If you're interested in RP, please don't hesitate to contact me! I'll play with anyone, and I don't mind starting, so long as we have a concept. I don't mind meet-and-greets. Response to PMs might be slow, so feel free to IM: and be blue.
Posted: Mon May 19, 2014 4:00 pm
DEUS EX MACHINA PERSONNEL FORM
The Hunter Name: Julian Ambrodiel Nicknames: Ever Gender: male Birthday: March 26, 1990
Category: Life
Personality: Ever's nose -- the bend in the bridge, the way he tips his head slightly to look down it -- says a lot about him in one single glance. Combined with the sliding-sideways mockery of his smile, his inability to just keep his mouth shut when he should keep his mouth shut, the overall effect is that of someone who most people want to punch.
And a lot of people have.
It's the look of a home-schooled Christian boy who went from raising goats in the back property of his parents' Montana home to finding his own way on the streets of a big city with no money and no sense of self. The attitude of a small-town kid trying to act like he's bigger than he is, and knows more than he does.
In general, it works: people remember him for his big mouth and his apparent inability to take anything seriously. They remember him for short-lived relationships, a week spent on someone's couch, for drinking too much and being an a*****e that one time at a friend's party, and then spouting Sartre [inappropriately] at the top of his lungs. None of it is flattering, but at the very least it's a way for him to shape his own image to those around him.
The surface motives are remarkably simple. It's what's underneath that becomes more complex. A desire to be noticed and accepted fuels his often-too-loud personality [he's impossible to ignore]. Fear of commitment is the true cause for his inappropriate outbursts [the perfect way to drive people away again, before they can hurt him]. And, in the end, his efforts to manipulate the people around him stem from one basic, fatal flaw -- which is just how easy it is to manipulate Ever.
Why did your human character choose to become a Hunter? For the past year and a half, now, Ever hasn't exactly been the same couch-hopping mooch he was before that. No. Instead he's had a closet-sized apartment over a Greek restaurant in a sketchy part of Queens, tending bar not too far away. It pays the bills. Mostly. And it's more stable than he's been before, but --
He hasn't spoken to his family since he was 18, with no intention of speaking to them anytime soon. He's currently unattached, unless you count that guy from last weekend whose name he can't quite remember. If he stepped away, it's likely no one would even notice his absence. His life, in the human realm, is exactly what he worked so hard to make happen, and exactly what he doesn't want.
Physical Description:
Eye Colour: dark brown; so dark it's almost black. Hair Colour/Style: very, very pale, almost white, and hand-cut into a messy, soft halo around his head. Skin Colour: the pale of someone who hasn't seen much sunlight in the past couple years. Clothing Style/Colours: His style was always salvation army and thrift store finds, and stays that way -- most of it in shades of khaki green, grey, and black because that's what's easy to find, mixed with crazy punk items dug out of sales bins because they're interesting. He wears a lot of hats, and a lot of layers, designed to make the angular skinniness of his body less obvious.
The Weapon Name: Amory Nicknames: n/a Type of Weapon: An ornate, medieval-style stiletto Unsummoned Form: A slim art deco cigarette case, like a mocking reminder of what he doesn't have. Former species of weapon: Undead - Vampire Gender: Male
Personality: Amory might be the absolute best at tugging on Ever's chain. He is everything that Ever likes to pretend he is -- indifferent to the opinions of those around him, his tone actively biting and nasty, well-read and well-educated. He is old enough to have seen quite a lot and built up a callous against the world around him.
He's also halfway crazy, sometimes unintelligible, lapsing into fits of disorganized speech that are alternately interesting and terrifying.
Weapon Ability
The Bite: manifesting as a thudding of the heart, an oddly pleasant wash over skin as Ever draws the Fear into himself. This can also, as desired, be felt by the victim.
Tainted Fang: Amory is sharp, and with this slash comes the sensation of bleeding out, a slow trickling weakness as HP is lost.
STUFF: 5x battered t-shirts, of varying degrees of wear. 5x boxer shorts, mostly holiday themed. 3x jeans, one worn completely through at the knees, the others slightly better. 8x pairs of plain black and white socks. 3x sweaters, threadbare 2x knit hats 4x dollar store lighters Lightning bolt pendant on a black cord Bible with the name "Julian Ambrodiel Junior" stamped on inside cover, gilded edges Boots Head & Shoulders Shampoo Carton of Pall Malls Case of Absolut Anonymous Ginger's driver's license Bedside Ikea table English-Latin Latin-English dictionary Handcuffs Low-end laptop, runic'd SPECTRE watch
+++Cee -- If I needed a beard, she would be. ++Stormy -- Seems sweet, grounded, down to earth. Helpful. ++America -- Young, overly idealistic, but a good person to know. +Rep -- Hot as hell, I don't even care. +Bix -- Should hunt him down again, he seems useful. +Shu -- Too cute to be here. +Maebe -- I get where she's coming from. +Wyatt -- [comment redacted]
*Cami -- Nice, but I don't know much about her. Kicked my a**.
-Peyton -- She's okay, but condescending as hell. Needs to tone it down. -Taym -- Not actually that bad I just kinda want to hit him.
The Bite While it doesn't appear impressive at first, the Bite enables the user to steal Fear from their opponent when attacking. Hunters will discover that they are unable to charge their Weapon while this effect is active as their weapon is too busy converting the fear they stole into their own fear shields.
Ever's bite in particular can come with a euphoric feeling.
Third Tier: Dice: 2d4 First Dice: indicates how many turns the effect will last, starting with your next regular attack. xxxxx1: 1 Turn xxxxx2-3: 2 Turns xxxxx4: 3 Turns Second Dice: represents how much health you steal per hit. xxxxx1: 0% (Absorb no health) xxxxx2: 50% (divide your damage by 2) xxxxx3-4: 75% (multiply your damage by .75)
[b]Third Tier:[/b] [b]Dice:[/b] 2d4 [b]First Dice:[/b] indicates how many turns the effect will last, starting with your next regular attack. [color=white]xxxxx[/color] [b]1:[/b] 1 Turn [color=white]xxxxx[/color] [b]2-3:[/b] 2 Turns [color=white]xxxxx[/color] [b]4:[/b] 3 Turns [b]Second Dice:[/b] represents how much health you steal per hit. [color=white]xxxxx[/color] [b]1:[/b] 0% (Absorb no health) [color=white]xxxxx[/color] [b]2:[/b] 50% (divide your damage by 2) [color=white]xxxxx[/color] [b]3-4:[/b] 75% (multiply your damage by [b].75[/b])
The Tainted Fang The Tainted Fang is used for Fear attacks with a duration over time: poisons, burns, curses -- if it lingers and hurts, it falls into this category.
Ever's tainted fang can come with a feeling of weakness, the energy draining from your body.
Tier Two: Dice: 3d4 First Dice: xxxxx 1-2: Miss xxxxx 3-4: Success! Second Dice: xxxxx 1: Target suffers 2 damage for [third dice] rounds. xxxxx 2-3: Target suffers 3 damage for [third dice] rounds. xxxxx 4: Target suffers 4 damage for [third dice] rounds. Third Dice: xxxxx Determines how many turns the effect lasts. Potential Max Damage: 16
[b]Tier Two:[/b][size=10] [b]Dice:[/b] 3d4 [b]First Dice:[/b] [color=white]xxxxx[/color] 1-2: Miss [color=white]xxxxx[/color] 3-4: Success! [b]Second Dice:[/b] [color=white]xxxxx[/color] 1: Target suffers 2 damage for [third dice] rounds. [color=white]xxxxx[/color] 2-3: Target suffers 3 damage for [third dice] rounds. [color=white]xxxxx[/color] 4: Target suffers 4 damage for [third dice] rounds. [b]Third Dice:[/b] [color=white]xxxxx[/color] Determines how many turns the effect lasts. [b]Potential Max Damage:[/b] 16
Gambler's Chance In comparison to all of the other offensive Fear abilities, Gambler's Chance has the potential to deal the most damage. However this is also a double-edged sword: using it will also damage its user. Sometimes you'll deal high damage to your opponent while taking minimum losses, other times it'll be the exact opposite. How lucky do you feel tonight?
Ever's Gambler Chance can come with a lot of blood; both on himself and on his opponent.
Tier Two:GC2 Dice: 8d12 First Dice: xxxxx 1-6: Miss xxxxx 7-12: Hit Damage: Total of second, third, and fourth dice. Fifth Dice: 1: Take the full 100% damage. 2-4: Take 80% damage (multiply result by .8) 5-7: Take 75% damage (multiply result by .75.) 8-12: Take 50% damage (multiply result by .5 or divide by 2) Damage to Self: Total of last three dice multiplied or divided by the modifier. This always hits you! Average Damage to Opponent: 19
[b]Tier Two:[/b][size=10][color=white]GC2[/color] [b]Dice:[/b] 8d12 [b]First Dice:[/b] [color=white]xxxxx[/color] 1-6: Miss [color=white]xxxxx[/color] 7-12: Hit [b]Damage:[/b] Total of second, third, and fourth dice. [b]Fifth Dice:[/b] 1: Take the full 100% damage. 2-4: Take 80% damage (multiply result by [b].8[/b]) 5-7: Take 75% damage (multiply result by [b].75[/b].) 8-12: Take 50% damage (multiply result by [b].5[/b] or divide by [b]2[/b]) [b]Damage to Self:[/b] Total of last three dice multiplied or divided by the modifier. [i]This always hits you![/i] [b]Average Damage to Opponent:[/b] 19[/size]
The Chill Your basic heal with no fuss and no muss. Can be used to heal the user or a target, but cannot be used to restore Barrier HP.
Tier One:CHL1 Dice: 5d4 First Dice: xxxxx 1-2: Miss xxxxx 3-4: Success! Amount Healed: Add up the remaining dice. Average Amount Healed: 10
[b]Tier One:[/b][size=10][color=white]CHL1[/color] [b]Dice:[/b] 5d4 [b]First Dice:[/b] [color=white]xxxxx[/color] 1-2: Miss [color=white]xxxxx[/color] 3-4: Success! [b]Amount Healed:[/b] Add up the remaining dice. [b]Average Amount Healed:[/b] 10[/size]
Non battle Abilities: Weapon Charge, Teleportation, SUMMON ARTIFACT - CREATURE FORM
[ Weapon charge ] Your artifact will automatically give you weapon a charge. This works in battle passively. ( 2 points)
[ Teleportation ] Your artifact can teleport you about 5 feet away in any random direction. This works pretty much anywhere except in weapon/Fear suppressed places. The direction is RANDOM. You can use this once per IC day. (2 points)
[ SUMMON ARTIFACT - CREATURE FORM ] You may summon your artifact into creature form. It takes on an ethereal appearance equal to the "core" of your weapon. It can vary anywhere from 1- 10 feet. In creature form, the artifact will obey most given commands with relative intelligence. As it is ethereal, it's physical power is actually rather weak. It is good for scouting/flying above/doing errands/etc. This lasts for 5 minutes.
Note: Amory appears greyed out, like he's made out of smoke, in this stage; he doesn't look like his full humanoid self.
BATTLE (INVOKED STAGE ART) IC APPEARANCE: His weapon stays largely the same, just a bit more ornate/medieval looking. The theme for Ever himself is smoke; so his scarf spills and circles around him like smoke, and smoke weaves between the branches of the Life tree on his coat.
- If the artist is okay/prefers to draw a familiar does it have a familiar/ would you like the familiar art to prioritize over the other three attributes below
I'd be okay with this! Amory wouldn't appear as a full-bodied creature; he'd look greyed out like he's a vaguely-humanoid being made out of smoke.
- Does it have a powered (Hunter) weapon?
Yes! See art above~ Though, in this form his weapon would be a bit more ornate/medieval/goth looking.
- Does it have any additional smaller accessory/minor changes?
A general smoky vibe, I'd love if his scarf took on a smoky look, and smoke wound between the branches of the Life tree on his coat. Other adjustments I'd happily leave up to any artist~