Post by laughingman on Nov 24, 2005 10:04:08 GMT -5
Thalos is a Soulhunter Deamon who made a pact with a Solar that he would always `act with good intent` and in exchange recived knolwledge of long forgotten Demon Rune Magic. The lords of Hell are yet to punish him for his transgressions, mostly because with each bad person he kills, they get more souls.
Level 40
Architect/Building: Thalos has the ability to crack the earths crust and summon the fires of hell. This process takes a very long time (two days of concentration/preperation depending on proximity to mantel) and Thalos uses it mostly for forging/mineing and cleansing wounds/incenerating evildoers. The crack remains open until Thalos or someone else closes it (closing is tricky).
Area Effect/Multi-Target: Thalos can throw around rediculous amouts of hellfire, not unlike Tim in Monty Python`s Wholy Grail, but much more painfull and explosive and scary.
Computer/Cyberspace/High Technology: None, Thalos does not belive in or use things he has not himself created.
Create/Enchant/Design: Ouside of killing people, Thalos`s second favorite thing is forging wepons/armor and enchanting them using his demonic runes.
Damage: Armed with his preffered weponry: (Dai-katanas) this skill is BIG.
Defense: Varies, Thalos is a wicked melee wepons master, he can knock most projectiles out of the air, but against area effect attacks he can only take the pain.
Disable: none
Drain/Absorption/Reflection: none
Energy: None
Elemental:Fire, lots and lots of fire.
Harm Invulnerable/Intangible:Heat, cold.
Interactive/Charismatic/Compulsion/Domination: none
Invisibility/Illusion/Deception:None
Long-Range: Throwing balls of fire, incinerating things he points at.
Lore/Technical: Thalos is a scholar of Demonic lore, hitory and magic. He has several books on the subject and is widely recognised as one of the formost in his feild.
Modular Power: Check the fire ability big time. Again using Tim as an example, he cant just hit one target.
Money-Handling/Haggling/Bargaining/Gambling: none
Precise/Abilities vs. Single Powerful Opponent: If the Demon Lords are feeling nice he can summon the wrath of hell upon his opposition. Occationally, if the target has really pissed of the Demon Lords, he gets directly sucked into hell itself. (yet to be developed)
Rogue: none
Perception/Detection: can see the invisible, see aura and detect concealment. can sense Chen Chi.
Physical: Naturally strong, he has almost super human strength after eons spent swinging enormus swords and pounding ore.
Piloting: Nil
Reliable v. Risky: Wrath of hell, success depends on targets relationship with the forces of hell.
Stat-Down/Negative Status Effects: nil
Stat-Up/Positive Status Effects:
nil
Subdual/Distraction/Diversion/Capture:nil
Summoning/Force Bolstering:None.
Terrain EAir: nil
Terrain ESpace: nil
Terrain EUnderground: nil
Terrain EWater: nil
Transformation/Power-Raising: None
Transportation/Conveyance: none
Traps/Preparation Abilities: None
Unarmed: Liang Hsiung (a unique wrestling form), Hiten Mitsurugi Ryu (Kenshin), Koto: A deceptive sport with philosophies not unlike Zen Koans
Weapon: 6ft long 4in wide 3/4in thick dai-katana. The blade is coal black with flaming red runes running up the sides (think deaderic wepons from Morrowind). (not currently in possession)
Merits: Night vision, Chi sence, Automatic Battoujutsu, First Strike,
Rampage, Reputation (among academics, deamons, and enchaters), Iron Skin, Die Hard, Iron Hand, Track Star.
Magical Ability: Outside of his fire virtually nil. Thalos is an unparlelled enchanter, but not in the traditional `mage` sence. Thalos`s enchantments need souls in the period of creation, and the more powerfull ones need constant fuel. The enchantemnts he can create are limited within the theme of hell and evil, but extremly devestating.
Paranormal Ability: Thalos can extract the souls of fallen enemis and hold them in is left hand, doing this takes a bit of concentration and takes a variable amout of time(varying on the spiritual strenght of the individual, the Dali Lama:2 hours, Bob the druggie:.05 secons). Once in his hand, he can hold any number of souls there. Should he for some reason use his left hand, all souls excape.
IQ 14
ME 17
MA 13
PS 36
PP 24
Spd 22
PE 40
PB 12
Negative Chi: 162
Total bonuses are [for martial arts style] +2 palm strike, +2 shoulder ram, +1 gore, +2 damage, +3 strike, +2 kick, +2 parry and dodge, +1 roll, +1 Shoulder Ram, critical strike on 19 or better, +1 initiative.
1. Mega-damage transformation! By enscribing the body with runes,
the caster becomes a mega-damage being. Base M.D.C. is 3d6x10, plus
2d6 M.D.C. per level of experience. Note some runes and rune spells
may add to the M.D.C. of the caster.
2. Attribute Bonuses: +2 to P.S. and P.E. +1 to M.E. Also the
rune caster gets any normal bonuses do to race and skills.
2. Combat Bonuses: +1 to initiative, +2 to parry and dodge, +3 to
parry with rune weapons (including long range attacks, which means
only a -1 penalty -- +5 total parry bonus). All bonuses are in
addition to attribute and skill bonuses.
3. Resistance Bonuses: +3 to save vs. magic and psionic attacks.
Immune to poisons an toxins (a side effect of the runes).
4. Rune covered bodies. All rune casters have almost their entire
bodies covered with runes. Only the head, palms of the hands, and
bottoms of the feet are free of runes. The runes go as high as the
base of the neck in the front and the hair line in the back of the
head, as well as on the fingers until the first nuckle, but not
on the toes. The runes have assorted functions ranging from
protection to attack to healing. All rune casters have the following
body runes: heart rune, basic protection rune, healing rune, and the
warning rune. Also select three more body runes at first level.
In addional Runes:
The Heart: This symbol is the first rune any rune caster receives. It is
a symbol drawn over the heart of the being that receives it, and all
other runes are connected to it. The heart rune is required to cast
any rune spells. In addition to forming the basis or heart of the
rune system, this rune adds 5d6 M.D.C. to the person receiving it.
P.P.E.: None.
Healer: The healer rune must be drawn on the back of the hand. In order to
activate this rune, it must be touched to the heart rune. Touching
does not necessarily mean flesh contact, it will work through clothing
and MAGIC armour. This rune simply heals damage to the body, healing
3d6 M.D.C. per application. P.P.E.: 10.
Basic Protection: This is actually a series of six runes, with one being
placed in each location of each leg, each arm, the chest, and the
back. If the being has more than two arms then they only need the
runes on two of them. The basic protection rune system adds 1d6x10
M.D.C to the wearer. P.P.E.: None
Bonuses: +1 initiative, +2 strike, +3 parry, +3 dodge, +1 v. magic, +1D4 + 3 v. Horror Factor, +2 vs. pain, +8 vs. possession, impervious to normal cold/heat and disease. You can control undead and are a skilled torturer, but you will probably avoid those abilities. You can sense Chen Chi.
Unbeliveably tough (4). Expence: scarring (1), pennyless (2), spontanious release (1 when under extreme stress/pain).
Martial art techniques:
Sword Chi Technique
Iai-Jutsu
Negative Chi abilities:
Control Negative Chi/Negative Chi Polarity
Inflict Negative Chi Illness
Chi Awareness
Chi Relaxation
Chi Healing
Chi Combat
Fist Gesture (Negative Chi)
One Finger Chi (Negative Chi)
Dark Chi (Negative Chi)
Additional weakness: Thalos has spent a rediculous quantity of time studying demonic histroy. He has developed a rather nonsensical method of avoiding what he considers to lead to the `traditional failures` of Deamons. He refuses to plan ahead, claiming that preperation for a certain senario limits one to copeing with that senario. He distrusts any object which he himself has not constructed, e.g. he refuses to use guns and most techonological equipment, he can bring himself to use cars, buses, planes, or whatever means of artificial transportation, but only for short peroids of time. He will never trust anyone with his life, or posessions lest that trust be used against him. Also, he will never entrust tasks which he wants fulfilled to anyone other then himself. Whenever anyone questions the logic behind these claims he lists the names of innumerable deamon lords that have fallen because of the previous things, and cites them as actors in the death of almost every historically powerfull person.
Thalos must, as part of his pact,
1. Keep his word of honor.
2. Not be caught in a lie. He can lie, but can't be busted for it. Obviously, the safest way to avoid doing so is not to lie. Also note that this stacks with #1.
3. Never attack first (this doesn't necessarily apply to two people doing battoujutsu, but yes, if you use battoujutsu to attack an enemy that hasn't attacked you yet, you might be in violation).
4. Never maim or kill a helpless foe.
5. Never harm an innocent.
6. Never harm, torture, or kill for pleasure. (You can do all of the above and FEEL pleasure, but the goal must not have been pleasure. These rules are VERY legalistic: If you violate them in spirit but not in letter, you're typically okay. But the reverse holds, too: Violate them in the letter but uphold the spirit and, well, boned.)
7. Must obey local law.
8. Must respect local authority.
Level 40
Architect/Building: Thalos has the ability to crack the earths crust and summon the fires of hell. This process takes a very long time (two days of concentration/preperation depending on proximity to mantel) and Thalos uses it mostly for forging/mineing and cleansing wounds/incenerating evildoers. The crack remains open until Thalos or someone else closes it (closing is tricky).
Area Effect/Multi-Target: Thalos can throw around rediculous amouts of hellfire, not unlike Tim in Monty Python`s Wholy Grail, but much more painfull and explosive and scary.
Computer/Cyberspace/High Technology: None, Thalos does not belive in or use things he has not himself created.
Create/Enchant/Design: Ouside of killing people, Thalos`s second favorite thing is forging wepons/armor and enchanting them using his demonic runes.
Damage: Armed with his preffered weponry: (Dai-katanas) this skill is BIG.
Defense: Varies, Thalos is a wicked melee wepons master, he can knock most projectiles out of the air, but against area effect attacks he can only take the pain.
Disable: none
Drain/Absorption/Reflection: none
Energy: None
Elemental:Fire, lots and lots of fire.
Harm Invulnerable/Intangible:Heat, cold.
Interactive/Charismatic/Compulsion/Domination: none
Invisibility/Illusion/Deception:None
Long-Range: Throwing balls of fire, incinerating things he points at.
Lore/Technical: Thalos is a scholar of Demonic lore, hitory and magic. He has several books on the subject and is widely recognised as one of the formost in his feild.
Modular Power: Check the fire ability big time. Again using Tim as an example, he cant just hit one target.
Money-Handling/Haggling/Bargaining/Gambling: none
Precise/Abilities vs. Single Powerful Opponent: If the Demon Lords are feeling nice he can summon the wrath of hell upon his opposition. Occationally, if the target has really pissed of the Demon Lords, he gets directly sucked into hell itself. (yet to be developed)
Rogue: none
Perception/Detection: can see the invisible, see aura and detect concealment. can sense Chen Chi.
Physical: Naturally strong, he has almost super human strength after eons spent swinging enormus swords and pounding ore.
Piloting: Nil
Reliable v. Risky: Wrath of hell, success depends on targets relationship with the forces of hell.
Stat-Down/Negative Status Effects: nil
Stat-Up/Positive Status Effects:
nil
Subdual/Distraction/Diversion/Capture:nil
Summoning/Force Bolstering:None.
Terrain EAir: nil
Terrain ESpace: nil
Terrain EUnderground: nil
Terrain EWater: nil
Transformation/Power-Raising: None
Transportation/Conveyance: none
Traps/Preparation Abilities: None
Unarmed: Liang Hsiung (a unique wrestling form), Hiten Mitsurugi Ryu (Kenshin), Koto: A deceptive sport with philosophies not unlike Zen Koans
Weapon: 6ft long 4in wide 3/4in thick dai-katana. The blade is coal black with flaming red runes running up the sides (think deaderic wepons from Morrowind). (not currently in possession)
Merits: Night vision, Chi sence, Automatic Battoujutsu, First Strike,
Rampage, Reputation (among academics, deamons, and enchaters), Iron Skin, Die Hard, Iron Hand, Track Star.
Magical Ability: Outside of his fire virtually nil. Thalos is an unparlelled enchanter, but not in the traditional `mage` sence. Thalos`s enchantments need souls in the period of creation, and the more powerfull ones need constant fuel. The enchantemnts he can create are limited within the theme of hell and evil, but extremly devestating.
Paranormal Ability: Thalos can extract the souls of fallen enemis and hold them in is left hand, doing this takes a bit of concentration and takes a variable amout of time(varying on the spiritual strenght of the individual, the Dali Lama:2 hours, Bob the druggie:.05 secons). Once in his hand, he can hold any number of souls there. Should he for some reason use his left hand, all souls excape.
IQ 14
ME 17
MA 13
PS 36
PP 24
Spd 22
PE 40
PB 12
Negative Chi: 162
Total bonuses are [for martial arts style] +2 palm strike, +2 shoulder ram, +1 gore, +2 damage, +3 strike, +2 kick, +2 parry and dodge, +1 roll, +1 Shoulder Ram, critical strike on 19 or better, +1 initiative.
1. Mega-damage transformation! By enscribing the body with runes,
the caster becomes a mega-damage being. Base M.D.C. is 3d6x10, plus
2d6 M.D.C. per level of experience. Note some runes and rune spells
may add to the M.D.C. of the caster.
2. Attribute Bonuses: +2 to P.S. and P.E. +1 to M.E. Also the
rune caster gets any normal bonuses do to race and skills.
2. Combat Bonuses: +1 to initiative, +2 to parry and dodge, +3 to
parry with rune weapons (including long range attacks, which means
only a -1 penalty -- +5 total parry bonus). All bonuses are in
addition to attribute and skill bonuses.
3. Resistance Bonuses: +3 to save vs. magic and psionic attacks.
Immune to poisons an toxins (a side effect of the runes).
4. Rune covered bodies. All rune casters have almost their entire
bodies covered with runes. Only the head, palms of the hands, and
bottoms of the feet are free of runes. The runes go as high as the
base of the neck in the front and the hair line in the back of the
head, as well as on the fingers until the first nuckle, but not
on the toes. The runes have assorted functions ranging from
protection to attack to healing. All rune casters have the following
body runes: heart rune, basic protection rune, healing rune, and the
warning rune. Also select three more body runes at first level.
In addional Runes:
The Heart: This symbol is the first rune any rune caster receives. It is
a symbol drawn over the heart of the being that receives it, and all
other runes are connected to it. The heart rune is required to cast
any rune spells. In addition to forming the basis or heart of the
rune system, this rune adds 5d6 M.D.C. to the person receiving it.
P.P.E.: None.
Healer: The healer rune must be drawn on the back of the hand. In order to
activate this rune, it must be touched to the heart rune. Touching
does not necessarily mean flesh contact, it will work through clothing
and MAGIC armour. This rune simply heals damage to the body, healing
3d6 M.D.C. per application. P.P.E.: 10.
Basic Protection: This is actually a series of six runes, with one being
placed in each location of each leg, each arm, the chest, and the
back. If the being has more than two arms then they only need the
runes on two of them. The basic protection rune system adds 1d6x10
M.D.C to the wearer. P.P.E.: None
Bonuses: +1 initiative, +2 strike, +3 parry, +3 dodge, +1 v. magic, +1D4 + 3 v. Horror Factor, +2 vs. pain, +8 vs. possession, impervious to normal cold/heat and disease. You can control undead and are a skilled torturer, but you will probably avoid those abilities. You can sense Chen Chi.
Unbeliveably tough (4). Expence: scarring (1), pennyless (2), spontanious release (1 when under extreme stress/pain).
Martial art techniques:
Sword Chi Technique
Iai-Jutsu
Negative Chi abilities:
Control Negative Chi/Negative Chi Polarity
Inflict Negative Chi Illness
Chi Awareness
Chi Relaxation
Chi Healing
Chi Combat
Fist Gesture (Negative Chi)
One Finger Chi (Negative Chi)
Dark Chi (Negative Chi)
Additional weakness: Thalos has spent a rediculous quantity of time studying demonic histroy. He has developed a rather nonsensical method of avoiding what he considers to lead to the `traditional failures` of Deamons. He refuses to plan ahead, claiming that preperation for a certain senario limits one to copeing with that senario. He distrusts any object which he himself has not constructed, e.g. he refuses to use guns and most techonological equipment, he can bring himself to use cars, buses, planes, or whatever means of artificial transportation, but only for short peroids of time. He will never trust anyone with his life, or posessions lest that trust be used against him. Also, he will never entrust tasks which he wants fulfilled to anyone other then himself. Whenever anyone questions the logic behind these claims he lists the names of innumerable deamon lords that have fallen because of the previous things, and cites them as actors in the death of almost every historically powerfull person.
Thalos must, as part of his pact,
1. Keep his word of honor.
2. Not be caught in a lie. He can lie, but can't be busted for it. Obviously, the safest way to avoid doing so is not to lie. Also note that this stacks with #1.
3. Never attack first (this doesn't necessarily apply to two people doing battoujutsu, but yes, if you use battoujutsu to attack an enemy that hasn't attacked you yet, you might be in violation).
4. Never maim or kill a helpless foe.
5. Never harm an innocent.
6. Never harm, torture, or kill for pleasure. (You can do all of the above and FEEL pleasure, but the goal must not have been pleasure. These rules are VERY legalistic: If you violate them in spirit but not in letter, you're typically okay. But the reverse holds, too: Violate them in the letter but uphold the spirit and, well, boned.)
7. Must obey local law.
8. Must respect local authority.