Post by "The Priest" on May 25, 2006 13:37:33 GMT -5
Name: Unknown, but called "The Priest"
Occupation: Apprentice
Nationality: Unknown, supposedly somewhere between Western European, and Eastern Asia, so, Slovenian
Height: 6' 9''
Weight: 215 lbs
Age: 24
Hair Color: Reddish Brown
Eye Color: Dark Green, although hardly ever seen
Appearance:
Personality: (Wow, how did I forget these???) He's silent. Very, silent. He speaks only when absolutely necessary, yet he carries an aura of power and responsibilty with him wherever he walks.
History: Born in Russia, he travelled a lot with his family. When he was young, around 17, he was taken in after his family died in a tragic accident, that he has no rememberance of. There, he learned from them the ways of the Gods, and yet, he dejected them. He moved on, and found himself still looking for a reason to his being. So, he found magic an effective alternative. He found Necromancy an interesting ideal, yet, when he tried it the first time, the thoughts brainwashed into him by the monks he lived with gave him a more spiritual outlook. He works hard at accomplishing perfect Necromancy, hopefully attaining Lich King status.
Style: Necromancy - Raising the Dead and using them as He wills, Spiritual - Healing mostly,
Strengths: A brute, literally, although very benign. He is resistant to many poisons because of his stamina. Good in Cold Weather, as he is from a northern place.
Weaknesses: Fire, and constant human interaction. He prefers to be not talked to, and gets uneasy around large groups of enemies or friends, effectively making him a poor candidate for partying with. Also, because of his size, dodging seems a little harrying for him.
Spell List:
Raise Dead - Necro - Attempts to raise any recently fallen beings near him (Uses their stats)
Control Weak Minds - Necro - Attempts to control weak-minded animals and humans, although not so effective on the latter (Uses their stats),
Holy Light - Spiritual Magic - Heals him and any close people, it also has a small chance of reviving a person in Coma to a better health.
Dark Explosion - Necro - Using the Reanimated corpses that he makes, they infuse dark energy into them. When he gives them the command, they charge at their target, oblivious of any attacks or pain sent their way, and attempt to explode themselves into the enemy, sending out the dark energy, causing a small explosion to be incurred. (Damage depends on Corpses Strength Stat, and amount of Energy put in. Endurance determines amount necessary to stop the Corpse)
Summon Loki - Using his small statuette, he summons forth his only companion, the Lich Warlock known as Loki
(Uses a small amount of energy, Loki's stats below...)
Weapons/Gear: Dual 'SilverBallers' - 9mm Pistols, equipped with the Spread wings that symbolize this character
Totem of Spirit - The Object pictured in the photo, it is a raw club, that looks heavier than it is, but still packs a wallop. It focuses his power into usable energy. It also, because of the jewel, can absorb energy used against The Priest, and even can be used as a sort of 'bat', as in baseball bat, against concentrated balls of energy, allowing for them to be knocked away, as though actual feasible balls.
Holy Water Flask.
Bible.
Necronomicron.
iPod Video, w/ Camera Attachment - Chock full of Indie, Underground, and Metal. - Gorillaz, P.O.S., Atmesfir, and others fill its memory. Choice!
Items:
Strength: 20
Dexterity: 5 + 2
Endurance: 15
Intelligence: 10
Wisdom: 10
Energy: 5 + 6
Wins / Losses / Total
---2--/ ----0--- / ---2---
Vs. Hakfu Song: Win
Vs. Jyo Mashima: Win
EDIT: Added One Spell, and added one thing to Gear!
EDIT 2: I changed his Height, a tad, and his age, a tad. Added my newest Summon.
Loki, The Lich King
Age: Hundreds of Years, his grave was moved to the Island when his previous tomb was ransacked. How the Priest found out, is anyone's guess.
Pic:
Stats:
Strength: 3
Dexterity: 3 + 1
Endurance: 10
Intelligence: 20
Wisdom: 15
Energy: 14 + 6
History: Loki was a powerful Necromancer, who died before his peek. He was killed by his aide, who was asked to kill him by the Inquisitionary forces. He was buried deep within a tomb, but the tomb was ransacked, and his body forced to be moved. It was a secret, until recently, where he was moved to, until The Priest found out, somehow, and ressurected him. His parts regenerate due unto a spell he put upon himself during his final moments of life, that wasn't quite perfected. It was meant to give him immortality, instead, it gave him regenerating parts. Those parts that died due unto nature: His skin, organs, and muscles, were unnaffected by the spell, and suchly have deteriorated.
Strengths: Casting Destructionary Spells
Weakness: Physical attacks, as he is only a skeleton.
Spells:
Pyromachina - Creates a powerful blast of fire.
Electromachina - Creates a seering bolt of lightning.
Raise Fallen Brothers - Raises any skeletons in nearby area, and makes them one of his own (Strength: 10 Dexterity: 5 Endurance: 5 Intelligence: 0 Wisdom: 0 Energy: 0)
Blood of the Innocent - Uses any fresh blood to rejuvinate either himself, or The Priest.
Summon Wraith Kamikaze - Summons an etheral being into life, which then proceeds to charge at its closest opponent, crash into it, and explode it from the inside out.
Entanglement of the Druid - Enables transportation through trees, often used by the Druid to quickly move from area to area. Can use any tree, as long as the Roots are touching each other, as many trees grow close enough for this to happen.
Blazing Phoenix - Creates a Spectral Wraith that takes form of a Burning phoenix. It then proceeds to carpet bomb the area around it, with flame attacks.
Pyre of Destruction - Creates a single column of Flame, that can be used to destroy barricades, but for some reason, is unnaffective against the flesh.
Gear: A single Dark Staff, which enhances his power to refinement enough to cast these spells.
Dark Armor, which guards from physical attacks.
The Unclean One
History - A race that hails from another universe, the Zerg are a ruthless group of mutated xenomorphs. Their enemy is the Protoss, as they were both created by the same upper-species, which the Zerg annhilated soon after their creation.
This breed, known as a Lurker, uses their burrowing ability to set ambush's and defenses, and launches packets of Spikes out of their body, like a whip. The devestation incurred by this is matched only by their ruthlesness, and their attacks are devastating to both flesh and metal.
Spells/Attacks:
Burrow - Digging a hole that it collapses in upon itself, the Lurker digs between 6-10 feet deep. once reached, it collapses the hole onto its chitinous armor, and uses its apendages to create sinkholes. There, it places its spikes, and when its senses detect something it gives it a chance to attack.
Subterranean Spikes - It shoots its arms out at high speed, and spikes covering its shoot up into the ground, where they skewer the enemy. Although dodgeable, the Lurker has two sets of these, so it can create a funnel of attack.
Digest - The raw power that is needed to compel this beast means it needs nutrients. It can eat anything, due unto an enzyme in its stomach that destroys toxins and radioactive debris. It can eat anything to gain power, including flesh, bone, metal, and concrete. It, however, can not gain nutrients from the dirt it buries in, so it must unbury itself to find nourishment. The object must also be either dead or dieing, because it has very little above ground offensive capability.
Strengths - When burrowed, extremely hard to pinpoint its position, and its depth keeps it from harms was from most weapons and bullets.
Weakness - Catch it above ground, and its done. Very vulnerable while burrowing.
Strength: 30 + 1
Dexterity: 5 + 5
Endurance: 20
Intelligence: 0
Wisdom: 10 + 1
Energy: 0
Other: The Lurker's ability to be controlled relies on its user. Yet, if the summoner of this unit stays out of its range, it can be left to fend for itself against enemies. This way, its auto-nomous, and should be considered one of the worst ideas for a summon.
The Devouring Ones
Strength: 20
Dexterity: 10 + 1
Endurance: 20
Intelligence: 0
Wisdom: 10 + 6
Energy: 5
These little Creatures, known as Zerglings, are little hell-beasts. They are part of the Zerg Swarm, who are known for their viciousness. Cousins to the Lurker, they are viscious, fast, and nearly crazy. They attack with a visciousness unknown.
Summoned in more than one amounts, they are quite small, on the size of a large dog. They attack with their claws and their teeth, preferring a straight up melee attack. The amount able to be generated depends on the user's energy, which needs to be able to handle the energy matched with the HALF (rounded Down) The Zerglings. (A Summoner with 5 Energy can summon 2, with 8 can summon 3, a summoner with 10 can summon 4, etc, etc.)
Abilities:
Burrow and Ambush: Also able to burrow, like all other Zerg Races, these beasts are known to ambush their passerby. The most effective technique is baiting the enemy with the Zergling, and using a Lurker to destroy it...
Corrosive Fluids: All of the fluids in the Zergling's body, from spit to blood, are all corrosive to any other substance than what makes up the Zerg races, their Chitinous armor. If the Zergling's blood gets on an enemy, it will slowly corrode through the armor, and eventually the flesh, until the enemy either dies, or the material is used up, or is wiped off. Effective for Kamikaze attacks.
Occupation: Apprentice
Nationality: Unknown, supposedly somewhere between Western European, and Eastern Asia, so, Slovenian
Height: 6' 9''
Weight: 215 lbs
Age: 24
Hair Color: Reddish Brown
Eye Color: Dark Green, although hardly ever seen
Appearance:
Personality: (Wow, how did I forget these???) He's silent. Very, silent. He speaks only when absolutely necessary, yet he carries an aura of power and responsibilty with him wherever he walks.
History: Born in Russia, he travelled a lot with his family. When he was young, around 17, he was taken in after his family died in a tragic accident, that he has no rememberance of. There, he learned from them the ways of the Gods, and yet, he dejected them. He moved on, and found himself still looking for a reason to his being. So, he found magic an effective alternative. He found Necromancy an interesting ideal, yet, when he tried it the first time, the thoughts brainwashed into him by the monks he lived with gave him a more spiritual outlook. He works hard at accomplishing perfect Necromancy, hopefully attaining Lich King status.
Style: Necromancy - Raising the Dead and using them as He wills, Spiritual - Healing mostly,
Strengths: A brute, literally, although very benign. He is resistant to many poisons because of his stamina. Good in Cold Weather, as he is from a northern place.
Weaknesses: Fire, and constant human interaction. He prefers to be not talked to, and gets uneasy around large groups of enemies or friends, effectively making him a poor candidate for partying with. Also, because of his size, dodging seems a little harrying for him.
Spell List:
Raise Dead - Necro - Attempts to raise any recently fallen beings near him (Uses their stats)
Control Weak Minds - Necro - Attempts to control weak-minded animals and humans, although not so effective on the latter (Uses their stats),
Holy Light - Spiritual Magic - Heals him and any close people, it also has a small chance of reviving a person in Coma to a better health.
Dark Explosion - Necro - Using the Reanimated corpses that he makes, they infuse dark energy into them. When he gives them the command, they charge at their target, oblivious of any attacks or pain sent their way, and attempt to explode themselves into the enemy, sending out the dark energy, causing a small explosion to be incurred. (Damage depends on Corpses Strength Stat, and amount of Energy put in. Endurance determines amount necessary to stop the Corpse)
Summon Loki - Using his small statuette, he summons forth his only companion, the Lich Warlock known as Loki
(Uses a small amount of energy, Loki's stats below...)
Weapons/Gear: Dual 'SilverBallers' - 9mm Pistols, equipped with the Spread wings that symbolize this character
Totem of Spirit - The Object pictured in the photo, it is a raw club, that looks heavier than it is, but still packs a wallop. It focuses his power into usable energy. It also, because of the jewel, can absorb energy used against The Priest, and even can be used as a sort of 'bat', as in baseball bat, against concentrated balls of energy, allowing for them to be knocked away, as though actual feasible balls.
Holy Water Flask.
Bible.
Necronomicron.
iPod Video, w/ Camera Attachment - Chock full of Indie, Underground, and Metal. - Gorillaz, P.O.S., Atmesfir, and others fill its memory. Choice!
Items:
Strength: 20
Dexterity: 5 + 2
Endurance: 15
Intelligence: 10
Wisdom: 10
Energy: 5 + 6
Wins / Losses / Total
---2--/ ----0--- / ---2---
Vs. Hakfu Song: Win
Vs. Jyo Mashima: Win
EDIT: Added One Spell, and added one thing to Gear!
EDIT 2: I changed his Height, a tad, and his age, a tad. Added my newest Summon.
Loki, The Lich King
Age: Hundreds of Years, his grave was moved to the Island when his previous tomb was ransacked. How the Priest found out, is anyone's guess.
Pic:
Stats:
Strength: 3
Dexterity: 3 + 1
Endurance: 10
Intelligence: 20
Wisdom: 15
Energy: 14 + 6
History: Loki was a powerful Necromancer, who died before his peek. He was killed by his aide, who was asked to kill him by the Inquisitionary forces. He was buried deep within a tomb, but the tomb was ransacked, and his body forced to be moved. It was a secret, until recently, where he was moved to, until The Priest found out, somehow, and ressurected him. His parts regenerate due unto a spell he put upon himself during his final moments of life, that wasn't quite perfected. It was meant to give him immortality, instead, it gave him regenerating parts. Those parts that died due unto nature: His skin, organs, and muscles, were unnaffected by the spell, and suchly have deteriorated.
Strengths: Casting Destructionary Spells
Weakness: Physical attacks, as he is only a skeleton.
Spells:
Pyromachina - Creates a powerful blast of fire.
Electromachina - Creates a seering bolt of lightning.
Raise Fallen Brothers - Raises any skeletons in nearby area, and makes them one of his own (Strength: 10 Dexterity: 5 Endurance: 5 Intelligence: 0 Wisdom: 0 Energy: 0)
Blood of the Innocent - Uses any fresh blood to rejuvinate either himself, or The Priest.
Summon Wraith Kamikaze - Summons an etheral being into life, which then proceeds to charge at its closest opponent, crash into it, and explode it from the inside out.
Entanglement of the Druid - Enables transportation through trees, often used by the Druid to quickly move from area to area. Can use any tree, as long as the Roots are touching each other, as many trees grow close enough for this to happen.
Blazing Phoenix - Creates a Spectral Wraith that takes form of a Burning phoenix. It then proceeds to carpet bomb the area around it, with flame attacks.
Pyre of Destruction - Creates a single column of Flame, that can be used to destroy barricades, but for some reason, is unnaffective against the flesh.
Gear: A single Dark Staff, which enhances his power to refinement enough to cast these spells.
Dark Armor, which guards from physical attacks.
The Unclean One
History - A race that hails from another universe, the Zerg are a ruthless group of mutated xenomorphs. Their enemy is the Protoss, as they were both created by the same upper-species, which the Zerg annhilated soon after their creation.
This breed, known as a Lurker, uses their burrowing ability to set ambush's and defenses, and launches packets of Spikes out of their body, like a whip. The devestation incurred by this is matched only by their ruthlesness, and their attacks are devastating to both flesh and metal.
Spells/Attacks:
Burrow - Digging a hole that it collapses in upon itself, the Lurker digs between 6-10 feet deep. once reached, it collapses the hole onto its chitinous armor, and uses its apendages to create sinkholes. There, it places its spikes, and when its senses detect something it gives it a chance to attack.
Subterranean Spikes - It shoots its arms out at high speed, and spikes covering its shoot up into the ground, where they skewer the enemy. Although dodgeable, the Lurker has two sets of these, so it can create a funnel of attack.
Digest - The raw power that is needed to compel this beast means it needs nutrients. It can eat anything, due unto an enzyme in its stomach that destroys toxins and radioactive debris. It can eat anything to gain power, including flesh, bone, metal, and concrete. It, however, can not gain nutrients from the dirt it buries in, so it must unbury itself to find nourishment. The object must also be either dead or dieing, because it has very little above ground offensive capability.
Strengths - When burrowed, extremely hard to pinpoint its position, and its depth keeps it from harms was from most weapons and bullets.
Weakness - Catch it above ground, and its done. Very vulnerable while burrowing.
Strength: 30 + 1
Dexterity: 5 + 5
Endurance: 20
Intelligence: 0
Wisdom: 10 + 1
Energy: 0
Other: The Lurker's ability to be controlled relies on its user. Yet, if the summoner of this unit stays out of its range, it can be left to fend for itself against enemies. This way, its auto-nomous, and should be considered one of the worst ideas for a summon.
The Devouring Ones
Strength: 20
Dexterity: 10 + 1
Endurance: 20
Intelligence: 0
Wisdom: 10 + 6
Energy: 5
These little Creatures, known as Zerglings, are little hell-beasts. They are part of the Zerg Swarm, who are known for their viciousness. Cousins to the Lurker, they are viscious, fast, and nearly crazy. They attack with a visciousness unknown.
Summoned in more than one amounts, they are quite small, on the size of a large dog. They attack with their claws and their teeth, preferring a straight up melee attack. The amount able to be generated depends on the user's energy, which needs to be able to handle the energy matched with the HALF (rounded Down) The Zerglings. (A Summoner with 5 Energy can summon 2, with 8 can summon 3, a summoner with 10 can summon 4, etc, etc.)
Abilities:
Burrow and Ambush: Also able to burrow, like all other Zerg Races, these beasts are known to ambush their passerby. The most effective technique is baiting the enemy with the Zergling, and using a Lurker to destroy it...
Corrosive Fluids: All of the fluids in the Zergling's body, from spit to blood, are all corrosive to any other substance than what makes up the Zerg races, their Chitinous armor. If the Zergling's blood gets on an enemy, it will slowly corrode through the armor, and eventually the flesh, until the enemy either dies, or the material is used up, or is wiped off. Effective for Kamikaze attacks.