Post by Morty on Apr 1, 2010 19:08:24 GMT -5
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Happy Valentine's Day! i978.photobucket.com/albums/ae262/Wiremouth/FortheLulz/happyvalentines7a_zpsc1894a18.png
i978.photobucket.com/albums/ae262/Wiremouth/FortheLulz/happyvalentines7_zps1bf1a7ed.png
Jokes i978.photobucket.com/albums/ae262/Wiremouth/FortheLulz/nas_zps06b211ed.png
Theme: www.youtube.com/watch?v=_y4SKLSZfXw
Name: Iskander
Gender: Male
Age:
15 (SD)
20 (YB)
Element: Infernal (Earth/Fire/Darkness)
Appearance: A tall, elegant dragon with a slim build and a long, narrow face. Iskander has brown scales and black markings, and sometimes sports intricate tattoos or jewelry. He carries a bleached dragon skull around his neck, and a large leather saddlebag for travelling. Though he can change his appearance at will, his face mask always stays the same. It is what identifies him as a Hayarak dragon-- half-mortal, half-demonic, and native to the planes of Hell. Iskander's mortal form is grey-eyed. His shapeshifted forms are always golden-eyed however.
Demeanor: Once an anxious and inept youth, Iskander has mellowed out over time, placing less and less importance on appearances and more on truth. Absence from his home world of Avaritia has not dulled his roguish streak-- gambling, tomb-robbing, and selling contraband still rank high on his list of activities. (He has merely gotten better at hiding them.) Along with his new-found self-possession, Iskander has acquired his uncle's silver tongue and unwavering good humor. A relaxed, smooth-talking, and resourceful young demon, Iskander is the very model of an Avaritian prince. (Without the Byronic temper.)
Iskander is not the only one whom time has changed. Corvus would seem to have abandoned his campaign of terrorizing Iskander and attempting to take over the world, and has even been allowed to project himself as a shadow for good behavior. He acts as a grudging source of insight into the workings of demonic entities, and is much more straightforward than Asmodeus, having no patience for riddles. idk yet
Past: Iskander is the son of a powerful Avaritian archdemon, the youngest in a long line of more impressive and ambitious siblings. He grew up in his mother's ancestral home of Mayapur, a strange, shifting palace, full of passages that could lead you five hours back in time, or three weeks into the future, and doors that led to parts of the palace they had no right to be attached to, or to desert oases, or abandoned cities through which the wind blew endlessly. (Vexingly, these locales were always enchanted so that no matter how far you walked, you always ended back up at the door from which you came.) Navigating these deceptive corridors gave Iskander a sharp mind and a knack for adventure. The first he applied to the ancient tomes scattered throughout the city-palace's many libraries: histories of the Leviathan Wars, summoning patterns for minor demons, recipes for exploding flasks and healing tonics, mysticism for the budding oracle, logbooks from expeditions into Sheol, blueprints for building portal arches-- Iskander devoured them all. The second was somewhat harder to satisfy, forbidden as he was from leaving the palace. Until, one day, an opportunity presented itself, in the form of a dare.
After the traitor-prince Corvus was brought to heel by a band of mortals, the vessel in which he'd been sealed was returned to Wrath's capital, where he would face Irian justice and be succeeded as per the tradition of his vice. (under construction)
Likes: Gold, jewels, alchemical components, rare and valuable artifacts, warmth, things that remind him of Hell.
Family:
-Visaryon (Father-- Patron of Bandits and Highwaymen.)
-Rani (Mother-- Matron of Coin and Countinghouses.)
-Asmodeus (Disant great-uncle on his mother's side-- Prince of Lust.)
-A whole lotta siblings
Properties of Corvus and the skull:
-The skull is a source of dark energy which can only be accessed when the bearer is wearing the skull.
-However, wearing the skull leaves the bearer vulnerable to possession, as does deep sleep or coma, or states of emotional vulnerability.
-The skull draws the bearer to Carakal's remains via Carakal's regenerative properties. If a filled skull should be reunited with its skeleton, it will serve as a vessel to the spirit within, raising Carakal once more.
-A mysterious curse makes it always return to its bearer.
Passive:
+Shapeshifter - Iskander's demonic blood allows him to alter his appearance at will. This ability is limited to his aesthetic attributes-- he can't change species, or even his size. He can be recognized in any form by his black mask and golden eyes.
+Occultist - Iskander has rough knowledge of many kinds of esoteric magic-- mysticism, conjuration, alchemy, you name it. He carries many valuable books with him, and may be able to provide useful knowledge about certain arcane topics. He is especially proficient at mixing potions, a skill he learned from the elder dragon, Ivy.
+Hellspawn - As an Avaritian demon, Iskander is at home in hot, dry climates, and boasts a small resistance to fire and possession. He is susceptible to the cold, however.
+Smuggler - Iskander's underworld connections allow him to traffick in rare and illicit goods. His wares can be purchased by other players, for the right price.
Active:
[Close-Range] Rock Spike - Iskander draws up a slab of rock to deflect a blow or impale an enemy. (10 mana)
[Mid-Range] Sand Whirl - Iskander whips up a blinding vortex of grit to batter and disorient his opponents. (10 mana)
[Auto] Stoneflesh - Iskander surrounds himself in a cocoon of stone, protecting himself from harm. (15 mana)
Passive:
+GRIMDARKNESS - An ominous pillar of darkness forms around the bearer of the skull, eclipsing the sun for miles around. The darkness is like a maze to those trapped inside.
+INFECT - Spending too much time in the darkness can inflict a strange illness on the victim that saps their vitality and makes them crave raw flesh...
Active:
[Ranged] SUBTERFUGE - The bearer physically melds into the shadows to avoid damage and to misdirect opponents.
[Close-range] SUBDUE - Tendrils of shadow ensnare the opponent's limbs, rendering them immobile.
[Close-range] SUBJUGATE - Carakal takes possession of the opponent's mind, turning them into a mindless thrall until the curse can be lifted.
[Ultimate] CONSUME - A void opens up beneath the opponent's feet, dragging them to a black abyss-- a Hell reserved for Corvus's personal victims.
Just for Fun:
Type: Ground
Ability: Zen Mode
Moves: Protect, Ancientpower, Nasty plot, Dark pulse
SBURB title: Rogue of Light
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i978.photobucket.com/albums/ae262/Wiremouth/canisinfernisdraconis.png
Happy Valentine's Day! i978.photobucket.com/albums/ae262/Wiremouth/FortheLulz/happyvalentines7a_zpsc1894a18.png
i978.photobucket.com/albums/ae262/Wiremouth/FortheLulz/happyvalentines7_zps1bf1a7ed.png
Jokes i978.photobucket.com/albums/ae262/Wiremouth/FortheLulz/nas_zps06b211ed.png
Theme: www.youtube.com/watch?v=_y4SKLSZfXw
Name: Iskander
Gender: Male
Age:
15 (SD)
20 (YB)
Element: Infernal (Earth/Fire/Darkness)
Appearance: A tall, elegant dragon with a slim build and a long, narrow face. Iskander has brown scales and black markings, and sometimes sports intricate tattoos or jewelry. He carries a bleached dragon skull around his neck, and a large leather saddlebag for travelling. Though he can change his appearance at will, his face mask always stays the same. It is what identifies him as a Hayarak dragon-- half-mortal, half-demonic, and native to the planes of Hell. Iskander's mortal form is grey-eyed. His shapeshifted forms are always golden-eyed however.
Demeanor: Once an anxious and inept youth, Iskander has mellowed out over time, placing less and less importance on appearances and more on truth. Absence from his home world of Avaritia has not dulled his roguish streak-- gambling, tomb-robbing, and selling contraband still rank high on his list of activities. (He has merely gotten better at hiding them.) Along with his new-found self-possession, Iskander has acquired his uncle's silver tongue and unwavering good humor. A relaxed, smooth-talking, and resourceful young demon, Iskander is the very model of an Avaritian prince. (Without the Byronic temper.)
Past: Iskander is the son of a powerful Avaritian archdemon, the youngest in a long line of more impressive and ambitious siblings. He grew up in his mother's ancestral home of Mayapur, a strange, shifting palace, full of passages that could lead you five hours back in time, or three weeks into the future, and doors that led to parts of the palace they had no right to be attached to, or to desert oases, or abandoned cities through which the wind blew endlessly. (Vexingly, these locales were always enchanted so that no matter how far you walked, you always ended back up at the door from which you came.) Navigating these deceptive corridors gave Iskander a sharp mind and a knack for adventure. The first he applied to the ancient tomes scattered throughout the city-palace's many libraries: histories of the Leviathan Wars, summoning patterns for minor demons, recipes for exploding flasks and healing tonics, mysticism for the budding oracle, logbooks from expeditions into Sheol, blueprints for building portal arches-- Iskander devoured them all. The second was somewhat harder to satisfy, forbidden as he was from leaving the palace. Until, one day, an opportunity presented itself, in the form of a dare.
After the traitor-prince Corvus was brought to heel by a band of mortals, the vessel in which he'd been sealed was returned to Wrath's capital, where he would face Irian justice and be succeeded as per the tradition of his vice. (under construction)
Likes: Gold, jewels, alchemical components, rare and valuable artifacts, warmth, things that remind him of Hell.
Family:
-Visaryon (Father-- Patron of Bandits and Highwaymen.)
-Rani (Mother-- Matron of Coin and Countinghouses.)
-Asmodeus (Disant great-uncle on his mother's side-- Prince of Lust.)
-A whole lotta siblings
Properties of Corvus and the skull:
-The skull is a source of dark energy which can only be accessed when the bearer is wearing the skull.
-However, wearing the skull leaves the bearer vulnerable to possession, as does deep sleep or coma, or states of emotional vulnerability.
-The skull draws the bearer to Carakal's remains via Carakal's regenerative properties. If a filled skull should be reunited with its skeleton, it will serve as a vessel to the spirit within, raising Carakal once more.
-A mysterious curse makes it always return to its bearer.
Abilities
Passive:
+Shapeshifter - Iskander's demonic blood allows him to alter his appearance at will. This ability is limited to his aesthetic attributes-- he can't change species, or even his size. He can be recognized in any form by his black mask and golden eyes.
+Occultist - Iskander has rough knowledge of many kinds of esoteric magic-- mysticism, conjuration, alchemy, you name it. He carries many valuable books with him, and may be able to provide useful knowledge about certain arcane topics. He is especially proficient at mixing potions, a skill he learned from the elder dragon, Ivy.
+Hellspawn - As an Avaritian demon, Iskander is at home in hot, dry climates, and boasts a small resistance to fire and possession. He is susceptible to the cold, however.
+Smuggler - Iskander's underworld connections allow him to traffick in rare and illicit goods. His wares can be purchased by other players, for the right price.
Active:
[Close-Range] Rock Spike - Iskander draws up a slab of rock to deflect a blow or impale an enemy. (10 mana)
[Mid-Range] Sand Whirl - Iskander whips up a blinding vortex of grit to batter and disorient his opponents. (10 mana)
[Auto] Stoneflesh - Iskander surrounds himself in a cocoon of stone, protecting himself from harm. (15 mana)
Skull Mode (tentative)
Passive:
+GRIMDARKNESS - An ominous pillar of darkness forms around the bearer of the skull, eclipsing the sun for miles around. The darkness is like a maze to those trapped inside.
+INFECT - Spending too much time in the darkness can inflict a strange illness on the victim that saps their vitality and makes them crave raw flesh...
Active:
[Ranged] SUBTERFUGE - The bearer physically melds into the shadows to avoid damage and to misdirect opponents.
[Close-range] SUBDUE - Tendrils of shadow ensnare the opponent's limbs, rendering them immobile.
[Close-range] SUBJUGATE - Carakal takes possession of the opponent's mind, turning them into a mindless thrall until the curse can be lifted.
[Ultimate] CONSUME - A void opens up beneath the opponent's feet, dragging them to a black abyss-- a Hell reserved for Corvus's personal victims.
Just for Fun:
Type: Ground
Ability: Zen Mode
Moves: Protect, Ancientpower, Nasty plot, Dark pulse
SBURB title: Rogue of Light
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