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 Benoub Khaldun

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PostSubject: Benoub Khaldun   Wed Oct 10, 2012 2:59 am

• Benoub • Khaldun •


Name: Benoub Khaldun
Nickname: Pharaoh, Anubis, Ben
Age: 24
Weight: 187
Height: 6’3
Eye color: Brown
Hair color: Black
Race: Egyptian Lich
Residence: In a Palace in Cairo
Nationality: Egypt
Affiliation: Grave Lord
Occupation:Necromances and Pharaohs


Face Claim: Khaled Abol Naga


• all in the details •
Appearance:
Benoub ordinarily has little control over his wardrobe. A Pharaoh must dress as a God and thus he is often adorned in gold, jewels, silks, and other fineries. Most often, these clothes are hard to move in, or stand out too much for his liking. Had he a preference, he opts more for the Americanized style of t-shirt, jeans, and a black leather jacket. Regardless of casual preferences, the man knows how to clean up well. Trained in diplomacy and presentation, he is compelled to keep himself groomed and clean
Personality:
Surprisingly, one might consider Benoub of a very tepid personality. Despite his lavish comforts, history, and status as a Pharaoh, his attitude could be considered nonchalant, even occasionally flippant. There’s a fatalistic immortality in him, a certain lack of concern with his personal safety. Perhaps it is that he believes himself divine, perhaps he’s simply bored. In any case, few have ever seen this youth roused to passionate emotion, whether that be great joy, anger, or sorrow.
Abilities:

Eternal King: Perhaps his most impressive ability, it is this above all else that has set him apart from his peers in Egypt. When taking the power of the Grave Lords into himself, he chose to imbibe all of it, putting his life at considerable danger, even extinguishing it. Benoub’s heart does not beat in his chest, nor does air filter through his lungs. For all intents and purposes, he is one of the undead. His spirit transcends his body, immortalizing it in a state between life and death. He would be considered a beautiful undead. Rot does not touch his flesh. His form does not decay. He can be destroyed, but inevitably he will reanimate a corpse of a servant and reshape it to his own image. He exhibits no mind, no thought pattern, no emotions or notions to read for psychics. He is, as it seems, a corpse walking. This also gives him protection among most undead, who recognize him as one of their own. His greatest weakness is his Canopic jars, five in number rather than four. Usually, his intestines, stomach, lungs, and liver would be placed in the jars. The fifth jar is for his heart, which he refuses to keep in his chest. To die with one’s heart is to have it weighed. He keeps these jars safely guarded and hidden as they are the weakness to his seemingly immortal body.

Judgement of Osiris: Upon touching another living being, Benoub can measure their heart against the feather of truth. In doing so, he will know their sins, their atrocities, and their virtues. These bits of information do not come in a manageable way, but as maelstrom visions that can easily sweep him away if he is not careful. Even after the touch, he forgets most of what he has seen…for even one entire human life is too much for him to process. Only the most dramatic events will remain in his mind, painted.

Living God: It was said that the Egyptian Pharaoh was a God. While this may not have been true, some of it remains truth today. Benoub registers to the divine as a divine himself. He carries the mantle of the gods upon his shoulders and so long as he is Pharaoh of Cairo, he is considered a God in respect owed and for the purposes of aura or soul sensing. Some say that the Pharaoh who unites Egypt will truly be granted divinity. This, of yet, remains to be seen.

Key of Cairo: A key around his neck. This item is the most important possession Benoub has. With it, and his bloodline, he can command the legions of dead beneath Cairo and in the pyramids beyond. All who have fallen in the limits of his ancestral home are commanded by the power of all Grave Lords before Benoub to rise and protect his city. In order to use the key, he must be in the city itself.


Low Spells:

Dead Speak: Benoub can communicate with the unquiet dead, either spirit or corpse.

Rise the Flesh: This simple spell can create any number of undead, albeit at the most basic level. These shambling corpses are greatly limited on their mobility and the state by which they died. Energy expended is tantamount to how many undead rise. This spell is ponderous in large quantities. Most castings max at about 15-30 basic functioning zombies. They're little more than 'shoot them in the head' zombies with slow speed and ravenous hunger.

Sight of Geb and Nut: A simple spell that allows Benoub to see in the brightest of light or the pitchest of black.

Entropic Strength: Benoub can target any individual undead to confer upon them great strength, speed, reflexes, and thickened skin for a short time. This spell lasts until the next sunrise if targeting ONE undead, and only an hour if targeting multiple (To a maximum of five)

Anubis, Corpse eater: This spell can be cast on any amount of undead to allow for regeneration of their dead flesh and bones, at the cost of the consumption of other cadavers…or the living.

Blanket of Isis: A wave of thick fog rolls out from the caster to cover one hundred yards around them. Temporary and normal fog, can be dispelled by heavy wind or inclement weather.

Medium Spells:

Flesh Weaving: This is the trademark spell of the Cairo Grave Lords. Known for their abominable undead, vicious beasts barely human in resemblance and shaped to slaughter and murder. Flesh Weaving is a spell that takes time, fusing corpses together without need of needle or thread, or shaping existing bones and flesh into some new shape. Essentially, Flesh Weaving turns a corpse into clay to be shaped to the user’s desires. Anything can be incorporated into the weaving once the body is under the spell. Metal, the living, or other materials can make all kinds of horrific creations. Note that this process is not for combat.

Seth's Influence: Benoub can utilize this spell to sow dark desires in his victims, urge them to commit what would be considered 'selfish' or 'evil' tasks. This is a spell that takes time to cast and multiple uses to truly corrupt another.

Form of Apep: Apep is a giant evil serpent in Egyptian mythology. Utilizing this spell, Benoub can call upon an avatar of this power as a giant energy-form ethereal serpent. The energy it is made of burns that which it touches and it exists to defend the Pharaoh from harm. It lasts an hour if unchallenged. Up to fifteen minutes in heavy combat.

Rot the Flesh: Utilizing entropic energy, waves of agony and entropy lash from the caster and assault an opponent. Skin rots, bones weaken and decay, metal corrodes, and machines short out when caught in his wave of purely destructive energy.

Undeath improved: More powerful dead can be raised at this level including skeletons, mummies, fully functional zombies, shades, and ghouls. The energy requirement is far greater however, and only small amounts can be raised at any given time (1-5)

Ghost Flesh: For an hour at a time, the user of this spell becomes, for all intents and purposes, as intangible as a ghost. In this state, there is no physical attacks possible, but physical modes of damage are equally useless.

Rebuild Osiris: The user can reconstitute a corpse from any degree of damage, so long as a single piece remains.

Wings of Horus: Flight can be maintained, either in the form of a Falcon or just on ones own. This is a spell effective from sunrise to next sunrise. One can move at the speed of an actual hawk when in fight.

Blessing of the Grave Lord: Usually a personal spell, this ability allows Benoub to change an undead body within touch radius. He can mutate it, grow it, morph it, add weapons or abilities forged of bone, flesh, and nightmarish desire.

Entropic shield: A defensive spell designed to corrode dangers risen against the user. This shield is not invincible nor eternal. It feeds of his own mana and cannot block the salvo of an ability considered a ‘high’ spell, although it can be effective from middle to lower.

High Spells (With the exception of the first, all other high spells are rituals requiring days of preparation and exacting symbols)

Will of Anubis: A Bellowed incantation that travels for half a mile from the caster in either direction. Any being that has died and been interred beneath the earth will raise to the summons of the necromancer. They will be a mixture of different undead, depending on the strength of their residual will and hatred. This spell lasts only the course of an evening, after which the corpses, unless otherwise individually commanded, will return to their resting place.

Judged Renewal: The caster takes the recently (Within the last five days) deceased and wraps them in fresh linen, immersing them in the flowing pull of a river. Two days of uninterrupted chanting, intoning specific passages from the Book of the Dead, and a great deal of energy that will leave the user spent and unable to cast magic for weeks on end will achieve the end of the spell. The result is that the dead will return to unlife in a body unmarred, made more beautiful by the process.

Scion of Anubis: One of the most deadly and holy rites of the Khaldun lineage. This requires months of preparation, choosing a specific body, binding many spirits, and calling upon the gods. Essentially, the Scion of Anubis is an undead with captured divinity, granting it incredible power, speed, ability, and purpose. Only three have ever served the family, two now long gone to war. The last is sealed away until such a time as it is needed to act. The instructions to create one are easy enough to follow, but the undead is given free will, only motivated to follow your edicts out of faith and loyalty…should the loyalty waver however…

Vessel of the Gods: A spell forbidden to cast, this requires a great amount of time and elemental aspects of gods to be gathered. When cast, this spell makes the Pharaoh a vessel for the gods, the will of Horus, Seth, Ra, Geb, Nut, Anubis, Osiris...or whatever Egyptian god he wishes to call down. This is a temporary spell that can leave the user exhausted and devoid of mana...and it is always risky to give complete control of ones body to an entity one can only barely understand.



Skills:


Academically Learned: Benoub's education was spared no expense. As such he has functional knowledge on history and the various races and cultures of the world. That which was not the rarest of knowledges was available in his upbringing.

Swordplay and Bowplay: Benoub was instructed in all ancestral modes of Egyptian combat up to modern day. He does not care for the firearms, instead happy with the bow, arrow, and swords...usually khopesh.

Doctor: As a result of his study of corpses and the process of life, Benoub is a surprisingly adept doctor and surgeon.

• the tale of a lifetime•
History:
Benoub was born first of his house, a son for his father, a name to carry on the honor of the Grave Lords. He was raised in riches and diligent education. A god must be knowing, must be able to discern for rule. Benoub was immersed from a young age in all the materials and knowledge he'd need in order to succeed as a ruler. As a child, he was inquisitive, always curious about the outside world, his own nature in comparison to those 'slaves' that lived on the outside. He was forced to live with death, understand it, bask in it. His coming of age was to be locked in one of Cairo's pyramids, left with only the darkness, his magic, and the undead left in the pyramid to test him. Benoub survived, through traps and attack and emerged unchanged. There was something about the boy, some aloof distance between him and the common man.

His father called it a 'disposition for the divine'. At the age of 20, Benoub's father was struck down in an attack against the Zulu. As he lay dying in Cairo, preparing to be ceremonially interred, he offered his son the Cup of Cairo, a drought that would confer the powers of the Grave Lord as were passed down by his father all the way back to Anubis and Osiris. The boy was to sup only a sip, enough to fill his body with the presence of the gods. Benoub chanced death and drank it all.

Perishing.

He awoke in the tomb, wrapped in linen. He found he'd been dead for almost a month and that since, Cairo had fallen into infighting and paranoia. His rising and taking of the throne was seen as a truly divine act and he was worshiped fervently by his subjects. In the short time he's been Pharaoh, Benoub has already given the other Tomb Lords reason to fear. His army grows, his power grows, and he does not seem to understand that he may not have the right to rule over Egypt. Aloof and undead, the young man only now grapples with the enormity of the power and responsibility left to him...and still that curiosity grows, gnawing at the gates of his heart, threatening to cast him from his throne and into a world he has never seen past the pages of a book.

Notes:


Benoub is a strange one. Polite, he is still aloof and doesn't seem to understand all social protocols. He truly believes he is a god.




Is this a Canon?: No
[b]Is this your second character, and if so, who is your first?: First Character


Last edited by Benoub Khaldun on Sat Nov 24, 2012 3:21 pm; edited 3 times in total
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PostSubject: Re: Benoub Khaldun   Fri Nov 23, 2012 6:59 pm

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PostSubject: Re: Benoub Khaldun   Sun Nov 25, 2012 9:20 am

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