- rustythebrave
- Posts : 22
Join date : 2021-10-09
General Use Character Thread
Sat Oct 09, 2021 10:01 pm
So I figured it'd be better to consolidate my characters into one thread so I can just reference them if necessary, and copy/paste them into setting-specific character threads if necessary.
Other people are more than welcome to use the thread as well, this is mostly so I have a running record of the 'baselines' of my characters.
Other people are more than welcome to use the thread as well, this is mostly so I have a running record of the 'baselines' of my characters.
- rustythebrave
- Posts : 22
Join date : 2021-10-09
Elg'Cahl Velkyn'streea
Sat Oct 09, 2021 10:45 pm
Name: Elg'Cahl "Elg" Velkyn'streea
Alias: "The Black Hand"
Race: Dark Elf
Age: 156
Specialties: Alchemy, Medicine, Herbalism, Poison
Sub-Specialties: Cooking, Enchanting
Advantages: Dexterous, Intelligent, Racial Abilities: (Dark-Vision, Detect Magic (constant), Minor Illusions, Levitate/Slow Fall, Does Not Sleep)
Flaws: Abrasive, lack of conventional aesthetic sense, extreme fear of spiders, stubborn, overly curious, ugly (scarred), hunted by his own kind, Blinded by Light
Backstory:
Elg'Cahl was born under a different name (which he refuses to disclose) to the Velkyn'streea family, who were known for their talents in magic. Elg'Cahl himself however, despite his strong bloodline and residual magic, was disinterested in the conventional studies of magic and became obsessed with the study of alchemy. He became so strong with alchemy and its applications thereof, that his family eventually stopped punishing him for pursuing it, aside from his brother.
Men were not well respected in the Velkyn'streea family, which was matriarchal in nature, and Elg'Cahl's brother resented the way his academic achievements were overshadowed by a sibling that had fairly openly defied the family, when he himself had struggled despite being the first born. So, in keeping with dark elf society, he arranged an accident for Elg'Cahl. At a crucial time in the brewing of a particularly volatile alchemic substance, the elder Velkyn'streea replaced two of the reagents in Elg'Cahl's laboratory.
The resultant explosion almost killed the young Elg'Cahl and destroyed all of his work, earning him punishment from his family in addition to the hideous burns he suffered across roughly half his body and a quarter of his face. Scarred and irate, Elg'Cahl spent his time plotting his revenge for quite some time. He lacked the ready means to exact revenge on his elder brother, but he had had significant practice in the applications of alchemical poisons, and knew many of the most potent ones. He also knew his brother was riding high on his arrogance, and the praise heaped upon him by their family for the skillful maiming of Elg'Cahl.
And so, the young alchemist waited. He took a more subdued approach to his studies, and his performance became merely 'above average', while taking the extra time to assemble the means to his revenge.
(TO BE CONTINUED BECAUSE I'M TIRED LOL)
Alias: "The Black Hand"
Race: Dark Elf
Age: 156
Specialties: Alchemy, Medicine, Herbalism, Poison
Sub-Specialties: Cooking, Enchanting
Advantages: Dexterous, Intelligent, Racial Abilities: (Dark-Vision, Detect Magic (constant), Minor Illusions, Levitate/Slow Fall, Does Not Sleep)
Flaws: Abrasive, lack of conventional aesthetic sense, extreme fear of spiders, stubborn, overly curious, ugly (scarred), hunted by his own kind, Blinded by Light
Backstory:
Elg'Cahl was born under a different name (which he refuses to disclose) to the Velkyn'streea family, who were known for their talents in magic. Elg'Cahl himself however, despite his strong bloodline and residual magic, was disinterested in the conventional studies of magic and became obsessed with the study of alchemy. He became so strong with alchemy and its applications thereof, that his family eventually stopped punishing him for pursuing it, aside from his brother.
Men were not well respected in the Velkyn'streea family, which was matriarchal in nature, and Elg'Cahl's brother resented the way his academic achievements were overshadowed by a sibling that had fairly openly defied the family, when he himself had struggled despite being the first born. So, in keeping with dark elf society, he arranged an accident for Elg'Cahl. At a crucial time in the brewing of a particularly volatile alchemic substance, the elder Velkyn'streea replaced two of the reagents in Elg'Cahl's laboratory.
The resultant explosion almost killed the young Elg'Cahl and destroyed all of his work, earning him punishment from his family in addition to the hideous burns he suffered across roughly half his body and a quarter of his face. Scarred and irate, Elg'Cahl spent his time plotting his revenge for quite some time. He lacked the ready means to exact revenge on his elder brother, but he had had significant practice in the applications of alchemical poisons, and knew many of the most potent ones. He also knew his brother was riding high on his arrogance, and the praise heaped upon him by their family for the skillful maiming of Elg'Cahl.
And so, the young alchemist waited. He took a more subdued approach to his studies, and his performance became merely 'above average', while taking the extra time to assemble the means to his revenge.
(TO BE CONTINUED BECAUSE I'M TIRED LOL)
- rustythebrave
- Posts : 22
Join date : 2021-10-09
Petyr Dirius
Mon Oct 18, 2021 11:57 pm
Name: Petyr Dirius
Aliases: Canus, Primus
Species: Gaian Anthropomorphic Canine
Sub-species: Spirit-Born
Age: 24
Height: 12'2"
Weight: 3,872 lbs (1,756.31 kg)
Appearance: In his natural form, Petyr is a 12' tall black-furred male anthropomorphic wolf with a significant hunch due to the massive amount of muscle around his head and neck. He sports a tattoo on his chest that's almost impossible to see, in the shape of a complex seal: the seal of Fenrir.
Advantages:
+Large
+Strong
+Intelligent
+Charismatic
+Wolf advantages (fur, natural weapons, strong vision, scent, and hearing)
+Spirit scent (can smell spirits/spiritual entities)
+Spirit sight (only in his right eye, which changes colors subtly whenever he blinks)
+Supernatural durability (resistant to all physical, to a point, weak to magical/supernatural)
+Psychopath
+Unnatural bite strength
+The seal on his chest lets him bind Fenrir without performing the ritual, he must only contest its will.
+It's rarely used, but his studies of binding also allows him to try to pit his will against a spirit possessing someone with a touch, potentially forcing it out.
Disadvantages:
-Large (problems getting through doorways, etc)
-Heavy
-Psychopath
-No magical aptitude
-Ugly (hunched, eyes too far apart, one eye changes colors)
-Disproportionately small paws (causing some instability, plus ankle issues)
-Sterile (not that it will ever come up lol)
-Phasmophobia (absolutely terrified of ghosts, and if confronted with one, usually reacts with instant, wide-ranging violence)
-Ritual Addiction (if not bound to a spirit via ritual, Petyr becomes unstable, paranoid, anxious, and clingy. He's not used to having his soul to himself)
General Skills: Broadly a generalist, the only thing Petyr really has a specialty in is metaphysics, persuasion, singing, and grappling, but he dabbles in a wide variety of things. He lacks any kind of skill in cooking whatsoever, despite many attempts.
Specialty: Ritual Binding (Petyr is capable of doing intricate rituals to grant him a wide variety of abilities or skills, by way of inviting Spirits (a kind of Outsider) into his soul with strict restrictions. However, he only has a few 'slots' to hold skill-sets, and the rituals can take up to an hour, involve numerous props and resources, and typically last only a day, without additional 'bargaining'. Failure to bargain well results in the Spirit being able to enforce their will upon him, and changes his character more towards their own, and/or twists his appearance closer to that of the Spirit)
Personality: Petyr is curious, confident, and very devoted to the people he decides are family or companions. Outside of that, he has no issue with sacrificing others if the need arises. He often takes a straightforward approach to things, and frequently relies on his natural charisma and strength to see him through. He absolutely detests any attempt to force him to do things without explanation, but will defer to others' experience if convinced he's being treated like an equal. He escalates to lethal force if he feels like he or his are truly threatened, but in general uses non-lethal techniques to avoid being entangled legally, or villainized. It's very difficult for him to empathize with people beyond manipulating them, which sometimes causes him to miss social cues.
Simple Rituals:
Simple rituals can either be added to a higher ritual, or completed on their own, but their only requirement is something to draw with, and a knowledge of the position of various astrological objects (planets, star locations, lunar phase, etc). They take significantly less time, but don't have any huge effect, and don't take up a binding 'slot', and either last as long as the binding they're attached to, or 24 hours, whichever's longer.
Simple Effects:
Language: Become fluent (speaking and reading) in one language. In the event that one's mouth cannot make the sounds, an effect rather like a voice-over occurs, which is fairly obvious.
Writing: Write/draw with a touch. With enough practice, one doesn't have to draw with a fingertip, but must only touch the surface and the design will appear. It can be any color, and permanent.
Speak With Animal: Pick one specific type of animal (dogs, bears, or such), you can talk to them for the duration. This does not mean they have anything interesting to say.
Fire: Make a very small thing (like a match, stick, or such) catch fire.
Weird Noises: Make a simple sound happen at a distance.
Know Direction: Always know what direction is north.
Lights: Make simple globes of light that dance around as you like.
Aliases: Canus, Primus
Species: Gaian Anthropomorphic Canine
Sub-species: Spirit-Born
Age: 24
Height: 12'2"
Weight: 3,872 lbs (1,756.31 kg)
Appearance: In his natural form, Petyr is a 12' tall black-furred male anthropomorphic wolf with a significant hunch due to the massive amount of muscle around his head and neck. He sports a tattoo on his chest that's almost impossible to see, in the shape of a complex seal: the seal of Fenrir.
Advantages:
+Large
+Strong
+Intelligent
+Charismatic
+Wolf advantages (fur, natural weapons, strong vision, scent, and hearing)
+Spirit scent (can smell spirits/spiritual entities)
+Spirit sight (only in his right eye, which changes colors subtly whenever he blinks)
+Supernatural durability (resistant to all physical, to a point, weak to magical/supernatural)
+Psychopath
+Unnatural bite strength
+The seal on his chest lets him bind Fenrir without performing the ritual, he must only contest its will.
+It's rarely used, but his studies of binding also allows him to try to pit his will against a spirit possessing someone with a touch, potentially forcing it out.
Disadvantages:
-Large (problems getting through doorways, etc)
-Heavy
-Psychopath
-No magical aptitude
-Ugly (hunched, eyes too far apart, one eye changes colors)
-Disproportionately small paws (causing some instability, plus ankle issues)
-Sterile (not that it will ever come up lol)
-Phasmophobia (absolutely terrified of ghosts, and if confronted with one, usually reacts with instant, wide-ranging violence)
-Ritual Addiction (if not bound to a spirit via ritual, Petyr becomes unstable, paranoid, anxious, and clingy. He's not used to having his soul to himself)
General Skills: Broadly a generalist, the only thing Petyr really has a specialty in is metaphysics, persuasion, singing, and grappling, but he dabbles in a wide variety of things. He lacks any kind of skill in cooking whatsoever, despite many attempts.
Specialty: Ritual Binding (Petyr is capable of doing intricate rituals to grant him a wide variety of abilities or skills, by way of inviting Spirits (a kind of Outsider) into his soul with strict restrictions. However, he only has a few 'slots' to hold skill-sets, and the rituals can take up to an hour, involve numerous props and resources, and typically last only a day, without additional 'bargaining'. Failure to bargain well results in the Spirit being able to enforce their will upon him, and changes his character more towards their own, and/or twists his appearance closer to that of the Spirit)
Personality: Petyr is curious, confident, and very devoted to the people he decides are family or companions. Outside of that, he has no issue with sacrificing others if the need arises. He often takes a straightforward approach to things, and frequently relies on his natural charisma and strength to see him through. He absolutely detests any attempt to force him to do things without explanation, but will defer to others' experience if convinced he's being treated like an equal. He escalates to lethal force if he feels like he or his are truly threatened, but in general uses non-lethal techniques to avoid being entangled legally, or villainized. It's very difficult for him to empathize with people beyond manipulating them, which sometimes causes him to miss social cues.
Simple Rituals:
Simple rituals can either be added to a higher ritual, or completed on their own, but their only requirement is something to draw with, and a knowledge of the position of various astrological objects (planets, star locations, lunar phase, etc). They take significantly less time, but don't have any huge effect, and don't take up a binding 'slot', and either last as long as the binding they're attached to, or 24 hours, whichever's longer.
Simple Effects:
Language: Become fluent (speaking and reading) in one language. In the event that one's mouth cannot make the sounds, an effect rather like a voice-over occurs, which is fairly obvious.
Writing: Write/draw with a touch. With enough practice, one doesn't have to draw with a fingertip, but must only touch the surface and the design will appear. It can be any color, and permanent.
Speak With Animal: Pick one specific type of animal (dogs, bears, or such), you can talk to them for the duration. This does not mean they have anything interesting to say.
Fire: Make a very small thing (like a match, stick, or such) catch fire.
Weird Noises: Make a simple sound happen at a distance.
Know Direction: Always know what direction is north.
Lights: Make simple globes of light that dance around as you like.
- Rituals Known:
- Rituals known:
-Fenrir, He Who Shall Devour the Land and Sky: Long ago in a forgotten place, a wolf was born, shaped by a fragment of a god and the primal chaos of Outside. It quickly grew in size and hunger, until herds of creatures could no longer fill its belly. Enraged by this assault upon the natural order, Nature itself sent forth a champion bearing a terrible curse that bound the wolf with a name and shackles made of reality itself. The wolf was bound with the name Fenrir, and shackled into the laws of Nature, and trapped in a far, dark place, to be held until the last life is lost in the universe.
>Ritual: The seal must be drawn with blood, and fresh meat must be thrown into the middle. After a few moments, a huge wolf pads into view, as if emerging from nowhere. It devours the meat messily, and begins to try to dominate the ritualist's will.
>Influence: The ritualist becomes assertive and aggressive, especially about food
>Appearance: The ritualist appears larger, his hair grows longer, and his eyes glow softly when he uses his abilities
>Powers granted:
+The ritualist may, at will, grow to more than twice their size.
+The ritualist may howl, shaking the ground, knocking over people, and damaging structures in a small radius
+The ritualist becomes able to bite through and consume any mundane substance safely
-Mother-of-All: The first intelligent being to seek shelter and a safe haven for her tribe. She outsmarted a terrible monster for the secret to fire, and used that to keep her tribe warm and safe. She then tricked the land into providing for her, and her tribe never went hungry. No one knows what happened to her, or to her tribe, but some say the fire took her, and the land swallowed her ashes, as payment for what she had taken.
>Ritual: After the seal is drawn, a fire must be laid in the middle, lit, and, once going, must be doused with a mixture of rock shavings, herbs, and the ritualist's own saliva. The smoke that rises from the fire forms the face of an old female of the ritualist's species, who cautiously asks who's calling upon her.
>Influence: The ritualist becomes more crafty and suspicious and overbearingly motherly.
>Appearance: The Ritualist appears aged and weathered, and their nails appear cracked and dirty no matter what they do.
>Powers granted:
+Summon a nut that fills a living being's food and water requirements for a day
+Conjure fire that damages the unnatural
+Knowledge of nature and survival
-The Gamer: Someone who gave literally everything for victory. Rumors exist on the Internet, the Maginet, and in every gaming circle of a certain age, of someone who was once so dedicated to winning at every possible game that it consumed them. No one knows for sure whether this is the case, but every so often, a record will just appear with an impossibly high score, with just AAA as the name, or a player will show up in a MMO, wipe a boss, and then vanish, as if they'd never existed. No one knows who these players are, and many dismiss them as errors or people playing pranks, but sometimes... there's no sign of who the player could be; there's no IP address, no Maginet signature, or no footage of someone at the cabinet.
>Ritual: The ritualist must draw the seal, and place a game of some kind in the middle. After a moment, a second player will make the first move, or the game will start (regardless of electricity or other resource requirements), and the ritualist must play a game with them to completion. as the game progresses, an androgynous youth of the ritualist's species will gradually appear in the seal, and the ritualist's victory or defeat determines how well the ritual is completed.
>Influence: The ritualist becomes fiercely competitive, and will accept most contests (even when it would be ill-advised).
>Appearance: The ritualist looks subtly artificial, and light falls on him unnaturally, while parts of him seem to phase into each other when he moves.
>Powers granted:
+Randomly teleport a touched item or creature a short distance away, potentially into other solid objects.
+A large extra-dimensional space in which to store things (no living creatures may enter it).
+The ritualist can get an idea as to others' general health and identity (or his own) with a small 'status' screen.
-The Cold Reaper: Legends tell of a tall shadow that steps between the trees, culling the unwary who stray too far from civilization. Across the world, legends talk of a tall, dark shadow that reaps the unwary, typically as a warning to children, but in a far northern forest, a more specific legend is told: a man and his family lived peacefully on the edge of a dark wood, as foresters. They would work in the forest during the day, hunting and gathering wood, but were very careful not to go into the forest at night, as it bore a sinister reputation. One night, the man and his son got into an argument, and the son ran off into the darkness. The man chased after, his heart full of fear, for he knew the legends of the forest's reaper. His limbs grew colder, and fear gripped the woodsman more and more. The snow dragged at him, and the darkness seemed to reach for him with every step, and all the while a tall figure kept pace with him, closer and closer in the dark beyond his feeble lantern, until at last he came to a clearing. There, in the blood-drenched snow lay his son's body, his insides dragged out into crude shapes around the corpse, his face locked in a rictus of terror. The woodsman fled, sobbing, into the night, as the Reaper kept pace, hounding him until his very door, where he collapsed, dead, to be found frozen the next morning. The family grieved, and spread the word: do not go into the woods at night, or the Reaper shall take his due.
>Ritual: The ritualist draws the seal while singing a song warning of the dangers of the forest at night, backwards. As the song fades, reality tears open, revealing a tall, slender anthropomorphic shape, made of shadows. It does not speak, but immediately begins the contest of wills, while cold winds swirl around the ritualist.
>Influence: The ritualist becomes cruel and sadistic, enjoying tormenting his enemies with fear
>Appearance: The ritualist becomes doused in shadow, and tendrils of darkness reach out from them whenever they use their powers towards the target.
>Powers granted:
+Afflict others with a freezing, coughing fit, gradually causing hypothermia if concentration is maintained.
+The ritualist can become blurry and indistinct, making them hard to target
+The ritualist can leech fear off of someone, healing themselves and weakening the target
-Kogari, the Formless: Once, there was a fox named Kogari; he always tried his very best to be whatever anyone wanted him to be. He would bend over backwards to fit in wherever he was, until he became confused as to who he used to be. He wandered, lost, forever changing, until at last, he held no form at all, and vanished.
>Ritual: After the seal is drawn, the ritualist must place a mirror in the middle of the circle, and stare into it, while releasing his sense of self. He gradually blurs into nothingness in the mirror, except for his eyes, which gradually sharpen and glow, until only the eyes are distinct. From the amorphous darkness, the ritualist's own voice begins the bargaining.
>Influence: The ritualist imitates those around him, trying to blend in as much as possible, generally agreeing with everyone
>Appearance: The ritualist looks more vulpine, with sharper looks and slit-pupiled eyes, that shine whenever the ritualist uses an ability
>Powers granted:
+Take the form of any person, and gain a vague idea as to their personality. In the event that no person is being imitated, no personality is gained, and the appearance is largely random, if appropriate to the race and species selected.
+Assimilate a monstrous aspect into one's form
+Become mostly unmemorable and unremarkable (though the ritualist will still be remembered as 'someone' of their vague size)
-Istago, the Painter of Paradox: In a far off land, Istago was the finest painter in the whole country. His works were insightful, well-respected, and widely recognized. So it was no surprise that he was commissioned for a piece by a baron, who had heard of his skill and asked him to paint a picture of 'nothing' so he could relax. After many months and failed attempts, the maddened Istago finally painted abstract blotches of color, splattered wildly about the canvas, shaped like nothing describable to anyone. Yet the baron said that, now, it reminded him of Istago. The painter went mad, and was never seen again.
>Ritual: After the seal is drawn, the ritualist must place an easel with a canvas on it in the middle of the seal. He then consumes a mild hallucinogen, and must paint or draw a picture that resembles something about the ritualist themselves. As the composition is finished, it springs to life, and the wold spins around the ritualist in colors, and Istago speaks to the ritualist through the artwork itself.
>Influence: The ritualist prefers solitude, but if forced to be in the company of others, he constantly seeks to please them.
>Appearance: The ritualist appears to be constantly spattered with paint that cannot be removed, and he appears to be outlined in painted lines whenever he uses an ability.
>Powers granted:
+The ritualist can paint illusions so real a viewer must resist or believe them to be true. They have visual, auditory, even olfactory aspects, but if interacted with physically, a viewer can try to disbelieve the illusion. If they fail, it even feels real.
+The ritualist can, with a stationary (or unconscious) subject, paint an illusionary copy of that creature that absolutely obeys him. It persists until proven not to exist, until slain, or until the binding expires, whichever comes first.
+The ritualist can paint over the flaws of a creature, enhancing one aspect of them (strength, speed, charisma, etc) significantly. Only one aspect can be enhanced at a time on a given creature, and it persists until the binding ends.
-Warlock, the Unbound: There are many theories about how magic works, but none was so brazen as Warlock's Theory of Elemental Convergence. She held that mana itself was made of seven elemental forces, flying completely opposite to the current thought, which holds that everything is derived from mana. She was laughed out of every university and publisher she brought her work to, but she maintained that her theory was correct. So, frustrated and distraught, she set out to prove her point, and attempted to 'split' mana into its component forces. The resultant explosion was felt for miles, but, when people arrived to check, they found everything unharmed (if saturated with magic), but Warlock was nowhere to be found.
>Ritual: After the seal is drawn, the ritualist must place a large brazier filled with coals in the middle or it, light the coals, then feed the fires a measure of air, earth, metal, void, and wood, before quenching it with water. The brazier will burst with rainbow light, shining merrily, and it speaks with a young woman's voice.
>Influence: The ritualist resents attempts at kindness towards them, and will snap back angrily
>Appearance: The ritualist is colored by the element they choose. Whenever they use an ability, reality warps around them unsettlingly.
>Powers granted:
+SPECIAL: Pick an element from air, earth, fire, metal, void, water, or wood. This establishes what every other power does.
+Manipulate the chosen element reasonably freely, or, in the case of void, use its power more directly
+Raise a wall of the chosen element. It persists until broken, a new one is conjured, or the binding ends. Only one wall may be maintained at a time
+Become highly resistant to the element chosen, or to its effects.
-Saruga, Lord of the Eternal Horde: Before mammals became the dominant force in the world, it belonged to dragons, and there was no dragon more feared than the great Saruga. Saruga was not the biggest dragon, nor was he the strongest, but he inspired a deep fervor in young dragons that all clamored to serve him. His words bound them like curses, and their fanaticism was matched only by Saruga's arrogance. Untold thousands swore to serve the great Saruga for eternity. He conquered far and wide, until a great elder dragon confronted him and his squealing horde. No one knows what that dragon did, but Saruga vanished, and his wicked words dragged with him all the deluded dragonets that had heeded him, into darkness.
>Ritual: After the seal is drawn, the ritualist must fill a chalice with fresh animal blood, raise it in a toast, and drink it down without spilling a drop, then throw it down onto the seal. The chalice shatters, and dozens of squealing, snarling dragons, no larger than a medium size dog, scream for the ritualist to vow allegiance to their Lord, beginning the bargaining.
>Influence: The ritualist becomes snobbish, preferring only the finest things for himself.
>Appearance: The ritualist looks almost half-dragon, though notably without wings. Whenever he uses an ability, greenish blood drips from his eyes, nose, and mouth.
>Powers granted:
+Summon no more than a dozen small dragon-like lizards (no breath weapons, but claws, teeth, and wings) that can speak, but are otherwise as weak as an average human. This can be repeated, and up to 72 lizards can be maintained. They last until slain, until 24 hours pass, or until the binding ends, whichever comes first. They do not fear death, but lack the capacity for complex strategy, being fairly stupid.
+Inspire fanaticism in anything reptilian (summoned lizards included), giving them a boost to speed and strength, as well as dominating reptilian beings (if they fail to resist).
+Grant summoned minions invisibility. This lasts until they take offensive action, until the pact ends, or until the ritualist dismisses it, whichever comes first.
-The Soul Eater: There are things worse than death, but in the darkest days of the universe, there was nothing worse than meeting The Soul Eater. It was an endless, hungry void, like a vestige of the entropy of the universe, drawn to consume life itself. Greedy, gluttonous, and alien, it burrowed its way through the cosmos, devouring thousands of souls, and leaving only shining husks behind. Until, at last, the gods took notice of it and worked together to seal it away beyond time and space. It waits for the day that the gods fade, and its prison is broken, lurking beyond reality.
>Ritual: After the seal is drawn, the ritualist must sacrifice a live animal in the middle of it. The creature's scream echoes strangely, and its corpse dissolves into dust, which whips up into a swirling, hungry vortex. Immediately, the contest of wills begins, as the Soul Eater attempts to inject its will into the ritualist.
>Influence: The ritualist desires the death of all living things, and exalts in the ending of lives
>Appearance: The ritualist becomes so dark as to appear as only a shadow, untouched by light, aside from their eyes and teeth, which stand out against the darkness
>Powers granted:
+Extinguish the life of a creature, constantly pulling its very life force out, until they collapse, their bodies crushing into a gemstone roughly the size of a human fist. Its type is related to the body's contents, and so are typically impure diamonds. This also heals the ritualist.
+An aura of death (which can be suspended with concentration) constantly kills plant life around the ritualist
+Become extremely hard to detect magically (the ritualist appears as though they're outside reality)
-Lyr, the Ocean's Voice: Little is known of the seaside kingdom ruled by King Lyr, save that it was extremely prosperous. The king's voice was said to move the sea itself, and his ships went wherever he said they would. One day, the wind went against what King Lyr wished, no matter how much he spoke, and his arrogance caused the wind to blow harder and harder, until a vast storm kicked up, crushing the kingdom around him, and still the King argued, until, at last, the wind swept him away.
>Ritual: The seal must be drawn in view of the sea or other large body of water such as a lake. When finished, the ritualist must pour some of the water from nearby into the seal, declaring his dominion over it. After a moment, the water rises up as a crowned, stern head, which arrogantly demands the ritualist begin the bargaining.
>Influence: The ritualist becomes arrogant and self-assured, and allows no doubt as to his success.
>Appearance: The ritualist looks soaked at all times, while his hair (or fur) is whipped around by a wind that touches no one else. Whenever he uses an ability, seawater pours off of him.
>Powers granted:
+Change the weather over water, from a soft breeze up to a hurricane, though it takes a lot of time to do large effects, and requires constant concentration. Some effects are simply impossible in some locations.
+Walk on water
+Immunity to weather effects (fog does not blind him, wind does not blow him away, rain does not impede him)
Permissions in this forum:
You cannot reply to topics in this forum
|
|