Witchblade
05-17-13, 06:40 PM
This is a level 8 update, I'm skipping 7. You can find level 6 in my signature. I removed useless abilities, rearranged some things to clarify them and adjusted other stuff.
Name: Witchblade
Age: Unknown
Sex: Female
Race: Unknown
Height: 5’9
Weight: 140lbs
Hair Colour: Black
Eye Colour: Crimson
Appearance: Her appearance hasn’t changed much at all since as the years go by on Althanas she doesn’t seem to age. She generally wears a black cloak over her body. Under the cloak she wears a tight, ribbed leather vest, that almost fits like a corset yet is less restricting. It matches her cloak perfectly as it is black. The front does up in a series of criss-crossing strings that split apart in a V at her breasts, revealing ample to any brave enough to oogle. Her pants are, guess what, black as well, though they are made of vlince to allow for easier movement than leather would.
Beyond her clothes, Witch is pale skinned, her hair nearly as dark as the midnight sky and reaches to the middle of her back. Her eyes are a deep crimson and most find it uncomfortable to look into them for too long. Upon her left eye is a scar that runs from above her eyebrow and straight down her eye and onto her cheek.
Weapons:
Claws: A natural weapon Witch has acquired. The claws are an extension of her own natural fingernails, which grow out on command, a centimetre from the tip of her finger, and harden to the strength of Titanium. Their colour does not change during this though, so all appearances they seem as normal fingernails. They can now be summoned as often as she wants.
Daggers: One Mythril dagger 11 inches in length, its only special quality being the fact that it has an added effect against evil. She also had a replica of it made at the Bazaar only the replica is made of Titanium and has no special quality. Both daggers lie in sheaths on the small of her back.
Throwing Knives: On a trip to the Bazaar Witch also acquired ten Titanium throwing knives that she keeps on a sheath around her hips.
Staff: A Mythril staff, a strong weapon, but one she finds short use of since she prefers to kill her enemies, not beat them senseless. The staff has the ability to fold within itself to become nothing more than a small 6-inch rod, which fits into a sheath on her belt. When completely folded out, it has a full length of 5’3”.
The Rot Slayer: A sword originally owned by Dan Lagh’ratham. The sword is made of Titanium, is six feet in length and weighs 500 lbs. It is nearly two feet wide and end in a crescent shaped tip.
Steel Sheath: A sheath made of steel and tinted black that is approximately three feet long and only three inches wide. It’s straight and mounted on a black leather belt that’s meant to be worn over the back. The sheath itself is enchanted so that despite its size, it can hold within it The Rot Slayer, a sword that is six feet long and weighs roughly five hundred pounds, though within the sheath itself it only seems to weigh a fraction of that.
Frostbite: Frostbite is an enchanted Ninja-to that has a blade length of 17 inches and a handle length of 5 inches. The handle is pure white leather with the blue vines crawling along it that actually give it slightly better grip with the user. The sheath is also a pure white, hard scabbard with the same blue vine design along it. The blade is made from Prevalida and as such is also blue. It is enchanted with ice, creating a slight mist whenever it cuts through the air. But it also had an effect on any creature that it punctures. The blade is extremely cold and could freeze water should it come in control with it. Grabbing it with bare skin would cause an ice burn. When it pierces the skin, it lowers the core temperature of the person cut by it. This will of course slow down a person’s reflexes and actions, and enough cuts could severely hinder them in battle.
Armour:
Vlince Cloak The cloak was her reward for freeing a particular prisoner from The Iron Fort. It’s black, hooded and heavy enough to provide warmth should she ever need it. It also has a slightly chameleon enchantment on it, allowing her to blend into her surroundings easier. As long as Witchblade remains still, the cloak will take on the appearance of whatever lies behind her. Once she moves, the cloaks effect breaks and returns to that of a plain, black colour.
Vlince Pants: Just some regular pants made of vlince.
Leather Vest: A simple leather vest that laces up the front like a corset. Though it is tight to her body, it is not as constricting as a traditional corset would be. As it is made the leather, the vest provide protecting against stabbing and slashing weapons, but not much when it comes to piercing and none at all against blugeoning.
Titanium Plated Gloves: The base is black leather, which covers from just before the elbow to the wrist, then continues on, on the top part of the hand stopping at the knuckles. It is held in place by a string that goes from either side. On the top part of the glove are Titanium plates, which slightly overlay the next one, leaving half an inch of space before the beginning of the wrist and the end of the glove. The gloves now sport wave like spikes over the Titanium plating.
‘Surprise’ *Titanium Plated Boots: The only other piece of armour Witch bothers to equip herself with. The front of the boots as well as the top above her foot are covered with Titanium plated. The ‘surprise’ part is because if she stomps down on the heel of the boot it releases a Titanium blade that comes out of the sole at the tip of her toes.
Skills:
Hand to Hand combat: This is Witchblade's preferred fighting choice. She enjoys getting up close and personal with her enemies, likes the feel of their blood on her skin and bones breaking beneath her fists and feet. Her skills in Hand to Hand combat are Legendary.
Swordplay: The aquisition of Rot Slayer is still a relatively new toy to Witchblade, thus she swordplay skills are Moderate at best. Her main advantage is her great strength, she can swing the beast around rather quickly for such a large weapon.
Staff: Though not one of her favourite weapons, (lets face it, it doesn't go stabby stab), Witch is Adept at using her staff.
Close Ranged Weapons: Allowing her to get much more up close and personal with her enemies, these are Withblade's preferred weapons. She has Mastered the use of them.
Throwing Weapons: Witchblade has Moderate skill with throwing weapons. Since her vision is so keen, she does tend to be able to hit targets farther away, however once a target starts moving in a real world combat situation her accuracy decreases immensely.
Acrobatics: Witch has always been very nimble and agile and spending most of her time in forests has allowed her to hone skills in acrobatics. Allowing her to easily manoeuvre through treetops and perform the more stylistic back flips and front flips in battle to easily dodge certain attacks. Though tall and well muscled, her body is surprisingly flexible and would make most gymnists green with envy at the way she can move it. She can also jump up to five feet in the air.
Tree Top Trekking: One of her favourite places to spend time is in the forest. With few humans around, she feels most at peace here and thus Witch has grown accustomed to running through the tree tops. Her footing is sure and balance is imbeccable. She can't remember the last time she fell from the limb of a tree.
Abilities:
Strength: Witch is 10x stronger than the average human. She can easily lift 1,200lbs. Her grip is strong enough to break any bone within the human body if she exerts enough pressure. She can also bend and break metals up the strength of Delyn.
Speed: Witch can easily move at 5x the speed of a normal human for longer periods of time, however for short bursts lasting no more than a minute or two she can go seven times the speed of a normal human. Her speed makes her reflexes extremely fast as well.
Flying: A very painful ability she is never very fond of using. With this, a pair of black wings, shredded and torn at the ends, sprout from her back, ripping through the actual flesh. When fully spread out, these are just a few inches shy of being the same size as her. She can fly up to speeds of 50 mph and can dive up to speeds of 100, though she needs a bit of heights for that. She has no problems carrying anything up to 500lbs, but after they reach 600lbs she speed will decrease and after 800lbs will not tire quickly and not be able to maintain altitude or speed.
Sense of Presence: An ability that allows her to sense a nearby person. This is allowed through their energy, which when close enough she can almost feel like a slight tingle in her limbs. It’s almost like a soft vibration, just noticeable, but not enough to be a nuisance.
Telepathy: An ability that has stuck with her from the very beginning. At will she can break into the mind of any person close enough to her and rummage about, looking for quick bits of information that may serve useful in any way. This is also a clever device in getting information when a person is not so forthcoming. But, the ability will only work if the person does not have an impenetrable strong mind block in place, which she herself can do.
My Mind, Your Matter: Using her Telepathy Witch can also attack someone from within their mind. The attack can disrupt thought patterns and will feel similar to a hot knife cutting through their brain. This requires more concentration than just snooping around in a person’s head, however Witch can use it freely without her other actions disrupting it.
The Shadow and the Doubt: Witchblade has now begun to actually manipulate the minds of those she enters. She can plant subtle suggestions within them, actually making those of a weak will follow them blindly without protest. She can also create an illusion, making them see something that isn’t there, or causing something else that is there to utterly disappear. As she is still experimenting with this ability, it is not fool proof and has a much higher chance of failing against someone with a strong will, though there is a chance for it being successful.
Telekinesis: With this ability, Witch can move objects of up to 300 pounds around a room, make them float, direct them to her hand, or even hurl them at a person. With her recent use of her telekinesis, it comes as easily as a mere thought and requires very little to almost no true concentration. Witch is now able to move objects independently around her. She mainly uses her throwing knives for this purpose, but can in fact use any kind of item as long as she can lift it up. At this point in time she can only focus clearly on four objects without losing her concentration.
A Force of her Own: She can also use her telekinesis as a force itself. Creating a mass of the telekinetic energy, she can send it flying towards a target up to forty feet away. The force is translucent but it distorts the air around it and can be anywhere from one to ten feet long and with a hitting power of about 100 lbs, and more than capable of breaking bones. Though there isn’t a limit to how many times she can use it, depending on the strength of the force, after the fifth or sixth one her head feels like it’s being split open by a hot knife.
Heightened Senses: Witchblade has senses far beyond even above average when it comes to sight, sound, taste, touch and smell. In absolute darkness she cannot see, but if there is the smallest amount of light she'll be able to make out shapes and see well enough to walk around. Her hearing is amazingly good, but sudden and intensely loud bursts of sound can certainly have a negative effect on her. Her sense of smell allows her to tell numerous things; race, gender and currently health status. Since she does not eat or drink, she is far from aware of her heightened taste and touch means that she can feel textures and differences more clearly than others.
Enhanced Healing: This ability allows her to heal her wounds and her wounds only, unless her own blood is introduced into the body of another person. Her body heals faster than a normal person’s would, smaller wounds, like scratches, scraps and light bruising heal within moments. Medium wounds, deep cuts, take anywhere from thirty minutes to three hours to heal. More serious wounds, things that are life-threatening, take anywhere from three to twenty-four hours to heal.
Pain Tolerance: Witchblade has an incredibly high pain tolerance. Though things still hurt her and she feels them, they do not effect her like they would any other normal person. In fact, sometimes she even enjoys the pain. She can withstand 4x the amount of pain a regular human can.
Magic:
Healing: The only light spell known to her. With this she has the ability to heal other injured people, but it takes a lot of energy from her, considering she is a creature of darkness. The severity of the wounds also depends on how much energy she has to use to heal it. If the wounds are life threatening, she will usuually use up all her stores of energy just to keep the person alive and require time before she can do much fighting, or sometimes even walking.
Fire Magic: Witchblade has discovered an afinity for fire magic.
Feel the Burn - This move starts with a small blue flame that forms over her hands. It quickly spreads up her arms and across her body, making it very difficult for anyone not immune to touch her. To another person, the fire acts as any other flame. It would leap onto their clothes and begin burning away at the cloth and their flesh. To Witch, all she feels is the gentle harass of a hot summer sun on her skin. She can also direct this flame to a particular part of her body or a weapon, as long as that weapon is in her grasp.
It's Getting Hot in Here - Witchblade summons a wall of fire that can climb to heights of twelve feet and easily be as wide as fifty. This she can use as a barricade, or she can surround a person with it and slowly close them in, cooking them alive in superheated air. This she can throw up with merely a thought and a bit on concentration. She should be attacked and hit, her concentration would falter and the fire would dissipate. However, she can still move around, just not very quickly.
Shot in the Dark - Witch is also capable of forming a ball of flame up to a foot in diameter. This she can use to illuminate a darkened space, light a fire with, or throw at some poor unsuspecting person. When it hit it's intended target, the ball would explode in a shower of flames that would quickly attach themselves to a person, or object, and begin devouring it like a living creature. Like regular flames, these can be put out with water.
Basic Anatomy: Witch does not need to eat or drink to stay alive like any normal living creature does. Because of this, what sustains her and keeps her living is a mystery even to her. Since she doesn’t need to eat and drink most of the ‘vital’ organs a normal living creature needs to survive are useless to her. The only things that actually function and are considered vital within her body are her lungs, heart, and liver. Attacks to other organs will do nothing but cause her pain and blood loss. Witch’s blood is also something completely unique to her. If she ever allows another person to drink her blood it will heal almost all of their injuries rather quickly as well as give them an energy burst. However, as Witch detests physical contact and it has negative affects to her, this will very rarely happen.
The Malice: A voice that emanates from somewhere in the depths of her mind. It never gives itself a name and because it is filled with nothing but hate, Witch has dubbed it The Malice. The origins of The Malice are unknown, she’s heard it for as long as she remembers, and she’s not even sure if it’s some part of her own psyche. The Malice has now evolved within Witchblade’s mind, growing stronger thanks to her current state. This is represented by its new physical appearance that only Witch can see. It looked like nothing more than a wispy and shadowy shape of a man. He cannot touch anything, even Witchblade. His hand would do nothing more than go right through her, for though he can be seen by her he is still nothing more than a figment of her mind. The Malice now has an easier time influencing her, no longer needing to talk to her to do it, but drip subtle ideas in her mind that she would think her own and in almost any unconscious state he can take control over her body. When it is in control, the only physical difference upon her is her eyes, which turn pure black. All of her abilities and skills are doubled in this state and The Malice may use abilities—especially magic—that Witch has no knowledge of. (This is for storyline purposes only and will not be used in battles or competitions.)
History:
Though her own personal past is still locked deep within her mind, Witch is finding that it is no longer one of her top priorities to search for it. She has found that instead of dwelling and trying to find out something about the person she once was, she needs to focus more on the person she is. It’s hard for her to forget about it and at times she finds herself drawn to search for some more answers, but these usually pass rather quickly.
Witch still has to deal with her hate for humans, a hate she has not found the source for yet, but one that at times can cloud her judgment and even take control of her. Her Claws were formed during an occasion such as this, but since then, she has been able to keep it relatively under her control.
During the past little while, Witch has been rather busy though, she has found herself one of quite a few adventures meeting quite a few new people. She has also joined the OWC, been a bodyguard for its leader and after Chelsi left she became the second in command of the Military section, but after a few months left, learning it was not her thing to be in charge of so many people. During her stay with the OWC, she also found it within her duty to align herself with their ally, the Red Hand, but shortly after leaving the ranks of the OWC, she left them as well. She does keep good friendships with both clans and the people she met within them though, even if barely speaking in her solitude.
Level Four
Witch spent a lot of time in solitude within Concordia forest, her only companion being Daegun, her baby dragon. How much time she spent there she knows not for years do not pass the same way to her as they do to others. Eventually growing bored of the forest and the solitude she left to explore Althanas again, one of her first places being Salvar. Something within her mind was calling her there and she quickly discovered some kind of link between an abandoned hideout there and her past.
The group, or cult whatever it is, is known as Saehr created something known as the Saecadas, which is some kind of weapon. Witch doesn’t know much about it however during this little adventure she met up with a Drow named Izvilvin who helped her explore the abandoned ruins and saved her life when the lone man they found inside cast some kind of spell on her. After this, she discovered a brand that looked to be burned into the very flesh of her left shoulder blade. She also found a tome, amongst the many that were there, that possibly contained information about this group. It’s written in a language Witch doesn’t know and has so far ruled it out as being Salvic.
After leaving Salvar, Witch decided to join The Cell when the tournament became available. She lost against an elf named Rheawien during the first round, however she was still carried over to the Final Cage. During both the first and final rounds of The Cell, Witch discovered the meaning of a true friend in the Drow Izvilvin, though she will never admit it towards anyone else. She didn’t make it into the top three though, but has no regrets about joining the tournament and will probably join the next one when it becomes available.
Level Five
With the Cell lost, Witch thought it best to perhaps practice some of her skills in The Citadel, however she found no better luck there. Her first match back in the fighting arena was lost to some cat-boy named Leon. Turning her back on fighting for the moment, she decided to take up a mission with The Syndicate in Corone. It was simple, all she had to do was free some human from The Iron Fort, but it turned out to be far more complicated than she could have imagined. During the mission she came across an old man in a cell that had specifically been waiting for her. He passed along to her knowledge of the origins of Althanas, telling her it wasn’t real and that she was only a fictional character. In doing so, he freed her from her creator’s control and allowed her to steer her own course through the world of Althanas, though the halfling is still none too happy with this newfound knowledge.
Shortly after she found this out, Megan—her creator—began communicating with her and forced Witchblade to go to Alerar to pick up The Rot Slayer, Dan Lagh’ratham’s old sword. After that whole disaster with Koran, some cyborg thing, she returned to Corone and found herself face to face with Dan and one Luc Kraus. They were looking for people to join Audaemus, their Clan, but shortly after she found herself in it, it was disbanded. With Audaemus gone, she found herself recruited into the ranks of The Gol’bron, the newly formed Red Hand.
Level Six
Even the Gol’bron could not keep Witchblade within their ranks for very long. Doing a simple scouting mission for the clan of the surrounding Concordia area, she fell into a strange psychic state she had never been in before. She found herself in some kind of building in the body of a completely different person that she somehow knew, but once again could not remember her. When she came to, she had killed four of the Gol’bron soldiers with her as The Malice had taken over her body. The fifth one she killed for fear of him informing her leader. A few days after the incident, she left the Gol’bron and joined up as a mercenary for The New World order and assaulted a clan she knew nothing about and cared nothing for, just to cover the blood on her hands with more. When that didn’t satisfy her, she joined Cipher Nex and entered the tournament with them but left after the first round when her leader replaced her with another fighter. She plans on heading to Dheathain soon to find out exactly what has been going on with her psychic abilities and who the woman with the matching scar is.
Level Eight
On her way to Dheathain, Witch was sidetracked into a strange mission that ended up with her receiving The Rot Slayer. The weapon that her old leader was once in possession of. She kept it, after all it was super shiny and decapitated people so well. For quite a while, she wandered around Corone and the forest of Concordia, the closest thing she could call to home, and even once she entered Radasanth and walked to the port. But she never paid for passage on a ship. Each time she talked herself out of it and returned to her solitude. She had lived for so long without the knowledge of her past, why bother looking for it now? What could really be out there for her? She had no fantasies of a family, no hopes of meeting lost friends who would embrace her. The mere thought of it made her frown. The only thing she seemed to crave in this life was death, not her own, but to feel the death of others.
Twice she relapsed into the strange dream world where she was within the other woman's body and each time she looked frailer than the last. Knowing she'd never be able to trust her own mind unless she resolved this, Witch booked passage on the next ship leaving for Dheathain, after all, she couldn't fly there. She didn't know where it was...
Items: Mythril dagger, twin Titanium dagger, Mythril staff, ten Titanium throwing knives, Titanium plated gloves with spikes, ‘surprise’ Titanium plated boots, rucksack, two blankets, The Rot Slayer and sheath, Frostbite.
Familiar:
Name: Daegun (pronounced Day-gun)
Sex: Male
Age: 7
Race: Dragon
Height: 1’6” when standing on his hind legs.
Weight: About 40lbs
Eye Colour: His eyes are pitch black, no white outline, just big round, black eyes.
Scale Colour: His scales are white, but the underside of his stomach and the underside of his wings are silver and shimmer when the sun catches them.
Appearance:
He’s a small dragon; being just a newborn he hasn’t really grown much at all since his birth. His head is round with three big spikes coming out the back to protect his neck. These are not sharp, just hardened skin. His head is rounded until it comes to his mouth, which is bumped up slightly in a crescent coming down into a not very drastic point. It’s something like the beak of an eagle, but not so sharp. His body is chubby and very cute looking; his front arms are short and clawed, with three fingers and a thumb. His back legs are like nearly like his front, only they’re slightly longer and without the thumb. His tail is fat and about half the length of him, coming to a quick and abrupt pointed stop. Neither his tail nor his back has any spikes on them. When he curls up into a tight ball, he looks almost like a white rock strangely out of place.
Weapons:
Teeth and Claws: The only weapon Daegun has and natural ones at that. His claws are as strong as steel but his teeth probably range up there in the strength of Titanium.
Skills
Foraging: Daegun must be rather good at finding his own meals for Witchblade has never really needed to care for him. When he first hatched, she attempted to feed him mice and squirrels, even some berries once, but he never seemed very interested in them. What he eats, she doesn't know, but he does tend to disappear for hours on end and then show up again with a satisfied look on his face.
Abilities:
Smell: This little guy has a strong nose; he can smell certain things that any person would not be able to. Not only can he smell a person nearby he can also smell fear coming from a person as well as a few other emotions that trigger certain pheromones to be released into the air.
Eye Sight: Daegun has amazing eyesight, even more so than Witch’s. He can see things during the night as if it were the day and even in some of the darkest places he can find his way around. His large eyes are built almost specifically for this function, though he tends to get irritated after spending too much time out in nothing but sun.
Flying: Using the set of powerful wings he’s got, Daegun can fly great distances and also at fast speeds, but he rarely does this, following his Master by keeping all for feet planted on the ground.
History:
Witch received Daegun as an egg from MetalDrago as payment for a quest she was helping him with. She’d always been interested in dragons and Daegun really took away the loneliness she felt on a daily basis.
The little guy is a little mysterious though, Witch has absolutely no idea what he eats, but he leaves for hours at times when she tells him to go eat something, though he never seems to go far since he comes back when called. He does not speak, instead he purrs, like a cat, though he does growl when he gets angry or scared of something. And he’s not scared to defend his Master either, which he proved when he so cutely lunged at Sei’s head thinking he was a threat to Witch. He does seem to understand her though, and anyone else that talks to him, which comes in handy. For the most part, Daegun just stays inside of Witch’s rucksack, sleeping, adding extra pounds to her load. He only comes out when he wants to.
Name: Witchblade
Age: Unknown
Sex: Female
Race: Unknown
Height: 5’9
Weight: 140lbs
Hair Colour: Black
Eye Colour: Crimson
Appearance: Her appearance hasn’t changed much at all since as the years go by on Althanas she doesn’t seem to age. She generally wears a black cloak over her body. Under the cloak she wears a tight, ribbed leather vest, that almost fits like a corset yet is less restricting. It matches her cloak perfectly as it is black. The front does up in a series of criss-crossing strings that split apart in a V at her breasts, revealing ample to any brave enough to oogle. Her pants are, guess what, black as well, though they are made of vlince to allow for easier movement than leather would.
Beyond her clothes, Witch is pale skinned, her hair nearly as dark as the midnight sky and reaches to the middle of her back. Her eyes are a deep crimson and most find it uncomfortable to look into them for too long. Upon her left eye is a scar that runs from above her eyebrow and straight down her eye and onto her cheek.
Weapons:
Claws: A natural weapon Witch has acquired. The claws are an extension of her own natural fingernails, which grow out on command, a centimetre from the tip of her finger, and harden to the strength of Titanium. Their colour does not change during this though, so all appearances they seem as normal fingernails. They can now be summoned as often as she wants.
Daggers: One Mythril dagger 11 inches in length, its only special quality being the fact that it has an added effect against evil. She also had a replica of it made at the Bazaar only the replica is made of Titanium and has no special quality. Both daggers lie in sheaths on the small of her back.
Throwing Knives: On a trip to the Bazaar Witch also acquired ten Titanium throwing knives that she keeps on a sheath around her hips.
Staff: A Mythril staff, a strong weapon, but one she finds short use of since she prefers to kill her enemies, not beat them senseless. The staff has the ability to fold within itself to become nothing more than a small 6-inch rod, which fits into a sheath on her belt. When completely folded out, it has a full length of 5’3”.
The Rot Slayer: A sword originally owned by Dan Lagh’ratham. The sword is made of Titanium, is six feet in length and weighs 500 lbs. It is nearly two feet wide and end in a crescent shaped tip.
Steel Sheath: A sheath made of steel and tinted black that is approximately three feet long and only three inches wide. It’s straight and mounted on a black leather belt that’s meant to be worn over the back. The sheath itself is enchanted so that despite its size, it can hold within it The Rot Slayer, a sword that is six feet long and weighs roughly five hundred pounds, though within the sheath itself it only seems to weigh a fraction of that.
Frostbite: Frostbite is an enchanted Ninja-to that has a blade length of 17 inches and a handle length of 5 inches. The handle is pure white leather with the blue vines crawling along it that actually give it slightly better grip with the user. The sheath is also a pure white, hard scabbard with the same blue vine design along it. The blade is made from Prevalida and as such is also blue. It is enchanted with ice, creating a slight mist whenever it cuts through the air. But it also had an effect on any creature that it punctures. The blade is extremely cold and could freeze water should it come in control with it. Grabbing it with bare skin would cause an ice burn. When it pierces the skin, it lowers the core temperature of the person cut by it. This will of course slow down a person’s reflexes and actions, and enough cuts could severely hinder them in battle.
Armour:
Vlince Cloak The cloak was her reward for freeing a particular prisoner from The Iron Fort. It’s black, hooded and heavy enough to provide warmth should she ever need it. It also has a slightly chameleon enchantment on it, allowing her to blend into her surroundings easier. As long as Witchblade remains still, the cloak will take on the appearance of whatever lies behind her. Once she moves, the cloaks effect breaks and returns to that of a plain, black colour.
Vlince Pants: Just some regular pants made of vlince.
Leather Vest: A simple leather vest that laces up the front like a corset. Though it is tight to her body, it is not as constricting as a traditional corset would be. As it is made the leather, the vest provide protecting against stabbing and slashing weapons, but not much when it comes to piercing and none at all against blugeoning.
Titanium Plated Gloves: The base is black leather, which covers from just before the elbow to the wrist, then continues on, on the top part of the hand stopping at the knuckles. It is held in place by a string that goes from either side. On the top part of the glove are Titanium plates, which slightly overlay the next one, leaving half an inch of space before the beginning of the wrist and the end of the glove. The gloves now sport wave like spikes over the Titanium plating.
‘Surprise’ *Titanium Plated Boots: The only other piece of armour Witch bothers to equip herself with. The front of the boots as well as the top above her foot are covered with Titanium plated. The ‘surprise’ part is because if she stomps down on the heel of the boot it releases a Titanium blade that comes out of the sole at the tip of her toes.
Skills:
Hand to Hand combat: This is Witchblade's preferred fighting choice. She enjoys getting up close and personal with her enemies, likes the feel of their blood on her skin and bones breaking beneath her fists and feet. Her skills in Hand to Hand combat are Legendary.
Swordplay: The aquisition of Rot Slayer is still a relatively new toy to Witchblade, thus she swordplay skills are Moderate at best. Her main advantage is her great strength, she can swing the beast around rather quickly for such a large weapon.
Staff: Though not one of her favourite weapons, (lets face it, it doesn't go stabby stab), Witch is Adept at using her staff.
Close Ranged Weapons: Allowing her to get much more up close and personal with her enemies, these are Withblade's preferred weapons. She has Mastered the use of them.
Throwing Weapons: Witchblade has Moderate skill with throwing weapons. Since her vision is so keen, she does tend to be able to hit targets farther away, however once a target starts moving in a real world combat situation her accuracy decreases immensely.
Acrobatics: Witch has always been very nimble and agile and spending most of her time in forests has allowed her to hone skills in acrobatics. Allowing her to easily manoeuvre through treetops and perform the more stylistic back flips and front flips in battle to easily dodge certain attacks. Though tall and well muscled, her body is surprisingly flexible and would make most gymnists green with envy at the way she can move it. She can also jump up to five feet in the air.
Tree Top Trekking: One of her favourite places to spend time is in the forest. With few humans around, she feels most at peace here and thus Witch has grown accustomed to running through the tree tops. Her footing is sure and balance is imbeccable. She can't remember the last time she fell from the limb of a tree.
Abilities:
Strength: Witch is 10x stronger than the average human. She can easily lift 1,200lbs. Her grip is strong enough to break any bone within the human body if she exerts enough pressure. She can also bend and break metals up the strength of Delyn.
Speed: Witch can easily move at 5x the speed of a normal human for longer periods of time, however for short bursts lasting no more than a minute or two she can go seven times the speed of a normal human. Her speed makes her reflexes extremely fast as well.
Flying: A very painful ability she is never very fond of using. With this, a pair of black wings, shredded and torn at the ends, sprout from her back, ripping through the actual flesh. When fully spread out, these are just a few inches shy of being the same size as her. She can fly up to speeds of 50 mph and can dive up to speeds of 100, though she needs a bit of heights for that. She has no problems carrying anything up to 500lbs, but after they reach 600lbs she speed will decrease and after 800lbs will not tire quickly and not be able to maintain altitude or speed.
Sense of Presence: An ability that allows her to sense a nearby person. This is allowed through their energy, which when close enough she can almost feel like a slight tingle in her limbs. It’s almost like a soft vibration, just noticeable, but not enough to be a nuisance.
Telepathy: An ability that has stuck with her from the very beginning. At will she can break into the mind of any person close enough to her and rummage about, looking for quick bits of information that may serve useful in any way. This is also a clever device in getting information when a person is not so forthcoming. But, the ability will only work if the person does not have an impenetrable strong mind block in place, which she herself can do.
My Mind, Your Matter: Using her Telepathy Witch can also attack someone from within their mind. The attack can disrupt thought patterns and will feel similar to a hot knife cutting through their brain. This requires more concentration than just snooping around in a person’s head, however Witch can use it freely without her other actions disrupting it.
The Shadow and the Doubt: Witchblade has now begun to actually manipulate the minds of those she enters. She can plant subtle suggestions within them, actually making those of a weak will follow them blindly without protest. She can also create an illusion, making them see something that isn’t there, or causing something else that is there to utterly disappear. As she is still experimenting with this ability, it is not fool proof and has a much higher chance of failing against someone with a strong will, though there is a chance for it being successful.
Telekinesis: With this ability, Witch can move objects of up to 300 pounds around a room, make them float, direct them to her hand, or even hurl them at a person. With her recent use of her telekinesis, it comes as easily as a mere thought and requires very little to almost no true concentration. Witch is now able to move objects independently around her. She mainly uses her throwing knives for this purpose, but can in fact use any kind of item as long as she can lift it up. At this point in time she can only focus clearly on four objects without losing her concentration.
A Force of her Own: She can also use her telekinesis as a force itself. Creating a mass of the telekinetic energy, she can send it flying towards a target up to forty feet away. The force is translucent but it distorts the air around it and can be anywhere from one to ten feet long and with a hitting power of about 100 lbs, and more than capable of breaking bones. Though there isn’t a limit to how many times she can use it, depending on the strength of the force, after the fifth or sixth one her head feels like it’s being split open by a hot knife.
Heightened Senses: Witchblade has senses far beyond even above average when it comes to sight, sound, taste, touch and smell. In absolute darkness she cannot see, but if there is the smallest amount of light she'll be able to make out shapes and see well enough to walk around. Her hearing is amazingly good, but sudden and intensely loud bursts of sound can certainly have a negative effect on her. Her sense of smell allows her to tell numerous things; race, gender and currently health status. Since she does not eat or drink, she is far from aware of her heightened taste and touch means that she can feel textures and differences more clearly than others.
Enhanced Healing: This ability allows her to heal her wounds and her wounds only, unless her own blood is introduced into the body of another person. Her body heals faster than a normal person’s would, smaller wounds, like scratches, scraps and light bruising heal within moments. Medium wounds, deep cuts, take anywhere from thirty minutes to three hours to heal. More serious wounds, things that are life-threatening, take anywhere from three to twenty-four hours to heal.
Pain Tolerance: Witchblade has an incredibly high pain tolerance. Though things still hurt her and she feels them, they do not effect her like they would any other normal person. In fact, sometimes she even enjoys the pain. She can withstand 4x the amount of pain a regular human can.
Magic:
Healing: The only light spell known to her. With this she has the ability to heal other injured people, but it takes a lot of energy from her, considering she is a creature of darkness. The severity of the wounds also depends on how much energy she has to use to heal it. If the wounds are life threatening, she will usuually use up all her stores of energy just to keep the person alive and require time before she can do much fighting, or sometimes even walking.
Fire Magic: Witchblade has discovered an afinity for fire magic.
Feel the Burn - This move starts with a small blue flame that forms over her hands. It quickly spreads up her arms and across her body, making it very difficult for anyone not immune to touch her. To another person, the fire acts as any other flame. It would leap onto their clothes and begin burning away at the cloth and their flesh. To Witch, all she feels is the gentle harass of a hot summer sun on her skin. She can also direct this flame to a particular part of her body or a weapon, as long as that weapon is in her grasp.
It's Getting Hot in Here - Witchblade summons a wall of fire that can climb to heights of twelve feet and easily be as wide as fifty. This she can use as a barricade, or she can surround a person with it and slowly close them in, cooking them alive in superheated air. This she can throw up with merely a thought and a bit on concentration. She should be attacked and hit, her concentration would falter and the fire would dissipate. However, she can still move around, just not very quickly.
Shot in the Dark - Witch is also capable of forming a ball of flame up to a foot in diameter. This she can use to illuminate a darkened space, light a fire with, or throw at some poor unsuspecting person. When it hit it's intended target, the ball would explode in a shower of flames that would quickly attach themselves to a person, or object, and begin devouring it like a living creature. Like regular flames, these can be put out with water.
Basic Anatomy: Witch does not need to eat or drink to stay alive like any normal living creature does. Because of this, what sustains her and keeps her living is a mystery even to her. Since she doesn’t need to eat and drink most of the ‘vital’ organs a normal living creature needs to survive are useless to her. The only things that actually function and are considered vital within her body are her lungs, heart, and liver. Attacks to other organs will do nothing but cause her pain and blood loss. Witch’s blood is also something completely unique to her. If she ever allows another person to drink her blood it will heal almost all of their injuries rather quickly as well as give them an energy burst. However, as Witch detests physical contact and it has negative affects to her, this will very rarely happen.
The Malice: A voice that emanates from somewhere in the depths of her mind. It never gives itself a name and because it is filled with nothing but hate, Witch has dubbed it The Malice. The origins of The Malice are unknown, she’s heard it for as long as she remembers, and she’s not even sure if it’s some part of her own psyche. The Malice has now evolved within Witchblade’s mind, growing stronger thanks to her current state. This is represented by its new physical appearance that only Witch can see. It looked like nothing more than a wispy and shadowy shape of a man. He cannot touch anything, even Witchblade. His hand would do nothing more than go right through her, for though he can be seen by her he is still nothing more than a figment of her mind. The Malice now has an easier time influencing her, no longer needing to talk to her to do it, but drip subtle ideas in her mind that she would think her own and in almost any unconscious state he can take control over her body. When it is in control, the only physical difference upon her is her eyes, which turn pure black. All of her abilities and skills are doubled in this state and The Malice may use abilities—especially magic—that Witch has no knowledge of. (This is for storyline purposes only and will not be used in battles or competitions.)
History:
Though her own personal past is still locked deep within her mind, Witch is finding that it is no longer one of her top priorities to search for it. She has found that instead of dwelling and trying to find out something about the person she once was, she needs to focus more on the person she is. It’s hard for her to forget about it and at times she finds herself drawn to search for some more answers, but these usually pass rather quickly.
Witch still has to deal with her hate for humans, a hate she has not found the source for yet, but one that at times can cloud her judgment and even take control of her. Her Claws were formed during an occasion such as this, but since then, she has been able to keep it relatively under her control.
During the past little while, Witch has been rather busy though, she has found herself one of quite a few adventures meeting quite a few new people. She has also joined the OWC, been a bodyguard for its leader and after Chelsi left she became the second in command of the Military section, but after a few months left, learning it was not her thing to be in charge of so many people. During her stay with the OWC, she also found it within her duty to align herself with their ally, the Red Hand, but shortly after leaving the ranks of the OWC, she left them as well. She does keep good friendships with both clans and the people she met within them though, even if barely speaking in her solitude.
Level Four
Witch spent a lot of time in solitude within Concordia forest, her only companion being Daegun, her baby dragon. How much time she spent there she knows not for years do not pass the same way to her as they do to others. Eventually growing bored of the forest and the solitude she left to explore Althanas again, one of her first places being Salvar. Something within her mind was calling her there and she quickly discovered some kind of link between an abandoned hideout there and her past.
The group, or cult whatever it is, is known as Saehr created something known as the Saecadas, which is some kind of weapon. Witch doesn’t know much about it however during this little adventure she met up with a Drow named Izvilvin who helped her explore the abandoned ruins and saved her life when the lone man they found inside cast some kind of spell on her. After this, she discovered a brand that looked to be burned into the very flesh of her left shoulder blade. She also found a tome, amongst the many that were there, that possibly contained information about this group. It’s written in a language Witch doesn’t know and has so far ruled it out as being Salvic.
After leaving Salvar, Witch decided to join The Cell when the tournament became available. She lost against an elf named Rheawien during the first round, however she was still carried over to the Final Cage. During both the first and final rounds of The Cell, Witch discovered the meaning of a true friend in the Drow Izvilvin, though she will never admit it towards anyone else. She didn’t make it into the top three though, but has no regrets about joining the tournament and will probably join the next one when it becomes available.
Level Five
With the Cell lost, Witch thought it best to perhaps practice some of her skills in The Citadel, however she found no better luck there. Her first match back in the fighting arena was lost to some cat-boy named Leon. Turning her back on fighting for the moment, she decided to take up a mission with The Syndicate in Corone. It was simple, all she had to do was free some human from The Iron Fort, but it turned out to be far more complicated than she could have imagined. During the mission she came across an old man in a cell that had specifically been waiting for her. He passed along to her knowledge of the origins of Althanas, telling her it wasn’t real and that she was only a fictional character. In doing so, he freed her from her creator’s control and allowed her to steer her own course through the world of Althanas, though the halfling is still none too happy with this newfound knowledge.
Shortly after she found this out, Megan—her creator—began communicating with her and forced Witchblade to go to Alerar to pick up The Rot Slayer, Dan Lagh’ratham’s old sword. After that whole disaster with Koran, some cyborg thing, she returned to Corone and found herself face to face with Dan and one Luc Kraus. They were looking for people to join Audaemus, their Clan, but shortly after she found herself in it, it was disbanded. With Audaemus gone, she found herself recruited into the ranks of The Gol’bron, the newly formed Red Hand.
Level Six
Even the Gol’bron could not keep Witchblade within their ranks for very long. Doing a simple scouting mission for the clan of the surrounding Concordia area, she fell into a strange psychic state she had never been in before. She found herself in some kind of building in the body of a completely different person that she somehow knew, but once again could not remember her. When she came to, she had killed four of the Gol’bron soldiers with her as The Malice had taken over her body. The fifth one she killed for fear of him informing her leader. A few days after the incident, she left the Gol’bron and joined up as a mercenary for The New World order and assaulted a clan she knew nothing about and cared nothing for, just to cover the blood on her hands with more. When that didn’t satisfy her, she joined Cipher Nex and entered the tournament with them but left after the first round when her leader replaced her with another fighter. She plans on heading to Dheathain soon to find out exactly what has been going on with her psychic abilities and who the woman with the matching scar is.
Level Eight
On her way to Dheathain, Witch was sidetracked into a strange mission that ended up with her receiving The Rot Slayer. The weapon that her old leader was once in possession of. She kept it, after all it was super shiny and decapitated people so well. For quite a while, she wandered around Corone and the forest of Concordia, the closest thing she could call to home, and even once she entered Radasanth and walked to the port. But she never paid for passage on a ship. Each time she talked herself out of it and returned to her solitude. She had lived for so long without the knowledge of her past, why bother looking for it now? What could really be out there for her? She had no fantasies of a family, no hopes of meeting lost friends who would embrace her. The mere thought of it made her frown. The only thing she seemed to crave in this life was death, not her own, but to feel the death of others.
Twice she relapsed into the strange dream world where she was within the other woman's body and each time she looked frailer than the last. Knowing she'd never be able to trust her own mind unless she resolved this, Witch booked passage on the next ship leaving for Dheathain, after all, she couldn't fly there. She didn't know where it was...
Items: Mythril dagger, twin Titanium dagger, Mythril staff, ten Titanium throwing knives, Titanium plated gloves with spikes, ‘surprise’ Titanium plated boots, rucksack, two blankets, The Rot Slayer and sheath, Frostbite.
Familiar:
Name: Daegun (pronounced Day-gun)
Sex: Male
Age: 7
Race: Dragon
Height: 1’6” when standing on his hind legs.
Weight: About 40lbs
Eye Colour: His eyes are pitch black, no white outline, just big round, black eyes.
Scale Colour: His scales are white, but the underside of his stomach and the underside of his wings are silver and shimmer when the sun catches them.
Appearance:
He’s a small dragon; being just a newborn he hasn’t really grown much at all since his birth. His head is round with three big spikes coming out the back to protect his neck. These are not sharp, just hardened skin. His head is rounded until it comes to his mouth, which is bumped up slightly in a crescent coming down into a not very drastic point. It’s something like the beak of an eagle, but not so sharp. His body is chubby and very cute looking; his front arms are short and clawed, with three fingers and a thumb. His back legs are like nearly like his front, only they’re slightly longer and without the thumb. His tail is fat and about half the length of him, coming to a quick and abrupt pointed stop. Neither his tail nor his back has any spikes on them. When he curls up into a tight ball, he looks almost like a white rock strangely out of place.
Weapons:
Teeth and Claws: The only weapon Daegun has and natural ones at that. His claws are as strong as steel but his teeth probably range up there in the strength of Titanium.
Skills
Foraging: Daegun must be rather good at finding his own meals for Witchblade has never really needed to care for him. When he first hatched, she attempted to feed him mice and squirrels, even some berries once, but he never seemed very interested in them. What he eats, she doesn't know, but he does tend to disappear for hours on end and then show up again with a satisfied look on his face.
Abilities:
Smell: This little guy has a strong nose; he can smell certain things that any person would not be able to. Not only can he smell a person nearby he can also smell fear coming from a person as well as a few other emotions that trigger certain pheromones to be released into the air.
Eye Sight: Daegun has amazing eyesight, even more so than Witch’s. He can see things during the night as if it were the day and even in some of the darkest places he can find his way around. His large eyes are built almost specifically for this function, though he tends to get irritated after spending too much time out in nothing but sun.
Flying: Using the set of powerful wings he’s got, Daegun can fly great distances and also at fast speeds, but he rarely does this, following his Master by keeping all for feet planted on the ground.
History:
Witch received Daegun as an egg from MetalDrago as payment for a quest she was helping him with. She’d always been interested in dragons and Daegun really took away the loneliness she felt on a daily basis.
The little guy is a little mysterious though, Witch has absolutely no idea what he eats, but he leaves for hours at times when she tells him to go eat something, though he never seems to go far since he comes back when called. He does not speak, instead he purrs, like a cat, though he does growl when he gets angry or scared of something. And he’s not scared to defend his Master either, which he proved when he so cutely lunged at Sei’s head thinking he was a threat to Witch. He does seem to understand her though, and anyone else that talks to him, which comes in handy. For the most part, Daegun just stays inside of Witch’s rucksack, sleeping, adding extra pounds to her load. He only comes out when he wants to.