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A humble listing of female characters from a variety of media, whose kiss produces adverse effects on their victims.
 
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 Martin, Master of the Elements

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Caustic_Clown




Posts : 593
Join date : 2013-06-28

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PostSubject: Martin, Master of the Elements   Martin, Master of the Elements EmptyFri Aug 21, 2020 4:19 pm

Backstory: The problem with artifacts that are attuned to bloodlines is that the people who created them have a blind faith in the moral character of their progeny. While history has far worse examples than Martin, self-titled Master of the Elements, none are quite as much of a nuisance. He was the only male living kin in his prime years of a family of mages that went almost entirely extinct in an intra-family feud centuries back. At least, the only male living kin that could be tracked down on a university budget. The fact he could easily be bribed with promises of fame and favour might have also helped. Frankly, the scholars were just glad they'd found a big stick they could present to the king before the next round of funding decisions fell.

Anyway, Martin turned various foes of the king into piles of ash, popsicles and holes in the ground, the king put up with the bragging until Martin decided to brag about various dalliances with noblemen's daughters, and the king decided to reward him with rights to his ancestral domain, a plot of land in the middle of midara country. Under the mistaken impression that he now has droit de signeur on an endless supply of magical temptresses, Martin sets out to reclaim his legacy.

Appearance: A man in his mid-30s, of average height and stocky build. Blue eyes. Strawberry blonde hair in a roguish out-of-bed look. Sardonic half-smile permanently etched on his face. Dresses entirely in purple with ruffles, both tunic and pants. Wears a cape he likes to let billow in the backdraft of his spellwork. Wields a rod that is not just brimming with potent magicks, but is also enchanted to display highlights of the wizard's most recent adventurers along its body (much to Martin's chagrin if he's gotten his ass handed to him). Pointed shoes. Gets mistaken for a travelling performer frequently.


Abilities:

Elemental Essence-Passive- Various abilities of Martin create Elemental Essences. These are used to fuel various abilities, and are consumed whenever the relevant ability is used. No more than one Elemental Essence of each variety can be created at the same time. However, created Essences last until they are consumed.

Fireball-Action- Martin shoots a plain ol' fireball at the target. Does 1 Stamina damage and creates a Flame Elemental Essence (regardless of hit or miss). On a Critical Success, the target is set Ablaze, taking 0.5 damage for 1d4 turns, making a free roll at the end of the round to put the fire out.

Flash Freeze-Action- Martin encases the target in ice. Does 1 Stamina damage and creates an Ice Elemental Essence (regardless of hit or miss). On a Critical Success, the target is Frozen during the next round, cannot take action and takes double damage on the first attack that hits them during said round.

Funnel Cloud-Action- Martin creates a funnel cloud to spin his target into the air. Does 1 Stamina damage and creates a Wind Elemental Essence (regardless of hit or miss). On a Critical Success, the target becomes Dizzy and during their next turn, any ability they use that doesn't target themselves hits a random character on the battlefield. Treat as disadvantage on the next attack in a 1-v-1 battle.

Fissure-Action- Martin splits open the earth beneath his opponents' feet. Does 1 Stamina damage and creates an Earth Elemental Essence (regardless of hit or miss). On a Critical Success, the opponent gets stuck in the ground, cannot use abilities that require approaching the target, and has disadvantage on the dodging the next attack.

Focus-Action- Martin uses the ebb and flow of the elements to clear the head of whomever he points his rod at. Removes all or 1 status condition (subject to DM fiat) from the target and gives a 0.5 damage bonus on the next attack.

Feed Energy-Action- Martin channels the positive energy of the elements into whomever he points his rod at. Uses the Elemental Essences currently floating in the air, restoring 1 Willpower or Stamina per Essence consumed. Has a cumulative penalty of 0.5 on the healing every instance the ability is used after the first time during a single battle.

Chain Casting-Action- Martin lets the chaotic energy of the elements flow freely, casting three random spells in quick succession against the target. Spells are chosen by rolling a 1d6. Attacks are subject to a roll to hit, healing spells always hit. 1: Fireball, 2: Flash Freeze, 3: Funnel Cloud, 4: Fissure, 5: Focus, 6: Feed Energy.

Steam Jet (Flame+Ice Essence)-Action- Martin covers the battlefield in a fog of steam. Everyone on the battlefield has disadvantage on abilities that do not target the self or the entire battlefield. Lasts three rounds.

Heatwave (Flame+Wind Essence)-Action- Martin creates a pocket of humid weather, making everyone on the battlefield to lethargic to use anything but basic attacks (Martin's arsenal becomes limited solely to Fireballm Flash Freeze, Funnel Cloud and Fissure). Lasts three rounds. Cancels out Blizzard.

Unstable Eruption (Flame+Earth Essence)-Action- Martin calls upon the magma in the earth's crust to burst forth under his opponent...any day now. Within 1d4 turns starting from the moment of casting, the earth erupts under all opponents, doing 0.5*(the result of the countdown roll) Stamina damage to them. The attack has such a huge area of effect that it still does half damage on a miss (rounded up).

Blizzard (Ice+Wind Essence)-Action- Martin conjures a bone-chilling blizzard, its numbing effect cutting the damage of all Willpower attacks in half (rounded up). Lasts three rounds. Cancels out Heatwave.

Permafrost (Ice+Earth Essence)-Action- Martin makes the ground under his opponents extra slippery, making them faceplant and take 0.5 Stamina damage whenever they miss with an attack during the next 4 rounds. Cancelled by Unstable Eruption when said ability hits.

Boulder Hurl (Wind+Earth Essence)-Action- Martin uses air pressure to propel a stone at his opponent. Has disadvantage, but does 2 Stamina damage and automatically stuns the opponent into skipping their next turn on a hit.

Aetherial Explosion (All 4 Varieties of Elemental Essence)-Action- Martin creates an explosion of elemental energy that does 3 Stamina damage to all hostile targets on the battlefield. The attack has such a huge area of effect that it still does 1.5 Stamina damage on a miss.
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Carthac

Carthac


Posts : 48
Join date : 2015-11-25
Age : 29
Location : Just another hole in the wall.

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PostSubject: Re: Martin, Master of the Elements   Martin, Master of the Elements EmptySat Aug 22, 2020 1:20 am

Looks good, mate!

Interesting idea to have some of his debuff abilities affect everyone on the field instead of just his opponents, too. Could make for some pretty entertaining/infuriating (enteriating? Infuritaining? I dunno, I'm not a soddin' wordsmith) encounters down the line. Smile

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