Geth

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Geth
A.K.A. Lord of the Vault of Whispers, the Mephidross, The Bones Of Ish Sah and Surrounding Environs, Ruler of the Dead And All That Pass Beyond
Age ??
Voice Actor ??
Relatives ??
Series Magic the Gathering
Player Eric
  • Name: Geth
  • Age: ??
  • Sex: Male
  • Birthday: June 6th
  • Parents: --
    • Place of Birth: The Mephidross
    • Nationality: Moriok
    • Specialty: Necromancy, dark arts
    • Hobbies: Skull themed decorating
    • Likes: Conquests
    • Dislikes: Ceding treasure
    • Favorite Food: ???
    • Least Favorite Food: ???
    • Favorite Music: Classical, usually organ music
    • Favorite Sport: ???
    • Most Valuable Possessions: The Vault of Whispers
    • Level of Education: 'Scholar'.
    • Seiyuu/Voice Actor: Tom Hiddleston
  • Physical Stats
    • Height: 6'3"
    • Weight: 180lbs
    • Eyes: Brown
    • Hair: Black
    • Special:

Appearance

Essentially Loki with more black. http://youbentmywookie.com/wookie/gallery/0512_hot_toys_loki/Hot%20Toys%20-%20The%20Avengers%20-%20Loki%20Limited%20Edition%20Collectible%20Figurine_PR16.jpg

Personality

Geth is a perfect gentleman...when he feels he has something to gain by being one. Somewhat manipulative and always looking for how he can turn the odds in his favor, Geth can seem offputting to many, but at the very least realizes that friendship can be a valuable thing - if for nothing else than keeping insanity away.

Background

Geth is a necromancer from Mirrodin, a plane where all people are born with some form of metal on their body. (Geth's isn't...readily visible.) Tearing through all opposition among his own clan, the Moriok, Geth arose to power and took his seat on the throne of the Vault of Whispers, a castle steeped in power due to its proximity to the Black Sun of Mirrodin, in the Mephidross, a dark, nearly acidic swamp. The Moriok are a savage people that are largely scavengers - the fact that this castle might have belonged to someone else and was later abandoned never actually crossed Geth's mind in the least. His people certainly had qualms, however, simply because *they* wanted to be able to control the rampaging Nim that infested the Mephidross, and had designs for expanding their territory.

Geth never had any such designs or delusions of conquest, knowing full well what the world thought of what he considered 'his kind' - black magic users and necromancers all the same. So he simply let nature run its course, and the Nim eventually overcame the Moriok while they were engrossed in infighting, while he simply walked in like he owned the place.

Then he exercised control of the Nim, and when the Mephidross's necrogen gases naturally zombified their bodies, Geth simply absorbed them into his rank and file, the Moriok's grand ambition for dominance gone.

Then he set them to decorate his new castle with cartoony skulls and chandeliers.

Skills

(These include all learned skills, as well as a relative rating from Abyssmal to Amazing. The character's level of mastery in something that can be taught or at least rated by other people follows the scale: Abyssmal, Novice, Good, Very Good, Incredible, Amazing)

YOU DO NOT HAVE TO PUT A RANK FOR -EVERY- SKILL. Just fill out the stuff you think your character would have! Feel free to add other skills that you think your character should be noted for. (Ex: Speaking French)

Physical Skills:

  • Alertness: Incredible (+4)
  • Athletics: Very Good (+3)
  • Stealth: Good (+2) (using Cover of Darkness, Amazing (+5))

Social Skills:

  • Subterfuge: Very Good (+3)
  • Intimidation: Amazing (+5)

Mental Skills:

  • Investigation: Novice (+1)
  • Medicine: Good (+2)
  • Occult: Amazing (+5 +1 Ability Aptitude = +6)
  • Politics: Very Good (+3)
  • Science: Good (2) (Only with magical technology.)

Other Skills:

  • Survival: Incredible (+4)
  • Animal Ken: Abysmal (-1)

Special Abilities

(These are skills, things that can be learned or trained, like martial arts techniques, Jutsu or magic spells. Abilities that are outside the norm of regular humans, but only because they have not had access to them.)

Geth, in addition to an enhanced knowledge of the occult and black magic, is considerably adept at reading and handling magic. He's capable of various cantrips, from summoning wine to just levitating - none of these are considered applicable in missions, let alone combat. They're just for fun.

He is also quick on his feet and is oddly skilled at using one or two gaff hooks as weapons.

[Black Sun's Zenith]: Geth's trademark assault. The necromancer taps on his connection to the black sun of the Mephidross, no matter where he is, and summons a small bit of it in the form of a black sphere in front of his palm, using it to blast a beam of necrotic energy onto a target. He can focus as much of his power as he wants into this, giving it the ability to shoot multiple beams tracking multiple targets, or one torrential beam if he has enough time to gather the power necessary. Anyone that's hit and survives even a grazing gets temporary, lingering damage to their willpower and overall vitality.

[Bone Wall]: Geth can cause up to two walls of mushed-together bones to erupt, up to 10 feet high. A wall constructed in this fashion was withstand quite a bit of damage and is generally bulletproof. It does not actually require any bones to be present - Geth conjures the bones from...other places.

[Bone Prison]: Same thing as Bone Wall, but instead it forms a circle around an enemy.

[Bone Armor]: Geth surrounds himself in intricate bone armor that is dense enough to have the same protection as plate armor, but is much lighter and allows for more movement.

[Consume Spirit]: A diabolical spell that requires a touch, Consume Spirit actively drains the vitality, soul, and life from an enemy and bestows the spoils to the caster. Can be made non-lethal through meticulous management of mana.

[Sinister Strength]: Geth enchants an ally with supernatural strength, equal to that of a werewolf or similar creature. The target also gains minor resistance to necrotic and black magic-aligned spells.

[Lichborne]: With a sudden flourish of necromantic magic, Geth can actively will himself to be undead for the briefest of moments (roughly 5 seconds or so) to dispel any poison or disease on him, as well as gaining quite a bit of physical and magical defense. He suffers no transitional damage as a result of this.

[Envy of Ghosts]: Geth can will his body to be as immaterial as a ghost itself, able to possess the unsuspecting and read their thoughts...often substituting his own inside instead. He can also use this ability to speak to ghosts and spirits. Going through walls tends to be a bit problematic for him as well, since his sense of direction gets messed up. This cannot be done in combat.

[Zombify]/[Army of the Damned]/[Endless Ranks of the Dead]: As a necromancer, Geth can, in fact, raise the dead. Zombify does it singly to a present body, Army of the Damned actively raises several dozen zombies from bodies, and Endless Ranks of the Dead actively pulls bodies from the Mephidross itself to serve him - the latter is an enchantment that exists until dispelled, giving Geth a new zombie every turn without any extra effort required. Usually not an option given the explanation of...well, how are you gonna explain to the clients that the zombies helped? Still, he's a necromancer - he can do this.

[Cover of Darkness]: Geth is able to summon darkness itself over a field, hampering sight greatly for anyone without Darkvision or night vision goggles.

[Wrench Mind] A powerful and very invasive spell, Geth is able to utilize this to abruptly yank all emotions and thoughts from a target; this is his preferred form of interrogation, though he must be able to grasp the enemy's head to do so. Not really usable in battle unless he's specifically given a setup.

[Tragic Slip] A simple tactical use of mana, Geth uses this spell to simply sweep the target's feet out from underneath them. This usually sets up for other things.

[Promise of Power]: Likely Geth's most powerful spell, the necromancer, with the speed of thought, forms a temporary trade with a demon of particular power, exchanging half of his lifeforce for greatly enhanced speed, stamina, and strength, as well as granting him demonic wings.

Powers & Merits

(Unique, or hereditary, in-born powers, whether due to genetics or magic, things that can't be taught to others or simply gifted to this person from an outside force. Powers based on weapons should go in the Items. Merits can also go here.)

Nightsight (3): You can see in near-total darkness. You may, however, be sensitive to bright light, and sudden bright light may dazzle you for a turn or two.

Self-Confident (5): One free successful roll during a mission, due to the strength of your self-confidence. This only comes into effect regarding rolls at difficulty 6 or higher. As with other rolls, this does not apply in combat (as your enemy is probably just as sure of himself as you are), but when it's time to get something done, you -know- it comes down to you.

Concentration (1): You are very good at focusing, and suffer no penalty for distractions, stress or having to repeat yourself often.

Ability Aptitude - Occult (1): Pick a single skill, talent, or knowledge: you're a whiz at whatever this is. +1 Bonus to all rolls using this ability. (Geth is an incredibly powerful necromancer that has been doing this for a long time.)

Unique Items

(Madougu, magical weapons or other unique or special weapons, as well as all techniques related to them, as without it technically the character is NOT able to use these abilities.)
None.

Items Of Note

An array of hooks, designed for...combat, yes, we'll call it that.

Weaknesses & Flaws

Geth's specifically necromantic spells have a major weakness to holy and life-giving spells, like Bone Armor, Bone Prison, and the such. Lichborne also leaves him wide open to anti-undead, holy, and life-giving spells and effects while it's active.

Disturbing Mannerism (2): You have a habit or character trait which is peculiar, gross, or annoying. You may not even be aware of it-but boy, everyone else is. Penalties of social rolls are increased at the GM's discretion. (Geth tends to dress...for the part of a necromancer. He has no issues with suits full of skulls (even if cartoony) and lavishly using black magic for random things. He really really likes skulls and all sorts of cliche things.)

Offensive to Animals (1): For some reason, animals fear you or just don't like you. All rolls involving interacting with animals are at a -1 Penalty. Some creatures (Vampires, Werewolves, Robots) have this naturally, so taking it again makes the animals actively antagonistic towards you, and may bite you or pee on you.

Otherworldly Taint (2): You have a physical peculiarity (odd hair/eye color, glowing eyes, etc.) and/or just an odd aura about you which may make you stick out. Someone who suspects you're not "normal" may make an Alertness roll, difficulty 7, to determine what you are. (Geth's status as a powerful necromancer is pretty easy for anyone acquainted with the supernatural.)

Mistreated Minority (1 or more): You belong to a group or have a trait to which the average person will react badly. This depends a lot on where the game takes place and what kind of people you run into, so check with the GM before you assume you can take this. (GETH IS A NECROMANCER. HE RAISES THE DEAD. Most people have MAJOR ISSUES WITH THIS.)