[HEADING=3]Rules[/HEADING]
It's the middle of 1812, and Napoleon has already steamrolled through much of Russia with his "Grande Armee," a sizeable force comprised of roughly 450,000 to 685,000 soldiers and now threatens to take Moscow while Russia gears up for guerilla warfare. Unbeknownst to either side, a third faction is working between the gaps of the French army and Russian cossacks in a bid to prevent Napoleon and the Czar's empire from conquering all of Europe. This group calls itself the "Libero Adstringo," which it claims represents liberty and the unity of the oppressed. All three sides have a secret weapon: the Seraphim, seemingly angelic warriors fighting for their own beliefs. Each side has them, each side wants more, but nobody can say who really controls the Seraphim.
Your character has been dubbed a "Seraph," a warrior blessed by the heavens with superhuman abilities. Whether or not your character is righteous or moral is irrelevant; your character has been granted these powers unconditionally after committing a single righteous deed. Seraphs are considered more than human (but less than a God, of course). They possess unimaginable strength, mastery over human skills, and holy powers beyond comprehension. Now the armies of Russia, France, and the rebellious underground are scrambling to recruit these admirable warriors in the hopes of favorably turning the tides of the escalating war.
It's the middle of 1812, and Napoleon has already steamrolled through much of Russia with his "Grande Armee," a sizeable force comprised of roughly 450,000 to 685,000 soldiers and now threatens to take Moscow while Russia gears up for guerilla warfare. Unbeknownst to either side, a third faction is working between the gaps of the French army and Russian cossacks in a bid to prevent Napoleon and the Czar's empire from conquering all of Europe. This group calls itself the "Libero Adstringo," which it claims represents liberty and the unity of the oppressed. All three sides have a secret weapon: the Seraphim, seemingly angelic warriors fighting for their own beliefs. Each side has them, each side wants more, but nobody can say who really controls the Seraphim.
Your character has been dubbed a "Seraph," a warrior blessed by the heavens with superhuman abilities. Whether or not your character is righteous or moral is irrelevant; your character has been granted these powers unconditionally after committing a single righteous deed. Seraphs are considered more than human (but less than a God, of course). They possess unimaginable strength, mastery over human skills, and holy powers beyond comprehension. Now the armies of Russia, France, and the rebellious underground are scrambling to recruit these admirable warriors in the hopes of favorably turning the tides of the escalating war.
[HEADING=3]List of Seraphic abilities[/HEADING]
The qualities of the Seraphim are divided into Miracles(distinct and powerful abilities) and Powers(passive qualities). A Miracle is what defines a Seraph, how it acts, how it fights, while Powers are general qualities that set the Seraph above typical humans.
Seraphim need not be pious or even just decent people to have been blessed with their powers. The backstory of your character is up to you, as are the abilities you are capable of selecting - within reason. You can't have a hyper-kinetic messiah-figure who melts people with his mind. Partly because I already called that character.
Nobody can say who granted these powers or for what reason, but one thing is for certain: these Seraphs are about to alter the course of European history.
Following are several lists which show what abilities are specific to which Seraphim. A Seraph may have one Miracle and all seven Powers or two Miracles and no Powers.
Miracles
Orb of Clairvoyance: If you need a good view of the battlefield and just don't have a hill handy, then this handy ability gives you the means to obtain it. Just by plucking out your eye (painlessly, of course), you can mentally steer it through any free space. Even better, you retain the vision from the eye, and thanks to some celestial neural hacking in your occipital lobe, your brain is able to interpret both streams of vision simultaneously! If the user wills it, their left eyeball will detach itself from its socket and float freely in the air. The Seraph may command it up to six hundred meters. If the eye is destroyed or the user mentally wills it, the eye may pop back into its socket in the blink of an eye.
Death Marker: The ability to tell your besties when they're going to die will undoubtedly make you the most popular person at the bar. With precognition, you can instantly know when they'll die and how! Precognition allows the Seraph to ascertain how many days, hours, and seconds a person has left to live and in what manner they will lose their life. If this is because of murder, the murderer is not specified. The Seraph may not use this power on other Seraphim, including oneself. The Seraph must have a line of sight to the target in question.
Practical Precognition: Getting one over on your opponents in a fight is probably one of the most satisfying things in the world. While Practical Precognition isn't technically a mystical talent, it does provide you with enhanced sensory perceptions that enable you to predict with eerie accuracy what another person may do. With little to no effort, the Seraph is able to observe muscle movements and the like of an opponent any normal human wouldn't be able to notice even if looking for them. This gives the Seraph the ability to predict what actions another is about to take and react accordingly. The range of perception is limited to ten meters.
Sleeping Whisper: There's nothing like being a lightning rod for mystical visions when you could be on the battlefield knocking bad guys off their feet. However, receiving an image from the heavens can be useful in its own right. Once per day a vision of various length and content will be implanted within the Seraph's mind. These visions may range from being useful, such as the outcome of a major battle, to mysterious, as a painting in a mansion the Seraph has never visited. Regardless, the actual utility of each vision may be left up to the interpretations of the Seraph who receives them.
Somatic Ballistics: You have a pouchful of bullets and no musket? No problem! With a flick of your finger, you can strike nearby targets with the force of even the strongest firearm and with even greater accuracy. Your limbs possess hyper-acceleration, though this does mean they would break if swung with even half their force against another solid object. If you possess a bullet-sized object, however, you are capable of throwing it with the ballistic force of a musket Model 1777, though not more than 100 yards (so you don't snipe people without breaking a sweat).
Weather Manipulation: You'll find the clouds part and gather as you will them. A convenient cloak of fog may arise to cover your escape from pursuers. Snow may trickle from the sky, making enemy soldiers just a little more uncomfortable about their fires. A Seraph with weather manipulation may gradually will different conditions of weather, but the effect on an individual level is as only as strong as a breeze light enough to make a candle flicker. Weather within a ten-mile radius adheres to your desires for roughly three hours per day.
Light Bending: A little trickery can go a long way. A Seraph who can bend light has the ability to create illusions, mirages, and other magical visual effects. Maybe it's a talent that only has its place in parties, but who can say whether it wouldn't just as easily work on the battlefield? It is possible to bend light that is cast about the Seraph within ten yards.
Blood Drive: Where there is blood, there is power! Merely by touching a human being, this Seraph can suck out every drop of blood. Furthermore, the individual's strength becomes the Seraph's for one day. Touching the bare skin of a human will allow the Seraph to absorb all of the blood in the target's body. The target's physical strength becomes the Seraph's for twenty-four hours. This does not affect another Seraph.
Voice of the Hierarch: Sometimes when you want something done right, you gotta take over somebody else's body and make them do it yourself. The Voice of the Hierarch gives its wielder a double-edged sword: at the cost of the owner's own voice, they may speak the given name of an individual and force them to do whatever the owner commands (mentally, of course). The Seraph with the Voice may not speak except to state the birth name of their given target (if no birth name is possessed, then the individual is immune to this power). The target will unflinchingly believe their master to be their greatest friend and will do whatever the Seraph wills. When a target is possessed the Seraph may speak with it telepathically. This act may be maintained for up to eight hours and is limited to one target at a time. Other Seraphim are immune to this power.
Unwritten Pages: Do you have your papers? If not, then a Seraph like this may be a good friend. The paper the Seraph manifests unravels from the body itself, and it feels like heavenly calfskin (though other Seraphim are warned not to touch it). The Seraph is capable of releasing thin tendrils of sturdy parchment from the fingertips. This parchment is not easily broken like regular parchment, and it stings when it comes into contact with the exposed skin of another Seraph though not enough to be a serious threat to health. Up to twenty-five total meters of vellium parchment may be unwound from the body. It has the strength of copper wire.
Censer of Bartholomew: From every pore in the body the Seraph is capable of emitting a sweetened aroma. The aroma is capable of either calming other individuals in the vicinity or pushing them into a mindless, aggressive frenzy. Once per day the Seraph may emit an invisible cloud of incense. The Seraph may choose whether this cloud calms people into a state of oblivious complacency or riles them up until they begin attacking one another. Seraphim resist these spores.
Duplicity: Two heads is better than one. And four hands are better than two. Same with legs. As a matter of fact, why not just have two people altogether? You can split yourself into a second entity. Better yet, the entity retains all the combat talents, suave conversational abilities, and dashing good looks as your own good self. Create a clone of yourself for two hours per day. The clone can be controlled by thought and with about as much mental effort as it takes to add 1 + 1 in your head. The clone is formed by stepping out of your body, so to speak, which may undoubtedly concern onlookers. After a twenty-four hour period, the clone disappears and must be summoned again.
Mariamene's Cross: This Cross is deceptively small, enough so that the long end can be easily held by a grown-man's hand. However, the Seraph who rightfully bears it may hold it so and then will it into any contemporary weapon. If the Cross is separated from its owner, it will reappear on the chain about the owner's neck. The Cross, when held by the Seraph, may transform into a variety of weapons native to the Napoleonic Era. If the Cross is more than 90 meters from its owner, then it vanishes and reappears on a chain necklace about the owner's neck. This necklace may not be removed or broken, even by a Seraph.
Spiritual Companion (Celestial Steed): The heavens have graced the battlefield with the four horses of the underworld: Sahar, a fair white; Salem, an obsidian black; the third, Sapas, with an unassuming dapple-gray coat; and finally, Sonora, a golden bronze mare. A Seraph may command one of these four magnificent horses at a time, and will find them useful friends indeed. A celestial steed is capable of running twice as fast as even the speediest thoroughbred, and has enough stamina to run for hours without tiring, though it doesn't have the fortitude or combat prowess of the Guardian Wolf. Only one of the four horses may be summoned at a time, and any injuries a horse sustains will require one full day of rest before it's capable of being summoned again. Your companion may be summoned for up to six hours per day.
Spiritual Companion (Wolf): Besides the celestial steeds, another star was gifted unto the Seraphim: the Guardian Wolf, Seth. Seth fiercely protects his master, though he retains a rather frosty demeanor and sarcastic undertone. The wolf is roughly four feet high when on all fours, and easily shrugs off bullets or sabres unless they're wielded by other Seraphim. Your companion may be summoned for up to six hours per day.
Spiritual Companion (Royal Herd): Whether you want somewhere soft to sleep, some friends who will listen to you no matter how inconvenient it is, or you're just feeling peckish, the Royal Herd suits every need! Summon a herd of sheep whose wool provides better warmth than twenty layers of coats! Or, perhaps you can cook them and serve up the mutton for an impromptu meal? Shepherd's choice! Summon up to sixteen fat sheep per day, as many at a time as desired. The sheep may be dismissed and resummoned as many times per day as desired. The wool of the sheep provides immeasurable warmth and the serving of mutton can fill a man for an entire day.
Form (Invisible): Maybe you're at a party and need a breather, or perhaps you're on a commission to assassinate a politician and need a reliable way of getting behind him without his cadre of butlers noticing you. A Seraph who can turn invisible cannot be seen by normal humans, providing a convenient method of getting into places one doesn't belong. The Seraph can be seen by other Seraphim, however, and interacts with the world normally. Invisibility can only be maintained for thirty-minute bursts, and only once a day. A Seraph who can shift their body into a non-organic form can still be nullified by another Seraph.
Form (Flame): Most people around a Seraph whose body can morph into fire tend to feel a little hot under the collar, although they don't complain in a brutal winter night. Fire-shifting requires mental concentration, so a Seraph caught off-guard can be injured if attacked. However, maintaining a fire form requires little energy and can theoretically be maintained perpetually. A Seraph who can shift their body into a non-organic form can still be nullified by another Seraph.
Form (Snow): The Seraph who can turn into snow isn't as popular as one who turns into flame, though snow has its uses, especially in impromptu snowball fights. Snow-shifting requires mental concentration, so a Seraph caught off-guard can be injured if attacked. However, maintaining a snow form requires little energy and can theoretically be maintained perpetually. A Seraph who can shift their body into a non-organic form can still be nullified by another Seraph.
Form (Iron): The phrase "iron fist" is perhaps doubly relevant for this Seraph. Or maybe just singly true if the Seraph isn't a leader. Either way this miracle allows for the wondrous transmutation of the body into solid iron, but that doesn't mean you need to give up red meat! Iron-shifting requires mental concentration, so a Seraph caught off-guard can be injured if attacked. However, maintaining an iron form requires little energy and can theoretically be maintained perpetually. A Seraph who can shift their body into a non-organic form can still be nullified by another Seraph.
Form (Creature): Become more at one with nature! By thinking of an animal you can shift your limbs into those of an eagle, sharpen your fangs as though they were a timber wolf's, or give yourself the stomping power of a full-grown elk. The Seraph may morph any part of the body (including all skin, muscle tissue, or organs) into a scaled portion of another animal. These animals may include but aren't limited to wolves, elk, and eagles. The proportional strength of these animals belongs to the Seraph while morphed. The shapeshifting may be maintained for 90 minutes.
Powers
Wing Manifestation / Flight: A Seraph regularly possesses a magnificent pair of wings capable of granting flight. Although they're a perk of being a Seraph (and a useful one at that), wings are rather conspicuous. Any Seraph can hide his or her wings and manifest them at will.
Imagery Conveyance: Suppose you want to explain to an individual what exactly a chiffonier looks like, but you can't use words. Imagery conveyance allows you to implant at will an image into your friend's mind. One kicker to this ability is that dreams influenced in this manner are actually easily recalled by the subject.You can plant any image you can think of in the mind of up to one hundred individuals. This is not a spiritually tiring ability, but other Seraphim are more mentally prepared to block disruptive imagery.
Empathy: Seraphim can discern the emotions of regular humans without the need for words. A Seraph cannot use this Power on another Seraph.
Skillful Combat (Weapon Proficiency): What takes decades of practice for the most ardent masters to hone in skill, a Seraph is readily given. The Seraphim possess higher-than-average combat skills and can be a formidable presence on the battlefield. A Seraph must choose one weapon in which he or she is terrifyingly proficient in using. However, though the weapon is capable of harming another Seraph, this feature limits itself to melee weapons or thrown weapons. Bullets are propelled projectiles and hence are not graced by the Seraph's touch.
Superior Durability: The downside of being next to godlike in battle is having to watch all the mortals around you fall like flies, but the ability to take way more punishment from steel and shrapnel is arguably worth the trade-off.
Regeneration: Seraphim are like starfish! Pretty and able to regrow limbs when they get hacked off. A serious injury, while painful, will heal after roughly four hours. If, however, a Seraph is directly injured by another Seraph, such wounds will regenerate as quickly as a normal human's. So try not to let another Seraph cut your head off!
Superior Strength: Seraphim possess the strength of a dozen regular soldiers, sometimes even more. This is constantly exemplified by the sight of a Seraph warrior hoisting a cannon single-handedly, cracking a soldier's skull in half with just a fist, and leaping straight across a frigid river fifty yards across.
The qualities of the Seraphim are divided into Miracles(distinct and powerful abilities) and Powers(passive qualities). A Miracle is what defines a Seraph, how it acts, how it fights, while Powers are general qualities that set the Seraph above typical humans.
Seraphim need not be pious or even just decent people to have been blessed with their powers. The backstory of your character is up to you, as are the abilities you are capable of selecting - within reason. You can't have a hyper-kinetic messiah-figure who melts people with his mind. Partly because I already called that character.
Nobody can say who granted these powers or for what reason, but one thing is for certain: these Seraphs are about to alter the course of European history.
Following are several lists which show what abilities are specific to which Seraphim. A Seraph may have one Miracle and all seven Powers or two Miracles and no Powers.
Miracles
Orb of Clairvoyance: If you need a good view of the battlefield and just don't have a hill handy, then this handy ability gives you the means to obtain it. Just by plucking out your eye (painlessly, of course), you can mentally steer it through any free space. Even better, you retain the vision from the eye, and thanks to some celestial neural hacking in your occipital lobe, your brain is able to interpret both streams of vision simultaneously! If the user wills it, their left eyeball will detach itself from its socket and float freely in the air. The Seraph may command it up to six hundred meters. If the eye is destroyed or the user mentally wills it, the eye may pop back into its socket in the blink of an eye.
Death Marker: The ability to tell your besties when they're going to die will undoubtedly make you the most popular person at the bar. With precognition, you can instantly know when they'll die and how! Precognition allows the Seraph to ascertain how many days, hours, and seconds a person has left to live and in what manner they will lose their life. If this is because of murder, the murderer is not specified. The Seraph may not use this power on other Seraphim, including oneself. The Seraph must have a line of sight to the target in question.
Practical Precognition: Getting one over on your opponents in a fight is probably one of the most satisfying things in the world. While Practical Precognition isn't technically a mystical talent, it does provide you with enhanced sensory perceptions that enable you to predict with eerie accuracy what another person may do. With little to no effort, the Seraph is able to observe muscle movements and the like of an opponent any normal human wouldn't be able to notice even if looking for them. This gives the Seraph the ability to predict what actions another is about to take and react accordingly. The range of perception is limited to ten meters.
Sleeping Whisper: There's nothing like being a lightning rod for mystical visions when you could be on the battlefield knocking bad guys off their feet. However, receiving an image from the heavens can be useful in its own right. Once per day a vision of various length and content will be implanted within the Seraph's mind. These visions may range from being useful, such as the outcome of a major battle, to mysterious, as a painting in a mansion the Seraph has never visited. Regardless, the actual utility of each vision may be left up to the interpretations of the Seraph who receives them.
Somatic Ballistics: You have a pouchful of bullets and no musket? No problem! With a flick of your finger, you can strike nearby targets with the force of even the strongest firearm and with even greater accuracy. Your limbs possess hyper-acceleration, though this does mean they would break if swung with even half their force against another solid object. If you possess a bullet-sized object, however, you are capable of throwing it with the ballistic force of a musket Model 1777, though not more than 100 yards (so you don't snipe people without breaking a sweat).
Weather Manipulation: You'll find the clouds part and gather as you will them. A convenient cloak of fog may arise to cover your escape from pursuers. Snow may trickle from the sky, making enemy soldiers just a little more uncomfortable about their fires. A Seraph with weather manipulation may gradually will different conditions of weather, but the effect on an individual level is as only as strong as a breeze light enough to make a candle flicker. Weather within a ten-mile radius adheres to your desires for roughly three hours per day.
Light Bending: A little trickery can go a long way. A Seraph who can bend light has the ability to create illusions, mirages, and other magical visual effects. Maybe it's a talent that only has its place in parties, but who can say whether it wouldn't just as easily work on the battlefield? It is possible to bend light that is cast about the Seraph within ten yards.
Blood Drive: Where there is blood, there is power! Merely by touching a human being, this Seraph can suck out every drop of blood. Furthermore, the individual's strength becomes the Seraph's for one day. Touching the bare skin of a human will allow the Seraph to absorb all of the blood in the target's body. The target's physical strength becomes the Seraph's for twenty-four hours. This does not affect another Seraph.
Voice of the Hierarch: Sometimes when you want something done right, you gotta take over somebody else's body and make them do it yourself. The Voice of the Hierarch gives its wielder a double-edged sword: at the cost of the owner's own voice, they may speak the given name of an individual and force them to do whatever the owner commands (mentally, of course). The Seraph with the Voice may not speak except to state the birth name of their given target (if no birth name is possessed, then the individual is immune to this power). The target will unflinchingly believe their master to be their greatest friend and will do whatever the Seraph wills. When a target is possessed the Seraph may speak with it telepathically. This act may be maintained for up to eight hours and is limited to one target at a time. Other Seraphim are immune to this power.
Unwritten Pages: Do you have your papers? If not, then a Seraph like this may be a good friend. The paper the Seraph manifests unravels from the body itself, and it feels like heavenly calfskin (though other Seraphim are warned not to touch it). The Seraph is capable of releasing thin tendrils of sturdy parchment from the fingertips. This parchment is not easily broken like regular parchment, and it stings when it comes into contact with the exposed skin of another Seraph though not enough to be a serious threat to health. Up to twenty-five total meters of vellium parchment may be unwound from the body. It has the strength of copper wire.
Censer of Bartholomew: From every pore in the body the Seraph is capable of emitting a sweetened aroma. The aroma is capable of either calming other individuals in the vicinity or pushing them into a mindless, aggressive frenzy. Once per day the Seraph may emit an invisible cloud of incense. The Seraph may choose whether this cloud calms people into a state of oblivious complacency or riles them up until they begin attacking one another. Seraphim resist these spores.
Duplicity: Two heads is better than one. And four hands are better than two. Same with legs. As a matter of fact, why not just have two people altogether? You can split yourself into a second entity. Better yet, the entity retains all the combat talents, suave conversational abilities, and dashing good looks as your own good self. Create a clone of yourself for two hours per day. The clone can be controlled by thought and with about as much mental effort as it takes to add 1 + 1 in your head. The clone is formed by stepping out of your body, so to speak, which may undoubtedly concern onlookers. After a twenty-four hour period, the clone disappears and must be summoned again.
Mariamene's Cross: This Cross is deceptively small, enough so that the long end can be easily held by a grown-man's hand. However, the Seraph who rightfully bears it may hold it so and then will it into any contemporary weapon. If the Cross is separated from its owner, it will reappear on the chain about the owner's neck. The Cross, when held by the Seraph, may transform into a variety of weapons native to the Napoleonic Era. If the Cross is more than 90 meters from its owner, then it vanishes and reappears on a chain necklace about the owner's neck. This necklace may not be removed or broken, even by a Seraph.
Spiritual Companion (Celestial Steed): The heavens have graced the battlefield with the four horses of the underworld: Sahar, a fair white; Salem, an obsidian black; the third, Sapas, with an unassuming dapple-gray coat; and finally, Sonora, a golden bronze mare. A Seraph may command one of these four magnificent horses at a time, and will find them useful friends indeed. A celestial steed is capable of running twice as fast as even the speediest thoroughbred, and has enough stamina to run for hours without tiring, though it doesn't have the fortitude or combat prowess of the Guardian Wolf. Only one of the four horses may be summoned at a time, and any injuries a horse sustains will require one full day of rest before it's capable of being summoned again. Your companion may be summoned for up to six hours per day.
Spiritual Companion (Wolf): Besides the celestial steeds, another star was gifted unto the Seraphim: the Guardian Wolf, Seth. Seth fiercely protects his master, though he retains a rather frosty demeanor and sarcastic undertone. The wolf is roughly four feet high when on all fours, and easily shrugs off bullets or sabres unless they're wielded by other Seraphim. Your companion may be summoned for up to six hours per day.
Spiritual Companion (Royal Herd): Whether you want somewhere soft to sleep, some friends who will listen to you no matter how inconvenient it is, or you're just feeling peckish, the Royal Herd suits every need! Summon a herd of sheep whose wool provides better warmth than twenty layers of coats! Or, perhaps you can cook them and serve up the mutton for an impromptu meal? Shepherd's choice! Summon up to sixteen fat sheep per day, as many at a time as desired. The sheep may be dismissed and resummoned as many times per day as desired. The wool of the sheep provides immeasurable warmth and the serving of mutton can fill a man for an entire day.
Form (Invisible): Maybe you're at a party and need a breather, or perhaps you're on a commission to assassinate a politician and need a reliable way of getting behind him without his cadre of butlers noticing you. A Seraph who can turn invisible cannot be seen by normal humans, providing a convenient method of getting into places one doesn't belong. The Seraph can be seen by other Seraphim, however, and interacts with the world normally. Invisibility can only be maintained for thirty-minute bursts, and only once a day. A Seraph who can shift their body into a non-organic form can still be nullified by another Seraph.
Form (Flame): Most people around a Seraph whose body can morph into fire tend to feel a little hot under the collar, although they don't complain in a brutal winter night. Fire-shifting requires mental concentration, so a Seraph caught off-guard can be injured if attacked. However, maintaining a fire form requires little energy and can theoretically be maintained perpetually. A Seraph who can shift their body into a non-organic form can still be nullified by another Seraph.
Form (Snow): The Seraph who can turn into snow isn't as popular as one who turns into flame, though snow has its uses, especially in impromptu snowball fights. Snow-shifting requires mental concentration, so a Seraph caught off-guard can be injured if attacked. However, maintaining a snow form requires little energy and can theoretically be maintained perpetually. A Seraph who can shift their body into a non-organic form can still be nullified by another Seraph.
Form (Iron): The phrase "iron fist" is perhaps doubly relevant for this Seraph. Or maybe just singly true if the Seraph isn't a leader. Either way this miracle allows for the wondrous transmutation of the body into solid iron, but that doesn't mean you need to give up red meat! Iron-shifting requires mental concentration, so a Seraph caught off-guard can be injured if attacked. However, maintaining an iron form requires little energy and can theoretically be maintained perpetually. A Seraph who can shift their body into a non-organic form can still be nullified by another Seraph.
Form (Creature): Become more at one with nature! By thinking of an animal you can shift your limbs into those of an eagle, sharpen your fangs as though they were a timber wolf's, or give yourself the stomping power of a full-grown elk. The Seraph may morph any part of the body (including all skin, muscle tissue, or organs) into a scaled portion of another animal. These animals may include but aren't limited to wolves, elk, and eagles. The proportional strength of these animals belongs to the Seraph while morphed. The shapeshifting may be maintained for 90 minutes.
Powers
Wing Manifestation / Flight: A Seraph regularly possesses a magnificent pair of wings capable of granting flight. Although they're a perk of being a Seraph (and a useful one at that), wings are rather conspicuous. Any Seraph can hide his or her wings and manifest them at will.
Imagery Conveyance: Suppose you want to explain to an individual what exactly a chiffonier looks like, but you can't use words. Imagery conveyance allows you to implant at will an image into your friend's mind. One kicker to this ability is that dreams influenced in this manner are actually easily recalled by the subject.You can plant any image you can think of in the mind of up to one hundred individuals. This is not a spiritually tiring ability, but other Seraphim are more mentally prepared to block disruptive imagery.
Empathy: Seraphim can discern the emotions of regular humans without the need for words. A Seraph cannot use this Power on another Seraph.
Skillful Combat (Weapon Proficiency): What takes decades of practice for the most ardent masters to hone in skill, a Seraph is readily given. The Seraphim possess higher-than-average combat skills and can be a formidable presence on the battlefield. A Seraph must choose one weapon in which he or she is terrifyingly proficient in using. However, though the weapon is capable of harming another Seraph, this feature limits itself to melee weapons or thrown weapons. Bullets are propelled projectiles and hence are not graced by the Seraph's touch.
Superior Durability: The downside of being next to godlike in battle is having to watch all the mortals around you fall like flies, but the ability to take way more punishment from steel and shrapnel is arguably worth the trade-off.
Regeneration: Seraphim are like starfish! Pretty and able to regrow limbs when they get hacked off. A serious injury, while painful, will heal after roughly four hours. If, however, a Seraph is directly injured by another Seraph, such wounds will regenerate as quickly as a normal human's. So try not to let another Seraph cut your head off!
Superior Strength: Seraphim possess the strength of a dozen regular soldiers, sometimes even more. This is constantly exemplified by the sight of a Seraph warrior hoisting a cannon single-handedly, cracking a soldier's skull in half with just a fist, and leaping straight across a frigid river fifty yards across.
[HEADING=3]Factions[/HEADING]
France and Russia: The French army is a hodgepodge of nationalities (though almost all generals are assuredly French), so it wouldn't be unusual to see a few non-French Seraphim in the ranks. The ranks of Russia, having been thoroughly trounced in Smolensk, rely now on a scorched-earth strategy of retreat. General Field Marshal Barclay de Tolly leads the disheartened soldiers further into the Russia, sending out groups of cossacks to harry the Grand Army as it marches relentlessly in pursuit. Now, having been denied easy access to St. Petersburg, Napoleon himself leads the forces to Moscow where the fate of both armies will be decided.
Libero Adstringo: The covert rebellious organization has remained an observer for the majority of Napoleon's ruthless campaign, but with the dictator's army threatening to behead the Russian resistance, Requiem has called all cells to action. A small, albeit powerful, group of liberators has been inserted into Moscow. Among these liberators, and unbeknownst to either Napoleon or the Czar, are Seraphim warriors capable of turning the tide of battle in the city.
[HEADING=3]Leaders[/HEADING]
Napoleon (Grand Army): One of the most renowned "dictators" on the field and in the office, Napoleon has proven himself a reputable tactician in his previous years of service in the French military. In spite of these accolades, however, his recent spat with Czar Alexander I and subsequent invasion of Russia have many observers concerned for their leader's, and their country's, future.
Czar Alexander I (Russia): Alexander the Blessed, an epithet the emperor of Russia earned by way of his religious proclivities, was never a driven man. After Napoleon demanded cooperation from the Russian empire in the growing domination of Europe, Alexander declared the dictator's actions immoral, and relations with France deteriorated rapidly. With the French army at Russia's front door, Alexander will find himself hard-pressed to resist Napoleon's ambition.
Requiem (Libero Adstringo): Few people, if any, know who Requiem truly is, or if Requiem is even one person. The leader's orders are often passed by mouth and, less frequently, in written cipher. One thing is certain about the entity, however: it is ruthlessly efficient in manipulating what few resources it has in the Libero Adstringo. Requiem will undoubtedly become a thorn in the side of any prospective ruler-of-state in the battles to come.
France and Russia: The French army is a hodgepodge of nationalities (though almost all generals are assuredly French), so it wouldn't be unusual to see a few non-French Seraphim in the ranks. The ranks of Russia, having been thoroughly trounced in Smolensk, rely now on a scorched-earth strategy of retreat. General Field Marshal Barclay de Tolly leads the disheartened soldiers further into the Russia, sending out groups of cossacks to harry the Grand Army as it marches relentlessly in pursuit. Now, having been denied easy access to St. Petersburg, Napoleon himself leads the forces to Moscow where the fate of both armies will be decided.
Libero Adstringo: The covert rebellious organization has remained an observer for the majority of Napoleon's ruthless campaign, but with the dictator's army threatening to behead the Russian resistance, Requiem has called all cells to action. A small, albeit powerful, group of liberators has been inserted into Moscow. Among these liberators, and unbeknownst to either Napoleon or the Czar, are Seraphim warriors capable of turning the tide of battle in the city.
[HEADING=3]Leaders[/HEADING]
Napoleon (Grand Army): One of the most renowned "dictators" on the field and in the office, Napoleon has proven himself a reputable tactician in his previous years of service in the French military. In spite of these accolades, however, his recent spat with Czar Alexander I and subsequent invasion of Russia have many observers concerned for their leader's, and their country's, future.
Czar Alexander I (Russia): Alexander the Blessed, an epithet the emperor of Russia earned by way of his religious proclivities, was never a driven man. After Napoleon demanded cooperation from the Russian empire in the growing domination of Europe, Alexander declared the dictator's actions immoral, and relations with France deteriorated rapidly. With the French army at Russia's front door, Alexander will find himself hard-pressed to resist Napoleon's ambition.
Requiem (Libero Adstringo): Few people, if any, know who Requiem truly is, or if Requiem is even one person. The leader's orders are often passed by mouth and, less frequently, in written cipher. One thing is certain about the entity, however: it is ruthlessly efficient in manipulating what few resources it has in the Libero Adstringo. Requiem will undoubtedly become a thorn in the side of any prospective ruler-of-state in the battles to come.
Character Sheet
Name: Your name. Dur.
Sex: Gender, specifically.
Physical Appearance: Height, weight, eye color, hair color, six-pack or lack thereof.
Faction: Choose whether to side with Russia, France, or the Libero Adstringo.
Primary Weapon: Choose one melee weapon or a secondary firearm that you are superhumanly skilled with.
Primary Firearm: Choose one ranged weapon from the Napoleonic Era.
Bio: What gives your Seraph drive? Is there a sordid past behind the wings? Or is there simply a burning desire to deliver justice unto the world? Ham it up, beef it up, just make a fun biography!
Miracles and Powers: The fun stuff. You may choose one Miracle and retain all Powers, or choose two Miracles and retain no Powers.
Name: Your name. Dur.
Sex: Gender, specifically.
Physical Appearance: Height, weight, eye color, hair color, six-pack or lack thereof.
Faction: Choose whether to side with Russia, France, or the Libero Adstringo.
Primary Weapon: Choose one melee weapon or a secondary firearm that you are superhumanly skilled with.
Primary Firearm: Choose one ranged weapon from the Napoleonic Era.
Bio: What gives your Seraph drive? Is there a sordid past behind the wings? Or is there simply a burning desire to deliver justice unto the world? Ham it up, beef it up, just make a fun biography!
Miracles and Powers: The fun stuff. You may choose one Miracle and retain all Powers, or choose two Miracles and retain no Powers.
Greetings, and welcome to the Seraphic Warriors thread! Perhaps you saw this thread at an earlier time. This is kind of the same thing, but with several tweaks. I've recently taken command of this vessel and am trying to exercise my sea legs. In other words...
I'll be running this thing! If you have any questions, critiques, compliments, or casabas, feel free to send them in a PM or just post it right here.
I'll be running this thing! If you have any questions, critiques, compliments, or casabas, feel free to send them in a PM or just post it right here.