Clash of the Titans
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D'spayre
D'spayre
None
Fighting Remarkable
Agility Excellent
Strength Incredible
Endurance Remarkable
Reason Good
Intuition Excellent
Psyche Amazing
Health 120
Karma 80
Resources Not Applicable
Popularity 0

Powers

  • Demonic Powers: D’spayre is a demon who draws psychic sustenance from true fear, anguish, and despondency suffered by human beings and perhaps other sentient beings as well. In feeling such strong emotions, people generate psychic energies. D’spayre functions as a Spirit Vampire by “feeding” upon these energies and adding this power to his own reserves of psychic force.
  • Spirit Vampirism: Un ability to absorb a victim’s Psyche by means of a successful power FEAT. The victim’s Psyche is reduced -1cs and the amount lost is added to D’spayre’s Health. The victim can resist this vampiric attack by making a Red Psyche FEAT. If the victim’s Psyche is reduced to zero, he must make a roll on the Kill Table using the original Psyche rank. Success means they recover their Psyche at a rank of +1CS per hour.
  • Immortality: Immune to the normal effects of aging, disease, and injury. If his body is destroyed, he eventually grows a new one.

Magic
D’spayre is not a standard magic wielder. He does not follow a particular school of magic and has no level of Magical Mastery. The following spells are those he has been known to possess:

  • Dimension Travel: Feble ability to travel between the Earth dimension and D’spayre’s home dimension.
  • Fear: Monstrous ability to instill over riding terror in a victim. He must make a Fighting FEAT for him to strike with this power. Range is limited to 20 feet. Victims may overcome this fear by making a Psyche FEAT. Failure means they suffer crippling fear and despair for 10-100 turns.
  • Gaseous Form: D’spayre can transform himself into a cloud of oily black smoke. In this form, he possesses Feeble Flight capabilities. He can change form in 1 round.
  • Hallucination: Unearthly ability to fill a victim’s mind with illusions. He is most powerful when creating a single hallucination for a single victim. Although others may experience this hallucination, it will have limited effect on them since it is not tailored to exploit their own fears. D’spayre can create simultaneously-occuring, independent hallucinations for a number of victims, but each additional hallucination decreases his effective power rank -1CS. Victims may dispel the illusion by making an Intuition FEAT.
  • Illusion: Unearthly ability to make himself appear to be anyone he chooses. Such illusions cannot deceive mechanical sensors or recorders such as cameras. Victims may dispel the illusion by making an Intuition FEAT.
  • Mental Probe: To better generate frightening hallucinations, D’spayre has the Am ability to probe a victim’s mind. He has a range of 20 areas.
  • Teleport Self: Feeble ability to teleport himself up to 2 miles at a time.
  • Summoning: D’spayre can exchange a targeted structure with his elaborate tower.

Equipment

  • Tower: This magical artifact serves as D’spayre’s base. It is an obsidian tower one mile tall and carved from Remarkable material. The tower radiates an aura of evil and despair that affects anyone within 1 area.
  • Although the Tower appears to be made of stone, however it can be burned by paranormal flames. The Tower burns quickly with the flaming area increasing by 10% each turn. When the Tower is completely aflame, its Material strength drops -1CS each turn until it collapses. After it collapses, the ruins vanish and are replaced by the destroyed remains of the original structure that sat on that site.
  • Any people in the original structure on the site find themselves teleported somewhere within the Tower. If the Tower is taken away while they are in it, they may be left behind or spirited away to wherever the Tower rests between manifestations, depending on the circumstances.
  • The Tower is enchanted with these powers:
    • Emotion Control: Ty ability to instill fear and despair in anyone within 1 area. If a victim makes a successful Psyche FEAT, he is left with strong but non-crippling feelings of unease.
    • Mind Control: Am ability to corrupt victims who are physically bound to the tower. The intial attack is Fe, then it gains +1cs each day until the victim succumbs. Victims must make a Psyche FEAT each day to resist becoming evil. Once the transformation occurs, the effects are permanent until undone by an opposing Mind Control attack of at least Amazing power.
    • Illusion: The Tower is only visible to those D’spayre chooses to see it. Anyone else sees it as the original structure that occupied that site.
    • Power Focus: The Tower can channel the combined mystical powers of 2 or more beings into a single extremely powerful spell or power.
    • Self Repair: If the Tower is destroyed, it cannot be summoned again for 28 days, after which time it can reappear completely repaired.

Talents
Occult Lore, Psychology

Contacts
None

History



Copyright 2006/7
Template Designed by Quickness. Modifications & Content added by Calix & Danse
All Rights Reserved.
: Timeline :

- 1990's
- 2000 Onwards


: X-Men :

- History
- The Grounds
- First Floor
- Second Floor & Attic - Basements
- Danger Room
- Hanger Complex
- Cerebro
- Security
- Muir Island


: Avengers :

- History
- Charter
- By-Laws

- Buildings

- Grounds and Main Floor
- Second Floor
- Third Floor
- Basements
- Compound
- Identicards
- Vehicles


: Fantastic 4 :

- Headquarters
- Four Freedom Plaza
- Vehicles


: Factions & Places :

- Factions
- Brotherhood
- Generation X
- The New Mutants
- S.H.I.E.L.D
- X-Factor
- X-Force
- X.S.E
- Hellfire
- Green Lantern Corps
- HYDRA
- Alpha Flight
- Asgardians
- Captain America
- Defenders
- Eternals
- Excalibur
- Imperial Guard
- Knights Pendragon
- Mutant Liberation Front
- Reavers
- Savage Land Races
- Serpent Society
- Star Jammers
- Thunderbolts
- Winter Guard
- Young Avengers

- Places

- The Batcave
- Arkham Asylum
- The Daily Bugle
- Doc Strange's Sanctum
- The Vault
- Wundagore
- Genosha
- Castle Doom
- Madripoor