Loren Otten
Undine (Elemental) Maliku (Consigliere)
169 years old, he/him
Elemental Chaos Charts
Prowess: 8
Athleticism: 10
Strength: 9
Awareness: 13
Willpower: 12
Presence 12
Stealth: 10
Inventory bonuses:
Soft shoes +2 STH
Lockpick set +1 lockpicking
Claw Hand +5/+5 stun/wound (STR)
Utility knife +2/+2 stun/wound (STR), Req 2 STR
Dirk/dagger knife +3/+3 (to what?), Req 2 STR
Trick ledger +2 STH
Dark gloves- +3 precision, +1 STH
Mussel shell- Stores 2 points of water magic until used - gives bonus to one use of an undine power
Freshwater shell- Stores 3 points of water magic until used - gives bonus to one use of an undine power
Freshwater snail shell- Stores 5 points of water magic until used - gives bonus to one use of an undine power
Heavyskin bottle- carries more water, Req 8 STR
Powers:
Strong Voice: once per conversation with someone, you can take +2 PRS by using your vocal magic. If you succeed at the roll, you can use this power again with that person. If you fail, they will realize you used it, and they will become immune to it. If you are submerged in river water when you use this, you gain +4 PRS when using this, but obviously, you need to be talking to someone who can hear you while submerged.
Drowning Kiss: you have to be able to lock lips with someone to do this. If you do it, you will take -3 STR whether you succeed or fail. That penalty will last until you restore yourself in river water (eight-hour rest).
If someone is willing to be kissed while you intend to use this power, you roll PRS to deceive them right before the kiss, no matter what you've rolled previous to it. If you succeed, there's no roll "to hit". You just kiss them, and then it goes to drowning rolls.
If you fail or if they are unwilling to be kissed, you need to roll PRO "to hit". If you fail, they get away. If you succeed, it goes to drowning rolls.
Drowning rolls are based on your STR vs. their STR, rolling stun/wound. Since this is a targeted attack on their lungs, you get +3/+3 to the stun/wound automatically, plus the usual bonuses based on the success rate of your "hit".
If you use this while submerged in river water, all bonuses go up +3 and all penalties are reduced +3.
Water Control: you have to be able to move your hands if you are in Solid Form, and if you are in Water Form, presumably you are in the water and can control it via touch. You can control any water within 30' of yourself, or 60' if you are in river water.
To control water, you roll PRO or WIL while in Solid Form or Swimming or WIL while in Water Form. The difficulty you roll against will be determined by me based on how complex a thing you want to do and how much water you are doing it with. A general guide is that controlling a bathtub full of water to do a simple movement will be a difficulty of 8.
If the water is in someone's body, however, you roll against their STR to control if they are unwilling. There may be bonuses to their STR depending on what you are trying to do to them.
Healing with water control is basically just sending blood to the areas that need healing or staunching the flow of blood from a wound (or both) with a little added extra magic that speeds up the healing process. Assuming the target is willing (or unconscious), you don't roll against their STR, but you still roll your power against their injury. Your power for this is a separate score - 10 is probably a good starting place for that score, unless you feel like your character uses it a lot.
Difficulties for this healing are as follows:
* Flesh wound - 4
* Normal wound - 7
* Deep wound - 10
* Mortal wound - 16
* Critical wound - 22
* Near death - 25
Healing disease or other afflictions will be determined on a case by case basis.
If you use this power to heal, you will suffer temporary penalties:
* Flesh wound: no penalty
* Normal wound: -1 STR until next eight-hour rest in river water
* Deep wound: -2 STR until next eight-hour rest in river water
* Mortal wound: -3 STR until next eight-hour rest in river water
* Critical wound: -4 STR until next eight-hour rest in river water
* Near death: -6 STR until next eight-hour rest in river water
Other healing effects will have other penalties based on my discretion.
River Water: Being in river water for even a brief period of time makes you feel better. If you rest in river water for at least four hours, all wounds will go down a wound-level (deep to normal, mortal to deep, etc.). If you rest eight hours in river water, all wounds will be fully healed. For sicknesses and other injuries, we'll figure it out as needed. This only works on you.
Abilities:
Maliku
There are very few who take the role of adviser in the Green Grith, but those who do are close to the Quaedam and share the waters of elemental chaos with her, gaining deep wisdom from its power. As consiglieres, they handle internal disputes, adivse the Quaedam, and have knowledge of politics, law, and commerce.
There are only a few maliku in the Green Grith at any given time. They share the primordial waters of chaos (called either tehom or anumun) with the Quaedam, but only in small doses, as they are not witches attuned to chaos itself the way she is. Instead, they drink a little at a time to gain powers to help them in advising her.
A maliku is usually an older member of the Green Grith who once served in a different role and has since semi-retired, though some are members who operate as a legitimate face for the Green Grith, sometimes being a lawyer for the organization. They gain the trust of the Quaedam after decades of service, constantly proving themselves to be devoted to nature itself above all else. If they do this consistently, they are invited to take a draught of anumun, which cleanses them and gives them incredible powers.
If they drink of anumun, they gain 100 points they can spend on various powers. It can heighten any elemental powers or skills they already have (3 points of chaos per 1 point of heightening, max of +3 to any power). But it will also give them the following powers:
Chaotic vision: they can look into the primordial depths of the universe to gain insights into reality. It allows the player to ask the GM a specific question, then roll a d100 to see how useful the answer they get is. On a roll of one, it is cryptic and strange and perhaps useless, and the closer it gets to a 100, the more useful and clear the answer will be. Some questions may be off the table as per the GM's discretion. The cost varies by roll, 1 point per every 5 they get on a roll (a 1-5 is 1, 6-10 is 2, etc.).
Generative sigil: they can draw a sigil with their tehomized blood that will cause a random natural thing or being appear. They roll a d100 to determine what is generated. The cost of this varies by what is generated.
Unpredictable invocation: they speak a word of magic empowered by elemental chaos that causes a random elemental effect to occur, rolling a d100 to determine what happens. The cost of this varies by effect.
Scattering voice: they can shout, laugh, scream, or otherwise make a loud noise that cause an entropic ripple that teleports every living thing within 10' of them to random locations within 100' of them. Each target rolls a d100 to determine where they end up (the higher, the better the positioning). This costs 30 points.
Entropic wave: a wave of elemental chaos erupts from the maliku, costing 60 points, causing everyone within 50' of them to decay, rolling their STR against a power of 19.
Random form: the maliku randomly polymorphs, rolling a d100 to determine which shape they take, for 10 minutes. The cost varies by form.
Primordial memory: the maliku connects to their primordial ancestors and gains deep wisdom. This costs 12 points per 30 seconds of connection, during which time they can draw on their primordial ancestors' powers, skills, or knowledge. Max of 3 minutes.
Mother's wrath: if they use all 100 of their points, they may connect to Mother Shem herself and unleash her full might at will. This will take the maliku's life.
While under the influence of the anumun, they can sacrifice any points of any stat, substat, skill, power, lore, or language permanently to gain more points of elemental chaos to wield.
See full chaos magic table:
https://foswiki.madziar.net/Shem/UpomachyConsiglieres
Skills:
Politics 11
Accounting/embezzling 11
Cleaning 11
Lores:
Grith lore 13
Current events 10
History 10
Environmental Science 10
Languages:
Edges:
Street savvy
Uneducated
Literate
Exploited & oppressed
Low income
No criminal status
Determined
Motivations
Passions:
Convictions:
Relationships:
Green Grith folks you know:
Lamorna Narrows, otter bhrocaire, ahothian (spy) who helped recruit you [from the flashback]
Rahma Spencer, Radical of Chaos, shuddh maliku, 201 years old, nearly died outside your house, first among equals of the malikus
Kalisfena Nasenkov, frostling maliku, 186 years old, illegally studied law but cannot legally practice, she was raised radical
Roej, trans femme sky folk maliku, 157 years old, lawyer and former infirmatist (assassin), lost one of her wings during the Camisade and retired from assassinations to become a lawyer
"Kevin" (name the slaveowners use for them) Kahandi (real name), ka'ar noxadian (embezzler), 62 years old, former slave who learned to read in secret and used that to secretly read and alter documents as they worked as a courier and paper-carrier for an accounting form, they/them
Nenaldu Ogno, gondal noxadian (embezzler), 443 years old, has been stealing from the accounting firm for different political causes for 350 years, works entirely in secret, he/him
Tomisav Bacunic, troll noxadian (embezzler), 55 years old, he hides behind the assumptions of stupidity that people have for trolls to steal money for the Green Grith
Family:
Parents: Winandus Otten, 219, undine, and Ismay Otten, 221, undine; Winandus works at the mill still, Ismay does cleaning
Cadiand Otten, sibling, 175, works at the mill
Frederune Otten, sibling, 161, works on a fishing boat
Zeah Otten, cousin, works at the mill
Inventory:
Pouch belt
Thief's tools
+0
Extra storage without adding to carried weight
25
Lockpick set
Thief's tools
+1 lockpicking
Full set of lockpicking tools (wire, hook, wavy pick, skeleton key, and other picks)
200
Pocket mirror
Thief's tools
+0
A simple, palm-sized mirror for seeing around corners
20
Rent
Houseboat
Small
500
Professional clothing
Clothing
+0/+0
Clothing appropriate for working for people who need to be impressed
500
Soft shoes
Hunting tools
+2 STH
Shoes designed for quiet steps
75
Claw
Hand
+5/+5
A metal glove with blades for combat
400
Utility knife
Knife
+2/+2
A closeable knife used as a tool
20
2 STR
Dirk/Dagger
Knife
+3/+3
A long-bladed knife used for combat
100
2 STR
Trick ledger
Professional tool
An accounting ledger with hidden pages, +2 STH for embezzling
500
Mussel shell
Elemental witchcraft
Stores 2 points of water magic until used - gives bonus to one use of an undine power
5
Freshwater clam shell
Elemental witchcraft
Stores 3 points of water magic until used - gives bonus to one use of an undine power
10
Freshwater snail shell
Elemental witchcraft
Stores 5 points of water magic until used - gives bonus to one use of an undine power
15
Heavyskin bottle
Hunting tools
Carries more water
50
8 STR
Dark gloves
Thief's tools
+3 precision
Allows for precision work, no fingerprints (+1 STH)
100