Name: James Harlow, "The grey hunter"
Species and race: Wood elf
Age, gender and element: Physically 32, true age is 68, male, darkness
Faction: The old hunters, Founder
Appearance: 1.84m tall. Dark short hair. Grey eyes. Often seen wearing a grey hood and cloak much in the same fashion as a poncho. The ends are ragged and black, due to his last exploits. Below this hood is a set of sleek, enchanted stealth armour that constantly emits a faint, odourless black smoke.
Most of his left half is covered in burn marks. The left arm, left leg and left half of his jaw are missing, and have been replaced with myoelectric, cybernetic prosthetics (as well as several vital organs). These prosthetics have been made with a reinforced ceramic alloy mimicking porcelain. Beside the numerous cybernetic enhancements, a series of runic enhancements have also been made. Resulting in a creature that can hardly be considered an elf.
Background: In current day, James is better known as the Grey hunter. A figure feared especially among the draemora for his relentless pursuit of draemora en vassals alike. Accompanied by his closest allies and a small private army of undead draemora and enslaved vassals; Few are lucky enough to meet him and tell the tale.
James was in fact a member of the Hearts. Working in and from his birth town of St. Petersburg. Being an excellent human trafficker, he earned quite the reputation for himself. With his wood-elf nature he could find his way through the Siberian forests with ease, shaking off any pursuer. Yet the deeds of his work weighed heavily on him. And so in a moment of weakness, he prayed for Oiche to take away his memory and give him a clean slate to begin anew. Oiche granted his wish, at the cost that he would perform one particularly dangerous contract for her; Kill Chao and Cheng, the two ruling political opponents in Beijing.
He was successful. Through a feat of carefully planned chaos, he managed to kill both in one fell explosion, as well as Chengs expertly trained offspring. Leaving only Duye alive, and allying himself to the necromancer Kyle who had been held hostage by Cheng.
Yet when Kyle and James left the continent after James successfully fulfilled his contract, they became inseperable. Taking on a journey together, they chased after a long lost legendary sword. In doing so, they encountered the draemora Nebro and Saklas. The draemora of clarity, and foolishness. In a one-on-two, James was taken over by his own draemora, who turned out to be impersonating Oiche all along. Tayamat. Together they defeated the draemora, but James became determined more than ever to fight Tayamat rather than pray to her. A conviction so extreme that he even removed his own limbs to keep her from taking control.
James is a character with conviction for one thing and one thing only; Hunting down Vessels who have succumbed to their draemora. With his success so too did the memories of his true path flood back. His true name was Vladimir Rasputin. Born in the 1970s. He had been repeating the last words of the Jack of hearts, who he was forced to kill, before plummeting to the ocean where Tayamat kept him in hibernation. Decades later he was fished out the water, still repeating those same last words. "My name is James Harlow"
(If you really want to know the backstory just read the damn book)
Birth magi: Tayamat, draemora of chaos - The Grey cloakJames' cloak, or any clothing he wears for that matter, will fade into the same colours as his background. Effectively working like a chameleon. This effect only takes place when James stays still in one spot for a round, and will dissipate upon moving (including attacking)
Nebro, draemora of clarity - Eyes of the lordImmune to all visual based illusions within a 5 foot ring around you. If any illusions enter this space, they disappear. Does not work on sound based illusions. Additionally, you can choose to pass this effect onto an ally, -3 EMO when this is done
Saklas, draemora of foolishness - Fate of all foolsMake a person believe your lie and gain control over them, the greater the lie, the greater the duration of control... Can only have one creature controlled at a time (Does not work on Draemora)
Taraso, draemora of growth - Brewing hatredSacrifice INT and EMO for STR and VIT.
Cardis, draemora of hearts - Bloodlust Doing damage grants a slight healing effect to self, respective to the severity of the damage and the strength of the creature it is inflicted upon.
Kogo, draemora of Royalty - Master's callJames uses this birth-magi to reinforce his legion with additional abominable forms.
Ori-kor, draemora of children - Demonic spawnTake on a demonic form, influenced by the nature of whichever was last killed. Humanics: +2 VIT +1 STR. Magicals: +2 SAU +1 INT. Beast: +2 DEX +1 PER. Accursed: +2 EMO +1. Construct: +1 AP.
Cra'ros, draemora of servitude - Second fateJames uses this birth-magi to deflect lethal damage onto one of his abyss hunters instead.
Rapesh, draemora of challenge - David and GoliathFor each level the strongest enemy exceeds the characters level, LVL1 slots are increased by a level when used. Limits at +3 LVLs.
Zre-zho, draemora of contradiction - Convention of eldersJames uses the energy of Zre-zho to force information out of other draemoras contained within him.
Itar, draemora of assessment - Kinship associationThrough smell, one can identify other draemora.
Eureka, draemora of ideas - EUREKA!All work with professions is done faster than normal and the quailty is increased. Eureka can also figure out whats wrong with the machinery and so on.
Profession: Infiltrator journeyman
Level and experience:LVL 36
10 - STR +8 = 18
10 - DEX +11 = 21 (+2 melee)
7 - PER + 3 = 10 (+3 ranged, additional +1 ranged at 0-50m)
5 - VIT +11 = 16
11 - INT + 3 = 14
10 - EMO +4 = 14
8 - SAU +3 = 10
AP 2
Inventory:Standard clothing of a grey cloak, with light combat armour underneath. Multiple battles has seen it become somewhat charred and battle-worn.(+1 VIT)
Icarus armor - Armour used mostly by stealth units that prefer agility, stealth, and the element of surprise over brawn. It is fitted with wingsuit expansions and is often coloured completely black. This allows for the wearer to glide through the sky.
All the issues of icarus armour universally have rain camo with grey-black pallet.
+1 VIT, +1 DEX. AP 1.
----Skinners hide - Hide taken from a skinner demon is unnaturally tough yet flexible. Making it an excellent reinforcement to armour. But beside that, the skins uncanny appearance has a negative effect on anyone fighting the wearer.
+1 VIT, -1 EMO to anyone targeting wearer.
-----Rubber lining- An upgrade for the average armour that sets the edges of its kevlar with rubber, thus isolating and reducing shock damage. Removes shock effect,
-----Uzari platting- Thin metal-crystalline plating coming from the body of a dead Meglo. These plates are officially illegal, but easily hidden. Some soldiers use the easily hidden plating to give them an advantage in battle.
+1 SAU, +1 VIT.
------Darkness defence boost - With his armour upgraded by a master enchanter, James features in an armour that seems to leak dark clouds, especially while in combat.
+5 VIT. Immune to darkness damage, highly susceptible to light damage.
2× Custom eastern knife - A kama rather than a knife, though its blade seems to be crafted specifically for scaling walls and rocks rather than actual combat. The handle sports a chain that can be wrapped around the wrist or attached to a second such weapon.
DEX oriented weapon. AP 2, with exception of climbing surfaces.
-----2x ERGO grip - A better, more aerodynamic grip that allows for melee weapons to be used with quicker attacks. Also, it feels a lot more comfortable in the hand.
+1 DEX (2)
-----2x Lacerating edge - Adding a lacerating effect to the knife or sword, attacks with this weapon will cause a lasting minor bleeding effect.
Cause bleeding.
-----2x Treated layer - By treating the weapon with various acids, the weapon will gain a protective and enhancing layer to the weapon, thus allowing one to push the limits of the weapon just a little further.
+1 STR. (2)
----- Skill enchantment - Discombobulate - Up to three times instacast. Cancels spellcasting of target for a round.
----- Spell enchantment - Immolation - Up to three times instacast. Severe fire damage.
2x Magibow + mini - A one-handed version of the magibow + that features a vertical draw to easily fit in a holster. The very top of the line when it comes to magibows. Due to it being one-handed, one can dual wield it. Allowing one to fire off twice as many spells simultaneously.
Use no spell slots when using LVL1 projectile spells. Increased damage and accuracy with projectile spells. Dualwielding doubles casting speed. Master enchanter catalyst.
-----2x ERGO grip - A rubber ERGO grip to fit the hand of the wielder better. Makes the sidearm better to wield.
+1 DEX. (2)
-----2x Pistol Red Dot - This is a red dot sight designed specifically to be attached to pistols and revolvers. There really isn't much else to it.
+1 PER when firing at a target at 0-50m range. (2)
----- Skill enchantment - Duelists shot - Up to three times instacast. +2 DEX, +2 PER, heightened reaction time
----- Spell enchantment - Explosive impact - Up to three times instacast. Makes all shots fired explosive for three rounds.
Master's catalyst glove - A glove, with tips and palm-pad made from either ebonite or solite metal alloys, which depends on what type of magic the user intends to cast. This glove is often wielded by masterful spellswords and warlocks.
Takes no weapon slot. +2 EMO. Master enchanter catalyst.
Cybernetic prosthetics: Left arm, left leg, left-half jaw (all advanced, Iron lung), Titanite skeleton
+2 STR, +2 DEX, Immune to airborne poison, +3 VIT
Hidden weapon - Blade of the rebel - An upgrade to an existing prosthetic limb or skeleton, that allows one to extend a weapon from the limb. Very expensive, but worth the expenses to go full deus ex machina. Depending on the grade of weapon, it will consume a certain level in skill slots per round it is used. This particular weapon was reforged from an ancient artefact known as the Blade of the Rebel. According to legend, it was used by the all-god to slaughter his children and as such has tasted the blood of hundreds of Draemora. This gives it an additional stunning effect against Draemora and Vassals. It has been enhanced to form a scissor-like blade that can be made to rotate at high speed to serve as a buzzsaw as well.
Undetectable weapon. Automatically retracts when exposed to EMP effect. Consumed LVL 10 skill slot when used. AP 5. Minor stun to Draemora/vassals.
----- Spell enchantment - Execute - up to three times instacast. Does massive unholy void damage.
Protectorate (tattoo) - A very peculiar and valuable rune. It is said to turn one's skin as hard as oak, though not literally.
Adds +1 AP, can only be applied once.
Condensed catalyst - This particular rune will induce the effects of a pre-made catalyst into dust, allowing the substance to be infused into a rune. A high power runification, allowing the wileder of this rune to have the added bonuses of catalysts without sacrificing their weapon slots. Inducing the rune into armour rather than a tattoo will double the effects. James has the names of Draemora he's killed written on his back, mimicking the effect of a masters book;
Expert enchantment. Need 1 catalyst and 1 ebonium/moonstone to make. +2 EMO and INT. Master enchanter catalyst.
Static rune - Shows twelve small tattoos that visually mimick what the draemora he has killed look like.
+4 STR, +4 DEX, +3 PER, +1 SAU
Perks:Treehugger: Start at apprentice level hunter and forager if selected as its profession.
Hunters of the forest: +3 PER when using bows.
Tribal roots: -2 PER when using firearms.
Multi-lingual: Speaks Mandarin, English and Russian
Touch of corruption - The corporeal fragment has touched you through his disease. But the prophecy protects you. Live to fight another day.
Automatically gained upon first contact with the black blood disease.
Nifty tricks - You can do some cool tricks with your hands, allowing you to use knives better.
LVL 3 perk. +2 DEX when using knives.
Dual-wielding - What's better than a sword? Two swords! You can wield two one-handed weapons expertly.
LVL 5 perk. Requires 6 DEX, 6 STR. +2 DEX when wielding two one-handed weapons.
Specifical targetting - With your precise ability to influence your magic, none of your 'area of effect' or group-targetting spells will now have a negative effect on allies, or positive effect on enemies.
LVL 5 perk. Requires 7 EMO.
Ritual - By spending multiple rounds incanting a spell, you can use it without expending a spell slot. This can be done only once at a time, but the number of times it can be done can be increased by getting this perk multiple times.
LVL 5 perk. Take a round per level of the spell.
Aura-sight - Your attunement to your aura lets you see through your third eye. With this ability, it becomes possible to observe the aura someone else carries.
This perk can be gotten three times. In the first tier, you will be able to see the colour of one's soul, allowing you to determine their element. In the second tier, you will be able to see the shape and colour of someone's aura, which can be interpreted into intent, emotional stability and mood. In the third tier, you will be able to observe the shape and colour of someone's aura and will be directly told by staff what this implies, rather than having to interpret it for yourself.
LVL 5 perk. Requires 7 SAU.
Psychiatrist - Specialists in the psychology and a mage with such a PhD would be considered well-versed in manipulating the psychology of others to inflict their strategies of illusion.
LVL 6 perk. +1 to all involved stats of illusion spells. Requires 8 INT, requirement increases by +1 for every additional perk level.
Holster galore - Why limit yourself to three weapons? With holster galore, you can carry an additional two-handed weapon.
LVL 6 perk. Requires 7 STR.
Mana pool - An advanced technique that allowsa mage to exert massive amounts of mana into a single spell without disrupting its frequency. Following the simple mathematical equasion of C / S = O, one can put multiple spell slots into the casting of a singular spell. First, the spell is cast with a required spell slot. Then, the spell is reinforced by any number of other spell slots. The Cumulative additional spell slots are then divided by the Spell level, equating in the additional spell slot power the spell gains. For example, by reinforcing a lvl 10 spell with 20 lvl 1 spell slots, one would get; 20 / 10 = 2. Meaning the spell is cast at the power of a level 10 + 2. Making it a level 12 spell slot cast without having to expend precious higher level slots.
LVL 10 perk. Requires 9 SAU and 7 INT.
Flesh mending - Tendrils of black blood come to your aid, shutting close wounds as they appear, even reattaching limbs lost.
LVL 10 perk. Must have gained 'Touch of corruption'. Passive healing factor that slowly regenerates wounds. Given enough time, this will also reattach dismembered limbs.
Elemental mastery - The fragments do not concern themselves with constraints like elements. Those who bear their mark can agree.
LVL 15 perk. Must have gained 'Touch of destruction', 'Touch of corruption' or 'Touch of creation'. Can now buy the base LVL 1-2 projectile spells of every element.
Divine weapon - The fragments make use of a unique weapon that bends their very aura to be a device of war.
LVL 20 perk. Must have gained 'Touch of destruction', 'Touch of corruption' or 'Touch of creation'. Casting time of all spells halved. All spells cast act as if they are 1 level slot higher. Repeated buying of this perk increases slot level increase.
Divine element - Unrestricted by the bonds of your lesser man, you can make use of whatever element you please.
LVL 25 perk. Must have gained 'Elemental mastery''. Can buy spells off of any element, provided you have the right holy/unholy alignment for those elements.
Ambigious morality - No one has the right to decide for you what is right and wrong. For you are as much a god as those in the underworld.
LVL 35 perk. Must have gained 'divine element'. You are no longer restricted by holy and unholy alignments.
Adrenal gland modification - A genetic modification applied through an edited vrius, which introduces a CRISPR modification to adrenal glands. This change causes the adrenal gland to become more reactive to dangerous situations. Causing any combat situation to automatically deploy the same effects as a shot of epinephrine.
+2 VIT, STR and DEX for three rounds upon initiating combat.
Neuronic modulation - A genetic modification that mimics a hypothetical anti-demyelinating disease. Being the inverse of a normally deadly neurodegenerative disease, this modification will instead increase the buildup of myeline - a fatty layer on neurons that enhances conductivity - with the resulting effect that someone essentially becomes more reflexive.
+2 DEX, +1 INT
Metabolism reprogramming - A genetic modification that enhances insulin production and intake, as well as enforcing the liver and kidney. Making the subject more resilient to poison of all kinds, and nigh incapable of being hungry.
Resistant to poison effects.
Reversed sickle cell anemia - A genetic modification that introduces and inversed form of sickle cell anemia. Making red blood cells more capable of transporting oxygen than would be normal. This makes subjects more resistant to the otherwise debilitating effects of bleeding.
Resistant to bleeding effects.
Known skills: Dash - The user puts all their energy into pushing their legs beyond their limit, forcing them to run much faster.
LVL 1 skill. Requires 5 DEX. +3 DEX, but only towards running, for one round.
Crush - The user grabs hold of an enemy within arms reach and crushes any specified limb, breaking it.
LVL 6 skill. Requires 8 STR.
Pressuring - User strikes their opponent's pressure points either with a blunt weapon or fists to stun the opponent for one round and slowing them down for longer.
LVL 6 skill. Requires 6 STR, 6 DEX and 6 PER. -2 DEX.
Speed time - This melee weapon skill allows the user to gain a rush of adrenaline, which in turn seemingly slows down time for the user, allowing him/her to get in more attacks and react more quickly than normal.
LVL 7 skill. Requires 7 STR and 7 DEX. +2 DEX and +2 PER, high reaction speed.
Trickery - The user of this skill makes some fancy flips and tricks with the weapon, distracting their enemy, only to follow up with a brutal and impressive attack.
LVL 10 skill. Requires 10 DEX. +5 DEX to next melee attack.
Skill slots: A literal fuckton
Known spells: Fire bolt -The caster hurls bolts of fire straight at the target, causing quite the impact burn.
LVL 1 projectile spell.
Magic Missile -Fires a missile of compressed magical energy towards the target. The missile is somewhat homing. Upon impact, the energy will decompress, blowing the target back.
LVL 2 spell. Requires 5 INT and 5 EMO.
Ashes to dust - The caster touches the body of a former enemy now laying as corpse and turns it to ash. A useful tool if you want to make sure the bodies left behind by your assassinations do not draw attention. Forfeits any loot of the body, so remember to take that before casting the spell.
LVL 1 spell. Removes corpse or cadaver. Requires 5 INT.
Mind read -The user can read surface thoughts of anyone within range and sight. (By surface thoughts, it means what they are thinking of at that moment)
LVL 1 spell. Requires 5 INT and 5 EMO.
Illusion -The user can make up to two realistic illusions appear within range and sight. They cannot exceed 2 metres by 2 metres big. These illusions cannot damage anything or anyone. The illusion can move, but only when a higher level spell slot is used.
LVL 1 spell. Requires 6 INT.
Dark orb -Fire small darkness pellets. Novice level magic that any darkness caster could use. Acts much like bullets.
LVL 1 projectile spell.
Dark phase - The caster summons up a complex magical power which allows the caster to gain snapshot instinctual responses against normally impossible to dodge attacks. In response, the caster insta-moves a very short distance, leaving only a momentary shade of the caster in the form of idle mana. Can be used in high succession during a single round. A holy spell which only works when the caster is shrouded in darkness.
LVL 1 spell. Requires 7 INT and 7 EMO.
Another’s Face - A skilled assassin knows that invisibility comes in many forms. Some of the best ways to hide is to do so in plain sight, after all. User spends a round studying the face of another, then creates an illusion of said person over caster. Holy Spell.
LVL 2 spell. Requires 6 INT and 6 EMO. If damaged when still casting, illusion is broken and unable to reapplied for three rounds.
Another’s Voice - Both the actor and the liar find their keep with this. User modifies voice to sound precisely like another’s, although this holy spell does not make you talk like said person. Holy spell.
LVL 1 spell. Requires 5 INT and 5 EMO.
Spike of Darkness -The caster can make a spike forcefully appear from any surface covered in shadows. The spike cannot extend outside the shadows, as the spike will disintegrate with the contact of sunlight, electrical light, light magic, etc.
LVL 2 spell. Requires 5 INT and 7 EMO. Does dark damage. Exposure to light will negate the spell.
Double team - This ability creates 9 copies of you, which are illusions and can't do anything except confuse your opponent. An opponent's accuracy is lowered by 1. Useful for get-aways. Can cast on other people and it does stack with "Clone". This holy darkness magic was used by elusive assassins who targetted evil dictators and required a get-away.
LVL 4 spell. Requires 8 INT. Lasts 2 rounds or if destroyed. (Copies are destroyed by mere touch
Dark oculus - A spell akin to dark vision is cast over the casters' eyes. Allows for the caster to not only see living beings through obstructions, but also see useful objects, loot, gear and potential dangers. This allows the caster to not only see where the casters' enemies are located, but also what they are armed with.
LVL 5 spell. Requires 9 INT. Lasts 4 rounds.
Charm - The caster summons a rather un-darkness like pink cloud of holy magic, which is sent to take a hold of a target that is not in combat. Once taking effect, the target will act towards the caster as though they were a dear friend.
LVL 5 spell. Requires 7 INT and 7 EMO. Lasts up to 3 rounds. Can be resisted if the target has a higher EMO than the caster.
Dissonant whisper - The caster whispers words of old draconic nature. Their meaning, while illustrious, causes pain and fear.
LVL 6 spell. Requires 7 INT and 8 EMO. Does darkness damage and -2 EMO for three rounds.
Shadow sprint -Allows for the caster to 'jump' from one shadow to another, as long as said shadow is within a direct line of sight. This will let the caster move within the blink of an eye and have no one notice it.
LVL 2 spell. Requires 7 INT.
Mirror image - A very confusing spell. This magick allows the caster to make someone else (including themselves) see what another person is seeing. Both targets must be within eyesight of the caster to work, and can be self inflicted.
LVL 6 spell. Requires 7 INT and 7 EMO.
Toll the wounds - A holy darkness spell that allows the caster to make their target experience pain more severely. Only works when the target already has wounds. This stuns them and makes the damage they have already suffered more severe.
LVL 6 spell. Requires 8 INT and 8 EMO. Can be resisted if the target has higher EMO than the caster.
Encouraging Self-Hypnotism - By hypnotizing yourself into believing you're stronger than you actually are, your STR , DEX and PER stats are slightly increased for the next 2 turns.
LVL 7 spell. Requires 8 INT and 9 EMO. +1 STR, DEX and PER. Lasts 3 turns.
Solar Eclipse - The user gives the illusion of the sun being blocked out by something that's definitely NOT a moon, what with the eyes, teeth and tentacles, to the target. This severely demoralizes and maybe even terrifies the target, assuming the spell worked completely as intended.
LVL 8 spell. Requires 9 INT and 8 EMO. Affects all targets within 25 metre radius. -4 EMO. Lasts 2 turns. Holy spell
Mass fear - The caster releases a burst of disturbing purple holy magic, infecting the minds of everyone in a 20 metre range and instilling fear into their minds.
LVL 10 spell. Requires 10 INT and 10 EMO. Lasts up to 3 rounds. Target suffers -3 EMO for two rounds. Can be resisted if the target has a higher EMO than the caster.
Mass charm - The caster releases a burst of pink, lovely holy magic, charming everyone in a 20 metre range. It mimics the effects of Charm, making everyone who is not directly in combat friendly towards the caster.
LVL 10 spell. Requires 10 INT and 10 EMO. Lasts up to 3 rounds. Can be resisted if the target has a higher EMO than the caster.
Mass frenzy - The caster releases a burst of swirling purple holy magic, infecting the minds of everyone in a 20 metre range, mimicking the effect of Frenzy. Caster's EMO must be higher than that of targets.
LVL 10 spell. Requires 10 INT and 10 EMO. Lasts up to 3 rounds
Vassalage ritual - A spell is cast to invoke the powers of vassalage, an unpredictable form of magic where what happens is simply the will of the universe. Any vessel/vassal can learn this spell.
LVL 10 spell.
Spell slots:
A literal fuckton