Post by Randal Dahak on Jul 20, 2010 11:55:40 GMT -5
Character Name: Randal Dahak
OOC Name: Scorpiofire
Actor-Actress used in Avatar: Cris Angel
Title and Tier: Elder Dahak, Tier 5
Role-play System used: Free-Form
Age: unknown
Height: 6 ft 3
Eye Color: colors flux like the northern lights
Hair Color: Dark, long
Known Allies: All Dahaks, Drak
Known Enemies: Too many to name
Known Strengths (not powers): Ability to step into the void at will, Mastering of Soul Mastery
Known Weakness (Must offer one): Subjective to Holy powers and weapons
Weapons used: (explain what they can do) Metal Rod – Negates Anti Magic fields, mantles, barriers. Astral Blade, burns through whatever it touches. (Artifact, Randal’s cloak – Immune to fire and burning effects (Both Hell and literal fire).
Attributes : allowance is 120 points spread over the below 6 attributes. Ranging 1-25, with 25 being the most powerful.
Health - 21
Endurance - 20
Reflexes - 22
Charisma - 21
Intelligence - 18
Wisdom - 18
Grand Total of 120
Strength is determined by the following: First Add your Reflexes and Endurance together and divide by two.
20+22 = 42/2 = 21
Then Take that total and add it to your health total and divide by two.
21+21 = 42\2 = 21
So Randal's Strength is 21
The ability to use the void to caste powers both within it and outside of its touch is determined by a 1-25 points system to, with 25 being the highest number. This is called Void over Power or V/P.
Randal's V/P is 21.
Known Powers: (Complete list of powers you have access to):
Character Creation Points Total:
Extradimentional Powers (All Powers known)
For the rest of the 3 schools a total of 275 character Creation Points
Soul Mastery - used 135
Chaos Mastery - Used 90
Necromancy - Used 50
Grand Total: 275
Extra Dimensional
Level One - Protective Aura -
Subject is known to be surrounded by an aura that acts as body armor allowing him to withstand/resist physical and energy attacks. (Additional note: subject has also been known to alter the properties of his aura to produce higher levels of light, and/or heat in addition to its normal defensive properties).
Level One - Telepathy -
Subject has displayed the ability to project and read thoughts, the full limits of this power are unknown, though it is generally believed that he cannot initiate contact with an unwilling mind (i.e. Mind block, Iron will, etc.).
Level Two – Flight -
The subject has displayed the ability to fly by manipulating Gravity.
Level Two - Time Sense -
The Subject can sense contractions and dilations in time. In addition, he can sense the use of Temporis or other time-altering powers. He also has an internal clock, which keeps perfect track of time. This is particularly useful with the higher level powers of this Discipline, as it allows the subject to know just what she is capable of doing with her powers, how long the effects will last, etc.
Level Three - Iron Will -
The subject has also displayed the ability to close his mind from outside mental influences, including possession, and psychic assault. A side effect of this ability is that when the subject is in this state he has a greatly increased resistance to pain.
Level Three - Limited Shapeshifting -
The subject has been known to change his appearance to that of a winged “angel” or “demon”. It is believed that this change is purely cosmetic and serves no other practical purpose. It has been theorized that the subject can assume other forms with the proper training, but thus far the subject has shown no desire to expand this power.
Intermediate – When the Dimensional student enters this phase they are ready to tackle some harder tasks and to use the unique properties and sciences of the dimensions that are limited to 3rd dimensional users.
Level Four - Time Ward -
The subject can distort the flow of time around him to make the time stream disturbed and impenetrable to Time perceptions. Those trying to look into the past or future get only a blur of possible visions and confused images.
Level Four - Frozen object -
The subject can stop time for an inanimate object for a predetermined length of time. The subject could throw a knife into the air and stop time on it, only to later let it continue on its course. The subject could freeze time on a light switch and then turn it on. When it reentered time, the light would come on. This power can be used on bullets and other projectile and missile weapons, but not on objects touching animate beings. In addition, objects lose no energy during the time stop, so anyone touching the bullet frozen in flight would burn her hand, and the slug would have the same velocity when it re-entered time.
System - Be mindful when you use this power to make sure that you follow the limits given. If you Stop a flame in time and you walk through it, you will still be burned.
Level Five - Zombies Curse -
The subject can cause one subject to perceive time as having sped up. The victim moves at half speed, and everything she says comes out slowly and in a deep pitch. The victim will have trouble communicating and even more trouble in combat. While bullets, once fired, move at normal speed, punches, kicks, sword, swings and other attacks that require personal speed in order to add kinetic force do only half their normal damage dice pool and have their difficulty to hit increased.
Level Five - Attune Object to Owner -
Every being radiates a unique biological energy signature (BE). The BE is not to be confused with a person’s aura, which is of a psionic nature, though similar. What this ability does is attune a particular object to the owner’s BE frequency, making it impossible for anyone else to make it function. This power can also be used to identify personal belongings and valuables. It is primarily used on rare or unique mechanical or magically powered devices, weapons and items of great value. Only the owner can then activate anything so attuned.
Level Six - D-Shift Phantom -
This is another ability that allows the caster to shift and meld the aspects of different dimensions. In this case he transforms himself into a stationary phantom. He can see what’s happening around him, but cannot hear, speak. or move and cannot be touched or harmed while in his ghostly form. Appears to be a three-dimensional semitransparent image similar to a holographic projection.
Level Six - Dual Form -
The subject has displayed the ability to split into two identical beings. Two working together to accomplish the will of the Dimensional being. Each one having apparently having half the total power. In this form, the user is granted one extra Action per round for each side. For example, the round calls for 5 Actions, Then you add 2 actions for a total of 7. Its up to you to decide which side gets 4 actions and which side gets 3. But collectively there should be 4 attacks and 3 defenses in the round which make up 7 Actions. The benefit also is, if one side dies, the remaining power and portion automatically defers to the other half. No entrapment of a soul would be possible.
Master – By the time a student reaches the Mastery level they are able to manipulate the time-space continuum in such away as to be invincible to the effects of time effects against them, especially from lesser dimensional beings. They can bend the dimensional aspects, blink in and out of random locations through the dimensions, become two dimensional, create out of the void dimensional pockets, and ultimately become a Sub-creature of the 4th Dimension.
Level Seven - Cowalker -
The subject can stop time for a moment, allowing her to appear in two places at once. The subject appears to teleport or blink from one place to the next, but she is actually slipping out of the normal flow of time and space. The subject cannot affect objects within the time stream, so the subject could not attack someone while using this power. Instead she could move behind an opponent, hit him and then blink away again.
Level Seven - D-Phase -
This ability warps and bends the dimensional aspects of reality to allow the caster to walk through solid matter, like doors, walls, etc. and requires great concentration. Loss of concentration means a failure to complete phasing through an object, which causes a flash of light and the person goes flying 15 feet back from where he started, hurt and feeling icy cold to the touch, and is dazed for one round afterward. This “Pop Back” also occurs when the ability ends and the caster is still phasing inside a solid object.
Level Seven – Flawless Teleport –
The user is able to teleport themselves and up to 10 others to a location of their choice. Even if its against the will of the user they wish to use it upon.
Level Eight - D-Shift Two Dimensions -
This is a dimension altering ability that turns the caster and anything he is wearing on his person into a flat, two dimensional image, like a piece of paper or a painting on a wall! As a two-dimensional being, he cannot be detected by Thermograph, heat, motion, or most other detection abilities. The two dimensional image of the character is also difficult to see or recognize. Furthermore, the character is one-sixteenth his normal weight and mass and can effectively stick himself on the floor, or to the sides of walls, doors, vehicles, and large pieces of furniture or have a friend slide him under doors and through cracks.
Level Eight – Knot of Dahak – This power chokes off the power supply to your victim. If it’s to their boons, psi, chi, magic, or any extra ordinary abilities, the power chokes off their ability to use them. Whereby their powers will not work. Note this power will not work against a Dimensional being. Therefore cannot be used against the Dahaks.
Level Eight - Dimensional Envelope -
A dimensional envelope is the creation of a small area of a limbo-like dimension about the size of a walk-in-closet. The envelope has an invisible door that only its creator and other with temporal magic powers can see and open. The closet/envelope is approximately 10X10X6 feet and can store quite a quantity of materials. Likewise, the caster can step inside the envelope, provided there is enough room, and seemingly vanish into thin air (there is enough oxygen in the envelope for one or two people to breathe for about two hours). Time within the envelope passes at the same rate as outside the envelope.
Level Nine - Dimensional Pockets -
This power is similar to dimensional envelope except that the dimensional pocket/area is much smaller and portable, hence the reference to “pockets.” The character can reach into a dimensional “pocket,” another limbo dimension, to retrieve items that he has placed there earlier. Items can be just about anything that could fit in a backpack, clothing, handguns, clips, diary, bottle of aspirin, etc.
Level Nine - Ultra Telekentic Force -
The power to slam objects through projected mental paths. The power is strong enough for some Dimensional beings so slam objects 10 times their weight into walls, shattering it into tiny pieces.
Level Nine – Gateway -
The dimensional being can create a gateway for themselves or any others they wish to cross that connects to other locations, be it other realms, spheres, planes, it does not matter.
Level Nine - Forth Dimensional Transformation -
This is a powerful and disorienting metamorphosis that tuns the caster into a four dimensional sub-creature, meaning that he is not a true creature of the forth dimension, but has many of its powers. As a 4-D sub being, the character has the following fantastic powers:
• All attacks do ½ damage including Magic and energy attacks.
• Impervious to all illusions, mind control, and illusionary magic and psionics and mind controlling drugs.
• Can step in and out of the third dimension at will. When he steps into the third dimension the character is vulnerable to attack, but when he steps out, he can look into and at the three dimensional world, just as we look at the two-dimensional world, but cannot be seen by the three dimensional beings within that world. This means he can wander through the 3-D world of humans like a ghost, totally unseen and totally undetectable, passing through solid matter and floating in the air. However, to do more than observe the going on of the third dimension, he must step back into that dimension.
• Combat: Always has initiative, can never be surprised or attacked from behind, can use up to three extra melee actions/attacks
• Co-walker power at will: the subject can move through time and space as if using the co-walker power
• The 4-d Being is immune to time manipulation powers cast by beings of lesser power
• Extradimensional Anchor: the 4d Creature is unable to be banished from an area by normal means. (banishment will not work..)
System: The power works as follows. During the use of the power, the following instantly take place: Extradimensional Achor, Co-Walker, and immunity to time manipulations from a lesser being. After one round has passed the following is added to their list: All magic and energy attacks only work ½ their usual impact, and Impervious to all illusions, mind control, psions, etc. Then one round later it Can step in and out of the third dimension at will and combat awareness.
Level Ten - Temporal Lash -
Considered to be the ultimate of Time arts. The ability allows the being to Erase someone out of the Temporal strands of time. The older the being is, its considered to become more difficult to erase them out of the time streams. The first appearance of course is the closest event to take place. In this case the very battle itself. While the user of the power is perfectly aware of what is happening around them, the victim is not, erasing that very event that had taken place (The current battle). Unsettled is the Temporal Nexus, but it does its work to perfection, completely erasing them out of existence. Permission to use this power must be granted oocly by a 2nd Generation Dazok (Randal, or Violet) in order to use it.
Primary – Soul Mastery
Novice-
Level One – Echo - Every spirit, be is living or undead, or captured (Underworld, land of the dead) has a signature which continually gives off a series of patterns in pulses that no one ever hears nor feels. This is because they are unable to feel its presence. The Learning Soul student will begin to pick up on these vibration patterns and map them out in their mind. This is called the Spirit’s Echo. Through this power they can keep track of a spirit, for up to Two days from the time you pick up on it. Excellent tool for keeping track of a would be enemy. No Matter where they go, you can trace it. The general rule is, the further away they are from you, the more time it will take to pick up on their exact location.
Level Two – Spirit Burn – By making contact physically with another being, you can stir their spirit to a frightful stage. Resembling the powers of hell into the body of the victim, it will cause them to fear you, and the power you hold in your being. This is most useful when trying to warn someone of your ability that you might not wish to fully use.
Level Three – Free Spirit – This power can be used one of two ways. Either way resolves around freeing a spirit from the underworld. You may use this power to free a single spirit from either the underworld or land of the dead. If you free them from the land of the dead, you must decide rather or not they move on into the underworld, or released back into the real world. You may release them into the real world to be free to do their own will. Or you may free them only for a period of time to do an assigned task for you.
Intermediate –
Level Four – White Flames - Beginning in this stage you are able to learn how to protect both your own soul and the souls of other beings. The first stage in this process is called white flames. This power will allow you to create a blanket of spiritual energy around your own body or around the body of the one you are wishing to protect. Anyone making contact with it, or attacking the spirit from within the white flames will themselves find their souls under attack. It begins to penetrate into the victim’s soul, destroying it until they either release from the flames or stop the spirit attack they are wishing to deal. The power lasts for up to 24 hours depending on the wish of the student.
Level Five – Bond – This power allows you to bond their soul with you. While their own body and functions work properly, their soul cannot be touched without them first going through your own soul to begin with. This is a protection power and should be used by one who is able to defend their own soul with confidence. This lasts, as long as the Soul student wishes for it to.
Level Six – Spiritual Healing – The student learns to heal spiritual damage either to themselves or for another being. So long as their spirit isn’t utterly destroyed, this power can be used to piece it back together. This can be done a couple of ways. Firstly, so long as the damaged part of the spirit isn’t contained somewhere in protection, you can use this power to piece it back together. This is the quicker way to handle it, and can be done in a matter of 15-30 minutes. If however, part of the spirit is bound up somewhere, the student can revert to the second option which is to use this power in combination with “Echo” in order to figure out the missing pieces. They can make a clone of that spirit by fragmenting the missing pieces with parts of other spirits with similar patterns. While this option is time consuming it’s as close to a full fit as possible. You would take those cloned pieces and free the remaining usable spirit and bond them together. You would then free the spirit and it will return naturally to the one you are trying to help. This power is very helpful, but has limitations. Because your fragmenting cloned pieces from other spirits and not their actual spirit there will be some slight differences in the being. They will be themselves up to 90%. Which means they may find they will desire to do things they might not of before and not desire things they may have desired before. A small price to pay for a restored spirit.
Soul Master-
Level Seven - Gateway – This power works similar to free spirit, except this power can be used to free many spirits, up to 100. Rarely, if ever will these spirits be freed into the world forever. It’s likely you will use this power in combination with “Verta” to increase your Vim pool.
Level Eight – Entrapment of the soul – This is used to strip the soul of a recently departed being. This power only works in recently killed Victims. It must be used before someone else entraps the soul. Use the power to secure it to an Artifact of some sorts. You will want to bond it to it to be stored for use at a later time.
Level Nine – Devour – This power is used to destroy the spirit or either a living or non-living being. If they are living, a white flame will overlay a yellow flame as they work in harmony to destroy the soul within the being. The flames are not elemental so using water against it will not work. Once they make contact with your soul, they will carry on with them even if they shift dimensions. This does not kill any one being, but rather destroys their soul, making them like a Ghost wondering in a physical form. That process will work on mortal, werewolves, Vampires, Demons, Daemons, etc. If the spirit is free but not connected to any vessel then the spirit is targeted with the flames and utterly destroyed.
From Chaos Area (1-7)
The White Sphere
The White sphere: Considered to be the most common area of Chaos in that it’s already in existence, whereby the easiest form of chaos to tap into. This is chaos that is available to use at the surface. Consider this the first sphere that can be tapped into. When the student draws this sphere of energy about themselves they will see a white haze gathered about the areas where it concentrates. Other people are unable to see it, but the student will be able to because of the influence of the sphere. This is the energy made available to draw from.
Powers in the White Sphere:
L/1 – Chaos seed – Much like a seed must be planted in order for it to grow, so likewise is the power of Chaos. By using this power you’re placing a seed of chaos into a select being in order they might stir up a Chaotic Event.
System – The idea is to separate that which is considered normal, from that which is not. This will key in on an individual in order that they may use their own nature to create a Chaotic Event of some sorts. Limitations are such that the white sphere is not a destructive sphere; therefore the seed planted will not stir up a destructive event.
L/2 – Chaotic Jolt – By making contact with an individual and using the power of chaotic jolt, it will send a powerful jolt of chaotic energy into an individual, trigger into their memory a time in which they experienced a Chaotic Event. This will continue until the duration of that event happens within their mind.
System – The idea here is to make one recall a horrifying experience for them. This could be for many different reasons. Ultimately the scene plays through in their mind and they return to the normal world. Limitations for this power are as such: First, a solid mind shield already established would block it. If you release your hold on them, they are freed from the vision. You are unable to use any other forms of attacks on them that would be considered magic-like. You are able to use weapons; however, the effectiveness of the power is weakened if you do. One hand must remain upon the being, the other one could wield a weapon, and the victim would be able to see split worlds, one in the vision and one in reality. However, due to the nature of the power itself, they would be slowed in their actions by ½ until contact is broken off somehow.
L/3 – Chaotic Mind Maze – By using the power, you will cause your victims mind to become locked inside a mind maze. Locked out of reality and unable to discern there true location till complete. The power itself lasts one full round of combat.
System - The idea behind this power is to divert their attention from reality into this mind made illusion that is tricking them to their true location and events. Because there is no contact required, further acts of powers may be used against them. Limitations are as follows: Lasts only one full round of battle, it may only be used one time per day, and a solid mind shield already in place would block it.
L/3 – Chaotic Time – The power causes in the mind of the victim, the prior minute to be relived in their mind over and over again until stopped via some form of magic. Due to the nature of the power itself, it’s hard to discern what is really happening, because they are unable to see in the current realm of time.
System – The idea behind this power is to divert their attention from reality by repeating their prior minute of actions into their mind over and over again. This is however, just in their minds, not in yours. Your free to continue further attacks upon them, be they magical or not. Limitations only to the prior use of a solid mind shield.
The Emerald Sphere
The Emerald Sphere: This is the second sphere of chaos that may be tapped into. This sphere is where most chaos will exist. When the student is in this sphere, they will see emerald haze around certain locations, giving them notice to where its potential energy exists. The Emerald Sphere is a potential energy sphere, but tends to be more neutral than it does align itself to any one side. Within the sphere is the physical manifestation known as the Emerald Valley Fields.
Powers of the Emerald Sphere:
L/4 – Chaos Factor – By channeling the emerald energy, you can change the chaotic events that are taking place around you. For example, the chaotic energy of a storm could be channeled to a remote location, or the energy transferred deep enough into the earth’s crust that no one fills its effects. You’re not canceling the energy itself, just transferring it.
L/5 – Call of Chaos – The Student can use this power to alert himself of the rising chaos levels in any set location. This will draw his attention to it and can select to teleport to that said location. You can preset the condition to a location or do a general can within a 10 mile radius to see the acting events taking place.
L/6 – Will of Chaos – The Student can settle a chaotic event by voicing the will of chaos. The Emerald Energy will surround the chaotic event, killing off the event that is taking place. This can be used to stop Chaotic Events from taking place. The Emerald Energy will eat away at the event, until it stops in its track. The power takes one full round to completely stop an event. The Main difference between the will of chaos and the chaos factor is the chaos factor refocuses the chaos, whereas the will of chaos will cancel it out altogether.
The Violet Sphere
The Violet Sphere: Not until the Student is able to tap into this third and final sphere can he become a “Chaos Master”. The energy in this sphere is the most destructive and hardest to control. Namely, the powers within this sphere are used for destructive purposes. Unlike the other two spheres this one will not have to be tapped into once it’s been done a time or two, because it will become part of the Chaos Master. While they can discern the Violet Haze from the Emerald and White, they can conjure up the energy that’s a part of them. The Chaos used in this sphere is stirred up from nothing. Unlike the white sphere where Chaos already exists, this must be conjured up by the Chaos Master.
Powers of the Violet Sphere:
L/7 – Elemental Chaos – Drawing the power of the elements together to create a frightful super storm of epic proportions, Elemental Chaos creates destructive combination of weather events to level out the Chaos it stirs. Softball sized hailstones, winds of 150 mph or higher, heavy rain to the point of flooding, and tornados are but a few of the events that can occur. In fact, they may all occur in an Elemental storm. Lightning bolts will come crashing out of the heavens every few seconds, as well as massive sea-storms if located in the right area. Hurricanes however will not occur from this, as it’s too broad a scope for a single power to create. However, if several Dahaks were to ban together and each release such power, a hurricane could occur.
Third School (only levels 1-5) – Necromancy
L / 1 – Death Watch – This power allows one to detect how close to death someone is. They must be within eye contact for the power to work properly.
L / 1 – Gaze of Dahak – This power magnifies terror into the one they are gazing upon. The power sends an overwhelming since of fright throughout their body. This causes them to freeze in their location. Eye contact must be made in order for the power to work.
L / 2 – Freeze Undead – This power halts any undead forces (Vampires, etc.) in their spot. The power is most successful when used against a lesser being; however a Necro Master can use this power on higher powered Undead beings.
L / 3 – Bone Dagger – Creates a dagger of Necromantic energy. Direct hits, not only deals physical damage, but also drains away their life force. Consider three direct hits enough to kill most beings.
Stage Two – Intermediate
L / 4 – Energy Drain – This power eats away the energy of the targeted being. This in full effect can take away as much as 25% of their energy per round. The energy then is transferable to either an artifact or weapon of choice.
L / 5 – Wind of Death – A dark Necropolis wind circles about your victim causing life force damage. Ultimately one would end up death within a couple of rounds if not countered somehow. The dark energy weakens the victim during this process as well so the longer they are caught in it; the less likely there would be room for escape.
From the Messianic Barriers of Protection the Three Layers used are: Void, Necromancy, and Chaos
Background of Character (Required for All Dahaks): Randal was created as an Archangel of Balance. His role was to guard over a single box, that held the destiny between dark and light. One day, perhaps out of boredom (as there was no evil known at that time), he opened up the Box. What happened next would change the Destiny of universe. The Dark god known as Dahak was held in the box (unknown to Randal). When Randal released him, He was banished from heaven and trapped into the void. Dahak released Randal from the void, and had his first creation (Samuel Dahak), sire Randal. Randal has serviced his new role as a Lord ever since. He has one trueborn child named Nathaniel Dahak. The rest of his family has been sired in as sorts.
OOC Name: Scorpiofire
Actor-Actress used in Avatar: Cris Angel
Title and Tier: Elder Dahak, Tier 5
Role-play System used: Free-Form
Age: unknown
Height: 6 ft 3
Eye Color: colors flux like the northern lights
Hair Color: Dark, long
Known Allies: All Dahaks, Drak
Known Enemies: Too many to name
Known Strengths (not powers): Ability to step into the void at will, Mastering of Soul Mastery
Known Weakness (Must offer one): Subjective to Holy powers and weapons
Weapons used: (explain what they can do) Metal Rod – Negates Anti Magic fields, mantles, barriers. Astral Blade, burns through whatever it touches. (Artifact, Randal’s cloak – Immune to fire and burning effects (Both Hell and literal fire).
Attributes : allowance is 120 points spread over the below 6 attributes. Ranging 1-25, with 25 being the most powerful.
Health - 21
Endurance - 20
Reflexes - 22
Charisma - 21
Intelligence - 18
Wisdom - 18
Grand Total of 120
Strength is determined by the following: First Add your Reflexes and Endurance together and divide by two.
20+22 = 42/2 = 21
Then Take that total and add it to your health total and divide by two.
21+21 = 42\2 = 21
So Randal's Strength is 21
The ability to use the void to caste powers both within it and outside of its touch is determined by a 1-25 points system to, with 25 being the highest number. This is called Void over Power or V/P.
Randal's V/P is 21.
Known Powers: (Complete list of powers you have access to):
Character Creation Points Total:
Extradimentional Powers (All Powers known)
For the rest of the 3 schools a total of 275 character Creation Points
Soul Mastery - used 135
Chaos Mastery - Used 90
Necromancy - Used 50
Grand Total: 275
Extra Dimensional
Level One - Protective Aura -
Subject is known to be surrounded by an aura that acts as body armor allowing him to withstand/resist physical and energy attacks. (Additional note: subject has also been known to alter the properties of his aura to produce higher levels of light, and/or heat in addition to its normal defensive properties).
Level One - Telepathy -
Subject has displayed the ability to project and read thoughts, the full limits of this power are unknown, though it is generally believed that he cannot initiate contact with an unwilling mind (i.e. Mind block, Iron will, etc.).
Level Two – Flight -
The subject has displayed the ability to fly by manipulating Gravity.
Level Two - Time Sense -
The Subject can sense contractions and dilations in time. In addition, he can sense the use of Temporis or other time-altering powers. He also has an internal clock, which keeps perfect track of time. This is particularly useful with the higher level powers of this Discipline, as it allows the subject to know just what she is capable of doing with her powers, how long the effects will last, etc.
Level Three - Iron Will -
The subject has also displayed the ability to close his mind from outside mental influences, including possession, and psychic assault. A side effect of this ability is that when the subject is in this state he has a greatly increased resistance to pain.
Level Three - Limited Shapeshifting -
The subject has been known to change his appearance to that of a winged “angel” or “demon”. It is believed that this change is purely cosmetic and serves no other practical purpose. It has been theorized that the subject can assume other forms with the proper training, but thus far the subject has shown no desire to expand this power.
Intermediate – When the Dimensional student enters this phase they are ready to tackle some harder tasks and to use the unique properties and sciences of the dimensions that are limited to 3rd dimensional users.
Level Four - Time Ward -
The subject can distort the flow of time around him to make the time stream disturbed and impenetrable to Time perceptions. Those trying to look into the past or future get only a blur of possible visions and confused images.
Level Four - Frozen object -
The subject can stop time for an inanimate object for a predetermined length of time. The subject could throw a knife into the air and stop time on it, only to later let it continue on its course. The subject could freeze time on a light switch and then turn it on. When it reentered time, the light would come on. This power can be used on bullets and other projectile and missile weapons, but not on objects touching animate beings. In addition, objects lose no energy during the time stop, so anyone touching the bullet frozen in flight would burn her hand, and the slug would have the same velocity when it re-entered time.
System - Be mindful when you use this power to make sure that you follow the limits given. If you Stop a flame in time and you walk through it, you will still be burned.
Level Five - Zombies Curse -
The subject can cause one subject to perceive time as having sped up. The victim moves at half speed, and everything she says comes out slowly and in a deep pitch. The victim will have trouble communicating and even more trouble in combat. While bullets, once fired, move at normal speed, punches, kicks, sword, swings and other attacks that require personal speed in order to add kinetic force do only half their normal damage dice pool and have their difficulty to hit increased.
Level Five - Attune Object to Owner -
Every being radiates a unique biological energy signature (BE). The BE is not to be confused with a person’s aura, which is of a psionic nature, though similar. What this ability does is attune a particular object to the owner’s BE frequency, making it impossible for anyone else to make it function. This power can also be used to identify personal belongings and valuables. It is primarily used on rare or unique mechanical or magically powered devices, weapons and items of great value. Only the owner can then activate anything so attuned.
Level Six - D-Shift Phantom -
This is another ability that allows the caster to shift and meld the aspects of different dimensions. In this case he transforms himself into a stationary phantom. He can see what’s happening around him, but cannot hear, speak. or move and cannot be touched or harmed while in his ghostly form. Appears to be a three-dimensional semitransparent image similar to a holographic projection.
Level Six - Dual Form -
The subject has displayed the ability to split into two identical beings. Two working together to accomplish the will of the Dimensional being. Each one having apparently having half the total power. In this form, the user is granted one extra Action per round for each side. For example, the round calls for 5 Actions, Then you add 2 actions for a total of 7. Its up to you to decide which side gets 4 actions and which side gets 3. But collectively there should be 4 attacks and 3 defenses in the round which make up 7 Actions. The benefit also is, if one side dies, the remaining power and portion automatically defers to the other half. No entrapment of a soul would be possible.
Master – By the time a student reaches the Mastery level they are able to manipulate the time-space continuum in such away as to be invincible to the effects of time effects against them, especially from lesser dimensional beings. They can bend the dimensional aspects, blink in and out of random locations through the dimensions, become two dimensional, create out of the void dimensional pockets, and ultimately become a Sub-creature of the 4th Dimension.
Level Seven - Cowalker -
The subject can stop time for a moment, allowing her to appear in two places at once. The subject appears to teleport or blink from one place to the next, but she is actually slipping out of the normal flow of time and space. The subject cannot affect objects within the time stream, so the subject could not attack someone while using this power. Instead she could move behind an opponent, hit him and then blink away again.
Level Seven - D-Phase -
This ability warps and bends the dimensional aspects of reality to allow the caster to walk through solid matter, like doors, walls, etc. and requires great concentration. Loss of concentration means a failure to complete phasing through an object, which causes a flash of light and the person goes flying 15 feet back from where he started, hurt and feeling icy cold to the touch, and is dazed for one round afterward. This “Pop Back” also occurs when the ability ends and the caster is still phasing inside a solid object.
Level Seven – Flawless Teleport –
The user is able to teleport themselves and up to 10 others to a location of their choice. Even if its against the will of the user they wish to use it upon.
Level Eight - D-Shift Two Dimensions -
This is a dimension altering ability that turns the caster and anything he is wearing on his person into a flat, two dimensional image, like a piece of paper or a painting on a wall! As a two-dimensional being, he cannot be detected by Thermograph, heat, motion, or most other detection abilities. The two dimensional image of the character is also difficult to see or recognize. Furthermore, the character is one-sixteenth his normal weight and mass and can effectively stick himself on the floor, or to the sides of walls, doors, vehicles, and large pieces of furniture or have a friend slide him under doors and through cracks.
Level Eight – Knot of Dahak – This power chokes off the power supply to your victim. If it’s to their boons, psi, chi, magic, or any extra ordinary abilities, the power chokes off their ability to use them. Whereby their powers will not work. Note this power will not work against a Dimensional being. Therefore cannot be used against the Dahaks.
Level Eight - Dimensional Envelope -
A dimensional envelope is the creation of a small area of a limbo-like dimension about the size of a walk-in-closet. The envelope has an invisible door that only its creator and other with temporal magic powers can see and open. The closet/envelope is approximately 10X10X6 feet and can store quite a quantity of materials. Likewise, the caster can step inside the envelope, provided there is enough room, and seemingly vanish into thin air (there is enough oxygen in the envelope for one or two people to breathe for about two hours). Time within the envelope passes at the same rate as outside the envelope.
Level Nine - Dimensional Pockets -
This power is similar to dimensional envelope except that the dimensional pocket/area is much smaller and portable, hence the reference to “pockets.” The character can reach into a dimensional “pocket,” another limbo dimension, to retrieve items that he has placed there earlier. Items can be just about anything that could fit in a backpack, clothing, handguns, clips, diary, bottle of aspirin, etc.
Level Nine - Ultra Telekentic Force -
The power to slam objects through projected mental paths. The power is strong enough for some Dimensional beings so slam objects 10 times their weight into walls, shattering it into tiny pieces.
Level Nine – Gateway -
The dimensional being can create a gateway for themselves or any others they wish to cross that connects to other locations, be it other realms, spheres, planes, it does not matter.
Level Nine - Forth Dimensional Transformation -
This is a powerful and disorienting metamorphosis that tuns the caster into a four dimensional sub-creature, meaning that he is not a true creature of the forth dimension, but has many of its powers. As a 4-D sub being, the character has the following fantastic powers:
• All attacks do ½ damage including Magic and energy attacks.
• Impervious to all illusions, mind control, and illusionary magic and psionics and mind controlling drugs.
• Can step in and out of the third dimension at will. When he steps into the third dimension the character is vulnerable to attack, but when he steps out, he can look into and at the three dimensional world, just as we look at the two-dimensional world, but cannot be seen by the three dimensional beings within that world. This means he can wander through the 3-D world of humans like a ghost, totally unseen and totally undetectable, passing through solid matter and floating in the air. However, to do more than observe the going on of the third dimension, he must step back into that dimension.
• Combat: Always has initiative, can never be surprised or attacked from behind, can use up to three extra melee actions/attacks
• Co-walker power at will: the subject can move through time and space as if using the co-walker power
• The 4-d Being is immune to time manipulation powers cast by beings of lesser power
• Extradimensional Anchor: the 4d Creature is unable to be banished from an area by normal means. (banishment will not work..)
System: The power works as follows. During the use of the power, the following instantly take place: Extradimensional Achor, Co-Walker, and immunity to time manipulations from a lesser being. After one round has passed the following is added to their list: All magic and energy attacks only work ½ their usual impact, and Impervious to all illusions, mind control, psions, etc. Then one round later it Can step in and out of the third dimension at will and combat awareness.
Level Ten - Temporal Lash -
Considered to be the ultimate of Time arts. The ability allows the being to Erase someone out of the Temporal strands of time. The older the being is, its considered to become more difficult to erase them out of the time streams. The first appearance of course is the closest event to take place. In this case the very battle itself. While the user of the power is perfectly aware of what is happening around them, the victim is not, erasing that very event that had taken place (The current battle). Unsettled is the Temporal Nexus, but it does its work to perfection, completely erasing them out of existence. Permission to use this power must be granted oocly by a 2nd Generation Dazok (Randal, or Violet) in order to use it.
Primary – Soul Mastery
Novice-
Level One – Echo - Every spirit, be is living or undead, or captured (Underworld, land of the dead) has a signature which continually gives off a series of patterns in pulses that no one ever hears nor feels. This is because they are unable to feel its presence. The Learning Soul student will begin to pick up on these vibration patterns and map them out in their mind. This is called the Spirit’s Echo. Through this power they can keep track of a spirit, for up to Two days from the time you pick up on it. Excellent tool for keeping track of a would be enemy. No Matter where they go, you can trace it. The general rule is, the further away they are from you, the more time it will take to pick up on their exact location.
Level Two – Spirit Burn – By making contact physically with another being, you can stir their spirit to a frightful stage. Resembling the powers of hell into the body of the victim, it will cause them to fear you, and the power you hold in your being. This is most useful when trying to warn someone of your ability that you might not wish to fully use.
Level Three – Free Spirit – This power can be used one of two ways. Either way resolves around freeing a spirit from the underworld. You may use this power to free a single spirit from either the underworld or land of the dead. If you free them from the land of the dead, you must decide rather or not they move on into the underworld, or released back into the real world. You may release them into the real world to be free to do their own will. Or you may free them only for a period of time to do an assigned task for you.
Intermediate –
Level Four – White Flames - Beginning in this stage you are able to learn how to protect both your own soul and the souls of other beings. The first stage in this process is called white flames. This power will allow you to create a blanket of spiritual energy around your own body or around the body of the one you are wishing to protect. Anyone making contact with it, or attacking the spirit from within the white flames will themselves find their souls under attack. It begins to penetrate into the victim’s soul, destroying it until they either release from the flames or stop the spirit attack they are wishing to deal. The power lasts for up to 24 hours depending on the wish of the student.
Level Five – Bond – This power allows you to bond their soul with you. While their own body and functions work properly, their soul cannot be touched without them first going through your own soul to begin with. This is a protection power and should be used by one who is able to defend their own soul with confidence. This lasts, as long as the Soul student wishes for it to.
Level Six – Spiritual Healing – The student learns to heal spiritual damage either to themselves or for another being. So long as their spirit isn’t utterly destroyed, this power can be used to piece it back together. This can be done a couple of ways. Firstly, so long as the damaged part of the spirit isn’t contained somewhere in protection, you can use this power to piece it back together. This is the quicker way to handle it, and can be done in a matter of 15-30 minutes. If however, part of the spirit is bound up somewhere, the student can revert to the second option which is to use this power in combination with “Echo” in order to figure out the missing pieces. They can make a clone of that spirit by fragmenting the missing pieces with parts of other spirits with similar patterns. While this option is time consuming it’s as close to a full fit as possible. You would take those cloned pieces and free the remaining usable spirit and bond them together. You would then free the spirit and it will return naturally to the one you are trying to help. This power is very helpful, but has limitations. Because your fragmenting cloned pieces from other spirits and not their actual spirit there will be some slight differences in the being. They will be themselves up to 90%. Which means they may find they will desire to do things they might not of before and not desire things they may have desired before. A small price to pay for a restored spirit.
Soul Master-
Level Seven - Gateway – This power works similar to free spirit, except this power can be used to free many spirits, up to 100. Rarely, if ever will these spirits be freed into the world forever. It’s likely you will use this power in combination with “Verta” to increase your Vim pool.
Level Eight – Entrapment of the soul – This is used to strip the soul of a recently departed being. This power only works in recently killed Victims. It must be used before someone else entraps the soul. Use the power to secure it to an Artifact of some sorts. You will want to bond it to it to be stored for use at a later time.
Level Nine – Devour – This power is used to destroy the spirit or either a living or non-living being. If they are living, a white flame will overlay a yellow flame as they work in harmony to destroy the soul within the being. The flames are not elemental so using water against it will not work. Once they make contact with your soul, they will carry on with them even if they shift dimensions. This does not kill any one being, but rather destroys their soul, making them like a Ghost wondering in a physical form. That process will work on mortal, werewolves, Vampires, Demons, Daemons, etc. If the spirit is free but not connected to any vessel then the spirit is targeted with the flames and utterly destroyed.
From Chaos Area (1-7)
The White Sphere
The White sphere: Considered to be the most common area of Chaos in that it’s already in existence, whereby the easiest form of chaos to tap into. This is chaos that is available to use at the surface. Consider this the first sphere that can be tapped into. When the student draws this sphere of energy about themselves they will see a white haze gathered about the areas where it concentrates. Other people are unable to see it, but the student will be able to because of the influence of the sphere. This is the energy made available to draw from.
Powers in the White Sphere:
L/1 – Chaos seed – Much like a seed must be planted in order for it to grow, so likewise is the power of Chaos. By using this power you’re placing a seed of chaos into a select being in order they might stir up a Chaotic Event.
System – The idea is to separate that which is considered normal, from that which is not. This will key in on an individual in order that they may use their own nature to create a Chaotic Event of some sorts. Limitations are such that the white sphere is not a destructive sphere; therefore the seed planted will not stir up a destructive event.
L/2 – Chaotic Jolt – By making contact with an individual and using the power of chaotic jolt, it will send a powerful jolt of chaotic energy into an individual, trigger into their memory a time in which they experienced a Chaotic Event. This will continue until the duration of that event happens within their mind.
System – The idea here is to make one recall a horrifying experience for them. This could be for many different reasons. Ultimately the scene plays through in their mind and they return to the normal world. Limitations for this power are as such: First, a solid mind shield already established would block it. If you release your hold on them, they are freed from the vision. You are unable to use any other forms of attacks on them that would be considered magic-like. You are able to use weapons; however, the effectiveness of the power is weakened if you do. One hand must remain upon the being, the other one could wield a weapon, and the victim would be able to see split worlds, one in the vision and one in reality. However, due to the nature of the power itself, they would be slowed in their actions by ½ until contact is broken off somehow.
L/3 – Chaotic Mind Maze – By using the power, you will cause your victims mind to become locked inside a mind maze. Locked out of reality and unable to discern there true location till complete. The power itself lasts one full round of combat.
System - The idea behind this power is to divert their attention from reality into this mind made illusion that is tricking them to their true location and events. Because there is no contact required, further acts of powers may be used against them. Limitations are as follows: Lasts only one full round of battle, it may only be used one time per day, and a solid mind shield already in place would block it.
L/3 – Chaotic Time – The power causes in the mind of the victim, the prior minute to be relived in their mind over and over again until stopped via some form of magic. Due to the nature of the power itself, it’s hard to discern what is really happening, because they are unable to see in the current realm of time.
System – The idea behind this power is to divert their attention from reality by repeating their prior minute of actions into their mind over and over again. This is however, just in their minds, not in yours. Your free to continue further attacks upon them, be they magical or not. Limitations only to the prior use of a solid mind shield.
The Emerald Sphere
The Emerald Sphere: This is the second sphere of chaos that may be tapped into. This sphere is where most chaos will exist. When the student is in this sphere, they will see emerald haze around certain locations, giving them notice to where its potential energy exists. The Emerald Sphere is a potential energy sphere, but tends to be more neutral than it does align itself to any one side. Within the sphere is the physical manifestation known as the Emerald Valley Fields.
Powers of the Emerald Sphere:
L/4 – Chaos Factor – By channeling the emerald energy, you can change the chaotic events that are taking place around you. For example, the chaotic energy of a storm could be channeled to a remote location, or the energy transferred deep enough into the earth’s crust that no one fills its effects. You’re not canceling the energy itself, just transferring it.
L/5 – Call of Chaos – The Student can use this power to alert himself of the rising chaos levels in any set location. This will draw his attention to it and can select to teleport to that said location. You can preset the condition to a location or do a general can within a 10 mile radius to see the acting events taking place.
L/6 – Will of Chaos – The Student can settle a chaotic event by voicing the will of chaos. The Emerald Energy will surround the chaotic event, killing off the event that is taking place. This can be used to stop Chaotic Events from taking place. The Emerald Energy will eat away at the event, until it stops in its track. The power takes one full round to completely stop an event. The Main difference between the will of chaos and the chaos factor is the chaos factor refocuses the chaos, whereas the will of chaos will cancel it out altogether.
The Violet Sphere
The Violet Sphere: Not until the Student is able to tap into this third and final sphere can he become a “Chaos Master”. The energy in this sphere is the most destructive and hardest to control. Namely, the powers within this sphere are used for destructive purposes. Unlike the other two spheres this one will not have to be tapped into once it’s been done a time or two, because it will become part of the Chaos Master. While they can discern the Violet Haze from the Emerald and White, they can conjure up the energy that’s a part of them. The Chaos used in this sphere is stirred up from nothing. Unlike the white sphere where Chaos already exists, this must be conjured up by the Chaos Master.
Powers of the Violet Sphere:
L/7 – Elemental Chaos – Drawing the power of the elements together to create a frightful super storm of epic proportions, Elemental Chaos creates destructive combination of weather events to level out the Chaos it stirs. Softball sized hailstones, winds of 150 mph or higher, heavy rain to the point of flooding, and tornados are but a few of the events that can occur. In fact, they may all occur in an Elemental storm. Lightning bolts will come crashing out of the heavens every few seconds, as well as massive sea-storms if located in the right area. Hurricanes however will not occur from this, as it’s too broad a scope for a single power to create. However, if several Dahaks were to ban together and each release such power, a hurricane could occur.
Third School (only levels 1-5) – Necromancy
L / 1 – Death Watch – This power allows one to detect how close to death someone is. They must be within eye contact for the power to work properly.
L / 1 – Gaze of Dahak – This power magnifies terror into the one they are gazing upon. The power sends an overwhelming since of fright throughout their body. This causes them to freeze in their location. Eye contact must be made in order for the power to work.
L / 2 – Freeze Undead – This power halts any undead forces (Vampires, etc.) in their spot. The power is most successful when used against a lesser being; however a Necro Master can use this power on higher powered Undead beings.
L / 3 – Bone Dagger – Creates a dagger of Necromantic energy. Direct hits, not only deals physical damage, but also drains away their life force. Consider three direct hits enough to kill most beings.
Stage Two – Intermediate
L / 4 – Energy Drain – This power eats away the energy of the targeted being. This in full effect can take away as much as 25% of their energy per round. The energy then is transferable to either an artifact or weapon of choice.
L / 5 – Wind of Death – A dark Necropolis wind circles about your victim causing life force damage. Ultimately one would end up death within a couple of rounds if not countered somehow. The dark energy weakens the victim during this process as well so the longer they are caught in it; the less likely there would be room for escape.
From the Messianic Barriers of Protection the Three Layers used are: Void, Necromancy, and Chaos
Background of Character (Required for All Dahaks): Randal was created as an Archangel of Balance. His role was to guard over a single box, that held the destiny between dark and light. One day, perhaps out of boredom (as there was no evil known at that time), he opened up the Box. What happened next would change the Destiny of universe. The Dark god known as Dahak was held in the box (unknown to Randal). When Randal released him, He was banished from heaven and trapped into the void. Dahak released Randal from the void, and had his first creation (Samuel Dahak), sire Randal. Randal has serviced his new role as a Lord ever since. He has one trueborn child named Nathaniel Dahak. The rest of his family has been sired in as sorts.