Tsolaph Morash :: Shadowflame Demon
General Information
Character Name: Tsolaph Tarser Morash {Various aliases}
Race: Infernal Shadowflame Demon Proxy
Clan: Acheron
Lord: Maelmorda
Father: Mernaph
Family: Malcomb
Age by Appearance: mid 20s
Years Lived: 180.
Place of Origin: Acheron
Location: Castle Morash
Alignment: Unknown even to him
Nature: Indifferent. Apathetic for the most part, save for a select few. Dry to Wicked sense of humor. His demeanor can flare up if pushed, aggravated by being inconvenienced or when angry. As true an Anarchist as any he Rules Morash by the seat of his pants and aspires to do so. Excellent at improv he takes each matter as it comrs and excels at doing so.
Human Appearance: 6'2" in human form, ruggedly handsome, stern features and muscular frame. Long brown hair, goatee and thin mustache, grey-blue eyes. Wears both medevial and modern attire.
Demonic Appearance: His stature is nearly 8 feet of thick, solid muscle radiating with molten fire. He has massive black wings often surrounded by a fiery miasma which gives them the appearance of magma. Curved razor-like claws, rows of jagged teeth, and a serpent-like tail with morphing spikes equip him with natural weapons and defenses alike.
Inborn Traits
- Human form: Form chosen for him by his father whose proxy he is.
- Hell Fire Elemental: Innate command of the inferno and all its powers, Access to the Lake of Fire and Paths of Acheron.
- Demonic Form
Wings: +10, aura of fire, level=d6 damage.
Claws: +25: Imbue Command, Inflicts target with Hell Fire +60 dmg, antidote Specific, Death in 3 days for Immortal, 1 day for mortal.
Teeth: +30, breath of fire, level=d6 damage
Tail: +15-Constrict, Whip=strength, Spikes+15 (morph at will), Can Inject Hell Fire.
Tough Hide: +10, +1 per level AC, radiates damaging heat, level=damage if contacted.
Demonic Morphing: Can shift parts of himself into demonic manifestations as called, even in human form. - Innate Sorcery: All spheres of Magic BUT Holy, Intuitive Spell Creation; the ability to harness powers and tap spheres and create 'Improvised' Spells and Magical Effects. Spells fail if a wisdom check is rolled and 0 aces are rolled, or if power fails against level of spell.
- Possession: Possesses body to dominate soul, will, actions. Can take over the body of the dead. If person is resurrected they will need a new body.
- Infernal Demon: Powers of Imperator of Souls and demonic form, Mark and Seal of Acheron's possession. Servility to Acheron's Lord and Father of Creation. (an infernal demon is a first born demon antithesis of a Tsetar angel).
- Fixed Cold Resistance: 80% - Unaffected by anti- resistance counters and effects.
- WoD: Death by Soul destruction ONLY.
Inborn Powers
- 1- {1-3} Influence the Will: Manipulate the will of those who fail check roll with a called influence.
- 2- {4-6} Dread Presence: -1 courage, -1 willpower per ace to all within sight who fail WP check roll.
- 3- {7-9} Commanding Presence: Those within sight of dominator show respect and will not oppose them if their willpower fails in dominator’s presence.
- 4- {10-12} Command the Will: Dominator commands the will of the target that is subject to this power.
- 5- {13-15} Enslavement - by blood or imbuing subject with carnal essence. Escape is the only defense against this power.
- 6- {16-18} Blood Domination - permanent domination with blood and commands.
- 7- {19-21} Dominate the Will: will is dominated for a called duration or until power is broken.
- 8- {22-24} Dominate the Temple - dominate mind, will and soul for a called duration or until power is broken.
- 9- {25-27} Guardian Seal - brands or tattoos subject and lays specific commands of protection within subject by imbuing mark with their blood and commands. Protection can include Gate triggers which returns subject to a select location if injured or in peril, or which can protect subject from up to any three specific conditions as ordained by the Master of Domination.
- 10- {28-30} Master Seal of Enslavement - Burns a powerful blood seal of possession and domination on subject, making their will bend to whosoever the Master of Domination commands. if Slave runs away, or is taken away, they begin to weaken the moment they leave those boundaries set by their master, unless IN their master's company, and within a few hours fall into a death like sleep which only their Master can awaken them from.
- 11- {31-35} Telepathic Domination – Dominate with the power of the mind, all mental checks vs. willpower. if dominator is not a telepath, they get telepathy at level 10.
- 12- {36-40} Use any power in this path, at these levels, as mastered.
Domination
- 1- {1-3} Infatuation - Subject becomes intrigued with the enchanter and desires them.
- 2- {4-6} Induce Fear - Subject fears mage and compelled to retreat from enchanter's presence.
- 3- {7-9} Respect - Subject is awed with the enchanter and trusts what the enchanter says to them.
- 4- {10-12}) Euphoria - Enchanter can induce others to feel excessive euphoria with a loss of mental faculties, -1 all mental check, -1 per ace.
- 5- {13-15} Berserk - Subject goes berserk and will attack anyone in sight but the enchanter and anyone enchanter blinds from the subject’s sight, and gets +2 HB, +4 damage, +2 on all rolls, but -4 HB and -4 on all defenses.
- 6- {16-18} Induce sleep - Enchanter charms subject into a deep, restful sleep. Lasts up to +1 day per success as called.
- 7- {19-21} Subdue the Will - Enchanter's presence overpowers the will of another and brings their will under their command for up to +1 days per success as called.
- 8- {22-24} Command the Will - Used with Subdue the Will, the subject is under absolute command of enchanter until subject can overcome the LoD of the power over them, each attempt to break free exhausts -8 stamina for 12 hours. Stamina loss accumulates over a 1 day period. Lasts as called unless subject breaks free of power.
- 9- {25-27} Enslave the Will - The subject's will is enslaved to enchanter until the enchanter releases them. Lasts as called unless subject is freed of total power by a higher roll.
- 10- {28-30} Master of the Horde - Induce multiple targets within an area of a city with any emotion and influence that emotion towards an end. Lasts up to +1 day per success as called.
- 11- {31-35} Master of Presence – improvise powers of presence, imbue items, walls or the atmosphere of an area with presence to create wards, create charmed artifacts, create phylacteries to protect the souls and powers of subjects, make a power permanent, improve power of presence.
- 12- {36-40} Improved Power - Use any power in this path, at these levels, as mastered.
Presence
-
Willpower Loss
-1 WP per ace if power succeeds. WP restored when Presence is no longer affecting target. Lasts up to +1 turn per success as called unless otherwise stated.
- Spirit Sight: allows demon to see souls and spirits as semi-physical embodiments.
- Spirit Voice: demon can speak with spirits or as a spirit when depossessed of a form.
- Spirit Touch: demon can interact with spirits physically with this power from either a physical or spirit form.
- Capture Soul: in a spirit net
- Bind Soul: binds a spirit to a called mineral item or body to hold it captive so long as it remains bound.
- Summon Spirits: any called soul or spirit type, can summon a soul for resurrection or spirits to command.
- Destroy Soul: on a crit, hinders resurrections (NPCs only)
- Command Soul: summoned spirits will obey the demon.
- Imbibe Soul: soul consumption,damages and weakens the soul of the living to drain -1 WP per ace. If death occurs from this power the entire soul has been consumed. Resurrection only with Reconstitute Soul power. Each +1 WP drained boosts Demon's stamina by +1 until spent.
- Transport Soul: to a called destination, usually a holding area in Acheron.
- Reconsitute Soul: restores a destroyed soul by tapping past echoes and re-forming the spirit from those echoes, with 6+ aces.
- Spirit Realm Conduit: creates a portal into the Realm of Spirits and allows demon and anyone else who enters to manifest and interact there physically with other spirits.
- Material Realm Conduit: creates a portal from a spirit or spectral realm to a called location on a material plane. This is the only way back from the spirit realm to the material realm unless one has spectral planar abilities.
- Unbind Soul: unbinds a soul from holding, or from the body. If freed from a living body, the body becomes an Unchained Zombie (a zombie with no soul) which the demon may be able to bring under their command by domination.
Imperator of Souls
These powers can only be learned if their practices are passed on by the Morning Star or by one who has mastered these powers. They can only be used after physical death unless otherwise stated. All at Inborn Power level.Weaknesses
- Holy Powers: x 2 damage
- The loss of his mate.
- Electrical Attacks harm.
- Extreme cold can damage him if his resistance fails.
Weapons
- Armory: medieval weapons and armor, some modern, weapons and armor.
- Black Reaper Sword: +75 damage, level 36, strength 275, powers eclipse light forces to nulify, damages vital flame (HP damage and -1 WP per ace), on death blade captures and holds soul within a necromantic vacuum
Magic Items
- Soul Crystals: level 36, artifact crystals created for holding and transfering souls.
- Various Protection Items: return gate rings, amulets of shielding, location collars, near death vambraces of recall, forced gate protection, and various other items as called, up to level 36.
- Gate Talismans: level 36, various kinds for flame or shadow gate travel
- Lucifer's Eye: Level 38, a globe of transluscent jade which acts as an oracle to see anyone whose name is spoken with a command to show that figure, and be seen by them in a projection, and through which Lucifer's minions can be seen, contacted and summoned, even by force (unless of a higher order).
Dice
- Master of Medieval Weaponry: +8
- Firearms: 30, +7
- Marksman: +1, any missled weapon.
- Archery: +6
- Crossbow: +6
- Sword: +8
- Thrown Weapons: +8
- Backstab: +9
- Assassin's Stealth: +10 in shadow stealth form
- Horsemanship: +3, riding and care of horses
- Combat Horsemanship: +5
- Enchant Weapons: +4
- Create Magic Items: +6
- Create Artifacts: +6
- Necromancy: 34
- Path of Fire: 36
- Path of Shadows: 36
Check Dice
-
Physical Check Dice
- Strength: 30, +15 in Demonic Form
- Stealth: 15, +10 shadow form
- Movement: 20
- Dexterity: 18
- Stamina: 30, +20 demon form
- Reflexes: 16, 18 in demon form
Sensory Check Dice - Hearing: 17
- Vision: 20
- Olfactory: 21
- Taste: 15
- Touch: 9
- Alertness: 19
Mental Check Dice - Willpower: 30
- Constitution: 32, -10 with loss of mate
- Intelligence: 16
- Wisdom: 28
- Logic: 25, -10 with loss of mate
- Charisma: 14
- Intuition: 25
- Instincts: 23
- Courage: 21