ShdwHawke
Half Demon
| Time |
6 |
| Hit
points |
1800 |
| Recover |
.50 |
|
| Dice |
8 |
| sides |
8 |
| Spell
level | 8 |
|
BackGround
Gender:
Male
Type of Character: Half Demon
Character Description:
Looking more like a vagabond then anything else, he keeps himself primarily looking human aside from one small concession. At his back he has four leathery like wings, two large
originating from between his shoulder blades, and two smaller ones he uses for better control in flight
originating from either side of the small of his back. His sandy blonde hair tends to fall about his shoulders, where he keeps it loose, not really wanting to bother with it very often. Standing about 6'8" allows him to carry two 5' claymores at his back, which he often attaches at the hilt by a specially made locking system, At his hip he also always carry's what seems like a custom broadsword, a battleaxe blade jutting out just above the hilt in case combat gets too close. The final
noticeable thing about him are his violet eyes, which can seem distant and almost stupid at one moment, and
shrewd, perhaps even wise the next.
Mental
Description:
His history has allowed him to see many things that has shaped his mind set. He's gotten to the point where he doesn't really care what happens in the world of politics unless it somehow directly involves him. Loyal, sometimes beyond reason, he will always back up a friend who's in trouble, and sometimes a complete stranger if he feels the odds are unfair. At the moment his mind is still stuck in the dark ages, where things like "phones" and "TV's" do not exist, and is still in the process of learning that the people in the TV aren't stuck and want to be freed, it's just moving pictures.
Character
History:
Born from a human mother who fell in love with a Demon, ShdwHawke's life has been filled with strife. After watching his father murder his mother in front of his own eyes, he vowed to send his father back from whence he came. Many years later his mission was accomplished in a battle that lasted 5 days. After his mission was completed, he felt lost, not sure what to do next with his life, so he participated in many wars, both mortal and immortal, which has helped given him the mindset he has right now. To help pass the time between "adventures" he took up two hobbies,
Weapon smithing and Brewing. Having self taught himself over the century's, his weapons tend to be without equal in
craftsmanship as well as effectiveness. Using something called "Daemonsteel" (A type of metal that can only be broken with another Daemonsteel weapon or melted down only in the Black Flame) he has created everything from swords and spears to the more subtle daggers and Shuriken. After feeling he
had gone as far as he could with his weapon smithing he took to the hobby of brewing his own drinks, and even created a brewery for himself in an undisclosed location. Not long ago he slew Maljak, Daemonlord of the 7th Daemonhell, and took control of his realm, gaining him the abilities of a full Daemonlord.
Weapons:
He carries two 5 foot long claymores at his back and a broadsword at his hip with a battleaxe blade situated near the hilt to allow for
extreme close combat, both made of Daemonsteel and often recognized as his greatest creations. All 3 weapons are enchanted to light themselves with the black flame if any but ShdwHawke attempts to wield them in combat, causing
extreme burns to the persons hands. The claymores, when attached at the hilt, can be thrown, making them spin through the air similar to a
buzz saw blade. At any point ShdwHawke can pull his hand back after the throw to recall the blade, even able to change the trajectory at which it returns at as long as he does not stop it's forward motion.
Spells and Abilities
Spells and Abilities:
Phase Shift : A simple transportation spell that removes him, or an object, from one
dimension to another and back again. Being taken apart down to the basic elements, beyond atoms, he is
literally thrown through space, and even dimensions, to a target location, which he must have fixated clearly in his mind. The transportation is almost
instantaneous, depending on the size of the target, allowing for only a few second delay between leaving one place and arriving at the desired location.
(on the Isle automatic, very hard to do off the isle objects being
transportation must be able to carry it physically.)
Demonic Transformation : This allows him to shed his human form and return to his true form. His skin darkens to a deep crimson and hardens to a leathery like state (similar to
dragon scale, but not as strong) and his height and girth expand to almost immense proportions. Gaining a height of 13' he often towers even the largest of opponents without any loss in his own speed and agility.
Call of the Black Flame : This spell allows him to call forth the black flame in either or both of his hands, which he can then form into a ball to allow it to be thrown at an opponent. Upon contact it
immediately flares up. The spell requires at least 10 second to say the necessary
words and can only be performed while he is in his Demonic form. The flame requires no fuel to burn, only air and heat. The flame lasts
indefinably as long as it has one of these two elements. (roll of 15 to
ignite out roll target to strike when used get one extra side)
Force Wall : This spell allows the user to create walls, or even entire bubbles, of pure force. The spell requires a minimum of 8 seconds to cast, with more time needed for a larger wall or bubble (enough to encompass the average person requires at least 15 seconds of
uninterrupted spell casting time). This wall reacts under the law "every action has an equal and opposite reaction". This means that if an object is thrown at the wall, the wall will throw the object back upon connection with the same amount of force that was used against it. This works against only physical elements, spells and other forms of "magic" may still go through as long as they cause no physical force themselves in one form or
another( such as using telekinesis to pick someone up) This spell lasts up to one full day unless the caster recasts the spell to re-enforce the wall or bubble.
(three consecutive rolls of over 15 wall goes into place they must roll 10
higher then you to break through. )
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