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- Spirits of Vengeance
(Artist)
“Bless'ed are those who hunger and thirst for Justice, for they will be satisfied.
Bless'ed are the peacemakers, for they will be called children of the Gods."
✦ EZRIHEL VON ALTHAUS ✦
✦✦ THE GRAND HIGH INQUISITOR OF VAIDEHI ✦✦
⁑⁎⁎⁎⁂⁎⁎⁑⁎⁎⁂⁎⁑⁎⁎⁎⁑⁎⁑⁂⁑⁎⁑⁎⁎⁎⁑⁎⁂⁎⁎⁑⁎⁎⁂⁎⁎⁎⁑
≛≛ ANDROMEDAN MILITARY GENERAL ≛≛
"FALLEN ANGEL"
Andro-masculine || ☿❀⚨ || He /Him - They/Them
Ezrihel was born into a family of high standing social class, known for long lines of high ranked religious officials and military leaders. Born as an only child, his mother doted on him and his father was constantly away on deployment. His marriage was arranged for when he was only a few years old, a quiet affair but a loud power move on the part of the involved families.
He was put through his education and forced onto a path predetermined for him, much to his growing displeasure. He constantly found himself in trouble for rebelling against the status quo and questioning, always questioning his elders. It only grew worse when his father was home, even briefly. He'd spent decades straining to obtain his father's praise and approval, only to be scathingly reprimanded at every turn for his curious nature, his inquires against his mentors seen as dissent against the acceptance and blind love for his culture.
The last straw was speaking out against and then directly disobeying the council when it came to the topic of imperial conquest. He'd felt pity for those his people took as slaves, pity and remorse for their destitute situation. In that moment he'd snuck away and came to the lower species and gave them gifts, gifts of fire and weapons and knowledge, gifts to defend themselves against the encroaching forces and brutal expectations.
The council martyred him, of course, and sympathizers flocked to his cause- the final straw on the camel's back that ignited a bloody, cruel civil war. They were labeled as Forsaken Ones, traitors and monsters intent on seeing the collapse of the empire. The war stretched on, lasting centuries before the rebellion started to lose their footing. In a last ditch attempt to save themselves, the few remaining ships of the rebel fleet fled into exile, leaving their home galaxy far behind. This is where they find themselves now, searching for a planet to land and restock, hopefully rebuilding what was lost in the process.
He was put through his education and forced onto a path predetermined for him, much to his growing displeasure. He constantly found himself in trouble for rebelling against the status quo and questioning, always questioning his elders. It only grew worse when his father was home, even briefly. He'd spent decades straining to obtain his father's praise and approval, only to be scathingly reprimanded at every turn for his curious nature, his inquires against his mentors seen as dissent against the acceptance and blind love for his culture.
The last straw was speaking out against and then directly disobeying the council when it came to the topic of imperial conquest. He'd felt pity for those his people took as slaves, pity and remorse for their destitute situation. In that moment he'd snuck away and came to the lower species and gave them gifts, gifts of fire and weapons and knowledge, gifts to defend themselves against the encroaching forces and brutal expectations.
The council martyred him, of course, and sympathizers flocked to his cause- the final straw on the camel's back that ignited a bloody, cruel civil war. They were labeled as Forsaken Ones, traitors and monsters intent on seeing the collapse of the empire. The war stretched on, lasting centuries before the rebellion started to lose their footing. In a last ditch attempt to save themselves, the few remaining ships of the rebel fleet fled into exile, leaving their home galaxy far behind. This is where they find themselves now, searching for a planet to land and restock, hopefully rebuilding what was lost in the process.
✤ Physical Tendencies:
- Power(P): 5%
- Toughness(T): 20%
- Quickness(Q): 25%
- Skill(S): 50%
- Aggression(A): 5%
- Cunning(C): 50%
- Diplomacy(D): 40%
- Support(S): 5%
Ezrihel is a Charismatic Duelist. He prefers to talk things over and use his wit or charm to manage situations and people before things go south, but if it comes down to violence he is more than capable of acting to defend himself. In combat he acts as a duelist, using his reflex and speed to focus down single targets with elegant and refined technique.
Normally when it comes to matters of telepathy, he is careful to wait for consent and always does his best to respect the mental privacy of whoever’s he’s talking with. That is, unless someone's made themselves his enemy. Ezrihel can be spiteful and rather vengeful if he feels particularly wronged, and he is not over being petty or holding a grudge. He is a diva through and through, therefore he cares about his image and appearance a great deal- like a preening peacock flattery is very effective at soothing his ego in most cases. He is arrogant and pretentious, but he is not stupid. Though he loves flattery he is fully aware that others use it as a form of social maneuvering. He actively enjoys playing the game of politics with others he encounters, and as such he knows when and how to speak in front of certain people.
Ezrihel enjoys a challenge, even if he acts begrudging about it. He is intrigued when people speak up against him, and equally intrigued when his charm falls flat. He is not very used to rejection, though he also doesn't tend to be all too bothered by it. Ez is easily able to compartmentalize justifications for his actions and continue on as if he's done little wrong. He is not a man who apologizes with sincerity very often, and often feels as if his actions are righteous and necessary.
He is emotional, but not particularly emotionally driven in most of his moral considerations. Ezrihel is a pragmatic utilitarian and normally treats morals like a game of statistics. Sometimes he has great trouble empathetically understanding the nuance of an emotional situation, most of the time he does not consider the exact feelings of others and when stressed he speaks bluntly and truthfully.
As an Andromedan, Ezrihel is very spiritual, frequently referencing to his gods, their mythos or their domains in normal conversation. He does not frequently pause to explain himself in this regard, unless someone else stops him to ask a question. Profaning his gods, insulting him for his belief in the gods, or mocking the gods in general are all ways to earn Ezrihel's ire, though this is restricted to comments made towards Andromedan gods. While Ezrihel and his people are typically very tolerant of other systems of spiritual beliefs, generally speaking they are very unfond of the undead, the unholy and the cursed. Ezrihel does not tolerate religious fanaticism that ventures into the territory of cannibalism, necromancy or entropic mysticisms such as inherently corrupting forces of destruction.
Politically, Ezrihel's real personal beliefs will rarely surface in conversation. Though he is one who loves to talk, he also knows when to enjoy silence and listen. He spends a great deal of time listening to others in court speak, often waiting to catch them in a lie or logical inconsistency. Ez loves a good healthy debate, but he has little patience for filibustering nonsense or trolling.
Normally when it comes to matters of telepathy, he is careful to wait for consent and always does his best to respect the mental privacy of whoever’s he’s talking with. That is, unless someone's made themselves his enemy. Ezrihel can be spiteful and rather vengeful if he feels particularly wronged, and he is not over being petty or holding a grudge. He is a diva through and through, therefore he cares about his image and appearance a great deal- like a preening peacock flattery is very effective at soothing his ego in most cases. He is arrogant and pretentious, but he is not stupid. Though he loves flattery he is fully aware that others use it as a form of social maneuvering. He actively enjoys playing the game of politics with others he encounters, and as such he knows when and how to speak in front of certain people.
Ezrihel enjoys a challenge, even if he acts begrudging about it. He is intrigued when people speak up against him, and equally intrigued when his charm falls flat. He is not very used to rejection, though he also doesn't tend to be all too bothered by it. Ez is easily able to compartmentalize justifications for his actions and continue on as if he's done little wrong. He is not a man who apologizes with sincerity very often, and often feels as if his actions are righteous and necessary.
He is emotional, but not particularly emotionally driven in most of his moral considerations. Ezrihel is a pragmatic utilitarian and normally treats morals like a game of statistics. Sometimes he has great trouble empathetically understanding the nuance of an emotional situation, most of the time he does not consider the exact feelings of others and when stressed he speaks bluntly and truthfully.
As an Andromedan, Ezrihel is very spiritual, frequently referencing to his gods, their mythos or their domains in normal conversation. He does not frequently pause to explain himself in this regard, unless someone else stops him to ask a question. Profaning his gods, insulting him for his belief in the gods, or mocking the gods in general are all ways to earn Ezrihel's ire, though this is restricted to comments made towards Andromedan gods. While Ezrihel and his people are typically very tolerant of other systems of spiritual beliefs, generally speaking they are very unfond of the undead, the unholy and the cursed. Ezrihel does not tolerate religious fanaticism that ventures into the territory of cannibalism, necromancy or entropic mysticisms such as inherently corrupting forces of destruction.
Politically, Ezrihel's real personal beliefs will rarely surface in conversation. Though he is one who loves to talk, he also knows when to enjoy silence and listen. He spends a great deal of time listening to others in court speak, often waiting to catch them in a lie or logical inconsistency. Ez loves a good healthy debate, but he has little patience for filibustering nonsense or trolling.
⁑⁎⁎⁎⁂⁎⁎⁑⁎⁎⁂⁎⁑⁎⁎⁎⁑⁎⁑⁂⁑⁎⁑⁎⁎⁎⁑⁎⁂⁎⁎⁑⁎⁎⁂⁎⁎⁎⁑
–––– * –––– * –––– * –––– * –––– * –––– * –––– * ––––
✦ THE INQUISITOR'S ARSENAL ✦
–––– * –––– * –––– * –––– * –––– * –––– * –––– * ––––
Total Spent: 11,450 E / 11,450 E
–––– * –––– * –––– * ––––
✦ AFFINITIES ✦
–––– * –––– * –––– * ––––
–––– * –––– * –––– * –––– * –––– * –––– * –––– * ––––
✦ THE INQUISITOR'S ARSENAL ✦
–––– * –––– * –––– * –––– * –––– * –––– * –––– * ––––
Total Spent: 11,450 E / 11,450 E
–––– * –––– * –––– * ––––
✦ AFFINITIES ✦
–––– * –––– * –––– * ––––
- Level One: Gifted - You can purchase "Skill Groups" consisting of up to 5 "Specific Skills", at the normal cost of a single Skill. You also gain +1 to the Skill Rank Cap.
- It has always been expected of Ezrihel that if he tackle a skill he do so in earnest and accel at it. The weight of these lofty and frequently crushing levels of expectations forged him into a bit of an obsessive perfectionist, as anything less than perfect competency was a smudge on the reputation of his house and title.
- Level Five:
Influential -Earn twice as much Influence and Influence loss is halved. Gaining Notoriety with a Faction doubles the Influence gained with opposing Factions.Ezrihel is a born and bred aristocrat, a master of political maneuvering. He is also incredibly fabulous and tends to attract a lot of attention wherever he goes. He likes being seen, heard and fully recognized for his feats and deeds, and will take proper action to ensure that happens.
- Level Nine: n/a
- [description]
–––– * –––– * –––– * ––––
✦ ABILITIES ✦
–––– * –––– * –––– * ––––
Total Spent: 9,700 / 9,700
✦ ABILITIES ✦
–––– * –––– * –––– * ––––
Total Spent: 9,700 / 9,700
✤ Andromedan Biology - 2000E
Adaptation: Falling (100)
Adaptation: Starvation and Thirst (50)
Adaptation: Need for Sleep (50)
Adaptation: Disease (50)
Adaptation: Non-Biological Anatomy: Alien (300)
-- Side Effect: Denser than water (-50)
Endurance V: Natural Endurance (500)
Protection V: Natural Armor (500)
-- Ongoing V: Innate (500)
As an alien Ezrihel and other members of his species have strange biology. For instance they have a secondary heart, as well as air sacs anchored throughout their abdomen to assist in extended periods of increased mobility. They have no external gonads, instead possessing a cloaca at the front of their pelvis. Their skin and bones are remarkably tough, able to sustain high force impacts and work through them. Compared to humans Andromedans are incredibly durable, able to comfortably go several days without food, water or sleep without loss of function or reasoning. They’ve gained a resistance to most pathogens due to their robust immune systems. Due to their anatomy Andromedans tend to be relatively dense, and lack buoyancy. In turn, they tend to be incredibly cautious around thin ledges, large bodies of water or great heights, even if they don't take my damage from hitting the ground, they still sink like rocks.
✤ Wings of Aza’zayl - 950 E
Flight IV (800)
-- Ongoing IV (400)
-- Limited IV: Only while Fused (-200)
-- Side Effect IV: Tiring (-200)
Movement: Levitation (200)
-- Limited: Only while Fused (-50)
While fused, Ezrihel takes on the latent movement abilities of his true form, Aza’zayl. In this case Aza’zayl’s influence takes the form of beautifully ephemeral golden wings that grants the fused pair high-speed free flight capabilities, along with the ability to levitate no more than a few feet above the ground. While levitation is an easy feat, powered and speedy flight for extended periods does drain one’s stamina.
✤ Oh no! They’re Hot! - 750 E
Debuff V (500)
-- Affects Multiple II: 40ft Max Diameter V (500)
-- Ongoing V (500)
-- Limited V: Only on Organics (-250)
-- Indiscriminate V (-250)
-- Side Effect V: Cannot Physically Conceal (-250)
There’s just something about Ezrihel that makes it hard to want to be hostile towards him. If hostilities have already risen, many will find the very idea of striking him highly unappealing; He’s just simply too charismatic. Whether this is because the noblethem possesses some innate inner charisma, divine blessing, or simply the fact that he’s too pretty, know one quite knows.
What is known is that the aura extends in a twenty foot radius in all directions and only seems to compel and soothe organic-based individuals. This aura can leave particularly weak-minded or feeble-willed individuals in very inopportune positions in the heat of battle, or inspire a warm loyalty in political situations, amongst unguarded courtiers.
He is unable to pick or choose specific targets, as this is an unconscious and passive effect. Due to this aura Ezrihel always seems to shimmer with a divine golden glow, preventing him from doing anything in a truly low-profile manner.
✤ Trained Duelist - 600 E
Agility IV (800)
-- Limited IV: Only on Ground (-200)
-- Side Effect IV: Tiring (-200)
Speed II (400)
-- Limited II: Only on Stable Ground (-100)
-- Side Effect II: Tiring (-100)
Ezrihel is a well trained duelist, as such he possesses greater speed and agility than the average person. His speed and agility is generally limited to feats on the ground, floor or otherwise normal plantigrade positions, and he is far less efficient with his quickness in unstable terrain like on loose sand, soft snow or otherwise shifty and unstable surfaces. As Andromedans are dense and heavy, pulling off wild stunts or exceedingly quick movements back-to-back is draining, though he has trained enough for it to not be utterly exhausting.
Adaptation: Falling (100)
Adaptation: Starvation and Thirst (50)
Adaptation: Need for Sleep (50)
Adaptation: Disease (50)
Adaptation: Non-Biological Anatomy: Alien (300)
-- Side Effect: Denser than water (-50)
Endurance V: Natural Endurance (500)
Protection V: Natural Armor (500)
-- Ongoing V: Innate (500)
As an alien Ezrihel and other members of his species have strange biology. For instance they have a secondary heart, as well as air sacs anchored throughout their abdomen to assist in extended periods of increased mobility. They have no external gonads, instead possessing a cloaca at the front of their pelvis. Their skin and bones are remarkably tough, able to sustain high force impacts and work through them. Compared to humans Andromedans are incredibly durable, able to comfortably go several days without food, water or sleep without loss of function or reasoning. They’ve gained a resistance to most pathogens due to their robust immune systems. Due to their anatomy Andromedans tend to be relatively dense, and lack buoyancy. In turn, they tend to be incredibly cautious around thin ledges, large bodies of water or great heights, even if they don't take my damage from hitting the ground, they still sink like rocks.
✤ Wings of Aza’zayl - 950 E
Flight IV (800)
-- Ongoing IV (400)
-- Limited IV: Only while Fused (-200)
-- Side Effect IV: Tiring (-200)
Movement: Levitation (200)
-- Limited: Only while Fused (-50)
While fused, Ezrihel takes on the latent movement abilities of his true form, Aza’zayl. In this case Aza’zayl’s influence takes the form of beautifully ephemeral golden wings that grants the fused pair high-speed free flight capabilities, along with the ability to levitate no more than a few feet above the ground. While levitation is an easy feat, powered and speedy flight for extended periods does drain one’s stamina.
✤ Oh no! They’re Hot! - 750 E
Debuff V (500)
-- Affects Multiple II: 40ft Max Diameter V (500)
-- Ongoing V (500)
-- Limited V: Only on Organics (-250)
-- Indiscriminate V (-250)
-- Side Effect V: Cannot Physically Conceal (-250)
There’s just something about Ezrihel that makes it hard to want to be hostile towards him. If hostilities have already risen, many will find the very idea of striking him highly unappealing; He’s just simply too charismatic. Whether this is because the noblethem possesses some innate inner charisma, divine blessing, or simply the fact that he’s too pretty, know one quite knows.
What is known is that the aura extends in a twenty foot radius in all directions and only seems to compel and soothe organic-based individuals. This aura can leave particularly weak-minded or feeble-willed individuals in very inopportune positions in the heat of battle, or inspire a warm loyalty in political situations, amongst unguarded courtiers.
He is unable to pick or choose specific targets, as this is an unconscious and passive effect. Due to this aura Ezrihel always seems to shimmer with a divine golden glow, preventing him from doing anything in a truly low-profile manner.
✤ Trained Duelist - 600 E
Agility IV (800)
-- Limited IV: Only on Ground (-200)
-- Side Effect IV: Tiring (-200)
Speed II (400)
-- Limited II: Only on Stable Ground (-100)
-- Side Effect II: Tiring (-100)
Ezrihel is a well trained duelist, as such he possesses greater speed and agility than the average person. His speed and agility is generally limited to feats on the ground, floor or otherwise normal plantigrade positions, and he is far less efficient with his quickness in unstable terrain like on loose sand, soft snow or otherwise shifty and unstable surfaces. As Andromedans are dense and heavy, pulling off wild stunts or exceedingly quick movements back-to-back is draining, though he has trained enough for it to not be utterly exhausting.
❈ High Inquisitor of Vaidehi - 300 E
Communication: Telepathy (100)
-- Limited: Organics (-50)
Sense V: Energy (500)
-- Ongoing V (500)
-- Activation V: 30 Seconds (-500)
-- Limited V: Organics (-250)
Ezrihel is a gifted High Inquisitor of his people, that being said he shows great mastery over telepathic communication, going as far as being able to easily sense and locate others off of just their energy alone if given a brief moment to focus his attention. This ability is limited to only organics like bugs, plants, animals and other sentient fleshy living things and recently deceased things still holding spiritual energies.
After sensing an individual, Ezrihel may immediately initiate a telepathic conversation. He can soothe frightened animals, intimidate feral monsters or simply give and receive information to a work partner. He can communicate in images, raw sensations, direct emotions, words or concepts with little issue; he often uses the most efficient method needed to get his point across.
❈ Proficient Telekinetic - 1500 E
Damage V (500)
-- Affects Multiple: 20ft Max Diameter V (250)
-- Ranged V (250)
-- Concentration V (-250)
-- Side Effect V: Tiring (-250)
Debuff V: Movement (500)
-- Affects Multiple: 20ft Max Diameter V (250)
-- Ranged V (250)
-- Concentration V (-250)
-- Side Effect V: Tiring (-250)
Move Object V (500)
-- Affects Multiple: 20ft Max Diameter V (250)
-- Ranged V (250)
-- Concentration V (-250)
-- Side Effect V: Tiring (-250)
While the andromedan is more than capable of lifting heavy objects through brute strength alone, this aristocrat has a particular distaste towards getting his delicate hands dirty. With concentration, Ezrihel is able to focus his psychic powers and telekinetically move various objects around his environment to differing effects, freezing his targets in place, throwing them around like a ragdoll, and otherwise manipulating or crushing the object(s) to devastating effect. He is able to influence multiple targets at once as long as they reside within a reasonable (20ft) diameter. He may be interrupted by anything that would reasonably result in being staggered. Using this ability multiple times in rapid succession is mentally tiring.
❈ Psionic Melding - 900 E
Fusion (1000)
-- Activation: 10-15 Seconds (-50)
-- Side Effect: Exhausting When Ended (-50)
An advanced, sacred technique seldom used by sanctified high inquisitors and psions under the service of Mother Vaidehi of the Seven Realms. As a holy inquisitor and talented Psion, Ezrihel has the ability to fuse with any other single person, even if they themselves lack the ability to meld with others. A short rite invoking the divine goddess 'Vaidehi' must be expressed in order to start the process of melding, be it silently in his mind or out loud, though he must be able to cite it through to completion. The rite to Vaidehi and time needed to meld with another normally takes around ten to fifteen seconds, depending on how compatible his partner is. Though it gives both parties great power in battle, breaking the meld after any amount of time is incredibly exhausting and will leave both individuals fatigued until they are able rest.
❈ Psion's Guard - 750 ECommunication: Telepathy (100)
-- Limited: Organics (-50)
Sense V: Energy (500)
-- Ongoing V (500)
-- Activation V: 30 Seconds (-500)
-- Limited V: Organics (-250)
Ezrihel is a gifted High Inquisitor of his people, that being said he shows great mastery over telepathic communication, going as far as being able to easily sense and locate others off of just their energy alone if given a brief moment to focus his attention. This ability is limited to only organics like bugs, plants, animals and other sentient fleshy living things and recently deceased things still holding spiritual energies.
After sensing an individual, Ezrihel may immediately initiate a telepathic conversation. He can soothe frightened animals, intimidate feral monsters or simply give and receive information to a work partner. He can communicate in images, raw sensations, direct emotions, words or concepts with little issue; he often uses the most efficient method needed to get his point across.
❈ Proficient Telekinetic - 1500 E
Damage V (500)
-- Affects Multiple: 20ft Max Diameter V (250)
-- Ranged V (250)
-- Concentration V (-250)
-- Side Effect V: Tiring (-250)
Debuff V: Movement (500)
-- Affects Multiple: 20ft Max Diameter V (250)
-- Ranged V (250)
-- Concentration V (-250)
-- Side Effect V: Tiring (-250)
Move Object V (500)
-- Affects Multiple: 20ft Max Diameter V (250)
-- Ranged V (250)
-- Concentration V (-250)
-- Side Effect V: Tiring (-250)
While the andromedan is more than capable of lifting heavy objects through brute strength alone, this aristocrat has a particular distaste towards getting his delicate hands dirty. With concentration, Ezrihel is able to focus his psychic powers and telekinetically move various objects around his environment to differing effects, freezing his targets in place, throwing them around like a ragdoll, and otherwise manipulating or crushing the object(s) to devastating effect. He is able to influence multiple targets at once as long as they reside within a reasonable (20ft) diameter. He may be interrupted by anything that would reasonably result in being staggered. Using this ability multiple times in rapid succession is mentally tiring.
❈ Psionic Melding - 900 E
Fusion (1000)
-- Activation: 10-15 Seconds (-50)
-- Side Effect: Exhausting When Ended (-50)
An advanced, sacred technique seldom used by sanctified high inquisitors and psions under the service of Mother Vaidehi of the Seven Realms. As a holy inquisitor and talented Psion, Ezrihel has the ability to fuse with any other single person, even if they themselves lack the ability to meld with others. A short rite invoking the divine goddess 'Vaidehi' must be expressed in order to start the process of melding, be it silently in his mind or out loud, though he must be able to cite it through to completion. The rite to Vaidehi and time needed to meld with another normally takes around ten to fifteen seconds, depending on how compatible his partner is. Though it gives both parties great power in battle, breaking the meld after any amount of time is incredibly exhausting and will leave both individuals fatigued until they are able rest.
Protection V (500)
-- Ongoing V (500)
-- Limited V: Only against Psychic (-250)
As an inquisitor it is within Ezrihel’s best interest to keep his mind guarded against psychic intrusions of any sort. Normally this effect is kept personal, and to only himself, and has been trained to the extent that is an unbreakable second nature to maintain. He does not need to be conscious nor focused on defending his psyche, and must be utterly overwhelmed or otherwise forced to drop his guard for his mental shielding to be overtaken.
✤ Aza’zayl’s Bleeding Rose - 500 E
Damage V (500)
-- Removable V: Physical Weapon (-250)
Debuff V: Healing (500)
-- Ongoing V: Bleeding (500)
-- Activation V: 30 Seconds (-500)
-- Limited V: Organics (-250)
The Bleeding Rose is a rapier-esque sword of incredible craftsmanship. Mechanical motifs of roses and sacred flames are engraved in fine detail along the flat of the silvery blade. Razor thin gaps in the design allow for an inner red light to seep out, betraying it’s more technological aspects. As a martial weapon, it can be disarmed, if one is skilled enough to disarm its wielder.
Rose is powered by very complicated, unseen internal machinery that can cause the blade to vibrate at absurd speeds, allowing it to cut through most traditional earthly materials with relative ease. As a blessed blade, she makes little issue of organic beings’ regenerative abilities and after a short delay of false security causes foes to bleed out in spite of active healing attempts.
✤ Artificial Assistant: P’thaeyl - 1,450 E
Communication: AI Interface (100)
-- Weakness: EMP (-25)
Sense III: Sight & Sound (600)
-- Activation III: 10 Seconds (-150)
-- Concentration III (-150)
Summon: Frame (300)
-- Activation: 30 Seconds (-100)
-- Weakness: EMP (-25)
Damage V: Combat Suite (500)
-- Ranged V: Plasma Pistols (250)
-- Activation V: 10 Seconds (-250)
-- Limited V: Must be in Frame (-250)
Flight: Ion Jets (200)
-- Ongoing (100)
-- Activation: 10 Seconds (-50)
-- Limited: Must be in Frame (-50)
-- Removable: EMP (-50)
Protection V: Combat Suite (500)
-- Affects Multiple V: 20ft Max Diameter (250)
-- Ongoing V: Kinetic Shield (500)
-- Removable V: Shield Break/EMP (-250)
-- Finite V: 7 Second Recharge (-250)
-- Limited V: Must be in Frame (-250)
P’thaeyl is normally an AI Interfacing assistant developed and maintained by Ezrihel for his own personal use. They allow for him to freely interact with a multitude of programs and devices with great ease of access via a nanoscopic implant/overlay combination located in his orbital socket.
In the case of emergencies P’thaeyl can, given enough time (no less than thirty seconds), uplink themselves into a ‘frame’ or an artificial cybernetic body. This allows them to fight alongside their creator and work to defend him in hostile situations and otherwise help to serve him. This frame is equipped with a ‘Combat Suite’ that includes everything from armor plating to ranged and martial weapons. Switching between close and long range capabilities takes several seconds and is typically only done when advantageous.
Unless given an authorized override command (Read: Focus), P’thaeyl must take a moment to assess a situation before being able to fully enter combat-mode. During this time they often scan the environment thoroughly, and must concentrate to process through threats rapidly.
Ezrihel has worked to implement an experimental red kinetic shield in the AI’s frame kit. This ability works in two ways. One, a form fitted shield for personal use, or as a partially transparent bubble shield. It’s diameter is smart enough to automatically adjust itself to fit the environment it has been deployed into. Repeated heavy fire or a strong enough EMP can break this shield regardless of charge, and it will not begin to recharge itself as long as the user is taking fire. P’thaeyl must seek cover and wait at least seven seconds after receiving damage before it starts to charge.
As a synthetic being powered by advanced electro-engineering, all of P’thaeyl’s useful abilities can be shut down with a substantial enough electromagnetic pulse. This includes the AI’s built-in kinesthetic shield, it’s communications abilities, and whatever frame its’ currently hosting itself in.
Damage V (500)
-- Removable V: Physical Weapon (-250)
Debuff V: Healing (500)
-- Ongoing V: Bleeding (500)
-- Activation V: 30 Seconds (-500)
-- Limited V: Organics (-250)
The Bleeding Rose is a rapier-esque sword of incredible craftsmanship. Mechanical motifs of roses and sacred flames are engraved in fine detail along the flat of the silvery blade. Razor thin gaps in the design allow for an inner red light to seep out, betraying it’s more technological aspects. As a martial weapon, it can be disarmed, if one is skilled enough to disarm its wielder.
Rose is powered by very complicated, unseen internal machinery that can cause the blade to vibrate at absurd speeds, allowing it to cut through most traditional earthly materials with relative ease. As a blessed blade, she makes little issue of organic beings’ regenerative abilities and after a short delay of false security causes foes to bleed out in spite of active healing attempts.
✤ Artificial Assistant: P’thaeyl - 1,450 E
Communication: AI Interface (100)
-- Weakness: EMP (-25)
Sense III: Sight & Sound (600)
-- Activation III: 10 Seconds (-150)
-- Concentration III (-150)
Summon: Frame (300)
-- Activation: 30 Seconds (-100)
-- Weakness: EMP (-25)
Damage V: Combat Suite (500)
-- Ranged V: Plasma Pistols (250)
-- Activation V: 10 Seconds (-250)
-- Limited V: Must be in Frame (-250)
Flight: Ion Jets (200)
-- Ongoing (100)
-- Activation: 10 Seconds (-50)
-- Limited: Must be in Frame (-50)
-- Removable: EMP (-50)
Protection V: Combat Suite (500)
-- Affects Multiple V: 20ft Max Diameter (250)
-- Ongoing V: Kinetic Shield (500)
-- Removable V: Shield Break/EMP (-250)
-- Finite V: 7 Second Recharge (-250)
-- Limited V: Must be in Frame (-250)
P’thaeyl is normally an AI Interfacing assistant developed and maintained by Ezrihel for his own personal use. They allow for him to freely interact with a multitude of programs and devices with great ease of access via a nanoscopic implant/overlay combination located in his orbital socket.
In the case of emergencies P’thaeyl can, given enough time (no less than thirty seconds), uplink themselves into a ‘frame’ or an artificial cybernetic body. This allows them to fight alongside their creator and work to defend him in hostile situations and otherwise help to serve him. This frame is equipped with a ‘Combat Suite’ that includes everything from armor plating to ranged and martial weapons. Switching between close and long range capabilities takes several seconds and is typically only done when advantageous.
Unless given an authorized override command (Read: Focus), P’thaeyl must take a moment to assess a situation before being able to fully enter combat-mode. During this time they often scan the environment thoroughly, and must concentrate to process through threats rapidly.
Ezrihel has worked to implement an experimental red kinetic shield in the AI’s frame kit. This ability works in two ways. One, a form fitted shield for personal use, or as a partially transparent bubble shield. It’s diameter is smart enough to automatically adjust itself to fit the environment it has been deployed into. Repeated heavy fire or a strong enough EMP can break this shield regardless of charge, and it will not begin to recharge itself as long as the user is taking fire. P’thaeyl must seek cover and wait at least seven seconds after receiving damage before it starts to charge.
As a synthetic being powered by advanced electro-engineering, all of P’thaeyl’s useful abilities can be shut down with a substantial enough electromagnetic pulse. This includes the AI’s built-in kinesthetic shield, it’s communications abilities, and whatever frame its’ currently hosting itself in.
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✦ RELIQUARY ✦
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✦ RELIQUARY ✦
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✤ Andúril - 2500 E
Damage X (1000)
-- Removable X: Physical Weapon (-500)
Endurance X (1000)
-- Removable X: Physical Weapon (-500)
Agility X (2000)
-- Removable X: Physical Weapon (-500)
The shards of Aragorn’s sword, Narsil, have been reforged into the beautiful blade Andúril, a long broadsword with a black and silver handle. Its reach is wide, and its power great; often, the wielder can almost feel the spirit of the former Arbiter flowing through it, giving them superhuman strength, endurance, and agility for just a few moments. When its power is not being focused, it operates as a regular sword.
Damage X (1000)
-- Removable X: Physical Weapon (-500)
Endurance X (1000)
-- Removable X: Physical Weapon (-500)
Agility X (2000)
-- Removable X: Physical Weapon (-500)
The shards of Aragorn’s sword, Narsil, have been reforged into the beautiful blade Andúril, a long broadsword with a black and silver handle. Its reach is wide, and its power great; often, the wielder can almost feel the spirit of the former Arbiter flowing through it, giving them superhuman strength, endurance, and agility for just a few moments. When its power is not being focused, it operates as a regular sword.
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✦ SKILLS ✦
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Master Skills: 1,750 / 1,750 E
Aristocratic Upbringing - 350 E
-- Social: Charisma VII (350)
-- Social: Leadership VII (350)
-- Social: Social Engineering VII (350)
-- Research: Political Intrigue VII (350)
-- Performance Art: Piano VII (350)
Ezrihel was born into an aristocratic house of high standing and is able to wield his skill in charisma to devastating effect. He was educated from a young age in the nuances of court politics and social intrigue, as well as proper mannerisms expected of a highborn noble such as leadership and control. He is very good at navigating politics and picking up on slight social cues such as small shifts in body language, expression or tone, and using those details to keep hold of a situation. In the free time of his youth he was encouraged to take up an art by his darling Liliel. He took to studying various instruments at her behest, but settled on the Andromedan version of the Piano and learned to play it flawlessly, if only for her.
-- Social: Charisma VII (350)
-- Social: Leadership VII (350)
-- Social: Social Engineering VII (350)
-- Research: Political Intrigue VII (350)
-- Performance Art: Piano VII (350)
Ezrihel was born into an aristocratic house of high standing and is able to wield his skill in charisma to devastating effect. He was educated from a young age in the nuances of court politics and social intrigue, as well as proper mannerisms expected of a highborn noble such as leadership and control. He is very good at navigating politics and picking up on slight social cues such as small shifts in body language, expression or tone, and using those details to keep hold of a situation. In the free time of his youth he was encouraged to take up an art by his darling Liliel. He took to studying various instruments at her behest, but settled on the Andromedan version of the Piano and learned to play it flawlessly, if only for her.
Grand High Inquisitor - 350 E
-- Knowledge: Arcana VII (350)
-- Knowledge: Ritual VII (350)
-- Knowledge: Occult VII (350)
-- Research: Interrogation VII (350)
-- Research: Investigation VII (350)
As a Chief Justiciar, Ezrihel has extensive knowledge of things relating to the ritualistic, the arcane and the occult. He is highly experienced with various methods of investigation and interrogation, ranging from subversive psychic technics to all manners and forms of physical torture.
-- Knowledge: Arcana VII (350)
-- Knowledge: Ritual VII (350)
-- Knowledge: Occult VII (350)
-- Research: Interrogation VII (350)
-- Research: Investigation VII (350)
As a Chief Justiciar, Ezrihel has extensive knowledge of things relating to the ritualistic, the arcane and the occult. He is highly experienced with various methods of investigation and interrogation, ranging from subversive psychic technics to all manners and forms of physical torture.
War Master - 350 E
-- Crafting: Weapon Smithing VII (350)
-- Knowledge: Military Tactics VII (350)
-- Knowledge: Strategy VII (350)
-- Technical: Swordplay VII (350)
-- Technical: Riding VII (350)
Ezrihel's despised birthname is Aza'zayl, otherwise known as the fallen angel who taught humanity vanity and warfare. He was known for teaching humans how to forge weapons and shields, armaments for their conflicts. With his experience in the theatre of war, he is more than capable of navigating the confusing world of military tactics and battlefield strategy. He is well suited to working in a team environment where he is the leader, as this allows him to coordinate the group's efforts. In terms of his personal combat prowess, he is a more than capable swordsman, especially talented in a fencing type style of swordplay. The War General is more than capable of reading an animal's body language and building a bond with mounts quickly, able to competently command and control many number of mount-creatures if the situation calls for it, though he is most experienced with equines and dragons.
-- Crafting: Weapon Smithing VII (350)
-- Knowledge: Military Tactics VII (350)
-- Knowledge: Strategy VII (350)
-- Technical: Swordplay VII (350)
-- Technical: Riding VII (350)
Ezrihel's despised birthname is Aza'zayl, otherwise known as the fallen angel who taught humanity vanity and warfare. He was known for teaching humans how to forge weapons and shields, armaments for their conflicts. With his experience in the theatre of war, he is more than capable of navigating the confusing world of military tactics and battlefield strategy. He is well suited to working in a team environment where he is the leader, as this allows him to coordinate the group's efforts. In terms of his personal combat prowess, he is a more than capable swordsman, especially talented in a fencing type style of swordplay. The War General is more than capable of reading an animal's body language and building a bond with mounts quickly, able to competently command and control many number of mount-creatures if the situation calls for it, though he is most experienced with equines and dragons.
Educated Nobility - 350 E
-- Knowledge: Divinity VII (350)
-- Knowledge: Mythology VII (350)
-- Knowledge: Languages VII (350)
-- Knowledge: Law VII (350)
-- Social: Public Speaking VII (350)
Ezrihel's time spent studying at the premiere university of his home world leant him a great depth of knowledge he uses to support his endeavors as an Inquisitor, such as: the nature of the various divine; the weaknesses and origins of all manner of mythological creatures; various languages and how to rapidly understand foreign speech; local and galactic law; and last but not least, the ability to address a crowd and deliver a convincing speech in order to further his goals.
-- Knowledge: Divinity VII (350)
-- Knowledge: Mythology VII (350)
-- Knowledge: Languages VII (350)
-- Knowledge: Law VII (350)
-- Social: Public Speaking VII (350)
Ezrihel's time spent studying at the premiere university of his home world leant him a great depth of knowledge he uses to support his endeavors as an Inquisitor, such as: the nature of the various divine; the weaknesses and origins of all manner of mythological creatures; various languages and how to rapidly understand foreign speech; local and galactic law; and last but not least, the ability to address a crowd and deliver a convincing speech in order to further his goals.
Competent Technomancer - 350 E
-- Knowledge: Advanced Programming VII (350)
-- Knowledge: Digital Infrastructure VII (350)
-- Knowledge: Artificial Intelligences VII (350)
-- Technical: Robotic Engineering VII (350)
-- Technical: Mechanics VII (350)
Currently Ezrihel spends a lot of his free time tinkering and messing around with coding. He has taken to programming AI of all sorts (along with design matching frames for them to reside in), though he tends to shy away from creating fully sentient Intelligences for personal reasons. This has limited the depth at which he tends to implement his skills, though this doesn't tend to concern him all too much. He is more than proficient at quickly navigating digital infrastructure, and with his equal skill in all manners of advanced programming he makes for a pretty quick hacker by all standards. Combine his technical know-how in mechanics and engineering with his ability to alter reality on the fly and you'll soon understand how he makes such fast work of synthetics foes.
-- Knowledge: Advanced Programming VII (350)
-- Knowledge: Digital Infrastructure VII (350)
-- Knowledge: Artificial Intelligences VII (350)
-- Technical: Robotic Engineering VII (350)
-- Technical: Mechanics VII (350)
Currently Ezrihel spends a lot of his free time tinkering and messing around with coding. He has taken to programming AI of all sorts (along with design matching frames for them to reside in), though he tends to shy away from creating fully sentient Intelligences for personal reasons. This has limited the depth at which he tends to implement his skills, though this doesn't tend to concern him all too much. He is more than proficient at quickly navigating digital infrastructure, and with his equal skill in all manners of advanced programming he makes for a pretty quick hacker by all standards. Combine his technical know-how in mechanics and engineering with his ability to alter reality on the fly and you'll soon understand how he makes such fast work of synthetics foes.
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