♻ reverie application
PLAYER
» HANDLE: Alba
» CONTACT: albaaulbath at plurk!
» AGE: 31
» CHARACTER(S) IN-GAME: Alucard | Adrian Tepes
CHARACTER
» NAME: Peter Jacob
» CANON: Eternal Darkness: Sanity's Requiem
» CANON POINT: After defeating the Black Guardian and obtaining Xel'lotath's Sigil
» AGE: Mid-20s
» SETTING: Please let me know if you need something more detailed.
» SHORT DESCRIPTION: Curious, analytical, apprehensive, repentant, nervous, inventive.
» INFLUENTIAL EVENTS:
♻ THE GREAT WAR - It goes without question that the Great War (modernly more known as World War I) was incredibly violent and, from Peter's point of view, savage and inhumane. As a journalist, Peter spent his days ikn the front lines, watching and experiencing the trauma the soldiers would endure day to day. He witnessed battles, and watched as soldiers would suffer from their wounds. It was difficult to say if those that survived were the lucky ones. From all of the brutality as well as reporting it in detail, Peter has been through quite an ordeal, already, and that was all even before he stepped into the world of monstrosities and Ancients. The war has left its mark on Peter, and that alone makes it a struggle for him to keep a grip on his sanity.
♻ THE TOME OF ETERNAL DARKNESS - As if the Great War hadn't been cruel enough to experience, Peter became one of the chosen to battle against the claws of the Ancients who wanted to enter the human realm and rule it. It was not as simple as being told as such, either; after claiming the Tome of Eternal Darkness, it was upon touching it that Peter immediately relieved the previous chosen's lives and learned all that they learned in just a few seconds of an instant. Very few of them lived beyond what was needed of them, thus witnessing their lives was not a kind thing, even if it was informative. It is also here that Peter receives the ability to cast magick, as the others had.
♻ FIGHTING MONSTERS - There are a variety of monstrosities that Peter ends up encountering and fighting as he works his way through Oublié Cathedral. That alone is enough to wear down on most people, but one of the more infamous creatures are the bonethieves, whose purpose are to dig into a human and take possession of their body. They're also capable of bursting out of a body when it is no longer of any use to them. This immediately has taken a toll on Peter's well-being, as he has witnessed them taking possession of nurses or brutally exiting their bodies.
♻ THE BLACK GUARDIAN - The Black Guardian is a being that had easily crushed the previous of the chosen, which left Peter with the task of fighting it completely on his own. It was a difficult battle that has worn on Peter, on top of what he's already experienced with other beastly, lumbering creatures as well as the war. It's probably best described as the final shit cherry on the shit cake, honestly.
» FIT: Peter's already from a horror game, so any horror elements that crop up he can certainly manage it due to his own experiences. However, he's unused to working with a team, and that will be something he must adjust to.
» POWERS: Peter's powers were inherited upon obtaining the Tome of Eternal Darkness. This has provided him with magick and spells in varying degrees of strength, and some effects that can be different depending on what alignment (Ancient) is chosen. To summarize each Ancient, there are four: Mantorak who dominates the others, Chattur'gha who typically applies toward health/strength, Ulyaoth who mainly controls magic, and Xel'loath who dominates the mind.
♻ ENCHANT ITEM - That which is broken, shall be fixed. That which is dull, will be sharp. Thus is the nature of the Enchant Item magick. This spell can fix a broken item if it can be held by human hands, like a key or a sword. In addition, it will enchant weapons to make them more powerful temporarily and make them powerful against certain Ancient alignments, though the latter is unlikely to come into effect in Reverie Terminal.
♻ RECOVER - This spell enables the transfer of magickal power from the environment to the self. Restoration of the body, spirit and mind is this spell's purpose. Depending on which Ancient is chosen, Peter is able to recover some of his health, sanity, or magic. Though he can heal himself, he cannot heal another person, and his own sanity can really only be soothed so much.
♻ REVEAL INVISIBLE - With this enchantment the invisible is rendered visible. Use it wisely, for some things are invisible for a reason, and mortalkind not meant to see them. Places or items that have been rendered invisible or have a glamour upon them to mask their truth are revealed to Peter, unless he utilizes the Mantorak alignment -- then this will make Peter temporarily invisible.
♻ DAMAGE FIELD - This incantation exerts a force of mystical power within the confines of its runes. Nothing may enter till it is dispelled. Peter is able to place a temporary protective magickal field around a person or item. The field can't exceed the size of two people. The field will damage anyone who attempts to approach it. The field can be broken after several attempts, or dispelled by another incantation.
♻ DISPEL MAGICK - For every magick there is a counter. That which is protected, is protected no more. That which is bound, is unbound. Be warned that a more powerful magick than this will endure its ravages. If an area or item is charmed, cursed, has a shield on it, etc. then this spell will attempt to negate those effects.
♻ SUMMON TRAPPER - Evoking this magick brings into existence a creature known as the 'Trapper'. Trappers possess the unique ability to transcend space and time, and to relocate objects and creatures to their own plane. Peter is able to summon a Trapper, a small dog-sized creature that serves the Ancients that is able to transport objects, creatures, and people to another dimension. If Peter releases control of the Trapper, it immediately becomes hostile.
♻ SHIELD - From all manner of magick will you be protected when encased in this geas. The alignments can help but never hinder, for within well-conjured magick comes greater protection. Depending on the alignment chosen, Peter can temporarily shield himself from physical, mental, or magickal damage. With Mantorak, all three can be done at the same time. The shield will eventually run out after enough harmful attempts.
♻ SUMMON ZOMBIE - This conjuration summons a shambling corpse from the Planes of Eternal Darkness, where the dead, and all manner of fell things, dwell. This magick should not be undertaken lightly, for its toll on the psyche of mortalkind is not pleasant. To see with the eyes of the dead is to become them... With this spell, Peter can summon a zombie and take control of it, having it perform basic tasks and attacking. The longer Peter remains in control, the harder it is to keep a grip of his sanity. Depending on the zombie summoned based on the alignment will impact their durability and some moderate abilities. Chattur'gha zombies regenerate and are generally hardier, more sturdy. Ulyaoth variants will "sing" until their body explodes with a magickal burst, but are easily decapitated. Xel'loath types will affect someone's mental well-being and sanity, but are easily flammable. Peter cannot summon a zombie aligned to Mantorak. Like the Trappers, if Peter relinquishes control, the zombie will immediately become hostile toward anyone. Destruction of the zombie will automatically end the spell.
♻ MAGICKAL ATTACK - This incantation saturates an area with aligned magickal energy, inflicting massive damage to all enemies within its influence. This magick will affect both large and small - for even the greatest of enemies are made of many small parts. An electrical looking magickal energy will burst out from Peter, attacking his enemies. Depending on the alignment of choice dictates the manner of damage.
♻ SUMMON HORROR - The bestial fury of the 'Horror' is unleashed by this magick. The Horror's abilities are yours - enemies may be crushed or rent apart, wracked by magick. This spell should not be undertaken lightly, for its toll on the psyche of mortalkind is high. This spell will have the most effect on Peter's mentality, but he is able to summon a creature known as a Horror. All of them are able to use magick to attack, and their lumbering, enormous bodies make them incredibly powerful. Like the other summons, the moment Peter releases the Horror, it will attack anyone nearby.
♻ MAGICK POOL - This magick transfers the innate magickal energy of the environment to the self. The limitless power of the Ancients will be at your disposal for the duration of the magick. Once the magick has waned, you will be bereft of spiritual power, until it naturally seeps back into your being. The spell will gradually replenish Peter's health, mental wellness, magickal energy, or all three at once. It costs much to cast, but can be rewarding.
♻ BIND - This magick enables the caster to bind a creature with magick forcing it to ally with them. The spell will attempt to sway a beast to temporarily align itself to Peter and attack his enemies. He cannot use this on a sentient being.
» NOTES: N/A
» SAMPLES: The TDM!
» HANDLE: Alba
» CONTACT: albaaulbath at plurk!
» AGE: 31
» CHARACTER(S) IN-GAME: Alucard | Adrian Tepes
CHARACTER
» NAME: Peter Jacob
» CANON: Eternal Darkness: Sanity's Requiem
» CANON POINT: After defeating the Black Guardian and obtaining Xel'lotath's Sigil
» AGE: Mid-20s
» SETTING: Please let me know if you need something more detailed.
» SHORT DESCRIPTION: Curious, analytical, apprehensive, repentant, nervous, inventive.
» INFLUENTIAL EVENTS:
♻ THE GREAT WAR - It goes without question that the Great War (modernly more known as World War I) was incredibly violent and, from Peter's point of view, savage and inhumane. As a journalist, Peter spent his days ikn the front lines, watching and experiencing the trauma the soldiers would endure day to day. He witnessed battles, and watched as soldiers would suffer from their wounds. It was difficult to say if those that survived were the lucky ones. From all of the brutality as well as reporting it in detail, Peter has been through quite an ordeal, already, and that was all even before he stepped into the world of monstrosities and Ancients. The war has left its mark on Peter, and that alone makes it a struggle for him to keep a grip on his sanity.
♻ THE TOME OF ETERNAL DARKNESS - As if the Great War hadn't been cruel enough to experience, Peter became one of the chosen to battle against the claws of the Ancients who wanted to enter the human realm and rule it. It was not as simple as being told as such, either; after claiming the Tome of Eternal Darkness, it was upon touching it that Peter immediately relieved the previous chosen's lives and learned all that they learned in just a few seconds of an instant. Very few of them lived beyond what was needed of them, thus witnessing their lives was not a kind thing, even if it was informative. It is also here that Peter receives the ability to cast magick, as the others had.
♻ FIGHTING MONSTERS - There are a variety of monstrosities that Peter ends up encountering and fighting as he works his way through Oublié Cathedral. That alone is enough to wear down on most people, but one of the more infamous creatures are the bonethieves, whose purpose are to dig into a human and take possession of their body. They're also capable of bursting out of a body when it is no longer of any use to them. This immediately has taken a toll on Peter's well-being, as he has witnessed them taking possession of nurses or brutally exiting their bodies.
♻ THE BLACK GUARDIAN - The Black Guardian is a being that had easily crushed the previous of the chosen, which left Peter with the task of fighting it completely on his own. It was a difficult battle that has worn on Peter, on top of what he's already experienced with other beastly, lumbering creatures as well as the war. It's probably best described as the final shit cherry on the shit cake, honestly.
» FIT: Peter's already from a horror game, so any horror elements that crop up he can certainly manage it due to his own experiences. However, he's unused to working with a team, and that will be something he must adjust to.
» POWERS: Peter's powers were inherited upon obtaining the Tome of Eternal Darkness. This has provided him with magick and spells in varying degrees of strength, and some effects that can be different depending on what alignment (Ancient) is chosen. To summarize each Ancient, there are four: Mantorak who dominates the others, Chattur'gha who typically applies toward health/strength, Ulyaoth who mainly controls magic, and Xel'loath who dominates the mind.
♻ ENCHANT ITEM - That which is broken, shall be fixed. That which is dull, will be sharp. Thus is the nature of the Enchant Item magick. This spell can fix a broken item if it can be held by human hands, like a key or a sword. In addition, it will enchant weapons to make them more powerful temporarily and make them powerful against certain Ancient alignments, though the latter is unlikely to come into effect in Reverie Terminal.
♻ RECOVER - This spell enables the transfer of magickal power from the environment to the self. Restoration of the body, spirit and mind is this spell's purpose. Depending on which Ancient is chosen, Peter is able to recover some of his health, sanity, or magic. Though he can heal himself, he cannot heal another person, and his own sanity can really only be soothed so much.
♻ REVEAL INVISIBLE - With this enchantment the invisible is rendered visible. Use it wisely, for some things are invisible for a reason, and mortalkind not meant to see them. Places or items that have been rendered invisible or have a glamour upon them to mask their truth are revealed to Peter, unless he utilizes the Mantorak alignment -- then this will make Peter temporarily invisible.
♻ DAMAGE FIELD - This incantation exerts a force of mystical power within the confines of its runes. Nothing may enter till it is dispelled. Peter is able to place a temporary protective magickal field around a person or item. The field can't exceed the size of two people. The field will damage anyone who attempts to approach it. The field can be broken after several attempts, or dispelled by another incantation.
♻ DISPEL MAGICK - For every magick there is a counter. That which is protected, is protected no more. That which is bound, is unbound. Be warned that a more powerful magick than this will endure its ravages. If an area or item is charmed, cursed, has a shield on it, etc. then this spell will attempt to negate those effects.
♻ SUMMON TRAPPER - Evoking this magick brings into existence a creature known as the 'Trapper'. Trappers possess the unique ability to transcend space and time, and to relocate objects and creatures to their own plane. Peter is able to summon a Trapper, a small dog-sized creature that serves the Ancients that is able to transport objects, creatures, and people to another dimension. If Peter releases control of the Trapper, it immediately becomes hostile.
♻ SHIELD - From all manner of magick will you be protected when encased in this geas. The alignments can help but never hinder, for within well-conjured magick comes greater protection. Depending on the alignment chosen, Peter can temporarily shield himself from physical, mental, or magickal damage. With Mantorak, all three can be done at the same time. The shield will eventually run out after enough harmful attempts.
♻ SUMMON ZOMBIE - This conjuration summons a shambling corpse from the Planes of Eternal Darkness, where the dead, and all manner of fell things, dwell. This magick should not be undertaken lightly, for its toll on the psyche of mortalkind is not pleasant. To see with the eyes of the dead is to become them... With this spell, Peter can summon a zombie and take control of it, having it perform basic tasks and attacking. The longer Peter remains in control, the harder it is to keep a grip of his sanity. Depending on the zombie summoned based on the alignment will impact their durability and some moderate abilities. Chattur'gha zombies regenerate and are generally hardier, more sturdy. Ulyaoth variants will "sing" until their body explodes with a magickal burst, but are easily decapitated. Xel'loath types will affect someone's mental well-being and sanity, but are easily flammable. Peter cannot summon a zombie aligned to Mantorak. Like the Trappers, if Peter relinquishes control, the zombie will immediately become hostile toward anyone. Destruction of the zombie will automatically end the spell.
♻ MAGICKAL ATTACK - This incantation saturates an area with aligned magickal energy, inflicting massive damage to all enemies within its influence. This magick will affect both large and small - for even the greatest of enemies are made of many small parts. An electrical looking magickal energy will burst out from Peter, attacking his enemies. Depending on the alignment of choice dictates the manner of damage.
♻ SUMMON HORROR - The bestial fury of the 'Horror' is unleashed by this magick. The Horror's abilities are yours - enemies may be crushed or rent apart, wracked by magick. This spell should not be undertaken lightly, for its toll on the psyche of mortalkind is high. This spell will have the most effect on Peter's mentality, but he is able to summon a creature known as a Horror. All of them are able to use magick to attack, and their lumbering, enormous bodies make them incredibly powerful. Like the other summons, the moment Peter releases the Horror, it will attack anyone nearby.
♻ MAGICK POOL - This magick transfers the innate magickal energy of the environment to the self. The limitless power of the Ancients will be at your disposal for the duration of the magick. Once the magick has waned, you will be bereft of spiritual power, until it naturally seeps back into your being. The spell will gradually replenish Peter's health, mental wellness, magickal energy, or all three at once. It costs much to cast, but can be rewarding.
♻ BIND - This magick enables the caster to bind a creature with magick forcing it to ally with them. The spell will attempt to sway a beast to temporarily align itself to Peter and attack his enemies. He cannot use this on a sentient being.
» NOTES: N/A
» SAMPLES: The TDM!