Mephala worshipper DRAFT
Background
Naryu Virian (Inspired by Naryu Virian, a female Dunmer assassin whose skill has earned her the title known as the Mother of Blades within the Morag Tong and the name Beautiful Darkness after her beauty)
Naryu is a Dunmer refugee from Morrowind, washing up on the shores of Windhelm. It’s the least hospitable place for a Dark Elf but she finds solace in her worship of Mephala and her drive to better follow her tenets in the Dark Brotherhood.
Race: Dunmer
As a Dark elf, , she has the following abilities:
- Ancestral Guardian: When entering combat, expend 1 Spirit Favor to gain 75 points of armor for 120 seconds.
- Ashborn: Dunmer blood grants 25% fire resistance. Ancestral Guardian and Spirit Walk each add 25% while active.
- Whispers: Your ancestors periodically indicate an enemy humanoid to slay for +25 Spirit Favor and bonus gold.
- Spirit Walk: 1/day - Expend 2 Spirit Favor to summon 2 random invulnerable Ancestors for 45 seconds.
Worship and Religion
Mephala
Racial starting deity for: Dark Elf / Khajiit
“Poison your weapons. Strike unseen with sneak attacks. Intimidate the weak. Dark Elves are most deserving of my favor.”
- Shrine blessing - Fortify Poisons: Poisons you mix are 15% more effective.
- Follower - Secret Murder: Sneak attacks deal X% more damage from behind (based on favor with Mephala).
- Devotee - Whispers of Betrayal: During prayer, seize control of the nearest person within 75 feet to fight for you. Costs 5% favor.
Roleplaying hooks
- Will follow the Dunmer Ancestral worship frequently, including following the whispers of her ancestors to murder.
- Likes the deception of pickpocketing more than the acquisition of gold. For her, it is more useful as a assassination tool than a means of wealth acquisition.
- Very little training in magic, as she had no time in his previous life. Fascinated by the illusion school and the soul-stealing of Conjuration. Intrigued by the Alteration school as a tool kit.
- Prefers dressing an a manner to blend in, not stand out. That said, she's vain. She will wear nice clothing in town and will tend to discguise her Dark Brotherhood affiliation.
Ordinator Complete perks
Alchemy (14)
0 - Alchemy Mastery (2) - Potions and poisons you make are 20/40% stronger.
20 - Physician - You may choose a type of beneficial potion: Health, Magicka or Stamina. Potions you mix that restore or fortify the chosen attribute are 50% stronger.
20 - Stimulants - When you use a beneficial potion or ingredient, you regenerate 2% of your Magicka and Stamina per second for 30 seconds.
30 - Advanced Lab - You may choose to upgrade one alchemy lab to an Advanced version for 2500 gold. Potions you mix are 25% stronger at an Advanced Lab. Can be "Disassembled" by sneaking, allowing you to upgrade another.
30 - Experimenter - Eating an ingredient reveals all effects.
30 - Poisoner - Poisons you mix are 1% more powerful per level of Alchemy.
40 - Bottomless Cup - Poisons applied to weapons last for one additional hit per 10 levels of Alchemy.
40 - Crimson Haze - Stimulants also increases movement speed by 10% for its duration.
40 - Elemental Oil - You may choose a power: "Fire Oil", "Frost Oil" or "Shock Oil". At will, create a pool of oil that lasts 20 seconds. It reacts violently when struck by a projectile or explosion, exploding and dealing damage equal to your Alchemy skill level.
50 - Alkahest - Your poisons are highly corrosive, enabling you to ignore 40% of the armor rating of an affected target for their duration.
50 - Lab Skeever - For 20 seconds after using any alchemy lab, beneficial potions you drink last 15 times longer and are 25% stronger.
60 - Green Thumb - Twice as many ingredients are gathered from most harvestable objects.
60 - Maenad - Magicka and Stamina are increased by 50 points when you are under the effect of a beneficial potion or ingredient, but reduced by 25 points when you are not.
60 - The Alchemist's Cookbook - You may choose a second Elemental Oil power. In addition to "Fire Oil", "Frost Oil" and "Shock Oil", you may also choose "Calming Oil", "Frenzy Oil", "Paralysis Oil" or "Hallowed Oil".
70 - Double Toil and Trouble - You mix twice as many potions at your Advanced Lab.
70 - Pure Mixture - All negative effects are removed from created potions, and all positive effects are removed from created poisons.
80 - Amplify Lethality - Grants the "Amplify Lethality" power. Once a day, point at a victim to silently reduce their poison resistance by 250% for 10 seconds.
100 - That Which Does Not Kill You… - Upon learning this perk, you imbibe a deadly toxin, taking 150 damage per second. If you survive for 60 seconds, you receive 3 perk points and a permanent 25% bonus to all potions and poisons you make.
Archery (2)
0 - Archery Mastery (2) - Bows and crossbows deal 25/50% more damage./, and critical strikes with bows and crossbows do 2% more critical damage per level of Archery.
Enchanting (8)
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
30 - Thunderstruck - Weapon enchantments are 25% more effective when delivered by a power attack (or 50% for a two-handed power attack).
40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
80 - Twin Enchantment - Can place two enchantments upon the same item.
90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another.
100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat.
Illusion (2)
0 - Illusion Mastery (2) - Illusion spells cost 35/50% less Magicka, Illusion spells last 0.5/1% longer per level of Illusion, and mind affecting Illusion spells (Calm, Fear, Frenzy, Rally) are 0.1/0.2 points stronger per level of Illusion.
Light Armor (16)
0 - Light Armor Mastery (2) - Armor rating of Light Armor increased by 20/40%. You gain a small amount of Light Armor experience when wearing at least two pieces of Light Armor in combat.
20 - Annoying Mosquitoes (2) - You take 10/20% less attack damage from enemies with full Health if wearing all Light Armor.
30 - As a Leaf - While sprinting in Light Armor, you cannot be staggered and take 50% less damage from power attacks.
30 - Light Armor Fit - Armor rating of Light Armor increased by 25% if wearing all Light Armor.
40 - Initiative (2) - When you enter combat, if wearing all Light Armor, regenerate up to 10/20% of your maximum Stamina per second. This bonus gradually diminishes over the course of 15 seconds.
40 - Keen Senses - You no longer need to wear a helmet to benefit from perks that require "wearing all Light Armor". If you are not wearing a helmet, Light Armor pieces have 20% increased armor rating.
50 - Unhindered - Light Armor weighs nothing and doesn't slow you down when worn.
50 - Windrunner - Move 10% faster in combat if wearing all Light Armor.
60 - Evasive Leap - If wearing all Light Armor, jump in combat to cause all incoming attacks and spells to miss for 1 second. This effect has a 5 second cooldown.
60 - Into the Maelstrom - You take 10% less attack damage when fighting more than one enemy if wearing all Light Armor.
70 - Wardancer - Your agility enables you to strike more effectively, granting 20% more attack damage and critical damage if wearing all Light Armor. This effect is lost for 6 seconds whenever you get struck by an unblocked attack or a hostile spell in combat.
90 - Lightning Strike - Your critical strikes deal 75% more critical damage for 10 seconds after entering combat while wearing all Light Armor.
100 - Tempting Fate - You gain 20% movement speed if you are not blocking during an enemy's power attack. If the power attack misses, the effect lasts until combat ends or until you get struck by a power attack.
Lockpicking (2)
0 - Lockpicking Mastery (1) - Weaker/all locks are easier to pick.
20 - Game of Fate - There are 5 Dragons of Fate hidden in random locked containers in Skyrim. Each grants 15000 gold and a free perk point when removed from its container. The name of the container changes to indicate the treasure inside.
One-Handed (21)
0 - One-Handed Mastery (2) - One-handed weapons do 25/50% more damage./, and critical strikes with one-handed weapons do 2% more critical damage per level of One-Handed.
20 - Disciplined Fighter - Reduces the Stamina cost of power attacks with one-handed weapons by 15 points.
30 - Bite Marks (3) - Unblocked attacks with daggers deal an additional 1/2/3 point/s of bleed damage per second for 30/45/60 seconds to living targets. This effect stacks.
30 - Ravage (2) - Dual wielding attacks are 20/35% faster.
40 - Furious Strength - Power attack damage with one-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations.
40 - Savage (2) - Attacks with a dagger deal 25/50% more damage if you rapidly hit the target three or more times. Resets when 2 seconds pass between hits.
50 - Rogue's Parry - When wielding a one-handed weapon and an empty other hand, attacking with the weapon while the opponent is winding up their attack or drawing a bow deals 40% more damage and delivers a critical strike.
50 - Twin Fang - Forwards power attacks with a dagger impale the target, dealing double Bite Marks damage, whether or not the attack is blocked.
60 - Man O'War - While dual wielding in combat, build up a battle rage with each attack, gaining 1% extra attack damage and 1% bonus attack speed for 20 seconds. This effect stacks.
60 - Swaying Cobra - Sideways power attacks with a dagger inflict distracting wounds, draining 100 points of Magicka and Stamina and halting regeneration for 5 seconds.
70 - Death Adder - Standing power attacks with a dagger ignore armor.
70 - Thundering Blow - Whenever you perform a total of 8 or more one-handed regular attacks in combat, your next one-handed power attack is a Thundering Blow that deals double damage and costs no Stamina, resetting the counter.
80 - Coiling Python - Hitting a target with a forwards, sideways and backwards power attack with a dagger within 30 seconds paralyzes the target for 20 seconds. Your attacks against the paralyzed target are critical strikes that deal nine times critical damage.
90 - Aftershock - After a Thundering Blow, attack speed is increased by 75% for 3 seconds.
90 - Unleash the Beast - While dual wielding in combat, enter a murderous frenzy every 20 to 40 seconds. For 8 seconds, dual wield power attacks deal 50% more damage and 100% more critical damage.
100 - Wandering Warrior - Whenever you defeat at least 4 humanoids and/or animals in a single battle, you gain a permanent +1% bonus to one-handed damage. This effect stacks up to +20%.
Pickpocket (8)
0 - Pickpocket Mastery (2) - Adds 20/40% to your pickpocket chance and increases carry weight by 50/100 points.
20 - Blood Money - You find 10-100 more gold when looting humanoid corpses you have slain in an especially violent fashion (with an attack that dealt at least 100 more damage than their remaining Health or a killmove).
30 - Cutpurse - Adds 25% to your chance to pickpocket gold, keys and jewelry.
40 - Brotherhood Cocktail - Silently harm enemies by placing poisons in their pockets while pickpocketing.
40 - Death's Emperor (2) - A cursed septim appears in your inventory. When someone else is in possession of the coin, your attacks deal 100/200% more damage and critical damage to them.
70 - Trickster - Can pickpocket equipped weapons. If the target is sleeping, can pickpocket any equipped item.
70 - Doomed to Plunder - Killing a victim in possession of the Death's Emperor grants 100-300 more gold.
90 - Mutiny - Grants the "Mutiny" power. At will, activates the curse of the Death's Emperor, causing whoever is in possession of the coin to attack randomly for 30 seconds. Any deaths resulting from this can't be traced back to you.
Smithing (2)
0 - Smithing Mastery (2) - You can create Novice (Steel/Bonemold) items at a forge or anvil, and improve them twice as much./All items can be improved 10% more.
Sneak (22)
0 - Sneak Mastery (2) - Sneaking is 15/30% more effective. Sneak success depends on visibility (movement and light level), sound (movement and armor weight), skill level and distance.
20 - Sneak Attack - Sneak attacks with one-handed weapons deal 100% more damage. Sneak attacks with any other weapon or fists deal 25% more damage.
30 - Fog of War - Sneaking is 15% more effective against targets that are in combat with you, or 30% if they are in combat with someone else.
30 - Silent Roll - Sprinting while sneaking executes a silent forward roll.
30 - Spot Detection - Grants the "Spot Detection" power. At will, outlines all humanoids within 150 feet that are detecting you with a green glow. Lasts 30 seconds.
40 - Assassin's Blade - Sneak attacks with daggers deal 1% more damage per level of Sneak.
40 - Dynamic Entry - Performing a silent roll increases your weapon damage by 40% and unarmed damage by 40 points for 3 seconds.
40 - Infiltrator - Your footsteps and equipped armor make 75% less noise when sneaking.
50 - Backstab (2) - You deal 25/50% more damage and critical damage with daggers when striking a target from behind.
50 - Light Foot - You won't trigger pressure plates.
50 - Right Behind You - You are adept at hiding in your target's blind spot. Sneaking is 15% more effective within 30 feet and 30% more effective within 15 feet.
60 - Disengage - Grants the "Disengage" power. Once a day, all enemies within 100 feet who are attacking you or searching for you instantly stop and resume their normal activities.
60 - Dodge Roll - Performing a silent roll makes you ethereal for 1 second, causing all incoming attacks and spells to miss.
60 - Smokescreen - Grants the "Smokescreen" power. Once a day, creates a 35 foot cloud for 180 seconds that blinds those in the cloud, preventing them from seeing sneaking targets. Sneak attacks against them deal 50% more damage.
70 - Clean Escape - When you stand still for 8 seconds while sneaking, enemies within 150 feet no longer search for you.
80 - Behind Enemy Lines - Sneaking is 15% more effective for each enemy within 100 feet that is not detecting you.
80 - Problem Solver - Sneak attacks deal 10% more damage for each 200 points of Health the target has, up to 50% more damage.
90 - Cloak and Dagger - Breaking invisibility with a power attack is a guaranteed critical strike that deals 50% more critical damage.
90 - Shadow Warrior - Entering sneak mode in combat grants 2 seconds of invisibility, briefly leaving combat and forcing distant opponents to search for you. This effect has an 8 second cooldown.
100 - Laughing Ghost - Grants the "Laughing Ghost" power. At will, while sneaking, teleport through the shadows behind a target to attempt a sneak power attack with your right weapon that deals double sneak attack damage. The target must be out of combat.
Speech (2)
0 - Speech Mastery (2) - Sell items for 10/20% more. Your intimidation attempts are twice/four times as likely to succeed.