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Basic
Name: Ze'ill
Race: Puppet
Age: Deceased
Birthplace: Unknown
Alignment: To his master's wishes
Class: Warrior
Sub-Class: Elemental
Occupation: Puppet
Elements: Earth, Electricity, Metal
Weapon: Axe, Sword
Armor: Only covering his arms up to his shoulders.
Personal
Hair: Black
Eyes: Green
Skin: Rotted
Body: Massive
Height: 6' 2"
Weight: 200 lbs.
Abilities
Radar - This ability allows him to generate a small globe of a few feet around his body and maintain it with minimal energy. It allows him a 360 degree awareness of his surroundings and any opponents or attacks being received in that area. Enlarging the globe decreases accuracy of expected attack ranges so he prefers to keep within a small enough area to only allow him a reaction time to any attack entering within it. This is a minor ability. (3-5 foot radius) (5% of his power)
Metal Manipulation - Allows him to manipulate metal as he decides. He cannot, however, manipulate any metal the opponent is holding or wearing since that is currently being protected from influence by their own energy/aura. This is a minor ability. (15% of his power)
Earth Manipulation - This allows him to actively manipulate the earth around him as he decides. This is a major ability. This means that most of his power as a combatant will be focused in this ability. (40% of his power)
Electric Current - This allows him to charge electric currents within himself and release them as attacks. This is a major ability. This means that most of his power as a combatant will be focused in this ability. (40% of his power)
Puppet Healing - This ability is a result of Ze'ill being a puppet. As a puppet, if Ze'ill finds himself in a situation where one of his limbs has been cut off, he can retrieve a limb (not necessarily his but any limb of his gender, equivalent size, and the same position of removal) and hold it against the open wound. Using significant energy, Ze'ill can re-attach the limb to his body with the equivalent ability and strength of the limb before the loss. (Natural ability. Specialization not needed, therefor, no percentage.)
Immunities
He can see in the dark and has no scent. He is unaffected by invasive mental abilities. Disease, death effects, poison, paralysis, sleep effects, and stunning have no effect. Even if massive damage is inflicted, he will not die unless destroyed. He does not age. Dark magic and negative energy will heal him; holy magic and positive energy will harm him with added effect.
He is also immune to any kind of electrical attack since he himself can maintain and control said electricity.
Equipment
Great Axe of the Barbarian Horde - This axe was blessed by the shamans of the Barbarian Horde during their tribal wars years ago. Empowered with the strength of Ordine, the Great Axe was said to give the wielder unmatched brute strength. Ze'ill took this axe from the High Chief when he fought the barbarian in hand to hand combat and proved the strongest. With his primal strength increased by use of this axe, he is able to stand equal to most supernatural creatures and as a result has become a Hunter. His trophies are always taken back to his collection.
Short Sword of the Elven King - This sword was blessed by the Ancient Ones for the Elven King while the Wars of Old were raging between the races. During these centuries of peace, it has fallen through the cracks of society and landed in Ze'ill's hands through an arm wrestling tournament. Having made it to the finals, he gripped the handle of his axe with one hand and tore off an ogre's arm to claim his reward. This sword allows him to move as if he were an athlete (like a soccer player or something) despite his massive size. Never drawing his sword, he only grips the handle of it while it is sheathed in order to benefit from it's effects.




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