Mattmatt

Alias:
Mathanwy, Matt, Pwyll's Son, The Joyous Youth, Mr Rose, Sanguine, Page of Death

Real Age:

About 31 years old, probably.

Apparent Age:

18-20 years old.

Distinguishing Features:

Around 6'5, with broad shoulders and knee-length hair, Matt has pale skin covered in tattoos that tell the tales of the  Mabinogion  (apart from the painfully massive scar running from his shoulder to his waist, where it looks like something took a bite out of him). His ears are pointed, and his weight is largely negligible. Sometimes his eyes glow, particularly when he's been overusing his powers.

Bio:

Arawn first named him Pwyll's son when he first came to visit; after his second death and before his rebirth. It is something of a point of shame for Matt that it took him quite so long to work out that he is a scion. In point of fact, it took a godly visitation from Herne for Matt to work it out, and the god of the hunt still had to use some remarkably pointed phrases.

Matt is currently dating a former werewolf turned Luna Exalt called Cerryn, and is often ridiculously smug about just how good looking his boyfriend is. Given Cerryn's looks are reminiscent of Brad Pitt in his younger days, this is unsurprising.

Notably amongst the party, Matt remembers much of the past few years from multiple perspectives. Often when discussing a past event Matt will have the memory of roleplaying through it and the memory of living through it at one and the same time. This can sometimes result in Matt going through bouts of anxiety and depression as he wonders what, if anything, is actually real. For much the same reason, Matt usually objects strenuously to anyone discussing "real world" powers in terms of "game world" stats. The two occasions when Matt has relaxed this objection in order to explore just what he can do with defined powerset have therefore been opportunity for the rest of the group to mock him mercilessly.

Powers
In some little-understood way Matt is the inheritor of the title of Pwyll, the human walker in the Annwfyn. He's the son of Arawn, although he doesn't quite understand how this came to be, and has kinship ties to most of the celtic pantheon, who seem to treat him with varying degrees of begrudgement as family. So far every celtic deity encountered has treated Matt with some respect - in one particular case this has been limited to not destroying him and his companions on sight, but given the alternative that was still a good thing. Similarly, his status garners him the respect of the divinities from the other pantheons, particularly from other death gods, although it does necessitate him to tread very carefully to avoid entangling his father in a fight with gods determined to repay insults given by proxy via Arawn's scion.

Arawn has given Matt three panoply: the black arrow bow, the raven feather mantle and the horn of the hunt. Injury from the black arrows brings with it mortality, preventing the target from healing for a time, and ensuring that should they die whilst bearing a wound from the weapon they are truly dead, even if they cannot otherwise perish. The raven feather mantle gives Matt significant resistance to damage and enables him to commune with his father, and the horn calls the Wild Hunt - who are, as per the name, completely uncontrollable.

As the son of Arawn, Matt has the ability to walk the paths of the dead, the spiraling barrow down into Crom Dhu. On two occasions Matt has used this power to intercede for the recently dead, granting them the ability to return to life. Matt doesn't know quite what the price for this is, and has resolved to only use it where a person died before their time due to the actions of Matt and his companions. The last time this was used, Matt and his friends spent two months walking the paths of the dead, whilst their bodies were left lying in the place where the power was used, dead to all but the closest examination. Crom Dhu, the guardian of the dead, has made it clear to Matt that he will only turn his gaze away from Matt and those he wishes to retrieve one more time before the natural order must reassert itself.

Matt has the ability to open doors to the realms of the deities - so far he has opened a gateway to Arawn's realm, Balor's realm, and Herne's realm, as well as the realm of the Erl King, who is either a deity in his own right or the darker aspect of Herne. Opening a door to Arawn's realm is best done at dusk, underground, or in a place of death; reaching Herne's realm is done at dawn, or from a place of nature. Matt can also reverse this process, calling to him the hounds of Arawn, the hounds of the hunt. This is best done with caution, as the hounds are exceptionally wild and although they won't attack Matt (or Cerryn, as they see Cerryn as Matt's mate), they aren't otherwise capable of differentiating friend from foe. Matt can control them, although it takes fierce concentration to control even one; hence summoning more tends to lead to disaster. The hounds in some way attack the spirit of the thing, rather than the flesh, rendering physical resistance less important than a resilient soul; those they bite are also marked as prey for the next time the hunt rides.

Matt's capacity to communicate is boosted by his heritage; he has an instinctive grasp and fluent command over the tongues of man, and tends to translate simply by reading or hearing someone speak another language.

Arawn's purviews are mystery, death and magic; it is probable although not yet proven that he at least has an affinity for legendary Stamina. Matt has so far done relatively little experimenting with his divine powers, although his initially forays into the art of magic, in true Matt style, brought some truly spectacular mistakes, including barring an entire caern full of Garou from remembering how to perform their gifts, rites, or natural abilities, and then in quick succession (whilst trying to fix the problem) binding them all to the lands of the caern - and then getting himself tangled up in the self-same fatebinding. Arawn noted at one stage that the fact that Matt achieved all this whilst merely trying to perceive the tapestry of magic shows a true aptitude for magic.. and disaster.

To date Matt has learnt the following magic:

Scion spells / Uncategorised magic: Unlidded Eye - Scion magic to view magic and fate Minor warding - Bar entry to an area; although a person won't notice that they are being turned away, they may well notice after the fact that something odd has happened. Fate Prison - Prevents people from leaving an area. Power bar - Prevents people from remembering how to use their powers and supernatural abilities Portal to Rift-space - Opens a tear in the fabric of reality through to null/rift-space (cf Midkemia); will consume life/magic and may release the Dread.

Azeroth Clerical magic: Matt is trained to level 90 as a WoW priest, with Holy and Discipline specs. Universal: Smite, Power Word Shield, Flash Heal*, Inner Fire, Inner Will, Resurrection, Power Word Fortitude, Renew*, Dispel Magic, Shackle Undead, Levitate, Mind Vision, Binding Heal*, Fear Ward, Hymn of Hope, Prayer of Mending*, Mass Dispel, Holy Fire, Purify, Heal*, Greater Heal*, Prayer of Healing*, Leap of Faith, Cascade, Circle of Healing*, Holy: Holy Word: Sanctuary*, Holy Word: Chastise, Holy Word: Serenity, Lightwell*, Divine Hymn* Discipline: Power Word Barrier, Spirit Shell, Penance, Pain Suppression, Inner Focus, Atonement, Grace, Borrowed Time, Train of Thought * currently non functional thanks to universal failure of healing magic.

He has the following abilities and glyphs:

Azeroth Enchantment: Matt has undergone training in Azeroth as an enchanter and a jewel crafter. He's yet to craft much of use using these skills, being largely more interested in the theory than the execution, as well as too lazy to keep track of all the reagents required.

Exalted Sorcery: Stormwind Rider Matt has also developed the use of opposing flows of essence to cancel out and disperse sorcerous forms; this is an otherwise unknown discipline in Exalted's Creation, as the circles of Countermagic use entirely different methodology.

Exalted God Charms: Measure the Wind Amethyst Awareness

Skyrim Spells: Restoration: Lesser Ward Steadfast Ward Sun Fire Turn Lesser Undead Destruction: Flames - A gout of fire that deals damage as long as the spell is maintained. Sets a target on fire, doing extra damage. Short range. Frostbite - A blast of cold that deals damage to both health and stamina as long as the spell is maintained. Also slows target. Short range. Sparks - A lightning bolt that deals damage to health and mana/magicka as long as the spell is maintained. Short range. Firebolt- A single-target missile that does damage to health and sets the target on fire. Ice Spike - A single-target missile that does damage to health and stamina and slows the target. Lightning Bolt - A single-target missile that does damage to health and half damage to magicka/mana. Frost Rune Fire Rune Lightning Rune - Cast on a surface, triggered like a proximity mine Freeze Ignite

Illusion: Clairvoyance Courage Fury Calm Fear Muffle Frenzy Alteration : Candlelight - creates a hovering light for 60 seconds Oakflesh - Improves the caster's armor rating by 40 points for 60 seconds Magelight - a ball of light that sticks where it strikes and lasts for 60 seconds Stoneflesh - Improves the caster's armour rating by 60 points for 60 seconds Conjuration: Bound Dagger - creates a magic dagger for 120 seconds Bound Sword - creates a magic sword for 120 seconds Matt has also learnt how to dual cast Restoration and Alteration spells, a talent which has effects upon the other types of magic that he knows.

Shouts: Matt can use the power of the Thu'un, the Way of the Voice. So far he has mostly used Unrelenting Force ( Fus Ro Dar),  but other viable shouts are:

Faerun magic: Matt can cast common sorcerer/wizard spells up to level 5. Notable spells include Planar Tolerance (level 5), Wall of Dispel Magic (level 5) and Death Ward (an adoption of a 4th level cleric spell). He has so far learnt the following metamagic feats: Empower spell, Extend spell, Maximise spell, Quicken spell, Silent spell, Still spell, Consecrate spell, Nonlethal substitution. He's invented a spell of his own, a version of Protection from Energy that can be applied to energy weapons such as phasers.

Hogwarts Magic:

Notable Equipment Tolkien Elven pendant - contains the light of the evenstar, the first star of evening. WoW "bags" - metal buckle-type things that open portable storage realms Inscribed Serpent Staff - 4895-7343 damage, speed 3.30 (1854.2 damage per second); +15 stamina +10 intellect +7 hit +58 spell power +7 mastery (morphed to look as a normal wooden staff)

Legs: Falling Blossom Treads - 1700 armour, +17 Stamina +10 intellect +8 hit +6 mastery; red socket; red socket (socket bonus: 1 mastery) (morphed to look like leather trousers)

Feet: Falling Blossom Sandals - 1700 armour, +17 Stamina + 10 Intellect +7 spirit, +7 haste; red socket; red socket (socket bonus: 1 mastery) (morphed to look like boots)Head: Falling Blossom Hood - 2010 Armour, +23 Stamina +14 Intellect +8 Spirit +10 Mastery; meta socket, red socket (socket bonus: 2 mastery) (morphed to look like a plain hood)

Wand - 9 inch elm with unicorn hair Rogue Scrying Stone - Stone which allows scrying outside Starfleet standard issue Phaser Starfleet standard issue tricorder Starfleet standard issue medikit Cardassian hand phaser Romulan hand disrupter Romulan disrupter rifle 5 ultimate mana pots (full refresh) 3 ultimate stamina pots (full refresh) 600 gold Bullet pendant with Jez's elemental fire within it Demon Tome - this is currently with Arawn for investigation Ragnar Blackstaff's spellbook The Horn of the Wild Hunt The Blackfeather Bow The Raven Mantle The Shadowstaff

Arawn has noted that, as a demi-god of magic Matt is theoretically capable of learning any form of spell whatsoever, although it will be much easier if someone who knows the magic in question teaches him. Matt is currently making shopping lists and giggling to himself when he thinks no one is looking. On one occasion in Creation Matt decided to try casting a spell without anyone teaching him or even without having observed the spell; this unsurprisingly went wrong - but did produce an effect, creating an entirely different magical effect that was utterly outside of Matt's control. Matt apparently failed to learn from this, seeing as it's happened several times since.

Last amongst the known gifts from his heritage, Matt the capacity to sense, project and alter emotions. He's used this in the past to prevent a Garou from spending rage, to bring frenzying creatures out of frenzy, and to cause people to feel emotions as Matt wishes. He's even demonstrated the capacity to project these emotions at abstract forces, on one occasion wielding peacefulness to banish an aspect of War.

At one stage Matt had the little-understood ability to connect with a person and utilise their powers by proxy. This had a tendency to go wrong and cause catastrophe (nearly killing almost the entire group using Andy's fire, and frenzying and killing most of a Technocracy team are the two noteworthy examples), so Matt never had the chance to really probe the limitations of this ability. It has not been established yet whether that was an outgrowth of Matt's capability to sense physicality (if so, it would have been lost along with the blood elf powers), or his enhanced empathy; if the latter, he may still unknowingly have access to it.

Matt is currently an Abberant, a sort-of mutant. Possessed of an MR (Mashin-Rashoud) node, Matt is able to manifest a glow of light around his body, which allows him to fly, protect himself from damage, and fire bolts of energy. He has also learnt to extend this glow around other objects and people, once managing to extend it far enough to encapsulate an entire starship. By moderating his glow to different frequencies, Matt can travel through the different layers of reality, eventually penetrating through into the bleed between worlds. Carrying other people with him creates a drag that rips a hole physically open into the bleed through which other things can travel. Matt can prevent this happening by taking his time to move through the different levels of reality, rather than jumping straight to bleed speed.

Theme songs:

Thomas the Rhymer - Steeleye Span It's Not Easy - Five for Fighting