Annabelle

From CotH-Wiki
Jump to navigationJump to search

Information

Player: c0rzilla

Alliance Annabelle Greene
Anna5.png
Title <Techno-Priestess>
Gender Female
Race Human
Class Techno-Priestess
Age 25
Height 5' 8"
Weight 130 lb
Eyes Violet
Hair Brown-Black
Affilliation(s) Argent Crusade
Occupation Hearthglen Council Member, Engineer, Heroine
Relative(s) Roseanne Greene(Mother), Mathieu Bisen(Father), Tress(Cousin), Bereince Greene(Cousin), Marianna(Aunt), Oswald(Uncle)
Mentor(s) Aryeon
Student(s) None
Companion(s) Many
Alignment Chaotic Good
Status Alive


Appearance

Rarely wears robes anymore. A tunic and pants suit her just fine, of varying styles. Usually rougher if she travels. May wear a simple dress or robe if she is lounging wherever her "home" happens to be at the moment. Wears no makeup, and rarely wears piercing in her ears. Hair is simply groomed and combed, then tied back into a ponytail. One lock of her hair on the crown of her head has been braided, a small blue bead tying it at the end. Added to this are a couple tiny gears and a small crystal. Brown overalls are worn when she is working on one of her holy engineering projects. Or any engineering projects. Usually wears, or at least has on her person, goggles.

Other: Her expression is usually very cheerful, eyes sparkling with good intent, curiosity, and wit. Various and sundry scars dot and cross her tanned skin from the past few years of battle and seeking out the wicked. Her favored weapon is a "staff", that opens when a lever is pulled. When another is pulled, it fires a charged Holy spell from a charged crystal at the staff's base. When not using this, she has a simple wooden staff. Her body is fairly muscled, certainly not built. No melee fighter, but the past few years of travel have strengthened her. Freckles dot her tanned cheeks, just below her eyes.

Personality

Alignment: Chaotic Good

Talkitive! And a little giggly, and mischievous. She got in trouble for it in her training too. This has toned down to a degree due to various tragic events in past months since she left the Church and Stormwind. This talkative nature stems from her curiosity. Always has a question about why the Church teaches this, or why the Light does that. The Church had satisfied her in the past, but since Annabelle has left it just doesn't cut it anymore.

The short, but rough, years in Ironforge have given Annabelle a good work ethic and a liking for tinkering, explosions, and hands-on work. She used to always try to maintain the manner of a proper lady in social settings, almost never cursed, only sometimes drank. This code has loosened some as the world toughened her. She's still horrible with innuendo, and blushes easily.

Her views on the Horde have changed since leaving Stormwind. She was terrified of trolls and orcs, but experiences have changed that. As well, due to the harsh events of hunting and/or trying to save those who use fel and shadow for evil, she is much more prone to throwing a punch than she was a couple years ago. She will also lapse into episodes of distant thought. Her thought processes have developed in such a way that it is very difficult for her to turn off the instinct of trying to "solve" a situation. When speaking to someone, she usually tries to poke and prod into their deeper meanings.

Guilt plagues her, unable to save people close to her despite her battles. As such, while very friendly and dedicated, she is very hesitant to allow a person close in any sense. Her work ethic also veils this guilt, for she is "too busy for romance/fun/a personal life". Despite the emotional shield of hard work, and putting all of her focus on the happiness of others, she wishes deep down for a large, traditional family. She can be a tad arrogant, and prone to snarky tongue lashings, if she deems a person particularly irritating.

History

Annabelle Greene's family starts in the traitorous nation of Alterac. Her father, fleeing his noble family once the nation turned traitorous, ended up in the smokey city of Ironforge. Here, he would meet the girl's mother, also a refugee, but from the Southern Kingdoms once the orcs conquered the human lands. Love blossomed, the two married, the man adopting his wife's name and abandoning his old one: Bisen. Soon enough, the woman became expectant. Nine months later, Annabelle Greene was introduced to the world in one of Ironforge's medical rooms in the Mystic Ward.

The girl grew for eight years amongst the smoke, ash, and rumble of machines in the mountain city. Her life was quite middle-class, supported by the small chest of gold her father fled with and other things that ended up being sold from his ex-life once he reached the city. She grew to love the tinkering of machines, but her spiritual side was also sparked in the peaceful temple of the Mystic Ward. The growth of her mind and spirit would not fully bloom here, however. For, once peace was established in the south, her father would grant her mother's wish to return home to Elwynn. Saying goodbye to their neighbors in the mountain city, they packed up and moved to Stormwind. There, in the forests, the family established a simple life of farming.

For the next decade, give or take a year or two, Annabelle would learn in Stormwind's Cathedral. Her education there was facilitated by a noble her mother worked under as a maid and cook. Lladimore Volhensen, distant from the tragedy of losing a child of his own, grew to care for little Annabelle. The girl aided her mother in her work in her spare time, befriending the noble's children as well. Her love for tinkering, established in the North, was encouraged as she would wander into Sir Volhensen's study. He would pause his work to sit her at his desk, reading with her from the mathematical and philosophical texts a noble would possess. The lord grew to view Annabelle as a daughter of his own, and expressed his wish to support any path she might choose.

She grew further in the stone halls of the Cathedral alongside the other aspiring priestesses and acolytes. Sir Volhensen was not forgotten either, for she was always welcome in his manor. She found her skills in the Light were best suited for protection and mental fortitude, the latter strengthened by her studying in engineering. Ironically, her temper was a constant test to overcome during these times. It didn't help that the other girls teased her for her thick dark hair, tanned complexion, the fact her mother was a maid, and her propensity for technology. Some scuffles ensued with the other girls (once in a while a boy) with her being sent afterward to meditate in her quarters, or recite some proverb, or write some passage, or do some volunteer work around Stormwind. Despite these small eruptions, Annabelle was not a fighter and did not go looking for conflict. Eventually, her temper evened out to a degree.

When she wasn't studying, meditating, or aiding her family, she would be dirtying herself in the Dwarven District (sooty, oily place) seeking out little kits fit for a girl her age to buy with the extra silver or so her parents gave her on her visits. Perhaps the extra ten silver Sir Volhensen insisted she have for treats through the week. These in hand, she'd hide in the shared dormitories under the blankets, trying to fit the pieces together. When a bed was set on fire, she had her fun taken away for a month. Her off-time research and tinkering was much easier when she had her own tiny room in the white marble halls. Her larger projects were conducted in the Dwarven District, finding familiar faces from Ironforge to work with.

Eventually, the resources of Stormwind were not enough. Her mind, sharpened from the formulas of technology, her heart on fire with the Light's grace, sought more. Research and connections lead her to hear of the House of the Arcane Contraption. With her family's blessings, blood related and not, she set off to find it. Unfortunately, being such an odd fusion of divine and science, she ended up a bit of a scrub at the establishment. Only there long enough for resources, she left and traveled, made friends, made enemies. Sooner or later, she found herself the leader and co-leader of two powerful vigilante groups. Evil was fought against and conquered. The losses of those dear to her, and the natural questioning of her drive and faith shaped her.

Time passed, the organizations she fought against faded, the groups she lead faded. It was time for Annabelle to return to herself. She traveled alone, practicing her skill with the Light, understanding the inner workings of her mind and soul‚ and that of the tinkering she was born into in the North. She would travel again, and learn for herself. Perhaps one day she would return to her crusading ways. Now, though, she is happy enough just being a person.

Skills and Abilities

Annabelle has decided to meld the blessings of the Holy Light with technology. Being relatively young, she is neither an expert in engineering, or the Light. However, she is creative. A list of skills, taken from the RPG books, follows. I cannot list every thing Annabelle might create (since I haven't thought of it yet), so I may seek approval from the authorities on here.

  • ArciTech Connection: The techno mage has little patience when it comes to battle. She wishes to go in, hit the enemy with all she has, and have it done with. The techno mage knows how to connect with her technological weapons, channeling her magic through them. Her gun does not shoot bullets, but fireballs or dire rats. Once per day (more often as she gains levels), the techno mage can, by touch, place any spell she has prepared into a technological weapon (any weapon with a Malfunction Rating, commonly a firearm). Doing so is a standard action that does not provoke attacks of opportunity. This ability does not expend a spell slot. The weapon's next attack does not consume ammunition or fuel (if applicable). Instead, the weapon attacks with the spell. On a successful attack roll, instead of dealing damage, the spell occurs, just as if the techno mage had cast it at that location. The techno mage then makes all decisions the spell requires, and the attack expends a spell slot of the appropriate level, just as if the techno mage had cast it. Note that characters firing (or otherwise employing) a weapon so enhanced do not need to target creatures; one could fire a long rifle containing a frost nova at a spot on the ground, for instance. Wherever the weapon strikes, the spell occurs. If the attack misses, depending on the spell involved, the attack might be wasted or the spell effect might scatter, as a splash weapon. In either case, the attempt still expends a spell level. (Spells with a target of "self" are useful with this ability only if a character targets the techno mage with the weapon.) The arcitech connection persists for 1 round per techno mage level + the techno mage's Cha modifier (minimum 1 round). Every time the weapon is used in this period, it carries the spell effect and expends a spell slot, up to once per round. If the techno mage runs out of spell slots of the appropriate level, the weapon consumes spell slots of the next highest level, then the next, and so on.
    • If no such spell levels exist, the arcitech connection ends. If the techno mage uses this ability on a melee weapon, the weapon can deliver the spell with a touch attack or a normal attack. If the wielder makes a normal attack with it, it deals normal damage in addition to the spell effect. Note that this ability is not necessarily aggressive. It can carry cure serious wounds and teleport just as easily as starfall. Note also that the techno mage does not need to attack with the weapon; someone else can. The spell effect occurs on the weapon's first attack in around. If someone attacks with it more than once, all subsequent attacks in that round are normal attacks with the weapon. The arcitech connection does not increase the weapon's MR.
  • Energy Resistance: If a techno mage has made it this far, she has likely endured many mishaps, both technological and magical. The result of these trials is that she is more likely to be able to withstand damage from some form of energy. When she gains this ability, choose acid, cold, electricity, fire or sonic energy. The techno mage gains resistance 5 against that energy type. When she gains this ability for the second and third times, she can gain resistance 5 against a new energy type or increase her resistance against one she has already selected by +5. This energy resistance stacks with that gained from the tinker's energy resistance class feature or from spells such as resist energy.
  • ArciTech Control: As the techno mage becomes more and more in tune with her inventions, she can feel them as if they were sentient beings. She can almost communicate with them, telling ammunition and even grenades where to go. Any technological weapon (a firearm, grenade or the like) in her hands gains an additional +1 enhancement bonus on attack and damage rolls and is considered magic (if it was not already). At 7th level, the bonus increases from an additional +1 to +2. This ability cannot increase a magic weapon's enhancement bonus beyond +5. This ability does not increase a weapon's Malfunction Rating.
  • ArciTech Bond: When a device breaks, usually from a malfunction, most consider it lost forever, or until a skilled tinker has a good, long, expensive look at it. The techno mage can touch a device and coax it into one last use, putting some of her energy into it to keep it together. At 5th level, the techno mage can repair any technological device by touching it (a standard action). The device is repaired and ready for use, but its Malfunction Rating increases by +5.
This is a featured article. Click here for more information.