Dissinger

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Overview

This is going to be a long winded work in progress. I would recommend coming back frequently to look over things and see how this profile will intertwine with others....

Profile

Name: Seth Dahlios
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Aliases: The Lavinian Demon, The Lavinian Hex Magi, Demon, Scourge of Scara Brae, Thief Extraordinaire, Poster Child of Lavinya, Former Member of the Black Hand.

Race: Lavinian (Human)

Age: 27

Sex: Male

Height: 6'7"

Weight: 210 lbs

Hair: Dark Brown

Eyes: Grey

Occupation: Thief, Hex Magi

Personality

Seth has grown back his confidence in himself. His Lavinian Pride has steadily rekindled a flame long since extinguished with the help of his daughter and his wife. The cockiness has returned to his voice, and while he does feel remorse for his past, he no longer lets it consume him. He has finally moved on with his life and accepted that many people will hate him. Because of this, the Thief is rarely seen without a look of amusement on his face. He knows he can’t be caught, and relishes in watching people try anyways…

Appearance

Seth has finally thrown away the trappings of his old life in an attempt to move on. He now wears linen pants that are just tight enough to not trip him up, but loose enough to allow freedom of movement. He has retained the trusty vest that had served as his only form of armor other than his gauntlets. His boots remain the same holy dusty boots they were in life. Of all the things he chose to keep, those two are perhaps the most important to him.

History

Seth Dahlios began life as an ordinary teenager in the Country of Revan, also known as the Deadlands. This was a small Trade City that served to link the known lands of Althanas to the far east, and was also the only country that was firmly under control of Vampires. Due to these issues growing up in Lavinya, one of the last remaining bastions of humanity in the lands of Revan instilled a sense of pride and purpose in the young boy. Constantly people would come through the city and more than a few nobles bought the favor of the Trade Masters of Lavinya. It was shortly before his 16th birthday that Seth received the lesson that would forever become Seth's Sixth Rule of Success.


Inventory

2 – Prevalida Daggers Dubbed “Ebony and Ivory”

5 steel throwing knives dubbed “Lung Poppers”

1 Dragon Bone Dagger dubbed “Spite”

1 Obsidian Dagger with tier strength equivalent to Titanium dubbed “Malice”

Enchanted Hooded Robes – Enchanted so that even should the wearer shine light directly under the hood, the face will be hidden in shadows so long as the hood remains up.

Copper coin with sharpened edge

Black fingerless leather Gauntlets with Mythril plates.

Two Steel Daggers

A cloak with a hood made of Burlap

Two Dragon Bone daggers

1 Delyn dagger unnamed.

Medal of Trestoria – Earned from the Rangir War

Piece of paper detailing “Seth’s Ten rules for Success” 1) Nothing is free.

2) Give it everything you got, that way if you fail you have no regrets.

3) If you're going to fertilize the ground, you're going to have to shovel a lot of sh*t.

4) Only the rash gives in to emotion, the man who feels nothing gets far.

5) Greed rules the common man, power the uncommon one.

6) He who has the gold makes the rules.

7) The difference between genius and insanity is the degree of success.

8) The wise man knows everything, the shrewd man everyone.

9) Nothing is impossible, only mathematically improbable.

10) Only the victors write history.

Arcane Items

Changeling Amulet - The mythical Changeling Amulet has been discovered. It grants the wielder the ability to form it into any weapon the wielder should choose, if the amulet believes its wielder worthy of such an honor. However, there is a few restrictions on this amulet as it is not nearly as limitless in power as the legends tell:

1) It only creates one weapon of hardness equal to Delyn.

2) It can create armor, but only enough for one piece or set of pieces. Gauntlets, Breastplates, Greaves, Leggings, ect.

3) It can only create weapons that the wielder is aware of. It will not change into a nodachi if the wielder has no idea what a nodachi is.

4) It will only last five posts, before it must cool off for a three post period. (In terms of quests and battles it is counting consecutive posts, not three of my posts.)

5) It does not confer ability to wield what it changes into upon the wielder, unless the spirit imprisoned in the amulet is willing to gift such ability. A rare happenstance as the spirit is often spiteful and will go out of its way to get its owner killed if provoked in the slightest.

It also has one additional ability only usable by the wielder once per battle or quest, for a period of five posts as well:

Possession - Should the wielder be entirely desperate they can let the soul imprisoned within them possess their body turning them into the avatar of the soul. When this occurs the Amulet will use all energy of the person’s spirit to transform into a full suit of steel plate mail armed with a Delyn spear. For those five posts the wielder will show utmost expertise with the spear, however, upon the amulet relinquishing control, will drain the user to the point they will pass out. (This is not a may, it is a hard in stone fact.)

Magical Trinket – Earned from the Adventurer’s Crown the trinket merely is made from a piece of bone that is elongated and pointy. When the trinket is held before the user it will point to the strongest source of magical power in the area. This often times may have it point at Seth, but occasionally it will point in other directions, like a magical compass. (Vorin approved the trinket I believe you can ask him)

Innate Skill

Pain Syndicate – Seth has undergone so much pain and trauma that he can push himself further than the normal man. So long as Seth has drive and conviction to reach his goals, he will continue to fight. He does not easily fall unconscious or will not easily give into death. While he cannot ignore his wounds, he can keep fighting to the best of his abilities, working through the pain and trauma.

Bad Reputation – Seth Dahlios is a name synonymous with murder, thievery, matricide, patricide, and psychosis. People will often react to Seth in a violent or forceful manner, in the hopes of scaring him off from killing them as well. Legendary for his moniker of the Demon, he is treated hostile in almost every place he goes and is recognized.

Iron Will – Seth’s encounters with death have taught him pain is still nothing to fear. He has become intimate with the workings of his body, and so long as he is determined, he will always be able to stand regardless the circumstances. This doesn’t mean he can fight, merely that unless he is dead or has suffered a crippling leg wound, he can still stand.

Learned Skills

Dagger Proficiency (Lavinian Form): 6 (The ability to use daggers in a practical and experienced manner.)

Throw voice: 4 (The art of ventriloquism, to make it appear his voice is coming from some other place than it originally had.)

Sneak: 4 (The art of stealthily moving in the darkness silently.)

Backstab: 6 (The art of harming someone by dealing a hard blow to the opponents back area, may cause serious wounds or internal injuries.)

Throw Daggers: 6 (the art of throwing his knives in a skillful and tactful way.)

Mimic Voice: 3 (The art of mimicking a person’s voice in order to deceive or confuse.)

Blind Fighting: 6 (The art of fighting effectively while blind or in complete darkness. At this level it allows Seth to use his daggers at no penalty.

Gymnastics: 5 (The art of using the surroundings to ones advantages. Users of gymnastics can recover better from falls and hard blows, but often find themselves at a loss when in a flat plain.)

Spiked Chain Proficiency: 2 (The art of using a chain covered in spikes proficiently as a weapon, and the ability to use it to trip up or ensnare foes.)

This is on a scale of 1-6 the scale works as follows:

1: Basic knowledge, enough that you won’t be caught easily in the act. However, someone that knows what to look for will blatantly catch him performing the act. Major fundamental problems with the user's technique.

2: Fine tuning of some of the more obvious errors, mastery at this point is such that the person can see where the mistakes are and figures out where to focus in order to improve. Basic fundamental errors some finer techniques elude them.

3: Mastery of most of the fundamental techniques involved with the skill. Most often at this point if a problem occurs it is usually associated with a situation that the person using it isn't familiar with, or in an area where the person is uncomfortable.

4: At this point even the more unusual circumstances will not faze the user. Problems may occur when the user is either anxious or cocky. Most problems are with the attitude of the user at the time of use.

5: At this point any mistakes are minimal. Only someone who is as experienced as the user can catch them in the act. At this point there is little more to master on the skill, but there are still some flaws.

6: You are the master of this skill. You can effectively teach and produce counters to the ability. Practicing is no longer of use to the user as it is pointless. The only way they could learn more is to actively use the skill constantly.

Knowledge Skills

Lavinian Thief’s Guild – Seth knows the ins and outs of the guild and its workings. Because of this, he is able to easily find help from his comrades should he have to.

Dark Arts – During Seth’s tenure as a Hex Mage he researched many arcane and forbidden arts looking for spells to coerce his hex magic into. Because of this he has extensive knowledge of the forbidden arts, and if someone casts any around him, chances are he knows at least what type of magic is being used. This does not mean he is capable of producing counters, merely that he could identify it, and the school it might belong to.

Hex Magic – Seth knows as much as any outsider can possibly find out about Hex Magic. He knows little of the finer details, but does know about how it came about and what has been done with it as recorded by people in history. Being a Hex Mage himself, he also knows some of the finer details, though he is still in the dark about a lot of the concepts the magic goes into.

Homanic – Seth can speak and read Homanic, language of the Seraphs of Sintyre. Based on an older language, this tongue is considered a dead language to all but the Seraphs.

Ritual Caster – Seth Dahlios is well versed in the arts of ritual casting, and can cast any ritual spell given time and materials. Due to the nature of ritual spells they are more often than not going to be useful only in a quest, and never a battle since a ritual requires far more time than his Hex Magic.

You aren’t clever, stop trying… - Seth has often found those that teleport about the field take the most advantageous position possible. This often means that should anyone teleport about the field and ends up anywhere near the Lavinian, he will instinctively lash out with a strike meant to cause as much damage as possible.

Hex Magic

Hex Magic is a rather sadistic branch of magic. This unique branch of magic is limited to those with the genetics qualities produced by wielders of such magic. The most notable trait of this twisted magic is grey eye color. This magic can only be learned through questing/battling, only with the express permission of the parties involved, and only with Moderator approval. I can STRENGTHEN spells I have already learned; however, I must first learn them in a quest or a battle. (Removed restriction on being able to gain new magic.)

Sowing Salt - Upon saying the words, "Salt heals all wounds." The weapons in his hands (must be two) are imbued with a rather peculiar power. His knives; upon hitting his opponent will increase any pain that his opponent feels, in effect doubling it. This ability cannot kill on its own, but with the daggers, it may open an opponent to attack. The duration of this ability is until one post after Seth loses contact with one of his daggers.

Slow - Upon the mage saying the words "Life is passing you by," an orb of grey light forms in the hands of the mage. Upon hurling this ball at the speed of an arrow and hitting his opponent they will be slowed. The physical side effects are a feeling like running through water rushing against them. This spell at the moment only slows a person down to half speed. Usable once per thread and for the duration of two posts.

Eye for an Eye - If the Hex Mage has eye contact with his opponent he may activate this ability. By concentrating on a particularly painful memory the mage can force his opponent to experience incredible pain by saying the words, "You don't know the true meaning of pain." Only a battle hardened person may hope to fight through he pain and continue on. Battle with Luc Kraus has shown that this ability may cause emotional instead of physical pain. Usable once per thread.

Pain - Upon saying the words, "You will feel my pain" The pain that the Hex Mage is experiencing at that moment is transferred in a ten foot radius around him. Lasts a single post. This will not diminish the mage's pain; only share it with those around him. Usable once per page.(Page being fifteen posts)

Sin Harvest - This ability must charge up over a post while the Hex Mage stands still and in one spot. Upon saying the words, “Penance for your sins?” a ball of purple energy forms in the Hex Mages Hands. This ball may be held for two posts. If held to long or it makes contact with its target, this energy disperses over its target. The ability then looks back at the targets history over a month (goes farther back when upgraded) and for every sin committed it does two things;


1) Forgives the sins, making them untargetable by Sin Harvest again.

2) Deals damage for each sin committed physically in the form of cuts. The greater the sin is, the deeper the cut inflicted. This ability CAN kill. (NOTE: If this ability hits Seth, it will deal 1.5 times the damage it would have normally inflicted.)

Usable once a thread.

Stop - Upon saying the words, "Times up" The Hex mage forms an orb of black light within his hands. Throwing it at the speed of an arrow will cause a person to be halted in time. So long as Seth does not begin to cast another spell, or make a move of aggression the spell will hold. However, any resistance by the victim will cause Seth to gradually grow physically ill, until such time as he vomits, releasing the spell. Also, any damage done to his victim also occurs to Seth. Usable once per thread.

Gift of the Magi – Once per thread the caster can heal every wound done to himself, however upon doing so the mage loses complete control of his body, as the magic takes over protecting them. Until such time as the mage is no longer in danger, the magic will continue to control him. After the body is found to be out of harms way an immediate purging of the left over magic will occur. Seth no longer fears the demon within him, and due to this fact has found that there are no drawbacks when using the Gift of the Magi anymore.

Seven Deaths – Once per thread upon saying the words “You’ll be surprised what you can live through” a ball of crimson red energy will form in the hex mage’s hands. The orb when thrown will travel at the speed of an arrow with any added force of the caster’s throwing. The result is an illusion picked at random to simulate one of Seven Deaths; Burning, Hanging, Drowning, Beheading, Quartering, Disembowelment, and Pressing. The illusion is up to the victim’s discretion and often takes on the form of their greatest fear of dying. Should they not be able to see through the illusion then the spell will kill them, making their body react as if it had been put through the illusion, making it real. However, should they force off the illusion of death they are merely disoriented a post as they must fight off their body almost thinking it was dead.

Malice - The last spell Seth Dahlios has taken, Malice is a spell that hearkens to the blackest magic in the universe. Upon speaking the words "I will put you out of my misery" an orb of pure blackness will form in Seth Dahlios' hand. Should that hand, or the orb make contact with the victim, the spell will begin, feeding off the very hatred and malice of the caster. If the caster can fuel the spell enough, the spell will slowly and painfully begin to erase them from the space/time continuum. Upon a full post of being erased, if the caster can maintain a grip on the anger and malice in their heart, the spell completes, erasing the victim from the history books, along with the name and memories of them from the minds of everyone who would have known them, save the caster.

Usable once a thread. Can only erase characters with permission obviously.