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Shrista Ssapavin Barriurden

Citizen of the World
Joined: August 6th, 2011, 8:30 pm

August 6th, 2011, 11:52 pm #1

Basic Info
Name: Shrista Ssapavin Barriurden (Pro: Shr-i-staa, Saa-pa-veen, Bah-ree-oor-doon)

Age: 140

Gender: Female

Alignment: Chaotic Evil

Social Class: Exiled Nobility

Occupation: Sorceress

Race: Drow

Nationality: Other (Underdark) - Eryndlyn, Northern Undermoor situated in the Upperdark.


Shrista is most comfortable with employing combat via hand to hand methods, or if capable of drawing it fast enough, her whip. The whip itself is of a single tail, with vicious barbs along its length, the end resembling a scorpion's sting. It is typically of Drow craft and fashioned from adamantite, holding a blue-ish sheen when seen in natural light. It usually hangs from her left hip, and is not enchanted in any way.
She also has possession of a sacrifical style kris, with a serrated blade about a foot long. It is used primarily to open her veins for the use of magic, as well as providing a quick go-to weapon in close quarters. The haft appears as a spider with all eight legs tapering downwards to form the blade. This is kept sheathed horizontally in the small of her back within easy reach.
Usually a knife hidden in her boots, or strapped high to her leg.
Physical Appearance
[+] spoiler

Thank you Ephie <3

The armor Aniketos gifted to her, thanks Ephie <3

Thanks DH <3
Standing at 5'7", Shrista is tall for a Drow female, and possesses a curvaceous figure, her build lithe and muscular with a moderate bust and narrow waist. Her skin is typically coal, tinted with ebony, and tattoo'd with sinuous curling golden tracery from her shoulders running down her back to wrap around the tops of her thighs to the ankles, which show up better in dim light. A small tattoo of a widow spider rests on the right side of her neck near the hollow of her throat, beside the puckered scar that runs from the base of her neck to the underside of her chin.

Her hair is snowy white and cut short, choppy, as if too many swings with a blade at her head have come far too close. It falls in a soft wavy style to the length of her chin and fluffs up at the back like a dandelion. Growing from the top of her crown are two fluted horns, curving to the back of her skull before the tips lift skyward. They are made of a series of interlocking tines like a carnivorous plant, are hard and very smooth to the touch, and are the same colour as her skin. The ends of the tines are golden yellow, as are the flecks and traces of colour that swirl through them in a candy-cane sort of pattern, and have the effect of glazed pottery. They whistle mournfully like thin voices when the wind gusts through them. The left one often bears some ornamentation, in the form of chimes, or opalescent drops that swing when she moves her head.

Her face has a distinctly vulpine cast to it, with slanted eyes of a silvery blue (pupils may dilate to slivers when particularly emotional, appear to bleed into the iris), and a sharp thin nose above a full lipped, wide mouth, the lower lip painted white, and a line of tiny white dots beneath each eye. A livid silver scar crosses the bridge of her nose, crossing further on the right where it curls at the tip, an old injury taken in a personal confrontation. The inside of her mouth is mottled grey from any number of hallucinogenic substances, and her teeth are notably sharp after the slight alterations of her pact.

Being of a subterranean species of elf, her ears are pointed and a touch larger than those of the surface elves. Her right is pieced three times, with two bone rings in the top and an adamantite loop in the lobe, connected to the topmost ring by a thin chain. A matching stud graces the middle of her tongue, and about her neck she wears an emblem of Eilistraee, a cast mythril sword, presumably taken from a fallen agent as she herself has never worshipped the sister goddess to her patron.

To say Shrista's attire is probably considered scandalous in surfacer society would be fairly accurate, despite wearing a thick hooded cloak for the most part, though it is not for modesty but for warmth, as below the ground there are no shifting climates. Her outfit is essentially bikini armor, having left with very little in the way of enchanted goods, much less her own clothing. It's possible she stole them from another Drow, but more likely that it was all she could grab in short order as she balks at wearing the clothes of anyone else. The ensemble is crafted of black chitinous plate like the carapace of a beetle, and sanguine silk. The top is held together between the breasts with a looped clasp. The bottom is for all intents and purposes a decorative thong, with a gauzy red skirt attached, the emblem of the spider clutching at the edges with long skinny legs.

Over the top she wears a short coat that holds her pauldrons on, high collared to hide her tattoo, that tapers into a V shape in the middle of her back. Fingerless sleeves of silvery grey webbing adorn her arms well past the elbow, with metal plates on the elbows and wrist to protect the joints. her boots come to mid-thigh, and are heeled with bone, so that they click when she walks. Metal plates the toes and protects both knee and ankle, the former being tooled to a likeness of a spider. The leather is layered so that by the rounded top of the boot, the front is higher than the back, the underlayer being a deep red.

There is a headpiece that goes with the ensemble that is rarely used, a black leather mask that fits like a band across her forehead, with two crooked tines angling away from her temples, and following the curve of her cheekbones to her chin. A mouthpiece may be attached that covers the lower portion of her face.
She does wear other clothes as well of course, and they tend to be in muted or monochrome colours, loose flowing dresses of sheer silk or linen, or calfskin pants and high boots, with tailored tunics cut to accentuate her form.
Shrista, as a former High Priestess of Lolth believes that she should be obeyed and bowed and scraped over, no matter the gender or the social standing because she is one who communicates the demands of their deity to the people. There are many separate sects and many Voices of the Mother and so a strong sense of competition is ingrained into her. Naturally due to the social structure of her people this is born into them anyway as females are seen to be the superior members of the race, even the lowest female is still higher in status than the highest male. Because of this she sees all males as inferior and views females with a simplistic though of whether they are a threat to her now diminished status or not.
She is incredibly self centered and domineering which leads her to make easy mistakes in surfacer society, trying to take control of situations often enough where it isn't needed.
She is arrogant and selfish, her manner oft coming across as harsh and distant when it is simply the way she has raised, and is still adapting slowly, learning that these things are not necessarily accepted.
The fact males are allowed higher status than females baffles her and she finds it difficult to comprehend trying to exert her dominance and superiority on them doesn't always work, as well as that particular races such as the pale skinned elves are not kept as slaves causes great disgust in her.
As a result she is not very capable in surfacer culture and makes multiple social blunders that prove her ignorance time and again, as well as causing trouble for herself.
She is often confused which leads to anger, and often grumbles about there being too much light 'up there'.
Shrista's view on family is rather cold and dispassionate as are her views on love. She revels in battle and delights in pain, both caused to her and by her.
She is not afraid of being harmed and is more than capable of laughing through a beating, but she does fear in losing face, her image as others see her as is. Image and reputation is held in high esteem.
She is not above resorting to bribery or threats or even her body to get what she wants if it's a fair bargain, she does however have a small sense of honor in that if she has to steal, she will try to avoid taking from those who cannot afford the loss.

Recently: The Drow feels abandoned by her Gods, and lost without her faith and her people. After firmly rebuffing Tekun's affections, his words hit home making her realize she is foolish to cling to her past when nobody wants her, and allows herself to be consumed by the self loathing and worthlessness that make her such easy prey for her daemonic companion. The change since making her pact with him has made her significantly more unstable with their growing strength, turning her mood often to snappishness and violence, or unspeakable sorrow in a heartbeat. Just as quickly it builds on carnal lust as much as the desire for bloodshed and she struggled to keep it repressed lest she become little better than an animal, and certainly no better than he.
Her views on love and affection have become skewed compared to what they once were, and grudgingly she has admitted to herself that there are few that she actually cares about, first and foremost being her former employer Aniketos Hesperés, and Tekun, also known as the most dangerous man in Soare. Probably. It does not mean that she does not consider the affection a weakness, but to accept it she feels that it would be betraying the people who raised her, thus making her nothing. That coupled with her faith has left her feeling lost and stagnating where once she had purpose, and feels that there is now nobody. In all, it has exposed a soft interior she had hoped to never surface.


[Currently being written to a finer detail, will be fully updated soon.]

Current events:

Shrista began her life on the surface as a sellsword, hunting both men and beasts and making small acquaintances of little value. In the short few years since reaching the surface she has already run into some of the more dangerous crowd in Soare, including Adromalius, father of the black conquest two years before, and the Immortal Soldier otherwise known as Tekun, famed for his slaughter of thousands of innocents in berserk rage.

It was Tekun she stuck with for a while, travelling, joking and eventually after a fashion developing a rough affection for him, and once after getting completely plastered, sharing his bed and leaving the village turned into goats. They separated for a time after he was pursued by a group of paladins who named themselves Helios, Sun worshippers who would have him dead. During the fight he berserked and tried to kill her, nearly choking her and both breaking and dislocating her arm in the process.

Her frail trust in him shattered and she left for a time, only to meet up again on opposite sides when Councillor Aniketos Hesperés found them arguing in the street in Soto over a refugee from Ashoka. The argument was fairly simple, he was intending to steal, she wanted to kill him, and Tekun didn't. Aniketos feeling very strongly against the refugees employed her as bodyguard for her useful talents among other things. She assisted him with the raid, distracting Tekun during the fight and then proceeding to catch a mercenary by the name of Dalim for questioning on said refugees. Instead of killing him, she let him go on the grounds that he wouldn't go running back to them, and surprisingly he held to his word.

Shrista spent much time with Aniketos, and unsurprisingly grew very fond of him, yet refusing to acknowledge it as anything more than the attraction between them, even though she went so far to swear herself to him and only him.

Shortly after she attempted a simple summoning, and managed to get Kaahn, who broke the barrier with ease and attempted to kill her. In order to preserve herself she bargained with him and bonded them together, though he has of yet been nothing but trouble, and her control over him wanes every day until neither is sure who is the real master.

Aniketos eventually found out about Kaahn, and in exasperation Shrista spilled several secrets that she'd somehow not managed to tell him up to then, including a bargain made with Sophia, which angered him. They argued, and almost came to blows when the daemon decided to twist things around and turn her against Aniketos, even after admitting that she does love him after all. Threatened with severe harm coming to him, she stayed away even though she was carrying his child, lest the incubus king decide to do something about him. Unfortunately the magic she is so adept at handling failed her due to her being pregnant, and left her more vulnerable than ever.

After taking over the Guild of Argos, Neriasis decided that on having a falling out with Aniketos that he'd apprehend Shrista as a way to get back at him and essentially show that he could do whatever he liked in Soto, without the councillor's approval. He located her in a tavern, drugged her and on realizing what was happening to her from her own extensive uses of such products, the Drow woman tried to flee. She made it as far as the door before she was set on by the Argos thugs, and managed to get a few vicious strikes with a dirk concealed in her sleeve, but not before sustaining some amount of damage herself.
She was contained for a time in Madrid, in a brothel under the protection of Neriasis until Aniketos and Tekun broke in to get her out, and encountered Kaahn waiting for them in the hallway. Stuck in labor and unable to assist, the daemon took the opportunity to beat seven hells out of the pair, until Tekun managed to banish him with a demon slaying sword, though he was left gravely wounded. The baby was stillborn, and despite efforts, did not survive. It would have been a boy.

After the incident, Shrista returned to Reine with Aniketos.
[+] spoiler
  • Cannot swim and is afraid of water.
  • Uncomfortable with riding horses, or travelling by boat due to proximity of water.
  • Is a contortionist.
  • Allergic to kiwi fruit - will cause anaphylactic shock.
  • Birthday - May 8th
  • Orientation - Bi

This profile has been approved by Shadow!

Citizen of the World
Joined: August 6th, 2011, 8:30 pm

November 12th, 2011, 4:54 pm #2

First Five Abilities
  • Delve - Magical weave that allows careful inspection of the target. Reveals most afflictions and ailments, poisons and magical compulsions etc. Not always be successful on turning up subtle ailments. Delve cannot be used to manipulate ailments or status of a target. Any other healing or pain afflicted must be asserted via a second spell or ability. It is simply used to find the cause of injury. Can be used on self.
  • Healing Weave - A taxing weave used to heal injuries. It transfers energy from the caster into the target, repairing physical damage or removing compulsion. Any would greater than a shallow cut or bruise with reverse and affect the caster. For example, healing internal bleeding on the target would cause the casters own organ to rupture and begin bleeding in order to heal the other. Repairing a broken arm would cause the casters own arm to break. Removing compulsion (mind control and magical seduction is 'very' dangerous. It could leave either or both people with severe brain damage and is best avoided except by the most skilled of healers.
  • Inflict Agony - Similar to the weave for healing but in reverse, can be used to cause great pain and prevent organs from working. As with inverted healing weave, it cannot be used on self. This spell inflicts no physical harm but asserts sensations like to being bathed in fire for example, or beaten all over with willow rods, or conversely, to stimulate the nerves that cause pleasure. Using this against a target that has a resistance to pain or spells makes it less effective.
  • Sonic Scream - Creates a sound that the user either has knowledge of or can contrive within their own head, at high frequency and volume to cause temporary deafness to those who hear it (Up to five minutes). Targets that are particularly close to the outburst may be left with dazedness or stunned.
  • Air Slash - Affect a solid force of air to be used to knock something down or whip at a target. The larger the target is the less effective the spell is. The force required to knock a target of human size down is proportionate to the force required of the person doing the pushing. So if you're relatively's incredibly taxing. When using to hit a target, the sensation is like to being birched - this causes no physical damage, any damage retained is caused as a result of fall or contact with other objects.
Simple Abilities
  • Detect Life - 60ft range, acts as a mental sense ability, using the mind to touch the life forces of other creatures within the range. Determines position and current state of the creature, does not enable any mind reading or alteration of the target. Undead life forms do not have a positive energy emission and therefore cannot be detected. Used primarily in tracking monsters or people. The ability also does not alert the user as to whether the target is aware of them.
  • Flare - Creates a small globe of blue-white light that is warm to the touch and little bigger than a ping-pong ball. It radiates a soft luminescence within 10ft and multiple versions may be conjured into being, up to a maximum of five. The caster can detonate the tiny globe to cause a bright flash that will cause temporary blindness to any looking at it when it does so for up to five minutes. Detonating one will destroy all of the lights in a chain reaction.
  • Nerve Damage - Modified version of Inflict Agony. Touch effect that attacks the nerves to temporarily disable key points of the body when targeted, e.g muscles, to cause brief paralysis or loss of control of limbs by attacking the nervous system. Leaves no lasting physical harm and puts the target out for twenty seconds. Can be used in contact with punch, kick, etc.
  • Dexterous - Shrista may be a magic user but that doesn't stop her from being as lithe and graceful as the rest of her kin, and through years of combat training and flexibility through contortion, she has gained an enhancement to her speed, balance and reflex. This is a passive ability and enhances her speed to that of 1.5x the average while in combat, making her not much more than a nuisance for a combative trained person, though much harder for one who isn't to follow her movements.
  • Spider Walk - Shrista can walk upright on any surface regardless of which way the gravity is pointing. If she somehow loses contact with the surface then she will fall in the manner that gravity determines back to the ground.
Intermediate Abilities
[+] spoiler
  • Vampiric Touch - The user opens a wound on their skin, freeing their blood. Making contact with the target will cause them to link and draw energy from it, allowing the user to regenerate quickly. This ability is the reverse weave for healing, instead of giving her own energy to the target and taking their wound from them, she transfers any physical injuries she has to the target and draws their energy to heal herself. Her blood must touch the target in order for it to work. Does not work if she has taken no physical wounds.
  • Constrict - Causes pressure to exert on the chosen area of the body relative to the caster's strength, but cannot crush organs or break bones. Pressure will constrict as much as the user exerts with their own limb up to as much short of snapping a bone, and can be used to cause cramps or spasms of muscles, and tight uncomfortable pain.
  • Blood Boil - Thirty second duration of constant pain that starts small and gradually grows worse, to the point of excruciating. Can only affect one target at a time, and can be removed with healing. Weaker creatures and small animals will die at the end of the duration, but anything human sized and upwards will not. [Requires PC permission for use]
  • Entropy - Causes the target to literally decay, inanimate objects will rust, rot or degrade on touch as will small or weaker creatures. If it is used on a human sized target, it will apply a disease that weakens them (brittle bones) making them fatigue faster and become more susceptible to impact and physical damage. Because it counts as a disease it will remain on the target until they remove it. It can be prolonged by healing the gradual decay caused, as it acts like a wasting disease, and once removed leaves no lasting ill effects, the target's physical resistance and fatigue returning to normal. Anything larger than human size or particularly resistant will have the effect reduced by half, essentially doubling the duration it would take to complete. [Requires PC permission for use]
  • Burst - Causes the select area of blood vessels, selective vein or artery to rupture and causes internal bleeding on the target. Focusing on a select vein or artery is much more fatiguing than simply attacking areas of blood vessels, which takes a great deal of concentration and strength as well. Cannot rupture organs, and the closer to the heart it is the more difficult it becomes to break it. If Blood Boil is present on the target, the effect will be consumed in one staggering blow of intense pain, designed to bring the target to their knees and cause bruising instead of bleeding. If Shrista were to try to burst a vein or artery, she would be too exhausted to do it more than once per roleplay. Doing so could kill herself in the process as it takes her own energy to cast the spell. [Requires PC permission for use]
  • Gate - Caster creates a gateway to any location they have been to previously, or have sufficient knowledge of (Skimming is dangerous because you never know where it's going to open out at or what might come through) and can be sustained for up to one minute. Gates drawn with the blood of another (must be fresh) are one way and must be drawn onto a surface in order to work. Using the blood of herself is stronger, and the gate becomes two-way and may be drawn into the air on the end of a blade. Once the caster has passed through the opening, it automatically closes behind them. Gates that are drawn on adverse surfaces may suffer change of gravitational pull (e.g going through the floor, coming out of a wall) and ones that open in the air are prone to slicing through anything that gets in the way. Drawing a gate in the air takes a vast amount of energy and concentration compared to drawing it on a surface.
  • Blade Barrier - Causes a stretch of brittle spikes of bone to burst up and out in random directions from the targeted surface, approximated four feet high - not exactly level due to the nature of the angles it comes through - and fifteen feet wide. The area can also curve in a protective barrier around a target, but must be cast on a surface. Spikes can be broken with several blows from an average force though are prone to splintering and causing further damage should it meet the target. The stretch can be expanded but doing so doubles the cost of the spell each time it exceeds the fifteen foot length.
  • Fleshcraft - Via the use of her sorcery, Shrista may alter the appearance of herself or others by forcing their body to undergo the painful process of rearranging bone and muscle structure to create a doppelganger of someone else. On herself it may last as long as she can maintain it, while cast upon another it lasts up to two hours before they change back again, which is substantially less painful as it is a gradual reversion to their original features. Changing the pigment of hair, skin and eye colour is much simpler and painless for the subject. Unless changing small features about the person (perhaps making their nose larger), the image used must be an existing person as tampering with things like weight and height could lead to complications.
  • Mark of Blood - Drawing their blood or making contact with a person with her own allows the user to effectively 'mark' the target. They then occupy a presence in the back of the users mind for up to one week which directs them to the marked target without fail. It gives no ability to see through invisibility etc, and does nothing more than point the caster to the mark. May have up to six targets at any one time until the spell is removed or wears off, or is stripped from the target with a spell to remove magical effects.
  • Purge Blood - The caster attempts to force the body to expel any poisons it may have taken into the bloodstream. In the manner that allows her to remove a wound from a target and inflict it upon herself, Shrista may attempt to draw out the infliction (poison, disease) onto herself, leaving the target free of it, though this method depending on the affliction may prove fatal for the caster. May also use on self in regards to ejecting poisons from the body.
  • Temperate - Alters the temperature of the targets blood, either raising or lowering it to adjust the situation in the body. May be used for both medical or harmful purposes and the use of it should be treated carefully as too high or low can induce fever, sickness and weakness of the body, and even death.[Requires PC permission for use]
  • Quickening - Alters the speed of blood flowing around the target's body to adjust to the situation, and should be used carefully whether being used in helpful or harmful circumstances. Slowing the flow of blood will cause lethargy in the target, and if not maintained then the 'subject' will remain unconscious for 5~ minutes after breaking focus, when they simply return to normal sleep and may experience a slight 'rush' as their heart works to make up for the sudden change. Quickening the flow may cause dizziness, nausea and fainting, and even death via arrest. [Requires PC permission for use]
[+] spoiler
  • Holy Fire - Creates a jet of white flame from her palm to incinerate her foes, dealing divine damage. Particularly effective against undead, and shadow based creatures or magic, can be extinguished in same manner as regular fire and is no more difficult to put out.
  • Barrier - Creates a shell of solidified air in the shape of a globe around the target, which can be used to either shield or contain them. The globe deflects simple projectiles and glancing blows, though a heavy bludgeoning attack or projectile will break the outer layer and pass through it, slowing as if moving through syrup. A person trying to pass through it will meet with a force akin to toughened glass and unless they physically throw a lot of weight behind it will not pass through it. It also deflects spells with a 20% chance to fail, increased to 50% if the spell is a fire based cast, with an additional 15% failure for each level of spell higher than intermediate level. If it is submerged in water it will grant a maximum of ten minutes of air before the target suffocates.
  • Flurry - The solidified force of air now has a hardened cutting edge and can be used to drag, lift or throw objects with force, up to the weight of three horses. Shoving something is still proportionate to the force necessary to push that object, reduced by two thirds. [Upgrade to Air Slash]
  • Darkness - A spell that the Drow are well renowned for as almost every one of their kind can learn it in some form, it causes the targeted area, person or object within 12ft of the caster to radiate a shadowy illumination that grows to a maximum area of 20 ft around it and lasts up to 10 minutes. Only those with magical visionary aids may see through it, and natural light sources will not pierce it, the darkness granting an increased miss chance of 20%. (Torches, candles, lanterns etc) If it is placed beneath a light-proof covering, then the spell will not take effect until the covering is removed, and counters light spells of equal and lower level, though it may be stripped away with dispelling spells, or a stronger light spell cast over it.
  • Spell Containment - Creates a small globe of a smooth thick glass-like substance about the size of a tennis ball, that will hold one spell. It will shatter if struck by a strong impact, much like glass though the shards will disintegrate after 15 seconds, and can be 'detonated' by willing the trapped spell to break loose by their maker. It can be used to store multiple things as well as just spells, though getting it out might cause some trouble. Raw magic should be avoided being stored inside one, as once released it takes the form of a random spell unless directly siphoned from the orb.
[+] spoiler
  • Masochist - [Passive] Many years were spent both causing and receiving doses of pain, as a result Shrista has become more tolerant to it and can delight in, if not completely ignore, 30% of all pain inducing effects and spells. It does not prevent damage being caused to her in any way.
  • Daemonic Pact - [Passive] After bartering the rights to her soul to a demon and making the necessary offerings, she has been able to attain a greater strength and bearing. This skill is passive and cannot be actively used, granting her the strength and endurance of an average demonic entity, and doubling her magical prowess. Additionally she can now be located or tracked by those with ability to sense demons, and can sense demonic entities within a one mile radius of herself. Taking this on herself has caused several small physical changes to her appearance, namely lengthened canines, odd pupils and the horns now protruding from her head, as well as leaning her alignment more strongly toward chaos than before.
  • Bodily Force - [Passive] Shrista's skill at unarmed combat is increased, giving her a greater chance to block and deflect blows at close range. She is still at a disadvantage when faced with a weapon at close quarters, but stands a fair chance to disarm the target.
  • Natural Mending - [Passive] Shrista's body repairs itself at a faster rate than natural, meaning that the smallest wounds, scratches, bruises, etc will repair themselves in a matter of minutes. Larger wounds obviously take longer to heal, depending on the severity, though a mortal wound would still be considered critical, and a fatal wound can still kill without some form of assistance to mend, be it medical or magical.
  • Clairvoyance - [Passive] Reawakening her old gifts, Shrista now suffers visions that cause her pain on triggering. They may occur naturally at any time, and also when touching particular objects or people, or even being in a certain place. The longer the vision is, the more debilitating it becomes, rendering her unable to react to her surroundings or defend her person. What she sees may not necessarily come true and is not always limited to future, often showing past or present. Taking a hallucinogenic drug will instantly trigger violent reactive visions, and damp down any effect the drug would normally have, giving her a varying degree of euphoria and adrenaline depending on the dosage. With great concentration she can focus her attention and force herself to undergo it, though anyone skilled with manipulating mental forces may be able to twist the outcomes of what she sees.
  • True Seeing – [Passive] As a Drow, Shrista possesses Infravision, being able to see clearly in perfect darkness, by tracking sources of heat. In darkness her eyes glow a baleful crimson, and light sources such as candle flames or torches become unbearable to look at until viewing regularly. Additionally she may see traceries of magic, and those hiding from plain sight via spells or abilities that are designed to deceive such as illusions, and invisibility. Particularly good deceptions may still work, but she may also still be able to read the magic on their being unless it is hidden.
Advanced Abilities
[+] spoiler
  • Bloodthirsty Void – Through strong affiliation with the arts of blood and life magic, and shared through the bond with her daemon, spells falling into that school are now effectively nullified when directed at the caster or their bonded companion. Instead of causing harm, they are absorbed and grant a bonus to speed, strength and magic to the equivalent of x.5 with the capability of stacking up to three times maximum. The bonus fades after three consecutive posts until reapplied and cannot be triggered by the caster using blood magic on themselves.
  • Heartseeker – Shrista may sense all living beings within 120ft of her person, tracking the sound of their hearts through mental echoes. Undead register as the reverse of a living being, an absence of life, and are more noticeable than the mass of the living which are constant, as they are like small voids of emptiness beating in an irregular reverse tempo, counterpart to the living.
    These echoes allow her knowledge of position, health and physical status of those within her range, including whether they are currently suffering an ailment, though what it is, is not determined, and their mood, such as whether they are hostile towards her.
  • Multiplication – The caster may create entire organs, bone, muscle or tissue from a sample of an organism's body by rapid cell growth, or repair damaged cells and tissues at a rapid rate. Does not remove any genetic diseases, only repairs the damage that has already been done to them, or adversely accelerates the growth of the malady if it is cellular. May be used to remove scarring, regrow nerves and severed limbs, and repair damaged organs, or encourage the rapid growth of an organism such as plants, to a more mature state. Requires physical contact with the being, or appropriate body sample to force the growth. [PC permission required.]
  • Torment – Shrista may inflict terrors on the targets mind by concentrating on them and willing the thought, imbued with magic to affect them. Demoralization takes place, or depression, which may make them unwilling to fight or flee in fear. Distraction or a break in concentration will disrupt the effect, which steadily grows stronger the longer and harder she focuses on the subject. With physical contact she can inflict the sensations of exceptional pain on the target by stimulating their nerves. No physical damage comes from the act but the memory of pain itself is liable to stick. In reverse she can use the same skill to make a person feel feelings of exceptional joy or pleasure. [Upgrade to Inflict Agony]
  • Rupture – Causes pressure to exert on the chosen area of the body relative to the caster's strength. Pressure will constrict as much as the user exerts with their own limb, and can be used to cause cramps or spasms of muscles, and tight uncomfortable pain, or the breaking of bones, tearing of muscle and rupturing of organs. Requires that she has an open source of blood to hand to utilize the skill. [PC permission required] [Upgrade to Constrict][/b]
[+] spoiler
  • Cocytus Maelstrom - Shrista's wind spells at full force strike with the strength of a maelstrom, capable of tearing roofs off of houses when hurled full force or whipped up into a storm. When drawn together into a windstorm, the wind emits a hideous shrieking of which it is named for, and those without adequate protection will suffer temporary deafness within ten seconds. If remaining close to the center of the storm for more than five minutes, targets are liable to become deaf permanently. Additionally, those caught up in the maelstrom suffer a chance to be driven temporarily insane as the wailing voices pluck at their minds. How long the effects last depends on how strong the minds of those victims are, but usually does not exceed more than an hour. Effects of madness can range from anything to fear, violence, euphoria, etc. The longer they stay in the storm, the greater the chance, as with the deafness.
    Natural fire will be extinguished within the high speed winds, and sound anywhere above a shout directly next to the recipient will be swallowed in the volume of the wind. The caster will always be located in the eye when the spell is cast. The storm may move with the caster, but costs double the strength and concentration to shift it while moving. [Upgrade to Flurry]
  • Sacred Fire – Blinding white flame that deals a mixture of divine and fire damage to the target when struck. When striking a surface it behaves much like Greek fire, in that it will not extinguish unless sand or vinegar is hurled on it, and will burn on water. It is particularly effect on the Undead, and creatures with their roots in dark or shadow based affinities, sticking to their flesh like tar. If condensed and hurled like a projectile, splash range is 10ft. Causes blindness to foes struck and within the range of impact. Blindness lasts up to 30 minutes if struck, 10 minutes if caught within the radius of impact. Shrista is capable of manipulating the flame to damp it down and control the inferno, or direct it to particularly wash embers in a direction to spread, providing there is no wind to skew it. [Upgrade to Holy Fire]
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  • Avatar of Pandemonium - Shrista's strength both physically and magically increases with her growing compatibility with the daemon and her pact to him, granting her a doubled bonus to her strength, and increasing her magical prowess by 5x.
    Her physical attributes have also adjusted as she becomes more attuned to Chaos, the tiny horns grown before now full fledged and stretching back in two curved tines behind her head. They are a peculiar shape, like the teeth of a venus flytrap plant with tiny holes at seemingly random intervals, and make a mournful whistling when air blows through them. They are a glossy ebony in colour, with crazed designs in thin bands like veins of pale crystal in rock, the tips of each tooth are stained golden yellow.[Passive]
  • Truculence – [Passive] Shrista's tolerance for pain exceeds the norm, allowing her to ignore and delight in up to 65% of all pain caused to her body. It does not prevent her from taking injury, only dealing with it better. Neither does it mean she could, say, walk on a broken leg. It might not hurt as much as it should, but she wouldn't be able to get up and start dancing on it by any means. [Upgrade to Masochist]
[+] spoiler
  • Sentius Saturnine, King of Unwaking - Shrista may now summon the Daemon bonded to her, to come to her aid, or banish him at will from her presence. The bond grants them a shared telepathic and emphatic link, as well as a directional sense that tells the other which face of the compass they are at, and their condition, and how far from each other they are. As they are bonded, Kaahn may also travel in her shadow indefinitely, without needing to rest, though he may not take any action other than speaking, or leaving it.

Citizen of the World
Joined: August 6th, 2011, 8:30 pm

August 23rd, 2012, 5:10 am #3

NPC - Guardian

Voice: Benedict Cumberbatch as Khan in Star Trek, Into Darkness. (Yes this is totally a play on the fact the character names sound the same LOL.)


The Daemon King, Kaahn, or so he calls himself, stands at a comfortable 5'11", with smooth olive toned skin, nicked here and there with scars that he's rather proud of, wearing them like trophies. He is lithe and possesses a frame built for strength, with fine muscle definition and moves with the assured grace of someone completely in his element. His hands are strong, and each of his nails on both fingers and toes end with hard black claws roughly an inch and a half long.

His hair is blue-black in colour and falls straight, reaching to the middle of his back. A strand held with ornaments falls to his chest before each tapered ear, and the rest is usually swept back and held in a knot with some form of clasp. (It is noted that his appearance has been known to change, particularly in the dreamscape) His eyes are nothing if not sly, though they may take many different expressions, slyness suits them well, and they are coloured as a baleful burning orange. From above and behind his ears sweep forward four polished horns of alternating banded colours, in black, gold, and one or two other colors which are almost always different each time he is summoned. They stretch above his natural height, and like the rest of him are often adorned with jewelry or small trinkets. His right ear is pierced with a thin gold loop inscribed with a desert song, from which narrow triangular chimes hang.

Kaahn also sports a long and muscular tail of four feet in length, tiny interlocking scales of grey and brilliant copper mottling his lower spine where it joins his body, with narrow barbs upon the end. These barbs lie flat against the thin spearhead of his tail, and are about a foot long themselves, springing up when agitated or when used as a weapon. They may break off and lodge in a victim, only to regrow a few moments later. A heavy gold ring encircles the end of his tail before the barb, engraved with the mastery of his binding. Sometimes it will have a thin short chain attached, from which a small glass prison hangs, the latest of his victims entrapped in the bauble, but it most often appears in dreams.

His aura acts in a manner which may make him attractive to those who look upon him, regardless of gender, as such is his race well famed for in their art of seduction and beguilement.

Kaahn's wings are usually folded and concealed, but in the flesh they are great constructs of thin hollow bones and stretched papery memrane reminiscent of a bat's, though littered with tiny scales that match his tail. When out in the open, they smolder and beating them will cause a thick cloud of ash and embers to slough from them.

When he does wear clothes they are generally fanciful and bearing the emblem of a sun bursting, which he claims is ironic as it is the sign of waking. Often he will parade about shirtless or with a short open coat above loose pants secured below the knee to his feet with sandals or silk wrappings, which are almost always bare.

When damaged, his skin cracks and chips away like pottery, leaving a gaping void beneath, from which a sickly green felfire creeps. Once broken, the flesh around the wound will continuously erode and regrow, fluttering away in the air, charring black and winking out of existence. To mend his broken body, he must return to his home plane for a time, as he must with wounds.

He does not seem to fight with weapons as of yet.

Kaahn absolutely detests salt water, as it produces a pained burning on his flesh, akin to silver.


Kaahn is exactly what one might expect of a daemon hellbent on seducing and sleeping with everything that moves, and yet there are times when he might show a surprisingly human emotion or action, enough to catch one off guard. His antics do nothing to truly endear him in the eyes of another, he is mocking, spiteful, greedy and callous, and has no care whether he hurts the feelings of another with his observations. Indeed he makes a point of going out of his way to do so, and to maintain his cruel and snide image.

As well as of all these, he secretly covets those rare times he allows himself to delve into the range of emotion that humans so freely exhibit, those times when it is not them he is trying to evoke it from, but himself. Few have ever seen him lose him temper, and it seems nigh impossible to make him do so, nor does he seem to lose his spirits and become depressed and mirthless. Always there is a furious interest in humanity, and everything that might be used for something, that might live, grow, suffer and die. He is incredibly free with his thoughts, and letting just about everyone and anyone know exactly what he thinks.

Aside from this, he harbors a soft spot for his bonded partner, and though he often enjoys watching her flounder and struggle in her own mistakes, he will defend her fiercely when the time calls for it. And then, likely give her a double lashing of scornful snappy remarks on top of it for making him have to actually do something. Lately he has taken more of a turn of interest for watching her suffer and wither under his scrutiny while he attempts to dominate her, forcing his will over her own so that he might make her free him from his binding.

Were he to come to care with any measure of affection for someone, it would be a twisted and likely misunderstood affair, a fixation in where he would undoubtedly terrorize and subject the object of his attentions to much emotional torture and mental strain. He has little understanding or care for real emotions such as love, and would discard someone attached to him as easily as trash. It is not to say that he could not learn, but chaos is his nature, and he has no rhyme or reason to necessarily stick to any one determined thing, making him highly unpredictable.

[+] spoiler
  • Sentius Saturnine, King of Unwaking - Shrista may now summon the Daemon bonded to her, to come to her aid, or banish him at will from her presence. The bond grants them a shared telepathic and emphatic link, as well as a directional sense that tells the other which face of the compass they are at, and their condition, and how far from each other they are. As they are bonded, Kaahn may also travel in her shadow indefinitely, without needing to rest, though he may not take any action other than speaking, or leaving it.
  • Captivate [Kaahn] - As an Incubus, Kaahn may cause all but the strongest minds to fall under his sway, with an exception to those enchanted with protection against compulsion or mind affecting abilities. Characters with stronger wills or minds may resist his insidious charms, though how completely is dependent on their skill. Those he captivates become devoted to him for a maximum of three posts for player characters, until dismissed or the effect wears off. He may spread his influence over a wider range to affect more than one person at a time (50ft) though holding them becomes more difficult the more skilled the minds are, and can be wildly inaccurate when trying to only hold one or two people. Those who move outside of the range will feel the compulsion weaken enough that they might feel confused, but not wholly subjugated. This skill has a higher chance of success when dream walking (30%) including on those who share a bond with him. Additionally his natural charisma is boosted, making him more likable to those within his direct vicinity.
    Using this skill on weaker minds can leave them broken badly if the compulsion is forcibly removed by someone with skill in healing magic or dispelling mind traps unless incredibly careful.
  • Forsaken Strength [Kaahn] - Over time the Incubus' bones have become strong enough to support his growing strength. Kaahn is strong enough that when plumbing the depths of the reserves of his demonic strength, he can smash through stone, though not without minor physical damage to himself, and lift great weights where needed. Obviously anyone getting in the way would be seriously injured, if not killed outright from a blow, including his bonded partner. Lifting something heavy does not guarantee that he can move after picking it up, or supporting it. (PC permit required if making contact with them.)
  • Covet [Kaahn] - Kaahn may take control of a target for up to five consecutive turns, utilizing their abilities and bending them to his will. While in possession of their form, he enters the target fully and puppets them. An unwilling victim may fight him for control, and doing so will hinder his progress with functioning their form, to the point that he may be expelled from their body prematurely if they are strong enough. If the victim is willing, he may control them to the point that they become an unwilling host, in which he must fight them for command of the body. When possessing a host, his daemonic nature is confined within them, and thus masked except to those specifically tracking him. Non specific daemonaic tracking skills will appear to split his influence over several life forms, e.g. in a crowd. The stronger the tracking spell, the smaller the split.
    (E.g Simple level daemon tracking may split his entity to the nearest 15 life forms. Intermediate 10, Advanced 5)
    Using this skill may leave him tired or weakened, the state of his strength thus depending on how long he possessed the form for, and if he was ejected prematurely. He may be forced from the body by a strong exorcism, or by causing enough harm to the host that is forced to flee.
  • Shadow Marionette [Kaahn] – Kaahn may bind himself to as many as two whole separate targets in the physical plane, using his hands to manipulate them as one would with a pair of marionettes, though it is often considered a clumsy method. For more precision without direct possession he may bind his limbs to others so that they are forced to mirror his own movement. Any shapeshifting or ability that moves the target out of his line of sight will break the bond between them, and if the target has enough physical strength the bond will draw taut and snap if they can resist the instigator. Anticipating it will give the victim an obvious advantage in resisting which limb/s are being controlled.
  • Reality Bleed [Kaahn] – As a planar tyrant, Kaahn brings his own natural planar power (dreams) to the physical world, creating an aura around him that affects the nearest forty feet and warps reality. Magic has a 75% chance to twist and deviate from the original intention, becoming wild magic, and the laws of physics no longer apply in the field. Anything contained within the aura is now subject to alteration by sheer will and will retain any changes once the two planes are separate again. (e.g. When the aura is active, a wooden chair may melt if he chooses it to, and remain melted once out of his presence.) What happens is subject entirely to those minds within the area. For example, most people have firm beliefs in the laws such as gravity, and most objects obey that. The area may change and things contained in it metamorphose depending on who thinks what and how strong. Living creatures naturally resist such changes though simple things like clothing may change if they are not maintained with concentration. Anything that changes or is transmogrified (creatures and players with permission) are then marked as ‘cursed.’ Curses can of course, be removed by magic, making a deal with, banishing or slaying the Incubus in question.[Requires PC permission for use on characters]
  • Bloodthirsty Void – Through strong affiliation with the arts of blood and life magic, and shared through the bond with her daemon, spells falling into that school are now effectively nullified when directed at the caster or their bonded companion. Instead of causing harm, they are absorbed and grant a bonus to speed, strength and magic to the equivalent of x.5 with the capability of stacking up to three times maximum. The bonus fades after three consecutive posts until reapplied and cannot be triggered by the caster using blood magic on themselves.
  • Tantalizing Gift [Kaahn] – Kaahn offers the target a luxurious gift in exchange for a favor, granting them something that they particularly desire. This trade may not always be equal, or necessarily in good faith, as the subject may discover later. Often, it may seem that they are getting a ludicrously good deal, only for it to fall down around their ears later on.

    The player may ask for one magical item or power that would normally be out of their means to acquire, including such things as a turn of incredible fortune or intervention from a higher power, providing they have the ability slot to cater for it. Additionally, they may call upon Kaahn once per thread should they choose, bringing him to their location.

    As a side effect, the player may find themselves experiencing unnaturally vivid dreams in which any harm inflicted on them will reflect in minor wounds upon waking. (Bruises, shallow cuts and scratches, mild illness.) This is due to their dreams leaking into the Ethereal Plane and actually experiencing a light for of Dreamwalking.
  • Now You See Me... [Kaahn] – Kaahn may effectively teleport short distances by willing himself to be somewhere else. The land responds much in the way his Dreamwalking does, and reorients itself to put him where he wants to be. The area he teleports to must be in his line of sight for distances longer than 50ft, otherwise he might teleport into an object which would be difficult to explain.

    When traversing the land in greater distances, he must begin moving and subtly alter features of the landscape to reflect where he is going; much as one does entering the Ethereal Plane. This takes longer if he has companions with him, though the fewer there are, the easier it is. He may now take up to ten other entities with him when he traverses the land via this method, though the risk still remains of being intercepted or losing one's sanity, it is substantially smaller the less passengers he attempts to transport.
    Should he use this method to effectively 'find' someone without knowing where they are, and without being called to them, it will take a small toll on him for each person moving, as the world will shuffle itself like a deck of cards very quickly, and exact its price on him instantly rather than a gradual change.

    People who see him do this will notice only that he was there a moment ago, and now gone. If they were to watch closely, they may see how things seem curiously flat, and turning a certain way makes them entirely invisible, like a piece of paper. People may also catch flickers of him and his passengers as they move directly through the Plane, should they be touching it at the time. [Upgrade to Dreamstalker]
  • Esoteric Presence [Kaahn] – Sometimes it's preferable to be unseen, or as close to it as one might get. Kaahn may effectively fade out of people's awareness, making it very difficult for them to concentrate on him, or remember more than the vaguest details about him. Someone might notice he was there if he had caused some catastrophe, but wouldn't be able to tell you how tall he was,
    or the colour of his skin. Providing he does nothing to alert others, he may wander around physically,
    pretty much unnoticed; even to those with telepathic tendencies, who will encounter his mind as either an empty space, or distracting static.

    Should he wish to, he may slide partway between Dreaming and become intangible. He may walk through doors and walls, and only those he wishes to see him will do so, with the exception of other fiends, cats, the dead, or those of a celestial nature. Those with a keen spiritual sense may detect his presence, making them unsettled as well, though he is not undead. His strength is reduced to 25% of its natural state, allowing him to influence light to medium sized objects by pushing or moving them, as if he were a poltergeist. [Upgrade to Shadow Dance]
[+] spoiler
  • Dreamstalker [Kaahn] - Incubi and Succubi may traverse the dreamscape, and Kaahn is no exception. Not only may he enter the dreamscape by putting himself into a trance, (he does not dream) but he may also physically enter the realm, leaving the real world behind. To do so is dangerous, and should he die there while being physically present, he will be severely weakened and forced out. Not only that, but he may suffer the ills of mortals, and could be permanently killed as a result of being weakened. Entering via trance state leaves his body unprotected, and thus defenseless. Any wounds taken while dreaming will recreate themselves on his physical form as a minor infliction, like a reflection of the ethereal wound, and leave him with a great deal of tiredness, making it much harder to dream walk again until he has rested properly, by sleeping.
    As well as being able to physically enter the dreamscape of others, he may use this method to traverse the real world via the reflection of it in the dreamscape. Again it is dangerous as anomalous entities are attracted to that which is not meant to be there. He may carry one passenger with him like this at a time, and the risk is much higher. There is no guarantee that they will make the other side, and if they do, not necessarily with their mind intact unless they are able to dream walk in some form themselves.
  • Shadow Dance [Kaahn] - Kaahn may alter his form so that he becomes insubstantial, and quite literally becomes a shadow. In this state he cannot harm anyone nor cause a harmful action, nor pick up objects or move them. He cannot pass through walls or objects either, and cannot be harmed by physical attacks. The flexibility of his shape however does allow him to slip through tiny cracks and under doors. When moving on his own, he may retain the shadow shape for up to one hour, before he loses it, unless attached to a person or object. When 'stuck' to a physical being, his shape may last as long as three hours before he is forced to resume physical normality, and must rest for the span of a post before he is able to do it again, unless attached to his bonded partner.
    He may speak in this form, but take no other physical actions beside moving around.
  • Cloak of Ash [Kaahn] - Wings are often unwieldy and Kaahn now has the option to hide his own, with the exception of being in the dreamscape, when everything about him is on show for all to see. They appear almost transparent, a thin membrane stretching between the fragile bones and tiny scales to match those of his tail, tipped with slender hooked barbs. A distinct heat emanates from them, and when in use, a light cloud of choking embers and ash roll from them.