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 Zul'vos

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Terravir
Stone Sober


Posts : 6
Join date : 2010-04-15

PostSubject: Zul'vos   Sat May 08, 2010 7:40 pm

General:
E-mail (OPTIONAL):

Alt Name:

Zul'vos

A brief description of your character:

An old, lanky Canine Furre. A large minotaur skull (Bovine Furre, whatever they're called) adorns his long wooden staff and many herb pouches hang from his belt. He is dressed in colours of Purple and Blood Red.

Why/How is your character in Skuldhellir:

He wants to study the ore. He came in a large canoe, propelled by Manuel labour. (See Below)

Magic (OPTIONAL):
---Max Preps (1-10):

10

---Schools:

Voodoo - Curses, Dark Mendings, Dark Magic, Voodoo dolls. Not all too much direct offensive capability - 5

Necromancy - Magic concerning the Dead. Reanimation, and all that jazz. - 5

Strengths:
---Natural:

Cunning - He's quite cunning. You can never trust him fully.

Sharp - He's sharp as a tack, he's not easily trickable.

Teeth and Claws - They've been kept sharp and in good condition, despite his age.

Agile - A combination of dark magics and his natural canine build mean that he is quite fast on all fours; he's less agile on two feet, but still above average.



---Learned:

Literate - He can read and write the common tongue.

Alchemy - He's a master of creating herbal remedies, poisons (non-fatal, for balance), elixirs, healing draughts, emotion-altering substances (RAAAGE, Love potions, Happy potions). He can also infuse his creations with his Dark Magic.


---Supernatural:

Blood Manipulation - Zul'vos can manipulate SPILT blood. He's not able to manipulate the blood in someone's arm to make them punch themselves, or anything.

Circle of Blood - If Zul'vos casts his spells in a circle of blood, the amount of preps needed is reduced by 1.

Weaknesses:

Blood Sacrifice - For many of his spells (3-5 Prep spells), he requires blood, this can be his, anyone else's or animal blood. For stronger spells (6-7 Prep spells), the blood must come from a sentient creature (i.e. A Furre, Human, Dwarf, Elf). For yet even stronger spells (8-9 preps), the blood must come from one with strong magical capability who is not Zul'vos (character with at least 8 Max Preps). For Rituals, he requires the blood or essence of magical creatures (Dragons, Unicorns, Elementals, etc.), if he uses essences instead of blood, he must have two different essences (i.e. Fire from a Fire Elemental, Earth from an Earth Elemental.)

Holy Weakness - Works at 2x efficiency. This applies to blessed weaponry, holy water, etc. It also weakens him to the point of exhaustion. He cannot cast spells on Holy ground.

Holy Healings - Haha. No. If you try heal him with Holy magic, it will act opposite it's intention. He can only be healed by Natural Magic and his Voodoo.

Greedy - He'll turn on anyone, perform any spell or give any potion for the right price.

Unsettling Presence - He consults with Voodoo Spirits, and raises the Dead, not many people like that in a friend...or associate...or person-in-the-same-room.

Respect for Life (Neither Weakness nor strength, really) - Although he requires blood for his spells, he rarely kills. When he takes blood from a wild animal, he will put it to sleep first. He will not kill unless something is a direct threat.






---COMPANIONS:

Companion Name:

Manuel

A brief description of the Companion:

He's a mindless skeleton. He carries all of Zul'vos' equipment and items in a large pack.

Why/How is your Companion in Skuldhellir:

He was the skeleton rowing the canoe that brought Zul'vos to Skuldhellir. He's Zul'vos's 'pack mule'

Magic (OPTIONAL):
---Max Preps (1-10):

0

---Schools:



Strengths:
---Natural:

Strong - He's unnaturally strong, though all he is able to use it for is lifting and carrying things.

Portable - He can disassemble himself enough to fit in a medium-sized pack. He can be magically reassembled by Zul'vos when needed. Instead of a 3-Prep reanimation spell (Manuel is simple enough to require a smaller amount of magic than a combatant skeleton), it requires only a cantrip to assemble him in this manner. (He's not 'dead' in this form, only in pieces.)

---Learned:



---Supernatural:

Undead - Being that he is Undead, Unholy Magic does not harm him.

Weaknesses:

Mindless - He won't defend himself. He can only obey simple instructions.

Weakness to Holy - He's undead. He'll fall to bits at the slightest touch of Holy Magic.

Weakness to Blunt Weaponry - He has no flesh to cushion blunt weapon strikes. He'll fall apart when struck by a blunt weapon.

Cannot Speak - He can't talk, he has no tongue or lips.


Companion Name:

Harold

A brief description of the Companion:

A skeleton with a moderately advanced mind (for an Undead creature, that is)

Why/How is your Companion in Skuldhellir:

He came with Zul'vos. He's Zul'vos's 'bodyguard'

Magic (OPTIONAL):
---Max Preps (1-10):

2

---Schools:

Necromancy - While Harold is not strong enough to raise anything from the dead, he can use his magic to repair himself, if needed (reattaching limbs, etc.) - 2

Strengths:
---Natural:

Strong - He's not as strong as Manuel, but still strong.

Minor Intelligence - He will defend himself if attacked, and has basic risk-assessing ability, although he is still very easy to trick.

Speech - He can speak, but only by the loosest definition. It's more a complex system of tooth-clacking and minor sound magic.

Portable - He can disassemble himself enough to fit in a medium-sized pack. He can be magically reassembled by Zul'vos when needed. Instead of a 5-Prep reanimation spell, it requires only a cantrip to assemble him in this manner. (He's not 'dead' in this form, only in pieces.)

---Learned:

Weapon Skills - He has moderate weapon skills, but there is no way he will stand up to a particularly skilled fighter.


---Supernatural:

Undead - Being that he is Undead, Unholy Magic does not harm him.

Weaknesses:

Weakness to Holy - He's undead. He'll fall to bits at the slightest touch of Holy Magic.

Weakness to Blunt Weaponry - He has no flesh to cushion blunt weapon strikes. He'll fall apart when struck by a blunt weapon.

Hard to Reanimate - Due to the complexities of Harold's 'Intelligence', it drains Zul'vos to reanimate him. It is a 5 Prep Spell to reanimate Harold.
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Lauren
Fuzzbutt
avatar

Posts : 270
Join date : 2010-03-31
Age : 26
Location : Location, location, location!

PostSubject: Re: Zul'vos   Tue May 11, 2010 6:19 pm

ZUL'VOS

Strengths:
1. Magic; 12

2. Cunning; 1
3. Sharp; 1
4. Teeth and claws; 1
5. Agile; 2

6. Literate; 1
7. Alchemy; 3

8. Blood Manipulation; 2
9. Circle of blood; 1

Weaknesses:
1. Blood Sacrifice; 3-4?
2. Holy weaknesses; 4-5?
3. Greedy; 3
4. Unsettling Presence; 3
5. Respect for Life; 2?

Total:
Strengths = 24
Weaknesses = 15-17

Some more weaknesses might be needed unless my numbers are off.

MANUEL
Strengths:
1. Strong; 2
2. Portable; 2
3. Undead; 1

Weaknesses:
1. Mindless; 3
2. Weakness to holy; 3
3. Weakness to blue weapons; 3
4. Can't speak; 0

Total:
Strengths = 5
Weaknesses = 9

HAROLD
Strengths:
1. Magic; 3

2. Strong; 1
3. Minor Intelligence; 1
4. Speech; 1
5. Portable; 2

6. Weapon skill; 1

7. Undead; 1

Weaknesses:
1. Weakness to holy; 3
2. Weakness to blunt weapons; 3
3. Hard to Reanimate; 4

Total:
Strengths = 10
Weaknesses = 10


Everyone but Zul'vos himself looks okay. Maybe a couple of more weaknesses to put him in balance would be enough to fix him.

_________________

An' tha's one o' th' best things 'bout family; even if ya make th' biggest mistake o' yer life...
they'll still 'old ya dear in their 'earts.
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Edward
Wizamaturr
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Posts : 387
Join date : 2010-03-29
Age : 45
Location : tiddly dee, potatoes!

PostSubject: Re: Zul'vos   Sat Jul 03, 2010 8:43 pm

I'm going to move this application to the finished forum and file it as incomplete, since Terravir seems to have poofed.

If he returns and wants it reopened, he only has to ask a mediator to move it back for him.

_________________
oli kaiken nähny, kaiken kuullu, kaiken tiänny
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