Post by seraaches on Aug 22, 2008 12:27:43 GMT -5
ID: SD241
Name: Zeus
Suit: Hearts
Rank: Queen
Gender: Male
Animal: Canine (Doberman)
Region: Lowlands
Notes: As one of the very few Hearts in the Lowlands, it’s fairly easy for him to assert dominance in any given situation over other Lowlanders through his pain ability. He’s quite good with that dagger of his, working with it for years has honed his skill. His rot is not horribly advanced, though it did take a toll on his tail. His upper lip has partially rotted off, giving him a permanent sneer, his gums aren't doing so hot either and probably pain him often.
Basic Magical Ability: He can ignore moderate amounts of pain for up to an half an hour.
Moderate Magical Ability: When activated, he gains an immediate proficiency with any weapon that he picks up. This can be activated and deactivated at will.
Strong Magical Ability: When activated, he can inflict mental pain on another card of the suit of Clubs, once per day. The degree of pain is equivalent to that of the skin on ones jaw slowly being peeled off. Many even lose the ability to talk after about five minutes of this torture...even though they aren’t actually being harmed.
Powerful Magical Ability: When activated, he can control the mind of a lesser Heart for up to one hour, once per week. The individual being controlled would know and the degree of control is nearly perfect except that once he is in control, he must remain in physical contact with the person or lose his connection.
Jack's Ability: He is immune to any and all poison with the exception of wolfsbane. Wolfsbane causes him to break out if it is rubbed on his skin, causes internal bleeding (blood dripping from his mouth for a week and a weakened state) if a small amount is swallowed, and could kill him if he is slipped more than five milligrams.
King's Ability: He is able to summon his knife now. It vanishes to an alternate plane of existence when he has no use for it, and springs from nowhere to his dominant hand when he thinks of it. It retains all previous abilities and he is now able to feel a sense of extreme longing when it is gone from him, and a sense of heightened security when it is in his grasp. The weapon can never be turned against him unless through extenuating magical circumstance.
Queen's Ability: Once a week, he is now able to cause any bite he gives another Card to have an extra bit of venom in it that he can't normally discharge. It takes a full week aftre being discharcged for the gland to fill with the poison again. The bitten creature will, over the course of a week, begin to develop horrible sores on their upper body greatky resembling Lowland wounds. These will usually develop on the upper body or facial area as opposed to anywhere else, and there are anywhere from 2-5. They will last for a full month before dissapearing and are very painful to deal with. Only very powerful magic can heal them.
Extra Ability: He is able to summon a small sphere of blue light and smoke once a day for up to ten minutes. This sphere gives off semi-toxic fumes and gasses and will hover around an opponents head for the full five minutes of its duration. The effects of its toxin vary; Cards ranked ten or lower tend to get dizzy, suffer violent coughing fits, and retching; while those higher tend to simply have coughing fits that can cause them to double up on occasion. This spell does not affect Hearts with poison immunity.
Silver Dagger: This dagger cannot be knocked from its wielder’s hand, even if their hand is crushed or injured, it will remain in their grip. If the hand is removed, it will slam itself toward its owners’ nearest appendage and be clasped tightly there, that appendage will then function as the severed hand would have done.
Black leather gloves: Though they're missing the fingers, these cracked leather gloves look quite stylish and will fit the wearer to a tee....they're massively comfortable and feel like velvet on the inside, weighing almost nothing and giving the wearer a cool, open sensation.
Putting these gloves on will result in them slowly (over the course of a day) attaching themselves to the skin of their owner and becoming a permanent adornment, peeling them off would result in the wearer skinning their own arms.
Wearing these gloves gives the owner and incredible new ability. They are now able to control the limb (only one of them) of an opponent for a full minute once per week. They will be able to make it do anything short of kill the other person...this includes slight maiming though it will probably avoid the eyes. <3
Moderate Ability: This SD is now capable of causing thick strands of tar, half cooled and sticky, to leap from his hands and twist around an opponent. He can only do this once a week, and the tar is not exceptionally hot to the touch. The tar itself will instantly focus on and glue at least one limb to the opponent’s side, or try to glue two opponents together at an awkward angle. The tar will slowly dry and flake off over the course of an hour.
Bottle of Bile Effect: Oh, Suits! Once the bile made contact with the SD, a change came over them almost at once. Two tiny, flightless bat wings ripped their way painfully out of the SD's shoulders, though they do not have the connective leather tissue between the tines. These small wings constantly ooze a feeling of revulsion and fear without stop. Once a day, this SD is now able to cause one other Card, ranked Jack or lower, to begin vomiting uncontrollably for a full minute.
Name: Zeus
Suit: Hearts
Rank: Queen
Gender: Male
Animal: Canine (Doberman)
Region: Lowlands
Notes: As one of the very few Hearts in the Lowlands, it’s fairly easy for him to assert dominance in any given situation over other Lowlanders through his pain ability. He’s quite good with that dagger of his, working with it for years has honed his skill. His rot is not horribly advanced, though it did take a toll on his tail. His upper lip has partially rotted off, giving him a permanent sneer, his gums aren't doing so hot either and probably pain him often.
Basic Magical Ability: He can ignore moderate amounts of pain for up to an half an hour.
Moderate Magical Ability: When activated, he gains an immediate proficiency with any weapon that he picks up. This can be activated and deactivated at will.
Strong Magical Ability: When activated, he can inflict mental pain on another card of the suit of Clubs, once per day. The degree of pain is equivalent to that of the skin on ones jaw slowly being peeled off. Many even lose the ability to talk after about five minutes of this torture...even though they aren’t actually being harmed.
Powerful Magical Ability: When activated, he can control the mind of a lesser Heart for up to one hour, once per week. The individual being controlled would know and the degree of control is nearly perfect except that once he is in control, he must remain in physical contact with the person or lose his connection.
Jack's Ability: He is immune to any and all poison with the exception of wolfsbane. Wolfsbane causes him to break out if it is rubbed on his skin, causes internal bleeding (blood dripping from his mouth for a week and a weakened state) if a small amount is swallowed, and could kill him if he is slipped more than five milligrams.
King's Ability: He is able to summon his knife now. It vanishes to an alternate plane of existence when he has no use for it, and springs from nowhere to his dominant hand when he thinks of it. It retains all previous abilities and he is now able to feel a sense of extreme longing when it is gone from him, and a sense of heightened security when it is in his grasp. The weapon can never be turned against him unless through extenuating magical circumstance.
Queen's Ability: Once a week, he is now able to cause any bite he gives another Card to have an extra bit of venom in it that he can't normally discharge. It takes a full week aftre being discharcged for the gland to fill with the poison again. The bitten creature will, over the course of a week, begin to develop horrible sores on their upper body greatky resembling Lowland wounds. These will usually develop on the upper body or facial area as opposed to anywhere else, and there are anywhere from 2-5. They will last for a full month before dissapearing and are very painful to deal with. Only very powerful magic can heal them.
Extra Ability: He is able to summon a small sphere of blue light and smoke once a day for up to ten minutes. This sphere gives off semi-toxic fumes and gasses and will hover around an opponents head for the full five minutes of its duration. The effects of its toxin vary; Cards ranked ten or lower tend to get dizzy, suffer violent coughing fits, and retching; while those higher tend to simply have coughing fits that can cause them to double up on occasion. This spell does not affect Hearts with poison immunity.
Silver Dagger: This dagger cannot be knocked from its wielder’s hand, even if their hand is crushed or injured, it will remain in their grip. If the hand is removed, it will slam itself toward its owners’ nearest appendage and be clasped tightly there, that appendage will then function as the severed hand would have done.
Black leather gloves: Though they're missing the fingers, these cracked leather gloves look quite stylish and will fit the wearer to a tee....they're massively comfortable and feel like velvet on the inside, weighing almost nothing and giving the wearer a cool, open sensation.
Putting these gloves on will result in them slowly (over the course of a day) attaching themselves to the skin of their owner and becoming a permanent adornment, peeling them off would result in the wearer skinning their own arms.
Wearing these gloves gives the owner and incredible new ability. They are now able to control the limb (only one of them) of an opponent for a full minute once per week. They will be able to make it do anything short of kill the other person...this includes slight maiming though it will probably avoid the eyes. <3
Moderate Ability: This SD is now capable of causing thick strands of tar, half cooled and sticky, to leap from his hands and twist around an opponent. He can only do this once a week, and the tar is not exceptionally hot to the touch. The tar itself will instantly focus on and glue at least one limb to the opponent’s side, or try to glue two opponents together at an awkward angle. The tar will slowly dry and flake off over the course of an hour.
Bottle of Bile Effect: Oh, Suits! Once the bile made contact with the SD, a change came over them almost at once. Two tiny, flightless bat wings ripped their way painfully out of the SD's shoulders, though they do not have the connective leather tissue between the tines. These small wings constantly ooze a feeling of revulsion and fear without stop. Once a day, this SD is now able to cause one other Card, ranked Jack or lower, to begin vomiting uncontrollably for a full minute.