Log in

View Full Version : Evil Eye



Saxon
04-04-10, 01:32 AM
(Level 2. Updates in dark red)

Name: Thomas Saxon
Age: 37
Race: Human
Hair Color: Black
Eye Color: Blue
Height: 6'1''
Weight: 193 lbs.
Occupation: Hunter
Left-Handed

Languages: Fluent in Common and Latin, knows some Salvic and Fallienite.

Personality: Cold and calculating, Saxon is truly a hunter at heart. Preferring to keep his distance from others, he is a man of few words when amongst strangers. However, to the few friends and allies he has, he is warm and kind with a fierce loyalty that seems to be uncommon these days. Having spent much of his adult life in the pursuit of the unnatural, Saxon has developed a focus bordering upon that of a sociopath when he is on the hunt. So much so, that when on the hunt of a creature the man will not stop until he slays it.

Saxon exhibits the kind of leadership that one might find in a military man. Although he prefers to work by himself, Saxon will lead others to whatever goal they might be pursuing no matter the cost. This kind of fierce drive and courage to stand up and do what needs to be done seems to be ingrained into his character. This might have something to do with the stint he did in the military long ago.

Appearance: Saxon stands taller than most men with a strong, lanky build. He has brilliant blue eyes and a strong jaw, his eyes seem to grow brighter when he's angry. Clean shaven and of a tanned complexion, he typically keeps a tidy appearance until he begins a hunt where he then begins to unravel. He has a black, unfettered mane and sideburns. Typically dresses in worn blue jeans and a button-down shirt with the usual combat boots, belt, and leather jacket. An old, worn fedora seems to always rest upon his scalp. Saxon gives the appearance of somebody normal. He tries to hold the image of somebody who appears unrecognizable and who you'd forget after first glance, and for most people that seems to work.

Skills:



-Traits-



Lone Wolf: Working on his own much of the time, it is rare when Saxon has an ally he can depend on. Because of this, the hunter has had to become self-reliant and cope with being without help when it really counts. Saxon is 2x stronger and faster than your average person. When amongst others, the hunter grows more confident and recieves a .5x bonus to this ability for every level he has gained. This bonus lasts until he becomes alone again.


Outrider: Saxon has an intimate knowledge of horsemanship, and has the scars and bruises to prove it. Aside from the basic commands such as telling Ambrose where to go, to move, etc. Saxon also knows quite a bit about taking care of his horse.


Brawler: Saxon is no stranger to hand-to-hand combat, and is vicisous while in a fight. Knowing some things about boxing and martial arts, he knows how to make a punch count. When fighting without a weapon, Saxon inflicts 2x more damage than he would with one. This ability also grants him an intimate knowledge of the human anatomy, allowing him to know just where to punch or kick to stun/disable an opponent.


Tracker: Saxon has an intimate knowledge of tracking, making him able to discern what tracks are which, the time they were made, and a rough idea of who they were made by. He can do this for beasts, humanoids, and undead.


Blade Runner: Saxon knows his way around a blade, making him above average and familiar with most blades and knives. He knows how to parry with a blade and does 1.5x more damage with one if he strikes first in combat.


The Link: Saxon seems to have inspired a storyteller by the name of Fibonacci to share tales of his adventures. The only problem is that these two have never met each other before. It seems as if they have been psychically linked to each other, sharing experiences and vivid memories of each other's lives. This link serves no real purpose but the two exchange vivid memories involuntarily in brief periods of time. Though Fibonacci has decided to capitalize on these, Saxon generally ignores these visions.

This ability immediately cuts any experience gained by the accounts Saxon and Fibonacci in half and distributes it between the two characters evenly. I.E. If Saxon were to gain 100 exp, he and Fibonacci will both gain 50 instead. This ability doesn't distribute any experience already gained by either account before the creation of this profile.


Pinkerton-Wannabe - Something that crossed over from his previous life; Saxon is a sleuth through-and-through. He can pick apart details of a crime and analyze them remarkably fast, making him a very keen investigator when on the hunt for something. What's the hallmark of this ability, however, is Saxon's ability to become a human lie detector. With practice, Saxon is able to read people and tell whether or not they are speaking the truth by judging body movement, sweat, and demeanour. After all, it takes a liar to know a liar, right? This ability works in a range of 1 level below and above him.



-Abilities-


Hunted: When Saxon is in the pursuit of somebody or something, he will mark them. This ability lets Saxon track his prey by scent and tracks by up to a 40 yards and increases the chance for invisibility or teleportation magic/abilities used by his victims to fail by 50%. Saxon may only mark one humanoid or creature at a time and it will last the entire thread unless Saxon chooses to mark something else, slighty reducing how affective it'll be.


Stalking: Saxon has learned that the element of surprise is vital, especially since the things he hunts aren't typically forgiving. Because of this, he is can sneak up on prey equal to or less than his level without much chance of being discovered. When using this ability, Saxon stays out of his victim's sight and in their blindspot until he strikes. This ability can only be used when trying to attack somebody and can last for up to three posts.


Revenge: When struck, Saxon may inflict a counterattack with twice the damage that was inflicted upon him. This ability may be used once during a battle.




First Blood: Saxon has learned that drawing blood can have an intoxicating and profound effect on both himself or his opponent. For this reason, Saxon has studied a way to tap into that potential. At the beginning of the battle, I can opt within my first post whether or not to declare "First Blood" OOC. If this is declared, whoever lands the first blow following the declaration, their character will receive the following bonus. With the first strike, a combatant will become intoxicated with bloodlust and receive a .5x multiplier to their strength and speed based on the combined levels of the combatants divided by 2. This ability lasts for 2 posts.
Ex: A level 2 and a level 4 fight. Either one of them gets the first blow. 1 + 2 = 3/2 = 1.5x bonus to both strength and speed.


Journal

Note: Saxon has picked up a few tricks over the years and has recorded them in his journal. The following lists the current spells and rituals he knows and the list of materials if any that are required. The journal also contains an intimate knowledge of Saxon's travels and how to defeat or slay all of the creatures he has come across.


Last Rites - White - Ritual - Taken from the teachings of catholic dogma, Saxon can provide a dying victim with their last rites. This ritual prevents the victim's body from becoming possessed or turning once they have been blessed. One might call it saving souls, most of the time Saxon considers it one less monster he has to kill. The ritual takes up to a post to complete and requires only a cross or crucifix and an incantation.


Exorcism- White - Ritual - Moonlighting with catholic dogma has taught Saxon this bizarre ritual that takes four posts to complete. With the proper materials, preperations and chants Saxon can exorcise demons, spirits, or the undead from his victims if they are within 2 levels of him. The materials include a bible, cross, and entire passages spoken in latin. Saxon cannot yet get demons or spirits to leave a body but rather must have a vessel to transfer them into, any common object will do but something that is pure will work best.


Bless - White - Incantation - Saxon managed to pick this one up from a catholic priest he had saved years ago, making him able to create his own holy water. This ritual takes a post to complete. By speaking a specific passage from the bible, Saxon may sanctify a water source. This holy water will burn the undead or demons, searing flesh and acting as an acid when it comes in contact with them. Longer periods of time exposed to holy water increases the damage suffered exponentially. Materials include an incantation and crucifix/cross.


The Ashen Hand - Elemental - Enchantment - This spell will ignite Saxon's hands, engulfing them in primordial fire. When ignited, Saxon's H2H combat inflicts twice the damage he would on top of his other bonuses and deals fire damage. These flames can ignite other sources that are not the caster, and can be used to illuminate dark places. This ability lasts for four posts or until they are doused with water.

Preperation: Caster must cover his hands in ashes before hand, any will do. Incantation needed.


Quickening - Elemental - Enchantment - This enchantment will cause Saxon to move with much greater speed and agility at the cost of accuracy. Once casted, Saxon will be able to move 2.5x faster and have far keener reflexes then he would normally. Unfortunately, this enchantment causes Saxon's muscles to twitch and spasm, making holding a weapon let alone striking with it very difficult. This ability lasts for 2 posts.




Preperation: Caster must consume a miniscule amount of mercury. Incantation needed.
Equipment:


-Weapons-


Spear: A weapon just over Saxon's height, it is was specially crafted and made to give the hunter a much longer reach in combat. The spearhead is made of steel and carefully balanced with the rest of the weapon, giving it the potential to be thrown as well as wielded as a weapon. The shaft is made of a sturdy, rare oak that provides the strength to endure the bite of steel without much being sacrificed to weight. Typically, this weapon is kept on his horse.


Bowie Knife: Made of steel and tempered making it almost unbreakable by design, this cleaver is 9 inches in length from tip to hilt. It has a handle wrapped in treated leather. Comes with a leather sheath that Saxon wears on the back of his left hip.


Boot Knife: Made of steel and about five inches in length from the tip of the blade to the hilt. Typically a concealed weapon, Saxon keeps it inside it's leather sheath tucked in the back of his right boot.


The Arkansas Toothpick: A balanced throwing knife that is made of steel, this knife is 6 inches long from tip to hilt. The blade is so sharp that it has been said that the toothpick will stick in pretty much anything. Kept in a black leather sheath on his right hip.


Garrote: Made of thin butcher's wire with a handle on either end. Durable and able to withstand the struggles of a victim below or equal to Saxon's level.


Crossbow: Made of a sturdy, durable wood and typically kept on the saddle of his horse, Ambrose. Comes with 100 crossbow bolts.

-Armor-



Leather Jacket: Made of brown, treated leather. Very durable, comfortable and is also water resistant. Contains secret pockets. Other pockets contain charms and holy symbols from a slew of different religions and cultures.


Fedora: This old fedora seems to have been made from a strange dark cloth, almost as if it were leather. When worn, Saxon seems to have a heightened sense of observation to his surroundings. For example, if he were to be somewhere with no light at all, instead of seeing pitch black Saxon see his surroundings as if they were cast in a soft afternoon light. Saxon seems to have odd memories tied to this hat as if it were worn by somebody completely different than himself and for some strange reason the name "Amalarj" keeps popping up in his head whenever he wears it.


Boots: Made of brown treated, leather. Comfortable and steel-tipped, these are old combat boots that were commonly used by soldiers in Corone years ago. Water-resistant.


-Items-


Iron Flask: Typically used to hold holy water. Placed usually in Saxon's inner jacket pocket.


Pocket Watch: Saxon found this in his pocket, and the watch seems to have a brassy sheen that almost seems familiar. Whatever purpose it serves, he doesn't know. Keeps perfect time. Occasionally the watch's glossy sheen gives a small glimpse of the horror it possesses.


Crucifix and Cross: Holy symbols that Saxon finds he must use more often than others, they are typically used for materials for rituals. Kept in his jacket pocket or worn around his neck.


Pouch of Salt: Legend has it that Salt is pure of spirit and therefore evil may not tread across it. Saxon typically uses salt to make barriers or seals to bar the undead, spirits or demons from passing. Any barrier made cannot be breached unless broken and typically works on creatures that are of 2 levels above Saxon. Kept in one of Ambrose's saddle bags.


Cigars and matches: High quality cigars that Saxon usually savors after a kill. Because they are so expensive, he usually doesn't smoke them unless it's a special occasion and if he gives one to you it's a sign of respect.


Knapsack: Small brown leather pouch that Saxon sometimes wears on his side. Contains materials, charms, and things the hunter typically uses to slay monsters. Often kept on Ambrose's saddle.


The Warden - A grimoire written by Saxon over sixty years ago during his refuge in the town of Trimor, Corone. It contains every spell, incantation, and ritual practiced by the Sons of Purity during their inquisition or witch-hunts. Containing some of the most vile and dark secrets of black magics used by the backwoods cult, Saxon had intended on recording it for later use against his hated enemy. It also contains notes and detailed descriptions of the Sons of Purity during that time. Some of the members might even still be alive today. It's encoded and can only be read with some sort of key, otherwise it just sounds like gibberish.




It's last known location is that it was buried within the ruins of once was the town of Trimor by Saxon over sixty years ago.
History:



~I~

Born and raised in Corone, Thomas Saxon spent much of his childhood with his family in his home town, Fairfield. His father was a watchmaker and his mother a school teacher, Thomas had a typical childhood with few problems or anything that could be called unusual. He worked with his father until the age of 14, learning the craft he'd probably never need to use. Surprisingly, most of the skills he'd need later on in life he learned from hunting and spending time with uncle, Pete. The two were very close and developed a bond of love and friendship that should have been shared with the boy's father.

Thomas was raised with an education that gave him a love for books and a desire for learning, his formal education ending at about a real life eighth grade level. Only once Thomas turned 16 did his typical, peaceful childhood end when one night a drifter came to town. It was slow at first, but the people of Fairfield began to change. Their flesh would begin to turn gray and their appetite would become supressed, often preferring to slumber during the day and awaken at nightfall. It happened a few people at a time at first, but eventually those who hadn't made this change had began to notice.

Inquiries were made and eventually it was traced back to the drifter, a Joseph Barrows who was nowhere to be found. It seemed as if this Barrows had started an epidemic, because even after he left, more and more people caught the same infection that the papers were beginning to call the new plague that had begun to spread across the countryside. It became so prevelant that entire towns were put under quarantine by the Coronian government.

Because of a deep mistrust of the government at the time typical of a small community in Corone, the townsfolk of Fairfield who hadn't suffered from the plague decided to keep it quiet. They ignored it and held the grim hope that it would pass away on it's own. For awhile it worked, but that was until the feeding started. Thomas and his family stayed more and more at their own estate on the far end of town, and it became more and more common for the sound of screaming to be heard in the dreaded night.

People had begun to disappear, shops begin to close up, and soon business began to dry up from Fairfield completely. Even though both normal and infected people left the town in droves, violence continued to rise in the town. It happened so often now that blood began to run through the streets and those who were left uninfected kept to themselves, using daylight as their guardian.

This went on and on until the uninfected population dwindled to two or three families. The Saxons were one of them. It was by this time that Uncle Pete returned from a trip to the southern tip of the country trying to help his old army buddies. He was shocked and infuriated to learn what had happened from his brother, calling them all cowards for letting it get this far. Pete immediately proposed driving out the infection by force, knowing well from his days in the military what this must have been and had even given it a name. Vampires.

Few of the townsfolk were eager to aid Pete in cleansing the town, the people who resisted the most were the Saxons themselves. Calling him crazy and a fool for believing in such cockimamy stories. Only Thomas believed his beloved uncle and with a few others helped take up arms against the monsters that had plagued them for the last few months.

One by one the houses that now acted as dens for the voracious creatures were raided by the townsfolk. They burnt them to the ground and sent the creatures fleeing into the daylight to escape the flames, only ignite into a cascade of flames from their terrible curse. Only once nightfall hit did the tables begin to turn.

Mistaking their sole advantage of daylight leaving the vampires helpless, the townsfolk didn't think much of it when the first of the creatures began to walk from the buildings. Except they didn't ignite and that was when the killing began. The creatures overran the townsfolk, slaying most of them in the first couple of minutes that the fighting began. Pete, Thomas, and two others found safety in a nearby barn while the monsters were busy tearing apart their friends and loved ones. Thinking they could wait for daylight, they decided to stay hidden in the barn assuming that nobody had seen them enter there.

They were wrong.

In an act of cruel revenge, the vampires lit the barn on fire and gave the townsfolk the same choice that they had given them hours earlier. Burn alive or come out and die anyway. Only Thomas and Pete had chosen the former, their friends leaving them to try and escape the burning barn only to die a much more horrific death.

Only once it looked like all would be lost did help finally arrive. Trapped in the burning building, the two began to hear screams and killing coming from the outside. Different screaming. The kind they had heard hours earlier when they had raided the dens of the wicked creatures. Daring to go outside, the Saxons watched as a group of embittered, hardy men slay the vampires and drive the luckier ones into a rout.

When the fighting was over, Thomas and Pete were approached by a wizened, older man who had the air of a priest. He introduced himself as Father Graham, leader of a group of hunters that he kept calling the Sons of Purity. They had been roaming about the countryside in an attempt to cleanse the country of the vampire epidemic and were largely successful. Gaining more and more members with every town they saved.

The father extended a one-time invitation to the both of them, telling them that there was good to be done and that they could save the country from this terrible plague. Because of his youth, Thomas didn't know much of anything about the bloody history of these hunters, but Pete knew them well enough to call them fanatics to the father's face. Pulling his nephew away, the two walked away from the Sons as they continued their 'holy work'. Thomas would always remember the look of sudden disgust and hatred on his face when Pete spoke that word.

Fanatics.

From that day on, Thomas fell under the wing of his uncle. Pete eventually moved them both from city to city as he taught him more and more about what had happened. What Pete had realized and seen was the collapse of humanity. Somebody needed to save these people, and it shouldn't be a choice between the Sons and the monsters they hunt. Pete began to train and teach young Thomas as best he could with everything he knew about the military, monsters, and ways to stop them.

They began to hunt again on Thomas's 19th birthday, but this time it wasn't for game. They moved about the country beginning to kill the monsters and things that people often left to folktales and the stuff of nightmares. The two were good at it and worked well as a team. They did this for years and years until finally a heart attack forced Pete into a very early retirement.

At Pete's suggestion, Thomas soon joined the military as a way to study and travel abroad. A chance to grow up. "You'll learn more that way. Besides, there's nothing more I can do for you here," His uncle had told him. After a long stint in the military, traveling the world and learning more then he could possibly have imagined about 'Hunting', Thomas had matured. More and more he had been called by his friends and fellow soldiers by his surname until finally it became the name he recognized.

It was only once Saxon had heard word that his beloved uncle had died that he returned to his home country while on leave, right around the time of his 30th birthday To anybody else, his uncle's death might have looked like a suicide. The autopsy concluded that he had gotten drunk and hanged himself. Saxon wasn't convinced.

Suspecting foul play, Saxon looked into it more and found that things didn't add up. Choosing to leave the military, the hunter decided to try and solve his uncle's would-be murder. It wasn't long before he was pulled back into hunting again, but this time he was alone.

Familiar:

Name: Ambrose
Race: Horse (Colt)
Mane Color: Black
Eye Color: Brown

Appearance: With a mane of powdered black that is so dark it almost looks blue, the young colt has the appearance of his unique but now almost extinct breed, the A'Dacus, that had been kept as Fallien royalty's own private stock. Looks to be fit, healthy, and impressively strong for a horse of such heritage. Ambrose's eyes never betray him for how fiercely proud and aggressive he can be to the poor fool who isn't accustomed to treating him the proper respect he deserves.

History: Always giving the impression of a creature that is fiercely proud of its bloodline and overly aggressive, Ambrose is as strong as he is bullheaded. Saxon awoke one day and found a ticket to a stables back in Corone where he had left Ambrose for some time. Upon discovery of him, Saxon has taken a quick liking to the beast, but he'd never try to look this gift horse in the mouth.
Inventory:


Steel Horse Shoes: Nailed to Ambrose's feet for years, the shoes have been etched with glyphs and sigils of old Fallienite, although Saxon hasn't a clue as to what it could possibly mean.


Burlap Bags: Capable of holding a sizeable amount of food, water, or whatever is on hand at the time, the bags are as durable as they are itchy.
Riding Equipment: Basic equipment used to ride and maintain Ambrose. Made of steel, iron, and cow hide.


Patchwork Saddle: Almost having nearly bit Saxon the first time he tried to put it on him, Ambrose absolutely despises the old relic that had been placed upon his back. It wasn't until Saxon caught him sleeping that he was able to tie the saddle onto the horse. Something says that Ambrose won't fall for the same trick twice, after all, eventually he'll will have to take it off to wash his prize horse.
Eventually.

Letho
04-04-10, 05:24 AM
Is this a level 2 update? Because looking down at the past updates you made there's lv.0 (http://www.althanas.com/world/showthread.php?t=2080), lv.1, I guess (http://www.althanas.com/world/showthread.php?t=13444), and then there's this one. (http://www.althanas.com/world/showthread.php?t=19063) I'm assuming the last one was just revamping your profile, though it could technically be a lv.2 update. At any rate, in the future please make note to which level you're updating, so I don't have to shuffle through the archives just to count them.

Also, I need to know where you acquired the two new items you listed.

Saxon
04-04-10, 11:52 AM
Also, I need to know where you acquired the two new items you listed.

Its a level 2. The Warden I got from here (http://www.althanas.com/world/showthread.php?t=17345&page=3), and the spear I just made up. I'm guessing time for that shit has passed.

Letho
04-04-10, 12:02 PM
The time for that shit hasn't passed. However, given that it's a weapon made of basic materials, I'll allow it as long as you never sell it. You probably wouldn't get very much for it if you did, but I'm a stickler when it comes to these things, I'm afraid.

Saxon
04-04-10, 12:06 PM
That's fine. I'll put it alongside the gun I'll never own and the horse I can't sell. Fuck I'm glad I never made a merchant. =P

Letho
04-04-10, 01:19 PM
Merchants are pussies anyways. :P

You are approved. Thank you for your cooperation and welcome to the next level.