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Journey to a mystical world submerged in conflict , where anything is possible and no one is safe. Will you survive the Realm of Rykros? 

Tags: Steam Punk, Romance, Role Play, Fantasy, Darkness 

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Krayth Valdiir Tal'Deraz (NPC)

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Ferregar

PostPosted: Mon Sep 17, 2012 6:26 am


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【.main info.】


Full Name:
Krayth Valdiir Tal'Deraz

Nicknames / Aliases:
The Void Lord, The Black Bringer, Val, Kin'Umbras (Child of Shadows in Desert Tribal)

Gender:
Male

Bloodline:
Anima

Class:
Dark Avenger

Nation of Residence:
The Devil's Eye Desert

Character Rank:
Master (S)

Faction:
None

Titles Earned:
Lord of the Devil's Eye

Played By:
Ferregar

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【.vital stats.】



Speed:
10

Strength:
8 (9 when wielding Beyruun)

Energy Color:
Roiling flame-like silhouettes of varying black tones, highlighted by flashing embers of orange and violet.

Hit Points:
1750 / 1750

Energy Reserve:
2400/2400

Talent:
Non-Combat Talent - Masterful Guile: Krayth's survival as a lone Anima is largely attributed to his ability to adapt, his cunning, and his gift for deception. After 2 posts focused on the action, Krayth can disguise himself to look like any medium-sized humanoid creature of the male gender. 3 posts, and he can take on an ambiguous female appearance. While disguised, Krayth can duck into crowds of NPCs or RPCs and blend in. If he is being pursued during an attempt to blend in, a d20 must be rolled. On a roll of 11 to 20, his attempt to blend is successful; on a 1 - 10 the attempt fails and Krayth must continue to attempt to escape. Krayth is also a gifted liar, and consequentially equally skilled in judging the truth of another's words.

Combat Talent - Finding the Gap: Krayth has become skilled at utilizing his Exodus in deceptive attacks, and can use a person's peripheral awareness to his advantage. When Krayth is indirectly attacking someone who is already engaged in melee combat, successful melee strikes with Beyruun deal damage as though they were 2 ranks higher. Wounds dealt in this manner are gruesome, and inflict C rank Bleed damage for 3 posts.

Battle Strength:
Highly adaptive, skilled at feint attacks, surprise attacks, and capable of shaping his Exodus Beyruun into a number of versatile medium and short range weapons.

Battle Weakness:
Krayth can become very single minded once he has engaged a target in melee combat. If Krayth is still fighting the same target two rounds after combat commenced, a d20 is rolled. If the d20 roll is between 1 and 5, Krayth gets tunnel vision and cannot break combat with his target until it escapes, is killed, or Krayth himself is critically wounded.

Primary Element:
Shadowfire (See Custom Abilities)

Advanced Element:
None



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【.character inventory.】



Weapons:
Beyruun - Evolved Exodus - CHOSEN WEAPON - In its natural form, Beyruun is a 20" long knife of pure glistening black, with its grip fit uniformly into the weapon. It fits perfectly in his hand. Beyruun is a shape shifting Exodus Weapon capable of transforming upon Krayth's mental command. Beyruun's strength lies in that it can shift and form however Krayth wills it to, without limit except to its size. While Beyruun can take any shape, Krayth uses it primarily as a pistol, a dagger, a length of chain with a large barbed hook, a sickle, a spear, a b*****d sword, long sword, short sword, and a death mask. Beyruun can travel up and down Krayth's body with impeccable ease, so long as it maintains contact with and part of his flesh or skin. This allows Krayth to hide Beyruun up his sleeve, on the small of his back, around his neck, etc. Beyruun may only transform once per post. Beyruun also channels Krayth's Elemental energies, but does not augment them.

Rank: S

Weapon Passives:
Greater Transformation: Beyruun has grown both in size and the power of its metamorphic ability. Beyruun can now split into two separate weapons, both of which are now able to transform individually of one another. The off-hand version of Beyruun does not regenerate from damage like the half that carries its core. Regardless of these weapons' size and proportions, to Krayth they weigh only as much as Beyruun's natural form, the Black Knife.
Knowledge and Speech: Everything Krayth knows, Beyruun knows. Their psychic tether has become so strong that Beyruun shares any knowledge Krayth has on current or past foes, as well as the memories of devoured souls. Additionally, Beyruun has developed the ability to speak, audibly, in the languages that Krayth and the souls he has devoured knows, including the Black Speech. Beyruun may also converse with Krayth via their psychic tether, as usual.
Inseparable The bond Beyruun shares exceeds that of blood or destiny; they are bound together by their mind and soul. So long as Krayth is wielding Beyruun, he gets a permanent +2 Speed bonus against attempts to disarm him of his Exodus. This bonus is only applicable during posts where an opponent attempts to disarm Krayth of his Exodus. If Beyruun is ever taken by foreign hands it transforms into a solid sphere covered in razor sharp spines, shielding its core in its center and preventing anyone from using it or easily causing it harm.

Sustenance If an enemy is the victim of Beyruun's Soul Devour, Krayth may choose between absorbing the Soul to gain its memories and boost his strength or speed, or Beyruun may consume every fiber of the soul, removing the opportunity to grow in power but healing Krayth for an amount equivalent to the enemy's rank and rejuvenating their rank in energy. Souls devoured in this manner are burned up, and only fragments of memories can be recovered.

Beyruun's Skills:

Skill Name: Return
Rank: S
Upon mental or verbal command, Beyruun will beeline directly back into Krayth's hands, doing everything possible to reach its brother. Beyruun can be called with Return from a maximum of 100 feet. When called from 50 feet or less, Beyruun reaches Krayth in the same post. Distances between 50 and 100 feet require one post before Beyruun reaches Krayth. This skill has no effect if Beyruun is over 100 feet from Krayth. This skill has a 7 post cooldown.

Skill Name: Pierce
Rank: S
More than a weapon, Beyruun has cunning and instinct of its own. After Beyruun has been in the same form for three posts or more, it can judge its quarry's reaction to the attacks that were previously made and feint an attack to be blocked or dodged. In the moment an enemy attempts to block or dodge this attack, Beyruun jettisons outwards as a straight barbed staff, shifting around the target's weapon and/or shield and attempting to skewer them directly into the nearest ceiling, floor, or wall with devastating results. As Beyruun extends, its target has the opportunity to dodge if its Speed is higher than Beyruun's, which is equivalent to Krayth's. If they do not have the speed to dodge, the target is impaled and pinned in place by Beyruun and unable to move, suffering S Rank physical damage from the initial strike. Any Speed bonus that is granted by class, bloodline, skill or item is negated for the duration of Pierce or until its target breaks free. Beyruun can maintain this power for 4 rounds, during which the target will sustain C Rank bleed damage but may attempt to break free. Breaking free is every more catastrophic to the body than staying pinned, resulting in three rounds of sustained A Rank Bleed Damage from the horrific injuries inflicted by Beyruun's barbs and broken fragments, and a -2/-2 penalty to the enemy's stats until they are fully healed. If Beyruun should change shapes while still pierced through its target they are automatically freed, but take take a -2 to Speed and D Rank Bleed Damage for 5 posts. This ability has a 15 post cooldown.

Skill Name: Autonomy
Skill Rank: S
Beyruun is no longer a fledgling Exodus. While it and Krayth are inseparable, its intellect, sentience and ability to move allows it to act on its own, outside of Krayth's grasp, for a limited number of posts. Beyruun may move freely from Krayth for a maximum number of 3 posts. Once Beyruun returns to Krayth, he suffers a B Rank energy deduction for every post Beyruun was away beyond the third, reflecting the shared energy of master and weapon as well as its dependance on its brother. If Beyruun has not returned to Krayth after 7 posts or no path has made itself visible, the Exodus will cling to the closest surface with a vice grip and render itself immobile to conserve energy until Krayth can retrieve it.

Skill Name: Fly
Rank: C Rank
Krayth can call his Exodus to attach to his back and become a set of black amorphous wings capable of flight and gliding. Taking flight requires B Rank energy, and Beyruun's post limit for flight is determined by the amount of posts that have passed since its last transformation. Every post during which Krayth is in flight requires C Rank energy. Gliding and diving requires no energy as Beyruun does not need to be in motion. Attempting to use Beyruun as a weapon or calling it to change again immediately ends Fly. Fly has a 5 post cooldown.


Armor:
Dark Regalia [Light Armor] - Boots, Gloves, Greaves, Chest Piece and hooded coat included. Dark Regalia is a set of pitch black ink-cured leather armor designed to conceal its wearer more fully in the dark, while its coat is shaped as a typical vestment that hides the armor underneath. This allows Krayth to take on multiple persona's while he is wearing his cloak.

Personal Belongings:
Krayth's Ring - A treasured keepsake given to him by his lover, Azur Bascule, Krayth's Ring is a smooth band of two distinct metals, one reflective and red in color; the other black and matte. The metals swirl in and out of one another seamlessly along the outside of the ring's band. While the ring has no defensive or offensive benefits, it has been enchanted with the powerful ability to allow Krayth to telepathically communicate with whoever is in possession of Azur's Pendant. The wearers of these two items can communicate with each other from any length of distance, so long as they both reside on the planet of Rykros. In order to do this, Krayth must cup the ring between his hands and open his mind to the ring's wearer. Attacking or being attacked interrupts the telepathic link between users.

Azur's Pendant - A treasured keepsake given to Azur by her lover, Krayth Tal'Deraz, this pendant consists of a thumb sized tear drop of a mysterious gray stone that looks to be perpetually glistening with water. The stone's color matches the color of her eyes perfectly. Beyond its material the pendant is fashioned with a simple thong of leather. While the ring has no defensive or offensive benefits, it has been enchanted with the powerful ability to allow Krayth to telepathically communicate with whoever has the Pendant in their possession. The wearers of these two items can communicate with each other from any length of distance, so long as they both reside on the planet of Rykros. In order to do this, the wearer must cup the Pendant's stone in one hand, and open their mind to the wearer of Krayth's Ring. Attacking or being attacked interrupts the telepathic link between users.

Halgar's Reminder - A pendant fashioned of crow bones and jade. He made it for Besrim Halgar, a former friend whose racism and paranoia warped him into a serial killer. When Krayth finally slew Besrim, he took the talisman back. The talisman has no known power except to remind Krayth of how close he came to completely succumbing to evil.
Calidan's Belt - The belt he wears belonged to one of Krayth's few close friends, a rogue by the name of Calidan Greeves. He wears it almost everywhere he goes, and never enters battle without it.

Important Objects:
Sephra's Mirror - Retrieved from Sephra of the Swift Advance after her defeat in the Andalusian Arena, the mirror is enchanted to allow long distance communication between Sephra and the holder of its Master Mirror, possessed by the Plague Lord Vincent Avvelenato. At this time the only means of communicating with the mirror is for Sephra to hold the mirror and say the phrase "My Lord."

Various Items:



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【.character abilities and skills.】

Bloodline Abilities and Skills:
Exodus: Soul Eater
The most basic and natural skill for the Anima. When they have made the killing blow to an opponent the Anima's Exodus Weapon naturally feeds upon the dying bodies soul, absorbing it's power nutrients and dispersing it between itself and its Anima owner. If the person killed was more skilled in Speed, they gain a rank in speed. If the person killed was more skilled in Strength, they gain a rank in strength. To prevent ganking, this skill cannot be used on Trainee-ranked characters.

Class Abilities and Skills:
Soul Sense
RANK E
Skill Type: Passive
A trademark skill of all Dark Avengers, Soul Sense grants them the ability to sense all souls in their visible vicinity. Soul Sense shows a Dark Avenger each soul's distinctive characteristics -it's color, aura, size and power. Soul Sense reveals a character's Primary Element, and their Rank to the Dark Avenger. At the rank of Master, Soul Sense extends to a Dark Avenger's sense of smell and spans the breadth of a nation, and by Hero a Dark Avenger's every sense can be used to identify a soul throughout Rykros.

Soul Mark
RANK: E
SKILL TYPE: Active
By focusing on a creature that he/she can sense in the area for 2 posts, a Dark Avenger can mark their soul, enabling the Dark Avenger to track them with ease. Once a soul is marked, a Dark Avenger can see it through walls and sense its location over great distances. By the rank of Master, a Dark Avenger needs only focus on their Mark for one post to see it anywhere on Rykros. This skill requires no energy. Only one Soul Mark is permitted at any given time, and Marking another soul while a Mark is currently active replaces the old mark with the new.

Precision Strike
RANK: E
SKILL TYPE: Single Attack
Using their agility and dexterity, a Dark Avenger makes a single surgical attack against their target. If the target is currently the Dark Avenger's Marked Soul, it does damage as if it were one rank higher.

Track
RANK: E
SKILL TYPE: Active
Like all skilled hunters, a Dark Avenger learns to track their prey based on sight, scent, smell, touch, and taste. A Dark Avenger must take one post to focus on their targets trail before they can effectively track them, and cannot do so while running until they've reached the rank of Master. If a Dark Avenger is attacked while they are tracking a target, the trial is lost and they must take another post to get back on their quarry's trail. Tracking a Marked Soul is easy for a Dark Avenger, and requires no post to pick up their trail (if they have traveled nearby).If a Dark Avenger is attacked while tracking, they must spend two posts after the encounter to get back on the trail.


Move Silently
RANK E
Skill Type: Active
A Dark Avenger is a skilled fighter, but most effective when he utilizes the element of surprise. By moving carefully and distributing their weight from the heel to the ball of their feet, a Dark Avenger can move without making any noise. While Moving Silently, a Dark Avenger cannot run, jump or perform any similar acrobatic feats, and when they make an attack the skill's benefits end. If a Dark Avenger has been detected, Move Silently has no effect


Anonymous
Skill Rank: D
A Dark Avenger gains the ability to darken the shadows on their face and body, masking their identity and making them an unidentifiable face among the crowd. This skill is exceptionally useful when wearing a cloak, and for gathering information or spying on a Marked Soul, and it may be used for an indefinite number of rounds so long as the Dark avenger has enough energy to sustain the illusion. If the Dark Avenger speaks their voice may be recognized, and if they come within arm's reach of another character it becomes obvious that the Dark avenger is masking their features through unnatural means. Magical sight that identifies an individual based on their aura or energy are unaffected by this skill.


Feral Leap
RANK: D
SKILL TYPE: Single Attack
A Dark Avenger is most lethal their instincts thrust them at their enemies. When behind his enemy, a Dark Avenger can make a running leap to strike with their weapon and knock their pray off their feet. If the Dark Avenger's strike hits, their foe is knocked prone. A prone foe requires one post to stand upright through non-magical means. This skill has a three post cooldown.

Skill Name: Feint
Skill Rank: D
Description: A Dark Avenger begins a seemingly direct attack towards their target, but feints at the last moment leaving their target vulnerable and open to attack. A feint begins as a normal attack. If the target of the feint attempts to block, counter or otherwise interact with the Dark Avenger's attack, the Dark Avenger's following post initiates the feint and strike. Targets that are effectively deceived by a feint attack receive a circumstantial -3 penalty to their Speed for all attempts to Dodge or Block any incoming attacks during their next post. This skill has a three post cooldown.

Glimpse into Darkness
RANK: D
SKILL TYPE: Active
While a Dark Avenger cannot manipulate darkness until he is an Adept, the divorce of his soul from Light makes his true home the Shadow World. A Dark Avenger can see into the Material plane's dark parallel through any shadow at any time. While he gazes upon the Dark Plane, he cannot attack nor can he be attacked as his body becomes intangible. While using Glimpse into Darkness, a Dark Avenger can see any creatures hiding in shadows through normal or magical means. He can also see creatures that exist on The Dark Plane and their position in regards to the Material Plane. Glimpse into Darkness can be sustained for up to 3 posts, and has no cool down. Using this skill out of cowardice (to avoid battle, escape a target etc.) is seen as treachery by the Shadow Plane, and results in the Dark Avenger being temporarily blinded for 10 posts. Glimpse into Darkness has a two post cooldown.

Shadow Step
RANK: D
SKILL TYPE: Useable Ability
The first true power a Dark Avenger attains from its pact with the Dark Plane is also one of their most versatile. Having shunned Light from their lives, a Dark Avenger may pass freely between the Material Plane and the Shadow World by simply stepping into a shadow or dark area. While using Shadow Step, a Dark Avenger travels great distances, and has the ability to take others, willing or otherwise, along for the ride by maintaining physical contact with them. Past a single passenger, every additional traveler costs an additional 50 energy, as does taking a creature against their will. Beings of higher rank than the Dark Avenger cannot be taken against their will via Shadow Step.

Frightful Decree
RANK: C
SKILL TYPE: Active against Marked Soul - Spoken Ability
A Dark Avenger is a being of often dark and terrible convictions, and when their Mark Soul can see them a Dark Avenger can cast judgement upon the Soul, and offer them as a sacrifice to the Dark Plane as punishment. They speak in the baleful language of the Dark Plane, and unless the Marked Soul succeeds on a d20 roll (15 or higher if below Dark Avenger's Rank, 10 or higher if equal to or greater rank) fear begins to grow inside of them. Every time a Dark Avenger succeeds in a post, the Marked Soul gains a Fear counter. Upon reaching 4 Fear counters, the Marked Soul is terrified of the Dark Avenger and cannot attack them. Blessings and other inspirational abilities remove fear counters one at a time. If a Marked Soul succeeds on their d20 roll, the Dark Avenger cannot make another Frightful Decree against them for 2 posts. If the target makes two successful dice rolls in a row against the Avenger's Decree, it is effectively ended and requires a 10 post cooldown before it's next use.

Skill Name: Shadow Manipulation
Skill Rank: C
Skill Type: Active
Public Use: This ability is restricted to Dark Avengers.
Description: Upon being blessed with Hands of Darkness at the rank of Adept, a Dark Avenger can manipulate shadows and darkness freely. Standard Shadow manipulation allows control over one shadow or 10 foot area of darkness, but additional shadows and areas of darkness increase the cost of Shadow Manipulation by 40 EACH, the cost of which persists for every post the skill is sustained. The scope of control is limited by the rank of the Dark Avenger (3 Shadows/30 feet of Darkness at Adept, 4/40ft at Journeyman and upwards.). Shadows and darkness manipulated using this ability remain intangible unless transmuted using Transmute Darkness, during which the Dark Avenger pays the Energy cost for both skills every post they are sustained.

Skill Name: Transmute Darkness
Skill Rank: C
Description: Drawing on their powers and the knowledge granted to them, a Dark Avenger is capable of giving form and mass to all manner of darkness and shadow. Transmute Darkness can be used on any shadow or dark area, limited to the range of the Dark avenger's Shadow Manipulation abilities. A Dark Avenger pays the cost of this skill every time they transmute another shadow, and may only transmute up to two shadows in a single post. The hardness and attributes of the transmuted darkness varies by rank, as listed below:

Adept - Transmuted darkness gains the properties of rubber
Journeyman - Transmuted darkness gains the properties stone
Expert - Transmuted darkness gains the properties of steel
Master - Transmuted darkness can only be broken by S ranked attacks or higher, or with a Strength of 10
Sage - Transmuted darkness can only be broken by SS ranked attacks or higher, or with a strength of 12
Hero - Transmuted darkness can only be broken by Holy light-based spells by a Hero ranked Caster, SSS ranked attacks, or with a strength of 15

Attempts to break free of transmuted Darkness using either brute strength or melee attacks requires a full post dedicated solely to breaking free. A Holy/Divine Light-based ability equal to or greater in rank than the Dark Avenger will render Transmuted Darkness back into an intangible state. Light-based abilities of lower rank than the Dark Avenger will drop the properties of the transmuted darkness down by one rank. This effect does not stack. Transmuted darkness may still shaped using Shadow Manipulation, as the material is still the stuff of darkness.The effects of this skill may be dismissed by the Dark Avenger, which can be done the post after Transmute Darkness is used at no cost to the Dark Avenger (except that the shadow cannot be manipulated until the post after the darkness reverts to its natural state) After 5 posts, transmuted darkness reverts to an intangible natural form. There is a 6 post cooldown that triggers after 4 Shadows are transmuted.

Skill Name: Vicious Wound
Skill Rank: C
Description: A Dark Avenger shows no mercy in combat, and moves to mutilate and cripple their foes whenever necessary. In any post where a Dark Avenger is making a melee attack, they may activate Vicious Wound, paying its energy cost immediately. If the attack connects, the Dark Avenger twists and rips their weapon in their target's wound. The victim of a vicious wound sustains C ranked Bleed damage for 5 posts, or until the wound is healed. If the wound is not healed by the end of Vicious Wound, the target becomes sickened by loss of blood, and incurs a -2 penalty to their strength for the next 10 posts, or until they are healed. Vicious Wound has a 7 post cooldown, and cannot be used on the same target as a prior Vicious Wound for 15 posts.

Skill Name: Black Out
Skill Rank: B
Description: By speaking to the darkness around them in the Black Tongue, a Dark Avenger can deepens the darkness of all shadows within a 50 foot radius of the Dark Avenger. For 5 posts, all darkness in the area becomes impenetrable to all manner of non-magical vision. Shadows affected by Black Out remain intangible and stationary unless specifically targeted by another Dark Avenger skill. Shadows not already under the Dark Avenger's control can not be manipulated until the post after Black Out comes into affect. When Black Out ends, all shadows, even those under the Dark Avenger's control, revert to their normal depth of darkness. This skill has a 10 post cooldown.

Skill Name: Shadow Glyph
Skill Rank: B
Description: Dark Avengers can craft pieces of darkness into Shadow Glyphs. Shadow Glyphs have a wide variety of uses, and while they are plainly visible in an illuminated area they are completely invisible in the dark. A Shadow Glyph may be triggered by proximity, remotely by the Dark Avenger, or after a number of posts determined at the time of its creation. A Shadow Glyph's affects can be a combination of any of the Dark Avenger's currently known shadow based skills, and its affects are declared on the post of its creation. The energy cost for a Shadow Glyph varies based upon how complicated the glyph is; the total energy cost is the combined energy of the skills whose affects are applied to a Shadow Glyph (Shadow Manipulation and Transmutation in the same glyph would make its total energy cost 80). The duration of a Shadow Glyph's effects is 3 posts, but may be extended to 6 posts for double the TOTAL energy cost of the Glyph. Casting blinding or holy light over a Shadow Glyph erases it without triggering the Glyph. A Dark Avenger may only have 5 Shadow Glyphs active at any one time.

Skill Name: Gather Darkness/Scatter Darkness
Skill Rank: B
Description: Using the dark blessings bestowed upon them by the Shadow Plane, a Dark Avenger may gather or scatter any darkness and shadows that are within 50 feet of their body. When gathering darkness, it forms itself in a half-sphere radiating from their persons, and the area within that darkness becomes as dim as the depth of the darkness gathered. This skill is volumetric, and the area over which the darkness can gather is determined by the number and size of the shadows/darkness present. Each round past the first, a Dark Avenger may focus on condensing the darkness he/she has gathered, increasing the depth of the darkness and further reducing visibility. A Dark Avenger must stand in place during Focus posts, and must have one hand free to do so. Inversely, a Dark Avenger has the ability to scatter the darkness around them, increasing visibility in areas that are typically dark or shaded. This ability applies to the darkness of the night and subterranean environs, creating an eerie gray expanse that is devoid of darkness but also of light. Unlike Gather Darkness, a Dark Avenger may scatter darkness freely (but still at the Energy cost of the skill), and does not limit their movement.

Dark Convictions
RANK: A
SKILL TYPE: Active
A Dark Avenger's focus on their target can be ferocious and relentless. After two rounds engaged in combat with a target, the Dark Avenger may activate Dark Convictions, making each of their attacks deal an additional rank of damage, as well as reducing their target's attacks' damage by one rank. While under Dark Convictions, all enemies beside their target deal damage as though one rank higher. If the target of Dark Convictions is the Dark Avenger's Marked Soul, it only takes one round of focus to activate. While focusing, the Dark Avenger may move and defend himself, but not attack. Dark Convictions has a 5 post cooldown, and can last a maximum of 10 posts.

Shadow Meld
RANK A
Skill Type: Active
A Dark Stalker may step into any shadow or dark area and seemingly vanish from sight. They become one with the shadow, becoming invisible to non-magical means of visual perception. A Dark Avenger that has melded with the shadows also benefits from being completely silent. While they are in Shadow Meld, a Dark Avenger moves as quickly as they normally would in physical form, and do not gain the benefits of extra-planar travel, and takes up the same amount of space as their physical body although they are intangible. While using Shadow Meld, a Dark Avenger sustains a -1 penalty to speed, to insure they remain undetected. Shadow Meld may only be sustained for 5 posts. After the 5th post, a Dark Avenger may use Linger to remain insubstantial in the shadows but cannot move. The use of Blinding or Holy light on the area of a shadow where the Dark Avenger is hidden will immediately thrust them back into their physical form, disorient and blind them for 2 rounds, and bar them from using any of their Dark abilities during that time. Shadow Meld has a three post cooldown.

Skill Name: Shadow Weapon
Skill Rank: A
Description: Drawing the darkness up onto their chosen weapon and then giving it solid form, a Dark Avenger is able to alter the properties of their weapon. For three posts, the Dark Avenger's weapon acts as though it is made of transmuted darkness, allowing the Dark Avenger to change its shape and length through Shadow Manipulation (for the skill's cost), or to adjust the weapon's dimensions at this skill's initial use. For the three posts that Shadow Weapon is active, the Dark avenger's Chosen Weapon deals damage equal to the rank of the Dark Avenger, and the weapon is considered "Shade-Touched," allowing the weapon to both ignore enemy armor and inflict shadow damage, which enfeebles living creatures and causes the target to suffer a temporary -1 penalty to both their Speed and Strength, a condition that lasts for five posts after the blow is dealt. A Shadow Weapon cannot be disarmed from its Dark Avenger until the skill ends. Light-based abilities equal to or greater than the Dark Avenger's rank dispel this skill, reverting the Avenger's weapon back to its natural state. Shadow Weapon can ONLY be used on the Dark Avenger's Chosen Weapon, and if the Dark Avenger has no Chosen Weapon this skill has no affect. This skill has a 6 post cooldown.

Skill Name: Meet Your Darker Half
Skill Rank: S
Public Use: RESTRICTED TO DARK AVENGERS
Skill Description: A Dark Avenger may turn their foes' own shadows against them, breathing the life it has on the Dark Plane into its Material form. As the reflection of the target in the Dark Plane, an animated shadow retains the stats of its target for the purpose of grapples and combat. In the first round of its animation, the shadow may take a surprise attack or lock its target in a grapple. If the shadow's caster is currently engaged in melee combat, the shadow's grapple automatically succeeds due to its element of surprise. For every post that the opponent is grappled, they are given the ability to roll a d20 against the shadow to break free. The shadow is given a +4 bonus to its sustained grapple check, but the presence of bright light negates this bonus. A shadow cannot attempt to re-grapple its target once the grapple is broken. The shadow may make physical attacks against its caster, the damage of which is equal to their target's rank, and it cannot separate from its target as it remains attached (at the feet, hands, etc.) Blinding light returns the shadow to an intangible state, and divine light destroys its bond to the Dark Avenger. The shadow remains animate for 5 posts, adheres to silent commands by the Dark Avenger, and reverts to a normal shadow at the end of the skill. This skill can be multiplied for a proportionate energy cost to animate separate shadows at once, and all above rules still apply. This skill has a standard 15 post cooldown, and a 30 post cooldown if multiplied.

Skill Name: Call of the Void
RANK S
The Dark Avenger stands firm, and for one full post he issues The Call of The Void, an ancient and terrible invocation that unshackles all shadows In the area and brings them to life. During the post in which he issues The Call (during which he/she can defend and attack but cannot move), all shadows within a 100 foot radius of The Dark Avenger distort and fluctuate rapidly. During the Dark Avenger's next post, all shadows are no longer bound to the surface on which they are cast, and act of their own accord or by spoken command of the DA. All shadows under the affect of Call of The Void remain intangible but become a window into The Void, making it impossible to see through them. Each shadow answers the Call of The Void with their own words in the Black Tongue, chattering and howling incessantly for the duration of the ability, and at such a volume that all characters within the area (Including Dark Avengers) are unable to verbally communicate with each other. Call of The Void lasts for 7 posts. Spell Casters and other characters within the affected area that are in the process of casting a spell or other focus dependent skill must make a d20 roll as a Concentration check for every round they are within the area, or fail their spell casting/ skill preparation. The Point Value to beat begins at 10 for the first round, and increases by 2 for every additional round any character that is not a Dark Stalker or fluent in the Black Tongue spend within the area of affect. Opposing characters receive a bonus to the first roll they make that is equal to their Character Rank (+1 for Student, +2 for Trainee, etc.) Casters of Higher Rank than the Dark Avenger receive a +3 bonus to their dice rolls for each additional rank above. After an opposing character succeeds on two Concentration Rolls, they are immune to the cacophonous affects of Call of the Void. All characters, friend and foe alike, that have not witnessed the Call of The Void immediately receive one Fear Counter (stackable with Frightful Decree) and because of their solid appearance cannot deduce that the shadows are harmless. Any Dark Avengers that know Shadow Step gain a temporary +2 bonus to Speed for attacking and dodging until the skill ends or they leave the area. Call of The Void has a 20 post cool down, and once ended all previously affected shadows reattach to the nearest surface in their last shape. If The Call is issued in a pitch black or lightless environment, its effects are more severe but costs SS Rank Energy to issue. The following effects only occur if The Call is made in an area that is already pitch black, and they do not trigger if the area of affect is darkened after the first post of the skill's initial use. The area of effect comes alive as a maelstrom of black. The darkness itself is not tangible and asserts no force over those in the area, but The Call is answered by The Void itself. All creatures, including Dark Avengers that do not have Second Sight, are blind in the AoE and unable to see through magic or non-magic means. They become lost in the darkness and are unable to leave the area without spending two full posts to focus and escape, and all non-Dark Avengers are fully deafened by The Void's response for 5 posts. If a non-DA has not escaped the area after the Skill's first 2 posts, they gain 1 Fear Counter each additional post they are in the maelstrom. All characters without Second Sight receive a -3 speed penalty to attack and dodge while in the AoE.

Elemental Abilities and Skills:
Warmth
Rank: E
Description: You create a warming glow within your body. This is useful when in very cold places but does little else.

Fire Bolt
Rank: D
Description: You shoot out what looks like a lightning bolt, but it's actually fire.

Blaze whips
Rank: C
Description: You shoot two firebolts out and wield them as whips.

Inferno
Rank: B
Description: You summon up pillars of fire. Up to 4 pillars.

Fire Wall
Rank: B
Description: You create a wall of fire 3 feet thick and 6 feet wide.

Fire Form
Rank: A
Description: You transform your entire body into fire. This lasts for 6 posts and has a 3 post cool down.

Meteor
Rank: S
Description: You shoot a fireball up into the air. As it comes down, it gains speed and grows in size (Up to that of a car) before it lands on the ground. As it lands, it will send out a shockwave. So even if you aren't hit by it, you will end up being knocked back.

Megid
Rank: S
Description: Megid is one of the most powerful fire skills out there. You basically send out multiple large fireballs (up to 20) that explode as soon as they hit something. This skill can be very deadly if used right.

Custom Abilities and Skills:
Infernal Darkness
RANK S
Skill Type: Passive
A lifetime of brutality, rage and loss has stoked the fires of Krayth's soul white hot, and his faithful service to The Void has made him a beloved servant of his Void Master. The atrocious ritual he enacted in Triwinds end with the embrace of a Night Walker, Avatars of the Void that are the essence of shadow. This contact has irrevocably darkened the fire within him. Krayth's Element is now considered Shadowfire, and this permanently modifies his elemental skills in the following ways.

  • All of Krayth's fire related skills now deal damage as Shadowfire. When used, the rank of the skill is divided by two, rounding up on an uneven rank. The rounded Rank of damage is always contributed to Fire damage.
  • The formulas for determining damage are as follows. (Rank/2 rounded up = Amount of Fire damage dealt. Rank/2 rounded down - 1 Rank = Amount of Shadow damage dealt.)
  • Shadow damage bypasses armor resistance, and is considered Shade-Touched, which enfeebles living creatures and causes those affected to suffer a temporary -1 penalty to both their Speed and Strength, a condition that lasts for five posts after the blow is dealt. This penalty stacks with any previous enfeeblement of the target through use of his Dark Avenger skills, but does not stack in conjunction within the use of other Elemental Skills. This ailment is negated through a Blessing or holy healing spell equal in rank to the skill used, Contact with magical or holy light purifies the Shadowfire, stripping the presence of darkness from the element and leaving only fire.
  • Fire damage deals damage as regular elemental fire. It is resisted in the same manner, via earth or water. Blocking Shadowfire using these elements extinguishes the flames, but its darker half passes through unaffected.
  • Shadowfire skills do not generate light as traditional fire does.
  • If Krayth himself is struck by a holy light based attack, regardless of rank, any Shadowfire skills currently in use are dispelled and ended in accordance with a Dark Avenger's class weakness against holy light. This does not end the effects of enfeeblement previously caused by his skills.



__________________________________________________

【.faith.】
Chosen Deity:
The Infinite Masters of The Void; As a Dark Avenger Krayth's soul is bound to The Black Shev'Axjrum

Other Deities Worshiped:
((If your character worships more than one Deity, list them here.))

Faith Proven To:
None

Devotion Proven To:
None

Transgressions Against:
RYKROS - UNFORGIVABLE - Krayth has tortured and executed a number of living creatures out of hatred
PITAL - UNFORGIVABLE - Krayth has instigated the corruption of Nature through invoking a Ritual to The Void that has trapped the town of Triwinds in perpetual night
RYKORT - MAJOR - Krayth buried the legacy of his former friend Besrim Halgar, and is actively seeking to destroy the legacy of Vincent Avvelenato.
TYRAL - UNFORGIVABLE - Krayth has protected, aided and harbored creatures of darkness. His lover was a Necromancer, the nation he once led is a haven for misfits and "dark" creatures, and he readily serves The Void.
GRIX - UNFORGIVABLE - In standing against Vincent Avvelenato's Plague Armies, murdering his Generals and declaring war on Grix Himself, Krayth's actions protect and promote law and order.


__________________________________________________

【.character description.】



Age:
24

Height:
6'4"

Weight:
187 lbs

Build:
Lean and lithe

Eye Color:
Black with pupils of incandescent violet flecked with red.

Hair Color:
Snow white.

Identifying Marks:
Krayth has many scars, but his skin is so dark that they are difficult to see except under very bright light.

Place of Birth:
The town of Rivenwall, in the Nation of Ernya

Personality:
Since the assassination of his soulmate Azur Bascule, tKrayth has grown fey, strange and silent. Beyruun often speaks for him using the voices of those souls that they have devoured, and the Anima's face never seems to relax. His face's features have become hardened and brooding; its cold contours are tempered only by his pensively hopeful but distant gaze. What short sense of humor he had before died alongside his lover, buried just beneath the surface of his heart. On the rare occasions that it reaches the surface, Krayth can become so jubilant that it is a jarring and sometimes unsettling thing to witness. Despite these perplexing changes in his behavior, it is clear that he has not lost his mind or his sense of self.

Lovers:
Lady Azur Bascule - Soulmate and Wife - ASSASSINATED

Nemeses:
Vincent Avvelenato
The Creator Grix

Likes:
  • Darkness
  • The unfathomable depth of The Void, and the comfort it brings him
  • Warmth
  • Isolated places of breathtaking natural beauty
  • The sensation of cool scales against his skin
  • Delivering pain and suffering upon the wicked
  • Being treated decently
  • Defying the hand that Fate has dealt him
  • Deep and dreamless sleep
  • Revenge
  • The Tribes of The Devil's Eye
  • His twin sibling, Beyruun
  • Knowing what it means to be in love

    Dislikes:
  • Knowing how it feels to lose the one person who ever loved him
  • and knowing that he could have saved her
  • Being told what is and is not possible
  • Racism
  • The dangerous ignorance and bigotry of Mankind
  • Walking the line between that which is good, and that which is evil
  • When the wicked are granted a clean, quick death
  • Fate
  • Hate crimes, ironically
  • Grix's servants and followers
  • The Crimson Legion



Personal Quote:
"The fate the Creators weave is false, we are the truth; we shall cut through their lies until only the truth remains."

Theme Song: Creeping Shadow

Battle Theme: GET UP

__________________________________________________

【.character backstory.】
The Tales of Krayth Tal'Deraz  
Reply
Bonebare Graveyard (Old Characters)

 
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