Trigger warning
Strength
- Arms19
- Chest19
- Abs19
- Legs19
- Ass19
- Cock19
Size
- Height6'5"
- Biceps23"
- Chest65"
- Waist38"
- Thigh35"
- Cock8"
Control is something to be fought over and lost in passion.
Body type: Muscular
Gear: Whatever is required for the job
Introduction
The Huntsman comes from an ancient order that derives it's powers from overall balance in the universe. Some planes of existence are inherently good, while others are evil, but as a whole when measured together the sum must be close to neutral or corrections will ensue. Naturally this means information is incredibly important as knowing is half the battle. Most of his powers are derived from the weaponry he uses but he does have some innate abilities.
Powers:
Shift - the Huntsman can glide between planes of existence, chasing his quarry wherever they try to run. When not in pursuit, can only shift to locations he is very familiar with.
Limitations - He cannot force someone to simply shift with him (!roll d20) but he can shift if the person is unconscious or willing. He can only use this ability to force someone 5 times per day, once per person.
Summon - the Huntsman has an impressive array of weapons at his disposal and can summon them at any time. The only time this wouldn't work is if he's exhausted his shifting, or if the area he is trying to summon to somehow blocks teleportation.
Rage - in the heat of battle the Huntsman's eyes may flash black or white, depending on a variety of factors.
Black: if his eyes flash black he loses control, only one of you can leave this place alive. Strength and speed increase.
White: if his eyes flash white a righteous rage overtakes him. The Huntsman is able to see your weaknesses.
Both of these have similar effects: damage and spell resistance for the duration. They also leave him exhausted, unable to force anyone to shift or call new weapons to him during.
Red: Huntsman channels the power of the masters of his order, seeing flows of energy and creating anti magic fields. These fields also even advantages between opponents, leaving the fight to truly be a test of skill.
Revealed weaponry:
Reaper - Reaper is an Iron hand and a half sword and was forged from metal that fell from a meteorite and quenched in the blood of a powerful vampire. Wielding it corrupts the user and it thirsts for blood. It's extremely effective against good and holy creatures, and I usually use it in tandem with Daybreak, a silver sword breaker that allows me to fight good and evil creatures
Daybreak - this silver sword breaker seems to shine even in the darkest of times. It has a thick blade meant for parrying and stabbing, and it's hilt is curved to allow for twisting motions to disarm. It has a hand guard that is effective for punching, and a silver spike that comes out of the bottom of the hilt for close range combat.
Atgeir - this frosty poleaxe was won in a realm of bitter cold. Gleaming with icy intensity, Atgeir's base can become many different forms, shoot icicles, and create terrain. The top of Atgeir is a spear with an axe about a eight inches down.
Thunderclap Gauntlets (name?)- these stormy gauntlets were a stolen relic of a demigod, taken after being abused by the original owner. The palms can create sonic waves, and the fists generate lightning. These must be recharged in a thunderstorm.
Wind Flail (name?): depending on which way it's spun it begins to gather air either inside or outside the head. When spun counterclockwise it forms condensed air that can be used as a shield or flung like a disc inside the head. When spun clockwise it creates cyclones/disrupts regular air flow outside the head.
Last login: 9 days ago
Start of membership: 2023-07-20
Time zone: [UTC-6]
Federations
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