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Old 02-05-2011, 02:01 AM
Re Dei Draghi Re Dei Draghi is a male United States Re Dei Draghi is offline
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Evil Otaraccan

Name: Otaraccan (O-TARA-kon)
Nickname /Alias: Evil (literally, that is his nickname), and Scourge of Women.
Occupation: Dark Ætherweaver and Summoner. He also dabbles in assassinations, bounty hunting, and enchanting. He is somewhat of a mercenary.
Age/Birthdate: 28
Apparent Age: 25
Gender: Male
Race: Human
Height: Evil is 5’10”
Weight: 180 lbs
Eye Color: Evil has very dark brown eyes.
Hair Color/Style: He has black hair down to the back of his neck.

General Appearance: Evil has black hair that he keeps about shoulder length. His hair is straight, and he keeps it swept back from his forehead to avoid it obscuring his vision. He has a small goatee that covers the point of his chin that is about a half inch in length. Other than that he is clean shaven. Evil’s face is rather hard looking, with sharply defined cheekbones and thin lips. His eyebrows are neither bushy nor sparse, and his dark brown eyes are cold looking with a murderous glint in them most of the time. Evil is of average build, standing 5’10” and is rather wiry looking. He has toned muscles, but he is not any stronger than an average man, he is merely in good physical shape. He has very pale skin from spending so much time in darkness.

Evil’s build is hard for the average person to determine, due to the fact that he wears a long black robe and black full cloak complete with a deep hood and inner pockets. The robe hangs about three inches off the ground at its bottom. The cloak is made of thick black leather of a good quality. His robe is made of thick, but fine, cotton that is dyed black. Neither have any ornamentation on them. Under the robe and cloak, Evil wears regular cotton pants and has leather traveling boots. Under the cloak, he also has a traveling backpack filled with various traveling supplies.

Evil’s voice is rather soft and he rarely speaks louder than a normal voice. When he speaks, his voice tends to carry very well despite the low tones in which he speaks. He speaks in a pleasant baritone. When he speaks, he tends to slightly emphasize his consonants.

Depending on what he has been doing recently, Evil can smell of several different things. Summoning carries with it a strong smell of brimstone and smoke, and undeath magic always leaves a rotting tinge in the air.

For those who are sensitive to such things, Evil emanates an aura of death, undeath, and dark magics. It has a strong undertone of insanity.

Weapon(s): Evil only has one melee weapon. He wields a quarterstaff that is roughly five and a half feet in length. The quarterstaff is made of Desert Ironwood and has a steel cap on the top end and a small steel spike on the bottom end. The spike is only an inch long and is mainly used to root the staff into the ground when traveling over rough terrain. However, the spike is a viable weapon and can cause significant damage with a well placed jab. The quarterstaff is smooth from the years of use at Evil’s hands. The wood is a deep red color from the blood that has been spilt with it. Evil has named this quarterstaff Bloodwood.

Armor: Evil wears no armor, and his cloak and robe are mundane and offer no additional protection.

Carried Possessions: On his left hand ring finger, Evil wears a ring made of bone with the word “Desiderio” engraved onto the face of it. The ring is cursed and cannot be removed. Evil must feed at least one soul to the ring each month or be afflicted with madness inducing agony. The ring possesses the ability to absorb the souls of recently deceased beings. He also has a necklace that has three different locks of hair tied onto it. Each lock of hair belongs to a different Succubus that Evil has bound to his service. They are used when he summons them to make the summoning shorter and easier for Evil to complete.

On his back, under his cloak, he carries a traveling backpack. The backpack is full of traveling rations, miscellaneous supplies, and any personal possessions that Evil happens to have.

Powers/Magic/Skills: Evil is what is called an Ætherweaver. Basically Ætherweavers are people who can manipulate the latent energy in their surroundings and themselves and use it to accomplish their will. They are not constrained by what spells they know, but by the limits of their imagination, willpower, and amount of Æther they can use before they exhaust themselves. Ætherweavers come in two types; Æthertouched and Ætherborn. Æthertouched are Ætherweavers who can access the Æther around them due to the smallest amount of pure Æther in their souls. This is very draining on them, and is often compared to trying to suck molasses through a straw. Ætherborn can not only access the energy around them, but they can do it easier, for longer periods of time, and can use more Æther before tiring than Ætherborn, due to the fact that their entire soul is comprised of pure Æther. Ætherborn can use their massive amounts of inner energy for their magic as well, but doing so drains them more than using the latent energy around them. Ætherborn are also much rarer than Æthertouched.

Otaraccan is an Ætherborn who is a student of the Dark Weaving Arts and Summoning. Technically, since he is an Ætherweaver he can shape the magic to fit his will, but he has spent his life specializing in the darker parts of Weaving, and is not about to change. So even though he can make a fire with his will alone, he will not do it on principle, and the fact that doing something repetitively decreases the amount of effort required to do it again. This is a list of the abilities he uses, and how often he can use them before tiring. To make it easy, I will use a numbered system based on Evil’s Tolerance, which basically represents how much power he can use before being too exhausted to pull together the concentration and willpower necessary to use Weaving.

Dark Weaving (Black Magic)

Total Tolerance: 200

Sleep
Evil may concentrate his will and place another individual into a deep slumber. This is the least of his abilities and is one of the least taxing to do. If his target is already fatigued, putting them to sleep takes even less effort. This magic gets much easier to resist the more it is cast on a single target. The target can be awoken with moderate effort, I.E. by getting yelled at, or stabbed, things like that. If left alone the sleeper will stay asleep for anywhere from 30 minutes to 8 hours, depending on when they last slept and how tired they were. The sleep spell can only be cast with physical contact of Evil's flesh against the flesh of his target, clothes and armor do not hamper this ability. The casting is instantaneous.

Cost: 20 Tolerance. 17 Tolerance on a fatigued enemy. Tolerance cost doubles for each time past the first that Evil casts this on a target.

Shadow Door
By honing his will and concentrating on where he would like to be, Evil can make an interdimensional door from one shadow to another. Functions similar to teleportation, but is limited to areas with shadows. The deeper the shadow, the easier this ability is to use. More distance requires more effort as well.

Cost: 20 Tolerance per mile. 15 Tolerance per mile in deep shadows. 12 Tolerance per mile at night time. Anything less than a mile is rounded up and costs the same. For example, moving a half a mile at night would still cost the 12 Tolerance.

Life Drain
Evil may forcibly pull the life force from a living being to heal his wounds. The more life force he has to pull, the more energy he must spend. A victim of this spell will feel sickened, as though part of them had died. Depending on how much life force Evil pulls out, they will recover within a day to a week as their soul replenishes their life force. If he pulls all of their life force, they will die. This spell manifests as a red ray of energy that siphons a red red mist from the target into Evil's outstretched hand. The ray can be dodged, and travels at about the speed of your average arrow. It takes one second for every 20 Tolerance, so he must be careful when using this or he could be interrupted. Evil can also cast this spell on touch, but can only transfer enough energy to heal a minor wound this way.

A minor wound would be a bruise, flesh wound, or small burn. A moderate wound would be a fractured bone, deep gash, or large bruise. A serious wound includes compound fractures, wounds that would eventually cause Evil to bleed out, internal bleeding, or 3rd degree burns. Life threatening wounds...no brainer. Evil may spend Tolerance points with this spell to regenerate a lost limb.

Cost: 10 Tolerance per minor wound, 30 tolerance per moderate wound, 60 per serious wound, 90 per life threatening wound, 150 points and a full minute to regenerate a lost limb.

Ray of Agony
A ray of what looks like dark liquid lightning shoots from Evil’s finger and whatever it strikes is stricken with mind and body crippling agony. The pain is strong enough to force a strong man to his knees and immobilize him, although that is not an aspect of the spell. Their body does not take any damage, but the pain is very, very real. A person’s mind would eventually snap after being subject to this spell for too long. It costs 8 Tolerance per 1 second of use. Again, must be wary of interruption.

Cost: 8 Tolerance per 1 second of use.

Inflict Wound
Otaraccan may use his Weaving to inflict a wound on a target similar to a wound received from a weapon. The severity of the wound is determined by how much Tolerance Otaraccan uses. The spell manifests differently depending on whether the wound is a bludgeon type wound, piercing type wound, or slashing type wound. Bludgeon type wounds manifest as a fist of dark energy that strikes its target, piercing wounds manifest as a dart made of dark energy, and slashing wounds manifest as an arc blade of dark energy. Each manifestation moves as fast as an average arrow, and can be dodged if one has good enough reflexes. Obviously the closer Evil is, the harder it is to dodge. Evil can also cast this on touch, although it takes about a full second to transfer the energy.

Cost: 14 Points per minor wound, 22 points per moderate wound, 38 points per serious wound.

Animate Dead
Evil may fill a dead body or skeleton with the essence of Undeath to cause it to rise and be a faithful servant. Skeletons are easier to animate than bodies. The size of the body will determine the Tolerance cost. It manifests as a black oozing mist of Undeath that suffuses the entirety of the body it is being cast upon. The process takes about 2 minutes per 100 pounds of body. The undead animated in this way are by no means hardy combatants. Their main purpose is to confuse and distract his enemies. If he animates a fresh corpse, or at least a corpse with the majority of its tissue intact it becomes a zombie. Its about as tough as your run of the mill movie zombie. It's body is a squishy pin cushion that can take hit after hit, but the heads are fragile. Also, these zombies cannot transmit any kind of virus, so a bite from a zombie would only result in infections common to any other dirty wound full of bacteria.

A skeleton* reanimated in this fashion would be roughly as strong as an average man. They can function without limbs, or heads, since it is the magic that directs them. They are vulnerable to being broken apart however, and this is the easiest way to kill them other than dismembering their limbs.

Any reanimated corpse will stay reanimated for two days before needing to be reanimated again.

Cost: 30 points per 20 lbs of skeletal* reanimation. 15 points per 20 pounds of zombie reanimation.

* This refers to reanimating a corpse that has no tissues remaining and is nothing but bone.

Bestow Undeath’s Gift
This ability grants its target the stamina and resilience of the undead. The target can ignore fatigue and pain for a preset amount of time. This spell does not, however, heal wounds, or prevent wounds; it only blocks the pain and fatigue, which can be dangerous if used improperly. It manifests as a graying of the skin and deadening of the eyes of the one it is cast upon. When the spell wears off the recipient is then subject to the previously blocked fatigue and pain. The casting requires a physical touch and is instantaneous.

Cost: 20 points per minute

Inflict Curse
One of Evil’s more insidious and dangerous abilities is his capability to curse someone. A curse can affect someone in several different ways. The curse manifests itself as the written character for “Curse” in the Infernal language over the target’s heart and requires physical contact to take effect. Evil can curse someone’s speed or strength, or he can curse someone with silence or blindness. If he curses someone’s speed or strength that persons affected area is cut down to half of their normal capability, due to dark energies hampering movement, or sapping strength. For example, if he a cursed individual could normally lift a 300 pound block, they would only be able to lift a 150 pound block with the same amount of effort. A speed curse dulls reaction times and the speed of all movements to about half of what the person normally moves at. Blindness and silence curses are pretty self explanatory. Curses can be removed by someone who specializes in curse banishment.

Cost: Speed or Strength Curse costs 50 tolerance per minute, and Blindness or Silence Curse costs 90 Tolerance per minute.

Induce Hallucination
Evil can cause one person to be afflicted with persistent hallucinations. The hallucinations can be anything Evil wants them to be, and can affect sight, smell, and hearing. The hallucinations are limited to distorting the targets perceptions of surrounding. For example, Evil can cast a mirroring hallucination that makes his opponents perceive all his movements as a mirrored version of what they actually are. Or he could make the smell of poison seem like the bouquet of a glass of wine. The hallucination can be cast at range, and manifests as a ghostly white orb, moving at arrow's speed. It can be dodged. It can also be cast on touch as long as the contact remains for at least half a second.

Cost: 20 Tolerance per sense affected, 10 Tolerance per 30 seconds

Æthershield
This ability is one of the few that Otaraccan uses that is not a Dark Weaving. It manifests as a glowing orb of force surrounding Evil and absorbing incoming attacks. When activated, the Æthershield will stay active until Evil deactivates it. This ability is unique in the fact that the Tolerance cost is not paid before the spell is cast, but is continually subtracted from Evil’s total Tolerance as the shield takes hits. The shield will only take damage if Evil fails to either parry or dodge an attack. Not before. The magnitude of each hit determines how much is subtracted from the shield. Anything with less force than a punch thrown by the average human male will not drain the shield at all.

An average punch or kick would subtract 10 tolerance. Strikes from very small or light weapons, such as daggers or a fencing foil would also fall into this category. Getting hit with your average sized weapon, such as longswords, clubs, hatchets, etc. will subtract 20 tolerance. Getting struck with heavy weapons such as battle axes, broadswords, or two handed clubs will subtract 40 tolerance. Strikes from longbows and crossbows land in this category. Massive weapons, such as polearms, warhammers, or greatswords, will hit for 70 tolerance. Firearms fall under this category. The maximum the shield could stop in one his would be something like getting hit by a horse at a gallop, or a small car moving at 35 MPH. The shield would be completely drained after that.

Magic is no different. The more powerful the spell, the more it will hurt the shield. Lets start with your average fireball, with a blast radius of 15 feet, and a kill radius of 5 feet. Such a spell would drain the shield for 50 tolerance. Something with half the force would sap the shield for 25 tolerance. Anything less than that would not harm the shield. The progression works the same way going up.

Cost: See above.

Kill to Live
Evil casts this spell on a living enemy. When that enemy dies, their soul is stolen and used to heal Evil of his worst wound. If he so wishes, he can increase the power of the spell to increase the amount of his wounds that are healed upon the death of the enemy. This ability manifests as a black dot roughly two inches in diameter on the chest of an enemy and is cast as a ray of black moving at arrows speed. Evil can also cast on touch with a half second of physical contact required.

Cost: 40 Tolerance per wound to be healed upon death.

Exodus of Blood
Otaraccan can cast this on a being he has summoned to drain it of all its blood, killing and dismissing it in the process. The blood is used to replenish some of Evil’s Tolerance. It costs 5 Tolerance and restores 25% of Evil’s total maximum Tolerance.

Cost: One eighth of Evil's max tolerance

Soul Sever
Evil’s more powerful magical damage spell. Evil may spend X% of his total Tolerance to deal that same percentage of damage to an opponents magic reserves based on their total magical ability. It manifests as a dark scythe cutting into an enemy, who will then bleed out a shining magical essence. For example if Evil spent 50% of his total tolerance, his enemy would lose 50% of their magical energy, mana, MP, etc.

Summoning

By inscribing the proper runes into a Summoning Circle and using an acceptable medium, Evil can summon powerful extraplanar beings to his side. In order to perform a normal Summon, Evil must construct a perfect Summoning Circle (3 hours minimum) and perform the summoning ceremony (1 hour minimum). The minimum times are increased the more powerful the entity he is trying to summon. In order to summon a being, he must know its True Name. The list of True Names he knows, and thus the entities he can Summon, are as follows;

Quel’thagas: A.K.A. Gorid the Imp
Gorid is a lowly Imp in the hierarchy of the Demons. He stands about two feet tall, has long spindly arms ending in blackened, four talon hands. His legs are just as spindly. He has pallid gray leathery skin, four tattered wings coming from his back, a long tail with a poisoned spine on the end, and yellow, bloodshot eyes. He is not a powerful combatant, but excels at information gathering, assassinations, distractions, and being a nuisance in general. The poison on his tail Will cause a semi serious fever, shakes, aches, and a general feeling of being unwell for two to three hours without an antidote, but he can only use this ability once every time he is summoned. He can go invisible at will, and can teleport three times per week.

Cost: 3 hour Summoning Circle, 1 hour Summoning Ritual, 30 Tolerance. Lasts until killed or dismissed by Evil.

Grendaboro A.K.A. Grath the Minogon:
Grath is a Minogon, which is a monster with the upper half of a Minotaur, and the lower half of a snake. Grath wields a jagged double sided battleaxe. His snake half is roughly 15 feet long, and is about four feet thick where it meets with his Minotaur torso, tapering down to a rattle on the other end. His Minotaur portion is about 6 feet long, and very broad shouldered. He has two long blackened horns protruding from his head that he can use as weapons if he wants. His rattle is magical in nature, and when it is rattled, every enemy who can hear it is compelled to divert their attention to him. Also, once an hour, Grath can envelop his axe in flames for five minutes time. He is an excellent combatant, but is much too stupid to really do anything else.

Cost: 6 hour Summoning Circle, 2 hour Summoning Ritual, 100 Tolerance. Can remain for up to 24 hours at a time.

Theilasarra A.K.A. Zerina the Fallen Angel:
Zerina is an angel that has been cast from the Upper Planes to be exiled in the Hells. Zerina stands about 5’6” tall. She still has her surreal beauty, with a face similar in shape to that of an Elf. She has bright green eyes, a lithe, curvaceous body, and long legs with dainty feet that never touch the ground due to her hovering. Her wings are the give away to what she really is; they are like normal angel wings except they are a vibrant crimson color with blood constantly dripping off of them. She has a large compound bow that she uses in conjunction with her flight to make devastating aerial sniping attacks. She also has a silver hand and a half sword that sits in a sheath that is held diagonally across the back, with the pommel protruding from above her left hip. When she draws this blade, it is drawn across her body by her right hand. She is a master with the bow and blade.

Cost: 4 hour Summoning Circle, 6 hour Summoning Ritual, 120 Tolerance, can remain for up to six hours at a time.

The next three summons are special in the fact that each one is bound to one of the locks of hair on his necklace. By holding a lock of hair in his hand and speaking the True Name of its owner, Evil can summon one of the three Succubae Sisters without the use of a Summoning Circle or Summoning Ritual. The three Succubae sisters are Raine, Bernadina, and Karina. Due to the binding magic on the locks of hair, each one is bound to his will totally and is completely loyal, no matter how much they wish they weren’t. He can summon one of them every 48 hours. If one dies, she cannot be Summoned again for a week. When they are actively summoned and under his control he cannot cast spells due to the concentration required to control them. He can still fight and do any other mundane task, however.

Treanataira A.K.A. Raine the Succubus.
Raine is 5’4” with long, straight black hair that has a high sheen and goes to the middle of her back. Like all other Succubae, she has a perfect build; with pert breasts and a flat stomach, flawless skin and stunning looks. Her eyes are a hard emerald green and she has a very angular face. She has the customary large bat wings sprouting from her back that betray her heritage. She is utterly cold and merciless, and will gut someone who disagrees with her in a heartbeat. She wields two short swords made of some kind of black metal, and wears nothing else. She is mainly a fighter, and is merciless in combat, using her dual short swords to great effect. The fact that she is naked only makes fighting her even more distracting. Her voice is just as frigid as her personality. She speaks in curt tones and despises speaking more than is necessary.

Kentarizu A.K.A. Bernadina the Succubus.
Bernadina is 6’0” with bouncy curly brown hair that drops to her shoulders. She has a perfect build, with large breasts and wide hips with long shapely legs. Her eyes are a soft golden brown color, and she has a soft, innocent looking face with full lips. She uses a whip, and specializes in extracting information from unwilling targets. She wears a long black lace dress that hugs and emphasizes her curvaceous body and walks around on her bare, dainty feet. She also wears a ring that renders her trademark Succubus wings invisible, making infiltrating and gaining trust much easier. She has a sultry, seductive voice, and has no problems using her body to gain an edge (she is a Succubus after all). Her gaze possesses slight charming effects that make subjects more willing to give up information.

Monira A.K.A Karina the Succubus.
Karina is 5’8” with short cut platinum blonde hair that almost glows it has such a high sheen. She also has a perfect build, with large breasts and a flat stomach with legs that go on forever. She has bright blue eyes with an almost regal looking face, and she has a perpetual sassy looking smirk. She wears a skintight leather outfit that covers her breasts, shoulders and arms, but leaves her midriff exposed. She wears the same type of suit on her legs, which highlights her shapely legs and posterior. She excels in infiltration, assassinations, and spying. She has the strongest wings of the Succubus sisters, and can sustain flight indefinitely. She possesses the uncanny ability to disappear into shadows, and can remain absolutely silent. She has a husky voice which leaves no illusions about what she wants.

Limits: Evil is limited by his Tolerance level. his tolerance will replenish 20% of his maximum tolerance every hour, giving him a total recharge time of five hours.

Side-Effects: If Evil’s Tolerance is reduced to zero, then he can not use any more Weaving until his Tolerance replenishes. If he reduces his tolerance below zero, he will be unconscious for 1 day for every 2 tolerance he exceeds his limit by. If he drops below -15 Tolerance, he will die. So if he had 20 Tolerance remaining, and he casts a 30 Tolerance spell, he will drop to -10 Tolerance and be unconscious for five days before he begins to replenish his Tolerance.

Battle Strengths: Evil is an agile combatant who has mastered the ability of casting while moving. The fact that his spells only require willpower and no somatic or verbal components makes this much easier. He is also adept at blending his staff work and spell work into one deadly battle style. His Bloodwood, even though it is completely mundane, can be a deadly weapon in his hands. He is quick of mind and wit, and can adapt a battlefield to his advantage on the fly.

Battle Weaknesses: Evil wears no armor at all, and if his magical defenses are breached he will take the full force of whatever magic or weapon is hitting him. Even though his spells can heal him, some of them take time to use, and he is vulnerable to being interrupted. His spells are dependent upon his concentration, and if his concentration is broken, his spell will fizzle. Also, his Bloodwood is his only melee weapon, and if he is deprived of that he will not have any other weapons. If he goes unconscious from too much Weaving, he will be completely at the mercy of whoever comes across him.

Other:

Personality: At first Evil does not come across as the sadistic evil bastard that he really is. He is charming, and has a quickly apparent dry wit. He also shows a cutting sarcasm when he is annoyed. It is what is hidden under the surface that defines him. He is sadistic to the core, and will not shy away from hurting any amount of people to accomplish his goals. The loss of life is not a sin to him, but merely a means to an end or an avenue to power. He takes joy in the suffering of others, and enjoys practicing his power over his summons and captives. He is respectful to others, but only so they will not interfere with him and so they do not suspect him. He has complete control of his emotions, and does not believe in letting one’s emotions be the controlling factor. He is coldly calculating to the core, and does not let attachments interfere with his plans.

The one emotion that causes Evil a majority of his problems is his lust. He, for some reason, cannot control his lust, and seeks to act on it whenever he possibly can, either by summoning one of his Succubae, or finding a willing (or sometimes unwilling) woman. Also, he is very much a womanizer (obviously). Most women are unable to couple with him and emerge unscathed, however, because to him sex and pain go hand in hand. He is not called the Scourge of Women for no reason.

Lying, stealing, cheating; all these are acceptable to Evil, and he has no compunctions about using others to further his own ends. In battle, he sums up the amount of force the opposition possesses and casts his spells in a manner that will quickly and efficiently end the battle with as little effort expended as possible.

While he may be respectful, that does not mean that he respects you. Ways to gain his respect are few, and include such things as being able to withstand immense amounts of pain, being a powerful spellcaster, and proving oneself to not be a burden. He trusts no one, and has no one that he can really call a friend. He believes that in order to get ahead in life, you must kill those above you until you are at the top of the ladder.

Likes: Killing, Summoning, exercising his control over others, mental challenges, gaining more power, inflicting and receiving pain, women.

Dislikes: Being inferior to someone, knocking himself out by exceeding his Tolerance, admitting his weaknesses, being well known by someone, listening to his emotions, spicy food.

Fears: Being ruled by his emotions, not achieving his ultimate goal, losing his Weaving abilities, being dominated by Lillith again.

Virtues: Extreme ambition to be the best at his magic, completes what he starts, tactful, polite, charming.

Vices: Lust, Power Hungry, Disregard for human life, prolific liar, cheater, thief etc.

Theme songs.
Super Villain
Ashes

History:

When Evil was born into the world, his mother died from the trauma of childbirth. He was left with his uncle, a poor drug dealer in the slums of the city. His uncle was an abusive drunkard, and Otaraccan bore the brunt of his beatings until he was almost 10 years old, when he killed his uncle by stabbing him with a cooking knife. After this, Evil took to the streets and survived as only a street child could. He lived like this for two years, when he was caught stealing a precious stone from a jeweler. The jeweler was angry enough that he hired a bounty hunter from the Black Council. When the bounty hunter, Zander, caught Evil, he realized that Evil was in fact a rare person; an Ætherborn. Abandoning the mission to kill him, he returned to the Black Council, which was part of the Black Guild of Ætherweavers, with Evil in tow.

Finding an Aetherborn is a once a generation happenstance. Due to his potential, Zander showed Evil to the Guild Master of the Black Council, who immediately had him tested for ability. Evil passed, and was admitted to the Guild. For reference, I will explain the Guilds. As the Guilds became more defined, they eventually became sorted into five colors: Blue, Red, Black, White, and Green. Each was powerful in its own respect, and each had dominion over a specific art of Aetherweaving. The Blue Ocean Tribes had primary use of the element of Water, and also studied the more obscure and vague applications of the Aether, such as countering other Aetherweavers and mind manipulation. The Red Faegrin Dragon Clan was forceful and direct, studying the applications of the element of Fire and explosives and everything in between. The Black Council of The Undying had use of the force of death and undeath. They were excellent summoners of Abyssals and the undead, as well as hired assassins and deadly murderers. The White Order of Divine Hands made excellent healers and practitioners of defensive arts. Knights, Clerics, and Paladins were common to this group. The Green Druids of Gaia practiced the arts of self improvement and use of the element of Earth. They often modified their own bodies to make themselves stronger or faster.

Evil was raised in the Guild, spending his every waking moment studying on how to become the best killer possible. The arts of death and undeath, Summoning, and some hand to hand and melee combat were his primary subjects of study. He also learned about thieving, infiltration, and how to pass unseen.

The most important event of Evil’s learning years was one colossal event. His adolescence was marked by a great lust. He sought women every chance he could, and it was not always voluntary, nor was his companion guaranteed survival. He was also a Summoning prodigy. These two facets of his personality combined with his towering ego to bring about an event that would shape the rest of Evil’s life. He attempted to summon the Queen of Succubae, Lilith. He formed his Summoner’s Circle to perfection, as well as his Summoner’s Sigil. When Lilith materialized on this plane, she laughed and smashed his protections with a wave of her hand. She then commenced to torture him, in a very erotic manner, but torture nonetheless. When she finished she congratulated him for not going completely mad, and placed a bone ring on his left hand ring finger and spoke these words ‘This ring will bind you to me. You will not be able to remove it and you will be required to supply it with fresh souls for me. If you fail to do this, there will be agony for you, exquisite, beautiful agony. Your lust is strong mortal, stronger than I have felt in a long while. You intrigue me, and this is why you still live. From this day forward you will be wed to Lust itself.”

After this, Evil has been forced to feed a soul of a freshly departed sentient being into the ring at least once a month, lest the pain inflicted by the ring drive him the rest of the way into madness. After this event is when Evil Summoned and Bound the three Succubae sisters to his will, as a way to rebel against Lilith.

Evil passed his final Guild test at the age of 24, and has been an active member of the Black Guild since then, aspiring to eventually gain a seat on the Black Council.
Last Edited by Re Dei Draghi; 02-10-2011 at 05:08 PM. Reason: Reply With Quote
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Old 02-09-2011, 12:37 AM
Quark Quark is a male United States Quark is offline
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Re: Evil Otaraccan

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Sleep
Evil may concentrate his will and place another individual into a deep slumber. This is the least of his abilities and is one of the least taxing to do. If his target is already fatigued, putting them to sleep takes even less effort. This magic gets much easier to resist the more it is cast on a single target. The target can be awoken with moderate effort, I.E. by getting yelled at, or stabbed, things like that. If left alone the sleeper will stay asleep for anywhere from 30 minutes to 8 hours, depending on when they last slept and how tired they were.

Cost: 3 Tolerance. 2 Tolerance on a fatigued enemy. Tolerance cost doubles for each time past the first that Evil casts this on a target.
As weak as this power seems, it's actually quite powerful, especially for how little effort it takes. Basically, Evil gets a free hit on his enemy, which is usually enough to kill someone. It's also not really described how he casts this ability on his enemy. If it's by touch or by means of a magical projectile, I might be willing to approve it as there's still a good chance the victim can avoid the attack.

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Life Drain
Evil may forcibly pull the life force from a living being to heal his wounds. The more life force he has to pull, the more energy he must spend. A victim of this spell will feel sickened, as though part of them had died. Depending on how much life force Evil pulls out, they will recover within a day to a week as their soul replenishes their life force. If he pulls all of their life force, they will die. For each 10 Tolerance Evil spends on this ability, he can heal one moderate wound. Life threatening wounds would require 50 Tolerance. Serious (but not immediately life threatening) wounds cost 30 Tolerance to heal. Minor wounds require 4 Tolerance. This spell manifests as a red mist being siphoned from his target into Evil’s hand. It takes one second for every 20 Tolerance, so he must be careful when using this or he could be interrupted.

A minor wound would be a bruise, flesh wound, or small burn. A moderate wound would be a fractured bone, deep gash, or large bruise. A serious wound includes compound fractures, wounds that would eventually cause Evil to bleed out, internal bleeding, or 3rd degree burns. Life threatening wounds...no brainer. Evil may spend Tolerance points with this spell to regenerate a lost limb.

Cost: 4 Tolerance per minor wound, 10 tolerance per moderate wound, 30 per serious wound, 50 per life threatening wound, 125 points and a full minute to regenerate a lost limb.
Again, it's not shown how the life force is drained. Does he have to make physical contact, is it a projectile... ? I won't approve this power if it's unblockable. It also seems to cost very little mana compared to the damage he's dealing to his enemy. If it takes them about a week to recover, that will more than likely be longer than it takes for the battle to finish, and well into the time that the user may wish to create another RP for their character.

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Ray of Agony
A ray of what looks like dark liquid lightning shoots from Evil’s finger and whatever it strikes is stricken with mind and body crippling agony. The pain is strong enough to force a strong man to his knees and immobilize him, although that is not an aspect of the spell. Their body does not take any damage, but the pain is very, very real. A person’s mind would eventually snap after being subject to this spell for too long. It costs Tolerance per 5 seconds of use. Again, must be wary of interruption.

Cost: 8 Tolerance per 5 seconds of use.
Again, this power barely costs anything compared to the amount of damage it does. I might accept it if the cost for the tolerance is significantly increased to something like 8 Tolerance per 1 second of use.

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Inflict Wound
Otaraccan may use his Weaving to inflict a wound on a target similar to a wound received from a weapon. The severity of the wound is determined by how much Tolerance Otaraccan uses. The spell manifests differently depending on whether the wound is a bludgeon type wound, piercing type wound, or slashing type wound. Bludgeon type wounds manifest as a fist of dark energy that strikes its target, piercing wounds manifest as a dart made of dark energy, and slashing wounds manifest as an arc blade of dark energy.

Cost: 8 Points per minor wound, 16 points per moderate wound, 30 points per serious wound 60 points per killing wound.
60 points per killing wound? Hrm... no. No killing wound. No one hit, non-blockable attacks here. Once more, this power is way too cheap and powerful for a guy with 200 tolerance.

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Animate Dead
Evil may fill a dead body or skeleton with the essence of Undeath to cause it to rise and be a faithful servant. Skeletons are easier to animate than bodies. The size of the body will determine the Tolerance cost. It manifests as a black oozing mist of Undeath that suffuses the entirety of the body it is being cast upon.

Cost: 5 points per 20 lbs of body to be Animated.
How powerful are these undead, how easy are they to kill, and how many can he command at once? The average skeleton weighs less than 20 pounds, so you're saying he can potentially create an army of 40 skeletons... given he can maintain that many at once.

This is just an idea, but... I think that the less body mass a body has the harder it will be to animate. I mean a freshly dead body has muscle mass, a nervous system, and even a brain to help keep it controlled. A skeleton has none of those things, so I imagine that the magician bringing it to life would need to simulate those things.

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Bestow Undeath’s Gift
This ability grants its target the stamina and resilience of the undead. The target can ignore fatigue and pain for a preset amount of time. This spell does not, however, heal wounds, or prevent wounds; it only blocks the pain and fatigue, which can be dangerous if used improperly. It manifests as a graying of the skin and deadening of the eyes of the one it is cast upon.

Cost: 15 points per hour
How is this cast? By touch, projectile, etc? 15 points an hour also seems ridiculously long, especially for the fact the recipient has unlimited fatigue. A lot of characters in the BA could do significant damage with unlimited fatigue. 15 points a minute would make far more sense to me, and even that might be pushing it.

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Inflict Curse
One of Evil’s more insidious and dangerous abilities is his capability to curse someone. A curse can affect someone in several different ways. The curse manifests itself as the written character for “Curse” in the Infernal language over the target’s heart. Evil can curse someone’s speed or strength, he can curse someone to magnify the pain of every hurt they have, or he can curse someone with silence or blindness. If he curses someone’s speed or strength that persons affected area is cut down to half of what it normally is. For example, if he a cursed individual could normally lift 300 lbs, then they would only be able to lift 150 lbs. A pain curse makes each pain four times as bad as it normally would be, and blindness and silence curses are pretty self explanatory. Curses cast by Evil can only be removed by Evil or someone who has the capability to remove curses, and will last until removed.

Cost: Pain Curse costs 50 Tolerance, Speed or Strength Curse costs 90 Tolerance, Silence or Blindness Curse costs 150 Tolerance.
Again, how is this cast? If it's a spoken, unblockable attack, I'm not approving it. If it's by touch, I'll be more accepting of it.

I also don't really understand how the curses work. How is it that it decreases these stats exactly? Speed, for example, depends on a person's muscles and stamina. The characters in the BA aren't just made up of stats like a video game, so these stats simply can't be divided. Does it affect their brain so they subconsciously "decide" to move slower, does it affect their muscles by stiffening them, does it coat their body in a layer of dark energy preventing their movements, or what?

These also need to be able to wear off. Making them permanent unless Evil permits it is just too powerful as is.

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Induce Hallucination
Evil can cause one person to be afflicted with persistent hallucinations. The hallucinations can be anything Evil wants them to be, and can affect any of the five senses. A person can be afflicted with more than one Hallucination at once. This spell has no manifestation outside of the mind of the person afflicted.

Cost: 5 Tolerance per sense affected, 10 Tolerance per 2 minutes.
Once more, this is too powerful. It's also too vague. If he can affect any of the senses however he wants, all he'd have to do is make it so they feel the worst pain they've ever felt, send them into shock, and they're dead... and for 5 Tolerance? Needs some balancing.

Once more, you didn't say how the power is cast. Is it by touch, projectile, etc?

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Æthershield
This ability is one of the few that Otaraccan uses that is not a Dark Weaving. It manifests as a glowing orb of force surrounding Evil and absorbing incoming attacks. When activated, the Æthershield will stay active until Evil deactivates it. This ability is unique in the fact that the Tolerance cost is not paid before the spell is cast, but is continually subtracted from Evil’s total Tolerance as the shield takes hits. The shield will only take damage if Evil fails to either parry or dodge an attack. Not before.

Cost: 10 Tolerance per physical attack blocked. 25 Tolerance per magic attack blocked.
The cost system should be changed for this. If it's the same cost for every single physical and magical attack, he has the potential of stopping a nuke without breaking a sweat. At the same time, someone could walk up to the shield and just flick it with their finger and it will drain rapidly, or they could even kick dirt at the shield and each grain of sand would drain 10 tolerance each. If the cost was based more on how powerful the attack was, it would probably be less overpowered and more effective at the same time.

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Enervation
Enervation is a lesser form of the Curse ability that Evil can use. Enervation functions exactly like the Speed or Strength Curse, but is a lesser form because the effect only lasts for a certain amount of time, instead of indefinitely. It manifests as a dark aura around the afflicted individual.

Cost: 30 Tolerance per 5 minutes.
This power won't be needed after you edit the curse power as I suggested.

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Soul Tear
Evil’s offense against opposing magic users. This spell manifests as a dark hand reaching into an enemy’s chest and ripping out a shining substance. This substance is the magical essence of the opponent. This spell damages the opponent for 20% of their total magical pool. This can be converted to MP, mana, or power damage, whichever is applicable.

Cost: 30 Tolerance.
I don't get the physics of this attack. Again, it feels like a video game power that just wouldn't exist in a more realistic setting. It depends on stats and not physicality. How exactly does it damage them for 20% of their magical pool? Do they... get a cut... a bruise... or what? How does it hurt them? Some characters might not even have a "magical pool" or even a "magical essence." They might have a very detailed description of how their powers work that throws these ideas out the window, thus making the power useless on them.

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Originally Posted by Re Dei Draghi View Post
Kill to Live
Evil casts this spell on a living enemy. When that enemy dies, their soul is stolen and used to heal Evil of his worst wound. If he so wishes, he can increase the power of the spell to increase the amount of his wounds that are healed upon the death of the enemy. This ability manifests as a black dot roughly two inches in diameter on the chest of an enemy. It costs X Tolerance for each wound to be healed upon their death.

Cost: 40 Tolerance per wound to be healed upon death.
Only issue is with how it is cast. Touch, projectile, etc...

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Exodus of Blood
Otaraccan can cast this on a being he has summoned to drain it of all its blood, killing and dismissing it in the process. The blood is used to replenish some of Evil’s Tolerance. It costs 5 Tolerance and restores 25% of Evil’s total maximum Tolerance.

Cost: 5 Tolerance.
The cost for this technique wouldn't even matter, unless he was low on tolerance to begin with. I'd say up the cost tolerance to maybe one eighth of his maximum tolerance. It would be restored immediately, but this would make it harder to cast when he's low on energy.

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Originally Posted by Re Dei Draghi View Post
Contaminate
When Evil casts this spell, the target is afflicted with a magical disease. This can be cast on liquids, foods, or directly on people. Upon consumption or contact the disease will incubate for 48 hours. When it is done incubating, the target is afflicted with body racking aches and pains, and a great fever as their body begins to melt from the inside. An opponent must find a cure within 2 weeks after incubation is complete or they will die. After three days, movement becomes difficult. After a week, they must consume twice as much water as normal to survive. Movement is impossible in the last two days, as the target becomes delirious and succumbs to hallucinations. Three days after death, the victim will reanimate as a zombie, and can then spread the affliction through contact of bodily fluids (biting, blood contact, etc). Costs 100 Tolerance to use. The Contamination will expire on its own if it has not begun incubation within 36 hours of being cast. (WHOO ZOMBIE APOCALYPSE!)

Cost: 100 Tolerance per use.
Although I really like this power, I don't think I can approve it. xD Again, it's a one hit kill, just... a slow kill... not to mention all the other kills racked up indirectly by the zombie apocalypse. You also say nothing about what the cure is (as a side note, you also don't say what the cure is for the poison Quel’thagas produces). Also, the person poisoned may have no idea that they're poisoned and feel they're just getting sick. I wish there was a way for me to approve this, but I just can't see that happening since it's still technically a one hit kill. Sorry. xP

I don't have an issue with most of the summons. Since they take so long to summon, I imagine that you don't intend to use them in the middle of a battle, but more for other kinds of RPs.

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The next three summons are special in the fact that each one is bound to one of the locks of hair on his necklace. By holding a lock of hair in his hand and speaking the True Name of its owner, Evil can summon one of the three Succubae Sisters without the use of a Summoning Circle or Summoning Ritual. The three Succubae sisters are Raine, Bernadina, and Karina. Due to the binding magic on the locks of hair, each one is bound to his will totally and is completely loyal, no matter how much they wish they weren’t. He can summon one of them every 48 hours. If one dies, she cannot be Summoned again for a week.
I feel like there should be more of a cost for him to use these summons, something that's more of a trade-off than just that he can't use it again for a while. What would prevent him from summoning one of these girls right off the bat? Some sort of energy cost, or some other limitation or side-effect, should be put into place.

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Virtues: Haha…none.
C'mon, the most evil of evil characters can have virtues. The virtues can be positive traits that don't make them good in the least.

For instance, even Satan has at least one virtue: He's persistent.

And that's about all I see on this run-through. Make these changes, and I'm pretty sure Evil will be ripe for approval.
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Old 02-09-2011, 03:49 AM
Re Dei Draghi Re Dei Draghi is a male United States Re Dei Draghi is offline
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Re: Evil Otaraccan

Ok...so I -think- I got every thing you asked for. I took out the killing wound on Inflict Wounds spell, but left the others the same. I also removed the Pain Curse, and put a wear off time limit on the other ones. Changed the mechanics on the Animate Dead, and Aethershield spells, so you might want to inspect those and tell me what you think. I completely spaced on range for most of those spells (obviously) so I updated those, and I am very sorry about that particular lapse. :-/ I removed Contaminate and Soul Tear. I realized that magic was just too varied in the BA for it to really be practical.

Quote:
(as a side note, you also don't say what the cure is for the poison Quel’thagas produces).
I lessened the effect of Quel'thagas' poison, since there isn't an antidote for it.
Quote:
I feel like there should be more of a cost for him to use these summons, something that's more of a trade-off than just that he can't use it again for a while. What would prevent him from summoning one of these girls right off the bat? Some sort of energy cost, or some other limitation or side-effect, should be put into place.
I added the stipulation that Evil cannot cast other spells while he has one of the Succubae summoned. Will that work?

Alright, let me know if there is anything else. Also, thank you for taking the time to do this, and being patient with me. I appreciate it.

I await your next post with bated breath.
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Old 02-09-2011, 11:00 AM
Quark Quark is a male United States Quark is offline
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Re: Evil Otaraccan

Alright, nice work! I only really have one last issue. ^_^

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Inflict Curse
One of Evil’s more insidious and dangerous abilities is his capability to curse someone. A curse can affect someone in several different ways. The curse manifests itself as the written character for “Curse” in the Infernal language over the target’s heart and requires physical contact to take effect. Evil can curse someone’s speed or strength, or he can curse someone with silence or blindness. If he curses someone’s speed or strength that persons affected area is cut down to half of their normal capability, due to dark energies hampering movement, or sapping strength. For example, if he a cursed individual could normally lift a 300 pound block, they would only be able to lift a 150 pound block with the same amount of effort. A speed curse dulls reaction times and the speed of all movements to about half of what the person normally moves at. Blindness and silence curses are pretty self explanatory. Curses cast by Evil wear off after an hour, or can be removed by someone who specializes in curse banishment.

Cost: Pain Curse costs 50 Tolerance, Speed or Strength Curse costs 90 Tolerance, Silence or Blindness Curse costs 150 Tolerance.
I think the curse still lasts too long. Most battles are over in less than an hour. Maybe making it work more like the Enervation ability you had, having it use more energy the longer it's in effect. That would make more sense and be better balanced, I think.
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Old 02-09-2011, 04:17 PM
Re Dei Draghi Re Dei Draghi is a male United States Re Dei Draghi is offline
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Re: Evil Otaraccan

Ok, I edited that for ya. I dumbed down the cost a little since it is subtracted by the minute. I only have one concern. His tolerance takes two days to fully recharge, and I am worried that he will be an ineffective caster, due to the high cost of most of his spells. Do you think I am worrying about that too much? I put the two day recharge in there because I knew some of his spells were low cost...Anyway, I just wanted to raise that concern, so let me know what you think.
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Old 02-09-2011, 07:05 PM
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Re: Evil Otaraccan

I actually thought that same thing. If you were thinking of increasing his energy recharge rate, that'd be fine. I'd even be okay if his energy completely recharged in an hour or something, or about as fast as your fatigue normally replenishes. Change it how you want it and I'll take a look and see if it's okay.
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Old 02-10-2011, 12:43 AM
Re Dei Draghi Re Dei Draghi is a male United States Re Dei Draghi is offline
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Re: Evil Otaraccan

Thank you! That was a very large concern of mine. I set his recharge rate to 20% of his maximum per hour, so a five hour total recharge rate. Does that sound fair?
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Old 02-10-2011, 12:49 AM
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Re: Evil Otaraccan

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Old 02-10-2011, 01:25 AM
Re Dei Draghi Re Dei Draghi is a male United States Re Dei Draghi is offline
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Re: Evil Otaraccan

WHOO HOO!!! Many thanks to you for your time and effort (as well as patience)!
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