Post by Alexian on Sept 21, 2020 3:54:21 GMT
Name: Johann Steele, Inquisition Patriarch; aka The Iron Patriarch
Race: Human
Age: 187
Appearance:
Mask and Robed Garment
Unmasked
Origin: Capital Rubrum, Holy Kingdom of Rubrum
Notoriety: 18
Path(s):
Name: Paladin
Requirements: n/a
Description: Paladins are the warrior-priests of their gods, and flow with the power of their gods. Paladins gain a special supernatural ability based on their chosen god that aids them in combat in some way and must be applied for separately.
Name: Miracles
Requirements: n/a
Description: Priests may create one 'Miracle' supernatural ability that has to do with their god, and may create a second one a C Rank with a third one at A Rank. Miracles are special supernatural ability that benefit others in a positive way and must be applied for separately.
Name: Saintly
Requirements: Miracles
Description: These priests are immune to poison and disease of two ranks lower than their rank, and never die of old age (in-fact, the saint's appearance remains forever as it was before they became a saint.) They also gain a pair of angelic white-feathered wings that allow them flight, though these wings can be hidden at any time to wait to be summoned.
Name: Lore Keeper
Requirements: n/a
Description: Prophets and book-worms learn intrinsic knowledge into the working of physics and with research can develop their own formulas and equations. They count as having an intelligence advantage at all times and can use Tomes as weapons.
Name: Holy Magician
Requirements: Miracles or Paladin
Description: Holy Magicians are those that rather that call upon the winds of elemental magic or the aether of special magic, they gain magic powers through the god/goddess which they worship. All magic powers they own function essentially the same however their source is considered holy rather than magical for the purposes of powers, paths, abilities, and styles/forms which affect such things. Holy Powers are not affected by things such as Magic Resistance.
Rank: A
Affinity: Lightning, Earth, Metal
Inventory
Skills:
Smithing
- Level I: The smith can make E-Rank weapons and armor, requiring application as normal and a three-point training
- Level II: The smith can make weapons and armor of one lower his/her own rank, requiring application as normal and a six-point training.
Armorsmith (Requirements: Smithing Level II)
- Level I: The armorsmith can make armor of his/her own rank, requiring application as normal and a nine-point training.
- Level II: The armorsmith can make relic-level armor, requiring application as normal and a twelve-point training.
Commander: While many hold the respect of their soldiers, few command it utterly with their every action. These are men and women who can influence the course of battle by their simple presence. Commanders with a higher skill rating will always have an advantage over others in war. Those starting at skill rank 0 may bring ten (10) war units, with skill rank 1 leader twenty (20), skill rank 2 leading fourty (40), skill rank 3 leading seventy (70), and skill rank 4* leading one-hundred (100) war units.
Supernatural Abilities: 6/7 (Max of 7 per character)
Name: Monumental Willpower
Requirements: 1x Endurance Advantage
Description: The character has undergone some form of physical and mental metamorphosis, either through excessive physical training or through deep personal conflict. Those with Monumental Willpower will never give up even to the detriment of themselves, still standing even after attacks that would have done them in. As such someone with Monumental Willpower may choose to remain standing for one round after being knocked out and have two endurance advantages.
Name: Magic Resistance
Requirements: Dragon, Fae, or other supernatural race
Description: Negate the first X magical effects targeting you and created by someone else, where X is the number of Magic Resistance advantages you have. You cannot choose which effects this applies to in order to receive beneficial effects; instead, it applies to the first effects that target you, regardless of their nature. If this ability negates an area or multi-target ability, other targets are affected as normal (the effect simply ignores you as if you were not in its area of effect).
You gain Magic Resistance advantages as follows (Based on your rank when this ability is gained):
E-rank: 1 advantage
D-rank or C-rank: 2 advantages
B-rank or A-rank: 3 advantages
S-rank: 4 advantages
Name: Smite Magic-User
Requirements: Paladin Path, Inquisitor (Rubrum)
Description: Inquisitors who are paladins of the just god Vithesis possess the ability to strike at the magicians who their god so abhors. They may inflict a powerful attack on those magicians whose spells are not Holy in origin. When hit with a Smite, the magician is effectively hit with an attack bearing the might of a magic power of the character's rank, and their spells for their next post-round are decreased by one rank. Additionally, Paladins fighting against Magic Users count as having an extra strength and endurance advantage.
Name: Suppress Enchantment
Requirements: Miracles Path, Inquisition (Rubrum)
Description: Inquisition members may call upon the holy light of the just god Vithesis utilizing their true faith within the god to snuff the aura of enchantments. As such they may temporarily suppress the effects given to an item by the vocational skill Enchantment so long as the target item is of at-least one rank lower than their own. A suppressed enchantment still exists, however it's effect may not be enacted for as long as this power is in effect. To keep an enchantment suppressed requires E-rank mana for each round the item is under suppression.
Name: Vithesis' Disjunction
Requirements: Miracles Path, Inquisitor (Rubrum)
Description: Inquisitors may call upon the holy light of the just god Vithesis utilizing their true faith within the god to weaken a single spell being cast within the same round of posts. For spells three or more ranks lower they are immediately negated, for spells of two ranks lower they are weakened by three ranks, for spells one rank lower they are weakened by two ranks, and for spells of the same rank they are weakened by one rank. Spells of rank higher than the Inquisitor may not be weakened even in the slightest. This ability does not work on spells of Holy origin.
Name: Anti-Magic Zone
Requirements: Miracles Path, Inquisitor (Rubrum), B-rank
Description: Inquisitors may call upon the holy light of the just god Vithesis utilizing their true faith within the god, channeling the light into a domed field directly adjacent to them within twenty feet. Within the dome, spells of one rank lower than the character may not be cast and spells of the same rank require three-times the mana to successfully cast them, spells of one rank higher require two-times the mana to successfully cast them, and spells of even higher rank can be cast without difficulty. Spells approaching the dome are weakened as if by Vithesis' Disjunction. To keep the field active requires C-rank mana for each round.
Magic Powers: 6/13
Name: Finger Guns
Rank: D
Affinity: Metal
Requirements: n/a
Description: Much like how village Children like to pretend to be characters from stage plays that Depict the way of life rumored to exist in so called "Western Nations," close your hand with exception to your pointer finger and thumb. This is a necessary form of Catalyst, required in order to use this power. This power launches either cylinder or ball shaped projectiles made of Metal from your fingertip. This power will deal a standard amount of damage equal to that of a common Firearm, unless you strike a weak point in which case damage is fatal. While this power works best with an empty hand. It is possible to use as long as you can hold out your pointer finger towards your target (will cost slightly more mana, and accuracy may suffer slightly)
Name: Metal Lance
Rank: C
Affinity: Metal
Requirements: Finger Guns
Description: Rather than releasing a small bullet-sized projectile with the release of a finger shot, the user creates a palm-sized sphere of liquid metal within their enclosed hand before projecting the sphere outwards into a huge railroad spike of forged steel towards the target within a range of sixty feet. This spike travels at nearly eighty miles per hour and pierces through up to D-rank armor when struck. The spike deals heavy damage and may be dulled to stun the opponent rather than wound (or potentially kill) them, should the user wish to do so.
Name: Metal Vulcan
Rank: B
Affinity: Metal
Requirements: Metal Lance
Description: Metal Vulcan is an advanced adaptation of the Finger Guns magic power however utilizing all five fingers rather than projecting ammunition from one single pointed finger shaped as a gun. The user releases a single metal cylinder or sphere from each finger in rapid succession, able to shoot ten projectiles each finger per post. This is a necessary form of Catalyst, required in order to use this power. Each projectile shot deals a standard amount of damage equal to that of a common Firearm, unless you strike a weak point in which case damage will be doubled.
Name: Metal Emperor
Rank: A
Affinity: Metal
Requirements: n/a
Description: The user invokes the concept of steel within their body and without, immersing themselves within several layers of armored steel almost as if the user were a statue crafted of castle-forged steel however they are not thwarted by the steel, with movement and actions as if without the hardened steel capsulating their body. The shell functions as armor of it's rank and is able to deter all C-rank magic powers while halting two B-rank magic powers or one A-rank magic power before the power is dispelled and armor is shattered.
Name: Metallic Avalanche
Rank: S
Affinity: Metal
Requirements: Metal Vulcan, Metal Emperor
Description: The user gathers liquid steel into a huge orb within the reach of both hands, then discharges the liquid steel into a crashing wave towards the target fifteen feet high by twenty feet wide. This wave may travel for as far as thirty feet before it smashes down upon the target in the form of many steel blades and implements of death. This more often than not ends with the death of the target, however should the target somehow survive the initial attack, the liquid metal will surround and harden, encasing them in a nigh-unbreakable coffin of steel.
Name: Metal Vessel
Rank: User
Affinity: Metal
Requirements: n/a
Description: The user gathers liquid steel into the grip of their hand, then projects it out from their hand in the form of a weapon before flash-hardening the steel into a temporary weapon of the same rank as the spell, of any variety of weapon the user wishes without needing application. Due to the techniques used in this power, weapons created this way will not last forever and cannot be carried out of the thread they were created within. This has a duration of four posts at E-rank and increases by two posts per rank thereafter (duration 12 posts).
Styles:
Forms:
Personality:
Character History:
- Agility 1 Advantages
- Strength 0 Advantages
- Endurance 2 Advantages
- Intelligence 1 Advantages