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Thread: Second Character - Dalamar, the outcast

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    Second Character - Dalamar, the outcast

    Name: Dalamar
    Element: Ice (Primary), Dark (Secondary)
    Race: Dark Elf
    Tech Rating: 2
    Alignment: 7 (1 = Angelic; 10 = Pure Evil)
    Gender: Male
    Age: 220
    Age (Appearance): 20
    Eyes: Green
    Hair: Black
    Height: 6' 6''
    Weight: 178 lbs
    Home: Valnoria
    Home GUA: None
    Other: Wears hood hiding face most of time.

    History: Dalamar is a former Dark Elf Sentinel from the kingdom of Valnoria. He was banished from Valnoria for trying to install a warrior code of conduct and honor among his men, but not before making enemies.
    In Valnoria, everything runs based on the way of the sword. To the Valnorians, honor in battle comes from completely destroying your opponent by any means necessary. Additional honor was bestowed upon those with the most kills. Murder was not even listed as a crime in Valnoria's laws as it is believed that if the murdered could not defend themselves then they deserved death.
    Dalamar now seeks to return to Valnoria and destroy it, but his Valnorian peers know how he thinks and are awaiting his first move.

    GUA History: Dalamar began his quest for power in a quest with Delita Hyral to seek out his friends. In this quest he met with Charnel, the fallen God of Strife, and became his apprentice after a battle with another God-like entity called Ghaleon. After 3 years of training and leaving Charnel's service he traveled to another realm, called Purgatory, which was a war torn realm or neutrality. In the realm was a temple that housed the legendary swords of Heaven and Hell. During his time in Purgatory, he was dragged into a war while serving as a Mercenary in the demon army when the angelic force came under command of new regional lord, Yogo. He was quickly promoted through the ranks to general, although he was never officially named General since he was not a demon. He won the final battle with the help of Charnel and has now returned to GUA.

    Equipment:
    Torment: A long reverse crested halberd that was the Staff of Pain before it took it's ultimate form. Dalamar wields it with one hand unless in a one on one duel.

    Cloak: Blue Valnorian hooded cloak. Affords no protection.

    Under armor: Chain mail suit of under armor that he wears under his cloak for extra protection without sacrificing mobility.

    Sanada Plate: Enchanted samurai cuirass found in the Chamber of Illusium during the quest for the Sword of Hell. Takes different color depending on wearer, has become dark blue for Dalamar.
    Special ability: Backlash. Energy outburst used to deflect strikes and disorient the attacker for several seconds. Relies on energy of wearer and becomes very taxing with repetitive use.

    Skills
    Ice:

    Ice Sword: Makes a sword of magic ice. The sword is attached to his hand rather than in it though, and melts instantly if removed. Strength can range from brittle to near indestructible depending on power put into it's creation. Sword size also depends on mana.
    Mana: 50 - 500

    Ice Shield: Create wall or dome of solid ice to protect against attacks, useless against fire.
    Defense: 55 (10 against fire)
    Mana: 300

    Antarctic Orb: Sphere of ice energy used as an energy attack rather than a method of freezing. Detonates on contact sending ice shrapnel in every direction. Strength depends on mana.
    Power: 1 - 50
    Mana: 10 - 500

    Quick Freeze: Beam that freezes everything it touches in magical ice that never melts unless the spell is dropped or overpowered.
    Mana: 700

    Dancing Blades: Freezes all the water vapor in the air around Dalamar into 1 to 7 series of small thin razor sharp blades that rotate around him in alternating directions (One row spins left while the ones above and below it spin right). Forming an active defense against direct attacks. Can repel weak magic attacks and cut into even steel weapons as the blades are of the same magic ice that makes up his Ice Sword.
    Mana: 200 initial, 30 every minute
    D. Power: 25
    Strike power: 50

    Wind of Shards: Uses energy to hurl blades of ice created by Danceing Blades at enemies. Blades are small so they can be directed around things like seeker missiles.
    Mana: 200
    Power: 30 - 60
    Prerequisite: Active Dancing Blades spell

    Armor of the Arctic: Makes a suit of sharp armor of magic ice. Ice is 3 times stronger than steel but reduces mobility a fair amount. Ice does not melt unless under amazing stress that exceeds it's power source.
    Defense: 70
    Mana: 1450

    Wave of Blades: Sends out a surgeing wave of energy, stemming from his hands, into the ground that will shoot out in massive spikes of ice to impale any enemy targeted by Dalamar. Up to 300 spikes of maximum length of 15 feet but they become smaller when more are used at a time.
    Power: 85
    Mana: 1500 - 2000

    Winter's Fury: Create Blizzard. Blizzard covers 3 mile radius and is extremely dangerous to all, including the caster. Snow is blades of ice rather than flakes, and winds make it like a rain of knives. Can last hours or days but will eventually use up Dalamar's energy.
    Power: 95
    Mana: 3000 initial, 200 every hour

    Dark:

    Dark Light: Standard Dark energy attack, in form of sphere.
    Power: 10 - 30
    Mana: 50 - 300

    Animate Dead: Breath's dark imitation of life into the corpse of a dead creature, making them obedient zombie slaves of Dalamar. Creature returns at 1/2 of it's strength in living form and can maintain "new life" for up to 3 hours before the enchantment wears off. As their bodies already do not work independent of the spell, no amount of punishment short of total incineration can kill them again without removing the spell.
    Mana: 500

    Dance of the Dead: Uses dark power to further power up the undead creatures reanimated by the Animate Dead enchantment. Depending on body's resilience, the creature's power can be raised indefinitely until the body either rejects more power, or collapses under the strain of containment.
    Mana: 700 - Indefinite
    Enhancement power: .5X - Indefinite
    Prerequisite: Active Animate Dead creature

    Stealth of Shadow: uses darkness wield to meld existing shadow around himself, hideing him from view.
    Mana: 200 initial, 20 every minute after.

    Eclipse: Creates aura of darkness around him that no outside light can penetrate. All fire is smothered by the energy so light cannot be produced inside the eclipse's range. Forms a dome of shadow up to a mile in diameter. Used primarily as escape method, but Dalamar is nearly blind once inside his eclipse.
    Mana: 700 - 2000

    Dragon of the Darkness Flame: Dalamar opens a hole into the dimension of Carn and uses a small bit of his energy to signal the Darkness Dragon to attack with it's fire. Dalamar sends the attack into this dimension through his hand. Attack is an extremely powerful column of spiraling black fire. Taught to him by Charnel.
    Power: 80-90
    Mana: 6000-7000

    Darkness Flame: Dalamar's form of the Darkness Flame without using the dragon. Same column of black fire but much less powerful than Dragon's. Takes less time to create.
    Power: 70
    Mana: 4000

    Dark Elf Skills
    Tree Scout: Not so much an ability as a talent, as a Dark Elf Dalamar is very adept in traveling through the trees. With proper canopy cover, he can run for miles at a pace almost 5 times faster than running on the ground.

    Bow Proficiency: As all elves, he was trained in Valnoria as an expert Marksman. Can hit a deer between the eyes at a distance of 3/4 of a mile.

    Night Eye: As much of Dark Elf life takes place underground in caverns and strongholds, they evolved much keener eyesight in the dark and can see better than humans and most elves of other races.

    DO NOT POST!!!
    Last edited by Charnel; 23rd October 2004 at 07:47 AM.

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