Morene Fellon

Morene Fellon

Vanguard
Level 2
Joined
Sep 10, 2018
Messages
27
Awards
3
Essence
€6,724
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₡26,300
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World
Erde Nona
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Character Name: Morene Fellon
Character Source: Original

Character Behavior: "Conscientious Knight"

Morene is conscientious, wanting to do everything as correctly and efficiently as possible. Though not stoic or cruel, the huntress values practicality above all else, maintaining a resolute set of morals despite it all, hellbent on protecting others. She doesn’t go for cheap shots or low blows, because she knows she doesn’t need them to win.

In regards to combat, Morene is a knight through and through. Her armor is her soul. Though, expecting her to rely on it is foolhardy; her proficiency with various ranged and melee weaponry is a horrifying sight to behold.

Starting Location: Cevanti

Profession: Knight-Errant
Once more, Morene Fellon of Creedmoor finds purpose by wandering the lands in search of distressed souls to assist in any way she can. The woman feels no discomfort in living off of the wild for food and gaining currency through fulfilling the requests of peoples offering to pay a bit of coin to rid of a few problems. Whether it be slaying monsters, standing guard at a battle-torn city desperately in need of protection, or even the dreadful act of babysitting somebody's children, Morene Fellon finds freelance work practical for her constant need to be busy. To do this, she must wander.

Spent Essence: €3,850
Base Fund: €100

Physical Tendencies:
Power (P): 15%

Toughness (T): 25%

Quickness (Q): 15%

Skill (S): 45%

Personality Tendencies:
Aggression (A): 10%

Cunning (C): 40%

Diplomacy (D): 30%

Support (S): 20%
Physical Description:
184

(Art by mogy64)

Morene looks to be in her early thirties, a large pale woman that stands at an abnormal 7'5" feet tall, with wavy black hair which drops down to her upper back, almost always being held together in a messy bun depending on the situation and the need to wear a protective helmet. Her face is pale as her body, and has a pair of electric blue eyes as due result of the Van'giir organs in her body altering her genetic code.
None of these features were her most distinct, however; Morene is very broad-shouldered for a woman, only emphasized further by her hulking armor almost always plugged onto her body. Although her power armor easily increases her already frightening size, it fits well to her figure, allowing for almost perfect mobility and for onlookers to realize after a quick observation that she's a giant even without the assistance of her full-plate cerantium.

History (Non-Native):
Morene Fellon of Creedmoor, warrior of the broken Van’giir clan and herald of Ark’maer, was born into the Union as daughter of an architect father and mother of a lieutenant of the state’s military. Though she was mostly an introverted schoolgirl for most of her life growing up, her parents’ disposable income and insistence to work overtime led to Morene developing an interest in engineering, smithing and weaponry to an obsessive degree.

Upon graduation, Morene found herself lost and yearning for something to do with herself. Looking up to her mother, the first thing that came to mind was to serve, going back to her family’s homeland Augard. Taking her flight to the Augard Isles, Morene quickly enlisted to become a militiawoman, barely passing the initiation.

As she trained however, Morene had her peers quickly understand she was fast to pick up new skills. Though the Isles were peaceful at the time, most of her time was padded out by sparring with her comrades, filling the day with either fighting or guarding an exceptionally boring post out in the countryside. The Gallowaich militia was particularly fond of swords, war knives and other assortments of hyper-frequency melee weaponry fitted for its infantry despite the practicality of modern firearms present on the planet Ter. Morene enjoyed learning the art of swordsmanship at the very least, even if usual military activities put a void of dull boredom in her heart.

After a year of reckless sparring, Morene and a squadron of other militiamen were suddenly assigned to investigate a local village of two separate families in the countryside who were both probable to be charged with multiple accounts of kidnapping members of the state. It wasn’t long upon arrival before the entire squadron of the militia went missing, and Morene was lost in a small ghost town full of what seemed to be cannibal cultists, meaning to “feed her to the forest.” It was very clear the only reason she was alive upon being captured was because she impressed the two families somehow. They were beyond human, their motives as well.

When she woke up after being captured and her squadmates killed, she was no longer in the presence of what she assumed was a cult. It was a pitch black night, not a star in the sky, and the trees surrounding her made it harder to discern where she was. It was her first night in a provenance lost in time and gated behind the realm of spirits, shielded from reality as she knew it. She didn’t discern that until later, surviving against a terrible beast of the night in the form of a dislocated and drowned face, seeming to guard the peninsula from outsiders who dared to enter, or were forced inside. It didn’t care, and it seemed as if the only reason Morene survived was pure luck, and she had no way to escape now. The sun eventually rose, but the sky was dreary. There was no comfort here, only the distant screams and wails of monsters that stalked the forests and swamps of Creedmoor.

In her years to come surviving in the lands of Creedmoor, Morene almost lost her sanity. Nearly every night for the first couple of months was hell, and all that remained of the once reckless and prideful girl was a bushwoman who had no semblance of her past self. The only reason she eventually attempted to communicate with the spirits of the cursed land was the feeling of mourning who she once was. It worked, and slowly, she became herself again, realizing Creedmoor was more than just cursed; it was a limbo of sorts. Not every soul of the dead was particularly approachable, most of them seemed to be attracted to Creedmoor because of how negative it was, but it helped to assist Morene in becoming more civilized again. She began building a house with her own two hands, making her own little circle in that forsaken death trap.

It was at this point she met the spirit of Willio, demonic in form but helpful in his vaguely explained motives, the omen of Ark’maer, the god of creation itself trapped in the vessel of Creedmoor, looking to free his benevolent conscience. It was at this point she met his cultists and the god’s chosen herald, a creature known only as Grigore. Impressed with Morene’s work, they chose her to help that cause, and she knew it would help her to escape.

Afterwards, Morene was sent on a quest to assist the broken and fragmented clan of Van’giir, a strange web of families whose practice of the arcane and science made those who were initiated beyond mortal. They were strangely kind to Morene when she approached their stronghold, one of the few places in Creedmoor free from its deadly ecosystem of monsters. Still, the few Van’giir that survived were a bit dismissive, vague, and quite frankly insane. It was enough for Morene to assist them in finding the daughter of the family lost in the woods, whose strength surprised even Morene.

As a reward, Morene was coded into a Knochten by the clan, a class of warrior unique to only those in power recognized by international law to be fitted and armed with the most state of the art weaponry and armor to protect their state. Then, she became one of their own, transforming herself beyond the limitations of her own kin with the help of Van’giir organ transplants, neuroplugs now attached to her spine to assist in fitting herself with her own cerantium power armor.

After months of training with her new weapons and armor, Morene became something of a knight-errant in Ark’maer’s name, a mutually exclusive agreement to assist one another in their goal of escape. Although Ark’maer had no grips upon his own reality within his prison, he could reach outside of it. Morene was sent to Multerra to siphon more power and to learn more of her capacity as a warrior, demiurge and protector.




Abilities:

- Cerantium Power Armor
[1,400]
Effect
Protection [Rank 5] - 500
Modifiers: Ongoing - 500
Flight [Rank 2] - 400

Morene's signature armor, as described above, is a set of armor is carefully designed for mobility, effectiveness, defense, and comfort from head to toe, above all. Crafted in concordance of some of the eldest Van'giir knochten's writings, Morene was rewarded handsomely by assisting the clan trapped within the walls of Creedmoor in keeping their family together.

Because of its heavily modified exterior, the cerantium power armor has many uses, including enabling it's user to leap great distances with a jump pack that neatly fits on the back of her waist, closest to her center of mass.

- "Starbolt Pulsar" Crossbow [400]
Effect
Damage [Rank 4] - 400
Modifiers: Ranged, Finite - 200

A crossbow crafted by Morene's own hands after becoming knochten. Loaded from the top, the magazine contains six large explosive energy rounds that are shot with a "hammer" at the back of the string upon firing. The string is pulled by the pump-action foregrip at the front, allowing mobility while chambering another round.

The projectiles are relatively slow and "drop off" at longer ranges, akin to a rocket propelled grenade launcher. It's explosive radius is more or less a meter in radius, and inflicts heavy knockback, enough to pop humanoid targets into the air when firing at their feet.

Although Morene loads her weapon faster than most, reloading is relatively time consuming, taking nearly five seconds to release the magazine, put another in, close the hatch, and chamber a round. It would be a good idea to take advantage of this relatively slow and loud reload process when fighting her. That is, if one can successfully dodge the six bolts beforehand.

- Kross Voltaic SMG [400]
Effect
Damage [Rank 4] - 400
Modifiers: Ranged, Finite - 200

Morene’s primary weapon of choice when tasked with more tactical combat scenarios. The Kross Voltaic SMG is the most recent energy-based rifle of the Voltaic SBR line developed by the weapons manufacturing company Kross. The Voltaic is an SMG with a magazine capacity of 40 rounds, though that’s very difficult to discern while being shot at by it, considering its extremely high rate-of-fire, and its projectile speed being nearly instant.

Still, it is an SMG; it has a relatively low effective range despite the rounds being entirely based on focused energy. Though it can absolutely hit targets from afar, the damage is usually negligible.

In the dark, the bullet trail looks similar to a bright blue laser-pointer. Just louder, and far scarier.

- "Galvanus" Magnetic Greatsword [500]
Effect
Damage [Rank 5] - 500

One of Morene's most prized possessions, her great two-handed sword named "Galvanus," a relic of Morene's ancestral lineage.

Boasting a size of seven feet from tip to pommel, the greatsword has a rather fundamentally simplistic design that, despite it's size, maintains relatively lightweight at eight pounds. With Morene's enhanced strength under the effects of her augmentations and power armor, the woman can swing the blade with ease. Despite being a hefty blade, it is not slow by any means.

Galvanus maintains a generator in between the single ring-guard that charges itself with the kinetic energy. With this field of energy, the greatsword can abuse its magnetic properties to vibrate the blade at electrifyingly high frequencies, carving objects that glide along its blade with ease, and be extremely difficult to disarm to any opponent Morene happens to be facing with this weapon in her hands.

Getting creative with the weapon's generator located in the center of the crossguard, Morene can also flip the sword over, holding it by the blade and allowing her to attack with the already devastating quillons of the sword. As it's effective area is right next to the generator itself, Morene can cause potentially ruinous damage to armored opponents.




Affinities:

- Gifted:
You can purchase "Skill Groups" consisting of up to 5 "Specific Skills", at the normal cost of a single Skill. You also gain +1 to the Skill Rank Cap.

Skills:

- Creedmoor Bushwoman
(1,550)

Swordsmanship VII (350)
Fighting with and handling swords is absolutely Morene’s greatest asset. There probably isn’t a single bladed weapon in the entirety of the Crossroads that Morene wouldn’t be able to name drop combat treatises for at the very least. From her training in the Gallowaich militia all the way to being trained by spirits of long-dead fencing masters, engaging Morene with a sword when she’s equally matched is not generally advised.

Firearms Handling VII (350)
Unexpectedly from somebody of such a knightly stature, Morene is very proficient at shooting things with guns. From sniping fast moving targets far away, clearing rooms proficiently, or even hitting things mid-air with slow moving projectiles, she is no stranger in regards to operating various firearms and explosive ordinances.

Hunting VI (300)
Needless to say, Creedmoor was a very scary place to survive for nearly a decade. The only way to get by in a place constantly ravaged by shrieking horrors of the night and game adapted to combating those threats is to be very, very good in the art of the hunt. Morene can very consistently track and hunt down most creatures, even mystical in nature, that lurk in the wilderness.

Grappling VI (300)
Advantaged by her abnormally large stature, Morene is also very comfortable being without a weapon, actively searching for opportunities to grapple her opponents. She is deathly effective with her knowledge of throws, pins, mounts and limb-locks, even without the overwhelming weight of her power armor gracefully assisting her in such.

Metallurgy V (250)
From hobby to necessity, Morene’s hears crafting her own weapons in armor in Creedmoor made her very proficient in handling metals. Though crafting tempered steel and alloy materials is a very slow and meticulous process, this does have a few practical implications in the heat of combat. For instance, understanding the weaknesses of armor and weapons are a lot easier when one participates in the craft themselves.
 
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