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BackGround
Gender:
Female
Type of Character: Atlantean, Ley / Earth Witch
Character Description: 5’10”,
long dark hair, and the same amber colored eyes as her brother Bristal.Is
more interested in comfort and practicality then fashion when it comes to
clothing and hairstyles.
Mental
Description:
Tough on the outside, not easy to
get to know as she tends to keep everyone but her immediate family at a
distance, of whom she is very protective. Something of a smartass. Uses
humor to keep people from getting too close so they can't hurt her.
Character
History:
Sierra Trinity was born in Atlantis. Her father was an Atlantean leader who rose to power by driving back the gods that later became the Greek Pantheon. Her mother was a power onto herself, born into the family that had long been the Keepers of knowledge and history in their world. Their mother doted upon her and her brother and their father. Sierra and Bristal were taught to not only be teachers and historians by their mother, but warriors and protectors by their father.
When Sierra and Bristal were young adults the gods from both the Greek and Egyptian worlds descended upon Atlantis with the single intent of destroying it. The civilization was far too advanced, far too powerful for them to be left alone. Sierra and Bristal’s mother cast a spell changing them to small children in appearance. During the earlier battles their father had befriended one god by the name Osiris who disagreed with the destruction of Atlantis. When their Father knew Atlantis would fall he called upon Osiris to assist. Osiris agreed to take the “children” to safety placing them with a man named Amid, one of the priests in his Temple.
During 4th Dynasty Egypt, Amid’s wife and child had died during childbirth. Amid had long been a priest in the Temple of Osiris and prayed to the god beseeching him to return his wife and unborn offspring, that he deserved better having served Osiris unfailingly all his life. Osiris who found the prayers and faithfulness worthy appeared to Amid with the two small children, telling Amid that had his wife carried to term she would have given birth to these two children. If Amid so desired he would be allowed to raise them and to be their father. Osiris also explained that these children were taken from the afterworld and would never see death. When they reached early adulthood they would no longer physically age. Amid must send them to travel so others would not notice. Amid welcomed the children and raised them in the temple with love and caring. The children accepted Amid’s care never telling him that they were anything but his children.
The Trinity “children” being placed among the humans soon learned that their Atlantean gifts now required them to draw on the ley lines that filled the earth. One of the first things the siblings did when their adopted Father passed from this earth was find the library that their mother had been the Keeper of. Vowing to never allow the gods to destroy another civilization or to act on their jealousy Sierra and Bristal traveled through the world seeking and retrieving magical items, books, or anything else that may lead a civilization to come under the eyes of too many. Placing each item safely within the Library’s vault to be protected from all.
When Bristal vanished without a trace Sierra took up the slack for both of them continuing to do the job they had done together for centuries, while not giving up the search for her brother. Sierra, refusing to fail finally found Bristal on an island in the Bermuda Triangle. He had been battling memory problems that compromised his magic and feared he would not live much longer. While on the island he had been healed by Ravenwolfe, lifemate to Giles who was the island’s guardian.
Now most of their work is trailing demons hunters who find out about treasures from newly deceased souls in hell. Since Bristal’s engagement Sierra takes the risky assignments since she is alone with the exception of her brother.
Items: carries at least one type of physical weapon at all times.
Spells and abilities
Witch Spells
Unlike other creatures and magic users, his kind must draw on ley lines
that circle the earth, the closer to the ley line the more power is
available for them to do the spell, they keep a book of shadows, with all
the spells they have learned over time, with in each book of shadows are
greater secrets..
Protection :
Ley Circles:
Level 1: Using a line of sea salt, making the line so there are no breaks in it, then placing candles with in calling., using the spell will cause a circle that keeps what ever was called inside, Ley witches can call demons and other creatures from other realms . Using this keeps them trapped inside the circle, Unless someone breaks the line it will hold as long as needed. (roll of 15)
Level 2: Using a line of sea salt, making the line so there are no breaks in it, then placing candles with in calling., using the spell will cause a circle that keeps Can be used for protection nothing will be able to enter the circle until the someone with in the circle crosses the line at that point the shield will fail and anything may enter. (roll of 15)
Level 3: Using a handful of sea salt, turning quickly making a loose line Calling on the Ley line will pull a shield up protecting what ever is inside the salt circle. The shield will be broken if someone from with in the circle breaks it or someone from the other side can roll three times the roll of the caster. at point the shield will fail and anything may enter. (roll of 22)
Level 4: Using simply the ley line and spinning around in a quick circle pulling the ley line will make a circle of protection up to 6 feet around the caster, keeping everything with in the circle protected. to break the circle someone from within must cross it, or you must out roll caster by 3 times (roll of 33)
Level 5 Using simply the ley line arching the arms pulling the ley line will make a circle of protection up to 6 feet around the caster, keeping everything with in the circle protected. nothing inside or outside the circle can break it unless the caster drops it ,to break or you must out roll caster by 3 times (roll of 44)
Level 6: Using simply the ley line arching the arms pulling the ley line will make a circle up to 6 feet around the person or object cast on., keeping everything with in the circle protected. nothing inside or outside the circle can break it unless the caster drops it ,to break or you must out roll caster by 3 times (roll of 44) If caught inside against your will you simply need to out roll the caster to escape.
Scrying: Using this they must have a stone or gem. An item of the person or thing they looking for. (auto, if they want to be found or if it is a non magical creature. Magical creatures who have the ability to cloak them selves must out roll the caster to stop him from locating you.
Teleportation: Using this the caster simply opens a portal in reality and moves to their choice of place. If some where of the Isle they must roll at least a 18. If on the other side of the Isle it is automatic unless the other side is hidden then must out roll the target. no roll needed if known place on either side of Isle.
Warding: Using this the caster the caster can ward a place, when doing so they must use a spell and then cast at least a 200 to set the warding in place. Then each place that is warded must be noted and to over come that ward you must out roll the spot to move on or else the wall would not let you through. This also must be RP'd not just rolled on either side. To cast or to overcome.
Ward: Calling to the ley line, can create a ward over an object that serves as a protection and a deterrent, the more complex the pattern the more time needed to remove it or to block it. Example used on a door and you just walked through it you would be hit with every the spells power. If on an object made for a specific protection you would have to over come the items power.
Objects ,
Complex Objects, Using this the caster can create higher levels of items such as working engines cars etc.
Shaping, Using this the caster with visualization can reshape something to look like something eles (this can not be used on living things)
Transmutations Using this the caster can cause animals and even creatures to mutate. (if used on another player will have to out roll by 20 each number over that last 1 hour longer)
Earth Magic
An earth witch can pull from things of the earth, he/she can make potions, ect they can also call to the earth to aid them in times.
Fey Sight
A witch with this power is in tune with faeries and things
faerie. The Witch can see faerie regions (areas which are part of this
world and Arcadia). They can also see through glamour and see
invisible. The Witch can make out the faint outlines of spirits that are
not on the physical plane, though this requires intense concentration.
(roll of 10 to activate, target must out roll you by 10 not to see their
true form.
Goblins
The Earth Witch has an innate understanding of earth and stone.
The Earth witch can instantly identify metals, rock formations and stones.
Through long and strenuous effort, the Witch can also alter earth and
stone. The Witch can use this power for many purposes, such as shaping
tunnels, building supports for underground havens, and smoothing out
surfaces into flat floors and walls.System: The knowledge and direction
sense associated with this power do not require a roll, but shaping rock
means the Witch must summon faerie goblins to aid him. The goblins will be
inclined to help him, but not obligated. One goblin will appear per
success on a per 20 dice count on his/her roll and will last stay to
help based on a separate roll of 20 per hour.
Pixies / Brownies
The Earth Witch is in touch with other creatures that live and flourish
in the garden and in the earth, because of this he has a close bound with
pixies and brownies. He/She will usually have a garden that besides being
a place where he/she can get the herbs and other items for the mixing, It
is a place that a family of Pixies can call home. It is a fair trade
they will guard the home front because it is their home as well. Everyone
knows nothing is worse then fighting a pack of pixies or Brownies. (To
battle these it will have to start in the description the exact rolls
protecting the garden and the powers achieved by the pixies. If one fails
to defeat the pixies, they will suffer great damage so do not take on a
family of pixies unless you are sure of your success.)
Earth Sword
The Witch causes huge, strong spikes to shoot out of walls,
ceilings and floors. These will be made of whatever material they shoot
out of and can be especially dangerous to vampires in wooden houses. It
takes a roll of 20 to activate, and then a separate roll to attack those
inside the spikes, each must out roll the dice of the caster to avoid
being struck. Damage occurs per chart.
Basilisk's Touch
The Earth Witch can turn victims to solid stone simply by touching
them. The effects are semi-permanent, to avoid you must out roll caster to
stop transformation, if you are out rolled , the following chart will take
place. out rolled by 10 or less lasts less then 10 min, out rolled by 10
to 15 lasts 60 min, out rolled by 15 to 20 lasts 1day, out rolled by 20 to
25 lasts a week, out rolled by more then 25 to 30 lasts 2 weeks, past 30
lasts one month. Caster can recant or if you can find another earth
witch that can out roll his roll, they could over come it as well.
Wards, Items to scare and ban evil : Can bless a home or place to
keep evil from it. Can create items that ward away evil (this is done by
rituals, a sheet must be turned in showing the rolls no roll under 18
counts, if less then 100 total points is very weak a roll over 10
could break it. 500 total would require a roll over 15 to break it. total
of 1000 a roll of over 20 to break it , roll over 1500 with at least three
rolls that have no less then 1 point per dice off. example rolling 5 6
sides, would need at least a roll of 25. would require a roll of 24 to
break it, Roll of 2000 with at least 3 perfect rolls. would require a
perfect roll to break and if not the other party would feel damage.