Oh, it's good to be back. It's also been a while since I've fought. I can't say I'm new, but I can't say I've been in enough fights to be experienced, either. My last fight died not only because I realized Naruto stuff just ain't my bag, man, but also because I went on a bit of a hiatus. I just got back not long ago and I've been working on characters I started during the hiatus that I still have interest in afterwards. I want to present one of those now for public evaluation. Take into consideration that she is still in the development stages. If anyone has questions on her, just ask. For now, I just thank you in advance for the review. She is not my only character in development, though. My other is a halfling aerialist rogue, who is more for physical combat and throwing daggers than ol' Mariella here. Keep in mind, too, that the tiers of spells are relative to Mariella's skill, not to any kind of tiers others may put their characters to in terms of power.
Basic Information
Name: Mariella Louisa Strix
Age: 982
Race: Marilith
Height: 9 feet
Full Length: 24 and one half feet
Weight: 3892 pounds
Maximum Arm Reach: 10 feet
Physical Appearance: Mariella is the typical marilith in appearance. Standing nine feet on her coils, she is impressively sized, in truly fit condition, even for a demon. Her scales are a vibrant green, having a few spines down the back of her coils, but they are flexible spines, not rigid. Her hair is a brilliant baby blue color, hanging from her head down to her rump when let down from its captive ponytail. Her pointed ears jut up between strands of hair, appearing from the waist up like a beautiful, if six-armed, elf maiden. When she opens her mouth, however, it shows off the razor-sharp teeth inside, each one pointed like a spear.
Though Mariella has nothing to be ashamed of, frequently going topless just to baffle those she meets, as if a neutral, frequently giddy marilith already didn’t, she does wear a sort of skirt. She does so to cover her genital slit, preferring not to show that much of herself off. The skirt is typically a brown color, often made from leftover sacks of flour. Around what can be considered her waist she wears a tight-fitting belt with quite a few holding straps. One of these holds her gladius, hanging on her right side, the slingshot in its own to the left along with its bag of shot. Her back-up weapons also hang from this belt all around her waist. Hakuten, though, hangs from her back, the chain normally over her shoulder, then wrapped around her waist.
Personality: Mariella is not like the typical marilith in terms of personality. Where most are cold, callous, carnivorous, and admittedly cruel, Mariella is not. If anything, she is lazy and self-serving at best. She tends to do things her own way, frightening humans because she can only to apologize and ask for directions to the nearest town. She is also frequently amused at small things, which is a huge surprise considering she is a demon and most are notoriously foul tempered. This personality discrepancy could be attributed to the huge crack in her skull she suffered in battle with another marilith, though the crack has long since healed. Brain damage, however, hardly ever heals.
History: When asked of her history, Mariella merely shrugs. She cannot remember great chunks of her life, which is nearly a millennium in length, leaving her with less than a tenth of that knowledge. She can remember her former lover Skorne, who gave her the slingshot she wields, as well as the monk brigade from which she stole Hakuten. She cannot, however, remember from where or when she was born. Her main memories are of her travels and of the massive meals she has been granted through some of her more beneficial actions. The more she travels and fights, the more her memory is jarred, freeing more scenes for her mental perusal.
Weapons
“Kusanagi no Tsurugi”: While it is not the sword of legend, this wakizashi is special. The Kusanagi no Tsurugi (Grasscutter Sword) of legend was derived from tales of the swords wielded by marilith generals. With the ability to extend their blades and control the winds to their favor, these “Kusanagi” swords were fabled to be gifts from the gods when found. In truth, they were a curse if the marilith who had wielded it still lived, for she would reclaim her blade in a bloody crusade. The wind control is not perfect, merely influencing the winds in the directions of the swings. In combination with the flame-breathing underlings of their armies, these blades made mariliths a force to be reckoned with. Though the wind control is a versatile ability, the “Kusanagi” blade also possesses the ability to extend up to three hundred and thirty feet whilst still retaining its original weight. Such is the advantage of demonsteel. Just to spite the humans, almost all marilith call their demonsteel blades Kusanagi no Tsurugi. Mariella’s particular “Kusanagi no Tsurugi” is kept in a snake resting in her stomach, its own stomach enchanted like a bag of holding.
Gladius of Intense Vibration: Mariella’s other bladed weapon is just as special, gifted to her by a grateful alchemist. She rid his house of pesky golems from an experiment gone awry. Despite its short size, the gladius has been alchemically forged to vibrate at intense speeds. Even for Mariella’s harder skin, it would slice through like butter. This is because the intensity of these vibrations separate matter at the edge of the blade on a molecular level, vibrating them apart with such intensity and speed that the pain of a limb amputation does not reach the brain for a few seconds after the limb falls. Plate mail splits like the skin of a sausage under its slicing power.
Speedflight Sling of Skorne: A gift from a former lover of a long-gone century, this chaotically imbued slingshot functions as one of Mariella’s dearest weapons. Due to the enchantment runes inscribed on the demonsteel slingshot body, its elastic band will never break or lose elasticity. It also serves to fire off its shot at much higher speeds, closer to the speed of a musket ball than a normal slingshot. Due to its chaotic nature, it is amazingly effective against those holy paladins Mariella finds so annoying, as anything not imbued with chaos magic cannot guard as well against the steel balls or whatever she puts into the sling cup. It has even been shown to punch holes into armor, though it does double its usual damage to anything aligned with the law.
Hakuten, Maul of Mages: By far Mariella’s largest weapon, Hakuten was not gifted to her like her other weapons. Instead, Hakuten was stolen from a group of traveling monks. It is a large log of ebony wood, enchanted by mages too numerous to count in its life. This enchantment, however, is unintentional. At its heart, for the wood was split in half before and put together with steel bands after, a rune sits dormant for the most part. Whenever magic is used against the wielder of Hakuten and the maul is brought to bear before this magical discharge, the rune glows bright enough to shine through the ebon wood. It absorbs the energy, acting as a magical leech, powering its own magical resistance with the energy from the spell. Large spikes jut from the log, while small eyes sit drilled into the wood on one end. These three connection points each attach to a chain. These three then lead to a large ring at the end of the single, thicker chain, connecting there to connect Hakuten to the chain the wielder holds.
2 Claymores: These weapons and the next two are normal, non-enchanted weapons that are back-ups. If Hakuten and the Sling of Skorne let her down, she wields one weapon in each hand. This grants her unparalleled attacking speed, for she has a four-arm advantage over most every humanoid.
Mortuary Sword: A simple, basket-hilted sword.
War Hammer: A heavy sledgehammer, with a head as twice the size of a human’s, designed with a spike on top.
Abilities
Natural Abilities
1. Average snake summoning
2. Magical sense
3. Levitation
4. 120 ft. nightvision (can see in absolute darkness in grayscale)
5. Teleport self and up to four hundred pounds up to ten miles away
6. Quick bio-regeneration outside of battle (must have concentration)
7. Great strength; able to wield two-handed human weapons in one hand, or toss large people like dolls
8. Enhanced durability; being a marilith, Mariella has incredibly thick skin, similar to some forms of armor, she can lose more blood than a normal human and still function, and take stronger hits before bruising. This does not, however, mean she is invincible. She is merely one tough cookie.
Natural Resistances/Immunities
1. Resistant to cold (extreme environmental temperatures have no effect/cold magics are only half as effective)
2. Immune to normal electrical shock (does not effect magical shock)
3. Magical fires and plasma perform half as well
4. Immune to non-magical fires
5. Magical poisons/toxins/toxic gases affect her half as well and only act for half as long
6. Immune to non-magical poisons/toxins
Skills
Literate in Dragonese/Elven and five other languages
Detect ambush – 80%
Detect concealment – 75%
Wilderness Survival – 65%
Land Navigation – 65%
Swim – 80%
Climb – 60%
Prowl – 70%
Dance – 85%
Sing – 80%
Spells
Low Tier Spells
Violent telekinetic thrust: Mariliths possess the ability to violently thrust objects of up to one-tenth their weight as easily as their swords within a range of four hundred feet. Since most mariliths tend to weight up to four thousand pounds, this can be a significantly sized object being flung towards a foe. A marilith can only use the telekinetic thrust upon objects in their range of vision and only in the direction in which they face. To thrust objects from behind them, a marilith must levitate the object to their front, then thrust it. The spell-like ability can fail, however, upon organic targets, such as creatures and humans, however. This differs from her telekinesis in that it requires no concentration after the fact…it is a singular and violent instance of a telekinetic blast.
Luck curse: A marilith can, if allowed to complete the surprisingly simple runic circle, cast a luck curse upon her victim. This curse causes luck to turn its back upon the victim, bringing about a horrific streak of fluctuating luck. The victim’s luck can go from extremely fortuitous to fatally bad. This requires a bit of preparation, being a spell and not a spell-like ability.
Telekinesis: The range of a marilith’s telekinesis is long, up to six hundred feet away from her current position. This type of telekinesis, however, takes more concentration than their violent thrusts. Because of this, though, the marilith can also lift far more, up to half of her weight without struggle. The telekinesis can be exerted as a sustained force, pushing objects away or pulling it forward at a rate of twenty feet per second. The object cannot be controlled if moved beyond her range. The ability also will end if her concentration is broken. Telekinesis can also be used to perform a bull rush or to trip a foe by emitting a pulse of energy towards the foe’s ankles. The bull rush is performed by manipulating her own bulk to augment the work of her muscles.
Everlasting Darkness: Given only a few moments, a marilith can conjure forth a bubble of pure darkness as deep as the blackest night. This is to facilitate her own abilities, for she can see in total darkness. This is not a static bubble…it can move at the marilith’s command and it continues to grow at a rate of five feet per minute to a maximum radius of three hundred feet, meaning its diameter would be six hundred feet. Mariliths are well known for using this ability to cut down opposing armies, casting it at their front lines and letting it grow and move over the army.
Mid Tier
Project Image: The marilith can tap the energy from the Plane of Shadow, creating a quasi-real, illusory version of herself. The shadow duplicate exists so long as it stays within two hundred feet of the actual marilith. The projected image looks, sounds, and smells like the original, but is intangible. The image mimics the mariliths actions, including speech, unless directed to act on its own. The marilith can see through its eyes and hear through its ears as if the marilith stood where its image happened to be. To throw off opponents, the marilith may have spells she is casting originate from the projected image, though it cannot cast spells for itself aside from illusory spells. The marilith must possess a small replica of herself for this spell.
Blade Barrier: In a range of one hundred and twenty feet, a marilith can summon an immobile, vertical curtain of whirling blades shaped of pure force. Any creature passing through the wall will be lacerated as if with wicked steel, though armor does offer some protection. The wall can be a fifty-foot straight length, or a ring of whirling blades with a radius of up to fifteen feet. In both incarnations, the wall is twenty feet high.
Reverse Gravity: In a range of one hundred and forty feet within a fifteen-foot cube, the marilith can reverse gravity. Depending on the preparation put into the spell, it can last for sixty seconds or sixty minutes. The spell causes all unattached objects and creatures within the targeted area to fall upward. If there is a ceiling to encounter, the objects strike with the force they would on a normal downward fall. If the area, however, is open, the objects and creatures inside remain at the top of the cube, oscillating slightly until the spell ends, at which point they fall. Creatures can grab hold to rooted objects to hold themselves down. Creatures that can levitate and/or fly can also keep themselves safe. The materials needed are a lodestone and iron filings.
Wall of Thorns: By casting this spell, Mariella can create a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human finger. Creatures trying to force their way through the brush can become entangled and lacerated by these thorns. The wall is typically five feet thick and over one hundred feet long and ten feet high. For every ten feet shaved from its length, five feet can be added to its thickness. This spell need not be cast in front of the foe, for it can be cast beneath them to grow the thorns around the foe. It is also immune to normal fires.
High Tier
Summon Demon: Twice per day, a marilith can attempt to summon up to forty dretches, three hezrou, or a single nalfeshnee. This takes a bit of time to prepare, as a circle needs to be prepared and certain runes etched inside it. If successful, the portal will then form, calling forth the horrors from her plane of existence.
Shambler: The shambler spell summons forth a number of shambling mounds, normally between four and six. These creatures willingly aid Mariella in battle or combat, performing a specific mission, or even serving as bodyguards. The creatures remain active for seven days unless they are dismissed, though if they are created for guard duty, the spell duration is seven months. In this case, the shamblers can only be ordered to guard a specific site or location.
Shambler Description
A shambling mound is a heap of rotting vegetation, at least by appearance. They are actually intelligent, carnivorous plants. A shambler’s brain and sensory organs are located within its upper body. Its body has a girth of eight feet and when it stands erect, it has a height of six feet. It weighs about 3,800 pounds. Shambling mounds typically fight by battering or constricting foes with huge, armlike appendages, using its great bulk to power its attacks. Shamblers also have an immunity to electricity. Attempting to electrocute one instead actually invigorates the mass, granting it a greater degree of energy and movement for a time.
Mislead: When mislead is cast, Mariella becomes invisible, and at the same time, an illusory double of her appears. She is then free to move elsewhere while the double moves away. The double appears superimposed perfectly over her body so that observers will not notice the change, turning invisible once the double has formed over her body. The image can then move about freely. The double moves at her speed and can talk and gesture, yet it cannot attack or cast spells. It can, however, pretend to do so.
Kinetic Control: Once Mariella has cast this spell, she can absorb, store, and redirect energy contained within any physical (melle or ranged) attack. This allows her to stop dead any physical attack on her person, causing it to do no damage and absorbing its energy. She cannot do this indefinitely, for if she stores too much at one time, the spell will backfire and damge her. Once she is satisfied, she need merely touch her opponent with either a hand or one of her weapons to discharge the stored and augmented kinetic energy.
Dire Winter: By building up the required energy, Mariella can create and manipulate a thousand foot circle of winter. Temperatures within the bubble quickly become below freezing, turning water vapor into snow and creating biting winds. The winds are to whip about the snow, creating a blinding blizzard within this bubble. The longer this spell is active, the colder the temperatures become, going from below freezing to below zero, then, if allowed to remain active for long enough, approaching absolute zero.