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Mutant_Lorenor
01-29-10, 11:41 PM
(This is a semi-reboot of my Character)

The Story so far...

Genome 7 (http://www.althanas.com/world/showthread.php?t=19791)

Genome 6 (http://www.althanas.com/world/showthread.php?t=18656)

Genome 5 (http://www.althanas.com/world/showthread.php?t=16744)

Genome 4 (http://www.althanas.com/world/showthread.php?t=11560)

Genome 3 (http://www.althanas.com/world/showthread.php?t=11278)

Genome 2 (http://www.althanas.com/world/showthread.php?t=9859)

Genome 1 (http://www.althanas.com/world/showthread.php?t=8671)

Genome 0 (http://www.althanas.com/world/showthread.php?t=5378)


****

'Lo...

The prophets foretold the Second of Age of Darkness. A return to the Shadow from whence all things came. And all things return. From the Darkness, the All-Thayne was bourne, and to the Darkness, the All-Thayne eventually returned with the great fracture. The Lesser Thayne ripped apart from the consciousness of the All-Thayne to form the pantheon that existed today. One, the Forgotten Thayne, N'Jal, has returned to this accursed land of Althanas. I have foreseen this tragedy, for Althanas is a tragedy built upon tragedies.

For this fate that awaits all, I have ceaselessly prepared. Manipulating circumstances, I am the one who Sees what others cannot. I have a name, the Prophet, the Great Seer. Nenkulor....

-Diary Entry of Nenkulor the Seer.

***

It was written. Before the time of Prophecy, there would be a certain individual. This individual, chosen to bare the great tragedy of Fate, this man would be born of the Darkness. Chosen of a people who would not claim him as their own, the individual would sever all ties to the past across many different incarnations and many different lifetimes. The ancient scriptures describe this man would be bourne of the darkness and herald in a second age of darkness. This second age, would signal the return of N'Jal, the avatar of the Dark.

And as the Prophets of old predicted, the Second Age has come to pass. With the return of N'Jal to the region known as Narenhad, the Cult of N'Jal has begun to spread its influence. Working in secrecy despite the best efforts of the Knights of Dawn to quell this growing menace, the Cult of N'Jal has thrived and prospered. Finding a foothold with the poor and impoverished of Althanas, the promise of power became too great to ignore.

Accepting anybody with the promise of work and employ, the Cult of N'Jal has grown a hundredfold and established a stronghold where Valinatal once stood. With the renegade Necromancer, Xem'Zund at death's door, the Cult of N'Jal rises in power with the hopes of defeating Xem'Zund and claiming Raiaera for itself. Furthermore, the time of prophecy has seen corruption in all of the governments of the world.

In the North, in Salvar, a Civil War rages without end in sight. In Fallien, the isolated desert-Nation, an endless war against an ancient enemy is being waged as well. Salvar, Fallien, Raiaera, and even Corone's Civil War. All mechanized events by members of mad factions lurking in the Shadows.

Manipulated by the evil pull of the dark Thayne, N'Jal, events around the world have spiraled out of control. Yet, within that chaos there are certain rules and mechanisms in place that all must abide by. Even the chosen Paladin of N'Jal, the one known as Lorenor. This is his Fate. This is his Story...

***

*Statistical Data-

(Updates in Bold)

Name-High Priest, Lord, Lorenor V'Halkulus

Age-100

Gender-Man

Hair-Black dreadlocks.

Eyes-Dark Purple vortexes of pure energy.

Skintone-Gray

Race-Spider Magi

Occupation-High Priest of the Cult of N'Jal

Alignment-Lawful Evil

Height-5'0"

Weight-200lbs.

*Appearance-This section depicts Lorenor's currently -known- appearances. All accounts and interviews by the Knights of Dawn have constructed several known descriptions of the man known as Lorenor. Lorenor is an extremely dangerous individual and should be approached with extreme caution.

Humanoid-All accounts suggest that this dangerous Elemental is actually quite short in his humanoid configuration. Standing at an unimpressive height of five feet, Lorenor weighs in approximately two hundred pounds. He has skin so dark that it is gray. Spider Magi markings and symbols are etched all over his person. His hair is configured in a complex array of dreadlocks that end at his pelvic region.

By all accounts, the mutant is known to stand rigid and tall. He has the appearance of a nobleman. He dresses in fine accoutrements often made out of the rare material known as Vlince. He is rumored to dress often in the colour black. He has a long flowing cloak that is made out of thick hides of the beasts from Salvar. It is rumored he wears this cloak constantly during all times of the year. Wearing boots and gloves made out of leather, the mutant is a shadowy individual. His teeth are razor sharp, and can cut through flesh and low forms of armor. His claws extend to roughly a few inches from his hands and are equally as sharp.

Lorenor has no eyes, no tongue, no ears, no nose. Instead, a glowing burst of purple energy is visible from deep within his eye sockets. (Think: Spawn) Lorenor is surrounded by a terribly evil dark aura.

Endless-At will, the specimen known as Lorenor is capable of unleashing a raw and mysterious power. A second skin has been known to graft itself around the body of the vessel. This second skin has taken on many manifestations, but recently, accounts state that the second skin has mutated yet again. Becoming a sort of bio-organic armour mass, the second skin wraps itself as a full suit of armour. This armour can deflect various blows of physical and non-physical attacks. Recently, the armour has mutated. In this form, Lorenor appears as a far from human as his racial traits can possibly exhibit. He becomes more insect like in appearance, and develops even more vicious characteristics as the strange carapace seems to take over in its exoskeleton form.

Spider Magi-(See Below) (Word of the Cursed One)

*Psychological Profile-Lorenor's roots have been completed seeded in the walk of darkness. Developing his own unique code of "honour", the mutant has learned to become an expert manipulator of those around him. Lorenor is an extremely greedy individual. However, within the confines of that greed he has developed the knowledge to act within certain psychological constructs. The very same code of honour limits his greed in the sense that he will become loyal to contractors who hire his services out. He is not the type who will betray a contractor for a better offer. He sticks to the original contract to the moment of his death.

*Skill Tree-

Unholy Command-(New!!!) Rank 0. A manifestation of The Dark, Lorenor has begun to gain significant mastery of it. With this newly acquired power, the mutant has obtained a power known as Unholy Command. With this ability, Lorenor can greatly influence individuals around him with a weak mind. This primarily works on NPC's and against Player Characters, this power requires the permission of the Players. Versus level 0-level 1 Characters, Lorenor has a 45% chance to manipulate the target in some way assuming that Lorenor is successful using his ability on the target. For level 2 Lorenor has a 40% chance. For level 3-5 Lorenor has a 30% chance. For level 6-7 Lorenor has a 20% chance, and anything above level 8 Lorenor has a 5% chance to successfully use this ability. With Unholy Command, Lorenor can successfully convince people that he is right in most matters, and he can manipulate the pants off most of the subjects he is interested in. Lorenor has a very powerful mind rivaled only to the Psionics of ancient lore.

Aero Wand (Originally Alex's Wind Charm)-Level 7-Counts as a Wand. Can summon four medium-sized bursts of wind lances a day. Power is equivalent to a plynt sword.

The Horns of Power-Level 7-Now, over time, the Horns of Power have evolved as Lorenor has evolved. Lorenor is now blessed with a Strength bonus that makes him three times stronger than the average human being. This effect is stackable with Lorenor's normal Strength Ability.

Argus' Necklace-Level 7-Four times a day, Lorenor may use the powers of the amulet to call a Zombie Familiar. The zombie counts as a strong enemy with moderate statistical data. Each summoned zombie retains some of Lorenor's powers. Can only work to call forth humanoid corpses. Currently, Lorenor has acquired Average control over the zombie minions. Each zombie called has the racial weaknesses of holy powers and any other traditional zombie style weaknesses. Zombies may bite other NPC's and infect them with zombieism. Note: Lorenor is not in control of NPC's transformed in this fashion.

Argus' Ring-Level 7-10 minutes at 20 mph. He can use Flight twice during a thread. (Note: I just wanted to update the time he can spend in flight, I'm fine with the speed)

The N'Jal Protocol-
Strength-Lorenor now has earned three times the strength of the average human being. Combined with the Horns of Power, the effects of Strength are stackable.

Endurance-Lorenor has now earned four times the endurance of the average human being.

Intellect-Lorenor is now three times smarter than the average human being.

Reflexes-Lorenor can now react with three times the reflexes of the average human being.

Speed-Lorenor can now run, on land, at about 80 MPH's.

Regeneration-Basic injuries heal instantly. Moderate injuries heal within a matter of twenty minutes. Heavy injury heal within a matter of two-three hours. Lethal injuries require three-four days. Deaths remain the same. Lost limbs (Except in the case of items like the Aegis Bracer) require at least a day of regeneration time. (Moderator note: The Regeneration Ability is now capped.) Lorenor is now Legendary with this Skill.

Fighting Style/"Th'llexyah Drukai"-(Unarmed Combat/Melee) Having fought in the trenches for a long time now, Lorenor is well versed in physical combat. So much so that he has mastered his own unique way of fighting. Known to the Monks as a fighting style called "Th'llexyah Drukai" the form consists of putting the combatant in harm's way and reacting to physical damage taken. Due to Lorenor's enhanced Regeneration power, this fighting style is especially dangerous when used by Lorenor. Placing himself in positions to accept incoming blows, the key is to move around in specific ways where the incoming attack can connect with parts of the body that will cause the least amount of damage to the practitioner of this art. This is a dangerous form of fighting and has a high casualty rate. But those who can master it become deadly individuals. Note, due to the amount of time that Lorenor has spent studying this art, Lorenor has become Legendary with this art. Lorenor has a high threshold of pain and he can call upon this skill at will. Lorenor will take almost all non-lethal blows directly to his body in order to place himself in an adequate position to reverse the attack or counter successfully. A complex series of counters and reversals are associated with this fighting style.

Atma Cannon-A powerful Oni device. Strapped completely across one arm, the artifact has parasitical properties. Once attached, it forms a permanent bonding with the host body. Creating a synergy effect with the host body, the device forms a harmony with the bio-electric field of the host. Once the harmonious effect is created, the weapon is capable of firing off a powerful beam of condensed energy that -can potentially- damage the soul of weaker targets. In some cases, erase the soul all together. With a special function of the device, the Soul Cannon can steal a living soul directly from a dying organism. Works on beings with some sort of a soul intact. Player(s) require permission.

Amended Notes: (These notes were suggested by Kyle himself, thank you very much) 1-The Soul Cannon may ONLY be used in Quests. 2-For now, the Soul Cannon may ONLY be used once per thread. With a twenty-four hour cool-down period implemented. 3-From levels 5-7 a Soul can potentially resist the Soul Cannon's effects with a modifier of up to 60%. Souls lower than level 5 have a 30% negative modifier against the Soul Cannon. Souls ABOVE level 7 have a 70% chance of negating the effects of the Soul Cannon. 4-Harvested Souls appear as a "Soul Gem" that can be used in various construction projects to make new, interesting Items. Soul Gems may be sold in certain markets for big bucks. A Soul Gem maybe consumed by Lorenor for healing effects. (Subject to moderator approval)

*Inventory-(Everything from level 7 is intact)

*Weaknesses-

Wizard's Lightning/Electricity--(Permanent Fatal Weakness)

Dragon Fire--(Permanent Fatal Weakness)

Holy Arcanos--(Permanent Moderate to Fatal depending on the level of the Encantation) Even walking around Holy Grounds will cause pain/injure Lorenor.

UV Light--(Permanent Fatal Damage if exposed to weapons or items giving off UV Light)

Sun Light--(Exposure to sunlight will cause Lorenor to flair up into ash) (Note: Due to the UASU Universal Anti-Sunlight Uniform, Lorenor may walk in the daylight hours with his powers reduced by 50%)

Wizard's Fire--(Currently a Moderate Weakness/This possibly will change)

Taskmienster
01-30-10, 02:48 AM
Only a single skill update that I saw.

Approved.