Post by Kari Muffin on Aug 22, 2007 13:28:00 GMT -5
Human Form above.
Biped Form:
Animal Form:
ID: SD020
Name: Theofilus
(Surname: Giovanni)
Suit: Diamonds
Rank: Queen
Gender: Male
Animal: Bird (Sparrow)
Region: Selkie Lakes
Dealer: Kari Muffin
Notes: He is farsighted, hence the reason for his reading glasses.
Notes: Theofilus is missing his left eye. >_>;
----
Basic Magical Ability: He can act charismatic and persuasive at times, whether or not he actually has the natural charm and grace to pull it off.
Moderate Magical Ability: When activated, he can decipher up to two languages of the player's choosing. These languages are in addition to the common tongue and the Diamond house language. (Hisstor and Highlands)
Strong Magical Ability: When activated, he can cast a lie-detector spell on a card off any suit and of a rank lesser or equal to their own, once per day. Cards of equal rank would be aware of the spell, but cards of lesser rank would not.
Powerful Magical Ability: When activated, he can fly for three hours. Winged Diamonds can use this ability for effortless, perfectly controlled flight for three hours.
Jack Magical Ability: He can see the last place the person he's speaking to has been. Only when directly confronted with and talking to the person, he'll see the last place they were for a significant amount of time, as a bright flash for about five seconds. If he wants to know a place they've been, or confirm if they've been somewhere specific. If he goes over to a person concentrating on that place, he will either get a bright blank flash if they weren't there, or a flash of the place in confirmation. It only works on each person once per day.
King's Ability: He exudes a calming aura, it's nearly impossible for anyone to be angry, deeply sad, hurt, offended, or exuberant around him. He can control its degree of intensity so that it won't dampen someone's day if they're delighted, or if he wants to stay out of an argument.
He is also amazingly well reasoned, once he has used the calming aura, he has about three hours before it wears off. If within that time, he can reason the person away from their previous feelings, then when the aura wears off, they will not instantly return to their former feelings. If he cannot convince them, then three hours after the aura wears off, they return instantly back to the intense emotion they were experiencing before.
Can be used once per day.
Queen's Ability: Once per day he can see either into the future or look into something occurring in the present. He can only scry for up to one full hour per day and in that time must choose if he will scry for the future, or the present.
When looking into the present, he can focus on a specific person and follow what it is they are doing.
The future will be entirely random as to whom and when it will look. It will take an awfully good guess to pinpoint the exact time the future means to show it could be anywhere from ten minutes to twenty years in the future.
When viewing the present he can hear the person he is focusing on speak, but no others except the person being concentrated upon.
When viewing the future, everyone's voice can be heard.
Queen's Ability Boost: He is now able to focus on a specific person when he scries into the future or present. He is now also capable of doing one hours worth of each per day as opposed to having to choose one. When he now views the present and future he is able to hear all of those around the person he has focused on and can concentrate on separate conversations at the same time, though he can still only follow one person at a time.
When looking into the future, if her tries to look ahead one year or less, he can pinpoint the time and person exactly, trying to look beyond a year however, will still get him randomized glances that seem jumbled. Though he will find...that...oddly, when he is shown random things, they are for a very specific purpose. If he follows the flickers of future, he can normally come up with an obscure, if incomplete, meaning.
Powerful Ability: He is able to link his own body's nerves to an opponents once per day. He can cause them to feel every bit of pain that he is feeling, whether they caused it or not. It will last for up to five hours and the weakness he feels due to the pain will be felt as well. (So if he goes into a fight tired and with a headache...so does his opponent...even if they slept and ate well.)
Pain will also be felt in "phantom limbs" (ie: If his wings are injured and the opponent has none, they will still feel the pain as though they had those limbs, a horribly confusing event that will cause them momentary pause as they look for the extra limbs and source of pain).
Addition: He is now also able to cause a small electric shock to run through the opponents nerves once per day. This shock will cause them to tremble spasmodically for five seconds without being able to stop, until the five seconds are up. After this, the opponent will lose feeling in one limb of Theo's choosing for an entire hour.
Large Ability: He is able to summon two small monstrosities from another plane of existence. They are, in actuality, the tortured souls of two people he once knew, something he will be unable to find out unless he takes his questioning to the...less desirable areas of the city or Bazaar, and asks around there.
These creatures look like monstrous birds made of smoke, their mouths part to reveal blackened stumps of teeth in the beaks. They are about four feet tall each and neither weigh anything. He can call them once a week, and when called they will last on this plane for one hour. Once called they can each do one of two things:
1) Belch an obscuring cloud of black smoke, making the opponent choke and cough as thick, hot soot fills their lungs.
2) Fly down upon the opponent and tear at them with their teeth. Though the damage may seem minimal at first, it will build over the hour, a they are made of smoke attacks made to deter them will simply slide through them. The exception to this being ice-based attacks. If frozen solid, the birds shatter and return to their other plane instantly.
These creatures are highly useful and can also be called, not for a fight, but to deliver messages. Use caution if this is the case, however, as they are malevolent beings and will likely bite whoever the message is for.
The person who calls them, is not affected by their attacks...but as they sleep...they will speak to him. Often he will not remember what is said, but sometimes...sometimes they know things they ought not to. <3
Demonic Birds Power Boost: Theo can now call them twice a week and they can now speak. They chant the most horrible things that the opponent is guilty of as they attack and they are much larger, 5.5 feet high now. This feeling of shame will fall on the opponent, whether they try to tune the attack out or not ad they will begin to feel paranoid and extremely upset, leading them to perhaps rash actions and hurried attacks.
One bird can now also haunt the dreams of an opponent before a battle. Taunting them and keeping them from true rest, making the opponent excessively tired the next day.
They each get one poisonous attack per summon now. One delivering a stinging sensation to the area, the other delivering a hallucinogen making it so that the opponent sees double for an hour.
The birds are now also susceptible to attacks that deal with sound as well as ice.
Increase Smoke-Bird Ability: The Birds now become completely corporeal when summoned and are gigantic monsters. They tower nine feet above the ground, their thickly scaled legs as thick as most Card's torsos. Their eyes gleam with a malevolent intellect and they can now speak fluently in any language. They attack brutally, able to rend with talons, beaks, and teeth now. Shouting insults, goading, and disrupting opponents spells as they go. They are still like smoke when attacked, weapons sliding through them, though magical attacks will now be able to harm them. Once injured badly enough, they will vanished, but can be summoned again next time with no lasting problems.
Theo is also now able to mount and ride them should he choose, using them for effortless ariel attacks and using some of their energy as he does so.
Birds Final Form: The birds swirled together, laughing maniacally, to combine into an incredibly ugly, malformed, and pitiful mess that vaguely resembles Theo's deceased Ace brother. It retains aspects of his personality, and is, in fact, mangled bits of his sibling's soul, trapped in this form. The other birds have departed and will be waiting on the barrier of death. In his sleep, the other two will delight in telling Theo that, upon his death, he will have to choose between his own existence in the beyond, or his brothers'.
His brother is able to preform all of the attacks and abilities of the previous two, even sending out a shadow of himself to make two attackers, but he is doubly as fast as the others were. Unfortunately, he makes a poor combatant, as causing others pain gives him unshakable spasms of horror and self-loathing that he can't shake, and he will speak to Theo constantly. He will, however, obey his brother to the last and wouldn't think twice about being destroyed for him or his family. Once a day, he is able to cry a single note that blinds one opponent with tears for a full 5 seconds before they can control themselves again.
Amazing Ability: This SD is now able to make minions out of trees. They can cause trees nearby to uproot themselves and advance upon an enemy, falling upon and/or attempting to slam their branches into an opponent. The SD casting this spell may do it once every two weeks and can move up to four trees at a time. This is exhausting to the SD and they can only keep the spell up and running for about five minutes...but it will be a rather strange and terrifying five minutes to the opponent.
If more than two of the trees are killed, however...the trees just might turn on the caster...though it's unlikely, it would depend on the manner of their deaths.
Minor Power: The SD can now cause a fine yet bone chillingly cold mist to fill one room once per month for one full hour. The cold will not affect the SD casting it but will cause the opponent to shiver violently for five seconds as they adjust to it, and their limbs may begin to go numb as the hour goes on, especially if they're skinny. Glacier Dwellers may be immune to this spell though, use caution XD
Glass Eye Ability: Once a month his eye is now capable of sending out a small flash of bright white light. This flash will send anyone within ten feet of him into a ten second stupor. Their brains quite literally shut down for a these ten seconds and they will either sway in place until revived, fall over, or stand gaping like fish until the tens seconds have passed. Trying to attack the people under this influence will result in Theo experiencing the sensation himself so it is advised against as this does not apply to his opponents.
Should the owner of this eye die, it can be passed onto another SD, it will however, not work unless they replace their own eye with it and it will have...side effects.
Queen: Queens are of the highest rank available and have nearly everything they could dream of, with more power than any others in their Suit. There can be more than one Queen to a Court, but there is only one The Queen, who is the current presiding ruler. The Queen does not have quite as much work to do, as the responsibility can be shoved off onto the other Queens beneath them, though many like to supply a "personal" touch to the goings-on. A Queen has power, wealth, and the pick of the litter as far as mates are concerned. As with Kings and Jacks, "Queen" is simply the title of the office, and males as well as females can occupy the post. Queens are a bit more paranoid than the rest of the Court, however, due to there only being a limited number of Queens allowed to rule at one time. Murder is certainly a recognized method of moving up in rank.
Selkie Lakes: Residents are usually white-ish with pale blues and greens rippling across them. They often have feathered feet.
The Selkie Lakes are well known for supplying most of the clean water to the rest of the realms. Lush and somewhat damp, the residents may be a bit dim but their trading skills aren't. The members of the Selkie Lakes are rumored to be a slow, cheery bunch who laze about constantly, though many would prove them wrong. While the ability to be astoundingly lazy is, for the most part, true, it is only due to the abundance of trade materials in and around the land. Fish, aquatic plants, and clear water itself are chief exports. They are easy for the residents to get and pawn off to other realms for insane prices. The beauty of the residents is sometimes dulled by their rough manner and stocky, muscled bodies, but the feathery fur still inspires a sense of grace and they are good at their jobs.
Diamonds: The Fang
As a rule, Diamonds are uncommon but not too difficult to come by. They are on the upper end of society due to their color, with practically no stigmas against them. A Diamond has respect in society naturally; even if its number is of the lower cast, the fact that it is a Diamond will lift it above the other "lower" cards. Being born as a Diamond is a celebrated event and the child will probably have a happy life regardless of realm or parentage.
The Diamond symbol, the Fang, refers to their cunning and sharp, biting turns of phrase. Their uncanny intelligence and tendency toward snideness and power gives the Suit a reputation for being fangy. The fang is also normally represented a as serpent’s fang; due to their knack with charisma and bribery, they usually revel in their snake-like stereotype.
Birds: Birds are seen fairly often across the Realms. They are a far cry from hard to find, yet slightly rarer than a Feline or Canine. They are usually found outside of the Marshes, which they tend to despise, and will often roost in the Highlands until chased out by the residents. Birds can be anything from predatory to a common sparrow.