Name:Karoken Otep I'macar
Age: ~15,000 with a 18 year old body.
Height: 5'9
Weight: 145pds
Personallity: Quiet, shy, keeps mostly to himself unless among friends. Has a slight disregard for rules and is a bit of a thief.
Description: Karoken is almost always caught in his black button up shirt, black baggy pants, and black boots. He also has a leather belt that has to be knotted a certain way to fit, which is also black. He wears black ankle socks and a black spiked collar around his neck. His shaggy, blue, hair that reaches down past his eyes, and over his ears has a few little spikes that stick up no matter what he does to make them stay. His eyes are bright yellow. His facial features are smooth with a creamy complexion that is normal with elves. He has a five-inch scar that starts on his forehead, slants across his nose, and ends on his cheek. His chest and back both have hundreds of scars that could possibly be from his several battles. He has a few scars on his legs but no more than 20 altogether. He has two tattoos, one on his right and left shoulder. He has an eight-inch braid of red, black, and green ribbon tied into a few strands on his hair on his left side. Around his neck is a large pendant of a lion and around his left wrist is a long line of prayer beads that wraps around several times. Along his left forearm there is a long vertical scar that runs from his wrist to elbow. Not many know but that is where the bones of his forearm and hand were replaced with metal for some unknown reason. He always has a small five-inch throwing knife in his right boot, and a four inch one under two layers of skin on his left leg that stays hidden for emergency use. almost always wrapped around his shoulders is a midnight black cloak that has a long whip curled up inside it, along with several pockets attached to its inside, their contents are normally unknown, even to Karo. One each of Karoken's ankles is a small white wing fused into his skin. Each wing multiplies strength and energy exponentionally. Once placed on the leg, small golden tentacles creep out of the end of each wing and worm their way deep into the leg, and wrap around the shin. After a long period of time the tentacles branch out even further to increase their strength.
His jewelry consists of a 2 and a half inch lionhead pendant with a 23 inch chain. He also has a larged chained ID bracelet around his right wrist, and a very long necklace of prayer beads wrapped around his left wrist.
Weapons: Two large war swords, and several knives, and others blades hidden about his body. Plus an assortment of extremely potent spells.
Pet Peeves: Mumblers, gamblers, and people with power.
Fighting style: Several forms from all over the continent.
Positive Points: helpfull. A bit soft as well.
Negative Points: A bit of a drunk, and has a 'innocent until proven guilty' attitude that gets him in trouble. A lot.
Characteristics: He tends to lose things in his pockets. Also fairly quick to
temper when he is already agitated.
Likes: whiskey. And the company of females. Right now Midori is the one he enjoys being around the most.
dislikes: Spiders. And Rats.
Alignment: Depends on which the situation calls for.
Race: elf
Class: Mercenary
Subclass: Assassin, body guard, thief, mage.
Karo's SPELLS:
Slow time- slows time within a small area, allowing the caster to sneak up,
or gain an edge over an opponent
slow - slows an individual enemy for a period of time, rendering him
vulnerable to attack
Assassin Rush - near instant transportation over a distance of about 20 yards, allows caster to "jump" behind an opponent and cut them from behhind
berserk - increases strength and stamina, decreases rational thought.
drain - saps a small amount of enemy's life, and adds it to your own
etheral blade - a blade of energy, also known as hyper blade. Same
techonlogy the mack'or zealots and templars use. Generally about 2 to 5
feet in length
etheral whip - same as above, only whip form. Generally 10 to 30 feet in
length.
invisibilty - renders caster invisibility for a period of time
strength - increases casters strength
speed - increases casters speed
sight - increases casters sight
hearing - increases casters hearing
vision - increases casters vision
force push - sends a wave of energy away from casters, knocking back all
within the immediate path.
self heal - trades energy for health.
bind - allows caster to take control of the opponent. Must be willing or
weak compared to spell and caster.
fire wall - creates a temporary firewall around the caster
fire ball - a ball of enchanted fire, summoned in casters hand.
lightning - a bolt of lightning, controlled by the caster
chain lightning - same as lightning, but targets several enemies at once
gravitate - the opposite of force push
force shell - creates a small sheild over the caster
absorb - continually sucks life from targeted enemy
Sever charm - like etheral balde, but only about the size of a regular knife
energy line - as thin as twine, generally used by assassins.
energy ball - ball of energy summoned in casters hand, then released.