Gladrien Vanja of Thorns

Ancient Nemissary Possessed Amalgam

{$caption}
  • Gladrien Vanja is the newest Death Knight seen amongst the forces of Thorns
  • She is rumored to be the one responsible for the Truce between Thorns and Harborhead
  • Rumored to have set the trap for the Anathemas of Creation along with her beloved Anathema Aata of Harborhead
  • Dueled Moray Darktide after he came seeking restitituion for the treachery and nearly killed him, causing much friction between the Deathlord Territories of Thorns and Skullstone
  • Often seen near the boarders between Thorns and Lookshy in aggressive postures
    • Thus far no actual engagements have occured so the cease fire still holds
  • Often seen with, and have been romantically linked by rumor with, "Lady of Darkness in Bloodstained Robes"
  • Essence 7
    • Personal Essence Pool: 136
  • Araconi
    • Fomer Life Destruction Technique (Permanent): Gains new name, +4 dice to resist effects based on her name, +2 to MDV when other use her formal name to try to influence her
    • Moon's Cold Glow (2m, 1 night per success): See in the dark as if its full moon light
    • Ox-Body Technique: +10 -2 Health Levels
    • Hand of the Wind (3m 1wp): may take one action that affects the living world while dematerialized
    • Weighted With the Anchor of Flesh (20m 2wp): May take on physical form in Creation for one hour.
    • Scent of Blood (2m, Scene): Smell spilled living blood (e.g. spilled while owner is alive) Animal 3.5 miles, mortal/exalt/etc 7 miles.
    • Two World Vision (2m, 6 ticks per success): See into analogous position in Creation from Underworld
    • Whispers of the Living (2m, 1 minute per success): Hear into analogous position in Creation from Underworld
    • Soul Anchor (2m 1wp, 10 minute per success): No one with in 25 yards from point of activation can move faster than unassisted dash action (even with supernatural effects)
    • Aura Reading Technique (2m, instant): See gradation of color signifying how much Motes of Essence target has in store
    • Delicious Essence Scent (3m, one scene): Sense living Essence in 100 yard radius, can follow it back to its source.
    • Intangible Guardian Presence (Permanent): Possessed body gains -0 (4), -1 (4) Health Levels
    • Nemissary Entombment (5m 1wp, Indefinite, Essence 6 Charm): Possess a Corpse
    • Enduring Strings of the Masterful Puppeteer (10m, 2wp, Indefinite, Essence 6 Charm): Possess living body
    • Transcendent Unity of the Hollow Vessel (10m, 3wp, Indefinite, Essence 7 Charm): Allow use of all the possessed living target's magical abilties, except for Sorcery, if the possessed soul is willing to share. re.
  • Solar Charms
    • Heavenly Guardian Defense (Aata's Version)
      • The Golden Wings of the Cloaked Figure brush aside the attack
    • Seven Shadow Evasion (Gladrien Vanja's Version)
      • Golden after images coalescence back into one (Matrix Dodge)
    • Thunderbolt Attack Prana (War Captain's Version)
      • Brendo never described his obvious effect of the charm
    • Mountain Leaping Technique (Moray Darktide's Version)
      • Muscles tighten and start to vibrate from the strain, small objects around him start lifting dripping wisps of Golden essence, the immediate area start shaking violently before the energy is released and he is airborn, The floating objects drop to the ground.
    • Adamant Skin Technique (Nella's Version)
      • Glaring flash at contact point and nullifies the attack
    • Route-Stemming Gesture (Dace's Version)
      • Eyes glow golden and a aura that inspires with the hint of victory
  • Abyssal Charms
    • First Excellency (Martial Arts, Melee) [Golden Tyrant's Version]
    • Ravening Mouth of (Martial Arts, Melee) [Golden Tyrant's Version]
    • Owl Siezes Mouse (3m) [Stalwart Ivory Shark of the Blind Underworld Version]: Travel Martial Arts x5 (50) yard as a pounce or a blurr of impossible speed and unarmed strike or grappling MA attack. If pay addition 1wp, add number of bonus success equal to her Essence and the attack is now undodgable and unblockable (except with perfect defenses). Face becomes covered in shadow with pale blue eyes that glares with malice, shadow envelopes his hands and form into razor claws as he leaps into the target leaving a trail of darkness
    • Omnipresent Overlord Technique (10m 1wp, One Scene) [Maiden of the Mirthless Smile Version]: Take over control of an Magnitude 3+ unit composed of Creature of Darkness within 70 (Essence x10) miles. Commander must pay 5wp or forced to step down and become a hero. The Abyssal's disembodied presence then suffuses the unit, recalculating the traits as if she is their new leader. Because she is not actually present, she cannot be attacked directly. Projection may use Charms like any other unit commander and may communicate through any unit member by distorting their face and voice. Her body is in a coma and cannot sense anything other than injury. Charm ends by choice, magnitude drop below 3. Each member of the unit now wears a beautifully crafted translucent death mask in the likeness of their own face, the mask's expression is serne and peaceful, but the face bears terryfing and distrubing injuries etched via rubies
  • Attributes: Strength 14, Dexterity 10, Stamina 10, Charisma 5, Manipulation 6, Appearance 6, Perception 7, Intelligence 6, Wits 7
    • Jumps vertically 20 yards, horizontally 40 yards
    • Jump is a Misc action that takes 5 ticks, it is faster to move or dash
    • Lift 4,500 lbs.
    • Dash at 16 yards per tick
    • Move at 10 yards per tick
  • Notable Abilities: Archery: Essence Powered +2 (4), Athletics (6), Awareness (7), Dodge (7), Investigation: Solar Activity +3 (7), Lore 5, Martial Arts: Unarmed +3 (7), Melee: Swords +2 (6), Occult: Solar Reincarnation +3 (6), Survival: Tracking +3 (7), Thrown: Combat +2 (5)
  • Parry DV
    • Martial Arts (Mercurial Claw): 13
    • Martial Arts (Kick): 13
    • Thrust of Inevitable Hate: 10
    • Spike of Gladrien Vanja: 10
  • Dodge DV: 14 (10+7+3+7=27/2)
  • Soak: 27L/35B, Hardness 5B/5L
    • Natural Soak: 20L/25B
    • Frail Might: +7L/10B, Hardness 5B/5L
  • Natural Attacks
    • Mercurial Claw/Punch: Speed 5 (4), +6 Acc (26), +3L (17+4L Ice Gem), +6 Def (29/2=15), Rate 4, Tags: N
    • Kick: Speed 5 (4), +6 Acc (26), +3B (17B+4L Ice Gem), 6 Def(29/2=15), Rate 2, Tags: N
    • Clinch: Speed 6 (5), +10 Acc (30), +5L (19L +5L automatic damage from Ice Gem), Rate 1, Tags: C, N, P
    • Throw: Speed 5 (4), -3 Acc (14), +[Str to lift the object+5, max 2200 lb]B (Max 20B), Range: 20, Rate 1, Tags: N, P
      • Throwing someone 80-160 lbs is 7B, Piercing
      • Range penalty applies: 1x (None), 2x (-1 EP), 3x (-2 EP)
  • Item: Gorget that Feeds on Souls (3 dot Artifact)
    • This is a form of "Rosary that Feeds on Souls" that stores 7 motes
    • The rosary that feeds on souls is a long necklace of pearls that can be wound around the neck several times, with a single soulfire crystal dangling as a pendant from it. It is a valuable tool for warriors who run short of Essence mid-battle, as it can gather Essence while they are slaying their enemies and store it in the soulfire crystal for later use. Each time the wearer of a rosary slays another living being who has at least one dot of permanent Essence, a mote of Essence enters the soulfire crystal until it reaches its maximum. This Essence may only be used by the wearer of the rosary and is automatically Death-aspected, like all Essence stored in soulfire crystals. Victims must be slain with weapons or Charms or bare-handed strikes and must be within 10 yards of the wearer of the rosary, or no Essence will be gained from their deaths.
    • The amount of Essence that can be stored in the soulfire crystal depends on its size. Since these rosaries are lightweight and designed to be worn around the neck, the attached soulfire crystal usually stores 5-10 motes, though ones large enough to hold 10 motes of Essence are very rare and somewhat cumbrous. As the crystal fills, the pearls of the rosary shift from pale luminous white to dead black in proportion to the amount of Essence in the crystal, until, at last, the crystal is full, and the pearls are all as black as the Abyss.
    • It is an elegant gorget of interlocking plates each adorned with Pearl inserts. The actual Soulfire Crytal is a large tear drop diamond shaped crystal at the back of the neck segment of the gorget.
  • Item: Jade-Steel Daiklave, "The Thrust of Inevitable Fate" (3 Dot Artifact)
    • Jade-Steel Daiklave
      • Speed: 5 (4)
      • Accuracy: +3 (21)
      • Damage: +7L (+6L+1)(21L) +3L if Immolated, +4L Ice Gem
      • Defense: +2 (20/2=10)
      • Rate: 3
      • Min: Str 2
      • Attunement: 10 (5x2)
    • If the weapon successfully hits a target she can reflexively spent a number of motes upto her Essence. For the rest of the scene the weapon offsets a number of the target's Dodge DV equal to the motes spent. This is not a lowering of the target's DV. This is a bonus to her attack. Thus charms that ignores penalties to DV will not nullify this effect.
      • Only one target can be marked this way at any given time. Spending motes on new targets (or the current target) resets the effect.
    • Has 1 Hearthstone socket.
      • Socketed with the "Burning Heart of Hua Shan"
  • Hearthstone: Burning Heart of Hua Shan (4 dot Abyssal Manse, Huan Shan Temple, Isle of Stygia)
    • The Hearthstone protects the wearer and her equipment from all Pyre Flame.
    • But not other forms of fire/heat
    • To activate the stone's additional power costs 5m for a scene
    • When activated any weapon it is socketed on will start to immolate and produce copious amount of the vicious flame of the underworld.
    • The Weapon while Immolated adds +3L to damage from the heat
    • The weapon leaves a trail of Pyre Flame and splatter droplets of Pyre Flame everywhere when used in combat Anything these droplets touch will burn according to Pyre Flame rule (see below)
    • Anyone the weapon successfully hits will be splattered in the pitch flame of the underworld - suffering a environmental dmage of 2L/action, Trauma 4. This will last till the being is dead, he spends misc. action to clean it off, or sunlight evaporates the fire in 3 minutes.
    • Pyre Flame
      • The green-hued pyre flame of the Underworld combines aspects of liquid fire and burning acid. It’s rare enough that it’s not a constant danger, but it’s common enough that only the newest ghosts do not know its properties.
      • Pyre flame burns through anything except for earth, stone, jade and soulsteel. Other magical materials are not proof against the flame, but they are resistant enough that they can serve as shortterm protection. It burns as hot as normal flame but tenaciously clings like pitch to anything it touches. The green flame neither spreads nor permanently goes out. It burns brightly until it has consumed all of its available fuel, at which point it dims into embers and lies quiescent until fed more substances it can consume. Most Underworld inhabitants quell pyre flame by throwing dirt over the embers, which works well enough until one of them unwittingly shovels it up.
      • Contact with pyre flame inflicts the following environmental effect: Damage 2L/action, Trauma 4. The damage can be greater, depending on the volume of pyre flame - the listed value is for a hand-sized patch. Greater quantities inflict greater damage. Inanimate objects do not have (Stamina+Resistance) pools, so they suffer automatic levels of damage and are quickly consumed. Magical materials other than jade and soulsteel reduce the Damage to 2L/minute, increasing the time they take to burn away. Pyre flame will also consume armor and weapons, if it gets on them. The sticky substance can be removed with a miscellaneous action and an appropriate tool, though it consumes whatever tool is used for the purpose. Quantities of pyre flame that inflict greater damage require more effort to remove. For each additional die of pyre flame damage, scraping off the substance requires one additional miscellaneous action.
      • Sunlight evaporates pyre flame in minutes, leaving an acrid green haze and stain. Still, there is no true sun in the Underworld, and some of the Underworld’s springs or geysers produce the stuff in seemingly unlimited quantity, so there is no danger of running out.
    • Socketed in "The Thurst of Inevitable Fate"
  • Item: Soul-Steel Pyre Bolt Caster, "Consumptive Dirge of Purification" (3 dot Artifact): A hand crossbow like artifact that launches Black Essence Spheres - each sealing condensed Pyre Flame that explodes upon impact
      • Speed: 5 (4)
      • Accuracy: +3 (18), +5 (20) vs Living Things (Material bonus)
      • Damage: 7L, 9L vs Living Things (Material bonus)
      • Rate: 1
      • Range: 50
      • Attune: 10 (5x2)
      • Tag: B
      • Each shot cost 5 motes
    • All within 5 yard radius of the point of impact is covered in Pyre Flames suffering 5L/Action, Trauma 5, as they are consumed by the foul stuff
    • If the target of the range attack is killed by the initial damage (the 7L) then his body explodes with the Pyre Flame - fueling it with additional intensity. The damage is upgraded to 6L/Action, instead of 5L.
    • In Mass Combat assume any sufficiently small magnitude lost to be complete fatalities (e.g. any magnitude loss that can fit in the AOE)
  • Item: Gladriel Vanja's [original] Panoplie: With her true nature revealed Gladrien Vanja has dropped the pretence to being holy and good. Her golden panoplie has fallen out of favor from every day use. She does don it when she expect to confront Solars for the added insult
    • Item: Frail Might, The (5 dot Artifact)
      • Custom forged for women, this magical armor appears more fitting in an elegant costume party than actual combat. Believing that to be the truth however is a fatal mistake. Constructed of Glamour this armor’s function is directly tied in to its appearance. This armor cannot be worn without first attuning it, and once attuned it will become perfect fitted to the wearer extenuating and emphasizing every curve and firming up and tightening everything else.
      • While magical, the armor is not made of magical materials that provide bonus. So anyone may attune it at the standard cost regardless of their race.
        • Soak: +7/10B
        • Hardness: 5L/5B
        • Mobility: -0
        • Fatigue: 0
        • Attune: 6
      • When worn by a living creature who expends 6 motes of Essence to attune it, the armor bonds with its user, acting like a second skin and providing excellent protection against most forms of attack.
      • This armor has the advantage of being both quite tough and very maneuverable. A warrior wearing this armor need not worry about either limiting his mobility or additional fatigue due to armor in combat.
      • While both genders can wear this armor, it would look ridiculous on men, since it is obviously made for a woman. On women this adds 1 dice to all actions of influence and leadership; on men this adds a -1 external modifier from all such actions.
      • In addition, if the character’s Strength is not already 6, then armor increase’s the wearer’s Strength to 6. If it is already 6 or greater, the armor does not affect the wearer at all.
    • Splendid Guardian, The (5 dot Artifact)
      • Functioning as a Perfect Target Shield with no mobility penalty, this winged golden shield is actually the physical manifestation of a spirit charm. Similar in function to the Shield of the Goddess “Shield of a Different Day”
      • +3 to DV vs Melee, +2 to DV vs Ranged
      • Being Essence solidified, this shield provides no magical material bonuses. Unlike Frail Might however, this shield does not require any attunement to use. The person who straps on the shield can use the Charm as long as she can pay the costs.
      • The person who is properly wearing the shield may spend 8 motes of Essence and 1 Willpower to make a perfect parry. While this is a Charm, it is not considered charm use for the purpose of determining if another charm can be activated. This parry is perfect to the point of able to parry anything within reason – things that cannot be parried with a weapon should sometimes be able to be parried with shield (Like the Breath attack of a giant dragon). However, she can deploy this Charm only when she is defending another (not necessary parrying for someone else, though that would definitely count as in defending another). She may also manifest this Charm in mass combat, in which case, the shield can defend against attacks that cannot be reasonably parried, such as shunting aside an artillery barrage.
    • Spike of Gladrien Vanja (3 dot Artifact)
      • Forsaking the Spike of Gladrien Vanja does not mean Gladrien Vanja is no longer a warrior. The path to salvation would be full of challenges and while evil exists she cannot accept rest. To that end she asked the 7 mice if they can forge a replacement. Glad to be of service the mice made a reaver daiklave replica of her old blade. While thanking the mice for their thoughtfulness with good cheer and a smile, whether the similarities further vexed her spiritual crisis is only known to herself.
      • The Reaper Daiklave has 1 Hearthstone Setting
        • Speed 4 (3)
        • Accuracy +5 (+4+1) (23)
        • Damage +4L (18)+4L Ice Gem
        • Defense +2 (+1+1) (10+8+2=20/2=10)
        • Rate 4 (3+1)
        • Attune 4
        • Minimums Str 2
  • Item: Ice Gem (Abyssal Manse ••••, The Doom of Magillien, a Musoleum in the Underworld)
    • This translucent, slightly bluish cube looks like a chunk of ice and stays perpetually cold. Whenever the bearer desires, she can reflexively cover herself and all of her melee weapons with a brutally frigid aura of cold. As long as the target is not immune to cold all melee or unarmed attacks by the bearer inflict an additional +4L damage. Also, anyone who is not immune to cold suffers five dice of lethal damage if they strike the bearer with an unarmed attack.
    • Socketed in the Jade Hearthstone Bracers
  • Item: Jade Hearthstone Bracers
    • -1 to Speed of all her hand to hand and range attacks
    • +3 to Dodge Pool
  • Item: Necklace of Solar Charisma (3 dot Artifact)
    • This necklace consists of a series of golden circular crystals connected by slender orichalcum chains. When the wearer puts it on and attunes it by committing 3 motes of Essence, he becomes infused with a small fraction of the Unconquered Sun’s majesty. As a result, he becomes supernaturally attractive and charismatic, adding three dice to all Charisma and Appearance rolls. In addition, everyone with a permanent Essence less than the wearer’s regards the wearer as attractive and does not find him in any way odd or disturbing.
    • If a Dragon King with a Essence of 3 wears this necklace into a city, every mortal and all other beings with an Essence of 2 or less will regard the Dragon King as a perfectly normal and attractive individual. They will all know that they are looking at a large bipedal lizard, but seeing such a creature will be a cause for wonder, not of fear or disgust. No one affected by this item will ever attack the wearer simply for looking monstrous and deadly. However, someone can still attack the wearer out of greed, anger or any other reason that does not involve the wearer’s appearance. Being with an Essence equal or greater than the wearer see her normally, but the wearer’s player can still roll three extra dice when making Appearance and Charisma rolls directed at them. This necklace has a setting for a single Hearthstone. The crystals in this necklace are all inscribed with images of the Unconquered Sun. Loyal followers of the Immaculate Dragons would never consider wearing such an item.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License