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Auriel, son of Steppenwolf
10-04-2008, 01:11 PM
Post: #1
Auriel, son of Steppenwolf
Name: Auriel, son of Steppenwolf


Age: early 30s


Species: Echidna (Angel Island, Archie Comics storyline)

Alignment: Hero

Appearance:
Height - 112 cm

Weight - 45 kg (57kg with full equipment list)

Predominantly red with cream fur. Shown is his standard parade/battle dress, a combination platemail and chainmail armor. His sword normally hangs unsheathed, from a notch on his armor located behind his right shoulder. His back is devoid of platemail, and when he is not using it, he has a scutum shield strapped over his shoulder.

The dual spikes on the top of his hands are no mere decoration, but a mutated trait inherited from the Chaos energies coursing through his father.

Not shown is his helmet, which is a combination bascinet / mitre cap helmet which encloses the majority of his head, leaving his dreadlocks to push out from underneath. Also not shown is the pouch strapped to his belt carrying iron ball ammunition and black powder.

Aside from the dreadlock with a metal band over which the greek letter "A" is inscribed, he wears his dreadlocks in a ponytail. Inscribed on his right pauldron is the latin phrase: In pugna non militum numerus, sed eorum fortitudo vincit. This translates to: "In battle, it is not the number of soldiers, but their strength that conquers.”

As soon as I can get around to coloring him, I'll edit the description describing the color of his armor and various insignia.


Personality:

-Essence: Castellum
Auriel's soul drives him to safeguard the land, bringing order to chaos. Comforting, ordered and meticulous, he weaves webs of security in all his doings. Without people such as him, Creation would spiral into madness.

-Nature: Guardian
Possessed of an inner strength and determination, driven by either love or duty, he is compelled to protect his charges, be it the weak, his lord, his faith, or his family. In his hands, Strength becomes more than an attribute; it is his duty to use it for the good of all (or at least on his loved ones' behalf). However, Rage might undo him if he isn't careful. It's hard to use himself as a shield without getting angry with the attackers - or occasionally resenting those under his protection. Even the calmest soul may grow disgusted, and in a moment of anger, destroy all he defends.

-Demeanor: Martyr
Auriel would rather die than renounce his beliefs. He would rather give than take. He's never one to allow others to go without, preferring to share what little he has. From his sacrifices, others may prosper. What more could anyone want? His power is his Devotion. By setting an example for others, he upholds the tenets of his faith, or eases the suffering the world is heir to. However, his acts of Self-Sacrifice is well and good so long as he can walk away afterward and give of himself again later. In an age of violence, it's all too easy to throw his life away. If he were to do that, however, the world would be poorer for the waste.


Family: The Brotherhood of Guardians, past and present


Transport: On foot.


Weapons:

Hand-and-a-Half Sword. The blade is longer than a standard length sword, necessitating the need to mount it on his back.

The Breech-loading Matchlock. Scroll down, it's before the section on non-European firearms. Owing to the genius of the weaponsmiths of his time, and befitting to his former station, Auriel is armed with a single shot, breech-loading matchlock carbine rifle.


Biography:

Hailing from a parallel dimension, Auriel is descended from the echidnan scientists responsible for creating Angel Island (known as the Floating Island in those days). Auriel's great-uncle, Dimitri, was the one responsible for combining the Chaos Emeralds keeping the island afloat into the Master Emerald; the excess energy turned Dimitri into the Chaos being known as Enerjak.

Dimitri's son Menniker was responsible for the creation of the echidnan splinter group later named The Dark Legion. Auriel's father Steppenwolf, son of Edmund, Dimitri's brother, was the first echidna on Angel Island who tapped into the Chaos energies, and banished The Dark Legion to a parallel dimension.

Steppenwolf had three sons; the eldest, now known only as Terminus, the second son Auriel, and the youngest, Moonwatcher. Knuckles and the Brotherhood of Guardians are descended from Moonwatcher's family line.

When Auriel and Terminus were already adults, and Moonwatcher had yet to pass from his adolescence, Angel Island came under attack from the Overlanders, lead by one Brutus Kintobor of the House of Ivo. Auriel and Terminus helped protect the other parts of the island while Steppenwolf dealt with the main force.

However, While Auriel and Steppenwolf dealt with the overlanders swiftly and mercifully, Terminus showed no mercy and compassion, and instead of allowing his prisoners to go free, he killed as many as he could. Steppenwolf, fearing that his eldest son was in danger of becoming another Menniker, had him banished from the island.

Auriel loved his elder brother and abdicated the right of becoming the Guardian to Moonwatcher, and left the island to search for Terminus and try to bring him back home. During his wanderings, Auriel discovered the Amagan Empire, and made his way to Amaga Vattello, the current Seat of the High King and talked of his burdens.

His conviction inspired the Royal Knights of the Phalanx to take him on as a squire, and in time he had become a full-fledged Knight. Eventually, by his valor and merit, he earned the rank Captain of the Household Guard, in service to Crown Prince Duncan Elias Acorn, Regent of Amaga Vattello and Heir to the House of Acorn, and in the fullness of time, First King of the Kingdom of Mobotropolis.

Auriel's fate intertwined with the Prophecy of the Chosen after the discovery of the Chosen Two, and their subsequent travel back in time. Swept up in the events that followed, Auriel decided to support the Chosen Two on their quest, which culminated in the now forgotten Battle of the Heavens.

Following the outcome of the battle, Amaga Vattello was destroyed, and with it, the unity of the Amagan Empire. His own burdens with his brother Terminus were resolved, however bittersweet, and Auriel found that he no longer wished to remain in the Empire. He requested to be released from Crown Prince Duncan's service, and once his request was approved, traveled to the present time along with the Chosen Two.

Some time afterward, Auriel found himself continuing his studies, trying to perfect his skill with the Spirit Discipline. He had been trying to acquire the fourth level in his Spirit Discipline by opening a hole in the Gauntlet, the metaphysical barrier between the Matter realms and the Spirit realms. His attempt Backlashed horribly, and created a vortex that sucked him in, and spat him out in this dimension. As part of the Backlash, he has been deprived of his ability to use his Spirit Discipline; when the effect wears off is anyone's guess (definitely not anytime soon Big Grin ). The only other way to get back home would be to find the opening to the Cosmic Interstate, the parallel dimension running through every other dimension in existance. One of many obstacles, of course, is whether or not the entrance would be known, let alone accessible through conventional methods.


Moves/Combat Style:
His sword / unarmed fighting style is similar to the German Kunst des Fechtens, or "Art of Fencing." Composed in the Middle High German language of the mid to late-14th Century, The Art of Fencing is perhaps one of the greatest Western Martial Arts ever created. Originally founded by who is considered to be the Father of the German School of Swordsmanship, Johannes Liechtenauer, the Art of Fencing was the most deadly and versatile fighting style of its time, becoming obsolete with the advent of affective firearms.

The rote mastery of this fighting style allowed one to fight anyone, ranging from peasantry to fully armored knights from on foot, on a mount, and with either a longsword, spear, sword and shield, daggers, two-handed swords, and barehanded. Using the basic principles of attack first, defend by counter-attacking, stay near the opponent’s weapon, and use strength against weakness and weakness against strength, and the basic philosophy of maintaining the initiative, the practicioner of this fighting style was almost undefeated in one-on-one combat. Many modern martial artists have declared this style to be the Western equal of Japanese samurai swordsmanship.

In other words, if drawn to a fight he will always maintain the initiative by attacking no matter what. He does not stand with an opponent with swords locked, glaring at each other; he slides his sword down in an attempt to cut off his opponent's hand or fingers; he deflects his opponent's sword to the side and runs to the flank, trying to cut the neck or an arm or leg; or he may drop his sword entirely and grapple his opponent to the ground and fight there.


Skills: Chaos Discipline 4
-He can sense the structure and accumulations of Chaos Energy in areas and things, out to a certain distance, but within the limits of his senses (hearing, sight, smell, touch).

-He can force Chaos Energy to assume new patterns and shapes, essentially creating something where nothing existed before. The effects are temporary, and without a physical form to support, any object he creates will almost instantly dissipate once his concentration is broken.

-He can draw in and manipulate free-floating Chaos Energy from around him, and from living and inanimate things, and transfer the amount from here to there, to include himself. In this manner, he can strengthen or shatter various objects and things, making fire that cannot be quenched, wood that cannot be cut, or forcing objects to shatter like brittle glass. Certain effects can be accomplished in line-of-sight, some require direct contact.

-In this same matter, by attuning Chaos Energy to one of the four Elemental Lores he has experience with, he can create elements from nothing. Such effects vary; he could ignite a grove, melt a glacier, or turn a castle into ice, for example. Naturally, the greater the spell, the harder and more dangerous it is to cast. Really huge workings open the door to powerful Backlashes, and require the utmost concentration and force of will to achieve.

Elemental Lore - Fire, Air, Water, Earth

For an explanation for his magickal skill, and specifically, an explaination on the Chaos Discipline, please click HERE. I have yet to type up an explanation on the Spirit Discipline.


Strengths:
-Code of Honor
Auriel has a personal code of ethics to which he strictly adheres. Because of this, he can automatically resist most temptations and subliminal suggestions that would bring him into conflict with this code.


-Concentration
Auriel has the ability to focus his mind and shut out any distractions or annoyances, above and beyond normal discipline.


-Perfect Balance
Auriel's sense of balance has achieved great heights by constant training and inherited traits. It is very unlikely that he will ever fall in his life. He may trip, but he will always catch himself before he fully loses his footing or handhold.



Weaknesses:
-Overconfident
Auriel has an exaggerated and unshakable opinion of his own worth and capabilities - he never hesitates to trust his abilities, even in situations where he risks defeat. Because his abilities might not be enough, his overconfidence can be very dangerous. When he does fail, he quickly finds someone or something else to blame. If he is convincing enough, he can infect others with his overconfidence.


-Lifesaver
Auriel believes that life is a sacred gift and will not take a person's life except in the most extreme of circumstances. He may not ever willingly endanger the lives of innocents or in any way participate in a killing. He has no problems with killing non-sentients (for the right reasons) and will kill evil and inhuman creatures to protect others if necessary (being very careful of course, with his definition of 'evil'...) Senseless death in all forms repulses him, and he feels that those who perform murder should be punished and stopped.


-Anachronism
Auriel cannot operate modern machinery and weaponry. He may be familiar with name and form, however he lacks the proper training and common sense to use them.


-Backlash
Because he is not a school-trained mage, Auriel is more particularly vulnerable to Backlash and its effects. Backlash for Auriel is brought on by interruption of a spellcast. Completed spells fade on their own, temporary spells held together by his will dissipate as soon as his concentration is broken, but interrupted, misshaped spells disturb the fabric of Creation all about him.

To use a metaphor, magick is like unto a large air-bubble, and reality - Creation in all its forms, is like the water surrounding it. Spells cause ripples in the bubble, displacing the water. Given time, this metaphysical 'water' seeps back into place. Ill-crafted spells unsettle the bubble with their uneven ripples, however, and once the bubble pops, the water rushes back in...

What form a Backlash takes when this moment occurs varies, and can be dictated by Auriel's motivation, determined by Vices and Virtues; they can be based off of the nature of the spell that was interrupted; they can manifest as elements of everyday life, magnified to an unnatural degree. At worst, Creation itself yawns wide, inhaling the transgressor and condemning him to punishment in some Otherworldly purgatory.

In forum terms, four interrupted spells in any sequence cause a Minor Backlash. A Minor Backlash is temporarily crippling, and only effects Auriel for about 5 posts. A second Minor Backlash lasts for twice as long; a third lasts three times as long. In addition, by the time Auriel has acquired his third Minor Backlash, Creation has become so warped around him that he cannot cast any further spells until the Backlash effects wear off.

Seven interrupted spells in a row cause a Major Backlash, which easily lasts for a minimum of 20 posts. Reminiscent of God's wrathful judgement, a Major Backlash is severely crippling, and could potentially involve those around him if they are caught up in the crossfire between Auriel and the torrent of Creation's deluge. As with a third Minor Backlash, a Major Backlash denies Auriel the ability of spellcasting until the Backlash effect wears off.

Spells that require more than one post to complete invite a Backlash in a major way. If such a spell is interrupted, each post used to craft the spell counts as an interrupted spell in its own right.

There are only two ways that Auriel can reduce the potential for a Backlash, which is either through isolational meditation, or by abstinance from casting spells.

Four posts spent in meditation subtract one 'interrupted spell count.' If Auriel is interrupted, he must start over from the beginning.

Twenty eight posts spent without casting any spell whatsoever subtracts one interrupted spell count. As with meditation, if he is forced to cast a spell during this time, he must start over from the beginning.

Examples of Backlash by Virtues
Courage - At a critical moment, Auriel cowers and flees.

Faith - A crisis of faith drops him into a depression -- or worse.

Fortitude - Weakness cripples the once hardy magus -- is it sickness, sadness or some hidden sin?

Generosity - Thieves, beggars or ill fortune rob Auriel of everything he has.

Hope - Auriel goes blind for an indefinite period of time, or falls into a deep sadness.

Justice - Some spirit or mortal justicar condemns him for a crime he didn't commit, or imprisons him n an earthly or Otherworldly dungeon.

Love - Someone he loves turns him away, or someone he doesn't want to love contracts a great passion for him.

Prudence - One foolish choice turns into a howling disaster.

Temperance - One drink turns him into a raving, stupid drunk. Worse, the drink needn't be intoxicating!

Trustworthiness - No matter what he says or does, his companions turn on him -- or perhaps he only thinks they do...


Examples of Backlash by Vices
Avarice - Greed overwhelms Auriel's common sense; thieves descend on him, trying to take whatever he possesses; all his money turns to dust.

Cowardice - Everyone disdains Auriel for his lack of courage; no matter how hard he tries to act, he is literally paralyzed with fear; the skin under his fur turns jaundice-yellow and he shivers uncontrollably.

Deceit - No one trusts him, no matter how sincere he might be; everything he says becomes a lie, unless he tries to lie, in which case, it becomes the brutal truth; a disguised demon comes to trap him with guile and temptation.

Envy - Voices in his head start telling him how he needs what someone else has; he cannon rest until he steals something from wherever he might be; he winds up exiled to a mini-dimension where no matter what he has, everyone has something better.

Gluttony - Auriel is compelled to eat every bit of food in sight; no matter how much he eats, he remains painfully hungry; he swells to grotesque proportions, or goes painfully thin unless he eats constantly.

Lust - Auriel becomes physically and emotionally insatiable; persued by admirers, he's driven to copulate with everyone who comes his way; lusty demons or spirits arrive to take advantage of his... condition.

Sloth - Auriel tires easily -- too easily; no matter how important the occasion, he cannot stop yawning or dozing off; he falls into a deep, death-like sleep for hours, days or even weeks.

Stinginess - No one wants to give Auriel anything; all his wealth somehow winds up in other hands; he finds himself in a prison or mini-dimension where all things retreat from his touch.

Vanity - An obsession with his own good looks drives Auriel to strange activities (grooming himself in a fight, glancing in mirrors wherever he goes); his skin wrinkles and spots; he finds himself transformed into a hideous creature, or attracts obsessed admirers.

Wrath - Auriel lashes out in every distraction; his skin turns red and hot, and steam rises from his pores; he literally erupts in a frenzy, or explodes in a firecloud.

NOTE: For simplicity's sake, I will be keeping track of Auriel's spellcasting progress via signature.



In regard to his Chaos Discipline; yes, he could potentially cause weapons to be destroyed by dissipating the Chaos Energy that holds them together, but he can't do it at will. Auriel falls under the category given to 'hedge-wizards' and other such will-workers that are not school trained by the Seven Towers Concordat. As such, though certain things are easier to manipulate by direct touch, or in a moment of desperation, instantaneously effected within a certain distance, Auriel is tightly bound by the paradigms by which he was trained.

His approach to manipulating Chaos Energy is highly ritualized, often requiring him to concentrate on what he is doing to the exclusion of all else, almost always requiring him to recite words and phrases as a channeling focus. The effectiveness and duration of his 'spells' vary with the amount of time and concentration spent on casting. Obviously, the more time spent in relation to the size of the spell, the more successful it will be, and the longer it lasts.

Auriel is not at that point where he can create permanent effects; he can only vary how long it lasts. For example, he is capable of making his scutum shield almost inpenetrable to armor-piercing and hollow-point bullets, but the effort spent in a single forum post, for example, allows the effect to last for only a scene or two as the lightly bound Chaos Energy drains off. Such spells only prevent the integrity of the shield from being broken, but do not effect any kinetic force transferred between a bullet impact and the shield.

In addition, such a spell can only make a shield more resistant to damage, not negate it. Essentially, he is giving his shield a higher damage resist bonus, allowing it to soak more damage. Changing the physical structure of the metal in the shield from damascus steel to something comparable to adamantium requires the Matter Discipline.

Drawing Chaos Energy from objects is easiest through direct contact; the farther he is from an object, the harder it becomes, though it is still possible. For example, if he draws Chaos Energy from an opponent's weapon in his grasp, he's able to draw X amount of Chaos Energy units from it without any handicap, per turn. The further away he is, say every 10 feet or so, the more the handicap increases, to the point where he really can't draw anything at all within a reasonable amount of time. This is, of course, assuming that his concentration isn't being distracted or undermined during this time.

in regard to reinforcing objects with Chaos Energy; he doesn't need to keep a constant focus on such spells in order to keep them active. Once cast they will remain, though they will weaken over time and ultimately return to normal. In order to maintain the effect, he would have to recast the spell, though if it's reached that point, he's seriously in trouble.

As hazardous as it is to cast normally, it's that much more dangerous to cast spells in the heat of battle, and as such he's learned early in life to rely first on his fighting traditions, and on the metaphysical second.

Things that require constant focus is his ability to create something that wasn't there before; without a physical form to support, any object he creates will almost instantly dissipate once his concentration is broken.
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