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Akoris Hoqor, the Scarab [Alert boss]
The SuperHero RPG :: Applications :: Character, Minion, and NPC Applications :: Character and NPC Applications :: Approved Villains
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Akoris Hoqor, the Scarab [Alert boss]
AKORIS HOQOR
"I am he who ruled and shall rule again. "
The Bio
Real Name: Akoris Hoqor
Villain Name: The Scarab
Title: The Shadowed King, Councilman Akoris of Defiance, Great Akoris, Judge of the Dead
Alignment: Lawful Evil
Age: Unknown
Gender: Male
Race: Mummy Lord, prior Human
Hair: N/A
Eyes: Glowing Purple
Height: 7’6”
Weight: 120 lbs
The Looks
Tall and lanky, the desiccated body of Akoris Hoqor is impressively tall. It is wrapped in oiled and perfumed linens. Upon each bandage are magical glyphs of protection, peace, and a plea to the gods to be merciful. But on top of those are symbols that unless one is studied in ancient Egyptian occult symbolism would not be recognizable. But to those that can recognize them, the purpose is clear. The glyphs are for binding. A binding of power and person.
Akoris is missing several teeth, and his dried green skin is rough and covered in small bumps. In his eye sockets are glowing purple dots that seem to radiate magic and a regal malice. The dots contract, expand, and move as a normal eye might.
The Personality
Pride dictates much of what Akoris does and very much is. Akoris sees anything except order and the complete loyalty of whatever beings he has claimed as a subject as an abomination. Akoris is very proper when speaking, some would even say he has a rather large stick up his… rectum. He is in many ways, a tyrant. Akoris believes that he was meant for world domination, and will do anything it takes to put himself upon that throne.
Akoris also doesn’t take kindly to those that attempt to stand in the way of this glorious destiny, however; Akoris will not tarnish his reputation by going out of his way to ensure these political opponents do not continue to speak the blasphemy…not publicly, at least. Instead, Akoris will simply pick them off when it is convenient for him. Akoris will attempt to keep things business-like and proper, however; in terms of his “equals”, Akoris will compete fairly, and only scheme behind their backs.
The Story
Akoris of Hoqor was once a feared name throughout the kingdom of Egypt. Back when men understood what it was to have gods in their presence.
Akoris of Hoqor was not born to be the pharaoh, no. Akoris was lowborn. His family were papyrus farmers that tended to royal gardens. When he was young, Akoris broke into the palace under cover of night and stole sacred texts. The pharaoh of that time had every lowborn son in the city’s left hand removed for the crime, but Akoris had escaped into the desert.
He learned magic there, and with the magic came a hunger for power. The boy grew, but he grew larger and more twisted than other boys. Not ugly, but wrong. Unnatural. He grew taller until he towered over even grown men, warriors even. His eyes glowed with purple light that seemed to look down upon you just for existing. His body was lanky and though it seemed weak was stronger than a hundred men.
It was a foregone conclusion when he killed the previous pharaoh. No one could’ve stopped him. At least that’s what the ones meant to guard the pharaoh said.
His reign was short but terrible. He expanded the military, invaded neighboring kingdoms, and even made his way as far as Babylon’s gates who could’ve guessed that something as simple as a scorpion sting could undo him?
When Akoris of Hoqor died, they wrapped him in the traditional ceremonial linens. Meant to protect the soul on the way to dust and grant peace with one’s death. But they also wrapped him in powerful magic. Meant to ensure he could never return to this plane again.
When the spirit of Akoris found out, he screamed so loud it shook apart the capital city of Howor and destroyed any evidence of its existence. Barring the tomb where they hid him away.
Centuries passed before the king was brought before Anubis and Ammut. He begged for leniency, for a stay of execution. And to his shock, the jackal-headed god permitted it. He was allowed to judge the dead.
As time passed fewer and fewer souls required judgment and Anubis began taking the judges for their final trial. This wasn’t good for Akoris, so before he himself could be judged he repeated his first act of treachery.
He stole two sacred artifacts from the god of the dead and with them his return to life after all, bypassing an enchantment laid by a death god should be easy when you have a death gods power.
Akoris awoke in his old body, long since decayed and rotted away. But the binding still functioned. It kept him from leaving his sarcophagus or even moving at all. He wanted to scream but nothing would come to him. So he waited. And he planned.
In the early 1900s, a Dutch explorer located the lost tomb of Akoris. He was so excited to get rich that he didn’t even care how much he damaged the writing on the body or the sarcophagus. As thanks for releasing him, Akoris turned him into his minion.
He had been released, it would seem, at a freak show in New York City. When he began walking around, the government sent agents to capture him. Weak and unsure of this new body the agents had quickly managed to detain him. They destroyed his minion and cast him down a deep dark hole in Nevada where it seemed they sent every monster they came across.
Akoris did what he did best. He schemed his way to the top, taking out political rivals along the way. He used underhanded tactics, murder, and sheer power to win himself the top spot in the monster city of Defiance, and when no political rivals remained, he made deals with entities stranger and stronger than himself and retrieved the Horn of Long Night from the depths of Defiance.
He has come to claim his rightful seat as king of this world. All hail the God King. All hail Akoris Hoqor.
The Powers
- Superhuman Stats:
- Superhuman Strength - Akoris can lift up to 100 tons with minimal effort.
Superhuman Durability - Akoris can continue to function without the vast majority of his limbs, using his wraps as replacements. His base durability is bulletproof, capable of taking small to mid-sized rifle rounds without flinching.
- Insect Related Spells:
- Beetle scrying - Akoris can control, and send out beetles to act as his eyes.
Beetle teleportation - Akoris is seemingly devoured by beetles, and completely disappears. The horde of beetles then moves to the location that Akoris wishes to go to.
Plague of Locusts - Akoris summons a swarm of locusts that black out the skies, eat crops, and livestock, and attack humans. Capable of overtaking a small town in around an hour. The bite of these locusts are unparalleled, each one capable of ripping through steel. As a horde, they are capable of stripping a military tank in under a minute and can reduce even a durable superhuman to bones in seconds.
Locust Breath - Akoris can also exude a small swarm of locusts that attack anything in their path, generally in a 20-foot cone emanating from his mouth. These are the same locusts as the ones listed in Plague of Locusts
- “Dark Magic”:
- Necromancy - Akoris can use his staff to control any undead within his line of sight, this magic persists until it is dispelled or dismissed.[Permission Based]
Mystic Bolt - Able to project mystic energy from a magical circle, in front of his staff in small arrow-like bursts. These bolts are bullet-fast and could easily pierce a 5-foot thick wall of steel. Each cast creates 3 bolts.
Mystic Wall - Akroris is able to project mystic energy into the mystical equivalent of an electric fence. Anything that walks through the wall without a proper invitation is cursed to rapidly fall apart into sand. An average human will fall to a pile of sand in roughly a minute.[Permission Based]
Rage of Apophis - Akoris summons a large, nearly 160-foot-long mystical construct of a snake. The snake then begins to attack anything it sees fit, the snake is almost as tall as a two-story house and lasts for about a minute before fading. The snake is made of flames and chaos magic. - From the Book of the Dead
Axis Flip - Akoris turns the inner compass that defines morality, and changes it to what best suits his needs. This effect lasts until dispelled or dismissed.[Permission Based]
- “Wrap Magic”:
- Wrap Manipulation - Akoris can manipulate the wrappings binding his body up to 40 yards away from himself, allowing for many minor abilities like swinging, binding, etc.
Spectral wrappings - Using wraps that have hieroglyphs that represent Osiris, and binding; Akoris is able to not only touch but bind those with powers such as intangibility. Additionally, these wrappings pass through walls. [Permission Based]
Vampiric wrappings - Akoris uses another set of wrappings that attach to a user and siphons off the user’s strength, vitality, and magic, giving 50 percent of it to Great Akoris himself.[Permission Based]
Burning wrappings - Akoris uses a set of wrappings endorned with the hieroglyph of fire. Anything touched by one of these wrappings is burned, if bound the suffering will continue until broken or otherwise removed.
Paralyzing wrappings - Akoris uses a set of wrappings with a hieroglyph depicting a man on the ground, face contorted in pain. Any being touched by the wrap will become paralyzed until the wrappings are destroyed.
Mummification - Akoris binds the target in his own wraps, and endorns them with the hieroglyph of his own name. Once complete, the target will become a mummy much like Akoris, under his command. When the Hieroglyph is removed, as does the mummification spell and all of its effects. A basic mummy will be far weaker to fire with strength being capable of lifting ten tons plus all abilities they had in life. A mummy will take a full minute to create. [PERMISSION BASED]
- “Sand Magic”:
- Sand Weapon - Akoris can summon a khopesh made of sand, and glass. The weapon can cut through solid steel with little resistance.
Storm of the Ancients - Akoris becomes a sandstorm that blots out the sun, and is mile wide. The sandstorm is capable of burying cars underneath its weight and he can utilize all other abilities in this form.. - From the Book of the Dead.
- “Hexes and Curses (Permission Based)”:
- Disarmament Hex - Akoris casts a mystic bolt which effectively disarms his opponent, no matter the weapon. Be it a wand, or a sword, the weapon will fly from their hands and be unwieldable for three weeks.
Curse of Ill Fortunes - For the next 3 posts, the target will be attacked by horrid luck. Attacks will be more likely to miss and attacks directed at the target will be more likely to hit something. In addition, generally poor luck will befall the victim.
Curse of the Inner Hive - Akoris fires a wave of magic that fills the cavities of the human body with swarming insects that crawl out of the nearest exit.
Curse of Babel - Akoris confuses the victims sense of language, forcing them to speak a different language than their own, even if they don’t know another language.
Curse of Frailty: Every minute the person is cursed they age a year. [Written by Vorik]
Curse of Wasting: The more they struggle the more their bones weaken and their muscles atrophy.[Written by Vorik]
Curse of Pain: All physical sensation is 1000x stronger. [Written by Vorik]
Curse of Blinding Rage: The cursed is overcome with sheer rage and will have to struggle to maintain themselves least they succumb to it. [Written by Vorik]
Curse of Abandon: All wants, feelings, and desire start to fade away until they become a husk of themselves devoid of personality. [Written by Vorik]
- ”Sun Magic”:
- The Boat of Ra - Akoris summons the great sun boat of Ra, a powerful artifact which can only be summoned by the current Pharaoh, and the Lord of the Nile. The boat can travel at speeds up to mach 5, and traverse through the Duat - the Egyptian underworld. The boat is heralded by a sandstorm and guarded by Mummy Warriors.
Ra’s Brilliance- Akoris can call upon Ra to summon a circle of light 30 ft wide. This will heal himself and any undead within the radius with minor wounds knitting in moments and major wounds healing within seconds, but burn any organic thing that enters. The burning is akin to being dunked into a smelter's forge. This spell is strengthened on a bright sunny day or a full moon.
Eye of Ra- Akoris casts a spell that creates a glowing purple eye above the building he is in. The eye can see and hear everything so long as Akoris is thinking of the area it is occurring in. [Permission Based]
- King of Monsters:
Monster Boost - Akoris can boost the stats of any supernatural entity directly protecting him. These stats are increased the closer the monster is to Akoris, doubling within 5 meters.
Monster Call - Akoris can summon and control monsters from anywhere on earth. The stronger the monster, the harder they are to call. Akoris can directly teleport monsters to his side in an emergency at a rate of one monster every 6 seconds.
- “All Hail the God King”:
Akoris has spent a very long time trying to achieve godhood through magical means. While he has never succeeded, should he eventually succeed he will receive the following benefits:
Return to Flesh - Akoris will be able to remake his own dead flesh into something more akin to a human, losing his weaknesses to fire and others related to his corporeal form. Additionally, he will be able to resurrect any undead under his command and give them his supernatural stats.
God of Forgotten Magic - Akoris will be capable of casting any spell, using the weaknesses if they apply to the spell.
Assume the God-Form - Akoris will be able to take on a massive 45 story tall purple energy form with two eyes of Ra to guide his movements. In this form, Akoris cannot be struck by any mortal weapon short of a nuclear bomb. His physical stats will be boosted to compete with the current opponent, matching them in strength.
- Accord of Concordia:
Chaos’ Chosen - Akoris gains a buff to his physical abilities roughly on par with that of an awakened Descendant. This always active buff roughly quadruples Akoris’ physical stats.
Chaos Magic - Concordia’s presence boosts Akoris’ magical potential with chaos, which is antithetical to structure. Allowing the spells to withstand stronger magic than what is used against it.
Chaos Reign - Through Concordia, Akoris is capable of exerting his ideal on the terrain around him. Allowing him to transform any area on earth into his ideal kingdom.
Warning of the Goddess - Concordia can warn Akoris of incoming magical attack, giving him ample opportunity to react with appropriate counter measures.
The Weaknesses
- ”Weaknesses”:
All men have faults, even the Great Pharaoh Akoris. These are his:
A curse dispelment charm used directly on him will effectively knock the wind out of him momentarily.
Salt circles will stop all magic from leaving the area of the salt circle.
Akoris has an inability to feel pain, leading to taking more damage than he may think he is.
Akoris is too slow to run effectively, he can make a shambling jog at best; but for the most part, Akoris is still much slower than your average human.
Akoris will not accept assistance from an outside source in the middle of a duel and will even go so far as to hinder any ally that tries to assist the same as he would a foe. In addition, Akoris will always attempt to fix himself before accepting medical aid from a lesser being.
Akoris is incapable of learning modern technology, neither understanding it; or wanting to understand it.
While the boat is in motion, Akoris goes into a death like trance; and cannot be woken by any mortal means. He must rely on his allies for protection or else hope that he is not destroyed before he arrives at his destination.
If Apophis touches a source of water, both the water and the serpent will dissipate.
Akoris cannot swim, and will sink if thrown into the water.
Akoris is incredibly vain, play to that and he will likely fall for it.
If Akoris’ canopic jars are destroyed; Akoris begins falling apart and will die 12 posts after unless a new canopic jar is found, and his organs placed inside.
Akoris will temporarily be sent back from whence he came - the Duat - should you speak his true name which is written on the walls of his tomb.
Akoris cannot ascend if he fails in the Long Night event. He has one shot at this, this century and will have to wait another hundred years to try again unless another entity allows him the opportunity to ascend.
The Items
The Staff of Anubis - An item which allows Akoris to use the magic he learned in life, in death. Stolen from Anubis himself; it is soulbound and will only work for Akoris.
The Book of the Dead - Another item stolen from Anubis, the book details many rituals and spells that Akoris has not yet learned or deciphered. The tome changes for each reader, and for Akoris it is currently mostly blank, with 3 spells he didn’t know in life being presented to him.
- Weakness:
- The book is completely useless unless you are an adept sorcerer, many spells inside require either extreme talent in the mystic arts, the staff of Anubis, or rare ingredients - some of which, are long extinct.
If the book is somehow destroyed, Akoris is unable to use the spells he learned from it.
The Minions
The Fluff
Akoris does not require oxygen or food to survive.
The RP Sample
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Re: Akoris Hoqor, the Scarab [Alert boss]
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The SuperHero RPG :: Applications :: Character, Minion, and NPC Applications :: Character and NPC Applications :: Approved Villains
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