Name: Garnot Alleyne
Appearance: Imma be lazy and just say REFER TO THE PICTURE
Apparel: He typically wears thicker winter fur coats, regardless of the current heat or cold
Hometown: Askana Wildlands
Mastery of the Body
His body is also capable of healing itself faster than most humans, so even though he is capable of surviving wounds that would kill most people it would greatly strain his body and likely remove him from combat.
Minor cuts/scrapes 2 turn.
Mild cuts/wounds 6 turns.
Severe wounds 9 turns.
Limbs 23 turns.
He can also naturally regenerate ENR, at 1 point of ENR per turn
Mastery of the Mind
He can also plant a special rune upon a person to read them and communicate to them (if he wishes) from any distance. However the rune shall need to be prepared before hand and only lasts for a short time before it expires without a host (So he can't just carry a shit ton of them around all the time). Furthermore he is capable of detecting magical beings, items and usage, sensing their general location in an area, and having an idea of how much magical potential it holds. He also has minor resistance to telekinetic effects, being able to withstand people’s attempts to pick him up. Reading minds, however, cannot be used to immediately predict moves in combat.
(X2 strength speed and fire magic intensity, previous hit is ignored unless it's a decapitation, doesn't feel pain, 40% reduced physical damage, each physical attack does fire damage, an area of 2m around him is 55°C hot from his flames. These properties have no bearing on Stats, and act as Passives.
flame fan = aoe flame attack whereafter 12th turn he becomes berserk for the rest of the duration, lasts 18 turns, can only be used once per combat.
Furthermore, once used, every 3 turns he needs to roll a d20 dice, if he gets 18 or above then he is either dragged down to hell or transforms into something…. else. When in this form he takes 75% increased damage from light magic attacks (but in turn is immune to dark magic. When he exits this form, he is put out of commision for five turns as his body has to heal his burns and any other external wounds (though this would be easier as they would’ve been cauterised). An additional side effect from his condition, Garnot is notoriously difficult to be read by a telepath, as his ancestors dwell within his own mind. If someone were to try and read his mind they will have to roll a d20 die, if they roll below 17, they end up reading one of the ancestors minds.
And that ain't a pretty sight
He is also capable of surviving in the desert and the cold, the desert and other hot climates because his body is capable of surviving high heat. The cold because his hellish nature… well, keeps him warm. Doesn’t negate ice magic though. Now because of his damned nature, he has a natural affinity for fire magic, pyromancy, as it is otherwise known as. Now besides conventional uses, such as immunity from his own flames allowing him to make literal handheld torches, light up rooms, create distractions via instant arson he can also use it in other more “destructive” uses, such as:
A fireball ( lobs a fireball that travels at 30km/h and explodes for 500°C in a 2m area, after traveling 125m it would completely disperse ), consumes 3 ENR.
A AOE flame attack ( fire bursts from him and engulfs a 3m area around him in 250°C fire, burns for 2 turn ) consumes 6 ENR.
A fire wall ( Can be cast up to 15m away from him, can be a total of 2m wide, 10m long and 5m tall whilst burning at 300 , lasting 4 turns, consumes 4 ENR.
As well as other “creative” applications.
He is quite vulnerable to light/holy magic due to his hellish state (takes 50% increased damage from it), however he generally won't fight those who use holy magic in the first place. Garnot also has several mainacial voices in his head which is his ancestors and the man they wish for him to become. He also has to face the manifestation of all his ancestors in his sleep, (And they're not particularly pleasant) so he always stays awake, having to rely on a special potion to keep him going, and if say an opponent were to cast a sleep spell on him he would fall asleep immediately into a deep dark slumber.
2 Nirichin blades
His family being involved in the culture and religion of Zhaitan for many generations, in fact his ancestors were some of the first people to become known as the blinded, those whom still followed him even after his fall from power.
Now he has been the first in centuries to break their tradition, becoming a noble and stoic warrior. Standing against everything they stood for.
Garnot stands and lives as living proof of his parents failure, and they have decided that he has to become one of them, death would be too easy, not to mention he would likely be granted passage to Eir's heavenly kingdom. So they cursed him with immortality, unable to die of old age nor of disease.
His ancestors, after that night, approached him in his dreams, offering him power and glory, in exchange for his soul… But he refused. Every. Single. Time.
Eventually they stopped trying to be diplomatic and became more forceful, haunting him in his dreams and cursing him with nightmare. Unable to deal with this he searched the world for a way to stay awake, but continue to function. He eventually discovered a recipe for a potion that can only be crafted by highly skilled alchemists that gives his body the energizing boost he normally gets from sleep, allowing him to go weeks, sometimes months, without normal sleep.
He has since dedicated his life to defending the innocent, wandering the world helping the weak and downtrodden, and correcting injustices where they occur, he even joined the Daemon Hunting corps to further assist him in his battle against evil .
Yet, even though he was a powerful warrior for good, twas not enough to stop the servants of Zhaitan to bring back their dark lord, returning him to the physical plane to open the gateway to hell for legions of daemons to flood the world and lay waste to the lands, which he formerly created, and later turned against him.
A powerful wizard offered him and a few other people a means of escape, a portal which leads to a new land that offers sanctuary from the hordes or darkness.
Seeing little other choice Garnot and the others agreed to head through the portal, however, once he came through the portal he was thrown into an unknown world with the Wizard nowhere to be seen…..