@Polybius; Sorry I have not been able to post lately, will definently do so momentarily.
EDIT; Currently, I'm just trying to find creative ways to integrate such an exotic beast into the party, especially after that little bit of mistrust and fighting. It's really interesting to do so.
To the south, the province of Lynore was home to schemes most foul. Ideas cooked up to create life rather than simply control it led to a partnership between a druid and alchemist. Their intention was to harness the strengths of the wild and tame them through combination as to make profit off of anyone who would pay for their creations. Bear-shark-humanoids, snake-dogs, and what would later become Luciel was a shift in direction from simply making monstrosities to appealing the everchanging tastes of humanity. Luciel is one of about 60 such creations intended as servants, the exotic features of otherwise docile creatures serving to doll up what was essentially a small human. Ears and the tail of a rabbit, antlers of a deer and the eyes and fangs of a cat, this variant became popular in the region and were kept by nobles as pets, servants...and such.
Luciel appears around 14ish for his relatively short stature of nearly 4'9. He was personally tailored for the duke's son and carries wavy pink, shoulder-length hair from which matching bunny ears poke out from. Their left ear holds three small silver studs, linked together by a fine chain. Sports two antlers, each with three points. Ruby red irises, cut with cat-like pupils. Observably (at least at the start of the thread), Luciel is shrouded in a large section of tapestry likely stolen from the manor of his previous master and wrapped around his figure to obscure all but the shadow of a nose poking out from how he bundled it all like a cloak. The material is tattered and torn in places from a very inconvenient walk through bushes and brush.
Underneath this is his 'servant' attire consisting of a short sleeved white buttoned down shirt under a black vest. Black shorts adorned with a long chain wrapping around his waist with slack hints to a pocketwatch, likely stolen. Knee-high boots (2 inch flat-soled heels) with black mid-thigh stockings fixed with garters running up his shorts.
Not his first choice of attire, it lends the question of what his purpose was.
Inventory: A simple pocketwatch, a simple shortsword pillaged from a dead sailor as well as a light crossbow. Two ornate rings too big for him to wear...likely stolen. A keyring holding various pieces of slim metal beaten into the shape of a makeshift lockpick set.
Enhanced senses - The splice of cat-like eyes gives Luciel superb vision in most lighting scenarios. However, pitch black is still pitch black. His ears allow even a very weak form of echolocation due to their discerning sensitivity (However, this makes him susceptible to sonic damage)
Lockpicking - Leading up to his escape, Luciel had plenty of practice in picking locks to undo his binds. However, magical locks are beyond his expertise.
Bite - Animalistic by a latent primal nature; though his fangs may be small, determination and their sharpness make a bite from Luciel a suitable deterrent in a pinch.
Through his pact with the abyssal entity which he refers to as "O'Distant Fish", Luciel has an affinity for illusion and ice magic.
Examples of illusions usually work in the way of camouflage which is especially effective in the shadows which he can almost seamlessly blend into if not moving. As for ice, his strength lies in distractions. Chilling moisture in the air, Luciel can summon small clouds of chilled moisture to distract or temporarily blind those it consumes with the exception of himself. This is mostly to buy time for a precision strike from conventional weapons or to obscure his movement.
Most variations of these spells require verbal and somatic commands to conjure. Being bound hinders their effectiveness while being silenced in any way prevents spellcasting.
Personality: Luciel is soft spoken and often comes off as timid, though he has developed a nasty habit of 'fear biting'. He is inexperienced with the world and is often seen as naive or even foolish, though has enough street smarts and common sense to avoid dangerous situations if possible. Repeated abuse has worn down any love he would have towards humans as well as inherent disposition, leaving him almost seeming 'hollow' at times. Outside of this, Luciel is excitable and eccentric when expressing emotions. Curious of this new world outside of servitude, he has a distinct fascination with the accumulation of knowledge and an abstract method of defining experiences and that which he witnesses in an almost poetic way.
Speaking ill of the dead is not my intention, as they are gone and cannot hear my words no matter how loud I scream. Existence came as suddenly as one would wake from sleep, and all I knew since then has been one nightmare after the other. It begins with a monster of a man and his monster of a son and ends with both of them dead for their vileness. There would have likely been more, but I was smart enough to know when it was time to leave. I had spent maybe a day on the run before coming across the perfect place to rest. Unbeknownst to me, the crate of linins was bound to be transferred by boat to destinations unknown to me. Wherever it was, the ship would not reach it as the force of a storm toppled the craft. To this day, I'm not entirely certain how I survived. I dreamt of a creature within the darkness of the waves who came to my aid, massive as the shore as black as night. Though it did not speak, we came to an understanding that my mortality was left to its mercy and that it had no interest in my soul at that moment. Though I did not hear it speak, I knew words which it etched into my mind; formless syllables and cryptic prose whose very recollection brought power through even the vaguest attempts to pronounce them. ...Existence returned to me as suddenly as one would wake from sleep, dashed upon the shore with the corpses of sailors and passengers as well as their cargo. Quickly collecting what I could, I fled from the shore with no direction or plan.
I was free, whatever that meant. It didn't take long to find a suitably large cave which I intended to take shelter in while endeavoring to collect myself for what was now where my new life began.
Other: Given the region which he learned to speak in, Luciel carries a bit of an accent vhich I vill be inflictink upon readers. Opposed to the nature of the entity he made a pact with, Luciel is a less than impressive swimmer. If anything, he has a bit of hydrophobia for any amount of water more than waist deep.
Has Bosham Gar or Pelinora made an appearance, yet? I don't think they haaaaave...
Just looked back. Nope, editing head count to 5 instead of 7 >_<
Edit
EDIT; Currently, I'm just trying to find creative ways to integrate such an exotic beast into the party, especially after that little bit of mistrust and fighting. It's really interesting to do so.
Based off of Luciel's lack of knowledge about the situation and his objective bias towards aberrant creatures, he'd likely protect the Mind Skitter...assuming it could stand the sour, bitter taste of his memories and lack of quality knowledge. Edit2: ...outside of the eldrich truths concerning O'Distant Fish, burned into his subconscious. Although, he doesn't know what its doing from where he is and is unaware of its arguably peaceful intentions.
His bet is still on the situation falling apart and finding the opportunity to dig through corpses' pockets. ...assuming nobody has the notion to go picking up something shiny, given the situation with the Mind Skitter. Hrm.
Here's a CS. Tell me if I need to tweak her power. Also, I elected to cut the Personality section since I spoke a little about it in her appearance- I have a more specific personality in mind for her but I'm going to save that for IC.
Name: Rose. She has never, to her knowledge, possessed a surname. Sometimes she picks one for her amusement or to hide herself- Halwell, Sommers, Causwell, Hosner, Red. The last one she finds particularly hilarious. She has had a title applied to her by the people of a town near the forest which she resided in: The Trickster Witch.
Race: The girl at the very least appears to be Human. The truth may be more ambiguous.
Appearance: Rose possesses a slight figure, standing at 5'2". Her frame is slim, possessing little muscle or fat to speak of. Despite her diminutive stature her gait carries with it a sense of confidence and experience seemingly beyond her years. Her skin is a pale white, her face sprinkled with a small amount of freckles. One would be like to place her in her early to mid twenties, as the girl has a youthful and exuberant look to her. Her face is pretty- in fact many would call her gorgeous, her seductive features accentuated by striking deep green eyes. A tumult of wavy brown hair parades down past her shoulders, messy but in a manner that speaks to intention, as it is clearly clean and well kept. Her face is prone to conveying a range of emotions, but she keeps a mask of joy even in dire situations. One can often find a sly smile, one that may speaks of mischievousness or perhaps a sense of danger. One may also see the wide and wild grin that comes to her easily. Her smile is pretty, but also dangerous- her teeth are ground to fine points, a most curious feature for the otherwise beautiful women. What one is not prone to see in her face is fear or doubt; that sense of confidence in her gait carries to her demeanor. Sometime when no one is looking, or at least when she thinks that no one is looking, the expression of joy which she always seems to keep melts away. In her eyes a sense of longing and melancholy can be found, her mouth drawn into a hard line. Despite her hidden sadness the thought of Rose shedding a tear seems to be almost unthinkable. She wears a green tunic paired with form fitting black breeches, complemented by a fine silken cloak dyed black. She possess one of the pointed hats that has inexplicably become attached to witch folklore, aware of the ridiculousness of the garment but donning it proudly nonetheless.
Inventory: Rose's primary weapon is a staff hewn from a Rowan tree that serves as both a weapon and a focus for Rose's magic. The staff feature a deadly looking blade that can be retracted with the tap of a button near where she places her hands. Rose is a proficient fighter, but she is far from a master of arms. She has a backpack containing several witching supplies, some of which may repulse her companions. Phylacteries filled with blood, a bag of bones, pouches filled with reagents such as roots, plants, eye of newt, wool of bat, and whatnot. She has a number of scrolls, a series with combat spells inscribed on some while many remain blank. Her final item is a pair of ornate hand mirrors, one with a frame of gold that she will be reluctant to part with and one with a frame of silver that she is more likely to share.
Special Abilities Ritual- The magic of witch's is a tricky art indeed. Her spells are versatile and she knows many, but she's severely limited in her ability to use them. Her magic is a very exact art which require very precise rituals, meaning it is not something that she can use off the cuff. These rituals are often multi-step and require some sacrifice such as blood (A ritual may call specifically for her own blood), bone, or perhaps a living sacrifice. Additionally they may call for some of the reagents which she carries, which are in limited supply and may be difficult to find if she runs out. If she performs a misstep, either due to outside distraction or her own incompetence, the results may be disastrous. This sort of magic relies on consorting with demons or even minor gods for a piece of their power, and if they are displeased with the ritual's execution they may harm Rose and those around her.
Scrollcraft- One product of these rituals may be magical scrolls inscribed with a spell. These scrolls can be used to cast the spell without the required ritual, instead requiring an incantation, but they are destroyed with use. Complicated spells cannot be placed on them, strictly limited to combat and some utility abilities. Rose has a small collection at the moment but can create more with relative ease provided the proper reagents- the ritual to create a scroll is fairly simple after you first learn it. At the moment she has three scrolls inscribed with the ability to cast a fan of flames, three that allow her to call down lightning from above (The lightning is a magical construct and does not require the visibility of the sky), and five that will fill a room with light. It is important to note that others can use Rose's scrolls, but they must pay heed to use the proper incantation or they will not work.
Scrying- Rose's mirrors are not without purpose- they are used for scrying. She is not a fortune teller, but is instead able to project her image on reflective surfaces. In turn the image of what she is scrying is returned to her. This has a number of useful application: She may communicate with others by projecting her voice through mirrors, look at things which she cannot see, or spy on others. This ability comes with two caveats, the first being that if the surface is poor quality, the surface of a lake for example, the image will be muddled and perhaps indecipherable. The second is that this ability is poor for spying, as her own image is projected on the surface which she is scrying. Although this is a boon when communicating it is a quick giveaway if she is trying to view a location people do not want her to- covering the surface will render the ability useless.
History: Many tales hide in tomes of forgotten lore scattered throughout the land. One such tale is that of Rose, known to the people of a dreary village called Everfall as the 'trickster witch'. The old books tell many conflicting stories, although a few key details always remain the same. They all agree that Rose appears as a young, beautiful women, although some posit that she is a actually a withered hag that uses the souls of her victims to maintain her youth. They all agree that she brings weary travelers into her swamp hut, although there is a debate over whether this is to help them or hurt them. They all agree that after a terrible defeat she has disappeared. Of course, these books are all old, which begs the question: If these books are truly about the Rose that has appeared at the Endless Halls, how old could she possible be? But, before I get ahead of myself, there is one more key detail that the books lie in agreement on: All roses have their thorns, particularly the Trickster Witch of Everfall.
William Humphrey's book "On Monsters and Mysteries" is one book that tells the tale of Rose. In Humphrey's tale he writes of a hag that takes the form of a young maiden, stalking the roads about Everfall posing as a young gidl in peril, her true goal to prey on lone men. She plays the part of the damsel, conjuring wicked abominations for travelling men to save her from. Of course they always succeed in slaying Rose's conjurations, at which point the liberated maiden implores them to escort her back to her swampland home, stringing them along with promise of... an enticing reward. Upon reaching her hut the witch invites them inside, entering into a darkened room. As the door swings shut behind them it locks, sealed by some form of magic, and the room illuminates to reveal the horrid interior of the witch's lair. Humphrey describes the interior in great detail, painting a picture of a slaughterhouse filled with human remnants, strange brews, demonic symbols, and much and more depraved sights. Finally, as the prey realizes they have fallen into a trap, the witch's skin melts to reveal her true form, a withered old women. She then presents them with a riddle. If one answers it correctly they leave with their life. However, if they do not the witch will kills them, using their remains and their soul itself to fuel her demonic magic, particularly that which gives her life eternal.
However Humphrey's version of the story is not the sole account of Rose. Indeed there are many more, all conflicting. One other story is that told in Henry Bisland's "The Lore of the Wispy Woods", an account of the legends of the city of Everfall and the darkened woods around it. Rose's is not the only legend of Everfall, its inhabitants will tell you that the forests around it hold all sorts of dark mysteries and twisted monsters. However, in Bisland's tale Rose doesn't take the form of a malevolent hag. Bisland's account claims that she was indeed the age which she appeared, and uses no sort of demonic magic to achieve longevity. Instead the young witch roams the woods, playing harmless pranks on the people of Everfall and seeking to help lost or injured travelers in need. Those she finds in need may be taken back to her hut to rest and recover, by Bisland's account a warm and pleasant nook. Bisland describes her as a healer and a generally pleasant person to all who cross her path, likening her to some sort of whimsical forest spirit.
Both tales although differing do have the same ending, only some details changing. They both say that one day Rose encountered a valiant knight on the road, a champion of his hometown and a mighty warrior with wile to match. The tale splits here, with Humphrey's Rose using her trap to lure the knight back to her hut. Upon being presented with the witch's riddle he quickly deduces the answer, leaving unmolested. However in Bisland's tale the knight encounters Rose and the young witch becomes enamored with him, inviting him to sup at her home. The knight came to stay in Everfall for a time, and the witch came to love him. The knight too loved Rose, and as time went on the two would soon wed. However, Rose concealed from the knight that she was a witch, knowing that his chivalric code compelled him to slay witches. Inevitably the truth would be revealed, and the knight would flee in disgust of his lover's use of demonic pagan arts.
Both tales converge when the knight returns to slay Rose. Humphrey's Rose slays the knight, forever imprisoning his soul in a hell crafted for him. Bisland's Rose, spurned by her lover, escaped the knight's clutches and curses him, casting a hex on him that will cause misfortune for him wherever he goes. Bisland's legend says that the knight is eventually stripped of his lands and dies a lonely death, but Rose was never seen by the people of Everfall again.
No one can truly say which story is correct, and the truth is likely somewhere in-between the many accounts of her life.
Name: El Race: Fairy Appearance: El is approximately 5 and a quarter inches tall, and weighs in at less than a pound. She has a set of carefully maintained, insect-like wings on her back, which are clear, but faintly pale in colour. Her hair is a rich, golden blonde, and is typically worn short so as not to get in the way of flying. Naturally, her figure is that of a child's, meaning she has no breasts or hips to speak of. Additionally, she doesn't have much in the way of clothing, wearing mostly a few scraps of brownish cloth when she can find it.
With so little body to work with, it is quite hard for a fairy to express their individuality through their appearance. For this purpose, El wears a tiny scrap of red cloth around her wrist. How very fashionable of her.
Inventory: N/A (Fairies can't hold items)
Special Abilities:
Fairy Physiology: All qualities inherent to members of the Fairy race are conferred. Includes Innate Flight, Darkvision, and Air Sense (The ability to sense nearby movements in the air, useful for navigating while flying at high speeds.) She also has more natural magical power than the regular suite of mortal races, due to being of an innately magical species. Unfortunately, this also means she's really a Fairy, and thus suffers all negative implications of that definition.
Like not being able to carry items. And dying in one hit. She's just lucky her species isn't ACTUALLY deathly allergic to iron, although they can't handle air pollution of most kinds, so that isn't much better.
Enhanced Flight: A trained skill that relies more on Magic than pure physical flight, enhanced flight consumes magical energy in exchange for enhancing one's flight speed vastly. As hard as it is to hit fairies most of the time, this only serves to make them even harder to hit. Can be used to initiate near instant stops or accelerations, similarly to a miniature boost.
Berserk: The power to tap into and enhance the raw power of one's anger, throwing them into a fearsome battle rage. As comical as this sounds coming from a Fairy, as the effect on her physical strength is negligible, El seems to channel this power into increasing her battle awareness and allowing her to fight on nothing but vicious instinct.
Levitate: A spell for causing an object to hover or fly, and to manipulate its trajectory, spin and velocity through the application of magical power and a strong connection to the user's mind. Places a certain burden on the caster based on the relative mass of the object being levitated, but the burden is magical, and thus has a toll on their mind rather than their body. A very versatile skill, and one that reacts to the caster's thoughts rather than solely manual control.
Personality: El, much like a vast majority of her race, is most often restless, deathly annoying and inquisitive as all hell. Her naturally curious and mischievous nature means she can't leave people alone, even if they ask nicely or swing swords at her. Fortunately, she can be distracted with a humble offering of shiny objects or food, which will bring out her childish naivety and inherent friendlyness like nothing else.
She is, however, a bit of an oddball among her species.
The darkness in her heart is as strong as, if not stronger, than most of the "big people" out there. Her mind is wired for war, she doesn't rest well, and has trouble getting along with others for long periods of time. She has a temper, and sometimes, she just snaps. Hates people who run away from a fight. Loves sweet things, and alcohol (even though she's quite young).
History: El has no idea what reason she could have possibly had for becoming the person she is now. The only thing that can be said is that, whatever in this world can do this to a Fairy, of all creatures, that force is not good. There is a smell of blood on her, one that hints to a great many battles.
I'm sorry Hawlin, but I think I win the smallest character title.
@Tatsua Aiisen Shes adorable. They remind me of a shadowrun character I made called 'Yellow Jacket' who was a cybernetically enhanced machinegun-toting cigar-chomping pixy who wore a black and yellow-striped jacket. A wasp motif. I concede. :P However, the previous title holder went to Gentlemanvaultboy's 'Gish' who is 4ft tall.
Name: Avrion Race: Human Age: Appears to be in his thirties. He has forgotten his real age. (It's actually 109) Hair: His hair is stark white and kept short and kempt. He has a full beard covering a generally kind and fatherly looking face. Eyes: His eyes are piercing blue and in the dark you would notice that they let off a dim light. Physique: Avrion's physique is what you would expect of a man in his thirties that doesn't do hard work. He is thin yet healthy looking. If it weren't for his hair and some wrinkles on his face you could swear he was a man in the middle of his life. Appearance: Avrion has a gray tunic with a hood and brown cloth pants. He has a worn pair of leather boots, ones that have experienced many lands. Avrion has used and been subject to so much magic power that he barely seems like a normal man anymore. It has physically altered him, partly due to his own preference for time alteration and arcane magic. He wears a small amulet around his neck that cannot be removed, a powerful force keeps it in place. The amulet itself is far older than he is. A relic of his heritage. It is a small silver dragon head that could fit in the middle of your palm. Its eyes are tiny purple gems. Avrion carries a wooden staff that he uses mostly for traveling purposes.
Personality: This man is a surprisingly kind individual. You would never imagine he would have a demon so close to his heart. Sometimes he is distant and withdrawn, an action he takes when he is grasping or coping with a current situation and thinks it through in place of panic. Where possible he avoids conflict through the use of clever magic and reason. Unfortunately Zuraat is almost a complete opposite to him and will often try to affect his thoughts and actions. Avrion does what he can to help those around him. He has a father's passion and a knight's chivalry.
History: Avrion in his youth was the victim of a mage's horrifying creation. This mage was an enemy of the demons and gods that lorded over the lands and kingdoms of the world. He used an aberration of flesh to kill one of the demons that resided outside of the college town Avrion called home. Upon hearing the battle as it ripped through the forest young Avrion let it get to him and witnessed the abomination as it ripped apart a figure with blackened skin and shadow wings. The demon turned to look at Avrion and with desperation in its eyes reached out to while the abomination of flesh and magic tore a wing off. Avrion found himself with no possible means of surviving let alone killing this creature. The demon let loose a gurgled and unearthly scream that signified its end as Avrion stumbled back. Yet that demon turned to him, voiceless, its blackened throat torn asunder. It turned to him and looked him in the eyes. In that instant it was like the world became two mirrors facing each other only the demons eyes came closer in the reflection. Avrion's eyes filled with coldness - and then he lost consciousness. Then he awoke. He thought he may have certainly been dead yet the sun rose. Dried blood covered his hands and it was not his own. He felt confused until a voice he had not recognized chimed into his head. It was the demon. It had taken possession of him and used him to finish the fight with the abomination. Then to avoid making Avrion more volatile than necessary he had housed himself in his amulet. Avrion spent most of his life moving about. To summarize his life he went to a few different mage colleges, started a family and left them when they grew old enough for personal reasons. He's done pretty well for a guy that can't get away from his demon. As of recent his travels have found him in the household of one Lord Okami Yukimura. A wolf demon in the guise of a white-haired noble. In this world demons and lesser gods rule much of it. Avrion has now forgotten most of his past, what he does remember is riddled with magic-induced holes. Being thrown through unstable magical vortexes does that to you.
Skills: Avrion is able to see the ley lines of the world. Magical foci, illusions and other magically based entities are visible to his altered eyes. He's magnificent at learning new spells given the opportunity to do so. Actively Avrion has the ability to draw from a magic ley line to supercharge his abilities and access to a great assortment of spells that make him an unpredictable target - but he has forgotten how to access a ley line and nearly all of his spells due to being pulled into this dimension and his memories becoming devastated by the consequences. He does remember two of them. Memories may slowly seep back in, giving him more access to his original function as a potent mage. Recompose - This spell changes the composition of material and cannot affect a living target. It is based on touch and only affects a target amount of material about seven square feet. Casting this takes at least two seconds for Avrion to create the magic sigil and begin reshaping material. The way the spell applies is affected by Avrion's imagination and will. With this Avrion can create spikes from the ground, a doorway that did not exist before, close passages, create a debris cloud and so on. This can affect water, ice, earth, rock, etc. Anything that Avrion can physically touch. There is a range on the distance this affects as well that allows him to change something as long as it has physical connection to where he touches. For example if he touches a floor he can affect another part of the floor away from where he is touching. Recompose is ineffective against enchanted surfaces. Ward - Avrion channels a spell that binds a target in a sphere of arcane energy. The target is trapped in the sphere and no magic except a dispelling spell will remove it. Avrion cannot cast other spells while channeling and if Avrion's concentration is broken then the ward dissipates. Incredible force can also destroy the ward. Avrion cannot cast this on himself.
The Demon Zuraat: Zuraat is the demon that inhabits Avrion's amulet. Zuraat is innately evil but this strange dimensions seems to warp even that portion that would seperate him from other beings, leaving him a little confused like Avrion. Avrion has been known to talk to himself in the past. When he does this it is most often that he is simply conversing with Zuraat. Zuraat can read Avrion's mind through the cursed amulet and the two share a strange connection that has been created from years of being connected. Zuraat has not been affected by the memory loss that debilitates Avrion but being a malicious demon he doesn't really care to tell him anything that he's forgotten. As far as Zuraat is concerned this event has become an opportunity to seize control. Zuraat can passively sense the dark impulses and sinful desires of others. Zuraat has several boons he grants to Avrion: Self Preservation - Zuraat partially possesses Avrion when his life is threatened and grants him increased strength and speed. This isn't a tremendous increase but noticeable to a foe. Zuraat is very stubborn and won't let Avrion die. Full Possession - If Avrion is knocked unconscious or gives in purposefully to Zuraat then the demon gets full control and uses his own magic. Avrion regains control when he becomes conscious again or the demonic volatility in his body becomes too much and Zuraat retreats back to the amulet. Demonic volatility raises every time Zuraat casts a spell and passively while Avrion is possessed. If demonic volatility reaches higher than Zuraat would normally allow then Avrion collapses in exhaustion. Zuraat is evil and his actions may reflect that.
Zuraat's Magic: Illusion of Death - Target suffers the pain and illusion of the worst death their mind can muster, whether it be at the hands of an ally, a lover, their party or of torture and so on. This spell fades upon the person dying in their illusion, waking them to reality. Zuraat must channel this on a single target and may be interrupted. If the illusion is ended early or interrupted it will still leave the target fairly confused until they recover. In Zuraat's weakened form this only works on one target at a time.
Give In - People around Zuraat are compelled to give in to their most evil, carnal and base desires. This has many affects depending on the darker side of a person's personality. It ranges from the base desire to murder one's ally to lust and other dark impulses. This doesn't work against characters who have no such impulses - like an angel or a soulless construct. Being based on compulsion it is possible for an incredibly willful and stoic personality to resist but for how long?
Shade of Zuraat - Zuraat covers Avrion's body in the shadow of his own former body. Zuraat himself is slightly larger than Avrion. His skin of the color charcoal. He has a human like mouth with violet eyes that lack pupils. Small curved horns circle around his head, mimicking a crown. A black tuft of hair grows out of the middle, draping down the back his neck. His arms are elongated and end in vicious claws the size of small daggers. A large unadorned leather belt holds a long loincloth in place over his midsection. His legs are reversed like a beast and end in black talons akin to a bird. Jutting out of his back are bat-like wings each limb of which ends in a claw. Avrion's silhouette can be seen in the shade. If one were to pierce Zuraat's shade they could hit Avrion as well as any other attacks that can get through the shade. The shade of Zuraat moves like a beast and uses all of his given appendages to fight with. Shallow cuts and blows will have little to no affect on it because it does not consist of flesh or blood but enchanted shadow. Heavy blows, deep impacts from piercing weapons and light or fire-based magic have the most affect against the shade because they can injure the host or disrupt the shadow enough to dissipate the shade. Zuraat's shade has enough reflexes to dodge slow attacks and its claws are powerful enough to pierce through or shred light armor. Zuraat's tactic would be to disrupt the enemy enough with his magic to open them up to a deadly blow. After about three minutes of this demonic volatility will become too high and Zuraat will have to cancel his shade to keep from harming Avrion.
Posted it on characters first by accident, let me know if you want it changed. (And whether or not of course you accept it. =) )
Name: Cyrano Race: Gargoyle Appearance: Cyrano is just over 7 feet tall, and most closely resembles a griffin. He has a beak that curves down from his face and then up again to form an s shape. He has tufted ears and curving horns. He has wide pale glowing eyes that pass as giant pearls when he is frozen as a statue. He has a ruff around his neck that has streaks of metallic grey which also pattern his shoulders. He is otherwise a matte stone grey. He has bird shaped fore claws, wings like a bat or dragon, and lion shaped rear paws and tail. Personality wise, Cyrano is quiet and tends to ramble when he speaks. Once one gets to know him, they will realize that he also rambles the way he thinks. Cyrano is devoted to a fault to those he considers companions, and fiercely protective of such. He is somewhat ignorant of the world, and so it easy to mistake him as stupid. Inventory: Upon arriving in the main cavern, Cyrano is carrying only 2 things, a glass globe so clear as to almost glow, and an amazingly life like statue of a gnome under the opposite arm. Special Abilities: scent, can sense magic auras on items or people, strength, flight, ability to turn into a statue, consume magical items to gain abilities, exceptional climbing ability, use wings as shields and bludgeoning weapons. Does not need to eat breathe or sleep. Can't swim.
Name: Avrion Race: Human Age: Appears to be in his thirties. He has forgotten his real age. (It's actually 109) Hair: His hair is stark white and kept short and kempt. He has a full beard covering a generally kind and fatherly looking face. Eyes: His eyes are piercing blue and in the dark you would notice that they let off a dim light. Physique: Avrion's physique is what you would expect of a man in his thirties that doesn't do hard work. He is thin yet healthy looking. If it weren't for his hair and some wrinkles on his face you could swear he was a man in the middle of his life. Appearance: Avrion has a gray tunic with a hood and brown cloth pants. He has a worn pair of leather boots, ones that have experienced many lands. Avrion has used and been subject to so much magic power that he barely seems like a normal man anymore. It has physically altered him, partly due to his own preference for time alteration and arcane magic. He wears a small amulet around his neck that cannot be removed, a powerful force keeps it in place. The amulet itself is far older than he is. A relic of his heritage. It is a small silver dragon head that could fit in the middle of your palm. Its eyes are tiny purple gems. Avrion carries a wooden staff that he uses mostly for traveling purposes.
Personality: This man is a surprisingly kind individual. You would never imagine he would have a demon so close to his heart. Sometimes he is distant and withdrawn, an action he takes when he is grasping or coping with a current situation and thinks it through in place of panic. Where possible he avoids conflict through the use of clever magic and reason. Unfortunately Zuraat is almost a complete opposite to him and will often try to affect his thoughts and actions. Avrion does what he can to help those around him. He has a father's passion and a knight's chivalry.
History: Avrion in his youth was the victim of a mage's horrifying creation. This mage was an enemy of the demons and gods that lorded over the lands and kingdoms of the world. He used an aberration of flesh to kill one of the demons that resided outside of the college town Avrion called home. Upon hearing the battle as it ripped through the forest young Avrion let it get to him and witnessed the abomination as it ripped apart a figure with blackened skin and shadow wings. The demon turned to look at Avrion and with desperation in its eyes reached out to while the abomination of flesh and magic tore a wing off. Avrion found himself with no possible means of surviving let alone killing this creature. The demon let loose a gurgled and unearthly scream that signified its end as Avrion stumbled back. Yet that demon turned to him, voiceless, its blackened throat torn asunder. It turned to him and looked him in the eyes. In that instant it was like the world became two mirrors facing each other only the demons eyes came closer in the reflection. Avrion's eyes filled with coldness - and then he lost consciousness. Then he awoke. He thought he may have certainly been dead yet the sun rose. Dried blood covered his hands and it was not his own. He felt confused until a voice he had not recognized chimed into his head. It was the demon. It had taken possession of him and used him to finish the fight with the abomination. Then to avoid making Avrion more volatile than necessary he had housed himself in his amulet. Avrion spent most of his life moving about. To summarize his life he went to a few different mage colleges, started a family and left them when they grew old enough for personal reasons. He's done pretty well for a guy that can't get away from his demon. As of recent his travels have found him in the household of one Lord Okami Yukimura. A wolf demon in the guise of a white-haired noble. In this world demons and lesser gods rule much of it. Avrion has now forgotten most of his past, what he does remember is riddled with magic-induced holes. Being thrown through unstable magical vortexes does that to you.
Skills: Avrion is able to see the ley lines of the world. Magical foci, illusions and other magically based entities are visible to his altered eyes. He's magnificent at learning new spells given the opportunity to do so. Actively Avrion has the ability to draw from a magic ley line to supercharge his abilities and access to a great assortment of spells that make him an unpredictable target - but he has forgotten how to access a ley line and nearly all of his spells due to being pulled into this dimension and his memories becoming devastated by the consequences. He does remember two of them. Memories may slowly seep back in, giving him more access to his original function as a potent mage. Recompose - This spell changes the composition of material and cannot affect a living target. It is based on touch and only affects a target amount of material about seven square feet. Casting this takes at least two seconds for Avrion to create the magic sigil and begin reshaping material. The way the spell applies is affected by Avrion's imagination and will. With this Avrion can create spikes from the ground, a doorway that did not exist before, close passages, create a debris cloud and so on. This can affect water, ice, earth, rock, etc. Anything that Avrion can physically touch. There is a range on the distance this affects as well that allows him to change something as long as it has physical connection to where he touches. For example if he touches a floor he can affect another part of the floor away from where he is touching. Recompose is ineffective against enchanted surfaces. Ward - Avrion channels a spell that binds a target in a sphere of arcane energy. The target is trapped in the sphere and no magic except a dispelling spell will remove it. Avrion cannot cast other spells while channeling and if Avrion's concentration is broken then the ward dissipates. Incredible force can also destroy the ward. Avrion cannot cast this on himself.
The Demon Zuraat: Zuraat is the demon that inhabits Avrion's amulet. Zuraat is innately evil but this strange dimensions seems to warp even that portion that would seperate him from other beings, leaving him a little confused like Avrion. Avrion has been known to talk to himself in the past. When he does this it is most often that he is simply conversing with Zuraat. Zuraat can read Avrion's mind through the cursed amulet and the two share a strange connection that has been created from years of being connected. Zuraat has not been affected by the memory loss that debilitates Avrion but being a malicious demon he doesn't really care to tell him anything that he's forgotten. As far as Zuraat is concerned this event has become an opportunity to seize control. Zuraat can passively sense the dark impulses and sinful desires of others. Zuraat has several boons he grants to Avrion: Self Preservation - Zuraat partially possesses Avrion when his life is threatened and grants him increased strength and speed. This isn't a tremendous increase but noticeable to a foe. Zuraat is very stubborn and won't let Avrion die. Full Possession - If Avrion is knocked unconscious or gives in purposefully to Zuraat then the demon gets full control and uses his own magic. Avrion regains control when he becomes conscious again or the demonic volatility in his body becomes too much and Zuraat retreats back to the amulet. Demonic volatility raises every time Zuraat casts a spell and passively while Avrion is possessed. If demonic volatility reaches higher than Zuraat would normally allow then Avrion collapses in exhaustion. Zuraat is evil and his actions may reflect that.
Zuraat's Magic: Illusion of Death - Target suffers the pain and illusion of the worst death their mind can muster, whether it be at the hands of an ally, a lover, their party or of torture and so on. This spell fades upon the person dying in their illusion, waking them to reality. Zuraat must channel this on a single target and may be interrupted. If the illusion is ended early or interrupted it will still leave the target fairly confused until they recover. In Zuraat's weakened form this only works on one target at a time.
Give In - People around Zuraat are compelled to give in to their most evil, carnal and base desires. This has many affects depending on the darker side of a person's personality. It ranges from the base desire to murder one's ally to lust and other dark impulses. This doesn't work against characters who have no such impulses - like an angel or a soulless construct. Being based on compulsion it is possible for an incredibly willful and stoic personality to resist but for how long?
Shade of Zuraat - Zuraat covers Avrion's body in the shadow of his own former body. Zuraat himself is slightly larger than Avrion. His skin of the color charcoal. He has a human like mouth with violet eyes that lack pupils. Small curved horns circle around his head, mimicking a crown. A black tuft of hair grows out of the middle, draping down the back his neck. His arms are elongated and end in vicious claws the size of small daggers. A large unadorned leather belt holds a long loincloth in place over his midsection. His legs are reversed like a beast and end in black talons akin to a bird. Jutting out of his back are bat-like wings each limb of which ends in a claw. Avrion's silhouette can be seen in the shade. If one were to pierce Zuraat's shade they could hit Avrion as well as any other attacks that can get through the shade. The shade of Zuraat moves like a beast and uses all of his given appendages to fight with. Shallow cuts and blows will have little to no affect on it because it does not consist of flesh or blood but enchanted shadow. Heavy blows, deep impacts from piercing weapons and light or fire-based magic have the most affect against the shade because they can injure the host or disrupt the shadow enough to dissipate the shade. Zuraat's shade has enough reflexes to dodge slow attacks and its claws are powerful enough to pierce through or shred light armor. Zuraat's tactic would be to disrupt the enemy enough with his magic to open them up to a deadly blow. After about three minutes of this demonic volatility will become too high and Zuraat will have to cancel his shade to keep from harming Avrion.
Posted it on characters first by accident, let me know if you want it changed. (And whether or not of course you accept it. =) )
Hey, welcome Necrophage. You've got a lot going on with this character. I think your going to have to nerf Avrions magic to better match other players power levels. Some magic is fine sure, but Avrion is a walking weapon even with a psycho demon sucking him into another dimension-which I would like some clarity on. What exactly is the dimension? A void? Do other things exist there? Can Zuraat take control of Avrion at any moment? Tentative accepting just want some clarity on your characters aspects. Thanks!
On another note, this idea reminds me of the Bartimaeus Trilogy, where a young wizard is connected to a magic-casting djinn-basically the same demon-human pact you have going on with Avrion. I seriously recommend the whole series as its one of the coolest books I've ever read.
Sorry forgot Rose. She has a depth of background a bit greater than some of the other characters but that shouldn't be a problem. Is she the Rose from Mokleys RP MoonfiendUnquiet?. I had a character in that game but had to withdraw. I would prefer characters specifically created for this RP, but if you want to run Rose that's fine with me.
Sorry forgot Rose. She has a depth of background a bit greater than some of the other characters but that shouldn't be a problem. Is she the Rose from Mokleys RP Moonfiend? I would prefer characters specifically created for this RP, but if you want to run Rose that's fine with me.
From Mokley's Unquiet actually. It is indeed a similar character but she is going to go in a different direction then what I planned for Unquiet. I just skimmed the background from Unquiet because it's pace has slowed quiet a bit and I really liked it so I'd like the chance to play with that character a bit more.
From Mokley's Unquiet actually. It is indeed a similar character but she is going to go in a different direction then what I planned for Unquiet. I just skimmed the background from Unquiet because it's pace has slowed quiet a bit and I really liked it so I'd like the chance to play with that character a bit more.
Totally understand, hate to lose a good character.
@Polybius Will figure it all out when I get home at 2 from work. He's originally a character from a dead roleplay I am quite fond of. I'll rectify the weird dimensional thing. He doesn't have a whole lot of offensive power unless he uses the world around him to crush something with the one spell. I mostly designed his mage side for support.