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KnightSlayer115 — DEVUNIVERSE///THE MERCHANT

Published: 2021-12-23 10:22:09 +0000 UTC; Views: 8158; Favourites: 20; Downloads: 1
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Description The Faction Lord of the Elusive Corvus Inoculant!

Expanded Details: 


Wargear:

-Weapons: 

--The Umbral Fateweavers: Twin Trick Weapons, Khopeshs/Hooked Kamas binded to Ephemeral Chains and adorned with ancient markings. Culls Armor and Divinity and can break one’s defenses, both natural and unnatural, to The Dark Whispers of the Outer Ones. Can also Flay the Soul of enemies. When the Chains coil someone, they cannot escape by almost any means, even warping or teleporting does not work.

--Kahnic Ghostblades: Blades of pure shadow forming around his hands, can bypass armor and shields, dealing Frostbite inducing damage to anything it phases through.

--Silence: A Master Crafted Pistol reforged in Vantasteel, allowing the user to adjust the sound the weapon makes from absolute silence to a Sonic Boom. Designed as an Executioner’s Pistol to mercy those who’s souls have been flayed too much by The Fateweavers. Especially Effective Against weakened Divine/Infernal/Celestial beings.

-Armor: 

--Harrow’s Shroud: A well Tailored Cloak made of exotic material to provide defense against small arms and high grade blades without scuffing the outfit. Also provides great magic resistance and a constant shroud of darkness around The Merchant’s Eyes to amplify the piercing blue eyes he bears.

-Gadgets: 

--The Hand of Fates: A strange deck of 52 Playing Cards of forbidden insight into The Arcana, Once Per Day, he can draw 5 Cards. The Number on the Card indicates the Spell’s level of power and Mana Cost to the Card and The Suit indicates what School it hails from. Once the hand is used up, he has to wait a day to draw another hand. Face Cards are special spells from ancient lores of magic… The Ace Cards are the strongest in the deck, and hail from His Patron’s own Spells. The Ace of Spades is the Strongest Card period.

-Clubs: Distortion and Conjuration

[[J-Mass Manipulation: Mind Controls up to 20 Beings, lesser than a Demigod, for up to 8 hrs]]

[[Q-The Shadow in the Wall: Summons a Chimera Entity of up to 8 Targets]]

[[K-Summon Exalted Doppelgangers: Summons up to 5 Copies of opponents, when they die, do massive damage to the copy and heals the Merchant]]

[[A-Black Wind’s Howl: Summons 3 Greater Entities of his choosing until disappatated on Command]]

-Diamonds: Destruction

[[J-Mortal Embrace: Silences all powers and Magic in a Mile Radius, up to lesser deity level]]

[[Q-Path of Ruin: Nullifies all defenses for 8 Minutes, doubles the damage of any attacks that a target is weak too]]

[[K-Dark Star: A massive Black Hole forms, dealing constant damage and can suck things into The Shadowside]]

[[A-UnReality Rend: ALL targets of his choosing [Up to Transcendant Entity] that he can sense feel their very reality rend, leaving them all on the brink of Death, regardless of immunities. Entities and Non-Entities will be banished immediately if weakened enough]]

-Hearts: Alteration and Restoration

[[J-The Scouring: Enemy Attacks of all kind deal Half Damage for 8 Minutes, Special attacks inflict self damage]]

[[Q-All Mother’s Embrace: All Allies are either revived completely, resummoned, and/or reborn into something greater]]

[[K-The Great Change: All Allies near the Merchant gain all 8 Boons of an Outer God of his choosing for 8 Minutes, All Enemies near The Merchant gain all 8 Banes of an Outer God for 8 Minutes]]

[[A-Soulbane: for 8 Minutes, all Allies gain to all the powers and abilities that the enemies have]]

-Spades: Evocations

[[J-The Wise Player’s Move: Temporarily changes into a Grand Entity of his choosing, with all the benefits of both and gain the weaknesses]]

[[Q-The Dark Beckoning: Causes an Ora Corruption of his choosing in a ½ mile radius]]

[[K-The Lore of Corvus Harrow: Summons The Erebus of Corvus Harrow]]

[[A-The 8 Edicts of Nightwish: Can Choose 1 of 8 Evocations of Nightwish, afterwards, the card Disappears until 8 days or 8 favors: 

  • Redux: Draw 5 more cards this day

  • Liar’s Hand: Draw 7 Cards the next day, one is guaranteed a Face Card

  • UnMake: Restarts the Current Battle, Up to 8 Hours worth, all knowledge and boons gained by The Merchant is kept.

  • Architect Fate: Can will one thing, anything, in this Universe to be so

  • Exalted Evocation: Summon 2 Grand Entities

  • Exalted Communion: Summons The Bastard

  • The King in Black: Reform into Corvus Harrow, The Noctis Oblivion Walker

  • Exaltation of the Dreamless: Summon Nightwish [Requires “The Ninth Wave” to be Sanctioned]

  • --The Rune of IO [Shattered]: Rune Grants the bearer “Dark Whispers of The Sequences”

    --The Rune of True Inoculation: Immunity to all corruptions

    --The Esoteric Tome of Lores: A Grimoire of Legacies, Stories, Songs, Lost Lore, Psalms, Litanies, and Hymns gathered in his Travels

    -Misc: 

    N/A

    Powers/Skills: 

    --Kahnic Spells/Powers:

    -Abyssal Gaze: 1/day, The Merchant evokes his Prescense and Power into a Cold Gaze, a Target that is Equal or Weaker than the Merchant will either: Rendered Powerless and normalized for 1 Hour, Trapped in a cold Stasis for 1 Hour, or cower in uncontrollable, agonizing Fear and Madness for 1 Hour

    -Shadowwalk: The Merchant can enter and Exit The Shadowside at will, granting him Psuedo Omniprescene. Those who lack Black Ora suffer Absolute 0 Cold and Darkness if trapped in the Shadowside

    -Riftstrike: Can summon Shadowrifts anywhere in a ½ mile radius to hurl his Fateweavers at.

    -Presence of Blades: in a 60 ft area, a Darkness is cast across the Ground, those standing on it feel sharp cold blades ready to lunge out and impale them, if they fall or get tripped, they get speared by Shadowy Blades, dealing damage akin to the Ghostblades. This lasts for 8 minutes

    -Endless Shroud: The Merchant can react at inhuman levels to turn his form into shadows to dodge and evade and riposte attacks.

    --Bardic Spells/Powers: 

    -Inspire: Can use Enchanted words of command and encouragement to aid Allies

    -Songs of Lore: Can Sing a Song made of divine words to bolster allies and hinder enemies

    -Vicious Mockery: Can spurn an Insult laced with enchantments to do damage

    -Dark Whisper: Can Whisper Corruptive words into one’s mind, afflicting them will a small bit of Outer Corruption

    --Skills: 

    -Master Weapons Expert

    -Master MMA Fighter, prefering to do counters than do the first blow

    -Master Manipulator, Decievier, and Schemer

    -Master Card Game Player or any Casino Game

    -Master Tactican

    -Expert of Deep Insights, Old Lores, and Entities/Non-Entities

    --Especially against Demonkind

    Traits: 

    --Veteran of the Long War: The Merchant has Fought and Survived The Long War of the Outer Gods, Seen and Done all the Horrors. Has a Deep Insight on Fighting against Entities and Non-Entities and Gods.

    --Soulbound: His Pact with The Father of Lies grants him a near perfect Immortality, for better or for worse. His Soul is now in the Hands of Nightwish.

    --The Lord of Change: All those under his faction gain increased Capabilities while he is fighting alongside them. 

    --Indomitus: Blights, Debuffs, and Hinderances are half effective, Fearing/Charming/Possessing/Mind Controlling does not work period

    --The Hellsbane: Demons of all kinds, even to the ungodly Devils, have an innate and uncontrollable Fear/abhorance being near The Merchant, therefore less effective battling him

    --The Monarch Conspirator: Cannot gain any Buffs from Servants of The Kahn, The Kaezians, or the Apocryphians. But said Servants suffer similar, but lesser debuffs that Demons get

    --The Wise Player: Always Cheats

    Weaknesses: 

    N/A

    Faults: 

    --Burdened Soul: Losses, Grave Failures, and a long list of Regrets bear down hard on him, Behind his smirk is a broken man, fighting for a purpose and a fleeting hope.

    --Eternal Plaything of Fate: Nightwish may secretly love The Merchant, but she demands to be amused and is a true lord of Tricks… even to her dearest plaything

    --True Scars of the Long War: The Horrors of the Great War prove too much even to the most stoic, The Merchant is no exception

    --Ends justify the Means: The Meddlings of the realms he operates in mean little too him, while he will avoid collateral… sometimes dark deeds must be done to secure an objective and move on

    --Restless Vengeance: Do Him Dirty, any honor he holds in battle will fade. He will make you suffer, even when he has already claimed victory.


     

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