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- Name: Yru'Githan
- Class: Wizard
- Age: a very long time ago
- Appearance: A giant monstrosity, his metal hide long darkened from the end of his planet. His scales, despite being charred black, seem to have a sleek shine to them. His eyes burn with the color of twilight, and his black wings sparkle with electricity as the air crackles around him. If you manage to tear his hide, underneath the metal is an ancient core, the same color as his eyes.
- Armour/Apparel: Metal Hide
- Weapons: Claws, teeth
- Equipment: N/A
- Reason for joining the council: He wants to find someone to finally put him to rest, but he refuses to go down without giving it his all.
- Backstory:
- Yru'githan is the champion of a primordial goddess, who in life wooed him. The goddess led to his destruction, giving the dragon everlasting life in exchange for well, just about everything. He was bound to her will in an unruly trick the goddess played on him, and forced to guard her realm until the end of days.
- Yru'githan found freedom one day: a group of heroes came, and trapped him within an artifact from the olden days: an iron flask, said to capture any creature, of which was then trapped until it was intentionally freed. They slew his goddess during his capture.
- He was angry, he was silent, he bided his time. Eventually, a millenia past, Yru'githan was unleashed upon the world, along with his slow building rage and anguish. A new world which flourished off of technology had arisen, and the gods were dead, everything was dead except for creatures of the... mundane variety.
- Yru'githan had freedom again and he used it. He unleashed his anger on the world, enrapturing it in what the petty humans considered "the end of days". He left the world in ashes before his rage subsided, and thus, he was all alone once more.
- In his loneliness, he found the council and decided to join. Why not? He had nothing better to do with his life anymore.
- Abilities/Spells: Unique, game-changing powers/effects that your character can use to influence the battlefield. Each ability usually requires a certain resource to tap into or gather, or has a decently sized cooldown before it can be used again.
- Pulse of Sorrow: Yru's core echoes with the sorrows of his past, creating a large pulse of electricity around him.
- 3 Round CD
- Breath of Rage: Yru'githan releases his anger of ages past in a mighty roar, releasing a beam of pure, concentrated lightning out of his gaping maw.
- 3 Round CD
- Field of Lightning: He charges the air with electricity, empowering him and his troops, along with his metal hide visibly crackling with electricity.
- 3 Round CD, 3 Round Duration
- 'Limit Break':
- End of Days: He molds the battlefield into a living hell using his sheer willpower, unleashing his rage once more. The sky blackens, and he spews molten metal out of the heart of his core. The land cools quickly, coating it in a sheen of metal. His abilities grow quite stronger.
- 10 Round CD, Abilities do fire as well, generates 10 Anguish and overhears Yru for 3 rounds. Resting in water sets it off of CD for free. Generates 4 Metal Sources.
- Summoning: During the beginning of each battle, the heroes begin on opposite sides of the area from each other. Each hero is provided a special summoning portal that allows them to summon certain minions relating to them from that world, through the use of certain resources. DM Will explain to you the units your hero has available, as well as what resources you should rely on.
- Metal Behemoth - A faceless beast of metal appears out of a portal. It carries a large great axe, on par with the body of the construct. They only move within range of Yru'githan or powered by a wisp/within range of a pylon. Cost 2 Metal. Active during field of electricity regardless of wisp/pylon. Max of 15 Behemoths.
- Wicked Wisp - Whispers of Yru'githan's madness pour out if the portals he opens from the remnants of the world he decimated, the pure and utter corruption taking physical form as a quick moving ball of plasma. They will move to shock enemies or activate other troops, with pylons taking priority. 2 Wisps per 2 Anguish. Max of 20 Wisps.
- Pylons of Anguish - A sleek, black pylon appears from a portal, and a Wicked Wisp takes it's place at the top. It powers other troops within range, as well as shocks enemies that get too close. Other wisps can travel instantaneously between active pylons. Cost 3 Metal. Active during Field of electricity regardless of wisp. Max of 6 Pylons.
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