JustNicole
Member
I would like some feedback on this character. My main concern is that the character power is perhaps too similar to portal-craft skills or that teleportation as listed is too strong.
Most are quick to assume that a demon has a corrupted sense of morals, a reputation that certain demons don’t help to dissuade. Zuth’tar prefers to use that fear to his advantage, projecting the persona of an enigma or brooding, dangerous demon posed to strike. Those who press beyond the surface find Zuth’tar to be a wise, friendly soul willing to lend a guiding hand.
Write at least 2 paragraphs about your character's background. Things you can include can answer questions like:
Rak’sheen, Zuth'tar
Alias: Solomon
Physical Age: 37
True Age: 208
Race: Demon
Gender: Male
Physical Age: 37
True Age: 208
Race: Demon
Gender: Male
Physical Characteristics
Height: 6’4”
Weight: 240 lbs
Figure/Build: Bulky, muscular mesomorph with well-defined muscle mass
Hair Color: A very light brown
Eye Color: Red
Skin Tone: Chestnut
Distinguishing Features: Pointed ears, red eyes, horns on his head
Weight: 240 lbs
Figure/Build: Bulky, muscular mesomorph with well-defined muscle mass
Hair Color: A very light brown
Eye Color: Red
Skin Tone: Chestnut
Distinguishing Features: Pointed ears, red eyes, horns on his head
Personality
Most are quick to assume that a demon has a corrupted sense of morals, a reputation that certain demons don’t help to dissuade. Zuth’tar prefers to use that fear to his advantage, projecting the persona of an enigma or brooding, dangerous demon posed to strike. Those who press beyond the surface find Zuth’tar to be a wise, friendly soul willing to lend a guiding hand.
Wisdom
Life has been a great bestower of wisdom to Zuth’tar. He’s certainly made his fair share of mistakes and has learned plenty of lessons about this thing called life. He is so called Solomon because he has a pension for wise sayings.
Adaptable
As General Patton once said, “A good plan, violently executed now, is better than a perfect plan next week.” Plans often change. The key is to quickly adapt and become paralyzed with analysis.
Demon’s Call
Although Zuth’tar’s days of scheming and planning how to climb the ladder of demonic society are gone, Zuth’tar will always respect and answer the call of his House and his Emperor.
Regretful
There are things, actions in Zuth’tar’s past, which he isn’t proud of. Actions he regrets. He is often able to keep the past buried inside, but sometimes it comes swelling up. It can cause him to second-guess his decisions and become lost in his own memories.
Agism
Zuth’tar tends to believe he knows more than others, particularly anyone who has lived less than at least a century. Age is a great purifier to Zuth’tar, making someone worthy of respect and authority from their time and experience. This does mean he has a particular wariness of humans as they can’t even live to a century.
Life has been a great bestower of wisdom to Zuth’tar. He’s certainly made his fair share of mistakes and has learned plenty of lessons about this thing called life. He is so called Solomon because he has a pension for wise sayings.
Adaptable
As General Patton once said, “A good plan, violently executed now, is better than a perfect plan next week.” Plans often change. The key is to quickly adapt and become paralyzed with analysis.
Demon’s Call
Although Zuth’tar’s days of scheming and planning how to climb the ladder of demonic society are gone, Zuth’tar will always respect and answer the call of his House and his Emperor.
Regretful
There are things, actions in Zuth’tar’s past, which he isn’t proud of. Actions he regrets. He is often able to keep the past buried inside, but sometimes it comes swelling up. It can cause him to second-guess his decisions and become lost in his own memories.
Agism
Zuth’tar tends to believe he knows more than others, particularly anyone who has lived less than at least a century. Age is a great purifier to Zuth’tar, making someone worthy of respect and authority from their time and experience. This does mean he has a particular wariness of humans as they can’t even live to a century.
Powers/Abilities
Main: Teleportation - Zuth’tar’s main ability is teleportation. One second he’s there, the next he’s not. This teleportation works on short intervals, typically whatever is within eyesight. Given the speed at which he can teleport, some mistake his skill for super speed. In general, if he can physically see the location, he can go there. Longer locations, say teleporting to a location from a helicopter in the sky, requires a longer amount of time to build up the energy for the jump. Short jumps can happen from one second to the next while a longer jump say three miles away can take a minute.
Sub: Remote Locations - While Zuth’tar is typically limited to his ability to teleport to within his eyesight, he can spend enough time at a location to create a visualization of it in his head. These locations serve as his “hubs” of teleportation, allowing him to appear at any one of them no matter where he is. He is limited to a maximum of three of these. Adding a new location typically requires at least a day or two of legwork, walking around and memorizing every aspect of the location. His current remotes are the headquarters of SMITE, the home of his House, and the Lincoln Monument in Washington, DC.
Sub: Flashes - Zuth’tar’s ability can be used to teleport himself very quickly between several locations in close proximity creating what appears to be multiple images or “flashes” of himself. This ability is typically used to appear like a mirage, making his opponent cover multiple angles and try to guess which one Zuth’tar will attack from.
Sub: Remote Locations - While Zuth’tar is typically limited to his ability to teleport to within his eyesight, he can spend enough time at a location to create a visualization of it in his head. These locations serve as his “hubs” of teleportation, allowing him to appear at any one of them no matter where he is. He is limited to a maximum of three of these. Adding a new location typically requires at least a day or two of legwork, walking around and memorizing every aspect of the location. His current remotes are the headquarters of SMITE, the home of his House, and the Lincoln Monument in Washington, DC.
Sub: Flashes - Zuth’tar’s ability can be used to teleport himself very quickly between several locations in close proximity creating what appears to be multiple images or “flashes” of himself. This ability is typically used to appear like a mirage, making his opponent cover multiple angles and try to guess which one Zuth’tar will attack from.
Weaknesses/Limitations
Maximum Mass
The most that Zuth’tar can teleport at a given time is himself and one other humanoid of approximately the same size, any number of objects equivalent to the mass of another humanoid approximately the same size.
Eyes Can See
Zuth’tar can only teleport himself, people or objects to things that are within his eyesight save except for his specific remote locations.
Can’t Go Back
Once Zuth’tar teleports to a remote location, he can’t immediately go back to his previous location unless it is also one of his remoation locations.
No Matter Splitting
It is impossible for Zuth’tar to teleport part of an object. He either teleports the whole thing for none of it. He could not teleport only part of someone’s arm.
No Teleporting Others
Through teleportation, Zuth’tar cannot teleport others while leaving himself in place. He is the conduit through which all transportation happens and must go to wherever the destination is.
The most that Zuth’tar can teleport at a given time is himself and one other humanoid of approximately the same size, any number of objects equivalent to the mass of another humanoid approximately the same size.
Eyes Can See
Zuth’tar can only teleport himself, people or objects to things that are within his eyesight save except for his specific remote locations.
Can’t Go Back
Once Zuth’tar teleports to a remote location, he can’t immediately go back to his previous location unless it is also one of his remoation locations.
No Matter Splitting
It is impossible for Zuth’tar to teleport part of an object. He either teleports the whole thing for none of it. He could not teleport only part of someone’s arm.
No Teleporting Others
Through teleportation, Zuth’tar cannot teleport others while leaving himself in place. He is the conduit through which all transportation happens and must go to wherever the destination is.
History
Write at least 2 paragraphs about your character's background. Things you can include can answer questions like:
- Why did they become an agent of SMITED?
- How is their relationship with their family?
- How do they feel about the supernatural world being made public knowledge?
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