Weapon: Scythius has three sets of weapons that he can change at will:
Regald: Regald is the name of his Two-Handed Axe. The axe is made of black Onyx metal, and a hardwood shaft. Runes are carved on to the side, which read Taker. An enchantment on the axe allows it to be thrown and returned like a boomerang, but in return it can't be used to parry attacks. This axe is a slow, heavy hitting weapon, and is strong against ranged opponents due to its reach, but poor against melee attackers, due to its slow speed and inability to parry blows.
Grimstalf: Grimstalf is Scythius's Two-Handed Sword. It's made of tempered steel, and the runes on the silver-inlaid handle read Receiver. The sword is made light-weight by an enchantment, making is good against melee attackers combined with it's ability to find holes in armor with an accurate stab. However, it is weak against ranged attackers due to its enchantment, which slows Scythius down to walking pace in return for making it very light.
Durgrum and Audulf: Durgrum is the name of Scythius's One-Handed Sword. It is made of an Iron blade, with a copper hilt. It is one-edged, the other edge of the sword made of black steel, hardened down to form a shell along that side of the blade. This side of the blade is enchanted to never break, in return for weaker attacks. The runes on the edge read Giver. Durgrum is always used in combination with Audulf, Scythius's Shield. The shield is rounded, with a depiction of a castle inlaid in gold on the middle of the shield. The runes around the edges read Haven. It's enchantment allows it to negate spells that hit the center of the shield, but in return Scythius loses energy with each mitigated attack, according to the strength of the spell.
Armor: The Whisper Armor is talked more about in the backstory, but the short answer is that it's a suit of black Onyx steel, complete with gauntlets, boots, leggings, chestplate, and a helm. It covers his entire body, from head to toe. Atriech, the spirit of Madness, dwells inside the armor, its soul split in to each component of the armor. Whoever wears it is both blessed and cursed. He's blessed with long life (250 year or so), slowed aging, and un-natural strength and resilience. However, the wearer constantly hears Atreich's whisperings, the constant chatter slowly driving him insane. He hears this even if the armor is off, which can guide him back to the set. If he overexerts himself, he may go in to the deep end for a short while, the whisperings taking their toll on him.
Strengths: Scythius has a few strengths that allow him to push his way to victory in a few instances. His strongest trait is his versatility, and being able to match an opponent with his arsenal of weapons and attacks. He's also very strong when sane, able to lift 250 lbs of weight. His attacks are also very versatile, allowing him to adopt a defensive position during a powerful assault, or risk everything if he think he sees a weakness and blows his most powerful attacks.
Weakness: The key weakness to Scythius is: price. Everything that Scythius has comes with a price, whether it's his weapons, his abilities or his armor. If he can do well in one area, he'll pay for it in another. If he uses too many attacks, he goes Insane (explained in Skills/Magic), which always ends up with him in a bad position. His rash nature is a key exploitable weakness, as he'll often rush in to battle without a plan of action. He also has lost the ability to have a conscious , and is unable to picture other people's emotions, even his teammates. He would quite easily betray another if it would mean he benefits somehow.
Insanity: Insanity is the mechanic that keep Scythius's powerful abilities in check. Depending on the power of the attack, his Sanity goes down: It starts at ten, and goes down from there. A weak ability is 1, a moderate ability is 2, a strong ability is 3, a powerful ability is 5, and Tidal Attacks cost all 10. When an attack is used, it's follow by a number in brackets in red, eg: (6). This is the number of Sanity he has left. When it reaches zero, Scythius becomes insane for 60 seconds. The first five and last five seconds are spent with him crouching on the ground, completely open to attack. The rest of the time, Scythius attacks everyone, friend or foe, does significantly less damage and makes no attempt to dodge, block or parry attacks. This is the perfect time for an opponent to attack him.
Weak Abilities (1 Sanity):
Shield Bash (Audulf only): This attack slams the opponent with Audulf, doing a small amount of damage and knocking the victim back a few yards.
Hamstring (Regald only): This attack hits the back of the opponents legs (the hamstring), doing moderate damage and slowing down the opponents speed for a short time.
Accurate Stab (Grimstalf only): If the opponent has a hole, rip, or tear in his/her armor, this attack finds that breach in their defense and exploits it. It doesn't work if something is blocking the hole, eg. With a shield.
Moderate Abilities (2 Sanity):
Cover (Audulf Only): This ability transforms Scythius's shield, making it extremely lightweight and four times its normal size. However, Scythius cannot move or attack while this ability is in effect. Lasts until five attacks are made on the shield or thirty seconds have past.
Burst of Speed (Regald Only): This ability empowers Scythius, allowing him to move three times his normal speed. Usually used as a distance closer, this lasts for only ten seconds.
Sweeping Strike (Grimstalf only): This ability preforms a strike directed at the opponents legs, and attempts to knock the enemy to the ground.
Strong Abilities (3 Sanity):
Reflection (Audulf Only): Scythius crouches, and raises his shield. If a spell hits the center of the shield, it will be reflected back at the attacker. The enchantment on Audulf still applies, so the spell still drains his energy based on the power of it.
Regald's Fury (Reglad only): Scythius uses the enchantment on Regald, throwing it at an opponent. After it hits or misses its target, it returns like a boomerang to Scythius.
Impale (Grimstalf only): This attack is only usable on an opponent who is knocked down or has just been parried by Grimstalf. This is basically a more powerful version of Accurate Stab, finding a hole in his opponent armor (if one is present) and stabbing, but this time the opponent is stunned for a few seconds.
Powerful Abilities (5 Sanity):
Disarm (Durgrum and Audulf only): Scythius aims for his opponents weapon, smashing his/her arm with his shield while delivering a powerful upwards stroke with Durgrum. If it connects, the opponents weapon is knocked away. Although it is fairly easy for the opponent to go retrieve his/her weapon, this ability is mostly used to give Scythius a pause in the battle.
Execute (Regald only): This ability is used on enemies who are casting a spell. First, Regald's hilt comes up to smack them in the head, interrupting the cast. Next, Regald's blade is cast down on them, delivering a powerful blow to their flank.
Black Impale (Grimstalf only): Scythius picks up an opponent by the neck, and jumps up in to the air with them. He then throws them to the ground and performs Impale.
Tidal Abilities (10 Sanity aka Instantly Insane):
Bastion (Durgrum and Audulf only): A black shell about ten square meters wide and 12 feet tall surrounds Scythius. In this shell, no spells can be cast, and all movement is slowed down. For this reason, it is in an opponents best interest to not enter the area. Mostly used as a deterrent, Scythius can also temporary extend the walls of the shell by four meters, engulfing anyone who wanders too close. Lasts for two minutes. Again, this is usually used as a way to protect an ally or himself, not an offensive measure.
Massacre (Regald only): Scythius roars, and his size is increased by two feet. His roar stuns anyone within 40 ft, forcing them to cover their ears. He then teleports to each victim within 40 ft, performing Execute on each.
Ghost (Grimstalf only): Scythius's form dissipates, and is replaced by a ghostly version of himself. This version is immune to melee attacks, but weaker against spells. When Scythius transforms, a black ring 15 square feet wide surrounds him, and ghostly arms appear out of the circle. If anyone is in this circle, they will be grabbed by the arms, and held in place until Scythius attacks. The arms will disappear after the first attack has been made. The form disappears after Scythius performs three Ghost strikes. Ghost strikes are regular attacks, but they pass right through armor.
Meditation: Scythius sits on the ground and mediates. This ability restores all of his Sanity, however any attack interrupts this, and he must meditate for five minutes. Almost always not used in combat, this is more of a plot device to explain why Scythius starts with full Sanity at the start of a fight.
Appearance: Without armor on, Scythius has the appearance of a man who is past his prime. His hair is white, and his face is gaunt and drawn. His eyes are sunken in, and constantly shift around. However, appearances can be deceiving. While he looks too old to fight, the Whisper Armor gives him the abilities of a man in his 20s. His voice is eerie, always very deep and seems to echo even in an open area. He is very pale, and wears a rich robe when he doesn't have his armor on. With his armor on, he radiates power through his body language and the power of the suit, something some people can pick up.
Personality: Before his exodus, he was a serious man. After running his kingdom for so many years, he learned to guard his heart closely. This, however, did not mean he didn't have emotion before the exodus: He just didn't allow it to show except to friends and family. Behind his public mask he was a jolly person, doing his best to entertain guests. He had a warm smile and an optimistic outlook on life. After his exodus, he lost his conscious. He couldn't connect with anyone on an emotional level, or sing or dance. He has lost most of the emotions a regular human has, instead replaced with only anger and cold logic. An aura of depression can be felt by some people as they get close to him when he has the Whisper armor on. Although a logical man, Scythius's anger takes over at times, especially in battle. If someone angers him he'll rush in to battle without a plan of action, which can usually land him in a lot of trouble.
Biography: Price Ptomely was born to King Bearmoth and Queen Algarna. They lived in the country of Vares, a fairly small kingdom on the northeast area of the world. Ptomely was the eldest of two children, the other being Princess Railea. They received a top-notch education, as was befitting royalty, and were content with their lives until Ptomely was 24. Vares and the neighboring kingdom of Skalin have been at war for the last six years, the result of a border dispute. Vares had slowly been loosing ground, as their troops were unaccustomed to the marsh like environment the bulk of the forces were fighting in. Skalin was mostly marshland, however, and their troops knew how to take advantage of their terrain.
One night, four assassins arrived in the capital of Vares, and approached the royal castle. Their missions were to kill each member of the royal family. Although most military matters were handled by a high general, Skalin hoped that this move would upset the already demoralized Vares soldiers. Two of the assassins murdered the guards at the foot of the castle, and hid the bodies. They then produced bows, and one fired a shot at the battlements. The arrow silently whistled through the air, a rope trailing behind it, and lodged itself in a barrel at the top. The other assassin followed suit, and they quickly scaled the walls. Meanwhile, on the other side of the castle, the third and forth assassin waved their hands around, as if feeling along an invisible wall. They suddenly found what they were looking for: a weak point in the ground surrounding the castle. The pointed their hands downwards and started to dig with magic, the dirt quickly coming away as a makeshift passage was formed.
The two assassins on the battlements hid in the shadows, and ran as fast as they could towards the northwest guard tower. They kicked the door down to find three very surprised guards, who they dispatched with ease. Taking a set of keys from one of the guards, they climbed up the ladder to the top of the tower. They took out their arrows again and fired at the four guards standing on duty in the courtyard. The guards crumpled on to the ground like a deck of cards. They then lit a torch beacon, and quickly slid down the ladder, running out the door they had entered with.
Upon sighting the beacon signal, the other two assassins crawled through their passageway, emerging in a wine cellar. They moved quickly to the door, and opened it to find the bodies of the arrow-ridden guards. They moved these bodies in to the cellar, and moved on. Crossing the courtyard, they split up. One entered the nearby door to the main living quarters, and one entered the nearby gate to the guard tower. The one in the main door was soon joined by the two assassins who lit the torch beacon, and they ran up the main stairs, killing the few guards they met on the way. One entered the bedroom at the first floor, and murdered Railea as she slept. The other two reached the top of the staircase, and assassinated the King and Queen. Silently, they left the castle, jumping out of the windows on to the ground below.
The remaining assassin entered the training room, where Skalin spies claimed Ptomely trained at this time of night. They were correct, as Ptomely hacked at the wooden dummy with a one handed sword. The assassin crept up behind Ptomely, and drew his blade. Just as he was about to strike, Ptomely turned around and accidentally slashed his would-be assailant while trying to perform a spinning attack. The assailant was decapitated, his head rolling on the floor. Ptomely panicked and started to flee the scene, only to be stopped by the captain of the guards, Gren.
“Sir, you need to stay near me!”
Despite himself, Ptomely forgot what had just happened and frowned. Gren was never as frightened as he appeared now.
“What happened, Gren?” Ptomely asked, his voice still a little shaky.
“Bodies of some of our guards have been found in the wine cellar. We thin--”
Gren was cut of by the sound of the alarm bells tolling, as several guards and servant rushed out of their living quarters, a great swell of panic filling the air.
The next day, Ptomely learned what had happened, and the intent of his would-be assassin. A funeral was held for the victims of that night, and Ptomely's coronation began. Ptomely ruled Vares for twenty four more years, during which time the war between Vares and Skalin raged on. Now that Vares had been pushed back in to open fields, a stalemate had occurred: The troops of Vares had superior numbers, which kept Skalin at bay. However, if Vares entered the marsh when Skalin retreated, they would be easily picked off. Eventually, one of Ptomely's top scholars uncovered something that might win the war: a superweapon. This suit of armor, known as the Whisper armor, was thought to have been lost on the southern regions of Vares. According to the historic text, the great King Dakoth defeated and imprisoned the spirit of Madness, Atreich, in a suit of armor. Darkoth placed an enchantment on this suit of armor and weapons, allowing whoever wielded them the power of Atreich, but the spirit could gain control over the wearer during times of weakness. The crown of Vares was the key to unlocking the shrine that these pieces were held in. Due to the presence of Atreich, no previous king had dared to open the shrine. However, these were dark times, and sacrifices had to be made. Ptomely saddled up and rode out on his warhorse, along with a few guards.
They arrived at the shrine a month later, and Ptomely approached the doors. He placed the crown on the ground in front of the doors, and backed off. Suddenly, the doors opened, and an unseen force grabbed Ptomely and the crown, hurtling them in to the shrine as the doors closed behind them. The shrine was unusually plain, the only furniture being an alter upon which the Whisper armor was resting, along with a two-handed axe, a two-handed sword, and a one-handed sword and shield. Cautiously, the King approached the alter, and picked up the boots. He put them on, and felt nothing. Frowning, he did the same with the rest of the armor. As he put on the helmet, and clamped down the visor, he suddenly heard a whisper. He couldn't hear what it said, but it kept whispering in his ear. Then another. And another. Soon, a crescendo of whispers were assailing him. Ptomely tried to take off the helmet, but found that it changed nothing, the whispers as loud as ever. He screamed, and blacked out.
He woke up a short time later, and found that the whispers had died down to a very quiet muttering. Ptomely donned the helmet again, and clamped the visor shut. He looked around, and spotted the weapons on the alter. He picked up the axe, and suddenly is vanished in to thin air, along with the rest of the weapons. Suddenly, he heard a voice in his head. This one, however, was distinguishable:
“Greetings, blood of my blood. I am King Dakoth, defeater of Atreich. I left this message to the brave soul who needs this armor. By accepting this responsibility, you must know that you are now both blessed and cursed. Atreich's power is yours, allowing you to be stronger and live longer then you ever though possible. However, Atreich will continue to bombard you mind with her twisted magic. If you utilize her power too much, then she will be able to take over your mind for a short while, driving you insane. I recommend you meditate as much as you can, clearing your mind of the foul influence of Atreich. In addition, you should wield the weapons on the alter, as they have been enchanted to aid you. The axe is named Regald, the greatsword is Grimstalf, the blade is Durgrum, and the shield is called Audulf. By saying their names, they will appear in your grasp as long as you wear the Whisper armor. I do not know your intentions, noble King or Queen, but know this: You will forever be tested by Atreich. All I can give you is advice and my blessing. Good luck, wearer of the Whisper armor.”
The voice faded, and Ptomely sat down and began to meditate as instructed. After a while, the faint whispers faded altogether. He reflected on the voice of Dakoth, and decided to put this to the test.
Suddenly, a heavy weight was applied to his hands, and he glanced down to see Regald sitting in his grasp. The king raised an eyebrow, and tried again.
“Durgrum and Audulf!”
The axe dissipated in to mist, only for the mist to reform and solidify in to Durgrum and Audulf. Ptomely dropped them, and before they hit the floor they turned back in to mist. The king strode out of the shrine, to find that his guards had deserted him. Muttering curses, Ptomely mounted his horse and galloped back to his castle.
A finally returned home a month later. As he approached the gates of the capital, he noticed something wasn't right. The castle seemed to be on fire. Ptomely galloped through the deserted streets to see Gren stride towards him, along with twenty armed guards.
“Gren! What happened here?”
Gren gave Ptomely a smile, and turned to his guards.
“Under orders of King Gren, you are to fire upon this cursed being.”
Ptomely looked up, realization dawning upon him. While he was away, Gren had led a rebellion on the castle, taking it over and positioning himself as King. Ptomely drew Durgrum and Audulf, but it was too late. A hail of arrows struck him, and he lay bleeding on the floor. Gren approached him, and said in a triumphant tone:
“This filth, who called himself King Ptomely, has failed us in our times of need, and for that, I banish him from our great country forever! As is the custom, he is renamed Scythius, the name of the spirit of shame, and is forced to flee our lands. You, dog, have a two week headstart before I send out a hunting party. Move, Scythius”.
As much as Ptomely, now known as Scythius, wanted to strike down Gren where he stood, he was not a dishonorable wretch, and needed to follow tradition. He limped off to the stables, and saddled his warhorse, before galloping away. For months he ran, allowing his wounds to heal. He trained with Atreich's powers constantly, with only revenge on his mind. Sometimes he overdid it and went insane, blacking out before waking up surrounded by dead animals. He never approached civilization until well out of the borders of Vares. As his exodus from his homeland continued, he found that the pressure on his mind from the constant training and going insane was taking its toll on him. His heart hardened, as he slowly lost several emotions over time as Atreich's influence spread through his mind. After almost a year of intense training, the only emotion to survive is Anger, and it now thrives, giving Scythius an unstable temper.
A shadow of what he once was, Scythius travels around the world, living like a nomad. In a few years time, tradition will allow him to return to Vares, and finally have the revenge he desires.
I'm surprised no one had seen to you yet. This is very nicely done profile. Good work. There's just something I want to ask you about:
Ghost (Grimstalf only): Scythius's form dissipates, and is replaced by a ghostly version of himself. This version is immune to melee attacks, but weaker against spells. Anyone within 10 feet is frozen in horror until he attacks, and he performs three strikes that pass right through armor.
The thing about this is that perhaps anyone who has less experience in the mystical and combat would be more prone to seeing their opponent suddenly turn into a ghost. However, there will be the more experienced which are more accustomed to witnessing such things. So I believe the horror affect should only be relative to those who are of less experience or have a phobia related to it.
I'm surprised no one had seen to you yet. This is very nicely done profile. Good work. There's just something I want to ask you about: The thing about this is that perhaps anyone who has less experience in the mystical and combat would be more prone to seeing their opponent suddenly turn into a ghost. However, there will be the more experienced which are more accustomed to witnessing such things. So I believe the horror affect should only be relative to those who are of less experience or have a phobia related to it.
Thanks for the reply. To be honest the "frozen in horror" effect was put in place to prevent enemies from running away and just keeping their distance from Scythius (As the lower run speed enchantment on Grimstalf still applies). When I get on my computer tommorow I will edit it in to another mechanic to prevent Ghost from being negated by running away.
Alright, I fixed it up, and elaborated on the Ghost Strike attack.
Originally Posted by Alatian
Ghost (Grimstalf only): Scythius's form dissipates, and is replaced by a ghostly version of himself. This version is immune to melee attacks, but weaker against spells. When Scythius transforms, a black ring 15 square feet wide surrounds him, and ghostly arms appear out of the circle. If anyone is in this circle, they will be grabbed by the arms, and held in place until Scythius attacks. The arms will disappear after the first attack has been made. The form disappears after Scythius performs three Ghost strikes or three minutes have passed. Ghost strikes are regular attacks, but they pass right through armor.
Personality: Before his exodus, he was a serious man. After running his kingdom for so many years, he learned to guard his heart closely. This, however, did not mean he didn't have emotion before the exodus: He just didn't allow it to show except to friends and family. Behind his public mask he was a jolly person, doing his best to entertain guests. He had a warm smile and an optimistic outlook on life. After his exodus, he lost his conscious.
Did you mean conscience? As in ability to judge right and wrong?
That's all really, so I'll go ahead and approve this right now. Really, great work on this one. I'm happy to approve it.