Hidden 7 yrs ago 7 yrs ago Post by Tristwich
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Tristwich The Crusader

Member Seen 7 yrs ago

Name: One
Nickname: The Impenetrable
Age: 0
Race: Elf
Height: 6'3
Weight: 260 lbs mostly muscle
Eye color: Silver
Hair color: Silver
Skin color: Pale white
Gender: Male



Abilities:

Energy drain: (3) Due to his genetic structure, One is able to absorb the energy from a given source. Dependent on the source of mana it will cause his eyes and hair to emit a different color of light. One has no ability to use this energy for anything other than a means to feed natural cravings.

The colors and their related source of energy are usually related to a corresponding color such as absorbing electricity would cause his hair and eyes to turn yellow.

One can only absorb so much energy before his body reaches critical levels. At critical, if he absorbs anymore, it can have a violent reaction and cause his entire body to explode in a flash of energy and flesh. The technology he uses gives her a readout inside his helmet as to how much energy he has absorbed and how much is being processed naturally. Ten feet is the radius at which he can absorb energy from and a one hundred percent measurement system will be used to keep track of how much energy he has absorbed.

Example: One absorbs half the damage from a magical lightning bolt. His absorbed percentage of energy now goes up from zero percent to twenty five percent.

The maximum percentage for each time One absorbs an energy source is twenty five percent. One can never use her absorption ability to completely negate an attack, only to mitigate the effects it may have on her. Every post counts as five percent of energy processed through her body, but this can never go past zero into the negatives.

Equipment:

Omega Class Body Armor (3): This form fitting armor is constructed of a titanium mesh suit and plasteel plates covering the vital areas of the body. From the neck to the soles of the feet this armor is created for agility, speed and protection. The mesh itself is a combination of white and gray, while the plates are painted light blue.

This unit also comes with a unique built in interface module underneath the protective layer of titanium mesh. Through this interface module the wearer is able to add certain traits or qualities to the suit through the use of upgrade modules. One module that is already included is the battery pack/generator fitted onto the back of the body armor. Using a one hundred percent system, where the system always starts at one hundred percent charged, the use of different modules will drain the battery of its energy, however the small kinetic generator inside the module will gradually recharge the system in a span of five percent charged per post.

Weight: 30 lbs

Defends Against: The titanium mesh is slash resistant, climate controlled and can protect against medium arms fire such as a .556 millimeter rifle round.

The plasteel plates are lightweight but incredibly durable. Can survive temperatures up to five hundred degrees Fahrenheit, withstand large arms fire like the .50 caliber sniper rifle and is insulated to better protect from electrical attacks.

Mobility: The Omega Class Body Armor is the golden standard for mobility. With its aerodynamic design the wearer is unimpeded in their range of movement entirely.



Gamma Class Protective Helmet: (2) This helmet not only protects against small arms fire (like a .9 millimeter) and concussive damage, it is also featured with a host of features about it as well. While the top half is covered with a specially designed plasteel casing connected to a steel base around the bottom. Inside of the steel base is a multitude of cameras allowing One to view things as if she had no helmet on whatsoever.

The first feature this device comes with is a specialized thermal detection screen which can pick up separate heat signatures by a difference of .05 degrees. This feature must be activated and requires ten energy to use for three posts at a time.

A secondary feature of this device is the passive ability it brings to the Omega Class Body Armor through the interface module. This ability generates an electromagnetic field of a radius of ten feet, much like a shark, to detect lifeforms around him. If any living creatures or other electric producing entity, the suit will notify One through a small readout on the inside of his helmet.



Aegis Class Gauntlets: Sleek, state of the art gauntlets which share the same color design as the titanium mesh of the Omega Class Body Armor. Through the advanced technology of the OXY corporation, these gauntlets are able to project a shield of plasma energy contained within localized gravity fields. These shields are around six feet in radius in an oval shape, going downwards from the wrist, requiring One to go into a boxer stance for full protection.

These shields are designed in a way that allows for the gravitational fields to take the kinetic energy of the projectile which strikes it and returns half that force to said projectile. The greater the force the more kinetic energy is returned onto the attack, at maximum able to withstand the power of a city block explosion. Anything greater than that and the shields will overload and be destroyed, requiring at least two posts to recharge.

These gauntlets are also equipped with a special port on the backhand that can fire off bolts of electricity capable of stunning on contact. Using this ability drains twenty five percent of the electrical charge inside the Omega Class Body Armor. One hundred and fifty volts is the payload of each bolt of electricity.



Metaphysical Energy Converter: (1) This device lies in the back of One's neck, between the battery/generator pack and the Gamma Class Protective Helmet. Through this device One can convert the energy absorbed through his Drain Energy Ability into electrical energy for his Omega Class Body Armor. When activated it converts twenty percent of absorbed energy into twenty percent of electrical energy every post for three posts. This ability cannot be used again for another three posts after the technology is finished converting energy.

Physical Attributes:

Bench Press: 550 lbs
Squats: 600 lbs
Leg Press: 680 lbs

Sprints: 32 mph
Runs: 28 mph

Reaction time is .03 micro seconds
Hidden 7 yrs ago 7 yrs ago Post by Tristwich
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Tristwich The Crusader

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Name: Mephistopheles
Age: Unknown
Race: Devil
Gender: Male
Height: 10'1
Weight: 775 lbs
Wingspan: 7 ft
Horn length: 3 feet growing from horns and curving inwards

Influence: 4

Abilities:

Fel Corruption (passive): (3) Whenever Mephistopheles uses his magic or makes physical contact with an element such as the earth, it becomes corrupted by the demonic magic of the Fel. This corruption reinforces the devil's influence on that element, and makes it difficult for others to manipulate said elements as well. For every time that Mephistopheles uses his magic, a five foot area around him, increasing by another five feat for each subsequent time he casts a spell unless he moves from his original position, in which the process starts over.

Summon Imp: (2) Through his mastery over the art of summoning demons, Mephistopheles pulls forth three ruby red imps from the depths of Hell.



Physical stats:
Height: 4'10
Weight: 140 lbs

The imps have the physical strength to break through wood as if it were paper. Their speed is relative to that of a large dog (around seventeen to twenty miles per hour) and have razor sharp claws and teeth. Only three imps can be spawned at one time and Mephistopheles cannot summon more imps unless the original three are dead. When killed the imps will explode, splattering out their blood in a large mess generally around ten feet or so in diameter. Every drop of blood from the imps causes corruption to the element in which it touches.

Dark Elementalism: (4) Through his studies of the dark arts, Mephistopheles is able to exert his infernal influence over the four cardinal elements. Each of these abilities furthers his demonic influence over the land around him, and in certain cases (as in corrupted water and fire) can use the elements to directly corrupt the landscape around him. His affinity with the main elements are as follows.

Fel Fire: Bright green flames that burn the soul as much as they can burn through cold steel. Fel Fire is of the same temperature as blue fire, can be casted at speeds upwards of sixty miles per hour and can be interacted with normally like a regular fire could. Anything burned by these demonic flames are corrupted by the power of the demon Mephistopheles. Only other fire does not become susceptible to the corrupting power of Fel Flames.



Fel Wind: From the circle of Hell of those who Lust, these winds come forth to bring suffering upon the mortal plane. Using this power Mephistopheles can generate eighty mile per hour winds and create twisters to send towards his opponents. If consumed by fire, the taint of the demonic magic transfers to the fire, though the Fel Wind is incapable of corrupting any other element with the power of the Fel. Fel wind is also considered toxic to most living creatures of the mortal realm, causing irritation to both the eyes and the lungs.



Fel Earth: Blackened landscapes are all one can see when the earth itself is bent to the will of this devil. Able to control up to three hundred pounds of earth and send it hurtling at fifty miles an hour. His manipulation of the earth also includes being able to control how loose or compact certain earthen minerals such as dirt or sand are. Fel Earth does not hold the ability to corrupt the air but can corrupt the water and fire through saturation and combustion if set ablaze.



Fel Water: Crystal clear waters now turned to putrid sludge, the power of Mephistopheles is all but unstoppable. Through this spell the infernal being is able to control upwards of a hundred gallons of water. Steam, ice and water are all states of matter that he is able to control and change at will, creating potent attacks that are toxic to those of the mortal plane. With the ability to cast this water at speeds of sixty miles an hour, these waters are most unwelcome.



The liquid state is viscous sludge which can cause toxic shock if ingested. If made into mist it becomes a thick black miasma that can choke the respiratory system. Once made into an umbra colored piece of ice, it is perhaps in its safest form, if not for how deceptively slippery it is, as if there was no friction at all to it.

Equipment:

Razor Claws: (3) The talons upon his hands are sharpened to a fine point. These claws are capable of shredding through iron as if it were paper, each point of contact further corruption. If it happens to pierce the flesh of a living creature, a potent venom is injected into the bloodstream. Intense pain, nausea and paralysis follows soon after in a matter of minutes.

Unholy Flesh: (4) Mephistopheles is not composed of normal flesh and bone, but he must have a physical body to interact in the mortal plane. He is immune to poisons and venom's, but is still vulnerable to decapitation and whole body destruction. Divine magic's are a weakness, able to cut through his hide like paper while at most it would take hardened steel to cut him.

Physical stats:

Bench press: 955 lbs
Squat: 1000 lbs
Leg press: 1200 lbs

Running speed: 55 mph
Sprint: 65 mph
Fly: 70 mph

Modifications for Top Tier Play:
Strength
bench press: 30 tons
Squat: 32 tons
Leg Press: 35 tons

Speed: Mach 2 on foot
Sprint: Mach 4 on foot
Fly: Mach 5

Unholy Flesh is upgraded to Tungsten strength and Razor Claws upgraded to tearing through depleted uranium.

Imp stats upgraded to mach 2 speed and can tear through titanium like paper.

Weight is upgraded to 25000 lbs

All spell speeds are increased mach 2.
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Tristwich The Crusader

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Name: Annabelle of the Plains
Age: 21
Height: 5'9
Weight: 145 lbs
Race: Eladrin
Gender: Female
Hair: Golden
Eyes: Orange (the color fills the entire eye)

Influence: (3)

Abilities:

Empathetic Detection: (2) As an empath, Annabelle is regularly immersed in the psionic sea of emotions that most others are completely unaware of. Through this she is able to detect the specific emotions created by others, like sniffing out the trail of someone through scent alone. Annabelle is able to use this to pinpoint the location of anyone who is capable of feeling emotions.

Mantle of Awakening: (4) Her signature ability is the Mantel of Awakening, a psionic power which allows her to use past memories to boost her physical attributes. Annabelle has three Mantels of Awakening and can only activate one per post. Once all three have been activated and placed upon a memory, Annabelle can choose to place a Mantel of Awakening onto a different memory to increase its Awakened level, though doing so will decrease the previous Memory's Awakened level.

Annabelle has four main memories in which to draw power from to enhance her physical attributes through a Mantel of Awakening. These memories are the core of what makes Annabelle who she is, and without them she has no power and no identity in this world. This is the list of memories and what they enhance, which begins first with:

Memories of Courage

First Level-The moment when I stood up to my father and told him I wanted to be more than a farmer's daughter. This was the start of my journey as a swordswoman.

When this Memory has been activated by a Mantel of Awakening, Annabelle receives a boost to her strength. Now instead of having the strength to bust through a solid wooden plank, Annabelle has the strength to break through a stone slab three inches thick with one punch.

Second Level-When I had the courage to escape my kidnapper and to journey into the world to become who I was meant to be. Even when I had nothing but the clothes on my back and a stolen sword, I was determined to enter legend as a warrior of great strength and skill. This was the second step in my journey to becoming strong, and to stop being a victim.

When this memory has been activated by a second Mantel of Awakening, Annabelle now sees her strength become even greater than before. Now instead of being able to just punch through one stone slab, Annabelle can punch through five. Also included in this power is a small durability boost to allow her to use this strength without bringing personal harm to herself. Now her body is capable of withstanding damage as if it were made of bronze.

Third level-When I had the courage to stand up for justice in the face of evil. This was the first step to proving myself as a warrior, as a paragon of all that is good, and as a symbol for what I believe in.

When this memory has been activated by a Mantel of Awakening for a third time, her strength will reach its peak potential. Instead of breaking through five stone slabs, Annabelle is now able to break through one slab of hardened steel, at least four inches thick. Her durability is also upgraded to that of hardened iron in order to withstand the use of that increased strength.

Memories of Safety

First Level-During a thunderstorm I ran into the arms of my father, his comfort providing me with the knowledge she needed to not be scared of such things. In that time I felt like nothing would hurt me in the entire world.

When this memory is activated via a Mantel of Awakening, a field of psionic energy envelops her body. This shield is capable of emulating the same strength as bronze when under stress. Anything higher and the shield will collapse, requiring a moment before it can be recreated.

Second Level-As I hid from the man who kidnapped me, it was the darkness which kept me from his sight. It was the first time something I was afraid of had protected me, and it felt like a blanket of protection no one could through it to find me...

When this ability has been activated by a second Mantle of Awakening, the psionic shield around her body becomes even stronger. Now the shield has gained the power to emulate the same strength as iron. With this power comes an auxiliary power of inertia dampening, which allows her body to withstand the kinetic force that would be exerted on her body from the forces enacted on it. Just as before if more force is acted upon it than what it can handle the shield collapses and requires more time (two to three minutes) before it can be established again.

Third Level-When I first put on my armor, I had never felt more protected, as I knew it would protect my life from all dangers and it would establish me as who I am. In this armor I am not just protected, but I can fight back as well.

After a third Mantle of Awakening is placed onto this power, the true potential within is unlocked. Now the psionic shield enveloping Annabelle has the capacity to emulate the same strength as hardened steel. With this comes greater inertia dampening in order to protect her vital organs from the kinetic energy acted upon her by the attack. As before if the attack is of greater force than the shield can withstand it will collapse and require a longer amount of time (half an hour) before regenerating.

Memories of Jubilation

First Level-The first time I felt such joy was one summer day when the wheat fields were at their highest. I ran through them and laughed as if all was good in the world, and nothing would ever feel so wonderful as that moment...

Once this memory has been activated by a Mantel of Awakening, Annabelle receives a boost in her speed via psionic magic. Her speed now increases to that of greater than an Olympic runner (33 mph).

Second Level-During my captivity, I found a bird with an injured wing. It took time, but I nursed it back to health without my kidnapper knowing, and freed it to the world. That was when I knew the true happiness freedom came with...

When this memory is activated by a Mantel of Awakening, Annabelle receives a further increase in her speed. Now instead of greater speed than an Olympic athlete, she can keep moderate pace with most land animals (40 mph). This also comes with an enhancement towards her reaction time, becoming greater than that of a professional boxer by twice the average reaction time.

Third Level-My greatest feeling of July was when I had discovered the weapon which would be my sword, Whisperdash. With this sword, she could finally become the warrior she was meant to be.

Once this memory has been activated, her true potential in speed enhancement is then unlocked. Instead of her speed being able to keep pace with most automobiles, Annabelle is now able to outpace most land based animal (50 mph). This also comes with an even greater enhancements to the reaction speed of Annabelle, now becoming three times as fast as a professional boxer.

Memories of Love

First Level-There was a boy I knew, he was a farmhand who worked for my father. I shared with him my first kiss, and have always thought of him in times when I felt lonely. Without him I would have never known what love could be.

When this memory has been activated by a Mantel of Awakening, Annabelle receives a small Healing factor. This factor can heal cuts within minutes and bone breaks within hours, but cannot override poison or disease.

Second Level-My mother, who I had never gotten to know, was someone I found loving a great deal. It was different than what the relationship I had with my father, I could never seem to connect with him, like I knew I could be with my mother. If not for all that I knew of her, I would never have the foundation of hope that kept me through the days of my captivity.

When this memory has been activated by a Mantel of Awakening, the healing factor of Annabelle by a considerable margin. Cuts now heal in moments, broken bones in minutes, and poisons and disease are overridden. This ability also comes with an additional auxiliary ability of an anti magic field that covers a ten foot radius and reduces the effectiveness of magical abilities by one fourth.

Third Level-In a way I hold love for my kidnapper, who had taken nearly everything for me, but without him, I would never have had the motivation to be who I am today. I have forgiven him for what he did, and hope that he found some peace in the after life...

When this memory has been activated by a Mantle of Awakening, Annabelle's healing power has been raised to its fullest potential. Cuts healed almost instantly, fractured bones healed in seconds, and she is utterly immune to disease and poison. The anti magic field is also enhanced to reducing magical capabilities by half.

Equipment:

Whisperdash: (3)
Four and a half feet long blade
Three inches wide
Six inch long handle
Three inch long handle guards for each side
Topaz inlaid pommel
Blade Material: Spell forged steel
Item Ability: Whisperdash is a magical blade forged by the mysterious elves known as the Eladrin. Within this blade lies the power for Annabelle to dash in any direction she wishes once every few minutes, in the form of an ethereal gust of wind and carries her six feet before it ends.

One dagger at each hip, these are normal steel daggers with black leather handles.

One arming sword at her right hip, so that she may use a two bladed style to fight when she needs it. This blade is a normal shortsword of three feet long and made of steel, with a black leather handle.

One pendent of pure Onyx, which is designed to catch and store the negative emotions and psionic energy created within through the use of the Mantels of Awakening. What is to happen if it were to break from the over flowing of negative emotions, not even she can say for certain...


After Annabelle has used her Mantels of Awakening ten times, the Onyx Amulet becomes overloaded with negative psionic energy. This energy explodes outward in a diameter of twenty feet, causing psychic damage to all caught in the blast, including Annabelle. This attack acts like a psychic flash bang which can incapacitate those caught in it for a few moments.

Set of plate armor with full helmet. Underneath she usually wears a layer of chain mail and a layer of leather underneath as well.
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Tristwich The Crusader

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Name: Gerrard Goultier
Age: 28
Height: 8'4
Weight: 630 lbs (nearly all muscle)
Race: Human

Strength:

Bench: 1165 lbs
Squats: 1135 lbs
Leg press: 1300 lbs

Speed:

Running speed: 30 mph
Sprint: 35 mph
Leap: 10 ft at standing position , 13 ft when running

Abilities:

Black Pariah Soul

Gerrard was born with a soul considered to be an endless void where the supernatural cannot exist. Through his rigorous years of training, Gerrard has been able to achieve a state in which his power is now a projected field about ten feet in diameter around him. In this field nothing of the supernatural is able to exist be it magic, ki or any other means at which it defies reality. Those inside the area are unable to use any abilities that require supernatural forces to function.

Equipment

Polybolos Rifle



The Polybolos rifle is a monster of a weapon. With thirty high caliber rounds in its clip this weapon can tear through steel with ease. Constructed with high durability steel alloys this weapon can survive any conditions and still be able to fire perfectly. One shot is enough to blow away the entire upper half of a human body, perfect for exterminating the supernatural.

The Purifier



This blade is a technological feat of man, capable of cutting through solid steel in one swing. It is imbued with the ancient technologies of ages past, the edges of the blade having been replaced with a bright blue material which crackles with energy when activated. All those who would feel its keen edge would find a quick and painless death, the only mercy deserving of those who use the supernatural as a weapon or a tool.

Armor of the Ancients



This armor was once the blessed equipment of an age where the supernatural feared humanity above all else. Now Gerrard has vowed to bring back those times through the use of this very armor. Covering him head to toe in thick plate which would require something along the lines of an anti tank round to pierce, it is a marvel of personal protection. Also built into the helmet is a respirator system to make it possible for Gerrard to even survive in the vacuum of space.

Not only is this blessed white armor incredibly durable, but it is host to a variety of machinery inside of it. This machinery triples Gerrard's strength and speed, making him an absolute terror on the battlefield. With this extra strength, this soldier is capable of holding both the Polybolos rifle in one hand and the Purifier in the other, even though both require two hands to wield effectively by normal humans.

Fragmentation Grenades

Gerrard carries with him six grenades, each of which are capable of destroying a small one bedroom apartment. These grenades only require fifteen seconds to explode, making them a deadly tool in Gerrard's arsenal.
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Tristwich The Crusader

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Name: Logthar the Blizzard Bringer
Race: Goliath
Gender: Male
Height: 7'3
Weight: 350
Age: 35



Abilities:

Union with a Winter Spirit



Logthar has made a pact with a powerful winter spirit known as Aliceon who has agreed to aid him in battle if he agreed to become her champion. Through this bond Logthar is given special boons that give him a certain edge in battle and they are as such.

1. Frostbite: Blessed by the power of Aliceon whatever Logthar uses to strike someone will be imbued with the power of winter. If it makes contact with anything be it physical or metaphysical, then a blast of cold magic will attempt to bring down the temperature of what is being made contact with by sixty degrees Fahrenheit. The amount of cold magic is halved if he is doing a lighter attack and doubled if he is doing a heavier attack, for example.

Glancing blow: 30 degrees Fahrenheit
One handed attack full force: 60 degrees Fahrenheit
Two handed attack: 120 degrees Fahrenheit

2. Cold Blooded: Through the blessing of the winter spirit Aliceon Logthar has an advanced resistance to the cold weather. If Logthar is left naked in the cold dessert of the arctic, he would feel on slightly uncomfortable, as if it were forty degrees Fahrenheit instead of negative twenty. Such a feat also extends to the metaphysical realm as a resistance to cold spells or abilities.

3. Help From Above

As [I]Aliceon[/b] is a spirit of winter, she is able to travel high above into the clouds and watch Logthar from above. Using the language of her people, she can communicate to Logthar, who has also learned the language of the winter spirits, the exact position of his enemies should they escape his sight. The winter spirit cannot see through objects nor can she detect people by supernatural means, only by physical sight.

Winter has Come



In order to use this ability, Logthar must channel the power of Aliceon for a few moments, bringing in the cold energies of winter itself until it can be unleashed in one mighty burst. The longer he is able to channel this ability, the larger the diameter of the blast will be and the more powerful its effect will be. The absolute limit to this power is a thirty foot diameter blast with a shock wave of cold magic that can cause the temperature to drop up to ninety degrees Fahrenheit in a matter of seconds.

In order to channel this ability however Logthar must be stationary during that time to keep his focus on the spell. If he loses focus for any reason than the ability is canceled. For every five seconds that Logthar is able to keep his focus the ability is able to achieve five feet in diameter and fifteen degrees Fahrenheit in temperature lowered.

Ray of Frost



Channeling the power of his matron spirit, Logthar is able to cast a ray of cold magic of considerable power. Once cast the ray can travel up to forty yards at a rate of ten yards per second, bringing down the temperature of anything hit by it by seventy five degrees Fahrenheit. The longer he channels this spell, the more power he is able to give to it. Every five seconds adds ten more yards to the range and five more degrees Fahrenheit decreased.

Equipment:

Bastard Sword: One bastard sword made of steel with a cross guard and a black leather pommel. It is five and a half feet long with the blade two and a half inches wide.



Round Shield: Four and a half foot long diameter round shield made of oak wood, plated with steel on the outside and covered in leather. The shield is painted blue with a white snowflake upon it.



Steel Plate Armor: A suit of steel plate armor with helm, with one layer of chain mail, one layer of leather and a layer of cotton clothing. Along with the armor is a woolen cloak that comes with a hood, dyed light blue with bear fur along the shoulders.





Morningstar: A five foot long Morningstar with spikes covering the weighted end.



Physical Stats

Bench: 920 lbs
Squat: 950 lbs
Leg press: 1200 lbs

Running speed: 30 mph
Sprint: 40 mph
Leap: 12 ft
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Tristwich The Crusader

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Ember of Hate

Age: 29
Height: 5’7
Weight: 125 lbs
Hair: Platinum Blonde
Eyes: Whichever she wishes
Gender: Female
Tail length: 4 ft
_____________________________

Abilities

Tiefling Rage

Ember summons forth the rage that resides within all tieflings, allowing her to overwhelm her opponents by psychic torture. Only by physical contact through herself or her weapons can Ember begin to fill her opponent with the Tiefling Rage. The more Rage is put into them, the more they are adversely effected by it, causing a range of reactions.

It is a slow transfer, one that is marked by a scaling of one hundred percent, with the opponent receiving five percent of Tiefling Rage with each successful connection of a physical interaction between themselves and Ember of Hate. Ember can only transfer her Rage via immediate physical contact such as being able to make a point of contact with the person itself or whatever they are wearing. Tiefling Rage cannot be transferred through making contact with either the ground, air or water that is also touching the opponent.

The first of these symptoms (starting at five percent enriched) is the increased pain one feels when damaged by any means. A small cut feels like a gash has been opened into the flesh, causing the victim to become uncertain of what they just felt. Pain receptors become inflamed until the victim starts feeling pain at its fullest for every nick and bruise (thirty five percent enriched).

During this time (twenty percent enriched) hallucinations begin to form, subtle at first, but can build to something dangerous if went unchecked. First it begins with the auditory, the scurrying of paws just out of sight, the thundering bellow of a monster you believe just to be just outside of range to discover you. Before long (forty five percent enriched) the illusion begins to take on a visual form, starting with the sky turning blood red, the ground becoming cracked as scarlet light pours through them. Sounds of skittering paws are now replaced with the demonic whispers of the damned as the landscape soon turns into that of a living hell.

At the final stages of this affliction (sixty percent enriched) are hallucinations directly concerning Ember herself. Those having achieved this level of Tiefling Rage enrichment now begin to see Ember as something more than just her mortal self. Horns begin go grow larger, wings begin to appear and Ember begins to deform and grow into a hideous beast (eighty percent enriched). This is the monster brought forth to the minds of those inflicted witty the Tiefling Rage, caught in a maddening display of hysteria that leaves them vulnerable to her attacks.

The Rage will subside after a short amount of time. Ten percent is removed every minute that Ember has not been able to transfer more of her Rage into her target.

Touched by Fire

As a Tiefling, Ember of Hate has minor pyromancy and minor resistance to fire. Her ability to manipulate fire only comes from naturally occurring fire, as Ember cannot create fire on her own. Ember has no means by which to make the fire warmer or colder based on her will, all she can do is command it via her racial affinity.

Her ability to resist fire damage is also considered minor compared to most. Ember of Hate is able to reduce the amount of damage taken by fire by a whole degree, meaning instead of third degree burns she would mostly just get second degree burns. This applies only to normal fire however and anything higher than that will damage her like anyone else would be.

Acrobatics Training

Ember of Hate is a nimble woman that can perform various tricks and feats. Included in this is her tail, which is considered prehensile and capable of gripping and throwing things with the same accuracy as she could. If separated from her tail Ember loses a fair amount of her balance and will no longer be able to be as nimble as she could be with it.

Unholy Attributes

As a being of Hell Ember is capable of performing physical feats beyond the capacity of a normal human. She has three times the strength, three times the speed and three times the endurance of a normal human being. Exposure to holy magic does reset her back to normal human attributes until she can recover for a full day.

_____________________________

Equipment

Black Steel Long Sword: Four foot black steel sword, etched with infernal runes. This weapon is capable of transferring Tiefling Rage through it like a natural conductor does electricity. As an instrument forged in the bowels of the underworld it is capable of damaging incorporeal beings.

”Black Widow” Stiletto: Standard black steel stiletto that is laced with a potent neurotoxin which can leave the victim paralyzed in the limb the toxin has been introduced to in a matter of minutes. This weapon is able to transfer Tiefling Rage as if Ember were striking them with her own fist. As a weapon of Hell it is capable of attacking incorporeal beings.

Black Steel daggers: Three daggers strapped to the back of each leg. These weapons are capable of transferring Tiefling Rage as if Ember were striking with her own fist. As weapons of Hell they are capable of damaging incorporeal creatures.

Perdition Cannon: A black steel revolver with infernal red runes etched onto chambers and the barrel. Uses .44 magnum rounds and is capable of firing accurately for up to one hundred yards. Holds six shots at a time.

Hellbite Rounds: .44 magnum rounds used as ammunition for the Perdition Cannon. They are black steel bullets etched with the Hell rune of fire. Every shot fired erupts into a flaming projectile when fired and has the ability to to transfer Tiefling Rage. As a product of the forges of Hades this holds the capability of harming incorporeal beings. Ember always has six full moon reloaders on her belt at all times. The fire generated by the Hellbite rounds are considered standard fire with no other special effects.

Fiend-Leather Armor: Night black leather armor that covers Ember like a second skin. It covers her from the neck down and can react according to her will. The armor can harden itself into something akin to iron plate, or it can sprout spikes equivalent to that of razor sharp iron wherever Ember wishes so long as she concentrates. This armor is capable of transferring Tiefling Rage as if Ember is striking the opponent herself. Fiend-Leather armor is also resistant to fire.
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