Zevas
Posts : 18 Join date : 2014-11-05
| Subject: The Sheety Sheet Mon Nov 17, 2014 6:04 pm | |
| Personal Information Name: Zevas Age: 200 Gender: Male Race: Human/Demon Personality: - Spoiler:
Zevas is outwardly calm, and has mastered the ability to hide his emotions, wearing a smile on his face. It was ingrained into his persona as a young child. Zevas can wear multiple masks, happy ones, sad ones, calms ones, angry ones, but all of them are usually placed when needed and in certain situations. But with all masks, they eyes show what the wearer truly feels, and if you were to take off that mask and see what he was actually like on the inside it would cause even some of the bravest to shiver. Staring into his eyes one would feel despair and anguish, a deep and sinister emotion that would creep into one's soul and cause them to do things that they normally wouldnt do. Deep down Zevas dreams of killing people and has very dangerous and perverted tendencies. Some people can sense this, noticing Zevas when he enters a room, or when he is even in the same vicinity as them. Yet, when wearing the masks of fake emotion, Zevas has a charm most can not resist, making him a dangerous person in general. He is a great liar, and can talk his way out of almost any situation, and sometimes into as well. One might think he has a bipolar disorder, because Zevas will change his mood mask in an instant when he fels that it is necessary. He rarely sleeps, being kept up with visions of hell, the sight burning into his mind. This aids in his maniacal side, giving him ideas on how to torture people, and how to most gruesomely kill someone. There will be times where Zevas is conservative, saving his energy and creating as little mess as possible, and then there will be times where he goes all out and creates a blood bath. No matter what way he chooses, Zevas himself must remain clean and tidy. He has somewhat of an OCD condition, ingrained into him from his life as working as a butler. Zevas must remain clean, and if he gets dirty he will start to get annoyed and freak out, having to clean whatever dirtiness is on his person, as well if anything is out of place. Zevas must remained organized, keeping things neat and orderly. Every now and then his human side will kick in and he will sincerely commit a good deed, but most of the time his human side is just his outward appearance when deep down his demonic tendencies struggle to break free. His human side still feels connections to his past, reminiscing about the times he was actually loved and cared for. During these moments Zevas expression will go blank, where he will just stand still or sit and stare at nothing.
Alignment Information Nation: Kingdom of IgniaVillage: Wanderer Job/Trade: Trinity Council Rank: Second in command of Squad Zero Alignment: Lawfully Evil: Zevas will follow the laws of the world, some of the time. He keeps most of his evil deeds hidden from the world, even his closest of friends. There will be times in when he does sincerely do the right thing, but most of the time he only does it if it is to his benefit. Abilities Information Class: Elder Specialties: Non-elemental-100 and Elemental-125 (Alchemy), Martial Arts-75, Tactical Weaponry-125, Medical-125 Stats: Strength-700 (3,675lbs), Speed-700 (855mph), Reflexes-600 (1,327.5mph), Stamina-600, Mana-400+500, Control-800 Combat Specialization: Wires and Martial Arts: Zevas uses a mixture of hand-to-hand combat and the utilization of wires to dispatch his foes in a physical style. With his medical knowledge he is able to locate vital areas on his opponents body to take care of them either quickly, or to avoid these areas to torture them. He usually uses his wires to attack from a distance, but will use them in close range for special circumstances. Magical Specialization: Alchemy: Zevas has trained in the old art of alchemy, perfecting it in ways that one would normally find impossible. He uses alchemy to destroy, to heal, to create, and to change things of all shapes and sizes. Alchemy cannot work on legendary items at all, being of their mysterious nature, and if the class of the item is 1 then the control stat of the user has to be higher than that of the wielder of the item. - Alchemy:
Alchemy (錬金術 Renkinjutsu) is the ancient metaphysical science/mystical art of manipulating and altering matter by using natural energy. This act is known as "Transmutation" and its sequence is usually described as:
Comprehension - Understanding the inherent structure and properties of the atomic or molecular makeup of a particular material to be transmuted, including the flow and balance of potential and kinetic energy within. Deconstruction - Using energy to break down the physical structure of the identified material into a more malleable state so as to be easily reshaped into a new form. Reconstruction - Continuing the flow of energy so as to reform the material into a new shape. The proper application of this craft requires not only a full understanding of chemistry and ancient alchemical theory, but also a sort of natural talent towards recognizing and manipulating the physical objects with energy, which require uncommon levels of intelligence and aptitude. Those remarkable individuals capable of studying and practicing alchemy are known as "Alchemists".
There are many paths by which alchemists can transmute the various substances of the world, with some alchemists being said to transmute by way of the Four Classical Elements (Water, Earth, Fire and Air) and some by way of the Three Essential Principles (salt, sulfur and mercury), but the basic tenet at the very foundation of all alchemy is that of Equivalent Exchange.
The mystical practice of alchemy to create objects out of raw matter or turn one object into another is widely believed to be capable of anything - indeed alchemy is often viewed as magical or miraculous by those unfamiliar with the craft - but it is a science and as such is subject to certain laws and limitations, all of which fall under the concept of Equivalent Exchange: "In order to obtain or create something, something of equal value must be lost or destroyed." In standard practice, Equivalent Exchange is separated into two parts:
The Law of Conservation of Mass, which states that energy and matter can neither be created from nothing nor destroyed to the point of elemental nonexistence. In other words, to create an object weighing one kilogram, at least one kilogram of material is necessary and destroying an object weighing one kilogram would reduce it to a set of parts, the sum of which would weigh one kilogram. The Law of Natural Providence, which states that an object or material made of a particular substance or element can only be transmuted into another object with the same basic makeup and properties of that initial material. In other words, an object or material made mostly of water can only be transmuted into another object with the attributes of water.
Rebound Since the alchemical forces being manipulated are not human in origin, but of the world as a whole, the consequences for attempting to bypass the Law of Equivalent Exchange in transmutation are not merely failure and cessation. When too much is attempted out of too little, what occurs is called a Rebound, in which the alchemical forces that are thrown out of balance on either side of the equation fluctuate wildly of their own accord in order to stabilize themselves - taking or giving more than was intended in often unpredictable and catastrophic ways such as accidental mutation, serious injury or death.
Additionally, though no machine or equipment is needed to produce the energy necessary for transmutation, merely understanding the sequence of transmutation and the limitations of Equivalent Exchange is not enough. Just as the processes of "Construction, Deconstruction, Reconstruction" and "In order to gain, something of equal value must be lost in return" are cyclical concepts, the circle itself is the foundation of alchemy.
In order to begin an alchemical transmutation, a symbol called a Transmutation Circle (錬成陣, Renseijin) is necessary. A Transmutation Circle can either be drawn on the spot when a transmutation is necessary (in chalk, pencil, ink, paint, blood or even traced in dirt) or permanently etched or inscribed beforehand, but without it, transmutation is generally impossible and all Transmutation Circles are made up of two parts:
The circle itself is a conduit which focuses and dictates the flow of power, tapping into the energies that already exist within the earth and matter. It represents the cyclical flow of the world's energies and phenomena and turns that power to manipulable ends.
Inside the circle are specific alchemical runes. These runes vary widely based on ancient alchemical studies, texts and experimentation, but correspond to a different form of energy, allowing the energy that is focused within the circle to be released in the way most conducive to the alchemist's desired effect. In basic alchemy, these runes will often take the form of triangles (which, when positioned differently, can represent the elements of either water, earth, fire or air), but will often be composed of varying polygons built from different triangles. For example: the hexagram is a commonly used base rune in Transmutation Circles because it creates eight multi-directional triangles when inscribed and can therefore represent all four classical elements at once. Other, more esoteric runes (including astrological symbols, symbolic images and varying lines of text) are prevalent and represent a multitude of other, specific functions for the alchemical energy that is released.
Transmutation Array The Grand Arcanum is one of the most prominent transmutation arrays in the first series. A Transmutation Array is similar to a transmutation circle in that it is used to circulate the energy used in a transmutation. However, unlike a transmutation circle, the runes are not confined to the circumference of the circle and may use the circle only as a small aspect of their function. In some instances, a transmutation array may not even be a circle at all, using different concepts to bring about the circulation or release of the energies involved. Transmutation arrays are often found as full body tattoos on alchemists due to the shape of the human body. It is also possible that the non-cyclical nature of transmutation arrays amplifies the 'destruction' stage of alchemy, as well as reconstruction is also augmented by transmutation arrays.
Human Transmutation
Unfortunately, these experiments have given birth to a dark and sinister side of alchemy. Whether out of despair, malice or inquisitive hubris, several alchemists have been known to attempt the application of transmutation to human bodies and souls, in essence, playing god with human lives. But, just as the Law of Equivalent Exchange applies to the transmutation of non-living matter, devastating rebounds can occur in Human Transmutation because human lives and souls are priceless according to the flow of the world.
Resurrection Attempts to bring deceased human beings back to life are the most common practices to be called Human Transmutation and play a significant role in the Fullmetal Alchemist series. Using various experimental theories and methods, multiple alchemists in the manga and anime have endeavored to resurrect dead loved ones, but such pursuits are always failures, forbidden by the flow of the universe and alchemy itself.
Created Humans The next most referred-to form of Human Transmutation is the concept of an alchemically created human called a "Homunculus". Though largely considered impossible due to the fact that all recorded and reported attempts to make one have been failures, this act is one of those specifically noted in the Amestrian nationwide prohibition of Human Transmutation.
Soul Binding
Another terrible form of Human Transmutation is the manipulation of human souls. Though appearing on no official records, there have been experiments with Human Transmutation involving the extraction of souls from human bodies and the alchemical binding of said souls to inanimate objects usually by way of a rune drawn in blood on the object itself. Though not all the specifics of soul binding have been made clear, it has been explained that the iron in the blood bonds alchemically with the iron in the object (as most instances of soul binding has used metal armor as a vessel) and the blood itself remains bound to the soul of the person from which it was taken. The Blood Runes themselves differ based on the theories and style of whatever alchemist performed the binding, but the three different Blood Runes that have been revealed depict a spark or flame (presumably signifying a soul) hemmed in by other symbols in a blood-drawn Transmutation Circle that suggests a soul trapped within a container. In essence, these souls exist in the mortal plane without their bodies, are able to manipulate the objects to which they are bound and communicate verbally with beings around them but, of course, there are caveats.
Despite the fact that these souls cannot feel pain or die by conventional means, since the "bodies" they now inhabit are not mortal, the act of binding two such different things together is only temporary, as the soul and vessel will eventually reject each other and separate.
Though the manipulated soul is independent of its original body, the issues regarding the storage of knowledge and memory suggest that, for a soul binding to remain intact, the original body must remain alive somewhere. This creates another issue, as the soul and its original body will be inexorably drawn to one another.
Human Chimera Chimeric Alchemy is a branch of bio-alchemy that seeks to alchemically "marry" two dissimilar life forms into a new creature, but even though this science skirts the line of playing God, the prohibition of Human Transmutation forbids alchemists from incorporating human beings into the practice of chimera production. However, there are alchemists who flout this decree and step across the threshold into monstrous experimentation.
Special Abilities: - Spoiler:
Name: Highway To Hell Class: Origin Type: Passive Description: Zevas was the offspring a male demon and a female human, giving him demonic blood. He stopped aging around his mid twenties as the effect of this, as well as his eyes are red and a mana capacity increase of 500. Name: Demon Form Class: 1 Type: Active Description: When activated Zevas will turn into the thing that haunts his dreams, causing him nightmares. He will lose his facial features, and unless talking, his mouth will look as if its gone as well. A black suit jacket materializes over his torso, turning him from a butler look to a more professional look. Protrusions will form from his back which can take multiple forms; tentacles, long arms with hands, spike like objects, etc. When taking this form Zevas will get a stat boost of equal to his mana stat in strength, speed, and reflexes, but he wont be able to use his mana style while in this form, as an exchange for the power. - Spoiler:
- Spoiler:
Name: Thief Class: 1 Type: passive Description: Being forced into a life as a butler Zevas has learned how to stealthily move about the world, becoming a thief to help support his mother in dire times, as well as his near family. It is harder to detect Zevas than normal, even when stealing things from a person while on them. Weaknesses: - Spoiler:
Name: Insomnia Class: 2 Type: Passive Description: Due to the lack of sleep caused by Zevas' nightmares he has a constant strain on his mind, causing him to have a 100 point reduction in reflexes at all times
Name: Light Sensitivity Class: 1 Type: Passive Description: Due to his demonic blood Zevas has a sensitivity to light, making it easier to blind him and causing him to look for shade unless absolutely impossible to find any.
Techniques: - Deconstruction:
Name: Deconstruction Class: 5-dirt/liquid, 4-wood, 3-stone, 2-diamond/crystal, 1-metal Type: Mana Sub-Type: Offensive Specialties: Elemental (25-class 5, 50-class 4, 75-class 3, 100-class 2, 125-class 1)+ Non-Elemental (25-class 5, 50-class 4, 75-class 3, 100-class 2, 125-class 1) Availability: Open Requirements: Control (100-class 5, 200-class 4, 300-class 3, 400-class 2, 500-class 1) Description: Deconstruction is the second step of transmutation, but when the alchemist stops at deconstruction the material that was in the process of transmutation will either fall apart or be destroyed, as the alchemist never finished the process of transmutation. Training: 1000 words Cost: Mana- Class 5: the total point cost is 20, Class 4: the total point cost is 30, Class 3: the total point cost is 50, Class 2: the total point cost is 100, Class 1: the total point cost is 200
- Reconstruction:
Name: Reconstruction Class: 5-dirt/liquid/small cuts, 4-wood/deep gashes, 3-stone/broken bones, 2-diamond/crystal/shattered bones/internal bleeding, 1-metal/limbs/organs Type: Mana Sub-Type: Supplementary Specialties: Elemental (25-class 5, 50-class 4, 75-class 3, 100-class 2, 125-class 1)+ Non-Elemental (25-class 5, 50-class 4, 75-class 3, 100-class 2, 125-class 1) Availability: Open Requirements: Control (100-class 5, 200-class 4, 300-class 3, 400-class 2, 500-class 1) Description: Reconstruction is the final process of transmutation, but one can skip destruction if they are just repairing an object to its original form, being that its already broken or destroyed. This will only work if all pieces of the object are in place, if not the object will be reformed improperly and have said piece missing. Training: 1000 words Cost: Mana- Class 5: the total point cost is 20, Class 4: the total point cost is 30, Class 3: the total point cost is 50, Class 2: the total point cost is 100, Class 1: the total point cost is 200
- Transmutation:
Name: Transmutation Class: 5-dirt/liquid, 4-wood, 3-stone, 2-diamond/crystal, 1-metal Type: Mana Sub-Type: Hybrid Specialties: Elemental (25-class 5, 50-class 4, 75-class 3, 100-class 2, 125-class 1)+ Non-Elemental (25-class 5, 50-class 4, 75-class 3, 100-class 2, 125-class 1) Availability: Open Requirements: Control (100-class 5, 200-class 4, 300-class 3, 400-class 2, 500-class 1) Description: Transmutation is the full process of alchemy, which one deconstructs a material and the reconstructs it into something else. This can be almost limitless with its uses, as long as the user has all the necessary materials. Training: 1000 words Cost: Mana- Class 5: the total point cost is 20, Class 4: the total point cost is 30, Class 3: the total point cost is 50, Class 2: the total point cost is 100, Class 1: the total point cost is 200
- Fire Alchemy:
Name: Fire Alchemy Class:
- 5-range is equal to 1/50 control stat in meters
- 4-range is equal to 1/40 control stat in meters
- 3-range is equal to 1/30 control stat in meters
- 2-range is equal to 1/20 control stat in meters
- 1-range is equal to 1/10 control stat in meters
Type: Mana Sub-Type: Hyrbid Specialties: Elemental (25-class 5, 50-class 4, 75-class 3, 100-class 2, 125-class 1)+ Non-Elemental (25-class 5, 50-class 4, 75-class 3, 100-class 2, 125-class 1) Availability: Closed Requirements: Alchemy, Control 600, Fire Transmutation circles Description: Zevas has learned over the years of studying alchemy on how to control fire. This allows him to manipulate the concentration of oxygen in the air. When attacking, Zevas raises the density of the oxygen surrounding his target to a level at which it becomes volatile and creates narrow pathways of oxygen between himself and his target through which he can direct the ensuing flash fire that blossoms from the spark of his lighter. As a result, he can incinerate any number of enemies in the field while deftly avoiding any adjacent allies. The 'snap' sound heard at the start of these transmutations is caused by the instantaneous speed at which the highly concentrated gases and sparks react together and pop. Zevas is also able to delegate each hand to a different flame effect, possibly due to a difference in hand dexterity. The right hand appears to allow for large explosive attacks, while the left allows for smaller, but strong and very accurate pinpoint flame attacks. Training: 1000 words Cost: Mana- Class 5: the total point cost is 20, Class 4: the total point cost is 30, Class 3: the total point cost is 50, Class 2: the total point cost is 100, Class 1: the total point cost is 200
- Class 1:
Name: Body Creation Class: 1 Type: Mana Sub-Type: Supplementary Specialties: elemental, non elemental, medical 125 Availability: Open Requirements: Alchemy, 500 control Description: The user will gather the necessary elements, using the chemical make up of a body or gathering enough body parts, and transmute the items into a body. The user is able to make a body one class below theirs, but the body will have no soul, and thus would remain motionless and lifeless, unless somehow powered or manipulated. These bodies can be human, animal, or a mixture of the two. Training: 1000 words Cost: 300 mana
Name: 1000 cuts Class: 1 Type: combat Sub-Type: offensive Specialties: tactical weaponry Availability: closed Requirements: wires, 400 control, 400 speed, 400 reflexes Description: The user will filet their opponent, moving their wires in a blinding speed to shave off 1000 small pieces of skin, causing them to bleed out in 2 posts unless they can receive immediate medical attention. During the first post the opponent will have a reduction of 50% of all their physical stats, due to the loss of blood. The opponent must be within half the maximum range of the wires to use this technique. Training: 1000 words Cost: 100 mana + 100 stamina
Name: Chimera Creation Class: 1 Type: mana Sub-Type: supplementary Specialties: elemental, non elemental, medical 125 Availability: Open Requirements: Alchemy, 500 control Description: The user will combine two living things, even if one is recently deceased, into a chimera. The creation will be dependent on the things being combined, and thus can have a variety of different combinations. If one of the things being combined is dead the functionality of the chimera will be decreased. Training: 1000 words Cost: 300 mana
- Class 2:
Name: Body Blender Class: 2 Type: Combat Sub-Type: Offensive Specialties: Tactical Weaponry, non elemental Availability: Closed Requirements: Wire of Temperance Description: The user will extend the wires in a small single stream, aiming o pierce the opponent. Once piercing the opponent the wires will flail all inside the opponent, literally blending their insides. - Spoiler:
Training: 700 words Cost: 50 stamina, 50 mana Name: Wire Sphere Class: 3 Type: Combat Sub-Type: Defensive Specialties: Tactical Weaponry, Non Elemental, speed, control Availability: Open Requirements: Wires Description: The user will move their wires around them in a blinding speed, a combination of their speed and control stat. This is used as a defensive orb, used to defend themselves from attacks. This will only defend attacks up to the strength of the wires. - Spoiler:
Training: 800 words Cost: 50 stamina, 50 mana (25 mana upkeep per post)
- Class 3:
Name: Mana Drain Class: 3 Type: Mana Sub-Type: Supplementary Specialties: Non Elemental Availability: Open Requirements: Control Description: The user will drain the opponents mana and replenish their own through physical contact. This can be utilized through items to increase the range in which one can do the drain. The control of the user must be higher than the opponents for this to work. The user will drain 50 mana per post that contact is held. Training: 400 words Cost: 50 mana (to activate) Name: Wire barrier Class: 3 Type: Combat Sub-Type: Defensive Specialties: Tactical Weaponry, Non Elemental Availability: Open Requirements: Wires Description: The user will create a tight barrier of sharp wires, making it hard for almost any sort of movement within the barrier. The size of the barrier is the user's control stat divided by ten then cubed. So if the users control was 100 the size of the barrier would be 10x10x10 in feet. - Spoiler:
Training: 500 words Cost: 50 mana
- Class 4:
Name: Wire Weapon Class: 4 Type: Combat Sub-Type: Offensive Specialties: Tactical Weaponry Availability: Open Requirements: Control 400 Description: The user is able to form weapons out of the wires they possess, their limit is their imagination. From here they can wield the said form as well as they can wield wires. The wires must stay connected to the user in order to stay in its form, so if the wires become disconnected they will fall into a loose pile. Training: 300 Cost: 30 mana
Name: Wire Hold Class: 4 Type: Combat Sub-Type: hybrid Specialties: Tactical Weaponry Availability: Open Requirements: Wires, Control 200 Description: The user will wrap the opponent in wires, aiming to hold them still. If the user so chooses they can then either control the movement of the opponent, or have the wires sharpen and slice into the opponent. The opponent must be within half the range of the wires for this to work, and the user's strength must be higher than the opponents. Training: 300 words Cost: 20 stamina, 10 mana
- Class 5:
Name: Gold Transmutation Class: 5 Type: mana Sub-Type: supplementary Specialties: Alchemy, elemental, non elemental Availability: open Requirements: Alchemy, control 200 Description: The user takes some of the most simplest materials and rearranges its carbon structure, turning the materials into gold. The gold can be used for multiple purposes, but mainly for selling to gain profit. Training: 100 words Cost: 20 mana
Inventory: - Wire of Temperance:
Name: Wire of Temperance Type: Gloves & Wire Specialties: Tactical Weaponry - 125 Non Elemental - 75 Appearance: Class: Legendary Special Abilities: The Wire of Temperance takes the form of two gloves that the user wears on their hands. At the end of each finger of the gloves are claw-like finger tips that can generate near endless streams of wire of varying hardness and sharpness, ranging from as weak as iron to as durable as valorite. Although the mana found in the wire does not reinforce it, the wire is still comprised of valorite and thus very durable. The mana in the wire does allow limitless streaming of the wire from each of the user's finger tips along with complete control over every inch of the wire as the mana in the wire leads back to the user's finger tips. If the wire is severed, it can no longer be controlled, however. All techniques used in conjunction with these gloves do not cost any mana due to the supply provided by the gloves themselves. Origin: The last True Sosarian, other than the four leaders, had fallen at the feet of Death. Death had led an army of the last remaining Fallen Sosarians (other than the leaders) against the True Sosarians and had succeeded in decimating the entire army of the True Sosarians. Even Death, the most powerful and skilled of the Fallen, knew that he could not defeat the four great leaders of the True Sosarians. Thus he retreated for the time being to make plans with the other leaders of the Fallen. In this time, the True Sosarians realized what would happen and were prepared to make a final world-changing decision. Peace used her massive supply of mana to create a set of weapons deemed 'The 6 Arms of Truth'. Each one possessed mighty power and abilities that far exceeded that of what any other race, outside of the Great Sosarians, could imagine. The 6 Arms of Truth were cast all across the lands of Sosaria for any race to take, hoping that one day when the Fallen would attempt to conquer Sosaria that the other races would have the power to fight back. For if the True Sosarians could not have Sosaria, they would not allow it to be trampled by the Fallen. Materials used: The gloves themselves are comprised of a leather-like material while the finger tips are made of valorite. The wire is simply mana that is materialized in the form of the material wanted, such as valorite, iron, steel, etc. Requirements: The Gloves of Temperance require a Control stat of at least 800 to utilize. If attempted to be used without the necessary control stat, the wire will extend uncontrollably from the finger tips and wrap around the user, constricting and slicing them to pieces. Availability: The Wire of Temperance is the only two gloves in existence in the lands of Sosaria and may only be obtained through a special event or instance initiated by a member of staff. Total Price: Priceless
- Lighter:
Name: Zippo Type: Generic Class: 5 Appearance: This is a simple liquid based lighter. The lighter holds a flammable liquid and encases a flint with a rolling grinder to create a spark. A wick absorbs the liquid and then the spark ignites it to create a flame. - Spoiler:
Materials: Metal, flint, flammable liquid, cotton Abilities: N/A Origin: Zevas has the bad habit of smoking, so had purchased an old fashioned lighter to ignite his tobacco when he was of age to buy one. Requirements: N/A Availability: Open to all Total Cost: 20G
- Cigarettes:
Name: Cigarettes Type: Generic Class: 5 Appearance: A simple pack of cigarettes which Zevas keeps in his front pocket. The pack is black with a white line going around it, while the cigarette itself has a white tube with a brown filter. - Spoiler:
Materials: paper, tobacco, cotton Abilities: N/A Origin: To satisfy his urges Zevas smokes, purchasing cigarettes whenever he can. Requirements: N/A Availability: Open Total Cost: 20G Companions: N/A Gold: 14,000-40=13,960 EXP: Elder: 80000 EXP Points: 0-stat/0-mana Life Information Story: N/A Family: Doreen Setvixs (mother/Deceased), Goran Setvixs (mother's husband/deceased), Belial (demon father/NPC) Friends: Crystal Kitsune [Alive-PC]
Last edited by Zevas on Mon Nov 17, 2014 10:14 pm; edited 1 time in total | |
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