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Dark Angels

Description: Dark angels are angels that have lost their soul by some means. Some have lost their souls to the demons, others to various deities, and others from lack of faith. When they lose their soul, all that was once them, becomes twisted and changed. Their powers lose the holy touch which once blessed them. Some dark angels are remorseful for having lost their soul. This keeps them on a quest to try and redeem themselves. The majority are vengeful, and have declared wage war against those that are good. Either way, all dark angels lack certain emotions from having lost their soul. The transformation runs so deep, that is not only affects their essence, but their outward appearance as well. All dark angels have either black wings, or skeletal wings lacking any feathers at all. Dark angels usually have black hair, and piercing black eyes to match. Dark angels are unwelcomed by all the deities that uphold the goodness.  This has caused a certain jealousy within the race, against angels that still receive favor from the deities. This jealousy has kept the war burning between dark angels and holy angels, for many centuries now. Some dark angels go to the extent of helping the demons to win the war of good vs. evil. Can a dark angel truely be blamed for acting in such a manner? Who wouldn't go off the edge if their entire existance did an 180 degree turn?

Classification: Supernatural

Nature: Evil


LevelName of LevelDiceSpecialHSDefPP Needed
Elder Elder Fallen Angel 3d200 1d100 65+ -4 Registration
Level 12 Lord Dark Angel 2d200 1d100 61+ -3 9225 PP
Level 11 Lord High Fallen 2d190 1d90 51+ -3 8225 PP
Level 10 Unholy Avenger 2d170 1d80 46+ -3 7225 Pp
Level 9 Hellish Defender 2d150 1d70 41+ -2 6200 Pp
evel 8 Dark Upholder 2d110 1d60 36+ -2 5200 Pp
Level 7 Corrupt Winged 2d85 1d50 31+ -2 4200 Pp
Level 6 Winged Fallen 2d65 1d40 26+ -2 2200 Pp
Level 5 Miracle Destroyer 2d55 1d30 21+ -2 1200 Pp
Level 4 Unholy Protector 2d45 1d20 15+ -1 675 Pp
Level 3 Dark Bringer 2d35 1d10 12+ -1 375 Pp
Level 2 New Fallen Wings 2d25 1d8 9+ -1 275 Pp
Level 1 Learner of Darkness 1d25 1d6 6+ -1 0 Pp


General Information

-Dark Angels can be one of the following Specialties: Battle Mage, Berserkers, , Dark Knight, Illusionists, Necromancer, Ninja, Slayer, Sorcerer, Thought Master, Warrior, Warlocks/Witches

-Must be of Evil Nature.

-May ride any evil natured mount.

-They are not effected by disease or sickness, natural or un-natural. Dark Angels start with an additional 5 LP to their normal amount.

-Dark Angels have a Speed Dice of 1 d22.

-When ever a Dark Angel enters an area a small distance around them becomes chilled like winter's breath.

-Dark Angels are un-effected by Sleep, Charm, or Possession spells.

-Dark Angels do not need food, sleep, air, or water to survive.

Weaknesses

-Holy Churches: Dark Angel's will never enter a Holy Church in fear of the Divine powers of the Heavens.

-Cross Warding: Dark Angel's fear the site of a Holy Cross if the person carrying it is of extreme faith (Holy Good Nature). The Dark Angel will not come within 12 feet of the carrier in the direction in which the cross is held out.

-Pure Holy Energy: If an angel is struck with Pure Holy Energy it will suffer +10 DE to the normal amount of damage.

Constant Abilities

-Dark Seeing: Dark Angel's can see in the blackest of night as if it were day.

-Dimensional Travel: Most Supernatural beings have this ability. It is the power to re-link your body, back to the realm in which you were created in, or where the source of your power comes from. Most Supernatural beings were created by a Deity, or Supernatural force outside of Urth, and therefore can link back to their homeland Dimension. But first they must appear on Legacy, so that they may enter the portal leading to their Homeland realm. This ability takes extreme concentration, and cannot be used while in battle. Bit by bit their body will begin to fade into nothingness, and bit by bit it will appear on Legacy or vise versa if coming from Legacy to Urth. If they are attacked while in the process of using this ability, they will instantly be brought back to the plane in which they are on currently, and will have to start all over. It takes 1 full minute to successfully carry out.

-Flight: Dark Angels can fly on their great wings at will, when doing so they gain a +2 to HS, and a -2 to HR. They will also gain a +2 to Speed when doing so.

-Phase Walking: Dark Angel's can turn their bodies to a spiritual form for moments at time to pass through walls. They can not do it quick enough to use in battle, but it can be done to get to places quickly, or to stalk someone easily. For this same reason though they can not be contained within a physical hold for more than 1 turn. Costs 2 PP each time its used.

-Self Healing: A Dark Angel's body will regenerate 1 Life Point every turn that passes while in battle.

Gained Abilities

-(1) Special Attack: Dark Angels can use their Special Attack Dice once per battle. OFFENSIVE

-(1) Dark Blessing: Cast this upon an Assassin to make an assassin re-roll one successful Hit Roll scored. This ability costs 5 Power Points to use, and can be used only once per day. DEFENSIVE

-(2) Wicked Aura: Dark energy encases their body adding a +5 to their HS for the next 2 minutes IRL time. Costs 8 PP.

-(2) Spirit Slashing: A blade made of dark spiritual energy will form within the Dark Angel's hand. Use this blade to deal 2 DE to any target unavoidable. Blade lasts only 1 turn. Costs 8 PP. OFFENSIVE

-(3) Dark Shielding: Cast upon a target other than yourself to help protect them from damage. It will cause whoever attacked the target to have to re-roll to Hit for this turn. Costs 10 PP. DEFENSIVE

-(3) Enhanced Speed: Dark Angels gain a +1 to their Speed rolls due to their supernatural forms.

-(4) Corrupt Weapon: The Dark Angel uses its magical dark power to weaken their opponent's weapon while in battle by surrounding it darkness. This gives target's weapon -1 DE to all attacks & -3 HR. The energy wears off after the battle is over. Costs 12 PP.

-(4) Whispering Echos: The Dark Angel uses it's supernatural powers to chant echo's into another being's mind. This is not only frightening to that target, but distracting as well giving them a -5 to all HR. This is considered a Thought based ability. Costs 12 PP.

-(5) Binds of Darkness: Shadowy binds emerge out of nowhere wrapping about the target's arms and legs restraining them. Must roll to Hit. If successful these binds will remain in place until target can roll lower than its level on a 1 d15. While trapped they can not attack hand to hand combat. If they choose to use a spell or ability they will not be able to roll to escape for that turn.

-(5) Fallen Blessing: cast upon a character to restore 10 Power Points & 5 Life Points to any character it is cast upon. This can not be used to gain Power Points, only to make up for ones that are lost. Fallen Blessing can only be used ONCE per day, may not be used upon the Dark Angel. Costs 14 PP. EITHER

-(6) Curse of the Fallen: This wicked curse causes the target to have bad luck until the end of battle. It will knock all of their HRs down by 1, their HS down by 3, and all of their DE down by 1. Costs 15 PP. DEFENSIVE

-(6) Spiritual Body: The Dark Angel allows a piece of their body to turn into spirit form for a second avoiding a physical attack for this turn. Costs 15 PP. DEFENSIVE

-(7) Dark Blinding: A cloud of dark energy surrounds your opponent's face causing them to have -15 to HR till end of turn. Costs 16 PP. DEFENSIVE

-(8) Cursed Winds: A supernatural blast of chilled winds shoots forth in a targeted direction dealing 1 d8 DE to all in its path. No roll to hit needed. Costs 18 PP.

-(9) Hellish Guardian: When fighting a force of goodness the Dark Angel will become empowered by the forces of Hell causing them to grow stronger in their attacks. This gives the Dark Angel a +3 DE to all attacks.

-(10) Fallen Strike: From the Dark Angel's hand a streak of Un-holy energy shoots forth into the opponent. It deals 1 d15 DE, roll to hit cut in half. Costs 20 PP.

-(11) Unholy Aura: This evil shell of energy will absorb the effects of one spell/ability for this turn unless it is unavoidable. Costs 22 PP.

-(12) Undead Resurrection: cast this upon an undead character, roll 1 d20, on the score of a 15-20 that character is brought back to life with 1/2 their normal life points. Costs 25 PP. DEFENSIVE

-(12) Screams of the Damned: Spiritual Energy shoots out of the Dark Angels mouth seeping into the opponent dealing 3 d6 DE. Must roll to Hit. OFFENSIVE. Costs 25 PP.

-(Elder) Entice Death: Cast this ancient enchantment upon a character to cause them too attack another character. Roll 1 d12 if you score higher than targets level it is successful. Costs 25 PP. EITHER

-(Elder) Fallen Possession: The Elder Dark Angel can try to take over another being that has a soul by entering them through physical contact. Roll to Hit, then roll 1 d13 and score higher than target's level. If you are successful you will have command over that target for 5 minutes IRL time. You can not cause them to perform auto death upon themselves. Costs 30 PP. OFFENSIVE

-(Elder) Hell's Dark Wings: Elder Dark Angel's can streak up into the air at extremely high speeds. They may escape a battle if they roll 1 d6, scoring an even number. Costs 25 PP. DEFENSIVE

-(Elder) Wrath of the Fallen: An Elder Dark Angel is composed of Spiritual Energy. As a last resort they can literally destroy themselves in attempt to take another down with them. They will lose all forms of resurrection after this is performed. Their body rips apart into spiritual energy and streaks through their target repeatedly until the energy diminishes. Roll 1 d12 to see how many parts of spiritual energy you break into, then roll 1 d4 DE for each, damage is unavoidable.

Ressurection

If a Dark Angel is slain they have a chance at resurrecting from their hellish power. Roll 1 d20, on the score of a 15 or higher it is successful. If they resurrect in this way it does not take up their normal resurrection. They may only roll this 1 time after their death.

Special Death Procedure

In order for a Dark Angel to stay dead, you must place its body in sunlight for 5 minutes, or seal them within a coffin along with placing a Holy Cross on top of it. If you do this then it will not resurrect with it's own power. If this procedure is not taken, then the Dark Angel will rise again after a 24 hour period of time.

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