Results 1 to 30 of 650

Thread: Character Statistics.

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Character Statistics. Zephyr's Avatar
    Join Date
    May 2006
    Location
    New Zealand
    Age
    37
    Posts
    128
    Dargarth "Prophet" Jarlian
    (Most commonly known as simply 'Prophet')
    Chronomancer/Traveller

    Vital Statistics
    Age: approx. 3780 (Looks to be in late teens/early 20s)
    Height: 5'11"
    Weight: 180 pounds
    Eyes: Gray/Blue
    Hair: Dark Brown
    Race: Asethar/Human

    NB: The Asethar are similar to humans on many levels. Their main difference is a slightly longer lifespan, and larger amounts of spiritual energy. Once a proud, arrogant race with advanced technology, they sought a war that would eventually end them. A small group escaped the fall of The Great City (as it was known), and began life anew in the mountains. There, they learnt the way of the land, and began to revere nature and all it's spirits.

    Brief Bio
    Dargarth - which means Child of the Seasons in the ancient tongue - is the last living person to claim Asethar heritage. Ironic, perhaps, is the fact he is also the first Asethar to be of mixed blood. His father, a human, was found in the forest surrounding the village. Greviously wounded, he was taken into the village and cared for by the healer. The healer's daughter fell in love with the man - and the normal things followed.

    When Dargarth was five, his mother - and almost half the village - fell prey to a virulent disease. There was nothing the healer could do, and all who caught it eventually perished. His father, devastated by her death, turned to drink and withdrew from society. Dargarth spent most of his days with the other village children in the forest surrounding the village, learning how to hunt and forage for food.

    At the age of 10, Dargarth and one of his friends decided it would be fun to climb to the very top of the huge mountain behind the village. They were smart enough to pick a fine, clear summers day - but little did they know of the journey before them. All day they hiked, but never any closer did the summit look. Refusing to give up, the two boys made camp and waited out the night. Rising with the sun, they once again turned to the trail. Three days it took them to make the ascent, but they would say the climb was worth it. From the summit, it felt as if one could see the entire world. It was Kalnor that saw it first. A dark smear across the land, snaking it's way towards the mountain village. The two boys stood for a moment, just watching, when Dargarth spoke softly. "I think it's smoke."

    Forgetting their packs, the two rushed back down the mountain trail to warn the village. The need for haste rising deep within him, Dargarth felt a strange power flowing from him as he ran - and so it was with great surprise that the two found themselves running back into the village gates a mere three hours after starting the descent. The sight that awaited them is one that still haunts Dargarth to this day. The entire village had been laid to waste. Stepping over the lifeless bodies of former friends and family, the two horror-struck boys searched for any survivors. But no living thing remained, even their livestock and pets had been cut down. After two days of mourning, they decided to lay the dead to rest in the fashion of their race. Working hard, they amassed a huge pyre and, after carefully placing the dead on top, set it alight. Bound by tradition, the two swore vengeance, and so ventured forth into the world, seeking those that had wronged them.

    It took them 7 years, but the two had their revenge. However, they paid a high price. Kalnor was mortally wounded, and died some days later. With his final words, he called Dargarth his brother, and gave him Fehu, the dagger of fire. "Remember me always, my brother, for now you are the last. Let not our people fade from history."

    The death of his friend sent Dargarth over the edge, into the world of madness. Haunted by all the death he had seen, and caused, he sought a way to undo it all. Power washed over him, and the fabric of space/time began to warp around him. He thought to go back to the beginning, and stop the desctruction of his village ever occuring - but time would not allow such a thing, as it would inevitably lead to a paradox. The world went dark...

    When he came to, it was immediately apparent that he was no longer where, or when, he had just been. Propelled 1000 years into the past, he arrived in The Great City upon the eve of its destruction. There, he bore witness to the arrogance that spelled the fall of his race. Magic and technology combined, mechanical soldiers powered by the souls of those unwilling to go to war, and a proud certainty that the Asethar were the most powerful race in the universe. Naturally, such things do not go unpunished. The Asethar, seeking yet more power, had allied themselves with the Outsider Gods - malevolent and chatoic beings that savoured only destruction - and had so doomed themselved. Fleeing the city as the atomic weapons began to rain down upon it, Dargarth escaped into the mountains. There, he ran into a small group of refugees, and together they moved further inland, away from the smoking ruins behind them. He soon learned that this small ragged bunch was all that remained of the once mighty Asethar. They had survived by hiding beneath the city during the war, evading the recruitment patrols. "It was horrible," one said. "They took you, dead or alive, and forced you to the front lines."

    After weeks of walking, the group stumbled unexpectedly on a small wooden hut. (Oh gods, I just realised how damn long this 'brief bio' is going to be. If you actually want the detailed information, read the book. The bio isn't terribly important to RPBs.)

    Personality

    Dargarth prefers to smooth things over with words rather than resort to combat. He has a sense of honour and decency, and just a little decorum, although a theatrical streak causes him to be a little flamboyant at times - especially when throwing spells around. Fairly open-minded and honest, he accepts most people at face value - a trait that has gotten him into trouble more than once. He trusts his friends implicitly, and his enemies not at all. He won't admit to it, but he is haunted by guilt over some of his past actions, and at the core of his being is a great sadness. After losing so many, and killing more, he has come to cherish life. Long has he sworn to never allow any other being to become the last of their kind, for well he knowns the loneliness of it.

    Equipment

    Weapons
    Funsai-keika ("Shattered Flow")*
    This weapon was given to Dargarth by his old master. It is forged of a long-forgotten alloy that never loses its edge. The blade is a dark gray-silver, but if you look deep within its surface, it has been said that entire galaxies of stars fill the blade. The hilt is black, wound with silver. The guard is of the same metal as the blade, and is intricately engraved with the image of a single river encircling a broken hourglass, the sand spilling out of the lower half. The scabbard is attached to the slender gray rope that serves as Dargarth’s belt. It is said that the blade of this katana is so sharp that it can slice through the very fabric of reality.

    *Translation Note: I used a little bit of creative license here, so please don't send me messages telling me my translation is off, it's supposed to be.

    Isa and Fehu
    These daggers, both forged by the smith in Dargarth's home village, were once gifted to two young boys at the end of their very first hunt (A long standing tradition amogst the Asethar people). Made to be used together, they were a symbol of a strong friendship. Before Kalnor's demise, he handed Fehu to Dargarth, requesting that he be remembered. Each dagger bears an elemental rune; Isa (Ice) is forged of a pale blue, translucent steel. Fehu (Fire) is forged of normal steel, but bears a ruby at its crosspiece. The two sit in simple sheaths on either side of Dargarth’s belt. In honour of his fallen friend, Dargarth never uses these daggers seperately.

    Armour

    Cloak of the Wanderer
    To all appearances, this is nothing more than a simple black hooded cloak that protects Dargarth from the weather, and keeps his features hidden when he needs it. However, it bears a powerful enchantment that protects its wearer from the environment, allowing him to exist in totally inhospitable places. This garment protects against all mundane environmental effects. For example, It would protect it’s wearer from the intense heat of a volcano, but not the heat of a magical fire, from the cold of a blizzard, but not the cold of a magical snow storm.

    Aside from the cloak, Dargarth wears little actual armour, instead relying on his speed and spells to protect him from harm.

    Other Equipment

    Blue Feather
    This long, deep blue feather hangs on a simple piece of string around Dargarth’s neck. Given to him by someone that means a lot to him, he keeps it close at all times, not even removing it to bathe.

    Demon’s Tear
    This is a blood red, translucent gem that serves as a form of pendant. It is, as its name suggests, in the shape of a tear drop. Given to him by the same person as the feather, this item is magical in nature, and has the ability to slow the flow of blood, effectively staunching any heavily bleeding wounds. But even it has its limits.

    Pandora X
    A strange ring seemingly composed of equal parts light and darkness. A gift he received long ago, this ring has the power to nullify any magical attack based on Light or Dark.

    Belt of Many Pockets
    This very useful device consists of many pockets attached to a belt. The strange thing is, there is the same amount of room in each pocket as there is in a standard backpack. This is because each of the 7 pockets opens onto its own small encapsulated dimension. Dargarth has many useful things stored inside this belt, but mostly it just contains food, water and a rather silly number of souvenirs. It also contains a small number of useful items - flasks of holy water, caltrops, some rope, ceramic flasks filled with explosive liquids... stuff like that.

    Special Abilities

    Foresight
    Dargarth can sometimes glean information about the future, usually no more than 6 seconds or so ahead, that would allow him to dodge, block or otherwise negate an attack. Of course, some things just can't be stopped...

    Special Attacks

    Magic
    Dargarth primarily focuses on magic that can cause the most destruction in the smallest possible time, such as fireballs and bolts of lightning. He does however know some more defensive spells. He sees magic as an art form, something that comes from within, and as such, he doesn't follow any strict rules about spell-casting. He draws mainly from the elements of Fire, Electricity, Air, Ice and Shadow. While his race is known for their spirit magic, Dargarth knows only a little about it, the last living shaman of his race having died a long time ago. He also makes a point of not using earth-based magics unless he really, really has to.

    Special Magic

    Chronomancy
    Dargarth has the power to affect the flow of time in many ways, from speeding himself up, to slowing down projectiles in flight. He tries not to use it to much, as it greatly affects the fabric of space/time. He has speculated greatly as to the source of this power, but has never reached a satisfactory answer. He mostly uses it to travel from place to place, and from time to time - ostensibly to 'obverse history as it happens.'

    NB: Chronomancy is quite possibly *the* easiest power to use when it comes to "god-modding". I understand this, which is why my character views using it to win as somehow cheating. If you see me using it in a way that could be construed as "god-modding", do not hesitate to tell me.

    Summons

    Spirit of the Mountain
    The only powerful spirit-magic Dargarth was ever able to master. The Spirit of the Mountain takes the form of a tremendous and terrible bear. As it is a spirit, it is mostly incorporeal, but it's teeth and claws are real enough. Intelligent, and able to call upon it's own spirit-magic, the Spirit of the Mountain is a powerful ally, and a deadly foe.

    The Moirae
    Calling upon the power of the Moirae, the Triple Goddess of Fate, Dargarth is able to summon one to his aid - although there is usually a steep cost, for not lightly does fate conspire to help a mortal being avoid fate. The first is Clotho, the Spinner. She wields a distaff, but is more adept at healing and other "white" magics than combat. The second is Lachesis, the Measurer. Armed with a rod, she is a fairly balanced combatant, tossing spells and engaging in melee with equal skill. The third, and final, is Atropos, the Cutter. Feared by mortals and gods alike, Atropos' job is to choose the manner of death of a person, and when the time comes, slice their life-thread with her "abhorrèd shears". Armed with a razor-sharp scythe, and powerful spells of all kinds, she is an opponent to be feared. All who cheat fate eventually meet her.

    Limits

    Level 1Borrowed Time
    Borrowing some time from a future self, Dargarth is able to regenerate some of his wounds, and gains a massive boost to speed for a short time.

    Level 2Veil of Entrophy
    Surrounded by a thin shell of backwards flowing time, Dargarth is rendered immune to any attack that uses missiles for a short while. This includes arrows, bullets, fireballs etc. It should be noted that this ONLY applies to RANGED attacks. Melee attacks will not be stopped.

    Level 3Elemental Flux
    Distorting the time field around his opponent, Dargarth can cause small rifts in space/time to appear, linked directly to the primal planes. Pure elemental magic seeps through, bombarding his opponent with fire, water, air and earth type magic.

    Level 4Cry of the Phoenix
    Close to death, and without hope of victory, Dargarth is able to use what remains of his life-force to immolate himself. Anyone and anything in the immediate vincinity, unless somehow protected, is incinerated. One week later, he re-forms in some other location, fully healed. He learned this trick from the Eternal Bird herself.

    (NB: The Eternal Bird is the Asethar spirit that watches over the passage of time (the Seasons, actually). She dies at the end of each autumn, and is ressurected in spring. Summer is when she in at the height of her power, and Winter is the time that the land must go without her firey warmth. She is most often depicted as a Phoenix.)

    Level 5Worlds Torn Asunder
    Dargarth has used this ability only once - and the price he paid was great. For 15 years, he wandered the worlds, devoid of all memories. He was only able to regain his self through the action of a certain Chaos Demon. He has since sworn to never use this ability again.
    Last edited by Zephyr; 08-14-2007 at 01:41 AM. Reason: Character changed

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •