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Post by KayKay on Feb 24, 2018 6:24:20 GMT
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Post by KayKay on Mar 10, 2018 5:51:21 GMT
"I am trying to think of a witty comeback, but I cannot think of one. I am not very good at banter.""Oh yes! I can give advice. Oh... um... do remember that it is very important to let the oven preheat fully first while you are baking!"Name: Adrienne Desmarais Titles: Vesyka, Subject-4906, The Dark Hunter, Vessy Homeworld: Earth-CH42 Height: 5’0” Weight: 89 lbs Age: 107, though stopped physically aging in her mid-twenties Description: Adrienne Desmarais, more often known by the title “Vesyka”, is a small, lightly built French woman. Her most striking feature is her soft curls and waves of silver hair; a mutation derived from the rich quantities of aethereal energy in her body. The roots of her hair are black – a hint to the nether within her body, and prominent dark eyebrows highlight large, expressive doe-eyes. Her retinas are the same silver color as her hair. Between her wide eyes and small frame, Vesyka often gives off a sense of innocence. Her skin is pale – even her lips – as though she hasn’t seen much sunlight. Vesyka carries a tattoo of serial numbers on her wrist: 4906. Though faded with age, it has not disappeared. Vesyka can usually be seen wearing long sleeved jackets or sweaters. Her clothes are usually black or dark grey clothing, contrasting with her pale skin and silver hair. Her wardrobe is small and often tattered, as though they’ve been stolen from small markets or dumpsters. Despite having been alive since the 1930s – over one hundred years – Adrienne looks to be in her mid twenties, as the combined mix of aether and nether in her cells has prevented her from physically aging. Info: Adrienne was born in Paris, 1932. Her mother was a teacher at an elementary school which helped pay for her father’s work; he was an artist, famous around the city for his surrealistic paintings. While their family was close, the busy lifestyles of her parents meant that Adrienne’s older brother, Patrice, played a part in looking after her. She was raised a Catholic, and she and her family lived in peace.
Any illusions of safety were shattered during the beginning of World War 2, in 1940, when the Nazis invaded France. Adrienne and her family would proceed to spend the next two terrifying years living under Nazi occupation. They struggled with food shortages and malnutrition became an increasing problem for Adrienne and Patrice. Then people started to disappear. Jewish families were taken from their homes across France in the hundreds – their fates remained a chilling mystery.
But even these dark times, the Desmarais family still held fast to their moral compass. When rumors spread of German soldiers searching schools for Jewish children, it was Adrienne's mother who hid Jewish students beneath their house, for fear of what might become of them at the hands of German soldiers. Her father worried that such actions might risk their own children's safety, but his religious beliefs prevented him from denying the need of the children - after all, what man could live his life knowing that his hesitance to act would cost so many children their lives? For several months the Desmarais family was able to care for the students in secret, but with many more mouths to feed it became harder than ever before to scrap together a living.
It was the mysterious lack of food in the Desmarais household that eventually drew the suspicions of neighbors and patrolling soldiers. In November of 1942, soldiers raided their house and discovered the hidden children. All occupants in the house were immediately arrested, including the four Desmarais family members and the seventeen Jewish children they had hidden. Adrienne, now ten years old, and her sixteen-year-old brother, Patrice, were immediately taken from their parents upon arrival at Drancy internment camp. They, along with all seventeen Jewish children, were crammed into a small cattle car and deported to Auschwitz. Adrienne and Patrice would never saw their parents again.
The journey to Auschwitz was a miserable one. The children were packed together so tightly that there was very little room to move amongst the sea of bodies. There were no washrooms, and it wasn't long before the thick stench clouded the air and human filth clung to their bodies. They were given no food for days and very little water, and a few of the younger children died before they reached their destination. Adrienne herself barely clung to life - it was thanks to her brother that she even survived the trip at all.
On arrival at Auschwitz the passengers in the train were separated into two lines: Adrienne and the surviving children were placed in line with the elderly, woman and other small children, while Patrice was placed in a line consisting of older boys and men. While Patrice and the men were sent for registration, the other line was told that they were to be disinfected in the showers. As it had been with their parents, it was the last time the two siblings would ever see each other.
Adrienne and the others in her line were crammed into a metal chamber, and carbon monoxide filled the room. Within several minutes over four hundred bodies covered the floor of the chamber. There were no survivors.
Until one of them – a ten-year old girl – woke up.
Adrienne's body had recovered from the gas, and the girl woke up surrounded by the hundreds of bodies of those who did not awake. Her miraculous recovery attracted the attention of Auschwitz scientists.
It was realized that a previously-unknown form of energy had been triggered in Adrienne's body, an energy which allowed her cells and tissues to repair themselves unnaturally quickly and efficiently. To determine the limits of her cellular regeneration a number medical experiments of unspeakable horror were performed on Adrienne. These included experimental surgeries performed without anesthesia, injections of supposedly lethal diseases and germs, and attempts to use of chemicals to attempt to change the color of her eyes - which were slowly becoming silver in response to severe trauma; which would only release more of that mysterious energy. Over time her hair began to change color too, from the rich black it was before to a shining silver identical to her eyes. Her cellular regeneration barely allowed her to endure, healing wounds within weeks, but grew more potent the more energy was released into her system. When it became clear that her stay at Auschwitz would be longer than a mere trip to the gas chamber, Adrienne was registered into the camp, and a number – AU4906 – was tattooed into her left wrist.
It was starvation of all things that nearly ended her. While deprived of food and water Adrienne's body was barely able to scrap together the energy required for such advanced cellular regeneration. She was forced to lick fresh mop water off the floor in an effort to stay hydrated, but would have starved to death anyway had tales of her regenerative powers not reached the ears of a group of German alchemists working for the Third Reich.
They were a secret society, devoted to unlocking the secret of eternal life through studying a strange blend of modern science and the old practices of alchemists centuries ago. Hitler, in his obsession with the occult, had hired them to work with his top military engineers to research and design new forms of weaponry. The leader of these alchemists, Diedrich Falkenrath, had the foresight to use the funds given to him to buy a once abandoned factory and hire workers to build these prototype weapons. Naturally most of these weapons were proved a failure and never made it onto the battlefield.
But Falkenrath's "discovery" of Adrienne would bring him great fortunes in the years to come.
Adrienne was transported to Berlin, but her torturous stay at Auschwitz had left its mark. No ten-year-old could take so much pain and come out intact. Her body could heal her physical scars, but her mind was left broken. Starving and nearly-skeletal, she was brought back from the brink of death by the scientists and alchemists under the orders of Falkenrath, who had realized such healing abilities would require energy, and therefor nutrients. Over the following months she was nursed back to physical health – but this did not mean an end to the pain that would continue to be inflicted on her.
The torture became psychological. Adrienne was treated more like a lab rat than a human being, a living, breathing anomaly of nature of which to be poked and prodded and tested. They called her: “Subject-4906”, after the camp registration number forever imprinted on her arm. She lived in a small crate for over a year, kept locked up until tests were needed or food and water was given to her. Still, no matter how many blood samples they collected; no matter how many tests they ran; the alchemists couldn’t replicate the mysterious energy that now coursed through her veins – an energy they called “aether”.
The final days of World War 2 brought a temporary end to Adrienne’s torment. After the death of Hitler and the fall of the Nazi’s, Falkenrath became desperate. To ensure that the research he collected on aether and the secret to human immortality would not go to waste, he managed to secure a last-resort deal with the American government, using the knowledge he and his men gained on Subject-4906’s healing abilities as leverage. The ramifications of it’s potential use in the medical field, and the tantalizing mystery of aether itself, persuaded the American government to transfer Falkenrath and his best men to the states, along with Subject-4906. With the knowledge that she would no longer be forced to live in the cruel heart of Nazi Germany, Adrienne’s heart flared with hope for the first time in nearly two years.
That hope would soon be crushed. Falkenrath was granted immunity by the US government in exchange for his contributions, and within months he was given his own laboratories, staff, and was allowed to continue his research, under the top-secret project titled Operation: 4906. Adrienne was met with no sympathy – those few who had seen her silver hair and healing abilities thought her an abomination. Her torture would continue for years to come…
Eventually, Falkenrath would discover that there were vast amounts of Aether in the depths of the earth. In 1951, a US base was established in Antarctica, near the pole of inaccessibility; where large pools of aether were believed to be located under the thick layer of ice. Falkenrath sent in laborers and resources for the construction of a huge drill capable of reaching solid land beneath the two-kilometer thick ice, where the enormous energy readings were located. In 1952, a now twenty-year-old Adrienne was transferred to the Antarctic base, as the remote location offered security far beyond the government’s greatest technologies.
Placed in charge of handling Subject-4906 was an American bioweapons engineer named Dr. Cyrus Hassler, a man who strived to weaponize aether, rather than unlock its potential medical secrets.
In 1956 the drill was completed, and a cavity was successfully pierced into the massive ice layer. Expecting to find aether, the expedition team stumbled upon something else: Dozens of mysterious crystals, blacker than black and throbbing with energy unlike any other. In some ways it was similar to aether, but when released from the crystals it destroyed anything it came in contact with. Upon further study, Falkenrath realized that the energy was both the polar opposite of aether and at the same time the same basic force, just as heat and cold were measures of temperature. He named this new energy “Nether”.
In quickly became apparent that experimenting with what little samples of nether they had was a very dangerous prospect. It destroyed nearly any material upon contact – steel containers, liquid, and even air particles – devouring the very atomic structure until nothing remained. Only the crystals could contain nether safely. Yet its potential as a weapon was obvious, and Dr. Cyrus Hassler salivated at the thought. But how to create a weapon that wouldn’t be destroyed by its own ammunition? Creating nethereal bombs using the crystals wasn’t an option; their supply of crystals was limited. Hassler sought to instead use it as a gas-like weapon – one far more deadly than any poison or acid. But energy within had to be somehow siphoned from the crystals, safely stored in a container that could allow the energy to be studied, and perhaps reproduced. Dr. Hassler theorized that perhaps only nether’s opposing side, aether, would be able to prevent its raw destructive force.
As such, only one known source of aether existed.
Adrienne – Subject-4906 – was the only living thing yet capable of surviving with aether in her body, yet while it provided her an impressive healing factor, it hadn’t prevented her from aging. Falkenrath considered that the secret to true immortality might still lie in the little-understood nether, which could balance out the aether in Adrienne’s blood. Dr. Hassler, desperate for a source of aether to contain the nethereal energy, agreed. If Subject-4906 survived an injection with nether, Falkenrath could take another step forward in his quest for the perfect human; if she died in the process then at least Hassler would be able to further prove the lethality of nether, capable of killing where disease or poison failed.
Locked in a chamber of solid steel walls three thick, Adrienne was infected with the lethal energy, siphoned straight from the crystals. As it entered her blood, she fell immediately unconscious; but rather than dissolving her body, the nether bound itself to her cells as if drawn by the aether within. A startling mutation on the microscopic level began to occur; Hassler’s theory was correct.
But he hadn’t considered the side effects.
One might think nether has a mind of its own. While not malicious, it is inherently destructive, and what it does not destroy it twists and changes and blackens. The cellular mutations had gifted Adrienne with new abilities. Powerful abilities.
Fourteen horrifying years of torture and abuse both physical and psychological had left Adrienne a broken, empty shell, and an ocean of toxic, black hate swept in to fill it. The nether twisted her unconscious mind into the very monster she had been treated as, and as her body was obscured in a massive inky cloud of nether, fourteen years of pent-up rage lashed out at world. A great black beast of pure darkness exploded from the chamber and stretched its cloudy wings across the sky, and the base and everyone inside was consumed by the fully realized, unbridled power of nether.
To the United States government, it was as if the base had disappeared without a trace. Unaware of the truth, they assumed a failed weapons experiment had destroyed the area. Only Dr. Hassler and Falkenrath, fortunate enough to be off-site at the time of the event, held any suspicions.
Adrienne woke up in an unfamiliar place: inside an ancient temple, deep beneath the ice. The eruption of nethereal energy on the surface had attracted the attention of a mysterious being that lived in a long forgotten city deep beneath the Antarctic ice, not far from the site. There she had found Adrienne’s body in the snow, amid the ruins of the base.
Her rescuer was Kadrah, the last of the allari. Although both years of terrible abuse and the nether that coursed through her body had poisoned her mind with hateful thoughts, Kadrah took sympathy on the broken girl. While she was no healer, she did what she could to nurse the girl back to physical and mental health. Through the passage of many long years, and with Kadrah’s aid, Adrienne made a gradual recovery. The breathing and meditation exercises of Tal’u mal Liamate (an ancient allarian martial art) became important grounding techniques for Adrienne, helping her “stay present” when distressed by a memory of her past.
During her journey to recovery – and perhaps her redemption – Kadrah became a mentor for Adrienne. She was given the honorary title of: “Vesyka”: an allarian word that could be roughly translated as “disciple”. Using Tal’u mal Liamate techniques to block her emotions in times of severe stress, Vesyka was able to prevent the nether within her body from further influencing her mind. When she was ready, Kadrah began to teach her how to use her newfound powers safely. So long as she were able to keep her emotions at bay, Vesyka learned to keep control over her darker side, even while in the phantom form.
Eventually the time came for her to be slowly rehabilitated, yet Vesyka still held a deep-rooted fear of other humans. Over the course of the early 1970’s (or at least what would have been the 1970’s if not for the Cataclysm), Vesyka was occasionally taken to remote human settlements to slowly increase her exposure. Overcoming this fear was no simple task, and took Vesyka nearly two decades. Eventually she grew confident enough to stay in a town for an entire day, then an entire week. In time she found herself able to leave the safety of Kadrah’s side and go off on her own for short periods of time. By 29 AC, Vesyka was even able to engage in small conversation with other strangers.
Though her phantom form blended in near-perfectly with the night sky, her presence did not go entirely unnoticed. Over the years, rumors of a mysterious creature spread among cryptozoologists. They called it the Dark Hunter, though nobody really knew anything about it – nor did anyone know what it looked like. These stories were labeled as nonsense by most sensible folk, but a few chose to believe.
Since being stranded in Lemuria, Vesyka has met and, to her great surprise, befriended the elusive thief known as the Fox, as well as her allies T.J and Hartwin. Having the benefit of social interactions in her life again has notably strengthened Vesyka’s resolve and mood, and she has become a valuable partner in crime for the Fox. Personality: Vesyka is soft spoken and polite woman. Above all else, Vesyka values family, and desires little more than finding another to replace the one she lost. Vesyka honors the memories of her old family by practicing cooking and painting – skills she inherited from her mother and father respectfully. Although an extreme introvert who often behaves reclusive and shy towards strangers, Vesyka is known to let her guard down around those she has come to accept as part of her family, even showing her quirky sense of humor when the opportunity presents itself. Vesyka abhors physical violence, and will only come to blows if absolutely necessary; even then, she will never willingly kill or seriously cripple. While she carries an extremely timid nature, Vesyka is not a coward. Her mind and will have become strong with age, and by keeping herself in the moment with meditative and breathing exercises, Vesyka can purge her body of fear – and all other emotions – in order to ensure she stays calm in crisis situations. This is essential to controlling the dangerous powers within her. Abilities:– Aethereal Blood: The first scientifically recognized human with aethereal (or bioteratic) affinity, Vesyka’s body is rich in aethereal particles. Having been trained by Kadrah, Vesyka’s knowledge of aether’s uses and potential is far greater than any human-trained sentinel. She has a greater enhanced strength per-mass ratio than any sentinel, capable of lifting an astounding 1700lbs over her head when focused. Unwilling to be in the spotlight, however, Vesyka rarely performs this. Most commonly, Vesyka uses her aethereal powers to rebuild and regenerate damaged living tissue. As with terataurs, she can rapidly heal from serious injuries, although Vesyka is also capable of healing others by channeling her aethereal particles into their body through touch. While she is capable of regenerating entire limbs if needed, Vesyka has yet to learn how to properly heal scars; repairing already repaired flesh is a risky process that has the potential to lead to cancerous growth. The aether within her blood also makes Vesyka remarkably resilient against poisons, diseases, and drugs. – Nethereal Blood: The aethereal particles within Vesyka’s blood was able to contain the nether introduced to her body, but not without drastic side effects. As the force of decay, her nethereal particles are slowly eating away at Vesyka on the cellular level, and her aethereal particles are creating replacement cells just as quickly. This constant state of entropy and restoration has resulted in Vesyka being incapable of physically aging, as her cells organs have not had the time to become damaged and inefficient with time. At an age of one-hundred-and-seven, Vesyka appears the same as she did the day nether was bonded to her system. As with aether, the nether bonded to her cells has given her the ability to shape the forces of destruction and decay, and enable her several abilities: - – Kurnugia: Contrary as to what might appear, Vesyka doesn’t control shadows (a mere lack of light), but rather a form of nethereal-based energy that originates from another plane of reality known as “Kurnugia”, roughly translated to “The earth of no return.” It is a plane where no light shines and where an ocean of nether accumulates in a dense, endless mass. As we can travel across the three dimensions that make up space (length, width, and height), Vesyka can travel through this fifth dimension. To physically reach this plane, Vesyka must find a location with little to no photons, and use her nethereal powers to open a gateway. Time moves much faster in Kurnugia, creating the illusion of near instant teleportation when used under short distances. As long as she is in physical contact, Vesyka can bring through other objects or even living creatures; though she must shroud them in a blanket of nethereal mass, lest they attract unwanted attention from Kurnugia’s inhabitants.
- – Shroud of Darkness: By drawing out nethereal mass from gateways to kurnugia, Vesyka can summon a black mist or fog that can swallow nearly any light source – her only limit is blocking out the sun itself. This can make any room pitch black, and blanket an entire city in impenetrable darkness during night or a heavy storm. This darkness swallows all light in an area, preventing even those with night vision from finding their way around.
- – Clinging Darkness: To impede and ensnare enemies without bringing them harm, Vesyka can concentrate her dark shroud into solid and tangible shapes, which often take the form of masses of writhing black ropes and tentacles. These are invisible within Vesyka’s shroud of darkness, and attempt to grasp and immobilize potential enemies safely. Their strength and durability depends on how densely concentrated their nethereal forms have been made, but they are normally as strong as flesh and muscle of the same size.
- – Draining Darkness: As highly specialized and unusual skill that Vesyka has trained to perfect, Vesyka can summon nethereal energy from kurnugia and specifically target an enemy’s energy, rather than the matter that makes up their body. By destroying the reserves of energy in their body, Vesyka can painlessly wear down and exhaust an enemy, even causing them to pass out in heavier doses. This nethereal energy manifests as an aura, and Vesyka must require close or physical contact for it to take effect. Those knocked out by this ability usually wake up in a few hours extremely hungry and weak, but suffer no serious or permanent damage.
– Aethereal Vision: In order to navigate pitch black conditions, Vesyka has learned to “see” the aether in other beings or objects. While within kurnugia, where no aether exists naturally, Vesyka can still make out the aethereal shadows of our three dimensional plane, enabling her to find ideal locations to exit kurnugia. – Strength of Will Vesyka’s training in Tal’u mal Liamate’s meditative techniques allows her to clear her mind of emotion when under severe distress. By forbidding higher thoughts and emotions from clouding one’s inner self and entering a state of harmony with their spiritual essence, the practitioner becomes as tranquil and cold as ice. This is essential training when using the Phantom, as it allows her to keep control over it. It also makes Vesyka extremely resilient against possession or mind control. With over 80 years of practice under her belt, is very difficult to break Vesyka’s concentration… but not impossible. –The Phantom: Nether is known to be a parasitic force that it capable of promoting drastic mutation; and while physical changes in a subject so afflicted as Vesyka are rare, nether will often latch onto a subject’s psychological state by drawing energy from strong negative emotions. Vesyka is an individual who has suffered through unthinkable pain, and carries traumatic memories that can trigger panic attacks with little warning – inadvertently causing her reserves of nethereal power to erupt in a violent, uncontrollable fury. To protect her body, the aether in Vesyka will flare outwards to form a compact shell around her body as the storm of nethereal force rages around her. If Vesyka can not regain control, the unstable chaos will cause her to lose consciousness, and her subconscious mind will take over. Both her aethereal shell and her unstable torrent of nether will take on a shape chosen by her subconscious: most often the mythical vouivire or guivre of French folklore. This artificial beast – a skeleton of aether encased in the flesh of nether – is a phenomenon known as the lalartu in allarian, roughly translated as “Phantom.” This is the reason Kadrah has spent decades teaching Vesyka grounding techniques and how to control her emotions. While the power of the Phantom can be controlled with proper training and meditation, should Vesyka succumb to her anger or fear while using the Phantom, the monster within may lash out at the world again, sparing none from its destruction. Name: The Phantom Titles: Lalartu, Vouivire, Guivre, The Dark Hunter Length: Variable; maximum 460 meters Wingspan: Variable; maximum 600 meters Mass: Variable; maximum 55,000 tons Description: The Phantom is a construct of solidified nethereal force, wrapped around an aethereal skeleton that contains and protects Vesyka’s body. It takes on vague shapes created by Vesyka’s subconscious, unusually manifesting as an amorphous, serpentine torrent of darkness, with wings as black clouds wide enough to block the night sky – a crude representation of the French vouivire from her mother’s tales. The aethereal skeleton is almost completely concealed beneath the flesh of nether, with the exception of a two holes where the “face” would be, as if serving as a pair of eyes. Tendrils up to two-hundred-and-fifty meters long are capable of bursting and shrinking from the body of the entity, most commonly from the neck or face. Dark masses of nethereal fog surrounds the Phantom even in broad daylight, obscuring its finer details, if indeed it has any. At night is when the Phantom is at its most dangerous; for it blends into the darkness it creates to become practically invisible. Fighting Style: Vesyka is unwilling to seriously harm or kill her enemies. Quick witted and even faster in flight, Vesyka will use hit-and-run tactics and non-lethal blows to wear her enemies down to exhaustion. She is rarely seen in the form of the Phantom by day, preferring to be active under the protection of darkness. Able to blend perfectly into the shadows, deprive opponents of their vision, and travel through kurnugia to disappear and reappear in locations nearly instantly, Vesyka is nearly impossible to land a solid blow on – let alone defeat – in her native element. She uses this untouchability, and her ability to be like a ghost in the shadows, to spread fear and disorder amongst her foes. It is indeed lucky that Vesyka rarely fights at all, preferring to flee and leave the opponent unharmed. It is luckier still that she never uses her lethal nethereal powers to harm others. However, as gentle as Vesyka may be, this doesn’t mean the Phantom is harmless. Should she lose control, Vesyka will fall unconscious from the resulting chaos, and her subconscious mind will take over. The Phantom in this state is enormously destructive to its surroundings, and will violently lash out at anything it perceives to be a threat; even focusing on the cause of Vesyka’s torment, it will cause widespread devastation in its wake. Abilities:The Phantom has all the abilities that Vesyka normally has, with the exception of being able to heal others. It is also capable of the following: – Unholy Screech: The Phantom can inadvertently release a deafening screech by ripping open portals to kurnugia, ideal for stunning enemies and spreading fear. – Nethereal Tendrils: The Phantom can manipulate the nethereal energy making up its body. Its face and neck can transform into tendrils up to two-hundred-and-fifty meters long, and focus into them destructive nethereal energy. This results in a lethal hurricane of black whips that can slice clean through any material by simply devouring the atomic structure. Most would-be enemies are likely to be ripped apart. If the Phantom can not focus, or chooses not to generate lethal energy in its tendrils, these tendrils of nether can grasp and manipulate objects. While Vesyka uses this ability as a few more pairs of hands, an out of control Phantom is more likely to crush those in its grasp with explosively powerful coils of nether. – Killing Shadow: The Phantom can release a cone of nethereal energy from its body that washes over obstacles like fire, but eats away at them like an exceptionally powerful acid. The nethereal energies are not as focused as in the Phantom’s tendrils, preventing it from outright vaporizing everything these shadows swallow. – Greater Draining Darkness: Vesyka’s aura capable of destroying the energy in an enemy is more potent in the Phantom. She can immediately knock humans unconscious, but without control, the Phantom is capable of far worse. The Phantom is capable of draining the life itself from an enemy by destroying all the energy in their body. Thankfully, this is not an instantaneous effect even with creatures as small as humans. – Nethereal Fog: The unnatural darkness that allows the Phantom to make its environments pitch black may be impossible to see in, but it is not dangerous. The same can not be said for the nethereal mist that the Phantom can release from its own body in impossibly vast quantities. This nethereal darkness can swallow a small city, slowly eating away everything caught within as though an acidic mist. The Phantom can only use this once, as its usage will take up its entire mass, leaving only the aethereal skeleton and the unconscious body of Vesyka behind. (Limited to one use per-fight, and will also end the fight for the Phantom.) – Melting Touch: If the Phantom loses control, its entire body will be charged with nethereal energy. While not as focused or potent as its tendrils, the Phantom’s body can slowly eat away at materials it comes into contact with. – One with the Shadows: The Phantom can blend perfectly into the pitch-black darkness it generates. It generates no heat, rendering thermal-based vision ineffective, though it can be spotted by use of soundwaves. – Flight: The Phantom is capable of flight at speeds up to Mach 6. It is also a precision flier, able to make 180º turns on a dime. – Size Shifting: The Phantom is only semi-solid, and like a shadow it appears to be able to change size to suit the need – able to hide even in the cramped depths of the undercity. – Body of Nether and Aether: Given the Phantom’s makeup as an amorphous entity of pure nethereal and aethereal force, it is not bound by the same limitations as organic creatures. Poisons, diseases, nethereal attacks, chemicals, and pain have no effect on the Phantom. If Vesyka loses control, the Phantom loses any vulnerability to mind-affecting abilities as well. Furthermore, damaging the Phantom is difficult. Although completely unarmored, the Phantom is capable of repairing damage to itself by replacing damaged sections with more nethereal mass. Minor injuries take only seconds to repair, but major injuries require anywhere from ten seconds to a minute. The Phantom can be worn down with time, as the constant need for repair requires energy that Vesyka carries finite amounts of. Weaknesses:– The aethereal skeleton of the Phantom is incapable of repairing itself. What’s more, a lucky strike that pierces both the nethereal flesh and aethereal skull of the Phantom’s head and hits Vesyka will immediately bring an end to the Phantom. – The Phantom can be calmed by someone Vesyka’s deep subconscious trusts, allowing her to wake and regain control. – The Phantom is far weaker in broad daylight than it is at night, having fewer accessible gateways to kurnugia for its nethereal attacks, regeneration, and plane shifting. It is also incapable of blending into the darkness, providing enemies an easy target.
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Post by KayKay on Aug 26, 2018 21:38:00 GMT
"Dear child, it is not my duty to bring you amusement with boasts of grandeur.""Please rise. You are my guests, not my subjects."Name: Queen Solana Title: The Blind Queen Homeworld: Rostelda Age: Ageless Height: 5’11” Weight: 138lbs Description: Queen Solana is an ancient unseelie naiad of incredible power and beauty. The reclusive naiads, the female counterparts to the fossegrims, are known to be among the most human-looking of the fae, closely resembling female elves in appearance and build. The unseelie Queen Solana is more than a mere water spirit, however. Her long hair is as green as the grass of a meadow in spring, and her golden skin shines with all the radiance of the sun, forever blinding those who dare look upon the Queen of the Shadow Court. The Queen has a flexible, whip-like tail that recalls the appearance of an archetypical devil. Most strikingly of all, should she dim her golden radiance, are her eyes. The Queen’s vast non-fae heritage has left her blind from birth. Her eyes are empty black voids, and yet shine with an inner arcane light, like high-beams in the darkest night. Info: Within the deepest reaches of the Brume, where no sunlight can pass through the dense canopy, lies the Shadow Court; the Lords and Ladies of the unseelie fae that call the dark forest their home, long ago cast out of the exotic woodlands of the Seelie Courts. The ruler of the Shadow Court is an unseelie naiad, an archfae rumored by some to be the daughter of a devil. Others believe she is one of the offspring of the monstrous unseelie satyr, Pan. And some still believe that the Queen is none other than one of the original fae created by the Starlight Serpent, twisted and corrupted by the endless passage of time. She is Queen Solana, but most know her only as The Blind Queen. The Blind Queen’s power caught the attention of an equally ancient demon lord. With the help of his trusted mortal servants his consciousness was brought to the material plane and possessed the body of an unfortunate satyr. The demon used his charms to seduce the Blind Queen, and together they bore a fiendish unseelie child: The Verdant Prince. The Verdant Prince was raised away from the Queen’s care. When the Starlight Stones were taken from the Marble Palace twenty years ago by a dark witch known as the Cursed One, she contacted the Verdant Prince and sent him to the Brume with one of the stolen stones. There the Prince offered his mother the stone, but in doing so tricked her into a fae oath. The Queen was cursed to guard the stone with her dying breath, and never again could she leave the darkness of the Brume’s center until her oath was fulfilled. The once proud Queen was turned into a prisoner in her own kingdom. Personality: Queen Solana is proud and wise archfae, a being that carries a very different moral code than humankind. Despite the reputation of the Brume and the unseelie fae that live behind its borders, the Queen is not an actively malicious individual. She believes her first duty is to her kingdom, and while she will fight to protect it the Queen is known to seek diplomatic solutions before resorting to physical conflict. She prefers to parlay with visitors to her kingdom, often offering them magical gifts or safe passage through the Brume in return for small favors – and while one must always be wary of entering into fae oaths, the Queen is not known to trick visitors. In stark contrast to many fae, the Blind Queen has no desire to toy with mortals for personal amusement. That is not to say she isn’t dangerous, however; like many fae the Queen is fickle and can carry exceptionally harsh judgement if angered. The fae are ageless and cannot die through normal means, and it is not uncommon for fae to kill one another or imprison them for decades over slight transgressions; for them such things are little more than a slap on the wrist. Most do not understand the ramifications such punishment could have on a mortal, and although the Blind Queen is wiser than many of her peers and her sentences lighter, her vengeance is still terrible to behold. Abilities:– Blinding Radiance: The Blind Queen’s most infamous trait is the golden light of her skin. When angered, The Blind Queen’s radiance can explode into a searing light powerful enough to permanently blind any creature that looks directly at her – creatures further than thirty feet away will be temporarily dazzled as though they had looked into the sun, but otherwise suffer no long lasting effects so long as they don’t stare into the light for too long. Fae and simple-minded creatures such as animals are immune to this effect, suggesting that the blindness this light causes is a fae curse and not a natural side effect. – Stunning Eyes: The eyes of The Blind Queen shine with an ancient power that can overwhelm and temporarily incapacitate foes by producing a blinding flash of fae magic. Affected foes are disoriented by the sheer magical energy overstimulating their senses, leaving them temporarily unable to defend themselves. Being blinded by the Queen’s radiance or shutting one’s eyes offers no protection against this burst of fae energy, but larger individuals are far more resistant to its effects. – Vines: In close combat, The Blind Queen’s weapon of choice are a pair of vines that slide out from the undersides of her wrists, disguised as veins. These vines can move of their own will and possess a sharpened spear-like point. They are capable of stretching over fifteen feet to skewer themselves into a victim, where sharp backward-facing thorns anchor them into the victim’s body. These vines can inject a black supernatural toxin taken from the Well of Shadows that weakens the mind, effectively drugging the target so that they may be more easily dealt with. Repeated dosage can cause delusions and potentially long-term mental illness that require healing magic. A heavy enough dosage, depending on the strength of the victim’s mind, could even cause insanity. – Fae Magic: The Blind Queen is a powerful archfae and holds considerable power over the ancient fae magic of the Brume. Like all naiads, she is a water spirit, and holds power over water in all forms. Additionally, her status as Queen has given her the ability to control and create plantlife and manipulate the wild beasts of the forest. - – Water Magic: The Blind Queen’s control over water surpasses any other water fae such as imps and fossegrims. She is capable of summoning water from the air around her and unleash tremendous waves and explosive spheres of concussive force. Those foolish enough to fight her in her element will find themselves unable to swim as the water they tread betrays their flailing limbs, causing many to sink to the bottom. The Blind Queen can freeze water into ice, usually immobilizing targets or hurling long javelins of ice at her enemies. The Queen also controls mist, weaponizing it by freezing it into a dense cloud of razor-sharp ice shards or scalding steam that can scorch the eyes of her foes. Most dangerous of all is her ability to manipulate the water in an enemy’s body, thinning their blood or dehydrating them outright, or filling their lungs with water so they may drown on dry land.
- – Floral Magic: Perhaps the most devastating magic possessed by the Blind Queen is her ability to command plant life. The Queen's status of leadership has given her a deep command over her kingdom, and indeed all plants. She can animate the trees and undergrowth of the Brume on a whim to entangle foes and hinder their advance. The Queen can also command the carnivorous, sentient plants of the Brume, such as choker roots, hobblers, and bloodstem blossoms. The Queen has a particular preference for thorns, creating entire fields of animated briars that can ensnare attackers and prevent them from moving, or even erecting massive walls of thorns that can only be easily destroyed by magical flame. Should an opponent breach her defenses, the Queen can armor herself in poisonous thorny growths than can damage attackers and weaken them with their toxin, or arm herself with a dangerous whip-like thorny vine that can strip skin from flesh. Most horrifyingly of all, the Blind Queen has the power to grow her thorns and vines inside living bodies. These puncture through flesh, bone, and skin and entwining around limbs to tether her writhing victims to the ground. This usually results in an agonizing death, but through luck on the victim’s part or the mercy of the Queen, this horrific spell is in some instances survivable. Not even fae magic is designed for such brutality, however, and use of this tactic can weaken the Blind Queen’s magical power until she receives magical healing. As such, this is a tactic that the Queen reserves only for her most hated of enemies.
- – Fauna Magic: The Queen of the Shadow Court has the ability to manipulate the minds of animals. While this cannot manifest in total control, she is capable of calming aggressive of frightened creatures, speaking to them in a language they can understand, paralyzing them with unseen force, frightening them away with a horrid cry, or make herself all but invisible to their senses. In addition, the Blind Queen can take on the form of an animal; usually a deer, raven, crocodile, or wolf. The Queen does not use this for combat, but as a disguise when she wishes to pass through territories unseen.
–Winter’s Touch: Naiads are usually born in winter, nurtured beneath the ice in a womb of water like fossegrim, until emerging as an adult in spring as the waters melt. As with all fae, they are gifted abilities corresponding to their season's birth. The Blind Queen exhibits such perfect beauty that her chilling presence renders non-fae unnerved and uncomfortable. This strange form of fae magic increases in potency within five feet of the Blind Queen, clouding the minds of others and dampening their reaction time, leaving them remarkably more susceptible to her magic. – Unearthly Grace: The Blind Queen is exceptionally quick and agile, moving with bursts of speed impossible for normal humans and impressive even among fey. She is capable of easily dancing around melee combatants and even firearms – while she can not move faster than a bullet, the Blind Queen’s ageless wisdom allows her an uncanny ability to predict attacks before they happen. Not even catching her by surprise is any guarantee of hitting her. She retains this grace and speed in the water, capable of swimming as fast as the average human can sprint. – Hear the Unseen: Though the Queen is blind, her long, pointed ears are keener than any human, and have adapted to be her primary sense. She can hear and pinpoint the location of other creatures based on their footfalls. It is almost impossible to sneak up on her. – Fair Folk Traits: Like most fairies, the Blind Queen is highly resistant to mind-affecting abilities and enchantments, and moves with unnatural fluidity and grace. Additionally, her body is strong and capable of warding off foreign toxins. As an archfae she is extraordinarily resistant to physical damage; unlike other fae not even pure iron can bring her harm. It takes a cold iron weapon to or an exceptionally powerful blow to bring her serious harm, as most other physical attacks will leave no lasting effect on her golden skin. The Blind Queen cannot be permanently killed, or even permanently wounded, unless it is done by a cold iron weapon. If destroyed by anything else, she will return fully formed within a week. Weaknesses:– Cold iron is extraordinarily dangerous to a fairy. It is the only material capable of bringing severe harm to the Queen’s body outside of a blow of incredible force or powerful magic. – The Blind Queen, as her name suggests, was born completely blind. While her hearing is extraordinarily acute and she can become aware of the presence of those attempting to sneak by her, the Queen may have trouble pinpointing the exact location of exceptionally stealthy individuals, thus preventing her from targeting them with many of her most dangerous abilities. Theme: www.youtube.com/watch?v=t69xrsQkbE0
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Post by KayKay on Aug 31, 2018 7:55:25 GMT
"There is no need for such undue hostilities. I fear we may not obtain our goals alone."– Nyvanna "Indeed, megaraptors are among the most pitiful creatures to have ever evolved."– Also Nyvanna Name: Nyvanna Korlia Title: The Planeswalker Homeworld: Myythar Age: 844 Height: 5’10” Weight: 126lbs Description: Nyvanna is half-human, half-elven, which can be identified by her thin frame, unusually pointed chin, large fiery orange eyes, and slanted eyebrows. Her ears are also pointed, but this trait is usually hidden by her long, dark red hair. Nyvanna wears drab, brown leather and cloth and wears a sturdy vest of wooden chain links. A rope tied around her waist acts as an impromptu belt, and she wears a long brown traveling cloak with a deep-set hood that shrouds her face in shadows, leaving only the orange glimmer of her eyes peering out. In spite of her age, Nyvanna resembles a woman in her early thirties. Info: Within the deepest reaches of the wilds, far from the cities of man, a reclusive tribe of nomadic elves stalked labyrinthine forests, climbed Olympian peaks, and migrated across endless plains. They were known as the Lothrenar, and when they were not spoken of by wary travelers of their admirable ability to live as the animals do, they were whispered of their distrust of man and his forests of stone and steel. A rare few of the Lothrenar were not so prejudiced. Among them was a rash woman, who, in the form of a raven, once spied a handsome young vagabond – a human – traveling the winding dirt road cut through the trees. Betraying the wishes of her Elder, she stole away into the night and followed the man until dusk that next evening, when they came across a small town on the forest’s edge. Taking the clothing of a commoner, she introduced herself to him in the local tavern. And so, in nine month’s time, Nyvanna Korlia was born a half-elf. It was only due to her mother’s protection that Nyvanna was not thrown away as a defenseless infant. Growing up under the weight of prejudice from her peers, Nyvanna knew few friends in childhood. Her wise mother taught her the ways of the wilds, and of the magical energies of nature. She taught her of the gods: of the nature god, Krythor; and of the death goddess, Nomdarus, and her dealings with souls, which eventually returned to the earth in a new form. She learned also from her jeering peers. They told her only stories of horror: of the violence and savagery of the gods. They spoke of her heritage as a blight upon the cycle of reincarnation, for such a soul should have never seen light. For her sinful birth she was destined for punishment in all future lives, and never again would she hold a body of sapience. A raiding party of demonic beasts brought new hardships to Nyvanna’s life. In a brutal battle the outsiders were defeated, but among the dead lay the body of her mother. A child now without a protector, it did not take long for hate to replace the mourning of the Lothrenar, and the young girl was exiled. With only the training from her mother and her knowledge of the ancient magics of the wilds, Nyvanna roamed the world alone, with only animals as companions. In her isolation she learned secrets of nature that even the Lothrenar did not know, and understood deeply the weaknesses of emotional ties, the fabrication of morality, the glorification of honor, and the absurdity of faith. Rarely did she tread inside the cities of men, where she stole away books and scrolls on abyssal secrets, alien creatures, and dark curses; and rarely did she stay long, for elven kind was unwelcome in man’s greatest kingdoms. Always the words of her tormentors haunted her troubled steps, and always she searched for an escape. It was not long after that Nyvanna’s innate magical prowess caught the attention of a powerful outsider from another realm. Captured and imprisoned in the depths of that realm’s underworld, Nyvanna escaped with the help of new companions and joined a resistance against the tyrannical king. Here Nyvanna’s magical talents grew as they overthrew the demonic king and battled against one horrifying foe after another, each more powerful than the last. Nyvanna was eventually granted an audience with a powerful angel, and was freed from the cycle of reincarnation for her heroic deeds. For many hundreds of years, Nyvanna used her magic and agelessness to travel the planes and explore the worlds between worlds, seeking new knowledge and learning the multiverse’s greatest secrets. After joining her companions one final time in their greatest battle yet, Nyvanna again set out to explore the planes, but this time with one of her oldest companions and lover, Rovagug. They now wander the planes together, in search of secrets on a mysterious continent known as Lemuria… Personality: Aloof and anti-social, Nyvanna is an individual who would sooner be seen alone next to a fire or a vacant corner than amid a gathering of friends and allies, with perhaps only an animal or a few close comrades for company. She once cared little for ideals such as morality, justice, equality and fairness; but her time with Rovagug has softened these hard beliefs. Still, Nyvanna does not believe in one universal truth of morality, acknowledging the many forms of morality between different cultures, and likewise sees strong emotions as a weakness that can cloud judgment and rational thinking. To this end, Nyvanna can prove to be exceptionally ruthless in battle, for she has no qualms over killing her foes. However, she is not cruel without reason. Nyvanna will do only what she must to achieve her goals. She can be persuaded to aid others if it does not interfere with her own goals and desires. Despite her distrust of people and her aloof nature, this does not however mean that Nyvanna can’t form bonds. She recognizes the value of a trusted pack, though her introverted behavior and abrasive beliefs make her slow to gain mutual trust with an ally. There can be strength in numbers and in loyalty. Abilities:– Magic: Nyvanna is a follower of the ancient and primordial magic that birthed the world of Mythaar. It is drawn from what scholars describe as the World Roots; the intangible force from which the world grew that anchors it into the fabric of space. It s more commonly known as “faerie magic”, as the fae draw their very life essence from the World. Mortals, such as Nyvanna’s people, originally learned to control and access this magic through the teachings of the fae. Beings who wield and study such primal power are known as druids… though Nyvanna has long since transcended into something far more: she is a living force of nature and wields magical power practically unheard of in mortals. - – Earth Magic: Nyvanna’s power over the elemental forces allows her to command and manipulate earth and stone. Her most common applications involve carving tunnels and doorways through solid rock, teleporting through the earth, summoning massive stalagmites to impale her enemies, creating walls of solid stone up to forty feet high, burying creatures in a rockalanche, and generating earthquakes that can tear the battlefield apart. Her most dangerous tactic involves enveloping and trapping subjects in solid rock. To a smaller extent Nyvanna is capable of affecting metal, repelling armor and arms away from herself at blistering speeds, often with the enemy that is holding them, or strengthening weapons and ammunition with a touch, so they may penetrate thick armor more easily.
- – Fire Magic: Nyvanna’s favored element is that of fire. She is capable of conjuring sheets of roaring flame that can spread out over 1,250 square feet that spreads harmlessly around allies and those she chooses to spare, or opt for more direct explosive blasts of holy flame. Nyvanna can wreathe her body in this same holy fire to protect her from melee attacks or augment her damage. Against particularly resilient foes Nyvanna is capable of summoning a barrage of searing meteors that detonate on impact, capable of leveling small towns. Her most feared use of fire, however, are fire seeds: small beads that can be given to others and detonate with the proper command. Each seeds can explode with the force of an anti-tank grenade, blasting through even the most heavily armored of targets. Nyvanna prefers to detonate all eight seeds against a single target simultaneously. Despite their incredible power, these seeds are incapable of damaging anything beyond five feet. They are explicitly a high penetration weapon. Though less adapt as she is with pure flames, Nyvanna can also focus her powers to generate powerful arcs of lightning or call storms down from the sky above.
- – Air Magic: Although not an element she is focused in or chooses to often use, Nyvanna can call upon the very wind to aid her. Her most common techniques involve grounding flying opponents with downdrafts or carrying creatures up into the sky for up to twenty seconds with updrafts, though she is also capable of summoning destructive storms or even creating formidable cyclones that have the power to uproot small buildings. One of her most efficient tactics is creating a spherical barrier of fierce winds around her that can deflect projectiles such as arrows or bullets, while she returns fire with with dangerous bolts of electricity from her eyes.
- – Water Magic: Though it is not used often, water may perhaps be Nyvanna’s most lethal elemental magic. Filling the lungs of creatures with water is among the least lethal of her abilities: Nyvanna has the power to flash-freeze a 1,250 square foot area at supernatural temperatures that can instantly freeze all but the most supernatural of creatures into statues of ice, capable of selectively avoiding allies that might otherwise be caught in its area of affect. Even more devastating is Nyvanna’s ability to conjure tsunami-force waves that can measure five hundred feet long (one-hundred and fifty meters) and forty feet high (twelve meters). Summoning such destructive forces requires much of her magical ability to produce, leaving Nyvanna unable to do this more than once on any given day.
- – Elemental Monolith: Nyvanna can call a tremendously powerful spirit of the natural elements to her aid, an monstrous elemental up to forty-four feet in height. The elemental has a featureless humanoid upper body without discernable facial features, and a lower body more akin to that of a slug. Elemental monoliths have bodies made almost entirely out of fire, earth, water, ice, or liquefied air, and have the power to engage the strongest creatures on Lemuria short of the likes of aberrations and terataurs. Despite their slug-like appearances, even the slow earth elemental can match the speed of the average human, while the air elemental can fly up to sixty miles per hour.
- – Flora Magic: Beyond the primordial elements of nature, Nyvanna can conjure a variety of specialized plants for use in warfare. Among her oldest and most efficient tactics were spears of wood conjured from her palms and hurtled at opponents with enough force to punch through even the heaviest armor. Nyvanna can also create grenade-like explosive pinecones, crush enemies by conjuring trees over their heads, and summon a rainstorm of supernatural black tulips enhanced with holy energy that can burn away at the skin of those evil in nature like acid that can lock down evil opponents in extreme pain. Nyvanna also wields several defensive tactics, her favorite being a wall of unpassable thorns that can only be destroyed by a magical flame. She can also encase her skin or the skin of others in bark-like armor, or even transmute her flesh and blood body into that of a plant, which protects her vitals from being targeted and renders her immune to paralysis, mind effecting abilities, and any attempt to forcibly change her form.
- – Fauna: Like plants, Nyvanna is capable of mentally commanding or altering forms of animal life. Most of her alterations are used to enhance either her own form or that of her companion, Arthmael. She is capable of weaving magical force through their teeth and claws to enhance their physical attacks or vastly increasing their physical strength, armor, and endurance, allowing them to survive hits that might otherwise fell them and allowing them to hit back with the physical might of the strongest troll. Arthmael can be further enhanced by doubling his size to forty feet in height and sixty tons in weight, or by channeling the very essence of the World Root, even further enhancing the giant bear’s strength and endurance. Together, Arthmeal can even rival the sheer physical might of Nyvanna’s lindworm form. Nyvanna is capable of summoning swarms of extraplanar centipedes, and can increase the size of normal arthropods to size of three story buildings. Finally, Nyvanna can enhance her own senses with the eyes of a hawk, allowing her to more easily spot hidden enemies.
- – Spirit: Nyvanna’s final school of magic is the spiritual essence of the World Root itself. Nyvanna can strengthen her mind or the minds of others, bestow herself and several allies incredible resistance to particular forces such as heat, electricity, cold, powerful soundwaves, or acid, enhance the reflexes and mental resistance of others, dispel the magical effects of her enemies, and heal the injuries of herself or others. By obtaining the essence of another creature, such as hair or blood, Nyvanna can also use the spiritual forces of Lemuria to obtain visions of the creature’s current location and their actions, allowing her to effectively spy on them. This same magic allows her to project a part of her essence into a skull. Whoever holds the skull may communicate with Nyvanna no matter the distance between them; she usually entrusts this skull to Rovagug. Rarely, Nyvanna will use the spiritual forces offensively, greatly weakening and fatiguing living creatures with beams of moonlight or encasing herself in the aura of the World Root itself, shining with pure divine magic so powerful that it can kill those of weak will who are foolish enough to gaze directly upon it. [li]
– Shapeshifting: Nyvanna lived among the Lothenar, elven people renowned for their ability to turn into the animals of the forest. Due to her training, magical knowledge, and intensive battles, Nyvanna has taken their abilities beyond even the greatest Elder. Nyvanna’s abilities are not limited to apes, leopards, bears, and other animals. She has mastered the ability to transform herself into plants, magical creatures, demonic beings, and even spirits. The most common of these special forms are: - – Hunting Bat: A species of giant domesticated bat bred in the caverns of Nyvanna’s homeworld of Myythar, the hunting bat was one of the first specialized shapes she learned, and one that she has kept in her repertoire all these years later . The hunting bat has a body length of four feet and a wingspan of nine feet, and head shaped like a wolf’s. Although capable of dealing a deadly bite, Nyvanna prizes this form for its ability to fly in enclosed spaces, echolocation, and unmatched agility. She can be a difficult target to hit.
- – Smilodon: Extinct in many other worlds, smilodon is alive and well on Myytharr and a top predator of the temperate grasslands and hills. Noticeably larger than a modern tiger and as heavy as the average grizzly, this animal most clearly resembles Earth’s smilodon populator. Nyvanna values this form for its swift speed, deadly weapons, and ability to climb (though solid rock presents some challenges.)
- – Elasmotherium: Like the smilodon, elasmotherium can be found in the temperate Myythar grasslands, as well as its colder climates. Commonly (and mistakenly) referred to as “dire rhinoceros”, elasmotherium resemble their smaller cousins, the woolly rhinoceros. Elasmotherium however possess only a single giant horn, and are the size of mammoths. Nyvanna values this form for its ability to charge into and crush enemy formations and structures. She also finds it useful for a strange, yet effective tactic that Rovagug has come to refer to as “the rhino drop.”
- – Small Dragon: Nyvanna can turn into a small, silver scaled dragon the size of a large wolf, with a wingspan of sixteen feet. Like her hunting bat form, Nyvanna’s primary use is its speed and defence. It’s not as agile in flight, particularly indoors, but this small dragon’s speed is unmatched among any of her forms, and its ability to breath gusts of frost or magical, paralyzing force is particularly useful.
- – Kraken Tree: Among the most powerful of Nyvanna’s forms is the kraken tree, a fifty-foot-tall oceanic carnivorous plant of Myythar known for attacking small ships and devouring its crew. Many long black roots at the base of the tree propel it through the water and can even carry it on land. Its eight branches are long, flexible tentacles covered in tiny barb-like leaves. At the base of the tree’s trunk is a large toothy maw. Nyvanna uses this form for combat against particularly powerful or numerous foes. Its tentacle-like branches can hit with enough force to break the spine of a dragon, and its thick bark proves incredibly difficult to breach. The kraken tree is also capable of regenerating most of its wounds, and is immune to acid. However, the kraken tree is incredibly slow on land, with a top speed of only five miles per hour, and it cannot regenerate from extreme heat or cold.
- – Wraith: Nyvanna’s study into the planes has enabled her to take the form of spirits of the undead realms. The wraith is weightless and incorporeal, able to pass through walls and floors without making a sound. Its touch drains the life force from its prey, and animals flee from its unnatural presence. A human slain by Nyvanna’s wraith form will rise as another wraith, under the command of Nyvanna. This form however is powerless in sunlight, and must flee from it.
- – Terror Lindworm: The largest draconic creature on Mytharr, the terror lindworm has an immense serpentine body carried by two powerful arms tipped in wicked talons. It has two draconic heads with a mane of horns and shaggy hair, each atop a long serpentine neck. Its heavy scales are black as charcoal. The terror lindworm is Nyvanna’s ultimate form, reaching up to 120 feet in length with its heads rearing over 30 feet high, and weighs around 69 metric tons. It carries immense strength even for its size, capable of lifting and throwing up to 700 tons of weight. Its scales are comparable to solid steel, deflecting firearms and light artillery, though powerful magic weapons may have better luck. The terror lindworm’s right head is capable of breathing a jet of scalding hot flame measuring at 12,000 degrees Celcius, and its left head capable of shooting a blast of frost at -180 degrees Celcius. Its fangs are wrapped in dark magic, draining the life force from those it bites and using it to heal the lindworm’s wounds. Finally, the lindworm is capable of magical flight, though it is not particularly agile. Unlike her other forms, taking the form of a terror lindworm requires significant magical investment on Nyvanna’s part; thus she reserves it only for armies or the most powerful enemies.
– Planeswalker: Nyvanna has long transcended mortality. She has become an outsider even among the other inhabitants of Lemuria, drawing power from the plane of the dead. She no longer ages, and is highly resistant to mundane weapons without magical enchantments. Nyvanna has the power to travel though the planes, allowing her to escape dangerous fights or provide a safe haven to recharge. She may bring other creatures with her, as long as they are willing. – Martial Training: Trained in the art of combat by Rovagug and learning new knowledge during her many years traveling through the planes, Nyvanna is quite skilled in melee combat and has adapted to combine magic with martial technique for several powerful effects. The most notable of these supernatural abilities are her ability to teleport short distances, leap incredible distances, and perform a specialized maneuver known as the Swooping Dragon. This ability unleashes a blast of magical force that can temporarily incapacitate an enemy (usually for one post), allowing her time to deal a swift and brutal counter attack. – That is a Good Wisdom: Nyvanna has grown incredibly wise and gifted in the magical arts in her many long years. Though she has no explicit immunity to mind affecting magic, her sheer mental strength ensures that she might as well be. She is also easily capable of seeing through illusions and lies. – Poison Immunity: Protected by the magic of the fae, Nyvanna is unaffected by the effects of various poisons and venoms. –Talon of Zuldes: A magical artifact worn around Nyvanna’s neck allows her to call upon her magical abilities even in environments where magic should be impossible, such as Trila Boddy’s anti-magic aura. Weaknesses:– Powering Up…: Nyvanna is among the most powerful of magic users in Lemuria, but to operate at maximum potential Nyvanna must spend a full minute weaving together offensive and defensive spells. – God Damn Lizards: … And these magical augmentations may fall to the anti-magic of particularly skilled or lucky spellcasters. – Iron: Iron is capable of blocking the magic of the World Roots, which is why it can injure fae, creatures who’s life essence are tied to the World Roots, by mere touch. While iron does not harm Nyvanna, she cannot wear armor or equipment made of iron or steel, as it can block her access to the World Roots for as long as twenty-four hours. If her access is blocked, Nyvanna is only capable of using her planewalking abilities, otherwise she must depend entirely on her mental strength and physical training. Cold iron weapons, as with fae, can deal damage to Nyvanna even in her most heavily armored forms where most weapons fail.
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Post by KayKay on Mar 15, 2019 23:09:52 GMT
Name: –– Title: A09 Homeworld: Earth-CH42 Age: 22 Height: 6’4” Weight: 396lbs (About 475lbs while suited up in armor with a HEIRESS System) Description: A09 is a tall, well-built Caucasian man with long limbs that border on lanky, were it not for his impressive musculature. His narrow, pointed face is bordered by a chinstrap, and his beachy-brown hair holds impressive volume despite its short length, unable to conceal a tattoo inked into his forehead, bearing his production number: A09. His eyes are a startling bright green. When on a high-risk mission, A09 usually wears elite-rank Saberdex armor: a tight-fitting black thermal undersuit that covers the entire body but the head, beneath a full-body set of nanosteel armor plates, including a helmet. The helmet has a large, lime-green polarized visor that obscures his face while allowing for a huge range of vision, as the visor stretches from his nose to the hairline. A heavy, 60lb HERIESS Security System is strapped to his back, similarly armored. Info: No one really knows for sure where A09 came from, or his true name. No one, at least, except for a few select high-ranking scientists and corporate leaders. What is known is that A09 has recently emerged as a new weapon: a cybernetically enhanced superhuman assassin loyal to Weschler and her immediate family, and a potential prototype for a new line of trans-human super soldiers capable of matching a Sentinel in strength and the Fox in potential lethality. Even then, A09’s very existence is a well-guarded secret, known only to higher ranking individuals such as Agent Zhu. While capable and trained to complete a wide variety of missions, A09’s highest priority target is currently the Fox, who has so far evaded all other attempts at capture. Personality: A09 is a quiet individual, rarely speaking unless spoken to. He appears cynical and world-weary, and would prefer to spend the free time Weschler offers him in solitude rather than among people. He is not especially cold towards others who approach him; instead he comes off as tired and dispassionate. A09 is rarely malevolent and has no love of killing, but he is unnervingly ruthless and will not hesitate when given a target. This stems not from a lack of empathy – his empathy is in fact the very reason he seems jaded – but because he often has no other choice; A09 has no ability to disobey a direct order from his superiors. To ensure that A09 never turn his deadly potential towards Saberdex like his predecessor, A08, a cranial nanofiber implant was surgically inserted into his skull. The implant reverses the brain-to-computer interfaces that Saberdex has perfected, instead allowing an external computer to program set behaviors into his brain. Most of these behaviors are either safety measures designed to keep A09 is a submissive state, or behaviors designed to make him a more effective soldier; but the most notable is that A09 is forced to comply with direct orders given to him by Weschler and her immediate family. For all his power, A09 is little more than a living weapon to be wielded, as much a slave as the laborers Saberdex keeps in its mines and smelting plants – a fact of life he has reluctantly submitted to. Abilities:– Artificial Strength: Over three quarters of A09’s total muscle mass is made up of steel nanofiber coils that expand and contract in response to changes in temperature created through electrical synapses. A09 is capable of achieving a two-and-a-half-ton deadlift, exceeding the strength of most sentinels. This superhuman strength also greatly enhances his speed. Through both genetic mimicry and nanofiber technology he is capable of attaining speeds of up to 40km/h at a full sprint, nearly the speed of a greyhound. – Marksmanship: Though little is known of the specifics surrounding A09’s creation outside of Saberdex’s top engineers and geneticists, the fact that A09’s inhuman marksmanship rival’s that of the Fox can be no coincidence. A09 carries identical retinal and cortical implants, allowing the assassin infallible accuracy with any firearm. Live-fire exercises have demonstrated A09’s ability to unerringly hit a nine-millimeter-square area from a distance of seven-hundred meters. Unlike the Fox, however, A09 has no qualms about making killing shots. – Combat Training: It is thought that A09 was an elite Saberdex soldier, and as such has rigorous training and experience under his belt. A09 has sharp reflexes and has trained extensively in several martial arts including Krav Maga, Brazilian Jui-Jitzu, and Muay Thai, though his hand-to-hand combat skills are not as finely honed as most sentinels. A09 favors firearms when he can. –Enhanced Durability: A09’s muscles and even his bones appear to be somehow augmented. His steel-like muscles are capable of shrugging off bladed weapons with only shallow cuts, though bullets are still capable of dealing significant damage. A09 possesses inhuman endurance, however, able to fight through seemingly crippling injuries, and his bones are rumored to be augmented with a covering of nanosteel. –Enhanced Immunity: A09 has an enhanced immune system, and while not completely invulnerable to toxins or disease, he has high tolerance for such attacks and is capable of withstanding more than the average human. This immunity also slows the effects of cellular degeneration drastically, effectively slowing his aging process. –MK IV “Diamondskin” Nanosteel Body Armor: During missions, A09 wears a full body suit of top-of-the-line SABERDEX body armor. The armored plates are made of an alloy composed of hundreds or thousands of thin sheets of ultra-light-weight plastic and reinforced nanosteel, layered over one another with extraordinarily high pressure and heat until the materials bond into one composite piece. The result is a lightweight, flexible material with the tensile strength and hardness of nanosteel, and high ductility and impact resistance due to the layered structure. The Diamondskin armor is capable of repelling .50 caliber anti-vehicle bullets and even high explosives such as grenades and RPGs (though the kinetic impact of such weapons remain devastating to the wearer, even with shock-absorbent Kevlar fibers beneath the armored plates.) The armor is capable of even catching nanosteel rounds up to 13mm – while the nanosteel round might break through, the layered structure disperses the force to allow the bullet to be embedded without penetrating. The nanosteel components allow the armor to withstand up to 2000 degrees Celsius, though their ability to protect the wearer from such temperatures is limited at best. The armored plates protect A09’s torso, back, shoulders, upper and lower arms, back of his hands, hips and groin, thighs, front of his lower legs, and boots – as well as making up the bulk of his helmet and the outer layer of his HEIRESS System. The large green visor is made of more plastic than nanosteel, allowing for transparency and a wide range of vision, at a cost of reduced strength. The visor is comparable to bullet-proof glass in the protection it offers. – HEIRESS Security System: The heavy, metallic back-pack-like device A09 carries is an advanced personal armor device: a Hyposensitised External Iron-Responsive Electromagnetic Shield Screen system, or HEIRESS system for short. The device radiates an electromagnetic field around the wearer while activated, fine-tuned to respond specifically to iron. The field serves to “push” away iron materials away from the wearer with magnetic force, radiating more force the more velocity the projectile has. Although it has its limits, and can only slow down – not deflect – bullets, the HEIRESS system can still save a life by reducing the velocity of the projectile and the damage done to the wearer. It is also excellent for defence against even the sharpest blades, as it is capable of repelling or drastically slowing these strikes. The HEIRESS system is also extremely effective against less modern projectiles, such as arrows and bolts, provided the heads are made of iron iron-based metals. Against flesh – be they punches, claws, or fangs, the HEIRESS may reduce the damage done by repelling the iron traces in the blood, but it can only offer minor defence and, at best, only prevent greater injury. The HEIRESS system requires an enormous amount of power to operate – 70% of the pack’s weight consists of a miniature bioteratic battery. Even then, the HEIRESS system can only be activated for fifteen minutes before it loses power and needs to be recharged. – Stealth Technologies: A09’s black thermal undersuit not only provides protection from the elements. It is made of a material known as black silicon; a material made up of millions of microscopic needles called nanowires. Incoming light reflects back and forth between the nanowires, bouncing around the material instead of escaping. By boosting its properties, Saberdex has created a material capable of absorbing light in the mid and long-wavelength infrared range, rendering A09’s invisible to infrared detectors and creatures that rely on thermal vision. The armored plates are similarly modified, except with a crystal coating that enables them to deflect and bounce sound waves. This also protects A09 from sonar and echolocation. – Weapons: A09’s primary weapon is a military-grade 5.56 caliber rifle, identical to the one carried by Klar. The weapon uses 30-round box magazines and can switch between semi-automatic and fully automatic. While the weapon has an effective range of 500 meters, A09’s superhuman marksmanship allows him to use the weapon as a sniper rifle, capable of hitting human-sized targets beyond a distance of two kilometers. A09 carries five to twelve magazines, some of which are stored in his survival kit. He also carries up to eight magazines of nanosteel-tipped rounds, capable of tearing through the hull of a tank or the most heavily armored creatures on Lemuria short of the true giants. A09 also carries a 9mm handgun as a sidearm, outfitted with both standard and nanosteel magazines. The gun can be outfitted with a silencer. For close-combat, A09 carries and is trained in the use of a nanosteel combat knife, 25 centimeters in length and capable of slicing through rock or thin sheets of metal. – Shocking Gauntlets: Both of A09's gauntlets are outfitted with retractable forked prods. Although the tips are pointed, the prods are not stabbing weapons, but tasers powered by the connected HEIRESS System. The charge generated measures at three microcoulombs, more than enough to drop and temporarily incapacitate attackers. A09 prefers to use these to non-lethally subdue those notable weaker than him that might be seriously injured by his blows, though he has also been known to use both the sharp prods and the electrical charge to amplify his own blows. – Grappling Gun: A09's right gauntlet is outfitted with an in-built grappling gun. The hook's electromagnetic properties, powered by the HEIRESS System's battery, allow it to easily attach to most surfaces, even non-magnetic ones, and the serrated nanosteel hook can dig into even stone or steel. The cable, also made of nanosteel, can pull well over A09's body mass with incredible force – lesser men might risk having their arms pulled from their sockets. A09 primary uses this as an aid in climbing to reach high vantage points, but he has also been known to use it as an impromptu non-lethal weapon to grapple or capture enemies. The hook can channel the same electric current generated by the gauntlets to shock captured opponents into submission. – Tools of the Trade: A09 is outfitted with a wide variety of tools for his missions, be they additions of his armor or other useful devices. – A09’s HEIRESS system is bulkier than most. In addition to the battery, the heavy backpack-like device also functions as a literal backpack: A09’s survival kit for extended missions. The survival kit contains first-aid tools, rations, water, and additional ammunition. The pack also contains a small oxygen tank connected to A09’s helmet, as the suit can be vacuum-sealed for up to 20 minutes to protect against hostile environments or toxic gasses. – A09’s helmet features a Head’s Up Display in the visor, displaying information such as the battery life of the HEIRESS System and the location and distance of the target. The helmet also functions as a communication system for A09 to keep in touch with his commanders or squad, allowing others to keep track of his location. The visor also displays a night-vision option, but due to A09’s retinal implants, this is a feature he rarely uses. – A09 carries a variety of equipment such as lock picks, plastic explosives, and other tools to help him infiltrate high-security areas. Weaknesses:– When issued an order by Weschler, A09 isn’t able to process this neural information, meaning only movement is transferred rather than the conscious thought to act. A09’s body simply acts by itself, as though manipulated by a puppeteer without regard to his conscious thoughts. While this makes him no more susceptible to mind manipulating magics than any other individual, a savvy and knowledgeable creature with the capacity for shapeshifting or illusions might take the form of Weschler herself to issue him direct commands, which A09 is forced to follow. – Like Kyra Fox, A09 is vulnerable to strong electromagnetic discharges. Not only do they risk temporarily blinding him due to shutting down his retinal implants, they may also cause him temporary paralysis by shutting down his cranial implant used to receive orders from Weschler, which is directly tied to his motor cortex. Weschler may also shut down this implant remotely, should A09 attempt to rebel as his predecessor did. – The HEIRESS system can only operate for fifteen minutes on a full battery, meaning that A09 must be careful to conserve its energy when far from civilization or a reliable power source. – While A09’s Diamondskin Nanosteel armor is incredibly durable, it’s not a foolproof protection. While the armored plates can deflect anti-vehicle rounds and explosives, the shock pads behind can only do so much – A09 is still highly vulnerable to the kinetic force behind such attacks, even if his enhanced body can endure more punishment than a normal human’s. Similarly, while the armor itself can endure temperatures reaching 2000 degrees Celsius without deformation, A09 himself is unable to endure such temperatures, and the armor offers little protection from such. In addition, to preserve mobility, the armor has many exploitable gaps that skilled shooters or fighters can exploit. These gaps are most noticeable behind the legs, in the abdomen between the torso and waist piece, between the waist and thigh pieces, on the elbows and armpits, and most severely, the neck.
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Post by KayKay on Sept 10, 2019 2:37:51 GMT
Name: Vulmonnuul Alias: The Verdant Prince, The Voice, Kazan Homeworld: Myythar Age: 662 Height: 7’6” Weight: 280 lbs Description: Vulmonnuul is the offspring of an incubus prince and a naiad queen, part demon and part fey. He appears as a towering, jaw droppingly beautiful golden skinned humanoid, with long green hair and a crown of four obsidian horns curving out from his temples. His face carries soft, elven-like features, and his bright green eyes glow like pinpricks of starlight. In public, Volmonnuul wears little more than a royal purple silk toga around his waist, showing off his chiselled, defined chest while hiding his digitigrade, hooved feet. A long thin tail, tipped by an arrowhead, hides beneath his robes. Info: Vulmonnuul is an immortal hybrid born of two powerful bloodlines. His mother was a fey, a naiad known as the Blind Queen of the Brume's Shadow Court. His father was a demon, an incubus Prince who possessed the body of a satyr and seduced the Blind Queen in her throne room. Vulmonnuul, better known by most as the Verdant Prince, combines the strengths of both of his potent lineages. As cunning as the smartest fey and as manipulative as the trickiest demon, the Verdant Prince has all but earned his title of royalty, commanding an entire empire of demons and answering only to his father. At least, within his home world... But the Verdant Prince, along with his half-sister Athyx, has fallen to the same fate as so many before him. He has been thrust into the unknown land of Lemuria with nothing but Athyx's loyalty and the equipment he carries. A fallen prince without an empire, an army, or a throne to call his own, Vulmonnuul has been forced to wander the wilds of Lemuria, with no higher status than that of a common man and forced to abandon a life of luxury. These setbacks have only tightened Vulmonnuul's resolve, and the knowledge that he is now free from living beneath his father's shadow has bolstered his ego. Vulmonnuul plans to regain an empire for himself on Lemuria. To the north he sets his eyes on the Brume, hoping to usurp his mother's throne and command the fey of the Shadow Court. In No Man's Land Vulmonnuul hopes to gain the loyalty of the lamias, who have been currently tricked into serving one he considers a dangerous rival: Va'ggoru, the Phoenix King. And still further the Verdant Prince looks to the vast hordes of goblins in Hugelandstrich, the perfect army. With only Athyx at his side, the Verdant Prince, Vulmonnuul, hopes to regain what he has lost and arise as a new dominant power of Lemuria. Personality: Abilities:– Naiad’s Grace: Like his mother, Vulmonnuul is supernaturally quick and agile, moving with bursts of speed impossible for normal humans and impressive even among fey. He is capable of easily dancing around melee combatants and even projectiles – but he has not yet developed the wisdom of his mother to react to firearms. He retains this grace and speed in the water, capable of swimming as fast as the average human can sprint. Additionally, Vulmonnuul leaves no tracks, even in mud or dirt, and possesses the ability to use trees as “gateways” to teleport. – Seductive Whispers: Like his father, Vulmonnuul can charm and seduce weaker creatures with mere word and look. Vulmonnuul’s nymph genetics make his magical charms more potent than Tiziana’s, Athyx’s or even Iza Dython’s. Among other Myytharians that have found themselves stranded in Lemuria, his talents are equaled only by Jade; only the strongest or most carefully guarded minds can resist his influence. As a half-incubi, Vulmonnuul’s charms are naturally sexual in nature – thus, beings who are not naturally attracted to men are naturally more resistant to his charms. – Naiad’s Radiance: As the son of the Blind Queen, Vulmonnuul has inherited a weaker version of her blinding radiance. His golden skin can explode into an enormously bright light that can temporarily blind or dazzle creatures within thirty feet. There is no fey curse carried by this light, and so the blindness only lasts as long as it takes for one’s eyes to recover from the light. The light can also be mitigated by something as mundane as sunglasses. – Dark Whispers: Vulmonnuul can whisper a curse in words from a nearly forgotten evil tongue, more ancient than even demons and the fair folk. The whispers fill the minds of all who hear him with grotesque and horrific images, assaulting them with their darkest fears. These illusions continue to plague the creature’s mind for as Vulmonnuul continues his whispers, hampering their ability to fight and potentially driving them to insanity if used as an instrument of torture over long stretches of time. – Fey Magic: Though some would regard Vulmonnuul as no true fey, in truth he is no less of a fey than a selkie, satyr or many other unseelie fey, often the products of strange hybridizations. Like his mother, and indeed all fey, Vulmonnuul draws his magic from the World Roots. He can control and create plant-life, manipulate water in all its forms, and control animals as his thralls. Through study, he is also capable of unique magical abilities that his mother has not yet learned. - – Control Water: Although he not as naturally gifted in this area as his mother, Vulmonnuul’s ability to bend water to his will is a force to be reckoned with. Vulmonnuul can manipulate water in all its forms, though he has a preference for boiling steam and solid ice over water’s liquid state. Vulmonnuul often employs ice to immobilize his enemies’ limbs for an easy capture or kill.
- – Control Plants: Like his mother, Vulmonnuul was not naturally born with the ability to control plant-life – this was a talent that he has had to learn. Again, he is not as talented or as powerful as his mother in this field of magic; but he remains a force of nature to be reckoned with. Vulmonnuul can control the trees and undergrowth around him, entangling, restraining, or battering foes, and he can grow new plants from the soil. Like his mother, Vulmonnuul finds fields and walls of thorns particularly useful, though he cannot grow thorns or plants inside of living creatures like his mother can. Vulmonnuul can grow protective toxic thorns from his own body, however, serving as a form of protection against larger individuals who might try to grapple him. He can also theoretically command the thinking, sentient plants often found in the Brume, just as a dryad can, though they answer first and foremost to the Brume’s Queen. When forced into melee combat, Vulmonnuul sometimes fashions a pair of curved blades from sharp, hardened leaves, capable of cutting flesh as if they were steel.
- – Animal Thralls: Vulmonnuul can manipulate the minds of animals like his mother, but his methods are far more insidious. Whereas his mother might only influence their behavior, Vulmonnuul desires complete control over his animal subjects, directly controlling their actions like a puppet master. Vulmonnuul must make eye-contact with an animal to control it, and an especially strong willed animal may be able to escape his control.
- – Fairie Fire: Seeking unique magical power, Vulmonnuul traced his lineage to the World Roots, seeking the very source of fae magic in its raw, pure form. He discovered “fairie fire”, a ghostly green fire that some use to light dark environments or invisible foes. Vulmonnuul has mastered fairie fire so thoroughly that his fire is no longer ghostly; he is capable of manifesting raw faerie fire on the material plane, usually as a means of attack. These green flames do not burn as regular fire, but rather eat away at solids like a powerful acid: the result of raw magic searing away the physical matter it touches and returning it to the World Roots. Naturally, resistance or immunity against normal flames or heat offers no defence against these green flames of pure fae magic. Vulmonnuul can manipulate fairie fire as easily as his mother controls water and his father controls shadows.
– Fiendish Resiliency: Although seemingly unarmored, Vulmonnuul is just as resilient as his archfae mother. He is extraordinarily resistant to physical damage, even against iron or steel weapons, shrugging off even small caliber rounds. His fiendish blood gives Vulmonnuul an immunity to toxins and electricity as well. However, the combination of fey and demon parentage has produced an usual and unfortunate mutation in Vulmonnuul: he is twice as weak to cold iron as any other fey, his flesh literally melting at its touch. Vulmonnuul is also vulnerable to aethereal or holy energy, as with all demonkind. – Winter’s Touch: Like his mother, Vulmonnuul was born in the cold winter months. The he exhibits such perfect beauty that his chilling presence renders non-fey unnerved and uncomfortable. This strange form of fey magic increases in potency within five feet of Vulmonnuul, clouding the minds of others and dampening their reaction time, leaving them remarkably more susceptible to his magic, and especially susceptible to his seductive whispers. Kazan: Most half-demon children of incubi or succubi have the ability to assume a single, mortal disguise. Vulmonnuul, however, is no ordinary child of no ordinary incubus. He has carefully molded his alternate form, inspired by two of the most dangerous demon species in the abyss, into a disguise fit for the abyss: a huge snake-like demon, similar in build to Iza Dython, more than thirty-seven feet long and capable of rearing up to over ten feet in height. He possess six muscular arms armed with glowing, red-hot blades, a horned head like a dragon, broad bat-like wings and obsidian armored skin like cooling lava. Vulmonnuul calls this alter-ego Kazan: a figure that all but the most highest ranking demons believe is an entirely separate entity not affiliated with Vulmonnuul or his schemes. In the abyss, “Kazan” allowed Vulmonnuul to act as a spy, but on Lemuria, Kazan serves a new purpose: a last resort offence should Vulmonnuul’s fey magic or incubus charms fail him, or alternatively a means to take his opponents off-guard, giving them a very different enemy than one they might have been preparing for. Kazan is 36’8” feet long and can rear up to a height of 10’6” feet, and weighs about 2,150 pounds or just over 1 ton. Kazan loses access to all of Vulmonnuul’s powers, with the exception of his Dark Whispers and Fiendish Resiliency. He gains the following abilities in return: - – Demon Lord’s Might: Kazan gains immense physical strength in his six mighty arms and thick coils. He can lift nearly four tons with his six arms, and his coils can crush a small car like an aluminum can. He also gains thick armor that appears like a layer of cooled magma, improving his already impressive resiliency and giving him a form of physical defence against cold iron weapons, forcing them to break through his rock-like armor. In addition to his poison and electricity immunities, Kazan also boasts an immunity to extreme temperatures.
- – Wall of Fiery Blades: Each of Kazan’s six arms can conjure a razor-sharp sword made of solidified searing flames and crackling lightning. These blades can melt through thick armor and slice through heat-resistant materials alike. Kazan is highly proficient and multi-dexterous with these blades, and can utilize his many weapons to duel several opponents at once.
- – Breath of the Abyss: Like a fire breathing dragon, Kazan can unleash a blast of searing 2,000 degree Celsius flames from his jaws at a range of sixty feet. Unlike Vulmonnuul’s faerie fire, Kazan’s flames, while supernatural, can be defended against as with normal flames.
- – Lord of Darkness: Like his siblings Tiziana and Athyx, Kazan holds dominion over the shadows and darkness. His control is greater than Tiziana’s – Kazan can solidify darkness into tangible shapes and objects, much as Vulmonnuul can manipulate water freely. Kazan often prefers conjuring tendrils and tentacles of darkness to restrain his enemies and arrows of darkness to spear them from afar.
- – Flaming Body: Kazan’s body burns internally with hellish flames, which can flare up into a raging fire across his black armor when he is angered. This can damage creatures that attempt to attack him up close, or worse still, those in the grasp of his iron-like coils, often igniting those he has seized.
- – Demonic Magic: Kazan is capable of casting demonic spells common across many of the abyss. He can freely teleport distances of up to two kilometers, though he must have seen the location, and can dispel magical effects from other casters. He can also radiate an evil, unholy aura that weakens those with good, pure hearts within five feet of him, as though they have been afflicted with a curse slowly draining their vitality.
Weaknesses: – Vulmonnuul is twice as vulnerable to cold iron as other fey. Even the mere touch can melt his skin on contact, and weapons made from cold iron can deal him horrific injuries with ease. Kazan’s rock-like armor gives Vulmonnuul some measure of protection, though, as the cold iron weapon must break through his armor first. – Vulmonnuul is vulnerable to aethereal and holy energy, as with any demon. These attacks, while not as dangerous as cold iron, can more easily break through Kazan’s armor, shattering chunks of it if significant amounts of holy energy is applied.
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