Post by Vyn on Feb 8, 2010 15:05:51 GMT -5
Statistics
ID: SD196
Name: Javaid [Persian; Eternal]
Suit: Spade
Rank: Queen
Gender: Male
Animal: Canine (Jackal)
Region: Hisstor Wastes
Mutations: NoneNotesHe is especially beautiful for a Hisstor and a natural born Queen. When he speaks in whispers, his voice sounds very old...and hollow.
Abilities
Basic Magical Ability: He can run up to 20mph in sprints and 10mph for up to an hour in extended runs.
Moderate Magical Ability: 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.
Strong Magical Ability: When activated, he can create up to two gallons of drinking water up to five times per day.
Powerful Magical Ability: When activated, he can call forth and dismiss a small familiar that is unique to the individual.ID: ST015
Name: Ma'at "Egyptian Goddess of Truth"
Gender: Female
Species: Slithey Tove
Notes: Her eye rolls constantly and when it attacks, it wraps its body around another's face, this presses its eye to the other person and gives them horrible images in their mind of their own bodies disintegrating.
An introduction to an unusual magical object has resulted in Maat receiving some strange mutations and abilities!
1) Maat's third eye can now see the natures of Cards and their intentions toward Javaid and thus control her normal ability. The vision she inflicts on Cards she deems 'harmful' now includes a strange demon devouring their heart, though no such demon exists, Cards ranked Jack and below will now believe it is happening for a full minute. This spell has zero effect on Diamonds.
2) Maat's bite is now 'venomous' and will force Cards to speak the truth for a full 30 seconds, once a day. This spell has zero effect on Diamonds, and just hurts like heck.
Jack's Ability: When activated, he can move or shift dirt in piles of up to 200lbs once per day.
King's Ability: He has the ability to sense the presences of ghosts, journey to where they are and, within five feet of their location, even see them. They do not know that he sees them, nor can they hear him or he them. No communication is possible.
Queen's Ability: Once per week, he can animate a lifeless corpse of his choosing. It will not be sentient and will have no emotions, ideas, thoughts, or personality whatsoever. It only does what he instructs it to do. It is not a person, only a thing, but he may arm it. The animation lasts for twenty-four hours.
Staff Geist: Quite a bit of magic has moved into the skull on his weapon. It glows an odd off color when activating and hisses softly. Once a week, it is capable of causing its caster to be able to focus on one bone in an opponent that is not the skull or spine, and break it with a thought. The bone may be fixable if they can find a good healer, but it will splinter rather horribly, moving too much could even make the broken bits stick through the skin if provoked.
Geist Boost: This staff is now capable, once a day, of swinging through a person as though they were made of mist, rendering them insubstantial and powerless for a full minute. If they can hold themselves together (with concentration), they will reform after the minute has passed...if not, they will be rendered unconscious. (This can either be decided by player, or rolled by the Admin.)
Summoned Scarab: This small scarab beetle is faint, transparent, and invisible to anyone but Jokers and Queens. About the size of a Human palm, it it capable of traveling at intense speeds and is able to be directed to follow and spy on people by its master. Javaid can summon it once every two days and it will follow whomever he wants it to without fail. If discovered, it can be destroyed (smashed like a bug), if killed; it will take up to 20 days for it to "reform" in the staff and its master will suffer extreme chest pains for the duration of its re-growth. The scarab is capable of listening to everything that goes on around it and channeling it into Javaid's mind as it happens. To do this, however, he needs to put all of his concentration into it, so sitting down is a wise decision before scrying with the scarab. The scarab cannot speak or communicate anything to anyone other than its master.
Javaid's Ability Set: These 4, inspired by old Hisstor mythology that is no longer used, were 4 old canopic jars, they were created and written out by the old scarab priest possessing Javaid...I wonder who these ah...contents of the jars once belonged to.
Osiris Jar: - This amazing ability gives the caster the power to, once a week; combine the burning desert sands and the eroding abilities of acid. With but a whisper of the word Osiris, they can summon a wall of sand to protect the user even if there is no sand present in the area. This sand stings the skin of anyone within a 50ft radius, even wearing it down to a shiny, raw appearance and spending more than a minute without running will make the victim start to bleed horribly! Only fire spells can even hope to work their way through it, changing the shield to an easily breakable glass. The sands last for a full two minutes and make attacking the owner quite difficult.
Anubis Jar: - This strong healing ability that can mend flesh wounds and cure ailments (including up to 50pt magical poisoning). Any non-life-threatening wound can be healed, though if it would have killed the victim (such as their being bisected or badly brain-damaged), then they will die as they would have regardless of the spell. The spell does not help the caster themselves, only others and can only be used once a day. It has a small chance of breaking curses when used, though only if the curse is a 50pt one or less.
Sobek Jar: - Whisperng the word Sobek summons a swarm of scarabs that will attack the target with multiple bites! The spell can only be ast once a week, and the scarabs (once they appear from nowhere) will remain for a full 30 seconds. While scarabs are not usually venomous, these scarabs leave behind an odd stinging reaction which result in welts that last well beyond the scope of the battle and can temporarily paralyze limbs for up to a full minute, though only one limb at a time can be paralyzed.
Outside of fights, this jar has a small chance of healing a target that has been poisoned/paralyzed/etc through non-magical means (for example, if stung by a scorpion), PM the Admin to see if it was successful.
Anuket Jar: - Whispering the word Anuket, will allow the caster to cause one victim, once a day, ranked 5 or lower, to be completely crippled by sorrow for a full 20 minutes. During this time, they will relive their worst memory as though it were happening again right now. The agony it caused them then will be doubled and their mental anguish will stop them from defending themselves completely.
Forms
- Biped -
- Animal -