Results 1 to 4 of 4

Thread: Hywel Lackland ap Ailil

  1. #1
    Fiend
    Points: 234, Level: 4
    Level completed: 68%, Points required for next Level: 16
    Overall activity: 0%
    is tweaking the nipples of the
    nation.
     
    Alexei's Avatar
    Join Date
    Jun 2011
    Location
    Here or there
    Posts
    234
    Points
    234
    Level
    4

    Hywel Lackland ap Ailil

    For all the hillside was haunted
    By the faery folk come again
    And down in the heart-light enchanted
    Were opal-coloured men"



    Name: Hywel Lackland ap Ailil

    Jobs and titles: Marquess of River Medway, Sir Hywel Lackland ap Ailil, Lord Presider of the Shadow Court, Knight-Commander of the Guardians of the Silver Dragon.

    Alignment: Neutral Evil

    Class: Warrior Mage

    Secondary Class: Ranger

    Prestige Class: Arcane Ranger

    Age: 876

    Race: Sidhe

    Personality: Hywel comes off as a pleasant and confident gentleman. As a noble of the Unseelie court, and the Family Ailil, the manners and laws have been driven into him since an early age. When he speaks to others, he addresses them by their titles, and expects the same. When he makes an oath, or promise, he keeps it until it is fulfilled. As a Fey Hywel cannot lie, but he can, and will stretch the truth without so much as batting an eye. He is a cunning man, able to make his way into the good graces of others. Using his ability in politics, he has worked his way as both the head of the of the Shadow Court, the House of Ailil, and it's military organization, Guardians of the Silver Dragon. Giving him both the use of his Slaugh spies, and a strong military force of his own house.

    Appearance: Hywel can be considered a handsome, almost beautiful man, with the features of a noble. His hair is as black as a starless and moonless night. His skin is pale, with a slight metallic tint in the right lighting. At night, or in just dim places, his skin looks moon blessed. His eyes are a deep, and rich emerald green, sharp, cunning, confident, and experienced. When Hywel’s eyes turn to their multicolored hues, they take on a vibrant emerald green, a fiery orange, and a deep crimson. He stands at a height of six feet four inches, and carries with him a willowy build, which only hides his true strength. His posture is note worthy, always walking and standing straight backed, sitting in a refined and elegant manner.

    Attire: A lamellar cuirass of boiled and tooled leather, lacquered black. It comes complete with faulds, spaulders, greaves, gauntlets, and gorget. It is a sturdy and light armor that he prefers when he is in combat, or desires to present himself at his best. Underneath the armor is a black, long-sleeved leather jerkin that is knee length, a black doublet. He wears black trousers tucked into black leather cuffed boots. Over his shoulders sits a color shifting cloak, than can allow him to blend in with the surroundings if need be, the clasp that holds it is a black snowflake. Over his hands are black leather gloves.

    Strapped to his hip is his sword belts, made of black leather. The buckle holds a heraldry, it is described as; Sable a dragon rampant amidst four mullets argent. It is assumed to be his family’s crest.


    Faerie abilities:

    |Sidhe Glamour|: This power is innate in all Sidhe and incorporates illusion. But unlike illusion it is intensifying and diminishing what is already present, not creating things that are not there. Hywel like all Sidhe are exceptionally good at Glamour, so well that is difficult if not impossible to tell the difference between reality and glamour. Most often it is used to change the perception or influence the perception of others, causing them to see someone different from the immortal himself. Although Hywel's physical form doesn't change, unlike Flesh, any observer who cannot sense the truth sees whomever Hywel wishes him/her to see. The Sidhe must have a firm idea of the visage he wishes to project. The primary decision is whether to create and imaginary face or to superimpose the features of another person. Manufactured features are often more difficult to compose in believable proportions, but such a disguise is easier to maintain than having to impersonate someone else. Of course, things get simpler if the Sidhe borrows the face but doesn't bother with the personality. Actually posing as someone else carries its own problems. The character should know at least basic information about the individual; especially difficult deceptions (fooling a lover or close friend) require at least some familiarity which the target in order to succeed. Of course one can also use this hand of power to make a room brighter, darker, and things of that nature.

    |Sidhe Blood|: Hywel has a permanent innate regenerative ability. This is a gradual ability, but over the course of twenty-four hours, he can typically recover from the brink of death. Minor wounds will typically close up within a few posts and moderate wounds will display signs of accelerated healing in the same time frame. However, for serious or vital injuries, the only display of this power manifest in keeping Hywel conscious and out of shock. In addition, he can become empowered from drinking the blood of others. Further, blood can be used to call other faeries and speak to them via blade or by mirror.


    |Sidhe Immortality|: Hywel has fully embraced his fey heritage and cannot be dealt any lasting harm by any material save for cold iron/lead or through magic - the natural weapons of a Lycanthrope, Vampire, or other supernatural creature are treated as magical as well. He does not age, displays a high resistance to most diseases and poisons, and barring true death, will live forever.


    |Sidhe Soul|: This ability prevents Hywel's soul from being possessed, harmed, or destroyed by outside forces. For attacks that rely on alignment for damage adjustment, Hywel is considered Unseelie He seems to be in tune with nature, as branches that would whip a human simply move out of his way.


    |Fey Senses|: Hywel is capable of recognizing supernatural powers with all of his senses innately. This does not mean he will understand the power and recognize what it's doing if it's not something obvious, but he can sense the power level and who/what is causing it to occur.


    Hands of Power:

    |Flesh|: With this hand of power Hywel can sculpt his own or others' flesh and bone. Hywel can use this power to alter his own bodily parameters: height, build, voice, facial features, and skin tone, among other things. Such changes are cosmetic and minor in scope -- no more than a foot of height (gained or lost), for example. The result however is that often times they are inhumanly beautiful which can prove to be its own power. Of course they can also use this power on others as well.

    Flesh can be used to alter mortals, ghouls and Chimaera of lesser power. For mortals and ghouls the effects are permanent, but for Chimaera they may heal the effects as if they were aggravated wounds. While this hand of power permits powerful and horrific effects, the wielder must obtain skin-to-skin contact and must often physically sculpt the desired result. This even applies to the use of the power on oneself. [No charge, no cool down.]


    |Vitae|: This hand of power gives Hywel some control over blood. He can change the taste from ambrosia to bile, from power giving to power taking (his own blood). But the most deadly ability is the power to drown his target in their own blood. By Concentrating, the user bursts his target's blood vessels and floods their lungs with vitae that proceed to strangle him from within. The blood actually constricts the target's body from the inside as it floods through his system; thus, it works even on the unbreathing Kindred. To use this Hand of Power, skin to skin contact is required. [No charge, no cool down]

    Blood Magic/Necromancy:

    Spoiler:
    |Heighten Pain|: The Heighten Pain spell surrounds your opponent with a wracking curse that amplifies the target's sense of pain, increasing the physical damage and discomfort they suffer for a short time. [No charge, 2 post cool down. Lasts 3 turns.]

    |Blood Burst |: Blood Burst is the strongest and, to outsiders, the debatably vilest spell in Blood Magic's arsenal. Requiring the caster to be bleeding or sacrifice a portion of their life force in the casting, the end result is a projectile of deadly incarnadine force. The caster swipes his fingertips over his bleeding wound, collecting blood on them. The blood on on the caster's hand seems to burble and shift before he flicks his wrist to send the incarnadine droplets hurtling towards his target. The incarnadine droplets meld together mid-flight before ramming fully into his chest. For the barest moment, nothing seems to happen, then with a terrible roar the mass detonates into an immense pyre of dark crimson flames. target's chest is incinerated instantly, and the disparate parts of his corpse are propelled in multiple directions by the ensuing concussive blast. The pyre of malefic fire lingers in midair for several seconds before finally dying out. [2 post charge, 1 post cool down]

    |All Things Die|:The Necromancer's Anima seems almost to vanish, its absence from the world more distinct than the world itself. The words of this spell rasp silently, dropping from his lips as if they are too heavy for reality. When he takes the Cast Necromancy action to enact this spell, his missing anima pours forth from his mouth as a black fog, himself the only thing visible at its center. This billowing cloud afflicts all who touch it with disease, the ravages of years, and the blight that lies beyond the Maw of Oblivion.
    The Necromancer is surrounded by an environmental hazard with a radius of one yard. It has a damage of (Essence)A, and an interval of one action. Damage from this hazard ignores all soak, and damages objects at the same rate as characters. Trauma rolls for this hazard are automatically failed – none can resist the touch of Oblivion through endurance alone. The ground touched by the hazard cracks and crumbles to dust. Fluids dry up to salt and stone, which suffer the same fate.

    Attacks without physical form vanish upon touching the hazard (though Void Circle Countermagic has its normal chance to work against this Third Circle Necromancy), and attacks with physical form cannot harm the Necromancer unless the objects that convey them survive the hazard's damage to reach him. Not even attuned artifacts or hearthstones are immune to this. The hazard can cause power failure in manses by destroying their geomantic architecture, but any power build-up is swallowed by Oblivion while the Necromancer remains on the demesne with this spell active.

    While this spell is active, the Necromancer's flesh seems to slough from his bones, and his clothing takes on a stentorian regality, as if it were outside of time and space itself. He is treated as a creature Outside Fate, a Creature of Darkness, and a Creature of Death, but Holy effects must have a physical vector that survives his aura to have any effect on the Necromancer.

    This spell lasts for only one scene, but woe be unto any who do not flee the Necromancer’s terrible presence, or who attempt to follow or subdue him. [5 post charge. Can only be used once per-day.]


    Arcane/Ranger Spells:

    Spoiler:
    |Frost Scythe|: The Frost Scythe spell creates a frozen blade of ice that sweeps toward the target. Effectiveness will depend highly upon your magical abilities and accuracy, but Frost Scythes are known for their capacity at dealing slice and cold damage. [1 post charge, 2 post cool down.]

    |Rising Mists|: The Rising Mists spell creates a dense fog that will hinder ranged combat while making it easier to hide. It takes a few seconds to thicken, but when it does it will also snuff out a number of fire-based spells. The water droplets freeze quickly, too, making spells like Frostbite more potent. [2 post charge, 4 post cool down, and lasts six scenes.]

    |Frostbite|: The Frostbite spell quickly and drastically lowers the temperature in the area, causing its victims to suffer from severe fatigue and frostbite. Ethereal Shield will protect the caster and helps minimize the effects on anyone else, but only Mantle of Flame will ensure complete safety. You should note that Frostbite is easier to use with extra mana during the winter, though by the same token, it is harder during the summer. [No post charge, 2 post cool down, lasts 2 turns.]

    |Rimfang|: Binding the powers of ice and snow tightly about him, the caster cloaks himself with a chilling mist. From this cloud crystallize blades of ice which whirl about, slashing nearby enemies to ribbons. [3 post charge, 1 post cool down.]

    |Lightning Bolt|: Not surprisingly, the Lightning Bolt spell fires a bolt of lightning at the target, inflicting great electrical and heat damage. [1 post charge, 2 post cool down.]

    |Ball Lightning|: This spell will create a crackling ball of lightning that strikes soon after forming. Though it relies on targeted magic skill, it cannot be targeted nor forced in any way to pick a specific target. All shots it takes tend to be... random. Some mages claim that the ball lightning is semi-sentient, choosing its own targets based on whims that we can never comprehend. It is certainly curious that it will never attempt to strike other adventurers.

    In any case, an existing Ball Lightning can be reinforced with additional casts, and, if the caster has enough magic devices skill, it can be pointed towards an adjoining area and then pushed there to do as it will. Alternately, one can command the lightning to a direction. [1 post charge, 3 post cool down.]

    |Chain Lightning|: The Chain Lightning spell unleashes blasts of lightning that randomly strike at targets who are currently engaged in combat with the caster. The caster may also intentionally increase the range of his spell to randomly strike at all targets in the area. [3 post charge, 6 post cool down.]

    |Fire Shard|: The Fire Shard spell conjures a fist-sized shard of elemental fire and hurls it at its target. The intensity of the damage varies with the amount of power invested in the spell. With enough skill and power, multiple shards will be produced. [1 post charge, 2 post cool down.]

    |Fire Ball|: The Fire Ball spell launches a ball of fire at a target which explodes on impact. If fed with great amounts of power it can be devastating, potentially injuring a great number of individuals around the initial target. [1 post charge, 3 post cool down.]

    |Fire Rain|: Fire Rain is one of the most impressively powerful spells of destruction in the Warrior Mage's repertoire. It creates a burning cloud of ash which will rain down blazing balls of flame over an entire area. Though the cloud forms above everyone's heads, a very potent Zephyr can rid the area of the stormy conflagration. Additionally, the caster can end it prematurely by gesturing at it and unraveling its magical make-up.

    This is an incredibly dangerous spell, and it is very easy to be charged with murder for accidentally killing bystanders. Luckily, with enough magic devices skill, a Warrior Mage can shape the cloud and force the deadly blasts only on creatures and enemies. This is not foolproof -- if you lack the skill, you may still cause unintended casualties. [4 post charge, 6 post cool down.]

    |Devitalize|: A dark use of Nature's energies, the Devitalize spell strikes your opponent with a concentrated infusion of Life Mana. This energy is too much for living beings and all corporeal undead to safely handle, causing strange and potentially fatal reactions within them. However, we are still not entirely certain the full effects of this blue-green energy, despite the myriad ways we use it. What we know is that through this application, it will attempt to freeze and twist the target's body from within. Be warned, this spell breaks from the typical ranger tradition of Harmony with Nature to instead bend Nature and its creatures for your own desires, use it at your own peril. However, this magic is in no way Necromancy, nor does it harm Nature in any fashion to use it. [1-5 post charge, 1-5 cool down.]

    |Nondetection|: The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. [1 post charge, 1 post cool down.]

    |Pass without Trace|: The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means. [1 post charge, 1 post cool down.]




    Miscellaneous Spells:

    Spoiler:
    |Mage Hand|: You point your finger at an object that weighs five pounds and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. Does not need an evocation. [Can be used without charging]



    Skills:

    Spoiler:
    |Athletics|: When a Clan member has this they excel and succeed when doing an athletic action such as jumping, throwing, swimming, etc. Hywel possesses superior strength, stamina, and speed far superior to that of humans.

    |Ambidextrous|: You are neither left-handed or right handed. You’re both.

    |Sword and Shield|: The use of both sword and shield simultaneously in combat.

    |Dueling|: Skilled in arranged one on one combat.

    |Archery|: With this ability, archery is a strong suit and your arrow often hits its mark, if not always.

    |Gremayer|: With this ability, a Fey has the ability to understand and decipher various things like feyan society, manners, court policies, various houses (families), glamour, etc.

    |History|: Teachers, professors, Slaugh Anything requiring knowledge of kine history, Feyan history, Cainite history, Were history, etc.

    |Politics|: Nobility, Council Heads, those with Political Influence, politicians, etc. Politics; determining who's on top in the political hierarchy of the local government and how they got there, etc.

    |Linguistics|: Additional languages other than Common and that of your Clan/Family. Without this you know only those.

    |Occult|: Represents a certain facility to acquire hard facts as opposed to folklore.

    |Occult Library|: You have an extensive knowledge of all things occult and many important books. This could be in your favor or against, depending which tomes you may have and who wants their arcane knowledge.

    |Hearth Wisdom|: As opposed to the Occult Ability which accounts for hard facts, this Ability Trait represents knowledge of superstitions and folklore of human cultures and civilizations.

    |Enchanting Voice|: You have a very beautiful enchanting voice. When you speak, people listen, when you sing people feel enchanted as if it is the most magical thing they have ever heard.

    |Leadership|: This is a must for any Council chair, or leader of a particular clan/family.

    |Empathy|: Investigators, psychic concepts; Detecting lies.

    |Bureaucracy|: Using Influence, Politician concepts, anyone who would know how to work around the "system".

    |Fletching|: The making, preparation, and maintenance of arrows.

    |Crafting|: Sculpting, painting, woodworking, metalworking, smithing, etc.



    Weapons:

    |Geamhradh Po'g|:
    Blade Materials: Adamantium, Meteoric iron, Silver.
    Overall Length: 42 5/8"
    Blade Length: 33 1/2"
    Blade Width: 1/5"
    Grip: 9 1/8" long. Leather Wrapped.
    Guard: Quillon
    Weight: 49 oz.
    Description: For a sword of this size, it's amazingly light and fast and tips the scales at approximately 3 lbs. Its 33 1/2" long blade is quite wide so it can produce deep shearing type cuts yet pointed enough to be effective in a thrusting attack. Its long handle is suitable for either a one or two handed grip and is fashioned out of wood covered in black leather. To balance the long blade the forger has capped the butt with a beautiful "scent stopper" pommel which can be a lethal weapon in its own right. From blade, to quillon, and then to its pommel, the metal has a dull, metallic black color.

    The very presence of the sword gives off a cold, empty aura. Causing most around Hywel to feel increasingly uncomfortable to be around him. The wielder himself does not seem to experience this discomfort. This moon blade is an oddity, its past lost to even the Fey of the courts.

    Hywel found that his blade could steal even a fey's passion with one blow. It would leave them cold and barren as a winter snow. As told in the few texts having anything to do with Fey history. The name of the blade is, Geamhradh Po'g, or in the common languages of man, Winter’s Kiss. A fitting name one could say. The scrolls speculated that the sword and The Host intertwine.

    |Yew War Bow|: The stave is a thing of beauty. The yew had been cut in the southern country where the sun shone brighter, and this bow had been carved from the tree's trunk. It is close-grained and no knots. If one ran their fingers down the wood, feeling its swell, and fingering the small ridges left by the bowyer's float. The stave is new, because the sapwood, which formed the back of the bow, was almost white. In time, it would turn the color of honey, but for now, the bow's back, which would be farthest away from him when he hauled the cord, was the shade of a young maiden's breasts.

    The belly of the bow, made from the trunk's heartwood, was dark brown, so that it seemed to made of two strips of wood, one white and one brown, which were perfectly married, though in truth, the stave was one single shaft of beautifully smoothed timber cut from where the heartwood and sapwood met in the yew's trunk.

    Accessories:

    |Family Ring|: Onyx set in silver, the family crest is in the center of the stone. Along the silver band are engravings in the language of the Fey. This ring calls upon a black coach with designs etched in silver. The two nightmare's that pull it are large and powerful, . Crimson flames burn hungrily like hellfire in their empty sockets and along their hooves. Driving the coach is a Gan Ceann, or Dullahan. It has only been shown to transport the Fey to other destinations, and even dimensions.
    Last edited by Alexei; 09-20-2011 at 02:51 AM.

  2. #2
    Fiend
    Points: 234, Level: 4
    Level completed: 68%, Points required for next Level: 16
    Overall activity: 0%
    is tweaking the nipples of the
    nation.
     
    Alexei's Avatar
    Join Date
    Jun 2011
    Location
    Here or there
    Posts
    234
    Points
    234
    Level
    4
    Last edited by Alexei; 09-17-2011 at 10:41 PM.

  3. #3
    Fiend
    Points: 234, Level: 4
    Level completed: 68%, Points required for next Level: 16
    Overall activity: 0%
    is tweaking the nipples of the
    nation.
     
    Alexei's Avatar
    Join Date
    Jun 2011
    Location
    Here or there
    Posts
    234
    Points
    234
    Level
    4
    Updated.

  4. #4
    Fiend
    Points: 234, Level: 4
    Level completed: 68%, Points required for next Level: 16
    Overall activity: 0%
    is tweaking the nipples of the
    nation.
     
    Alexei's Avatar
    Join Date
    Jun 2011
    Location
    Here or there
    Posts
    234
    Points
    234
    Level
    4
    Update: Alignment change, it felt like the right choice.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •