*Under Reconstruction*
Copyright 2008 © All characters and storyline herein belong to Jessica Chapman. All rights reserved.
Disclaimer: I do not own any of the Zelda related terms, storylines, characters, races, or ideas.
Name: Hyde Kushin (hide k-oo-sh-in)
Title(s)/Nickname(s): Abyssal Binder/Xulen (demon bearer/bringer), Scarlet Hands/Valevol (hand of blood)
Date of Birth: March 13th, 1996 AD
Age: 35
Zodiac Sign: Pisces
Species: Dark elf/Drow
Sex: Male
Hair: White
Eyes: Blue (right)(
Example), black (left)
Height: 5’ 2” (157 cm)
Weight: 150 lbs (68 kg)
Appearance:
Head – The thing that stands out most is the half-mask on his face. It covers only the left side. The mask is ebony and even covers his left ear. Any flesh on the left side is covered. The mask even stretches down on his neck. It was made specifically for his facial structure. This is because Kushin’s whole left side is covered in fierce, gray scars. The mask is plain, except for a slight smirk carved in its half-lips. Next is his completely black eye. The white and iris are gone in the inky blackness and pupil is undetectable.
The right side of his face left uncovered, shows his faded black skin of a dark elf. His right eye is light blue surrounding the black of his pupil that fades to a darker blue. His face is strange in the way that it is difficult to determine this age. It’s oval shaped and angular, also giving it a more feminine and delicate look especially to his chin, nose, and mouth, which adds to the indeterminate age and androgyny. One would say he’s a beautiful man judging by the right side. It’s obvious that he is no child, despite what his height might suggest. He looks to be in his prime at least, completely developed. He could be anywhere between twenty and mid thirties. This is partly due to being an elf, but even the males of his race are usually more masculine, taller, and full of muscle.
Due to the massive scaring all down the left side of his body, that side of his head has difficulty growing hair. Because the skin was so heavily damaged barely any is able to grow there anymore. So it’s kept trimmed under his mask. The mask covers the entire left portion of his head. The right side is perfectly fine. His hair grows normally there. It reaches just barely to his shoulder, straight, layered, and shaggy. His hair is snow white, like all the dark elves have. It’s rather fine and soft, like silk.
Body – Kushin is extremely, abnormally short for his race and gender. He’s small and lean, not to say his muscles are weak. His whole body is toned like tight cable cords. Slender and agile like a cat. He lacks body fat, thus they are easily visible with great definition. Of course, the left side being covered in ugly, some grayish, scars, starting from the front and wrapping around to the back as well.
Clothing – He wears a uniform of black and scarlet. His shirt is scarlet and made of finely woven silk with a turtle neck to cover most of his neck so that his mask does not have to. Over his tunic is a black coat that reaches down just below his knees. On the back of it is a large red hourglass shape, the sigil of the Drow Empire. The cloth is thicker and heavier than that of his shirt; it was made to survive battle. It has scarlet up and down its bordering; he has the collar turned upward. His pants are black, snugly fitting, and just as durable as his coat. On his left hand is a scarlet, cloth glove cuffs of which have black borders. His boots are made of dark black leather and reach up his calf where the ends of his pants are tucked in.
Weapons:
Vile Stave – He carries a staff that is 4 ft (122 cm) or so in length. It looks as if it is a twisted branch of a dead tree that was struck by lightning. Its bark is a brownish black and crooked in some places, twisting around. Dangling from the top of his staff is a horrid collection of rotting fingers, nails, scalps, and small shrunken children’s heads (some of infant’s)—his trophies. They are secured to the top by strips of leather (and maybe some stripes of flesh). Obviously, this stick has a lot of negative energy within and around it. He holds his staff in his left hand.
Not only does his staff contain some mana and physical energy, but Kushin has also bound a demon into the object. The stave is possessed. It is aware of what is happening outside the object. When not taking an action, it can see and hear up to 120 ft (36.59 m) as if using normal human senses. It can use any ability and take any action that does not require physical action, as it has no limbs. It is stuck in an object. It can use telepathy and spell-like abilities. When it is doing these things, its awareness goes down to 60 ft (18.29 m).
The demon is vulnerable to holy magic and mind-effecting spells, but it is unaffected by physical attacks and most standard spells. Harming the staff does not harm the demon inside it, but if it is destroyed the demon is released back into the Abyss.
Contains 50 MP and 75 PEP.
Glabrezu – A Glabrezu demon is what possesses his stave. They are much like succubi, in that they tempt their victims into ruin, but more with the lure of power and wealth than pleasure or passion. Below are all of its spell-like abilities. These are not necessarily powers that are at Kushin’s direct disposal. He cannot force the demon to perform any of these magics. He can ask and depending on how much he has pleased or displeased Glabrezu, it may or may not aid him. It could also choose to use any of these things on its own without consenting Kushin of it. It is a partnership, not a master-servant relationship. His staff has a little mind of its own.
Wish – It can grant a wish of a mortal once a month. However, if the wish itself does not create pain or suffering in the world, Glabrezu will demand either a terrible act of evil or a great sacrifice as a price for the wish. What it can grant does have limits though. These are the kind of things it can produce:
- Duplicate any spell of 8th level or lower.
- Undo the harmful affects of many other spells.
- Create a nonmagical item.
- Make an item magical or add to the existing powers of an item.
- Increase strength, speed, dexterity, intelligence, magical capacity, and physical attractiveness as well as social by a fraction of what they already possess. Can only grant one fraction per wish.
- Remove the injuries and afflictions of up to 14 creatures/people and all will be cured of the same affliction. However, it could heal all the damage taken by all 14 people, or remove all poison affects, but never both with the same wish.
- Revive a dead creature/person. It can also recreate a body that was destroyed, though it would take another wish to also restore life into it. However, it would be like being born again, and the person will not remember anything of themselves or their past after being revived. They start over with a clean slate.
- Transport up to 14 travelers from anywhere on any plane or place to anywhere else on any plane regardless of location. If one of the targets is unwilling, they must have either great strength of will to resist the teleportation and/or be able to resist the affects of spells.
- Undo misfortune. It can undo a single recent event in time of about a minute and half previous.
Kushin can try to wish for greater affects than these things, but doing so is very dangerous and unpredictable. It could twist the intent of his wish into the literal but undesirable fulfillment or only partially fulfilling it. Glabrezu would do nothing to prevent such misfortune either.
Chaos Hammer – Glabrezu can unleash his chaotic power to smite whoever he desires. This takes the form of a multicolored explosion of leaping ricocheting energy. Basically, something like a little bomb blast. Targets must be within about 120 ft (36.59 m) of the staff, and the radius burst of the blast is 20 ft (6.1 m). Only lawful and neutral creatures are harmed by this evocation. Neutral receive only half of the affects and lawful receives full.
The energy seems to burn flesh like fire and acid, freeze like frost bite, and leave tears, gashes, and bruising all at the same time. How extensive this damage is depends on how well Glabrezu is focusing and if it is resisted. It could be anywhere from moderate (at least) to severe. Moderate being more like second degree burns, only skin deep frostbite, and more shallow cuts and more bruising than any of these things. Severe would be more of third degree burns that blacken the flesh, acid that penetrates deep into the body, possibility of loosing a limb or maybe a finger or too. Lawful creatures are also slowed by it. Neutral are not.
The affects can also be reduced to half if they have enough will and magical prowess to resist spells. If resisted, the slowing affect will also be negated. Neutral creature can also resist to reduce the damage to ¼ of its full power.
Creatures, known as outsiders, that are at least partially composed of the essence of another plane other than the Material plane (and considered lawful) receive even more damage than a normal lawful creatures does.
Here’s a quick
definition of what it is to be lawful, chaotic, or neutral:
- Lawful: “implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include close-mindedness, reactionary adherence to tradition, judgmentalness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.”
- Chaotic: “implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.”
- Neutral: “Someone who is neutral with respect to law and chaos has a normal respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is honest but can be tempted into lying or deceiving others.”
Confusion – This causes all creatures in a 15 ft (4.6 m) radius to become so confused they are not able to independently determine what they will do. It can target one area (of 15 ft (4.6 m)) that is within 120 ft (36.59 m) of the staff. A number of reactions can come of this. Depending on chance and will power, the person may not be affected at all and continue to attack Kushin, or they may be able to act normally after feeling only slightly dazed for a second. Or they may start babbling to themselves or others incoherently, flee from Kushin and his staff as fast as they possibly can, or attack the creature or person nearest them. Lasts for about a minute and a half.
Dispel Magic – The demon staff can use this to end ongoing spells that have been cast on a creature, object, or (at least their effects) within an area, to temporarily suppress the magical abilities of a magic item, and to counter another caster’s spell. A dispelled spell ends as if its duration had expired. It can dispel, but not counter, spell-like effects just as it does spells. Instantaneous spells can be tricky to dispel, because it must have just the perfect timing for both spells to be cast at exactly the same time. Glabrezu would have to know what was going to be cast almost before it is cast, with enough experience some fighters are able to predict moves and also being able to sense some magics that need to build before being cast, which is the only cause that it would be able to anticipate a spell. Targets and areas must be within about 120 ft (36.59 m) of the staff.
There are three ways to use dispel:
- Targeted Dispel – One object, creature, or spell is the target of the dispel magic spell. Glabrezu must be of a higher magical level than the spell of the object, creature, or spell to be able to dispel it.
If it succeeds in dispelling a magical item, all of its magical properties are suppressed from 6 second to up to 2 minutes, after which the object recovers. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic object’s physical properties are unchanged: A suppressed magic sword is still a sword. Artifacts and deities are unaffected by mortal magic such as this.
- Area Dispel – When dispel magic is used in this way, the spell affects everything within a 20 ft (6.1 m) radius. Glabrezu must be of a higher magical level than the spells of all objects, creatures, and spells in the area. Magic items are not affected by an area dispel.
Each ongoing area or effect spell, its point of origin must be within the dispel magic area to be dispelled. Each ongoing spell whose area overlaps that of the dispel magic spell is dispelled but only within the overlapping area.
- Counterspell – When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work. Glabrezu must be of a higher magical level than the spell and the spellcaster.
Mirror Image – Several illusory duplicates of the staff into being, making it difficult for enemies to know which target to attack. The figments stay near the real staff and disappear when struck. Glabrezu can make up to 12 images that last up to 14 minutes. They separate and remain in a cluster around the original staff. When the staff and the mirror image separate, observers can’t use vision or hearing to tell which one is the real and which the image. Any successful attack against an image destroys it. Figments seem to react normally to area spells (such as looking like they’re burned or dead after being hit by a fireball). If moved, it can merge with and split off from figments so that enemies who have learned which image is real are again confounded. An attacker must be able to see the images to be fooled. If they have their eyes shut, it has no affect. Not extremely affective for Glabrezu in its staff form, but it could keep enemies distracted if it is somehow separated from Kushin until Kushin can come to retrieve it.
Reverse Gravity – This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area for about a minute and half. It can reach any area that is within 120 ft (36.59 m) and affect an area up to one 70 ft (21.34 m) cube. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.
Greater Teleport – This spell instantly transports Glabrezu to a designated destination, as long as it does not cross other planes/dimensions/worlds. It may bring along one medium sized or smaller creature, which is allowed to carry with it all that they could physically hold on its person but no more than that. Two tiny creatures would count as one medium sized creature. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with the staff (most likely being Kushin). Glabrezu can use this to make an instant teleporting getaway with or without Kushin, depending on how much it likes him at the moment.
Glabrezu must have some clear idea of the location and layout of the destination or a reliable description of the place to which it is teleporting. If it attempts to teleport with insufficient information (or with misleading information), it disappears and simply reappears in its original location.
Unholy Blight – It can up unholy power to smite its enemies. The power takes the form of a cold, cloying cloud of greasy darkness like an oily shadow mist. Its range remains at 120 ft (36.59 m) and eventually spreads to an area of 20 ft (6.1 m). Only good and neutral (not evil) creatures are harmed by the spell. Neutral receives only half of the affects, while good receives full.
It causes those caught in the cloud to become sickened. As if they have a really bad fever that causes them to become disoriented, dizzy, and extremely light-headed, and stomach flu, causing great nausea and high chances of vomiting. This can last from 6 seconds to 2 minutes (the same as the mist’s lifespan). The effects cannot be removed by any healing spells or abilities, but a dispel or counter curse would work. Neutral creatures do not get sickened.
The rest of the damage caused by unholy blight is internal and instantaneous once touched by the black fog. It works by distorting the body's life energy, and then forces its way out of the body, leaving lacerations (tears, cuts, gashes) in its wake. This happens all over their body. How much depended on Glabrezu’s focus to work the spell to its fullest. At the very least it is moderately wounding: leaving smaller inch or smaller cuts and missing most vital organs. The great affect would lead to several organs having been ruptured and several large gashes all over.
The affects can also be reduced to half if they have enough will and magical prowess to resist spells. If resisted, the sickening affect will also be negated. Neutral creatures can also resist to reduce the damage to ¼ of its full power.
Good outsiders have even higher chances of damage than a normal good creatures does.
Summon Demon – Once per day it can attempt to summon other demons, dretches or vrocks, with a 50% chance of succeeding. It can also attempt to summon another glabrezu with only a 20% chance of success.
True Seeing – Glabrezu can see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, and see the true form of polymorphed, changed, or transmuted things. Further, Glabrezu can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing is 120 ft (36.59 m). It can also grant another with this ability for 14 minutes, activated by touching the person, mostly Kushin.
Magic Possession – Glabrezu can also enchant the staff it resides in. It can take away or add enchantments as it wills. Whether it gives Kushin these may often depend on its mood and how much it likes him at the moment. If Kushin is in good standing with Glabrezu, it may be willing to provide him with an enchantment if he asks for it. The list of enchantments it can give is provided
here. It can grant the staff up to a 4+ enchantment bonus. Thus it can have several enchantments that equal 4+ or just one that is 4+.
Adamantite Knife – The blades of the knife are made from the metal called adamantite. It is impervious to acid and has a Moh’s hardness of 10. It’s very hard but not brittle. It weighs just as much as steel, but it is differentiated by its starry luster. Thus, the blade in the picture linked above is rather the same except for the appearance of the blades. Here is an example of
adamantite ore.
In all it is 19 inches (48 cm) long. The blade length is 10 inches (25 cm) and 1/8th of an inch thick. The blade is something of a lightening shape. The longest zig of the zags, faces away from the handle, and the two other zags are inches smaller than the first zig and connecting with the handle. The longest zig is the true blade of the metal with a sharpened edge of about 7 inches (18 cm).
The main portion of the handle is made of a black steel that curves down in the opposite direction of the blade that curves slightly upward. It has three curving, fang/claw/spike-like protrusions of polished steel, simply for design. The smallest of which curves toward the top of the blade at the base of the hilt. The other two are located at the bottom of the blade, curving in the opposite direction as the first, pointing out and away from the blade and curling more toward the handle. The shorter of the two being closest to the blade and the longest following after it. There is another protrusion about half way through the handle, but made of the black metal as the rest of the hilt and shaped for the curves of fingers to provide more grip. The end of the handle ends with the design of a lizard or dragon-like creature of demonic attributes opening its mouth wide, with another, small crescent blade cradled in its jaws, amounting to about an inch in length.
Armor: Since his initiation into the Abyssal Binder class, Kushin underwent the Ritual of Binding. This painful ritual binds the essence of a demon into his very skin. Overtime it has grown and become a part of Kushin that cannot be separated until death. It has given him two immunities: to all types of poison, even magical poison; and immunity to electricity. His skin also acts as an armor of its own and protects him from most of the sharpest blades. It would take a material of greater strength (such as adamantite) to cut through his demonic skin.
Carried Possessions:
Familiar: Abyssal Binders usually have Quasit familiars. Any familiars they may have had before were devoured once they automatically gained their Quasit. They’re basically tiny little demons from the Abyss. Kushin has lost count of how many Quasits he has owned. He tends to use them like little pawns to test if there are any dangerous traps before he goes through an area. Perhaps normal magic users with familiars suffer physical and mental affects from losing a familiar. Kushin doesn’t. There is no wait time for him to summon a new Quasit familiar either. Though his current one has lasted a little longer than the rest have.
Name: Squee
Species: Quasit
Sex: Female
Height: 1 ½ ft (46 cm)
Weight: 8 lbs (3.6 kg)
Appearance: In her original form, she looks much like a little green person with bat-like wings, no hair, vivid green skin, claws, and horns coming out of her head that curl around like a ram’s. She has glowing red irises and cat-like pupils.
Quasits can polymorph. Squee has two other forms she can take. One being that of a small insectivorous bat, being only about 6 ½ inches (17 cm) tall. The other is of an albino corn snake in coloring: red, pink, and white patterns and red-pink eyes. It is about 2 ft (61 cm)long and has the girth of a dime.
Weapon(s): Claws when in her original form and fangs for her snake form. Her bat form is less able to attack, though it can also bite. All of which are poisonous. It is not a strong enough poison to kill, but it affects the dexterity of her enemies. Slowly causes grace and dexterity to suffer the longer the victim goes without treatment. It gets worse about every three minutes.
Armor: Squee’s skin is rather like Kushin’s, because she is a demon. She is less affected by physical attacks such as sharp piercing/slashing objects and bludgeoning. Not only that but if such things do manage to harm her, such as adamantite weapons, she heals most injuries in a matter of seconds. About thirty seconds for injuries that penetrates past her thick hide. Her skin is strong and resists such things, but she is weaker to energy and magical attacks. Depending if they are of good or lawful alignment, she heals these just as fast as normal injuries, but if they are, they smart like a human’s wound.
Powers/Magic/Skills:
Dark Vision – Like Kushin she can see 60 ft (18.29 m) in pitch darkness.
Detect Good – Squee can sense the presence of good. The amount of information revealed depends on how long she studies a particular area or subject. After 6 seconds of concentrating she can sense the presence of absence of good. After 12 seconds she can sense the number of good auras (creatures, objects, or spells) in the area and the power of the most potent good aura present. Since Squee is of an evil alignment, any creature, object, or spell that is at least twice that of Squee’s magical level causes her to be overwhelmed and stunned for 6 seconds. After 18 seconds, she can sense the power and location of each aura. If an aura is outside her line of sight, then she can discern its direction but not its exact location.
A good aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If Squee uses detect good and is directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power.
Animals, traps, poisons, and other potential perils are not good, and as such this ability does not detect them.
Squee needs at least 6 seconds to sense anything, and then she can focus on a different area soon after. This ability can penetrate barriers, but 1 ft (30 cm) of stone, 1 inch (3 cm) of common metal, a thin sheet of lead, or 3 ft (91 cm) of wood or dirt blocks it. Her range is 60 ft (18.29 m) without obstacles.
Detect Magic – This works in much of the same way as Squee’s detect good does. Only it is not limited to only good presences but simply magic in general.
Strengths:
Weaknesses:
Personality:
Powers/Magic/Skills: - Kushin is particularly skilled in the art of torture, with or without the proper tools. He was given the nickname “Scarlet Hands” because of his talent. In his pursuit of his painful art he has made himself familiar with poisons, acids, and other chemicals and potions of harmful natures. He has a fairly intermediate understanding of chemistry and apothecary due to this and shows signs of farther talents in the area. He was trained by the demon Dark Lord, Nelu.
- His other distinguishing class is the Abyssal Binder, through which he binds demons and other essences of the Abyss to his soul to give him instant power as well as an instant stain upon his soul.
- He has mastered most basic of drow spells, but he specializes in offensive and augmentation magics.
- Kushin has been trained to use the physical energy of his body and chakras. He has learned the two of three types of Sekin bio energy and physical energy of chi. He has much skill when it comes to manipulating dark energies. He can suppress and blend his aura perfectly.
- He’s also experienced in hand-to-hand and defense and attack with his staff and knife if needed. However his skill in this area is intermediate at most. He focuses more in the realm of magic and pain.
- Physical Energy Points: 810; Mana Points: 250; Damnation Points: 25
Infrared Vision – When in the dark, Kushin can change his vision to detect the body heat of creatures. He can see anything that emits heat, but this makes his eyes vulnerable to light blindness. All dark elves have this ability.
Energy Vision – His left eye, after being altered by magic lightning, can see energy of all kinds. He can see the waves and currents that drift around the world at all times, even the magic that others work around him, the chakras and auras of others. This aids him in finding places to absorb dark energy and in other talents.
Dark Vision – Kushin has also gained the ability to see in pitch darkness for 60 ft (18.29 m).
Chain of Eyes –
Demonbinding – Demonbinders and Abyssal Binders draw the essence of demons into themselves to temporarily acquire their powers. To allow such evil and vile into the depths of their soul blackens it beyond any possibility of cleansing. Such bindings always give Kushin more unnatural strength and durability to his lean and wiry figure, but also some physical qualities that are of the demon he has bound to himself. Some of these aid him in combat and give him immunities and other benefits, others are completely useless features—simply a side affect of the binding.
They often give his energy attacks different affects and other extra benefits as well at the cost of extra DP (Damnation Points). The more corrupt Kushin becomes the more attractive he is to demons and more are willing to bind with him and give him extra abilities. His corruption is something equal to a type of charisma for demons, which dictates how much DP he has to spend. Spent DP is regained after Kushin has rested for an hour.
Kushin cannot spend DP when in the area of a consecrate, hallow, or magic circle against evil spell. If he is targeted by banishment and dismissal spells, he will instantly lose his demonbind. If he enters an area protected by hallow or consecrate spells, the demonbind is suppressed for as long as he remains in that area.
He can demonbind four times per day but no more than that. Kushin also can only bind four demons at a time. If he invokes and binds each one separately. The demonbinds last for 24 hours, during that time he cannot rid himself of it. Any extra benefits given to him by cost of DP lasts until the demonbind ends or one minute as passed—whichever comes first.
Demonic Essences:- Mane
- Abyssal Skulker
- Abyssal Maw
- Dretch (DP: 1) – His body becomes flabby and grotesque, and his limbs become thin and spindly. He gains five times his normal strength (equal to that of a large and muscular adult male) and resistance to acid, cold, and fire/heat.
- Nashrou
- Babau (DP: 2) – A sheen of translucent red ectoplasm will cover his hands. He gains ten times his normal strength (solid stone crumbles against it) and his stealth/assassination increases (his presence, or aura, is automatically masked from others sensitive to it). In addition, Kushin can spend 1 DP to lace any of his physical energy attacks with caustic slime, dealing extra acidic damage.
- Rutterkin
- Skulvyn
- Jovoc
- Bar-lgura
- Shadow Demon
- Arrow Demon
- Chasme
- Succubus (DP: 3) – Small and useless black wings will sprout from his back. He gains fifteen times his normal strength and the benefits of the tongues spell. He can spend 1 DP to gain more competency in bluffs, diplomacy, and coercion.
- Palrethee
- Yochlol (DP: 4) – His flesh takes on a slightly amorphous appearance, occasionally forming tiny vestigial tendrils that wave about as if searching for something. He becomes stronger (20) and he has a 25% chance to ignore the extra damage from a critical or sneak attack. Also, he can spend 1 DP to use gaseous form on himself.
- Vrock (DP: 4) – A down of gray and white feathers covers his body. His face twists and contorts, forming a hard beak in place of his mouth. As he moves puffs of harmless dust rise from his body. He becomes stronger (25). In additions, Kushin may spend 1 DP to augment any physical energy attack with screeching sonic energy. A target struck by this takes additional sonic damage and becomes deafened 15 minutes. (Fort negates deafness)
- Whisper Demon
- Maurezhi
- Bebilith (DP: 5) – His skin turns a dark shade of blue and his eyes redden. Six vestigial limbs that flap uselessly for the duration emerge from his ribs. He becomes stronger (20) and gains the scent ability. He can spend 1 DP to gain climbing speed equal to his land speed.
- Hezrou
- Kastighur
- Jarilith
- Glabrezu (DP: 6) – His hands twist into crab-claws. He becomes stronger (30) and competency in bluffing increases. If he spends 1 DP he gains the benefit of a true seeing spell.
- Cerebrilith
- Alkilith
- Nalfeshnee (DP: 7) – His body swells with corruption, his skin stretching taut from the profound pressure created by the possessing demon. He becomes stronger (35) and resistant to acid, cold, and fire/heat. If Kushin spends 1 DP, he may lace any physical energy attack with a nalfshnee’s smite. Non-evil targets with fewer HD than his character level who are struck by it are dazed for three minutes, overwhelmed by horrid visions (Will negates).
- Sorrowsworn Demon
- Wastrilith
- Marilith (DP: 8) – An extra set two sets of arms grow from the sides of his body, his legs fuse into a green serpent’s tail, and his eyes burn with an unholy light. He becomes stronger (40). Kushin’s original arms are his primary arms, and the new limbs are secondary limbs. He can wield extra weapon with these new limbs, but all such attacks are treated as offhanded attacks. At the cost of 1 DP, he may gain the ability to use on new limb at a time to fire physical energy attacks; he can’t apply any other modifications to these attacks.
- Deathdrinker
- Balor (DP: 9) – Massive wings tear out from his back, and angry red flames wreathe his body. He becomes stronger (45) and flying speed equal to his land speed with excellent maneuverability. He may spend 1 DP to make a melee touch attack that deals fire damage equal to the damage of his physical energy attacks.
- Myrmixicus
- Klurichir
Bind Abyssal Soul –
Lightning Harness – The mage can summon storm clouds, though this takes about three minutes of summoning time, to create lightning. He can either make lightning strike down at his enemy or absorb the lightning into his body and harness it that way. Once absorbed, Kushin can fire lightning from his hands and his staff until he “spends” all of the lightning he has absorbed. He is capable of absorbing more after spending it. He can also absorb lightning attacks from his enemies, since he is immune and Kushin’s body tends to absorb magic and energy of almost all kinds into his body it is automatically absorbed upon contact.
MP cost: 25 (to summon storm, + 1 for every strike of lightning)
Orb of Darkness – Kushin uses his MP to create a little orb of pitch black. He can throw this down on his enemy to disable their sight. It also blocks out any infrared vision (Kushin doesn’t need to see to attack his enemies), so he may attack other dark elves. It can also distract the enemy, giving him time to summon or charge for another spell or attack. It was several strategic uses. Only light magic, no normal light will do, can disrupt this spell. The time and space the spell covers depending on the amount of energy Kushin puts into it. The most standard casting lasts about five minutes and covers the area in a dome shape with 2 ½ ft (76 cm) radius (5 ft (152 cm) in diameter).
MP cost: 10 (+1 per foot (30 cm) and +1 per minute)
Light Snuff – Extinguishes a single non-magical light source, such as a candle, torch, or lantern. Against alchemic light sources, it can suppress the light source for an hour. It requires a gesture to cast.
MP cost: 3
Shadow Double – Kushin must perform the gesture form of the incantation to cast this spell. Nearby shadows will grow together and assume his approximate shape and size. It will form in any place he wishes within 80 ft (24.38 m). It will attack whomever he wishes as long as they are within 80 ft of Kushin. It moves by instantaneous teleportation. It is rather mindless and relies completely on the orders of Kushin. It will continue to attack its target until Kushin otherwise commands it to stop or perform some other task. It can perform other tasks within the 80 ft, though Kushin must give it sufficient orders for it to be capable of any obstacles that may get in the way. Otherwise it will simply hold still, even if attacked, until farther orders are given.
His shadow double is not incorporeal, so it cannot share space with another creature or object. Though it can strike incorporeal creatures, it cannot hit ethereal creatures. Its strength is half that of Kushin’s and its durability is one-fifth of his, thus it can be attacked and “killed”, and in which case the spell would simply end. The spell will also end if Kushin creates a second shadow double while the first still exists. The lifespan of Kushin’s shadow double is twenty minutes.
It also as a strange weakness against the belief of others, the shadow double can only hurt a person who believes that it can harm them. If the person as enough will and courage to believe it cannot hurt them, then it can’t.
MP cost: 15
Magical Backlash – Once having gestured the casting, Kushin’s target flares with crackling, violet colored energy. This spell causes any spells affecting his target to resonate painfully. The magical energy used to cast the spells affecting the target is transferred to this spell’s energy to cause harm to the target. The more spells on the target, the more damage is done. The more powerful the spell, the more powerful magical backlash will be. Magical backlash is similar to being shocked, but it is not electrical.
MP cost: 10
Shadow Shroud – A thin membrane of darkness will coat Kushin’s body. This spell protects Kushin from any vulnerability to light. It also enables him to hide in the shadows almost invisibly. However, the spell is suppressed when Kushin enters into the area of an intermediate or higher light spell. The lifespan of shadow shroud is twenty minutes.
MP: 5
Yochlol Blessing –
Bebilith Blessing –
Acid Splash – (lvl : 0)
Ray of Frost – (lvl : 0)
Arcane Mark – (lvl : 0)
Stick – (lvl : 0)
Read Magic – (lvl : 0)
Extract Drug – (lvl: 1)
Drug Resistance – (lvl: 1)
Corrosive Grasp – (lvl: 1)
Burning Hands – (lvl: 1)
Shocking Grasp – (lvl: 1)
Chill Touch – (lvl: 1)
Spider Climb – (lvl: 1)
Addiction – (lvl: 2)
Sadism – (lvl: 2)
Claws of Darkness – (lvl: 2)
Shadow Binding – (lvl: 2)
Invisibility – (lvl: 2)
Scintillating Sphere – (lvl: 2)
Augment Familiar – (lvl: 2)
Hold Person – (lvl: 3)
Haste – (lvl: 3)
Slow – (lvl: 3)
Enhance Familiar – (lvl: 3)
Fortify Familiar – (lvl: 3)
Water Breathing – (lvl: 3)
Energy Attack – Kushin uses his energy/chi in many ways. The charge of his energy at birth was at the shallow end of the dark/negative pool (biologically). He’s worked with his energy enough that he could use light/positive energy. This he found was extremely useful to his survival in the Drow Empire. He changes and channels the energy in his body. His energy comes from the seven chakra points in the humanoid body. He can channel his energy to the palms of his hands and even the soles of his feet. It uses his PEP.
Channeling energy and focusing it at his palms and fingers, he creates little orbs of light/shadow. The natural color of his energy is black and shadow-like. He can change it to a golden light energy if he wishes to utilize the light he has earned. The orbs of light/shadow are not very defined; they simply look as if light/shadow is coming out of his fingers and hands. He uses this to fire his energy at his enemies. The energy often causes a burning, painful sensation in the area of the body that was struck. The energy sinks into the flesh burns and causes bleeding at the same time, often burning holes right through the flesh if powerful enough. A person untrained in the ways of energy, magic, and physical combat would take only 10 PEP to kill.
A different use of his energy is not very visible, for it does not have a heat or light. It is pressure and force. He often channels his energy to the palms of his hands and bottoms of his feet. In a whole, it can be used to fly, walk up walls, and on water. However, Kushin has not mastered it completely yet.
There are four different types of energy in Sekin. One is the biological energy, meaning there are certain kinds of creatures/people with a natural energy charge to their bodies. So they are more naturally inclined to use that kind of energy. And though some may have a natural biological charge of the opposite type of energy, they may still be able to learn any type of biological charge. For a longer explanation of the Sekin energies visit
this page of my
website.
Types of energy:
- Otius – The biological charge of this energy is light and positive. This type of energy tends to burn creatures/people of a dark and negative biological charge to their bodies more severely. These types are more prone to it, though it is still very capable of burning anyone, but the experienced and powerful in positive and light energy will not be as easily injured by this energy. It depends on the person.
The color of Otius energy is a golden-yellow.
- Vehenmus – This energy is the opposite of Otius energy. Its biological charge is negative and dark. This type of energy tends to burn creatures/people of a positive and light biological charge to their bodies more severely. Like Otius energy, it is still capable of burning nearly everyone. Those experienced and powerful in negative and dark energy will not be easily injured by this type of energy—most of the time. Kushin is a dark elf; therefore, his natural energy will always be closer to Vehenmus.
The color of Vehenmus energy is black, like shadow.
- Chi – This type of energy has no charge at all. It is neutral but flavorless. The difference from Coalescent energy is that it has no Otius or Vehenmus energy, no charges. It’s blank. It is not a blend or mix. In fact, the fact that it has no charge means that it does not burn anything. Instead, it applies pressure or force to things, or even the ability to cling to something. This is the kind of energy used to fly, walk on walls, and on water. He uses the pressure of chi and Vehenmus or Otius energy to create energy shields. He can also create shields made out of pure chi. Thus, making it completely transparent and colorless, like some kind of force field.
Chi cannot be seen, for it has no light or shadow like the other types of energy.
Energy Break/Dispel – Kushin can cancel out others' energy attacks, or curses/spells using his own energy to counter it. He can do so continually depending on how much energy is used against him. Kushin cannot block attacks greater in energy than the energy in his counter. Uses PEP and MP.
Energy Bubble – Like the energy attack, this is Kushin’s energy manifested in a different form. Instead of gathering it in his hands, he gathers it in his charka points. There he forms it into an oval shape and expands it outside of his body. The color of this manifestation depends on the type of energy he is using to form it. He can use all three types, mixes of types, to create the bubble shield. He can form shields around other people as well, it just requires much more of his focus. The amount of energy required depends on how strong he wishes his bubble shield to be. The more force applied from the outside in attempt to shatter the shield will require a certain amount of energy to oppose the attack. It blocks swords, hands, magic, and energy attacks from entering the translucent bubble. Uses PEP.
Energy Coercion/Attraction – Kushin cannot steal energy out of living creatures, but he can absorb energies (or nearly all kinds) that may “haunt” certain areas or artifacts or absorb it from spells. This gives him a rather incredible boost in his energy and his spells and other dark abilities; except, it depends on the amount and power of the energy. His speed and strength also doubles by absorbing energy this way (again, depends on the amount and power of the energy being absorbed). It does not mean that all energies absorbed do not harm Kushin. If he is not immune to whatever affect the energy gives, it will affect him perhaps even more severally than normal.
Kushin’s body simply has a tendency to absorb all energies that are being leaked during magic or by an inanimate object or an area that radiates power—without active concentration. He can focus this more to intensify the absorption speed.
Strengths:- Kushin has a great talent with magic and a lot of energy stored within his being. He can attack rapidly with his magic. He was trained by an old demon, the Dark Lord of Pain. Not only did he train under him ever since he was 16-years-old, but he was already extremely talented as a child. It's been honed and sharpened over the many years. Now he's absolutely deadly. His focus and concentration are exceptional. The more focused he is the stronger his magic is. Dark/negative/evil energy has no affect on him (with very few exceptions). Magic is his number one weapon of choice.
- Kushin is very sensitive to auras. This is also what makes it difficult to sneak up on him. Only those who know how to suppress or blend their auras into the existing environment may have a chance of sneaking around or upon Kushin. His hearing is still in effect to make up for any undetectable by their aura. It is hard to get by him unnoticed.
- He has four different kinds of sight to his advantage when including his infrared vision, energy vision, dark vision, and normal vision.
- His demonbinding has granted immunity to electricity and all poisons, both magical and non-magical. It also gives him a great amount of versatility in combat with the number of abilities the demonbinds grant him. They also increase his strength and durability. When possessed by his demonbinds, Kushin also tends to be more capricious and violent than usual, perhaps even more so than other demonbinders. This is due to the fact that his insanity makes him rather easily influenced by others.
- He was trained to fight in darkness and shadows. So if Kushin's four different sights are somehow rendered useless, he does not need them indefinitely. His training toned him to use his ears and sense and see the aura of a person in his mind’s eye. He is very accurate with this, though it may be difficult to sense weapons. If the person has used the weapon for a long time, has it near them often, or have an attachment to it for some reason, weapons often take on the energy and aura of their owners. He can sense magical attacks, since they take a type of energy to power them; they often come right from the person’s aura/chakras.
- He can kill an enemy without thinking or hesitating. Thus his style of attack is rather merciless. There is no room for weakness there. So cheap tricks and begging has no affect on Kushin. His orders are carried out instantly no matter the excuse or plea his prey gives him. It's like begging a brick wall. He also works very efficiently in combat, almost mechanically.
- Because he is so small, he is very fast, agile, and can dodge very well. He has amazing aim and dexterity. His strengths lie more in his swiftness, agility, reflexes, dexterity, and grace. Kushin is extremely stealthy himself. He was trained to be part of the shadows and to never make a sound. This training was so extreme that he became a mute. It is even more enhanced by his small size.
- Due to his elf ears his hearing is very sharp. His hearing is very advanced compared to normal beings, such as humans. He can focus on certain sounds, pick up strange and usually unnoticeable noises, and then fade out of focus as to not damage his ears should there be a sudden din. This makes it nearly impossible for others to sneak up on him. He would hear them before they even had a chance.
- He has an unusually high tolerance for pain, this having been also part of his training with Nelu. It takes much more to affect him than it does for the average highly experienced warrior. It’s alarming and deceptive when others expect him to react to hits more than he does. It's to such an extent that it's disturbing the kinds of pain and damage he can withstand. Kushin was trained to be a master of pain, and not to let pain master him.
- He is particularly skilled in causing others great pain. Torture is an interesting skill of his, taught to him by Nelu as well. He is merciless in this area as well. Thus, even the bravest souls should be wary of being captured by the Drow Empire for questioning. For they may suffer greatly at his hands, even if they never give information. The honesty of their information matters little. They will know great agony by the time he is through. He was made a Scarlet ranked solider for the reason of him being very deadly in a manner of senses.
Weaknesses:- He is an abnormally small dark elf. He doesn’t normally have a lot of physical strength. The lack of muscle may make it easier to break a bone, disable one of his limbs, and to be over powered in attempts to block. He is a mortal and can die just as easily and simply as humans and other mortal beings, the only thing that seems to make him a little less mortal is his demon skin.
- Kushin relies on his magic to fight, though he does have some skill with weapons in case he must use one. So he is a lot weaker in weapon skill and strength. Though he is sufficient with hand-to-hand, his staff, and knife. Other weapons are more foreign to him and less effective in his hands.
- Though his sharp hearing is a strength, it is also a weakness. If a very loud noise were to occur while Kushin is listening so intently, honing his ears, it will hurt his sensitive ears, causing him to become disarmed and stunned for a rather long time. This pain is different from physical cuts and blows. Kushin cannot block out this kind of pain. It could even damage his ears permanently.
- Dark elves are naturally inclined to the shallow end of the dark and negative spectrum of the world. This increases depending on if they use magic, how they use, and what type they use. Because Kushin has chosen to use dark magic and demonbinding he is even more in tune with it than a drow who doesn’t use magic is. Thus he is even more allergic and sensitive to light and positive magic than they are. Even his own Otius energy can harm him if he’s not careful.
- While his Energy Attraction attribute is also a strength, it is a double edged blade. It makes Kushin even more sensitive and vulnerable to energy and magics that can harm him because he has a tendency to suck everything into himself indiscriminately. He cannot seem to keep anything out.
- Kushin is also very weak in a mental sense, for he is insane. He is easily manipulated by his mentor, Nelu, and any other authority figures of the Dark Elf Empire. His “friends” and mentor have a certain control over him. They influence him to do more cruel and violent things. It is almost as if he has no will of his own. He never really thinks for himself. He surrenders completely to those who have control over him. This makes him much like a little puppet that simply carries out orders without thought.
- He is a mute, an affect of his training—he does not speak a single word. Thus, Kushin has learned hand gestures for all of his spells that involve spoken incantations. So when he is in a situation were use of his hands have been limited or completely taken away, Kushin will be unable to cast certain spells.
Personality: Kushin doesn’t speak at all. He’s a mute, but he does have silent mannerisms. He does not seem to display fear, except if he is being scolded by his master, Nelu. All other times, Kushin shows no fear at all. He is capable of scowling, glaring, and other types of expressions. However, most often his face is blank and studying his surroundings with mild curiosity. He has not given a sincere smile for years. He only has had small and sinister or nervous and meek smiles play across his lips.
However, when in combat he tends to show a much more manic and sadistic side of him. Often shown by wide grins and swift and eager movements to cause pain in others. Kushin tends to tremble when he is very excited and eager to either torture and/or attack someone.
Kushin’s mind and thoughts are often a jumble of words and confusion, hardly making any sense. Some could consider Kushin stupid in some senses. He is an intelligent warrior and assassin. When it comes to things like morals, other people’s feelings, and common sense; Kushin doesn’t understand these things. He has been encouraged by his master and others to commit cruel and horrid acts (made obvious by the décor of his stave) and has been praised for them. So Kushin does not have a solid idea of what is wrong and right. His morals are extremely confused. He has been taught to enjoy the screams of pain and agony of his enemies that he has often tortured, and to carry out an order without thought. The constant exposure to demons within his soul has only encouraged his violent and sadistic tendencies and increased his instability.
The dark elf has almost no one close to him. Though he has a “friend”, a partner assassin named Dito. He merely clings to his partner, dependent on his orders to know what to do. In this way, Kushin is nothing more than an advanced shadow double himself. Mindlessly taking orders with only slightly more independent thoughts of strategy and logic. Dito often speaks for Kushin, for he cannot speak for himself. Kushin does know drow sign language, often used by military stealth. Since others do not understand drow sign language, Dito often translates. (Though, Kushin doesn’t even use this that often either. He has been encouraged not unnecessarily communicate at all.) Thus, the dark elf values Dito as a friend. They have been partners for many years now. Though, Dito certainly hasn’t been kind to him, Kushin clings to their partnership like a helpless child to its mother, even if the mother is abusive and unkind. In fact, his mentality is much like an abused child starved for attention. A child who would do anything to get it. Thus, Kushin has learned to kill, to torture, and to like doing it, for the praise of his master, Nelu, and his companion, Dito. That is the only kindness he has known for his whole life.
There has only been one other to show true kindness to the dark elf. Leita Serwen has been the obsession of Kushin’s mind for a year or so now, ever since he first encountered her in a battle in her home land. It seems she is the only thing he cares more for, even more than the praise of Nelu and Dito. He would do anything to find her again.
Theme Song: Zombie, by the Cranberries
History/Biography
Battle Rank
Innate Element(s): Darkness/Vehenmus, Abyssal/Chaos, and Lightning
Overall Rank: 6.75
Strength: III
Speed: VII
Magic/Elemental: IX
Skill: VIII
BA Threads:
RP Threads:
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