Post by Darastrix on Oct 1, 2016 22:48:52 GMT
ANGELUS
AGE 19 STAGE Young Adult RACE Human DISTRICTS Blue (resides) Barrackston Piety | GENDER Male ORIENTATION Undetermined SKILLS General Combat Rules-Lawyering Can identify wines blindfolded Actually a good drummer |
Keywords: Law, Order, Asmodeus, Maces, No Compromise, Jail, Sentencing, Percussion, Wines, Cheese
The Basics
Name: Angelus Fell
Age: 19 years (Young Adult)
Race Name: Human
Race Description: Humanish
Racial Powers: None; but knows a selection of spells. These spells are sourced from his divine patron, and thus require a version of his god's unholy symbol on his person to be cast.
SPELL | POWER LEVEL | TARGET/ EFFECT | DURATION | DESCRIPTION |
Brand | Light WPP | Person Touched | 24 Hours | This curse etches a temporary rune or mark of 6 characters or less onto the target, dealing Weak damage. A Brand may be hidden under clothing, with an illusion 1 tier higher, or scraped away (dealing Light damage), but will reappear if the damage is healed before the duration ends. |
Peacebond | Moderate | Weapon equal or below spell level | 3 Rounds | You lock a weapon in place on its owner’s body, or within the weapon’s sheath or holster. Drawing the weapon is a physically difficult task, and requires a Moderate strength buff to succeed. |
Agonizing Rebuke | Moderate WPP | Chosen target within 20 feet | 3 Rounds | With a word and a gesture, you instill such apprehension about attacking you, that doing so causes mental distress and pain. Each time the target makes an attack against you or otherwise takes an action that would harm you, it suffers "phantom" damage with a Moderate burst of pain. If the target manages to accumulate enough "wounds" to kill them, they pass out from the pain instead. |
Mark of Justice | Moderate WPP, VERY WPP | Person Touched | Permanent | You mark a subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. The spell takes roughly 10 minutes to cast, and so cannot be used in combat. ICly, it can be used only on a willing or restrained subject. OOCly, the nature of the curse will be discussed before anything happens in-game. The Mark can't be removed through mundane means, but spells, powers, and items of higher tiers that remove curses will remove the Mark. Angelus can also choose to remove his own Mark, though cannot affect castings by other people. |
The Person
Description of Character: Angelus is tall and broad-shouldered, standing at around 6 feet. He's fairly well-muscled and moves in the manner of one accustomed to wearing heavy gear or armor. When he's not armored up, he prefers wearing heavy clothing, or heavy boots at the very least.
He's fair-complected with a tendency to freckle if out in the sun too long (he's usually too covered up for that to happen, though), short, dark, gold-blond hair, and dark blue eyes. He has a few scars here and there from his job and training, the most impressive of which covers his left shoulder where a summoned beast managed to rip its claws through his armor to grab him (and drove some of the metal into his shoulder in the process).
Character Personality: Angelus is a strict young man who takes a black and white approach to most matters. He's not terribly concerned with the subtle nuances or context of a situation, and his black and white view isn't so much a moral one as a legal one. He believes in following the letter of the law, not the spirit, and is wholly unsympathetic to people who break the law for whatever reason. This sucks for anyone who has no choice but to break the law to survive, but on the flip side, rank, wealth, and power mean absolutely nothing to him when it comes to lawbreaking. Angelus will not be moved by a person's plight, nor will will he be bribed. Your only way out with him is to find a law that supersedes or contradicts the law you broke. He and his parents...do not exactly see eye to eye on this shit.
He's a devout worshiper of the divine Archdevil, Asmodeus, who, according to his Book of the Damned and the histories of the other gods who share his pantheon, was one of the two original primeval entities and the one who scribed the Contract of Creation. The other primeval entity, Asmodeus' brother, Ihys, was murdered by Asmodeus during a war of the gods after a schism formed between those who believed mortals should have free will and those who viewed mortals as tools. In a final act of sympathy for Ihys, Asmodeus allowed mortals to retain their freedom, but created Hell as a monument to the old ways of merciless law and order, where he now rules and plans to one day bring the old order back to the multiverse.
While Angelus does not revere evil or believe in the practice of slavery as some Asmodeans do, he does believe that the world would be a better place if people just followed the rules, gdi. An individual might be good at self-governance, but people as a whole are not, so they should look to their leaders to give them their place and guide them. The ruin brought by gambling on a dream that one isn't suited to, fighting one's obligations, and the system's neglect to shepherd newcomers is why places like the Pits form. Angelus would love nothing more than to see the Pits cleaned up or at least made useful to the whole by a takeover and strict regulation. (He's not a huge fan of Vice, either, but that's more due to a quiet resentment of people who waste their time and money there before finishing their work and paying what they owe. If you've dotted your I's and crossed your T's and aren't going to make yourself break the law by spending what you don't have or spending what you legally owe and well now you've gone and broken a legal contract because now you don't have the money to pay, you idiot, have at it.)
The Stuff
Worn/Equipped
Head - Truthseeker's Mask - Artifact - This mask is entirely featureless, even lacking eyeholes, but does not impede your vision at all. In fact, it enhances it, granting the ability to see perfectly in both mundane and magical darkness.
It also allows the use of an Assiduous Gaze up to 5 times per thread. Assiduous Gaze can target only one person or object at a time, and changing the target of the gaze counts as a second use, even if the same type of gaze is used.
Gaze of Elucidation (WPP): Discern each active spell or power on the target, including the spell’s effect and power level. Does not reveal the effects of equipped items. Instant duration
Gaze of Morality (WPP): Determine whether the target is chaotic, evil, good, or lawful. The player of the other character decides which category the character falls into, if any. Instant duration
Gaze of Scrutiny (WPP): Discern whether the target has racial powers or spellcasting abilities, and the strength of the most powerful spell or power the target currently has available. Instant duration
Gaze of Veracity: Observe the target with any illusions, glamers, invisibility effects, etc, stripped away. In other words, see them as they actually are. 3 round duration
Gaze of Vigilance: See through up to 5 feet of stone, wood, or similar barriers as if they didn’t exist. This effect cannot penetrate metal of any kind. 5 round duration [PL: Epic]
Neck - Archstar of Asmodeus - This iron disk hangs from an iron chain, and is inscribed with a crimson pentagram. When worn, it grants Strong protection from mental and emotional effects and manipulation. If Asmodeus is your patron, the pentacle counts as an unholy symbol. [PL: Strong]
Chest - Tabbard of Rune - This tan and purple tabbard is worn over armor and displays the symbol of Rune. When worn, spells cast in official service to Rune are increased by one tier. By "official service," it means that you must have been ordered to use the spell or power specifically, and the order must have come from someone above you in the official chain of command. [PL: Strong]
Belt - Belt of Strength - This belt is made of black leather with a silver buckle styled to resemble a vine-wrapped crescent. When worn, it grants a Moderate boost to strength. [PL: Moderate]
Wrists - Hellfire Bracers - These black bracers feature a silver Archstar wreathed in crimson flame. They provide Moderate protection from fire and fire-based effects, as well as serving as an unholy symbol for casters who draw their magic from Asmodeus.
Once per thread, you can set yourself aflame for three rounds. This doesn't harm you or your gear, but anyone who touches or strikes you with a melee attack takes Moderate fire and unholy damage. [PL: Moderate]
Armor - Dark Prince's Plate - This armor is inscribed with infernal runes and displays Asmodeus' Archstar on the breastplate. Aside from its normal protection, the armor allows you to heal yourself or others...for a small price. Anyone who is healed by this armor's power registers as a creature of evil for the rest of that day. This means that divinations to detect evil will detect the recipient and items and powers that affect evil or infernal creatures will affect them. This armor cannot heal injuries caused by holy weapons or powers. [PL: All aspects Moderate, healing WPP]
Weapon - Mace of Command - When you strike a target with this iron mace, in addition to dealing damage, there is the chance that the target will be compelled to obey your commands (though they just might do that anyway to keep from getting bludgeoned). You are, however, limited in what you can command with this effect. The compulsion commands are:
Halt: the target stops in its tracks and will not use any means to leave that spot, though it can still try to fight back.
Surrender: the target drops its weapon and will not attack, though it may try to flee
Silence: the target cannot communicate with allies through any means, be it verbal, mental, written, charades, etc.
[PL: Moderate; Command effect WPP]
Carried
⛧ Thief's Bane - This shimmering gem is kept in a pouch or pocket. If someone attempts to pick your pocket, it will find its way into the thief's hand before anything else. When the thief views their prize, it will resemble a coin, gem, or other similarly-sized item that will appeal to them personally to encourage them to keep the item rather than sell it. It will maintain this appearance to the thief and anyone else who views or handles it until the person it's attuned to recovers it.
For the next 24 hours, the thief will be limned in a light visible only to the one attuned to the gem, which leaves a faint magical trail to follow. After 24 hours pass, the gem will teleport back to the pocket of the owner. [PL: Moderate]