Lionfire
Demon Girl Master
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Re: Derpgen Sheets
Azelith, the Daemon Possessed Brawler
Azelith, the Daemon Possessed Brawler
Name: Azelith (Host body's name: Delvin Balimund)
Class: Warrior
Race: Human (Badarian)
Sex: Male
Body = 40 (32+8 [Exceptional x3])
Mind = 14 (10+4)
Spirit = 20 (8+12)
Hit Points (HP) = 87 (57 + 30 [Resilient])
Pleasure to Orgasm (PP) = 44
Spirit Energy (EP) = 47
Speed = 35
Dodge = 13d10+2 (7d10+2 + 3d10 + 1d10 [Unarmed Fighter + Evasion])
Armor = 14 AV (2 nAV + 12 Armor = 14 AV)
Grapple = 11d10 + 2 (8d10 + 3d10 [Grapple Expert] + 2 [Berserker])
Spirit Ceiling = 5 (8 - 3 EV)
Resistances
Reflexes = 20
Focus = 11
Willpower = 13
Defensive Bonuses
Tumble Mod = 15 (Evasion)
Bull Rush Mod = 5
Overrun Mod = 5
Orgasm Threshold = 2
Pleasure Resistance = 11
When dodging AoE rolls, takes 1/4th damage due to Evasion.
Experience = 0
Corruption = 0
Talents
Flaws
Mutations: N/A
Special Mutations:
Supernatural - The character is magical in nature. They can no longer take corruption from anything but creatures with Corruptive, and cause any pleasure they deal to other creature to cause an equal amount of corruption. This mutation is acquired as soon as a creature’s mutation counter hits 12, but racial Mutations and other Special Mutations do not count toward the number of mutations needed in order to get this. A supernatural creature is always counted as having at least 12 mutations for the purposes of how many mutations they require in order to reach Corruptive and how much corruption they need to take in order to acquire another mutation unless they already have more.
Weapon Attack = 11d10+7 (8d10 innate from Body, + 3d10 from Skill with Unarmed, + 2 from Berserker, + 5 from Reliance on Might)
Skills
Powers
Pleasure Damage
Penetration = 2d8 + 13
Foreplay = 2d4 + 10
Inventory =
-Cursed Cestuses: 1d8 + 2 + 20 + 3 (1d8+2 Innate, +20 from Body, +3 from Fist Weapon bonus)
-Chain mail: AV = 12, EV = 3, TP = 50, DU = 4
Trades
22 points starting (30 - 8 (Slow Learner))
5 in Acrobatics
(Natural) 5 in Language (Helltongue)
3 in Language (Badarian)
4 in Lore (Daemons)
3 in Lore (Demons)
4 in Perception (2 Innate + 2)
5 in Disable Devices
2 in Stealth (2 Innate)
4 in Casting (20 Mind/5)
Bio/Description
The Out of Character Section
He uses the Possessed Template:
Possessed
A spirit that has gained a physical body by taking over someone else's own. These unwelcome visitors normally overstay their welcome, and cause more damage the longer they stay within the host's body.
Special Mutation: Supernatural
While this character is moreso focused upon fighting and the sort, I don't mind most sexual situations, outside of vore, unbirth, scat, and guro.
Also... It is a pain in the ass to find a good image of Cestuses.
Class: Warrior
Race: Human (Badarian)
Sex: Male
Body = 40 (32+8 [Exceptional x3])
Mind = 14 (10+4)
Spirit = 20 (8+12)
Hit Points (HP) = 87 (57 + 30 [Resilient])
Pleasure to Orgasm (PP) = 44
Spirit Energy (EP) = 47
Speed = 35
Dodge = 13d10+2 (7d10+2 + 3d10 + 1d10 [Unarmed Fighter + Evasion])
Armor = 14 AV (2 nAV + 12 Armor = 14 AV)
Grapple = 11d10 + 2 (8d10 + 3d10 [Grapple Expert] + 2 [Berserker])
Spirit Ceiling = 5 (8 - 3 EV)
Resistances
Reflexes = 20
Focus = 11
Willpower = 13
Defensive Bonuses
Tumble Mod = 15 (Evasion)
Bull Rush Mod = 5
Overrun Mod = 5
Orgasm Threshold = 2
Pleasure Resistance = 11
When dodging AoE rolls, takes 1/4th damage due to Evasion.
Experience = 0
Corruption = 0
Talents
-*Unarmed Fighter (Style) - The character deals Improved Unarmed damage when attacking without a weapon. In addition, the character gets a 3d10 bonus to Dodge so long as they aren't holding any weapons. The character may take one skill, chosen from the unarmed fighter list.
-Skill with [Unarmed] - The character gets a 3d10 bonus to attack rolls and +3 bonus to damage with the chosen weapon, as well as a Skill. The weapons that can be chosen are - One Handed Swords, Two Handed Swords, Bastard Swords, One Handed Blunt Weapons, Two Handed Blunt Weapons, Polearms, Shortened Polearms, One Handed Axes, One Handed Whip Weapons, Two Handed Whip Weapons, Unarmed, Rifles, Pistols, Heavy Guns, Crossbows, Primitive Ranged Weapons, Natural Weapons, or Throwing Weapons. The character may take one skill.
-Grapple Expert - The character gets a 3d10 bonus to their Grapple stat, as well as a Skill choice from the Grapple skills list.
-*Resilient - Grants the character an additional 30 max hit points. +30 HP, in other words.
-Exceptional (x3) - The character gets an additional 8 points to spend among their main stats. Races that may take more than 3 Flaws for Talent credit ignore scaling when taking this Talent, but only at character creation.
-Skilled - The character can choose an additional 4 Skills.
-*Natural Spirit Wielder (Daemonic Wielder) - Grants the character one Talent that they can only take from the Spirit Talents list. Cannot be chosen by Spirit User, and can be taken an extra time beyond the first for every 30 points of Spirit possessed by the character.
-Skill with [Unarmed] - The character gets a 3d10 bonus to attack rolls and +3 bonus to damage with the chosen weapon, as well as a Skill. The weapons that can be chosen are - One Handed Swords, Two Handed Swords, Bastard Swords, One Handed Blunt Weapons, Two Handed Blunt Weapons, Polearms, Shortened Polearms, One Handed Axes, One Handed Whip Weapons, Two Handed Whip Weapons, Unarmed, Rifles, Pistols, Heavy Guns, Crossbows, Primitive Ranged Weapons, Natural Weapons, or Throwing Weapons. The character may take one skill.
-Grapple Expert - The character gets a 3d10 bonus to their Grapple stat, as well as a Skill choice from the Grapple skills list.
-*Resilient - Grants the character an additional 30 max hit points. +30 HP, in other words.
-Exceptional (x3) - The character gets an additional 8 points to spend among their main stats. Races that may take more than 3 Flaws for Talent credit ignore scaling when taking this Talent, but only at character creation.
-Skilled - The character can choose an additional 4 Skills.
-*Natural Spirit Wielder (Daemonic Wielder) - Grants the character one Talent that they can only take from the Spirit Talents list. Cannot be chosen by Spirit User, and can be taken an extra time beyond the first for every 30 points of Spirit possessed by the character.
Shell Flaws:
-Fertile - The character is more likely to become pregnant, or to impregnate their partner. They get a +5 bonus to Pregnancy rolls. This Flaw may be taken multiple times, the second instance increasing the bonus to +10 and the third to +15.
-Excitable - Whenever the character’s PP falls below ½ of its maximum value, the character gains the Aroused status, or the Horny status if they're already Aroused.
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Soul Flaws:
-Magic Word (RP) - The character chooses a single word (must be reasonably possible to be spoken without anyone else knowing the weakness as determined by GM), and whenever they hear that word, they become overwhelmed by an extreme emotion. (Rage, laughter, depression, etc) A phrase, or a specific meaning can be chosen instead of a single word, and a specific action can be chosen instead of a particular emotion. If the effects of this have severe mechanical influences, such as being forcibly knocked Prone or made to attack someone by someone else speaking a word, this can be counted as a regular Flaw as opposed to an RP one. (When magic word is spoken, he is prone to striking either the one saying it to silence them, or a nearby object to confirm he does not want to talk about it in the slightest. Persistence in the matter is not beneficial for one's health, as it can lead to more strikes. Friends get an open palmed slap if they are lucky, people that are not get a punch.)
-Slow Learner - The character loses 8 trade dice. May only be taken at character creation.
-*Cursed - The character has some sort of curse, or alternatively a cursed item. The details of it and how severe it is must be worked out with your GM.
-*Bloodthirsty (RP) - The character cannot, under any circumstances, back down from a fight. Even if defeat seems certain, and/or engaging in battle endangers their allies, they must fight until they themselves fall, or every enemy has been defeated.
-Fertile - The character is more likely to become pregnant, or to impregnate their partner. They get a +5 bonus to Pregnancy rolls. This Flaw may be taken multiple times, the second instance increasing the bonus to +10 and the third to +15.
-Excitable - Whenever the character’s PP falls below ½ of its maximum value, the character gains the Aroused status, or the Horny status if they're already Aroused.
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Soul Flaws:
-Magic Word (RP) - The character chooses a single word (must be reasonably possible to be spoken without anyone else knowing the weakness as determined by GM), and whenever they hear that word, they become overwhelmed by an extreme emotion. (Rage, laughter, depression, etc) A phrase, or a specific meaning can be chosen instead of a single word, and a specific action can be chosen instead of a particular emotion. If the effects of this have severe mechanical influences, such as being forcibly knocked Prone or made to attack someone by someone else speaking a word, this can be counted as a regular Flaw as opposed to an RP one. (When magic word is spoken, he is prone to striking either the one saying it to silence them, or a nearby object to confirm he does not want to talk about it in the slightest. Persistence in the matter is not beneficial for one's health, as it can lead to more strikes. Friends get an open palmed slap if they are lucky, people that are not get a punch.)
-Slow Learner - The character loses 8 trade dice. May only be taken at character creation.
-*Cursed - The character has some sort of curse, or alternatively a cursed item. The details of it and how severe it is must be worked out with your GM.
-*Bloodthirsty (RP) - The character cannot, under any circumstances, back down from a fight. Even if defeat seems certain, and/or engaging in battle endangers their allies, they must fight until they themselves fall, or every enemy has been defeated.
Mutations: N/A
Special Mutations:
Supernatural - The character is magical in nature. They can no longer take corruption from anything but creatures with Corruptive, and cause any pleasure they deal to other creature to cause an equal amount of corruption. This mutation is acquired as soon as a creature’s mutation counter hits 12, but racial Mutations and other Special Mutations do not count toward the number of mutations needed in order to get this. A supernatural creature is always counted as having at least 12 mutations for the purposes of how many mutations they require in order to reach Corruptive and how much corruption they need to take in order to acquire another mutation unless they already have more.
Weapon Attack = 11d10+7 (8d10 innate from Body, + 3d10 from Skill with Unarmed, + 2 from Berserker, + 5 from Reliance on Might)
Skills
12 skills in total (5 [Warrior's Skill] + 4 [Skilled] + 1 [Unarmed Style] + 1 [Skill with Unarmed] + 1 [Grapple Expert])
-Armored Champion (Passive) - The character is more comfortable when fighting in armor, allowing them to ignore the penalties caused to Dodge and Speed caused by the EV of their gear.
-Berserker (Passive) – The character gets a +2 bonus to weapon attack rolls, Natural AV, Grapple checks, and melee weapon damage. Requires the Bloodthirsty Flaw.
-Bladesinger (Passive) - Your character uses their Body stat to determine their attack rolls when attacking with powers. Requires: Any Spirit Talent that gives powers.
-Disarm – The character may choose to forsake the damage done by their attack to instead disarm their opponent. A creature wielding a weapon that is hit by this attack loses that weapon unless they beat the character in an opposed Reflexes check. The character may optionally choose to take and wield or throw the disarmed weapon aside as a move action. Requires Duelist or Unarmed Fighter.
-Evasion (Passive) - If the character's Dodge exceeds the attack roll of an area of effect attack, they take no damage rather than the usual 1/4. The character also gains a 1d10 bonus to Dodge and a +10 bonus to checks made to Tumble.
-Pummel - The character may take a -10 penalty to their grapple check in order to make a grapple action allowing them to make up to three attacks against a target that they are grappling with instead of just one. These must be attacks allowed in a grapple. Requires Grapple Expert.
-Rage – The character enters a frenzy as a free action, getting a 2d10 bonus to attack rolls and Grapple, a +6 bonus to melee weapon damage, a +10 bonus to Bull Rush and Overrun checks both offensive and defensively, and a +10 bonus to Natural AV and offensive Reflexes checks. Their Dodge and Parry dice are all treated as if they had all been a roll of 2, the character cannot communicate with other creatures or act in a rational manner, cannot go out of their way to avoid danger even if it is obvious if such would leave them unable to attack something, cannot cast spells or use powers, and must attempt to attack in some way if able to, even if only to start a grapple check or by making a Bull Rush or Overrun check, every round or fall out of rage. While enraged, they get a +10 bonus to Resistance checks to avoid the Horny, Charmed, Dominated, or Stunned statuses, though they cannot enter Rage while under any of those statuses and then get a bonus to resisting it. Leaving rage causes the character to gain an instance of the Weakened status that lasts until the battle ends. For the purpose of whether or not a character would leave rage, pleasure attacks do count as attacks. Requires Berserker.
-Stunning Blow – The character may choose to take a -1d10 penalty to their attack roll and a -5 penalty to damage, but if they hit their target must win a Reflexes vs Focus check against them or be Stunned. Requires Unarmed Fighter.
-Skirmisher (Passive) - The character gains a 1d10 bonus to Dodge and a 1d10 bonus to weapon attack rolls so long as they've moved at least 10 feet this round, gets a +5 bonus to Tumble checks, and may move their full Speed while using Defensive Fighting or Full Defense.
-Shattering Blow – The character can choose to take a -3d10 penalty to their attack roll for an unarmed attack, and if the attack hits they have their damage dice increased to 4d8+10 for Unarmed Damage or 4d12 for Natural Attacks. Requires Unarmed Fighter.
-Tantric Durability (Passive) - The character is able to use Reflexes in place of Willpower to resist pleasure.
-Terrify (Passive) - Whenever the character kills an enemy, all other enemies within 30 feet that have line of sight must make a Willpower check vs a set DC or be unable to attack the character that round. Failing three of these checks in a single combat generally causes a creature to either retreat or surrender. The DC for this check is equal to the damage dealt on the killing blow divided by 10, and then multiplied by the tier of the monster. (Damage/10) * Tier in other words. Characters with the Foul Aura mutation get a +4 bonus to this DC, and characters with the Nightmarish Image power active gain the bonus to Resistance provided by that power to this DC as well.
-Armored Champion (Passive) - The character is more comfortable when fighting in armor, allowing them to ignore the penalties caused to Dodge and Speed caused by the EV of their gear.
-Berserker (Passive) – The character gets a +2 bonus to weapon attack rolls, Natural AV, Grapple checks, and melee weapon damage. Requires the Bloodthirsty Flaw.
-Bladesinger (Passive) - Your character uses their Body stat to determine their attack rolls when attacking with powers. Requires: Any Spirit Talent that gives powers.
-Disarm – The character may choose to forsake the damage done by their attack to instead disarm their opponent. A creature wielding a weapon that is hit by this attack loses that weapon unless they beat the character in an opposed Reflexes check. The character may optionally choose to take and wield or throw the disarmed weapon aside as a move action. Requires Duelist or Unarmed Fighter.
-Evasion (Passive) - If the character's Dodge exceeds the attack roll of an area of effect attack, they take no damage rather than the usual 1/4. The character also gains a 1d10 bonus to Dodge and a +10 bonus to checks made to Tumble.
-Pummel - The character may take a -10 penalty to their grapple check in order to make a grapple action allowing them to make up to three attacks against a target that they are grappling with instead of just one. These must be attacks allowed in a grapple. Requires Grapple Expert.
-Rage – The character enters a frenzy as a free action, getting a 2d10 bonus to attack rolls and Grapple, a +6 bonus to melee weapon damage, a +10 bonus to Bull Rush and Overrun checks both offensive and defensively, and a +10 bonus to Natural AV and offensive Reflexes checks. Their Dodge and Parry dice are all treated as if they had all been a roll of 2, the character cannot communicate with other creatures or act in a rational manner, cannot go out of their way to avoid danger even if it is obvious if such would leave them unable to attack something, cannot cast spells or use powers, and must attempt to attack in some way if able to, even if only to start a grapple check or by making a Bull Rush or Overrun check, every round or fall out of rage. While enraged, they get a +10 bonus to Resistance checks to avoid the Horny, Charmed, Dominated, or Stunned statuses, though they cannot enter Rage while under any of those statuses and then get a bonus to resisting it. Leaving rage causes the character to gain an instance of the Weakened status that lasts until the battle ends. For the purpose of whether or not a character would leave rage, pleasure attacks do count as attacks. Requires Berserker.
-Stunning Blow – The character may choose to take a -1d10 penalty to their attack roll and a -5 penalty to damage, but if they hit their target must win a Reflexes vs Focus check against them or be Stunned. Requires Unarmed Fighter.
-Skirmisher (Passive) - The character gains a 1d10 bonus to Dodge and a 1d10 bonus to weapon attack rolls so long as they've moved at least 10 feet this round, gets a +5 bonus to Tumble checks, and may move their full Speed while using Defensive Fighting or Full Defense.
-Shattering Blow – The character can choose to take a -3d10 penalty to their attack roll for an unarmed attack, and if the attack hits they have their damage dice increased to 4d8+10 for Unarmed Damage or 4d12 for Natural Attacks. Requires Unarmed Fighter.
-Tantric Durability (Passive) - The character is able to use Reflexes in place of Willpower to resist pleasure.
-Terrify (Passive) - Whenever the character kills an enemy, all other enemies within 30 feet that have line of sight must make a Willpower check vs a set DC or be unable to attack the character that round. Failing three of these checks in a single combat generally causes a creature to either retreat or surrender. The DC for this check is equal to the damage dealt on the killing blow divided by 10, and then multiplied by the tier of the monster. (Damage/10) * Tier in other words. Characters with the Foul Aura mutation get a +4 bonus to this DC, and characters with the Nightmarish Image power active gain the bonus to Resistance provided by that power to this DC as well.
Powers
Enhanced Shell
The character enhances their body, but also damages it.
-Buff Power.
-The character pays X EP. In addition, the character must pay X - 4 EP and X - 5 HP in upkeep every round.
-The character gains a 2X bonus to attack rolls, weapon damage rolls relying on Body, Bull Rush checks, Overrun checks, Swim checks, and AV, a 5 foot bonus to speed for every 4 EP in X, and two of the following: A 2X bonus to Resistance checks against hostile effects, Dodge, or Grapple, or +2 trade dice in Stealth and Perception for every 5 points of X.
Daemon Fire: The character pays X + 1 EP.
The character deals (2d4 + 1) * X damage to HP and X damage to EP to any creatures within a 10 foot radius sphere, within a 120 foot long five foot wide line, or within a 40 foot long 90 degree cone.
The character deals (2d6 + 2) * X damage to a single within line of sight with a +10 bonus to hit.
The character may, alternatively, empower a melee weapon or bullets with this power. They may enhance up to X bullets, and each bullet deals an additional +4 damage and causes any creature hit by them to also take 4 EP damage. Enhanced bullets remain so until the end of the encounter. A weapon enhanced has a maximum X of 5, with an upkeep of X - 3, and deals an additional Xd10 + X damage and 2X EP damage. This costs an additional 1 EP to activate.
Regenesis: The character pays X EP.
The character regains 10X HP, and can pay additional EP in increments of 2 to remove instances of Aroused, Blinded, Deafened, Paralyzed, or Weakened.
This power may be maintained by paying X - 1 upkeep, causing its effects upon activation to occur every round so long as it is maintained but reducing the healing to 6X. This upkeep is reduced by 3 for characters with Warp Shell or Enhanced Shell active. If this is active and the character is reduced to 0 HP, keep track of how much less than 0 they would have. Unless their body is completely obliterated or their soul is eaten, the character may keep this active so long as they don’t run out of EP, returning to consciousness if they rise above 0 HP.
This power can be used while the character is Bound or in a Submission Hold.
The character enhances their body, but also damages it.
-Buff Power.
-The character pays X EP. In addition, the character must pay X - 4 EP and X - 5 HP in upkeep every round.
-The character gains a 2X bonus to attack rolls, weapon damage rolls relying on Body, Bull Rush checks, Overrun checks, Swim checks, and AV, a 5 foot bonus to speed for every 4 EP in X, and two of the following: A 2X bonus to Resistance checks against hostile effects, Dodge, or Grapple, or +2 trade dice in Stealth and Perception for every 5 points of X.
Daemon Fire: The character pays X + 1 EP.
The character deals (2d4 + 1) * X damage to HP and X damage to EP to any creatures within a 10 foot radius sphere, within a 120 foot long five foot wide line, or within a 40 foot long 90 degree cone.
The character deals (2d6 + 2) * X damage to a single within line of sight with a +10 bonus to hit.
The character may, alternatively, empower a melee weapon or bullets with this power. They may enhance up to X bullets, and each bullet deals an additional +4 damage and causes any creature hit by them to also take 4 EP damage. Enhanced bullets remain so until the end of the encounter. A weapon enhanced has a maximum X of 5, with an upkeep of X - 3, and deals an additional Xd10 + X damage and 2X EP damage. This costs an additional 1 EP to activate.
Regenesis: The character pays X EP.
The character regains 10X HP, and can pay additional EP in increments of 2 to remove instances of Aroused, Blinded, Deafened, Paralyzed, or Weakened.
This power may be maintained by paying X - 1 upkeep, causing its effects upon activation to occur every round so long as it is maintained but reducing the healing to 6X. This upkeep is reduced by 3 for characters with Warp Shell or Enhanced Shell active. If this is active and the character is reduced to 0 HP, keep track of how much less than 0 they would have. Unless their body is completely obliterated or their soul is eaten, the character may keep this active so long as they don’t run out of EP, returning to consciousness if they rise above 0 HP.
This power can be used while the character is Bound or in a Submission Hold.
Pleasure Damage
Penetration = 2d8 + 13
Foreplay = 2d4 + 10
Inventory =
-Cursed Cestuses: 1d8 + 2 + 20 + 3 (1d8+2 Innate, +20 from Body, +3 from Fist Weapon bonus)
-Chain mail: AV = 12, EV = 3, TP = 50, DU = 4
Trades
22 points starting (30 - 8 (Slow Learner))
5 in Acrobatics
(Natural) 5 in Language (Helltongue)
3 in Language (Badarian)
4 in Lore (Daemons)
3 in Lore (Demons)
4 in Perception (2 Innate + 2)
5 in Disable Devices
2 in Stealth (2 Innate)
4 in Casting (20 Mind/5)
Bio/Description
Background:
Description:
How long have I slept in that damned dungeon hallway...? How many centuries have passed since my shell was destroyed... The memory kept replaying every single day, and while I wished to forget, it is hard to forget the day your original body is destroyed. But I am getting ahead of myself a bit. If you do not mind listening to my tale, allow me to explain myself and my plight.
I do not know how long it has been since my passing, but when I had my body, I was on top of the world... Kind of. The strength I possessed... The wealth and prestige I once had... I miss how simple those days were for me. I doubt you have heard of me until now, but I used to run a... Different, sort of dungeon. My compatriots would wait by the entrance. Heroes would come out of curiosity, and my compatriots would offer them the challenge. My dungeon, while dangerous, offered its wealth to those brave enough to enter... Or, they could have my compatriots bring them safely down to the final room to challenge me to pass all of the hidden rewards within it's trap riddled halls. I would offer them wealth in exchange for a duel. If they win, they get half of my current wealth and safe passage back out. If they failed, they would lose their wealth instead, but live to challenge me again later. It went well for a long time, and only people that challenged the actual dungeon would sometimes die... But, eventually, a holy man approached.
I thought it was strange when one of my compatriots warned me of his arrival. While it was not uncommon for holy men and healers to come with their apparent leader to heal them after or before a fight, or for going through the dungeon, but none have ever came on their own... But, irregardless, I allowed him in and let him pass the dungeon to get right to where I awaited his arrival. When he did, I greeted him with open arms, and offered my challenge... Though he must have been impatient that day, for he immediately placed a binding on me. I can admit I was caught off guard by the suddenness of it all, but before I could react and try to break free from the surprisingly powerful binding, he stepped forward with a Cudgel appearing in his hand.
The last thing I felt that day was the pain of the Cudgel impacting with my skull, then everything went quiet... And honestly, I was unhappy with this development. Okay, unhappy was a MASSIVE understatement, but still, it was not a pleasant experience. But before my soul could escape, he did... Something, I do not know how, but it dragged me back towards my body... Or, in specific... My Caestuses. My soul became trapped within them, and the seal he placed upon it made sure I could not escape or form a new shell until it was removed. Needless to say, I was absolutely livid by this point. If I was able to vocalize my rage by that point, I would have caved in the dungeon itself with how much I was ranting and raving. I could not see, but I felt him carrying the caestuses with him as he was leaving. My yelling probably annoyed him, and I felt him throw me away like rubbish onto the dungeon floor. And from there, I was left to sit and rot, unable to move or do anything about my predicament.
Time passed, and after a while my rage subsided and I was left to my regrets and my thoughts... Until recently, that is. I felt new hands touch the Caestuses, taking them with him through my old home. As he explored my dungeon, I whispered ever so softly into his ears suggestions with the faint remains of my power that wasn't sealed away. And, after so long, he finally caved in. Before he went to bed, he listened to my suggestions and went to bed wearing my Caestuses. I would have begged his forgiveness for my trickery, but... I made it quick. My soul began to overpower and engulf his own, and as his body laid there I began to take over slowly. Won't be too much longer now before I can start moving... But I want to see what is left of my little world.
I do not know what is left of my dungeon, and what may be left within it that hasn't been taken... But I will have my name be remembered once more, and my power returned to me. It is only a matter of time... I just hope there is something left of my home.
Standing at a good 5 ft 11 inches and with a rather toned physique, the body he now owns is of a rather healthy Badarian who has a dirty blondish color of hair that is kept untidy, yet short. His eyes are a rather subdued brown color, nearly hazel in shade. Clothed in snugly fitted chainmail that covers nearly the entirety of his upper body outside of his neck and head, and his lower body clothed in brown cloth pants with matching boots that has a bit of chainmail beneath that as well over the groin and hip area, leaving the legs themselves mostly free to move around. He holds a now confident stature to himself, and while he isn't as strong as his original shell, he makes it a slight point to keep up his physical fitness as well as show it off a bit as well, muscles hidden beneath his chainmail and clothing beneath it. While the chain mail once had an insignia that was upon the shoulder facing forward, it is now ruined and nearly unrecognizable. Most likely done by Azelith himself to make hide who the original holder of his body was.
The Cestuses themselves are a rather sudden contrast in comparison to the rest of his outfit. It looks like as if it is made with black leather, though it's time just sitting on a dungeon floor did no favors to the condition of the pair of armored gauntlets. Covering over a large section of the forearm, glints of metal that is hidden beneath the forearm hints at the metal plate that is beneath it for use of blocking strikes and adding further weight to strikes. The covering over the back of each hand also bares wear and tear as well to show more metal. Each finger is covered as well with the knuckles in particular each having a metal jutting out like small claws when he clenches his fists, though the cut of the leather allows individual finger movement to grab things... Or people. The underside of the hands are left uncovered, but the forearms have the leather wrapped entirely around them in a protective wrapping with no true hint of how to remove it without prying it off.
The Cestuses themselves are a rather sudden contrast in comparison to the rest of his outfit. It looks like as if it is made with black leather, though it's time just sitting on a dungeon floor did no favors to the condition of the pair of armored gauntlets. Covering over a large section of the forearm, glints of metal that is hidden beneath the forearm hints at the metal plate that is beneath it for use of blocking strikes and adding further weight to strikes. The covering over the back of each hand also bares wear and tear as well to show more metal. Each finger is covered as well with the knuckles in particular each having a metal jutting out like small claws when he clenches his fists, though the cut of the leather allows individual finger movement to grab things... Or people. The underside of the hands are left uncovered, but the forearms have the leather wrapped entirely around them in a protective wrapping with no true hint of how to remove it without prying it off.
The Out of Character Section
He uses the Possessed Template:
Possessed
A spirit that has gained a physical body by taking over someone else's own. These unwelcome visitors normally overstay their welcome, and cause more damage the longer they stay within the host's body.
Special Mutation: Supernatural
While this character is moreso focused upon fighting and the sort, I don't mind most sexual situations, outside of vore, unbirth, scat, and guro.
Also... It is a pain in the ass to find a good image of Cestuses.
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