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Thread: Titanomachy- Depsoitory

  1. #11
    Bitch Queen GrievousKhan's Avatar
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    >>>>>>>Character Profile:

    Identity:
    >> Full Name: Void
    >> Alias: n/a
    >> Titles: Light Taker, Bringer of Nightmres
    >> Style of Combat: Beastiral
    >> Apparent Age: unknown
    >> Profession: n/a
    >> Faction: Titan
    >> Alignment: Chaotic evil.
    >> Marital Status: Single.
    >> Sexuality: n/a.
    >> Status: Alive.
    >> Deity: The Titan of Beast and chaos
    >> Height: 9'
    >> Weight: 800 ibs.
    >> Hair: n/a
    >> Eye: n/a
    >> Race: Voor

    Image:


    >>>>>>> Description: In appearance, it resembles a hulking, brutish aberration, are humanoid in shape but the resemblance ends there. The Void stands 9 feet tall and weighs 800 pounds, making it quite slow. It's body is heavily armored and covered in tiny maws that the Void uses to rend opponents and drink their blood, with it's maximum strength capable of lifting fifty times it's body weight with much effort(or what ever is acceptable for his tier level). It's face is an eyeless dome of chitin and bone, ending in a terrible mouth filled with razor sharp teeth. The massive arms of the Void end in sharp talons. Each arm has tentacles that extend and retract in a flash. Voors do not use these tentacles to grapple, but instead spear creatures with the sharp ends. Additional tentacles extend out of it's shoulders, which it uses to hold an opponent or occasionally transport a charge. Further information on these tentacles can be found bellow.


    Family: n/a

    >>>>>>> Personalty:

    The Void is an almost alien Aberration of horror and death, it has proven to be a incredibly patient, as it can be content to sit and guard an area for weeks, waiting patiently for the opportunity to cause destruction and havoc. It's thoughts are almost constantly in destruction and death and it;s manner of thought is almost incomprehensible to the average human. Void has ravenous appetites for flesh and even greater appetites for blood; the legacy of cruelty and murder he leaves behind makes this obvious to those who have witnessed his rampages. The unfortunates that fall will have their corpses laid out as a warning to other trespassers.

    Combat Skills:

    The Void has worked best as a guardian as it is often employed for use by the great Titans of old. It often uses it's blind sense to locate creatures long before the Void itself is. Often climbing or seeking to gain the highest ground possible allowing it to target enemies at a distance with it's tentacles. Content to pick off targets one by one but is just as likely to rush into the middle of a group, targeting a weak looking foe with it's claws while using it's tentacles to keep others at bay. The Void has a total of 16 tendrils at it's disposal along it's head and back and 6 counting it's claws to make a total of 22 tentacles. The tentacles themselves consist of thick ropes of muscles and tendon. The 16 tentacles along it's shoulders have a spike at the end that is black in coloration and are as long as 7' inches in length, along with each able to open up into powerful pincers capable of grappling objects and victims and strong enough to lift a fully grown man in armor off the ground with ease (roughly just under 200 pounds total). They also are able to inject a viral toxin that will cause paralysis in victims in under a minute in time depending on the victim's constitution.

    The claws on the hand are also able to be ejected and become long tentacles though they do not possess pincers, each arm is armed with three tentacles of muscle and sinew that writhe around at Voids (and some of their own accord such as the ones on the Voids back) and strike at their prey, too fast to be dodged or parried easily for the common man, and can do so independently of their wielder's actions. Enemies that are not sliced apart by the bony hooks at the end of each of the 22 tentacle's are aimed to be captured and ensnared so they become easier prey for the Void. The tentacles range is roughly 15 feet roughly for each. The Void can at most, however, only manage to attack with up to four tentacles at the same time, attempting to many make them inaccurate and unreliable.

    Proficiencies:
    >> Archery: Extremely Poor.
    >> Daggers: Extremely Poor.
    >> Maces: Extremely Poor.
    >> Polearms: Extremely Poor.
    >> Staves: Extremely Poor.
    >> Swords: Sufficient.
    >> Unarmed: Excellent.
    >> Projectiles: Extremely Poor.
    >> Whips: Godly. (only it's own however, obviously)
    >> Shields: Extremely Poor.
    >> Hammers: Extremely Poor.
    >> Axes: Extremely Poor.
    >> Poisons: Mastered.

    >>>>> Abilities and powers:

    Toxin Sacs: A special pair of sacs that grow from under it's throat, and protected by a sheet of chitin. Toxin Sacs consist of parasitic glands containing small mites which attach to the countless mouths upon the Voids stomach and secrete poisons into these mouths as well as the tentacles or coat poison over the Voids claws, fangs and talons, while the parasite feeds on the host in return. The poisons act like a necrotic venom that rots flesh, these toxins are also capable of boiling a victim's blood if it enters their blood stream. All of the deadly poisons are swimming with Voids phage cells. It can choose either of these types of toxins but never two or more at once, and needs a full 2 minutes to shift from one to another.

    Rending claws: Rending Claws are a Voor kind of 12 inch, deadly claws tipped in extremely dense diamond-hard chitin. Powered by the overdeveloped musculature and steel-like tendons of the Void, rending claws become capable of ripping open steel and thick armour with ease as well as fatally shredding flesh and bone.

    Blind Sense: Due to the Voor being blind, they possess enhanced senses which are a key ability of theirs. Enhanced senses are a tied to the many tendrils that grow from the Void's body, and they act much like an antennae tasting the air to find prey and are very sensitive to vibrations and can be used as a kind of echolocation to map an area through taste in the wind or vibrations (through sound). Other enhanced senses showed that the creature has a highly developed sense of smell and hearing. This enables it to locate hidden enemies much more effectively, often finding those even with special abilities designed to make them invisible to sight it's range is roughlyjust under 100 feet.

    Armored shell: A dense shell worn by all the Voor species, even the most basic of organisms such as the Lasher. These are tough, beetle-like carapace coverings which cover the creatures upper body, back, legs shoulders, and arms. Chitin is tough enough to turn aside glancing blades and even glancing small-arms fire of low grade weapons like pistols. The massive arms have a reinforced Chitin covering them, a series of carapace plates that exude a sticky resin-like substance which quickly harden and create additional self-healing layers of ablative armor that offers the Voor greater protection against incoming attacks from the front and is the only chitin on it's body that can block heat generating weapons like lightsabres. Overall their thick hides are virtually impervious to minor cuts, scrapes or contusions, and they are highly resistant to environmental hazards, including toxins, slight radiation, and extreme heat and cold attacks but only in these chitin covered regions. The main body however is unarmored and only protected by tough skin easily cut or ripped.

    Biology: Most notably seen in it's tendrils, the Void possess fast healing and regeneration in it's tentacles that allow them to grew back in a matter of half a minute depending on the injury. The Void has also shown the ability to repair the most destructive battle damage, including delicate tissues and bodily organs at an astonishing rate of a few minutes, healing major crippling injuries in days. Often scars are left, most notably in the head and neck which would be fatal to most other species. Their large shoulder humps store fluids and nutrients, enabling Void to survive extended periods without food or water. The most amazing physiological feature of Voor biology is the multiple instances of major organs. These secondary (and where applicable, tertiary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. They have, for example, two hearts, four lungs, and four testicles. This reflects in their slang, where they often speak about a "quad" where a human would use the words "balls" or "pair". Voor also have a secondary nervous system using a neuroconductive fluid, meaning they are almost impossible to paralyze or poison. Voor bleed a greenish fluid when injured and this is in fact a type of acidic blood and is another ability present in Voors. It is so corrosive it can eat through flesh and armour in mere moments, heavier armor, shields and blades take longer due to often being made of hardier steel and stronger and thicker metals, the acid burns away in a few seconds. Literally all of the Voids bodily fluids are acidic, so deep wounds will spew drops of acidic liquids over nearby enemies. Having redundant systems such as these makes Voor difficult to kill or incapacitate in normal or close range combat scenarios, however like most beings is easily felled with sufficient injury to the head, spine, destruction of both it's hearts or brain, or simply bleeding out.

    Acid spray: Acid Spray is a Voor ability found on larger specimens. This allows them to store huge amounts of highly acidic digestive fluids, then spray it over a wide area in a 20 foot cone in front of them. The acid melts through body armour with shocking ease and reduces its victims to shapeless goo. However it is taxing and can only be used after three turns of charge, as it does so it's chest grows larger and larger, the longer the charge the greater the radius.

    Scentless: Due to his alien biology the Void carries no scent of it's own and cannot be tracked or detected by smell unless covered in blood or gore of it's most recent kill, etc.

    Minor Psonic: The Void is able to speak directly into the minds of other creatures, locking onto their spiritual being and in essence talking directly into the mind of their spirit rather then their brain like a true psionic but otherwise acts just like telepathy. The Void possess no other Psonic abilities however.

    >>>>>>> Proficiency Level:

    >> Extremely poor.
    >> Poor.
    >> Learning.
    >> Learned.
    >> Sufficient.
    >> Excellent.
    >> Perfected.
    >> Mastered.
    >> Surreal.
    >> Godly.

    Last edited by GrievousKhan; 03-07-2013 at 04:52 PM.


    ^^Credited to Silux, the Mighty God Emperor!!^^

    “Life is change, chaos, filth and suffering. Death is peace, order, everlasting beauty.”




  2. #12
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    Dor Khashgur: The Lord of the Tainted (Titan)
    Nickname: Dor
    Height: 6 feet, 7 inches tall.
    Age: 8442 Years old at last recollection. Is an Elder Titan Being.
    Gender: Male
    Race: Titan Summoner
    Occupation: Recruiter for the Titan Army
    Marital Status: None. Has sworn an oath to renounce marriage.
    Relatives: None.

    Appearance:
    Dressed in shifting robes of black and purple with runes etched onto them. Dor Khashgur carriess with him a large staff with multiple Blood Diamonds in them, thus enhancing his summoning power and skills. In build, Dor Khashgur is a little below average for titans and for gods, with a height of 6 feet, 7 inches, and a weight of scarcely over 100 lbs.
    Dor Khashgur was the seventh son of a seventh son, born to Dor Rashgur, the Titan Lord of Hellfire. While the seventh son of a human or god is blessed with supernatural abilities or enhancements, the rules vary a little bit for the Titan race. Having borne the wrath of the gods for crimes committed against them aeons ago, the Gods have levied a fearful price upon the Titans. Every seventh son of a seventh son suffers from bouts of complete and utter madness during battle, having no effect on determination or skills, but rendering within them a bloodlust so complete that it may only be sated whence there are no more to be killed in Dor Khashgur’s field of vision.
    To rid himself of his curse, Dor Khashgur has resided for years in lonely mountaintops and far away villages, taking control of his general vicinity to cause war amongst his people and sate his bloodlust. He has been labelled by many names, for the puny humans do not recognise their greatest heroes. Alexander, Caesar, Rameses, all were the same… None were men.
    Dor Khashgur has a set of powers that he has honed over long years of ritual and training. These include:

    Active Powers: Unclassed

    1. Demon Summoner: Dor Khashgur may spend either 1 turn prepping, or use a Blood Diamond, to summon a swarm of low level Loyal demons who shall do his bidding until they are killed. If more time is spent prepping, the level and power of summoned demons increases. Upto 12 turns can be spent prepping, which will summon forth 2 Elder Demon Gods, who shall wreak havoc upon all in the vicinity. Alternatively, a single blood diamond may be sacrificed for each turn of prepping that must be cancelled. 1 Blood Diamond = 1 Prep. (3 Blood Diamonds Max.)
    2. Hellfire’s Spirit: Due to the tainted bloodline possessed by Dor, he may choose, of his own volition, to willingly enter the Fog of War. This ability was a gift from his father, and Dor has yet to use it. War, especially in the human realm, is incredibly easy to come by anyway.


    Elder Powers:

    As an Elder Titan, Dor Khasgur received, on his 5000th year of being, a gift from the Titan Spirits. A new gift is added every 1000 years. Dor Khasgur has 4 of these gifts so far. He does not plan to stop gaining them in the near future.
    1. Tainted Spirit: Dor Khashgur may summon multiple copies of himself within any plane of existence. However, this gift may only be used once in a month, for the recharge time, while miniscule on a Titanic time scale, is still fairly long. The multiple copies are not shadow wraiths, but are literally clones of Dor Khashgur, each of which is connected to the other by a hive mind. The death of one does not matter to the others, and each has the active and passive powers of Dor Khashgur. They do not have his Elder Powers, however. Each clone has free will, but the hive will always work together. Hellfire’s spirit and Tainted Blood do not affect the copies.
    Prep Time: 2 Turns.
    2. Tainted Sight: Dor Khashgur may, if he desires, gain supernatural speed and movements, to the end that everything slows down for him, albeit briefly. During this time, he is able to analyse movements made by a single enemy for upto 200 years in the past, and thus is able to predict a pattern of movements and actions that allow him to counter any made by an enemy, before they are made by the enemy in question. Recharge: Once per fight.
    Prep Time: Instant: Lasts for 1 Turn.
    3. Tainted Control: Dor Khashgur is able to exercise control over lesser beings not of the Human Plane. Those belonging to the Demonic planes automatically bow to him, but those of other planes also regard him highly, although they owe him no allegiance. This skill does not affect Gods, Titans, or other creatures of Tier 6+.
    4. Tainted Faith: Dor Khashgur may sacrifice either an ally or an enemy to the Titan Spirits to earn their favour. This favour manifests itself as pure control over a shadow of the sacrificed. To be clear, a Shade is raised of the sacrifice in question, weaker in every aspect than the original by a factor of 5, but with all the abilities of the original, short of immortality or summoning skills. He may only have two shades at a time. If he adds more, their combined power will be greater than even his mind can handle, for Shades are fearsome creatures, bound with madness, and therefore both, slaves and masters of it.
    Corollary: When in the grip of Fog of War, Dor may summon upto 4 shades, as his own Tainted Blood equals the madness of the 4 Shades. Once out of this state though, Dor Khashgur will need to fight the two Shades that were summoned last.

    Passive Abilities:

    1. Demon Tongue: Dor Khashgur has innate familiarity with the 12000 characters of the demon tongue, and is therefore able to converse, order and attack with his demon hordes far more effectively than most other summoners can.
    2. Demonic Endurance: Dor Khashgur has had the uppermost layer of his skin replaced with plates of steel and aurum, thus ensuring that he has always got some form of armored protection with him. The downside is, of course, a slightly reduced speed.
    3. Demonic Fight: As a battle hardened veteran, and having seen the atrocities that humans are capable of, Dor Khashgur is a fearsome warrior in his own right, and uses single handed weapons in conjunction with his staff for both, defence and offence.
    4. Demonic Resistance: Lastly, Dor Khashgur is a being not of this plane of existence. His life is tied with his own realm, that of the Titans and Demons. To be killed in this realm will not do Dor Khashgur much harm, for he will simply respawn at his own birthplace, ready to fight once more, albeit only after a period of a 120 years.

    Alliance Type: Uneasy Titan alliance. Dor Khashgur is a remnant of the last of the Titan Demons. Other Titans instinctually mistrust him, and the Gods shown no sympathy for him as he stands at the polar opposite of their existence. A force of pure evil and darkness, Dor Khashgur has a long standing alliance with other messengers of Darkness like him, and can be trusted by them. His Fog of War effect extends to allies and enemies alike, and as such, he has fail safes upon his persona that transport him back to his demonic home once a battle is over, or if only allies remain upon a field. These have been removed for the duration of this Arena Battle, as Dor Khashgur needs the powers of the Systrex Stone to combat his own deadly disease: Tainted Blood.

    Equipment:

    1x Unholy Staff with 8x Blood Diamonds
    6x Blood Diamonds besides. (1 Turn to add blood diamonds to the staff.)
    1x Demonic Armor: Resistance to poisons.
    Ink dispenser: Used for summoning arrays if there are no blood diamonds left. 2-15 Turns for preparation before use.
    1x Unholy Sword: Pitch Black sword made of solidified strips of the demonic realm. The power of this world courses through the sword, and thus this blade cuts deepest for those not of the demonic realm themselves, but of the worlds of pure goodness and light.
    Last edited by Aurum; 03-09-2013 at 10:15 PM.

  3. #13
    Rouge warrior Bushidoxisamu's Avatar
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    Damn you complete me! ^\\\^ like a brother! ☆*:.。. o(≧▽≦)o .。.:*☆
    http://roleplayerguild.com/showthrea...04#post8445504 my PC

    battle records: 1 wins
    1 draw
    1 lost


  4. #14
    Gothic Nightmare Skallagrim's Avatar
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    Interesting character, alright your summoning powers have to follow the summoning rules in the OOC:
    Minions or summoned creatures are as following. Only one minion is of 2/3 the casters strength (in this case a tier 4, 5 or 6 minion based on your tier), the rest are considered tier 1 creatures. All minions can be auto hit except the 2/3 tier minion which is controlled by the casting player. But it cannot be the creature that deals the killing blow. Nor is it's damage overwhelming to the PC facing it.
    So you cannot summon two elder god thingies but one that is at 2/3 your tier which I assume is 8, so you can summon 1 minion of tier 6, the rest are all tier one and can be thrashed by opposing players as part of their actions. Also your clone power falls under the same rules as summoned minions so you can summon a tier 6 you and the rest are all tier 1. Also you can only have 1 tier 6 minion at any one time so you need to decide which ones you want to use first.

    1. Demon Summoner: Dor Khashgur may spend either 1 turn prepping, or use a Blood Diamond, to summon a swarm of low level Loyal demons who shall do his bidding until they are killed. If more time is spent prepping, the level and power of summoned demons increases. Upto 12 turns can be spent prepping, which will summon forth 2 Elder Demon Gods, who shall wreak havoc upon all in the vicinity. Alternatively, a single blood diamond may be sacrificed for each turn of prepping that must be cancelled. 1 Blood Diamond = 1 Prep. (3 Blood Diamonds Max.)
    Tainted Spirit: Dor Khashgur may summon multiple copies of himself within any plane of existence. However, this gift may only be used once in a month, for the recharge time, while miniscule on a Titanic time scale, is still fairly long. The multiple copies are not shadow wraiths, but are literally clones of Dor Khashgur, each of which is connected to the other by a hive mind. The death of one does not matter to the others, and each has the active and passive powers of Dor Khashgur. They do not have his Elder Powers, however. Each clone has free will, but the hive will always work together. Hellfire’s spirit and Tainted Blood do not affect the copies.
    Your summon shade ability in the fog of war will all be tier 3 minions. You can direct their actions but they can be autohit by other players.
    4. Tainted Faith: Dor Khashgur may sacrifice either an ally or an enemy to the Titan Spirits to earn their favour. This favour manifests itself as pure control over a shadow of the sacrificed. To be clear, a Shade is raised of the sacrifice in question, weaker in every aspect than the original by a factor of 5, but with all the abilities of the original, short of immortality or summoning skills. He may only have two shades at a time. If he adds more, their combined power will be greater than even his mind can handle, for Shades are fearsome creatures, bound with madness, and therefore both, slaves and masters of it.
    Corollary: When in the grip of Fog of War, Dor may summon upto 4 shades, as his own Tainted Blood equals the madness of the 4 Shades. Once out of this state though, Dor Khashgur will need to fight the two Shades that were summoned last.
    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."

  5. #15
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    Dor Khashgur: The Lord of the Tainted (Titan)

    Nickname: Dor

    Height: 6 feet, 7 inches tall.

    Age: 8442 Years old at last recollection. Is an Elder Titan Being.

    Gender: Male

    Race: Titan Summoner

    Occupation: Recruiter for the Titan Army

    Marital Status: None. Has sworn an oath to renounce marriage.

    Relatives: None.

    Appearance:

    Dressed in shifting robes of black and purple with runes etched onto them. Dor Khashgur carriess with him a large staff with multiple Blood Diamonds in them, thus enhancing his summoning power and skills. In build, Dor Khashgur is a little below average for titans and for gods, with a height of 6 feet, 7 inches, and a weight of scarcely over 100 lbs.
    Dor Khashgur was the seventh son of a seventh son, born to Dor Rashgur, the Titan Lord of Hellfire. While the seventh son of a human or god is blessed with supernatural abilities or enhancements, the rules vary a little bit for the Titan race. Having borne the wrath of the gods for crimes committed against them aeons ago, the Gods have levied a fearful price upon the Titans. Every seventh son of a seventh son suffers from bouts of complete and utter madness during battle, having no effect on determination or skills, but rendering within them a bloodlust so complete that it may only be sated whence there are no more to be killed in Dor Khashgur’s field of vision.
    To rid himself of his curse, Dor Khashgur has resided for years in lonely mountaintops and far away villages, taking control of his general vicinity to cause war amongst his people and sate his bloodlust. He has been labelled by many names, for the puny humans do not recognise their greatest heroes. Alexander, Caesar, Rameses, all were the same… None were men.
    Dor Khashgur has a set of powers that he has honed over long years of ritual and training. These include:

    Active Powers: Unclassed

    1. Demon Summoner: Dor Khashgur may spend either 1 turn prepping, or use a Blood Diamond, to summon a swarm of low level loyal demons who shall do his bidding until they are killed. If more time is spent prepping, the level and power of summoned demons increases. Alternatively, a single blood diamond may be sacrificed for each turn of prepping that must be cancelled. 1 Blood Diamond = 1 Prep. (3 Blood Diamonds Max.)
    2. Hellfire’s Spirit: Due to the tainted bloodline possessed by Dor, he may choose, of his own volition, to willingly enter the Fog of War. This ability was a gift from his father, and Dor has yet to use it. War, especially in the human realm, is incredibly easy to come by anyway.
    3. Spirits of the Damned: Dor Khashgur wraps himself in the spirits of his fallen enemies and allies, creating a nigh impenetrable armour of darkness and death. The armour has the ability to shoot departed spirits in the form of projectiles, and to use the summoned spirits to erect barriers of darkness in front and behind him in anyway Dor chooses. He can essentially use departed souls to manufacture any device or weapon he so wishes.
    Prep Time: 1 Turn per new weapon/shield/barricade
    1 Turn to summon armour
    Recharge Time: None
    4. Fallen Angel: When the mighty fall, the world quakes. If Dor Khashgur is killed within battle, he summons all players of the last battle, immediately, into a world of his own creation. A dark, dank place, filled with creatures of subterranean netherworlds. A world that makes the void seem like a destination for Rest and Recuperation. A world where Dor Khashgur is king.
    5. Blood Plague: Dor Khashgur curses the very blood that courses through your veins, poisoning your immunity and your life. Every waking moment shall be filled with agony and senseless pain, until all that remains of your mind is a screeching husk that has not the power or will to even kill itself. As a bonus, the Blood Plague extends your life, making you immortal so you may suffer indefinitely. As a curse, it transfers itself upon the killer of the afflicted, being contagious upon death.

    Elder Powers:

    As an Elder Titan, Dor Khashgur received, on his 5000th year of being, a gift from the Titan Spirits. A new gift is added every 1000 years. Dor Khashgur has 4 of these gifts so far. He does not plan to stop gaining them in the near future.
    1. Tainted Sight: Dor Khashgur may, if he desires, gain supernatural speed and movements, to the end that everything slows down for him, albeit briefly. During this time, he is able to analyse movements made by a single enemy for upto 200 years in the past, and thus is able to predict a pattern of movements and actions that allow him to counter any made by an enemy, before they are made by the enemy in question. Recharge: Once per fight.
    Prep Time: Instant: Lasts for 1 Turn.
    2. Tainted Control: Dor Khashgur is able to exercise control over lesser beings not of the Human Plane. Those belonging to the Demonic planes automatically bow to him, but those of other planes also regard him highly, although they owe him no allegiance. This skill does not affect Gods, Titans, or other creatures of Tier 6+.
    3. Tainted Faith: Dor Khashgur may sacrifice either an ally or an enemy to the Titan Spirits to earn their favour. This favour manifests itself as pure control over a shadow of the sacrificed. To be clear, a Shade is raised of the sacrifice in question, weaker in every aspect than the original by a factor of 5, but with all the abilities of the original, short of immortality or summoning skills. He may only have two shades at a time. If he adds more, their combined power will be greater than even his mind can handle, for Shades are fearsome creatures, bound with madness, and therefore both, slaves and masters of it.
    Corollary: When in the grip of Fog of War, Dor may summon upto 4 shades, as his own Tainted Blood equals the madness of the 4 Shades. Once out of this state though, Dor Khashgur will need to fight the two Shades that were summoned last.
    4. Tainted World: Dor Khashgur has the ability to manipulate matter, changing the atomic structure of the world around him at will. However, he is unable to do so to holy weapons, or to weapons made to be wielded for holy purposes. He is also unable to do so to other player characters, though he may do so to minions. Doing so requires ½ turn prep time, and has no recharge time.

    Passive Abilities:

    1. Demon Tongue: Dor Khashgur has innate familiarity with the 12000 characters of the demon tongue, and is therefore able to converse, order and attack with his demon hordes far more effectively than most other summoners can.
    2. Demonic Endurance: Dor Khashgur has had the uppermost layer of his skin replaced with plates of steel and aurum, thus ensuring that he has always got some form of armored protection with him. The downside is, of course, a slightly reduced speed.
    3. Demonic Fight: As a battle hardened veteran, and having seen the atrocities that humans are capable of, Dor Khashgur is a fearsome warrior in his own right, and uses single handed weapons in conjunction with his staff for both, defence and offence.
    4. Demonic Resistance: Lastly, Dor Khashgur is a being not of this plane of existence. His life is tied with his own realm, that of the Titans and Demons. To be killed in this realm will not do Dor Khashgur much harm, for he will simply respawn at his own birthplace, ready to fight once more, albeit only after a period of a 120 years.
    Alliance Type: Uneasy alliance. Dor Khashgur is a remnant of the last of the Titan Demons. Other Titans instinctually mistrust him, and the Gods shown no sympathy for him as he stands at the polar opposite of their existence. A force of pure evil and darkness, Dor Khashgur has a long standing alliance with other messengers of Darkness like him, and can be trusted by them. His Fog of War effect extends to allies and enemies alike, and as such, he has fail safes upon his persona that transport him back to his demonic home once a battle is over, or if only allies remain upon a field. These have been removed for the duration of this Arena Battle, as Dor Khashgur needs the powers of the Systrex Stone to combat his own deadly disease: Tainted Blood.

    Equipment:

    1x Unholy Staff with 8x Blood Diamonds
    6x Blood Diamonds besides. (1 Turn to add blood diamonds to the staff.)
    1x Demonic Armor: Resistance to poisons.
    Ink dispenser: Used for summoning arrays if there are no blood diamonds left. 2-15 Turns for preparation before use.
    1x Unholy Sword: Pitch Black sword made of solidified strips of the demonic realm. The power of this world courses through the sword, and thus this blade cuts deepest for those not of the demonic realm themselves, but of the worlds of pure goodness and light.

    - - - Updated - - -

    Hi,

    Thanks Skallagrim. I've made a few changes; Should have read the summoner rules first, eh?

    Aurum

  6. #16
    Gothic Nightmare Skallagrim's Avatar
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    Hmm I will allow the changes because all things are equal, which is the inherent beauty of T1 everyone of equal tiers has the equality of powers so nothing is overpowered. So your ability to summon other players to your realm may or may not take place depending on the player wanting to go or using their powers to halt it from taking them. Your ability to manipulate matter may or may not work on the weapons of PC depending on the nature of the weapon.

    But I will allow this character so you can make a intro post.
    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."

  7. #17
    Junior Member
    Join Date
    Mar 2013
    Posts
    26
    Thanks, Skallagrim. This should be a good one.

    Aurum

    - - - Updated - - -

    And...done. It's short, but let's see where this goes, eh?

    Aurum.

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