Post by Kitty on Oct 17, 2007 13:36:27 GMT -5
]ID: SD094
Name: Jarvis (Means 'spear man'
Suit: Hearts
Rank: Jack (Originally a Six)
Gender: Male
Animal: Vermin (Chipmunk)
Region: Josiggy Marsh
Dealer: Kitty
Mutations: Fangs, hidden by a long upper lip unless angered.
*Notes: When he pulls back his upper lip he reveals long fangs, they can retract partially into his skull but not fully. They are not at all poisonous
Forms: Animal, Bipedal
Basic Magical Ability: He can ignore moderate amounts of pain for up to an hour.
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 the suit of Hearts, once per day. The degree of pain is akin to that of tiny points of red hot iron being pressed against the insides of their elbows. After about two minutes of this, most victims lose use of their arms until he drops the spell. He can keep it up for five minutes before becoming exhausted.
Powerful Magical Ability: When activated, he can control the mind of a lesser Heart for twenty minutes, once per week. The individual being controlled would know and the degree of control would be nearly perfect with exception to the fact that they tend to roll their eyes at incredibly odd moments as they are controlled. While he is controlling someone, he must be within twenty feet of them at all times.
Jack's Ability: He is now immune to any and all poisons with exception to any form of tea. Tea, in any quantity over a shot, will make him foam at the mouth as it enters his system. Sure, it's a bit of a high, but it could easily make him go blind. (( As to Jarvis, he probably has permanently foggy vision and sees better at night than he does during the day. But if he keeps up the tea thing, yes, his sight will be suck-tastic))
Numbing Spell: This spell can be cast once a month by whispering the word instill. This will cause an opponent to forget who they are or what they’re doing for an entire hour. Be careful though...if the caster was to injure, or encourage the injury of the victim after the spell has been cast...the caster could be in for one hell of a rebound.
Flowering Fancy: This Card is now able to cause a sea of assorted flowers to surround them at the word Bloom. This ability can be used completely at will and surrounds the caster in a wall of living flowers extending up to 50 feet thick and high. They can be cut through as simply as normal foliage, however.
King's Ability: Once a week, he is now able to cause an opponent to shoot, massive amounts of burning, boiling hot tea out of their mouths and noses for a full 30 seconds. This is extremely painful, causing Cards ranked 10 and below to faint completely from the agony, and Cards ranked higher to lose concentration until the spell ends...Jarvis had best not get too close though...the tea will send him into a sort of shock if it gets in any wounds, his eyes, nose, ears, mouth, or any other opening on his body...even so much as a drop.
Moderate Ability: Once a week, he is now able to cause an opponent to grow spider limbs, much like his own. However, they obey Jarvis.
These limbs will do all in their power to trip up the opponent for the full minute that they exist, though they will not injure or maim
Effects From Experimentation:
Bodily Traits: He now has the rather horrific side effects of long legs, four of them, spikily jointed and covered with chitin protruding from his back, they are long and fold up double while he walks on all fours so as not to interfere with his shorter legs, but when extended, they can lift his body into the air and help him run faster as their muscles work in a different way. (Think Invader Zim, if you will <3) These legs are strong enough to whip him out of sight at 20 mph, but they are weak against being struck and cold break rather easily in battle, once broken they are very hard to heal.
He also now possesses small flexible spines on the pads of his paws. They are fairly soft and won't break anyone's skin, but when he concentrates he can get them to secrete a fairly sticky substance, this can help him to walk up walls about five to ten feet, though further than that or on the ceiling will cause there to be too much pull and he'll slowly peel off and fall. The stickiness can be rubbed off afterward and will not stick to his fur.
Poison: He now secretes from his fangs a rather strong partially paralytic poison. He is able to give an amount of it off to an opponent once per week, trying to use it more often than that can cause a weaker dose of the venom to be administered, and him to slide into a month-long coma. The poison causes an opponent to begin frothing at the mouth and slowly lose the ability to see within the course of a minute. This will continue to occur for a full hour as their throat runs completely dry and they begin to vomit bile to wet their esophagus. Most will wilt after five minutes of this torture, though Kings and Queens have been known to continue fighting...and in a deadly manner. This poison also makes Cards ranked 8 and lower slow after five minutes, and it takes enormous effort to preform tasks. Running is out of the question.
Altered Appeareance from Ticket Thread:
- Missing Tail
- "Thick, knobbled bone protrusions continued to pummel the man inside, drawing long, deep cuts in odd patterns all over his hide.
Slowly, but surely, they began to form the words Tamis, Tamis, Tamis over and over again."
- "Thick black goo had invaded his every last space and it had stuck itself into all of his wounds, leaving weird, thick black raised scars and changing his scent forever to one much like ink."