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Perses, the Destroyer

Denizen of the Time Aspect

Perses is the Titan God of Destruction in Greek Mythology. His name means ‘to destroy’, ‘to
ravage’, or ‘to sack in war’, or ‘to lay waste’ in greek. Due to his father, Crius, Perses is often
associated with the dog-star Sirius and is thought to have dog-like features just as his father
has Ram-like features. His star is associated with the scorching heat of the mid-summer. He
married the Titan Asteria, and with her, sired Hecate, the Goddess of Witchcraft. He sided
with his family in the Titanomachy and was thus imprisoned by Zeus within Tartarus.

The Quest
Land of Ravagers: A Land of an endless cycle of endless war and conquest. The Denizen
has created many Warbands to devastate the Land and the Consorts over the years. Each
time the Warband would conquer some of the Consort’s territory, and each time the
Consorts would beat them back. This has happened dozens of time, but with each cycle the
Warbands would become stronger, they would conquer more territory, and become harder to
push back. This, combined with the devastation each Warband would leave in their wake,
has been slowly but surely pushing the Consorts into a corner. If this keeps up it won’t be
long until they become unable to put up a meaningful resistance, much less push back the
Warbands. It is up to the Player to find a way to defeat the Warbands and end this viscious
cycle once and for all.

The Battle
As his title would imply, Perses is not a Denizen to be trifled with lightly as he could very well
destroy anything that opposes him. His most well used ability merely enhances his attacks,
shrouding them in a baleful red light. This enhancement ranges from inceasing Damage to
piercing armor to an increase in range to seeking attacks to making healing damage dealt
harder. His second ability grants him positive Statuses after scoring a critical hit while
inflicting the victim with a coresponding negative Status. The ability is quite indescriminate
however, as it would grant attackers positive Statuses for critical hits against Perses while
inflicting him with a negative Status. Great enough warriors could turn tthis ability completely
against Perses. Perses’ final ability is that of weaknesses, allowing him to figure out the
greatest weakpoint of anything he is up against (be the weakness structural, spiritual, or
psychological) and amplifies the damage he deals by striking them. An especially potent
ability against those scarred by their experiences.

The Prize
The Ravager’s Blade - A greatsword made of a strange black metal with red glowing lines
crisscrossing it’s surface. It’s blade protrudes in several places, giving the impression that
this is a weapon meat to inflict pain. Also that its impractical as fuck. It’s Damage is notably
High, and it has a special ability to drain others Mangit while boosting the user’s own.
Unfortunately, it has a disturbing tendency to get stuck in the bodies of it’s enemies, due to
the spikes and all, though a user with high enough Mangrit could easily sidestep this
downside.

Strife Portfolio

Shatterpoint
When most think of destruction they tend to picture large amounts of brute force hitting
something really hard, and while this is true, sometimes destruction can come through much
subtler methods. This ability allows Perses to spot various weak points in objects and beings
and maximise his effect on them. On the structural weaknesses of physical objects and
beings this is quite straight forward, finding chinks in armor, pressure points, cracks in walls
and the like and increasing the Damage actually hitting them would deal. Less physical
weaknesses (the abstract vulnerabilities of Vampires and Werewolves, a specific Bane
Weapon for a specific Creature) are slightly harder to find (and slightly harder to use as they
often require acquisition to use) though the Damage boost still increases the amount of Bane
Damage dealt. Non-physical weaknesses (such as psychological trauma and fears) are
much harder to find, though quite potent indeed as Perses could essentially force an illusion
that simulates these vulnerabilities to the target (forcing the trauma victim to relive the
source of their scars and making others to face their worst fears). It is quite rare for Perses
to invoke the last of these effects, as Perses is not that much of an asshole.

Ravager’s Loot
To the victor goes the spoils of war, ripped from the bloody hands of the losers. But even
those who have lost everything can regain what was taken from them. Usually by force and
vengeance. They can even gain more than what they have lost. This ability grants Perses
various positive Status Effects for any successful critical strike, inflicting a coresponding
negative Status Effect upon his victim. However, should someone score a critical hit upon
Perses the situation would be reversed, he would instead gain the negative Status Effect
and his attacker would gain a positive Status Effect. A single person can only gain one
Status Effect from this ability at a time, with the newest one replacing previous Status Effect.
These Status Effects usually have to do with combat or healing. For example, Perses
scores, with the newest one replacing previous Status Effect a critical hit upon a Player.
Perses gain the Regeneration Status Effect while the Player gets Reduced Healing. Perses
then scored a second critical hit, replacing of those with Godspeed and Sluggish
respectively. Should the Player then score a critical hit upon Perses both these Status
Effects would immediately end, replaced by Bastion of Defence for the Player and Crumbled
Wards for Perses. This ability is entirely passive and cannot be shut down in any way.

Lay Waste
While weakpoints and loot are neat and all, sometimes you just need to deal a lot of Damage
in a very short time. This happens to be the ability Perses uses when he finds himself in
such a need. This ability is actually three in one, with each increasing Perses’ combat
capability. Each of them requires Shenergy to use, enhances an existing attack, and can be
used in conjunction with one another. Perses may increase the Shenergy cost to enhance
their effects at his option. These abilities are:
- Blast: The attack increases it’s Range by one Increment (Melee to Short to Medium
to Long, etc.).
- Piercing: The attack can ignore half of the armor and defences of whatever it hits,
making it much harder to defend against.
- Seeker: The attack is able to seek out its target and steer itself (or guide Perses) to
hit, increasing the difficulty to dodge the attack.
- Anathema: The attack changes the entirety of it’s Damage Type to Bane, making it
much harder to heal.
- Overload: The attack increases it’s Damage icrement by one (Low to Medium to high,
etc).
All attacks enhanced in this way appear as red beams of energy or are shrouded in such
light.

Treasure Hoard

The Breaker’s Fists


“A pair of large, metallic gauntlets, one that seems to double the size of your hands by
putting it on. Its design makes it similar to a river of magma, as its surface is covered by
erratic glowing lines and obsidian rock. It’s a pretty good weapon, kinda heavy though.”
Type: Protective Bludgeoning Weapon - Damage: High - Attribute: Mangrit - Range: Melee
Features
Volcanic Strike: The magma-like lines of the gauntlet intesifies their glow as the weapon
heats up. Within a second, the gauntlet forms and sends out a blast of flames and smoke.
This is considered a single target Medium Ranged attack that deals Medium Fire Damage
and has a chance of inflicting Blindness upon the target.
Tectonic Strength: Increases Damage Rating to High, but increases the mminimum Mangrit
required to weild the gauntlets to High. Those with Low Mangrit cannot lift the gauntlets at
all, while those with Medium Mangrit can use them at the cost of an Encumberance penalty.

The Ravager’s Blade


“A greatsword formed from a strange obsidian coloured metal. Several red lines erratically
crisscross its surface, their errie glow forming the impression of molten metal. It’s edges has
several sharp protrusions coming from it, making it very effective at causing severe damage
and pain at the cost of having it get stuck on the victim from time to time.”
Type: Sharpened Cleaving Weapon - Damage: High - Attribute: Mangrit - Range: Melee
Features
Raider’s Spoils: The weapon glows once it has found the flesh of others, empowering its
weilder at it’s victims expense. This Feature inflicts Mangrit Decrease upon anyone the
weapon damages while granting Mangrit Increase of the same level to it’s weilder. The level
and duration of these Status Effects depend on how much Damage was dealt in the attack.
The Mangrit Increase this Feature grants cannot stack, as only the largest bonus applies,
instead, further applications of Stregth Increase merely extends the largest one’s duration.
Impractical Spikes: The sword has a bunch of spikes prtruding from it’s blade, making it a
very impractical weapon overall. This increases the weapon’s Damage Rating to High at the
cost of having the weapon be stuck inside a target with a low enough attack roll. Getting this
thing unstuck would require a full turn of work, during which the weider cannot use this
weapon. On the bright side, such an occurance would mean that the weapon will deal
damage to the unfortunate victim each turn it remains stuck. And a weilder with hight enough
Mangrit could simply swing the unfortunate foe around as part of the weapon.

Revolver of Perses
“A large black revolver with, you guessed it, red magma-like lines crisscrossing it’s surface.
It seems to not require ammo of any kind, as all the bullets it shoots are actually rays of
condensed fire rather than metallic pellets. It still needs a second to reload, which is sort of
annoying, but worth the firepower.
Type: Energy Projectile Weapon - Damage: High - Attribute: Alacrity - Range: Medium
Features
Razer Shots: The pistol shoots out gouts of concentrated flame rather than simle metal
pellets. The weapon’s Damage Rating is increased to High, and it deals Fire Damage in
addition to Projectile Damage. It also has an increased chance (+50%) of inflicting the
Burning Status Effect upon a successful attack.
Auto-Recharge: After the pistol has expended six shots, the weapon would require a single
turn to reload. This takes place automatically on the turn after the last shot was used and is
done by the pistol itself rather than the weilder. This means that while the weider would be
left weaponless for a time, they would be able to concentrate on defending themselves
rather than on reloading.

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