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Fisk Black
09-19-2012, 05:13 AM
General Information
Name: Xephyr
Age: 23
Gender: Male
Race: Anthropomorphic Feline

Appearance:
Build: 5'7"
120 lbs
Slim and lithe, yet tightly muscled
Hair: Besides natural coat, none
Eyes: Piercing blue
Distinctive Features: He has midnight black fur with a slash of white across his left eye. His fur is short and hist tail trails behind him at a length of about 3' matching the color of the rest of his body.
Clothes/Armour: His outfit is comprised of a dark gray tunic wrapped closely around his body with a matching cowl and pants. Across his chest is a deep maroon bandolier that is attached to a black traveling cloak. He wears masterwork Mithiril bracers and shin guards to both defend against attacks and add power to his unarmed attacks. On his hands he has cloth gloves with scale armour on the back side to add defense and to help grip weapons and to avoid self-poisoning. For footwear he has simple cloth shoes with extra thick soles to absorb impact from falls and to dampen noise from movement.

Fighting Style:
Weapons:Within a sash belt, he keeps several masterwork throwing knives covered with a contact poison that will render his opponent stunned for one post if they come in contact with the blade. Xephyr is immune to the effects of the poision.

In the chest bandolier, there are an assortment of tools and weapons including:

Caltrops
An Elven Dagger of Dusk - When initially drawn from its sheath and thereafter when the opponent is struck by it, the wielder is seen with a haze of darkness that partially conceals him until the start of his next post. This cuts the opponents perception of the wielder by 1/3 for the duration of the effect.
3 Scrolls of Summoning as described below.
Several black eggs filled with blinding powder that will, upon successful hit, blind the opponent until the start of the attacker's next post and a stun effect that halves movement speed for a total of two of the attacker's posts not including the initial attack.


Strapped to his back, Xephyr has an enchanted moonstone hand-and-a-half sword with a flawless emerald in the hilt. The emerald contains a magic that increases the durability of the blade while halving the weight and keeping the blade at a hair's thickness at all times. The blade itself is enchanted with an effect that will allow the absorption of a melee attack's damage up to twice per post when activated and takes 6 posts to recharge. This can be activated at will.

Abilities:
Scrolles of Summoning - Each scroll takes two posts to ready as well as the blood of the summoner to be placed on the scroll to complete the summoning. After being readied and activated, each scroll will summon a doppelganger made entirely of an element chosen by the summoner that can be: Fire, Water, Wind, or Energy. Each doppelganger is a solid entity and is bound to the summoner until destroyed. Fire doppelgangers have an increased attack rating and successful attacks do 1.5 times damage and have a probability of burning the foe for 2 posts decreasing their ability to attack themselves. Water doppelgangers are more lithe and harder to hit than Xephyr but at the cost of attack strength. They do 3/4 times damage but have 2 times the evasiveness. Wind doppelgangers move at twice the speed of Xephyr and can translate this speed to their weapons to increase accuracy and damage, but they have half the health of the others. Energy doppelgangers have the ability to stun the enemy for 1 of their posts but is very dense and therefore not very dextrous and hit less often than the others. All doppelgangers have half the health of Xephyr but start with the same weapons and armour.

Midsummer Strike - After one post of focus, Xephyr moves with blinding speed and brings his blade down with enough speed to heat up the edge, causing extra damage in the form of fire damage that burns the target with recurring damage for two posts. However, the heat cauterizes the wound and cannot bleed unless reopened by another attack. After this move is used, Xephyr cannot attack for two posts and moves at half his normal speed for 3 posts to regain his energy.

Swift Foot - As an immediate action, Xephyr can quickly dodge any single target attack and flit up to 20 feet away as if teleporting. This move has a cool-down time of ten posts.

Energy Shift - After summoning a doppelganger, one effect takes place, depending on which doppelganger is active. This move destroys the doppelganger.

Fire - Xephyr gains five throwing knives that upon release are coated in flames that cause a permanent drop in health to the foe. These knives travel much quicker than the human eye can track and is equally difficult to avoid within a range of 60'
Water - Xephyr gains the elusiveness of a single drop of water in a stream and can immediately flank the foe and appear behind them three time before losing this ability. It can only be activated should the foe be within 10' in front of Xephyr.
Wind - Xephyr gains the ability to levitate for 8 total posts and is unable to be knocked down or knocked back except by energy attacks that would disrupt the wind keeping him up. He also gains the ability to jump vertically three times his height or across land 15'
Energy - For two of the foe's posts, Xephyr becomes etheral and cannot be damaged by any tangible weapons or magic effects. Any energy or spectral weapons and magic do damage as usual.


Attributes:
As a feline creature, Xephyr has the agility, litheness, and elusiveness of the race. He is speedy and able to avoid an array of attacks with moderately high success. However, this comes with a lack of natural physical strength and defenses. His sense of hearing, smell, and sight are above average and he has the darkvision ability. Strong smells, high pitched sounds, and extremely bright lights all cause pain and disorientation however, hence the cowl.

Biography:

Personality/Background:
Xephyr is an oddity among his kind. He is a loner and avoids all types of company if at all possible. In battle he is a ruthless hunter that rarely let's his foe live unless there is a bounty or reward of some kind. Growing up amongst the streets, Xephyr honed his natural abilities into finely crafted weapons in order to survive and eventually using them as a career mercenary. Not much is known from this often silent warrior except for the rush that he feels during a close battle pushing him ever closer to a zen state that many believe will make him unstoppable.