Powers and Abilities:
Phillip is a seer, but do not let the name fool you. He cannot see the future. Phillip possesses a magical deck of Tarot cards which was bound to him at birth. He can summon it to him at will, though he knows not from where, nor does he care to find out. Each card within the deck has a different purpose and use. Because it is bound to Phillip, he always draws the card he requires from the top. The deck seems to have no end and no limit to how many times Phillip can use the same card. If it does, it has yet to be reached. The most basic of his magical abilities, however, is his card throwing. The cards can be flung from his hands, aided by their magic, with just enough strength and velocity to cut a bullet in two. Alternately, he can imbue them with the same properties while holding them between his fingers to use them more like a melee weapon. Phillip may only play one card at a time, and must use at least one other card between uses of the same card.
VII. The Chariot - This card allows Phillip to be thrust in a direction of his choosing exactly seven yards at about 200mph.
XVI. The Tower - This card manifests itself as a twelve foot tall version of itself wherever Phillip chooses within ten feet of himself, and is capable of blocking attacks about as strong as a standard rocket launcher before shattering. Bullets, grenades, and sword slashes are all blocked fine, but one bullet more than a rocket launcher’s explosion is a no go. The card cannot be moved once played.
XII. The Hanged Man - This card summons a strange copy of Phillip to aid in his fight. He wields his own tarot deck, but cannot play cards as Phillip can. He can only use it’s basic throwing and melee capabilities. (For appearance see section titled: Appearance)
0. The Fool - This card, the ever so popular Jester, summons a familiar whom takes the form of a juggling joke teller. He cannot do anything except throw his three juggling balls before he is dispelled. He cannot even be touched nor touch his surroundings. These balls explode on impact with no concussive force, but emit a blinding flash of light twice the intensity of a flashbang, and with only a small pop as if a balloon had burst. (For appearance see section titled: Appearance)
XIV. Temperance - This card, when played, grows Phillip a pair of feathered wings that enable him with flight. This card also allows him to breathe at high altitudes and his eyes to withstand high winds that come with flying. He can reach a top speed of about 55mph in flight. Though he does not feel pain through the wings, they do act organically. A bullet or fireball could easily clip them. This card can, unlike it’s brethren, be used in tandem with other cards.
I. The Magician - This card, when played, summons a sword to Phillip’s hand. On the surface it looks like a simple longsword with a steely cobalt blade and a black leather-wrapped handle. It does, however, have an ability. The magician’s sword has the ability to part and absorb forms of energy, magical or otherwise. Forms of aura, lasers, and magical effects specifically are absorbed into the blade upon contact. After the blade has absorbed an attack, Phillip can then convert this into a magical blast with a cyan blue hue that is half the strength of the original attack.
VI. The Lovers - This card can only be used once per fight. This card allows Phillip to heal a single wound, be it a paper cut or a lost limb. Only one, however. One bullet wound, one impalement, one psychological scarring from his childhood.
III. The Empress - This card summons a large, three yard wide, spiked mace on a chain. This mace is immensely heavy, and almost seems to have its own slight gravitational pull. It’s real devastation comes from the drop. When The Empress hits the ground it creates a crater about ten yards across, spraying large chunks of debris and altering the battlefield. The ball can be removed whenever Phillip so chooses.
IV. The Emperor - This card brings forth yet another familiar, of a far more physical kind. A large humanoid elephant warrior known only as The Emperor is conjured, wielding a large golden warhammer. This has no special properties, because it’s huge as hell and wielded by a twelve foot tall Elephant warrior. His skin is thick and leathery, his trunk capable of crushing a car. Reguardless, given his bulk, he is rather hulking and brutish. (For appearance see section titled: Appearance)
XVII.The Star - This card allows Phillip to fire a large beam of combustible energy from his palms after it is played. It has a diameter of about a foot, and fires at approximately the same speed as an average bullet. The air around the beam at about five inches is hot enough to administer first degree burns, but this heat does not go backwards towards Phillip. The heat administered directly by the beam burns as hot 1,600 degrees fahrenheit. The concussive force of the beam is enough to blast through your average office building before dissipating. This attack can only be fired in one direction.
XIII. Death - This card has only one use. When Phillip is killed, this card is drawn from the deck. His body crumbles into hundreds of copies, all showing the dancing skeleton we all know and love.
Phillip is a seer, but do not let the name fool you. He cannot see the future. Phillip possesses a magical deck of Tarot cards which was bound to him at birth. He can summon it to him at will, though he knows not from where, nor does he care to find out. Each card within the deck has a different purpose and use. Because it is bound to Phillip, he always draws the card he requires from the top. The deck seems to have no end and no limit to how many times Phillip can use the same card. If it does, it has yet to be reached. The most basic of his magical abilities, however, is his card throwing. The cards can be flung from his hands, aided by their magic, with just enough strength and velocity to cut a bullet in two. Alternately, he can imbue them with the same properties while holding them between his fingers to use them more like a melee weapon. Phillip may only play one card at a time, and must use at least one other card between uses of the same card.
VII. The Chariot - This card allows Phillip to be thrust in a direction of his choosing exactly seven yards at about 200mph.
XVI. The Tower - This card manifests itself as a twelve foot tall version of itself wherever Phillip chooses within ten feet of himself, and is capable of blocking attacks about as strong as a standard rocket launcher before shattering. Bullets, grenades, and sword slashes are all blocked fine, but one bullet more than a rocket launcher’s explosion is a no go. The card cannot be moved once played.
XII. The Hanged Man - This card summons a strange copy of Phillip to aid in his fight. He wields his own tarot deck, but cannot play cards as Phillip can. He can only use it’s basic throwing and melee capabilities. (For appearance see section titled: Appearance)
0. The Fool - This card, the ever so popular Jester, summons a familiar whom takes the form of a juggling joke teller. He cannot do anything except throw his three juggling balls before he is dispelled. He cannot even be touched nor touch his surroundings. These balls explode on impact with no concussive force, but emit a blinding flash of light twice the intensity of a flashbang, and with only a small pop as if a balloon had burst. (For appearance see section titled: Appearance)
XIV. Temperance - This card, when played, grows Phillip a pair of feathered wings that enable him with flight. This card also allows him to breathe at high altitudes and his eyes to withstand high winds that come with flying. He can reach a top speed of about 55mph in flight. Though he does not feel pain through the wings, they do act organically. A bullet or fireball could easily clip them. This card can, unlike it’s brethren, be used in tandem with other cards.
I. The Magician - This card, when played, summons a sword to Phillip’s hand. On the surface it looks like a simple longsword with a steely cobalt blade and a black leather-wrapped handle. It does, however, have an ability. The magician’s sword has the ability to part and absorb forms of energy, magical or otherwise. Forms of aura, lasers, and magical effects specifically are absorbed into the blade upon contact. After the blade has absorbed an attack, Phillip can then convert this into a magical blast with a cyan blue hue that is half the strength of the original attack.
VI. The Lovers - This card can only be used once per fight. This card allows Phillip to heal a single wound, be it a paper cut or a lost limb. Only one, however. One bullet wound, one impalement, one psychological scarring from his childhood.
III. The Empress - This card summons a large, three yard wide, spiked mace on a chain. This mace is immensely heavy, and almost seems to have its own slight gravitational pull. It’s real devastation comes from the drop. When The Empress hits the ground it creates a crater about ten yards across, spraying large chunks of debris and altering the battlefield. The ball can be removed whenever Phillip so chooses.
IV. The Emperor - This card brings forth yet another familiar, of a far more physical kind. A large humanoid elephant warrior known only as The Emperor is conjured, wielding a large golden warhammer. This has no special properties, because it’s huge as hell and wielded by a twelve foot tall Elephant warrior. His skin is thick and leathery, his trunk capable of crushing a car. Reguardless, given his bulk, he is rather hulking and brutish. (For appearance see section titled: Appearance)
XVII.The Star - This card allows Phillip to fire a large beam of combustible energy from his palms after it is played. It has a diameter of about a foot, and fires at approximately the same speed as an average bullet. The air around the beam at about five inches is hot enough to administer first degree burns, but this heat does not go backwards towards Phillip. The heat administered directly by the beam burns as hot 1,600 degrees fahrenheit. The concussive force of the beam is enough to blast through your average office building before dissipating. This attack can only be fired in one direction.
XIII. Death - This card has only one use. When Phillip is killed, this card is drawn from the deck. His body crumbles into hundreds of copies, all showing the dancing skeleton we all know and love.