Post by auroros on Jul 26, 2013 16:17:44 GMT -8
Character Name: Rith Veliss Zenik
Player Name: Auroros
Alias: Marked
Family/Allies/Friends: None
Archetype: Human
Age: looks to be 25
Height: 5'7"
Weight: 153
Hair: Unkempt Jet black.
Eyes: Left violet right crimson, both glow faintly in dim conditions.
Nationality: English
Description: (pic can be used)
Occupation: Archaeologist, Tattoo Artist
_____________________________________________________________
STATISTICS
F - Excellent
A - Good
S - Typical
E - Excellent
R - Good
I - Excellent
P - Incredible (due to his Magical awareness and use)
_____________________________________________________________
Health - 56/56
Mental Health - 70/70
Karma - 30
Popularity -
Contacts - None
Resources - Typical
Appearance - Good
Quirks - Hardiness, Quick Learner, Action Addict, Impulsiveness, Lusty
_____________________________________________________________
Talents:
Talent Name - Statistic Used - Points.
Archaeology, Occult Lore, Resist Domination, Languages (Norse, Aramaic, Egyptian, German), Sharp Weapons, Acrobatics
_____________________________________________________________
Powers:
Power Name - Rank - Points.
Dark Force Manipulation - This comes in three forms, Dark Grasp, Onyx Craft, and Ebon Flight. Each of these is a tattoo somewhere on his body. Each of these tattoos were made in specific methods depicted in methods which he found through painstaking research on the occult. All of these tattoos are a shiny black in color, and often do not seem to have any meaning to onlookers, more like tribal tattoos or odd lovecraftian symbolism.
Dark Grasp - The Dark grasp tattoo takes up a decent portion of his upper back. Mental activation of this magic causes four long tendrils of utter blackness to come into being, upwards of 15 feet long, each one has significant strength, and can be used to impact targets, grapple and crush, or even help him climb. They can be dismissed in an instant with a thought, but take a round to activate. Onyx Craft and Ebon Flight can't be used while the tendrils are up.
Each tentacle has 20 HP and a single tentacle has Excellent strength, sharing Rith's Agility and Fighting, but rolling at +2CS to dodge. Each additional tentacle increases the Strength of a joint effort of them by +1CS.
*Strike: Rolled on Agility, and can multi-attack, but each tentacle can attack only once per round.
*Spin: Rolled once on Agility. One enemy per tentacle rolls against this single check to avoid Remarkable damage.
*Crush: Rolled initially on Fighting VS Fighting or Agility, then on Strength VS Strength once a hold is locked. A successfully retained grab deals damage modified by the Color of the check that held the target. The crushing action is not delicate enough to deal anything but fatal damage.
*Climb: Allows Wallcrawling dependent on the number of Tentacles helping. One allows Rith to stick in place to a wall. Two allows him to move at half his normal speed. Three allows him to move at normal speed. Four allows him to move at twice his normal speed. Any tentacles helping him move cannot attack in the same turn as he dodges or moves.
Onyx Craft - This tattoo resides on his left fore arm, from wrist to elbow. This allows him to create a variety of objects, mostly non-mechanical ones, such as swords, simple tools, and sometimes a bow and arrow. On a rare occasion he creates more complex things. He usually uses this for defensive purposes, creating armor, or simple shields in front of himself to intercept incoming attacks.
ALL constructs can be made at the same time as the actions that require them, as long as Rith passes an Intuition check. On a Yellow, it manifests so suddenly that he gains a +1CS to an attack or defense it was made for, on a Green it applies any standard bonus, and on a White he is too late and the object isn't created at all. Otherwise, they are made as a standard action and don't require a roll, but detract from Rith's actions that round.
If making something more complicated, Rith rolls Psyche, and on a Yellow the object grants a +1CS to whatever it was created to assist.
All Constructs can be destroyed with a Called Shot dealing at least 20 damage, or by challenging Rith's Psyche with a magic-disruptive object or ability. Rith can maintain two Constructs at once, but having two of the same thing does nothing.
*Sword - Forms a simple sword, adding +1CS to Fighting and +1CS to melee attack damage.
*Bow - Allows Rith to make ranged attacks dealing Excellent (20) damage.
*Buckler - Forms a small but sturdy buckler, which grants +1CS to Defense rolls whether Fighting or Agility.
*Armor - Grants Rith Excellent (20) Soak VS any physical attack. Good VS energy and magic.
Ebon Flight - The Ebon flight tattoo goes from one shoulder, across the top of the shoulder, around the back of his neck, to the other shoulder. It vaguely resembles wings in some instance. The use of this causes his body to radiate black aura, and allows him to fly.
*Rith is very easy to sense by those with the right radars when flying, as the magical energy is what makes his body light enough for the spindly, incorporeal wings to carry. He can carry one passenger by infusing them with this energy, but they must make an Endurance check once per round, or once per hour out of combat, to avoid passing out. Regardless, Ebon Flight is at Good airspeed (200 MpH).
Anatomical Separation - A somewhat disturbing ability, he is able to lose a limb, without penalty. The limb itself can move as if it were attached, as if he still had complete control over it. To get a limb back, he must physically get it somehow, often times an arm will crawl back to the torso, a leg might find a way to hop back, his head can usually roll to some extent, despite his discomfort. The torso is the one that usually cannot move very well. A limb must simply be attached to its stump and it immediately reattaches. If he cannot get his limb back or torso back in time, the missing limb turns to dust and cannot be retrieved. This set of tattoos is small, about the size of a thumb print, but is a nice deep crimson color. The tattoos are located on: The underside of his chin, the back of each wrist, the front of each ankle, just above his groin, and at his sternum.
*A bizarre form of defense, Rith can negate a single hit of a cutting weapon or escape a limb-holding grapple by simply popping the targetted limb off. This occurs automatically if an attack would sever a limb. A limb takes 1/4th of Rith's current HP with it when it goes, and can still be destroyed if he doesn't reclaim it, and the lost HP, in time. The head takes twice as much HP if it departs.
*Arms have Typical Fighting, Poor Agility, and can Grapple with Good strength, but only well enough to lock down a single limb. Which is just creepy.
*Legs have Typical Agility, Poor Fighting, and deal Good kicking damage. Which is morbidly hilarious to see.
*Rith's torso suffers -1 to Agility for each lost leg and -1 Fighting for each lost arm. Both are set to Shift0 if he runs out of limbs, or if his body is not visible to his head.
*Rith's severed head has Good Fighting and Agility for avoiding attacks as long as it keeps moving, Poor otherwise, and must be targetted with a Called Shot. It can roll at ten miles an hour and remotely control his body if he can see it. If he CAN'T see it, the body can still take actions, but is extremely... EXTREMELY.... Clumsy.
**Deadhead - If Rith's head is destroyed, his body will go into a mindless torpor, unable to comprehend anything that happens to it or take any action except sitting the hell down and trying to regenerate his lost head. His limbs will detach and hop around frantically of their own accord, each taking only 1 HP with them so the Torso can focus.
Regeneration - As long as he can concentrate he can consciously regenerate his body at a rather swift pace, even getting back limbs that have turned to dust with enough focus, a painful ordeal, but he can do it. This has also resulted in him seeming to not age beyond the years in which he gained this tattoo. This will activate automatically if he falls unconscious due to damage or other effects. This tattoo is an odd violet color that sits behind his right ear, usually hidden.
Roll Psyche and spend the whole round in focus to recover 10 HP, modified by the color of the roll. Out of battle, he can roll once and then heal the amount automatically every six seconds. If struck, he must re-roll and take the lesser of the two checks.
*Limb Revival - With a Yellow roll, Rith can, very painfully, forego the healing amount and instead regrow a lost limb. This happens in a single round and must also be rerolled if he is harmed while focusing, but the limb if used still rolls at -1CS for a round after reforming. A single Yellow roll cannot be 'automated' like a healing check out of battle.
** Regenerating his head, or if he IS a head, his torso, requires a full 24 hours of focus, but does not need a roll as long as he's left in peace. His torso and head can also regenerate to full HP independently of the rest of him, increasing their longevity if need be.
Temporal Shift - A rather large tattoo that sits on his stomach, it is of gray/silver ink. The temporal shift allows him to either speed himself up for a duration, or slow things around him down within a specific radius. The radius is stationary, so if he moves, it stays where it was. He can only have one of these effects active at one time.
Temporal Surge - Affecting himself, this lasts for 3 rounds, each round he is granted 2 rounds worth of actions and a +1CS to all rolls involving dodging. After these 3 rounds ware off, he cannot use Temporal Shift again without eight hours rest.
Temporal Dilation - Affecting an area around him (roughly 30' radius), anything within or entering the area (with exception to Marked himself), is in an area of slowed time. This field will stay up for 3 rounds, after which Marked must wait 10 rounds (Or one hour) before he can use Temporal Shift again. Anything within the field gains a -2CS to attacks and dodges against Rith or anyone outside the field. This also doubles the duration of any effects except itself.
Azure Dragon - The tattoo on his right fore arm, a blue scaled, green clawed, red finned japanese dragon. The symbolism is of life and restoration. It allows the use of two abilities. Restoration and False Life Control.
Restoration - Remarkable power strength, it can be used up to twice per day, once per combat, to heal up to 30 HP to himself, or 15 HP to another with a touch. This can be modified by color, Yellow resulting in Full for self and 1/2 to another. Green resulting in 1/2 for self, and 1/4 for another. White resulting in 1/4th to yourself and None for another.
False Life Control - Rith cannot conjure false ninja of his own, but he can assume control of up to 2 of them at any given time, but only 2 at a time. This control is limited to Basic commands only.
_____________________________________________________________
Personality - Cocky, Straight forward, Flirty, Dedicated
History - Rith is probably over three hundred years old, but he himself chose to not remember after he learned he was not aging with his discovery of magic, and then taking such things further. He started as a student of archaeology in England, having gone to many libraries, he was always interested in the oldest of things. His interests changed when he came across the first bits of magic that got him onto his seemingly unending journey of more magic and knowledge. After spending many years crossing the world several times, never staying in one place for long, he is uninterested in riches, he cares only for the knowledge he can gain, and further mark his body. As of late he has been searching for things often viewed as 'forbidden' by many cultures, dark magics, things that could gain attention. His lack of gesture or vocal magics forced him to learn how to utilize it in a different manner, magical inks tattooed onto his flesh. The magics are part of him now, using his mind and force of will to use them.
Equipment - Wide brimmed black hat, dark shades, Deep blue silk button up shirt, black jacket, strong dark brown belt with silver celtic knot belt buckle, black pants and dark brown boots. An old black back pack that has an assortment of archaeology tools.
Crow Bar - +1CS Strength damage, but -1CS Fighting as it isn't actually designed for combat. +1CS Strength for prying or levering weight, and Remarkable material strength.
_____________________________________________
Approved by: (GM puts in Nick and Date)
Player Name: Auroros
Alias: Marked
Family/Allies/Friends: None
Archetype: Human
Age: looks to be 25
Height: 5'7"
Weight: 153
Hair: Unkempt Jet black.
Eyes: Left violet right crimson, both glow faintly in dim conditions.
Nationality: English
Description: (pic can be used)
Occupation: Archaeologist, Tattoo Artist
_____________________________________________________________
STATISTICS
F - Excellent
A - Good
S - Typical
E - Excellent
R - Good
I - Excellent
P - Incredible (due to his Magical awareness and use)
_____________________________________________________________
Health - 56/56
Mental Health - 70/70
Karma - 30
Popularity -
Contacts - None
Resources - Typical
Appearance - Good
Quirks - Hardiness, Quick Learner, Action Addict, Impulsiveness, Lusty
_____________________________________________________________
Talents:
Talent Name - Statistic Used - Points.
Archaeology, Occult Lore, Resist Domination, Languages (Norse, Aramaic, Egyptian, German), Sharp Weapons, Acrobatics
_____________________________________________________________
Powers:
Power Name - Rank - Points.
Dark Force Manipulation - This comes in three forms, Dark Grasp, Onyx Craft, and Ebon Flight. Each of these is a tattoo somewhere on his body. Each of these tattoos were made in specific methods depicted in methods which he found through painstaking research on the occult. All of these tattoos are a shiny black in color, and often do not seem to have any meaning to onlookers, more like tribal tattoos or odd lovecraftian symbolism.
Dark Grasp - The Dark grasp tattoo takes up a decent portion of his upper back. Mental activation of this magic causes four long tendrils of utter blackness to come into being, upwards of 15 feet long, each one has significant strength, and can be used to impact targets, grapple and crush, or even help him climb. They can be dismissed in an instant with a thought, but take a round to activate. Onyx Craft and Ebon Flight can't be used while the tendrils are up.
Each tentacle has 20 HP and a single tentacle has Excellent strength, sharing Rith's Agility and Fighting, but rolling at +2CS to dodge. Each additional tentacle increases the Strength of a joint effort of them by +1CS.
*Strike: Rolled on Agility, and can multi-attack, but each tentacle can attack only once per round.
*Spin: Rolled once on Agility. One enemy per tentacle rolls against this single check to avoid Remarkable damage.
*Crush: Rolled initially on Fighting VS Fighting or Agility, then on Strength VS Strength once a hold is locked. A successfully retained grab deals damage modified by the Color of the check that held the target. The crushing action is not delicate enough to deal anything but fatal damage.
*Climb: Allows Wallcrawling dependent on the number of Tentacles helping. One allows Rith to stick in place to a wall. Two allows him to move at half his normal speed. Three allows him to move at normal speed. Four allows him to move at twice his normal speed. Any tentacles helping him move cannot attack in the same turn as he dodges or moves.
Onyx Craft - This tattoo resides on his left fore arm, from wrist to elbow. This allows him to create a variety of objects, mostly non-mechanical ones, such as swords, simple tools, and sometimes a bow and arrow. On a rare occasion he creates more complex things. He usually uses this for defensive purposes, creating armor, or simple shields in front of himself to intercept incoming attacks.
ALL constructs can be made at the same time as the actions that require them, as long as Rith passes an Intuition check. On a Yellow, it manifests so suddenly that he gains a +1CS to an attack or defense it was made for, on a Green it applies any standard bonus, and on a White he is too late and the object isn't created at all. Otherwise, they are made as a standard action and don't require a roll, but detract from Rith's actions that round.
If making something more complicated, Rith rolls Psyche, and on a Yellow the object grants a +1CS to whatever it was created to assist.
All Constructs can be destroyed with a Called Shot dealing at least 20 damage, or by challenging Rith's Psyche with a magic-disruptive object or ability. Rith can maintain two Constructs at once, but having two of the same thing does nothing.
*Sword - Forms a simple sword, adding +1CS to Fighting and +1CS to melee attack damage.
*Bow - Allows Rith to make ranged attacks dealing Excellent (20) damage.
*Buckler - Forms a small but sturdy buckler, which grants +1CS to Defense rolls whether Fighting or Agility.
*Armor - Grants Rith Excellent (20) Soak VS any physical attack. Good VS energy and magic.
Ebon Flight - The Ebon flight tattoo goes from one shoulder, across the top of the shoulder, around the back of his neck, to the other shoulder. It vaguely resembles wings in some instance. The use of this causes his body to radiate black aura, and allows him to fly.
*Rith is very easy to sense by those with the right radars when flying, as the magical energy is what makes his body light enough for the spindly, incorporeal wings to carry. He can carry one passenger by infusing them with this energy, but they must make an Endurance check once per round, or once per hour out of combat, to avoid passing out. Regardless, Ebon Flight is at Good airspeed (200 MpH).
Anatomical Separation - A somewhat disturbing ability, he is able to lose a limb, without penalty. The limb itself can move as if it were attached, as if he still had complete control over it. To get a limb back, he must physically get it somehow, often times an arm will crawl back to the torso, a leg might find a way to hop back, his head can usually roll to some extent, despite his discomfort. The torso is the one that usually cannot move very well. A limb must simply be attached to its stump and it immediately reattaches. If he cannot get his limb back or torso back in time, the missing limb turns to dust and cannot be retrieved. This set of tattoos is small, about the size of a thumb print, but is a nice deep crimson color. The tattoos are located on: The underside of his chin, the back of each wrist, the front of each ankle, just above his groin, and at his sternum.
*A bizarre form of defense, Rith can negate a single hit of a cutting weapon or escape a limb-holding grapple by simply popping the targetted limb off. This occurs automatically if an attack would sever a limb. A limb takes 1/4th of Rith's current HP with it when it goes, and can still be destroyed if he doesn't reclaim it, and the lost HP, in time. The head takes twice as much HP if it departs.
*Arms have Typical Fighting, Poor Agility, and can Grapple with Good strength, but only well enough to lock down a single limb. Which is just creepy.
*Legs have Typical Agility, Poor Fighting, and deal Good kicking damage. Which is morbidly hilarious to see.
*Rith's torso suffers -1 to Agility for each lost leg and -1 Fighting for each lost arm. Both are set to Shift0 if he runs out of limbs, or if his body is not visible to his head.
*Rith's severed head has Good Fighting and Agility for avoiding attacks as long as it keeps moving, Poor otherwise, and must be targetted with a Called Shot. It can roll at ten miles an hour and remotely control his body if he can see it. If he CAN'T see it, the body can still take actions, but is extremely... EXTREMELY.... Clumsy.
**Deadhead - If Rith's head is destroyed, his body will go into a mindless torpor, unable to comprehend anything that happens to it or take any action except sitting the hell down and trying to regenerate his lost head. His limbs will detach and hop around frantically of their own accord, each taking only 1 HP with them so the Torso can focus.
Regeneration - As long as he can concentrate he can consciously regenerate his body at a rather swift pace, even getting back limbs that have turned to dust with enough focus, a painful ordeal, but he can do it. This has also resulted in him seeming to not age beyond the years in which he gained this tattoo. This will activate automatically if he falls unconscious due to damage or other effects. This tattoo is an odd violet color that sits behind his right ear, usually hidden.
Roll Psyche and spend the whole round in focus to recover 10 HP, modified by the color of the roll. Out of battle, he can roll once and then heal the amount automatically every six seconds. If struck, he must re-roll and take the lesser of the two checks.
*Limb Revival - With a Yellow roll, Rith can, very painfully, forego the healing amount and instead regrow a lost limb. This happens in a single round and must also be rerolled if he is harmed while focusing, but the limb if used still rolls at -1CS for a round after reforming. A single Yellow roll cannot be 'automated' like a healing check out of battle.
** Regenerating his head, or if he IS a head, his torso, requires a full 24 hours of focus, but does not need a roll as long as he's left in peace. His torso and head can also regenerate to full HP independently of the rest of him, increasing their longevity if need be.
Temporal Shift - A rather large tattoo that sits on his stomach, it is of gray/silver ink. The temporal shift allows him to either speed himself up for a duration, or slow things around him down within a specific radius. The radius is stationary, so if he moves, it stays where it was. He can only have one of these effects active at one time.
Temporal Surge - Affecting himself, this lasts for 3 rounds, each round he is granted 2 rounds worth of actions and a +1CS to all rolls involving dodging. After these 3 rounds ware off, he cannot use Temporal Shift again without eight hours rest.
Temporal Dilation - Affecting an area around him (roughly 30' radius), anything within or entering the area (with exception to Marked himself), is in an area of slowed time. This field will stay up for 3 rounds, after which Marked must wait 10 rounds (Or one hour) before he can use Temporal Shift again. Anything within the field gains a -2CS to attacks and dodges against Rith or anyone outside the field. This also doubles the duration of any effects except itself.
Azure Dragon - The tattoo on his right fore arm, a blue scaled, green clawed, red finned japanese dragon. The symbolism is of life and restoration. It allows the use of two abilities. Restoration and False Life Control.
Restoration - Remarkable power strength, it can be used up to twice per day, once per combat, to heal up to 30 HP to himself, or 15 HP to another with a touch. This can be modified by color, Yellow resulting in Full for self and 1/2 to another. Green resulting in 1/2 for self, and 1/4 for another. White resulting in 1/4th to yourself and None for another.
False Life Control - Rith cannot conjure false ninja of his own, but he can assume control of up to 2 of them at any given time, but only 2 at a time. This control is limited to Basic commands only.
_____________________________________________________________
Personality - Cocky, Straight forward, Flirty, Dedicated
History - Rith is probably over three hundred years old, but he himself chose to not remember after he learned he was not aging with his discovery of magic, and then taking such things further. He started as a student of archaeology in England, having gone to many libraries, he was always interested in the oldest of things. His interests changed when he came across the first bits of magic that got him onto his seemingly unending journey of more magic and knowledge. After spending many years crossing the world several times, never staying in one place for long, he is uninterested in riches, he cares only for the knowledge he can gain, and further mark his body. As of late he has been searching for things often viewed as 'forbidden' by many cultures, dark magics, things that could gain attention. His lack of gesture or vocal magics forced him to learn how to utilize it in a different manner, magical inks tattooed onto his flesh. The magics are part of him now, using his mind and force of will to use them.
Equipment - Wide brimmed black hat, dark shades, Deep blue silk button up shirt, black jacket, strong dark brown belt with silver celtic knot belt buckle, black pants and dark brown boots. An old black back pack that has an assortment of archaeology tools.
Crow Bar - +1CS Strength damage, but -1CS Fighting as it isn't actually designed for combat. +1CS Strength for prying or levering weight, and Remarkable material strength.
_____________________________________________
Approved by: (GM puts in Nick and Date)