Post by Caraway on Apr 18, 2024 4:30:43 GMT -5
GENERAL INFORMATION
NAME: Caraway
AGE: Young Adult (In Demonish Years)
GENDER: Fella
SPECIES: Oni || Life Leech, Otherworld Training, Curseweaver
GENERAL TRAITS: Antisense, Vampiric
STARTING PLANET: Earth
HOME REGION: no
CHARACTER DESCRIPTIONS
APPEARANCE -
IMAGE CREDIT: KAZAN from OMEGA STRIKERS
BACKGROUND: Not all Demons are violence-loving, blood-spilling maniacs with a twisted lack of morals. Caraway is.
The hybrid offspring of an unloving union between an Earthling woman and a Demon from the Coryndyr Army, Caraway was raised in the vile depths of the Demon Realm. Shunned for being a foulblood by most and with his worst tendencies enabled and enflamed by his father, the boy quickly fell to evil. A lust for blood, flesh, and battle drove him to learn the art of combat and assassination, magically forging a shielded spear in the form of an umbrella for nothing more than a laugh.
He knew nothing of cultural norms upon returning to the mortal realms. Heartless yet jovial with a temper like a stretched rubber band, Caraway prowled the stars to satiate his dark desires for many years, becoming an infamous and feared assassin who left no trace of his victims beyond splotches of blood. As the galaxy is set ablaze by forces of planet-shattering power and violence takes control, Caraway has become far, FAR more interested than ever before...
COMBAT INFORMATION
TECHNIQUES: You start with Three Standard Technique Slots and One Sparking Slot that you can use any way you like. Some species start out with additional slots, or access to certain slot-based abilities for free. You also start with two additional Utility Technique Slots.
STARTING LOADOUT: 90,000 XP -> PL, Saving Rest
NAME: Caraway
AGE: Young Adult (In Demonish Years)
GENDER: Fella
SPECIES: Oni || Life Leech, Otherworld Training, Curseweaver
GENERAL TRAITS: Antisense, Vampiric
STARTING PLANET: Earth
HOME REGION: no
CHARACTER DESCRIPTIONS
APPEARANCE -
IMAGE CREDIT: KAZAN from OMEGA STRIKERS
BACKGROUND: Not all Demons are violence-loving, blood-spilling maniacs with a twisted lack of morals. Caraway is.
The hybrid offspring of an unloving union between an Earthling woman and a Demon from the Coryndyr Army, Caraway was raised in the vile depths of the Demon Realm. Shunned for being a foulblood by most and with his worst tendencies enabled and enflamed by his father, the boy quickly fell to evil. A lust for blood, flesh, and battle drove him to learn the art of combat and assassination, magically forging a shielded spear in the form of an umbrella for nothing more than a laugh.
He knew nothing of cultural norms upon returning to the mortal realms. Heartless yet jovial with a temper like a stretched rubber band, Caraway prowled the stars to satiate his dark desires for many years, becoming an infamous and feared assassin who left no trace of his victims beyond splotches of blood. As the galaxy is set ablaze by forces of planet-shattering power and violence takes control, Caraway has become far, FAR more interested than ever before...
COMBAT INFORMATION
TECHNIQUES: You start with Three Standard Technique Slots and One Sparking Slot that you can use any way you like. Some species start out with additional slots, or access to certain slot-based abilities for free. You also start with two additional Utility Technique Slots.
LIGHT OFFENSIVE || AERO SLIDEADDITIONAL NOTES: Caraway's x5 is "Feral Frenzy"
Using the tip of his umbrella like a spear, Caraway thrusts with immense force and momentum.
Power: 20%
KP Cost: 1 KP
Variants: N/A
LIGHT OFFENSIVE || BREEZE BLADE
A wider slashing-type technique enhanced with a bit of magic.
Power: 40%
KP Cost: 2 KP
Variants: N/A
LIGHT OFFENSIVE || RAZOR GUST
Caraway whips up a small but volatile pocket of wind that slices and cuts violently.
Power: 20%
KP Cost: 2 KP
Variants: Bleed
MEDIUM OFFENSIVE || RAZOR GALE [10,000]
A stronger, bigger version of Razor Gust that often blankets the entire target in sharpened wind.
Power: 60%
KP Cost: 4 KP
Variants: Bleed
LIGHT DEFENSIVE || AERO VEIL [20,000]
A dismissive block; Caraway swats away an enemy's attempt to harm him.
Power: 20%
KP Cost: 1 KP
Variants: N/A
LIGHT DEFENSIVE || BREEZE BARRIER [30,000]
Caraway unfurls his umbrella, channeling a layer of defensive magic in it to block attacks.
Power: 40%
KP Cost: 2 KP
Variants: N/A
MEDIUM DEFENSIVE || ANEMO SHIELD [40,000]
Meeting an enemy's attack with an overpowering surge of wind, Caraway attempts to dampen the blow before it hits him.
Power: 60%
KP Cost: 4 KP
Variants: Shield
LIGHT DEFENSIVE || FLUTTER STEP [50,000]
With surprising speed, Caraway nimbly dodges an attack.
Power: 60%
KP Cost: 2 KP
Variants: Evasive
LIGHT OFFENSIVE || HEAT WAVE [60,000]
A small burst of warped, superheated, cursed air that causes unnatural exhaustion.
Power: 20%
KP Cost: 2 KP
Variants: Exhausting
HEAVY OFFENSIVE || FUSION TORNADO [70,000]
Caraway fans his umbrella to whip up a fierce slicing storm that can roll and combine into other attacks.
Power: 100%
KP Cost: 6 KP
Variants: Merging
MEDIUM OFFENSIVE SPARKING || BLOODY SIROCCO
Caraway injects power into his umbrella, causing the top to spin like a sawblade and slice open anyone unfortunate enough to be on the receiving end of it.
Power: 80%
KP Cost: 4 KP
Variants: Bleed+
SUPPORT || SYLPHIC FORM [80,000]
You may activate Max Power at the very start of your post, increasing the power of all of your techniques by +10% while active. This will drain Momentum at a cost of -1 MP per post at the beginning of your post and prevents you from gaining MP naturally, using evasive or escape techs, blocking escapes, and intercepting attacks meant for others. You can only turn it off at the end of a post, at the end your second post after activation at the earliest. You will still consume MP and not regain any MP on the post you turned it off on. If you run out of MP, you lose Max Power's effects at the end of your post and cannot gain any MP on your next turn.
SUPPORT || TAILWIND [90,000]
Caraway moves to make a quick escape with an immense burst of speed. This technique valued at 60% of your total power and requires 2 KP to use. In order to stop you, a player must use an attack that is superior in power to your Solar Flare. You cannot undo your escape via Solar Flare if you are successful, but you can use KP to defend if it is overcome
Power: 80%
KP Cost: 2 KP
Variants: Escape
SKY DANCE
Caraway can fly. While not necessary, he likes to involve his umbrella.
KILI SENSING
Caraway senses energy, though measures and dictates it in the form of 'Kili' rather than Power Level.
KILI SUPPRESSION
Like sensing but in reverse! Allows Caraway to lower his Kili to not instantly destroy playmates.
MAGIC MATERIALIZATION
Characters with magical abilities can conjure objects or structures. Larger or more complicated things will take more energy and focus to create. This technique is passive and does not require KP.
BLOODHOUND
When Kili Sensing fails, Caraway can rely on sampling a target's blood in order track them down. With as little as three drops tasted he can find his prey, provided the environment is hospitable for smell. Requires OOC consent, especially when 'bypassing' Antisense.
SUPER HEARING
Caraway has fined tuned hearing that can pick up a pin drop in a crowded city street. Attempts at quiet conversation or stealth are difficult when he's around, and unlike Namekians, this is a magical ability and cannot be used to harm him with overly loud noises or high-pitched sound.
SHAPESHIFTING
An extension of his Demonic abilities and materialization, Caraway can morph himself into seemingly different things and people.
PLANETARY TELEPATHY
Allows use of telepathic communication between nearby or familiar characters on the same planet as yourself, letting you and your friends always converse internally. This technique is passive and does not require KP.
GALACTIC TELEPATHY
Allows use of telepathic communication between nearby or familiar characters in the same dimension as yourself, letting you and your friends always converse internally. You must have Planetary Telepathy before applying for Galactic Telepathy. This technique is passive and does not require KP.
TELEPATHIC DETECTOR
Caraway can detect when there is active telepathy use near him, and while he can often narrow it down, he cannot get a direct pinpoint without OOC consent.
TELEPATHIC TAP
Caraway can 'tap' into telepathic communication, listening in and even interjecting... so long as he has OOC consent.
TELEPATHIC JAM
When thoroughly ruffled, Caraway can attempt to block the use of telepathy by any and everyone in his general vicinity. Sufficiently trained psionics can break past this block.
MADNESS
Afflicted with a unique case of Demonic madness, Caraway is immune to mind control, morality altering abilities, and techniques that can glean if one is good or evil.
STARTING LOADOUT: 90,000 XP -> PL, Saving Rest