Post by Darastrix on Aug 18, 2016 1:38:55 GMT
RAVEN
AGE 62 STAGE Young Adult RACE Planetouched (Tiefling) DISTRICT ? | GENDER Fluid Male - Demiboy - Agender ORIENTATION Bisexual Biromantic SKILLS Tarot-reading Bartending Bounty-hunting |
Keywords: Indecision, Distraction, Anxiety, Try EVERYTHING, Jack-of-All-Trades/Master of None, Steampunk, Goth, Vampires, Frustration, Eclectic
The Basics sprite by cicada
Name: Raven Flameheart
Age: 62 years (Young Adult)
Race Name: Planetouched (Tiefling)
Race Description: [Here]
Physical Tiefling Traits
Vestigal wings (cannot fly)
Fangs
Casts no shadow
Constant smell of smoke
Racial Powers:
Universal Planetouched Powers (i.e., freebie powers)
Planar Resistance – Raven possesses a passive ability to resist a small amount of damage or other effect from Dark/Unholy and Sonic energy. [Weak]
Darkvision – Like all planetouched, Raven can see perfectly well in natural darkness. Darkness created by a power or item, however, still affects him as normal.
Tiefling Powers
1. Draining Kiss - Raven's infernal ancestor was likely a succubus, incubus, or erinyes. Due to this, his kiss can drain a person's life force to heal himself [Light]. He doesn't actually know this yet. #NeverBeenKissed
2. False Mercy - Raven is able to soothe a person's physical pain by touch...but when he stops the effect, the pain is worse than before. Meanwhile, starting with the post round in which he activated his power, he deals unholy damage to his target every three turns. [Light] He...doesn't know about that last part, either.
3. Aura of Indecision - Raven can, at will, unleash an aura that clouds the rational minds of those nearby, ramping their anxieties and pushing them into a loop of 'what if?' regarding their immediate actions. He tends to only do this if he thinks he's in actual danger, using it to make a quick getaway while his would-be assailant dithers for the next round, though he does sometimes loose his aura accidentally when his own stress level spikes. [Moderate; WPP]
The Person
Description of Character: Raven is tall, slim, and long-legged, prone to slouching and hunching his shoulders or otherwise attempting to make himself smol when he's nervous or uncomfortable (it doesn't usually work, but he tries). When he's not nervous or uncomfortable, he still kind of slouches, but has a habit of stretching his legs out and getting them in the way. it's a problem.
His skin is pale with golden undertones, and he'd tan really well if he ever tried. But since he's more of an indoors person, you'll just have to take our word for it. His black hair is short in back, with chin-length bangs that are a bright green. His canines are long and pointed fangs, and he has a small, stunted pair of black-feathered vestigial wings that he hides under his clothing. His nails are thicker than a human's, and they're a bit pointed, though not sharp. Raven can cover all of that with his disguise hat's illusion, but it can't hide how he gives off a faint smoky smell, or that he casts no shadow.
His style is...um...kind of hipster meets steampunk meets Gothic Lolita meets plain goth. He loves all of those styles and usually ends up mixing them up into one outfit instead of just picking one style to go with. Sometimes it looks weirdly good, and others...well, it's uniquely Raven if nothing else.
Character Personality: Raven isn't quite shy, but he is kind of awkward and unsure of himself. He doesn't always know what to say, or how to say it, and sometimes ends up just saying nothing. Or, he'll say it, and have a moment of 'omg that sounded so stupid,' even if nobody else seems to think so. He says 'um,' 'kinda,' and gives his statements a questioning inflection a lot.
He gets stressed kind of easily, too, especially when he has to make a decision under pressure. He's indecisive at the best of times, and so he much prefers someone else make the decisions, thanks. Or if he has to, using some random chance method to decide for him is preferred. As a result, he requires a bit of soothing and reassurance sometimes and likes being able to curl up and just kind of veg out for, like, ever. He also enjoys fashion (or at least his version of it), along with good beer and music.
The Stuff
Worn/Equipped
Head - Hat of Disguise - This dark grey slouch cap allows you to make yourself and your clothing look different (including the hat itself). You can alter your apparent height up to one foot either way and have any sort of build. You cannot change your basic shape (humanoids will still look humanoid) or make yourself appear to have extra or fewer limbs. Otherwise, the extent of the apparent change is up to you. You could just add or alter a minor feature, or choose to look like an entirely different person. [Moderate Illusion]
Eyes - White Hipster Glasses - You don't even need these.
Neck - Amulet of Armor - This pendant holds a cluster of black scales trapped in clear crystal. Every so often, it seems to flicker with red flame. When worn, it grants protection from physical attacks as if you were wearing armor. [Moderate Protection]
Chest - Tentacle Vest - It's not like it sounds. When worn, this black vest sprouts several writhing tentacles that can aid you in climbing and swimming, as well as grabbing items from people (or grabbing people). The tentacles can also hold items for you, though they can't use them. They're like squirmy pockets that way.
Ring 1 - Worry Stone - This silver ring is set with a smooth piece of labradorite. While worn, it gives you some resistance against fear effects. Some believe the ring’s ability to combat fear also removes social anxiety. Raven's still waiting for that one to kick in. [Moderate]
Belt - Ammunition Belt - This belt contains six slots for ammunition and generates a new bullet of the same type 3 posts after one is removed. Contains:
1. Binding Bullet - When a target is struck by this ammunition, it does not penetrate (though it leaves one hell of a bruise). Instead, it shatters into strands of a strong adhesive substance to entangle the target (relatively) harmlessly. Acidic or corrosive substances affect the adhesive at one tier higher than normal. [Weak Damage; Strong Restraint]
2. Stunning Bullet - This bullet arcs from a gun in a flash of lightning, causing up to three posts of paralysis on top of Electrical injury. [Moderate]
3. Silver Bullet - Pretty much the same as a regular bullet, but it does extra damage to lycanthropes, vampires, and other creatures vulnerable to silver. [Moderate Damage; Strong if vulnerable to silver]
4. Glitter Bullet - This bullet harmlessly explodes into a shower of golden glitter upon impact, coating everything within five feet and potentially revealing invisible targets.
5. Holy Bullet - This bullet deals extra damage to evil beings and creatures (other player decides if their character qualifies as evil) [Moderate Damage; Strong if Evil]
6. Disruptive Bullet - This bullet deals damage and sends a wave of magic through its target, temporarily interfering with their ability to cast spells for up to three posts. If affected, the caster's spells may go wrong, or they may not be able to cast at all. [Moderate Damage; Moderate Magic]
Feet - Steel-Toed Boots - Black, calf-high, and perfectly broken in. Good for kicking stuff. [Weak Damage]
Carried
﹖Deciding Factor - Also known as A Coin. You flip this when you need to make up your mind between two options.
﹖Potion of Repose - Bottled nerves; drinking this will not make you immune to fear or anxiety or even just nervousness, but it will allow you to keep a completely straight and calm face no matter how you're feeling. Must have if you're a big poker player.
﹖Vampire Lipstick - For when you feel like being goth. When applied, this blood-red lipstick gives you perfect night vision, enhanced senses, and increased strength. [Moderate]
It also makes you vulnerable to sunlight and renders you unable to get sustenance from anything but fresh blood. [Weak Fire damage every 2 rounds if in direct sunlight]
﹖Tarot Deck - A deck of tarot cards with a steampunk theme. [Moderate Divination]
﹖Last Resort - (Worn on a holster) - This enchanted revolver seldom needs to be reloaded; put in one cartridge and spin the cylinder to fully load the other five. Until the gun is manually unloaded, a new cartridge of the same type appears in the chamber after each shot. The downside is, you have to dump all cartridges before loading another type - ammo type can't be mixed. If a special type of ammunition has not been loaded, the revolver fires normal bullets. [Base Damage: Moderate]