychic impressions as well as picking up a new dojre with the topic. It hasn’t helped me that much in figuring out what the purpose of these visions really are, but I has led me to a new friend.

I met Pomaz outside of Naltronia. He was simply selling goods there, and I felt inclined to work for him. You see, very few people except perhaps Pomaz himself is as good as I am at creating things. I can create volume like Pomaz needs, and with him I will travel about and figure out what these visions mean. It’s during this time I created my own Tower using I’ve earned by this trade, and I’m quite glad I did. It’s much nicer to sleep in your own home then just in a bedroll in the… ugh dirt. I used to have to do that when accompanying Pomaz previously. Speaking of that, you have no idea what a thrill defending the caravan has been lately. It’s like a puzzle you can solve with the absolute joy of knowing you were superior in the end.

Besides, I don’t think Pomaz knows this, but when I interrogate I don’t necessarily have to inflict pain. My mother had taught me a fair few of her own tricks and I can do so in what you would say a kind method. However I do feel it works better that way, my own Silindril Brew is rather great at getting people to talk. Digging into their mind seems to reveal even better information this way. Hmm... wait a second… I think my visions are telling me that whomever is coming… I am to join them. But who is coming? Pomaz, and Munthalk is to come with me as ordered by my father.

Corrupted Souls and The Mist

It began like any other day with Pomaz, we were selling things in an Inn to anyone who’d buy from us. What follows though are events that lead me to believe my visions have purpose. You see, Pomaz knew a fair few people in his past and we have unexpectedly met them here at this Inn. They have the aura I need to follow, and luckily Pomaz’s mirror gave them a reason to travel with us. I’ve learned they have literally had a visit with Hell and come back, of which Pomaz verified to most likely be true. Thus, Demon Hunters are after them, which makes plenty of sense since I’ve found out their souls are fractured. It’s going to be interesting to see where my visions lead me if they require souls that have been damaged as such. Now however, I think I need to keep them alive no matter how worthless many of them seem to be. I’m rather interested in their stories about Hell, Lifestichers, and whatever a Zero Faligan is.

You see, one of them is an Arch Savant. He does nothing but talk to himself and Teleport around like a mad man. I’ve hoped to find some intelligence in him, but honestly I find a whole lot more in his apprentice. His apprentice however, is rather odd in his love for trees. I guess everyone has their flaws, as even the Half-Orc female I’ve met is apparently a Half-Elf who was reincarnated. Disgusting, but hopefully Pomaz can give me some commission for the idea of a Hat of Disguise. The rest of the party seems much more mundane and possibly addicted to the powers they’ve received from soul fractures. Hopefully that doesn’t get us killed as it’s proved difficult to protect them. Honestly I don’t’ know what I’d do without Munthalk with us.

After we found out about the Demon Hunters, most of us went to Pomaz’s Caravan for safety. The Arch Savant ended up teleporting in the middle of the Inn like a madman, and then found us later somehow after we had set into a camp. Rather ridiculous if you ask me, it’s like he’s flaunting his power when he doesn’t seem to have much beyond that. I lose respect for the Council more and more every day. I then slept in my Tower, until I was awoken to a disturbing situation. You see, we were surrounded in mist and somehow Pomaz and the horses were mysteriously asleep. We also didn’t seem to be where we were. We eventually found our way through the mist to the center and found a Druidic Grove.

This Grove wasn’t a normal one however, as it had Druids and Blighters fighting each other as if it were some eternal punishment. Another Blighter was asleep next to a tree holding some orb. A rather unique individual, Corwyn Degali introduced himself to us at this point. Apparently he knew the rest of the party beyond Munthalk and I, and it became rather clear he had angst for them. Especially when he summoned up some form of a Necromatic Golem to fight us and left us. As we approached the golem and orb, the trees literally attacked us. Wounding much of the party rather greatly, I summoned up a construct to fight it. Amusingly enough, it didn’t even sense the construct as it hacked away. This is when the apprentice of the Arch Savant started to complain about me damaging a tree. Now you see, if he has some reasonable way of bypassing this obstacle without hacking the tree down I’d have listened. Since I wasn’t going to waste my construct and he had no solution, I ordered it to hack the tree down successfully. I made a little shrub to replace it, but he claimed it wasn’t actually alive which was true. Oh well I guess.

This next part makes little sense to me and quite honestly makes me question how these idiots could survive in Hell. Remember that Necromatic Golem? Now it begins to slowly put itself together and charge us. What does that Arch Savant do? Run away and claim he’s working on the orb. Except, the entire time we are fighting this thing he doesn’t do anything. I try to stop the Golem with a ectoplasm by both trying to trip him and encapsulate him, but his legs are tied to the ground and this thing is ridiculously fast. As it charged it shot rays of literally death at us and clawed at us violently. Without the psychometabolic talents I have, I’d have certainly died there. The divine female and I were the only ones standing. I used what power I had to Fold Space and bring Munthalk around as well. Little did I know that even considering how far I could move us, that thing could match my speed. While the divine female fought the creature and healed Munthalk, I could do nothing but keep us away from that thing. One more direct contact with that thing and I’m certain we’d have died. During this, what happens? Even more of the party has gone over to play with the orb. Screw that, I needed time to breathe. I put them right in the path of this thing and got a few more killed. It serves them right for ignoring our plight. Unfortunately for some reason it ignored that Arch Savant. With that extra time I managed to skip this creature forward in time and give us a bit of time to breathe. Munthalk brings us to the orb and this Arch Savant fool only now starts trying to wake up. Waking him up doesn’t even get rid of this creature, although we do learn that it’s some kind of Dream Orb and waking him removed us from the dream. When the creature returns I’ve finally rallied everyone to attack the creature at once so we can finish it. I reopened a few wounds in doing so, but it was worth making sure my Inferno Missile was as strong as it could be. We learned a little more about Corwyn Degali and his Immortality Crown from the sleeping Blighter as he left and abandoned his grove.

To be completely honest, that thing scared the hell out of me. I’ve never been presented with that situation. I’m rather surprised at how little the Arch Savant did as well. Pomaz was asleep while Munthalk and the apprentice were knocked out which left only the divine female and Arch Savant. The divine female performed wonderfully, and has earned my respect. This Arch Savant though, I’m sure you are sick of hearing how insane this fool is. Maybe he’ll change my mind later, but right now I don’t put much solace in the fact that all he can do is talk, teleport, and shoot little droplets of acid. It’s almost all I could think about while bathing this dirt off in the Tower. I grabbed something to eat when I came up and intended to talk to this one, but he had teleported off again. He managed to bring back his apprentice with some stone and his apprentice tried to reincarnate the other fallen. One was lucky and came back as a human, the other seemed to refuse. More servitude for Pomaz I guess. I’ll have to work on fixing their belongings as well. Hopefully my visions are leading me astray, as it seems I’m going to have to be the one to protect this lot. Still confused how they made it out of hell if I need to be the one to protect them. I’d have liked it if they proved a little more worthy as I don’t particularly like knowing someone more powerful than us is hunting us down.

Notable Characteristics

Mae is an extremely intelligent metacreativity-focused Psion, or a Shaper. She has a psicrystal that exhibits creative traits and she has many items that make life easier to her. She appears to be an aristocrat in many ways and shows that through jewelry and fancy clothes. She is particularly talented at creating clothing and jewelry. She is also notorious for her effective creation of poisons and traps, as well as the ability to create a vast array of other things. She is a talented Shaper and even has been taught a few weaker Telepathic tricks from her mother. She has also researched heavily into the metamorphosis qualities that an Egoist often brings and has recently discovered many tricks for conserving her power. As someone trained in a rather unique matter (not by a specific training program developed by the Naltronians), she hasn't lost the ability to feel out some problems. These feelings have brought her to Arambashia, and have led her straight into the greatest plot she's ever been in.

Bracelet of Mae’s Tower

A notable magic item of Mae's, this is an emerald-laced bracelet with a single pattern etched into it that looks like a stone tower. This item is a telepathic word activated enveloping pit that stores 50’ x 10’ x 10’ of space. It contains Mae’s structure that has various enchantments and traps. Mae has essentially built a small house down in it. The only thing that appears when Mae thinks the command word is a trap door that requires a key that can only Mae can make.

This contains everything from a bed, bath, kitchen, and even her own vault. It has been enchanted in ways to make sure she is always comfortable when travelling. Once you get to know Mae, you know comfort is one of her priorities. She isn't afraid to get dirty if the situation calls for it though, but perhaps that is because she has a bathtub and butler down below.

Ectoplasmic Constructs

Mae as a Shaper is a master of the metacreativity discipline. As such, her primary tool to deal with a situation is the creation of these ectoplasmic constructs that do her bidding for her. The primary variants she creates are the Whiplash, Brawler, and Cleaner variants. All three basic versions are bipeds, but beyond that the above half of their bodies are completely different. The Whiplash variant has three appendages that serve as powerful whips, and it is notorious for being able to trip opponents and power up its attacks. The Brawler variant has two arms, but in this case both are massive club-like ends. The Cleaner variant is a long lasting version that has the ability to do simple and mundane tasks. It often has the appearance of a astral woman with actual fingers, but is inept at combat and dissipates quickly if ever met with it.

Each variant can be heavily customized to meet the situation, and it's outside Mae's imagination to create a boat-like construct and have it swim for the party. These creations can be made to fly, burrow, swim, and come in literally any shape and quite a few sizes. They can be made to have the appearance of a human of which Mae is remarkably good at, and can serve Mae in a multitude of ways. The only downside is these constructs can only remain in the material plane for so long, before their ectoplasm dissolves back into the Astral Plane.

Character Details

Some character details are below.

Psionic Powers

(Caster Level 11-13, DC 20-27, Spell-Penetration +13-17)
T) Detect Psionics, Create Sound, Ectoplasmic Creation, Far Hand, Conceal Thoughts, Empathy, Missive, Telepathic Lash, Psionic Repair,
   Energy Splash, Telekinetic Punch
1) Astral Construct, Ectoplasmic Sheen, Fortify, Defensive Precognition, Vigor, Call To Mind, Mindlink, Catfall, Minor Metamorphosis,
   Empty Mind, Empathic Connection, Inertial Armor, Slumber, Foxhole
2) Share Pain, Control Sound, Read Thoughts, Compelling Voice, Sensitivity to Psychic Impressions, Empathic Condition Relief, Natural Linguist
3) Dispel Psionics, Ectoplasmic Cocoon, Time Hop, Mental Barrier, Telekinetic Maneuver, Metamorphosis
4) Intellect Fortress, Fold Space, Slip The Bonds, Death Urge, Modify Matter, Correspond, Energy Adaptation
5) Pierce the Veils, Planar Travel, Ectoplasmic Creation Major, Incarnate, Energy Current, Power Resistance
6) Power Trigger, Retrieve, Disintegration

Special Abilties

Ectoplasmic Protection (Immediately create a quasi-membrane for greater concealment)
Personal Construct (Quicken a construct variant for summoning -  Aeronaught)
Overchannel (Temporarily increase manifestor level in return for damage)
Burrowing Power (Allows the power to pass through physical barriers)
Piercing Power (Greatly increases penetrative power against resistance)
Persistent Power (Forces an opponent to succeed at two saves instead of one)

Prime Form

Human, Female, Mae, Metamorphosis (8 PP)
Self-Repairing, Armored Skin, Agile
Fast Healing 2, DR 5/magic, +3 Natural Armor, +4 Dexterity

Equipment

Silindril Mithril Crystalstaff (+1, Ghost Touch, Warning, Called)
Rod of Acid (Shoots 1d6 Acid Touch Attacks, 30 ft.)
Silindril Mithril Light Shield (+1, Ghost Ward, Death Ward, Called)
Silindril Mithril Breastplate (+1, Ghost Ward, Anchoring, Called)
Tiara of Intellect (+4 Int)
Third Eye of Clarity (1/day negate Daze, Stun, Fascinate, or Confuse)
Torc of Power Preservation (-1 PP Cost)
Ring of Anticipation (+2 Perception, roll Init twice)
Ring of Greater Counterspells (Dispel Magic loaded, 1/day any counterspell)
Slippers of the Light Step (+10 Spd, Pass Without Trace, ignore difficult terrain, 1/day Water Walk)
Bracelet of Mae's Tower (Portable Hole)
 Carpet of Invisibility (Invisibility)
 Multiple Physical Traps (Mae's Creations)
 Multiple Poison Traps (Mae's Creations)
 Space Folding Rug (Fold Space, One-Way Out)
 Remote Viewing Port (Remote Viewing, Above)
 Magic Bedroll (Enhanced Resting)
 Elemental Thermostat (Atmosphere Controls)
 Magic Icebox (Refrigerator / Freezer) 
 Everfull Bathtub (Creates and Disposes of Soap and Water)
 Krueler Rebreather (Filters out toxins and diseases in the air)
 Amulet (Mysterious)
Mae's Handypurse (Havard's Handysack)
 Dorje of Clairvoyant Sense (Psionic Wand)
 Dorje of Cleanse Body (Psionic Wand)
 Lantern of Perpetual Attendance (Unseen Servant At-Will)

Astral Constructs

Whiplash
 Traits) Rend, Extra Attack, Pounce, Muscle, Power Attack, Trip
 HP 101 (13 HD); AC 27 / 10 / 27;  F/R/W +4 / +5 / +4; DR 10/magic; construct traits
 Str 39, Dex 13, Con - , Int - , Wis 11, Cha 10
 Large; Spd 40 ft; Space 10 ft.; Reach 10 ft.; BAB + 13; CMB +29; CMD 40 
 Slashes: +26/+26/+26, 1d8+14, pounce; Rake: +26, 2d8+21, triggered on 2 successful slashes;;
 PA Slashes: +23/+23/+23, 1d8+20, pounce; PA Rake: +23, 2d8+30, triggered on 2 successful slashes;
 Improved Trip: +31 CMB, knocks prone, no aoo, free on any slam contact;
Aeronaught
 Traits) Rend, Extra Attack, Pounce, Muscle, Power Attack, Fly
 HP 101 (13 HD); AC 27 / 10 / 27;  F/R/W +4 / +5 / +4; DR 10/magic; construct traits
 Str 39, Dex 13, Con - , Int - , Wis 11, Cha 10
 Large; Spd 40 ft; Fly 40 ft; Space 10 ft.; Reach 10 ft.; BAB + 13; CMB +29; CMD 40 
 Slashes: +26/+26/+26, 1d8+14; Rake: +26, 2d8+21;
 PA Slashes: +23/+23/+23, 1d8+20; PA Rake: +23, 2d8+30;
Ectogrip
 Traits) Constrict, Concussion, Muscle, Improved Slam, Fly
 HP 101 (13 HD); AC 27 / 10 / 27;  F/R/W +4 / +5 / +4; DR 10/magic; construct traits
 Str 39, Dex 13, Con - , Int - , Wis 11, Cha 10
 Large; Spd 40 ft; Fly 40 ft; Space 10 ft.; Reach 10 ft.; BAB + 13; CMB +29; CMD 40 
 Slams: +26/+26, 2d6+14;
 Improved Grab: +31 CMB, grapple; Pin or Deal Damage (twice);
 Constrict: 2d6+14 grapple damage on checks;
 Concussion: 3d6 force damage, one target 170 ft., free action once per round;
Beamspitter
 Traits) Energy Bolt, Concussion, Power Resistance
 HP 101 (13 HD); AC 27 / 10 / 27;  F/R/W +4 / +5 / +4; DR 10/magic; construct traits, 23 Power Resistance
 Str 35, Dex 13, Con - , Int - , Wis 11, Cha 10
 Large; Spd 40 ft; Fly 40 ft; Space 10 ft.; Reach 10 ft.; BAB + 13; CMB +29; CMD 40 
 Slams: +24/+24, 1d8+12;
 Energy Bolt: 8d6+8 dmg, area 120 ft. line, DC 25 reflex for half;
 Concussion: 3d6 force damage, one target 170 ft., free action once per round;