Hidden 10 yrs ago Post by Skallagrim
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Skallagrim Walker between Worlds

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The Depot for NoW participants.

Nexus of Worlds Character Sheet

To begin playing, submit a character of your creation in the format detailed below. If for any reason you are required to, or feel the need to make changes to your Character Biography you must resubmit it. It is not acceptable to merely edit your previous submission.

Name:
Age:
Gender:
Race:
Random descriptors: As it sounds, the very basics are simply stated here, such as height, weight, eye color etc.

Character Tier: Low, Intermediate, or High, (NoW currently is an Intermediate tourney)

Character Type: Critical Character- Tournament Participant, Non-Critical Tournament Observer.

Physical Description: Describe your character's usual appearance in more detail here. This includes attire, as much as how they walk, their mannerisms, and so forth. Remember that if your character's physical appearance radically changes, then you will need to submit a new profile for reference purposes.

Personality Description: What motivates and drives your character—money, morals, power, love? What kind of person are they? What's their goal? How does their mind tick?

Skills, powers and abilities: List and justify your powers in this section, and list their Level. Detail, justification, creativity and attention to detail are all paramount. If you simply write out 'I have Big Bang attack!!!' then we shall not accept it. There is no limit to the number of abilities you may possess, however you should stick to the general theme of your character, and Judges will review the unity of powers. NoW currently is Tier 5- be sure to read the descriptor for Tier 5.

Character Equipment: What items does your character carry? You must describe how you obtained them, and if your explanation is deemed to be unrealistic, the equipment might be removed from you at Moderator and HGM discretion. All equipment must be listed with their corresponding Power Level (1 – 10) given. Currently no equipment is greater than tier 5.

Character History: Write a little bit about your characters past.
Hidden 10 yrs ago Post by MelonHead
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MelonHead The Fighting Fruit

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I think this is pretty much it for this guy, though we'll see and I'll be sure to re-submit or let you know if I missed something important.

Hidden 10 yrs ago Post by Skallagrim
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Skallagrim Walker between Worlds

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Nice character Melon. Approved although if possible please just break up the powers so they are in individual text blocks and don't run together. The poison is nice, I think you worded it nicely allowing a resistant save if the opponent has the ability to do so. As for your concern about an opponent being reasonably stuck, if you manage to successfully enact the attack I think based on the opponent and their powers/abilities I will adjudicate the effect in terms of posts to break free.
Hidden 10 yrs ago Post by MelonHead
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MelonHead The Fighting Fruit

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Alright I'll separate the powers out.
Hidden 10 yrs ago Post by LeeRoy
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LeeRoy LeeRoy Brightmane

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Name: Abraham Haddad
Age: 2,650 (And he looks it too.)
Gender: Male
Race: Ghul (A kind of demonic djinn.)
Random descriptors:

Eye color- Years of exposure have left his eyes a deep mottled grey-black in color. Like granite covered in a fine sheen of clay dust.
Hair- Centuries gone by and all that's left are a few loose strands dangling on the right side of his head. While barely noticeable, they're an ashy-brown.
Skin color- Like ancient beef jerky covered in wet sand.
Height- Abe stands at only 5'4" (Roughly 1.6 m)
Weight- Drastically underweight, he weighs 98lbs. (Roughly 55kg)
Clothing- A loose fitting and yellowed robe that he hasn't taken off in almost 400 years. This.

Character Tier: Intermediate.

Character Type: Critical Character- Tournament Participant.

Physical Description: What was once a normal genie has rotted into a completely inhuman form. Bearing little semblance to a normal man Abe is a monster. Thousands of years gone by on a beast which cannot die. The skin rotted and dried until he mummified in the sun and sand, Abe's appearance is frequently referred to as 'Mummy-like' and 'Similar to beef jerky.' The skin clings to his bones and what organs he has left stay tightly packed, save for his distended gut. From his lipless mouth you can see two rows of teeth lining his grey gums, like a shark but with human teeth. Through those teeth seethes a foul brown gas, every breath sends the fog out with a small puff.

Personality Description: Cannibalism leads to side effects, side effects like Kufu. Kufu degenerates your brain and leaves holes in it like a sponge, well, Abe suffers from Kufu. The degeneration is severe and causes him to flip-flop on a hair trigger between monster and man. A slight emotional trigger, a wayward word, maybe even a stumped toe. And suddenly Abe is incapable of rational thought, leaving him a violent and heartless beast. While he may slip to and from being able to speak and being unable, while he is relatively sane he is a sarcastic and sometimes even clever individual.

Skills, powers and abilities:
+The Ghul's touch: Though his body has wilted and aged, his fists and feet are still as strong as ever. The ancient magics of the Genie race still flow through his dry veins, his strength is phenomenal. A thin coat of these magics lays across the skin of his hands and feet, making his every assault faster and stronger than it could possibly be with his body type. Like many genie before him his magic may have limits, but he's still a terrifying presence.

+Acid pool: The djinn magic works in strange ways, while some genies may have similar powers no two are exactly the same. Abe is no exception to this rule and while he's unable to grant wishes, he still has the genie's magic. Deep within his body where your stomach may lie, Abe's gut is filled with a slimy organ that constantly pumps acid into itself. Distending and inflating like a morbid water balloon. The acids within burn and pump a toxic gas upwards into his lungs, where he can breathe it out at will. From his mouth he can loose this vile brown concoction at pressures rivaling that of a fireman's hose. Again, these acids are magical in nature. While not immediately toxic or caustic, they are more dangerous over long periods of time. Making extended fights with Abe costly and nearly always fatal. The acids burn through fabrics, metals, stone and other non-organic materials faster than organic materials. Upon skin contact the acid burns like touching a stove but instead of burning through it sticks to your flesh and gradually eats away at you. The brown fog that he billows from his mouth is not fatal by any means, but it is made from the same stuff as his acid. It clings to the inside of your lungs and burns like you could not imagine. Now, like all good things, there has to be a limit somewhere. Well, you would be right. His limit is 75 uses for poison breath, and 25 uses for acid spray.

+Blinding speed: With the ghul's touch on his hands and feet one would think that he's dangerous enough, but no. The mystic forces on his feet propel him forward at alarming speeds, more thrice that of an Olympic runner at 89 mph. He's surprisingly dexterous and can cross any battlefield in a matter of moments. Able to jump and climb like a monkey on cocaine he'll dominate the battlefield if you don't watch out. Oh, and you know that acid spray? If he liquefies the ground, he'll turn any battle into a roller derby. So watch your back, and keep a close eye on Abe.

Character Equipment:
+Aged and yellowed silken garb, it's a robe that he's worn for a very very long time. There are no magical qualities to it, it's just an old silk robe. Expert craftsmanship though, it has very few holes in it after such a long time. Only the legs and sleeves are frayed from time and movement.
+A seven foot long partisan spear crafted from a branch of oak and a blade of bronze. There are no magical qualities to it whatsoever, it's just a very effective tool. Slightly flexible with two inch hooks on both sides of the blade. Found in a sand dune with a skeletal hand still clinging to it, the flag of some dead nation hanging limply on it. Abe tore away the flag and took it for his own during his wandering days.

Character History:
Born in the time before the one known as Christ, Abe is a ghul. A race born before man, the ghul were powerful humanoids who were born from the depths of hell and left on the earth to live out the rest of their eternity. Many were slain as time went by, but a few still remain. Unfortunately, Abe is one of them. No, Abe isn't special in any way. Nor is he extraordinary among his people, in fact, as time went by he kinda fucked up. Indulging in sick fantasies such as cannibalism, Abe didn't know it at the time but that was a mistake. The beast lurked among man and killed them during the night, flooding streets with his poison and consuming those foolish enough to stay outside. Eventually he'd run everyone from the city and kill those stubborn few who remained.

Time went by and something started to change, ghul aren't supposed to age! No, he wasn't really aging. He was rotting. Abe's indulgence in cannibalism lead to a degenerative disease known as kufu, it rotted away his brain in chunks and left him insane and effectively undead. Without his mind functioning properly he was lost to the sands of time, becoming a legend and then myth, eventually becoming a campfire tale. Modern times rolled along and Abe found his way from the deserts and into modern society, this was a terrifying change for the delirious and mad man who had never experienced these kinds of weapons. Guns had replaced bows and swords, leaving the ghul confused and scared of these new and dangerous magics.

Abe returned to the desert, much preferring the monotony to deadly magics. He may be a monster, but death is terrifying even moreso to the deathless.
Hidden 10 yrs ago Post by Skallagrim
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Skallagrim Walker between Worlds

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The acids work over a seres of posts then. Like melons sticky goo I will have to adjicate the effect on an opponent basis. It looks good but I have to get home before I can approve.
Hidden 10 yrs ago Post by Skallagrim
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Skallagrim Walker between Worlds

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The acids work over a seres of posts then. Like melons sticky goo I will have to adjicate the effect on an opponent basis. It looks good but I have to get home before I can approve.
Hidden 10 yrs ago Post by ruronihs
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ruronihs

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Name: Tomaru Shinimura, aka The Red Shinigami

Age: 25

Gender: Male

Race: Kitsune

Random Descriptors: Height: 5’9’’
Weight: 180lbs
Hair Color: Copper
Eye Color: Blue
Skin Color: Fair

Character Tier: Intermediate

Character Type: Critical Character- Tournament Participant

Physical Description: Tomaru has the lean yet well-muscled physique of a practiced martial artist. He has moderately pronounced facial features and a horizontal scar running across his chin. He does little to style his hair, keeping it short enough so that it stays out of his eyes and lets it fall straight back over his neck. As a kitsune, he has a pair of fox-like ears, a large and silky fox tail, claw-like nails, elongated canines, and a set of six whiskers on his face. He wears a snow-white kimono with crimson streaks running through it and a pair of deep red samurai pants. He is not one for footwear as he is well-traveled and the skin on his feet has toughened up to endure rough terrain, partly from his training, partly from all the walking he has done. His movements are all smooth and controlled, as if they were specifically trained, whether he is demonstrating his martial arts or simply passing the salt.

Personality Description: Tomaru is a wandering altruist. Despite his lethality, he is a kind and gentle man that loathes violence. He will entertain a pleasant conversation on just about any subject, and loves to teach people about his philosophy. With that said, he does not stand for any form of oppression and will take any measure to protect his friends. When facing one that has made himself an enemy, Tomaru seems to become a different person and is surprisingly merciless. It is his ruthlessness against the wicked that earned him the nickname Red Shinigami, not a name that he is proud of, but one that has circulated across the world.

Skills, Powers and Abilities: First and foremost, Tomaru is a master martial artist. He learned Ayako-ryu, a martial art and philosophy, from his master, the fox deity Ayako. The style focuses on efficiency of movement, fluency between forms, and effective killing. Ayako-ryu is a collection of many martial arts, including Karate, Jiu Jitsu, Muay Thai, Akido, and Drunken Kung Fu. As a master of Ayako-ryu, Tomaru can fluently transition between a number of martial arts. In addition to unarmed combat, Tomaru has also mastered the use of the katana through his training. Ayako-ryu contains several stances that should be noted:

Tsubame: This stance combines offense and defense, implementing principles similar to Wing Chun. His hands are raised with his palms opened, his left hand extended further than his right. From this stance, he can block an attack and deliver a quick strike in a single fluid motion. This stance is only effective about the upper body and in close quarters.

Wani: This is a specialized stance designed for intercepting attacks with a piercing trajectory, such as spears, arrows, and straight kicks. He holds his left arm low with his hand tilted up and his right hand high with his hand tilted down, mimicking the jaws of a crocodile. He then snaps his wrists together to catch the intruding object. Unless the object has a slick surface, like greased metal, he will have a firm grip on it. This stance is only effective at defending the middle of the body and requires steady concentration.

Usagi: In this stance, Tomaru simply falls straight backwards, holding himself up with his tail. Through rigorous training, his tail has developed a strength and elasticity that allows him to quickly spring back with a counter strike. The nature of this stance also allows him to dodge high and upper-mid attacks, as well as attacks aimed at his legs.

Hebi: A standard iaijutsu stance with a twist. Tomaru can unleash his quickdraw strike from this stance at any moment, but if given time to aim, he has familiarized himself with the reflective properties of his blade to such an extent that he can unsheathe it slightly and bounce the light of the sun off of his blade, into his opponent’s eyes, and then strike at that moment of blindness. Naturally, this requires intense focus as well as a sunny day.

Tomaru is also ambidextrous and is capable of seamlessly switching between orthodox and south-paw stances for all of his styles. He has been known to do this to destroy his opponent’s rhythm or even dodge attacks without having to enter a defensive stance.

In addition to martial arts, Tomaru has also learned how to utilize Inner Strength, or as many martial artists call it, Ki. Tomaru has learned three Inner Strength techniques from Ayako:

Hasaiken: Tomaru can channel his Ki into a limb. When he strikes with that limb, the energy augments the attack with a concussive blast of kinetic energy. Such an attack is capable of breaking bones on an unarmored opponent, tearing through light armor, and damaging heavy armor. Hasaiken requires preparation, but not complete concentration.

Ikiteha: Tomaru focuses his Ki tightly into the form of a blade. He can release that energy into a narrow plane of kinetic energy that can slice through all but thesturdiest substances; reinforced titanium probably wouldn’t be affected. Ikiteha requires devoted concentration before it is executed.

Gekitaisuru: Tomaru uses his Ki to unleash a sphere of kinetic energy around his entire body. This attack is not very damaging – an enemy might be dazed after taking a direct hit at worst – but it has enough force to repel enemies or projectiles from all directions if Tomaru becomes overwhelmed. Like Ikiteha, Gekitaisuru requires devoted concentration before it is used, plus he cannot use his Ki for three turns thereafter.

Finally, as a kitsune, Tomaru has heightened senses and an affinity for fire:

Heightened Senses: Tomaru has heightened senses of hearing and smell, and can see a bit better in the dark than a human. Furthermore, his whiskers can detect fluctuations in the air, which makes it difficult to sneak up on him. While the whiskers cannot tell him specific trajectory information, they can tell him that something is moving in a general area.

Affinity for Fire: While not a manipulator, Tomaru is resistant to intense heat and fire. He can sustain direct contact with anything up to 1,200°C and can raise the temperature of all or a part of his body with sustained focus. He can combine this temperature raising ability with his martial arts to give his attacks a burning aftermath.

Character Equipment: The one item Tomaru carries is his katana, Junkojuro (Tier 5). Junkojuro is a steel blade that was blessed by Ayako; no man who is felled by this blade shall go to hell if there is goodness in his heart. Furthermore, the blade is more resilient than normal steel, having a keener blade, being able to withstand higher degrees of pressure and impact, and being highly resistant to various corrosive effects. Finally, the blessing prevents a flow of magic or energy downward past the hilt, preventing Tomaru from becoming a lightening rod.

Character History: Tomaru was born into a poor family. His father was a hunter and his mother ran a mediocre tea shop, and together they scraped by a living for him and his brother. However, one day a hunt went wrong and his father was killed by a rabid wolf. The remaining three family members worked together to run the shop and, tightening their belts, they managed to survive, but fate wasn’t done with them yet. One day Tomaru’s mother became ill, and while he and his brother were old enough to handle the shop, they simply couldn’t afford the medicine.

Rather than letting their mother die, Tomaru decided to pour all their money into medicine, and they would just have to… borrow… food from some of the more affluent vendors. Tomaru was not exactly the best thief, but the villagers knew the situation he was in and usually just turned a blind eye.

One day, though, an old man caught Tomaru in the act. The boy tried to dart away, but the man somehow kept appearing in front of him. Eventually, the old man introduced himself as Ayako, the fox deity, and took Tomaru on as a disciple. He provided the family with food, medicinal herbs, and taught Tomaru how to survive off the land. And, of course, he taught him how to kick ass.

His mother lived for many years thereafter, but eventually her illness took her. Tomaru decided to part ways with his brother and began journeying the world, doing whatever good he could. He agreed to join the Nexus of World’s tournament for a very simple reason: he loves martial arts. This tournament would grant him an opportunity to go all out against great fighters without any lethal consequences. The Red Shinigami could play to his heart’s content.
Hidden 10 yrs ago Post by Skallagrim
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Skallagrim Walker between Worlds

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Interesting character. I like this power because you have placed a prep requirement for strength, so while it may cut through most things tier 5 or less with ease, the equality of preps comes into play, if a defender is prepping a psyche force shield and matches your preps both are nullified thus canceling each other out.

Ikiteha: Tomaru focuses his Ki tightly into the form of a blade. He can release that energy into a narrow plane of kinetic energy that can slice through all but thesturdiest substances; reinforced titanium probably wouldn’t be affected. Ikiteha requires devoted concentration before it is executed.
Hidden 10 yrs ago Post by GreivousKhan
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GreivousKhan Deus Vult

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Name: Shiisthel of House Hss’tafi
Age: 321
Gender: Male
Race: Vrael olo Abomination
Eyes: Silted black pupils
Weight: 300Ibs
Height (upper body): 6ft
Random descriptors: Shiisthel is a Yuan-ti Malison who was faced with extensive experiments on his birth. His upper body resembles that of a human, with two arms, a head, and chest. But that is where the similarities end. Dark green to grey scales cover all of Shiisthel’s body with a cobra head, with darker green straps crossing horizontally over his back and coils. His lower body is that of a huge snake tail giving him an overall length of 17 feet. His coils are as thick as a tree trunks being around a foot and a half thick in diameter.

Character Tier: Intermediate
Character Type: Tournament Participant

Physical Description: Shiisthel often wears a leather breastplate, the breastplate consists of a simple under-plate, onto which has been riveted several individually cut leather plates, all distinctively spaced and styled. The effect of this unique design is that the breastplate not only looks like an impressively styled work of art, but that it also has the layers necessary for impressive defense. The suit seems sleeveless, and beyond this, Shiisthel does not possess or require more clothing. Of further not however is a long

Personality Description: Shiisthel possesses a complex personality, but more often than not, however, he was often described aloof and cold. Raised to be a warrior an Temple Guardian for House Hss’tafi, Shiisthel is a calculating individual who was tragically raised to show no fear or mercy. He grew up in a society where trust was never freely given, and to do so could cost you your life. Thus he lives even now in a state of seeming paranoia--always expecting some trick or treachery, even from established allies. Despite this, Shiisthel shows a clear view of respect to those he sees with great status and expresses excitement in testing his abilities against new opponents. Indeed it could be said Shiisthel lives for battle, going so far as to hold off on a finishing blow if it means continuing a contest of arms. This is perhaps his greatest strength and weakness, his love of testing the full abilities of his enemies. Shiisthel common tactic is to sneak upon a foe if able and quickly constrict them in a powerful grapple with his tail, or a lightning fast strike often with his venomous fangs.

Skills, powers and abilities: Shiisthel has spent his long life mastering many sword fighting styles and close quarters combat. His size and unique physical capabilities have allowed him a unique fighting style Known as Way of the Serpent. In where attunes all his potent senses into the thrill of combat, allowing him a degree of awareness that far outstrips that of a common human warrior. Shiisthel has also trained to use his tail as an extra “hand.” It can grasp melee weapons and use them in combat, just as effectively as one might use their hands. As Shiisthel lacks legs, he has an easy advantage in sneaking up on foes as he can easily glide over almost any surface with ease and silence regardless of pace he chooses. Furthermore in terms of strength, it should come as no surprise that Shiisthel possess vast physical strength and stamina. As almost 60% of his body is almost pure muscles, and a simple strong tail whip has the force to knock a small van over. The crushing power of the serpentine limb is the near equivalent to that of car crusher. Able to constrict to almost 700 psi and impart more than 50 tons of crushing force into his tail on any unfortunate enough to be found captured within the powerful appendage. Shiisthel for his upper body resemble more the peak of a humans own physical strength.

Snake Biology: As Shiisthel is a member of the serpentfolk, or Vrael olo , this grants him a number of natural abilities and biology contributed to his snake like physique. Among them as follows:
Serpent Perception-
Eyesight
Shiisthel’s vision is quite sharp, his vision is easily adequate although not as sharp as humans, still allows them to track movements with natural ease. Shiisthel also possess a kind of binocular vision thanks to his snake heritage, with both eyes capable of focusing on the same point and seeing vast distances. He can focus this by moving the lens of his eyes back and forth in relation to the retina. Like snakes his eyes are covered by clear scales (the brille) rather than movable eyelids. These can darken to shield him from flashes of light.

Smell
Shiisthel much like snakes do can use smell to track his prey, using his forked tongues to collect airborne particles, and then passing them to his vomeronasal organ located at the roof of his mouth. The fork in the tongue gives Shiisthel a sort of directional sense of smell and taste simultaneously, allowing him to hunt down an enemy in the sense a blood hound does. Hence why he keep his tongue constantly darting in and out, sampling particles from the air, ground, and water, analyzing the chemicals found, and determining the presence of individuals in the local area. His tongue can also functions efficiently under water so the need arise. An added benefit of this sense is his ability to sense a foes emotions and gauge hostility which in turn allows them to predict if someone they see before is about to attack. Thus offering him a precious few seconds to react.

Vibration sensitivity
Shiisthel lower body being that of a snakes tail, and the softer under belly of it on the ground is very sensitive to vibration; thus, a he can sense others approaching by detecting even the most faint vibrations in the air and on the ground.

Infrared sensitivity
Much like pit vipers or even pythons-- Shiisthel possesses infrared-sensitive receptors in deep grooves on his snout, which allows him to at will "see" the radiated heat of warm-blooded creatures. Just like pit vipers the grooves are located between the nostril and the eye, in a large "pit" on each side of the head.

Dragons Blood: Due to his breeding, Shiisthel egg was bathed in a mixture of black dragon blood and a seeping of magical crystalline liquid from the elemental plane of fire. This potent combination gave Shiisthel a passive resistance to burns and fire, but most importantly it also granted him the thick and powerful scales of a dragon. All over his forearms, up body, head, neck, and back are covered in these steel hard natural armored plates. Only his underbelly and lower chest (around his torso stomach), do not possess this natural armor. In all making him a formidable opponent to the unprepared, for though he may be a large and easy target, uncharged attacks by slashing or piercing weapons do little to no damage scale like armor. Though it should be noted that blunt weapons are highly effective, and he is even further weak to ice magic then a normal coldblooded creature would be.

The White lotus: This ability is a natural magic granted to Shiisthel upon birth. With this power he can recover from most flesh wounds quickly by shedding, or Moulting, his skin. This is not to be confused with the more mundane manor in which snakes moult their skin. As this ability materialises a new body within his old one, typically by regurgitating it from his mouth--in a manner that somewhat resembles how a snake sheds its skin. This requires a number of charges depending on the severity of the wound (which depends on the charge of the attack).

Aspect of the Dragon: Using this ability calls on the powers of the dragon that rests in Shiisthel’s blood. This grants him powerful wings that sprout from his back, which can extend 20 feet in length. Powerful muscles spasms then allow him to take flight when needed, and allow him to fly up to 50mph. This power also allows him to strengthen the toughness of his scales, allowing him to throw of attacks in scale to the amount of focus he has obtained. Beyond toughening these scales, Shiisthel can adjust their coloration to blend with his surroundings when not moving.

Bite of the Cobra: This ability allows Shiisthel to use poison glands at the back of the head to generate and eject a caustic substance, either exhaling it in smog of smoke or delivering it via spite. The venom is modified saliva, and can also easily be delivered through his 10inch fangs. This poison is so potent that can cause blindness if contact is made with the eyes. Though it is but venom, the special substance can cause burns similar to corrosive acid on the skin after a period of time exposed to the open air. The burns are not immediate, and require one turn before they are felt; this can case massive tissue damage if left untreated. When injected by bite the proteins within these glands react like a mix of neurotoxins (which attack the nervous system), hemotoxins (which attack the circulatory system), cytotoxins, bungarotoxins and many other toxins that affect the body in different ways. The venom also contains hyaluronidase, an enzyme that ensures rapid diffusion of the venom. The victim will soon feel its effects first in agonizing pain, then their nervous system will slow shut down slowly while their circulatory system breaks down, causing their wounds to continue to bleed and damage to heart tissue. Often a second or third bite (or a well prepped bite) can spell death for most combatants of average constitution.

Eyes of the Master: Shiisthel harbors a powerful ability many foes are never aware until it is far too late. If Shiisthel manages to maintain eye contact with an opponent for up to two rounds, Shiisthel can use his gaze attack to then slowly hypnotize them. Slowly their limbs will slow, their muscles begin to lock up, and a heavy feeling of sleep will fall upon them. By the third round the effects can surely be felt, and by a fourth round they begin to slow down dangerously, reducing an enemy’s reaction time to half their normal capacity. Once the fifth round comes in, and his enemy is still locked on his gaze, petrification sets in almost immediately. The best method of avoiding his hypnotic gaze is to simply avert one’s eyes form looking directly at Shiisthel, perhaps using his shadow to judge where he is or does. A task made all the more difficult if one is in the mildest of a battle with him, where to turn away could also mean death. Shiisthel is naturally aware and immune to his own paralyzing gaze.

Slithering Snake: As is obvious, Shiisthel possess snake tail for a lower body rather than legs-- making tough or rocky terrain of no danger to him, while making it easier to sneak up on an enemy, nor is tripping him an easy task. His lower tail greatly increases his speed and agility, but only in short distances, allowing him a burst equal to that of zero to 80mph in the blink of an eye. His overall land speed over long distances is a sad 10 mph however, but makes up for his lower then ravage movement speed and large size with formidable natural defenses.

Serpents Form: Shiisthel was long ago blessed by the Serpent god Sessth, thus allowing him to tap into a number of divine magic spells that come to him naturally. This gift allows Shiisthel to eject snakes from his wrist or arm, usually after a punching motion. The snakes are used primarily to attack from a distance and, being snakes, can inflict multiple poisonous wounds on the victim's body or hold them in place (this venom is a slightly weaker form of Shiisthel own brand). The snakes can also open their mouths to extend 2 foot blades from their mouths. This also means he can turn either arm into one large serpent, this version benefits from Shiisthel usual tough scales. This divine gift also grants him the ability to extend his limbs to abnormal lengths and to allow them to take on snake-like traits in battle. This ability to attack at unpredictable ranges allows Shiisthel a measure of defense or attack on those who fight at a distance. Furthermore the blood that is released by killing these snakes is poisonous, evaporating into the air and paralyzing anyone who has breathed it in for a prolong amount of time, something that makes long lasting fights against him a bad choice. Thanks to his serpent biology Shiisthel's heart is encased in a sac, called a pericardium, located at the bifurcation of the bronchi. The heart is able to move around, however, owing to the lack of a diaphragm.

Character Equipment:
Scourge of Fangs:
Shiisthel primarily wields a great wave patterned scimitar like blade made of a unique glass like marital that is lighter then iron and stronger then steel called the Scourge of Fangs. Once more it handles extremely well, making it an all-around threat that possesses cutting power, speed, and impact, especially in the hands of a skilled used. The wavy curved edge, two handed grip, and overall size of this scimitar make it a lethal instrument, both against unarmoured and armored foes. Once more it was blessed by Sessth himself, allowing the weapon to transform its blade or lash into a viper at will with up to five snake heads. The vipers are extensions of the Shiisthel‘s will that hiss and writhe in response to his thoughts and emotions. The weapon deals damage normally, and in addition, at the wielder’s mental command, the serpents can attack as separate and independent creatures. They deliver the same Shiisthel’s finger movements, sword has been known to transform into a small snake and return to its owner. (tier: 5)

Serpent Ring: Fashioned of plain brass and shaped to resemble an open-mouthed snake wrapped around its own tail to form a band, serpent rings are often used as pass tokens by serpentfolk, scalykind, and cultists of Tiamat, Set, and Sseth. (They are especially common in the Sauringar tribe of the yuan-ti.). The wearer of a serpent ring is immune to all serpent venom and gains a high resistance against poison or acid damage. Shiisthel wears the ring on his left hand at all times, usually to avoid the burning acidic effects of his own venom, or the poison releases from his slain snakes. Spell wards in temples dedicated to the previously mentioned deities are often keyed to allow passage by the bearer of such rings. Shiisthel own was gifted to him by the High Priest of Sessth, in his first years in guarding his assigned temple, a shrine to Sessth. (tier 3)

Tail Scythe: Shiisthel possess a tail scythe which consists of a long, curved blade that is designed to be strapped to a serpentine tail. In fact, the weapon is usable only by creatures possessing such an appendage, since it does not have a handle that lends itself to a humanoid hand. The design of the tail scythe focuses tremendous force on the sharp point while still allowing devastating slashes with the blade edge. Because of a tail scythe’s shape, he can also use it to trip an opponent. The tail scythe was forged from the same martial as his blade, and is a weapon only the most elite of Temple Guardians can possess. (tier one)

Character History: The offspring of a yuan-ti abomination and a marilith with fiendish blood, Shiisthel was born in in the serpent kingdom in the city of Hlondeth, though he isn’t related to its ruling Extaminos family. Shiisthel was instead born to the House Hss’tafi, a tribe of accomplished warriors and allies of House Extaminos. The moment Shiisthel hatched his life was already preordained. The elders had seen his potential early, and he would train under Hss’tafi strongest and most talented warriors and hunters. He impressed and rose quickly in the ranks--until he heard the will of Sessth in a dream one night. The Serpent God reveled that Shiisthel had been chosen by the ancient god to be his champion. It was then on he would begin developing his ‘gifts’, powerful divine forms of magic that quickly granted Shiisthel powers unseen among their kind in centuries. The elders of the tribes would place him on his way to train as a Temple Guardian, tasked with defending and protecting its priest from harm and the shrine from defilement.

It would be a position where Shiisthel would be put to the test, for many were the enemies of Sessth in the newly conquered lands the temple had come to stand. Shiisthel would lead his own forces in wars against Scaless Ones and holy orders that stood in opposition to Sessth’s will. After nearly three centuries of battle and warfare Shiisthel has become quite the formidable warrior, but does Sessths will drive him onward. To win more battles in the name of his blood thirsty god.
Hidden 10 yrs ago Post by Skallagrim
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Skallagrim Walker between Worlds

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Khan what are the tier levels of the weapons? Please put them in the weapon description and I will read through it one more time then post it as an approved character.
Hidden 10 yrs ago Post by Descartes
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Descartes Give her the D

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Name: Andrew Jackson
Age: 170
Gender: Male
Race: Revenant
Random descriptors: 6'1"; 140 lbs.

Character Tier: Intermediate

Character Type: Tournament Participant

Physical Description: Andrew Jackson is a tall, skinny man with an imposing gait and even more frightening aura. Most who look towards the man are impressed by how incredibly strong he is and the sheer amount of power that he possesses; even when he doesn't wield any power. He has the habit of walking around as if he owned the place regardless of his situation, his posture always seeming a bit too comfortable to seem natural.

Despite his actual age, due to the power of freedom, Andrew Jackson appears to be around the age of 20 and possesses the vim and vigor of a man in his prime. He possesses long, messy red hair which seems to stand up on its own as well as piercing blue eyes- the eyes of a man who has been through hell and back. There is a noticeable scar on his chest on his right side shaped like a ball; the scar is usually covered by Andrew's usual clothing. He also possesses another scar which covers the whole of his back, which is in fact several scars. This chain of scars forms the American flag down Andrew Jackson's back, self afflicted, the man claiming "It is a simble of my suffering for this nation".

Andrew Jackson wears a brown tweed jacket over a collared white shirt with a black bow tie. Under it is a pair of dark raw jeans. For shoes, he wears simple black loafers. At the bottom of his shoes, it is carved an American flag. That way, when he defeats his opponent and stands over his opponent, he can mark his opponent's face with the American flag. America.

Personality Description: He is motivated by a sole goal, which he keeps on his mind running 24/7. This goal is simple; this goal is freedom. Andrew Jackson loves his country of America and will stop at nothing to ensure its survival. By extension, he makes it his duty to ensure that freedom never dies. Wherever he goes, he has the urge to spread freedom. In addition, Jackson is incredibly tough and imposing. He doesn't back down from a fight, regardless of how difficult it may be for him. He feels almost obligated to fight for what he believes in, and what he believes in is freedom.

Because of the rawness and instability of his power, Andrew Jackson acts like a man who has only a few seconds to live. He is therefore prone to flirting with whatever female he may meet.

He hates injuns. He also hates banks.

Skills, powers and abilities:
Old Hickory: The power of liberty and freedom have granted Jackson a body that does not yield through time. Through the power, he can maintain the body of a 20 year old, achieving peak human abilities. He can run is capable of running a mile in under 3 minutes, swimming a similar distance. Mortal bikes can not handle the strength of his legs. His 1-rep max for squats, deadlifts, over-head press, and bench press are: 10 plate, 12 plate, 9 plate, and 10 plate respectively.

Trail of Tears: Jackson can induce tears to endlessly flow from his opponent's eyes, should his opponent have the capability to.

Freedom's Wings: Jackson is also capable of manipulating the physical aspects of freedom, allowing him to call on and control it in the form of the majestic eagle. He is able to create about 2 eagles every 3 minutes,though the amount of eagles he is able to create seems limitless. His control over the eagles is also quite versatile, The only rules he has is that: Andrew Jackson can only control his own eagles, he can only manipulate them as long as they are functionally eagles, and he cannot break any rules of the constitution; the eagles are regarded as Jackson's property. By default, the eagles appear as eggs and grow to be eagles, their rate of growth controlled by Andrew Jackson. An egg is able to grow into a fully grown eagle as fast as a second. Jackson is also capable of controlling the size of the eagles and their bodily functions.

Character Equipment:
Liberty Brand: A sword granted to Andrew Jackson at his resurrection by the spirits of freedom, liberty, and justice for all. The handle is straight and cylindrical, wrapped in a dark leather and long enough to accommodate two hands comfortably. The hand guard appears to be a a stylized torch, making it so that should Jackson hold the sword, he would appear like the statue of liberty, holding her torch. The blade is single edged and completely straight. The blade itself in unbreakable even when bashed against the hardest of materials so long as freedom prevails. When wielded by a non-American, its cutting power is equal to that of a rusty knife. However, when wielded by a true, free, and proud American, the sword is able to cut through solid steel without effort. The Liberty Brand has the ability to shoot fireworks from its tip as Jackson makes a thrusting motion with the sword. (Tier 5)

M16: A soldier who encountered Jackson after his resurrection before he was taken to the Nexus of Worlds. The soldier took a knee in honor of the president and presented Jackson his weapon, the grand M16 made in glorious USA. It is a lightweight semi-automatic assault rifle which uses 5.56 mm NATO bullets. (Tier 3)

Character History: Andrew Jackson was born on March 15, 1767.In the year of 1824, Jackson became the president of the most powerful nation on Earth- America. He survived 103 duels. He was able to make love with a woman who was already married. Once, Andrew Jackson beat his would-be assassin with a cane until the had to be pulled back by senators because he was being too rough. In one duel, Jackson got shot, raised his pistol, then shot the other duelist with a bullet near his hear. In his term, he kicked out the injuns to the west. He also killed the national bank. Against the 8000 redcoats, Andrew Jackson defended New Orleans. The British suffered 2100 casualties, all commanding officers killed while only sustaining 13 deaths and 58 injured. British tears were shed that day. Once, he received a 1400 pound black of cheese. For two years, his wife complained about the smell. Using the power of freedom, he gives the common man forks to come over to eat said cheese. It is gone in 2 hours. As accomplished a man as he was, he was merely a man, susceptible to age and disease. He finally died in The Hermitage by a combination of dropsy and heart failure. It was a sad day for America, Andrew Jackson finally died.It is said that at his funeral, his parrot had to be removed because it swore too much. He returned to life years later by his nation's dire need for a true American hero as a revenant; a spirit of vengeance. He was also called to the Nexus of Worlds tournament as America's representative.
Hidden 10 yrs ago Post by Raptorman
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Raptorman

Banned Seen 8 yrs ago

Name: Elisara of Vol’Kariz
Age: 1345
Gender: Female
Race: Demigod 2nd generation.
Random descriptors:
Height- 13’11
Weight- 1575 pounds
Skin color- Milky white
Hair color- Gold with white threads
Eye color- Gold

Character Tier: Intermediate

Character Type: Critical Character- Tournament Participant

Physical Description:
Elisara is blood kin to the Tyrant of Vol’Kariz and her features reflect her kinship to the great overlord. Her features are too narrow to be classically beautiful with a sharp and predatory cast to them. Her eyes are pools of gold that glow faintly from within and her hair is the same color though it notably does not glow in the same manner as her eyes. Still she is not unattractive. Her skin is a pale milky white that is also inherited from her father and his ancient blood. She is tall for a woman, even among the lorenvolk standing over 13 feet herself in a height only slightly below that of her father. Her figure is well fleshed out but not fat by any means and she is typically regarded as having a body that is ideal in beauty paired with a face that is slightly less so.

It is typical for her to be encountered in proper attire for her station at the court of the Tyrant of Vol’Kariz. The finery of Vol’Kariz is most frequently red, and her clothing is typically consisting of fine dresses and gowns that are made from crimson fabric. However she also can come more prepared for conflict in her Raiment of Conquest. The Raiment of Conquest is forged from the purest Mriswring metal and bears the symbols of the ancient goddess Maev’Sil’Vien who originally gave birth to the Tyrant and his line. It could be described as a suit of armor with a golden coloration, though it is also properly adorned with the six head spikes and four shoulder spikes that symbolize their old goddess. Three of the head spikes are ebony and the other three are the purest ivory in coloration, similarly two of the sholder spines are ebony and the other two are ivory in coloration.

Personality Description: Elisara is devoted to her father and his mission, though in truth a part of her devotion stems from the fact that she believes that through her devotion she will ultimately be richly rewarded. There is little that frightens the daughter of the Tyrant for she believes that she is immortal and invincible, unlike her father she has never suffered a crushing defeat, nor seen the gods sweep across the battlefields in the flesh to obliterate even the most powerful of the mortal armies of Vol’Kariz. The battles that forced the Tyrant to summon her grandmother’s last creations from the depths of the earth happened before her birth and she has never witnessed the power of beings greater than herself or her father. She is swift to take advantage of situations that could possibly advance either her own power or that of her father. Further she has been brought up on the milk of hatred towards the divine and as such is biased against those who serve any god or goddess other than Maev’Sil’Vien or herself and her father as she believes that they will ascend.

Skills, powers and abilities:

The Tyrant’s Call (5)- As the daughter and blood of the Tyrant Elisara has access to the power of the Tyrant’s call. This is a call that reverberates throughout the multiverse and pulls through servants of the Tyrant. The effect of this power is directly proportional to the length of time that the call is sustained. In the first post that the call is sustained typically between 1 or 2 ordinary human soldiers of the Tyrant clad in chainmail and wielding appropriate weapons such as a sword and shield or a bow and arrow will appear (T 1 soldiers). Should the call be continued into a second post either a greater number of the human soldiers 3-4, or one of the Lorenvolk servants of Vol’Kariz will be summoned. The Lorenvolk will come clad in armor as well, an 11-13 foot tall humanoid wielding appropriate weapons (T3 soldier). On the third post that the call is sustained either 5-6 human soldiers will answer the call, 2 Lorenvolk soldiers, or a single Lorenvolk Sentinel clad in full Mriswring armor as well (T4 soldier). Should it be continued further the numbers in question will remain constant from this point onwards. It should be noted that the Tyrant’s call requires almost complete focus and while the call is being used Elisara is unable to use any other magic or make more than basic efforts to defend her physically. Basically she is vulnerable to attacks while she is using it.

Shadow of Divinity (3)- While her divine powers are not as strong as her father’s by virtue of her more diluted blood Elisara still has access to a portion of the powers once possessed by Maev’Sil’Vien. These powers include things such as summoning blinding rays of light that can also if suitably charged scorch and burn, otherwise they are simply blinding, or summoning darkness to her. It is possible for the darkness to do damage as well if charged suitably as when charged it will slowly eat away at any organic material within the swirling black cloud. (I ask that you determine the effects and how it works on the various players so there is no issue there.)

My Life For You(4)- So long as Elisara has a mortal servant of either herself or her father within 200 yards of her position she is impervious to conventional and magical damage that would cause significant wounds to her physical body. This damage is not simply dispelled however; rather it is transferred directly from her to one of her servants. For example if a fireball was thrown at her and she simply walked through it, one of her servants would likely burst into flames and die horribly, substituting his life for hers. Notably this does not protect her from magic or other attacks that affect the soul or the mind instead of the body. It also does not stop force from impacting her and as such she can still be thrown away with blows or slowed by strikes, ect.

Enhanced Strength/Speed (5)- Elisara is one of the Lorevenvolk and her natural streeength is greatly superior to that of humanity. She can easily wear armor that weighs 600+ pounds without being encumbered by it and her sheer size also lends additional momentum and force to her blows. At her peek she is capable of lifting approximately 3,500 pounds, but she can’t do much with it once she lifted it up. She is also faster than a human

Draconic Control (5)- Maev’Sil’Vien created dragons and as the children and inheritors of the power of the fallen goddess Elisara and her father have power over the beings of draconic descent and heritage. They can command dragons and while it is possible to resist the command of the Tyrant and his daughter it takes an act of will and is certainly distracting and discombobulating to try and fight while half your body is trying to obey a different set of commands.

Character Equipment:

Lacathing (5)- Lacathing is the name of the sword of Elisara. It was forged from Mriswring and bestows upon it’s wielder a certain resistance to magic much as any Mriswring artifacts do. More specifically it is supernaturally sharp to the point that it can cut through metals such as steel and others in a single strike, and can be used as a channeling point through which stored magical energy in either Lacathing or other Mriswring constructs in the vicinity can be released explosively. Lacathing was forged by her father alongside the armor that she wears as his gift to her upon her having reached adulthood and earning her place by his side.

Full Mriswring Armor (5)- Elisara’s armor is forged from pure Mriswring and as such it is extremely durable as well as offering a large amount of resistance to magical attacks. Mriswring absorbs a portion of all magical attacks thrown at it which makes it quite a useful metal for use when combatting mages and other beings that have access to magic. The magic that is absorbed can then be used aggressively and discharged through points on the armor or through her sword Lacathing. Mriswring also offers a fair amount of resistance to conventional weapons and it is a strong metal for use in armor. It does however have less resistance to blunt impact as such impact resonates through the armor rather than simply being turned aside like most blade strikes.

Character History:
Elisara is the firstborn and so far only child of the Tyrant of Vol’Kariz, the capital of the empire of Vyndar and the seat of power for the true faith upon the world. She was born after the last of the great wars that shook the world to its very foundations and as such does not have the same degree of experience that the Tyrant himself does. She never witnessed the battles where Maev’Sil’Vien finally fell to the other divinities and their followers, or when her father was struck down and only saved by the awakening of the Mriswring Dragons in their underground lairs. This does mean she lacks some perspective on how powerful things there really are in the world.

Still she has been involved in a large number of border wars and minor skirmishes over the course of her own relatively long life and when this opportunity to fight and gain power was presented she took the change eagerly.
Hidden 10 yrs ago Post by Skallagrim
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Skallagrim Walker between Worlds

Member Seen 2 yrs ago

When using the darkness powers I will adjudicate it as I will for the poison and acid for other players.
Hidden 10 yrs ago Post by Green
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Green

Member Seen 9 yrs ago

Name: Fuchsia
Age: 12
Gender: Male
Race: Demon
Random descriptors: Infernal child.

Character Tier: Intermediate

Character Type: Critical Character- Tournament Participant.

Physical Description: Fuchsia has semi-short black curly hair with two spike-like shapes shooting backwards, one on each side, like small horns. He has pale skin, sharpened teeth, and would appear somewhat weak and harmless, if not for his over-sized equipment. He stands roughly 4'9 feet tall, and weighs 70 pounds. He wears a black unbuttoned shirt, a pink t-shirt with a white smiling skull symbol on it's chest underneath, black pants, and black combat boots. His arms reaches down to his ankles, as a pair of huge iron gauntlets are worn on his hands.

Personality Description: He is a very cheerful personality, and likes to look on the bright side of things. The world is a wonderful place, and everything is all butterflies and rainbows. As far as he is concerned, getting upset about things is pointless. A waste of effort, if you will. What is done, is done. That's what he just can not understand about other people. They keep getting sad, and angry. Why is it so hard for them to see things the way he does? Just because he decapitated their loved ones? Sheesh. Some people should really learn to let go. Fuchsia is incredibly cruel and violent when it comes to battle, and while he maintains a cheery output, he does not allow for anything to stand between him and an orgy of slaughter and death.

Skills, powers and abilities:

- Strength: One of his two strongest qualities. His body is far stronger than his small, timid stature would suggest, able to tear cars apart like they were made of cardboard, and wield his own massive weapons with little to no effort whatsoever. A direct hit would leave more than a bruise. He lacks formal close combat training, but makes up for it with sheer ferocity.

- Speed: His other good quality. Due to his small frame and poor close combat defense, he relies a lot on speed and mobility to keep himself alive. He dances like a butterfly, and stings like a anti-tank missile to the face. While his running speed is somewhat poor, compared to his peers, only being able to run at up to 45mph, he is able to ignore gravity when it comes to solid surfaces due to his unnatural fiendish nature. He can walk, run, sit, sleep, and stand still on walls, upside down on ceilings, and whatever else that would be able to hold his weight.

- Durability: He is much less of a "tank" than most of his demonic kin. Much due to his young age. Most bullets will still bounce off him like he was metal, but anything beyond that is bound to leave quite a mark.

- Tail; His devil tail is as strong as any of his limbs, though it appears thin and harmless.

Character Equipment:

Hellzooka (Tier 5): A double-sized, 3 meter long, black rusted bazooka. Covering it's tip, a horned skull with jagged teeth, it's mouth wide open. On most of the tube itself, is an extreme amount of large metallic spikes pointing out all along the massive weapon from top to bottom. While dormant, the rocket launcher looks like someone went a little bit crazy when they decided to accessorize it. Once activated however, when willed so by it's owner, the skull adorning it's tip comes alive, fiery flames glowing in it's eyes, screaming insults every time it shoots. The weapon is semi-automatic, and has no need for the lengthy process of reloading, as it's summons it's ammunition directly from the bowels of hell. It literally fires live rockets, inhabited by the souls of murderers and the likes, their faces attached to the front; screaming all the way from the moment they leave the barrel, until they blow up at will when they get close enough to a victim. They use their eyes to determine such, and if they're unable to see someone, they will not detonate themselves until they hit something. These rockets travel in straight paths, and can do so for several miles before fuzzing out. The bazooka is capable of charging, and if it does, it will spend (x) amount of rounds to locate stronger souls, where (x) determines the strength of the next shot. The weapon can also be used as a spiked club, should it be necessary, a handle mounted at it's rear with a trigger located at it's grip. It is more than durable enough to clash with other weapons sharing it's tier without breaking.

Bigfists (tier 3): A pair of huge metallic gauntlets that are three times bigger than normal. They fit their wearer perfectly, and allows him to use the gauntlets as if his hands was actually that big. This, in turn, gives him access to weaponry he would normally never be able to wield. Like the Hellzooka. The gauntlets have no other special qualities, except for great durability, and an extreme lack of heat conductivity.

Skullnades (tier 3): Two separate human-looking skulls that, once armed by speaking their true names three times, will open their mouths and attach themselves to whatever they're thrown at. or currently next to. They will then detonate themselves upon someone saying "Hail Mary" loud enough for them to hear, or if hit by enough physical force to shatter their fragile skulls.

Slaughter (Tier 4): This odd-looking 18 inch sacrificial dagger has a very specific purpose. To kill, maim, injure, and otherwise physically impair others. For every hit that sheds blood landed by this blade, it's owner regains health equal to the damage done. For reasons unknown, this only works on targets of power almost equal to, or above the wielder.

Character History: Fuchsia is a lieutenant in the Wicked man's army. That is to say, Fuchsia lives in hell, has done so for the past twelve years of his unlife. Born and raised. In hell, on the second layer to be exact, there used to be a ruler. Well, of course, there's always a ruler, but the thing about this one, is that he's no longer around. He didn't die, he just left. Got chased off by this other man, a wicked man. That's what they called him. Some human, or at least he used to be. Fuchsia really wasn't all that into it, he was only six years old at the time, so. At any rate, the Wicked man was now the ruler of the third layer, and he had set his gaze upon.. everything else. So he drafted everyone he could, held a long and tedious "I want you" propaganda campaign, and successfully turned two thirds of the population into soldiers. Fuchsia included.

So the war began, it was nothing special. Honestly, it was incredibly disappointing. Hell loved conflict. It thrived on it, grew on it. This, however, was much less of a long-driven conflict, and a lot more you're-all-dead-thanks-for-your-layer-assholes. The bards wept. No epic tales could be spun from a war so one-sided. Fuchsia, however, was not too concerned with whether or not the war itself was going to last long or not. Someone, somewhere, had fucked up, and forgot to tell him which side he was on. Fucking demons. They all look the same. His kill count went through the roof, something that would, to beings observing the situation from elsewhere, make it appear as if he was the mightiest warrior in hell. While in truth, he was far from it. The nature of the war had spread out the rest of the army's kill count so thin that in comparison, he was a god damn deity.
Hidden 10 yrs ago Post by LeoricAquila
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LeoricAquila AKA Draxis

Member Seen 6 yrs ago

Name:Lord Draxis Felwind
Age: Unknown
Gender: Male
Race: Lichborne



Random descriptors: Mysterious, Dangerous, Dark and Enigmatic. He is often described as heartless and cruel, most people feel wrought with despair in his presence and feel as if there is no escape from his wrath.

Character Tier: Intermediate

Character Type: Critical Character- Tournament Participant

Physical Description: Draxis carries himself in a regal manner, though dead, he strides as though he is still the highborn he was in his previous life. His spoken tone of voice is harsh, but not brash and stupid, but more on the side of arrogant and rude. His icy gaze is one known to strike fear into his foes and never betray his true intent. His form and stature would not be described as large and bulky without his armor, under the armor he isn’t much more than decayed flesh and bone being held together by his own ethereal form. The bluish glow that emanates from his armor is flecks of his “spirit glue” or ghostly body seeping out.
He stands at an above average height of 6’2’’ and a weight of nearly 190lbs . Under the helmet his face is noticeably decayed, with his lower jaw being held to the rest of his head by a few strips of flesh, muscle tissue and tendons, his sunken eyes so not much but blue wisps of his ghostly form and his nose, completely sheared off. Thin, wispy hair lingers upon his head and lays in front of his eyes, though this hair is no more than a pale grey. The rest of his body is in similar form, large open wounds on his torso accompanied by missing ribs and internal organs show how truly dead this man is. His arms and legs seem functional if not almost untouched aside from decay around the joints of the knees, elbows and shoulders. His pelvic area is also worn down to the point where only flesh and muscle cling to the yellowed, old bones, leaving this bare area as the only connection point for his legs and torso. Around all of this, a blue mist that resembles his old human body hovers around and keeps the old, broken corpse together. His armor however holds a dark, onyx-like appearance in color and holds onto a undead/demonic motif. His breastplate holds the face of a strange looking creature, whose eyes seem to leak the ghostly blue mist and holds a terrifying grimace. This face sits over layers of dark, obsidian plate that reflect the ghostly light in a pale blue. Connected to his breastplate are a set of horned pauldrons, sharing a similar demonic face with the breastplate. This face, however, does not emit the mist from the eyes, but instead, in each shoulder there is a set of sapphires embedded in the eye sockets of the black steel molded creatures. Plated gauntlets cover his arms and hands, only showing gaps in the joints of his elbows, wrists and fingers, though in these gaps can be seen a dark chainmail to keep his body armored. Adorned on his waist, a fauld made of a small cows skull and dark brownish grey cloth. Attached to this skull is a set of steel plates sharing a skeletal visage, each skull seeming to be adorned with a horned crown. These plates lay against his layer plate, full leg boots, sharing a large similarity with the gauntlets in that the knees are not as heavily armored to allow for greater mobility. Upon his kneecaps sits yet another grim, skeletal face, with more sapphires in the eyes. Back up and to his shoulders lies a tattered, black cape that looks like it has seen many battles, this cape rises at the top slightly, to give a sort of nesting area for his glorious helm. His helm, made of layered plates bares no demonic or skeletal likeness, save for the horns that jut from the top of the helm and curve backwards slightly. The eye sockets of the helmet allow his true, ghostly eyes to be more noticeable, with the color of the energy coming from these outlets being a much brighter blue. The mouth of the helm is fairly plain looking, only bearing a mostly European style mouth guard.

Personality Description: With his life snuffed out at a young age, his spirit searched for vengeance for many centuries, seeking to eradicate those who would kill for personal gain. His drive to fight is fuelled by an unholy rage against those who have robbed others of their lives for their own selfish desires, becoming known as a spirit of vengeance. He doesn’t enjoy jokes or tricks, and laughter is not something he has been known to do in his afterlife. He looks ill upon those who love and carries no compassion in his heart for the weak minded. Draxis is a spiteful being who does not do well at all with those who wish to provoke his wrath.

Skills, powers and abilities:
Basic Abilities and Passives- Spirit Crush: Draxis can literally crush the fighting spirit of his opponents, not so much so that he forces them to lose the will to fight, but rather utilizes his haunting presence to intimidate and instill fear into the hearts and minds of his opponents. This basic ability requires time for him to utilize and will not be effective until much after he performs it. This has allowed him to come back from dire situations where others would have fallen. It effects the mind and causes a sense of despair and fear that Draxis may not even go down long enough for the sufferer to escape him or strike the finishing blow.
Great Strength: Draxis’ undead form was granted great strength unpon his resurrection, allowing him to perform great feats of strength and allow him to wield his heavy blade in one or two hands. The blade itself weighs as much as any normal solid steel zweihander, and he can lift at least up to 700lbs. His armor is of average weight to most other heavy plate armors, but he feels not the weight upon his shoulders and seems to move as fast as any unarmored opponent.
Unholy Fortitude: In his undead state, Draxis can withstand an immense amount of punishment. He has been known to be pinned down by a group of a dozen soldiers and withstand their attacks and be able to fell them all, one at a time.

Soul Channel: Draxis can control the souls that his sword, the Blade of the Lichborne, has consumed in his life time. This ability must be used if he is to use any of his other Soul related abilities. This skill allows him to channel the souls to and from the blade freely or to use the souls defensively or offensively. These abilities that can be used after the channel can be chained with one another on their last turn of activity. Unchained abilities leave the souls floating around his body, taking no forms and causing no harm, only to be used as a power source for the next eight turns. Once the Soul Channel is over, the souls return to the blade and must wait a minimum of three turns to be reused.
Soul Cage: This skill allows Draxis to use the souls channeled from his blade to form a cage around his opponent to keep them still and torment them with the wailing cries of the tormented damned. This skill only lasts two turns but can be used to chain into a different soul skill on the second turn, limiting the amount of time that his target is trapped to one turn instead of two.
Soul Blade: This skill allows Draxis to envelop his blade with the souls of the damned, causing the blade to attack from a greater range and cause greater damage. This skill is a charge up ability and lasts three turns, but allows him to chain into other abilities on its third turn. This skill also allows him to pierce through most magical barriers, but not physical barriers.
Soul Barrier: This skill allows Draxis to create a wall of souls in front of himself to stop most attacks and can be used in a single turn. This ability only lasts one turn, meaning it cannot be chained but it will guard him from nearly all incoming attacks. Only Draxis can pass through this barrier.
Soul Blast: This skill allows Draxis to fire a concentrated blast of souls at his opponent, lasting a single turn and shortens the channel time by half of the remaining turns. This ability is usually only used near the end of his channel to utilize the channel better, but it will be weaker. If used at the beginning turn after the channel, the Soul Blast will be more powerful.
Special Abilities and Finishing moves- Soul Storm- This ability uses up all of his channeled spirits to create a storm cloud of souls above the area that Draxis is fighting in. This ability lasts five turns but cannot be chained from into other abilities. It’s effect increases Draxis’ speed and strength, infusing him with an unholy power as well as raining down souls in the shape of great spears, that Draxis can either catch and throw at his opponent or allow to just rain down from the sky. Any soulspear that strikes Draxis gives him small, short bursts of speed and strength. This ability is used normally as a last resort once his Spirit Crush sets in and he is on the hunt to land his final blow. [this may need to be tweaked or removed pending gm approval I’m sure]
Soul Devour: This skill allows Draxis to consume the remaining Soul Channel and restore his vitality and renew his strength. This is another Last Resort type of skill that he will use if he is against the ropes and his Spirit Crush has not yet set in. Using this ability causes his Soul Channel to have its downtime extended to five turns instead of three.

Character Equipment: The Blade of the Lichborne- This blade was given to him by his Lich-Lord master as a means to cleave a path for his mighty undead army. This blade holds the ability to consume the souls of his slain enemies and contain them within the blade. It is a great sword style weapon whish he can wield in one or two hands. The Blade of the Lichborne is his primary source of magical power and is also his primary physical attacking weapon outside of his own fists. [Tier 5]

Character History: Draxis used to be human… but that was a long time ago.. Maybe a century… maybe a millennium, the transcripts of his life have been lost for a very long time. His old life gone to history and lost in time, with no real way to know if he truly is who he states he was or even if this person existed. The only known fact about him was that he was in fact a man of noble birth in his human life, and in his undeath, has kept his title as lord and claimed an old human castle to show his dominance. Draxis was a true human before his resurrection, however. He lived a peaceful life, governing the citizens of his small kingdom, until his advisors and councilmen decided to betray him in an effort to claim his keep and lands of his haildom. Upon his demise, his spirit lingered in the physical world for many years, until his tomb was found by a wandering necromancer, who had tried to rebind the young lord’s soul to the remains of his shattered corpse. This resurrection worked, but the angry spirit could not be controlled by the weak wizard, and as a result, Draxis killed his necromancer master. This caused him run free throughout the lands, untamed and un able to be captured by most humans. This behavior continued until a powerful lich took control of the undead lord and gifted him with the Blade and Armor of the Lichborne, granting him dominion over souls and over his own undeath. After this rebirth of consciousness, Draxis gained a voice once again, and gained back partial memories, remembering the betrayal that killed him and the fury he had upon his initial resurrection. Through this, he went on the warpath under the banner of his new master, slaying all who stood in his way or who would kill out of greed. Draxis became a force to be reckoned with and a feared warrior on the fields of battle. There came a point where none would contest him and instead would run at the sight of the creature in the obsidian plate. With a thirst for blood and vengeance, he began to roam the lands in search of battle and tournaments for sport to try and satiate his bloodlust.
Hidden 10 yrs ago Post by Skallagrim
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Skallagrim Walker between Worlds

Member Seen 2 yrs ago

Well he is fine. How strong is he? Also some of your abilities require channeling, in T1 you understand that if you are struck in any meaningful manner you will probably lose the channeling, so be aware of that. Some of the fighters are quite experienced and will indeed look to thwart your channeling. If your soul barrier is an instant it will fall rather easily to prepped attack, which can be written to also affect you with collateral damage based on the attack.

I will approve the character just be aware of the limitations of channeling powers in T1.
Hidden 10 yrs ago Post by LeoricAquila
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LeoricAquila AKA Draxis

Member Seen 6 yrs ago

that's fine, it's a learning experience for me, as I'm not quite used to this kind of character and wanted to give it a shot, see if I could make it work, I've made some changes and set a more defined number to his physical strength.
Hidden 10 yrs ago Post by Skallagrim
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Skallagrim Walker between Worlds

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Go post your intro in the Great Hall then find your fight, as they say in the MMA "Let's get it on!'
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