Post by Satra on Apr 7, 2009 23:49:30 GMT -5
ID SD056
Name Victor
Suit Spades
Rank Seven
Gender Male
Animal Feline
Region Lowlands
Dealer Satra
Notes
The open sores on his abdomen are from a leprous disease he has inherited from both parents, and the fact that the home he lived in was constantly damp and moldering. They cause him some pain, but he is naturally well able to deal with it through upbringing. Though the sores on his abdomen are horrific, he has a generally pleased outlook on life...it could always be worse in the Lowlands...
"Upon inspecting himself, Victor will find that whatever that substance was...it's cauterized his rot.
Though the flesh still hangs open in a nasty fashion, new skin has formed under the hanging sheets of rot, covering the exposed muscle in a very thin and fine sheen of healthy skin!
Though...that new sheen of "skin" is a rather off-setting color of purple-black..."
Basic Magical Ability 0
He can run up to 40mph in sprints and 20mph for up to an hour in extended runs.
Moderate Magical Ability 0
When activated, he can see black-and-white clearly in the dark. This can be activated and deactivated at will. Should he look at a moderate to bright light with this ability activated, however, he will experience intense pain and be left with a splitting headache for up to one day.
Small Ability 1
Once a week, this item allows the bearer to melt objects made of stone or wood that are the size of their hand or smaller into a viscous fluid similar to honey. It will re-solidify after 30 minutes/hours in whatever shape its liquid form took.
Small ability
He can heal minor cuts, scraps, and bruises simply by touching them. Fatal or severe wounds are beyond his ability (he can heal them up a little bit, maybe make the person bleed less to stall for time, but that’s it). Lowland rot is also beyond this ability.
Boost healing ability
He can now heal large gashes, small fractures in bone, greatly relieve sprains and some internal bleeding. He can heal 8 cubic inches of flesh or half that of bone per uninterrupted minute. This spell can only last for an overall total of 2 minutes a day, after which he will have to leave the remaining wounds half or unhealed. This spell does relieve pain temporarily though, and even those not fully healed will have up to a half an hour without feeling the infliction.
Small Ability:
When activated, he can create up to one gallon of drinking water once per week.
Moderate Ability:
Once per week, he can cause up to two Cards 10 or below (and Leverets) to suddenly fall into a peaceful sleep for five full minutes. It will appear as if small, ghostly flower petals are falling around them before they fall unconscious. The ‘victims’ experience no dreams while they are unconscious. If anything (whether induced by the caster or not) attacks or hurts them in any way, however, the caster will find themselves falling unconscious wherever they are for a full two days.
Moderate Ability:
When activated, this SD can detect any and all magical items in the vicinity. However, he cannot tell how powerful any one item is. Only once per day can he detect the alignment of the magic (malign, benign, beneficial) of ONE target.
Moderate Ability
This SD can create an invisible barrier around himself that protects against malevolent magic only and extends to his arm's length. It can completely stop 2 small spells or 1 moderate spell before he is vulnerable for 24 hours.
It has little noticeable negating effect on anything higher. If a spell is a lengthy one, the aura will only keep up for 5 minutes against a small ability and 2.5 minutes against a moderate ability. After that, the barrier must "recharge" for 24 hours.
The barrier is automatically engaged at all times and when a spell hits it, an explosion (relative to the size of the spell) of benign sparks appear from the direction the caster is. It could protect someone else if they were to stand inside the barrier, but would anyone really want to get that close to a Lowlander?