Post by Ishmael on Jul 31, 2018 12:35:13 GMT -5
CHARACTER BIO
NAME: Ishmael
RACE: Earthling (Human)
AGE: 1137
GENDER: Male
HEIGHT/WEIGHT: 5'10"/186 lbs.
APPEARANCE: Ishmael is a man of average height, with a messily trimmed beard, unkempt, dirty black hair kept at shoulder length, and ebony eyes. Despite his astronomical age, he still appears to be the thirty-year-old he was when he gained immortality. He is usually dressed in a long brown cloak, with matching boots, heavy canvas pants, and an ancient, musty olive jacket. However, on occasion (usually when fighting), he is dressed in his old mercenary outfit, with a white cloak and pants, brown leather boots, a red sash, and a leather chestplate holding multiple revolvers, with two sabers sheathed on either side of his waist.
Weapons
- Sabers: Ishmael's main weapons, these are two long, curved katchin sabers that he always keeps sheathed along his sides. At will, he can imbue their blades with ki, either hurling slashes of energy from afar or slicing at the enemy at close range.
- Harpoon: Ishmael's standard secondary weapon is his trusty single-flue katchin harpoon, which he has used on countless whaling trips and in hundreds of battles. It comprises a katchin head fitted into a long flexmetal handle, and can be thrown to impale someone or -thing before being reeled back in by the rope attached to rungs on the hilt. Alternatively, he can wield it in an invented fighting style centered around using a harpoon.
- Pistols: Holstered in several pockets on his leather armor, Ishmael's trusty flintlocks are another useful option when he has a fast-moving opponent. They are, like everything else in his arsenal, katchin, with custom-made bullets fashioned of the same material as battleship armor.
- Demoniac Lance: Ishmael's final, and arguably most devastating, weapon is his katchin whaling lance, ordinarily intended to make the killing stroke to a whale's arteries or heart. He ordinarily keeps it tucked away in a magical safe, but can summon it to him and pluck it from seeming nothing in the blink of an eye. The container for a malevolent spirit, when the lance so much as grazes an opponent, a piece of the spirit will infect them, chilling them from within and sapping their strength of heart. It perpetually drips with all the blood it has ever drawn, in order to satiate the spirit.
MOTIVATIONS: Put simply, Ishmael wants to die.
After living for over a thousand years, life loses its meaning. Ishmael has battled demons, built kingdoms, and toppled empires. He's been to the furthest reaches of the oceans, through mazes of caverns, and to the peaks of mountains. After enough of it, one just tires of all the extreme and exciting parts of life. After his wife died, Ishmael simply saw no point in going on.
However, his warrior's pride and code of honor stayed firm, preventing him from merely putting a bullet in his head or falling on his sword. No, there was no courage, no struggle, no pride there. And over the centuries, despite everything else fading, that ironclad rule stayed firm. No, he had to die on his feet, in combat, in that familiar tumultous fight to survive. And yet, fifty years of picking fights with the strongest people he found simply resulted in sinking to a new depth of frustration. Now, he seeks fights with stronger and stronger warriors, in the hopes that one of them will finally end it all.
QUIRKS: Alcohol. A drinking problem is quite a bit more than merely a quirk, but it will do: seven hundred years of binge drinking have taken their toll. Ishmael leaps at the chance to drink any form of alcohol, and has an enormous tolerance for the stuff. He can frequently be found at bars, drinking the night away.
A What Now? Having been living in solitude for the past seven hundred years, Ishmael knows next to nothing about modern technology, and has occasional comical mishaps with it.
BONDS: Anelise Marik - Ishmael's late wife of times long past, Anelise was a tall, fair-haired woman from the northern isles. She and Ishmael first met as senior officers of the Ordo Ossa. They grew closer and eventually married in secret. He still yearns to meet her once again.
Arterius Latimer - The former leader of the Ordo Ossa, and Ishmael's mentor in the art of war. Latimer saw the young whale hunter's potential in a street brawl and took him under his wing to train him as a warrior. He spent much of his later life trying to convince his former student to return to the helm of his organization. One of Ishmael's best friends.
Queequeg - Ishmael's close friend and fellow veteran of his first, failed whaling expedition, Queequeg was a strong and capable fighter who rose through the ranks alonside him and became Ishmael's right hand man in the Ordo Ossa.
Sentorius - The wizard who taught Ishmael how to use his magic, another close mentor of his. However, he cut ties with Ishmael when he learned that he was an inhuman planning to return to the Order of Bones, and they later clashed in many battles.
Maxsuz Argin - The man who convinced Ishmael to leave retirement and invited him to Kolidora, Maxsuz is one of Ishmael's very few friends in the modern world.
BACKSTORY: Over a millenium ago, in a forgotten time when Earth was completely unaware of extraterrestrial life and wooden ships traversed the oceans, a boy was born to a couple living in the slums of a large town. His father was a former soldier who had worked as a lumberjack after taking an arrow to the knee; his mother was a witch from the coastal tribes. They christened him Ishmael.
Ishmael was a rowdy yet outgoing boy growing up, the one who picked fights with anyone he saw fit and yet managed to stay friends with everyone. Once he came of age, his parents sent him on a whaling voyage, hoping that he might mature over the journey, and get his start in a lucrative career.
The voyage was a disaster. Storms and massive aquatic beasts raged against their ship, battering it to and fro on the gargantuan waves of the open ocean. Sharks swarmed the precious cargo they did manage to catch, and nearly a third of the sailors had perished by the time they turned towards home. However, despite all the setbacks, the crew might have made it safely back to port had it not been for the captain's experimentations in dark magic. Hoping to create a weapon that might have a chance of defeating the monsters they faced, he forged a lance from a strange metal from a meteorite and attempted to summon a spirit from another world to inhabit it. The spirit battled him for dominance, and, hearing the din, Ishmael rushed to the bridge just in time to see captain and spirit alike sucked into the weapon, leaving him alone in a room with the corpse of their captain and a spear now inexplicably dripping with blood.
Fearful of retribution from his shipmates, he threw the lance overboard and crept back to his quarters. Whether he knew it or not, Ishmael was no longer entirely human. The loss of their only guide doomed the ship, which drifted in aimless circles with no real idea where it was going. Finally, an attack from a goliath white sperm whale sunk the ship, leaving nothing but Ishmael and Queequeg clinging to a sealed cask of dried fruits.
They floated in the ocean for countless days and nights, in a Tantalean hell of water they couldn't drink and fruit too spoiled to eat. However, one night, something drifted up from the ocean floor, a long, thin line that pointed unerringly in one direction like a compass needle and that stayed nearby despite the ocean's waves. Tired and delirious, Ishmael and Queequeg decided to follow the cursed lance. A few days later, they were picked up by a passing ship and brought back to civilization.
There, Ishmael and Queequeg parted ways. Queequeg left to find himself, and working odd jobs and eventually ending up in the roster of lower-class fighters of an infamous organization known as the Ordo Ossa, the Order of Bones. It was a small army of the most talented mercenaries, brought together by the promise of better training and more job offers.
Meanwhile, Ishmael felt the ocean calling to him once more. He left home with his newfound lance on his back and went on several more whaling trips, these ones all successful. Along the way, he began to master ki control, becoming known as a madman of prodigious strength who was able to hurl himself over railings, landing on whales over fifty meters away and singlehandedly killing them with a lance. This news found a keenly interested audience in Arterius Latimer, the founder and head of the Order of Bones. Searching for the promising whaler led him to a brawl that had started outside a bar. The cries of Ishmael's opponents as they flew into walls was all Arterius needed to see before inviting him into the Order.
Arterius didn't see many ki users, and made sure to keep them if he could. Seeing someone with natural talent such as Ishmael's wasn't common, so he took it upon himself to personally tutor the lad in the fine art of murder.
Oh, it wasn't easy. Not the part about morality- Ishmael wasn't one to sweat details like that. But for all his natural strength and agility, his skills were coarse and sloppy. There was no refinement to his fighting style, no finesse or true skill. Ishmael had tons of potential, but all too often, he simply relied on battering his opponents down with brute strength. Eventually, his failure of an important operation forced Arterius to exile Ishmael from the organization until he had proven he was worthy of returning.
The young whale hunter traveled the world, seeking out the strongest fighters in hopes that someone might train him. However, they were all either too weak or unwilling to help him. Exhausted and frustrated, Ishmael finally collapsed one night in a clearing by a marsh. His anger at yet another botched project brought something within him to the fore - his mother's magic.
Sea witches practiced Stormwind magic, bending lightning, water, and air to do their bidding. Ishmael picked these up quickly, and sought a practitioner of magic to help him learn to use his ability. He eventually settled in with the Magisterium in a different land, training under a master wizard named Sentorius. There he mastered the arcane arts and melded them seamlessly with his fighting style, as well a honing his warrior's skills. He clandestinely refined a spell of longevity, and cast it upon himself- unfortunately, he set the incorrect duration, and accidentally granted himself immortality (though he was unaware of the fact at the time.) His third, and possibly most important, acheivement at the Magisterium was to form a Metal Bond with the strange skyfallen metal the lance was made of. This affinity made it as though an extension of his own body, amplifying his magic and allowing him to draw spiritual energy from his opponents through it. He also felt a slight pull towards any Katchin nearby, helping him to find the harpoon, revolvers, and sabers that became his principle weapons in combat.
Soon his training was complete, and Ishmael set out to redeem himself with the organization. He passed Latimer's tests with flying colors, and was quickly reinstated as a member; he was soon promoted to be one of the Ordo Ossa's top generals. Arterius later stepped down, and Ishmael took his place as the Order's head. Queequeg, by now also an accomplished warrior, and Anelise, his secret lover, were his lieutenants. They led the Order well for nearly five years, fighting for whoever paid them well and acting as the decisive force in dozens of conflicts. Ishmael's ability to sap his enemies' power and will to fight earned him the nickname "The Conduit".
Sentorius, disgusted by the wars they waged for money, and having already harassed their forces in a score of minor skirmishes, now brought an entire army of mages to their doors. The Order of Bones and the might of the Magisterium waged a ferocious battle that leveled three-fourths of the city and killed thousands. At the end of it, the Magisterium's army had been wiped out. All that was left was Ishmael, weeping in the ashes over Anelise's body.
The Order had suffered heavy losses. Sixty percent of their men lay dead or dying, one of their top generals was dead, and their leader had retired. His spirit crushed, Ishmael retreated from the world and retired to the life of a hermit in a small wooden shack by the sea, taking with him nothing but his spears and sabers, as well as all the alcohol his wealth could buy. In that ramshackle hut, he wasted away, striding out across the ocean and hunting whales by day, and drinking himself to a stupor at night.
And there he remained, drinking and hunting, a forgotten conqueror who drank away his past as the world went by.
CALL TO ACTION: One day, as Ishmael trudged out of his hut towards the ocean once more, he found a tall man waiting for him at the shore. This man was none other than Maxsuz Argin, who was seeking warriors to join his organization. He had noticed that the oldest human on earth also happened to have a warrior's spirit, and came to invite him to Kolidora.
Initially, Ishmael refused, but Maxsuz refused to take no for an answer until Ishmael relented and joined, finding a new cause to fight for and finally coming back to the outside world.
CHARACTER BUILD
LINK TO V1 CHARACTER SHEET: TI'MAT
FIGHTING STYLE: Resourceful
V1 - MP REFUNDED: 132
V2 BUY MASTERIES:
Potential: 36 MP, Level 8
Ability: 40 MP, Level 5
Technique: 40 MP, Level 8
DISTRIBUTE SKILL POINTS:
Fighting: 20
Energy Control: 30
Reflexes: 5
Resilience: 40
PICK TRAITS:
Impulse Scrambler (Avarice)
Willpower (Blood of Water)
Alacrity (Lifting Wind)
Cleverness (Assassin's Alchemy)
Haste (Practiced Hands)
PICK TRANSFORMATION PERKS: N/A
CREATE SUPER ATTACKS:
Doesn't take a slot; Signature:
PICK TECHNIQUES:
Magic Materialization
Psychic Powers
(Do not take slots)
RANK SUPER ATTACKS/TECHNIQUES
Rank Fatal Crescent, Magic Materialization, Divination, Demon Eye, Freeze, and Barrier to Rank 3 for 12 MP (Dojo- 1 MP per Rank)
Rank Paralyze to rank 2 for 1 MP.
Rank Mafuba to Rank 2 for 3 MP.
V1 - ZENI GAINED: 157,500
BASES/FACILITIES RETAINED: Mining Drones, War Cruiser, Freighter
DRAGONBALLS RETAINED: N/A
ARTIFACT RETAINED: N/A
BUY AND EQUIP: Battle Armor, Helmet, Gourd of Mist, Demon Ring, and Trinket
V2 - MP REMAINING: 0
V2 - ZENI REMAINING: 41,500
NAME: Ishmael
RACE: Earthling (Human)
AGE: 1137
GENDER: Male
HEIGHT/WEIGHT: 5'10"/186 lbs.
APPEARANCE: Ishmael is a man of average height, with a messily trimmed beard, unkempt, dirty black hair kept at shoulder length, and ebony eyes. Despite his astronomical age, he still appears to be the thirty-year-old he was when he gained immortality. He is usually dressed in a long brown cloak, with matching boots, heavy canvas pants, and an ancient, musty olive jacket. However, on occasion (usually when fighting), he is dressed in his old mercenary outfit, with a white cloak and pants, brown leather boots, a red sash, and a leather chestplate holding multiple revolvers, with two sabers sheathed on either side of his waist.
Weapons
- Sabers: Ishmael's main weapons, these are two long, curved katchin sabers that he always keeps sheathed along his sides. At will, he can imbue their blades with ki, either hurling slashes of energy from afar or slicing at the enemy at close range.
- Harpoon: Ishmael's standard secondary weapon is his trusty single-flue katchin harpoon, which he has used on countless whaling trips and in hundreds of battles. It comprises a katchin head fitted into a long flexmetal handle, and can be thrown to impale someone or -thing before being reeled back in by the rope attached to rungs on the hilt. Alternatively, he can wield it in an invented fighting style centered around using a harpoon.
- Pistols: Holstered in several pockets on his leather armor, Ishmael's trusty flintlocks are another useful option when he has a fast-moving opponent. They are, like everything else in his arsenal, katchin, with custom-made bullets fashioned of the same material as battleship armor.
- Demoniac Lance: Ishmael's final, and arguably most devastating, weapon is his katchin whaling lance, ordinarily intended to make the killing stroke to a whale's arteries or heart. He ordinarily keeps it tucked away in a magical safe, but can summon it to him and pluck it from seeming nothing in the blink of an eye. The container for a malevolent spirit, when the lance so much as grazes an opponent, a piece of the spirit will infect them, chilling them from within and sapping their strength of heart. It perpetually drips with all the blood it has ever drawn, in order to satiate the spirit.
MOTIVATIONS: Put simply, Ishmael wants to die.
After living for over a thousand years, life loses its meaning. Ishmael has battled demons, built kingdoms, and toppled empires. He's been to the furthest reaches of the oceans, through mazes of caverns, and to the peaks of mountains. After enough of it, one just tires of all the extreme and exciting parts of life. After his wife died, Ishmael simply saw no point in going on.
However, his warrior's pride and code of honor stayed firm, preventing him from merely putting a bullet in his head or falling on his sword. No, there was no courage, no struggle, no pride there. And over the centuries, despite everything else fading, that ironclad rule stayed firm. No, he had to die on his feet, in combat, in that familiar tumultous fight to survive. And yet, fifty years of picking fights with the strongest people he found simply resulted in sinking to a new depth of frustration. Now, he seeks fights with stronger and stronger warriors, in the hopes that one of them will finally end it all.
QUIRKS: Alcohol. A drinking problem is quite a bit more than merely a quirk, but it will do: seven hundred years of binge drinking have taken their toll. Ishmael leaps at the chance to drink any form of alcohol, and has an enormous tolerance for the stuff. He can frequently be found at bars, drinking the night away.
A What Now? Having been living in solitude for the past seven hundred years, Ishmael knows next to nothing about modern technology, and has occasional comical mishaps with it.
BONDS: Anelise Marik - Ishmael's late wife of times long past, Anelise was a tall, fair-haired woman from the northern isles. She and Ishmael first met as senior officers of the Ordo Ossa. They grew closer and eventually married in secret. He still yearns to meet her once again.
Arterius Latimer - The former leader of the Ordo Ossa, and Ishmael's mentor in the art of war. Latimer saw the young whale hunter's potential in a street brawl and took him under his wing to train him as a warrior. He spent much of his later life trying to convince his former student to return to the helm of his organization. One of Ishmael's best friends.
Queequeg - Ishmael's close friend and fellow veteran of his first, failed whaling expedition, Queequeg was a strong and capable fighter who rose through the ranks alonside him and became Ishmael's right hand man in the Ordo Ossa.
Sentorius - The wizard who taught Ishmael how to use his magic, another close mentor of his. However, he cut ties with Ishmael when he learned that he was an inhuman planning to return to the Order of Bones, and they later clashed in many battles.
Maxsuz Argin - The man who convinced Ishmael to leave retirement and invited him to Kolidora, Maxsuz is one of Ishmael's very few friends in the modern world.
BACKSTORY: Over a millenium ago, in a forgotten time when Earth was completely unaware of extraterrestrial life and wooden ships traversed the oceans, a boy was born to a couple living in the slums of a large town. His father was a former soldier who had worked as a lumberjack after taking an arrow to the knee; his mother was a witch from the coastal tribes. They christened him Ishmael.
Ishmael was a rowdy yet outgoing boy growing up, the one who picked fights with anyone he saw fit and yet managed to stay friends with everyone. Once he came of age, his parents sent him on a whaling voyage, hoping that he might mature over the journey, and get his start in a lucrative career.
The voyage was a disaster. Storms and massive aquatic beasts raged against their ship, battering it to and fro on the gargantuan waves of the open ocean. Sharks swarmed the precious cargo they did manage to catch, and nearly a third of the sailors had perished by the time they turned towards home. However, despite all the setbacks, the crew might have made it safely back to port had it not been for the captain's experimentations in dark magic. Hoping to create a weapon that might have a chance of defeating the monsters they faced, he forged a lance from a strange metal from a meteorite and attempted to summon a spirit from another world to inhabit it. The spirit battled him for dominance, and, hearing the din, Ishmael rushed to the bridge just in time to see captain and spirit alike sucked into the weapon, leaving him alone in a room with the corpse of their captain and a spear now inexplicably dripping with blood.
Fearful of retribution from his shipmates, he threw the lance overboard and crept back to his quarters. Whether he knew it or not, Ishmael was no longer entirely human. The loss of their only guide doomed the ship, which drifted in aimless circles with no real idea where it was going. Finally, an attack from a goliath white sperm whale sunk the ship, leaving nothing but Ishmael and Queequeg clinging to a sealed cask of dried fruits.
They floated in the ocean for countless days and nights, in a Tantalean hell of water they couldn't drink and fruit too spoiled to eat. However, one night, something drifted up from the ocean floor, a long, thin line that pointed unerringly in one direction like a compass needle and that stayed nearby despite the ocean's waves. Tired and delirious, Ishmael and Queequeg decided to follow the cursed lance. A few days later, they were picked up by a passing ship and brought back to civilization.
There, Ishmael and Queequeg parted ways. Queequeg left to find himself, and working odd jobs and eventually ending up in the roster of lower-class fighters of an infamous organization known as the Ordo Ossa, the Order of Bones. It was a small army of the most talented mercenaries, brought together by the promise of better training and more job offers.
Meanwhile, Ishmael felt the ocean calling to him once more. He left home with his newfound lance on his back and went on several more whaling trips, these ones all successful. Along the way, he began to master ki control, becoming known as a madman of prodigious strength who was able to hurl himself over railings, landing on whales over fifty meters away and singlehandedly killing them with a lance. This news found a keenly interested audience in Arterius Latimer, the founder and head of the Order of Bones. Searching for the promising whaler led him to a brawl that had started outside a bar. The cries of Ishmael's opponents as they flew into walls was all Arterius needed to see before inviting him into the Order.
Arterius didn't see many ki users, and made sure to keep them if he could. Seeing someone with natural talent such as Ishmael's wasn't common, so he took it upon himself to personally tutor the lad in the fine art of murder.
Oh, it wasn't easy. Not the part about morality- Ishmael wasn't one to sweat details like that. But for all his natural strength and agility, his skills were coarse and sloppy. There was no refinement to his fighting style, no finesse or true skill. Ishmael had tons of potential, but all too often, he simply relied on battering his opponents down with brute strength. Eventually, his failure of an important operation forced Arterius to exile Ishmael from the organization until he had proven he was worthy of returning.
The young whale hunter traveled the world, seeking out the strongest fighters in hopes that someone might train him. However, they were all either too weak or unwilling to help him. Exhausted and frustrated, Ishmael finally collapsed one night in a clearing by a marsh. His anger at yet another botched project brought something within him to the fore - his mother's magic.
Sea witches practiced Stormwind magic, bending lightning, water, and air to do their bidding. Ishmael picked these up quickly, and sought a practitioner of magic to help him learn to use his ability. He eventually settled in with the Magisterium in a different land, training under a master wizard named Sentorius. There he mastered the arcane arts and melded them seamlessly with his fighting style, as well a honing his warrior's skills. He clandestinely refined a spell of longevity, and cast it upon himself- unfortunately, he set the incorrect duration, and accidentally granted himself immortality (though he was unaware of the fact at the time.) His third, and possibly most important, acheivement at the Magisterium was to form a Metal Bond with the strange skyfallen metal the lance was made of. This affinity made it as though an extension of his own body, amplifying his magic and allowing him to draw spiritual energy from his opponents through it. He also felt a slight pull towards any Katchin nearby, helping him to find the harpoon, revolvers, and sabers that became his principle weapons in combat.
Soon his training was complete, and Ishmael set out to redeem himself with the organization. He passed Latimer's tests with flying colors, and was quickly reinstated as a member; he was soon promoted to be one of the Ordo Ossa's top generals. Arterius later stepped down, and Ishmael took his place as the Order's head. Queequeg, by now also an accomplished warrior, and Anelise, his secret lover, were his lieutenants. They led the Order well for nearly five years, fighting for whoever paid them well and acting as the decisive force in dozens of conflicts. Ishmael's ability to sap his enemies' power and will to fight earned him the nickname "The Conduit".
Sentorius, disgusted by the wars they waged for money, and having already harassed their forces in a score of minor skirmishes, now brought an entire army of mages to their doors. The Order of Bones and the might of the Magisterium waged a ferocious battle that leveled three-fourths of the city and killed thousands. At the end of it, the Magisterium's army had been wiped out. All that was left was Ishmael, weeping in the ashes over Anelise's body.
The Order had suffered heavy losses. Sixty percent of their men lay dead or dying, one of their top generals was dead, and their leader had retired. His spirit crushed, Ishmael retreated from the world and retired to the life of a hermit in a small wooden shack by the sea, taking with him nothing but his spears and sabers, as well as all the alcohol his wealth could buy. In that ramshackle hut, he wasted away, striding out across the ocean and hunting whales by day, and drinking himself to a stupor at night.
And there he remained, drinking and hunting, a forgotten conqueror who drank away his past as the world went by.
CALL TO ACTION: One day, as Ishmael trudged out of his hut towards the ocean once more, he found a tall man waiting for him at the shore. This man was none other than Maxsuz Argin, who was seeking warriors to join his organization. He had noticed that the oldest human on earth also happened to have a warrior's spirit, and came to invite him to Kolidora.
Initially, Ishmael refused, but Maxsuz refused to take no for an answer until Ishmael relented and joined, finding a new cause to fight for and finally coming back to the outside world.
CHARACTER BUILD
LINK TO V1 CHARACTER SHEET: TI'MAT
FIGHTING STYLE: Resourceful
V1 - MP REFUNDED: 132
V2 BUY MASTERIES:
Potential: 36 MP, Level 8
Ability: 40 MP, Level 5
Technique: 40 MP, Level 8
DISTRIBUTE SKILL POINTS:
Fighting: 20
Energy Control: 30
Reflexes: 5
Resilience: 40
PICK TRAITS:
Impulse Scrambler (Avarice)
Willpower (Blood of Water)
Alacrity (Lifting Wind)
Cleverness (Assassin's Alchemy)
Haste (Practiced Hands)
PICK TRANSFORMATION PERKS: N/A
CREATE SUPER ATTACKS:
Doesn't take a slot; Signature:
Fatal Crescent
Ishmael draws dual curved sabers, which glow with crimson ki as he slashes wildly at his opponent, aiming to sever muscles and tendons.
Type. Single
Activate. Standard
Base Damage. 2d12 (2 damage dice)
Major Effect. Bashing
Minor Effect. Crippling
Cost. 15 ki at Rank 1, 10 ki at Rank 2, and 5 ki at Rank 3
Ishmael draws dual curved sabers, which glow with crimson ki as he slashes wildly at his opponent, aiming to sever muscles and tendons.
Type. Single
Activate. Standard
Base Damage. 2d12 (2 damage dice)
Major Effect. Bashing
Minor Effect. Crippling
Cost. 15 ki at Rank 1, 10 ki at Rank 2, and 5 ki at Rank 3
Devil's Spear
Ishmael pulls a huge whaling lance from thin air, twelve feet of cold metal with mysterious blood dripping from the tip. A bolt of lightning flashes down from the heavens, striking the lance's head, and he charges his opponent with a powerful thrust. If they are hit, the target will feel an otherworldly cold seep into them from the wound, battling their will to fight.
Type. Single
Activate. Standard Action
Base Damage. 2d12 (2 damage dice)
Major Effect. Charging
Minor Effect. Freezing
Cost. 15 ki at Rank 1, 10 ki at Rank 2, and 5 ki at Rank 3
Ishmael pulls a huge whaling lance from thin air, twelve feet of cold metal with mysterious blood dripping from the tip. A bolt of lightning flashes down from the heavens, striking the lance's head, and he charges his opponent with a powerful thrust. If they are hit, the target will feel an otherworldly cold seep into them from the wound, battling their will to fight.
Type. Single
Activate. Standard Action
Base Damage. 2d12 (2 damage dice)
Major Effect. Charging
Minor Effect. Freezing
Cost. 15 ki at Rank 1, 10 ki at Rank 2, and 5 ki at Rank 3
PICK TECHNIQUES:
Magic Materialization
Psychic Powers
(Do not take slots)
Flow Like Water (Absorb)
The leftover momentum from incoming attacks is absorbed into Ishmael's ki flow, reinvigorating him.
Type. Defense
Activate.Bonus
Effect. Each point of damage taken after negation this turn is converted into two ki, to a max of 20 ki regained.
Cost. 0 ki
Limit. Rank 1 max of 20 ki restored, Rank 2 30 ki, and Rank 3 40 ki.
The leftover momentum from incoming attacks is absorbed into Ishmael's ki flow, reinvigorating him.
Type. Defense
Activate.Bonus
Effect. Each point of damage taken after negation this turn is converted into two ki, to a max of 20 ki regained.
Cost. 0 ki
Limit. Rank 1 max of 20 ki restored, Rank 2 30 ki, and Rank 3 40 ki.
Prophet's Wind (Divination)
Using a form of wind magic, Ishmael bends the air, magically showing him his opponent's motions a fraction of a moment earlier than usual and aiding him in avoiding their attacks.
Type. Defense
Activate. Bonus Action
Effect. Ishmael gains 20 bonus Defense for the duration.
Duration. 2 turns
Cost. 15 ki
Limit. Once per battle
Rank. Rank 1 15 ki and lasts two turns, Rank 2 10 ki, Rank 3 lasts three turns.
Using a form of wind magic, Ishmael bends the air, magically showing him his opponent's motions a fraction of a moment earlier than usual and aiding him in avoiding their attacks.
Type. Defense
Activate. Bonus Action
Effect. Ishmael gains 20 bonus Defense for the duration.
Duration. 2 turns
Cost. 15 ki
Limit. Once per battle
Rank. Rank 1 15 ki and lasts two turns, Rank 2 10 ki, Rank 3 lasts three turns.
Stasis Bolt(Demon Eye)
Ishmael fires a bolt of electric ki at his opponent; if it connects, the bolt will halt the target's natural regenerative function, blocking their ki well and disrupting cellular repair.
Type. Utility
Activate. Bonus Action
Effect. 70% chance to inflict Cripple on the target.
Cost. 5 ki
Limit.Twice per battle.
Rank. Rank 1 70% Cripple, Rank 2 80%, and Rank 3 target loses three ki per turn until all Cripple stacks from any source wear off.
Ishmael fires a bolt of electric ki at his opponent; if it connects, the bolt will halt the target's natural regenerative function, blocking their ki well and disrupting cellular repair.
Type. Utility
Activate. Bonus Action
Effect. 70% chance to inflict Cripple on the target.
Cost. 5 ki
Limit.Twice per battle.
Rank. Rank 1 70% Cripple, Rank 2 80%, and Rank 3 target loses three ki per turn until all Cripple stacks from any source wear off.
Frosted Sheath (Freeze)
Ishmael sheathes his sabers, then draws them back out from his belt, scabbards and all. The sheathes glow with unnatural ice crystals, and he slashes at his opponent with them from a distance, hurling a whirlwind of unspeakable cold at them. If it makes contact, the miniature storm will wrap around and track the target, constantly regenerating a thin layer of ice on their body and restricting motion.
Type. Utility
Activate. Bonus
Effect. 70% to inflict Freeze
Cost. 5 ki
Limit. Twice per battle.
Rank. Rank 1 70% Freeze, Rank 2 80%, and Rank 3 each successful infliction inflicts 2 stacks of Freeze.
Ishmael sheathes his sabers, then draws them back out from his belt, scabbards and all. The sheathes glow with unnatural ice crystals, and he slashes at his opponent with them from a distance, hurling a whirlwind of unspeakable cold at them. If it makes contact, the miniature storm will wrap around and track the target, constantly regenerating a thin layer of ice on their body and restricting motion.
Type. Utility
Activate. Bonus
Effect. 70% to inflict Freeze
Cost. 5 ki
Limit. Twice per battle.
Rank. Rank 1 70% Freeze, Rank 2 80%, and Rank 3 each successful infliction inflicts 2 stacks of Freeze.
Powerful Pulse (Barrier)
Focusing water on his heart and forming it into cords of muscle, Ishmael increases his heart's mass and strength, quickly flushing any toxins from his bloodstream, dulling pain, and keeping him on his feet through ice and flame.
Type. Defense
Activate.Bonus
Effect. Become immune to status effects and critical hits for the duration.
Cost. 10 ki
Limit. Once per battle.
Rank. Rank 1 2-turn duration, Rank 2 3 turns, and Rank 3 4 turns.
Focusing water on his heart and forming it into cords of muscle, Ishmael increases his heart's mass and strength, quickly flushing any toxins from his bloodstream, dulling pain, and keeping him on his feet through ice and flame.
Type. Defense
Activate.Bonus
Effect. Become immune to status effects and critical hits for the duration.
Cost. 10 ki
Limit. Once per battle.
Rank. Rank 1 2-turn duration, Rank 2 3 turns, and Rank 3 4 turns.
Disabling Jab (Paralyze)
Ishmael lunges forward and stabs his saber at his opponent's upper forearm, trying to sever the nerves and render the arm useless or impaired.
Type. Utility
Activate. Bonus Action
Effect. 70% chance to inflict Stun on the target.
Cost. 5 ki
Limit. Twice per battle.
Rank. Rank 1 70% chance to inflict Stun, Rank 2 80% Stun, and Rank 3 deals 1d6 direct damage to target on infliction.
Ishmael lunges forward and stabs his saber at his opponent's upper forearm, trying to sever the nerves and render the arm useless or impaired.
Type. Utility
Activate. Bonus Action
Effect. 70% chance to inflict Stun on the target.
Cost. 5 ki
Limit. Twice per battle.
Rank. Rank 1 70% chance to inflict Stun, Rank 2 80% Stun, and Rank 3 deals 1d6 direct damage to target on infliction.
Spirit Drain (Light Eating)
Ishmael gazes at his opponent on the spiritual plane, finding their soul and continually siphoning power from it, causing them to tire faster while simultaneously reinvigorating himself.
Type. Legendary Utility
Activate. At-Will
Effect. The target loses 5 ki and 5% of their PL, which are subsequently added to Ishmael's.
Cost. 0 ki
Limit. Rank 1 two times per battle, Rank 2 three times, and Rank 3 four times
Ishmael gazes at his opponent on the spiritual plane, finding their soul and continually siphoning power from it, causing them to tire faster while simultaneously reinvigorating himself.
Type. Legendary Utility
Activate. At-Will
Effect. The target loses 5 ki and 5% of their PL, which are subsequently added to Ishmael's.
Cost. 0 ki
Limit. Rank 1 two times per battle, Rank 2 three times, and Rank 3 four times
Chakra Grip (Mafuba)
Once he has sufficiently weakened his opponent, Ishmael can perform his nonlethal coup d'etat- his Chakra Grip. Using this, he can sacrifice a portion of his life force to put an absolute halt to the target's energy flow. If it is successful, the target collapses as though unconcious or dead, unable to move a muscle in their body. Doing so puts a strain on his body, however, and if he falls in battle or becomes too tired, he will no longer be able to maintain it.
Type. Legendary Utility
Activate. Standard
Effect. Has a 60% chance to inflict the Sealed special status, taking the opponent out of the fight but rendering them immune to being killed. However, if the caster drops to 0 ki or 0 HP, the status is lifted.
Cost. 10 HP
Limit. Once per battle.
Ranks. 10 HP for 60% chance to inflict Sealed at Rank 1, 65% chance Sealed at Rank 2, and costs 5 HP at Rank 3.
Once he has sufficiently weakened his opponent, Ishmael can perform his nonlethal coup d'etat- his Chakra Grip. Using this, he can sacrifice a portion of his life force to put an absolute halt to the target's energy flow. If it is successful, the target collapses as though unconcious or dead, unable to move a muscle in their body. Doing so puts a strain on his body, however, and if he falls in battle or becomes too tired, he will no longer be able to maintain it.
Type. Legendary Utility
Activate. Standard
Effect. Has a 60% chance to inflict the Sealed special status, taking the opponent out of the fight but rendering them immune to being killed. However, if the caster drops to 0 ki or 0 HP, the status is lifted.
Cost. 10 HP
Limit. Once per battle.
Ranks. 10 HP for 60% chance to inflict Sealed at Rank 1, 65% chance Sealed at Rank 2, and costs 5 HP at Rank 3.
RANK SUPER ATTACKS/TECHNIQUES
Rank Fatal Crescent, Magic Materialization, Divination, Demon Eye, Freeze, and Barrier to Rank 3 for 12 MP (Dojo- 1 MP per Rank)
Rank Paralyze to rank 2 for 1 MP.
Rank Mafuba to Rank 2 for 3 MP.
V1 - ZENI GAINED: 157,500
BASES/FACILITIES RETAINED: Mining Drones, War Cruiser, Freighter
DRAGONBALLS RETAINED: N/A
ARTIFACT RETAINED: N/A
BUY AND EQUIP: Battle Armor, Helmet, Gourd of Mist, Demon Ring, and Trinket
V2 - MP REMAINING: 0
V2 - ZENI REMAINING: 41,500