Felice Maryll Character in Urth | World Anvil
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Felice Maryll

Felice Maryll

Mental characteristics

Personal history

Felice lost her mother, Lily, to a terrible disease at a relatively young age. The shock of the sudden tragedy took it's toll on Felice's Father, Fyonn, leading him to look for anything that might bring him some amount of comfort to allow him to accept the loss of his wife. In his search for solace he found Father Death, he quickly became one of his most loyal worshippers and is now one of it's more influential members of the Solemn Brotherhood.   Felice's sister, Vivian, took the death of her mother very hard and refused to accept Father Death and simply move on with her life, seeking out the power of Necromancy to return her to life instead. This path lead her to the mayor of her hometown, who was the leader of a Necromantic Cult. The Cult was ultimately thwarted by Felice, the Mayor executed by the Solemn Brotherhood. Vivian's current status and location remains unknown, it is assumed she is alive and in hiding.   Felice tried to follow in her Father's footsteps, but was ultimately unable to move beyond a simple initiate of the priesthood. Though she learned to used her limited magical talents, as well as her Ferren nature, to aid the Solemn Brotherhood as a spy and informant. During her work alongside the Solemn Brotherhood, Felice became suspicious of her sister's constant disappearing and decided to follow her on a few occasions, eventually discovering her dark secret and participation in the Mayor's Cult.

Education

Felice's education consisted mainly of her study and training as an initiate of the Church of Father Death, as part of her education she learned how to read and write common and though she wasn't as talented as some of the other initiates with Magic she picked up the basics of the Shadow Tradition.

Employment

Felice spent her youth as an apprentice carpenter, after her Father joined the Church of Father Death, Felice followed and worked as an initiate though didn't progress further in the Priesthood and instead used her talents to serve the Church as a Spy and Saboteur.

Accomplishments & Achievements

Felice's major achievement in life was her discovery and subsequent take-down of the Necromantic cult her Sister was a part of.

Mental Trauma

Felice suffers from a horrible, recurring nightmare in which she finds herself lost in a place she doesn't recognise, as she is wandering around she hears the light tapping of a cat in the distance, that slowly trots up to her. Felice goes to pick it up, feeling a connection with the small creature, but as she does so it slowly and horrifying turns into the twisted corpse of her late mother. Suddenly Felice finds herself in the lair of a Cult of Necromancers, she is frozen with fear, unable to move. All she can do is watch as the cultists perform some dark ritual, inviting a foul spirit into her Mother's corpse, which soon starts to animate and slowly walk towards her but just as it nears Felice she wakes up, the nightmare becoming a fleeting memory.
Current Location
Species
Ferren
Year of Birth
861 AF 29 Years old
Children
Eyes
Hazel, soft
Hair
Long, sleek, brown
Height
5'4"
Weight
120lbs
Aligned Organization
Known Languages
Felice is fluent in both written and spoken Common.

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Felice
CHARACTER
Lulu
PLAYER
3
LEVEL

Ferren
ANCESTRY
Rogue
NOVICE PATH
Silhouette
EXPERT PATH
3
INSANITY
0
CORRUPTION
2
POWER
CHARACTERISTICS
Strength
11
+1
Intellect
9
-1
Agility
14
+4
Will
10
0
Perception
11
+1
Speed
10
Size
1
Health/ Healing Rate
20
5

Father Death
RELIGION
Spy,
Saboteur,
Carpenter,
Initiate
PROFESSIONS

Armors & Shields
Name
DEF
Properties
Hard Leather
Agility + 2
Medium Armour
Large Shield
+2
Defensive 2, Size 1

DEFENSE
18
DAMAGE
0
Crowns
0
Shillings
3
Pennies
0
Bits
0
LANGUAGES
Speaks, Reads, and Writes Common

Weapons
Name
Hand
Attack
Damage
Properties
Saber
1
0
1d6+1
Finesse

Ammo
Name
Pieces
Inventory
Clothing: Collar (Implement), Fine Cloak, Noble's Clothing   On Person: Dagger, Hard Leather Armour, Healing Syringe x3, Lantern, Large Shield, Saber, Bolas   Backpack: Carpenter's Tool Kit, 20ft coil of Rope, Disguise Kit, Oil Flask x2, Flute, Lock Picks, Rations x7, Tinderbox, Waterskin, 3 Sets of Well-Made Basic Clothing, Writing Kit, Healing Potion x4, Bolas, Bag of "Curiously Fleshy Rods".

Quirks, Madness, MoD

Talents
Shadowsight
You see in areas obscured by shadows as if those areas were lit.
Clawed Hands
In human form, your unarmed strikes deal 1d3 damage instead of 1 damage.
Cat Form
You can use an action to assume the form of a cat or return to your human form. You remain in the new form until you use this talent again. If you become incapacitated while in your cat form, you automatically revert to your human form.
If you assume cat form, everything you wear and carry transforms with you, absorbed into your new form. While they are absorbed in this way, you cannot use these items. When you return to your human form, objects reappear wherever you wore or carried them.
While in cat form, you apply the following changes to your statistics:
  • Your Size becomes 1/4
  • Increase your Perception by 2; your Defense becomes 12
  • Your Strength becomes 8, and your Agility becomes 12
  • Your Speed becomes 12
  • You gain the Climber trait
  • You gain natural weapons, which are claws and teeth. These weapons have the finesse property and deal 1 damage
  • You make rolls to hide or sneak with 2 boons
  • You are indistinguishable from an ordinary cat, although you can still talk while in this form.
  • Nimble Recovery
    You can use an action to heal damage equal to your healing rate, then move up to half your speed without triggering free attacks. Once you use this talent, you cannot use it again until after you complete a rest.
    Trickery
    Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.
    Exploit Opportunity
    Once per round, when the total of your attack roll is 20 or higher and exceeds the target number by at least 5, you can take another turn at any point before the end of the round.
    Indoctrination
    You make Will Challenge rolls with 1 Boon.
    Gather Shadows
    You can use an action to gather a number of shadows equal to your Power score. You retain these shadows until you expend them or you use this talent again.
    Shadow Blend
    When you are in an area obscured by shadows or darkness, you can use a triggered action to become invisible for 1 minute. If you move or use an action, the effect ends immediately.
    Shadow Guard
    When you are attacked by a creature that can see you, you can use a triggered action to expend a shadow and impose 1 Bane on the triggering attack roll.
    Shadowed Eyes
    When you are in an area obscured by shadows or darkness, you can use a triggered action to expend a shadow and gain the Darksight trait for 1 minute.

    1. Tradition
    Shadow
    Attribut: Intellect
    Shadow magics offers power over darkness, allowing users to shape shadows, create darkness, and banish the light from the world.
    Utility Spells
    Darkling's Raiment
    Rank: 0
    Casts: 3
    Duration: 1 hour.
    Shadows gather around your body and remain for the duration. You are partially obscured by shadows in lit areas or totally obscured by darkness in shadow areas.
    Darkness
    Rank: 1
    Casts: 2
    Area: A sphere with 5-yard radius centered on a point within Short Range.
    Duration: 1 minute.
    Inky darkness fills the area, totally obscuring it for the duration. The darkness cancels all light from natural sources and that created by Rank 0 spells, and it blocks all non-magical vision other than truesight.
    If you cast this spell on an object you touch, the area of darkness moves with it. If you completely cover the object, the spell's effect is suppressed until it is no longer covered.
    Grave Visage
    Rank: 1
    Casts: 2
    Duration: 1 minute.
    You mask you true appearance with shadows so that you appear to be a corpse for the duration. Each living creature within Short Range of you that can see you and is not a member of your group must get a success on a Will Challenge roll or Frightened for 1 round. Until the spell ends, Undead do not you attack unless attack them first.
    Penumbral Blade
    Rank: 2
    Casts: 1
    Duration: 1 minute.
    You gather a ball of darkness in your hands and then strech it out to form a solid black blade that remains for the duration or until you drop it. When you cast this spell and, again, when you use an action to do so, you can attack with the blade. You can make the attack roll using your Intellect and the blade deals 2d6 + 2 plus 1d6 extra damage against a target not obscured by shadows or darkness.
    Attack Spells
    NONE

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