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Cody's Scrapbook. Just gonna write some crap...please dont worry about the state of my mental health, i do that enough already


Snufflufagus
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Ark Arphaxat: HoH '09
* Name: Ark Arphaxat
* Mode of Combat: Archdemonic / Arcanist
* Birthday: (Not transferable to human dates)
* Height: 6’3”
* Weight: 114 Kilos
Measurements: ...Huh?
* Birthplace: Erichlousse.
Hobby: Practicing magic?
Personal Treasure: Necklace (Celtic Cross)
Favorite Food: Anything cooked..
Dislikes: Arrogant people, people going for the tail, insulting comments about the wings.
Forte in Sports: N/A
Other things worth mentioning:

Equipment:
Weapon: Katana
Handle, 13 and a half inches. Inscribed.
Blade, 27 and a half inches.
Contained in sheath attached to left hip.

Weapon: Bone Blade (‘Conjured’)

Armour: Wrist Bracers, steel.
Cover wrist up to elbow.

Extra limb: Prehensile Tail.

Extra limb(s): Wings
5 foot wingspan (from tip of left to tip of right)
One black, one white.

Extra Organ(s):
Secondary Heart; dual cardiovascular system. No real effect on combat.

Abilities:
All abilities activated by spoken word (the name of the ability) unless marked by an asterisk. Daelgwyn is the natural language of the archdemons.

*Physical Combat – Unless battling with a sword, Archdemons use a specially developed style of hand-to-hand combat. When doing so, they utilise their magically imbued eyes (see below) to be able to see the flows of energy in their opponent. They then utilise the Arcana Zephiura (again, see below) to absorb energy from an opponent. This is usually done in an open palm style. (As bad as it is, think Neji from Naruto).

Due to training to fight in this style, and seeing as it is based on speed, this technique has increased the natural average speed of an Archdemon to that of average human Olympic speed. Toughness however, is lower than that of an average human, as the style is based on hitting, and not being hit.

Siura Ladnya -- Daelgwyn term for 'water walking'. Utilizes the natural Arcane energy emanating from both the magic user and the water itself to essentially 'pull a Jesus'. Allows physical entities to stand on the surface of the water, and even walk, run, or sit on it. Costs a small amount of energy to utilise, can be used for long lengths of time, even days.

*Naeitskyua -- Daelgwyn term for 'aura sight'. The natural ability of all Archdemons to see the aura of living beings. Also allows them to see the delicate mixing of magics (i.e. the type of magic, how long ago it was cast, what area and people it affected). Is in constant use, though skilled Archdemons are able to 'switch it off', but their natural poor eyesight makes it difficult for them to see without it. Can also be adapted to see natural energy. (Life, psychic, etc) Drains no energy, as it is a natural occurrence.

Seigel Nyith -- Daelgwyn term for 'bone link'. After completing their oath, Archdemons gain the ability to create a weapon, determined by the desire in their secret hearts, out of their very bones. The shape varies among Archdemons. The weapon is stored within the Archdemon's actual body and is summoned forth when said Archdemon intentionally spills their own blood. The weapon is stored within one part of the body and must be summoned from that part of the body each time. Is painful the first few times. To have the weapon stolen from the owner is to, essentially, lose the bones in the part of the body the weapon originated from. If this occurs, it takes years for the bones to grow back. Ark's 'bone link' weapon is found in his rib.

*Arcana Zephiura -- Daelgwyn term for 'arcane absorption.' The natural ability of all Archdemons to absorb arcane energy from all living beings. This energy serves as their basis for performing their magic. When it is exhausted, they must either perform the arcana zephiura or tap into their own life force to continue using their magic. Absorbing too much energy from a single being will result in that being's death. Can also utilise other forms of energy (life, psychic, etc) for the arcane gland to convert into arcane energy. Performed through contact, but performed only through legs, feet, arms, hands, and tail. Can effect through light clothing such as and leather, but heavy armour will block the effects of the attack. Whilst the transfer is instantaneous, the effects are not felt for a few seconds, more depending on external factors (rage, large energy reserves). A total of 5% of Ark's magical reserve is restored from hit, with extended contact (holds, etc) restoring 10% per turn, with the resulting 'damage' depending on the target. For example;in a one turn hit, upon an average human with no magical prowess, life would be drained, leaving them feeling a little drained, effects varying depending on the stamina of the opponent. Continued contact for three posts will result in effects similar to that of a submission hold.

*Ystvola Kansevnya -- Daelgwyn term for 'unlock heart'. Occurs only when an Archdemon is pushed to their absolute emotional limit, though may occur when certain memories or feelings are triggered. Cannot be consciously used. Doubles speed and strength. Lasts for three turns, and user is left weakened after use with slight dizziness and reduction in strength to that of a civilian human.

Katzviel -- Daelgwyn term for 'barrier'. Forms a barrier around a selected area to repel magic, and sound, but not physical attacks or projectiles. Can also be used to trap those things within the barrier. Costs varying amount of energy depending on the size and integrity of barrier. A one-hit barrier, which covers the chest (for example) would cost a relatively small amount of energy (about 5% of Ark's total magical reserve). A barrier created to sustain several hits, or cover vast areas, will cost a lot more in terms of energy; for example a full body shield designed for 1 hit would cost 20%. Increasing the strength to repel more powerful / multiple attacks is possible, but costs more of Ark's magical reserve.

*Arcana Neostalphia -- Daelgwyn term for 'arcane manipulation'. The general usage of arcane magics and abilities. Most commonly used to refer to sudden expulsions of arcane energy, for instance, small, shaped blasts of densified arcane energy, used as projectiles. Not usually too damaging, although a full power blast at point blank range could break a human's ribcage, and cause heavy internal damage; this level of attack would cost 40% of Ark's energy. Attack is usually used more sparingly, minimum of 5% charge per expulsion.

One handed:
8cm orb, low power (would leave a bruise on lightly armoured opponents) - 5%
8cm orb, medium power (would knock lightly armoured opponent back a little, small dent in heavily armoured opponents) - 10%
8cm orb, high power (larger dent in heavily armoured opponent, could knock an average human to the floor) - 15%

Two handed:
20cm orb, low power (bruise or damage armour of heavily armoured opponents, would knock an average human to their back) - 20%
20cm orb, medium power (fracture bones on lightly armoured human opponents, cause heavy bruising to heavily armoured opponents) - 30%
20cm orb, high power (would break bones, cause internal damage to average lightly armoured human, heavily armoured at risk of bone breakage on weaker areas of the body) - 40%

Partial resistance to magic – Archdemons are mostly made of magic, so magic doesn’t hit them as hard as it would hit a normal human, providing a 20% resistance to attacks of a magical nature.

Magical Constitution – Archdemons are incredibly susceptible to items or abilities with ‘anti-magic’ properties.

Archaic Knowledge - Due to his race, along with other factors, Ark has an extensive knowledge of magical abilities and properties.




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