Name: Leth Carraven
Age: 23
Description: Work in progress.
Stats: 100/100
Health: 13 [39]
Mana: 20 [40]
Speed: 8
Skill: 12
Strength: 6
Magic: 24
Defence: 7
Resistance: 11
Equipment: Leth has a curious way of...acquiring...various objects that can assist him in his studies and his travels. As such, he often has some strange, but useful, objects, that he uses for his trait magic. He also possesses a sturdy set of robes that have been supposedly enchanted to protect the bearer from harm, but with how many accidents he gets into whilst wearing them(and not while wearing normal clothes...), he's not so sure(+2 Defense and Resistance, bad luck curse, and 1 Damage Reduction). A staff that assists him in focusing his powers(+2 Skill), and an eldritch tome that contains a seemingly infinite amount of information within it's pages(+3 to Magic and +3 to TN roll when used during casting, which causes the spell to take longer/more focus to cast, resulting in an additional immobilization needed, or a need for immobilization during casting, if there was none previously), fill out his personal belongings.
Perks:
Specialist Generalist: Leth knows a huge variety of abilities, due to his contracts, and is likely to learn more as time goes on...
Ability: Leth has made contracts with a variety of beings, as well as studying ancient magics that were once meant to stay secret, and for good reason. Much of his magic tears apart the very foundation of the universe, that which keeps it as this universe, rather than some other, and prevents the dimensions that comprise it from collapsing into one another, apart as a side-effect. His Trait magic does not, being a magic he thinks he invented; it is certainly self-taught, at any rate.
Negligible:
Mage's Craft: The general tricks and shenanigans most generic mages learn. Levitating objects, closing doors, lighting candles. Little stuff.
Sacrificial Trait: Leth sacrifices an object to grant an exaggerated version of one of it's traits to another object. The sacrificed object is utterly destroyed and unrecoverable, though the manner of destruction depends on the object, and some may be usable as scrap.
Activate Runic Circle: Leth imbues a runic circle or diagram with some of his life, allowing it to work, though once it's task is done or the circle disrupted, the life returns to him. Stores 1 max HP while in use.
Small:
Hellfire: A bright fiery orange, glowing intricate circular diagram about a foot in diameter appears in mid-air in front of Leth or Leth's outstretched hand, and ejects/turns into a glowing ball of demonic flame that explodes upon impacting a target. Very slight risk of backfire/injury, damages veil between material world and hell very slightly.
Transfer Trait (Temporary): Leth takes some of an object's trait and transfers it to another object, though it will eventually return to the original object. Stores 1 max MP which is returned when the effect wears off.
Craft Runic Circle: Leth creates a Runic Circle instantly on a surface, instead of having to create it by hand(which takes longer, but doesn't take mana). Needs to be Activated in order to do anything. Runic Circles can have a variety of effects, thought nothing all that large; more complex and intricate designs are covered by Runic Diagrams, which consist of multiple Runic Circles. Mana costs also reduce maximum MP by the same amount, which is returned when the Runic Circle ceases to exist/finishes task/destroyed/etc(the biggest reason for doing it be hand).
Medium:
Exorcism: Banishes a weak entity from an area or the world, preventing them from returning for a time. Requires a Runic Circle first.
Abyssal Curtain: An invisible shroud surrounds Leth, helping ward off attacks and blows that might otherwise find him. Whilst active, 25% chance for any given attack to miss him. This changes to 50% against ranged/projectile attacks, 0% against magical or AoE attacks(grenades thrown next to him will hit, grenades thrown at him might be eaten by a portal). Costs 1 mana per turn maintenance,
Transfer Trait (Permanent): Leth takes some of an object's trait and transfers it permanently into another object, causing the original object to lose an aspect of it's original usefullness, in all likelihood. Costs one additional mana, and takes time to cast. Stores 1 max MP until the object or property transferred is destroyed.
Enhance Trait: Leth exaggerates the properties of an item he's touching, causing it to be temporarily increased greatly, though this can be tiring for Leth himself, and it doesn't always work on the traits he wants it to. Costs one additional mana. Stores 1 max MP until the effect wears off.
Craft Summoning Circle: Leth creates a basic Summoning Circle instantly on a surface, instead of having to create it by hand(which takes longer, but doesn't use up mana). Needs to be Activated in order to do anything, can summon 50-base stat entities, or simply call someone(as in nag at them to come here; yes it's rather inefficient). Wards are separate; the entity might not necessarily want to obey him. Mana costs also reduce maximum MP by the same amount, which is returned when the Runic Circle ceases to exist/finishes task/destroyed/etc(the biggest reason for doing it be hand).
Big:
Hellfire Barrage: Dozens of the circles that form during a normal Hellfire appear around Leth, all pointed at a specific target or area. They all fire Hellfire at the target, sometimes multiple, which explode upon impact, and may possibly light the target on fire, in addition to minor AoE(by which is meant if they are hugging someone that someone will get hurt too). Slight risk of backfire/injury, damages veil between material world and Hell slightly, requires immobility to cast effectively.
Imbue Trait: Leth gives a trait to an object without needing to have another object to take it from. Exhausting, as it tries to use Leth as the object to have it transferred from(which doesn't work, and the magic protests), and costs two additional mana, as well as storing 1 max MP until the effect wears off.
Consume Trait: Leth steals a trait for himself, effectively eating it so that he is the one affected. Also restores a small amount of HP, which is lost again when the effect wears off. Harder to use on living creatures(and he cannot kill them with this alone; it takes a few points of stats or special ability type things, no more).
Craft Runic Diagram: Leth creates a Runic Diagram instantly over an area, instead of the tedium of creating it by hand(which takes bullshittingly long amounts of time, but doesn't use up mana). Needs to be Activated in order to do anything, which stores 2 points of max HP until it's finished it's task. Must by immobile to cast(duh). Can be used for much more powerful, complex, or difficult tasks that Runic Circles can. Mana costs also reduce maximum MP by the same amount, which is returned when the Runic Circle ceases to exist/finishes task/destroyed/etc(the biggest reason for doing it be hand).
Enormous:
Banishment: Banishes a creature from the plane of existence Leth is on if it is not their home plane. Not permanent, but they cannot return for a time. Requires a Runic Diagram first.
Paved With Good Intentions: Opens a portal to Hell and calls a fiend through. 100-stat base creature. Takes the form of an opening door, and can be maintained to allow other, weaker, creatures through. Requires a Runic Circle to be created first.
Craft Runic Tower: Leth creates a Runic Tower, a three-dimensional amalgam of runes that float in the air as well as covering every available surface, stretching about him and above for some distance; these cannot be effectively made by hand except by days of work in a pre-existing tower or similar structure(more people working reduces time, of course...). Costs two additional mana to cast, as well as storing 1 point of maximum HP even before it's created, regardless of whether it's made by hand or not. To Activate it requires 2 mana and 2 max HP, reducing his health stat by 1 until it is finished with the task it was meant to. Takes two turns to cast, during which Leth must be both immobile and undisturbed(though part of the Runic Tower's effect can be to shield him even before activation/completion; it is much ore difficult to break his concentration during the second turn of casting). Can accomplish incredibly complex or difficult tasks; multiple Runic Towers built on ley line intersections can increase or decrease the speed the world turns. Why anyone would want to do this is a different matter. Mana costs also reduce maximum MP by the same amount, which is returned when the Runic Circle ceases to exist/finishes task/destroyed/etc(the biggest reason for doing it be hand).
Gigantic:
True Exile: Permanently banishes a creature from the plane of existence Leth is in when he casts it. Powerful enough creatures are immune, as are those who can break free of the bindings Leth must put them in first. Requires a Runic Diagram, takes too long to be used in combat. The creature will find themselves unable to return to the plane for any reason, unless their binding is broken, an arduous task only a very powerful being could even attempt, or Leth is killed.
Hellfire Cannon: A giant version of the circle formed during Hellfire is formed, typically in front of Leth, or above and slightly behind. Approximately 14 feet in diameter, the outer ring slowly turns, and the runes and designs within it seem to shift and change over time. Fires a gigantic(hurr) ball of demonic flame that explodes violently upon impacting anything, spreading the flames over a wide area. Risk of backfire/injury, risk of friendly fire, damages veil between material world and Hell, must be immobile to cast, costs 1 Maximum Health to cast as the energies needed to use such a power take a toll on one's soul(the maximum health will eventually heal, but it also reduces his current health by one, and it's by no means a fast healing).
Craft Runic Essence: Leth summons the very essence of the Runes he uses in much of his magic, sacrificing part of his vitality in order to bring it into existence. This essence can accomplish incredibly powerful effects, and is partially sentient, as all such powerful bodies of magic are. This requires a Runic Diagram to be built first, and takes an additional turn of summoning after that, in order to cast. Prone to failure and/or loss of control over the essence, as it shifts even as it forms.
Tremendous:
Internalize/Externalize Trait: Leth permanently adds a trait to himself, or destroys a trait in another being. Cannot add stat points, or reduce by more than two points in another being(repeated uses cannot bypass this; still a max of 2 points lost). Cannot be used in combat. Other limitations and requirements as well, such as the change to his psyche it can bring, the split-second melding of minds in a reduction, such that both know everything the other does, and the permanent loss of 1 max HP for using it. Takes a long time to use, not always successful.
Stupendous:
Hellfire Inferno: The runes and designs that form the previous Hellfire abilities appear around Leth in a huge area, spreading around and over buildings, trees, under water, anything that can be found, with the central rune being a 30 feet wide circle with four independent circles inside the inner circle, while the outer ring turns slowly, and the inner designs and minor circles making up it's inside do the same in various directions. Once the activation is complete, the entire area erupts in a great conflagration of vile flame that consumes everything in it's path, bursting out and away from Leth, though he must be at the center to cast, and is not immune to the damage it deals. Almost certain self-injury(backfire no longer applicable, given the nature), greatly damages veil between material world and Hell(by this point, even with just one Hellfire Inferno, it is entirely possible that a rift to Hell will open on it's own in the area, the flames burning away that which separates the two planes), costs 3 Maximum Health to cast, one of which will not heal on it's own without major healing powers, must be immobile to cast, requires a turn to concentrate/begin activation before the activation, designs also need to be made in advance, or crafted with Craft Runic Diagram. Using Craft Runic Tower instead allows it to be mostly concentrated in a vertical column of swirling destruction, and the intensity of the flames is increased tenfold(figure of speec, nyah:P), but the duration is similarly decreased. Various collateral damage effects(by which I mean, people not involved will probably die and small cities can be consumed by the flames before they die down), regardless.
Craft Rune: Leth invents a new rune. This costs him one Magic and one Mana, permanently, and requires a Runic Tower to be built first, as well as taking two additional turns of casting after activation. This also costs three points of Health stat during the casting. Doesn't do anything but invent the Rune.
Ridiculous Size:
Gaze Of The Contractors: This does...something. I dunno. Probably some sort of stun/debuff/scare-the-shit-out-of-you ability that doesn't really do much, if any, damage.
The Gates of Hell Hath Opened: Leth summons a controlled portal to the plane of Hell, calling upon his Demonic, and occasionally, Devilish benefactors to assist him. Summons a 200-base stat Great Demon Lord(called Graetherius in the mortal tongue; it is the same one every time) or a Devil King's Council made up of three 100-stat Devil Kings(Aerach, Julikil, and Streisatt) first, followed by other creatures of Hell in following turns; for the summon must be maintained for the manifestation to continue(Devil Kings take 5 turns to manifest, as does the Great Demon Lord). Summoning them at any time other than one of great need will result in dire consequences for Leth, and even if it is at great need, there will still be a cost for his summons. Requires a Runic Diagram to be created first, and costs 3 additional mana every turn the Gates stand open past the first(the first turn is simply the gates opening), and the Gates themselves take a turn to manifest. Stores three points of the Health stat until the Gates close.
What-The-Fuck-Size:
Hellfire Doom: Death, in the form of Eldritch Flame, greets you. This attack is large enough and powerful enough to be visible from space. In it's wake, a terrible rip in space and time will be had without err, shredding that which separates Hell from the material world, and it can only get wider; if it is not stopped, and both Hell and the material world would want to stop it, though they may not be aware, it is conceivable that the two planes could collide in their entirety, decimating both and obliterating everything caught within anything resembling 'near' an impact zone. Yes, this attack has the potential to destroy the world if left unchecked, and it will probably kill Leth long before that, not even getting to the part where it costs him 13 maximum HP, 3 of which will never be healed save by a miracle(as in it permanently reduces his Health stat by 1, even assuming he survives the cataclysmic blast that follows). The designs for this spell cost either days, or a use of Craft Runic Essence first, which takes several turns as well. The activation itself consumes much of one's soul, and requires three turns. Leth knows how to achieve this effect, though he wishes he didn't, as he can think of no situation in which he'd ever consider using it, and the costs are far too great to even contemplate in all but the very direst of circumstances. I think the drawbacks and effects from this point on for this particular ability are fairly obvious.
Forge Contract: Leth forges a Contract with a new entity. This can only be done with extremely powerful entities. He gains three stat points permanently, distributed at the entity's choice, and he also has three of his existing stat points moved around as the entity wishes(they can be kept where they are), as well as gaining abilities related to the entity's power, and linking himself to the entity until one or the other dies(probably Leth). He also takes on some part of the entity's domain; becoming ever so slightly Void if it's a Void entity, or Fae if it's a Fae one, etc. In no way a quick or painless process.
Knowledge Of That Which Is Forbidden: It's forbidden for you to know what this does. For now. (I forgot what I wanted to put here...something about huge boosts to knowledge and shit, but also he more or less goes insane while using it, since it's forbidden for a reason.)
Name: Graetherius, Arbiter of the Damned, Ninth of The Thirteen Unbound Dukes of Hell.
Description: To come.
Stats: 200/200
Health: 30 [90]
Mana: 20 [40]
Speed: 15
Skill: 25
Strength: 40
Magic: 30
Defense: 20
Resistance: 20
Equipment:
The Sentencer, Miseri: A massive double-sided axe, inlaid with ebony and pearl, images of people engraved into the handle and blade, who appear to move and moan as you watch. Only one figure, a girl remniscent of imagery that's meant to depict virgins and innocence, seems at peace, and she bears one side of a scale in either hand, making up the part of the shaft between either axe blade. The metal itself appears to be a light red with banded with darker red and violet that follow the pattern of the blade. Heavy, +7 equipment, deals additional damage to Adjudged opponents. Capable of instantly banishing any summoned creature it strikes. Cannot harm the truly innocent or pure of heart and deed. Can light itself aflame with purifying fire for 2 mana per turn, dealing additional damage to evil or demonic beings. While aflame, it is capable of burning away continuous negative effects affecting allies, whom it does not harm while so lit. The wielder cannot be disarmed if he does not wish to be. Lowers strength, skill, and defense of enemies it strikes by 1 point for two turns. Can only be wielded by Graetherius, so long as the Demon Lord lives.
The Appraiser, Cordia: A scepter, sized for Graetherius, that appears to be made of ivory and obsidian, bearing a bright red, perfectly spherical diamond approximately four inches across at the end. Gold rings bind the staff and mark it across it's length, inscribed lightly with faintly glowing runes, whose movement is the only indication of the rings' lazy spinning. Looking too deeply into the gem that tops the scepter is neither recommended nor good for one's health and state of mind. Light, +7 equipment, damage is based on Magic, inflicts Adjudged on enemies it strikes. The wielder sees through all illusions and lies, cannot have his mind read, influenced, or affected adversely in any way. Capable of binding those it strikes to the wielder, preventing them from teleporting or using speed-enhancing abilities to escape. Cannot harm the truly innocent or pure or heart and deed. Can exude a brilliant piercing light for two mana per turn, dispelling enchantments, buffs, and lingering spells. While shining as such, it dazzles and repels evil and demonic enemies, and enemies find it more difficult to cast spells; their TNs for magical abilities are increased by 3. Lowers magic, speed, and resistance of enemies it strikes by 1 point for two turns. Can only be wielded by Graetherius, so long as the Demon Lord lives.
The Helm of Judgement: An ornate, dark silver helm, whose visor bears no vision slit, for justice is blind. Instead, a single, stylized eye, has been worked into the design, which seems to be staring at you no matter where you are. It travels around the helm at will, as it is a magical helm. The wearer of the helm gains +2 Skill, Defense, and Resistance, as well as having the mana cost of all his magic abilities reduced by 1 point. Can only be worn by Graetherius, so long as the Demon Lord lives.
Plate of the Arbiter: Rich, dark, navy robes worn together with dark silver armor, intricate in design and appearance. No spikes adorn it, though many sharpened edges do. The wearer gains +3 Damage Reduction, and regenerate 1 health per turn. Enemies who strike the wielder and deal damage are inflicted with Adjudged. Can only be worn by Graetherius, so long as the Demon Lord lives.
Perks(?):
Demonic Energies
Walking Condemnation
Arbiter of the Hells
Bound Without Death: If Graetherius would die, he instead is forced back to the plane of Hell. He can only truly be killed in Hell, for he is bound there.
I'd really like to have What-The-Fuck-Size without increasing his Magic yet further, but if you guys are okay with him being that powerful with his attacks...I suppose I could downsize all of them by a step...
Also, Spensir ain't no fuckin' ranged fighter.