Name: Talise "Tali" Nerida
Age: 28
Bloodline: Tyro/Lassa 50/50 split
Group: Independent but often helps out the Magoi
Physique: Slim with some good curves. She is fit and well used to traveling and physical activity.
Stamina: 34 Soul: 61
Abilities: Fully amphibious (both fresh and salt water), lava swimmer (immune to burning and heat, can still take damage from fire attacks and magic), deep diving (immune to pressure changes and the cold, can still take damage from icy attacks and magic), strong exothermic aura (nondamaging, simply very warm within about 2 meters, enough to melt natural snow and ice as well as warm an area up considerably), cartilage skeleton (highly enhanced flexibility and speed of skeletal healing at the cost of being more prone to skeletal injury), deep eyes (can see in low and no light conditions, though her ability to discern color in no light conditions is hampered)
Spells:
Note: All of her spells that target creatures can be resisted by high wills or resistance to illusions and glamours.
Gear Protection (Divine): Provides 24 hours of protection for gear equal to her innate resistances.
Melodic Discord (Chaos): Tali begins playing a song laced with subliminal notes. Hostile targets within earshot begin to hallucinate, seeing each other as Tali, sowing chaos. Meanwhile, Tali herself disappears from their sense for the duration.
Soothe the Soul (Divine): While of little use in combat, it can ease negotiations, rest, and emotions. This song will cause all creatures within earshot to experience a sense of calm and safety, providing them with far less reason for aggression or negative emotions. It provides a side benefit of reducing stress and increasing the effectiveness of healing, thus allowing use as a supplementary technique to enhance healing methods.
Warm the Heart (Chaos): This song captivates audiences, causing their ability to perceive anything but Tali to fade heavily. Creatures of her choice within earshot will lose the ability to focus upon anything but her and her music. This makes it easy for others to escape, pick pockets, remove targets, or any other action deemed necessary. Tali cannot perform any odd actions during the performance or the audience can begin to resist the effects even if they have been ensnared already.
Entropic Dirge (Chaos): This dirge causes targets within earshot to become sluggish and weak as chaotic energies chew at them. It causes no real or lasting damage, but it will lessen their strength, speed, and weaken their magical strength.
Laissez Vibrer (Chaos, Fire): Tali's song casts an invisible illusion that will...attend to her target's needs. This causes the target to become incapacitated for up to 6 hours as they enjoy themselves. If in combat, this spells fails immediately upon hostility towards the target. The illusion causes actual tactile sensation and warmth.
Feast and Song (Divine, Earth, Fire, Water): Tali conjures a single person table brimming with food and drink. It is a royal feast for the participant. She uses it to eat her fill for a day and not need any more food or drink that day.
Spiritsong (Divine): Summons a being of pure force through music. This being takes the general profile of a legendary hero and fits a specific type of weapon. No matter what type of weapon they are equipped with, the hero can attack a foe as a proxy of Tali. Once their attacks are done, the heroic being will dissipate. If multiple attacks are made, Tali can switch the hero between strikes to offer variety. The heroes will attack in tempo with her song. [Cost: 0-10 Soul, first attack free, 2-3 are 2 Soul per, 4-5 are 3 per, max 5 attacks]
Pet: A humanoid servitor that obeys her commands without complaint or hesitation. Requires no sustenance or rest. It cannot fight effectively and can at best do some minor pummeling. It carries a floating crystal to light areas for its mistress.
Experience: Her birthplace and subsequent childhood led her to learn some basic capabilities in defending herself. In addition to weapon training, she developed her musical capability with just about any instrument she could lay hands upon. Once she hit 18, she traveled to Tide. There, she began to pick up on some magical theory by talking to some of the mages, thus giving her a foundation to work upwards from. As she toiled away trying to develop spells, a Magoi agent came into the city. He was looking for help in getting to the area near her birthplace. Apparently, some artifact was lost there. Seeing an opportunity, she offered her skills and knowledge of the area. The Magoi agent offered her coin, but she refused and instead asked for formal magic training. As odd as her request was, the agent had no other options, so he accepted her proposal. They ventured to her birthplace, where she rather easily led him to the landmarks he needed. The artifact turned out to be irreparably damaged, but its historical value still stood. The Magoi, needing time anyway to study the artifact and area, took to training her in the magical arts until he left. This left her with complete formal training equivalent to a journeyman, so she could develop independently from there. Spending the next 7 years practicing and acting as a scholarly mercenary, she developed her musical spells. Now, in the past year, she has gained knowledge of the area around her birthplace and of the surrounding cities and towns.
Motivation: She is driven heavily to become a stronger mage as well as unlock more secrets. Despite helping the Magoi consistently and making her home in her birthplace, thus being within close proximity to the guild, she keeps independent so she can track certain artifacts or items of interest without losing them to guild politics. Outside of a thirst for more knowledge and power, she wishes to learn how to create more servitors like the one she found as her pet.
Birthplace: Tearia, where a lava flow meets the ocean to the NE of Tide.
Extra Info: Her blood contains a variant of chlorocruorin that is as efficient as hemoglobin. This causes her blood to be light green when deoxygenated and darker green when oxygenated. Her eyes are a salient ice blue and glow very dimly. She is a very good cook and can play most instruments. Her metabolism is very high and basically leaves her perpetually in her standard fit form. She has to eat nearly three times the amount as normal. Her "natural" scent is actually very much like standing by the sea with a fragrant wood burning nearby.
Money: 1 diamond, 1 silver
Hot Spring Recovery - Time in the hot springs of the temple of the fallen goddess has charged the core of this character. Boosting their soul & stamina +10, and boosting their max wounds +2 for 24 hours.
Musical Conjured Invisibility - When conjuring entities with her music they can become invisible for 30 seconds on initial summon.
Abilities:
Fully amphibious (both fresh and saltwater, gills reside on the neck and can be closed when out of water.)
Lava swimmer (Can resist heat up to 3,000F for 30 minutes, after which cost 1 Stamina per minute to continually use.)
Deep Diving (Can resist pressure up to 200,000Ibs, the body begins to grow softer and more malleable after 20,000Ibs.)
Cold Resistance (Resists Cold up to -50 Degrees for 30 minutes, after which cost 1 Stamina per minute to continually use.)
Strong Exothermic Aura (Simply very warm within about 2 meters, enough to melt natural snow and ice as well as warm an area up considerably. Increases nearby allies Cold Resist +15)
Cartilage skeleton (highly enhanced flexibility and speed of skeletal healing at the cost of being more prone to skeletal injury.)
Deep eyes (can see in low and no light conditions, though her ability to discern color in no light conditions is hampered)
Stats Unlocked!
Fire: 45
Water: 45
Wind: 25
Earth: 33
Light: 10
Dark: 10
Divine: 55
Chaos: 55
Insect: 0
Electric: 45
Striking: 23
Spirit: 33
Telepathy: 0
Plant: 0
Ice: 35
Blunt: 0
Poison: 0
Steel: 0
Stamina: 34 Soul: 61 Max Wounds: 5
Spells:
Gear Protection (Divine/ Abjuration ): Provides 24 hours of protection for gear equal to her innate resistances. (-10 Soul per activation, Reduces ER of physical Fire, Ice, Water, Electric attacks by 30.)
Melodic Discord (Chaos/ Evocation): Tali begins playing a song laced with subliminal notes. Hostile targets within earshot begin to hallucinate, seeing each other as Tali, sowing chaos. Meanwhile, Tali herself disappears from their sense for the duration. (-8 Soul per activation, -5 Soul per minute pass. Up to 20 Feet radius.)
Soothe the Soul (Divine/ Evocation): While of little use in combat, it can ease negotiations, rest, and emotions. This song will cause all creatures within earshot to experience a sense of calm and safety, providing them with far less reason for aggression or negative emotions. It provides a side benefit of reducing stress and increasing the effectiveness of healing, thus allowing use as a supplementary technique to enhance healing methods. (-5 Soul per activation, -3 Soul per minute. Increases Healing Spells and Abilities ER by +15. Up to 20 Feet radius.)
Warm the Heart (Chaos/ Evocation): This song captivates audiences, causing their ability to perceive anything but Tali to fade heavily. Creatures of her choice within earshot will lose the ability to focus upon anything but her and her music. This makes it easy for others to escape, pick pockets, remove targets, or any other action deemed necessary. Tali cannot perform any odd actions during the performance or the audience can begin to resist the effects even if they have been ensnared already. (-8 Soul per activation, -5 Soul per minute pass, Up to 20 Feet radius.)
Entropic Dirge (Chaos/ Evocation): This dirge causes targets within earshot to become sluggish and weak as chaotic energies chew at them. It causes no real or lasting damage, but it will lessen their strength, speed, and weaken their magical strength. (-8 Soul per activation, -5 Soul per minute pass, Up to 20 Feet radius. Reduces affected Stamina/Soul by -8 per minute.)
Laissez Vibrer (Chaos, Fire/ Illusion): Tali's song casts an invisible illusion that will...attend to her target's needs. This causes the target to become incapacitated for up to 6 hours as they enjoy themselves. If in combat, this spells fails immediately upon hostility towards the target. The illusion causes actual tactile sensation and warmth. (-20 Soul per activation. -1 Soul per minute.)
Feast and Song (Divine, Earth, Fire, Water/ Conjuration): Tali conjures a single-person table brimming with food and drink. It is a royal feast for the participant. She uses it to eat her fill for a day and not need any more food or drink that day. (-30 Soul per activation. Finishing meal removes up to 4 wounds and replenishes 30 Stamina. Soul recovers +5 per minute.)
Spirit song (Divine/ Evocation): Summons a being of pure force through music. This being takes the general profile of a legendary hero and fits a specific type of weapon. No matter what type of weapon they are equipped with, the hero can attack a foe as a proxy of Tali. Once their attacks are done, the heroic being will dissipate. If multiple attacks are made, Tali can switch the hero between strikes to offer variety. The heroes will attack in tempo with her song. (Cost: 0-10 Soul, first attack free, 2-3 are 2 Soul per, 4-5 are 3 per, max 5 attacks)
Talise Affinity
Element: Fire / Water
Schools: Evocation 8, Conjuration 3, Enchantment 5, Abjuration 2, Transmutation 2, Illusion 2, Divination 1
Weakness- Earth 1/ Buried, Telepathy 2/ Agro, Light 2/ Dehydration, Plant 2/ Absorption
Resistance- Fire 7, Water 7, Ice 5, Electricity 5, Wind 1, Insect 2