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Rayse Valentino
03-31-12, 12:35 AM
Old: http://www.althanas.com/world/showthread.php?21132-The-Contractor-Level-7. Updates in red. I moved the molotovs down to equipment because they're not an ability. I hope I can remove the restriction on my knife at this point. Also, this may not be 3.0 approved, so if I have to change the 'legendary' or 'master' stuff to some multiplier, tell me. Or even edits to the mana system. Note: I only added one ability this round. I'm willing to sacrifice it if the other changes are too much and I can compromise.

Given Name: Trent Loryn Jr.
Street Name: Rayse Valentino.
Race: Human.
Occupation: Independent Contractor and Arms Dealer. Affiliated with and friend of the family of The Company.
Age: 25
Height: 5'10
Weight: 179lbs, all muscle baby!
Eye Color: Black.
Hair Color: Black, with bangs down to his eyes.
Build: Stays in shape, works out often.

Appearance: Tanned white guy. Black t-shirt, blue jeans, really nice looking shoes, and tattoos of various sharp, black shapes on his chest, arms, legs, and back. Another tattoo/rune on his right shoulder of a swirling black fire with a circular hole in the side of it, which fused him with the element of fire. His right index finger has an amber ring on it and his forearms sometimes have near-transparent gold bracelets on them.

He has, on occasion, been sighted wearing an unbuttoned black suit with tie and slacks, but these rumors are still in hot contention.

History:

Level 0-2: Born to a general under a monarchy in Salvar, Rayse spent much of his early life in military boarding school, which was actually a pretty rough place for bored kids with an axe to grind. His father then enrolled him into the army, where his connections made Rayse into an officer at only age 19. Rayse was pretty bored with this life, all these rules and things were very monotonous. He began dabbling in the underground arms market, finding it very exciting and getting into many fights. It was a bit hard to get going at first, but abusing his father's network of military connections got him far.

Salvar's government does not sponsor wholesale arms transactions outside of the local economy, so the Salvar Black Market was well-known even outside of the region itself.

A couple years later, his father caught wind of Rayse's activities and that he hadn't even been in the army for those two years (nice dedication there dad). He felt ashamed and immediately disowned his ungrateful son, but it didn't bother Rayse one bit. He changed his name to completely bridge the gap between him and his family. Simply buying and selling weapons was a bit boring, so he started branching out and connecting contractors and clients. He earned a reputation as a reliable, but short-tempered businessman. His prices were fantastic, and the last person to hustle him was held down and had his forehead burned with Rayse's cigarette.

Level 3: He was on his own for a year, and business was slow. After all, Salvar was large and sparse, and most of the big contractors worked with parties cross-country. Of course, given his craft he attracted all sorts of trouble. Rayse's business had been tampered with, and he had no choice but to team up with a vampire to get his revenge.

Shortly after, he hatched a scheme to get several men to pay their debts all at once by holding up a small town by the name of Tradepost.

News of his exploits spread throughout the city, and Rayse found himself some unwanted attention. Now, he was left with one question: Does he really have a future in this city? He also found himself an unlikely ally through the whole mess, his uncle and partner Teric Bloodrose.

Level 4: With the outbreak of war in Salvar, Rayse and Teric left the city and founded The Company in Corone. While working as a recruiter and contractor for Teric, Rayse has a hidden agenda of uncovering the history of the conflict in Salvar and Raiaera.

Level 5: No change.

Level 6: The Magical Sickness: A curse inflicted upon Rayse by the unstable application of his rune. Causes his powers to inexplicably stop working at random times, and for his body parts to pass through various objects without his approval, although he never passes through the floor.

Level 7: Cured from the magical sickness, Rayse proceeded to kick the everliving shit out of Denebriel. Reinvigorated with new ambition, he set off to take over the world by any means possible.

The Fateless: A term he coined for beings who weren't bound by the rules of fate and could shape not only their own destinies, but those of entire nations as well. Knowing who is and isn't a Fateless affects his judgement toward them.

Level 8: Rayse works for The Company, an international organization bent on organized crime. While not directly in The Family, he is considered a friend of the family and often works with them entirely at his leisure. They were formerly known as The Salvaran Syndicate, but after they expanded around the world, Rayse helped them break into the Corone market and let them use the name of his former company. He is currently running weapons to both factions in Corone's civil war.


Skills:
* * * *
~Non-Combat/Mental Abilities~
Summary: Rayse is a sly businessman with a slick tongue, able to weasel his way out of most situations just with talk and money.

Wordsmithery: People who are listening to Rayse are very likely to be convinced by whatever he is saying, within the course of reason.
Argument: When pressed with a situation of doubt, Rayse can usually overcome with his arguments. This is usually used to bargain for lower prices on goods.
Manipulation: A combination of Worthsmithery and Argument, Rayse can manipulate those of weaker will to do his bidding.
Demolition Man: Rayse has extensive knowledge of explosives from his military days.


* * * *
~Combat/Physical Abilities~
Summary: Rayse has some military training, making him proficient at hand-to-hand fighting and knife play. Let's say he can hold his own in a bar fight and then some. Time in the army and confrontations in the underground arms market has toughened Rayse's abilities, and very few would mess with him. When he fights, his body is almost fluid-like in its flexibility, allowing him to dodge and attack quickly.

Hand-to-hand: Expert. All those brawls gotta add up.
Knife Play: Master. He used to teach this stuff, you know.
Sword Play: Advanced. Prefers not to use swords, but they have their uses.
Evasion: 8x. Uses instincts and experience to avoid what he can't see with reliable success. The rune continues to alter his physiological structure, and thus he run faster and dodge quicker but with a fiery after-image of himself following.
Strength: 3x. Mostly for picking up ladies.

* * * *


Abilities/Spells:
* * * *
~Sixth Sense~

An ability of unknown origin, believed to be gained through Rayse's exposure to the future-predicting Great Lieutenant of Denebriel or inherited through his relation to Teric Bloodrose, although heavily watered down compared to Teric's. Rayse has a 20% chance of correctly anticipating what an opponent is going to do - before they do it - so long as his opponent drops some hints through his body language (assumes a particular stance, holds their weapon a particular way, etc).

Works best against: Swordsmen and knife users.
Works least against: Fighters with unorthodox or unpredictable fighting styles, as the clues they drop are generally vague or unfamiliar.
Doesn't work on: Magi, as it's generally impossible to guess what kind of magic is going to be flying at you next.

* * * * *
~Essence of Fire~
Summary: Control over fire given to Rayse by a magical rune tattooed into his upper right arm. The rune glows when the power is used. Gives Rayse control of fire created by his body, with undetermined consequences. He can cause any or every part of his body to ignite into a flame that can't harm him or his possessions, and can even light others on fire without burning them. Excessive or prolonged use drains away at his life and leaves him exhausted. Rayse prefers to use this ability for its utility (such as lighting his cigarettes) or not at all, as using it in combat is hazardous to his health. After being cured from the magical sickness, Rayse can not only create and turn his body to fire, but augment his body using heat in extreme ways. Also, until it is put out, any fire Rayse creates is still 'his' fire, meaning it can not burn him.

The Mana System: Rather than having a vague physical after-affect of using his abilities, I'm going to introduce a system of 'mana' to affect his limitations. The less mana he has, the more physically strained and tired he is. It will eliminate a lot of clutter from the abilities.

Total Mana: 26. Refreshes after a full rest.

Reforged Body: By heating and speeding up his blood flow to his skin, he is able to pseudo-galvanize his skin to be as hard as dehlar for 10 minutes. Visually, his skin appears no different than normal but it is searing hot to the touch. Mana Cost: 4.

Nothing Is Safe: Rayse can light any surface on fire. If the surface is not capable of burning, the fire hovers above it and feeds off magic for 5 minutes. Mana Cost: 1 (only if surface is incapable of burning).

Regenerative Fire: Rayse has saved his current body into a sort of fire 'memory', which he can call upon to restore his body to a previous state, thus healing him entirely. Mana Cost: 10.

Firearm: [Obtained in Salvar MVP Reward. (http://www.althanas.com/world/showthread.php?t=16770)] The amber-colored steel ring on Rayse's right index finger was enchanted to cause any flame produced on the tip of said finger to shoot out like a bullet at the speed of a bullet if the ring is rubbed backwards by the thumb suddenly. The impact causes a fiery explosion with first degree burns on nearby impact and second to third degree burns on direct impact. Has powerful concussive strength on impact (probably around the same as an incendiary bullet, which is what it basically is). Leaves a blue trail of smoke along its path. The size of the explosion is around four feet from the impact, the smoke goes out to about fifteen feet, and there is absolutely no piercing; all of the damage is done to the surface of the impact. Can be used twice per day before the ring has to recharge. Not affected by Mana system.

Fire Flash: An ability that causes Rayse to disappear into flames and reappear almost-immediately at another location a short distance away. Right before he reappears, flames form and create the shape his body will be in as he appears. He must already be moving toward that direction or physically able to move there anyway, so it looks more like he's defying time and closing distance gaps in less time than physical movement. Can also carry other other people with him on contact when he disappears, but the toll on him is doubled. Mana Cost: 2 (4 with passengers).

Flame Pillar: Stomping the ground, Rayse can send an underground fire that cracks the ground above in a path towards its intended location, and bursts out from under the ground in a explosion of fire that resembles a pillar or a geyser. Mana Cost: 2.

Fire Resistance: Rayse can tolerate up to 2500 degrees Fahrenheit of fire that is not his own. His own fire will never burn him, no matter how hot it is.

Water Weakness - Innate: If they actually connect, Rayse is more susceptible to water-based attacks than a normal person.

Overheat: The maximum temperature Rayse can achieve is 2800 degrees Fahrenheit.

Fire Enchant: Can enchant weapons he is using with fire, allowing them to produce severe burns on contact and distracting trails of fire while in movement. His harder, more focused punches, kicks, and weapon attacks have the effect of causing second-degree burns on contact. Mana Cost: 2.

Burning Flick: Can flick sparks to ignite anything sufficiently flammable.

Flame Evasion: Can temporarily turn a part of his body into pure fire and have a projectile fly through him. Mana Cost: 4.

Smoky Breath: Rayse can quickly exhale long, white plumes of smoke that only stick around for a minute and a half, but provide enough cover for escapes. Mana Cost: 1. [Locked until Level 9.]

Flame Doppelganger: Rayse can step out of himself in a fiery fashion, leaving his old self as a doppelganger that's identical to him but can't move. Upon contact with anything it bursts into flames. Mana Cost: 3 [Locked until Level 9.]

* * * *

Equipment:

-!-LEGENDARY WEAPON-!- Kapteyn: A large, 6" knife fastened to his ankle. A military knife used by professional Salvaran knife instructors. The dark brown handle scales were made of Liviol wood from trees in Salvar, and the properties of it were hardness and the ease of applying a firm grip. The blade was made of stainless steel, and the top of the razor sharp blade had a half-length swage, for reduced cross sectional profile of the spine and therefore, excellent penetration. The blade has magicide properties: It absorbs magic like a sponge and nullifies it, converting the energy into pure heat. A large amount in one burst causes the blade to become red hot for a few minutes. It can not further nullify magic in this condition. Can nullify 6 moderate magic attacks, 2 strong ones, or 1 extremely powerful one before it overheats for the rest of a battle. [Obtained in Mortal Intervention. (http://www.althanas.com/world/showpost.php?p=160183&postcount=23)]

Restriction: The Magicide blade can only be used in threads with other PC's with the express permission of all thread participants. Meaning that if I want to use the weapon in a battle or non-solo endeavor, I must ask my opponents/fellows for their consent before using it. As of level 8, this restriction no longer applies.

Molotov Cocktail a.k.a. Rayse's Spices: Affectionately dubbed "my spices" by Rayse. While not a true fire element ability, it fits perfectly with his ability to make a convenient fire out of nowhere. In its simplest form, a Molotov cocktail is a glass bottle containing gasoline fuel with a fuse consisting of a fuel soaked rag (or other extremely flammable material) held in place by the bottle's stopper. In action the fuse is lit and the bottle hurled at a target such as a vehicle or fortification. When the bottle smashes on impact, the ensuing cloud of gasoline droplets and vapor is ignited by the fuse causing an immediate fireball followed by a raging fire as the remainder of the fuel is consumed. Gasoline is not exactly a commodity in Althanas, so Rayse uses plain old whiskey in beer bottles in most of his, with some containing tar in situations where he needs thick choking smoke. He also has several "mini-cocktails" that are basically Molotovs packed into tiny shot glasses. Not affected by Mana system.


-Salt'n'Pepper: A bomb used for demolition purposes, like TNT. Looks like a small box. Must be detonated with a fuse that goes off in at least 5 minutes. Limitation: Can not be used without consent of other PCs in battle threads. [Obtained in Ring of The Sun (http://www.althanas.com/world/showthread.php?20371-Ring-of-the-Sun&highlight=ring+of+the+sun).]
-Chili: An odorless bomb that fits in a shot glass that, when detonated, creates a grenade-like explosion that sounds like a tunnel cave-in. Must be detonated with a fuse. Limitation: Can only carry one at a time. [Obtained in Ring of The Sun (http://www.althanas.com/world/showthread.php?20371-Ring-of-the-Sun&highlight=ring+of+the+sun).]


In his pockets: A pack of cigarettes, three 5" long, 1.25" wide black, Damascus throwing knives, a wallet. One small, tar-based mini-molotov. One Chili bomb.

Travelling Bag: Contains several packs of cigarettes, a few days' worth of rations, a fresh change of clothes. A stack of business cards for The Company. A couple molotov cocktails and half a dozen mini-molotovs, mostly whiskey-based but a couple tar-based.

Denebriel's Glass Eye: [Obtained in Mortal Intervention. (http://www.althanas.com/world/showpost.php?p=160183&postcount=23)] Allows holder to see into the immediate future. Can not be used in battle.

Sitayamini, Black Spidersilk: 100 feet of Lillian's special black spidersilk. It still bears the flaw of her old threads, which made them dangerously reactive to magic. It is somewhat thicker than the usual string, and is quite nearly as strong as Dehlar. [Obtained in Cobwebs of the Flea Market. (http://www.althanas.com/world/showthread.php?t=15413&page=2)] Rayse can use this string to augment the potency of any of his abilities.

Spidersilk Weapons: Using his expertise of explosives and prolonged experience using the spidersilk, Rayse is able to come up with new weapons:
-A yo-yo made of everlasting spidersilk that, when lit on fire, creates small explosions on impact.
-Spidersilk wrapped around his forearms (concealed by the bracelets) that he could pull at to create whips. When lit on fire, the whips induce moderate burns on impact.

Other equipment not necessarily on him at all times:
- Damascus longsword with an Explosion Enchantment (Causes moderate concussive damage and light burn damage)
- Damascus Throwing Knives x3
- Steel Throwing Knives x3
[Obtained in In Short Order. (http://www.althanas.com/world/showthread.php?t=16732)]

Hobbies: Fast car(d)s and fast women.

Letho
03-31-12, 10:24 AM
As it stands now, you have two abilities more than I can allow. This is mostly because I have to count evasion, strength (both indeed would need multipliers, I suggest something around 6x normal) and the knife properties as abilities, and not counting Burning Flick. I leave it up to you to choose where to trim the two extra abilities.

Furthermore, I would like the mana cost for Flame Pillar and Fire Enchant to be 2, Flame Evasion to be 4 (because it's basically immunity from any and all attacks if he reacts in time, and with the improved evasion attribute, he'll be able to react really fast, but I trust you not to abuse it), and I can't give you full immunity from magic from the knife, at least not without further elaboration. Let's say you can nullify 6 moderate magic attacks, 2 strong ones or 1 extremely powerful one before the knife heats up and can't grant you immunity for the rest of the battle. Sounds fair?

Also, if the Molotovs are not an ability, I need a count on how many he has.

Rayse Valentino
03-31-12, 01:58 PM
The number of molotovs he carries into battle are listed in pockets and traveling bag in equipment. I trimmed a couple of abilities, changed some mana costs, and put the limitation on the knife.

Letho
03-31-12, 05:10 PM
That is acceptable. You are approved. Thank you for your cooperation and welcome to the next level.