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Other Sections! Whatever You Want!: {{CharacterNew |NameOnMUSH=Priscilla |Color=#0099FF |Char_id=70 |Img=http://safebooru.org//images/723/66bdda17c7b1380a0035d31639495b3cf7b5a957.jpg?729110 |FullName=Priscilla |Gender=Female |Species=Crossbreed |Theme=Dark Souls-1 |Chartype=FC |Function=Life Hunter |Faction=Union |Rank=A-Ally |Ranktype=Ally |Groups= |Quote="Why dost thee hurry towards thine death?" |PAge=24 |AAge=Roughly a thousand |Aging=No |Height=16' full size, 6'6" mortal guise |Weight=2300lbs full size, 160lbs mortal guise |Hair=Silver |Eyes=Green |Voice=Clare Corbett |Song=https://www.youtube.com/watch?v=C2-1hhIgZUw |Profile=Priscilla, the ill-fated half-blood, is the bastard child of the line of the sun god, and the everlasting dragons; enemies since the dawn of time itself. The elements of her irreconcilable dual lineage, attempting to combine life and growth with stillness and entropy, gave her no divine powers, but an entirely unique ability instead. Known only as the Lifehunt, Priscilla's power is the antithesis to all that lives, capable of slaying mortals and divinity alike, and stealing their souls. For this the gods feared her, reviled her, and finally cast her away; sealing her within an occultic painting to preserve their rule. Having passed centuries in isolation Priscilla is a lonely and melancholy figure, defined by centuries of neglect and abandonment, and only at ease within her own cold and desolate little world. Though she may seem strange and distant, it cannot be questioned that she has finally formed lasting bonds with the people of the Multiverse, being the first to ever accept her. |Powers=Invisibility: Priscilla has the supernatural ability to render herself completely invisible at will. The invisibility is flawless visually, and against light-spectrum methods of detection, such as laser tripwires, infrared cameras, or x-ray sensors, as well as being effective against many detection spells and abilities. She is able to freely interact with her environment without compromising stealth, and while invisible, her movements generate no sound. Visual and auditory cues made by interacting with her environment are not hidden, such as leaving footprints in snow, a silhouette in the rain, or the sound of bumping into something. Priscilla is able to maintain invisibility indefinitely, however sustaining large shocks may break her focus enough for it to lapse. (Note this is a high-tier invisibility effect. If attempting to use detection means aside from those above, do not assume it is easily penetrated. Please consult with the player.) The Lifehunt: Priscilla's other ability is known only as the Lifehunt, said to be a power antithetical to all forms of life. The Lifehunt touches those that Priscilla physically attacks, and increases in strength the more wounded the target becomes. When invoked, the Lifehunt spontaneously causes catastrophic internal injuries and ravages the victim's soul, allowing it to affect entities that are not strictly "alive", such as ghosts and constructs animated with spiritual power. Recovering from damage inflicted by the Lifehunt takes an abnormally long time, physically and spiritually. Those with exceptional vitality and spiritual strength are harder for the Lifehunt to influence, however armour, shields, and all but the most powerful of magic does nothing to protect against it. (consent where applicable) Half-Dragon: Due to her mixed lineage, Priscilla has inherited several qualities of ancient dragons. While she can disguise herself with a more human-like stature, Priscilla's true height is three times that of a normal human, and corresponds with a great degree of physical strength. She is blessed with with agelessness, increased healing, and moderate protection against harmful magic. Priscilla requires neither sleep nor sustenance to function properly, can easily weather environmental extremes of cold, and possesses no discernible vitals. Being descended from a white dragon, she is gifted with minor control over wind and cold, and a breath weapon consisting of raw energy that disintegrates matter and crystallizes flesh and minerals. |Skills=Battle Veteran: By now, Priscilla has accumulated years of intense combat experience across the Multiverse, making her an extremely skilled fighter with swords, daggers, arrows, and her trademark scythe, with some knowledge of modern weaponry as well, all augmented by her superhuman dexterity. Soul Sense: Priscilla has a well developed ability to sense the souls of other beings, allowing her to track them within a proximity roughly the size of a building. Entities who make efforts to conceal their spiritual presence are harder to find and can only be sensed in a smaller area, if at all, whereas those with very powerful souls or freely exercising their spiritual powers are much easier to find from afar. This ability also allows her to interact with departed souls as tangible objects, so that when something dies in Priscilla's proximity, she is able to draw its soul to her, and either take it into her care, or add its energy to her own before it passes on. (consent required) Soulsmithing: Priscilla has a natural talent soulsmithing; the art of imprinting a soul upon an object to imbue its powers, or even creating an object solely from a soul. Usually in the form of personal equipment, items created this way require a certain level of experience to tap into their true power, but once mastered, grant unique benefits seldom found anywhere outside of powerful magic. No particular knowledge of arcane arts is needed to wield a soulsmithed item, as they instead respond to the innate abilities of their user. |Assets=The Painted World of Ariamis: A gargantuan painting which serves as a gate to an entire small world inside of it. Once a mountain castle, the Painted World lies mostly in ruins, but many of its former facilities remain intact, and the extradimensional space is tightly sealed. The painting has the uncanny habit of resetting minor changes in its topography and inventory whenever one isn't looking, making it a useful, if hazardous, source of metals, stones, raw resources and arcane materials for those who know where to look. Lifehunt Weaponry: Priscilla's iconic weapons are a short blade and and greatscythe built from pure dragonscale. Not only are they essentially indestructible articles, but they complement and amplify Priscilla's powers, turning invisible and re-sizing when she does, and inflicting enemies with an greater degree of the Lifehunt than possible with any other weapon. Others attempting to handle either weapon are invariably attacked by the Lifehunt latent within them. The Dark Ember: The Dark Ember is the blasphemous artifact made from sacrificial souls that allows Priscilla to work her soulsmithing. Essentially akin to a portable furnace, the Dark Ember is capable if melting down and fusing together just about any material exposed to it, but its powers always lingers within the finished piece, manifesting as a subtle magic that is especially deadly to divine beings and their mortal followers. |NPCs=Painting Subjects: The Painted World of Ariamis plays host to all manner of castaways, abominations and exiles, most of which are faithful to Priscilla alone. Though those inside the painting are unable to leave through any normal means, they will violently protect the desolate territory inside of it. Most threats are varieties of undead, comprised of zombies, armed skeletons, mutated soldiers, and infected plague carriers. The greater threats are the demon crow people that roost in the castle, the giant knight that guards the bridge, and a massive undead drake with a toxic acid breath weapon. As with most aspects of the painting, these entities are periodically replaced if destroyed. (PL ranges from 20 to 30) Jeremiah of Xanthous: Formerly the king of a nation in a previous life, Jeremiah was exiled when he became undead, and wound up in the Painted World of Ariamis. He is the only inhabitant with his sanity mostly intact, and is not only a well educated aristocrat, but an expert pyromancer who deviated from his art into chaos magic, which allows him to conjure and control fire in unusual ways, such as generating burning magma or corrosive acid smoke, and grow in power from defeating enemies. (PL 30) |Disadvantages=Damaged Goods: Though years in the multiverse have done much to heal the mental scars Priscilla has developed from abandonment and centuries of isolation, those past experiences have severely damaged Priscilla's capacity to trust people. Self conscious as a sin against nature and having been disowned, Priscilla's issues in dealing with people are easily picked up on. She rarely ever enters a room with unknown people in a visible state, has a propensity for behaviour some might call antisocial or even stalking, is exceptionally mistrustful and guarded around those she doesn't like, and often fails with varying degrees of spectacle at normal social interactions. Because of the fact that she desires attention while simultaneously assuming the worst of intentions towards her, she can come off as a little bit deranged in prolonged conversation, which is something she generally avoids face to face. Abomination: Anyone can tell that there is something subtly "off" about Priscilla at first meeting. Her powers exude an unsettling aura that that speaks to a deep, implacable feeling of primeval fear, usually guaranteed to get people on edge. The grass withers where she lingers too long, insects die, animals turn tail, and those right on death's door may find themselves passing early. Her surroundings slowly grow cold and desolate if she lingers somewhere for a significant period of time, making her averse to staying anywhere other than the painting of Ariamis for long. Even worse, many weapons or spells with holy or sanctified attributes are bizarrely effective against her. It's generally a bad idea for her to even be around things that involve trying to grow or recover, never mind attempt doing them herself. Handle With Care: Due to her prolonged stay in a completely isolated world sterilized by her deathly aura, Priscilla has something of a fragile constitution. She is overly sensitive to most forms of medicine, whilst mundane and magical toxins wreak havoc on her system. Repeated use of her breath weapon is greatly straining on her body, and she grows exhausted quickly during prolonged fighting. Despite being difficult to injure, one could go so far as to calling her sickly or frail. * Scar of the World-Slayer: A mark laid on all of those who participated in the Union's campaign to kill the Confederate Emperor, Viridian Sunrise, in the year A.U. 20. Though successful, the campaign resulted in the destruction of his inner universe and the countless beings within it. The mark takes the form of a sun-shaped birthmark on the bodies of each of those who were present that day. Though not necessarily readily visible, it cannot be removed even if the individual should be obliterated and regenerated from component materials. It imposes upon the bearer a complete knowledge of every entity who died in the Union's crusade, from enemy soldiers down to newborn babes. Those who bear this mark will remember them always, from their names, to their faces, to their lives up to their deaths. This does not provide an opportunity to learn the skills of the deceased, though it does give the bearer an insight into the world and universe of Annu. }}
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