Name: Ozymandias the Strange
Species/Race: Humanoid Lynx (Zoomorphic Human)
Weight: 180 lbs.
Fur: Orange and black in the standard spot and stripe patterns of the Iberian Lynx. Pictures of the Iberian Lynx can be found at this site or this site
Eye Color(s): Green
Clothing (armor): Formal evening wear with a cape and a top hat. On his hands he wears silk gloves. He doesn't wear any shoes, as his digitigrade feet aren't made for them. He does, however, wear spats.
Accessories: His accessories include the following: A "magic" wand that he uses in his act, several pockets of holding in his jacket, and a top hat from which he can pull out magical objects and animals. However, he can never be certain if it will give him something useful, or if it will give him a bolt of lightning to the rear. For more information, see the section on the hat. His cape allows him to take the form of a red-brown falcon. (See Four Trials: Ryu for detail) He has a number of items useful in his act, such as packs of playing cards, lock picks, and other objects of the magician's trade. He also keeps a number of throwing knives and razor-edged cards concealed about his person.
Pets: Several doves, a rabbit, and a tiger named Horang who comes to help him... sometimes. When he feels like it. Usually when Ozymandias least wants him around. Horang resembles a Bengal tiger, though his size can range anywhere between that of a housecat or of a giant. See the section on the hat for more information.
The Hat: The hat appears to be an ordinary silk top hat with a black band above the brim. From it can be pulled a number of useful items. There are any number of magic items, but there are some that are particularly powerful and worth noting. These are called his Major Arcana. In any pull, he has a fifty percent chance of getting something from the Major Arcana.
Horang- Guardian, jailor, in the form of a Bengal tiger. Loyal, playful. He can shift in size from a housecat to a giant. Of the contents of the hat, heís the only one who is known to enter and exit at will, anywhere in the vicinity of the wearer.
The Ragdoll- A spirit of odds and ends, and thrown-away bits. It appears to be composed of junk and litter, floating about in a small whirlwind. The trash sometimes makes an almost humanoid form, and then changes again. It is able to bring a number of useful little items, so long as they have been thrown away.
Entropy- A salamander/frost giant hybrid bound to a ring. He appears to be a ten-foot tall lizard-like humanoid with blue-and-red-mottled skin. He can make attacks both hot and cold. When summoned, only the ring appears. He is summoned by rubbing the ring three times.
The Machinist- Tek, a Miliaran spirit, animates machinery. Bound to a defunct electronic device of Miliaran manufacture, apparently some sort of communications equipment. Gruff, to the point. He cannot animate already sentient machinery.
Music Box- Inhabited by Siren. She tries to seduce wielder. She appears to be a human with pale skin and blue-white-sea-foam hair. The music box can lull people to sleep.
Blood Drum- Causes people to act like mindless animals, filled with anger. Unless they are brought out of it, they begin to attack the nearest opponent other than the wearer. The Drummer looks like a dark-skinned human wearing a large, African-style mask with fiery eyes holding a tall drum.
The Swarm- A swarm of tiny, burning pinpoints. Individually, they are harmless. As a group, they can be deadly. However, they can be easily dispersed by a strong wind or a rain.
The Genii- Two snake-like oracles that give advice to the bearer, amidst a flood of useless information. They generally give it in a singsong fashion.
Smoke- Demon, armor. Very sly, very subtle. Tends to be low-key. He is composed of smoke, and encompasses the wearer. While he doesnít offer any physical protection, he makes the wearer much harder to hit, and protects him from some magical and psychic attacks.
The Lady of the Evening- Astarte, succubus. She can change her form to become irresistible to nearly any heterosexual male or homosexual female. She fights constantly with the Siren.
The Reaver- Chogath, a demon with all sharp edges and spikes. Very fast, very literal in following instructions. Use with extreme caution. Absolutely loyal to the wielder. He attacks with the blades on his arms and legs.
The Leviathan- Dargamammond, a giant demon, over fifty feet. Very nice, not very bright. He has bright blue skin and wears a green loincloth. He attacks with a giant club made from an oak tree.
The Rhymer- Rhythophyx, a demon able to hypnotize those around him. He appears to be a humanoid wearing a purple-and-orange-striped suit with a green-with-yellow-polka-dot bowtie. His eyes are enormous, fixating anyone looking at him. He speaks in a singsong rhyme. Unless given other orders, he simply hypnotizes them to hold still. However, he can hypnotize them so that they believe the wearer is their friend and ally, or anything else. However, if someone they know well tells them the truth, they can fight it.
The Linguist- Demon Babel, bound to a dictionary. Instant translator. He appears to be a four-inch tall devil, complete with horns and hooves and bright-red skin, wearing a tweed jacket and spectacles.
Mirrors- Become perfect copies of people. Though they donít have the memories and minds of the people, they have all of the physical attributes. This doesnít include magical or supernatural powers or learned abilities.
Tarot Cards- Affect events and probability, grant some powers. Depends on card(s) drawn.
Mind Stone- The Mind Stone grants telepathy. However, while the wearer can now hear the thoughts of those unprotected minds around him, he canít necessarily understand what he hears.
Sword of Winter- It is a long sword, and is very difficult to use as the handle is rather frigid (gloves recommended) but anything touched by the blade is bereft of all heat up to a mass of 5000 pounds
The Bell- It is a small hand-bell. When rung, it causes one person to go deaf, dumb, and blind. Randomly chosen.
The Map- Guides user to the nearest demon. It is somewhat battered around the edges, but still quite readable. The nearest demon is marked in red. Itís also useful when there are no demons, as it shows the area around it accurately, including hidden passages.
Hand of Glory- Animates the dead. Very black magic. All dead within fifty feet not somehow protected from black magic are animated. Some of them try to serve the wearer. Some of them try to go about their daily lives. Others become violent and try to kill the wearer and his party.
The Dreamerís Eye- A necklace that allows the bearer to craft illusions.
Crystal Ball- Scrying Device. It can show what the wearer wishes, though it can be blocked by magical wards rather easily. Also, with a sufficiently talented mage, it becomes a two-way channelÖ
Abilities/Skills & Power Level: Very good illusion and sleight of hand. He is also very good with thrown weapons, particularly knives and special razor-edged playing cards he makes. Where his eye goes, soon goes the missile. He has some knowledge of clockwork as well.
Special Effects: Good night vision, incredible dexterity, and the standard retractable claws found on a cat.
Personality: Ozymandias is a product of Victorian London. Thus, in some ways he's very proper, and some might say, stuffy. He is also cautious, though not cowardly. He's often bewildered by the strange forms of those around him, even as he tries to come to terms with his own new form.
History: Ozymandias Strange was the eldest son of a wealthy banker in Victorian London. He was a handsome young man with red hair and striking green eyes, and his father expected him to follow in his footsteps. Ozymandias, alas, soon found a love of performing. He began to learn small parlor tricks with which he amused his friends. He began to use his pocket money to purchase books on legerdemain, and learned more daring stunts. He learned from his family's Odd-Jobs man how to pick locks, and proved to have a natural talent for it. When his father found out, he tried to put a stop to it, but it was too late. Ozymandias knew what he wanted to do. He wanted to become a magician.
This created a rift between Ozymandias and his father that never fully healed. Ozymandias ended up living with a clockmaker who'd gained some notoriety exposing fake spiritualists, one John Nevil Maskelyne. Maskelyne also taught him what he knew of stage magic, and introduced him to some magicians he knew. Ozymandias soon began to perform on his own, and got something of a following. It was at this stage of his life that an old man appeared to him, and made an unusual offer: A chance to become a truly great magician, in exchange for his word to perform for the old man when the time came. Ozymandias agreed before he found out the true terms. He soon found himself in the Dream, in a body not his own, yet strangely familiar...
Ambition: "To be the greatest of all magicians."