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Dissinger
02-26-08, 11:23 PM
Updates: Teal

Name: Seth Dahlios
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, The Phenom.
Race: Lavinian (Human)
Age: 27
Sex: Male
Height: 6'7"
Weight: 210 lbs
Hair: Dark Brown
Eyes: Grey
Occupation: Thief, Hex Magi

Previous Profile: Level 10 (http://www.althanas.com/world/showthread.php?t=2457)

Personality: Seth has grown a morbid sense of humor, finding humor in the most gruesome situations. His demeanor is less weak willed than he was in life, often attributed to the lack of his daggers. He seems driven towards something. When he chooses to talk, it’s usually not a good thing.

Appearance: Seth Dahlios died a gruesome death, and those that see him will see it embodied. There is a hole in his chest where his heart used to be, the hole occasionally leaks ichors, but otherwise remains gaping and open. To hide his appearance he has taken to wearing a large wide brimmed hat and a long leather trench coat, stolen from a victim. The coat is rarely buttoned, so those that wish to see his gruesome demise will often find easy means of doing so. He still wears the faithful clothing he wore in life, ragged and harried as it is.

History:

There are many legends that surround Seth Dahlios. Some say he killed his parents; others talk of a year long murder spree.

Most of it is true.

However, when his body was discarded to Otaria, in the hopes no one would ever find it, something happened. Two men robbed the grave of a vengeful Hex Magi. Upon stealing the knives and other items upon him, his body lurched, the spirit within awakening to defend its grave. The men ran, and hopped on a ship, and so Seth Dahlios rose from the grave, seeking what was stolen.

He will chase those poor bastards all over Althanas to get them back too.

Inventory

2 Steel Daggers dropped by one of his unfortunate victim, but not related to his old dagger belt in any way.

Innate Skill

Pain Syndicate – His time spent Undead means he never feels pain, unless a spell magically inflicts it.

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.

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.

Tombstone Piledriver – One of Seth’s newfound favorites, he seems to enjoy smashing people’s heads into the ground so deep, that it almost looks like they’re impersonating an ostrich. This maneuver requires him to beat his opponent into submission before holding them before him. He then drops to his knees using his speed and strength to force his opponent into the ground, head first, effectively collapsing their spine upon their neck, before shattering every vertebrae at once.

Hex Ghoul Properties

Hex Ghouls have the following properties.

Hex Ghouls are capable of lifting weight upwards of 4 tons without breaking a sweat. This gives their melee attacks devastating power.

Hex Ghoul’s are blazingly agile. Up to five times as fast as a mortal, a Hex Ghoul is capable of acts of speed that make them appear almost to teleport.

Hex Ghouls suffer double the effects of magic. This means any magical effect that targets him has double the normal effect, be it healing or damage.

Hex Ghouls are extremely flammable. A brush with flame will ignite him and reduce him to ashes.

If a Hex Ghoul should sustain grievous injury, a Hex Ghoul will immediately return to an inert corpse. While in this state, the ghoul is shield by the very forces of the afterlife, disallowing anyone to further tamper with the body. Upon regenerating its wounds, the shield drops and the ghoul awakens once more. It is immediately hungry for a meal, and must feed if possible.

Hex Ghouls must eat their weight in flesh every week, or go into a ghoulish frenzy, losing their mind and attacking anything that can give them the necessary sustenance.

Learned Skills

Dagger Proficiency: 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: 3 (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: 3 (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.)

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.

Hex Magic – The Process of becoming a ghoul, has made it so Seth is unable to access his powers at all. He cannot use any spell he knows, nor can he gain spells. Perhaps a side effect of the process, or his death…

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 being odd eye color among people of the region. 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.

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. (link here for awarding, go back a page for the actual description) 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.

[Note: So as to prevent others from claiming Power Game opportunities I will point out that when Sin Harvest has charged half way, any spell Seth is holding (IE: Stop) will release its captive, giving them a chance to attack and stop the charging process…]

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. However, if the acts of his magic controlled self are found to be completely against the caster’s ethics, they can attempt to redirect the magic, causing an immediate purge of the left over magicks and leaving them vulnerable.

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.

Call me J
02-26-08, 11:26 PM
Approved.