[hider=My Hider] Equipment: Sword-Made from gathered essence within the surroundings and his, either form can materialize a sword weapon that is unique to each one. Despite the large and cumbersome appearance in the either mode, the sword is surprisingly light within Emmet’s hand (though once it leaves, it gains weight which discourages others using it against him.^) but no less durable, making it rather difficult to break into pieces. Other than these minor facts of shifting shape and the weight change, there are no other unusual natural characteristics. For each Primal mode, the sword adapts to best reflect the current user but the overall length doesn’t change and has no other factors to enhance the combat power of the user unless it’s through mentioned powers that stem from that form itself. Primal Demon- the weapon takes is a bastard sword, the blade length is 45 inches and hilt is 10 inches. Primal Angel- the weapon is a claymore, the blade about 42 inches and 13 inches for the hilt. ^The reason its light with his touch is because his essence is continually *The images used aren't mine and I claim no work in their awesomeness, that goes to the artist. They are merely just for representation purposes. Name: [b]Emmet's Primal Angel[/b] Race: Appears to be an Angel Appearance: [center][img]http://i.imgur.com/kGelg56.jpg[/img]][/center]* Height: 6’2 tall Weight: 125 lbs. Wing span is 3.75 meters wide, about 10 foot Abilities: [b]Passive: Always active. [/b] [u] Sixth Sense [/u]: By tapping into the air’s essence around him with his own, he can create a wide range sensory around him. This gives him a vague notion of the attack as well as the type: magical or physical. Through he can’t tell details like its strength, who it originated from or exactly what type of spell it is beyond magical or physical, just where it’s targeted at. [indent]Type –defensive Range – 360 degree sensory all the way around him, both vertically and horizontally and area limit is 8 meters (about 24 foot) radius within his current location. Duration – Continually on. Other info – Though it might be an early warning system, this doesn’t mean he’ll be able to dodge every single blow or attack as the mentioned lacking details are unknown to him. [/indent] [u] Elemental Resistance [/u]: takes less damage from elemental based attacks that are made of the original six: earth, air, water, and fire, light and dark. This lessens the damage between a third to half depending on how close, the strength and duration. In order to achieve this Emmet pours a bit of his essence into his body continuously to do two things: enforces his body to withstand elemental based attacks by creating an essence cushion between the attack and his body as well as push out to mingle with the attack’s own essence, resulting in weakening it. [indent]Type –defensive/resistant Range – 360 degree sensory all the way around him, both vertically and horizontally and area limit is 8 meters (about 24 foot) radius within his current location. Duration – Continually on. Other info – It’s nulled by dual or non-elemental attacks due to the fact there’s two different essences to weaken. So while it might be able to weaken one element, it can’t do both at the same time allowing one to slip through and directly damage unhindered. It also isn’t activated by spells/abilities which are more of an area/wide ranged affects rather than focused directly upon him and is unpredictable enough for it to activate in time. [/indent] [u] Regenerative Spirit [/u]: Using the essence in the air alongside his own, he can slowly heal himself over time of combat. Minor scratches, shallow and skin deep, will heal within 1-2 seconds. Wounds and gashes which affect muscles and even tendons will required at least 4-5 seconds while any injuries which harm interior organs, bones or vast areas will need 8 or more depending on the damage’s extent. It also depends on the type of damage. Depending on the burn’s degree, the highest can add another second on if it covered a significant area amount like half the bust portion of the body which includes not just the face but also the shoulder, neck and a bit of the torso. [indent]Type –healing Range –individual and short range. Duration – Continually on. Other info – However he is still affected by blood loss created when the wound was inflicted and doesn’t recover stamina used. Its only task is physical healing, in addition the more serious the wound is then the longer it takes to heal and mend back to its original state. Reconstruction and regeneration over vast areas, including vital organs or bones, will always take much longer compared to shallow wounds. [/indent] [u] Divine Calling [/u]: Anyone with a feather from this form’s Wings can call for assistance from a long distance of Emmet’s location, no matter what form he’s in. All they merely need to do is focus upon the feather which will mingle with the air’s essence and send out a rather annoying ringing in Emmet’s ears, one he can’t ignore or get rid of. Instinctively, like a homing pigeon, he is able to acknowledge which way to head as it grows softer the closer he is. [indent]Type –other (more rp related then combative) Range –Up to a mile from Emmet’s current location Duration – Lasts for at least 3 hours before the feather’s stored essence fades, the energy used as sacrifice to feed the effect and end with the feather vanishing signifying it’s been used up. Other info – He wouldn’t know the current summoner, why or the present situation he’s likely walking into, merely just the exact location. Another drawback is that he doesn’t have a teleportation ability so depending on the distance it might take some time getting there. [/indent] [u]Celestial Speed[/u]: This mode’s natural abilities rival some of the most powerful battle angels within the areas of strength, endurance, and stamina. He’s able to bench press around 4,000, about a metric ton, of dead weight in pounds easily though anything higher will become impossible. It’s more than a human but likely far less than the average demon. In a direct match of brute strength alone, this mode is of little use against anything higher than a human, low level demon or another battle angel. The level of endurance/stamina allows this mode to fight hours on end, 6-7 max, without signs of fatigue edging into his movements or the need to rest. On top of that, he is beyond an average human’s physical speed capabilities and can reach top speeds of over 200 mph but he’s unable to turn on a dime since he usually only reaches this speed in a head long dive. His reflexes are faster than a striking cobra and able to block every bullet from a gun without fail, making avoiding or getting past his sword extremely difficult. [indent]Type – combative Range –individual Duration – Continually on Other info – High wounds and blood lost can affect the stamina/endurance levels, namely if they aren’t able to heal right away. Another note that once the 7 hour limit is reached, the mode’s endurance/stamina levels will wear down rapidly afterwards. Though it’s almost impossible to hit his angel mode without his sword reaction to block it or difficult to avoid getting a scratch in one of his attacks, his strength however is still a limited factor. Should it come against a force either equal or greater, it will easily be stopped in its track upon action without fail. It’s even possible with a high strength attack to send him back a few steps even when they strike his upraised sword. [/indent] [b]Active: Requires activation to use.[/b] [u] Angelic Flare [/u]: Using any light or air within his area, Emmet can mix it with his essence and condense it into a small orb of bluish white light within his hand. Focusing on it and feeding it, he can suddenly release the energy to create a wide range blinding light lasting for a short time. Like any distraction, it can’t differ from ally or foe and isn’t intended for killing, but any allies within close eyesight range will have a strange inkling to shield their eyes just moments before it’s unleashed. [indent]Type –defensive Range –a mile Duration – About 3-4 seconds then fades. Other info –.Though light itself isn’t strong enough to destroy demons, those sensitive against light might feel a light sting afterwards which will fade. Its effect duration depends on three things: the individual recover rate, distance between them and the source, and finally how quickly they shielded their eyes before the exposure. [/indent] [u] Sacred Protection [/u]: Focusing his essence within his wings, strengthening them to be almost impervious and act as defensive shields. They easily can act independent enabling him to block most attacks which would normally render them to pieces and crippling his flight ability. Able to create a difficult barrier to get by, he can use both at the same time to completely wrap about himself in a tight barrier or individually to rise against an incoming slash, piercing or hacking attack. [indent]Type –defensive Range – five depending for each wing, greater area covered if both are used. Duration – 12 seconds before it starts to fade, lasting for at least 18 seconds. Other info –.When both wings completely envelope him or an ally, Emmet’s unable to fly because his wings are unable to move or risk giving an opening. However he can use them to temporary block swipes in midflight but counter attacks are rather difficult because of the wing’s wide area coverage. This ability will fade over the course of the battle. [/indent] [u] Sacrificial Burden [/u]: Emmet can heal and rejuvenate a single ally by mixing his own with another’s, enhancing and speeding up their own natural mending. In return he takes on the wounds himself and adding them to his present ones. [indent]Type –healing Range –any targeted ally within a ten foot diameter. Duration – N/A Other info – With the additional injuries there’s a greater stress on his healing ability causing it to slow notably, focusing primarily on the worse and more draining wounds before mending the lighter ones. If too much damage is taken before they can heal then there is a risk Emmet will revert back to his human mode, being out cold for a few hours. [/indent] Name: [b]Emmet's Primal Demon[/b] Race: Appears Demon/Hellion Appearance: [center][IMG]http://i.imgur.com/G2kVCe6.jpg[/img][/center]* Height: 6’2 tall and 6’5” counting the very tip-top of his spiked armor. Weight: 202 lbs. Abilities: [b]Passive: Always active. [/b] [u]Monstrous Strength [/u]: The complete opposite of the Primal Angel, the natural abilities of speed, reflexes and stamina are slightly above human average enough to compete with most low level demons when it comes to a plain physical combat in these areas. However, those who are Lord, Warden Demons and some high level Hellions will give him difficulty. His strength and endurance, as in pain tolerance, on the other hand surpasses the prior mentioned skills. This can enable him to easily pick up the weight of two average African bull elephant (about 12 tons/ 24,000 lbs.) and toss it to the side for the distance of at least a mile. His high pain tolerance enables him to retain focus through any inflicted damage though being interrupted, tossed or dislodged is another story. [indent]Type –combative Range -short and limited by the range of the weapon and how he uses Duration -For as long as he’s in the current state and continually active like a natural ability. Other info –Despite the mentioned focus, it doesn’t stop attacks from interrupting him in the middle of some of his spells or inflict damage. Another note despite his high strength, his accuracy suffers for it and while the object’s girth/attack width as in the sword’s case might make up for being off target, it doesn’t always land as close to the targeted area as he wants it to. However when it does hit, great damage is inflicted. [/indent] [u]Hellish Fortitude [/u]: Due to the thick and hardened outside, this trait allows him to take serious amounts of damage and still keep on battling for much longer than the Angel like counterpart. This protection extends even to the exposed areas uncovered by armor as a note. This doesn’t mean he can’t be killed and his stamina will eventually run dry, but taking him down by brute strength will take much longer. It also makes attempts to sever limbs and beheading require several well placed attacks centered upon the exact spot over and over up to at least five times. [indent]Type –defensive/combative (due to other spells listed below) Range – short and limited by the range of the bastard sword Duration -For as long as he’s in the current state and continually active like a natural ability. Other info –Read some of the spells below, namely Chaos Surge and Devil’s Debt, to partly understand why this is as strong as it is. However there are flaws as mentioned, striking a single spot several times with enough force, at least above a human punch, can create a weakened area where damage is greater which is very possibly as long as you avoid any counter attacks of spells or physical. This also doesn’t prevent internal effects, once they get in, like poison, abilities that affect Essence influence, etc. [/indent] [u]Infernal Toxin [/u]: The sword is imbued with his essence and coats the weapon in a toxin, only affecting an individual when it enters the body through inflicted wounds. All experienced symptoms are unique to each target since the toxin is meant to affect a wide range of victims. It’s also possible that after many wounds over the course of combat, the victim can gain a tolerance to the toxin and its effects become useless. However this tolerance isn’t permanent and will wear off in the days, weeks and more they aren’t exposed to the toxin allowing their bodies to once more be vulnerable to the toxin’s effect in the next encounter. [indent]Type –combative Range –short and limited by the range of the bastard sword (Limited strictly to the sword itself) Duration - It's continually on but the toxin’s effect duration can vary with the individual’s resistance or healing ability (including outside/ internal influences), lasting from a few seconds to up to several hours before it starts to wear off. Other info –Side effects are a mixture of the following: Hallucinations Imaginary voices Temporary insanity Intense and continual pain And many others (Player encourage creativity, which I likely add to the list.) [/indent] [b]Active: Requires activation to use.[/b] [u]Brimstone Breath [/u]: Taking the essence from the air and mixing it within his own deep in his lungs, Emmet can spew two types of breath. This takes time to completely and can be interrupted in order to cease its activation. Each has their own effect and range that affect the damage and opponent. [indent]Type –dual combative(as in two ways to use it and not both at the same time) First One: Heated Shot-This attack has a quicker release and slightly longer range when Emmet breathes a black red fire at his opponents. The shape is rather hard to describe as it tends to be more akin to how a dragon breathes fire in a sudden and elongated stream (any dimensions of this, you’re going to wait for me to figure that out). If connected with skin, the burn is strong enough to cause second degree wounds, which are affected by the victim’s closeness and durability as well as any healing factors. An infection can occur later on if left untreated as is normal with most deep burns. Range – 2 yards (six foot) in range for a single direction Second One: Sulfuric Cloud- The shortest of the breath types, when released it can spread in a short distance front of him and lingers there for several seconds unless the air around him is disturbed. This includes air manipulation of any sort or his own movement, since he’s immune to his own effects, causing the thick grey fog like substance to fade shortly. Range – only reach up to a 2 foot area Duration – The activation of Brimstone Breath takes about six seconds to gather air and can be interrupted in order to cease its activation. Lasting length fades over several seconds, weakening until it’s completely gone in about twelve seconds. Other info –The six seconds is total time to gather breath and mix essence in the trapped air which can branch out to either of the two mentioned types, but can only be used for one. It will require another breath in order to breathe another attack, even a different one, requiring the duration needs to happen all over again. Sulfuric Cloud has symptoms similar to mustard gas, without the lethal side effects, meant more to cause disorientation and difficulty to react to any counter attack. The effect’s recovery rate is affected by the individual but usually only lasts 18 seconds up to a minute for most. I repeat, it will not kill you but will sting like hell and make it hard to counter act against any attack. [/indent] [u]Chaos Surge [/u]: Focusing his essence through his blade, he plants both his hands firmly upon the hilt then the weapon’s blade point within any flat surface. While he retains his grip and holds the sword in place, he can pour his essence in pulse like shockwaves into the surface causing it to crack and splinter all around him. [indent]Type – combative Range – Starts off at seven feet in radius for first pulse, then with each successful pulse the blast radius increases by three feet each time. Duration - Each pulse takes about twelve seconds to build before its shot through the sword and grows more powerful with each successful pulse. Other info – Due to the need to firmly fix the sword and maintain his grip, he’s unable to move from his current position. A hit of any type, even those not great enough to dislodge him from his position, hits him before or during the buildup is completed can interrupt the pulses and break the chain. This ends the attack even if his sword is still planted. [/indent] [u] Magma Reach: [/u]: Tearing a piece of the surrounding materials to hold in his hand, he can focus essence into it and create a magma ball within his fist. A viscous material, it’s almost like liquid fire that’s been condensed down into a semisolid state and slowly builds up strength with the longer it is held. At its weakest it can easily cause painful and rarely life threatening burns depending if it’s on skin contact or a barrier between. At the strongest, it can burn right through several layers of solid concrete or stone like materials. [indent]Type –dual combative (see Brimstone Breath's type for explanation) First One: Splatter- In this form, the lava like substance takes on a blacken color including the flames themselves. Weaker in power of the two types, this attack isn’t strong enough to burn through concrete or stone but rather only causes burns, more severe if upon exposed skin. It’s possible it could catch fabrics and non-fire resistant clothing on fire. Range – Upon impact, either on target or on a surface, it can scatter up to 2 yards (6 feet) from where it landed and hitting anyone surrounding that area. The more distance the splatters travels then the weaker the damage. Duration –The foe has about three seconds to move before the magma bomb pops into its wider range effect, exploding like a bomb to spray anything within its range. Second One: Magma Gush-The essence mixture is condensed, building up pressure, until finally it’s released in a single shot. Like water from a fire hose it sprays in a thin (diameter of a CD), center stream right at its target. Due to the force behind it, this mode has to brace itself and has little control in its aim other than direction making it hard to shift should the target move. However anything, living or not, within its path will be damaged as if hit by lava itself. Duration - The attack only lasts a few seconds (between 3-4 seconds, never longer then 6) before it dies. Range - Unlike the splatter, it switches accuracy with added power, though lessens duration, killing off the area effect and reaches up to 4 meters in a straight direction. Other info –Like with Brimstone breathe, this must fill out the requirements again after the attack has been released. In plain words, he can’t use Magma Gush then immediately use Splatter without gathering a fistful of his surroundings. However a single fist full can spread a long way to produce the effects above on the plus side and isn’t interrupted easily by any attack. It doesn't mean it's impossible. [/indent] [u]Devil’s Debt [/u]: He can brace himself by spreading his essence in a thin layer over his surface making it hard and only slightly buffs (sort of an absorbent cushion of sorts) any damage for a chosen time. Due to the increase protection, he’s weighted down and unable to move during the spells duration. The thin layer stores pain from inflicted magical and physical attacks over time, the pressure building with each hit. When the waiting period ends, the energy is suddenly and abruptly released causing the essence layer to rapidly extend and lash out in a wave of energy all the way around. Its power is at least double the damage received and capable of knocking foes near him several yards away, inflicting non-elemental damage. [indent]Type –combative Range – 360 degrees all the way around. Duration – Starting from one turn until the start of another which can vary. Other info – This attack is risky as it leaves Emmet vulnerable to his foes attack, especially when fighting alone, and any damage retained during the time it is activated will remain. Used too many times, the aftermath will begin to take its toll and end with Emmet reverting back. [/indent] [u]Essence Devour[/u]: Like Demons, who consume essence of others and things to grow, Emmet has acquired a similar ability. The key difference is he doesn’t gain a power boost or metaphases his current appearance, but by mixing his own essence with an object, he can break it down and absorb it into his core. At any time during the fight, he can release the storage for a one shot healing ability to him. Depending on the total amount absorbed would affect the healing’s effectiveness. Once used, the reserves need to be harvested again to heal again. [indent]Type – defensive Range –individual Duration – The larger the object, the longer time is needed to break it down and complete the process as well as the greater gain. (Usually 6-8 seconds, if uninterrupted) However, the smaller it is then less time is needed and the gain is lessened. (1-2 seconds) This spell can be interrupted/ shortened when he’s attacked during the process, stopping any farther energy gathering. Small chart to give an idea how this works: Seconds used for absorbing (Object for weight example, though keep in mind it’s only an visual estimate*)- Amount example healed 1-2 sec. (hand/fistful)- 2-4 scratches/ 1-2 light wounds (skin deep) 3-5 sec. (BMX bike) –most scratches/several light wounds- only skin deep 6-8 sec. (car) - 2-3 severe wounds-damaged arties, tendons, gushing wounds etc./ 1 grave *status aliments mend too, but not able with prior levels 9-11 sec. (average school bus) – most severe wounds/ 2-3 grave, or mix and match such as a few severe wounds and 1 grave 12- and up sec. (semi-truck *medium)- if he can managed this, it will heal all wounds, injuries and other status effects returning him to full health. I highly doubt this level or the one before it will ever happen-at least not without interruption- but I might as well put it as you never know. Other info – He can only store the energy within this mode (the spell won’t heal his other modes) and once forced out, any gathered energy is lost and most be harvested again. I’ll keep a running tab of the reserves throughout the battle and what remains afterwards for the next one so no one needs to worry about this, though I will also run it by the GM to lower the chances of uneasiness for anyone to worry about the amount changing as a precaution and to make sure I don’t short myself too. [/indent] *If someone wants, I can go into extreme details with the amounts and go through the effort of listing them. However, I thought using the mention of an item within the target/guessed range was much simpler and enough, not to mention it would farther delay getting this accepted. XD [/hider]