New type bio Android Built on the Demon race, Freeza race, mutated namekian and Three-eyed peoples DNA.
Power Level
Jeice
Personality
Ezekia is shy, unsure, naive and easily mislead or manipulated. He struggles with morality and consequences, lacking an understanding of both. Besides his lack of empathy he is generally curious and friendly.
Background
By extreme misfortune or unbelievable luck, he was given a second chance at life and was born into a powerful android body, unfortunately he spent the first 100 years of his life falsely imprisoned.
In their pursuits and attempts for absolution a Clan of three eyed people sought to seperate any evil essence from themselves. Using a technique similar to the Nameks fission, they managed to achieve this with the aid of an off-worlder. They did not harbour much negative tendencies to begin with, so for each person they only produced a little, yet still with so many of them these negative energies built overtime and had to go somewhere. The off-worlder offered a solution, a ‘container’ he called it. Specifically designed to contain such power. It was an Android. An empty shell void of the spark of life. All along the off-worlder planned to inhabit and control the Android once the ritual was complete. To put his own soul in it thereby escaping his own withered dying body in exchange for a new stronger, more powerful one.
The 3-eyed peoples leader was wise to the offworlders plan and with a small window of opportunity, used a magic triangular prison to capture the android at the moment of completion, locking it away deep within a distant planets core.
Although when the time came, the exact moment the off-worlders soul began to transfer into the android, the process was interrupted. Elsewhere on the planet a split moment earlier there was child born that was to never be, a life going by never lived, a soul passing ever so briefly only sipping at existence in the most barest and faintest of moments. But instead of dying at birth this child got a second chance and a new body albeit that of an imprisoned Android.
Imprisoned within a planet, alone, he waited one hundred and eleven years before the planet breakers did what their name suggests and freed the child. While he wears the appearance and naivety of a child a stronger force could be sensed within him. He also bares the influence of a thousand small negative thoughts.
The off-worlders soul was left with no where else to go and instead remained in limbo. Lost, forgotten, just floating around without a body, just awaiting a chance or opportunity at vengeance.
Traits & Techniques/Spells
Racial traits
Demon growth Similar to Gigantification This boosts Ezekia’s size, strength and power to a more grownup formidable fighting standard but as his power grows so too do his demon race features. His normally dormant Demon DNA takes over his body becoming more prevalent as he grows stronger.
Techniques/Spells
Ghosts Equivalent to the Afterimage Strike Moves around fast enough to create multiple images of ones self or leave behind a ghost image for misdirection.
Six Sorcerer’s technique A fusion between 4 witches technique & 8 arm-fist hybrid, one can never tell which of the six new arms are real or fake. The number may even change during combat.
Split Equivalent to Multiform Ezekia can split into two being which can then split again.
Character Full Name: Aesthen Graiert Halstorn Alias: Sven Graythorn Gender: Male Race: Human Height: 5’7 Weight: 189lbs Main Class: Rogue Subclass: Theif
Short Biography: Born on a ship he lived a sailors life traveling harbour to harbour and growing up with entertainers, acrobats and traders. He learnt all the things that the people loved and cheered for. How to sell, how to tell a story, how to move and how to entertain. He also learnt all the skills that the crowds did not see. The picking of pockets, the duping and conning of rich men. The scams, ploys and traps that came and went like the rising of the moon with none but a few wise to the riches now gone.
Growing to big for his troupe, Aesthen sought the new opportunities of an old home. Things were different now, he was different now. Tired of always traveling, maybe this could be his future.
Personality Description: There are many tales of brave carefree rogues throwing themselves into danger and trouble with reckless abandonment, only scraping through vast unforeseen misfortunes by the skin on their teeth. Overwhelming courage, charisma and luck pulling them through the ordeal to reward them handsomely for their brainless blunder. Aesthen is not one of those rogues. For every one of those success stories there are numerous others of failure that go unheard and untold. Simply because living foolishly relies on luck, and fate does not favour the foolish.
No, to live and survive as a Rogue one had to be smart, cautions and calculating. Aesthen was all of these. Even his charming demeanour was one of calculated precision. A patient man with a curious eye for detail. He has little ill will towards others but just a simple self serving focus on himself. He loves his trinkets and and can spend hours reading or tinkering. He is meticulous and thorough in all that he does. Despite being a thief he still holds a good heart and a small streak of moral values, this can be difficult to uphold though as he often lacks true empathy beyond that of his constant charade.
Why have you come to Draydon? For Aesthen this is not only a journey for opportunity and prosperity, the likes of which can only be found in a town such as Draydon, but it’s also a long overdue trip home. He seeks to cement himself in the foundations of the growing ‘new’ thieves guild.
Character Fighting Style: Life has not been ‘fair’ to Aesthen and he holds no qualms in forwarding that same fate onto his opponents. Liveliness is more important than fairness and Aesthen wants to live. There are few things he can imagine worse than the bleak darkness of non existence with its lack of opportunity, chances and future. To avoid such a fate he will do whatever necessary to tip the scales of favour onto his side and has no hesitation in fleeing should he feel it necessary. Let the dead have their honour.
Aesthen likes to plan everything ahead of time and be in control of almost all situations. Traps, trickery and deception are his favourite tools to avoid physical confrontation before it even begins.
If things must go another way he will attack mid range with throwing daggers or the likes, from a vantage point where he can over look his options. Always opting to ambush from the shadows with quick hard unexpected strikes if he can. In melee, movement is his friend and while dancing around with skill and grace, feigning and misdirecting, he will utilisie his knowledge of anatomy and take advantage of his opponents momentum and physiology.
Considering all physical engagements equally a test of wits, Aesthen simulates it in his mind many times over before it ever begins.
Primary Armament: An array of throwing daggers strapped all over his body. Secondary Armament:
Shears are used to quickly cut through items by snipping them between two sharp blades. Small shears can be used in one hand. Lopping shears are 3 feet long and must be used in two hands; they are commonly used by farmers or gardeners to cut hedges and branches. Adamantine shears are lopping shears with sharpened adamantine blades that can snip through nearly any material. You can use adamantine shears to cut through bars, chains, grates, or similar items. On any item the adamantine shears can fit around (such as a chain or iron bar, but not an iron door), using adamantine shears provides a bonus on your Strength to break or burst it.
Aesthen’s custom made and purpose designed shears appear and function as two seperate individual daggers. With near straight blades, little to no guard and slightly long hilts. They are sharp, precise and deadly giving no clue to their alternate purpose.
The tools and bits required to join the blades and make the shears whole are hidden within the hollow pommels, while the scabbards hold a secret compartment containing a vial of phosphorescent gel and a dose of rusting powder.
This deceptive small forearm mounted shield does not look intricate at all. Appearing as a simple, solid and sturdy piece of basic shaped metal. Secretly it possesses 2x tightly sprung grappling bolts underneath attached to a length of coiled silk, just waiting to be fired off in the direction of the hand. In the centre is a concealed spring loaded punch dagger, ready to turn this defensive weapon into an offensive one at a moments notice.
Hidden compartments hold a single use smoke bomb and supply of caltrops just waiting to be quickly deployed with a simple motion. It’s final feature is due to its shape and unique materials inside. When placed and sealed against a flat surface it is highly susceptible to vibrations, and with the aid of a hearing horn placed upon it a near tremor sense ability is gained. Although no voices can be heard, careful manipulation and familiarity with the device will allow the user to discern the direction of the oncomer.
Inventory Items: (4-8 Items)
This expertly crafted steampunk contraption has several small arms that hold magnifying lenses near the wearer’s face. They’re kept in place by locking hinges and crude gyroscopes that compensate for normal head movements. While the lenses are properly aligned, the wearer gains a circumstance bonus when working on items that are small or highly detailed and when inspecting something within 5 feet. However, the arms can easily become misaligned if the wearer is not careful. If the arms are misaligned, they lose their usefulness until readjusted
This version is specifically designed and fitted to Aesthen and is a lot more compact and sturdy than most others. It also comes with a telescopic seeing glass that can be removed, altered and used as a hearing horn. There is even a tube in the goggle strap that connects from the horn to the ear so that when run beneath a hooded cloak, one can be a far more discreet and inconspicuous than simply placing his head against the door.
Barbed Quickcatch manacles (Disguised as a belt) This light yet sturdy tightly woven chain sits around the wearers waist and is quickly released to become an improvised chain weapon that also doubles as manacles.
These masterwork manacles are designed to swiftly secure a restrained creature. The price includes a quick-release mechanism that, when attached to a belt or pack, allows you to retrieve the quickcatch manacles with one hand as a swift action. Quickcatch manacles include a good lock that locks automatically when the manacles are applied. Manacle Barbs Barbs added to these manacles wound a captive who does more than move slowly and with care. Rough movement of any kind, such as being struck in combat or falling prone, likewise causes damage. Attempting to break out of barbed manacles with strength also deals damage to the captive regardless of the success of the attempt.
These tall sturdy tightly laced leather boots have specialised padded soles that not only softens the wearers steps but makes him quieter and harder to track. Left boot also has a small concealed spring loaded blade. The Right boot has a hollow heel for concealing small items like his blank key wax. The toes have small thin sturdy claws beneath the leather that are only exposed when pressed forth. Useful for climbing.
A small spool of fishing wire is intricately woven through each of the laces.
Thieves’ Ring This slightly over-sized ring conceals a few lockpicks and other tools coiled inside its band. These discreet tools, made of a metal alloy that springs straight once the tool is removed from the band, are sufficient to attempt Disable Device checks without penalty, and long enough to pick locks on manacles fastened around the wearer’s hands (once he slips off the ring).
Pin Ring This simple weapon is a ring with a flip-up lid, below which is a needle capable of delivering a dose of poison (or knock-out drug, etc.)
Poisoner's Ring (Signet ring) A poisoner's ring outwardly appears as a common piece of jewelry, but is capable of delivering a dose of poison. A hollowed out feature on the ring (perhaps a jewel, or signet face), results in a cavity that holds a dose of poison; by means of a painstakingly crafted hinge, the wearer could use specific hand motions to access the space within. With practice, the wearer could deposit the the fatal cargo into a cut or bowl with little chance of being noticed.
Razor ring This simple ring can be manipulated to produce a thin small razor along its edge, useful for cutting purses or hacking at ropes.
Dissipating fan Glass cutter/glue paper caltrops, chalk,
This deceptively normal appearing backpack is laden with many hidden pouches. It is currently holding the standard bedroll, some chalk, a flint and steel, a grappling hook, an iron pot, a mirror, pitons (10), rope, soap, torches (2), trail rations (5 days), and a waterskin. It is also hiding some more thieves tools with extenders, a drill and has 2 quick release pouches of caltrops.
This fine leather armour is pretty standard and well maintained. It has many straps and places to hold and conceal blades. The fine thick cloak, as well as protecting him from harsh conditions, has a dark inlay that when turned inside out helps conceal the wearer at night. Weights it the hem help it flourish and be twirled around. As with all great things it also has hidden pockets. Amongst this attire Aesthen hides a wrist sheath, Marked cards and concealed thieves’ tools.
This is a standard, albeit sturdy, double ended scroll case. One long end holds all the papers and while the other a more cushioned smaller chamber contains the ink. A thin pocket along the side houses an ink pen. It is completely waterproof and air tight. Contents: Ink (1 vial), an inkpen, paper (10 sheets) sealing wax.
Character Quote: Stand by your own trial and not by what others say. Not every cloud which darkens the day brings rain.
Character Summary
Name: Gerrik Roar Halfden Aliases: Age: 28 Birthday: January 21st Death Date: March 14th Ethnicity: Caucasian Birth Place: Copenhagen, Denmark Godly Parent: Aegir How Many Years At Hotel Valhalla: Since 8th century Gender: Male Languages: Old Norse, Old Franconian, French, Danish, English.
Appearance
Height: 6’1” Weight: 240lbs Body Type: Athletic and muscular Eye Color: Ocean blue Hair Color: Dark brown Skin Tone: Light Tattoos/Scars/Piercings: Beneath his clothing he is littered with scars and tattoos, each telling of his hardships, trials and victories. Has a few simple piercings. Personal Style: His style has adapted over his long stay at the hotel, growing and changing with the times and newcomers but it always holds homage to his Viking roots. He likes his clothing simple, of natural fabrics and plain colours. He is often adorned in silver jewellery. Rings, thick earrings and a solid necklace.
Sexuality: straight Relationship Status: single Personality: Gerrik is a simple man of simple pleasures. He is easy going, laid back and stress free. However, his temper can come quick and fast but passes just as easily. For this he is compared to a storm or the sea. He is quite giving in all things and oft shares what he has. He has little greed but loves to gamble and bet for the thrill of the game. He is a social creature and loves nothing more than a large feast filled with booze, women and perhaps a good fight. All things he indulges perhaps too heavily in. Since losing his family, failing his vengeance and well, dying, he has lost his purpose and way. Sorrow always finds him in the lonely sobering hours of morning, that is until the drinking begins anew.
Fatal Flaw: His addiction to alcohol and action. The fear of being left alone to deal with his inner demons. His failings in life. Depression.
Habits: He pushes people away when they start getting to close. He runs from responsibility. He unnecessarily sharpens his blades when bored or stressed. Hobbies: Drinking, brawling, sailing, fishing, gambling, throwing, f@&$ing. Fears:
Emotional connection or reliance.
Claustrophobic
Burning to death (he’s seen/heard it)
Likes:
Alcohol
Tattoos
The ocean
Knives
Stories
A good meal
Dislikes:
Children
Responsibility
Guns
Liars
Descendants of Skadi
Skills
Demigod Abilities:
Water manipulation
Unknown
General Skills:
Sailing
Fishing
Farming
Smithing
Gambling
Tattooing
Combat Skills:
Brawling
Small blades - throwing
Endurance / resilience
Disarming
Magic Item:
Horn of Endless ale: Wrongly named, this mug has swivelling runestones around it allowing for many combinations. Each combination can be used to record what ever liquid is currently in the mug and then recreate it endlessly. It mostly just has various ales, some of which have magical properties. Ale of loose lips Ale of vigor
Wolfs chain liquid metal. From the forge of Fenrir’s chains remained a small globe of imperfect material. Be it of the final product or an attempt before, excess material or slag residue, an incomplete or a failed link. This small light near indestructible metal refused to leave its liquid state and be of any use. Additionally after some time unattended it will simply evaporate into nothingness. Only under the strong will of one who can manipulate liquids, can it be shaped and formed into solid usable (albeit temporary) constructs.
What Do They Carry On Them:
Clothing
Coin pouch
Concealed Shoe dagger
Concealed Belt dagger
Concealed Chest harness dagger x2
Concealed wrist dagger
Leather braces
Necklace
Boots
Possessions In Hotel Room: Gerrik’s room is hardly that, it appears more like a small work shop and shows of utter disregard to the establishment. It is dirty, there are broken bottles strewn about and knives litter the wall.
More knives
Small forge and tools
Ore
Some books somewhere
History
Biography Born to a Frankish missionary Gerrik never really fit in or was accepted. Back in his mother’s homeland they were ridiculed and chased out for his mother’s wild story of his conception at sea and the troubled conflicting religious beliefs she had because of it. Moving back to where he was born amongst the Danes, things were not much better there for them either.
His mother’s different background, jumbled beliefs and wild claims made Gerrik the focus of much ire and brutality. He grew up with few friends and had a hard life ahead of him. It was made slightly easier when he and his mother were eventually taken in by a lonely crippled fisherman. The fisherman turned out to be a heartless ex-warrior simply awaiting his inglorious death, drinking to pass the time until it came. He was a drunk and a violent one at that. The man had little but always a tankard of ale could be found in his hand, not that Gerrik ever knew where the foul liquid that filled it came from. While not a great father he still did the job where none other were present. He taught Gerrik how to fight, how to fish, how to throw a knife, and how to survive the world. But most importantly he taught him how to survive it alone.
Gerrik wasn’t always alone though, in his early teen years he was blessed with a younger sister. As a young adult he was fortunate to find his wife. Gerrik grew to became a capable smith and fisherman, looking after his family and providing for them. However this semblance of peace only lasted several years before everything was suddenly and unexpectedly taken away from him. His mother, his sister, his wife, their unborn child and his house was gone. The only thing the raiders left was the crippled angry old man.
Vengeance filled Gerrik’s heart and the next few years saw him initiate himself into a raiding team. He had to work, crawl, and climb his way up from lower than the bottom. He was a nothing who endured every type of hardship and humility just to get a place on their boat. He eventually pleased his jarl enough that he earned his own boat. With a few successful raids under his belt he finally had the opportunity to sail out to those who attacked his homestead, but by the time the opportunity came, he was sent instead to aid not attack his sworn enemy.
Gerrik’s vengeance clouded his mind. He did not see the mockery or lies of his comrades for what they were. He was encouraged to challenge the rival clan believing it would lead to retribution, but it never did nor would.
How Did You Get To Hotel Valhalla: Gerrik, in a matter of years, became a warrior and fought for his name and his family. His death came while seeking revenge on a misleading quest. He was sent to aid raiders who had murdered his family years past. While he wanted to slaughter them all in their sleep he challenged them honourably. It was a fair, honest and fierce duel. A one on one challenge that in the end saw both combatants die. (Anora Skadidottir)
Additional Information
Theme Song: Made of scars - Stone Sour
Extra Information: I agree to follow the rules for this RP and understand that if I do not follow the rules, the GM or Co-GM may kick me out of this roleplay. Unaffiliated, neither Aesir or Vanir. And here is a random old post.
Age: 22 Former Occupation: Bouncer (low level thug) Personality: He is arrogant, cocky and stubborn. Far from shy. He has no problems with sharing his thoughts and thinks little of the possible repercussions. An opportunist he always looks forward and takes what ever he can get. Desire: He thought it was to be important and respected, to work his way up the criminal ranks until he was a ‘somebody’ but all along it was really just the power he coveted. The power to make a difference and help/save those he cares about. Class:Weapon Effigy Emblem: Electric lighter Bio: Life wasn’t fair to him but he never see’s it that way. His father in and out of prison while his mother a struggling drug addict. They weren’t exactly bad people just victims of circumstances, something Eric vowed to never be. It was no surprise when he mingled with the wrong crowd and was soon running errands for the rich and privileged. He had often wanted their world to end, the collapse and reset of society, but not like this.
When the event came Erik was already driving home. Knuckles bloodied from some collection work earlier that night. The strange car parked at his house came at no surprise. Just another scumbag for Eric to chase out. As he approached the door he heard a scream. No. Many screams. The world had suddenly erupted into a cacophony of screams and yells. But there was one that pierced them all. The shrill scream coming from within his house, that of his younger sister.
Bursting into the house he saw blood everywhere. Panic and fear were pushed aside as he raced to his sisters room.
He saw things then that he still can’t properly explain or understand. Monsterous abominations, horrible disfiguration, and do much blood. Despite odds, despite sense, despite reason, despite all chances, Erik killed all the creatures in his house that night.
It was through his sheer will power and determination to save his sister that he overcame the beasts. But was it too little too late... An ethereal wispy figure, hard to behold, told Erik otherwise. Appearing out of nowhere it told him to carry on and win, and if he did, it would bring her back. Then it took her and vanished.
Erik didn’t know why it was helping him. Was it drawn to something he had done, or had it orchestrated this whole ordeal. All he knew was, for now, he had to do what it asked.
Magic: While not a trained mage, he has had small bouts of strength and fortitude that he can only attribute to latent magic. He is yet to understand and control these. Also, a recent attack from a particularly nasty blight-born not only muddled his memory but has left him with traces of the monsters psychic abilities.
Short Bio: He came to Dawnhaven as a royal guard, he remembers that much. He remembers his mentor and close friend Abel dying at the hands or teeth of a brutal (yet handsome, amazingly charismatic, intelligent and deep) blight-born in defence of the princess. He never got his revenge, barely surviving himself. The monster getting away. Azireth's mind and memory has not been right since the attack.
Misc: Bad bouts of amnesia with possibility of false memories. Trying to rediscover who he is/was.