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Tacitus

Codger

PostPosted: Sat Jun 02, 2007 7:44 pm


This thread is dedicated to the overall assembly of my many characters, not all of which are located within Shadows or even on Gaia. Once completed a Table of Contents will be listed in this post with a short description of each as well as a link to the specific post in which the character(s) is(are) located. Multiple incarnations of a single character will be moved into the same post.

Titles courtesy Machinae Supremacy, Dragonforce, Peter Tagtgren, and Dethklok

1. Table of Contents
2. Player One (Tacitus)-A Time Lord and Gunslinger.
3. Zombie Slam (IV)-An undead beast.
4. Soldiers of the Wasteland (Torment and Shar)-A gestalt of the two souls of half-brothers.
5. Masquerade (Jacob Riker)-A mecha-pilot turned priest.
6. Futuremachine (Grave Jade)-A colony of organic nanomachines with an Alter power.
7. Storming the Burning Fields (Zarist)-The paragon of humanity.
8. Bloodrocuted (Craven)-A delusion blood elemental.
9. Archangels of Siddaroth (Atlas)-An angel in self-exile waiting for the apocalypse.
10. Operation Ground and Pound (Vincent Nusradai)-The New Herald of Aetas
11. The Legion of Stoopid (miscellaneous) [Empty]
PostPosted: Sun Jul 15, 2007 7:32 pm


Please note! This character can scale power level to match any combatant.

Username: Tacitus
Character Name: Tacitus Nusradai
Aliases:
Tac (common Mortal nickname)
The Fated
Overseer
Age:
Body: 38
Tac: 4k+
Race: Touched Human
Gender: Male
Height: 5'11"
Weight: 189 lbs

Appearance: Tacitus appears as a male in his late fourties with ashen grey hair hiding two small black horns which protrude from his head. He prefers to wear black shirts with green cargo pants and boots, regardless of formality. Over this he wears a trenchcoat magically enhanced to hold what he needs. To finish off the look he wears a pair of emerald shades hiding a similarly shaded right eye and a brilliant orange left, and hand wraps to keep his hand from twitching too much while wielding a weapon, while prominently displaying his Genesis badge for all to see.
History:
FATE
Tacitus was born of the religous tendencies of a small group of pagans who were dedicated to the pasage of time and what was to come. In an age none left remember, Tacitus was a Pagan God of Fate. Against the will of the high council at the time, he took a mortal as a bride, without raising her status to that of an immortal, fearing it would corrupt her purity. To stave off death of himself, but more importantly his wife, he made a plea to the council and offered up a solution he knew they would think worse than death. Tacitus set into motion a long string of events that would force him to forget everything he was, his wife, and everything he knew. He also wove in a clause that would slowly recover his memories, if they could be found. As he slowly began losing himself he set his wife into stasis until a day he could be with her once more and banished himself from the heavens.
Wheel of Fate
Over the long years he had many mortal forms, and skipped through time, not aging for long periods, but always forgot with each death. In one of his more recent forms his son that had come from what would have been his future killed him and stole the powers the body contained. To make sure his father would never oppose him, he hired three men to always track and kill him. These men were the Gorokian Hand, a band of three Ancients, with power rivaling the gods themselves when working as a unified force.
Ascension Begins
The cycle of killing continued until the stasis on Tac's wife was unlocked and she was returned to the mortal realm, though lacking her memories as well. The two were fated to meet and lived a life as farmers, until the Gorokian Hand found Tac. He was forced to watch them rape his wife until they killed them all one by one, Tac being the last. In a vengeful rage, and with his dying breath he was flooded with memories and energies as the killing of his wife took him back to the day he was sentenced to death by the Council. In his rage he leveled the countryside with one fell swoop and passed into his next mortal body.
The Fated Path
This is the body that has been seeking his pasts lives, always searching and always finding just one more clue. The clause to break the cycle had been set into motion and he was remembering things of his past lives at an alarming rate. Could he be returning to his natural state?
Breaking the Bond of Mortality
Taint flooded the body of Tacitus Nusradai, the evil deeds of his past and the blaspheme against his very existance tearing at his soul. A depression fell over him and he killed the only two individuals of his ninth life, his secretary Niishima and Lucas Blaize. His being was split in two by the conflict, producing the mortal and immortal forms of Tacitus. These two entered into combat on several occassions, chasing one another through the timeline as the mortal form, tainted by evil, attempted to right his life the way he saw fit. The tainted mortal half was subdued and the taint was removed by First Rank Officer Cora Serenis of the House of El.
Ressurection
His wife was ressurected by the weakened Gorokian Hand and was released because she had no knowledge of Tacitus they could use to find his new form. She was reunited with Tac in an off-hand way, the Herald of Aetas, Tac's immortal half, linked the two and now she lives as a diety of nature with Aetas in the Chronos Tower helping him tend his gardens.
Exile
For a time Tacitus was banished from the main timeline by his own abilities that were hijacked by Nicoli Aquila. Nicoli had been under the sway of Viper, but this is unknown to most. During a lengthy exile Tacitus exchanged places with a Chosen Human, Jordan Daize, thus heralding the rise of a new era, the newest incarnation of the great Tacitus Nusradai.
Genesis
Though what had happened to The Fated? He was unable to be reinserted into the Gaian timeline by the restrictions his own powers had placed upon himself when Nicoli hijacked his abilities. He was left to float in timelessness, not longer bound to time or space. He eventually found his bearings and set to creating the GePD: Genesis Police Department, for he was still a police Commissioner at heart, but now was no longer bound to Gaia. He established it and brought it to power, seeking out beings not unlike himself whose sole goal was the protection of time and space.

Personality: Tacitus is highly concerned with the wellfare of others and making sure plans go as they are laid out. While he is flexible, he is a bit overprotective as a GePD commissioner of the balance of the timeline and of the existance fof Gaia. This is counteracted slightly as he knows he can't stop everything all the time, but he tries his hardest to always acheive the best end to any situation. Other than that he can seem completely random at times and sometimes what he does has absolutely no meaning. He also seems to be really lazy. REALLY lazy.

Weapons and Armor: Caritas and Orcus each have a symbiosis with Tac based on their connection to his mind and soul.
Caritas: Right hand firearm of emerald color. This is actually a female, and why the consciousness became female after it broke off from Tac is unknown.
-Creates Defensive Temporal Steel.
-Ammunition regenerating/morphing.
-Augments the Sight of the Fated, allowing extra uses per day.
-Normal non-nanopistol in antimagic field.
Orcus: Left hand firearm of orange color. This evil component of Tac's mind is enamoured with killing and gives Tac his horns.
-Creates offensive Temporal Steel.
-Ammunition regenerating/morphing.
-Offensive spell augmentation through 'mana' burning.
-Normal non-nanopistol in antimagic field.
Temporal Steel:
-Indestructable...until time catches up with it. This means that it has a set lifespan and damage shortens that lifespan. When this end is reached then the metal crumbles to dust.
-As a weapon's edge or point it has an impossibly sharp edge/point. The cutting edge is refined to a point where time seems to converge on a single point or line, drawing in the surrounding metal. This makes the edge/point able to cut through molecular bonds it is so fine.
-Never dulls, chips, breaks or otherwise becomes damaged until its lifespan is ended.
-Unaffected by antimagic fields.
Others:
-Two standard issue nanopistols forged of Temporal Steel, which can alter the ammunition loaded with nanites and fire with extreme force.
-Kinetic Maces of Temporal Steel. These store kinetic force within and then unleash it in a devestating blow.

Abilities:
Temporal Flow: Tacitus can, quite simply, control the flow of time. This manifests in several ways, but mostly hasting and slowing effects, if not stopping sections of the plane entirely for a few moments. He can even temporarily reverse small fields to heal wounds, or ultimately revive the dead.
Temporal Immunity: Tac is immune to any effect that alters the flow of time or any other temporal ability unless he wills it so.
Temporal Phasing: Tac is shifted slightly out of phase with the timeline, disabling any and all illusions in relation to him. He also is unaffected by gaze attacks, polymorphing, paralysis, stunning, sleep, and death effects. He can alter this state to be more or less out of phase, and even extend this effect to bullets.
Temporal Body: Tacitus's body moves at an incredibly slow rate. He ages at about one hundreth normal speed. Nothing can survive within his body and all attempts to alter anything within his body takes 100 times longer to do. His metabolism is also mind numbingly slow, this means, however, that he can't heal normally.
Temporal Adjustment: He will adjust to the component nearby that is running the fastest in relation to the timestream in the surrounding area.
Temporal Sensitivity: Tac can 'see' the Threads of Fate or someone's Temporal Signature. This means that nothing can hide from him as long as it exists and he has seen the creature or object at least once and noted their signature.
Temporal Stasis: This is an extension of Temporal Flows, allowing him to lock someone in stasis for a set amount of time. Any attempt to alter the being in stasis is frozen in time. Any recreations, clones, astral projections, or reproductions as per psion-planar abilities will also freeze as the being would have the same temporal signature. Tac MUST analyze a temporal signature to completely stop someone and then leave them without constant focus.
Temporal Displacement: Tac can move through time and space. This usually is represented by a transmission along the space-time grid much like instant teleportation on a short range scale, no more than 100ft. Focus and analyzation allows him to go anywhere, anywhen.
Temporal Gateway: Given time Tac can open up a gateway to another time and place. He can do this once per week and it takes him five posts to open. Atomos has no restrictions.
Sight of the Fated: A number of times per day Tac can watch a series of events in a third person perspective as they would play out, go back, and alter those events. This cannot extend beyond five seconds away from 'the present.' One uses is granted by his Lord on High with Caritas granting one extra usage. Sacrificing some of his ability to call upon his god to enforce his will in the terms of spells he can expand the number of uses per day.
-Sight subset: Temporal Signatures. When examining a Temporal Signature that has been made manifest he can determine small facts about the individual, including but not limited to natural life span, ability set theme, and any discrepancies in their signature that denote illusionary status, compulsion, alterations formed by temporal incursions, and unnatural lengthening of one's personal lifespan.
Ties to the Gods: Tacitus can call on his Lord on High to alter reality in small ways. This ability is usually called Spellcasting.
Demonic Manifestation: The Taint upon Tac's soul is brought forth. This disables some defensive qualities, limits time manipulation, but grants demonic spellcasting.
Timestream Split: Tacitus can, quite literally, cause a diversion of the timeline, duplicating the current timeline.
Timestream Convergence: Used in conjunction with Timeline Split, a superfluous timeline can be erased. Any foreign components are placed in the current timeline.
Temporal Eidolon: Tacitus can pull himself from the past or a duplicate of another subject from a timeline he himself has diverged.
Ghosts: Projections through time are generated to produce illusions that are quite real.
Remnants: Pulling from previous incarnations Tacitus can temporarily infuse himself with knowledge and skills of another life.
Atomos Incomplete-Offensive: Orcus joins with Tacitus
Atomos Incomplete-Defensive: Cari joins with Tacitus
Atomos United: Tacitus can call upon his Lord on High for permission to reassemble Atomos the Indivisible. When on a mission for Genesis Tac always has permission. Atomos stage allows Tac to open temporal portals at will and banish assaults through time. His control of the timestream also increases dramatically.


Ignore everything below this.
For Matri:

Age: 38 years to 4k+
Height: 5'11"
Weight: 189lbs
Race: Chosen Human
Class: Cleric
Powers: Temporal Manipulation and Divine Intervention.
Abilities:
Temporal Flow: Tacitus can, quite simply, control the flow of time. This manifests in several ways, but mostly hasting and slowing effects, if not stopping sections of the plane entirely for a few moments. He can even temporarily reverse small fields to heal wounds, or ultimately revive the dead.
Temporal Immunity: Tac is immune to any effect that alters the flow of time or any other temporal ability unless he wills it so.
Temporal Phasing: Tac is shifted slightly out of phase with the timeline, disabling any and all illusions in relation to him. He also is unaffected by gaze attacks, polymorphing, paralysis, stunning, sleep, and death effects.
Temporal Body: Tacitus's body moves at an incredibly slow rate. He ages at about one hundreth normal speed. Nothing can survive within his body and all attempts to alter anything within his body takes 100 times longer to do. His metabolism is also mind numbingly slow, this means, however, that he can't heal normally.
Temporal Adjustment: He will adjust to the component nearby that is running the fastest in relation to the timestream in the surrounding area.
Temporal Sensitivity: Tac can 'see' the Threads of Fate or someone's Temporal Signature. This means that nothing can hide from him as long as it exists and he has seen the creature or object at least once and noted their signature.
Temporal Stasis: This is an extension of Temporal Flows, allowing him to lock someone in stasis for a set amount of time. Any attempt to alter the being in stasis is frozen in time. Any recreations, clones, astral projections, or reproductions as per psion-planar abilities will also freeze as the being would have the same temporal signature. Tac MUST analyze a temporal signature to completely stop someone and then leave them without constant focus.
Temporal Displacement: Tac can move through time and space. This usually is represented by a transmission along the space-time grid much like instant teleportation on a short range scale, no more than 100ft. Focus and analyzation allows him to go anywhere, anywhen.
Temporal Gateway: Given time Tac can open up a gateway to another time and place. He can do this once per week and it takes him five posts to open. Atomos has no restrictions.
Sight of the Fated: A number of times per day Tac can watch a series of events in a third person perspective as they would play out, go back, and alter those events. This cannot extend beyond five seconds away from 'the present.' One uses is granted by his Lord on High with Caritas granting one extra usage. Sacrificing some of his ability to call upon his god to enforce his will in the terms of spells he can expand the number of uses per day.
Ties to the Gods: Tacitus can call on his Lord on High to alter reality in small ways. This ability is usually called Spellcasting.
Atomos United: Tacitus can call upon his Lord on High for permission to reassemble Atomos the Indivisible. When on a mission for Genesis Tac always has permission. Atomos stage allows Tac to open temporal portals at will and banish assaults through time. His control of the timestream also increases dramatically.
Atomos Incomplete-Offensive: Orcus joins with Tacitus
Atomos Incomplete-Defensive: Cari joins with Tacitus
Demonic Manifestation: The Taint upon Tac's soul is brought forth.
Timestream Split: Tacitus can, quite literally, cause a diversion of the timeline, duplicating the current timeline.
Timestream Convergence: Used in conjunction with Timeline Split, a superfluous timeline can be erased. Any foreign components are placed in the current timeline.
Temporal Eidolon: Tacitus can pull himself from the past or a duplicate of another subject from a timeline he himself has diverged.
Ghosts: Projections through time are generated to produce illusions that are quite real.
Remnants: Pulling from previous incarnations Tacitus can temporarily infuse himself with knowledge and skills of another life.
Stamina Stats:

200/200 HP
X/X MP (see below Ties to the Gods expansion)

Basic Stats: (Without time dialaton)

Dexterity: C
Wisdom: C
Strength: B
Charisma: C
Speed: F
Constitution: B
Intelligence: C+
Agility: A
Luck: D

Transendant Stats: (Without time dialaton)

Will = A+ =
Reflex = C =
Fortitude = D =
Spirit = A+ =

Accuracy Stats: (Without time dialaton)

Evade% D
Thrust% C
Punch% C
Slash% C
Kick% C
Blunt% A+
AuGrap% D
Cut% C
Catch% C
Propel% C
Cast% A
Gender: Male
Equipment:
Caritas: Right hand firearm of emerald color. This is actually a female, and why the consciousness became female after it broke off from Tac is unknown.
-Creates Defensive Temporal Steel.
-Ammunition regenerating/morphing.
-Augments the Sight of the Fated, allowing extra uses per day.
-Normal non-nanopistol in antimagic field.
Orcus: Left hand firearm of orange color. This evil component of Tac's mind is enamoured with killing and gives Tac his horns.
-Creates offensive Temporal Steel.
-Ammunition regenerating/morphing.
-Offensive spell augmentation through 'mana' burning.
-Normal non-nanopistol in antimagic field.
Temporal Steel:
-Indestructable...until time catches up with it. This means that it has a set lifespan and damage shortens that lifespan. When this end is reached then the metal crumbles to dust.
-As a weapon's edge or point it has an impossibly sharp edge/point. The cutting edge is refined to a point where time seems to converge on a single point or line, drawing in the surrounding metal. This makes the edge/point able to cut through molecular bonds it is so fine.
-Never dulls, chips, breaks or otherwise becomes damaged until its lifespan is ended.
-Unaffected by antimagic fields.
Others:
-Two standard issue nanopistols forged of Temporal Steel, which can alter the ammunition loaded with nanites and fire with extreme force.
-Kinetic Maces of Temporal Steel. These store kinetic force within and then unleash it in a devestating blow.
Appearance: Tacitus appears as a male in his late fourties with ashen grey hair hiding two small black horns which protrude from his head. He prefers to wear black shirts with green cargo pants and boots, regardless of formality. Over this he wears a trenchcoat magically enhanced to hold what he needs. To finish off the look he wears a pair of emerald shades hiding a similarly shaded right eye and a brilliant orange left, and hand wraps to keep his hand from twitching too much while wielding a weapon, while prominently displaying his Genesis badge for all to see.
Weaknesses: When in an antimagic field Temporal manipulation ceases. His body is only human, though incredibly advanced by the deific power flowing through it. Offensive abilities are highly limited. Personality denies outright slaughter unless the target has the opportunity and drive to do much worse.

Note: Ties to the Gods, expanded

0-LEVEL CLERIC SPELLS (ORISONS)
Spell Name Brief Description
Create Water: Creates pure water.
Cure Minor Wounds: Cures minor damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: Insight on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, minor damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains insight on saving throws.
Virtue: Subject gains 1 temporary hp.
1ST-LEVEL CLERIC SPELLS
Spell Name Brief Description
Bane: Enemies take a penalty on attack rolls and saves against fear.
Bless: Allies gain a bonus on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Cause Fear: One creature flees for 1d4 rounds.
Command: One subject obeys selected command for 10 seconds.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures minimal damage
Curse Water M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain bonus on attack and damage.
Doom: One subject takes a penalty on attacks, damage, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive you.
Inflict Light Wounds: Touch deals light damage.
Magic Stone: Three stones gain bonus on attack.
Magic Weapon: Weapon gains a bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: Defense against chosen alighnment, hedge out elementals and outsiders.
Remove Fear: Suppresses fear.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants deflection bonus.
Summon Monster I: Calls extraplanar creature to fight for you.
2ND-LEVEL CLERIC SPELLS
Spell Name Brief Description
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Augury M F: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains Constituion bonus.
Bull’s Strength: Subject gains Strength bonus.
Calm Emotions: Calms creatures, negating emotion effects.
Consecrate M: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures moderate damage.
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature for a bonus.
Delay Poison: Stops poison from harming subject for 24 hours.
Desecrate M: Fills area with negative energy, making undead stronger.
Eagle’s Splendor: Subject gains Charisma Bonusl.
Enthrall: Captivates all within 340 ft.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 3 minutes.
Inflict Moderate Wounds: Touch attack dealing moderate damage.
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains Wisdom Bonus.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other F: You take half of subject’s damage.
Silence: Negates sound in 15-ft. radius.
Sound Burst: Deals sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL CLERIC SPELLS
Spell Name Brief Description
Animate Dead M: Creates undead skeletons and zombies.
Bestow Curse: Bestows curse.
Blindness/Deafness: Makes subject blinded or deafened.
Contagion: Infects subject with chosen disease.
Continual Flame M: Makes a permanent, heatless torch.
Create Food and Water: Feeds three humans.
Cure Serious Wounds: Cures serious damage.
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels spells and magical effects.
Glyph of Warding M: Inscription harms those who pass it.
Helping Hand: Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch attack, serious damage.
Invisibility Purge: Dispels invisibility within 120ft.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 2 hours.
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.
Prayer: Allies gain bonus, enemies incur penalty.
Protection from Energy: Absorb damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals light element damage, more against undead.
Speak with Dead: Corpse answers 12 questions.
Stone Shape: Sculpts stone into any shape.
Summon Monster III: Calls extraplanar creature to fight for you.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4TH-LEVEL CLERIC SPELLS
Spell Name Brief Description
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Control Water: Raises or lowers bodies of water.
Cure Critical Wounds: Cures Critical damage.
Death Ward: Grants immunity to death spells and negative energy effects.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination M: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonus and Strength bonus.
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, critical damage.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, Lesser X: Exchange services with an extraplanar creature.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration M: Restores level and ability score drains.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Subject is immune to 6 spells.
Summon Monster IV: Calls extraplanar creature to fight for you.
Tongues: Speak any language.
5TH-LEVEL CLERIC SPELLS
Spell Name Brief Description
Atonement F X: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater: As command, but affects 12 subjects.
Commune X: Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass: Cures light damage for many creatures.
Disrupting Weapon: Melee weapon destroys undead.
Flame Strike: Smite foes with divine fire.
Hallow M: Designates location as holy.
Inflict Light Wounds, Mass: Deals light damage to many creatures.
Insect Plague: Locust swarms attack creatures.
Mark of Justice: Designates action that will trigger curse on subject.
Plane Shift F: As many as eight subjects travel to another plane.
Raise Dead M: Restores life to subject who died as long as 12 days.
Righteous Might: Your size increases, and you gain combat bonuses.
Scrying F: Spies on subject from a distance.
Slay Living: Touch attack kills subject.
Spell Resistance: Subject gains resistance to spells.
Summon Monster V: Calls extraplanar creature to fight for you.
Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
True Seeing M: Lets you see all things as they really are.
Unhallow M: Designates location as unholy.
Wall of Stone: Creates a stone wall that can be shaped.
6TH-LEVEL CLERIC SPELLS
Spell Name Brief Description
Animate Objects: Objects attack your foes.
Antilife Shell: 10-ft. field hedges out living creatures.
Banishment: Banishes extraplanar creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects 12 subjects.
Blade Barrier: Wall of blades deals damage.
Bull’s Strength, Mass: As bull’s strength, affects 12 subjects.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Cure Moderate Wounds, Mass: Cures Moderate damage for many creatures.
Dispel Magic, Greater: As dispel magic, but more powerful.
Eagle’s Splendor, Mass: As eagle’s splendor, affects 12 subjects.
Find the Path: Shows most direct way to a location.
Forbiddance M: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, plus it affects any creature.
Harm: Deals massive damage to target.
Heal: Cures massive damage, all diseases and mental conditions.
Heroes’ Feast: Food for 12 creatures cures and grants combat bonuses.
Inflict Moderate Wounds, Mass: Deals moderate damage to many creatures.
Owl’s Wisdom, Mass: As owl’s wisdom, affects 12 subjects.
Planar Ally X: As lesser planar ally, but stronger.
Summon Monster VI: Calls extraplanar creature to fight for you.
Symbol of Fear M: Triggered rune panics nearby creatures.
Symbol of Persuasion M: Triggered rune charms nearby creatures.
Undeath to Death M: Destroys undead.
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.
7TH-LEVEL CLERIC SPELLS
Spell Name Brief Description
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather: Changes weather in local area.
Cure Serious Wounds, Mass: Cures serious damage for many creatures.
Destruction F: Kills subject and destroys remains.
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Ethereal Jaunt: You become ethereal for one minute.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Serious Wounds, Mass: Deals serious damage to many creatures.
Refuge M: Alters item to transport its possessor to you.
Regenerate: Subject’s severed limbs grow back, cures moderate damage.
Repulsion: Creatures can’t approach you.
Restoration, Greater X: As restoration, plus restores all levels and ability scores.
Resurrection M: Fully restore dead subject.
Scrying, Greater: As scrying, but faster and longer.
Summon Monster VII: Calls extraplanar creature to fight for you.
Symbol of Stunning M: Triggered rune stuns nearby creatures.
Symbol of Weakness M: Triggered rune weakens nearby creatures.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8TH-LEVEL CLERIC SPELLS
Spell Name Brief Description
Antimagic Field: Negates magic within 10 ft.
Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass: Cures critical damage for many creatures.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 120ft radius.
Fire Storm: Deals extreme fire damage.
Planar Ally, Greater X: As lesser planar ally, but much more powerful.
Inflict Critical Wounds, Mass: Deals critical damage to many creatures.
Spell Immunity, Greater: As spell immunity, but more powerful.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Symbol of Death M: Triggered rune slays nearby creatures.
Symbol of Insanity M: Triggered rune renders nearby creatures insane.
9TH-LEVEL CLERIC SPELLS
Spell Name Brief Description
Astral Projection M: Projects you and companions onto Astral Plane.
Energy Drain: Subject loses energy, transfered to caster.
Etherealness: Travel to Ethereal Plane with companions.
Gate X: Connects two planes for travel or summoning.
Heal, Mass: As heal, but with several subjects.
Implosion: Implodes one creature every few moments.
Miracle X: Requests a deity’s intercession.
Soul Bind F: Traps newly dead soul to prevent resurrection.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Monster IX: Calls extraplanar creature to fight for you.
True Resurrection M: As resurrection, plus remains aren’t needed.
10TH-LEVEL CLERIC SPELLS
Aeternal Strike: Strikes with each of the five elemental energies, each axis of alignment, and then with a nonelemental blast of disruptive temporal energies. This temporal blast screws bodily functions and causes serious mutation. Requires use of two spell grants for the tenth level.
Hellball: An exploding orb of each of the five elemental energies which can knock down a skyscraper with ease.

Tacitus casts spells not with mana, but by asking for his god's interference. He can do this a certain number of times per day based on spell level as noted above.

0: 6
1: 6
2: 6
3: 6
4: 6
5: 6
6: 5
7: 5
8: 5
9: 5
10: 2

Tacitus

Codger


Tacitus

Codger

PostPosted: Sat Jan 05, 2008 3:15 pm


Ignore the Old version.

New
Public
Name: Turey "IV" Izmir
Mode of Combat: Melee Juggernaut
Birthday: 03/13/1982
Height: Usually 7'5"
Weight: Usually ~300lbs
Measurements: N/A
Birthplace: Barton, Gaia
Hobby: Carving figurines with his bone and acting out battles with them.
Personal Treasure: Fea
Favorite Food: Barbequed Vampire
Dislikes: Priests, rappers, and basically any fat human. They taste so nasty, have their damned holy water, and make horrible music.
Forte in Sports: Never played sports much, but american football looks fun.
Other things worth mentioning: Enjoys eating vampires, has found they are best when barbequed almost to the point where they dust. Refined this process of barbequing a vampire to a near science, and they are quite delicious.


Private
Race: Unique Undead: Apocalypse Walker

Equipment:
-Boneshard weaponry: By manipulating his body structure IV can form a variety of weapons and tools from bone.
-Eye of the Dominion: A ruby that can be set in his skull that grants Remote Viewing (ability to see from another location, ie a bird's eye view, etc), True Sight, and enhances Energy Sight.

Abilities:
Class Traits:
-Combat Training: IV is capable of utilizing longswords, wristblades, greatswords, weighted needle-like projectiles, and all natural weapons incorporated into his body with ease and a level of expertise.
-Vile Darkness: Drawing forth the utter blackness that thrives within his blood IV is able to amplify the malignant energies that can simulate spell type effects and disrupt the normal flows of mana. He cannot cast spells but may alter existing conditions and taint ambient energies.

Apocalypse Walker Traits:
-Heightened senses that can be surpressed fully
-Undead traits: Immune to life drain, sleep, poison, instant death effects, etc
-Heightened Regeneration: Slashing and piercing weapons simply do not leave lasting damage. Certain elemental types revoke this regeneration. Fire used to apply here, but the Dominion traits have removed this weakness to a normal point.
-Cursed (acidic) Blood. IV's blood is so incredibly negatively aligned that it corrodes organic material as would an extremely potent acid. While it has no effects on objects it has a greater effect on dead or undead biomass.
-Bone growth. The ability to change bone shape, density, and more. Upon connection with foreign bone that too can be controlled, albeit at a slower rate.
-Latent Evolution. IV has the capacity to force his body beyond its current physical limitations when confronted with a problem. An example is building rigid wings of bone and thereafter being able to build better wings at a later point. Each use of a strange or otherwise nonstandard body shape grants easier usage of said body type in the future.
-Skincrafting. IV has evolved his bone manipulation and regenerative techniques to give him the ability to reshape his tissues into new and different shapes. This usually takes the form of wings, but also lets him alter his size and skin composition. In conjunction with the Vile Darkness in his blood he can supercharge his tissues to instigate a massive change to give him giant proportions.

Latent Dominion Traits:
-IV cannot be polymorphed, put to sleep, paralyzed, hypnotized through non-psionic means, hasted, slowed, healed by a priest healer or cleric with full effectiveness (this even counteracts positive energy damage against his undead flesh), petrified, and cannot be drained of his own energy.
-Energy Sight: The ability to see auras, energy concentrations, heat and energy flows, etc
-Psychoreactive Armor: slightly increases physical and elemental resistances while also giving access to The Aspect of The Shadow
--The Shadow: Shadow based powers are granted in limited ways. Using semisolid shadow material as propulsion and tendrils to attack are common. Generating Nightmare Fog possible, as described below.
---Nightmare Fog: IV can generate a roiling mist that acts like semisolid shadow material but with energy draining capabilities. Nightmare Fog resists wind speeds depending on the proximity to IV, with any fog within one foot being resistant to even F5 hurricane force winds.



Old
Public
Name: Turey "IV" Izmir
Mode of Combat: Melee Juggernaut
Birthday: 03/13/1982
Height: Usually 7'5"
Weight: Usually ~300lbs
Measurements: N/A
Birthplace: Barton, Gaia
Hobby: Carving figurines with his bone and acting out battles with them.
Personal Treasure: A small trinket kept lodged next to the heart.
Favorite Food: Barbequed Vampire
Dislikes: Priests, rappers, and basically any fat human. They taste so nasty, have their damned holy water, and make horrible music.
Forte in Sports: Never played sports much, but american football looks fun.
Other things worth mentioning: Enjoys eating vampires, has found they are best when barbequed almost to the point where they dust. Refined this process of barbequing a vampire to a near science, and they are quite delicious.


Private
Race: Unique Undead: Apocalypse Walker

Equipment:
-Boneshard weaponry: By manipulating his body structure IV can form a variety of weapons and tools from bone.
-Eye of the Dominion: A ruby that can be set in his skull that grants Remote Viewing (ability to see from another location, ie a bird's eye view, etc), True Sight, and enhances Energy Sight.

Abilities:
Class Traits:
-Combat Training: IV is capable of utilizing longswords, wristblades, greatswords, weighted needle-like projectiles, and all natural weapons incorporated into his body with ease and a level of expertise.
-Arcane Spellcasting: IV is able to call upon the mana of this world to cast spells
--Orbs: IV can create least, lesser, normal, and greater orbs out of any one of 6 energies. Acid, Sonic, Fire, Ice, Force, Electricity. These last indefinately unless commanded to explode. They must be hurled at a single enemy, but with the addition of a blood component IV can trigger them at will and shift their flightpath without consuming any energies to do so.
--Arcane Might: IV has a wide range of spells designed, rather simply, to blow s**t the ******** up. He favors Flensing, Internal Fire, Blackfire, and Cometfall.
--Utilitarian Arcanus: IV has a wide range of utility spells, including, but not limited to healing, blocking, counterspelling, and altering the weather in localized areas.
--Vile Darkness: Usually in conjunction with diseased spellcasting, IV is able to use several spells based in malignant energy. The favored of these spells is known as the Crushing Fist of Spite which creates a cloud of malignant energy from which a giant fist falls from the sky repeatedly to crush an opponent.
-Diseased Spellcasting: IV qualifies as being diseased with every known magical, natural, or manmade disease in terms of spellcasting requirements. He does not actually carry these diseases in any active way.
-Augmented Spellcasting: IV is able to focus mana into his blood or 'burn' the energy within his blood to increase his spellcasting power or physical attributes.
Apocalypse Walker Traits:
-Heightened senses that can be surpressed fully
-Undead traits: Immune to life drain, sleep, poison, instant death effects, etc
-Heightened Regeneration: Slashing and piercing weapons simply do not leave lasting damage. Certain elemental types revoke this regeneration. Fire used to apply here, but the Dominion traits have removed this weakness to a normal point.
-Cursed (acidic) Blood
-Magically Charged Blood
-Bone growth. The ability to change bone shape, density, and more. Upon connection with foreign bone that too can be controlled, albeit at a slower rate.
-Magic based pseudo-Tarrasque controlled "lycanthropy." Ingrained in his form are the traits of the mighty Tarrasque, and at will he can shift from his normal form to a hybrid of sorts. From there he can shift into a smaller sized Tarrasque. This is not an instantaneous alteration. (likely 3 posts to hybrid and 3-5 from there to Tarrasque. Furthermore, he is NOT THE Tarrasque, he simply resembles him and has lesser traits that resemble the mighty Tarrasque)
-Tarrasque Traits: Shell on back with magic resistance. Heightened regnerative capabilities. Slowed, but capable of bursts of speed.
Dominion Racial Traits:
-IV cannot be polymorphed, put to sleep, paralyzed, hypnotized through non-psionic means, hasted, slowed, healed by a priest healer or cleric with full effectiveness (this even counteracts positive energy damage against his undead flesh), petrified, and cannot be drained of his own energy.
-Techniques that absorb or obliterate the Mind, Body, or Soul fail on Mindblaze 100% of the time in a Hybrid Mistform state.
-Physical Damage Resistance
-Kiss of Consumption: Can steal soul/essense/energy with a kiss at death
-Psionic Weakness: Psychic or psionic attacks against his mind remove Dominion traits
-Energy Sight: The ability to see auras, energy concentrations, heat and energy flows, etc
-Heat and Flame Resistance: Absorption of heat energy.
-Tendril Summoning: Can create semisolid tendrils of light that can either constrict a person or attach to an aura to drain energy
-Dominion Energy Recall: Can call on the Dominion for light/heat based energy and attacks
-Psychoreactive Armor: Removes Psionic Weakness and gives Aspect summoning. Current level is Level 1
-Aspect Summoning: Depending on the level of the Armor an Aspect may be summoned. These are The Blade, The Shadow, The King, The Queen, The Juggernaut, The Jester, The Blizzard, The Avatar, The Archangel, The Monk, and The Vaultstone Destroyer components of The Mindblaze Dominion. Each level of armor can summon any and only one Aspect.
--The Blade: Tendrils of grey flesh sprout from the back of his skull. Two of these are bulkier and can summon two blades that can be charged with energy to increase cutting power.
--The Shadow: Shadow based powers are granted in limited ways. Using semisolid shadow material as propulsion and tendrils to attack are common. Nightmare Fog is also capable, as described below.
--The King: Mindblaze himself inbues IV's strength, granting a full range of Crimson Mist capabilities and the ability to alter the electromagnetic spectrum.
--The Queen: The Queen imbues IV with the ability to summon energy barriers and healing techniques.
--The Juggernaut: Increased physical strength and regenerative capabilities as well as easier transition to Tarrasque form.
--The Jester: A ruby focus is generated and allows Dominion Energy to be converted to pseudo-psionic abilities such as pyrokinesis.
--The Blizzard: Localized control of weather in terms of rain, sleet, snow, and hail. The ability to manipulate ice and draw water from the air.
--The Avatar: Hands glow with energy, small slits on the palms able to unleash explosive laser blast style attacks.
--The Archangel: Crimson Wings form, which act like Crimson Mist in a solid form, absorbing pure energy and acting as particularly sharp blades.
--The Monk: Hands glow with inner strength to grant the ability to deliver close range ki style atacks.
--Vaultstone Destroyer: The body loses cohession and seperates into torso, limbs, and head, each joined by energy tethers.
-Crimson Mist: Alone and in conjunction with certain Aspects for greater effect. Crimson Mist grants an energy draining field, heat included. The Mist is not a physical object, but a visual projection of the field's presense.
-Nightmare Fog: In conjunction with The Aspect of The Shadow IV can create a version of the Crimson Mist that acts like semisolid shadow material but with energy draining capabilities
-Azure Haze: IV has the capability to create a haze like the Crimson Mist that utilizes water particles in conjunction with The Blizzard. Works especially well with heat draining and fire extinguishing. This is only locked because IV has never chosen The Blizzard Aspect, and once he explores it opening is more than possible.
PostPosted: Sat Jan 05, 2008 3:31 pm


Gaia Torment and Shar
LOL


AL Torment and Shar
http://www.animeleague.net/forums/viewtopic.php?f=25&t=77&start=1800

Name: Kargin “Torment” Richardson and Shar`Addan
Age: 25
Gender: Male
Race: Human (Soulfused)

Character Tier: Intermediate
Character Type: Critical Character
Allegiance: Echelon Imperium

Physical Description:
For Every Experiment, a Control: Each brother has the same basic physical design upon which his body is based, altered only slightly by the presence or absence of his soul. In a dormant state the body stands at five feet ten inches with a weight of two hundred ten pounds with an average build and a healthy balance between muscle mass and body fat. Limp ashen strands of hair sprout randomly from the scalp to produce a full head of lackluster hair that looks as though it might fall from his head at any moment. Pale blue-gray eyes stare mindlessly forward with the sclera of each tinted a pale gray only barely distinguished from a normal eye. Where each brother might have the Echelons of their specific ancestry the body in a base state has pristine flesh without a single mark anywhere.

Impossible Focus: When the intently focused mind of the elder brother infiltrates the deepest inner recesses of the body it draws power away from the maintenance of the frame to support what he considers to be a massive intellect causing the frame to be slightly more pale and plump as the muscle structure shrinks to feed the mind. Springing from his skull are long spikes of bloody crimson hair that stand at their full five inch height at nearly all times as if electrified. The pale eyes come alive with a violet light that transforms the iris into a majestic violet while the sclera takes on a pale blue sheen one might otherwise miss lest they inspect his eyes. At his neck just over his collar bone are slim lines of azure that form a stylized depiction of one half of a rose with faint crimson lines completing the other half.

Exhilarating Release: Where the base body has an average build Shar’s influence stimulates a passive growth in muscle mass and the general health of the body on average. The skin gains a healthy tan with lines of power shimmering down his limbs when he draws forth the power from within his soul. Limp hair straightens out into a sweeping sheet of blue hair that cascades down the back of his head to rest lightly upon his shoulders though it never remains absolutely still. Sickly eyes burn with an intensity only seen in his brother’s focus on any individual subject as Shar thirsts for life itself. Scarlet stains his irises as flecks of green scatter across his vision before laying down a network of bloodshot green veins running across a pure white sclera. Where most of his body is tanned his hands have an almost ghostly quality with thick blue veins as his power centers around his extremities to the point where his hands look as though they may fly apart and become one with soul based energy at any moment. In opposition to his elder brother he holds the crimson half of their Mother’s Echelon with the blue faded.

Personality Description:
A Treatise on Flawed Genius:
Before the experience in which Kargin was reconfigured and the soul of his half brother grafted onto his own he was never a very stable individual. While not prone to mood swings he seemed to lapse between intently focused to the point of ignoring all else but the subject of his current attention and fits of mad rage which would generally manifest in the form of fits where he would shatter the small clockwork machinations he designed and constructed. Occasionally these two extremes would focus into a calm unrelenting break from normal social conventions which took the form of taking pot shots at cars on the highway from the overpass with various sizes and shapes of rocks, mustard, a paste which seemed to be bird s**t, and the occasional grenade. In the aftermath of his exposure his base attitude seemed to shift closer to this focus with a general preference for tinkering with outbursts of destruction he tends to not remember. When intently focused on any sort of tinkering he tends to shun outside contact under the assumption that an increase in the number of bodies increases the chances for human error and in continuation of that he hopes to one day eliminate his body to eliminate human error. Though he is intently focused he seems to lose things easily even when he becomes focused on an event which includes said object. This happens most often when writing out notes or signing his name with such incredible intent on getting each curve and angle correct that he tends to lose track of the writing utensil he had been using. Unfortunately, he sometimes does not realize he has lost a pen until he had though he had been writing for spans so long as perhaps ten minutes.
An Exposition on Chained Ambition: Before the incident which bound the entirety of Shar’s being to his unknown half-brother he was a model citizen with an interest in maintaining the status quo while similarly hoping to avoid a terrible death at those with an immense amount of power which he would be hopeless to stop. These days he seeks to make the most of any moment in which he can steal time away from his brother’s overzealous and greedy use of their body. He has even been seen taking control of the body whilst Kargin sleeps to simply enjoy the sensation of breathing even though he sacrifices much of his personal power to give sufficient rest and invigoration to the body. He pities his brother’s deteriorating mental health and has no one to even comprehend the stresses he places upon Kargin’s mind simply by existing as a lesser part of the self-proclaimed genius. Shar seems almost deathly afraid of fire despite any resistances he might have gained to a normal flame.

Character Equipment: Kargin carries very little in terms of equipment, keeping only the bare essentials and losing the rest.

[3] Pens, pencils, quills, and chisels: Kargin always has at least seven writing utensils stashed about his body, including one on a spring loaded mechanism on his right inner wrist, with a small notebook on the left inner wrist. The mechanism is extremely hard to damage and reloads with a thought while the booklet is resistant to tearing and fluid damage without hindering normal writing.

[2] Guns? Ew.: The brothers carry the scraps of a damaged 7.62mm assault rifle with grenade launcher upgrade rather precariously attached through a method of trial and mostly error. Designs have included a targeting correction system that basically lets the wielder paint the target he wants to hit and hope to god that when he fires the correction system will make a stray bullet a near miss instead. Basic grenades include flash-bang, fragmentation, smoke, and an odd one that sprays a substance of Kargin's own design, much like the adhesive version of a spider’s silk. He carries one of each on his belt or in various pockets if he is unable to build one on site, and even without the weapon intact these grenades may still be used.

[4] Brother: This is a simple staff of exquisite craftsmanship painstakingly constructed by Kargin over a lengthy period of time which has recently begun to radiate powerful spiritual energy. A sturdy staff of heavily worked steel wrapped in bands of leather it not only gathers errant wisps of spiritual energy from its surroundings to process them into workable energy but focuses the spiritual energy of the brothers. Though it appears to be steel it is augmented to resist common mana streams and the elements while being particularly resistant to various forms of control by mental effort and magnetism.
-The Elder: By focusing captured spiritual energy the staff passively increases Kargin’s spellcasting abilities by amplifying the trapped energy and that of his ancestors. This conduit greatly reduces the overall drain on the elder and further reinforces the staff while energy is contained therein.
-The Younger: Shar utilizes this staff to build his larger weapons around and even to focus his energy into effects such as directed energy shock waves or hemispherical blast pulses. When building pole arms and even ridiculously sized weapons with a haft or hilt it greatly increases his coordination with the weapon to allow ease of use with such weapons as a sword twice his size. When focusing energy into blast type attacks he is unable to create weapons with it but the staff itself great increases any damage dealt when charged because of the resonance of the energy within. This not only causes the strike to release kinetic force beyond that determined by skill and strength but can disrupt some life force in localized areas due to the chaotic release.

Character History:
Prologue
From the moment air was forced into his lungs with a swift strike against his backside, Kargin’s life has been filled with alternating heights and devastating lows. The first in the long line of celebrations and tragedies came with his birth and the sign of a new life for his parents Mark and Renesa Richardson. The next moment was accompanied by a devastating blow he would feel for the rest of his life and with that moment came the name Kargin spilling from the lips of his father. The next exhilarating high was the discovery of cake and all its deliciousness in any form whether it happens to be chocolate, carrot, plain, or liver. This high would be short lived as when he was enjoying a particularly delicious example of cake his mother quite rudely interrupted him and ushered him off to hide in a cupboard. He wouldn’t have minded nearly so much if he had been able to take his cake with him, but a young boy must always listen to mommy. He didn't understand why they broke into the house nor did he understand why they were wrestling with mother. They roughed her up and ravaged the house, looking for daddy. She didn't know where he was, but he did, but he was hidden, and wasn't going to tell anyway. They dragged her off and when daddy came home, he wasn't happy. Kargin was left home alone for a couple days...then a couple weeks. When they turned off the lights and the water he decided he'd better find someplace else to go, and that’s when Diamond found him. She was a nice lady, gave him food and a warm coat that smelled like flowers. He liked flowers.

Chapter One: The Spark
18 years pass and Kargin is found standing in a bed of flowers let grow on their own, weeds mixed in among them and choking the very life from their roots. A few hundred feet ahead of him is where a house should have been. A shift of a few feet, that’s where the driveway had been; that’s the tree his tire swing had been in. That burning wreck on the new freeway is where his room used to be. He let out a sigh as he lowered the rifle, cursing to himself. He always missed and hit the wrong car, despite the lessons Diamond had been giving him in the use of firearms.
~
He’d been spending the early parts of his life living with a lovely young woman some odd ten years older than himself, and had hardly suspected anything sinister about her until the day his innocence was shattered. A rival gang came to Diamond demanding payment for protection for what they claimed to be their turf. Diamond resisted, being the companion of one of the upper level members of the gang that she knew to rule the area. With no one around but Kargin to resist them they attempted to rape the poor young woman but when Kargin saw what was happening he attempted to drive them off. In his furious focus on driving them away something inside him snapped, tearing his psyche as a destructive power flooded from within and slowly ripped apart the soul of one of her assailants.
After that day Diamond never quite treated Kargin the same but never mentioned that day or even tried to help him remember the events of that day. When she finally drew him into the gang and sponsored his involvement she proposed a name for him that had sat in the back of her mind since she had watched the young boy tear apart the man’s mind and soul in the most agonizing way she had ever seen. From that day she forced herself to forget the young boy she had taken in and saw him only as one of the killers her patron kept on the payroll, nothing more than a punk kid named Torment.
~
In the days following his latest attempt at target practice his own life among the gang began to become strained as they feared his recklessness might bring down the wrath of the militaristic police, or worse one of the immensely powerful beings that roamed the land whom might have known the family he killed. The third day thereafter a rookie cop was dispatched to find the cause of the attack and dispatch it with extreme prejudice. Kargin didn't even give the kid the time of day till he tried to arrest him, but try as he might he could not find it in himself to kill the boy. It may have been the eyes or the shape of his face, but he was absolutely sure that he recognized the young man sent against him with murderous intent. With both bloodied and weary the younger, a brat named Shar, finally pinned Torment to the ground and was ready to snuff the life from the Elder’s body. They didn’t even notice the growing sound of chaos in the distance as the two drew forth the identity from the other through recognition and extrapolation…

…and then the world exploded.

The growing chaos surged up around them and continued through the city as two of the many beings of incredible power let the city fall to their pleasures and as casualties in their godly war on one another. The brunt of the initial blast was taken by Shar as he was poised over his elder half-brother in a way to effectively shield the eccentric man. It was not the blast alone that killed Shar`Addan, but the fallout from the heavy magic left pulsating in the air threatening to rip apart the very fabric of reality. His body tore itself apart in the magical stresses generated by the field that consumed every last bit of his flesh and released it in a furious storm of energy. However, not everyone just shrivels up and dies from the radiation, some have a spark. This can be compared to the chosen few, the planeswalker spark, whatever would prefer to compare it to. Most on Kargin's world have this spark, but few actually embrace it and evolve beyond simple thugs or champions into true beings of immense power. Where Shar was nearly obliterated in the fallout Kargin lived, and the intense magical aura caressed his spark, nurtured it, and grafted what little remained of Shar`Addan onto the very fabric of his being by the sheer desire of Torment to maintain at least one connection with something that resembled family. This started the process of expanding just what each could do with their combined soul, pushing forth beyond the simple fusion of a single being into something not even Torment could predict.

Chapter Two
Awakwening
Waking upon a strange world the two stumbled between dominance based solely on the efforts of survival and instinct in an atmosphere much too rich in oxygen. The elder panicked and passed out which allowed the younger to expand his mind through the body and take control. He did not recognize any that also seemed to awake in the strange environs with him but from the moment they came into full consciousness they were thrown into battle. Without knowing what to do Shar kept back and moved swiftly into the defensive which may well have saved his life when a flash fire ignited the surrounding portion of atmosphere of the appropriately named quagmire of a planet: Mire. The situation quickly began to look dire between a hostile being just before them and a threat of death from what seemed to be the planet itself.

It was in his moment of great need that Shar`Addan was visited by an apparition from beyond the veil, a presence that called to him, both him and his brother. This spirit was not a woman he had ever seen but a powerful force drew him to her and even through the ethereal haze the ancestral spirit's eyes gazed into his own, a perfect match. Their salvation had come not in the form of the Gods on High or a crutch of Machines and Mechanisms but the bond of their combined lineage reaching out to their bound souls. They joined the messenger from beyond and by the power of the Echelon Imperium were whisked away to safety. The Imperium held promises of unlocking the gateways to their bloodline and the realization of the self in terms of the soul and their progenitors.

Chapter Three
A New Life
“You are no ancestor of mine, but if you are willing to aid the both of us then please, take us from this wasteland and quite literal quagmire of a world for something even marginally better.”
It was the last thing either of the two could remember before being enveloped by a portal of coruscating lights and a flurry of spiritual energy designed to convey their mortal frame to places unknown. The elder had hoped to be whisked away to a world where at least the atmosphere was breathable to the average man and where the skies themselves were not susceptible to devolving into a raging firestorm at any moment. While the efforts of Azura and the Ancestor had been able to draw the two away from Mire the brothers were left to languish in a place beyond space and beyond time itself. While to them it may have seemed as though several days had passed their transition between the hellish world of Mire and the serenity of Sahure was almost instantaneous. In the perceived time betwixt worlds the brothers did their best to sort out what had happened to them and merely wonder at what lay ahead.

Their time on Reverie, while short, was of critical importance to their new future. Not only did Empress Ruby Kalahari herself complete the rituals and grant them their echelons but the brothers began to develop a schism in their views of their new faith. Despite the body itself being marked for echelons of all ancestors of either none seemed willing to step forth other than their mother. Distrust was brewing between the two family lines and it was only being aggravated by the stubbornness of the two half-brothers. Shar may have been willing to accept the ancestry of Kargin but the elder would have none of it and locked the two in a feud beyond simple sibling rivalry.

However, Reverie was not marked merely by the opening of their souls to strife but also to new opportunities. For the briefest moment Kargin glimpsed something he might call a future or goal, ascension beyond his weak mortal frame into something better, a higher plane of existence. His dreams of ascension were quickly interrupted and forgotten for the time being but the seeds of ingenuity were planted in his subconscious. He could only dwell on something beyond his mortal frame for a moment before his reality merged with his daydreams. Between a heated exchange of words with another new Echelonian that was only calmed by the intervention of Empress Kalahari herself and an unrelated incident sprouting up because of this other man the brothers were far too busy to consider the future.

The violent return of the young princess Xiria wracked the mind of the younger brother and thrust the elder back into the limelight. However, due to the new acquisition of his alternate means of sensation the mere presence of the princess pained his mind and his very soul. With thoughts being boxed in by strain the Elder could only force out a single desire: to leave. Between the power echoing through his staff and this desire his mind pushed out against the pressure and exploded into a newfound strength. With this explosion the body was dissolved to nothing and funneled into the nearby Dream Pools to send the pair hurtling through the multiverse to places unknown.

Skills : Even before the merger the two brothers had their own unique skills they practiced each and every day.
[4]Martial Training: Shar`Addan is adept with all basic forms of archaic weaponry, modern personal combat arms, and a great deal of firearms. When building any object as a weapon from his personal Soul Forge his skill with the item increases significantly. His incredible skill also allows him to use strange objects as weapons that might not otherwise be intended for such use, such as table legs or unbalanced weapons.
[3]Tinker: Though he finds a focus on the less precise flows of magic more to his liking, Torment is a genius when it comes to repairing or augmenting simple devices. Any low tier item he comes across takes only moments for him to understand and with time he can reverse engineer the item and even enhance upon the original design. This skill can be augmented by his Soul Forge to ease the process of working with the item and can passively strengthen materials.

Racial Abilities: The few details that come with being a being composed of two souls bound to a single body.
[6] Soultouched Body: The latent soul energies laying dormant between the brothers infuses their body with greater strength and presence of mind. Shar is adept at increasing his physical attributes while Kargin is adept at bolstering his mystical and intellectual attributes. Regardless of which brother is in control of the body their wounds seem to heal at a significant rate and their bolstered immune system passively resists poison and disease. As a side effect Kargin has noticed that their body is not aging at the same rate it once had, likely slowed by the infusion.
[6] Bond of Brotherhood: The two brothers are bound to one another by an ethereal tether which allows each to slide along the link to switch between which brother occupies the body at any given time and even leave the flesh behind entirely, as described in the Powers section. This process is aided greatly by their mother. This tether strengthens with every moment the two are bound together from the moment of its initial creation as the two souls slowly merge into one greater entity. This does not indicate, however, that the two will ever literally merge into one soul. With this bond each soul gains the ability to project thoughts into the other’s consciousness, transfer base knowledge or training, and give instinctual understanding. Their minds and souls are so closely linked at this point that they can ‘deflect’ attempts at mental domination or other mind influencing effects. Furthermore, as a result of this tether they are able to circumvent attempts to drain their life force or damage their spiritual essence by either offsetting it onto the other brother or dissipating it through the bond in a sort of metaphysical tug-of-war.

Powers: Upon the building blocks of a new connection an Empire of new strengths is constructed.
[4] Soul Forge: Both have learned to give pieces of their soul a physical form, and while Shar utilizes this to manufacture simple weapons that do not last very long, Kargin builds aura that acts as a forge. This effect can assist him in making actual weapons of a more supernatural variety by infusing components through a process which breaks them down and combines them with the base structure of an object similarly to alloying metals. At this time Kargin has no serious offensive capabilities with the Soul Forge specifically. When utilizing a nonphysical version of the Soul Forge Kargin, exclusively, is able to manifest his dreams and desires in a manner akin to spellcasting, see below.
Each subset to the Soul Forge does not have an ability level as they are common uses for ease of reference. The brother that utilizes the subset is marked by a [K] or descriptor.
-Soul Forge Subset [K]: Spiritual Hammer-This hammer is built entirely from spiritual energy and acts as a focus to force spiritual energy into objects in bursts. This allows for Kargin to work on objects as though he were working with a literal forge along with a hammer and anvil.
-Soul Forge Subset [K]: Spiritual Stylus-This small pen is built of light but will not leave any lasting mark and therefore is useless for signing documents and cannot solve Kargin’s problem of leaving writing instruments everywhere. What it can do, however, is draw on any surface, even water, air, or a complete vacuum. The Stylus trails a streamer of light behind it that is adjustable in size and color, tweaking itself slightly to match the mental image of Kargin. Any magical forces that require symbols or runes can focus on objects drawn by the Stylus without penalty in case another medium is required.
[4] Mana Synthesis: Utilizing a process of channeling energy though the nonphysical Soul Forge Kargin -exclusively- is able to break down energy components and restructure them. This process amplifies his dreams and desires by gathering whatever energy is provided to synthesize a reaction similar to a spell. Synthesizing these reactions is extremely taxing on the system and generally disallows anything but supportive additions from the back lines of combat, the strain making it -at this time- unusable for practical combat purposes. Outside of combat the process can be lengthened to reduce strain to a near zero point. Drawing upon spiritual energy from his Ancestors and the world around him greatly reduces the strain upon himself.
[6*] Clairvoyance/Clairaudience: The brothers have progressed their extrasensory perception to the point where they can see and hear what others certainly might not. Their sight combined with the possessor’s counterpart’s existence outside the physical realm grant the ability to pierce many forms of illusion. In conjunction with Karign’s Soul Forge this can be shaped and refined into a scrying effect to view far off locations for short periods of time. This would not allow him to directly find objects, individuals, or locations he does not otherwise know already. This effect would allow him to locate something he knows or to create an ethereal 'eye' with which to explore, much like a scout or a probe.
[6*] Soul Passage: With an enhanced link to the spiritual world the brothers are able to move their souls close to the state of being maintained by their ancestors. At these points in time the body is left behind entirely whereby the soul can enter into a new (unoccupied) body or pass through the 'verse as a ghost-like entity.

*: Indicates Group Ability

Initiation Training: No (Endured Mire)

Tacitus

Codger


Tacitus

Codger

PostPosted: Sat Jan 05, 2008 3:34 pm


Gaia Jacob
Public
Name: Jacob Riker
Mode of Combat: Variable but usually I aim to mix it up
Birthday: 5/14/84
Height: 5'9"
Weight: 180lbs
Measurements: N/A
Birthplace: Barton, Gaia
Hobby: Selling Holy Lemonade on the streets of Barton
Personal Treasure: A strand of holy symbols and charms
Favorite Food: Well, Holy Lemonade is a drink, but I guess sausage works.
Dislikes: Dr. Pepper and Mac computers. Nothing more unholy has ever been sold.
Forte in Sports: Is bowling a sport?
Other things worth mentioning: I tend to get mood swings and act kinda funny sometimes, especially when I'm working, so if I break anything send the bill to Argus McFarland with the public relations department of the Barton city hall.

Private
Race: Human, utterly and completely.

Equipment: Jacob carries only a few minor items that are generally specialized for his work as an exorcist and Demonbinder.
-Charms: This silver chain with dozens of holy symbols and other religious emblems hanging from it is largely unremarkable when Jacob is not utilizing his powers. When focusing the will of God the simple Christian holy symbol of a Cross is presented and acts as a focus for his divine will. The other charms are dedicated to other religions and even unholy cults with the majority capable of breaking free from the chain to grow into the shape of a weapon. Though of fine craftsmanship these weapons are not inherently magical. Some charms have spirits locked within them, though the number varies based on Jacob's time away from a temple.
-Flask of Holy Lemonade: While it may seem irreligious Jacob actually carries around a flask of lemonade that has been created with holy water. It has the same properties of holy water (in that it harms undead and wholly evil beings) but it also has that extra kick that just stings. Its also quite delicious.

Abilities: Jacob's powers focus around minor divine spell casting and the ability to move spirits to his will.
-Divine Will: Jacob can pull forth minor divine miracles such as the spontaneous healing of wounds and divine flame to smite one's foes.
-Divine Flame: Burning within Jacob's soul is a flame so powerful that it quite literally burns away the impurities of his mind, body, and soul. Any charms or compulsions are seared away and most earthly diseases or poisons are tolerated by divine grace.
-Exorcism: Jacob is adept at pulling forth spirits from perople and objects that do not belong and banishing them from this realm or holding them for a time. This also extends in reverse to the idea of summoning spirits from the Ether.
-Demonbinding: While not merely limited to demons, Jacob can take a spirit or outsider and bind it to his very soul. Doing this taints a fraction of his soul and thus the Divine Flame will slowly eat away at the bound spirit thus removing the possibility of a permanent duration. While bound to a spirit it lends some of its powers to Jacob unwillingly and if the beast is powerful enough can influence his mind and actions for a brief period.
-Martial Training: Jacob is proficient and even supernaturally skilled with weapons keyed to whatever charm he has active. In the case of Death he could use a scythe competently in combat and not utterly murder himself.


AL Jacob
Name: Jacob Riker
Age: 173
Gender: Male
Race: Human (Planetouched)

Character Tier: Intermediate
Character Type: Critical Character

Physical Description:
W hen not under any sort of serious scrutiny Jacob has a rather average human appearance with unkempt black hair and brilliant blue eyes. For a human he seems to be of just an average weight and an average height, one hundred eighty pounds and five feet ten inches respectively. However, examining the finer points of his frame in detail reveals several striking distinguishing features that hint at an incredible power burning within his very soul. His eyes themselves are pure white orbs but overlaid upon the white flesh are metal disks that float across the surface much like a smaller contact lens. The disks themselves can alter their coloration to his will while the orbs themselves change against his will. Even with the sharp lines of the disks and the bright sclera his eyes sometimes simply seem tired.

Each hand looks slightly different from the other with the right looking soft and delicate while the left is almost skeletal and withered. The flesh of his upper arms is covered in small stretch marks over his biceps and triceps that suggest he may not have always had a slender frame. His right shoulder bears the starburst mark of a bullet wound healed to a scar while his stomach on the lower left shows a wide crescent moon where some berk tried to gut him from the side. Each of his fingernails are slightly discolored so as to appeal almost gray against his skin while his toenails all end at a point regardless of how they are cut. Across his back is the greatest sign of an abnormal life; a crisscross network of scars constantly shift into different patterns. These wounds are sometimes fresh and sometimes healed to scar tissue but always appear self-inflicted, as if in penance.

Personality Description: Jacob is a rather calm soul considering the events that have built him into the man he is today. Regardless of what power has taken him under its wing and brought its influence upon his mind he has a resistance to overtly evil acts; but even this can be subverted if the powers that be can justify his actions. In his heart he has become a good man but his mind, body, and soul do not always tend to agree on the correct definitions of good and evil. His years of servitude to the All Father and the Eight Million Kami have pulled apart his life and left him tired and worn. He refuses to give in to this weakness though, as surrendering to an eternal slumber would only mean eternal servitude as a mindless drone or a wisp of tormented light.

When not serving the powers that be he tries his best to relax by doing one of two things. The first is the most obvious in that he simply wants to do absolutely nothing and just rest until he is called upon again. This may actually include some minor activities such as watching an entertainment program, reading, or indulging in any sport that allows him to lie down but these are rare. The second and recently more common escape is to make lemonade. This may seem strange but he has spent long hours working on creating what he refers to as Holy Lemonade™ and he carries with him at least a sample of this at all times.

Character History:
Jacob was born to James and Diane Riker in the Canadian Union near the border to the Confederated States of America in the early days of winter. He was born into a world similar in appearance to that of our own but with drastic changes to the lines scrawled on maps by politicians and gods of industry. His world is one of magic and technology set against one another in a cold war with but a tenuous peace holding together the loosely defined People’s Confederation. His father, James, worked as a scholar of all things but with a particular focus upon the religions of ages long past, before the merging of all world religions into worship of the All Father and the Eight Million Kami. Is mother, Diane, was stationed just outside the Confederated States of America as part of a quick response team to help remind the local Canadians the strength of the joined states which had annexed their nation long before. Her duties were kept secret from her family but it was her status as a pilot in the mechanized infantry division under the call sign Diamond that kept her family fed and well provided for.

Jacob grew up without knowing of hardship as everything was provided to him by the military, including the home he live in, the bed he slept in, the food he ate, the clothes he wore, and even the knowledge he was taught. As he grew up he focused on no one subject but learned a fair deal about everything he could lay his hands upon. With no true focus he merely drifted through school until it was time for graduation and placement into one of the main forces of the Confederation. Unwilling to spend his time getting bored with whatever drivel the army, navy, or air force might come up with he looked into the mechanized forces and the space exploration programs.

He got bored with them too.

For a time he decided it would be of more benefit to him to simply leave and experience the world from his own perspective as opposed to one spoon fed to him by the government. What he found was a cesspool of despair and depravity that had become the human condition in the highly, if not over-industrialized Americas. With nothing more than his plain white tee, his black jeans, and his black shoes he set off for The People’s Republic of China to see what the other half thought of the world.

While his reception as a gorram Confederate was not a welcome one at first he quickly began to delve into the language and gain an appreciation for the culture, as watered down as it was after years of commercialization. He spent two years wandering around the greater territories of the People’s Republic, passing through what had been parts of Russia in ancient times and the lands which vehemently referred to itself as Japan despite bowing under the pressures of the Chinese government. He took up studies of the arcane arts and the worship of spirits but his interest was only held for so long and like everything else he abandoned it as well.

He returned to the States not because he had any true desire but because a Canadia uprising had rolled through the military base his mother and father had been stationed at. He was unable to uncover any news about their fate and so he returned to the home he had grown up in only to find it in ruins. The base had been overrun but quickly recaptured by Confederate forces that fell upon the insurgents like a hammer hefted by the Hand of God. In the chaos his father had been lost and was presumed dead. He quickly learned that his mother was on a new colony being established on Mars and would not be able to return for many months. It was left to Jacob to retrieve the assets of his father and remove them from the base so reconstruction could begin immediately.

The majority of his father’s belonging had been partially burned in a minor fire that had ravaged the house but most of the texts were enhanced to protect against such damage. Among the wreckage he uncovered tomes that he could now read and fully understand which related to what he considered to be the All-Father and the Eight Million Kami when compared to current theology. It was within these tomes that he found a new challenge, the means by which to bring forth incredible power and improve the human condition. Rituals contained therein were designed for him to be able to send a plea to the Kami and receive some boon in return. Due to a clerical error in his father’s calculations and Jacob’s own inexperience the ritual was flawed only slightly and he drew forth one of the eight Immortals as opposed to the All-Father.

Jacob pleaded with this Immortal to grant him the power to help him through these dark times and to come into a light at the end. The Immortal was amused and asked of the young man if this was the boon he truly desired and Jacob affirmed that he wished to end the darkness. It was not until years later that Jacob realized that he was not receiving aid from the Eight Million Kami but was being slowly brought into servitude of powers far behind his comprehension. The dark times he had spoken of were not defined as his own dark times and so the Immortal, surveying the destroyed military base, granted Jacob a far greater power. Jacob had become an emissary of the Kami, an instrument of their will in the world of the real to end the growing darkness started by the fell Oni. Jacob was no longer his own man but a beacon of hope all of the living and an irresistible beacon of immortality to the Kami and the Oni, of whose war he was caught in the middle.

In the times since he began his crusade he has subjected many lesser demons to exorcisms and their true destruction but has found that his normal means have begun to fail him. While still waging the war as the single soldier of both light and darkness Jacob has tried to take his time between crusades to learn of things as he once had. His thirst for knowledge was once again ignited as he explored the field of mechanized combat, this time finding no boredom but only frustration and the drive to push that much harder as his studies were constant interrupted but his own personal crusade. He has only recently learned of the holes in reality that are opening because of the war, leading to whole new dimensions, even to other planet Earths.

Character Equipment:
[5] Gifts from the Immortals: This necklace surrounds Jacob’s neck in three loops save for when he or anyone else attempts to remove it whereby it tightens. It cannot be used to strangle Jacob by any means and will make attempts to remove whatever is holding it if the subject is not Jacob. Upon the chain are eight equally spaced tokens which correspond to each of the Eight Immortals and can be removed if one such Immortal is summoned to be used as a weapon. Token appearances and weapon forms described with each Immortal, below.
[3] Flask of Holy Lemonade™: This flask is usually full of golden shimmering liquid produced by Jacob himself. The flask is merely a pure silver hip flask that can regulate the temperature of the fluid contained therein. It seems to be able to hold more liquid than a standard hip flask should generally be able to.

Skills: Coming from a diverse and highly advanced society Jacob has a myriad of technical and practical skills.
[5] Piloting: Jacob can pilot damn near anything and his training in a wide range of current ships and Walkers used by The People’s Confederation and more archaic means of travel and combat. His skill has been honed to the point where he can learn new system with ease.
[4] Computer Programming: Jacob is highly skilled in the generation of computer programs and the incorporation of arcane and spiritual energy flows into the designs of his systems after years of training in one of the best military academies on his world.
[3] Military Training: Jacob is highly skilled in combat with a large variety of handheld weapons ranging from archaic weapons to highly technological firearms. He is also very good at yelling the words Yes and Sir, but not Ma’am.
[3] Engineering: Jacob knows more than the average individual and even some highly trained experts and can easily jury rig any basic system to do what he needs, but more advanced systems simply get a kick to the side before he decides to go find a simpler answer.
[2] The Ecclesiastical: Jacob has some knowledge of the ancient arts of exorcism and other duties priests might have once been depicted performing but these skills have been rendered largely redundant with his growing divine connections.
[2] Eclectic Learning: Jacob knows a little bit about everything. While he may not know how to build a space craft from scratch or solve a textbook full of obscure equations he seems to know just enough about almost everything to make him appear a genius. He quickly learns new subjects but tends to get bored before getting too in-depth.

Racial Abilities: As a Planetouched Human his racial traits are few and far between. The passive abilities he has obtained by means of his augmentation are better suited for explanation under Powers.

Powers: Jacob is tied to the All Father and the Eight Million Kami in strange and intimate ways.
[6] Soulless: Jacob does not have a soul in the traditional sense but has been given a font of spiritual energy that is clearly recognizable by spirits as a beacon and a gateway. This energy does not directly sustain him and if stolen becomes useless.
[6] Timeless: From the moment the Eight Million Kami took pity upon Jacob he has been sheltered by their infinite numbers. When someone tries to scry upon his location or view events about his past or future by any means they will view a spirit not his own or view his soul in a place locked away by the All Father.
[6] Unknown: As another perk of being sheltered in the embrace of the Eight Million Kami the apparently young man has an aura of mystery about him that mimics his Timeless nature. When one tried to delve into his mind or read his aura he returns as a blank slate to some or a chaotic sea of infinite reflections to those that can perceive such grandeur. He can, with some effort, choose a preference for what he displays.
[6] Conduit: The beacon of energy burning at his core acts as a gateway for divine might to pour into his body for use in whatever way he sees fit. In a passive mode this allows him to sustain his body without food, water, and sleep though he still needs to breathe. This passive effect also seems to extend his life greatly in combination with a regenerative effect of an influx of energy while maintaining his appearance of mid-twenties. When he activates this conduit to the heavens he has the option to summon forth a spirit or to call upon unregulated energies to bring forth other magical effects in the form of spells.
[6] Dichotomy: Because Jacob is filled with useless energy outside attempts to heal his wounds through healing magic or damage him through negative energy fail, including when he casts such spells. Any such spell that fails upon him in this way will charge his font of energy. Effects that are designed to nullify energy, affect good/evil/other targets, or influence a particular element also fail as an extension of his Unknown ability.
[6] The Immortals: Jacob has the ability to bind to him one of eight Immortals which augment his abilities and grant him a passive effect. When in a specifically designed mecha these powerful spirits can extend their strength to the construct as well.
-Strength: This immortal grants an incredible increase in strength and pure offensive on all fronts. Jacob's body bulges as power floods his muscles and feeds his mind. All physical characteristics are improved but strength is markedly so. Any spellcasting is heightened when dealing with raw offensive power but his bulk slows the process ever so slightly. The Token is a might fist clad in mail. The weapon of choice is the Maul or other oversized weapon.
-Speed: This Immortal grants the speed of the gods to Jacob and causes his body to become lean and streamlines. A field of intangible force surrounds him to greatly decrease wind resistance and even allows him to move swiftly through liquid mediums. Jacob's spellcasting gains no specific focus but is increased in speed while taking hits to strength and/or duration proportional to the increased speed at which the spell is cast. The Token is three lines intersecting in a blur. The weapon of choice is the rapier.
-Vitality: This Immortal grants Jacob the unending fortitude of all the Eight Million Kami. While so influenced all of his physical attributes are enhanced to a small degree but his resilience is elevated to remarkable levels. He is able to quickly regenerate from wounds that manage to bypass his incredible defenses. His magic focuses mostly on defensive means. The Token is what looks to be a crouched man. The weapon of choice is a shield.
-Mortality: When under the influence of Mortality Jacob becomes a master of life and death, light and darkness. This Immortal grants passive augmentations to his other abilities by allowing him to monitor his own mortality and know when death wants to take him, and avoid the grasp of the reaper. This manifests in abilities that resemble premonitions and precognition limited only to his own demise. His magic becomes centered on effects that bolster or weak the frame, even to the point of death or new life. The Token is a skeletal hand raked across a diamond. The weapon of choice is any two sided blade.
-Summer: Fiery and full of life, this Immortal lends some of its vigor to Jacob. Jacob's resistances to heat and cold increase dramatically and he gains a mastery over flame and sand. While under the influence of Summer he gains passive healing abilities and his Conduit shifts to open mainly to flame and heat based effects. The Token is a depiction of flame. The weapon of choice is a fiery scimitar.
-Winter: All at once forbidding and barren while maintaining a sense of purity and innocence this Immortal instills Jacob with a heart of ice. While under the influence of this Immortal Jacob's bodily functions slow down to a point resembling hibernation though he continues to act normally. He gains incredible resistances to foreign objects in his system while anything organic is simply frozen within him. His powers over ice and water increase markedly. The Token is a snowflake. The weapon of choice is a frigid ice pick.
-Heavens: With all the skies looking down upon him, Jacob is infused with all the powers of the Immortal of the Heavens. He gains the ability to leap great distances (and land safely), speak to the birds, and sense changes in weather patterns. He establishes a sort of control over the weather and can generate lightning blasts with ease. The Token is two feathers arranged as a cross. The weapon of choice is a spear or alternately a longbow or other similar ranged weapon.
-Earth: With all the land to support his strength, Jacob is infused with all the powers of the Immortal of the Earth. He gains the ability to maintain his footing regardless of angle of the earth under his feet or the forces pushing against him that would otherwise topple the hero. He can listen to the whispers of the earth itself and shape stone to fulfill the wishes of the Immortals. His magic enhances his ability to work with stone and focuses upon the control of acid and plant life. The Token is a simple circle with a dot in the center. The weapon of choice is a great hammer.
[5] The Eight Million Kami: Jacob’s ability to summon and bind the Eight Immortals has extended into a lesser ability to manipulate lesser spirits. Lesser spirits include ghosts, ancestor spirits, nature sprites, lesser demons, wraith, and a variety of other beings. He can easily exorcise and banish such spirits from objects and creatures but his expertise goes one step further. In addition to banishing spirits he is able to summon them and even implant them, though when doing so he often binds them to his Conduit. When spirits are bound in this way he can emulate their powers to a degree. If he captured and bound a rain sprite he would be able to generate small quantities of water and the like.
[4] Latent Psionics: Jacob has a psychic affinity that allows him to be linked to other psionically sensitive creatures or objects easily thouh he has no means by which to initiate the link himself. Any unwanted intrusion has to pass through his Unknown ability first.
[4] Brew Holy Lemonade™: Jacob is perhaps the only one who can effectively, efficiently, and correctly brew Holy Lemonade™. It is not merely lemonade but also holy water and Jacob has found the odd ability to generate this tasty fluid with almost no effort in great quantities. It has minor damaging qualities against incarnate evil and undead and provides serious discomfort for any evil being it touches, aside from the sting of the lemon. It has no truly useful application aside from being delicious and holy.

Initiation Training: Yes (Stygian Stirring if I can)

http://bp3.blogger.com/_YPFDDjQ_y_Y/R_PBJ0DnIYI/AAAAAAAABBA/-Zloz7O0lxI/s1600-h/drawing_golem.jpg
PostPosted: Sat Jan 05, 2008 3:36 pm


Grave Jade
Public
Name: Grave Jade the Keeper of Stars
Mode of Combat: Ranged fire support
Birthday: 8/8/07
Height: 5'1"
Weight: 271lbs
Measurements: N/A
Birthplace: Crown of the World near the abandoned Dominion Fortress
Hobby: Contemplating the structure of crystal in sculpting
Personal Treasure: A sphere of green crystal held at the heart
Favorite Food: Chee-tos are oddly sensational
Dislikes: Heat.
Forte in Sports: I have no experience in human sports.
Other things worth mentioning: If at all possible I would prefer lodging under the stars or perhaps simply to be shown an area where I might spend the evenings under the stars.


Private
Race: Humanoid body built of organic nanomachines

Equipment: Jade does not carry much in terms of equipment and has the ability to build most of what he sees fit.
-Two firearms named Cai and Uri. Each have a variable barrel size and work off of a chemical reaction propellant system which gives high power over short distances but very little range relative to similarly sized weapons. Alternately, these can use a matter to energy conversion as per his Alter capabilities for similar propulsion speeds but faster ammunition reloads.
-Crystal reproductions of martial weapons which are grown by reorganizing surrounding matter.

Abilities: While Jade is relatively limited in supernatural capabilities he has an array of technological augmentations that simulate the mystical.
-Amalgamation: As part of a group known only as Amalgamation Jade has been granted the capability to permanently steal an ability from a dying target. Because of Jade's inherent programming he also obtains a portion of their personality. Furthermore, as a result of this addition this ability has a limit of only being able to sustain three abilities before it breaks down. This will result in either his entire ability set and programming to reformat or a loss of two acquired abilities. He is not aware of this restriction.
1-Holy Light: Gained from Valins Selig this ability can generate minor blasts of holy light in the form of a laser beam. Jade currently does not understand the mechanics of this ability but is not restricted from its use.
2-
3-
-Amorphous Body: While not immune to physical damage most harm can be repaired in localized areas with speed but area effects are generally much too difficult to recover from with any haste. This also eliminates the majority of harm by most poisons or transmutation magic as well as strikes against critical locations.
-Matter Reorganization: By reorganizing the structure of matter around him Jade is capable of turning ordinary materials into a dark green crystalline formation that he can shape to his will. The most common uses are replenishment for ammunition and martial weaponry though he can also alter sections of the landscape to create unstable terrain or if the crystal is in large enough quantities he can build minor defensive shields. (Based on the Alter Powers of s-Cry-ed if it helps in judgment, with nothing so extreme as Kazuma)
--M.R. Subset: Modulation: By altering the crystal's structure in minute ways Jade has the ability to generate or eliminate light, gather and convert energy, and emit or receive frequencies of all sorts. This facilitates the generation of light and to a lesser extent heat all the way up to a viable non-elemental non-magical laser beam.

Tacitus

Codger


Tacitus

Codger

PostPosted: Sat Jan 05, 2008 3:37 pm


Zarist
Public
Name: Zarist the Voice of Zarus
Mode of Combat: Melee Juggernaut
Birthday: 2/19/07
Height: 6'0"
Weight: 250lbs
Measurements: N/A
Birthplace: Isle of the Herald
Hobby: People-watching
Personal Treasure: Holy Symbol of Zarus the First of Men, his glorious golden face
Favorite Food: Broccoli cheddar soup served in the skull of a half-human, with or without gray matter.
Dislikes: Inhumans and half breeds.
Forte in Sports: Football, quarterback.
Other things worth mentioning: I will not tolerate being lodged with an inhuman beast, and would prefer sleeping under the stars than be tainted by such foulness.


Private
Race: True Human

Equipment:
-Golden Armor of Zarus: This enchanted full plate comes complete with a visor that Zarist usually does not wear. It is as light as a chain shirt but has the strength of admantium. Around the weak points it generated a field of golden force that helps defend otherwise vulnerable areas with the exception of the head.
-Golden Sword of the Voice: This massive fullblade measures six feet in length with a hilt two feet beyond the blade. It is of the finest craftsmanship ever wrought by human hands with an incredible strength to the blade itself while also being a tenth lighter than other such blades of its size.

Abilities:
-Divine Vigor: Zarist has strength well beyond that of most men but is by no means monstrous in terms of his raw physical power. The divine vigor within him also heals his wounds and allows him to ignore lesser poisons and diseases though he still acts as a carrier during the time he would otherwise be ill.
-Divine Edict: By the will of Zarus there shall be no disgrace in fair combat and as such Zarist has a sort of sixth sense when engaged in combat that warns him of subterfuge and highlights poison or disease.
-The Power of Men: Useful only as a supportive ability Zarist emanates with a powerful aura that wells up within humans to augment their own physical prowess and cover their shortcomings. This grants a passive increase in skill with their specialization and increases overall health and resilience. This can be revoked to any specific human.
-No Man Sall Fall: With a surge of divine will Zarist is able to grant a massive boost to a human for a short period that goes above and beyond his aura to the point of granting resiliences beyond even his own abilities. (Likely 5 posts or less, perhaps as a reaction to help resist a major attack, obviously useful only as an assist.)
PostPosted: Fri Feb 01, 2008 6:09 pm


Sebastian the Craven

Tacitus

Codger


Tacitus

Codger

PostPosted: Fri Feb 01, 2008 6:36 pm


Gaia Name: Tacitus
Character Name: Buziel "Atlas" Rostfrei
Age: 6358
Height: 6.7"
Weight: 350lbs
Hair Color: Black, short.
Eye Color: Blue
Skin Tone: Dark Tan originally Pale
Equipment: Atlas has no implements of war other than his own two fists and finds that to be more than enough. He wears a plain white tee with blue jeans and pristine white tennis shoes. Just above his shoulder blade on one side is a tear in his shirt from which a grand white wing extends. To cover this Atlas generally takes to wearing a long brown trench coat and hopes no one remembers the movie Michael.
Team: The Los^T
Partner Name: (Kythe)
Bar Code: LSBJO07869
PostPosted: Sun Jun 29, 2008 8:56 pm


Needs heavy edits.

Quote:
Name: Torment, Shameless Pain, etc

Name you want to be identified by: Vini [pronounced Vinny]

Appearance: Vini towers over most at eight feet in height, his body a piecemeal construction of plates and components from many eras, even

mideival times. Some of his armor plating is magically oriented, and others is a technological construction, reinforcing the duality of his existance.
His head seems nearly humanoid, but is obviously of pure robotic design, appearing much like that of a bird's head, sans the feathers. One eye
glows a bright red while the other is a neon green, components fro two different eras in the future.

Age: Irrelevant, components vary in ages. Chronometer logs Venificus as having been active for over two and a half million flight hours.

Sex: N/A-Male based consciousness

Race: Technowizardry construct

Weapon of choice: Vini prefers a laser rifle of sorts that fires solid slugs in two modes. The first mode magnetically propels smaller slugs at
insanely high velocities while the second mode fires large slugs charged with magical energies to induce flame, freezing, and a variet of other
effects. Vini also carries an array of grenades constructed within his body from nanites. He consumes food as a human would, and this is converted
to fuel for his energy core or components for his grenades by the nanites.

Class: Technowizard

Short bio: Vini is a unique being in that he is a cyborg of unique origin. He started as a unique Gundam given to Torment Nusradai by Ushida Fujima, Owner of the Shogitai Corporation. The neural interface was modified and enhanced so as to funnel magical energies through a sort of amplifier and allow a Gundam to cast spells. Torment used Venificus once, and it was heavily damaged in the attempt. Once repaired, Venificus was modified once more, his power core altered to serve as the phylactery for Torment's living lichdom, a vessel for souls, two of which he still contains.
An illusion of indescribable strength was placed within Vini's cockpit and bound to the neural interface, becoming one with it. This illusion was
melded into Vini to create a new being, a conscious Gundam which could cast spells and obey orders unerringly. In the civil war between the forces of Torment and Soulscour Vini was lost to timelessness, just as was IV and Redemption. He skipped though different times, gaining upgrades and a considerable reduction in size.

Any Special Power?: Vini has the ability to cast a large variety of spells, but the main significance is that by expending energy from his core he can boost these spells or cut down casting time. Vini's technological nature renders him imune to pain, polymorphing, paralysis, fear, compulsion, disease, poison, and illusion, but gives him several key weaknesses based on the fact he is an electronic being. Vini's magical components immunize him against EMP, hacking, glitching, and other key elements. This duality means that in either an EMP field or an Antimagic area he can still operate, but not while under the influence of both. Tied to his consciousness are nanites that were installed in one of his layovers in the future, allowing him to repair. All components are shielded against heavy intereferance from tech or magic, keeping his duality in check. The Venificus AI core has knowledge of the Spacial Fold technology within him, but the illusionary consciousness does not fully know how to activate it yet.

Area of living or position desired: Shield of the East

Tacitus

Codger


Tacitus

Codger

PostPosted: Tue Aug 26, 2008 3:07 am


[Reserved for any further characters and the ones I've lost profiles for]


-Argus McFarland
-The Chosen
-Kane
-Jesus-nin
-Oelden
-Jack Schitt
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