Maeve

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GirlElf
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Joined: Sat Sep 16, 2023 12:35 am

Maeve

Post by GirlElf »
Maeve

Maeve's stats are for herself and then when she is in Avatar/Morpheus state.

Fighting - Excellent (20) / ?
Strength - Good (10) / ?
Agility - Incredible (40) / ?
Endurance - Remarkable (30) / UN (100)


Reasoning - Remarkable (30) ?
Intuition - Monstrous (75) ?
Psyche - Monstrous (75)/GD(10) / SH X/CL1000 - depending on action desired.

Health: 100 / 250
Mental Health: 180 / 260
Popularity: -10/+10 GOOD. Among Fae: Incredible 40.
Karma: 180

Powers:

As a Fae Noble Svartalf, Maeve can do the following instinctively.
- Speak any naturally spoken language after minimal exposure to people speaking it. 1d10 rounds of exposure will synch her into the language and she will speak it as finely as a native speaker. This ability does not imply that she may speak languages that are 'more' than just normally spoken languages. A roll may be given for complex languages or those well out of the vocalizing skills of humans to mimic. GM discretion is advised when dealing with languages of Gods, Demonic Entities etc.

- She may speak to most animals and plants. Due to the nature of the beast or plant itself, her responses she receives back may be lacking or helpful. They may not regard her as a friend, but usually animals will not regard her outright in fear as they do humankind. If she is particularly acting evil or violent, this does not apply and animals will mostly avoid her as they would most humans.

- Transformation Self - She may alter her form from the tall humanoid to a pixie form with wings. The Pixie gets +2CS to Agility and Fighting to avoid threats/dodge. -1CS to Strength in this form.

- Glamour - She may change her physical form details such as eyes, hair color, skin color and even her clothing to something that will fit in with her surrounding people more. This can also change how her 'race' is seen in appearance. Glamour is a MONSTROUS innate ability for her to roll against others who might have magic or psionics to see through Illusions.


Maeve is an accomplished Druidess. She is able to do the following with Magical Feats.

Weather Manipulation - Incredible - Maeve may control affects of weather to a region of up to 5 square areas around her, to include tasks of chilling air and precipitation to make snow, making it rain, a light storm, possibly some fog in an area. No other act may be done as she focuses on this.

Plant Manipulation - Maeve rolls off Psyche for this and can control plant life to move and accomplish things plants just normally can't do. These plants may also, if the rolls are high enough, mutate temporarily with things like elongated limbs, spikes and thorns, mouths.. it can get pretty interesting. Maeve may manipulate the plant but the act of doing so will be -1CS due to the magic it takes to animate it. It goes off her Agility unless the GM states otherwise. The GM will assign Strength and Endurance of the plants altered and keep track.

Illusion Magic - Maeve has the ability to roll Psyche to accomplish the following things and they take 1 round to cast. The resistance roll to see through after is MONSTROUS unless there is magic involved and then the roll is AMAZING:
- Turn invisible - a person who has astral sight or a strong enough mind to perceive rolls psyche against her to be seen.
- Machine Blindness - She can turn invisible to avoid detection from cameras, videos and such with success over the machine's rating to track.

Enhancement/Reduction - Maeve has the ability to roll off Amazing and grant +1 shift on green or yellow and +2 on Red success, left or right depending if it is a boost or reduction. This can only be applied to one character at a time and uses up her whole turn.

Animal Transmutation: Maeve has the ability to cast 'curses' on people that can change them into animals. The roll is her Psyche +1cs versus the Psyche and any bonuses the other character has such as willpower skills. If the character is shifted to an animal, the character will retain most intelligence in the immediate though as time goes on, things may begin to fade from him or her. The transmutation will last 2d12 hours. This can be undone by a sorcerer who knows the counter-spell.

Extreme Curse Animal Transmutation - Maeve must cast this as a ritual which takes 24 hours of preparation. This cursed ritual will leave a person imprisoned as an animal indefinitely until Maeve's roll is beaten for it to be removed by a successful mage.

Touch Empath - When in places of strong historical or emotional spots, Maeve may pick up on deep resonances that still linger there. When touching objects of importance she may pick up on emotions, visions and such from lingering spirits or energy. She may roll Psyche to gain impressions and a GM may also give her some impressions without rolls if the area is that strong with residual memories.

Enchantments: Maeve does know how to work magic to enchanting some objects in order to harm magical creatures and such. She goes by the standard rule of enchantment as other mages do. Due to materials being lost to her, she may have to look up rituals and such for specific grand tasks.

Fire/Ice/Wind/Lightning Projection: Maeve may use these by direction of her hand, arm gestures to send fire, ice or a wind gush out at an opponent. The roll is Agility to hit her target. This roll for damage can be declared from PR (4 dmg) on up to AMAZING.

Sleep Spell - Maeve can cast this spell and it goes her (good) Psyche versus the opponent's. The opponent is knocked out for 1d8 rounds if hit in combat and out of combat is 1d8 hours unless the person is disturbed and physically motivated awake.

Dispel Magic - Maeve can cast this spell to dispel Magic versus a spell that has been cast against an object or a person. The spell must have already been cast prior and have an affect on the person or object already for this spell to work and she must get a roll color/number success that is higher than the spell cast. This spell can be cast with others in tandem to boost the effectiveness of it so that if say someone prior had a Red success and a 98 crit, she and someone else could team up and red crit together and defeat their roll to break the spell. Also strength of the person's Psyche does matter with the casting power.

Scrying - Maeve has the ability to find a clear smooth surface such as water, a mirror, a glass window..and use it with focus and meditation to look into places or find people and such. This is a deep magical procedure and requires silence and focus. The ritual takes 1 hour ahead of time to perform. After preparations have been made she may roll Remarkable to locate people or places. If she has objects of said people or key items of places, she may have this ability boosted on GM discretion.

Rabid Squirrels: Coming straight from the Dreaming (Or your nightmares): Rabid squirrels that bite and rip and tear and chitter and foam at the mouth attack a target of her choosing, much to the dismay of others. It's not the most pleasant sight but it is her favorite signature spell and thus she gets an Unearthly to cast it and Unearthly for damages, of which State Farm wants no part of when filing claims. This may attack multiple targets if she so chooses but it can also go out of control if she chooses that, so the roll is 1d10 then and if she botches, the ST chooses some interesting targets at random.

Weaknesses:
Cold Iron - This plays havok with the Fae like nothing else will. In a room with cold iron, a Fae will feel uncomfortable. If a person is wielding cold iron, the fae nearby will be able to feel it unless it is properly sheathed or boxed.
Cold Iron in Close Range of the Fae - Magic is reduced by -1cs.
Cold Iron on the Fae - Magic is totally nullified except on a Red Success roll. Treat a Red Success as a Green or Yellow regularly. The Fae also suffers as though being drained of life. Mental Health goes down -10 per round of exposure until the Fae is knocked out. The Fae will be at 1 Mental Health to allow minimal speech capability and exhaustion bleeds over to physical health reducing as well to half of normal, but physical stats are reduced to that of Feeble in much the same way Mental Health is drained. Fae cannot mentally communicate either when in the vicinity of Cold Iron, as in surrounded by it or it is on them.

Mab - This character USED to have Mommy issues but now she has something else... MORPHEUS issues. Mab has moved on after things were settled, for the most part. There are some 'residuals' to her broken mother, but her spirit was released back into the the life cycle for the most part... except for a tether for some reason, which Oberon likely is responsible for. Even Morpheus is unsure what exactly is going on but he has a bad feeling about it.


Sanity Issues - Due to mommy Mab and the betrayal led to her by Oberon, her brother and the other noble kings and queens, Maeve has some mental issues. Sanity rolls for Maeve do not go off of Psyche. Her Psyche has improved after it has been tested and though it was POOR, it has been raised to GOOD. This is now used for rolls where her Psyche/will is tested, unless Morpheus enters the fray.

Boon:

Silver - Fae tend to love silver things and it makes them feel warm, like chocolate.

CONDITION OF CHANGE:

Avatar of Morpheus:
She does not have control of this always but she can sometimes summon the power of Morpheus to her will to aid her. It is conditional and can alter things about her. Morpheus is under the control of the ST with marginal control given to the player when there is a merger. Stats of the merger are indicated above and can be altered by the ST. ? indicates they remain the same unless the ST alters them. Morpheus/Avatar may use any of her abilities + Morpheus can do various Dreamlike abilities including teleporting, shadows abilities, telepathy, nightmare creations, illusory and these may be very real ideally with Shift X to Class 1000 ability. This can last for 1d10 Rounds or as long as the ST declares. Success to change is determined on a Yellow FEAT roll for Psyche. (Bad Psyche)

Skills:
Arcane Knowledge +1cs to Reasoning
- Specialization - Druidic +1cs to reasoning

Ancient History - 6000 years ago and prior.

Researching/Investigating - old school for the time being. this can be updated as she learns tech. +1cs to reasoning when it will work.

Written Languages: Cuneiform, Asgardian, Alfen, Ancient Egyptian, Sanskrit

Dance +1cs to agility.
Figure Skating +1CS to Agility

Occult Lore
The character has made extensive studies into the area of occult happenings, including: unexplained events and mysteries of the world, hauntings, and other manifestations of the spirit world. He has a +2CS when researching or dealing with occult events.

Maeve was born into the Svartalfheim royal family over six thousand years ago, to her mother Queen Mab who already had one child, a son named Oberon. Maeve grew up as a princess of her people often playing with her Alf cousins, Prince Nuada and Princess Nuala. Things were well and she was happy, and then came the war with the humans and she espoused the view of Nuada in regards the humans. Then her mother changed slightly and suddenly there was war against all who were not Alf, not just the humans. Things progressed like this for some time, and her brother Oberon would disappear for days during this troublesome period. And then one day, mother disappeared and the sleep began. At first she was living in a dream world, and then at a certain point she became aware that everything was a dream and of the passage of time; and all she knew about it was that it was the doing of Oberon, this cursed sleep she was in...and what would break it she did not know, or if it ever would be broken.

Unbeknownst to Maeve, Oberon then took the throne and saw to it that she was forgotten by all to include getting rid of those who would not forget her. What exactly happened to her Mother is unknown to her.

Recently she was awoken from her enchanted sleep by Loki with a kiss.