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The Golden Tether |
CLUBS
The 13 Clubs • Ace of Clubs: Blinks in and out of existence instantaneously to the normal eye. Is only allowed to use this three times and must be within a 30ft distance each time. Can cause significant disorientation, though allows for disengagement from combat temporarily. • Two of Clubs: Temporary invisibility for 15 seconds. Can only conceal themselves, and only the objects that are on Zavik's body will be hidden. • Three of Clubs: A giant slab of stone appears in front of him and the closest living entity may it be foe or friend. It stands 20FT wide and 20FT tall, such as a giant wall. Can be broken by normal means and dispelled as a magical spell. Lasts 10mins. • Four of Clubs: Within a 60meter range, a blinding flash surrounds Zavik, causing temporary blindness and confusion to Foe and Friend alike. He is immune to the ability while it happens. • Five of Clubs: Is granted the ability to transform into any animal of his choosing for the next 10mins. If an animal is not chosen within the first minute of the activation of this card, it will auto choose one for him at random unless otherwise canceled. • Six of Clubs: Zavik takes on a form of an ethereal creature, his body phasing through not only physical objects above ground but also being able to avoid physical and some magical abilities from foes. Last approximately 1 minute, and while Zavik takes this form he can not attack/ touch anything back physically himself. • Seven of Clubs: Fog begins to pour out of the card quickly spreading to 100FT distance, obscuring the vision of everyone in the area. • Eight of Clubs: The card sprays out a strange mist into the direction of whatever is in front of Zavik. The mist gives off a sickly sweet scent of dead flowers and begins to cause disorientation, paranoia, distress, and other mental alignments that may fit into character design. This is treated as a poison but can be resisted and or cured. If not treated, effects will get worse and last for approximately 2-3 hours. • Nine of Clubs: Chains erupt from the ground around Zavik, wrapping tightly around his perceived target and slamming them to the ground. A total of five chains are conjured, one for each arm/leg and then one for the neck to totally secure. If the target is exceptionally strong or magically inept, then the chains can be stopped from restraining either by brute force or magical dispelling. • Ten of Clubs: Zavik becomes enshrouded by an illusion, giving off the familiarity and appeared looks of someone the enemy or ally trusts greatly. This causes a state of confusion if affected by the ability. If resisted or simply does not have a trust for anyone, the ability will do nothing. • Jack of Clubs: Zavik gains the ability of future sight for 10 seconds. Allowing him to predict and presume the next actions against him, an ally, or anyone else he chooses to use the sight on. Depending on what is seen though can cause mental damage and disorientation. • Queen of Clubs: Zavik gains the ability to slow the movement around him, making it feel like running, swinging, shooting..etc through water. This ability does not effect Zavik and lasts for 20 seconds. • King of Clubs: The world all-around Zavik begins to warp violently as if being sucked into a blackhole. Of course, that is the perceived nature of it as the illusion magic takes over everyone around him. For the next three minutes, everyone within a 100FT radius begins to feel dreadful doom as the illusion magic makes the environment seem like it's falling apart. This causes mass disorientation and makes it feel like the character will be sucked into the growing mass of destruction that Zavik seemed to have caused. -Can be broken by someone immune to illusions or resistant- |
HEARTS
The 13 Hearts • Ace of Hearts: A flash of radiance comes from the card and is directed at the target of his choice. Through some sort of holy connection, magical healing and power surround a target healing all damage and rejuvenating them like they got a full day of rest. Zavik is not allowed to use this on himself. If he does not have a target that he wants, the card will automatically heal the first thing in the closest proximity, even an enemy. • Two of Hearts: Zavik becomes resistant to an element of his choice for 10mins. This does not mean immunity, but per say if he was standing in fire it would hurt a bit less. His clothes still would not be so lucky. • Three of Hearts: The decks blesses him with a sparkling of luck, allowing for three rapid drawings of his deck and activating them in any order he chooses or to discard them without force activation. • Four of Hearts: The card's magic flows swiftly through the body of one person of Zavik's choosing, allowing for their innate skills to be enhanced sharply. This lasts an hour but once over causes significant, almost crippling exhaustion. • Five of Hearts: You or an ally's physical capabilities skyrocket, being able to do feats of strength or speed that normally would not be capable of doing without the card draw. Lasts 5 mins before dissipating. • Six of Hearts: A magical set of armor surrounds Zavik or a target of his choice. The armor absorbs a certain amount of damage everytime it takes a hit from a physical or magical attack. Enough damage will cause the armor to dissipate, or if the 5min timer is up. • Seven of Hearts: A dome of peace surrounds Zavik and one other target for ten minutes. All weapons and spells are deactivated, including Zavik's deck. • Eight of Hearts: Creates a silver platter of Zavik's favorite food...yup..that's it. • Nine of Hearts: The next attack the enemy makes against Zavik will miss horribly, but the following one after that will hit with perfect precision. • Ten of Hearts: Swap places with whatever target you choose in an instant, causing disorientation for both targets on appearance. • Jack of Hearts: The next three attacks on you reflect back on the enemy for half of the estimated damage, leaving Zavik unscathed. • Queen of Hearts: Zavik gains the ability to forbid a certain action of a target in front of him. May it be not to attack him, to run away..etc. Whatever the case may be though, the card cannot cause significant harm through the demanded action. • King of Hearts: The world shatters sharply in front of Zavik as an interdimensional gate opens from a random plane, and a creature under his servitude comes out. Zavik has partial control over whatever comes out, though the longer he chooses to keep it out of its realm, the more control he loses and thus making it potentially another enemy. He can unsummon whenever he chooses to at his own risk. |
DIAMONDS
The 13 Diamonds • Ace of Diamonds: The deck flashes brightly, giving him the mental understanding of how to draw one card of his choice from it to assist the specific situation • Two of Diamonds: The deck takes the top two cards off the top of it, making them unusable for the rest of the day. • Three of Diamonds: One target of his choice is suddenly equipped with a full set of fools' gold armor, weighing them down heavily and extremely hard to take off. If no target is available, it will choose Zavik as the target. • Four of Diamonds: A very small pouch of gold appears somewhere random in a 500FT distance. Good luck finding it... • Five of Diamonds: Zavik can hold onto this card and use it to cancel a future draw, depending on what it is. He is not allowed to hold onto this past the 24-hour window of the deck reset. • Six of Diamonds: Zavik is able to see the next 5 card draws and prepare for them accordingly. He can not switch the order, and will still have to draw them if he chooses to continue down his deck. • Seven of Diamonds: Nothing happens • Eight of Diamonds: Draws the next two cards simultaneously and chooses one to use the effect of while discarding the secondary one. • Nine of Diamonds: If Zavik has any gold on his person he is allowed to spend one gold coin each to increase the chances of his next attack or skill to be perfect. This is determined by a percentile, so 100 gold will give a 100% chance of the opportunity to be perfect. The less he spends, the more likely the next action will be a failure. Ten of Diamonds: For five minutes, Zavik gains the miscreated renown of a powerful merchant and charisma to match. Allowing him to talk and haggle his way out of potential situations and barter. Jack of Diamonds: If Zavik has any gold to spend, he can spend it to resist damage from a foe of his choice. The more he spends the less it hurts. If he has no gold to spend though, and gets hit, the full damage will go through like normal. • Queen of Diamonds: A bright light shines around him like a beacon as small amounts of gold rain all around him. While this is happening, his vision is obstructed, along with hearing at the coins loudly clang to the ground. • King of Diamonds: As the card is drawn, everyone within a large vicinity of Zavik feels drawn to pay him a small tax according to how much damage has been caused to him before they can continue attacking or targeting him. If the character has dealt no damage to Zavik, is not humanoid of nature, or has no money, they do not get affected by this ability. |
SPADES
The 13 Spades • Ace of Spades: The elements respond sharply to your call, allowing for you to have full mastery over them for the next minute if you have the appropriate access to them. Zavik can still take damage from the elements even if he has control of them, so say he causes an inferno blast all around him. That will still damage him like it would everyone else, potentially even killing if it was large enough. • Two of Spades: Creates a new 52-card deck that can be shot outward like arrows and impact similar to one. This deck floats above Zaviks head and can be used just by him focusing on a target. It will last approximately 5mins before dissipating. • Three of Spades: Zavik has an immediate understanding of the enemy or target in front of him. Strengths, weaknesses, and weak points, but the enemy now also understands everything about Zavik has the information flows through their mind. • Four of Spades: The card itself turned into the equivalence of a magically thrown stick of dynamite, having a set timer of thirty seconds before automatically going off. Anyone can be damaged in the radius, including Zavik himself, and should be treated otherwise as just a normal explosion going off. • Five of Spades: The skies darken sharply as cloud begin to form and a storm brews within a three mile distance. Lightning begins to strike random areas of radius and begins pouring down rain for the next hour. This can affect terrain and surroundings depending on where he is at the moment. • Six of Spades: The card shimmers a hollow black as Zavik must choose to give a creature blindness and or deafness. Depending on what he chooses for the creature, he gets the opposite effect himself for the next hour. • Seven of Spades: Magical runes appear all around Zavik of different elemental power. Whoever steps on them will trigger the trap, including Zavik, who is unaware of the locations of these runes. •Eight of Spades Zavik's stomach grumbles with a fiery force as flames erupt from his mouth in a 30ft cone. The ability causes moderate damage to Zavik and puts him in a state of disorientation. • Nine of Spades: Zavik's entire form takes on lightning, his speed, awareness, and reaction time are all sparked dramatically. His touch also grants the elemental damage of electricity. This last 10minutes, but makes it so Zavik is incapable of using the rest of his deck until the effect is over. • Ten of Spades: For the next 5 minutes, Zavik becomes a vacuum of all magic, absorbing it completely. As the 5 minutes end and he has not been disabled/knocked out, he will send out an extremely powerful magical blast in one direction. The more magic that he has consumed the bigger and more extreme the blast will be, potentially causing significant damage to Zavik himself. • Jack of Spades: Zavik begins to read the situation he is in, understanding probability chance of success and how dangerous failure would be depending. This allows for battle assessment and determines of retreating is the better option. • Queen of Spades: A cage of ice and bone appears around a target of his choice, clasping down tightly by magical means. The nullification of innate magic and magical items occurs though only lasts 5 minutes. If there is no target to attack with this spell then it will automatically entrap Zavik. King of Spades: The knowledge of martial combat and expertise spreads through the mind of Zavik. This allows for him to successfully pick up any sort of object or weapon and successfully fight with it like an expert. This last 10mins before dissipating and all knowledge fades instantly leaving him with nothing once again. |