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Raid Boss: Ted. I_icon_minitimeby Kibacoin Waffle Fri Jul 07, 2017 10:03 pm


 

 Raid Boss: Ted.

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Ratatoskr




Posts : 4
Join date : 2016-11-03

Raid Boss: Ted. Empty
PostSubject: Raid Boss: Ted.   Raid Boss: Ted. I_icon_minitimeTue Mar 07, 2017 10:26 pm


[Ted]

SL Username: theevilsquirrel
SL Display Name:Ratatoskr
Character Name:Ted
Age: Old.
Race: Lich (Previously human)
Origin: Earth. Europa.
Occupation: Lord of the Dead.
Affiliation: Raid Boss (?)

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Personality: (this is the only part that NEEDS to be filled out in this entire section, the rest id there because we feel it would help with your development of the character.)
Positive Traits/Strengths:

  • Intelligent
  • Stoic
  • Strong
  • Perceptive


Negative Traits/Weaknesses:

  • Arrogant
  • Haughty
  • Quick to anger


Likes:

  • Undead
  • Magic
  • Battle
  • Cosplay


Dislikes:

  • Sugar
  • Tea
  • The Religious
  • PALADINS


Hobbies:

  • Cosplay
  • War
  • Magic
  • Necromancy


Fun Facts/Quirks:

  • Is literally everybody.
  • Has a mentally slow undead horse with the soul of a dog in it.
  • Amazing eyeliner game.
  • Fucking loaded. Like, when you've been around this long, investments pay off.


Sexual Orientation: Asexual

-----------------------------------------------------------------------------------------------------------------[/center]

Combat Abilities:

Undead Traits:
No need to sleep, eat, or breathe
Can see in any level of darkness, even magical.
Immunity to poison, fear, and disease.
Non-standard anatomy. Bleeding, and anatomy based critical hits and stuns don't affect him. He also doesn't feel pain.
Ted takes one level reduced damage from all damage sources that could be defined as 'Dark'.

Utility Powers:
Greater Blend
- This is Ted's mainstay capability. His bread and butter. His most useful asset. Being as Ted no longer has a physical form and exists only as a soul, he must create a physical body in which to inhabit. Using a mixture of advanced necromancy, illusion, and almost a thousand years of acting practice, Ted can assume the form of nearly any sentient creature of about human size and shape. They can be a bit bigger, a bit smaller, but can not possess any characteristics that would give it benefit above a human. This capability makes him indistinguishable from the creature he intends to impersonate, and without serious capabilities (be they magic or otherwise, talk to me OOCly if you wish to do this.), determining his true identity is impossible, short of killing him. He is capable of utilizing whatever form he takes properly, provided he has enough practice; extra arms, wings, the lot.

That said, no matter what form he takes, he will always have an odd aura of wrongness about him. He will always seem off, as if something about him is wrong and offputting, perhaps even creepy. This is a subtle thing and people may not even realize that it's occurring, but they may be a bit more on edge and guarded around him.
Cast Time: 1 post

Prestidigitation - Simple tricks of magic are covered under a blanket name of 'prestidigitation'. Simple sounds, illusions, magically 'painting' an object, cleaning an object... These are all just examples. These tricks are minor, and are unable to be use offensively. In combat, they could serve little more than distraction.

Corruption: If Ted elects to, he can forcibly insert a portion of his evil corruptive power into another's mind, infecting them with the same evil energies that drives his unholy existence. A person exposed this way can react in a multitude of different ways. Sometimes, it manifests as insatiable lust or bloodlust - other times, as a simple alteration to the character's outlook on life. It amplifies the target's darkest desires and emotions, so the true effects are dependent entirely upon the OOC player of the target. This effect lingers as long as the OOC player wishes it to continue, but can be dismissed prematurely by holy or purification magics or potions.
Cast Time: 1 post
Uses: 4 per day
Range: Touch, requires OOC consent.
Domination (Sub power of Corruption) - Using the same power as Corruption but by condensing the power meant to last days or even weeks into a few seconds, Ted can actually temporarily take over the minds of his foes. Those afflicted with Domination will temporarly see him as an ally, while seeing their allies as enemies. Alternatively, a target may elect to break free of the Domination early, though they will face concequences based on how early they wish to shake free. Ted is capable to telepathically send orders to a Dominated minion, and they will carry them out to the best of their abilitiy. This is an OOC consent-based ability - those wishing to not be struck by it take damage as if they ended the domination immediately.
Cast Time: 1 post
Effect Duration : 5 Posts
Uses: 4 per day
Range: Touch (Unless Tome is wielded)
Breakout Penalty:
Immediate: 1 Major, 1 turn stun
After 1 post: 1 Major
2 posts: 1 Moderate, 1 turn Stun
3 posts: 1 Moderate
4 posts: Minor


The Fallen Rise Again - Ted strikes or fires upon an opponent with as much power as he can muster behind one single attack. If the target is struck, they take Severe damage and immediately fall, likely blasted back or cut open or something else theatrical and obviously debilitating. Once struck, they have a decision to make on an OOC level; if they elect to, they can simply stay down for the remainder of the fight, bleeding out or seriously harmed by the strike. However, if they wish to, they may rise again - fully under Ted's control, as per the Dominate abilit, with a few changes. The Duration of the domination is removed entirely, as the subject remains controlled until they fall again, or are cleansed in some way. Their 'health' is returned to full, for the purposes of the battle - though their body is still heavily damaged from the original attack. The subject becomes immune to all healing abilities, mind-effecting abilities, poisons, and bleeding effects. And, the subject gains the ability to strike with their fists for Moderate, regardless of their original abilities. 'Cleansing' the subject will reduce them to a bleeding state again, and they will fall back down, as if they'd just taken a Severe.
Usage: 1 / Encounter
Range: variant - uses The Formless (Cannot be combo'd with weapon forms)
Cast time : 1 post

The Formless: Similar to Ted himself, Ted utilizes a piece of weaponry known as 'The Formless'. Just as he can change his form, he can also change this weapon into any form he chooses. It can become any kind of melee weapon (Again, within reason. It's not going to become a 10 foot sword.) as well as ranged weapons. (For weapons that use ammunition such as a bow, ammunition is generated through magic but fizzles away soon after being fired.). A weapon is chosen for it's practicality in any given situation, or to help give any of his disguises that extra special touch to seem a bit more unique. This weapon is also what allows Ted to use his 'blade magic', a style of magic that utilizes his weaponry to deliver spells. It's use augments some of his spells, and are detailed in each individual spell.
It's 'base' form is that of an amorphous black mass, like a blob of sticky tar. It is nigh useless in this state, and will unlikely stay there long.
Regardless of form, the weapons all deal Moderate damage, though they may deal their damage in different ways. A mace, for example, will crush, while a blade will slice, and an arrow will pierce.
The weapons form can be changed at will, though switching between a ranged and a melee form means it cannot be used to attack for that turn.
The Formless has several forms that are 'standard' to it, ones that bestow additional capabilities upon the wielder.
Spear - All melee attacks done with this weapon do their damage to a target's shield AND the person it protects.
2hand Mace - All melee strikes knockback 5 meters. Contact with another hard surface in that 5 meters causes an additional minor. Damage upped to 1 Heavy.
Sword+Board - All damage taken to the shield is reduced by one level. NOTE: LOCKS POWER ATTACK FROM USE.
Staff - 'Dark Disable' does not lose charges during use. Damage upped to Moderate. NOTE: LOCKS POWER ATTACK FROM USE.
Bow - Allows power attack at range.
Tome - Ranged Moderate. Allows usage of Corruption at range. NOTE: LOCKS POWER ATTACK FROM USE.
Knife - May slow, blind, or disarm along with an unmodified Moderate attack. Locks power attack, unless from behind in a 'sneak attack'. Effects last for 1 post, with a 1 post cooldown against any one person.
Firearm - Must be semi-automatic, and cannot be used with power attack. Can target up to three people per post for moderate damage.
Unarmed/Claws - As any melee weapon, without any special capabilities.

Power Attack: By expending a great deal of physical and magical effort, Ted can make a single basic melee or ranged attack of his a great deal more potent. It's damage is increased to Major. This cannot be used alongside any other ability that augments his attacks. This attack cannot be used on the same target twice in two turns, consecutively.
If 'The Formless' is in a 'ranged' attack mode, this powers casting time goes up to two posts.
Damage: Major
Cast Time: 1 post
Range: variable
Uses per day: Unlimited

Dark Disable: Ted fires a bolt of dark force that targets a specific limb that prevents the target from using said appendage for 2 posts. If it hits the torso or head, the target is stunned for 1 post. No character may have more than one 'Dark Disable' on them at any given time. Also, back to back stunning is not possible, for balance reasons.
Weapon Channelling: Spell damage is reduced to 0, and target The Formless hits is affected.
Damage: Minor
Cast Time: 1 post
Range: 10m
Uses per day: 7

Unholy Shield: Ted covers himself with a shield of dark energy that stops all damage passing through and into Ted; Ted can still attack through it. 4x minor, 2x moderate or 1x Major breaks the shield. Melee attackers take damage proportionate to the damage dealt to the shield, to a maximum of moderate in unholy damage. Channelling may not be used at the same time as the physical shield.
Holy damage does double damage to the shield.

Weapon Channelling: Dark Riposte: Ted empowers his weapon with dark energies, improving his reflexes and allowing him to parry physical and damaging ranged attacks directed at him. (max 1 per attacker per round) a successful parry reduces damage taken by one level and the attacker takes minor unholy damage.
Ted must be aware of the attack to successfully parry it, and ranged attacks must be subsonic to be parried.
Duration: 5 rounds or until broken.
Cast Time: 1 post
Uses: 1 per encounter, 5 per encounter weapon channelling.

Deflection:This ability must be utilized when Unholy Shield is active, though a charge of Dark Riposte may also be expended instead. A 'Heightened' form of protective capability, this skill allows Ted to redirect a single attack towards a new target, provided that target is not the original attacker. Effectively, it allows him to deflect an attack an opponent makes into one of their allies.
Cast Time: 1 post
Uses: 1 use per encounter, +1 for every three opponents in the battle.

Deepest Darkness: Ted releases a living, inky black darkness into the air. Seeing through the stuff is nigh impossible, even with special optical capabilities. Light sources, though they still work, will only illuminate a small area around them, instead of their full size. (Max 5 meters, down to 2 meters in the Forest.) The blackness will be cold to the touch and unsettling to see and be around, though does not have any mechanical functions beyond the reduction of sight. A powerful light spell may dispel the darkness prematurely.
Range: 30m
Cast time: 1 post
Duration: 5 posts, or until dispelled.
Uses: 1 per Day

Ritual Magics: This ability has no defined capability. What it does, instead, is cover all of the 'powerful' story-based magic Ted is capable of using. These abilities, while they don't really have any constraints, require OOC consent from all participants to function at all. This will be used for story reasons, and unless expressly accepted, will stay out of combat entirely.



Combat weaknesses:

Phylactery: Ted's main phylactery is kept within the maze, and is the object that tethers his soul to the world. If it is destroyed, his connection to the world, and metaphorical safehaven is destroyed with it. He still remains 'alive' for a time, though if destroyed during this time, he will be unable to return for 1 week real life time. At the end of this period, his body reforms somewhere in the maze. While the phylactery is still in play, ted reforms within the maze in 6 hours real time after being destroyed.

Destroying a Phylactery is also no easy task. Seriously powerful purification magics, often with the aid of rituals, are required in order to destroy one. It is nearly indestructible to physical and magical attack, otherwise. (The Phylactery takes 1 reduced damage from all physical and magical damage except holy)
Ted is instantly alerted regardless of his location if his phylactery in the maze is disturbed.

Of course, stealing Ted's Phylactery would be an amazing way to get him to do some stuff for you, were you interested. It is his prized object, and he will do anything in his power to return it to his care. Until he manages to get it back, he will grudgingly do whatever is asked of him - but, if he thinks he can get his beloved Phylactery back, he will still shank you in the back.

Fire Weakness: Fire damage is increased by one level.

Holy Weakness: Ted takes 1 level increased damage from holy, and holy water deals moderate damage to him.

The Circle : A magical circle can do a whole lot to protect oneself against a being such as Ted. By paining a circle on the ground with a substance, such as water, paint, chalk, and especially salt, Ted will be physically barred from entering that area. Though he can disrupt the circle, given time, it will be a very good temporary ward against him. Ted can remove a placed 'ward' three posts after it becomes active. Alternatively, if able, a circle drawn and empowered around him, it would effectively trap him within that circle for a the amount of time it'd take to remove it.

When a person or group of people are within a circle, they are invisible to Ted. Because of this, if there are other combatants in a fight, he will go for them first - though if the only people in the scene are within the circle, he will still actively attempt to get at them. If any sort of offensive capability is used over the threshold of the circle, its 'hiding' effect immediately ends, and he is able to see and will likely attack the circle in an attempt to get past it. Ted himself is, of course, exempt from this; it still takes three posts to bust through it.

A circle takes two posts per person that are to be contained within, to actually draw and empower the circle with a small amount of magical energy. If your character has an ability that you believe would allow them to create one faster, just toss me an IM and we can work things out.

Ted cannot be trapped in more than one circle in a single scene.

Chemical Weaknesses: Ted gets very uneasy around certain substances, provided they are pure enough. Salt, burning sage, and silver all give him slight pause. They will not harm him any more than anything else, though a silvered weapon will actually cause him genuine pain, and likely make the attacker his primary target.

Cigarette Addiction
- Despite having not taken a true breath in a few centuries, Ted has never really been able to kick the addictive nature of his delicious nicotine. In fact, now that he's already dead, he need not worry about the debilitating side effects that come along with them. Without them he will become irritable and quick to anger, and destroying his current pack (such as dousing him with water or hitting him with moderate fire damage) will cause him to attack the offender specifically for 2 rounds if possible. This effect cannot occur again for 24 hours. (or if he gets a new pack sooner)

Sugar and other Sweets - Having spent much of his unnatural life 'living' off of alcohol and cigarettes, Ted has grown rather disdainful towards substances of a sweeter nature. In fact, they just sort of rot his teeth, and mess with the stuffs that compose his body. While he won't grow angry being presented them, he will become so if they're forced or pushed onto him. Physical contact with such substances stun him for 1 round. This cannot occur more than once every 3 posts. (example: If soda was dumped on him)

The Shard - Ted's connection to his Phylactery, though possible to maintain without it, is mostly governed by the necklace he wears. If it is attacked directly, he will be stunned for a round of combat, unable to take actions. This can not happen more than once per combat.

The Contract -  Ted must obey any word he makes to people, provided he either makes a binding verbal or written contract. He will then do everything in his power to uphold the deal for the duration of the contract.
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Character Backstory: (Tell Us Their Story)
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Amai Fade
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Amai Fade


Posts : 728
Join date : 2016-08-30
Age : 30

Raid Boss: Ted. Empty
PostSubject: Re: Raid Boss: Ted.   Raid Boss: Ted. I_icon_minitimeSat Mar 11, 2017 9:45 pm

Aaaaaye this Fggt!
Tier 0 - Raid Boss!
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