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 Jūrō Karajaan (十郎 王国)

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Aoi
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Character sheet
Name: Haru
Age: 23
Species: Vampire

PostSubject: Jūrō Karajaan (十郎 王国)   Sun Jul 26, 2015 3:49 pm

.:Basics:.
Full Name: Jūrō Karajaan (十郎 王国).
Meaning of Name: Perfect/Complete Kingdom.
*Nickname: Jūrō (十郎 "10th Son").
*Alias(es): None.
*Sexuality: Gay.
Sex: Male.
Species: Kerberos (Hell hound).

.:Hound Information:.
Class: Cadejo.
Rank: Orthrus.
Special Rank: None.
Description: The eyes of the Cadejo are said to be like looking into the eyes of something evil and cruel, enough to bring about instant fear to those who catch but a glimpse of them. A massive Hound that appears to be wounded to the traveler it's feet have red hot chains around the ankles, capable of making a sound that drives a person mad before they tear them apart with there claws they are the head or the first of the hounds all others follow this one. As he sits at the top equal the the Anubis hound of the Tod Hund.

.:Human Appearance:.
Human Age: 19.
Human Eye Color: His right eye is red and his left is yellow/orange.
Human Hair Color: Red.
Type of Build/Body:
Height: 5' 8".
Weight: 141 lbs.
Distinguishing Marks: None.

Image(s) For character:


.:Hound Appearance:.
Eye Color: His right eye is red and his left is yellow/orange.
Fur Color: Red.
Mane Color: Blue fading into Green.
Type of Build/Body: Large, but thin.
Height: 6’ 8”.
Weight: 203 lbs.
Distinguishing Marks: None.

Image(s) For character:


Attitude/Personality: Having an extremely intimidating and condescending personality, he is able to control many other hounds as their leader as they all submit to his requests. Due to the way he grew up during childhood, he developed a strong winner's-mentality, believing that winners get everything in life, while losers are denied all. He's known to view himself as absolute in power and skill and grows extremely violent when anyone disobeys his commands as shown when he tried to stab a fellow Hound with the scissors he borrowed from a friend when the hound he attacked disobeyed him.

Initially, his personality was that of a person who respected his comrades, while still holding that winners-mentality. He also referred people by their last name as a sign of respect and was overall less menacing. However, that all changed in his Middle School years. He developed a second personality that twists on the original personality.

He shows extreme hubris and does not tolerate those that belittles him or defies him, stating that those who serve him or earns his respect can look him in the eye. He also stated that if he lost to his opponent during a battle, "I will gouge out my eyes, and give them to you." The reactions from all of his comrades and his sister implied that they knew he would actually do it.

Now a cunning, cruel master of games and control, he's at the top so he knows how to make all beneath him no matter how strong yield and obey with only showing the merest fraction of strength. Not one to even show the slightest fraction of concern over the smallest of things no one can ever figure out what his goals are. He always has a plan, always has a reason for what he does. Each step he takes has a game plan and that game plan is well versed with not one option but many, so flexible that even if it seems to be failing he is not losing as many may think he is merely switching the path of the game to flow in the same direction he wishes it to go.

*Talents:

.:Abilities:.
Special Abilities:
Basic Skills for ALL Hellhounds

  • Hellhound Physiology- The user is or has the ability to take on the form of Hellhound, a supernatural canine connected to an Underworld/Hell and/or considered an Omen of Death. Features that have been attributed to hellhounds include black fur, scales, glowing red or sometimes yellow eyes, super strength and/or speed, ghostly or phantom characteristics, foul odor, and sometimes even the ability to talk.

    Legend says that if someone is to stare into its eyes three times or more, that person will definitely die; seeing or hearing it howl may also be either an omen of death or even a cause of death. In cultures that associate the afterlife with fire, hellhounds may have fire-based abilities and appearance. They are often assigned to guard the entrances to the world of the dead, such as graveyards and burial grounds, or may undertake other duties related to the afterlife or the supernatural, such as hunting lost souls or guarding a supernatural treasure.



  • Supernatural Survivability- The user is able to survive massive and even horrific injuries or damage, or almost any level of danger or circumstances. In some cases simply managing to cheat death even in seemingly inescapable and deadly situations.



  • Unnatural Presence- The user's mere presence in an area or proximity to an individual can result in bizarre changes to the surrounding areas including loss of superpowers, weather changes, paranoia and hostility in people in the area and inexplicable disasters.On the negative side to the positive effects of a Super star arriving, without being aware were. The feeling of being in the presence of something grand or powerful, of something pure peaceful or in a chaotic situation that everything suddenly will be without explanation alright.



  • Enhanced Agility- User with this ability can go from one motion to another effortlessly, effectively dodge attacks, swing from things easily, sprint, do back-flips and numerous other gymnastic, athletic and martial implements with little effort.

    Agility is "the ability to rapidly respond or change by adapting its initial stable configuration", the ability to change the body's position efficiently, and requires the integration of isolated movement skills using a combination of balance, bodily coordination, speed, reflexes, strength and endurance.

    Levels

    • Peak Human Agility: User's agility is at the peak of perfection. Although, not a supernatural level.


    • Supernatural Agility: User's agility is superior to what natural can accomplish.


    • Absolute Agility: User's ability is limitless, it is impossible to strike the user.





  • Enhanced Combat- The user is unbelievably skilled in most known forms of fighting. They can be exceptionally proficient in the fighting traditions of a variety of cultures and become advanced with their own individual methods of close quarter combat, including martial arts (from all over the world), boxing, and wrestling. They can also become super-humanly skilled in their use of weaponry.



  • Enhanced Jump- Users can jump incredible distances and land safely, covering frighteningly tall heights and long distances. Usually comes with strong legs. In some cases a jump can fool an observer into believing the person is "Flying".

    Limitations:

    • Not actual Flight.


    • Legs require full operation, may even require a running start.





  • Enhanced Durability- The user's physical durability (ability to endure/resist damage) is extremely high, allowing them to take numerous blows of internal or external assaults before succumbing to the effects.



  • Enhanced Endurance- Users can operate on a low power setting, allowing them to operate for an extended amount of time. They can hold their breath for longer periods of time and remain calm through stressful or painful situations, tolerate extreme hunger, unbearable thirst, and strong urges to sleep.



  • Enhanced Senses- The user has extremely accurate senses, allowing them to see, hear, smell, taste, touch and/or feel more than an average member of their species.
    The Five Senses:


    • Enhanced Hearing: Ears pick up every single sound, and can decipher layer upon layer of noise; has the ability to pick up a conversation from a mile away in a busy city. May even mutate into Echolocation.



    • Enhanced Smell: Users can detect specific smells, and locate their origin. Some may even be able to tell if some one is lying by which hormones they excrete.


    • Enhanced Taste: Users may be able to detect poisons or other problems, Usually accompanies enhanced smell.


    • Enhanced Touch: Some can feel so acutely that to rub the users hand on a paper would be like reading the page, sensing every bump ripple or wave. Some may even be able to tell of distant occurrences felt through vibrations in the earth.


    • Enhanced Vision: Can see with amazing clarity, distance, or color, perhaps even in a different spectrum of light or into other dimensions.





  • Enhanced Awareness- All senses are attuned to nearby activity.



  • Enhanced Balance- Sense of equilibrium and ability to use it well.



  • Night Vision- User has excellent night vision, the ability to see in low light conditions or even total darkness. Whether by biological or technological means, night vision is made possible by a combination of two approaches: sufficient spectral range, and sufficient intensity range.



  • Enhanced Speed- Users can move much faster than the average member of their species, some near or at the speed of sound, or even faster. However, this power is not without any ill effects, as it can strain the body, although some users may be resistant or even immune to the effects of high speed travel, including friction, g-force, inertia, etc.



  • Enhanced Strength- Users have incredible ability to defy weight limitations of the member of their race, but not completely break them. Dense, lengthy, or overweight items are easy to move and simple to use in nearly any manner. Users can crush, lift, throw, or catch items of great weight.



  • Regenerative Healing Factor- The user can rapidly regenerate, in other words, they recreate lost or damaged tissues, organs and limbs, sometimes slowing, or even stopping, aging. The rate and amount of healing varies widely (see Levels of Regeneration), some can regrow missing limbs, others must put the limb back in place for rapid regeneration. They are generally in very good physical shape as their bodies are constantly reverting to healthy state.

    Weakest Level

    • Minor to moderate wounds heal near-instantaneously, to the point of as though they never happened.
    • Lost limbs and internal organs may be completely regenerated.
    • Damaged nerves can be healed to a certain extent.
    • Cellular senescence is drastically reduced, if not completely halted, granting decelerated aging/eternal youth.
    • Critically and fatally damaged cells can regenerate, preventing scars.
    • User can regenerate as long as the head/brain is damaged to no more than a certain level.
    • Disease Immunity
    • User is near-completely unaffected by toxin or drugs.
    • Destruction of the head is one of the few sure methods to ensure the user of this level's death.
    • Healing strength may be so powerful, the blood is enriched with healing powers that can be used to heal others.
    • Tumorous cells may actually be multiplied via regeneration as they are considered living cells.


    Normal Level

    • Cellular regeneration and rejuvenation would be so powerful, the user would be close to true immortality.
    • Brain cells and nerves can be completely repaired, to the point of keeping the mind intact.
    • Decapitation can be reduced in effectiveness as the user can reattach their heads an seal the cut.
    • Contaminant Immunity
    • User is forever in their optimal health and physical prime.
    • Tumorous cells will be healed to the point of returning to their optimal, healthy form.
    • The only way to inflict long term exhaustion and injury on the user is to use attacks faster than the speed of regeneration at a repeated rate.


    Strongest Level

    • User may regenerate completely as long as one cell or even molecule remains intact.
    • Decapitation would be pointless as user can regenerate a head, or the head can regenerate a whole new body.
    • Impossible to exhaust or permanently injure, regardless of attack speed.
    • Removal of soul or temporal erasure are the only methods of killing the user.





  • Natural Weaponry- The user possesses some form of natural weaponry, including claws, fangs, horns, beaks, clubbed tails, etc., and know how to use them.



  • Claw Retraction- The user can project and retract razor-sharp claws from their fingertips for offensive purposes.



  • Enhanced Bite- The user has particularly strong bite, because of sharp teeth, strong jaw-muscles,  Exactly what they can bite depends on the  jaw-strength,and resilience of their teeth/bite-surface and their shape.



  • Feral Mind- User is able to tap into primal, unstoppable rage that allows them to perform in vastly increased capacity, taking and inflicting damage that they wouldn't in their normal state. In some cases, the user's mind descends so far into the feral rage that, mentally, they are little more than animals.

    Limitations:

    • May be unable to separate friend from foe and attacks everyone.


    • May be unable to remember activity in primal rage.


    • May revert to a state of mind where the users only thoughts are simply: fight, flight, or mate.





  • Predatory Instinct- The user possesses predatory instincts, allowing them to become masters of hunting and tracking. One with this ability can discern numerous factors of a situation that make them a master of pursuit and capture. This includes what move a foe will make, where he is headed (if the user is in the foe’s proximity, or knows the foe fairly well), as well as how to effectively cause a foe to play right into one’s hands in combat/pursuit.



  • Temperature Regulation- The user can maintain different levels of their own body temperature for extended periods of time. Some users may even be able to manipulate their own body temperatures at will.

    Limitations:

    • Certain temperatures may are lethal.





  • Fear Inducement- The user can evoke and increase fear and horror in others causing the target’s brain to release fear-inducing chemicals.

    The victim’s perception may be altered, causing them see their environment as ominous and the user as dark and foreboding, or even seen as a monster.

    Limitations:

    • Users of Psychic Shield, Fearlessness or Indomitable Will are either immune or highly resistant.


    • May be overpowered by Courage Inducement.






  • Pyrokinesis- Users can create, shape and manipulate fire, the rapid oxidation of a material in the exothermic chemical process of combustion, releasing heat, light, and various reaction products, flame being the visible portion of the fire. Depending on the substances alight, and any impurities outside, the color of the flame and the fire's intensity will be different.
    Limitations:

    • May be unable to create fire, being limited to manipulating only from already existing sources.


    • Control is extremely important. Unconscious use of this power can be catastrophic.


    • Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user.


    • Fire Immunity and/or Thermal Resistance isn't always part of the package, so burning yourself is possible.


    • Users can be overpowered by Water Manipulation, Water Generation, Ice Manipulation and/or Freezing.


    • Unless user has Cosmic Fire Manipulation or Hell-Fire Manipulation/Holy Fire Manipulation, oxygen is needed as fuel.


    • May be limited to controlling/immunity to the fire they create.




  • Spontaneous Combustion- Users can increase the kinetic of atoms and molecules causing them to ignite. This process creates heat and light, that user can use.
    Limitations:

    • Should be careful in near flammable materials.


    • Unless the users has Fireproof Skin or Thermal Resistance, setting self on fire could be dangerous.


    • Lack of oxygen may prevent ability from activating.


    • Weak against Explosive Negation.




  • Pyrogenesis- The power to generate fire.
    Limitations:

    • Abilities may be affected by anger and rage, as the angrier one gets, the more powerful the fire, and more dangerous around the area.




  • Fire Absorption- Users can absorb fire, while removing it from the source, into their body and use it in various ways, gaining some form of advantage, either by enhancing themselves, gaining the drained power, using it as power source etc., either temporarily or permanently.
    Limitations:

    • May be unable to create fire, being limited to manipulating only from already existing sources.


    • Control is extremely important. Unconscious use of this power can be catastrophic.


    • Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user.


    • Fire Immunity and/or Thermal Resistance isn't always part of the package, so burning yourself is possible.


    • Users can be overpowered by Water Manipulation, Water Generation, Ice Manipulation and/or Freezing.


    • Unless user has Cosmic Fire Manipulation or Hell-Fire Manipulation/Holy Fire Manipulation, oxygen is needed as fuel.


    • May be limited to controlling/immunity to the fire they create.




  • Pyronegation- The user can negate fire and any fire-using attacks, ignoring their effects.


  • Incineration- The user can utilize high temperatures to incinerate almost anything, reducing it to ashes. High level users can control what part of the target they want to incinerate, and destroy the target so completely that absolutely no byproduct is left, not even ashes.
    Limitations:

    • May only be able to incinerate parts of an object.


    • May be limited to organic/inorganic materials.


    • May take time to completely incinerate said object, depending on size, density and properties.


    • Useless against those who have Ash Resurrection, unless incineration is strong enough to leave behind nothing, not even ashes.




  • Fire Attacks- The user can release/use fire to attacks of various shapes and/or intensities, either projected, used as a part of melee attacks, etc.

    List of Attacks:

    • Expanding Fire Bolts: Project fire that expands rapidly on contact with an object.
      Fire Ball Projection: Create and launch spheres of fire.
      Fire Beam Emission: Release beams of fire.
      Fire Bolt Projection: Release low powered projectiles of fire.
      Fire Blast: Release fire over a specific target area.
      Fire Bomb Generation: Create bombs/explosions of fire.
      Fire Breath: Discharge fire from the mouth.
      Fire Bullet Projection: Fire in short sequence over a wide area.
      Fire Cutting: Use fire to cut opponents.
      Fire Infusion: Empower and energize anything touched or used (usually a weapon) with fire.
      Fire Pillar Projection: Project fire pillars.
      Fire Spike Projection: Project fire spikes.
      Fire Stream Projection: Create fire streams.
      Fire Vortex Creation: Create spiral/vortex of fire.
      Fire Wave Emission: Send out a wave of fire that repels everything.
      Flaming Surface: Cause surfaces to emit flames.
      Formulated Fire Blasts: Release blasts of fire in a form of a creature or object.
      Hand Blasts: Discharge fire from hands.
      Heat Vision: Emit fire from one's eyes.
      Hidden Attacks: Channel attacks through a medium.
      Missile Generation: Create missiles of fire.
      Omnidirectional Fire Waves: Send out a wave of fire in all directions.
      Reflective Attacks: Release attacks of fire that can bounce off of any surface.
      Scatter Shot: Release flame blasts that split into multiple fragments.
      Sword Beam Emission: Release fire blasts from swords and other such bladed weapons.
      Wave Motion Blast: Launch a massive wave of fire.
      Zap: A tiny short release of fire to cause pain or discomfort, usually too low-powered to be destructive.

    Limitations:

    • Users may require outside source of fire to create a blasts.


    • Users may not be immune to effects of own blast.


    • Firing may be involuntary reaction, or released in constant stream.


    • Users will be exhausted when too much energy is used.


    • Users may be over-charged/wounded if too much energy is used at once.


    • Users need control to avoid unnecessary destruction.


    • Users can be overpowered by Water Manipulation, Water Generation, Ice Manipulation and/or Freezing.




  • Fire/Flame Hardening- User can solidify fire, with the level of solidity going from loose jello to metal-like hardness or beyond.
    Limitations:

    • The heat of the fire could affect the object just as a normal fire would and burn it.




  • Pyrokinetic Constructs- Users can turn the fire into tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need.
    Limitations:

    • May be unable to create fire, being limited to shaping from already existing sources.


    • Construct structural strength may be limited by the users will.


    • In most cases constructs will return back into their original state if the User becomes unconscious, leaves the proximity or otherwise loses contact/control of the item.


    • May be limited on how complicated constructs they can create (ie. no/limited amount of moving parts).




  • Pyro-Telekinesis- User is able to use fire to heat the air surrounding an object and use that to lift the object via fire or heated air.
    Limitations:

    • Users may be subject to same limitations as normal telekinesis.


    • User must have extreme concentration of all air in the area.


    • May be hard to do with someone that has thermal manipulation.




  • Pyrokinetic Flight- Users of this ability can fly, glide and/or levitate through manipulation of fire. They can fly at varying speeds, levitate, or propel themselves without taking flight, including enhanced jumping by a short burst of flight.


  • Pyrokinetic Recovery- The user can heal themselves or others by using flames/fire/heat.
    Limitations:

    • User is weak against opponents who can nullify fire-based abilities.


    • May be overpowered by the users of Water Manipulation.




  • Pyrokinetic Regeneration- The user can use fire to regenerate their bodies with the amount of fire used defining the speed of healing.
    Limitations:

    • User either has to be able to generate fire or be able to draw fire from other sources.




  • Calokinesis- User can create, shape and manipulate heat by increasing the kinetic energy of atoms and thus making things hotter, ranging from subjective feeling of heat to Absolute hot.
    Limitations:

    • May be unable to create heat, being limited to manipulating only from already existing sources.


    • Heat is affected by everything that normal high temperatures would be, thus low temperatures like ice and cold negate/reduce this power.




  • Pyrokinetic Immunity/Invulnerability- User is immune to fire/heat, being completely invulnerable to direct and indirect effects.
    Limitations:

    • Insides (Example: Lungs) may be vulnerable to heat.


    • User may have weakness against cold.


    • May be vulnerable to heat over certain limit.


    • Fire that is combined with other powers (including dark fire, white fire, hell fire and holy fire) may be able to harm the user.




  • Temperature Regulation- The user can maintain different levels of their own body temperature for extended periods of time. Some users may even be able to manipulate their own body temperatures at will.

    Limitations:

    • Certain temperatures may are lethal.





  • Black Magic- traditionally references the use of supernatural powers for evil and selfish purposes. This magic includes True Name Spells, Necromancy, and Curses/Hexes.



  • True name spells- the theory that knowing a person's true name allows control over that person, making this wrong for the same reason. This can also be used as a connection to the other person, or to free them from another's compulsion, so it is in the grey area.



  • Necromancy- a claimed form of magic involving communication with the deceased – either by summoning their spirit as an apparition or raising them bodily – for the purpose of divination, imparting the means to foretell future events or discover hidden knowledge.



  • Curses/Hexes- a curse can be as simple as wishing something bad would happen to another, to a complex ritual.



  • Chaos Magic- A magical variation of Black Magic and is more serious in the fact that this magic has no rules except for the ones that it borrows liberally from other belief systems. Chaos magic is often highly individualistic. Due to chaos magic having a central belief that belief is a tool, it is seen as an even darker form of magic than its 'father', Black Magic.



  • Gnosis- defined as an altered state of consciousness that in his magic theory is necessary for working most forms of magic.



  • Gnostic State- The gnostic state is achieved when a person's mind is focused on only one point, thought, or goal and all other thoughts are thrust out. Practitioners of chaos magic each develop their own ways of reaching this state. All such methods hinge on the belief that a simple thought or direction experienced during the gnostic state and then forgotten quickly afterwards bypasses the "psychic censor" and is sent to the subconscious, rather than the conscious mind, where it can be enacted through means unknown to the conscious mind.



  • Inhibitory Gnosis- a form of deep meditation into a trance state of mind. This type of gnosis uses slow and regular breathing techniques, absent thought processes, progressive muscular relaxation, self-induction and self-hypnosis techniques. Means employed may also include fasting, sleeplessness, sensory deprivation and hypnotic or trance inducing drugs.



  • Excitatory Gnosis- describes a mindlessness reached through intense arousal. It is aimed to be reached through sexual excitation, intense emotions, flagellation, dance, drumming, chanting, sensory overload, hyperventilation and the use of disinhibitory or hallucinogenic drugs.



  • Indifferent Vacuity- described by Phil Hine and Jan Fries as a third method. Here the intended spell is cast parenthetically, so it does not raise much thought to suppress.


Special Skills for Cadejo

  • Immobilization- User can immobilize target completely or partially, causing them to be left without movement and sensation. Making motor functions and muscle movement unavailable, the victim may freeze on the spot or crumple to the ground.

    Limitations:

    • The effect will always wear off eventually.


    • May be limited on how many times it can be used or how many targets it can be used on.


    • Some targets may be immune.


    • User may not be immune.


    • May need physical contact.





  • Toxigenesis- User can generate, create, emit or otherwise produce poison/poisonous substance and somehow inflict the victim. For the sake of clarity: poison, toxin and venom are terms for any substance that injures the health or destroys life when absorbed into the system: poison is the general word, toxin is a poison produced by an organism (plant, fungus, animal); it is especially used in medicine in reference to disease-causing bacterial secretions, venom is especially used of the poisons secreted by certain animals, usually injected by bite or sting.

    Limitations:

    • User may be limited for certain poisons.


    • May activate during stress unconsciously and unwillingly.


    • User may not be able to create from surroundings.


    • Can be contained by opponent depending on method.


    • Poison Immunity grants immunity.





  • Mithridatism- The user is immune to all forms of poisons/toxins/venom. This makes a perfect counter-ability to those with Poison Manipulation and Poison Generation.

    Limitations:

    • May be immune to only certain types of poison.


    • May be immune to only toxins produced by oneself.





  • Death Inducement- User can kill anyone and possibly even anything using varying means, either instantly, slowly over time, after certain conditions are met, or after a certain period of time has gone. May be used by touch, at a distance, simply willing it to happen, or performing certain ritual.

    Limitations:

    • Death Negation voids this power.


    • Immortality voids this power.


    • May have limitations on distance.


    • Those with Resurrection could undo the damage.


    • Users may be limited on how many times they may kill (this also includes the targets they can kill at a time).


    • May require physical contact.





  • Death Sense- The user is capable of sensing the coming of death, able to determine when someone is dead or dying or if others have died in a specific location. At times, this extends to seeing the names and lifespans of those who's faces the user sees.

    Limitations:

    • May have limited range depending on the user's proficiency, innate talent or the nature of the power itself.


    • May be always on.


    • May not work on the user's own death.


    • Only works on beings capable of dying.


    • May only work on beings with a soul.


    • May only be able to see the natural deaths.


    • Deaths may always happen despite the user's actions.


    • They may come out as signs or clues.





  • Soul Manipulation- User can manipulate soul, defined as spirit/essence of anything, especially sentient beings. Most have to learn to control their own soul first and expand from there, some may be able to learn how to tap to the essence of everything living.

    Limitations:

    • May be limited to manipulating the soul of either oneself or others.


    • Users of Soul Anchoring cannot be manipulated.


    • Can't affect soulless beings.




Last edited by Aoi on Mon Jul 27, 2015 6:06 pm; edited 5 times in total
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Aoi
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Join date : 2012-09-05
Age : 24
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Character sheet
Name: Haru
Age: 23
Species: Vampire

PostSubject: Re: Jūrō Karajaan (十郎 王国)   Mon Jul 27, 2015 4:11 pm


  • Emperor Eye-  The Emperor Eye enables its user to see another person's body with extreme detail. Such as breathing, muscle movements, body tension, rhythm, etc. Allowing the user to predict future movements. It can be awakened by observing people and their muscle movements . So far, the three known users have all shown to have great observational skills, being able to see other players potentials as well as their strengths and weaknesses, another being able to notice other people's habits and behaviour patterns, and lastly the third known user who has to observe others in order to copy their movements perfectly. The Emperor Eye is shown to be one of the most powerful skills as it can change the outcome of a battle completely. It is also noted that the Emperor Eye is as powerful as it's user.

    Juro's Eyes when Emperor Eye is activated:



    • Wide Field Vision- The user can easily see openings in defenses. Also, similar to the ability Hawk's Eye, the user's vision covers their blind spots, allowing them to easily avoid a single attack.

      Limitations:

      • Does not allow the user to dodge large attacks all the time.


      • Multiple attacks could lead to a successful hit on the user.





    • Ankle Break- A high-level rhythm (naturally occurring rhythm in one's step) that disrupts his opponent's balance and makes them stumble to the ground. This situation occurs when the opponent's center of gravity is on their pivot leg while they're turning. opponents collapsing due to this rarely occurs under normal circumstances. However, with Emperor Eye, the user can predict the moment their opponent is unbalanced, allowing them to perform this technique with little difficulty.




.:Spells:.
1st Rank


  • Disguise Self- You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

    The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.



  • Detect Poison- You determine whether a creature, object, or area has been poisoned or is poisonous. You can, if your rank is high enough, determine the exact type of poison.

    The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.



  • Feather Fall- The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet). However, when the spell duration expires, a normal rate of falling resumes.

    The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

    You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall.

    This spell has no special effect on ranged weapons unless they are falling quite a distance.

    Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.



  • Ghost Sound- Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

    The volume of sound created depends on your level. You can produce as much noise as four normal humans per level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created.

    The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

    Ghost sound can enhance the effectiveness of a silent image spell.

    Ghost sound can be made permanent with a permanency spell.



  • Obscuring Mist- A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet.

    A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 2 posts. A strong wind (21+ mph) disperses the fog in 1 post. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

    This spell does not function underwater.



  • Sleep- A sleep spell causes a magical slumber to come upon a creature or creatures (no more than three). Creatures with the lowest power levels are affected first.

    Among creatures with equal power, those who are closest to the spell’s point of origin are affected first.

    Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not.

    Sleep does not target unconscious creatures, or constructs.



  • True Strike- You gain temporary, intuitive insight into the immediate future during your next attack.


2nd Rank

  • Cat’s Grace- The transmuted creature becomes more graceful, agile, and coordinated. The spell grants an enhancement of dexterity and Reflex.


  • Darkness- This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area are concealed (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

    Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

    If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

    Darkness counters or dispels any light spell of equal or lower spell level.


  • Fox’s Cunning- The transmuted creature becomes smarter. The spell grants an enhanced intelligence. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save is that spells they cast while under this spell’s effect do increase.


  • True Seeing- You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement spells, sees invisible creatures or objects normally, sees through illusions, and sees the true form of poly-morphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal/Astral Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.

    True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment spells, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.


  • Illusory Script- You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character, although an illusionist recognizes it as illusory script.

    Any unauthorized creature attempting to read the script triggers a potent illusory effect. Only those with a high rank or power level can look away with only a mild sense of disorientation. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.

    The casting time depends on how long a message you wish to write, but it is always at least 1 minute.


  • Invisibility- The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

    Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries that extends more than 10 feet from it becomes visible.

    Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe.

    Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.

    Invisibility can be made permanent (on objects only) with a permanency spell.


  • Without A Trace- The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by non-magical means.


  • Spider Climb- The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The subject gains a climbing area of 20 feet; furthermore, it need not speak the spell to traverse a vertical or horizontal surface (even upside down).

    A spider climbing creature retains its dexterity (if any) while climbing, and opponents get no special bonus to their attacks against it.


3rd Rank

  • Deep Slumber- This spell functions like sleep, except that it affects 10 creatures.


  • Deeper Darkness- This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.

    Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

    Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.


  • Evil WardingThis spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

    First, the subject gains a greater deflection rate and a greater resistance. Both these apply against attacks made or effects created by evil creatures.

    Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person).

    The barrier does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil. If the barrier fades before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature/being. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless.

    Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good/holy/divine summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.


  • Misdirection- By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object is safe from this effect.

    Detection spells provide information based on the second object rather than on the actual target of the detection.

    This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).


  • Non-detection- The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, location, and detect spells. Non-detection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must be a power level higher than the level of the spellcaster who cast non-detection.

    If cast on a creature, non-detection wards the creature’s gear as well as the creature itself.


4th Rank

  • Clairaudience/Clairvoyance- Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need sight, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired.

    Unlike other vision/seeing spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect.

    Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.


  • Dimension Door- You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. You can bring along objects as long as their weight doesn't exceed what you can lift. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

    If there is no free space within 100 feet, you and each creature traveling with you are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet or spell simply fails if there is no free space at all.


  • Freedom of Movement- This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.

    The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.

    The freedom of movement spell does not, however, allow water breathing.


  • Greater Invisibility- This spell functions like invisibility, except that it doesn't end if the subject attacks.


  • Locate Creature- This spell functions like locate object, except this spell locates a known or familiar creature.

    You slowly search and will sense the creature when you are facing in the direction of the creature is in, provided it is within range. You also know in which direction the creature is moving, if any.

    The spell can locate a creature of a specific kind or a specific creature known to you. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.

    Running water blocks the spell. It cannot detect objects. It can be fooled by illusion, non-detection, and poly-morph spells.


5th Rank

  • False Life- You harness the power of un-life to grant yourself or another creature a limited ability to avoid death.



  • Erase- Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell.

    Non-magical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing non-magical writing is only 90%.

    Magic writing must be touched to be erased.



  • Enervation- You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. If the subject is of a lower level than the caster, it dies.

    Assuming the subject survives, it regains lost life force after a number of hours equal to your level (maximum 4 posts). Usually, this has a chance of permanently draining the victim’s life force, but the negative levels from enervation don’t last long enough to do so.

    An undead creature struck by the ray temporarily gains a boost in attacking power per 1 post.



  • Soul Swap- a demonic incantation written and cast to switch souls with a creature temporarily.

    It requires a lock of hair belonging to whoever the caster wishes to switch souls with, as well as their blood to be exchanged.


Chaos Magic
Level 1

  • Weakness- Causes the selected enemy unit to inflict less damage in combat. Spellpower determines the duration of effect.



  • Asha Uses All- The caster gains energy for each ally or enemy destroyed during combat.



  • Sorrow- Decreases morale and luck of selected enemy creature.



  • Eldritch Arrow- Shoots magic missile to deal non-physical damage to the selected enemy creature.



  • Stone spikes- Deals damage to all creatures in target area (cross form).


Level 2

  • Decay-  Corrupts the ground targeted by the caster, causing anything the spell touches to begin to decay.



  • Vulnerability- Destroys armor of the target, reducing their defense. Can be cast several times on a single stack, but defense will not go lower once the target reaches their lowest point.



  • Lightning Bolt- Deals lightning damage to selected enemy unit.



  • Ice Bolt- Deals ice damage to selected enemy unit.


Level 3

  • Confusion- Makes creatures in target enemy stack forget what they are doing on a battlefield. Some of the affected creatures will forget to use shooting attacks and retaliation strikes. (The spell does not work on undead, elemental and mechanical units.)



  • Suffering- Weakens the target enemy unit to decrease its Attack.



  • Fireball-  Deals fire damage to all units in the target area.



  • Firewall- Creates a wall of fire in the selected area on battlefield. Deals fire damage to all creatures in this area during several turns.

    Firewall duration: 3 turns. Firewall can be cast directly on units. Creatures suffer damage when Firewall is cast on them, when walking into it, and at the end of their turn when sitting in it (whatever their action).



  • Circle of Winter- Deals ice damage to all units surrounding the target spot.


Level 4

  • Frenzy- Drives target stack of creatures frenzy. Frenzied stack considers all other creatures and war machines its personal enemies and attacks the nearest one with redoubled rage.



  • Curse of the Netherworld- All living creatures on the combat map are dealt lethal damage and can cause the target to die upon the first casting. If the target doesn't die upon the first casting, the target will suffer horrible illusions of the netherworld until driven insane and will soon perish.



  • Doom- Casts a spell on a target  that causes the target to be doomed to perish.



  • Puppet Master- Gives the caster temporary control over the selected enemy creature. Creature under this spell can't counter-attack. Control will be lost if the unit is attacked Puppet Master is cast on another target.



  • Chain Lightning- Deals massive lightning damage to several adjacent creatures (up to 4), starting with the selected one. Every next creature in the chain gets the half of the damage inflicted to the previous one.



  • Meteor Shower- Deals massive earth damage to all creatures in target area.


Level 5

  • Deep Freeze-  Freezes the target, immediately inflicting ice damage and causing it to suffer increased physical damage during a certain amount of time due to frostbites.

    Any physical damage suffered by the target in the next turn is increased by 30%.



  • Implosion- Deals damage to a single targeted enemy unit.



  • Armageddon- Deals massive fire damage to all creatures and war machines on a battlefield and local physical damage in the point of impact.

    Creatures in the center of the battlefield are hit by the rock, and suffer extra physical damage (thus ignoring Magic Protection, Resistance and Immunities).


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Jūrō Karajaan (十郎 王国)
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