Page 3 of 7 FirstFirst 12345 ... LastLast
Results 21 to 30 of 67

Thread: Nexus of Worlds Tournament (NoW) Character Depot

  1. #21
    Gothic Nightmare Skallagrim's Avatar
    Join Date
    Nov 2010
    Location
    The ghoul-guarded gateways of slumber
    Posts
    3,119
    Blackblood223, how does the fear power actually work? You rip off the mask and then what happens? Your mind reading is surface thoughts only I assume, but nothing indepth that would allow you to be predictive of someones moves?
    The writer who cares more about words than about characters, action, setting, and atmosphere is unlikely to create a vivid and continuous dream; he gets in his own way too much; in his poetic drunkenness, he can't tell the cart- and its cargo- from the horse.

    -John Gardner



    "Grieve not, wise warrior. It is better
    to avenge one's friend than mourn too much.
    Each of us must one day reach the end
    Of worldly life, let him who can win
    glory before he dies: that lives on
    after him, when he lifeless lies."

  2. #22
    Pulled through a rift in space, the crew of the Derringer now find themselves participating in a strange new world. A world comprised of humanoid giants roaming the new frontier, dwarfing the armed Valiant class vessel they occupy in comparison.
    .
    Ship Name: Derringer
    .
    Type: Escort
    Length: 119.5 meters (392 feet) conversion* 65.33 inches
    Beam: 90.3 meters (296 feet) conversion* 49.33 inches
    Height: 25.5 meters (83.66 feet) conversion* 13.94 inches
    Weight: 355,000 metric tonnes conversion* 2092lbs or .95 metric tones
    .
    *indicates ships measurement within the dreamer’s dimension
    .

    Crew complement: ~50
    Speed: Warp 9.5 or higher
    .
    Armament: 4 laser cannons, 3 laser emitters, 4 forward torpedo (photon and quantum torpedo) launchers, 2 aft torpedo launchers
    .
    Defenses: Deflector shields, ablative armor,
    .
    The Valiant-class escort is a heavily-armored, stripped-down starship and incorporating the latest in Confederate weaponry and defensive technology and is equipped with a class-7 FTL drive. The Nexus is considerably smaller than most other Confederate starships
    .
    Technical data
    The FTL drive core spans three decks in the aft section of the ship. The class-7 FTL drive is extremely powerful for a ship of this size, and as such, the escort-class vessel puts out a FTL signature equivalent to much larger starships. When energy is diverted from the weapons' ready reserves, the escort-class ship could achieve the speed of warp 9.5 although numerous engineers extrapolate a maximum output of warp factor 9.982 for 12 hours.
    .
    Laser Cannons
    A total of four laser cannon assemblies are allocated in forward-facing locations on board escort-class vessel, fining individually or as a package. These cannons are located above and below the nacelle root attachments on the main body on both port and starboard sides of the ship. Allowing for a margin of error in the data, cannon weapons do maximum damage up to 2km then start to decrease in potency around 8% damage per km, down to about 35% of max damage at 10km.
    .
    Note: 1km range is the equivalent of 45.5’ in the dreamer’s realm.
    .
    Laser beam emitters
    The standard laser beam emitters aboard escort-class vessels, although capable of greater range, serve almost as a secondary supplement to the more powerful primary laser cannon array. In all, the escort-class is equipped three emitters: one forward and aft, as well as one behind the bridge on the dorsal surface. The vessels' deflector arrays can also be refitted into a makeshift laser emitter, providing one-shot capability in extreme emergency. The Beam weapons deal full damage up to 1kmin range and then start to diminish around 4% damage per km, down to 65% of max damage at 10km.
    .
    Note: 1km range is the equivalent of 45.5’ in the dreamer’s realm.
    .
    Torpedo launchers
    The escort-class vessel has a total of six torpedo launchers, four forward and two aft. The four forward launchers are located on the hull just ahead of each of the warp nacelles in dorsal and ventral pairs. The two aft torpedo launchers are tucked in near the back end of the warp nacelles. These torpedo launchers allowed the ship to fire both quantum torpedoes and photon torpedoes. Damage potential is unaffected by range and is by far the ship’s greatest ranged weaponry exceeding beam weaponry reach tenfold.
    Payload: The design is capable of carrying a maximum 96 torpedoes.
    .
    Note: 1km range is the equivalent of 45.5’ in the dreamer’s realm.
    .
    Ablative armor
    The escort-class vessel, is equipped with 20 cm thick ablative armor capable of withstanding temperatures from 8, 000* Fahrenheit to -350* F.
    .
    Deflector shields
    The Derringer is also equipped with deflector shields for protection.
    Standard flight operations require that at least two generators be operational at any given moment. To simplify field manipulation, it is desired for two corresponding units to be online, meaning that the forward and aft units should be used in sync, or the port and starboard units. During high-impulse and warp flight, the generators are kept at their minimum output to deflect stray particles in the interstellar medium from impacting the ship and degrading the hull. Should conditions warrant, one generator is capable of protecting the entire space frame. At high levels of alert, all generators are brought online and create a multilayered graviton field around the ship. In combat situations, the field is typically within several meters of the hull, creating an oval shape. If required, the field can be extended outward to protect another vessel or object at the sacrifice of some protection.
    .
    TRACTOR BEAM
    Type: Multiphase subspace graviton beam, used for direct manipulation of objects from a submicron to a macroscopic level at any relative bearing to the starship. Each emitter is directly mounted to the primary members of the ship's framework, to lessen the effects of isopiestic subspace shearing, potential inertial imbalance, and mechanical stress.
    .
    Output: Each tractor beam emitter is built around three multiphase 15 MW graviton polarity sources, feeding two 475 millicochrane subspace field amplifiers. Phase accuracy is within 1.3 arc-seconds per microsecond, which gives superior interference pattern control. Each emitter can gain extra power from the SIF by means of molybdenum-jacketed waveguides. The subspace fields generated around the beam (when the beam is used) can envelop objects up to 920 meters, lowering the local gravitational constant of the universe for the region inside the field and making the object much easier to manipulate.
    .
    Range: Effective tractor beam range varies with payload mass and desired delta-v. Assuming a nominal 15 m/sec-squared delta-v, the multiphase tractor emitters can be used with a payload approaching 116,380,000,000 metric tons at less than 2,000 meters. Conversely, the same delta-v can be imparted to an object massing about one metric ton at ranges approaching 30,000 kilometers.
    .
    IMPULSE PROPULSION SYSTEM
    The primary impulse system consists of three pairs of redundant fusion reactors, space-time driver coils, and vectored exhaust directors. The exhaust products may be held temporarily in the impulse nozzle cowling, to minimize the ship's ion or EM signature, or they can be vented through electroporous plates along the trailing surface of the cowling. All three main impulse engines are located on both Decks 2 and 3. An experimental in-line impulse system further augments the standard engines, allowing for fuel conservation Standard operational procedures limit impulse speeds to .25c (Full Impulse) due to time dilation problems that occur once an object travels close to the speed of light. Each individual engine is capable of propelling the ship to a speed of .75c. Together, a speed of .994c (Maximum Impulse) can be reached but is only used during extreme circumstances due to relativistic time displacement accompanying objects traveling close to the speed of light.
    .
    Deck 1: main bridge, captain's ready room, transporter room 1, phaser cannons (2), upper main engineering, plasma exhaust vents, upper sensor array, officer and crew quarters, deuterium storage.
    .
    Deck 2: lower main engineering, main impulse engines, computer core, targeting sensors, mess hall, warp coils, sickbay, medical and science laboratory, transporter room 2, officer and crew quarters, warhead control room.
    .
    Deck 3: main impulse engines, warhead impulse engines, shuttlebays 1-3, antimatter storage, cargo bays 1-4, airlocks (2), aft torpedo magazine, warp coils, shuttle and cargo management unit maintenance.
    .
    Deck 4: landing struts, navigational deflector, phaser cannons (2), forward and aft torpedo magazines, aft torpedo launchers (2), forward torpedo launcher (1), lower sensor array, shuttlebay 1-2 exterior doors and elevator system, main tractor beam emitter.
    .
    Main bridge
    The bridge layout of the Nexus is compact, but nonetheless accommodates engineering, tactical, science, conn, and ops stations.
    The main bridge acts as the nerve center of the vessel, and the entire module is sunken into a much larger deck 1 than most Confederate starships to provide added protection during combat situations. Access to the bridge was provided by two doorways at the back, located on both port and starboard sides. Just forward of the starboard entryway was the location of the ship's dedication plaque, as well as an auxiliary computer access panel.

    The port side of the bridge housed the engineering and tactical I stations, while the starboard side featured the science and tactical II consoles. Because of its nearly exclusive role as a combat vessel, stations aboard escort-class vessels were designed with speed in mind.

    The center of the bridge featured the lone captain's chair, which was on a raised platform and had a clear view of all bridge stations, as well as of the main viewscreen. On both sides of the command chair were separate control panels, allowing the occupant access to virtually every system aboard the ship.

    Between the command chair and the viewscreen was an integrated flight control and operations panel, capable of performing the joint duties of those stations' larger counterparts on other Federation starships. Like all of the bridge stations on Nexus, the conn had been designed for maximum speed and efficiency of commands input by the operator, allowing the craft to be handled almost like a fighter when under the hands of a skilled pilot.
    .
    The engineering station allowed for a direct link to the impulse and warp engines, as well as monitoring of the other various systems vital to the operation of the ship. This single station was capable of mirroring all the readouts and consoles located in main engineering, allowing the chief engineer or another engineering officer to issue commands from the bridge.
    .
    Mirroring the engineering station on the port side of the bridge was the science station. Normally occupied by the ship's chief science officer, the panels and readouts on this station allowed direct access to the ship's sensor systems. Capable of taking high resolution scans of both natural and artificial phenomena, this station played a vital role during reconnaissance missions.
    .
    Flanking both sides of the viewscreen were two tactical stations, which had primary access to the ship's powerful phaser cannons, torpedo launchers and various other special ordinance packages. Working closely with conn, the officers stationed at these consoles were responsible for firing the various weapons aboard escort-class vessels during combat operations. The purpose of the Tactical II station was to lighten the load on its sister station, particularly in battle.
    .
    Medical facilities
    .
    The Nexus sickbay
    The main sickbay was located on Deck 2 between the mess hall and science labs. Containing four biobeds, this room served as the primary crew support facility during emergency situations. The room was equipped with limited surgical facilities and was primarily intended to stabilize patients until they could be delivered to a nearby friendly medical facility.
    .
    In its limited role as a reconnaissance starship, the Defiant-class was equipped with two dedicated science and medical labs for field testing and investigations. These rooms mirrored their counterparts on larger Federation starships by making use of scaled down devices that could commonly be found on those ships.
    .
    Main engineering
    .
    Main engineering on the Valiant-class is situated on Deck 1 with the lower section on deck 2. The Master Situation Monitor is located in the starboard wall bulkhead. The warp core is placed on an elevated platform in the center of the room opposite the control consoles. Ships of the escort-class are equipped with a class-7 warp drive.
    .
    Crew quarters
    Each cabin is equipped with one replicator port and one standard computer terminal. Overall, crew quarters aboard the Valiant-class vessels are the most spartan when compared to other ships in the fleet.
    With emphasis towards the tactical systems being the foremost priority in the vessel designers' minds, crew members had to share their quarters with at least one other crewmate during normal times of operation. Only the ship's commanding officer is given his own room on Deck 1, which doubled as an informal ready room.
    .
    Mess hall
    Ships of the Valiant-class lack any sort of recreational facilities, and the only place for informal gathering are the two mess hall areas located on the port side of Deck 2. Like all the equipment and materials aboard the ship, the mess hall is spartan and compact. At the head of the room are three open slots that served as dispensers for the replicators. A counter extended from the underside and is used for the placement of trays, mugs and eating utensils. Seating inside the mess hall is provided by four metallic tables arranged in a semicircle at the wider end of the room. These tables are approximately one meter square, and each had four stools connected to its legs. In addition, the mess hall doubles as a makeshift meeting area that can be used to conduct crew briefings and mission profiles. A tall screen panel located on one of the walls could be used as a visual aid to display tactical graphics.
    .
    TRANSPORTER SYSTEMS
    escort-class vessels normally carry one primary and one backup transporter on Deck 1. The modular unit includes a 45 percent scaled version of the standard pattern buffer tank and molecular imaging scanners found on larger starships. The transporter is powered by an impulse system EPS tap and is EM-shielded with a multilayer duranium jacket. The hull-transporter emitter pads are armored with electroporous plating, which requires the computer to maintain tighter control over the ACB in terms of look angle in dwell time on both beam-up and beam-down targets.

    • Number of Systems: 3
    • Personnel Transporters: 2
    • Cargo Transporters: 1

    TYPE-18 SHUTTLEPOD
    .
    Type: Medium short-range sublight shuttle.
    Accommodation: Two; pilot and system manager.
    Power Plant: Two 800 millicochrane impulse driver engines, four RCS thrusters, four sarium krellide storage cells.
    Dimensions: Length, 4.5 m; beam, 3.1 m; height 1.8 m. *(2.6” x 1.7” x 0.98”)
    Mass: 1.12 metric tones.
    Performance: Maximum delta-v, 16,750 m/sec.
    Armament: Three Type-V phaser emitters.
    .
    The Type-18 Shuttlepod is somewhat of a departure from the traditional layout for ships of its size. In response to the growing threat of conflicts with various galactic powers bordering or near to the Federation, this shuttlepod was designed to handle more vigorous assignments that still fell into the short-range roles of a shuttlepods. Even with her parent vessel under attack, the Type-18 was designed to function in battle situations and could even be used as an escape vehicle should the need arise. Lacking a warp core, the pod is a poor choice for travel beyond several million kilometers.
    Last edited by klikxx; 01-05-2013 at 08:17 PM. Reason: spacing

  3. #23
    Quote Originally Posted by klikxx View Post
    Pulled through a rift in space, the crew of the Derringer now find themselves participating in a strange new world. A world comprised of humanoid giants roaming the new frontier, dwarfing the armed Valiant class vessel they occupy in comparison.
    I'm...pretty sure this is posted in the wrong thread.

  4. #24
    Melon Oracle MelonHead's Avatar
    Join Date
    Jul 2011
    Location
    England
    Posts
    7,249
    I would probably say so.
    MelonHead does not give out free Melons.

  5. #25
    Gothic Nightmare Skallagrim's Avatar
    Join Date
    Nov 2010
    Location
    The ghoul-guarded gateways of slumber
    Posts
    3,119
    Nice, Klikxx, break it up more, i.e. space the paragraphs out and bold the actual size/relative conversion so everyone can see it clearly, perhaps even use orange to high light them so it is easier to find.
    The writer who cares more about words than about characters, action, setting, and atmosphere is unlikely to create a vivid and continuous dream; he gets in his own way too much; in his poetic drunkenness, he can't tell the cart- and its cargo- from the horse.

    -John Gardner



    "Grieve not, wise warrior. It is better
    to avenge one's friend than mourn too much.
    Each of us must one day reach the end
    Of worldly life, let him who can win
    glory before he dies: that lives on
    after him, when he lifeless lies."

  6. #26
    Senior Member
    Join Date
    Jan 2013
    Posts
    137
    Real Name:Merlock Maron

    Occupation:Wizard :O

    Other Aliases:

    Place of Birth: An universe where everybody is depending on magic, and completely neglecting their fitness, to the point of having olympics with only magic accomplishments. They are also

    Race:Human

    Height:124 cm

    Weight:30 kilogram

    Eyes:blue

    Appearance:

    History:

    Known Powers:
    Passive abilities:

    Invisible walking: Merlock has perfected stealth walking. Whenever he walks, even when its not needed, he does it without sound. Even when in battle, he just does it without thinking about it. Its just as automatic as breathing for him. Its so perfected, that people don't even realise that he has entered a room, unless they looked directly at him, or smelled him, or if he had to open a door for them. You get the thing, he uses this mainly for strategy.

    No smell: The people from his universe have no smell, not even a dog could smell them, but the weakness of this, is that they can't smell people either.

    Dark eyes: He can see in the dark, unless its ability created. But other then that, he can see.

    Perfect aim: For some reason, everything he throws is with perfect aim, it can be dodged or blocked, but he never misses the target.

    Knife master: He is skilled at fighting with knifes.



    Powers:

    Clones: He can make clones using magic, though it caps at 10, and the same rule as with the minions apply. He can choose which one will be the one with 2/3th user's strength. All of them have his passive abilities, but it ends their.

    Invisibility: He can use a trick on the eyes using magic, that renders him invisible to the person, he can make everything he touches invisible with them, but he can't make one of his abilities invisible. Since its a trick on the eyes, it only affects seeing.

    Telekinesis: He can move things using the eyes, he can only move till 200 pounds, and he cannot move sentient beings. He can move five things at the same time.

    Own world: He can push his energy out of his pores to make a giant circle around his and his opponent, which is around fifty meters. The energy blocks the sun, making everything dark, so people cannot see anything. Other than that, there is nothing different, but that people cannot come out of his 'own world till after four posts. Takes one post preparing.

    Strengthen: He can harden or soften objects he moves using telekinesis

    Beam: Just a simple beam of energy.



    Weapons: Lightknife:Its similiar to a lightsaber, but then in knife form. His energy shapes into a knife form, it is extremely powerfull and can easily cut through stone or iron. But can only be used to cut once in battle, and it breaks forever when pushed by someone from even average might.

    Knife: A knife that is incredibly durable, but can't cut very well, it can't even cut through something a child scissor could.

    Armor:He has no armor.

    Limitations: He is incredibly weak if its about power or endurance. He is like, half the strength of an average person, and can also take half that an average joe can take. He is also very slow when running.

    What ever else you deem important for your character:

    Done.
    Last edited by zunga; 02-01-2013 at 09:41 AM.

  7. #27
    Death Comes For You Bloodbayne's Avatar
    Join Date
    Nov 2011
    Location
    Yakima, WA
    Posts
    427
    Alright, I know I said I would get a character up but my job doesn't always allow me enough time for that. Anyway, I have 3 characters in my signature. Xavier is T8. Leo is a low T6 and Aero is a T3/T4 at best. Look over them and choose which would fit the best, I'm thinking Leo. If you need any other info I can provide it.
    My Fighters: Xavier Bloodbayne - Leo Maxim - Aero

    PS3 ONLINE NAME: XavierBloodbayne

  8. #28
    Senior Member
    Join Date
    Jan 2013
    Posts
    137
    Done.

  9. #29
    Gothic Nightmare Skallagrim's Avatar
    Join Date
    Nov 2010
    Location
    The ghoul-guarded gateways of slumber
    Posts
    3,119
    Zunga ok, and Bloodbayne for this Aero is fine, you should be capable even at a tier 4 to handle yourself. I'll get your match set up shortly.

    - - - Updated - - -

    Bloodbayne's character-
    I'll edit.whatever i need to. I know there a lot of unnecessary periods. But I type a lot.on my phone.

    Name: Aero

    Age: 31 Bodily Appearance: 20

    Race: Cursed Elementalist

    Alignment: Neutral Evil

    Personality: Cold and indifferent. The life that has been his torture has brought him to turn his back on society. This has been known to lead to uneasy and awkward moments with more than most people.

    Appearance - Aero stands at a height of 6'0 and weighs approximately 300 lbs and has a medium athletic build. He has onyx black hair which reaches to his shoulders and piercing dark red eyes. His mouth a nose are covered by a leather strapped metallic facial mask. The mask holds no designs upon its front save for thick vertical stripes embedded.within the metal. His upper body is often covered in a form fitting black cotton shirt which covers halfway down his upper arms. His left arm has a slab.of.metal which covers his forearm between the elbow and wrist on the topside. His legs are.adorned with plain black slacks.and.his feet thick soled black boots into which his pant legs are fed. He carries.no weapons as he is able to create his own when he.needs them.







    Physical Advancements

    Energy Orb Life Support System - This orb which resides directly beneath Aeros sternum has helped to change his body in many ways, as it has allowed the energy to join with most if not all blood cells in his body. It has allowed his body to be conditioned to move at speeds an average human fighter would find highly difficult to replicate. The energy slowly permiated every muscle and tendon through out his body, improving everything considerably.

    Strength - With the energy coursing through his veins and seeping into the muscles, Aeros physical strength is able to top a humans strength 3 fold while appearing in the shape of medium sized toned muscles.

    Speed - Due largely in part to his superior strength Aero is able to move with great ease and nimbility. His fastest capable speed is 50 mph on flat ground.

    Enhanced Senses - With the energy in his blood stream it was not long before it settled in to Aeros mind, where it helped to nurture the natural response time and overall effectiveness of his sight, hearing and touch, leaving them as well 3 times above average





    Energy Description/ Enhancement & General Abilities


    Elementalist - Due to his birth into a clan of elementalists Aero possessrs control over the earth, fire, water, lightning and wind. Most of the abilities suffer drastic changes to their form and effects, but wind and water remain the same.

    Dread Energy - The energy itself is mainly comprised of Chaos energy, giving it a natural ability to gradually diminish the general form of an object it comes into contact with. It also has a higher chance of forcing its way through different energy forms with ease. Because of this the base form is more or less harmless and is used mainly to deteriorate armor or weapons. The other energies and skills which Aero possesses merely hold a piece of Dread Energy joined with them, giving them all a light red hue. Without even making contact with a person the energy has the capability of inducing hallucinations and possibly making the.victim go mad. Both of which require prolonged exposure.

    Dread Fire - This dark red flame holds many of the same attributes as a normal flame, able to be extinguished with the proper amount of water and the total absence of oxygen. Each flame produced burns at a temperature double what one would expect of a flame of its size. The flames do not spread upon contact, they merely burn on one central area until there is nothing left.

    Dread Metal - The process through which Aero acquired this ability was painful and extensive, but well worth the outcome. Utilizing the focusing crystal taken from the wizards home, Aero spent 5 years buried beneath the ground with the crystal embedded into his chest to make contact with the orb while touching the earth. Using his.control over the earth he pulled upon the granules of dirt and extracted their earthen energy signature, forcing it into the orb and his body. Slowly his body began to grab ahold of the new energy and followed the masters.commands as he aligned the energy signature of the earth to that of metal. At the end of the 5th year his blood had morphed to.resemble the form of a reddish liquid metal that could be called.upon at all times, through the pores of his skin. It caused his weight to increase to 300lbs, but it was a burden barely felt and.easily worked with. It also doubled his skin and bones ability to receive damage, almost like wearing thick leather armor at all times and bones of steel. The liquid state of the metal allows an almost limitless number of possibilities for both offense and defense.

    Chaotic Stone - When Aero chooses to manipulate the earth around him his Dread Energy is inadvertently transfered into the earth and changes it to Chaotic Stone. The only additional effect this presents the stone with is the ability to radiate the Dread Energy within it as though it were an energy amplifier. If one is within 4 feet an object made of.Chaotic Stone.they will feel the same effects that Dread Energy can cause.

    Dread Lightning - Drawing the lightning energy from the orb in his chest Aero is able to channel it almost instantly to.any other part of his body and create a bolt or an orb of red lightning. The bolt is only half the power of a natural lightning bolt, but the energy released into the.body upon contact attempts to attack the brain directly. Because of this the attacks from the lightning bolts Aero creates make the target more susceptible to hallucinations.
    The writer who cares more about words than about characters, action, setting, and atmosphere is unlikely to create a vivid and continuous dream; he gets in his own way too much; in his poetic drunkenness, he can't tell the cart- and its cargo- from the horse.

    -John Gardner



    "Grieve not, wise warrior. It is better
    to avenge one's friend than mourn too much.
    Each of us must one day reach the end
    Of worldly life, let him who can win
    glory before he dies: that lives on
    after him, when he lifeless lies."

  10. #30
    ؂؂؁؃؂؁؀ Wind's Avatar
    Join Date
    Nov 2010
    Location
    Atmosphere
    Posts
    1,948

    Damnerung

    A Collection of Souls, Ghosts, and Demonic Entities;
    Damnerung

    Other Aliases: Death God‘s Eye, Phantasmagoria, Phantom Harbinger, The Possessed One, Legion

    Place of Birth: Damnerung has been around for longer than mankind waged war. Forged at the capitol of Pangaea millions of years ago, before its divide in to the seven continents. Damnerung was first crafted by ancient Draconic people, and has appeared throughout rifts in history wielded by mighty warriors who could not control its power.

    Race: Phantasm

    Appearance: Damnerung’s appearance is that of a floating rusted sword, made of ancient runic obsidian that outmatches any modern steel or diamond in stability. The sword houses thousands of lost spirits who have been devoured over the span of millions of years. Damnerung remains dormant of its otherworldly powers until attaching itself to the will of great warriors who have seen many deaths. A center of power is formed in the eye of a host body, where Damnerung’s own will manifests.

    Although Damnerung is truly immortal, it is possible to defeat the soul eater by obliterating the body it harbors, or simply piercing its possessed right eye.



    The Legend of Damnerung

    Sometimes the butterfly effect can skip a few generations… sometimes geographical eras. This story starts millions of years ago, with the tale of a draconic hero, Dratheos Avozs, who once did great battle with a deity of the olden world. With his trusted weapon, Damnerung, he was able to pierce a death god’s eye before it gazed upon pangaea. Devastated and injured, the great god turned away from Earth and its inhabitants, leaving only his eye puss to descend upon the realm, spitefully cursing it for eternity. The Death God’s eye would become the first phantasm, seeking out the wicked and blasphemous to deny them escape from their worldly realm. From then on did the world know of ghosts.

    Centuries later, Dratheos’ descendants became aware of his error, as they were prosecuted by their primitive kin for bringing this calamity unto dragon kind. As if destined to battle the death god again, the Avozs lineage passed down the ancient weapon, Damnerung, to their most capable warrior, Dranth, and sent him on a quest to track down and slay the remnants of a Death God. The adventure spanned many years, through several lovers and children, before Dranth found what he believed to be the great Phantom. Ancient were the ruins, originally built as a tomb, a passageway to the afterlife. Now the mausoleum was an alter of sacrifice to the sinister ghost. After all those years the Phantom plagued Pangaea, seeking the Avos and their legendary weapon. The two did fated battle, and again the kin of Avozs only appeared to have won, for that was the illusion the Death God’s eye had foresaw. As Damnerung pierced the ghostly vision, it seemed to have vanished, and the veil over that ancient tomb was uplifted. All was well, and Dranth returned home to his family.

    Only a few decades after Dranth‘s quest, Pangaea would see the entire Avozs bloodline wiped off the face of the Earth, each and all of them by the blade of Damnerung. Little did Dranth know that when he stabbed the apparition, he did not banish it. Instead, the Phantasm possessed the sword, and kept itself dormant until a time when Damnerung’s wielder was not powerful enough to resist its grasp. Appealing to the lust for power in Dranth’s youngest son, Salarin found his body moving without permission. Given to him was a power he could not control, and by his forced hand, the Avozs family fell one by one. Their very souls becoming trapped in the blade, to forever battle the sinister God’s will.

    All that is left as proof of this fable, is the sword, Damnerung. For over a hundred millennium, the sword had appeared in and out of historic texts. Along with the dragon kin, Damnerung had seemed to have vanished when Pangaea divided, it‘s powers becoming dormant for several million years. It seemed as though the souls of all the Avozs were forever bound to this world.

    Long later , in the time of man, a pirate vessel had finally discovered Damnerung on a rogue expedition. In its current state the sword had withered so badly that only the hilt remained. Being such an old artefact, the pirate captain thought it a statue, and claimed it as a personal trophy. Little did he know what the large statue really was. Pale became of the captain’s skin, as if scurvy was taking him slowly, and each passing day he fell more sick in the eyes of his crew. The weak were never allowed to fare pirate ships of this calibre, mutiny was certain when the captain began to speak jibberish and hide away in his quarters. The last entry in captain Locke Jax’s log was written in runes older than mankind itself. Damnerung had found a new vessel, and the final step was imminent.

    The would-be betrayer to Locke stood before him in his final hours, mutiny in his breath, and gold in his eyes. The crewmate sent his cutlass deep in to Locke’s lower abdomen, piercing the spleen and causing enough blood loss to finally end the captain’s mortal life… as well as his crew. Damnerung’s will took over whilst its vessel’s faltered. Once awake, the great ghost acted upon its only true instinct - to feed on the souls of those around it. An entire crew of seasoned pirates stood no chance, they added themselves to the collection that once again plagued this world.

    Over so many years, Damnerung has formed a sort of singular conscience out of the hundreds of souls it has consumed. The collection of souls only grows more vast, the longer Damnerung is kept sustained. Even upon the death of a host body, Damnerung always finds another hand, and the cycle continues. Avast, none have bested the pirate captain as of yet.

    Main Weapon

    Locke Jax, The Pirate Captain’s Cadaver
    A pirate of great renown who once travelled across the known ocean, never to be found again. Locke is now the subject of Damnerung’s hunt, his soul has become bound. Pale is the captain’s skin, turning blue or green in some areas with increased exposure to sunlight. Many wounds can be seen scattered about his body, some so deep, masses of blood should pour out - had he any left. Much of Locke’s innards have rotted away and been replaced, leaving him a nearly empty shell. The cadaver weighs in at only sixty or so pounds, a combination of the skin and skeleton remain.

    The process of corrupting and possessing a cadaver takes time. The blood of the once living decays, and with the help of many hungry spectres becomes a circulation of ectoplasm. Most of the organs become obsolete, such as the liver, spleen, intestines, and the genitalia. The rest are transformed. The heart is useful in processing and developing more ectoplasm, but is no longer necessary to sustain life. The lungs aren’t necessary for sustenance either, however they can be used to project ectoplasm over great distances for combat and soul feasting. The right eye replaces the brain in importance of protection. If the cadaver’s right eye is pierced, the demon overlord’s grasp over his undead legion would falter.

    Dual Swords, Epee & Cutlass
    Locke kept several weapons on his arsenal at all times, weighing in on Damnerung’s own weaponry. The pirate captain was a renown fencer, skilled with a type of sword known as the epee. This sword is roughly three feet in length, bladed on two sides, and narrows to the tip where the sword is meant for stabbing attacks.

    Locke also kept a strange steel cutlass on his hip, it reaches the same length as his epee, but is curved and bladed on one side for slashing attacks. At the tip of this cutlass, a sort of hook has been implemented aiming back towards the hilt.

    Dual Flintlock Pistols

    As well as these two swords, dual flintlock pistols are holstered to each of Locke’s arsenal, they are both primitive black powder guns that shoot metal pellets at a medium distance. Only one round can be shot at any given time, however the weapon has been built so that rocks and other small objects can be used when ammunition runs sparse.



    Passive powers
    1. Entity of Ectoplasm: Modified Physique
    2. Soul Seeking: Ability to see spirits and lifeforce
    3. Paranoia: Similar to Soul-Seeking
    4. Feel no Pain
    5. Absolve: Constant ectoplasm creation
    6. Demonic possession: Supernatural strength, dexterity, and acrobatics

    Activated abilities
    1. Phantasmagoria: Forms vision-based illusions
    2. Exorcism: Summoning of ghouls, poltergeists, banshees, and daemons
    3. Glossolalia: Speaing in tongues, curses
    4. Purgatory: Growing area-of-effect magicka & spirit sapping spell
    6. Omen of Death: Summons a deadly spirit
    7. Ectobile: Erosive sticky solution
    8. S.S.Siren: Summons a ghost ship

    Powers

    Entity of Ectoplasm
    Damnerung has transcended its archetype to become physical no longer. Once a blade possessed only by one ghost is now a legion of consumed spirits co-existing as one entity. Two things bind the legion to this world, and when destroyed the apparitions will be banished. First is the sword hilt, Damnerung, where the legion earned its primary title - second is the eye possessed by death. Defeating Damnerung requires that his cadaver’s right eye be pierced, alas the demon lord has been defeated many times but never truly killed. None have found how to destroy the rune bound hilt, few have tried, and died by the demon’s will before succeeding.

    Ectoplasm counts both as the blood and magic of Damnerung, connecting it to many important vessels, such as the champion’s eye and body parts. In order to combat Damnerung, one must understand its construct. Ectoplasm appears as a sort of morphing weightless liquid, often with a glowing hue based on any nearby light source. Being ethereal allows the ectoplasm to phase through most physical objects, such as dirt or stone, Though it cannot quickly pass through magical or holy barriers. The ectoplasm feeds on souls, magic, and lifeforce, including that of the undead. Damnerung’s ectoplasm can erode magical barriers given enough time and exposure. Since ectoplasm has an unrefined mass, it is possible to compact thousands of spirits worth within the shape of a simple sword. The ghosts of Damnerung are not inherently evil, however many demons have clung to the legion, making it both weak and dangerous when fighting holy magic. Priests may be able to render many of Damnerung’s powers useless, such as the summoned demons, Paranoia, and Absolve, however the death god’s eye is a neutral power, which cannot be banished so simply.

    Soul Seeker
    What is left of the Death god, his ectoplasmic eye puss has infested and preserved the right eye of Locke. The deathly iris is constantly hungry, and seeks strong and worthy spirits to feast upon. Though not limiting itself to just souls, the eye is capable of seeing magical auras, as well as lingering ghosts of which it can amass unto itself. The Death God’s eye requires possession of a real eye to keep active. If the host body’s right eye is pierced, the Death God will become blind and useless.

    Paranoia
    Paranoia is a demon possessing Locke’s left eye. His name properly attributes his skill set. Paranoia is in constant fear, and will always focus on a form of danger to its host body. Paranoia can vaguely see remnants of spiritual energy and magic, but cannot observe lingering ghosts like its counterpart can. Paranoia can coil its possessed eye far back in to Locke’s head, to literally keep an eye on his own back.

    Feel no Pain
    Damnerung is nothing more than a sword and a possessed cadaver. Since the body is dead already, pain has no effect on the demon overlord’s combat prowess, as long as the right eye and sword hilt are in tact. The fact that Damnerung feels nothing also means he is unable to react to attacks that may catch him physically off guard, such as a knife being stabbed in to his leg. It is fully possible for the body of Locke to continue fighting after being dismembered of an arm or leg.

    Absolve
    Absolve is the name of a demon in Damnerung’s will that is entrusted to the lungs of its cadaver. Once a part of the demon lord, it was given its own sentience after devouring enough souls and growing too large a force. Absolve seeks to free all living things from their shackles and duties, in turn making its own very existence contradict life. The cadaver appears as if it is breathing when Absolve is at work, inhaling bacteria in the air and exhaling an ectoplasm fog. If the lungs are punctured, Absolve loses its power completely until a new cadaver is found.

    Demonic Possession
    As it stands, Damnerung’s chosen cadaver is being shared by the many demons and ghosts collected by the overlord. These entities have the power to move and control the cadaver’s various body parts with extreme individual strength. Using demonic possession, Damnerung can contort his cadaver’s body in ways that would make a vegetable of other lifeforms. It also allows him unprecedented strength without the need of kinetic force. In times of desperation, the demons have the power to pull or drag the cadaver’s entire body from place to place, without the need of taking steps or jumps; making it appear as if an ethereal being is controlling Locke like a puppet. Lighter objects, such as Damnerung’s hilt, or perhaps a dismembered limb are capable of prolonged flight astray from the main demon threshold. The more demons extorted from Damnerung’s cadaver, the weaker it becomes as a weapon. At possessed capacity, Locke has the strength of roughly twenty men.

    Abilities


    Phantasmagoria
    Time leaves an imprint on the world Damnerung witnesses, allowing it vision of the many ghosts and how they met their end. By its will, Damnerung can reflect its visions back on the world, allowing others to see the same horrors. Sometimes the visions are completely imagined. These reflections are all but an illusion that cannot harm nor effect what they interact with. This spell is often used to trick or frighten foes during the hunt.

    Exorcism
    Damnerung has the power to enact a self-exorcism, specifying what types of ghosts or heathens to extract from its blade or cadaver. There are several types of spirits for Damnerung to choose from, depending on the situation and how they might stalk his prey. With every exorcism Dammerung evokes, his complete strength lessens by a small fraction. Locke is depicted as strong as twenty men, with each exorcism reducing that variable by one. Damnerung is only capable of summoning five ghosts from its sword before having to tap in to the cadaver.

    Exorcism: Ghoul
    Damnerung will expel a sum of ectoplasm from his corpse carrier, which will then seek out a nearby resource to attach itself to. The ghoul most frequently takes on the form of mud, sand, or water, and attacks its prey using that element. The ghoul almost always has two arms, to swipe and claw at its prey, as well as a large maw to bite with. Ghouls rely entirely on their surroundings, and slowly reform when destroyed if their chosen element is in great nearby quantity. Unfortunately ghouls are always earthbound, and often slow if made of thick compounds.

    Exorcism: Banshee
    The banshee is a summoned ghost that possesses a simple breeze, and turns it foul. Upon fully materializing, the banshee will begin howling in to the wind, screeching after enough time free. The decibel level of a banshee’s cry at its height can cause bleeding of the human ears in close proximity. Strong winds and area of effect magic are capable of destroying banshees, whilst sword slashes and piercing arrows simply pass through them harmlessly.

    Exorcism: Poltergeist
    Among the most dangerous of summoned spirits, the poltergeist is a manifestation of destruction and terror. They do not take a humanoid shape, but instead assume control of a solid object, giving it flight and seeking blood in its path. History tells stories of cursed swords and armours that levitate and fight on their own; Poltergeists were the ones behind these stories, and are a direct descendant of Damnerung. They require direct visual guidance from the evil eye in order to travel far from the hilt. Glossolalia has the ability to change this under certain circumstances.

    Exorcism: Daemon
    Another of Damnerung’s most dangerous collected spirits, the daemons symbolize pure hatred. Their wrath can only be asserted in the presence of extreme temperatures, such as flames or ice formations. The daemon possesses this resource, and gives it a life and will. Damnerung’s influence forces these demons of ice and fire to seek out his enemies, and terrorize them however the overlord pleases.


    Glossolalia
    Glossolalia refers to a Babylonian linguistics researcher whose soul was captured by Damnerung many years ago. Among the myriad of spirits, Glossolalia is the only one capable of speaking modern tongues, as well as the gift of true curse words. When Glossolalia possesses a corpse, or any animal with an active set of vocal cords, he is able to speak on behalf of Damnerung, or curse the being he has possessed. Speaking in tongues will cause his host bodies lungs to start rotting, allowing ghouls and other demons to easily track the cursed one, and feast on their innards. If Glossolalia were to recite the name of someone, all of Damnerung’s demons will be able to hunt that individual down without need of guidance.

    Purgatory

    The title was coined by the very few who survived Damnerung’s legion. When the blade is stabbed in to a surface, it has the option to become a sort of beacon, or simply phase through. If Dammering dedicates itself to the prior, it will become stationary until the entropic spell is cancelled. Damnerung’s captured souls will begin to flood outward from the blade, coating the surface with a legion of morphing three-dimensional shadows. This dark pool takes time to channel, and grows in size the longer it is held. Hundreds of hands, faces, and other limbs will begin to materialize and reach out from the pool. As the tormented ghosts try to flee their overlord, they actually enact his bidding. Those who step in to purgatory will find themselves being dragged in and rooted in place. Prolonged exposure to the legion causes rotting of the flesh, and drainage of magical energies. If Damnerung is pulled out of the hell gate, the legion of souls will be dragged back in to its blade, and the spell will disperse.


    Omen of Death

    In order to invoke an omen of death, Damnerung must keep his prey in sight for at least ten seconds. After preparations are made, his corpse breathes out a strange ectoplasm mist, that then takes on the same physical features as Damnerung’s prey, albeit ethereal. The omen of death is capable of doing the most damage physically, although only to its double. The only one capable of damaging or defeating the omen of death, is in fact the one it mimics. Per life form, only one omen of death can ever be envisioned. It ignores all things, phasing through walls and weapons, relentlessly seeking to destroy and possess its twin.


    Ectobile

    Made from rotted guts and blood exposed to ectoplasm, the bile is stored in a cadaver’s body until disgorged. Unlike normal ectoplasm, the ectobile has a physical mass and is dangerously erosive and sticky. Like an acidic glue, ectobile attaches itself to whatever it makes first contact with, and can erode very strong materials such as steel and concrete. Though it is slow working, that can make it even more dangerous, causing a very painful and long death if it attaches to a person.


    S.S. Siren, The Ghost Ship

    Each and all of Damnerung’s possessed bodies have retained some of their soul, giving the overlord a strange power only usable with that cadaver. Locke Jax went down with his ship, and returned with it from Davey Jones locker. This ability is Damnerung’s current greatest summon, counting as ten exorcisms when used, thus weakening Locke, and requiring he be holding the hilt for the duration. This spell starts with a strange aura emanating a great radius around Locke, disallowing him from using any other abilities in the meantime. (Approximately 3-4 posts to summon.) The S.S. Siren is a completely ethereal ghost ship the size of a battle-ready galleon, roughly 35 meters long, with a beam reaching roughly 10 meters high. The ghost ship acts much like an arena for Locke, giving him great advantages if he traps an opponent within during its summon. In reality, the S.S. Siren is nothing more than an extremely large ectoplasm fog that moves slowly forward and takes on an eerie aesthetic shape. There are five ghostly crew mates inhabiting the S.S. Siren, each of whom may only attack those who enter its premises, and do so as if they were physically alive once more. The S.S. Siren has one final ability, which revolves around its twenty two cannons, and their ability to shoot balls of ectobile horizontally from the hull.

    Weaknesses


    Unholy Presence: Since Damnerung has gathered many demons and other unholy specimens among its ranks, it has become somewhat weak against holy magic. Priests are capable of using their powers to dismiss many of Damnerung’s summoned demons, or temporarily banish the greater ones.

    Ethereal: Ectoplasm may feed off of magic and life force, but it cannot directly damage an opponent by physical means - that is without the use of possession, in which case it takes on the weaknesses of the elemental compounds used. Fire daemons can be extinguished, mud ghouls can be blocked, and banshees can be blown away.

    Recurring Defeat: As powerful as Damnerung is, a simple yet powerful poke to the eye will defeat the overlord.

    Disconnected: If the blade of Damnerung cannot reach an exorcised spirit within ten seconds of its dismantling, the spirit will be freed, thus weakening Damnerung’s cadaver for some time.
    Last edited by Wind; 02-09-2013 at 11:05 AM.

Page 3 of 7 FirstFirst 12345 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •