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       #Post#: 4221--------------------------------------------------
       Enoch Solomon
       By: Raven Tepes Date: May 9, 2020, 12:34 pm
       ---------------------------------------------------------
       Name: Enoch Solomon
       Age: 42 years old
       Species: Human
       Gender: Male
       Height: 5’10”
       Weight: 172 lbs
       Basic Information:
       Place of Birth: Cairo, Egypt
       Former Occupation: Egyptian Special Forces
       Former Rank: Lieutenant
       Current Occupation: Millennium Druid of the Mti wa Uzima (Tree
       of Life), Kenya
       Rank: Leader of the Millennium Druids and council member of the
       Village of Life
       Family:[/I]
       Father: Joseph A. Solomon [I]Deceased[/I]
       Mother: Cleo Solomon [I]Alive and living in a retirement
       facility in Cairo[/I]
       Brother: Imhotep Solomon [I]Alive and serving as a priest of
       Amen-Ra[/I]
       Brother: Makuti P. Solomon [I]Alive and serving in the Egyptian
       Special Forces[/I]
       Brother: Abraham Solomon [I]Alive and on an archaeological
       dig[/I]
       Sister: Sara Solomon [I]Alive and married with two kids[/I]
       Old Family Friend: Vendetta [I]Alive and haven’t seen in almost
       6 years[/I]
       Abilities:
       [I]Peak Human Condition:[/I] The ability to have bodily
       functions at the maximum limit of human condition; meaning that
       the natural capabilities are near-enhanced.
       [i]Applications:[/I]
       100% Muscle Usage
       Adrenaline Rush
       Efficient Body
       Maximum Brain Capacity
       Maximum Concentration Capacity
       Optimal Finesse
       Peak Human Accuracy
       Peak Human Agility
       Peak Human Athleticism
       Peak Human Balance
       Peak Human Beauty
       Peak Human Body
       Peak Human Combat
       Peak Human Dexterity
       Peak Human Durability
       Peak Human Endurance
       Peak Human Flexibility
       Peak Human Health
       Peak Human Intelligence
       Peak Human Longevity
       Peak Human Lung Capacity
       Peak Human Mind
       Peak Human Potential
       Peak Human Parkour
       Peak Human Reflexes
       Peak Human Regeneration
       Peak Human Senses
       Peak Human Speed
       Peak Human Stamina
       Peak Human Stealth
       Peak Human Strength
       Peak Human Survivability
       Peak Human Wisdom
       Strong Heart
       [I]Indomitable Will:[/I] The ability to possess unusually strong
       willpower. The user has unnaturally strong willpower, enabling
       them to be immune to all forms of temptation including
       Subordination Manipulation, Telepathy, Mind Control and
       Subliminal Seduction. Through their will the user can face great
       physical pain and psychological trauma and will refuse to
       surrender no matter how much the odds are stacked against them,
       possibly up to the point of cheating death and pushing
       themselves past their own limitations.
       (
  HTML http://powerlisting.wikia.com/wiki/Indomitable_Will)
       [I]The Powers of the Millennium Druid:[/I] One might argue that
       the real powers of these druids are kindness, strong will and
       dedication to their beliefs rather than magic. As for their
       mystic powers, the Millennium Druids derive all of their
       abilities from the sacred Trees of Life. These druids are not
       spell casters, warlocks, psychics or shape changers. However,
       they are the best friends of the Millennium Trees and therefore,
       the recipients of many of its "gifts." The druids spend years
       learning holistic medicine and discussing their philosophies of
       life and nature. All Millennium Druids regularly visit several
       Trees of Life , selecting one or two as their favorite. This
       favorite tree(s) is probably the one closest to the druid's
       region of operation and is the one visited most often. The druid
       is usually extremely open and honest to the trees, telling them
       everything on his mind and relating his adventures and good
       works.
       The more each tree knows about the druid, the more likely it
       will help him in a time of need. Most Millennium Trees who
       recognize the druid will often freely impart the gifts of
       healing (including a leaf blanket of healing), purify food and
       water, camouflage, sixth sense warnings and visions. The other
       gifts, especially resurrection, restoration, weather control,
       ley line teleportation, conjuring and controlling a Millennium
       storm, body armor and magic wands, weapons, and staves, are not
       given unless the tree knows the druid well and trusts him
       completely. The druid's favorite tree is the most likely to
       grant him more leverage, particularly if the druid has proven
       himself under extremely difficult conditions and/or is high
       level (has a long history with the tree, 7th level and up).
       The Millennium Tree remembers everything it hears and can be a
       great source of seemingly mystic information, knowledge and
       divination. Of course, this information is bestowed to the druid
       in answer to his concerns, fears and questions or as a warning
       in the form of a vision or dream. Sometimes these visions are
       perfectly clear and accurate, other times they can be a little
       or a lot unclear or misinterpreted. Visions regarding the
       future, especially the distant future, are the most cryptic and
       the tree may even be unable to answer in any other way.
       [i]Note:[/I] All of these powers are described under the
       description of the Millennium Tree. Most of these powers are
       only available at the location of a Millennium Tree. This means
       that the person to be healed, hidden, or protected must be
       brought to the tree where the druid makes his plea and
       hopefully, the tree responds.
       Bark for body armor
       Bark shield
       Camouflage
       Control ley line storms/create Millennium Storms
       Control normal weather
       Leaf: blanket of healing
       Leaf for body armor
       Ley line teleportation
       Magic wands, weapons & staves
       Powers to heal
       Purify food & water
       Resurrection
       Restoration
       Sixth sense warnings
       Visions & dreams
       Combat/Passive Skills:
       [I]Combat Specialist:[/I] The ability to be a hand-to-hand
       combat genius. The user has an encyclopedic knowledge in
       hand-to-hand fighting styles; therefore understanding and
       analyzing opponents style of combat and flaws in the opponent's
       attack and defense. He can also use attacks that can
       automatically knock down the opponent or use the strength of the
       opponent to his favor.
       The user has a vast knowledge of the opponent's body and their
       limitations, have an incredible perception of opponents and the
       users surrounding areas using it to his or her advantage, and
       can copy or mix several types of martial arts and movements and
       understand how a special attack works in matter of minutes. This
       power can be enhanced by the users experience and improvement of
       skill. Masters of this abilities can counter or detect flaws on
       opponents Special Attacks.
       [I]Weapon Proficiency:[/I] The ability to understand and use any
       and all weapons with the proficiency of a master. User with this
       ability need only to pick up a weapon before they instantly
       become proficient in it. The first time they pick up a sword,
       they can spar with masters, the first time they use a bow, they
       can hit bulls-eyes. Even alien, magical, or other weaponry that
       they should not understand comes naturally to them.
       [I]Enhanced Athleticism:[/I] The power to perform acrobatic and
       gymnastic feats beyond training. The user possesses athletic
       abilities beyond even most dedicated training.
       [I]Tactical Analysis:[/I] The ability to be an extremely skilled
       strategic genius and apply this skill for several objectives.
       The user can create strategies and plans several steps ahead of
       the opponent, seeming like the user can see into the future. The
       user is able to elaborate complex plans and strategies and apply
       them in, not just battle, but any other activity that involves
       cunning intellect, e.g. strategic games. Most of the users of
       this ability are very analytical and can understand or
       anticipate the enemies' moves.
       [I]Stealth Tactics:[/I] The ability to possess extraordinarily
       expertise in stealth. The user possesses incredibly extensive
       knowledge and skill in many types and ways of stealth tactics,
       enabling them to easily slip in and out of areas undetected.
       Their abilities in all manners of stealth are so refined they
       appear as mere illusions to those who have been lucky to spot
       the user. The users of this ability can move throughout even the
       most guarded of areas and act in true discretion.
       [I]Stealth Combat:[/I] The ability to use advanced stealth in
       direct combat. User can use extraordinary fighting skills in
       combination with superior stealth abilities for particularly
       lethal effects. It allows them to land flurries of critical
       blows while easily escaping their targets' clueless
       counterattacks, devastating opposing forces they couldn't hope
       to face in normal combat.
       [I]Enhanced Marksmanship:[/I] The ability to achieve complete
       and utter accuracy on distant targets. User can achieve complete
       and utter accuracy on distant targets, with the activity in
       their brain center for aim, accuracy and precision is
       drastically improved. They need only to aim for an instant
       before they can precisely hit a target with a projectile.
       User can judge extremely long distances amazingly accurately,
       gauging the strength needed to launch a projectile, in order to
       hit a target accurately. If a target is moving the user can
       calculate the best method to hit the target. Visual obstructions
       like smoke and vegetation do not hinder their ability to get an
       accurate bead on their target, and their intense focus on
       whatever they're shooting at allows them to shut out outside
       distractions. They can compensate for environmental factors that
       would normally throw off their aim like wind, air resistance,
       gravity, and radiant heat (which distorts the image of the
       target).
       [I]Dual wield:[/I] The ability to use two weapons
       simultaneously. The user is capable of wielding two different
       weapons with ease in combat. The weapons in question are
       normally bladed weaponry and/or firearms, but it can be
       virtually any melee and/or ranged weapon. Because of this, the
       user is able to deal twice the damage to their opponent quickly,
       swiftly, and effectively. They're also able to hold their own
       against multiple enemies at multiple angles, allowing them to
       fight and take advantage of wide openings.
       However, due to possessing two weapons at the same time, the
       user often bears poor defense skills, so this ability requires
       speed, power, accuracy, and fast reaction time in order to
       maneuver through and counter their enemies' attacks in order to
       make up for the lack of defense.
       [I]Enhanced Assassination:[/I] The power to possess the skills
       to locate and slay targets like an assassin. User can perform
       the art of assassination better than the average killer, they
       are able to dispatch their victims without as so much as a
       struggle. The ways to do this range from something complex and
       high-finesse like mastery in stealth, strategically planned
       scenarios and highly disciplined martial arts to something
       simple-yet-effective like brute strength and raw speed to
       overwhelm the targets.
       [I]Special Ops Mastery:[/I] The ability to innately or through
       inhuman and advanced training have special operations skills and
       maintain them without the need of further training. User is
       almost super-humanly skilled in all forms of special operations
       including but not limited to Mercenary Works,
       Counterintelligence, Black Propaganda, Counter-Terrorism,
       Guerrilla Warfare, Direct Action, Counterinsurgency,
       Assassination, Close Target Reconnaissance, Unconventional
       warfare, etc.
       The ability may be from advanced training, mental programming or
       even supernatural/superhuman powers. Combined with high
       intellect and a high level of physical ability, they can create
       completely new possibly unbeatable methods of special
       operations. Important that comes from special operations are
       such as Reconnaissance and surveillance in hostile environments,
       Training and development of other states' military and security
       forces, Offensive action, Sabotage and demolition and Hostage
       rescue.
       [I]Interrogation Intuition:[/I] The ability to extract
       information from an opponent through extraordinarily effective
       forms of interrogation. The user is able to extract information
       from their opponents through various means, the use of the Bad
       Cop Technique involves the means of Intimidation, scaring them,
       inflicting pain, or psychically extracting the information.
       The user can even use a more sutle way of getting information
       from opponents called the Good Cop Techniques where it includes
       making them feel comfortable, being friendly with them,
       honeypotting them or using reverse psychology to get
       information.
       [I]One-Man Army:[/I] The ability to be as deadly as a vastly
       superior force. The user is able to fight against seemingly,
       overwhelming odds with ease. They are a capable warrior on the
       battlefield, decimating the enemy single-handedly and with near
       supernatural finesse that pars with the skill of more
       experienced fighters. This ability can manifest into various
       ways but is usually the result of extreme martial skill. Users
       of this ability are as deadly at long-range combat as they are
       in close quarter.
       [I]Training Regimen:[/I] The circumstance in which one develops
       incredible abilities through extensive training. The user has
       developed abilities near to or actually superhuman simply
       by/through an extensive/excessive training regimen.
       [i]Social Intuition aka Common Touch:[/I] User intuitively
       determines how to interact with subjects. One with this ability
       could tell exactly what to say to interact with certain people,
       or tell the rank of a person within a group. The user also gains
       a great voice, eloquence, and charisma.
       [i]Knowledge: Language and Literacy:[/I] The ability to speak
       and read one or more languages.
       [i]Language & Literacy known by Enoch:[/I]
       Egyptian (Modern): 100% chance of successful understanding
       British English: 98% chance of successful understanding
       Faerie Speak: 98% chance of successful understanding
       Russian: 90% chance of successful understanding
       Egyptian (Ancient): 86% chance of successful understanding
       [i]Piloting: Automobile:[/I] The skill and knowledge to operate
       manual and automatic transmission vehicles including dune
       buggies, jeeps, and small trucks.
       [i]Lore: Demons & Monsters:[/I] This is the study of demonic
       creatures and supernatural monsters common to Earth throughout
       the ages and around the world. General knowledge includes
       legends of ancient and primitive cultures, Dark Ages tales, and
       the myths and legends of vampires and the most famous demons and
       monsters, including the dark gods they serve. Specific knowledge
       is limited to continent where the character lives/originates
       this includes names of demons and monsters common to that part
       of the world, appearances, reputed places of demonic habitation
       and attraction, and the creatures’ known powers, appearances,
       habits, weaknesses, strengths, powers, abilities, demonic
       possessions, desires, and goals. A master of this lore may be
       able to identify a particular type of monster by hearing its
       description or a description of its actions, seeing a drawing or
       a photograph, or even by footprints, how it behaved, killed, or
       exhibited certain abilities.
       [i]Mathematics: Basic:[/I] Knowledge of basic math, including
       the ability to count, addition, subtraction, multiplication,
       division, and fractions.
       [I]Detect Ambush:[/I] Training that develops an eye for spotting
       locations and terrain suitable for ambushes and being ambushed.
       It also provides a rudimentary knowledge of guerrilla tactics
       used by the enemy. The Detect Ambush skill gives its user the
       ability to spot potential ambush sites based on terrain and
       possible mode of attack. It is not specific enough to detect
       individuals prowling.
       [I]Detect Concealment:[/I] This skill enables the individual to
       spot and recognize camouflage, hunting blinds, trip wires,
       concealed structures/buildings and vehicles, secret doors and
       compartments, as well as confers the ability to construct
       unobtrusive shelters, use camouflage, and blend into the
       environment. The Detect Concealment skill is specifically
       designed to help a character to spot things that are hidden.
       [i]Lore: Faeries & Creatures of Magic:[/I] The study of faeries,
       goblins, shape changers, giants, dragons, sphinxes, and
       creatures of magic throughout the ages via lore, mythology,
       legends, and firsthand accounts. This skill is effectively the
       same as other Lore skills except that the emphasis of the lore
       is on Faerie Folk, dragons, and other magical creatures and
       beings (creatures/beings that are neither demonic nor
       supernatural but long lived and associated with magical powers).
       The faeries of ancient mythology include Faeries, Sprites,
       Pixies, Brownies, Leprechauns, Bogies, Toad Stools, Pucks,
       Kelpies, Gnomes, Goblins, Tengu, Fox Faeries, and a host of
       other creatures of magic.
       [I]Identify Plants and Fruit:[/I] Training in the recognition of
       the many different types of wild plants and vegetation and where
       they grow. The emphasis is on finding and identifying edible
       berries, fruits, vegetables, mushrooms, roots, bark, and plants
       as well as plants that have herbal and medicinal qualities and
       staying away from poisonous plants and fruit.
       [I]Land Navigation:[/I] This skill enables the character to stay
       on course while traveling over land by means of observation and
       memorization. It includes mentally marking/recognizing
       geographic landmarks, estimating distance and movement,
       recognizing sounds, night traveling, marking a trail, and other
       navigation tricks.
       [I]Wilderness Survival:[/I] Techniques for living off the land
       including getting water, finding food, shelter, and help when
       stranded in wild forests, deserts, or mountains. Characters
       without this skill will not be able to stay healthy for more
       than a few days in the wilderness once their supplies run out.
       [I]Blunt Weapon Proficiency:[/I] Training with all types of
       blunt weapons including maces, hammers, cudgels, steel or lead
       pipes, staves, and clubs.
       [I]Handgun Weapon Proficiency:[/I] A familiarity with all types
       of projectile firing handguns including revolvers and pistols.
       Revolvers are the classic cylinder-based “six shooter”. Pistols
       are “automatic” weapons which means gun the keeps firing while
       the trigger is depressed and doesn’t stop until the trigger is
       released or the ammunition is spent.
       [I]Energy Pistol Weapon Proficiency:[/I] A familiarity with all
       types of energy firing handguns including lasers, ion blasters,
       and all types of energy firing handguns.
       [i]Radio: Basic:[/I] The rudimentary knowledge of the operation
       and maintenance of all sorts of radio equipment, including
       military radio systems, field radios and walkie-talkies, audio
       recording devices, wire laying, installation, radio procedure,
       communication security, and Morse code. It does not include the
       ability to make repairs nor operate video equipment.
       [I]Computer Operation:[/I] A knowledge of how computers work
       along with the skills to operate peripherals like keyboards,
       printers, modems. The character can follow computer directions,
       enter and retrieve information, install programs, games and
       software, use the web/internet, and similar basic computer
       operations. Does not include Repair, Programming, or Hacking.
       [I]Musical Intuition:[/I] The power to possess extensive, if not
       innate, knowledge and skill in music. User possesses incredible
       skill in music/musical instruments. Using this ability, they
       gain immediate understanding and mastery at using any/all
       instruments and producing musical notes with it, they can
       replicate any song heard or described, and have both perfect
       pitch and the ability to produce any note/tone with any
       instrument regardless of its nature or difficulty.
       [I]Artistic Intuition:[/I] The ability to possess knowledge and
       skill in one or more artistic ways. The user possess great
       knowledge and skill in art, such as painting a picture without
       any education.
       [I]Culinary Intuition:[/I] The ability to master all culinary
       skills and techniques, as well as manipulate and temper with all
       kinds of edible (or sometimes not) food.Users of this ability
       are able to become master chefs of the highest caliber, they are
       able possess a natural instinct for culinary cuisine in both
       taste and smell. Their intuition allows them to create
       astonishing foods from the finest ingredients or the most
       repugnant of ingredients. They can also make material that was
       previously thought to be inedible into rations for a group.
       [I]Preserve Food:[/I] Knowledge in the preparations of food for
       storage and later consumption. Includes canning fresh fruit and
       vegetables, making jams and honey, drying fruits, vegetables,
       and herbs, drying fish and meats, plus various smoking, salting,
       and pickling methods.
       [I]Holistic Medicine:[/I] Training in the recognition,
       preparation, and application of natural medicines usually made
       from whole plants or their parts. The Holistic Doctor is
       basically a pharmacist and naturalist who creates drugs from
       herbs and vegetation as well as studies and treats common
       ailments and injuries. He can find and use plants to create
       salves, balms, ointments, and lotions to soothe burns, boils,
       rashes, insect bites, and reduce swelling as well as create
       local anesthetics and salves to heal wounds twice as fast.
       Brews, potions, and tonics are created to settle upset stomachs,
       calm nerves, or induce sleep or hallucinations. The individual
       can also make alcohol and poisons (hemlock and mandrake for
       example).
       The student of herbology also has a good knowledge of plant lore
       and when and where to find healing plants, edible fruit, roots,
       and bark as well as how to use and/or avoid dangerous flora. The
       character can also preserve foods and knows how to set bones,
       bandage wounds, and suture cuts. [I]Note:[/I] Plants are
       seasonal and the right fruit, root, or leaves may not be
       available at certain times of the year/season or may be found
       exclusively in remote areas.
       [I]First Aid:[/I] Rudimentary medical treatment which includes
       how to bandage wounds, stop bleeding, splint broken limbs,
       administer artificial respiration (CPR), and use of antiseptics
       and common anti-inflammatory drugs and painkillers.
       [I]Fishing:[/I] The fundamental methods and enjoyment of the
       relaxing sport of fishing. Areas of knowledge include the use of
       lures, bait, poles, hooks, line, and cleaning and preparation of
       fish for eating. Also includes a basic knowledge of freshwater
       fish, their habits, behavior, and what they taste like prepared
       for eating.
       [I]Carpentry:[/I] A fundamental knowledge of working with wood.
       The character knows how to prepare, treat, preserve and cut
       wood, recognize quality of craftsmanship, repair damaged wood
       and wood items, and build furniture and articles (chests, boxes,
       drawers, chairs, tables, cabinets, houses, fences, frames,
       staves, utensils, etc).
       [I]Housekeeping Aptitude:[/I] The ability to possess intuitive
       knowledge of housekeeping. User possesses intuitive
       knowledge/mastery in all the skills and tasks which housekeeping
       requires; cleaning, cooking, home repair/maintenance, outdoor
       chores, shopping, laundry, accounting, etc. Through this ability
       they are able to become masters at all the techniques and skills
       involved.
       [I]Philosophy:[/I] The principles of philosophy, ethics and
       morals, methods for effective debating and examining a subject
       from a wide perspective, touching upon the aspects of sociology
       and social consciousness.
       [i]Brew: Basic:[/I] This is the making of fermented alcoholic
       beverages from grains and/or fruits and specifically wine, mead,
       ale, beer, and moonshine as well as common teas, coffee,
       lemonade, and other similar prepared beverages.
       [i]Brew: Medicinal:[/I] This is the making of fermented
       alcoholic beverages from grains and/or fruits and specifically
       wine, mead, ale, beer, and moonshine as well as teas, tonics,
       elixirs, vapors (inhaled instead of drank), and other “brews”
       for medicinal purposes. Stronger types of alcohol such as
       brandy, rum, and whiskey are not included along with champagne
       and fine wine.
       [i]Horsemanship: Exotic:[/I] Basically the same as general
       Horsemanship skill, including care, grooming, and breeding
       except the character is experienced in riding tame animals other
       than horses. Exotic animals can include elephants, camels,
       lamas, pegasus, gryphons, dinosaurs, giant insects, and other
       monstrous beasts trained (or willing) to be ridden. Wild,
       untamed creatures cannot be ridden except by Simvan and select
       characters with special animal skills and powers.
       Enoch is well trained in riding ostriches, elephants, camels,
       and gryphons though he can easily pick up on how to ride other
       exotic animals.
       [I]Animal Handling:[/I] The power to influence animal behavior.
       The user can control animals, they can set stampedes onto
       attackers, get animals to fetch things. Users may be able to
       call forth hoards of rats or insects to wipe out a crop, or to
       encourage bees to replant it.
       Weaknesses: Enoch is human and can be easily killed with a well
       placed fatal strike. Enoch has no mystic powers away from the
       Tree of Life other than what Millennium Tree items that he has.
       Weapons:
       [I]Staff of the Serpent:[/I] This staff is a branch that is
       gnarled and twisted in such a way that it resembles the coils of
       a snake. This is one of the few Millennium staves that is
       offensive in nature. This energy reserve can be temporarily
       siphoned by its owner or other creatures of a good alignment
       provided they have the permission to do so from the wand's
       owner, and the user's intentions are to help others (never for
       purposes of greed or revenge). The twig must be in the user's
       possession in order to draw on its additional energy. The staff
       or wand regenerates all lost magic energy and damage after a 24
       hour period has elapsed, unless it has been completely
       destroyed, in which case it completely disappears. Constant
       powers and abilities given to the wand or staff owner remain
       constant only while the character has the magic item in his
       possession. If he loses the item he loses all the abilities
       associated with it.
       The constant powers given to the staff wielder are the abilities
       to see the invisible and invulnerability to all snake venoms,
       dragon's fire and all types of dragon's breath (from gas to
       acid), plus all types of mega-damage fire including magic fire.
       The other powers of the staff are that it inflicts major
       mega-damage to dragons and similar supernatural serpents (minor
       to all others), and can tum into a mega-damage snake when thrown
       to the ground and commanded to metamorph by its owner. The magic
       snake has a horror factor of 10, four attacks per melee,
       inflicts minor mega-damage per bite (double damage to dragons),
       has supernatural strength, can see the invisible and can endure
       as much damage as a hatchling dragon before it turns back into a
       wooden staff. The snake is ideal for protecting its owner's
       back, alerting him to danger and helping to fight enemies. It
       can also be given simple commands, like a trained dog, to hide
       or retrieve
       keys, weapons, people, etc, however the snake cannot travel more
       than 1000 feet (305 m) away from its owner or it automatically
       turns back into the staff. Otherwise, the staff
       can remain a snake as long as its owner desires.
       [i]Length:[/I] 7.5 feet
       [I]Millennium Tree Javelin of Vampire Slaying: [/I] The vampire
       slaying javelin inflicts the typical damage to creatures but
       inflicts major damage (triple damage) against vampires and all
       forms of undead, as well as animated dead, zombies, mummies and
       maxpary shamblers. The accurate range of a normal javelin is
       about 300 feet (9 1 m) but the magic javelin can be thrown
       accurately up to 700 feet (2 13 m) and magically returns, flying
       back to the hand of its owner. The return trip takes about three
       seconds and counts as one melee action/attack. The javelin looks
       like a crude, handmade, wooden weapon of inferior quality.
       [i]Length:[/I] 5 feet
       [I]SKS Assault Rifle:[/I] This is a standard military assault
       rifle used by many countries for their military.
       [I]Walther PPK 9mm Pistol:[/I] This is a standard semi-automatic
       pistol carried by both military personnel and civilians.
       Special Items:
       [I]Wand of the Animal:[/I] This energy reserve can be
       temporarily siphoned by its owner or other creatures of a good
       alignment provided they have the permission to do so from the
       wand's owner, and the user's intentions are to help others
       (never for purposes of greed or revenge). The twig must be in
       the user's possession in order to draw on its additional energy.
       The staff or wand regenerates all lost magic energy and damage
       after a 24 hour period has elapsed, unless it has been
       completely destroyed, in which case it completely disappears.
       Constant powers and abilities given to the wand or staff owner
       remain constant only while the character has the magic item in
       his possession. If he loses the item he loses all the abilities
       associated with it. The constant power granted to its owner is
       climb at a proficiency of 90%/75%. Spell Magic: A total of five
       spells (any combination or repetition) can be cast per 24 hour
       period. Spells available include: Eyes of the wolf, swim as a
       fish (superior), superhuman strength and metamorphosis: animal.
       [i]Length: 1.5ft
       [I]Wand of Knowledge:[/I] A gnarled stick with two buds at the
       tip. This energy reserve can be temporarily siphoned by its
       owner or other creatures of a good alignment provided they have
       the permission to do so from the wand's owner, and the user's
       intentions are to help others (never for purposes of greed or
       revenge). The twig must be in the user's possession in order to
       draw on its additional energy. The staff or wand regenerates all
       lost magic energy and damage after a 24 hour period has elapsed,
       unless it has been completely destroyed, in which case it
       completely disappears. Constant powers and abilities given to
       the wand or staff owner remain constant only while the character
       has the magic item in his possession. If he loses the item he
       loses all the abilities associated with it. The constant power
       granted to its owner is tongues. Others holding on to the wand
       will also enjoy the same power until they let go. Spell Magic: A
       total of five spells can be cast per 24 hour period. Spells
       available include: Eyes of Thoth, words of truth, memory bank,
       and commune with spirits.
       [i]Length:[/I] One foot
       [I]Egyptian Special Forces Body Armor:[/I] This is special
       bullet proof body armor designed to take large amounts of damage
       while not inhibiting movement. The armor is made of a special
       Kevlar blend that can even withstand the radial blast of a hand
       grenade. The body armor is only given to special forces and this
       particular armor has the Egyptian flag patch, Egyptian military
       seal patch, and the Eye of Ra patch as a mark of the owners
       particular special forces division. Enoch rarely wears this
       armor unless necessary these days since leaving the Egyptian
       military and becoming a Millennium Druid 10 years ago.
       Personality: Enoch has become quite the man of peace and nature
       since leaving the Egyptian special forces. He is quite down to
       earth personality wise and enjoys life to the fullest as the
       head druid of the Tree of Life and a council member of the
       Village of Life. He teaches self-defense and weapon handling to
       the variety of people who live in the Tree and village while
       being one of its fiercest protectors.
       Bio: [I]”Coming Soon”[/I]
       Enoch Solomon Picture:
  HTML https://imgur.com/a/56MgkAY
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