DIR Return Create A Forum - Home
---------------------------------------------------------
The United Roleplayer's Guild
HTML https://unitedroleplayers.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: Mortal/Human/Hybrid Profiles
*****************************************************
#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
*****************************************************