Post by carcinoGeneticist on Jan 28, 2009 1:58:05 GMT -5
ID: N/A
Name: Apocalypse ("Pale")
Suit: Hearts
Rank: King
Gender: Male
Animal: Caracal
Region: Raemblen Bog
Parents:
Current Forms
Human
Biped
Animal
Notes
He's a weapon that's alive. Specifically, a scythe. He used to live only in Rhiannon's mind. This caused her to think that her schizophrenia was coming back and she was hearing voices. Then he popped out of no where and she was happy to find that she wasn't as nutso as she'd originally thought. Now he runs around like a madman in the Court of Hearts. He is a crackhead, a nudist, and a cold-blooded killer.
Most of the above still applies, however, now he is the summoner and Rhiannon is the weapon.
One of Rhi's wing markings has appeared on his body...oh my! It appears to be the wing Lior took a thumb off of. Whenever Rhi thinks about either Lior or her children with him, the place where the wing would have a thumb begins to bleed a little and will do so for about five minutes.
Rhi's mask also hangs off of the scythe now. If Pale is ever in the Yarrow Gardens, or truly in the Bog, he will need it or risk being poisoned.
Unlike other Cards, this SD's Animal form has given him a small extra ability to (once a week) cause other people's blood to change different colors when exposed to the air, including his own.
Basic Magical Ability
He can ignore moderate amounts of pain for up to fifteen minutes.
Pain Resistance Boost
He is now able to ignore any and all pain (even potentially fatal) for up to a half hour. He will not only not be able to feel it, but function on as though it caused him no exertion. In other words, he'll fight like a berserker...though this could be used against him...as he might not realize how close to death he is until it's too late...
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.
Proficiency Boost
Everything he now picks up to use as a weapon will automatically curve itself very slightly at the thinnest tip, and develop and edge to it. The edge may be blunt, but it will do its best to resemble a scythe tip.
Large Ability
This SD is now able to spit small amount of exceedingly sticky fluid twice per day. They are very accurate and often aim for another SD's eyes. If the opponent has an amazing dodge ability they might be able to escape it, but it's less likely. The sticky-ness will force the opponents' eyes to shut for two hours or for any other part of them touching the stuff to be stuck there until it wears off in two hours.
Large Ability
This SD is now able to create a fog column of smoke once a month. This column spreads out to encompass a thirty foot area and stands fifty feet high. The SD casting this spell must first shout the word Asphyxiate, and the smoke will pour from the ground immediately around their opponent/s. This smoke cloud will last for up to ten full minutes unless the caster, waves a hand and thinks to dismiss it.
Once the smoke column has shot up to full height, the caster themselves can walk into and up it as though it were solid. They can then fight their opponent through it, though they will have a bit of trouble seeing through it as well, they can dodge and roll through it (even jumping and being caught in it) to a far better degree.
Amazing Ability
This SD is now able to change any small carrying case (purse, wallet, shoulder bag...) into a void carrier for a full three days. This power can be cast once a week and will wear off after the allotted time. During these three days, the owner of the enchanted item can fit up to five hundred pounds worth of objects, materials, and/or people into the case and still carry it as though it weighed no more than the carrying case did before anything was placed into it. Breaking this weight limit will result in all of the weight returning at once, which could crush the owner at once, use caution.
Only two living beings can be placed in the case at one time (no matter how small) and will not need food, air, or water until released in three days. Forcing a person inside can be difficult as they are not trapped until every part of their body is forced inside of the case. Once inside, they cannot get back out until the owner of the case releases them. If this power is used to steal things, PM the admin as it will have a very odd effect on the caster...it can be used to kidnap, however, without any ill effects.
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 a thin blade being pressed more and more closely to their throat until they can actually feel their jugulars being sliced into. This usually causes them to pause and cough horribly while they regain their breath. Once they cough, it stops his spell, but he can start it up again ten minutes later as many times as he would like. This ability only affects Cards ranked 10 and lower fully, it can be used on Jacks once a day, and doesn't affect Kings and Queens.
Pain Ability Boost
His pain ability now affects all Cards except for Queens and Jokers.
His pain ability now leaves a vivid, real scar on the recipients throat if the spell is not thrown in under ten seconds.
Pain Ability Boost 2
This Card is now able to cause an opponent, ranked jack or less, to have their throats, quite literally, explode outward with this spell. They will feel their flesh blow outward, along with a good amount of blood, and many will go into shock. After five seconds, the flesh will begin to knit itself back up, though his normal pain ability will continue until he drops it.
Powerful Magical Ability
When activated, he can control the mind of a lesser Card for up to one hour, once per week. The individual being controlled would know and the degree of control is almost full. He can maneuver the person perfectly for a full half hour before they begin to look as though they are having a seizure. Their bodies will shake violently and some may even foam at the mouth as they subconsciously fight their way free of their captor. Once freed they will be fully aware of what happened and who did this to them and, though shaky on their feet, could potentially give chase. This ability works on Tens and lower...but only on other Hearts and Diamonds.
Control Boost
This ability will now also work on Clubs, but still not Spades.
Jack's Ability
He is now immune to any and all poisons with the exception to semen. This substance would not normally be treated as a poison but his body will now treat it as such. Being fertilized by a woman will not count, but he will no longer be able to breed with a male, lest he die. <3
Being inseminated will not kill him, but cause her a great deal of pain and hallucinogens. If he can take the pain, it may actually prove to be quite the high.
King's Ability
He is able to reach toward his Heart marking at will and draw forth from it an incredible, gleaming scythe. This weapon will only respond to his touch and, if taken from him, will attack the new person on its own unless the opponent has a spell to temper this. The weapon is intelligent and can communicate directly with his mind. It is, in fact, his old summoner, Rhiannon. He cannot tune out the Scythe's voice, but it will not try to break her psyche as it's existence depends on it.
When he fights with this scythe, it will center in on an opponent with a will and avoid hitting other Hearts not involved...but it does have a nasty tendency to strike out at Clubs without provocation or warning.
"Queen's" Ability
Once a week, he is now able to call forth a quick blast of lightning. This blast is enough to cause Cards ranked King and under to fall to their knees and shake, and 8 and under will probably pass out on the spot. Jacks will lose use of their limbs for a full thirty seconds, and Kings will have uncontrollable shaking for a full ten seconds.
Club Queens will be affected in the same way Kings are, all other Queens and Jokers can ignore this spell.
Moderate Ability
Once a week, he is now capable of causing an opponent's body to go rigid. They will still be able to move their limbs and function, but their spine will straighten to its fullest extent. Unless the opponent is a Diamond, this will negate all ability to fly and give the opponent a mind-numbingly pleasurable sensation for a full five seconds. The spell itself lasts for thirty seconds. This spell can be broken by a Spade summoning its familiar, though they may not know to do it.
Moderate Ability
Once a week, he is now able to injure himself, not a previously given injury, and give his weapon a boost of strength. The injury to himself must be substantial, a small cut will do nothing, and call his weapon's full name. Once he has done this, his weapon will fall into a vaguely psychopathic trance for a full thirty seconds. She will be imbued with the desire for blood, tearing at the opponent without paying attention to her own injuries. Though if she is too badly injured, she will revert to her weapon form and unsummon automatically, otherwise she will not feel the injuries until the spell wears off.
There is a small detriment to this spell, however. When she goes this mad, she will try to focus on the opponent...but aside from her summoner, anyone is fair game, really. Children, friends, loved ones...had best not get too close.
Claw ability
Once a week, he is capable of saying the word Beckon, and motioning as though he wants the other to come forward, even if the motion is slight.
When he does this, his hands begin to swell massively at the wrist until each finger is about two feet long and tipped with a foot long razor sharp talon. This makes his palm about as big as his torso and his forearms swell slightly to match. He is imbued with a strengthening spell for a full ten minutes for the first part of this spell. During those ten minutes, he will be able to lift his arms as he normally would as though the added weight weren't there. After the ten, however, the weight will take its full toll...an extra 20lbs per hand. During this time, the fingers and palms grow thicker, leathery skin that can only be cut by magical weapons, fire, and Spade generated water. Spade's magically summoned water will begin to melt the flesh from his bones (only the hands) without any cure.
The claws can only be broken by summoned weapons, though the fingers themselves can be cut off more easily. His hands can easily engulf another person's head, or half of their torso.
Unfortunately, this makes the appendages clumsy, wielding any weapon in this state, except for Rhi, is nigh on impossible for him.
The state of this spell lasts for a full 24 hours. After the first three, the weight from his hands must be rested on something or chilled or his wrists risk snapping.
Pestilence Ability
Once a week, he is able to cause the ground an opponent is standing on to begin heaving, slamming itself up under them forcefully and cracking. It will move with them, over the course of two minutes, until finally all dropping away to reveal a waist deep hole of vermin. Tiny insects and starved rodents that begin crawling up the enemy's body and gnawing on them. They will vanish with the hole (which remains stationary upon becoming a hole) after two minutes have passed.
Flying Cards may be able to avoid this, though it will draw those ranked 10 and under to it...
The vermin will, upon vanishing, leave the victim with an unusually high fever, taking effect the next day, for a full day.
Spine Ability
Once a week, he is now able to cause 7 razor sharp spikes to erupt along his spine. Each spike stands about five inches long, is very thick, and appears to be made of bone.
The process of growing them out takes about ten seconds, and it is rather painful to do, once they are grown, however, they remain for a full hour and will re-sheath themselves painlessly.
Moderate Ability
Once a week, he is able to cause any Card ranked 8 or lower to suddenly morph into a snake-like creature for ten seconds. During this time, they are still able to use most of their abilities, but they will be disoriented, and unable to wield weapons or limbs based attacks while like this. They will remain patterned as they normally would be, but hairless and scaleless, ugly, naked and wrinkled.
Apocalypse Ability
Once a week, he is able to send an opponent of lesser Rank into a mind-blowing world of terror. By raising his right hand and calling out "Gather" he will summon a partially tangible vision. The opponent will suddenly see four figures, mounted on Ace (all Hearts) horses in varying stages of well-being (one white, one bay, one black, one an indistinguishable color under all of the filth and decay.), appear soundlessly behind the summoner. These four horsemen are all swathed in black cloaks, though it is quite obvious that the one on the white horse has wings bundled up under it.
All will charge the opponent from different angles, the first one the opponent lashes at and hits will stop dead, drop the hood from its face, and the others will vanish.
The one chosen will either be Death, War, Famine, or Pestilence (based on a random roll by the caster). This creature will then glue itself to the side of the unfortunate and begin to leech off of their life force while whispering to them constantly about the course of their lives and how incredibly awful their choices have been. While they do this, the victim will feel as though their skin is slowly being peeled off of their body and any 2-10 spells are lost to them due to an inability to concentrate properly. (If Pestilence is rolled, PM the admin as there is a 50% chance of something extra happening...) The creature will last along with the feeling for a full minute before vanishing into nothing.
Upon these creatures vanishing, the opponent will have turned stark white. They can call a Corvie (use 25 points) to change back to their original colorations after being treated for shock, but if they don't their coats will remain mostly white...and then begin to take on characteristics of one of the four horsemen.
If a Card allows this to happen, or is prevented from seeking treatment, they could develop a psychological dependence on this man.
Voice Mimicry
Once a day, he is able to call forth an ability for a full ten minutes. This ability allows him to perfectly mimic the voice of any Card he has known and befriended (term applies loosely, but still must apply. It could also apply to people who were friends once, but are no longer) for more than a year.
Including inflection, he is able to mimic everything from personality defaulted tone, to depth and emotional sensation he doesn't even feel.
If he truly cares for the person, he can also induce the feeling of their body imposed over his own for a full five minutes, though he will be rendered exhausted afterward, if he should choose to.
This ability does not work on Cards ranked 3 or lower or on Jokers.
Small Ability
Once a week, he is now able to cause a small vibration, very low and grounding, to run through his own head. This vibration can be felt heavily by anyone touching him at the time and is oddly calming. The vibration itself will give him three minutes of complete and total clarity with all outstanding issues washing away, though not pain or discomfort. He will be able to focus very completely on one thought at a time.
War Ability
Once a week, he is able to cause the ground an opponent is standing on to begin heaving, slamming itself up under them forcefully and cracking. It will move with them, over the course of two minutes, until finally all dropping away to reveal a waist deep hole of spikes, swords, broken arrows, and shards of bone and gore. The opponent will find themselves unable to crawl out of the hole for the full two minutes, and only by being exceedingly careful can they avoid any parts of their body being fully impaled. This mess will vanish with the hole (which remains stationary upon becoming a hole) after two minutes have passed.
Flying Cards may be able to avoid this, though it will draw those ranked 10 and under to it...
The wounds will, upon vanishing, leave the victim with an unusual desperation for bloodshed for a full day afterward. Family members and friends had best not get too close as they will lash out irrationally until the day has passed...
Emotional Twist Spell
Once a week, he is now able to cause people around him to think of him as a nice, reliable person for a full hour...regardless of what they have seen him do in the past...or what he may have just done to them.
This spell will only work on Cards ranked King and under, and will not work on Diamonds unless they are 3's or less.
Club Queens will be affected as though they were Kings.
Healing Ability
Once a week, he is able to heal up small gashes, bone fractures, and wounds on three people of his choosing.
Meaning, only three people will ever be affected.
1. As the King of Hearts, one of these slots must be filled by the current Queen.
2. Hisself >>
3.
The other two are for him to choose, but the lower their rank, the more easily and quickly they will be healed.
The only thing he has absolutely no control over are head injuries/brain damage or any serious bone breaks/bisections. If a person is inches from death, he will not be able to pull them back.
For example: Nathalia has broken her tibia! D8 A wild Pale appears and fixes it! It's super effective!
Versus.
Nathalia has been cut in half by a train! D8 A wild Pale appears and tries to fix it! It's entirely ineffective! Nathalia hasfainted effing died.
Raemblen Bog
Residents are a a grayish-reddish medium brown with random blotches of dark purple and speckled with flecks of pale yellow (imitating what little sunlight get through the canopy) to blend in with their surroundings. They are covered with a foul tasting oil and all are equipped with some sort of ventilated mask.
Located between the Tulgey Woods and Golfam Marsh, this is a land of dark auras and even darker cults and magic. The people from this Realm tend to be snappish and crude. The air in the bog is nigh on poisonous and many need masks of clan air in order to enter safely.
They also are not as class-conscious as any of the other lands. For as difficult as it is to live there (the infant mortality rate is very high), they recognize that everybody does their part and everyone is needed. However, their glass work has quickly become renown for it beauty. Made from the toxic silt, there is a rainbow sheen to the glass. Though made from poisonous material, the toxins are no longer present after the process. It's their main export.
Past Forms
Weapon
Name: Apocalypse ("Pale")
Suit: Hearts
Rank: King
Gender: Male
Animal: Caracal
Region: Raemblen Bog
Parents:
Current Forms
Human
Biped
Animal
Notes
He's a weapon that's alive. Specifically, a scythe. He used to live only in Rhiannon's mind. This caused her to think that her schizophrenia was coming back and she was hearing voices. Then he popped out of no where and she was happy to find that she wasn't as nutso as she'd originally thought. Now he runs around like a madman in the Court of Hearts. He is a crackhead, a nudist, and a cold-blooded killer.
Most of the above still applies, however, now he is the summoner and Rhiannon is the weapon.
One of Rhi's wing markings has appeared on his body...oh my! It appears to be the wing Lior took a thumb off of. Whenever Rhi thinks about either Lior or her children with him, the place where the wing would have a thumb begins to bleed a little and will do so for about five minutes.
Rhi's mask also hangs off of the scythe now. If Pale is ever in the Yarrow Gardens, or truly in the Bog, he will need it or risk being poisoned.
Unlike other Cards, this SD's Animal form has given him a small extra ability to (once a week) cause other people's blood to change different colors when exposed to the air, including his own.
Basic Magical Ability
He can ignore moderate amounts of pain for up to fifteen minutes.
Pain Resistance Boost
He is now able to ignore any and all pain (even potentially fatal) for up to a half hour. He will not only not be able to feel it, but function on as though it caused him no exertion. In other words, he'll fight like a berserker...though this could be used against him...as he might not realize how close to death he is until it's too late...
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.
Proficiency Boost
Everything he now picks up to use as a weapon will automatically curve itself very slightly at the thinnest tip, and develop and edge to it. The edge may be blunt, but it will do its best to resemble a scythe tip.
Large Ability
This SD is now able to spit small amount of exceedingly sticky fluid twice per day. They are very accurate and often aim for another SD's eyes. If the opponent has an amazing dodge ability they might be able to escape it, but it's less likely. The sticky-ness will force the opponents' eyes to shut for two hours or for any other part of them touching the stuff to be stuck there until it wears off in two hours.
Large Ability
This SD is now able to create a fog column of smoke once a month. This column spreads out to encompass a thirty foot area and stands fifty feet high. The SD casting this spell must first shout the word Asphyxiate, and the smoke will pour from the ground immediately around their opponent/s. This smoke cloud will last for up to ten full minutes unless the caster, waves a hand and thinks to dismiss it.
Once the smoke column has shot up to full height, the caster themselves can walk into and up it as though it were solid. They can then fight their opponent through it, though they will have a bit of trouble seeing through it as well, they can dodge and roll through it (even jumping and being caught in it) to a far better degree.
Amazing Ability
This SD is now able to change any small carrying case (purse, wallet, shoulder bag...) into a void carrier for a full three days. This power can be cast once a week and will wear off after the allotted time. During these three days, the owner of the enchanted item can fit up to five hundred pounds worth of objects, materials, and/or people into the case and still carry it as though it weighed no more than the carrying case did before anything was placed into it. Breaking this weight limit will result in all of the weight returning at once, which could crush the owner at once, use caution.
Only two living beings can be placed in the case at one time (no matter how small) and will not need food, air, or water until released in three days. Forcing a person inside can be difficult as they are not trapped until every part of their body is forced inside of the case. Once inside, they cannot get back out until the owner of the case releases them. If this power is used to steal things, PM the admin as it will have a very odd effect on the caster...it can be used to kidnap, however, without any ill effects.
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 a thin blade being pressed more and more closely to their throat until they can actually feel their jugulars being sliced into. This usually causes them to pause and cough horribly while they regain their breath. Once they cough, it stops his spell, but he can start it up again ten minutes later as many times as he would like. This ability only affects Cards ranked 10 and lower fully, it can be used on Jacks once a day, and doesn't affect Kings and Queens.
Pain Ability Boost
His pain ability now affects all Cards except for Queens and Jokers.
His pain ability now leaves a vivid, real scar on the recipients throat if the spell is not thrown in under ten seconds.
Pain Ability Boost 2
This Card is now able to cause an opponent, ranked jack or less, to have their throats, quite literally, explode outward with this spell. They will feel their flesh blow outward, along with a good amount of blood, and many will go into shock. After five seconds, the flesh will begin to knit itself back up, though his normal pain ability will continue until he drops it.
Powerful Magical Ability
When activated, he can control the mind of a lesser Card for up to one hour, once per week. The individual being controlled would know and the degree of control is almost full. He can maneuver the person perfectly for a full half hour before they begin to look as though they are having a seizure. Their bodies will shake violently and some may even foam at the mouth as they subconsciously fight their way free of their captor. Once freed they will be fully aware of what happened and who did this to them and, though shaky on their feet, could potentially give chase. This ability works on Tens and lower...but only on other Hearts and Diamonds.
Control Boost
This ability will now also work on Clubs, but still not Spades.
Jack's Ability
He is now immune to any and all poisons with the exception to semen. This substance would not normally be treated as a poison but his body will now treat it as such. Being fertilized by a woman will not count, but he will no longer be able to breed with a male, lest he die. <3
Being inseminated will not kill him, but cause her a great deal of pain and hallucinogens. If he can take the pain, it may actually prove to be quite the high.
King's Ability
He is able to reach toward his Heart marking at will and draw forth from it an incredible, gleaming scythe. This weapon will only respond to his touch and, if taken from him, will attack the new person on its own unless the opponent has a spell to temper this. The weapon is intelligent and can communicate directly with his mind. It is, in fact, his old summoner, Rhiannon. He cannot tune out the Scythe's voice, but it will not try to break her psyche as it's existence depends on it.
When he fights with this scythe, it will center in on an opponent with a will and avoid hitting other Hearts not involved...but it does have a nasty tendency to strike out at Clubs without provocation or warning.
"Queen's" Ability
Once a week, he is now able to call forth a quick blast of lightning. This blast is enough to cause Cards ranked King and under to fall to their knees and shake, and 8 and under will probably pass out on the spot. Jacks will lose use of their limbs for a full thirty seconds, and Kings will have uncontrollable shaking for a full ten seconds.
Club Queens will be affected in the same way Kings are, all other Queens and Jokers can ignore this spell.
Moderate Ability
Once a week, he is now capable of causing an opponent's body to go rigid. They will still be able to move their limbs and function, but their spine will straighten to its fullest extent. Unless the opponent is a Diamond, this will negate all ability to fly and give the opponent a mind-numbingly pleasurable sensation for a full five seconds. The spell itself lasts for thirty seconds. This spell can be broken by a Spade summoning its familiar, though they may not know to do it.
Moderate Ability
Once a week, he is now able to injure himself, not a previously given injury, and give his weapon a boost of strength. The injury to himself must be substantial, a small cut will do nothing, and call his weapon's full name. Once he has done this, his weapon will fall into a vaguely psychopathic trance for a full thirty seconds. She will be imbued with the desire for blood, tearing at the opponent without paying attention to her own injuries. Though if she is too badly injured, she will revert to her weapon form and unsummon automatically, otherwise she will not feel the injuries until the spell wears off.
There is a small detriment to this spell, however. When she goes this mad, she will try to focus on the opponent...but aside from her summoner, anyone is fair game, really. Children, friends, loved ones...had best not get too close.
Claw ability
Once a week, he is capable of saying the word Beckon, and motioning as though he wants the other to come forward, even if the motion is slight.
When he does this, his hands begin to swell massively at the wrist until each finger is about two feet long and tipped with a foot long razor sharp talon. This makes his palm about as big as his torso and his forearms swell slightly to match. He is imbued with a strengthening spell for a full ten minutes for the first part of this spell. During those ten minutes, he will be able to lift his arms as he normally would as though the added weight weren't there. After the ten, however, the weight will take its full toll...an extra 20lbs per hand. During this time, the fingers and palms grow thicker, leathery skin that can only be cut by magical weapons, fire, and Spade generated water. Spade's magically summoned water will begin to melt the flesh from his bones (only the hands) without any cure.
The claws can only be broken by summoned weapons, though the fingers themselves can be cut off more easily. His hands can easily engulf another person's head, or half of their torso.
Unfortunately, this makes the appendages clumsy, wielding any weapon in this state, except for Rhi, is nigh on impossible for him.
The state of this spell lasts for a full 24 hours. After the first three, the weight from his hands must be rested on something or chilled or his wrists risk snapping.
Pestilence Ability
Once a week, he is able to cause the ground an opponent is standing on to begin heaving, slamming itself up under them forcefully and cracking. It will move with them, over the course of two minutes, until finally all dropping away to reveal a waist deep hole of vermin. Tiny insects and starved rodents that begin crawling up the enemy's body and gnawing on them. They will vanish with the hole (which remains stationary upon becoming a hole) after two minutes have passed.
Flying Cards may be able to avoid this, though it will draw those ranked 10 and under to it...
The vermin will, upon vanishing, leave the victim with an unusually high fever, taking effect the next day, for a full day.
Spine Ability
Once a week, he is now able to cause 7 razor sharp spikes to erupt along his spine. Each spike stands about five inches long, is very thick, and appears to be made of bone.
The process of growing them out takes about ten seconds, and it is rather painful to do, once they are grown, however, they remain for a full hour and will re-sheath themselves painlessly.
Moderate Ability
Once a week, he is able to cause any Card ranked 8 or lower to suddenly morph into a snake-like creature for ten seconds. During this time, they are still able to use most of their abilities, but they will be disoriented, and unable to wield weapons or limbs based attacks while like this. They will remain patterned as they normally would be, but hairless and scaleless, ugly, naked and wrinkled.
Apocalypse Ability
Once a week, he is able to send an opponent of lesser Rank into a mind-blowing world of terror. By raising his right hand and calling out "Gather" he will summon a partially tangible vision. The opponent will suddenly see four figures, mounted on Ace (all Hearts) horses in varying stages of well-being (one white, one bay, one black, one an indistinguishable color under all of the filth and decay.), appear soundlessly behind the summoner. These four horsemen are all swathed in black cloaks, though it is quite obvious that the one on the white horse has wings bundled up under it.
All will charge the opponent from different angles, the first one the opponent lashes at and hits will stop dead, drop the hood from its face, and the others will vanish.
The one chosen will either be Death, War, Famine, or Pestilence (based on a random roll by the caster). This creature will then glue itself to the side of the unfortunate and begin to leech off of their life force while whispering to them constantly about the course of their lives and how incredibly awful their choices have been. While they do this, the victim will feel as though their skin is slowly being peeled off of their body and any 2-10 spells are lost to them due to an inability to concentrate properly. (If Pestilence is rolled, PM the admin as there is a 50% chance of something extra happening...) The creature will last along with the feeling for a full minute before vanishing into nothing.
Upon these creatures vanishing, the opponent will have turned stark white. They can call a Corvie (use 25 points) to change back to their original colorations after being treated for shock, but if they don't their coats will remain mostly white...and then begin to take on characteristics of one of the four horsemen.
If a Card allows this to happen, or is prevented from seeking treatment, they could develop a psychological dependence on this man.
Voice Mimicry
Once a day, he is able to call forth an ability for a full ten minutes. This ability allows him to perfectly mimic the voice of any Card he has known and befriended (term applies loosely, but still must apply. It could also apply to people who were friends once, but are no longer) for more than a year.
Including inflection, he is able to mimic everything from personality defaulted tone, to depth and emotional sensation he doesn't even feel.
If he truly cares for the person, he can also induce the feeling of their body imposed over his own for a full five minutes, though he will be rendered exhausted afterward, if he should choose to.
This ability does not work on Cards ranked 3 or lower or on Jokers.
Small Ability
Once a week, he is now able to cause a small vibration, very low and grounding, to run through his own head. This vibration can be felt heavily by anyone touching him at the time and is oddly calming. The vibration itself will give him three minutes of complete and total clarity with all outstanding issues washing away, though not pain or discomfort. He will be able to focus very completely on one thought at a time.
War Ability
Once a week, he is able to cause the ground an opponent is standing on to begin heaving, slamming itself up under them forcefully and cracking. It will move with them, over the course of two minutes, until finally all dropping away to reveal a waist deep hole of spikes, swords, broken arrows, and shards of bone and gore. The opponent will find themselves unable to crawl out of the hole for the full two minutes, and only by being exceedingly careful can they avoid any parts of their body being fully impaled. This mess will vanish with the hole (which remains stationary upon becoming a hole) after two minutes have passed.
Flying Cards may be able to avoid this, though it will draw those ranked 10 and under to it...
The wounds will, upon vanishing, leave the victim with an unusual desperation for bloodshed for a full day afterward. Family members and friends had best not get too close as they will lash out irrationally until the day has passed...
Emotional Twist Spell
Once a week, he is now able to cause people around him to think of him as a nice, reliable person for a full hour...regardless of what they have seen him do in the past...or what he may have just done to them.
This spell will only work on Cards ranked King and under, and will not work on Diamonds unless they are 3's or less.
Club Queens will be affected as though they were Kings.
Healing Ability
Once a week, he is able to heal up small gashes, bone fractures, and wounds on three people of his choosing.
Meaning, only three people will ever be affected.
1. As the King of Hearts, one of these slots must be filled by the current Queen.
2. Hisself >>
3.
The other two are for him to choose, but the lower their rank, the more easily and quickly they will be healed.
The only thing he has absolutely no control over are head injuries/brain damage or any serious bone breaks/bisections. If a person is inches from death, he will not be able to pull them back.
For example: Nathalia has broken her tibia! D8 A wild Pale appears and fixes it! It's super effective!
Versus.
Nathalia has been cut in half by a train! D8 A wild Pale appears and tries to fix it! It's entirely ineffective! Nathalia has
Raemblen Bog
Residents are a a grayish-reddish medium brown with random blotches of dark purple and speckled with flecks of pale yellow (imitating what little sunlight get through the canopy) to blend in with their surroundings. They are covered with a foul tasting oil and all are equipped with some sort of ventilated mask.
Located between the Tulgey Woods and Golfam Marsh, this is a land of dark auras and even darker cults and magic. The people from this Realm tend to be snappish and crude. The air in the bog is nigh on poisonous and many need masks of clan air in order to enter safely.
They also are not as class-conscious as any of the other lands. For as difficult as it is to live there (the infant mortality rate is very high), they recognize that everybody does their part and everyone is needed. However, their glass work has quickly become renown for it beauty. Made from the toxic silt, there is a rainbow sheen to the glass. Though made from poisonous material, the toxins are no longer present after the process. It's their main export.
Past Forms
Weapon