Post by seraaches on Dec 22, 2008 0:06:29 GMT -5
ID: SD306
Name: Henry Cavendish
Suit: Hearts
Rank: King
Gender: Male
Animal: Deer
Region: Corvistowne
Dealer: Sera
Notes: A chemical Corvistowneian, he is insanely interested in the chemistry of the mind and how the brain works to make decisions. This has, in part, made him paranoid of his own, and others thoughts, making him horribly anti-social and nervous. He also has an incredible wing mutation from his mother that allows him full and healthy flight.
Basic Magical Ability: He can ignore moderate amounts of pain for up to 20 minutes.
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 any suit, once per day. The degree of pain is equivalent to that of having nails hammered into your head, slowly, one at a time. He is capable of starting it lightly and then pushing it to agony if frightened or angry.
Powerful Magical Ability: When activated, he can control the mind of a lesser Heart for up to 20 minutes, once per week. The individual being controlled would know and the degree of control would be perfect except that every time he takes control of someone, they gain his eye color and must blink rapidly in order to continue to have their own sight and not see out of his eyes and crash.
Jack's Ability: He is immune to all poisons except for nicotine, which he is horribly allergic to and can make him faint, heave, or even die if overexposed to it in any form.
King's Ability: Once a week, he is capable of causing any Card ranked Jack or lower to think exactly as he is thinking. If they are fighting him, they will start to think in terms of how he would fight, not how they would, losing them all but their basic (2-10) abilities and the use of extraneous magic with few exceptions (such as summoned weapons which will fight on their own, summons, or items that use magic naturally through their caster.) This can also get him out of awkward situations as under this spell, it is as though he is getting a second opinion...from himself. This spell can last for up to half an hour if he's not panicky. If frightened, or in a fight, this spell may only work for up to a minute.
Name: Henry Cavendish
Suit: Hearts
Rank: King
Gender: Male
Animal: Deer
Region: Corvistowne
Dealer: Sera
Notes: A chemical Corvistowneian, he is insanely interested in the chemistry of the mind and how the brain works to make decisions. This has, in part, made him paranoid of his own, and others thoughts, making him horribly anti-social and nervous. He also has an incredible wing mutation from his mother that allows him full and healthy flight.
Basic Magical Ability: He can ignore moderate amounts of pain for up to 20 minutes.
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 any suit, once per day. The degree of pain is equivalent to that of having nails hammered into your head, slowly, one at a time. He is capable of starting it lightly and then pushing it to agony if frightened or angry.
Powerful Magical Ability: When activated, he can control the mind of a lesser Heart for up to 20 minutes, once per week. The individual being controlled would know and the degree of control would be perfect except that every time he takes control of someone, they gain his eye color and must blink rapidly in order to continue to have their own sight and not see out of his eyes and crash.
Jack's Ability: He is immune to all poisons except for nicotine, which he is horribly allergic to and can make him faint, heave, or even die if overexposed to it in any form.
King's Ability: Once a week, he is capable of causing any Card ranked Jack or lower to think exactly as he is thinking. If they are fighting him, they will start to think in terms of how he would fight, not how they would, losing them all but their basic (2-10) abilities and the use of extraneous magic with few exceptions (such as summoned weapons which will fight on their own, summons, or items that use magic naturally through their caster.) This can also get him out of awkward situations as under this spell, it is as though he is getting a second opinion...from himself. This spell can last for up to half an hour if he's not panicky. If frightened, or in a fight, this spell may only work for up to a minute.