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Lilac
Jul 14, 2020 15:15:26 GMT
Crowco Cooper likes this
Post by Crowco Cooper on Jul 14, 2020 15:15:26 GMT
Name: Liliac Species and race: Atronachi Age, gender and element: 65 years, Male, Darkness/pure mana Faction: Xerna Appearance: He wear a long, black cloak with a hood that hide his body, but his silhouette is that of someone with little physical exercise, despite being on the tall side. The deep purple magical marks on his body are spiraling, making a sort of line going from the left hip to the shoulder. He have black hair under his hood and his horns, that look more like antlers, are falling on his face and hiding it partially. Only his purple eyes and glasses, his mouth and a few part of his skin can be seen. His facial expression show someone detached, almost absent. Background: Liliac, despite being an Atronachi, never had an affinity with magic, and despite his tries, he couldn't use it at all. He grew up as a shame for his family, and was announced an arranged marriage so his life wasn't totally worthless. When he saw the one he had to marry, he fell in love at first sight, though this feeling was obviously not shared, the woman despising him for his incompetence. In fact, she loved another one, and the idea to be separated from him added to the fact that it would be for someone like Liliac was too much for her to bear, and she committed suicide before the wedding could happen. Feeling and held responsible for this event, he left everything behind and became obsessed with the idea of bringing her back, a feat that would prove her he's not worthless. After numerous years of inhuman training and unceasing researches, he was able to use basic spells and had a precise goal in mind : master necromancy and find a way to revive not only the bodies, but the souls too. His determination was enough to make him do anything for it, but after all these years without talking to anyone and the mental burden caused by his probably unattainable goals and his magical training, he will talk in an odd, sometimes incomprehensible way. Birth magi: His birthmagi allows him to slowly regenerate mana throughout the course of a fight. Every 5 rounds, regain 1 lvl 1 spell slot Killing someone or something directly recharges a spell slot equal to the level of the killed thing. This does not apply to creatures of a level higher than Liliac. Profession: Master Enchanter (necromancer) Level and experience: LVL 14 EXP 320/19.670 exp, 7 SP - STR : 5 - DEX : 6 - PER : 5+2 - VIT : 7 +4 - INT : 9+4 - EMO : 3 +14 - SAU : 10 +2 Inventory: 365.000 dollars
Skeleton vertebrae 2 20× Beast blood 20× Beast flesh 20× Beast heart
(Equipped) Tri-dagger - A three bladed dagger of which the blade is twisted around along its length. Its deadly, internally destructive stabs have made it illegal to use on non-viro targets. causes massive pain, hard-to-heal bleeding and a loss of personal humanity. DEX oriented weapon. AP 3. Causes severe bleeding. Expert blacksmith blade.
Glock 18 - Standard issue for any recruit and soldier of SRT and thus considered low level. This pistol has easy control, 19 bullet magazines, and moddable capabilities. Not very hard to use as it has little stopping power. DEX and PER oriented weapon. AP 1.
Light combat armour - A kevlar vest with some pockets for ammo, mixed with a masked helmet. This armour is meant to be minimalistic, given to the recruits and the units that do not work on the front lines, but rather as background support units. This simple vest can often be seen guarding forward operating bases and low-priority locations. Recruits are often found wearing this outfit, but mages can sometimes be found favouring this armour too for its light weight which requires minimal waste of energy whilst still protecting the wearer. Xerna troops have splinter camo, with a red-black pallet. +1 VIT. AP 1
Expert apocrypha - A book with catalystic features, specifically made to aid in the use of necromantic magics. It is much thicker than the apprentice apocrypha, and contains some handy instructions. One-handed weapon. Two additional undead thralls can be commanded. Zombies have +2 VIT. +1 INT and +2 EMO. Expert enchanter catalyst.
(Equipped) The antler - An archestaff made from twisted wood and the antlers of an old and powerful Leshen. It seems to have been on fire, causing a dim glow to constantly be present inside the staff. As if it never ceased to burn. +4 EMO. Summoned beasts (including undead) cause additional fire damage, and are also resistant to fire damage. Two handed weapon.
(Equipped) Warlock's mail - A set of armour derived from the Palocera and Living armour. Using the plates to cover most of the body, and black linen interweaved with inactive runes for the rest. Like all crystalline armour, this mail can be upgraded by activating runes. +2 VIT, +2 SAU. AP 1. Rune upgraded; +2 VIT, +2 PER, +2 AP
(Equipped) The dark hand - a set of gloves forged from Ebonite, made especially for Liliac. It boasts some impressive abilities at a high price. +4 INT, +4 EMO, increased casting speed, +2 VIT for zombies.
(Equipped) Necronomicon - An enchanted book filled with symbols. These are all written with enchanted ink. What is most particular about this book is that it is written in a lost language, which when read can somehow immediately be understood but not learned or properly read by the reader. What is truly written in the book will remain a mystery, even if its intentions are for all to see. It also seems to hold an incredible focusing power of casting spells. It is said that reading the book will make one hear the voice of dead gods, and that aside from unknown symbols it also contains the blueprints of the planes of existence and the of the gods that were, are, and will be. But what of these rumors are true, none can say... Unholy spells that kill enemies with a lower level and SAU than the caster are instantly revived as zombies for 2 rounds. +3 SAU to spells. Black pages no longer cause debuffs on EMO. (Current EMO bonus +6) Perks: -1 VIT and -1STR when targeted by physical damage
Cypher - You have some fancy ways of thinking. With this perk, you can write cyphers. These cyphers can only be decoded by someone you have taught how to do so, or by a character with a higher INT than you did when writing the cypher. LVL 3 perk. Requires 5 INT.
Lucky - You just generally have more luck. Gambling, or any other things that involve luck, are generally more likely to go your way. LVL 5 perk. Requires 6 SAU.
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.
Touch of creation - The aetherial fragment has touched you through his benevolent powers. You remain alive, but a stoneheart. Either that, or you're a prophecised construct. Automatically gained upon being reanimated by Turin.
Old dranleish - A dead and arcane language. Somehow though, you know how to speak and write this illustrious language of the gods. LVL 10 perk. Requires 9 INT.
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.
Known skills: Trigger happy - A gun skill. Allows for the user to fire single-fire guns like revolvers and pistols in high succession. LVL 1 skill. Requires 5 DEX. Skill slots: 15 LVL 1 13 LVL 2 13 LVL 3 12 LVL 4 11 LVL 5 10 LVL 6 9 LVL 7 8 LVL 8 7 LVL 9 6 LVL 10 5 LVL 11 4 LVL 12 2 LVL 13 Known spells: Dark missile - A dark magic missile to do some basic damage to your enemy. The missile can also bust down minor defensive structures. LVL1 projectile spell.
Dark orb -Fire small darkness pellets. Novice level magic that any darkness caster could use. Acts much like bullets. LVL 1 projectile spell.
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.
Blundershot - The caster releases a set of shards in a wide, close range burst. This causes for a blunderbuss-like blast of magic shards that rip everything in front of the caster to pieces. LVL 3 projectile spell. Requires 6 INT.
Attune to the dark - The caster spends a round summon the shadows of its element, which will circle around the caster in a purple glow. The next round, the glow intensifies, after which the caster makes the shadows surge around their hands. This allows the caster to use darkness spells at greater efficiency, boosting their damage whilst lowering their required energy to cast. LVL 4 spell. Requires 8 INT. All spell slots increase by a level for 3 rounds.
Novice necromancy - The most noteable use of unholy darkness magic is the reanimation of corpses. Using this spell, a caster focuses for a full round on a corpse that normally would have LVL 5 or lower. Using this magic alows the caster to take control of the corpse for some time and have it fight for it. A raised corpse can easily be spotted by its violet glow surrounding its body and orrifices. LVL 5 spell. Requires 8 INT and 7 EMO. Lasts up to 5 rounds.
Unseen death - Become completely undetectable, and attack your enemy in the process. Very scary for anyone who likes to stay alive. Anyone targeting the caster whilst this spell is active will have their accuracy greatly decreased. LVL 5 spell. Requires 9 INT. -2 PER on non-AoE attacks targetting caster. Lasts 3 rounds.
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.
Alliance with nature - Predators and prey alike bend to the will of the caster. With the exception of bosses, the caster can expand mana in equal to the creature's strength to instantly tame it. Costs a spell slot equal to LVL of the target.
Sacrificial lamb - The caster focusses for a moment, before casting this spell to affect their aura for some time. Damage done to the caster is redirected onto companions, and every time a companion is directly hit by an attack (not through this spell) the caster will gain +1 EMO. Though at first they might feel guilty, there is no denying it is in their best interest to see their friends suffer. Such is why this page was lost. LVL 8 spell. Lasts 3 rounds, requires 1 round to set up. Suffering damage during setup will cancel the spell.
Grim scythe - The caster summons a scythe. This spell was a favourite of the long forgotten champion of Oiche, before he/she had decided to betray her. The scythe seems large, and made completely of ebonite. Its blade a heavy and cruel sickle. LVL 10 spell. Requires 8 INT and 10 EMO. Unholy darkness spell. Does unholy darkness damage, severe damage to viro when attacked from behind. Lasts 5 rounds.
Spell slots: 29 LVL1 28 LVL2 26 LVL 3 24 LVL 4 22 LVL 5 20 LVL 6 18 LVL 7 16 LVL 8 14 LVL 9 12 LVL 10 10 LVL 11 8 LVL 12 6 LVL 13 3 LVL 14
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