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| Subject: Liam Grey . Fri Apr 27, 2012 3:57 pm | |
| • LIAM • GREY • Name: Liam GreyNickname: Shepherd Grey, Grey, Cleric Age: 33 years oldWeight: 180 lbsHeight: 6'1Eye color: BlueHair color: BrownRace: HumanResidence: Bastion and LibriumNationality: AmericanAffiliation: The Church of the Divine CollectiveOccupation:Shepherd ; Acolyte ClericFace Claim: James McAvoy• all in the details • Appearance: In a word, wiery. There isn't much to him besides bone, sinew, and a little bit of muscle. His modest diet and simple life keeps him from falling out of shape. Troubled blue eyes seem to be set beneath a naturally furrowed brow. While he has a warm smile, it only comes out when he realizes people are watching him, otherwise he wears a look of constant contemplation. Short brown hair seems to always been in a state of deshevlement.
Liam's body bears a great deal of scarring that he is reluctant to talk about. The most prominent of them is a massive stab wound in the center of his chest, just to the left of his heart. He also has a great deal of tattoos in a number of differnt languages and scripts, that cover his back, shoulders, and hips. There are also tattoos on his head, but they are hidden by his hair. Liam's clothes usually cover all of his tattoos, obscuring them from view. Personality: Liam is utterly devoted to his faith and his mission. For him there is no questioning his beliefs. Even in a world that is made of shades of grey Liam finds his way with confidence. His emotional state is a differnt though. Haunted by the demons of his past, Liam feels as if he needs to make amends for the evil that his hands committed even if he was not in control of his own body, the memories of the events drive him. He finds peace and happiness in his service of The Divine, and what affirmations of life he can find. Abilities:
(Note: Other Clerics have a larger arsenal of spells at their disposal. Liam's spells and abilities reflect his short time with the Acolytes, and his fanatical devotion to his chosen path. Liam is a hunter of fiends and other evil creatures. His abilities are focused around the tasks of tracking, guarding against, and aiding victims. In truth he only has two offensive spells, one which is used to empower the 'tools of his trade', and one which is the hallmark and proof of his Faith.) Offensive:
Imbue Object: This simple spell is used to imbue an object with temporary magical properties that Clerics call 'Divine Power or Divine Favor'. The object must be held during the casting of the spell and once complete the effects last a full 24 hours. In the event of a solid object such as a shield or body armor, it doubles the durability. In the event that a weapon is the target of the spell, the weapons effectiveness is doubled. Edges cut as if twice as sharp, they are doubly resistant to damage, bullets strike with increased force, and a gun's sights aim truer. The reason for the belief that this spell imbues the favor of the Divine Collective, is the increased effectiveness against evil inherently creatures such as fiends. Imbued weapons are far more effective against innately evil creatures than they are against anything else. At the end of the 24 hour period, the magic dissipates leaving the object in its original state until it is imbued once more. A caster can only imbue a maximum of seven (7) objects during the course of a single day. The imbuing process drains the caster's strength forcing them to need a short amount of time to recover. Imbuing seven items one after another would render a caster unconscious, and even if fully rested, any attempt to imbue an eighth item simply fails.
Divine Fire: The strongest spell wielded by Acolyte Clerics. The casting of this summons a Divine Blaze that burns white hot, spreads, and consumes as normal fire would. Even beyond the white color, these are no normal flames. The flames are far more devastating to inherently evil creatures, can affect incorporeal creatures, and burn away evil miasmas or taints. The purifying flames also pose no threat to the truly faithful. The Zealots of the Divine Collective are able to pass through them unharmed, because their unwavering faith and belief in the Divine Collective and the truth of their path keeps them safe from harm. The flames burn until there is nothing left for them to consume, they are quenched by the caster, or the Caster becomes too weak to maintain them or dies.
Defensive and Passive:
Talismanic Barriers, Seals and Wards: Through the use of incantation and inscription of runes and symbols, a caster can create various seals, barriers, and wards. Seals, barriers, and wards find their power in the inscription of runes that are the focal point of the magic's power. Inscription is a painstaking art that requires the caster's technique to be perfect. Any imperfections in the runes can cause weaknesses in the spell that will diminish the efficacy. An inscribed spell's power relies on two factors: the detail and the medium. The more detailed the system of symbols and runes, the stronger the output it is capable of. The downside of this is, more complicated a system is, the greater the chance of a mistake being made. In terms of medium, the more permanent the medium used for inscription, the stronger the resulting spell will be. For example paint is a stronger medium than chalk or sand because it can dry to a surface and not be easily erased or blown away. There are certain materials such as salt which act as an amplifier for particular types of spells, however blood is the strongest of the impermanent mediums. The most powerful means of inscription is to physically etch the runes into solid objects and structures to draw on the strength of the material itself, in addition to the effort put into making them correctly. For example, runes etched into a stone floor would be stronger than those etched into wood, because the physical element acts as a conduit for the magic. Some casters carry pre-inscribed talismans of ink and paper on their persons for emergencies. While the barriers they create aren't very strong, such preparations could buy valuable moments for stronger barriers to be erected.
The following are types of Barriers, Talismans, Seals and Wards that will be used to provide reference:
Fortification: Used to fortify an existing object or structure. Depending on the medium and detail of the rune system used, an object or structure could be augmented up to five or ten times its normal durability. Impermanent mediums can augment up to five times, using blood and complicated rune structures. Permanent inscriptions begin at five times augmentation, and grow stronger based on the amount of effort put into the detail of the system.
Ward Against Travel: These wards are placed on a location to bar travel into and out of the room via magical means such as portal or teleportation. The only way into or out of a location which is so warded are mundane means (physically walking into or out of). No defense is impenetrable. Based on the strength of the ward, a strong enough spell could penetrate the ward, however in such an event, the ward's creator will be aware of the intrusion and inherently know where the intruder will be arriving inside the warded space.
Energy Barrier or Barrier Against Evil: While the caster is capable of creating a magical barrier against harm or passage, the art of inscription allows for the creation of stronger barriers that can withstand more damage or stronger creatures. Inscribed barriers could be used to create a protective shell to withstand a physical threat such as explosion or damaging spells. When they reach their limits they break and the runes lose their power. Barriers against a particular type of creature could be used to forbid the passage of the designated focus while allowing others to pass through freely.
Fiend Traps and Protective Talismans: These different types of rune systems are two sides of the same coin. A Fiend Trap is a circle filled with intricate runes that empower the outer edge. Once a fiend or someone possessed by a fiend enters it, they are unable to leave its confines. The only means of escape is to somehow break the outer circle. This task is not as easy as scratching the like with ones foot or finger, as they cannot push out beyond the inner edge of the circle to affect the inscription. The inner runes are inconsequential once the fiend has entered the trap's confines. Protective Talismans are worn to prevent an individual from being possessed by a Fiend or ghost. It forms a lock on the body of the bearer only allowing their spirit to inhabit their own body, allowing nothing else to enter. Such Talismans are extremely intricate in their details and take a great deal of time, so only advanced Casters are capable of creating them without flaw, making them a rare commodity.
Psychometrics (Location and Object): This spell opens the caster up to the Ether and allows them to read the strong impressions left on an object or location. The Caster must make continued contact with the object or location being read while he incants the spell. If the contact is broken or he moves too much from the spot he has chosen, the spell ends along with the reading. When reading an object, he begins to see the 'life and experiences' that the object has shared with those who came in contact with it through his mind's eye. The strongest impressions are seen first, followed by the most recent, and then other events moving farther backward in time. The longer the spell is held and the farther back one reads, the more draining it is on the caster and events become more distorted. When this spell is used to read a specific location, the caster's mind's eye opens to the world around him. To his or her eyes, the world is covered with an ethereal fog which takes shape, and begins to replay events moving backwards from the time of casting. The longer the spell is held the greater the drain on the caster, and the farther back events are viewed, the less detailed the fog becomes until events are unreadable. Objects being smaller focus items hold impressions longer impressions than locations, and some events leave stronger impressions that linger longer in locations allowing them to be read. (Example: Times of strong emotion for individuals, or great violence in a location or with an object leave stronger impressions behind.) This spell does not leave the viewer unscathed. By opening themselves up to view the impression they also feel echos of the events they read, such as pain or strong emotion. It takes an individual of strong will and mental fortitude to endure traumatic events without breaking contact or stopping the spell.
Healing: Magical healing is not the answer to the world’s pain and suffering, nor is it the way to hold back death. It is the equivalent in its power to modern medicine, but the immediate results come with their own price. While clerics can use magic to heal wounds, interfering with the natural order comes with a cost that prevents them from ‘curing the world’. These various draw backs are explained in each spell.
Minor Healing: This low level healing spell is effective on superficial and minor wounds such as cuts and burns. This spell functions by infusing a wound with mana to accelerate the natural healing process. A small amount of the caster’s own life energies is imparted to the spell, which causes the caster to feel fatigue and minor nausea. The more numerous the wounds healed, the longer the fatigue and nausea lasts. This is a spell that the caster can use on his or herself.
Moderate Healing: This midlevel healing spell is used for serious burns, deep tissue lacerations and punctures, and broken bones. This spell uses mana to create a connection between the caster and the target. This healing comes at great cost to the caster because they must take on the ‘pain’ of the injured party. This ‘pain’ manifests as physical pain and flu like sickness that can last for days. The sickness can be avoided by finding another recipient to take the negative forces that were drawn from the wounds. A caster can chose to pass on this negative effect as a sickness, or concentrated as a form of attack.
Major Healing: This is the highest level of healing available to casters. It is capable of combating poison, disease, and life threatening wounds. It is on par with medical science in its ability to repair wounds inflicted upon organs, or large amounts of trauma done to an organism. This spell cannot cause replace completely destroyed organs, or cause lost limbs to regenerate. In the event of a lost limb, it will cause the wound to heal closed into a smooth stump. This type of healing is incredibly taxing and very dangerous. If used on another, the caster takes on the injury in the form of negative energy that wreaks havoc on their body. In a short amount of time, the negative energy will debilitate the caster’s body causing them to suffer problems equivalent to those that they healed. (Example: If an organ was healed, their own organ will eventually fail. If they counteracted a poison or cured a disease, they will suffer from the symptoms.) These side effects can only be avoided if the caster passes this negative energy on to another recipient. If the caster uses this spell on his or herself they must find a recipient to transfer the negative energy to within 12 hours or it will kill them.
Hand of Ruin: This spell is the unfortunate companion of the more effective healing spells. After healing with magic, the caster must chose to bear the consequences of their choice and possibly martyr themselves, of victimize another to pass on the ailments and injuries that they healed. This spell summons all of the negative energy that was the byproduct of healing into the caster's hands. Once it is gathered they are forced to lay hands upon another living creature and transfer it directly into them. The faster can chose to pass it on as is, or concentrated it into a single burst that manifests immediately as physical trauma. If the concentrated manifestation is used it reduces the overall effect on the victim, but the process is no less excruciating. (Note: This unavoidable consequence is the reason the Church does not practice healing the masses. Suffering cannot be erased from the world, and no one has the right or privilege to force their suffering upon another.) Skills:Like all Acolytes of the Church Liam studies the Church's library which contains knowledge that it has attained over the years about the threats to humankind. These threats include, fiends, undead, and various types of Others that they fought during the war..
Liam has also studied the art of Exorcism, which is used to expel the dark forces from possessed individuals.
Combat skills: Being a Hunter, Liam is trained in unarmed combat, use of blunt and bladed weapons, as well as the use of firearms.
Photographic Memory: This is both a gift and a curse for Liam. While it allows him to remember the intricate details of the rune and symbol structures he studies, it is also the source of his unending torment. He is forced to carry a detailed record of all the atrocities the fiend that possessed him committed, as well as every horror he has seen as a Cleric within him for the rest of his life.
Art: Liam has always had a natural talent for art. He is skilled in a number of mediums ranging from sketching and painting, to sculpture. This artistic gift lends itself to Liam's talent with Talismanic Runes and Symbols. It also provides Liam with an outlet for his nightmares on sleepless nights. It is a form of therapy he learned during his recovery. He never allows anyone to see those particular works, and destroys them soon after they are finished.
• the tale of a lifetime• History: Liam's mother and father were Scottish immigrants to the America's during the war. His father was an intelligence agent that was able to infiltrate behind enemy lines due to his knowledge of folk lore and family history. The war killed both of his parent's leaving Liam an orphan at age 12. His father died while on assignment behind enemy lines, and his mother was the victim of an area attack by Others.
Six years passed with Liam on his own and he managed to remain alive on his own, scavaging like a great man other orphans. His days scavaging ended when The Enlighenment changed the face of Terra. During the great upheval dark creatures escaped into our world, fiendish creatures that preyed upon the souls of mankind. A powerful Fiend crossed the veil and possessed Liam, usurping his will completely.
For three years the fiend that inhabited his body cut a bloody swath of murder and corruption across Terra, using the chaos and disarray to his advantage. During it all, Liam was aware of what was happening. He watched the malevolent deeds that the fiend commited with his body from the place were he was trapped within his own mind. The unending dream of a living hell he could not stop nearly drove him mad.
Salvation came when the Church Acolytes had managed to track down the evil creature that controlled his body and did their best to drive the monster from his body but it was far too strong. Unable to exorcise the mosnter, it became necessary to kill the host and see justice done. Battle ensued and the exorcist's blade plunched deep into Liam's chest. Unwilling to die with his host, the fiend fled stolen shell at the last moment.
The blade that pierced his chest only narrowly missed his heart, and Liam now free, thanked the Acolyte for setting him free. Seeing that the fiend had fled his body, the Acolyte did everything he could to save the life of what he knew was an innocent man. Liam managed to survive his grave injury, but did not share the Acolyte's opinion.
Having been forced to watch the horrors committed by his own hands through his own eyes, Liam felt responsible for what had been done. He devoted himself to the Church as a Shepherd hoping to atone for the what the fiend had forced him to do. Unfortunately Liam found no true peace in this. It wasn't until the exorcist that had freed him took notice of his tormented soul, and gave him purpose. He trained him as an Acolyte Cleric so that he could devote his life to hunting down and cleansing evil. It was only then that Liam a small measure of peace . Notes: The intricate tattoos on Liam's body are Protection Wards that he had inscribed into his flesh to protect him from every being possessed again. The medium used was a mixture of ink and his own blood.
Is this a Canon?: (no) Is this your second character, and if so, who is your first?: Malik Karver |
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