- Joined
- Sep 18, 2019
- Messages
- 57
- Essence
- €9,384
- Coin
- ₡1,500
- Tokens
- 30
- World
- Erde Nona
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Are you spending 50 Tokens? Yes
Has it been at least 6 months since your last switch? No
How much essence will this new character have? 2856
New Character Name: Malloki Tuwile
Is this character an OC or a Canon character? Original Character
Starting Location? Kraw
Character Behavior
Masochistic Pacifist
Rarely does Malloki actively bring harm to a creature. If something needs to vanish, he simply instigates a fight and lets the natural order of things work it out. He is the party's ultimate Tank and DPS, but beware the friendly-fire! Outside of a fight, he is as tame as a kitten.
Physical Description:
Malloki stands at six foot with a fit-but-still-lanky frame. His morning jogs long before his life of running helped build up muscle tone, but his healing-burns-calories boon and curse keeps the man at nearly zero percent body fat. His abs may be nothing to write home about, but they exist. The same healing ability often does not heal wounds entirely, leaving numerous "fresh" scars looking years old, very faded across his tanned skin.
He has recently foregone shaving and haircuts, leaving a scraggly dark mocha beard of just under an inch to dominate his face. Long, wavy hair is often pulled back and tied in a loose ponytail, namely to keep it out of his face. It is not uncommon to find both caked in a bit of blood from his particular type of hunting.
Character History:
Nicknamed “Living Voodoo,” Malloki is a self-proclaimed pacifist with a greater death tole than some small wars.
The death-toll is a relatively new development. Not even a year ago, this ordinary man was down on his luck and in need of a job. So… he accepted an offer from a researcher as an assistant. It was the pay that swayed him, not the potential fame for whatever this “researcher” was on about. Unfortunately, it was this desperation that the researcher really needed.
Malloki quickly “vanished” from the public eye, where he was subjected to experimentation as the so-called “researcher” sought to perfect his own version of the voodoo doll. A soul that could bind to anyone, many people even, and transmit pain and senses. It was the ultimate tool of warfare.
Dr. Vahst Throm, a warmonger in mind, heart and soul, drove Malloki to the point of breaking day in and day out, then healed him so that the next day he would be new and fresh. Of course, he did so merely by healing the “voodoo doll mark two” just to see the potential ally-benefits.
Days turned to months. Eventually Malloki’s mind snapped. Unlike some, who claim immunity to pain through exposure, Malloki’s reaction was to laugh it off. Laugh like it doesn’t hurt. Laugh like he is not nearly dying every day. Ha!
The “good doctor” gathered priceless data as desired, but it was his focus on practical use in war - on others - that blinded him to the doll itself. He noticed the doll’s effect growing weaker, needing to be “recharged” quite often, but he attributed it to the transfer of damage, healing and sensation. Not once did he consider that which powered the doll was simply leaking.
Never did he think the doll was constantly dripping its magic into the only creature it was bound to for so long. Like osmosis, that which enchanted the doll would enchant Malloki himself, and the enchantment grew as the doll was constantly recharged to greater and greater potency.
Only when Malloki’s incessant laughing angered the researcher did they both realize. Dr. Throm decided a new test subject was needed. This one was too far gone. To dispose of the body, he induced a lethal injection to eat away at the young man’s insides. The death was supposed to be quick, but painless was not high on Throm’s to-do list.
Instead of keeling over, Malloki burst into a dark, crackling miasmic aura and the good doctor fell to the ground in a short-lived agony.
Standing over a corpse, Malloki entered fight or flight for the first time in quite a while. What to do? Surely he would be blamed for this. Would they understand? Would anyone? Did HE even understand? The answer to the last question was no, so it was not a stretch to assume that was the answer to all the rest.
He fled. As he ran from place to place, world to world, memories started fading. Not of his torture, but of anything before it. The humble life of poverty became a distant dream. His parents, his siblings, his wife and children… Did he have any of those things? He remembered only the faces of people he once knew.
His running ended on Kraw. Who would dare look for him there? Where they even looking? Not once in the two months of fleeing had he ever actually been chased in a physical sense. Despite constantly looking over his shoulder, he could only suspect that the eyes glancing his way were malicious. Even that cute three-eyed woman with a shy smile could have been a bounty hunter…
Kraw was good. It was savage, yes, but it had everything he needed to survive, at least till the heat dies down. It should be fine until the heat dies down -- if there ever was any "heat" that is.
Abilities/Skills:
HEX
If a creature deals damage to Malloki. This is not with intent, Malloki cannot stop this trigger, nor can he end the effects of a hex early. It matters not location nor obstacles between Malloki and the attacker, the Hex occurs regardless. The effects of the Hex only last thirty seconds, after which the effectiveness rapidly drops. However, any damage during the duration of the Hex refreshes the Hex.
Malloki can concentrate on one instance of Hex at a time to maintain it beyond the mark of thirty seconds. Though his concentration on maintaining a hex is relatively easy to break, doing so via damage just leads to a refreshing of the Hex. Though, multi-target combat can make this very tricky to employ.
There are three parts of the Hex, all of which share the above clause, but have unique effects. Cripple Healing, Pierce Defenses, and Frenzy.
Cripple Healing:
Any effect that would heal a Hexed creature is reduced, if not outright negated. If a creature has a healing effect that is reduced by the Hex, Malloki emits a deep, crackling-static hum. The more healing reduced (especially for multiple targets) the more the sound crackles and the further it can be heard.
Pierce Defenses:
Whether a creature defends itself via shield, tough skin, or magic shield, while Hexed the ability to protect itself is reduced. This aspect is double-edged, in that any effect that would boost Malloki's defenses is shut down - even if they originate from an ally or consumable item.
Frenzy:
A particularly nasty trifecta, the Frenzy aspect of the Hex compels a creature to continue attacking Malloki. This aspect of Hex can lead to Hex constantly being refreshed on the attacker. Beyond "Attack Malloki" the means of a creature's combat are outside of Malloki's control. This can lead to non-damaging abilities (where damage is what Malloki wants.)
There is a limit to what can be Frenzied; in particular, targets over 800 pounds (363 kilograms) can outright resist this, and creatures are capable of physically overpowering this with great physical strength. Victims effectively become puppets. Too heavy, the strings break. Too strong, they can pull against their strings and resist the Frenzy.
Abilities of a Frenzied creature are almost drawn to Malloki - even effects he would rather avoid. Unruly weapons, for example, always seem to strike true.
Debuff (100) (Healing) Rank 3
--Ranged (+50)
--Indirect (+100)
--Ongoing (+100)
--Triggered (+50)
--Indiscriminate (-50)
--Finite (-50)
--Side Effect (-50) (Crackling Sound)
--Concentration (-50)
Subtotal: 600
Debuff (100) (Protection) Rank 3
--Ranged (+50)
--Indirect (+100)
--Ongoing (+100)
--Triggered (+50)
--Indiscriminate (-50)
--Finite (-50)
--Side Effect (-50) (Negates Protection on self)
--Concentration (-50)
Subtotal: 600
Move Object (100) 4
--Ongoing (+100)
--Ranged (+50)
--Indirect (+100)
--Triggered (+50)
--Chaotic (-50)
--Indiscriminate (-50)
--Finite (-50)
--Limited (-50) (Can be resisted)
--Side Effect (-50) (Easier to hit)
--Concentration (-50)
100/rank
Subtotal: 400
Total: 1600
Living Voodoo
Like a true Voodoo Doll, whenever Malloki takes damage from any source, some or all of that damage is returned to the attacker. The damage resembles the damage dealt, specifically the appearance of the wounds. The amount of damage returned is limited to the damage taken by Malloki.
Soon after taking damage, Malloki automatically heals some of the damage taken. He can only heal for the amount of damage taken; meaning any leftover must be healed by other means. Healing is not effortless. The rapid healing burns calories and can leave Malloki starving if a fight persists too long. He is often forced to carry high-calorie snacks into a battlefield, but even then he can only eat so much and digest so fast.
Damage inflicted by Living Voodoo specifically triggers after Hex.
Damage (100) Rank 3
--Ranged (+50)
--Indirect (+100)
--Trigger (+50)
--Limited (-50) (to damage taken)
--Indiscriminate (-50)
Subtotal: 600
Healing (200) Rank 4
--Trigger (+50)
--Limited (-50)
--Finite (-50)
Subtotal: 600
Total: 1200
Total Essence Spent: 2800 (out of 2856)
Has it been at least 6 months since your last switch? No
How much essence will this new character have? 2856
New Character Name: Malloki Tuwile
Is this character an OC or a Canon character? Original Character
Starting Location? Kraw
Character Behavior
Masochistic Pacifist
Rarely does Malloki actively bring harm to a creature. If something needs to vanish, he simply instigates a fight and lets the natural order of things work it out. He is the party's ultimate Tank and DPS, but beware the friendly-fire! Outside of a fight, he is as tame as a kitten.
Physical Description:
Malloki stands at six foot with a fit-but-still-lanky frame. His morning jogs long before his life of running helped build up muscle tone, but his healing-burns-calories boon and curse keeps the man at nearly zero percent body fat. His abs may be nothing to write home about, but they exist. The same healing ability often does not heal wounds entirely, leaving numerous "fresh" scars looking years old, very faded across his tanned skin.
He has recently foregone shaving and haircuts, leaving a scraggly dark mocha beard of just under an inch to dominate his face. Long, wavy hair is often pulled back and tied in a loose ponytail, namely to keep it out of his face. It is not uncommon to find both caked in a bit of blood from his particular type of hunting.
Character History:
Nicknamed “Living Voodoo,” Malloki is a self-proclaimed pacifist with a greater death tole than some small wars.
The death-toll is a relatively new development. Not even a year ago, this ordinary man was down on his luck and in need of a job. So… he accepted an offer from a researcher as an assistant. It was the pay that swayed him, not the potential fame for whatever this “researcher” was on about. Unfortunately, it was this desperation that the researcher really needed.
Malloki quickly “vanished” from the public eye, where he was subjected to experimentation as the so-called “researcher” sought to perfect his own version of the voodoo doll. A soul that could bind to anyone, many people even, and transmit pain and senses. It was the ultimate tool of warfare.
Dr. Vahst Throm, a warmonger in mind, heart and soul, drove Malloki to the point of breaking day in and day out, then healed him so that the next day he would be new and fresh. Of course, he did so merely by healing the “voodoo doll mark two” just to see the potential ally-benefits.
Days turned to months. Eventually Malloki’s mind snapped. Unlike some, who claim immunity to pain through exposure, Malloki’s reaction was to laugh it off. Laugh like it doesn’t hurt. Laugh like he is not nearly dying every day. Ha!
The “good doctor” gathered priceless data as desired, but it was his focus on practical use in war - on others - that blinded him to the doll itself. He noticed the doll’s effect growing weaker, needing to be “recharged” quite often, but he attributed it to the transfer of damage, healing and sensation. Not once did he consider that which powered the doll was simply leaking.
Never did he think the doll was constantly dripping its magic into the only creature it was bound to for so long. Like osmosis, that which enchanted the doll would enchant Malloki himself, and the enchantment grew as the doll was constantly recharged to greater and greater potency.
Only when Malloki’s incessant laughing angered the researcher did they both realize. Dr. Throm decided a new test subject was needed. This one was too far gone. To dispose of the body, he induced a lethal injection to eat away at the young man’s insides. The death was supposed to be quick, but painless was not high on Throm’s to-do list.
Instead of keeling over, Malloki burst into a dark, crackling miasmic aura and the good doctor fell to the ground in a short-lived agony.
Standing over a corpse, Malloki entered fight or flight for the first time in quite a while. What to do? Surely he would be blamed for this. Would they understand? Would anyone? Did HE even understand? The answer to the last question was no, so it was not a stretch to assume that was the answer to all the rest.
He fled. As he ran from place to place, world to world, memories started fading. Not of his torture, but of anything before it. The humble life of poverty became a distant dream. His parents, his siblings, his wife and children… Did he have any of those things? He remembered only the faces of people he once knew.
His running ended on Kraw. Who would dare look for him there? Where they even looking? Not once in the two months of fleeing had he ever actually been chased in a physical sense. Despite constantly looking over his shoulder, he could only suspect that the eyes glancing his way were malicious. Even that cute three-eyed woman with a shy smile could have been a bounty hunter…
Kraw was good. It was savage, yes, but it had everything he needed to survive, at least till the heat dies down. It should be fine until the heat dies down -- if there ever was any "heat" that is.
Abilities/Skills:
HEX
If a creature deals damage to Malloki. This is not with intent, Malloki cannot stop this trigger, nor can he end the effects of a hex early. It matters not location nor obstacles between Malloki and the attacker, the Hex occurs regardless. The effects of the Hex only last thirty seconds, after which the effectiveness rapidly drops. However, any damage during the duration of the Hex refreshes the Hex.
Malloki can concentrate on one instance of Hex at a time to maintain it beyond the mark of thirty seconds. Though his concentration on maintaining a hex is relatively easy to break, doing so via damage just leads to a refreshing of the Hex. Though, multi-target combat can make this very tricky to employ.
There are three parts of the Hex, all of which share the above clause, but have unique effects. Cripple Healing, Pierce Defenses, and Frenzy.
Cripple Healing:
Any effect that would heal a Hexed creature is reduced, if not outright negated. If a creature has a healing effect that is reduced by the Hex, Malloki emits a deep, crackling-static hum. The more healing reduced (especially for multiple targets) the more the sound crackles and the further it can be heard.
Pierce Defenses:
Whether a creature defends itself via shield, tough skin, or magic shield, while Hexed the ability to protect itself is reduced. This aspect is double-edged, in that any effect that would boost Malloki's defenses is shut down - even if they originate from an ally or consumable item.
Frenzy:
A particularly nasty trifecta, the Frenzy aspect of the Hex compels a creature to continue attacking Malloki. This aspect of Hex can lead to Hex constantly being refreshed on the attacker. Beyond "Attack Malloki" the means of a creature's combat are outside of Malloki's control. This can lead to non-damaging abilities (where damage is what Malloki wants.)
There is a limit to what can be Frenzied; in particular, targets over 800 pounds (363 kilograms) can outright resist this, and creatures are capable of physically overpowering this with great physical strength. Victims effectively become puppets. Too heavy, the strings break. Too strong, they can pull against their strings and resist the Frenzy.
Abilities of a Frenzied creature are almost drawn to Malloki - even effects he would rather avoid. Unruly weapons, for example, always seem to strike true.
Debuff (100) (Healing) Rank 3
--Ranged (+50)
--Indirect (+100)
--Ongoing (+100)
--Triggered (+50)
--Indiscriminate (-50)
--Finite (-50)
--Side Effect (-50) (Crackling Sound)
--Concentration (-50)
Subtotal: 600
Debuff (100) (Protection) Rank 3
--Ranged (+50)
--Indirect (+100)
--Ongoing (+100)
--Triggered (+50)
--Indiscriminate (-50)
--Finite (-50)
--Side Effect (-50) (Negates Protection on self)
--Concentration (-50)
Subtotal: 600
Move Object (100) 4
--Ongoing (+100)
--Ranged (+50)
--Indirect (+100)
--Triggered (+50)
--Chaotic (-50)
--Indiscriminate (-50)
--Finite (-50)
--Limited (-50) (Can be resisted)
--Side Effect (-50) (Easier to hit)
--Concentration (-50)
100/rank
Subtotal: 400
Total: 1600
Living Voodoo
Like a true Voodoo Doll, whenever Malloki takes damage from any source, some or all of that damage is returned to the attacker. The damage resembles the damage dealt, specifically the appearance of the wounds. The amount of damage returned is limited to the damage taken by Malloki.
Soon after taking damage, Malloki automatically heals some of the damage taken. He can only heal for the amount of damage taken; meaning any leftover must be healed by other means. Healing is not effortless. The rapid healing burns calories and can leave Malloki starving if a fight persists too long. He is often forced to carry high-calorie snacks into a battlefield, but even then he can only eat so much and digest so fast.
Damage inflicted by Living Voodoo specifically triggers after Hex.
Damage (100) Rank 3
--Ranged (+50)
--Indirect (+100)
--Trigger (+50)
--Limited (-50) (to damage taken)
--Indiscriminate (-50)
Subtotal: 600
Healing (200) Rank 4
--Trigger (+50)
--Limited (-50)
--Finite (-50)
Subtotal: 600
Total: 1200
Total Essence Spent: 2800 (out of 2856)
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