Post by seraaches on Aug 22, 2008 12:32:43 GMT -5
ID: SD247
Name: Dierdre (Dre)
Suit: Hearts
Rank: Queen
Gender: Female
Animal: Falcon/Equine
Region: Josiggy Marsh/Highlands
Notes: She is an exceptionally beautiful mix, even Highland purists would have to think hard about whether they would really overlook her. Her wings are shorter than normal which means she can only stay aloft for about twenty minutes before becoming extremely exhausted...but it means she can dive at about 60 mph.
Basic Magical Ability: She can ignore moderate amounts of pain for up to ten minutes.
Moderate Magical Ability: When activated, she gains an immediate proficiency with any weapon that she picks up. This can be activated and deactivated at will.
Strong Magical Ability: When activated, she can inflict mental pain on another card of the suit of Diamonds, once per day. The degree of pain equivalent to that of a rusted saw slowly grinding through the victim’s left leg.
Powerful Magical Ability: When activated, she can control the mind of a lesser Heart for up to ten minutes, once per week. The individual being controlled would know and the degree of control would be perfect except for the fact that, while she controls them, she must have her body submerged in ice cold water (except her beak) or have the spell be ineffective.
Jack's Ability: She is now immune to any and all poison with the exception of red wine. This delineation of wine will now act as a slow poison on her, causing her to see spots, feel horribly dizzy, and if she's had more than two cups she will collapse and faint. Three cups will kill her outright, anything less will take about two dizzy, painful days to work itself out of her system.
King's Ability: Her glave is now summonable and can be pulled directly from her Heart marking at will. It is impossible for another SD to take this weapon, and even more impossible for them to use the weapon against her in battle (unless they posses a specific power allowing them to do so.) If another SD tries to touch this weapon (Not when they are hit with it, but if they attempt to touch or take it) they will feel her pain ability without her casting it, allowing her to use it again directly afterward should she desire to.
Queen's Ability: Once a week she is now capable of forcing another SD to freeze in place from the knees down. They will be rooted to the spot, unable to move for a full minute. Their upper body is still theirs to control, but even if they hack their feet off, unless they cut above the knee, they would be unable to move from the spot. This attack is vulnerable to mirrors and mirror based spells, were any creature to have such a thing, this very power could be reflected back onto her...
Pin Ability: She now gives off an incredibly strong feeling of authority to anyone ranked 10 or lower. They will automatically assume that she is in a position of high power, and most will feel compelled to do as she asks (though they can resist) due to the overpowering sensation. Cards ranked Jack or higher will feel the sensation but are not blown away by it, it will cause some irrational anger and resentment, and some to feel a deeper respect depending on the Card.
Wing Pendant: This pendant is shaped in the delicate curve of a swan's wing and tailored out of white gold. It tingles magically when touched, and allows the owner to, once a week, use the following power.
She is now able to pull out her two top-most pinion feathers and throw them at an opponent. The feathers are very hard to dodge, though some Spades may be able to with exceptional running or dodging abilities. These feathers sharpen in midair and will stab through an opponent's flesh or armor unless the armor is highly magical. The areas where the feathers hit will then swell massively with infection. The affected limbs will slowly swell to a size that often causes weapons to be beyond use and slows them down with the weight of pus and damaged flesh on one or both sides. The swelling will decrease after a full three hours and the pus must be drained out of the wounds.
After pulling and throwing her pinions, Dre will be unable to fly for a full five hours until they grow back in.
Name: Dierdre (Dre)
Suit: Hearts
Rank: Queen
Gender: Female
Animal: Falcon/Equine
Region: Josiggy Marsh/Highlands
Notes: She is an exceptionally beautiful mix, even Highland purists would have to think hard about whether they would really overlook her. Her wings are shorter than normal which means she can only stay aloft for about twenty minutes before becoming extremely exhausted...but it means she can dive at about 60 mph.
Basic Magical Ability: She can ignore moderate amounts of pain for up to ten minutes.
Moderate Magical Ability: When activated, she gains an immediate proficiency with any weapon that she picks up. This can be activated and deactivated at will.
Strong Magical Ability: When activated, she can inflict mental pain on another card of the suit of Diamonds, once per day. The degree of pain equivalent to that of a rusted saw slowly grinding through the victim’s left leg.
Powerful Magical Ability: When activated, she can control the mind of a lesser Heart for up to ten minutes, once per week. The individual being controlled would know and the degree of control would be perfect except for the fact that, while she controls them, she must have her body submerged in ice cold water (except her beak) or have the spell be ineffective.
Jack's Ability: She is now immune to any and all poison with the exception of red wine. This delineation of wine will now act as a slow poison on her, causing her to see spots, feel horribly dizzy, and if she's had more than two cups she will collapse and faint. Three cups will kill her outright, anything less will take about two dizzy, painful days to work itself out of her system.
King's Ability: Her glave is now summonable and can be pulled directly from her Heart marking at will. It is impossible for another SD to take this weapon, and even more impossible for them to use the weapon against her in battle (unless they posses a specific power allowing them to do so.) If another SD tries to touch this weapon (Not when they are hit with it, but if they attempt to touch or take it) they will feel her pain ability without her casting it, allowing her to use it again directly afterward should she desire to.
Queen's Ability: Once a week she is now capable of forcing another SD to freeze in place from the knees down. They will be rooted to the spot, unable to move for a full minute. Their upper body is still theirs to control, but even if they hack their feet off, unless they cut above the knee, they would be unable to move from the spot. This attack is vulnerable to mirrors and mirror based spells, were any creature to have such a thing, this very power could be reflected back onto her...
Pin Ability: She now gives off an incredibly strong feeling of authority to anyone ranked 10 or lower. They will automatically assume that she is in a position of high power, and most will feel compelled to do as she asks (though they can resist) due to the overpowering sensation. Cards ranked Jack or higher will feel the sensation but are not blown away by it, it will cause some irrational anger and resentment, and some to feel a deeper respect depending on the Card.
Wing Pendant: This pendant is shaped in the delicate curve of a swan's wing and tailored out of white gold. It tingles magically when touched, and allows the owner to, once a week, use the following power.
She is now able to pull out her two top-most pinion feathers and throw them at an opponent. The feathers are very hard to dodge, though some Spades may be able to with exceptional running or dodging abilities. These feathers sharpen in midair and will stab through an opponent's flesh or armor unless the armor is highly magical. The areas where the feathers hit will then swell massively with infection. The affected limbs will slowly swell to a size that often causes weapons to be beyond use and slows them down with the weight of pus and damaged flesh on one or both sides. The swelling will decrease after a full three hours and the pus must be drained out of the wounds.
After pulling and throwing her pinions, Dre will be unable to fly for a full five hours until they grow back in.