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Zelphas

Zelphas

Power Descriptors

Nerves of Thorn [Prana][Divine][Energy (Fire)]: When in combat, Josef perceives any contact as an attack; and so, his thorns respond, covering him in a net of stinging fire whenever something touches him.

 

Feel No Pain [Physiological]: Josef does not have enhanced healing. However, due to his lack of functioning nerves, what he has is the ability to flat-out ignore pain and injury—until it physically impairs his functioning. This is, at best, a mixed blessing.

 

Knightly Speed [Prana][Divine][Physiological]: Knights are fast, and Josef seems to have picked up a pretty high amount of that speed—though he certainly is no speedster.

 

Thorny… Club? Array [Prana][Divine]: Dimitri gave Josef a Dragonsteel club as a graduation gift. Even if his powers are somewhat different than his father expected, he may as well put the club to use; Josef trained in them while at the Fort, after all.

--Flaming Bash [Physical (Bludgeoning)][Energy (Fire)]: Josef’s go-to attack is extremely simple: wrap the Dragonsteel club in thorns of flame, and swing. The thorns cling to his target and continue to burn, causing pain and hampering the target’s actions.

--Ember Burst [Energy (Fire)][Sensory (Overload)]: By pointing his club at a target and concentrating, Josef can “fire” thorns towards them as an attack. Instead of sticking, these thorns explode into bursts of brilliant light on contact, dazzling the target and making it difficult for them to focus on other attacks for a time.

--Overgrown Conflagration [Energy (Fire)]: With a few moments of intense thought, Josef can send his flaming thorns out in every direction around him, sparking and burning everything nearby. The longer he concentrates, the more thorns fill the space around him, until they are very nearly impossible to avoid.

Future Musings

Overarching goal:

Josef is mainly going to be a tank or defensive fighter, with a secondary focus on battlefield control. Drawing aggro to himself while simultaneously making the enemy pay every time they hit him is the ideal.

 

Definite plans:

--Pick up the Interpose advantage, likely on next level-up; he’s built tanky and has a central power that activates when touched, so this is a no-brainer.

--Make his main combat array Dynamic, likely around PL 7-8. I’m in a game with Quellian.

--Grab the Tracking advantage, some ranks of Insight, and the Assessment advantage, for some out-of-combat utility and to show him learning how to deal with people and combat better.

--Get rid of the club. It’s not going to remain his main weapon.

 

“Still working on it” plans:

--Once he realizes he can make plants of fire and not just thorns of fire, branch out (ha) and bring in plant effects into his powers; how far can I do this before edging into Emerald territory?

--Replace the club with either a shield (interpose, spiky shields are fun) or a whip (spiky whips are fun, not a classically “heroic” weapon); not sure which yet.

--Figure out how to give him more movement options with plants of fire; I think it’s doable, but inspiration hasn’t struck yet.

--Push his nerveless thing to its limit; be careful not to overstretch into body horror, though, since that’s apparently a tendency of mine.

 

Zelphas

Zelphas

Power Descriptors

Nerves of Thorn [Prana][Divine][Energy (Fire)]: When in combat, Josef perceives any contact as an attack; and so, his thorns respond, covering him in a net of stinging fire whenever something touches him.

 

Feel No Pain [Physiological]: Josef does not have enhanced healing. However, due to his lack of functioning nerves, what he has is the ability to flat-out ignore pain and injury—until it physically impairs his functioning. This is, at best, a mixed blessing.

 

Knightly Speed [Prana][Divine][Physiological]: Knights are fast, and Josef seems to have picked up a pretty high amount of that speed—though he certainly is no speedster.

 

Thorny… Club? Array [Prana][Divine]: Dimitri gave Josef a Dragonsteel club as a graduation gift. Even if his powers are somewhat different than his father expected, he may as well put the club to use; Josef trained in them while at the Fort, after all.

--Flaming Bash [Physical (Bludgeoning)][Energy (Fire)]: Josef’s go-to attack is extremely simple: wrap the Dragonsteel club in thorns of flame, and swing. The thorns cling to his target and continue to burn, causing pain and hampering the target’s actions.

--Ember Burst [Energy (Fire)][Sensory (Overload)]: By pointing his club at a target and concentrating, Josef can “fire” thorns towards them as an attack. Instead of sticking, these thorns explode into bursts of brilliant light on contact, dazzling the target and making it difficult for them to focus on other attacks for a time.

--Overgrown Conflagration [Energy (Fire)]: With a few moments of intense thought, Josef can send his flaming thorns out in every direction around him, sparking and burning everything nearby. The longer he concentrates, the more thorns fill the space around him, until they are very nearly impossible to avoid.

Future Musings

Overarching goal:

Josef is mainly going to be a tank or defensive fighter, with a secondary focus on battlefield control. Drawing aggro to himself while simultaneously making the enemy pay every time they hit him is the ideal.

 

Definite plans:

--Pick up the Interpose advantage, likely on next level-up; he’s built tanky and has a central power that activates when touched, so this is a no-brainer.

--Make his main combat array Dynamic, likely around PL 7-8. I’m in a game with Quellian.

--Grab the Tracking advantage, some ranks of Insight, and the Assessment advantage, for some out-of-combat utility and to show him learning how to deal with people and combat better.

--Get rid of the club. It’s not going to remain his main weapon.

 

“Still working on it” plans:

--Once he realizes he can make plants of fire and not just thorns of fire, branch out (ha) and bring in plant effects into his powers; how far can I do this before edging into Emerald territory?

--Replace the club with either a shield (interpose, spiky shields are fun) or a whip (spiky whips are fun, not a classically “heroic” weapon); not sure which yet.

--Figure out how to give him more movement options with plants of fire; I think it’s doable, but inspiration hasn’t struck yet.

--Push his nerveless thing to its limit; be careful not to overstretch into body horror, though, since that’s apparently a tendency of mine.

 

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