Acolyte has returned after harsh years away!

Tiir

The Sleeping Glow Wyrm.
I have returned, RP Nation! I have overhauled my character as well.



Name: Acolyte Hytima. [Hytima in translation means 'Of The Cross'.]


 


Nickname/Title: The Sleeping Glow Wyrm. 


 


Age: unknown, though appears between the ages of 18 and 26 years old.


 


Gender: Male.


 


Race/Species: Juni Jinushigami [Extra-Planar, Native, Kami] Translation: Elder Being of Power. Jinushigami have virtually eternity to hone their skills and inevitably become very powerful. A Jinushigami has un-natural powers owing to his state. A Jinushigami is capable of sustaining tremendous physical damage; Jinushigami are immune to disease, poison, fatigue and other effects. Howver, despite all of his Jinushigami "gifts", a Jinushigami counts his supreme mastery of Fighting, and limitless time to research and plan, as his greatest resources. Jinushigami become stronger as they grow older; they become more resistant to damage and magic, and a great deal of other aspects. After a few milleniums, a Jinushigami reaches his maxmimum development. All Jinushigami have innate abilities, but differ from person to person. Jinushigami also have innate powers upon the Element they are linked to.


 


Example: A Jinushigami, who uses Fire, will have control over other flame. Upon some strange world Jinushigami unlocked the secrets of traveling through the universe with nothing but their own beings. Adapting to the alien environments of deep space, they travel from star system to star system in search of food and valuables, harvesting planets full of biomass and then heading off to find a new planet. Their territories spread across entire star systems, and the unwitting planets often remain unaware of the Jinushigami until it makes its visit again, bringing with it change and chaos. A Jinushigami is capable of pulling matter apart at the sub-atomic level, syphoning the base components into their being. Juni, like any Jinushigami, do have a fondness for treasure. They make their lairs within great astroids, hollowing them out by literally devouring the innards and coating them with all manner of lavish goods found.


 


These astroids are difficult to find, appearing much like any other astroid, but a discovered one is a treasure filled with artifacts and goods around the cosmos, and sure to bring unwelcome attention to those who have harvested it. Acolyte is the origin and a demiurge of his race. Acolyte is essentially the most powerful among his race, having utmost power and authority over other Jinushigami Beings. Acolyte does possess the power to create life forms and possesses the original/main gene that all other Jinushigami Beings derivate. Acolyte can even control or destroy his own race.


 


Class: War-Monk. War-Monks are like violent gusts of wind tearing through the battlefield. Their speed and grace with ancient weapons and unarmed fighting are reminiscent are something only read about in myths and legends. They aquire tremendous movement speed and attack power by using Powers to strengthen themselves. War-Monks possess the Ultimate Combination of Fighting. They fight using the most Ancient Monk Combat Style, a deadly mix of swift moves, and attacks. Battle-Monks are an advanced form of Monks and are able to use stronger, more difficult skills. Battle-Monks are warriors who have reached the peak of their full potential. Their capabilities are said to rival those of the Ancient One. War-Monks are the Ultimate Masters of Fighting. War-Monk is the highest rank that a Monk can be promoted to. Their Mastery of Fighting is even feared by the Gods. War-Monks have awoken long-dornment abilities, and gained the abilities to use Ancient Powers.


 


Acolyte's Personality: Thoughtful and sensitive to others, Acolyte held himself to the highest ideals but didn't expect the same of others. He credited Xavoir for imparting cultural awareness and tolerance upon him. Ever alert for treachery and danger, he spoke little but was apt to be polite (if terse) in his dealings. A perfectionist who yearned to be accepted into places and groups and to make friends widely, Acolyte was haunted by the danger he brought to those he befriended, thanks to the scrutiny of the clerics of other Deities that criminalized him and his other foes. Those he met perceived him as having a grim manner. In his later years, Acolyte's goal was perfection of the body with his blades in battle.


 


(Alternate Personality) The Wraith Acolyte [Can be accessed with his sword Adoesssuor]: On relatively rare occasions, Acolyte regressed into a bestial and instinctive state of mind that he identified as the "Wraith". The first time this happened was after Acolyte had fled from the Merchant he was sold to, and was living in the wilds of Arselu'Tel Realm. For those ten years, he came close to being completely overwhelmed by this animalistic personality, but began learning to master it when he came close to harming some children.


 


In the heat of battle, or when he was alone in the wilderness, Acolyte would occasionally lose control over himself or give in to the urges of the Wraith, such as when he went back to his homeland. When Acolyte was the Wraith, he reached his physical apex, his skills honed to their utmost peak. His swords were like extensions of his own arms, and his senses were heightened beyond their normal capacity.


 


This personality is similar to that of a Psychopath, as he generally exhibits tremendously uncontrollable rage, and is uplifted by the very idea of bringing destruction and inevitably crushing his enemies. He loves nothing more than to destroy things. He also has a tendency to toy with his victims, as evidenced by his statement that, "If you'd just let me kill you all before, you wouldn't be dealing with all of this pain now." He enjoys playing with his feeble foes with sadistic sarcasm, often teasing his opponents with a plethora of "Free Punches". Wraith Acolyte, himself rarely has anything to fear from any opponent he faces, which may have contributed to this. Wraith Acolyte is also a spirit of freedom and a staunch foe against all who would enslave and oppress.


 


Wraith Acolyte embraces the madness that lurks deep in his heart, and can unleash it to drive his foes insane and to hone abilities. Wraith Acolyte's faith is his greatest source of protection, and he can use that faith to defend others. Wraith Acolyte sees death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what Wraith Acolyte holds dear. In strength and brawn there is truth - Acolyte's faith gives him incredible might and power. Acolyte is a crusader for his Deity, always ready and willing to fight to defend his faith. Acolyte is a great leader, an inspiration to all who follow the teachings of his faith. Wraith Acolyte revels in all things anarchic. Wraith Acolyte is sinister and cruel, and have wholly pledged his soul to the cause of his Deity.


 


[Stats]


HP/Life-Force: 945 (Intermediate). Acolyte's physical needs are reduced drastically. These needs include sleep/rest, food, drink, bodily evacuations, shelter from environmental effects and the lack of (heat/cold, dryness, wetness), etc. Acolyte's being-tissue, skin, muscles, bones, etc, is extremely dense/solid, allowing him to withstand harmful strains on the being such as crushing weights, impacts, pressures, and changes in temperature. Acolyte also have enhanced levels of strength and stamina, this is possible because of how hard his being has become, allowing him to resist tearing a muscle or/and his bones from shattering easily. He can channel vast amounts of Psionic through his being for the purpose of granting himself vast durability, to the point that he can shrug off attacks from giant-like creatures while weakened. He is capable of resisting tremendous impact forces that could easily crush and kill a human without suffering any internal injuries. He is able to withstand incredibly cold temperatures without sustaining bodily damage for great periods of time, even to the point of being nude in sub-zero temperatures. He can withstand incredibly hot temperatures without bodily damage for great periods of time, even to the point of absurdly increasing temperatures. Acolyte is immune to all forms of conventional external physical damage, unable to feel physical pain, and he is immune to bleeding even if he loss a limb. His being is invulnerable to mortal forms of bodily harm. Though, he can still take damage and can be killed if his being takes enough damage.


 


Psionic Power: 1,305 (Intermediate).


 


AC/Defense (Armour Class): 10 (Minor).


 


HP/Life-Force Replenishment (Every 2 seconds): 38 (Major). Psionic Power Replenishment (Every 2 seconds):  53 (Greater). Acolyte's being has vast natural enhancements of self-regeneration. So long as he is properly nourished, Acolyte can restore his Life-Force and Psionic Power and heal any wounds within moments. He can replenish a small amount of Life-Force and Psionic Power without devouring any creature. Examples include regenerating from bullet wounds instantly after being shot, regenerating from a massive hole in his face after being shot at point-blank.


 


Strength: 65 (Intermediate). Acolyte has the ability to defy weight limitations. Dense, lengthy, or overweight items are easy to move and simple to use in nearly any manner. Acolyte can crush, lift, throw, or catch items in size from small vehicles to battleships and massive air-crafts, to lifting mountains and moving continental figures at top strength. Acolyte can achieve great rocket-like jumps, while having the hassle-free landings. Acolyte can jump incredible distance and land safely, covering frighteningly tall heights and long distances.


 


Dexterity: 75 (Intermediate). Acolyte can precisely control his muscles and movements, making him unable to be clumsy or fumbling. He can slip through a network of lasers, reach through dangerously narrow tunnels, keep perfect balance, or juggle effortlessly without ever tripping or wobbling. Acolyte can even move his fingers or toes effortlessly, with tendon strain no longer being a problem. He can only fall over when physically uprooted, or pushed, though most of the times he will land on his feet. He can stand up right on even the most unstable of surfaces, such as a moving vehicle, a collapsing building or an earthquake. He is able to regain his balance and bounce back to his feet quickly, and perform feats such as throwing a knife, or fighting at seemingly impossible angles and positions. This gives Acolyte an enhanced ambidexterity: to perform actions using one hand as with the other, and to perform actions using one's feet as well as one's hands. Acolyte can go from one motion to another effortlessly, effectively dodge attacks, swing from things easily, sprint, do back-flips, and other gymnastic, athletic and martial implements with little effort. Acolyte can effortlessly bend and twist body without effort past normal limits. Acolyte is able to bend and twist his body far beyond the normal limits of physiology, even from the joints. His joints, muscles, tendons and physiology in general is modified which allows him to perform boneless looking contortions without stress or damage and stay in any position Acolyte chooses as long he needs, without effort or strain.


 


Constitution: 50 (Greater).


 


Intelligence: 60 (Grand).


 


Wisdom: 75 (Intermediate).


 


Charisma: 35 (Great).


 


Stamina: Acolyte is essentially untiring and can keep working, fighting, mowing, etc, without tiring or decreasing his ability to perform under any circumstances.


 


Fortitude: 50 (Greater).


 


Reflex: 55 (Grand).


 


Will: 60 (Grand).


 


Healthy: Hytima are immune to all diseases, including supernatural and magical diseases, including mummy rot.


 


Immunity: Every Hytima are immune to sleep and paralysis. In addition, Hytima are immune to two additional forms of attack no matter what their ages maybe.


 


Purity of body: Hytima are immune to all diseases, including supernatural and magical diseases.


 


Timeless body: Hytima no longer takes ability score penalties for aging and cannot be magically aged.


 


Senses: Acolyte's senses of sight, taste, hearing, touch, and smell are glaringly, obviously and super/unnaturally more acute than his race. Acolyte can see kilometers away, see the faintest distinctions/track things too fast for the natural eye, hear through dense walls perfectly, listen to a sweat drop from someones face in another room, smell better than a bloodhound, taste the smallest details; to the extent of molecules distinguishment, and feel the slightest vibration in the air and ground. Sense Focusing: Focus senses to look for a particular sight/sound/smell/taste/feel and blocking out all others.


 



Movement Speed and Reaction Speed: Acolyte is glaringly, obviously and super/unnaturally faster  in moving and reacting over his race because Acolyte's capabilities are pushed beyond the natural level, making him immensely faster in moving and reacting than normal members of his species without the need to train. Acolyte can enhance his physical speed with his mind, using Psionic Power to add to his speed. Acolyte has drastically enhanced reaction speed, allowing him to dodge bullets, catch flies in mid-air, dodge and maneuver around complex attacks, catch falling objects, block detriments and react instantaneously to what others take more time to react to. Acolyte is capable of using his extraordinary speed to affect the normal reality of time; for example, Acolyte may accelerate so fast that time appears to stop completely to him.


 


Acolyte has become Trans-Dimensional crossroads runner capable of traversing great distances without the need of constitutional locomotion. Essentially moving incredibly fast while not actually moving within any occupied area via dropping in and out between real and subspacial planes in rhythmic pulse intervals, at an incredibly rapid pace much faster than one can achieve though simple running. Appearing in one location and then next between moments or adding multiple different movements while all appearing singular to the naked eye. Due to this odd effect of zipping in and out of dimensional variances a static bubble is generated, erecting around Acolyte while in the process of transmigration creating a strong if not nigh-impermeable field which can violently repel whatever comes in contact with, greatly increasing whatever force one might have or attract it causing them to harmlessly phase-shift around or through anything in one's path.


 


Acolyte is able to fight at incredible speed, striking his opponents in rapid succession that may even kill opponents instantly. His attacks may cause more damage than normal due to gaining kinetic energy, and thus momentum, produced through the speed of each hit. If the speed is fast enough, it can distort space to bypass defenses. Acolyte can acquire the relativistic mass by traveling at great speeds, and hit blows of tremendous force. Acolyte perceives time as though it were moving very slowly and speed up in response, allowing him to avoid almost any attack. Acolyte is able to launch a single attack that hits his target multiple times. This could be a punch that hits the target ten times despite only throwing one punch. Acolyte can generate multiple attacks repeatedly/numerous times and the enemy has very little in ways of defending against the attacks, from any direction.




 



Slashing Resistance- 50%. Takes half damage. Example: 10 damage is cut to 5 damage.


Bludgeoning Resistance- 50%. Takes half damage. Example: 10 damage is cut to 5 damage.


Piercing Resistance- 50%. Takes half damage. Example: 10 damage is cut to 5 damage.


Elemental Resistance- 200%. Double heal effect. Example: 10 damage will heal 20HP.


Power Resistance- 75%.  Takes one quarter damage. Example: 20 damage is cut to 5 damage.




 


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[Physiology]


Acolyte can absorb any material/phenomenon and replicate its properties within himself. Said properties may then be encoded for later use and potential combinations. This makes a very effective defense, as attacks received not only strengthen Acolyte instead of hurting him, but even add to his options. It is also very useful to break restrains, as Acolyte can merge through them or simply absorb his way to freedom. Acolyte may fuse with objects and beings to memorize their properties/patterns without damaging them, or assimilate/drain them dry to empower his new abilities or build up his resources.


 


Acolyte is the origin and a demiurge of his race, making him essentially the most powerful among his race, having utmost power and authority over other beings of his kind. Acolyte possesse the power to create life forms, and possesses the original/main gene that all others derive from. Acolyte can even control or destroy his own species.


 


Acolyte can even use it as a weapon, literally devouring his opponents alive along with their weapons, armors and powers. Acolyte can also shape his body's form and properties to match the current situation, shapeshift various tools and weapons based on absorbed data, and even recombine assimilated properties into new and more powerful ones. Acolyte has learned to reverse the process, transferring abilities and various properties to others, and even reconstructing absorbed beings and objects, though both applications directly tap in Acolyte's reserves.


 



Freedom of Movement enables Acolyte to move and attack normally, even under the influence of magic that usually impedes movement, such as hold person, paralysis, solid fog, slow, and web spells. Freedom of Movement also allows Acolyte to move and attack normally while underwater, even with cutting weapons such as axes and swords and with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement does not, however, allow water breathing. This also allows him to accomplish extreme agility and mobility unparalleled by any conventional platform. Largely absorbing and negating impact shocks, thus protecting him from catastrophic events such as high-speed collision. This is also applied to flight assist, and coupled with gravity control, makes him capable of flight and hovering.




 


Circuits: Acolyte has thin systems of Psionic Power, which overlays within his entire anatomy, allowing Acolyte to use his Psonic Powers with little strain on the physical and mental form, as well as with minimum use of Psionic Powers, allowing Acolyte to fight longer.


 


Adaptation Cell Sensory: Extrasensory cells capable of sensing the movement of matter and energy around Acolyte, He receives augmented sensory input data, directly into 5 sensory system in his being. Simply put, when using this, Acolyte's senses such as vision are greatly improved. Using the sensory data input, Acolyte gains 360 degree field of view, being able to 'see' directions that are not possible for human body without turning his head. However, because such improved sensory input is much different from normal human body, Acolyte must process the input data into something he can comprehend first.


 



Burning incense Scent: The Scent gets stronger with prolong expulsions; a rush of Euphoria, which dilutes the mind of many things, such as common sense as an example. 


 


Alluring and Seductive Aura: Works much like an Aphrodisiac effect, though, gains strength in long term expulsions. This heightens the sensations, sensitivity, and awareness of his presence in others; both sexual and non sexual terms.




 


Evolutive Adaptation: Acolyte can develop new traits, skills and abilities through circumstances, hard work and various opportunities. If exposed to harsh conditions, he will gradually develop resistances to the aggressive factors. Acolyte will gain virtual immunity if he keeps going long and hard enough, though the process is very demanding and dangerous. If immersed into a very different environment for too long, he slowly mutates to fit the new requirements, and possibly even shed into a new form if the environmental changes prove too radical. Acolyte can learn a very wide array of abilities from others, strengthen and polish them through training, are compatible with most sources of physical, mental and spiritual enhancements, and may even develop monstrous forms and powers with the right opportunities. Acolyte can become a living legend, with a tremendously strong life-force, a whole arsenal of powers and options, and quasi-encyclopedic knowledge. The power to go beyond one's limits, whether it be physically, mentally, existentially, etc.. Acolyte is able to push his powers and abilities beyond their normal limits.


 


Power Replication Immunity: Acolyte is immune to attempts at copying or replicating his abilities and rendering himself singular in terms of power possession. This ability may be a result of a unique existence and trait on Acolyte's part.


 


Undetermined Existence: Jinushigamis exist in an undefined/undetermined state, meaning that they don't fit into the standard mold or categories/classifications of existing beings. As such, they cannot be truly considered to be living or dead and amortal or undead, instead they exist in an undefined grey area both inside and outside of the standard categories of existing creatures. They seem to be alive and exist, they can't really be classified in those terms. This allows them complete freedom from any power that operates on being either alive or dead and amortal or undead. They are still considered to be a part of existence instead of being distinct/separate from it.


 


[Psionic Power Embodiment of Acolyte and Adoessour]


Several times in the past, he has been described as a "sculptist". This is the best way to describe his mastery over Psionic Powers. When Acolyte uses his Psionic Powers, he sees the world as colorful, constantly changing Psionic Power patterns, rather than solid matter. 


 


These Psionic Power patterns can be "molded" to Acolyte's will to create a vast number of effects. Acolyte is greatly in tune with the Psionic Power. He can feel them, and likewise they react to his emotional state. He can manipulate Psionic Power patterns on a variety of scales, including the ability to summon large and violent Psionic Power forces that can destroy a very large city. Acolyte has the ability to fly by gliding on Psionic Power currents. He can also move objects or other people with the Psionic Power or create a dome of Psionic Power pressure to deflect attacks. Acolyte's control over Psionic Powers and Psionic Power pressure has also been used to crush powerful objects such as very large mountains. Acolyte's Psionic Powers grant him the ability to fly as high as he can from earth to space, using fluctuations of Psionic Power and Psionic Power pressure at a much higher scale in space. He can even carry other people with him if he chose to.


 


The Psionic Power is the name of a vast source of limitless godly Psionic Power primarily wielded by the god-like Psionic entity. The Psionic Power allows Acolyte to employ the available absorbed Psionic Powers within him to produce nearly any effect he desires, including size-alteration, the molecular restructuring and transmutation of matter, the creation of force fields, the creation of interdimensional portals, telepathy, telekinesis, and Psionic Power awareness on a universal scale. Acolyte has even been shown as capable of creating sentient life, resurrecting the dead, manipulating mortal souls and remaking dead worlds—including their populations—in every detail.


 


The Psionic Power is revealed to be a force that replaces the "auras," or souls of the people imbued with its properties. As a result, no two wielders of the Psionic Power are similar, as each wielder's form and body adapt to fit the function of controlling and storing the Psionic Power. This would also mean that wielders of the Psionic Power no longer have souls of their own. Acolyte has the ability to absorb and tap ambient Psionic Power into his body at will, and expel those Psionic Powers violently, or in more subtle ways. He can channel beams of Psionic Power through his hands with sufficient destructive force to destroy large islands, or wield the Psionic Powers with such finesse as to restructure the molecules of the natural dyes within a plant to change its color. Acolyte can rearrange matter to create other configurations and can even transmute elements (such as turning a steel napkin holder into solid gold or tons of rock into harmless gas). Other uses of the Psionic Power have included the ability to phase through objects. The Psionic Power allows Acolyte to teleport through hyperspace; the distance he can teleport is almost limitless. Acolyte has full mental and physical control over his Psionic Power, which is why it cannot be taken away by siphoning. An occurrence has granted Acolyte almost "godlike" state which has given him nigh ( near ) infinite Psionic Power.


 


[Example of Psionic Power as a Physiologic term]


Psion of Shielding: When Acolyte uses Psion of Shielding, he forges a Psionic Power Generated barrier between himself and a foe. When the foe attacks Acolyte, the barrier hampers their efforts, making their strikes less effectual. If the enemy persists, however, and succeeds in their attack, Acolyte may use the barrier to create a Psion Power Generated shield between the enemy and himself, substantially reducing the deadliness of the attack or out rightly negating the attack.


 


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[Meta Physiology]


Acolyte's bodily functions are enhanced to the pinnacle of Jinushigami conditioning; therefore, Acolyte's strength, speed, stamina, senses, agility, reflexes, accuracy, longevity, durability, intelligence, healing time, flexibility and combat skills are greatly heightened, with superhuman degrees.


 


His Physiology Fibril (Also known as his Being/Body) is powerful and extremely versatile set of tactical combat armor designed to counter threat. Acolyte's Body can be programmed for a variety of purposes (Such as, for example; hardening to absorb more damage, muscle augmentation, or invisibility), leading to drastically enhanced combat and physical performance, allowing Acolyte's Body to execute super-human feats. This is permitted through Acolyte's Body having the ability to adapt and absorb energy in a myriad of forms ranging from heat, solar, radiation, static, kinetic, and even carbon.


 


Armor mode diverts the limited-capacity regenerative energy supply of Acolyte's Body into absorbing the kinetic energy of incoming projectiles and other damaging forces, such as hazardous levels of heat, radiation, power attacks, and energy blasts, effectively making Acolyte temporarily invulnerable to true physiological damage and thus withstanding impacts which would normally be lethal. While Acolyte is in a constant regenerative-state, Armor mode enables quicker regenerative proficiency, both revitalizing and restoring Acolyte's overall physiological system. However, in Armor Mode, Acolyte's health will regenerate twice as fast than in any other mode. In Armor mode, the energy supply of Acolyte only depletes in the process of resisting against incoming fire or the effects of other hazards to biological life that Acolyte may face. When not under any external threat, the energy reserves of Acolyte will eventually regenerate to 100%. Armor mode is commonly used in the absence of the need to use any other mode, as the protection it provides can be the difference between life and death when faced with unexpected threats.


 


Strength - In Strength Mode, the Acolyte's Body tightens and injects a cocktail of performance-enhancing adrenaline that are readily absorbed into Acolyte's body. This causes Acolyte to exhibit super-human strength as long as the mode is active. Acolyte's Body glows bright red, melee attacks (Punches, grabs, throwing, tackling, etc) inflict extreme lethal damage. This also boosts jumping capabilities, as Acolyte becomes able to perform a "high-jump," effectively tripling his jump height allowing him to reach extreme heights. Recoil is reduced for all weapons and weapons have less sway while aiming.


 


Speed - In Speed Mode, Acolyte inhales oxygen in larger quantities, which enter Acolyte's Body and hyper-accelerate the flow of Power throughout, stimulating abnormally heightened reflexes by supplying more oxygen to the brain, as well as muscle tissue. The power of Acolyte's Gravity Control is also increased while in Speed Mode, and thus Acolyte will still move at an increased rate even while underwater or in zero-gravity environments, in other words allowing Acolyte to make quicker motion and perform dashes of speed incredibly fast, much faster than the human brain or Sensors could ever process. The increased dexterity of Speed Mode also allows Acolyte to prepare heavy weapons and (Depending on the firearm) reload at an increased speed, in addition to this, Acolyte's Body in Speed Mode will also aim down the sights faster. Since Acolyte can perform melee attacks faster when in Speed Mode, the damage rendered from melee attacks in a given time period ultimately increases. However, Strength Mode is advised for single, powerful melee attacks. When in Speed mode, only the "sprint" function and melee attacks deplete the energy reserves of Acolyte. As long as Acolyte is not sprinting, the energy reserves will ultimately reach 100%.


 


Cloak - When Cloak is activated, Acolyte's Body alters its outer surface through the use of a crystalline generation, capable of fully absorbing or bending incoming wave spectrums such as visible light, radiowaves (Radar), Infrared (Thermal Imaging), and possibly microwaves or others, to render itself completely invisible to the human eye and most surveillance equipment. During this time, Acolyte is enveloped within a clear "shimmer" as light is bent around the wearer causing invisibility. There is, however, a slight distortion which can be noticed by the human eye (Particularly when Acolyte is in motion). The system can be compromised and Acolyte maybe discovered by using a gun-mounted flashlight, making excessive noise by running or jumping, making direct physical contact with enemies or simply by Acolyte making his presence completely obvious, such as by walking upright down an empty sunlit road. Cloak Mode constantly drains energy slowly-over time-to function properly, so time is of the essence while cloak is activated. Once the capacitors are nearly depleted, Cloak immediately deactivates and visibly reveals Acolyte. Acolyte's Body must work harder when the image surrounding Acolyte is changing, such as while performing strenuous activities, such as walking upright at speed, sprinting, jumping or offensive motions such as melee or using a weapon. This effectively means the faster Acolyte is moving or the more Acolyte is doing, the quicker the capacitators will drain. Crouching or laying prone will cause the capacitors to drain at a slower pace. Acolyte can not attempt to sneak anywhere without being cloaked or thoroughly covered by bushes, as the cloak also absorbs/scatters radar and thermal imaging. Interestingly, Acolyte's cloak renders the weapon he is wielding invisible as well, by simply bending the light around the weapon. Additionally, this mode also increases Acolyte's speed slightly, but not on a scale as Speed Mode does. This makes it easier for Acolyte to sneak up behind enemies and perform assassinations or to get from one hiding spot to another before the capacitators run out.




 


[Acolyte's Appearance]


Acolyte stands at five feet and six inches, but weighing in at 140lbs. He is exceptionally strong; looking athletic and compact with wiry muscles, honed to their perfection. He is possessed of angular features and striking high cheekbones. He has pale skin tone, which is etched in swirls and designs all a crossed his being, from head to toe, and some creating tattoo markings, such as on his forehead, forearms and legs. His skin gives off a burning incense scent, with an alluring and seductive aura. He has short spiked white-silver hair that streaks about his head in pointy ends with some tails of hair being longer than the others in the back. He wears a pair of Altearian rings on each ring finger. A Cross Tattoo on his back side shows wings on both sides and the centre point of the cross is a circle. A series of linked plates that resemble dragon scales covers the arms and legs, but whether this is armor or natural growth will never be known. A thin, scaly, prehensile reptilian tail, almost as long as Acolyte is tall, swings behind him like a living bullwhip. Its tip menaces with spikes of bone, meant to deliver painful blows.


 


[Clothes/Gear]


Shade Suit appears as layers of thick and hard, white leather sand-witched between layers of steel that covers most the length of the body, with long and narrowly tipped and slightly curved fingernails. The Suit has unique qualities, and the gauntlets and boots do not restrict movement in the least, which also gives great shock absorption when used, enabling redirections and parries with little ease. Beneath this is another layer of thick and hard, white leather, which is pressed with a layer of ring-mail to resist blunt force trauma, piercing, and slashing. Beneath that is a layer of patchwork padding for shock absorption, as well as to protect the arms, legs and other parts of the body in a battle or an accident. The Suit also has a waterproof membrane lining the outside. He also wears long flowing robes of purple silk and thick gray musterdelvys that are frayed and stained with blood around the edges. [Armor Class Bonus: 20]


 


Draeg Armor: The armor appears as Thick Black Dragon-Hide (Denser and stronger than Adamantine, but Semi-flexible, and immune to most sources of damage) and Black Dragon-Scales (Denser and stronger than Diamond, and immune to most sources of damage), on the back of the neck, running down the back for protection. The shoulders are in the shape of a semi-sphere with three closed-cylinder protrusions sticking out of them. Two crests are on the armor, one on the back and the other one just above the waistline. Dragon-Scale thigh protectors that have a slit across the top of them. Skull-shaped knees and elbow guards with small horns with three ridges lining across vertically on the forearms. Dragon-Scale calf protecters with three Dragon-Hide straps to keep everything in place on the boots with tongues that cover the top of the boots and ankles. Gauntlets that appear as overlapped Dragon-Scales that cover most of the length of the arms, with long and narrowly tipped and slightly curved spikes on the fingertips to appear as claws. [Armor Class Bonus: 25]


 


Hytima Crown: The crown atop his head is a silver circlet with a black diamond set on the brow and four bone horns mounted around its edge. [Armor Class Bonus: 10]


 


Altearian Rings are a pair of rings crafted for lovers who are bound body and soul. They are both a blessing and a curse because through the power of the rings a burden, such as drain of life-force, is shared between the wearers. The rings were created long ago by magic long lost to the world and only a few pairs exist. They are gold bands with a clear gemstone set in each which reflects the condition of its wearer- turning to black when that person's energy or life-force nears its end.


 


Basic Attire(Formal Wear): Cloth Bandages wrapped around his entire body. He wears baggy white pants with remnants of armor and a torn silver sash attached to them, as well as as a long-sleeved, ankle-length white leather robe, which is closed at his chest and left to flare out into ragged ends. [Armor Class Bonus: 15]


 


Sustenance Earring: This earring continually provides its wearer with life-sustaining nourishment.




 


Small backstory:



Early years..


He was born into the streets of Distelle in Arselu'Tel Realm to a prostitute named Noir. Since Acolyte was born with the Mark of the "Cursed" as everyone around him whispered and despised him, he was constantly abused by his "father", Belgor, and treated as an outcast by others. Eventually, his mother couldn't handle it and sold him to a merchant before taking her own life. The merchant who was, if anything, worse than his father; presumably, this is how he came to Gaeli, The city of ports. This betrayal was enough to put a block on Acolyte's emotions.


 


He hid from the world with a mental wall of schizophrenia and rage, which created his personality as it is now. In Gaeli, he was taken in by the Monks of the Sacred Mountain ruled by Xavoir. Xavoir taught young Acolyte the tricks of the trade, instructing him in the basics of fighting and helping him master the Art. As Acolyte practiced, he flourished, becoming the most efficient and deadly War-Monk in Gaeli and perhaps all of Arselu'Tel.


 



[Equipment-Weapons]


[Primary Weapons]


The Gauntlets of Azahal - 'Paling Life' were forged by the mighty Nhuvasarims to chain the opponents in the depths of Death. The gauntlets are weapons of the Nhuvasarim that can deliver devastating blows to opponents, and can even shatter solid stone and steel with ease. Acolyte can manifest the chains that bind him between Death and Life, and use the ones attached to his wrists as long ranged weapons, like whips. He also can manifest the chains to act as a shield against attacks. He can also use his chains to latch onto an enemy's limbs, and swing them around effortlessly. Channeling Psionic Power into discharges that will will enhance attacks, plus their destructibility will be devastating. The claws are finely wrought silver gauntlets that wrapped around the hands and forearms of the wearer. They have delicate bracelets that, by way of an intricate lattice, connected to a set of five silver rings that, in turn, attached over the wearer's fingers. Although they appear as purely decorative items, the claws were shaped to also be used as melee weapons and, true to their names, could inflict wounds consistent with viciously clawed hands. Uniquely, the claws of the Nhuvasarim have the combined powers of a magic ring, glove, and bracelet all in both items. The claws granted the wearer a great degree of protection; they have the powers of both a set of bracers of armor 5 and an amulet of natural armor 5. 


[Armor Class Bonus: 10. Damage: 60.]


[Base Primary]


Tempest is a hand-and-a-half sword with a cruciform hilt. The handle is black leather bindings for grip. Tempest is three feet and six inches long, redwine-colored Adamantine (Denser and stronger than Steel, but Semi-flexible, and immune to most sources of damage) sword with translucent diamond(Denser and stronger than Adamantine, and immune to most sources of damage) double-edged blade, that ends with a sharp point. The guard consists of 2 up-sloping arms ending in tips and langets running down the center of the sword from the guard. The sword is quite strong and weighs 3.75lbs.


[Armor Class Bonus: 10. Damage: 60.]


Qualniira Adoessuor - ‘Mighty Harbinger The Reverie of Ages' is a vile Grand Relic of immense power, that draws its Power from the Primordial Powers. Adoessuor is a sentient Grand Relic, and it possesses a never-ending hunger for destruction and devastation. It greatly enhances Acolyte’s powers. Adoessuor is a Grand Relic Sword, which has a narrow and slightly curved black Nhellium blade and a black Nhellium hilt as well. The long and slightly curved handle has black leather bindings for grip. The guard consists of Nheriote stone in the shape of a human skull, with the blade protruding from the head. The sword is empowered so that only those to have proven themselves worthy of using the weapon may use it. The sword may not be able to picked up at all due to the empowerment, even if the person in question has Absolute Strength. The sword can only be lifted and used by the worthy. The sword also inflicts tremendous damage on all beings struck by it. Adoessuor can be willed by Acolyte to leave trails of Nova-Void Ash in the air, creating temporary opaque constructs to give an edge in battle. It can also be willed to produce a strange black glow to act as a light in the darkness- though only Acolyte can see it. It also makes Acolyte harder to detect. The sword is 3 feet and 6 inches long, with a blue-translucent Nheriote Stone razor-edge to the blade, more curved as it nears the tip, with three protrusions along the blunt end of the sword close to its tip. The Stone Skull of Adoessour is made of blue-translucent Nheriote Stone, adorned with black Nhellium in both eye sockets. Adoessour replenishes it's wielder's Health and Power over the course of a battle/fight. The Grand Relic is made by Large Nheriote Cores and Large Nhellium (Semi-flexible, but Denser and stronger than Adamantine and impervious) Cores, which are minerals which weigh 1.25 LBS, each. This Grand Relic weighs only 3.5 LBS.


[Armor Class Bonus: 10. Damage: 72.]


Note: A Grand Relic is an hereditary Power sword passed down in lineages. Each Grand Relic is passed down from parent to child, but only a worthy heir will be able to wield the Grand Relic. Any unworthy bearer who draws it will die, thus making the inheritance a highly risky endeavour. It also cannot be wielded by anyone other than the rightful heir. Each wielder may contribute a power to the sword, which will be absorbed through the stone in the blade's guard, a Nheriote Stone. Each Grand Relic is unique, as the powers given to it are different.


The Skull Gem's Power: The gem imbues the wielder with several considerable necromantic powers—including the unique "Myrul's Hand" property—but had a tendency to strongly influence that action of the wielder, changing his alignment to chaotic evil.


Myrul's Hand property: Myrul's Hand is an enchantment. When touched by Myrul's Hand, it infuses the flesh of a creature struck by the wielder's weapon in melee with icy power, partially freezing their muscles and blood. In addition to causing the target great pain, this slows their movements for a moment. Myrul's Hand also has the ability to drain life from its victims - and to drain the soul of anyone whom it comes into contact with (Wielder is not considered a victim on this department). This ability cannot be stopped by any mortal means. [Damage: 5 additional damage per strike].


[Empowerements]


Aura of Hytima: An invisible, mobile field surrounds the wielder and prevents projctiles from attacking him. The wielder can not decide how big the field, due to the field is always active; 30 meters around the Wielder's body. Creatures within or entering the field maybe able to move toward/or/away from the wielder. Actions are not, otherwise, restricted. They can fight other creatures, but, can not cast spells and attack the wielder with ranged weapons. Repelled projectiles move away from the wielder; missing harmlessly. Seems that only Melee strikes will suffice in such fields. [Can only be used up to 12 times per day.]


Reverie of Hytima: instantly encases the wielder in a 10ft radius Sphere of spatial, and the 50ft radius area around that sphere becomes an antimagic field. An invisible barrier surrounds the wielder. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines. An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. A hasted creature, for example, is not hasted while inside the field, but the spell resumes functioning when it leaves the field. Time spent within an antimagic field counts against the suppressed spell's duration. Golems and other magical constructs, elementals, outsiders, and corporeal undead still function in an antimagic area (though the antimagic area suppresses their supernatural, spell-like, and spell abilities normally). This effect lasts for about 18 seconds. At first, the wielder is purged of any unwanted enchantments. Then the wielder is purged of any diseases, poisons, or physical maladies. Finally the wielder is fully healed and feels as though the wielder has rested for a full day. [Can only be used once per role play day].


Judgement Edge is an empowerment that makes the blade sharper and the weapon more likely to strike true. This empowerment can be diverted in order to make the wielder better at parrying an opponent's blow. Judgement Edge allows the sword to cut through flesh, bone, wood, bronze, iron, steel, rock, stone, granite, obsidian, Adamant, and Diamond with deadly ease, given the fact that the speed and strength of a swing can literally make the blade cut through anything. [Damage: 20 additional per strike].


[Defensive Abilities]


Will of Hytima: The wearer is protected from all devices and spells that detect, influence, or read emotions or thoughts. This Power protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Will of Hytima even foils limited wish, miracle, and wish when they are used in such a way as to affect the wielder's mind or to gain information about the wielder. In the case of scrying that scans an area that the wielder is in, such as arcane eye, the spell works but the wielder simply isn't detected. Scrying attempts that are targeted specifically at the wielder do not work at all. [Passively active].


Shield: Any opponent attacking the caster receives damage proportional to the damage they inflict on the caster. Example: If the attacker hit the caster with 50, then that attacker takes 50 as well. [Passively active].


Faith: The caster receives half of the damage damage from power attacks. Example: 4 becomes 2. [Passively active].


Protection: The Caster receives half of the damage from physical attacks. Example: 4 becomes 2. [Passively active].


[Offensive Abilities]


Curse: The opponent receives up to twice as much damage from various forms of attacks. Example: 2 becomes 4. Duration: 2 minutes [Battle time, not real time].


Maimed: Opponents receives penalties to all skills and needs a longer recovery time between actions. Duration: 2 minutes [Battle time, not real time].


Inflict moderate wounds (mass) [Allows Acolyte to reverse the healing effect of his healing abilities and deal damage to his enemies in radius of 30 meters. [Always active] Damage: 5 every second in radius. [Excludes Wielder]


[Secondary Weapons]


[These are Swords, though their use only does blunt-force damage instead of cutting-force damage]


Summoned Swords - "Phantom Swords" are Psionic Power generated blades. Acolyte can summon and disperse them at will. They are solid despite their appearance. Summoned Swords can also be used as projectiles and can suspend themselves in midair around a target before firing at them. He can surround his enemy in his Psionic Powers and fire an amazing amount of Summoned Swords at them. The opaque swords of shimmering, multicolored Psionic Power can protect Acolyte from all forms of attack. The swords block any attempt to project something through the swords (including spells). The solid Psionic Power generated swords cause incredible damage to all beings struck by them. [Armor Class Bonus: 10. Damage: 60.]


Phantom Swords Appearance: The handle is longer than normal handles and gently twists, creating a good gripping surface. The twist continues down the length to one foot, ending with a Skull-shaped form, the size of a human's eye for the pommel. The cross guard is 2 down slopping arms. The blade is a double-edged, narrowing in the middle, and widens near the tip, 4 feet and 6 inches long, razor sharp on both sides.


Perseverance consistes of several layers of Nhellium covered in a layer of Nheriote with a layer of leather in between, to absorb shock. The shield has a strap in the middle of the shield and a handle at the right edge. 2 feet in radius and weighing around 5.5 LBS. Nhellium (Denser and stronger than Adamantine, but Semi-flexible, and and impervious to most sources of damage) and Nheriote (Denser and stronger than Diamond and impervious to most sources of damage). [Armor Class Bonus: 20. Damage: 60.]


White Darkness is a beautifully crafted elven artifact small-bow made of polished wood. The elven craftsmen made the bow so strong, even stone can not scratch the marvelous wood and the deep finish of its polish can be returned by a single brush of the hand. The bow has blade blockers at the tips and near the handle for protection, and quick movements from defense to offense. The bow is also accompanied by a black leather bound quiver containing 20 arrows, which never runs out. When an arrow is fired from White Darkness, it becomes a whistling streak of violet mixed with black light. Arrows launched from White Darkness can easily bury themselves into stone leaving a burned scorch crater the size of 5 meters (15 feet) in diameter. This Bow weighs exactly 3.5LBs. [Armor Class Bonus: 10. Damage: 60.]


[Archetype Traits]


Hytima of the Sacred Mountain: The Hytima of the sacred mountain finds strength and power in the earth beneath his/her feet. Rather than spinning through the battlefield with the fluid motion of the river, he/she roots himself/herself to the ground, as immovable and unshakable as the stones of the mountain. Through discipline and training, one hardens his/her body to withstand punishing blows. Though slow on his/her feet, his/her calloused hands and feet can shatter stone and stagger foes. 


- Bastion Stance: A Hytima of the sacred mountain becomes like stone, nearly impossible to move when he/she stands his/her ground. If one starts and ends his/her turn in the same space, he/she cannot be knocked prone or forcibly moved until the start of his/her next turn. He/she is immune to any attempts to force him/her to move, even mind-affecting and teleportation effects. 


- Diamond Soul: One gains spell resistance 30 when taking up this trait. 


- Iron Limb Defense: A Hytima of the sacred mountain can deflect blows with an active defense that complements his/her bastion stance. If one starts and ends his/her turn in the same space, he/she gains a 4 shield bonus to AC and CMD until the start of his/her next turn. 


- Iron Being: A Hytima of the sacred mountain gains Toughness as a bonus feat. In addition, one gains a 5 natural armor bonus. 


- Power of Faith: A Hytima of the sacred mountain learns to use the power of his/her faith to bolster his/her defenses and aid his/her allies. A Hytima of the sacred mountain receives a 9 morale bonus to AC and on attack speed, damage output, and immunity against fear. There is a 75% chance that critical hits made against the Hytima of the sacred mountain are instead, treated as normal hits.  One gains a 20 insight bonus to AC and CMD and a 40 bonus on Sense Motive, Stealth, and Perception checks.


- Wholeness of body: One can heal his/her own wounds, 100 of damage by using 10 points from his/her Psionic Power. 


-- 


Hungry Ghost Hytima: The hungry ghost looks to spirits that prey upon the living as models of perfection. He/She sees the life energy of the universe as a resource to be manipulated, even stealing it from other creatures. It is through this constant influx of energy that the hungry ghost reaches his/her ultimate goal: power-personal, pure, and simple. 


-- 


Flowing Hytima: The flowing Hytima is the wind and the river. He/she knows how the world flows, and forces his/her enemies to flow with it. Even the most powerful stone breaks under the graceful and persistent pressure of wind and water. 


- Maneuver War-Monk Master Type: The maneuver master specializes in more complicated moves than simple damage-dealing strikes. 


- Hytima Martial Artist: The martial artist pursues a mastery of pure martial arts without the monastic traditions. He/She is a master of form, and the ability to harness his/her Psionic Power.


-- 


Hytima of the Four Winds: The Hytima of the four winds is connected to the natural world in a way few other creatures-even others- can hope to match. He/She can call upon the elements and the spirits of the world in times of need, and as he/she nears his/her goal of perfection, he/she gains the ability to slow down time and even defeat death itself. 


-- 


Weapon Adept: While all Hytima train in both unarmed combat and with weapons, the weapon adept seeks to become one with his/her weapons, transforming them into perfect extensions of his/her own body. Through such training, a weapon adept seeks to attain perfection by becoming a living weapon himself/herself. 


-- 


[Skill List]


Siphon: Allows Acolyte the use of a Grapple Technique which lets him drain both Hp/Life-Force and MP/Power from his opponent to recover his own at 35, while dealing 60 to them as well. 3 second Duration cool-down after each use. 


[Effects]


Flesh is Weak: Enemies hit take additional damage. Duration: 2 minutes [Battle time, not real time]. [Lowers the opponent's defenses by 50%, so they take more damage from attacks]


Demise: Enemies hit are slowed 80% of their maximum movement speed and attack speed. Duration: 2 minutes [Battle time, not real time].


---


Crash: Acolyte uses his own fist to generate a Great-Force of impact that destroys his opponent's guard to nothing while dealing 60 damage to that opponent as well. 3 second Duration cool-down after each use. 


Guard: Allows Acolyte to reduce the income of damage received by a half the amount. N/A cool-down Duration. Absorbs up to 250 of damage from the oppenent/s before breaking. 


Psonic Lightning: Acolyte is able to create and control a Psionic mystical form of electricity, which, due to it's mystic nature and properties, ignores the limitations and weaknesses of normal lightning. Psionic lightning not only discharges power, it shocks and destroys everything it touches, including regular and white lightning. While Acolyte can wield it much like its regular counterpart, he can also use its mystical power for wide variety of attack and effects such as summoning and resurrection. Acolyte is able to absorb, conduct, generate and manipulate a form of power resulting from the existence of charged particles (such as electrons or protons) which give Acolyte control over electric fields, electric charges, electric currents, electronics, and electromagnetism. Acolyte can diverse various electrical-based attacks, ranging from simple to complex attacks. Simple effects may include the ability to generate electricity, shoot lightning, or overload a circuit. More complex ones may include manipulating the power in a person, directing current in a more complex route than the one of least resistance, firing sparks, turning off electrical devices, and electrical constructs. With applications ranging from direct electrocution and high power output, to more complex abilities such as hacking, and electromagnetism generation and constructs, Acolyte is able to control electrons in a variety of the effects that often yield positive results, making Electricity Manipulation one of the most powerful and versatile element.


[Damage: 72 per hit.][Consumption: Consumes 25 Power per use.]


[PASSIVE SKILL] Second Wind: When Acolyte is knocked out, or a thread close to dying (Like, really about to die any second). He'll continue fighting once he recovers 300 of HP/Life-Force after getting back up to his feet. (This can only be used once, every day [Real life days do not count, only Role Play days do]). 


[Techniques]


Step is a quick burst of speed propels the user forward. This technique helps get the user out of tight situations and contains invincibility frames. Step can be used as a quick aerial dash that propels the user forward through the air. Step is a movement technique, which allows the user to move faster than their original speed. The focal point which determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from point A to point B in the least amount of steps. Training and skill are what determines how fast a user of Step can move; those of little skill in the technique or those who have not used it for an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower, which requires the use of more steps to move the same distance and become winded in a shorter amount of time. [Consumption: 2 Psionic Power per use.]


Dash is somewhat similar to Step in regards to function and speed, Dash appears to be more instinctual, seemingly requiring no previous knowledge to perform. It produces the silent sound of Step. Though the technique is exhibited by most Hytima, the proficiency with which it can be performed is limited only by the individual, with Acolyte in particular being able to cover tremendous distances at such speed that his Dash seems akin to teleportation. Acolyte's use is notable for the fact that he simply appears solidly instead of shimmering momentarily like other Dash users. [Consumption: 4 Psionic Power per use.]


Abundant Step causes the user to "blink" around. This makes the user harder to attack, since there is a chance an attack or spell will miss due to the user not being on there at the time. The user can move through solid objects while Abundant Step is active, however, if the user materializes in the same location as a solid object, he/she becomes "shunted" to the nearest available empty space, and this causes no damage. As long as the user has the Psionic Power to use this. [Consumption: 8 Psionic Power per use.]


Blink is a unique ability among Hytima, whatever strange powers they produce, allows them to manipulate the fabric of space. Hytimas projects a glow of power from their entire being, twisting space around them to form their own personal bubble which then drills through reality, allowing any Hytima to go from point A to point B without any trouble. From the inside, space becomes a colorful warped bubble, through from the outside the Hytima seems to collapse into a infinitely thin line and darts invisibly off into the horizon. The Hytima is massively protected from damage while in Blink. [Consumption: Consumes 30 Psionic Power per use.]


Spatial Manipulation: Acolyte can create portals which connect to a sub-dimension. These portals can drag opponents into sub-dimension. By twirling his weapon to the right, these portals can negate attacks, recording the information to recreate the space as he desires. This power can extend to various events: an opponent's movements, and even their attacks or attributes. Twirling the weapon to the left, Acolyte calls forth a portal that manifests the recorded event, which he is capable of doing as many times as he wishes.


[Damage: Varies, depending on opponent or himself.][Consumption: Consumes 15 Psionic Power per use.]


Clones: Acolyte can use his recording ability to record himself, thus producing a clone of himself. Unlike when he clones another person's abilities, the recorded version of him can act independently until it is destroyed. [Consumption: Consumes 30 Psionic Power per use.]


Spacial Displacement: While appearing to freeze time, by using these portals on himself, Acolyte in reality relocates himself instantly. With no hint towards his new location, Acolyte can catch his opponent off-guard. [Consumption: Consumes 15 Psionic Power per use.]


[War-Monk Ability List]


Heal (Recovers 250 of HP/Life-Force at the cost of 50 of Psionic Power. 48 second Duration cool-down after use.). 


Orb of the void (Allows Acolyte to emesh himself in a protective orb of Void Power that prevents damage being done to him for a duration of time, those who attempt to damage Acolyte while this is active, take 2x the damage they hit the orb with. Duration: Until it has absorbed 500 points of damage. Cost: 50 of Psionic Power. 32 second Duration cool-down after use.) 


Channel (Restores 250 of Power to himself. 25 second Duration cool-down after use.). 


Aid (Allows Acolyte to perform quick aid to himself or others for 50 healing, after the use of Stabilize. Cost: 10 of Psionic Power. 12 second Duration cool-down after use.).


Purify Food and Drink (As the name suggests. Cost: 5 of Psionic Power. 6 second Duration cool-down after use.)


Stabilize (Allows Acolyte to prevent someone or himself from dying before he can treat them or himself. Cost: 10 of Psionic Power. 6 second Duration cool-down after use.). 


Restoration (The power to restore physical structures to optimal condition. Acolyte can repair and return any broken or damaged non-living object to its optimal state no matter how long it has been broken or how damaged it was. Cost: 10 of Psionic Power. 6 second Duration cool-down after use.)


Distorted Beam: A 2 meter (6 feet) in diameter Line of Distorted Space that is an infinitely long beam, unless something obstructs its line of fire, and it forces the subject to become lost in curved space. When a person is ejected, they take damage, but an object completely explodes as the Curve of Space destroys them.


[The effect excludes weapons, but not armor or shields] [Consumes 25 Psionic Power for each use. Deals 50 of Damage per hit(Max of 18 hits). 240 seconds[4 minutes] Duration Cool-Down after each use.]


Missile Wave: Fires Power Blasts from each of Acolyte's fingers [open hand]. The Power Blasts will fly towards the opponent as if to prevent them from escaping. 15 seconds Duration cool-down after each use. Deals 30 of damage for each hit (Max of 5 hits). Consumption: uses 15 Psionic Power for all 5 missiles.


Void Burst: When Acolyte uses Void Burst, he causes a burst of invisible Power to surge outwards from him, sweeping through Acolyte's enemies with deadly force. Void Burst causes debilitating Void Pulses to emanate from Acolyte, as he swings or blocks about a target. The Void Pulse power not only causes the creature injury, but also pushes the target back, up to 15 meters (45 feet) in distance.


[Consumption: uses 15 Psionic Power.]


[Deals 40 of Damage per hit(Max of 6 hits). 15 second Duration Cool-Down after each use.]


[Training]


As a melee combatant, he is more equivalent to more traditional warriors in skill and deadliness. He has learned a number of techniques that give him an edge over his armed foes. He has also learned how to stun his opponents. He learned a number of other methods, becoming capable of deflecting missile attacks. 


His Psionic mastery of martial arts, Hytima Fist Style, and Hytima Weapon Style does not require him to fight without armor, although he does gain benefits from eschewing it for an unarmored defense, acquiring a unique ability to sense and avoid attacks, sometimes enhanced by his experience and ability to percieve or intuit. Likewise, he often uses only his bare hands as weapons, delivering powerful blows that grow stronger as he increases in power. He is trained as well in the use of multiple weapons, and favors Qualniira Adoessour above all else. Of these weapons, he can use his unarmed strikes, with any weapon of choosing, as implements to enhance his Psionic powers.


He is unusually focused and is impossible to frighten, charm, or enchant. He can also use this focus, as well as his Psionic power, to affect his own body in unusual ways. For instance, He can use his surroundings to slow his descent when falling to non lethal speeds. He can also gain an affinity with his surroundings, taking on some of their characteristics (for example, becoming like stone to escape the effects of a fireball). Likewise, He is able to purify his body, gaining immunity to common illnesses. He has learned how to halt his aging, speak with any creature, has gained immunity to poisons, and gained an unusual degree of resistance to every kind of damage imaginable, due to his thick skin that is naturally hard and shock absorbent(meaning, that someone with a tier strike of his own will be reduced to half the strength).


Armor Expert: Acolyte has worn armor as long as he can remember, either as part of his training to become a War-Monk or simply because Acolyte were seeking to emulate a hero. Acolyte is more maneuverable while wearing armor.


Improved Uncanny Dodge: As a child, Acolyte put in long hours in combat drills, and though time has made this training a dim memory, Acolyte still has a knack for quickly responding to trouble. Acolyte can no longer be flanked. This defense denies an opponent the ability to sneak attack Acolyte by flanking him. Acolyte can avoid damage from many area-effect attacks. If Acolyte makes a successful Reflex against an attack that normally deals half damage on a successful evasion, Acolyte instead takes no damage, and even on a failed evasion Acolyte only takes half damage. Acolyte can react to danger before his senses would normally allow him to do so. Acolyte cannot be caught flat-footed. Acolyte can use a nearby construct to slow his descent and fall any distance without harm. This ability allows Acolyte to move at full speed using Stealth without penalty.


[Styles] 


Hytima Weapon Style: Hytima Weapon Style balances Great Speed and Immense Power on a level unlike any other. Powerful and fast. This Technique allows Hytima to use Power to infuse weapons with immense Power. 


Acolyte is able to demonstrate a natural aptitude for ways of the Sword. He is able to wield swords with great proficiency in speed, power, and skill, allowing him to perform feats such as stopping and deflecting bullets, decimate large objects or areas, cut through hard materials such as steel, and even hold back his strength to deal damage to his foes without killing them. Acolyte can oporate with little or no effort, delivering skillful strikes to weak points with great precision. This technique allows Acolyte to be naturally gifted in swords. 


Acolyte is capable of wielding multiple different weapons with ease in combat. The weapons in question are normally bladed weaponry and/or firearms, but it can be virtually any melee and/or ranged weapon. Because of this, Acolyte able to deal twice the damage to his opponent quickly, swiftly, and effectively. Acolyte is also able to hold his own against multiple enemies at multiple angles, allowing him to fight and take advantage of wide openings. 


Hytima Fist Style: Violent and most dangerous Fist Style. Hytima Fist Style provides irregular attack speed but immense power. Most difficult style to control but most effective. One can channel his/her Power into his/her being in order to increase his/her physical aspects, as well as his/her arms and legs, generating powerful Power enhanced strikes. 


Acolyte is able to wield Gauntlets with great proficiency in brutal fist fights and hand to hand combat features, allowing him to fight on equal terms with larger and/or stronger opponents, or those holding larger weapons. Acolyte can savagely beat and pummel his opponent.


Acolyte is able to demonstrate natural aptitude for the way of the Chain Whips. Acolyte is able to wield chain Whips with great proficiency in range, accuracy and speed allowing him to perform feats such as wrapping then pulling things or bringing them closer, binding his opponents, scaring/lashing opponents, binding then snatching other's weapons, swinging from high altitudes and slicing the flesh of his enemies when striking at great speed.


Acolyte possess great skill in the use of Bow and Arrow. Acolyte is able to use a bow effectively by propelling arrows at superhuman levels against his intended target or targets. He can also launch multiple arrows with one shot, or use the bow itself as a melee weapon, such as the string for cutting or the bow as a bludgeoning staff.


Acolyte is proficient in wielding a Shield in both offense and defense. Acolyte is able to demonstrate tactical aptitude for the way of the shield, he is able to wield a shield with great proficiency in power, defense, and endurance. Acolyte is also able to use it for offense such as bludgeoning his opponents, countering attacks and if the shield is bladed, he can even decapitate his enemies.
 

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