Post by Vyn on Feb 6, 2010 10:12:15 GMT -5
Statistics
ID: SD191
Name: Meecha Grimes
Suit: Heart
Rank: King [born 10]
Gender: Female
Animal: Rodent (Hamster)
Region: Golfam Marsh
Mutations: Long, tangled maneNotesShe seems to have a wicked temper...backwater Golfams...yikes <3
Abilities
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 he picks up. This can be activated and deactivated at will.
Strong Magical Ability: When activated, she can inflict mental pain on another card of any suit, once per day. The degree of pain is equivalent to a fire being lit under their ‘tail’. This affects Cards of all rank, with the exception of Queen.
Powerful Magical Ability: When activated, she 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 for the fact that the person possessed will begin to drip small amounts of fluid from their hair and/or fur (swamp water). She can do this to any Card of rank Eight or lower. Nines and Tens might be able to break it. Jacks to Queens will just laugh it off.
Jack's Ability: She is immune to any and all poisons with the exception of Clubs' blood. The blood of a Club will burn directly through her flesh and bone like acid and she needs to be very wary of them.
King's Ability: This Card is now able to summon a weapon at will, they will be exceedingly proficient with this weapon, using it as though it was a part of their body. A wooden staff with a card's skull tied to it with red beads. The weapon is a large, oak staff topped with what appears to be a wolf's skull. Large antlers protrude from the skull (though the skull itself may have been added after the staff came into existence). Feathers and bones decorate the antlers. There is a large knot at the end and a very sharp branch sticking out from the middle. The weapon is quite light with exception to the two ends, which are balanced out heavily.
Small Ability: She is now able to cause a one square foot patch of marsh grass or swamp to burst into flame once per day, the flame will not burn hot, but almost painfully cold. It will last for one hour and cannot be moved form its spot.
Small Ability: She can now make the sounds of numerous bones clacking together when she walks once per day. The sound is soft, but rather terrifying to most people unused to it.
Small Ability: Once a week, she is able to cause another Card to feel as though the creature casting this spell is the most terrifying thing they have ever seen for a full ten seconds. This spell can be conquered if the Card in question has bravery boosting spells, and Queens will be relatively unaffected.
Small Ability: Once a week, she is able to cause the swamp around her (this spell will only work in her native Golfam) to explode in a blast of hot, underground gas. The effect is blindingly bright, though only a few seconds long, and smells of petrol and rot.
Large Ability: Without knowing anything about the person she is charming, she has the ability to project an image of the other creature’s most dearly beloved family member and/or lover moving further away from them in great distress. This image lasts as long as she needs it to and will say anything she wants it to in the creature’s exact voice. If the victim gets close enough, the image will even smell like them. It will not be corporeal, though it will look like it is.
Large Ability: She has the ability to hex any magical or non-magical object once per week. This will give the object the equivalent of a small ability’s worth of adverse side-affects. The item in question, along with the person who owns it, should be PMed to the admin, and the admin will come up with a delightfully unhappy surprise for the owner of said item. The affect on the item will be permanent unless removed by a very powerful mage, sorcerer, or Queen.
Forms
- Human -
- Biped -
- Animal -