Name: No.Vii
Age – late 20’s
Gender – Male
Kindgom – Sigard
Homeland – Unknown
Appearance – No.Vii is a gangly person, with a pale look to his face. He weights roughly 125lbs, due to fact that the poison in his system has eaten away all of the excess fat in his body. He stands at 5’6” and, despite his upbringing, is somewhat muscular. His upper torso, which he keeps covered at all times, is covered in scars and burn marks. His eyes are a vivid green, one that draws a person’s attention straight from the start. Other than the scars on his upper torso, he looks completely normal, besides the gangly look. On the nape of his neck and his left wrist, is the tattoo “No.VII” which he has mistaken for his name, and kept it like that.
Weapons- Verkur-
This scythe stands at 7ft tall total, the staff a good 5ft, leaving 2ft for the blade part alone. The staff is made of a hard packed wood that is sanded in a specific way to allow for no real comfortable grip, and to keep it from slipping when held regardless of any liquid it may have on it. Along with it, the bottom part detaches with a twist to reveal a length of chain, starting two feet up from the bottom of the staff, allowing for a two foot wooden section on the end of the chain. Both are inscribed with simple enchantments to prevent breaking or wear
The blade itself is what sets it apart from normal weapons. At a total length of 3ft, the blade is curved in a normal scythe fashion and is made of obsidian and inscribed with three sets of enchantments. The entirety of the blade is completely dull, giving it no cutting edge to speak of at all, making it more for blunt force than anything else, which brings it to the first of the enchantments inscribed upon the scythe
Pain Drinker: this enchantment is designed to gather and focus negative energy given off by either the user or the opponent, giving it a slow cutting edge. This is shown by a purplish hue forming on both sides. The blade does not become truthfully dangerous until enough time has passed in the battle, or self-harm has been caused to fuel the blade itself. The enchantment does lose effectiveness rapidly, meaning he cannot pause in attack for long, or the scythe will quickly lose any cutting power it has.
Blood drinker: The scythe can, at great cost of the user, create small bubbles of blood around the wielders body to act as shields, each taking a single blow that he cannot normally defend. Though, for this ability to be used, the wielder must use their own blood, and the more used, the more shields he can create.
Soul Drinker: While miss leading, the scythe can drain small bits of magic from an opponent if they so have it, but it causes the edge to dull with each hit, making it a double edge weapon to deal with. Though, if enough negative energy has been built up, this can be used to guard against one magic spell, but both effects are completely cancelled.
Attire – No.Vii usually wears a simple leather undershirt, to cover the tight bandages wrapped around his torso, and has a simple leather jacket over it, which is cameo color. He wears simple black pants that are held by a thin braided leather sash that comes together at his side with a sturdy metal clasp. He wears simple travel boots with steel plastered onto the front, to protect from his little bit of clumsiness. He as well wears gloves on his hand that are missing the fingers, which he claims are used for making the poisons that his mentor ‘taught’ him about.
Accessories – He has a ring on his right finger that he calls white noise.
White Noise
The ring was a token of his mentor, which had the capability to house items inside of it without taking on more weight. The ring does this by linking to something his master called a white space, which has a near unlimited holding space.
Special abilities – No.Vii can use different poisons to alter his body, or his skills. Though, due to the fact that they are poison, after the run of the poison, all antidotes that he has taken previously will wear down, allowing the poison to run free, and cause heavy damage it the antidote is not taken within 20 minutes.
-Poison of Illusion – This poison can be used to alter his physical form to match that of another person with a sample of their DNA. This however does not alter his hair and eye color, and only lasts about 15 minutes from the first point of drinking it. This change is extremely painful.
-Poison of the brute – This poison causes the muscles in his upper torso to rapidly contract and release, building up his muscles in his arm and chests. The contractions take about 3 minutes, and the poison only lasts 15 minutes. As a side effect though, this poison causes the scars on his upper body to tear some, which is why he wears the bandages, so he doesn’t bleed out.
-Poison of the beast – This poison uses different DNA samples of beasts to increase his senses and natural instinct. Though, to make room for the increased senses, his intellect is dropped quite a bit. This poison only lasts 10 minutes, and his intellect is brought back to normal once the poison fades from his system.
-Poison of the runner – This poison is designed similar to the poison of the brute, yet instead of focusing on increasing muscle mass in his upper torso, it condenses the muscles in his legs, increasing his speed over strength. This creates strain on his leg muscles, and can cause them to clamp down and tighten, leaving him unable to move from the tension in his legs.
-Poison of the Warmonger- This poison was specially developed by No.Vii himself, designed using old info that he had kept from his old master. This poison is a mix of the brute, beast, and runner, but at a fourth of their strengths. While it is weaker than the other three, it has the added effect that if any new blood that is not his own is introduced into his system, the bonuses of the poisons raise, but the side effects have a doubled chance of hurting his body, making it a variable double edge.
-Antidote of the Cleric- This antidote was designed and made by No.Vii as a possible counter to his madness. This antidote allows his body to heal at a faster rate, and allowing him complete calm to the point where everything seems slowed down, this antidote is still hampering to his fighting style. This antidote causes No.Vii to go into a lethargic and relaxed state, making him slower and weaker than normal. While temporary, it does flush out any current poisons inside his body.
-Antidote –This is a combination of all known poison cures, which does little more than dull the poison inside of his system. As well, he has to mix in the poison that is already inside his body, due to the poison being the only thing keeping him alive.
Job – Elemental Warrior
Likes – sweet things
Dislikes- Alchemists
Personality – No.Vii is a very odd person, having no social upbringing and unsure of the normal social interactions life. He at times seems withdrawn and keeps to himself, but enjoys learning of human actions and common responses. He as well has no problem fighting against others, thinking of every fight as one for his life. Upon his return trip from Norgard, No.Vii has developed a thirst for war, to the point of a fevered madness. This has caused him to have slightly agitated and unable to stay seated for more than a few minutes, and more rash in actions. During actual war use, he has become more violent and can always be seen with a slightly demented smile, regardless of damage dealt to him.
History – No.Vii has very few memories of his life before taken by his master at the age of 5. He was treated as a test subject and kept alive simply for the sake of his master’s work as an alchemist, to design the perfect poison to bring one closer to godhood. When not in the experiment lab, he was kept in cells, along with the other 6 chosen by the old man. The others were killed off by the old man when their body became unable to move, or became too disfigured to give good results.
Once he reached the age of 13, his mentor had decreed that his body would be unable to give accurate test results to the changes that the potion would bring. In a desire to survive, No.Vii stole his master’s sword, and used it to behead the old man. Unsure of what to do with his new found freedom; he took his masters scrolls and other belongings and fled the lab, setting it ablaze while he ran. A spent a few days running around, gripping the scrolls for all that they were worth, for it was the only thing that proved he existed.
After a month of traveling, he met a few people in a tavern that seemed to take an interest in him and his scrolls. After talking with them for a while, he agreed to join their project, something called the “elemental warriors project”. They allowed him to learn everything he could about the scrolls that he could, self-teaching himself how to read and write.
Kin
No. I –Deceased
No. II – Deceased
No. III –Deceased
No. IV – Deceased
No. V- Deceased
No. VI – Deceased
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