Beolyr 

Devil of Wrath

Name: Beolyr Dannon Lutrova

Race: Sephiroth Devil 

Age: Youngblood

Family: Magda Dannon (mother), Niall Nystori (father), Niculaie Lutrova (soon to be adopted father?)

Faction: Esscha Endor, Acheron

Gender: male 


Advantages

•  Immune to: arcane powers, force, mental force, marks and bondage

•  Elemental Resistance 95%

•  Trait Advantages split between Devil and Sephiroth 

 

Disadvantages 

•  Born Abyss Devil - born with an evil streak a mile long but is intelligent and knows how to survive as one who lives to kill and cause pain. Is capable of love but pity anyone who betrays him. Is good, even charming to those he cares about but he is distrustful, indifferent and unfriendly or even hostile towards everyone else which makes it difficult to get close to him. It would take many of years of pure love, trust and patience to counteract the wrath in him if it's possible at all.

•  Dangerous to Cross - this fact makes him enemies

•  Born Cursed - his only cure for this curse is to resolve it by turning his own father over to the Horseman Famine. His curse is to remain in full devil form. People's reactions to him doesn't help his aversion to most people.

•  Infernal Destiny - his birth was arranged to fullfil a purpose in Acheron he is destined for that will be revealed to him in time.


His Sephiroth form when Restored

Stats

Base Check Bonuses

• Strength: +8

• Stamina: +12

• Fortitude: +16

• Senses: +12 to split between senses

 

Levels

• Ghetzu: 5

• Domination: 2

•  Inborn: 3

Inborn Powers

• Claws: +15, large and very sharp

•  Fangs and Sharp Teeth: +8

•  Metaphysical Sight: see and identify energy streams, auras, moods, alignment, see angel powers

•  Supernatural Haste: +1 mvm per success, +1 AR per ace.

•  Improved Regeneration: Level +10 Regeneration Level

•  Fangs and Sharp Teeth: +8
•  Metaphysical Sight: see and identify energy streams, auras, moods, alignment, see angel powers
•  Supernatural Haste: +1 mvm per success, +1 AR per ace.
•  Improved Regeneration: Level +10 Regeneration Level.

•  Devil Form: Increases all physical, sense and mental checks by +4, or +8 to one check field.

      Devil form is a white winged sephiroth with tough skin, claws, fangs, sharp teeth and horns, blue face, white hair and light brown skin.

•  Dire Devil-Cat or Felid Dragon Form, and Titan version of any form at level Devilcat (Abyss Lion) shifts to Panther Draconus (lion dragon).

     Both look the same with tough skin of light grey brown with some blue on face, blue and white furred mane, blue furry tail, light blue-grey extremities, and blue on wing fingers. They are sea elementals that spew sea-water that forms large, entrapping globules with clear tough jelly-like skins that can drown air breathers and drain stamina, will and health. Their bodies can be electrified to the touch and can emit lightning bolts. Dragon form is just a an enlarged Devil Cat form.
• Metaphysical Bonding: they can sense the vibes of, and locate anyone bound to them at will
 Infernal Fortitude: base Level +12
 Infernal Strength: +14 when devil form is tapped
 Infernal Stamina: +18 when devil form is tapped
 Bestial Senses: +2 per level, adds to normal senses.

 Metaphysical Bonding: they can sense the vibes of, and locate anyone bound to them at will

 Infernal Fortitude: base Level +12

 Infernal Strength: +14 when devil form is tapped

 Infernal Stamina: +18 when devil form is tapped

 Bestial Senses: +2 per level, adds to normal senses.

 


Sephiroth Abilities

Unlocks when curse is broken

•  Suppress Scent: at will
•  Dark Utopian Temple: extreme metaphysical appeal, projected bliss, spirit sharing, +6 charisma, +1 per five levels.
•  Ichor: this powerful plasma runs in their veins instead of blood and regenerates almost as rapidly as it is let, +10 to their regeneration. As such, they cannot 'bleed to death', only slip into a catanonic state of rest until they heal.
•  Appeal: the Sephiroth tends to be very attractive, +4 charisma.
• Alluring Scent: Their scent is extraordinary, and a great allure, to predatory types as well, and is so intoxicating it can act as a sort of charm. +4 Charisma, +1 per five levels.
• Intoxicating Ichor: Their ichor tastes like each individual Sephiroth's scent and grants +5 strength, +10 stamina, +50 health until spent if a pint or more is ingested.
• Haste: up to +1 movement per success, +1 AR per ace.
• WoD - Way of Death: To be killed by any death blow for doing a good deed, all other deaths transient. 3 resurrections from final death allowed. All other deaths transient-with free resurrections. each resurrection from TRUE way of death becomes more and more difficult. (+10% chance of failure each).

Form Shift:
• Humanoid Form: as sephiroth form without wings, claws, fangs or other bestial or inhuman physical traits.
• Sephiroth Form: appears human but with grey and white feathered wings, sharp curved claws, fangs, long white hair and black plate and leather Armour and duel long swords of the Ocean's Abyss.
• Ethereal Form: phantom and quasi-phantom form, meaning they can be seen at will when in quasi-ethereal (can take physical action) shift but are otherwise an invisible spirit (unable to take physical action).
• Wings of the Sephiroth
Information: grey and white feathered wings), Flight is partially telekinetic as with most winged humanoids.
• Retractable
• Flight.
• Deflect Weapons: AC 15
Winged Embrace: When embraced within the sephiroth's wings, subject is bathed either with their power of healing, or harmed by their abysmal void. +3 d6 on either power when in winged embrace.
• Winged Majesty: wings spread and emit a radius of azure, aural flames which can bring those within visual range of them trembling to their knees, or repell targets in a hasty retreat if within their nerve rattling aura. -1 Willpower, Constitution and Courage per ace.
• Sea Walker

Close distance via sea gates from start point to destination. 

1-close distance within visual range.
2-close distance over land.
4-close distance overseas.
6-close distance in same world.
8-walk from plane to plane via bodies of water.
10-walk from dimension to dimension.
12-walk from time line to time line.
14-walk light years across the Universe.
The more dramatic the distance in space and or time, the more energy the Sephiroth is drained of. Phase into spirit form to become part of the temporal paradox to lapse through time lines and the dimensional folds to close distances or even peer or travel across time.



Paths

Infernal Wrath

(A telekinetic martial practice called Ghetzu)
00) Convergence - channels Telekinetic energy into the physical body to amplify strength, focus and momentum, and when focused can blast through into a physical release, most often in martial practice. Doubles (normal), triples (crit) or quadruples (triple crit) physical damage. This step always comes in preparation of practicing Ghetzu. Uses 1 turn at no other cost. Lasts until end of encounter when the Ghetzumarg deactivates the convergence or until stamina drops to 5.
01) 1-3) Air Hike and Drop - body becomes a feet first missle that can do a lot of damage at high convergence levels. Weilded Weapons get +1 to hit and crit.
02) 4-6) Strafing Charge: grounded or in the air make a charge with wings unfurled to plow through area of people the width of wings spread with a telekinetic blast.
03) 7-9) Counter Combo - A quick arm to arm block and slash - 'hilt-bash' - slash, offensive defense combo.
04) 10-12) Spinning Drop Kick and Slash: a move which trips multiple targets in close range and slashes them in follow through.
05) 13-15) Bewildering Weapon Swap - a trick move where he haste snatches opponent's weapons into his hand/s while he simultaneously slips his weapon into their hand/s upside down while he attacks with their weapons then swaps weapons back in a snap to reverse step into ready stance. Staggers opponent. AR 4 required.
06) 16-18) Limbs of Lightning - unleash a rapid succession of jabs and stabs with fingers, feet, and hands. Unbalances enemy while damaging. AR determines number of jabs.
07) 19-21) Wings of Abraxas - A hasted spinning move where wings plane out like fan blades with swords underneath extending just beyond the primary feathers, the wings hardened into blades by charged telekinetic energy while a whirlwind of telekinetic force shields the body knocking back anything that comes beneath the wings.
08) 22-24) Bring the Sea - A charge into a seagate and out again to bring the forces of the ocean ushered by telekinetic command gestures to beck n call, to lash with seaweed, cut with coral, or trap opponents in bubbles of seawater that can become watery graves.
09) 25-27) Ocean's Wrath - A telekinetic pull or push that carries friend or opponent into the deep abyss of the sea where crushing water pressure and the inability to breathe can kill air breathers if not placed in a pressurized bubble of air. Can protect those held in bubbles.

10) 28-30) Fortress of Wrath - The Wrath Devil builds a fortress within a deep sea abyss enclosed within a huge dome of air shielded by a thick transparent layer of telekinetic force. Fortress can be used as a prison. The pressure at that depth is crushing to most who are not creatures of the abyss and deep sea.
11) 31-35) Sea Elemental: Improvise commands over the sea and channeling it's elements up to these levels and combine with martial attacks.
12) 36-40+) Master of Wrath: improvise commands and use path at these levels.


Master of Domination

Full path, unique knowledge option, change normals to custom abilities.

1- {1-3} Influence the Will: Manipulate the will of those who fail check roll with a called influence.
2- {4-6} Dread Presence: -1 courage, -1 willpower per ace to all within sight who fail WP check roll.
3- {7-9} Commanding Presence: Those within sight of dominator show respect and will not oppose them if their willpower fails in dominator's presence.
4- {10-12} Command the Will: Dominator commands the will of the target that is subject to this power.
5- {13-15} Enslavement - by blood or imbuing subject with carnal essence. Escape is the only defense against this power.
6- {16-18} Blood Domination - permanent domination with blood and commands.
7- {19-21} Dominate the Will: will is dominated for a called duration or until power is broken.
8- {22-24} Dominate the Temple - dominate mind, will and soul for a called duration or until power is broken.
9- {25-27} Guardian Seal - brands or tattoos subject and lays specific commands of protection within subject by imbuing mark with their blood and commands. Protection can include Gate triggers which returns subject to a select location if injured or in peril, or which can protect subject from up to any three specific conditions as ordained by the Master of Domination.
10- {28-30} Master Seal of Enslavement - Burns a powerful blood seal of possession and domination on subject, making their will bend to whosoever the Master of Domination commands. if Slave runs away, or is taken away, they begin to weaken the moment they leave those boundaries set by their master, unless IN their master's company, and within a few hours fall into a death like sleep which only their Master can awaken them from.
11- {31-35} Telepathic Domination - Dominate with the power of the mind, all mental checks vs. willpower. if dominator is not a telepath, they get telepathy at level 10.
12- {36-40} Use any power in this path, at these levels, as mastered