Profiles

HoH season levi. Source: valucre.net static Gaia dump.

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Table of contents
  1. Shouyin
  2. Shouyin
  3. Uberwulf X
  4. Ryugi Kazamaru
  5. Designated Hero
  6. Unchecked Twitch
  7. Tomorrow
  8. Vahn Fah
  9. Lady Sierra
  10. Kuroiten
  11. Kuroiten
  12. Kuroiten
  13. Kuroiten
  14. Kuroiten
  15. Kuroiten
  16. The Bitch D
  17. Kraun
  18. Cthulhu Wish
  19. themightyjello
  20. themightyjello
  21. Maximos
  22. FuxKMe
  23. ADULTS
  24. One Fly Red Mage
  25. Sutiiven
  26. [Yusuke Urameshi]
  27. Lucind Varhetel
  28. Designated Hero
  29. AtaraRaven
  30. Vahn Fah
  31. Random Stranger #36
  32. Maximos
  33. Xenin
  34. Abyssal Majesty
  35. Ryugi Kazamaru
  36. Kitty_Cat_Chik
  37. Delirium_Butterfly
  38. TheRealOkawaAir
  39. Victor Fah
  40. Supreme Weapon
  41. Apocalyptic Pilot
  42. Unknown
  43. themightyjello
  44. Abyssal Majesty
  45. Rain Yupa
  46. Kenric Adlam
  47. Tenma Keigou
  48. MerDefsGirl
  49. MerDefsGirl
  50. Bottine
  51. Akemi Mercuraki
  52. Sieg ecstuffuan
  53. Theory-Of-Xerosis
  54. RedShadowHero
  55. Abyssal Majesty
  56. Bramfatura
  57. Psychofish
  58. WheresMyCow
  59. Mr Noobdude
  60. Theory-Of-Xerosis
  61. Darshendros the Eternal
  62. Darshendros the Eternal
  63. Idolwise
  64. Idolwise
  65. Malice the Immortal
  66. Master Nemesis
  67. -SOO- Deathguise
  68. Damrius
  69. Murdoc the Fallen
  70. The Ganner Ranvier
  71. Celtic of the Fae
  72. Akemi Mercuraki
  73. Sieg ecstuffuan
  74. x__NightWhisper
  75. Fools-The-Reaper
  76. BeautifullyDecayed
  77. The Thunder Tyrant
  78. Akemi Mercuraki
  79. The Oblivionic
  80. Xerion-N
  81. Mining Coal
  82. The Oblivionic
  83. Vintrict
  84. White Lilium
  85. Theory-Of-Xerosis
  86. Rivuzu
  87. Lucid Red Herring
  88. Colonel Iyam A Heita
  89. [Niitsu] - the - [First]
  90. Delirium_Butterfly
  91. Scarker
  92. Savoki Sanoci
  93. Oracle Of Delphi
  94. Oracle Of Delphi
  95. Chen Ning
  96. Akemi Mercuraki
  97. Bramfatura
  98. AcaciaDamia
  99. La Ligne Noire
  100. Tomiko Neko
  101. S.Lyger
  102. Ayerie Valdis
  103. Demon God Yoshi
  104. Demon God Yoshi
  105. -V- Loki -V-
  106. Akemi Mercuraki
  107. Theory-Of-Xerosis
  108. Treflist
  109. VaIentine Hoskuo
  110. Apocalyptic Pilot
  111. Sins of an Angel
  112. [ LOL ]
  113. Pocket Gal
  114. cannibal dollie
  115. The Proclaimer
  116. 1RedshirtXLG
  117. Designated Hero
  118. Tres Ecstuffuan
  119. Alexander Tyson
  120. Cthulhu Wish
  121. Ken Kurosawa
  122. Draven-Cursed blood-
  123. Mining Coal
  124. Ortei the Illustrious
  125. Deathgra
  126. Snufflufagus
  127. Garam Nijashi Hikuro
  128. Bartholomew Bellupine
  129. Eternal Dirge
  130. Ceron
  131. The Oblivionic
  132. Fiend The Bunny
  133. Novama
  134. Draven-Cursed blood-
  135. Lady Red Fox
  136. ZidaTheBlazing
  137. dustinslav
  138. The True Archangel
  139. [Yusuke Urameshi]
  140. Angelic Knight
  141. Jonath Nell
  142. Luminare The Forsaken
  143. Toneldren the Conjurer
  144. dustinslav
  145. Akira Matoko
  146. Duskbringer
  147. Abyssal Majesty
  148. Alceaos
  149. Squat King
  150. Divine Monkey
  151. Unknown
  152. The Last Pedigree
  153. [Niitsu] - the - [First]
  154. The Last Pedigree
  155. MagnusXL
  156. MagnusXL
  157. MagnusXL
  158. OuchRightInTheFreedom
  159. Cassandra Voorhees
  160. Tenkai Matsumoto
  161. Bloody Loon
  162. inutori
  163. Crocodylus
  164. Phantom-Gent
  165. Tienan Slavin
  166. The Crossed Fox
  167. Braiddan
  168. The Crossed Fox
  169. LADY KAMA SUCCUBOSS
  170. Bramfatura
  171. Laertes Ursus
  172. ReversedWound
  173. GizzyTheGhost
  174. Lord Karoshi
  175. Liquid Lights
  176. [Niitsu] - the - [First]
  177. Obscurata
  178. v-v
  179. Marilynn Hill
  180. I3ambi
  181. Sohisohi
  182. Winget
  183. superpsyco77
  184. Ziggy the Blue
  185. scout360pyro
  186. Hiro Korigashine
  187. Slayer The Wise
  188. Saila Lyuna
  189. Ryugi Kazamaru
  190. MagnusXL

1Shouyin

-= Character Index =-

DO NOT PM SHOUYIN REGARDING THIS THREAD

  • Basic Overview of the Person

Give a general overview on the person on top. When you look at this overview you should see at once

  • who this person is/was (name)
  • age/birthdate
  • race and gender

Appearance

Please give a description of the person. The more accurate the better, as this may also help artists to draw a good pic from this information later on. Include a physical description, as well as things like armor, weapons and equipment.

Abilities

What can your character do? Are they as strong as an ox, faster than a cheetah, or can they shoot laserbeams with the white hot intensity of a thousand suns out of their eyes? Whatever traits make your character unique, include here. Try to be as detailed as possible, since this is where most roleplay disputes arise.

Personality

Add all personality traits of a person here, which you deem important to be included in the entry. Mention whether this person has a humorous character, is stern, determined or hot-tempered - or everything at the same time. What does he/she do, like? - Whatever helps to define the individuality of the person should be put in here.

History

Write in detail where the person grew up, which education he/she got etc. Just mention all important incidents in the persons life, and as often as possible: Try to add dates which make the entry more accurate from the historical point of view. You don't really need to go into all the exact details - at least the entry should also be an interesting read, eh?

Importance (optional)

At the final section of the entry you can/should try to talk a bit about the general importance of the person, e.g. if you describe a king you can describe how his people liked him, which impact all the things he did were for later generations he did, if there exist some kind of lore or anecdotes etc.

Picture (optional)

Also try to find a pic perhaps for the person you describe. You can also look around first of course, decide that a certain pic would make a good character and start your bio according to the pic (but you should check first in this thread if the pic isn't already in use for someone else).

If you follow these guidelines I'm sure developing a character is much easier and will produce better results. - Happy developing!

Or make up a bio of your own style. The above is just an example.

Important Note: Posting your bio in this thread allows your character access to the Leviathan Stadium thread-- it is not necessary if you wish to post and/or fight in any other thread. If you do post it, know that your character's name and appearance will be known to Stadium personnel (think of it as a gym membership, they have your name, a picture, etc.). If this is contrary to your desires and you just want your bio in the database for reference, please PM themightyjello when you post, and a star will be included beside your name in the index.

Character Index

Created by Shouyin (Ctrl+F to navigate)

Note: For this index to remain useful, it must remain up to date. If you change your username, change the name of your character, leave the guild, and/or delete your bio, themightyjello SHOULD MAYBE KNOW, WHATEVER. Otherwise I will be unable to make appropriate edits to the index, and the information it presents will become false. Please, whatever terms you make any of the above actions on, inform themightyjello of them in a PM as a simple act of courtesy - or don't.

  • = not included on Stadium database

A

.Antique Heartbeat.

Sonya Nightingale Noir

The Cheshire Cat

Akemi Mercuraki

Zarf Laeore

Akira Mercuraki

Akira Matoko

AtaraRaven

Grace Brigid Sirona

B

BeautifullyDecayed

C

[Casca]

D

Damian Felheart

Damrius

Dark Angel Kio

Dark Conspiracy

Darshendros the Eternal

Vincent Beauchamp

Delirium_Butterfly

Designated Hero

Athan Cole

F

Fools-the-Reaper

Fo.Shiz

G

Glorious Athena

I

Idolwise

...

K

KittyCatChik

KorsoVonPrios

Kraun

Kuroiten

Deren Kritos

Gareth Mordant

Paul Ethere

Osiris

Seth "Drake" J\'Tentra

L

Lady Sierra

Lucind Varhetel

M

[.Maelthorn.]

MagnusXL

Ra\'Fiig

Argon

Malice the Immortal

Master Nemesis

Maximos

Maximos

MerDefsGirl

Ymir

Mr. Crawley

Mr Noobdude

Murdoc the Fallen

N

[Niitsu] - the - [First]

O

Oblivionic Legend

P

Psychofish

R

Rain Yupa

Random Stranger #36

RedPyramidThing

RedShadowHero

Ryudo_Kazamaru

Ryugi Kazamaru

Ryugi Kazamaru

S

Saila Lyuna

Saiyamoru

Shouyin

Sieg ecstuffuan

Celesta Tristian aekea

Supreme Weapon

Sutiiven

T

Tenma Keigou

The b***h D

The Darth Vizzle

themightyjello

Razliek Kar

The Pope of WALL

TheRealOkawaAir

The Riot Guy

Theory-Of-Xerosis

Jack \'Aiden\' Nozima

Tomorrow

Tovarishch

U

Unchecked Twitch

V

Vahn Kyonuske

Ezekiel (Nephilim)

Vahn Fah

Victor Fah

W

WheresMyCow

X

x__NightWhisper

[.. X ..]

Xenin

Y

[Yusuke Urameshi]

Z

Zetsumeii

2Shouyin

Birthdate: November 29th, 1980

Age: 26

Race: Human (Half-Golem)

Gender: Male

Height: 5'11"

Weight: 180lbs.+ (see: The Stone)

Description:

Physically -

Tousled, short, silvery grey hair spreads gently from his crown, stepping aside for a pair of bright green eyes with speckles of golden yellow in the irises. Rough-skinned, unshaven, and tanned with lean yet dense, perfectly-toned muscles. His right arm is a rock prosthetic, layers of it spreading across his upper right chest, back and shoulder areas. Across his back there's a large charred black outline of the Wu-Tang eagle: a brand. Along the proximal phalanges of both hands, written from right hand to left and thus reading from left to right to any third party, the characters ΣΤΩΝ and ΣΧΩΥ are imprinted and tattooed respectively on the fingers. Wrapped around his left leg, a few inches below the kneecap, he has a very distinct scar, rough and jagged in appearance. There are also small circular scars on both his left thigh and shoulder. On the back of, and on the palm, of his left hand, there are another eight circular scars, positioned like the four corners of a square, in two rows between the bones of his index and middle, and ring and pinky fingers. As a fighter, it isn't odd to see the man with at least a few scrapes, cuts and bruises anywhere on his body at any given time.

Currently Wearing -

On top: a black t-shirt with the Enjoi skate logo underneath a very loose, thin, long-sleeved black sweater with the Element logo in the center. On the legs: loose navy blue jeans with a black leather belt around the waist, black socks, and black skate shoes with caramel coloured soles. Around his left wrist is a dark brown, worn-leather bracelet, and on his right is an expensive looking silver Rolex watch. About his neck, tucked underneath the t-shirt is thin silver chain with a heavy, dark grey steel crucifix hanging from it.

Equipment:

  • Wu-Tang Sword - Kung Fu blade, nine-ring Chinese broadsword style with a cord-wrapped hilt. Crafted by the master smiths of the Wu Temple, using an ancient method that has only been improved upon throughout the ages. The blade is literally unbreakable, the folds of steel imbued with a spiritual energy that keeps the sword razor-sharp and intact regardless of whatever temperature or pressure is thrown upon it. Designed for swift, powerful strokes and focused centerline thrusts. However it was also made with a balance perfect for striking with the butt-end of the hilt.

Tearbringer -

Jason A. Delacroix Wrote:

It is often that the simplest things, so great in necessity but are often underestimated and forgotten. A simple hatchet originally of non martial intentions has often found itself as a jack of all trades, as the tool, and protector. It is not often that this versatile item finds an owner with an attitude to match its flexibility. Tearbringer was brought into this world for just such a man, and at quite a auspicious moment.

Construction-

Made primarily form common Anchrish steel with a heavily ground edge on one end and a square spike at the rear of the axe head the tear bringer as it was named is furnished for combat. The Blade of the beast is an uncompromising cutting edge heavy ground for ease of rending materials. Three serrations and a final cleft at the bottom of the blade help assist the blades in its cut, as unless against a flat surface a majority of a blades force is directed outwards with a traditional axe. With the tear bringers serrations a slash is able to get a purchase on the material and cut deeper into it improving the axes chances of cutting through armor, or thick clothing to sink deeply into the targets flesh. The blade and spike are clay tempered and remains some marks as to the hardening process this makes them extremely dangerous to both hard and soft targets capable of cutting into most materials with ease. The Axe head however is hollow in some places (beyond the eye, and tears cut outs) placed into the hollow from the rear and secured via a polymer filler lies a Bell Bronze bar open at one end towards the blade, with the bar or bell being hollow to act as a displacement chamber for the sound. Helium was pumped into the sealed bell to improve resonance frequency and harmonics. This was chosen as a much safer and less reactive choice over hydrogen which would have provided a higher frequency.

The handle is stained and varnished Walnut with steel inlays for grip and finger indexing, and the recurved shaft is supported by two internal steel inserts to improve rigidity. At the back of the handle (built into the upper ribbed inset) is a small brass button containing a small slide switch on its surface. This acts as the primary operating method of the axes bit more than usual internal mechanism. The handle itself is distanced from the axe head itself by three retaining rings with a gel shock absorber and encased in a thermo fiber wrapping to improve the handles security and ‘weld’ to the head. This almost completely removes the transfer of harmonics from the head to the handle*. Useful for reducing the strain on the user when not needed, and an absolute requirement for when the blade is active. The weapon is weighted for throwing but a wrist strap attachment point at the bottom of the handle would seem to show and advisement not to do so, but as with all weapons when the time comes it is ready and willing.

Operation-

Though little explanation is really needed in how to use an Axe (the sharp end cuts you…) The operating button on the rear of the handle at the recurve does require some brief explanation. The runic enchantment used is a simple one called endless harmony, and is little more than a runic wave amplified protecting the axe from its own harmonics while increasing the frequency at which the blade vibrated.

The small slide switch on the Operating button is really for the selection of which mode the weapon will act in: Either Instant, or Impact mode have the same effect, only when and how the effect is activated changes.

-Instant-

When set on instant mode (or up) a firm depression of the operating button operates a striker, which is retracted against the action of a spring and released in one action. The striker strikes the ‘bell’ (Imbedded bronze bar) and the bell vibrates transferring its harmonics to the blade. By itself this would be fairly fruitless augmented as it is by materials choices and runic inscription however the result is not far off from the effect of a chain saw as the beveled blade sweeps only millimeters to each side generating both friction and physically separating the material being cut allowing the axe to cut cleaning through most common items and armor, if not in one sweep than through continuous pressure from the cutting edge on impact.

-Impact-

With the small switch in the down position pressing on the operating button cocks the striker but a pair of bars are forced to roll together by the action holding onto the striker preventing it from striking the bell. the bars sit in a an L-shaped bracket. This bracket5 when under the shock of the force of impact roll into their brackets releasing the striker.

Cautions-

It should be noted that successive strikes of the bell -are- cumulative and each strike rings for only a few seconds (three posts (with fading amplitude each post), so two strikes would last for four posts, and 3 for five) each strike adding strength to the blades vibration and improving its cutting prowess. After three strikes the weapon itself begins to be come quite warm due to friction and the vibration may begin to increase due to its constant assault on the shock absorber over time. After four or so strikes depending on the material its striking the blade may begin to glow a red hot and continue to heat up from that point on. Though Anchrish Steel is austenic, and wont anneal (soften) it can still slag and such heat can damage the fine edge of the blade over successive strikes at high temperature.

-Notes:

*Note the ‘almost‘, it does not completely remove the harmonic effect, there is a very light vibration that is quite obvious, but not painful and a high frequency ringing noise is audible for quite a distance

Abilities:

current fighting style:

3Uberwulf X

Base Stats

Name: Lazenca Miranda

Apparent Species: Werewolf

Apparent Age: Low/Mid 20s


Equip Stats

Lower clothing: Loose, black cargo pants

Upper clothing: Black cloak

Arm: Mythril bracers

Leg: Mythril half-greaves

Waist: Metallic "skirt" w/tail guard

Neck: Rope necklace

Head: none

Ear: none


Ability Overview

Weapons: Tooth and claw.

Secondary weapons: Large knife usually held at hip.

Primary element: Ice

Secondary element: Water

Style: Tenma ne Garo, Tenma ne Gato


Notes

  • Is terrified of firearms.
  • Is legally insane (according to Tel'Rune knowledge about "Alpha Shift").

Here ends the ooc "general stuff anyone should know about him by just looking" section. If you want ooc details on things like history and whatnot, consult the link below.

Extended profile

4Ryugi Kazamaru

((Sections in RED are IC Database information))

Name: Ryugi Kazamaru

Age: -Appears 20, real age unknown-

Race: Dragon (Human Form)

Weapons: Magical greatsword "Ragnarok" and the arcane broadsword called Sol Blade.

Abilities: "Flame - Light/Holy Elemental" / Weapon Skills

Bio: –Unknown-

Appearance: ---------------------------->

Physical Description:

Body (Human Form) - Ryugi's body is built slightly different than that of a normal human, as he is a dragon in a human shape. His muscle is generally more stringy and stretchy than the tissue of a human being, which allows for faster movement, and more powerful punches and physical attacks. In short, Ryugi's fortitude, reflexes, and willpower are all incredibly high. Ryugi's bones are nearly twice as dense as human bone, giving his skeleton and body much more durability, but adding significantly more weight to him. Due to this excess weight, Ryugi's maximum movement speed does not surpass that of your average human even with his high strength stat. Olympic runners can and will run faster than him. A light load for him is anything up to 532 pounds. His Medium load is up to 1064 pounds. Due to his strength and durability, this kind of load doesn't hinder Ryugi. His maximum carrying capacity is 1600 pounds. He can lift up to his maximum load over his head. Boosts of his physical strength can raise his maximum lifting capacity to exactly 2000 pounds, or one ton. Any further boosts do not improve upon this limit, and instead, only allow him to move that amount of weight with greater ease. In effect, Ryugi's body is built to take hits, not be incredibly nimble.

Resistances:

Like all dragons, Ryugi has some level of passive damage reduction against any damage that is not magical in nature. His body is simply tied to his element, and the rekindling nature of fire and light serve to dampen the most basic physical blows, up to and including bladed strikes by weapons. His natural toughness, combined with this ability, makes him incredibly durable. Of course, swords still hurt, and punches still bruise, but their effectiveness is reduced. Magical weapons and attacks instantly overcome this small barrier to injury, and deal otherwise normal damage. His body is also immune to magically induced sleep effects and paralysis.

Ryugi is immune to most magical sources of fire and flames. Only the truly extraordinary of temperatures can phase him. However, in truth, Ryugi is simply extremely resistant to burns and heat, but can still be burned. In simple terms, Ryugi can take a temperature of 1500 degrees Fahrenheit for approximately 4 seconds before his exposed skin will begin to burn. However, for periods of approximately no more than one second, Ryugi can take temperatures of 3000 degrees Fahrenheit without bodily harm, two seconds is 2500 degrees Fahrenheit, 3 seconds is 1750 degrees Fahrenheit. After that time, Ryugi's body will begin to burn as normal following his 1000 degree resistance at 4 seconds. Ryugi is unaffected by temperatures at or below 1400 degrees while alive as the fire energy within him regenerates and rekindles his resistance. In addition Ryugi's body, being that of a transformed golden dragon, has become accustomed to the fiery nature of his species element of choice. Over millennia, the cells that make up his species' bodies have grown tolerant of these extreme temperatures. Combined with the rekindling effects of his elemental powers, Ryugi is no stranger to truly extreme temperatures.

Ryugi's resistance to cold, however, is fairly similar to that of a human being wearing a sweater. However, since he can heat himself by expending energy, this rarely comes into play, other than in battle. When faced with ice or cold-based powers, however, they tend to have a more powerful effect on him. The thickness of Ryugi's clothing helps prevent them from dealing a large amount more damage. Without them, he would take 50% more damage from cold or ice-based abilities, assuming he cannot counter them with his own abilities. With them, Ryugi takes roughly the same level of damage as anyone else due to the insulation of his outfit serving to protect him.

Energy / Stamina System:

Ryugi’s ability to fight and use energy attacks relies completely around his body’s ability to do so. An “Energy / Stamina System” regulates this. In addition to a “Life / Stamina bar”, Ryugi's energy attacks run off of his body's ability to filter and extract energy from the elemental planes of fire and light. His body does this naturally at a decent rate allowing him the equivalent of one Adamant Fireball ((10 Energy)) per turn without negatively effecting his energy, and he recovers roughly that same amount each turn he is not using energy. Ryugi has, effectively, two gauges in combat.

The Energy Bar -

The “Energy” equates to Ryugi’s body’s natural tolerance and ability to his use of energy in combat. If he uses too much too quickly, the energy depletes, and Ryugi’s energy attacks will cut into his Stamina or HP. However, he can drain and refill this zone for attacks, and it is restored by a small amount ((10 Energy each turn)). By not using energy, Ryugi can normally refill this zone by 10 each turn. Different abilities may increase this regeneration, or negate it. Ryugi's limit on this Energy Bar capped at 200 in his normal state, 250 including energy from Ragnarok, and 450 in his "True Ascension" states. Ryugi begins battle with 50, which effectively acts as his body's natural buffer to using attacks. This gauge is not drained by damage in combat.

The Stamina Bar -

Ryugi has a basic Stamina Bar that more or less equates to Ryugi’s fuel to continue to fight. It is similar to an "HP Bar" but does not equate to his effective HP. Instead, this bar regulates Ryugi's stamina and energy to keep up the fight. This is the stamina that his body uses to stay in peak form while in combat, and this stamina zone is drained by damage in battle, starting at a full 100%. Once again, it should be noted that this bar does NOT TRULY REFLECT RYUGI'S HP, but rather reflects how much stamina his body has to keep going. Like a Boxer in the 5th Round, over time, Ryugi's energy in this zone will deplete, especially after taking hits.

Stamina is what is drained when the Energy Bar is gone or depleted. This allows Ryugi to sacrifice his own health and well-being to use attacks in clutch situations if necessary. This gauge can be increased or recovered by healing, or by converting his energy into stamina, but that does not allow for energy to be placed into the Energy Bar. "Healing" by converting energy into stamina does not close wounds or stop injuries, but it does give Ryugi more ability to fight through such impairments. As Ryugi loses stamina from 100, he will slowly become more and more exhausted until he is continuously winded at 50. From 50 he gets progressively weaker until he faints at 0 stamina. Damage taken to Ryugi will drain from the bar variably depending on the severity of the blow, and how effectively Ryugi was in deflecting or blocking the damage. A deflected punch will do no damage to him, while a hit that cracks ribs might do as much as 20 damage to him, making blocking and avoiding strikes paramount to Ryugi's success in a fight when coupled with his energy attacks.

Willpower Conversion -

In exceedingly rare cases, Ryugi's drive to overcome his opponents actually forces him to push himself to incredible limits. Usable only when Ragnarok is charging his body directly, or under extreme plot-based duress, Ryugi can actually make use of his "Unbreakable Resolve" to add power to his attacks. This is due to Ragnarok's Spirit allowing Ryugi to tap into his own spiritual energies, an offshoot of his light/holy elemental powers tapping into the "creation" domain of the divine. Attacks under the influence of this ability might damage foes against which they may normally be ineffective, or simply gain more damage, as Ryugi literally "wills them" to do more damage or strike harder. This ability is actually linked to Ryugi's single most powerful strike, not listed in this profile. In effect, the willpower actually alters reality via a conceptual framework to a small extent to alter the probability of events in question or make things "just so". Unlike Moonblade's warping of reality with his "Lunatic Wish Festival" spell, this manipulation of reality is localized and tied directly into Ryugi's willpower and resolve. As a result, it can only effect things relating to Ryugi or his abilities. The maximum boon of this alteration can increase the damage of Ryugi's abilities by 50%, including to targets that might otherwise be immune to them. On the downside, if Ryugi is utterly and completely demoralized while this ability is in effect, it can have a negative modifier of up to 50%.

Equipment:(Dragonsteel is about as strong as tempered steel, but lighter)

Chest Armor - While Ryugi wears no real armor over his chest, his bones are incredibly dense and resistant to damage, making his ribs almost like internal armor, serving to protect his vital organs from severe battle damage. The lack of any outer armor allows Ryugi's upper body far more maneuverability to fight with his weapons and abilities. He's far from a gymnast, but being able to fight while unhindered by armor gives him an advantage in combat.

Gauntlets - Under Ryugi's jacket and gloves lay his forearm guards. These are dragonsteel gauntlets that curl around from the bottom of Ryugi's forearm to the top at a thickness of one eighth of an inch. These are solid dragonsteel, and hidden from view under Ryugi's gloves. They're strong enough to deflect most bladed weapons without causing harm to Ryugi's arms, however a full on block will still deliver some shock damage to Ryugi's forearms. This allows him to fight with less fear when it comes to blocking attacks from bladed weapons and allow for dispersion of force from blocked punches etc. These can also be removed by unbuckling two metal buckles at each end that hold the devices firmly around his arms. They are padded for comfort inside the curl as well, dulling force further, making them another helpful part of Ryugi's defense.

Boots - His boots have dragonsteel shin/knee guards build right into them and are made light to vastly cut down on movement restrictions usually caused by such heavy equipment. The knee and shin guards cover Ryugi's shins and knees to a thickness of half an inch along with padding for comfort. When Ryugi stands still, the knee portion of the guard sits above his knee about one inch, and when the knee is bent into a kneeing position, the guard sticks out past the knee, giving Ryugi a very painful kneeing attack if it is to strike the opponent. The soles of the boots are thick rubber with a metal plate running under the padding for the foot. This protects his feet from sharp puncturing objects, and tiny spikes protruding to the ground protects from electrical attacks as well, allowing most of the charge to flow out from his body with little harm. The toes of the boots are also dragonsteel, protecting him from any toe stepping that might occur, as well as giving him a painful kick. The boots themselves are made from thick dragonhide leather, donated by Ryugi himself, and are incredibly strong and durable to most attacks.

Jacket - Ryugi's jacket is also full of surprises. The jacket itself is made out of a thick white fireproof material for protection against light bladed attacks. The jacket is insulated and keeps Ryugi warm against most naturally occurring chilly temperatures, further advancing his natural temperature resistance. Inside the jacket are numerous pouches and compartments that allow easy storage for several smaller items, many of them trinkets from Ryugi's past that he cares for deeply. His reason for keeping them in his jacket is so that he can keep his loved ones close to his heart at all times, both mentally, and physically. They serve as a reminder that his friends are always there for him, be they dead, or alive.

Pants - Just like Ryugi's jacket, his pants are also made out of the same thick fireproof material. Their bagginess helps to protect against flying debris, but they don't offer any real protection against bladed strikes. Curiously, they've also become something of a collectors item...

Scarf - Ryugi's scarf is perhaps as synonymous with his identity as his sword Ragnarok. The scarf is thick, fireproof, and strong enough to hold two people's weight easily, and has helped him survive rough times before, even if it can be a hindrance in battle. He only removes it when the fighting is getting serious, and he could use a small boost of speed by removing the drag of the scarf. The story behind the scarf is part of the reason Ryugi keeps it on him as much as possible. The scarf was given to him by a female mage named Kara, who passed away in the quest for Ragnarok. Ryugi has never loved another human being as much as he loved the girl. While originally given to Ryugi to keep him warm during one of the group's colder exploits, it came to represent the pure white of Kara's soul and her never-ending grace and beauty, even to her last and final moments. Ryugi wears it always to remind him that his friend is with him in spirit, and has at times referred to the item as Kara in her memory. The scarf serves no real defensive purpose, but the thickness of the material makes a direct grip on Ryugi's neck slightly more difficult to obtain. It also keeps his neck warm if it's cold outside.

Gloves - Ryugi's gloves are effectively part of the gauntlets, fireproof as well, and have thick layers of woven dragonsteel into the palms as well as a plate across the back of the hand, allowing him to be able to grasp most swords and other sharp objects without fear of injuring his hands. This comes in particularly handy while forging weapons and handling them in his shop. Unknown to all but Ryugi himself, the palms of the gloves are also given a special weave into the dragonsteel threads. This weave serves as an energy leyline, and allows for easier transfer of energy to, and from, Ragnarok for use by the fighter.

Planar Pendant - Ryugi wears a glowing white-blue pendant around his neck that he gained in the fire plane. While not a defensive weapon exactly, it allows him to return to the physical plane if somehow separated from it. The gem is incredibly strong, and nearly unbreakable. It also acts as a reservoir of sorts, and can restore approximately 30% of Ryugi's stamina once per battle. This ability is obviously reliant on whether the pendant had been recharged with energy after its use in combat.

Black Shadow Necklace - This necklace holds a very special place in Ryugi's heart, and is worn under his scarf along with his other necklace. The necklace was given to Ryugi by his good friend Maximos as thanks for holding on to his memory after he'd passed on, when few others bothered. At one time many necklaces were given to Maximos' closest friends, but when he passed on, they all shattered. This necklace is believed to be the first one given to anyone since Maximos returned from death, and Ryugi will fight to protect the necklace as if it were Maximos himself. The necklace allows Ryugi to make a "telepathic phone call" to Maximos, however the only way the pair is able to speak is if Ryugi is calm, and if Maximos decides to pick up. In dire situations the necklace can be used to summon Maximos to Ryugi's location when in need of aid or assistance, or just because, though Ryugi tries not to overuse this ability as per Maximos' request.

Ancalagon's Tear -

The final reward for Maximos' and Ryugi 's quest across Angara in search of the great glass dragon Ancalagon. This simple looking crystal is called Ancalagon's Tear. This crystal is imbued with magical properties. Simply touching the tear to any glass surface will transform its properties. The glass will no longer be fragile, but as strong as the finest steel, along with much less weight. The item will last as long as Ancalagon is alive to sustain its power. Only Maximos or Ryugi are able to use this item's power. If anyone unworthy attempts to use the magic, the crystal will turn red and release back upon the individual, turning them into solid glass.

The Sol Blade – This sword holds a special place in Ryugi’s heart for two reasons. First, it was the first sword he’d ever owned and bought with his own money. It has been on even more adventures with Ryugi than even Ragnarok. After he received Ragnarok, Ryugi placed the sword on the grave of his friend Kara; in a place only he knows how to reach. In life, Kara was a White Mage who had traveled with Ryugi in the quest for Ragnarok. In the final battle before obtaining the sword, she was killed. Ryugi loved her as much as a dragon could love a human being, much as someone has a deep attachment to a pet. Her passing touched Ryugi forever, and he still cares for her greatly.

Second, it was the sword that had the power to defeat the evil being that was known as Ramiel. The being had found a way to increase his power by absorbing the souls of hundreds of elementals. Not only did this boost his own power, but it also gave him control of the elements that the souls had possessed in life. The force of these elements together made it impossible to attack Ramiel with normal magical means as he could take these into himself, and essentially counter each one with a more powerful blast of its anti-element. The power of the Sol Blade allows the weapon to call forth anti-magical energy to negate normal magical attacks. It cannot absorb this energy like Ragnarok. During an earlier fight, Damrius was sent back in time where a younger Ryugi gave him the Sol Blade in order for the older Ryugi to use it and defeat Ramiel.

Sol Blade Attacks –

Negation –

This default ability of the sword allows it to negate incoming magical attacks, within reason, using anti-magic and a turn of charge. Adding more energy to the blade, which can change regular magical energy into Anti-magic, allows the blade to negate higher power attacks at the cost of more energy. The Sol Blade cannot hold any Magical Energy of it’s own.

Ragnarok - Last, but not least, is Ryugi's most powerful weapon. This special greatsword is nearly five feet long, nine inches wide at the blade's widest point, and forged from the finest and strongest Dragonsteel. While not as large as some other great swords (case in point, Cloud's Buster Sword) it is capable of absorbing energy, and then using the stored energy for a powerful attack against Ryugi's opponents. Many believe the sword to use magical means to absorb the energy, however, the true beauty of the weapon is its use of energy leylines. Ryugi controls the flow of energy into and out of the sword by changing the amount of energy within his hands and arms. When the energy is low, the attacking energy is pulled through the leylines inside the sword, and held there by Ryugi who balances the forces using his body. The leylines in Ryugi's gloves make this process much quicker and smoother to accomplish, however, it can be done without them in case they are somehow damaged. When the attack is to be launched, Ryugi fluctuates the energy to a high point in his arms, and then pushes the energy out through the leylines of the weapon for his attack. When this process is combined with energy from Ryugi's body, it makes for many powerful combinations for attack, and defense. Recently, Ragnarok's soul was fully awakened, granting Ryugi new abilities and strength after it is released. (See Ragnarok Unleashed Below)

Elemental Powers - Ryugi has only two elements at his command. His first and foremost is his flame elemental abilities, which have been with him since birth. Ryugi's body pulls raw flame energy from the Elemental Realm of Fire, filters it at a controlled rate, where it is then used to create the many attacks seen on the battlefield. This supplies Ryugi with a practically endless supply of flame energy, however, simply because it is essentially endless, does not mean that he can use as much as he pleases at any given time. Ryugi can make his flames as hot as he pleases, with no limit, as long as he has a way to distance himself from the damage he might otherwise incur from the high temperatures. His secondary element was unlocked when he finally received Ragnarok at the end of his long quest. This element is the holy element of light, and it is light in both senses of the word. Both elements are drawn from their respective realms and filtered by Ryugi's body at a constant rate for use.

Natural Skills –

*Draconic Senses –

At their most basic, Ryugi’s sight, scent, and hearing are enhanced to levels greater than your average human being (scent being the least enhanced), but his other senses (taste, touch) remain the same. In addition to this, Ryugi had both Darkvision, allowing him to see in perfect darkness, out to a range of 60 feet. He also has Low-Light Vision, granting him perfect vision for twice the distance of most creatures, even in incredibly low light.

*Energy Sense –

Angaran Dragons have the innate ability to sense magical energy (similar to a Detect Magic spell) and other energy around them. This ability is passed on to Ryugi in his human form. This can act as a warning system for Ryugi, allowing him to sense opponents even if he can’t see them as long as they have an energy force around them. This also aids him in working out defensive moves for attacks since he can feel where the energy is being built up around or inside a target. This also allows him to gage the magical strength of an opponent and can help him to decide on countermeasures suited to the situation.

*Energy Sight -

Due to the events of the elimination match for Team Phoenix in HoH 2008, Ryugi lost his right eye to an attack by the eliminator. However, in the subsequent healing and recreation of the eye, Hono and Rae did more than simply heal and repair the destroyed ocular organ. Their powers have gifted Ryugi's right eye the ability not only to see again, but to now physically see the manifestations of magical, elemental, and primal energies around him. In combat, this gives him an edge far greater than simply being able to sense the energies around him as he had before. This sight also allows him to see through energy based disguises. Simply put, if its energy related, Ryugi can see it, or see through it, granting him a massive edge on the battlefield.

*Blazing Aura -

Ryugi is capable of manifesting an aura of flames of up to 1000 degrees Fahrenheit, safely, out to a maximum range of 10 feet in each direction. This aura can be maintained indefinitely at the cost of Ryugi's passive energy regeneration (or 1 turn of charge if he is gathering more than 1). Ryugi's regeneration, however, does not return until the turn after the aura has been taken down (the regeneration resumes as normal after a post of delay). In addition, this manifestation of Ryugi's fire aura can be used to dampen enemy attacks made against him by him dumping energy into the aura to intercept a majority of the damage, allowing Ryugi's tankiness to absorb the rest of the strike/ The aura can also be used to attack with heat and flames as well, similar to a pulse of fire, heat, and light around Ryugi as an epicenter, with a corresponding energy cost to accompany it. This pulse can range from a temperature spike to unsafe levels, or have physical force to knock away an opponent. Of course, with his aura being maintained, this style of combat is not self-sustaining and is a bit of a gamble. Enemies who strike at Ryugi in close range will have to deal with the aura if they hope to land most weapon strikes against him.

Attack List and Specials

While these are the most commonly used attacks by Ryugi, he may use his fire or light energy to create improvised attacks with his abilities for different situations. Improvised moves can rate in strength from a simple flash of heat or light, to a powerful, driving explosive punch on equal standing with his Supernova Attack in energy consumption. The manifestation of these attacks will vary in execution, and all will have an equivalent stamina drain to accompany them. This allows for Ryugi to creatively use his abilities for any given situation to better his odds of defeating the enemy.

Note: All attacks can be made more powerful by adding more energy to them, but at a larger drain on Ryugi's person.

Fire Attacks-

Adamant Fireball – Basic fireball attack about the size of a soft ball, made of compressed flame energy for a bigger blast, usually medium damage consisting of 1st to 2nd degree burns on a target. Considered "dumb" projectiles. ((10 Energy))

Erupting Dragon Fume - Three streams of flames shoot forth in the shape of dragons with Ryugi aiming them to collide with the designated target. Can be held continuously for more damage if the need arises by using energy for each consecutive turn of use, can be held no longer than three turns Ryugi must be standing still to use and channel this attack. ((20 Energy - 15 Energy each turn afterward to maintain/channel))

Shoushitsu (Destruction by Fire) - A 6-foot rune appears on the ground for roughly two seconds while Ryugi gathers and channels energy into the rune. Once completed, the attack erupts upwards with a powerful blast of flames capable of creating 1st and 2nd degree burns. Ryugi must be standing still to unleash this attack, and requires a post of uninterrupted charging time, meaning the attack can be unleashed in the span of a single post, but Ryugi must be without interruption and must be standing still in order to unleash it. ((25 Energy))

Unrelenting Flames / Dragon Roar - A 6-foot rune appears in front of Ryugi for roughly two seconds while Ryugi gathers and channels energy into the rune. Once completed, the attack erupts outwards with a powerful wave of flames capable of creating 1st and 2nd degree burns, as well as possible immolation. Attack carries significant knock-back force. Ryugi must be standing still to unleash this attack, though it CAN be aimed through a hand, and requires a post of uninterrupted charging time, meaning the attack can be unleashed in the span of a single post, but Ryugi must be without interruption and must be standing in place in order to unleash it. ((30 Energy))

Supernova - Sends massive ball of flames about the size of a small car at opponent from high in the air with Ryugi guiding the blast with a powerful punch – Ryugi’s favorite finishing move. The basic force is powerful enough to give 2nd-3rd degree burns to the target, as well as send them flying back roughly 30 feet due to the blunt pressure and explosive force the attack releases. Other damage generally includes shock damage to the target's body. Ryugi incurs a drain of 50 Energy from the cost of the attack, as well as shock injuries and damage to his guiding arm from collision with the ground and the attack itself. Due to the limits of Ryugi's body and stamina, this attack can only be used a MAXIMUM of 3 times, and this maximum is ONLY if he uses no other energy based attacks. The attack is actually a powerful burst of energy that acts more like a powerful wave than an explosion, much like a hose spraying off in all directions when striking the ground, and helps to limit Ryugi's own damage suffered during the attack. After a certain level of energy use the name is changed to Hypernova, and the blast is far stronger. Maximum assumes Ryugi has no stamina left to produce a fourth attack

Lightspeed Dash – Despite the name, Ryugi does not move at light speed. This technique allows Ryugi to boost in a direction for better evasion and speed. Each boosting action drains a small bit of stamina from Ryugi varying on how long the boost is maintained. Ryugi's form appears to blur slightly during this boosting, and stamina drains from his pool. A full post of "Cooldown" is required after the use of a dash before another may be used, preventing spamming of the attack, and dashes can be used no more than 5 times per battle due to the difficulty of accelerating Ryugi's body to these speeds using his own energy. Using the ability to augment a sword strike does not count toward the limit of this ability. ((20 Energy))

Limit Release -

Ryugi uses his whole body as a portal to the Elemental Realms of Fire and Light to unleash an eruption of flames (10-30 feet in diameter depending on given situation), a famous "Battle Finisher", intense damage -3 turn preparation with zero energy use and no attacking actions, 5 turn recovery with full physical and energy exhaustion after, attack lasts no more than 10 seconds at no more than 800 degrees Fahrenheit and causes severe (2nd - 3rd degree) burns to the target. Ryugi's flame resistance prevents him from being dealt critical damage by his own attack, but even he feels the burn, often leaving his skin exposed skin blistered, and his more insulated skin reddened by 1st degree burns. The attack requires a rest period of exhaustion and a lack of energy for 5 posts as his body recovers from the shock. Effective combat for those five posts is all but impossible, and even after, the match is more or less over for Ryugi if his opponent has not fallen. However, this tradeoff produces thunderously powerful results.

Light Attacks –

Light Manipulation - This technique allows Ryugi to call on light energy to form any number of solid objects for attack or defensive purposes, much like a shadow elemental, but using light energy instead. Stamina is used to manifest objects based on their size and complexity. ((10 drained for small objects [knives, brass knuckles], 25 drained for medium objects [shortsword, katana, light shield, longsword etc], 40 drained for large objects [energy walls, heavy shield, greatsword, greatspear, lance, large ball and chain, tower shield, buster sword etc], varying on overall construction))If the objects are not destroyed in combat, the energy can be reabsorbed by Ryugi and used to replace some of the stamina lost during their creation.

White Reflection - White Reflection is a style of combat that builds upon Ryugi's Light Manipulation to create "reflections" of weapons or defensive measures using holy or light energy. Rather than using his stores of energy to create explosions or flashy attacks, this style is focused completely on Ryugi utilizing his energy to manifest weapons or shields. For all intents and purposes, items created are understood to be on par with "Standard Equipment" as far as strength and durability. Stamina drained is variable. Creating a katana drains less than creating a buster sword etc. All weapons created retain their "Standard Equipment" durability, but due to their energy construction, they weigh approximately 80% of the standard item's weight. If the objects are not destroyed in combat, the energy can be reabsorbed by Ryugi and used to replace some of the stamina lost during their creation. (Item creation takes 1 turn.) Ryugi can manifest as many weapons as he wants, but he only has two hands with which to wield them... While a "Rain of Swords" would be possible given Ryugi's ability to manipulate his own energy, it would not be an effective means of attack. The drain on Ryugi's stamina alone would make it all together useless as a real form of attack. Larger and more complex weapons can be created during that single turn, but require equivalent stamina to create them. Rates can be seen above in Light Manipulation.

Energy Conversion –

This ability takes energy from Ryugi's Energy Bar and converts it into stamina. This takes no real time, and can be done in-between attacks or while Ryugi recovers from an attack. It cannot be done during an attack, or while Ryugi is attacking, however. It heals no wounds and fixes no damage done to Ryugi, but it CAN be used to offset draining damage to his life force or stamina done by Negative Energy. ((Adds an equal conversion of Energy to Ryugi's Stamina Bar.))

Super-Saturation –

An offshoot of Ryugi's Energy Conversion ability. Ryugi's body glows with ethereal golden-red flames as he OVERCHARGES his stamina with an abundance of energy. By doing this, Ryugi can actually enhance his speed and durability to attacks of any sort based upon the percentage of energy above 100 he places into his body. For example, 110 would be 110%. This ability can also enhance Ryugi's strength to it's maximum limit of 2000 pounds, and increase the ease by which he hefts such weight. This trick was something he gathered from fighting Joshua, and seeing how the man enhanced the strength of his physical form by super-saturating it with the essence of life itself. Unlike the above ability, however, this actually takes the place of an attack, and requires Ryugi to have an excess of energy to burn to supercharge his body. As with anything striking Ryugi, his stamina will be lessened by attacks striking him, and also serve to lessen the boon granted by this ability.

Flash Bang - Launches anywhere from one to three concentrated balls of light energy at an opponent, explosion can temporarily deafen an opponent, and flash can temporarily blind, no damage, only inflicts status change. The flashes of light are powerful enough that they can temporarily blind an opponent even through closed eyelids, forcing them to turn away to avoid the blast, or cover their eyes. Covering their ears will eliminate the threat of deafness. Duration is usually no more than 3 posts. Time extended to 5 posts for beings with "sensitive" ears and eyes, Ryugi included if he's within the effective blast radius. ((15 / 30 / 45 Energy for one, two or three projectiles.))

Adamants' Blessing – Uses Holy/Light energy to heal wounds and injuries. Heals roughly a quarter of Ryugi's (or target's) HP, and requires Ryugi not to be attacking, or in the process of engaging an enemy in order to be used on himself, hindering his ability to use it during battle. Can be used to attack undead like a normal attack. It is similar to a Paladin's Lay-on-Hands ability. This technique can be used up to four times daily. ((Equal to a 50 Energy attack against Undead / costs 50 Energy))

Adamants' Mending – Using positive energy, Ryugi can use his power to mend or fix broken objects. Continued use of this ability will continue the process until an item is restored to pristine glory. Unlike his other abilities, this one was learned after Ryugi took up his craft of weapon-making and forging. It requires negligible energy, but requires time. The larger and more complex the object, the greater time it takes. Magical items can be repaired using this ability, but their enchantments and magical powers will not be replaced.

Adamant Rain - Large runic circle appears under Ryugi's feet as he pulls in energy for the attack (1 turn). Then, burning pillars of light energy erupt into the sky for burning (2nd-3rd degree) damage, from a second rune that appears under the opponent moments before the attack is released (1 turn). Then, after a short delay, the energy falls to the earth in a powerful beam of light energy for even more damage (shock damage + burning damage), as well as slamming an opponent to the ground (1 turn). Attack takes a total of 3 turns. If the attack strikes Ryugi, he takes the attack similarly to damage from Limit Release with 1st and 2nd degree burns rather than 2nd and 3rd, plus whatever fall damage he would incur. ((50 Energy drained across the three turns 10/20/20))

Light Clone – Ryugi uses tightly compressed photons to create a light clone of himself. It looks identical to Ryugi in every aspect, can assist Ryugi in combat, and even emits the same energy signatures. Only "soul sight", or other senses can distinguish the clones from the real Ryugi. Sometimes two heads are better than one. In dire situations, the clone can self-destruct for heavy explosive damage to an opponent. More than one clone can be created, but the large amount of energy needed usually limits Ryugi to one or two clones lest he completely exhaust himself. ((40 Energy drain per clone))

Adamant’s Revival - To perform the revival, Ryugi must have access to the body of a creature that died no more than 5 hours ago. He channels massive amounts of holy and positive energies into the creature's body to rekindle the dampened life force, and give its soul a place to call home once again. The subject returns to life as if he or she had taken an extended rest, and awakes feeling slightly disoriented, but well. The effects will wear off, but the person will tire easily as they adjust once more to living. He can not restore life to a creature that has been petrified or to a creature that died of old age as their body would be incapable of sustaining itself. The subject’s soul must be free, willing, and able to return to life. If the powers that be choose to deny the ability, Ryugi will be incapable of completing it, but the stamina drain incurred will still be present. ((100 Energy))

Ragnarok Attacks –

Energy Absorption –

Ragnarok absorbs energy from attacks or other source (Direct feeding from Ryugi) and stores for Special Attacks, no damage, and basis for all special sword attacks. Ragnarok can use energy of its own, but must draw from Ryugi for attacks over a certain level of power. These attacks are assisted by Ragnarok's own strength, and thus cause less stamina to be lost than an attack of equal strength done by Ryugi alone. Ragnarok can hold up to the equivalent of 50 of Ryugi's energy within it's form.

Blast Shield -

Ryugi charges Ragnarok with energy, creating a shielding force across the blade. The force blocks against energy attacks, but drains energy or health equivalent to the amount of energy used to protect against them. The move prevents Ryugi from taking direct attack damage in most cases, but depending on how powerful the opposing attack is, the energy and stamina loss may not effect him noticeably or, at its worst, it could kill Ryugi.

Attacks roughly on par with the power of Ryugi's Supernova can be blocked by this kind of power, however, Ryugi suffers heavy exhaustion after blocking this kind of attack, and will continue to be exhausted at this level after two uses. Ryugi can use this ability safely at maximum power once, but must wait for his energy to recover before using it again at full power (5 turns of using no energy attacks). Ryugi can use Blast Shield to take 3 consecutive attacks of this power, but afterward, he'd be too exhausted to continue to move. If Ryugi uses the attack a 4th time at this level, it will result in his death. Spamming the ability would gain Ryugi nothing except death or unconsciousness, neither of which would be beneficial to his cause. This requires Ryugi to use the ability sparingly. For those familiar with fighting games, this functions similar to the "Barrier" of Guilty Gear or BlazBlue, except rather than a barrier gauge, it drains Ryugi's energy and/or health. Just to clarify, the death and unconsciousness only happens if Ryugi does not allow himself enough time between blocked attacks to recover the energy required to use the ability safely. The death and unconsciousness factors below are reliant on Ryugi using the ability every single time he would take damage, consecutively, of the type listed below, before he would go unconscious or die. Using the ability over the stated number of times, safely, is possible, as long as Ryugi is sparing with his use of the ability, and does not spam it, which was the intended cost of him using it too much as a balancing factor.

Breakdown is as follows:

3 Heavy Attack Blocks (approximately 50 energy/health each) - 4th equals death

6 Medium Attack blocks (approximately 25 Energy/Health each) - 7th equals death

10 Light Attack Blocks (approximately 8.33 Energy/Health each) - 10th equals instant unconsciousness upon completion

Energy Lance –

Ragnarok fires a burst of energy that streaks across the ground towards an opponent for damage. Adding an equivalent amount of energy into the strike can increase the number of these lances, but at a greater cost to Ryugi's energy or stamina. A single Spear covers an approximate area of five feet across and five feet high, with an approximate maximum range of 30 feet in a line, while multiple Spears are of the same dimension, but fan out into a "20 Foot Cone or V-shaped" Area of Effect. ((10 Energy plus an additional 10 for each additional lance.))

Adamant Spear –

Jumping up with a sword strike, Ryugi unleashes a hail of burning energy spears (3-9) towards a target for area damage and possible piercing damage. Considered "Dumb" projectiles. At maximum this attack covers an area of approximately 45 square feet with one lance striking in a 5 foot square on the ground, dealing damage to anything within the area, and more for a direct strike. ((15 Energy for 3 spears plus 5 for each additional up to a maximum of 45 drain for all 9.))

Vorpal Slash –

Ragnarok releases a superheated slash of energy that cuts the air in twain as it moves. The blade is capable of cutting through heavy defenses and armor for moderate damage to the target inside. If used against an unarmored opponent it can heavily damage an opponent, if not be fatal. Luckily, the attack is easy to dodge, being a single slash, unless used at close range where the high speed of the attack is put to its highest effectiveness. If the attack is interrupted, the energy stays within the blade, and is not expended, and the attack is not fired off, however the move requires a cooldown of a post before it can be used again, as Ryugi must recollect himself for a second attempt. Named in honor of a blade said to destroy a powerful and formidable beast. ((40 Energy))

Titan Blade -

An old favorite of Ryugi that has since been returned to active combat duty. Using stored energy within Ryugi and Ragnarok, the sword grows to an enormous size (3x normal) using the energy for intense damage at close, medium, and long ranges. The energy composition means the weapon does not actually get that much heavier, however, the cutting power and force are increased significantly. The sword can not remain in this state indefinitely, however, and will expire in three posts. ((40 Energy))

Adamant Fang -

While Ragnarok is under the influence of the Titan Blade technique, Ryugi jumps into the air and brings the massive sword down in a titanic cleaving slash, which cracks the earth below, causing a massive eruption of searing energy, rocks, and flames to soar into the air to damage the opponent. Capable of inflicting 2nd-3rd degree burns to the target, as well as possible crushing damage from the blade itself, and bludgeoning damage from the debris kicked up from the blast. ((Burns away the 40 Energy within the body of the blade for the attack, prohibiting Ryugi from returning it to his person.))

Mirror Edge –

Just as Maximos's blade Ankokuko uses shadows to inflict multiple attacks with its Rondo and Knights of the Round abilities, Ryugi has devised a way to empower his swordplay with his light energy. This technique is expensive, and rightfully so. Using energy, Ryugi can amplify the damage of any individual sword swing by creating a "reflection" of the blade with energy to strike in tandem. By using 40 Energy to create a large energy construct, Ryugi doubles the power of his sword strikes. This can be repeated up to a maximum of 4 times to quadruple Ryugi's striking damage. Of course, the high cost is prohibitive, meaning Ryugi must be capable of gathering the energy to do so, and must create the copies at the same time, limiting it further. ((40 / 80 / 120 / 160 Energy))

Ragnarok Unleashed:

Recent events have released the spirit of Ryugi's sword into its true, sentient form. This spirit appears to Ryugi as a massive silvery Platinum Dragon with golden eyes that shines with a celestial light. The spirit also has a human form, as is custom with all Angaran Dragons, and appears as a young woman with golden eyes and flowing platinum locks of hair. The released spirit of the sword grants Ryugi several abilities that he previously did not have. However these abilities are only granted through Ragnarok.

The Well-Traveled Blade -

Ragnarok is a very old sword, and as such has seen and heard thousands upon thousands of events. While its self awareness had not always been present, it held information of many of these events dating back to before Ryugi's birth. This knowledge and experience can be granted to Ryugi upon request, or whenever the weapon wishes to bestow it upon Ryugi. The farther back the event, the foggier the memories are, as less of the sword's awareness had existed.

Spiritual Awareness -

Being a spirit itself, Ragnarok has the ability to see and communicate with spirits. This ability can allow Ryugi to speak with them, using Ragnarok like a translator or go-between. To date, Ragnarok has not bestowed this "Spirit/Soul Sight" upon Ryugi, though it is theoretically possible as both Ryugi and Ragnarok are strongly linked to one another due to their years of being together and fighting as a team. Also, Ragnarok's spiritual existence allows the weapon's spirit immunity from purely physical objects. This also works the opposite direction as well, preventing the spirit from protecting Ryugi from purely physical objects. However, due to this, Ragnarok can actually dampen the effect of spiritual energies used against Ryugi.

Sentience -

Ragnarok is a sentient being, and is now aware of its own existence, and the existence of its partner in battle far more than ever before. Ragnarok has power of its own, and can attack of its own free will using energy within the blade, or when Ryugi asks for assistance from the spirit. Ragnarok gains 10 energy per turn for its own use up to its maximum of 50. Ryugi can use it himself, or Ragnarok can make use of the energy independently of Ryugi to aid its partner in combat (giving Ryugi the effect of 20 energy per turn). It can even attack when not in direct contact with Ryugi, making the pair able to fight alongside even if the weapon is not directly in Ryugi's grasp. Ragnarok can also use some of its abilities to move its own physical form, but cannot move objects other than itself with its powers.

Weight Augmentation

While Ryugi can wield Ragnarok due to his strength, the sword's weight is still easy to see in his swordplay, limiting his movements. Ragnarok has power of its own, and can use this power to augment its weight for its wielder if Ryugi so wills it to. This is done by tracking Ryugi's movements, and using its own power to add positive force and counteract negative force (IE - some of the force of gravity or its own inertia and momentum). This allows Ryugi to wield the sword with greater ease, while the sword itself doesn't truly get any lighter. One could consider it somewhat similar to having two sets of hands wielding the blade rather than one. The sword's effective weight is seemingly reduced by about 35%.

Shining Sword

This ability gets its name from Ragnarok's glowing status while undergoing it. When in this form, Ryugi can get a slight boost in his stats as long as Ragnarok is within his grip, as Ragnarok uses its own energy to assist Ryugi in battle. However, this is still a limited ability, and does not give Ryugi a massive jump to his abilities. This is not to mean that the effects are not noticeable, just that they have their limits as Ragnarok is not directly charging Ryugi's body. While in this state, Ragnarok adds another tick of 10 to Ryugi's energy each turn (making the total 30), and adds a small increase to Ryugi's strength.

True Ascension

This ability is granted to Ryugi by Ragnarok as the two fight as a single entity. The effect is achieved after Ryugi utters the command to unleash Ragnarok from his sealed state within the sword. After the blade's spirit is unleashed and controlled by a set of commands. The First Command is the utterance of the word "Release." The sword's spirit then merges with Ryugi based upon the Second Command, granting him one of two different effects until Ryugi is defeated, or the sword is once again commanded to "Release" which returns the blade to its neutral state. In the neutral state, Ryugi can then seal the spirit back into the blade, or change forms depending on the command.

-Warrior of Changing Fate-

Command - "Ragnarok!! Shine and cut through the darkest night!!"

Strength - Ryugi's body can unleash its maximum strength in every physical attack.

Speed - Ryugi's agility is increased because of his body's ability to utilize its full strength.

Energy Recovery - Total increased to 50 each turn. Granted, Ryugi is using this level to fight off his foes.

The Warrior Form of Ragnarok, representative of Ryugi's warrior side and righteous heart. In this form Ragnarok's power is merged with Ryugi's own, and the two fight with magnificent power to change the outcome of the battle for the better. While in this form, all of Ryugi's stats are increased dramatically, except for his defense which does not increase. This gives Ryugi the chance to overpower his foes at the cost of his own safety. It should be noted, however, that Ryugi's endurance is strongly increased as Ragnarok's energies fight to hold him together. So, while Ryugi's defense is not strongly increased, he is able to withstand powerful attacks to his person that may have proven fatal otherwise. If devastating wounds have been inflicted during the battle, once the form is released, Ryugi may collapse from heavy injuries as Ragnarok's energies can not directly sustain him. While under the influence of this form, Ryugi's body glows with a bright blue-white aura. Soul-sight will reveal Ragnarok's form joined with Ryugi's as their spirits fight together.

-Cradle of Impending Fate-

Command - "Ragnarok!! Protect and Brace the Pure of heart!"

Strength - Ryugi's body can unleash its maximum strength in every physical attack.

Defense - Ryugi's defenses are bolstered by golden plate. Armor absorbs most magical energies.

Energy Recovery - Total at 30 each turn. Supplemented by foes' energy.

The Protective Form of Ragnarok, representative of Ryugi's protective side and pure heart. In this form Ragnarok's power surrounds Ryugi in a golden suit of plate armor that glows with a celestial light and protects Ryugi from harm, allowing him the chance to continue the battle and reach his goal. While in this form, Ryugi's defense and stamina are boosted dramatically, while his speed is lowered. His power remains the same. The armor also absorbs and purifies magical energy from attacks, allowing Ryugi to use it in battle against his foes. Soul-sight will reveal the armor glowing brightly with spiritual energy.

5Designated Hero

Name: Athan Cole

Age: 26

Description: Athan is a fairly imposing man, standing at 6’6” and with an apparant weight of 250 pounds. Due to the size of the weapon he wields, the muscle definition apparent on his arms and visible body parts is enough to tell most people that he is fully capable of swinging it without trouble. His blue eyes stand out in stark contrast to the dull brown color of his hair. Around the pupil of his eyes there is a thin golden ring visible plainly to the naked eye, which draws attention to the fact that he is not quite human.

Athan, now taking on the full blown lifestyle of a mercenary, wears a sleeveless black shirt underneath a twin pair of steel shoulder guards. His pants are of a thicker leather material, and offer some, but hardly noticeable protection. After losing his right forearm at the hands of Tzenidaar during the Heaven or Hell tournament, Athan has 'worn' a prosthetic in the form of the Arm of the Sleepless Dreamer. Prior to the events at Farpoint Outpost, Athan often went to great lengths in order to cover up what he considered an eyesore. With the addition of the Berserker's Gauntlet, Athan has allowed the arm to see the light of day more often than not, although the black Forgotten Matter that the arm is composed of is still a bit disconcerting for some. Athan's left hand and forearm, then, are covered by the Berserker's Gauntlet, a black glove and arm guard that spreads up to his elbow. Thus, the only flesh that is exposed anymore happens to be that on his upper arms.

The main method of transport for his sword is a series of straps that are thrown over his shoulder, keeping the tip, lower quarter and upper quarter of the sword bound in leather to prevent harming others and minimizing the swinging of the weapon. If he's ever seen not carrying his sword, he usually ends up wearing a short-sleeved shirt and denim pants. His feet are generally covered by a pair of black boots. As with any sort of fighter, the majority of his body is worn with scars from both old and recent battles. The most notable of all of them happens to be an extremely thick(One and a half inch wide) scar running from his right shoulder blade all the way down his back to his left hip. His face has seen better days, as it is also marred by seven visible scars. Four of which are on his left cheek, two on his right, and a thick scar moving horizontally between his chin and mouth. A few of his teeth are also prosthetic, due to some actions taken at the Heaven or Hell tournament.

Personality: Athan's personality can best be described as juvenile. A guy who loves to have fun, Athan spends much of his free time perusing various bars and clubs in order to just have a good time. Despite his few bouts of heroism in his time, Athan is generally selfish and often forced into the role of hero by chance, not choice. Prior to the publicity that was offered to him at the Heaven or Hell tournament, Athan hadn't been much of a talker. Being a country boy thrust into the spotlight by the fighting tournament had a huge impact on Athan's outlook on life, and even though his back-to-back defeats in the final rounds of the tournament humbled him, Athan arose more confident in his ability to meet adversity, going on to discover the true meaning behind his roots and finding comfort in knowing just who his ancestors were. Very rarely is Athan serious when in public.

When serious matters arise, Athan remains the same hotheaded arrogant jerk that people have come to expect. Very little time would be wasted on talk if Athan were allowed to have a say in it. All in all it's safe to say that Athan is a 'smash first, ask questions later' kind of guy. He's extremely quick to anger and often resorts to cursing or fighting should his rage be pushed too far. Hardly perfect, Athan also tends to shift blame onto other people. Learning to accept his own shortcomings has been a lifelong obstacle for the swordsman.

That being said, Athan is still a moral man. He has his beliefs and he rarely goes against them. Trusting that his physical strength gives meaning to his life, Athan's entire existence is for fighting. Compared to a thrill seeker in that regard, Athan experiences a rush of emotion during and after a hardfought battle. Still, he believes it is a disgusting misuse of both power and time to attack those that do not willingly partake in battle, and often rushes to defend them should the situation arise. Athan takes great pride in everything he has accomplished, and respects others that have done the same, yet he will not look down on those that chosen not to embark on his kind of lifestyle.

The exception to this rule would be mages. While he (begrudgingly) appreciates their healing abilities, to say that Athan despises the more destructive spell casters would be an understatement. He considers them cowards for hiding behind their spells and shows little to no restraint in attacking them if he can get within sword's reach.

Athan can't really swim all that well, so if at all possible, he attempts to avoid crossing rivers or large bodies of water without a boat that he can feel secure in.

He's also deathly afraid of bees.

Intelligence:

Athan is of average intelligence, requiring familiarity with a subject before making accurate assumptions and conjectures about it. He is by no means a muscleheaded moron like some would make him out to be, but he won't be winning any Nobel prizes in chemistry.

Physical Strength:

Genetically, Athan has almost limitless potential when it comes to the strength level that he can attain. Athan, without any training, would be able to best all but the most elite of natural humans in feats of strength. Currently in the best physical shape of his life, Athan can lift more than 3500 lbs up to waist level and press 1600 over his head.

Motivation:

Currently, Athan's only driving force in life is vengeance. After his travels to Syntaxis and learning the true reason behind his ancestor's genocide, the shade Alpha has become an object of obsession for the swordsman. His thirst for vengeance has dropped him into an uneasy alliance with Vahn Fah, and the two are currently working together to discover both Alpha and Victor Fah's location.

Equipment:

Arm of the Dreamless Sleeper Wrote:

Anima Artifact

The Arm of the Dreamless Sleeper is a weapon rare amongst Anima Artifacts as it is not drawn from the soul of the user, but rather tempered from the fragment of a lost soul and held in place by forgotten matter. For this reason it is permanently active in its neutral form. In this form the gauntlet is as resilient as light armor, as strong as the user is, and as easy to manipulate as any body part. Strangely enough, one can still feel pain as if it was ones own arm in this form despite the armor. There are two other forms based on the judgement ability, which may be activated when the user wills. The continued use of judgement causes a great strain on ones very essence, thus using these forms for a lenghty period of time is not recommended.

Judgement

Trapped somewhere between the blessed ignorance of virtue and the cold delusion of vice, the Charge is under constant judgement as its path is a blur.

Savior: If the Charge is in the state of mind to protect when the Judgement ability is activated, the Arm will spread its armour up to the users shoulder. The armour thickens, the sensitivity to pain disappears, and the arm remains just as easy to manipulate. The user is then free to use the arm to block, parry, or even grab at oncoming blows.

Slaughter: If the Charge has visions of violence when Judgement is activated, then an identical gauntlet will grown on the users other arm. These twin pieces of armour offer very little protection above the usual, but grant the user great strength and speed temporarily. The user could wield a massive weapon, or even two very large ones.

Berserker's Gauntlet

Originally a helmet given to Athan for his heroism during the attack on the Farpoint Outpost, Athan had the item melted down and transformed into a gauntlet and arm guard for his left forearm. Made according to Athan's specifications, the arm guard mimics the appearance of the Arm of the Sleepless dreamer to some extent, although the protection it offers is vastly superior to that offered by Athan's new arm. It is black in color, and offers a pair of small spikes jutting out from the outer portion of the guard at the wrist and elbow, useful for trapping swords to keep them from hitting the hand or upper arm. The armor is thick, having been reinforced with heavy steel, but it is still breakable if forced to take repeated strikes from larger weapons, or simple wear over time. The fingers of the gauntlet are made of a much more flexible material that offer little protection aside from the back of the hand, but ensure that the hand is capable of performing rudimentary tasks such as picking up small objects without crushing them.

Special Abilities:

The More You Kill...

Whoever was in charge of the army Athan had been conscripted to serve in must have known what kind of man Athan had been, or he would not have imbued it with abilities so similar to its recipient. The Berserker's Gauntlet translates both pain and aggression into an artificial adrenaline. Similar to the Chaotic Blade, the Berserker's Gauntlet translates pain into energy for the wearer, but the Gauntlet also takes it a step further. The more frenzied the wearer becomes in a battle by dealing damage to their opponent, the more the Berserker's Gauntlet will stimulate the wearer's nervous system, enhancing their reflexes, speed, and strength. This ability is passive, and extremely taxing on a wearer even if they are in excellent physical condition. Unless this excess energy is burnt up in another fashion, the wearer could suffer extensive damage to their body and nervous system if left in battle for a prolonged period of time, although it does wonders to enhance survivability in the short term.

When worn by Athan, the Berserker's Gauntlet is only capable of enhancing Athan's natural abilites by 50%. The effects of long-term usage are generally not seen during battle but afterwards as a result of overwhelming fatigue once the 'adrenaline' has worn off.

Like the Chaotic Blade, the Gauntlet can be 'overloaded' and become extremely unstable. Unlike the Chaotic Blade, the Gauntlet will not explode but lock itself into the Burst position. Should the Burst be activated, it is almost certain that irreperable damage could be done to the wearer and his surroundings.

Burst

The only other method of expending the gauntlet's energy involves releasing it all at once. This is an extremely dangerous process that runs the risk of completely shattering the wearer's arm, but it is the only way of avoiding potential heart attack and exhaustion. A closed fist triggers the ability of the gauntlet, with the finger tips pressing into small compartments inside the gauntlet at the base of the palm. The activation of the abililty requires impact on the knuckles, which prevents an accidental misfire. The end result is a pure burst of concussive energy that is strong enough to shatter stone. Naturally, even the most hardy of warriors would suffer pulverized bones leading all the way up to the shoulder should they attempt to break heavily reinforced objects.

Athan's Great Sword:

Artifact Name: Athan's Great Sword

Description: One of the few mundane weapons that can actually strike fear into even the most stalwart opponent's hearts, Athan's sword is truly a sight to behold. Totaling 76 inches in length from pommel to tip, the sword is nearly as tall as Athan and feels as though it weighs just as much. Although this isn't the case, as the weapon weighs 35 lbs, it still feels as though it weighs much more due to the length of the weapon's blade in relation to the hilt. The weapon's design is also fairly plain. The middle section of the blade is dark grey in color, while the outer, sharpened edges where the blade starts to flatten out is a lighter, almost white color. The sword does come to a point despite being nearly a ten inches wide at the base of the weapon. The hilt is slightly over a foot in length at 15 inches, but does allow for minor adaptations to grip and hand positioning. The sword is double edged, although it tends to lose its sharpness rather quickly given the rate it hits solid ground in a given battle.

Properties: Sheer size. Athan's sword does not carry any enchantments or special abilities, but the weapon has been able to stand up to far more legendary and world-reknown weapons such as Efreet's Fang through thickness and careful metalwork. Athan has been seen using the weapon as a makeshift shield, platform, and club due to the weapon's durability. While it may not look like much, one would be hard pressed to find a more impressive and battle-tested mundane weapon than Athan's Great Sword.

Background: Athan's sword is a wonder among mundane weapons in that it its sheer mass and size are it's sole intimidating factor. While the weapon itself holds no otherworldly qualities, the sword has attained artifact status through reputation as being a slayer of giants, savior of worlds, and the cleaver used by the Butcher of Romme, Athan himself. While this weapon is actually the third incarnation of a long line of Athan's Great Swords, the sword is hardly any less impressive.

The weapon, or series of the weapons, came into being when Athan's grandfather crafted the first Mercurial Greatsword just prior to his passing. Athan, shortly after the funeral, took up the weapon and returned to the main continent of Gaia, where, during the events of Petals of Chaos, he used the weapon to slay the Viceroy of Chaos, saving the world in the process. Unfortunately, the weapon was lost in the ensuing escape, and thought to be destroyed.

The same weapon returned to Athan shortly before the Heaven or Hell tournament, imbued with the spirit of his grandfather and carrying a strong spiritual power, Athan again wielded the weapon effectively throughout the majority of the tournament prior to having it broken in half by Shouyin during their titanic clash. Athan reforged the blade shortly after the tournament, although his grandfather's spirit had already passed on, Athan compensated for the lack of spiritual energy by creating a physical monstrosity. The current incarnation is the thickest, heaviest, and longest of previous versions, and has yet to let Athan down in combat.

Item Get Wrote:

[Rook's Destroyer]

Forgotten Shadesteel Greater Sword.

The Destroyer was crafted in the Syntaxis Mana Forge to be used by the largest of the large shades, the Rook. These behemoth creatures would be able to wield such a large weapon with a single hand, even though weaponry is often consider a fallback for the hands on Rooks. A strong human could hope to wield the sword with two hands as long as they sacrifice all grace.

Like all weapons made out of Forgotten Shadesteel the weapon is entirely crafted from the black metal. The blade has no fancy decorations, just two well sharpened edges and a good deal of weight. The hilt had a similarly utilitarian look, reflecting more the shade's tendency towards points, edges and layering rather than the human and elven habit of rounding everything. For Athan's convenience the long handle was wrapped with the thick leather of the north.

The sword has no additional magical properties other than the innate properties of forgotten shadesteel. Forgotten shadesteel, as it is created from forgotten matter, is highly magically resistant. Thus most weapon breaking, melting, or hijacking abilities are difficult, but not impossible, to cast against the Rook's Destroyer.

Chaotic Blade (AKA: Masochist Sword): A strange weapon, gifted to Athan following the initial defeat of the Viceroy during the Petals of Chaos. The weapon seemed to be pretty fitting for a damage magnet like himself. The sword, comparable to a short sword at first, grows in length when Athan takes damage. More recently, the weapon has been able to channel Athan's own pain to power any of its special attacks, as opposed to growing in length. Athan, to this day, has not learned how to control what happens to the sword when he takes damage. The sword peaks at an impressive 76 inches in length, yet still retains its weight. Not one to deny a good sword a home, Athan has taken a shining to the weapon and uses it without hesitation. And since it is small and lightweight, Athan is usually seen carrying this around with one of his other, larger weapons. Exploded during the battle against Tzenidaar.

Athan's Armor

Forged from Forgotten Shadesteel, Athan's armor was a gift from the shades that currently inhabit Syntaxis and is, currently, the only armor Athan has ever worn. It is rarely seen worn outside of large battles.

Composed of six separate 'main' pieces, Athan's armor is divided between a single chest and shoulder piece that contains arm and head holes just barely large enough to fit Athan. The armor on Athan's shoulder does not rise up as though they were shoulder pads, but instead rise in short spikes jutting out from the shoulder region. The armor for Athan's arms only extend down to his elbow, where the Berserker's gauntlet and Arm of the Sleepless Dreamer act as protection for the lower region of the arm. The only notable features of the armor on Athan's arms happen to be the pair of three-inch curved spikes jutting out from the Berserker's gauntlet worn on his left arm at the wrist and near the elbow.

The leggings are equally plain, following the shade's tendency to style things in a utilitarian manner instead of rounding things off. As such, the armor around the knee actually comes to a point when the knee is bent. The greaves follow the same fashion, with the toes of the boots coming to an almost rectangular point instead of being smoothed over. The overall appearance of the armor is rough and filled with points and edges, though it doesn't appear that the armor is 'clunky' and is in fact capable of a wide range of motion.

By design the Shadesteel armor only accompanies the Rook's Destroyer comfortably. The Rook's Destroyer is a weapon that is a full two inches taller than Athan himself and, like the armor, forged completely out of the black shadesteel with a utilitarian design in mind. The hilt of the weapon has been wrapped with leather for Athan's comfort, but it often finds itself wrapped over even moreso with white athletic tape, a trait that it shares in common with Athan's right hand, which despite outer appearances of being covered in light armor is Athan's actual hand.

Shirt - Black T-shirt.

Shoulder Guards - Metal, rounded-edge shoulder guards. Since wielding the sword is best when having two hands attached to the weapon, Athan figured it would be a good idea to invest in some sort of 'arm insurance'. They hold no special qualities.

Sword Strap...Thing - What Athan uses to carry the Mercurial Greatsword around. Nothing really special. Black strap that loops around the shoulder, holds the tip and middle region of the sword in place.

Pants - Fighting: Leather slacks. Not exactly the most flexible things to wear, but since Athan was never a very agile person to begin with, he can deal with it. They also offer minor protection from cuts, scrapes, and burns.

Public: Denim jeans, nothing really special. He might wear shorts, but that's not very often.

Boots - Plain pair of black boots, but comfy!

Socks - Warm and moisture-wicking to prevent nasty blisters. Also, like his pants, breathe nicely.

Chain necklace thing - Aesthetically pleasing, gives the impression that he's one of the cool kids.

Athletic tape: A roll of athletic tape that Athan carries with him on the battlefield. Usually used to wrap his wrists prior to battle. Can also be used to patch up bleeding, although since it isn't gauze, removing it actually ends up doing more damage.

Abilities:

Learned abilities:

  1. Ambidexterity: Fairly obvious.
  1. Heroic Resolve: Athan's determination knows no bounds. He has come to be expected to give his best effort, no matter the debilitating effects that he has experienced. He will even go so far as to injure himself further in an attempt to achieve victory. The sort of determination you find in religious zealots, or madmen.
  1. Damage Sponge: Athan's ability to soak up damage and keep fighting is slowly but surely becoming world-reknown. Able to shrug off light blows and muscle through strong attacks, Athan's physical capability of withstanding punishment matches, if not exceeds, his mental toughness.

Racial/Inherent abilities:

  1. Thick Hide:

Athan's skin has grown tough over the years, giving it a thick, leathery texture that makes it hard for objects to even break through his skin.

On top of that, Athan's bone and muscle mass are so dense that his weight is close to double that what he appears to be. As a result, blunt force trauma is reduced markedly. Ex: Punching Athan isn't a great idea.(For stats-based terms, let's say...50% of punching damage is reduced.) Hitting him in the head with a crowbar, however, you won't see much of a difference.

  1. Master of the Elements: Athan's racial heritage allows him to resist any damage that might be placed upon him by elemental sources. He is able to withstand heat upwards of one hundred degrees(Celsius) and Cold at negative 50 degrees (Celsius). Any extreme above this range will begin to show surface damage, and if it is well above the range (about 50 degrees in either direction), Athan will suffer the effects any normal human would under similar circumstances. Magical energies or 'chi' energy that don't have elemental bases, or tap into other planes, will harm Athan like any other human.
  1. Anti-Venom: The Tyr Kana's blood had been known for its ability to withstand even the most potent of toxins. While Athan's blood is diluted, he is still able to shrug off the effects of many debilitating poisons, and survive extremely potent ones. Concentrated doses may still have an effect, but he will not be killed by most toxins.

This also helps explain Athan's extreme tolerance to alcohol.

  1. Strength of the Tyr Kana: While not nearly as strong as his ancestors, Athan's muscular fibers are so tightly woven that he possesses superhuman strength. While his frame limits his strength to a degree, Athan still retains the ability to push and press objects much larger than he. With a strenuous workout regimen, constant training and experience in the battlefield, Athan has grown even stronger than before. Now it has not been unheard of for Athan, with arms alone, to press 1600 lbs with his most extreme effort.
  1. Agelessness: As Athan has untapped the potential of his dormant bloodline, he has begun to experience the slowed aging process that comes along with it. His aging process has slowed to about 1/10th of the average human, keeping him near peak physical condition for a longer period of time.
  1. Mending: Athan's metabolic rate has had to kick it up a notch to keep Athan alive. As such, his rate of healing is greater than most. For any real effects to be seen, Athan must rest. Serious wounds (more than two inches deep) require more than two days of total bed rest to be healed, depending on the extent of injury. Due to this, Athan's required caloric intake has increased exponentially. In a given day he may require upwards of 8000 Calories.

7.Man of Steel

Athan's muscle density grants him superhuman strength, but on top of that, Athan has learned that by contracting and flexing muscles to the point of cramping, he can create an effect similar to heavy-plated steel armor. When forcefully contracting his muscles Athan experiences a great deal of pain, and cannot possibly move the muscle in question, but it also renders that particular region of his body practically invulnerable to piercing attacks and even furthers his resistance to blunt-force attacks.

8.Adaptation

The Tyr-Kana became a successful race for two reasons. Their luck, and their ability to adapt to any given environment. This second ability was magnified when the Tyr-Kana ascended to become an epic race, and even with his distant relations to these beings, Athan retains faint traces of this trait.

After relatively short exposure (30 minutes - 1 hour) to a certain type of environment, Athan will adapt to his surroundings and can simply shrug off what would once be considered detrimental effects.

For example: During his quest to find Syntaxis, Athan's body had to initially overcome the initial shock of the cold, then survive the exposure for a period of time before his body could adapt to the cold. His metabolic rate increased, resulting in a larger appetite and greater core body temperature. His skin tightened, resulting in a restricted flow of heat from his body to the environment.

This ability stacks on top of Athan's natural defenses, although it has little use in a combat scenario unless the entire arena is heated, cooled, or altered in some form.

Sword-based abilities:

Fighting style: Brute force, finesse is for sissies, swordplay. Athan doesn’t play around with tactics or defensive strategy. He sticks to his guns, which involves a lot of charging, screaming, and sword-swinging. Really, that's all he does. I guess he might punch you or something, but it's mostly swording.

  1. Focus Energy (Req: Kel’Drin or Chaotic Blade.):

Focus energy requires four seconds (one turn) of uninterrupted concentration. This ability either channels Athan's pain and suffering into the Chaotic Blade, building it up as stored energy instead of extending the sword's length. The resulting 'charge' may then be used for any number of Athan's special attacks. Up to two charges may be stored at one time. Any more, and the blade becomes unstable and may break. The more charges the weapon carries, the harder it is to control. Initially, one charge may be held for thirty seconds and two charges, fifteen. If held for too long, the energy will explode outwards, destroying the weapon and leaving a large crater where its holder once was.

  1. Chaos Factor (Req: Chaotic Blade, Focus Energy (1-2)):

The Chaotic Blade, a strange weapon in its own right, has adapted the Kel’Drin’s energy charging aspect to its own structure. The action to Chaos Factor is two fold, the first requirement being that Athan is within striking range of his opponent. With the Chaotic Blade, a quick stabbing motion is performed, impaling the target on the weapon’s point (note: the length of the blade is irrelevant for this ability). The moment that Athan’s blade sinks into flesh (or anything, for that matter) the second portion of the attack begins automatically. At the point of the weapon the charged energy suddenly releases itself by way of pure concussive force. The amount of force is relative to the number of charges placed in the weapon. (The bare minimum would shoot an average person (180lbs) about fifteen yards away from the weapon, while two charges would punt them with enough force to travel a good sixty yards unobstructed.)

  1. The World Cleaver(Req: Chaotic Blade, 1 of the following: Focus Energy(2)/Nigh-Mortally Wounded Athan)

In the event that Athan is either bleeding profusely from various non-natural openings in the body, or he's just really wanting to prove a point, Athan overwhelms the magical restrictions placed upon the Chaotic sword, resulting in unchecked growth of the weapon. To put it in terms of length, the sword rockets in size from its current state to 15 feet in length. The sword can only hold this form for a minute (4 rounds), but getting caught in the path of this thing probably isn't the best idea.

History:

Tragedy at birth.

Athan was born as the youngest of two to a wealthy couple that lived across the ocean not far from Gambino in a small kingdom known as Aedin. As wealthy aristocrats, his family was well respected and loved by the majority of the citizens. His parents, far too busy to raise Athan and his brother while mingling with royalty, dumped their children off with his grandparents when he was one year of age. While his parents were traveling to visit the wealthy Gambino family across the globe, their boat was caught up in a storm at sea and never heard from again. Athan’s silver-spoon heritage was pretty much ruined at this point in his life. Much more was to come, and oddly enough, the world would be shaped by the actions of one elderly farmer.

A farmer’s grandson.

While Athan would have been waited on in the care of his family’s house, he was destined to live the life of a peasant now. What family riches had not been plundered were placed in a trust fund until Athan and his elder brother were old enough to take them. In the meantime, their grandfather would make use of the extra help that had been given to him.

At five years of age Athan was already helping out around the farm. Taking eggs from the chickens, carrying pales of milk from the cows, the sort of labor to be expected from a young farmhand. Being young enough to hardly remember his parents, Athan seemed to take to the change in scenery a lot better than his elder sibling, who quickly enlisted in the military a year after being entrusted to his grandfather. He was killed in action two years later. The military listed the death as a result of unrivaled heroism. Athan's grandfather told the young man that his brother died because he was foolish.

Athan never attended public school. His grandmother taught him lessons when he was done with his chores, which ended up being just fine with him. His peers never grew on him and he found it hard to pay attention to things that weren't work related. As he grew, he began to take great pride in his accomplishments around the household and vowed to not abandon his family like his brother had.

A tough life just got tougher

At about six years of age Athan’s grandfather took him out back and entered a small shed that Athan had never visited before. Athan had always figured that it was a tool shed, but since he had never had to go in there to retrieve the tools he always had his doubts. When he entered, he was treated to his first sight of warfare.

Dozens of weapons, all either crafted by the elderly man or wielded by him at some point, were plastered to the walls or hanging from the ceiling by their blades. Athan was awestruck, unable to take his eyes off the drawing of a large sword hung on the far wall. His grandfather later told him that the sword was nothing more than a legend. The sort of tall tales families told to break silence in awkward dinner conversations. He spoke of how the sword was created to slay gods, how Athan’s great ancestors used the weapon to defend themselves against overwhelming odds. He spoke of an incredible power that lay dormant within the blade, and that it would only react to a person who was worthy of wielding it.

He wanted nothing more than to hold that sword right there. But as he reached out for the painting, Athan had a long sword shoved into his open hand. The weapon was large, but not incredibly heavy for him at this stage in life. He could easily hold it with two hands, and thus began the foundation of his training. His grandfather simply smiled, telling him that while the sword was hidden underneath the sands of time, perhaps he would be the one able to prove himself worthy. And so began his training in the art of swordplay. He would run from his school lessons (his grandmother wouldn’t have allowed schooling to be replaced by training), back to the empty field that his grandfather had turned into a training ground. Stuffed dummies and various training devices alike littered the land. It was Athan’s personal playground.

From farmhand to soldier

It was only a matter of time until Athan followed in the footsteps of his brother. At the age of sixteen, against his family's wishes, he entered into the service of the Aedin military. Having never seen much outside of his home and having never trained under the harsh instructions of the drill instructors, Athan was quickly hardened by the military lifestyle. Due to his ten years of experience, he grew arrogant and strong, outclassing his peers in nearly every category. Eventually, Athan had to be bumped up to a different class, where he quickly learned the meaning of respect. While he didn’t lose his arrogance, most of Athan’s scars from military duty were from his own allies.

This resulted in Athan being shifted from unit to unit, always to the front lines. He made few friends during his brief four year stint in the army, and none of them made it out of battle alive. His arrogance set off the other soldiers and his recklessness angered the officers. He was dishonorably discharged after his actions resulted in the death of a foreign diplomat and the King’s Queen-to-be. The only thing saving him from execution was the heroics his grandfather had shown the country years ago.

Born of fire and steel

Athan, exiled from his home kingdom, took to a ship and headed towards the main continent of Gaia. Upon arriving, he established himself as a jack of all trades, working as a mercenary for the highest bidder. Without others to worry about, Athan took a shining to the new line of work. Most clients didn’t care too much about collateral damage, which was right up Athan’s alley. Unfortunately, mercenary work for a relatively unknown foreigner was hard to come by. He never made much of a living, and most of his money went either back home to his struggling grandparents or to various bars.

He worked for all kinds of people, from crime rings to nobility. Life was exciting on the main continent. Strong warriors were easy to find, and time after time he would either challenge or be challenged to duels that greatly enhanced his experience.

The Butcher of Romme

When Athan took up a call for arms to raid a rather large, recently militarized town, he was confronted with his first slaughter. As the band of mercenaries entered the town, Athan was witness to women and children being slaughtered, and just as he was about to address his concern when he was soon witness to his first betrayal. A dagger pierced his back and forced him to his knees, and as Athan looked into the eyes of his employer, a scrawny, snivelly man with far too much money on his hands, grinning from ear to ear, he lost control.

He slaughtered them all. His huge sword carving a swathe through former ally and innocent bystander alike. The town, already aflame, was soon bathed in blood and terror. When he left the city, the previous population of 6,000 had been reduced to a lucky twelve cattle. Athan became known as "The Butcher of Romme", as many people claimed that he swung not a sword, but a cleaver. As a result of his actions, he fell out of favor with many employers.

To this day, Athan refuses to speak of that night or what happened in that town. Even the most stalwart psychics have had problems breaking the mental shield Athan had erected on his memories. The one telepath that had dared to pry so deep into his mind was overcome by a wave of emotion and violence so strong that they lost their sanity and attacked the mercenary. In self-defense, he killed the man and refused to look into his actions that night any further.

Successor to a legend

A letter reached Athan when he was twenty two years of age. Out of work and attempting to crawl into a bottle, Athan tore open the letter, desperately hoping for some money, only to find knowledge that his grandfather, in failing health, wished to see him one last time before he passed away. Without hesitation, Athan chartered a boat and headed back across the ocean. Slow headwinds delayed their journey, however, and when Athan arrived the funeral had already taken place.

The only thing left for Athan now was his grandmother and two gifts left to him by his grandfather. The first, a sword crafted by his mentor with Athan specifically in mind, and second, the painting of the family sword. It was only fitting that he, the last of their line, was to seek out the weapon.

The Petals of Chaos

When chaos erupted throughout Gaia, Athan was one of many adventurers to answer the call. Not only was he hoping to honor the memory of his recently deceased grandfather, he was also bound and determined to receive the monetary rewards that accompanied it. Throughout the course of the adventure Athan met and collaborated with a number of Gaia's most stalwart heroes. Although he befriended none, he had begun weaving connections that would, later, prove to help him encounter and eventually end the Chaos Viceroy’s attack on the Barton Town Square. Unfortunately, as a result of the battle, one of Athan’s shoulders was shattered by a large rock and he had suffered numerous internal injuries from taking one too many punches and elbows. As a bonus, Athan received the Chaotic Blade as a reward for his troubles.

When a crystal rose ended up in his hands, Athan wasn’t sure what to think of it. All was revealed, however, when all roads lead to a Temple in the Void, where he, quite by accident, discovered the rose wound up being a key of entry into a temple. There he found himself being honored as one of Gaia’s chosen champions. Alongside Vahn Fah and Allen Avietre, Athan was going to tackle the Viceroy, head on. The final battle was epic, leaving Athan bleeding and minus a sword for half the fight. In the end, the three heroes mustered enough strength to combine their efforts for one last attack and defeat the Viceroy once and for all, and as a little bonus, save the world while they were at it. Whether or not this was Athan’s actual intention, no one really knows.

It was at the precise moment of his strike that he heard a voice in his head, mentioning the name of a race, the Tyr-Kana. After the fight was over, Athan barely escaped the swirling chaos that threatened to consume him and his allies. Only through the actions of Vahn Fah did Athan escape, and even so, his grandfather’s sword was lost in the abyss.

Two weeks later, after checking out of the hospital, Athan received a hefty paycheck from the invitation giver, Samantha Browning. A large portion of the money went to paying off the Barton Police Department for crimes incurred during the course of his adventure, although they were fairly lenient when they realized the circumstances he was under (they went as far as dropping the charges he wasn’t actually confirmed of committing, such as the abduction of a little girl).

Following his brief visit in the Dreaming (a rescue mission in which Athan was disappointed that he didn’t get to fight nearly enough), Athan went into seclusion for quite some time. Not much is known about what happened during this era. Some said that, without his sword, Athan had no choice but to hide. Others figured he went on vacation, but the speculation, how little of it there actually was, did not last long.

Fruition of a Dream?

Athan had finally found it. The sword of his dreams, the weapon that was told to have slain gods with one swift stroke had finally fallen into his grasp. After enduring harsh elements, surviving countless ancient gaurdians, and laying claim to the weapon inside a temple that various texts had lead him to, Athan had accomplished a lifelong's dream in a span of twenty two years.

Yet something seemed strange. He hadn't exactly worked hard to claim the weapon. He was certain that his grandfather could have undertaken the task, and even if he couldn't have, he hadn't brushed the border of death like he had anticipated. In his elation, Athan figured that he had grown so strong as a warrior that even nearly impossible tasks seemed relatively easy, and he brushed the thought from his mind.

What he didn't know, is that Fate had other things in store for him.

Cowardice

When word of the Vale reached his ears, he figured it was time to come out of hiding and throw himself back onto the battlefield. Backed up by a contract with the Skinner Mining Company to take the valley for the sake of profit, Athan was sure that he was going to be a determining factor in the fighting. Perhaps fate had it out for Athan. Perhaps it was time that he learned what the word fear really meant. Whatever the case, the lessons Athan learned in the Vale were ones that he would not care to learn again.

He had taken the Kel’Drin too soon, treated the weapon as if it were his right to own it simply by birth, and the weapon didn’t like it. When Athan found himself in heated combat with Sunstrike, one of the Shade's leaders and heroes, fear…overwhelming fear, gripped his heart, and he ran.

A second time he tried to take the same structure, this time with reinforcements. He had mustered what courage he had left, and attempted to use the sword yet again against his enemies. When he was forced to run yet again, a demoralized Athan waited at the camp for the actual soldiers to do the work. Obviously, he wasn’t one anymore.

A Lost Sword

When he returned from the Vale, Athan returned home to Aedin, no longer under exile due to the death of the recently deposed king. Frustrated and with a deflated ego, he went about taking care of his grandmother for the last few months of her life. When she died, Athan attended the funeral with a heavy heart. There really wasn’t much left for him anymore. His career as a mercenary was pretty much in shambles, his family was gone, and the military wasn't going to take him back.

When he returned home, he was treated to a strange sight. His old sword, the sword given to him by his grandfather, had returned from the depths of chaos and was propped up against the door leading into his old house. Athan quickly took the sword, realizing that there was something different about it, but it was a something he couldn’t quite put his finger on. It took only a few days for Athan to learn that the soul of his grandfather had somehow been trapped inside the weapon.

The Return, Building a Legacy

Heaven or Hell. That great tournament that had attracted only the strongest of warriors, had even picked up popularity across the ocean on Aedin's shores. People would consistently approach Athan, talking to him about how great certain heroes were, how awesome it must have been to fight alongside them, and how he should consider signing up.

Eventually, all the talk got to him. Athan would get himself back into shape the best way he knew how. Farming.

He would act as an oxen for those who were too poor to afford one. He worked for free, and worked long, hard hours. For months, Athan had become little more than a beast of burden, good for little more than carrying and pulling objects. But this strange bit of training paid its dividends in the end. Athan was much stronger than he had been before, and was ready to prove it in the arena. With his country acting as a sponsor, Athan was shipped overseas to find a team. Were he to win the tournament, a statue was promised to be erected in his honor. A loss, would either be taken with a heavy heart or not accepted at all. The rural communities loved him, the capital and cities used him as propaganda.

Heaven or Hell

Upon reaching Gaia, Athan stopped by to say hello to a few old friends at the Firebrand Tavern. Coincidentally, Athan was drafted into the service of a team within moments of settling down. Accompanied by Owle, her sister Flare, and Kalis, Athan proudly (and drunkenly) proclaimed them to be "Project: Swords!" and willed the competition to bring it to them.

On the tournament grounds, Athan proved his fury and valor. He was no longer just a mercenary to Gaia. He was a public figure, a warrior thrown into the role of a celebrity, and he soaked in every moment of it. It was wonderous to be loved by people he had never even met, and it was all too soon when it ended.

Athan's first defeat came at the hands of the one of the stadium's more well-known combatants in Shouyin Velvel, a half golem who not only broke Athan's body, but the sword that contained his grandfather's spirit, as well. The battle left both men battered and bloody, but handed Project: Swords! Their first loss and sent them into the consolation round to face off against Team a** Tear, a group of fighters who had only fallen to disqualification.

It was there that Athan's fortune took a turn for the worse. In a bloody battle that cost Athan the whole of his right arm from the elbow down,

Athan was forced to undergo severe surgery to replace his charred flesh and even more extensive work to prevent the loss of the rest of his arm. In the end, Athan left the hospital a humbled man, and simply faded from the public eye for awhile.

It is unknown whether or not Aedin ever disowned Athan as their chosen champion, although as luck would have it, Athan wasn't quite done yet.

A Quest For Answers

Following the message that the Shadelord Omikron delivered to him during the Heaven or Hell tournament, Athan packed up his supplies and made plans to travel northwards, to the supposed ancient lands of his forefathers.

During his attempt to say goodbye to one of his few friends, Athan found an unlikely travel companion in Owle Isohos, who wished to see Omikron once more. They headed out, and only through Athan's gathered knowledge and the 'radar' of his grandfather, found the ancient ruins of Syntaxis.

--In Progress--

Triad: Attempted Redemption

In an effort to get back into the swing of his old life, Athan signed up to better mankind by joining up with the Circle of Justice at the request of a teenage girl. It was at the headquarters, where he met up with a man by the name of Hiroshi Mumei who informed him of something strange going on in Gaia.

The appearance of strange, magical marbles were bestowing amazing gifts to citizens across all of Gaia. That would have been all well and good, were it not for the fact that anyone that came in contact with the marbles had gone insane. Bestowed with a tattoo and two very unlikely teammates in the forms of a kitsune named Angelbell and a rather eccentric boy named Tweak, Athan set out to make the world a better place.

And totally screwed that up as he and his group tore across Gaia in search of the marbles. Athan's various exploits included, but were not limited to, a duel against a floating can of root beer, a break-in at Johnny Gambino's mansion, and a hit and run involving an ambulance, a stretcher, and somebody's head. A giant green pillar of light interrupted their spree, and Athan, now nicknamed the Cole Train, hurried his teammates over to Barton Fountain. There, he found a swirling green portal, a sports car heading straight for a group of people standing in front of the portal, and an ever-growing number of heroes from all across Gaia gathering in one spot.

In a last ditch effort to stop whatever was happening inside the portal from happening, Athan was launched into the portal by his teammates, where he would learn the truth behind the marbles' presence and what would happen if they didn't stop the three in charge of the entire thing.

Hiroshi Mumei had duped Athan into believing that he was saving the world. And, in the end, that betrayal was enough to send Athan into a rage that resulted in him lopping off the arm of another one of the conspirators before falling pray to a magic bullet fired straight through his lung.

It was by luck that others were there to finish the job, thereby saving Gaia once more. It was also by luck that Stryphe and Athan's own teammates, now in possession of an ice cream truck, were waiting back home for him. He was rushed to the Temple of Falis, where he was healed and left to his own devices.

The Brutal Underground

Leave it to Athan to find himself thrust into a 'tournament' that was little else than a loosely organized street fight. A cloaked messenger had presented the swordsman with a coin that was said to be an invitation to a grand tournament. Accepting the token as a sign that he could keep his skills sharpened for the next Heaven or Hell tournament, Athan accepted the challenge, hoping in part for some publicity to come along with his assured victory.

What he got instead was a showdown in a dark alley with a giant sized porcupine and no spectators. Quickly dispatching of his quilled opponent by throwing him into the path of a speeding car at the cost of a few holes in his hand and some wounds to his back and arms, Athan took a brief moment to treat his injuries before being treated to a welcome surprise.

Shouyin Velvel, the same half golem that handed Athan his first of two defeats at the Heaven or Hell tournament had reappeared. Their rematch would have probably been better off seen on television, although it wasn't nearly as exciting as round one, Athan held his own against his adversary, trading blow for blow and coming to what was more or less a stalemate before the green haired swordsman Rage, who had just finished off Athan's teammate moments earlier, jumped into the fray and turned the fight into a two to one affair. Unable to hold his own against two of Gaia's more reknown heroes, Athan was knocked out of competition when his right leg was put entirely out of commission through acts courtesy of Shouyin, and then Athan himself put out of the tournament when Rage exploded a chair into his face.

Athan escaped the battlefield with his life, but the defeat was hard to swallow. Convinced that he was mere seconds away from avenging his loss to the half golem, Athan licked his wounds and set out on his travels once more. He had no destination, but he was for certain that, given the opportunity, he would face both Shouyin and Rage in single combat again.

Plan Black

It was just like Romme all over again. Athan's attack on the Farpoint Outpost was something that the settlers there would never forget. A single man cutting a swath through the defenders as though they were nothing but toys. A combine was smashed into the Northern Gate at his hand, and it was by his own doing that the Defenders had lost their Captain of the Guard. It wasn't until Athan met Vahn on that same battlefield that he questioned his role in the war.

Flames spilled out from the north gate as Vahn lead a group of citizens out from the outpost and down to the Keep. Athan couldn't help but wonder if he was, again, the villain responsible for a horrible massacre. He attempted to rectify his ways, instead leaving the town to head out to the fields surrounding the Outpost, but a nagging feeling kept Athan from pouring his heart and soul into the attack once the reinforcements had arrived. He killed a young private attempting to avenge the fallen Captain of the Guard, a paladin and soldier in the service of Sieg Ecstuffuan, and turned much of the outpost into ruin. Yet, in the end, Athan's lack of true resolve was what cost the invaders their victory, and after a long stalemate, Athan's allies were ultimately pushed back by the defenders.

His valor did not go unrewarded, however. As a result of his deeds on the battlefield Athan was rewarded with the Juggernaut's Mask. Having worn the mask for the latter part of the battle and not liked the way it felt, Athan opted to melt down what was considered a priceless artifact and mold it into a bracer and gauntlet fitted for his left arm. The end result was the Berserker's Gauntlet, an item that finally allowed Athan to show his right arm to the world once again.

Relations With Prominent Gaians

Owle Isohos: Friendly.

Athan's first friend on the main continent, Owle Isohos is a stark contrast to Athan's gung-ho style of living. She's far more patient and less fond of bloodshed, but somehow the two have managed to forge a healthy friendship following the events of Petals of Chaos. Athan has become rather protective of Owle, although he trusts in her ability to take care of herself.

Shouyin Velvel: Hostile

The first man on the main continent to defeat Athan in single combat, Shouyin Velvel has become an object of Athan's obsession ever since his defeat at the Heaven or Hell tournament. Denied his opportunity to avenge his loss in the Brutal Underground, Athan continues to seek out the half golem and settle the score before his lifetime is over. An unproclaimed rivalry, if you will.

Kalis Acineres: Friendly

Athan's teammate during HoH, Athan met Kalis when answering a call for help from Owle Isohos. While Athan doesn't actively seek out the man for any sort of help or conversation, the two are on relatively friendly terms given their experience as teammates.

Vahn Fah: Neutral

Vahn left a lasting impression on Athan during and following the events of the Petals of Chaos. It was with Vahn's help that Athan defeated the Viceroy of Chaos, saving the world from total destruction. In the ensuing escape, it was also Vahn's actions that saved Athan from certain death, giving the swordsman a clear path out of all-consuming darkness. While they have encountered each other in various situations since then, words or blows have not been exchanged between the two.

Flare Sithfallen: Unknown

While Flare was Athan's teammate during HoH, he did knock her out of a speeding train car with a flaming couch in order to net the winning KO for their second round match. It's unknown whether or not she holds a grudge against him, but it's pretty much a fact that Athan's too worried about fiery retribution to bother finding out.

Allen Avietre: Neutral

The second man to help Athan defeat the Viceroy. Athan was also temporarily paired with him during the Brutal Underground tournament. The two have not really spoken.

Tzenidaar: Hostile

The chimera that Athan fought in the final round of Heaven or Hell, Athan was subject to a beating the likes of which he still hasn't recovered from at the hands, or claws, of this monster. Tzenidaar is also responsible for the loss of Athan's right forearm, a wound that he is reminded of daily.

Rage: Hostile

The man to interrupt his duel with Shouyin Velvel, Athan is not on particularly good terms with Owle's 'brother', despite the fact Athan often hangs out at the Firebrand, the bar that Rage just so happens to own.

Tweak: Hostile

Athan's 'teammate' during Triad, Tweak was good at grinding Athan's nerves and totally bastardizing any sort of good intentions they had going into the event.. He also shoved a cattle prod into Athan's groin. They have not spoken since Triad, and with good reason.

Angelbell: Neutral

Athan's second teammate during Triad. She was particularly useful in healing some of Athan's lighter wounds and launching him towards the shining green pillar of light, where he would eventually play a small role in saving the world. Again.

Francis Understone: Hostile

A giant porcupine-man that Athan fought during Brutal Underground. He was defeated when Athan stabbed him through the chest and then threw him underneath a speeding car. It's unknown whether or not he survived.

Yamir Mordecai: Hostile

Athan's foe during the second round of the Heaven or Hell tournament. Athan defeated him by unleashing Chaos Factor to punch him through a solid steel door. The battle, while a victory for Athan, left him without a good pint or two of blood by the end. It's unknown whether or not Yamir holds a grudge against Athan, given Athan's relatively recent dealings with his ex-girlfriend.

6Unchecked Twitch

Name: D' Aire, BKA "Twitch"

Race: Esterian Hellcat Tame

Element/Manifestation: Fire, Lunar, Solar, Reality

Age: Apparently in early twenties, actually about 100

Usual appearance: Light tan skin. Long, black-furred tail and pointed feline ears with the same fur color. Long, straight black hair with bangs and purple streaks at the front. Purple eyes with a triangular mark under the left. Black membrane wings are ragged and torn, and she can wear them as a cloak [in the style of Demona of Gargoyles]. She is a bit curvaceous, but not excessively so, though some have seen fit to openly point out her wide hips. Also wears a leather choker/necklace with talons, canines, or claws, as opposed to the usual spike studs.

Abilities

Aura Sense: The ability to recognize magical types and their origins.

Deity Sense: The ability to recognize gods-on-earth, provided they are recognized by others as avatars or deities.

Translation: Rapid learning of a language's tounge and written word, provided adequate casual exposure.

Tel'Runic Registrations

Proctor: The legal ability to judge Spars, Honor Matches (non-lethal duels) and Death Matches.

Cleric 90: The ability to heal others. The ability to cure poisons. The ability to resurrect a person within 24 hours, provided the soul is not magically obligated to revive by another means or is otherwise magically trapped or crushed. The ability to transfer souls from one body to another, provided the new body has not fully decomposed and the body's soul has moved on. The ability to exorcise.

Graft: The ability to designate Mediums.

Fighting Style: Tenma ne Gato, Tenma ne Garo, Tae Kwon Do.

Weapons and Armor: Her only weapon is a staff-- wooden and red, with golden-colored caps at the ends; otherwise unremarkable, save for the word "Blazestar" burned into it. It has no name or any of the sort since it's unblessed, and can be bought at select weapons retailers and online.

Fighting Twitch: A relative novice, Twitch is like a normal fighter around here-- she can see a few things and react in accordance with superhuman reaction speed... but she is prone to hesitation and taking many hits that the fighters around her would decide to avoid. Her advantage lies in her ability to keep people at bay, where they'd be subject to her projectile assault. However, her last true fight was many years ago, and formal training in Tenma ne Gato was even farther away. For these reasons, she's taken a noncombatant status until she's confident enough in her abilities to compete.

Techs_____________________________________________________________________________________________

| Level: Auto |

-- Negative Gain --

Allows the user to absorb the energy from any one element for a limited time. Infinite auto-ability for elementals, but those with enough skill can temporarily change their elemental alignment. Revert happens in a matter of minutes, or when the threshold exceeds the limit.

-- Soothe --

Her aura has a calming effect. The longer one remains around her, the more relaxed and comfortable one gets. Like this, Twitch has been able to stop berserkers by doing little more than being nearby. This ability is only activated and automatic while in Daraku state.

| Level: State |

-- Daraku --

Twitch worked as a lesser diety for the Esterian Gods as the Avatar of Hope / Shattered Angel / Daraku Tenshi. Events past saw her demoted, though she retains her Teardrop marking and abilities that do not alter her own place in reality-- she can no longer step outside of time or teleport.

| Level: Special |

--Ante Up--

By halting and stressing her spirit, Twitch can increase her stored, ready-to-use aura. AKA "charging the super bar."

-- Pulse --

A hand thrust forward releases energy visible only by the rippling distortions it creates on its way to the target. Considerably weaker than the Dust Kick, but without notable power loss at distances.

[+Daraku = Pulsar] Gaining fire element and red tint, Pulsar sometimes has the effect of of draining an opponent's aura, forcing a magical nullification. AKA "lowering the opponent's super bar." (1d10; 10 required).

-- Rolling Buckler --

The body curls into a ball and speeds toward the opponent with a slight energy covering her. She can launch into another move from this. TnGato, long range.

-- Dust Kick --

A straight or side kick sends out a shockwave of energy, raising from the ground the particles the Tech is named for. Long range, but begins to lose energy after around 20 feet and beyond.

| Level: Command Throw |

-- Hellcat --

Seeming almost to run past her opponent, Twitch extends arms and clings onto the opponent's body and spins around them, claws slicing. After a single rotation, she flips away by kicking the opponent with both feet.

| Level: ESpecial |

-- Whirlwind Kick --

Prompted by two roundhouse spins, the Dust Kick is performed and instead of sending out a single shockwave, a vacuum wave is sent that pulls in people in the case of near misses. Has been shown to hit many times for cumulative damage equaling three Dust Kicks.

-- Rolling Flare --

Add fire element to Rolling Buckler. Rolls a 1.5 times faster, and being caught in her immediate wake means getting seared in hot wind.

-- Shattered Angel --

Though her wings were shredded after her demotion, and now usually remain hidden, they reform in their torn state to signify that Twitch is accessing her Daraku Tenshi abilities. This Tech taps into a different moveset, increasing her spiritual abilities significantly. It is necessary to be in Daraku/Shattered state to perform some higher-level moves, as well as gain bonus effects to some attacks.

| Level: EXSpecial |

-- Egami Evitagen --

By switching planar access points through Reality manipulation, the effects of an elemental zone are completely reversed. Attacks in the Egami Zone are also affected-- Lunar becomes Solar, Fire becomes Water. The effect lasts for only a few seconds (five posts, the time needed to count down "Egami").

_____________________________________________________________________________________________

History: An art student at Central Esteria College and EAF pilot, D' Aire lived in an apartment with her brother Donald "Colonel" Aire. It was through him that she met Lazenca Miranda, and the two hit it off nicely.

The relative peace changed when she and a group of friends went to a fair and were met by a mystical trio posing as fortune tellers, calling themselves "The Trisection". They were told by the trio that their blood was pure enough to unlock inner strength and abilities- they called it the "Negative"- that could either help or hurt them, as well as the people around them. All of their lives would change, and not all changes would be good.

This proved all too true when a mercenary called "Mirage" passed through. The police instantly recognized him, and went to subdue the dangerous feline-type. Though she was hiding in a building with others, a massive attack shattered glass, and she was caught in the deadly rain.

Her Negative ability revealed itself a bit later. With the aid of the Trisection and through the power of Esterian gods, she regained her life. She was named as Esteria's newest spiritual avatar, the Daraku Tenshi [Shattered Angel], a rank that gave her demigoddes status. As the avatar of hope, she would continue the role of Daraku, encouraging those who were at the end of their ropes.

It took a while, but she figured out her mission: she had to keep a watch on Lazenca and monitor his mental health, preventing him from any more long periods of madness or sadness as brought out by his condition. She decided to let the overly independent wolf-man grow at his own rate, and has gifted him with Mediums in his skin that would allow his spiritual energy to grow while still regulating it. While the known reason is that this would make Lazenca stronger as he trained, the mediums would also help to strengthen his mind for the impending battles. She did her best not to involve herself directly in the affairs of others, but it was hard to do so- especially when her friends were put in danger. She convinced the Upper Gods to allow her some combat- her official noncombatant status has made it so that she couldn't actually fight of her own free will, but she could act if her ward (Lazenca) called for the help, and only then.

Some time later at Leviathan Stadium, a crazed individual who'd fallen madly in love with her broke one of the unspoken rules of purity on Twitch's behalf, kissing her. Her slow response allowed the event to happen, and with her ties to the living no longer tolerable, she was removed from duty on the spot, resulting of the disappearance of her deity rank and the most powerful abilities (reality/time abilities, planar travel, ReFall) but retains the ability to dismiss her wings, Teardrop of Shattered Souls, and other aural abilities. For causing the event, the man (an elf by the name of Sorin) was killed by her ward.

D' has started training again to defend herself with more practical methods. She also maintains many of the operations in the Blazestar Empire as the President with her assistant/secretary, Seung Kim.

7Tomorrow

Name: John Tomorrow

Alias:The Human Dynamo, 'Morrow, Donar, Thor

Race: Aesir

Height: 6" 8"

Weight: 300+ Kgs

Fighting Style: Grapples and Pins, Street-Fighting

Appearance:

A mountain of a man, thick in chest, arm and leg. His muscles are well defined, the body of a powerhouse. His blond hair is long and thin, hanging down around his face loosely, the ends ragged from years of battle. His face is covered in a thick blond beard which is straggly and course. When he shaves his beard, he looks more his age, which is around the mid-twenties. With it, he looks in his late thirties.

His skin is covered in the scars from years of battle, some faded by time, others fresh and stark upon his sun-scorched skin. His eyes are perma-frost blue, sharp like a razor. He has a prosthetic left arm, attached to his body via a surgically implanted, electromagnetically charged plate embedded where his left shoulder should be.

Personality:

Once upon a time, John Tomorrow was a personality around the Stadium, always friendly and competitive, even a family man. Then he went mad, hollowed out, barely present in the world. Being back at the Stadium and amongst friends has eased his nigh-suicidal tendendcies, especially thanks to Hono'o Ararhi Raven's company...

Time spent away from the world made John revert to an animal-state for over three years. Although he has retained enough of his sanity to seem human again, he is only one or two shocks away from going completely insane once more. Spending time with Hono'o and Maximos has made him regain most of his humanity, or rather, meta-humanity...the shocks have left him with little memory of his previous life, leaving him quite confused about a lot of things in the world.

John suffers from nigh-pathological Nyctophobia - fear of the dark. Although he can withstand being in completely dark spaces for short time periods, prolonged exposure can result in a...slip of sanity.

Abilities:

  • Fighting Skills -

John is an exceptional warrior, his skills honed from years of one-on-one battles and times of war. He is a vicious fighter, typically not holding back for anything, and broken bones are a standard event in his fights. He has vast skills in grappling and throwing enemies, and due to his power, his punches and kicks have been known to blow the wind out of people and knock them back, and even, in extreme cases, severe limbs and crush bone. He does not like to talk during his fights, deciding to spent his time focusing on his opponant instead.

He is skilled in many weapons, mostly melee weapons such as swords - his favorite weapons are crushing or slicing weapons, such as warhammers or axes. He is proficient in firearms, though due to his size, typically does not use them. His most commonly used weapon is...himself.

He is considerable stronger then a regular human male. He is capable of benching a little over five tonnes, although this takes a supreme effort. His size belies his speed - standing still or with short movements, he is able to react quickly to attacks. Running for a distance takes time, however, and once he hits his maximum speed, it is either a slow, sudden or painful stop.

His bones are denser then a normal human's, to compensate for the amount of power his muscles produce as well as his weight. His skin is also abnormally dense - whereas a slash from a sword would cut, it would not cut as deeply as it would to a normal human, and low caliber bullets crush in impact on his skin.

  • Berserker -

Aesir tales tell of warriors, pushed to the utmost limit on the battlefield, entering a heightened and maddened state of awareness. These are the Berserk, men who feel no pain and will fight till dead from massive amounts of fatal wounds or immense exhaustion. It is said that even loss of limbs will not stop them, that they can fight on even after being torn to shreds, dying only from extreme exhaustion causing their heart to stop dead, or their bodies to be drained completely of blood. Their strength is unbeleivable, as they no longer limit themselves to preserve their bodies. The tales tell of men with broken bones from their muscles snapping them under their own power...

Powers

  • Electrical Control -

John has the power to produce and control electricity. This is produced internally, from his own bio-electricity, and can be stored within his body for later use.

Production consists of mentally willing it so, like an athlete forcing himself to breath faster to gather more oxygen for his muscles. He can also produce bio-electricity by moving, like a dynamo - the more he fights, the more power he creates.

He is also able to absorb and control electricity from an external source - for example, an electrical cable or a car battery. These outer sources allow him to store greater amounts of energy quicker then his own internal production, but he must be wary of over-storage.

He is able to absorb bio-electricity from organism that also run on bio-electricity...painfully. This is done through skin-on-skin contact, but if the target is touching or clothed in anything metallic, then the same effect applies (with the conductive material as a conduit).

John is unable to be picked up on secuirty cameras or any type of electrical device. This is due to the unique bio-electrical signal he emits when he represses his powers - however, using his powers does allow him to be seen or heard. He is also unable to handle many electrically powered devices - anything smaller then a TV almost automatically gets blown up by his latent electrical powers, unless he is drained of power. Lately he has been training to control his power, and this is becoming less of a problem...

  • Electrical Attacks -

With the flick of the wrist, Tomorrow is capable of producing a shock powerful enough to stun his enemies. He is also able to electrocute anything he touches, or anything that touches him. The power of these shocks correlate to the amount of energy he has stored within him at the time. He has been known to char flesh from bone and blow holes in people from concentrated bolts of lightening.

  • Ball Lightening -

A powerful attack where John takes all the electricity stored within him and balls it up in his hands, releasing it in a single blast. This ball of concentrated electrical energy is capable of ricocheting off objects, electrocuting the objects severely. Damage relates to how far the attack has to go, and how many times it has ricocheted off something/someone. If John has enough power remaining, he can 'volley' the electrical ball back towards his target without absorbing it back into himself. For a quick power fix, John can absorb the ball back into himself to regain the lions share of his power. This does not mean it all comes back, however. Also note that this happens automatically if he is hit by the ball without any having any stored energy already.

  • Thunder Bolt -

A powerful attack, where John concentrates his power into a single blast of electricity. Anything conductive in it's path is electrocuted. Especially effective against airborne opponents. Especially effective if the atmosphere has become Ionised, or if John has Ionised an opponant.

  • Static Shock -

A powered punch or combo of punches that hit like getting shocked by a 50,000 watt tazer. Each punch consists of getting a one-second stun to each of the targeted areas.

  • Magical Abilities -

Thanks to the dutiful tutilage of Hono'o Ararshi Raven, Tomorrow has regained the power of the Runes, the power of his Tribe's original race - the Aesir, Norsemen. He is able to draw Runes into the air using his own power or by drawing power from leylines within the air. So far, he is only able to use the Runes to draw the four basic elements - Water, Wind, Fire and Earth, though he is slowly learning to combined the Runes to create more creative magicks. Using Rune-Power is a massive drain upon the Aesir warrior, and unless he taps into the leylines, he is in danger of passing out if using too much of his own power.

  • Spirit Eye -

By closing his eyes and focusing on the image of Sleipnir, the eight legged horse of Odin, who could travel over the eight points of compass in eight directions through eight dimensions, Tomorrow can peel back the physical veil of the world and see the magic hidden beneath. It is by doing this that he can more easily cast Runes, see creatures who are invisible or obfusicated by the phyiscal realm, or see what type of magic a creature holds within itself. Using this power renders John typically blind to the physical world, the physical realm becoming mere shadowy sihlouettes covered in mutlicolored streams of magic...

  • Odin's Runes -

The All-Father, mightiest of all the Aesir, once made a sacrifice of himself to himself upon Yggdrasil, the world tree. When he finally fell from the tree after nine days of excruciating agony, he was struck by a flash of insight, and from this insight he created the Runes. Odin's Runes are all powerful, and how Tomorrow has come to know the ones he does is anybody's guess...

  • Corpse Speak, the Twelfth Magic of Odin -

By drawing Runes into the body of a corpse and activiating them with a single drop of blood upon each Rune - for this magic is old and requires sacrifice to use - Tomorrow can return life to the corpse's tounge and speak with it. He can only ask eight questions, and there is no gauruntee the corpse will speak the truth or lie.

  • The Breaking of Bonds, the Fourth Magic of Odin -

If John is able to gain access to his bonds, he can draw the Runes in blood upon them and chant a magic song, bursting his bonds restraining him and freeing him instantly.

  • Meta-Human Abilities -

Thanks to John's durable body and great strength, he has found he can perform several feats of nigh-supernatural affects.

  • Thunderous Roar -

Drawing in a great breath, John can unleash a roar of unbelievable sound, also known as a Lion's Roar, for about four seconds. This has been known to push unprepared people off-balance, disorientate them, and deafen them if too close. At 50 meters, you can feel the vibrations through your skin and bones. At 30 meters, all easy advancing movement can cease, as if walking into a strong gale. 10 meters, the opponent is deafened and can be thrust back with force.

  • Thunder Clap -

Spreading his arms wide, John can smash his hands together, unleashing a concussive blast that has been known to shatter stone and rend metal in a single blast. Radius - 15 meters.

  • Rolling Thunder -

Lifting both arms high, John can bring them down on the ground before him, sending a shock-wave into the ground around him. This can disorient and unbalance his opponents, as well as send up a dust cloud with envelopes John. Radius - 25 meters.

  • Shooting off his Mouth -

Its not rare to see John chewing something. Typically, this is a piece of metal (usually a coin), as normal chewing gum doesn't last very long against his saliva and dense teeth. John has the ability to blow this metal out of his mouth, with good accuracy, at an alarming speed - at 20 meters, it can feel like someone has tossed a stone at you. At 10 meters, it feels like someone's thrown one at you, hard. Less then that and a little skin might get punctured...

  • Brain Damage -

Whilst most people would find brain damage a bad thing to have - what with the loss of memory and memory recovering skills, complete confusion with words and slightly damaged eyesight John has - there has also been a few boons - namely, any telepathic or mind-reading skills will not work on him at all, any telepathic signals received sounding like a dull buzz in his ears. Trying to dive into his mind is like trying to dive into a raging tornado which leaves the mind-diver more messed up mentally then John would be. Unfortunately, this also means his friends are also unable to comminicate with him telepathically...

  • Conductive Blood -

Tomorrow's unique bio-electrical body must conduct the electricity around his body in some ways - one way is through his bloodstream. Tomorrow's plasma is high in iron and salts, resulting in better conductability. Anything that gets coated with his blood, or absorbed his blood, also becomes highly conductive, becoming like a lightening rod for his electrical attacks. With enough of his blood on or in something, his power has been known to avoid other conductive surfaces and strike directly on the affected target...

Weapons:

Through years of combat, John has become proficient in many weapons. He is especially proficient in smashing and slashing weapons, like hammers, axes and claymores, over lighter weapons. He is a decent shot with a rifle and pistol, but no more then a regular soldier. Because of his strength, he is capable of tearing chunks of concrete off walls and floors and hurl them like missiles.

  • Auto-Mail Arm -

Over the years, John has been through many battles, losing skin, hair, countless liters in blood...

But only once has he ever lost a limb. Slices off at the shoulder by one he once considered brother, the loss of the limb was the lowest point of his life.

It was only after a long search did he finally find a way to replace his left arm. Now an electro-magnetic plate has been inserted into his torso, covering where his shoulder used to be, replacing his left clavicle and shoulder-blade respectively with surgical steel.

The arm itself is a marvel of technology. It can articulate fully like a real arm, and it created from material that is even more resistant then Tomorrow's own skin - even though it does need to be greased. The arm remains attached by constantly feeding the magnets with his own power - however, training has done away with needing to focus on keeping it attached. Now it is his arm, and he uses it without a second thought. As it is a prosthesis, he cannot feel anything through the arm - it is simply a tool.

  • Prosthetic Release -

Attached to the shoulder by a magnetic plate, John can allow the arm to drop off at a moment's notice by simply cutting the power to it. If the arm drops, it becomes a rigid dead weight.

Prosthetic Return -

Once the auto-mail arm has been released, John can also call it back at any time by activating the magnets embedded in his shoulder plate, forcing the arm to come back to it's home. These magnets are unique, in that they don't attract other metals - only the arm is drawn to the shoulder plate. John does not have infinite range, however - he still needs to be relatively close to it in order for it to return. He also needs some power in his reserves in order to activate the magnet in his shoulder.

There are also weapons that he must request from Maximos himself - their power too great to be trusted to John at will...

The Dark Scholar Maximos Wrote:

- Moljinir - | Hand of the Thunder God -

"His eyes were wide, not because he was in shock, but because when he closed them the light was shut off - and he lived in the darkness..."- Johnathan Tomorrow

Moljinir is not the famed and deific weapon of the norse god Thor, neither is its title an exaggeration in the slightest. This massive great hammer is infact crafted from the severed arm of the thunder god's incarnation Johnathan Tomorrow. The arm, removed by Maximos was skinned, cleaned, enchanted and crafted into this grim trophy. The hammer is four and a half feet long from pommel to tip, and it weights approximately 250lbs, with a mallet style head made of single section of pillar stolen from a temple to Thor, capped on either side with a large black steel plate and reinforced through its core. Upon close inspection one can see the weapons haft is quite literally a full extended set of dull grey arm bones with leather wraps at key hand grips, and black norse style runes engraved and detailed up and down its length lending the bone the strength, durability, and conductibility of solid steel. At its end the enormous skeletal hand of the giant god is opened wide gripping the stone pillar head in unbreakable death grip.

  • Odin's Boon -

This circlet, golden and covered in Nordic runes, was deisgned to work in part with Moljinir and Tomorrow himself. When accepted and worn by John, it creates a phantom limb where his left arm would normally be, replacing his prosthetic limb. This 'kinetic' arm has a light blue, translucent appearance, with arcs of electricity where John's veins and arteries would normally be.

When John wishes it, it is as solid as his orignial arm - but he can also make any part of it completely immaterial with a thought. When John's power wanes, the arm begins to dissapaite, the electrical veins within becoming fainter and fainter. On the other hand, at full power, the arm is nigh indestructible.

It also serves several other purposes:

  • Calculating Berserker -

When John uses Odin's Boon whislt Berserk, the circlet regulates his power, allowing him to think somewhat clearer, as well as keep his enormous energy levels from tearing him apart.

  • Energy Division -

When attacked or confronted by an energy type, John can used the Boon to absorb the energy and convert it into his own to use. This energy can be channeled into anything he wishes, but there are limits to this purpose - becoming a conduit to too much energy can dangerous, and potentially fatal, unless there is a release...

  • Iconic Power -

Tomorrow can channel his energy into the arm when wearing the Boon, making it several times stronger then his regular arm. The amount of strength is derived from the amount of energy channeled - a quarter equates to twice the strength, half three times the strength, three-quarters four times the strength. With each channeling, several runes light up upon the circlet - four in total, signifying the power level the arm is at currently.

Unique Effects

Dead Weight -

With the loss of his prosthesis, John loses his left arm - but one loss is also a gain. Losing that weight increases John's speed and agility enough to matter. Any balance aspects are negated by the time spent refining use of the prosthesis - he cannot wear it forever, after all.

Caffinated!

John's powers stem from his body, and thus, his metabolic rate plays a big part in power production. Drinking a strong cup of coffee or an energy drink has interesting effects on him - that is, it helps him produce electricity quicker. While Buzzing, John produces twice as much energy then normal as his heart rate increases and his synapses fires faster. Note that once the caffine buzz wears off, his energy production is reduced significantly as his body tries to work the chemical out of itself. Standard Buzz-Time - 10 posts. Buzz-Kill - 4 posts.

Asbestos Skin

Due to the massive amounts of electricity that can course through his body, John's biology has adapted to heat quite well. His skin can readily withstand open flames, and anything less then a roaring bonfire's heat would have little effect on him.

Items of Value:

There was a time when John was simply known as Tomorrow, when things were simple and good. His world has evolved since then, but his mind still recalls those good times occasionally, and he keeps keepsakes of the best of times...

  • Playing Cards -

There was a time, in his youth, when John was a performer in a circus, specifically sleight-of-hand. He had fooled god-like creatures and delighted children with the deftness of his fingers. Those days are long behind him, but he still keeps a pack of cards handy...for special occasions.

  • A Single White Pearl -

The only remainder left of his brother. He treasures this above all else - it is his last happy memory of him.

  • Silver Pocket Watch -

A reminder of a more innocent time. The timepiece is simple and elegant, a returned token of a love long lost. He keeps it upon his person at all times, although the glass is cracked, the timepiece broken. There is an inscription within...

I will love you until the sun no longer sets and the waters upon Gaia dry. No matter the way the winds flow in our lives, know and treasure the time we have together.

  • A Pair of Dark Sunglasses -

Some old habits never die..

8Vahn Fah

  • THE BASICS

Character Name: Vahn Fah

Aliases: Kasuga, Devil, TGV, Fire-Bringer

Race: Elemental (Formerly Human)

Nationality: None (Formerly Murmillion)

Alignment: True Neutral

Occupation: Wanderer

Gender: Male

Age: Appears in his Late-Thirties (Is actually over a 100 years old)

Place of Birth: Allen Fah (now known as Barthavos)

Marital Status: Married

Family: Eidolon Lysager (adopted father, deceased), Draeger Fah (father, deceased), Victor Fah (brother, whereabouts unknown) Lilim Fah (mother, deceased) Ashe (former wife, deceased), Sierra (wife)

Current Residence: Unknown

Affiliation: Vagabond

Guild/Brotherhood: A member of the Leviathan Stadium in good standing, and a known member of the Heaven or Hell Team- Glacier. Is also rumored to be a member of GUARDIAN.

ATTRIBUTES

Hardiness:

Subtlety:

Environmental Awareness

Due to his ability to discern heat patterns within his surroundings (even when in human guise), he gains what most people would call the "I feel like someone's looking over my shoulder" effect. Basically, when someone gets close enough, he'll always get that odd feeling down his spine right as they come within a reasonable distance (say about 10' or so). This also pertains to distance attacks. If you are being shot at with some sort of distance attack, you'll know a few second (or less or more depending on the speed of the projectile) before it makes contact with you, giving enough time for a quick reaction but nothing more.

Arcana:

Blood of Fire

Although he by no means has a human body, Vahn can still replicate his old ability, in a fashion. Still dependent on the presence of oxygen, after sustaining an injury- wound or what have you, Vahn can release portions of his blackened flame* out through his 'human shell'. Of course, releasing too much will completely erode his human form and completely release his true nature.

*The flames also seem to pack more physical force and produce a concussive effect not seen with normal fire. He has been seen to even destroy solid projectiles thrown at him using his enhanced flames. Vahn has been shown to intensify this effect by charging up his flame before releasing it, but putting a greater strain on his own body as consequence. Limited of course by how much "blood" the user is willing to sacrifice.

Monster Within

While he can appear almost identical to his former living body, Vahn is not who he was anymore. He has been cast him back into the world of the living , clinging to the tatters of former humanity as a living extension of the black flame within him. As such, the body that he uses to interact with the real world is no more than a magical construct, a manifestation of his mind trying to come to grips with his new state of being, using his familiar old body as a means to try to hold onto the remnants of the person he was. In times when he must strip away this disguise, Vahn reveals his true form...

When in his natural state, Vahn is made up of blistering black flames. Able to control every aspect of himself, Vahn can fashion these flames into a facsimile of a human shape with the help of the Eye of Efreet, the Fang of Efreet and Greaves of Efreet, often creating a constructed skeletal form of semi-harded magma and volcanic glass with which to wrap his flaming essence around. This terrifying vissage is something Vahn desperately keeps hidden, fearing his own destructive impulses and urges when he allows his humanity to slip away. His flame is the great devourer, it has always existed to consume and destroy, giving into the impulses of true state is simply too dangerous.

"He will fill you with a burning rage, amplifying your own anger until it consumes you entirely." - Walter, Guldor

APPEARANCE

Hair Color: Raven Black

Eye Color: Sickly Yellow

Height: 5'9

Weight: 185

Build/Complexion: His form is slender but still well built with sinewy, toned muscle, and his complexion is heavily tanned from the heat of the sun.

Description: With a focus on speed and endurance over brawn, he is a seemingly wiry fellow with the build of a fighter in his prime. Composed of yellowed eyes that once were bright, (which are now dulled), dark hair that has been allowed to grow nearly to his shoulders and showing no signs of the flamboyant coloration he was apt to wear, an angular face with raised cheekbones, a piercing gaze, and a strong jaw now bearing the mantle of facial hair, he maintains that rugged and loud-mouthed charm, more than capable of matching up to the stories told about him. However he is indeed a serious man, lending an air of mystery to his noble countenance, and his once lively yellowed eyes seem to carry an echo of sadness from his past.

He still bears the most prominent and notable feature upon his body- the scar of a blade's tip having cut across and between his eyes- which has long since healed into a jagged reminder.

PERSONALITY

Likes:

Dislikes:

Fears:

Persona: Possessing a dry sense of humor and a sarcastic wit he is rather loud spoken, usually hiding his intentions and feelings behind a wall of anger and cynicism. As such, he is extremely difficult to get close too, usually projecting a swaggering, generally rude, demeanor to the world, masking the caring, soft-spoken man lurking beneath the surface. He is pragmatic and passionate, his past experiences calling for dedication to the greater good, even when it must be purchased with a price.

The duality of his nature has led him to push towards the point of being reckless, as though he may find the means to balance himself through pursuing a new threat at every turn. He will stand alone against the darkness without flinching, without a care towards the very real possibility of his own death, unshakable in his desire to defy the destructive nature that boils within him, and utterly prepared to go to any length to beat back the darkness approaching…

He is the man trapped in the present, finally free from the clutches of his past, yet unable to find solace in the future. Having thrown everything away in the pursuit of vengeance for what could have been, he is no longer sure what he has become, and thus must face an uncertain future.

Because of this, he squanders what time remains, straying perilously close to destruction along the way. Until he realizes this and finds some semblance of balance between his dual natures then he will forever remain the battle weary wanderer only spoke of in tall tales, and possibly destroy himself in the process.

BACKGROUND

Considering the man in question, it is no wonder that his situation has become even more complicated. While it is true that the greatest burden he has had to bear these past years is now gone (that being the threat his brother, Victor posed), it has left an all together new problem in its wake. Vahn had matured greatly in the years since his destiny was twisted by Mari, but now that Mari herself is gone his life is one again thrown into turmoil.

Vahn has fought to defy fate for so long that even now, consumed by his very flame, he remains a man obsessed with a call to action; the struggle to defy his changed nature burns almost white hot within his breast. He is a lost man, caught up in the great sweeping flow of the blackness that compels him to action, on a collision course with a catastrophic breakdown. He can feel the impending doom like a great starving beast, threatening to devour him entirely.

Where once he was cursed, in the form of the remnant of the flame avatar once bound within him, there is now a monster of a different nature. Before, he had a name to blame in the form of his brother, Victor, yet now the monster is himself- his own drastically changed nature. In dying to remove the warped influence of his brother, dragging the mass of arcane power that had been released into death with him, Vahn was returned to the world of the living as something that should never have been.

With the mass of dark flame within his soul reaching fever point, Vahn was 'shattered', the remnants of his memories and emotions shocked back into the world of the living with no body to take hold of, thus his fragile conscious took refuge in the only available medium, the blackened flames that had once roiled within his body.

Now a being of pure elemental flame, Vahn has become an fledgling avatar himself. However flame is destructive, seeking to consume and devour all that surrounds it. With the remnants of his living conscious and thoughts under siege by his new base instincts as a construct of flame, Vahn's sanity was at risk even as he was reborn into this world.

Vahn begins a perilous journey to find solace with his new state of being, or risk becoming the very force of destruction that he has so hated all this time. Complicated, does not even being to describe it.

Yet this is no time for studied self reflection. There is work to be done, and he has his life to preserving the life of the woman he loves. He must yet find a way to reunite her very essence with the body that was taken from her, in the form of the demon Ra'Kar. His volatile nature and the skills carried over from his past life can still serve him well, even if he is no longer a man of flesh and blood. With a nearly infinite connection to the very essence of flame, and powers beyond even his own depth and gauge of understanding Vahn has yet to fully understand the scope of things to come...

OOC

First Appearance: Leviathan Stadium (Page 50)

Alias: Ed

9Lady Sierra

Taken.

10Kuroiten

Deren Kritos, Banished Templar of the Order Crucifer

Age: 20

Gender: Male

Species: Human

Height: 5' 11"

Weight: 164 lbs.

Hair Color: Sandy blonde

Eye Color: Pale blue

Physical Traits:

Deren carries himself with what is often called a lordly bearing, unafraid to look anyone in the eye. His gaze is piercing, and seems to try and absorb all information that passes before it...except when it is obscured by his unruly mop of hair, which he is constantly wiping out of his eyes. Below those eyes is a face that is more often than not covered with a light layer of facial hair and is fixed in a neutral expression that borders on grim.

Personality Traits:

Deren, when speaking, is extremely courteous and respectful regularly. This could be a reflection of his extremely naive outlook on life: he tries to think the best of everyone and everything. However, he does recognize when this outlook is being taken advantage of, and he can change from warm and friendly to cold and distant in an instant.

Equipment:

Deren's clothes are of plain make: a black shirt made in the style favored by peasants, faded denim pants, and scuffed and worn leather boots. Over his clothes he wears the armor of the Order Crucifer, which consists of breastplate, shoulder plating, bracers, and greaves made of a white ceramic that is lightweight and equivalent in strength to steel. On the left piece of the breastplate, over the heart, is a black cross Templar. At his right hip hangs a longsword sheathed in brown leather. The hilt of the blade is plainly designed steel wrapped with black cord. The crosshilt and the pommel are steel as well. When drawn, the blade is what catches the eye most quickly; it is composed of silver-blue steel with ancient runes inscribed along its length.

Abilities:

Light Prayer:

This ability is one taught to all members of the Order Crucifer, whether they are Monks or Templars. Light Prayer allows them to directly contact their deity and request His power to aid them. The prayers of such devoted servants are usually granted, and occasionally are amplified and altered in ways the supplicant did not suspect. This is both a combat and non-combat ability, with greater requests requiring more time to explain.

Common Uses: Light Blast, Healing, Stat Modification

Smite:

This ability is taught to Templars of the Order Crucifer, and to most other Orders of benevolent nature. Smite allows them to occasionally add the power of righteous wrath to their blows, increasing the accuracy and strength of the attack.

Discern Evil:

This ability is taught to Templars of the Order Crucifer, and to most other Orders of benevolent nature. Discern Evil allows the user to discern the presence of evil beings/artifacts/spells, as well as their strength.

Discern Magic:

This ability was quickly found and mastered by Deren soon after his possession by the dark spirit, as he did not want to repeat that event or have something of a similar nature occur again. Discern Magic allows the user to discern the presence of spells/magical effects, as well as their strength.

Piercing Gaze:

This ability is rare and is obtained only by inheritance. On occasion, the user's already piercing gaze can be intensified to cause extreme discomfort to those subject to it, often inspiring terror.

Skillful Swordsmanship:

This ability is innate and the result of years of training. Skillful Swordsmanship allows Deren to fight with competence despite heavy wounds or other distractions.

Biography:

Deren was left on the steps of the Order Crucifer's monastery with a blanket and a note containing his name. For eighteen years he trained as a Templar of that Order, hoping to become one of those respected keepers of peace and advocates of the people. However, when he was about to reach the age for the Templar trials, he was returning to the monastery when he discovered a small cave. Inside, he found the blade that he now wears at his side. Being an impetuous youth, he drew the blade...then felt another presence in his mind. Driven by fear, he ran to the head of the Order to ask him what could be done. His superior examined him, then regretfully informed him that he was possessed by a dark spirit. Because of this, he could not undergo the trials for Templarhood. Instead, he advised that Deren should go on a journey to discover more about the spirit within him and granted him the armor of the Order as protection, both physical and through reputation. Devastated, Deren left the Order, bringing with him the accursed sword and the dark spirit within him. On his journey for self-discovery, he joined forces with a small group of adventurers, and among them was the daughter of a Demon Lord who had rebelled against her father's will. During a part of the adventure, he finally made contact with the enigmatic shadow-spirit...

Umbrifer, Bearer of Darkness, alias Mor-Ruin

Age: Ancient

Gender: Masculine Characteristics

Species: Shadow Angel

Height: 5' 11"

Weight: 164 lbs.

Hair Color: Midnight black

Eye Color: White

Skin Color: Midnight black

Physical Traits:

Because of his current state, Umbrifer's physical traits are similar to those of Deren's.

Personality Traits:

Umbrifer is a patient being. He has spent millennia living, and mere days don't bother him much. He is extremely thoughtful in speech, and almost always seems to be mulling over something as he speaks. His manner of speaking is almost impersonal, as he rarely changes how he speaks for any reason other than to keep it from being monotonous. He enjoys plotting out strategies for the long run, but is willing to sacrifice planning if necessity demands it.

Equipment:

Everything Deren possesses, Umbrifer does as well. But when Umbrifer possesses Deren's equipment, it becomes midnight black...save the sword. Deren's sword transforms into a large and ornate scimitar of shadow called Void.

Abilities:

Shadowshift:

This ability is inherent in all shadow elementals and elementalists. Shadowshift allows the user to travel by using nearby shadows as portals that end in other shadows. The maximum unfailing range of Shadowshift is one mile, and any target beyond is risky to attempt. The user cannot use their own shadow as a portal. ((I acknowledge that this power might not be entirely legitimate for combat purposes, and I shall RP accordingly.))

Shadowform:

This ability is inherent in all shadow elementals and elementalists. Shadowform allows the user to become incorporeal for brief amounts of time. However, this negates the possibility of any physical attacks while in Shadowform.

Shadowmold:

This ability is an advanced power of shadow. Shadowmold allows the user to alter the form of shadows as they will. Though this may seem ineffective, such shadows can be used as illusions, barriers, projectiles, or melee weapons. A being of shadow cannot target themselves with this spell.

Smite:

This ability is inherent in all celestial beings. Smite allows them to occasionally add the power of righteous wrath to their blows, increasing the accuracy and strength of the attack.

Discern Evil:

This ability is inherent in all celestial beings. Discern Evil allows the user to discern the presence of evil beings/artifacts/spells, as well as their strength.

Divine Presence:

This ability is inherent in all major celestial beings. Divine Presence is a constant aura effect that gives heart to good beings and strikes fear into lesser evil beings (it only mildly discomforts greater evil beings). Can be canceled by Infernal Presence or the equivalent thereof.

Void:

Void is a blade as ancient and powerful as its master. It possesses sentience and powers of its own. It can absorb a foe and plunge them into the Abyss, it can Shadowmold itself if it so desires (as it is not strictly a being), and it can create a cloud of darkness over a circular area with a 25 foot radius...at least, these are the abilities that it has revealed so far...

Swordsmaster:

This ability is the result of millennia of training. Umbrifer received one of the first swords, which means that he has had all of time to train. His instincts and skills with the sword are awe-inspiring, and he can defend himself even if unconscious because of this.

Defend Host:

This ability was forced on Umbrifer after accidentally possessing Deren Kritos. Whenever Deren is wounded mortally, Umbrifer takes over Deren's mortal frame to drive away what threatens him. When this occurs, if Deren is bleeding, the blood turns midnight black and coats his entire body while his sword becomes engulfed with hazy shadows that, once Deren's body is entirely midnight black and under Umbrifer's control, snap into focus as Void. Once the threat is gone, Umbrifer is forced to the back of Deren's subconscious mind yet again. This process is quicker than the actual transformation, and is often seen as a flash of light.

Biography:

(Excerpt from Umbrifer's accounts)

I am.

...what am I? Where am I? ...WHO am I?

There's a great presence near me...I try to make it know what I want, but nothing comes from me. It makes a sound that sounds...nice. I think. Then I feel something on me, and now I can hear what I want echoing...

"Who are you?"

The presence makes that sound again, then I feel it focus on me. I can feel its attention turning towards me, even if I cannot see it.

I AM WHO I AM.

"Then who am I?"

YOU ARE THE FIRST OF MY SERVANTS. YOU ARE THE ONE WHO BEARS THE DARKNESS.

"Why did I come to be?"

TO PREPARE THE WAY FOR MY CHILDREN.

"Am I not your child?"

YOU ARE MY FIRST CREATION. MY CHILDREN SHALL COME AFTER THE WORLD IS READY FOR THEM.

"Oh."

The presence makes the sound again...and somehow I know it's called chuckling. Or laughing. Or...

"How did I get all of this knowledge?!"

I GAVE IT UNTO YOU. YOU ARE THE FIRST, BUT YOU SHALL BE THE LEAST KNOWN OF MY SERVANTS. THIS KNOWLEDGE WILL SERVE YOU WELL.

"Thank you, Creator."

The Creator chuckled again, then focused itself elsewhere.

AND NOW I SHALL PERFORM THE WORK THAT SHALL BE KNOWN THROUGHOUT THE AGES...LET THERE BE LIGHT.

And there was. It hurt me at first, because I had never experienced anything like it. Then again, I hadn't experienced much at all. But this light was...entrancing.

DO YOU WANT THE LIGHT, MY SERVANT?

I blinked and focused my attention (as best I could) at the Creator.

"I bear the Darkness for you, Creator. Why would I want something other than darkness?"

The Creator's benevolence washed over me and permeated the surroundings.

THOUGH I KNOW WHAT IS AND WHAT IS TO BE, I DO NOT WANT TO FORCE MY WILL ON MY CREATION. I KNEW YOU WOULD ANSWER AS YOU DID...AND YET YOU COULD HAVE ANSWERED IN MANY WAYS, DARKNESS-BEARER. FREE WILL IS MY GIFT TO CREATION. REMEMBER THIS.

"I will."

DARKNESS-BEARER IS FAR TOO UNWIELDY A TITLE FOR YOU. THERE WILL BE A LANGUAGE IN WHICH YOU WILL BE CALLED "UMBRIFER". DO YOU LIKE THAT NAME?

"If you chose it for me."

THEN IT IS YOURS.

Then from the light the Creator began to draw forth beings...beings like me! Except...they were made of light. They hurt my eyes. The first light-being reacted much as I had. I tried to reassure him, to tell him that everything would be fine, when the Creator interrupted.

YOU ARE MY SERVANT, AND THE FIRST OF THE LIGHT. WOULD YOU HOLD THE LIGHT FOR ME, MY SERVANT?

Awe crossed the face of the light-being as it nodded. The light suddenly rested in its hands.

I NAME YOU LUCIFER, THE BEARER OF THE LIGHT. BEAR IT WELL.

I saw the look in Lucifer's eyes. There was awe, pride...and greed. I didn't know what it was at the time, but I knew it was not good. After the Creator had finished bringing forth more beings, both shadow and light, I came to the Creator and asked:

"Creator, why did you give Lucifer the light? Could you see...?"

I SEE ALL, UMBRIFER.

"I am sorry, Creator."

YOU ARE RIGHT TO ASK QUESTIONS. THIS IS ALSO A PART OF YOUR FREE WILL.

"So, why did you give Lucifer the light?"

There was a pause. Then the Creator's presence becomes...sad.

IT WAS SOMETHING I HAD TO DO. BECAUSE OF FREE WILL, MY CHILDREN MUST HAVE SOMETHING ELSE TO FOLLOW INSTEAD OF ME.

"Why would someone not want to follow you, Creator?"

FREE WILL. LUCIFER WILL BECOME MY GREATEST NEMESIS, AND YOURS AS WELL.

"Then why can't I stop him now? It would end pain..."

AND PRESS ON MY CHILDREN A FATE THAT THEY DID NOT CHOOSE.

There was another pause.

ONE DAY, UMBRIFER, YOU WILL UNDERSTAND.


As Creation progressed, Lucifer and I grew more important. Lucifer supervised the Creation itself, helping bring light as Angels Light and Shadow flocked to do the Creator's bidding, while I held back the shadows from the Creation and allowed the Light to cover the Creation. One day the Creator asked me to let some shadow to one-half of the Creation.

"I will, but may I ask why?"

OF COURSE.

"Why?"

MY CHILDREN WILL NEED REST FROM THE LIGHT.

"The light is so beautiful though..."

I KNOW. HOWEVER, BALANCE IS IMPORTANT.

And so I let some shadow onto half of the Creation, and it was called Night. After this, I gazed into the darkness and was surprised to see other lights.

"Creator! What are those lights in the distance?"

THEY ARE PART OF CREATION.

"But I thought Creation was just here..."

UMBRIFER, YOU ARE MUCH LIKE MY CHILDREN WILL BE. THIS IS WHY I ENJOY TALKING WITH YOU.

"Thank you. So Creation is everywhere?"

YES. FROM THE FIRST LIGHT, OTHER LIGHTS HAVE BEEN CREATED. OTHER THINGS LIKE THE CREATION BELOW ARE BEING MADE ELSEWHERE. BUT IT IS HERE MY CHILDREN WILL BE.

"So the Creation is everything."

YES.

"Then what is that?"

I pointed at the thing that up until now I had considered the Creation.

THAT IS EARTH.

"Earth...that's an odd word."

WHAT WOULD YOU HAVE CALLED IT?

"...I don't know. It is your will, not mine."

A brief spurt of sadness washed over me.

THAT IS WHERE YOU AND MY CHILDREN WILL DIFFER AT TIMES, UMBRIFER...


Lucifer, the supervisor of the Creation of Earth, grew stranger and stranger each time I saw him. He came to me and asked:

"Why is the Light of the Creator spread about so?"

He looked worried...now that I think on it, he seemed to put more emphasis on "Light" than "Creator"...I tried to reassure him.

"The light will be everywhere, Lucifer. The Creator is giving it unto the Children of the Creator."

His brow creased momentarily...why I didn't know, but then he pressed me with more questions.

"What does the Creator talk with you about, Umbrifer?"

"Many things, Lucifer."

"What kind of things?"

"Well, the Creation here is named Earth. And it's the most important..."

Here Lucifer's face relaxed into a smile...at least until I finished my thought.

"...because it is to be the home of the Creator's Children."

And then his brow creased again. Now the emotion in his eyes was longer. It was...anger? I wondered why he was angry.

"Do you not despise the fact that all the Creator speaks of is these children?"

I thought about that for a moment, trying to see if Lucifer would become less angry.

"Well, Lucifer, why should we be angry? It is the Creator's will that the Children receive..."

"Umbrifer, brother, how do you feel about the Children receiving your darkness?"

Now I was extremely confused. My darkness? Brother? Never once before had he called me brother. In fact, he never really talked to me much, except to say how busy he was and how much the Creator trusted him...

"Lucifer, the darkness is not mine. It is the Creator's."

He scoffed then.

"Umbrifer, I thought you would know how I felt. Now I see you are but a pawn of the Creator."

He left me then, and I was extremely confused. So I did whatever I did when I became confused.

"Creator?"

YES, UMBRIFER.

"What is happening to Lucifer?"

The Creator sighed then, and the power of the emotion and the physical force could have destroyed me had it been aimed at me.

HE IS SEARCHING FOR SUPPORT FOR HIS REBELLION. THE TIME IS COMING WHEN HE MUST BE EXPELLED.

"Why didn't you do this before?"

IT IS ALL PART OF A PLAN, UMBRIFER. ONE DAY...

"I will understand."

Then I was ashamed for interrupting the Creator...who was laughing?

I SEE I HAVE BECOME PREDICTABLE.

"I cannot see all, Creator."

BUT YOU OBSERVE, AND WELL. DO YOU OBSERVE THOSE SEVEN POINTS OF LIGHT?

I could make out seven points of light coming towards us.

"The archangels?"

YES.

And I saw them approaching us: Michael, Gabriel, Raphael, Uriel, Raguel, Raziel, and Sariel. I had only seen them once before, in the beginning. They gathered before the Creator and paid no heed to me.

YOUR BROTHER LUCIFER IS PREPARING TO OVERTHROW ME EVEN AS WE SPEAK, MY SERVANTS.

Some of the archangels looked shocked; Raguel, however, nodded grimly.

BECAUSE OF THIS, THERE WILL BE A WAR. THOSE UNDER UMBRIFER--

At this, the seven archangels turned as one to regard me. I returned their gazes with some defiance, as though daring them to blame me for what the Creator said next.

--WILL JOIN HIM, AS WELL AS SOME FROM YOUR HOSTS. IN ALL, A THIRD OF HEAVEN WILL STAND AGAINST US.

Michael spoke soon after the Creator stopped talking.

"We can defeat him! After all, you are Lord over all! What power has Lucifer?"

HE HAS POWER THAT MUST NOT BE TAKEN LIGHTLY, MY SERVANT MICHAEL.

At this Michael fell silent.

HOWEVER, SINCE YOU ARE BOLD IN WORDS, MICHAEL, YOU WILL BE THE ONE TO COMMAND THE ARMIES OF HEAVEN WHEN WE MEET LUCIFER IN COMBAT. AND, AS ARCHANGELS, YOU SHALL EACH RECEIVE THE FIRST WEAPONS.

Then the Creator revealed to us seven...things. I now know that they were swords, but at the time I was dazzled by their appearance. Each archangel received a sword, then left to prepare his host. Again, it was me and the Creator.

AND FOR YOU, MY LOYAL UMBRIFER, THERE IS A SWORD AS WELL.

Then in my hand appeared a sword...not like the others. It was shaped differently, and instead of glowing with light, it was a shadow like myself.

"What is it called?"

ITS NAME IS VOID. USE IT WELL.

"I will always use your gifts as well as I can, Creator."


Then the battle between Lucifer and the Creator was joined. Being the superior force, we drove the betrayers from the light to languish in the darkness under the Earth. But Lucifer remained, and not one of the archangels could make him move. Even when Michael struck him as hard as he could with his sword of flame, Lucifer stood tall and unmoving, like a mountain on the face of the Earth. Then I moved towards him, Void at the ready. Lucifer was wielding a sword as well, brilliant light shooting from it...but this light seemed to hurt instead of illuminating. He smirked and shouted a challenge at me.

"So, Umbrifer. Come to join me?"

"No, Betrayer. I have come to defeat you."

He laughed at this...until I attacked him. I smote him with all my strength, and sent him flying downwards towards the Earth. Shock was in his eyes, then fear...and before I lost sight of him, I could see the familiar anger pouring forth from his eyes. Then I straightened and observed the angels around me. They all looked at me with newfound respect...and Michael, commander of the armies of the Creator, looked on me with jealousy. I put my sword at my side.

"The battle is over. Now we can finish the work of the Creator."

In the aftermath of the battle against Lucifer, Umbrifer claimed that the victory was Michael's. Then he returned to his job of holding back the shadows...

After the Creation of Earth was complete, Lucifer's forces turned from the light and instead used darkness as their weapon. Seeing this and using the knowledge granted to him by the Creator, he disappeared from the knowledge of the history of Heaven.

There was another Celestial War in which the power of Umbrifer was needed, and he answered the Creator's summons. Michael, still harboring a grudge against him, sent against him a group of elite angels known as the Radiant Fist. They were misinformed as to Umbrifer's nature and attempted to destroy him throughout the war. They went so far that Umbrifer was at one point forced to kill one of them. Once the war ended, Michael had repented of his grudge and asked Umbrifer for forgiveness. Umbrifer assented, on the condition that he be bound in a sword and left on the Earth as penitence for the death of the angel. Michael made sure that it was done, and on the silver-blue sword the runes meaning "Penitent One" were scribed...

...then Umbrifer was forcefully pulled from his penitence into the mind of a young boy, Deren. Umbrifer made himself as unobtrusive as possible within his mind...until Deren was badly wounded in a fight against a chain demon. As Deren's blood spilled, Umbrifer knew that he had to keep him alive somehow...and so he took control of Deren's body. He reassumed the form he had in Heaven, Void and all, then demolished the chain demon. As soon as he finished, some force catapulted him back into the back of Deren's mind. The next time Deren was critically wounded, he reached out to Umbrifer mentally. Not knowing if Deren knew the legends, Umbrifer referred to himself as Mor-Ruin to throw him off the scent if he did. Because of the nature of his binding to the sword, he has to remain within Deren's mind until...well, even Umbrifer doesn't know. But he's got time to find out.

11Kuroiten

Gareth Mordant, Vigilante

Age: 18

Gender: Male

Height: 6' 0"

Weight: 178 lbs.

Hair Color: Light Brown

Eye Color: Green

Physical Traits/Appearance:

The first thing people tend to notice about Gareth is his posture. His shoulders are always slightly hunched, and his knees seem to always be bent, as though he's expecting something to happen any minute. Then people look at his face, and usually notice his green eyes. There seems to be a constant glare in his eyes, even when he's in a good mood. Occasionally his light brown hair obscures those eyes, but not for long, as he shoves it back to its correct place. Once people have finished scrutinizing his drawn facial features, they move on to his garb. He wears a black T-shirt with the words "I have no idea what's going on" emblazoned in white lettering across the front. Unlike his normal attire, this shirt is relatively clean. A silver Cross Templar shines against the dark fabric, and unlike most of his other articles of clothing appears to have received some sort of protective care. Over his shirt he wears a loose-fitting black jacket of some sort of synthetic material, covered with neatly stitched rips and melted patches. The zipper for the jacket appears to have been ripped off and replaced with silvery clasps. Over his legs hang a pair of baggy, badly patched, and torn dark blue denim jeans. Again, stitch work has been employed here to keep them in relative working order. Keeping his jeans from dragging on the ground is a wide black belt which holds two items that seem to have received the most care from him: a well-oiled brown leather scabbard with the metallic hilt and crosshilt of a shortsword protruding from it hanging at his left hip, and a holster carrying a long and lean black pistol resting on his right hip. Scuffed and scarred brown shoes complete his outfit. The overall impression one might receive: scruffy homeless man...with inexplicably well cared for weapons.

Personality Traits:

He is gruff, sarcastic, and brutally honest with everyone. If, for instance, someone makes an outrageous statement, he's the sort of guy who, with a bark-like laugh, will lean over and inform them in a couple of profanity-injected sentences why they shouldn't say things like that. Never mind if this is a friend, important political figure, or an angry drunk: everyone receives the same treatment. He's also given to loudly exclaiming his opinion in such a way that Tourette's sufferers recommend him to a psychiatrist they know. He tends to be suspicious of everyone he doesn't know...but once he knows someone, he gives them a sort of respect. However, even this respect will not encourage him to participate in team combat, as he believes he can take care of himself. If someone tries to take the time to plot strategy with him, they'll only be frustrated by the fact that while they were talking, he was already on his way to fight. The only thing that would convince him to ask for someone's direct aid (and even remotely pay attention to tactical advice) would be stronger enemies. He thinks of life as a struggle to stay alive as long as possible, and so far he hasn't done bad, in his humble opinion. What is truly impressive about Gareth is his mind. He seems to have innate curiosity mixed with rapid thought processes and the ability to retain a frightening amount of information, all of which have gotten him into and out of many a scrape.

Equipment:

He has two weapons: a shortsword and a custom-made pistol. The shortsword is of a plain medieval style, with the crosshilt, hilt, and pommel made of iron wrapped with wire, and the blade of steel. The gun is unique, in both appearance and mechanics. It is a magnetically accelerated projectile weapon made of a nonferrous metal that is covered with a layer of black rubberized plastic. The stock is smaller than the stock on your average clip-loaded pistol, while the barrel is much longer and more defined to accommodate the MAP mechanism. The pistol, when fired, makes nothing more than the pop of the bullet breaking the sound barrier. Though the MAP could be calibrated to fire bullets with devastating speeds, Gareth made it able to fire slightly faster than the average gun mostly due to lack of materials, and the fact that he'd have to turn it into a rifle to get anywhere near the sort of speed for devastation. The bullets themselves are made of a metal custom-smelted by Gareth in proportions of iron and a non-ferric metal so that the bullet would be propelled by the charge of the MAP, but not attracted directly to the mechanism. On the tip of each a silver cross is emblazoned. Nine of these bullets can be stuffed into a clip, though the rounds can be hand-loaded into the weapon without a clip. Of the two weapons, he prefers his gun over his sword.

Abilities:

Subconscious Winds:

This ability is inherent to Gareth. Subconscious Winds allows Gareth to have the wind react to his thoughts. He does not consciously recognize this ability. This ability is triggered in the rarest of circumstances (i.e. within Triad, a Critical Hit, and even then only one out of 20 crits as determined by the dice includes this power).

Ambidexterity:

This ability is inherent to Gareth. Ambidexterity allows Gareth to dual-wield weapons, but this ability does not extend beyond combat situations.

Burst of Speed:

This ability is inherent to Gareth. Burst of Speed allows Gareth to, after remaining still for a period of time, run at about one-and-a-half times his normal running speed for half the time he remained still. The "dash time" cannot safely exceed 10 seconds. This does not affect his dexterity, but his speed alone.

Pressure Points:

This ability is the result of years of hand-to-hand combat. Pressure Points allows the user to locate specific pressure points on an opponent and target them with the next unarmed attack. Brief violent contact with a pressure point can cause a lance of distracting pain, while a sustained grip on a pressure point can cause subdual. This ability requires half-a-minute (5 posts) in hand-to-hand combat before it can be used, and then can be used once every half-minute thereafter. Uses do not accumulate.

Deadeye:

This ability is the result of years of gunmanship. Deadeye allows the user to, after observing a target, make one called shot. The length of observation depends on weather conditions, distance, Gareth's concentration, if the shot is lethal, and various other factors. Average time required: 18 seconds (3 posts) for a disabling shot in good conditions with full concentration; 36 seconds (6 posts) for a lethal shot in good conditions with full concentration.

Blade Shield:

This ability is the result of years of bladesmanship. Blade Shield allows the user to take a sword wielded in their off-hand and lay it along the length of their arm, effectively creating a shield which they are proficient with.

Mechanical Prodigy:

This ability is inherent to Gareth. Mechanical Prodigy allows Gareth to manipulate machinery and computers as though he was a professional, and it allows him to create mechanical innovations of his own (like his gun and its ammunition). This is a non-combat ability, and requires time and materials.

Biography:

Gareth was born on Friday the 13th, which led his superstitious parents to put him up for adoption. He spent the next twelve years of his life being shunted from foster home to foster home as each home he moved to began to experience...problems once he came. Problems that went away when he did. These were most often natural disasters, such as a tree smashing through a section of the house, or windows being shattered by debris in a storm, or inexplicable downdrafts that flattened gardens...recurring disasters, which seemed to happen at least once every couple months, usually when Gareth was in a bad mood. ((This is told based on Gareth's experience, and he still has no idea what caused it...hint hint)) Despite an almost nomadic lifestyle, Gareth was able to lead a relatively normal childhood. He spent much of his time tinkering with mechanical objects whenever he had the chance and learning everything he could, both from school and people who seemed to share his interest in taking things apart and putting them together again.

When he was twelve, he had the presence of mind to ask why he had spent the last twelve years moving. When he was told, he resolved that he didn't want to be a burden on anyone and left to live on the streets. For the next six years, he eked out a living on the wrong side of the tracks, making a name for himself by apprenticing himself to a crazy old fellow who created his own robots out of scrap metal and discarded computer circuits, the first person who he didn't bring bad luck to. Of course, he was a bit conflicted about relying on a teacher to support him, but because his curse didn't seem to be affecting the garrulous old man he worked for, he felt better about it.

His mentor was often held up at gunpoint by thieves and gang members looking to get rich by selling off what technology they could find in his "shop", a condemned storefront that he had adopted as a place of business. More often than not, he came into the shop to see his teacher looking weary and drawn, gathering together what he managed to salvage from the last raid and attempting to make a decent display out of it. This inspired Gareth to take up bounty-hunting, so he could keep the only person he could live with safe...oh, and make some spending money. Apprenticeship didn't pay very well.

At first, his bounty-hunting activities were with small groups of like-minded individuals and only for posted bounties...then with one or two teammates doing less-than-official jobs...then he was taking down groups of thugs all by his lonesome, bounty or no. Soon, his name was not known for his technological skills alone, but also for his merciless destruction of those who threatened the livelihoods of decent people. The little boy of six years ago has been replaced by a taller, fit, and foul-mouthed version of himself. The lessons he learned from six years observing the misery of those unable to defend themselves and from six years at the forge of his teacher formed a set of moral guidelines, which he sees as the most important difference between himself and those he hunts.

When he turned eighteen, his teacher told him he needed to get out and see the world, and Gareth took that advice. (RP History starts here) On leaving his mentor, he stumbled upon rumors of a destructive group known as the WMDs. His adventures led him through a Gaia where the world was decaying under corruption and greed. ((See So you think you can RP for details)) He finally managed to confront the WMDs and questioned them about their motives. Finding no satisfactory answers, he returned to Aekea to work with his teacher again.

While there, he discovered a terrorist plot by a rebellious group of synthetic humanoids...while he was breaking into the radio station they had taken over. Miraculously, he managed not only to save the hostages, but also to take a prisoner and destroy the rest of the terrorists with their own explosives. After a short run-in with some sort of special ops merc (which involved him being shot with a riot-squad rubber bullet and, after a quick conversation, her taking the prisoner to whoever it was she worked for), he decides to make his way to some mech facility he'd heard about...hey, messing around with mechs all day sounded fun!

Turned out his ideas weren't needed there, as the concept of a technologically-advanced set of armor didn't seem to fit their plans because of the rampant use of supernatural abilities and magic. Gareth, disillusioned, attempted to redefine his design, but found nothing that worked...until he was struck with a brilliant idea. With little explanation, Gareth left the facility, taking his belongings, research notes, and one development he was particularly proud of, and leaving a sign with the words "On Research Trip". No one has seen or contacted him since...until the Triad anomaly. After joining the Circle of Justice and teaming up with Sieg Ecstuffuan and Toushirou Hanamoto to form their Triad, they set about getting to the work of defeating evil and collecting orbs. Little did they know that they were serving a darker purpose: the organizers of the three groups of marble collectors were bent on returning to their home worlds, and were willing to destroy Gaia to do so. Gareth never got a chance to find this out, however, as he never managed to penetrate the column of light leading to the final confrontation. Spent and wounded severely from a vehicular explosion, Gareth instead collapsed unconscious after a final show of defiance.

12Kuroiten

Paul Ethere, Space Pirate First Mate

Age: Unknown (appears 24)

Gender: Male

Species: Unknown (humanoid)

Height: 5' 8"

Weight: Unknown (has yet to measure by Earth standards)

Hair Color: Reddish-brown

Eye Color: Green...at least, that's what most people think

Physical Traits:

Paul's gait changes almost at whim: at one point he could be striding purposefully, head held high...and the next aimlessly meandering and poking his nose in other people's businesses. His slightly bulky frame makes his meandering all the more comical. His neutral facial expression looks as though he's faintly smiling.

Personality Traits:

On first meeting Paul, he seems to be disdainful towards everything and an elitist, commenting on how the planet is "a backwater dump" and a "cesspool". However, if patient, the one who meets him will see that this is a front, and that he's a fun-loving rogue who wants to make sure that everything works out for the best.

Equipment:

He wears an elegant white shirt and black pants with black leather boots, and this is mostly obscured by his scarlet longcoat. All of his clothing is in pristine condition, despite the action it's seen over the years. Over his back he has slung an ornate guitar case. Within this guitar case rests an extremely beat-up and dingy acoustic guitar, completely at odds with Paul's polished look. Also within the guitar case are a pair of picks. One is made of a thin, well-polished piece of wood, and the other is made of a ruby-like material that catches the sunlight oddly when exposed to it. There is also an eyepatch in the case...which is apparently just for kicks.

Abilities:

It's Called An Axe For A Reason:

This ability is the result of training with the guitar for years. It's Called An Axe For A Reason allows the user to treat their guitar/bass as a melee weapon. Usually, users of this ability have specially created combat instruments that can take the punishment of blows.

Light-Hearted Banter:

This ability is inherent to Paul. Light-Hearted Banter increases the user's chances when attempting to either infuriate an opponent or encourage an ally. This is a sonic language-dependent ability.

I Am A Pirate Commander:

This ability is inherent to all of the lieutenants of Atomsk. I Am A Pirate Commander allows the user to command the loyalty of pirates/buccaneers/corsairs in the area by sheer reputation.

Chords of Power:

This ability is the result of training with sonic-based attacks for years. Chords of Power allows the user to infuse arcane power into their instrument, and gives the music/chords played on it certain effects, as described below.

Blast of Sound:

This ability is linked to Chords of Power. Blast of Sound allows the user to create a sonic blast with their instrument, the power and rapidity determined by the speed and volume of the notes/chord played.

Shifting Sound:

This ability is linked to Chords of Power. Shift of Sound allows the user to move (the apparent source of their music/the source of Blast of Sound) to a point within a 10 foot radius.

Hither and Yon:

This ability is linked to Chords of Power. Hither and Yon allows the user to teleport to another location. However, the concentration required makes this ability a strictly noncombat feature. His favorite song to use in combination with this power is "Toccata and Fugue in D Minor", mostly for the dramatic effect.

Guitar Hero:

This ability is linked to Chords of Power. Guitar Hero allows the user to play a song in such a way that it inspires allies to fight better. Effects last as long as the song is being played and a short time after.

Guitar Nemesis:

This ability is linked to Chords of Power. Guitar Nemesis allows the user to play a song in such a way that is instills terror in enemies. Effects last as long as the song is being played and a short time after.

Hear Me...Feel Me...:

This ability is linked to Chords of Power. Hear Me...Feel Me... allows the user to put strong emotional overtones into their music, which occasionally sway the emotions of the listener.

Biography:

Not much is known of Paul Ethere. He was a little known figure before he joined the crew of Atomsk the Pirate Lord (from the FLCL continuity). He swiftly rose in the ranks and soon became the right-hand man of Atomsk. When Atomsk suddenly disappeared, Paul ran the operations of space piracy in his stead...until he became too worried about "His Lordship" to stay behind the wheel of a ship. Then he put his second-in-command in charge and went looking for Atomsk. Throughout the events of FLCL, he was in the background attempting to keep Atomsk from falling into the hands of Haruko and several others who were hunting the power of the Pirate Lord. Once Atomsk escaped, Paul decided to remain on the quaint little planet Earth, as it had grown on him.

13Kuroiten

Seth "Drake" J'Tentra, Dragoon

Age: 27

Gender: Male

Species: Human

Height: 6' 2"

Weight: 206 lbs.

Hair Color: Jet black

Eye Color: Left: brown with some green, Right: concealed by an eyepatch

Physical Traits:

Drake's pace is slower than most, but he seems to get places just as quickly as people walking faster than him. Maybe his long legs allow him to take more leisurely steps. His neutral facial expression is one of guileless scrutiny...though the observer might wonder why he wears an eyepatch. Around the edges of the eyepatch black marks can be seen on Drake's skin, which appear to be a tattoo around the eye beneath the patch...a star or something...

Personality Traits:

Drake is slow to do much of anything...but once he's made up his mind, there are few forces on Earth that can stop him. He takes time in saying anything, but anything he says is what he means. He will take a minute or two to make a decision that would take a normal person a few seconds, but the choice he makes is one he is willing to defend. He doesn't move quickly...but his mind does, calculating benefits and consequences of actions. He keeps a cool head despite anything that occurs around him, somehow confident that he'll make the right choice...which he often does.

Equipment:

He wears a yellow long-sleeved garment, denim jeans, and brown leather boots...and over these he wears a flame-red chestplate and shoulderplates, as well as flame-red armored gauntlets reminiscent of dragon's claws. Sheathed in his belt is a katana, the hilt bare of any wrappings but instead scored deeply in a crosshatched pattern to provide a rough surface to grip. And of course there is his black eyepatch...

Abilities:

Ponderous Thought:

This ability is inherent to Drake. Ponderous Thought makes Drake take much longer to make a decision, but the odds of the decision being the correct one are much greater. This ability is negated if Drake is rushed or otherwise distracted.

Combat Reflexes:

This ability is the result of years of swordsmanship. Combat Reflexes allows the user to, despite their movement speed, manipulate the weapon of their choice with dexterity. Combat Reflexes also allows the user to retain all skill with the chosen weapon despite any decreases in their overall combat ability. Can only be applied to one weapon.

Draconic Tongue:

This ability is from a source as of yet unknown. Draconic Tongue allows the user to speak the languages of the dragonoids (kobolds, dragonnes, wyrms, drakes, wyverns, chromatic/metallic dragons, etc.).

Draconic Blood:

This ability is from a source as of yet unknown. Draconic Blood allows the user to create a minor anti-magic field similar to the one that seems to surround the elder dragons. It is powerful enough to halt most basic spells and lessen the effects of mid-leveled spells. Spells of great arcane or divine power can penetrate the anti-magic field.

Draconic Hide:

This ability is from a source as of yet unknown. Draconic Hide gives the user natural armor in the form of miniature scales which coat their flesh, which allows them greater stamina and resistance to physical damage. Oddly, these scales are barely differentiable from regular flesh, and only a careful observer will be able to tell the difference.

Draconic Blast:

This ability is from a source as of yet unknown. Draconic Blast allows the user to channel the power of a draconic breath weapon through their weapon, though with less power than that of the elder dragons. This ability cannot be used as effectively on draconic creatures.

Draconic Sight:

This ability is from a source as of yet unknown. Draconic Sight allows the user to see as though they were an elder dragon. In short, their sight distance increases twofold from the daylight norm, fourfold from the twilight norm, and to 120 feet in pitch darkness. Additionally, they are able to see arcane auras around artifacts/magical objects.

Biography:

What little information on Drake exists has disappeared. In the future, he might be inclined to tell his story...

14Kuroiten

Osiris, Ward of the Ra Syndicate

Age: Unknown

Gender: Male

Species: Humanoid in appearance

Height: 5' 8"

Weight: 152 lbs.

Hair Color: Pale blonde, almost white

Eye Color: Dark...the exact color is indeterminable.

Physical Traits:

Osiris is lithe and lanky, whether from exercise or muscle atrophy is unknown. His steps are halting and unsure, as though he has forgotten how to walk. His neutral expression is absolutely expressionless, and his eyes...they seem to have no life in them, but they do seem to contain a vast intellect. Over his left eye the Egyptian symbol known as the Eye of Horus, or wadjet, is tattooed, with his physical eye and eyebrow serving as the appropriate parts of the symbol.

Personality Traits:

Few have encountered Osiris, so his personality traits are difficult to determine. What is known is that he seems to favor a clipped and precise mode of speech, never using slang, abbreviations, or contractions. This may reflect on his character, but no one knows...

Equipment:

All he possesses are the clothes on his back: a shirt and pants made of a white lightweight fabric, socks, and white tennis shoes. He happens to have a book as well, which was given to him so that he would have something to do other than just sit.

Abilities:

Osiris has not yet had an opportunity to even find out if he has abilities.

Biography:

All that is known about Osiris has been hidden within the massive database of the Ra Syndicate. All physical records have been destroyed, and all computer records are under intense lockdown in reaction to a recent scare involving the theft of the notes written by the leader of Project Osiris.

15Kuroiten

Amon Ra, Head of the Ra Syndicate

Age: 41

Gender: Male

Species: Human

Height: 6' 2"

Weight: 276 lbs.

Hair Color: Black, but some strands of silver are creeping in

Eye Color: Brown

Physical Traits:

Amon is a giant of a man, hulking and muscular. His stride is confident and quick, which makes his approaching presence even more imposing. His neutral expression is one of mingled impatience and triumph, as though he's seen what's going to happen and can't wait for it to actually happen.

Personality Traits:

Amon is a natural-born leader. He is able to find the appropriate way to address many things by just scowling thoughtfully and thinking for a few seconds. He is a forceful man by nature, but can be gentle if the need arises. For him, this need is rare. The best way to get something done is the way that gets it done right is almost a mantra of his...which might explain the high-quality wares the Ra Syndicate produces.

Equipment:

Despite being the owner of a technological syndicate (or because of it), Amon usually wears a polo shirt and black pants with somewhat dressy shoes. Occasionally he wears a three-piece pinstriped suit, but those occasions are when he's going into the public or attending a board meeting. He always carries with him a sheath knife which he has strapped to his left forearm, for reasons he has not explained to anyone. This knife has Egyptian hieroglyphs all along its length, and it has never been under close enough scrutiny for them to be deciphered.

Abilities:

Commanding Presence:

This ability is inherent to Amon. Commanding Presence allows the user to inspire competence in allies by merely being nearby and to give orders with no question (unless the orders involve harm to self or self-defeating actions).

Experienced Brawler:

This ability is the result of formal training of an unknown type. Experienced Brawler allows the user to make instinctive decisions in hand-to-hand combat based on previous experience and sheer rapidity of thought. The user must be competent (i.e. trained in at least one style/equivalent ability) in hand-to-hand combat to acquire this skill.

Menacing Presence:

This ability is inherent to Amon. Menacing Presence allows the user to strike fear into the heart/s of either a person who is being focused on or all people within a 20-foot radius. Occasionally this effect is triggered when something has gone wrong and without Amon's conscious effort (mostly because he's the boss, and no one wants to be around to be blamed).

Knife in the Dark:

This ability is the result of formal training of an unknown type. Knife in the Dark allows the user to conceal several knives on their person that cannot be detected by any conventional means. Metal detectors can overcome this ability, but only on occasion. The user must be competent in knife combat to acquire this skill.

Biography:

It is believed that Amon Ra's name is a pseudonym, but there is no evidence leading to a past before Amon Ra. He seemed to appear from the shadows, a brutally strong and intelligent man who was willing to what it took to become successful. So far, the Ra Syndicate's stocks have remained stable...but that may be about to change, as Amon has been plotting...

Recently, however, the Ra Syndicate was acquired by Deity Incorporated, and now serves as a section of their R&D branch of operations.

16The Bitch D

Name: Nocere Poema

Age: 34

Birthdate: December 23

Gender: Female

Race: Extra-Terrestrial

Personality: Being from another planet, anything from this world spikes her interest. She finds some of the simplest things wonderful.

Description:

Height: 5'10"

Weight: 136 lbs

Physical:

Hair - Nocere's hair is based off Sarah "Queen of Blades" Kerrigan\'s. They're about the same color too.

Facial - She has a simple, rounded nose and large almond eyes, and lucious, slightly pink tinted lips. Her eyes are completely dark violet, except for the small pupils that are eggwhite. Around her right eye is a tattoo, kind of similar to a tribal one, her right nostril is pierced with a simple loop, and four curved lines below her bottom lip, curve to make two fang like shapes.

Body - Nocere is very delicate in her appearance. Though her scars, tattoes, and piercings, show something completely different. Her skin is a metallic-teal color, that always seems to be wrapped in moisture, as if she just came out of the water.

Clothing:

Nocere tends to dress weirdly, for lack of better words, not selecting things for how 'popular' or 'good' they look. Style; that is one word that never registered into her vocabulary. Symmertry is usually not seen in her outfits either. If she has a long sleeve on her right, then her left sleeve will probably be short or sometimes, not be there at all. No matter how ridiculous her attire seems, Nocere always looks fabulous. Her clothing always fits perfectly, forming to her shape, letting you know the fabric was put together specially for her. Her outfits are always fun. Nocere tends to stick to three colors when making her outfits too; blue, black, and purple.

Equipment:

Hover Boots

<Information Yet To Come>

Location: Feet.

Sickle

<Information>

Location: Usually found in hand or connected to belt.

Knuckle Knife

<Information>

Location: Buried beneath the skin in her left, inner bicep.

Abilities:

Fighting -

Special -

Illusion - Nocere's race are known specially for their ability to figure out what others want, and she plays on this ability to get to weaknesses. She'd be the best little sport, getting under your skin, becoming your best friend, just so she may break out, letting you bleed to death

Hair - The long phalange like tentacles growing from Poema's head can be used a number of ways. They can be forced to grow or sink back, both of which are excruciatingly painful. When extended they can align together and form a sort of unpentrable armor, circling the owner 360 degrees, protecting everything except for the very top of the head. The points of the hair are extremely sharp and can be used as quite the weapons.

History:

Birthplace - Unknown Planet found in the Orion Nebula

17Kraun

Tzenidaar

Name: N/A

Alias: Tzenidaar

Race: Chimera-clone

Age: 2 (Oct 31)

Height: 185 cm

Weight: 133 kg

Eye Color: Mixed; variable (right eye), pitch black (left eye)

Hair Color: Black

Complexion: Fair

Gender: Male

Class: Barbarian, Quasi-wilder

Alignment: Chaotic Neutral

Patron Deity: None (Luck)

Weapons/Armor/Equipment: Enchanted two handed sword (Zirandubar), heavy plate armour

Skills: Weapon Mastery (Two handed swords, Great Clubs), Weapon Proficiency (Scimitars, Rapiers, Daggers, Katanas, Clubs, Battle Axes, Warhammers), Martial Arts, Power Attack, Multi-attack, Armed Flurry of Blows, Cleave, Great Cleave, Cleave Asunder, Cleaving Charge, Body Combat, Combat Instincts, Mobility, Flight (Maneuverability C, A), Alertness, Endurance, Determined Soul, Quickened Reflexes, Sleight of Hand, Emotional Surge, Ambidexterity, Intuitive Eye, Analytical Eye, Survival, Balance, Anatomy, Dash, Climbing, Leap, Swimming, Intimidate, s**t-talking, Knowledge (the Planes), Knowledge (Blood War), Reading/Writing

Abilities: Tzenidaar is a well of powers; he is a clone created from many individuals spliced together over a base of stem cells, grown to acquire each person's special abilities as well as their strengths while minimizing each others' weaknesses. His creation involves the generic base stem cells mixed with the blood of Decruda's clone; a clone which was made with Decruda's cells as a base and had genetic samples spliced into it in a similar way; sort of a second generation clone in this manner. As such, Tzenidaar is an independent entity, though ironically, is made up of each samples’ personality, mindset, and small fragments of their memories. With this horrid mixture, his body is actually unstable to a point where his lifespan is dramatically shortened due to rapid internal deterioration.

His supernatural abilities include manipulation over the elements of fire, earth, air, ice, and negative energy. Additionally, he is a powerful psion, can shapeshift, and even fly with his wings at times. The only drawback of all these powers however, is his inability to actually consciously control them, save for negative energy. These powers only seem to manifest themselves through his emotions, corresponding accordingly. The negative energy concentration in his body is so powerful that magical healing and other forms of such simply do not work; the side effect being a negation of positive energy. Aside from natural healing, the only way to promote an accelerated pace would be similar to Lazenca's, where he must eat to regenerate, most commonly found in the form of cannibalism, not because it is the requirement, but rather because of his brutal nature and force of habit. The reason for this is that his body’s natural super-concentration and saturation of negative energy makes it act as a conduit to the plane of negative energy. However, as a living organism, he does possess just enough positive energy to keep him alive in a delicate balance between positive and negative. By consuming organic matter, the negative energy in his body folds over itself to consume the matter, which prompts the positive energy to swell, resulting in a nurturing and healing process to go through his body by pure energy rather than chemical sustenance.

Tzenidaar's body of course, is in peak physical shape; the genetic structure taken from all the samples had gifted him with a powerfully built body; with a muscle structure which puts his strength to peak human levels, though appearance wise, he would be termed 'buff'. He is visibly well muscled, yet is not by any means slowed by the mass; an amazing athlete. Instead, he is quicker than one might initially give him credit for as his muscles actually possess great explosive power and his hands and fingers possess a dangerously powerful grip. In addition to his quickness, he is also rather dexterous. Not in a way able to tumble and flip around like a circus performer, rather, his fingers and hands are extremely tricky and their movements are very fine tuned. Additionally, due to his willingness to sacrifice his own body and limbs to dish out greater damage to others, his constantly broken bones and torn flesh are repaired thicker, tougher, and possess many more struts than normal aswell as his pain sensors being mostly shot; unknowingly going through hard body training. This easily reflects his particular style of combat; a master of dealing damage, he is able to smash through mediocre attempts to interrupt his heavy power strikes, carrying the blow through with near-full force even when struck. What dulled pain he does feel rarely hinders his ability to perform attacks as he is very much use to the sensation and he does not react by shirking away; it simply drives him further, acting as a fuel to his aggressive nature.

Appearance: Tzenidaar appears as a very muscular man in his mid to late twenties with a body decorated by scars, though with two distinct traits; his left eye, which is pitch black, and the skeletal membrane-less wings on his back. His complexion is a fair colour, slightly tanned due to regular exposure to the sun and most of his black hair is either short or of medium length, where the back is tied into a thin semi-long pony tail at the base of his skull. His eyes are set underneath a set of jutting brows and the colour of his right eye seems to vary, usually his iris sports a grey, blue, or green base while there are speckles of red, gold, and black within it. Tzenidaar has thin tight lips over his wide mouth.

His clothing is quite odd in itself, usually a mix of cloth and sections of a suit of armour. He generally tends to wear simple dark colours underneath; usually a black shirt with the sleeves torn off and loose brown pants. However, the bottoms of his pants are always tucked into greaves and boots that cover his knees and are lined with metal on its soles, toes and heels. Also, he always has around his neck a large metal gorget like collar which is high enough to cover his chin, ending at his mouth. Framing his face around his jaw and across his face to cover his nose is a thin metal plate. It is also not uncommon to see him sport a loose piece of cloth hanging from his waist, or his bare arms decorated with bands of metal. Woven into his hair, right above one of his ears is a black feather; something he had picked up at the Heaven or Hell tournament.

His armour is generally dark and lackluster, typically with a blue tint to it. Aside from the gorget around his neck and chin, the tassets at his hips, and the greaves and sabatons on his legs, he seems to wear a few select pieces instead of an entire suit. These generally appear very random, and scant, as he wears very little armour that restricts his movements. However, that is not to say that it is entirely useless, for his armour generally tends to be between a quarter to half an inch thick of solid metal, kept in place by several strong leather buckles against his muscular frame with a snug tight fit.

Tzenidaar carries with him a massive single edged sword, nothing more than a giant sharpened piece of metal everywhere he goes openly, having no scabbard or sheath for the weapon. Its design is simple and crude, the cutting surface almost straight but for a slight concave curve, the backing of the blade though, is thick, straight, and heavy, providing power in a swing. The cloth wrapped handle of the sword is long, easily encompassing enough length for four hands worth. This actually provides a larger area of control for Tzenidaar as it gives him more options to the way he handles the weapon.

Personality: If there was one word that could describe the man, that word would be 'Wild'. Lacking proper education, as he is nothing more than a failed experiment of a clone with his own will, he has no true sense of morals or ethics in society, and lacks any form of etiquette. His main concern is for himself in the crudest and simplest form with little care to the rest of the world around him. Additionally, he is a realist through experience and does not understand individual pride; that which makes others act as they do, what drives them to their goals, to better themselves in society.

The way he carries himself is extremely specific. Because the base for his creation was from that of Decruda, a man of genius intellect, he himself inherits this trait. However, he acts as if he was nothing more than a dumb brute, whose solution to everything is straight forward. This, coupled with his brutish appearance, always allows others to underestimate his analytical and mental prowess. The reason for this is that with the genius intellect he inherited, he also inherited Decruda's untrusting and paranoid mindset where he deceives others and keeps information to himself. He's also just eally lazy when it comes to heavy thinking.

Most distinctly about him though, is that his emotions are erratic and unstable and he is not very good at keeping them in check. If his mind and body wasn’t so complex, one might actually think he was insane, but in all actuality, he does possess a sort of animalistic cunning. One definite reaction however, is the way he acts around host organisms; those which he is derived from. In such presence, most often, he will either reflect their behavior or reflect the mood which may be associated with their elemental alignment, though there are times when this is not true.

Tzenidaar's one major flaw is also possibly his greatest asset; the knack for violence and conflict, battle lust, the underlying factor which overrides others in his personality. More often than not, he craves it like a bad addiction; someone who gets a high by being surrounded by violence, destruction, and bloodshed. While others fight for a purpose; to better them self, to protect loved ones, to claim the title of the best, he cares little for these things; he fights solely for his own enjoyment. For the chimera, combat brings a euphoric sense; he does not care about winning or losing as long as the fight goes on and he can bask in the high of blood mist. The only time he does not follow this course of action is when he knows that a fight has a meaning and a purpose that must be done; a personal goal which needs to be accomplished or an execution of a task.

History

This needs to be revised into a shorter version so I can fit all the other information in.

Birth

X

Heaven or Hell 2007

X

Blood Wars

X

Return

X

Zirandubar

Zirandubar is a sword of joint elven and dwarven make. The design and practicality is dwarven in nature, however, the materials it is composed of is from an elven source. Even so, it was not created to be wielded by either dwarven or elven hands, but human hands, for the size alone is too great for a dwarf, and the large and crude design is unusual for graceful elven fencing. Additionally, there are enchantments placed on the weapon from all three races.

The sword Zirandubar weighs somewhere around 34 kg and measures a total of 200 cm in length, the hilt measures 46 cm, while the blade measures 154 cm. The entire weapon is made of a single dense slab of mithril, a very strong but light, silver coloured metal of elven make, though it is not polished and the blade lacks lustre. The long handle of the weapon is wrapped in white bandages for a better grip. The cutting surface of the blade is the longest part of the weapon and exhibits a slightly concaved curve and a jutting tip, whereas the backing of the blade is very thick, straight, and heavy. The blade's edge is angled at forty-five degrees on either side, giving the cutting surface a perfect right angle. For this reason, the blade is not considered sharp by regular standards, however, its weight alone easily provides enough force to cause the heavy blade to tear through flesh and armour easily as well as apply crushing force with ease. Essentially, it appears similar to a giant meat cleaver, dull compared to other blades, but its weight and sheer size alone allows it to crush and tear through even plates of tempered steel with little resistance.

Zirandubar recognizes Tzenidaar as its true owner, possesses minor sentience, and has six enchantments placed upon it; three from the dwarves which forged the weapon, two from elves which created the material, and one from humans who were chosen to wield the blade.

Dwarven Enchantment - Runic Activation: Zirandubar's first enchantment is a switch between its dormant state to an active state. At the initial use of this enchantment, the weapon recognizes one as its true wielder and that individual alone is able to wield Zirandubar at its full potential with all five other enchantments active. These enchantments act as supernatural abilities on the weapon's part. Once in effect, a small rune appears at the base of the backing of the massive blade; once activated by the true user, this enchantment is permanent until a new wielder has been selected.

Dwarven Enchantment - Cleaving Might: The blade does not cut through objects as it is not extremely sharp, but rather, is able to rip and tear through things due to its mass and weight. Though the weapon itself is deadly when striking living objects, it is extremely effective against large solid objects, such as boulders or even armour. This enchantment increases the devastating blow the weapon may deliver by augmenting the amount of force it produces on impact; boulder shatter and armour peels away like cloth.

Dwarven Enchantment - Torn Magicka: Due to the natural dwarven mistrust for magic, Zirandubar is able to cut 'magic' effects apart, or rather, supernatural effects created by an external energy. For example, in the case of a fireball or a small moving object, it would split into two halves and continue moving, pushed at a forty-five degree angle on either side by the blade's edge, while in the case of a force field or other sort of barrier; it would tear a hole into it. The effect of the enchantment is heavily limited to act upon the blade’s edge only, but may act as a weak shield of sorts against the flat of the blade.

Elven Enchantment - Mithril Soul: The weapon's mithril composition gives the weapon a natural affinity to the moon, being a mystic substance created under moonlight. At night, the weapon's blade becomes extremely keen, and underneath the light of a full moon, the blade is able to repair itself.

Elven Enchantment - Featherweight: To the true wielder of the weapon, Zirandubar seems to weigh nothing more than eight pounds, allowing the user to wield the weapon in one hand with relative ease, yet, the power of its blows are not diminished, as its true weight still remains, only the wielder is not affected by it.

Human Enchantment - Word of Recall: Zirandubar can be summoned to its master at will, from any location unless it is held in an area which prevents teleportation and other similar means of travel such as a dimensional lock.

Active Abilities

Passive

KILL YOU: Tzenidaar's fighting style is outright dangerous. His expertise lies in his technique for extreme close quarter combat and his reliance on his physical strength and wild anamalistic nature in which he uses his subconscious and near-sixth-sense like instinct rather than his accumulated abilities and conscious thought and assessment of the world around him. It resembles some form of dirty fighting influenced with specific martial arts possessed by people whose genetic samples are derived from. It's purpose is very straight forward; to put people down for good, either by death or serious injury. Though the way he performs such actions is extremely unorthodoxed. His specific combat mindset is one of complete offense; he is entirely willing to take hits and injure his own body to put someone else in a position where they cannot defend themselves properly while he deals out equal or more commonly, greater amounts of damage to another person. He is even willing to throw himself into the path of an attack before it can reach its full potential in order to carry out this strategy. The chimera produces an overwhelming killing intent that virtually crushes any abilities that read his actions; there are no fine details to be revealed, there is only an all-consuming sense of danger.

Consume: With his innate negative energy in place around him, Tzenidaar is not susceptible to positive energy and forms healing magic. This is a direct cancellation of energy between negative and positive. Instead, Tzenidaar is required to consume organic matter, most commonly found in the form of flesh, in order to restore and regenerate his energy and physical body. Regeneration is equivalent to the volume of matter consumed; cuts are easy to repair due to simply connecting the damaged tissue, however, chunks and other large pieces removed from the body take the most matter to regenerate. Limbs removed may be regenerated; however, with insufficient organic matter, the wound will heal over first as skin to close the wound until enough matter is consumed to fully replace the missing limb.

Emotional Manifestation: Tzenidaar's massive collection of obtained abilities manifests themselves through his natural emotions. Passively, they do not reveal themselves, though with his ability to use them, he possesses a resistance to similar abilities from others, as well as a strong resistance from the specific individuals' which the powers are directly derived from.

Flight: With the growth of wings on Tzenidaar's back, developed from the genetic sample belonging to Ryudo Kazamaru, he has grown fully functional wings from his shoulder blades. However, these bat-like wings appear only as bony sections and segments, lacking an actual membrane between to catch air and lift him off the ground. If there is something between the sections however, he may fly freely.

Active

Mimic: Tzenidaar has a unique ability to mimic the moves executed by others with similar abilities. This is not as erratic as an emotional manifestation, for it is based off his conscious control and knowledge of a technique, though he still has to be in the right mindset to summon the base element of its composition. When fighting specifically against members of those whose his abilities are taken from, his collective subconscious is able to mimic techniques that person has performed in the long past through ingrained memory. Additionally, being within proximity to those he is derived from, he can naturally resonate with their power, and is able to learn their techniques permanently, though with minor alterations, since he is not a perfect copy.

Emotional Manifestation: Tzenidaar's massive collection of obtained abilities manifests themselves through his natural emotions. Actively, these powers reveal themselves in combat and hostile situations or those of strong emotions. These powers manifest themselves in any given form accordingly to an attribute most specific to his current mindset, thought process, and emotion.

Psionic Talent: Tzenidaar has a higher state of consciousness, developing psionic powers from the genetic samples of Alexiel Alestaire and Ryudo Kazamaru. This power mainly falls into the disciplines of psychokinesis, telepathy, and a subconscious form of psychometabolism. He has access to this power anytime he is in deep concentration, strongly focused on one thing in particular, or when he comes in contact with another psionic force, whether it is in the form of an action, an object, or a fight.

Negative Energy: Negative energy manipulation is developed from Decruda Blackvale's genetic sample. Tzenidaar has access to this ability as a default due to the sample being the base of the clone’s genetic structure; this alone is one which he can consciously turn on and off. As a secondary effect of negative energy, it is able to corrupt existing matter, or like a few others, merge to create altered effects to other abilities.

Elemental Air: Elemental air manipulation is developed from Evan White's, or rather, Hugin the Raven's genetic sample. Tzenidaar has access to this ability between a distant and aloof mindset and a strong point of spirit, will, morale, inspiration, aspiration, and confidence.

Elemental Ice: Elemental ice manipulation is developed from Lazenca Miranda's genetic sample. Tzenidaar has access to this ability when he is filled with strong emotions of apathy, indifference, or the lack of wellbeing for others. Additionally, this may manifest itself if his mindset is that of cold professionalism or efficiency.

Elemental Fire: Elemental fire manipulation is developed from Vahn Fah's and Siat's genetic samples. Tzenidaar has access to this ability through a wide array of emotions, from rage and anger, to passion and lust. In the instance of Siat's sample, Tzenidaar produces massive amonts of bioelectrical energy, usually in the form of heat from his body as opposed to actual flames. However, in the instance of Vahn's sample, he produces flames. Additionally, from Vahn’s sample, the crimson flames which are normally produced may alter to black as the sample belongs to an avatar of elemental fire, Efreet, with the same properties of the cursed blood.

Elemental Earth: Elemental earth manipulation is developed from Shouyin Velvel's genetic sample. Tzenidaar has access to this ability when his mindset is of solid determination and indomitable stubbornness.

Shapechange: The ability to shapeshift is developed from Owle Isohos' genetic sample. Tzenidaar has access to this ability given the strong mindset to change or alter himself if put under a stressful situation. Subconsciously, this ability is active at all times as the colour and sometimes the shape of his right eye will change constantly with his emotions as well as physical appearance to reflect his nature, most commonly like a feral animal; his teeth elongate and develop edges, and his fingertips extend into claws.

Emotional Union: Tzenidaar may manifest more than one power at a time, given the right blend of emotions and his mindset. This erratic form of additional power usually creates an effect similar to a mixture of several powers together, or a new individual 'element' derived between the base sources.

Moveset

Physical

Bone Spear: Tzenidaar's wing joints are very flexible, able to bent and thrust outwards to stab at targets with their pointed tips.

Slash Kick, Double Slash Kick, Triple Slash Kick: Tzenidaar's kicks and footwork is extremely fast, seemingly greater in development than his punching power. In addition to being quicker than usual, each progressive slash kick after the first can be performed at an accelerated rate to the previous one as he shifts his weight constantly and adds more force to it. There is no pattern for the strikes; hitting low, mid, or high, and using different variations of kicks are all possibilities at all times, though most commonly he employs use of spinning roundhouse kicks for the edge in power they provide.

Tomahawk: A vertical heel smash characterized by throwing the entire body's weigh and mass into one striking point.

Drill Fang: By twisting the body around, the chimera corkscrews his body as he throws it forward, leading with the feet. The strike is similar to that of a massive bullet, the coiled form of his body providing explosive power while the twisting movement centers the point of impact into one zone.

Horse Uppercut Using his great strength and planting his feet, his entire body is put into the transition of force through his legs, hips, shoulders, and arms into an upwards strike. The blow is powerful enough to stop and lift a horse charging at full speed off the ground.

Predatory Mastication: Tzenidaar possess extremely powerful jaws, rivalling that of great predators of the wild. This allows him to literally tear flesh right off from bones given the chance as well as provide bone crushing pressure in his jaws.

Flying Fish Slam: A counter attack positioned to the side of an airborne opponent. Tzenidaar will aim to get one or more of his fingers into his opponent's mouth, performing a fishhook against the inside of the cheek and clamping his thumb down to lock it in place. Followed by a slamming motion of swinging his arm down to the ground or whatever other hard objects around, using his physical strength to direct someone's head to ram straight into an object, possibly at ill angles. Failing that, he can always just simply tear with the fishhook in place to rip open someone's cheek and mouth.

Slap: With hand open, fingers spaced out, he whips his hand swiftly across somone's face. This attack provides minimal to no damage. It is more of an insult and taunt than an attack.

Eye Gouging Thumbs: The chimera's extremely strong grip and fingers are adept at digging out someone's eyes from their sockets.

Chump Change: Tzenidaar tosses loose change at people. What does it do? Nothing. He's just using an item as a device for a taunt; tossing chump change at chumps.

Supertaunt: Its not just any taunt, its a SUPER TAUNT.

Psionic

Mind Blast: Tzenidaar's psionic powers are extremely unrefined, playing a very small role in the whole of his powers. However, he is mentally aware of this power. As a mental defense, when someone performs telepathic disciplines on him, he automatically fires a concussive blast through the mental link they create into the intruder's head.

Gates of Delirium: If ever the mind blast proves ineffective to cut off mental connection, this secondary defense will activate. If the first layer greater power has not been activated yet on that day, it will automatically activate, driving the chimera into a mad frenzy, and relaying the madness over the connection to the intruder which destroys any rational thought, mind control, and mind reading.

Negative Energy

Negative Impact: With a single blow, Tzenidaar can instill a bit of negative energy into a person, draining them of energy and stamina, of life, withering limbs or organs struck. Unlike other abilities, Tzenidaar has complete control of negative energy, able to use if freely without the restraints of his emotions to power it, and as such, he needs little to no indication of actually preparing a mass of visible negative energy around his limbs to use it. His body is already completely saturated with negative energy.

Tears of the Wasteland: Creating a large mass of negative energy in the air, it begins to dissipate while dropping similar to a rain cloud. The negative energy released acts similar to an acid, burning flesh and other materials, though not on a chemical level, but rather on an energy and 'life force' level; flesh shrivels and withers as opposed to dissolving.

Wings - Black: Tzenidaar's skeletal wings appear to be coated in a tattered pitch black substance similar to cloth, yet drips slightly as if it were liquid. The black wings are created by negative energy and may drain energy coming into contact with it.

Elemental Air

Punch Blade - Air Lance: The punch blade is formed in an immediate area around his arms, beginning at his wrists to encompass the length of his forearm to the point of the elbows. By a thought, they slide down his arm and thrusts outwards like a blade. The air punch blade is characterized by a swirling of wind encircling his arm, as it is invisible to the eye, forming a super concentrated needle of spiralling air pressure similar to a drill from around his arm. Unlike the other forms of the punch blade techniques, the air lance has a long range of 60 cm in length, shaped as a pointed needle with a base of three centimetres in diameter. It lacks a definite form around his arm until fired out, for it is nothing but a swirling mass of air.

Boost: With a short powerful burst of air, Tzenidaar's actions and movements carry more force and are quicker.

Pressure Cutter: Cutting away the air pressure and resistance in a small area, Tzenidaar is able to make attacks at an accelerated rate. Alone, this ability is not of any significant use; however it does allow him to tear through large amounts of generated air pressure that is present, effectively cutting through it. Essentially, this allows him to break through defences set up by force in the open air or pass through some explosions of pushing force.

Burst: Creating a powerful, yet short-lived burst of air in 360 degrees on all three planes of dimension (width, height, depth), Tzenidaar is able to repel and knock light and low velocity items out of the air within close range via a weak wall of expanding force.

Impact Cannon: Wind swirls around Tzenidaar's arm, releasing a heavily concentrated burst of force following the trajectory of his punch only when striking an object. Released by impact, the blow is similar to that of a cannonball.

Cyclone Cannon: When released, a small cyclone erupts from his arm outwards, just large enough to encompass one person. Those caught in the winds are spiraled off in a chaotic spin caused by a small, short lived, heavily concentrated twister of air force which propels outwards. This move is most effectively used against a creature with wings, for the chaotically powerful winds are easily caught by the large surface area of the appendages which provide the ability of flight, resulting in the possibly tearing of membrane and feathers as well as twisting the bones and joints out of place with a sudden and powerful jerking motion.

Call of the Divine Wind: Equivalent to 'powering-up'. Tzenidaar gathers and compresses air to be later released in a more powerful attack. Alone, this does not do much; it is used to augment other air based techniques.

Wings - Air: Tzenidaar's skeletal wings do not change appearance at all, as air is more or less invisible. However, there is a constant breeze about his being which makes loose cloth flutter about him. The breeze emit from the concentrated air pressure which resonates from his wings. With the air wings, Tzenidaar may fly with perfect maneuverability (A) without even using his wings as the air alone dictates his flight pattern. Super-concentrated sheets of air pressure forms the membranes of the wings and are also razor sharp.

Elemental Fire

Punch Blade - Fire Saber: The punch blade is formed in an immediate area around his arms, beginning at his wrists to encompass the length of his forearm to the point of the elbows. By a thought, they slide down his arm and thrusts outwards like a blade. The fire punch blade is formed as a pointed sheet of super-condensed heated air, acting as a searing hot blade. It measures 30 cm in length, and is shaped similar to a scimitar whose sides give off occasional flares.

Ignition: Tzenidaar's arms and legs burst into highly intense flames. They do not harm him much due to his natural inherited resistance to fire and his attacks may cause additional burning damage and set fire to combustibles quickly due to the extreme temperature. His attack will be trailed with flames, and may even project the flames in arches or short extended bursts from his attacks if done with enough force.

Flamethrower: He blows a short ranged stream of fire from his mouth. On regular occasions without the aid of fuel, this flame usually reaches somewhere around five feet in distance.

Overload: One part equivalent to 'powering-up'. Tzenidaar can charge up his energy from his natural ability to produce huge amounts of bioelectricity or absorb the latent heat in an area. Additionally, he can expend the heat energy into something he touches to super-heat it instantly or more commonly, superconcentrate and release it at a single point in an explosive blast, though this is self detrimental as his own body is turned into a bomb.

Flare: Similar to the air burst, Tzenidaar causes the immediate area around a part of him, or his entire body to flare out in a quick burst of flame. Because it is so short-lived, the flames do not cause burns and do not set fire to combustibles. This is mainly used to distracting, surprise, or slightly blind opponents.

Detonator: Concentrating a large amount of heat around his fist or other part of his body, he releases it violently at point blank range, projecting an explosive burst of force and heat outwards.

Wings - Fire: Tzenidaar's skeletal wings become wreathed in flames. They function like normal wings as the flames are concentrated into flexible sheets that act like membranes between the skeletal structures. Unlike the air wings, the sheets are not sharpened, but may cause materials to combust as they are formed by a large amount of condensed heat.

Elemental Earth

Punch Blade - Earth Hacksaw: The punch blade is formed in an immediate area around his arms, beginning at his wrists to encompass the length of his forearm to the point of the elbows. By a thought, they slide down his arm and thrusts outwards like a blade. Tzenidaar's arm seems to be coated in a jagged line of stone. The earth punch blade is shaped like a pointed blade, however, its jagged edges do not give it a smooth thrust, rather, its jagged edges act like a hacksaw, tearing and ripping rather than smoothly cutting as it glides along the designated path. It measures 30 cm in length, and is shaped like a knife; its sides are parallel to each other and ends in a pointed tip.

Shell: Tzenidaar causes the ground at his feet to rise up in either a dome or wedge shape to deflect ranged attacks. The shell only covers from his left to his right by his peripheral vision, and stops directly above his head. Essentially, it creates a hemisphere on a vertical plane.

Stone Pillar: By designation, he can cause the ground in a specific area to strike upwards in the shape of a cylinder upon striking the ground. The area to be raised must be designated before he strikes the ground, making trying to strike a moving target less effective as he must try to time the strike correctly.

Earth Spike: Similar to the rising pillar, the earth spike instead forms as a sharp cone aimed to impale targets rather than smash them from underneath when he strikes the ground.

Orbital Halo: Tzenidaar can make loose bits of earth and stone rise into the air and start circling him in an orbit as if they were caught in his gravitational presence. The speed of which they move are subject to his will. And with enough stone flying around, this effectively acts as a spinning barrier of rock.

Tunneler: Tzenidaar is able to make the ground part for him. Underground, this forms a tunnel, however, above ground, it creates a splitting fissure.

Sentinel: Tzenidaar's body takes on a dull grayish colour as stone mixes with his skin, making his outer body hard as rock. This however only acts as a shell; as such, high powered blows will result in chipping of his skin (external damage) rather than puncturing into his body (internal damage). Additionally, he is able to pull existing stone in the area to coat his body more densely.

Wings - Earth: Tzenidaar's skeletal wings appear to be coated in a heavy rock formation. He is unable to fly as the stone is simply too heavy and does not catch air, however, folding them around himself, he essentially protects himself from most attacks. In such a form, they also serve as heavy bludgeoning weapons, like swinging a wall at someone.

Para-Elemental Magma

Lava Wave: With a swift slashing kick at the ground, the earth become molten as it drives forward in a wave, melted earth splashing upwards.

Living Lava: Very similar to a summoning technique. He appears to give life to magma as it moves on its own in a rough humanoid shape to attack targets. This is actually used in conjunction with is psionic talents, allowing him to move it with his mind so long as he is able to use magma by splitting his concentration by one half to dictate its movement.

Wings - Magma: Tzenidaar's skeletal wings appear to be coated in a never-ending mess of dripping molten earth. He may fly with the magma wings though they move sluggishly and appear slow though they possess great power, however, with each beat, magma splatters around on all sides.

Para-Elemental Smoke

Second Hand Smoke: A passive ability which indicates the use of smoke. Tzenidaar constantly exhales smoke similar to that of a smoker puffing on a cigarette. It smells bad and breathing in too much too often might give you cancer.

Smokescreen: Tzenidaar's breath comes out as dark smoke, filling the air. Usually this is a means to hide oneself or block another's vision. At point blank, the smoke can act as a choking agent or sting one's eyes.

Para-Elemental Ice

Punch Blade - Ice Razor: The punch blade is formed in an immediate area around his arms, beginning at his wrists to encompass the length of his forearm to the point of the elbows. By a thought, they slide down his arm and thrusts outwards like a blade. The ice punch blade appears no different than any other normal blade other than it is constructed of ice. It is extremely sharp, but shatters easily and usually embeds itself in a target. It measures 30 cm in length, and is shaped as an elongated triangle.

Freezing Touch: Tzenidaar's touch is able to drain heat from an object or person. It is powerful enough to freeze free water by touch within a few seconds. On the other hand, this ability can also push heat out of an area, providing a point of little heat as higher temperatures are naturally expanded away from it.

Frozen Fortress: The air around him quickly solidifies into ice as the natural water vapors in the air solidify. At best, it is a quick makeshift defense as it is extremely thin due to the small amounts of actual vapors in the vicinity in most cases.

Frozen Fist Bomb: Ice collects around Tzenidaar's fist and forearm, like a glove. Upon contact with a solid object, the ice bursts forth in a chaotic mesh of frozen spikes, traveling up his arm to collect at his knuckles and then burst outwards. Similarly, this may be used at his feet. This attack is commonly chained into from the frozen fortress as the large amount of ice is further concentrated to a small area.

Ice Blossom: A small sphere of ice is thrown, exploding into spiked protrusions similar to the frozen fist bomb, but on all sides as opposed to a rough direction, after it comes in contact with an object. It can be laid as a mine.

Ice Blossom, Delayed: Exactly the same as the ice blossom, except for the fact that it does not detonate on impact. Rather, it is remote detonated by the chimera as he focusses on it. Rangewise, it is extremely limited due to the effort involved with its use to remote detonate, but extremely effective against skimming evasions.

Wings - Ice: Tzenidaar's skeletal wings are covered in shards of ice that appear as feathers. He is able to fly with these wings, and with enough force, can send the 'feathers' flying like throwing daggers; their edges are razor sharp. Due to the nature of these wings, the temperature around his body is usually extremely low in order to preserve their form.

Quasi-Elemental Vacuum

Cyclone Tunnel: Similar to the cyclone cannon, the tunnel version works in two ways, as a following combo strike, or as its own function. As its own attack, it functions exactly like the cyclone cannon, but the air is sucked towards his fist before dissipating out the sides before it gets to the rest of his arm and body. However, as a combo, spanning from the cyclone cannon, the tunnel version expands the 'life', or rather, duration of the initial cyclone for just a second. During such a time, on the interior of the cyclone, a second one is created, rotating in the opposite direction as the initial twister that pulls while the other pushes. The two small tornados only exist at the same time for a moment before the initial one on the outside dies out. Unlike the cyclone cannon, which may cripple wing-like appendages, the cyclone tunnel more or less will definitely cause this; for the existence of both twisters at the same time, pulling, pushing, and twisting in opposite direction with the amount of force and suddenness that they are, guarantees the effect.

True Slash: By creating a vacuum around one attack, Tzenidaar is able to empower it to deliver a more quick and powerful blow while putting an edge on it similar to a slashing blade through sheer speed rather than sharpness moving through a vaccuum space. Naturally, his own body is protected against the small vaccuum he produces. This attack is most similar to a combination of the pressure cutter and boost with the added effect of a sharp edge of air.

Quasi-Elemental Ash

Black Coating: Tzenidaar breathes out soot which fills the area, expanding in all directions, and sticking to those which come in contact with it. It is effective in revealing invisible objects as well as people.

Ember Storm: Similar to the black coating, white hot embers fill the air in all directions, burning those in contact with it for a short amount of time. It is most effective when burning into someone's fragile eyes when it comes in contact, blinding them briefly.

Ember Rush: The air around Tzenidaar is filled with white hot smoldering embers that follow his movements. If he throws a punch, they will extend from his arm to a limited distance to strike an additional time after his initial attack in the same pattern, though they lack actual force.

Quasi-Elemental Dust

Dusty Coating: Exactly the same as the black coating. Dusty coating however, has the added effect of causing distractions such as sneezing, eye irritation, and filling the mouth and nose with the fine powder.

Semi-Elemental Frost

Frost Breath: As other breath attacks, Tzenidaar's breath comes out as a whirlwind of chilling cold winds and biting shards of frost. It drains heat from an area and can freeze liquids almost instantly.

Blizzard Rush: Exactly as the ember rush except that Tzenidaar is surrounded by a miniature whirling blizzard. Entering close distance would result in one's body being pummeled by harsh cold winds and bits of biting frost. With each attack made, the winds shift and blow the tiny frozen particles in the direction of the last attack.

Semi-Elemental Pumice

Porous Armour: His body becomes encased in pumice that is easily broken though. However, it acts like layers of thick sandpaper, scratching, raking, and tearing at anything caught within it as it moves and grinds against it. It is also effective in lessening blows by reducing the velocity of strikes similar to layers upon layers of material.

Grinder: A secondary function to the porous armour, Tzenidaar can launch a bit of the pumice from his body while attacking. Upon impact, the pumice continues moving onwards, slipping around solid objects and grinding against it as it goes similar to rough sandpaper.

Semi-Elemental Fumes

Flamable Breath: Tzenidaar is able to exhale a flamable gas from his mouth, either as a cloud, or a high pressure jet. With an open flame, it is possible to perform a flamethrower attack without personally supplying heat.

Acid Breath: He blows a heavy mist of corrosive vapors from his mouth. The acidic mist is thick enough that it can stick on to items with a visible layer similar to that of precipitation on glass and melt through steel within seconds of contact.

Combination Techniques

Ten Thousand Fists: Named so by the mirrage of fists which clouds one's vision, the ten thousand fists is an extremely powerful attack combining both fire and air elements. The downside to this however, is that the attack is offset with a lack of accuracy, the sacrifice of a limb, and a large preparation time. Tzenidaar creates a hemisphere of air pressure around himself that can contain heat within it without disappating. After achieving this, the air pressure gets thicker and thicker as the temperature continues to rise until he, along with the intended target are trapped within a bubble of air so hot and thick that neither man can move, trapped within a giant field of force. However, with the addition of Tzenidaar's pressure cutter, it allows him to unleash his attack while holding the target in place. When released, Tzenidaar will throw his fist forward, cutting through the field of force, but at the same time, projected at such a speed that the skin on his knuckles will actually peel off through the air resistance, and the accuracy of the blow would be slightly altered. The force of impact from the blow is enough to shatter the bones in Tzenidaar's arm as the force travels through it, though the same thing can be said about the point of impact on the target. Additionally, the hemisphere concentrates and crashes down on the target, as if the chimera's punch was that of a homing beacon which attracted the rest of the force. The crushing hemisphere's heat gives off the illusion of a countless number of fists flying through the air at the same time as it strikes the target, effectively hiding the real fist.

Copied Techniques

Vahn Fah – One Inch Flak: The popular one inch punch technique used by Vahn Fah is a stolen technique from Tzenidaar's ability to learn the techniques of the original beings. In a similar application, he projects the latent heat energy created from his body though his fist in one concentrated explosive blast of force. However, unlike Vahn's version, which creates a single large explosive force, or Silver Alexander's version, which super-concentrates the blast in one tiny point like an armour piercing bullet, Tzenidaar lacks control. The chimera's version releases multiple small super-concentrated blasts similar to that of a claymore mine. As Vahn can hurl a body through the air with a massive blast, and Silver can pierce through a body at a single point; Tzenidaar's simply shreds into a body and rips apart the insides directly exposed to the blast in a point blank explosion of force and heat-made-shrapnel which sprawls inside the point of impact.

Lazenca Miranda - Negative Flash: The power to instantly freeze an area possessed by Lazenca Miranda is a technique transferred over to the chimera by his ability to learn the techniques of the original beings. Tzenidaar's use of this technique is different that Lazenca's in that it only affects anything in contact with his body. However, because of this, it is much easier to produce a single greater freezing affect on one target rather than an area of effect. Anything touched in such a way causes its temperature to drop to an extreme degree where a near complete state of solidification of matter is achieved; liquids would turn to ice, solids would become extremely hard and brittle. Its effects are like that of a three second duration of direct liquid nitrogen contact. This ability is a performed by touch, and may only be used one touch at a time.

Blood Wars – Devil's Taint Greater Powers

First Layer - Fury of Avernus: Bel, the one devil lord of the nine who actually cares about the blood war, is reflected through the first layer's greater power through a violent fury. Equivalent to a berserker's rage ability, the Fury of Avernus of the first layer of Hell, grants Tzenidaar a boost in physical power, endurance, speed, and removes his sensation of pain and danger, however, he cannot think rationally and cannot differentiate friend from foe. This greater power may be used once a day for the duration of five minutes.

Second Layer - Iron Citadel of Dis: Dispater, archdevil of the second layer of Hell is reflected on Tzenidaar through a seemingly impenetrable barrier of an iron body. Like the iron count, the chimera's skin becomes a dull metallic colour. His skin also takes on a metallic property which protects against slashing attacks as well as increasing his density and weight by one half, but the restrictive properties of metallic skin hampers his agility and severly limits his ability to move quickly. In addition to this, metals which make contact with his skin while under this condition have a small chance to turn to rust (usually ten percent). This greater power may be used once a week for the duration of one minute.

18Cthulhu Wish

Increased Agility: Madison is able to run at high speeds around 40-50 mile per hour. This ability also helps her heart to be able to pump more blood through her system since she is required to use more blood in order to function.

Super Hearing: Due to her long snow white ears, Madi is able to hear from anywhere of 50 feet away. This proves to be helpful when she is required to listen for "predators".

Winter Coat: During winter conditions, the rabbit develops a thick snow white coat which helps keep her warm. This coat covers her entire body which makes her look very similiar to a giant walking rabbit.

Enhanced Kick: Madison is able to kick with a great deal of force which allows her to dent such things as heavy metals and other similiar materials.

Jump: Madi is about to jump a distance of about seven feet due to the increased amount of leg muscles that she has.

Flexibity: As flexibility is concerned, Madison is able to perform a variety of gymnastic-esque moves if she is required too.

Shadowscribing: After becoming Shadowtouched by Maximos, Madison had been granted the ability to cast spells with the scribing of her magic pen. This ability is fueled by the exchange of being able to access Nocturne's powers. Atlhough an appretince, Madison can become very deadly once being able to perform her spells properly and effectively.

Shadowsummon: Even when there is danger, help is not far behind with a blow of a dog whistle with the symbol J on it, Madison is able to summon Jabberwocky whenever she is in danger.

  • WEAPONS

Boots- Madison has a lovely set of dark black boots. These are knee high buckle boots and with a swift rabbit kick, this cannot seem all that pleasant.

Shadow Brush- An average black paintbrush. However, once something is scribed a purple glow forms about.

Jabberwocky's Whistle: A silver whistle with the letter "J" engraved on it.

19themightyjello

Name: James Black

Race: Human

Age: 27

Birthdate: Unknown

Birthplace: The Lawless City - Heaven\'s Gate

Hair: Black

Eyes: Brown/Grey

Height: 5' 8"

Weight: 159 lbs

Appearance: James is a bit on the small side, never having been the biggest kid growing up, and that continued through the rest of his life. He stands a few inches short of the norm, and doesn't really present much of an imposing figure to look at, nor would he really want to. He has no prominent tattoos, scars, or other identifiable marks upon his person, though years of living a dangerous lifestyle have left their share of smaller scars to mark his mileage. One of the larger ones on his right side; a cut he received from a glaive while protecting the princess.

James is a person who seems to attract others, a person who people gravitate to and appreciate, despite everything else around. He is almost always with a smile of some sort upon his face, and rarely is he seen with the opposite.

For the most part, he is fairly athletic in his own right, being a very hands-on person, he is usually running around to different points doing different jobs and tasks just to make sure that everything gets done as it's supposed to be. He thinks little for appearances and keeps that tone with his mussy hair and colorfully eccentric wardrobe. When not dressed up in costume, James tends to wear his familiar black overcoat, a pale replacement to the ancient one which he had given up to a friend back home. The coat itself has several pockets and pouches sewn to the inside lining for James' own use.

Quirks: James has a rather unique personality that can't seem to qualify to any one thing. He is both giddy and somber at the same time, both happy and sad, despite his demeanor, and always thinking, though sometimes not about the matters at hand. For the most part, however, James is an upbeat individual with a positive attitude that can brighten any room if he bothers to put a bit of effort towards it. He has an incredible insight into what other people are thinking and feeling, because he makes it his business to know these things.

He tends to predict the behavior of people around him, and uses that to his advantage when negotiating with them. He always seems to give them what they want, even if they have to give something up to get it, and even if what they want is something that they don't even realize that they want.

One driving force in his life is the drive to make a difference, and to help people... though not in the way that most people think about the concept. Whenever someone gains, someone else loses; that's just the way of the world. James prefers to decide who gets to gain and who has to lose when those situations arise.

All in all, he is a very friendly and helpful person, but he has a sense of duty to those around him and he feels that it's his right, obligation, or responsibility to make sure that things go as planned. Because of his honesty, integrity, intelligence, and ability, he could be described by the phrase "the man who would be king" as leadership seems to come naturally to him and he has shown through experience that he is capable. However, he holds too little faith in his own ideals to act on his own, and will find someone else with lofty goals that he will strive to achieve for them.

Through recent circumstance, James has had an additional set of rules placed upon him, though ones that do not differ far from his own. He is forbidden from telling a lie, forbidden from judging others simply by what they are, and forbidden from causing others suffering or pain without due cause to do so. These are the stipulations that were laid down by The Watcher in return for the divine spark given to him.

Equipment: Just like with his costumes, equipment is usually dependent entirely upon what situation he is going into. He shares the Boy Scout motto of 'be prepared', and never, if he can avoid it, goes into a situation without the tools that he will need. Though at most times he often carries with him an unloaded 9mm pistol, with the ammunition clip in a separate pocket and an empty clip loaded into the weapon, as well as something that resembles a knife.

Normally, however, he will carry with him various tools that may or may not prove useful where he is headed. Though resourcefulness is always the best course of action, if he has a general idea of the situation he will plan accordingly and prepare for it.

He wears a holy symbol around his neck, despite not being a follower of that faith. It was given to him by the god it represents, and is a symbol of that god's approval of him for the good he has done for the princess. Though James has rejected that god twice over, he still holds the medallion as a reminder of his vows to the girl, not to the god.

Additionally, Stryphe is in possession of a pair of books given to him by the Watcher. One of them belongs to James, the other to Stryphe.

Aaron Wrote:

A True Companion and Vice and Virtue were two of a kind; a set for the both of them. Neither were normal books at all, but more precisely they were a record. In either book there were only a few pages of text, seeming as if they were hand written but so precisely and irrevocably scribed that the words were almost a part ot the paper that made up the page. Beyond that every page was blank, every last one.

These books were a record of their actions. Of heroic and despicable actions alike. What they did in the future would determine how the book would be written, and whether the story written within the pages would be that of a good man or an evil one.

The events of the past few days were already written in, but nothing before that. A blank slate, so to speak, and a fresh start on the path to righteousness.

Abilities: While cunning and ingenuity are still the mainstay of James' arsenal, a few things have changed since the good old days when life was simple...

The first change was by accident, or at least it was on his part. At the incident in Desert X, he met an economancer who lent him a coin. Though he knew nothing about economancy, or that this person was even a mage, he did know enough that a man wouldn't toss him a coin in the middle of a gunfight if there wasn't a reason for it. James pocketed the coin, and has never seen the man again to this date. Unknown to James, the effect of this transaction was that by becoming indebted to the economancer he had lost his ability to die until the debt was repayed. He can be injured just like any other man, but until he finds that economancer to repay his debt, James will never truly die. He is completely unaware of this.

The other change that has overcome James was given to him by The Watcher. He is now the proud owner of a divine spark; a small bit of a deity's energy that has been given to him in fulfillment of an agreement, marking him as a Paladin of the Watcher.

He has never had to deal with the metaphysical at any other point in his life, so he is still very unpracticed with it and is slow to grasp the concepts that are unfamiliar to him, such as inner energy, and control through thought and willpower rather than using his own two hands. In addition, the divine spark has not been used enough to fully develop it. The more that he practices, the stronger the spark will become.

The powers granted by the spark are varied, though they can all be traced back to a common theme. It is in James' nature to protect others, the way that he has protected people all his life and the way that he had protected the princess with his life. Because of this, the spark has chosen to manifest itself as protection; granting powers mostly involved in creating metaphysical barriers, and minor healing abilities.

Currently, James has been trying to exercise the spark, but he is still inexperienced and cannot utilize it properly to do anything more than create flashes of light.

History: James' early life was very much like that of those around him at that time in the city of Heaven's Gate. The poor were crowded into sectors of decaying buildings and gang rule, while those with the wealth reaped the benefits of what small police force remained within the city.

Like all of those in his situation, there was little hope for ever going anywhere but into the dumpster with the others. James lived the life of a homeless orphan, no one was even sure of his real name. All he knew is that he wanted to escape... From an early age the nuns who ran the orphanage had called him James, and that was what he remained up until the point in life when he needed something more. He chose a last name because it was required, a generic name for a not quite so generic person, that is the history of Mr. James Black.

James never had parents. He was found in an alley at the age of two, with no identification and no family that came forward to take him. He was brought to an orphanage that was run within a local convent, and there he stayed for the majority of his young life.

For the first few years, James was all but unresponsive. He wouldn't play with the other children, he wouldn't go outside, he wouldn't even speak. Most of his day was spent sitting in front of the television, staring at it for hours and hours. All of the Sisters worried about him, but none of them really knew what to do about the boy who hadn't spoken a single word since he had come there.

At the age of eight this changed, though. He suddenly began to talk... and not just a little bit, but endlessly. He would talk up a storm all day and all night, he would start arguments with the other children simply so that he could have someone to shout back and forth with, but when he sat in front of the television he would still remain motionless and quiet, almost trance-like, no matter how many times he had seen the show already.

And then, one day, at the age of eleven, James... vanished.

No one knew where he had gone to, he had just left in the middle of the night without a trace. The orphanage didn't see James Black for many years after that. Until one day, after a mass held by the nuns, Sister Agatha caught sight of a man as he was leaving, a man dressed well for the neighborhood that the small chapel catered to, and who had stood in the back without taking a seat for the entire service. She approached him to question him, and to her surprise, found herself face to face with their own missing James.

For years afterwards, the Sisters would see him come and go, but he always managed to slip out before they could catch him. However, the orphanage was suddenly left with a windfall. Once a week, at the Sunday mass, a large donation would always be left for the Sisters. It took nearly four years of this until the Sisters managed to corner him again and properly thank him for his generosity.

"Every kid deserves a home," was all that James could say in his defense.

When James ran away from the orphanage, he did what every other little boy would have dreamed of doing... he became a consultant.

A private consultant, technically... people came to him with problems, and he made them go away. Whether the problem was a person who was causing trouble, a thing that they didn't have, or simply that they had lost their keys in the gutter on the way back from the market. James set to work being the little man for hire around the neighborhood and, after a while, around the city in general. Though he started a habit then that he kept forever afterwards... whenever he was paid for a job, he would take half of his payment and put it in a shoe box under his desk. On Sunday mornings, he would sneak back to the orphanage, avoiding the Sisters as best he could, and slip that money into the donation box.

Theft, trickery, and just general underhandedness was the name of the game in the lawless city. One could only acquire something through theft or bartering, and one could only keep as many things as they could protect from theft. This is the world that James came to know, and it was the way that he grew up.

At the age of thirteen, James' life took a sharp turn. He found a brother.

Not a true brother of his own, but someone who he could call a brother, and care for like one. The brother's name was Steven White, he was five years older than James, and he had come to Heaven's Gate from outside of the Free World to find his younger brother, who had run away years before to the lawless city. Steven, however, had come from a fairly well-to-do family in the countries, and had no real concept of how to take care of himself in a place like Heaven's Gate.

James first came to him as a friend, offering to help Steven make his way in the city... though at the first chance available, he had been planning to take all of Steven's money and run off. But after a few days, the two grew attached, and they found a comradery, even if they did not find Steven's brother Vincent.

Over time their relationship developed into a strong friendship, James looking after the other boy like a bigger brother, despite being so much younger. Together they made a promise to keep the destitute city from crushing their hopes and dreams; one that they fulfilled eventually, after a few of the most memorable months of their lives.

The two were hired for a job to find a lost child, which pulled the both of them into the center of a war between the Reclamation Forces and the powerful corporation Creation Industries.

If you want much more detail than that, you'll have to buy the book when I finish writing it.

RP History

The Black Dragon Syndicate

Heaven's Gate is a long way from Gaia... far enough away that it is a place where people have never heard of meta-humans or magic talismans other than in fairy tales. The corporation Creation Industries intended to expand its business to Gaian shores, but before it did that it needed to know what it would meet there: competing businesses, organized crime, and the populace. So it sent one man ahead to gather information, and that is how James Black first came to Barton.

Gathering information on organized crime is a delicate process, though. You can just ask on the street corner which gang controls which area, but gaging their strength in numbers and resources, as well as learning their enemies and intentions, that is a far more involved task.

Casual conversations with a member late at night in a bar... asking about the organization while feigning interest in joining up... joining with a rival in order to steal information about one in particular... or gaining the trust of one by infiltrating another: two birds with one stone.

James was contracted with an assassination against the leader of one faction, the Black Dragon Syndicate. To this end he joined with the organization and acted accordingly... making sure to be just suspicious enough so that they would feel stupid later for suspecting him after he displayed acts of honesty and devotion to the group. All a part of the plan, after all. The target was a hellspawn by the name of Stryphe, and James would observe him and his organization until he knew enough to decide how to act.

The Grand Hunt

The Grand Hunt was the name given to a frantic search made to find six specific elementally aligned artifacts before the magi that were their owners arrived on the shores of Barton to claim them. Great rewards were promised to those that found them, and the artifacts themselves were no small trophy either; being able to enhance one's own abilities... although the hidden cost to them was greater than many would have paid had the magic not tempted them.

Knowing the possibilities of total chaos, James took advantage of the situation and began to exploit and manipulate the people who searched for the artifacts for their own gain; using their desperation to find the items to his own advantage and to obtain them in the name of the Black Dragon Syndicate.

James Black Wrote:

"The safest place to keep a treasure is another person's pocket..."

"But then again, that is assuming it is a pocket stuitably loyal, or adequately disloyal, enough to ensure that it is there to be picked when the time comes... and when it all comes down to it, every little thing that you do can influence the end result... every word you speak... every action you take... every time you try to sneak past someone to find out what they're up to..."

Throughout the Hunt, James made a number of allies and enemies... mostly enemies, as he had intended. Allies expect a man to confide in them and to share with them both treasure and secrets, and these were not things James wished to share. Enemies, however, only expect you to bring them harm, and it is much easier to keep an eye on them that way. Among the enemies he made was a woman named Amaris, whom he tempted to betray him time and time again in order to uncover the location of the artifacts. True to her nature, the demoness attempted to undermine him by seeking the aid of a telepath whom had been warned against becoming involved with James; one obstacle circumvented. As soon as he was through with Amaris, James instead went to Owle Isohos, the telepath, and won her favor over the bitter Amaris by promising that he would not ask her to help him find the artifacts... and with a few small gifts skillfully picked after learning of Owle's fascinations.

Above all, though, the Hunt introduced James to the bane of his existence for years to come: Seyumi Kaikou, the High Priestess of Falis.

James Black Wrote:

> Sey Wrote: > "If that is the case then I only see it as a test of my Faith. I hold nothing dear except for my god-given ability to help others with my magic. To fight against the selfishness that such a pendant would cause and learn to use it's power to heal- it practically screams for me, calls out in the heavenly voices of the gods. It's a test to obtain the power I need to become the greatest white mage of my time- of all time. My resolve is set- I will do what I must to get this pendant at all costs."

"Then I'll not help you," he said, ramming the cork back into the bottle.

"Power corrupts, my dear, and you've just been corrupted by the thought of it." A cold stare across her face showed for the first time no smile upon his. "Your quest to heal the sick, feed the hungry, provide for the needy... very kind of you, very noble... but only if that is what you are in it for. You would steal from a sleeping woman, abuse a dangerous object, and place yourself in danger, simply for power? And what if your rightious fury is taken in by the powers that dwell within those trinkets and you lose yourself in the process? What will happen then? You can help more now than you ever could as such a twisted creature."

He slipped down from the stool, taking a few steps around her, before leaning in again from behind, whispering his speech into her ear.

"I, my dear, am here to help you, as I said before... and how I will do so is this: No matter what you say, no matter what you do, I will see to it that you never lay one finger upon that pendant."

His stance resumed, and his stature remained calm and placid, but the smile returned to his face once again. "...this is how I will help you... be thankful."

"If that is the case then I only see it as a test of my Faith. I hold nothing dear except for my god-given ability to help others with my magic. To fight against the selfishness that such a pendant would cause and learn to use it's power to heal- it practically screams for me, calls out in the heavenly voices of the gods. It's a test to obtain the power I need to become the greatest white mage of my time- of all time. My resolve is set- I will do what I must to get this pendant at all costs."

Seyumi was anxious, she was energetic, and she was so very young and hopeful... thinking that she could save the world as long as she tried hard enough. It was almost infectious, and before he knew it she had gotten under his skin, and he under hers... though it wasn't meant to be. He saw that she had a good heart, but a bad head, and tried to set her on the right path; instead, she refused like a mule and pushed on ahead...

Sey Wrote:

Sey shivered as James whispered in her ear, a chill running down her nearly bare back. She closed her eyes and felt her legs wobble like jello, nearly falling into James' chest. At the last second she regained her balance, her right hand fingering her ring.

Turning around and looking at James with slightly hooded eyes, Sey leaned towards him, allowing a hairswidth between her body and his. Licking her lips and leaning in towards his face, Sey shifted slightly and whispered into his ear.

"... Thank you again James..."

He said many things, she said many things, and in the end they parted ways... but that was, after all, only the beginning. Their destinies were henceforth intertwined; sometimes pleasantly, sometimes painfully.

The Grand Battle for Barton Town

Doom loomed over Barton soon after, in the form of a dark army that was raised by the true owners of the damned artifacts that had entrapped so many people in the Hunt. The people became divided among themselves; siding either with those who would be the conquerers or those who would be conquered. In anticipation of an attack upon the city, many of the residents formed a militia, calling themselves the Defenders of Barton. Once this group was established, once again a certain character appeared from the woodwork to offer them the deal of a lifetime.

James Black Wrote:

"Hiyo, people!" he said in a boisterous tone as he walked in, "Long time no see, long time no hear, long time no something else... I hear there's a problem going on here, and as I've so often put in the past I'm perfectly willing to offer my services in getting rid of it."

He glanced about the room with a comical grin upon his face and the hat spilling off one side of his head like a stereotypical door to door salesmen pitching his wares.

"The name's James Black and I grant wishes..."

One of the key figures in this militia, performing more duties than simply the spiritual leader for the soldiers' morale, was that same Seyumi Kaikou that James had become entangled with in the Hunt, and in a few small instances since then. It really did seem that their destines were intertwined and inseparable... except for the tension that had built. Seyumi was in a relationship with Stryphe, the leader of the Black Dragon Syndicate and the man marked for death by James' own hand.

Things always seemed to become more complicated as soon as loyalties were established.

Taking a position immediately under Seyumi, James was sure to be at her side throughout whatever danger the war might throw their way. Feeling that she was needed, she would rush headlong into danger and he was always right beside her to ensure that she came back safely. The militia may have been able to win the battle, but not if their will to fight was destroyed before their ability to fight was.

James Black Wrote:

> Sey Wrote: > Her stomach and chest ached from her earlier wounds and Sey shivered despite the lack of a cool breeze.

"It's just the way life is sometimes..." James pulled himself up the wall, standing from where he had been sitting against it, and stepping out beside Sey on the scaffolding above the troops.

With a shrug of his shoulders and the sound of a metalic clanking, James slid his traditional black overcoat off from his shoulders and into his hands instead, holding it up and resting it about Sey's shoulders.

"You're important to everyone here, not just because of what you can do to help them, but because you're a role model..." he continued to talk as he pulled the hem of the coat tighter over her shoulders, covering the armor she already wore with another layer, the cold metalic surface of her garb scraping against the steel plates which were sewn onto the inside of the coat, "...you're a strong, brave woman... you're a healer, a protector, a leader... you're someone that they can look up to as a symbol of what is good in the face of this evil..."

James leaned in a bit closer behind her as his hands pulled the hem of the coat in even further, the two folds overlaping as it encircled her completely. James himself, his arms wrapped about her like the coat itself, gestured down at the formation of troops below, awaiting her orders to act.

"...it doesn't matter if you're really all of that... it doesn't matter if you think that you're a horrid person who doesn't deserve one bit of their respect... To them you're a goddess... perfect in every way..."

A little closer, a little tighter, he held her now, sliding his body in as close as he could get against her armor as his voice lowered to little more than a whisper in her ear as he spoke.

"Let them have their goddess... they need you just to be here more than anything else."

Her stomach and chest ached from her earlier wounds and Sey shivered despite the lack of a cool breeze.

Late in the second day of the siege dragonriders flew over the western wall of the city; using the setting sun to hide themselves from view. At the lead of these riders was the dark lord Samael himself, and impetuous as always Sey rushed to meet him in combat. James was not willing to let her go alone, but she was unwilling to let him come along and face the danger; it was only through Owle Isohos and her short-lived ability to transform herself into a silver dragon that James was able to intervene in the battle taking place in the skies above the city... intervention that was more than painful, as to put a stop to the dark lord's curses James tackled the man out of his own saddle and sent the both of them plummeting towards the city below.

Luck seemed to be on both of their sides, however, as Samael was swallowed up by an intervening portal and James was rescued before the fall had a chance to kill him.

James Black Wrote:

"...YOU IDIOT!" he finally gave in and shouted, pushing himself up from the ground and taking her forcibly by the wrist. "If you EVER try something like that again I'm going to make sure that you're tied down to a bed for the duration of this war!"

It seemed nothing would deter the woman from pursuing revenge for the lives that had been lost. Her heart was in the right place, but her head never seemed to be. The day was coming to a close and the fighting would soon conclude so that both sides could regroup and measure their losses, but in the last moments of the day a disaster befell the militia. From the sky a death knight known as the Voice swooped down to abduct Seyumi; James fought to protect her but in a rush of dark magic the three of them were spirited away to the main camp of Samael's army. There was little more that the two defenders could do in the face of those odds, and they were taken prisoner by Samael's army.

Under lock and key, Seyumi was quick to lose hope, becoming lost in her own depression and feelings of uselessness for not having been able to bring a swift conclusion to the conflict. James held strong, and began to form a plan for their escape, but fate intervened beforehand:

A sickly man was thrown into the prison with them, carrying with him a bundle of rags that he had refused to give up even under threats against his life... unfortunately, that life ended almost as quickly as his withered body hit the floor, muttering about his parcel.

That was the first time that James lay his eyes upon the Sword of the Forgotten; its glistening black blade and rune emblazoned hilt seemed even darker than the darkness in that prison, and more hopeless. In their destitute situation Seyumi was drawn in by the whispered promises of power and revenge that the blade spoke to her, and before he could save her she was corrupted by the evil power of the Forgotten One.

The Forgotten One's army of shades; enslaved souls given flesh through the dark desires of the blade's holder; created a commotion in the camp as they rose from the shadows and the dead bodies all around and began to slaughter Samael's army to feed their own numbers. Using the chaos Seyumi managed to escape the prison, and though James chased after her the shades and demons that ran rampant throughout the encampment slowed his progress. By the time he caught up to her, she had already used the power hungry taint to destroy Samael's body. With the dark lord out of the way the Forgotten One and its army was free once again upon the face of Gaia.

The shades seemed to have adopted Sey as their queen, and she, in turn, had been corrupted by them into a vengeful madwoman bent on destroying the very thing she had fought to protect only hours before. However, the fates had another plan in store for the new shadow queen, as a bolt of lightning struck her from the sky and left her body broken upon the city streets below. The man whom had called it was an assassin named Caell, who was killed before he could finish the job by James Black and Flare Sithfallin.

Without the holder of the sword the shade army was scattered, and the link to the Forgotten One was broken. They were routed by the militia and nearly wiped out with the exception of a few groups that survived.

So ended the Battle of Barton.

Creation Industries and the Rebuilding of Leviathan Stadium

Shortly after the famed Leviathan Stadium was burned to the ground in the Providence Incident, Creation Industries decided that it was time to put their plan into action. James had been gathering information on Gaia for over a year, and the corporation decided that it was time to move forwards. So, they sent James Black to make an offer...

Enki Leviathan Wrote:

> James Black Wrote: > "I'm a peddler of smiles, a merchant of happiness, a genie in a bottle, and everything that you desire..." the man began again; tipping his head to the side slightly as he rambled off more or less the same thing over and over again... "My name is James Black, and I grant wishes."

Enki pushes his glasses up a little bit on his nose as he listens to the man

I don't need a wish granted, I need a construction crew...

"I'm a peddler of smiles, a merchant of happiness, a genie in a bottle, and everything that you desire..." the man began again; tipping his head to the side slightly as he rambled off more or less the same thing over and over again... "My name is James Black, and I grant wishes."

Taking the contract to rebuild the stadium, Creation Industries sent to work a meta-human crew that did the work in a fraction of the time that a normal crew would be able to without much more expensive heavy machinery. They were beginning to exploit the natural resources that Gaia had to offer, starting with the population itself.

In a few short months the Leviathan was standing tall and proud, more spectacular than it had ever been in the past. In celebration of the grand re-opening, an event was slated for the new year: The first annual Heaven or Hell Tournament.

The Broken City and the Incident at Desert X

It was several months after the Grand Battle that Seyumi Kaikou's situation changed. The injuries she had suffered and the broken spirit she felt after having been the pawn of the Forgotten One were more than human hands could mend, and she had been in isolation for nearly a year. But, upon the day of her recovery she was visited by two people from her past: the hellspawn Stryphe Epothos and the man James Black.

As it has always been said, fate can be cruel. The tension between the three of them grew. Stryphe hurt Seyumi, Seyumi cried to James, and James did his best to console her broken heart. The complexities of their long relationship and that of the relationship between James and Stryphe did not make the task any easier...

Troubled raised its head once more soon after, and just as they had many times already, they set out to right it in their own way; together with the scattered members of the Black Dragon Syndicate who were brought back together the group headed towards Carter City, where rampaging robots were tearing the city apart.

The group managed to defeat an armored tank known as Artillery through teamwork, and captured the heart of the machine as proof of their accomplishment, but they were not through with their trials yet. Seeking the prize that they had won, another group attacked them upon the hill, and though the battle that followed was short it was not without its cost. In the end James shot a wind mage named Truewind and took his leg, and the other group retreated.

They returned with the core to the Temple of Falis, which was their staging grounds, feeling good in their victory over the machines. However, as they set foot upon the holy ground fate threw another curveball in the form of a curse upon the core that caused the person who held it to be stricken with blindness. The core was passed between them, from Seyumi to Stryphe, who stole it from her, and then to James as he willingly took the curse upon himself in order to allow Stryphe to fight. He tried to aid the hellspawn as best he could, but he was still injured in the battle and was forced to escape into the nearby woods.

Alone in those woods, with the blindness consuming him and a bleeding wound in his leg James had a vision... or perhaps it was a hallucination... or perhaps it was a dream. It could have been any of these three, except for the physical evidence left behind. He had a vision of God... specifically Seyumi's god, who told him many things, but most importantly he gave James a holy symbol to mark his approval of the man.

When James awoke in the forest hours later, he had many questions about the 'dream' he had experienced, but no time to question it in. The cursed cores of the four robots were being called back to Desert X, and James had to go. There were four people there when he arrived, each with one of the robot cores. Unfortunately, there was also another, fully functioning robot that needed to be dealt with. During the battle one of the other three threw a coin to James. Knowing well enough that magic sometimes works in mysterious ways, he did not question it and simply caught it, assuming that the man had some reason for throwing money at his allies in the middle of a battle.

He has not seen this man again to date.

After the robot was destroyed James returned to the temple, hoping that the princess could attend to his injuries; but when he arrived there was a battle taking place, someone had attacked the temple. James crashed through the temple gates on a motorcycle and drove straight through them all, before collapsing at the altar from his wounds.

Revelations and the Vale

James went again to the temple, looking for the princess. She was about to leave again to another crusade, and to another battle over people and land... one that she could not avoid because one of the sides that was fighting was that of the shades; the very same shades that had survived the Battle of Barton. He regretted not going with her, but time after time things were beginning to get more painful for him to do so. Not because of injuries, but because it hurt him to see her putting herself in danger the way that she did.

James Black Wrote:

"I... worry about you from time to time. I'm sure you know that. Whenever I'm not here I'm always thinking that I should be. I suppose it's just the way things are... the way I am, the way you are."

James looked to the ground for an instant, then back; a twisted smirk clearly hiding a bit of pain. "I hope you won't be too much trouble for Cail and Mary," he resumed finally, "worrying about your happiness is bad for a man's... heart."

Sey Wrote:

"I don't want to impede upon your life, James. I'll reiterate what I said to you on Carter Hill Top however. I love you." Walking towards him and leaning towards him for a kiss, Sey pecked his cheek before settling back onto the soles of her feet.

"... Like a brother."

Sey spoke the words though the feelings in her heart were still jumbled and confused.

James Black Wrote:

"It's a little bit funny," James said, though he wasn't really laughing; the breathless chuckle that came with it was almost bitter, "I've spent my whole life making sure that the people that matter to me can have what they want.. and what they need... but there doesn't seem to be a damn thing I can do for myself, is there?"

When she returned he came to find her again, having many words in his heart and in his head that needed to be said. None of them seemed to want to come out, though... though James was a truthful man, he was a far cry from an honest one... especially when there were things that were important to hide. For years the princess had been chasing after the demon as he did what he could to protect her, both from the world outside and from herself when necessary. For years he kept silent for the sake of her happiness, not wanting to say anything of his own feelings if they could interfere with her life and her chance at happiness.

But sometimes, after keeping something bottled up inside for all that time, it finds ways out...

James Black Wrote:

"Never again," James said to her... almost sighing when he did; though he reached out and placed his hand on her shoulder, leaning his head down to touch his forehead against hers.

"If you'll have me..." he continued, "...let me always stand by your side."

Her god appeared once again in the temple... this time to force her to choose between her own life, and the life of a devoted clergyman. Stryphe, having had bad blood between himself and the god for quite some time, flew into a violent rage and attacked the deity in the temple courtyard.

James, on the other hand, was just plain pissed off.

James Black Wrote:

James grabbed Stryphe by the front of the shirt, leaning over him at that instant. With a fierce jerk, the man pulled the demon up from the ground, cocked back his left arm, and delivered a blow across Stryphe's jaw.

"What the ****** do you think you're doing you son of a b*h?"

Pre-emptively, as soon as he withdrew his fist, he reached back and pointed a finger at the god.

"And you! Sit down and shut up! I've got a lot to say and you're not going anywhere until I've said it!"

James Black Wrote:

"GOD." James shouted, "DAMNIT."

"You might be holier than thou, but you're certainly acting like it! What the hell gives you the right!" He didn't hold back, this wasn't some little fit, this wasn't some street punk who didn't know right from wrong. This was God, and James was pissed.

"Choose!? What the hell do you expect her to choose! You, you b*****d?" James reached out and grabbed for Falis' clothes. He wasn't intending to hit him... yet... but this guy had a lot of nerve.

"What choice does she have to make! What gives you the right to force her to choose! Her entire life is devoted to you, everything she does, it's YOU! YOU! YOU! She finally gets a piece of happiness for herself and you tell her to CHOOSE!?"

"I don't care if you're Falis, Moses, or goddamn YAHWEH! If you do one more thing! Say one more word to give her any more pain, I'm going to kick your a out of the ****** prime!"

"********! NOW!"

He subdued Stryphe and chastised Falis, making sure to get in his two cents about every twisted little commandment and holy war that he had the displeasure of being a part of over the past few years, and not holding back a single ounce of his violent hatred that had built up after seeing what this deity had put the princess through day after day. His love, his hatred, and the beliefs he held all poured out at once in front of the princess and her god.

Sey Wrote:

James' angry tirade only made her heart crunch more as she realized how much he cared for her. He didn't have to say anything blatant and she knew, she finally knew.

Holding onto Stryphe's head a little tighter and running her fingers gently through his hair, Sey stared at James' back and felt her heart wrench.

James Black Wrote:

James released the god, and took a step back. He huffed. He dug his hands into his pockets... and he looked back at the priestess... no, that wasn't it, was it? That was the choice... it was either the priestess, or it was Seyumi.

"...what do I have to do..." James said, his tone almost inaudible. "What makes it right?"

James had spent his entire life making deals... now it seemed that he held none of the cards. Well... maybe one.

The slightest hint of that mischevious smile returned to his face as James turned back to the Eternal Light; his left hand reached up and tore the medalion from his neck, holding it on the dangling chain between them.

"I'll trade you. One for one. Can't get any more fair than that, right? Give Seyumi her life... in exchange you can have mine."

He held the medalion a little higher.

"The way things are... you might lose her either way. Compassion is what she believed you stood for... justice... charity. Don't make her wrong about all that."

James Black Wrote:

> Avatar of Falis Wrote: > There's only one left James. One. I need to know if there will be one or none.

"As god as my witness," James said, not intending the pun, "I will never let anyone hurt her. I swear to god, I won't."

His fist clenched tightly around the chain, digging his fingernails into the palm of his hand, he ground his teeth, he held his breath, and his right eye twitched once as a tear rolled over his top lip.

"...don't let fear decide for you..."

There's only one left James. One. I need to know if there will be one or none.

Sey Wrote:

Sey clung to James like she was in huricane winds, her body shaking like a small animal. It was something that she wanted more then anything in the world, to be loved and feel secure in someone's arms. She had that now, but who, who could protect that?

Swallowing back her tears and loosening her death grip on James' back, Sey stared up at him with tears in her grey eyes.

"James..? I love you. And I'm not teasing this time. B-but please..." She squeezed her eyes shut and pressed her face against his chest.

He tried to sell his soul to the devil... or the closest thing he'd ever met to one. In order to save the princess, he'd done everything he could and it still hadn't been enough. Apparently, for a trash man like him, who'd been thrown away by his parents and had grown up in the gutter, his soul just wasn't good enough.

When the morning came, Seyumi Kaikou was gone, and he could not follow her.

The Watcher

In the aftermath of that disastrous night James and Stryphe were left wondering where to go from there. Their answer came in the form of a visitor, one that they had both met before but neither were familiar with. His name was Aaron, and though he masqueraded as a humble paladin beneath the guise there was much more there. Known as the Watcher to some, the quiet, unassuming man was every bit as much a god as Falis, and he had come to make a deal with the two men.

Falis had made deals with each of them, and after the previous night he may just as well have severed all ties because of the selfish and unjust display that he had shown in the face of someone whom had done nothing but devote her life to his cause. It was the Watcher's proposition that they instead join him as a slap in the face to the deity, saying once and for all that he would not have them. Stryphe agreed to the deal, and James followed suit. In only a minute they were both initiated into paladin hood, members #1 and #2 of the holy order of the Watcher.

Aaron Wrote:

"There would be the standard fringe benefits of being a holy man, as you're already aquainted, Stryphe. Though there would be a few rules of conduct." He began counting on the fingers of his right hand as he listed them off. "No lying. No prejudice. No wanton acts of cruelty."

That was it, three cardinal rules apparently. "It can all really be summed up under 'be a good person and the world will be kind to you'. I am not like these others, I don't care about beurocracy or temple services. Charity is nice but those who help themselves are destined for greatness. Dishonesty is the perversion of truthful information, and people need the truth in order to learn from it."

Aaron Wrote:

"That's exactly why you both are the best men for the job. Stryphe, you have a free spirit and can't be weighed down by tradition. James, you're unfailingly loyal."

Aaron reached over and pulled off his right glove, extending a the hand to each of them in turn. His skin was almost white, seeming to radiate with divine energy... there was a reason he never took those gloves off, after all.

"Welcome to the neutral side, my friends."

The Unnatural Triad

Once again chaos ensued in Gaia, this time due to a trio of outsiders intent on unraveling the world so that they could return to where they had come from. Through the many disasters that took place over those few days, it was only when their plot was exposed that the chaos finally began to make sense.

James, along with Stryphe and a girl they met along the way named Ulfdisa, broke through the men of Cerberus that had sided with the outsiders and made their way into the dimensional rift that would be the end of it all.

James Black Wrote:

"WE COME IN PEACE! MORE OR LESS!"

The three outsiders were busy at work attacking the world from the inside of that dimensional rift. They wouldn't answer any questions and seemed to be hurriedly at work. That, combined with the savage violence of the men standing guard outside just filled James and Stryphe with doubt about the credibility of these people's actions.

So they rescinded the offer of a peaceful resolution.

James Black Wrote:

"I TAKE THAT BACK. WE COME IN WAR."

In response the outsiders attacked them; the two men drawing weapons and the woman instead summoning an enormous stone monster.

James summoned a sportscar.

James Black Wrote:

The engine revved. The men gritted their teeth and filled their minds with swear words. And the golem awaited.

James stepped off the brake and floored the gas; spinning the wheels in the sportscar uncontrollably as the car suddenly jerked forwards with a burst of speed. His right hand started to glow: the Master Healer marble reacting to the small amount of holy power he'd received from The Watcher and amplifying it.

All to flow straight into Stryphe.

It was like the end scene from an anime... Where the hero stands up ready to face down the great evil of the universe, and all the friends that he'd collected along the way give up their power for one last showdown. Only it wasn't 'all his friends'... it was James and Disa... and a sportscar.

"MOTHER ********>

The aftermath of the SHITSTORMCANNON was something to behold. With their monster gone and adventurers pouring in through the dimensional rift, the outsiders didn't stand a chance. Hiroshi fell first, then Minxi, and finally Tadashi...

With the three of them gone the rift couldn't stay open any longer, and the little world began to collapse around everyone. The adventurers flooded out, and landed knee-deep in the Barton fountain.

Blasphemous Barbecue

With the damage from the week done, and everyone aching, the flow of adventurers directed itself to the Temple of Falis in order to recover from their bumps and bruises. There James ran into Flare, whom he'd crossed paths with during the chaos while she was in an altered state.

...and relayed the events of the past few days to her...

> James Black Wrote: > "How's your girlfriend doing by the way?"

> Flare Sithfallin Wrote: > "What the hell are you talking about, James?" she asked, her voice remaining even. "What girlfriend?" > > > > > Though doubts swirled in her mind, Flare wasn't about to let anyone see how James' words had shaken her. She didn't remember where she was in the last...how long? > > > > > Had James...had she...

> James Black Wrote: > "Your girl..." he said; motioning with his hands in front of him to trace an hourglass figure, "...with the knives." > > > > > "We ran into you girls in Gambino. You seemed pretty out of it," he started, smiling deviously as he spoke. "I mean, you two were all over us~"

> Flare Sithfallin Wrote: > "Alia," Flare corrected him. "You've seen her?" > > > > > "Well...did you enjoy it?"

> James Black Wrote: > "She was pretty worn out, last I saw her was Gold Mountain. We had to run but she should be fine." > > > > > He lowered his head, shaking it slowly from side to side and laughing with an overt grin. > > > > > "Damn fun times, damn fun times... what was it back then?" James scratched the back of his head with his left for just a moment; then snapped his fingers with realization. He reached forwards, fingers pointed like a gun... inches from Flare's chest; his head cocked to the side with a grin. > > > > > "A shot in the tits."

> Flare Sithfallin Wrote: > Flare couldn't keep it up. In all her years of practicing being calm, composed, perfectly calculating in the most dangerous of moments...she cracked. > > > > > She stared open mouthed at James, frozen like a statue, even while Stryphe walked by... > > > > > Barrrr-ing barrr-ing! > > > > > The little pink cellular phone in her pouch buzzed, and, too numb to try and conceal the color when she picked it up, Flare answered. > > > > > "Flare! I'm at the Gold Mountain Casino in Gambino..." > > > > > s**t. > > > > > "They're holding me at security, I woke up all tied up...Flare? Flare, are you there?" > > > > > Flipping the cell phone cover down, Flare took a deep breath and made on last ditch attempt at regaining her composure. > > > > > "Tied up? I didn't think you were into that, James."

> James Black Wrote: > "I've got to give you credit though, it got pretty damn hot back there. Damn hot. You've got some nice moves -" > > > > > "Why do you sound so interested? You were there."

> Flare Sithfallin Wrote: > "And Brad...I suppose you enjoyed his company as well, didn't you?" > > > > > She licked her lips, opening her mouth only slightly. "He's damn good in bed you know~" > > > > > > > > Allen Wrote: > > "What? You guys were fighting?" > > "Fighting?" She hated it, but she had to look to James for confirmation. "Were we?" > > "What? You guys were fighting?"

> James Black Wrote: > "Of course not... He was with Stryphe." > > > > > James shook his head again, waving it off. > > > > > "The two of us? Oh, we're much too close for that~... We weren't fighting at all, though you did get pretty violent with the bossman for a while." > > > > > "...you look a little confused, Flare... Don't tell me you've forgotten about how close we were last night?"

> Flare Sithfallin Wrote: > Wonderful. The two of them? > > > > > Flare wanted to hit him. > > > > > She settled for a right hook, using her off hand.

> James Black Wrote: > Smack! > > > > > ...of course he was still grinning. > > > > > "It was worth it."

> Flare Sithfallin Wrote: > "I'd be ashamed of myself if it wasn't."

> James Black Wrote: > "I'll catch you again some time, then," he said confidently; sliding one hand into his pocket as he slipped past behind her, hugging obnoxiously close as he did so. "Maybe I can help you remember a few things..."

> Flare Sithfallin Wrote: > "Buy me a few drinks, first."

- Spot reserved for St. Agrippina. -

Trouble at Farpoint

The Farpoint incident was one in which James had little involvement. He'd arrived in town to help the local law enforcement with their investigation of missing people... perhaps murders. In the end the town seemed to think him a hero for helping the citizens evacuate, though the invasion had put a stop to his investigation just when he was starting to understand the method to Marg's madness.

In the end, James decided that he was much better at perpetrating crimes than solving them.

RP Sample: For the love of god... look up! smilies/icon_gonk.gif

"How's your girlfriend doing by the way?"

"What the hell are you talking about, James?" she asked, her voice remaining even. "What girlfriend?"

Though doubts swirled in her mind, Flare wasn't about to let anyone see how James' words had shaken her. She didn't remember where she was in the last...how long?

Had James...had she...

"Your girl..." he said; motioning with his hands in front of him to trace an hourglass figure, "...with the knives."

"We ran into you girls in Gambino. You seemed pretty out of it," he started, smiling deviously as he spoke. "I mean, you two were all over us~"

"Alia," Flare corrected him. "You've seen her?"

"Well...did you enjoy it?"

"She was pretty worn out, last I saw her was Gold Mountain. We had to run but she should be fine."

He lowered his head, shaking it slowly from side to side and laughing with an overt grin.

"Damn fun times, damn fun times... what was it back then?" James scratched the back of his head with his left for just a moment; then snapped his fingers with realization. He reached forwards, fingers pointed like a gun... inches from Flare's chest; his head cocked to the side with a grin.

"A shot in the tits."

Flare couldn't keep it up. In all her years of practicing being calm, composed, perfectly calculating in the most dangerous of moments...she cracked.

She stared open mouthed at James, frozen like a statue, even while Stryphe walked by...

Barrrr-ing barrr-ing!

The little pink cellular phone in her pouch buzzed, and, too numb to try and conceal the color when she picked it up, Flare answered.

"Flare! I'm at the Gold Mountain Casino in Gambino..."

s**t.

"They're holding me at security, I woke up all tied up...Flare? Flare, are you there?"

Flipping the cell phone cover down, Flare took a deep breath and made on last ditch attempt at regaining her composure.

"Tied up? I didn't think you were into that, James."

"I've got to give you credit though, it got pretty damn hot back there. Damn hot. You've got some nice moves -"

"Why do you sound so interested? You were there."

"And Brad...I suppose you enjoyed his company as well, didn't you?"

She licked her lips, opening her mouth only slightly. "He's damn good in bed you know~"

> Allen Wrote: > "What? You guys were fighting?"

"Fighting?" She hated it, but she had to look to James for confirmation. "Were we?"

"What? You guys were fighting?"

"Of course not... He was with Stryphe."

James shook his head again, waving it off.

"The two of us? Oh, we're much too close for that~... We weren't fighting at all, though you did get pretty violent with the bossman for a while."

"...you look a little confused, Flare... Don't tell me you've forgotten about how close we were last night?"

Wonderful. The two of them?

Flare wanted to hit him.

She settled for a right hook, using her off hand.

Smack!

...of course he was still grinning.

"It was worth it."

"I'd be ashamed of myself if it wasn't."

"I'll catch you again some time, then," he said confidently; sliding one hand into his pocket as he slipped past behind her, hugging obnoxiously close as he did so. "Maybe I can help you remember a few things..."

"Buy me a few drinks, first."

20themightyjello

Name: Razliek of Kar

Alias(es): Joshua

Race: First

  • Type: Ram bloodline (major), Stalker bloodline (minor), Outsider (chaotic)

Gender: Male

Age: 75

  • Age Group: Adult

Body Type: Mesomorph

  • Height: 5’ 9” (175 cm)
  • Weight: 164 lb (74.4 kg)

Eyes: Black

Hair: Black

Complexion: Bronze

Blood Type: D

Birthdate: Late Summer

Birthplace: Kar’tuh

  • Primary Language: First (abyssal)
  • Secondary Language(s): English (common)

Social Status: 4th Prince of Kar’tuh

Relatives: Kar of Renn (grandfather), T’ell of Kar (father), Rien of Kar (mother, deceased), Ter’n of Kar (half-brother, deceased), Jounen of Kar (half-brother, deceased), Joven of Kar (half-brother), Erria of Kar (half-sister), Tessa of Kar (sister)

Marital Status: Single

  • Preference: Female
  • Children: None

Affiliation(s): the Reapers

Allies: Maximos of Aria

Rivals: Maximos of Aria

Alignment: Neutral

Patron Deity: None

Classification: Healer

  • Power Source: Spiritual
  • Statisics:
  • Strength: C

Agility: A

Endurance: B

Spirit: EX

M. Power: C

Style(s) Used: Heavy Blade, Small Blade, Gentle Fist

Dominant Hand: Left

Strengths:

Weaknesses:

Appearance: [x]

[Section here.]

Personality: [Section here.]

Biography: Lengthy section belongs here. Very lengthy.

Weapons: [x] [x]

The Intuk’veht, roughly translated to be the Tooth or Fang of Intuk, is a heavy blade designed for the purpose of tearing through the armored carapace of an adversary. The weapon itself is heavy and unbalanced with an overall shape much like a shamshir but with no curve present in the blade, at about two thirds of the distance from hilt to tip the blade angles back by thirty degrees to create a single point along the cutting edge of the blade. In some designs the forward section extends beyond the joining point to form a jutting spike upon the cutting edge, and in some the rear section of the blade curves outwards sharply prior to the joint to form a triangular point, but in all variants of ‘the Fang of Intuk’ the cutting edge of the blade is broken by this joint which creates a single driving point of impact that resembles the mighty jaws of a predator splitting open a prey animal’s shell. The design of this sword itself much more closely resembles that of an axe than a conventional sword; it is made intentionally heavy towards the front, with the joint section of the blade flared out to provide additional weight to a smashing strike. The handle of the weapon is abnormally long, not merely long enough to provide room for two hands to grip but long enough for three or four, serving as both a balance for the greater weight of the weapon and to provide extra leverage. Though it has a cutting edge like any blade the Intuk’veht is primarily a weapon intended to be used against armored foes; driving the fang through the defenses of an adversary and tearing the small hole wider with its other edges like a can opener. The spike on the blade is also used many times for hooking onto an enemy’s weapon or armor, solidifying the image that this type of blade was crafted specifically to be a savage and brutal weapon of war.

[x] [x]

Similar in design to many other weapons of First design is the Kuru’to dagger, the name translating to Claws of Kuru. This weapon is similar in many aspects to other combat daggers, including such features as a guard over the weapon’s grip to protect the fingers and a thick knob at the base of the hilt for striking with the off-side of the weapon (though there are more ruthless variants that include spikes studded across the finger guard or a secondary blade or spine affixed to the base of the hilt). The largest difference between a Kuru’to dagger and those of more conventional design is the shape of the blade. A Kuru’to dagger has a triangular shaped blade, consisting of two separate cutting edges and the spine of the blade. Because a straight line can be drawn between the weapon’s handle and the blade’s tip it is still a suitable weapon for thrusting, but as the blade widens quickly past the tip of the weapon a faltering blow will be more easily slowed or stopped by armor; in exchange for this the wider breadth of the blade carves out a wider hole into an enemy and the additional weight further up the blade allows the weapon to be swung effectively vertically or horizontally as well like a hatchet. Despite its size, the Kuru’to is a particularly brutal weapon suitable for carving up an opponent rather than attempting to slip a thin blade through a weakness in armor.

[x]

As a manner of preparedness and a matter of simplicity, Joshua keeps at his side a simple single-edged knife in a belt sheath. The blade is about five inches long as is the handle, there is no mentionable guard, and it has no notable features. It is simply a knife.

There is also the matter of a GUITARSAW looted from the Deity soldier called Gamma during an intermediary round of the 2007 Heaven or Hell fighting tournament. The weapon itself was wielded against him during the battle, and so he thought it appropriate that it become his as the spoils of victory. The GUITARSAW is an electric guitar constructed solidly from a steel base with an internal combustion engine and pull-cord mounted into the base along with an enormous circular saw blade that juts out from the edges of the instrument. The engine is diesel operated, and the instrument is so masterfully crafted that even the vibrations of a running engine do not inhibit the HARD ROCK that this instrument is capable of producing if plugged into a suitably powerful amp. On the neck of the instrument is also mounted a kerosene flamethrower, completely out of juice.

Armor: [x] [x]

The Trii’jostatka armor design is derived from reverence of great beasts and how their hides protect them as much as any armor would. The name itself translates to Layered Scales of the Trii, though depending upon the translation jo may mean ‘stacked’ or ‘layered’ and statka could be translated as armor, scales, shell, or carapace. The overlapping plates on the back of a Dreg or the armor-like sheets of scales that protect a Kiirok became the inspiration behind the design of this armor – overlapping armor plates one after the other to create a shell that is strong enough to shrug off the toughest blows but still flexible so that the wearer is not wearing a solid piece of iron that does not move with them. Trii’jostatka is relatively light for the amount of protection that it offers, but suffering from the same weaknesses of an armadillo it does not cover the wearer entirely and leaves places exposed. It was never designed with the intent that the armor protect the user from harm when in battle, but rather it was designed as just another tool that the wearer may use to parry and guard against the attacks of his enemy. To take a blow to an arm or shoulder rather than a more vulnerable point is also a necessary skill for a warrior, and with this in mind the jostatka was designed so that it could be adapted to an individual; armoring where they needed it most without slowing them or hindering their ability to fight.

The armor comes in several pieces and several fashions. Some warriors choose to wear only parts of the armor or to wear less or more depending on what enemy they will go into battle against. The most basic type of this armor come with a harness that provides protection for the chest, back, shoulders and upper arms, a skirt that protects the waist, groin, and thighs, gauntlets that protect the hands and forearms, greaves and sabatons that protect the shins and the top of the foot, and cuisses to protect the thighs.

Joshua has most famously been known to wear just the gauntlets as armor though he has trained extensively in the use of an entire set.

Other Posessions: There once was a hat… a legendary hat… and god did it look good on him.

Skills: Whether through training or practice, many skills are developed that have nothing at all to do with the metaphysical or supernatural. These skills are nothing more than mundane talent and knowledge put to use, but a little skill can go a long way.

  • Murder in the Blood: The basest of instincts are those that are hardest to suppress. The predatory urge to prey upon the weak and the wounded is among these, making it difficult to resist pressing an assault when an enemy has been crippled or has shown weakness.

Bad Medicine: In his youth, Razliek was trained as a battlefield medic. His role was to save those that were dying and to get those who weren’t back onto their feet. Even when this was no longer his role, Razliek continued to practice the art in order to hone and sharpen his skills. Drawing upon his knowledge of anatomy and the body has only enhanced his ability to deliver crippling or deadly strikes with surgical precision. There is an untold deadliness to a man who knows the body inside and out.

Long Painful Road: For one who’s primary talent and training are in the arts of magical healing, the concept of self-preservation is something that was abandoned long ago. In addition to his people’s own tendency for reckless endangerment, Joshua has taken this practice a step beyond to the level of intentionally injuring himself to increase the effectiveness of his attacks. After decades of fighting like this his recognition of pain has dulled to the point that only the most intense sensations are able to garner a response from his body. Pain has become a thing of the past.

Tranquil Heart: Through meditation and self-discipline the savagery of Razliek’s past is controlled, allowing him to fight against otherwise overpowering urges in order to maintain balance. There is nothing more that his blood would have him do than to fight, unceasingly and unendingly until any challenger and any opponent is beaten. Through learning the practice of self-discipline Joshua is able to hold onto logic and reason where it would otherwise be abandoned.

Embodiment of the Monster: An individual that exists to end lives, that is the definition of a Reaper. Though to earn the right to be called a truly efficient killer one must be skillful at ending lives as well as surviving against impossible odds, the thing that really separates man from monster lies entirely with their perception of the world around them. To be able to take a life coldly, not through anger or vengeance or malice or mercy but to be able to end lives as if they were dust being swept into the corner. There is one simple truth to the universe and that is that everything dies. Everything ends. It is only a matter of when, how, and whether it had any significance.

Racial Traits: As a non-human, Joshua’s infernal heritage gives additional effects as follows:

  • Darkvision: Because of how little light there is in there homeland the First’s eyes developed differently than humans. They can see in shadowy or complete darkness as easily as if it were daylight, but their darkvision cannot perceive colors. A point of light in a dark room would be visible in much the same way as it would be to a human, but it would appear as a spot of color in an otherwise grayscale world. Because their eyes are more sensitive to light than those of humans, it takes longer to adjust to the effects of bright lights.

Predatory Senses: Coming from a race that borders upon feral, sharpened senses are the mark of a predator. Particularly the sense of smell, which has all but disappeared in humans, is more powerful and though it may not be strong enough to track by scent alone there are things that can be picked up more clearly than would be done by a human; particularly the scent of blood is one that rouses a very primitive part of the First’s nature.

Unnatural Senses: As magic ran through the veins of every living thing in their world, detecting it became as natural a thing in the evolution of those creatures as a sense of smell. Joshua can detect the presence, intensity, and type of any nearby magical effect or source and can locate the source of the magic in much the same way that one would find an object that was making a ticking sound or smelled strongly.

Extreme Environment: The First are resistant to changes in temperature, from freezing cold to sweltering heat it hardly seems to affect them thanks to the harsh environment of their homeland. This resistance also applies to extreme temperatures as a result of flame or ice attacks directed at them, causing the injury sustained to be reduced depending upon the intensity and length of exposure.

Fiendish Constitution:[/b] Coming from a harsh and barren environment, the First developed iron stomachs that can handle any type of food that they could find as well as a hardiness that makes them resistant to poisons.

[u]Demonic Nature: Due to infernal heritage, effects which work against demons or attacks that deal extra damage against demons also do so against Joshua.

Special Traits: Joshua possesses the following supernatural abilities:

  • Soul Sense: A strong connection to the spirit world allows Joshua to perceive spiritual energy with his Unnatural Senses trait and to sense the presence of a lost or wandering soul to the point that it is equivalent of being able to see and hear them even if they cannot be normally seen or heard. Unlike others who possess spiritual senses, because of his connection to the Reapers Joshua is able to distinguish the presence of a Reaper whereas others cannot.

Without a Trace: Joshua’s control over his spiritual presence has become so precise that unless he wishes it to be the opposite he may suppress his ‘presence’ entirely, making him undetectable through means of magical divination, magical or energy senses, and especially those that can detect the presence of spirits. This combined with his own sharp senses and predatory instincts mean that if not looking directly at him at times it is practically impossible to know he is there.

Indomitable Soul: Razliek’s soul is a terrifying thing to witness. Though his power as a mortal may be limited by the failings of flesh, his spiritual power has grown from a small puddle to a vast ocean and in the spiritual realm his capacity to use this power is not limited by fragile flesh and bone. Enemies that attempt to attack him through spirit will learn their mistake through pain.

Modified Soul: The mark of the Reapers that has been placed upon Razliek’s soul to signify his position among their ranks.

Spiritual Font: The source of strength from which Joshua draws power is his own soul. The denizens of the outer planes are not made the same way as the residents of the mortal realm are made; magic and power exist within their blood and within the very core of their being and by drawing upon their essence they are capable of wielding power a derived from the soul that mortals refer to as ‘divine’. It has very little to do with gods or mysticism though; the source of ‘divine’ power comes from harnessing the energies within oneself, just as ‘arcane’ power is derived from harnessing the powers without.

With Joshua resides a conceptually infinite soul. His spirit is not without limit, but to say that limit is more than one person could ever use is not far from the truth. Therefore it is not a question of how large his spiritual reservoir is but rather a question of how much spiritual energy can be channeled through his body at once before it starts to break down.

At any one time [within one post] he may effortlessly draw upon 2 charges of positive and 2 charges of negative energy.

Drawing out more than this at once causes adverse effects upon the body, causing it to break down and creating injury from the rampant flow of power. That is not to say that his capacity is only this much, or that he may only draw upon spirit at this rate, but in order to keep an energy originating from the other side of the veil within his body it must be carefully controlled.

Charges gained at one time [within one post] do not accumulate, rather they expire [they do not carry over from one post to another]. Only by actively creating a reservoir of spirit are charges able to be held.

  • Amass: Amass is the method by which charges may be held; it involves collecting a quantity of energy into some type of receptacle and storing it. This receptacle can be visually seen holding a charge of the appropriate intensity as it glows blue or crimson or arcs with threads of contained energy. Positive energy, Negative energy, or both types of energy may be Amassed at one time (though it is unwise to attempt to store them in the same receptacle). Energy of one type cannot be stored and used in the same turn.

Draw: The method of receiving more charges than would normally be gained at a given time is known as Drawing. On a turn when Draw is used the user decides whether to receive additional charges of Positive energy, Negative energy, or both. In payment for these additional charges, a level of injury is sustained in accordance to the total number of charges received from the ability. Drawn energy may be either used immediately or Amassed for later use, but not both. Energy that is Drawn may be used on the same turn that energy of that type was Amassed, or may be Amassed on the same turn that energy of that type was used.

Breakdown damage:

  • 1 charge : Slight damage, such as a headache, pain, or light disorientation.

2 charges : Light damage, such as a nosebleed, bruising, or loss of balance.

3 charges : Moderate damage, such as a wound opening up, momentary loss of control in one part of the body, or severe pain.

4 charges : Severe injury, possibly due to a large wound opening up, flesh cooking, debilitating pain, or loss of bodily control.

5+ charges : The shock to the body from receiving more than 4 additional charges during a single turn causes damage greater than for 4 charges and causes all charges for that turn to be lost.

Unbalance: Unbalance forcibly creates an inequality within spirit, creating a gap between the amount of positive and negative energy. When it is being used charges do not gain as normal, but instead only accumulate according to the special rules of Unbalance. All charges that would be gained during a post where Unbalance is in effect are of one type of energy, not both. By using Unbalance a deficit is created in which the balance of the soul becomes skewed and the body becomes charged (either positively or negatively) by an amount equal to the deficit.

On a turn when Unbalance is used charges are not gained, rather the user decides to use either Positive or Negative energy and receives all charges for that turn in one form of energy. This energy cannot be Amassed. At the end of the turn the user receives an equal number of charges of the opposite energy type as they used during Unbalance. This energy is considered overcharge energy and carries over from one post to the next though no special action is required to hold it. The user may continue to use Unbalance turn after turn to increase the inequality, but once may not choose to use Unbalance again once he has stopped using it.

On any turn that begins with overcharge energy present the user suffers side-effects according to the strength of the inequality. The user does not gain charges as normal and the user may not use Draw to gain more charges until the overcharge value has been reduced to 0. The overcharge pool reduces by 1 point at the end of each turn it remains unspent, bleeding off due to osmosis. The overcharge value may be spent at any time on one ability, dumping the entire value of the pool into it and creating a backlash effect equal in power to one-half the value of the overcharge. This backlash effect is always negative (bad) and never beneficial to the user.

Example 1: Joshua uses Unbalance to perform a special that uses 4 units of Positive energy. His charge pool for that post is considered to be [-4 positive, 4 negative]. On his next post he suffers from the effects of a 4-strength negative inequality but chooses to continue to use Unbalance, bringing his charge pool to [-8 positive, 8 negative]. On his third post he decides to stop using Unbalance – now he has a charge pool of [0 positive, 8 negative] available to him and suffers from the effects of an 8-strength negative inequality. He chooses to use a special on this turn for 8 units of Negative energy, bringing his charge pool to [0 positive, 0 negative] and no longer suffers from inequality on his next turn.

Example 2: Joshua has 4 units of Positive energy at the end of a turn using Unbalance. On his next turn he suffers from a 4-strength positive inequality but chooses not to use any specials. He gains no charges this turn but loses one unit of overcharge due to osmosis. On his next turn he has 3 units of Positive energy available and suffers from a 3-strength positive inequality.

Inequality strength:

  • 1-4 positive : Positive energy escaping from the overcharge creates an aura of vitality within 15 feet, reducing fatigue and numbing pain for every creature near enough.

5-8 positive : In addition to the other effects the ambient Positive energy seeps into everything in the area, causing objects to be slightly more resistant to damage and the injuries of any creature within 15 feet to begin regenerating slowly.

9+ positive : In addition to the other effects Positive energy attempts to escape any way that it’s able, any physical contact with a living creature infuses it with positive energy, healing it of a minor injury and reducing the overcharge value by 1.

  • 1-4 negative : Negative energy escaping from the overcharge creates an aura of enervation within 15 feet, causing fatigue and slight pain for every creature near enough.

5-8 negative : In addition to the other effects the ambient Negative energy seeps into everything in the area, causing objects to be slightly more brittle or soft and the life force of any creature within 15 feet to be slowly drained.

9+ negative : In addition to the other effects Negative energy attempts to escape any way that it’s able, any physical contact with a living creature drains its life force an amount equal to a minor injury and reducing the overcharge value by 1. For the charge holder each turn, physical damage is taken equivalent to a minor injury as the body breaks down under effects of the Negative energy.

Sustained Effects: A sustained effect is an ability that creates an effect every post at a cost of energy that is paid for every post. In addition to the initial cost of the special a sustained effect will also have a sustain cost that is paid every turn after the first in order to keep the effect going. If the sustain cost is not paid for a post, the effect ends.

  • Unnatural Regeneration: One of the most fundamental uses of positive energy is to heal wounds. Using positive energy as a catalyst, the body’s normal rate of regeneration is increased dramatically providing healing over the course of a few turns.

Initial Cost: 2 Positive

Sustain Cost: 1 Positive

Special: Additional sustain cost may be paid to regenerate multiple injuries at a rate of 1 point per additional wound.

Each round that Unnatural Regeneration is maintained one injury is downgraded by a category of severity until it is removed completely. Only one injury at a time may receive the effect of Unnatural Regeneration (see Special), though one ‘injury’ may refer to all wounds from a specific source (such as being raked by 3 claws, each claw gash would not have to heal separately but would not include wounds from the same weapon in different places). Categories of severity and examples of such injuries are as follows:

Superficial / Light : A small bruise, a scratch or small cut.

Moderate : A medium bruise, a large cut or small gash.

Heavy : A large bruise, a cracked bone, any clean cut or a large gash.

Serious : Heavy blunt force physical trauma, a broken bone, a medium section of torn flesh.

Severe : Shattered bone, a large section of torn flesh, a mutilated organ.

Severed limbs, if whole, may be reattached in 3 turns, usable in 5, and fully healed in 7 (exception: if the limb was severed as a result of a clean cut it may be reattached in 1, usable in 2, and fully healed in 3). A limb that is no longer present may be regrown, usable in 10 turns and fully healed in 15.

Empty Strike: A power sink created by Negative energy draws the vitality out of an enemy struck by an unarmed attack. The affected area becomes increasingly drained, numbed, and fatigued with each successive strike. This effect bypasses armor but causes no damage.

Initial Cost: 1 Negative

Sustain Cost: 1 Negative

Special: Vitality drawn from specific locations (such as the heart) can cause side effects other than energy drain.

Iron Skin: Infusing the body with Positive energy to strengthen it increases vitality and hardens flesh and bone against damage. The Iron Skin ability protects the user against bashing damage.

Initial Cost: 2 Positive

Sustain Cost: 1 Positive

Special: Additional sustain cost may be paid to increase the effect of the damage resistance at a rate of 1 point per additional level of resistance.

Level 1 : Blows are cushioned as if they were padded against.

Level 2 : Blows are resisted as if the user’s skin were made of wood.

Level 3 : Blows are resisted as if the user’s skin were made of stone.

Level 4 : Blows are resisted as if the user’s skin and bones were made of iron.

Death Armor: Wreathing the body in a retributive aura of Negative energy, the user creates a damaging charge that jumps to a touching body. The effect could take place with a grab, a blow from an unarmed strike or natural weapon, or even something like a handshake. Death Armor will not discharge when struck by a manufactured weapon or when coming in contact with an armored body part.

Initial Cost: 2 Negative

Sustain Cost: 1 Negative

Special: Additional sustain cost may be paid to increase the effect of the damage aura at a rate of 1 point per additional level of retaliation.

Level 1 : Physical contact with the user creates a weakening effect on the affected body part that slightly decreases strength and reaction time.

Level 2 : Physical contact with the user causes sharp pain in the affected body part but no measurable injury.

Level 3 : Physical contact with the user creates a minor injury in the affected body part, such as bleeding knuckles or slight burns.

Level 4 : Physical contact with the user creates a moderate injury in the affected body part such as blistering or peeling skin.

Walk the Walls: Using Positive energy to create grips for the hands and feet upon a rough surface, the user may walk or climb on a vertical or even inverted surface as long as it is not completely smooth and unblemished (ex: concrete is porous, but brushed steel is not). This effect does not negate gravity, it merely provides a means to attach the body to another surface, like magnetism.

Initial Cost: 1 Positive

Sustain Cost: 1 Positive

Special: A user may also walk across the surface of water as if it were solid ground using this ability. This effect does not negate the effect of waves causing the surface to rise and fall.

Walk the Sky: By creating a barrier effect beneath the user’s feet the user is able to walk across open air as if it were solid ground and may choose to either stand at the same elevation or to fall at any rate up to free falling. This effect is not magical flight, it merely provides a solid footing to stand on.

Initial Cost: 2 Positive

Sustain Cost: 2 Positive

Spread the Earth: Wreathing the body in Negative energy, the user creates a disrupting field around themselves that creates a fluidity in the ground. The user may move through soft dirt or clay as easily as if it were water, choosing to sink or swim or stand upon solid ground of their own decision. This does not allow the user to breathe dirt or allow solid objects to pass through their body.

Initial Cost: 2 Negative

Sustain Cost: 2 Negative

Special: A user may choose to spend an additional point on a turn to move through hard earth or packed ground, and a fourth point to move through concrete or solid stone.

Steel in the Blood: A pulse of energy causes shed blood to transform, becoming solid, rigid, and as strong as an equivalent thickness of steel. This ability affects all of the user’s blood that is outside of the body within a 30 foot radius.

Initial Cost: 2 Negative

Sustain Cost: 1 Negative

Charged Effects: A charged effect is an ability that creates an effect on a single post that persists for several before expiring. It has a single cost that must be paid at the time of activation and that cost is paid whether or not the ability has the desired effect. A charged effect lasts a number of turns according to the ability description (the duration is the number of turns the effect persists beyond the activation turn) and may have differing effects between posts (as stated by the ability description).

  • Fire in the Blood: A pulse of energy causes shed blood to transform, becoming caustic acid that burns at organic material until the duration expires. This ability affects a single quantity (smear, pool, etc.) of the user’s blood within 30 feet.

Activation Cost: 1 Negative

Duration: 2 turns

Special: Cannot be used while Steel in the Blood is in effect. This ability cannot affect the same blood twice, nor can Steel in the Blood be used on blood that has been affected by Fire in the Blood.

Tear at the Earth: Directing charged Negative energy into the ground or another solid object (such as a wall or ceiling) creates snaking currents of energy that can be controlled for 1 turn. These currents tear up the ground as they move through it and will deal Negative energy damage to any creature they come into contact with.

Activation Cost: 6+ Negative

Duration: 1 turn

Special: The total amount of energy invested in the ability is divided up between the currents, fewer currents equates to more powerful currents.

Azure Shield: Positive energy is coalesced in an area that the user designates by touch, creating a solid barrier that can guard against physical or magical assault. The size and shape of the barrier are variable, depending largely on the number of charges invested. The barrier has strength equal to an equivalent thickness of stone and will stay in the location that it was created regardless of gravity or outside force.

Activation Cost: 1+ Positive

Duration: 3 turns, or until destroyed or dismissed

Effect: May create a small barrier with thickness of 1/8 inch (equivalent: a small shield) or a medium barrier with thickness of 1/16 inch (equivalent: a pane of glass).

Special: For each additional 1 charge invested, the barrier may double in total size. The total size of the barrier is a product of the height, width, and thickness.

Azure Blade: Positive energy is coalesced in an area that the user designates by touch, creating a solid object out of a barrier. This object can take any simple form that the user desires. It may not create any mechanical devices or machines with moving parts though things such as links of chain may be created. Each charge expended allows for the creation of an equivalent amount of hard material equal to 2 lbs of steel, with weight up to but not beyond that amount. In this way a single charge may create as many as 4 knives or as little as half a sword. Shaping an object requires a full turn, weapons made with Azure Blade are not usable until the following turn.

Activation Cost: 1+ Positive

Duration: 5 turns

Special: The material is of equivalent durability to normal steel. An object may be added onto in later turns. Expending a single extra charge may extend the duration of any created object regardless of size by an additional 5 turns.

Burst Effects: A burst effect is an ability that creates an effect at only one time. It has a single cost that must be paid at the time of activation and that cost is paid whether or not the ability has the desired effect. A burst effect will not continue to cause effect beyond a single turn.

  • Crimson Hand: By delivering a charged touch, an amount of Negative energy can be transferred from the user to the recipient. This energy heals undead but is harmful to the living. The effect of Negative energy upon living flesh includes such things as blistering, bruising, the bursting of capillaries and small blood vessels, and at higher levels can cause hemorrhaging or skin bursting and pain proportional to an unlife current tearing at a body from the inside out.

Activation Cost: 2+ Negative

Effect: Scaled damage in accordance to cost throughout the affected area (2 points roughly equals a hard punch equivalency of ‘hp’ damage).

Azure Hand: Through connecting with a charged touch, an amount of Positive energy can be transferred from the user to the recipient. This energy is harmful to undead but heals and energizes the living.

Activation Cost: 1 Positive

Effect: Removes pain for a short duration.

Activation Cost: 2+ Positive

Effect: As Unnatural Regeneration.

Imbue: Infusing part of the body with a surge of Positive energy enhances natural attributes, momentarily bolstering strength or speed of movement. Each activation of Imbue enhances a single limb with one attribute.

Activation Cost: 1+

Effect: +1.0x strength or +0.5x speed of movement per charge

Special: Additional activations may enhance additional limbs

Repulse: Operating on the principle that two opposing energies will push against each other, Repulse creates force effects by thrusting one type of energy (Positive / Negative) against the other.

Activation Cost: 1+ Positive or 1+ Negative

Effect: Force-effect proportional to number of charges invested.

Special: Cost determined by type of energy being displaced.

Focuses: Focuses exist as focusing arrays for magical effects. They may appear as seals, circles, markings, or runes. The focuses may either provide a specific effect or they may provide bonuses for effects that are channeled through them.

  • Barrier Circle: This circle serves to better focus energy into material form, allowing the creation of stronger barriers with fewer charges within an area centered on the circle.

Bonus: +2 charges to Azure Shield and Azure Blade activation

Bonus: +3 turns to Azure Shield and Azure Blade duration

Special: A barrier created within a Barrier Circle may continually be built upon turn after turn

Special: Azure Shield may be activated within the circle rather than at a touched location

Special: Azure Blade may create an item quickly enough to be used in the same turn

Bending Circle: This circle serves to manipulate currents of energy by bending them, altering the course and flow to follow a more circular path than originally. Currents of energy that flow through the confines of this circle may be bent by the user (though not turned sharply) to flow in a direction other than what they would have otherwise.

Special: Energy currents (magical, spiritual, natural) can be bent to alter their course while inside of the circle. The difficulty in curving the energy is proportional to the amount of energy being handled.

Special: Currents may not be reflected or turned sharply without a curve.

Regeneration Circle: This circle draws in ambient Positive energy from the surrounding area, causing all healing effects that take place within it to be amplified.

Bonus: +1 charges to Unnatural Regeneration per turn

Bonus: +2 charges to Azure Hand activation

Special: The initial cost for Unnatural Regeneration is reduced to 1 Positive

Mark of the Earth: A mark that is placed upon an object that strengthens its attraction to the earth – creating a draw that pulls it downward with the force of twice the total object’s weight placed upon the single point that the Mark of the Earth is drawn upon.

Duration: 2 turns

Special: A mark may be cancelled by smearing or removing it.

Mark of the Sky: A mark that is placed upon an object that creates a rejection to the earth – placing an upward force upon it equal to its weight, effectively removing the downward force from gravity.

Duration: 2 turns

Special: A mark may be cancelled by smearing or removing it.

Other Magic:

  • Prestidigitation: With a variety of magical tricks at hand there are many things of little value that can be done. Things such as hitting a light switch from across the room or creating a drawing that shines like the sun. From lighting a candle to levitating a book on a desk, there are many minor feats which can be accomplished by any magician or conjurer with even the most basic of talent. As magic runs through his veins Joshua is able to perform such feats with relative ease. Things such as these are lumped together here, as they are not important enough to warrant another entry.

High Magic: There are many complex rituals or procedures that may not fall under the listings above. Rituals such as these require lengthy preparation time and a skilled hand, but through them effects can be achieved that border upon miracles.

---------------------------------------- DT 2011 Version ---------------------------

Username: themightyjello

Character Name: Joshua

Team Name: Don't Ask / Don't Tell / Don't Watch

Physical Features:

*Age 76

*Gender M

*Height 5’ 9” (175 cm)

*Weight 164 lb (74.4 kg)

*Race First (Outsider - Demonic)

See abilities section for racial traits.

*Appearance Description

[x]

*Extra Info

New and downgraded! With kung-fu grip and dynamic entry action!

Beware of massive blocks of flavor text.

Fighting Style:

"A sensible attack can usually be circumvented. Something safe, or simply strategic can be read and likely countered. He would never have done something so expected, or maybe he simply did not care enough for his own safety to fight any other way."

~ Maximos Lucilien Dark

The extent of the formal training that Joshua has received in weaponry and combat extends across three different styles; though the bulk of his capability in fighting comes not from training but from years of experience in battle.

Large Blade - The earliest training that was given to him in 'civilized combat' that was anything more than thuggery and brawling was in the use of large blades; their version of being trained as a knight to be able to handle a weapon with more skill than a commoner. Two handed swords or large single handed swords with nothing held in the off-hand. Demonic weapons such as the Intuk'veht have certain ways of being used that differ from the traditional human standard of a straight blade and had an emphasis on offense rather than defense, relying on armor and a powerful offense to cover for a reckless and savage style of fighting.

Small Blade - Taught to him originally by Tekka of Nao, this style of combat focuses on agility rather than strength and brute force. It emphasizes using a small blade or shiv to strike at weak points in an enemy's defense and to make killing blows in small, efficient movements rather than tearing the enemy's body apart with huge sweeps of a large weapon. Rather than relying on parrying or armor for defense attacks are meant to be avoided entirely either by remaining in motion or by putting the enemy in a position where they are unable to make an attack in the first place.

Open Hand - The opposite of a closed fist fighting style, the use of an open hand means making strikes against an enemy that are not intended to harm. Joshua never quite managed to master the concept of mercy while undergoing his training in this style of combat but he did grasp the other part of this style's core; making movements either with or against an opponent to disable them and remove their ability to fight. Included in this practice are strikes both soft and hard, deflections, pushes and shoves, grabs, pulls, and grappling techniques. Often times this training included fighting against five or more opponents at the same time, emphasizing the need to take an enemy out of the fight with a single movement rather than remaining rooted in place and being at the mercy of an attacker. However, groundfighting is not a part of this fighting style at all because it cannot defend against more than one enemy at a time.

With the fundamental savagery and brutality of his race's nature making up the foundation of his style of fighting and these three disciplines that he has trained in providing the framework, the style that Joshua now employs is unlike any of them individually but alike them all at once. When combined with his own self-destructive nature it makes a dangerous and unpredictable combination that revels in leaving wounds; both dealing and receiving them.

Weapons/Equipment:

*Object

Gale

*Description

[x]

Height: 5' 4"

Weight: 3 - 113 lbs

Mass: 51 kg

*Extra Info

Gale is a sword in a human body. She can eat, breathe, sleep, and does many other things that human bodies do; though her mind is still the mind of a sword. When on her own she is just as a human woman would be and has access to the same abilities that she possessed when she was a sword; namely, the power of controlling the flow of air currents and creating vibrations in objects as well as being able to form a telepathic bond with something she touches, which is useful because as a sword she cannot use words. Swords do not talk.

In the hands of her owner though , Gale can be every bit as much of a sword as she had ever been. She knows what she truly is, despite her current state; he knows what she truly is, despite the body that he crafted for her; and the foundation of magic is that reality is only made up of what we believe to be true. Whether or not an opponent can see her for what she is or not, Gale is and shall always be a sword.

True Form: Gale may be in a flesh and blood vessel but her true body is made of magic steel and pointy bits. When being wielded by her owner her body functions as if it were a sword again; cutting, thrusting, parrying, guarding, all at the direction of the hand that guides her. While the hand holding her guides Gale through the swings, her own body becomes the blade as swipes of reaching arms, twirls with outstretched legs, and thrusts with an open hand become like sword strokes.

Telepathic Bond: Gale can share thoughts with a person that is holding the hilt... as a human woman, this now means that when she touches a person with her hands she can communicate with them. For the purposes of a tournament she would only ever be in telepathic contact with her wielder unless intending to 'speak' to someone like the ring staff.

Wind Control: When wielded, Gale can create blasts of air pressure with a swing; creating forces high enough to momentarily lift a human sized object off of the ground but never creating 'air blades' or any silly things like that. No matter how hard or fast the wind might blow it will never be sharp enough to cut. When used, these blasts trail off of the end of a swing of thrust, like they are being flung off of the blade. Localized cyclones, twisters, or any other name for an air vortex can also be created on a larger scale with similar limitations on wind conditions; though this type of ability does not have to be accompanied by a swing, though it requires Gale's complete focus to do and will take almost ten seconds (1 post charge) for the winds to reach full force. This ability takes longer to activate and can not be used with precision.

Sonic Control: Any solid object struck by Gale is affected by tiny vibrations for a few seconds. Many subsequent strikes against the same object in a short period of time cause these vibrations to amplify, potentially causing the object to begin shaking violently.

*Object

Trii'jostatka

*Description

[x]

The Trii’jostatka armor design is derived from reverence of great beasts and how their hides protect them as much as any armor would. The name itself translates to Layered Scales of the Trii, though depending upon the translation jo may mean 'stacked' or 'layered' and statka could be translated as armor, scales, shell, or carapace. The overlapping plates on the back of a Dreg or the armor-like sheets of scales that protect a Kiirok became the inspiration behind the design of this armor – overlapping armor plates one after the other to create a shell that is strong enough to shrug off the toughest blows but still flexible so that the wearer is not wearing a solid piece of iron that does not move with them. Trii’jostatka is relatively light for the amount of protection that it offers, but suffering from the same weaknesses of an armadillo it does not cover the wearer entirely and leaves places exposed. It was never designed with the intent that the armor protect the user from harm when in battle, but rather it was designed as just another tool that the wearer may use to parry and guard against the attacks of his enemy. To take a blow to an arm or shoulder rather than a more vulnerable point is also a necessary skill for a warrior, and with this in mind the jostatka was designed so that it could be adapted to an individual; armoring where they needed it most without slowing them or hindering their ability to fight.

*Extra Info

The armor comes in several pieces and several fashions. Some warriors choose to wear only parts of the armor or to wear less or more depending on what enemy they will go into battle against. Joshua has most famously been known to wear just the gauntlets as armor.

*Object

Knife

*Description

Single-edged, roughly 5 inches length on the blade and 5 inches length on the handle.

*Extra Info

*Object

Chalk

*Description

A piece of white chalk.

*Extra Info

Joshua usually keeps a few of these in his pocket.

*Object

Steel Chair

*Description

A standard steel folding chair. Beige gloss paint. Minor nicks and scratches. Wobbles slightly on one leg.

*Extra Info

Useful for sitting and/or pro wrestling.

*Object

GUITARSAW

*Description

There is also the matter of a GUITARSAW looted from the Deity soldier called Gamma during an intermediary round of the 2007 Heaven or Hell fighting tournament. The weapon itself was wielded against him during the battle, and so he thought it appropriate that it become his as the spoils of victory. The GUITARSAW is an electric guitar constructed solidly from a steel base with an internal combustion engine and pull-cord mounted into the base along with an enormous circular saw blade that juts out from the edges of the instrument. The engine is diesel operated, and the instrument is so masterfully crafted that even the vibrations of a running engine do not inhibit the HARD ROCK that this instrument is capable of producing if plugged into a suitably powerful amp. On the neck of the instrument is also mounted a kerosene flamethrower, completely out of juice.

*Extra Info

*Object

Kazamaru Pants

*Description

An item right out of the Angaran swordsman's own wardrobe, these black pants are made of special materials known to the dragons native to Angara. Despite the amount of heat or flames that are poured onto them they will not catch fire and burn, which is an essential part of any item of clothing worn by someone who is his own personal sun. They also seem to breathe like some sort of divine celestial blessed cotton or whatever immaculate form of material your mind can wrap itself around, allowing heat to pass through almost effortlessly... which is very nice on balmy summer days. However, this also means that despite not being able to burn, they offer absolutely no protection against heat and flame attacks aside from not being on fire at the end of it. They provide no defense except against indecency.

*Extra Info

'Confiscated' from Ryugi Kazamaru during the Heaven or Hell 2007 tournament as compensation for being set on fire.

Abilities and Powers:

Skills:

Without a Trace - By suppressing his own energy, Joshua is able to not only prevent his aura of power from being detected but also he is able to conceal himself entirely from any means of magical detection. This, combined with his practice in moving unseen and unheard means that it is very difficult for others to detect his presence unless they are able to see him directly. Naturally, using powers negates the effect of hiding his energy.

I've Had Worse - Breaking himself and inflicting lethal wounds upon his body is a part of Joshua's daily training. His proficiency with healing magic and fighting style that habitually borders on masochism have made types of pain that most people will never experience a routine thing. Though he still retains the capacity to feel pain, he will never have to obey it until his body is no longer able to obey him.

Racial Traits:

Darkvision - Coming from a homeland that has very little natural light, First eyes are better suited for seeing in darkness than in light. They can see in up to complete darkness as easily as daylight, but because color is a product of the light spectrum darkvision cannot perceive it. A point of light in a dark room would be visible and recognizable as light, but it would appear as a spot of color in an otherwise grayscale world. Since their eyes are more sensitive to light than human eyes the time needed to adjust to light and the effects of bright light are more severe.

Predatory Senses - Sharpened senses are the mark of a predator, particularly the sense of smell but also tracking motion and singling out sounds in the environment. The sense of smell, which has all but disappeared in humans, is far more powerful and though it may not be strong enough to track by scent alone there are things that can be picked up more clearly than would be done by a human; particularly the scent of blood because it stimulates a predatory instinct.

Unnatural Senses - As magic runs through the veins of every living thing in their world, the ability to sense it became as natural a thing in the evolution of those creatures as a sense of smell. A First can detect the presence, intensity, and type of any nearby magical effect or source and can locate the source of the magic in much the same way that one would find an object that was making a ticking sound or smelled strongly. Specific people, creatures, or spells can be identified by familiarity.

Extreme Environment - Thanks to the harsh environment of their homeland the First are extremely resistant in changes in temperature and can live in climates below freezing or above 50 degrees Celsius. This resistance also applies to extreme temperatures as a result of fire or ice attacks directed at them, the resistance to change in body temperature lessens damage sustained depending upon the intensity and length of exposure. Instantaneous exposure to fire or frost could cause clothing or even skin to catch on fire, or ice crystals to form on exposed parts of the body, but it would take longer than a few seconds of exposure to high or low temperatures to cause the damage to go much deeper than the surface. Because of the scarcity of edible plant-life in their homeland they possess iron stomachs that are capable of digesting nearly anything that could be considered food, and are highly resistant to toxins and poisons.

Infernal Nature - Effects that are effective against demon-type creatures are also effective against Joshua. As the First are chaotic outsiders rather than evil outsiders, good-type effects and abilities targeted at evil creatures are not especially effective against Joshua.

Special Traits:

Perfect Body - The positive energy that flows through him provides Joshua with a boosted metabolic rate and a natural fitness that allows his body to function at peak performance. His proficiency with healing magic and his intense physical training keep his muscles in top shape, and the countless times that his bones have been broken and mended have strengthened them beyond their natural level of durability.

Spiritual Sense - Using his ability to sense magic to locate sources of spiritual energy, Joshua is able to focus on spirit and ki as well as detecting the presence of ghosts and other spirits.

<snip>

Other Information:

"You should have told me you liked it rough."

~ Flare Sithfallin

*Likes

Violence, nachos, the unexpected

*Dislikes

Cowardice, weakness, boredom

*Personal Treasure(s)

Gale, dragon pants (they're comfortable)

*Character History

Something along the lines of this. Though if you're looking for an indicator on how the character 'feels', then you might be more interested in story time.

21Maximos

Character Name: Maximos Lucillien Dark

Alias: The Destroyer, The Shadow, The Magician, Reaper, Uriel, Maxi, Max

Age: 54

Gender: Male

Height: 6ft 3inches

Weight: 215lbs

Race: Arian Shadowlander

Racial Specifics:As an Arian, Maximos is naturally unable to draw in energies from his environment and ages at half a normal human rate. As a Shadowlander, Maximos is highly attuned with darkness. See abilities, Lilara's Hunger and Shadowcraft for details.

Character History: What man has his entire life story out in the open for all to see. How much more fitting then is it that a Shadow should remain exactly that, a shadow, a mystery, unknowable by nature. One who enters lives unassuming and with a smile and leaves them like a ghost. Those who would see the truth of this shadow, would do best to ask him.

Appearance

"Maximos was a gentleman and a kind soul, but most people thought he was rather intimidating at first meeting him." - Hono'o Arashi Raven

[x]-[x]-[x]-[x]-[x]-[x]-[x]-[x]

Maximos appears to be in his mid twenties. He stands a full 6ft 3inchs tall, his skin is a sort of pale just shy of the kind reserved for corpses. His hair is a deep midnight blue. Odd though this may be, this is not his most distinguishable feature, that title belongs to his eyes. His left eye appears to be some dark shade, near if not actually black. His right eye in contrast is a very light shade of grayish white and even sometimes glows faintly white in dimmer light and shading.

Maximos is tall and deceptively muscular, choosing to wear clothes of a proper size over anything tight or form fitting leaving his actual musculature hidden under stylishly tailored cloth revealed only when he moves. Maximos' entire body is covered in a tattooed magical array. The lines and curves of said array resembling licks of flame or curls of smoke frozen in place and detailed with arcane symbols and circles.

Fighting Styles

"Max's new move was paving him into the ground - the finesse, the technique, the sheer precision - Maximos was flawless." - Stephen Lasanti

  • Shadow Blade - Umbra Vesica

More than a fighting style, Shadow Blade is a lifestyle to many Arians especially young warriors in training. Shadow Blades teaches how to effectively wield a blade in a way suitable for facing any opposition. Or alternatively how to wield ones self as a blade when without. How to cut, kill, and live as simply, effectively, and flawlessly as a blade. To be sharp, to be precise. An unfaltering tool in the hands of the Shadowfather. Practitioners may use one, two, and with the help of Shadowcrafting three or more blades at a time. However many weapons are necessary to complete the task. [See The Nameless Armory]

  • Gentleman's Fist -Victus Pugnus

A fighting style of Maximos' creation for use on softer targets, or in keeping combat with a Lady gentlemanly and chivalrous. The Gentleman's fist focuses on deflection, defense, disabling, and counter over offense. Attacks usually take the form of open palm strikes, finger taps, and light punches. Reversing the effect of his cursed hand with each 'hit' Maximos infuses life as opposed to pain. Used kindly it can speed up recovering and healing times, but used offensively in striking joints, nerve bundles and other key points can cause a hiccup or temporary blockage in the flow of life force through the opponent or even the flow of magical or spiritual energies. A momentary hesitation may defeat an entire combination, an energy attack may not fire, a limb may go numb. The end result being an effectively disabled and diffused opponent without a scratch or a bruise on their person. [See Soul Sight, Magic Sight, Dark Medicine, Soul Taker]

  • Boxing - Pugilism

Pugilism. Fisticuffs. Boxing. The original gentleman's sport. A contest of fists, in which one individual pits their bare hands against another in brutal bout to determine who is the toughest, strongest, and last standing, and all with a touch of Maximos' flair.

Taught by Jack C. Slate.

Weapons/Equipment

"There was a snag however, even through the debris and dust he could see the shadow of his opponent coming at him like the devil to collect his soul. Or a reaper in this case. " - Cris Reinhart

  • The Nameless Armory - | Collections of Death

Why should a swordsman ever be without a sword? With this ability Maximos is able to craft swords out of his immediate shadowy surroundings. While he may only directly wield two, he can manipulate up to five in articulated combat and control up to ten. Though, above five his controls are general at best. A slash. A thurst. A swipe. At ten swords lose the ability to act individually entirely. A sword must perform a single simple motion, or be accompanied by another or several swords for a single group motion. The sword summoning limit may be exceeded but only in special circumstances (See Sword Grave), with its own special limitations. Motions are orchestrated by movement of the hands, arms, or fingers. Upon summoning a sword a black ring appears on one of Maximos' fingers, one ring for each sword. The swords take their movement cues from the motions of that particular finger. The only exception to this being an open and upturned hand which is the signal for any sword to enter Max's waiting grip. Loss of a ringed finger equates the inability to control the adjoining sword, unless the disconnected ring is placed on another finger. Two rings may occupy one finger, but both swords will act identically and simultaneously.

Summoned swords (nameless or a nameless) are created in accordance with Maximos' Shadowcraft ability and consist of a 4ft longsword made of a simple black obsidian-esque steel unless otherwise noted. Beside the obvious ability to levitate and manuever without direct contact, the nameless swords posess no combat enhancing qualities. Maximos' skill and lifetime worth of experiences with a sword allow him to hone this shadowcraft above any others giving it additional detail and durability. Each sword possesses a keen double edge capable of cutting through most light armor and half the durablity of an average sword but can be combined together to increase their durability. The swords durability increasing incrementally by 50% for each additional sword added. 50%, 100%, 150% the durability of an average sword and so forth. A maximum of five swords may be combined into any one sword. A broken sword may be replaced though it takes a moment (1 turn) to recreate. Combined swords do not return, though individual swords may return and recombine.

In keeping however with the term "armory", Maximos may sacrifice nameless swords in order to summon one of his more substantial weapons. The swords sacrificed must be relatively equal to the mass of the summoned item, with the exception of the Twilight Gauntlet who's awakening makes one of Maximos' hands unable to support any rings, and Ankokuko who commands its own summoning ritual. Summoned swords must be combined at the time of sacrifice, the weapons then vanish and the requested weapon takes its immediate place. Be that on the ground, in the air, or in Maximos' hands, all without delay. No substantial weapon however, unless otherwise empowered, can be wielded indirectly or seperate of the traditional and preferred method, by hand. The known sacrificial prices are as follows:

|- Sha'yd - Half a Sword

|- Mundane Weaponry - One Sword

|- Ayashikage - Two Swords

|- Midnight Runner - Four Swords

|- Twilight Gauntlet - Five Swords

|- Moljinir - Ten Swords

|- Scharfricter - Cannot be Summoned

  • Crepusculum Macies - | Twilight Gauntlet - Once awakened, the arm forges a sleek black gauntlet around Maximos' right arm all the way up to his shoulder. This gauntlet is composed of the same mysterious metal as its bones and is just as durable. The gauntlet is armed with talon-like fingers, and is incredibly durable able to withstand the brunt of a direct sword strike without fracturing. At the very center of the gauntlet's palm is a third eye, not in the spiritual sense but rather an actual eyeball made of what seems to be black obsidian with a bright indigo cornea.

|Manus de Mortus | Hand of Death- On command the Twilight Gauntlet is able to extend the reach of each of its fingers creating a deadly raking claw. The fingers may be aligned like a spear, or shield, or quickly burst forward to impale stretching no longer than 6ft.

|Morcus de Leus | Maw of the Leus- As Maximos accepts the monster with him, the monster within accepts Maximos. As such the jet black steel coating Maximos' right arm is able to seep upwards into his jaw, covering his teeth in black and leaving them scalpel sharp and giving Maximos a fang filled black iron bite.

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  • Sha'yd - | The Glassteel Fang -

Sha'yd represents one of Maximos' finer creations using ingredients found during his trip the dragon continent of Angara. Her one foot long blade is comprised entirely of glass steel giving it the strength of tensile steel and the look of simple crystal. It weights approximately one pound and its edge is as sharp as any scalpel, slicing through flesh like wet paper. Sha'yd has been enchanted with three specific abilities.

|Consume - Sha'yd blade may taste outside energies or elements, absorbing a portion into itself, or be fed energies from its wielder.

|Release - One cue Sha'yd made release any stored energies with localized explosive force from and around her blade. The force is not enough to shatter steel or break a stone wall, but is fully capable of destroying any flesh it just so happens to be encased in.

|Breath - Showcasing Sha'yd's dragonic origins Maximos is able to absorb some or all of the energy inside Sha'yd's blade and breath it out in a way most similar to a dragon's breath weapon. The breath weapon consists of the absorbed energy type or types. Absorbing fire does not allow him to breath water. Absorbing cold and water would allow him to breath ice.

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  • Ayashikage - | The Mysterious Shadow

Ayashikage is one of Shintogo Hidemitsu's best works, the Ayashikage ("Mysterious Shadow") is inspired by the sword's commissioner, Maximos Dark. It is forged of a special kind of japanese steel known as kurotamahagane (black jewel steel), the top commodity of the Japanese metallurgist Kurogane Toshio. The most striking detail of the blade is its lustrous black color which masks the aesthetic details of the sword while in the shadows. However, once held up to the light, the choji-midare hamon pattern gleams like sparkling light within a deep fog. The light reflecting off of the dark steel and the nie particles of the hamon gives a sort of "twilight" effect. Although the sword itself physically weighs about two pounds, there is a strange, unearthly weightiness to the blade. It evokes a sense of gravity, adding weight and strength to each cut. The weapon's name and design have inspired its owner to lend credence to its title. As such various supplements have been ambiguously added to the weapon to lend its mysterious nature.

Black Beast – Whether an actual legendary spirit has been applied to the weapon or simple a series of effects, the weapon has been known to hiss, roar, and summon monstrous heads to snap at individuals who have attempted to wield it without it's consent.

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  • Ankokuko - | Caller of Darkness -

Ankokuko, a draconic weapon forged in friendship and given as a gift by Ryugi Kazamaru, joined with the shadows themselves at a level so deep and complex it calls them to its aid like an extension of its own being. Ankokuko is literally 65% dragonsteel and 35% shadow element. The weapon is a "katana-type" weapon, in that it is meant to be wielded two-handed, but can be used with one if the situation calls. The blade's shape is also reminiscent of a katana, and shares the razor sharp cutting edge, however it is even sharper, and more durable than its typical counterpart due to its dragonsteel construction. The blade measures about four feet in length from tip to tip, weights approximately six pounds and has the ability to manifest from Maximos' shadow on command, usually summoned by some variant of the phrase, "Rise from the Shadows, Ankokuko."

|Dark Orchestra | Atrum Orquesta - This is the basic ability of the weapon that makes the whole process possible. It can only be stopped or halted by breaking the bonds that the blade carries with the shadow element. This requires a massive amount of force, so much so that the blade would likely be destroyed in the process. However, the shadows will fight back to protect their new home, and their master. The blade is linked to the shadow element by construction, and is also tied to the wielder, Maximos. This allows Maximos to control the shadows much like a conductor controls an orchestra, Ankokuko leading the shadows in an elegy for those destined to meet its power. The chaotic nature of the shadows is unified, and those attuned to the shadows or elemental energy will hear a soft, whispering choir of voices rising and falling in harmony as the blade is wielded through battle.

|Duality | Dualemo - Ankokuko is highly weakened when in the presence of strong, direct light. However, it is still 65% dragonsteel, allowing the weapon to function in even the lightest of places, albeit at a cost. This cost is a drop in power of approximately 30% both in the strength of the weapon itself, and its shadow abilities. But this weakness has a bright side (no pun intended). When in darkness or low light, Ankokuko's power rises by approximately 130% of normal, strengthening the blade and its attacks by a great amount.

|Dark Cadenza | Atrum Cadencia - While While Maximos is the conductor of the orchestra, the shadows will sometimes take the lead to assist their master in times of need. In times of danger, the shadows can form up around Maximos or Ankokuko of their own free will, but not both, in order to defend either from a powerful attack. While incredibly powerful, this ability can only dull incredibly harsh strikes, and cannot fully protect against them. In addition, the shadows must recover for a time (one turn) after being used in this manner, and cannot attack or defend again until that time passes. This gives Maximos great versatility while in combat, and gives him an edge on the battlefield without needing to make use of heavy armor.

|Dark Mirror | Atrum Speculum - Once upon a time, Maximos was a great hero, but something inside him caused him to bury that part of himself deep in the darkness in his heart. However, he still carries that part of himself with him, and always will. When the "Elemental Binding" process went awry, it was exposed to Ryugi's positive heroic spirit, and that spirit rubbed off on the blade, adding a strange ability to the weapon. When Maximos acts contrary to his usual behavior (and thereby embraces his true heroic side, his dark mirror) Ankokuko will strengthen both itself and the power of its shadow attacks by roughly 20% for a possibly maximum of 150%. However, if Maximos shuns his heroic side and does not act on those impulses in battle, the weapon will weaken by approximately 20%, making a possible minimum of 50%.

|Rondo - A musical form where the principal theme is repeated several times. The rondo was often used for the final movements of classical sonata form works. Following such a pattern, when the shadows allow Maximos may dip Ankokuko into the black ether, as he swings each chosen swing is trailed by a razor sharp swath of black capable dealing a second, more deadly wound atop the first. As the attack is a blurred representation of the actual weapon that cuts, its like the attack is repeated several times. Just like a rondo in music.

|Soul of the Dragon- Time and experience form a bond between a man and anything, be it living or otherwise. That alarm clock we hate, that favorite cup that we love, so forth and so on. These bonds are built day after day through mundane daily tasks. The more memories we share with a thing, the more we grow attached we become. We feel pain when its absent, satisfaction when its near. These bonds grow even stronger and faster in the heat of combat when one operates at the height of emotion with their life on the line. And after a time, these emotions transfer, items become infused with the sentiments we give them gaining a life even a sort of soul of their own. Like the car that hates a certain brand of gas, but loves being washed. We personify and breath life into our things, and over time they gain a sort of life. So it is with Ankokuko, over the two years Max has possessed it he has used his experience with life and the soul to coach, coax, and help evolve Ankokuko's soul. The dragon is able to manifest itself as a two foot long serpentine reptile with glowing violet eyes and small black wings as well as two small clawed legs placed at the front and back of a elongated frame although without whiskers and constructed of shadow.

|Fang of the Dragon

Once manifested in its draconic form Ankokuko is able to lend its blade to Maximos outside of being a sword. Its two foot long length can entangle around Maximos' fist, extending a length of razor sharp spines down its back adding a bladed edge to Maximos' strikes, akin to striking while wearing barbed wire. Alternatively the dragon can grab Maximos fist whiplash out in tandem with his attack and adding range and an edge to his attack. Ankokuko may never attack on its own, only in conjunction with Maximos melee strikes. The dragon is not limited to Maximos' fist and may wrap around and grab on to any striking surface of his body though while hard and sharp enough to cut flesh and bite steel, Ankokuko's body lacks the durabilty to defend against any direct sword, blade, or weapon strikes.

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  • Moljinir - | Hand of the Thunder God -

"His eyes were wide, not because he was in shock, but because when he closed them the light was shut off - and he lived in the darkness..."- Johnathan Tomorrow

Moljinir is not the famed and deific weapon of the norse god Thor, neither is its title an exaggeration in the slightest. This massive great hammer is infact crafted from the severed arm of the thunder god's incarnation Johnathan Tomorrow. The arm, removed by Maximos was skinned, cleaned, enchanted and crafted into this grim trophy. The hammer is four and a half feet long from pommel to tip, and it weights approximately 250lbs, with a mallet style head made of single section of pillar stolen from a temple to Thor, capped on either side with a large black steel plate and reinforced through its core. Upon close inspection one can see the weapons haft is quite literally a full extended set of dull grey arm bones with leather wraps at key hand grips, and black norse style runes engraved and detailed up and down its length lending the bone the strength, durability, and conductibility of solid steel. At its end the enormous skeletal hand of the giant god is opened wide gripping the stone pillar head in unbreakable death grip. Needless to say this is not a weapon Maximos can wield easily, though the task becomes somewhat less difficult when employing the Might of the Shadowfather.

|Echoes of the Storm

Thor is, was, and forever shall be a god of thunder, storm, and destruction. Lightning and fury flows through his veins and pulses in his very marrow as completely as blood and oxygen flow through any mortal. Even severed, treated, enchanted and bastardized through grand heresy, the arm retains its violent shock. Upon impact or even contact the weapon lets of an electric pulse equal to the force of the blow. A light tap might elicit a small tazer pulse, while a full on double handed crushing blow would send forth a blast akin to a thunderbolt cast violently down from the heavens and directly into an opponent. This ability does not in any fashion grant Maximos control over or immunity to wind, storm, or thunder elements.

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  • Night's Feet - These black leather boots are stitched with a very simple enchantment granting flight. Spell threading is laced through the leather of the shoe forming a basic array, when engaged both boots expel a sort of black liquid vapor propelling the wearer and causing threads to glow. The vapor can be withheld for increased speed and force, the threads in turn grow in brightness from navy blue, up the spectrum until white at maximum hold and maximum speed. Maximum speed is approximately 65mph. The flow of black vapor from the boots can be stopped at will, but the momentum cannot be.

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  • Mundane Weaponry - | Tools of the Trade

Not every piece of equipment Maximos owns is magical or even enchanted. During his travels he has commissioned, purchased, and even found several weapons which are unique only for their distinct utility or expert craftsmanship.

Midnight Runner - This twelve shot lever action rifle is Maximos' first attempt at using modern day weaponry. The gun is built off of a more antiquated design more suited to Maximos' mentality, firing 10mm shells, each fully enchantable, although not as immediately deadly as a more modern rifle. The gun is always summoned fully loaded and has on its side an extra stock of ammunition. A metal reinforcement has been attacked to the butt of the gun to allow it to lend more fluidly to Maximos martial preferences, and is a gift from Maximos' close friend Dante Decker.

Meat Cleavers - This pair of blades is exactly as it appears, a pair of weapons grade cleavers and a set of shoulder or belt sheathes. It goes without saying these blades are meant for maximum brutality in any given situation.

Persian Daggers - These blades also speak the entire sum of their function in their form. They are fast, slim, and meant for a quick and lethal end to a combat situation.

Combat Cane - Built with a high density core, and a trigger to release a high impact spike from its heel, this cane is the perfect accessory to an encounter while on an evening stroll through town - or a fancy dinner.

High Impact Baton - These weapons represent perhaps the only items in Maximos' collection that are meant to be non-lethal. They begin as small scale batons. But upon depressing their release trigger they explode to their full length. The release itself is truly powerful exerting 1,200 lbs of pressure at a single impact point, making it more than powerful enough to shatter bones on impact while simultaneously allow the weapon to be used as a full sized police-sized baton or tonfa.

Abilities and Powers

"Red was not the color of what was inside of Maximos Lucilien Dark, it was merely what flowed through his veins." - "Joshua"

  • Shadowcrafting - Umbra Dominatus

Each Shadowlander is closely bonded to the darkness via their connection to their creator the Shadowfather Nocturne. As such Maximos is able to meld or form shadows and darkness into whatever he pleases, at will. He can dip his hand into the element like liquid, or simply summon them to him. This ability requires no verbal or physical components though his manipulations are limited to things he can understand. For example, he may be able to make a cup or a knife out shadow, but he can never make a car, or a gun. Maximos may work as an enchanter, but he is no craftsmen, items shadowcrafted in combat are usually crude, very basic, and holds the form and basic function of a thing. A sharp edge with an dull spot for the hand, a hollow cylinder for a cup. These items usually possess the durability of glass. Alternatively, with a bit more focus shadows can be used to replace or support broken or damaged limbs. Though the replaced limb bears none of the durability of the original and shatter with enough force like hardened wood.

  • Dark Sight - Umbras Os

Being of shadow and darkness, Maximos can naturally see in low light places, as well as pitch black.

  • Soul Sight - Animus Os -

The name itself is mostly self explanatory. Soul sight is the ability to see spirits, ghosts, and spiritual energies that would normally be invisible to the naked eye. The images are filtered into colors and shapes by the brain so that Maximos can better understand and read what he is seeing. Through Soul Sight, Maximos can determine which emotions a person is feeling, whether they have recently fed on another soul, there general health both physical and mental, or even whether they have recently experienced life, death. He can even sometimes read the difference in certain species by their soul.

Soul Sight may also be used to track an individual who was currently feeling a strong emotion by following the lingering trail left by that emotion. Similarly if a person is filled with an emotion while performing an action, or launching a projectile, a sort of trail is left in the spirit world marking that occurrence for a short period of time. Much like infrared, Soul Sight can allow for the slight sight of a person's existence behind physical barriers. His eye lids do not present a large enough barrier, while a building would.

Through Soul Sight Maximos can communicate with ghosts, or other ambient spirits, giving him a nearly endless amount of talking companions. As it stands, Maximos' right eye is white, as it is currently and permanently engaged in soul sigh, leaving his left to see the physical, the two combined give Maximos a view of both planes at the same time.

  • Magic Sight - Arcanus Os -

With this, Maximos is able to see the world in terms of the lines of power instead of just the physical objects or even just plain magic. He can see the see the lines of power that trace the world, the auras that even rocks have. Thusly allowing him to see enchantments, spells, magical items, or locations in his path. This ability is only available through his right eye. -Taught by HonoRaven-

  • Shadow Stitching - - Umbra Veius

Very few beings carry light inside their bodies. Maximos is not one of them. When deeply cut or seriously injured Maximos can call upon his anatomical knowledge [See Dark Medicine] to perform patchwork surgery or first aid on himself. Threads of black may stitch closed cuts, globs of shadow may block off punctured arteries, a length of shadow may even set and hold a broken bone, paste shut a torn open trachea, or even force an organ to pump or beat. No "stitching" can hasten healing or regenerate an injury, but at the cost of a bit of time they may allow Maximos to sew himself together like so much meat and push his body beyond normal mortal limits.

  • Armor of the Damned - - Loricatus de Damno

Most armor protects its wielder from attacks. This armor however does not. After breathing in darkness, Maximos is able to slow and or stop an attack that has pierced him. By thickening the dark around a bullet or blade Max can slow its velocity, or slightly redirect it, lessening the damage caused by its travel through his body and by its exit wound. Alternatively swords or blades that have run him through can be stuck firmly inside of his flesh leaving their wielder open to attack. This armor does nothing to actually protect against injury, but rather helps make said injury more advantageous leaving one to wonder who is damned, the victim or the attacker?

  • Shadow Curse Release - Atra Somes de Nox Noctis

A ghost, placed in a suit of shadow armor magically linked to the ghost so that it is able to interact with the world around it. Though in truth it is only a tool with which to experience the world. And if its destroyed, the ghost is simply left homeless. That is Maximos in his Shadow Form. The Shadow Form is much less durable, and its cracks and breaks transfer when Maximos reverts back to human form. A severed or shattered arm, will return to flesh as an arm broken in three or four different places. But in return his speed, endurance, and magical resistances are greatly increased.

  • Noct Blood - Nox Cruorem

In Maximos' cursed right arm streams a thick black blood-like liquid, at any given time, after being given enough charge this "blood" may explode, severally damaging anything it may be in contact with. The blood may charge at varying degrees, ranging from a blunt impact(1 post) to firecracker in or on the skin (2 posts), and finally to an vicious pop capable of rupturing the skin and ruining muscle beneath it (3 posts).

  • Shadow Walk - Umbra Ingredior

Not to be confused with the ability to walk through shadows. Maximos' shadow walk ability allows him use shadowcrafting to create footholds, or even hand grips in areas where there are none. Maximos' feet or hand are placed onto the surface in question, the hands or feet sink into their own shadows which in turn cling to the surface in question providing Maximos a sturdy hold on the surface and allowing him to climb, walk, or even run on walls or ceilings. This ability extends to shaky surfaces such as water, though with much more concentration. The balance required to perform these feats comes entirely from Maximos' own agility.

  • Shadow Cannon - Umbra Pugnus

Maximos charges essence along an arm, and when an impact is delivered the essence is able to either race ahead of the impact striking first, or more commonly trigger once the hit has already connected exploding forward at the contact point. The small explosion is purely concussive and is meant to add or open room for a second hit immediately following the first. Depending on preparation time it may feel like a second average punch immediately following the first, a strong impact like a drop kick (1 post), or a hard slam capable of sending an individual back several feet and knocking even large opponents off their feet (2 posts). This technique is most commonly applied to punches but may be used in combination with a kick, elbow, or any impact from Maximos to his opponent making it a Shadow Punch, Shadow Kick, Shadow Elbow, or a general Shadow Cannon.

  • Phantom Cannon - Phantoma Pugnus

Similar to the Shadow Cannon, Maximos strikes his opponent leaving a glowing arcane rune on the point of contact. At a later point Maximos may snap his fingers or taps his gloves together when boxing, repeating the impact on the area marked by the symbol. After one usage the symbol fades. This may be repeated for any number of strikes. The symbol may repeat the actual impact of Maximos' strike, or a stored impact such as the charged levels of the Shadow Cannon and with the same post constraints as the Shadow Cannon. This technique does not require a punch but may be delivered via any impact making it a Phantom Punch, Phantom Kick, or the general Phantom Cannon.

  • Mirror Swipe -

Mimicry is what Shadow's do best, after watching an opponent punch a few times, Maximos is able to mimic the motion and timing of their punch and even effectively punch his opponents punch.

  • Bloody Crescendo -

Maximos shadowcrafts simple deadly shapes such as knives, blades, with the purpose of piercing an opponent and being left there. The blades can then be charged to explode inside the opponent for a brutal effect. Each shadow shiv takes one turn to construct, and may not be charged in the same turn its made. The force and damage of the explosion is dependent on the amount of energy put into the creation ranging in damage from a cherry bomb (1 post) to an M80 firecracker (2 posts) to stick of dynamite or worse (3 or more posts).

  • Phantom Sonata -

In a single burst, (3 posts) Maximos pours on his renowned speed and strikes a target as many times as he possibly can. Usually a couple dozen times. After each punch, a small rune is left at the sight of the impact, no matter how hard. After the blitz of punches, Maximos snaps his fingers triggering each rune planted on the target to explode with crushing brutal force revisiting upon them a brutal Phantom beating.

  • Devouring Rush -

Maximos places two fingers together and splits them apart quickly, or digs fingers into the air and carves, or even swings a sword creating a black rift. From the blackness flickers and flashes of soft light can be seen stirring though nothing passes through until a second matching rift is made. Immediately black spherical shapes emerge, roughly a dozen or so of various sizes, from a softball to a basketball. The creatures have no eyes, just glowing blue mouths that open and close at random angles and sides across the ball with no consideration for anatomy what so ever and fill the area with the soft buzz of gnashing rows of fanged and serrated teeth going back and back into nothingness. The monsters are driven by two instincts, hunger and survival. Being shadow creatures suddenly cast in a light world they are extremely fragile. Even just properly placed punch can crush them outright, and so they immediately rush toward the second rift in the most direct path possible and back to the comfort of the darkness. Being devouring monstrosities they will maul and attempt to eat anything in their path flesh or metal, all the same. After a few moments (2 turns) they will have either escaped, or both rifts have closed and via exposure to the light they dissolve entirely.

  • Infinite Sword Grave -

Because at some point in their life every superlatively skilled swordsmen comes across the need to call up and be surrounded by more swords than one can ever possibly use or need to complete the job.

In order to satiate this ridiculous need, Maximos must spend a good length of time (2 turns) summoning swords from ambient shadows, during which he cannot attack. Each sword carries the same dimensions and functionality as a nameless blade, and flies from dark pockets, corners, under tables and behind people and out into reality. The swords do not aim for an opponent, but the spectacle of thirty or so blades raining into reality is some what flashy. This is less of a technique as much as it is an environment change and riddles the battlefield like an inverted pin-cushion with black obsidianesque long swords impaled and strewn about as well as pieces of Maximos' own weapon collection. During summoning the swords fly out and impale themselves randomly in just about any surface available, be it the ceiling, ground or walls, actively avoiding opponents. Summoned swords are able to stick in surfaces that are impenetrable without doing them any harm in the same way that Maximos' feet sink into foot holds while using the Shadow Walk ability. Swords stuck in shadow require Shadowcrafting skill to be pulled free, while alternatively swords struck naturally can be grabbed and wielded by opponents and allies. However any sword, or amount of swords, up to and including ending the Sword Grave entirely, can be dispelled by Maximos at any time. Alternatively any one sword can be chosen as the single sword for his indirect control, even if in the hands of another.

The truth enjoyment of the Infinite Sword Grave for Maximos, comes not in having some multitudinous armada of weapons with which to pummel a foe, but instead in the liberal use of Shadow Walk, his Night's Feet, and Maximos' own natural agility to dash, flip, run, and otherwise move across the entire battlefield attacking an opponent from unexpected angles, in unexpected ways, performing feats of daring do, while using his favorite possessions -- swords.

  • Shadow Bomb - Umbra Praemium

Darkness is pulled in from the surrounding area, and shoved into a small sphere. The more shadow pulled in, the higher the instability of the sphere. After prolonged compression the sphere begins to crack and break. And becomes explosively volatile. When let loose it explodes in a concussive blast emitting no flame or heat but a very large burst of force in all directions. While the yield may not be fatal, it is more than enough to ruin someone's day. Alternatively Maximos may slam his fist into the ground and then fires off the Shadow Bomb so that fractures and rips outwards in a shockwave meant to unsettle footing and open room for further attack. The Shadow Bomb takes no less than 3 posts to prepare, though it may be released prematurely for much less explosive yield.

  • Black Hand - Ater Manus

Inside of every Shadowlander is a touch of the Shadowfather. A creature, a monster of the original set of monsters created by Nocturne and clothed in human flesh. For most Arian's this monster goes unseen. For Maximos a faithful Paladin, the Shadowfather has chosen to awaken the spirit of the beast in Maximos' right arm. Maximos' right arm is covered with a Lunaic runic array has enchanted the bones in his right arm with a unknown black metal thusly making it incredibly durable and able to withstand most direct sword strikes without breaking.

Animus Raptor | Soul Taker - In order to initiate this effect on another living being, Maximos first needs direct contact. Or when the Gauntlet is active, metal to skin contact. A drain of the person life force immediately ensues. In effect every action the victim takes while under the influence seems to be twice as difficult, twice as stressful, until such time as they simply cannot act any longer. This does not serve as an absolute or instant kill but rather a weakening status effect who's effectiveness grows the longer Maximos is in direct contact unbroken with the individual. Breaking direct contact removes the drain which must be restart entirely if the contact resumes. Alternatively Maximos may feed life to a target instead draining via the same connection.

Curo Ingurgito | Mana Gorge - Maximos' cursed arm is not limited to feeding on souls. Any magical being in its grasp will find its energies slowly drained, in the same manner and time table as the Soul Taker. Likewise, if the arm is directly exposed to a magical or energy based attack the arm may feed on the oncoming attack, adding the attacks energy to the Manus' own. If, of course, its owner can survive said attack. The arm is unable to absorb a second attack until the energy of the first has been used. The energy gained is equal the energy spent by the attacker and may supplement the same amount of turns or charges for Maximos as the attacker used to cast the ability. Alternatively Maximos may feed energy to a target instead draining via the same connection.

Vires de Patronus Nox | Might of the Shadowfather -

The Soul Taker and the Mana Gorge are the only abilities able to overcome the natural Arian inability to draw in outside energy. Any and all energies or life force absorbed by the Twilight's Hand may be used to empower the limb with super human might allowing Maximos to perform unnatural feats of strength with his right arm only. The amount of strength given is directly proportionate to how much has been drained away. Using Maximos' life force alone the arm not exceed the ability to lift an additional 650lbs. Drawing from an opponent Maximos may surpass his own limitations in order to match but not exceed their physical strength level in his right arm only.

Specialties

"In this way, Maximos was a true professional: A craftsman of death that had no equal among the world of men. His work was exquisite, his talent positively famous, his utmost skill in the art of murder had earned him a seat among the most prestigious connoisseurs of death not only in this world but in any.

A Reaper." - Razliek of Kar

Fearlessness

"Max, you just ARE creepy. Unless you're smiling and grinning, you can pull off creepy just by being serious."

  • Ryugi Kazamaru

Maximos has traveled across two worlds facing beasts, monsters, nightmares, and horrors unknown and unnamed. During a time in his life as the Destroyer, he has been a cause of many ineffable and unspeakable horrors, all of which are burned into his memory along with blood, gore, destruction, chaos, and the other nightmares gods and men bring. He has seen, and felt the very worst of pains this life has to offer, he has visited this life's end, and returned. Neither this life or the next carry anything that can truly scare the man.

Dark Medicine

"He'd looked it in the face many times before, had even died - but he'd never actually seen what death looked like. And it frightened him."

  • Johnathan Tomorrow

It is said that of the countless victims of the Destroyer, not two were slain the same way. In the process of such Maximos' twisted mind pushed the human body to its pain thresholds and beyond. He forced it into atrocious situations, and as seen its every part in gory detail. As a Doctor studied the body to save it, the Destroyer studied how many ways to destroy it. As such, Maximos is equipped with an advanced knowledge of human and humanoid anatomy.

Cold As Death

"If looks could kill, and knowing Maximos they certainly had in the past, Sun would be a melted pool of withered flesh and bone."

  • Datho Mere Sunstrike

As a Reaper, Maximos is forced to be take the lives of both the innocent and guilty. This requires true neutrality and complete lack of emotional attachment. His profession has given him the ability to turn off or ignore emotions and distractions completely toward whatever ends he may need to, making him quite literally a soulless killing machine.

Lilara's Hunger

"In short: The most polite, gentlemanly, civil man he had probably ever met, and would probably ever meet in his entire life...Had just gone apeshit."

  • Stephen Lasanti

Aria is a world devoid of its heart. Its goddess of nature who stirred life in a stream around the world gave her life for a greater cause. The denizens of Aria, the Arian's, were altered to accommodate this loss. Arian's are only incapable of intaking energy or magic and are only able to expell. They may intake essence only by eating and are in a constant state of release, keeping essence flowing across the planet as each Arian acts a small engine churning a large stream. Arian that does not eat or who runs low on "fuel" in its small way threatens the planet. Thusly each Arian is programmed with a primal, animalistic instinct that comes to the fore when major blood loss, or extreme hunger are in effect. Their teeth elongate into a mouth full of fangs, their eyes become black as coal, instinct and the desire to consume is allowed to take a precedence over pain or fatigue in the pursuit of sustenance. In this form Maximos is unable to use most of his abilities, but is able to command and direct shadow's at an instinctive, vicious, level. The frenzy ends when his hunger is sated or he is killed.

Indestructible

"Dirty bandages aside her friend appeared to be held together by sheer force of will, and it said a lot about how strong that will really was that he didn't just find a nice cave to hide in for a year or two."

  • Rae

The power to stand when all else fall, the power to carve your own fate against impossible odds, the drive to laugh in the face of pain and force ones self past ones limits. That is the power of will. If Maximos gives his word or sets himself to a purpose he allows himself absolutely no room for failure. It will be completed regardless of any opposition so long as he draws breath. And sometimes beyond. That is what it means to be indestructible. This ability does not make Maximos immune to injury, a severed limb is still severed, a broken bone is still broken, but instead allows him to persevere past his breaking point.

The Unscarred

"You don't deserve it, Life Leaf isn't an endless commodity for idiots."

  • Maximos Lucillien Dark

Maximos' habit of regularly drinking Life Leaf Tea has caused a fraction of the tea's magical properties to rub off on him. Maximos may not regenerate limbs or heal at a rate any faster than natural. But, if a wound would heal of its own accord then it will heal perfectly. A broken bone will not mend itself, but once set and left to heal, it will heal without a crack. Cuts that can close, will leave no scars, burns will leave no discolored flesh. Constantly refreshing the proverbial canvas.

Story Abilities and Equipment

"Maximos could consider himself a yogurt dipped raisin." - Ryugi Kazamaru

The final reward for Maximos and Ryugi Kazamaru's quest across Angara in search of the great glass dragon Ancalagon. This simple looking crystal is called Ancalagon's Tear. This crystals is imbued with magical properties. Simply touch the tear to any glass surface to transform its properties. The glass will no longer be fragile, but as strong as the finest steel. They will last as long as Ancalagon is alive to sustain its power. Only Maximos or Ryugi will be able to use this power. If anyone unworthy attempts to use their magic, the crystal will turn red and release back upon the individual, turning them into solid glass.

  • Chrystal -A small orb, perfectly round, smooth, and hard as metal. A figure lay inside it. A woman. Covered only by a long silk scarf. It twirled around her neck, chest, and crotch. Her eyes lay closed, her legs crossed slightly, her hands out as if to embrace, and small flakes of snow surrounded her. She stood stark still in the orb. Her name was Chrystal. She was an Ice Elemental, an "Ice Queen", if you will. A gift from Cristopher Reinhart. With it Maximos is granted one usage of ice, or ice elemental abilities, before the item must recharge.
  • Nocturnis Loricatus -

This is by far one of the rarest used of Maximos' techniques. The Nocturnis Loricatus takes a short while to prepare and assemble but effectively covers Maximos in a suit of jet black dulled full plate armor. This includes a jet black helm entirely covering the Shadow's face, save for a single white glowing eye, a high necked breastplate, shoulder guards, leggings and full plate boots. Maximos' speed and mobility is greatly reduced, but his ability to withstand and defend against attacks is greatly increased. The armor feels and reacts much like metal to the touch with only a few key differences. As with all shadow metal creations the armor does not conduct an electrical charge and is immune to magnetic force, it feels very cool in the light, and seems to constantly devour light that touches it as opposed to reflecting it. While encased in the Nocturnis Loricatus Maximos may revert to Shadow Form [See Shadow Curse Release] for an increase in speed and recovery. The black armor steals its namesake from the honorable garb of the Paladin's of Nocturne.

  • Deathwatch - As a Reaper Maximos is charged with the duty of correcting and editing flaws in the flow of life and death. People with inexplicably long life spans, immortals, gods, undead, and the like are all in his jurisdiction. In order to better assure himself as to who falls in that category Maximos is equipped with this item.

Those who are undead shown there current life span in negative numbers. All others usually are gifted with a long series of digits, from ears all the way down to seconds. And the watch can be seen ticking away the seconds left to there life. The counter starts from the moment of conception. The watch only displays there natural life span, as there future cannot be predicted. As a servant of the system which provides life and death to all things, that very system records the birth names of each of those it has given birth too. In effect the watch is able to provide the name of any being that is, or was alive. Their history and the like is unknown.

The watch is all black. It has a rich ebony, expensive looking outer shell, what there was of actual shell, because most of the inner space is made up of clear circles, that showed the mechanism clicking away. There are small and large silver gears and dials, and when Max clicks the small button at the base, it opens up into a beautifully designed, yet ultimately simple watch face with twelve hours, with another window under the twelfth hour, showing yet smaller gears. There are no hidden sections within this watch. It was one of those that begged the viewer to stare, just to see what was deeper within.

A small silver and black enameled sun moves on a dial over the sixth hour, and is slowly sinking behind the face to show a moon, decorated the same, sliding up the other side. Inscribed in silver on the back, was none other then an hourglass, no name, no endearments, just a symbol of time. Blue flecks catch the light at the right angle revealing the hourglass actually had sand within it.

Anyone who is not a Reaper gazing upon the watch will see a normal watching ticking with the correct time. The small windows in the clock face itself read accurately, the date, whether it is day or night, and via barometer, the weather. The watches function is a service of Maximos duty, the watches form however is a gift from one close friend, Datho Mere Sunstrike.

|[Whispers of a Dying Universe]

Judgement Augmentation

Maximos' watch is a vitally important tool for his grim work, however, it has now been tainted by a new voice. Upon opening the watch Maximos can examine people as normal, but they will now take upon a new hue. Those touched by death will have a faint darkness around them, those by creation a bright light, those by fate a subtle blue. Then the others, those stalked by the Judgment have a purple glow about them, those serving the forgotten a violent red. However, those who in some way connected to all have a distinct yellow about them.

There is a side effect, perhaps a weight even to the steeled Maximos. Occasionally the timepiece will display a series of figures that in spite of all his learning Maximos will not quite be able to place. Save for the fact they're likely numbers. Save for the fact that they are continually counting down.

  • Eye Of The Hunter - Oculus de val Venator -

This sight is heralded by a brilliant violet hue and wafting around a brilliant white core. This eye is the product of a link to the Great Monster Hunter Cristopher Reinhart. Through said link the two are able to share each others visions, and a sort of psychic pain symbiosis, as well as a constant telepathic channel. Also through it, Maximos is gifted with several different sights belonging to creatures Reinhart has absorbed such as Thermal, Vampiric (Blood Sight) , Bird of Prey (Eagle Vision) up to 50 yards away, Psychic Sight (Surface Thoughts). More pronounced are the bottom two abilities.

|False Sight | Falaux Os - As the name hints, through this sight Maximos is able to project an image outwardly as if Maximos' eye were in fact a projector.

|Projection Sight | Exsto Os - Using this sight Maximos is able to project, emotions, thoughts, and even memories into the mind of another individual. As his psychic ability is very weak the individual must be willing for it to stick as anything more than a passing jumble.

  • Time Sight - Tempus Os -

Maximos is able to read the ever flowing stream that is time. He is granted, flashes, glimpses, and small visions of what is to come, be it days, seconds, or at times years from the current timeline. Images farther away are more likely to be false than those mere seconds away as individuals exercise free will. Maximos has absolutely no control over what he sees, and can only hope to remember the image, or clip and find it useful at a later date. This ability can only be used once a day, and for 30 seconds at the most. Transversely, as hindsight is always 20/20 Maximos can look back in time to a past moment, with relative clarity but only if Maximos is standing in the spot where said events transpired. As the past is already set, the image is clearer and easier to recover.

-Given after NPC Quest by the Seer Witch-

22FuxKMe

Name: Arienette Chandler

Sex: Female

Aliases: Jesse Hanvey, Piper Bennett, Vivian Wright, the Malkin.

Age: 17

Height: 5”5

Weight: 117

Race: Human

Job: Cat burglar, fence, cracksmith.

Marital Status: Single

Relations: None. (Deceased)

Birthday: August 30th

Personality:

  • Loyal as a dog and about as vocal as a mute--and when she does speak, foul-mouthed and distrustful of foreigners.
  • Prefers cunning to brute strength; more likely to try for psychological tricks than to run up and shank someone.

Eyes: Brown/Amber

Hair: Brown, cut short.

Complexion: Tanned.

Physical Appearance: If one was inclined to stretch the truth, the girl might be called attractive. In truth, she was no more than plain; her nose too sharp, her mouth thin, a faded scar tracing the curve of her cheek like a lover's caress. And her eyes, instead of the soft and luminous orbs that one might expect, were no softer than a hawk's gaze, hard and fierce, and the color of fine whiskey.

Clothes: Copper hoop earrings (two on left ear, seven on right), tan trousers tucked into iron-toed boots, cream-colored linen collared shirt, fitted (although rather battered) hardened leather vest, belt, custom-fitted boots. She carries two amulets; the first is a charm designed specifically to increase awareness of her surroundings, and is kept on a leather thong around her neck; it appears to be a stone with a hole worn through its center. The second is a worked cinnabar pendant engraved with a supposed map of the famed Amaranthine catacombs, and is purported to bless the wielder with the reflexes of the warrior monks that are, according to legend, buried within the labyrinth.

Distinguishing Features:

  • Her accent. She was raised in the slums, and it shows; if not in her vocabulary at first, then in the slurred mangling of nearly every syllable that crosses her lips. She is prone, even when focusing, to lapse into the informal cant of the slums where she grew up.

Equipment:

  • Canteen
  • rucksack containing rope
  • lighter
  • collapsible grappling hooks
  • lockpick set
  • two week's worth of non-perishable food.

Concealed Weaponry:

  • Six throwing knives; (three in either wrist-guard).
  • Knife, six inches, (left boot)
  • Butterfly knife with enamel inlay (shirt).

Primary Attributes: Speed and Dexterity.

Secondary Attributes: Defense and Power.

Abilities: Adept at lockpicking, climbing, pickpocketing; knife-fighting in melees, knife-throwing. Has an exceptional sense of balance.

Weaknesses: Flame, strangulation, poison--nearly everything that will kill an ordinary human. As far as character weaknesses-- she's barely literate, has a fierce distrust of foreigners and the bourgeois, and generally comes off as somewhat of a b***h.

Biography:

[under construction]

23ADULTS

Name: Yeshu Atiratha

Alias: Zetsumei

Blood Type: unknown, yet closely resembles O.

Age: 27.

Birth date: unknown.

Place of birth: unknown.

Race: Human. Unknown modifications present, both natural and artificial.

Height: 6'2"

Weight: 147

Job: Freelancer.

Alignment: Chaotic Neutral / None.

Base of Operations: Raven Industries.

Appearance: Though without the stocky and often muscular body of a swordsman, Zetsu is much stronger than one would first guess despite his height and apparently thin frame. Due to a strange altering of musculature from genetic reprogramming/alteration, he is able to keep his current shape and yet possess a strength greater than most ordinary men.

At present Zetsu is quite the dark-looking individual, preferring to clothe himself with muddy colors such as brown or black in order to keep unnecessary attention away. Despite his wish to stay unnoticed, his skin sports a relatively pale coloration and is only starting to get back its' original healthy hue. After months of having his hair accidentally bleached, Zetsu has managed to get it to its original state, resulting in an attractive charcoal-like coloration. To his immense dislike do his strange eyes complement his overall appearance, being a dark yet piercing shade of blue. At present Zetsu is in possession of three pieces of jewelry, two small earrings in his left ear and a plain band around his left ring-finger. All were obtained during the Heaven's Gate Incident and all are made from mythril.

Strangely enough, the entire set of armour that Zetsu possesses is made from the incredibly pricey material, adamantite, which is quite noticeable and like gold in many cases. It is not known how he managed to obtain such items, being that as a set they are obscenely expensive. Despite his apparent dislike of attention, he often wears the armours on a daily basis, being that they are all fashioned into ordinary-looking pieces of clothing, not including the leggings or gauntlets .

Armour: A sleeveless black turtleneck 'sweater' covering the upper body serves as armour usually worn all the time. Lightly armoured gloves also are worn frequently. In both cases, the adamanitite is woven into an amazingly thin chainmail which is fitted into the existing fabric, resulting in a fine light armor that only slightly weights the wearer down. When in heavy battle situations, Zetsu may opt for heavy leggings and full-arm gauntlets which protect him greatly yet also lower his speed. The leggings and gauntlets are the only armours that are 'plated' in every sense of the word.

Weaknesses: Though not one to believe he holds weaknesses of any kind, Zetsu is in fact plagued by several weaknesses, most not so physically evident. Though gifted with an unusual tolerance for bodily injury and great strength, Zetsu is built exactly like every other human, giving him the same bodily targets most enemies aim for. Even worse then his physical weakness is the extreme and little-seen fragility of his spirit and mind, resulting in unexpected periods of rage he is unable to control, or periods of extreme apathy in which he cares little for himself nor his surroundings. Though the two extremes may be used as an advantage, it is obvious that he is detrimented heavily as well. It is unknown what causes his "mood-swings", yet it is obvious his mental state is deteriorated far beyond that of a normal human.

Abilities/Skills: His agility and strength are greatly enhanced due to genetic alteration and his own ancient genetic heritage. Having been born from a long line of nomadic warrior-hunters, it is of no surprise that Zetsu is quite a force to be reckoned with. Aside from naturally occurring traits, military training coupled with the alteration he underwent has left him with 'snappier' muscle fibers, increased cellular oxygen absorption and efficiency, reduced neural reaction times, amplified sense receptors regarding hearing and sight, and a -high- metabolism.

Zetsu has been trained in the use of most modern weaponry ever since serving in the State military as a gifted soldier. After his military years he began to favor bladed combat, which suited him somewhat better than ranged fighting, though he still practices his aim every once in awhile. Zetsu is still able to hit a target over a mile away with an ordinary rifle, largely due to his uncanny sight. Though he prefers using using some type of implement to aid his body in combat, Zetsu is more than comfortable using his fists and legs in a fighting style which vaguely resembles untaught kung-fu and straightforward boxing. He mainly derives this style from copying moves seen in fighting films.

Besides bodily abilities, Zetsu has developed an excellent resistance to sickness and general injury, both deriving from the fact that he has had over 500 years to build up such immunities. During battle he tends not to notice surface wounds, slowing only when injured deeply (stab wounds, organ hits, broken bones, etc.) or hit with a forceful blow from a similarly gifted individual strength-wise. So evidentially a punch from a regular human guy his size would really have no effect on him.

Weapon Abilities

Block- In some circumstances, Zetsu has the ability to block small amounts of non-firearm projectiles fired at him. Cannot execute for periods longer than several seconds. This ability is derived from Zetsu's ability to easily track the trajectories of thrown objects and evade or dispatch them at will. [BLADES]

Aim- Aim using most types of firearms is greatly enhanced. In several cases, he has managed to use a high-powered rifle to successfully attack a target from 2 miles away without a spotter. His accuracy increases hugely, though ample time must be taken to apply said effects for full efficiency. [GUNS]

Null- Using the brahmastra, magic attacks/defenses are rendered useless, i.e. absorbed. Damage is increased to magic-type beings. This ability is dependent on the amount of energies absorbed in order to 'reverse' said absorbed energy into attack power. [BRAHMA]

Cleave- Using the Zweihander and heavy concentration, Zetsu can cut through metals with up to the strength of 10cm. of mithril. A relatively slow attack not much used in combat situations. Requires immense concentration. [ZWEI.]

Sonic Blow - On smooth ground or a setting with reduced friction, Zetsu has the ability to 'snap' his leg muscles, propelling him at an epic rate of speed over a distance of about 10 feet, depending on the surface. With a melee weapon, this ability is usually devastating if not blocked. Used in conjunction with a javelin-type weapon, the speed of the projectile is increased many times. A punch delivered using this technique will kill a normal person.

Brief Background: Found washed up from sea at a young age, Yeshu lived a quiet life without really knowing where he had come from. He kept a mutual hate for other town kids for about seven years before deciding to run away and join the State Military, who was in the midst of a war with another country in the Northernlands. From this venture, he learned to handle most modern weapons suited for infantry, as well as few light vehicles. He rose through the ranks well enough until a fatal incident involving the deaths of numerous innocent civilians. As punishment he was sent to the front lines in a war which couldn't be won. Nearly all State troops were killed in the infamous battle, Yeshu supposedly being one of them.

Months passed and he awoke near-dead and bleeding in a snowy expanse, having no idea as to his current situation. In the distance he could see the lights of a city, to which he made his way. Unbeknownst to him, he had been practically tortured and horrendously mutilated along with various other 'experiments' taken from the battlefield. It was none other than a human/weapon Project funded by the State itself. To this day he is bent on finding out the what really happened all those years ago.

24One Fly Red Mage

Name: Mr. Crawley

Height: 178cm

Weight: 70kg

Fighting Style: Grappling

-- End of Best And Most Informative Profile Ever --

25Sutiiven

Stephen Lasanti

(A.K.A. "Sutiiven")

  • Sutiiven’s Profile -

Username: Sutiiven

Name: Stephen McCabe Lasanti

Nickname: Sutiiven

Race: Human

Class: Freelancer (Guardian)

Age: 20

Height: 5'10"

Weight: 180 Lbs.

Hair Color: Blonde

Eye Color: Blue

Blood Type: +A

Alignment: True Neutral (Good Tendencies)

Diety: No Specific Deity Alignment

Social Class: Middle

Favorite Food: Gyoza (Pot Stickers)

Favorite Animal: Dragon

Favorite Instrument: Guitar

Quote: "Life is a crapshoot, so play with loaded dice."

Theme Song: Retro Vs. Techno by Young & Divine

Personality: He is a normally friendly and amiable person, but he bears a hot-blooded streak that makes him competitive, as well as an almost violent passion when it comes to protecting those he cares about. He is otherwise laid back most of the time. He may seem somewhat self-centered at times, but he bears compassion and empathy towards all living things and will not let innocents be hurt for no reason. He refuses to kill unless it is absolutely necessary for the safety of himself or others.

  • Equipment -

Main Weapon: Requiem – A Silver Sword crafted by Sutiiven. The Twin Sword of Nocturne. (Non-Elemental)

Secondary Weapon: Nocturne – A Silver Sword crafted by Sutiiven. The Twin Sword of Requiem. (Non-Elemental)

Tertiary Weapon: N/A

Armor: Clothing - Sutiiven does not wear any special armor, and bears only simplistic clothing with no defensive properties. This removes any limitations of movement related to armor, raising his attack strength and speed at the detriment of his defense.

Hands: Combat Gloves – Simple gloves, useful for protecting ones hand when fighting.

Feet: Sneakers – A pair of comfortable all purpose shoes.

Accessory: N/A

  • Abilities -

Spiritual Improvisation: Aside from the following listed abilities, of which are his most commonly used attacks, Sutiiven is capable of manipulating his spiritual energy in order to create improvisational attacks and skills. Improvised abilities can rate in power from simple attacks that do low damage (such as Energy Pulse or Flash Bomb) to complicated attacks that do high damage (such as Energy Rain or Drive Stun). These attacks vary in creation and use and will have an equivalent drain of energy in order to power them. However, no ability can exceed the man's capabilities, and if his energy is exhausted, then no improvisation can be made. (Spiritual Ability)

Flash Bomb: Sutii hurls a small orb of energy from his palm that, upon collision with a solid object, creates an explosion of light and concussive force, which can be used to momentarily blind or stun an opponent. This flash affects a 10 sq.ft. radius in all directions, but can be countered by a covering of one's eyes. R1. (Spiritual Ability)

Shock Shell: Sutiiven launches an orb of energy which detonates on command or upon collision with a solid object. The explosion releases a 25 sq. ft. spherical shock wave intended to knock anyone in range off of their feet. R2. (Spiritual Ability)

Barrier Wave: Sutiiven creates an energy barrier in front of him that can deflect most projectile attacks. In addition to this, the barrier can be launched forward a distance, enabling the ability to intercept projectiles mid-flight, as well as possibly knocking back opponents if at close enough range. R2. (Spiritual Ability)

Energy Rain: Sutiiven calls upon the energy dispersed in the air from previous energy attacks and commands it to rain down upon in small bludgeoning “raindrops” of energy, hitting all in range in rapid succession for about five seconds. In effect, this is like getting a large bucket of energy charged marbles dropped upon you over a short period of time. Attack power depends on the amount of energy saturated in the air at the time. The more energy attacks used by either Sutii or his opponent, the more the energy saturation in the air, and thus, the more damage the attack will deal. As such, this attack is all but useless unless a fair amount of energy attacks have been performed in the fight. 25 ft. radius. Area of Effect. R4. (Spiritual Ability)

Burst Mine: Sutiiven focuses energy into a concentrated point on the ground. Upon command, the point explodes like a landmine, inflicting damage to anyone within a five sq. ft. radius. in all directions. R3. (Spiritual Ability)

Drive Stun: Sutiiven forces energy into his opponent and causes it to rip around inside their own energy, tearing about inside them violently like a blender. While this technique does not directly inflict physical damage, the spiritual damage can be intense enough to cause the body to react as if it were being harmed physically. This technique will continue as long as contact is continued and can be deactivated by Sutii at any point. It is generally saved as a last resort self defense move due to the brutality of the attack. Damage Per Second. R5. (Spiritual Ability)

Energy Pulse: Sutiiven can launch small, simple bursts of energy from his hands as projectiles. Each does about as much damage as a punch and requires about the same amount of energy. Useful for intercepting small projectiles. R0. (Spiritual Ability)

Light Dash: Sutiiven releases a quick burst of energy, allowing himself to rapidly dash in any direction. R2. (Spiritual Ability)

Zealot Rush: Sutiiven courses his energy through his body and increases his speed 50% for approximately six seconds, allowing him to charge opponents and close gaps between them. This move is extremely dangerous at short range; however, due to the headlong nature of the move, it is impossible for Sutii to make instant course corrections. For example, should an opponent jump out of the way, Sutii would either have to come to a stop, relocate the target, and charge again, or he would have to come around in a relatively large arc to regain his target. Despite this, it can be a powerful move against those not expecting it. R2. (Spiritual Ability)

Overdrive: Sutiiven focuses on his energy in order to make it flow through him much more efficiently. This allows him to ascend to the height of his energy's potential, which puts him in an adrenaline rush state. When active, this increases his skills and abilities by 50%, doubles his recharge rate, and causes him to radiate with a faint glow. It is an ability augmentation, and damage taken with this active has the same effects as if it were taken when normal. While it is possible to use this ability on command, generally it is unleashed by extreme emotion in battle. As such, it lasts as long as the emotion lasts, the threat has been neutralized, or the body is exhausted. Overdrive can be described as an “all or nothing, or ‘this is the last post and I've been fighting non-stop for a week and have to make this count’” move. One Turn Charge. Five Turn Max. R-Special. (Spiritual Ability)

  • EDRS -

All abilities adhere to the Energy Drain Rating System, or EDRS. The ratings are as follows.

R0: Trivial drain, this ability can be performed without any negative effects.

R1: Minimal drain, ability can be performed with ease with little to no adverse effects.

R2: Slight drain, ability can be preformed easily but multiple uses will start to take a toll.

R3: Moderate drain, ability takes a fair amount of effort to perform. Multiple uses not recommended.

R4: Significant drain, ability requires a significant amount of effort to perform and can easily tire the user. Use with caution.

R5: Extreme drain, ability requires a high level of effort to perform, rendering the user exhausted. Single use only.

R6: Hazardous drain, ability requires a huge amount of effort to perform, placing the user at risk of personal harm.

26[Yusuke Urameshi]

Yusuke Urameshi

Age: 17

Race: Human/Demon Hybrid

Height: 5' 8"

Weight: 155 lbs

~Equipment~

~Spirit Gi - This set of clothing consists of a white sleeveless shirt with a japanese symbol on the back meaning "Heaven," and martial arts pants, which stops just when they are reach halfway across the shins. Although it looks normal, it is a special designed cloth from the Spirit World itself. The very fabric of it is made of spirit energy so condensed from the Spirit world that it was actually able to be weaved into clothing, creating what is known as the Spirit Gi. This material acts like the armor mytril, in that not only is it good againsts attacks of non-magical properties, such as swords and fists, but it can take a good deal of magic attacks, too. It only protects the parts of Yusuke's body, though, that it covers. And another thing is that it requires Yusuke to keep both physical energy and spirit energy in a balance for him to wear it. That means, as his physical energy gets lower, he'll have to supply more spirit energy to keep himself from falling to his knees, and vice-versa. It's more like a pair of weights for both his body and spirit. The symbol on the shirt is the enchantment that keeps this weight, which can lower Yusuke's spirit power, as he would have to carefully use it to keep from being weighed down by the clothing.

However, if his shirt is ever removed, then most of the weight of this attire will be removed with it, as the symbol is the reason that this attire is given its enchantment. Therefore, his spirit energy would reach exponential levels after the relief of the weight. His body, too, will feel this excitement, temporarily making Yusuke more enhanced than normal, if he chooses to let his energy run wildly through his body.

If his demon energy is thrown into the mix, then he can further optimize his energy efficiency for he'll be using three sources now to sustain the weight of the clothing. In mathematical terms, he'll only need about 33% from each source to keep himself in good stance while moving around and fighting, while the shirt is on. So, until he ever decides to take use of it, he'll be using 50% of his spirit energy and 50% of his physical energy.

~Gloves - A pair of gloves given to him by his initiation into the Rock Fist Guild. They are just a pair of normal sized gloves with metal plating, both fingerless.

~Abilities~

General

~Spirit Energy - Yusuke has great control over his abnormal energy known as spirit energy. Able to tap into this "ki" of his body, he can do many wonderous things, such as use it to enhance his body's physical attributes, meaning greater strength and speed. When given more control and focus, he can use his spirit energy in more creative ways. For example, when he punches, he can let the spirit energy concentrated into the fist send out a burst of force that would precede his fist before it would make it, allowing for possibly surprising opponents with an early strike. Or, to battle against other attacks in a defensive way, he could also let his spirit energy form around him in a spherical shape to ward off attacks and opponents. He has many other creative ways of utilizing this power, but knows that he must be careful in making sure he does not expire his energy all at once.

~Demon Energy - A trait that he has gained from his demonic side. Born a half demon, he has access to the more destructive energy, demon energy. Unlike spirit energy, demon energy is more wild and untamed, capable of destroying living things just by touching them, yet Yusuke's energy hardly holds this deadly property against living things. Yet, at equal power, neither demon energy nor spirit energy would overcome the other. Now, the thing about Yusuke is that he cannot use both spirit energy and demon energy at full power all at once. In other words, he has to keep a balance of which energy he would use. For example, if he wants to use 70% of his demon energy, then he would only have access to 30% of his spirit energy. Whenever his demon energy is being used at 80% or more, that is when his demonic marks will appear over his body.

When in demon form, as this is then called, his attributes far exceed a human's. His reflexes can keep up with lightning-fast attacks, even though this trait shows itself at a fair intensity when not in demon form, his strength is greater than before, and his speed only results from this enhancement. Not to mention, he has the ability to fly now, while as a human, he has to use great amounts of spirit energy to even keep flight as easily as a demon does, so he's more acrobatic in air when in demon form.

There is another form of this trait, but he has only released it once and does not know how to return to it again: it was when Raizen had taken over his body, entering him into True Demon form, ascended demon. As for now, he has no idea how to enter this form.

~Supreme Energy - This is a transcended source of energy that is a result of Yusuke using both his spirit energy and demon energy in perfect sync. It is when his mind, body, and spirit is in complete focus, usually caused by him having a strong justification for something he truly believes in. And when this occurs, for the brief moment that he has possession of this power, his attributes, both spiritually and physically become tremendous. However, after it expires, for it does quickly, Yusuke will become worn out, likely fainting. This power is something Yusuke wishes to come to master one day.

~Trademark Techniques~

~Spirit Gun - Yusuke aims his right index finger forward and focuses his spirit energy into the tip of that finger. While doing this, his left hand cups around his wrist to stabilize his arm, as if he was holding a real gun. He then mentally "fires," causing a projectile made of spirit energy to be fired forward from the tip, the size proportional to how much energy Yusuke had fueled it with.The projectile itself is fast, capable of moving at one hundred miles per hour at max. Upon contact, it would either carry a target who cannot hold against it, such as an aerial target, or explode on contact if the target is too dense to be moved. When carrying a target, the projectile is slowly doing burn-like damage to the person until it disperses into nothing. He can do the reverse version of this attack, which is him shooting with his left hand instead of his right, but since he's more right-handed orientated, shots from his left are less accurate, even though large shots increase the chance of hitting someone with their wide range.

~Shotgun - Yusuke gathers a good amount of spirit energy into his right fist before punching forward. A burst of spirit energy would erupt from this fist, spraying out smaller versions of the spirit gun. Although weak, this attack covers a wide range. He can perform the same attack with his left hand.

~Spirit Wave - Yusuke takes a stable stance with his feet spread and arms in a relaxed but bent state as he has his left side angling toward his target, with the lead foot being the left foot. Spirit energy would then outline his body in a white glow as he focuses it into him, as if his entire body was a finger being used for a Spirit Gun attack. Once ready, in this temporal state, Yusuke's defensive capabilites are enhanced, able to withstand many attacks against him without taking much damage. This is really effective against magical attacks. And then, when he finds it time, he would use a single punch or kick to deliver all that gathered power into one attack, capable of giving whoever he strikes a massive blow. This attack leaves Yusuke spiritually and physically exhausted after using it.

~Double Barrel Shotgun - A more advanced Shotgun. Instead of using one fist, Yusuke uses both fists to deliver a volley of spirit projectiles, which are more powerful and more widespread. However, it's twice as much costly on his spirit energy.

~Spirit Rod - Aligning his hands in a way as if he was holding a polearm, he concentrates his spirit energy into a more physical form, channeling it to extend in a slim but stable form, creating himself a polearm made of spirit energy. The length of the weapon is based on how much spirit energy he provides it. While in use, it is exhausting his spirit energy, but the drain is proportional to the size of the weapon, meaning longer lengths will drain more energy.

~Demon Gun - Similar to the Spirit Gun, only this projectile is made of demon energy. Unlike the Spirit Gun which has to have a condition to explode, the Demon Gun explodes on contact with anything that tries to resist it. It usually will tear through obstacles, which may be an actual living being, but then again, if that being does not resist it anyway, then they would be assaulted by the attack regardless.

A special thing that Yusuke can do is mix spirit energy and demon energy into his shots to create a very unique projectile, in that its has two properties that would give it more of an opposition against defences created for attacks. However, there is a more controlled version of this in the following ability, Spiral Gun.

~Spiral Gun - Yusuke points both index fingers forward. He then focuses spirit energy into his right index finger, while focusing demon energy into his left one. He then fires a Spirit Gun from his right finger and a Demon Gun from his left. Both will then spiral around one another toward the enemy as they combine into one, creating a very strong projectile with a piercing power reinforced by the focused power of spirit energy, combined with the destructive capabilites of demon energy.

~Spirit Gloves - Both fists are engulfed by an active power of energy, be it Spirit Energy, Demon Energy, or Supreme Energy. This ability is shown active by the radiating energy appearing nearly as a sphere around each fist. While active, it gives Yusuke's fists exceptional physical power, yet drains his energy supply while kept in use.

27Lucind Varhetel

Name: LUCIND VARHETEL [speak: 'lu-shind 'var-hetell; 'h' aspirated, German/Japanese 'e']

Race: Siren [Only recently, Lucind went through a rebirth so that her father's human blood was completely eradicated, that is, transformed, turning Lucind from half to a fullblood, just like her mother was.]

Age: about 90 human years, she's in her 12th Siren cycle [100 moon phases = 1 cycle]

Family: Larhien (twin brother), Meidura (mother, deceased), Alleck (father, deceased), Mildroa (aunt)

Height: 162 cm (5'4")

Weight: 52 kg (115 lbs)

Eye Color: amber

Hair Color: navy, reaching down to her shoulder blades in layers

Complexion: pale

Special feature: Oversized ears, reminding of a bat\'s ear

  • For comparison: this is how I pictured Lucind's ears before and everytime I draw her these days, the ears turn out to be even bigger than in the above linked head shot.

Gender: female

Profession: Shop owner, GSF member

Alignment: chaotic neutral

Patron Deity: Var (one of the first five Sirens, first real contact about a year ago, IC wise, second time during rebirth, about six weeks prior to HoH08)

Weapons/Armor/Equipment:

  • eshaton (Siren staff, female form; can be shape-shifted into its original form, an oyster pearl which Lucind usually wears as an ear ring; synchronizes itself with its owners powers - handling level: mastery), throwing daggers (handling level - mastery)

Sirens use light armor which is suppose to protect the most vital spots but still grant ample space to move during fights:

=> Combat outfit I recently designed: The core of the material used for the corsette and choker is reinforced to withstand easy to medium blows/hits/punches/etc.; the most important function of both peaces is, however, to protect Lucind's most precious assests, vocal cords/laryngal area and ribcage/lung system, in that they extent with each movement and each breath but resist pressure to a certain degree.

Special items:

  • A tiny ruby, given by Maximos/Uriel: She got it worked into a fingerless glove (partly cotton, partly leather) that sports a socket for her e'shaton in its pearl form; she usually uses this glove when she knows she's to face trouble - it gives her easier access to her weapon and lets her use it let obvious different from putting the pearl into her silver ear clip, where it's stored most of the time after Eden, the glove's purpose to hold the pearl will be taken over by the shadow collar (see below). Verly likely, Lucind will remove the ruby to use it in another way.

Robes and glasses of Kraun: A keepsake of the short time Kraun was a guest at Feimurgan. The day he vanished he also left other small objects behind, namely dried herbs and plants. All of this Lucind still treasures in the cellar room where the man had his place for about four weeks.

Amulet of Onroy: Lucind got this item from Kaled Onroy, a male Half-Siren from Azum. It is a reminder of his guilt: during the Azum plot he tried to assassinate Lucind in order to gain temproray power needed to protect his family. After the events, during which he had to realize what great damage he elicited by his intentions born from the horrifying image of losing his home, he vanished, saying he'd start again from the scratch to become a soldier his friends and comerades can look up to - and unless Lucind found he failed working on him in that way, he would then get the amulet back. Actually, this accessory is nothing else than his official captain's badge, sporting the Clan of Dorya emblem.

Shadow collar: Plain collar made of shadow essence mimicking cotton with a single slot to hold the eshaton in its pearl form; spontaneous gift by Maximos during a training session.

Skills:

  • Fighting: Since this section is undergoing a heavy revamping process I can't say too much at this point. Basically, with view on her build and the fact that she uses her vocal abilities most of the time and only falls back on the usage of other combat forms, her fighting style focusses on precision - waste as less energy as possible to always have breath left for a song.

Even though the eshaton is more related to a spear or naginata, Lucind uses it in a more quarter staff-esque way.

Elocution and foreign languages: these are still important subjects of the Siren education - even though the today's Siren society is more known for being obdurate and suspicious of most other people, preferring to focus on their own matters.

But also thanks to her father, a known author of travel literature and collector of antique books, Lucind learned a lot about all kind of languages and dialects of this planet and thus also about countless forms of civilizations and their cultures.

Herbology - another, even more important skill she was taught from her clan. Enables her to produce medical ointments/drinks, incenses with a mere pleasant or drugging effect etc.

If she finds the time for it, Lucind loves to design and sew her own clothes.

Abilities:

  • Vocal art (songs and melodies) & vocal attacks (sound wave attacks, also in combination with the eshaton)

Due to her Siren ears Lucind's hearing is excellent, to say the least. She knows what's going on behind her back, literally, thus attacking her from behind won't necessarily be successful.

Medium control of water sprites - mainly for healing, which can't be applied to others though

Minor control of wind sprites - only indirect, in that she can influence the water sprites "evaporated" in the air

[tbc]

[/list]

Appearance/Personality:

[tbc]


[B]

::BIOGRAPHY::

0) Prehistory

To be found in my latest journal entry

I) Childhood and youth

To be found in my latest journal entry


[C]

::ACTIVITY ON GAIA ONLINE::

  • I suppose you know what I mean when I say that, along the way of playing a character, you often have to work on its timelime, its history, fill gaps, also rearrange facts to make things fit nicely (especially when you're to take other characters and their plots into consideration), smoothen the biography and so on.

When I joined Gaia, I just tried out Lucind first - I'd never roleplayed before. All details and the whole Siren world grew step by step: the basics (where Lucind was born, her family history) popped up in my mind only after a few weeks, whereas "Azum" was the last big a** project I'd planned - it was meant to have RP fun with friends but also to proceed with Lucind's story, unveilling things of the past. Now, it seems this new continent Azum will be my Siren's final retreat. Not IC wise. But real life actually got hold of me...a tight grip, to be precise.

But lemme tell you this: One day I'll find enough time to resume working on Seireneia, the Siren language.

I think that Lucind's IC story now lasts about 15 years: around 5 years spent at the East coast and 10 since first entering the Leviathan Stadium. Before Lucind left the West of Gaia she had worked for her clan (joining missions, doing reconnaisson, diplomatic work, training younger Sirens etc.) - and would do so again every once in a while.

Plot list

I) A NEW HOME

Lucind gets to know the Levi crew, makes new friends and finally opens Feimurgan, a book-cafe in the stadium's merchant area.

The Half-Siren also becomes a member of the GSF, mainly responsible for leading a reconnaissance team. A year later she's promoted to be a special agent.

((Truth to be told, I've never really joined in on any of the GSF's plots^^° @Nye: I'll always be sorry for't.))

Another important detail is her meeting Maximos, the shadow warrior. Ever since then, the two of them connects a special friendship. With tracking the book of the shadows for him, Lucind unknowingly initiates a chain of (tragic) events. What effect finding a special item like this might have, Lucind would've never thought of...

II) THE DESTRUCTION OF THE LEVIATHAN STADIUM & MAXIMOS' DEATH

Lucind fights the Destroyer by slipping into his mind. In the course of encouraging Maximos' inner self to stand up against his dark side, the Destroyer was erased - and Maximos decided to pass on.

After all those years, Lucind still feels a bit guilty, even though she freed Maximos from the shadows of his past, giving his soul the chance to rest. It was the first time that she met Uriel - this figure, the personification of death, later on visited Lucind in her store, giving her one of those rubies Maximos used to pay his favourite orders: cherry chocolate cake and a Caramel Latte Macchiato.

Even now the Half-Siren hopes that, one day, she gets the chance to talk to him once more...

The most important thing regarding with the fight against the Destroyer is that it opened a mental path for Lucind into the lhor aven, the psionic plane of the Sirens. Never before, a halfblood had been able to get access to the 'collective unconscious' - and from then on, not only Lucind's powers started growing bit by bit, also the..interest of other Siren clans in her.

Things started moving behind the scenes, things Lucind didn't notice for a long time. And later on she would realize that she had been watched by invisible eyes of her kind for much...much longer.

From the moment of her birth, actually...

III) FEIMURGAN II

To bring back a part of the stadium as soon as possible, even though it's still under construction, Lucind puts all her efforts into getting her store rebuild, so that it may also serve as a place where people of the Levi crew can meet and find out what had happened to everyone on that horrifying day.

IV) THE MONASTERY OF GULDOR - MEETING KRAUN

V) THE TOWER OF BABEL

Victor, Vahn's brother, 'invites' Lu to the ruins of the tower of Babel being located at Barthavos Desert - he needs her, being one of the Apostels, to activate the bridge to Eden via her voice. There, Lucind also meets Sunstrike and Vahn (plus Hono and Tellus) first time after they'd vanished on the day the stadium was destroyed.

During a mental fight with Victor, resisting the urge the give in to his alluring idea of a new Eden, Lucind makes the mistake to instinctively use her still instable connection to the lhor aven: after about a year, she doesn't fully control her new ability - above all, at this time she's still dependent on water as a medium, a key to enter the psionic plane.

Even though she's able to kick Victor out of her mind, her attack backfires instantly, her inner door to the lhor aven working like a portal supplying her with incredible, mental strength...that is, like a broken dam, flooding Lucind's mind and soul with a constant psionic stream.

Here you can find my brilliant post, depicturing how the gate was activated and Victor finally ascended grins

VI) HOH 06

VII) ATTACK ON LATENT AND RECOVERY

Lucind is brought to the Yaits City hospital: during the assault on Latent she was hit by a Behemoth's 'electrocution'-attack and only the contact with Vahn's fang preserved her from dying. She ends up in a coma like state to regain energy, initiated by fellow Sirens who saved Lucind's soul from 'jumping' out of her body.

While saving Lucind's life - all happening in the lhor aven - her clanleader Hetel and her aunt Mildroa notice with worry that the Half-Siren's psionic aura has changed: presumably as a result of the contact with Vahn's weapon and his black fire (in combination with the electrocution) the soul's signature was modified, now sporting a shield that doesn't only protect itself (and Lucind's mind), but also repulses the other Sirens.

Furthermore, this altered aura shows the same tenticle like form like Vahn's black flames did.

This visual phenomenon vanishes after a while, whereas the modification itself remains - something that makes Lucind feel a bit uneasy as well. But since nothing troublesome has happened since then, the woman simply accepts this change, always bearing in mind, though, that it might cause problems one day...

VIII) MIND TRIP

Lucind and Owle paid a visit to Vahn's mind, putting 'the Other', the personification of his It, back into place.

IX) STRANGERS (actually just some short scenes)

Knights and Jean make their first appearance at Feimurgans.

Later on, the Preacher, former partner of Yaits, pays his visit as well to seal the thread patchin up Vahn's arm - an malign source of power invented by Yaits.

X) AZUM -> {cancelled} See XI)

XI) THINGS YOU'VE NEVER EXPECTED -> After nearly two years, Maximos and Lucind meet again. And while bringing each after up to date about what's happened, talking over private worries and enjoying what Feimurgan\'s kitchen can offer, it becomes more than apparent that old feelings are still alive. Even more so, now that Maximos is human, both of them silently agree that they finally have the chance to enjoy each other's presence and warmth, no longer denying what has been there in the past and what was nurtured on the bottom of the hearts during the time Maximos was travelling through heaven and hell.

Furthermore, Lucind fills him in on the events in Azum. The Azum plot itself was never played out, by the way.

XII) LOSING IT - ARE WE FREE?

(Note: Plot wasn't or hasn't yet been played out)

Confrontation between two sides in which the Siren world is split at that time: those who aren't willing to abandon the old lhor aven - calling themselves Aishode -, and the Aishwarya, those who followed the call of the 'mothers', the First Five Sirens and connected to the new psionic plane.

Meeting itself goes smoothly, nobody wants to see more conflicts - both sides pledge mutual support.

Bahi, who preceded Hetel in leading the clan Lucind was born into, demands justice for what Lucind did (threating the whole Siren world by assisting the mothers with installing the new lhor aven when many still doubted it was really the First Five who haven't contacted their children ever since they gave birth to the first Sirens as the world knows them today) - but it soon becomes clear that Bahi just follows personal reasons: she makes some hints concerning Lucind's mother, that Lucind was just as week and misguided as Meidura, which provoke Lu to demand some answers as to what that curse was Bahi already mentioned during a meeting between her, Lucind and Hetel during the Azum events.

Both Hetel and Mildroa, Lucind's aunt, harshly call for Bahi to keep quiet which only causes Lucind to get mad and once more press for answers. Thus, Bahi finally tells that Lucind's mother spoke a curse when her daughter and Lu's twin brother Larhien were only a about a year old, warning the others - after finding out that Bahi had tried to kill the 'b*****d' siblings right after their birth - that one day, her children would fight against all those insane traditions and help erecting a better Siren world according to the orders and instructions given by the First Five.

Lucind is confused and reminds that, even if it turned out to be true in the end, Sirens can't speak curses - which is supported by Mildroa, stating that was the reason why she, Lucind, shouldn't listen to Bahi's weird talking anyway.

Bahi claims to have had something like a vision or vision like dream in which Meidura's words were turned into a real curse, or prophecy as the doing of some high spirit related to Mother Gaia.

She then goes on that it's too late now anyway and that all Aishwarya will soon see what danger Lucind would be to the new lhor aven - judging by the fact how much she is like her highly emotional, fragile, week mother.

And finally, after more warnings and threats, Bahi reveals, with not too little satisfaction, that Lucind's mother didn't die in an accident during a group fight against a hostile clan of chaos mages - but that she killed herself, voluntarily facing an attack she could've never survived without any support.

Unable to believe what she just heard, Lucind awaits Hetel and Mildroa to refute this information, too. Hetel, however, admits that it's true, that, in fact, Meidura had been demoralized over a longer time so that even Alleck, Larhien's and Lucind's father had sought for the clan's help.

So on that day Lucind learns that all she ever built her life upon, the unwavering belief in her mother who, in her eyes, flawlessly managed to bring both lifestyles, human and Siren, together, was a lie. Where Lucind had always idealized her mother, she is forced to hear that the woman fell victim to a deep depression while trying to keep both, her life as a Siren and that of a wife and mother outside the Siren world.

Ergo, Lucind pretty much loses it - even if she appears to be completely cold. She calls for a aksha riubed, a death fight that belongs to the oldest of customs/traditions - but for Lucind knows it's just what Bahi reacts to, the others are to witness a pretty ruthless, violent fight that ends with Bahi getting decapitated.

Giving up control like this leaves Lucind paralyzed - and Maximos shows up just in time to save her from enraged Sirens attempting to kill her right then and there.

The Shadow finally takes her away to have her calm down. For several hours, though, Lucind is in shock and doesn't sleep nor talk. At first, she even fights Maximos when he tries to stop her from fleeing, that is, headlessly running around in attempt to get back and do...something unreasonable...anything...she can't explain and simply freaks out before turning mute.

The first and only thing she says to Maximos when she's about to collapse from exhaustion is:

"Are we free?"

XIII) WHAT REMAINS

XIV) REBIRTH

XV) HOH '08

XVI) EDEN: GET A TASTE OF NOTHINGNESS

[tbc]

28Designated Hero

((Work in Progress))

Name: Arzhael Gillechrist

Description:

Arzhael is of average height and build. Standing at 5'11" and weighing in just over 200 lbs. His hair is brown, and left long enough that even without wetting it his bangs reach the bridge of his nose. With the way he wears it, only his left eye is capable of seeing. His facial features are pretty smooth, and he could be considered quite handsome by most standards, since his face holds no scars despite the countless battles he has been a part of. He is generally not fond of facial hair, but if he were to be left stranded he could probably grow a beard in a matter of weeks. So he's usually seen with a five o'clock shadow.

He's well-toned and muscular in his upper body, with both of his biceps tattooed. Each tattoo is the same, with two intertwining bands of blue and red going all the way around the arm.

Whenever he's out and about, Arzhael is usually wearing his armor. In most cases, this is his suit of Tallum Plate Armor. Varying in colors from dark blue to black, the armor covers everything but Arzhael's head. Red straps connect the breastplate's two halves, with golden buckles attaching the straps to the armor itself. The armor extremely thin shoulder guards, only a small plate of metal that gives the appearance of seamlessly blending the arm guards with the breast plate. In contrast to the top portion of the armor, which reflects light in order to give the armor a dark blue appearance in color, the leggings are darker and absorb light. Extending from the calf portion of the armor are two pairs of spikes. One at the bottom of the knee and one at the top of the ankle. They are not extremely sharp, and look as if they are used for aesthetic value moreso than combat usage.

Quirks:

Arzhael is pretty much a jackass in every term of the word. He likes to make a fool out of himself, and will do just about anything to garner attention. He's loudmouthed, but not extremely arrogant. It's a rare occassion to see Arzhael silent, but if he is, it is generally an indication that he is angry. He's strong-willed, has a flare for the dramatic, and makes a habit of irritating just about anyone that doesn't get his unique brand of humor.

He's still a friendly individual, helping out those in need as long as they haven't crossed him in some way. Fiercely loyal to his compatriots, Arzhael is ready and willing to sacrifice himself for the sake of the group. His spirits are rarely ever down, and if they ever are it only takes a joke or two at someone's expense to get him energetic again.

In combat, Arzhael is just as loud and obnoxious as he is out of it. He'll often comment on his opponent to his comrades or even aloud to himself, pointing out extremely obvious facts or mentioning things no one else would care to speak of "Look at the size of that belt buckle! He must have a lot of cattle back home".

In one on one combat, Arzhael is almost unstoppable, and it is where he truly shines as a fighter. When it comes to one on many, however, Arzhael is up against a mountain that he has trouble crossing over. In these situations, assuming he is alone, it isn't odd to see Arzhael turn tail and flee from the battle until conditions are more in his favor.

Arzhael seems to have a deep seeded hatred for archers, since most of his battles with them have ended in humiliating losses due to range issues. And he's spent a lot of time devising ways to keep them from running away. As of yet, none of his tactics have come to fruition. The same also applies to long-range magic users.

He is also scared of china dolls, due to a terrifying experience during his training that nearly resulted in his death.

Equipment:

Swords

Dark Legion's Edge

A longsword handed down to Dark Avengers once they have completed their training, Arzhael won this sword from Eledwehn following one of their duels. It is of a longer design than most swords, with a thinner blade and a more elaborate hilt than the Tallum Blade that is held in Arzhael's left hand. Since the weapon is considered Arzhael's 'main' sword, it often sees more successful strokes in combat than the Tallum. The Dark Legion's Edge has been bestowed with a strange quality that keeps it extremely sharp and deadly, enhancing the damage done to anything struck by the weapon.

Tallum Blade

Arzhael's second sword, the Tallum Blade is of elven design and acts as a foil to the Dark Legion's Edge. It is a shorter, thicker blade than the Dark Legion's Edge, and the only decoration on the sword itself is a black runic design on the flat of the weapon, an entertwining design that connects at the bottom and remains open at the top. Often held in Arzhael's off hand, the Tallum Blade is well-suited to block incoming attacks and make quick strikes to complement the offensive power of the Dark Legion's Edge. The elven enchantment placed upon the sword bestows the wielder with increased vitality, allowing them to take more abuse than normal.

Tallum Heavy Plate Armor

Armor that came along with Arzhael's sword, he had to pay a pretty penny in order to get this entire suit, and even then he had to hire a mystic to lift the bonds placed on the armor itself. The armor is thick like most plate armor would expect to be, offering protection from daggers and most arrows in the thicker pieces such as on the chest and legs. The armor, with all of the bindings lifted, bestows the wearer with a number of things.

  • Increased strength at the cost of his own blood.
  • Increased attack speed
  • Resistance to poisons

Energy stones

In order to avoid overstraining his body, Arzhael has been able to channel his 'focus' energy into these stones. They are one-shot stones that break upon usage, but channel the energy into Arzhael's swords to power a number of his attacks. They are used by being smashed against the flat of the sword.

Quantity: 30

Abilities:

Miscellaneous

Detect Weakness:

By focusing on an enemy, be it in the heat of combat or from a decent distance away, Arzhael may be able to detect the weakness of a number of different creature types. These include monsters, insects, plants, dragons, magical creatures, giants, and animals.

As of yet, Arzhael is unable to detect a weakness within humanoid opponents.

Braveheart:

By increasing his will to fight, Arzhael is able to muster up enough courage and energy to continue fighting despite grievous injury. This effect depends on how dire Arzhael's situation is, but can last no longer than 10 rounds.

Sword-based, Non Charge abilities:

Triple Slash:

A quick three slash technique that moves at such speed that it only appears as one. Strength and accuracy are sacrificed for speed to leave three quick strikes in the flesh of an opponent. Arzhael usually prefers to act with more flash and showmanship while exhibiting this skill, showing off to spectators and allies alike instead of actually intending to do damage.

Most effective on unarmored foes, close range.

Riposte Stance

Sacrificing his attack ability for defense, Arzhael assumes a defensive stance and awaits an incoming attack. While in this stance, Arzhael has the ability to instantly parry incoming attacks and has a chance to even reflect magic-based attacks by believing in the true power of the sword. As long as Arzhael is not caught by surprise, there is a 50% chance that he will counter any attacks coming his way while in the stance, and an additional 30% chance of not taking any damage at all.

The mental strain caused by the Riposte Stance makes it unable for Arzhael to hold it for any more than two to three rounds of combat.

Sonic Rage: The duelist's most exclusive skill, Sonic Rage utilizes the power of the sword to emit a burst of energy that simultaneously charges up the weapons' sonic force. By crossing the dual swords in front of one another at a precise angle, Arzhael can create two separate crescents of energy that overlap into an 'X' type slash that extends outwards in front of him for twenty feet. It's power level is slightly more than that of a level five Sonic Blaster, capable of blowing man-sized holes into solid stone.

Sword-based, Charged abilities

Focus Sonic

In the event that Arzhael is out of energy stones he may focus the ambient energy of the world around him into his swords. The process is extremely taxing and requires a lot of concentration, so Arzhael is unable to act while charging his weapons. The process takes about three seconds per charge, but renders Arzhael open to attack for the duration.

Sonic Blaster

After focusing at least one charge into his swords, Arzhael swings the Dark Legion's Edge across his body to release the focused energy as a physically manifested lance. Sonic Blaster has a range of twenty feet, and upon coming into contact with an object bursts outward with an explosive force dependant upon the amount of charges Arzhael has built up. At its weakest Sonic Blaster would knock an average person back about five feet, while at its strongest, Sonic Blaster would be capable of leveling a small building.

Sonic Buster

Similar to Sonic Blaster, Sonic Buster utilizes at least two 'charges'. Considered a powerful technique taught to more advanced gladiators, Sonic Buster is really only useful to a combatant in close quarters combat with more than one foe. By slamming his swords into the ground, a circular wave of energy bursts outwards, using Arzhael as a focal point and blasting back any and all opponents within a four foot radius.

Slightly weaker than Sonic Blaster due to its wide dispersion, Sonic Buster at its weakest would knock an average-sized man off his feet and back about three feet. Fully charged, Sonic Buster has potential to rip a hole in the earth immediately surrounding Arzhael while knocking an average person back thirty feet. This virtually leaves Arzhael on an island all on his lonesome, with a twenty foot drop extending about two feet away from him and solid ground.

Sonic Storm

A combination of Sonic Blaster and Sonic Buster. Sonic Storm is used to attack bunched up groupings of enemies from a distance. It is weaker than both, requiring two charges minimum to be used and at its strongest packing a punch similar to being hit by a small car. The radius extends as more charges are used, widening from four feet to ten feet.

Sonic Barrier: By discharging Sonic Force, Arzhael can create a barrier that renders him imprevious to normal and magical attacks, as well as status-affecting skills. The duration of the barrier is limited by the number of charges used, but cannot exceed three turns. (One-two charges = 1 turn, three-four = 2 turns, five and up = 3 turns.)

Sonic Move: By discharging Sonic Force behind him, Arzhael can propel himself at a much greater velocity than he would normally be able to travel. The speed boost is instantaneous, uses one charge, and ends nearly as quickly.

Double Sonic Slash

Triple Sonic Slash

History:

Arzhael grew up under the care of and as the sole apprentice to Swordmaster Iron, who was, as his name suggested, one of the greatest swordsmen to grace the land. As such, Arzhael was always around weapons and war. He was never a fan of big battles, though. His true desire was to match Swordmaster Iron in single combat, as he had seen so many people attempt, and fail to do before.

His training was rigorous, Iron would often force him to stand out in an empty field for hours at a time, holding two swords out at either side until the weight became virtually non-existant. Were he to fail or fall short of Iron's expectations, he had his meals taken away for the next day. By the age of sixteen, Arzhael was finally physically capable of taking in the lessons from the warrior.

Along the way, he learned the code of the Duelist. A Duelist, Iron said, was not meant for the battlefield. Wars were not ritualistic enough to bring honor to a swordsman, his training, or the weapons he wielded. A Duelist was to devote themselves to one on one combat, and in that setting, despite the quality of opponent they were facing, a Duelist would always emerge victorious. It was this code that Iron lived by, and it was that code that had lead him to become champion of the Grand Olympiad, a prestigious title that granted worldwide reknown to any who attained it. Taking these lessons to heart, Arzhael focused intently on training, eventually going so far as to leave Swordmaster Iron for a brief period of time to meet up with other legendary teachers, such as Kain the Gladiator, a man who turned away the life of an aristocrat to take up a life of swordsmanship. While Kain had yet to attain the status of Duelist, he was an accomplished swordsman who had fought Iron in the past. Kain took Arzhael in and sheltered him while the young man continued his training. For two years, Arzhael stayed with this man, learning the tricks of his trade before continuing on.

It was when Arzhael ran into Bartz, a paladin of the Lamb's Heart, that he learned of something more than fighting. Bartz was an atural-born leader, the kind of person who lived to fight for all of the right reasons. It was he who tamed Arzhael, turning the scrappy youth into a relatively patient young man. However, Bartz held no sort of combat training for him, so Arzhael was off again, this time heading east, to Talking Island, a hub for aspiring adventurers.

It was in Talking Island that Arzhael met his first real friends. Eledwehn, an up and coming warrior who shared his own ambitions for greatness, and an older dwarf by the name of Dvalinn, whose work with metal and steam could hardly be rivaled. Dvalinn took the two youths under his wing and vowed to teach them Temperance. And so they formed a brotherhood, uniting themselves under the banner of an eagle, the three adventurers set out to claim their rightful place atop the pedestal of greatness.

Arzhael did well to support his newfound friends, often acting as the group's muscle as Eledwehn grew in experience. He didn't notice it at first, but as they spent more time together, Eledwehn seemed to focus a lot more on darker subjects, more specifically, vengeance on a group of people that constantly pestered them. Arzhael was not really concerned with such things, and so didn't bother to speak any longer with his friend on the various notions of war and death. As Eledwehn and Dvalinn began to expand their group's influence outward via diplomacy, Arzhael focused solely on growing stronger. He parted ways for a short while, heading back home to meet with Swordmaster Iron and show him just how much he had grown as a fighter.

When he arrived, Arzhael's mentor and teacher was nowhere to be found. A hint from a local blacksmith lead him on a quest for five tablets, each one spread across the world, leaving clues as to where to find the next until the final tablet would tell him the fate of his beloved teacher. His search, though stained with blood and sweat, lead him to the Valley of Saints. In order to achieve what he truly desired, Arzhael slew a host of angels and uncovered the fifth and final tablet. Upon reading it, Arzhael learned the dark fate that had befallen his instructor.

Iron, in search of more strength, had abandoned his roots, his code, and his student and sold his soul to become a demon.

With little but vengeance upon his mind, Arzhael tore off across the continent, chartering a boat to Goddard territory and following the trail of death and destruction that Iron had left for him to follow. Arzhael's cry of vengeance rang out across the landscape as he finally came across the resting place of his newly declared foe. The duel lasted hours, and when Arzhael emerged victorious, he was bestowed the title of Duelist.

With nothing left to do but continue to grow in strength, Arzhael is currently seeking out his old comrades, in the hopes that Temperance's adventures would lend him both true strength and world reknown.

29AtaraRaven

((three characters, only two showing currently smilies/icon_sweatdrop.gif ...sorry, I ran out of time, will finish ASAP))

Ashizu Itachi

Name: Ashizu Itachi also known as Shi

Height: 5'10"

Weight: 110lb

Nationality/Gender: Japanese/female

Age: 17

D.O.B.: November 10th

Hair: Shoulder length, straight, black, normally worn in spiky little pigtails that make her look rather innocent with her bangs covering her eyes.

Eyes: Grey

Noticeable Attributes: A Black Serpentine Dragon Tattoo twines around her neck once, down her shoulder and twice around her right bicep The fanged mouth open as if ready to strike out from just above her elbow. The tail of the dragon wraps around her neck like a fancy choker and often it is her only adornment besides her weapons!

Alignment Chaotic Evil

Weapons: A pair of custom, black and silver 9mm Glocks one set for a left hip draw and the other set for a right underarm draw. Around her wrists are matching needle pointed shirkin, each 6" long and sheathed on black leather bands around her wrists to make metal wrist bands. She often wears a loose belt with black star shirkin attached all the way around as if the weapons were nothing more than simple adornments. Shi also has a multitude of hidden knives and even a length of strangling wire hidden about her body and in her clothes.

History: At a very young age the girl was selected to be trained as an elite bodyguard/companion for the daughter and only heir of the lord Bankido, a very powerful member of the Yakuza! Her teachers found that after a little emotional reconditioning that the girl became an eager student, as well as an apt pupil and her physical training came easily to her. Shi finished her training as a companion to the young mistress at the age of twelve when she took it upon herself to continue her training and chose the path of the spy and assassin. Ashizu proved to be an even more ruthless killer than most of the adults that she trained with, the young girl killing easily at the age of only 12. Lord Bankido gave Shi to his daughter shortly after the child proved that she was just as ruthless as men three times her age.

Ashizu had been trained to follow the orders of her mistress to the letter unless she thought it would endanger the life of her mistress and she soon found that she truly enjoyed helping her mistress work her way up through the ranks of the Yakuza.

Eir

Name: Grace Brigid Sirona

Height: 5'9"

Weight: 130lb

Race/Gender: Elven/female

Age: 257

Apparent Age: 30

Hair: Mid back length, naturally curly red. Normally worn in in a simple pony tail, the springy curls foaming down her back and all of her hair out of her face.

Eyes: Grey Green

Noticeable Attributes: Her skin is actually a slightly blue-green shade of pail white. There is a tattoo of and Ankh on the back of her right hand and the winged staff and twin serpents is tattooed across her back

Alignment: Good

Weapons/Skills: When in a fight she prefers to use all non-lethal tactics, her weapon of choice is a simple 6' long bow staff with a reinforced titanium core. Grace is a skilled physician, a knowledgeable herbalist and a natural healer. Armed with potions, ancient spells, and a full modern First Aid kit Grace can handle any injury, no matter how severe!

..Spell list...

Heal~ Repairs 50% to 100% of all physical damage that was done to the target of the spell

Strength~ Rejuvenates the strength and stature of target when used in conjunction with "Heal" ~or~ Temporarily boosts the strength of target by 1 to 10 times (roll 1 10 sided die and multiply strength factor of target by the number rolled)

Sleep~ Puts target to sleep, is normally used to put unruly patients to rest so that their injuries can be fully tended to

Awakening~ Revive unconscious target

Holy Light~ Calls down the cleansing light of the divine (roll 1 10 sided die for the strength of spell, 10 being the spell at full strength)

Fade to Black~ Casts a circle of pure darkness around target. Note; This spell was designed to negate heat sensing vision as well as normal vision! (roll 1 10 sided die multiply the number showing on the die by 10 for the circular range of the spell around the target. Eg; 1= 10 feet from the edge of the spell to the target)

Invisible Arrow~ Casts missiles of pure compressed air at target

Freeze~ freezes liquid-us mater instantaneously

Spark~ A small flame, usually no larger than the palm of Grace's hand and reaching 5 inches in height.

Awaken Dead~ This spell requires Grace to make a bargain with fate to return her target to the realm of the living even if their soul has already moved on.

..Items..

Grace carries a very simple looking pack (looks a lot like a medium sized grey gym bag) across her back with a spelled strap that crosses her chest. The spell makes the strap and the bag itself almost indestructible(Grace has not yet attempted to dip the bag in Lava and then spray it with liquid nitrogen...but she has subjected the bag to both Lava, and liquid nitrogen at separate times). The bag is a pocket space capable of containing anything that can handle being deprived of oxygen as well as sub zero temperatures. The main limitation is that you can only insert or remove an item that can fit in the opening of the bag

Basic supplies

Adhesive tape, Aluminum finger splints, Antibiotic ointment, Antiseptic solution or towelettes, Bandages, a roll of elastic wrap (Ace, Coban, others) and bandage strips (Band-Aid, Curad, others) in assorted sizes, Instant cold packs, Cotton balls and cotton-tipped swabs, Disposable latex or synthetic gloves(x15 pairs), Gauze pads and roller gauze in assorted sizes, Eye goggles, First-aid manual, Insect repellent, Moleskin, Oral Rehydration Salts, Petroleum jelly, Plastic bags for the disposal of contaminated materials, Safety pins in assorted sizes, Save-A-Tooth storage device containing salt solution and a travel case, Scissors, tweezers, surgical needles, sucher thread, Soap and instant hand sanitizer, Sterile eyewash, saline solution, Thermometer, Triangular bandages, Turkey baster bulb suction device for flushing out wounds, Medications for treatment of minor infections and allergens as well as varying strengths of pain killers, Activated charcoal (for use of Poison Control), Anti-diarrhea medication, Calamine lotion, Over-the-counter hydro-cortisone cream,

Syringes, medicine cup or spoon

Emergency items

Several food cooler type storage containers (some of the basic supplies are held in these containers to protect them from the low temperature of the pocket space), waterproof flashlights and extra batteries, Candles and matches for cold climates, Sunscreen, Mylar emergency blankets, Road Flares, a small radio, paper and markers, Maps, compass, Water bottles, Water purification tablets, Heavy duty string, light rope 200 feet, Hand Ax, Dehydrated foods, Toilet tissue and garden trowel, Can opener, Pocket knife and spoon(x4), Foam pads, Sleeping bags, Hard hats(x4), rock climbing equipment, grappling hook, cold weather clothing and footwear in varying sizes for layering, snow shoes, ice shoes, blankets, pillows, bottled water

personal items

Several different changes of clothing and footwear from formal wear to medical scrubs and Jamie's and even a pair of very grubby looking overalls. Several sets of leather gloves and an entire little box full of hair clips and ornaments. Hair brush and combs as well as make up and hand creams. There is also a hand carved wooden box full of mementos collected throughout her life(the box strains the limit of the bag opening).

History: Grace has spent most of her life learning how to heal people, both by modern means as well as by use of spells and her own natural magical talent. To broaden her mind she left her home and family at a young age for such a long lived race, she was only 25 at the time. Recently Grace encountered a strange woman who claims to be one of the ancient oracles known as the Norns. Verdandi has managed to bribe and blackmail Grace into traveling with her, but it is more Grace's own natural need to help people that leads her to travel with the strange woman.

30Vahn Fah

Name: Eledwehn 'Black Lion' LeCroix

Age: 23

Race: Human

Gender: Male

Height: 173 Centimeters

Weight: 169

Class: Hell Knight

SubClass: Hawkeye

[b]Title: Noblesse

Alignment: Chaotic Good

Origins: Talking Island, adopted son of the Blacksmith.

Description: A melancholy pretty boy, with a girlish face to boot. He had red, closely cropped hair. A slender build, that underlined his strength, prowess and aptitude to succeed. Upon his left arm, the tribal-like tattoo of adulthood that all humans in Aden receive. This one however also bears special markings of the Black Anvil guild, in association with his adoptive father.

When not wearing his armour, Eledwehn prefers to dress casually, wearing leather reignments rather than anything heavy or metal. Leather gaiters, boots, gloves and a fine vest usually can be seen worn on him, and on especially hot days, he opts to not wear a top at all.

On all other occasions, however, Eledwehn is wearing the armour of a Hell Knight. Tailored especially to each individual, the armour is of the keenest quality, giving it a surprisingly polished silver sheen. Unlike conventional plate mail or standard Knight armour, the Titanium set is that of a near-body forming reignment, allowing greater freedom of movement and surprisingly sturdier protection. The armour sheathes Eledwehn's entire body from the neck down, exposing only his head and face, yet the back of his neck is shielded with an upward spanning collar of spikes. In places that the actual armour itself cannot cover, a body fitting black fabric can be seen.

Personality: Sometimes described as having ice water in his veins, most people just confuse this with him just being extremely laid back. His mood actually changes from situation to situation. Belying his chosen class he is tenacious and fierce in his training and fights, always on an emotional guard and ever alert. Despite his outer gruffness, he is highly loyal, ferociously defending those lucky enough to be befriended by him. He is a dangerous foe and a powerful ally. He will never leave things to chance, always planning ahead and even on the spot should it be required. He has the sort of calm and calculating persona that can amazingly attract others to him. Because of this, he has the hidden talent to command sorties, raiding parties and organize sieges as well as full scale war.

He also tends to have a large weakness in the form of any alcohol. He'll literally mellow out, and be the biggest dope and do things he normally would not do, or say, when sober.

Equipment:

Forgotten Blade

Eledwehn's mainstay weapon and the most mysterious. Literally forgotten in the anals of time itself among the lands of Aden, it was in the Valley of the Saints, that the blade had been found, during Eledwehn's quest to gain an audience with the Lady of the Lake. Having to defeat a venerable warrior of Eihansad herself for ownership of the blade, it was apparently well worth the trouble.

It's hilt and cross guards are very elaborate, bearing the very visage of the sun itself, and the eye of Eihansad. The handle itself has space enough for two hands, allowing more devastating and accurate blows to be dealt, although the blade can be swung normally with a single hand. The entire sword is sheathed in a gold sheen, which has dulled to a copper tone over the ages, thus hiding its true nature. Because of the amount of souls this blade has 'collected' throughout the ages, as well as the foes dispatched by Eledwehn himself, the blade is constantly surrounded by a deep blueish haze of swirling aura, giving the sword tremendous damaging power, greater than normal blades. It also bears enchantments which make the weapon unnaturally keen, enhancing damage to a target as well increasing the chance for a critical to fatal strike from just one swing.

It also bears Eihansad's blessing, making the weapon of Holy properties, an odd choice for a Hell Knight to bear, to say the least.

Titanium Heavy

Armor forged personally for Eledwehn as part of the initiation of Hell Knight. Not just any manner of warrior can wear this set, as it is always individually tailored and bonded with its host. In order to obtain the armor, one must defeat a fallen Hell Knight, and have it re-forged within the Hall o f Flames, near the lair of Valakas itself. Because of the manner in which the armor must be obtained, there are no bindings that must be lifted beforehand in order for the attributes and benefits of the armor to be enjoyed.

-Increased vitality, as if the flames of the dragon Valakas continually coarse through the armor itself which never allow the wearer to tire or be forcefully put to sleep.

-Increased speed through the surprisingly featherweight design of the armor, allowing for greater freedom of movement and action that would normally be impossible for a heavy set wearing person.

-Increased defense, especially resilient to dagger attacks, projectiles such as arrows, and some blunt attacks.

Dusk Shield

This near ethereal shield, was Eledwehn's prize for aiding in the defeat of Lilith. Because of its ethereal qualities, the shield does not have to be worn in a conventional means, nor carried about in one either. It would be impossible due to its sheer size, due to the fact that it was intended for the use of Lilim Knights and Lilith herself.

In fact, the Dusk Shield can be summoned instantly to Eledwehn's side, merely by reinforced thought. It is Eledwehn's sole means of protection, and his greatest one at that. It can fend off most physical projectiles with ease, as well as providing a most excellent barrier against arcana, fully protecting the wielder. The width and length of the shield is so great that it encompasses Eledwehn's entire form completely, yet still can be wielded conventionally due to its ethereal quality. Needless to say this means that at times, depending on the angle, the bottom half of the shield will appear to be part of the ground or slipping into a wall.

Percussive strikes against the shield will force it to return to the nether realms from whence it resides, where it will need to mend itself before being usable again.

Kris Dagger

Ring of Black Ore

Necklace of Valor

Earring of Orfen

Abilities:

Create Common Items

Because of his adoptive father being a dwarve as well as the local blacksmith, Eledwehn grew with the slight knowledge of craftmanship on the basic level. While he cannot create intricate works of art or masterpiece equipment, he knows enough to make a quick gold piece or two.

Lucky

Something more inborn than trained or developed, Eledwehn has the keen luck of surviving, or having situations always turn out the best for him or as he planned. He has also had several near fatal encounters in the past, yet lived to tell the tale.

Armor Mastery

Eledwehn has the basest of armor knowledge, allowing his defense to increase when wearing it.

Mortal Blow

A potentially deadly attack, although usually extreme luck is required. Gathering his strength, Eledwehn strikes blindly with a dagger.

Power Shot

A deadly, damage dealing volley from a bow. Although not as comparable to archers.

Power Strike

Gathering inner strength for a fierce strike, in one downward swing from built momentum.

Relax

Able to heal and recover faster when sitting and simply not moving at all.

Weapon Mastery

Allows a base understanding of the sword, bow and dagger.

Drain Health

Heavy Armor Mastery

Magic Resistance

Majesty

Shield Mastery

Shield Stun

Sword Blunt Mastery

Ultimate Defense

Aggression

Deflect Arrow

Divine Heal

Focus Mind

Aura of Hate

Life Scavenge

Reflect Damage

Summon Dark Panther

Hamstring

Iron Will

Corpse Plague

Horror

Final Fortress

Judgment

Shackle

Shield Fortress

Fortitude

Health

Wisdom

Shield Slam

Vengeance

Physical Mirror

Touch of Death

Mimir's Elixir

History:

???

31Random Stranger #36

Name: Ivan Williams

Age: 32

Gender: Male

Race: Human

Aliases: None yet.

Full appearance: Six four, rough-hewn as a rock, wheat blond hair that tickles a chin and curtains eyes of a forest that he's probably never seen, Ivan is in all appearances, a bouncer. A street-fighter. A brawler. A survivor, in a city of dreams that never lived up to it's sweet pillow talk. Muscles strike a frame that's more lank, creating a physique that is neither brute nor thief, but a mode between. Attire is often bargain-bin, except for a few choice pieces.

Eyes: Hazel

Hair: Wheat blond

Equipment:

Belts: Ivan has belts around his wrists. Leather, and having survived time's eternal wear to the point where their existance is a permenant place. Nothing special, just leather, metal, and thread.

Duster: A thick, leather duster, dark brown with lighter browns off-setting the colors, that falls to cover the back of his legs in an extension that rounds off into the standard jacket fare. Pockets and a hood come standard, as well as time's eternal wear and tear.

Long Swords: Two rather well-made weapons, jutting from the inside of the Duster, strapped to the man's waist.

Daggers: Ivan's daggers are simple steel and leather, along with a metal scabbard. Each Blade is a foot in length.

Jerichos: Standard Handgun, usually in the pockets of his duster.

Abilities:

Improvisation: Ivan doesn't require a weapon at hand. He can use his intellect to turn common objects into weapons.

Swordsman: Ivan has considerable skill with the Long Swords he carries, and can easily dual wield.

Human Drive: Ivan can find the strength to get up, even when his body screams at him to lay.

Novice Marksman: Ivan is the type to unload a clip as quickly as possible in the general direction of a particular target and hope that he hits something. Often, if he places time and effort, Ivan has proven to be a particularly beautiful shot.

Soul-Broken: Ivan has experienced alot of things, in his life. As such, it takes alot to surely instill fear into him.

Urban Arcana: After a life in the city, surviving muggings, sleeping on stoops, and enjoying those rare moments on rooftops, Ivan has unlocked a sleeping something, a secret to survival in an existance man is carving for himself. Ivan's senses and reflexes are heightened, as well as his pain-tolerance in melee and hand-to-hand.

32Maximos

Name: D

Alias: Lil' D, The Destroyer.

Race: Human

Hieght: 4ft 5inchs

Wieght: 70lbs

Fighting Style: What? Seriously?

History:

The Shadow Lands

The entity known as D has lived something of a sorted and short life. As a consciousness D was birthed in the deepest darkest recesses of the mind of Maximos. As part of his Arian training Maximos was forbade from delving into the deeper and darker emotions. Love, Hate, Passion, Anger....were each denied him, and as such those emotions delved into themselves. They stewed and festered and like a sickly mold in the back of the then Shadow Warriors mind, they formed a life of their own, a consciousness of their own.

At age 18, Maximos experienced what, to this date is the single most horrific moment of his life. After a heated battle with his childhood love, Maxine, the shadow woman fled their tent and was immediately torn to shreds directly in front of Maximos' eyes.

In his moment of weakness, the entity which had gone nameless launched itself to the forefront seizing the controls as it were. Hate was one of its largest parts and it used it to excess, it hated Maximos. It hated him for being happy. It hated him for having a life. It hated him for having control. And most of all, it hated him because it could. It slaughtered the light mages, and then escaped the abysmal darkness of the Shadow Lands. His twisted the shadows around him, like he himself was twisted creating a weapon with which to take his hatred out on the world. The Dark Sword.

And with that started one of the beings happiest times.

The Age of The Destroyer

They there the happiest years of It's life. It could kill, destroy, maim, and hate to its hearts content. No one could stand in its way! Through fall of night and dawn of day It slaughtered without stop. It never slept. It never ate. It never paused or rested. And It never...not ever, not even once...showed the slightest bit of mercy. And it was given a name, by a rather large city it destroyed...The Destroyer.

Yes, everything was going perfect...until a few rogue mages got involved. The Destroyer was cast into the vast desert, under sun and light he weakened until...until Maximos returned, and it was time to sleep again.

The Leviathan

The Destroyer slept, having only a few random appearances but always being thwarted. Until that one day....when the blood poured from the walls and the people screamed, panicking in the halls...during that day, he felt home. And slipped free. Making a vicious rampage across the stadium, until he was finally stopped by a meddling Siren...she made Maximos recognize him as a better half...and together they united...and off they went into the light...The Destroyer was disgusted.

Heaven

This was hell. Everything he hated was here. Perfect bliss, happiness. Everyone smiling, this was disgusting. But he was given a reprieve, it was told to the Destroyer that all that had ever made him who he was, came from the fact he was denied a real life. He would be given a chance to prove who he infact was, to live his life. He would be given a body, a complete soul. And be set out at the age he should have been, should he have been born.

As such, D was born, and immediately placed in Maximos' care. He came to love the Shadow like a brother, until he was sent away.

Gaia

This place held boundless wonders! It had candy, it had shiny things, and he was allowed to keep the Dark Sword as well! But he was cooped up on Shadow Island...even Maximos had no idea exactly how many times Lil'D escaped that island to explore this new planet...

As for how much of the original Destroyer remains, no one fully knows. All that is definite as that D would never raise a hand to his big brother.

Appearance:

D stands 4ft tall, at 6yrs old he is slim although a tad bit more muscularly defined than most children his age. He wears a black jacket, with a black vest beneath it, and a white shirt beneath that, and a set of black shorts. His hair is always kept neat and clean and combed with a part square in the middle. On his feet, are a set of black boots with a skull insignia on the heel, and the sole of the shoe.

One of his most identifying features is his smile.

D like most children has a mouth full of wonderful pearly whites...his only exception being that as opposed to teeth, he has a mouth full of razor sharp fangs. D's smile is akin to a sharks grin. Though they're great for smashing through the candy he loves so very much.

Abilities:

Shadow Play

Being a child, D is not yet able to command the shadows. While the potential is within him, his mind simply does not comprehend the concept. As such he is allowed very simple shadow play. Making him only able to construct very small things out of the place ichor.

Dark Vision

D can see in absolute nothingness. Perhaps a gift given to him by his time in the darker recesses of Maximos' mind.

Candy and Shiny Sense

The ideology behind this ability is still unknown. All that can be said is that if there is a candy, or a shiny, within a hundred foot radius of D. He knows. He always knows.

Hide and Seek

D is a master at the game of hide and seek, though little does he know that his gift in the game is supernaturally assisted. In the shadows or the darkest of corners if D does not want to be seen, shadows instinctively obey his desire, shrouding him. If D can fit into a dark area without sticking out, the shadows do the rest covering him entirely allowing passers to simply see an ambient shadow. Though attempts to reach into the area, often expose him.

Skate Bord

By simply tossing the Dark Sword into the air, and stepping on its extremely wide blade D seems able to glide or fly on the Dark Sword like some sort of twisted air glider. He is very skilled at flying it and it seems the sword has the strange knack of making up for any inadequacies in his riding skill.

While riding a streak of black appears to be carved across the air at rather extreme speeds.

Sweet Tooth

D love candy, he absolutely adores it! He eats it at every possible opportunity, at times he even tries to eat things that arent candy but smell and or taste like it. If angered, teased with candy, or simply hungry enough D will sometimes bite other people with his razor sharp teeth. Calling upon a bit of his Destroyer heritage D is able to absorb a bit of their life, leaving the individual weakened, while the small child simply enjoys the sweet sweet "candy". If D's fanged grip is not removed, he is fully capable of killing an individual.

Sword Manipulation

By no stretch of the imagination should a kid D's age or size be able to lift the monstrosity that is the Dark Sword. But when pushed into a combat situation it seems as if he is not only able to lift it, he is able to wield it effectively, and quite powerfully at that. For as long as D remains in physical contact with the sword, the sword itself will move to his wishes and demands effectively wielding itself for D.

Sord Sheeld

This attack is just as it sounds. The Dark Sword, seemingly acting of its own accord slams into the ground in front of the boy shielding him from harm. The Dark Sword has been know to change form into a dome, or even sphere in order to complete this effort.

Broken Blade

One of the swords most vicious abilities, its activation is only possible if D is either unconscious or unable to see it being performed. The sword quite literally shatters like a broken sheet of glass, the black bits of jagged metal each rising up and attacking a single target like a vicious screaming serpent of bladed agony.

Most foes do not survive as the encounter as the bits ding into cracks in

armor, and tear through flesh.

Dethtop

One of D's own personalized moves. With a single foot on the ground, D holds the Dark Sword out directly in front of himself and spins, like a top. The blades weight and momentum causes its high and level to sporadically change, and after a few second of high speed his form blurs in a veil of whirling black. The whirling dervish, easily tearing through a battleground. Shards of black are randomly tossed from the vortex like bladed knives in random directions.

Toy Soldiers

D's childhood did not come packed with many toys or friends. His closest friends are the shadows themselves. And so by recruiting a group of friends and getting them into costume, and equipping them arms D is able to make a veritable miniature army of toy soldiers with very real weaponry. The child is still in the process of mixing and matching them to create the complete set!

Temper Tantrum

When denied, the average child stamps his hands and feet and makes a bit of a scene. But D is no average child, when denied D has been know to give in to very innate destructive impulses which have been known to turn the small innocent child...into a small innocent monster. Friend or foe he is able to push on through seemingly impossible odds to reach his goal, shoving pain, distraction, and all else aside.

Mr. Patches

Every child has an imaginary friend, a harmless figment of their subconscious with which they chat and play when no one else is around. But for D, those friends are real, and more often then not they take great pleasure in playing back. When pushed far enough, or hurt greatly D's friends, the shadows, have been know to defend him. Using themselves they take the form of a giant 10ft tall patchwork teddy bear. The creature is a monstrous sight to behold. Its paws are home to jagged 1ft long razor sharp claws. Its mouth, much like D's is home to fangs that should exist only in nightmare.

Mr. Patches can be either allowed to walk and attack on his own, mimic D's actions like a puppet, or worn like a suit of a puffy deadly attack armor.

That...Was A Mistake

While in body, and in mind D is a child. He is also the incarnation of The Destroyer, at key moments when the boy has been pushed entirely too far, or harmed, rendered unconscious or unable think for his own, or even directed too by some one he trusts the true power of the Destroyer awakens within him. His eye dye a deathly back, his strength increases so as to no longer require the art of Sword Manipulation to lift and wield the Dark Sword.

His heart, mind, and soul are consumed with nothing but the desire to kill, and make suffer in only the most brutal ways possible. May the gods help anyone who has pushed this child that extreme.

Style:

At this young age, the boy is without any real style. Or grace for that matter.

Specialties:

I Remember You

Having been born in the mind of Maximos, D is equipped with several of his memories and while dates and times are fuzzy, loose pictures, nicknames, and sometimes details that stand out rather triumphantly can be recalled.

Dark Reminder

Having been with the Destroyer since his inception, the Dark Sword now seems to hold an unsightly presence. While D is never seen talking to it, he has been known to suddenly stare off, and when he returns respond and or recall things that should have been beyond his knowledge.

This alternative consciousness seems to act like a teacher to the child during their lonely times.

Chaotic Mind

D's mind is akin to a child with an almost supernatural level of ADHD. His mind bounces so very fast, to so very many different places it should not conceivably function. But like a painting formed by gathering several different paintings and zooming back, D's mind functions.

Though, as such a chaotic mess, attempts at mind control or telepathy of any sort fail. The message or command is lost in the sea of thoughts so quickly, its never even registered.

Feuge

While only twice, D has been prone to black outs. Periods in which he was assured he was sleeping only to find that he awakens in a new or different place. What happens during this time is a mystery to the small child.

Bouncing off the Walls

D's natural energy from his youth causes him to be very fast and twitchy, almost hyper. His action also exudes negative energy, causing an opponent to tire out as they try to keep up.

Clumsy Kid!

Most kids in their early years are plagued with a rash of trips and falls as their bodies struggle to get used to their almost constant growth. D is no different, at the most opportune times the child seems to fall, trip, or otherwise stumble out of harms way, though not necessarily out of trouble.

Equipment:

Os "Exer" Exertus

D was not the only trouble maker to walk through the Manor of Shadow Island. In his younger days Maximos was quite the little scamp. Stealing a few basic runes from his fathers books Maximos was able to create a small black straw size tube capable for shooting small wet projectiles, very reminiscent of spit balls. While seemingly harmless if the user puts enough effort into it, these tiny wet projectiles can hit with a relatively good amount of force, feeling more like a rock fired out of sling shot than a spit balls. The item was a gift to D from Walter.

Supra-Ball

Placing his hands together D is able to call up a small black rubber ball, the ball floats between his hands placing a single rune on the palm of each hand. At first glance the ball appears to be made of a semi transparent black rubber, though when held out in the dark a single very small rune can be seen glimmering faintly inside it. The seemingly innocuous toy holds a very intense power, the ball is able to build up and retain kinetic energy. With each surface the ball bounces off of its force doubles, after a few moments of bouncing it is able penetrate armor and flesh, much like a bullet. Horrifyingly, there is no limit to the force the ball can build.

The only object capable of stopping it cold, is D's hand. Placing the rune in the path of the ball will stop it cold, with barely a sting on the child's hand. Who or where this ball comes from is unknown.

The Dark Sword

D is almost never without his sword. The sword is a monstrous 6ft long, and 5inchs wide, weighing in at almost 100bs. It is almost always bandaged from hilt to tip in white to mask its form. This weapons current function is shrouded in mystery.

In truth, as the childish D was born the older more adult Destroyer had found a place in the sword it once wielded with such terrifying power. It is that older conciousness that schools the young child. That wields the sword when the boy holds it.

Whether D is simply a puppet for its wishes, or a tool by which it must be taught a righteous path is uncertain. Just as the amount of control it truly has over the boy is unknown. What is certain is that the presence of the Destroyer anywhere, is a bad sign.

33Xenin

Xenin

Basic Overview

Name: Xenin Numenesse

age: Over 200 years old

Race and Gender: Elf/Male

weight : 180 lbs.

Appereance:

Xenin is 6,5 feet tall. His face bears a few scars. One is a vertical scar in the space in between his left eye and the skin sorrounding it, another is a clear horizontal gash on his right cheek and another is a circle with and on it (this one was made through burning his temple with a hot coal.) Apart from his scars, his face is quite fair, his eyes are dark blue, his nose is a bit long but not as long as his elven ears.As for his physique Xenin has grown a bit slimmer, his muscles are still well formed, but he has lost some of the muslce he used to have in favor of a lighter build for faster movement. A particular thing about him is that his left arm is prosthetic, it resembles and feels like a human arm but it is not, it can store small things ina comparment in its underside.( Such as poison vials) Xenin modified his arm with small spikes that can pop out if needed.These days he usally wears a black hood over his face that matches his black leather garments. These garments are meant for protection against knives or other weapons with blades. He carries a small flute inside his vest. He has two weapons a pair long knives and a bow that he carries in his back (he also carries arrows). His knives are very special to him, one is called virtue, this blade is of a golden color and its very ornate with jewels, the other is called flaw and its is also ornate but with red jewels and a color of black. Both of these blades are longer than a normal knife but just below the size of a short sword. His bow appears to be a simple white wooden bow but in reality it is a very strong bow, because of the wood its made of.

Abilities:

Heightened Senses: Because of his Elven heritage Xenin has improved hearing, smell and sight.

Camouflage: Even though his garments appear to be black, their color can be manipulated at Xenin's will. Therefor he can blend in with many enviroments.

Subtlety:

As an Elf Xenin has great ability for moving quietly through places without leaving tracks.

Poison Crafting:

Xenin is now able to craft simple poisons that he can aplly to his blades, these give him distinct advantages over others in fights. Some poisons include, temporary blindness , stunning poison, disoreinting poison, and deadly poisons. It should be noted that these poisons are quite expensive to craft and that Xenin does not use them in every fight...he hardly ever has too.

Great Speed:

Thanks to his rigorous training as an assasin and in the martial arts, Xenin has learned to enhanced his innate speed, to a point that for a brief period of time he can move at inhuman speeds. If he runs at maximum speed while visible most people see him as a blurr.

Flute Magic:

Although he barely uses it these days, Xenin has learned to summon the elements and his ancestors through his flute. The later will not come to him these days because of his fall from grace. The elements he can call can be as simple as a veins holding the enmy in place or a huge rush of water to drown them. Since each spell requieres a song Xenin normally dosent use it in a fight, for it isnt practical.

Cirdan:

Though dormant for years, Cirdan of the Valar is a spirit that resides in the elf, Cirdan hasn't shown up for years because of Xenin's fall from the right path. When he does show up he takes control of the elf enhancing every physical and mental capabilities of the elf.

Knowledge of weakpoints:

Xenin has spent many years as a thief, assasin, brawler, etc. for hire in the dark places of the world...so he has learned where in the human body weakness resides when he attacks he normally goes for those first.

Personality:

Xenin has changed much over the years. He used to be a simple, naive almost boyish elf who lived to fight in spars. He has now become a life hardened mercenary who does almost everything for a price. He can fake interest with ease, but when honest he is now dry, anti social, and mean. With old friends he might use a bit of sarcasm, but he normally keeps to himself these days, deciding not to trust anyone. As far as his temper, most people are surprised to find out that he has a very low temper, his major flaw is his apathy towards everything that does not favor him. Xenin can warm up to some special people, but it is after along time of the knowing the person, and many many tests of trustworthyness.

History:

Xenin was born and raised in the elven kingdom of Roven. There he spent most of the first half of his life. He was son of the king in this land, and as a prince he did not have many responsabilities and so he began to train himself as a warrior. When he heard of the original Leviathan Stadium, he then began attending this place regularly, there he made many friends and rivals among these were Unsane, Danielle, Ariah, Maximos , Cerebus, etc. In the stadium he fought many battles one in particular removed his arm, causing him to have to wear a mechanical prosthetic.In the stadium he also met Rose, the human woman that he later married and had a child with. Everything seemed fine in his life and after having child he stopped fighting for a while and retreated to his home. While living with Rose and his son, his father began to have disputes with humans of the nearby villages who began to intrude in his province. Thus it was not long before the humans banded together and began ransacking the elvish lands, the elves fought back...but outnumbered they were slowly defeated. Demoralized by this event, Xenin sent Rose and his child to faroff lands to live in peace, while he slowly sunk into depression over the end of his family's and friend's life and the end of his innocence and happyness... Tired of life and with nowhere to go Xenin became a criminal. He began to live as a mercenary, a low life. He accepted everything from escort jobs to thievery to assasinations. He always demanded extremely high pay for killing, because even though he was broken, he still clung to a small bit of morality. This type of life went on for many moons, changing Xenin into a hard apathic lman with a hatred for humans and an indifferent attitude towards life. Xenin now has decided to meet his old friends again in hopes of regaining some of his lost happiness.

Importance:

Few people are alive who remember Xenin, his wife remembers as the kind loving man he once had been. But since his entire family and friends died he has become a shadow of existence, many dont live to remember his name. Those who know him are rivals of his profession, in it he is respected and held as one of the best mercenaries of his kind.

34Abyssal Majesty

Asherah Eria

Age:602 -doesn't look a day over 20-

Birth date: 1407 A.D.

Birth place: Isle de Gambino

Mother: Nari Eria -deceased-

Father: Zade Eria -deceased-

Daughter: Fayble Eria -living-

Race: Troika -mind you there's an accent on the i-

Or in human tongue: Shatterling. She is the last of her kind.

Gender: Female

Weight: 120 lbs.

Height: 5'3"

Fighting style: Free style

Material Status: In a relationship

Appearance:

An offsetting trait that is most often noticed about her is her hair, a shining cobalt blue. It is often worn in short razored layers that tend to frame her face. Her facial appearances also receive strange looks. Her eyes are feline like, yellow with narrow slit for her pupil. Her lips are full and well shaped, her nose small. In the middle of her forehead sits a small ruby jewel, some would call it a bhindi, that's what she's called it for a long time. Her ears a elongated and softly rounded at the tips, much like elf ears. The are studded with earrings of all sorts. Her posture is always proper, but with a feisty edge to it, with this, she isn't afraid to look anyone in the eye, or stand up to them, or at least their chest. As for her body structure, though she is short, she has a very attractive body, curvy but practical. Asherah can often be seen wearing form fitting clothes. Hip hugging bleack leather pants with her thong often showing. Black bikini top, and comfy black steel toed boots for the extra kick. All of her close have either blue stitching, or black stitching save for other outfits she might wear. She varies her looks depending on what she wants.

Abilities:

Being as old as she is, Asherah has quite a few under her little belt. First of is the-

Race abilities:

Abilities:

Race abilities:

Key: ~ = Pros X = Cons

~ -- The ability to shatter certain natural objects can be helpful in battle. While extremely versatile, Troika can not shatter one thing in particular. Anything with a personal value to the individual is unable to be shattered by this ability. In all, if the foe is attached to their weapon in anyway i.e. family heirloom etc. it cannot be shattered. Also Asherah can un-shatter as well though it takes more concentration to do so.

X -- However, this ability does consume energy. The more complex the object, the more energy is taken.

~ -- While snapping her fingers, the sound emitted can find the objects frequency in which the objects molecules are moving. By doing so she can make them defy gravity and lift them off the ground, but none too high. Just above her head is the limit for smaller objects such as a medium sized nightstand. The heavier the object is, the less and less this technique will work. This being said, she will never be able to lift someone like Ebris Dhifi's size: 6'6" and 312lbs.Taking varying amounts of energy depending on the size of the object, the heavier, the more winded and difficult it is for her to do.

~,X --

Height: 5'7"

Weight: 250 (due to new muscle mass)

Time needed to transform: Two full posts.

Duration or form: Until knocked out, or beaten down.

Duration of KO: 3 IRL days

A major bittersweet gift she has bestowed upon her is that of her final form. To set about this change, her forehead jewel must be shattered and fall out ((It will regrow later during healing)), however, this is a difficult endeavor to ensure that she cannot transform from one blow to the skull. Several attempts with an implement will have to be successfully made.

In this form, her entire appearance is altered. (( In this form- for reference can be related to a VERY human looking Dragon form, or a reptilian like Gargoyle)). Her skin and eyes become much like the texture and color of stone, with cracks ranging her body. Her hands become claw like, her feet shift into dragon like reptile feet. Also from her lower back grows a long strong tail. She mostly uses it for balance, and sometimes to attack. And finally to her head. Short ram like horns spiral back out of her skull, elongating it. These can be broken just as any animals horns. Her teeth grow to fangs as well.

This was just the look of her. What she can do, is lose control. Easily, however, she will only focus on those attacking her, and not attack innocent bystanders. The ability of super strength is a grand advantage. However, the super strength can't be used at a whim; time is needed before and after each use. Once she is done with her rampage, she will either need to be restrained, or she will simply turn back to her normal form, and faint. And she'll stay down for quite some time, also, she will remember nothing. To put into prospective, her strength triples that of her normal strength (Normal being able to lift a woman the size of Ryke, who is 5'7" and 150lbs, just over her head and tossing her about 5 feet in distance.).

Other Abilities:

Key: ~ Strong - After dealing a strong elemental attack, 3 full posts will need to be waited out before another is used. 25% of energy is used, thus leaving her a bit winded.

= Weak: Being that they are weak, Asherah can deal a string of these attacks, but after, 1 to 2+ posts will be needed to be waited until another strong can be dealt. (1 post for just a one two combo. 2+ for a longer string.)

-Elemental control

--Fire

=Physical attack (Punch or Kick) laced with fire -no fire source needed-

--Water

= Physical attack (Punch or Kick) laced with water -no water source needed-

-- Earth

~ Fissure (Most commonly used as a punch to the ground.) -feet planted, and pissed off-

-- Air

= Physical attack (Punch or kick }Think 'force push' from Star Wars in comparison{) laced with air -no source needed-

-Healing: Delayed healing, time needed, not instant. ((Not during battle.))

-Shape shifting: Animals only, form can last for 5 turns, Asherah cannot transform more than three times during a fight. ((Any animal is game, be it mythical or not. If she were to transform into an aquatic animal on dry land, she will still be able to live out the transformation.[Though she wouldn't do the whole water on land thing very often.] A transformation will take 5-10 seconds depending on the animal. The largest she can transform for normal animals are that of the size of a Quarter Horse, or their normal size e.g. a mouse, no larger and for mythical creatures no larger than a Great Dane.))

Weapons:

Asherah tends to like to use anything she can.

However, what she carries with her:

Dark Fear:

A whip made from the strongest of hides, mainly of dragon. The handle is crafted of titanium, so that it is light. A special function of this whip is its ability to either be a rigid whip, or a lax, long whip with a simple flick of Asherah’s wrist.

The Scorpion:

This is a smaller hand held whip that has seven extensions with razors shaped like a scorpions barb tied to the end. This can easily tear flesh.

Xing and Mai:

These are her trusty duel Sai swords, they were custom made just for Asherah. There's nothing too special about them ability wise. However their construction is a work of art. The blade is made purely of diamond, sharp as any sword. The handle is in the shape of a dragon and diamond as well. But Xing's is of Canary diamond, and Mai's is of Rose diamond. The reason that they are diamond is so that they are easily shattered with her magic to further damage her foe.

Knuckledusters:

Her knuckleduster is made of titanium so that it is durable and light. She has two of them, one for either hand.

Dodecahedron Dice:

This weapon is playing with power. She can't decide What she rolls, it's all luck.

These used to belong to her Daughter -explained later-

~The first dice consists only different types of dragons.

1.Queen of Dragons

Rules for Queen of the Dragons:

-Because this role is so rare, can be used with any elements.

-Capable of speech and individual though.

-Fights to the death - no matter what.

2.King black

Rules of the King Black:

-Compatible with all elements but light.

-If light element is applied, control of dragon will be lost.

-Advantage in dark places and evening.

3.White Dragons: two of them

Rules for the White Dragons:

-Is compatible with all elements but dark.

-If dark element is applied, control of dragon(s) will be lost.

-Advantages in daytime, and light places.

4.Chinese Dragon

Rules for Chinese Dragon:

-This dragon prefers opens spaces for flight type attacks.

-Can be paired with any element, but fire is best.

-Will listen to others if Asherah orders it.

5.Japanese Dragon

Rules for Japanese Dragon:

-Can handle any element.

-Most obedient of the dragons on die.

-Quickest to get hit. ((reckless))

6.Crystal/Ice Dragon

Rules for Crystal/Ice Dragon:

  • Repels all magic.

-Weak against physical attack.

-Can shatter, but as a benefit, shards explode on enemies.

7.Glutton Dragon

Rules for Glutton Dragon:

-Absorbs power from eatting. i.e. More it eats. The stronger it is.

-If metal is eaten, scales harden as the alloy.

-Weakest points are wings and heart.

Elemental Dragons

  1. Rules for Fire:

-Best if summoned in hot environment.

-Best is paired with Air element.

-Weak against water.

  1. Rules for Air:

-Only summon when in open air places.

-Like to have a rider controlling it, if not, it tends no to listen easily.

-Compatible with all elements but Rock.

  1. Rules for Rock:
  • Can handle any climate.
  • Only listens to three commands at a time, then does its own moves toward opponent.

-If angered, will not hesitate to crush EVERYTHING, even the controller.

  1. Rules for Earth:
  • Likes forested areas for combat or travel.
  • Can be used for tunneling and growing plants extremely fast.
  • Highly weak against Fire.
  1. Rules for Water:

-Can stand electric based attacks, and use the energy to attack back.

-Prefers Fresh water to Salt.

  • Can dive deep and keep controller safe until resurfacing.

~Second dice is the elements to fuse with the dragon:

1.Air

2.Water

3.Earth

4.Fire

5.Spirit

6.Darkness

7.Light

8.Metal

9.Electric

10.Invisibility

11.Over power

12.All ((Extremely rare to roll))

-In all of these that involve a use of energy, there is time to be taken to cast/summon. And time needed to regroup.- - Asherah can roll the dice once per 5 turns, and each roll lasts 4 turns. If not used in battle, but for transportation etc, dragons can last as long as needed.

Personality:

"This is nothing compared to childbirth, b***h!"

"Mmm. Orange juice...."

"Ooohhh... Wait what?"

Asherah is brimming with personality. That's what six hundred years of life will do to ya. When someone first meets Asherah, the vibe they get is often intertwined with the circumstances. She's a rainbow if you will. Her most common emotion shown is her ever entertaining feline-esque, feisty, fearless side. Thought she does have her sad moment.

Hobbies of hers are indeed abundant. She loves dancing, singing when there's no music. For those who want, she loves to make jewelry to suit their needs and personalities. She also offers a flower that reflects the person when she feels it's right, and if she has a garden at her disposal.

History:

Asherah has lived a long life so far, and expects to live a lot longer. She is supposedly the last of her kind too. The Troka's skin was highly sought after for its magical properties, and because they were a peaceful race, it was ultimately their downfall. Living through the end of her race's era, Asherah learned to protect herself so that she didn't end quite as abruptly. Later in her years, Asherah had a daughter named Fayble, whom she loved with all her heart. She was a single mother, because the man who said they'd be together for all time, and had gotten her pregnant, dropped off the face of the planet.

Despite being a wonderful mother, or so she though, children grow and spread their wings. And as Fayble flew, her wings were quickly cut as she was caught and skinned alive just as her ancestors before her. Asherah was devastated, and now all she has left her her daughters dice.

These days, Asherah travels about and tries to occupy her time with activities and adventures.

The rest of her history has yet to be written.

35Ryugi Kazamaru

Designation: Prototype Combat Android - Unit 01

Birthdate: -NA-

Age: -NA / Appears 18-

Race: Combat Android - Prototype

Gender: -Appears Male-

Height: 6'0"

Weight: 300lbs.

History:

The Prototype Combat Android is the first in a line of brand new concepts released by FELD. In their goal to better prepare mankind against threats, the engineers eventually came up with miniaturized versions of much of the company's technology, but had no standard equipment to make use of it, until they were approached by Gaian governments on a large scale. It was during one of the talks that the idea for a Combat Android was brought up in order to replace human beings in law enforcement and military operations.

Plans were drafted quickly, and design teams worked hard to bring their idea to light. After months of hard labor, they were finally able to get a passable design. It was decided that the shape would be bipedal, and mirror human beings as much as possible so not to frighten civilians. It would also allow the androids to blend into society with much more ease than a metal monstrosity. However, they would still continue to stand out a bit more than an average human being due to the decision to give them some type of armor, rather than spend millions of dollars on an android that could easily be destroyed by a few stray rounds. After several weeks of designing and building, the Prototype Unit was powered up, and began preliminary testing...

Construction:

The Prototype Combat Unit is made out of three separate layers of construction.

The First and most basic is the inner workings of the android. The skeleton is made up of a super strong, reinforced titanium alloy made to withstand massive impact damage and keep on functioning. Oddly enough this skeleton is not unlike a human skeleton, however it is only to provide basic structure throughout the construct.

The Second layer is made of the actual inner workings of the android. It surrounds the skeletal structure and is packed with several sensors, devices, and equipment to keep the android functioning even after heavy damage. The Power Core is located here in the center chest of the android, located in the deepest and most secure area for maximum protection. This device provides almost limitless power to the android for its many primary systems, as well as its weapons. The Second layer itself is made of many various parts of varying strengths. These are insulated from impact stress as much as possible to avoid needless damage and stress, but are still far from easily destroyed. This layer also houses the positronic brain of the android. This unit is based on the knowledge gained from use of the neural interface in FELD's earlier robotic designs. The brain acts much like a highly sophisticated computer that operates in tandem with the intelligence programmed into the unit. While a basic intelligence is programmed, the Prototype Combat Unit is also equipped with the ability to learn and improve on itself and its tactics. This feature gives the Prototype the basic equivalent of Free Will, a massive step forward in FELD's artificial technology. It is unclear if this feature will be implemented into the Mass Production Models, and the decision to implement or cancel this feature will rely heavily on the success of the Prototype's testing.

The Third and final layer is the outer armor itself. The armor is actually made of separate metals. The first type is the heaviest, as well as the strongest. This armor is made out of the same reinforced titanium as the Prototype's skeleton, but it is also infused with some smaller amounts of metals to maximize heat protection, as well as protection from energy weapons and electrical discharges. The armor is far from perfect when it comes to electricity, as it is still metal, however, many of the inner components are insulated from electrical shock, leaving lesser systems more vulnerable to damage from these types of attacks. Areas protected by this armor include the head, shoulders, chest, forearms, and lower legs. This ensures that the android is protected in its most vital areas, and also helps to keep its joints from being too easily damaged. The second type of armor is what makes up the rest of the body. This armor is made from a lighter metal, derived from components that were used in the under layer of Production Unit 01. It is still bulletproof as is most of the unit, but it is far weaker than the previous type. It is more susceptible to blunt trauma and damage than the heavier armored areas, and is also lighter to cut down on the overall weight of the unit.

Overall, these three layers of the unit work together to provide a sturdy, highly advanced, durable piece of equipment that can take a beating in almost any major battle situation.

Equipment:

The Prototype Unit is fitted with three main weapons to carry out its duties, however, it can also make use of nearly any other weapon found on the modern battlefield.

*Dual Mounted Arm Blades-

These weapons are projected from mounts encased in the tough arm armor of the unit. When activated, they project two energy blades forward of the arms that extend roughly two feet ahead of the hands on the unit. These blades are created by shunting high power plasma inside of an envelope of electromagnetic energy. They are tough enough to cut through steel like butter, but can be set at different intensities to avoid severely injuring a target, and only burning them. The default safety setting of the blades causes them to act like a regular bladed weapon, with similar cutting and damaging properties. Only by receiving clearance from Headquarters can the blades be pushed any higher than their default setting. Depending on the shape of the electromagnetic field the blades can also be used to project a shield in front of the unit to act as a defensive tool rather than a sheerly offensive one.

*Prototype Plasma "X-Saber" -

This weapon is mounted on the back of the unit in much the same position of a sheathed sword would be placed. While in storage, the blade is nothing more than a handle, but when removed, an uplink between the palm of the unit and weapon activates energy flow to the plasma blade. In the same fashion as the hand blades, this weapon can cut through steel like butter, but only at its maximum setting. In its default setting the weapon acts much the same as a regular bladed weapon, and clearance from Headquarters is needed to push the blade past this set limit.

*Arm Mounted Machine Buster-

Inside its right forearm the unit contains an energy weapon capable of firing rapid bursts of energy projectiles downrange into a target. This weapon also has a variable setting to prevent the shots from being too powerful under normal circumstances, and requires clearance from Headquarters to be pushed passed the default strength. Default, the projectiles have significant force to knock a heavy individual off balance, as well as leave a very uncomfortable burn on a target. The burn does not cause any severe damage to a target unless exposed to a large number of these blasts in a single area. At maximum, the projectiles are capable of ablating away bits and pieces of almost every known metallic substance at a decent rate, and exploding with enough force to knock most targets back a good five feet, however, they cannot pierce armor instantly. The rate of ablation depends heavily on the construction of the target being fired upon. Metals will have the most resistance, and lighter materials less.

Abilities:

*Jet Assisted Dash and Flight-

Using jets mounted in the legs and back, the Prototype Unit is able to dash across the ground, as well as maintain flight for a time. It cannot maintain flight for long periods of time with its weapons activated, and therefore for any type of long rage flight, the unit must have all weapons deactivated. In a combat situation, hovering is possible indefinitely, but any attempt at full on flight can only be maintained for five, but no more than ten, minutes.

*Mechanical nature-

Due to the unit's mechanical nature, it has no pain sensation, however, various sensors record damage being done to the unit, and keep the android aware of its physical condition at all times. However, this also prevents the unit from being healed by any magical source, restricting it to mechanical repair only.

*Teleportation-

This ability can only be used to enter and exit an area, and cannot be used in a combat situation. A GPS system embedded within the inner workings of the android constantly let it know of its position anywhere on the globe, and as long as a signal can get through, the unit can teleport to and from Headquarters and to its destination.

*Neural Uplink-

This data uplink allows the android to be in contact with headquarters at all times. The transceiver for the uplink is located deep within the positronic brain of the unit, and is among its toughest and most defended systems. The uplink works both ways, allowing Headquarters or the Prototype to send information to and from one another at any time. If the uplink is severed, the Prototype has orders to use its own best judgment to handle any given situation.

*Sensor Array-

The Prototype has a vast array of sensors and scanners designed to better help it in battle. These sensors include several different types of optical enhancement, energy sensing devices, seismometers, as well as various scientific instruments to give the Prototype the ability to recognize and analyze its surroundings for the best possible strategy in battle. A gyroscope within the prototype also allows it to sense movement in a three dimensional plane, giving it an uncanny sense of balance.

*Self Destruct-

As a last resort, the Prototype can overload its power core, and explode with amazing force to take out enemy targets. Under normal circumstances, this ability is locked down, and requires Headquarters to allow the action. However, under certain situations, the Prototype is able to terminate its own body without consent from Headquarters.

Personality:

The Prototype Combat Android is programmed to be respectful of humans and other races, but to use its own best judgment on how to behave in new environments. It is hoped that over time the android will develop its own personality with the assistance of its learning capability.

36Kitty_Cat_Chik

Name: Sapphire Nanishe

Age: Unknown, looks 7.

Race and gender: Elemental Morpher. Female.

Appearance: Looks just like the picture below (in picture), but mainly has blood red bangs, black hair that slowly turns deep blue at the end. Eyes are silver and sometimes she's seen with black cat ears and a puffy black tail the slowly turns a deep blue at the end. White ribbons and bandages.

Her clothing is usually, a black shirt with a gark red stip across the middle, blue pants that bell out at the bottum, a black belt with silver spikes in different sizes that are randomly all over one side, and deep blue boots with white spikes (rounded at the tips) around the lining of the boots and two bukles (about two centimeters apart, just like the last human picture here) that are black with white on the medal part.

Abilities: Sapphire can transform into variouse different creatures. She has the ability to remember other peoples lost memories and place them back into there minds by touching a surtain part on their head. She has the ability to transfer her soal into a dead girls body once her own is dead, though she doesn't understand why that is. Any body she goes into has the ability to morph once her soal is inside of it. She can also control water and shadows and is able to see, speak, hear, smell, and touch the soals of others. The main thing she transforms into is a cat. Sapphire is very fast and can apear and disapear in a blink of an eye. Healing powers, mostly for other, but is able to heal some wounds on herself depending on how serious the wound or cause is.

She does have her weaknesses though. One of then is electricity. Another is acid, because her body would decinagrate. A few others are stabings, bullets, and sharp things to the heart or brain. Some other stuff that humans can died from because of the human bodies she uses.

Weapon: Sapphire holds a sythe that is usually wrapped in bandages or white cloth.

Personality: Sapphire is a kind, caring creature. She loves to be around other and yet doesn't. She is a very shy girl, but she can be talkativewhen nerviuos, and loves the wilderness. All her life she'd lived on a farm right next to a very large forest. She is also a sad child, because of a fact that she's not allowed to grow up. Her mind is forgetfull, and she hates it when teased about her bad memory. Sometimes she can get extreamly violent, but only at times were it's needed.

Add all personality traits of a person here, which you deem important to be included in the entry. Mention whether this person has a humorous character, is stern, determined or hot-tempered - or everything at the same time. What does he/she do, like? - Whatever helps to define the individuality of the person should be put in here.

History: Sapphre was born in a forest area. Her family was of elementals, and morphers. She was the only one of her kind that they new about. They were the ones that educated her on the world, eben to this day.

On Sapphire's seventh birthday, her family had given her a sythe, and when she touched the sythe, she felt that she had been frozzen in age. At that time, she didn't believe it, but as time went on and at the age that she'd be eighteen, her family soon pasted away.

At the age of twenty-five, her body died from a stab to the heart and brain. Her families spirits didn't let her die and dragged her to body that hadnt been dead for long for which she was to take.

Sapphire had been doing it for centeries and found that she could change the appearence of the body to suit her own after doing this twice. The parts of her past are a bit fuzzy, but she only likes remebering her first live, not the ones after taking new bodies to live longer. The only problem was that she had to live forever, untill her parents aloud her to cross over with them.

Write in detail where the person grew up, which education he/she got etc. Just mention all important incidents in the persons life, and as often as possible: Try to add dates which make the entry more accurate from the historical point of view. You don't really need to go into all the exact details - at least the entry should also be an interesting read, eh?

Pictures:

Normal Form 1

Normal Form 2

Normal and human form

Main human form

37Delirium_Butterfly

Name: Unknown, goes by Kai

Age: 14

Race: Unknown

Gender: Female

Appearance: Long red hair, bright green eyes and pale skin.

Height: 5'4

Clothing: Often wears a pink gothic lolita outfit and carries a pink parasol.

Abilities:

Uses her parasol to fly, like mary poppins^^

Can control Ice and its positive and negitive forms, along with the weather.

attacks and defences Wrote:

Rain- Create a rainstorm

Spell Type- Water

Casting Time- 3.5 seconds

Requirements- none

Hail- Summon a hail storm at an opponent, not dodgable unless you have the power of fire.

Spell Type- Ice

Casting Time- 2 minutes

Requirements- none

Thunderstorm- Summon a Thunderstorm

Spell Type- Lightning

Casting Time- 3.5 seconds

Requirements- none

Jupitel Thunder- Caster shoots a lightning ball that will inflict multiple hits at a target.

Spell Type- Lightning

Casting Time- 2.5 seconds

Requirements- none

Ice Ring- If there is any kind of water anywhere nearby or on the ground, the user can freeze the ground and make it covered in ice.

Spell Type- Ice Land

Casting Time- 3 minutes

Requirements- Water

Thunderbolt- Summon bolts of lightning from the sky to strike a target

Spell Type- Lightning

Casting Time- 3 seconds

Requirements- none

Ice Forming- Can freeze any source of liquid and shape it into anything

Spell Type- Ice

Casting Time- 4 seconds

Requirements- Water

Frost Diver- Make spikes of ice shoot out of the ground to impale the opponent

Spell Type- Frost

Casting Time- 1.5 seconds

Requirements- Ice Ring

Frost Nova- Make spikes of ice shoot out of the ground to impale the opponent that is like Frost Diver but faster.

Spell Type- Frost

Casting time- 0

Requirements- Ice Ring

Blizzard- Create a snowstorm to freeze and confuse opponent

Spell Type- Ice

Casting time- 10 seconds

Requirements- none

Snow Nightmare- Have target see snow creatures that look and feel so real they inflict physical pain

Spell Type- Illusion

Casting Time- 3 seconds

Requirements- None

Ice Wall- Create a shield of ice around the caster

Spell Type- Ice

Casting Time- 2 seconds

Requirements- Water

Crystal Bombs- Crystals filled with small amounts of energy that can be released anytime by the caster

Spell Type- Crystal

Casting Time- 0

Requirements- none

Cold bolt- Summon bolts of ice from the sky to strike a target

Spell Type- Ice

Casting Time- 2.5 seconds

Requirements- none

Freezing Spear- Summon spears of ice that will strike a targeted enemy multiple times

Spell Type- Ice

Casting Time- 1 second

Requirements- Ice Ring

Ice Comet- Summon a meteor of ice

Spell Type-

Casting Time- 1 minute

Requirements- none

Lightning Jolt- Summon lightning bolts around the caster to damage enemies

Spell Type- Lightning

Casting Time- 2 seconds

Requirements- none

Personality: Internally, she's a dark, cruel girl with a lust for blood, and she'll kill you with the sweetest smile on her face. She has a dark out look on life and gaining her trust is almost impossible. She is ruthless on the battle field and socially too, though she'll do it with a smile, of course. But those she does trust see that she is nicer than one would think and that she is one of the strangest and craziest wonders of the world.

History: No one knows where she came from, she just was found on a battle field covered in blood, but she didn't have a scratch on her. She calls herself Kai, though she says its not her real name. Anyone who tried to find out, however, was eliminated immediatly. She says she hates pink, but wears it all the time. Her answer, "To remember the past I left behind."

Other: She is one of the best hackers in the world and has a really advanced computer the size of a GPA called GIS.(Ghost Infeltration System)

Pictures:

38TheRealOkawaAir

I live to live, not thinking of consequences or repercussions. I live by causing my problems today, facing them today and solving them today. Tomorrow does not pertain to me, there is no tomorrow for me, it manifests for me because I strive today. So basically I do not die for tomorrow to die tomorrow. – Atako Okawa

General Overview:

Name: Atako Okawa

Alias: Okawa Air

Age: Twenty-nine

Weapons: Hrunting Greatsword. As mentioned the Hrunting is a greatsword with thin-folded sides and a heavy-crystallized core, so giving it a thick center. Because he prevailed where other Okawas did not in battle, did he receive the honor of 'attending' the Greatsword. Hrunting has great capabilities and great weakness (liabilities). The sword's physical form is as the best rate that there can be find: thick though sharp, heavy thus deadly and slow when charging. Although the sword's 'metallical' statistics are quite impressive, without using strategy, it is useless due to weight and the stamina it constantly drains.

Race: Human (in denial)

Nationality: The Netherlands Antilles

Place of Birth: Curacao

Alignment: None

Appearance:

All the way down!

Biography:

Fleeing across the Globe!

Atako Okawa was born in Curacao, near Venezuela within South America, back then his parents fled from the oriental contingents to escape the brutal onslaught of the Okawa clan. His family was not like the usual Okawa’s, brave, confident and most unlikely to decline a challenge. Although it was not like they did not have the capacity or audacity to fight back, it is just that since Zeniji Okawa married Yoko Yunikichiwa, they prohibited fighting for the whole family although instructed Atako their fighting style as a discipline and a meditation style. The Okawa’s left Japan without a notification of their departure; they just left although the rest of the clan already knew why. So contact with the other Okawa’s was broken and Zeniji and Yoko raised their little son Atako in Curacao, there they learnt the native language thus changing their culture as time streamed past. Time past, Atako grew up without knowing his true identity, his purpose, he never asked because he never had an initiative, a reason or clue to ask his parents why they did not look like the other native neighbors.

The Awakening... (eight years later)

The day that the mark of the Okawas was branded under the shoulder blade of Atako near his spinal cord which brought tremendous grief and headache, as something ethereal was puncturing his head’s temples. Atako did not keep it a secret and as soon as Yoko saw the mark she fell to her knees and began to cry, Zeniji stunned although after a week of heavy consideration and isolation from everyone, they decided to find the solution at their birthplace- the foundation of the mark. Within the following week, all preparations were made and Atako quitted school, at that time he was eleven years old but already understood that that meant that he was never coming back. Atako Okawa was instinctively independent, so when his parents took him without notification to the Hato Airport without letting him say anything to the ones he knew, he did not query or doubt anything. Instead he boarded the plane, only thinking about the pain surging through his brain and he also knew that it was time for some answers although first he waited and sought the problems resolve, if not he would demand answers. Cause of Curacao’s seclusion as a small island, the plane had to detour within the Netherlands; they sat in the East wing of the Airport, by gate 22A and waited by the entrance, not revealing the grief, pain, fatigue in Atako’s facial area.

The Beginning… (two days later)

Atako, Zeniji and Yoko stand before their hidden clan house after more than nine years, knowing that they could be killed in an instant because of treason. Although as normal as ever, they waited to be noticed and when the door loudly cracked open, Zeniji said “It took place...we need your help...” At that moment, Atako saw an old man vested in a ivory-colored outfit step forth from the shadows lurking in the house and said “Son….”. “You foolish…Now it is too late...” Simultaneous as the last syllable came out of who had been identified as Atako’s grandfather, Atako felt a medium warm feeling flowing throughout his red-colored hair, he smirked thinking that it was his mother’s hand, there to give him confident that he was safe. Although this was not the case, Yoko and Zeniji were brutally stabbed with unsheathed kitachi’s and Atako’s grin turned into the opposite but merely, he was too much in pain and the grief caused of it made him careless. The drama and shock tearing through his soul was too much and the only thing he could do was watch as the corpse of her cleavage-penetrated mother spit a crimson fluid. Atako fell to his knees, his right arm raised with his right hand where he felt pain in his head, his hand reaching out for his father’s face which dripped fluid from his mouth. In succession, his grandfather stepped forth and hit his spinal cord with three fingers and the blunt-side of the bone of his thumb knocking Atako in a seemingly eternal sleep.

Parting with a promise (fifteen years later)

“I hate you, you old b*****d...” Atako was vested into some loose clothes, hanging down on his features and moving smoothly while he motions, Atako turns his right foot, the ankle directed at his grandfather and he slides it back to bring himself into balance as he staggers backwards.

Atako and his grandfather were training, Atako with no mere hate in his movements only in his words, although his grandfather just peered at him, waiting with no stance for his next move. Atako was still alive even though he should have died, many years ago- to be precise fifteen. The mark (curse) of the Okawa was sealed by his grandfather who killed his own son for leaving, so basically he hates and shows gratitude to his grandfather although he hates him more, for he had wished he killed him too on that unfaithful day. So for fifteen years, each of them minimum three-hundred days long he tried to kill his grandfather, within the break of the morning to sundown, even on his birthday Atako tried to kill the one he refers as master and a b*****d.

His grandfather turned to face him, bowed his head accordingly to him and began to walk to the door, he took the wooden object by one side and pushed it beside him “You can leave now…and don’t come back...” Atako responded “Don’t die on me, I will come back and I return the favor you granted Yoko and Zeniji fifteen years ago”, and to that his grandfather laughs and takes a few steps forth, pushing the door back and states “I will be waiting...”

(Humane) Abilities:

-Swordmanship

Atako Okawa is an indeed a trained Samurai, although the difference is

his performance with Hrunting because it is heavier. Okawa relieves

more strength into his grip to carry it, to swing it, and to handle. He

started carrying the amount of weight when he was fifteen, after ten

years he can wield it for a short time (five minutes) like a wooden

bokken. This is without using his special abilities.

-Agility

Atako Okawa also ran through rocky hills, climbed them with the exact

weight thus built thick muscles around his legs especially the underlegs.

This developed more agility in close quarters (of his enemy) while

wielding Hrunting, although he is faster with it sheathed on his back. In

addition, Atako Okawa periodically holsters Hrunting sheathed with the tip

of the blade into the ground. This relieves more weight of the blade in

the ground thus giving him more speed. So basically he can rapidly clash

swords (not like Dante of course) for five minutes. His agility becomes

equal to the one of a trained watchdog when he does not holster or carry

Hrunting.

-Perception

Atako Okawa’s perception is top notch, he can [for seventy-five percent]

identify the route of a blade of a sword two seconds after the enemy

launches it. He can reach strategically to parry or counter, so in total, he

takes about five seconds 'react' with Hrunting.

Special abilities:

-Atako Okawa has two special abilities. The crystallized core within the

shell of the blade is arcane, it activates by itself in presence mental

activity. So basically there is no 'wizardry' practice when using

Hrunting. Hrunting's arcane powers kick in after two successions,

when Atako 'thinks' about it and when Hrunting comes in contact with a

solid object. To say that Hrunting manipulates objects is a lie;

Hrunting's powers are to 'maul' molecules. So basically if Hrunting

touches hard objects, it creates 'weak spots' within the object but if it is

soft, for example flesh, it deforms the cellular construction/ wounds

faster. As mentioned, apart from the body and mind conditional

necessities, using the arcane abilities of Hrunting requires stamina, so it

is mostly a pay-to-get-service. So the more Atako invests, the greater

the capability. Hrunting's special ability is to shrink in width and for that

Atako must use his own blood to picture his family crest on the blade of

the sword. And for 1.5 hour the sword will lose all of a greatsword's

physical capabilities and appearance and will become a Japanese

backsword. It will still retain its arcane abilities and will double all

effects making everything that does not have a crystallized core

rapidly and continuously rot, it feeds on the similar molecules until it

finds a crystallized core. This takes a lot of stamina and can be only

used for 1.5 hour, further use is instant KO for Atako Okawa. Although

the arcane abilities are from Hrunting, so letting loose of it will halt the

proces. The other ability is to 'erode' the gravity produced by him and

every other objects he touches, seemingly it appears an offensive

ability although he uses it to minimize his weight's effect on Earth and

move faster or swing his sword rapidly. However this is only one part of

it, as he can use it on other objects to his liking. This ability is enabled

by wielding Hrunting although it is default too that Hrunting becomes

lighter. So to level gravity or equipment or other objects; it takes

stamina and also needs to be in a range of ten meters.

This ability only works on everything that is not humane, or demonic

or angelic. You get the point (only 'items')

(The more time I Rp, the more I add, I do not start with the knowledge or ability to read someone’s attacks. Not that I am saying that it is a bad thing. I just want to develop, add more to 'it'.)

39Victor Fah

  • THE BASICS

Real Name: Victor Fah

Other Aliases: The Fallen, Blood Prince

Status: Active

Identity: Over the ages Victor has assumed several identities in order to conceal both his origins as well as true name. However, recently his presence has started to become more and more widely known.

Occupation: Mercenary, (former) Captain of the Kyonuske, (former) Lizard Clan Seer, (former) General of the Empire of Allen Fah

Race: Human

Nationality: Murmillion

Place of Birth: Allen Fah, Nybelmar

Alignment: Lawful Nuetral

Patron Deity: Mari the Goddess of Dreams

Class: Paladin

Mode of Combat: Swordsmanship

Marital Status: Single

Known Relatives: Draeger Fah (father, deceased), Vahn Fah (brother, currently active) "The Old Man" (unnamed grandfather, presumed deceased), Ashe (sister in-law, deceased)

Base of Operations: (current) Isle of Eden, (former) Tower of Babel, (former) Town of Latent, (former) Leviathan Stadium, , (former) Hallow, (former) Fields of Barthavos, (former) Allen Fah

Group Affiliation: (current) Necromatic Alliance, (former) Clan Kyonuske, (former) Lizard Clan, (former) Empire of Allen Fah

PHYSICAL ATTRIBUTES

APPEARANCE

Victor was of slender appearance, with tanned skin and dark hair which was jet black. While Murmillions are naturally gifted with bronzed flesh from the heat of the sun and flames they are so in tune with, Victor's is sometimes pale due to all the time spent in the Void.

He tends to wear black leather vests, jackets, bracelets and belts often decorated with silver. Depending on the weather a wide fur coat wrapped around the body and often only fixed with the belt completes his outfit.

Victor tends to also use black leather whenever possible. Black is seen as a pure colour, similar to silver which is related to the stars.

Most of his jewelry: rings, necklaces or bracelets are made of silver. Gold, precious stones - except the dark opal which is highly appreciated - are seen as a sign of unjustifiable arrogance, not worthy of a decent folk.

Victor sometimes, keeps his hair with one or two braids, only seldom letting it remain long and open. He bears the trademark yellowed pupils of his race as well, along with a tribal sun marking on his left hip, leading to the suggestion that these tribal markings are in fact Cult seals.

PERSONALITY

What makes Victor so compelling is that you can see and understand his justifications for his plot, even if the end result of that plot is evil and heinous. He is absolutely sure that the world will end because of Destruction.

In order for the world to avoid this fate, he will sacrifice himself and a million lives. He has seen firsthand thousands of lives lost in order to bring about a result for the greater good. How, he can understandably think in his mind, is his plot any different? He cannot see the important distinction that the lives taken and given were matters of human -choice-, not some vague notion of destiny.

When Victor decides to destroy Destruction, he is making the choice for the million people he intends to kill under the notion of defying destiny. This makes him a murderer. He often states that his fate was bound by destiny. He only sees point A and point B- he ignores all the things that had to occur to make the end result possible, namely his decisions and those of other people. He provides his own self-fulfilling destiny, believing he was made only to be a vessel of knowledge and that is ultimately all he will become. He has never actually made any real choices of his own.

That Victor is so sincere in his belief puts him over the top of most conventional villains. He truly believes Destruction will occur and those who such as he are consigned to an empty, eternal life. When lives are taken, they are not out of malice but out of necessity to accomplish the ultimate goal of avoiding Destruction.

Victor, then, is not a cookie cutter psycho villain in the same vein as so many others. There are not only reasons and proper motivations for his actions, but his actions bear out these reasons and motivations.

Although he is clearly one of the villains, Victor possesses several qualities similar to that of tragic heroes. In that context, his fatal flaw (like many protagonists in Greek tragedies) is hubris. He is long lived, powerful, smart, and resourceful but lacks the ability to see past his own flaws.

Every time Vahn meets Victor, he stresses to him the importance of the here and now. Victor has no comprehension of what "living" is-the only interactions he has had with the world were forced upon him. He cannot see how everyday things such as friends, being with loved ones, etc. can be important if Destruction is the world's ultimate fate.

Therein lies the crux of his arrogance- he believes that if others knew of Destruction, they would choose the same path as he does.

When he is rebuked by his brother, he references himself by saying they don't understand him. Because of his pride, it never crosses his mind that the real problem is that Victor doesn't understand -them-.

HISTORY

An ambitious, powerful human that betrayed the Empire of Allen Fah, the aristocratic society of an era long since passed, to follow his dream of freedom. He was tired of Draeger's oppressive system, so he killed his own father, Drager himself, and being a natural, charismatic leader, he escaped to what would become known as Gaia with other Murmillions who also shared his dream of liberty. Victor trusted Vahn, and depended a great deal in his abilities as a fighter, but he did not agree with some of Victor's ideas and soon left his side to be with Ashe. Vahn's betrayal hurt Victor very deeply, and though he seems to enjoy making him suffer, he's still ready to accept him as an ally if he ever decides to join his cause again.

Victor sincerely cares about his followers and wants the best for them, but he is also willing to sacrifice them if that helps him achieve his ultimate goal: the annihilation of Destruction and the "rebirth" of the world. Victor considers demons and devils as mere tools and only cares about humanity. Despite his great intelligence and resourcefulness, Victor has a weak point: his deep hatred and fear of Destruction, which affects him to the point of becoming a real obsession.

He seems to have some hidden feelings for his brother, that are far deeper than what most people suspect.

Though most people consider Victor as a hopelessly cruel villain, he is in reality a very noble person underneath, whose tragic past has turned him into somebody obsessed with achieving his greatest dream, not caring about the means nor the consequences. He is very respected among his followers, who are willing to die for him.

SKILLS

Natural Abilities

Extraordinary Abilities

Spell-like Abilities

Supernatural Abilities:

  • WEAPONS

Sword of the Forgotten

Dead center was a beautifully ornate weapon. Hilt intricately carved, highlighted with golden runes in a language no man could bring himself to remember. Runes that spoke in the language of the Shades, telling of all fallen Avatars to wield the blade. The purest Ivory decorated the grip inviting the hand to join in and become as clean as the ornate whiteness. A stark contrast to the deep consuming black that was the blade. Forged from the forgotten matter that spawned shades of a sealed being, the business end of the weapon consumed all light that touched it. Bleakness, blackness, void, nothingness. A weapon as freighting as it was beautiful. A weapon that cried out to the demons for the man it wanted to be held by.

Omen: A black wind, an unnatural breeze, would circle around Victor after his grip claimed the sword. Kicking up the fabrics that clung to him, rustling the strands of his air, stinging his eyes, and penetrating his mind.

Forgotten

The weapon was perfect in Victors hand, crafted to the groves of his grip, weighted to the style of his swing. Every indication screamed that this was a gift specifically made for the ruler of eden, and not a weapon thrown from one hand to the next as owners were consumed.

Papercut

From the moment Victor picked up the SoF, the presence of that voice in the back of his head has never left him. Like some warped version of an unseen conscience, it is the voice and presence of TFO that continually speaks to the wielder of the blade, and the so called 'chosen champion' of TFO's cause. The voice can offer suggestions, or even information, as it has assimilated through various means over several hundred decades of secrets, techniques and more importantly; names.

However, the presence of the voice also beckons paranoia on an unparalleled level, making the wielder appear to be unstable, especially when talking to nothing but air as it responds to the voice.

The longer one stays in contact with the blade, the stronger TFO's presence becomes. What once was an easily ignorable suggestion at the moment of first contact soon becomes a extremely convincing command after one becomes dependent on the power. TFO cannot totally snuff out free will without capturing the Avatar's soul and transforming them into a shadelord.

One Step Closer

As described above, the mental stability of the wielder severely comes into question, as it takes tremendous willpower to not lose one's self to the full thrall of the power of the blade, and to submit wholly to TFO itself, in turn becoming nothing short of a mindless puppet.

Which is of course, the goal, since then the wielder becomes an aptly suitable host body for TFO itself.

Due to this torrential whirlpool of madness within the mindscape, anyone attempting some means of scrying, mindreading, or telepathy is gifted with nothing short of chaos. They will become overwhelmed in a much greater degree than the wielder himself, continually assaulted with brutal images of the destruction TFO has created, thousands of years of horror, until the psychic link is forcibly severed or willingly dropped and if they allow their mind to be touched by TFO they will face manifestations of their own worse fears.

Crawling

Once one becomes the avatar TFO will go out of its way to protect said avatar. Shades obey the avatar, TFO manifests its great power in whatever way it can from its prison, and in due time will give the avatar access to that power themselves.

Runaway

By Myself

Often the downfall of many who have served The Forgotten. As long as the Avatar keeps on killing the Forgotten can use refined soul energy to keep the avatar in a perpetual state of strength. Sleep becomes unessasary, power surges through your veins, and you feel like you could live forever. The problem is the combination of never sleeping, an ancient entity tightening its grip on you, and the constant killing often leads to insanity in all but the most strong willed.

Cure for the Itch

Souls are one of the most perfect creations of the cosmic powers. Eternal and an infinite source of energy TFO craves them as nourishment. Thus TFO will often drive the Avatar to commit excessive acts of violence in order to fuel its fires. Then there's the matter of the Avatar's soul, which is usually a particularly strong and brilliant specimen. Rather than consume it an lose the power of an Avatar, TFO uses self destructive emotions such as hatred and envy to wear down the core of the avatar and thus control them utterly. TFO will often push the avatar towards those emotions, allowing free will to destroy itself rather than wasting energy.Thus, the more power of The Forgotten an avatar uses, the more acceptable they are to hate, jealousy, or arrogance.

In the End

Just as a note, all avatars thus far have met an untimely end (at the hands of those opposing TFO, or from TFO itself after their usefulness has ended), with only one of the long list of Avatars living through the affair.

PARAPHERNALIA

Tear of Blood

"His hand raised to his own neck, clasping about what appeared to be a simple necklace and consisted of a golden chain and a tear shaped ruby. The chain was made of intricate golden links and fitted loosely around Victor's neck. The ruby was hung from the chain and measured 5 inches in width. Golden lines could be seen swirling within the ruby as the artificial sky of Eden reflected light.

It was known as the Tear of Blood, one of the artifacts that Victor claimed within the depths of Sorrow's Keep, before it became re-inhabited.

The artifact was able to track living creatures, after having come into contact with their blood. It can sense the blood as it flows in their bodies and bestows this awareness upon its owner. The wearer of the necklace can sense where its quarry has been, as long as the Tear of Blood has been dipped in the creature's blood prior to its use. The owner simply knows that his quarry has visited the place where he now stands, however, this awareness has nothing to do with any of the five senses."

Silver Amulet

Bearing the coat of arms for the household of Fah, Victor wears this otherwise seemingly simple silver amulet underneath his clothes. However, deep within the center of the amulet, is embedded a Murmillion glyph of power. What this amulet can accomplish however is unknown.

Victor destroyed Vahn's long ago.

Hybrid Theory

Fruit of the Tree

40Supreme Weapon

S e p h i r o t h

This is the tale of a man who once was known as the greatest fighter in his realm. A legend among legends, he reigned surpreme in skills no other fighter could top. He was truly a great man to look up to. But unfortunately, despair...anger claimed the mind of this man, and he soon grew to hate the world. From that point on, he wished to wipe out the entire planet as vengeance. And soon, that vengeance turned into eternal hate that travels life from the physical plane, searching to revive itself one day and return to its original intentions.

And thus, Sephiroth has reborned into the world of Gaia, wishing to follow his Mother's legacy in sending Gaia to the Promised Land.

M A S A M U N E

A sword is said to be an extension of a swordsman's will. If he wants it to cut, it will cut. If he wants it to be harmless, he can make it harmless. If he wishes for it to cut through the elements, such as air or water, then it will do this. Although this is a symbolic meaning, for Sephiroth, the Masamune is literal in this sense. The weapon is created physically from Sephiroth. The blade is 5' 7", endowed with the dark power of Sephiroth, allowing it indestructibility, as well as incredible strength than normal blades like it could never hold. The power of it can slice through stone, rock, mountains, and many strong metals, such as the famous admantite. Though such armor can resist the weapon without much trouble, with enough power charged through the blade, Sephiroth would gain enough strength in his weapon to even send cracks throughout that type of defense, and eventually slice through it. His weapon is truly a force to be reckoned with.

S E P H I R O T H ' S P O W E R

Because of his years of experience with the powers of magic and his natural ability to harness such powers with ease through the living Jenova cells within his body, Sephiroth has manifested as a powerful sorcerer, a deadly combo to an already great sword fighter. Utilizing such magics, Sephiroth has been known to pull of high level spells within seconds due to his already increased attributes, including concentration. With his mind always focused on his goal, his mild mannered attitude gives him the ease of never having his mind put off track.

Meteor Spell at full power

His range of spells are enormous, from the harnessing of the elements to the control of the forbidden power of the cosmos, a.k.a. the Meteor spell. He claims his power is limitless, and the illusion is not hard to pull off, which is why he continuously claims himself as a god. But he knows he has limits, which is why you will not find him pulling off spells one after the other that have capabilities to destroy the earth itself. Just like his personality, his way of fighting is also conservative.

41Apocalyptic Pilot

Damian Felheart

Overview

Age: 24

Birthday: January 13th, 1983

Race: Human, and nothing more

Gender: Male

Appearance

Damian: Damian himself is 5'9" and 175lbs. He has short, often unruly black hair. He is moderately tan, and tends to stay that way even in the winter. His face is generally considered to be attractive, and he has thus far been lucky enough to heal without serious scarring, although a close inspection of his face reveals lines across his forehead and cheek that are a little more white than the surrounding area, evidence of close brushes with death. He has grey, inexpressive eyes. His body has not gotten off nearly as lucky as his face, and without clothing the scars covering his body are obvious. A number of them run horizontally up his back, there are a few across his chest, and a number down his arms. His legs are mostly free of such blemishes. His shoulder has a tattoo of a black sun, a symbol of the mercenary company he once rode with.

Clothing/Armor: Damian keeps himself lightly armored, since his combat style lends itself to acrobatics and reactions that heavier armor would restrict. He generally wears street clothes over a suit of leather armor. The clothing consists of tighter pants and a tight fitting t-shirt, because his weapon of choice tends to get caught on loose garments. He goes in for darker colors most of the time, and although it matches his personality, his reasoning is more utilitarian: dark clothes don't show blood as well. His leather under-armor is reinforced with metal bands along the forearms and down the shins. They don't afford any significant protection against a direct hit, but they're enough to turn aside glancing blows without weighing down his arms and legs significantly. The only significant armor he wears are a pair of thick chainmail gauntlets, required for handling his weapon without injuring himself in the process.

Weapon: Damian's weapon is what sets him apart from the others he trained with and fought alongside, both as a soldier and as a mercenary. Damian fights with a long spiked chain, ten feet in length. At the "anchor" end of the chain there is a blade and a handle affixed that is designed to run back down the underside of Damian's arm. The blade is intended to act as a shield when the opponent gets in close, catching blows against his forearm and turning them aside, but it can also be used as an offhand short-sword to threaten, feint, or even outright attack the opponent if they leave themselves open. The weapon has a notch up near the handle that can catch a sword to pull it away from him or even disarm an opponent, and down toward the elbow the blade slopes outward so that a deflected blow will be pushed away from his body. It also has a spike beneath the blade that sticks out past the elbow. This spike lends itself to backward thrusts and adds sturdiness to the entire weapon. The chain itself is featureless until the last three feet, at which point wicked two inch long spikes protrude from opposite sides off of the chain the rest of the way down its length. The spike farthest from the end is wider than the others and has grooves cut into it. It acts as a "catch" so that he knows where to hold it when he is forced to choke up on it and fight in close.

Abilities

Overview: Damian is not superhuman in any way. His reactions are very well trained, and his familiarity with his unusual weapon has been honed over a number of years in a variety of situations, but he still can't do more than any other human can when pressed to his limits.

Fighting style: Damian has two distinct modes of combat, depending on where his opponent is. Out far, he uses the full length of the chain to his advantage, spinning it over his head or spinning his whole body "hammer-throw" style to lend inertia to seven feet of chain (not something that is easy to do by any means). With that much weight and energy behind it, a direct hit to an unarmored opponent can potentially break bones, and that's ignoring the effect of the spikes. He will also use the spikes to grab at the opponent's clothing and try to pull them off balance.

In close, he chokes up on the chain to a length of about three feet (by running the chain across his back and leaving enough slack to give both arms full freedom of movement) and uses it much like a flail, snapping it at the opponent's upper body and letting the spikes do the damage. When in close like that, he also uses the blade affixed to the anchor of the chain, the "guardblade", as a defensive weapon. It's primary purpose is to block direct hits, catching them on the blade and then pushing, pulling, or turning them aside. It also can be used to attack the opponent if Damian has reason to suspect that he won't need to block with it (due to offbalancing his opponent or feinting successfully). In that case, he scythes out with the guardblade, much like a fighter attacking with an elbow. The guardblade can potentially do more damage than the chain in a single strike, since it is basically a short sword.

He wears very little armor, so Damian relies heavily on the guardblade for defense. He is also acrobatic and has finely honed reflexes. He is intelligent and has a lot of combat training and experience, and has learned to predict the attacks of his opponent and determine the best way to avoid them or even use them to his advantage, whether it is through the use of his guardblade or an acrobatic dodge.

Personality:

The word that best describes Damian is "pride". Not your run of the mill "pride in one's duty" either, but seven-deadly-sin level pride. He is arrogant to a fault and constantly overestimates himself and underestimates humanity at large. It is only through a combination of enough skill to ALMOST match his ego, and a bit of dumb luck, that he remains alive and convinced of his own greatness. He is also rather intelligent, a trait setting him apart (and of course in his mind: above) his fellow soldiers and mercenaries. He relies on his intellect to hatch complex plans, although his pride causes him to rarely have any sort of backup plan since he is so certain of success.

Damian hates boredom almost as much as he hates anyone else stealing the spotlight, and although he is financially well off from his mercenary days (despite an extravagent lifestyle), he stays in the combat circuit simply because it's more exciting than sitting at home.

History:

Damian was born in the nation of Ish'an. He grew up in a family with a long military background. That characteristic excepted, they were an otherwise normal family, and Damian lived a normal childhood as far as that was concerned. He showed tendencies early towards being a fighter and a bully out on the schoolyard, and as he got older those characteristics only became more pronounced. Even if his parents hadn't insisted, it was an obvious choice for him to join the military after school, and so on his sixteenth birthday he began his training. His father sent him off to the military academy with an heirloom that had been passed down for generations: his first spiked blade. The original spiked blade that Damian used was just that, a chain with spikes on it. It was only after a combination of combat training and advanced weapon theory tutoring that he made the modifications to his weapon that brought it to its current form.

Two years later, his combat training and military schooling were complete and he went on to fulfill a four year term as a soldier. Ish'an was at war during that time, and his unit was on the front lines, so he got his share of combat experience. He was never close to the other soldiers, and casualties within the unit never affected him. He received a few promotions along the way because of his combat prowess and natural leadership on the battlefield, but he had a poor attitude and no real patriotism, and that held him back from climbing any higher. He finished his term as second in command of his unit, and left the military with no friends and at least a couple of enemies because of his arrogant, self-serving nature.

Not wanting to return home after what he had experienced, he decided to make his own way in the world, and the easiest way in his mind was to continue what he was already doing: fighting for his place in the world. He joined a mercenary company, and although they had far fewer reserves about his lack of patriotism or self-serving attitude because they shared those particular traits, they never really accepted him because of his arrogance. He was widely acknowledged to be the best fighter in the company, which normally would have earned a man respect, but Damian lorded it over them and expected special treatment, so rather than respect received nothing but resentment. After two years and a nearly flawless record of successes, he was very wealthy and had grown tired of the "peons" holding him back, so he took his share of the money and left the company, much to their relief. He has tried living a "normal" life since then, and has grown so bored that he is taking up the chain once again (which he never stopped practicing with during the intervening two years) in a bid for personal glory.

42Unknown

Athena

Version 2.0

Age

27

Race

Human

Height

5' 10"

Weight

175 lbs

Description

Athena's form is toned and muscled like that of a Professional MMA fighter, making her between attractive and intimidating. Her blond hair is always cut in a short style that makes it never touch her shoulders, which could be a nuisance otherwise. Her style in clothing is not very feminine, but is not afraid to show off her biceps through non-sleeve clothing, yet her choice in legwear is usually pants. Dresses and skirts aren't a favorite of hers.

Personality

If you come face to face with Athena, be sure to not put her off the wrong way. Say or do the wrong things in front of her, and you'll get one angry woman. She does not care what she says in front of others, and usually has the power to back up any claims she makes, such as being able to take down anyone who she sees as inferior or easy to her, though those she sees as equals are given no exceptions. Athena is your typical independent person who can do well on her own without anyone else's help. She treats her friends no different, but she usually would be playing around with them and is more considerate. But to sum it up, Athena is Athena, who takes nothing from anyone.

Specialties

Physical

Street Fighting

Athena can be a real street fighter when she gets in the mood. She would throw all conventions and rules out of the window just to give someone a good pounding, even if she takes one herself. Since this is basically her default fighting style, she would implement her recklessness into her other styles to make her moves more aggressive against anyone she fights.

Close Quarters Combat

Taking her knowledge of the martial arts she has learned thus far, she implements them all into CQC, allowing her to be formidable when up close. Unlike the Street Fighting style, she’s more tactical in her movements, using smarter techniques to try to disable her foe before doing anything risky, such as disarms and submissive locks. She can use this style along with a knife or gun to allow her use lethal force. However, she’s more likely to use a knife than a gun, as she’s not an often user of a handgun.

Wrestling/Submission

3 years worth of experience and Primary Fighting Style. Because of Athena's brawler-like attitude, it was only inevitable that she would turn to the skills of a wrestler. She primarily likes to grapple and place her opponents into submissions, so would usually use these methods when going one on one with a fighter. Her specialty is BJJ, for going up against those tougher opponents. She's still trying to mix this style into her martial arts skills, and her learning is pretty quick.

Boxing

1 year worth of experience. She knows the basics and the advanced techniques any boxer would know due to her constant training and teaching under various teachers. She still would take a little advice here and there, but she pretty much has this art down, making her reflexes and planning of movements in a boxing-style match more professional, thus making her a trained fighter in the skills dealing with the fists.

Karate

3 years worth of experience. At the age of 8, her childhood friend Joen helped her learn the basics of martial arts, starting her with Karate. Since it was an easier type of training for a magic-user like her, it helped her become more active physically and learn the ways of the body, mind, and spirit, while her magic studies focused mainly on the mind and spirit.

Judo

3 years worth of experience. The art of using an opponents strength against them, also taught to her by Joen at the age of 8. She learned effective throws and counters that will help her against opponents of a much bigger size than her and disable people who may carry around weapons. This was her first attempt in mixing two martial art styles together, which was Karate and Judo. Later, it helps her utilize the CQC style.

Muay Thai

3 years worth of experience. She took up this form when she was about twenty years old. Having gotten down the ways of Judo and Karate, and even boxing, it wasn't hard to carry her experience into the field of Muay Thai. It was here that she was able to fine tune her kicking and punching skills, and even those of the wrestling origin. With continued training of this, she has now come to learn the skills of Muay Thai, giving her a good background in fighting on a near-professional level of any physical fighter.

Bojutsu

2 years worth of experience. Joen had to have her learn the arts of some weapons, too. Though she wasn't given extensive training in them, she did learn how to properly use one, and has been using them often on the side to test herself from time to time, with using the staff being one of them. She has learned to do some inventive things with one, and can even wield two smaller staves with little difficulty. She once tried a nunchaku, too, but she nearly hurt herself and hasn't touched one since.

Meditation

18 years worth of experience. Developed from her practice with magic and martial arts. With this, she can easily calm her mind, body, and soul, helping her clear her mind and be able to fight on a concentration level that optimizes her skills. In this state, no swear can hinder her like normally. Because of this skill, she can sleep and meditate at the same time, allowing her to be aware of her surroundings even when in slumber.

Increased Muscle Growth and Recovery

Because of her well-planned diet of low carbohydrates and a good tasting smoothy to go with it, her muscle growth is a lot faster, as well as her endurance in most of her excessive activities, making her able to perform for hours without stopping.

Non-Physical

Sorcery

8 years worth of experience. This has been the very study she was trained with since birth. Being entered into the Tower of Aurora, a school and residence of powerful magic users and the working place of her mother, she was placed under expert teaching by some of the best. From here, she learn many basic magical spells, such as the ever popular shooting a missile of energy to the conjuring of fire. Though her interest in the arts of magic started to dropped the moment she met Joen, she has been occasionally teaching herself on the side, expanding her knowledge each day she can, eventually having herself be able to use magic up to an intermediate level.

Athena does not use a wand or staff to use her magic. Instead, in order to allow her to keep her hands free, she uses a magical rune permanently placed onto her left hand. It allows her to concentrate and orchestrate her magic as if she was using a wand or staff. The rune allows her to not have to draw so much energy from herself than from an alternate source. The source the rune draws from is usually the energy around her, but it can tap into the mana plane that it is connected to when in absence of surrounding energy, such as a place dead of any life.

Athena possesses a familiar, which she hardly tells anyone about due to not wanting to seem like some weak sorceress since she’s mainly a CQC and not a magic user like she was raised up to be. Her familiar is a chameleon that has the ability to blend in with the surroundings. Because it is magical, this blending works as if it’s cast with an invisibility spell. It’s mainly this reason why no one has ever seen it, since it rarely changes to its original red-colored form. Athena and her familiar have a connection to one another by mind, allowing her to talk and send it commands.

Because of her current experience, she can only have a limit of each of the following level of spells ready. If she ever wishes to use a different spell, she must replace a spell already in that level of her knowing with the new one she wants to use. That means, she can no longer use the one she replaced until she exchanges it back. This is a mental process that takes six hours through meditation to complete. She can only exchange spells that she has already learned, but can only hold a stock of 3 on-the-side-spells. Which means, she can only have three spells on stand by in terms of able to switch out. Any spell beyond that without replacing one in the non-active list is not capable of use.

  • Level 0 – 9 Spells Max

Level 1 – 5 Spells Max

Level 2 – 4 Spells Max

Level 3 – 3 Spells Max

Level 4 – 2 Spells Max

Level 5 – 2 Spells Max

Level 6+ - No Spells Can Be Learned to this level or above with her experience.

In addition, she can only cast a number of spells per day per level. She regains this through at least six hours of meditation, which can also be done through sleeping.

  • Level 0 – 6 Spells Per Day

Level 1 – 6 Spells Per Day

Level 2 – 6 Spells Per Day

Level 3 – 6 Spells Per Day

Level 4 – 5 Spells Per Day

Level 5 – 3 Spells Per Day

If she wishes to still use beyond this limit, the cost of energy used to make these spells are increased, along with spells taking twice as long to cast, since she is straining her capable limits. No matter what level of spell she uses then, she can only pull off three more. After that, she would be incapable of using anymore spells until she recovers them through rest.

Schools

Original Spell Wrote:

This vehicle gains the ability to accelerate at speeds over 250 MPH. Sieg can drive the bike mentally. This vehicle gains the ability to plane travel at will. This vehicle gains the ability to fly and defy gravity. The vehicle also has the ability to cast 'sacred flames' on itself at will, allowing it to make holy elementally powered ramming attacks.

Level 4

Level 5

Teleport - This spell instantly transports Athena to a designated destination, which may be as distant as 1000 miles.

Level 6

Level 7

Level 8

Level 9

Divination - Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.

Level 0

Detect Magic - Athena detects magical auras.

Level 1

Level 2

Level 3

Arcane Sight - This spell makes Athena’s eyes glow blue and allows her to see magical auras. Duration: 10 mins.

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Enchantment - Enchantment spells affect the minds of others, influencing or controlling their behavior.

Level 0

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Evocation - Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.

Level 0

Light - This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point Athena touches. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. Duration: 10 minutes/ or 100 posts.

Ray of Frost - A ray of freezing air and ice projects from Athena’s pointing finger. Range: 28 ft.

Level 1

Burning Hands - A cone of searing flame shoots from Athena’s fingertips. Range: 15 ft.

Magic Missile - A missile of magical energy darts forth from your fingertip and strikes its target. She can fire up to five at once. Range: 100 ft.

Level 2

Gust of Wind - This spell creates a severe blast of air (approximately 50 mph) that originates from Athena, affecting all creatures in its line of path. Range: 60 ft.

Level 3

Level 4

(Not active) Shout – Athena releases a shout which causes sonic waves to burst forth from an amplified voice. Range: 30 ft.

Level 5

Level 6

Level 7

Level 8

Level 9

Illusion - Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.

Level 0

Ghost Sound - Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character. Athena can produce as much noise as twenty humans. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, as examples. Duration: 10 posts. Range: 28 ft.

Level 1

Disguise Self – Athena makes herself—including clothing, armor, weapons, and equipment—look different. She can seem 1 foot shorter or taller, thin, fat, or in between. Athena cannot change her body type. Otherwise, the extent of the apparent change is up to her. She could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of her or her equipment.

Level 2

Invisibility - The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If Athena casts the spell on someone else, neither she nor her allies can see the subject, unless she can normally see invisible things or she employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

If Athena runs when invisible, someone might see her due to her distorting the environment fairly. Otherwise, whenever she moves, there's a 20% chance of seeing her if within five feet of vision of her. Duration: 10 posts.

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Necromancy - Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.

Level 0

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Transmutation - Transmutation spells change the properties of some creature, thing, or condition.

Level 0

Mage Hand – Athena can point at an object and pick it up, moving it at will. The object cannot weight over 5 lbs. Range: 28 ft.

Mending - Mending repairs small breaks or tears in objects. It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures. Range: 10ft.

Message - Athena can whisper messages and receive whispered replies with little chance of being overheard. She points her finger at each creature she wants to receive the message. When she whispers, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between her and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that Athena hears. The spell transmits sound, not meaning. It doesn’t transcend language barriers. Range: 100 ft.

Level 1

Magic Weapon – Athena enchants a weapon, making it stronger. Duration: 10 posts. Range: Touch.

Level 2

Darkvision - The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness. Duration: 1 hour. Range: Touch.

Level 3

Fly - Allows Athena to fly. When the spell expires and Athena is aloft in the air, she descends slowly back to the ground. Duration: 1 hour.

Greater Magic Weapon – Stronger version of Magic Weapon Level 0 spell. Duration: 1 hour. Range: 28 ft.

Level 4

Level 5

Fabricate – Athena converts material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication.

Level 6

Level 7

Level 8

Level 9

Universal – Self-explanatory.

Level 0

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Counterspell – When Athena is attacked by a magical attack of some sort, she can harness a sample of it to manifest it into a generic spell of her own and charge it up to a higher level. But at her current skill level, she can only do up to three level spells with this.

Ki Control

Used to enhance the performance of her body. This is more of a passive ability that allows Athena to be on par with many other fighters, especially those who claim their stronger than her because their taller and/or weigh more than her. Because her training with Joen taught her of using her body’s more dominant energy as a way of enhancing her physical attributes, she can punch or kick through hard material like rock and other substances using focused sync in ki output. Her speed can be increased to many high amounts with the right drawing of energy, as well. Of course, her training in martial arts has helped her increase her reflexes for when she goes into top speeds.

Steel Mind

This is a new term, but what it is isn't alien. This really means that because of the hardened mental training, no mind-altering technique can affect her without her will. Not even telepaths will reach her mind unless she recognizes the carrier, for she is able to remember a person's mind signature, just like their face and name.

Equipment

43themightyjello

PLACEHOLDER FOR THE POPE OF WALL

Name: Irrelevant

Alias: Pope of the Grand Church of WALL

Age: 31

Height: 6' 2"

Weight: 257 lbs.

Hair: Blond

Eyes: Blue

Equipment: Holy Symbol of WALL

Abilities: Divine Providence

44Abyssal Majesty

The Cheshire Cat

Alias:Cheshire, or simply Chesh -if you're lucky that is-

Age: Unknown

Birth date: Unknown -Claims to be a Gemini-

Race: Cheshire

Height: Kitty size, 4'0", or 5'6"

Weight: What she wants

Appearance:

Because she is so small, people often don't notice her, either that or people ignore her. Cheshire isn't a person you see everyday however. She has large, fully black eyes with a narrow slit of white in which she sees from, pale white skin, and purple lips. Her teeth are as sharp as knives, and with her almost constant grin, it can be unnerving. To add to this rather frightening affect, she has hip length, thick black hair that usually covers her left eye. Two features that set her apart from normal humans is the fact that she has the ears and tail of a cat, both horizontally stripped with purple and black. The typical outfit you can see her in is a dark purple, long sleeve, turtle neck shirt, that covers her hands. A basic short, black frilly skirt, and purple and black stripped stockings for the bottoms (How shocking). Cheshire is always found in something purple and black. Never will you see any other colors on her body. If you do, something is wrong. Verywrong.

Abilities:

!Little warning!

-Cheshire's abilities are heavily psychologically based. So if you fight her, make sure your character can either take what she gives, or has a guard against it-

Warps:

~The ability to warp senses:

When she uses this, she can alter any of the five senses to simply mess with the person. i.e. Hypersensitivity or the complete opposite. Numbness.

~The ability to warp perception:

With this ability Cheshire can literally make the attacker believe there is, for say, a giant flower eating them. This can definitely come in handy.

Creature Features:

~Who needs a body? :

Cheshire has an amazing talent of losing her body parts. Mainly because she can pluck them off, or appear as a floating head, arm etc.

~Shadows Call:

Ever wonder what else creeps in the shadows? That would be Cheshire. She can control the ebb and and flow of shadows. She can form the darkness to solids, into a shield, or nice little pins to cut open her victim. She can also hide very well in them too.

~Mocking Bird:

This ability allows her to mimic any sound by simply opening her mouth. She can mimic voices, animals, clangs, chattering- anything.

~ Mental Bond:

When Cheshire is well acquainted with a person, and actually likes them, her mind connects with theirs. This serves a giant plus for the person she's bonded. When she does this, the person has literally a power boost from the inside out, they also have control over Cheshire somewhat. But she can always just sever the connection.

~ Unsightly Stare:

When stalking a victim, they may feel the strange sensation of being watched, just from a small glance from Cheshire. However, it's vital if you do see her, to not look into her eyes. With full eye contact, she can take a hold of the persons sanity and tweak it greatly. She uses this on a whim, but not on people she likes.

~ Kitties are Sharp:

Just because she likes to play mind games doesn't mean she can't kick your a**. She has teeth and claws in her bag of tricks, and once cornered, the 'Fight or Flight' kicks in strongly. Praise be that the person cornering her expects her to flee. Because this cats hiss is just as bad as her scratch.

~ Purr you say?:

With of her handy abilities, the 'cutest' of them all has to be this one. She can turn into a Black and Purple tabby cat.

~ Defy/Bye bye:

Cheshire can easily disappear. And she can appear at anytime, and anywhere - Even on a ceiling.

Personality:

Cheshire is a darkly colored character. Considered Schizophrenic, no one should ever see to making her angry. Although she seems extremely demented and sadistic, she can be quite the sweetheart. She seeks no sympathy from other souls, but is known to show it to persons alike. She knows what she is, what she is capable of, and that she is useless. And it doesn't bother her a bit. Expressing her emotions? People only get to see three: A grin, a blank stare, and a demonic smile.

History:

Nothing is known of this little kitty cat. Only that she exists, simply to exist. Her history is irrelevant, what she is interested in, is making the history of others.

45Rain Yupa

Name- Rain Yupa

Age- 34 yrs.

Birthday: March 22nd, 1973

Height: 6'3"

Weight: 203 lbs 237 lbs.

Race- Human (albiet slightly genetically altered for enhanced abilities) Half-human, Half-SCIENCE!

Description- I could describe Rain, but it'll be easier if I just show you:

Rain, as depicted in City of Heroes

Rain, as depicted on Gaia Online

Rain, as depicted on Gaia Online during the Heaven or Hell tournament.

As above, as done by Lady Sierra

In addition to those general physical descriptions, Rain is scarred to all hell. His arms, face, neck, and legs all sport dozens of scars, all keepsakes from previous battles. His torso is worse for wear though, with approximately 60% of the skin being all scar tissue; most of it located in the abdomen and lower back area.

POWERS and ABILITIES

Martial Arts: Rain has been trained in many styles of martial arts; however, his inability to stay in one place for very long means that he has never mastered any single style. His style is a mishmosh of many others. He's spent more time mastering defensive stances than offensive strikes, but in terms of ability, is not lacking in the former in any way. His focus is primarily in Atemi style Karate, since it best coexists with his electric synthesis (which can even allow him to strike chakras). Other styles used are streetfighting, boxing, nan chuan, and kung-fu.

Electric Synthesis: Rain's training in the Himilayas taught him to harness the electricity his body can produce, turning him into something of a battery or generator. This is a mystic ability, not magical, something any person can do with proper training. It is powered by his own body's energy, his ki. He can use it to give him controlled bursts of speed, or release it all at once in the form an electrical discharge. He cannot fire "blasts" of electricity, due to its desire to go to ground or opposite polarities. Most discharges are point blank range, but preferrably by touch.

After his reconstruction at Alpha~Epsilon, his body was modified to further enhance his electrical capabilities. His internal organs, while also being overclocked, were also synthetically 'insulated', thus cutting down on any electrical damage he might suffer himself. Also, he has a pair of biorganic "batteries', seperate organs grown for and wired into his nervous system. They store excess bioelectricity, up to half a megawatt each. However, the full amounts can never be released all at once; the biorganic batteries are more of a store for extra electricity, rather than weapons in their own right.

Genetic, Cybernetic, and Viral Alterations: Around a decade ago, Rain had suffered grevious injuries which almost left him crippled for life (and lucky to even be alive). He underwent genetic alterations to give him a second chance at life, at fighting. By combining his human DNA with that of a creature bigger, stronger, faster, and more enduring than any person, Rain benefitted from increased physical capabilities. It was a necessary evil to keep pace in a world of superhumans.

However, over those 10 long years, Rain's body began to break down, killing itself slowly. After seeking out Joseph Brown at Alpha~Epsilon Corp., Rain's body was given a makeover, of sorts. Cyberware was implanted in most of his organs, giving benefits of regulated filtered breathing (lungs), controlled blood flow and heart rate (heart), chemically enhanced process of breaking down of substances both safe and toxic alike (liver), increased electrolyte production (kidneys), and so on. Cyberware was even installed in his brain, to maintain control of his now cybernetic systems, and to help increase his own input/output and reaction times.

His skeletal structure was reinforced with a lightweight titanium endoskeleton surrounding his natural one, allowing for more durable bones and increased output of his limbs, increasing the strength of his arms and legs greatly (and also insulated as to not conduct stray voltages). A pair of biorganic batteries were grown and transplanted to help store and control his body's electrical energies (see above). Finally, retinal sensory arrays were installed in his eyes to allow for several types of vision, including Infared, Ultraviolet Night Vision, Low-Light Amplification, Air Density Pressure Vision, and a Zoom function. In addition, his eardrums have been upgraded as well to be able to increase sensitivity, allowing him to hear things more subtle or far away than he normally would be able to (and has to be turned "on", rather than permenant extra-sensitive ears).

To help cope with these changes which regular and controlled his body, Rain was also given a minute amount of Omnipraga Variant 13 virus. It increased his body's cell regeneration rate (which was already increased by his genetic hijinks), and allowed his body to accept the changes. His body's regeneration that is heightened, but by no means "instantaneous". Minor wounds might begin to heal in the time between battles, whereas major ones might need only days, rather than weeks. Regular viral 'boosters' are taken weekly to support the virus though, to make sure it does not wither nor grow out of control inside him.

WEAPONS-

Cable Whips

Retiring his chakrams, Rain had replaced his primary melee weapon (besides his fists). He has a pair of metal cuffs at his wrists, each with a small turbine and about 30' of lightweight steel cable in each. The cables are thin and very flexable, and come with a 1 lb. weight at the end of each. The turbines inside the cuffs are voice activated by Rain only, and have commands such as "Dispense", "Retract", "Detatch", "Reattach", "Lock", "Seal" (for the cuff itself), and "Unseal" (again, for the cuff itself). There is a "Repair" command if the cable itself is severed, as nanomachines reconnect the two parts. However, it takes a few minutes where the two ends must be held together, and is not something that can be done in the heat of combat.

Though the cybernetic parts of the cuffs are insulated against outside electrical interference, the cables and cuffs are not, and thus, conduct Rain's bioelectricity as normal.

Finally, a special feature is included in the cuffs; a "Needle Dispense", "Needle Inject", "Needle Retract", "Needle Eject", and "Needle Load" set of commands. This is for Rain's weekly viral booster injections. Three dosages are stored per cuff. The needle itself that dispenses 6" out of the cuff.

Security Measure: Alpha

The default setting for Rain's functionality. This is actually his "holding back" stage, as his body is not working at maximum capacity. The metallic endoskeleton is very fluid, allowing for minimal hinderances in the motions of Rain's body. His senses of sight and sound are also tuned down, and his brain processes things at the same speed it would have prior to his alterations.

Security Measure: Beta

This mode gives Rain's body added support. His metal endoskeleton takes over the functions of his bone one, increasing the strength of his arms and legs beyond that of normal men are capable of, even those practiced in feats of strength. His reaction time is also heightened.

Security Measure: Gamma

Upon this third security mode, Rain's biorganic batteries now feed a continual steady stream of electricity to the rest of his body. His speed is continually heightened as all his nerves are faster to respond. He also has an "electrical aura" about him in this stage. Its nothing like an electrical fence or something equally dangerous on its own, but just being near it causes electrical zaps to occur, hindering most unarmed opponents greatly as they have trouble closing with him. Some unprotected/extra sensitive machines will also short out when in close proximity to him.

Security Measure: Delta

The fourth defense mode Rain has built into his systems is his "Autopilot" mode. His electrical aura is now taken away, and his biorganic batteries cease their feed to his nervous system. Conscious decision is no longer his, as his body fights for him. All pain sensors are turned off, so Rain's consciousness is like in a half-waking dream, both aware and unaware of the battle at the same time. This system will never go to Epsilon level without Rain's conscious consent, however. When threats have been dealt with accordingly, Rain will be dropped back down to Beta level and given back full control.

Security Measure: Epsilon

As part of his enhanced heart, a small dosage of condensed viral booster is dispensed upon reaching this final level. It quickly feeds through his blood stream, feeding the V13 virus and coaxing it to full activity. This grants Rain temporary exponential regeneration. But at a cost; the same cost as unhealthy, viral-induced rapid cell growth is prone to cause. Whatever mutations that might occur can not be predicted, and are not deemed "safe". This level should be avoided at all costs, save a life or death situation.

ARMOR

Rain does not wear any armor to speak of, save for the metal cuffs mentioned above. They are durable, but by no mean indestructable. Otherwise, he now has insulated internal organs and reinforced bones to contend with dampening damage from whatever source he may encounter. The added weight from all this does slow him down some in terms of his own mobility, but with greater stores of electricity and strengthened legs, he can actually go faster, for longer than he ever has been able to, with far greater reaction time.

HISTORY

Pending...

46Kenric Adlam

Name: Altair

Age: Mid 30's

Race: Human

Height: 6'

Weight: 153 lbs.

Weapons: On the right side of his waist, he carries a double-edged long-sword, very similar to long-swords seen in most fantasy based games. On the underside of his left wrist, he has a mechanism attached with a protractable blade on the inside; his left ring finger was cut off, so that the blade may fit through the opening when his hand is in a fist. His finger was also removed to show that he was truly an assassin. He has a small one-handed crossbow with an axe like blade on the bottom-front on his back, 2 throwing daggers on each side of his torso in holsters, and also a much shorter one-edged sword on his back, though not quite as small as a dagger. He also has metal studs on the knuckles of his left hand's leather glove.

Armor: Leather glove on left hand, metal bracer on left forearm, a large belt/girdle-looking thing around his stomach, leather bracer on right hand, leather boots.

Abilities:Nothing supernatural. Just very athletic.

Personality: Cold, silent, determined, prideful.

History:He was a disgraced master Assassin who embarked on an epic quest to restore his status within the Assassin Order. After failing to assassinate the Templar Leader Robert De Sable and recover the legendary Templar Treasure, Altair is demoted to Uninitiated (the lowest rank in the Assassin order).

Sinan, Leader of the Assassins, offers Altair an opportunity to redeem himself. Altair must venture out into the Holy Land and assassinate men said to be exacerbating and exploiting the hostilities created by the Third Crusade. In doing so, he will stabilize the region, allowing Sinan to usher in an age of peace.

47Tenma Keigou

Alias: Ten, Tenma.

Race: Human (Elemental Adept*)

Age: 35

Height 6 Feet 1 Inch

Weight: 195lbs

Eye Color: Yellow

Hair Color: Silver

Gender: Male

Alignment: neutral

Patron Deity: Corman. The deity of coastal Risalan provinces often most aligned with battle and cunning, he is often worshiped by families with sons in the military as a protector and guide to the world.

Weapon

Veri†as Wrote:

A blade made when he was in need by a friend from the past, a blacksmith from the southern tip of Risalas, it is long and curved slightly much like a traditional katana but the metal is thicker slightly and much better balanced for his hand, the hilt being formed and carved into the wood from a cast of his hand it fits his hand perfectly.

Adder Fang Wrote:

A small triangle of steel, sharpened and hammered thin as to pierce armor and if thrown right can even be made to turn corners if thrown at the perfect angle. It is silver, dull, and used, they are sharp on all edges and are often hard to throw if you don't know the weapon well.

Armor

A gauntlets encases his right hand accompanied by a gladiators armor, the right side of his chest covered in a metal plate and his entire arm encased in interlocking plates of metal etched with the symbol for earth.

A metal mask covers his face, simple metal held on by a woven band the mask painted white with only eye holes and the band bleached.

Abilities

He can control heat currents by a basic ability, inborn.

By using the same conversions through his gauntleted arm he can also alter earth, though at the cost of more power.

General stealth and ploy skills, basic shadow partners.

Skills: He is a sword fighter, learning his fighting style well, also known for hand to hand fighting, that resembles a dance, known to most as Copiera, it is a fast paced fight style that keeps a constant chain of momentum to increase speed and combo capability, It is aptly nicknamed ‘The dance style’

Appearance:

Tenma Is tall, 6’2” tall. Built like a sprinter his body consists of sinewy limber muscle. He has pale, almost yellowish skin resembling modern day Asian skin tones. His limbs are long, almost making him seem lanky though he remains proportional. He wears all white, a pair of baggy white pants held up by a thin white sash. He wears an open white long sleeved samurai style vest with black lining around the neck. He wears a white mask, with black markings, a line from the bottom of the right eye leading to the bottom of the mask. And from the middle of the top of the mask is a black flame shape. Wrapped around his bare abdomen is white bandages. He has a Metal full arm gauntlet with leather straps burnt into the skin across his chest holding the gauntlet on.

The gauntlet is made of intersecting plates of metal making it appear serpentine, it also has marks on the shoulder plate and the back of the hand, a circle with four spears piercing it inwards. A long black sheathed sword is tucked into a special strap in his belt. And on his right hand he has a bandage wrapped around it from his knuckles to forearm, with prayer bead bracelet on his wrist.

Personality:

Calm collected and above all, nice. He is generally pleasant to most people, often helping those that seem to really need the help. He isn’t one to cause undue pain and therefore often remains a shadow in events because he doesn’t want to be part of a conflict that isn’t needed for anything beyond blood on the ground. A skilled and calm fighter, it is hard to shake him, and harder to anger him. The mask is a barrier for him, it gives him something to think of as between him and the enemy, which helps him stay calm, focused and precise.

Elemental Adept Wrote:

An elemental adept is a class of fighter found all over the world, known to most as elementals. They are most often in control of a single element, not able to create only to alter what is around them with personal energy, equivalent to Chi or Chakra.

. In Risalas these were often the men for hire and bodyguards. Equivalent to an elite group their training tactics were renowned in the militaristic nation, training mind, body, spirit, and political know-how any person wanting to become an elite of an area had to have at least 8 years of training in the elite academies.

Pictures

http://i7.photobucket.com/albums/y287/Tenmakeigou/tenmakeigou0002.jpg

More pictures here

48MerDefsGirl

Name: Adaire Redra

Alias: Red

Description: Adaire is a petite woman with a light build. She has red hair, fair skin, and red eyes that glow when she is angry or upset. Adaire is well built, but tends to have a complex about hiding her figure, and is almost always in multiple layers of clothes plus her trench coat, even in the hottest of weather. There is a rarely seen scar on her left hip, a counterclockwise black spiral with thin wavy lines emanating from the main arms. She almost never wears make-up or jewlry.

Personality: Adaire's personality can be her greatest weakness. She is outspoken, and must take extreme measures to control her attitude when she needs to be diplomatic. She can be bold, impulsive when it comes to making strategic decisions, and greedy concerning financial rewards.

The Other Personality: Yetrish is calm, reserved, and feminine. In many ways, the complete opposite of her older sister. Yetrish is meek, prone to take everyone at face value, and tends to allow others to dictate her path. Generally a pacifist who abhors violence. Yetrish has none of the combat skills her older sister worked hard to develop. It is unknown if Yetrish is even capable of fighting, or how her powers and weaknesses differ from her sister.

History:

  1. Around five hundred years ago: At the age of five, Adaire was forced to watch as her entire family was sacrificed to Ymir for crimes the Velban race had supposedly committed against a clan that worshiped Ymir. Her & her sister, Yetrish, were spared execution in favor of experimentation. The Velban sisters were found to be potentially useful as living lures and containment devices for the giant's gathered spirit. Each of them were kept in chambers, horridly wraped in a gruesome combinations of tubes and needles beyond the technology of the time. They artificially aged with viral poisons to make them more viable to the research before having their minds altered by a sacred relic, the untransformed blood of Ymir. Yetrish died as a result of the blood, yet somehow her older sister managed to absorb the younger into herself, creating a mind partitioned between three spirits. A spiral mark developed on Red's right thigh soon afterward. It absorbed power along with Ymir's spirit from the earth.

With the collapse of the Ymir cult, the leader, a mercenary known as Forsooth, commited suicide. Before doing so, he managed to get his spirit absorbed into Red, creating a mind essentially divided between four spirits. Protected by the temple curse, and kept under rune induced stasis, Adaire remained asleep for over five hundred years. During that time, the spirit of Ymir gathered strength, consolidating inside her mind. After all that time, the stasis feild finally failed, and Red broke through the glass. Protected by Ymir, managed to escape the temple without being affected by the curse.

  1. Red wandered around Barthavos for about a month like an animal, bare and unashamed, living off whatever the land provided. Until one day she came upon a mercenary in exile while rummaging through his garbage for a feast of rotten food. The man took her in and cleaned up her wounds. For the next year, Red would would live in desert with this exile from life known as C. The man trained her, taught her how to live again, taught her modern language and letters, trained her in the way of the mercenary, and gave her life some semblance of stability. It was from him she gained the nickname Red, which stuck with her the rest of her life. He also left her his revolver, a memento she still carries to this day.

Soon after Red turned eleven, C found another child, a young boy, who was bleeding to death. This boy was nursed back to health and kept by C as well. For a short time, about a month, the two were like siblings. Then the boy, known simply as kid, turned on C, killing him in an unexplained fit of rage. After that, kid disapeared forever, leaving Red to bury her fallen mentor.

Race: Human, Velban Gypsy stock. A long dead race of traveling performers, nomads, mercenaries. In their time, Velbans were known for spectacular feats of agility, gymnastics, and balance. The race was was wiped out around five hundred years ago by an upstart cult dedicated to reviving Ymir.

Age: Between 26 & 28

Height: 5'4

Weight: 114

DOB: Unknown

Place of Birth: Unknown

Abilities:Red's natural speed and agility come from a rare genetic make-up that gives her extremely light, flexible, and durable joints and powerful muscles on a light frame. She has above average strength for a woman her size, but because of her body construction, she is easy to injure and more prone to broken bones than most fighters. A strict regimine of constant training helps to improve her always lacking defense.

  1. Speed: Red can sustain a speed of 28kph. Can sustain bursts of speed up to 34kph per hour for up to ten minutes. Can attain maximum sustained speed in a half a second, while attainment of maximum speed requires three seconds.
  1. Agility: The ability to shift and control directions. Red is able to shift directions from 28kph one way to 28kph in the opposite direction in 1.7 seconds.
  1. Jumping: Can jump a maximum of five meters.
  1. Stamina: Red can sustain fairly high speeds even when strapped with excessive loads. She can sustain long marches, excels in wilderness survival, and has the ability to ignore physical in order to keep fighting, even when continueing the fight is detrimental to her health. She is rarely ever winded or out of breath, even while fighting injured.

Armour:

  1. Trench coat designed to hold multiple weapons. This coat is made of kevlar fibers overlaid with waterproofed red leather. The construction of this coat only makes it heat resistant, force resistant, cut resistant, and non-conductive.
  1. Kevlar reinforced boots dyed with the blood of certain lizards. The blood protects the user against time or slow magic. These boots are light weight, with traction designed for speed and control.

Weapons:

  1. Revolver: An old revolver modified, welded, and designed by C himself. It most resembles the model .500, with the exception that it is a six shooter and utilizes armor peircing, .500 calibre ammunition that has to be specially manufactured, and has canister attachments on the barrel that allow it to utilize .500 calibre, launching rounds, designed to rocket canisters towards their targets. The canisters can be sesigned to have differing affects.

Canisters-

Fire Canister- Basically a high explosive grenade. It continues moving forward as it explodes, leaving a swath of destruction in its path.

Ice Canister- Freezes the air around it when it explodes. A self-conained canister of liquid nitrogen laced with heavy explosives, anything within fifty square meters of cartridge upon its controled explosion will take a severe chill as the contents of the cartridge are spread fairly evenly.

Implosion Canister- This expensive & heavy gravity bullet will suck anything that gets within a hundred meters of the explosion into a vortex.

Neutralization Canister- Explodes in the air and creates a magic neutralization zone for about fifteen minutes. It stops most any spell dead in its tracks.

Deflection Canister- Very expensive and tricky to fire. Creates a wall of deflection that sends magic attacks back to the user, but has no effect on non-magic attacks.

Holy Canister- A simple flash cartridge blessed by a thousand priests and ten thousand nuns, powered by the prayer of a pure heart. Strength varies depending on the blessing, and many means can be used to power these cartridges further, including ruins or the containment of ancient relics. Extremely Expensive.

Foam Canister- Cartridge filled with foam that expands exponentialy when exposed to air and moisture. The foam quickly solidifies into a thick gum, entrapping and immobilizing its opponent. Relatively expensive, but only lethal when it cuts off the victims breathing.

Bubble Canister- Absorbs moisture from the air to create a bubble of water to entrap the opponent and slow its movement. Very Expensive.

Electric Net Canister- This cartridge releases a silver and orichalum thread net to trap it's opponents, then a small cold fusion reactor releases 10000 volts of electricity through the net for an entire minute. Very Expensive

Power Absorbtion Canister(Standard)- Any type of energy attack or gathering for such an attack that meets this cartridge will be absorbed and redirected harmlessly into the sky. The shot needs to be perfectly aimed and timed. Best to use against something that has to be charged first.

Power Absorbtion Canister(Altered)- Same as above, only altered to absorb the energy and attack the user.

  1. Bowie knife: A thirty-two centimer long, broad bladed Bowie Knife that used to belong to C. This is kept tucked in a leather sheath on the upper portion of her left leg.
  1. Handgun: Red keeps a few nine millimeters on her most of the time.
  1. Grenades: Red usually keeps about three on hand, along with a smoke grenade.
  1. Sniper Rifle & HW: Red is proficient with this system, as well as the M40. Red is somewhat able to handle heavy machine guns, and other HW systems.
  1. Other Weapons: Red is capable of utilizing Semi-Automatic machine guns. Red is capable of effectively using shuriken. Red is capable of using most types of small daggers and knives.

Strengths: Speed, Agility, Aim and Endurance are Red's greatest strengths. Red's aim with the revolver is beyond exceptional. Red excels at Hand-to-hand combat and is skilled with small blades. She sizes up her opponents well and ussually goes into battle with a plan flexible enough to modified in the event that the situation changes. She's a survivor who can deal with any terrain, and can last long unaided in the most hostile environments. While not among the strongest fighters, she is capable of focusing her energy to create powerful attacks.

Weaknesses: Red has no powers, no meta-human characteristics, no ability to control elements. She is completely human. Her speed and agility come from hard work and constant training required to stretch her genetic traits to their maximum limits. Most human's have some capability to harness spells and magic, she has none whatsoever. The same genetic trait that gives her agility also lowers her defense, reducing her ability to take a hit.

49MerDefsGirl

Ymir Incarnation Number 3:

Name: Ymir

Alias: Leonard Smith, Edward Yaits III, etc.

Description: Can change at will, but most often takes the form of a green-eyed, brown haired man in his early twenties.

Personality: Ymir is a mass of contradictions. He holds much knowledge but little wisdom. He is a deep thinker yet extremely shalow. He is callous, selfish, indifferent to the suffering of others. Ymir only exists to fufill his own whims and pleasures. His only true goal is destroying any trace of the existance of the the ancient norse gods.

Ancient History: Long ago Ymir was slain by the brothers Odin, Vili, and Ve. But Ymir could not stay day dead, so he was contained in the creation. His blood became the oceans, his body formed the earth, his hair formed the trees and grass, his skull and brain the heavens and the breath of the winds. Ymir's body was dead, a constrained tool of the Gods never to rise again as king of the giants. From an ash tree growing out of the corpse the victorious Gods made mortal man, thus even the mortals are of Ymir, indirectly. Eventually, the age of the Gods passed away, Ymir's powers faded as well, but he did not wither completely, indeed if he had, all would be lost. Yet, Ymir's spirit has still gained wisdom, it was bored and restless, seeking an incarnation.

Recent History: After multiple incarnations, Ymir's spirit was released from a seal. It gathered in the mind and soul of Leonard Smith, a psychic with powers over insects.

Race: Incarnation of an Ice Giant

Age: Immortal

Height: As Yaits- 5'8 Leo- 6'1.. varies

Weight: As Yaits- 189pounds As Leo- 101pounds

Abilities:

-Has absorbed Leo's ability to fight. Can move rather whimsically and attempt multiple fighting moves.

-Can manipulate the elements.

-Has the ability to transform himself to a select group of other persona and a host of animals, but can not transform in battle.

-Can manipulate the undead.

Elements:

Defensive:

Weak Against- Fire, Holy, Light.

Normal Defense- Thunder, Water

Strong Against- Wind, Earth.

Immune too- Ice

Absorbs- Darkness, Desecration or Negative Energy.

Offensive:

Can Manipulate- Darkness, Desecration, Ice, Wind, Earth, Water, Fire.

Can't Manipulate- Holy, Light, Thunder.

Elemental Powers: 20cp Cost 5cp to use a power, some require charge.

Summoned Frozen Sword: There is one weapon representing Ymir's body. The weapon has no need of being carried, as it is summoned at the cost of 5cp and one post. The blade of this sword consists of liquid hydrogen which undergoes intense pressure until becoming a solid form of the element. The metalic hydrogen, while under the users control, will hold its shape without melting until over 10,000 degrees of heat is applied. Metalic hydrogen, once formed, is the hardest metal in the known universe, it is also the lightest. The deadly weapon is 1.1 meters long, and the blade, though incredibly thin, is sharpened to the atomic scale. It can cut through the armour of an Abrams tank as if it were made of cranberry sauce. The sword is the closest thing to unbreakable there is in the universe. Requires two posts to summon.

Ice Cage- Absorbs moisture from the air, forms it into bars, and freezes it. The cage then shrinks in on the enemy. Crushing the enemy if not freezing him first.

Freezing hand- The ability to suck away the heat from anyone or anything touched.

Shields of Ice- These ice shield float around the user, protection from attacks without having to hold a shield. Requires one turn to charge.

Absolute Kill- Capable of creating a tornado composed of intense wind designed to slice, not tear, things apart. Requires one turn to charge.

Wind Cage- Creates a circle of weaker tornados around an opponent. Designed to entrap and enclose.

Wind hand- Can push or punch someone with a force of 8,800 Newtons, the equivalent of being hit by a Mac truck. This is done using the force of the wind.

Wind shield- Pressuization of air around user.

Fire Cage- A cage of blue and purple flame that encloses on it's opponent.

Water javelin- If there is any water in an area, it can be controlled and launched against an opponent as a javelin form. This water javelin hits forcefully.

Earth Smash- The earth itself takes form as fists of stone against opponents. These stone formations are agile, fast, and quite smashing. Requires a turn to charge.

Earth Prison- Stone rises from the ground, encapsulating the enemy and slowly crushing him.

Stone Golems- Summon up to two golems, each 100 meters tall, to attack enemies. Requires two turns too summon.

Poltergeist- Sends objects flying with mental effort, the more powerful or heavier the object, the more energy must be used.

Undead Slug- Can create one baby undead Slug. This tiny slugs feed off the dead, it can be harvested and filled with energy from runic curses to make it grow. When absorbing hatred and filth it grows and can transform to mutated forms of itself. Although the cells holding it together are alive, the bulk of its mass is dead flesh that can be converted to poisons, toxins, methane, sulfuric cynide, sulfuric acid, and hydroclhoric acid. The mixture of gasses makes them volatile when exposed to intense heat. Only one of these can exist at any one time.

Once full grown, the attacks of the slug include acid blasts, acid slime, undead spawing, sonic blasts, wails of emotion & insanity, or simply rolling over whatever get's in its way. It can sustain thirty kph, but never going much faster. It is a digger, and loves to burrow when attacked. It can use acids to dig faster, but rarely have to do so.

Eye Slugs (Watchers)- These are little flying slugs that act as camera links with Ymir's mind, Feeding him information. they don't grow, and they have little to no combat value, but can stow the baby undead slug. Eye slugs can attempt to infect a host and put them under control, but success is rare unless an emotionaly disturbed victim can be found. Only ten can exist at any one time.

Undead animation- Ymir's incarnation can animate corpses, but it doesn't mean they will be loyal to him.

50Bottine

Mono Myst.

  • Birth name:

-----None. Mono Myst is self-given.

Gender:

-----Female.

Age:

-----2 years old.

Birthday:

-----November 7th.

Race:

-----Presumed human.

Height:

-----5'6"

Weight:

-----139 lbs

Hair color:

-----Blonde

Eye color:

-----Bright green

Physical description:

-----Mono Myst looks at first glance like a very general, nondescript adolescent, although particularly beautiful. Short straight blonde hair falling to her shoulders, fair complexion, striking green eyes, full lips. Her face has a somewhat boyish charm to it, slightly round without being plump. Her forms are generously curvaceous, full breasts, wide hips and strong thighs. It is hard to tell her actual age only from looks, but at the widest, she'd be between 16 and 20.

Attire:

-----The girl only owns a very select amount of clothes, that she wears permanently. As such, they are outrageously dirty, and just as worn out. A greyish-brown wool sweater, slightly too long for her. A pair of white and green-striped stockings, matching underwear, brown work boots and a pair of glasses, broken. Myst herself is, due to her hectic lifestyle, in great need of a bath. Her hair is held astray by a thick layer of dirt and dust. Her fingernails are crusted deeply, and her skin looks nearly stained by whatever she swam in.

Personality:

-----Batshit insane. Wild, unpredictable, and although somewhat sweet and usually thankful, she is to be treated as dangerous. Shows signs of split personality, deep hallucinations, a very faint grasp of reality. Her psyche is wholly driven by curiosity, lust, envy and hunger, in a nearly animal-like manner.

Lifestyle:

-----Mono Myst is currently homeless, without attachment, and driven toward a goal no one knows, probably not even her. What food and water she finds, she either steals or salvages from roadkills and thrash.

  • - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • Oblivion spell:

-----Mono Myst is one of the three known holders of a piece of the Oblivion spell. She is the holder of the Body of the spell, which grants her the ability to sell a piece of her mentality (mental health, memories, mental age, knowledge of different levels, secrets, psionic abilities, etc) in exchange for incredibly heightened physical prowesses. The overuse of the Oblivion spell's power is thought to be the reason behind her apparent insanity. There is no known way to regain the lost mental wealth though, and as such, her state is considered permanent.

Firefly:

-----It is unknown wether this is a natural power of hers, or a manifestation of the Oblivion spell, but Myst seems to be able to summon little sparks much like those raising from a campfire, although much redder in color. These seem to have a will of their own, although they will obey Myst's command. Depending on the number of sparks, Myst can have them produce one of 99 different effects. Here are the names of the currently-known ones, and a quick description of their use:

01 Kiss: entrance to a mindscape.

02 Sense: heightens a single sense.

03 Pierce: makes a needle-sized hole in non-living material.

04 Lead: pushes down like a weight.

07 Bullet: bludgeoning damage.

11 Black: temporary blindness

21 Flush: unpredictably affects affairs of luck.

22 Purge: causes violent indigestions.

30 Cannonball: long-ranged bludgeoning damage.

33 Soar: allows limited flight.

44 Quills: pierces living material.

55 Lock: physically binds a being.

58 Buzz: maddening sounds.

61 Hail: extreme cold.

62 Flare: extreme heat.

63 Surge: electric shock.

66 Drown: prevents breathing.

77 Voodoo: destroys an organ.

82 Blast: concussive damage.

88 Form: heightens movements.

90 Rend: rips matter apart.

99 Coccoon: ?

51Akemi Mercuraki

Birth Name: Maat (But no one alive knows that))

Alias: Tama

Gender: Female

Age: 7 Years old.

Race: Unknown Probably not human

Birthday: Unknown

Height: 3'0"

Weight: 50 LB

Hair Color: Azure Blue

Eye Color: Dark Purple

Physical Description/Attire: There isn't much to say because exept for hair color and eye color there isn't anything unusual about her appearence. Here long Azure blue hair is well kept, so it never interfers with her eyesight, and she usually wears a Dark Purple Sleeveless T-Shirt, Blue Jeans, and Black Combat Boots.

Personality:Sweet and kind like a typical naive little girl only she isn't naive neither her past nor some of her abilities allow her too. She is always trying act like she is happy, so she doesn't worry others, but their is great darkness in her heart. She looks up to her older sister and Father.

History:Not much is known about her history as she was found on on of Aki'Ra Mercuraki's Research expedition when he saw a burning village full of corpses with only one survivor he rescued her and she turned out to be Tama though all of her memories seemed to be taken away for good and it wasn't amnesia either becase their was a strong magical aura different from any of their auras

around her. It was powerful magic that did this for not even Aki'ra could reverse the damage and Aki'ra soon adopted Tama and let her choose her name. She soon met Aki'ra's Daughter by blood and they soon became a family. Aki'ra noticed she started developing her own magical powers soon, and so he started observe her while still continueing to be an excellent father to both of his daughters. He had his flaws for sure, but he loved to multi-task and had a knack for it.

Abilities: Tama is a humanoid Lie Detector whether this ability is magical or not is unknown.

Psionic: She always has been a Telepath and recently has branched into Mind Reading and Psionic Barriers too, but those last two abilities are still underdeveloped, but emotion recently emotion has caused her to loose control of these abilities and activate them unconciously. Oh, and she is has empathy aswell.

52Sieg ecstuffuan

  • Name Siegfried E'Stuffuach Aka, Sieg.

Age 40

Date Of Birth July 10th

Gender Male

Blood Type AB

Weight 225

Height 6"2

Eye Color Siegs eye's seem to swirl with a sandy yellow.

Hair Color Black

Hair Type Long dreaded hair

Race African/Chinese Human with acquired celestial Traits.

Physical Apperance

Sieg E'stuffuach his a tall African man with some noticeable Chinese heritage. Sieg has a lanky yet muscular build due to all of the strenuous training and activities he constantly performs. He has very broad shoulders with powerful arms beneath them. His eyes are of a dark twilight orange. One would think that because of his life of fighting that he would be terribly unattractive. However, the spiritual martial arts have given him the ability to begin to heal unrecoverable scars and to reconfigure misplaced bones in his face and body. This use of spiritual technique to effect his physical appearance makes Sieg an almost unnaturally hansom man, who is physically flawless.

Sieg has chocolate brown skin and a smile with teeth that seem to shimmer even when they're is little light. He has perfect washboard abs and a chest of steel like pectorals. The biceps of his arms are noticeably large. He has very developed shoulder muscles and deltoids. This shows the signs of his arms strenuous use. He has long legs, that are also proportionally muscular, matching with his toned upper body. His thighs are thick, having no visible signs of fat whatsoever while his waist is skinny, giving him a V shaped body. His hair is black and braided, woven into tight lines across his head. He wears a goat tee facial hair style.

Personality

The first thing one would notice about Sieg the first time they encounter him is that he is a very happy and positive person. Despite how bad a situation may become Sieg always has a positive and relaxed outlook on the situation. His unusually high optimism comes from his lack of fear of anything. This optimism however does not cause Sieg to ignore situations or things that need done and he always states the truth about a situation. He can keep his positive outlook because he is assertive about the situation, meaning he doesn't let things get worse and usually tackles a problem head on.

He is quick to action but that doesn't mean he is rash. Sieg finds it easy to analyze a situation and if he is wrong about the situation he finds it easy to accept that he is wrong. He is great at learning from his mistakes and then quickly fixing whatever he did wrong. This makes him a very responsible person. If Sieg isn't under stress his personality seems to be very nonchalant, despite the fact that he is assertive. He doesn't become overly dramatic even when situations get bad, but simply handles them. This makes him out to be a very cool and calm person. Though there are a few things that can shatter his calm and collected exterior, even then, he is quick to recover.

After the heaven or hell and since Siegs revelation about his divine purpose. Breaking his calm exterior has started to result in 'divine rages', that send Sieg into a almost excessively violent frenzy against those he considers evil. Sieg soon returns to normal, never letting the darkness that is a part of him consume him.

Sieg is usually very down to earth but his strong sense of Justice can occasionally overcome is predominately relaxed personality. He takes his Religious orders very seriously and when hunting down an enemy of god his assertive nature shows through. His charisma suffers because of his respect for his own religion and order, because it usually puts him at odds with the chaotic environment that gaia is known for. Sieg has made a lot of enemies because of his quickness to attack those he see's as doing something wrong and some consider him a bigot. Sieg is charismatic because of his bravery and selflessness in battle. Many have a huge respect for his martial arts skill and many come to seek his tutorship in the arts. Sieg is very charitable and is willing to give a lot to those less fortunate than himself.

Back when Sieg was younger he was really good with women, but ever sense he had given up alcohol his ability to seduce women has reduced considerably despite his increase physical beauty. It also seems as if Sieg is less active in the pursuit of romance. Thats a strange aspect of Sieg because secretly Sieg hates to be alone, even though he constantly feels alone as he is one of the few humans in gaia. To an extent lately this was remedied by Siegs own faith and the personal belief that god is always with him.

Religion Liberal Christian

alignment Lawful Good

Occupation Wandering Crusader, Professional Fighter.

Type: Close Quarters Fighter

Style

Mixed Martial Arts

A fighter who specializes in the use of unarmed combat, by combining the most effective styles into a single style that covers all neccesary skills to win in a hand to hand combat fight. This includes Muay thai, brazilian Juijitsu, Freestyle wrestling, Tai Chi, and Chin Na. This is different from the original monk class in that it focuses more on grappling rather than spiritual strength. It deals with weapons by emphasizing modern self defense tactics and supernatural ability.

Biography

Genesis

Originating from Egypt in earth. Sieg is the son of Xai Lu E'stuffuach, the first female kaoh (Prestigous Title in the Chinese Martial Arts World) and one of the most powerful martial artist on earth and a Egyptian Priest. He started going to school in egypt while training harshly in the martial arts under his mother since before he could walk in the style of San Shou.

One day, while Sieg was still in elementary school, his father was killed by religious extremist in a terrorist attack. This resulted in Sieg and his mother leaving Egypt. Xai Lu supported Sieg by fighting in underground world warrior fighting circuits.

Sieg traveled with his mother, living somewhat like a military child in that he was constantly moving from place to place and school to school. Sieg seemed to be a prodigy in the martial arts, learning from fighters from all over the world quickly and easily.

The Wonder Years

Sieg eventually decided to stay in South Korea with his Uncle So Hai, to finish high school. Sieg went to a school that was famous for its martial arts program known as Volcano High. Here Sieg learned a lot about the spiritual arts and about the connections between the martial arts and the occult.

After finishing high school Sieg moved to America and went to college, Georgia Tech in Atlanta Georgia. He paid his way through college by fighting in professional and underground mixed martial arts fighting circuits in which he did miraculously well in.

His life in the City put him into contact with many creatures of the night who took interest in him because of his strange level of strength. Sieg became famous for defeating things like meta-humans with only his fist. Sieg took interest in these kinds of challenges where strength wise he was at a severe disadvantage.

He son learned about a material realm called Gaia from a vampire he defeated in hand to hand combat, that consisted mostly of creatures such as himself. After finishing college Sieg decided to travel to Gaia and test out his strength against these creatures.

A whole new world

Sieg solicited the power of his Uncle So Hai. Siegs uncle was is a very powerful martial artist like his mother. So hai is famous for use his of the Eight Gods Drunken Boxing style. Sieg stayed with him for a while to learn the technique for moving and traveling through the astral plane to arrive in gaia. Eventually Sieg was able to master the meditative technique required to enter into the realm known as Gaia.

Sieg arrived in Gaia with no money and no property. All Sieg could carry with him was the clothes on his back. Sieg soon learned that his body may have been enough, as Gaia was a land of warriors and mercenaries. Sieg fought to earn money to live on while he found his place in the Gaian world and he fought well though he found himself to be lacking in a certain area. The supernatural abilities of the common gaian was nearly overwhelming for Sieg.

Sieg began fighting in the low level Barton town circuits while training in the Gaian Wilderness. The harshness of the Gaian wilderness and Siegs new focus on the basic spiritual martial arts taught to him by his mother eventually allowed Sieg to increase his physical abilities to match the supernatural edge of his Gaian opponents.

The birth of Lu-Bu

As Sieg continued to make a living as a prize fighter in Gaia, Sieg came to know man named Micheal Anthon Noire who seemed to be alien even to this strange new world. What struck Sieg most about the man was his wisdom and Sieg became a short term pupil of the man's teachings.

One day Sieg comes up with an idea for a traditional training facility to renew focus in the armed and unarmed martial arts. Noire liked the idea and became Siegs business partner. As Co-Owners, Sieg and Noire pulled together there financial and management recourses to open up the Lu-Bu Dojo. They named the dojo after a great warrior.

The dojo was located in the southern mountains of Durem. Despite the remote location of the dojo, it quickly gained popularity and prestige. The "Lu-Bu Dojo" became a Gaia renowned establishment. Many people came to live and train at the dojo. Rivalries grew so strong with other establishments that the dojo was a victim of several attacks. However its survival of these major attacks made it even more popular.

Hundreds of Fighters would come and go through the dojo everyday, humans, demons, vampires, everything had walked through the wooden halls at some point. Sieg was given the opportunity to pit his martial arts against every form of fighting. By conquering these supernatural and technological forces with Siegs fist his own popularity and skill grew by leaps and bounds. Through combat Sieg surpassed his own humanity. His physical art became supernatural in its mastery.

The black sea of ignorance begon!

Gaia was invaded by another plane, by men wielding abilities that could bend the very fabric of reality. The Lu-Bu Dojo was the main target of this group. Places like the fighters guild were destroyed and crushed with ease. Yet somehow Lu-Bu survived.

Years past, Friends vanished and New friends replaced them. Gaians were always victim to wanderlust. Despite how depressing it was, Sieg learned that this was the way of gaia and to never become to attached to anyone. This caused many of his attempted relationships to become botched upon there conception.

The martial artist became one of Gaia's most popular bachelors and stayed that way well into his 30's. He didn't really have time for women, as the dojo became more crowded. Fights between the dojo patrons happened daily and the strange teaching methods of Micheal Noire turned some potential customers away.

Heaven of Hell 2006

During this time, Sieg entered the first Heaven or Hell tournament. His team placed third, with Siegs team losing to Vahn Kyonosuke's Glacier Team. Sieg had always been known as a hero because of his belief that one does not need a reason to help people, but that day; Sieg learned the power of the father of all gaian hero's. It was a good fight, but it left Sieg knowing that despite his experience he still was not the best martial artist in gaia.

One of Siegs love interest, Ayane Akutama and another female the Christian priest Mary Matriarch finally broke the hump on the camels back when they constantly came into conflicts with other people in the dojo. Noire insisted that such disturbances be removed or he would leave himself. Sieg was soft on everyone and tried to ease the tensions that were beginning to run rampant in the dojo. This resulted in Noire's leaving. The constant action that made Gaia what it was, seemed to leave with Noire. Lu-Bu's business began to decline.

Renovations

Sieg decided, due to the reduction in business to move to a new location. Sieg took a page from his experiences with the small MMA gyms in the cities of atlanta and opened the lu-bu Gym in downtown Durem.

The reception of the new location, operation, and building was staggering. Sieg became an overnight millionaire. Sieg opened up other business's around Durem such as starbucks and smoothie king, and he became a man who would never have to worry about poverty again.

Heaven or Hell 2007

Sieg was recruited to a lu-bu All-stars team for the second Heaven or Hell. This would prove to be one of the turning point in Siegs life. His team got to the finals, but due to the elimination match's Sieg was brought on the brink of death by a monstrous exoskeleton wearing warrior. Sieg survived, but his survival gave Sieg a revelation about the reason why he, a mere human, had survived all the monsters gaia had thrown at him.

Sieg realized that his survival uncanny survival in Gaia was the mercy of god. Sieg was reborn a Christian and he regained full health in a staggeringly short amount of time. By the time he regained health, the tournament was over. Sieg ran outside to see the very end of the final match. Vahn had defeated Siegs friend, Kichiro Oda, who Sieg considered to be the best swordsman in Gaia. Vahn was nearly about to kill Oda.

Sieg jumped in and stopped Vahn from doing it, and a brawl between Siegs team and Vahns team broke out. Sieg would admonish Vahn about why it was wrong to kill an opponent in a ring on purpose. The battle eventually fizzled out and Sieg escaped with Kichiro's body; taking him to the gaian hospital immediately. Kichiro Survived.

Birth of the Crusader

Sieg began a new life. He began going to church consistently. Donating much of his seemingly endless flow of money to various charitable organizations and orphanages. He began using his fighting skill to fight the villains of Gaia actively. He became Durems patron Super Hero. Some of his battles, like the jewel arc, were a bit embarrassing...but Sieg had saved millions in lives and property damage.

Sieg began to work alongside clerics and eventually considers leading a more monkish life style. This taught Sieg how to use holy rituals to fight the supernatural forces of evil. Sieg begins to plan to leave his life of luxury to live in a monastary for a while so that he could learn how to be a good Christian. However, before he did this he wanted to test his faith by ridding his city from evil before he left it.

Siegs popularity began to increase again, due to him being his cities super hero. Eventually, Gaia became a more peaceful place and his name began to vanish with the evils he destroyed. Sieg didn't mind, he didn't do what he did for prestige.

The Orochi Order

As Sieg began to slip more and more to the alignment of Lawful Good, something happened. Suddenly in durem there appeared a group of evil beings who looked exactly like Sieg and some of his allies. This group called themselves the Orochi Order and seemed to have a goal of doing evil for the sake of evil itself. There was very little information about the group.

Sieg came into conflict with them constantly and was made to fight the powerful monsters (such as a colossal undead demon possessed black dragon in the middle of Durem) that they summoned.

Soon there evil activities spread out all over gaia, threatening Konoha and the Leviathan stadium. They eventually simply vanished but there have been rumors of them appearing at a random places.

Holy Campaign

One day, Sieg discovers a letter from Athena, a woman who Sieg had recently met while she trained at his gym, who was as good as a fighter as he was. In her letter she alerted Sieg to an invasion of an innocent town and that she was already on the case. Sieg thought he could have just left it up to her, but he knew that when fighting evil; one could never have enough allies.

Sieg joins athena in the defense of the town. Yet everything was not as it seemed. Sieg survived the war with the help of Athena, but one cannot say that even with there help that they received a victory. Sieg was just happy that lives were saved.

Vs. The death magicians

Finally Sieg has decided fully abandon his city bachelor lifestyle for a while and go to live in a monastary with other like minded individuals as a monk. However in his quest to find such a place, Sieg was telepathically contacted by what he knew was a celestial archon. Archon's were similar to an angel but more closely tied to extra planar affairs.

The archon gave Sieg the divine task of the removal of extra planar creatures who could be a danger to Gaia. This meant that Sieg was charged with the fight against dangerous demons, devils, and similar extra-planar creatures. Sieg was also charged with the removal of all dangerous items from those who have shone themselves to not be responsible enough for them.

Sieg was given a new mount, a sentient motorcycle forged in heaven and a few extra items. Sieg is successful as a celestial agent. He did have a few slip ups however. Sieg decided to attempt to destroy a necromancer who was becoming very powerful and was close to becoming a Lich.

Sieg attempted to stop him before his transformation into an immortal, and was nearly successful until he was thwarted by an old nemesis; Vlad the Demi-Lich of Gaia. Sieg was forced to retreat, the necromancer who was allowed to become a Lich was taken into the apprenticeship of Vlad and went into Hiding.

Vs. The Disease God

At the debut of a new Arena in the Aekea area. There was a sudden rash of incurable sickness originating from the catacombs area. Sieg investigated the disturbance. The sickness originating from the catacombs, was so strong that had Sieg tried to get any closer to the catacombs; it would kill him. Sieg was soon forced to go assist the healing effort in the hospital because the infection was starting to spread.

Soon after, Sieg was approached by Vlad the Demi-Lich, just outside of the hospital. Sieg did not attack, out of fear at the damage that could be done to the hospital. Luckily Vlad did not come to fight Sieg. The new Lich that Vlad had taken under his wing had invoked the power of an old Disease diety named Nurgle and had become his cleric. This unleashed this dieties power upon the land and explained the sudden rash of sickness. Vlad did not agree with his apprentice lich's actions, but could not personally go into the catacombs and destroy the lich's phylactery for fear of the disease.

Vlad forged a ring that would work with Siegs natural monk resistance to disease, to help him go destroy the lich and get rid of the disease. Sieg accepted the ring, but could not agree to use it because the ring was an 'artifact forged by evil'. Sieg later entered a church in order to pray for a solution to ridding the land of the disease. A priest comes to Sieg and offers him some food before praying over it.

Praying over the food gave Sieg an idea. Sieg would purify the ring Vlad gave to him, making it a pure artifact and allowing Sieg to use it.

The Nurgle Lich Cleric overheard this through the disease and attempted to destroy Sieg before he would come in the catacombs to eradicate his phylactery. Sieg however overcame the lich through a divine miracle that increased his power and skill. Sieg then headed into the catacombs to destroy the creatures phylactery.

The catacombs had been corrupted by disease, making dangerous gaps and traps for Sieg as he navigated the halls. The Ring itself did not make Sieg invulnerable to the disease of Nurgle, it began to assault his mind and body; but Sieg resisted. Even through all this, Sieg was forced to fight creatures corrupted and forged by Nurgles disease. Once he arrived at the phylactery's chamber he battled against the phylactery's protectors for access to the hidden soul container.

With Siegs own power and the power of the ring, Sieg managed to overcome the guardians and finally succeeded in destroying the phylactery; permanently destroying the Lich. A feat that few have ever accomplished.

Recovery

The battle scarred Sieg then made his way to Mount Celestia where the damage to his body could be discerned and taken care of. Siegs body went through a magical ritual in which, cloth made from bahamuts breath, the tears of angels, and holy writing writing in liquid Celestium, formed a seal for the disease of Nurgle that Sieg had contracted after destroying the Lich. The seal would, with time, get rid of the disease. The time spent fighting the disease had hardened Siegs body against attack.

While in Celestia, Sieg questioned the archons about the existance of a monastic order in Gaia and to there knowledge there was none. Sieg was told that it would be good for Gaia to develop a strong monastic order for Christ and that they wanted Sieg to start and lead one. Sieg asked about how he could do this, as he had never actually lead the life of a monk. The archons replied that as a martial artist so dedicated to the cause of Lawful good, Sieg already knew what it meant to be a monk in service to christ in his heart...and that he should lead others in the way.

The Monastic Order of Christ

In Gaia, a grand event was about to begin. The juliano mansion was being reoppened. Riddle Juliano petitions the help of all the heroes of gaia to clear out the monsters that were escaped prisoners of the Juliano family. After a long battle most of the mansion was cleared and riddle was able to reclaim the mansion as a dueling arena establishment, library, event facility, and bazaar.

However one place on the Mansion estate had not been cleared. On the mansion estate was a large chapel that had been desecrated and destroyed by a group of devils who had been held captive by the juliano family. Sieg Ecstuffuan took it upon himself to banish the devils back to the Nine Hells and to restore the purity of the chapel through a divine ritual.

Sieg later talks to Riddle Juliano about taking charge of the chapel and then asking to build a monastary nearby; in exchange for the monks work in policing the bazaar that is quickly growing into a merchant town. About a year later, the monastery has grown exponentially and has become a major force on the large property.

Riddle however, decides to form his private army and form the manse property into a military base. This forces Sieg to disband the monastery and for him to continue wandering on in the search for evil around gaia.

True Love

Athena had been Siegs friend even after he left the gym. Eventually after the destruction of Siegs monastic order, they proclaimed there love for each other and decided to become boyfriend and girlfriend.

The Weapons of Mass Destruction

When Sieg made the Lu-Bu Dojo, he made several secret factions of the Dojo where Sieg gathered fighters together who had strange but potentially powerful traits that they needed to focus on developing. One of these groups was called the weapons of mass destruction, because Sieg wanted to study and develop the strength of fighters who had a peculiar knack for wide spread destruction. Eventually this group became so powerful that they broke away from the dojo and became a mercenary and weapons development company under the guise of Hayashi Incorperated.

Siegs very first friend in Gaia, Makenshi hayashi, was the leader of this appointed group. Siegs long time brother in arms who is now one of Siegs worse nemesis is Makenshi's second in command. The acts committed by this group had gradually over these 20 years became more heinous. The WMD's declared war on the Riddle Juliano Family, one of the largest warrior families on Gaia.

Sieg saw this as an opportunity to make many arrest and to cast the WMD's into Carceri. Sieg ended up making many arrest on the battlefield but also he encountered many old friends who became Siegs new allies. Makenshi would see that he was losing the war and in an act of desperation he would inlist the help of a legendary necromancer who was able to rise an army from the dead and march them against riddles forces.

No body is sure what happened that day, but it was said that a crucifix of light was seen in the sky and the entire army was destroyed.

The new Team Lu-Bu had gathered for the next heaven or hell.

Current Storyline

The Heaven or Hell Tournament has begun.

In the second round of the tournament. Sieg fought kenji. A man who Sieg once considered a brother but because of kenji's sadistic and envious nature; he tried to kill Sieg. That action hurt Sieg a lot, but Sieg had been hiding this pain for more than 10 years since it happened. Kenji made a remark during the fight that set Sieg off, causing Sieg to go into a fit of rage resulting in kenji being brutalized. Sieg tore off kenji's ears and tore out his eyes.

Sieg was shocked by his own actions. He was confused about his own nature but eventually Sieg came to terms with his actions; noting that even though he was enraged he had not killed kenji...and kenji deserved what he got.

Attributes

  • Physical Strength

Siegs combination of mixed martial arts and spiritual martial arts training and physical conditioning, plus high altitude training makes him as physically powerful as a human could possibly be. With Siegs maximum effort he can reach levels of strength that are just above the possible human strength limits for any weight class.

Yet he remains about as agile and quick as a top wrestler because of his muscle being lean and capable of explosive power. Due to his constant battle against supernaturally powered opponent, his body is able to withstand to a small extent damage from supernatural attack.

Intelligence

Sieg has a high intelligence when it comes to battle, able to quickly analyze and understand the opponents fighting style. This gives him the ability to learn new techniques quickly. This also gives him a natural ability when it comes to tactics and planning. Otherwise he is a person with average human intelligence who has a good college education. His ability to reason mixes well with his high faith.

Learned Skills

  • College Level Education

Sieg has a bachelors degree in physiology and Neurophysiology from the University of Georgia. He has all the knowledge that would come with these majors and minors; and all the knowledge in other subjects that he may have taken in his college days.

Common knowledge

Sieg has all of the common knowledge a person would have in gaia. Gaian History, driving, swimming, etc.

Motorcycle driving

Sieg is an excellent Motorcycle Driver.

First Aid

Sieg knows how to quickly administer first aid.

The Occult

Siegs history of fighting the occult makes him very knowledgeable about it.

The Planes

Sieg has an extensive knowledge about the planar cosmology.

Religion

Siegs history with the christian religion makes him very knowledgeable about it.

Ex-Monastic Leader

Sieg was the leader of a small but sharply growing monastic order who disbanded recently. Sieg has monks who all have similar abilities to his own, who were scattered all throughout gaia and are still doing good in the name of god.

Physical Abilities

Physical Abilities

Sieg is an athlete in the best possible condition that a human can be in. Essentially he is the perfect human specimen. The awesome nature of Gaia has given Sieg the recourses to train like no other human could.

  • Sprint

Sieg can sprint at top human running speeds for 15 seconds, though doing this for a any longer period of time may tire him out. Sieg is a trained sprinter and his uncanny endurance allow him to move at nearly over top speeds.

Body Conditioning

Siegs striking limb bones are strong, after being steadily conditioned and broken; and then built up again. This allows Sieg to hit hard without fear of hurting himself.

Blindsense

Sieg has trained to fight with his other senses giving him a special sensitivity to noise, touch, and scent. Sieg gained this ability through combative sensitivity training.

Flexible

Sieg is extremely flexible and is capable of outlandish feats of contortion.

Toughness

Sieg has a high pain and damage tolerance due to his years of battle against supernaturally powered opponents. In the event that Sieg is stricken by a typically fatal/critical powered attack or incurs piercing damage, he will not immediately fall unconscious but after about three or four direct hits from a similar attack will usually put him down.

Ageless

Sieg has found the internal elixir through meditation, through the spiritual technique known as nei tan. His body as a result has stopped aging physically. That does not make him immortal, it just ensures that his age won't effect his fighting abilities.

Deep Sleep

Sieg has trained his body to send itself into a deeper form of sleep. This state increases Siegs body's ability to regenerate. Sieg only has to sleep for about 3 to 4 hours to get the same effects as a 8 hour period of sleep. However the problem with this ability is that if Sieg uses it, it is almost impossible to wake him up.

Spiritual Abilities

Sieg has brought his body and spirit into perfect balance. Sieg is able to use the energy produced in the soul known as chi. The draw back to the ability to channel and use this energy is that it is only efficiently usable within the body. That is why these abilities are coined as the internal arts.

  • Ahhh-fuuu... (Meditate)

Sieg can enter a meditative state by sitting down in a stable but loose position. Sieg can then close his eyes and focus his mind inward while performing his breathing techniques. Siegs chi flows abundantly through Siegs body and Siegs aura expands and intermingles with the spirit of the planet and gaia. Siegs body increases in efficiency in this state, allowing him to naturally heal faster while in meditation though it is not at a wholly noticeable rate.

Though Sieg cannot physically effect the world in this state; the power of his mind and internal self is vastly increased. Sieg uses this state to reflect on his actions or the actions of others, explore his own psyche, feel the planet, travel through the astral plane, use astral projection, scrye, or to feel gods existance.

To Astral Project, Sieg must meditate for three hours straight in a quiet environment continuously and undisturbed. Sieg begins to enter a dream like trance where his naked body enters a plane of wispy lights that seems to shadow the real world. This astral body is a copy of Siegs body produced by the mind and the soul. This astral body is connected to Siegs body by a sensitive supernatural 'cord' that if broken by another astral entity then Siegs astral projection ends. The astral body exist partially on the material plane as a ghostly image, able to send messages to others though the longer distance the the body travels the longer it takes for Sieg to complete the astral projection. The astral body can fly at a speed five times Siegs land speed.

To Scrye, Sieg must meditate for three hours straight in a environment on a high vertical plane; such as a mountain range or a sky scraper. Sieg focuses on establishing a metaphysical connection with the spirit of the planet. Sieg may then proposition the soul of gaia to assist him in finding something or someone. The planet can then use its aura to relay the information that it finds in a visual and audibal format into Siegs mind. Sieg may do this for 30 minutes, though sometimes it takes the planet so long to find something (depending on what that thing is) that Sieg may only catch a second of a glimpse at that thing. Sieg must rest for one whole day after doing this, and is incapable of combat for that day due to fatique.

ITS OVER 9000....(Aura)

Siegs aura is an electromagnetic field that surrounds his body. An aura comes as a result of the spiritual energy that circulates through a person's body at all times. Because Sieg has such a large amount of spiritual energy flowing through his body his aura has a larger range and a higher intensity than the normal person's.

Siegs aura has a range of 30 feet around his body and unless Sieg willfully suppresses his aura, he can tip supernaturally sensitive beings in that vicinity off to his whereabouts. The electromagnetic field also acts as a signature and those who are sensitive to that aura can know of Siegs identity just by being in the aura.

Sieg may willfully reduce the range of his aura but he must make a conscious effort to do so. Siegs minds eye makes him sensitive to his own aura and the phenomena which occurs within it which explains his supernatural sensitivity.

Siegs aura may cause fear in those enemies (typically NPC's) who are within 20 feet of Sieg because it serves as a testament to Siegs power. The fear makes it hard to concentrate for abilities requiring a concentration because of there overbearing nature.

Huh? (Sixth Sense)

Sieg has been around supernatural entities for so long that he has gained a sort of sensitivity to it. Sieg has a sixth sense through which he uses his aura to feel the supernatural phenomena of his surroundings. Sieg may also use this to sense other aura's.

Sieg notices when supernatural energy is working around him through his minds eye. It is more of a familiar feeling in the pit of Siegs gut than anything else. Sieg has no idea what kind of attack is about to be made or the nature of that attack; but only that it is there. Sieg can usually feel this when something supernatural is going on in a radius of 30 feet of him.

HA! (Kiai)

Siegs striking is devastating and thunderous. Sieg has become adept at Thai kick boxing and has mixed it with his spiritual arts; allowing him to perform strikes that no normal man could ever perform.

Once every other post after the first use, Sieg may at will empower his unarmed strikes with Chi. This sends a jolt of energy to his muscles and Siegs strike is made about 50% more powerful. Spiritual energy intermingles with the skin of the striking limb, making it so that Siegs attacks are both magical and physical at the same time for the purpose of defenses against this attack. The energy used to do this is replaced very quickly in the circulation of light, explaining why Sieg can do his attacks repetitively.

Shoot! (Double Leg)

Sieg has practiced and shot the double leg take down so many times that it has become one of his signature moves and arguably his most devastating. It has surpassed the physical limit in practice, now Sieg has learned how to utilize his spiritual energy in the technique.

Once every other post, When Sieg performs a double leg take down he may use his spiritual energy to accelerate him forward at an even faster rate; causing the double leg to produce a higher impact against the opponent and to generally be faster and more difficult to sprawl on. The energy used to do this is replaced very quickly in the circulation of light, explaining why Sieg can do his attacks repetitively.

CHIIAAA! (Toss)

Sieg has practiced his judo and wrestling techniques to perfection. He has also learned how to use his spiritual energy to empower his judo throws. This allows him to either throw the enemy down harder doing more damage or throwing the enemy a larger distance away from Sieg. Sieg may activate this technique upon landing a judo or wrestling throw. If Sieg lands a judo or wrestling throw, he may either choose to throw that enemy a larger distance (max 20 feet) or slam him down twice as hard. Sieg may only use this special technique six post after its first use. The energy used to do this is replaced very quickly in the circulation of light, explaining why Sieg can do his attacks repetitively.

...! (Faultless Guard)

Siegs defensive stand up fighting abilities has been used not only against other physical fighters but against magic and monsters of otherworldly sorts. Siegs defenses themselves have taken on a spiritual supernatural power.

Once every other post after the first use, Sieg may during a physical defense increase his bodies resistance to supernatural attacks by 50% through the use of spiritual energy to add a supernatural durability to Siegs body. This last for the duration of the single attack that it is being used to defend against. If more than one person uses a supernatural attack against Sieg at once and Sieg attempts to defend it with this technique then for each additional person the effectiveness of this ability is reduced by 5%.

AAUUUUU... (Focus)

Sieg has learned to focus a higher amount of chi into his body for the purpose of empowering it. Though increasing Siegs strength is tiring and it takes a long process with short results.

Sieg may increase his strength by 50% by spending 3 post dedicated to focusing his chi into his body. This is very difficult to use in combat so it is mostly for performing feats of high strength like breaking. This strength increase last for 1 post or one physical action. Sieg is winded for two post after using this ability.

Its not over... (Ukemi)

Siegs training in weighted clothing has given him the ability to become lighter than he actually is, allowing him to seemingly glide in the air for long periods of time.

Sieg can land safely from high distances up to 100 feet through the use of spiritual energy and physical conditioning. This ability also allows Sieg to jump higher and to remain in the air longer, similar to the ability seen in 'crouching tiger hidden dragon' but a bit less control of one's momentum and direction in the air.

Out of my head! (Iron Will)

In Siegs time in gaia, his mind has become hardy against the forces that permeate through the land.

Sieg may roll a D20 dice. Only if Sieg rolls a 13 or above, was the supernatural mental hack effective. If Sieg rolls a 13 to 17, then the supernatural mind hack is only 50% effective. If Sieg rolls an 18, then it is 75% as effective. Sieg can choose to let the mental effect win, releasing all his defense against it. If an expert psionic character gets a roll of less than 13, then they may redo the roll and choose the highest result.

Sieg is nearly immune to mind hacking, telepathy, and magical, spiritual, and psionic illusion, and other forms of mental attack; because he shields his mind with spiritual energy.

Your filthy tricks...! (Nutrition)

Sieg may roll a D20 dice. Only if Sieg rolls a 18 to 20, is he infected by poisons.

Siegs body is filled with an abundance spiritual energy at all times. This spiritual energy grants a huge amount of power to Siegs immune system and will viciously attack any harmful foreign agents to Siegs body, including, virus's, diseases, bacteria, artificial nano-technology, artificial bio-technology, and immediately destroys them.

Holy Abilities

These Abilities are miracles of Siegs Christian Faith in a fantastic environment. They channel divine power straight from the plane of heaven. As such, they cannot be used in a spar or in a tournament but strictly for story purposes. Sieg also has the ability to cast a small amount of cleric spells due to his dedication to his religion.

  • Holy War

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When Sieg holds his materialized 'Holy water sprinkler' in his 'tekken' and 'heavens light' covered hands, the weapon becomes empowered and attuned to Siegs spirit. Sieg gains greater control over the weapon. One form of this greater control is that the weapon can now be materialized in front of any evil aligned opponent at the cost of Siegs own blood through the use of the 'Scars of the martyrs' ability causing a notable but not disabling wound on Siegs body. Sieg can hold it in this material state for 12 post.

Because of Siegs now increased intimacy with the weapon he can use it as a projectile. Sieg can throw the weapon at the opponent at a high speed and if the weapon hits the enemy it will explode with a burst of holy water and holy light dealing a large amount of damage to evil aligned foes and possibly blinding them. After the weapon either misses or hits the opponent, it becomes ethereal and 'teleports' back into Siegs hand. Sieg cannot do this in succession and must wait one turn after the first use.

Sieg now finds the weapon easier to manipulate, it seems to become lighter and more responsive to the commands that his muscles make upon it.

Siegs appearance as a whole seems to change when his spiritual abilities, his holy abilities, and his artifacts all begin to work together. He takes on a more celestial appearance. His skin becomes clearer and holds a golden tinge. His upper body clothing usually rips off and shows his body scars and tattoo's. As his skills begin to work in unison a golden crucifix can be seen in the sky. This form of Sieg is referred to as El DiViNO.

Heavens Light

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When fighting against evil aligned opponents Siegs 'tekken' (fist, arms and shins) become swathed in a field of bright holy energy. This gives his physical attacks added power and a 'holy aligned property'. The energy can't be described as a heavenly fire, because the energy is not wavy and chaotic but more spiky and axiomatic. The energy seems to expand violently on contact with an enemy, making the nature of the added damage concussive. This also makes the tekken more resistant to evil aligned attacks (only in that they won't break against them or will they be subject to there imperfection against supernatural attacks).

Scars of the Martyrs

[Healing]

Siegs body is covered in scars made in the duty of bringing justice and Righteousness to Gaia. These wounds as they slowly were amassed caused Sieg to receive a divine blessing. Sieg may heal others wounds, but in order to heal others of those wounds Sieg must take an injury to a lesser degree with positive energy. For instance, if Sieg heals a person of a large cut along there arm; Sieg recieves a smaller cut in the same place. This may be done an unlimited times per day. Sieg may also used a wound caused by the opponent to heal a damage to someone else to a lesser degree of the damage already done to Sieg.

Hands of John

[Exorcism] [Once per day]

Sieg may once per day, exorcise any defeated devil, undead, or demonic entity back to his home plane or to the prison plane of carceri. To do this Sieg must initiate a five minute ritual requiring holy water and prayer. Sieg prays for the intervention of an archon to come and arrest the entity and to send it where it belongs.

Carceri is a special plane of existance. It is a lower plane meaning it is populated by malevolent evil entities of either evil neutral, chaotic or lawful alignment types. All of these entities at one point were banished here. The only method of escape along with the use of typical planar traveling abilities is to become more powerful than the person who sent you there.

Cast Out

[Area]

[Twice per day]

Sieg may project a blast of positive energy through his aura in a radius of 20 feet. This ability does a moderate amount of damage to every undead creature in a radius around and also can be used against attacks using negative energy. If this attack strikes an undead NPC, this undead NPC will feel the urge to run away in fear of Sieg. If the undead NPC is incorpereal then it will simply dissapear from whence it came.

Gear

  • Tekken

Tekken is essentially a set of items which include combat gloves, bracers, and shin guards. However, these are not normal sets of equipment. Each one of these items is forged in Siegs mind from Siegs own spiritual energy through meditation and physical conditioning. They appear as a dense haze covering along Siegs hands, forearms, and shins. Also, the skin around Siegs affected limbs appear to become tightened, making the veins and muscles more defined.

These Items take one dedicated turn to equip and one turn to remove. Despite there mystical nature they function as normal items of the same type and give no more extra resistance to attack than normal items would and like normal items can be broken.

They can be compared to chain mail in terms of strength. These items are destroyed when Sieg is rendered unconscious. Once destroyed, they can only be restored with 4 hours of strict meditation and 4 hours of sleep in order to 'find the iron fist within him' and to find the energy to manifest them. During this time, he cannot do any other task.

The combat gloves essentially cover Siegs hands while not causing Siegs dexterity to suffer; allowing him to grab on to blades without fear of being cut but offer less protection than the bracers and shin guards (only about as much protection as leather gloves). The bracers function are to allow him to block armed attacks. The Shin guards are similar to the bracer's, but they allow Sieg to use leg checks on armed weapons as well.

Tekken however does have a weakness. It is not as resistant to supernatural attack as it should be, as Sieg has not mastered the weapons. More than 8 blocks (unless faultless guard is used along with the block) with in one fight against a supernatural attack will destroy them.

Holy Water Sprinkler [Artifact]

Sieg wears this weapon is a horizontal strap along his lower back.

This is an holy morning star granted to Sieg by the gaian cleric Pastor Troy. This weapon is composed of a metallic shaft with a metallic orb at the top. The orb has a metallic spike extending from its top with several other smaller spikes protruding all around the orb. The shaft is 24 inch's long and the orb is 6 inch's in diameter. top spike is 4 inch's long while all the others are about 2. The spikes are blunt. The entire weapon is composed of a metal alloy composed in heaven called solarian true steel.

The metal is similar in looks and hardness to ruthenium but has magical properties that make it harder and a holy element weapon. So the weapon has a platinum gleam. The weapon weighs the same as a generic full metal european 'holy water sprinker (mundane)' despite it using a strange material.

The spikes of this weapon seem to constantly drip holy water, giving it its name and is almost acidic in properties to a demonic, undead, or devilish creature. When a person is stricken by this weapon, the weapon seems to burst with a blast of holy water from the sphere, making a 1.5 foot blast radius of 1 gallon of holy water.

This great magical weapon comes with a great flaw. The weapon remains ethereal until Sieg enters within 20 feet of a demonic, undead, or devilish creature. This means until Sieg engages in combat with a creature of that race, the weapon is unusable in combat. In this ethereal state the weapon is weightless.

This weapon was granted to Sieg by a priest through a holy ritual. Because of this ,this weapon can never be used by another person nor can the weapon be separated from Sieg for a long period of time. When someone else touches the weapon it turns into an ethereal state.

This weapon can only be used for 18 Post in one day, and then it returns to its ethereal state until the next sunrise.

Clothes

Sieg wears normal clothing, though he always wears his combat gear underneath. These normal clothing vary day to day. They are usually meager but presentable.

Wedding Ring

Depending on the situation. Sieg can use this simple golden ring to propose to athena. Sieg has it hidden a hidden pocket on his person. Sieg believes it gives him something even more to fight for.

Special Hardback mini bible

Sieg has a small, pocket sized, mini-bible that he wears in his front pocket who's cover is made of a metal mined in the seven mounting heavens.

Cup

A professional MMA cup to protect Siegs groin. This is always worn because everyone always seems to go for Siegs balls.

Silver Crucifix

This silver crucifix hangs on Siegs neck. Acts as a constant inspiration and religious icon.

Light Backpack

This appears to be a common running sports back pack about about a foot long and a 9 inch's wide in size, strapped to Siegs back. The bag of holding opens into a nondimensional space: Its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. The back is constantly perfectly flat against Siegs back. The bag weighs 3 pounds and has a total of 6 cubic feet inside, it can hold 50 pounds.

  • Mouth Piece

Helps to deal with the shock from some blows. Custom Fitted. Kept in a case in his pocket outside of battle. They say, 'jesus' on the upper teeth and 'loves' on the lower teeth.

Clothes

Casual Clothing of meager quality. Also includes leather motercycle clothes.

Cell Phone

A digital communications device that comes in a hand-held model or as a headset, a cell phone uses a battery that lasts for 24 hours before it must be recharged. It works in any area covered by cellular service.

Bible

A Christian esoteric bible.

Holy Wine x2

It is said to be the blood of Christ. One can drink this for restorative effects or they can make it into a molotav coktail that is extremely dangerous to evil or outsider opponents.

Mounts

  • Raziel

Name: Raziel

Type: Celestial Clockwork Motorcycle

Description: A beautifal white and chrome motercycle, Made in heaven.

Technical Information:

Blessed. Digital ignition via electronic engine management system, multipoint sequential electronic fuel injection with three throttle bodies, shaft drive, dry sump, liquid-cooled, mythril block, double overhead cams, no congestion charge, emission- and sound-limited to 2007 European standards, one catalyser, one 1.5 kW starter motor, 2 [!] 5-spoke alloy wheels, 3 cylinders in-line, 5 gears, 6 spark plugs, 12 valves, 25 litre tank, 40+ mpg at 70 mph, 43mm upside-down front forks, 140+ foot pounds of torque at 2,500 rpm, 140 brake horsepower at 5,750 rpm, 140 cubic inches (2,298 cc), 140 mph (limited by electronic management system), 200+ mile range on the open road, 240mm rear tyre section, 316mm single disk/2 piston caliper rear brakes, 320mm twin floating disk/4 piston caliper front brakes, 776 cc per cylinder, 800lbs wet, the largest production motorcycle ever made anywhere in the world and yet still does 0-60 mph in under 4 seconds. Actual figures: standing 1/4-mile: 11.21 sec. @ 120.54 mph, 0-60 mph: 3.54 seconds, 0-100 mph: 7.2 seconds, top-gear roll-on 60-80 mph: 3.11 seconds

Armor Ultralight, Celestrum Material. Provides moderate armor protection without adding much weight.

Sentience Yes

Personality Devoted. Lawful Good.

Abilities

  • Gasoline - Can use Holy water as gasoline.

Telepathic Connection - Sieg has a telepathic connection to his mount.

Plane Shift without Error - Sieg may ride his motorcycle into alternate planes of reality that he knows of. These travels take a day period and the bike must be refueled or may not make another shift.

Fly - For 30 minutes a day, Siegs bike may fly at a rate equal to its ground speed.

53Theory-Of-Xerosis

{[I'm getting back into the roleplaying scene, so here's a new character to join in the Levi.]}

Name: Chiri Outai, which translates to Dust Lone.

Alias: He goes by the name of Dust of Chiri.

Age: 35

Race: Human

Job: A Ronin, a once-upon-a-time Samurai who master has died.

Appearance:

Eyes-Two blue eyes that are icy and cold.

Hair-Black and goes just down his neck, but is usually covered by his helmet.

Skin colour-Quite tanned, as Chiri is usually training with his chest and arms exposed.

Height-6'2"

Weight-128kilos, mainly from pure muscle.

Misc-Chiri has a picture of a cross cut into his skin across his chest. The cross was given to him by his previous, now dead, master. The scar represents his loyalty.

In various places he also has cuts and scars.

Arm-During a fight, Chiri's left arm was cut off. A week after his arm was cut off Chiri got it replaced with automail.

Equipment:

Helmet-At most times Chiri wears his samurai helmet to show he will always honor his dead master. It is gray in colour.

Broken Body Plate-Just like his helmet, Chiri wears his chestplate with great honor, even though it is split in half. Beneath he wears a tight black shirt thing.

Gaurds-Chiri wears black armour plates all over his body. His thighs, shins, forearms and chest.

Styles:

Iaidō:

A Japanese martial art associated with smooth, controlled movements of drawing the sword from its Saya, striking or cutting an opponent, removing blood from the blade, and then replacing the sword in the scabbard. Chiri uses this style while facing slow opponents.

Battōjutsu:

The art of using sword attacks with the sword already drawn from Saya. Chiri uses this style while fighting faster opponents. He can also use this style and mix it with Iaidō by unsheathing, attacking, attacking more then sheathing once again.

Reikon:

This style is used by activating it by saying 'Reikon'. After saying so, Chiri can use his spiritual energy for battle. With each charge of Spiritual energy a faint blue glow will form around Chiri.

Spirit use:

{[+1 charge of spiritual charge per post.]}

After activating reikon Chiri can use the following uses-

Blast{[His spiritual energy can also take form as an attack. By punching foward a blast of blue energy will fly out. It's strength is able to smash through walls easily.

[1 charge=10 punches]

Sharp{[The energy can also be transfered into his katana/wakizashi to put up their sharpness. With that they can cut through stone walls about three inches thick.]}

[2 charges for three full turns.]

Weapons:

kemikaru-

Chiri's main weapon, a katana.

Kawari-

Chiri's Wakazashi.

Abilities:

Strength-With lots of training, Chiri has large muscles that give him more strength then the skinny little boy on his computer.

Trained Eye-Being the samurai of a great warrior, Chiri was trained to read his opponents moves. At the death of his master, Chiri had only got up to using a blindfold and listening to hear the movements. He never got the full training as his master died shortly after the start of training.

Skilled Swordsman-Of course he is skilled using a sword, as he was once a samurai.

Full History:

'This will hold all the main events in the life of Chiri Outai; The Ronin.'

War:

At the age of ten war came to Chiri's world. Death surrounded his village. Massive armies of samurai and soldiers would make their way through his village at least once a week. During nights smoke would blow into the village, bringing desease, the smell of death and other things. Nobody would leave the village, so the mischevious Chiri decided to dare his friends and himself to travel out for a bit.

It started out as a little fun which turned out to bring the first sights of destruction, death and the horrors of war. The four boys had been walking down the horse troden path out of the village for about an hour before coming across a battlefield. Burning bodie piles littered the scorched ground. Men with swords, arrows, spears sticking out of them were scattered everywhere all the way up to the horizon. The boys soon sprinted home, the look of death still in their eyes.

The Village Falls:

By the age of fifteen the wars of the land had reached the village. The enemy from the east had gotten past the defenses of the west and were now out to kill everything in their way. Chiri took up arms with many other men of his village to fight off the incoming army. But he knew deep inside of him that the fight would be useless, and he ran. He ran away from his village at the sound of the incoming armies footsteps. Chiri did not stop running till he collapsed a few hours later. A city was far in the horizon, there he could start a new life and hopefully forget what he had done.

But trying to forget failed when a messenger came into the city a few days later saying another village has fallen and that there were no survivors. That village was Chiri's. But one thing sparked in his mind, the woman had escaped long before and are probably somewhere nearby. Hopefully his mother was still alive and looking for him.

The last of the Outai:

Four years had passed and Chiri had set up a place to live, a job and also spare time. In that spare time he had trained himself in the art of the Samurai, so that one day he could fight the east to avenge his family in war. During his days off his job at a local bar he would go in search for the rest of his village. Then the day finally came when he found them.

He came across a graveyard out in the middle of nowhere, about an hour from the city he now resided in. The graveyard had many people hanged with their gravestones below their hanging bodies. Each person he knew, they were his family and his village. A sign stood infront of the graveyard which said:

"These people have defied the nation of the east, may they die quickly."

From then on, Chiri began training harder than before, a strange power rising within him.

The Master:

After another five years had passed, Chiri was now twenty four and had made a name for himself in the city. Soon enough a man issued an invitation to meet him at his house. It was signed by a man Chiri knew, Hawk Outai. Chiri's father.

Chiri quickly found the house and was welcomed in by an old man. The man who stood before him was not Hawk, he did not at all look like it. After questioning the man, Chiri found out that the invitation was a lure to get him to come, for sure. It worked. But how did this man know his father, well he trained him as a Samurai a long time ago, and wished to do the same for Chiri. Immediatly Chiri accepted and underwent his training at full, leaving his job and putting all his time to it.

By the end of his training, Chiri knew how to focus his power for fighting, read opponents movements, fight and avenge his fallen family. His master soon died when Chiri was the age of thirty, he never fully finished his training to the max.

Search:

Chiri soon went out in search of any way to find the killers of his family, who were most likely dead, retired or back in the east country. Sadness came over Chiri as he could not avenge his fallen, and he took out his sadness and madness on any person who did wrong. All this time he searched for some way to find those who killed his family, and also a trainer to fufull his training.

Without an arm:

During a battle in a ruined city Chiri's arm was cut clean off, never to be seen again. He was quickly recovered by magical nurses. But what he also realised, in the world there were stronger people than him, much stronger. Now they would have an advantage over him unless he found a good way of fighting with one arm.

Automail:

A week had passed since Chiri had lost his arm. Many times before he had read of the replacement arm called 'Automail'. That sounded like something he could use at the time, but first to find a person who did such things. A week of searching and Chiri had found out that a man in the battle arena did such things. Quickly making his way to the man Chiri began the surgery for automail. A painfull time followed. But in the end Chiri had his arm back, at least a metal arm.

54RedShadowHero

Name: Shadow, demon of Shadows

Age: 2,000, possibly more

Description: A rather tall and thin, muscled man. He has a rather gaunt face, and blonde hair that is a little unkempt; all part of living in a forest for thousands of years years. He prefers to dress plainly, when not in his regular attire of his lightly armored suit, and his glasses, which he never takes off anyway; they prevent almost all light from assaulting his eyes, and allows him to see.

Personality: Shadow considers himself a gentleman, and even address most people as "Sir", including his enemies. He is usually quite fond of discussions, and it highly interested in the history of today. However, Shadow does have a demon inside him, and his personality differs entirely (to be revealed later).

Intelligence: Most of Shadow's intelligence is based on extremely outdated tactics. During his journeys, he even considered the style of breakdancing to be a fighting style, and did incorporate this into some of his fighting, as he can fall on his back and go into rapid spins and kicks. One of Shadow's biggest assets is his ability to learn some fighting styles very quickly. Other than that, Shadow is usually quite well-spoken

Physical Strength: Shadow's strength is beyond that of a normal human, currently able to shatter stone and dent steel with a little effort. However, considering Shadow is completely out of practice, he may yet increase in strength. Defense-wise, Shadow is completely lacking, and he wears light armor in an attempt to correct this mistake. Additionally, Shadow wears an extremely heavy cloak, ranging from two to three-hundred pounds. While this slows him down, it provides the added defense that Shadow needs. Once this heavy 'armor' is removed, Shadow's speed goes way up (considering he still moves very fast with the cloak on), and in top condition, he can move fast enough to appear naked to the untrained (normal) eye. However, Shadow can't take much abuse without his armor, and so there is a tradeoff.

Equipment:

Weapons:

• LaCrondia: an interesting blade, to say the least. It is a flat blade that is roughly three feet long, and 2 feet wide at its base. This blade is extremely lightweight, but doesn't do much damage. This weapon is also is one of the few weapons of Shadow's repoitoire that reacts to his Shadow powers, and can become slightly intangible, going though objects, but making it feel like the person had been hit with a blunt steel rod across all affected external areas.

• Kunai: Shadow came across these marvelous weapons quite a while back, and usually carries about six of them. He can "manufacture" more, but those have different properties. Shadow can attach a string made out of shadows to the kunai, and use that to pull objects or people to him. The overall strength of the threads are unknown, but bright lights can disable them.

Abilities:

• Snap Flash: Shadow snaps his fingers and creates a blinding flash; while this is temporary, he can pour a little more energy to have the flash last a while

• Dark Bubble: Shadow snaps his fingers and creates a small bubble around him, with which no light can enter (or very little). Light may leave the bubble, however, but only if it originates from inside the bubble. Nobody can see in the bubble, and nobody can see out of the bubble, unless they happen to extremely light sensitive eyes, such as Shadow. This bubble stays around, and can move with Shadow until he dismisses it. However, it wastes Shadow's energy to keep it around

• Shadow Surface: Shadow becomes a literal Shadow, intangible for a brief period. Shadow can make parts of his body tangible or intangible as he sees fit during this period. Bright lights will make Shadow fade and turn invisible.

• Shadow Kunai: Shadow creates a solid kunai made from shadows, and has a completely different properties from his regular kunai: Shadow can attach this to non-human shadows to prevent the object from moving. Humans can be pinned, but if the person moves to the side (the shadow acts like a chain, with the kunai being the 'stake' in the ground) and allows light to be exposed on the shadow, the effect becomes useless.

• Trap Shadow: Shadow can turn specific shadows around him into holes that can be 2-4 feet deep. If a person is standing on these, they can fall in. Shadow can then reverse the effect, leaving the person embedded in whatever surface they happened to be trapped in. Once again, a bright light or an absence of a shadow negates this effect.

• Shadow Cannon: After watching Sir Urameshi preform a similar move, as well as examining how he collected his energy to do so, Shadow developed a move modeled after his spirit gun attack, modified and renamed as the Shadow Cannon. Though Shadow can't use it very well, it seems highly destructive, and can even suck in the light around it. The exact properties of the attack are unknown, even to Shadow, as he recently just developed the move.

History: Shadow was one of the first reapers in existence. He sealed many demons and even angels to their fate. Then, something horrible happened, and Shadow forsake the role as reaper. He gave up the idea, and the form, and became something lesser than what he was: with the loss of his body, his soul was transferred to his shadow, which grew and gave him new form. Because of this betrayal, he was cursed to be a demon. So, 'Shadow' as he was called, came to live in a quiet forest for several thousand years. Recently, however, with all the action coming in and disturbing him, Shadow decided that he should take a look at this new world, and see how the people had lived in it progressed.

55Abyssal Majesty

Sonya Nightingale Noir

Alias: The Black Phoenix

Age: 24

Birth Date: December 25.

Mother: Maria Williams

Father: John Noir

Race: Human

Gender: Female

Weight: 125

Height: 5' 5"

Fighting Style: Whatever takes you down.

Material Status: Single

Appearance:

Sonya is what they call soft on the eyes. With ash blonde hair, and hazel eyes, she looks to be pretty normal. She has a lean, muscular body, which has trace amount of scars. But these are of course, covered by clothes, what a shock. These clothes are typically down to earth, simply clothes. She isn't a stickler for fashion. The usual outfit consists of a black camisole, camouflage cargo pants, and black combat boots. And on her back, red and orange wings grace her shoulder blades. Facial features are considered to be attractive, but she really doesn't care, as long as she has her sleek, square-ish glasses, she's set for life.

Abilities:

Being that Sonya is human. Her natural abilities are limited to her body's capabilities and some earth magic. But saying that, she can kick a whole lotta a**.

Un-Malleable Mindset:

This basically means that any psychic based attacks are null. However there is one sort of memory that bugs her, a weakness. Her childhood. This can either cripple her or send her into a rage.

Sleeping Wolf:

Though it may seem like Sonya is out of it, her mind somewhere else. She's paying attention, and if attacked, she will be ready to use your face to mop the floor with.

Where The Sun Don't Shine:

Sonya is not afraid of using cheap tactics. Whether it be dirt to the eyes or a knee to the groin, she'll do it without hesitation.

Fissure Fracture-

Byebye earth, hello pain!

Weapons:

Roman Gauntlets:

These are extremely nifty, though albeit ancient. Sonya found these one day at an excavation sight a few years ago. And now, she's never seen with out them. She even sleeps with them by her. These gauntlets however are special. They wield a power to give strength to the person who uses them. And with Sonya already being strong, she packs quite the punch.

Pocket Knife:

This should really say it all. Stabbing is the name of the game.

Personality:

Her favorite things to say.

"..."

"As if."

"Negative."

Sonya is a relatively quite person. But just because she is quite doesn't mean she's meek. If need be, she will speak her mind, and you will listen to it.

History:

Sonya was an orphan. Her mother suffered from postpartum depression. When she was born, her father left her mother. The rest should be clear. her mother threw Sonya into an orphanage, where she grew to the age of 13, but life was not easy. She was smaller than a lot of the children, so she was picked on... Naturally, she wouldn't take it, so she fought back, and never stayed down. After some time, she was put into a permanent foster home, even there, the 'father' would beat on her.... She had to bear with it.


As an adult, Sonya was highly interested in the military, so she joined the Navy. Her abilities peaked far above the other women and men. She was then drafted into a new unit. The Black Phoenix, where she was the leader. --But it was boring. She asked to be relieved of her duty, and was honorably discharged.

So here she is now. A mere wanderer.

56Bramfatura

  • Name: Laguna
  • Age: 19 (Young)
  • Half Human/Half Blue Dragon Male
  • Appearance:

Predominantly human features, white hair, golden eyes that appear to glow and small horns adorn his crown, peculiar dress which included a skirt that fell to his side and a great many deal of belts (those who see him assume it's to hold his pants up-- damn kids and their angst). Due to his half dragon ancestry, Laguna ages slower compared to the average human due to prolonged longevity, and even though he has lived a quarter of a human's life, he still appears childlike as he is still quite young as far as dragons are concerned. His flesh crackles and hums faintly underneath his clothing with built-up static electricity and intensify when he is angry as well as a golden aura fuming from the eye sockets.

  • Abilities

Sight: can judge distances with accuracy as well as see in the dark, Scent: can sense others by scent, Hearing: average human hearing, Touch: poor due to a thick epidermis, Blindsense: can see things that are invisible and when his eyes are closed, Muscular System: long, lean, strong muscles, quite similar to a cat's, made to protect the bone structure and aid springy, agile movements, speedy with long/high jumps and made to help reduce recoil, Bone Structure: lighter than an average humans, Lightening Bolt; Laguna has an additional organ known in dragons as Draconis fundamentum where chemicals produced are added to the blood (as all blood has to pass through this organ before going through the rest of his body) in order to charge and/or activate this ability, the second step in releasing this attack comes from build up in his horns as well as sword using hums and arcs, his clothing helps provide additional static to intensify the strength of one bolt or to provide extra static for successive volleys, a loud thunderclap will sound when discharged, the actual bolts themselves can be projected in a line from his sword, creeping worms of electricity across the ground, or cast down from directly above, and since this is not a natural phenomenon, these bolts of lightening may strike the same spot more than once, Resistance: Electricity.

  • Personality

More often than not has a stoic expression out of habit, but is generally calm, collective and open-minded with a forcefully repressed under-tone of malice stored in his psyche specifically for the world that cast him out for being different. He holds a very stereotypical outlook on the world of man and finds them to be closed minded and weak because of it, yet experiences taught him this was not always true, he remains ever lucid to avoid thinking like the humans. Though, he was still a child and is eager to learn and play and gather little treasures and knick-knacks along his way (his favourite being jewels of any kind), easy to wear a smile that veils his dismay. Laguna holds tremendous amounts of respect and loyalty for the people he calls friends: Angel, Hweng, Juongie, and Maximos.

  • History

Laguna was born without knowing his parents, left alone on a sandy beach next to fresh water in a cavernous construct carved and hollowed out deep of a towering rock formation outside of a desert town known as Mojave. Having nothing to imprint to, he survived on instinct, catching the small animals that wandered around the cave, then eventually hunting and foraging outside his domicile boundaries and into the desert. One day while out looking for food, he stumbled upon a human caravan-- of course he wasn't aware that they were humans, rather just larger, hairier versions of what he assumed to be like himself--that had stopped to camp outside of his cave; they were using the mountainside to help break the wind as they camped while he used them to learn. He watched them for two days as they waited for the winds to die down, watched as they ate, drank, and laughed, occasionally sneaking in for a closer look and for any opportunity to swipe some of their food. A third day came, his hunger got the best of him and made him reckless: getting too close, he frightened a mule that kicked over a tankard and attracted their attention. Frantic, he thought less to run and more to quiet the whining beast of burden, and with one fell swoop, bit through a chunk of the mules neck only to find his time had been wasted after a large hand gripped his arm.

His horns having not grown in yet, Laguna appeared only as a toddler to the caravaners, and the leader being a married man with no potency felt obligated to take him in as well as surprise his wife with a boy to carry on the name.

"The name's Jerrit," said the large, round man, in a stern, but somewhat affable tone, his nose and cheeks rosy from drinking. Laguna struggled to get away, but was too weak from hunger to escape the man's grasp. "Wooahh-ho-hoh there young one! Relax and tell me why you are out here all alone?" Still Laguna did not understand and, appearing so young, was insisted upon to come to town with them.

Another year went by in which time he learned the basics of reading, writing, and of course, speech. Yet within this time his horns started to peek through his crown and, like most children deemed "different" by the other children when growing up, was often picked on for being smaller than the other kids and ridiculed for his horns, parents refusing to let him play with the their children, the children calling him names and beating him up, even Jerrit and his wife grew uncomfortable with having a "demon-child" around, especially having recalled the first bite left in the mule. Laguna was eventually outcast. Returning to the desert, he slowly, but surely slunk back into the town during nights to steal food and supplies: dried meats, fruits that lasted harsh climates, gourds that held water, a few books to further his education and a pack to hold it all in, he even managed to get ahold of one of the swords he'd seen some of the men sparring with and a mule to help him cross the desert...

All this time having only been referred to as "Boy" by Jerrit and his wife or by the rude taunts the other children, including their folks, had berated him with.

So he gave himself one: Laguna.

His journeys brought him long and far, and all through the desert, in which time he spent his years of growing, away from those who hated him for being something he couldn't control, discovering new things about himself that he noticed separated him from the rest of the humans: aside from his keen intellect-- which he found, even if some of the humans were smart, they still had something that blocked their mind from actually knowing anything-- he found he had other traits that ultimately separated him from the others; though at first astounding and befuddling, he quickly discovered how to control them. However it was at this time that he learned he truly didn't belong: he was different, he wasn't human... He couldn't be...

Among the books he had stolen from Mojave's small library, two were on forms of sword play, which he practiced ardently and in time he learned to combine that with his abilities.

This was only the beginning...

(Here's his original picture from a few years ago, but I have a new one for him, my scanner just doesn't work, I'm also extending this bio later.)

57Psychofish

KAEL

[The Man]

Appearance: It’s easy to pass over Kalis with a glance. Like a great number of people, he has dark semi-straight brown hair cut semi-long and left to its own devices. A man somewhere in or approaching his early twenties. He has naturally pale Caucasian skin darkened slightly by the sun, facial features of a reserved strength, and a stature of 5’10” in a trim shape that is nothing if not roughly average. His eyes even are a dark brown-

-sometimes. In the right light, they almost look red, and when he burns inside with rage, or lust, or resolve, or any such flicker, the eyes burn as well in unmistakable ruby red. The eyes shift their shade quicker than the tide, reflecting his mood, until one could almost read his mind through those eyes, in conflict with the stoic rest of his face.

Light, supple skin covers a trim form, distinctive bands of muscle making his limbs look thicker, his torso hard, all deceptively condensed, lacking the distinctive muscle-builder’s bulge. Though the occasional scar marks his form, he bears no distinctive markings but on his hands. His hands are strong, covered in rough calluses, but all the flesh from finger tip nearly up onto his wrist is scarred by flame, disfigured slightly to the sight, though by touch one might never know.

Acineres prefers dark and subdued colors over bright and flashy ones, in terms of just about anything, and it carries over to his style of dress as well. He dresses for comfort and practicality more than style, and while boots gloves and belts are usually tight synched and carefully in place, he likes pants a bit loose, and while his preferred tight shirt and undershirt are easier to manage, he doesn't always bother to tuck them in, much less make sure they stay that way. Between his neglected hair and haphazardly pulled on coats and garments, one might think him lazy or less than concerned about keeping a sharp appearance. Either one would be true.

He usually dons his half arm gauntlets if he is expecting trouble, and often replaces other footwear with his greaved boots. The knife is on his belt as often as not, but his sword is only worn when traveling or anticipating need of its use. That said, he does not have any set living space, so he travels a great deal. Where as his casual clothes are worn sloppily, these are usually adjusted and tightened with great care, since they’re the sort of things one pegs their life on.

[The Warrior]

Possessions:

b*****d Sword- A steel blade made for war, light enough for one hand work and finesse, large enough for powerful strikes. 3.5 lbs with a 4' blade and 1'6" hilt, it's a weapon built for war. A single fuller runs down the center, and both sides of the blade have a well honed edge. A heavy crossguard comes out from either side at a 90 degree angle, ending in a "ball", the heavy pommel matching. No supernatural qualities, the handle is wrapped in black cloth with a grip over leather, and the solid sheath has a loose top to allow for quicker, easier drawing. Worn across the back, over the right shoulder.

Gauntlets- Thick leather gloves that run nearly up to the elbow, sturdy overlapping steel plates cover the top of the arm and much of the sides. The inside of the forearm is protected by the leather glove itself and a series of thick leather straps, holding the armor in place. The back of the hand is covered, and a hefty block knuckle duster is attached. The palm and fingers are covered by the leather glove, but no steel. These babies weigh roughly 1.8 lbs a piece.

Greaved Boots- Two overlapping steel plates protect the front and sides of the lower leg, heavy leather straps holding the armor in place across the back. This, as with the gauntlets, is attached to the heavy leather boot itself even when the straps are undone. The steel toe is extra thick and external, and there's similar thin steel plating in the sole, and over the heel. Almost 4 lbs each, they can carry quite a kick.

Knife- Six inches of steel, the front is bladed as well as the foremost two inches of the back. Thick spined, it's a sturdy thing suitable for practical uses, or combat, though there are better knives for the latter. Worn at the hip, on the back right.

Clothing- Lots of people wear their street clothing on Gaia, but chances are few feel an idiot about it. Or do it because of lack of funds and storage space for real armor. Kalis makes due with a leather riding jacket, a tough article that can take a beating but wasn't meant to stop sharp things the same way leather used in armor is. On the middle of the back, just below neck level, a small orange and red logo of a glaring sun is sown on- glaring in an angry face way. Beyond that, his preparation in dress only goes downhill. His thick carpenter jeans match every other pair he's ruined doing crazy things(often called "adventuring"), loose and dark, and as usual he has a tight fit sleeveless shirt on over his top, a black thing tucked into his jeans, synched up by a thick double-notch buckle brown belt. If he’s not wearing his greaved boots, he usually goes for a sturdy pair of sneakers.

This is a common example- clothing is likely to change, and change often, for obvious reason.

Belt Pack- A hefty cloth pouch Kalis attaches to his belt as often as not, it has no real use but to hold small things for easy access. Generally in here are a roll of bandages and a spare, medical creams for helping seal and disinfect smaller wounds, one for burns, a whetstone, a fritzy cell phone, an MP3 player loaded near its capacity, a glass marble, his keys and a road map, wallet, a stolen revolver with three rounds loaded, and a small pad of paper and pen.

Motorcycle- Kalis' preferred mode of transportation, he owns one somewhat beat up looking motorcycle. About as light weight and cheap as they come, it lacks style or muscle but makes good gas mileage and has proved to require no maintenance he couldn't take care of himself.

Duffel Bag- A great big duffel. Filled with his other living possessions, including changes of clothes, boots and gauntlets if he’s not wearing them, his riding goggles, a riding helmet, the hilt and what little remains of a shattered sword’s blade, and one of a set of wooden practice swords.

Abilities:

Martial Training- Kalis has various levels of training in use of archaic weaponry, specifically western. Knowledge and practice in only the most basic use of axes, maces and clubs, flails, spears and pole axes, and the bow and crossbow. Extended training and practice exists in use of daggers as well as a number of swords including short, long, and two hand swords, dueling as well as broad swords, and experience in using dagger and sword together. Training also encompasses a moderate focus on use of both light and heavy shields, but not tower shields. Formal training for combat without weaponry is effectively none.

Armor Training- Though a part of martial training, experience in heavier armor also necessarily encompasses strength and endurance training. Kalis has much experience in fighting and working out of both light and heavy armors, as well as in taking hits on protected portions when in partial armor. Additionally, armors provide additional opportunities, offense or defensive, depending on material and build, and Kalis is adept at searching these out in pieces of equipment.

Martial Specialization- Kalis’ personal initiative and some degree of the direction of his training leave him with most expertise in use of long and larger broadswords. His greatest strengths include long sword, hand and a half sword, or two hand sword used in combination with light armor or partial heavy armor and improvised grappling and unarmed strikes to accompany. His real world experience gives him a low basis for unarmed combat that his training lacked, which he makes best use of in combination with his stronger skills rather than on its own. Combined weapon and armor training has been adapted to a style stressing balance of speed, strength, and endurance rather than sacrifice of one in favor of another.

Human Will- Humans often display the ability to perform beyond their usually assumed capabilities when pushed hard, and Kalis is if anything good at pushing himself hard. This can show itself as forcing mental acuity while under duress, or pushing the body to levels of performance it would usually be thought incapable of, overcoming pain or hinderance, among other things. The obvious drawbacks of any form of pushing oneself so hard include fatigue, aggravating prior injuries or causing injury especially in form of overworking muscles when applied physically, and the sort of crankiness that follows these other drawbacks. You wouldn’t like being tired and beat up either.

-in progress-

58WheresMyCow

((Work in progress.))

Name: John Smith.

Race: Terran. Terrans are the equivalent of humans in pretty much in all ways except have a disposition to psychic powers over the more prevalent magic. They have a longer lifespan and overall better fitness level but that's more due to better health care and other such factors rather than any genetic superiority.

Gender: Male.

Birthdate: N/A, different calendar system.

Age: 30-37, units for the span of time differ in his original dimension so it's hard to have an exact age.

Class: Psychic Gunner.

Job: Sandwich shop owner.

Alignment: True neutral.

Height: 5'8".

Weight: 160 lbs.

Blood Type: AB.

Hair Color: Brown.

Eye Color: Brown.

Complexion: Light tan.

Residence: Loft above his panini place.

Likes: Money, food, safe places.

Dislikes: Being in danger, threat of imminent danger, poverty.

Weapon(s):

PK Railgun - This six foot long rectangular shaped gun fires a 15.5 cm long and 5 cm in diameter cylindrical capsule filled with 1 cm in diameter steel balls. The capsule travels at roughly 720 m/s and the gun's effective range before accuracy wavers is at about 3.2 km. However, the capsule travels 20 m first before splitting apart, so for the first 30 m or so, it's more like a solid slug. After, the steel balls begin to separate and a more fletchette type pattern occurs. In terms of firepower, even at the maximum of the effective range, modern day tank armour is still easily penetrated. The gun needs to be reloaded manually after every shot. The unique thing about the gun is that it requires the gunner to be able to generate psychokinetic energy in order to fire as the internal battery merely powers the smart gun computer inside and the PK link. Also, without sufficient recoil compensation in either the form of grounding or telekinetic buffer, it is capable of launching the gunner twenty or more feet back. The sonic boom emitted by the gun is capable of severely impairing hearing and causing extreme disorientation from the noise, thus requiring special earplugs to protect the gunner and allies.

Two AK-97's with internal smart gun and gas-vent system. The AK-97 is merely the improved version of the AK-47, owing to different alloys in its construction and improvement in design over various parts. The gas-vent system reduces recoil while the smart gun system increases accuracy, allows for remote fire, remote locking of the trigger, ammo count, internal temperature and a mini camera and laser sight that allows for aiming around corners without exposing oneself. Various types of ammo exist but typically armour piercing clips are loaded.

Stun tonfas

Monofilament knives

Banshee: This is a noise grenade that emits loud multiple frequency sounds that disrupt a person’s ability to think and can cause severe pain. It has been known to kill small birds and animals and only be filtered out by specially designed noise filters which can simultaneously filter out various frequencies at once. Either that or magic/psionics. Experiencing a Banshee is like waking up with a terrible hang-over and having a killer migraine while a five year-old sings and bangs on some pots and pans to a blaring radio playing one of the worst country music songs ever. Also, a cellphone set to the most annoying ring tone is merrily ringing away at the same time. Did I mention that the child is singing off-key and off-beat?

Various Grenades of other types

Equipment: Goggles with infrared, low-light, smart-link to guns, flare compensation, vision magnification; special noise filtering earplugs; body armour.

Abilities:

Minor empathy: John can, without expending effort, see the colour of someone's aura which reveals their current emotional state and handy little things like if they are lying or not. He can also sense and determine the direction of intense or primal emotions, such as a killing intent or suicidal depression.

Minor Telepathy: Normally, John can hear the thoughts of those around him. However, it's coherency and intelligibility is dependent on how many thinking beings are around him. The analogy would be if he was in a room with a bunch of people talking at a normal volume. The less people, the clearer. More people means a sort of murmur that makes it difficult to pick out any given mind. He can however, focus on one particular mind but the difficulty of the task is affected by the number of people around him and the target is most aware of his prying. It can also be dangerous if he isn't careful, potentially resulting in serious harm to himself and the target.

Telekinetic hands: John possesses ten telekinetic hands, each with a max range of three meters. These hands are invisible, intangible when so desired and are able to perform all tasks capable by regular hands. Each hand is capable of exerting 1000 newtons of force (can lift over 100 kgs) and can move in any direction. With these hands, John can do a number of things, including: wield weapons without using his proper hands, fly by literally picking himself up and dragging himself around, pickpocket or mug people at distance and various other acts better left to the imagination of others. These hands can not be detected with any technological device and must be sensed with either magic or psychic abilities.

Five other minds: Arduous mental conditioning and a large quantity of drugs have yielded five other intelligences within John’s mind. Each intelligence draws upon a certain aspect of John’s mind and acts to aid John. Red is the observant intelligence, constantly acting as a sentry. Orange possesses incredible analytical abilities and acts as a mental computer. Green is the more empathic intelligence, focusing on emotions over the computer-like Blue. Blue is the internal critic that offers a different perspective on things. Grey is simply Grey, and not much is known about it. All John knows is that it is fairly powerful and protects John’s mind and the other intelligences. Red, Blue, Green and Orange allow John to multi-task and think about multiple things at a time. With consent, those intelligences can use two telekinetic hands each and perform various tasks: from typing on multiple computers to firing two guns in different directions while knife fighting in close combat. Because of all the intelligences, John is virtually immune to mind-control.

Enhanced Body: Through incredibly long and painful surgery, John’s body has been almost remade from ground up. His muscle tissues have been replaced with special vat-grown muscles created for their enhanced muscle mass, performance and elasticity allowing for enhanced strength, tension and flexibility. His bones have been altered for enhanced density and strength while his ligaments were strengthened. Nerve cells making up the spinal cord have been encourage to replicate and lengthen, allowing for enhanced signal transmission and thus enhanced reflexes. Specialized clusters of nerve tissue have been added to filter out sensory stimuli. Special cells have been implanted into his liver and lungs to filter out toxins and poisons. In essence, he’s super human.

Weaknesses: He's a coward and all that entails. However, he is a forward thinking coward, anticipating how to survive the now and later rather than just the immediate dangers.

Appearance: John Smith fits the bill of what a John Smith would look like. Caucasian with brown hair and eyes, John is rather unremarkable looking. Standing at 5'8", he hunches a bit so he appears even shorter. Underneath his plain clothing which tend towards cheap long sleeves and jeans hides a fairly well-formed body. Not because he took the time to exercise and eat healthy so much as it got stripped down and remade.

Personality: Initially he was a fairly nervous individual and probably paranoid. This can be attributed to the fact that when he arrived in the primary Gaia dimension, he had recently escaped being shot at and dumped in a foreign universe without any comprehension of the local languages. Now that he has had some time to adjust, he's more calm and relaxed. However, his primary goal is still the preservation of his hide so the cowardly streak that pervaded his entire life still isn't lost. He's also slightly greedy so if the price is right, he might be motivated to take some risks to increase his wallet.

59Mr Noobdude

(Work in progress.)

Name: Chu-Chu as a placeholder, as he doesn't stick with any name for too long before calling himself by another name.

Age: Looks like a 22 year old, but he forgot to count his birthdays after 21 years of age.

Race: Half-elf.

Gender: Male Hermaphrodite ( has tits )

Appearance: He can always be found wearing his unusual hooded brown colored robe with his straight-staffed scythe in one of his hands. As he is half-elf, his ears do not look as pointed as a normal elf's would be. He possesses brown hair. His eyes are white orb-ed. So it looks like his eyes are always glowing without the glow, unless someone looks closely. From a distance, it can be a bit difficult to tell precisely which direction his eyes are looking at.

Equipment: His robe is that of a specially woven adamantium ( Yay for X-men smilies/icon_biggrin.gif ). Normally robes made like this are pretty good for defending against the initial strike. However, there was still the 'shockwave' of the strike to deal with. This is most commonly see in unarmed strikes and blunt-weapon-type strikes. So this robe was made to be a couple inches thick to help with absorption of the 'shockwave' of the force. Due to the nature of his robe when it comes to weight ( 65 pounds ) and other things, he can't run very fast while he wears it. He can perform his normal martial art acrobatic feats with it on except for jumping which would be human level. This being done due to intensive and lengthy training. Without it on, Chu-chu becomes much more agile like that a monk.

His weapon, despite it not being his main trained type of attack, is an enchanted straight-staffed scythe. The staff portion is also made of adamantine with a special slot within it to accomodate the adamantine blade that extends out 2 feet in a low arc. Inside where blade meets the insides of the 'stick' is a gem that allows for Chu-chu to channel his abilities into his weapon. It also has the function of turning the blade into a makeshift low voltage, but high amp-ed taser.

For footwear, normal sandals with rubber cushioning near the bottom so he doesn't get electrocuted from the ground.

Abilities:

I don't know how to best exactly describe how I want to put his abilities. So I will throw out some terms that might cover for it. Water-kinetic/psionicist/summoner/insertmagetermhere. Ice-kinetic/psionicist/summoner/insertmagetermhere. In the 'eligibility exam for the Leviathan Stadium' he was seen as having cryomancy and hydromancy.

Most anything that can be attributed to a unarmed fighting monk can attribute to Chu-chu fighting capabilities. Immense punching strength. Intensely Callous body. Etc. Minus most 'magic' aspects.

60Theory-Of-Xerosis

Basic Information:

Full Name [Birth: Was not named by his true mother.

Full Name [Used: Jack Aiden Nozima.~See bottom of profile for Nozima history and such.

Alias/s: Demon Armed Man, The Ascending Demon

Age[True Age: 2500-2600.

Age[Physical Age: 35 or so.

Race[Blood: Demon

Race[Achieved: Ascending Demon

An Ascending Demon is a demon who has began to become holy. To get this state Jack has had to go around to every main city and prayer to the alter of the main church for forgiveness of his sins. After completeing this task Jack had both aquired special equipment but also was rid of his demons side, but not the blood of the Demon.

Currently:

Jack is heading fourth to fight in the upcoming Heaven or Hell tournament with his team, Team Pathways!

Status

[Leviathan Stadium: He has left to go to Heaven or Hell!

[Heaven or Hell: Currently Battling 001 who is in

[The Amatsu Bouei Dairiten: Rather recently Jack has joined The Amatsu Bouei Dairiten where Yusuke Urameshi is at. He joined for one thing, to fight Yusuke. But sadly Yusuke was off to do some other thing.

Gender: Male

Sexuality: Bi-Sexual

Personality:

Jack has and always will be rather Bi-Polar. Every since he was smashed over the head by a warhammer his personality has been rather ********, aswell as his memory. Due to this he has frequent memory loss. Most of the time Jack is a rather nice person, but not happy that much. Though he is no longer an evil person, darkness still remains inside of him within his blood. Because of this blood Jack can have his bad and evil moods at times. During most of the time now Jack is a heroic person of nature, before he was just a neutral person who usually did good things.

[Overall: A good person with frequent mood changes and memory loss.

Maritial Status [Past: A wife named Rhian Mc'kay.

Maritial Status [Current: Single, Ladies. ;D

Family [Mother: Never known to Jack as she abandoned him quickly after birth. The only thing known about her was that she was a Succubus, the Whore of the demon world.

Family Father: A demon named Raziel. He was a king of a realm of the underworld till he recently died. After his death his gold was split to his sons and wife, Jack being one of the sons.

Family [Brother: Xerion Nozima. Jack and Xerion were rather close, but seemed more like best friends than brothers. Two thousand years after Jack had left home Xerion and Vincent confronted one another in the Leviathan Stadium. Xerion told Jack of their father, as they were of the same blood. Xerion then fought with Jack before the two drawed in battle. With that Xerion gave Jack his part of their fathers gold.

Family [Sister: Alison Nozima. The two were never close and would usually fight quite a bit with Alison loosing every time. In the far future Jack, during his Magical Forest stage in life, was confronted with a woman who said she was Jacks Sister. The two would fight when each of them found one another till Jack unleashed the demon within him and killed the woman claming to be Alison. Jack did not believe this girl to be Alison due to how old she would of been, but she was. How she was still alive and young, unknown. But that was her.

Rival/s [Current: 001

Rival/s [Past:

Blaze

Drake

Nationality [Birth: Demon

Nationality [Current: Gaian

Profession: Street fighter

Alignment: Lawful Good

Class: Paladin Crusader

Theme Song [Current:

Headstrong by Trapt

Them Song/s [Past:

Behind Blue Eyes by The Who/Limp Bizkit

After Dinner Payback by From Autumn to Ashes

Won't back down by Fuel

When I'm Gone by Emenim

Appearance:

Casual:

[Head: Jack has straight black hair that goes down to his neck. He has icy blue eyes with a vertical scar over his left eye. Five silver studs are usually in his left ear and a single black earring in his right earlobe. Jack has a silver necklace around his neck at all times.

[Torso: Nearly every time when seen in casual wear Jack wears no shirt, revealing his muscular body. But not bulky. There are no tattoos or scars upon his torso, apart from two closed holes upon his back where his wings sprout.

[Arms: His left arm is covered in bandages at all times, casual or not. Underneath the bandages is a completely black arm. Jacks right arm has only a skeleton bone glove upon it. Around his shoulder is a barbed wire tattoo and a red cross tattoo. Upon his knuckles are the words '********' in tattoo.

[Lower: Like his past look Jack wears a pair of baggy black jeans and black boots.

Fighting Mode:

[[x]](http://i5.photobucket.com/albums/y182/FiReFoX3032/scan0046.jpg)

Height: 6'4"

Weight: 198lbs

Complexion: Normal toned

[Head: Jack has straight black hair that goes down to his neck. He has icy blue eyes with a vertical scar over his left eye. Five black studs are usually in his left ear and a single black earring in his right earlobe. Jack has a silver necklace around his neck at all times.

[Torso: Jack wears a black, red and white leather Jacket and nothing else. The Jacket is mainly black with white lines over the place wear the shoulders meet the torso. There are also two vertical white lines on his back about two inches wide and four inches apart. In between the two vertical white lines is a dark crimson red path of leather covering the whole gap. On the jackets elbows are also red patches. The cuffs of his jacket are also red. The rest is just black.

[Arms: His left arm is covered in bandages at all times. Underneath the bandages is a completely black arm. Jacks right arm has only a skeleton bone glove upon it with no knuckles or fingers. Around his shoulder is a barbed wire tattoo and a red cross tattoo. Upon his knuckles are the words '********' in tattoo.

[Lower: Jack wears a pair of Black, white and red leather pants, identical to his Jacket. Two white lines, two inches wide, run up either side of the pant legs. Around the thighs and calf muscles are red leather lines going all the way around.

Left Arm [Properties: Jacks left arm was lost during a battle against Honsuke Yakura. After loosing it and dieing Jack was revived from the dead and began to just wander around. Eventually a man named Kane gave Jack a new left arm, which is completely black. After playing around with it Jack found out that the arm can change form. During a fight the arm began to change and was then wrapped up in bandages. But after the change occured Jack continued to wear the bandages because they hid the black skin and they looked cool.

-Arm can stretch out longer but still stay hard.

-Arm can stretch out longer and can be soft and able to trap things within it.

-Arm can change form into various things such as hammers, swords, claws and the such.

-Arm can use spiritual energy.

-The arm when injured does not harm Jack in any way at all.

Wings: Jacks wings have changed colour to white after partly finishing his mission of visiting and praying at all the main Alters of Gaia, all except Barton. Thanks to this when Jacks wings come out of his back they do not harm him, and can go through his clothes and armour.

-The wings can stop slashing attacks by getting in the way.

-The wings can have spiritual energy flowed into them for extra energy and defense.

Weapons/Equipment:

Holy Flame: Holy Sword of Mercy

After a prayer for forgiveness at the Durem alter time stopped for Jack. During the pause in time a light shone down from the sky infront of Jack. Following the light a sword came down in the light and was covered in blue flames. The sword landed infront of Jack, who in turn took the sword. After taking the sword, time resumed in Jacks eyes.

-Level One: Normal-

When in use Holy Flame has different levels of power. The first level of power, level one, gets no special abilities at all. The only thing that happens is that it can only harm evil enemies, or enemies who are wishing for a legal fight/spar. At the point where the opponent should die they will instead go into a day long coma.

-Level Two: Blue Flame-

After fighting with Holy Flame against enemies who are trying to harm innocent the blade bursts into blue flames. The flames only burn evil. But it will not kill the enemy, only make the victim go into a coma, which they will wake up from in seven days.

-Level Two .5: Death Flame-

If Holy Flame were to harm an innocent the blade will burst into black flames. Once that is happened the blade cannot harm evil and will burn Jack. This does not include a legal fighting match in an arena.

-Level Three: Holy Flame-

At this level Holy Flame is able to kill instead of send people into comas. The flames burn anybody who is to come into contact with them, even people who have some kind of protection against flames. To get to this level Jack must be on low health and fighting against any enemy.

-The Holy Gauntlet-

After praying for forgiveness at the Aekea alter a holy gauntlet was given to Jack. This gauntlet replaced his other gauntlet. The Holy Gauntlet is a silver gauntelt which covers the whole of Jacks right arm all the way up to the shoulder. Upon the shoulder is a silver pauldron with a red cross upon it.

The abilities for the holy gauntlet are to control holy powers via the arm which the gauntlet is situated. The Holy Gauntlet adds 20% of the users strength onto punches for a extra kick. There is more to the gauntlet than what appears though, but that is unknown for now.

-Silver Necklace-

During life in a forest Jack was taken over with such rage that his old selfs power arose from inside of Jack and took him over. Jack killed Rhian, his wife at the time. Beating himself up about it after regaining control of his body Rhians ghost appeared infront of him and handed him a silver necklace and forgave him. Jack has kept it on his body at all times since then.

Time past and still the necklace was not damaged at all, till a battle happened. During the battle the pendant on the necklace was destroyed. All that is left of the necklace is the silver chain which hangs around Jacks neck.

-Holy Vest-

After reaching the Gambino alter Jack recieved the Holy Vest. A white Tunic that covers his torso and splits in two at the bottom to cover both his thighs. Upon the chest of the tunic is a red cross that seems to glow.

The Holy Vest gives Jack a 30% resistance to undead and evil attacks. It also has a constant effect shield around Jack that lessens damage by 10%.

-Boots of The Holy One-

Praying at the water shrine in Latent Jack was granted with the Boots of the holy One. The boots cover all his legs though, not just his feet.

The boots allow Jack to walk on other surfaces other than a solid surface, such as water. At times Jack can allow the boots to walk on the wind for twenty seconds{[Four posts.]} by activating them.

STATS:

Weapons-

[Long Blade: 6/10

[Hand to Hand: 7/10

[Blunt: 4/10

[Axe: 3/10

[Short Blade: 5/10

[Spear: 2/10

[Whip: 2/10

[Archery: 4/10

[Fire Arms: 5/10

[Staves: 3/10

Magic Skills-

[Alteration: 4/10

[Conjuration: 3/10

[Destruction: 7/10

[Enchant: 3/10

[Illusion: 1/10

[Mysticism: 3/10

[Restoration: 5/10

Physical Skills-

[Acrobatics: 7/10

[Athletics: 7/10

[Block: 9/10

[Heavy Armour: 6/10

[Light armour: 7/10

[Medium Armour: 6/10

[Unarmoured: 7/10

Attributes-

[Endurance: 10/10

[Strength: 9/10

[Agility: 7/10

[Speed: 7/10

[Personality: 10/10

[Intelligence: 6/10

[Willpower: 7/10

[Luck: 5/10

Elements-

[Fire: 8/10

[Air: 7/10

[Water: 3/10

[Earth: 5/10

[Electricity: 6/10

[Blood: 2/10

[Negative: 4/10

[Light: 8/10

[Time: 1/10

[Alchemy: 4/10

SPELLS:

{[The following spells require MP.]}

Jacks total mp-700/700

[Holy Blast:

Unleashing holy energy into the ground around himself any evil entity that steps within the area is damaged holy damage for the duration within the blast radius of ten feet. The blast lasts two posts. A normal low leveled undead would perish after being within the blast radius for over three seconds.

Level 1: Blast lasts two posts-120mp

Level 2: Blast lasts three posts-150mp

Level 3: Blast lasts two posts, fifteen foot radius-155mp

Level 4: Blast lasts three posts, fifteen foot radius-165mp

Level 5: Blast lasts four posts, fifteen foot radius-170mp

Level 6: Blast lasts four posts, twenty foot radius-200mp

[Paladins Sacrafice:

Within an area where a person is under attack using Paladins Sacrafice the enemies will be attracted to Jack, not the initial person under attack.

Level 1: Attracts up to two enemies-50mp

Level 2: Attracts up to three enemies-60mp

Level 3: Attracts up to four enemies-70mp

Level 4: Attracts up to five enemies-80mp

Level 5: Attracts up to six enemies-90mp

Level 6: Attracts up to seven enemies-100mp

[Power of Holy:

When the Power of Holy is in play all of Jacks attack cause holy damage aswell as whatever the initial damage was.

Level 1: Causes holy damage-80mp

[Fist of the Crusader:

This spell can only be used when Jack is wearing the Holy Gauntlet. Holy energy fills up Jacks right fist. Once in action when jack is to punch a blast of holy energy will blast out infront of Jack for X meters.

Level 1: Holy blast of energy goes out ten meters.-100mp

Level 2: Holy Blast of Energy goes out thirteen meters-120mp

Level 3: Holy Blast of Energy goes out fifteen meters-140mp

Level 4: Holy Blast of Energy goes out twenty meters-170mp

Level 5: Holy Blast of Energy goes out twenty five meters-180mp

Level 6: Holy blast of energy goes out thirty meters-200mp

SPIRITUAL ENERGY:

Colour-Blue

Jack has control over his spiritual energy. Spiritual Energy allows Jack to do many things. These things include lessening damage from enemies depending on how strong the spiritual energy on the outside is showing. Also Jack is able to strengthen physical attacks quite a large bit. There is also the ability to do attacks that are projectile and physical.

There are also times when Jack is able to use demonic Spiritual Energy. The only time this happens is when Jack is out of his normal Spiritual Energy.

[Demon Spear:

One of Jacks greatest attacks would have to be the Demon Spear attack. By charging his energy into his chosen arm Jack will be able to burst foward, looking like a spear moving through the air. Thrusting the chosen arm foward the charged up energy will be released in a spear like look towards the target. This attack is extremely powerful and can damage Jack, thus he wears his gauntlet to protect his arm. It also takes up alot of energy.

[Holy Lance:

A copy of the Demon Spear attack in Holy form. It has the came kind of process that Demon spear has, only in Holy Energy. By charging Holy energy into his right arm, and only his right arm, is how the attack begins. Once enough energy is within the arm it is flowed through into Jacks palm. From there Jack will move fowards in anyway, usually quickly as the attacks takes alot of energy and would suck if it misses. Once going foward Jack will look like he is surrounded by a white lance as he moves foward.

[Demon Gun:

During his fight with Yusuke Urameshi Jack witnessed the attack 'spirit gun'. After that fight Jack taught himself the move. It was hard to learn and Jack is still trying to perfect it. The attack is done by holding a chosen arm up towards the target in a gun like fashion. With that done the opposite hand grabs hold of the chosen arms wrist. Focusing energy into the finger tip Jack makes a ball of energy form infront of the finger tip. With more energy the bigger the ball is. Then the ball can be shot off. Due to the new move just being learnt it takes quite alot of energy to do and may sometimes not work.

[Spirit Gun:

During his fight with Yusuke Urameshi Jack witnessed the attack 'spirit gun'. After that fight Jack taught himself the move. It was hard to learn and Jack is still trying to perfect it. The attack is done by holding a chosen arm up towards the target in a gun like fashion. With that done the opposite hand grabs hold of the chosen arms wrist. Focusing energy into the finger tip Jack makes a ball of energy form infront of the finger tip. With more energy the bigger the ball is. Then the ball can be shot off. Due to the new move just being learnt it takes quite alot of energy to do and may sometimes not work.

[Energy Wave:

During his battle against Yusuke Jack copied Yusukes move 'Spirit Wave' but renamed it. Focusing energy into a part of the body such as the leg or arm Jack can unleash all that energy in a powerful attack. It is quite a useful attack though.

[Full Power Demon Spear:

This attack drains all of the energy of Jack to do the demon spear attack. All energy in Jack right arm means that if he ******** up then there is a chance of damaging his right arm badly, and he will be out of energy to continue to fight. This is used as an attack to finish a fight quickly, and is insanely powerful. A recent time when Jack used this attack he came close to dieing.

[Full Power Holy lance:

This attack drains all of Jacks energy. By charging Holy energy into his right arm, and only his right arm, is how the attack begins. Once enough energy is within the arm it is flowed through into Jacks palm. After that happens all the gates holding Jacks spiritual energy open to release everything Jack has. From there Jack will move fowards in anyway, usually quickly as the attacks takes alot of energy and would suck if it misses. Once going foward Jack will look like he is surrounded by a white lance as he moves foward. Usually this attack can injure Jack quite a bit, and bring him into near death situations.

:HISTORY:

-BOOK I-

Chapter I

-Pregnant Succubus-

Over Two Thousand years ago the spawn that will soon become a killer was created. The mother, a succubus. Succubus will invade a mans dreams and have sexual intercourse to gain energy from the man. Humans can never impregnate Succubus but it happened. During a stay at a tavern a man who has long white hair and icy blue eyes makes his way to sleep. The succubus attacks his dreams and has sexual intercourse with the man. Following the intercourse the succubus feels strange as though something has invaded her system, that something being extremely bad. So quickly she makes her way back into the demon world.

Months pass and the Succubus finds out she has somehow become pregnant. Humans cannot inpregnate succubus so there must be something that was not human that did this. She begins asking around the demonic world and the tavern she usually prowls at looking for the white haired man. Many of the answers had no real importance. Then, a demon in the demon world answered her with a yes. The white hair man was apparantly a powerful demon, an extremely powerful demon at that. This demon was infact wanted and hid out in the human world of Gaia and that he hasn't been seen in hundreds of years. Giving up on the chase the Succubus decides to have the child but give it to another family. Sadly, she could find nobody who would want a child. So she went into the human world and left it at a humans door step.

This humans doorstep was owned by an old couple who were rather nice people. Both of the old couple took the baby demon boy in to their family of four, as they had two other children one named Alison the other Xerion. But they did not know that this boy was a demon, and that would be a bad mistake. But without further adu the couple named him Vincent, Vincent Nozima.

-Demon Awakening-

Years passed till Vincent was twelve years old. At this age something inside him awakened, his demon side. With the sudden outburst of twelve years of stored energy the house he lived in was destroyed in a big explosion. The old couple died in the explosion, as the other two children were currently playing outside in the woods.

The two children returned home to find the destroyed house, yet Vincent was gone. He had left the house to escape what he had done. Years passed and Vincent found he still looked fourteen, minus some scars and injuries he had taken. This began troubling him and so he searched for somebody who could help him with this problem of his.

A year passed and he found a strange ogre shaman up in the high mountains in the west part of Gaia. The shaman instantly new what had happened and told Vincent. Vincent found out he was a demon, part a demon infact the other part unknown. From this finding the shaman told him that if Vincent works for him for a year then the Shaman would attempt to unlock the curse of the demon and give Vincent normal life. Accepting Vincent was put to work straight away. The work invloved gathering heavy ingrediants, killing bandits around the area and to serve the orge to his needs. All this fighting, heavy lifting and the such really helped Vincent grow stronger and stronger. But during this his demonic energy grew and grew.

After the year past there was enough demonic energy in Vincent to equal that of his first outburst, and that was only in a year. The ogre shaman then took up his side of the bargain and began a ritual upon Vincent. After half a day of constant chanting and dancing the ritual was complete. Upon completion the ogres hand began glowing a translucent blue. Moving up to vincent the whole hand went through Vincent. On the other side the hand now held a softball sized orb of red. The orb, as soon as it was exposed to the world, exploded in demonic energy. The explosion killed the ogre shaman and knocked Vincent out. Upon awakening Vincent found his hair had turned silver in colour. Running away once again Vincent tried to escape these endless deaths.

More years passed and Vincent found that he could focus his energy into a solid form, but it would soon explode after. Experimenting with this new found power Vincent realized something, there was nearly endless a mounts of this energy. Thoughts came to mind and with those thoughts a strange evil arose inside of him. The evil told him that with this power nothing can stop you. Nothing. And with that Vincent went out into the world to show off his power in the best way he knew. By killing and fighting.

Years upon years Vincent would travel around killing everybody infront of him. Nobody could stop him. Everyday his power would rise and rise till he became one of the most powerful killers in the world, nearly equal to his unknown father.

Then the day came where Vincent stumbled across a town. The mayor of the town tried to bargain with Vincent by saying if he spared this town then he would be given a cursed sword. This sword, named Ritsuzen, would absorb energy with each cut, each stab, each kill. But nobody was able to control the overwhelming power till Vincent came. He took control of the blade and its power and grew stronger than his father.

Over time Vincent found out how to use different attacks. One attack, named The Demon Spear, was extremely powerful. Vincent mastered this attack but realised that with each spear his right hand would be burnt badly. So Vincent went in search of a powerful and strong gauntlet to protect his hand while using this attack. Entering a fighting tournament, a supposedly unbreakable Gauntlet being the prize, Vincent fought four other fighters till he won. Leaving the arena without killing anybody Vincent went straight to testing his gauntlet.

Then when Vincent was somewhere in his hundreds, still looking twenty, he attacked another village. In this village a large man with a big warhammer smacked Vincent over the head. With the hit Vincents memory was smashed away into oblivion.

-Memory-

Upon awakening Vincent found himself in prison. Asking the gaurd why he was here Vincent was laughed at then told that he was a murderer and was to live in prison for a week till he is to be hung. Anger rose up in Vincent, who didn't even know his own name. With that anger he punched the wall at the back of the cell. The stone wall broke down giving him an escape. Taking that escape route Vincent ran. He ran far from the prison, even took a boat to the land he grew up in. Gaia.

Once there Vincent decided on a name. Calling himself Jack he decided to settle down once again. Since time had passed the people of Gaia would most likely forgotten about him, well hopefully they thought he was dead. But just in case Vincent, now named Jack, decides to change his clothes from his usual robe attire to something new. Looking through stores Jack finds a red coat that is held together by black belts and the such. Buying said Coat and a pair of black baggy jeans and a black shirt Jack sets out to start his life over again.

Years into his new life Jack heads into a tavern for a good ol' drink. An hour later a brawl starts up, but Jack sits it out for the time being. Everything was going fine till a random person came up behind Jack and smashed a wooden barrel over his head. Upon awakening Jacks memory returned to him. Smiling, now back to his old self, Vincent kills everyone in the tavern, rapes the good looking blonde waitress and leaves. His years of killing return and now death follows him.

CHAPTER II

"Rp history starts here."

-The Forest; A New Life-

The killing continued for years until Vincent stumbled upon a forest. This forest would suddenly kill his memory once again and leave the other personality still remembering. Jack, the other personality, would then try to start a new life once again. Somehow with the change his red cloak and black attire appeared on his body. Strange, but that did not matter. Heading into the forest Jack found two people fighting. A woman and a man. Both seemed strong as they fought with great power, much like Jack. Especially the woman. Making his way into a tree Jack watched the battle till a man appeared beside him. The man called himself Honsuke Yakura. With a short conversation Honsuke left as the fight reached where Jack was in the tree. A great power erupted from the two and destroyed the tree which Jack was sitting upon.

While falling the female fighter assaulted Jack and made a cut over his left eye. After the cut had finished Jacks eye turned blood red, his demonic eye being revealed. Running away in fear of Vincent being released again Jack found a run down church upon a cliff. There Jack tried to start life over again as well as he could.

-Rhian and Death-

Five months passed of getting used to being a new man. Upon the fifth month Jack found a very beautiful woman named Rhian Mackay. The two got along greatly, Jack even loved her secretly. Then something bad happened. While heading out to meet Rhian Jack watched as a girl jumped off a wooden bridge and towards the ground, around two hundred meters down. Jumping off after her Jack caught the girl and held tightly onto her. Manuevering through the air Jack allowed it so he would hit the ground first. And he did hit the ground first. The impact killed him but the girl survived.

After dieing Jack woke up in heaven. An angel told him that due to his change of heart he was allowed to live in heaven, but if his other side was to come back to life again he would be forced to go to hell. A year passed and Jack found a way to be revived. A portal seperated heaven from earth. Angels used this portal to go back and fourth from earth and heaven taking lost souls up to heaven. Jack made his way to the hole while fighting with many angels. Just by luck Jack made it past and through the portal. He then fell into a lake that was somehow located in the forest where he died.

Floating to land Jack was found by Rhian. After healing back to good health Jack found out that Rhian had married a man named Drake. Anger filled up inside of him till he could take no more. A month later Drake and Jack took part in battle. Rhian stopped the fight before anybody died. Drake then ran away as he felt that he was weak and was not worthy of Rhians love.

With Drake gone Jack got together with Rhian. The two then had sex in bed and married.

-Children and the Unleashed-

Rhian gave birth to Jacks children, Ryoku and Karei. Jack cared for the two with much love, happy that his new life had finally begun. But all of this love suddenly dissapeared when a man thought gone appeared once again. Drake. Drake challenged Jack to a fight to the death for Jack had taken Rhian from him. Jack accepted and the two began a battle. Far into the fight Jacks real side, Vincent, arose once again and unleashed his power upon Drake. In the end Vincent stabbed Drake right through the stomach. In his last effort Drake used all his power to take Vincent with him to the afterlife.

Once there Drake told Jack that Rhian would leave him eventually. From then on the two would fight to death every day but would be revived nearly straight away and continue fighting anew. Then Jack knocked Drake out cold, but did not kill him. Heading to the devil Jack exchanged Drakes soul for his own life. The Devil gladly accepted on one condition. For the rest of his life Jack would undergo many bad happenings. These happenings were not told to Jack, but he accepted anyway. Being Revived Jack made his way back to Rhian and his children. But was interupted on the way.

-Honsuke Yakura-

The man Jack first interacted with in the forest made himself known to Jack. He told Jack that he had been watching him for quite some time, and did not like where it was going. Maybe he thought that Jack would somehow get stronger than him, maybe Honsuke was just making s**t up, but whatever the reason Honsuke wanted to fight with Jack. Jack accepted the fight and was told it would take part at night. With that Jack took up his broadsword and went to the fighting location.

Night had fallen and the two began battle. Honsuke seemed much too powerful for Jack, and would hit Jack while not even being hit once. But Jack did not give up hope and fought on. Only minutes into the fight Honsuke cast a spell upon his own sword and charged Jack. Jack also charged but found that Honsuke had enchanted his sword to allow it to cut through Jacks sword. It cleanly went through and took Jacks left arm with it. But Jack did not give up and stood with one arm. Honsuke then threw ten kunai knives at Jack and finished the fight. With that Honsuke put Jacks body in a river and left.

Jack now dead came across the devil once again. The devil told Jack that if he kept dieing like this the paperwork would pile up and the higher ups would begin questioning the devil. So, the Devil decided to just tell Jack how to escape the hell hole that is this death bringing forest in case he was revived once again. A gate in the far north of the forest island would be the passage to the rest of the world. And with that Jack just sat in wait thinking of a way to get out of hell.

-Another Revival-

Years upon years passed till Jack awoke in the forest once again. Much had changed but Rhian still stood before him. Why she revived him was unknown, but it had something to do with a relative who wanted to die so bad that Rhian used him to bring back Jack from the dead. But as soon as he was revived Rhian told him she had left him. The slut. Jack thought, Drake was right about her leaving him in the end.

What sucked the most was that Jack didn't have his left arm anymore, but a man soon helped with that. That man, named Kane, gave Jack his new arm which can change its form and stretch. But in exchange for the arm Jack was to help Kane kill two people, Rhian and her new love. It seemed Kane was a lover also and did not go well with Rhian loving this new person. Jack accepted and the two went off to fight Rhian and her new love.

The new love was Drake. In pure anger Jacks personality switched to Vincent who went into an outbreak of power. He killed Rhian and Drake with such ease it seemed impossible. With the power still rolling through him Jack made his way north and opened the gate to the real world of Gaia. But no matter where he went, horrible things would continue to happen to him. It was the devils bargain after all.

:CHAPTER III:

-Changes-

Out of the forest Jack found that this new world of Gaia was extremely different than the forest. Many new electronic things have been made, buildings made taller, more cities made, alot. Inside the forest there was no electronic devices at all, buildings were only two stories high and there were very few villages, let alone cities. Maybe the people in the forest were just idiots and couldn't make s**t all. Who knows. But all of this was rather overwhelming to Jack who didn't know what to do. But that all ended when he met a man named Blaze.

Blaze was apparantly a prince from the fire nation on the other side of the world. The two got pretty close as they would usually meet up at a nearby pub. Both would have a great time drinking, getting drunk and falling down. Then the two found out they were both quite good fighters and went into the pubs fighting ring. Both fought bravely and with quite alot of strength yet every time the two would draw. They were eachothes halves. Well in having the same amount of power. But they still had no real hang out place until they found the Semi Evil Joes Bar.

-Semi Evil Joes Bar-

After searching around in barton they found a place named "Semi Joes Evil Bar". The two fit right in with all the strange people within the bar. The place was made up of all races from everywhere, including heaven and hell. It was a nice place, and they even had a fighting arena. Jack quickly got into fighting and fought with mostly everyone in the bar, and anybody who would come in that could fight. But even after fighting everyone and winning Jack could never beat Blaze. During an epic fight when Jack was going to finish the fight Blaze's friend took the hit for him and was hospitilized from the hit.

Blaze and the bar people shunned Jack and made him leave the bar. On his way out a man named Reviax confronted Jack and asked if Jack would go into battle against the Semi Evil Bar. Jack accepted this invitation nearly instantly. The next day Reviax, his team of fighters and Jack attacked the bar.

The battle was long and hard. Then Jack and Blaze got into battle. The two were in a draw again and began talking at the end of the fight, reminesing. During this talking period Reviax came along and stabbed Blaze. Jack unleashed his rage upon Reviax and killed him, Vincent was unleashed again.

Blaze lived on and all of the Semi Evil bar welcomed Jack back, but things were a bit awkward for quite some time.

-The Move of The Semi Evil Bar-

A year had passed and during a dark night the Semi Evil Bar burnt down. People said they saw the maker of the the bar walking away from the fire, possibly starting the fire. All of the people who once lived in the bar went their seperate ways. Some kept together while others dissapeared, not to be heared of for some time. Jack dissapeared.

Another year passed and Jack was sent a letter telling him that the Semi Evil Bar had been remade by two people, one named Dwight the other Akasha. Jack made his way to the remake of the bar to find everybody who was from the old bar, including Blaze. Everybody caught up together, but Jack would only talk with Blaze. They were quite close, and didn't go well not together.

-Fall of Akasha; Jack Exiled Again-

During a cold dark night Jack sat alone in the remade bar wondering about random things. Untill something fell through the roof. Making his way over to whatever it was Jack found Akasha, bloody and in alot of pain. Picking her up he carried her to a bed. Stinging pain ran through him from her blood which was melting through Jacks skin. When he put her down Dwight made his way into the bar and saw Jack and Akasha covered in blood. He didn't take it nicely and exiled Jack from the Bar. Where Jack went is still a mystery to many people, but what's for sure he got stronger, faster and became a much better fighter...

-CHAPTER IV-

-The Final Battle-

Time had passed and it was now the year 2007. Many things had changed and stayed the same. Many people usually return to where they had many memories and that is what Jack had done. He had returned to the Semi Evil Pub, reborn by the first maker. After returning he issued a challenge to Blaze who he had found once again. Even though Blaze had left the world that the main Gaia area was situated on, Jack knew how to find him and issued a challenge. Now to see if he accepts...

The sound of rain hitting the roof pounded throughout the night as Jack sat infront of a fire place withing the Semi Evil Bar. Nobody was around and only he sat there, waiting. Minutes passed and the fire place began to grow larger, then smaller, and finally a massive burst of flames. Jack did not flinch as he knew what the flames meant and stood up slowly after the final burst. Turning he took sight of his old friend and Rival, Blaze.

"It's been a while, eh?" Blaze would say as the two men came face to face once again after so long being apart.

"It has, how've you been?" Jack replied without offering a hug, a handshake or anything. But the two knew why they were there.

"Meh. More or less alright", Blaze then said. "What about you?"

"Pretty good, been pretty dull in the world without you. So how 'bout yourself? Been up to anything lately?"

"I've". Blaze paused. "I've pretty much been sleeping my way through time". And with the introductions reformed a smile grew upon Jacks face. It was time, there was nothing to stop them now. No friends to get in the way, no feelings, just two rivals, two friends, ready to face off.

"So How's 'bout a fight, I'm sure we owe eachother one" The two were soon headed out of the bar and into the cold rain...

Taking hold of a hilt which was found upon his back in a skinny sheath Jack pulled it out, his broadsword. When the hilt moved from the sheath a massive blade, about six foot long, followed. This was mainly just a show as Jack can just summon his weapon straight away. While Jack unsheathed his blade, Blaze brought out his own weapon. Holding his right arm out to the right he rapidly opened and closed his fist. Soon a flame swarmed over his hand. With that the flames grew bigger before exploding outward stopping the rain from touching. After the explosion died down Blaze stood holding a rapier out to the side.

"Let's get it on..." Jack whispered before sprinting foward towards Blaze with his broadsword out behind him. Reaching four feet infront of Blaze he swang the blade up towards Blaze in a diagonal slash. Blaze quickly jumped back dodging the blade which just missed him by a bit. Quickly recovering from the blade flying infront of him Blaze dashed foward and aimed a stab at the open Jack. The stab entered Jacks stomach with ease. Releasing his broadsword with his left hand, Jack shot his hand out and grabbed Blazes hand which held the rapier. "Eye for an eye.." Jack said before bringing his broadsword down on Blazes shoulder.

Barely dodging the attack by moving to the left a chunk of Blazes shoulder was cut cleanly. Out of pure pain, a shield of flames formed infront of Blaze breaking Jacks hold on Blaze. After the break Jacks right arm was forced to let go of his broadsword. Holding his demonic left arm up he shot four blades of the demonic energy towards the shield to test its duribility. The shield held up with ease and shot the blades back at Jack, each being magnetised to his left arm. All the blades were then reabsorbed into the arm.

"Ready for another go?" Jack then said after the blades were absorbed.

"Anytime..." Blaze replied before moving behind a tree to his right. With this move Jack only guessed that Blaze was wanting a long range fight of some kind. Looking about Jack moved towards a wall and hid behind it, pulling out one of his two revolvers out. With that he turned out from behind the wall to see Blaze moving towards him. Fireing off three rounds towards Blaze, who nimbly dodged just. After the dodge Blaze moved fowards and tried to palm Jack in the chest. Seeing this Jack side stepped then grabbed Blazes left wrist with his left hand. Right after grabbing Jack was met with a boot to the face from Blaze.

Blaze quicly escaped but was followed by four bullet shots. He quickly dropped to the ground, dodging the bullets once again. While that happened Jack discarded his revolver and sprinted towards Blaze who is on the ground. On the way his left up mutated into a blade, much like Ed from Full Metal Alchemist. Jumping Jack came down towards Blaze who rolled out of the way and fired fire balls at Jack. Mostly the flames were absorbed but still burnt badly and scorched his skin.

Jacks bladed arm then hit the ground and entered the muddy exterior easily. While the blade dug into the ground it would change back into a 'normal' hand. The hand then touched the ground and began to spin Jack around who kicked out at Blaze in a helicopter spin. Missing by just a bit Jack recovered by rolling a bit on the ground before jumping back up. Next Round.

Holding his arms up infront of his face Jack took the position of a boxer then began bouncing on the balls of his feet, or boots really. With that he shuffled foward towards Blaze who was in a martial artist position. Once Jack had reached him he unleashed a right hook towards Blaze, which was nimbly Dodged. After that Blaze threw his palm foward to strike Jack in the chest and hit. The smack hindered Jack slightly before his right arm retracted and took hold of Blazes head. The head of blaze was headed towards Jacks knee before Blaze quickly jerked foward to smack Jack in the stomach. Being winded Jack released Blaze and stumbled backwards before regaining position.

Once Back Blaze would jump up into the air but was stopped as Jack spear tackled him back to the ground. Both were now on the ground before Jack was kicked off, just before releasing four blades from his left arm towards Blaze. The blades were blocked by Blazes useless right arm, each blade running evenly up the length of said arm. Once Jack hit the ground he clicked his left thumb and middle finger together making the four blades blow up and take Blazes right arm, and giving Jack the win.

Standing up Jack moved towards the dead body pile which was once Blaze. Crouching down he took hold of the body and lifted him up into a fireman hold. Once done Jack headed out into the stormy night to give Blaze a burial, leaving everything behind. His red coat, one of his revolvers, his broadsword and most importantly a battle that would end a long lasting rivalry.

-Burial-

Days had passed and Jack had finally reached the Gambion sea, far to the north. Not once did he stop for anything, just kept walking while getting strange looks. A smile drew across his lips as he made his way up to the very end of a dock which at the time was empty.

"Blaze...I...I am happy to be your...Friend..." Jack whispered as the bleeding from his chest had grown to near death. Only the will of Jack made him get to the Gambino sea. "Rest in peace, Prince Blaze..." With that Jack fell foward off the dock and into the sea, releasing Blaze to make the two rivals, the two friends, fall into the sea. One Dead, the other dieing...

-Book II-

:Chapter I:

-Re-Awakening-

Time had passed, how long was not known. All that was known was the Jack had awoken from his long slumber and now rested in a bed. Where he was is unknown, but he would soon find out.

"He's awake!" A female voice called out before the feeling of hands touching Jacks bare skin were the only signs of being there at the moment. Everything seemed like nothing but the cold hands touching Jack. After much effort Jack would push himself up into a sitting position. Around him were three woman all looking at him while writing things down on clipboards. The room has white everything, chairs, walls, the ceiling, the door, everything apart from the metal tray which lay beside Jack.

"W-Where is Blaze?" Jack asked before a pain erupted from his gut. Sitting back he wondered why his fringe was not coming into his eyes. But the feel of hair on his scalp was still there. Raising his hand to his head Jack felt a short ammount of hair upon his head.

"Who? We found you alone on the beach." Jack was interupted while examining himself. Looking up at the girl who spoke his eyes slowly started to close.

"He-He didn't make it...Did he?" And with that his eyes closed and he passed out...

Days passed till Jack reawakened to where he once was, in a white room. The pain had gone away, it wasn't a dream afterall. Nobody was around at the time so Jack sat up and planted his feet on the ground which was marble. Upon putting the rest of his weight on his feet his legs caved in and he fell to the floor, a naked heap. Pulling himself back up by holding onto the bed he looked around for something to wear. Nothing wearable was in sight, so Jack made do with what he had and grabbed the sheet off the bed. Wrapping himself up in the white sheet Jack spent the next hour or so learning how to walk once again.

After gaining reason with his legs Jack made his way to the door and opened it to find the world he was now in. Outside a massive area revealed itself to Jacks eyes. Many people walked the streets, all surrounded by houses and buildings of saughts. All of those people wore strange clothes and all had some kind of disability, whether it be a lost limb or just the look of them. While looking around a man wearing a leath top, a red scarf, an eye patch, jeans and gloves walked up to Jack.

"Hey man! What you doin' out here? I though you were all like injured and s**t and won't goin' to survive! Pretty awesome that you're walkin' again." With that a smile curled onto Jacks face. Jacks left fist flew out and hit the man right in the face making him fall back unconcious. With that Jack picked the body up and retreated back into the white room.

Once changed into the new clothes, which were a perfect fit, Jack made his way out into this new world. Then just as he was about to ask somebody for directions a horrible sight reached his eyes, three woman dressed as nurses running towards him rather fast. About facing Jack began to run before smacking into a window that just seemed to pop up. Upon looking into the mirror Jack saw himself. He no longer had the long white hair but now had short black hair. After inspecting his new self one of the nurses suddenly came out of the mirror and took hold of Jacks neck.

"You're not healed yet. Get back to bed." She said in a rather merry tone of voice.

"No thanks, I feel fine." Jack replied before hooking the nurse with his left arm sending her back into the mirror. Moving around the mirror he sprinted down the marble streets trying to find an escape route.

-The Great Escape-

Turning a corner Jack was stopped by one of the blonde nurses who seemed to just appear in the empty street.

"Get back to bed, get back to bed..." She chanted while approaching Jack. On the sixth chant she dissapeared and Jack felt a rather bad pain coming from his stomach. Looking down a fist was planted in his stomach. Following the arm the nurse seemed to materialize behind the fist. Gasping for air Jack pushed the nurse away before running down the street while getting strange looks from the people who roamed the streets.

Looking back Jack saw the three nurses following after him, and gaining. How could they be so fast and strong? Jack wondered before deciding it would be a good time to escape now. A jolt of energy released from around Jack sending out a call of some kind. Following the jolt black feathers seemed to fly out from every direction towards Jack. Each feather came to him and morphed together to make a pair of six foot long wings. Smiling Jack now had control over the wings and began flapping them till he was in the air. Soon enough he was flying away and upward towards the glass roof above. Hopefully the glass was thin or else hitting it would hurt a rather lot.

Gaining speed he flew upwards faster, faster, faster before colliding with the glass. Smashing through the wall shards of glass flew everywhere cutting Jack here and there, but leaving him mainly unharmed. Out of that place he looked around to find himself in the middle of the sea on an island.

"********..."

He muttered before flying off into the distance to try and find sane land.

:The Sea of Gambino:

"...How long have I been flying..?"

"...It seems like days now..."

"...My body feels so numb..."

"...Is there any land at all..?

"...Am I even going the right way..?

Words floated through Jacks mind as he flew through the skies above the sea of Gambion. Sanity had long been taken from his mind and all that was left was the will to make it to land. How english was still running through his head is unknown to him as he has indeed been flying for days, maybe weeks, with no socialization at all. All of those seconds, minutes, hours, days, weeks of non-stop flying would be enough to kill a man, but Jack was not a normal man. But that did not matter, it seemed impossible for anybody to survive that long without any rest, food, water or anything. And that's when it hit. The days had taken its final toll and Jack fell from the air. Falling he headed towards the fast incoming water.

"...What's happening..?

"...I can't move..."

"...Is this the end..?"

"...No, not yet..."

"...I've gone through too much to die now..."

As words flew through his mind Jack finally hit the water sending a rather big splash out around him. He didn't even know if anybody was in sight when he was flying, he was just doing it without thinking. For all he knew there was a boat just ten meters from where he just landed. Hopefully there was as Jack wouldn't be able to survive underwater and unconcious.

Following his fall a boat picked him up and returned him to land, during this time Jack was fully unconcious.

:Chapter II:

-Leviathan Stadium and mention of the HOH-

After returning to land Jack had healed up and could once again live a life. And this life would be a new one, hopefully. Being in the city Gambino Jack quickly heard about the Leviathan Stadium and made his way quickly to it to find a fight, new friends, enemies and the such.

Quickly Jack found a fighter named Yusuke. The two quickly got into battle. The battle was long, exhausting and one of Jacks best fights to date. Yusuke brought out the best in Jack, pushing him to his limits. Even though Jack was badly injured at the end of the fight he loved that fight and hoped to fight Yusuke again some day. At the end of the fight when Jack was being taken to the medical center of the Leviathan the small screen within the ambulence came to life. On the screen Yusuke was seen being interviewed after the fight. He challenged Jack to another fight some time, but also said he would be going to the up coming Heaven or Hell tournament.

After Yusuke had finished talking Reporters assaulted the ambulence Jack was in and began throwing questions at him, but one caught his ear. A reporter asked if he would be going to the HOH. Though Jack did not have a team to fight with Jack said he would be going and looked foward to beating Yusukes a**.

-The Evolving arm and Training-

While Jack was in the infirmary his left arm began to mutate and bubble on its own. The doctors wrapped it up in bandages, aswell as his chest and right arm. The next morning Jack was told not to use his left arm for at least three days as it is changing to suit him, all because of an over use of energy. With that heads up Jack picked up two bottles of pain killers and headed out of the Leviathan to find a place to train.

Ending up on a beach by the sea of Gambino Jack began to teach himself how to use some kind of Spirit gun attack. Though over a day Jack has only been able to make the energy ball softball sized, but it can travel up to ten meters.

Only a month after training there Jack was confronted by a man who called himself Donner. The two exchanged words for a while before Donner departed Jack. Donner seemed to be quite a good guy though.

-Training Completed; Xerion Team mate-

As the last month came to a close Jack went back to the Leviathan Stadium to find team mates for his Heaven or Hell team. After a great battle with an unamed enemy a man named Xerion presented himself before Jack. The two spoke little words but Jack was lead to belive that Xerion was his brother. At the end of the conversation the two traveled to the cliff where Jack had been training. There Xerion told Jack that he has been handed down five million gold from his now dead father. But he would only get the money if the two fought. Jack did not want to fight for just money and began to leave. But he then said that he would fight Xerion to see if he would be capable of joining Jacks HoH team. The money also being a prize.

After the battle the two called it a night and left the battle at a draw for now. Xerion joined up with Jack for the HoH and the two then went to The Isle of Gambino to sleep.

:Chapter III:

-War and a realization-

After Jack had left Isle De Gambino and headed for Durem at the news of a war going down. His brother, Xerion, was heading to the war with Jack due to being summoned from a friend. Once there the two headed for the White Kitsune Dojo where the war was currently happening. Finding out what was happening Jack was led to believe that the people attacking were attacking for no reason. Not knowing of the WMD Jack decided to fight against the attackers.

During the battle Jack found Yusuke who was also on his side. The two couldn't catch up so Jack went out to war. And his target, a man on a motorbike named Sieg.

The two fought at the base of the cliff in the water. But in the end Sieg prevailed. While the two fought Sieg was under the impression that the White Kitsune Dojo were bad people who kill thousands and the such. Before getting handcuffed Jack escaped and headed back to Durem to learn more of the WMD's and The White Kitsune Dojo.

His studying had brought him to beleive that the WMD's were an experiment of some kind made by Sieg. Eventually they became extremely destructive and began killing people, raping people, looting cities and other evil things. How could Jack, who was slowly changing his evil ways, work for evil people, not good at all. So without further ado, Jack headed for a church to find out how to get rid of all his evil.

-A church and a mission-

Reaching the closest church Jack made his way to the priest, who sat behind the alter. The two spoke with eachother for quite some time. Jack learnt of a way to repent his evil sins, he had to visit the Alters around Gaia and pray to them for forgiveness. After that is to be done will his evil deeds be taken from him and cast into oblivion.

To start the mission Jack prayed at the Durem Alter for forgiveness. As the pray finished a strange feeling came over Jack. That feeling must be the evil being sucked away. So Jack then thanked the Priest and exited the church. It was going to be a long journey, but it would hopefully be worth it in the end.

As Jack left the church time, life and everything paused. Everything apart from Jack. Walking foward through the streets of Durem his arms would feel harsh bumps every-so-often. Then from above the clouds opened up and a light shone down infront of Jack. Following the light an object fell from the sky in the light. As it fell a blue flame surrounded the object as it neared the ground. Then the object landed infront of Jack. The object was a sword. It's hilt gold and blue in colour and just over a foot long. The blade shone in the light in a holy way as it stood before Jack. Reaching out Jack grabbed the blades hilt. As he got a good grip on the blade he pulled it out of the ground. Then, time resumed. Jack still had the blade in his hand though. Maybe the blade was given to him because of his prayer, but why did nobody else get the sword but Jack. Unless there were more than one sword. But he would of heard about it on tv or in the newspaper. Very odd.

-Nearly Mission Complete-

After much traveling Jack has finally been to every city in Gaia, all except Barton. Why? Well because Barton has been closed off and is being controlled by the undead and Dark Elves. To finish his mission Jack would have to get into Barton, but that seems impossible now...

:Chapter IV:

-Heaven or Hell-

The time for Heaven or Hell had come. Jack had joined up with three other people for this tournament. Xerion Nozima, his brother. Janus Deai, a man he met along his travels. Asherah Eria, another person met by traveling. The four all sent in their entry forms and have been accepted to join the HoH tournament. Now all there was left was to win it!

61Darshendros the Eternal

Leviathan-exclusive Character

Name: Vincent Beauchamp

Age: 917

Race: Human Vampire

Gender: Male

Appearance: Vincent is six-feet tall with shoulder-length straight black hair, unnaturally blue eyes, and deathly pale skin. He appears to be in his mid-20s, but his eyes betray his centuries of experience. He is commonly seen wearing black suits with black ties and polished dress shoes, or Victorian-era suits when he's feeling extra formal, with a .50 Desert Eagle concealed in a side holster under his jacket.

Personality: Vincent comes from an aristocratic lifestyle, being born and raised in a noble family in Franch, so naturally he is quite confident in himself and his abilities, and thinks he can do anything he wants with little to no consequences. He's also a womanizer, which his vampiric charm only amplifies. He hates losing, and in the event that he ever does lose, his short temper shows for it and he often comes off looking like a spoiled brat robbed of his candy. Nevertheless, he's very dangerous, and those who cross him soon regret it.

Weapons: .50 Desert Eagle carried concealed in a side holster.

Enchanted, acidic epee carried at his hip (when he carries it).

Silver dagger carried concealed under his left jacket/coat sleeve (strapped to his arm).

Special Abilities and Powers: Besides the common vampiric traits, Vincent also exhibits some of the more advanced Gifts of older vampires. He has supernatural strength and enhanced senses. He can communicate telepathically with any intelligent creature within a 10-mile radius. He has limited telekinetic abilities, able to lift and move objects up to 500 lbs. with his mind. He can levitate and fly like a bat, and is able to walk through shadows. One of his more advanced powers is the ability to create powerful illusions, feeding off the thoughts and memories of the intended victim to make the illusion as real as possible, but this ability drains him of alot of his energy, so he keeps them rather short and simple, just enough to lure the victim in for the kill.

Weaknesses: Vincent is harmed by sunlight. Though he won't instantly combust if exposed, direct exposure for more than a minute can result in him burning to death. Likewise, fire and silver are very harmful to him, inflicting aggravated damage which takes much longer to heal from. If he doesn't feed for more than a week or loses more than 90% of his blood, he reverts to a feral, berserk state fueled by his hunger. Holy symbols and garlic have no effect against him. A stake through the heart will kill him.

Background: Vincent was born to a noble family in Franch, raised as any child of nobility is raised. As usual with noble sons who reach adulthood, he took to partying and debauchery in the local taverns, which ultimately led to his downfall. One night, drunk after a whole night celebrating his 25th birthday, he saw the most beautiful woman he had ever set his eyes on, and she seemed to have her eyes on him as well. They went out back, Vincent hot with intoxication and lust, and they made love in a barn, where she gave him her kiss. She was a vampire, and Vincent had become her latest victim, drained to the last ounce of his blood. She wasn't going to let him die and become a ghoul though. She tore open her wrist and fed him her blood, turning him. The next morning he was dead. Authorities found his body and his family grieved. As he awaited burial in the morgue, the woman, Amelia, returned, right at the moment when Vincent became revived, refreshed with new life - vampiric life. She took him under her wing, teaching him how to hunt and survive, training him of his new abilities. He loved her, and she him.

Centuries later, they came to Gaia, posing as a married couple interested in buying a plantation in Durem. They bought slaves, and every so often brought in one of them. They were never seen outside again. The slaves speculated on the nature of their masters, but were too fearful to speak out against them. Though they were treated fairly and hardly as abused as slaves commonly were at those times, they feared what would happen to them if rumors spread and their masters were taken down. However, a new batch of recently bought slaves thought otherwise. They were slaves from another plantation, whose master had been convicted of murder, thus putting all of his property up for auction. They were settled on the idea of freedom, having heard of the North outlawing slavery. They heard the rumors, and spread them like wildfire. It was only a matter of time before the townspeople heard word, and they came with fire and pitchforks. Not wanting a confrontation and the risk of exposing themselves, Vincent and Amelia fled the burning plantation. Amelia was caught though, beaten and bound. Vincent turned back to rescue her, but she told him to run. They convicted her of witchcraft, despite the lack of evidence and the unreliable testimony of a slave. She was burned at the stake the following night. Vincent watched from afar, bloody tears blurring his eyes.

Despite the unfortunate happenings, Vincent stayed in Durem, assuming a new identity and a new lifestyle. They would change every twenty years, as people would begin to notice the way he never ages while they got old and wrinkly. He has been a businessman, and investor, an artist, a writer, anything that can keep him from the boredom of eternal life. After the war, he decided to take a break from blending into mortal life. He took out all of his investments and earning and rebuilt the old plantation, where he lived alone for the next couple centuries, up until present.

Vincent has been watching the world for a long time. He walks the streets of the new Durem as an unknown aristocrat, tossing money about and taking women home, seeming to have reverted to his mortal lifestyle. The women are often never seen again, but nobody seems to have taken much notice of that. He had dealings with the Von Helson sisters, when they were in town, and took them in when they lost their home and nearly their lives. He has no interest in their vendetta against the Gambinos, but he does consider them the closest thing to "friends" that he has in this life.

62Darshendros the Eternal

Name: Afro-sama!

Age: Unknown

Gender: Male

Race: Human

Class: Badass!

Appearance: A man of fair skin, with a large black afro. He stood about six feet tall, and wore a multicolored coat, red slacks, and leather boots. A gold chain hung around his neck, and black shades covered his eyes. The grin on his lips depicted a mischieviousness about him.

Weapons:

Powers/Abilities: Afro-sama can use spell-like abilities by evoking the effect he desires using truespeek - essentially the language of Creation. However, due to the difficulty in getting the pronunciations exactly perfect, it's not something he can do in the middle of combat on the fly without some length of time where he is not under attack. As such, Afro-sama relies on his primary ability: The Power of Awesome.

The Power of Awesome makes his attacks purely awesome, dazzling the crowd and putting his opponent in awe of how awesome his attacks are, so much so that they become distracted by how awesome he is and thus are defeated. The Power of Awesome knows no bounds.

Background: Afro-sama is a world-renowned scholar, fighter, and lover of ladies. Where he comes from is unknown, though some speculate Durem, based on his accent. His mission in life is to help newbies along the True Path of the Roleplayer, warding them away from the temptations of n00bism and protecting the world from the evils of god-moders. His methods can at times seem a little harsh, and sometimes ridiculous, but in the end, if one follows his exact teachings, one will never stray from the True Path of the Roleplayer.

Equipment:

MORE TO COME SOON! (eventually)

63Idolwise

This is my kung fu priest character I've created for fighting, who at his current level of expertise ranks at lower-middle tier. (Idolwise is currently a w.i.p. as my RP character.)

Username ::Idolwise

Character Name :: Father Abel McNarren

Age :: 33

Gender :: Male

Weapon :: His Fists and his Faith (actual weapon is in development)

Race :: Human

Fighting Style :: The God Hand

::History ::

Abel is a part of an order that sends members out to travel the world to learn new skills and gain knowledge and experience in the service of the Lord. Early in his training, before his attainment of priesthood, he found himself in foreign lands and stayed with a wise old hermit. This old man turned out to be a master of fighting, and under his tutelage, Abel learned and developed a style of fighting that incorporated martial arts with the power of his spirituality and faith.

Through prayer and meditation, intense training, and the focusing of his chi he developed several techniques that almost seemed magical in nature. Believing this to be a gift from the Lord he called his newfound powers and martial arts techniques the God Hand.

In keeping with his order's tenant of learning and gaining experience, he travels to places where he can test and challenge his technique.

::Appearance::

Father Abel McNarren stands 5'8'' feet tall, and is fit in build. He has shoulder length brown hair which he parts to the side, though usually he wears a hat with his order's cross. He has deep brown eyes set in a slender face. He stands tall, never slouching, and usually walks with one arm behind his back.

His garb is his most distinguishing feature. Imagine a priest's black uniform, with the white collar. Now imagine it fused with a kung fu suit with gold trim, pearl clasps down the front, and large white cuffs at the sleeve. More of a cheongsam really, with a low sweeping hem.

Underneath he wears black tapered trousers and simple slip on shoes. He accesorizes with a length of prayer beads which is actually a large rosary. In a pocket, he has a pair of slim romani shades which he uses from time to time.


::The God Hand: Open Hand and Closed Fist styles::

The Open Hand is a type of free flowing graceful martial art style that places emphasis on defense, evasion, and deflecting attacks. Because of it's free, yet seemingly slow and gentle movement this allows Abel's chi to flow swiftly and acts as a way to gather and focus his energies.

The Closed Fist is Abel's offensive martial arts style focusing on powerful strikes, grapple holds, and kicks. It's movement can be described as being forceful, halting, and explosive, often allowing his focused chi to erupt in a violent display of power.

These styles often switch and flow into each other, allowing Abel to be flexible and versatile. The Open Hand allows him to slowly assess his opponent, defend and evade attacks, and gather his energy. Then, when he needs to strike, he will swiftly shift into the Closed Fist to deliver his attacks and release his focused Chi into special techniques.

-Open Hand Techniques-

Mirror Hand: Uses hands and legs to block and deflect the opponent's attacks, also encompassing trapping techniques. Special techniques can be reflected back by raising Chi to a level equal or greater than the technique's energy and pushing it back at the opponent. Use of this aspect requires careful observation of an opponent allowing a move to be completed, often at one's own peril. (Light to Moderate use of Chi depending on application)

Moon Well: If Abel can attune himself to his opponent's energy, he can steal some of it from opponent's attacks. He does this by reversing the flow of Chi, usually through points of contact from the opponent or attack, and bringing some energy into himself. The amount of energy gained is small, but if done often enough it adds up and can be used in application of both Open Hand and Closed Fist techniques. (can add one Burst Charge to stock for each use with risk to health)

Light Foot: More of an enhanced way of moving, this allows for acrobatic and sometimes amazing feats. He can leap high into the air, find his balance quickly, and flip in and out of danger. Upon focusing Chi into this technique he moves so swiftly that he can leave brief after-images of himself and stick momentarily to surfaces. (Light use of Chi)

-Closed Hand Techniques-

Side Spiral: Starting with circular motions of his arms, Abel strikes with his fist and his forearm takes on the energy of a spiraling corkscrew. If allowed time to charge up, often from Chi used from the Moon Well, this technique can propel him forward a distance. While the build up results in a powerful hit, the spiraling motion increases in radius and can be inaccurate. If he misses, his momentum leaves him open from behind. (Moderate to Great use of Chi)

Zephyr Triangle: With application of the Light Foot, Abel can leap to a surface behind him, make and hold contact for a moment, then push forward in a flashy flying kick. The priest can also spin himself forward after the moment of contact and cause a flashing axe kick down upon his opponent. He can do this within a reasonable angle, sometimes even leaping up to a low ceiling and then coming down in a head stomp. (Moderate to Great use of Chi)

Burst Wave Shot: A typical flying projectile move used to attack at a distance. If used in conjunction with the Moon Well, it can be produced at varying levels of power. Can be also be charged up to produce, with great effect... (Moderate use of Chi and can add a Burst Chare to stock if withheld)

Burst Tsunami: After charging a Burst Wave Shot, Abel can cause it to explode into a towering wave of energy in front of him that crashes heavily down on the opponent. At Abel's current level of skill he can produce up to a 50 foot high wave, but he is always training to try and improve it's height and power. (Moderate to Great use of Chi and with two or more charges)


::Other Abilities and Skills::

Burst Charges: While the Burst Wave Shot acts as his projectile move, it really is a technique that collects chi into a condensed and focused form. The Moon Well accomplishes this also and acts as a stock system which he must actively charge by performing the build up for the Burst Wave Shot and then holding it back or using the Moon Well to absorb part of an attack. Each charge can be used to further augment Closed Fist/Open Hand techniques; one charge will produce a greater effect, two charges will elevate technique power to a finishing move level.

While they are focused charges of Chi energy, these are by no means additional storage units of chi. Abel can not charge himself to three stocks, regenerate his chi back to full capacity, and find himself at 130%. What each charge does is act as a catalyst towards more powerful and flashier moves, the downside being that each augmented move consumes more Chi.

Note: Think N groove in CvS2. The rest of the abilities and skills are also a w.i.p but will most likely be healing abilities, ability to turn undead and fight supernatural entities, and passive skills.

64Idolwise

Character Name :: Idolwise

Age :: 1350

Gender :: Male

Weapon :: None

Race :: Elf

Fighting Style :: In literal development

::History ::

Idolwise is an elven merchant who came to the Leviathan in search of profitable business. Instead he found friends, a home, and a training grounds in which to learn how to fight. In the past he favored a self styled kung fu, having a certain affinity to using chi attacks and moves.

However his personality back then was very peaceful and good natured so when circumstances forced him into constant fighting this caused a split in his psyche. The resulting personality created was known as Gloomwerk, a psychological drow that was brash, arrogant, and delighted in the cruelty of fighting. Unfortunately the emergence of this dark elf caused blackouts in memory for Idolwise, often allowing Gloomwerk to act independently for periods of time.

When Idol found out about his darker self he became despondent and disappeared from the stadium in order to keep Gloomwerk from causing any trouble. However, the drow had other designs and took advantage of his better half's blackouts to drag him back to the stadium, amused to leave Idol to wake up battered and bruised.

It wasn't until a magical seal cast by a powerful friend was Idol able to suppress his dark half. However, unsatisfied with the way things turned out, the elf disappeared from the stadium once again to find a means to cure himself of the sickness that was Gloomwerk.


Flash forward to now, to Idolwise's return to the stadium after it's apparent destruction and rebuilding time and time againt. The elf has grown older, more succesful as a merchant (see coffee shop in sig), and seemingly free of the Gloomwerk's influence.

However there are mysteries to his sudden reappearance and the time that he's been gone from the Leviathan. And all this on the cusp of an ominous foretelling of tragedy in the stadium's future...

::Appearance::

The elf stands 5'5" tall and is slight in build. He is darkly tanned, his body now covered in criss crossing patterns of tattoos and scars, the most prominent of which is a tattoo of a blue leviathan coiling around his arms, chest, and back. One scar is featured on his face and runs opposite a black eye patch on his right eye. His hair is now light grey, cropped short on the sides and the back but growing long and uneven in the front with a nice set of sideburns adorning his face.

Idolwise will usually be garbed light, preferring to let his newfound ink show through. Usually a pair of shorts, suspenders, sandals, and a striped hat. The only odd detail is the red scarf that adorns his neck.

::Fighting Style::

W.I.P.

65Malice the Immortal

PROFILE

Picture: Pending

Full Name: Malice, The Immortal Swordsman of the Cursed Sword, Cruoris.

Short Name: Malice.

Race: Human. Kind of.

Age: Undetermined. Stories of Malice have gone back to the early Renaissance.

Height: 5'11"

Weight: 190 lbs.

Occupation/Class: Fighter, Wanderer, Serial Killer. Not in that order.

Text Color: bolded Lightslategray

Physical Description: Malice is not very remarkable in appearance. His black hair is medium length, his eyes are equally dark. As a wanderer, he never looks clean, though he never seems to get that dirty either. For a swordsman, his fairly tanned skin is literally free from blemishes and scars. He has muscles typical of a warrior, but is nowhere near built like a body builder or professional fighter. Malice tends to be relatively quiet as well, but when he speaks, his voice is deep and dangerous, as well as calm and emotionless. And whenever he is seen, he always has his sword in hand.

Background: Telaus Orcinus, son of Demos, was the high priest of the last Emperor of Atlantis. The priests of the Atlanteans were spiritually trained from birth to be pure of mind and of spirit, since they carried a burden of protecting their people from both outside attacks, and from wayward thoughts of temptation. The high priest was assigned a special task, one that was hidden from the eyes, ears, and minds of nearly all of the island nation's citizens. The sole purpose of this advanced civilization being built on that island: the protection of a cursed artifact.

In the deepest level beneath the Imperial Palace, locked and sealed away by layers of arcane wardings and ingenius traps, was an object that the heavens themselves saw fit to hide away beyond the reach and influence of foolish mortal men who would seek it's power for themselves. The high priest of Atlantis was a master of ceremonies, and teachers of mystical ways. But this was only a front for a public; away from their prying eyes, the high priest trained an elite few individuals to be Sacred Guardians of this relic, to ensure that no man would take a single step into the cursed chamber. They were trained and monitored to be pure of mind and soul; the high priest himself never guarded the chamber, to keep him and his knowledge of the truth away from the taint the artifact eminated, even through the barriers; knowledge that was passed on from one high priest to the next, and no one else. Not even the Sacred Guardians knew the truth of the evil they shielded.

If the Sacred Guardians were ever even suspected of treacherous thoughts, they were instantly relieved of duty, and, depending on the loyalty and heroic deeds of his forefathers, would be dealt a fate that varied from a banishment via hopeless quest, to assassination, to being slain on the spot. Though, over the centuries, after knowledge of the artifact was lost on the surface world, and men stopped vying for its possession. Routine took hold, and as time elapsed, they became lax in all of their duties. The primary fault that sealed the doom of the entire people is that occassional interrogations of the high priests occurred less and less, before being written off altogether.

That's when the cursed artifact reached out to Telaus, in his dreams, whispering promises of untold, unlimited power. And of immortality. Though he drove off such dreams as stress-induced wandering thoughts, they became to wear him down, night after night. Within a year's time, he began to obsess over this unknown artifact, researching it in secret yet finding no trace of its origins. Soon, the dreams no longer waited for his slumber, and temptation assailed him every waking hour, driving him mad with curiousity and lust for power. Only by possessing the artifact, would his mind finally be at ease, so he began to plot how he could retrieve it for himself.

The first step of his plan was to hire agents to whisper secrets of the artifact to various sailors at the ports, but fabricating its identity as something that was the key and source of untold riches. All Telaus had to do was sit back and wait. It did not take long; within three months, a massive invasion fleet had invaded Atlantean shores, and the nation was engaged in an epic war; though caught off guard and outnumbered, they still possessed more advanced technology, tactics, and magic. The battle was a brutal, bloody stalemate that fought from dawn to dusk and beyond, without any sign of either side giving way.

Finally, at the midnight hour, a miraculous event occured: a total lunar eclipse, which doused the island in an unnatural darkness. Under the cover of this darkness and the major distraction, he had no trouble slipping through the Imperial Palace's interior to the bottom level of the basement, to the chamber his Sacred Guardians continued to protect with their lives. They would have slain him if it weren't for the fact that they were hand-chosen and trained by this very man, and that momentary hesistation was all it took for him to slay them first, though becoming mortally wounded in the process. As the only man who knew how to safely unlock the chamber, he begun his ritual.

Meanwhile, the heavens themselves were looking upon the events that were taking place, and too late did they realize the treachery that had taken place. There was no one left to stop Telaus, so they did the only thing they could. They sunk the island of Atlantis, the mightiest and most advanced civilization to exist in the entire history of mankind, killing every last man, woman, and child, erasing its existance from history. Though at the island's final moments, one man made one last effort to attain his deepest desires.

As the final steps of the ritual was completed, the chamber opened just as literal tons of water flooded the Palace, leaving a dying man mere feet away from the more accursed item that had ever existed upon the Earth: the cursed sword, Cruoris, resting upon its altar, uneffected by the deluge that suddenly submerged it. Making a desperate struggling swim for it, darkness overcame Telaus as his lungs screamed out for oxygen. He gave his final breath as his body filled with ocean water, and he blacked out within arm's reach of the sword. He floated there, suspended, for but a moment, when suddenly, his arm shot forward, as if independently, grasping the hilt of the sword.

A nigh-unlimited power source suddenly coursed through the man's core, disintegrating his insides and leaving him an empty shell. A split second later, that energy began to reform as a new interior, and the man formally known as Telaus opened his eyes, reborn as something else, something new, something unnatural. Having no need for mortal biological functions, the man came to a rest at the floor of the sunken chamber, and began is slow ascent up the stairs. He was not a new being given a spark of life; he was something that had always existed, and he was merely means of transporting it now.

The next day, a man weilding a large sword walked out of the seas in tatters, and began his eon-long bloodbath that would only begin to satiate an endless hunger.


EQUIPMENT

Armor

Breastplate: Made of steel, painted black and ornately decorated with onyx gemstones to give it a dark, unearthly appearance. Mundane, with no special abilities.

Bracers: Made of decorated steel, to protect Malice's forearms. Mundane, with no special abilities.

Weapons

The Cursed Sword, Cruoris: The exact composition is unknown, but is rumored to be an alloy of adamantium and a metal not naturally occuring on this planet, referred to as the broad term "starmetal". The result is a metal that is incredibly dense and nigh-indestructable. However, despite the nature of the sword, its cut isn't any more sharp than the standard blade.

Cruoris is a large b*****d sword, with runes carved up each side of the blade. On one side is a series of runes that are Celestial in nature, and to those who can read them, enchant the sword as a bane against demons and devils. On the opposite side of the blade, are Infernal runes, giving the same effect against angels and their kin. Each set also identically label the sword by its name, and warn that "whomever weilds this blade of Heaven and Hell shall be forever cursed, to forever walk the Earth to suffer in turmoil and agony until the end of all time."


Special Abilities

Indestructability: The cursed sword Cruoris was forged for the sole purpose of being indestructable. Many men have tried to sunder it, without even scratching it in the least. Anyone who knew the purpose of this sword's existance are either long dead or staying the hell away from it, but if both angels and demons cooperated to make such a damning blade, there must be a purpose.

Sword of Heaven and Hell: Long before mankind walked the earth, this sword was created for a purpose now unknown, by both denizens of Heaven, and of Hell. When created, both sides had forged a series of runes upon the blade, one on each side, their meanings lost to the ages except for the oldest of beings. When an otherwise immortal creature takes hold of the sword, it is incredibly painful, the damage tearing through their body and into their soul instantly. Mortal beings are not as harmed by this; they still feel the pain, but its slower and more gradual.

Arcane Warding: On top of the weapon's physical defenses, it also has been mystically enchanted to be resistant to magic and most energy types. This does not make them ineffectual against it; a fire user could still heat the blade if they pour their heart and soul into it. However, all effects are dampened the moment they touch the blade, making such attacks much less effective, as well as doubling as defense against these attacks.

Sword of Blood: Blood is drawn to the blade of Cruoris like it was a sanguine magnet. When in contact with the blade, blood slowly but visibly seeps into it, where it is broken down and used as an energy source. All special traits of the blood are broken down to its base components, with anything useful also absorbed, anything harmful or useless expunged. Any magical or energy-based enhancements cannot be absorbed, and linger on the exterior of the sword in the form of energy. Close proximity to the sword will not cause hemorrhaging or rupturing of blood vessles, but any blood in the immediate area of an open wound will be drawn from it, through the air generally up to a foot away. Otherwise, the person will feel an odd pull or draw from the sword, but that's it.

Sword Technique 1 - Sword Wave: When energy is pulled onto the blade of the sword via the Sword of Blood technique, it can be redirected at the opponent in the form of a cutting wave of energy. This is done by swinging the blade in a wide arc, with the angle swung directing the angle of the sword wave. The distance travels is proportionate to the amount and potency of the energy absorbed from his opponent's blood, but averages around 40 feet before dispersing quickly. A two-handed swing increases the velocity and distance. This is usable once until more blood is absorbed.

Sword Technique 2 - Sword Shockwave: When energy is pulled onto the blade of the sword via the Sword of Blood technique, it can be redirected in the immediate area around the weilder in a small domed shockwave. This is done by a two-handed sword plunge into the ground, though actual penetration of the ground is not required. The energy stored upon the blade expands outward, creating a concussive force of the appropriate energy type averaging out about 10 feet in all directions. Though not as damaging, this technique is usefully for knocking opponents away, from any or all angles. This is usable once until more blood is absorbed.

Sword Technique 3 - Sword Buckshot: When energy is pulled onto the blade of the sword via the Sword of Blood technique, it can be flung forward in a spray attack. This is done by pulling the sword back and thrusting sharply forward. Upon reaching the full extent of the thrust, the energy clinging to the blade is flung forward in a cone-like spray, reaching out on average about 20 feet away before the orbs of energy disperse. Not as precise nor deadly as the sword wave, it covers a much wider area and is nigh-impossible to dodge. Needless to save, from the conic shape of the attack, closer range results in more hits and more damage. This is usable once until more blood is absorbed.

Sword Technique 4 - Sword Reflector: When energy is pulled onto the blade of the sword via the Sword of Blood technique, it can be used to redirect further energy away from the weilder. Since the energy absorbed from a particular opponent is apparent in all energy-based attacks, the similar polarity of the energy can be used to reflect an attack back at the opponent. By using the flat of the blade as a makeshift cricket bat, an opponent's attack is knocked straight back in the direction it was launched; typically, right back at the opponent. In process of using this technique, the energy stored on the blade is diffused upon the reflection, and cannot be done a second time without absorbing more blood. The difference of amounts of energy from either source does not matter; if the attack has more energy launched, it is still reflected, just much slower. If the attack has less energy than what is stored, it is fired back at a much greater velocity.

Hand of the Destroyer - Fleshcraft: As a side effect of the sword's power overwhelming the limited capacities of a mortal form, parts of the weilder's body gain some extra supernatural abilities. This is one such side effect. When the palms of the weilder touches any flesh besides their own, it quickly begins to fall apart. The skin and muscle tissue touched begin decay rapidly. Within seconds, flesh begins to fall off the bone as the hand of the user paws and manipulates it like wet clay. A split second contact, such as from a slap, does not have an immediate effect except for a sharp sting and general numbness of the exposed skin. This only works on living organic material, so it is blocked by armor, magical barriers, even clothing. This is not a free effect, and instinctively uses the sword's stored blood supply normally kept for regeneration to power. However, it is automatic and reflexive, and cannot be 'turned off' when desired.

Hand of the Destroyer - Bonecraft: When continued application of the user's Fleshcraft ability occurs, his palm can melt its way through the rapidly decaying flesh like a hot knife through butter. Within seconds, all flesh surrounding the bone can be destroyed, leaving the bone itself exposed. With a firm grip, the Hand of the Destroyer can quickly turn the bone to dust. In terms of a limb, this constitutes as a severing that cannot medically or magically reattached. For other bones, such as a rib, it simply breaks the bone free in the user's grip, allowing the withered husk to be yanked from the body, or just left inside. Like Fleshcraft, this is automatic and reflexive, and uses the sword's blood reserves to power.

Soul Vacuum: Though not as potent as the Sword of Blood trait, Cruoris also has the ability to drain one's soul into the blade as well. If blood is coal for running a steam engine, a soul can be described as super premium high-grade fuel from mortals, to plutonium fuel cells from "immortals". A soul cannot be drained a little bit at a time: it is all or nothing. When impaled by Cruoris, the victim will feel weaker spiritually (on top of any fatigue from blood loss, of course). Their spirit/soul will begin to be pulled from their body at the point of the wound, as if the blade had become an extention of the body. The duration required varies, but it takes about 20 seconds to drain the soul from the average healthy adult male. The stronger one's willpower or spiritual awareness, the longer it takes, but the end result is inevitable as long as the sword remains. If the opponent manages to free themselves before the duration expires, their soul slingshots back into their body and Cruoris must start anew. If they die during or before the process begins, the soul cannot be absorbed as it escapes completely.

Dimensional Anchor: Cruoris itself seems to have an innate ability to keep itself locked in space and time. Temporal magicks, teleportation, black holes, and so on, have no effect in a 10' area around the sword, as long as it is being weilded. It cannot be pulled out of the present reality at all. This ability becomes supressed if the weilder of the sword sheaths the blade.

Sword of the Immortal: By wielding Cruoris, its chosen champion becomes immortal. All irregularities inside the body are immediately extinguished, and the body becomes locked from the effects of time, no longer aging. While the body can still be harmed, its wounds are regenerated at an astonishing rate. As long as the weilder is still chosen by Cruoris, they can even regenerate their body from complete annihilation. Most minor injuries are fairly easy to heal, taking but seconds to recover from. Any other minor effects, such as smoke inhilation and disease, have no effect on the body and are instantly extinguished once it enters the system. Blood absorbed by the sword is needed to fuel this process; the longer the sword goes without bloodshed, the longer it takes to heal from wounds; however, the process cannot be completely halted altogether. On average, a complete regeneration from scratch takes approximately 14.4 minutes; however, an engorged blade can double or even triple the rate, whereas a starved one can make it last hours or days.

Bonded: The wielder of the cursed sword Cruoris is bonded to it, for better or for worse. Every passing moment when the weilder is not in contact with the sword is excrutiating and unbearably painful. However, as much as the weilder needs the sword, the sword equally needs the weilder. When seperated, the sword can telekentically move itself, but never to attack; only to return to its chosen weilder, or to remove itself from immediate danger so the weilder can regenerate.

Indomitable and Unfeeling: While in possession of the cursed sword, the wielder's physical limitations fade away. The mind knows not of pain nor restraints. This allows the weilder to fight on without feeling pain nor exhaustion whatsoever. Physical strain does not hinder the weilder either, and he becomes capable of superhuman feats of strength and endurance; the body is numbed while simultaneously healing itself at the same time, overcoming the limited capabilities of mundane muscles without realizing it. The body of the weilder also does not have any more use for vitally important things that mortals require: food, water, air, sleep... none of these are important any more to the swordsman of the cursed sword Cruoris.

Physiological Mastery: The wielder of Cruoris is both gifted and cursed with a body that operates differently than mortals. He has an unnatural control over his biological functions, allowing his body to operate in ways not intended by evolution. Body temperature, movement of joints, the quality of blood, the operation of organs: all the involuntary parts of the body's mechanics have become voluntary. Due to owning the Sword of the Immortal, body functions that cease operating in expectant ways do not hinder the weilder whatsoever.

Soul Sight: The wielder of the cursed blade is so taken by its power, that their very perception of the world is skewed. The regular senses are dulled exponentially to the point where they become vestigial in nature. Instead, the wielder senses Life like people percieve color and sound. The distance is uncertain but can extend for over a mile. The wielder is so attuned to this mode of perception that they cannot be overwhelmed with stimulus, nor can it be dulled. Vampires and similar semi-living beings with souls are still noticable, but are dulled comparing to the living and can easily be overlooked at a 'glance'. Zombies and similar unintelligent soulless undead are even harder to spot. The only ones immune to soul sight are mundane objects and corpses.

Sword of All Flesh: The wielder of Cruoris is neither living or dead. The body itself stays in a semi-living mode of stasis; however, the body itself can be considered 'dead', unless disguised by biological mastery. However, any soulless dead flesh in contact with the blade or its wielder becomes subject to their will. In short, any dead flesh can be manipulated by the wielder of the sword as if it was his own flesh.

66Master Nemesis

Character Name: Johnathan Nemesis

Age: 32

Date of Birth: November 23, 1975

Height: 6'1"

Weight: 209 lbs.

Race: Caucasian

Species: Half-human, half-Draconian

Appearance: Johnathan is tall and well-built. His frame holds of number of lean, yet powerful muscles, kept in condition thanks to several consecutive years of military and mercenary activity.

His face, with a strong jaw and solid cheekbones, isn't exactly Adonis-esque, but he isn't homely either. 'Kinda handsome' would be the most appropriate phrase here. His eyes are chestnut-brown, with straight hair of a matching color, cut short so an opponent can't take advantage of him by grabbing it.

As for clothing, Johnathan can almost always be found wearing the following: A red and black T-shirt, a pair of arctic camouflage cargo pants, a black leather belt with a silver buckle, black combat boots, a black long coat, Romani sunglasses (sometimes), and a pair of black no-finger gloves.

Abilities:

Master Nemesis Wrote:

Firecasting- Johnathan is a master of Firecasting, a combination of fire sorcery and alchemy. The strengths of its two components compensate for each other's weaknesses, and their alliance opens up a door to a vast variety of new incantations and abilities. He can do things such as create non-complex solid objects of a limited size from fire, manipulate any nearby flames, summon creatures with a fire alignment, open gateways that offer instant transport to any area that the Caster knows by memory, and set a good number of things aflame. They are also able to draw energy from heat, meaning that they have longer endurance and more powerful attacks in environments with high temperatures. Despite its incredible usefulness, power, and versatility, Firecasting is not widely practiced, mainly because it is so difficult to learn even at a basic level, and dangerous for inexperienced apprentices. For the few that manage to survive until the point where they are impervious to fire, due to prolonged exposure to the energy that flows through them, it often takes decades to master. Despite this, Johnathan is only 31 years old, and yet he knows more about it than most. Though the reason for this is unexplained, no one seems to ask questions, and he is considered a shining example of skill in the relatively small society of Firecasters.

Firecasting can be controlled through incantations, bodily motions, or even the mind. Using incantations requires extensive knowledge of the ancient, unnamed language with which the spells are performed. Besides Firecasters throughout history, only a few long-dead fire sorcerers and alchemists know any of its words. The language is a closely guarded secret, made even more so by the fact that anyone who tries to learn it indirectly by watching a Firecaster in action, without the proper guidance, ends up being burned to a pile of ashes, mauled by a fire demon, or even dying in a highly graphic and gruesome manner from stepping through an improperly created gateway. The same applies to the motions and mental control.

Control through the motions of the body involves shunting fire energy within the body to the limbs and extremities. Through such actions as snapping the fingers, making hand signs, moving the fingers, and directing the limbs may the energy manifest itself in the form of fire and be controlled. Like the language, trying to learn the motions indirectly will inevitably result in failure, as it requires great self-control and training to be able to shunt the energy, and then control it without making incorrect motions and causing it to explode in one's face.

Mental control allows one to use create and control flame by using one's mind. It allows for more versatility and quicker casting of spells, but the trade-off is that it consumes more energy than bodily motion or incantation. One achieves mental control by using willpower to project the energy from one's body, and using that energy to form flames or establish a link with an existing flame. If it is an existing flame, energy from the Caster flows into it once the connection is made, giving them control. Mental control is the most difficult type of Casting to learn, as it takes severe concentration and hundreds of hours of practice before it can be used easily. Any attempts to try it without the proper education and guidance always ends with fatal results.

These forms of manipulation can also be combined to obtain ultimate control over the element of fire. Using two in synch or, for the most power, speed, and control at the cost of the most energy consumption, all three, is only practical for high-level Firecasters, such as Johnathan.

Johnathan's black no-finger gloves, which are covered in a myriad of red runes and magical symbols, are used to help focus his energy more efficiently.

Transformation- Johnathan is not fully human, but is in fact a hybrid species. He is a half-human, half-Draconian. Draconians, though not widely heard of, are generally considered to be the greatest predators evolution has produced.

Created from the flesh of ancient Dragons in order to serve them, they have a humanoid body structure, but are covered in scales, possess claws, talons, wings, horns, and a tail, and a head almost identical to a Dragon's in appearance. On average they stand about 8 feet in height, and can weigh anywhere from 500 to 900 pounds. These creatures possess senses that exceed that of the average human's, as well as unrivaled strength and excellent reflexes. Their body frame is packed with powerful muscles, providing them enough power to flip a loaded delivery van, and their reaction times measure as moderately above average for a human. However, do not make the mistake of thinking that they are vicious beasts. Draconians are an intelligent and civilized race, the majority of whom populate a small tropical island archipelago rich with natural resources several hundred nautical miles off the coast of Gaia.

At will, Johnathan can become a Draconian, which is a genetic ability passed down by his Draconian father. In times of severe distress, doing so often levels the playing field.

Because of his half-blood lineage, Johnathan not only possesses strength and speed above that of the average person in his human form, but heightened senses as well, though these are all amplified greatly when he is transformed.

Personality: Johnathan has a friendly and good-natured personality. He is often quick to make friends of the people he works with, and he's generally well-liked. But above all, he is an excellent soldier. He excels as a team player and leader, and possesses a powerful sense of devotion to his friends and comrades. Overall, he makes a great ally.

History: From the age of 18 to the age of 25, Johnathan served in the Navy as a SEAL. He spent the last three years of his military career as a Captain, and led one of the most highly decorated SEAL teams in the history of the Navy during that time. In 2001, his team was ambushed during a hostage rescue mission, leaving him as the only survivor. After recovering from his wounds, he willingly resigned from military service, blaming himself for the deaths of his team members.

Shortly afterwards, he took up a career as a mercenary. He met his wife, Miranda, not long after adopting this profession, and they were married only a few months later. However, due to the dangers of his job, Johnathan had her take on the last name of Missene (an anagram of 'Nemesis') and had certain official documents with proof of their marriage altered in order to protect her.

A couple of years after adopting life as a merc, Johnathan was grouped with two other men by the 'Agency' he worked for, to cooperate with them on further missions. These two men, who went by the names Chaos and Tempest, turned out to be a pair of psychopaths, and often went out of their way to turn every assignment into a slaughter-fest. Johnathan, despite his protests, was forced to continue working with them. Eventually, the pair turned on the 'Agency' and destroyed it, killing every single one of the employees except for Johnathan, who was beat to within an inch of his life and left for dead.

He managed to recover, and after this, Johnathan began work as an independent freelance mercenary. He did not see Chaos and Tempest again until a few years later, when they suddenly reentered in his life, demanding that he pay them a sum of $100 million within the span of a few months, or his wife would suffer the consequences. As he attempted to earn the money, Johnathan had a run-in with Raven Industries and their famous R.I.O.T. division. This event led to RI's assistance in his endeavors, but Miranda was kidnapped by the pair before the full amount could be collected. Johnathan, backed by R.I.O.T. Ten, attempted to trade her for the money, but she lost her life during the exchange, and Chaos and Tempest escaped.

Following this, Johnathan fell into a deep spiral of depression that lasted several months, until he received a job offer from Evan White, the benevolent head of Raven Industries, to join the Gaian Special Forces, which he accepted. It is there that Johnathan has worked for the past year-and-a-half, and continues to work to this day.

67-SOO- Deathguise

Gene Dalfont

Reputation Names: The Champion Mercenary

Nicknames: Merc, Saber X

![](http://tektek.org/avatar/4091722)

Statistics

Race: Human

Age: 31

Class: Master Jack

Job: Mercenary

Height: 6'5"

Weight: 198 lbs.

Eye Color: Blue

Hair Color: Blonde

Skin Color: White

Birthdate: Haot 36 (July 5)

Birthplace: Maunda, Namari

Nationality: Ydonian

Current Residence: Several

Blood Type: AB-

Home Planet: Greatland

Home Plane: Material- Aurk

Alignment: Neutral

Religion: Deist

Elemental Attachment(s): Fire 100%, Ice 100%

Known Familiar(s): None

Current Affiliation(s): None

Past Affiliation(s): Namari Rebellion Act, Ydonian Army- Special Ops, Nous Vos Vendran, Dursaak 18th Garrison- Omega Soldier Division, S.P.A.R.T.A.

Favorite Food: Ceasar Salad, Dursaak's violet mushrooms, Litiga Steak

Favorite Drink: Jinglefruit Juice, 151, Vinca Throatwarmer

Favorite Music: Heavy Punk Metal Rock (Representative Band: Rob Zombie)

Orientation: Straight

Aspiration: To find something worth fighting for

Darkest Fear: To never fullfill his aspiration

Weaponry: Two kodachi, two handguns, an assault rifle, a plasma rifle, a magic crossbow & bolts, explosives, mines and traps.

Character Information

Fighting Style: The Champion Mercenary. While few know of him, those who do know his powress in the battlefield. He is ready for anything: long range combat, melee combat, close quarters combat, hand to hand combat, magical combat, psionic combat, strategic combat, stealth combat... you name it, he can do it. He is relentless and aims for the kill since the beggining of the battle, making sure to come in and out of a battle situation as fast as possible. With his wide array of weaponry at his disposal, and all the skills and protective defenses his body hosts, he is a force to be reckoned with.

Special Abilities/Skills: While he cannot control anything persay other than casting spells and using his psi tatoos for psionic assaults, it's more than enough to get him around in a battle. His bionic parts also give him a good couple of abilities, such as scanning his opponents for valuable information on them, using eyebeam rays and using his bionic arm to react towards threats with inhumane reflexes, as well as Night Vision, Thermal Vision, X-Ray Vision, Double Helix String Vision, zooming in and zooming out and other nifty abilities.

Characteristics/Personality: He is of True Neutral alignment, meaning he doesn't care much for anything, not law, not freedom, not goodness nor evil. He simply does what he's asked to do, and is only interested in what he gains from it.

Happy- Usually becomes very cheery and social, though without much interest or motivation to do anything outworldily charitable. He'd have to be -real- happy for that.

Anger- He becomes rather impatient and persistant to get what he wants. Usually already gruff and uncaring, this usual mood becomes intensified when he gets angry. He becomes a real a** real fast.

Sadness- Gene becomes rather quiet, and if asked about it, he will lunge at the inquiring person with anger and disaprooval. Gene would rather hide his weak feelings than let them be known.

Combat- In combat Gene can be very quiet and patient, very distasteful or very exhilarated. Depending on the person he is fighting, he can be in love with the battle and respect the opponent, hate the conflict and the person he is fighting, or, what usually happens when there is no interaction between him and his opponent, he is quiet and patient and executes what seems fitting to the situation.

Advantages: Gene's array of weaponry gives him an edge against any kind of opponent he might be facing as well as his ability to scan them to see what makes them tick, or what weaknesses they may have. Gene has inmense versatility at the expense of having to carry a lot of gear, which he compensates for by dropping it while he is in the battlefield. His overall balanced strength, speed, vitality, stamina, intelligence, magic and psionic powress gives him instant adaptability to any combat situation. His gear also grants him strengths and defenses in any other fields he does not specialize in, giving him an even larger area where he can act upon. In conclusion, Gene can pretty much take any kind of opponent on.

Bio: Since he can remember, Gene has always been into some kind of military faction. At the early age of 12 he was already enlisted as a child soldier put into action in the Namari Rebellion Act, learning the use of the assault rifle and other weapons of trade. At age 16, he managed to escape the senseless acts of violence the political conflicts of his country and found himself being transported to a safer home in Ydonia. Once in Ydonia, and not knowing what to do other than kill, Gene enlisted into the army and under five years become a Special Ops officer, where he honed his skills as a soldier.

After two years in service of the Ydonia Special Ops, he was covertly transferred into a secret planetary defense organization called Nous Vos Vendran, during which he learnt of the technological marvels of the universe. In his stay in this secret organization, he lost his right arm, which was instantly replaced by a cybernetic implant. Within a year or so, he then quits the organization and becomes a mercenary, where he is hired by the Selllein Federation and moved into an interstellar garrison: the Dursaak 18th Garrison. Here he faught against the galactic empire, which was strong enough to take his right eye, also replaced by a cybernetic implant. In three years of fighting for the Selllein Federation, he faced an almost lethal encounter, and was luckily extracted from death by a nearby interplanar organization.

SPARTA was created to protect the interplanar safety of the whole multiverse. Owing them his life, he joined SPARTA. Within this organization, he quickly mastered the arts of magic and began learning psionics. During his four years of stay in the organization, he met several battles that gained him new, arcane and psionic gear he had never though of attaining before. However, by the end of the fourth year, SPARTA becomes disbanded because of internal conflicts, and Gene is forced back into becoming a mercenary. Now he offers his services at the highest bidder. Know that he will slay armies on his own, and having a soldier such as himself within the ranks of any organization comes with a price. A very, very hefty price.

Weapons

Dominant Hand: Ambidexterous.

All weapons noted below have an Arcane Mark embedded into them.

[Weapon #1]

Saber X

Weapon Type & Name: Short Sword- Kodachi

Blade Height: 2'0" (from handle's top to blade tip)

Blade Width: 0'0" *1 cm (thickness of the blade)

Blade Length: 0'1" (broadside of the blade)

Sword Height: 2'7"

Sword Width: 0'3"

Sword Length: 0'3"

Materials: Steel, Cotton

Weight: 9 lbs.

Resistance: 543 lbs of pressure, 1,370 degrees Celsius (without 2nd Kanji)

Sharpness: 5303 nm

Comfort (Handle): Average

Abilities-

-Vibroblade Function: Within the handle of the kodachi, a power cell charges a vibration generator built into the hilt upon the flick of a button on the short sword's handle. These vibrations move across the blade 934.45 times a second, making it's already laser sharp blade capable of cutting through almost any material.

-Fire Property: A magic rune on the blade gives this weapon the fire elemental attachment. At will, the wielder can cause this blade to ignite on fire or turn to 300 degrees Celsius, giving the blade a red-hot appearance, and causing it to cut easier through metal and cold substances.

[Weapon #2]

Saber Z

Weapon Type & Name: Short Sword- Kodachi

Blade Height: 2'0" (from handle's top to blade tip)

Blade Width: 0'0" *1 cm (thickness of the blade)

Blade Length: 0'1" (broadside of the blade)

Sword Height: 2'7"

Sword Width: 0'3"

Sword Length: 0'3"

Materials: Steel, Cotton

Weight: 9 lbs.

Resistance: 543 lbs of pressure, 1,370 degrees Celsius (without 2nd Kanji)

Sharpness: 5303 nm

Comfort (Handle): Average

Abilities-

-Vibroblade Function: Within the handle of the kodachi, a power cell charges a vibration generator built into the hilt upon the flick of a button on the short sword's handle. These vibrations move across the blade 934.45 times a second, making it's already laser sharp blade capable of cutting through almost any material.

-Ice Property: A magic rune on this blade causes it to have the ice elemental attachment. At will, the wielder can cause this blade to expell a cold burst of ice or make the blade become threateningly cold down to -300 degrees Celsius, freezing water around it and/or cutting through hot substances or fire with ease.

[Weapon #3]

Callist

Weapon Type & Name: Magical Crossbow- Repeating Crossbow

Crossbow Height: 0'" (from bottom of the crossbow handle to string puller)

Crossbow Width: 0'3" (thickness of the bow)

Crossbow Length: 1'9" (from crossbow handle to crossbow end)

Materials: Estoll Hair, Dadaria Tree Bark, Mana Ore

Weight: 5 lbs.

Resistance: 893 lbs of pressure, 345 degrees Celsius

Max Pressure Load: 501 lbs.

Range: 100 ft.

Comfort (Handle): Good

Abilities-

-Somatic Emulator: Emulates hand gestures of spells using the mana ore runes engraved throughout the crossbow. Two magical, transparent, sparkling, gold hands appear on either side of the aim of the bow's arrow, performing somatic components for the wielder.

-Verbal Emulator: Emulates chanting of spells using the mana ore runes engraved throughout the crossbow. Whispers emanate from the crossbow when a verbal spell is required.

-Material Emulator: Emulates all material components of spells using the mana ore runes engraved throughout the crossbow. After fifteen uses, the mana ore is not enough to emulate any more materials, and the caster will have to use the spells' material components.

Ammunition-

-Woodtip Bolts: Standard bolts which's featherless end is sharpened into a piercing tip. Completely made out of ironwood.

-Titanium Bolts: Standard wooden bolts which are headed by titanium tips.

-Explosive Bolts: Bolts tipped with a 4 inch wide gunpowder-filled copper tip with a miniature flintlock match that ignites the gunpowder upon striking a target.

-Poison Arrows: Standard wooden bolts which are headed by poison-filled titanium tips which are secreted out a miniature tube that leads to the outer part of the tip. It secretes 800 mg of pure, focused venom.

-Thunder Stone Arrows: Thunder stone bolts' tips have been made with Thunder Stone. Thunder stone is an alchemical substance that, whenever struck hard against a solid surface, creates a deafening bang that would normally leave a target deaf for about an hour or so. However, these particular thunder stones have been augmented alchemically to blow the eardrums out of any human, leaving the target deaf for life. These bolts are not particularly made to strike the target so much as to strike something near the target to make the thunder stone deafen the target. If a target has armor, striking it would be almost lethal due to the sonic waves possibly breaking the target's balance and sending the target into nerval shock. The thunderclap produced by the bolts have an area of 5 miles in radius, only permanently deafening those within 10 feet of the area of impact (should those within the area not be protecting their auditory organs, in which case they just become deafened for 1 hour only), deafening those within 50 feet of impact for a random time limit (the closer to the initial 10 feet radius, the more time it is, usually starting at around 1 hour of being deaf within the first 20 feet and 1 minute at around 50 feet's worth of distance) and being heard across a total of 5 miles around the strike of the bolt.

[Weapon #4]

Weapon Type & Name: Energy-based Rifle- PH44 Plasma Rifle

Rifle Height: 0'10" (from handle bottom to cannon)

Rifle Width: 0'5"(from handle side to handle side; thick of the rifle)

Rifle Length: 1'9" (from nozzle to plasma chamber)

Materials: Secondary Adamantium), Silica Aerogel, Carbonyde (composed of 1 , 2, 3), Nanotori (see 1), Titanium, Tungsten and Steel

Weight: 10 lbs.

Resistance: 8823 lbs of pressure, 94,000 degrees Celsius

NTEM-Plasma Shot Capacity: 10 per Clip

Plasma Reload Type: 10 round Charge & Cool Time

Plasma Shot Capacity per Charge: 5

Barrel Type: Bullpup Configuration; Bulky Nozzle

Comfort (Handle): Good

Ammunition-

-NTEM (NanoTori ElectroMagnet) Shots: Shots designed to charge particles in a ray-like emission at a nanoscale level with ultra-high magnetic presence. These shots are fired miliseconds before the actual plasma beam is fired. They are fired via air compression, caused by the plasma's own heat. These shots are around the size of a hand grenade each, and have several 'pores' along their carbonyde/silica aerogel surface, through which they release trillions of intensely charged nanotori along their trip to the target. These charged nanotori create an inmensely focused 'magnetic bottle' as they are released into the air, allowing a safe, non-blooming passage for the plasma beam to pass through. Unfortunately, they have a very poor range of 20 meters, although usually the plasma beam catches up to the shot at around 15 meters, leaving the plasma rifle truly effective only within the 14 meter range.

-Plasma Discharge: The plasma generator within the weapon is a miniaturized version of the VASIMR, within which matter is agitated and kept concentrated in one single spot by several Nanotori tubes and gold & copper magnetic coils surrounding the plasma. Upon firing, the magnetic coils surrounding the barrel become charged with an opposite charge to that of the plasma's containment chamber, and causes the plasma to stream out of the rifle and into the NTEM Shot's nanotori 'magnetic bottle'. The strain each plasma burst causes the rifle is capable of overheating the weapon drastically, even with it's twin liquid gas chamber cooling system. For safety measures, only five plasma discharges are allowed to be shot at a time before letting the weapon cool for atleast a minute (8 posts) before shooting again. Plasma discharges can burn through just about anything, ranging, under normal environment conditions, between a searing 30,000 to 50,000 degrees Celsuis. This weapon is particularly effective and best used in a void or in space. 100% from Power Cartridge per 1 minute charge.

[Weapon #5]

Weapon Type & Name: Assault Rifle- MCR-53 (Costumized AK-74)

Rifle Height: 1'0" (from handle bottom to cannon)

Rifle Width: 0'2.3" (from handle side to handle side; thick of the rifle)

Rifle Length: 2'11" (from cannon hole to hammer)

Materials: Steel

Weight: 4 lbs. (no clip)

Resistance: 482 lbs of pressure, 1,370 degrees Celsius

Caliber: 5.54 mm

Reload Type: Clips

Round Capacity: 30 Rounds per Clip

Selective Fire Settings: Safety, Full Auto, Burst & Semi Auto

Barrel Type: Standard

Comfort (Handle): Good

Ammunition-

-Lead 5.54 mm: Standard lead 5.54 mm rounds.

-Titanium 5.54 mm: Titanium 5.54 mm rounds. Made for armor piercing purpouses.

-Arcane 5.54 mm: Enchanted silver 5.54 mm rounds. Upon hitting the target, they create a mana anomaly that propagates a small kinetic explosion with a force of 300 lbs.

[Weapon Set #1]

Weapon Type & Name: Semi-Automatic Handgun- DAFC 2 (Costumized Jericho 941)

Gun Height: 0'8"(from handle bottom to cannon)

Gun Width: 0'1.6"(from handle side to handle side; thick of the guns)

Gun Length: 0'9"(from cannon hole to hammer)

Materials: Steel, Rubber

Weight: 5 lbs. (no clip)

Resistance: 482 lbs of pressure, 1,370 degrees Celsius

Caliber: .40 S&W

Reload Type: Clips

Round Capacity: 12 Rounds per Clip

Barrel Type: Standard

Comfort (Handle): Good

Ammunition-

-Lead .40 Caliber: Standard lead .40 S&W rounds.

-Holy .40 Caliber: Silver .40 S&W rounds. They have been blessed by a powerful bishop, causing these rounds to be particularly effective against dark, evil and undead creatures.

-Dark .40 Caliber: Iron .40 S&W rounds. They have been cursed by an evil warlock, causing these rounds to be particularly effective against holy, good and celestial creatures.

-Fire .40 Caliber: Tungsten .40 S&W rounds. They have been dipped in napalm, causing them to explode in flames when they are shot. Upon hitting the target, they will be searing hot and/or possibly still on fire or, whats worse, catch on fire after they have hit the target; however, using this ammunition might cause the rest of the ammunition to explode, and they have high chances of jamming the gun due to overheating.

[Aux. Weapon #1]

Weapon Type & Name: Dagger- Stone Crafted Combat Knife

Blade Height: 0'4" (from handle's top to blade tip)

Blade Width: 0'0" *1 cm (thickness of the blade)

Blade Length: 0'1.5" (broadside of the blade)

Dagger Height: 0'10"

Dagger Width: 0'1"

Dagger Length: 0'1.5"

Materials: Granite

Weight: Light (less than 1 pound; irrelevant)

Resistance: 687 lbs of pressure, 1,354 degrees Celsius

Comfort (Handle): Great

Equipment

All the equipment noted below have an Arcane Mark embedded into them.

[Head Gear]

Boldur Helmet

Head Gear Type & Name: Protective Head Gear- Helmet

Materials: Tungsten, Carbon Nanotubes, Biological Tissue

Weight: 5 lbs.

Resitance: 1002 lbs of Pressure, 832 degrees Celsius

Protects: Head, Chin

Comfort: Average

Abilities-

-Psionic Protection: This living, breathing biotechnologically made helmet protects against all psionic waves attempted to reach into the wielder's mind. However, while this helmet is on, the wielder cannot use any psionics from his mind, himself, since this being actually feeds off the wielder's psionic aura.

-Breath: The boldur shellfish is actually an amphibious parasite, capable of breathing underwater and over water and allow it's wielder to share it's own air supply, namely working as an airtank and air purifier. It can only purify certain toxic gasses and it can level the oxygen to the wielder's needs, but it cannot purify acids or extremely toxic gasses. Within a void, it can only contain it's breath for 30 minutes, allowing it's host to breathe the air for the duration of it's containment.

[Accessory #1]

Scarab of Afterlife

Accessory Type & Name: Protective Necklace - Amulet

Materials: Gold, Mana Ore, Divine Crystal

Weight: Light

Comfort: Good

Abilities-

-Soul Permanency: Allows the soul of the dead wearer to stay within the amulet until it desires to leave.

[Torsal Gear #2]

Plated Carbonyde Vest

Torsal Gear Type & Name: Protective Bullet Proof Vest

Materials: Tungsten, Carbonyde

Weight: 8 lbs.

Comfort: Average

[Full Body Uniform]

Ydonian Special Ops

Full Body Uniform Type & Name: Cargo/Protective/Concealing Camoflage Stealth Uniform

Materials: Reinforced Cotton, Polyester, Photofiber

Jacket Pockets: 4 (two on either side of the front of the jacket)

Pants Pockets: 6 (two on either side of the hips, two on the back, and two on either side of the shins, the ones near the shins bigger than the other four)

Weight: 3 lbs.

Comfort: Good

Abilities-

-Selective Environmental Camoflage: Also called 'SEC' and 'Smart Camo', this uniform's camoflage changes according to the surrounding environment, using photofiber to relay colors from the surroundings and select the most common colors to cause the uniform to change into them.

[Accesory #2]

SPARTA Cloak

Accesory Type & Name: Protective, Cargo Cloak

Materials: Plane Matter

Weight: 2 lbs.

Holsters: 2

Straps: 4

Comfort: Good

Abilities-

-Planar Protection: This cloak is apparently made of planematter, changing color depending on what kind and on what plane of existance it is. As such, this cloak protects against all physics-changing anomalies that are not related with mana anomalies (magic), such as planar, matter, quantum, time, space and other such hazardous yet powerful manipulation types. The cloak is also naturally fire proof.

[Gripwear]

Psion Gauntlet

Gripwear Type & Name: Psionic Enhancement Gauntlet

Materials: Studded Leather, Cotton, Psiobore Orb

Weight: 1 lbs

Comfort: Average

Abilities-

Psionic Enhancement: Grants the wearer more psionic power (raises Gene's Psi Power Points to 200).

[Accessory #3]

Accessory Type & Name: Added Protection to the Genital Area- Cup

Materials: Reinforced Plastic, Cotton

Weight: Light

Comfort: Average

[Accessory #4]

Accessory Type & Name: Added Protection to the Shins- Shinguards

Materials: Reinforced Plastic, Cotton

Weight: Light

Comfort: Good

Other protective non-observables include a series of magic runes inscribed across his body that protect him against magical diseases, magic transformations, magic instant-death spells, as well as magical enchantments. Psionic tatoos scribed alongside the magical runes in a very intricate manner protect him against any telepathy attacks into his brain, as well as any external (as in, that they don't come from himself) psychometabolisms and psychoportations.

Other non-combat related wearables include a formal long-sleeved black shirt, a white sleeveless undershirt, a pair of boxers, socks and a pair of black metal rimmed rubber boots which ground most electric attacks.

Items

All items and cargo devices have an Arcane Mark embedded into them.

Leather Bag

Cargo Device Description: An 8 inch wide leather belt meant to be strapped across one's torso. It has a huge steel link fastened by sliding both of the metal protuberances into their respective holes in the belt on the other side.

Bag Divisions: 3

Pockets: 3

Items : Weight Per Unit : Pocket or Strap

Frag Grenade x5 : 1 lbs : Bag Divison 1

Flashbang Grenade x5 : Light : Bag Division 1

Anti-Matter Bomb x5 : 1 lbs. : Bag Division 1

EMP Bomb x5 : 1 lbs : Bag Division 1

B'neilruun Glop Grenade x5 : 2 lbs : Bag Division 1

SEC Claymore Mine x5 : 1 lbs : Bag Division 2

Bear Trap x5 : Light : Bag Division 2

Caltrop Pouch x2 : Light : Bag Division 2

Lead .40 S&W Magazine x4 : 1 lbs : Bag Division 3

Holy .40 S&W Magazine x4 : 1 lbs : Bag Division 3

Dark .40 S&W Magazine x4 : 1 lbs : Bag Division 3

Fire .40 S&W Magazine x4: 1 lbs : Bag Division 3

First Aid Kit x1 : 1 lbs : Pocket 1

Power Cell x2 : 3 lbs : Pocket 1

Lead 5.54mm Magazine x5 : 2 lbs : Pocket 2

Titanium 5.54mm Magazine x5 : 1 lbs : Pocket 2

Arcane 5.54mm Magazine x5 : 1 lbs

C4 x1 : 1 lbs : Pocket 2

Spells' Material Components x1 : 1 lbs. : Pocket 3

Each .40 S&W magazine has a total of 12 rounds, while the 5.54mm magazines hold a total of 30 rounds each.

Carried in Cargo Jacket : Weight per Unit : Pocket

Box o' Cigs x1 : Light : Right Upper Pocket

Lead .40 S&W Magazine x2 : 1 lbs : Right Lower Pocket

Lead 5.54mm Magazine x2 : 2 lbs : Right Lower Pocket

C4 Remote x1 : 2 lbs : Left Upper Pocket

Fire .40 S&W Magazine x2 : 1 lbs : Left Lower Pocket

Arcane 5.54mm Magazine x2 : 1 lbs : Left Lower Pocket

Carried in Cargo Pants : Weight per Unit : Pocket

Frag Grenades x3 : 2 lbs : Left Shin Pocket

Lighter x1 : Light : Right Hip Pocket

x1 : 3 lbs : Left Back Pocket

Quiver

Description: A quiver that carries all five types of bolts cartridges. It can carry a total of 50 cartridges. It is divided into five parts, each having a different texture and carved patterns to ensure differentiation via touch, not to mention every bolt cartridge is made of different materials. Each cartridge is weights 2 lbs. The quiver holds a false bottom; within, a C4 explosive waits to be detonated in the case that his quiver gets stolen. The strap of the quiver is a one-step take off buckle with the same principle of the explosives bag.

Quiver Divisions: 5

Bolt Cartridges : Quiver Section

Woodtip Bolt Cartridge x10 : Quiver Section 1

Titanium Bolt Cartridge x10 : Quiver Section 2

Explosive Bolt Cartridge x10 : Quiver Section 3

Poison Bolt Cartridge x10 : Quiver Section 4

Thunder Stone Bolt Cartridge x10 : Quiver Section 5

Cartridges have 5 bolts each. Each cartridge weights 2 lbs.

Carried in Cloak : Weight Per Unit : Holster or Strap

DAMC 2 x2 : 6 lbs : Left & Right Holsters

Lead .40 S&W Magazine x6 : 1 lbs : All Easy-Release Straps

A belt around Gene's waist carries a small communications device, a couple of small ration cans, three soda can sized containers filled of chemically designed liquids to satisfy thirst. It holds a one-move take off buckle. The Callist hangs from the belt and over Gene's left thigh.

The MCR-53 has a removable strap that enables Gene to carry it. A strap wrapped over the right shin carries the combat knife.

Abilities

Physical/Special Abilities

[Bionic Parts]

*(From here on in, the entries have been briefened for the purpouses of posting it in this Database. Extensive, detailed information can be found in my journal.)

Bionic Eye

B-I v10.5 Custom

Description: Installed after the squirmish of Eilii II where he lost his normal eye, Gene's bionic eye has been upgraded several times. The last upgrade, made by SPARTA's highest biotech scientists, includes the following features:

Features:

System

-CAOCN, Custom Design- Central Analytical Optical Computer Network installed inside Gene's right side of the forehead, inside the skull, calculates and analyses visuals seen through the bionic eye's many vision types.

Visions

-Thermal Vision-

-Night Vision-

-X-Ray Vision-

-DHS Vision- Dual Helix String Vision. Views the world through it's building blocks.

Lenses

-Optical Zoom-in-

-Optical Microscope-

-Optical Light-Deafener- Automatically adjusts to light emissions, dissallowing blindess due to flashes.

Modes

-Scan Mode- Using the Dual Helix String Vision, allows Gene to study his opponents.

-Eye-to-hand Mode- Reacts to visuals with the speed of a pre-programmed, ultrafast computer located inside Gene's forehead using the bionic arm linked to the computer.

-Eyebeam Mode- Shoots an eyebeam at the expense of high energy output and possible melting of the bionic eye.

Bionic Right Arm

ND Bionic ARM 9XK Custom

Description: This bionic arm is made up of principally secondary adamantium, titanium and carbonyde with a no nerval bioplastic covering it. The arm is able to lift a total of 830 lbs without additional help.

Features:

-Power Cell- The center of Gene's power supply. The Power Cell attached to his bionic arm's shoulder supplies energy to his two bionic parts and his plasma rifle. The Power Cell holds ten Power Cartridges within it.

-Electric Touch- An electric discharge of 1990 volts can be sent to electrecute everything touching the arm.

-Burning Touch- The arm can use the electric touch defense mechanism with added heat-by-electrecution pads to heat the arm up to extreme temperatures.

-Laser- The palm of the hand can shoot a powerful light laser that can melt through steel and titanium.

-Arm Spikes- The arm can release these blades and spikes which are effective in grapples, melee and hand-to-hand combat.

-Electric Assimilation- Any electricity passing across the body or the arm is mostly assimilated into the arm and converted into power energy with an auxiliar electric battery on the inside of the arm (below the Power Cell).

"You lose some, you get some better, you know? It's all about maximizing."

[Psionic Power]

Limiter: Without the Psion Gauntlet, Gene only has 116 Psi Power Points.

Throughout his searches for more abilities to use in combat, Gene stumbled upon the power of the mind. The ability to use psionic frequencies and manifest anomalies with but only thought and mental discipline. While Gene cannot use these with his helmet on, when he takes it off...

Astral Construct

Metacreativity (Creation)

Shaper Level: F

This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies.

Minor Creation, Psionic

Metacreativity (Creation)

Shaper Level: F

Creates a nonmagical, unattended object of nonliving, vegetable matter.

Bolt

Metacreativity (Creation)

Level: 1

You create a random number (2d4) of ectoplasmic projectiles.

Skate

Psychoportation

Level: 1

You, another willing creature, or an unattended object can slide along solid ground as if on smooth ice.

Synesthete

Psychometabolism

Level: 1

You receive one kind of sensory input when a different sense is stimulated.

Control Flames

Psychokinesis [Fire]

Level: 1

Allows user to control existant flames, increase or decrease them in size.

Psionic Repair Damage

Metacreativity

Shaper Level: D

When laying your hands upon a construct that is atleast not completely destroyed, you reknit its structure to repair damage it has taken.

Energy Stun

Psychokinesis [see text]

Level: 2

Releases a powerful stroke of the chosen type of energy: cold, electricity, fire, or sonic.

Levitate, Psionic

Psychoportation

Level: 2

Levitate allows you to move yourself up and down as you wish.

Concealing Amorpha, Greater

Metacreativity (Creation)

Shaper Level: D

Using concealing amorpha, the manifester weaves a quasi-real membrane around him/herself that blurs his/her actual positioning.

Ectoplasmic Cocoon

Metacreativity

Shaper Level: D

Draws writhing strands of ectoplasm from the Astral Plane that wrap up the subject like a mummy.

Dispel Psionics

Psychokinesis

Level: 3

Ends ongoing psionic powers that have been manifested on a subject or an area.

Touchsight

Psychometabolism

Level: 3

Generates a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings as if using a psionic radar.

Fabricate, Psionic

Metacreativity (Creation)

Shaper Level: D

You convert material of one sort into a product that is of the same material.

Quintessence

Metacreativity (Creation)

Shaper Level: C

Collapses a bit of time from the continuum, forming a 1-ounce dollop of thick, gooey material called quintessence that protects items from wear.

Trace Teleport

Clairsentience

Level: 4

Traces the destination of any psionic or magical teleportation made by others within the power’s area within the last minute.

Freedom of Movement, Psionic

Psychoportation

Level: 4

This power enables you or a creature you touch to move and attack normally for the duration of the power, even under the influence of magic or psionic energy that usually impedes movement.

Hail of Crystals

Metacreativity (Creation)

Shaper Level: C

Shoots a basketball crystal that, upon impact, blows into a thousand sharp shards.

Plane Shift, Psionic

Psychoportation

Level: 5

Moves manifester or some other creature to another plane of existence or alternate dimension.

Adapt Body

Psychometabolism

Level: 5

Body of the manifester automatically adapts to hostile environments.

Psychic Crush

Telepathy [Mind-Affecting]

Level: 5

Manifester's mental will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen.

"The power of the mind is the ability to turn your thoughts a weapon. What better weapon than what you can imagine?"

Magical/Spiritual Abilities

[[Spells]](http://www.systemreferencedocuments.org/35/sovelior_sage/spellsAtoZ.html)

Limiter: Gene can only cast any spells within any given level a total of six times per level every day.

Gene has learnt enough spells to put a sorceror to shame. Through his powerful Balliarch scythe or his Sagitarius bow, he can channel potent magic and cast it with as much ease as he can shoot a can from a football field away with a handgun:

Arcane Mark

Universal

Level: Trick Art

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. It serves as a means of identification and as a means to summon the item back with the Arcane Summon spell.

Frost Beam

Evocation [Cold]

Level: Trick Art

A ray of freezing air and ice projects from the caster's pointing finger.

Detect Magic

Divination

Level: Trick Art

Allows the detection of magical effects in place and magical auras.

Detect Poison

Divination

Level: Trick Art

Determines whether a creature, object, or area has been poisoned or is poisonous.

Read Magic

Divination

Level: Trick Art

By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible.

Acid Splash

Conjuration (Creation) [Acid]

Level: Trick Art

Fires a small orb of acid at the target.

Disrupt Undead

Necromancy

Level: Trick Art

Directs a ray of positive energy. Effective against undead foes.

Mage Hand

Transmutation

Level: Trick Art

Caster points his/her finger at an object of no more than 5 lbs. and can lift it and move it at will from a distance.

Message

Transmutation [Language-Dependent]

Level: Trick Art

Whisper messages and receive whispered replies from affar.

Endure Elements

Abjuration

Level: I

A creature protected by endure elements suffers no harm from being in a hot or cold environment.

Shield

Abjuration [Force]

Level: I

Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of the caster.

Magic Missile

Evocation [Force]

Level: I

Missiles of magical energy dart forth from the caster's fingertip and strikes its target, dealing force damage.

Floating Disk

Evocation [Force]

Level: I

Creates a slightly concave, circular plane of force that follows caster about and carries loads.

Featherfall

Transmutation

Level: I

Affected creatures or objects fall slowly.

Projectile Protection

Abjuration

Level: II

The warded creature gains resistance to ranged weapons.

Gust of Wind

Evocation [Air]

Level: II

This spell creates a severe blast of air (approximately 50 mph) that originates from the caster, affecting all creatures in its path.

Flaming Sphere

Evocation [Fire]

Level: II

A burning 5 foot globe of fire rolls in whichever direction the caster points and burns those it strikes.

Spider Climb

Transmutation

Level: II

The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does.

Minor Image

Illusion (Figment)

Level: II

This spell creates the visual illusion of an object, creature, or force, as visualized by the caster.

Energy Protection

Abjuration

Level: III

Energy Protection grants temporary immunity to the type of energy specified when it is cast (acid, cold, electricity, fire, or sonic).

Lightning Bolt

Evocation [Electricity]

Level: III

Releases a powerful stroke of electrical energy that deals 500000 volts of electricity to each creature within its area.

Flame Projectile

Transmutation [Fire]

Level: III

Turns ammunition (such as arrows, bolts, bullets, shuriken, and stones) into fiery projectiles.

Haste

Transmutation

Level: III

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

Shout

Evocation [Sonic]

Level: VI

Emits an ear-splitting yell that deafens and damages creatures in its path.

Black Tentacles

Conjuration (Creation)

Level: VI

This spell conjures a field of rubbery black tentacles, each 20 feet long from the ground that trap victims near it.

Fire Screen

Evocation [Fire or Cold]

Level: IV

This spell wreathes the caster in flame and causes damage to each creature that attacks him/her in melee.

Wall of Ice

Evocation [Cold]

Level: IV

This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected.

Dismissal

Abjuration

Level: V

This spell forces an extraplanar creature back to its proper plane.

Passwall

Transmutation

Level: V

Creates a passage through wooden, plaster, or stone walls, but not through metal or other harder materials.

Telekinesis

Transmutation

Level: V

Moves objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.

Prying Eyes

Divination

Level: V

Creates twenty semitangible, visible magical orbs (called “eyes”). These eyes move out, scout around, and return as you direct them when casting the spell.

Antimagic Field

Abjuration

Level: VI

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

Move Earth

Transmutation [Earth]

Level: VI

Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.

Circle of Death

Necromancy [Death]

Level: VI

A circle of death snuffs out the life force of living creatures, killing them instantly.

Reflect

Abjuration

Level: VII

Spells and spell-like effects targeted on the afflicted creature are turned back upon the original caster.

Arcane Summon

Conjuration (Summoning)

Level: VII

You call some nonliving item with an arcane mark from virtually any location directly to your hand.

Vision

Divination

Level: VII

Vision brings to your mind legends about an important person, place, or thing. This spell functions like legend lore, except that it works more quickly but produces some strain on you.

Dimensional Lock

Abjuration

Level: VIII

Creates a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.

Iron Body

Transmutation

Level: VIII

This spell transforms your body into living iron, which grants you several powerful resistances and abilities.

Sunburst

Evocation [Light]

Level: VIII

Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take heavy radiation damage. Particularly effective against undead foes.

Mage Disjunction

Abjuration

Level: IX

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined.

Prismatic Sphere

Abjuration

Level: IX

Prismatic sphere conjures up an immobile, opaque globe of shimmering, multicolored light that surrounds the target and protects him/her from all forms of attack.

[color=black]Meteor Swarm

Evocation [Fire]

Level: IX

Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select.

"And for my next trick...!"

Sentient Companions

The hawk familiar, psi-crystal and the two summoned demons that Gene controls in battle give Gene the ability to outnumber his opponent at any given time. Not only do his companions give him that ability, but they also have abilities of their own.

Fos

Hawk Familiar

Jyx

Single-minded Psicrystal

"The strength of friendsh-- nah, too corny."

68Damrius

Name: Damrius/ Dame

Mode of Combat: Free Style/ Electrical Free Style

Race – Tikaran (No difference from humans other than the racial trait)

Gender - Male

Birthday: March 10

Age - 27

Height: 6’3”

Weight: 210

Measurements: 35 waist, 36 length in pants, XL in shirt, 13.5 in shoe

Birthplace: ???????

Hobby: Reading

Personal Treasure: Sword that he himself had made.

Favorite Food: None

Dislikes: Undead and people trying to play god

Other things worth mentioning: Easily Angered.

Description – Damrius is 6foot, 3 inches tall and very well muscled. He has a very low body fat percentage, making cold weather his enemy if he isn’t dressed properly for it. He’s got short, blonde hair, with a slight hint of gray in it. His body is covered in multiple scars, but only one stands out – the large X shaped scar in the center of his chest that is also on his back. He’s also got black tattoos of lightning covering his entire body, and it looks as though it’s been there since he was born. He almost always has a pair of sunglasses on, unless he’s just casually going out for a stroll in the morning.

Clothing/armor

Gloves (weapon/armor)- Weighted gloves with steel knucks hidden in the leather, and steal bracers for forearm protection and acted as a sort of very small shield.

Boots – Damrius’s boots are hard leather with steel toes, steel on the back of the heel, on the outside of the boot, and plates in the bottom of the shoe that are linked so they bend with each step as they should.

-White Suit- White long coat, white cotton pants, white shirt, weapon belts

-Black Leather Armor Suit – Black, boiled leather, well worn, steel chain-weave vest (much like chainmail, just with threads of steel going through each link to add piercing protection that is still lightweight) steel plate shoulder armor, weapon belts

-Street Wear- Black jeans, sweater, shirt, tank top, shirtless, and black running shoes, weapon belts

Weaponry –

b*****d Sword – Steel, double edged, hand and a half hilt, studded, pyramid shaped pommel, basic hand-guard.

Combat Knife – Basic combat knife, full tang with leather gripped hilt, 8 inch blade, six inch hilt, small spike on pommel, small hand guard.

Leaverite Sword – Clone of his b*****d Sword, just made from crystal. Once formed, it becomes solid and weighs no more than his regular sword.

Leaverite Knucks – Basic shape of brass knuckles, just made from crystal.

Move List –

Racial Ability – Leaverite Sword/Knucks – As his Racial trate, Damrius is ablet o use a crystal specially bonded to his race and, merging his own spiritual energy into it, is able to cause a Leaverite Crystal to become a clear crystal twin to his regular sword. This one however cannot be infused with Lightning energy. Also, if he is not wearing his gloves, he is able to use the leaverite to form a set of ‘crystal’ knuckles to replace his weighted gloves in hand to hand combat. No more can be done with this unless he sets out to train further in extending his spiritual strength.

Magnetism – Damrius is able to magnify himself, and ONLY himself. This allows him to float in he air with his steel plated boots, as well as allow him to walk on things that have a magnetic capability, and also allow him to, per say, if he were to catch a sword or knife in his hands like in the movies, he could put a magnetic shield up to help and keep it from being twisted so much that it cuts his hand off. He cannot however block with this unless he wishes to expend all of his energy, and even then the chances are so slim that it would not matter. However, he does have SOME ranged capability with it. He is able to use a handful of nails, or bullet slugs, or small spikes, or even one or two throwing knives, and use his energy to shoot them at someone close range. However, doing this requires a massive amount of energy to be expended that could be used elsewhere, for it is a newly learned talent, where as the blade holding and walking on metals is well trained.

Lightning Abilities/Overview -

Damrius is a Lightning elemental. As such, his body produces massive amounts of electrical currents, and through years of practice, he’s been able to draw it forth from his body at well, in massive quantities that one would not think physically possible for a human body to withstand. Also, as part of this practice, he’s learned to draw from loose energy around him, and with cities and such, or even loose static charges that float freely in the air, he’s able to draw them to his body and add it to his power. His greatest times are during thunder and lightning storms, and in large cities with large sources of electrical usage to be found.

Another important part of this practice was learning to ‘bind’ his electrical currents, so as to keep them from running rampant and causing dangers to electronics nearby. He can even sleep and do this, for it is something he practices most often, and it is like something that has always been what he can do. When needed, that is when he releases this ‘bind’ of his own.

Alas, through very unfortunate circumstances, Damrius was ‘cursed’. (If you REALLY, REALLY want to know, ask me yourself). A result of this ‘curse’ was that a new form of lightning was formed, called Black Lightning. Regular Ligtning merged with darker, arcane elements, a form of Black Magic, used only as a weapon, is what makes up Black Lightning. Though the 'Black Magic' adds a 50% boost to damage, but the effect of electrical shocking and burns is greatly diminished unless physical contact is made with Damrius's opponent. This is also marked by the ‘tattoos’ of black lightning covering his entire body except for his head.

Damrius’s abilities with this come from being able to call lightning down from the sky onto his opponent, call it from his hand to launch at his opponent, and form ball lightning that lashes out wildly for multiple opponents if filled with enough energy, but if not filled too far, it can be directed easily enough. This is able to be done with all his black lightning and his regular lightning.

Damrius is also able to electrify his Sword and his entire body. This makes he himself a weapon, one that he uses quite a bit more often than his ranged stuff, though it is sometimes hard to tell the difference with his use in tougher situations.

Special –

Over Soul – A Gift received from Maximos. Damrius ended up activating the true power of his curse, which caused the souls of all those who died by the curse’s power to be merged into his body, and mix on his own soul. This caused him to go insane, and on one fateful fight with Maximos, the Reaper ripped out Damrius’s soul, and seeing the massive mess it was, formed it back together into a perfect sphere. This sphere is visible to the naked eye, only if Damrius’s body is cut open deep enough for the glow to be seen. This is where the X shaped scar also came from.

During the fight, Damrius went completely insane, out of control and unable to grasp onto his own, original soul and mind. This is what led Maximos to reform Damrius’s soul into the Over Soul. It gives him complete control over the souls, and also allows him to become ‘enraged’, with enough of an emotional push. Also, as another part of it, he gained added endurance. Basically, he can sustain more damage, yet only in non fatal ways. If he got stabbed in the heart and where to somehow be able to keep his heart pumping, he would be able to keep going, only until he bled out a few seconds later. Though, THAT kind of tolerance for pain would only be feasible during the time he was Enraged, not while he is in a normal state. And, a broken arm is a broken arm, and there is nothing different about him physically other than the fact he is able to withstand 50% more damage. It’s also harder to remove the soul, and also makes it harder for the soul to leave the body, which is what gives this endurance boost.

69Murdoc the Fallen

The Leviathan Archives

Listed Name: Murdoc

Known Aliases: N/A

Gender: Male

Age: N/A

Apparent Age: Young Adult

Height: N/A

Estimated Height: 6' (183 cm)

Weight: N/A

Estimated Weight: 400 lbs (181 kg)

Eye Color: Brown

Hair Color: Red

Skin Tone: Fair

Notable Features: Black, feathered wings protruding from the back. Wingspan of roughly 11' (3.3 m).

[ Attached are photographs taken from the Leviathan Stadium security cameras. ]

Known Weapons: None.

Known Armoring: None.

Known Abilities: He has exhibited superior levels of strength, speed, and resistance, as well as enhanced senses of perception.

Threat Level: A

The Creation Industries Archives

To supplement the files kept on record in the Leviathan Stadium, the Creation Industries corporation submitted these records for use by the Stadium security forces.

Serial Number: 2

Age: 5 years

Height: 5' 11" (180 cm)

Weight: May fluctuate between 360 lbs (163 kg) and 480 lbs (218 kg).

Top Speed (ground): Estimated at 50 mph (80 kph)

Top Speed (air): Varies widely depending upon wind conditions.

If encountered do not provoke him. Holds no regard for human life, has been known to engage in systematic torture and eating the remains of his victims. Vocalizing submissiveness has proven effective, while playing dead, fleeing, and pleading mercy have not.

Security personnel are advised to avoid engaging in small groups. Keep distance and call for reinforcements. In larger groups, encircle at a distance and utilize ranged weaponry. To minimize casualties, adopt a defensive posture in a closed area and attempt to contain.

70The Ganner Ranvier

Korso & Prios

Username:KorsoVonPrios

Character Name:Korso/Prios other references "Elder Of The Late Nightmare Coven","The Nightmare Coven"A Nightmare","Just a simple scientist".

Gender:Male Chimagin of the Living Dragons

RealAge:27;[b]Appearence:19-20

Race class: Chimagin,The Red Dragons

Birthplace:Origin is unknown,but was recreated as a Chimagin High on Mount Fuji in the reaches of the modern Shogunate Dimension

Alignment:His creator a Chimagin named Luo and Himself

Skills/Magical Abilities:

Bestiary Reference Guide. Wrote:

Race: Chimagin

Appearance: They are extremely difficult to tell by appearance. The only thing different they hold than a human, is that they will have an aura in their eyes that will pass two conflicting concepts. Judgement and compassion, Love and Hate, Death and Life are some of the typical ones. The internal conflict and the energy playing off the conflict is what is said to be what drives them. Otherwise, they typically look like a well built Japanese human.

Origins: The practices of Tae Chi in Shogunate2k were taken to extremes in various temples throughout the modern Shogunate in Japan. Over several generations, monks began to be able to tap into a particular chakra point and make magical effects come from them. Families started to notice these trends eventually, after monks and priests first unlocked them. It is a recessive trait of a family, and typically carried by the male but seems to produce other Chimagin with a higher percentage if its both male and female that carry the trait. No one can explain why, but families tend to be specialized in only one chakra point and that is of the male carrier. It is believed that it comes from what the monks and priests focused more heavily on in the temples.

These people also seem to have amazing physical characteristics, but that wasn't seen untill wars later on when those not involved in holy sects but had the strange trait passed to them were fighting. They became trophies for any warlord to have, untill there was so many that they began forming their own Diayamos and Clans. For their ability to manipulate Chi into the magic through a Chakra point, they were named Chimagin by the humans that witnessed them.

Habitat: All but a few live Shogunate2k, a dimension where Japan was never forced to adapt its social structure from the fuedal system. Daiyamos, Shoguns, and an Emperor still rain supreme in equivalent to the modern day earth. There are guns, but there are also swords, and the rising powers of the Chimagin have made guns and melee weapons almost more practical than some firearms.

Ronin still cause towns to burn to the ground with their weapons, but Samurai stick to weaponry that is less explosive. Chimagin are known to rush gunman and use their strange powers to eliminate them, and some Chimagin use weaponry combined with their powers to make powerful clans rise in distant cities from the emperor.

It is a time of constant warfare and change, just like the times of the Shogunates in fuedal Japan.

Behavior: As varried and irrational as a human. A lot of them get power drunk because of their environment, use to humans that can't do a whole lot to compare with them. There are also the few that use their ability to correct the wrongs that their brothers and sisters committ. The only real typical thing to say of a Chimagin's behavior, is that it takes awhile for them to learn fear or act as thouhg they are afraid.

Special Abilities: Physical prowess is the first thing that is noticable. They are fighters, of course with all the needs of a human and many of their weaknesses, but they are seen taking extra-ordinary amounts of pain and damage. They tend to use martial arts, but even those without martial arts, are seen as able to compete in a fight heavily outnumbered by humans.

Healing is rather fast for them as well, seeing a Chimagin out of a fight for more than a week is rare.

The next is based on whatever chakra point their family specializes in, and the power becomes as part of them as breathing is to a human. They tend to be able to tap into a second chakra point, but Chimagin are put half way to death and more sometimes when they draw on the chakra point which they are only secondary in.

Base Characteristics: A bullet through the head, cut off their head, serious fatal wounds, and all those weaknesses that a human have. Some will be minimalized depending on the Chakra point they specialize in, but they have all the typical weaknesses of a mortal.

However, they are tough as nails and fast too. Just because your father was a diety, is not going to place a Chimagin out of the realm of a fist to nose hurting. They are able to comepete physically with the toughest races out there, though they can't go incorporal or escape any of the stuff that a lot of other beings can do.

Diet: They eat more than a typical human, because they are usually exterting a lot more energy. However, using their Chakra point draws on Chi which is all around them, so that's not what makes them hungrier. It's not uncommon to see Chimagin eat twice or more the servings of a typical human.

They also seem to like chocolate a lot.

Mating: Sex is a powerful thing in the world of Chimagin, it's how they have a possible chance of spreading the trait that will allow them power and influence in the clans. It's not unusual to see male Chimagin fighting wars to get to a female Chimagin.

Myths: Chakra points and their meaning have been a common Eastern myth that dates back to accupuncture, Tae Chi, and martial arts. Twist this with modern magic and giving the meaning of different chakra points, and you get the Chimagin.

The Red Dragons:

Their dominant Chakra point Wrote:

7.Root

mūlādhāra, मूलाधार red (indian red or coral red) instinct, survival, security earth

The strength of Earth and the security of survival, these Chimagin will likely live to the ends of the earth itself. Though battered, bruised, and possibly in hiding. They are more prone to act on instinct and to protect themselves or the ones they care about, though they do have the power to manipulate earth to help them. It comes in handy, since their source seems to be ever abundant.

Blood Magic-the ability to increase the duration and effectiveness of skills which allow one to steal health from ones enemies and restore ones self.Prios which was the dominate personality uses this form of Necromanic powers exceptionly well due to his experince as a vampire.

Seal of The Damned-A Seal in a form of a Tattoo design on the face which is located above and out from under the left eye and covers a partion of the left side of the face.Because the Nightmare Gene was destroyed the personality of Prios was unable to asume donince over the other personality.Thus Korso became in control again but after consideration sought out to find a spell caster who could help him find a way to bring Prios back.The only way was to use a Seal form of a spell which allowed control but not complete and because of this Prios would be the one that could channel the Chakra to the Seals allowing him to use the Seals.

Seal of The Hollow-A Seal in a form of Tattoo design which covers over the front of the upper left chest and left shoulder blade.This form of sealing spell removes feeling from ones body taking away pain and the touch which often results in the person becoming dead to any emotion and becomes completely numb.

Seal of Hatred-A Seal in the form of a Tattoo design which spirals down the left arm beganing at the shoulder and part of the chest and stops at the wrist.This Seal is a weapon spell allowing the wielder to use their hate to fuel the spell to create weapons from the tattoos and flesh.This Seal was specifically made for Prios and resymbles the Daggertail.

History: The histroy of Korso is keep to himself but there is a few things known.Korso was a vampire which pocessed a powerful Gene called the Nightmare Gene.This Gene allowed an alternate personality to become dominate over the other but after the Creator of the Nightmare Gene was defeated he destroyed the Demon pocessing him and thus destroyed the Gene.Leaving the old shells of the vampires body and letting them be consumed in the Covens destroction Chimagin Kiyoshi Luo recreated the remaining members of the Coven as Chimagin...

After a time Korso wondered around looking for the two who had attacked the coven while he tryed to center himself and gain full control over the new body,but he still couldn't let it go.Soon he desided to regain Prios with the help of magic but this time made sure that he could be keep in check.After gaining the Seal of The Damned Korso recieved the Seal of The Hollow and Hatred which could only be controled by Prios when Prios takes domince.

Personality:

Korso is more of the once human side but he still resymbles a loner type.Korso has been known to show some loyalty to Kinsmen or to some he may trust.Prios is a cold hearted and decietful which often will show emotion only for gain.Normally using what little compassion Korso has to fool others and enjoys nothing more then to feed of others suffering.

Hobbies:Observation,studies,and experimentation.

Physical Description/Appearence:Korso/Prios is a rather tall but not extremely tall.His physical traits are mostly the same slim but not freakishly skinny or not extremely buff either.His hair is dark brown almost black which is a fohawk with the middle almost an inch long run from his forehead down to his neck the sides are keep short and it seems more of a spiked mohawk.Normally brown eyes cept they turn blue when Prios assume control.

Clothing/Acessories:Korso/Prioswears black rough leather sleeveless vest/breastplate,and black tight fitting pants whic are covered by more of the same rough black leather for armor.Black belt holding his pants and two black leahter beltlike strips which cross on his waist and set below the belt.Black leather steel toe combat boots.Korso also wears a old worn long black coat that the ends hangs a few inches off the ground and is covered in barely recongizible symbles of vampiric origin belonging to the old coven.The coat is armored with silver plates aswell.

Equipment:Korso/Prios doesn't carry anything on him besides old pistols and a custem made pure silver Velvent Nightmare model short gunblade that rests along his right thigh.The rest is some extra rounds which are a varity of his own personal creations and some common items such as some money or pocket knife etc...

Importance:Nothing of reallasting value however his records could be considered valuable.Generations of his Family had spent their lives researching biological and chemical weapons against nonhuman creatures.Korso being a scientist had done the same and specialized in Vampires and Werewolves.Unfortantly a large store of his records was lost with the Nightmare Coven's Castle...

"...I'm not a fighter,I am a Nightmare one that doesn't forgive and never forgets..."-Prios

71Celtic of the Fae

Roleplay Bio

Birth Name: Ryu Kindsred

Alias: Kio Darkblood

Nick Name: Kio

Age: 122 -- Looks 19

Birthdate: August 23

Sex: Male

Blood type: A

Race: Nephilim (Human/Angel)

Class: Healer, Fighter (Style: Kendo/Aikido)

Job: Mercenary

Alignment: Chaotic Neutral

Height: 5' 10"

Weight: 168 lbs.

Hair: Naturally his hair is brown. His hair is currently dark red.

Eyes: Deep redish purple.

Clothing: Usually wears baggy black jeans, white t-shirt, black

leather jacket, black boots, necklace with a cross on it and a crystal in the

center of the cross.

Extra Physical Attributes: He has white angel wings. Of which he can

sprout from his back at any moment he wishes. However, when his wings

aren't out, telltale signs of wings can be seen by two rips in the back of his

jacket and shirt.

Weapons/ Artifacts:

The Soul Crystal Necklace: Constantly heals him slowly, can be used

to heal others. The necklace was given to him when he was born, at the

moment the necklace was put around his neck the necklace then began

glowing a bright white aura, as the light faded Kio emerged from the light,

panting slowly. Shortly there after he passed out, he was hooked up to a

machine for 4 years because when he came out of the light he was not a

child, he in fact looked as if he was 5 years old, during the 4 years that he

was hooked up his aging was slowed down, the doctors and scientists that

studied him found that the necklace actually harvested his lifeforce and now

acts as a sanctuary for his lifeforce, he has found that he can use the

necklace for healing but it uses his lifeforce, causing him to pass out if used

too much.

The Moonblade This sword has been passed down from parent to

child in his family for centuries, but only a worthy heir is able to wield it.

Any unworthy bearer who draws it will die, thus making the inheritance a

highly risky endeavor. It also cannot be wielded by anybody other than

the rightful heir. Each wielder may contribute a power to the sword, which

will be absorbed through the stone in the blade's hilt, a moonstone.

However, the wielder cannot be separated from it for any length of time

and expect to live.

Kio's father, who died long ago, cleansed the blade of all powers in the

sword by shattering the moonstone within the hilt. He replaced it but all that

was all that he could do, after replacing the stone the sword was put into

it's sheath and put into an old chest and buried. After his father died, Kio

and his brother had found an old note telling the details of the sword and

where it was buried. They went and dug it up. Kio's brother had

immediately unsheathed the sword and gazed in wonder at the runes along

the blade, and just as quickly fell over in pain, gasping for air. He died soon

there after, Kio was permanently branded with that image within his mind

for years there after. He was only 12 when his brother died.

Kio kept the sword next to his bed for the next 6 years, he dared not to

unsheath it for fear that it would kill him as well. But 5 days after he turned

18 he unsheathed the blade, he felt a bond with the sword, he remembered

from the note his father wrote, The blade can earn only one ability from

it's owner. He had performed a rite that was also outlined in an old

journal from his grandfather and then blessed the blade with the ability to

become much more powerful when blood is spillt upon it.

Sword magic: Blood tsunami - A giant wave of blood emerges from

behind the opponent and flows across a large section of the area, after the

wave hits the opponent it carries them across the area slamming them into

the nearest object with tremendous force. This ability can't be used often

as the sword uses a massive amount Kio's lifeforce to initiate this attack.

Causing him to pass out as result.

Abilities:

Glossolalia: (aka: "Speaking in Tongues") Because Kio was

born Nephilim he is able to differentiate between and speak any language

he wishes.. however he had only discovered this ability as he came of age

at 18. The event of discovery oddly happened when he heard speaking

emanating from his household pet, a small black cat. For a few days he

thought he was going insane, he eventually gave in and accepted the fact

that he was hearing voices from animals around him.

History: Currently revamping/creating history...

72Akemi Mercuraki

Birth Name: Zarf Laeore

Age:24

Race:Enfel

Enfel are humanoid beings with bizarre abilities that vary from individual to individual and the appearences are equally diverse though they always stick out in a crowd.

Height:5'9"

Weight:141 Lb

Personality:Zarf talks alot and in talks in his sleep, but deep down Zarf is a kind who always has good intentions.

Appearence: Zarf has long wild neon green hair with dark purple eyes. He is rather skinny, but deceptively strong. Zarf is a natural shapeshifter, so you really can't rely on appearences.

Equipment

Zarf wears a white a plain white shirt with white pants and nothing else not even underwear.

Pocky Quarter Staff: A magical quarter staff that is made out of special magical pocky. That can regenerate from even the smallest crumb if eaten. It is about a Strong as tempered steel though given Zarf's abilities he can still eat it. It is heavy as a normal pocky would be at that volume. It can change flavors and the thus gains extra abilities. He can magically change it's hardness with a mere thought so, it's as soft as regular pocky. That way someone else besides him could eat it. The regeneration still works if some else besides Zarf eats it with the same restricts either way.

Basic Info: All of it's forms magically works like it would for instance the Nyuuweiga cuts like Katana and one of execellent quality at that.

Normal Pocky: Nothing except for the normal regeneration

Chocolate Pocky: This can after a while become one of the following forms and Zarf needs to use that form to get to the other to forms.

Giant Chocolate Pocky:Grows so large that it is as heavy as a broadsword.

Giant Double Chocolate Pocky:Gains two Razor sharp pocky the he wields like to Katana as easily as real katana.

Little Pocky:Temporarly Shrinks him to about an inch tall, and belongings along with him.

Kyoto Wine Pocky: Makes him act Drunk which usually makes him really mad.

Honey Pocky: Makes him him seemingly very sticky so much that he it has sort of a suctions like effects can climb walls bare handed and walk on ceilings.

Strawberry Pocky

AKA Bezerker Pocky:Gives him an increase in speed and stamina and he wields his pocky quarter staff like it like it's a katana freshly bathed in his opponents blood! He looks insane in this mode to some people, but looks can be deceiving.

New Flavors!

Milk Pocky: The form that it takes when flavored like this is a single Katana

sized white pocky called the Nyuuweiga(ミルク風味の牙)(Literaly:Milk Flavor Fang). It is rumored to be Zarf's most deadly weapon.

Reverse Pocky(Pocky with a biscuit exterior filled with flavoured cream.)

Appears like a katana sized reverse pocky. In this form it acts like a Reverse Blade Katana.

Men's Pocky(Dark Chocolate): Unique among the pocky in that it mimic's a completely different type of weapon. The pocky turns into a giant hollow bloated out, but rather short Men's pocky. When using this form Zarf can magically turn his stamina into magic which then turns into a "Man's Pocky Missile" that forms in the center of the Men's Pocky which mimics a Bazooka.

It is a powerful and a highly dangerous form himself and those around him, so he rarely uses it.

Gokuboso Pocky (Chocolate Pocky in a thinner size)

Appears a rapier sized pocky and thus acts like a rapier. It's that simple.

History: Zarf was raised in Efelian city which is really too weird to describe. He was born to couple who quickly died of an unknown illness and he was was left abandonned until visiting tourist and his wife found him and took them for their own. They raised him good and now he is known in his home town of Barton as Zarf the Strange..Oh, and his last name was his parents because he never changed it or anything because for some reason his parenets where strange enough to magically imprint his name on his back in their native language which the adopted parents both knew.

Abilities:

Pocky Sight: No matter what form his Pocky Quarterstaff takes he can tell what part of it represents what part of the real weapon it is mimicing.

For example if it were mimicing a kind of sword. He could tell which side of the pocky was the hilt, so he's never going to accidently cut himself from the magical effects of his weapon. Sense this is normal sight he can be blindfolded

or other wise blinded and still use this ability.

Pocky Bond: His magical pocky quarterstaff has an a symbiotic relationship with Zarf and actually it is a magically sentient weapon. Both him and Zarf can sense each others location even if their currently blind. Zarf and his weapon are much alike so much so that that their is not really worth talking about their differences, but Zarf's quarterstaff is more serious the he is.

Bipolar Flavors: Both the personalities of Zarf and his quarterstaff vary depending on which form the quarterstaff is in, but they may still show some traces of their normal personalities the later is not in his normal form.

Shapeshifting:Zarf is a natural shapeshifter, but except for things humanoid he can only turn into things with equal or less mass then his own, so far. His Shapeshifting can look like a normal version of whatever form he is taking or a glow in the dark neon green version of what ever shape he is taking.

Natural Glow: His hair for some reason glows in the dark.

Bizarre Strength: He seems skinny and weak in his normal form, but for some reason he can bench press about 400 pounds and easily leg press a 1,000 pounds. He can use this ability in all forms even if he one inch tall though he would probably never get in a hit at height.

Big Head: Zarf has the ability to in the matter of seconds grow his head temporarly to the size of a monster truck tire without being effected by the weight and seemingly functions as normal as Zarf can. He can do this while shapeshifting and while he is using the powers of his Pocky Quarter staff while it's in Little Pocky mode.

Amazing Teeth: Zarf's Teeth can seemingly cut through any thing without getting injured. Even though they appear all pointy like a shark teeth that is just a powerful illussion that Zarf has no control of and if it wasn't for the illusion his teeth would look perfectly normal. This doesn't change while shapeshifting as long as his form has teeth and it doesn't change when he is one inch tall either.

Tongue of Insanity: Not only only is Zarf the world's fastest talker, but he can learn to speak any language almost instantly after hearing because his native tongue, Enefese is so ridicolously complex it makes Japanese look simple, so far he knows how to speak (In chronological order from when he learned them) Enefelian, English, and Japanese. In addition to this he can speak all languages he knows in reverse.

73Sieg ecstuffuan

-Warning Epic Level character-

Name: Celesta Tristain aekea

Age: 32

Date of Birth: January 30, 1975

Gender: Female

Weight: 159

Height: 6"0

Body fat: 10%

Eye Color: Blue

Hair Color: Purple

Hair Type: Long, Straight

Race: Human - Gaian

Marriage Status: Single.

Home Address: The church of Durem

Physical Appearance:

Easily the most beautiful yet threatening woman anyone would ever meet. Seeing her usually puts a person at awe. Despite her beauty her appearance demands respect. She has a perfect face, small noes, full red lips, big bright blue eyes; thin perfect eyebrows. Her complexion does not have a single blemish. She has a small chin and small brow. She also has high cheekbones and a medium sized forehead. Her hair is long and beautiful. Her appearance is similar to that of an elf female but without the ears.

Her body is that of both an athlete and a model. A very curvaceous shape with a flat six pack stomach and skinny waist, but with a large chest and big strong legs and thighs. Her arms are a bit larger arms than that of a typical woman.

Personality

She is a leader born. Let her tell you about her personality in her own words.

"I believe I hold some of the qualities that make a good leader. I believe a person must not lead by word but by example. Actions speak louder than word and if you do something amazing that is worthy of being followed then you will become the exemplar of excellence and it is only naturals for others to want to achieve such a feat. Yet at the same time, a leader must remain humble because to have humility is to walk with those around you; to walk above them is to allow them to be lead astray. A leader must be able to focus, be determined and never give up in his pursuits; because with this you show the people your reliability. A leader must be willing to drive through and complete a task with every thing he is and lose himself to the task if need be. Yet one must be brave. One must be willing to experiment and change in order to adapt; because a great man once said “Be like water my friend”. One must be fluid so that even as times get hard and even as one walks bravely into the night, they may shine with excellence. One must be honest, because a man will not follow what he does not believe in."

Bio

The aekea Government was crumbling. It could not control its population of super humans and the royal family split in anarchic revolt. Most of the royal family were thought to be dead. However, some of there offspring survived. A new born baby girl, child of the King and Queen of aekea was lost to the gaian woodlands. The girl was found and rescued from the woodland magical beast by a group of crusading paladins but her origins had seemed to be lost forever.

She was raised by this group of travelling holy warriors, there were no orphanages who would take the child from the group due to there religion being taboo; so the child was forced to accompany them on there dangerous missions until they were able to arrive back at there temple. The girl was lucky to survive the travels.

She grew up and was trained as a paladin in the Christian monasteries. She eventually was strong enough to go on her own crusade. However things quickly went sour. During a raid on a vampire coven her group bit off more than they could chew and were defeated by a group of vampires in a forest outside of the establishment. She was left for dead, after the vampires had filled there thirst on the other members of her group.

However instead of dieing, her body was found by a fairy. The fairy offered to bond herself with the girl in order to save her life. The girl accepted and the fairy became her constant companion. In the pact, moments in the girls life flashed before her eyes and she was given clues about her origin. While giving the girl the strength to recover from the defeat the fairies pact also granted the girl with numerous spell like abilities.

These revelations about her origins caused her to study about her past and its connection with the fall of the aekea royalty. She eventually figures out that she is the female child that was born just before the royal family fell. She figures out that she is the princess of aekea. This revelation however does not stop her from continuing her crusade against evil. In fact they give her an idea. Her goals are now to create a police force that keeps the order in aekea in the name of the aekea Royalty.

Sense then, she has been working with other paladins against gaia's most powerful demons and undead creatures. This has caused her to become an incredibly powerful paladin.

Religion

Christian

alignment

Lawful Good.

Occupation Paladin, Warlord.

Classes:

Paladin - Level 20

Prestige Class:

Divine Crusader - 7

Attributes

  • Strength

Celesta is very strong for her size. She may not look it because of her beauty but her toned body hides a lot of muscular strength. She can fight in battle as good as any Strong human male.

Agility

Celesta has fought in heavy armor for so long that it no longer seems cumbersome to her. Her armor is made for her and is tight on her body. She moves as fast as any athletic Girl her size in armor. She is no gymnast however. She could be faster, but her armor limits her speed.

Dexterity

She has weilded the sword and Gun so long in her life that she has no problem weilding either, in either hand. She can perform tricky movements with the sword with her fingers.

Intelligence

While she isn't as smart in complex subjects such as math or biology. She is an expert tactician, when it comes to fighting she is always a move ahead of her opponent.

Wisdom

She has been fighting for a long time. She knows the in and outs of combat but still is not stubborn and has the ability to learn new things. She is no fool, it is difficult to trick her when it comes to a fight.

Constitution

She can take a hit. Even without her armor she is a very tough girl who never stays down for long, even against supernatural attack.

Charisma

She is a leader born and can bring anyone to her call. This is where her Royal heritage shows best.

Will

You can never shake her resolve or hurt her tenacity. She is the exemplar of the term 'Try again'.

Skills

  • knowledge (religion)

Is knowledgeable about the Christian religion.

knowledge (Military Tactics)

Is Knowledgeable about military Tactics

knowledge (ride)

Can Ride both natural and artificial (cars, motercycles) mounts.

knowledge (nobility and royalty)

Knows about the history and the customs conducted in royal society.

knowledge (the planes)

She has knowledge of the planes outside of the prime material.

Use: Magic Device

Can use magic devices effectively, without risk of hurting herself.

Swim

Can swim well.

Speak (common)

Can speak, read, and write the common language.

Diplomacy

Can conduct herself properly when dealing with others in terms of negotiating.

Feats

  • Athletic [General]

She is conditioned physically as an olympic level athlete would.

Heavy Armor Proficiency [General]

She can fight and move normally while wearing full plate, medium weight armor.

Improved Critical [general]

She may or may not use this every attack. Roll a D4 dice during each attack. If that attack rolls the highest value (4), the damage is considered double.

Improved Sunder [general]

She may attempt to break a weapon by striking it directly. She must roll a D4 dice and if it rolls a (4), then the object is broken.

Lightning Reflex's [General]

May respond to supernatural attacks as if they were normal physical attacks.

Rapid Reload [general]

She may reload in one post.

Martial Weapon Proficiency

She may use any simple martial weapon such as swords, maces, etc to a limited degree.

Weapon Focus (Bolt action Rifle)

Can use Bolt action Rifles effectively and maintain the weapon.

Shield Proficiency

She may use a shield as an expert in the off hand.

Greater Weapon Specialization (b*****d Sword)

Can use b*****d swords as an expert.

Monkey Grip

May use oversized weapons such as the b*****d sword in one hand as if it were a weapon made for one hand use such as the rapier.

Special

  • Cast paladin spells - 20th level

She may cast a small number of paladins spells. She must speak the scriptures (incantations) out loud or under her breath, unless through the use of an item. 0 level spells are activated instantly. However for every spell after that level, take one more turn to activate (charge); Unless the spell is a 'swift' type. If She has a 'combat casting' feat she may charge the spell while taking physical actions, however, if she is hit then they are cancelled.

Cast Divine Crusader Spells [Glory Domain] - 7th level

She may cast spells from the Glory domain spell list at her Divine Crusader level. She must speak the scriptures (incantations) out loud or under her breath, unless through the use of an item. 0 level spells are activated instantly. However for every spell after that level, take one more turn to activate (charge); Unless the spell is a 'swift' type. If She has a 'combat casting' feat she may charge the spell while taking physical actions, however, if she is hit then they are cancelled.

Aura of Good

She has a very powerful Good aligned spiritual aura that weakens evil foes. The aura has a radius of 20 feet. All evil supernatural attacks are considered weakened.

Smite Evil

Three times per day, she may double the power of one strike against an evil opponent.

Divine Grace

Twice per day. She may briefly (one post) increase her speed for the purpose of evading an attack.

Lay on Hands

Three times per day. She may heal a small amount of damage on any ally by touching them.

Aura of Courage

All of her allies may increase there strength by 50%.

Turn Undead

Three times per day. She may burst forth a blast of holy energy from his body. This forces undead to flee away from her and damages them slightly.

Summon mount

Twice per day. She may summon her mount into her presence.

Remove Disease

Three times per day. At will, Sieg may use one of his daily spell attempts to activate this ability. any ally that is being touched by Siegs is instantly cured of all status effects. This includes all viruses, diseases, infections, or physiological invasions.

Darkvision

She may see 60 feet in front of her in dark or no light conditions.

Perfect Self

Celesta is considered a holy elemental magical being for the purpose of battle. He is healed by all holy aligned attacks made against her. He is gains a small amount of natural resistance against harmful supernatural effects.

Spell Like abilities

  • Detect Evil

Celesta can descern the alignment of any person she can see.

Dancing Lights [pact]

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range. She was given this power by her pact with the fairy.

Share sight [pact]

Celesta may see whatever her fairy companion see's.

Invisible [pact]

Once per day. Celesta may turn invisible to physical sight for 3 rounds. She does this by using the fairies abilities.

Telepathic Connection [pact]

She may communicate telepathically with her fairy partner.

Lesser Confusion [pact]

Once per day. She may attempt to confuse the opponent by succeeding on touching the opponent with an invisible ray of magical energy. If this succeeds for 4 rounds at the beginning of the opponents rounds he must roll a d4. If 1, the creature must attack with melee. If 2, the creature acts normally, if 3, then they babble inchoherently, if 4 they run away at the top possible speed.

Pact Life

Spells

-Paladin Spells- 3/3/3/3

Level One Spells

  • Magic Weapon [swift]

Celesta covers her sword in celestial force, augmenting the damage done by 100%. She may do this three times per day.

Level two Spells

  • Bulls Strength

Three times per day. She may Double her strength for 4 post.

Level Three Spells

  • Magic Weapon, Greater

Three Times per day. She may Triple the damage done by her sword for one attack with Celestial force.

Level Four Spells

  • Dispel Evil

A shimmering White holy light surrounds Celesta. Celesta gains a veild of holy energy that offers repulsion against 2 evil attacks for 3 post. On a succesful touch attack with an outsider (demon, etc), Celesta may choose to attempt to drive the enemy to his home plane; forcing him out of the material plane. She must succeed on rolling even in a D4 roll to do this. If Celesta fails then the spell instantly ends. Celesta may choose to use this spell to dispel one evil spell already in effect, by succeeding on a D4 even roll. Using this effect ends the spell.

-Divine Crusader Spells- 3/3/3/3/3/2/2 [Glory Domain]

Level 1 Spells

  • Disrupt Undead

Three times per day. You direct a ray of positive energy from the palm of your hand. If it hits an undead creature. The creature takes a moderate amount of damage.

Level 2 Spells

  • Bless weapon [swift]

Three times per day. You may bless your weapon so that it deals extra holy damage to enemies that cannot be healed or recovered from. If she rolls a 2 for a sunder, the weapon that she is attempting to break is broken.

Level 3 Spells

  • Searing Light

Three times per day. She may expel a ray of bright super-hot white light from her hand. This deals a large amount holy damage to any opponent stricken by it and does extra damage against evil opponents.

Level 4 spells

  • Holy Smite

Three times per day. She may call forth a bolt of celestial energy from the sky to strike all evil opponents within a radius of 10 feet for a large amount of holy damage. If an undead or outsider creature is stricken by this. Roll a D4, if it rolls a 4 the monster is either turned to dust or exiled to there home plane.

Level 5 spells

  • Holy Sword

Two times per day. She may envelope his sword in a huge amount of holy energy so that it shines a shearing bright white. Any attack with the sword causes an explosion of holy energy that deals a large amount of damage to evil enemies and objects. Roll a D4, if it lands on four the enemies evil aligned supernatural attacks are disrupted for one post.

Level 6 Spells

  • Bolt of Glory

Two times per day. She may fire a huge beam of positive energy, directly from the positive energy plane. This deals moderate damage to material plane, elemental or neutral outsiders. It Deals a extraordinarily large damage to everything else of an evil alignment.

weakness

  • Thine Eternal Foe

While Celesta's element, holy, is most effective against evil opponents and dangerous against Demonic elementals. Demonic elemental attacks are also very damaging to Celesta. Just like Fire is waters worst enemy, and how water is fire's worst enemy.

Demonic Energy is 2 * its normal power

Sacred Pact

If Celesta's fairy companion gets KO'ed or dies, then she suffers the same fate. She takes all damage that the Fairy does.

Divine Responsability

Sieg must perform no actions that are considered by the celestial world to be lawful evil, chaotic evil or neutral evil. He may not associate with people who do these acts. He must act in a way fitting of a knight at all times. He must never cheat, lie, steal, for his own materialistic gain. He may kill but only to preserve innocent life. He must act in a chivalrous manner at all times and must help those in need despite the danger of the situation. He must never run from battle. Or Sieg loses all his daily spell attempts.

Mercy

She must not kill if she can help it. She must do all that she can to take the enemy into custody alive.

Slow

Celesta can't cross distances quickly because of the weight of her armor and weapons. However her close range combat reaction and attack speed does not suffer.

Divine Focus

If celesta loses her divine focus Item, then spell casting becomes difficult.

Equipment

Armor

  • Crucifix

Divine Focus. If this silver mundane object is broken or lost in the fight, Celesta must roll a four before she post, or she may not use cleric spells in that post.

Celestial armor.

This is full body chain mail armor that is made of celestum, a steel forged in heaven. This is a gift given to great holy warriors. It is woven so finely and is so thin that normal clothing can be worn over it. It allows the wearer to fly for 5 post per day. It offers great defense against supernatural and melee evil attacks.

Adamantine Breast Plate

This extremely powerful adamantine Breast plate goes above the chain mail armor that she wears, protecting her chest; a particuraly important and sensitive place for any woman from harm.

Helm of Alacrity

These golden helms give wearers a fraction of a second’s warning when a blow is coming, aiding their ability to defend themselves.

aekea Keepsake Brooch

This brooch is a dynasty keepsake passed down to Celesta as they were passed down to every crowned princess of aekea. This brooch is passed down to the anointed crowned princess to the throne of aekea as a methodology to protect the princess from abductions, attacks, and other would be acts of desecration, sacrilege and profane, by giving the princess the ability to deter attackers, and defend herself.

The brooch defends against supernatural effects that may destroy her instantly and negative energy attacks.

Anointed Coronet of aekea

This coronet is bestowed onto the anointed daughter of the King.

Made of solid gold it offers some insignificant defense, and does little more than look pretty. However it is said to be for the anointed for a purpose, and is rumored to reflect the soul of the wearer. She usually wears it hanging on her thigh, it is difficult to keep on ones head in battle.

Lord Knight Greaves

These adamantine Greaves offer moderate protection to the legs.

Lord Knight gauntlets

These adamantine greaves offer moderate protection to the hands and forearms and add the ability to grip other bladed weapons.

Robe of Lords

The robe of lords allows her to mentally prayer to activate paladin and cleric spells. It also is very light and doesn't incumber her movements. 5 times per day she may resist the effects of supernatural attacks.

Karsnaut Estoc Zweihander

A sword of great breadth (5"55' feet), wide at it's base (1"), though narrow to the tip, this sword is extremely heavy even beyond weight of other great swords. However despite this it is an extremely balanced weapon. It is also a keepsake passed down in the royal dynasty, but only princes of the royal family are supposed to acquire it. Celesta is the first acception to this tradition. Made of the finest steels available to aekea six hundred years ago, the quality and integrity of this blade is great. Nothing seems supernatural about this weapon, accept that Celesta is

capable of resting the weapon across her back as she sees fit as if it we inserted into a sheath. Though appearantly there is no sheath of any kind upon her back.

Karsnaut Estoc Heavy Shield

A shield that was forged with the last mithral of Mount aekea and was given to the royal family. Like all of the other royal artifacts Celesta has found, she found this one in the ruins of the aekea Castle. This Mithral Heavy Shield has spikes potruding out its sides yet it is super light, making it perfect for shield bashing. It is a great weapon for blocking supernatural attacks. It was made around the time of the Karnsnaut Estoc Zweihander. Like the Zweihander, it can be placed on the back despite there being no strap to the shield. She will only use it if it is needed, usually Celesta will weild her sword in both hands.

Karsnaut Estoc Blast Gun

One of the first Rifles forged from magic by the great elder Wizards of old. It is a bolt action rifle. This was a gift to the royal family. Celesta can shieth this weapon on her back, despite it having no strap. She may make long range attacks with this weapon up to a half of a mile. This weapon may semi-automatically fire magic bullets, each releasing a spell upon contact. Celesta currently uses Blessed Silver bullets that release a blast of Radient holy energy once the bullet has hit something; creating a flash of blinding light. The gun holds 12 rounds in a clip magazine.

Fairy Companion

Name: phaedras

Age: 200

Date of Birth: unknown

Gender: Female

Weight: 2 pounds

Height: 6 inch's

Body fat: ?

Eye Color: Blue

Hair Color: Blonde

Hair Type: Curly, medium length

Race: Fairy

Feats Dodge, Weapon Finesse, Alertness, Tongues

Skills Move silently, listen, Ride, search, sense motive, spot.

Special abilities

[i] Invisible

As a free action, she may turn invisible and undetectable by all forms of physical and magical detection other than her telepathic connection with Riegna.

Special arrows

'Sleep', roll a D4, if 4, enemy falls asleep.

'Memory loss' Roll a D4, if 4, enemy forgets the last 30 minutes of his life.

natural armor

Wears natural armor on whole body that allows her to defend against one attack.

Fly

Can fly at will.

Spell like abilities

All 'pact' abilities that Celesta has.

Equipment

'Common bow and arrow'

Mount

74x__NightWhisper

In you and I .:/:. There's a new land .:/:. Angels in flight

Nwod dna spu ynam os .:/:. My heart's a battleground .:/:.

Snoitome eurt .:/:. Wonk ouy noitceffa erom deen I .:/:. Snoitome eurt deen I

75Fools-The-Reaper

Alias: Matthew Rice

Name: Fools-The-Reaper

Race: Nuwisha (read: Werecoyote)

Breed: Homid (read: Humanborn)

Auspice: Ragabash

Totem: Xochipilli (Lesser totem: Ptah)

Age: Late twenties (read: In apperance)

Appearance: For all intents and purposes, he looks human. And a scruffy-looking one at that, with mixed hispanic and white heritage. No matter how much time passes since his last shave (be it seconds or months), he always looks like he's gone about 2 days without shaving. His hair is more often than not matted with dirt, and his clothes are usually second-hand gifts. Despite all this, he appears unusually healthy, like he's never been sick a day in his life.

Text Color:Tomato

Attributes

Fools is not much to look at. His physical strength is weak, and he's not really that attractive either. But looks can be deceiving. He can be extremely dexterous, and for someone so scrawny, he can sure take a hit. He has the look of someone oblivious to his surroundings, but it always seems like he knows what is going on. More than he should know...

Talents

Not one that likes violence, Fools tends to get into a lot of fights. He has no real "fighting style" per se, but whenever he is involved in combat, he is more concerned with avoiding getting hurt than making other people hurt too. Unusually athletic and nimble, he will usually feint and dodge before throwing a blow, letting his foe tire themselves out.

Skills

Fools is not trained in many different walks of life, so he can generally be described as "unskilled". Still, he is fairly proficient with firearms, and knows a bit of hands-on practical tricks. Above all things though, he seems very well adapted at surviving, even against all odds.

Knowledges

Not having spent a single day in a school, Fools is rather... uneducated. Any knowledges he's developed over the years, is things he picked up on the streets from snooping around. He knows quite a bit about criminal activity from spending so much time on the streets, but even more about secret occult activities, from what he's learned from what lies beyond the streets. Needless to say, his most useful ability is knowing what to snoop around and look for when he needs to find something.

Backgrounds

Fools has met all sorts of walks of life during his time wandering the streets of numerous cities, and has always extended a helping hand to those who needed it. As is, he's made many friends and allies, and can usually count on them if he was ever in a pinch.

Besides that, his other backgrounds are what he's developed behind the scenes as a Nuwisha; A handful of rituals and rites he learned; his connection with his totem spirit; and his magical gifts he's found and acquisitioned to aid in defense of Mother Gaia.

Renown

Ferocity: 2/10

Humor: 6/10

Cunning: 5/10

Rank: 3

Exp: 0

Stats

Gnosis: 8/8 points

Willpower: 5/5 points

Rage: None! Bwahaha!

Health Levels

Healthy (no penalty)

Bruised (no penalty)

Hurt (slight penalty)

Injured (slight penalty)

Wounded (moderate penalty)

Mauled (moderate penalty)

Crippled (massive penalty)

Incapacitated (cannot act)

Dead (dead)

As Nuwisha, Fools-The-Reaper is resilient to most damage types. Bashing (usually blunt and bludgeoning damage) and Lethal (usually deadly weapons like swords and bullets) heal at a rate of 1 health level per turn. During stressful times, like in combat, there is about a 25% chance of healing a damage level per round of combat. If in critical condition, they only heal at a rate of 1 level per day at full rest, however.

Certain forms of damage would be considered "aggrivated damage", and can only be healed at a rate of 1 level a day at full rest, in a form other than the character's breed form. Unlike werewolves, Nuwisha do not take aggrivated damage from silver.

As a Nuwisha, Fools has a decent chance of soaking damage, shrugging thigns off as just a "flesh wound". In any form, Fools can soak bashing damage about 50% of the time, but can only soak lethal and aggrivated damage at the same rate in any other form but his breed form.

By being a following of Xochipilli, Fools gets a much higher chance (90%) of soaking damage while engaging in outrageous stunts or actions that would normally be deemed "suicidal". This does not grant them immunity to damage in such events; just the likelihood of them living to tell the tale, after a nice long hospital stay.

Merits and Flaws

"Umbral Affinity" - A supernatural merit, that makes it easier for a Nuwisha to more easily access the Umbra, the realm between realms. The difficulty of trying to access this place is reduced by 2 (the difficulty is determined by how close to a caern, or location of high spiritual energy, the Nuwisha is). A reflective surface is still needed, however.

"Overly Curious" - A psychological flaw, that requires the Nuwisha in question to make a willpower test to go investigate mysteries should they arise. Generally, the more trouble it seems, the easier it is to ignore; however, once started, the Nuwisha must see it through. Sometimes the simplest puzzles turn out to be epic adventures.

Rites

Rite of Dansing - The rite that allows the Nuwisha to be accepted to visit the Umbra and the stars, and have access to the Umbral Danser gifts, typically used to defend said Umbra and stars.

Rite of Talisman Dedication - By dedicating an item or article of clothing, it becomes "one" with the changer. When shifting forms, the item "fades" into them if willed to do so, so it is not lost. All of Fools's items are Dedicated to himself.

Gifts

"Scent of Running Water" - A gift that is always active, and can be turned on and off at will. At the user's discretion, they can mystically hide their scent, making them much more difficult to track by scent alone.

"Master of Fire" - By spending a gnosis trait, the user of this gift heals Fire damage as if it were bashing damage. This gift lasts for either the rest of the scene, or for one hour, whichever is longer.

"Persuasion" - This gift allows the user to become more persuasive, making his statements and arguments seemingly more credible and meaningful. (System: Charisma + Subterfuge, difficulty 6; 1 success needed, 3 for complete success). This gift lasts for the rest of the scene.

"Open Seal" - This gift can be used to force open any sort of closed or locked physical device. No gnosis needs to be spent to use, but a gnosis roll against the area's local Gauntlet rating (the proximity to the nearest landmark of spiritual energy) is required.

"Blur of the Milky Eye" - This makes the gift's user much more difficult to percieve with natural, unmagical vision. They are blurry and tend to blend it to their surroundings, and generally aren't noticed until they make themselves visible by interacting with the environment. Once noticed, they remain noticed until they can escape notice or the viewer is otherwise distracted for a moment. The user is not invisible, but simply much harder to percieve, like a chameleon. (System: Manipulation + Stealth, difficulty 8; 1 success needed, 3 for complete success).

"Bad Joke" - This gift allows the Nuwisha to use a bit of inspired humor or logic to escape bad situations. First, a joke, riddle, or pun must be said in character, then, in the gift succeeds, the target cannot help but laugh uncontrollably (or stands there, bewildered and confused in cases of riddles) until the Nuwisha can escape. Attacking, or even interacting, with the target automatically cancels the gift. It can be used on more than one target at a time, though each must be tested against normally. Animals, spirits, or creatures wholly consumed by the Wyrm cannot be targetted. (System: Roll Charisma + Expression, difficulty is based on the target's Wits + Empathy).

"Swollen Tongue" - This gift has the ability to swell up the target's tongue, making speech impossible. These effects last for the rest of the scene. (System: Touch the target, and make a Gnosis roll vs the target's Willpower; 1 success will inhibit speech, while 3 or more will make even sign language impossible by causing their hands to tremble whenever they try.)

"Rabbit Run" - By spending a gnosis trait, the user's running speed is doubled for the entire scene.

"Jam Technology" - This gift is a mischevious one, that allows the spirits inhabiting a device to cease functioning. Computers will fail to function; guns won't be able to fire; even sharp objects will lose their ability to cut things. The more complex the device, the easier it is to disable since more can go wrong with it. The device remains unchanged, but becomes inert. (System: Spend a gnosis, and declare the level of difficulty you are trying to jam the technology of; all objects of that difficulty or lower cease functioning for one turn per success. Roll Manipulation + Repair against the following sample difficulties: Computers (4), Phones (6), Automobiles (8 ), Guns (9), Knives (10).)

"Taking the Forgotten" - When using this gift, the user can steal an object from its owner, and they will instantly forget ever possessing it in the first place. (System: Roll Wits + Stealth, the difficulty is the target's Intelligence + Streetwise).

"Dance of Dionysis" - The target of this gift becomes uncoordinated and extremely dizzy; their vision blurs, their ears ring, and bystanders would normally believe that they are drunk. Speech is unaffected and reasoning is possible, but all physical activities are much harder to accomplish; these effects last for one turn. (System: Touch the opponent, spend 1 gnosis point and 1 willpower point.)

"Possum's Wisdom" - This gift allows the Nuwisha to feign the apperance of death; by spending a gnosis point, the pulse stops, blinking ceases, skin turns cold, and breathing is nonexistant. Even supernatural senses have a great difficulty learning that this is but an illusion, though powers to percieve auras or vitality of a target can pierce it. This lasts for up to one scene, and afterwards, the Nuwisha must find some hot food and stretch their tensed muscles. They cannot use any other Gifts during the ruse, and any voluntary movement of any kind dispels the illusion immediately.

"Umbral Map" - This gift allows the Nuwisha to locate any part of the Umbra, or even a specific entity within the Umbra, a normally nigh-infinite void. (System: Roll gnosis vs varying difficulties (7 if they've never been there before; 6 if they have; 5 if they frequent the area). One success pinpoints their own location, 2 helps him get his bearings on which way gets him to his destinations, and 3 helps them get a feel as to where a target is within the Umbra. With 5 or more successes, a target's exact location can be pinpointed.

"Push" - By using this Gift, the Nuwisha can jaunt another being into the Umbra, even unwillingly. (System: Make a gnosis roll versus the target's willpower, and expend one Gnosis point. The target appears in the Penumbra, the Umbral location closes to Earth/Gaia.)

Coyote's Blessings

"Trickster's Blessing" - This trick allows a Nuwisha to call Fair Escape to any bad situation. They seemingly magically escape from the situation, usually via comically means, such as hiding behind a lamp post or running over empty space beyond the edge of a cliff, or even disappear into "thin air" (i.e. the Umbra). However, this gift only works every once in a great while, and Coyote usually demands some great service in exchange for this ability, and if used too often, the Nuwisha will find it fails to work for them when they need it most.

"Coyote's Many Skins" - Unlike werewolves, who's transformations can either take a few moments, or be instantaneous while being a painful experience, Nuwisha can shapechange rather effortlessly. They are more familiar with their forms, and take half as long without any penalty than other changing breeds can.

"Luna's Cold Shoulder" - Due to the offense Coyote made against Luna long ago, she did not grace Nuwisha with the same gift of Rage that she did to the werewolves; as such, Nuwisha have no inner ferocity they can call upon to aid them in combat. However, this also grants them immunity to the extra damage silver weapons and items tend to do to werewolves.

"Coyote's Folly" - As is the case with most tricksters, Coyote's children have a difficulty stopping a prank once it's already started. Because of this, a Nuwisha must spend a willpower point to avoid following through on a prank they already started; likewise, they have to spend a willpower point to avoid trying to one-up anyone who successfully dupes them.

"Jester's Reputation" - When dealing with other shapechangers, such as werewolves, Nuwisha are seen as "untrustworthy" in their eyes once the Nuwisha's true nature is learned. Most other creatures do not have the same shared history with Nuwisha and do not gain this benefit, even when learning the true nature of the character.

Equipment

"Mundane Gear" - Clothes, hobo-esque longcoat, combat knife, pants (possibly), dog tags (reading "Beware of Dog" upon closer examination), pocket lint, Scooby Snacks in a ziploc bag (for snacking!), batteries, a double-headed quarter, 2 paper clips, a healthy supply of toothpicks, an extra sock (?!).

"Gunn, the Revolver Who Couldn't" - Designed as an S&W .38 special, this firearm is actually a magic item, and a sentient one at that, who can communicate telepathically with its current wielder. It never runs out of ammo, and can perform incredible, practically impossible feats of accuracy. Since it is 'magic', it can even do things like shoot spells out of the air and damage spirits. However, there is a catch; Gunn outright refuses to fire a shot that would cause harm to a living creature. (Note: The ground is not "a living creature", and plants are incapable of feeling pain, though Gunn won't fire if one is specifically using him to shoot at flora).

"Acme Bag of Tricks" - A magical bag that is halfway betwen a bag of holding and a bag of tricks. Rather small in size, tools with magical properties can be drawn out of it. The tools last only 5 minutes out of the bag before fading away, and only 1 of any such tool can exist at a time. Only 5 items can be drawn from this bag in a 24-hour period. The item must be visualized with all its characteristics by the person using it, so unless the person knows exactly what they are trying to pull out of it, it might refuse to work for them.

Known "Acme" items include, but are not limited to, the following objects:

  • A giant squeeky mallet. Its as lightweight as one would expect a giant squeeky mallet would weigh, and makes a proportionate 'SQUEEK' noise when used; for all other purposes, such as damage, it is in fact a giant mallet.
  • An extending cane. This cane works just like a normal one would, except when something is hooked by it. No matter how heavy or strong the target is, it can be yanked away by the cane effortlessly. The cane is normal-lengthed at first, but extends as far as possible to reach the target, at a rather slow pace.
  • A magic palette and brush. This can be used to paint a single object or scene into any flat surface at an astonishing rate (it is fueled by imagination!). Upon completion, the painted object or scene becomes real; however, the painting fades after the 5 minute duration.
  • Portable hole. A hole can be pulled out of the bag, and used to create a new passageway between walls, ceilings, or floors. It is 3' in diameter. It is only moveable by the person who drew it, though anyone can use it to travel through. It only creates passages through surfaces 3' thick or less.
  • A bunch of bananas. The bananas themselves are mundane, but their peels are magical. They are foot-seeking banana peels. When placed on a flat surface, a peel automatically homes in on the nearest set of footfalls besides those of the person who drew it within 5', sliding across the surface to intercept. No matter how fast the target is, as long as they are travelling across ground, the banana peel is fast enough to intercept without notice. Once used, a single peel no longer homes in on any targets (but still exist, and can be slipped on naturally). There are 8 bananas in a bunch.
  • Wand and tophat. Upon waving the wand around and tapping upon the brim of the tophat, the user can draw from it any relatively small-sized object from anywhere within 100', teleporting it to the hat. The object does not have to be within line of sight, but the exact location must be known (and static at the time). Any relatively small-sized objects placed within the hat and activated by the wand are relocated to a destination within 100' of the user. The location does not have to be directly in line of sight, but the exact location must be known (and static at the time). Alternatively, this hat can be used to pull out any number of rabbits, but they fade away with the hat after 5 minutes have passed.
  • Roller skates. Upon being strapped to the user's feet, and the user takes a standing crouching position with clenched fists, rockets magically appear on the sides of the rocket and ignite a second later. They only cease functioning once the user either grabs something not normally on his person, lands against a flat surface, or 5 minutes have passed. Good luck with that first one.
  • Tiny umbrella. The size of the canopy of this item is about half the diameter of a normal umbrella. However, anything striking the outside surface of the canopy is automatically stopped; it is impervious to damage or force. While making for a decent shield against a single incoming blow, it fails rather miserably against Area of Effect attacks and spells.
  • Oversized butterfly net. The entire net itself, lining and all, is indestructable and impervious to magic. However, it does not prevent anyone or anything captured from trying to act within it or escape it, as if it were a regular butterfly net.
  • Rubber ducky. This ducky is rather harmless, and can't do any fancy tricks of its own. However, if ever squeeked by anyone but the person who drew it, they cannot put it down and become obsessed with squeeking it, unwilling to part with it, but still able to defend themselves (and their ducky) normally. Anyone within earshot that is not the person who drew it become fascinated with the ducky, and more fascinated the more they hear it squeek, until they desire to possess it themselves at any cost. This effect ends after the 5-minute duration, and all desires and obsessions instantly fade, though the memories of what happened between people do not.
  • Bucket o' glue. Comes with its own brush; any surface that is covered with this glue becomes instantly sticky, and remains so for the duration of the item. Incredible feats of strength can break free from the glue, though generally, it would break the surface the glue is attached to before it would break the glue. After the duration expires, the glue fades away, and anything stuck together is instantly freed.
  • Anvil. Can only be drawn from an elevated position (within 5' of an area with at least a 25' drop).
  • Three red balloons. Not exceptionally resilient, these balloons allow the wielder to travel upwards, able to support up to 1000 lbs of weight. If only two balloons remain, they can hold up to 300 lbs. and still float upwards. If only one balloon remains, it can hold up to 100 lbs and still float upwards. If the weight limit is exceeded, up to 200% the carrying capacity, they will allow the individual to gradually float downwards. Any more than that, and the balloons do not work until the load is lightened.

-Moonshine Pie. A pie that causes blindness. It only works when it comes into contact with a person's face, though. Otherwise, it tastes like banana cream pie with a zangy tang taste to it. This effect lasts for 5 minutes, when all nonconsumed pie disappears.

-Seltzer Water Bottle. It looks like a regular spray bottle of seltzer water. Except it sprays with the force of a firehose. And is bottomless. Don't drink directly from it.

-Folding Trampoline. When drawn from the bag, it is 1/16th its final size. Upon its release, it unfolds to a regular sized trampoline, with an extra-durable mat. When a subject lands upon it, it springs them back up without dealing any harm to the subject whatsoever, no matter how massive, as long as it can fit on the mat itself. However, it springs them back up to a height twice as far as the distance they fell. If released from an elevated position, it falls slightly faster than what gravity would normally allow, and always lands "butter side up".

-Ninja Pen. This appears to be a normal ball-point pen, with black ink. However, it has both disappearing, and appearing, ink. When clicking out the point, it first writes with appearing ink; any messages written down appear 10 minutes afterwards, even if the user is not present. A second click will retract the point, while a third returns it with disappearing ink. Anything written will disappear after 10 minutes. A fourth click once again retracts, and a fifth returns to appearing ink. There is no way to detect hidden ink without the use of magic designed for such things (such as 'Detect Magic', and so on).

76BeautifullyDecayed

Name: Lovissa

Race: Human/Demon Hybrid

Gender: Female

Age: 22

General Appearance

Height: 5’5”

Weight: 120

Build: Lean and muscular

Hair: Very light blond that looks nearly white

Eyes: Pale green

Complexion: Light skin tone with a light tan

Lovi seems rather small of stature, but she isn’t petite. She is a good example of toned muscle and low body fat. She has firm abs, but no female 6-pack. Her legs are well muscled and could be described as coltish, in that they are not overly slim from the muscle. She also has some of the bicep thing going on. Her very light blond hair falls to just past her shoulders and is wavy. Usually she has some part of it secured in a ponytail to keep it from straying into her eyes. Her eye color is a very light green. As far as clothing is concerned, Lovissa owns a bit of everything. She dresses herself mainly based on what is clean at the time. She generally carries an old brown backpack which contains objects varying from a hair brush to cat food and empty water bottles. She can also be seen often carrying a wicker picnic basket that contains not her lunch but her cat, Sari. Sari is a small calico female that was poisoned when she was young. The cat now has neurological problems that can cause her to have difficulty walking on her own.

Lovissa is a good natured, if not ditzy young woman. She quite enjoys wandering about with no destination, singing to herself and her cat. She can be easily distracted and amused by simple things. She is rarely in a bad mood and quickly comes out of it when she is. When it comes to confrontation, Lovissa generally keeps clear and will go to great lengths to prevent disagreements from escalating. While she may not catch onto a joke easily, or ask you to repeat a question she is quite good and finding solutions to problems once given a chance to process them.

Lovissa is the youngest of 7 children. Her mother was human and her father a demon. Her mother died shortly after her birth and Lovissa was left to the care of a nurse as a child. While her father took her brothers out to teach them combat and other manly things, Lovissa stayed home and learned basic math, reading, writing and history. She excelled at sports her father determined feminine enough for her to learn, mainly gymnastics and baton twirling, ribbon dancing and things of that nature. She also loved to run outdoors. She was very happy child, studying hard to impress her father and always learning new gymnastics to show her 6 older brothers. She was raised to be submissive to men and obedient.

When she reached the age of 13 her nurse left and she assumed care of her father’s household. She kept things neat and orderly, cooked meals and made things comfortable. At the age of 18 Lovissa and her father had a dispute over her future. He wanted her to remain at home until he could find her a man, and she wanted a bit of freedom. While not brave enough to outright disobey her father’s wishes and leave, she eventually made plea bargain that if she remained financially dependent on her father she could leave. He saw this as his way of controlling her. If he was paying her bills he could choose where she lived and if he stopped paying she would have to come home. Thus far it has worked. She is content with the small apartment he pays for and the freedom to just walk wherever she pleases.

Because of the gymnastics training she developed a very nice muscular stature. She can also run 5 miles at a go with no qualms. Her stamina is very impressive. Walking from sunup to sundown is well within her limits. Inherited from her father, Lovissa possesses the ability of telekinesis. She herself does not know her own limits, as she was never trained other than to control it so as not to cause accidents. She doesn’t feel the need to push her ability to test its limits since she has never had the need to. She has never been in a situation where she wanted to move something she couldn’t do the old fashioned way, and many would never know she has the skill, because she never uses it.

77The Thunder Tyrant

Link, because Gaia hates my profile coding.

78Akemi Mercuraki

Name: Aki'Ra Serao Mercuraki though most people just know him as Akira Mercuraki

Age: 500 Years

Gender: Male

Species: 50% Human. 25% Angel, and 25% Phantom Elf

Height: 6' 1"

Weight: 153 lbs.

Hair Color: Usually simple brown.

Eye Color:Usually dark blue.

Physical:

While he has two physical forms, when in either one there are no sign of hatred in his eyes at all. This will be further explained in the Personality section. He rarely uses his natural form and perfers to use the physicaly weaker form that was thrust upon him by another.

Personality Traits:

Akira long since rid himself of all hatred and cannot hate anyone and he likes teaching this among other things to his daughters and the people around. As peaceful and trusting man. Aki'ra usually comes off as a naive old man, but in reality it's not that he doesn't think there is any threat to him or his love ones, but that he's confident that they can all take care of themselves. Aki'ra is a loving father and his two daughter's Akemi and Tama are the most important things in the world to him. Aki'ra is a pretty wiseman though the gaining of wisdom was unusually quick as it was a side effect of a curse a witch placed upon him.

Equipment:

Abilities:

Biography:

I will Edit this soon probably tommorow, but even then it might not be finished.

Edit:Well at least edited this bio

I will edit again as soon as I renember to and feel like doing so which is hopefully tommorow.

79The Oblivionic

UPDATED

Name: Nekurajin

Aliases: Desecrator, the masked one, Oblivionic

Alignment: Chaotic Evil

Height: 6'0"

Weight: 230 lbs

Ethnicity: asian/caucasian

Build: moderately muscular

Hair: medium-length, black, spiky flowing back

Eyes: Clouded white

Face: best described as 'strong'. prominent cheekbones and brow. medium width. strong jawline and chin. medium lips, both thickness and width. sharpened eyebrows that accentuate the eyes.

Attire: Mask of Duality(gold face mask; darksteel; carried on sash-belt), darksteel bracers, crimson hand wraps, loose black pants, hoof-like boots(darksteel toes), leather torso sword holster(crosses over the chest like bandoliers; holds the swords on back in an X)

Other: pointed ears; sharper teeth; clawed hands; black definitive veins

Weapons/Artifacts: two katanas

Sword of Corruption

  • Dark Strike: inflicts negative damage; decay/rot/disease and heal-delay

Sword of the Purifying Flame - Jenosaido

  • Purifying Edge: inflicts holy damage; purifies on strike

Mask of Duality

  • contains the opposing essence of Nekurajin. Essence transfer caused an over-abundance for the human soul; thus, Nekurajin is either completely good, or completely evil. An attempt to unify the essences would cause MPD and psychosis.

Abilities list:

Genetic: *all 'increased' stats are 200% of a normal trained human. EX: able to lift 400 lbs overhead.

  • Immortality - to the extent of never aging a day.

Improved stats: result of genetic experimentaion.

  • Increased Stamina
  • Increased Reaction
  • Increased Speed
  • Increased Strength
  • Increased Intelligence
  • Increased Agility
  • Increased Endurance
  • Essence Shift - weakened the strength of the body as it reels from changes in the mind/soul.
  • Regeneration - can fully regenerate physically utilizing negative energy from/of self, or absorbing it from something else. REQUIRES focus + time.
  • Inverted Sharingan - a kekkai genkai of one incarnation, the DNA was later recovered. Normally would make illusions impossible to see through; but illusions are no longer used. It's other effect being the inverse of the sharingan; and thus when eye contact is made, the other user's sharingan(or other ocular jutsu) is useless, and no better than a normal eye, even during mangekyou.
  • Inverted Sharingan Mangekyou- Absolute perception; immune to perception altering effects.
  • Rage Sight - eyes are visually clouded over. A fog muddles Nek's natural sight and his ability to perceive in the normal spectrum. Instead, he is capable of seeing what he senses: ki(life-force), magic, sound, smell. Normal sight extends to 15 ft, so he is aware of his immediate surroundings.

Mental:

  • Psionic Static - prolonged exposure to several instances of mental superiority, aka psionics, has built up a mental immunity to any direct mental influence by way of sub-conscious static that emits a kind of 'blank thought' to interfere/disrupt targeting psionic attacks. Active psionic ability. As such, those attempting to connect telepathicly, or read thoughts, will hear a deafening static. Through entire body. Includes Will used on other objects inside his body.
  • Sense/Detect Magic - can sense a supernatural energy source, and locate to within 1 yd, and 90 degree directional accuracy. 1 mile range.

Soul Powers/Attributes:

  • Corruption - Healing by pure negative energy; no damage from positive due to humanity.
  • Reincarnation- Upon physical death: 1 day real-time execution for reincarnation. Reduced by soul bound. Formerly 5 days.
  • Soul Bound - has bound, or anchored his soul to his physical body, producing the following effects:

-- physical appearance change: black(sharp definition), tracing the veins; as if black blood, giving off a sort of luminesence, black glow.

-- Taint on touch - Not strike. The ability to taint the life-force of the inherently good; as well as make resources foul/tainted/poisoned/etc by channeling spiritual energy into it.

-- Decreased Reincarnation time

-- Anchored - Cannot become disembodied. Cannot be soul-trapped, experience soul death, or have soul taken.

  • Absorb Soul - can absorb the essence of a disembodied spirit. Must not resist, or be unable to, for it to succeed. 2 turn execute.

Monk Abilities:

  • Silent Step
  • Sense ki/chi/chakra
  • Dark Ki

Dark Ki Powers: *Pitch-black ethereal flame visual manifestation.

  • Soul Fist Style(Dark) - any strike may be infused with massive amounts of negative spiritual energy to inflict negative damage, disregarding armor; aka essence drain. Req: unarmed.
  • Corrupt Weapon - able to channel dark spiritual energy into any non-enchanted weapon to give the weapon a sort of 'taint on cut' ability. Wounds dealt by the corrupted weapon will heal slower, and will likely become infected if left untreated. Auto-ability.
  • Darkness Devours - throughout the duration of a battle, physical and mental abilities will increase as rage does. This causes the skin to darken until it eventually reaches pitch-black. Only occurs during battle, however, so it does not carry over to the next; restarts after a single fight. No maximum; but decidedly stops when the opponent is clearly outmatched. Increases exponentially, starting at 1.2X. EX: post one, normal strength; post two, 1.2X; post three, 1.44X; etc.(1.2 constant)
  • Cursed Flame - can burn objects with a flame that does not produce heat, and is not actually fire; thus isn't put out by water/cold. Target must have no opposing life-force; doesn't effect the living/sentient.

Biography

To be written....

80Xerion-N

This profile layout was created by Theory-of-Xerosis.

Basic Information:

Full Name [Birth: Unamed

Full Name [Used: Xerion Nozima

Alias/s: None

Age[True Age: 2500-2600

Age[Physical Age: Somewhere in his thirties

Race[Blood: Demon

Race[Achieved: ?

Status:

The status Xerion is currently at in certain threads and guilds.

Status

[Leviathan Stadium: Xerion has spoken with his brother and given him half a billion gold which was from his fathers will. After doing so Xerion headed to Durem and to the Rock Fist Guild.

[Rock Fist Guild: Xerion has joined The Rock Fist Guild and participated in an attack on the guild. Following the attack he met up with a Woman named Faye De Lioncourt and went to her room for the night ;D.

Gender: Male

Sexuality: Straight

Personality:

-To Be Worked on, needs more character development will he gets a personality.-

Maritial Status [Past: Nothing.

Maritial Status [Current: Single

Family [Mother: Unknown -Deceased-

Family Father: Raziel -Deceased-

Family [Brother: Jack Nozima

Family [Sister: Alison Nozima. -Deceased-

Rival/s [Current: None.

Rival/s [Past:

None

Nationality [Birth: Demon

Nationality [Current: -

Class: Warrior of Ice

Profession: Ice sculpter

Alignment: Good

Theme Song [Current:

Here Comes the BOOM! by Nelly

Them Song/s [Past:

None

:Appearance:

Casual:

[Head: Dark Blue hair that travels to the bottom of his neck. He has Icy Blue eyes, just like his brothers. Covering up his eyes is a pair of blue goggle like glasses.

[Torso: Xerion wears a plain black loose shirt with the buttons usually undone. The shirt is Sleaveless. Sometimes Xerion doesn't even wear a shirt because he is very bulky and loves to show off his muscles. He also wears a black cloak at times when he has been traveling or just feels the need to. Another recent addition to Xerion is the blue tribal tattoos which cover his torso, arms and legs.

[Arms: His arms are exposed to the world as he has a sleaveless shirt.

[Lower: Xerion wears a pair of Black Jeans and wears Blue and white Air Force Ones, custom made.

Fighting Mode:

Height: 6'6"

Weight: 160kgs

Complexion: Slightly Tanned

Wings: Xerions Wings were tradgically lost during a battle.

:Weapons/Equipment:

-Gauntlets of Ice-

Xerion has a pair of blue and gray gauntlets that has ice on the knuckles. This ice is controlled by Xerion allowing him to form extra helpfull things while punching. These gauntlets were given to him by one of his last men during battle.

-Silver Ring-

Xerion has a silver ring which he wears at all times. The ring was given to him by one of his last men during a great battle in his village.

:STATS:

Weapons-

[Long Blade: 3/10

[Hand to Hand: 8/10

[Blunt: 5/10

[Axe: 3/10

[Short Blade: 3/10

[Spear: 2/10

[Whip: 2/10

[Archery: 2/10

[Fire Arms: 5/10

[Staves: 3/10

Magic Skills-

[Alteration: 4/10

[Conjuration: 5/10

[Destruction: 7/10

[Enchant: 3/10

[Illusion: 4/10

[Mysticism: 3/10

[Restoration: 5/10

Physical Skills-

[Acrobatics: 8/10

[Athletics: 8/10

[Block: 6/10

[Heavy Armour: 6/10

[Light armour: 6/10

[Medium Armour: 6/10

[Unarmoured: 8/10

Attributes-

[Endurance: 8/10

[Strength: 9/10

[Agility: 6/10

[Speed: 6/10

[Personality: 7/10

[Intelligence: 7/10

[Willpower: 8/10

[Luck: 6/10

Elements-

[Fire: 0/10

[Air: 7/10

[Water: 9/10

[Earth: 5/10

[Electricity: 3/10

[Blood: 1/10

[Negative: 1/10

[Light: 6/10

[Time: 1/10

[Alchemy: 5/10

:Abilities:

SPIRITUAL ENERGY:

Colour-Blue

Xerion has control over his spiritual energy. Spiritual Energy allows Xerion to do many things. These things include lessening damage from enemies depending on how strong the spiritual energy on the outside is showing. Also Xerion is able to strengthen physical attacks quite a large bit. There isn't much else Xerion can do with Spiritual Energy though.

Ice and Water:

Xerion can control ice, water, mist and other forms of water, solid, gas or liquid. He is rather good at it as well.

:HISTORY:

Book I

-Chapter One-

Birth of Xerion

Many, many years ago, thousands even, a boy was born into the world. His mother, a woman raped by a demon named Raziel. The woman was only eighteen when she was raped by the Demon Lord, so adopted off the boy to another family. The family he was given to was the Nozima family, and consisted of two elder parents. They took the child into their home and named him Xerion, Xerion Nozima.

When Xerion was only one year old another child was found at their doorstep, a girl. This girl was also took in by the Nozima family and named Alison. Nothing very interesting happened during this time when they were children, till another child arrived. Yet another child arrived at the doorstep of the Nozimas. Like the other two children, he was taken in and named Jack.

Xerion and Jack got on quite well, in a brotherly way. Alison wasn't as loved, but still there in the family. When Xerion had turned fifteen Jack was twelve. Jack didn't go to school, as the family were too poor to give him an education. So he stayed home all day. When Xerion and Alison were at school and Jack was at home with the two parents a bad thing happened. Nobody knew what happened, but a blast erupted from within the Nozima's home destroying it and the residence within it. Jack was gone.

Both Xerion and Alison came home at the same time to find their house burnt to the ground. The two mourned their losses and were seperated to be adopted to different families. Xerion went with a family to the south while Alison to the north, the family had been split up.

-Chapter two-

Lands of Ice

It had been a few years, Xerion was now twenty. His new family lived in the icy lands in the south of Gaia. After reaching the age of twenty his aging began to slow down dramatically. He would not age no matter how many years past, it seemed like his body had paused in time and never changed. It was both cool and a burden. Xerion still looked young and childish, which never got him any women, but he was feeling like an immortal.

His new family was an alright family, they taught him of the people around him and about how to do things like they did. Over time Xerion was able to control ice and water like the whole village, but he seemed to control it to a higher degree. This was because of the demon blood within his veins, adding to his magic control power.

Eventually Xerions false parents died off with age and Xerion was left to take care of himself. By that time he was fifty years old, but still looked like he was twenty years ago. Due to this Xerion was given the position of General in his villages small army. Not many people attacked the village at all though, so there was no point at all being a general in an army that has no use.

Time past and everybody around Xerion began dieing of age, desease and other deadly things. Xerion was now the village elder at the age one hundred. His words wise, his strength great, his agility great. During his spare time Xerion would work out alone out in the deserts of ice. All that training really helped as soon armies from the north came to his village. Xerion led the army to war against the army without fear. He had been training for war all his life, and was not going to let his village be taken over.

-Chapter Three-

War

The battles lasted days. A week past and Xerions village was vastly out numbered. Only twenty men were left, one including Xerion. The attackers had over one thousand men left, it was like they were just toying with the village. It would be on the seventh day that the attackers probably thought that they shouldn't waist their soldiers so sent in the entire army.

Only half an hour into the battle only Xerion and three men were left standing. One told Xerion to retreat and escape the village with the woman and children, the three men would distract the army for a short while. Those three men were each as strong as Xerion and would not fall easily. Each gave Xerion something to remember them by. One gave him a pair of blue goggles, another gave him their blue and gray gauntlets and the last gave him a silver ring. With that Xerion retreated before the next wave of enemies came.

Xerion led the village woman and children away from the village alone. Looking back on top of an icy mountain Xerion saw his village burning to the ground. He would do anything just to kill that army, anything.

After escaping the village everything stopped around Xerion. A man who wore a white jacket and a mask presented himself before Xerion, stating he was Xerions true father. After a talk Xerion was granted his true demon power, and also a pair of wings. With that he headed back to kill of the army with his new power.

-Chapter Four-

An Un-killable Opponent

Xerion returned to his village with new strength and power. Upon getting there a great battle unfolded. With the new Demonic power Xerion had aquired the men in his way were defeated with great ease. Then he reached the armies leader. The man fought with speed unlike any Xerion had seen before. The battle between the two was a very long one.

In the end, after Xerion had sustained many injuries, that man then unleashed a great attack upon Xerion. This attack knocked Xerion out. With that the man sliced Xerions wings off and took them as a trophy before leaving the village with the men that were left.

-Chapter Five-

A long rest in the Demons world

After the battle Xerions father took him in his arms and transported the two to the Nozima plains where Xerion was left to recover. A month past before Xerion re awakened. Upon waking up he was transported to Gaia once again. In the month he had been asleep three hundred years had past in the world of Gaia. Now Xerion was left to start his life again.

Book II

-Chapter One-

The Fist of Rock

After Traveling around and getting used to the new world Xerion stumbled upon The Rock Fist Guild. Joining up he started his life there. Days after joining a team of men and woman assaulted the Rock Fist. Xerion joined the battle and defeated his opponent after a hard battle. His opponent was a beast of a man and seemed near impossible to beat, but it was done.

With that Xerion heard of the leviathan Stadium from the TV, and a man named Jack Nozima. His brother. With that Xerion traveled towards Isle de Gambino to find Jack.

-Chapter Two-

Death of a father

Along the travel a demon messenger came before Xerion and told him his father was dead and that he had just inherited five million gold. He was also to give Jack his share of gold.

Reaching the Leviathan Stadium Xerion watched as Jack battled another man. In the end they called the battle a draw. With that Xerion confronted Jack and gave him his share of gold. With that the two battled, as Jack wanted Xerion on his HoH team. The two drew in battle and so Jack decided Xerion shall be in the team.

Now Xerion trains for Heaven or Hell.

81Mining Coal

Name :: Janus Deai

Age :: Unknown

Height :: 186 cm

Weight :: 185 lbs

Race :: Kyton

Appearance :: His clothes vary, though he favors black clothes that fit his form with enough room to move. His gray hair reaches down to his shoulders, but he usually wears it up in a ponytail or bun. His eyes are a gray color, his face thin with high cheekbones. His effeminate looks have caused him to be ridiculed by those with a much more masculine outlook on life, though it doesn't bother him. His chest is marked with scars of past fights, left there as a reminder of each. Tattoos mark his body, their pattern obvious to those who are well learned in anatomy.

History/Personality ::To put it briefly, Janus was born into a pure race of kytons, but struck up a deal with an angel for the ability to be free from the pains of holiness and, in doing so, broke the blood line of his family and caused him to become exiled from both realms. In a half-demonic, half-angelic state, he roamed the outer realms, learning what he could where he could to become stronger and one day re-instate his family to their rightful glory. Now, he has come to here in search of the Spear of Longinus, so that it might remove the holy taint of that angelic deal, allowing him to return home.

Weapons :: December; Marking of Chk'rhyll; Legs of Anansi; Mother Cyst

Weapon Information ::

[December] A jitte made from blackened iron, its handle is curved like a gun-blade's and, unlike a normal jitte, has four smaller arms set equal distances apart around the central arm. This weapon, when struck against flesh or bone, causes a bruise to form in the shape of a snowflake. The tendrils expand three to five inches away from the original impact point and, as time goes on, the pain increases. The duration of this ever-growing infliction depends on how severe the initial damage is.

[Markings of Chk'rhyll] Primal tattoos granted to this demon through the Lesser God Chk'rhyll run across and spiral along major vitals of his body. These markings are used to, effectively, manipulate momentum. With them, he can transfer the kinetic energy from one object, through and out of his body. Each use is painful, and too many attempts at this dangerous art has, in the past, resulted in broken bones, torn tendons, internal bleeding, and pierced organs.

[Legs of Anansi] These chains are named after the mischievous spider because of their own devious abilities. These chains are impervious to temperature changes, impossible to melt or freeze, and can 'detach' from a link much like a salamander can separate from it's tail.

[Mother Cyst] This small tumor of undead flesh resides in Janus' left lung and allows him access to the following which will be described in the spell section. The number behind it designates how many times per day he can use said spell.

  • Necrotic Awareness x20
  • Necrotic Cyst x10
  • Necrotic Scrying x10
  • Necrotic Bloat x10
  • Necrotic Burst x8
  • Necrotic Eruption x6
  • Necrotic Empowerment x5

Armor ::None

Armor Information ::None

Spells :: Mother Cyst

Spell Information ::

[Mother Cyst]

  • Necrotic Awareness :: Janus can sense the presence of another with a necrotic cyst inside of them.
  • Necrotic Cyst :: If Janus touches a being with his fingers, he can implant a sac of necrotic fluid inside of them. This sac can be removed by a chirurgeon and only by a chirurgeon with a 70% fail rate. If the surgery is successful, the subject is debilitated by the painful ordeal for one whole day. A d20 save of 8 or better causes the cyst to die during implantation, merely floating dead in the being's body to be removed on their next bowel movement. Janus cannot sense this dead cyst, nor use it for any of his other cyst spells.
  • Necrotic Scrying :: Janus can talk to an individual that bears a necrotic cyst no matter the distance between them. This spell is ineffective if the subject no longer houses a cyst inside of them. The subject can see or hear Janus as if he were standing before them.
  • Necrotic Bloat :: The cysts pulses and swells, dealing medium damage [1d6 per level, max 10d6] and half of the damage is vile. The cyst stays swollen to surround the newly necrotized flesh and will only shrink back in size when the vile damage is healed. Vile damage can only be healed by a consecrate or hallow spell.
  • Necrotic Burst :: The cyst explodes outward, consuming a large amount of flesh and organs. A d20 save of 12 or greater is needed to remain alive. If the save is failed, the creature dies and the cyst becomes a free-living creature under Janus' control, usually made from the dead being's organs, muscles, veins, and the occasional bone. Half the damage dealt [up to 15d6] is considered vile and the cyst won't shrink until the vile damage is healed.
  • Necrotic Eruption :: The cyst erupts violently and without holds, a d20 save of 16 or greater require to keep the subject alive and they suffer up to 15d6 damage, half considered vile, etc. If failed, the subject is swallowed by the cyst, and any subject within 20 feet of the subject suffer up to 15d6 damage and contract their own necrotic cyst, a d20 save of 14 to cause the damage to be halved. Half the damage is considered vile. The cyst will emerge three rounds later and be a free roaming creature under Janus' control.
  • Necrotic Empowerment :: Janus' body call on the powers of the mother cyst, increasing his dexterity, intelligence, and wisdom, hardens his skin to create a make-shift armor, and gives Janus an extra 20% of health. While this spell is cast, Janus cannot cast any other Cyst spell.

Special Abilities :: Master Chain Manipulation; Regeneration; Eye of the Watcher; Tongue of the Mohrg; Black; Celerity; Shaan-Koi; Cursed Deal

Ability Information ::

[Master Chain Manipulation] The years exiled gave Janus plenty of time to hone his blood skill of 'possessing' chains and controlling them. He can manipulate any chains within 60 feet of himself in any direction unless they are protected from such, and can cause these chains to grow up to an extra 20 feet and allow them to sprout jagged barbs, each razor sharp.

[Regeneration] Like it says, Janus can regenerate at 4% per round, and will grow back severed limbs if and only if he picks up the removed appendage and holds it to the previous point of adjacency for 8 turns. His rate of regeneration can be increased by 'purging' the wound of impurities.

[Eye of the Watcher] An enchanted layer of cornea covers both of Janus' eyes like a second set of eyelids. This set of layering allows Janus to be protected from visual alterations such as hallucinations and protect him from extreme visual stimulus, such as blinding light or pure darkness. This layering also allows janus to see the aura of those around him, granting him the ability to see a percon's mood and when it's changing, giving him insight to the person's actions and an extra few second to react to violent tendencies.

[Tongue of the Mohrg] A skin graft, Janus tongue can extend up to 2 feet out of his mouth, becoming tubular and cartilaginous, the tip rimmed with three sharb barbs. Through these barbs a poison can be injected into a person they scratch through a venom sac located deep in Janus' throat. this poison can paralyze its victim as quickly as three seconds after delivery, and can be cured through extensive cleansing of the subject's blood and many transfusions.

[Black] Janus' blood becomes very adhesive once more than three inches away from his body, and after three seconds of contact to an outside entity, it will begin to become heavier and heavier, dragging the item it's stuck on to the ground and eventually crush them with the tremendous weight..

[Celerity] Janus gains inhuman speed for a few moments. His form blurs, flickering on some occasions, and solidifies a short-distance away. The path is easily traceable. With each use, though, he weakens exponentially.

[Shaar-Koi] A fighting style Janus created by combining Mantis, Jeet Kune Do, and Judo, focused on keeping your opponent's hands off of you and creating an opening for powerful strikes to organs and disabling throws.

[Cursed Deal] Janus' physical and spiritual reaction and damage to holy attacks or items is lessened, allowing him to endure more than a normal kyton could.

82The Oblivionic

Name: Giga Shadow

Symbiote Name: Ex Umbra

Suit Name: Guyver VI (6)

Human Name: Ravenhelm

Hellspawn Name: (TBD)

Class: Shadow Juggernaut

Height: 8'0" (unarmored); +8" (armored)

Weight: 320 lbs. (unarmored); 350 lbs. (armored)

Unarmored description: irrelevant

Appearance: Insectoid armor covers the entire body in an exo-skeleton of organic steel. It acts as a sort of carapace armor, denser and harder to cut through than bone, but more malleable. All the carapice pieces are black, the exo-muscular structure being a very light grey(10%). The head is completely covered in a helmet; two armored eyes in front, an orb above them, centered, and three spikes the may protude from the cranium - one center, and one on each side running down the head; two more orb-like eyes rest under the two side spikes for added sight, when needed; a respirator is located on each side of the helmet, running along the jaw; the area where a mouth should be is flat, featureless save it's smooth quality. The shoulders and chest are covered like pauldrons and breast-plate, with segments at the abdomen for flexibility. The arms, too are covered, like gauntlets. A blade angles out from the side of each forearm on the outside, extending past the elbow one foot to a point; the blades normally keep along the arm, though they can shoot out 30 degrees from the wrist; retractable, so that the foot of extra length does not hinder. Another metallic orb, though completely black, rests in the center of the waist like an obsidian jewel. From the waist down, more insectoid armor. The top of each shin guard holds a three inch spike that lays flat against the thigh armoring when he stands straight. The toes of the 'boots' form three sharp points.

Weapon: Two arm blades, one on each arm.

The Plane of Shadow

  • For the purpose of free-form, impeded magics(light and fire) are instead reduced to 50% efficieny/effectiveness; with a maximum 2-post duration.

Element: Shadow - a twilight element. Is neutral aligned. Gray spectrum - neither dark nor light. Requires both to exist. Is harmed by neither.

Symbiote: A creature of the shadow plane, it is the source of the suits shadow powers. It is the suit, and contains its own sentience. But due to its symbiotic nature, will rarely disobey the host; if only for its own survival. It is repelled by strong light or complete darkness, as it can't exist under such conditions. When faced with the two extremes, it will 'hide' beneath the suits techno-organic material for self preservation. This causes all [Shadow] abilities to cease. Because it is alive, the suit is alive; which means the functions of the AI of the suit are carried out immediately instead of when there is resources. The Symbiote is capable of rapidly repairing any gap in the armor; and because of it's shadow form, can replace missing limbs if needed.

Abilities:

Human

  • Large Humanoid: more strength, size, and ultimately, physical superiority to those smaller in size.
  • Bounty Hunter: familiar with tracking targets, and efficiently assassinating them.
  • Stats:

-- Lift Overhead: 600 lbs.

-- Lift On Shoulders: 1200 lbs.

-- Dead Lift: 1000 lbs.

-- Drag: 2000 lbs.

Techno-organic

  • Increased Combat Prowess: the suit gives an inherent bonus to attributes: speed, strength, finesse, dexterity, reaction, endurance, stamina, and perception. Multiplies exertion of natural traits by 10.
  • Core: the suit's core is the orb located on the forehead. It is the source and the weakness of the suit. If it is taken, the rest of the organic matter will die.
  • Chest Cannon: If the core is sustaining damage, or being removed, the chest canon will open the chest cavity and fire a highly destructive beam of energy, like a nuclear blast minus radiation. Time Delay: 10 seconds, RP
  • Reconstruction: In the event that the core is removed, can attach to organic at will, and 'steal' material to reform. Time Delay: 6 hours, RP
  • Extract Blades: the arm blades can be pulled out at the wrist and used as katanas made of a much denser, and superior steel than organic steel.
  • Organic Steel: The 'material' that makes up the harder parts of the armor. It's resilience/density mimics that of typical steel armor, but with the ability to repair itself.

Shadow

  • Subversion: This is the only power that works independent of the symbiote. It creates a territory filled with the essence of the shadow plane in a 50 meter diameter. The power source being the black orb on the waist. Thus, the territory acts as the shadow plane. Solely for the purpose of defense against light and darkness.
  • Porting: can move from shadow to shadow by way of the shadow plane.
  • Morphing: Can change/add physical properties of self via adding shadow matter.

-- Maw: can form a large carnivous mouth full of predatory fangs.

-- Claws: in the absence of katana fighting, forms claws for alternative damage.

-- Wings: sprout large bat-like wings varying in size and number.

-- Tail: 'grow' a thin whip-like tail of varied lengths, with excellent control, acting like another limb.

  • Conversion: Shift the entire suit into pure shadow to become incorporeal. Retreat tactic, as it requires a day (RP time) to convert back to solid.

83Vintrict

Entering two profiles by links to my journal entries. This way, when I need to edit stuff, I won't have to go to both here and my journal to change.

Vex Glaston

Ixion Cristal

Vintrict Viase

84White Lilium

• Name: Tinari

Age: 15

Race: Mutated Human

Gender: Male

• Appearance:

Physical Features:

A caramel tint to his skin and a coal black ponytail hangs below his shoulders. A thin, but slightly toned body frame is nothing out of the ordinary for him.

Clothing:

His clothing makes up of baggy pants that have trouble fitting him, and large shirts with crazy designs. They’re very lightweight, and enable him to move around easily.

Special:

The features to really take note of are the extra three mouths he has. Two of them on the palms of his hands, (I know, I know…).

Equipment:

Two large, pouches of clay are around his waist, basically being an unlimited display of it. Each bag holds 150lbs of clay.

• Abilities:

Tinari is a rather unique kid, having a rather strange physical aspect to his body. At the bottom of Tinari’s hands, within the center of it there is a small mouth which is able to ingest various mediums. By ingesting these mediums, they can then be brought back out with an explosion quality. However, when using a particular substance such as clay he can create frightening bombs to face off against his opponents. When they are created, it appears that the creations become as if they’d have life in them, as if they were being animated.

  • C Chakra: This is another form of chakra, known for nothing else other than its potent ability to create large explosions. There are three different levels of C Chakra [C1, C2, C3], all knowing to be destructive in some sense. Once Tinari has imbued something with this chakra, he is able to detonate it at his will, make it explode on impact, or even make it explode when someone enters its field. Each level determines the degree of the explosion, C3 being the greatest.

• Personality

Dry, cold, not talkative, tired. These are the things that he’s usually staring at something with. He enjoys art, obviously, and his care for anything accept that his very low.

• History

His life, despite his unique powers, isn’t exactly that entertaining. His cold personality only leads him with no friends at all, and this made him even colder. He was apparently abandoned, and his true goal is to find someone with any relation to him. He’s taken note of his abilities, and has figured out ways to use it. He has set looking in many areas, and it has leaded his presence to this particular site.

85Theory-Of-Xerosis

Full Name [Birth: Kazaki Taienth

Full Name [Used: Kazaki

Alias/s: None

Age[True Age: 42

Age[Physical Age: In his 30s

Race[Blood: Human/Dragon Blood

Race[Achieved: Dragon Born

The Dragonborn children of Bahamut are a unique race in that they are not born: They are Reborn. Each one enters the world as a Humanoid race with all that races properties and traits. Bahamut beckons to his would-be followers, and those few who may choose to serve him.

Most of those who here the call discover it early, before they reach adolescence. A few heed it after reaching adulthood and beginning their careers. Not all who are called answer though.

The call is a strange event that one must experience to understand. It takes the form of a courteous mental question, asking ones heart and soul are able and willing to undertake dedication to a noble and arduous purpose-Protecting the world from the spawn of Tiamat.

Bahamut's call asks the chosen one if they are willing to give themselves entirely over to this cause, giving up all they were before to transform into one of Bahamuts children. The choice is never easy. The chosen one is made aware of the many sacrifices they must make, from their racial identity, to their family and friends, even their way of life.

The only reward for this is the service to the platinum dragon and his abiding love.

Gender: Male

Sexuality: Straight

Personality:

Kazaki is a kind person who loves to fight for justice and Bahamut. Being a dragon born, well a part dragon born, Kazaki is to serve Bahamut against Tiamats spawn. This includes fighting evil dragons, Wyrms and other evil things. This takes strength and skill to do, which makes Kazaki a good fighter. And a good fighter usually loves to fight. When not fighting he is usually relaxing about somewhere or having a nice talk with another person. It is easy to befriend Kazaki, as he is open to all but evil people and things.

When talking with good people, Kazakis happy and good personality won't change at all as he wishes to befriend anyone he can, as every friend can help to defeat Tiamats spawn. The only time Kazaki is angry or enraged is when fighting against evil people and spawn.

Martial Status [Current: Single.

Family [Mother: Anna Taienth

Family [Father: Jacob Taienth

Family [Siblings: None

All Kazaki's family were left behind after changing to a dragon born.

Nationality [Birth: Gaian

Nationality [Current: Gaian

Profession: Hunter of Tiamats spawn

Alignment: Lawful Good

Class: Dragonborn paladin

Religion: Kazaki worships Bahamut, the platinum dragon.

Theme Song [Current: Through the Fire and Flames by Dragon force

-Appearance-

Description:-Kazaki has long white hair which shines angelically in the sunlight. He has golden dragon eyes which glow with heroic-ness and power. His tanned skin glows like a noble aura around him. A white vest made of Dragon craft metal adorns his torso, to protect his muscular body. Both arms have been wrapped in bandages, the left more-so than the right. This is because Kazaki's left arm is just like that of a dragons, claws, scales, bones and muscle. Upon his right shoulder the name 'Bahamut' is sketched into his skin by ink. Upon his back, held by a black belt, is a great Flamberg sword, waiting to be used again. He wears a pair of white dragon hide pants, which protect his legs well but still give Kazaki good movement. Kazaki wears a pair of white and black sturdy boots. Around his waist is a black belt with a chain tied onto it. On the chain is a horn with dragon carvings on it.

Eyes:-

Kazaki's golden eyes were bestowed upon him after his rebirth. These eyes allow him to see much better and further away. Along with this he is able to see in the dark with much ease. He can also see through smoke slightly.

With the eyes Kazaki has no need to blink at all.

Like a cats eye Kazaki has a large iris with a vertical pupil. This arrangement allows the pupil to open extremely wide and admit much more light than a human eye can.

If one were to look closely into Kazakis eyes, one could see a second iris and pupil within the first. He can freely shift and rotate this inner aperture up to 90 degrees: So that the inner pupil can overlay the outer one, or lay at a right angle to it. This ocular structure gives Kazaki extremely accurate depth perception and focusing ability.

Kazaki's eye is protected by a leathery eyelid and three smooth inner eyelids, or nictating membranes. The inner most membrane is crystal clear and serves to protect the eye from damage. The other two eyelids mainly serve to keep the inner membrane and the surface of the eye clean. They are thicker than the innermost membrane and less clear. He uses these to protect himself from sudden flashes of bright light. Also, Kazaki's eyes glow in the dark, but can be hidden by closing one or more of his inner eye lids.

Skin:-

Kazaki has a less hard version of dragons skin. His skin is more human like in appearance, which allows him to fit in much easier than other dragonborns. But it is still strong, like leather. This stops many weak piercing and damaging attacks upon Kazaki during battles, but it only slows down dragon claws. But cuts can still happen with enough force and a good and sharp blade.

Dragoncraft Vest:-

A white coloured metal dragoncraft vest can be found on Kazaki at most times. The dragoncraft vest is made from a white dragons scales. This gives the armor the property to resist coldness and some ice like attacks. It is very strong and durable, more so than steel but not as much as Dragon Steel. But it is lighter than both steel and dragon steel, allowing greater movement and agility.

Kazaki gained this armour from a master Dragoncraft smith. Though the armour was expensive, about 6000gold minus the fee to get the materials, it was worth it. Since then Kazaki has remained protected from Wyrms and evil dragons with great ease.

Dragon Hide Pants:-

The Dragon Hide Pants were made by a white dragon. It was also created by the same smith which created Kazaki's vest plate. The dragon hide pants are very light, efficient, strong and can can withstand the cold. Dragon hide is like a stronger version of leather.

Ring of Dragon Friendship:-

This ring is carved to look like a dragon wrapped around the wearers finger. When wearing this wing no dragon will attack the wearer. If the wearer attacks another dragon in any way the ring loses its power fro twenty four hours.

This wing is worn upon his right hand.

Horn of Dragons:-

This horn bears intricate carvings of dragons in flight. When blown a silver dragon is summoned and appears at under one hundred feet from the user of the horn till death or no further use.

Kazaki wears the horn by a silver chain around his waist. It was given to him by a young silver dragon. He saved the young dragon from attacking Wyrms. From then on when Kazaki blows the horn that dragon will come to his aid.

The dragon is now in its Adulthood.

-Physical Traits-

Legs of a Dragon:-

Kazaki's legs have the bones and muscles of a dragons leg, but in human size and form. This allows him to have a higher strength in his legs to jump higher, run faster and stand falling greater heights.

Arms of a Dragon:-

Just like his legs Kazaki has dragon like bones and muscles within his arms. His strength is great due to the bones and muscles working together.

Dragon Wings:-

Kazaki can sprout dragon-like wings from his back. The wings can only sprout if he isn't wearing something blocking the place wear the wings sprout.

The dragon wings consist of a membrane of scaleless hide stretched over a framework of strong but lightweight dragon bones. Immensely powerful muscles in his chest provide the power to take flight.

Height: 6'2"

Weight: 162 lbs

Body: Muscular

Skin: Tanned

Hair: White/Long

Eyes: Golden

Scars: A great scar over his chest.

Tattoos: The word 'Bahamut' along his right shoulder.

-Weapons-

Feyrbrand:-

Feyrbrand is a Flamberg sword which was granted to Kazaki when he defeated the evil dragons and wyrms who destroyed his village. After killing the last dragon Kazaki was confronted by the Platinum Dragon himself, Bahamut. Bahamut gave Feyrbrand to Kazaki for the loss of his men during the battle, but also for destroying the dragons and wyrms.

The blade is 3.5 feet long and the hilt 1.2 feet long. The hilt is wrapped up in bandages and has a gold gem pommel. Upon the blade is three runes. One rune allows the blade to use holy attacks, another allows the blade to use flame attacks and the last makes the blade unbreakable.

Also, the blade can absorb energy from other attacks, Kazaki and the world around it. With each bit of energy absorbed the blade charges up one point. It has a total of Twenty charges able to be sword within it.

Attacks:-

Power Slash 1 charge

"By unleashing one charge of energy from the blade and swinging Feyrbrand a blast of energy will slice in the direction the sword was slashed."

-Burns with flame damage

-Holy Damage

-Energy Damage

-Slash

Threat: Medium damage

Fang 2 charge

"By slashing twice then unleashing two charges Feyrbrand will shoot out a two blades of energy which cross each other."

-Burns with flame damage

-Holy Damage

-Energy Damage

-Slash

Threat: Medium Damage

Spirit Shot 2 charge

"After stabbing forward with Feyrbrand and using two charges of energy three tenticals of energy will shoot outward and hone in on the target."

-Piercing

-Holy Damage

-Energy Damage

Threat: Mid to high damage

Geyser 3 charge

"After stabbing Feyrbrand into the ground and unleashing three charges of energy at lightning speeds the energy will shoot out before shooting upwards in geyser like towers of energy and flame."

-Explosive

-Burn

-Holy Damage

-Energy Damage

-Flame Damage

Threat-Medium Damage

Flame Wave 4 charge

"After stabbing forward and unleashing four charges of energy a blast of flames will be shot outwards."

-Burn damage

Threat-Medium Damage

Flame Pulse 4 charge

"By stabbing Feyrbrand into the ground and forcing the charges out in all directions a pulse of flames will shoot out in all directions."

-Pushing force

-Flame Damage

-Burn

Threat-Low

Energy Volt 5 charge

"Just unleashing the five charges of energy a lightning like energy surrounds Kazaki. If anybody else were to touch the lightning like energy they will be shocked very badly."

-Electrical Damage

-Holy Damage

Threat-High Damage

Storm 6 charge

"Raise Feyrbrand to the sky and unleash the charges of energy. With that a storm of energy will form and zap the area around Kazaki, and all enemies."

-Energy Damage

Threat-Medium to High

-Abilities-

Racial:-

-Immunity to Fire

-Epic Reflexes

-Darksight

-Epic Will

-Dragons Blood

-Faster healing. {[2x faster than a normal human]}

-Dragon Breather {[Fire]}

-Improved Speed

-Immunity to Poison

-Overcome Weakness {[By will power.]}

-Endure Blows

FIRE

Fighting:-

-Fist of Flames] Kazaki's hands can explode into flames. With that he can punch forward to send out blasts of fire.

-Flame Sweep] With a kick flames can sweep outward in the kicks direction.

-Fire Ball] Kazaki can form a ball of fire of any size and throw it at opponents.

-Sharpshoot Flame] Kazaki's finger tips can shoot out precise shots of flames which move fast and are deadly.

-Fire Legs] Kazaki's feet will burn with fire. When kicking flame will shoot out in that direction.

-Fire Clone] Kazaki can create a clone of fire in front of him.

Defensive:

-Shield of Fire] Kazaki can create a shield of fire in front of himself.

-Full Shield of Flame] Just like the shield of fire Kazaki creates a shield of fire, but this protects his whole body.

-Mirage] By increasing the heat around her the opponent will see three Kazaki's, like a mirage.

-Blinding Fire] Kazaki can create a blast of white flames which blind opponents.

Natural:

-Heat Up] Over time during battle the heat around Freya will rise dramatically.

Constant:

-Aura of Fear

-Aura of Heroic-ness

-Holy Aura

-White Dragon Lineage

-History-

To come

86Rivuzu

Birth Name: Adelbert Rivuzu

Alias: 'Rivu'

Titles: The Single Handed Archer

Race: Human

Gender: Male

Birthdate: July 24th

Age: 26

Apparent Age: Early twenties

Class: Archer

Job: Sellsword

Alignment: Chaotic Good

Height: 5' 11"

Weight: 140lbs

Blood Type: A+

Hair Color: A dark, oakey brown

Eye Color: Blue

Handedness: Was right handed, but now only has the left.

Complexion: Hispanic appearing

Marital Status: Single

Children: None that he's aware of

Relatives: None he is linked to anymore, disowned

Residence: Anywhere under the stars, no fixed abode

Likes: Money, tests of skill and being respected

Dislikes: Having no money, being beaten in tests of skill and not being given the chance to earn respect

Strong Points:

Highly logical thinker, not one to daydream or tally around which gives him a calm fix on the situation no matter what

Stubborness, refusal to give in or give way to anything when he thinks he is in the right

Compassionate and fair, even to his opponents

Fast learner, can pick up any skill in a matter of a few tries

Adaptable, being one handed has taught him the vitality of this skill

Weaknesses:

Self centered, very uncaring unless it's someone very close to him

Bad tempered, easily angered by the smallest thing gone wrong

Selfish

Overly competetive to the point of driving people away from him

Personality:

A very selfish person, he still bears a chip on his shoulder from being exiled from his family estate and losing his hand as a punishment. Years of travelling and being a lone sellsword has taught him self reliance, and he can seem very abrupt and short with some people. He will do and say whatever it takes, so long as his goals are met or out of jeapordy.

Description:

The most striking and important part of Adelbert is his lack of a right hand. Ending in a stump for a wrist, he has since had implants on it giving it a hook like attachment connected to his nerve synapsis, which can flick between two positions in an instant - open and closed. His lean structure and figure shows him to be of an eastern european decent (where such a crazy place to exist on Gaia, that is), and his mouth has a small scar on the lip running from the top of the right hand side to the bottom. His hair is curly and long, but always tied back fashionably with a piece of rough hessian cord.

Apparel:

Donned in a well worn leather piece of mail, providing ample protection with metal plating underneath from simple sword slashes and the ilk. The mail covers only his chest however, underneath he wears a hooded surcoat quartered off in black and green segments. His fur hunting boots and rich cotton breeches finish his actual clothing. The only thing in the way of magical protection he has exists in the form of a bangle on his left wrist, which acts like a constant automatic block against most weak to mid level spells - however, it's power is depleted quickly, and takes an entire solar day to recharge. He has two quivers, one on his left thigh whilst the other is on his back, each with a different type of arrow marked by the fletching on them. He bears no insignia or crest of his family, as he was stripped of that title long ago.

Equipment:

Bangle of Tyria

A bangle given to him as payment for a "job", it protects the wielder from up to six medium level magical attacks per day - after which, it requires an entire solar day left out in the sun to recharge.

Spirit Wood Recurve Bow

A bow carved of a very peculiar and special type of foreign wood, it is the last relic he carries from before he was exiled. The 46lb pull on this bow allows for devestatingly powerful and piercing shots, whilst at the same time bearing another unique ability. The Spirit Wood the bow is made of has the ability to leech the life of the user, if it allows them, in return for an exponential increase in power. The power of the shot generally doubles every single time more life force is fed into the weapon, meaning shots can move in jumps of 46lb's>92lb's>184lb's and so on, without the user having to put in anymore strain. The bow will also make the arrow do spiritual damage if life force is fed onto it, giving shots the ability to counter magical attacks and attack beings of that nature.

Arrows

Adelbert carries two types of arrows - standard, long point piercing arrows being the mainstay of his ammunitions, with the capability to pierce through metallic platemail - the actual tip of the arrow itself is made from adamant, and sharpened to a as fine a point as you could get without getting atomical.

The secondary shots he carries look very much like training "bag" shots. Instead of a metallic or otherwise point, these carry several different types of powder like compositions - most of which are a form of poison or status affecting drug.

Abilities:

Spirit Shot; feeding a portion of his own life-force into the bow to increase the power of a shot

Martial awareness; Archery isn't his only combat skill, he is also fairly apt with most forms of melee weaponry and can hold his own for a long while in a fight if thats what it came down to

Ambidexterity, of a sort. Originally right handed, but now without a right hand, he was forced to learn to use his left hand as a replacement and now is equally apt in managing both - even if one is severely handicapped

Extreme precision; his shots are almost never off target, being an archer by hobby since he was 10 and now a professional sellsword for the past 12 years with the weapon

History: In the process of being completed

87Lucid Red Herring

(New Profile coming soon.)

88Colonel Iyam A Heita

Name: Dramon KiDD

Mode of Combat: Berserker/Brawler close to mid range, aggresive.

Birthday: 01/08/1980

Height:6'1"

Weight: 200lbs

Birthplace: Legally speaking Barton, truthfully speaking the Isle of Draconia

Hobby: Fighting, Drinking, Riding and other stuff that can be incriminating.

Personal Treasure: His engagement ring and his angelic pendant.

Favorite Food: Honey, Caramel, whipped cream... see a theme here?

Dislikes: Annoyances, actual stupid people, and wannabe comedians.

Forte in Sports: The charge, entry and execution with finesse

Other things worth mentioning:

Weapon(s): Smoke {I}, almost any melee based weaponary at hand.

Battle Information

Combat Training:

#1- Dramon studied Ninjitsu, Chinese Boxing, Capeoria, Gymnastics, Northern and Southern style Kung-fu and has an understanding of the basics of Muay Thai but is not limited to these. He has also adapted his own varition of Masamune sword play.

#2- Dramon believes in embarassing his opponent, using his knowledge of the human anatomy to cause his enemy to fight themselves. His moves are swift and powerful usually damaging more then can be seen or felt.

Special Abilities:

#1- Carbon manipulation Mastery:

Utilizing the carbon gases in the air, Dramon can alter his physical structure or fuel his body with eminence energy, it is also his staple weapon of choice {*} . In a pinch however he can also manifest his own carbon, absent of the gases.

#2- Genetic Perfection:

An innate ability from his demonic bloodline, Dramon's body is the pinnacle of human perfection. All his genetic prowess at the peak of human evolution.

The breakdown of genetics.

The Mind

Ryuu Kaki Oni are gifted psionic users who believe in using the ability for self rather then projective purposes. Their minds cannot be hacked because of this, channeling their ability to form psi-barriers from probing minds of the highest caliber.

The Circulatory system

Generally the Ryuu Kaki Oni’s circulatory system functions much like that of a human but since they are able to regulate bodily functions through conscious thought, they are able to convert their body to function on one of the element found in common air. This takes immense training and the Kibishii Me ability to do. The change happens over a span of years before becoming complete. {III.}

The Skin , Muscles and Bones

The Ryuu Kaki Oni contain a phenemonal body structure. Their muscles a mound of compacted lean strands built for heavy-lifting, burst movement and enduring and because of the amount of power and torque their muscles can proceed, their skin is altered as well. Though they feel human, their skin is quite thick and like leather. This gives them a sort of natural defense higher then that of normal humans as well has a higher resistance to pain has their nerves are buried under this skin.

The skeletal structure of the Ryuu Kaki Oni is quite perculiar, already has strong has steel to accomodate their enhance muscle structure, the difference can really be scene when on has altered their circulatory system around another element. The bones then take on secondary properities. {IV.}

#4- Kibishii Me (Piercing eye):

A somewhat pisonic ability, it unlocks the inhibiter to the senses. This allows them to perceive and calculate everthing in a fifty foot radius. Their awareness is almost omniscient at this point. The transition in Dramon is signaled by a jading of his eyes.

#4- Kihaku Tora (Soul of a Tiger):

Due to Count Zantara's ingenious nanobots Dramon accrued a 60% mastery of his Kibishii Me, allowing him to finally summon Kihaku Tora. Kihaku Tora is a secondary technique of Kibishii Me, allowing the user to gain more access to their phyisology and utilize it more efficiently for reaction and initiative reasons..

Special Techniques:

Etheral Invoke: Utilizing his “smoke” Dramon can summon his lesser weapons, such as shurikens, choke wire, chain-dart and attire. {II.}

Kihaku Tora: The Kihaku Tora as a technique is a complete body-boost. Any action requiring muscle can be boosted to 5x it normal limit. This includes jumping, running, striking and so on.

{*} Carbon has several molecular forms which Dramon has learned to form to best fit his need at any given time. The time it takes him to form any given molecular form is inversely proportion to how it is formed naturally.

I. smoke (sm k)

n.

  1. The vaporous system made up of small particles of carbonaceous matter in the air, resulting mainly from the burning of organic material, such as wood or coal.
  1. A suspension of fine solid or liquid particles in a gaseous medium.
  1. A cloud of fine particles.
  1. Something insubstantial, unreal, or transitory.

II. Utilizing the various particles of smoke and other elements found within the body and nature, Dramon can generally form these weapons out of smoke. The time it takes to form the weapon is proportional to it’s durability.

III. Dramon’s circulatory system is geared to consume carbon solely.

IV. Dramon’s skeletal system can be reinforced or mended using his carbon based ability but it takes time and concentration.

89[Niitsu] - the - [First]

i./|/general information

•|Forename| Aurorion

•|Intermediate Name| -

•|Surname| Trition

•|Alias(es)| -

•|Title(s)| Flaming Right Fist of the Holy Overworld

•|Apparent Age| 18

•|Factual Age| 49

•|Date of Birth| March fourteenth

•|Zodiac Sign| Pisces

•|Primary (Base) Race| Human

--|Secondary Race| Angel of the Lunar

•|Primary Class| Holy Swordsman

--|Secondary Class| Dragoon

•|Place of Origin| Faria

•|Current Residence| -

•|Past Occupation(s)| Royal Swordsman of the Imperial Guard of the Faria Empire

•|Current Occupation(s)| -

•|Patron Deity| Farion

•|Alignment| Lawful neutral

ii./|/physicality

•|Height| 5'10"

•|Bodily Measurements|

--|Arm Length| 1'10"

--|Leg Length| 3'0"

•|Weight (Unadorned)| One hundred ninety-five pounds

•|Weight (Adorned)| Two hundred twenty-five pounds

•|Eye Color| Sea-blue

•|Hair Color| Blonde

•|Hair Style| Gel stylized; light; fine

•|Complexion| Fair; tanned

•|Body Art| Right side of neck (golden Tattoo of the Dragon); left ear (industrial piercing)

iii./|/mentality

•|Pros| Determined; lawful

•|Cons| Relentless

iv./|/clothing

•|Head| Unadorned

•|Neck| Unadorned

•|Right Arm|

--|Shoulder| Gold-lined silver pauldron (layered over shirt)

--|Upper Arm| White sleeve

--|Lower Arm| White sleeve

--|Hand| Gold-lined silver metal-backed fingerless glove

•|Left Arm|

--|Shoulder| Unadorned

--|Upper Arm| Unadorned

--|Lower Arm| Unadorned

--|Hand| Gold-lined silver metal-backed fingerless glove

•|Torso|

--|Chest| White metal-laced sleeveless

--|Abdominals| White metal-laced sleeveless

•|Right Leg|

--|Thigh| White loose cargo pants; scarf-like golden overlay material

--|Calf| White loose cargo pants; scarf-like golden overlay material

•|Left Leg|

--|Thigh| White loose cargo pants

--|Calf| White loose cargo pants

v./|/mundane skill rankings

•|Key|

--|Pristine|■■■■■

--|Heightened|■■■■□

--|Proficient|■■■□□

--|Developed|■■□□□

--|Unfocused|■□□□□

--|Nonexistent|□□□□□

•|Martial Arts|

--|Aikido|□□□□□

--|Capoeira|□□□□□

--|Hapkido|□□□□□

--|Iaido|□□□□□

--|Jeet Kune Do|□□□□□

--|Judo|□□□□□

--|Kendo|□□□□□

--|Kung Fu|□□□□□

--|Muay Thai|■■■■□

--|Savate|■■■■□

--|Tae Kwon Do|□□□□□

•|Motorized Transportation|

--|Jet Plane|□□□□□

--|Helicopter|□□□□□

--|Motorcycle|□□□□□

--|Passenger Plane|□□□□□

--|Sports Car|□□□□□

--|Sports Utility Vehicle|□□□□□

--|Tank|□□□□□

•|Weaponry|

--|Chain Whip|□□□□□

--|Club|□□□□□

--|Great Sword|■■■□□

--|Lance|■■■■■

--|Lightweight Gun|□□□□□

--|Long Sword|■■□□□

--|Handheld Pistol|□□□□□

--|Heavy Gun|□□□□□

--|Machine Gun|□□□□□

--|Short Sword|■■□□□

--|Spear|■□□□□

--|Staff|■□□□□

--|Warhammer|■■■■■

vi./|/racial skill rankings

•|Key|

--|Pristine|■■■■■

--|Heightened|■■■■□

--|Proficient|■■■□□

--|Developed|■■□□□

--|Unfocused|■□□□□

--|Nonexistent|□□□□□

•|Healing|

--|Cell Regeneration|■■■□□

--|Regrowth|■□□□□

•|Intensified Senses and Attributes|

--|Extra Sensory Perception|■■■□□

--|Audio|■■■□□

--|Audio [Full Moon]|■■■■■

--|Olfactory|■■□□□

--|Olfactory [Full Moon]|■■■■■

--|Tactility|■■□□□

--|Tactility [Full Moon]|■■■■■

--|Taste|■■■□□

--|Taste [Full Moon]|■■■■■

--|Visionary|■■■□□

--|Visionary [Full Moon]|■■■■■

vii./|/mystic skill rankings

•|Key|

--|Pristine|■■■■■

--|Heightened|■■■■□

--|Proficient|■■■□□

--|Developed|■■□□□

--|Unfocused|■□□□□

--|Nonexistent|□□□□□

•|Chaos|□□□□□

•|Illusion|□□□□□

•|Mana|■■■□□

•|Order|■■■■□

•|Spiritual|■■■■□

viii./|/specific skill explanations

•|Cura/50 aps| Restores fifty percent of an individual's health.

•|Cure/30 aps| Restores thirty percent of an individual's health.

•|Heightened Unconscious Recovery| Whenever asleep, the body naturally takes time to repair itself and to replenish its stocks of whatever necessary items it is in need of. For Aurorion, this natural act is increased three-fold as a result of the Holy Flame flowing through his veins.

•|Holy Flame Creation and Manipulation| As an additive to their training, holy knights learn the arts of using their bodies as conduits for the Holy Flame. Since as long as can be remembered, upholders of all that is lawful have used these heavenly flames at will. Characteristics of the flames are that they burn approximately two thousand degrees Fahrenheit, and that they cause holy damage against any creature spawned from places of particular evil or to those creatures exhibiting obvious unlawful personalities and/or characteristics.

•|Power Cleave/40 aps| In a malicious attack of gathered force, one may execute such a devastating blow that benefits bestowed by armor are ignored.

•|Reflect/35 aps| A single target may be the focus of this spell. Any physical or magical attacks against said target shall be banished, not to withstand more than five attacks of any sort, nor to endure longer than ten minutes. The manifestation of the spell is that of a shimmering hull which hugs the target.

•|Undead Killer/20 aps| Attacks shall do double the damage against against undead opponents.

ix./|/possessions

•|Lustria|

--For every hero, there is a symbol of significance that accompanies their name. For King Arthur, it was the holy sword Excalibur. For Batman, it was the dark outline of a winged bat. For Superman, it was the stylized 'S'. And, for our to-be hero Aurorion, it is the blessed warhammer that he carries into every engagement of his.

--Upon completing his training under the Holy Regiment, Aurorion's mundane warhammer was taken from him for five days and five nights. At the end of this time, it was given back to him, though no longer in the form he was used to. The handle stretches for two feet, though it can be extended to double that, and the hewn Holy Stone that resides upon the top is half a foot from top to bottom, and one-and-a-half feet from end to end, each of which bristles with two-inch spikes.

--Along the four longest sides of the rectangular battering object, there are carved runes in the ancient tongue of the now-scarce celestial race. Like all successful avatars of the Holy Regiment, the weapon acts as a conduit for the Holy Flame which is summoned at will by the avatar.

•|Panacea|

--Seemingly a simple silver ring, this jewel resides upon Aurorion's right middle finger. At will, it may be accessed up to five times per day in order to bestow the following spell-like abilities upon its wearer: Locomotion (opposes Stop), Jelly (opposes Petrification), Clarity of Mind (opposes Confuse), Stability of Body (opposes Heat/Cold), Bright Eyes (opposes Darkness), Antibody (opposes Poison), and Insomniac (opposes Sleep).

x./|/historical recount

90Delirium_Butterfly

Name: Kenrick Lowthar

Age: 21

Gender: Male

Race: Druid

Description:

-Hair: Dark brown hair in a braid that reaches the small of his back.

-Eyes: Light that seems to turn a crystalline color around the pupil.

-Skin: Dark brown

-Body: A slender, almost willowy frame that often makes people mistake him for a girl.

-Clothes: A dark almost faded red long sleeved linen tunic with dark navy blue breeches and black boots, along with a dark forest green over robe. He has

-Markings: A faded scar across the bridge of his nose (because we all know it’s awesome and hawt)

-Weight: 210

-Height: 6’1

Personality: Somewhat laid back and unbelievably nice. He strongly dislikes people who are arrogant, cruel, environmentally unfriendly, or downright sadistic. It’s rare to piss him off, but when he is, he’s a force to be reckoned with, which is mainly caused by the people with the traits above. He has a strong love for nature and cleanliness, and can’t stand to much mess. He is incredibly charismatic and is often seen flirting unconsciously, even when he just means to have a conversation.

Abilities: While he has no natural abilities other then amazing strength, endurance, and weaponry prowess, he uses runes and avatars, creatures which he can summon. Every spell or summon takes some of his mana. He has a reserve of mana, but he rarely uses it, usually when he runs out of his initial mana, he forfeits. Only when someone pisses him off badly does he use it.

Mana: 250

Reserves: 160

Avatars

-Pegasus: The flying horse has always been one of the creatures preferred by the Air Druids, and is often used as a fast means of transport from one continent of the empire to another. Swift, robust, and courageous, they are formidable fighters. (21)

Golem: Creatures made of pure rock, golems are robust and gifted with enormous strength. About them, the famous adventurer Goram wrote:

"I couldn't believe it - my two handled axe broke against a Golem's natural skin as if it were made of crystal." One of their preferred attack methods is hurling giant boulders from a great distance. (26 Mana)

-Hydra: An enormous, terrifying creature, the Hydra is gifted with a good three heads, capable of independently attacking many enemies at the same time. They do not live in very deep waters, preferring instead to spend their time in swamps or hiding near large rivers, waiting to attack some unlucky, incautious adventurer passing by. (53 Mana)

-Fire Drake: These fire dragons are enormous beasts, gifted not only with extraordinary strength, but also an uncommon intelligence. Able to charge at entire armies, these marvelous creatures have always been feared by all inhabitants of Aravorn. Fortunately, they have reduced greatly in numbers because they have been ruthlessly hunted, especially for their eggs, which are in greatly sought after by nobles everywhere.(64 Mana)

-Hell Hounds: Hell hounds are ferocious creatures that inhabit the hottest and most wicked lands of Aravorn, the so-called Fiery Plains. About the size of a horse, they are trained from early on to keep going at the victim until they are destroyed. They are gifted with powerful muscles and the sharpest of teeth, capable of breaking up armors and shields forged with the most resistant metals. (17 Mana)

-Sea Serpent: At one time, nobody believed in the existence of Sea Serpents, and thought they were only old sailor legends. Until one day, the actual frigate of King Uhthorn was attacked by one of these sea monsters in broad daylight. Since then, the king does not travel by sea without adequate convoys. Their focus of strength is the highly corrosive acid they spit from their mouths, which is capable of dissolving even the most resistant materials. (36 Mana)

Runes(Spells)

Fire

-Nauthiz: The flames give help to those who need it; this magic temporarily increases Kenrick's speed, which leaves trails of fire in his wake. Mana cost (10 Mana)

-Thurisaz: This magic temporarily increases Kenrick's strength for 5 posts. (15 Mana)

-Kenaz: The destructive flame, the purifying fire: the most feared of the fire magiks, a spear of fire hits the target, blazing like burning suns, which blinds the enemy if looked at. Its power is very destructive, even a small aftershock can cause third degree burns (48 Mana)

Earth

-Uruz: Represents brute force and the impassable wall; Kenrick will have a large, thick barrier made of earth around him. (15 Mana)

-Berkana: Means "mother earth protects you", by its animals and plants; Kenrick can heal his wounds to a moderate extent, but will not replenish his strength. (25 Mana)

Air

-Ansuz: The divine breath of life enters the avatar you have selected and purifies him, eliminating all poison, paralyzing or negative in general effects from them. (8 Mana)

-Teiwaz: The spear of Tyr strikes the target in a powerful bolt of lightning, inflicting major damage and paralysis if hit. (25 Mana)

-Mannaz: The center of the universe, pure intelligence: the use of this rune replenishes 25% of the Kenrick's total mana, added with the mana remaining. If Kenrick has more then 25%, then rune will do nothing. (0 Mana)

Water

  • Laguz: Symbolizes water as the pure primordial element, the infinite; with this rune, Kenrick is able to heal himself completely, but can’t use any runes or summon avatars for 2 posts. (30 Mana)

Equipment: Other than runes, he had two twisted, eight-inch bladed daggers made of black iron and six throwing knives.

Biography: Kenrick was born in the high mountains of Aravorn, Meridian, and is the son of the famed Air Druid Master, Rebrow Lowthar, who is the headmaster of Lythia, the school of Air Magiks, and his mother is Nindeloi Lowthar, the Water Druid Mistress of the few who can use water magic.

He showed very promising talent in the druid ways, and his parents often fought over which magiks he should learn first. By the time he came of age for his first lessons, which was 7, they decided to let his choose. They expected him to want to learn fire, like most boys his age, but instead, to their surprise, he chose all of them.

When asked why, he responded with, "Because I wouldn't be able to choose between any of these great elements, they all balance each other." That was Nindeloi and Rebrow's first sign that Kenrick wasn't like other boys. As he studied, his mana grew beyond average capasity, and he could summon almost anything, and people suspect that he can summon the Tavias, the legendary avatars, if he put his mind to it.

By the time he was 16, he left to travel the world, and they say he found the Tavias, all Seven of them, but he never agrees nor disagrees when questioned, he just gives a vague answer while in his eyes, there is a look of hidden amusement and knowledge, like he knows something you don't. There are also rumors of him finding a gate that lead to other worlds, but again, he gives only vauge answers that make people very confused and irritated.

Other: Despite his age, Kenrick’s spells fail often, which disappoints him often.

His favorite avatars are Hasoi, the Hydra he gained the loyalty of, Talim, the pegasus he raised from birth and Restos, the Hellhound he found.

91Scarker

Scarker Navrodel

General Appearance: Scarker is an imposing figure. While not the tallest, and certainly not the strongest looking person, he is larger than most. He has sharp features, and could probably be considered handsome by most people. At a distance, he may even be mistaken for a normal human, especially with his sunglasses on. Closer inspection would reveal that he does have scales, and his eyes have no pupils or irises. He's naturally blind, but he sees through a form of magic radar (see abilities.)

Gender: Male

Age: Doesn't Remember (actually 999919) [Looks to be in mid-thirties.]

Height: 6' (184 cm)

Weight: 185lbs (84 Kg)

Eyes: No pupils or irises. Usually silver, but they can also be white, gold, red, or black. (see special effects.)

Hair: Age-bleached white. In tight ponytail to his waist.

Skin Color: Very pale, with a slightly chalky appearance from the scales.

Race: Syldrachean (sil-DRAK-ian)

Race Description: Syldrachean are a pretty much extinct race, of which Scarker is the last. Other than a number of small anatomical differences (the heart is centered, the internal systems are more symmetric, and the lungs have more capacity, to name a few of the more important) there are only a few fundamental differences between them and humans. Their skin is covered with very thin (to the point of transparency), tiny (2mm long) scales, that serves the same function as the layer of dead skin that humans have. Their blood is also made of an extremely acidic, silvery substance (ph 2, although the rest of their body is still based on ph 7, like humans) and their DNA follows a tripple-helix pattern.

Stuff

Attire: White T-shirt, Black jeans, Black leather boots (with cleats expendable up to 2" [magic enhancement, not stored]), Full-length black leather trenchcoat. On him but not usually on - Black leather gloves, Sunglasses (think Morpheus's from the matrix, only wider with ear-pieces.)

Equipment -

Staff: Scarker's staff is 6' long, made of exotic metals that guarantee that it wont bend or be otherwise distorted without a lot of heat. It weighs about 14lbs and is silver with a yellow-ish tint.

K'shon & Tsu'kel: A pair of custom made swords. Each is a 3' long, tapered slab of metal that's been sharpened with a hole punched out of it and leather wrapped around the exposed part. It can be used to stab, slash, or punch, and with the ability to flip it around, it's very hard to get inside of its reach. All of the metal except for the sharpened edge is tinted black, and they're usually strapped to his back when they're not in use.

Chaos Blades: A pair of 8" rods that have been heavily enchanted. When activated, they'll extend solidified lengths of chaos energy, which shows up as black blades with red runes etched into them. One of the rods extends into a katana, while the other becomes a wakizashi.

Other Items: In his trenchcoat pockets are a seemingly endless supply of notebooks and pens. The notebooks are filled with anything from grocery lists to diaries. Given how long he's lived, there are a lot of notebooks, although he always manages to find a blank, or partly empty notebook when he needs them.

Abilities

Mundane: Scarker's a decent chef, mostly because he still has all of his recipes in his notebooks, and he's also got a natural talent for crafting things, regardless of the material. He's also a somewhat decent repair-man for most things, and while he can definitely make whatever he's fixing work, there's no guarantee that it will work for long.

Martial Skills: Although he doesn't remembers learning, Scarker has masterful skill with all of his weapons, although he appears to follow no known style of combat. He also has a decent amount of hand-to-hand skill, but that doesn't tend to last long, and usually only until he can arm himself with something.

Magic Sight While blind, Scarker is nowhere near sightless. Being the type of mage he is allows him to see and manipulate any magic energy around him, and by infusing an area of matter with that energy, he can see it. While it doesn't grant him the ability to see in color, he can tell the relative densities of objects, as well as their heat. The sight is multidirectional and can cover an area (of no set shape or distribution) that's roughly 500 cubic feet, and no part of the area can be further from him that half a mile. He refers to that particular ability as 'magesight.'

Magic: As well as seeing magic energies, Scarker can identify the pattern that the energies take to create spells (this pattern can be anything from a simple 2-D geometric object to a 4-D mass of energy that shifts position over time) and the reproduce them. His memory for the forms is quite exceptional, even if he doesn't remember very many at the moment.

List of Spells - (more are added every time he sees a spell cast)

Heal: (1/2 charge per turn using) One turn will close numerous small cuts or one deep rend, two turns to heal muscle damage, three to heal organ damage.

Flame Burst: (1+ charge) Creates a burst of flame that explodes over the length of a turn to about seven feet from him. Each additional full charge doubles the affected area from the last charge, up to 5 charges (112 ft). Grants flame immunity for the turn of use. Note - Fire Pillar: Additional half charges can be allocated to extending the spell in a singel direction, 50ft/half-charge, up to 2.5 charges (250ft) (A modification learned from Sunstrike)

Shield: (1/2 charge per turn, plus energy during impact) Creates a shell of magic around him that protects him from both physical and magical impact. 1/2 charge can block about the force of an average person swinging a mace at him at full strength, while 1 charge can block the force of a pound of C4 exploding next to it, and more charge can block more force. It should be noted that an attack with extremely low force can pass through the shield as though it wasn't there.

Calm Emotions: (1 charge) This spell puts the target into a sense of tranquility, preventing them from taking any strenuous or violent action. Lasts for 4 minutes or until provoked/attacked. (Learned from Cecil Hawthorne)

Anti-Magic: In addition to being able to put spells together, Scarker can pull spells apart. By grabbing the energy that's used in the spell and either rearranging it or taking it outright, Scarker can cause the spell that is being cast around him to fizzle. If he's very familiar with the spell being cast, he can also modify the spell so that it targets another person, doesn't effect the area he's standing in, or some other effect that helps him. However, nothing is ever free. In order to tear apart a spell, he has to have at least half the energy that the spell used.

Energy Gathering: Since Scarker puts spells together piece by piece, he doesn't have to focus on charging a spell so much as he does on gathering energy. His speed is better than average if he just stands back and charges (4/3 charge/turn), but if he charges while doing something else (running, fighting, blocking, dodging, etc.) then his charging rate drops to only a third of average.

Telekinesis: His ability to both infuse objects with energy and move energy around allows him to exert force on small objects. Examples include deflecting arrows, throwing stones, lifting silverware, and writing notes. The more energy he has gathered, the more he can move around, and the faster he can do so. Pure charging for x amount of time lets him 'fly' at running speed for x amount of time. with sufficient charging, he's been known to create localized tornadoes.

Weaknesses

System Failure: Since Scarker's sight is completely based off of magic, he can be blinded with a magic-nulifying field. While it's true that he could attempt to learn blind-fighting, since there are very few situations where he can't see, he's never bothered to learn any form of fighting that's not fed by vision.

Bubble Vision: Scarker only sees a limited distance from him, so while it's hard to sneak up on him, it's easy to perform a ranged sneak attack on him. He also can't see distances over a half-mile, and computer screens are, at best, in shades of grey.

Magic Meltdown: While all of the energy for his spells comes from the latent energy around him, and moving pure energy around takes almost no effort, modifying the energy to be useful in his spells is a taxing process. Even though he has a lot of stamina in this area, too many spells too quickly will exhaust him both physically and mentally.

Special Effects

A Little Bit of Trouble: Although Scarker doesn't know it, he won't let himself die. If he's ever almost to the point of death, his memory and personality will revert to before he gained amnesia. In this state, he has access to any spell that he needs to save himself, as well as a vastly superior well of energy. It will never last long, maybe a burst to teleport him five feet to the left, or a sudden tearing apart of someone's spell, but whatever he does, he always falls unconscious afterward.

Eye Color Scarker's eyes are naturally white, but when he's viewing his magesight, his eyes are silver. When he's looking at a spell pattern, his eyes are gold, but while he's casting a spell, they glow red, with the brightness of the glow determined by the strength of the spell. When his former self comes out, his eyes become jet black.

Personal

Story: While Scarker's certain that he's ancient, he doesn't know anything about himself. All that he knows is that he woke up one day in the world of Gaia, and found himself helping someone with an ability to fight that surprised those that he was helping. He started hiring himself out as a mercenary, but soon discovered that he enjoyed fighting much more than actually helping people. Now he's just wandering around looking for people to fight. If he happens to help someone on the way, all the better.

Back-story: Scarker was the most powerful mage known to exist, and an accomplished warrior, not to mention being ageless. However, the spell that was being used to keep him alive was running thin. In order to keep it, he had to sacrifice his memory for the next 10 years. In order to keep himself from reading his own diaries and remembering himself, he translated them all into a language that's been lost for about 990,000 years. Then he transfered to a random dimension so that he'd have a perfectly fresh start. However, to ensure that he'd make it all 10 years, he left a part of himself untouched so that he could protect himself if he really had to.

Personality: He's hard to take seriously if you're just meeting him. He has no sense of power that doesn't lie on a battle field, so if you want to impress him, you have to fight him, but even when fighting - unless he has some reason to be afraid of you - he'll take the fight as a joke, always holding some sort of trump card just in case. Fighting is entertainment for him, and even though the sort of continual combat that he strives for exposes him to all of the world's evils, he still faces the world with a near child-like innocence and single mindedness.

When he temporarily reverts, he can be anywhere from crazed to vindictive and malicious, tending more towards vindictive.

92Savoki Sanoci

  • The Deathdealer of Satanism Darious Kaiq +

Name : Darious Kaiq

Age : 19

Race : Half Human / Muchitsujo (Chaos) Demon

Height : 6'0"

Weight : 178

Hair : Long black hair

Eyes : Crimson eyes

Skin : tannish

Gender:Male

Personality: His upbringing and the hardships developed through his life was a main influnce for his isolated like attitude near everyone in society. Taught in Satanism he forge a sadist streak with their practices, thus possessing a Hedonism viewpoint for his goals or anything in particular that pleases him. Usually associated in being a sociopathic being, Darious addresses everyone with a stolid, very cold and callous tone near the presence of others. Only a tool for calamity and utter war, Darious Kaiq's objectives usually include some form of violence. Even outside his influnce in Satanism he pertains most of his personality except for the devotion of the religion to restrict his actions.

Combat Discipline : Bladed Weaponry, Freestyle fighter, Anything goes brawler

Weapon Style of Choice : Satanic Automail Blade

Primary Weapon :

Diabolus-The legendary blade that was entrusted to the Satanic Church Order was a 7 foot long and 12 feet wide zweihänder sword. The formation of the deadly Diabolus came from the rare method that was perform to create destructive swords with legendary sharpness and strength within it, applying Damascus steel upon constructing a blade that'll cause calamity in its wake. The guard although has the symbolic design of a Satan cross coated in black metal , with a longer hilt below with a demomic pommel.Overall Diablolus currently can absorb the blood and depending on the injury creates a crimson blade filled with spikes which projectiles can be launched, needing a minor wound with 10 turns, 5 turns for medium wound, and major wound with 2 tums.

Secondary Weapons :

Messor- The sword of toture,Messor is an unique katana completely built of the transition metal Silver to construct the blade upon it. Coated in willow wood for the hilt , yet encase in diamonds for the hilt and guard with a skull pommel its a weapon thats latent from its true objective upon enemies. The main effect of Messor is to take advantage of the wounds marking all adversities. Any particular wound that involves the chance of drawing blood will unleash a surge of negative energy thats manipulated to cauterize wounds , but instead keep them open for further toturing enemies and for holy align opponents cause a acidic reaction when the blade slices them . The following is the conditions needed to perform the effect of Messor.

~ One turn is required to charge up Sakari Energy to inflict the damages onto opponents , yet the drawback is after being used an additional 2 turns are used to cool down the aftermath of the technique.

~ The weapon must be sheathed within that term , grasping the pommel with one hand to channel power to properly use the attack.

~ 3,000 SE is needed to bring anguish to all within the user's sight.

~ 20 feet radius is needed to activate it , or else its truly useless to use its special abilities.

Satanic Crosses - These beauties are his trademark weapon while against an opponent. Being titanium , colored black , and have the satanic cross shape from the 4 corners releases Kris blades from the 4 corner , being used for projectile like boomarang attacks yet from the apparent size if only 1 blade from the north unleashes they appear like Sai since they are about the same size altogether. With Criminatio or Levitation Spike their full potential will be channeled. The number of these Crosses are unknown yet likely unlimited as they are stored within his jacket.

Satanic Automail- The Satanic Automail arm is the device that replaces the left arm that was sliced off by Sanoci himself. Receiving the arm the day he entered the Church of Satan , this arm felt great yet the process was extremely dauntful and painful at the same exact time. Strengthen by the technology and black magic upon this black stainless steel that can withstand temperatures of a high caliber , Darious has a widen Scimitar blade that appears from the end of the arm to the wrist where its positioned for equiping , and forge a Exoskeleton like claws upon the weapon with a spiky like shoulder this allows him to engage into close range combat.

Abilities:

Eye of Infernoz- This was an ability that was constantly channeled and trained from Darious from his lack of conducting seals to perform his most hazardous abilities. Using the right eye that was injuired by Sanoci , he utterly conduct an experiment which concluded after countless years of training of having these satanism like eye active. The appearance of this eye has a red glowing eye thats possesses a satanic emblem symbol for a pupil in the center. Darious most destructive abilities this eye can be used to see in a scope from 20 feet away , night , and unusual x-ray vision. Also he can see the undead souls , tracing them with his eye of hell to even perform physical attacks , having a circular like vision to pinpoint enemies except for behind him. This uses 500 SE every time applied.

Levitation Spike - Because of the Satanism Release state this maneuver requires only 200 SE throughout every turn its active during that time period. Able to have the Satanic Crosses float directly in the air , this gracefully gives the user the power to send projectiles at an amazing velocity towards numerous enemies. The particular limit doesn't affect the amount of energy at all.

Sakari energy- Sakari energy is a divine type of energy source yet hybrid for the sake fusing three different beliefs of power that being Negative Energy which the infamous Lich race and other undead entities have practiced , Chakra in which is a spiritual power that is within them from the glands and mainly the emotions of all creatures and Ki the life force that has been used in martial arts and other methods of combat. This ominous power is risky stunt since it cost Sanoci his sight , his health , and overall his ability to battle. When controlled the Negative energy performs the most lethal effects to the body and the opponent , the Ki strengthens the user overall , and Chakra can be determine into elemental , healing , and emotions. Learning to create an alter and less self-inflicting source the negative energy isn't present and instead the Dark magic he learned from the Church of Satan made a very destructive source of power , allowing him to use his higher levels of powers. The SP Limit is 200,000 for Darious.

Parusu-The high order of the Satanism Church once practice a popular method of obtaining a transformation, aligning themselves to enhance their might whenever facing enemies with supernatural characteristics. The requirements to overcome the current limitations of the human body include the following that explain why only a few could properly uphold it, yet Darious' training methods and his half demonic origin are what that help activate this mighty technique.

Requirements to Obtain Parusu

[*] The entire muscular system is a main influnce for the transformation as it depicts shattering the limit of a typical human being.Because of this strain from the pressure developing while attempting Parusu, the muscles are literally increasing by 3 times from the physical strain the muscle suffers from , resulting in crippling themselves if performed for too long. Thus its important those aimming to release it to train fiercly to overcome the process and when completed this releases the brain's limit on the total strain on the muscles, using this to sinew the physical might a human can process.

[*] The nervous system plays a great role upon gaining Parusu. To work pain is a driven factor in this process as the muscular system deals with the Tendons to unleash the speed and some of the reflexes pertaining to the human anatomy. Divine yet frightening method to obtain it is acupuncture , yet electricity is conducted in the needles to heighten the nerves throughout the body. The body intentionally will be engulfed in constant pain, leaving the user capable of damaging themselves if not careful, meaning a high tolerance of pain is suggested to sustain and cause the increase in agility for the user.

[*] The human Brain is the section of the anatomy where it'll come useful to heighten the senses of a human that tries to perform Parusu.Training the senses through difficult means by shutting off the other senses by using various training will be included.Overall this isn't as damaging as the others , yet without no training when using Parusu the electrical current to the nerves to react to the brain could overload, thus shutting down the senses. It pertains more mentally than physically unlike the two other requirements.

Characteristics

Darious Kaiq characteristics with Parusu will cause a few physical side effects that'll draw upon the obvious characteristics that occur with this particular technique that the Satanic Church practiced hazardously.The first pattern shown is the demonic tribal tattoos that travel throughout his form , ending with satanic cross symbol onto the hands , feet , and lastly the forehead which are glowing an ominous crimson. Of course the secondary trait is the bulging nerves that are traced with a frightening black that is seen by everyone in his presense.Upon these side effects the technique gives the user heighten senses , speed , and strength to cause destruction to his foe.

Cost for Parusu

Sakari Energy is the primary method upon activating his particular form of Parusu.By offering 2 full turns which the user must remain in motion to stay active for the technique, channeling the energy in which is required to use it properly. Another cost for using Parusu after the needed 2,000 SE, yet after that Darious must drain 1,000 SE every turn he keeps this transformation during combat. Although there are some side effects upon how long the technique is access.

  • By turn 3 the human senses start to decrease overall, weakening him overtime where this agony makes combat much harder for the user. Altogether Darious cannot see as proper, heal sharply, and smell effective.

-By turn 6 the human anatomy begins to suffer with muscle strain throughout the whole muscular system body. This condition can cost him dearly overtime, yet overall the performance of battling starts to show where his movements are declining, strength diminishing, and combat progress is truly lowered.

-By turn 9 this is where everything can become fatal at this degree. The risk factors include difficulity in breathing, organs straining as pain will be emitted in numerous locations and lastly if not gone could potentially kill the user.

~ + History + ~

((be added later))

93Oracle Of Delphi

Dade Williams, a 17-year-old kickboxer with tiger "Bod Mods" and a laid back, lazy personality.

Name: Dade Williams

Age: 17

Gender: Male

Race: Human

Appearance: 5 foot 11, light skin, a shaggy mop of rust-colored hair, brown eyes. White tee with army-green overshirt, baggy khaki pants, dirty army-green beanie, white tennis shoes so old as to appear brown with laces tucked in instead of tied. Genetically engineered additions, called BodMods, of Bengal Tiger ears and tail and fingernails that have become retractable claws. In everyday life, Dade tucks his ears in his hat and his tail in his pants to try to blend in. During fights, however, he lets them out, changes into a wrestler's outfit of orange tiger-striped pants and black bracers, paints his "claws" gold and puts in a pair of fake fangs.

Personality: Dade is laid-back, fun-loving and not a little bit lazy. He is a sweet and gentle soul but is inclined to hide his BodMods from strangers due to ridicule and dislike of the Modifications.

Talents: Kickboxing, karate, tiger-like hearing and smell.

Bio: Dade was bron as a normal human. Growing up in a bad part of Aekea, he lived with his dad who often struggled to make ends meet. He took up karate at a young age as an afterschool activity, but soon swtichedto kickboxing when his instructors discovered his natural talent for the sport. During a particularly rough patch, a representative from an underground fighting ring approached Mr. Williams about signing up the then-13-year-old Dade. The ring was secretly funded by the large corporation Body Modifications, Inc., and wanted to both draw in a larger audience and test their new products by creating flashy new fighters with their "BodMods." BMI offered a handsome compensation, a new house with monthly allowance and even to send Dade to college if he joined. The Williams' were desperate for money, and so Dade's father signed him up with only small worries about selling their souls to the company. Dade underwent surgery to gain his tiger ears, tail and "claws," and became the underground fighter "Tigerstrike" at the age of 14. He was so successful as a fighter in the junior league, he was promoted to the major league at 15. Dade, aka Tigerstrike, is one of their best fighters to date.

94Oracle Of Delphi

Koren is a young centaur with a proud disposition and a deadly accurate bow.

Name: Koren

Age: 28

Gender: Male

Race: Centaur

Appearance: Shaggy, wiry black hair to the shoulders, with a single golden eagle feather braided in to hang down the back. Golden brown equine eyes in a chiseled, well-weathered warrior's face. Sun-kissed tan, heavily muscled arms, buckskin body (gold/tan with black lower legs, ears, tail, and stripe down back), golden eagle feathers braided in tail. Deerskin quiver, armbandss and herb pouch tied around waist and over withers. 6.1 hands high or 6 foot nine.

Personality: Koren is a proud, haughty being with a deep connection to nature. He takes a deep pride in his intelligence and his duty.

Weapons: Well-stocked quiver of arrows, oakedn long bow, small silver dagger, various plants and herbs both medicinal and poisonous.

Talents: Trained in the arts of tracking and herbal medicine. Expert in poisons. Deadly accurate with a bow.

Bio: Son of the great centaur leader Korath, Koren is now head of his own tribe, as signified by the single feather down his back. He was born and bred to be a guardian of nature, and hence taught the ways of centaur warriors in order to protect her. His greatest duty is to protect the Tree of Tales, a mighty redwood in a hidden Gaian forest that contains untold amounts of natural magics.

95Chen Ning

Gaian Police Department Profile

Name: Chen Ning

Age: 30

Sex: Male

Race: Human

Height: 6’ 2”

Weight: 170 lbs

Hair Color: Black

Eye Color: Brown

BoD: January 10

Blood Type: O+

Rank: Inspector of Police

Appearance: Chen’s an asian cop who rarely looks the part. He has short groomed black hair and is often seen wearing shades. The frame of his face is strong, but is still youthful for his age. Matter of fact, he hardly shows much age except for around the eyes. But even that is little due to the well kept state of his body. When he’s not wearing any clothes, women can awe at the conditioned muscles of his body. His body’s shape is considered in the cruiserweight level, making him appear nowhere near a bodybuilder’s frame, but not making him look too skinny either. When he does wear clothes, he prefers a leather jacket or leather longcoat, with casual dress pants, shirts, and shoes. His weapons, like guns, are worn on holsters worn as straps over each shoulder under his jacket, with another holster placed to the right of his hip. As for his badge, it is placed on the right breast of his shirt, which is usually only visible when he pulls back his coat. He has another badge in his wallet.

Background: Chen has been on the force for five years, entering into the job after completing academy training in one year. Before that, he was a military operative serving as a reserve officer for the region of Wong Song, his hometown, eventually becoming a teacher of martial arts before he enrolled into the Gaian Police Department. His expertise in his fighting skills can only be attributed to his upbringing by his militia father. His father, Wen Ning, was a veteran of the Wong Song force, who died at the age of 62 by illness, when Chen was of the age of 20, leaving behind his still living mother, Wei Min, whose currently 54. Since his arrival on the force, he has been able to solve over twenty cases in his first two years as an officer, including the difficult Marietta case.

EYE Profile – Secret Identity

Name: Lee Shiyu

Age: 30

Sex: Male

Race: Altered Human

Height: 6’ 2”

Weight: 170 lbs

Hair Color: White

Eye Color: Yellow

BoD: July 7

Blood Type: O+

Rank: Exital

Appearance: It’s the same as his GPD appearance, only his hair is white and his eyes are yellow.

Background: Chen Ning is in fact a fake identity assumed by this EYE operative to work on the inside of the GPD (Gaian Police Department) in order to solve a decade long crime that EYE has been trying to crack.

What is EYE? EYE is the name of a secret organization under the orders of the Global Gaian Government, given the task of undercover espionage, be it reconnaissance, shake downs, or even assassinations. Considered a pretty large force on its own, over a thousand EYE agents are working around the world of Gaia itself to keep tabs on every major and minor place that exists within the underworld of crime. Due to the increasing threat level of crime throughout the world, mostly caused by the presence of many beings with extraordinary powers, EYE had to keep up with the growing threshold of power, hiring agents who were capable of feats beyond the ordinary, from humans with special powers to other races. Eventually, the agency became a mixed racial force that has a variety of skillful people.

However, the gifted people were not easy to come by, as not everyone was willing to place their lives out to protect the world with order. This worried GGG, starting to wonder if EYE would be able to keep up with those they were going after. Therefore, after a very long discussion between both groups, a project was finally approved called GGG Genesis. The project had genetic engineers inject chosen pregnant mothers with a special genetic agent meant to alter the not-yet-born fetus’s DNA to allow them to unleash their locked potential. A mutation, to put it simply. But the genetic implant also contained psychokinetic stimulus cells meant to fuse with that of the fetus and give the child psychic abilities. Normally, this would destroy the fetus, a human one at that, but because of the change of DNA, the altered unborn is capable of harnessing this new power and manifest it as it grows within. Since human DNA was the easiest to alter, only human subjects were chosen. As easy as this process sounds, only people with certain genetic codes in their DNA could get this treatment. Add that to the fact that this was uncommon, and the number of possible subjects decreased.

Eventually, EYE was able to find willing test subjects, but at that present moment, they were capable of finding up to nine willing people. The mothers were kept under surveillance within a closed off living environment for nine months until finally their children were born: six females and three males, with Lee being one of them. Unfortunately, the mothers had to keep with their contracts and were only able to spend limited time with their children from then on, as most of it was dedicated to the scientists raising the kids themselves in order to help them achieve proficiency with their powers. Though they were still able to live like kids, they were given a sheltered lifestyle under which they were being raised to use their powers. But not only that, but they were being taught as if they were high school children, increasing their knowledge on the world they knew, even teaching them the laws of EYE. For the underlining purpose of this project was to breed a new generation of super agents for their organization. These nine children would become the special force of the organization, known as Exitals. Though each formed their own unique personality and powers out of that which they learned, they all were successful in becoming the men and women that EYE dreamed of, making them into the first generation of agents who would lead a new revolution in the world of order. Soon, more followed.

Lee Chiyu grew to be one of the most prominent figures of EYE, both through his personality and his skills as an EYE agent. Since he focused more on refining the body than the mind, he seemed to have the least development of the nine in his psychic abilities. But through his own personal way of harnessing his potential, he has been able to wield it to enhance his physical feats, still making him just as formidable as the other Exitals. He was closest to his parents than the other children, as his father, Tsai, his real father, tried his best in the time he spent with his son to try to teach him the value of personal life and choice. He knew what his son would become, so he did his best to try to influence him not to become a dog of the justice system. And to this day, Lee remembers his father’s teachings, creating him into a more reckless and outgoing agent than his Exital brothers and sisters. Though this gives him a bad image to EYE, he still is considered valuable due to his capability to still achieve missions, even if he has his ways of dealing with them, often going out on his own without the agency’s help to solve a case. Eventually, he came to one case that would make him regret not getting help.

Five years ago, EYE was keeping a close watch on a growing trade business in the region of Severt, where a drug route was being created across the busy port. Severt is a very large business route, so keeping track of everything that moves through it is very difficult. Not to mention, if security was suddenly increased, suspicion would rise, and thus they would lose track of the people behind it all. EYE had to be very careful in how they dealt with this. Using only a limited number of agents, they spied the place for six months, gathering as much information as they could. They gained knowledge of three major dealers within Severt who were considered the top of their business: Yoi, Sanji, and Zheng, the leaders of the respective gangs Purple Dragons, Grave, and the White Tigers. If EYE wanted to take them all down, they would have to trap them each in a financial and territorial corner in order to finally subdue them. This involved rigging several trades and even interfering with several trade routes, all which Lee was involved in in some way or another. This led to a decrease in drug trade, causing the groups to become more suspicious of one of another, believing one was trying to overcome the other. Just as EYE had planned, a crime war broke out.

Due to this confusion between the groups, EYE was finally able to go in and gain more of a reason to apprehend the gang members through the cooperation with the GPD. The law was winning. But Lee, who was part of the reason in helping the groups become enemies, had his eye on one person, someone who was a member in the Purple Dragons. His name is Kwan Xiaopeng, a top assassin within his gang. Kwan was known for many crimes, from killings to rape, all throughout the town of Wong Song. Though Lee always was on his behind, the man always managed to get away from his hands, leaving behind a mocking grin that always ran through Lee’s mind. Kwan had amazing psychic abilities of his own, from being able to manifest his own weapons to even manipulating a person’s mind, so he was considered a formidable foe, even for Lee. Because of his hatred for this man, Lee’s motive thrived throughout the gang war. While he was tasked with apprehending all members of all three gangs, his focus was mainly on capturing Kwan. So one night, he gained the information that Kwan was operating with fellow gang members in the Severt harbor to get a huge supply of drugs and weaponry out to another base. Though Lee was suppose to be helping GPD in finally taking down the main drug base, he instead went on his own to go take down Kwan once and for all. When he arrived, he drove his way through Kwan’s resistance of men until they finally came face to face. They fight in one dramatic fight until the boat they are on sails off and Kwan reveals his true plans. He tells Lee how a single bomb lies in wait under the harbor of Severt, waiting to send both friend and foe to the bottom of the ocean. Though Lee tries to send out a communication warning by cellphone, a jammer Kwan set on the ship kept him from doing so. And since they were at least two hundred yards away from the harbor, Lee was unable to send a telepathic warning, since he could only send out a brain wave up to one hundred yards, one of the faults of not training his mind as effectively as his Exital peers.

Eventually, all Lee could do was stand there and watch as the entire port of Severt was blown sky high from his position on the boat. But because of his momentary distraction, Kwan had managed to creep away, Lee losing his only chance to bring the man to justice. The next day, he was given a week’s suspension for disregarding his duty, but when he returned, he was immediately allowed to go after and capture Kwan. EYE had gotten information that Kwan was capable of setting up the trap through use of an inside man within the GPD force. In order to find out who this man is, they give Lee the task of going undercover as a GPD officer and finding this man. To give him an incentive to do this job, if he found this mystery insider, he would likely find Kwan himself. Lee does not hesitate to take this task, having himself assume a new identity and becoming a GPD officer, even changing his appearance a bit, which was making his hair black and changing his eyes from yellow to brown. With his new profile, Lee set out to find both this inside person and Kwan himself. Though the roster of GPD is very large, considering it’s a force that works all over the world, Lee, who is now named Chen, is determined to solve this case and bring in his long time enemy. But along the way, he must face the common tasks any GPD officer is given in order to continue with his mission and finally bring justice to both the world and himself.

Skills

Martial Arts – Unlike the other eight of the Exital group, Chen trained more in his body than his mind. Though everyone was given the training in martial arts, Chen is probably the most skilled of the group in using his body to deal out training punches, kicks, and grapples. His martial style uses the mechanics of karate, tae kwon do, and a few unnamed internal martial arts. His own personal fighting style, however, uses acrobats and quick strikes to confuse the opponent with wild movements. But when defensive, he is capable of blocking and flowing with his opponents’ movements in order to lead them into either throws or striking counters meant to punish them for entering into his movements. He likes to call his style “Cornered Cat,” comparing it to how a cat would fight when it’s trying its best to defend itself. But when he enters into his more aggressive form, where he uses more grapples, he calls the style “Hugging Bear.” This is mainly due to his tendency to use neck hold submissions to try to knock his opponents unconscious or even kill them. Before he delivers this “final submission,” he tries to disable his opponent’s arms and legs first with submissive attacks.

Weapons – Chen has proficiency in the following weapons: bo staff, katana, baton, knife, and firearms. Chen is known for being skilled in throwing knives.

Psychic – Chen is a natural psychic user, though he is considered the least skilled one in the Exital group. But to him, he believes he is the best since he is able to think outside the box with how he developed his skills. He has the basic skills of a psychic. He can read a person’s thoughts, considering they have little to no mental protection. If a person is truly unable to protect their mind, Chen can place himself into sync with a person’s mind after thirty seconds of focusing on that one person. When he finally achieves this, as long as he does not lose focus on the one person, he can almost predict the next move his opponent does through using the signals coming from the person’s mind. However, as a downside, Chen is unaware to those around him, from hearing to even seeing them unless they force him out of his concentration, such as hitting him.

Another ability he has is that he can telepathically send and receive messages, but his range of thought is only up to two hundred and fifty yards.It was one hundred yards ten years ago, but since then, he has learned to increase its range through training.

Chen’s main use of his powers comes from utilizing them into his martial arts. He can manifest his mental power to power his punches and kicks, allowing him the attacking power to be able to break rock through a few consecutive hits. If he focuses his power into one limb and attacks with it, such as his entire right arm, he can stop an entire bus with just that single limb striking at it. Of course, this will lead to consequences such as having that same arm given tension. It would take about three attacks for each limb before that limb has its muscles fatigued. Anymore after that without rest will lead to having the tendons ripped. Another use of it is that he can mold psychic power into several flowing shapes with his hands or feet to create temporal energy that will allow him to create small shields or tangible material for other use. For example, he can have his hands move in front of him in a circle to create a shield, or move his hands in a waving motion to side to side to create a current of power that can “redirect” projectiles thrown at him. Chen can stop bullets, but he needs five seconds of concentration to create a shield in front of himself dense enough to stop it. This type of shield can take up to ten bullets before its forced to break. Unless someone is capable of seeing mental waves, Chen’s power is usually invisible to the eye. But if they can, they will see a bright blue color representing the shape of whatever Chen creates.

Chen uses his psychic power to also gain higher strength, higher speed, better reflexes, and increase his control over his mobility. Chen can stay in the air either longer or shorter, and increase the length of his jumps to make it appear as if he’s flying. His maximum jumping height has been recorded at two hundred feet, and that’s with a running start. He can even create a stable psychic “platform” under his feet separately to allow him to walk on amorphous surfaces, such as water or lava. When he fires bullets from his gun, he can enhance the power of the ammo further to help them become even stronger against things that can withstand the normal power of a bullet. Chen can alter the path of bullets, too, allowing him to curve them off their trajectory to a fair degree. The further the target, the greater of an angle he can create toward them, up to two hundred and fifty yards.

Using his psychic powers does tax his mind, the intensity of using it determined how long he has before he finally fatigues. He can keep small, basic psychic control up all through the day, but when he gets into active moments that use a good amount of energy, such as a fight, that time decreases. An eight-hour sleep is enough to recover his energy.

Basic EYE Skills – Chen has been raised along with the other Exitals as future EYE agents. Therefore, they were raised as if they were going to battle the world. The following skills was what they had to learn in basic and intermediate level: espionage, interrogation, swimming, five minute breath-holding, car driving, boat driving, copter driving, airplane driving, computer skills, martial arts, and foreign languages (common, elven, dragon, vampire, occult).

Equipment

GPD Standard Pistol – As the name states, the standard handgun for GPD officers. It’s similar to a Glock 18, and holds 17 rounds for each clip, using 9mm bullets. Chen has two on his holster straps.

Desert Eagle – The powerful gas-operated gun that uses magnum bullets to do more of a punch than the normal GPD Standard Pistol bullets, using .41 and .44 bullets. The number of rounds for each cartridge is 8. He has this holstered in the rest to the right of his hip.

Pocket Pistol – A small handgun concealed in a holster strapped around Chen’s right calf near the ankle of the shoe. It’s a semi-automatic that uses .32 ACP bullets, containing up to ten rounds.

Expandable Baton – A baton that, in its closed up form, looks like a one foot black rod, but when it extended, becomes a 29” baton, or 2’ 5”.The material it’s made of is a strong steel alloy that can withstand heavy sword and club strikes, a weapon specially created by GPD to fight against strong opponents. He wields this in the grip of his pants at the back, between them and his lower back, yet holstered in a small sheath to provide comfort.

Ten Throwing Knives – Chen has ten silver 2 ½” knives that he holds in a unique strap down each of his arms, five on each limb. They are used mostly for throwing, created from the same steel alloy as the baton.

KaBar – A 12” knife made of the same steel alloy as the baton, covered in a black color that makes it non-reflective to light. Used mainly for close combat. It rests in a sheath around his left shin near the ankle of his shoe.

EYE Pilot – A special communication device used by EYE employees for communicative and other purposes. Serves as a computer, cellphone, thumbprint reader, eyeprint reader, voice recognizer, sonar up to one hundred yards, radar up to one thousand yards, and tells time.

96Akemi Mercuraki

Name: Akemi Mercuraki(Her normal name)/Ak'Emi Mercuraki(Angelan Name.)

Age: 18

Gender: Female

Species: 25% Nymph, 25% Water Demon, 25% Human(Japanese), 6.25% Angelan, and 6.25% Phantom Elf.

Height: 5 foot 9 inches.

Weight: 141.

Hair Color: Blue

Eye Color: Red

Physical:

To come

Personality Traits:

To come

Equipment:

To come

Abilities:

To come

Biography:

To come

I got it all figured out, but I have my reasons for not finishing it now.

97Bramfatura

Yin

Appearance

Age Unknown (1/100 Years)

5'8"-5'9" (1,700mm)

165lb (75kg)

Symbiosis (Male Host):

At least 100 years of generation gap in between each conception, this particular spawn is 2000th in his line. Planted directly in his host, this symbiote was left to die on an already dying man. They awoke in a world consumed by darkness. In a battle to determine self consciousness mind over matter triumphs and two become one, producing a prodigal team of their species generation. Without host the symbiote appears as an amorphous black tar with elastic traits and mobility, but can not survive long without a biological partnership. In well sustained symbiosis one of the symbiote's traits is self augmentation, changing attire and/or overall stature.

Symbiotes empower the natural abilities of a host to the point where they far exceed that of normal members of the hosts species. In this particular specimen abilities include:

  • Superhuman strength.
  • Superior speed and agility, enhances other physical attributes as well.
  • Enhanced durability and resistance to damage.
  • Genetic memory, recalling information from previous hosts.
  • Enhanced healing ability.
  • Can expand to any size as long as they have something to grow on such as a host or an object. Symbiotes can get inside of small areas such as electric wires and the insides of other devices and completely disable them.
  • Reacts to the thoughts and will of the host.

The following are functions that have been demonstrated from various hosts' wills (but are not limited to):

  • The ability to form fangs or simple bladed weapons out of their limbs.
  • The ability to form additional appendages: limbs, wings and tendrils out of their body
  • The ability to shape-shift, from mimicking clothing up to and including complete change of appearance and stature (augmentation).
  • Empathic abilities that project desires and needs into the thoughts of its host or potential hosts.
  • Can sense the presence of other beings within a certain distance.
  • The ability to create storage portals inside of them.
  • Can see from every direction of their embodiment.

Unique Abilities:

  • Unlike other generations of symbiote, bonding protects the host from intense sounds, increased resistances to intense temperatures, absorbs and stores electricity in high voltage pockets--or "storage portals"--for later use.
  • Magic absorption and the "copying" abilities and influences in their genetic memory. However for either to work the symbiote must survive the initial effect. Effects from magic or skills that attempt to silence or deafen him take no effect.
  • The symbiote, having grown inside of him its whole life, has quite literally become apart of him due to the complex system it has gradually integrated with the host's body, making it near impossible for a forcible separation. Perks include a honeycomb shaped reinforcement for bones, tissues and organs, constant massaging of the muscles and regenerative support for the body. Apart of the combined biological compensation for the symbiosis is an especially carefully reinforced respiratory system and neurological system to help protect the host's heart and spinal column.

The Host:

??? - During a ceremony not that unlike a Mamori Gatana, the soul of his first blade revealed itself to his psyche and told him the name of the spirit that was ever present upon the wielding of a weapon. This was all he remembered as the spirit's role played a large part in conquering the symbiote's preemptive assault to establish dominance for over subconscious control. Considered an invaluable prize, many warriors seek him out for the challenge to learn the name or phrase that seems to activate the soul's power, but few go in seeing death is the most probable of outcomes; however he takes no pleasure in fighting those who have withdrawn from the challenge and is often lenient with sparing life.

On his person he carries two pairs of specialized swords, one multipurpose pair at his left hip and another pair--with lengthened handles for leverage and slightly extended blades for a extra reach--at his right shoulder.

Upon binding with the symbiote his prior subconscious memory faded away, the tides of madness swelled in torrents of mixed feelings breaking out into mental skirmishes to maintain dominance over one's selves. Upon finalization of the fusion between the two species two separate subconscious entities remained in one body and often converse and moralize with one another. Their personalities do not contrast, as the symbiote inherits personality traits from the host as well (and the host is generally the cool-headed, collected type), but rather one will show intensified rage when angered often leading to instability and lashing out with irrational actions and/or behaviour. But each think freely and have developed patience for consoling one another over time, growing more comfortable with being as one.

Memorized Absorbed Technique Repertoire:

  • Imbuing absorbed elemental properties to weaponry.
  • Warg: Assault of highly concentrated Ki molded into an attack project from anywhere on the symbiosis.
  • High Voltage: Complete control over stored electricity.

Absorb and Magical Resistances:

  • Fire
  • Lightening (Nulls)
  • Sound Wave Oscillations (Nulls)
  • Water (forced physical repercussions such as knock back or extreme pressure are not protected by this genetic memorization, just that the elemental damage does not show any particular effect.)

Symbiote)

Mamori Gatana

98AcaciaDamia

Name: Lindy Loki

Age: 19

Gender: Female

Height/ Weight: 5’7” 120lb

Appearance: Medium-short white hair, big violet eyes, a cute little nose and a mischievous smile, a slender but sturdy build with alabaster skin and a nice fair sized B cup.

Abilities: The ability to become intangible/move through solid matter, slightly heightened reflexes and flexibility with average strength.

Personality: Lindy is a carefree easy going girl who wanders through life with the general mindset that nothing bad can ever touch her she is outgoing warm and friendly although somewhat clueless when it comes to judging character.

History: Lindy never knew her parents and grew up in an orphanage, she was well liked among the other orphans and considered them family, to this day any orphan she meets will also be considered family. She left the orphanage at the age of 13 when she discovered her talent of moving through what was normally solid and has managed to survive by an odd mix of good fortune and quick thinking. She didn't have a last name while at the orphanage but earned it on the streets of Durem because she liked to play tricks on her street friends.

99La Ligne Noire

# General

Birthname: Veighn "Lupe" Wovenheart

Age: 17

Gender: Male

# Appearance

Looks: He's about 1'87metres and pretty slender.

He's just an ordinary boy, hairstyle a bit messy, brown and nor long nor short.

Quite handsome, but he's certainly not the supermodel.

Clothing Style: He wears ordinary clothing, a jeans, tshirt or longsleeve, jacket and sweater. He does have a broad choice of clothing but usually sticks with his favourite baggy jeans and sweater.

Accesories: Veighn always wears his birthbracelet, he seems very attached to it.

And loves to carry his sketchbook with him, he doesn't bring it with him all the time, but you'll catch him most of the time sketching, altough he should spend more time training.

# Abilities

Abilities, let's see.

Well Veighn isn't that special, he just got into martial arts and weaponry about 3 years ago, seems he still has a long way to go.

Now he's just good at brawling, boxing and the arts that use hands.

And he's quite good with a wooden stick, he's gotten so advanced that he'll probably get a real sword to practice, how about that eh.

Oh and he's a great artist, not that it really matters, does it?

# Personality

Veighn is a calm, nice person, with a little puberal evil side to him.

The typical ages of rebellion, he always gets in fight with older people non the less he does respect them.

He would do anything to save an innocent in need (and always hopes to save some young, pretty lady)

He's also stubborn and quite cocky when girls are around, you can compare him to a hen sometimes.

When he's alone, he'll probably be sketching something or drawing.

# History

Veighn grew up in a simple town near the city with both of his parents, but soon they got divorced, it seems his dad had an affair while on his adventures.

He likes living with his mom and little brother.

He's still a student, in particular an art student and also began attending martial arts school, he always admired his dad and his skills in combat.

Now he discovered that there is more than meets the eye in the world of martial arts, but also in the art of drawing and painting.

He's thinking of leaving school and everyone to go adventure on his own, just like his dad.

Important Note smilies/icon_idea.gif

Short profile for further character developement

100Tomiko Neko

Birthdate: June 22nd, 1987

Age: 20

Race: Eplican, Vulpes Tribe (Kitsune)

Gender: Female

Height: 6'2"

Appearance

Tomiko is a rather tall girl, and as such her body is also even with her growth. She has a very trim figure, muscle clearly seen in her arms and legs as well as an incredible chest size, which she sometimes complains about as it is rather difficult to do some things when they keep getting in the way. However, she finds them to be a rather useful part of her body because sometimes her opponents are much more focused on her impressive F-Cup’s rather than what she happens to be doing to their torn off limbs.

Tomiko, despite how adult and seductive her body is, has a rather innocent look about her having large eyes and is always smiling sweetly at anyone. Some people tend to get lost in her deep blue eyes which actually turn to silver during night times. Her hair, as well as fur, is a pearl white during the day and follows the same pattern as her eyes, shimmering silver in the moonlight and reaches a length of 18 inches. He has long silver furred fox ears either side of her head which reach a length of 3 inches when fully raised, and she has a thick bushy tail which is almost half the length of her body and measures 8 inches wide. Sure enough, most of the time she can simply sleep curled up with her tail providing a warm blanket.

Most of the time she wears skirts, depending on the occasion, from knee-length pleated skirts and a shirt to camo pants and a tank top for when she is training or even fighting. When she gets very serious she’ll dress up in a business like manner, showing she really means the business she brings. When she does get serious though she looks serious and it’s a mistake to judge her looks any other way. Dressed in any way, she always carries a weapon on her, even if you can’t see it, she has a weapon. Most of the time, the weapon is visible, like her standard katana she usually has tied to the back of her waist but sometimes she likes to keep a weapon hidden, usually during formal occasions or around people she knows well.

She also wears a pair of thin, styled glasses and even ribbons in her hair and tied to her tail all for the sake of it, and because she simply likes it like that. Sometimes she even wears a half mask, normally while she is on her little bandit runs but also for the fun of it.

Intelligence

Tomiko has an incredible mind and occasionally comes up with some great ideas. If you asked Tomiko to calculate the amount of Tritium Liquid needed to jump from Gaia to The RING, Tekni using a simple Faster-than-light drive she would bombard you with a series of questions asking what make it is, how much tritium the fuel cell can hold, what energy class the feed matrix is and so on and so forth. She craves knowledge and is often seen reading a book or down the library or even on a computer looking at the popular Technopedia trying to find something me night not already know. Because of her impressive intellect Tomiko is normally the one her friends turn to, to solve their problems. Both her mother, and her mothers parents have had impressive minds, the family line goes back a long way with each and every intelligent member having done some remarkable things. This is mainly because of a unique attribute Eplican’s carry: Offspring have a 50% chance of retaining all of their parent’s knowledge. Where the 50% who retain the knowledge go about their business like professionals, the ones who don’t usually have all the knowledge locked away in their subconscious and is still passed on to offspring.

Throughout half of her time alive she had made some great improvements to space travel as well as combat and protection. Where her mother invented the XION, Xenite Ion, Module for Hyperspace Drive Modules which dramatically decreased travel times between solar systems and planets by a staggering 47%. Tomiko took this research further and creased a brand new feed matrix for the XION module decreasing Hyperspace travel time by a further 6% . Tomiko has also made excellent relations with a race of Moon Elves who take on her weapon, shielding and ship designs and distribute them amongst other races of the galaxy as well as find ways to adapt her designs to their own nature-tech. All in all, Tomiko has been responsible for much more sophisticated scanner equipment. Extremely heavy duty shielding and armour, 7 new weapon designs, 3 being more efficient redesigns, and 5 ship chassis one of which is being used by shuttle services on most planets these days. She loves to design things and even build things, and if you said she couldn’t do anything she would throw up 5 new designs so fast it would make your head spin.

Personality

Tomiko is a very kind hearted person and doesn’t take a second to think when she sees someone injured, no matter who it is she will help them. She enjoys a laugh with anyone and is a very fun-loving soul. She can also be rather flirtatious sometimes and loves to tease both genders when she is in a really fine mood. When it comes down to it Tomiko will generally talk to anyone and loves to talk about space and technology. Talking about something like the forth dimension, time, will cause her to chuck up a complete essay on what she thinks about it and the physicals of it all. So really, it is advisable to be careful on what you talk about round Tomiko.

History

Tomiko’s history is pretty much kept a secret. Even asking her about her history will grant you extremely few details. But those she will supply are as follows. Tomiko was born and raised on an automated asteroid mining complex which was owned by her mother. She was raised along with her sister Tatoko and taught by both her mother and the artificial intelligence which was used as the complex’s mainframe. Tomiko showed so much interest in technology around her as well as interest in positive magic her most skilful area being the ability to heal others.

As she grew up Tomiko went down the almost same path as her mother and started a small mining project close by with her own small fleet of ships her mother was kind enough to spare for her. This eventually funded the immense amount of research Tomiko worked on during most of her spare time. As Tomiko’s sister grew up and developed her immense destructive capabilities Tomiko went onto working with Tatoko developing and reverse engineering any technology Tatoko happened to stumble along while off on her scavenging trips and treasure hunting.

(( Editing Still in Progress... ))

101S.Lyger

Name: Ganato-Jin Mesa

Race: Ganato Saiya-jin [Evoled Saiyan]

Age: 19

Height: 6'4''

Weight: 250lbs

Appearance:

-A seemingly African American male, generally human in appearance. His body on the whole seems almost sculpted to perfection, muscle structure and durability far beyond a normal human. Calm usually relaxed facial features, short cut black hair almost always lined to perfection and points yet strangely no facial hair. His eyes are an azure shade of blue, the pupil is entirely filled in. Finally a long black furry animal-like tail stemming from the back which causes them to change into the Oozaru form at full moon.

Brief History:

-The Ganato Saiya-jin race is an evolution upon the origiolnal Saiya-jin [Saiyan race]. After years and years of research and in-breeding with other races including human this race was formed. The first of this race would be the great great grand son of Brolly, the once reknowned Legendary Super Saiyan of his time, though since him others had been found. Their names consist of the word Ganato-Jin and the first name of their birth name. Since they�re believed to all have common ancestry and thus all be family a last name didn�t seem to be needed.

Within the Ganato Saiya-Jin body original psionic/mental energies melded with that of soul/spiritual energies naturally to form Ki energy. This energy could be used to effect the area around them, basically melding the abilities psionics and soul channeling provide into a single very plausible and versatile energy source with which almost anything is possible. As a result mental hemoraging caused by psionics and spiritual destruction caused from soul channeling are negated by this very simple and very balanced process. The Ganato Saiya-Jin race is a classification given to those of the Saiyan race who�ve evolved the way Ki is used and how it can be used. In a way they have revolutionized it and created limitless possibilities, this of course was possible via birth given traits of their bodies.

Their body can never reach its peak, it can always continue to get stronger and stronger, their bones and muscles more dense, their level of Ki control steadily increasing. The standard means of the saiyan race to track such progress is through calculating the total yield of a fighters body of Ki energy, thus producing a number with which to discern a power level. The Legendary Super Saiyan Broly is believed to have been the strongest ever before the Ganato race. His highest power level was measured at 25,000, to put it in perspective with Ganato, the lowest measured Ganato power level has been 71,000.

Ganato Saiya-jin race has 6 forms:

-Normal Form- Basically general everyday appearance. In this form his aura appears as a silvery color, an opaque grayish silver, and his body maintains its usual size and shape.

Gajin Stage 1: Requires energy level to be at least 25%. Increases speed and energy yield two fold, physical strength increase as well though energy is sapped slightly faster than normally. [No Physical change]

Gajin Stage 2: Requires energy level to be at 50%. Muscular structure bulges as he grows. Spiky hair lengthens slightly and becomes crimson along with eyebrows. Eyes turn pitch black.

Gajin Stage 3: Requires energy to be at least 75%, body stays same size, hair lengthens drastically and gets thicker, though still red. Aura expands outwards 10ft on all sides. Area within becomes sphere of influence.

Majin Form: This is the only form powerful enough to perfom psionic and spiritual techniques. Energy must be at maximum [100%] body yield. Body maintains size, but at this form the cerebral cortex is fully accessible to the ganato-saiyajin. Since at this point they are at their maximum energy level for bodily yield, an extreme amount of energy is at his leisure to perform major psionic and spiritual based techniques. Hair shortens to normal length and returns to black, his eyes become white.

-Oozaru Form- The last form would be Oozaru which is the large monkey like figure they become at the full moon, Ganato have control over this form where as normal saiyans simply go on a destructive rampage.

Skills:

-His skills have been honed by severe gravity and bodily enhancement training, a part of which includes the chamber in which he lives being 1000 times earth�s gravity. Saying his body is a finely tuned well oiled machine is an unbelievable under statement, its denseness rivals that of heavily reinforced steel. A technique he�s mastered known as Instant Transmission is key the fighting style he uses. Using psionics he can move himself instantaneously �pon the prime material plane. Looking at the PM like a 3-D line graph he can use vertical or phase shift to move him to his desired location instantly. In a fight this technique allows him to build up an extreme amount of momentum due to the speed of his travel, therefore turning the simplest of jabs into devestating blows if landed. For short distances this is easy and requires minimal concentration, though for longer ranges focus is needed.

When last his power level was measured just after ending his 5 year intense gravity training was 160,000, reached at his highest form, Majin form. In normal his power level is 95,000 and in Gajin its 125,000. And last but not least Ki control which is [as explained earlier] is used to affect any number of things. The use of Ki energy as he does it comes from a superior knowledge of psionics and soul melding in order to be able to harness both energies and synthesisize them into one with such efficiency. Though some would argue that while this synthesis is a very versatile energy source, the two by themselves have a better potential yield when used seperately. First and for most is the out put of Ki energy via beams, orbs, and such. He has a wide array of these techniques some with special qualities.

Spiritual Techniques:

-Soul Channel- The ability to syphon energy from your spiritual essence to power an attack or technique.

-Soul Chain- A rather epic technique he can use to draw energy or life force from one's souls. Can be used to kill or simply to extract energy from an opponent for whatever reason. An extension of his soul latches on to that of the opponent and can either remove it from him or simply draw from it.

-Soul Cannon- It takes the energy entirely from his soul [usually used after spiritual duality] and harnesses it into a powerful attack. Usually a beam or a large explosion steming from his aura. Upon contact it completely destroys an anything matterial and absorbs any and everything spiritual or soul based into itself erasing it from existence.

Malice Cannon: Expanding his perception to encompass all within his vision, or area of sensory, and draws from any evil or bad thoughts, feelings, or beliefs. Feeding off this he converts it into his energy, and uses it to create a massive beam which usually leads to an unbelievable explosion.

[b]-Astral Plane- In either of his elevated forms, Gajin or Majin, he can access the weary souls of those travelling to the afterlife and use them for any of these techniques. Souls he exorcises are sent here, and reside within a level of his consciousness to be tapped into at his will.

Psionic Abilities:

-Energy Manipulation- The ability to take hold of any form of energy on a molecular level and alter it to one's liking. Amount of energy used depends upon the target and the change affected.

-Telekinesis- The ability, using energy to power the mind, and allowing the mind itself to impose its will upon physical matter.

-Sphere of Influence- Creates a sphere around himself inside which he controls the space and time. The sphere itself is made up of thought powered energy thus its reactions are at will along with its manifestations.

-Energy Conversion- While using the sphere of influence energy that connects with the sphere it can be absorbed and converted into raw Ga-Ki energy.

Ga-Ki Abilities:

Note:Ga-Ki in itself is the perfected combination of spiritual and psionic energies to achieve a synthesisized versatile form of energy. Depending on its synthesis it can be used as a blast back type energy in which the opponent is met with extreme physical force and thus blown backwards, as well as an corrosive type of wave which can burn the skin and clothing, melt through solid objects, and even desintigrate them on contact.

--Burst Shot

consists of rapid fire Ki blasts in a machine gun style attack

-Masenko

� blast of Ki, usually a quick counter style manuever

-Ki Blade

� blade created Ki energy

-Ki Barrier

� defensive barrier created of Ki energy

-Blaster Shell

� massive ball of Ki energy, it follows them until destroyed and tends to drive opponent back until he hits something solid [ground or wall] then explode upon them

-Mad Cannon

� an extreme blast of Ki energy that obliterates anything in its path and spans out wider and wider the farther it travels

-Black Ball

  • massive ball of Ki energy which forms a series of explosions on contact

-Deceptive Shot

-small seemingly harmless ball of Ki energy, usually about the size of baseball. 'pon contact it causes a large dome like explosion.

Equipment:

-His clothing, black light sparring gear, consisting of a sleeveless v-neck top with matching rather baggy black pants tucked into lace up boots. Other than that, nothing.

102Ayerie Valdis

Name: Vykos Valaren Levay

Race: Human

Height: 5’11”

Weight: 125lbs.

Reforming in Progress

History

Appearance

Abilities

Felis Negrum

A vast collection of rumors connecting witches and infernalists to cats abound because of this ritual, which allows the caster to transform himself into a black cat. To cast Felis Negrum, you must have three whiskers from a black cat, burn them over a one-foot square of glass, and inscribe your name on the glass in your own blood. Overall, the ritual takes about 10 minutes to complete. The effects last indefinitely, and you may return to your natural form whenever you wish.

Vykos uses this ritual to keep his hunger for magical energy at bay, as this from does not hunger for it, and cannot absorb it, and therefore spends most of his time as a cat. Though becoming physically weakened, he still has access to all of his magical talent, as well as a few other surprises.

Master of Shrouds

Vicissitude

One of the necromantic arts taught to Vykos by Aleera was the magical art of fleshcrafting, also called Vicissitude. By forcing magical energy into the hands, flesh and bone becomes mere putty in the sculpter's hands. The possibilities granted by Vicissitude are limited only by the user's creativity, for nearly any change may be made to flesh. Just a few examples include: sealing wounds to prevent blood loss, twisting flesh and bone in order to persuade another to talk, changing one's face into another form, or lengthening and sharpening bones turning one's whole body into a weapon. The user can also choose whether or not the target feels pain while being affected, as the trauma of feeling one's skin sealing together might do more harm than good to an injured ally, but the great pain caused by pulling a bone through flesh could be very useful. Major modification to the body through Vicissitude is a rather lengthy process, but something as simple as a "grab and tear" requires only a second of physical contact.

Spellstitched

Gaining access to them via Vicissitude, Vykos has carved intricate patterns of arcane runes into his bones. When activated, these runes grant Vykos power over a few schools of arcane magic.

Specialties

Child of Nerull

It is said that gods can breathe their blessing into a young infant at the moment of his birth, granting them a piece of their essence for whatever good or ill the diety has planned for the child. If such stories are to be believed, then Vykos stands as one of the few individuals touched by such a gift. Upon his birth, the death god Nerull placed a piece of himself into the young child, forever warping his soul.

The Curse

Equipment

103Demon God Yoshi

Name: Yoshimaru Sakuari

Age: appears 22 (unknown)

Gender: Male

Race: Shinma

Appearance: White medium length spiked hair, fair skin and green eyes. Extremely athletic and agile. 5'8, 180lbs

Wears dark brown baggy pants with black belt trimmed in gold, black boots, black arm grieves, two gold large loop earrings, short armor cloak, light tan long tunic with a single custom made vicious looking blade carried across the back.

Abilities: Incredibly strong and quick, skilled in Wu Shu, Kung Fu, Ninjitsu, Sinjutso, Budo, Shourin Kai. Master swordsman, adept in the predicting of an opponents actions (only used on NPC's). Master of use and controll of water, can call upon water demons for service.

Personality: Dedicated, ambitious, enigmatic, independent, cold, distant and violent. Concerned only with the battle and will only help someone if it is useful and profitable to him.

History/Legend:

From early in man's history existing in the Eastern Kingdom of Heaven serving the great dragon god Seiryuu. Yoshimaru always completed his duties quickly, efficiently and without question.

Thinking he was better than a caretaker for a human. This flawles obedience was tainted by Yoshimaru's refusal to help a small child chosen as Dali Llama who was favored by Seiryuu. This refusal resulted in the childs horrific torture and death having been butchered into small pieces that were placed at all the Buddhist temples as a warning from the murderers who are trying to end the Buddhist beliefs during the sixth of man's great world wars.

Yoshimaru understanding his great trespass against Seiryuu willing accepted his banishment from heaven to the world of men. Being stripped of most of his inate abilities and now mortal. With one chance to redeem himself to his god. Bring the murderers to death and help all whoms paths he crosses.

Note: I am not anti Buddhist, I am not Buddihst. This is loosly based on actual past and current events as well as Buddhist mythology. So no offence ment to any Buddhist out there.

104Demon God Yoshi

My words are like stars,...

General Information

Characters Name:: Loki

Gender:: Male

Race:: Risen Entity, True

Alignment:: Chaotic Neutral

Villainous Archetypes:: (Semi-Passive)Brute, (Active)Corrupter

Age:: Participant creator of third dimension, Unknown

Apparent age:: Late twenties, early thirties.

Birthdate:: Unknown

Height:: 5'10"

Weight:: 155 lb.

Physical Attributes

à Face- A white skull is painted upon his sooty skin.

Eyes- Normal-Green, Advanced-Shining Silver

Hair- Bald, N/A

Skin- After escaping Hell, Loki's body took up a black sooty property that appears to be permanent.

Build- Partially toned

Handed- Ambidextrous

Scars- N/A

Tattoos- N/A

Blood Type- AB-

Image- [[X]](http://i174.photobucket.com/albums/w89/LokitheDamned/loki.jpg)

Clothing

à Forehead/Head- A dual-pronged Jesters Cap. Enchanted.

Face- N/A

Shirt/Vest- A customized Silver and Black vest lies upon a thin, baggy, poet's shirt. The Vest is made from similar fibers as his pants, yet woven with strands of living Fullerene. Each strand is roughly 7nm(nanometers) thick and nearly as strong as diamond.

Pants- Sown with naturally durable fibers, these pants provide protection on a minor physical aspect, such as preventing a snakebite.

Waist- An ordinary leather belt, a card holster rests on the right hip, which houses Jace's deck of cards.

Shoulders- See Shirt/Image.

Arms- See Shirt/Image.

Wrists- N/A

Hands- Ordinary black leather gloves.

Crotch- A relatively normal cup, coated in an alloy of Titanium and Vibranium.

Legs- A personally designed sock covers both legs in entirety. Made of a thin breathable material, plated in measured intervals such as the shins. The soles are built in, as the metal plating, and designed for optimal mobility.

Ankles- See Legs.

Feet- See Legs.

Acces- An all black Katana & Sheath rests upon his back, angled toward his left side.

Personal Information

Personality

105-V- Loki -V-

My words are like stars,...

Reserved

...They never go down.

106Akemi Mercuraki

((Still in construction...))

Birth Name: Akemi Mercuraki

Alias: None

Titles: None

Race: 1/8 Angelan, 1/8 Phantom Elf, 1/4 Human, 1/4 Water Demon, and 1/4 Nymph.

Gender: Female

Birthdate:

Age:18 0

Apparent Age: 18

Height: 5,7

Weight: 141 lbs

Hair Color: Blue

Eye Color: Red

Right or Left Handed Ambidexterous

Description:

Apparel:

Equipment:

Weapon(s):

Abilities:

History:

107Theory-Of-Xerosis

Basic Information:

Full Name [Birth: Trey Stevens

Full Name [Used: Trey

Alias/s: The Sledge Hammer {[Trey got this alias since he usually uses a sledge hammer as a weapon.]}

Age[True Age: 19

Age[Physical Age: 17

Birthday: 12/05/1989

Race[Blood: Human

Gender: Male

Sexuality: Straight

Personality:

Trey is one of the people in life who always look upwards towards bigger and better things, but never gets his break. He is easy to befriend as he is very accepting to most of the nicer people in life, but other mean and evil people are usually looked down upon.

His main reason in life is to make friends, get rich, live life to its fullest. The basic good guy in a book, movie or tv series. A happy go-lucky guy out to get big. But Trey also likes to fight, alot in fact. From the age fifteen and onwards Trey always liked to get into fights with other people, or the fights just found him. Once a week at school he was usually in a fight, and suspended quite alot. At the age sixteen he left school. This sudden leaving was due to watching a fighting tournament, the Heaven or Hell. After getting a good paying job as a bartender Trey began finding fighting tournaments, under ground mainly.

The only time Trey isn't happy is when he is at home bored out of his mind. Which is very rare to happen.

Maritial Status [Past: None

Maritial Status [Current: Single

Family [Mother: A woman named Georgia Stevens.

Family [Father: A man named Alex Stevens

Rival/s [Current: None

Rival/s [Past:

-A man known in the underground fighting scene as 'The Grave Maker'. The two first fought when Trey was Seventeen. Both men were left in a draw after the big fight. From then on every time they had a fight they would always tie and get a double knockout. But sadly during a fight 'The Grave Maker' was silenced after having his head smashed in during a no rules fight.

Nationality [Birth: New Zealander

Nationality [Current: Gaian

Profession: Under ground fighter/Bartender

Alignment: Lawful Good

Class: Street Fighter

Theme Song [Current:

Strength of the World by Avenged Sevenfold

Appearance:

Height: 5'11"

Weight: 112 kgs

Complexion: Tanned

Body-

Trey has medium-ish lengthed black hair that has gray highlights. The hair just reaches his eyes, which are usually coloured brown but have gray lenses to change the colour of them. His skin is slightly tanned with quite a few cuts here and there from fights. Usually Trey has a bruise or a cut on his face from a recent fight, but they usually heal up with time. His body is rather muscular, a six pack and large 'guns'. In his younger years Trey was in a running squad and the weightlifting team at his school. He is rather fast, he can run one hundred meters in twelve seconds. And his great strength allows him to Bench press five hundred lbs!

The words 'Under Ground' have been tattooed in an arch over his back in black ink with silver outlines. Underneath the 'Under Ground' tattoo is a pair of brutal looking brass knuckles, done in silver and black. Down his right forearm is a sledgehammer with the main head on his fist. Around the handle is barbed wire. On his left arm around the wrist is a plain black line tattoo, a test to see what a tattoo feels like.

Clothing-

Trey wears a pair of black baggy jeans which have been cut three quaters down to reveal his shins. The pants have been customized to have the words "Sledge Hammer" circle around the cut off cuffs. For shoes he wears a pair of black and gray converse chuck taylors, and of course a pair of white socks. For a shirt Trey wears a white shirt, with small sleeves. On the back of the shirt there is black writing saying "Under Ground Fighter", a shirt he got for participating in an under ground fight.

When fighting though he takes his shirt off and pulls on his custom brass knuckles {[See equipment]}.

Equipment:

-A twenty pound sledge hammer that he only carries to his fights, no need to get into trouble with the police out in public.

-Treys special pair of brass knuckles. Instead of being rings like most knuckles Treys are square in shape.

108Treflist

Melina Slimmy B.

Age: 22

Gender: female

Race: human

Height: 5'7"

Weight: 120 Lbs

Slimmy B, Melina. Young woman of her times. College dropout, Melina decided to take a break off her political sciences study due to her lack of motivation and plummeting grades. In search of a future, the Slimster took what little money she had saved aside to purchase an occasion vespa, a spray bottle of cayenne pepper, a bag of beef jerky and a new pair of Converses. Now fully equipped to face the endless possibilities of the Gaian world, she set off alone, headstrong and full of dreams.

With time, Melina learned quite a lot. In the three years she spent on the road, she firmly believes she has found more about Gaia than a lifetime of political sciences could have taught her. She has learned to defend herself against adversity, how to find money and a job easily (both through legal and less-so means, although she prefers to stay away from legal troubles) to cook and to do her own laundry. On the off-time, she also has taken the time to put herself in good shape and learn the basics of martial arts, to defend herself against Gaia's many ill-oriented beings. She has grown to be a cheering, open young woman, joyous and smiling, and easy to approach.

Melina still hasn't given up on her bohemian adventure. In fact, after having so much fun on her Vespa, she came to even forget the reason of her departure, and has accepted this new way of life as ideal.

Melina looks like an urban young woman of Lebanese origins. Slightly tanned skin, dark brown bunching in small strands that fall to her shoulders. Large black eyes, shining with a desire to know everything, and the most charming of smiles with lips full enough to make most envious. If weather allows it, Melina prefers light clothes, shorts and tank tops. Most of her belongings fit in an olive messenger bag, and she seldom goes out without it around her shoulder. Her Vespa is the legendary wasp-yellow that became synonym with the brand, although years on roads not always pretty has dirtied and dulled it, and the leather of the seat is worn to almost nothing.

Melina also sports a few piercings, at her navel, a nose stud and many ear piercings. Tattoos are also scattered along her body. Flames rise up her right leg, and flowers fall into petals from her left shoulder to her left wrist. In her back, in front of flowers similar to those on her arms, is a large stylized wasp covering nearly all of her waist to her shoulders. She prefers medium-sized earrings, and always wears many bracelets at each arm, in colors that match her current attire.

Of fighting:

Melina will always avoid a fight if she feels her life could be threatened in the outcome. She is aware of her frailness as a human, next to the much more physically-apt races of Gaia. Still, she has found a liking to martial arts, and believes that fighting has a very relaxing, therapeutic effect in the short-term, should one be able to avoid serious injuries.

Pro efficiencies:

  • Pepper spray; she -will- aim for the eyes.
  • Basic karate; self-defense for women, with improvised weapons.
  • Drive-by home run; think of a knight's tournament, but with a Vespa and a bludgeoning tool.
  • Pea-shooter; has already fired a gun, but always forgets the security lock, and can't aim.

Talents:

  • Acrobatics: was forced in a competitive team through childhood. Has kept herself in shape since then.
  • Moped Ace: is able to perform stunning driving tricks ... on a scooter.

Supernatural:

  • Flame-on: has learned how to magically summon fire and heat at close range. Usually requires physical contact to allow any real effect. Can also put out natural flames at close-range.
  • Sight: through a great effort of concentration, can detect ghosts, spirit, off-plane beings and invisible objects. Once detected, a being will stay visible for around half an hour. This spiritual "tag" can be negated simply by washing it off, with water.
  • Cantrip: can manipulate through telekinesis objects no heavier than a salt-shaker.

Unique:

  • Bulletproof: After an accident involving a dying dragon, a planar-discontinuation bomb and a pancake factory, has learned the trick to making rapidly-approaching objects go right through her personal living area, making her, in theory, bulletproof. This ability is triggered reflexively by her body. As such, it takes place automatically, but at the condition of being aware of the projectile coming her way. Projectiles cannot be wider than three inches, and longer than 10 inches (thus, an arrow will still pierce her, but lots of ballistic projectiles will pass through).

Trivia:

  • Slimmy B is her real last name.
  • She almost never swears.
  • She gets slightly uncomfortable around people she finds attractive. While this can be both males and females, she is straight.
  • Tried becoming vegetarian, only to learn how much she -loves- meat.

Picture as visual aid until more appropriate artwork is found. Credit goes to Tritz, which isn't me.

109VaIentine Hoskuo

xXxThere is no mystery about my style. My movements are simple...

__x__x : e s s e n t i a l s :

Birth Name: Lei-Hung

Used Name: Lei-Hung

Age: 57

Date of Birth: May 17

Occupation: Martial Artist/Chef

Alignment: Lawful Good

Marital Status: Single

__x__x : v i t a l s :

Height: Five Feet Nine Inches

Weight: One hundred and seventy four pounds

Hair Color: White

Hair: Spiky

Eye Color: Brown

Dominant Hand: Left

Skin Tone: Light Tan

Skin Condition: Dry, and rough

Physical Condition: Excellent

Voice: Stern and monotone

__x__x : s t a t u s :

Strength: Max lifting 350 lbs

Power Classification: High

Blood Type: O+

Primary Residence: Aekea

Primary Discipline: Jun Fan Jeet Kune Do

Styles of Attack:

Physical:

-- Single Angular/Direct Attack(SAA/SDA): General straight forward attacks with no true secret behind them.

-- Hand/Foot Immobilization Attack(HIA/FIA): Use SAA/SDA as a way to trap the opponent's appendage limiting its function.

-- Progressive Indirect Attack(PIA): Attacking one part of the opponent's body followed by attacking another part as a means of creating an opening.

-- Attack By Combinations (ABC). This is using multiple rapid attacks, with volume of attack as a means of overcoming the opponent.

-- Attack By Drawing (ABD). This is creating an opening with positioning as a means of counter attacking.

__x__x : p e r s o n a :

-- Normally the silent type, who prefers to let his fist talk. Preferring to avoid random or unnecessary fights, instead of starting them. Such a personality leads him into a more defensive style of fighting, making him rather dependent of ABD.

__x__x : f e a t u r e s :

A. Scar Tissue:

-- A variety of scars are located on his body from previous fights, and training. The majority of which are covered by his clothing with the exception of some on his hands.

__x__x : b r e a k d o w n :

-- Because of his devotion and skill he is what many believe to be a true master of his style of Martial Arts.

-- Due to his training, Lei's knowledge on the happenings of the world, and overall general intelligence have suffered. As such, his speech in very sketchy, and normally causes him to mispronounce words.

-- When Lei is not out traveling, and is in Aekea he works at a restaurant as a chef. Cooking was a talent picked up from his travels, and needing to feed himself foods that are appealing to the taste buds.

__x__x : a p p a r e l :

Attire.

-- Visual Appearance

__x__x : a c c e s s o r i e s :

-- Large Duffle Bag: Contains common traveling accessories, such as currency for the land he is in, passport, non-perishable food items, and clothing.

__x__x : a c q u a i n t a n c e s :

Family

-- Tomiko,Deceased

Role in Family: Mother

Cause of Death: Old Age

-- Lee, Deceased

Role in Family: Father

Cause of Death: Lung Cancer from smoking

-- Han

Role in Family: Brother

Status: Currently running an isolated dojo

Rivals

-- Han

Current Record 103-102 Han

xXxDirect and non-classical. The extraordinary part of it lies in its simplicity.

110Apocalyptic Pilot

Brendyn Rogel

Overview

Age: 22

Race: Human

Gender: Male

Alignment/Aura: Evil/Dark

Appearance

Brendyn: Brendyn is 5'8 and skinny. He has an athletic, flexible build, but no obvious muscle. His skin is a bit pale, although he generally leaves no skin showing below the neck anyway, save his fingers (see clothing, below). He is reasonably attractive, with shoulder-length dark brown hair and a well-proportioned face. His eyes are gray. There isn't much about him that is particularly memorable, and his body is free of any distinguishing marks or blemishes.

Equipment

Clothing/Armor: Brendyn appears to wear a pair of simple black slacks, a long-sleeved black formal shirt, black fingerless gloves, and a long dark red cloak. His only piece of jewelry is a small medallion on a chain that hangs around his neck. The medallion has runes carved into it and appears to be made of gold. In reality, the formal shirt is actually a chain shirt under inherent illusory magic. It wouldn't stand up to a determined attacker, but someone expecting only the resistance of cloth is in for a surprise.

Weapon: Brendyn maintains an appearance of being unarmed at all times. He has a special sheath around his wrist which conceals the dagger given to him by the Order of the Shifting Winds when he attained the rank of Assassin. The blade is a powerful magical item, and gives him what the Order calls "Vision". When he is holding the blade in his hand, he attains a very specialized form of x-ray vision that allows him to see through clothing and skin to the organs beneath. This makes it significantly easier for him to strike with lethal precision. He can also alter the Vision to show him any armor the opponent is wearing, either obviously or concealed beneath clothing, unless it is under an illusory charm similar to his own armor. The Vision highlights weak points in the armor. He can overlay one form of the Vision with the other so that he can see where gaps in the target's defenses coincide with lethal strike points.

Instrument: Brendyn carries a lute with him wherever he goes. The instrument is slung across his back and held there by a strap that runs over the cloak and around across his chest, passing over one shoulder and under the other. In truth, he is only a mediocre musician, but the instrument houses his only other weapon. When two of the tuning knobs at the head of the instrument are pressed in, a concealed bayonet slides out of the bottom, allowing him to swing the instrument like a bat or stab it like a shortspear and release the spring-loaded blade to hopefully lethal effect.

Medallion: Brendyn's medallion is actually a potent magical device that creates a permanent Nondetection (see spell description, below) effect upon him, foiling even very powerful attempts to locate him through magic or discern his alignment or aura. The medallion also makes him aware of any such attempts to locate or discern details about him, but he isn't told the source of the attempt. He can override the effect with Misdirection (see spell description, below), but when the spell ends the Nondetection effect returns.

Abilities

The Order trained Brendyn first in a specific tree of magic, known as Beguiling, and from there in the arts of the Assassin. Most members of the order, once qualified as an Assassin, continue on with that aspect of their training for the remainder of their careers. Brendyn chose to go back to the art of Beguiling, and is thus a much more effective magic user than his peers, but lacks their prowess in stealth and combat.

Beguiling

Brendyn's powers run off of a "point" system, and when the points are exhausted, he must get a full night's rest before he can use even the weakest of spells. Unless otherwise noted, all spells require gestures and intonations in a magical language to cast, although these requirements can be bypassed under special circumstances (see SPECIAL, below). A normal spell casting requires four seconds of dedicated casting, although some spells may differ from this and will say so in their spell descriptions. Spells that are "instant cast" require only a single syllable of intonation and a simple gesture, such as a flick of the wrist, to cast.

Brendyn's base allotment of points per day is 35.

Note: Brendyn's magic is generally mind-affecting or mind-altering. Because of the potential unbalancing nature of this in competitive roleplay, most spells have separate effects when used against generic NPCs (NPC), special NPCs (SNPC), and the player characters (PC). The spell description will handle each of these cases when there is a distinction to be made. The distinctions are as follows:

NPC - A basic, uncontrolled NPC. Commoners, merchants, and generic guards would all fall under this category.

SNPC - Special NPC. These are the elite bodyguards, the squad of ninja, or any other NPCs that are under the direct control of a player and more important than a common NPC.

PC - The avatar of a player.

1/2 point spells - Spells in this level aren't targeted at enemies, so there are no distinctions between NPCs and PCs

Illusory Lights - Creates up to four dancing lights that resemble torches. The lights can be moved as a group if focused on by the caster.

Illusory Sound - The caster can create phantom noises. While he can mimic sounds in a general sense, such as a barking dog or the murmur of a small crowd, he can't create anything as specific as understandable speech.

Whisper - The caster can choose a target within line of sight and whisper. The target will hear as if the caster is whispering directly into his ear, regardless of distance.

Detect Magic - The caster can see magical auras, and get a feel for what type of spell is creating it, although he can't identify more than the generic type of magic. For example, he could tell that a spell was some sort of barrier, but couldn't know whether it was a physical barrier or one that blocked telepathy, etc.

1 point spells - Some of these spells can be targeted, but are generally easy to resist if the target has a strong will.

Charm - Targeted

The target must either be of the same race as the caster, or of a race with similar thought patterns. Creatures with minds that are significantly more or less developed, or that function differently than the caster's, are unaffected by this spell. Attacking the target ends this spell immediately.

NPC - The target feels an overwhelming fondness toward the caster for a few moments, regardless of how he felt about the caster previously, treating him as a trusted friend. He will not suspect that he has been enchanted, even after the spell duration ends.

SNPC/PC - The target is more willing to trust the caster than he/she would otherwise, provided he/she is not actively hostile toward the caster. Even if the target resists this spell, only a magically sensitive character will feel the attempt to enchant them (although the gestures and verbal spell requirements could tip them off anyway.)

Overwhelm - Targeted

NPC - Wears at the target's mind, causing powerful lethargy and unconsciousness after only a few seconds of focus.

SNPC - The target suddenly feels a great weight on their mind and can only take simple actions through complete focus of their will. The target's mind recovers quickly (20 seconds or less)

PC - The target feels an assault on their mind that temporarily leaves them feeling exhausted, as if they just took part in vigorous physical activity. If they are already exhausted from prolonged combat or other strenuous activity, they can be brought to the brink of fainting. The target's mind recovers quickly (20 seconds or less)

Light spray - Targeted

NPC/SNPC/PC - Renders the target temporarily blinded if its only sense of vision is derived from its eyes.

Force armor - Self-targeted

An invisible field of force covers the caster's skin, shunting aside attacks when it can. Direct hits will be slowed by the field, and glancing blows will be deflected altogether. The field cannot exist under physical armor, but will protect the areas of the body that the armor may not cover.

Sprint - Self-targeted

The caster gains fleetness of foot, doubling his running speed for up to a minute. This does not affect his speed in any other way, such as attacking speed or casting speed.

Understanding - Self-targeted

The caster can understand all written and spoken languages he hears/sees for up to ten minutes. He can't speak or write in the languages himself, as they are magically translated to him and the magic only works in one direction.

Mist - Self-targeted

A burst of white cloud erupts from the caster, covering a 20 foot area. Strong wind will disperse the cloud quickly, otherwise the magical mist remains for up to a minute, obscuring all sight.

Disguise - Self-targeted

The caster can change his appearance for up to an hour, within reasonable limits. He can look like a specimen of his own race or a race of similar physical structure, and can appear to be shorter or taller within normal limits for his race. He can take on the particular features of another individual if he is able to study the individual as he casts the spell or is so intimately familiar with the individual that he can call up an accurate picture of the target in his mind as he casts. Otherwise, he can call up a generic look for his disguised form to have.

Nondetection - Self-targeted or Targeted

The alignment and aura of the target are suppressed for the next 24 hours, making both utterly undetectable to those that are sensitive to them, whether through magical means or otherwise. While a complete lack of alignment and aura may rouse suspicion, this spell is used when suspicion is preferable to certainty.

Basic Image - Untargeted

A more advanced visual illusion than "Ghost Lights", this spell allows the caster to create a detailed, three-dimensional image that he can move. The image lasts for as long as he concentrates on it. The image only fools the sense of sight, and has no elements of sound or touch associated with it.

2 point spells

Detect Thoughts - Targeted

NPC/SNPC - The caster can hear the target's every thought as long as he maintains focus on the target, for up to a minute.

PC - The caster can hear "surface thoughts", or the strongest train of thought of the target at any given time. Even if the target resists having his/her mind read, only those of exceptional will or magical sensitivity will be aware of the attempt, and even then they will not be able to pin-point the source (although the caster's intonations and gestures may give it away).

Daze - Targeted

NPC/SNPC/PC - The target, if unable to resist the spell, finds him/herself unable to take any conscious action, although if under attack they will continue to reflexively avoid being harmed to the best of their ability without moving from the area where they stand. This lasts for only five seconds.

Pacify - Targeted, Instant Cast

NPC/SNPC/PC - The target finds him/herself unable to attack for the next five seconds, although no other actions are prohibited to the target.

Idiocy - Targeted

The caster must touch the target directly to finish casting the spell.

NPC/SNPC - The target suddenly becomes significantly more stupid for up to an hour. Anything beyond even the most basic of tasks becomes a lost cause. The target will forget previous orders or intentions while the spell lasts.

PC - The target is rendered "scatterbrained" and mentally clumsy for an hour. The target's vocabulary will drop off sharply, they will have a hard time remembering what they were doing and why, and only intense focus allows them to call upon any training or mastery of skills they may have. Intuitive physical acts, such as combat, are largely unaffected, although they will have difficulty employing a semblance of strategy to their acts.

Vertigo - Targeted

NPC/SNPC/PC - The target's sense of balance is suddenly greatly diminished for up to 60 seconds. Even flat surfaces will present difficulty, especially if running. PCs, by virtue of their generally superior physical intuition, are less affected by this spell, but will still find acrobatic maneuvers to be nearly impossible with diminished balance.

Hypnotize - Targeted, Multiple

The caster designates a point within line of sight. All creatures within 10 feet of that point are considered targets, as follows:

NPC - All targets stand there, staring blankly, for as long as the caster concentrates plus 10 seconds, allowing the caster to make a retreat.

SNPC - All targets will stand there, staring blankly. If a target summons the strength of will to break the enchantment, he/she may attempt to rouse others from the hypnosis. Any targets that are unable to break the enchantment remain hypnotized for 10 seconds after the caster stops concentrating on the spell.

PC - The target is unaffected by the spell, as their will is too strong, unless they are the sole target of the spell. If a PC is the sole target and unable to resist, they are likely to break the enchantment quickly. Even unusually weak-willed PCs that suffer the full effect of the spell are released from its power the instant the caster ceases concentration.

Note: Attacking any target ends this spell immediately.

Overwhelming Burst - Targeted, Multiple

As "Overwhelm", but all creatures within 10 feet of a chosen point are considered targets instead.

Invisibility - Self-Targeted or Targeted

The target is rendered invisible to the sense of sight for up to ten minutes. The spell doesn't prevent the target from making noise that could reveal its position. The spell also doesn't render invisible footprints left by the target or other disturbances created by the invisible creature. Creatures with the ability to remotely sense creatures without their eyes, such as tremor-sense (sensitivity to vibrations in the ground) will be largely unaffected by the spell, provided they choose to interpret their alternate sense as the true one.

See Invisibility - Self-Targeted

The caster is able to see through magical or technological-based invisibility, such as that provided by his own Invisibility spell or optic camouflage, for up to an hour.

Spider Climb - Self-Targeted or Targeted

The target can crawl on walls and ceilings effortlessly for up to an hour.

Misdirection - Self-Targeted or Targeted

A more powerful version of Nondetection, the target gains the alignment and aura of something or someone else that is within line of sight, for up to eight hours.

Minor Image - Untargeted

A combination of Basic Image and Ghost Sounds, the caster creates a three-dimensional illusion that he can control by concentrating on it. The image can project generic types of sound, but not speech, much like Ghost Sounds.

Open - Untargeted

The caster magically unlocks a door or other locked object, regardless of the complexity of the lock. If the caster chooses, the door or other object will also open after unlocking.

Silence - Targeted or Untargeted

The caster chooses either a living target, an object, or a point in space. Once cast, a field of absolute silence, which lasts for five minutes, comes into being for 20 feet around the center of the spell. If centered in space, the field will not move. If centered on an object or creature, the field of silence moves with the object. A living target can attempt to resist the spell and keep the field from coming into being. An object in the possession of a creature, if targeted, also allows the bearer of the object to attempt to resist it. Otherwise, once the field exists, it is a physical phenomenon and is unresistable.

3 point spells

Halt - Targeted, Instant Cast

NPC/SNPC/PC - The target has his/her feet bound firmly to the ground for five seconds.

Paralyze - Targeted

The target must be of the same race as the caster, or of a very similar physiology if a different race.

NPC - The target is unable to move a muscle for up to a minute. They are completely helpless during that time.

SNPC - The target is unable to move for thirty seconds, and is helpless during that time.

PC - The target's muscles lock up, and only intense effort allows any movement at all. The spell lasts fifteen seconds, or until they break the enchantment on their own, whichever comes first.

Slumber - Targeted, Multiple

The caster chooses a point within line of sight, and all creatures within ten feet of that point are considered targets.

NPC - All targets are dropped into a deep sleep. Sounds will not wake them, but vigorous shaking will.

SNPC - Some or all of the targets may doze off on their feet. They will be awakened by most noises.

PC - PCs are unaffected unless the sole target of the spell, in which case they can doze off on their feet if they don't resist the spell.

Hesitate - Targeted

NPC/SNPC/PC - The target finds him/herself unable to attack for up to thirty seconds, although they may take any other actions during that time. Every five seconds, the target may attempt to shake off the effects of this spell.

Slow - Targeted

NPC/SNPC/PC - The target moves as if underwater, facing strong resistance to their every action for up to 30 seconds. SNPCs and PCs may attempt to shake off the effect every five seconds.

Suggestion - Targeted

NPC - The target will accept virtually any reasonably worded suggestion and attempt to carry it out to the best of their ability. Suggestions that are ludicrous that they can not be made to sound plausible cause the spell to fail.

SNPC - The target will accept a reasonable suggestion and attempt to carry it out, provided it doesn't carry significant risk that they are aware of.

PC - The target will give unusual weight to the caster's suggestion, treating the suggestion as if it came from a trusted friend regardless of their feelings toward the caster.

Note: Attacking a target while making the suggestion or while the target is attempting to carry out the suggestion causes the spell to fail.

Displacement - Self-Targeted or Targeted

An exact image of the target splits off and mirrors the target's actions two feet to the side. Any time either the image or the target is hit, the image disappears and a new one splits off, making it impossible to tell which one is real from prior experience. The effect persists for up to 30 seconds. Spells that reveal invisibility or pierce illusions will circumvent this spell.

Glibness - Self-Targeted

For up to an hour, the caster's lies are incredibly difficult to detect, even through magical means. Those he interacts with will believe anything he says unless presented with undeniable proof to the contrary, although the spell has no control over how they react to lies presented in this way. Even magical or technological lie detection will register the caster as telling the truth while under the effect of this spell.

Haste - Self-Targeted

The caster is partially phased out of synch with the world around him, and is instead synchronized with a dimension that moves faster. All of the caster's actions are 25% faster than they would be otherwise.

Invisibility Sphere - Self-Targeted, Multiple

As Invisibility, but everyone within ten feet of the caster are rendered invisible as well.

Dispel - Untargeted

The caster ends ongoing magical effects, if temporary, or suppresses the permanent magical effect of a magic item for up to 20 seconds, provided the individual that casted the spell being targeted is not significantly more powerful than the caster of Dispel.

Major Image - Untargeted

The caster creates a three dimensional image, complete with appropriate smell and thermal elements, and specific sounds such as speech. The object still has no physical presence and the spell will end if the image is touched by a creature.

4 point spells

Greater Charm - Targeted

As Charm, but without the restrictions on creature type, and far more difficult to resist.

Confusion - Targeted

NPC - The target is suddenly unable to react rationally to outside stimuli for one minute. They will often attack the nearest individual to them or collapse to the floor and babble.

SNPC - The world stops making sense to the target for thirty seconds. Their training prevents them from attacking their fellows or their leader, but they may attack outsiders, or they may simply stand their drooling.

PC - The target's thought processes are muddied, and they don't react appropriately to stimuli for thirty seconds. The target can't focus enough to cast spells or take any other action requiring concentration, and may forget they were in combat, but will defend themselves fervently if attacked.

Crushing Despair - Targeted, Multiple

All creatures in front of the caster for a range of up to twenty feet are considered targeted by this spell.

NPC/SNPC/PC - The target feels an overwhelming lack of hope. If in combat, they suddenly feel that defeat is inevitable, and lose their fighting edge. If out of combat, their certainty of defeat leads them to shun conflict. They will also have a harder time mustering the will to resist further spells cast upon them. The spell lasts for one minute.

Phantom Battle - Targeted, Multiple

All creatures that the caster chooses not to exclude within twenty feet of a point chosen by the caster are considered targeted by the spell.

NPC/SNPC/PC - All targets see and hear a battle forming around them. They will envision orcs and knights clashing, or ninja and samurai, or whatever is most appropriate to the individual. The targets will have a difficult time picking out their true foes amid the chaos of the battlefield. Striking a phantom will reveal them to be fake, as will paying enough attention to realize that the phantoms only attack one another and aren't a threat to the targets, but the chaos will still take place around them, hampering their efforts to keep track of their true foes. Creatures excluded from the spell, including the caster, can only see the dim outlines of what the targets see, and aren't distracted by the spell.

Hypnotic Lights - Targeted, Multiple

The lights appear within a twenty foot radius of a point chosen by the caster. All creatures within the lights are targeted. The caster may move the lights at walking speed by concentrating on them. The spell lasts for as long as the caster concentrates plus five seconds.

NPC - Targets are hypnotized, unable to take any action except to follow the lights if they move. The targets will do their best to follow and stay within in the lights, even if they fall out of the field of lights. They will generally follow the lights even into obvious danger, against the wishes of their subconscious.

SNPC - The targets are hypnotized and unable to take any action except to follow the lights. If the lights lead them into danger, their subconscious tries its best to break the lights' hold on them. If the spell is broken, they can't be affected by that particular casting of the spell again.

PC - The targets find themselves unreasonably fascinated with the lights, and their only wish is to study them closer. Every five seconds, they may make a new attempt to break the enchantment on themselves or others around them if they're unaffected, and their subconscious will break the spell if it would lead them into danger.

Note: Attacking any target ends this spell immediately for that target.

Freedom - Self-targeted or Targeted

The target becomes entirely unimpeded by its surroundings. Creatures that attempt to grab the target will find that it slides out of their grasp effortlessly. Slowing and paralyzing spells will fail to affect him/her for the duration. He/she can walk through any substance as if it were air and objects the target carries, such as wielded weapons, are similarly unrestrained.

Locate - Self-targeted

The caster can attempt to locate a creature he is familiar with, provided that creature is within 750 feet. The caster can feel when he is facing in the right direction and will also feel which direction the creature is moving in, if any. Nondetection and Misdirection will foil this spell, as will being outside of its range.

Solid Fog - Untargeted

The caster creates fog within a twenty foot radius of a point within line of sight. The fog is so thick that it impedes movement through it, providing resistance equivalent to being underwater. Weapon swings are slowed and ranged attacks are all-but impossible through the cloud of fog. The cloud lasts five minutes, but is dispersed faster in unusually strong winds (35+ MPH).

5 point spells - Most of these spells make no distinction between target-types, except when the effect would be truly unbalancing. As Brendyn's most powerful spells, even PCs have little chance in resisting the effects unless they are particularly well-versed in the arcane arts.

Dominate - Targeted

The creature targeted must either be the same race as the caster, or have a very similar mind to the caster. NPC - The target's will is utterly subjugated to the caster for up to a minute. The caster can send mental commands to the target, and the target will obey to the best of its ability. The only commands that the target won't obey are orders to hurt itself directly, although it will willingly place itself into grave danger.

SNPC - The target will follow any mental command given by the caster for 30 seconds, except for orders to hurt him/herself directly. If ordered to attack his/her cohorts, leader, or those under his/her charge, the target may attempt to resist the order.

PC - The target's will is suppressed for 30 seconds, although the target may attempt to break the enchantment every five seconds. The target will not harm him/herself directly, and can attempt to fight against orders to harm his/her friends directly.

Note: An attack upon the target by the caster or his allies ends the spell.

Greater Paralyze - Targeted

As Paralyze, but without the restrictions on creature type and greater difficulty in resisting.

Disguise Other - Targeted

NPC/SNPC/PC - As Disguise, but changes the appearance of a creature you target for up to an hour. Unwilling creatures can fight the effect initially, but if they fail they are stuck with that appearance for the full duration or until you choose to end the effect.

Friend to Foe - Targeted, Multiple

The caster chooses up to ten creatures within fifteen feet of a point he designated to be targets.

NPC/SNPC/PC - For the next 45 seconds, the targets will see, in place of their allies, visions of that which they hate most and they will be magically compelled to kill them. The magical compulsion overwhelms logic and reason. As soon as a target actually strikes one of his/her allies, both the killing urge and the visions vanish for that target, but not necessarily for the ally that was struck if they are also a target of the spell.

Incite Riot - Targeted, Multiple

Every creature within fifteen feet of a point designated by the caster is targeted.

NPC/SNPC/PC - Even less precise and more chaotic than Friend to Foe, for the next five seconds every creature within the area that fails to resist the spell attacks the nearest living thing, trying desperately to kill it.

Telepathic Bond - Self-Targeted, Multiple

Up to three other creatures in addition to the caster, all of whom must be within fifteen feet of the caster and willing to be affected by the spell, are able to communicate telepathically with each other for the next hour, over any distance.

Sudden Etherealness - Self-Targeted, Instant Cast

The caster becomes unaffected by the physical world, including gravity, for five seconds. He may move in any direction merely by willing it so at his normal running speed. If he would rematerialize inside of an object, he is moved to the nearest open space from his current location and weakened based on the distance he is forced to move.

Break Enchantment - Special

A more potent and specialized version of Dispel, this spell affects up to ten creatures within ten feet of a point designated by the caster and attempts to dispel every harmful effect on them. The spell can even break magical effects that Dispel can't, such as powerful curses or effects that cause a permanent change.

SPECIAL

These abilities allow the caster to ignore the normal requirements of casting a spell, but add to the spell's point cost. He can't cause a spell to cost more than the highest point value he can cast normally. For Brendyn, that means he can't use special casting abilities that cause a spell to cost more than five points, and can't add any abilities at all to a five point spell.

Still spell - For an additional 1 point, the spell requires no gestures.

Silent spell - For an additional 1 point, the spell requires no intonations.

Assassin Magic

The Order's Assassin training includes spells that would be useful to one engaging in stealth with the intent to kill. Brendyn's limited training in the Assassin arts means his access to these spells is very rudimentary. Like Beguiling, there are gestures and intonations associated with Assassin magic, and he lacks the training to bypass those requirements.

His base point pool is only 3 points.

1 point spells

Combat Distraction - Targeted, Instant Cast

The target sees a phantom blade coming at him out of the corner of his eye, distracting him and allowing the caster to take advantage of the opening.

Feather Fall - Self-Targeted, Instant Cast

The caster suddenly falls at a much slower rate, landing softly on the ground unharmed.

True Strike - Self Targeted

The caster's next attack is guided by a vision of his opponent's future actions, as well as magical knowledge of his opponent's defenses and their weaknesses. This spell is generally only useful against non-PC opponents.

Personality:

Brendyn is a man without scruples. He joined the Order of the Shifting Winds because he was looking for personal profit and had no moral opposition to killing the helpless to achieve that. The fact that he found he enjoyed deceiving others even more than he enjoyed killing isn't exactly a testament to his virtuous nature. He takes what he can get, and sees others at mere tools on his way to personal satisfaction. It is nigh-impossible to tell his true friends from those he is just using, and many question whether he himself even knows the difference or cares.

Brendyn pretends to be a Bard to allay suspicion as to his true nature. He does this by pretending NOT to be a Bard and doing so poorly. Anyone with even a bit of guile will see through his "performance" and believe he is trying to hide his Bardic nature. It is a source of great joy that his greatest deception is actually the truth. He chooses to live this way for two reasons: people who have seen through the "ruse" believe him to be a poor liar and will underestimate his powerful wit, and Bards are free to pass most anywhere without the suspicion or outright hatred that a Beguiler or an Assassin would inspire. Also, by being able to "admit" to being a Bard, he can project the impression of trust without giving away any real information.

History:

Brendyn was born to a wealthy family in the city of Alzhar. His parents tried their best to raise him well, but to label Brendyn a troublemaker would be a strong understatement. When he was 16, a failed scheme of his almost landed his parents in prison, and only his father's connections spared them. Brendyn was kicked out of his home and forced onto the street, although he quickly moved up in the underworld as a con artist, making a decent living off of other people's gullibility. One of the people he tricked was a man named Orton Wilde, a member of a guild of trickster assassins known as the Order of the Shifting Winds. When Orton discovered how easily he had been suckered out of his money, he tracked down the small-time con artist. Rather than being angry with Brendyn, he offered him a chance at joining the Guild, recognizing the young man's potential. Brendyn, seeing a chance to improve his fortunes, accepted.

Brendyn easily passed the entrance exams and began studying the magical art of Beguiling. He was thrilled to find that the magic synergized with his natural talents for deception and subtlety. He had previously shunned magic as something flashy and overt, the sort that "great" Wizards lorded over others, but this was a variety of magic that suited him perfectly. He excelled at Beguiling, and made satisfactory progress in the physical arts of stealth that would allow him to pass into the ranks of the Assassin. His final exam was an actual Order mission, a true assassination, although it was of the lowest "grade" or difficulty. He performed the kill admirably, albeit not in the same way that most Assassin candidates chose to do it. Rather than kill the target directly, he chose to arrange circumstances in such a way that the individual was slain by his own guards, documenting each step of his plan to prove to the client that the Order was behind the death.

Although he enjoyed the feeling of success and the approval of the Order, he found that he was enjoying the actual skulking-in-shadows and dagger-in-the-dark aspect of being an Assassin less and less, so after only a year he made the unusual request to continue training in the art of Beguiling instead. Most candidates only continued on in Beguiling if they were unable or unwilling to pass the Assassin's test, as most Assassins were more focused on the kill and less on the subtlety of the job. Due to the fact that he had killed many victims using wit and Beguiling magic rather than stealth and a sharp blade, and the Order had to admit that this approach was actually superior in many ways as it cast no suspicion on the Order, his masters chose to honor his request and sent him to their most advanced Beguiling teachers to continue the magical study. Even though he trained separately from the other students in one-on-one sessions with the masters, as befitted his status, he became something of a legend among the Beguilers that hadn't been able to achieve Assassin status, and they took to calling him The Mindkiller. The teachers began holding him up as an example of what a Beguiler could achieve even without being an Assassin, and the Order continued to promote him and look to him as a leader of the non-Assassins. He is now allowed as much autonomy as any Assassin in the Order, and can pursue missions independently of the Order, provided he gives them their share of the profits, which he does willingly.

111Sins of an Angel

Zandra Ryke

Credentials

Name: Zandra Ryke (As far as personal preferences go she would rather by referred as simply "Ryke". It's short, simple and easy to remember. Rarer, and usually a name only utilized by her sister, is Zan. Also short but far more friendly and personal.)

Age: 27

Gender: Female

Race & Birthplace: Human originating from the outskirts of Gaia. After coming to Gaia she's dug her feet into and has several favorite haunts around Aekea.

Occupation: Bounty Hunter - She's far from well known but she likes what she does and cares very little for other people's opinions on this fact. Having spent at least 7years in this particular line of work, she has at least earned some respect and acquired a few recurring bounties and while she is quite partial the money she makes, it's not the only thing keeping her interested but the thrill, and the leisure of being able to operate on her own terms. It's one hell of a lifestyle and she would be hard pressed to give it up without a good argument.


Physical

[[-X-]](http://img.photobucket.com/albums/v227/animekat3/rykefull.jpg) [[-X-]](http://img.photobucket.com/albums/v227/animekat3/Ryke001.jpg) [[-X-]](http://img294.imageshack.us/my.php?image=rykesketchcq1.jpg) [[-X-]](http://img508.imageshack.us/img508/1184/01092008020351ad1.png) [[-X-]](http://img365.imageshack.us/img365/7322/ryke2dq7.jpg) [[-X-]](http://img228.imageshack.us/img228/9368/rykebeach007bk4.png) [[-X-]](http://img89.imageshack.us/my.php?image=ryke004rh5.png) [[-X-]](http://img143.imageshack.us/img143/8625/rykewy9.png)

Hair color: Orange-brown and very often accompanied by streaks of some distinct color - Favorite choices are: Blue or White

Eye color: Teal (green-blue, favoring the green more)

Height: 5'9"

Weight: 145lbs

Physical Description: While Zandra stands a few inches under 6 foot, it goes relatively unnoticed due in part to her sloppy posture. You could even call her something of a "tomboy", as she keeps her form loose and casual. She's lean and relatively figure-less as far as body-type goes but thats just her natural given form and does show signs of extensive working out thanks to her chosen occupation and active lifestyle, particularly in the torso and legs. Her complexion from spending plenty of time outdoors is lightly tanned and somewhat ruddy. She possesses varying scrapes scratches bruises and whatever else have you generally acquired in her line of work, but so far nothing obscenely marring. Her overall features could be considered average but they are youthful nonetheless. Ryke likes to keep her hair around shoulder length but rather than long and flowing it's tossed back out of her face in a rumpled haphazard fashion, characteristically streaked with some outrageous color such as blue, white or otherwise. Nestled right at the start of her forehead, when not in use, are a pair of blast goggles she is never seen without. More about them below.

When it comes to attire, her style is basic if not a little rugged. Anything worth noting is listed as follows:

-Cargo pants are a staple in her personal trademark, as they are equipped with several pockets fairly deep, and crafted from more durable fabrics that offer a little more than minimal protection against environmental hazards. Typically, she wears them tucked into her footwear to avoid loosely hanging legs which could easily become snagged, or purposefully grabbed.

-Bomber Jacket. A fairly typical black leather jacket with a tan faux-fleece collar and various patches in a mock vintage style. There's nothing terribly special about this jacket but being a favorite piece from her youth she wears it often and holds a little bit of nostalgia. As twins, both she and her sister have semi-matching jackets with the only difference being color.

-High boots. Her best pair of rugged, leather boots have since faded to a dull flat charcoal grey and even lighter around the heel and top of the foot itself. The material is strong and well constructed with purpose to last several years. Three separate straps ensure they remain securely fastened to her feet, Two around the shin and ankle and one across the foot. With treaded grips, the soles provide excellent traction in most conditions ensuring the wearer does not slip.

-Bracers replace traditional gloves, and you will find she is almost never without them. Her bracers are fashioned out of the same tough leather, fitted with steel bands that both secure the bracers to the arms and also act as suitable guards.

-Blast Goggles. With shatter resistant lenses they offer the wearer full protection against debris, resisting wind and dust along with fog reducing. While durable, it's very clear they have seen several years already.

Distinguishing Marks/Features: The most noticeable things about Ryke are the fashion in which she does her hair - the messy slicked back style with strange color tints; When she and Lisselle turned 16, on a whim Zandra decided to get matching tattoos as sisters, and more importantly, as twins; under her bracers on her right wrist is a tattoo that mirrors the one her sister has on her left; the design is simple enough - Star sign for Gemini intertwined with the Genogram symbol for fraternal twins [[X]](http://img375.imageshack.us/img375/1958/twinds8.jpg) & [[X]](http://img120.imageshack.us/img120/5279/geminide8.jpg) , and while she usually never removes her bracers at the same time she finds herself hiding the tat out of anger and possibly shame for her sister's poor choices and misguided ways. Finally, she always always wears a makeshift necklace fashioned out of inch wide black wire that's fading and looped twice, with a bullet for a good luck charm. She put it together some time after falling into the company of Marx and his makeshift team.

Reference Images:

[[Trademark attire]](http://img365.imageshack.us/img365/7322/ryke2dq7.jpg)

[[Trademark attire2]](http://img86.imageshack.us/img86/5598/01092008020351vh2.png)

[[Trademark attire3]](http://img228.imageshack.us/img228/9368/rykebeach007bk4.png)

[[Professional attire]](http://img72.imageshack.us/img72/281/ryke3hw9.jpg)

[[Professional attire2]](http://img292.imageshack.us/img292/9560/ryke1is1.jpg)


Combat Related Info

Ryke is primarily self-trained in her skills and far from being an expert but all the while she is very familiar with her own personal limits and strong points, knowing just what she is actually capable of. This doesn't stop her from making hasty decisions at times and getting in over her head by way of thrill seeking.

She spent a good year learning and training on her own, with another year and a half working alongside Marx and his crew before going solo. During the first year, thanks to her connections forged through working with Aekea's law enforcement she had access to the locale and some equipment necessary for her to accomplish this. After falling into Marx's company she was exposed to more things that allowed her to further her knowledge and skills.

Melee - While she lacks any real focused study in this area however and prefers something with bullets and plenty of firepower, she isn't opposed to a boot to the face once in a while and will gladly partake in a good old beat-down in any situation where her weapons may fail her, or just plain provoked. Her style is a culmination of dirty fighting and brawling, permitting quick, fierce punches and forceful kicks, making for moderately powerful blows where her opponent fails to block or adequately defend his/herself. On top of this she is also prone to improvisation where fists lack and will not hesitate to make use of her immediate surroundings to get an edge. Anything goes.

Assault Rifle Proficiency - Ryke is proficient in most forms of ranged combat – pistols, shotguns, sub-machine guns, etc - , but her specialty lies in the use of high-powered assault weapons. With the ability to snap off accurate single shots at a distance, bowl over closer targets with concentrated 3-round bursts or bust into a room and start spraying and praying, assault rifles are excellent, situational weapons that fit Ryke’s feelings on fighting: use whatever you can that best fits the situation. Thus, she has trained extensively in wielding such weapons to the point where she could stand toe to toe with most experienced marksmen with relative ease.


Weapons/Gear:

Candence “Specter” Assault Device – The Specter is a rather unusual weapon. It is primarily classified as an autogun (a form of assault rifle), and it fulfills that role very well. Capable of putting down targets over 300m away with its standard load-out of 6.8mm FMJ cartridges, coupled with a 30 round magazine, it is a rightly-feared weapon. However, it is not just an autogun – hence the term device. Built under its blocky barrel shroud is an integral 12-gauge shotgun, giving Ryke further options for dealing death, this time with a surprise and up close and personal. The shotgun mount can chamber up to 4 shells at a time, and are either Scatter Shot shells (basically a nastier buckshot shell) and Man-Stopper shells (slugs). The Candence is fitted with a silencer for its 6.8mm autogun part, as well as having a scope that is night vision capable. Ryke has two flame-resistant pouches on her belt that carry 4 magazines of the 6.8mm cartridges each, as well as a similarly-protected ammo box that contains 16 shotgun shells (8 of each type).

Talon Mk.III Short Auto-pistol – Though she may utilize her Candence Assault Device for the most part, Ryke isn’t the kind of person to be caught with her pants down if the autogun fails her. The Talon is a fairly unremarkable but reliable sidearm that fires .45 Hollow-point rounds from a 10 round magazine. The .45’s are excellent at putting down any sort of unarmored target but isn’t nearly good when performing against anyone with any sort of heavy protection. The Talon is normally kept in an under-the-shoulder side holster that rests snugly against her left side. She carries a single fire-resistant pouch of 4 magazines on her belt for reloads.

Shock Maul – For when things get really up close and personal, Ryke employs a standard-issue shock maul. A shock maul is a 2.5ft, 5lbs collapsible mace that is made out of plasteel – this allows for solid durability but gives the weapon the option of not crushing an opponent’s head in immediately (as many employers want their marks taken in alive). The shock part comes in by pressing a stud on the lower end of the shaft, which envelopes the head of the maul in disruptive energies. The stud can be set to off, low, medium and high settings – low and medium are best for when the target should be incapacitated and not killed (as the lower settings mainly stun and bust things up badly, but not utterly maim). High is best used for when limbs need to get shattered or skulls crushed – obviously, this setting is intended for only the nastiest of situations. When collapsed, Ryke carries it on the back right side of her belt, which is held in place by a tight Velcro strap that keeps it secure when moving around a lot, but can be easily pulled out with a solid tug.

Concussion Grenade – Ryke carries a pair of basic concussion grenades on the back left side of her belt. The grenades weigh 15 ounces each and have a casualty radius of 2 meters, which is produced by the concussive overpressure generated by the detonation. In addition, they are much more effective at breaking down barriers than a fragmentation device, as the concussion grenade comes from sheer force and not countless pieces of shrapnel.

Reinforced Flak Vest – While it isn’t the most top-of-the-line protection in the world, this vest has served Ryke well in many a occasion. A normal flak jacket is only suitable at stopping shrapnel or low-velocity projectiles, which is a weakness that is somewhat lessened by the presence of multiple steel pads woven into the jacket as a custom job. These pads will stop most small arms fire and even some low-end assault rifle fire, but as the velocities and calibers increase and the distance lessens, they become less capable of standing up to heavy punishment. In addition, the plates grant protection from slashing/hacking blows to some degree, but crushing weapons would buckle the metal beneath and stabbing weapons would be able to slip between the pads with enough work. The vest’s composite material is a synthetic fabric that is flame retardant – it will eventually melt under enough heat, but it won’t catch fire.

"Professional" Ryke

Most jobs are taken with a higher level of seriousness than her personal agendas and therefore carries certain things with her that she might otherwise leave or opt out of for anything less than. Her gear, such as chosen weapons, as well as protective attire are listed below in a standard layout of her 'arsenal'.

-Clothing Protective or otherwise-

+Reinforced Flak vest (worn under a normal jacket)

+Cargos again (see Description section)

-Equipment-

+The Specter (her main gun)

+Sidearm (as listed above)

+2 concussion grenades

+Shock Maul (as above)

+Zip ties (Around 6 of them, 8-12” in length)

+Utility belt - equipped with several flame resistant pouches


What makes her as a person

Strengths: Zandra prides herself on her independence, emphasized in her history by the fact that she moved out and started on her life somewhat early in an effort to establish her place in the world. Courage is another aspect of her persona, as she's more than eager to stand up to any task despite the dangers or risks involved; On top of all this she has a good eye for seeing folks as they really are or at least has a fairly good judge of character, a trait she actually worked on over time. She is fairly intelligent, despite what first impressions might be and the attitude she puts forth.

Weaknesses: That courageousness can also be a not so redeeming quality and sometimes leads her into troublesome and even extremely dangerous situations that would lead her to take outside help in order to get out of it. Another drawback would be again on one of her strengths. Her pride in independence can sometimes blossom into plain old arrogance and stubbornness clouding her judgment and leading to her taking unnecessary risks.

Personality: There are a few different ways you could describe the female bounty hunter but most people generally have drawn up similar conclusions. Ryke is most often snarky, or in other words; aggressively forward, testy, short tempered and rudely sarcastic but at the same time she just likes to have fun and enjoy life the best way she knows how. She is a thrill seeker and while this does sometimes land her in difficult, dangerous situations, she takes great pleasure and excitement out of them regardless. While getting beaten, or defeated in some manner doesn't necessarily "humble" her, it does good by filling her with the desire to better herself and figure out how to improve for a second chance at success. Considering her roots, it would have been impossible for her to grow up without being exposed to any sort of 'magic' or fancy flashy powers and all that, so while she tolerates it to some degree as a human she still finds it particularly aggravating and nothing more than plain old overcompensation.


History: [Growing up wasn't so bad...]

Zandra's history isn't terribly dramatic and is relatively normal. She was born to a moderately above middle-class family who owned their own business in the industrial gaian town of Aekea and lived somewhat comfortably, or at least what they considered comfortable. With several siblings, this unfortunately placed her and her fraternal twin sister Lisselle in the dead center of four males. Being the middle child, one of two anyway, was considerably awkward and thus lead her to stand out more or less as the troublemaker and rowdy child all the while being the stark contrast to her sister. Her personality as a feisty tomboy developed right away but much to the surprise of many, her schoolyard behavior never turned an issue other than a few after hours skirmishes here and there. Ryke completed the basics of schooling around 18 years of age and once she was through with that mess, immediately pressure was put on her to join the "Family Business" instead of pursuing anything else she might have in mind. The lack of support to be independent from her family frustrated her to the point where she made a solid decision. She was going to do what she wanted and thus moved out of house in a fit of typical adolescent rebellion, eager to show she was "old enough" to be on her own.

[Lucky to be so unlucky...]

After moving out, she became something of a drifter, just traveling and learning how the world around her actually worked. This lead her to other parts of Gaia outside of just her hometown. Without realizing it, naive to many sources of news and information, she came into the random acquaintance of a renowned criminal among the city of Akea's local law enforcement. Said criminal saw an opportunity to take advantage of her naivety and clean record; he scored his ticked out of jail for the stunt he pulled soon after getting chummy. Never having been exposed much to firearms or any real weapon use in her young life up to this point, it was an awkward and very panicky situation when the man thrust a rifle into her un-expecting arms and simply told her to shoot on his command. Ryke was entirely unaware of his intentions until he opened fire on the diner in which they had just previously shared an innocent and friendly conversation, never so much as alluding to his actions. It was the perfect setup and the moment the patrol cars arrived, he was no where to be found, leaving her to take the blame.

Coincidentally, an off-duty officer had actually been amongst the diner crowd before the shooting took place and, fortunately for her, had seen the whole thing. However, because she still participated in a criminal act, tricked into it or not, she wasn't home free and was given two choices - face jail time or work for the local department as a form of probation and avoid earning anything on her, so far, clean record.

The choice was obvious enough. However, the job was not so obvious. Having thought she might be actually be working alongside some of the force, it was rather like a slap in the face when she discovered her position was nothing more than "errand girl" status. Unfortunately it wasn't like she could simply demand any better and begrudgingly stuck to it for as long as she could stand. At the same time, it was almost sort of useful considering she could easily overhear many of the conversations that were had, on top of learning how things worked from the inside first before every actually getting her hands dirty. There was still that lack of excitement of course, and it was for that reason she used her off-hours to teach and train herself more or less, between weapon handling and general combat. One benefit from working for the local law enforcement was the numerous contacts and connections she acquired over time and used them to her utmost advantage ultimately helping her pursue her after hour activities.

[Vengeance is overrated...]

Over the course of the entire year she spent in their services, Ryke felt she had worked up enough skill to offer some worthwhile assistance to the department and was slowly but surely accepted for advice and backup on relatively smaller cases. It would almost seem too convenient though the day a particularly difficult case popped up with none other than that same criminal who had set her up from the very beginning. Feeling like she deserved some sort of personal justice, she insisted on jumping in and unfortunately found herself in way over her head, getting caught in a dangerous situation.

Lucky for her, a fellow coworker bailed her out but at the expense of losing the guy. She wasn't about to let it go but when confronting the department, insisting they continue after him, Ryke's frustration over the entire situation was given a simple response. Let the damn bounty hunters deal with him. That single sentence somehow . She didn't know much of anything about the whole Bounty Hunter gig, but it didn't take her long to start looking further into it That was exactly the kind of excitement she was looking for and no sooner after discovering it did she quit her job and chase a new life.

[When I grow up I wanna be...]

Diving head first into such a "business" as bounty hunting with no prior experience is certainly a sure fire way to get yourself killed or otherwise mocked if by some chance you manage to live. No sooner after getting her foot in the door, so to speak, did she rightly get knocked down a few pegs. Seeing this, a virtually unknown hunter chose to, more or less, take pity on the crazy girl and resigned himself to showing her the ropes. His old age compared against her stark youth suggests it was out of a fatherly concern he decided to pick Ryke up into his wayward group of fellow hunters. This group consisted of only a couple other people, random folk that had fallen together over the years without any real effort on anyone's part to form any kind of a team. The man she met, Marx, was well into his life She spent a good year and a half in their company, breaking her in, until he felt it was time to retire. With his decision, came hers to break away and begin her solo act.

[The people you meet could do without in life...]

Jumping ahead about 4-5 years now, putting Ryke around 24-25 years of age, she had spent a moderate amount of time in the bounty hunting business, or at least enough to know how to make it on her own. Things were starting to look more interesting the day a particularly hefty bounty reared it's head. Feeling adventurous and always up for a challenge Ryke did as many others did and set her sights on it. She was smart, and knew there were going to be plenty of others who were far more skilled and experienced than herself looking to bag this job but it didn't discourage her or deter her...or at least until she met a one man in particular. Ebris Dhifi. In terms of sheer size, he was a little more intimidating than some of the folks she'd met in her time but it was his attitude and manner that immediately infuriated her. It was only after a humorous (or at least to anyone other than herself found it hilarious) situation in a bar did they begrudgingly agree to work together in dealing with the bounty. That instance however wouldn't be the last time and soon to follow over the course of time were several more occurrences in which the two worked as unofficial partners for whatever reasons or to take down particularly tricky jobs where more than one person made them more favorable.

~ Some history omitted for re-working ~

[Heaven or Hell Tournament '08...]

Now we come to present day. Sometime early in the start of a new year, a familiar name pops up again and Ryke was presented with information that an old familiar mark had been seen quite recently near her own location. Intrigued by this, she accepted the job. However, no sooner did she find out about the annual Heaven or Hell tournament that was to take place around the same general area. This posed a problem, while she knew very little about this event, she was plainly aware of the impossibly tight security that would be surrounding the tournament. Till she got word on something that made her job twice as easy. As it turned out, her old "friend" and fellow bounty hunter, Ebris Dhifi was fortunately registered as an active participant and she didn't have to think twice about signing up as a spectator for him and his team. Unfortunately, things didn't go as planned and hoped and she found the security issue to be just as restricting and so another failed attempt discouraged her from pressing further until a better opportunity arose. Both fortunately and unfortunately, that opportunity never came and instead found herself watching the very team she was rooting for, steal the winning title as champions of the tournament for that year, taking the whole competition by storm. After well deserved congratulations and partying, it was back to work.

[Unity? Frostschild? HATS WITH KITTENS? Say wut?]

~Coming soon once I figure it out~

[GaoGao? What a queer a** name.]

~Working out~

[Heaven or Hell 09' ~ Team Raptus Regaliter ~]

-- Left out cause HoH hasn't even started yet >:[ --

112[ LOL ]

(empty)

113Pocket Gal

Character name: Katie Gostik

Gender: Female

Age: 23

Build: Tall and very pronounced musculature.

Description: A powerful Amazon woman, standing at seven feet tall and weighing in at about 320 pounds. She's well built, having more than the average muscle. Her hair is chestnut brown, hanging just past her shoulder blades. Her skin is creamy, and she has amazing turquoise eyes.

Equipment:

Obsidian Sword: The double-edged sword was inherited from Katie's mother. The length from cross-guard to tip is sixty-two inches long; the hilt in addition is another six inches. It holds no magical properties, however, it can not break easily from a magical attack, nor can it be used as a conduit for magic. The material is strangely light. It weighs about twenty pounds. It is made from volcanic rock and steel, giving the sword an almost black appearance. It has some flaws from battles and tournaments that she has competed in.

Leather Whip: This whip carries no real significance. It's just a usual leather whip, sturdy with thick banded leather. It's about seventy inches long. The only time she really relies on the weapon is if she loses her sword in battle.

Armor: Ancient Armor: An armor that was given to her by Ando, a shaman from the Amazon women's civilization. He had great power, which is proven with the strength and the resilience of this armor. There are two different kinds of metals that are intertwined with one another, making it only slightly stronger than your typical armor, making it only slightly more difficult to penetrate, but it holds no ungodly defense that is worth mentioning. The metal looks its age, showing most of its antiquity.

Breastplate: The breastplate is intertwined with two different metals that hold an ancient power. The material helps her withstand powerful blows as well as intrusion of most sharp objects, swords, etc. It wraps cleanly around her back. Her shoulder guards are attached to her breastplate by metal straps that are crisscrossed between the two.

Collar: Same metal used from her armor is latched around her neck, providing her defense in that area. The strip of armor is about an inch and a half wide. It reaches to a 'V' between her collarbones.

Top: A leather top is beneath the breastplate. There are semi-thick leather straps that come over her shoulders. It is bound to the breastplate and skirt with giving it a feeling of being one piece.

Skirt: Strong black leather strips that are attached to her leather top. It covers her torso while converging between her legs, with seams and metal studs. A mini-skirt of leather strips falls below her waist to mid-thigh.

Arm Guards: The same material that is used throughout all of her armor is also on her forearms. It reaches from her wrist and stops shy of her elbow while coming to a point, guarding her from impervious attacks, and also to keep her wrist locked from getting any damage. Beneath the forearm guards there is black leather that's pulled over her hands and reaches just above her elbows for added protection.

Also, there is a two inch wide section of this material on each bicep. The metal strips that are placed between her elbow and shoulder are to shield against any attacks aimed in that section, while allowing her to still have full use of her arms.

Shoulder Guards: Once again, the same material as her other armor. The two metals are held together over her shoulders to guard from attacks while, also, allowing her to easily send a shoulder into someone without bruising it.

Scabbard: A scabbard hangs from her back. It has one leather strap that reaches over one shoulder to cross across her chest and come back around the other side of her back to connect to the other side of the scabbard. The scabbard is made of tough leather, except for where the tip would rest, that is made of steel.

Boots: Her boots are made of the same material in her top and skirt underneath while the ancient metals on her armor is over the knee-high boots, covering all the way from the bottom of her legs and over her knee.

Abilities:

While she doesn't possess abilities that are that uncommon, she is good with jumping and is very limber. She's a natural gymnast, which is a plus with as much strength that she carries. It is something worth noting as Katie's mother died when she was young, so she never was really taught what the exact abilities were that fell from this race of Amazon women. However, she knows that a punch that would bruise someone's skin easily would only leave a red mark on her skin, but if they were to hit the same spot again then she would start to see the beginnings of a bruise.

She can handle around 1 ton of weight. Her musculature is very pronounced, yet still with all the normal womanly curves. Due to her muscle mass and some of her parents lineage, she is hardly affected by high levels of force, pain, and disease.

She has tough skin from her mother's lineage, the Amazonian's. It keeps her safely unharmed from puncture wounds and lacerations; although she can get them it would just be quite difficult, as well as, being able to endure high amounts of pain. Just because her skin is stronger compared to most, doesn't mean it can't break. It takes more damage to inflict wounds. It takes twice as many punches thrown to do equivalent damage that one punch would do, whereas, swords, bullets, man-made objects can break the skin, but for swords, blades, anything sharp, it might be more difficult depending on the angle it is thrown.

Also, if pushed too far she can become slightly stronger, it is like an adrenaline rush for her, but the person or persons on the other end of the receiving line would not want to see it. It is much like the berserker. Nothing will stop her from coming, and her attacks will be double the force of what they normally would be. So, if she could throw a punch that has two hundred pounds behind it then it would come out double during this rush.

One-two Burst: An ability formed from her father's lineage. It gives her the capability to use quick bursts of energy when she needs to move at a sudden speed.

Ando's Reserve: Katie has the ability to restore injuries at a higher metabolic rate than most when she's resting. It is an attribute that she learned from the shaman. It is very similar to meditating.

Magical Reprieve: Katie could withstand certain magical responses. She had a high endurance for certain elements. Those elements are light and fire. The light elemental would consist of anything that is conductive elements, i.e. electricity.

High Jump: Katie has the ability to jump thirty feet high, which can, also, be added with an attack.

Dash: It's a push move where Katie uses the force of a powerful push with her arm and shoulder or a weapon to ram into the person and send them flying about thirty feet.

Sixth Sense: It's all from her gut instinct or extrasensory perception that this ability is gathered from. It gives her the gift to sense an approaching attack or someone that might be hiding and waiting to attack.

Weapon Abilities:

Katie has no real specific sword or whip abilities. All her fighting is done without much thought. She just goes into battle using her strength and sword to fight, sometimes a bit chaotic with it all. That's very much the way her sword style could be explained, chaotic.

Her whip isn't usually pulled out unless she loses her sword or the sword isn't proving to help her much in battle. Her sword is definitely her first weapon of choice.

Personality: Katie can be rambunctious and sometimes loud, but she has a good heart. She loves to joke around. If there is a joke to be made out of something she will be right along with it. She's fairly intelligent, nothing like a genius, but she has common sense. Sometimes she is slow to answer, but that's only because she's really considering it, balancing it out to see if there is any flaws in it that might lead her into something that's under false pretenses. It's half the reason she's gotten as far as she has.

She likes to have a good time, which explains mainly why she left her civilization to become a wanderer. Most of her time is spent moving from place to place while meeting new people, and possibly even gathering friends on her journey.

There's not really too many things that scare her, well, except for big hairy spiders and flying. She hates any kind of flying machine, but it's a fear attained by not having control over the situation. For some reason, not explainable, she freaks out when one is near her. Other then that she doesn't scare all that easily. Granted, she might yell out when she's in a fight or even scream, but usually she walks away with a grin on her face.

Biography: Katie comes from your average family. Their family had no wealth and they had no significant importance in their world. They kept high values in the family while making sure there was food on the table, sometimes it was harder than others especially with a larger family that tend to eat more, but Katie always knew how hard they tried.

Her mother is as tall if not taller than Katie by an inch or two. Her bloodline comes down from the Amazon women. Her father is shorter than her mother, but where he lacks in height he makes up in his vast size, not fat but muscle.

Katie has a younger sister, who on occasion will make an appearance with her. Her name is Alana. She, also, has a nickname for Katie, which Katie has no idea where it came from, but her sister calls her Taka. The two are fairly close, not having much rivalry with one another. If anything they seem to compliment one another. Her sister looks nothing like Katie. She is short with blonde hair, showing no resemblance with her parents either. She also has the ability of a phoenix. The two question the reason behind this, but are too afraid to ask these questions to their parents because they're afraid of what they will find. Maybe their mother had an affair or maybe Alana isn't really her sister? They have always made small jokes about it, but they were jokes that held a bit of truth.

Katie's parents chose to live within a society that had other Amazon women for her to be raised around. The reason they chose this was because Katie was destined to be a warrior, a fate that was destined for her since she was a child. That is when she would learn the ways of godly Amazon woman. Katie had a love for gymnastics, so while they were focused on turning her into a warrior she was sneaking off when she could to do back flips.

As she was pushed forward to learn the ways of her mother's people she became one of the most powerful women of their society. Her parents began to make money off of Katie's battles. They began thrusting her into one tournament after another, until all that she knew was the way of a warrior, which brings her to where she is today.

In her society there was a shaman that Katie began to visit after she started to fight more often. He taught her many things, even some things that were held within her from her father's lineage. She called the old man Ando. He was, also, the one that helped Katie acquire the powerful metals that hold her armor together.

Leaving her home, she has become a wanderer. Her sister keeps in touch with her, letting her know how things at home are fairing.

It was not long after she left the society that her sister came with bad news of them being attacked, so that brought Katie back home. Her mother was killed in the battle, along with many other men and women, and now her father is slowly dying from a broken heart. Katie stays there for a few months in hopes of the people that attacked them. There identities were hidden behind hooded cloaks being the cowards that they were.

Traveling once again Katie has been looking for these hooded cloaked people to cut them down to size.

She will have her vengeance.

114cannibal dollie

Lily Boylen

Haa-woo.

xxxOften times, in a medical profession, you have split seconds to act on someone's behalf: their life, limb, child, or maybe their skin, or insides. Whatever it is, it's almost instinct to restrict bleeding, and control whatever pain ails their patient.

xxxIt's this same selflessness that has made many nurse's, and doctor's careers end abruptly. Usually, they show up normally, and just disappear one day. No words said, nothing left behind. As odd as it is, it's in a human's best interest in their mind to think about the situation, and promptly forget it ever happen. When you ask them about it, the reply is often times, "Oh, who . . ? Oh! I remember them, he had such a future in front of him. . . I wonder what happened."

xxxSometimes, they question what happened. Sometimes they don't. It very much depends on how memorable you are. But, many times, they just put your picture on a wall in memory, and erase you from theirs due to instinct.

xxxOn one such instances, a young woman came swiftly into the E.R. What lay limply in front of her was not just a destiny, but the beginning of a horrible tale. The individual bleed freely from his neck. She pressed her hand over it - calling for help, when another was dragged in with similar injuries. And another. What the young woman didn't know, what she had now become Ground Zero for the war between two packs of werewolves.

xxxBlood, everywhere. Victims of the pack, and the packs themselves in one room - tension was growing, and quickly. It only took one scratch by a half formed lycanthrope to end the fight. The females high pitched scream silenced the E.R. as both patients and employee alike turned to see a man slide from her arm - a large gash from his teeth: one of his own kind had knocked him clear from this reality.

xxxAs the doctors and nurses of hospital screamed in rage, trying to figure out what the hell was going on - the young woman simply wrapped her arm and lifted the man into a more examinable position. How that instance would affect her life, she couldn't even begin to fathom.

xxxThat woman, was me.

A Lycanthrope's Mind

xxxHistorical legends describe a wide variety of methods for becoming a werewolf, one of the simplest being the removal of clothing and putting on a belt made of wolfskin, probably as a substitute for the assumption of an entire animal skin (which also is frequently described). In other cases, the body is rubbed with a magic salve. To drink water out of the footprint of the animal in question or to drink from certain enchanted streams were also considered effectual modes of accomplishing metamorphosis. Olaus Magnus says that the Livonian werewolves were initiated by draining a cup of specially prepared beer and repeating a set formula. Ralston in his Songs of the Russian People gives the form of incantation still familiar in Russia. According to Russian lore, a child born on December 24 shall be a werewolf. Folklore and literature also depict that a werewolf can be spawned from two werewolf parents.

xxxIn Galician, Portuguese, and Brazilian folklore, it is the seventh of the sons (but sometimes the seventh child, a boy, after a line of six daughters) who becomes a werewolf (Lobisomem). In Portugal, the seventh daughter is supposed to become a witch and the seventh son a werewolf; the seventh son often gets the Christian name "Bento" (Portuguese form of "Benedict", meaning "blessed") as this is believed to prevent him from becoming a werewolf later in life. In Brazil, the seventh daughter becomes a headless (replaced with fire) horse called "Mula-sem-cabeça" (Headless Mule). The belief in the curse of the seventh son was so widespread in Northern Argentina (where the werewolf is called the lobizón), that seventh sons were frequently abandoned, ceded in adoption, or killed. A 1920 law decreed that the President of Argentina is the official godfather of every seventh son. Thus, the State gives a seventh son one gold medal in his baptism and a scholarship until his twenty first year. This effectively ended the abandonments, but there still persists a tradition in which the President godfathers seventh sons.

xxxIn other cases, the transformation was supposedly accomplished by Satanic allegiance for the most loathsome ends, often for the sake of sating a craving for human flesh. "The werewolves", writes Richard Verstegan (Restitution of Decayed Intelligence, 1628),

Quote:** Wrote:

. . . . are certayne sorcerers, who having annoynted their bodies with an ointment which they make by the instinct of the devil, and putting on a certayne inchaunted girdle, does not only unto the view of others seem as wolves, but to their own thinking have both the shape and nature of wolves, so long as they wear the said girdle. And they do dispose themselves as very wolves, in worrying and killing, and most of humane creatures.

xxxSuch were the views about lycanthropy current throughout the continent of Europe when Verstegan wrote.

xxxThe power of transforming others into wild beasts was attributed not only to malignant sorcerers, but to Christian saints as well. Omnes angeli, boni et Mali, ex virtute naturali habent potestatem transmutandi corpora nostra ("All angels, good and bad have the power of transmutating our bodies") was the dictum of St. Thomas Aquinas. St. Patrick was said to have transformed the Welsh king Vereticus into a wolf; St. Natalis supposedly cursed an illustrious Irish family whose members were each doomed to be a wolf for seven years. In other tales the divine agency is even more direct, while in Russia, again, men supposedly became werewolves when incurring the wrath of the Devil.

xxxA notable exception to the association of Lycanthropy and the Devil, comes from a rare and lesser known account of a man named Thiess. In 1692, in Jurgenburg, Livonia, Thiess testified under oath that he and other werewolves were the Hounds of God. He claimed they were warriors who went down into hell to do battle with witches and demons. Their efforts ensured that the Devil and his minions did not carry off the abundance of the earth down to hell. Thiess was steadfast in his assertions, claiming that werewolves in Germany and Russia also did battle with the devil's minions in their own versions of hell, and insisted that when werewolves died, their souls were welcomed into heaven as reward for their service. Thiess was ultimately sentenced to ten lashes for Idolatry and superstitious belief.

xxxA distinction is often made between voluntary and involuntary werewolves. The former are generally thought to have made a pact, usually with the Devil, and morph into werewolves at night to indulge in mischievous acts. Involuntary werewolves, on the other hand, are werewolves by an accident of birth or health. In some cultures, individuals born during a new moon or suffering from epilepsy were considered likely to be werewolves.

xxxBecoming a werewolf simply by being bitten by another werewolf as a form of contagion is common in modern horror fiction, but this kind of transmission is rare in legend.

xxxWerewolves have several described weaknesses, the most common being an aversion to wolfsbane (a plant that supposedly sprouted from weeds watered by the drool of Cerberus while he was brought out of Hades by Heracles). Unlike vampires, werewolves are not harmed by religious artifacts such as crucifixes and holy water.

xxxVarious methods have existed for removing the werewolf form. The simplest method was the act of the enchanter (operating either on oneself or on a victim), and another was the removal of the animal belt or skin. To kneel in one spot for a hundred years, to be reproached with being a werewolf, to be struck three blows on the forehead with a knife, or to have at least three drops of blood drawn have also been mentioned as possible cures. Many European folk tales include throwing an iron object over or at the werewolf, to make it reveal its human form, naked in cases from 1859.

xxxAnother vulnerability is to use a weapon of silver (bullet, knife etc). To stab a werewolf with a silver dagger, or to shoot it with a silver bullet is said to not only kill a werewolf, but to also cause it agony in the time before it dies, rather resembling being slowly burned from the inside.

xxxYou have the information - now, it's your turn to make your own assumption. . .

That Boleyn Girl

A Few Days After. . . Wrote:

xxx"May 13: I don't feel too hot today. I don't think I'm going to go to work, especially if I'm sick. I don't want to put anyone else in jeopardy. Speaking of, I'm getting tired of that show. . . I wonder what's wrong?"

xxx"May 18: A strange man visited me today. It was nice, since I've been so sick lately. I haven't gone to work in like, a week. I'm sick of the house! Anyway. He said a lot of unbelievable things. But, it's not so hard to see it as truth. I swear, I'm not wo I used to be. How many vegans do you know who eat raw meat?

xxxAnyway. He said something to the effect of, 'you need to get out of here. It's for your own good.' I'm not sure if it was a threat, or not. I agreed, and he'll be coming back in a few days time. He said he knew how to fix this."

Name:

Age: 23 Yrs

Blood Type: AB + (Infected)

Hair Color: Dark Brown

Eye Color: Hazel

Height: 65 Inches ( 5'5")

xxxBust: 34 C

xxxHips: 34 Inches

xxxShoe Size: Size 8.5

Weight: 130 LBS

Markings: A Splat Looking Birthmark below left should, 3 inches x 5

Defining Attributes: Cane, and right limp.

Favorite Color: Pink

Hair Style: 'the Betty Page'

Typical Clothing Style: Jeans, of any sort, followed by a light colored top, typically tank, under a hooded black zipup jacket. Usually, it's a black pair of shoes, and a white headband in her hair. She carries a large pink canvas bag, filled with goodies.

Her Bag:

xxxPack of 5 Syringes

xxx'Quick Silver' Liquid: When injected, it causes a bit of pain, and uselessness of that particular area for a time. The injection area remains active for only a short amount of time, thanks to a great immune system. However, it has the lasting effect of making it harder to change on a whim.

xxxCellphone

xxxiPod

xxxNote Pad & Pens

xxxWallet: Lisence, cash, as well as random band aids, and business cards.

xxxDigital Camera: 500 picture cap.

That Other Boleyn Girl

The Last Three Pages in Lily's Diary Wrote:

xxx"June 7: So, I know I haven't been writing much lately. I can't really, anymore. Things are getting interesting around here. I had to quit work. I moved. I don't know what I'm doing anymore, really. It isn't exactly a problem - I mean, I can live on my own, human or not. This stupid infection has made my life miserable. I hear they also just came out with a vaccine. Too late now, right? Anyway. . . I guess I'll just do what I can, as a traveling nurse or something. It's still that kind of world, thank god."

xxx"June 30: I. Hate. Humans. I don't understand why they are making things so hard! I've been so nice. . . It's just an infection. As long as they keep their grubbing hands off me, when I'm active, it's not a problem. I'm so frustrated."

xxx"July 4: I know what I have to do, now."

Quarter Form:

xxxxxTime Held: 15 Posts or More

xxxxxLook: Typically elongated teeth as well as claws, or any other bit that may be helpful in a battle. You can begin to see a canine appearance, usually the eyes take on a yellowish hue.

xxxxxSize Increase: Body elongates by a few inches. Mostly in the legs and spine.

xxxxxOther Notable Things: The ability to touch down on all fours is achieved. The possibility of infection is also high during this time, if only for a few moments (first two posts), upon the first transformation process. Most human looks remain in place.

xxxxxCost: 3 posts downtime.

Half Form:

xxxxxTime Held: 15 Posts

xxxxxLook: The head takes on a canine appeal. Long snout, erect ears, as well as the adjustment of the spine into a vertical laying, verses the humans erect spinal cord. The knees reverse. The hands remain somewhat still like hands, however, long clawed and padded. The majority of human traits still exist, like hair, and the eyes - however yellow in color.

xxxxxSize Increase: The creature is now almost seven feet long, nose to tail. It also stands about 66 inches tall, from ground to shoulder. The size of a small horse.

xxxxxOther Notable Things: Very infectious at this point more than a full form - and with a hit rate of 50%. It's easier to run on all fours, but walk or lumber on two legs. It's got more bark than voice at this point - however speaking can still be done. In mind, it's more human, than in body.

xxxxxCost: 5 Posts downtime

Full Lycanthrope:

xxxxxTime Held: Duration of real-time full moon, or if changed to a full form before hand, for a days time.

xxxxxLook: About the size of a horse, a full lycanthrope stands about 50 inches tall to the shoulder, and eight feet long. It's a good replica of a wolf, with minor exceptions, like the ability to stand on two longs. It's a black sheen, taking on Lily's original hair color, with a twinge of brown highlights. It's paws, nose and tail seem to be dipped in white.

xxxxxSize Increase: Two times the average human.

xxxxxOther Notable Things: Unless it was a voluntary change before a full moon, their is little human left. Without a pack influence, it's more like a rabid animal going for a hunt. Many times, more powerful wolves will change next to someone, with the thought in their mind to change that person. On a full moon, the wolves will usually set themselves up to change in a remote location, for safety issues. Voluntary changes are usually for huge fights and stand offs. Or, to lay waste the need for blood during the full moon (if done a few days before hand).

xxxxxCost: Inactive for an entire day. (Sleeping where she falls.)

Useful Information - Applies to all battles, and Character Involvment

xxxxxInfection Rate for human types, and other non-corporal undead: If bitten, at the end of whatever action (at the end of a fight, running away, etc) roll at 1, 6 sided dice. 1-3 is infected, 4-6 is free. Also note - there is a possibility of getting a vaccine against the infection (which may sometimes backfire.)

115The Proclaimer

  1. Quinn Mathadius, aged 40, homo sapiens sapiens, male
  1. Grey hair is an indicator of his age, as well as his wrinkles although still few and far between. He has a strong beard, but no mustache, which is salt and pepper in color. He is a fairly lean, strong build for his age, being 5'11'' and 205 pounds in weight. His eyes are grey-green in color, and he has a squarish face. Of Saudi Arabian and Scots-Irish heritage, he is an interesting conglomerate of cultures and speaks with a very unique accent (having spent have his time growing up in Dublin or Saudi Arabia), as well as many different languages. He speaks Arabic, Russian, English, Catalan and Basque Spanish, and modern Greek.

As for clothing, he is usually fairly well dressed, although jeans are a sin for him simply because of how often he uses them. He also wears his old US army boots from his stint in the marines and air force in his mid twenties to mid thirties. The only really unique thing about him is his lack of a left hand- in its place is a prosthetic which he invented. It utilized a nanite infusion in the blood stream, long acting although requiring injections every few years. The hand itself is a fairly un-unique metal and operates using the nanites, a system of fake nerves, muscles, and ligaments, and a quasi-bone that inserts directly into the wrist. Once the generators at the wrist are aligned with those in the hands, the process of turning on begins. Deep within the palm is a tiny, self sustaining battery (hence the use of the nanites, which give it power). Over top of this he wears a bracer with metal shielding. Although the hand doesn't necessarily need it, it makes Quinn feel safe. He wears a similar bracer on his other hand for balance.

  1. Quinn is a human. He has no special abilities. All of his qualities come from his strong scientific mind (see inventory)
  1. Quinn is a tad OCD sometimes, hence wearing two bracers instead of one. When he is home, he tends to do nothing other than clean or read or perform experiments, and sometimes ventures out into the farmyards to help his cousin with the sheep or the strawberries, or whatever it is the large half-giant tends to at any given time. He's passionate about the things he does, and is devoted to his large family that he's made, albeit getting smaller as some of his children have died. He never takes that sort of thing well, and upon hearing of his daughters death has fallen into a small spiral of alcoholic despair and mental recession.
  1. Quinn has a long history. Born in the United States to a Saudi ambassador and his English wife, he retains United States citizenship and Saudi citizenship. After his parents went back to Saudi, they lived there for some years (9) and then moved to the United Kingdom for another 8 years. Upon graduating from Oxford University soon after his 21st birthday, he moved to the United States and after being unable to find a job, he joined the Marine core and spent the next six years there, and then applied to become a pilot. He flew for three years and then, using his leeway as the son of an ambassador and as a United Kingdom citizen, found his way being recruited by SAS. There, he nearly washed out, but made it in until retiring at 35. Since then, he has focused on his children and being in this place, where everything was so strange and odd.
  1. Quinn is not an important person. Although his personal achievments are indeed great, he himself would not boast as much. In fact, very little know about him besides those he decides to meet.
  1. Inventory:

At any given time:

1 spare prosthetic hand (jacket)

3 MicroJavs (main belt)

1 Jericho 941 pistol (gun belt)

6 9MM mags (shoulder strap belt)

1 bowie knife (thigh belt)

1 falchion (waist)

a pack of assorted stimulants (a pouch at his waist)

Armor

Schwarzenegger

Schwarzenminor(favored most of the time)

1161RedshirtXLG

Name:Red

Age:He's unsure

Birth date:December 13

Race:Human

Gender:Male

Appearance

Stands at 5'7. Red has short brown hair that sticks up no matter what he does to it, and dark brown eyes. Has a medium built body. He wares a black T-shirt with black pants fitted with a pair of thick boots, black gloves and sunglasses. A tall dark trench coat shrouds his body from the neck to his knees.

Abilities

He has few abilities. His endurance stands out the most and is something that he is most proud of. No matter how hard the hit or hot/cold something is he can press on. This was taught to him growing up. His agility also serves him well able to run at impressive speeds (he does not know how fast he actually run). Some where along the line Red acquired the ability to manipulate fire. That part of his life however, has been erased from memory.

Personality

In general Red is a good guy, easy to be friends with. He almost never shows his emotions in front of anyone including those he holds close to his heart. He is very reserved and will shut people out if they press to deep into his affairs.

History

Red never had an easy life growing up. His mother died the day he was born and so he was left father. As an only child Red has had to take the brunt of his fathers rage. On many occasions was he blamed for his mothers death. Even so there were times when they would bond. His father taught him a lot in life that Red would be wise to take to his grave. When he was 17 Red ran away from his home, he hasn't seen his father since. The last 7 years though are just a blur. All he can remember was that he was going back home to see his dad then everything went black. He cannot recall where had gone nor what he did in that period of time.

117Designated Hero

Name: Reyin Nova

Age: 22

Race: Human

Appearance:

Reyin is a solid five feet, eleven inches tall and has a rather lean athletic build, looking as though he weighs close to 180 pounds. His blonde hair is cropped fairly short, though due to his lifestyle the hair is often unkempt, messy, and generally in need of a good washing. His eyes are green, and his face is considered by many women to be boyishly handsome due to the lack of facial hair.

Of caucasian descent, Reyin is naturally light skinned and despite his constant time in the outdoors, he remains unable to develop a very dark complexion. The only real distinguishable markings present on Reyin are a number of small scars dotting his chest and lower torso, although none of which appear to be large enough to cause a fuss or tell a story over. A natural athlete, Reyin's muscle definition is mostly apparent when actively working muscles, not when relaxing or during low-intensity activity.

Constantly on the road and living off the land, Reyin is usually wearing the same pair of clothes for weeks at a time. As such, a typical shirt of his is a thrice-stitched over white shirt, with tanned leather armor etched into the shoulders to offer some moderate protection. His pants are composed of the same tanned leather material, as Reyin tends to favor functionality over comfort. His sword, long enough to be uncomfortable at the hip, is often set into its scabbard with the strap looped over his right shoulder.

Equipment

Weapon(s):

Long sword: Reyin's main weapon is four and a quarter feet long from the pommel to the tip of the blade. The weapon itself is fairly utilitarian, containing no intricate designs or special engravings. The sword is sturdy, double edged, and designed with a slightly elongated hilt allowing comfortable room for two hands should the situation warrant it. The weapon is kept in it's scabbard and looped around Reyin's back, with the hilt exposed over Reyin's right shoulder.

Hunting Knife: Reyin's weapon of last resort. The hunting knife is best used for skinning dead animals and is more apt at hacking and cutting tough flesh than slicing. The knife also isn't the most intimidating weapon in the world, barely measuring just under a foot in length at eleven inches, with a blade length of seven inches. The knife is only sharp on one end, though the point is often used most effectively in an actual fight. This weapon is kept at Reyin's hip, protected by a solid leather sheath.

Short Bow: A makeshift hunting bow Reyin strung together to feed himself while in the wild, this bow doesn't have much stopping power. Mostly used on small game, Reyin was only able to take down a deer with this bow after tracking the blood trail for several days. The arrows Reyin makes for this bow are home-made and crude in design. Their flight path is shaky at best, reducing the effective range of the bow to about twenty to twenty five feet. This weapon is usually slung over Reyin's left shoulder, and is typically one of the first items removed should a fight break out.

Miscellaneous:

Duffle bag: Needing something to store all of his crap in, Reyin went out and bought himself the cheapest dufflebag he can find. A rather plain affair, the bag cinches at the top and is tied off with rope. It can either be carried by this rope or by a shoulder strap stitched into the side.

Sketchbook: Reyin is a closet artist, and while his works of art aren't exactly worthy of being placed in a museum, he has a personal collection that is kept in his duffle bag. Various landscapes and portraits are found within, with nothing truly out of the ordinary on display.

Charcoal: What Reyin uses to draw. To prevent dirtying his medical supplies or spare food, he usually keeps it in a small pouch tied to his belt.

Medical Supplies: For emergencies only, Reyin carries with him at all times a roll of bandages, a needle and thread, and a small bottle of grain alcohol. Oftentimes these are kept at the very bottom of his bag.

Abilities/Skills

Talented: Reyin is a natural born athlete, gifted with an enormous amount of physical talent that allows him to succeed in almost all areas of physical skill, even those he has not explicitly trained in. Building off of this, Reyin is just naturally good at unfamiliar physical tasks placed in front of him for the first time. With his natural talent and strong work ethic, Reyin has steadily been approaching his personal peak performance level. He does not have superhuman abilities, but he is about as well-rounded as a natural human can get.

With that being said, Reyin cannot overpower others who are more strength-oriented than he, nor can he out-ninja a ninja. Reyin's abilities are a healthy middle-ground between the two, with a slight nod given to pure athleticism over strength.

Fighting Style: Reyin employs a self-taught fighting style that, while considered unorthodox, is fairly effective at keeping the young adventurer alive. Reyin's style centers mostly on flair and positioning instead of brute force, with some of Reyin's natural tendency to goof off showing up in many places. A wide array of physical and sword-based attacks are not uncommon, though Reyin is at heart a swordsman first and a hand to hand fighter second.

Right Hand Dominant: Reyin is right handed.

Quick Thinker: Reyin's penchant for acrobatics is more a natural talent than a well-developed skill, but it is still not uncommon for Reyin to make complete use of his environment, whether it be in chasing/escaping an enemy or in the midst of a fight, Reyin's improvisational skill is a token of pride for the young fighter.

Thrill Seeker: Reyin is a self-appointed adrenaline junkie, always looking for the next big thrill in life. As such, he has a habit of throwing himself into extremely perilous situations for no other reason than "it looked like fun".

Survivor: Living on his own, Reyin has a good feel for what it takes to survive out in the wild.

Saturday Morning Connoisseur: Reyin watches a lot of cartoons, so many that he's able to pick up on typical, overused cliches even in the heat of battle. IE: He won't be surprised when someone disappears only to reappear behind him. This also applies, but is not limited to, secret demon forms, long lost family members who may or may not be evil, clones, flying fortresses, giant rolling boulders, spiked pits, and the occasional rebirthed god.

Closet Artist: Reyin's pretty handy with a piece of charcoal. His works aren't necessarily masterpieces, but he can sketch objects both quickly and accurately for either scouting or entertainment value. For a piece with excessive detail, like any similar piece of art, would still take a lot of time to create.

The Story So Far:

Born the son to Arcaine and Celeste Nova, an upper-middle class family living on the outskirts of Durem. Reyin's father, Arcaine, was the first of a long line of Novas to ever settle down in one particular area for long. Up until his father, the Nova lineage gave rise to some of the more famous adventurers and heroes of their time. Arcaine, fed up with never being able to live up to the lofty standards of his forefathers, instead chose to live a rather secluded, normal life. He attempted to bring this same lifestyle to his son, Reyin. For a short while, it worked. Reyin went to school, he did his chores, he hung out with his friends and he went on lovely little camping trips with his family. His childhood was fairly standard up until adolescence, where curiosity and thrill seeking got the best of him.

Reyin, as most adolescents do, never really saw eye to eye with his father. He had heard the stories of his forefathers, longed to live up to their name and honor his heritage unlike his father had chosen to do. Reyin continued to live under his father's household until he graduated from high school. At the age of eighteen a fight resulted in Reyin being kicked out of his home and left to fend for himself. His mother, out of love, occasionally deposits money into his bank account so he doesn't starve. Unfortunately, she or Arcaine have yet to hear a single word from their son since the day he left.

Reyin had scrounged up enough money to buy himself a sword, a knife, and a duffle bag prior to his departure. With naught but a few pairs of clothes to call his own and a whole lot of walking to do, Reyin opted to live with his grandfather for a short while before striking off on his own. It was at his grandfather's that Reyin learned a lot about the art of swordplay and the meaning behind heroism. He was taught to work hard, live off the land, and protect himself. After the short stint at his grandfather's, Reyin concluded that experience was going to be his greatest asset, so he took off on his own at the age of nineteen.

Reyin's travels were funded by a simple 'hero for hire' business. Unfortunately, with such a large hero-to-civilian ratio on the Gaian continent, work for a seemingly no-named human was pretty hard to come by. Reyin often found himself living off of what he could hunt and scavenge, as well as the charity of those he helped on his travels. His only true resolve, currently, is to make the world a better place. If that means he has to live his life filthy and reeking of nature, so be it.

A Home, Sort Of.

His traveling did not last long before he found himself in Aekea. An elderly couple, obviously infatutated with running their own business, were looking for some strong hands to help put the finishing touches on their establishment. Being a charitable guy, Reyin volunteered without any sort of cost. Once the building had finished, the husband approached him with an offer. In exchange for working part time at The Armory (a bar and deli in southeastern Aekea), Reyin would be given free room and board. Without so much as a 'home base' to speak of, Reyin graciously accepted the offer and can now be seen working as a part-time bartender in Aekea. While his method of service is unique at best, very rarely do people leave the Armory unsatisfied.

Unfortunately, not that many people enter the Armory to begin with. This does, however, allow Reyin plenty of time to take off work in order to go adventuring.

He has a reputation to live up to, after all.

The Gaian Tenkaichi Budoukai

Reyin's first encounter with skilled fighters, the blonde swordsman was quickly overwhelmed by the crowd and media attention. Reyin was obviously singled out as nobility, but despite the overblown 'rich kid' factor, Reyin fared quite well in the tournament, blazing through the first two rounds before meeting up with his first real bump in the road in the form of Tres Ecstuffuan. The fight was short-lived, but nearly ended with the two drowning in a frigid pool of water.

Nearly succumbing to hypothermia, Reyin had to be hospitalized for a short time after the fight.

--Currently in progress and in need of updating--

118Tres Ecstuffuan

Name: Tres (pronounced "Tray") E'stuffuach, "The Bronco"

Age: 17

Race: Human

Date of Birth: July 10

Appearance:

Tres is a cream colored Mulatto male with black dreaded hair going down to his shoulders wrapped in a pony tail. He is the son of Sieg E'stuffuach and Athena E'stuffuach. He predominately has his mothers facial features and what could have been 'baby face pretty boy' if he was not such a scrapper. As such, facially he is a bit feminine. He has a thin nose that looks as if it has been broken a few times and though it is not obvious it is a bit crooked, thick lips like his father, pretty blue eyes like his mother and medium sized chin like his mother. He has his fathers ever sparkling smile with teeth that have remained perfect through the numerous punches they received. His neck is muscular with big broad shoulders.

He has the body fit for a diety. Each and every muscle seems crafted to perfection. While taking into account his height at 6", he is a large boy weighing at about 205 pounds. He is long and lanky with tight lean muscles covering his body. Not an ounce of fat seems visible on him. He has large hands and feet that are proportional to his body. He has six pack abs that look as if they could be made from iron and thick pectorals that looked as if they were the edges of a boulder.

The thing is, he isn't done growing.

History:

Birth of the Prodigy

Tres was born a few month's after the Heaven or Hell 2008 Tournament to the parents Sieg E'stuffuach and Athena E'stuffach. Soon after Tres was born Sieg and Athena went to go live on some alternate plane from gaia wanting to raise there son in a less chaotic environment. Tres was trained vigorously soon after birth by both parents in the martial arts, spiritual, and arcane arts, while he was sent to normal schooling for a typical education. Despite his parents strange hobbies of fighting, they were very loving and he had a great childhood.

Battles of Infinite Planes

Sometime during Tres late middle school years, Siegs mother Xai-Lu E'stuffuach took Tres under her wing to train with her. Sieg decided this was fine as long as Tres was able to continue his High schooling, Sieg also realized that his mothers martial arts skill and strength had grown to a point to where she could be considered a low level diety and it would be a good learning experience for Tres. When Xai-Lu first saw Tres she called him 'the next evolution of man'.

Xai-Lu trained Tres utilizing her ability to travel across the planes with relative ease. This exposed Tres to all sorts of creatures and conditions, while teaching him some of her more vicious (when compared to Siegs sporting styles) martial techniques. Tres fought against monsters and on modern battlefields, yet with the assistance of a woman who was now a diety he was still able to continue his schooling.

Time to see how daddy lived

When Tres turned 18 and completed high school and his grand mothers training regiment. He decided to go back home and visit his parents. He stayed with them for a while, meeting a girl whom his mother had apparently taken under her wing as a student. His parents had decided that they wanted to go back and return to gaia. Tres decided to go along with them to improve his skills in the world that had made his father so strong.

However upon returning to gaia, the family realized that there had been a temporal difference between the plane they travelled to and gaia...and that only about a year had past since they left.

Hard Knock Life

Tres was accepted to Durem University on a full ride Athletic scholarship for Human level Power Lifting, something that left Tres with an unusually high level of free time for a collage student since he didn't really have to train all that hard to be competitive in the sport. Also he chose majors that he didn't really need to study in, sports medicine and Personal Fitness. Though he is forced to stay at home some times because of his biology classes which are hard.

Outside of his academic life. Tres's experience in gaia didn't start out all that great. In his first few months here Tres had been shot at, nearly blown up, and nearly cut up an excessive amount of times with most of those fights ending in Tres barely surviving.

Tenkiachi budokai

This is Tres's first Gaian Tournament. Tres did very well in the tournament in which he came up against foes with amazing supernatural abilities. However, his hardest battle was against an opponent who much like himself had no real special abilities named Reyin. This battle ended with both Tres and Reyin nearly dieing *.

Personality:

Tres personality wise takes after his mother. He can be described as True Neutral because he seemingly cares only for fulfilling his own desires be they his desire to become a great fighter or his simple sexual desires. Though he is not willing to cheat or break his own personal and familial code to fulfill these desires. He is driven and able to dedicate himself completly to a task if it will further him in completing his goals.

He has a 'never say die' attitude and will not quit despite the adversities he may encounter in his rode to become the greatest fighter in existance. Unlike his father he doesn't seem to really care about the wellbeing of others and doesn't go out of his way to help people unless he is also helping himself.

Tres trains hard and his defeat only seems to inflame his desire to improve his body. He is willing to work hard for anything and was taught by his father that in order to have anything in this world you must work for it, or everything is meaningless. Tres in combat is cold and calculating and is able to solve problems that he may encounter quickly and logically.

He is different from his mother is that he is open minded to things that will help him improve himself but like her he will fly off the handle when insulted. He has a vicious amalgam of both Sieg and Athena's tempers but instead of flying into a blind rage he becomes excessively violent and cruel towards his enemies. Tres is somewhat cocky and conceited like his mother, not humble like his father.

Tres loves to drink and women, particularly strong voluptuous women. They are the only two things that can seemingly set him off track from his nearly single minded desire to become more powerful than the people around him. He sees himself as gods gift to women. Tres isn't nearly as religious as his father though his religion seem's to be a mix of Christianity and knowledge of the planes.

Tres has a huge amount of respect for his parents but that respect does not overcome his desire to surpass them, including his diety like grand mother. Tres has learned all that his parents could teach him and now he looks to expand his martial arts knowledge by searching out the legendary Wu-Tang Style of martial arts by going directly to the source, the Wu-Tang temple in the lands of shaolin upon the Durem Mountains.

Skills

  • Common Knowledge

Reading, Writing, Driving, Swimming, etc.

Martial Arts Lineage and History

Knowledge of the workings of individual Martial Arts styles and there history. Sieg taught his son about the martial arts and its history as he trained him in it.

Religion (Christianity)

Sieg taught tres about christianity, despite tres not being a christian; he knows the history and stories.

Gaian History

Knowledge of the history of Gaia. Sieg told him the stories of gaia.

Human Anatomy

Detailed knowledge of the Human anatomy.

Basic Military Training

Tres has survived basic modern military training.

High School Education

Tres has a high school education that affords him all of the knowledge such an education would grant him.

Ecstuffuan Style Martial Arts

Tres never really agreed with his fathers sporting style of combat, nor did he inherit the magical of spiritual skills of either of his parents. Tres Style however used the martial teachings of both his mother and father, and what he learned on the military battle fields to form a vicious no-nonsense style of combat that focuses on getting in extremely close quarters with the enemy and neutralizing him as quickly as possible. This works well when fighting against supernaturally powered opponents because he gives them little to no time for them to focus there abilities.

Besides the crippling strikes and devastating grappling techniques, the style also incorporates self defense style small joint manipulation, Stealth, and weapons combat utilizing short range weapons such as various forms of the knife including kerambits, butterfly daggers, push knife, etc.

Move silently

Tres made sure to learn how to move without being noticed to make up for some of his weaknesses. Tres has mastered the ability to such a degree that he is able to achieve a state of mind that relays false information to all supernatural methods of detection, cloaking him to them. Other than that when Tres moves he creates no sound and can even mask the sound made by his heart beat. Tres's body has no defining scent and blends in with the area around him. However, Once Tres acts offensively he is no longer sneaking.

Throwing (knives)

With throwing knives. Tres's ability to aim is increased due to his developed senses and body control. Tres can accurately utilize any thrown or ranged weapon within its maximum efficiency range.

Sleight of Hand

Tres can draw small sized or smaller weapons quickly, often without the opponent being able to see him arm himself with the weapon. Sieg has several weapons other than the visible ones hidden about his person. This ability allows Tres to reveal a hidden weapon that he had drawn without the opponents knowing during a movement of the hands.

Use Magic Item

Tres may not have the natural magic skill that his mother had but because he lived in around magic his entire life he is skilled at activating and utilizing magic items.

Physical Abilities

  • Superior Athleticism

Tres did not inherit his fathers spiritual skill or his mothers arcane ability. He did however inherit something from them both in an almost mutant like form. Tres's potential for athletic growth is seemingly limited only by the amount and effort of his training.

His strength potential is unlimited because of both of his parents being so powerful that they're own power, both genetic and supernatural, caused the childs body to develop differently. This explains how the child developed unnaturally perfect physiology so early in his life.

At Tres young age he is able to compete with olympic (track and field, judo, boxing, power lifting, etc) level athletes in there sports without a lot of preparation. He already looks strong but is actually more powerful than he looks and is capable of performing feats of strength that are typically only seen outside of his weight class.

(Tres's limits: (power lifting records based: 235 weight class) This allows him to bench 800 pounds, press about 575 pounds above his head and lift 1600 pounds up to his waist with his total maximum effort.)

Despite his size he is deceptively fast and agile and his physical endurance is off the charts, allowing him to do such things as sprint at the top human running speeds for about two minutes without rest.

(Tres could run at about 30mph for two minutes with his total maximum effort.)

Tres is extremely flexible and is capable of outlandish feats of contortion. He uses this in combination with his jujitsu skills to utilize the rubber guard like no one else can. His reflexes are top notch and he has highly fined tuned senses.

Seiken

The striking style taught to Tres by Sieg was based in a mix of Muay Thai and kyokushin bare knuckle karate, where the striking limbs would be conditioned to an almost steel like state so that one could strike harder with them due to not having to fear hurting one self by hitting too hard.

Tres striking limb bones are strong, after being steadily conditioned. This allows Tres to hit harder than normal people because he does not have to fear breaking his own limbs.

Blind Sense

Sieg taught tres how to see without his eyes and to see outside of his field of vision. Tres has trained to fight with his other senses giving him a special sensitivity to noise, touch, and scent. Combined with Tres's already heightened physical senses, Tres can now effectively fight without use of his eyes and can sense movement and objects in a 360 degree radius. Tres gained this ability through combative sensitivity training.

Thick Skin

Tres's skin is different from most humans. It retains a leathery hide like quality that makes him a bit more resistant to damage than the average person. His bare skin however can still be pierced by bladed weapons. Though he is harder to cut and make bleed than a typical person.

Toughness

Tres has a high pain and damage tolerance due to his years of battle against supernaturally powered opponents. In the event that Tres is stricken by a typically fatal/critical powered attack or incurs piercing damage, he will not immediately fall unconscious but after about three or four direct hits from a similar attack will usually put him down.

Tres has been hit so many times by such powerful hand to hand blows that he has gained an increased amount of fortitude against blunt force trauma. Basically, Tres can take a hit without always being knocked unconscious but like anyone there is only so much he can take.

Flaws

  • Over Confident

Tres is highly over confident and is so sure of his own personal ability that when given a task, even if it is impossible, he will attempt to complete it just to prove his own power to himself and those around him. This flaw prevents Tres from not accepting a challenge.

Lecherous

Tres is easily distracted by women, even though nothing else can seemingly cause him to lose sight of his goals. Whenever an attempt to seduce Tres is made or Tres is in the presence of a attractive female, he cannot concentrate.

Equipment:

  • Shirtless

Tres wears no shirt.

Dark Camo Pants

Loose black, grey, white and mid tone camouflage pants that contain many pockets. Tres's greaves are worn outside of the pants. The pants hold many pockets for carrying equipment. They are made of a cotton and polyester mix. They are always worn just slightly below the underwear waist band.

Vajra-mushti

Thin gloves that don't disturb Tres' dexterity while also made out of a synthetic material that gives it similar properties to thick leather gloves, allowing him to grip and rub his hand along sharp blades without fear of being cut. On the knuckles are dense carbon steel bearings that improves the power of his punch's, on the back and palms of the hands there is also a thin but rough carbon steel plates that allow for the best grip against weapons.

The Bracers of Athena

Bracers who's creation was led by Athena with the help of some old black smith's whom she commissioned for the project. After there creation, the bracers were given to Tres during his birth. The Bracers spell properties is that that they are comfortable, flexible, and light while remaining durable, allowing them to be used to effectively defend against armed attacks. They will hold up against supernatural attacks as well, as they were forged in part by a sorceress (Athena). They appear to be silver bracers with golden bands at there ends.

Greaved Boots

Combat style black boots that raise up the lengths if the shin. The boots cover the shins around the front and sides of the legs in two overlapping carbon steel plates. The metal plates are tightened on the legs with leather straps. The black boots are military style and are malleable but durable for extended periods of use.

Ka-Bar x2

The Ka-Bar knife is a knife that is used extensively throughout military forces over gaia. It is known for its balance and effectiveness as a combat and utility knife. The Ka-Bar is a carbon steel knife. The knife has a high carbon content making it black. The handle is a leather wrapped brown hilt. The knife weighs .68 pounds. The blade is 7 inches long while the overall length of the weapon is 11 and 7/8 inches. The blade has been magically sharpened so that it never dulls despite heavy use and the width of the edge is only a single micron. The blades are balanced so that Tres can throw the weapons accurately. The knives are hidden behind his back in crossed sheath's.

Wand of Cure Wounds

A wand stored in a sheath strapped to his left thigh. The wand holds positive energy that is released upon the user once the wand is activated. The wand has four charges and one wound is healed for each charge used.

Unequiped Equipment:

  • Single Strapped Bag

A back pack that is tied tight to Tres body. Inside the bag is some gold to live off of for a while and a cell phone.

Binoculars

Military grade binoculars with heat vision adjustable frames.

Long rope with hook

A long 30 foot rope with a steel hook at the end.

Clothes - In Bag

Casual clothes of a similar nature to the clothes he is wearing now.

119Alexander Tyson

~{Gaia Name}~

Samayou Tamashii

~{Character Name}~

Samayou Tamashii

~{Maiden Name}~

SabaDrith JhadOrga

~{Origins}~

Abyss Devil

~{Stats}~

6,4'

247lbs

Black Skin

Pale Eyes

Snow White Hair

~{Weapons}~

Cursed Blade of Kroven

A simple combat knife he inhertied from his father, for him it has both memories of deep pain and sorrow and yet holds to be something to remind him of the reason he lives on.

Devil's Chains of Rothenmore

Chain Whips that move as fast as lighting and are the deadliest thing he could ever wield as a weapon. Forged by a metal like substance called HellBent Metal, given to him the day he tried to re-obtain what he lost. The history behind it is unknown but the chains have an odd twist about them to move like he moves. Connected to him through magic they are bond to him as his primary weapon of choice in combat, a so called cursed that he has turned into a weapon.

~{Inventory}~

The Scribes of Vintromonta Orcatrin -Five ancient scrolls Tamashii recovered while recently on Sithen, they are legends and history of the Abyss Devil race left behind from ancient years and worlds past. The Sithen managed to translate some of the lines but much of it is a lost language. Each scroll named after one of the five gods of the Abyss Devil Realm and are stored in a black book. What makes Tamashii ponder is how come the Spiret Elvens and the Abyss Devils have a very common language symbols as he translated most of what he knew by using his mothers spell book.

Scroll of Kroven-Kroven the mighty God of War and symbol of Oblivion

"The Omen's blood shall spill forth into a sea of deception."

Scroll of Minarna- Minarna the mighty God of Peace and Tranquility.

"Sealed by love lays the form of true Rage."

Scroll of Tentero- Tentro the mighty God of Wisdom and Virtue.

"Forever more may life be at peace with death."

Scroll of Rothenmore- Rothenmore the mighty god of hatred and despair.

"Burnt forever in the sands of time lays a diabolic fate."

Scroll of Warmon- Warmon the mighty God of Youth and Life.

"In time a balance will be broken and chaos will flow."

~{History Information}~

The Abyss Realm

This dark realm is a chaotic realm with many races and religions. However it is also chaotic and a broken realm, large mass of land that are the size of a car, to the size of several cities or even larger. They are broken in a sense that each hard land mass has random terrain, some snow covered, others rocky wastelands and swamps. What is most interesting is that gravity has no real source in this realm, it seems to just be where ever one wishes it to be, meaning that each land mass has its own real source and the one your closet to is what your effected by. However if one knows the lands well enough, this very theory and rule no longer applies to them.

Past History

Tamashii's history spans across times and spaces known and unknown. He was born in Earth realm, what is now the northern parts of Germany. Born during elves, and during the ancient times of magic his mother Sinetra Nightengale, a wonderful Spirit Elf Mage, and his father Kroven, Lord of Oblivion. It all goes back to the Demontros Campaign lead by Kroven himself. His armies spreading across realms unchecked by the other Abyss Lords as he ravaged across the lands his army stopped dead in it's track by the Spirit Elven race and most impressively Sinetra. To tackle this problem Kroven took the form of Tiranton, a simple human warrior and seduced Sinetra in a two year mission to make her weak by using her love. He did so by making her fall in love with him, but something unexpected happened. In the passion and love Tiranton did not expect a child, one he named SabaDrith JhadOrga. However it came to mind that the child had much more of a spiritual and emotional attachment to the mother then the wicked father. Thus when weak and caring for the child Kroven attacked, destroying Sinetra at her weakest and casting her into the realm of darkness, but the deep magic was something he could not control. Sinetra casted a spell, saving her child from the fathers wrath by forcing the armies and the Lord back to the Abyss and locking him there, using her son as the seal. It was written that if SabaDrith dies, his seal will break and Kroven will be free to roam the lands and destroy all he sees, with none to stop him.

Being of a young demonic age, this Abyss Devil knew not his name, not his race, and simply walked aimlesslly trying to find out what he was and learning from the wild. His wondering stopped when he came across Gringor Frohen, a royal warrior of strength from the northern terrains. Teaching and educating the lost beast like his own son, out of pity for himself and the will to have his memory live on through someone. They lived together traveling the eastern countries where SabaDrith adapted the name, Samayou Tamashii which is a rough translation to Wondering Spirit.

However this happiness ended in Hokaido with the death of Gringor as the young and trained Devil now went on with his life. Traveling other realms and returning to one of the most infamous enemies of his father, Sithenmore, a snake like race of great skillful warriors. Learning of his real name, his past, and unlocking secrets to his past he never knew existed. However from this death he learned a few facts of his past that lead him back to earth to uncover more of his father's deeds.

Moving on with his life as a mercenary and a survivor he has been left alone, fighting for himself to stay alive and honor his mothers memory by never giving in. He find himself traveling to Northern Russia, where a rumored gate was to be that would unleash things from other realms. Upon his presence it was activated and Kroven and His Son had the final battle. SabaDrith unleashing his Lord Forms and fighting his father. The battle lasted not long as each Lord teared at each other, but in the end SabaDrith was victor. Removing his fathers head with his bare hands and devouring it. The mountain falling apart and the gateway destroyed as SabaDrith became his normal self, never to transform again as his Tail grew and he became complete. However badly injured and at the base of the fallen mountain death was for sure. He made his final peace with life but fate decide for him to live. Silent he lay on the mountainside, ready for the death that was sure to come.

However he was rescued by the women he called his wife later on. Her name was Maria Satanus, a wonderful and strong human warrior who married the genderless beast simply for her admiration and love of him. Though Sex was not a part of the relationship they held a very strong bond with one another and Maria had a daughter from her first relationship, a young girl named Mika. Love was between them somehow, and it all ended during a campaign that ended his wife’s and daughters life in a horrible fire when a battalion of soldiers attacked their mountain home. Having lost the closet thing he could call a Wife and along with the closet thing he had to a child he fell into a deep confusion and depression. In his desperation he attempted God's working to bring them back, in his foolish quest driven by love he was punished for his attempt to tread in the feet of Gods, he was cursed with weapons of hatred, meant to kill and ravage life. With nothing left but to move on, he vanished some time from history before returning to the history books on the Realm of Gaia. Now scared, and complete with the Seal his father put on him, forever burned into his body he wonders, searching for something to do with eternity.....

Campaigns

The Akrian Campaign

A war in the Akrian realms, it was one of the most bloodiest wars he had ever fought and where he met Astra Ringoth, one of the strongest female warriors he had ever met. Killing her husband and children she seeks some sort of revenge, but does not wish to kill the beast.

The Kraken Campaigns

A massive war being fought in the Krakentar realm it has been going on almost half of Tama's life and has been absent in the Gaia realm much due to this bloody and insane war.

The Atuka Rebellion

Held in the Wakras realm, these insect people rebelled against their leader with Atuka leading them, a being Tama fought with and holds in high regard.

The Yasr Yakmor

A war between a Yak Folk Race and invaders from another realm these wars lasted only a few years, but was some of the most intense fighting of Melee Tama has ever seen.

The Tristin

The Grosten

The Rik Dom Von

The Flroscence

The Atrith Miss

The Sir Gromlest Campaign

The Religri Amentop

The Amarath Omen Campaign

~{Statistics}~

(Scale 1-20)

Dexterity - 23

Wisdom - 12

Strength - 23

Charisma - 11

Speed - 21

Constitution - 9

Intelligence - 12

Agility - 10

Luck - 8

Strength Characteristics

Overhead -14-22 Tons

Push – 17-20 Tons

Lift - 16-19 Tons

Drag - 18-25 Tons

Throw - 5-11 Tons

Land Speed

100 Meters - .2 Seconds

1 Mile - .22 Seconds

Virtue Stats

Brave [100]

Faith [97]

Transcendent Stats

Will -100-

Reflex -89-

Fortitude -65-

Spirit -95-

Accuracy Stats

Evade% 81

Thrust% 92

Punch% 96

Slash% 86

Kick% 79

Blunt% 87

AuGrap% 77

Cut% 34

Catch% 79

Propel% 94

Cast% 0

~{Curses and Techniques}~

The Curse of Kroven

During the Conflict of his birth SabaDrith was cursed by his father that had nasty effects. The effect was blindness, a sight like no other that sees not total darkness, nor color, but shadows and energies. Having a view of the plane he is in from a corporeal view he can see clear as day energies, forces, and other magical properties along with having senses that reacted to this curse. His ears, skin, all other senses became extremely high thus giving him outer abilities to be a very keen warrior.

The Theory of Dead Energy

In life their are two ultimate planes, Life and Death. In those two forms energy takes an ultimate form, Life Energy and Dead Energy. Life energy is random, alive and is called many things, Chi, Ki, Karma, Will Power, Chakra, and ect. It moves freely, can form causes great heat and intensity and the will of it can be morphed to many forms. It can reproduce itself greatly over a short period of time, however what happens when Life energy loses these qualities and crosses over? It becomes Dead Energy, which has opposite effects. Dense, thick, and uncontrollable, it spreads like a virus and implodes on things, crushing them. Sucking the life out of them if it can, Dead Energy feeds off it's brother Life. Building only in particular creatures that originate from the Abyss of itself Tamashii was born in the Life Realm but his soul and life was quickly eaten away by Dead Energy which has replaced his Life Energy forming a strange mutation strand. Being born in the wrong realm caused a mutation for the energy to obtain it's old qualities, but adapt new ones as well so that it could survive. It can be controlled and move like any other energy, it is a little bit like life and the curse marks that where forged by dead energy combined with his own naturally allow him to reproduce it with in his spirit that is a mutation of dead, a 2.0 Version of it's original strand. An Undead with a Beating heart he has found a way to use this energy to help him survive and grow.

Atuka Morader

A brutal fighting style and technique that involves channeling energy into a kick or punch. It then feeds that energy through the fist or foot, through any material it comes in contact with that does not have magical properties, and into the flesh and bone of a target. However this style must be right on target for the energy channels at key joints for the bone structure and shatters the joints.

Horus Mon Locus

A similar version of the Atuka Morader, the Locus style uses the same invisible Dead Energy but targets organs. It can also only be done through melee contact and takes more concentration and time to learn then any other style. It is also one of the most fatal for both the prey, and the hunter.

120Cthulhu Wish

· THE BASICS

Real Name: Izette Asis Prechtl

Other Aliases: Izzy, Dizzy Izzy

Occupation: Ex-Mercenary, Drug Pusher for The Cadeuceus Corporation

Race: Shape shifter

Place of Birth: Village of Firemouth

Marital Status: Single

Known Relatives: Grendel Prechtl (Father, active), Jizelle Asis Prechtl (Mother, active), Willow Prechtl (Older Sister, Active), Dareldorine Grendel Prechtl (Older Brother, Active), Sewenn Prechtl (Younger sister, active), Danes Prechtl (Younger Brother, Active), Debas Precthl (Younger Brother- Danes Twin, Active)

Likes: Knives, piercings, sex, drugs, alcohol, tattoos, and music

Dislikes: Rules, stuck up people, mainstream society, and spinach

Base of Operations: Lament

Group Affiliation: The Cadeuceus Corporation, even though she prefers not to think of it as an affiliation.

Theme Songs: Deserter by Splashdown, Special by Garbage, Run Runaway by Slade, More Than Useless by Relient K, I Don't Want To Be In Love by Good Charlotte

· PHYSICAL ATTRIBUTES

Height: 5'5

Weight: 140 lbs.

Left Eye Color: Blue

Right Eye Color: Violet Swirled Iris and Pupil

Hair Color: Black

Complexion: Caucasian

Blood Type: AB

Age: 21

· APPEARANCE

Izette is a difficult one to spot in a crowd do to her ability, however when she is in her original state of appearance she is usually identified with her black eye patch over her eye which protects it from out side damages as well as allowing herself to blend in. This eye patch has also known to have enough of a viewing space in order to allow her to see her opponent fully.

Her hair has also been known to be rather short and spiked in a variety of places allowing it to appear much larger than it already is. Izette has a great deal of piercings and tattoos. For piercing, a small onyx chain that connects her nose stud to her earring. This young woman also enjoys having a great deal of obscure and stylish eye makeup.

Since she has been known to constantly change her clothing choices are also as unpredictable as her. However, her normal trend tends to lean towards the darker style of clothing with trench coats as well as ripped jeans and spikes.

Izette's Tattoos:

Izette has actually quite a few sets of tattoos, including the set on her right hand, which is a set of black stripes, which seem to be used to cover a variety of scars rather than to be decorative. One thing that stands out is on the inside of her left wrist she has a tattoo of the Japanese symbol that reads Survivor in black ink.

On Izette’s body there are also a great deal of other tattoos, which are used to cover various scars from previous fights and what ever have you. On her left shoulder blade chameleon sits. The small of her back contains a picture of a doppelganger. Also out of a drunken adventure, Izzy had also gotten this tattoo on her right ankle.

· PERSONALITY

If there was one way to describe Izette, that would have to be mischievous. This girl tends to enjoy going against the rules in every way possible. She finds the best way to be easy going as well as not really caring what other people think about her on the outside.

Many of her friends tend to refer to her as a crazy copycat. Which is exactly what she chooses to do as she is often found mimicking the person she chooses to copy. Since Izette is a good mimic, she is able to copy people more easily when she takes on their form.

A possible reason for her choice of hiding beneath these personalities are due to the low self-esteem that she portrays since she does not find herself worth the light of day due to her previous life experiences. Since she is able to copy individuals, she tends to enjoy being other people rather than herself, even though she tends to put more aspects about herself in each new personality she copies, making them something completely different entirely.

So, that is Izzy in a Nutshell

· HISTORY

Growing up in a house hold with five other siblings, Izette had been known to be the one who dealt with most of the chores and errands that her mother could not do as she was taking care one of her younger or even older siblings. Both her older brother, Dareldorine and her father had often been found not to be home as they were often found to be adventuring in order to bring home both money and food for the house hold while her mother owned a bakery within the home.

Izette started to develop her unique ability at the age of eight, as she would begin to imitate the people around her town with her voice and slight physical traits. Once she started to copy others, she began to find herself becoming better and better at mimicking other people in their entirety. Since this was the case, Izette often copied a young girl from across the street in order to have a personality of sorts. When she was twelve, she was able to full shift herself as she and her sister Sewenn were arguing over whose turn it was to watch the twins as their mother and sister were in town getting groceries. This was the first time that she was able to perform a full body transformation.

Shortly after the first incident, bother her mother and father had agreed to let her now to go help with her older brother, Dareldorine in Durem where she would be able to improve her skills. It was here where she learned what the family business was all about; she belonged to a family of mercenaries. It wasn’t long till she was dumped just within the care of her brother. Since he was unaware on how young girls tended to work, she was taught how to do male oriented skills such as hand-to-hand combat. She too also went about with her brother on missions in his trade, learning everything she needed to know about being a mercenary. It was here she found herself getting her first major injury on her shoulder, as she was assisting her brother on a mission just north of Durem. During this adventure, she shifted into an employee who was a part of a business known as Lostucko Industries. Her role in this mission was to go in and grab important files for an opposing company known as Meshia Incorporated. However, it was soon discovered that she was a fraud. Because of this, she fled the building, managing to have the files in hand. But it wasn’t long till she was shot in her left shoulder blade. This did not stop her from her mission, and so she continued to move outside to complete the mission.

Even though she was successful, Izette was forced to spend some time in the hospital in order to heal the wound. However, Meshia Incorporated refused to pay off her medical bills as they found the job to be considered “sloppy” and unprofessional as she managed to get some blood on the files. It was at this point where her hate for institutions began to immerge.

Once she turned fifteen, Izette had decided that she did not want to be within the business that her family seemed to pursue, as she found it to be too serious and no room for her to have fun. After a great deal of fighting with her parents and brother, she left Durem, with a feeling of abandonment and rage.

After much searching, she had then decided to make herself at home in the city of Lament as it seemed to be a fair bit of distance away from where her family was. This was not the best of moves considering there was a high crime rate and other issues that seemed to evolve from there. But she figured this would be the best place for her to be able to express herself. It was here that Izette was first introduced to sex, drugs, and rock and roll. She had also met her first boyfriend here as well, who unfortunately for her, did not end up treating her well at all. After many beatings however, she left him to find someone new. Here she met her first dealer named Big E; but even though the relationship they had seemed promising, it wasn’t long till she experienced a severe chemical burn on her mid back due to the lack of money she seemed to have when it came to paying off her tab. Even though Izette experienced a great deal of problems while living here, she continues to live in the same rundown apartment that she did originally.

HOH:2009- More To Come

· ABILITIES

Shape Shifting:Izette source of ability comes from her right eye, which allows her to copy any individual as she chooses. This process must take place with another individual face-to-face in order to copy them. For her to properly copy someone, she is required to see him or her with her right eye in order to be able to use her ability. If this eye is damaged it can cause severe hindering in her abilities for the rest of the battle, depending on the severity of the injury it may cause her to take on lethal damages.

When she has chosen a target to change into, a black spider web like mass will exit from her covered eye and engulf her body. It will hold onto her for roughly about five to ten seconds depending on the size of the individual than retract back into the eye, leaving her with the appearance of the new individual. During this period of time, Izette is hindered in her attacking abilities.

Once shifted, Izzy has her new persona, it will only last around roughly around ten minutes, where she is like them in a variety of ways such as personality, appearance, fighting style, and magic usage. When choosing to use the fighting/magic style of the other individual it is to be noted that she is not as good as the other opponent. In fact, while using the magic, she cannot control it on her own means, as she has not obtained the training herself. However, when she does copy an individual, she is mainly their appearance and their fighting style or magic use, in order for that copying to occur, she must witness them performing it before hand or during her shift

One thing that is an added bonus to Izette’s skill is that if she knows someone at a personal level such as a close friend or family member, she is able to copy them more accurately than a random individual on the street.

Since this ability she has had ever since this ability is a natural event that has occurred in her being as a child, she has been able to do this whenever she feels. However, only for short periods of time considering that she often does not practice this ability freely as other members of her family would. Copying magic and fighting takes much more skill than copying appearance and personality, so she is only able to use that ability once a day where as her copying is more freely done.

Izette cannot copy material objects such as weapons and clothing. Only the physical attributes to a person, causing her clothes to remain the same size as her body will grow and shrink to match the other individual’s size. She also cannot copy animals and obtain their traits. When dealing with anthropomorphic such as a werewolf, she will not gain the animal qualities. She will only gain their physical attributes (minus any animal personifications) and a sense of their personality. If she chooses to copy an individual with injuries, she too will gain the current injury. However, if it comes to something as a prosthetic limb, she will not be missing the limb, but rather she will have a usable arm as well.

· WEAPONS/EQUIPMENT

This crazed punker has a added quality to her clothes as they seem to be made from rather unique quality of fabric that causes her clothes to stretch and shrink when she physically changes shapes.

Izette primarily uses switchblades as a weapon source. These are located on her belt in individual sheath on her right hip for her own easy access. Each of her knives is designed to cause some serious damages, yet they do not have the strength to defend herself from a sword.

Her knives go as follow:

-A Comb Switchblade to make her hair nice pretty.

Blade Length: 4.00"

Hilt Length: 6.05”

Overall Length: 10.05”

Sharpness: Dull

Weight: 2.0 oz

Blade made from: Plastic

Serrated: Yes do to the teeth of the comb.

Grip made from: Plastic

-[Black

handled switch blade](http://img.photobucket.com/albums/v240/madichan/References/13inchitalianswitchblade_stilett.jpg), her most frequently used one.

Blade Length: 5.25”

Hilt Length: 6.00”

Overall Length: 11.25"

Sharpness: Sharp enough to slice through slice through clothing and leather with ease. This blade is commonly used for general hand-to-hand combat.

Weight: 4.0 oz

Blade made from: ATS-34

Serrated: No

Grip made from: 440C

-Black handled serrated blade, when she feels like doing some real damage.

Blade Length: 4.25”

Hilt Length: 6.00”

Overall Length: 10.25"

Sharp: Sharp enough to slice through slice through clothing and leather ease. This blade is commonly used for general hand-to-hand combat.

Weight: 4.0 oz

Blade made from: ATS-34

Serrated: Yes

Grip made from: 440C

-The Blue Spear, INSTANT PAIN INCLUDED.

Blade Length: 5.00”

Hilt Legth: 6.00”

Overall Length: 11.00"

Sharp: This knife is designed to be sharp enough to cut through basic metal groups such as Titanium and Aluminum. It can also cut through general things such as clothing and flesh. This knife is mainly designed to do one hit damages.

Weight: 4.0 oz

Blade made from: ATS-34

Serrated: No

Grip made from: Titanium

-Decorative- This knife she chooses when she's feeling sentimental. Click here for full action view

Blade Length: 5.00”

Hilt Length: 6.25”

Overall Length: 11.25"

Sharp: Sharp enough to slice through slice through clothing and leather with ease. This blade is commonly used for general hand-to-hand combat.

Weight: 4.0 oz

Blade made from: ATS-34

Serrated: Yes, closest to the handle it is slightly serrated.

Grip made from: Dyed ivory and titanium accents

121Ken Kurosawa

Player: Ken Kurosawa

Name: None

Nickname: Rune

Race: Human

Class: Disciple of Balance (Weapon Specialist)

Age: 19

Height: 6’

Weight: 200 Lbs.

Hair Color: Black

Eye Color: Brown

Alignment: True Neutral

Quote: “Everything is part of the Balance, to disrupt It is to destroy life itself.”

Theme Song: Suck a Sage (Guilty Gear X Sound track)

Personality: Calm and even tempered, Rune is normally a pacifistic man, he is impartial and listens to both sides of any issue. When he finds someone with the potential to disturb the Balance however, he becomes single minded in either showing them their error if they are pure, or destroying them if they are irredeemable. If he finds a Disciple of the Void, he immediately sets out to completely annihilate them, regardless of laws.

History: Rune was found as a child in front of the last surviving monastery of Balance. His father was a fallen Disciple, who now worked for the void. Rune was fortunate; the brotherhood took him in and taught him about the way of the Balance. In essence the way is the belief that all is finite, equal, and opposite. For instance, there are two sides to any issue, two sides to a war, and two sides of a coin. A disciple is one who protects this balance, either with diplomacy or sword. The monastery was destroyed when he was twelve, and he is one of the five survivors. He is a wanderer who travels the length and breadth of Gaia, hoping to find others who like him wish to protect the balance

  • Equipment -

Main Weapon: Oninushi Kusari-yari: Demon-god chained spear

The Oninushi is a Disciples signature weapon, forged with strange rituals consecrating it to the balance. It has a six and a half foot long Adamantine haft, and is topped with a foot ling spear tip forged of Kristahl, a pure white metallic substance that creates disruptive force when it is used against a creature of the Void.

Secondary Weapon: jumonji jitsutesu: Cross hand Spear

The Cross hand spear is an easily concealed weapon, it looks like a double edged knife with a wide, single edged cross-guard. It has a collapsible, five foot long handle, when extended, it appears like a normal spear, when collapsed it looks like a curious knife with a foot long handle.

Tertiary Weapon: N/A

Armor: Mithral Chain-mail: fine links of mithral are light and flexible, allowing easier movement than steel. Rune wears his armor underneath a long leather duster and over his nondescript black clothing

Hands: N/A

Feet: N/A

Accessory: Holy Symbol of the Balance: an adamantine circle with concentric circles of mithral within. Two intersecting triangles of steel complete the symbol that rune wears as a necklace.

  • Skills -

Weapon Proficiency: Rune is proficient in many “ancient” weapons. He is able to wield any non-firearm weapon

Unarmed Combat: Rune uses a rare martial art style that is somewhat similar to judo. It is a style that takes advantage of an opponent’s momentum to enhance the user’s blows.

Acrobatics: Due to extensive training Rune is able to dodge opponent’s attacks while also closing in on them, he is also able to use his surroundings to enhance his attack’s momentum.

Sixth Sense: Rune can sense other’s presences and general purpose due to his connection to the Balance

Commitment: Rune is self righteous almost to a fault. He will justify any means to protect the Balance.

Judge, Jury, and Executioner: As a Disciple, Rune can judge people Dangerous to the Balance. He is authorized to kill these people without being bound by the strictures of his faith.

  • Feats -

Combat Reflexes: Rune is skilled at responding quickly to opponents who let their guards down.

Quick Draw: Rune can draw his weapons with startling speed.

Two Weapon Fighting: Rune does not suffer any penalties when fighting with two weapons due to his training.

Weapon Focus (Oninushi Kusari-yari): Rune is exceptionally skilled with the Chained spear of his order.

Monkey Grip: Rune is able to use two handed weapons one handed. (Not dual weapons, however)

Weapon Style (Chain Dance Spear): Rune has mastered an unusual style of fighting; while using a chained spear, he can use the chain to cause the Spear to “dance” and attack his opponents from farther away than normal

Two Weapon Pounce: Rune can attack with two weapons at the end of a charge.

  • Abilities -

Unarmed Abilities -

Homura Dama (burning soul): Rune grapples his opponent and launches a large explosion from the palm of his hand, injuring and launching them a fair distance.

Satsu-Hado-ken: Murderous Hado-ken: Rune projects evil energy from his palms.(can be used in either beam or projectile form.) he refers to it as Black Hado-ken because of it's distinctive color.

Kenran-Sho-ryu: Brilliant sho-ryu: Rune creates a nimbus of pure, shining, good energy which he then strikes the opponent with.

Weapon Abilities -

Sonic Thrust: Rune thrusts with his spear so fast that it creates a vacuum between two layers of compressed air. The vacuum flies straight, without curving at all.

Sonic Thrust v2: like Sonic thrust except that it creates a larger compression that explodes on contact. Also, it curves.

Whirling Chain Dance: Rune spins the chain of his spear in such a way that it disrupts ranged attacks, and can injure a melee attack.

Shinkage School First Secret: Eight Sun: Rune thrusts his spear twice at the enemy, spinning it in such a way that it can drill straight through them. Drawback: This technique takes two rounds to use, and requires one round of recharge time before rune can attack again.

Concordant Strike: because of his sixth sense, when using the Oninushi Kusari-yari he can imbue his strikes with the essence exactly opposite his opponent, disrupting their very soul with his attack.

Other Abilities -

Shadow slip: Rune can teleport limited distances using shadows as start and end points. He can use his own shadow as a medium for this technique

One side of the soul: By forcing himself into a deep meditative state, Rune can enter a semi-trance that unlocks his untapped potential. He gains higher strength, endurance and speed by doing this. It lasts for ten rounds before ending.

Finishers -

Judgment of Heaven: Rune calls upon heaven to release its righteous fury on his enemy. Who is either completely burned away or incapitated by its holy light

Gates of Hell: Rune calls upon the powers of hell to drag his opponent into its dark depths. His soul will either remain trapped there, or released after some time.

Special -

Overdrive Stance: Rune becomes an avatar of the balance, increasing his strength, speed, endurance, and skill tenfold. This is an enormous strain on his body and lasts five rounds before ending. When this activates, rune shines with a strange gray radiance.

122Draven-Cursed blood-

++Name-Kazıklı Voyvoda(the impaling prince)

++Alias'-Draven(Can't remember)

++Age:Unknown

++Race-Pyrokenetic Daemon of Darkness and Nocturne Nosferatu(Vampyre)

++Appearance:See avi,or signature(Coming soon)

++Height:6’1

++Weight:230lbs

++Clothing:

Head-scar,tattoo of an third eye

Upperbody-shirtless,scarred,Tattoo'd

Arms-Left arm tattoo'd

Hands-wrapped in bandaged

Lowerbody-Red slacks,gun belt and extra clips(3 for each gun),Sword holster.

Feet-Wrapped in bandaged

Traits and abilities:"Psychical traits"

++Overwhelming strength-Has a massive amount of brute strength,able to lift up to but is not limited to 300 pounds.

++Body of stone-Due to his build of pure muscle and his race as a daemon his body is naturally harder than normal and capable of taking more damage.

++Battle hardened-Due to his previous battles Draven has built a tolerance for pain thus allowing him to take a beating.

++Third eye,Inner mind eye-A mental trait allowing him to withstand mental attacks or break free from anything mind altering.

++Blinding speed-For his size he has a amazing amount of speed allowing him to travel great distances.

++Greater healing-Due to his race as a vampyre wounds and broken bones heal quickly sometimes within minutes depending on the wound.

++Incredible aim-Can hit targets up to five hundred feet with small arms with ease.

++Blade wielder-Efficient at wielding bladed weapons thus making harder movements rather easy.

++Daemonic sense-Can sense when anything super nature or out of the norm happens.

++Multi tongue-Understands many different languages.

++Explosive aura-Able to project a harmful or defensive aura.

++Protection from sunlight,flame and silver-Anything that would be filed under the listed objects of flame,sunlight,and silver are nullified and treated as normal damaging unless a holy element is added.

++Mauler-Can use his claws,fangs,Horns,or prehensile tail to damage and rip to shreds.

Traits and abilities:"Physical abilities"

++Bringer of darkness-Draven's left arm has been augmented by the darkness into a mutated form of the "Devil bringer"Able to cast a shadow of itself,either to harm or grab enemies.

++The Darkness-A strange symbiont that transformed Draven into the form his is,

Capable of bending darkness into any shape it currently resides as the wings on Draven's back.

++Flames of the netherworld- Searing hot flames of hell capable of being wielded.

++No mans land- The ability to trance a person by gazing into a person's eyes and cast an illusion of they're worst fears,paralyzing them with fear,must be face to face.

++Devour entity-The ability to drink a being's blood and absorb the soul,memories,last thoughts.

++Hellfire shot-The third eye tattoo on his forehead opens revealing an actual daemonic eye,it fires a beam of searing hot daemonic energy.

Weapons

++Hellsing ARMS .454 Casull Auto - Despite Draven's displeasure with the Casull's size, however, it is too heavy and unwieldy for a human to use, yet a perfect match for Draven's strength. It fires custom-made explosive .454 Casull rounds, with the steel bullets bearing a core made from the melted silver Christian cross from Lancaster Cathedral. It holds 7 rounds.

++Hellsing ARMS 13 mm Auto Anti-Freak Combat Pistol 'Jackal' - With a length of 39 cm (Almost 1' 4"), weight of 16 kg (35.2 lbs), and made of black gunmetal, it is not a weapon a normal man could even hope to wield. It fires special 13 mm armor-piercing, explosive, Mercury-core baptized bullets, with casings of Macedonian silver, powered by "Marvell's Chemical Cartridge N.N.A.9." It has six rounds per magazine. The words 'Jesus Christ is in Heaven now' are engraved upon it, in mockery of a similar statement in the bible. Contrary to popular belief, the weapon does have a pistol slide; however there appears to be none at all since the entire upper assembly is the slide, and moves only a minimal distance (relative to the gun's length). The Jackal has its ejector port at the left-hand position (ejecting towards the left), Draven is usually known to wield both guns.

Divergence-A Daemonically possed blade,Able to cut and drain the blood,and life force of the victim into the user.

Blade image

123Mining Coal

Name: Colin Patrick Ryall

Gender: Male

Race: Human

Age: 32

Height: Appx 176 cm; 5' 10"

Weight: 195 lbs

Appearance: Colin has short, blue hair. His penetrating, blue-green eyes are flecked with yellow, a small scar trailing from the tear duct of his left eye across the bridge of his nose. His angular face gives off a feeling of courage and confidence while making him look a few years older than he is. His snake bites rest below his slightly plump lips. His voice is an interesting mix of his mother's Irish and his Father's British, annunciating like the latter but with a small hint of the drawl from the former. His years on the swim and rowing team at Yale have built his body to the peak of performance, his triangular torso and cut muscles testament to his strength, but not his speed. Along his clavicles and spine are Chinese characters that say "Strength in movement and silence" in memory of his teacher and the word FELIX running down his spine in Latin letters. His other tattoos include, on the left side of his neck, a snake, head turned profile with fangs exposed, wrapped around a anatomically correct burning heart with a hiltless dagger piercing the organ vertically. His left knee is criss-crossed with scars from his experience with interrogation. The right side of his ribcage has a scar running perpendicular to each rib, from the surgery to replace them with metallic replacements. Across his stomach is a scar, perpendicular to the waist of his pants, about two inches above his belly button.

Personality: Generally cold towards other humans, he’s come to be tolerable of those he works with, have the same goal, or share some of his views, and has even been known to befriend some. A lusty lad, he enjoys chasing tail. When not on a job, he’s usually rowdy and boastful, though avoids any details about his past and doesn’t answer any questions about past, current, or future jobs. He believes firmly in employer-worker confidentiality. On some occasions, he has outbursts of unwarranted violence or insane ranting.

History: Colin was born to Alyss Cairn O'Hoyll and Graham Kerrigan Ryall on August 15, 1980 in Ipswich, England.When he was little, Colin was diagnosed with an odd ocular disorder called, uncannily, Felix-Garfield Syndrome. It occurs in 1 of every 500,000,000 children, and rarely exhibits itself as greatly as it did in Colin. Felix-Garfield Syndrome is harmless, though it enhances the afflicted's sight greatly. The muscles around the pupil didn't form properly during incubation so, when the pupils contract, they do so like a cat, shrinking to a slit. The formation of these muscles also caused the formation of his rods and cones to be off, granting him better low-light vision, but caused colors to be more gray than should be, and he can't see yellow.

During elementary school, Colin discovered he was a contortionist. Oddly, every joint in his body was double-jointed. He could bend and twist in ways that no one else he'd met could. Secretly, Colin began to test the limits of his joints, discovering exactly how far each could bend before he'd collapse under their pain and how he could balance while doing so.

In grammar school Colin joined the track team. He became the valedictorian of his class, keeping this status through high school where he quit track and joined the swim team.

Accepted to Yale, Colin majored in Sociology and minored in Language. He continued to be on the swim team and became a member of the rowing team, quickly rising through the ranks of both to become Team Captain. After four much filled years, Colin traveled to the Filipines, where he was taken in by Abuan Dimaano, a teacher in the arts of Kali and Escrima. While living with Abuan, Colin was taught Kali and Escrima and, for a few years, felt at home.

That was before the attack. One night, three men decided to remove the threat of ‘Western Communism.’ The three were drunk as they decided to kill Colin and, after entering Abuan's house, entered the elder's room by mistake and stabbed him repeatedly in the dark. The sound of struggleing woke Colin who, thinking they were being robbed, grabbed his knife and went to investigate. Seeing the three leave Abuan's room, Colin attacked.

The first man fell with eight swipes, his throat a chunk of ground meat. The second had useless lungs before the first hit the floor, and the third, well, he was impotent. Blood dripping from his hands and covering his shirt, Colin looked down at the three corpses and, with calm, calculating eyes, went into his master's room.

Man was evil.

Grabbing his master's necklace of prayer beads, Colin went into his room, packed what he needed, and left. He was 24.

Colin became a hired hit-man, his detest for life driving him further and further towards oblivion. It fascinated him, death.

One stealth op mission went wrong. Captured and tortured, Colin continued to leak just enough information to keep him alive, but his contractor a secret. He experienced it all: waterboarding, bones broken, veins injected with various chemicals with varying effects, etc.

When given the chance, Colin struck. Barely managing to escape, Colin managed to reach a river and, passing out, floated down the Colorado to Nevada. Waking in a hospital, the doctor's had many questions, and Colin told him he couldn't remember. Faking amnesia, Colin recovered over the course of eight months, working every day to recuperate more of his strength and flexibility. The ribs on the right side of his body had broken and, when healing, formed so that they applied pressure to the lungs, causing each breath to be shallower than they should and had created a danger of popping his lung. The doctors decided that surgery was necessary and, because of the extent of the damage, metal alloy prosthetics were used instead of his bone. When finally healed, Colin left the hospital under the identity of Charles Chissik, a freelance photographer.

After that, he was never seen again.

Groom Lake Facilities had been working on a Interspatial Matter Transporter called HECATE, after the Greek Goddess of Crossways. Testing zones had been previously established and, on Tuesday, Nov 27, 2007, Colin stumbled upon this zone through fault of proper security measures. Out foraging for food, the soft hum of the fuel-lines and the fusion reactors gave him pause and, as he turned his head towards the noise, he was blinded by the 'portal' created.

Scientifically, a wormhole was opened for a split second which engulfed Colin into it, speeding him away to the world of Gaia, but to the Secretary of Defense, it looked to be a large flash of light. Nothing special, just a flash of light. The steel box that they had placed out in the field to be sent through the wormhole was still there, sitting in the middle of the testing zone without any structural change save for that the metal had condensed into a harder substance. Though this was interesting, the lack of interspatial transit caused the first test to be deemed a failure.

Of course, Colin knew that whatever had hit him had worked. HECATE could only transport biological material. If it was once living or is still alive, it can move through the wormhole.

This created an awkward situation when, once deposited in Bassken Lake, Colin discovered he was naked save for his rattan sticks and prayer beads which were floating beside him. Found by a fisherman, Colin was escorted to the nearest hospital, where he was given some clothes and asked about where he'd come from and what had happen. Surgery to replace his missing ribs was necessary, and so his newer set, made from Gaian metal, was placed inside of his body.

Two years later, Colin was released into Gaia.

Present during the events of Frostchild, Colin was a covert member of Kitten Hats. During then, something happened to him, weakening his mind. After that day, he’s become prone to outburst of unwarranted violence or insane ranting.

Apparel:

-- Green Bomber Jacket: This is Colin's favored top, coupled with some form of band tee underneath. It has seen many encounters in battle, and has patches of worn and faded material to show for it.

-- Modified Converse: These shoes, cut to be the normal height of a shoe, are of a tartan print, the plaid pattern running slanted towards the toe. The heels have also been changed, a rigged steel plate implanted to add an extra little something to his kicks.

-- Goggles: Colin's goggles have one-way lenses, their reflective surface preventing from anyone to see his deformed eyes when he wears them.

-- Key Ring/HTML/Prod_Img/AC-5BKC.jpg): A retractable key ring, Colin keeps his set for his motorcycle on here.

-- Gloves: Used when dealing with fellow blade users.

Weapons: Escrima sticks; knives; Pepper Spray baton

Escrima sticks - These 2.7 foot-long shafts of Kamagong wood are 2.5 cm in width, making for a swift and hard weapon.

Knife - Colin uses a Sniper Double-Edged Combat Knife with a rubber-reflex grip with tong hole. He also has sets of 5" throwing knives strapped to his forearms and ankles when he brings them.

Pepper spray - held on his key ring with his motorcycle keys, it looks like a simple metal rod, about 3-4 inches long. Inside is a canister that has enough toxins inside to allow for three sprays before in needs a new cartridge.

Fighting Style: A mixed art he’s come to call Skrut. It’s a mixture of Kali, Arnis, Escrima, some Muay Thai and Judo, and improvisational weapon and terrain techniques.

Abilities: Felix-Garfield; Mutated DNA; Flexibility and Contortion

Description:

Felix-Garfield Syndrome: A birth defect of the eye that causes pupils to dilate like that of a cat. This allows Colin to see in anything other than pitch black at the sacrifice of color vibrancy. It has also made Colin yellow-blind

Mutated DNA: When he traveled through the tunnel opened by HECATE, the polarized ions that held it open emitted an odd form of gamma radiation, altering his DNA. Latent until just after the events in Frostchild, the mutated proteins in his body activated, causing a chain reaction in his body. Cancerous tumors formed all over his body and, in a matter of minutes killed him. However, he did not remain dead for long. The mutation acted as a catalyst for his body’s defense mechanisms. He could heal faster, clot quicker, mend bones at a rate twice that of normal humans, and his body could reject anything harmful inside of his body, literally pushing it out through his skin. Finally, it created a sort of ‘restart’ button inside of him. If he ever died, his body would continue to mend him until back to a satisfactory level of functionality, then revive him.

Flexibility and Contortion: Though restricted a little more than he was when young, Colin can still bend in ways most men can’t. His sense of balance is about the same level as a gymnast or ice skater. His joints, for the most part, are still double-jointed, though his left hip pops loudly when he moves it the right way.

Skills: Stealth; Conditioning and Pain Resistance

Description:

Stealth: Though a built man, Colin can move with incredible stealth. Underbrush is no challenge for him, though anything thicker poses a problem.

Conditioning and Pain Resistance: Colin has become resistant to some elements, such as temperature and pain. His body can withstand temperatures ranging from 130F to -10F comfortably, while pain dealt to him is two notches lower on a scale of 1 to 10, 1 being no pain and 10 being enough to kill. A 10 is still a 10, no matter what.

124Ortei the Illustrious

The concept of this character, Ortei, is that she is Gaia's version of the character owner.

Ortei is a character designed to play the role of a recurring villainess, in the perpetual

canon role-play environment. Ortei stands as a "Boss Fight Encounter" and is meant to

be both very mortal, and yet still capable of defeating multiple opponents at a single time,

for role-play story purposes. This character exists at a single (one) canon location at all

times, leaving and arriving to new canon locations through canon role-play means.

This character is designed in the virtues of balance, warrant, and legality.

It is mildly feasible to "solo" Ortei, but it is highly unadvisable.

=Most common sayings=

Ortei is a woman of extremely high intellect, and of powerful wisdom, in spite of her

common immaturity. Due to such facts, she says many quite important sayings, and

is a proverber, having great skills as a mediator, when interested. Ortei will commonly

say things such as:

"Freedom is a privilege, not a right."

"Do not undermine your value by comparing yourselves to others."

"Sometimes to want is better than to have. . ."

"People's beliefs are limited according to their understanding."

"The world is not perfect, but that is not the point."

"It's not rejection, it's redirection. . ."

"Ignorance is the enemy of my enemies."

=Getting to Know Ortei=

Ortei is a native Atreiou, a traveling human Gypsie race . Or at least, she's mostly

human—as might be apparent from her otherworldly grace, and seemingly perfect,

and unmatched pulchritudinous beauty, there's something not quite human in her

ancestry. Though she doesn't have any hard facts, Ortei herself has picked up on

some of this, and is constantly pushed to search deeper into the mysteries of her

heritage by strange dreams that she doesn't understand.

More than just ornamentation, Ortei's runic tattoos play a large role in her identity.

Coming from a people where tattoo magic maintains a strong following, hers

are simultaneously a manifestation of her power and a tool to aid in her castings.

The sheer number adorning her skin, as well as the similar patterns woven into

her clothes, are a mark of status among her tribe, though many of the noble and

"civilized" residents of Gaia look upon such body modification with distaste.

Despite being a consummate adventurer, Ortei is something of an enigma to her

companions and enemies alike. Quietly neutral on most matters, until provoked,

and bound by codes and mandates that she rarely feels compelled to explain, the

sorceress keeps her emotions tightly bottled. Extremely detail oriented—what the

more pugnacious members of her party call a "control freak"—Ortei is a careful and

meticulous planner, a schemer who frequently finds herself frustrated by the

improvised plans of her more impulsive companions. Despite all of this, Ortei has

stuck by her comrades through numerous tight spots, a fact that continues to

amaze and confuse many both within and without her circle and force them to

wonder (although not altogether unappreciatively) about "the witch and her schemes."

As with so many things, however, if Ortei understands her motivations, she's

keeping that knowledge to herself.

Ortei Eris Madison Abel

Biography under revision

Ortei as a Person:

Ortei's personality is a rare and unique find. Often in order to bring her into understanding, those

observing her will explain incorrect examples, or compare her to other individuals. In truth it is

rare that anyone quite understands the inner workings of Ortei, because of how abnormal she is.

Unpredictably choatic, and indifferent on most matters until angered or interested, prideful in her

own accomplishments, power, and high intellect which falls into the lower genius brackets, Ortei

feels the warrant to act and speak as she pleases, and feels a mild superiority over any individual

that she comes to understand due to traits that she feels to be typical and common.

Ortei has deep rooted prejudices that can cause her to become hostile when she is confronted

with them, although she does have this aspect of herself somewhat under control. She is a lover

of accomplishment, and excellence pleases her. Sometimes inorganic, Ortei will enter moments

where her mode of thought is only concerned with maxims, and axioms. She can be diplomatic

and persuasive, and is a master at manipulating people in all methods, including those methods

outside of seduction, as most of her victims rarely realize that they are being manipulated or

that anything is awry.

Heavily goal orientated with a zeal, Ortei thinks every thought, and assesses every stimuli with

the intention of accomplishing her ambitions. Never doing very much at all in vein, it is safe to

assume her every action plays a role or part in her plans, even if how this is so is not obvious.

The darker natures in Ortei cause her to enjoy controlling others, and forcing them to live

through and experience difficult to endure (though not always altogether unenjoyable)

circumstances. Believing thoroughly that freedom is a privilege and not a right, and that all

individuals are not born equal, she often enjoys violating others deeply.

Superficially Ortei is so very unrealistically beautiful, that those who have seen her often say

that there is something not quite human about her. As her pulchritudinous visage causes

many philosophical minds to question if it is by the hands of something occult that she is so

very gorgeous. In the eyes of many she is the very exemplar of feminine beauty and grace,

and for all of this, Ortei was titled "The Illustrious", because simply encountering her beauty

is a difficult feat.

Self-indulgent, and a hedonist, Ortei exerts much sensuality, and self-satisfaction of all kinds,

whether to please herself physically in her privacy, or to spend days on end learning on

subjects that interest her regardless of her other current obligations, the needs of others are

put on hold for however necessarily long, until her needs and desires are first met. However

there are inhibitions to her selfishness.

Ortei lives by a complexed network of mandates and guidelines that she very rarely every feels

obligated to explain. However they bind her from what would otherwise be much hideous and

blasphemous action. Ortei believes deeply, that the actions that an individual take, fail to take,

and chose not to take directly define them, and so for her "talk is cheap". However that does

not mean that Ortei does not mind her own words, as she is also bound by verbal honor, and

honesty. For this it is extremely rare that Ortei will lie, or even ever go back on her word directly.

Ortei, however pleasure seeking, does not practice licentious behavior, as she believes in

chastity, and above all else, self-respect. Due to this same network of morality, and

ethics, Ortei also has a high regard for life. Although she may see another being as inferior,

she will seldom take life and murder, unless she has little choice. Instead she would prefer

to salvage and enslave something or someone that she could instead force to experience

things at her whim.

Ortei harbors an extremely deep hatred for males in general, and is most likely to spend

time damaging and attacking their egos and insecurities for her own enjoyment. As most

female figures of her likeness, hatred, anger and hubristic pride are very common emotions

for her to have, with the exception for the long periods of time where Ortei will display

deep indifference.

Over time Ortei commonly begins to grow attachments to her slaves and minions, eventually

caring greatly for their well-being, as very often, she summons minions, slaves, and conjured

creatures, to keep them around for little other reason than to ward loneliness.

Ortei's Past:

Ortei was born to Gypsies; a traveling tribe of them called "Mur Atreiou", or simply "Atreiou"

in the tongue of those not from these clans of Gypsies. Born into what would be equal to

nobility in her tribe, Ortei was always awarded for what came to her without effort. Being

born into a bloodline revered as the most powerful lineage of natural sorcery by the Atreiou,

she was also revered as blessed, for this as well as other reasons.

Due to a luxurious and pampered life, Ortei never developed a since of urgency on matters,

because she's never had to struggle to acquire much of anything. Due to the worship-like

attention she received from the others in her tribe, Ortei is very accustomed to having people

around her and tending to her constantly. Due to her father's teachings who was a adept

with business and often dealt in slavery, live stock, and real estate, Ortei has come to believe

that however unfortunate it may be that others are bound by a grim fate, nothing can change

the fact that their only purpose was to be put to use by those with a brighter destiny, and

the majority of the world's fate is grim.

Growing up in a family which was a clan within a tribe of Gypsies, who practiced magic, and

her family themselves were revered as the most powerful line of hereditary magic, Ortei

was taught almost every art her family, and tribe had to offer. Especially being the only

child, Ortei's parents saw to it that she would become the prodigy of the tribe, learning

from the elders exclusively to master her very own hereditary sorcery, among other things.

In time she learned the art of advanced sorcery, and to use it to emulate spells cast by

those who practice other forms of magic.

Eventually Ortei came of an adolescent age, and the elders of the Gypsies had made

a decision to settle into a town and be there for many years, as they had earned enough

money in their dealings and travels as a tribe to become apart of the noble community there.

However there was much controversy about the Gypsies moving into the town, as they

were widely rumored as an untrustworthy sort, and the nobles already there were unexcepting.

In time the local count's son had caught sight of Ortei, and wanted nothing less than marriage.

The count requested that there be a marriage between the Gypsies and the town as a symbol

of peace, and as compliance, Ortei's father had offered her hand in marriage. For Ortei's father

it was but a business deal as both families were wealthy, and he saw nothing but benefit for

the Gypsies, and his only daughter. However for Ortei it was a tragedy. She had met the son

of the count and was utterly disgusted by him.

Some time thereafter, Ortei had instead met another boy of the town. He was a very poor boy,

but Ortei had taken a great liking toward him, and him to her. Ortei offered that she marry the

poor boy instead, and that this would be the binding marriage, but her father refused with rage.

The baron had taken insult, and demanded that the marriage date be pushed forward to the

very next day. As a result Ortei fled that night taking whatever provisions and money that she

could carry. Since then Ortei has been a constant traveler finding her way into political matters

in every town she has ever travelled through, and temporarily settled in ever since.

Ortei and the Femmes Fatales: (Under Construction)

Ortei and Cassia:

Ortei's secret deity of worship is Cassia. Cassia has a deep favoritism and love for Ortei,

but this is only because Cassia sees herself in Ortei, adoring her for it, Cassia has no real

concern with Ortei outside of that, although to Cassia, she thinks her adoration for Ortei is

deep. However Ortei's affection for Cassia is no where near as extreme, as Ortei does not

always approve or Cassia's immaturity, although with tact, Ortei stay silent about such matters.

Cassia has devised a plan for Ortei to undergo apotheosis, so that Ortei can assist Cassia

in rising through the deity ranks of power, and to be her only female lover. Ortei herself plans

to vanish from the servitude of Cassia at any time that she is powerful enough to flee and

not be caught, though this is not a matter that will come to be for many hundreds of years,

provided Ortei lives that long. Ortei's talents in magic are far inferior to Cassia, as Ortei may

never reach the extremes of any Archmage.

Some things to know about Ortei

1: Highly loyal and devoted society of "Marauder Goblins": At some point during her wandering and adventuring,

Ortei stumbled onto what turned out to be a large community of flat-headed, toothy, jagged sword wielding,

crazy red-eyed little monsters. On sight of her they were apprehensive, and tried to kill her without a whole

lot of hesitation. She was partially apprehended by them, thanks to their sheer numbers (which were frighteningly dreadful),

before she revealed to them that she could be a very destructive sorceress when provoked. The sight of it

was enough to instill their deep (at first) fear, and (then later, thanks to her charms;) respect for Ortei.

It was immediately after this that Ortei developed some sort of a relationship, and connection with the Goblins,

and they begun to look to her for everything, the leaders of them always desperately seeking her suggestions, and lore.

She in (a almost direct) way, leads them, controlling them with patronization, inspiration, manipulation,

incentive, advocacy, incitement, encouragement, instigation and mild blackmail. Many observers believe that

Ortei (known as a manipulative enchantress and rumored as a seductress) has charmed and controlled the minds and

hearts of the Goblins with her magic, though truthfully there is no magic involved.

2: Ortei's biggest sins, 'Envy': When someone else is in possession of something that she will begain to want, she

will eventually want it extremely badly. And all though she may never show it on the surface or in her immediate

actions, she is most likely devising a plan to ultimately get whatever it is that she desires.

Normally foiling her plots always manage to become a primary concern, for anyone who wishes to matain peace in

the world. However, more often than most times, it is most difficult to discover what her plans and desires

are well enough to ruin them.

3: Hereditary Sorcery: Ortei is a sorceress from a family of magical human lineage. They are the sort that are all

born into innate use of magic, and usually use body motions as a crutch to be able to control their magical abilities.

4: Ortei is a member of the Femmes Fatales group.

![](http://www.gaiaonline.com/forum/chatterbox/ortei-s-techniques-do-not-post/t.37252147/) ![](http://gaiaonline.com/forum/chatterbox/ortei-s-spell-book-do-not-post/t.37251855/) ![](http://www.gaiaonline.com/forum/chatterbox/ortei-s-equipment-do-not-post/t.37252601/)

.M a g i c. .S p e l l. .R i t e s.

.M a g i c a l. .P o w e r s. .&. .T e c h n i q u e s.

.P a r a p h e r n a l i a. .&. .P e r s o n a l. .B e l o n g i n g s.

.S e c r e t. .F o r m. "Ortei Malcanthet"

  • ![](http://www.gaiaonline.com/forum/chatterbox/ortei-s-techniques-do-not-post/t.37252147/)

Magic Powers and Abilities:

  • Adept Paramount

Arcane Sense

Force of Nature

Tarot Card Reading

Flood

Blaze

Gale

ElectroMagnetic Earth

Arcane Breaker

Hind Sight

FreeCast

Cast Cancel

Dispell

Indulge

MagicRod

Soul Siphon

Spell Howl

Automatic Silent Spell (x3)

Automatic Quicken Spell (x3)

![](http://gaiaonline.com/forum/chatterbox/ortei-s-spell-book-do-not-post/t.37251855/)

Magic Spell Rites:

  • Archaic Illuminite

Tellus Gaea Rhea Ops

Life Drain

Animated Blades

Charm Monstrosity

Charm Persona

Dominate Monstrosity

Dominate Persona

Ortei's Grasping Hand

Lesser Missile Storm

Hold (Enchantment)

Hold (Illusion)

Ortei's Hideous Laughter

Invisibility (Illusion)

Invisibility (Sorcery)

Invisibility (Enchantment)

Invisibility Sphere (Sorcery)

Invisibility Sphere (Enchantment)

Flesh to Stone (Sedimentary)

Magic Missile

Blindness-Deafness (Illusion)

Blindness-Deafness (Enchantment)

Prismatic Spray

Sphere Versus Alignment (Sorcery)

Scintillating Sphere (Sorcery)

Ortei's Infliction

Circle of Relocation

Archaic Compulsion of Detrimental Domination

Archaic Charm of Cataclysmic Blight

Incarnate Dominion

Transcendental Crux

![](http://www.gaiaonline.com/forum/chatterbox/ortei-s-equipment-do-not-post/t.37252601/)

Equipment and Paraphernalia:

  • Ortei's Staff

Illustrious Blade

Ortei's Clan Attire

Ortei's Eastern Sword

![](http://www.gaiaonline.com/forum/chatterbox/ortei-s-weaknesses-and-flaws-do-not-post/t.34188733_1)

Ortei's Compatriots

Femmes Fatales

Ortei is the first member of the secret Femmes Fatales group. There are currently a total of four members. Although they tend to consistently pursue their own individual agendas, they occasionally call upon one another and assemble in time of need.

They are good friends although they serve separate aspirations, and commonly support one another's goals, since they essentially all seem to desire the same things.

Sometime on her most recent travels, Ortei stumbled upon a warren

habitat of what had to be well over seven hundred marauder goblins.

She thought it was going to be her last day of life.

However, as it turns out the goblins almost begun to worship her

when they learned that she was a sorceress as she was

defending herself. She has a very good bond with the goblins,

and they help her in whatever tasks she wishes.

Thanks to Ortei, the goblins operate on a level of organization

far beyond what they were capable of alone.

Ten Fun Facts About Goblins:

1: Horse Hate: Goblins excel at riding animals,

but they don't quite get horses. In fact, their

hatred of all things horse is matched only by

their fear of horses, who tend to step on goblins

who get too close.

2: Dog Hate: Although goblins raise horrible

rat-faced doglike creatures to use as mounts

(and ride wolves or worgs if they can get them—goblins

are quick to explain that wolves are NOT dogs),

their hatred of ordinary dogs nearly matches their

hatred of horses. The feeling is mutual, so if your

dog's barking at the woodpile for no reason,

chances are good he smells a frightened goblin

hiding in there somewhere.

3: Goblins Raid Junkyards: Garbage pits, gutters,

sewers… anywhere there's garbage, you can bet

goblins are nearby. They're weirdly adept at crafting

weapons and armor from refuse, and are fond of

killing people with what they throw away.

4: Goblins Love to Sing: Unfortunately, as catchy as

their lyrics can be, goblin songs tend to be a bit too

creepy and disturbing to catch on in mainstream society.

5: They're Sneaky: An excited or angry goblin is a noisy,

chattering, toothy menace, but even then, they can drop

into an unsettling silence in a heartbeat. This, matched

with their diminutive size, makes them unnervingly adept

at hiding in places you'd never expect… stacks of firewood,

rain barrels, under logs, under chicken coops, in ovens, etc.

6: They're A Little Crazy: The fact that goblins think of things

like ovens as good hiding places reveals much about their

inability to think plans through to the most likely outcome.

That, and they tend to be easily distracted, particularly by

shiny things and animals smaller than them that might

make good eating.

7: They're Voracious: Given enough supplies, a goblin

generally takes nearly a dozen meals a day. Most goblin

tribes don't have enough supplies to accommodate such

ravenous appetites, which is why the little menaces are

so prone to going on raids.

8: They Like Fire: Burning things is one of the great goblin

pastimes, although they're generally pretty careful about

lighting fires in their own lairs, especially since goblins tend

to live in large tangled thistle patches and sleep in beds of

dried leaves and grass. But give a goblin a torch and

someone else's home and you've got trouble.

9: They Get Stuck Easily: Goblins have wiry frames but

wide heads, and live in cramped warrens.

Sometimes too cramped.

10: Goblins Believe Paintings and Writing Steal Your Soul:

The walls of goblin lairs and ruins of towns goblins have

raided are littered with pictures of their enemies. They never

draw pictures of goblins, though—that's mean. Writing steals

words out of your head. You can't get them back.

The Goblin Song:

Goblins chew and goblins bite,

Goblins cut and goblins fight,

Stab the dog and cut the horse,

Goblins eat and take by force!

Goblins race and goblins jump,

Goblins slash and goblins bump,

Burn the skin and mash the head,

Goblins here and you be dead!

Chase the baby, catch the pup,

Bonk the head to shut it up!

Bones be cracked, flesh be stewed,

We the goblins—you be food!

The presence of the goblins are role-played, and controlled by:

TheBlueHotness

Vise-ritter

(if you wish to be someone that role-plays the goblins, please PM me.)

Profile is subject to revision in order to be kept up to date.

125Deathgra

Joseph Patrick Walsh

Name: Joseph Patrick Walsh

Age: 17

Male

Occupation: High School Senior

Weapon of Choice: Aura

Hobbies: Writing, Smoking, drinking, Picking up chicks

Height: 5' 5''

Weight: 150 lbs

Apperance: A guy with a slim build, not to big or to small, just average.

Hazel eyes that hide a unpleasent life. Brown hair tied back in a show of freedom from the constrains of oppression. Tanned skin denoting his outdoors lifestyle.

Seemingly all ways dressed in a rebel way, its mostly from living on the streets for the past year after family issues.

Fighting style: Street Fighting - Joseph is allways on the edge and normaly fights with his feet, unless over powered then he begins to use his Wraith powers.

Of the Wraith form:

The Wraith Pendant feeds on Joseph's will to live and anger at a situation. It is also influanced by his resolve in battle. The Pendant manipulates his aura into a tool for battle by focusing it in the Pendant allowing him to manipulated it into any Melee weapon.

In his Wraith Form Joseph is clad in Black slacks and dress shoes. A crimsom cape drapes over his back. Once Brown Hair is now blue with silver streaks, almost like a blue flame.

His Hazel eyes turn yellow and the pupils become slitted. From his back grow Raven wings.

The wraith from will last untill he falls out of it by will or he only has enough aura to substain his own life.

Powers of Wraith form:

Death's Footsteps: Allows a Wraith to move at incredible speeds comparable to Flash Steps. Normaly used for movement to and from places. Its speed renders it useless in combat as Joseph likes to get down and dirty.

Damnnation: A ranged attack in which a Wraith fires a blast of its Aura in an extreamly consintrated beam.

Soul Breaker: A finishing move of such. At the Expense of a Great deal of Spiritial essance, a Wraith Forcefully removes a foes soul and sends it to the After life. In Joseph's Case, Since he is not a wraith, it allows him to expend a seemingly unlimited amount of his aura for 2 minutes (2 posts), forcing it any longer will result in his Death.

Eternal Damnation: This attack is like Damnation except that was a spiraling motion Mastered in the Event Unity

On Aura: Call it Spirit energy, spiritual pressure, what ever you will its the same thing. its what Joseph uses to form weapons and create the energy attacks a wraith uses

Bio: Joseph was a guy who had a chance at life, average in school, and being a rapid learner he was almost garrenteed the passage to the collage he wanted. But that all disappeared when he was hit in a freak taffic accident feet way from his car.

As Death's cold embrace started to envelope him a Wraith came before him and offered him a deal. Become a Wraith and gain life for fade away into the void. Desperate and scared he took the deal, witch led him to never sleep as his soul is forced to do a wraith's work. Now with some experiance under his belt his has learned a few skills and has gained the ablity to become a physical wraith, allowing him to fight on a un-human level.

After getting ******** up by Dzan and co. in Frostchild, Joseph's soul was tried by a court of Alpha Wraiths. After reveiwing his condition he was allowed to return as a full human. Now he is currently resting after almost dieing about 7 times.

After Months of resting and training, he finds himself at the gates of Levi, ready to gain combat experiance, and create and master his own techniques.

126Snufflufagus

Ark

Name: Ark Farael Arphaxat

Age: 400 Years. Looks roughly 20 years old.

Gender: Male

Sexuality: Straight

Occupation: None really, I run around and do random jobs for people...Does that make me a mercenary? I'm also a fighter in the stadium. I'll explain how I got there later...

Race: Archdemon... Need an explanation? (All credit to Luna Di Luce)

Archdemons have been around since the beginning of time, or perhaps even before time existed. Back then, they were not as culturally developed as they were before their 'extinction' and had not yet set in a strict code of laws that prevented them from abusing their powers. As a general race, they are a peaceful people and very accepting of other races, though they are not so kind to allow themselves to be stepped upon or taken advantage of. Having no need for money or material possessions, they have no form of currency; anything they might need can be crafted using their magic. Since they are composed mostly of arcane energy, they have no need for food. However, much like humans, they still need certain amounts of vitamins and minerals to survive. (As a side note, uncooked foods that would normally be deadly to humans, such as raw eggs or meats, are very good for Archdemons. Cooked foods, if too much is eaten at once, can actually function as a poison in Archdemon bodies.) Archdemons cannot ingest any sort of caffeine, as it seriously screws with their ability to cast magic safely. As a side note, heavily concentrated magic, if kept within close quarters, can actually suffocate people unaccustomed to the pressure.

Because arcane magic revolves solely around spoken word, and on extremely rare occasions an enchanted circle, Archdemons are blessed with beautiful voices, in both speech and song. Behind these voices, power pulses with a steady rhythm. However, if an Archdemon sustains heavy damage to the throat, even though it will heal physically, they will lose their voice permanently.

Archdemons' natural body temperature is 120 to 140 degrees. They can tolerate heat up to 2500 degrees, though will become ill if exposed to temperatures below seventy degrees. Certain foods are poisonous to them in large amounts and cold temperatures turn their blood to stone, both of which result in agonizing death.

Archdemons rarely have wings that resemble those of a bird. Generally they have a similar sort of shape, but resemble things in space or insects such as butterflies or moths. Some do not have wings, and therefore cannot fly. Archdemons with bird-like wings are considered blessed by their god and are highly respected.

Physically, the race is much different from most humanoids. Though thin, Archdemons tend to be heavy because of the pure amount of arcane energy flowing inside them. They possess two hearts, a small gland that processes arcane energy called the arcanura gland, and have no kidneys, gallbladder, or pancreas (the arcanura gland also functions as their missing organs would). The digestive fluid in an Archdemon's stomach is able to dissolve and digest anything without hurting other organs or the Archdemon's body. All Archdemons possess a tail, which functions as a third hand, a way to express their feelings without speaking, and a way to keep them balanced. Strangely, the length of the tail also indicates how powerful an Archdemon is -- the longest tail to date belongs to their god and is six and a half feet long. The small set of wings on their head, which will not grow back if torn off, turn into horns when an Archdemon is judged 'mature'. Being mature physically is not the same as being mature of mind in their culture -- an Archdemon may be over one thousand years old and still be considered immature. Their hair is a good indicator of their age. It starts out pure white and darkens slowly into black. However, some Archdemons have black or white hair their entire life. There are variations in color occasionally, though blondes and redheads do not exist in their society. Archdemon women can have two, and only two, children. After the second child is born, the womb contracts and is disconnected from other reproductive organs. Archdemons are not actually immortal; they live up to ten thousand years at best, though some have been known to live until they were fifteen thousand years old.

Archdemons are guardians of planets. One Archdemon is assigned to one other planet; they live on the planet as an observer and ensure that the timeline progresses as it is supposed to. After a guardian's planet has died, the guardian returns to Eircihlousse and is considered retired. Should the guardian die before the planet, their children carry on the task. Altering a planet's set timeline or trying to expand its lifespan is considered a treacherous sin and the planet, and its guardian, are wiped off of the face of the universe.

Not all Archdemons actually serve as guardians; there are some who function as clairvoyants, referred to as vassals. Vassals are generally seen as philosophers and 'translators' for their Vyedra Aschdaemona, though some have become too power-hungry and have started putting words into their god's mouth, translating things that the god did not actually say. The Archdemon codes of laws states the following:

  • Guardians are not to alter the timeline of a planet, or try to expand its lifeline
  • Vassals are not to assume themselves gods
  • Killing other Archdemons is a cardinal sin
  • Time travel is forbidden, as is changing the past
  • Arcane magic cannot be used without first taking an oath; breaking the oath results in the destruction of the arcanura, which often will kill and Archdemon
  • Making oneself known to the inhabitants of a native planet to establish oneself as a 'god' among men is forbidden
  • Killing a planet prematurely will result in execution
  • Draining all arcane energy from a planet, or a single being, is forbidden
  • Archdemons are not to have children with mortal creatures; the child will be dead upon birth
  • Bringing other races to Eircihlousse is forbidden; should the knowledge of the Archdemons fall into other hands, terrible things would happen
  • Crafting artifacts for other races to use to gain the upper hand in wars is forbidden, as is intentionally swaying the course of battle or passing on Archdemon knowledge
  • Guardians are not to interfere with the development of a planet, though are allowed to alter land masses and/or time so people will have enough land to build upon
  • Killing others is strictly forbidden, though if one kills to protect another, penalties will be abolished

Appearance:

I am about 6'3". There's a start. I have longish black hair that comes down to my shoulder blades, as it seems to attach itself to my back. I also have a pair of wings. One black, and one white, which inspires a lot of comments.

I have...A tail! Yes, long, purple, and has the little traditional pointy bit on the end. It helps me balance etc. And it serves as a good channeling area for magic.

I'm not amazingly built, not like a big muscly macho guy, but I'm not a shrimp either, I’m built like most Archdemons; Sorta in between..I mostly wear a pair of baggy black trousers, and a black vest, although that changes at times. Depends on my mood I guess.. I have a katana, of Archdemon design hanging from my belt. Its handle is inscribed with runes, but most of it is just symbolic. The blade itself is made of a similiar material to human steel.

Erm...I think that's it. Oh yeah, I have blue eyes! I'm not fantastic at describing myself, see..

Biography:

Well..I was born on my home planet, and spent 50 years of my life there. I spent my first 20 years learning the basics of arcane magic, and the archdemon religion. After that, I spent the next 30 years in heavy education, and learning the more advanced magic. I could have left home then. See, we mature quicker than others, but I spent that time at home, honing who I am. I left at the age of 70, and came to this dimension, don't ask how. It's an archdemon thing that, if you get to know me well enough, I might one day explain to you. I came to this planet, and, after a little while of wandering, found the arena. I've been in the area for the past 3 years now. I used to have a job in a sort of SWAT operation, military stuff, and, occasionally, I get requests for jobs. Most of them are declined, unless I really need the cash.

Personality:

I'd hope that most of the time, I'm a happy guy, I don't tend to be angered easily, but I seem to have two different moods when I am, sometimes I'm just a bit sarcastic and annoying, but other times, I can be downright cruel. I like to come out with witty comments, and can be quite annoying because of it.

How I fight...

Physical Technique:

I really need to brush up on this, but Archdemons have a special way of physical combat, honed from years of magical practice. See, because an Archdemon is made up of magic, the best way to fight an Archdemon is to attack his magic. We can do that.

See, when we fight with our actual bodies, we don't strike and cause physical pain, we attack your energy, or your mana pool, if you like. Normally, this is incredibly effective against an Archdemon, however, the effect isn't as great on most other races. This style of fighting relies on speed, and the ability to pinpoint keypoints in the opponents defenses. Strength doesn't really come into it.

I also use a weapon made of bone, a dagger for battling against an armed opponent.

Abilities:

Archdemons have an innate control over the arcane magic, and a very good knowledge of all other magics, this makes them great in ranged combat, and their abilities are expansive. Here, I shall note a few major abilities.Archdemons possess a myriad of powers that only their race are able to use without restriction. Many different races have based some of their abilities off of those originally belonging to Archdemons, though are honestly much weaker when compared to the originals. These abilities are the ones Ark himself has been known to use and/or have knowledge of proper usage. To use the actual, full-powered versions of these spells, one must take a blood oath. Breaking the oath permanently cuts off one's ability to perform the ancient, powerful arts and often results in deterioration of the soul which, in turn, means an excruciating death.

Note: Daelgwyn is the language of Archdemons.

Siura Ladnya -- Daelgwyn term for 'water walking'. Utilizes the natural Arcane energy emanating from both the magic user and the water itself to essentially 'pull a Jesus'. Allows physical entities to stand on the surface of the water, and even walk, run, or sit on it.

Gyiestoula -- Daelgwyn term for 'gravity'. Allows manipulation of gravity within the immediate area.

Naeitskyua -- Daelgwyn term for 'aura sight'. The natural ability of all Archdemons to see the aura of living beings. Also allows them to see the delicate mixing of magics (i.e. the type of magic, how long ago it was cast, what area and people it affected). Is in constant use, though skilled Archdemons are able to 'switch it off', though their natural poor eyesight makes it difficult for them to see without it.

Naeitstenua -- Daelgwyn term for 'aura tweak'. Allows an Archdemon to move objects by manipulating the placement of an aura. May be referred to as telekinesis.

Seigel Nyith -- Daelgwyn term for 'bone link'. After completing their oath, Archdemons gain the ability to create a weapon, determined by the desire in their secret hearts, out of their very bones. The shape varies among Archdemons. The weapon is stored within the Archdemon's actual body and is summoned forth when said Archdemon intentionally spills their own blood. The weapon is stored within one part of the body and must be summoned from that part of the body each time. Is painful the first few times. To have the weapon stolen from the owner is to, essentially, lose all bones in the part of the body the weapon originated from. If this occurs, it takes ten years for the bones to grow back.

Arcana Zephiura -- Daelgwyn term for 'arcane absorption.' The natural ability of all Archdemons to absorb arcane energy from all living beings. This energy serves as their basis for performing their magic. When it is exhausted, they must either perform the arcana zephiura or tap into their own life force to continue using their magic. Absorbing too much energy from a single being will result in that being's death.

Miestophlys -- Daelgwyn term for 'sacrifice'. Allows Archdemons to revive one deceased person at the cost of their own life.

Neneoire -- Daelgwyn term for 'memory'. Creates a translucent dome upon which one's memories are projected as if watching a movie.

Ystvola Kansevnya -- Daelgwyn term for 'unlock heart'. Occurs only when an Archdemon is pushed to their absolute emotional limit, though may occur when certain memories or feelings are triggered. Cannot be consciously used. Awakens the deadly being buried deep within the heart, essentially unleashing a bloodthirsty killing machine that resides inside of all Archdemons. Archdemons may remain in this state for years at a time. The berserk state takes away all magical restrictions, for the crazed being cannot be controlled. Back when Archdemons were still plentiful, should they enter said state, they were immediate killed. The darker half of the Archdemon may leak into the normal, conscious mind and personality, causing a 'split' and creating two different people.

Eoin Colphynl -- Daelgwyn term for 'energy solid'. Solidifies the arcane energy in the air.

Katzviel -- Daelgwyn term for 'barrier'. Forms a barrier around a selected area to repel projectiles, magic, and sound. Can also be used to trap those things within the barrier.

Yyntesuina -- Daelgwyn term for 'dimension'. Creates black holes in space, though also allows one to reach into different dimensions to store objects or travel to Eircihlousse (though the link from the Archdemon homeworld to other worlds is currently severed and inaccessible).

Ckys -- Daelgwyn term for 'hex'. Must be combined with another word that explains the basis of the hex, such as 'nephen', or stop. Limitless possibilities.

Arcana Neostalphia -- Daelgwyn term for 'arcane manipulation'. The general usage of arcane magics and abilities.

Arcane magic is, in it's bare bones, the manipulation of everything and anything. This includes space, time, physical and spiritual entities, land, sky, sea, and everything stuck in between. However, with this great power comes a strict set of laws and responsibilities; punishment is not lax for breaking the sacred code of conduct. The magic and abilities are fueled solely by arcane energy; should that energy cease to exist, so would the powers of the ancient Archdemons. New magics and abilities are surfacing daily, which makes the arcane arts the most unpredictable and powerful form of magic. Wielding it without proper knowledge spells a painful death.

Hindrances:

-Archdemons cannot see very well in the normal spectrum. Especially not in the dark.

-Seeing as an Archdemon is comprised of magic, if he uses too much, it can have serious after-effects, possibly fatal if over-done.

-Anything with anti-magical properties will almost definitely hurt an Archdemon.

-Ark has little of his own strength

-Some of his powers can weaken him exponentially.

-If his dark energy seal were to be broken, the effects could devastate his body.

-Break the oath and get broken.

((Subject to change/updating/making it better smilies/icon_razz.gif

Note: Lots of credit to Luna Di Luce))

127Garam Nijashi Hikuro

Seth Locke a.k.a. Unknown

::______________________ I n f o ::

[---Name---] Unknown ::.::Seth Locke::.:

[---Age---] 23

[---Height---] 6’0

[---Weight---] 210 (97% Muscles/ 3% fat)

[---Weight/Armor---] N/A

[---Date of Birth---] ??/??/???

[---Lineage---] African-American

[---Class---] MMA fighter

[---Sub Class---] Street Brawler

[---Tertiary Class---] N/A

[---Occupation---] Traveling Mercenary

[---Alignment---] Anti-Hero

[---Marital Status---] Single

[---Birthplace---] Gaia's Mainland

[---Race---] Meta- Human

::_________________V i t a l s::

[---Hair Color---]Black

[---Hair---]Fresh Ceaser

[---Eye Color---] [Left eye : Red] [Right eye: gray] (Due to battle in hoh 08 graveyard battle)

[---Hand---]Both

[---Skin Tone---]Coco brown

[---Skin Condition---]A bit Scared

[---Physical Condition---]Extremely in shape. Enabling optimization of certain skills

[---Voice---]Clean Ghetto

[--Arm Length---]3ft 3/4

::____________________S t r e n g t h::

Strength: Borders on superhuman

Power Classification: Class D

Blood Type: O+

Primary Residence: None

Primary Discipline: MMA [ Seth’s main discipline is mixed martial arts. But he is more of a hybrid fighter. He knows many forms of martial arts from around the world, even though he isn’t a master, he still knows enough to keep himself alive ]

Sub-discipline: Various Grappling styles

::____________________P e r s o n a ::

[---Calm---]

[---Evil---]

[---Cold Hearted---]

::____________________F e a t u r e s::

A. Body Art:

-- Tribal Tatoo on right arm [ The tribal tattoo is a bio-engineered signet comprised by A.G.E.N.C.Y. to channel Seth’s powers into concussive destructive power. The created signet enlaces his whole arm and stops at his wrist. The signet was a failed invention when they found out the signet caused great pain to the user after constant usage of the bio-kinetic energy. Counter acting it self the bio-kinetic energy would fight against the user literally boiling the insides of the user until its over usage balanced out, thus causing massive swelling and bleeding from the signet itself ]

--

--

B. Scar Tissue:

--Lower Jawbone [ Indication his jaw was broken more than once]

--Right eye [Temporarily lost his powers on the right side of his body due to battle in the heaven or hell tournament 08. After battle powers had returned to the right side of his body but his right eye remain gray and has not yet returned back to its original red color. Going across the right eye is a scar a reminder that his battle was honorable and unforgetful]

::______________________________A r m o r ::

Attire.

-- Headwear: [ Seth occasionally sports a skullie. Basically a cotton type winter hat, usually seen worn by snowboarders. If he isn’t wearing a skullie he is most likely wear a headband, since he strongly dislikes do-rags]

-- Upper body: [ Seth owns a slew of stylish clothing ranging from polo shirts to Kevlar tactical vest. Seth likes to look stylish and get the job done. Many of his tactical and bullet proof vest are physically altered to withstand high caliber bullets at close range, and shock absorbent gel to take damage when Seth falls from such heights ]

-- Armaments: [ Seth usually wears 70lb weights on both his arms, basically for training. He usually takes them off in combat to show his true speed of attacks, he also wears the same amount on both of his legs]

-- Lower body: [Seth much like his shirts has a vast amount of pants to go along with his shirts. During missions or battle he likes to wear customized military fatigue pants. They are usually a solid color, the pants are customized to resist light gun fire, projectiles, and various impacts via fall or weapon]

-- Feet: [ Seth wears steel toe army boots that weigh approx 5lbs on the bottom of these heel boots are eject able hanging claws that help seth gain better traction and speed while running on unsteady terrain. Also the spikes can be used to grate the body of the opponent ]

::___________________S t a t C h a r t::

[---Cross Bolt---] ■■□□□□□□□□

[---lightweight revolvers---] ■■■■■■■□□□

[---Heavyweight revolvers---] ■■■■■■□□□□

[---Unarmed---] ■■■■■■■■□□

[---Clubs---] ■■■■■■□□□□

[---Damage Control---] ■■□□□□□□□□

[---Guard Bypass---] ■■■■■■■■■□

[---Navigation---] ■■■■■■■□□□

[---Medical assistance---] ■■■■■■■□□□

[---Infiltration---] ■■■■■■■■■■

[---Assassination---] ■■■■□□□□□□

[---Shock Tactics---] ■■■□□□□□□□

[---Espionage---] ■■■■■■■□□□□

[---Daggers---] ■■■■■■■■□□

[---Swords---] ■■■■□□□□□□

[---Shield---] ■■■■■■■■■■

[---Hammers---] ■■■■□□□□□□

[---Axes---] ■■■■■■□□□□

[---Block---] ■■■■■■■■

[---Deflection---] ■■■□□□□□□□

[---Agile---] ■■■■■■□□□□

::___________________S t a t C h a r t v.2::

[---Healing factor---] ■■■■■■■■■□

[---Durability ---] ■■■■■□□□□□

[---Strength---] ■■■■□□□□□□

[---Aerobics---] ■■■■■■■□□□

[---Olympic Level Speed---] ■■■□□□□□□□

[--- Stealth---] ■■■■□□□□□□

[---Grappling---] ■■■■■□□□□□

[---Reflexes---] ■■■■■■■■■■

::_________________________A b i l i t i e s ::

Olympics-level agility

[Since he was already a superb athlete the experiment only furthered his natural agility. By nearly tripling his average speed. Where as an average human can run approximately twenty miles per hour, Unknown is able to run that three fold. Unknown is also able to stop at the drop of a pin, he can control his strides ]

Superhuman strength

[It shouldn’t be called as such since it has it limits. To some extent his natural strength grows in length with the battle. Hence why during battle new strength is obtained. His strength may sound endless but there is only so much anger one man can hold, thus leading to a natural roadblock to his strength. ]

Stamina

[Before the experiment he was already at top health. His stamina was at his human level. But with the experiment his stamina has nearly doubled. Meaning he can fight and act at top performance for many days without sleep.]

Durability

Extremely dense skin and muscle tissue which render him highly resistant to physical injury. Unknown possesses these abilities as a result of his participation in dangerous, and highly controversial, experiments while in prison. The cellular generation experiment has fortified the various tissues of Unknown's body, granting him a high degree of resistance to injury via skin that is as hard as titanium and can resist high caliber bullets, puncture wounds, corrosives, and extreme temperatures and pressures without sustaining damage. Despite this, it is still possible to cause him injury.

Accelerated Healing Factor

[ Unknown is able to heal minor injuries much faster than normal humans. For example. A cut or non-lethal stab. More damaging blows would take loner, at the least twelve hours to three days.]

Bio-Kinetic Energy

[Unknown’s bio-kinetic energy is ki based. Its tied to his life force and thus using it drains him to a certain extent. The energy itself is basically matter around him moving at a fast pace, and when combined with a sold object it would rapidly move the particles until it explodes violently. Or when clashed with another fast moving particle substance, will cause a fission effect. The energy can be emitted from many parts of his body. Thus including:

Hands

Feet

Eyes

The energy can be used offensively and defensively in many situations. Unknown can project the energy in beams, waves, and concentrated blast. The only draw back is that unknown cannot maintain offensive and defensive behaviors at the same tie. For example holding up a protective barrier while shooting a blast. To much energy emitted from his body at once would cause an overload thus cause large amounts of blood to erupt from his right arm. This happens because it a natural reaction to the body trying to balance itself out.

Unknown can only touch inanimate objects to make them explode, not human beings. Depending on the size of the object , and the object it self is what determines how it would take to explode such an object. The amount of seconds the object is held is cut in half, thus is the exploding time of the object. For example if he holds and charges a card for fours seconds then throws it he has two seconds to find cover before it explodes.

Update: Seth is now able to concentrate his biokinetic energy through various melee weapons. He can also shoot them from the melee weapon in blast, and or wave of raw energy that can attach to other inanimate objects, and then explode]

::_________________________W e a p o n s::

Hunting Knife

Weight: 3lbs

Height: Total/ 15inches

Handle/6inches

Blade/9inches

Details: A normal Stainless steel hunters knife.

Microfilament wires

Lengths: 5ft/ 4ft/3ft

Weight: ???

Details: Thin wires once disbanded for fishing for their lethality. They are used constantly in assassination jobs to take out targets very stealthy. Similar to those specific wires, the ones unknown carry is much thinner and sharer to the point the user must wear gloves just to prevent him/herself from cutting themselves.

Update

Stylized Long sword

Overall Length: 38 1/4

Blade Length: 28 1/8

Blade Thickness: 3/16

Blade Material: Titanium and tungsten alloy

Handle Material: Heavy leather, and platinum lacing.

Details:[ Seth ordered this blade a few months after hoh. He wished to practice his swords kills and carry’s it around from time to time. It is customized to not erupt and explode under high doses of seths bio kinetic energy. The blade glows a bright purple when it is fully charge giving off explosive hits when the Seth strikes and object or person. Not to mention it is very sharp and fairly heavy. The blade it self is a combination of two metals to up its tensility, and density but to also make sure it doesn’t fold and break under pressure]

::_________________________P a s s i v e A b i l i t i e s::

Grappling Expertise

Ignores Body weight when performing any type of grapple type move.

Damage Control

Enables regeneration to minor/Major damage taken attacks

Denasality

Allows advance durability to physical attacks and falling from very high heights.

Flexibility feint

Allows advance flexibility . Thus enabling him to do feats that normal humans cant perform

Olympic Desolation

Grants him above normal speed, also superior jumping abilities. Tripling his natural leg power to above human.

Bullet Complexion

Enhanced reflexes are granted to dodge simple attacks, to some of the most complex.

::______________________________H i s t o r y::

It was the winter of 98’. A pretty ****** yea the rumors of the y2k bug. It was a whole bunch of st, some rumor that shouldn’t have been even mentioned. Only a political ploy to boost the shitty economy. I look back on those days now and look at the prices of gas.

“..Damn “

Its all I could to the time. st is getting to expensive, niggas on the block cant even buy those boogies anymore. Eight dollars for a pack of cigs “Get the **** outta here”. These times be the st. But I wouldn’t be what I’m today without my troubled past, something I’m not to proud of, and a time I wish I could change.

…..Like I said it was the winter of 98. A horrible year, like I said. I cant stress it enough that I lied in Harlem, New York at the time. I was its protectors. Beside Luke Cage I was its many protectors. I knew Harlem streets like the back of my hand, or so I thought. I was cracking in someone bastards dome when I heard a familiar voice. It was the voice of commander Locke. He was my father, someone I thought was dead for five years now. s**t man this was one of those times I wanted to punch him but it didn’t go that way. See I wasn’t normal as is I was running over sixty miles and hour, and jumping the length of buildings. It was only normal I got attention from military organizations.

“What the ******** you want “

It echoed from my mouth very loudly. I took my attention from the kid I was beating up and turned to my father. st got hot and my father asked for my help, I mean I couldn’t turn him down, and so I accepted. The base was out in the desert some where in Texas. I remember it was ****** hot, and such bad weather. I smile now because I’m not there anymore.

It was spring of 99’ and things was only getting good. I was instated in a bio-kinetic program, my father promised me, and so he delivered. To a certain extent. I awoke a few months later, I came out of a coma. I forgot my whole like in three months. With my head not in place I began working for the A.G.E.N.C.Y. . It was headed by my father who at the time became my boss.

128Bartholomew Bellupine

Name: Mike Sawyer

Nickname: Librarian or Lemur

Age:20

Race: Human (we think)

Appearance:

Fighting style: The self-procailmed greatest magic user of all time, he uses a mixture of his swift speed, magic spells and the off the wall combat moves he's picked up from every kung-fu and martial art's movie he's ever watched.

Personality: Laid back, and cocky. Always smiling and looking forward to the future. Never really has any doubts about what is, or what as been, he simply stares off into the distance, as if assessing some far off problem. He is quite brilliant in his own right, his mind formulating plots and plans that put most people off edge. He's an all around good guy, doing anything and everything to help his fellow man out.

History: Mike was born and raised in a militaristic house hold, his ever move dictated by a harsh schedule. Even still he grew up with a massive want for knowlege and adventure. So, like every angsty teen, he ran away from home at the ripe old age of fourteen; stowing aboard a military flight bound for Wales.

He'd never had such a hard time in life. Coming from something as scheduled as he was used to, the freedom about drove him mad. He went broke within the first three days, getting tattoos, gambling, and wasting it all on stupid objects that caught his eye. One in particular, which he found interesting, as a book. This book as it turned out, was a key to his new life.

At first he could not read or comprehend the book, reading it over and over, but none of the information stuck to his brain. That was until one day he found himself walking alone, his nose stuck in the red leather bound book like always. He heard a cry for help. Arousing him from his far off thoughts, he was appalled by what he saw.

A young woman being herassed by a gang of thugs, grabbing, and groping her like she was a piece of meat. This sent him into a rage. And something he had read clicked in his mind. Raising his hand he called forth a mighty gust of wind that sent the thungs spralling to the floor. And then, vanish into smoke.

Puzzled by this, but more concerend for the woman he rushed to see if she was to be fine. As it turned out, she had seen him around Wales many times, his nose stuck in that book, and she also knew what it was about. She smiled and told him this, "My young friend, you are as of today, on your way to becoming a fine mage."

At the age of fourteen, a young teen who had never known of magic in his life, was admitted to the great school of "Magister Magus". And from there, his nicknames began to stick. At first he was call "Lemur" for is avid way of jumping about with he became excited, and that monkey like grace and charisma in which he showed in all his endervours.

As time went on, his obsession with the books of the school drove people to call him "Librarian", because if ever they needed a book, he knew where it was, and had probably already read it. So he was, in terms, a walking cliffnotes. Time passed.

And at the ripe age of twenty, he graduated from the school, with honors. When most graduate from a school of magic they are given a scroll dictating what they are to be. But, on the night of the "Grand Ball", he took off with out ever recieving his scroll. So now he wonders the globe studying life and learning from those he meets.

Powers: Spells

Shimmer step: An ability that allows the user to move a great distance in a single instance

Extreme speed: This is a natural ability of his that allows him to move at a very, very fast rate of speed whenever he choses.

Weapon: Mage staff[/quote]

Secondary Weapon:

Caster Gun

129Eternal Dirge

Name: Damion Hedley

Age: 20

Height: 6 foot 2 inches

Weight: 200 lbs.

Body Type: Human sized Elf

Eyes: Antifreeze Green

Hair: Black and straight, cut short

Skin: Deep Tan(think Hawai'ian

Markings/Tats: symbol of Dagon on the middle of his back, with a serpent head coming around his ribs, another 2 over his shoulders with the heads at the top of his ribs, two on his hips following the sweep of his belt line then rising to end at his navel,and then one on either side of his neck to his chest with the base of the necks attached to the symbol on his back. All done in black

Piercings: High up on his right ear, half inch long chain with a fang tip attached

Ears: Pointy like an elves

Physical Desc.: His body is designed very much like an elves, slender muscles and bones making him appear more delicate than he is, but sized up to a humans body. His muscles are more condensed than a normal humans, much like a snakes body, which down plays his size. His skin is smooth, regardless of how much time he's spent outdoors, and keeping a grip on him seems difficult. His skin is the color of ash, blending in well with his home.

Clothing: Favors dark clothing, blacks, dark browns, and dark greens. Can normally be seen in a plain black vest of some soft leather, his torso bare beneath it. Black Pants of a soft clothe tucked in to calf high leather boots of the same material as his vest although much tougher. Attached to the waistline of his pants is a ankle length black skirt, open in a triangle starting at his groin and going down. Atop that is a green belt with a silver buckle, a pair of black sheaths hanging from it that houses his Fangs. His ever present black Collar wraps around his neck, buckled on the front with a stylized Eye without a pupil done in some blue gem. In area's of normal lighting, such as regular sunlight, Damion can be seen wearing his sunglass, simple round frames around simple black lenses.

Weapons:

Aegis Fangs: a Pair of fangs pulled from the mouth of the long dead Guardian of the Temple of Dagon, carved into trench knife styled blades designed to be gripped in a reverse fashion or in a normal manner. Due to long poison exposure, the blades a tainted with an anticoagulant that slows the healing process, even the magic healing of vampires or werewolves and similar effects. Strong enough to block swords, the Fangs themselves are a mellow ivory where they mount to the steel, dark blue leather wrapping around the grip to provide abit of comfort.

Bow of the Deep Impact: A shortbow made from the spine of a shark and the sinew of a hunting cat, this bow is much stronger than it looks. Magically blessed by his god, the bow bends and rebounds like a wooden Greatbow, but pulls to it's owners strength. It has a max range of about 300 feet, with stopping power at 150ft. The arrows themselves are not magical.

Rakshasa: Damion's mount and hunting companion. Twisted by the power of the Dagon and long held in training lands, this creature is the perfect companion for the predatory Damion. Shaped much like a panther, the body stretches, from nose to tailtip, 15 feet in length, thick muscles straining across it's body to make it more dangerous in appearance. Where normal large cats have only 4 legs, Rakshasa has 6, an extra set settled not far behind the front pair, in perfect line with the end of it's ribs. Thick armor plating protects his face from harm, and powerful neck muscles aid in the tearing of flesh. The teeth of this creature are not like a normal cats, instead designed like a deep sea creatures, thick cylinders with pointed tips that reveal themselves on a bite, lips peeling back to reveal gum and fang.

No fur covers his body, but instead a thick, oily hide protects the body and allows it to mimic Damion's Trick of the Light power, hiding better in the world. Near the end of it's long tail, hard bony spikes extend off, turning the wipping tail into a powerful mace. Thick claws extend out from massive paws, more than capable of ripping flesh away with even the most casual of swipes.

When Damion rides, he sits between the first two sets of legs, crouched down behind the thickly armored head. Normal steel creates superficial wounds at best, while magical steel cuts as usual.

Breif History:

Born to a small island community in the southern seas, Damion grew up fairly peacefully as the son of the chieftan. The hunter-gatherer community had chosen an island mostly devoid of anything big enough to kill humans aside from the giant insects that prowled the northern forest of the small island, the creatures occasionally coming into the village to attack. For this reason, the hunters doubled as guardians, providing to be able protectors of the forest thanks to the chieftans treasure, a magical shield that would reflect the physical attacks of creatures back at them. With this item, the village was kept safe for many years, and Damion grew up as peacefully as possible. It was in his 10th year of life that he was awoken one night by the sound of his twin brother leaving their room, his eyes glazed and his face expressionless as he walked out of their home and into the forest. Damion trailed him, confused and afraid, hoping to see where his brother was going. The deeper they went into the forest, the stronger a sickly sweet smell became, so strong Damion imagined he could see it floating in the air. The source soon became apparent as a huge beetle came roaring out of the trees, smashing into the young male, teeth and claws flashing to rip apart the poor young mans brother in a bloody spray. The sight of his brothers body being so brutally destroyed drove Damion into an apocolyptic fury, racing from the underbrush with a treebranch held firmly in his hands, smashing into the beetle with suprising strength for one so small. Their battle raged on for a long time, the small berserker swinging mightly with his tree branch until it shattered, and then swinging with his hands and feet, taking brutal punishment but giving as good as he got. By first light, the hunters of his village had found them, the young boy draped over the creatures shell, a whole broken into its body and its gore strewn about. Blood ran from hundreds of cuts on his own body, and they quickly returned him to the village. From that day fourth, he was trained in the use of his fathers shield and a style of short sword known as gladius. He proved to be an attentive student, and quickly acceled at his training. Damion began to nurse a desire to leave his island home however, to see the world around them with his own eyes, and on his 19th birthday left for the mainland on a trading ship with his shield and swords, destined for the port town of Strata. It was there that he'd first meet his future employer Maximos and be shown to the Leviathan stadium. Damion had come at a good time, and the 2007 Heaven or Hell tournament was close to beginning. Set up in a team with Ryugi Kazamaru and Hono Raven, Damion's team reached the Elimination round, and due to a technicallity were removed from the tournament. It was during this time that Damion was critically wounded by Glorious Athena, a short range fireball thrown into his face ruining his eyes for a time before Hono healed him with some of her blood, awakening latent elemental power in Damion. From then on, he began to work and develop a certain raport with the element of earth, learning to manipulate it at his whim. When he reentered the HoH tournament, he did so with a greater control of his element, fighting successfully through 2 matches and scoring top on his team before they were eliminated. After Damion was eliminated, he went off in search of his friend Maximos, intent on getting a dragon's spirit bound into a collar he had been given, hoping to use it to give him greater strength and assist in his hand to hand styles. What he got instead was a tentacle of the demon lord Dagon, the insidiuous creature tricking Damion into beleiving it was indeed a dragon for a long while before he became wise to the ruse. Damion has since settled down in the ancient home region of Dagon's lead temple, the area having since become a swamp. He guards that land now, the Hydra, keeping unwelcome visitors out

Powers

Earthen Weapon: Damion can focus his energy into creating a rather crude weapon made of the earth/stone beneath him. The weapons are without any kind of flamboyance, and range from any weapon he's seen before, even throwing weapons but no weapons with intricate insides like a gun.

Advanced Earth shaping: Damion can also mold earth to a degree, such as create small trinkets from stone he finds. He can also create larger, but less elaborate structures of stone, no larger than an igloo though.

Master Earth Sense: Damion can sense and feel things that reside under the earth, such as deposits of minerals and other such things. He can also feel things on the surface. He can't tell much about the person ontop other than where their feet are, but underground objects are lit up in vivid detail, telling him their shape, what they are, and how far below him they are.

Break the line: Both of Damions feet must be on the ground for this move to work at all. his right or left arm thrusts forward, sending a shaft of stone the width of a car forward at a 50 degree angle from the ground, in a direction of his choosing

Metalurgy: Through long practice, Damion has gained the ability to transmute one metal into another, even raw rock into metal of his choosing. Once changed, however, it cannot be changed back, thus if he changes steel into iron, it cannot go back into steel. He can also control metal to a slight degree as long as the metal isn't enchanted.

Trick of the Light: Pressed with the issue of hiding in the open spaces of an urban environment, Damion developed this ability. By coating his upper body in a thin layer of water(16oz bottle), the water changes his coloration to match the surrounding environment, making the run from cover to cover much much easier. This disguises him from most mundane forms of sight.

Specialty

Guerrilla Warfare: Intense training in urban and wild environments have slowly built on Damions natural hunter instincts, helping him in hiding and striking in the most chaotic of warzones and circumstances. Hit and Run tactics are favored, as are testing shots thrown.

Beast of Battle: First to stand, last to fall. Combat pulses in their veins as surely as blood does. It is a part of them, as much as their mother and father. These chosen few are fueled by war like no other. They may live a life like any other, seemingly happy, believedly content, but come the call of blade and blood only then does the world take on all of its true colors. Every scent, every sound, every motion more vibrant than ever before. This marking does not earn a man or woman skill or style or even power, it earns them a drive and a purpose unlike any other, the pursuit of which inevitably leading to mastery of countless combat forms. Past injury, and at whatever costs. Every form a flavor with which to dine on the war eternal.

130Ceron

Username: Ceron


Name: Yusake Akimoto (Pronounced You-sock-eh)

Age: 17 Yrs

Species: Seren-Maita (Serenian with multiple species mixed into its genes over the course of two or more generations.)

Race: Hinoto-Maita (Chorono/Deireno mixed Serenian which has also been mixed with other races of other species.)

Height: 6'1"

Weight: 167.5 lbs

Hair: Black

Eyes: Dark Brown

Skin: Brown/Red Brown

Physique: Lithe/Athletic


Place of Birth: Fein Shore, Evena Sagrant, 3rd District, Sagrant Heights Hospital

Date of Birth: M - 04/30/05/05

Blood Type: X (Serenian blood types are classified differently)

Marital Status: Single

Sexuality: Heterosexual

Known Languages: Common English

Social Status: Common, Yusake is well...like pretty much everyone else as far as his social position goes. A job as an assistant to a respected merchant, no real fame among the general populace, all in all a regular guy... Sort of.


Detailed Info


Physical Description

Yusake's grown to a height of six feet and one inch since last we've seen our hero. And if he had it his way, he'd up and let his hair just grow at its own pace! But here it is, roughly long enough just to pass the lobes of his ears and the back of his neck; family makin' him have to 'groom' himself. His dark brown eyes have hardly changed, the look of a determined, fierce, and blunt boy changed to that of a man! But calling him a man maybe a little premature, his flexible, youthful build still holds out; along with the boyish features and demeanor he's best known for.

Yusake's skin complexion is a somewhat dark, brownish red tone which is by far the most distinguishing feature of his family line. And by his muscle definition, he's an athletic sort, though maintains a sort of lithe build that further portrays the 'younthful' look in him. Yusake is clean shaven and clean cut to a point, but retains a kind of personal rebelliousness in the way he moves and the way wears his clothes (Despite the clothing he actually wears being more tame then that).

On the subject of clothing, Yusake often times wears simple, easy to get into attire. He prefers comfort over any kind of functionality or aesthetics, so is prone to 'just wear whatever'; and as far as he's concerned 'That's cool'. Yusake has no physical scarring, technically; having a very stubborn physical make up that seems to refuse to sully his nice and unblemished body. This does not count his metal, however, which has been used to replace parts of his body lost when he was in his early teens. His right arm, shoulder bones (And general upper back region), left knee, ankle, and the ball of his foot have been replaced with a mostly silver and partly gold metal in order to supplement what would otherwise be a severe handicap.


Personality

Yusake's personality sometimes can be summed in one word, and sometimes it can be summed up in a string of very unflattering words. He's a very forward, oftentimes blunt, and equally reckless individual when it comes to dealing with people. Much of this comes from being alone most of his life, neither learning real manners or much in the way of companionship. And although he has calmed down a lot from the rude, outspoken, foul-mouthed, smack-talking teenager that he used to be... He's still sometimes a difficult person to get along with. Yusake is a brash, impatient, and sometimes obnoxious young man with very honest opinions and a lack of fear or sensible logic. Despite this, he is a 'good' person, fiercely loyal, and holds a very strict albeit questionable moral code.


Skills/Abilities/Items


Skills

Illis no Kai - Sometimes simply called 'Elegance', this is a Serenian style of swordsmanship which Yusake trained with for less then two years. Saying he can 'use' the style, however, would be like saying you know Karate because you saw a movie about it. His use of the sword is very undisciplined, inaccurate, and usually boils down into just hard swings from left to right. Still, he can technically put it down as a skill...

Braun Riase - 'Braun' is a Serenian term given to styles that are 'raw' and or undiciplined but also 'personal'. The second word in the term is used to define where the style has branched off from, or is branching into. In this case, it is 'Rise' which is a basic way to term the style. Yusake's personal way of fighting is a power focused offense with agility focused defense. His high strength (especially with his metal parts) attributes to very hard hitting attacks that move in an often times linear yet very fast path. However, given his somewhat small frame in comparison to the way he fights, he isn't able to take full on heavy hits in the same way; so has to rely on his natural movement speed and reflexive movement to avoid losing. What this usually boils down to though... Is straight out brawling mixed in with overly (And purposefully) flashy 'special' attacks, as he calls them.

Flight - Through the use of his natural power and the metal across his back, Yusake can form wings of pure energy and use them to fly. Having had this ability for a good five or so years, he's honed and learned to navigate the air very effectively.

Organization - Although somewhat inane of a skill, Yusake has worked under Solumone for so long he's unusually good at organization. This isn't limited to objects in a room, but effects his daily life and his general ability to handle many things as once.

Absurd Fortune - Either by Kharma repaying him for a crappy youth with great luck, or through a very intricate set of planning and mental manipulation; Yusake has a knack for multi-stage attack plans in a fight. Well.. 'Plans' is a strong word, he seems to be able to act in a way that benefits him several moves ahead, whether consciously or unconsciously... And can unknowingly set an opponent into a trap he himself didn't even know he was setting! His older brother seems to share this ability, but is more self aware of its use; where as Yusake ability to 'move five steps ahead' is more of a frequent fluke.

Action Star - Yusake is a major fan of 'action' whether it be in movies, animated shows, or comic books. He's taken a hint or two from them as well, in that a number of his specialized, signature moves are often flashy and 'big'. Yusake would even go so far as to call out the names of these attacks, but has somewhat grown out of this habit in the last year; not that he doesn't sometimes still do it...

(( I'm sure there's something I'm missing... }}


Abilities

Kai-Hino Serenis - Another Serenian term, referring to the nature of Yusake's natural power of Light and Dark. Directly translated it means: Dim-Light (Or Twilight) Child Day, which has to do with the primarily 'Light based' nature of his power influenced by Dark aspects. Yusake's power is generated in the form of a white energy, taking on the manifestation of the flame. This 'flame' acts more like an illuminating, bright energy with a physical kinetic force of sorts; while also retaining a kind of 'cutting' property to it rather then the 'heat' of fire. In other words, to a strong target it would be like a very hard physical blow... But if the target is not strong enough to resist the amount of 'force' used in the attack, they're body will simply be cut through where the energy hits.

Serenian Light and Dark are both considered divine powers, as well, but despite the names are not actual weaknesses of one another. They don't 'clash', but rather they mesh and in some cases collide, with the stronger of the two users being the one who comes on top. Serenian Light and Dark do not have a specific weakness, but neither do they have a specific strength, and rely purely on the strength and knowledge of the user. Where as fire is usually destroyed by water, and wind is ineffective against earth; there is no specific power barring the 'Corrupting' powers in Serenian religion, that have a distinct advantage over either energy.

Furthermore, Yusake's power is able to generate and build up heat within the metal parts of his body. Usually this produces a heavy amount of pressure that is held within the compartments of his right arm and upper back, and released in order to either create thrust or to add force to a punch. This further gives Yusake strength in his attacks, but has the disadvantage of burning him out quickly, exhausting him, and sometimes even causing him to pass out from the heat.

Through a fluke, Yusake has also learned that the compartments and components of the metal of his back can be shifted to generate energy through them. This energy takes the form of white flame wings, which can generate lift and produce the flight that Yusake would otherwise be deprived of because of his mixed blood.


Weapons/Items

Ziakesetsu - Yusake's sword, formed and created by Yusake himself after the loss of his arm. Ziak is a 'special' kind of sword, in that it is the weapon forged by Yusake's own power. Those with Serenian blood and power go through this same process, creating a tool, an object, an item, or a weapon that is special to them and will last them throughout their life. Yusake's ended up being an oddly elegant (For him) long sword with a spade shaped tip, with a small stub of a cross-guard.

Duffel bag-stuff-bringer - Yusake is no stranger to heavy traveling, being that he has worked with a merchant for a good few years now. He's often seen carrying one of many duffel bags across his shoulder or in his hand. Though, his luck usually pans out to where this bag, and sometimes its contents, will be destroyed and subsequently replaced. Yusake often sticks to bare necessities though, and beyond the clothes on his back, one or two extra changes, and some other junk he needs... There isn't much to speak of.


History:

Yusake's life began quite poorly, his mother not the healthiest of people, she died when he was only eight. Much of his life after her death involved living out in the streets, growing hardened and bitter. Such a life did little for his temperament, or his attitude toward others, either. It wasn't until he was but the age of fourteen that...

When he turned around, there was absolutely nothing by the people, and the sidewalk. However, when he turned back around and began to walk...everything had changed. The scenery was different, all of the people had just simply...vanished. Beneath him was the touch of hot sand, and how fortunate he was that he was wearing shoes at the time. He could immediately feel a blistering heat around him though, which came from the sun well above him in an orange sky. To his surprise, he was standing in the middle of a desert! He practically froze at first, completely shocked by what had just happened. "Son of a ******! What in ****** hell?!" he shouted out abruptly, quickly beginning to look around him angrily. He looked in each direction, the west had tall mountains which nearly vanished into the distance, distorted by the heat around. Ahead of him in the north was a rocky, torn looking path that looked no better then the east, which was simply a long straight path that lead to a sloping dune. And to the south, to Yusake's interest, a series of odd stone pillars and half buried structures. Yusake decided to go toward the ruins, the closest form of shade he could find, and he actually figured he might find something, anything that could be helpful.

When he neared the ruins, a slight shudder was felt over the ground. Yusake only noticed it slightly though, and didn't give it anymore then a slight glance downward. He continued past, and another slight tremor occurred, this time some of the sand depressing under him. This began to worry him, though there was little time for that before the next, and more fierce of tremors that erupted over the ground. The tiny specks of sand jumped over the ground. The partially buried buildings and pillars shook violently, some of them uprooting from the surface as the sand formed a mound, one which began to quickly rise up higher and higher. The shapely mound soon began to ripple, a more defined shape forming underneath the raising sand that fell poured off of what was beneath it. The first visible form that showed was a large head, far larger then even Yusake's meager teenage body. The head was completely white, hairless, and slight oblong in shape, with a pair of large, segmented looking black eyes. Each segment held a small, white dot for an iris, and each iris constantly moved about and shifted directions. As the sand poured from the front of its head, its forehead began, without reason, bleeding in a horizontal line. A quick burst of blood spurted as the cut that formed opened, revealing a large, black eye that looked more like a smoothed stone of obsidian then even an actual eye. With this, the creature stared at Yusake, lips curling back to reveal many rows of dagger like teeth along its mouth. It reared back slowly, then extended its head and let out a horrible shrieking roar that began at a very high pitch, then slowly lowered in pitch to a more fitting sound of a beast its size. The air around it became distorted by the roar, buildings and pillars cracked, and the sand spread away from its entire, white body in an instant. The monstrous creature was perhaps twenty times Yusake's own size, with a pair of massive arm like fore legs. The legs were heavily muscled, with many, seemingly random black spikes that protruded in a bent form from its body. The feet at the end of these arm like appendages were in fact hands, long, lithe fingers with claw tips. However, these could not be seen over the large flurry of tendrils that covered over the hands the way shaggy fur covers a dog's paw. Its upper body was large, oversized compared to the lower body, which was scrawnier. The smaller lower half had a pair of bent, cricket like legs, each with small, straight, spiked claws of black that protruded from the feet. From its upper back, a pair of arachnid like legs, large and brutish, could be seen with many smaller protrusions, making the pair of motionless legs appear almost...like wings. Finally, a long, thick tail with plate like armor appeared from its rear section. The tail had a thick mane of black hair covering the tip, with a large, spear head like blade at the end of it.

Yusake was almost in awe as he stood before this horror, his mouth left agape. He stared for several long seconds, saying nothing, until... "What?! You ****** want something? Huh?! Got something to say ya big b*h?!" ...he screamed and cursed at it. His right arm was extended, pointing straight at the beast, which seemed to react specifically to what he said. It swiped the right claw like arm, the tentacles flailing about as it swung directly in front of the much smaller young man. It took about a split second before Yusake realized... His entire right arm was completely gone, his eyes widening very suddenly as he saw the blood from what was left fall to the ground. The pain had set in very shortly after, and he screamed terribly in agony, turning the other way and falling to his knees. The pain was so sudden, so fierce, that he could not help the tears which came down his face. Steadily though, he tried to force himself up, bring himself to his feet as if he weren't willing to let even this stop him. But before he could push himself halfway up, a quick, sudden sting hit him. It was the feeling of the creature's tail blade nicking his shoulder bones, causing the flesh and bone to burst and send blood pouring. He leaned back and made a sharp cry of pain, turning over again as, now completely unable to move almost. And still, he struggled, trying to get up, his vision blurred from a mixture of the horrible pain, the loss of blood, and the tears filling his eyes. He could barely see the outline of the beast and its tail raising, and barely had a chance to react as what appeared like large spikes launched from the tail. He felt several new sensations of pain, two straight through a section over the left of his chest, as well as one along his lower abdomen. The worst of which, though, was the one which shot straight through his left knee and shattered it, severing the lower half of his leg from his body. Yusake turned over again, unable to even form coherent words, his remaining arm being the only thing he felt he could actually move. He actually, though barely, tried to use it to drag himself but to no avail. He could hear the beast approaching steadily, as if it were enjoying...just watching him struggle. There was immense pain throughout his body, and an impending sense of his own demise, which he could not avoid. This was the first time ever that Yusake had thought over something like that, the first time he ever considered dying. And yet, the worst was yet to come, as all sound around him suddenly became...silence. He felt immense pressure over his body, which felt as if it were being compressed, perhaps even crushed slowly. It wasn't the creature's body though, no, he couldn't feel a single part of it on him...but rather the air. There was no sound, and the sand was being blown harshly from the ground, the air distorting. He couldn't see what the creature was doing, but he knew, truly knew, that this was the work of it. His heart began to raise quickly, his blood pumped at an erratic pace, and many rough visions began pouring into his mind. Yusake could not even decipher them properly, various people he had known, Maru, his mother, people he had never seen, things he had never seen...images he didn't understand. And still, the blood rushed, his head began to feel as if it were being compressed within, and the rushing blood that he felt within it didn't help. His eyes rolled back, and a more intense pain began to set in as it felt as if his body were being split apart and skin flayed from his bones. But, before long...he started to fade, and soon enough, he blacked out entirely.

That was a moment that had burned itself forever in Yusake's mind. He had awoken shortly after in an unfamiliar bed within an unfamiliar place. It was there that he met Solumone Graves, and there that he discovered the new, metal parts of his body that replaced what he had lost when faced up against the monster. But, not being able to pay for his new replacements, he was stuck under Solumone's care; He was offered to pay what was owed by working for him as an assistant of sorts. Solumone warned Yusake that there would be much traveling involved, but Yusake simply didn't care... After all, he wasn't exactly leaving anything behind in the first place. And so they traveled, and so Yusake continued life for the next two years working for Solumone Graves. In that span he gradually discovered his power, which he at first believed to be a result of the metal parts. Graves introduced him to an instructor, who would only allow Yusake to know him by the name "Tora". He trained for a few months to try and learn his abilities, only to be rejected for being 'undisciplined and incapable' as Tora put it. It was from there that Solumone discovered Ria, and brought Yusake into the school. From there, the little adventure began... The star tournament Yusake nearly won, an encounter with the same beast that took his arm, a near episode of psychosis that caused him to almost tear apart his own friends, and an encounter with Kujiro...

It was the first time Yusake had met his older brother, he didn't even know that he had a brother until then! But it was no friendly, or kind reunion. Kujiro was more then cruel, threatening Yusake, his friends, and insulting his very ability. He looked down on Yusake, and in anger, the young man attacked. But it was utterly pointless, as Kujiro downed Yusake within a single move, as if he were fighting a child. Others tried to stop the violence, only to be dispatched just as easily, Kujiro treating five of the students as mere amateurs. It wasn't long before they were defeated, save for the one among them that posed somewhat of a threat to him. But before things could go any further, Yusake rose to again attack Kujiro, and again to be brought down. It was after that...Kujiro left, disappointed and irritated with his brother's performance. Yusake was left beaten, but alive, and with less injuries then he had first thought he would have. A few days had passed where Yusake lamented on the moment, both his loss in the tournament and the simple defeat he took from his older brother shortly after. His doubts did not have long to take root though, as no sooner had he began attending classes and moving about the school had another shocker hit him! A woman who he had never met before in his life that he knew nothing about grabbed him in a tight, almost painful hug while shouting his name gleefully. But it wasn't long before she revealed herself to be his sister Gabriella! Not just that, but Kujiro's twin sister, his older sister! She was completely different though, being happy, good natured, friendly, and all too willing to greet her younger brother with a smile.

It was from her that he learned that his father was still alive, and around. She also reprimanded their brother for how he treated Yusake. And whether Kujiro liked it or not, she would damn well make sure her brothers got along. To Yusake's surprise, Kujiro actually listened to Gabriella, who showed herself to be equally as powerful as him! Though this put Yusake's own mood into a bit of a slump, it also made him glad that he wasn't going to just be pushed around by Kujiro. And, over time, this reunited family steadily became closer... So much so that the affairs of 'the family' began to take affect in Yusake's life. Yusake met with Truth, a devious, monstrous, and powerful being that used his subordinates to carry out terrible deeds for his own goals. It eventually came to light that he was after both Kujiro and Gabriella, causing a series of events which took him away from Ria, and straight after the monster Truth. Hence, he was not around during its fall, locked in combat with a horrible entity which formed when Truth took Kujiro's body, and very soul, for himself. The being, known only as Absolution, was defeated after a long struggle. Yusake, Gabriella, and Kujiro returned to the school with Solumone only to find that there was nothing left. From there it was decided that Yusake would live with his new family, Solumone still always close to him, as if he were a father to him. Yusake had yet to meet his real father though... Having to find out through Kujiro that his father wanted nothing to do with him, or his weak lack of ability. But all the same, Yusake was happy, for he did have a family, a real family now...

Barely a week after Absolution's defeat, Kujiro set off, gathering with a group of others who were to finally destroy the creature Truth. And as much as Yusake wanted to be a part of this, he was refused...and even ordered not to follow. Gabriella, knowing full well the danger he would be in if he had gone, convinced Yusake to stay and take care of her still weakened state. Of course he didn't refuse, and remained with Gabriella through the time Kujiro was gone. When he returned, he announced Truth's death, and no sooner had he done so did their new life continue.


Image:

131The Oblivionic

Name: Narakuten

Align: Chaotic Neutral

Race: human-fiend hybrid

Age: Appears 25

Height: 6'0"

Weight: 230 lbs.

Build: athletic/heavyweight

Hair: Shaved(black)

Eyes: Men-eki'gan

Apparent ethnicity: white

Style: Improvised Taijutsu

Attire: black gi; hand/feet wraps (basic)

Ki

  • The lifeforce within a person composed of their physical and spiritual energy; aka chakra, aka chi. The main principle behind this version, is that the energy is ever-present and empowering the character. Should the character be reduced to 0 Ki, all that happens is that he cannot use his abilities.
  • It is important to note that there are two factors determining the cost of an ability. First, the ability may simply 'cost' ki. In this way, it draws its power from the excess spiritual energy produced by the character daily. Secondly, there is -(minus) ki. Abilities with that cost descriptor cost part of the char's innate spiritual energy, or his total soul. Thusly, the total ki pool would be reduced. However, there are also ways to improve the max ki to counteract these more detrimental costs (listed below)

Base Ki: 10

  • dual spirituality results from the presence of two 'identical' souls fused into one.

+1 Max Ki per Fight

Fights: 0

-1 Max Ki per Reincarnation

Times Reborn: 0

+5 Max Ki per Soul Absorbed

Souls: 0

-5 Max Ki per Soul Restored (including PC revival/ressurection)

Souls Restored: 0

Total Ki: 10

ABILITIES- Combat Related

Dark

  • AKA dark hadou, dark ki, black ki, death element, negative energy, necromantic energy

Flare

  • Bursts the dark ki energy from all over the body. It has two specific effects. One, being, that it directly harms a grappled enemy if they are 'positive' creatures. Meaning that they contain a living lifeforce, or soul, within them. Secondly, due to its draining effect on his immediate surrounding, it saps the energy from any evocative spell(elemental) immediately around the character, or that strikes the character.

cost: 1

Fist

  • The user envelopes a fist, or a leg, or whatever appendage to strike the opponent, in dark ki. The effect of the strike on a 'positive' target deals additional harming damage through life drain.

cost: 1

Absorb Soul

  • Is what it is. The conditions for this require a DEAD target that was very recently living, and humanoid, possessing a soul within them whilst living. If there is no reason for their soul to suddenly depart, ascend, or otherwise promised to a deity or demonic force, then Narakuten may simply absorb the soul, through physical contact to the dead character.

cost: 0

Ki +5

Harm

  • The same as fist, except that the energy is more forcibly channeled into the target through mere touch, instead of strike. Treated as a touch spell.

cost: 1

Taint

  • Due to the very negative essence of dark ki, certain elements may be 'infected' with the ki to make them tainted. For example, making the water in a well undrinkable; or a food supply rotted.

cost: 1/post

Raise Dead

  • Can turn a dead PC OR NPC into a zombie under his command.

Cost: 5

Focus

  • aligns his ki into total darkness, rather than duality. This way, only Dark ki powers can be used; yet their effectiveness is vastly improved. Becomes 'Evil' aligned. Treated as having Undead physiology.

cost: 1

Light

  • AKA Ki(DBZ), force energy(non-SW), positive energy

Flare

  • Explodes good ki from all over the body. Good aligned/positive energy; which harms negative/evil creatures like the undead. Also has the effect of stopping physical objects in motion within close proximity to him. Acts as a shield to physical attacks, when there is no defense otherwise.

cost: 1

Fist

  • Same as dark, but with light ki.

cost: 1

Restore Soul

  • When reviving a character, with soul long departed, he can bring them back to life and revive the corpse to a living condition, including regenerating lost parts, etc.

cost: 5

Ki -5

Heal

  • Same as harm, but with positive energy/lifeforce.

cost: 1

Purify

  • Same as Taint, but with positive energy. Can reverse Taint, as well as make naturally tainted resources usable.

cost: 1/post

Resurrect

  • Flash revives recently fallen character, when soul has not departed, etc. Same regenerative/restorative power as Restore Soul.

cost: 5

Focus

  • Same as Dark Focus, but with positive energy and good alignment. Becomes like a paragon of the good monk.

cost: 1

Dual

Void Blast

  • Like a kamehameha with chaos energy (light/dark combined). 1 turn focus of energy; 1 turn of growth; and execution on the third turn.

cost: variable

  • normal three phase execute: 5
  • Otherwise, +2 cost per extra phase of growth
  • Speed: 500ft/sec. once blasted/released
  • Effect: explosive and disintegrative; like a FFX Bahamut Mega Flare shot from a human. Like an RPG going off in your face. It's power doubles with each extra growth phase.
  • Blast Radius: 10 ft.; + 10 ft/extra growth

Void Soul

  • Focuses both Ki's to his center, creating a cancelling effect ethereally, and emptying his soul of aligned essence; making it an 'empty soul'. Through this, his physical abilities become several times more powerful, quicker, etc. He gains a golden aura.

cost: 2 +1/post past the first

Void Body

  • Focuses his external ki to meet upon his physical form, rather than within him ethereally. This causes his form to vanish and become a living void (non-existence). This allows him to cancel out matter/existence up to the equivalence of his form. Cancels out up to 1 standard human form. If this occurs, he can auto-absorb the soul upon the cancellation of another entitiy. Otherwise, he is left without a body and must Reincarnate or cease to exist on the material plane. Appears as a wavy mass of pure blackness, identifiable only by his eyes, white and firey.

cost: 4 +2/post after the first.

Void Self

  • Combines Void Soul and Void Body. Thus, a high probability of success to kill and absorb the soul of an enemy character.

cost: 6 +3/post after the first

Regenerate

  • Focuses his Ki's into his form to rapidly regrow any lost appendages; thus reducing the chance of death from a previously fatal injury.

cost: 3 per appendage(2 posts per appendage); divisible by only partial partial damage to limbs or organs.

Reincarnate

  • Comes back to life, healed/regenerated. Max: 1/day.

cost: 5

-1 Ki

Flight

  • can fly using his expended ki focus.

cost: 2 for the first five turns; +1/5 turns after

Max Speed: 120 mph

Burst Flight

  • must be flying already. Increases speed.

cost: +1 per post of flight; additional +1 per speed increase.

  • Max Speeds: Burst 1= 300 mph; Burst 2 = 650 mph; Burst 3 = 1200 mph; etc, approx doubling speed each time.

Innate

Immortality (ageless)

Mixed Genetics

  • Containing both human and fiend DNA has allowed Narakuten to perform at a higher level all through the years. But now they serve him in a different way - it allows him to channel more easily his dual spirituality, where normally to do so would incur much damage to his very soul.

Mark of Duality

  • Arcane markings adorn Narakuten's entire body. On the right side, they are black; on the left, gold. They are his two swords, Jenosaido and Corruption infused into his being to keep his two essences seperate, and bound to his form. Thusly is he capable of both light and dark. By keeping his soul bound to his form, he cannot become disembodied, nor have his soul stolen/absorbed/devoured/bartered, etc. This is the highest level binding performable... the indestructable nature of the darksteel swords transmogrified into magical energies for the spell. Practically unable to be undone, save by Narakuten's own will and a counter-ritual.

Men'ekigan[immunity eye]

  • Mutated from Sharingan; as Sharingan mutated from Byakugan. A kekkai genkai of one incarnation, the DNA was later recovered. Normally would make illusions impossible to see through(visual locking); but illusions are no longer used. It's other effect being when eye contact is made, the other user's ocular jutsu (Sharingan[wheel eye], Byakugan[white eye], Rin'negan[first ??? eye]) is useless, and no better than a normal eye, even during their advanced states.

Goshi Men'ekigan

  • The eyes' three spiral dots become five. A sort of ocular five-pronged seal on any outter effects of the eyes. Absolute perception; immune to visual perception altering effects.

Learned

metaphysical rites(plot only)

132Fiend The Bunny

Reckoning

Name:

N/A

Alias:

Reckoning

Race:

Sentient Armor/Construct

Age:

6

Appearing Age:

N/A

Height:

7'5in

Weight:

1300 lbs

Eye Color:

Ghost Blue

Hair Color:

N/A

Complexion:

Armor

Gender:

Sexless

Class:

Sentient Armor

Alignment:

True Neutral

Patron Deity:

N/A

Theme Song:

Requiem for a Dream

Appearance:

Standing at massive 7'5 and weighing about as much as a medium sized car he is a imposing sight. With jutting spikes of armor going in every direction and an almost gaping maw in his chest, he appears something far more vicious then his actual nature. His coloring it blueish in hue with a powerful build, wide shoulders, wide chest with a thin mid-section and huge legs with a loincloth covering the gap in the armor between the legs he is a massive suit.

Arms that have few gaps and a powerful shield dangling from his left arm, the shield has the design of a demonic face on it, the maw opening as if wanting to devour incoming weapons. The upper area being double layered for arrow protection in a Phalanx formation. A sword holster can be found inside the shield with a bronze handle poking out from the side of the shield.

The center of the massive suit of armor appears to have gaping maw and facial features, but in reality that blackness is nothing but jet black armor, a design incorporated to scare the enemy when starring into the chest's 'face'. The dull glowing eyes are on the other hand super natural, pure energy that are far more keen then human eyes.

Raptor like feet adorn the legs, with huge claws that could be used, if this suit went airborne, to strike and tear at enemies. Though that would be doubtful if someone was inside it. Torn shreds of a cloak adorn the armors back, jutting from random sections of the shoulders and back.

One of the defining features is the odd lack of a helmet, it appears to be headless. Spikes jutting out in the circular entrance of the neck, if one would look down that hole they would find almost unreal blackness, as if hiding and protecting something on the inside.

Personality:

He lacks a 'personality' if you will, he has a strong sense of right and wrong, instilled perhaps by his creator, but for the most part he lacks any aching feelings to one way or another. He is instinctively neutral, killing and destroying only for whatever goal is set before him, not because it is 'wrong' or 'right' he understands those aspects, but sets them aside for the needs of his life force.

His life force being the Elven child in his chest cavity, hidden by magic and protected, each and every action he makes draws energy from this child's life force, a sick feature of his creator. He has found, that by killing others and devouring there soul he can use the soul to convert the life force back into the child, thus prolonging her life, and in turn his own.

His only goal when asked is to 'kill and save the child', when the argument is brought up that by doing this he is prolonging the child's suffering he simply gets 'angry' if you will and attacks. He does not believe or think that, as the child in his chest cavity, though only a toddler, converses with him in his 'mind'. She does in fact do so, and though she was not old enough when placed in his armor to speak, her emotions and feelings. He can understand this in its basest way and in turn he feels and almost guardian like love for this small child he has never even seen.

It is often thought that this suit of armor is evil, but he neither good nor evil, he is simply acting on one goal. As that is how he was made. He knows nothing else, and will never know anything else for his mind, though sentient and understanding is still limited. Forever he will hunt, trying to prolong this life forces own life. In an almost sad display of love. Some where deep inside him, it is thought the soul of a Knight grants his intelligence...

Biography:

Created six years ago by a mage of the name 'Gewalt'. A mad man he often took souls and attempted to fuse them to various strange things, mostly weapons. Creating viciously evil sentient weapons of vast power. He slowly got more and more ideas, and the came upon the idea of living armor, that would corrupt the wearer completely and thus make him a huge army of loyal super warriors. It backfired, during his first attempt the armor simply absorbed the humans life utterly and then fell apart, through trial and error he made progressively more ground.

He then found the idea of fusing first a human soul to the armor, then placing an elven infant into the armor sort of as the 'battery' if you will. It worked, though the human used is unknown the infant technique worked perfectly accept for one backfire. The child's emotions over powered the commands of his master as they were utterly pure in there thoughts, no words, only pure emotion which in turn defeated any hope of the words reaching the armor.

He devouring Gewalt, and slowly but surely gained more and more intelligence and understanding of himself, and his own working. He soon found his life was costing the child inside his armor, and he sought a way to fix this, and then he came to the conclusion devouring souls and converting them into pure energy would achieve his means. And thus he began his spree, village after village. After awhile he became known and hunted.

A creature of incredible power attacked him four years into his life, risking both his existence and that of the child's, and so he used some of his gathered souls in the form of power, using them to defeat this Paladin and take his soul, which was bright and true, granting him better understanding of himself and the world around him.

He found with each soul of power he devoured, he learned more of the world and in turn became more proficient at keeping the child in his chest alive, to the point it became his only goal, to save the child. Yet, in those aspects he does not seek freedom for her, but rather only to let he grow inside him, in complete protection. He does not understand the suffering she will endure as she grows and her thoughts become words, his baser instincts returning and that he mat simply devour all her life energy at once to fuel himself in a number of years.

Equipment:

Greatsword:

Measuring six feet in length and weighing about eleven pounds this sword is massive by practical standards, but in the hands of a giant suit of armor with almost limitless strength, it is but a tool to an end. He can swing it effortlessly, it is curved and single edged, resembling a Falchion, but with a more subtle curve. The back bone is adorned with a thick slab of stone rather then metal, only the bladed edge being made of any sort of metal.

This grants it superb strength, and inside the stone is a steel enforcing rod, making it less bridal and capable of holding massive amounts of force without shattering. The weapon was uniquely designed for him, and in his hands is a horrible thing to face. It is completely mundane other then that.

Shield:

This massive shield, shaped like a demon head with its maw open was designed for Phalanx position, standing at five feet it is a tower shield design, higher then it is wide. The demon design most likely for intimidation purposes, and on inside is a sword sheathe for the greatsword. It weighs something like seven hundred pounds, as it is in fact made of stone with metal bars on the inside for strength. It is not hard for Reckoning to move, but if he were to say, hit someone with it or throw it at them, they mind find themselves in bad condition. It is otherwise completely mundane.

Powers

Soul Capture/Devour:

He can capture and then devour escaping souls from recent victims, forcing them into his 'mouth' and therefore into his chest cavity which in turn stores the soul in the child, the souls are then expended instead of the childs life. When the souls run out, he returns to absorbing the childs life. He can also, if he feels the need, convert all the souls into life force for the child, thus returning he may have taken depending on how old the person was that the soul belonged too.

Soul Count: 0

Strength:

As a suit of armor fueled by souls and in turn, life energy his power is limited to his souls remaining, for every soul he can lift two thousand pounds, with a limit of ten souls which is twenty thousand pounds. This translate to him being back to pick up a semi truck over his head and throw it about six feet. Which is indeed impressive, with only the child on him he can only lift two thousand pounds.

Soul Overload:

Forcing recently devoured souls from the child and into his joints he throws himself into overdrive, turning bright red and his movement speed increasing ten times there normal speed. His strength is jacked up to beyond what it already was, allowing him to break his strength barrier which, depending on how many souls he absorbs could make his very strength utterly limitless, of course this depends on how many souls he has inside the child.

Soul Explosion:

For every soul he expels and then destroys he can create a explosion of about eight feet around him, which deal the damage of about a ten pound bomb, which in turn per soul could end in any size he desires to a limit of one hundred souls, or a one thousand pound bomb. Which would destroy a city block, and utterly decimate anything before him.

Defense:

As he is giant suit of armor, unless you utterly destroy apart of him it is impossible to hurt him. On the other hand, you can hurt the child in his chest, and if too much blunt damage hits his chest cavity the girl will feel pain, and whatever pain she feels he feels.

In turn, if you just attack the hole in his neck or gaps in his armor, you will not find the girl as she is protected by a magical shroud lining the chest cavity which deflects all attempts to harm her directly. Only indirect damage can hurt her, blunt damage, shock waves and the like.

Allies:

None:Currently he lacks any allies, ties, or understanding of anyone other then himself and the girl in his chest.

133Novama

Name: Novama

Race: Angel-Demon Hybreed. This grants him supieror strength, speed, and intelligence from birth as compared to humans.

Bio: Born in heaven through the splicing of a demon and angel. God created Novama for the specific task of countering the evils of Satan. From birth he was put through rigorous training. Upon his first birthday, God decided he was ready. Novama travelled to Earth to face the evils of Satan. His mission was clear, however being on earth and being part demon tainted his resolve. He now wonders the Earth without goal or ambition. He only does what he knows, which is fight.

Appearance:

Tanned skin with White hair and horn. Gray eyes. Born without a mouth.

Height: 6'5" (including horn on forehead)

Weight: 160 lbs.

Sex: Androgynous

Weapons/Armor: His massive claws, fashioned to cleave through metal. Also his horn may be used to impale in certain instances.

Abilities: Being born without a mouth, Novama has the ability to communicate through the mind. Along with being able to cleave through metal, Novama can cut through space itself, creating rifts and holes. These holes are made of zero space, which Novama harnesses in various ways to hurl at his opponents. Zero space causes great damage upon impact if not completely atomizing whatever it comes into contact with. These tares in space that are created when Novama uses his ability can also act as black holes and suck any matter within range into the void before closing itself.

Hobby: Training

Personal Treasure: God

Favorite Food: ambrosia

Dislikes: evil

Forte in Sports: martial arts

Other things worth mentioning:

134Draven-Cursed blood-

Name: Karasu

Meaning: Karasu means crow,Given to him by the Akatsuki.

Clan: Once belonged to Akatsuki

Age: 19

Height:6'0

Weight:190lbs

Gender:Male

Build:Slighty muscular for his size,can lift almost three times his own weight.

Appearance:

Long black hair,pale skin,strange red eyes.

Clothing:Black wifebeater,Fingerless gloves connected to steel bracers.Long black slacks and steel toe'd boots.

Headband with stange symbols on it.

Steel greaves hidden under the slacks to protect his shins.

Fighting style:A strange form of tai-chi like open palm knife attacks and mized martial arts mixed with yagami martial arts.

Bloodtype:O positive

DOB:Doesn't remember

Occupation:Ex-Akatsuki

Race:Japanese.

Powers

Jutsu:Fuuin Jutsu; Shiki Fuujin (Dead Demon Imprisonment)

.:This allows him to summon a djinn of death,The djinn works through his movements,though it has a time limit and a price,His life,Each strike connected by this attack seals off a person's blood flow,in the point hit:.

Kokuangyo no Jutsu (Bringer of Darkness),

.:This allows him to make an artifical eclipse,thus making the whole battle field under complete darkness ofr five minutes,can only be used once:.

Shikon no Jutsu(Dead Soul Skill),

.:This allows him to re-animate the corpse of a fallen combantant and use him as a puppet:.

Kagemane no Jutsu(Shadow Copy Skill),

.:This allows him to touch a person's shadow and use it as a weapon whether it be choking a person or making him copy his own movements,He must stay in contact with the person's shadow to use this skill:.

Amatersau no justsu(Black flame jutsu)

.:this allows him to generate a dark black flame in a cingular area and then move it using it as an attack or defense:.

Traits

Mangekyo Sharingan.

.:this allows him to move in blinding speeds but his vision becomes impared and his body takes damage every time he uses it,also allows him to copy his opponents movements,It is marked by red and black swirling orbs:.

Weapons

A single katana.

.:Just your normal everyday katana:.

Bio

Alone from birth,No father and his mother died in child birth,Draven walked the streets homeless,Always feeling alone,HE hated the world around him,One day he broke into the 3rd Hokage's living space to try and kill him thinking this would change the world suiting it for him and his rage,But he didn't even make it to the 3rd's quater's he was intercepted by two men clad in black coats and scratched out head bands,Knocking him out and taking him to Akatsuki's hq,Draven awoke,studying countless years over and over he became the Akatsuki's most devastating member,Silent cold and angry he carried out every mission seemlessly,But he always worked alone thus they gave him the nickname"Karasu" meaning crow,One day he was ordered to destroy a family,He couldn't bring himself to do so,He ran fleeing the Akatsuki and has been on the run ever since,Now he searches for whom hiw parents were,Some suggest due to his sharingon in his right eye he's from the uchiha clan,But he doubts it.

135Lady Red Fox

|Username| Lady Red Fox

|Character names| Rei and Yuri

|Race| Neko

|Class| Warrior Mage

|Age| 8 years

|Height| 4 feet 0 inches

|Weight| 75 pounds

|Appearance| Rei and Yuri are two young koneko, or cat children. As such, both have distinguishable neko features, particularly the ears and tail which stand out most. They both also possess almond shaped eyes and three pairs of whiskers divided on either side of their face.

The children are twins, but they are paternal and therefore appear very different from one another. Both have naturally straight hair, but little Rei has longer hair of pale blue-violet while Yuri's is shorter and more of a faint red-violet hue. They both wear ribbons in their hair, Rei's being long, thin, and purple, reaching lower than her natural hair all the way to her waist, while Yuri's is shorter, thicker, and white, stopping just above her shoulders. Each child has a soft, round face with large eyes, Rei's being a luminous deep blue and Yuri's a glowing violet.

Generally, Rei wears a solid color, long sleeved, girl's sailor style dress with a bow in the front held together by a blue stained glass ball. The colors of her uniform vary, but are almost always cool colors such as blues, purples, and certain greens. A simple pair of dress shoes that match her ensemble cover her feet, which just poke out beneath the hem of her dress. Wherever she goes, she is most always seen with a stave carved of cypress and imbued with magical properties. The top of this stave is marked by a crystal ball that glows a variety of colors depending on the nature of the spell she performs.

Yuri on the other hand wears less clothing than her sister. In contrast to the sailor's dress that Rei usually dons, Yuri puts on what looks more or less like a modified female's yukata. The sleeves are not connected to the trunk, but rather held fast in place by a pair of white ribbons; one at the wrist and another firmly tied around the center of her bicep. The upper portion of her garb still wraps around her tiny frame like a normal summer robe would, and is fastened at her waist with an obi belt tied in a bow at her back, but the lower half, rather than falling straight down in a pillar fashion, has been designed similar to a skirt. Rather than wrapping in on itself at her right side, there is an open space in the front which separates when she is in motion, but beneath this lies a second layer of shorts which hug the shape of her hips and thighs. These shorts have horizontal belt holes sewn into them for holding small tools such as kunai that she might use in battle. Also tied about the young girl's waist on either side are two scabbards that sheath the child's daggers. These simple daggers serve as her main weapons, being too small for a full sword. Their design is simple, but practical for a child a small as she.

|History| Rei and Yuri were born early in the spring of 2001 the two youngest members of a family of eight. As such, they had little going for them in the way of social expectations or family obligations. Furthermore, being females, they were expected to leave their homes and find their mates eventually, making their in-home presence all but unnecessary. However upsetting this might sound on the outside, neither of them has taken it very hard - due mostly to their youth and lack of understanding - and on the contrary embrace their freedom to move about. Being young, they have very little in the way of history and much less in the way of dramatic or traumatic life experiences.

In order to occupy their time, the two girls began exploring the world at their own leisure. Rei, being the calmer type, also began trying her paw at magic while the more energetic Yuri began experimenting with daggers and projectiles. To some, the practice of martial arts and magical studies might be considered a serious and bold step forward, but to the two of them, it is nothing more than a hobby for them to occupy themselves with. However, without a proper tutor to officially usher them into either art, their skills are lackluster at best, leaving them with a higher dependency on luck and their faint knowledge of the tools they choose to operate.

Though the two have not been kicked out of their homes - they are still kittens after all - their absence isn't missed either. On occasion they will return home, which is likely relatively close by since they're young, to their parents and fellow siblings, but generally do not stay home very long as they grow restless and there is no admonition to stay. Despite how cold this family situation might sound, the two are actually adored by their parents and treated well by their siblings. Their journey is strictly by choice, with no destination or goal in mind other than to have fun.

|Moveslist| It should be noted that although Rei and Yuri have their respective specialties, both are capable of using magic and daggers. Nevertheless Rei is clearly more proficient when it comes to magic and Yuri is more fluent with the daggers. Their ability to perform does noticeably slow down however when they switch roles.

Elemental Spells - the limits of the twins' elemental magic is unknown, but when a spell is activated, the crystal ball atop Rei's stave glows a corresponding color as listed:

Air - white

Fire - flaming orange

Water - aquatic blue

Lightning - yellow

Healing Spells - healing spells temporarily quicken a target's regenerative properties, activated when the target is struck by the stave's crystal ball, which glows a light green color.

Slow Spell - a spell that has varying effects on the target, all with the desired result of slowing him or her down. Whenever a slow spell activates, the crystal ball glows a dull gray color.

Haste Spell - also glowing a dull gray, the Haste spell has the opposite intended effect of the Slow spell.

Portal Spell - glowing black, the crystal ball acts as a dimensional knife which will cut through the fabric of reality and transport the twins to any desired location, no matter how vague.

Barrier Spell - a merger of orange and green, the crystal ball produces a protective bubble to surround one or both of the twins. This shield, though generally strong enough, has its limits and can prove ineffective.

Elemental Blades- Yuri's daggers can be infused with fire and electric properties with the aid of Rei's stave. They are also able to freeze water by touch.

Reflect Blades - again with the aid of Rei's magic, Yuri's daggers can be infused with the gift of repelling or redirecting certain elemental magics. In the case of repelling, the offensive magic will usually just bounce back towards its caster. For redirecting, Rei usually uses one blade to absorb the spell and the other to direct it elsewhere.

Levitation Spell - Rei is able to lift and transport objects with the aid of her stave by pointing the head toward the object in question and directing it by waving the staff around.

Reflect - much like the barrier spell, a field of energy surrounds one or both of the twins, directly repelling any magic or energy based attack projected at them.

136ZidaTheBlazing

Name: Cress Stryker

Gender: Male

Race:Technology-Aided Human

Age: 17

Height: 5'7"

Weight: 145 Lbs.

Race: Caucasian

Hair: Brown, medium length with unruly bangs.

Eye Color: Grey-Blue

Skin Tone: Slightly Tan

Scars: A burn on his left arm.

Description: Cress's face is of moderate length. His nose has the perfect amount of point to it with the tiniest bit of concave curvature. His eyes seem to illuminate themselves even in little light. It's a shame that they're rarely seen due to his long, thick bangs. He is thin, but lean. The vast majority of his weight is muscle. He is not overly built, though. His favorite clothes are thin hooded sweatshirts (the hood of which he never wears) and baggy jeans. Lately, he's taken to wearing hats to keep his hair out of his face without having to cut it.

He wears a sky-blue metal gauntlet on his left arm with a circular red jewel just above his wrist. Line shaped indentions go from the jewel's slot all the way up the tip of each finger as well as down the arm until the end of the gauntlet. A small hatch is on the bottom of the wrist of the gauntlet. He wears boots of the same blue metal with four holes on the bottom and two in the back as well as a smaller jewel than that of the gauntlet on the outward sides. Indentions lead from the jewels in the boots to the holes in the bottom and back. Two small hatches are on the inward sides of the boots. His sword is a light, single edged blade also made almost entirely of the same metal as the gauntlet and boots. The sword is one solid piece of metal with a red jewel the same size as the one contained in the gauntlet that is viewable on either side of the sword. Indentations go from the jewel's slot to the tip of the sword. The handle is covered in his mom's red scarf knotted at the top of the sword with a bit of it hanging off of the handle, free to flow in the wind. A small hatch is at the base handle below the knot of the scarf.

Some sort of glove is always on his right hand. He has a sheath on his back that is rarely used. (He prefers to carry his sword over his shoulder at a downward angle.) He wears a clip on his left side with his trusted MP3 player attached to it. He generally has his headphones around his neck, but when he gets serious, he raises them above his ears for full concentration. On his right side is a small square-shaped pouch that is split into three sections on the inside. One section contains small capsules filled with red liquid, the second section contains small capsules filled with blue liquid, and the third contains small capsules filled with clear liquid. Generally he carries six of each capsule per fight plus the four already in his equipment (two in the boots, one in the sword, one in the gauntlet).

Combat: Cress's sword, boots, and gauntlet all use energy from the three different capsules to power them. Each has a hatch that can hold one capsule at a time. Each capsule serves a different purpose. Blue produces below freezing energy with slightly more force than no energy at all. Red produces burning energy with moderately more force than no energy at all. Clear has no special attribute, but produces a sizable amount of energy. The liquid within the capsules contain vast, even infinite amounts of energy; however, the tools that utilize the capsules can't take the same extended use that the capsules can. The boots, especially, can create quite a bit of friction when used too frequently.

He strikes with his one-handed sword very quickly and in unison with his fast-paced music. A blue capsule makes the sword a bit more sluggish to swing, due to the lack of energy of the red or clear capsules; however, it may make the opponents weapon brittle if it is not made of very durable material. Red makes the sword burning hot at the locations of the indentations that carry the energy through the blade. The hilt acts as a heat-shield to prevent his hand from getting too hot while wielding it. Red allows the sword to literally melt through the opponents blade (,axe, polearm, etc.) in the case of stereotypcal long sword clashings if he sends a burst of energy through it. Clear allows him to swing with both speed and force with ease. The gauntlet is used for more of a defensive purpose. It produces energy that can block certain parts of the body, sort of like a moldable temporary force field that he may manifest anywhere on his body, as well as three feet in all directions. However, using this can make much friction; therefore, a blue capsule is best used with the gauntlet for defensive purposes. Cress is ambidextrous, so he may toss his sword into his left hand paired with a clear or red capsule in the gauntlet for added force whenever his right arm gets tired. It may also be used as a "surprise left hook" tool. His boots are generally used for mobility purposes, but like the gauntlet, can also be used offensively. Whenever a clear capsule is placed in the boots, they are very useful for speed. He times the jets of energy on the back of the boots in unison with his steps, speeding up his running. The four holes on the bottom can be used for short bursts of altitude gain. Hovering in one spot in mid-air is diffucult without a red capsule, since the blue lacks the thrust and the clear has too much thrust. He can also supercharge kicks by using the boosters on the back of the boots. Creatively, Cress found a use for the blue capsule in the boots. He places a blue capsule in both boots as well as his gauntlet. He manifests energy in front of him using the gauntlet and basically "surfs" on the ice using his boots. Blue has just the right amount of thrust to let him control himself perfectly on the stream of ice.

Energy activation is controlled through brainwaves sent through a sensor located on the gauntlet, which then sends commands to each of the different components. This requires extreme concentration, which is why Cress wears sound-blocking headphones while fighting. He takes such great pride in his music that he even rigged his MP3 player to react to his brainwaves as well. When fighting, he enters such a concentrated state that all of his strikes are in perfect unison with his music. The hatches in each of the components are also controlled through brainwaves. All he has to do is issue the command, and a hatch will open and spring-launch the capsule, which he then catches and in a matter of a second or two, exchanges for a different capsule.

Personality: There are two sides to Cress. When he is not fighting, he is very carefree and has a heart of gold. He is also a bit dense, though. When he enters his concentrated stage, his senses heighten and his brain starts working overdrive. He thinks through every desicion within no time at all before exectuting them flawlessly. He can get a bit reckless and it generally takes him a little while before he regains control of himself. He once nearly killed a man for threatening his mother, whom he is very protective of.

History: Cress's father, Zephyr, was once a famous excavator as well as a somewhat well-known scientist and inventor. Zephyr was searching a small patch of unmapped islands far away from any coast. After days of searching and finding nothing, he concluded that the islands were absolutely barren of anything interesting. He packed up his crew of 4 on a helicopter and started off back to his barge some 10 miles away in deeper water. The higher the altitude, the more Zephyr noticed something. The islands formed an odd shape similar to a plus sign, with a small body of water in the center, which could not have been a natural occurance, not by a long shot.

He ordered the helicopter back down and made his way to the small pool of water in the center. He waded in the water to find that it quickly went from ankle-deep to an excess of ten feet deep. Zephyr fastened on his goggels and dove in. The water was so murky that you could not see two feet in front of you clearly. He swam along, keeping his hands out ahead of him as to not bump into anything. Just as he was about to surface in the middle of the lake for air, he caught something in his peripheral vision that was different than the murkyness. After surfacing, he dove back in. He had indeed seen something: an oddly shaped rectangular rock was jutting out of the ground. The thing is, there were no rocks at all at the surface of the lake. It was all just a very soft sand.

He moved in closer to the rock and began to feel it. It was cold near one side of the rock and tiny air bubbles glistfully rose out every few seconds from the base of the rock. He pushed against the cool side with his feet while burying his hands in the ground for a better grip. The rock seemed to budge for a split second and air bubbles shot up to the surface. Zephyr surfaced once more for air and dove again. This time, he took his knife and buried it into the sand and once again pushed with his feet. The rock budged again, this time much more. He felt a rush of water pulling him downward and he immediately panicked, trying will all of his might to resurface. Within a second, ground seemed to manifest itself below him and he was shot upward.

As he regained his balance, he rose up to find that not only was he out of the water, but he was on top of an immense building made entirely of stone that covered the entire area of the now gone pool of water. He waved to his team and yelled at them to throw him his rucksack. One of the men heaved the sack up. Zephyr dug through it and pulled out a heavy duty rope. He fastened it onto the rock jutting out of the center of the building and climbed down. He noticed that his colleagues were staring, puzzled towards the side of the building. He walked over to get a good view, and to his surprise saw a monstrous entrance with pillars that appeared to be made of gold.

They walked inside to see absolutely nothing. They turned on their bright, white headlights. It was very clammy inside of the temple. It looked huge from the outside, but the inside appeared to be caves. Oddly though, the walls appeared blue and it was very dry inside, unlike the humid caves naturally created by the Earth. After about thirty minutes of walking, getting deeper down as well as closer to the center, they reached an open room. Whenever their lights were shined inside, it still seemed pitch black. The room must have been immense.

As they walked inside, very careful to not step on anything. Surprisingly, this was a very easy task. The room seemed bare. They walked for an entire ten minutes before they finally reached a wall. Zephyr had told thethe men to avoid touching the walls. Regardless of this warning, one of the men turned off his lights and started feeling the cool stone. Wondering where he was, Zephyr called out his name. Just as this hapenned, the excavators were blinded from all sides with a bright red light. The group looked around in disbelief. The cave was nearly perfect. The same pattern of rocks were jutting out every few feet. This wasn't obvious without seeing it all together, though.

In the corner of the room, there was a small indent in the wall. Three beautiful goblets eminated a blue light. Red jewels were placed in intricate holes in the cups. Each sat on a plate made of the same material as the chalices. The group made their way towards them. Zephyr was the first to touch the goblets. They were made from a cold metal which was very hard, but seemed very light. He picked up one of the cups and spilled a bit of liquid. The liquid glowed bright blue, even brighter than the chalices themselves. It ran down the wall and pooled in a corner. As Zephyr put his hand near it, it seemed extremely cold.

The group decided to leave the the cave and take the chalices along with them. Each chalice was was held by a man who was especially careful to not spill the liquid it contained. Another man held the plates. They were surprisingly light for such big chalices and plates. They made their way out into the darkness of night. Each of them drank the remainder of their water and poured the liquid into their canteens so that it would not spill during the helicopter ride. On the barge, they decided to find out what the bizzare findings exactly were. They certainly were not normal. They decided to go to sleep and give it a night to think on it.

Zephyr waited until everyone went to sleep and packed up the findings onto a helicopter. He flew it back to the closest landmass and walked to the closest small village. After hours of searching, he finally found someone that spoke English. Through a little bit of a bribe, he coaxed the man to show him towards a source of fuel. It was just enough to get him to an airport, which he then used to go to his estate. Once again, he had to bribe the attendant checking baggage to let him by. He expected that the airport would want to enquire more about the eerie metal and liquid he had obtained.

Back at his home in Latent, he rushed to his lab and barely said a word to his wife and (then age six) child. He locked himself in the lab for three solid months, only coming out for extremely short periods of time to eat. He said very little during these periods. One day, his son managed to unlock the lab door and sneak inside. He eased up on his father and startled him. Zephyr dropped a test tube onto the table. The liquid inside splashed Cress's left arm, leaving a striped burn-mark. He ran outside to his mother, screaming. She called the ambulance, which rushed him to the hospital. When they got back, Zephyr was gone, along with everything in the lab.

Years later, when Cress was fifteen, he was approached by a short, bald man, who urged him to follow. Cress didn't need any coaxing. A feeling struck him that seemed to tell him that this was the right thing to do. The two rushed through alleyways and ended up at a dead end. The bald man opened a trapdoor behind a dumpster and climbed down. Cress followed. As soon as he reached the bottom of the stairs, the man turned on the light. Cress was stricken with horror at what he saw: the same test tubes that his father was using nine years earlier, the same liquid that burned his arm nine years earlier.

The man explained everything of his fathers expedition. His father had died of a heart attack months before this. The bald man, known to Cress as Oliver, was ordered to find Cress and show him this place. What came next was Cress's desision. He could either utilize the tools made by his father from the chalices, plates, and liquid, which seemed to be a pool of pure, condensed energy in its finest form, or dispose of them at the temple they were originally found in.

Deciding that he was going to make something of his plain, ordinary life (besides his father's doings), Cress chose the first option; he was going to get away from this little city he had spent his whole life in. He spent half of a year rushing to this spot every day after school to customize, learn, and practice. When his town was threatened by a lesser demonic entity, he took the situation as an opportunity to test his new toys. He did it well. The demon stood no chance against the energy of the liquid, now in tiny capsules. The next few months were spent practicing and protecting his city, while trying his best to keep up his grades in school. After every fight, Cress would catch a blur in the corner of his eye on top of a building.

One day, the mysterious figure left a note for Cress, telling him that a tournament was taking place not to far away. Cress packed his equipment, told his mother that he was going on a trip to the beach with his friends, and left for heaven... or for hell...

137dustinslav

Name: Arkaen Skytic.

Age: 21

Race: Humanoid.

Fighting Style: A form of Kickboxing/Tae Kwon Doe. Aspiring Swordsman.

Bloodtype: O-

Desription: Arkaen is the height of what some would say, a normal man, Standing at 6'0, and with a weight of 180lbs. Due to his extremely active lifestyle he's got that of an athletic build to him, with a great muscular tone, and defintion. His eyes, match the color of his hair, black, with white pupils, that often draw attention, despite his right eye being covered. With a long scar trailing down from the bottom of the patch, to his chin.

Arkaen carries light, sturdy weapons, in hopes that the don't effect his speed. Strapped around his wrist, is a metal guard, most figure that this device is merely for defense, while, in all actuality Arkaen uses this more for attacks. A small blade is hidden withen the device, and is stored withen the unit, but may be slid out. On his back, a sword covered by a shield.

Arkaen's outfit seems to be nearly the same, day in, and day out. A hardened leather black shirt, with lightly padded shoulders. A headband, tied tightly across his forehead, his sword, and shield fastened to his back, but are tied down in a fashion that they are easily accesible. His right fore-arm, protected by a metal device, that acts both defensivly, and offensively. His loose-fitting pants, made of cloth, that are pressed tightly against his shins by metal guards, and his lightly plated shoes.

Personality: A bit of arrogance is easily heard ringing through Arkaen's voice, which is the first hint to the personality of this man. When things are loose, and at ease, you can expect constant sly, and rude remarks from this guy. Arkaen either likes you, or he doesnt. And if he doesnt like you, he hates you. Most make the arguement, does brain tump braun? With common sense, Ark has come to the conclusion, that, being equally skilled in both, is the way to go about things.

In the heat of battle, Ark's personality changes somewhat, instead of being the joking, laid back man he was back at the hotel. He is more up-tempo, talking faster, and more frequently. He thinks quickly on his feet, and can control his emotions better than most, making him a great leader, in more ways than one.

With all this, Arkaen has a somewhat normal personality, with high standards for himself, and his joking nature, there are times where he is quick to make friends.

Equipment:

A one-handed short sword, is used most of the weapons he posses, no special story behind the blade, or any powers for it. Arkaen came across this sword while he had been searching around his fathers house, needing a blade, he took it.

A circular shield, just under the size of a sewer cover, yet, not anywhere near the same weight, it is forged of the lightest metal Arkaen could find. It rests comfortable on his back.

A metal wrist-guard, located on his right wrist. It is a dark brown metal, and very dense, a knife located on the bottom. (Or 'inside' of the wrist.) Which can be slid in and out, a very sneaky device.

Leather tunic, and shoulderpads, which cannot block most blades but slow down the attack greatly, though, this isn't meant to be blocking attacks that have yet to be slowed down.

Metal shin-pads, connecting to his plate-tipped shoes, provide defense from those lower attacks, these plates are -very- sturdy.

Abilities:

Speed Enhancement:

Due to Ark's constant trainning in this area, he was born faster then others. Now, his speed isn't that where he becomes a blur, and is impossible to touch. Simply that he's footspeed, and quickness, is far greater than that of a normal man.

Sublety:

Ark's got a great knack for finding -great- hiding spots, or moving well in shaded areas without being seen.

Stamina:

Along with his speed, Ark's got a great level of stamina, to keep his fast paced, agile fighting up for long, long periods of time.

Intelligence:

Ark's a very intelligent young man, with the ability to process thoughts faster than most, he's got a reaction to your attack quicker, and it may be more than one. Whether or not he has time to execute it, depends on the speed of the attack.

Strength

A man who has unlocked a certain kind of power, a type of energy release, that through trainning, he has learnt to channel through each attack thrown.

More to come!

138The True Archangel

Name: Victor Heaton / Sir Victor Greywind The Ashen

Birthdate: July 15, 1847

Race: Human (Clockwork Cyborg)

Gender: Male

Appearance: Victor has long, dark, brown hair, with pointed sideburns. He is stubborn in his ways, and insists upon living as if it were the day he became known as Greywind. He wears long coats, and is almost always carrying some form of weapon concealed on his body, tucked into one of his belts, or hidden in his boots. He dresses with a mixed Victorian and modern style, furthering the look of one who doesn't belong. He wears a long scarf made from the dress his love wore when she died, and a black vest underneath his coat. His most unusual feature is the two massive copper gears protruding from his back, the remnants of immense clockwork wings, and Victor's only evidence that he is not entirely human.

Abilities:

Immortal Clockwork Victor is 147 years old, but due to a series of medical procedures that saved his life and came to be known as "Tin Soldier", he does not age or grow sick. He has an artificial lung similar to a bellows, and seven iron ribs, as well as a device known as the "Angel Drive," the source of his life.

Wisdom of Ages: Victor is able to draw upon his extended life as a source of knowledge to help him repair weapons, vehicles, and solve problems quicker than most.

[i]Angelic Purity Victor unleashes the full potential of the Angel Drive to achieve his true form, Greywind the Immaculate. In the form of the Immaculate, wings of brilliant light spread from the stubs of his clockwork wings, and his eyes glow vibrant white. He becomes infused with the essence of light, and is given the ability to cleanse evil with the Razorwing, a blessed sword of pure light.

Personality: Victor is a hopeful, charming gentleman who never loses sight of the good things in life, despite all the hardships he has endured. He is slow to reach anger, often fighting with a cool, calm smile across his face, forgiving every soul that comes against him with a smooth resolve, even as bullet casings fly across the battlefield and explosions erupt around him.

History:

Victor grew up as Victor Heaton, the son of two 19th century merchants. As he grew older, he showed an expressed interest in science and flight, going on to attend a Naval Acadamy at the age of 16. At the age of 19, he met Isabelle Rossberg, the love of his life. Seven months later, Isabelle and Victor were accused of treason and sentenced to death by firing squad. Isabelle died, hit several times in the heart and lungs, but Victor survived on pure willpower alone. The guards readied themselves for the killing shot, when a scientist named Ambrose Lockhart saw the dying Victor as an opportunity for research and ordered Victor to be dragged to his laboratory. As he was dragged away from his love, he caught a handful of Isabelle's dress, which tore away from the rest. Lockhart implemented dozens of experiments on the wounded Victor, performing many surgeries without any attempt to dull the pain of replacing Victor's insides with machines, yet through these torturous procedures, Victor never once let go of the scrap of cloth or screamed. After Lockhart finished with him, Victor fled and changed his name to Greywind. As he left his homeland forever, he promised to avenge Isabelle by putting all those who commit evil to rest.

139[Yusuke Urameshi]

Ruby Shirall

Age: 25

Race: Human

Height: 6'

Weight: 165 lbs

Description: Ruby is tanned skin, with a build of one who has been through his life so far doing nothing but physical labor, which is pretty much the sum of his life. He wears a black open vest, not ashamed to expose his built pectorals and six-pack abdomen. Around his waist, he wears a belt with a round emblem on the front, similar to that of the champion belts worn in wrestling or other fighting federations. A waist coat with fire-like black designs along its white cloth flows from the waist. He wears black pants which stop just a bit down the calves, finishing with boots that provide full comfort for movement. His hair is red and short, but a bit wild around the back, the bangs more groomed around the front and side of his head. He often wears headsets on his ears which play his favorite music. And upon his face, shades hide his brown eyes, which shine with a look of strength within them.

Personality: Ruby was raised in a monstary as monk, so his values are one of order and peace. Yet, he was awefully wild and energetic as a kid, which mixed him into a chaotic good fighter for justice. He takes a laid back approach to many situations, hardly worrying over the difficulty of the obstacles he faces. His philosophy is "If the situation is tough, there's no use in stressing yourself anymore than you already are. Just ram into it and see what happens." He holds much common sense, as his life was not solely isolated in the mountains of his home (to his own discretion), and knows when to throw or pull his punches. His only problem is that he tends to not take much of anything seriously, be they fights or a dire situation. He tends to become more motivated by the voice of a woman or if he suddenly gains some inspiration from the situation. Due to being careless, that's not an easy thing to obtain.

Equipment

Champion Clothing - The clothing he wears is magically enchanted to give him some resistance against attacks, from physical to magical. Though they can still take damage, over time, they tend to mend themselves back to good as new. When in the presence of demons or the undead, a radiant holy light tends to spawn from the clothing, making these specific monstrosities weaker who are within ten feet of him. In addition, this gives him more protection against dark-related powers.

Champion Knuckles - A glove with hard steel knuckles that make Ruby's punches that much harder. They seem to be magically enchanted, too, giving Ruby's fists better protection.

Rosary - A cross he wears around his left forearm. It is used to boost the power of his spiritual abilities, thus helping with concentration with use of them.

Shades - They look like normal shades, but actually protects him from being blinded, be it by light or some other effect. They can be broken, but would be able to repair themselves within seconds.

Earphones - Just regular earphones that seem to hold a storage of his favorite music, which consists of a variety of genres.

Abilities

Spiritual Power – Ruby’s power comes from his spirit, a skill trained upon years of getting in touch with his internal power that lied dormant inside of his body. With use of this spirit energy, he is capable of enhancing his body to perform superhuman feats, such as punch through stone, run at high speeds, and leap a two story building in one bound. He can cause spirit energy to spawn from his body to increase his resistance to attacks while also making his own attacks more powerful than normal. Heck, with a simple “kiai” of his aura, he can cause people to go skidding back if they’re too close. His body is so conditioned from training that he has the “iron hand”, making him capable of punching hard things with little to no injury, along with giving him more natural resistance to physical injury.

He has skills that require for him to use a higher amount of spirit energy in order to pull off. In order to use them, he spawns orbs of collected spirit energy one at a time, able to stock up to a total of five with use of his Summon Spirit ability, or use his once per day Hyper Spirit Sphere ability to pull out all five at once. Certain skills use a specific amount of these orbs to pull off, so the spirit orbs act as payments for these skills.

Skill List

[Skill Name]: Divine Protection

[Cost]: N/A (Passive)

[Description]: A holy aura that only the supernatural can see seems to flow from his body. Damage caused by Demon and undead beings is reduced, be it physical or magic. For example, a cut from a sword held by a demon will create a wound smaller than what the weapon could do. Or a punch from an undead would only bruise instead of create further trauma force.

[Skill Name]: Demon Bane

[Cost]: N/A (Passive)

[Description]: A holy aura that only the supernatural can see seems to flow from his body. His attacks, be them physical or spiritual, do more damage to demon and undead beings with use of divine power.

[Skill Name]: Ruwach

[Cost]: N/A

[Description]: A spinning spiritual orb spawns into existence and begins to spin around Ruby’s body for three posts. Anything under an invisible spell will immediately become visible upon getting within five feet of Ruby, along with getting hit by the orb, doing minor damage. Exposing the invisible person instantly expends the orb, ending the ability.

[Skill Name]: Pneuma

[Cost]: N/A

[Description]: A wall of glowing spiritual energy spawns itself around a three foot radius of space on the ground. It lasts for two posts, capable of blocking all ranged attacks. Only one can be active at a time.

[Skill Name]: Teleport

[Cost]: 1 Post Preparation Time

[Description]: Ruby can teleport himself to any spot within two hundred yards, yet where he ends up is completely random, or he can choose to teleport to a place he has visited before, which is based on visual memory and actually being there at least once. He can only use this skill three times per day. He can choose to teleport a number of people with him, but each person expends the amount of times he has left. Therefore, in total, he could only teleport up to two people with him in a single day.

[Skill Name]: Warp Portal

[Cost]: 1 Post Preparation Time; 2 spirit spheres

[Description]: This skill works by him first memorizing a specific point at a specific place, using a spiritual marker to mark it as a destination zone. He can have three of these active at a time, in any place that he wishes. Then, when he wishes, he can create a warp portal that spawns in a three foot radius area on the ground, which lasts for two posts. Anyone can then walk into it to appear at the destination zone that ruby designated upon creation.

[Skill Name]: Heal

[Cost]: N/A

[Description]: Using his spirit energy, he bestows a restorative property to it, allowing him to heal a person. He rests his hands upon either himself or the other person, and concentrates on recovering energy and mending wounds. His healing abilities are minor, so to say, recoup a person from a very serious wound, he would need at least three hours. Though if he tries to recover a person from such a condition with his energy supply, he’ll be fatigued afterwards. The same applies when he uses it on himself.

[Skill Name]: Increase Agility

[Cost]: N/A (Self); 1 Post Preparation Time (Other)

[Description]: Using his own spirit energy, Ruby can enhance his speed, making his maximum running speed go from 25 mph to 40 mph. When used on another person, he boosts a person’s body by transferring an amount of his spiritual energy over to them, giving them a 50% increase in speed. This applies only to bodily speed. This buff lasts for only five posts for someone other than him, yet he can keep it active as long as he has spirit energy.

[Skill Name]: Blessing

[Cost]: 1 Post Preparation Time

[Description]: By giving his prayers and spirit energy to another person, he can increase their physical strength and mental potency, making them a bit stronger in both mind and body. This buff lasts for five posts.

[Skill Name]: Summon Spirits

[Cost]: N/A

[Description]: Once every post, Ruby can spawn an orb of spiritual energy from his body, having it circle around him. This spiritual sphere is used to pay for his higher level skills. At any time, Ruby can absorb them back into his body when he does not need them.

[Skill Name]: Occult Impaction

[Cost]: 1 Sphere

[Description]: Using the summoned spirit energy, Ruby punches his fists forward, creating both a physical and spiritual force that continues on forward up to five feet. The attack’s blunt force is larger and is capable of lasting longer, making it very effective against armor and other high defenses that try to stop it. The basic logic is: the more defense the person’s body has, the higher the force will punish them.

[Skill Name]: Finger Offensive

[Cost]: Variable

[Description]: Ruby points his finger at a person, firing any number of spirit spheres at them at the speed of over 90 mph. Though it will not penetrate them, it will still impact them with a force that is as powerful as someone throwing a baseball at someone at the same speed.

[Skill Name]: Steel Body

[Cost]: 5 Spheres

[Description]: The spirit energy compacts so finely along his body that his body comes to have a thickness as tough as steel, making him more resistant to attacks of both physical and magical. However, because of the weight increase, he’s 25% slower, along with having the inability to use any other skill until this one expires. This skill lasts for five posts, though he can cancel it after three posts of usage.

[Skill Name]: Fury

[Cost]: 5 Spheres

[Description]: Taking all the spirit energy he collected through the spirits, he causes it to go wild, igniting itself as a crackling aura around his body that increases his attack power. For example, when he punches, his punches seem to have a more chaotic “shock” to them, making them more dangerous to those that are hit by them. This buff lasts for five posts, though he can cancel it after three posts of usage.

[Skill Name]: Asura Strike

[Cost]: 5 Spheres; Fury ability active

[Description]: Using his fury, Ruby gathers all of his spirit energy into one big attack before unleashing a close range attack that makes it seem like he’s throwing a blur of fists at the target. This is by far Ruby’s most powerful ability, allowing him to sacrifice all of his spirit energy to perform an attack that is capable of destroying the side of a mountain. It’s most effective with him still having most of his spirit energy in stock. After use, he won’t be able to use any skill that uses spirit energy for three hours. Only then will his spirit energy begin regenerating again.

[Skill Name]: Hyper Spirit Sphere

[Cost]: 1 Post Preparation Time

[Description]: Using all of his effort, Ruby forces his spirit energy out, able to create up to five spiritual spheres at once. However, he can only do this once per day, or he’ll risk damaging his body.

140Angelic Knight

Drawing: Pending

Name: Harlequin Arlecchino

Alias: Harley

Race: Vampire

Age: 312

Height: 5’7”

Weight: 132 lbs.

Eye Color: Midnight Blue

Hair Color: Naturally blonde, but she dyes it frequently. She usually colors it pink, blue, purple, or green.

Gender: Female

Class: None, but if I had to pick one I’d say Bard.

Alignment: Selfish loner type.

Patron Deity: None.

Weapons/Armor/Equipment:

§ Wraith Cloak: A cloak fashioned from, believe it or not, the skin of a wraith. This cloak allows Harley to take on an ethereal form, as well as blend perfectly into shadows and use them as teleportation ‘gates’. Another added bonus is that the cloak can reform into other clothing items, though it will always be black and slightly transparent. This cloak was a gift from the man who raised her from death, who she later parted ways with.

§ Quill of Calling: An enchanted quill that, when the command word is spoken, creates a permanent version of any non-living thing drawn, or a simple golem of anything living (That is to say, if she drew a picture of an outfit it would exist exactly as it was drawn and never disappear, but if she drew a dog it would eventually turn back into a drawing). The quill can’t imbue the drawn item with any properties, but it makes it easier to acquire useful objects since all she needs to do is draw them.

§ Heartrenders: A pair of silk opera gloves with runes embroidered into them. The gloves and whatever they cover become ethereal when pressure is placed on the knuckles, back of the hand, or palm. They are also capable of draining life in a similar manner to angered spirits. When Harley is in combat, she dances gracefully and slowly eats away at a person’s strength by striking so that her gloves pass through her targets and cause the undead ‘chill’ to spread into their bodies. When she has time to move with more precision, she can also grip internal organs and spread the chill more severely.

§ Kiss of Dark: Another gift from he who raised her. This dagger was made from obsidian and then enchanted, providing it with a horrifyingly keen edge. Obsidian blades are naturally very sharp, having edges as low as three nanometers wide, and with the enchantments this blade can cut through most materials with little resistance. The primary advantages of this blade are that it will never break; it will never dull, and given enough time can cut through anything. Harley rarely uses this to fight, though she often fiddles with it and admires it, as well as uses it as a meditative device.

§ Flute: Yet another gift from he who raised her. This is another obsidian carved item, but this one has few if any magical properties. The only thing it does out of the ordinary is create a high-pitched ringing noise when struck, much like a tuning fork. Aside from that it functions as any other flute would.

Skills:

§ Dancing: Harley has been a performer all her life, and has learned thousands of dances and styles from this world and others. She practices each one every year, performing small samples of each to keep her skills in shape and to refresh her memory regardless of whether she’s performed them recently or not. Having done this for the last three centuries, she’s quite well practiced.

§ Singing: Harley prefers to sing songs from when she was younger, so opera and old-fashioned ballads are her favorites. She can sing almost any style and has a great repertoire of songs she knows by heart in several different languages. Harley is constantly singing under her breath when she’s alone or absorbed in work. Harley has a wonderful ear for songs and can sing most after hearing it once or twice.

§ Acting: Her performances are usually spectacular. Harley loves acting almost as much as she loves playing instruments or dancing. She often leans towards Shakespearian scripts, her favorite being Romeo and Juliet (though she would never admit it, she loves romances).

§ Playing instruments: By far her favorite aspect of performing arts is the playing of instruments. She’s learned to use almost anything you could name, from the Accordion to the Zither. Any instruments she doesn’t know she tries to learn as soon as possible. Her favorites are the flute and guitar, usually playing the latter with a quick, exotic rhythm.

§ Lock picking: A skill learned mostly out of spite for those that would try to keep her out of anything. Her skills range from basic computer lock hacking or rewiring to good old-fashioned metal rods in a keyhole.

§ Tailoring: Costuming is a must for performers, and Harley has utilized this to make herself stunning outfits for shows and daily life alike. She prefers to do things by hand, insisting on putting the extra effort into making sure each stitch is perfect.

§ Basic building skills and blueprinting: A skill used in set design and construction. She can build very basic and durable wooden structures that are nonetheless easy to take apart.

§ Writing: What started out, as scripting became a love of story writing. Though she rarely does it, she has a very distinct style that allows her characters to come to life.

§ Paper Art: A skill she developed for the sake of expression and the use of her quill. Her art skills are good, though perhaps not as good as someone who does it professionally. She is a talented amateur with a wide range of possible mediums, hence the term “Paper Art”. Her favorite tools are oil paints and pencils.

§ First Aid: A skill picked up for interests sake alone, Harley can take care of the most basic injuries and even provide casting and stitches. She can perform emergency medical techniques and keep someone alive in the wild for a fair bit of time.

§ Botany: After giving up the company of other people, Harley took to wandering around in gardens. Having spent so much time in them, she eventually began to garden herself. Over the years she’s obtained a vast knowledge of domestic and wild plants, their properties, their origins, and so on. She has created many hybrids and a few new species that she keeps in her own personal garden. She seems to care more for plant life than she does for most other kinds.

§ Spellwork: Spellwork similar to what people do IRL, but with dramatic and instant effects. She isn’t a magic user, as in a fireball casting mage or sorcerer; she’s someone who creates effects through long incantations and complex rituals. This is a recent undertaking, so she’s still not very good at it.

§ Kung Fu: Seeing the need for at least the basics of martial arts just in case she’s ever caught unarmed, Harley chose to learn kung fu. Her style choices include Bajiquan for its intensely close and swift maneuvers, Changquan for its raw power and athleticism, and Fujian White Crane to complement her dancing with its graceful steps and evasions. She has practiced these so that should the situation arise where she is actually thrust into a possibly deadly combat situation, she can respond in kind.

§ Languages: Harley can speak many different languages, though not all fluently. She has at least the basic knowledge of all modern human languages, a few dead ones, and a few ‘fantastic’ ones (draconic, faespeak, etc.). She is fluent in English, Chinese, Japanese, French, Spanish, Italian, Abyssal, and Draconic.

Abilities:

§ “Fight on Even Terms”: A blessing granted by her former patron deity for her strong morals. FoET allows Harley to completely evade combat should she remain passive. For example, if she were to be ambushed by thugs while walking down the street, their attacks would miss her entirely until she decided to respond violently. If she were to ignore them and continue walking, their attacks and attempts to touch her in any aggressive or harmful manner would simply pass through her as her body phases for a brief period. If however, she blocked an attack or struck back the ability would cease to function and she would be forced into combat. Similarly, if she attempts to ambush someone and they attack first the ability is void. The short version is: If Harley acknowledges and responds in a combative manner, or intends to enter combat or cause harm, then the ability is void. This renders the skill useless in willing tournament fights, because if the desire were to simply wear them down and then attack the future intent would render the skill void. However if she were thrown into an arena pit unwillingly, her ability would be functional. It is the ultimate pacifist technique.

§ Song of the Dead: Harley can charm spirits and the undead with her voice, touching the memories deep in their souls of happier times in their life, even going as far as prior to their births. It creates a sense of peace and kinship, especially since the restless dead are often not allowed peace.

§ Vampiric Strength: Strength that is built into all vampires. Harley is physically stronger than an average human of her size.

§ Vampiric Speed: Similar to above. Harley is much, much faster than a typical human.

§ Darkvision: As she is supposed to be a creature of the night, Harley has excellent vision even with no light whatsoever.

§ Sun Resistance: An ability granted to her by he who raised her. Harley is actually immune to the usually fatal effects of the sun. In direct sunlight for extended periods however, her vision begins to white out, her skin begins to literally burn, and she begins to run a terrible fever. This can be counteracted with the usual sun protections that humans use, though at a much greater degree. Even then it doesn’t provide complete protection.

§ Solar Insomnia: The side effect of her resistance is that she finds it almost impossible to sleep. To counter this, she usually spends an entire day meditating and focusing inwardly so that she may ‘dream’ and restore energy. It isn’t as good as a full days sleep, but it provides for her needs.

§ Levitation: Rather than flying like some vampires, Harley can levitate. This is restricted to up or down movement though, so she needs to build up her own momentum or use the wind around her to actually go horizontally.

§ Blood Healing: If Harley drinks blood beyond her need to actually eat, the blood automatically goes to heal any recent wounds depending on how much is consumed. This is even faster than her Vampiric Healing.

§ Vampiric Healing: Harley heals from wounds and injuries much faster than a human does, her tissues capable of reforming fast enough to watch.

Appearance: The first thing you notice about Harley is her hair. It’s dyed a bright shade of either bubblegum or flamingo pink, you can’t tell which. Her hair is shoulder length and looks stylish yet unkempt due to the strategic placement of many, many layers. Her part is on the right side, and a large part of her hair is draped in front of her left eye. She gazes at you with eyes the color of the sky at midnight, a pure blue so dark it’s almost black. Her eyes seem bored, or maybe she’s only just woken up? Regardless, her stare speaks of awareness and experience, though apparently nothing actually managed to impress her.

She’s slim, slim to the point of you probably being able to use your index finger and thumb to encircle her wrist with room to spare. She is dainty in almost every sense of the word. She has next to no figure, looking as though she is only just on the edge of puberty. Her small, perky breasts hardly show up even though her outfit is rather tight. Watching her movements reveals that’s likely from some kind of physical activity, probably dance from the grace of her movements; every one of her gestures is fluid and connected. She has long legs for someone of her height, ending in tiny feet that seem to have come from a child. At that thought, giving her a full look reveals that she probably isn’t older than fourteen. Her outfit is very pretty, seeming almost a mild form of gothic lolita or Victorian. What strikes you about it is that it almost looks like it was based off of a court jester, with diamonds being the main pattern. The only thing missing is the cap.

141Jonath Nell

Whiskey Joe

Age: 19

Height: 5' 3”

Weight: 125 lbs

Appearance: Joe's body tip is light framed yet muscular. He has rather pale skin though it is hard to tell considering how dirty it is and is hair is a bright blond mop on the top of his head that is a little messed up, not cut professionally and the look of a drifter. Usually he is seen wearing a rather worn out pair of blue sweatpants and a dirty white tee-shirt and does not wear shoes or socks.

Skills: Some street fighting experience, pickpocketing, survivalist, street smarts.

Powers: Aura of Absorption- (Meta-human) This power allows Joe to absorb extensive amounts of energy for a short time. It is effective against multiple forms of energy. (kinetic, concussive, potential, magical, heat, and any alternate form of the above mentioned; unless the power is specifically designed to counteract his meta-human powers.) The upper limit of his powers is in the reaches of being hit by a bus going at 60mph, or the equivalent in other forms of energy. Though he has never reached this limit as of yet, and it is unsure what will happen when he does. When he activates his power it lasts for 2 turns. Approximately 4 active posts, and the power activates at the end of the turn it was activated during. Multiple absorbed attacks over time will stack, but also slowly dissipate over time. At about half of his limit, it take 5 hours for the energy to dissipate. When energy is dissipates, it takes the form of steam leaving Joe's body.

History: Joe has lived on the streets all of his life, he moves from one place to another in the city, living by stealing and doing odd jobs for the shady type of people that a normal person would not want to meet. Occasionally, Joe would join an illegal street fight or get mixed up in some gang hit, but for the most part he wasn't really part of all that, and never really gained any credit on the street for his fighting ability. In fact, about all he is know for is the ability to survive. That all changed though when he tried to pick the pocket of a rather unique man from Barton. When Joe tried to steal from Staccato he found himself face to face with something he could not handle, but instead of killing him or turning him into the authorities, Staccato offered to help him, in return for a favor.

142Luminare The Forsaken

[WIP; old profile has been deleted.]

Luminare, the big bad barracuda

Age: Unknown

Gender: Male

Species: Humanoid, Atlantian lineage

Height: 6'10"

Weight: 190 lbs.

Hair Color: Light blue

Eye Color: A very dark, droopy blue

Physical Traits:

A very athletically fit body with a long arm wing span and a powerful core and lower body; sporting a finesse for high speed swimming. Luminare sports an elegant posture and his hair flows along his shoulders. The man's eyes are a depressing blue but amplifies the bold mind behind the body. Upon utilization of aquamancery and ice magic, Luminare's eyes glow a bright white symbolizing an intense demand on the body to use such powerful abilities. Though tall and thick, Luminare's techniques and motions on land and in combat are swift and fluid- savvy to the ways of war bestowed to only noble Atlantian's.

Personality Traits:

Bold and reserved upon meeting, Luminare has a very harsh, merciless side to him exerted only in confrontational, dire situations. Luminare has a mature aura to him, but has been numbed by a rather pitiful existence for someone with extraordinary abilities. More of a wanderer, few have seen what Luminare is like when "warmed up to", but even so he remains an enigmatic character.

Equipment:

Luminare enters battle with a generic lance, shield combination but has an unconventional way of battle. Typically, those armed with a spear dislike close combat, but Luminare would much rather lure in opponents and crack them in the face with a blow of his thick, magically reinforced shield. Armor wise, Luminare battles with Atlantian engineered mail and traditional uniform, but doesn't mind to conform to a nice set of clothes for civilized occasions. Luminare additionally has various tattoo's and aquatic jewelery.

Abilities:

-Enhanced power through infusing magic energy- improving speed, power and precision.

-Summoning endless Ice and Water magic through respective realms for creative or sheer terrorizing means.

-Conjunction of swordplay with aquamancery and simple ice techniques

Biography:

*Working on at the moment, avoiding rushing and doing a s**t job. x_x;

143Toneldren the Conjurer

Name: Toneldren

Alias: N/A

Race: Human

Age: 21

Height: 175 cm

Weight: 69 kg

Eye Color: Emerald

Hair Color: Dark Brown

Complexion: Pale

Gender: Male

Class: Mage

Alignment: Lawful Neutral

Patron Deity: None

Weapons/Armor/Equipment: Staff, grimoire, scroll cases, and a backpack with a few odds and ends.

Skills: Spellcraft, Combat Casting, Scribe Scrolls, Sleight of Hand, Concentration, Knowledge (General), Knowledge (Arcana), Swimming, Climbing, Reading/Writing

Abilities: Though Toneldren may be a simple human, he should not be grouped with just any plain and simple commoner that make up ninety-nine percent of the population, for the young man is a crafter of arcana; a magician. He understands the basics of the art, but throughout his life, being one to study, has neglected his body, leaving his physical attributes rather plain.

Toneldren possesses very few spells which are combat oriented. Instead, his grimoire holds many spells which appear more support oriented than direct. However, he is specialized in a sense as to his studies in magic, focusing his studies on the summoning arts on top of his basics.

Appearance: Not much could be said about the man’s appearance, for he does look rather plain. After spending most of his life indoors studying, his complexion is rather pale, lacking the healthy glow of flesh exposed to sunlight while the body itself is physically weak; the typical scholar type. His green eyes shine with a sharpness that contrasts with his developing youthful appearance of loose dark hair, giving a false impression that he is much more mature than he appears.

The magician’s choice of clothing is very simple. He either wears large flowing robes that provide freedom of movement for his limbs, or simple commoner’s garb, both of which in simple earthen hues as he has not particularly found a taste in standing out yet.

Personality:[/b] Toneldren seems a rather carefree individual that lacks experience, having been secluded in study most of his life. He may possess a great understanding of the arcane and knowledge, but lacks practical application which gives others a sense that he lacks common sense; naive.

History: - I'll slap something together later -

144dustinslav

Name: Reth Ryukit.

Age: 21.

Alias: None.

Height: 6'1.

Weight: 175lbs.

Eye Color: Blue.

Hair Color: Blonde.

Complexion: Tan.

Gender: Male

Fighting Style: Reth's fighting style is one to match, with a combination of blunt force, and incredible speed Reth has successfully created his own fighting style. The old, with the new. Reth can weild the blade and shield just as good as any man, if not better. Don't think for just one second because that he is un-armed, that your going to trample him. Truth be told, Reth trains more in his hand-to-hand, and agility, more so than he does with a blade.

Appearance: Reth, standing a demanding 6'1, 175lbs, delivers both speed, and power to his colorfull fighting style. Sporting a scar, that begins above his left eye, and trails to the left edge of his mouth. His attire casually consists of black, metal shoulder pads, boots, shirt, and comfortably loose pants. His blonde hair just comes over his eyes, and hangs down over his ears.

Equipment: Aside from the gloves he wears, with the knuckles padded my small plates of metal, he carries a Black and gold trimmed short sword, sheated at the hip. Matching the shield, located upon the centre of his back.

Abilities: Reth bases his entire fighting style, off of the un-humanly strength, and speed he had recently obtained. Mixing his quick hand-to-hand, with his bone crushing sword slashing abilities, his cleverness often leads him to victory. Reth's aslo got the uncanny ability to bend lighting at his will, whether channeling it through his blade, or defending himself with the shield, lightning seems to be called fourth from no where, and aid Reth in his battle.

Personality: Reth, has a sort of arrogant tone, that he delivers with each word said. With the thought process that he is the one and only champion his mouth leads him into more bar-brawls then his sword does battle.

History: Reth came from a family no different from any other. Despite the fact that they cared heavily on their childs studies, then again, what -good- parent doesnt? Not coming from a 'broken home', or murdered family, he was raised into following what he loved, and sword-play, and fighting were two huge interests. Raised as 'failure is not an option', he strode to achieve the best in whatever it was he was following, and won a few, lost a few along the way.

As he became older, and more independant, Reth thought about his future in life, and decided to travel the world of Gaia, and further his studies in the art of fighting. Picking up habits bad and good, he became a complete warrior, mixed with styles from all over the world. Taking his passion to another stage, he searched long, and hard for the Stadium, still young, he looks to strive for the top.

Failure is not an option.

145Akira Matoko

Editing

Name: Akira Matoko

Age: 19

Height: 5'9"

Weight: 160lbs.

Race: Half ookami hanyou, Half Tenchu. Or fallen angel for certain reasons.

Forms:

Normal-The form mostly seen.

Demon-He goes on all fours (optional in this case), and the heat around his body increases rapidly and becomes too intense to stand near. His increased energy flow becomes black, and red and seems to make the air thin and hard to breathe. His fangs grow, his hair slightly spikes. His speed increaes to a point of his movements sometimes destroys the ground he was previously standing on, obviously outclassing his normal state. His strength truely something to be feared at this point, magnifies the strength of his Isshi Resshin by nearly 15 times. He loses all rationality and doesn't seem to feel pain when damaged. The pain is all realized once he returns to his normal state.

Fallen angel- His aura purifies and his hair turns black, his eyes a deep yellow, and he has ability to summon "Holy" energy wihich has something to do with the strange markingsfound on his body. With this, his energy increases dramatically and he gains the ability to blast energy from his palm. The energy naturally incinerating everything in its path, has been known to have been blocked, and even smashed into another direction on rare occasions. His speed never seen since he never in the past had to move more then a few steps, is actually that of the demon and his natural state combined. Although, this speed leaves no destruction upon its movement. Strangely, the boy seems to become more mature in attitude. The ears of the wolf demon vanish, and he gains normal ears, also losing the ability to make his tail appear.

Gender: Male

Weapons: Two legendary five foot katana known widely for their strength and durability. RyuJin and JinRyu are each of their names. RyuJin curving down two inching somewhat giving them a scythe-like appearance, and several kunai-knife, and sometimes, Katars.

RyuJin-

This blades past is widely known in most places because its something that can alter and element or even a beings energy into a projectile wave as its slashed.

JinRyu-

JinRyu is less known, but just as every bit dangerous as RyuJin. It was passed through his fathers side of the family, and most recently given to him during his training. When this blade makes contact however, it leaves a painful burning sensation on the skin, as if were on fire.

Appearance: Akira, having his wolf demon expressed more then his fallen angel, has the white furred ears of a wolf on top of his head, crimson eyes, and at his will a white furred tail will appear. He has straight white neck length hair. On the last day of every month, he will take the form of his fallen angel involuntarily, in which he likes no one to be around. He sometimes wears a mask, and his clothes always change.

Abilities:

Having studied countless arts, he seems to have his own arts mixed in with others, like Ninjutsu, Shadow-Art, Asura-Kumo, and on.

Attributes: Being half a fallen angel, he holds a somewhat impressive ki based energy source. And his strength too, is amazing for his size. It allows him to easily lift anything short of 700 pounds. Anything above isn't impossible, it simply requires a great deal of effort. His stamina is that of any other demon. A very large amount. The same goes for his durability. Still, in comparison to his clan, his energy source, stamina, and durability are weak. However, his speed is just on par with what theirs was. He uses his speed, accordingly with his attacks.

He has the ability to pass his ki through armor, turning its strength against the one it protects. The stronger the armor, the more magnified his ki becomes while passing through.

He can create, and manipulate the elements fire, wind, and lightning.

With the use of his full God-like energy, he can easily create a "holy" type of element. This makes it a brilliant white, or glowing color. He Doesnt need to be in his angelic form to use this. However, one shot takes roughly 30% of his energy.

In this same sense, his demonic can create a sort of negative, power. This color ranges from anywhere between red, or black if not both. He doesn't need to be in his demonic form to do this technique.

Isshi Resshin: This technique gives him the ability to summon strength enough to split the ground 40 feet in length, and 5 in width, with a mere finger. Direct contact with this finger to a body would obviously deal fatal, or nearly fatal damage.

Unnamed technique: His entire hand, down to his wrist becomes engulfed in a blinding white lightning, containing uncountable volts of electricity. With it, his speed becomes vicious, temporarily paralyzing anyone seeing it. With its thrust, it can easily puncture anything short of steel and iron. He uses this only as a last resort, seeing as how it requires such movements, and deals such a heavy blow, this would only naturally put a strain enough to put him into a day long body-coma, if it isnt used while he has enough strength to barely stand afterward.

Grim Strike: With a blade sheathed, he can move past an opponent with numbing speeds, leaving only the image of him unsheathing the blade before the realization that he has stopped behind them sets in. In the time between his movements, he make three lethal strikes to vital organs, and a final slash directed at their cerrebelum as he gets behind them, proceeds forward about ten feet, and stops simeltaniously sheathing his blade.

Dim Mak: In his fighting style, Dim Mak, a simple poke to a body part can stop the use of a limb. Strikes to and around the spine will cause a bodily paralyzation for an amount of time for about 40 minutes or so. This doesn't not break the spine, or even do physical damage for that matter. The skill itself requires immense finger strength. Even though his look normal, they can lift him with one on each hand. After a recent loss to another sort of wolf, he has trained, attempting to disrupt, or clog complete inward, and complete outward flows of energy.

Juken: In his Juken, an attack calling upon his energy to pass through clothes and armor, doesn't physically need to make contact to do immense damage. His opponent simply needs to be in the path of his fist once this occurs. This stops the use of energy based attacks, by blocking the ki, and can even ause internal damage.

Materialization: He materializes JinRyu, or Ryujin. Rarely, a foreign weapon will be formed.

Hirenkakyu: an ability to enter a burst of speed, at will.

Forged Needle:

Through the fulcrum-based transference skill of "reverse striking" to transmit the user's Ki through the air, this sends his opponents body into shock.

Ryukei Qigong Tashinkou Shinden: Gaou Sōryu Enrenshō

Dragon-Ki, Forged Needle Transmission: Twin King Dragon's Flame Strike

This high-class, Ki-based technique works off the principles of the Dragon-Ki Qigong "Forged Needle" technique; through the fulcrum-based transference skill of "reverse striking" to transmit the user's Ki through the air. The technique follows the same required preparation as the "Forged Needle", though the most distinct difference lays in execution; firing out the rotational energy in a dual-palm strike instead the traditional single punch. However, the technique's most defining quality lays in strength and Ki capacity. Because of his superhuman strength, the amount of rotational energy Akira generates far exceeds that of any normal ki attack. Coupled this with his enormous reserves of Ki and the energy released is equivalent to twice the force and ferocity of a normal Forged Needle. Akira is the only person known with a Ki capacity efficient enough to accomplish such a feat, demonstrating his mastery over the technique. The damage is clearly twice that of the forged needle.

Ryukei Qigong Tashikou: Shiryuu Honoo Retsu Sen -

Dragon-Ki Qigong Forged Needle: Four Flaming Raging Dragons' Massacre"

A triple 'Forged Needle' combi-attack incorporating two other's Forged Needle and Akira's Twin King Dragon Flame Strike producing an all-consuming, four-headed dragon of Ki.

Tetsushikō (Iron Finger)

Known to be a particularly lethal technique; using one finger to punch through the muscle and directly striking the internal organs, particularly the liver.

Muukuuken (Empty Fist)

Muukuuken, also known as the "Strong Forged Fist Technique", is a Chinese martial art and is widely considered the 'ultimate fist' for the fact that the fist strikes without the conscious will to strike. Born solely through steady, daily training; punching even after strength has left the fist and the tendons and muscles tear. Only after countless numbers of repetitions, when the brain nor the spinal cord register the punch and the fist strikes of its own accord, would the 'fist' be considered complete.

Elements of the Cosmos:

Once in battle, he has a technique that allows him to blow an enormous shock wave from his body, as a result of his own inner power. If not dealt with properly, even the strongest of warriors can be thrown through the air over a length of a football field. Weaker people of course, have the most trouble.

His normal speed is increased a bit, leaving his opponents senses undisturbed upon movement.

Explosions, and combustions happen due to the massive heat he can create and rapidly increase at will. This is a dangerous technique sometimes seeing as how focusing and aiming such power simultaneously gets more and more difficult each time. When he goes into that state, his explosions can occur right under his opponent, or somewhere behind him.

Being able to slow molecules to the point of freezing, this takes much less focus and aiming. The more preparation for this move, the more deadly it becomes. And unlike his explosions, he requires visual contact to perform such a this skill.

Traits:

A trait of his family passed through heredity, allows him to take immense damage, before losing control of his body. With this ability, he turns his foes attacks against them.

Visual perception: Due to training, and experience, his eyes allow him to see the path of his opponents movements easily, but its up to him to keep up with them.

Instinct: This trait abit strange, his body moves of its own accord, in its attempt to decide whats the best choice.

Reflex: A natural instinct for his kind, which is perfect for his martial art.

Own martial art: Creating his own martial art, he can deal immensive damage with high speed fluent movements.

Personality: He acts toward others like he would toward a stranger passing by on the streets. However, at times, he is friendly and almost childish.

History: When he was young, his father, the Matoko clans leader and most fierce warrior, went insane killing almost all members of both sides of his clans because he and his wife were to be split apart by fate. He left Akira taking his mothers life instead by accident. He left Akira in the path of the demon who exist only to fight to see if he would be killed. Instead, the oni took the infant, held him up, and took him to his land and trained him things, like from walking, to fighting like it meant the fate of life itself, never begging for your life and etc. The oni grew older and older, and yet, did not die. By the time Akira was seven years old and almost mastering his arts, the demon was near 80,000 years of age which began to make Akira wonder. Every day, while Akira trained, this demon talked of freedom, and how Akira could never achieve it unless he were strong enough to kill the oni, and he also told him stories of his past, and his fathers choice. At the age of nine, he first attempted to kill the oni, and succeeded. He then told the oni, "I've always been stronger then you..I just wasn't sure yet." and then lopped off his head. Akira continued learning from people, and demons, and then killed them up until the age of fourteen. His father, who secretly watched his son grow all the time, became more and more fascinated. He found and trick monks, and commanded them to stop Akira, by erasing his memories, but leave his skill. The monks taking days and days at a time to make the spell perfect, finally completed it and cast it upon him. The boy, now not remembering anything but to fight, only fought, until he met a group of people, who began to teach him to act humanly. They taught him only certain things they felt of importance, but it was better then a raging demon, destined to die at the hands of a hunter of some sort. Within months, his developing skills were recognized by higher god-like beings. "This boy..he will a great warrior some day..lets make sure he makes it." This older womans voice would say, hidden in a blinding light. "This may be of a bad decision..." The next voice of a man would ring out. "Well then..how about we give him this power..and watch him...if it comes down to it..we will strip this one of his abilities, and his memory.." This time a younger voice of a woman would ring out. The demon boy would awaken, falling from the clouds. Confused by his sudden awakening and falling position, he would close his eyes some after realizing he couldn't move. "What is this?..I'm paralyzed?" His eyes looking down, or rather up, since he was plumetting head first, he wopuld wince seeing the shining light of the goddess.

"Boy...you are in no danger..we three gods are granting you the title of a Celestial Guard. I'm sure you have, or will have questions about whats going on..they will all be answered in due time. His crimson eyes glowing as the light entered them, he'd be enlightened on his new abilities. Bright, shining dust would encircle him, destroying the tattered clothes, and replacing them with a more traditional outfit for his new job. Sitting up, as if from a dream, he'd glance around his tent, panting and sweating. Looking at his clothes, he instantly realized that what he had just experianced, was no dream... {More to come}

Theme Songs:

http://www.youtube.com/watch?v=p5I6QQ3xANE

http://youtube.com/watch?v=445abkZlWKU

http://youtube.com/watch?v=-Hf_LYBh1HQ

http://youtube.com/watch?v=SCqlbRqFMSQ

http://youtube.com/watch?v=7vlPhPOUvco

http://youtube.com/watch?v=7vlPhPOUvco

http://youtube.com/watch?v=IJmt3dr9XYQ

146Duskbringer

Official stuff

Name: Secret

Alias: Umbra the Indestructable

Height: 6'0"

Weight: 230 lbs.

Build: muscular

Hair: white, tied back into a single braid, 1 ft. long

Eyes: grey

Skin: fair

Attire: common jeans and t-shirt with boots

Weapon: (unnamed) Katana, capable of striking incorporeal spirits, and infused with incredible exorcismal power (anti-demon, ghost, evil spirit, etc)

Techniques:

Ninja stuff

  • invisibility
  • ethereality
  • tool usage
  • poison usage
  • acrobatics
  • wall stuff
  • Battōjutsu
  • Kenjutsu
  • Ki sense (life sense, death sense)
  • Katon: Zenrei Gōkakyu no Jutsu - technique that fuses ki with its by-product of fire(jutsu), to create a blazing fireball of spirit energy. Used either to annihilate spirits, or to dispose of the dead(rite).

147Abyssal Majesty

Tilly Pace

Age: 65

Birth date: ??

Mother: Calliope (See history.)

Race: Muse

Gender: Female

Weight: 95 lbs

Height: 5'0"

Fighting style: You're kidding right?

Material Status: Single

Appearance:

Tilly is a petite, slim girl with a fair, pale complexion. She is often seen with her long opal colored hair up and out of her face so she can ponder, and gaze off with her opal eyes. Tilly is often modestly dressed in light armor as to protect herself, just in case of an attack, as well as a light top and flowing skirt that is short in the front, and long in the back. A key piece of wardrobe is Tilly's long scarf. Depending on her mood, it either covers all the way up to her nose, or just resting on her neck. Her gate is quick steps, and her posture is proper, and upright.

Abilities:

Museling:

Because of what she is, Tilly has the profound gift of inspiration. She can inspire someone intentionally, or accidentally.

Shrink! :

Tilly has the ability to shrink to a mere six inches in height, it makes for easier escape, or traveling when with a companion.

Bending Light:

One of her main abilities is that of light manipulation. She can light do almost anything she wishes as long as it's in her power to do so. This includes drawing little pictures with light.

Holy Shield:

When in trouble, Tilly can hold on her hands and erect a light barrier for protection. She can also stretch the barrier to fit others if needed. This reflects all magic and most physical damage as long as she can hold it up.

Light Touch:

If needed, Tilly can use her holy magic to heal a wound. This abilities range is from a flesh wound to a severe gash.

Equipment:

Quill:

Tilly's quill writes with ink of light and air is it's paper. It is Opal.

Light armor:

Besides protection, this armor serves as a light collector for Tilly's light ink well. This armor is on her shoulders, knees, and hips.

Personality:

Tilly is a very soft spoken person, who watches her P's and Q's. Her kind, and quiet nature often leads other to speak with her, plus she's known to carry on grand conversations. Tilly is an intelligent woman with a strong heart, though she doesn't quite know how to control certain emotions in which the heart does beat for.

History:

The nine great muses had grown tired with the task of inspiration. In their stead they each created one entity to do the job:

Urania of astrology created Tara Sid.

Clio of history created Max Beau.

Melpomene of tragedy created Sophie Cray.

Thalia of comedy created Quincy "Q" Wellsworth.

Erato of Lyric poetry created Melody Smith.

Polyhymnia of Choral poetry Belle Smith.

Euterpe of Music created Zachary Greymill.

Terpsichore of Dance created Laura Barlow

Calliope of Epic poetry created Tilly Pace

Though they were made to have a specific specialty, the new nine were raised around the masters, thus taking after other hobbies as well. Tilly was always the odd ball however. She was the last to be created, and the last to be set out on her first task. Her mother, if you will, Calliope wasn't exactly a loving maternal figure. She was blunt, to the point, and unforgiving of mistakes. Tilly had to abide by her rules, or it was byebye.

The cardinal rule of the Muse was if something went wrong during the assignment, for any reason, it was the muses fault. They had three chances, and if they fail, they are destroyed. Tilly, unfortunately had already 'failed' twice.

The second cardinal rule is that of withdrawing emotions. A Muse must never experience an emotion that may over attach him or her to their assignment, such as love. If they manage to, it is considered a strike. That is if the masters find out about it..

--

Her first assignment was York Whitelaw. He was a gaunt, and skinny fellow with the talent of writing. Tilly had been with York for only a few months before she noticed odd behavior from her assignment. He started to never sleep, and he developed the insatiable appetite for writing about nonsense, complete gibberish. One day, when Tilly woke in the morning to check on York, she was greeted with a grisly sight. Mr. Whitelaw had shoved his trusty pens right through his eyes. Calliope blamed Tilly. Strike one.

Many years pass, as she completes another gauntlet of training exercises.

Her second assignment was that of Cherise Cog. She also had the talent of writing, and Calliope liked her style. Sending Tilly off to inspire her, Cherise was wary of the Muse. Was she seeing things? Regardless, the little entity helped her with ideas for her work, and for that she was grateful. Tilly spent six months with Cherise, and all was going very well. That is until Cherise was in a fatal car accident. Once again, Tilly was forced to take the blame. Strike two.

More time passes... but this time.

--

"Do you even know what you're doing Tilly." Calliope hissed.

"Y-yes ma'am. I promise."

"Then why do you continue to fail me? Tell me that."

"I.. I don't know ma'am.."

"Well get your act together Tilly. I'm already in the process of designing a new Muse, if you so choose to fail me one more time."

Tilly looked down and choked back her tears.

"Yes Ms. Calliope.."

"Just to see if you're worth keeping, I'm sending you off on your last chance assignment. However, you will not be inspiring this one. you'll be writing about him in an Epic. You understand?"

Taking a deep breath, Tilly swallowed her fear and looked back up to her creator.

"Yes ma'am..."

"Good, now stop blubbering and get to it."

And so her final chance begins...

148Alceaos

Name: Rexapheon VIII

Age: Undiscernable

Alias: The Guiltful Sociopath

Height: 6'0"

Weight: 203lbs

Appearance:

Special Ability: By removing the gloves he wears he can drive the wicked and evil insane from their own evil crimes they have committed. With just the bare touch of his hand he will look into your past and bring forth every incident that you did to torment you until he takes his hand off.

Weapon: Tower of Rebuke (this weapon has pretty good reach, though it doesn't seem as strong as the sword weapons as it looks to be a blunt weaopn or a staff with a sword hilt. The long reach can help a lot in big groups when he is surrounded. It can dettach into a whip like weapon and really deal damage from afar)

Personality: He loves to extract the sins of his enemies and taking the physical manifestation of it and putting them into bottles and jars. He loves to watch what people have done wrong in their past to further examine how foolish the human mind can be in making it's mistakes. He greatly fears sleep because he is most weak in that state, and he dislikes total darkness. Comedic, Kind, and Quick-Witted are also some traits of his.

Most Memorable Quote(s): "As of now, I am already dead. Where ever this body drops and rots is of no matter now."

"Does it seem like sometimes...only the sinner may live?"

Abilities:

  • Penance Touch
  • Super Strength
  • Cunning
  • Foresight

The photo above was provided in part by Sinxprato.

149Squat King

Full Name: Zane

Titles: Genesis Of Destruction, Project Blitz, And Slaughter Machine.

Image: Zane stands 6’2” and 210 lbs excluding his metallic alloy structure. Zane has short red spiky hair, white pale skin and silver eyes that glow red. Zane can change his form into a humanoid robot with silver skin. Zane has a muscular figure. He can also shape shift any of his body parts into an inorganic form, he favors a gun appearance.

Gender: Male

Age:???

Race: Cyborg; human cybernetic experiment with exceedingly high human physical fitness with superior speed, strength, reflexes, endurance, flexibility, agility and balance. A humanoid project that took a man’s body and turned it into an abomination. The project replaced his heart with a core of energy, energy from a red star known as Enaz.

Also, altering his skeletal structure into a metallic alloy unknown to any substance on earth, said to be greater than steel. They call this metal Adamantium. Complete with built in artillery, the alloy combined with the core enables the body to transform into a living gun. The core feeds off sun light.

Class: Warrior/soldier/wanderer.

Birthday: April 1st.

Weapons: Whip, great sword, chain. A whip Zane likes to call his Flame Whip; a long tapered flexible length of single-strand material that he engulfs with flames by the heat of his energy. The whip has a stiff leather 8 inch handle. The whip ranges up to four ft long.

His great sword is an extremely large and powerful weapon. Zane calls his sword Cosmic. Because quite often he likes to enchant the blade with his energy and use his sword as a gun to shoot the star energy. He carries it sheathed on his back. The sword is heavy and the blade is made out of a crimson meteorite. The blade is thick and 42 inches in length excluding the hilt. Cosmic is a two-handed weapon but Zane handles it with one hand due to his superior strength. Zane’s chain weapon also called the kyoketsu shoge is an 18 ft chain which ends with a metal ring.

Almost exclusively used by the ninja, the chain could be used for climbing, ensnaring an enemy and many such other uses. The long range of the weapon with the capability to strike or entangle an enemy at what he perceived to be a safe distance out of the way. It could be used to entangle a sword and rip from the opponents hands rendering them harmless.

Mother: Linda Underwood

Father: Roger Underwood.

Favorite Color: Red and silver.

Favorite Animal: Any animal.

Favorite Food: Tacos.

Pets:

A robotic dog named Roro.

Allergies: Allergic to love. XD jk

Nationality: American

Accent: None

Language(s):English.

Hobbies: Baseball, eating, killing(secretly), wandering.

Religion: Catholic

Preference: Straight

Crush (and love interests): Saphira

Marriage: None.

Favorite Music Genre: Rock, heavy metal.

Favorite Book: Comics.

Personality:

Zane is an all around good guy. He always has a smile with a hint of eternal sadness behind his eyes. He is ultimately good-natured, however falls in depression due to his horrific past and antisocial characteristics. He will do all he can to save or help humanity yet he wishes he were dead. Having no more reason to live or finding no purpose in an anything. Nothing he does satisfies his happiness, and he cannot find himself to enjoy most activities. Strange and distant, he has a good heart and at times can be cocky when it comes to a fight. Easy to befriend, difficult to gain his trust. Zane remains respectful and humble but not typically a people person. He does not fall in love easily and he dislikes anyone ill-natured. Zane is also a go with the flow kind of guy, meaning he is usually up for any new experience, mainly to minor convince his reason to exist.

Background History:

Born to rich human parents Zane was raised in a world of luxury and the finest joys of life. At his young teen ages he took a strong interest in baseball and wished to pursue a career in the major leagues when he reached adulthood. His relationship with his parents was great and his life was near perfect. Until an organization known as SIOA( Secure Intelligence Operating Agency) kidnapped him at the age of 15. The organization worked for the government and handpicked human children across the world to become experiments so that they can be built for war, sort of like ‘super soldiers’, usually they chose kids with no successful future, poor children or orphans, such as kids with failing grades, children born in the ghetto or orphans that anybody wouldn’t really care if gone missing.

Zane was a kidnapped mistake and to correct their mistake they murdered both his parents. Zane was kept prisoner and trained to fight in the art of combat, forced to fight in war and dangerous missions. Until he became part of a cyborg team used to fight terrorist enemies. He was sent into a procedure that would transplant his heart and replace it with a core of red energy, energy took from a star in outer space. The core would be used to regenerate his cells to run without blood.

Then they would replace his bone tissue with a metallic alloy, giving him cybernetic eyes as well. After the project they erased his memories of his past life so that his only purpose could be to kill. He was known as the greatest experiment in the SIOA. The ‘perfect’ super soldier and so he made close bonds with his comrades and enjoyed his new destiny.

For a decade he fought until he discovered the truth behind his cybernetic transformation. After realizing the truth he plotted revenge against the organization. His cyborg comrades like him had their memories erased and he informed them of their truth. So together he formed a rebellion to stop the SIOA, a rebellion of super soldiers. The organization had created what would become its certain downfall. After the SIOA was shut down Zane had got his revenge at the price of his comrades’ lives. He was a cyborg with no future, no purpose and no life or family to go back to. And worst of all he wasn’t even sure he could ever die, due to his superior physical immunities.

Zane became depressed and afraid to commit suicide because of his self destruction effects. He just simply wandered the world for no apparent reason.

Then from out of the blue a psionic entity known as Aanslag ventured onto earth from his home planet to hamper all technology advances on Earth, Zane began to succumb to the power of Aanslag, due to his entire body being formed by means of science. After attacks on Earth by Aanslag’s mind-controlled messengers and a superhuman strong and durable cyborg by the name of Shamel Zane found himself in a matched battle of wits and blood. Unable to win against Aanslag and Shamel without his full potential of his abilities. Zane traveled to Africa where he unlocked a mystery of a powerful mutant capable of aiding him in the battle to stop Aanslag. After summoning the powerful mutant who was known as Kalýptein. Zane met with Nathan Bailey, a scientist able to reverse the effects of Zane’s diluted state. Together Zane and Kalýptein defeated Aanslag and his followers. While Shamel converted into a life of well-being in the process, retiring from his partnership with Aanslag and reforming in a solitary home hidden in his own private island.

Later, Zane learned of a plot by a mysterious club known as the Fūrreel club, an international social club for rich elites, its secret Inner Circle seeks to pressure world events through their own plans. This club was in search of Kalýptein’s power. Zane was too late to prevent them from unleashing Kalýptein s power on the world, but he managed to beat it with the aid of the Vindics, a league of powerful heroes, formed to brawl the foes no solitary brave man could endure. The Vindics are one of the most important and influential super-hero teams on Earth, an ever-shifting crowd of super-beings, adventurers and crime fighters loyal to defending the world from menaces past the range of conservative establishment...

Realizing that the conclusion of his fate was near, Zane made preparations. Shortly following, Zane learned that he was the one that would one day rise up and guide all of humankind in war against mutants. Kalýptein had gone bad with his power that he had fought back to attain and he intended to use Zane to increase his powers to let him change reality and become ruler of the planet. Adam Giant, a mutant on the side of the humans apparently sacrificed himself to stop Kalýptein, and Zane honored his memory by telling his story.

Then learning that Kalýptein was still living, Zane and Adam’s girlfriend Leah tracked him down to Africa. Leah was a powerful psychic and she compulsorily detached Kalýptein 's spirit from Adam’s corpse, allowing Zane to externally obliterate it. His reason in life actually complete, Zane returned to his lonely habits, until finally forming an Underground resistance group to resist any humanly threats. In an attempt to infiltrate a concentration camp of mutants and experimented humans. Zane was believed to be dead as well as his resistance teammates.

Following this, Zane willingly committed himself to an asylum, having fall into a condition of depression due to his state and the loss of his teammates. In particular, he was annoyed about being in a harsh cyborg body and unable to enjoy life itself. There he stayed for quite some time until Shamel the cyborg he fought against in the past abducted Zane and offered the red-head to come live with him on his island. Finding no other choice Zane accepted and went to stay with Shamel.

As a result Zane was introduced to a robotic dog that was Shamel’s pet and the two became quick and good friends as well as companions. It was not long before trouble followed Zane in the image of a cyborg-ninja-assassin. His name was Ecru and he killed Shamel on the island while searching for Zane to assassinate him. From orders of the Fūrreel club who thought it was too much of a disturbance if Zane remained alive. Zane fought the assassin and eventually killed him in revenge for Shamel.

Abruptly, discovering he would not be safe on the island Zane took off with Roro the robotic dog. As they departed, they came across a tribe of native mutants. Despite Zane’s appearance the tribe welcomed Zane to stay with them for as long as he desired. There, Zane told them of his recent stories and his life thus far. Many gained a deep respect for the cyborg and because of that offered him to become a part of his tribe. Zane could not refuse, and in the process a jealous eye caught hold of Zane’s new status. Cut Fang was the son of the tribe’s wise leader and he found in ridiculous for Zane to become a part of their tribe. Cut challenged Zane to a battle without any super powers, a hand to hand fight to be specific. Zane easily beat the chief’s son and out of shame Cut fled from his tribe.

Zane was even more welcomed, yet he could not feel more ashamed to having been responsible for Cut’s absconding act and because of this fact Zane announced his departure.. Meanwhile Cut was met by an associate of the Fūrreel club, where they offered him cybernetic enhancements that would allow him to defeat Zane. They made Cut faster, better stronger, as well as gifting him with the ability to shape shift parts of his body into claws and fangs. In the rematch Cut came close to defeating Zane but in conclusion loss a second time. After Cut returned to his tribe he was assassinated by a mysterious foe. Zane set to wander once more with his robot companion leaving the memories of the tribe behind. Meanwhile the hunt for Zane by the Fūrreel club continued. Zane figured it would be best to confront them and get it over with. He met by their leaders on a bridge where he was taken prisoner with his robotic dog. Zane had plans to stop them all but they threatened to blow up hospitals if he attacked them.

After much time in his cell and even more time of being tested on Zane had to refuse any further prisoner actions against him. Zane knew the tests they did on him would be used for the bad of society, and he was correct. The core energy of his body they managed to retrieve was being used for super powered weapons and suits of destruction. It was time for Zane to rise again. And in a fury rage Zane broke out of his confinement and alone he fought the super-power soldiers. Outnumbered, Zane fell unconscious and defeated; nonetheless when he awoke he was safe in the hands of the Vindics. They had stopped the club and halted their terrorism. It was all over and Zane realized if he wanted to bring humanity together he would have to warn them of possible but false enemies that were suitable for severe harm and chaos. Speaking out to the world, his warning was complete. Many listened and followed his caution words but many also criticized him and distrust his utterance. Provisionally, Zane became a hero of good, watching over humanity in his eyes and in clandestine.

Other: Zane is aligned with the forces of good. His birthplace is in the earth realm.

Powers/abilities: Energy manipulation, flight, shape shifting, superhuman physical fitness, self-destruction and superhuman vision and night vision. Zane’s athleticism is beyond average of a human. His eyes has been cybernetically enhanced to see better than normally possible. Zane is able to see from large distances or see clearly in darkness. Zane’s powers deal with energy generation, conversion and manipulation. In addition to generic energy, he can deal with such things as light, sound, electricity, nuclear energy, and star energy.

However without light his energy manipulation is limited to his core. Zane is able to generate or transform various forms of energy into a “solid” or concussive beam of energy, as well as to expel various forms of energy from his body. Being able to absorb one form of energy and convert it into another form of energy. Within the metal in his bone and energy from his core. Zane can transform into an inorganic substance while retaining organic properties, meaning he can transform any part of his body into an appearance of a silver metallic gun or weapon.

With his conversion of energy Zane can generate thermo-chemical energy, accompanied by plasma (a super-heated state of matter) and release it through his skin. Zane’s body can sustain itself from food or water, as well as survive in the most remote locations and harsh weather without any harmful consequences, making Zane immune to most sickness and disease. Zane can also partially fly by transforming his legs into blasters that shoot out energy and propel him into the air. Zane’s core system has three effects of self destruction. First is a giant explosion that causes complete destruction in the surrounding area. The explosion causes a sonic wave that sets to 2 and half miles, causing the environment around to become a sudden wasteland.

The second effect is a rain of heated plasma energy that flies from the core causing the energy to blast into the sky and cause the energy to rain down. Known as a ‘rain of fire’, this demolishes and disintegrates whatever it touches by its scorching temperature. The third effect causes a miniature black hole that sucks all in its path including the rain, this lasts about 10 minutes until the hole vacuums exceedingly high amounts of energy that causes the portal to close and destroy itself.

Forms:

Normal form – His picture.

Cybernetic form- His entire skin is replaced by a metallic silver alloy.

Emotions of character...

During a rainy day: Looks outside at the rainwater dully as a gush of depression fills his heart.

When in a cheerful mood: Smiles continuously and calmly unable to memorize the previous moments he acquired a familiar happiness.

When in a bad mood: “….” Tightens fists as his eyes burn into a bright cherry.

When annoyed: “Stop or I will make you.”

When aggravated: And who are you!?! Nothing!”

When feeling depressed: Sighs heavily with gloomy eyes that tells a glimpse of pain and despair, his eyes mirroring a life of hurt and desolation.

When feeling confused: “I’m sorry, I do not understand.”

When trying to profess love: “I think I love you, but I cannot.”

After making a fool of oneself: Blushes vibrantly, “My fault.”

When seeing something embarrassing: Eyes enlarge and he turns the other direction walking hastily in the process.

When accused of doing something the character did not do: “I had nothing to do with it!”

When in danger: “Looks like things are heating up.”

When character’s friend is in danger: “Do not fear I will rescue you!”

When a loved one dies: A forlorn and motionless expression facades his exterior as tears scroll down his cheeks.

Before a battle: “This will be fun.”

After winning a fight: “Maybe, next time.” (Said in a sarcastic tone.)

After losing a fight: “What?! That’s impossible, thank you.”

Witnessing the death of someone: Watches strangely as he feels a bit untouched by the death.

When dying: “Finally, my friends I am coming.”

150Divine Monkey

Name~ Koyuki

Age~ Questionable. She's never bothered to tell anyone. Koyuki seems to be very young though, around eleven or twelve.

Race~ Human, but it's also questionable if this is correct. She possesses many elven and Atlantian weapons and abilities, so it is possible that she is only half human. Reportedly, many of her caretakers have said that she is a Atlantian due to her abnormal speed, intelligence, and knack at gambling.

Weapons~

The Twin Fish- A collection of six swords, they hover in a circle around Koyuki's body. They are each engraved with a crescent moon at the hilt and are wickedly sharp. It is said the swords resemble a fish's tail when in formation. They do not need to be held, instead rushing forwards and defensively at the opponent like they have a mind of their own.

The Flower's Gambit-A collection of six petals which revolve around Koyuki, they produce poisonous pollen and petals, which rush at the opponent. The pollen does not harm Koyuki, and it spreads through the area in five posts, paralyzing and killing everyone in the area in five more posts. [Depending on where they are.] The six petals also provide a very good defense, 360 Degrees all around.

Appearance~

Koyuki has long bleach blonde hair, which is kept in a bun by the bow in her hair. Her skin is dark, the result of genetics and a love of sunlight. In the dim light of the moon, her eyes are a dark hazel, and are lit with an odd light. She wears a small top with a giraffe patterned corset. This is paired with a very short skirt, and long stocking like objects.

Abilities~

Illusion- Koyuki can set illusions upon anyone, by altering the five senses very slightly. It is not perfected, but it works quite well.

Personality:

Koyuki is a very fickle person, though one trait stands out. She is very stubborn, though if she likes the person she's arguing with, this will dissolve. Koyuki finds that everything captures her imagination, and she is known to laugh a lot. She is the type of person who spouts random words at times, and tends to be very prudent in money matters.

History:

Koyuki was born in the culturally rich city of Saint Agrippina, but spent most of her life in the city of Valus. She was surrounded by very little but books and weapons when she was growing up, so her entire childhood was determined to figuring them all out. Her prowess with weapons and information is admirable, and she was later hunted by assassins. Eventually, Koyuki settled down, by living in many different cities, and killing things... for a price.

Importance:

It is supposed by most that Koyuki is not that important, though some may say differently. She is the possessor of some very valuable instruments of war, and possesses a lot of information about the world.

151Unknown

Fayble Eria

Age: 20

Birth date: April 24 (Taurus)

Birth place: Isle de Gambino

Mother: Asherah Eria

Father: Doesn't care

Race: Tro i ka / Human

Gender: Female

Weight: 135 lbs

Height: 5'6"

Fighting style: Battle Hammer/ Freestyle

Material Status: Single

Appearance:

Never seen without her gloves and hat, Fayble can usually be seen lazing back or traveling somewhere. She has long, dark purple, messy hair that she normally wears down. Her eyes are like her mother's, yellow with black pupils, a red forehead jewel. Fayble loves to wear simple clothing that includes an old beaten up leather duster, a black camisole, dark blue jeans, and a pair of steel toed boots.

Beneath her clothing is a mess of bruises, cuts and scars. The most notable being the scar on her arm. From just below her shoulder to just above her wrist is a scar that completely envelops her arm.

Abilities:

Fragmentize:

Because she is only half Troika, Fayble is unable to control ability to shatter. So when her gloves are off she can shatter or destroy any object that does not have energy flowing through it.

What Lies Within:

Like her mother, if Fayble's forehead jewel were to be broken, she would under go a transformation. However, unlike her mother it would not be complete because of her human blood. Instead, only parts of her will transform into the Troika final form and she won't inherent the full strength boost.

Final Form Ref Wrote:

(( In this form- for reference can be related to a VERY human looking Dragon form, or a reptilian like Gargoyle)). Her skin and eyes become much like the texture and color of stone, with cracks ranging her body. Her hands become claw like, her feet shift into dragon like reptile feet. Also from her lower back grows a long strong tail. She mostly uses it for balance, and sometimes to attack. And finally to her head. Short ram like horns spiral back out of her skull, elongating it. These can be broken just as any animals horns. Her teeth grow to fangs as well.

This was just the look of her. What she can do, is lose control. Easily, however, she will only focus on those attacking her, and not attack innocent bystanders. The ability of super strength is a grand advantage. However, the super strength can't be used at a whim; time is needed before and after each use. Once she is done with her rampage, she will either need to be restrained, or she will simply turn back to her normal form, and faint. And she'll stay down for quite some time, also, she will remember nothing. To put into prospective, her strength triples that of her normal strength.

152The Last Pedigree

Name: Iopurl

Age: 24

Sex: Male

Height: 6’ 4”

Weight: 220 lb

Appearance: Iopurl stands out easily in the crowd, although this is most often attributed to his head, which is in the shape of the beast he follows most closely. His eyes are a soft green color, the sharpest feature in his face. Below this lies his snout, similar in size to an actual hyena's snout. His ears are those that a dog might possess, although through both ears he has various piercings and studs along the rim for decoration. His mouth is lined with sharp and curved fangs, although his lips, which are firm against his face rather than loose, cover these.

Iopurl is covered from head to foot in fur as would be expected, but around his neck he has a slight mane, where the fur is courser, thicker and longer. This mane descends slightly partway down his back. From just above his buttocks a tail extends, although the tail hangs down rather than up, but it can curl up slightly, as happens in the heat of battle, or other times when Iopurl is excited. When it comes to walking Iopurl can either walk flat footed like a human, or rise up onto the balls of his feet, using his heel as an extra joint to move faster, jump higher, etc. As would be expected of a beast all of Iopurl's fingers and toes end with claws that are kept to a sharpened point.

Although Iopurl has a disdain for clothes, society is unlivable in the nude. As such, Iopurl can often be seen either topless, or in a simple sleeveless cloth top. Over his bottom half he wears comfortable cloth pants, with a hole cut out for his tail. He wears nothing over his feet, as he benefits from having the hard black pads that most canines have covering their feet. Iopurl is frequently seen wearing a hooded cloak to hide a lot of his features.

Personality: Iopurl remains calm and collected as often as he possibly can, although any type of racial slur, or bad treatment of nature easily sets him off. Despite these pet peeves he is a relatively calm being. He is sometimes viewed as slightly awkward, having avoided contact with normal civilization for so long, and coming from a village in the wilds. Iopurl always strives to do what he believes is best for the good of nature, working towards an ideal spirit. Despite this tribulation he is sometimes selfish, or otherwise immoral, however he always reprimands himself for it later. He often spends an hour a night in meditation or prayer, as he believes it helps to keep him calm.

Abilities: Natural Abilities

Animal Senses

Iopurl has finer tuned senses than the regular human being. He can smell better, hear further and through a greater range, and his eyes can see very well in a dimly lit area. His fur also helps when it comes to touch in terms of the wind and quick movements from behind him, but only slightly.

Canine Insight

Iopurl innately has a slight sense over someone's intentions in a situation. If someone is being false, lying, or give false pretensions, Iopurl would be the first in the group to know if anyone was going to. This comes from long forgotten ancestors that needed a keen sense of humans and other potential attacker's intentions through body language and tone, when language was still a mystery to them.

Heart of the Jungle

Iopurl is a master of stealth, able to hide himself quite easily within an area, and approach his enemies silently. This comes from years of stalking and skulking done by animal ancestors. His fur will often help him blend in with natural settings, although wearing clothes can help mask him in the city. Iopurl has been known to end many fights before they even begin, simply through his mastery of stealth

Strength of the Wilds

Iopurl is not human, despite his stature and body shape. His body is more finely tuned than the average human body; as such Iopurl has greater strength than one might think, his muscles having different cells and makeup’s. This often enables Iopurl to surprise his opponents at least on the first blow.

Piercing Howl

Iopurl can howl with animal vigor, and occasionally scare his opponents with this talent. Although some foes may be immune to such intimidation, Iopurl will often howl in battle anyway, simply as part of his animal nature. If the opponent is unnerved they would suffer no more than a slight reduction in strength momentarily, or a moment of doubt.

Unleash the Beast!

The blood of an animal flows through Iopurl, and during times of need, great stress or anger, Iopurl can unleash this animal. At this time Iopurl swells almost two and a half times in size, his snout becoming longer, and his muscle shifting causing him to become permanently on the balls of his feet. While this process takes time to go under, Iopurl is still capable of moving and fighting, however under this state Iopurl truly loses all of his human side, and becomes feral. This means he will attack anything and everything in sight in order to sate his blood lust. This can be dangerous for nearby allies, as his now longer claws and added power and size can be fatal with a single blow. After this effect wears off Iopurl is drained of most his energy, often becoming unconscious, or very weak and sick until he can rest and have a meal.

Druidic Abilities

Commune with Nature

As a beast himself, and due to his training in the druidic ways Iopurl can commune with most creatures. Sometimes this is through a mental link, and is more of a way of representing his intentions to animals who have no form of language, but in animals that can communicate vocally, Iopurl can commune physically with them

Nature’s Strength

While areas with no wildlife do not negatively impact Iopurl, unless there is specific corruption in the ground, in which case Iopurl would begin to feel sick with prolonged exposure, he is strengthened in areas where nature is strong. With a short prayer to the God’s of the Earth, Iopurl is able to gain an increase in strength from areas with high diversity and where nature is booming.

Summon Vines

Although Iopurl’s druidic abilities are not strong now, he hopes to improve them over time through plights for nature’s benefit and constant praying. Currently his best ability is the one to make vines appear, with a quick prayer and spell he can cause vines to sprout from the ground and entangle or trip up a foe. These vines are no stronger than normal vines might be, and are not magically strengthened. They possess no talents from the moment they shoot from the ground and try to wrap their foes. They are simple vines and after the initial moment of control is gone, they are simply vegetation.

History: Iopurl was born in a village of other half-animal hybrids. Specifically a village of the same breed as him. As is the culture in his race, he was born in a large litter of seven other pups. He had four brothers and three sisters, however only two brothers and one sister made it out of infancy, due to the trials and tribulations of the wilds, and the dangers that accompany living in nature. During most of Iopurl’s youth, times were peaceful and pleasant enough, and encouraged a good growing environment for many of the young.

However, as Iopurl entered his early teens a rival and more nomadic tribe moved close to Iopurl’s village. This resulted in much fighting between the two tribes. As Iopurl grew he occasionally lost a friend, and as such it made his a more serious person, it caused him to grow up faster, as it does to any infant who grows up in a time of battle. Iopurl’s family was thankfully spared any losses from the rival tribe.

Eventually Iopurl’s tribe managed to displace the nomads, and they won their lands back. For a time Iopurl and his family lived in peace, however as is frequent in youth there came a time when Iopurl and his womb-mates sought to leave the village and live out a life in the hume cities for a time.

With his brothers and sister Iopurl set out towards the dwellings of men. However, coming from a simple, woodland village the young Beast’s quickly realized that the cities of men were obsessed with an exchange of currency. Having none, and no easy means to procure any, Iopurl and his brethren sought to steal their daily bread, and they became rather skilled at it, and with no one to teach them better, they began stealing more and more, with less moderation each time, until eventually they piqued the attention of the city guards.

One fateful night Iopurl lost another of his brothers, when the city planned an ambush in order to stop the thieves. However, that night the four half-casts had moved in as one, and they fought with tooth and nail against the Humes, Iopurl’s brother only dying towards the end of the encounter. After the murder of many of the cities faithful protectors the brethren thought it better to return to the wilds, feeling that their kind was not suited to life in the city.

Back in the village however, Iopurl felt that he couldn’t just spend the remainder of his time wasting away in this place, he yearned for a greater kind of freedom. One day a group of druids made their way to the village, and being pleasant to all, and it being late at night, they were invited to stay at the village. At the fire that night Iopurl approached one of the druids, and after a long discussion Iopurl asked to join them in their travels.

Iopurl spend the next three years of his life traveling with the druids, learning about the ways and wonders of nature, and becoming one of them slowly but surely. When Iopurl felt it was time to go out on his own, he left the group, with the position in mind to go about the world, and rid it of all abominations to nature, in order to help bring the world back to a purer state.

153[Niitsu] - the - [First]

[The very basics]

Name: Azai

Age (apparent): Sixteen

Age (factual): Fourteen

Date of Birth: August twenty-third

Race: Human

Class: Barbarian

History: Birthed to a normal human couple, Azai was lost during a stroll at three months of age. Since then, he has been raised by a group of demonic wolves. Due to this, Azai has a very animalistic tendency, a very rudimentary dislike of civilization, a physical prowess beyond that of an average human, and knows the languages of the common tongue (English), Abyssal, and is able to comprehend and speak to those deriving from the canine species.

154The Last Pedigree

Name: Xevious

Age: Unknown, Older than Gaia

Sex: Appears Male

Height: 6”0”

Weight: 180 lb

Description: Xevious is a fairly lithe looking humanoid. His skin is pale, as though he has been indoors all his life. His lips are small and curt, always looking displeased unless he is bearing a certain emotion on his face. His hair is a platinum gray, parted at the middle but rising into two separate peaks over each side of his head. The hair reaches to about his mid-cheek, however in the back it is tied into a taught pony tail which reaches to his mid back. Around his eyes he wears a white bandage.

In terms of what Xevious wears, he can often be seen wearing a sleeveless simple cloth top, and plain cloth pants with a plain belt around them. He wears simple leather sandals on his feet if he wears anything at all. His skin is free from any apparent scars or blemishes, which gives him a ghostly and pure appearance.

Equipment:

Beads of Free Thinking: These beads enable Xevious to create a field of magic corruption, that will affect any spell activated within its confines. This does not extend to beings that had passive magic running when they entered the field, nor does it affect any creatures with a natural ability. If any spell is activated within the confines of the field, it will cause the spell to be corrupted. These beads can also store the free wills of beings that Xevious has extracted said wills from. Destroying the beads will cause the wills present in that bead to be released and travel back to their host. So long as Xevious has their wills however, he has total control over them, much like a living breathing puppet.

Twin Moon Scythe: A simple weapon with no magical effects. This weapon is a six foot long pole, with a scythe blade at every “corner” of the pole. Essentially it makes the blade appear as though there is a crescent moon speared through the middle at the end of each blade. Both sides of the scythe blades are sharpened. The blade can be taken apart in the middle, allowing it to become two separate three foot long double bladed scythes.

Abilities:

Mind-sight: Xevious does not see with his eyes, rather he sees with his mind. This has certain advantages, such as he does not have to be facing any foes in order to see them coming, and can often glance emotions from his opponent’s just by the aura they give off. The downside to this is that as character’s who use magic amass energy it becomes harder to keep concentration as them, much as someone with normal eyesight would have difficulty looking at a bright source of light. Magic spells also temporarily blind Xevious depending on the direction that they come from.

Telekinesis: This is Xevious’ primary ability and where most of his power comes from. Xevious is a very potent psychic, using his ability to shift his opponents around, divert their weaponry slightly, or even form a sort of armor for himself by slowing an opponent’s weapon so that it does less damage to his body. Xevious can also “float” out of combat, although during combat this is not recommended, as he has to concentrate all of his energy on moving himself, rather than potentially his opponents.

Entity: Xevious is not a being of flesh and muscle; rather he is a summoned being from another plane. While this grants him the advantage of not bleeding to death, or suffering significant damage from losing a limb or a deep cut, cuts to his body compromise him more than it would a normal being. While a normal being might take ten small cuts with no more than a secondary thought, Xevious would have significant amounts of his essence leaking from his body, causing him to dissipate after a short time. A larger cut does cause him to leak essence more than a normal character, however amounts of cuts are significantly more weakening to Xevious than severity of the cuts. Losing a limb is bad for Xevious though, and does impose a time limit on how long he has left to fight with. As long as Xevious is not fighting he can begin to heal these cuts and wounds to his body, although the larger the cut the longer the healing takes.

Dominate Mind: After defeating a foe and placating them, Xevious is able to use his powers to lock away all behavior in a free thinking being that causes them to think freely. This effectively causes them to be living and walking slaves, responding to any command. This ability cannot be used on a foe that still has any will to fight. (ie while still in combat.) After dominating the mind of an opponent Xevious can store their free will in his beads.

Background: Xevious is a being that has existed for longer than Gaia has been around. In his plane of existence, there is no physical sense of being, rather every entity has a mental force which is exerts over others. It is a world completely foreign to Gaia, with different rules and ways governing it.

However, as creatures on Gaia learnt how to use and bend magic to their will, they began exploring the art of summoning. This caused Xevious to be pulled from his plane into the material one, binding him to the summoner’s will, until their task was completed and Xevious was sent back to his realm.

From that point on Xevious’ entire existence was hinged on living between realms, confusing and angering the being, performing menial and trivial tasks, as well as killing in the names of causes he didn’t believe in. The constant shifting between realms caused Xevious to go mad, his mind not able to take the strain of switching between places. In this madness Xevious hinged on the idea that if he were able to rid these beings of free thought, he would finally be allowed to rest in peace.

So for years Xevious waited until one day a summoner would forget something in the ritual, and Xevious would be unleashed upon the world, able to enact out his plan. That day came not long ago, and swiftly Xevious put an end to his summoner, and began to formulate ideas on how to enact his plan.

155MagnusXL

---DECEASED---

Birth Name: Ammiel Moonblade

Alias: Silver Moonblade

Nickname: Moony

Race: Altered Undead Human

Gender: Male

Birthdate: October 11th

Age: 126, though he looks 17

Class: Fallen Dragon Knight, Magic User

Job: Cult Puppet

Alignment: Chaotic Evil

Height: 5' 6''

Weight: 126lbs

Blood Type: AB+

Hair Color: Silver

Eye Color: Green

Complexion: Corpse-Pale

Marital Status: Single

Children: None

Relatives: Erased. No known living relatives exist.

Residence: Wandering

Likes: Power, vengeance, the rush of battle, magically potent blood.

Dislikes: Weakness.

Strong Points: His legs are incredibly strong. He's known for his rapid movements and powerful arcana. His nervous system and sense of feeling have been damaged, so Ammiel has unparalleled pain tolerance. Though positive energy affects him normally, he is quite resistant to negative energy.

Weaknesses: Moonblade is highly susceptible to magic, always taking the full brunt of every spell. Many of his attacks also seem to be hit-or-miss. He must drink fresh blood or succumb to demonic possession.

Personality: Due to the amount of Trauma he’s been through and his recent fall to evil, Moonblade is even more unstable than ever before. He no longer holds any trust in friends or family and looks to distance himself from such ties. He has no soul or good intentions, his moral compass guided by his demon’s heart. He holds no fear of death, rather an intense paranoia of the reapers.

Description: Moonblade’s hair is unkept and much shorter than it once was, most of it being burned to a crisp during his fight with Tzenidaar. His eyes practically glow a vile green and are not pleasant to stare at. His complexion is more corpse-like than pale, though it’s hard to tell with the soot that normally stains his skin.

Clothes: His clothing is little more than tattered remains. The entire upper-right half of his Purple Kimono was disintegrated, completely revealing the black breastplate (embroidered with the image of a silver dragon) underneath. His slacks, which are now easily viewable, are black. Instead of his old footwear, he now wears dark leather boots out of practicality. His black leather gloves were added to help him keep a grip on things.

Equipment:

Portable Hole - What looks to be shimmering, silvery clothe. When unfolded and placed on a flat surface, it opens extradimensional space 10 feet deep and 6 feet in diameter. It has its own particular extradimensional space that doesn't cross planes. Anything placed inside this space remains there when the Hole is closed, and can be retrieved when the Hole is again placed on a flat surface. The extradimensional space when closed contains enough air for one Medium creature to survive for 10 minutes. Inside the portable hole Moonblade generally carries:

  • A book that provides Moonblade with the basics of grafting flesh and organs.
  • Various herbs and spell components.
  • Vials of his own blood.
  • Surgical tools.
  • Various wines (out of habit).

Blood Potions - Because he now possesses a demon's heart, prolonged use of the emerald fire may actually damage Ammiel. For this reason he carries several bottles of his own blood, which he may use as material component for a number of things instead of sacrificing his own life force (unlife force... whatever).

Weapon(s):

Dreadnaught: This polearm resembles a spear with a wicked curved blade sprouting from the base of the original blade, perpendicular to the haft and main blade of the weapon. The weapon itself is oddly lightweight, and the blades shine with razor keenness. Obviously, it is somewhat magical or enchanted in a way. After being beaten up a few times, Moonblade imbued the weapon with the power to reform itself.

Silver Moonblade: His family heirloom, usually in the form of a sword pendant. This blade is related to the Elven Moonblades, created for the specific purpose of protecting the name of Moonblade’s family. Once his greatest asset in battle, it is now a potential enemy. It was lost during his last fight with Ryugi, so its whereabouts are unknown. Anyone who tries to wield the weapon is deemed unworthy is killed by the energy backlash of the blade, and only those of Elven decent may wield it. This suggests Elven lineage in the family, but this is unconfirmed.

Abilities:

Jumping - Due to the Dragon Knights need to mount and dismount in the air, they are all trained to jump highly into the sky. They can survive much higher jumped falls than that of a normal human and are much less susceptible to falling damage. Due to this, Dragon Knights have incredibly strong legs.

Breath Emulation - When a Dragon Breaths, a Dragon Knight merely has to brace himself to absorb the impact. Making this small sacrifice, they can duplicate a dragon’s breath weapon for a limited amount of time. With enough training, these knights can learn breath weapons of their own, which is usually that of their mounts.

Mystic Magic - Due to his infection and training, Moonblade can tap into the arcane that now manifests itself naturally in his blood. Thanks to his Demon Heart, he can now process said arcane more efficiently to reach even greater results. He has learned powerful destructive spells that far outclass that of normal mages. Some spells are described below.

Emerald Fire - Moonblade’s specialty. Due to the unique arcanic makeup in his blood, he has the innate ability to manifest emerald flame in virtually any form around any technique. The real power of the flames don’t come from the heat they produce, rather that they are unnaturally acidic in nature. It has earned the name “Demon’s Bane” due to the increased effect it seems to have on demons. Though it is possible for fire elementalists of deity caliber to control, nothing can create it without his blood. Due to his new demon's heart, it causes him some pain to use. Only during extended and strenuous use will it do any serious damage to him.

Poison Stingers - Moonblade has small, pointed ends protrude from his wrists. They are quite simply, stingers, the larger part of it which formed into a teardrop; venom pouches. By folding his hands back, he is able to make the stingers protrude out of the wrists about four centimeters, and with a flex of the muscles, they'd press against the venom sack and inject poison into whoever happened to be in the receiving end of the stingers. This is a fully functional organ, a part of Moonblade’s body. The venom used varies, but has to be surgically attached to the stingers before he can use it.

Common Attacks and Spells:

Dragoon Meteor - Moonblade’s most basic special move. He descends from the air at an incredible speed, his spear pointed towards the ground at an angle. Upon impact he creates a powerful windblast in front of him, attacking with the very debris from the ground. Anyone within ten feet of him is thrown violently in the air, and anyone on the ground within twenty feet will usually be knocked over. Anyone directly hit would end up in really bad shape. He is stunned after this attack is completed.

Dragoon Drill - Whilst falling from the sky, Moonblade spins rapidly towards the ground, creating a powerful gust around him. Any platform will be crushed as he crashes through, and anyone carried with him while he performs this technique will subject to maximum damage when he drives them into the ground. Has many uses and ways to be performed, though tends to be risky.

Breath Weapon (Emerald Fire) - Mixing his inborn ability to use the emerald fire and the Dragon Knight’s skill to emulate a dragon’s breath weapon, Moonblade can shoot off a gout of Emerald fire in either a cone form or a straight burst. The longer he brings in air, the more powerful the blast is. However, there is a maximum to how much air his lungs can hold before he’s forced to release.

Glass Shield - Using his Fuchsia Mystic Magic, he can create a translucent shell that surrounds his entire body. If hit with a physical attack, the shell will shatter, and the attacker will be bombarded with magically charged particles of glass. If hit by a ranged attack, the shell will shatter harmlessly. It can reflect weak light attacks.

Crystalline Shell - Using his Indigo Mystic Magic, he can create a translucent shell that surrounds his entire body. In a manner opposite that of glass shield, this shell is created to rebound magical and energy attacks. Certain ranged weapons will deflect off, but a physical attack will cripple it and render it useless.

Mystic Glove - Designed to handle energy, this emerald glove can allows Moonblade to either catch and redirect certain magical attacks, or absorb weaker forms of energy. If he gets in direct contact with someone, he can absorb their energy directly. This process doesn’t hinder movement, so energy drain can be risky.

Mystic Saber - Creating a wispy blade out of energy, he can attack foes with blades of magic instead of physical mass. This works great against highly armored foes.

Omega Lance - This powerful lance of pure energy will severely burn anyone whom it touches. It has a nasty tendency to latch onto its victim. If successful, Moonblade will usually lift an opponent above his head quickly, firing powerful bolts of energy at them directly through the lance before slamming them down on their heads hard. It’s another hit-or-miss attack.

Blood Lightning - This powerful kamikaze attack requires great personal sacrifice. By using an open wound as an outlet, he can charge his own blood with magical energy, super heating it into an energy form. Fired out, it will course through its victims painfully, using their veins and internals as a circuit. It does incredible damage, but drains Moonblade both physically and magically. More blood obviously means more power.

Wyrm Killer - An incredibly powerful attack geared to do damage against the draconic. Charging up his energy, Moonblade releases this powerful emerald shot in the shape of a dragon’s head. Traveling at incredible speeds, it will decimate any dragon it hits. The attack conserves energy by passing through any object it can (glass, water, some metals, etc.) without blasting through it to unleash all its fury on the living target. If used at full power, it’ll even cripple the oldest of dragons.

Kaiser Rain - The undisputed champion of Mystic Magic, this is easily Silver’s most powerful normal attack, short of the suicidal Vermillion Sands. Using extreme amounts of magical energy, he fires off hundreds of marble sized orbs towards his foes, each exploding with a five-foot radius. This attack is usually used high up to “rain” down on his foes, but has been used on a few occasions at close range for massive damage against particularly hated foes.

Moonlight - A spell with such unique properties that it has to be mentioned here. In this field Silver's abilities are increased slightly, and all light-based attacks are dampened. It can illuminate a dark area or dampen bright lights to the level of ordinary moonlight.

Planar Seal - The Planar Seal (which cannot be seen without magical aid) immediately locks down all planar activity in the area of effect, preventing planar access from occurring as long as the spell is in effect. Any spell that allows inter-planar travel, such as dimension door, etherealness or astral projection fizzle upon casting. Spells to call outsiders, such as gate will not function and will immediately fail if their duration has not expired when this spell is cast. Spells to contact other planes, such as contact other plane will cease operation if their duration has not expired. These effects are not dispelled, instead they are held abay until the planar lock expires.

Teleport Lock - Similar to the planar seal, a teleport lock prevents any creature from teleporting into or out of the area. It can be cast in conjunction with the Planar Seal with little to no effort.

Close/Hold Portal - Using his arcana, Moonblade can cast a spell to either retain open or force shut any portal. These include magical teleportation, dimension doors, and connections to the outer/elemental planes. If used on a living being, as in the case of an elementalist, their powers will temporarily cease (or be unable to cease) function until they can shake off the effects of the spell. This can completely shut down elementalists when used in hand with the Planar Seal.

Phaser Gun - This rarely used attack is used to hit foes who run to another plane of existence, seeking them out. It is harmless on Silver’s plane, but does decent damage elsewhere.

Moonblade’s history has undergone retcon to break inconsistency and add more substance to the character. Changes made were slight, but notable.

Lineage

Ammiel was born what was known as the Moonlight Manor, a lavish mansion in the Noble District of Durem. Contracting pneumonia while he was still a babe, he was taken to a healer to be magically cleansed. After the spell drained the color out of his hair, it was apparent that Ammiel was born without a drop of arcane in him, which was peculiar because even the most basic of peasants had some mana in their blood.

Coming from a family of wealth and prestige, Ammiel got used to the finer things. Starting at the age of four, he got sent to the best schools, receiving a premium education. As the first of two children and the only son of the family, Ammiel would also be trained to follow in his father’s footsteps to join the elite rank of the Dragon Knight. Though he didn’t make many friends and was stuck to his strict schedules, he was content.

After a shaky start, Ammiel slowly made his way towards the top of the class. Besides his dragon handling, which was mediocre at best, he excelled in every category. His strict training gave him discipline, thus he didn‘t end up snobbish like many stereotypical nobles. By the time he was thirteen, he was ranked Fist Class for his generation of trainees.

Infection

When he was 16, Ammiel was to take his final test to becoming a Dragon Knight. A white dragon, whose name Moonblade has forgotten, was terrorizing the tribal villages in Guldor. Teamed with another young hopeful, they were to either negotiate with the dragon or take it out. The talk in the glacial mountains didn’t go well and turned into a deadly confrontation. Needless to say, they were victorious. During their decent, however, a freak burst of wind caused Ammiel to lose his footing and fall off the edge far down onto the frigid ground below.

The boy survived, waking up in the Ethereal Void. To be more specific, he was in the sub-dimension the ‘Azurians’ (illusionary beings that bear a strong semblance to vampires) made their home world. It wasn’t long until he discovered that he was in no accident; the Azurians needed him for an experiment. Moonblade was angered, but could do nothing as he was sent through strange, rigorous training regimes under the watch of Ansem Rose. Ammiel considered himself a freak, cursed with the gift of magika. From that point on he permanently referred to himself by his nickname “Silver”, feeling unfit to be called by his human name.

What was never revealed to him was that Narsgad, the undisputed ruler of the Azurians, wanted to use him as vassal to enter the mortal realm. Azurians can’t leave the Ethereal Void for any extended period of time before dispersing into nothingness, and only a being with incredibly low magic resistance would be susceptible to a blood transfusion with ethereal blood. Oddly enough, the said blood gave Ammiel incredibly potent magic abilities and removed the aging process from his body. Which made him even more valuable as a host.

Purgatory

Time in the Ethereal Void moves irregularly, so the exact biological time that passed is unknown. However, fifty chronological years after he was taken in, the Azurian home world was attacked by demons from another dimension in the void. During this time, Moonblade made an attempt to escape, only to be captured by the demons due to their interest in his unique characteristics. For roughly ten years Moonblade was held captive by the abominations, forced to endure incredible fits of abuse. All the while Silver devised a course of action to break free from his captors.

It was then he discovered the corrosive Emerald Fire and made his escape.

Though they may have been demons, many of them didn’t have strength greater than that of a normal human. Taking out literally hundreds of the freaks was little effort with his new technique, seeing as it had an especially potent effect on demonic creatures. Eventually he made it to a break in the void and entered the mortal realm of Gaia once again. Unknown to him at the time, a demonic apparition had clung to him, hitching a ride in his body.

Freelance

He was dumped off near Isle De Gambino, which was just starting to be developed at the time. Having little experience other than fighting, etiquette, and magic, and no believable history, Moonblade was forced to go freelance as a mercenary. He was often commissioned to do things like clear beast out of an area, explore treacherous areas, and guard caravans. Referring to himself as Metahuman, no one questioned why he didn’t age at all during his twenty-year stay in the area.

Eventually, Moonblade fell into a trap set for him by the Azurians when the found his whereabouts and was recaptured.

Liberation

Moonblade was watched heavily by the Council of the Rose, Narsgad’s elite forces during this duration of imprisonment. Besides his daily training, Silver was confined alone to his room. One day as he was being escorted to Narsgad’s Chamber for the ceremony that would give him full control over Moonblade’s being, which he didn’t know about, Silver made a break for it. After killing one of the Rose Council, he made off with one of the Asurian’s prized treasures to protect himself: the Ginsu Blade.

From there he went back to freelance work for fifteen years.

Narsgad, infuriated, ordered the immediate retrieval of Moonblade’s body. Dead or Alive. Like a petulant child, he was blinded by his own desires. Narsgad foolishly sent out members of the Rose Council one by one. Moonblade slain them all until there were naught but two left. The advertisement and promise of fame and fortune brought him to the town of Latent looking for…

Leviathan

The Leviathan Stadium, home of the greatest warriors on the face of Gaia. His first day started off poorly; the demonic apparition in his flesh took hold of him and turned him into a fearsome demon. However, the combatants in the arena were far more than capable of subduing the beast; Sagittarius and Sakura Kitsune had him beat in a matter of moments. This kicked off an ironic friendship between Silver and Sakura.

Though he was slightly intimidated by the sheer size of the place, he quickly took up residence in one of the cafes. Unable to afford a proper room, he used a small dimensional hovel in the corner to make due. His career there started off well; he won most of his fights. It was during his first winter that he met his future comrade Ryugi Kazamaru in a spar. The fierce battle brought out both combatants’ full power, but was never finished.

An attack from Ansem Rose followed, but he was promptly destroyed.

Shortly there after, Moonblade encountered Ryudo Kazamaru in his full “Destroy all humans” glory. The shadow dragon brought out the demon within him once more and unwittingly obliterated it. Ironically enough, the power of the Demon had saved his life from the powerful telepath (who seemed to be fast enough to dodge lightning).

D.Virus

Eventually, a female member of the Rose Council caught up with him. Instead of taking Silver on in fair combat, she injected him with something and ran off. A while later, a fight including Vahn Kyonuske caused the infirmary to erupt into flames. Various people came to help injured combatants escape from the inferno, including Moonblade. However, he mysteriously ended up breaking his leg and had to be carried out by Sakura.

It was then they realized that he had been injected with an unknown, mysterious virus that acted as an advanced form of osteoporosis. Not only were his bones brittle, but his mana was also prevented from being replenished. Ryudo attacked him and a rabbit girl named Madison once more, but was warded off by Ryugi Kazamaru and Vargus (his fiancé).

After a week of research, Moonblade found information on a chemical compound that was rumored to have the ability to cure any ailment. Sakura gathered information on its location: the lab in the ruins of Gambino Tower. Without wasting any time, the two broke into the ruined facility. There they encountered the hiding Ryudo once more, who attempted to slay them with shadow spawn. Involvement from the Gaian Special Forces, which distracted the Shadow Dragon’s minions, may very well have saved their lives. Ironically, it was the power of words that got him out of that bind; he negotiated and flattered Ryudo into giving them the ‘Angel Tears’ and a lab journal for Sakura.

Providence

They stayed the night in Sakura’s hideout. Sensing impending doom when his magical sentries were destroyed, Moonblade ditched her in the middle of the night to return to Leviathan Stadium. He found the facility surrounded by a hazy red field and all entrances barred. This is where he encountered M4X and a group of people ready to fight the one responsible for this catastrophe. The android literally drilled a direct path through the wall all the way into the center of the main arena.

Before heading off for battle, he ran into Enki Leviathan. Enki gave Silver one of his old spears to use against Providence. Moonblade felt weak from the field, but shrugged it off. The group entered the main arena, only to be met by a powerful cyclone generated by the God-Being. They surely would have met their doom were it not for the arrival of Vahn Kyonuske in the form of a Phoenix. Using all the flame he had pent up for years, Vahn defeated Providence while simultaneously rescuing everyone.

Phoenix

Following the second destruction of the stadium, Moonblade headed off to Latent to unwind. There he met up with Madison and a rather pissed Sakura. Taking several months off, Silver spent most of his time in the library researching the power of the phoenix; he sought to destroy Narsgad and take retribution for what had been done to him over the course of his life. During this time his magical power spiked due to the constant reinforcement of magical energy.

Two months later he received a letter from the one who injected him with the virus, an obvious trap to lure him to Guldor. Blinded by thoughts of vengeance, he harassed a small ship known as the “Dragon’s Raider” from a sailor, which he quickly fixed with magical armaments. He beat up Chris Custard after he tried to sell Moonblade his own sails, petrify him in the lake, and sail off with his ship. From there he used the ethereal winds to head towards Guldor with incredible speed.

Angelous

Moonblade was ill suited for his trek through the tundra, nearly freezing to death. He headed for a large, black tower in the distance. After a brief encounter with a Reaper, he collapsed in the anti-magic field. He ‘awoke’ only to be unknowingly tortured mentally by a gigantic brain creature with visions of freezing temperature, insects, and a dog-beast with Silver‘s head and shark teeth. He was freed only when the master of the facility, an anti-magic racist known only as “The Doc”, forced him to release hold on Moonblade’s conscience.

The Doc explained that he and one of his ‘children’ found him unconscious in the snow. In order for Moonblade to survive, he was soaked in a vat of anti-magi and injected with odd chemicals. This made Silver mortal again, but also afflicted him with the inability to process mana. The Doc, after destroying the Dragon’s Raider, gave him a bounty of gifts: his extending spear Dragoonair, his transforming ship known as the Dracolich, and a pill container that kept him alive. It was also here that Moonblade met and bonded with the praetorian dragon Angelous.

M4X, which had been recovered by the Doc, oversaw his launch back to civilization.

Heaven

The world’s greatest tournament, Heaven or Hell, was approaching Leviathan fast. He formed the Ryugin: Silver Dragons. With Ryugi as his vice captain, he also recruited the mysterious Cristopher Reinhart and Meyrl Tomorrow. Though they were far from a dream team, they ended up as the Silver Medal finalist, making it all the way to the finals with their arrogant and flashy antics. There they lost against Team Glacier, whose members included Vahn Kyonuske, Sunstrike, Silver Alexander, and Shouyin.

With the large amount of prize money he had received, Silver bought and refurbished his family’s old manor, which had fallen into ruin. This was when he was at the top of his game; he felt invincible. He had money, fame, and his companion Angelous. However, two ceremonial guards from the dragon continent of Angara came to arrest Ryugi Kazamaru for crimes he didn’t commit.

Angara

Moonblade formed a small team with Ryudo to go and rescue Ryugi, which included Madison, Vargus, and Ryugi’s pupil Damrius. Breaking through the storm that surrounded the continent, the traveled towards Presea. The entire time there was a lot of bickering and tension between him, Damrius and the Shadow Dragon. An angelic being named Iris tried to kidnap Madison, but was thwarted by Moonblade and Damrius. Teaming up with the two guards that captured Ryugi in the first place, they continued on to the City of Elders.

The tense trial Ryugi faced wasn’t helped by the fact that Seolfur, an elder Silver Dragon, was pitted against having Ryugi in chains for the rest of his natural life. Moonblade offended the dragon to the point where it almost attacked. He used revealing evidence from his own past to help set things straight. The council eventually agreed that Ryugi would be set free on the grounds that they find and take care of who was really in charge of those murders.

During their journey they met up with Cruxis and defeated many foes, including raptor-like creators and a lake siren. They were attacked Charon, Iris’s older, more powerful demonic sister. Moonblade siphoned energy from his entire team to defeat the being in one blow, which would prove to work against him in the long run as they were attacked again by the pair in the holy temple. Charon SOLELY went after Moonblade while the rest of the team focused on Iris. When she was killed, Charon tried to destroy them all with a chaotic torrent of her rage. They barely survived, only to end up doing battle against their master Ramiel. Ramiel was a genetical failure; a botched clone of Ryugi. Desperate, Ryudo tore open the fabric of reality, unwittingly hurling Moonblade onto an alternate timeline. After his adventures there, Silver was reunited with his team and defeated Ramiel.

Hell

The time following the Angara was relatively quiet… until it was time for the Ryugin to unite once again for Heaven or Hell. Tomorrow couldn’t make it, so she was replaced with Nayko Tadaya, a celestial being of decent ability. They made it to the second round against Team a** Tear, where all the rules were thrown out the window. Moonblade was critically injured when his opponent, the enraged Tzenidaar, turned the round into a death match. His left arm was permanently injured and his eyes had to be regenerated.

Barely able to function, Silver awoke the next day as though someone literally shoved a 2x4 through his chest. Angelous had disintegrated, along with his spear and ship. The pill dispenser ceased function, no longer providing him with the life-saving medicine he needed. Desperate, he turned towards Sorrow’s Keep and their cult to save him.

Selling his soul to the lich Decruda, he was given a second chance: a false life with a demon’s heart. During this time he underwent brainwashing that turned him against his former allies. Utterly convinced that they are the physical manifestation of his weakness, Moonblade seeks to destroy his friends, family, and Tzenidaar. After all, his life went to hell after he lost to him.

Travesty

Moonblade hid out in the Moonlight Manor for a few months, preparing for the murders he would have to commit. Using a magical construct of himself as an alibi, he was able to drain victims of their life force without being suspected. Sakura showed up to say good-bye, unknowing of Moonblade’s transformation. He enslaved her using a Quest Spell, the terms of which she agreed to. He then used her as living spell component to summon Ryugi Kazamaru.

The murder of his former friend was an utter failure due to the fact that he had given Ryugi the chance to a fair fight. Reporting his failure to Decruda, he underwent surgery and more brainwashing. His trust in family and friends was destroyed; he wanted nothing more than to erase his past and get his revenge.

Moonblade had a hand in the necromancer's raid on Barton Town. In the midst of battle he was killed when a surprise attack from Ryugi crushed his skull. It wasn't long before Descant raised him again as an undead.

156MagnusXL

Birth Name: Ra'Fiig

Race: Tigris Shapeshifter

Apparent Race: Weretiger

Gender: Male

Birthdate: June 1st

Age: 23

Class: Warrior

Job: Clan Berserker

Alignment: Neutral

Height: 6'4"

Weight: 194 lbs

Blood Type: B+

Hair Color: Tiger Orange and Black

Eye Color: Yellow

Complexion: Tan

Marital Status: Mated

Children: Three daughters and a son.

Relatives: Clan

Residence: Wanders with Clan

Likes: Combat, Fish, Outdoors, Summer

Dislikes: Disloyalty, Natural Tigers, Good and Evil

Strong Points:

A natural human cannot hope to overcome Ra'fiig's great strength and agility. He's powerful enough to lift 800 lbs standing, double that without movement. At full speed Ra'Fiig can run about 35 mph, however doing so greatly depletes his stamina. He can do a standing jump twenty feet and make a running jump of over sixty. Despite the common misconception about large cats, Ra'Fiig can swim quite well and enjoys an occasional dip in a lake. He is somewhat knowledgeable in weapons, but he prefers his trusty fists and other natural weapons.

Weakness:

Obsidian Weapons have a greater effect on the Weretiger, which he has a much harder time healing.

Personality:

Ra'Fiig is usually quiet and calm. He doesn't talk much unless he is well acquainted with someone or it is necessary. However, when pushed his volcanic temper has been known to explode. While he doesn't believe in good or evil, he does believe strongly in clan and family loyalty. He has a tendency to roll his Rs.

Description:

In his human form, Ra'Fiig has scruffy hair with a small, spiky ponytail. His hair is black with tiger-orange highlights. He's not the kind of person most people would pick a fight with, being 194 lbs of pure lean muscle. He always has a tiger's tail, which is more than long enough to touch the ground. He often wears tribal face paint; four spikes on his chin and cheeks. There's a patch of fur on hit Achilles tendons. His feet are always very feline. His eyes, though yellow, are human.

Ra'Fiig undergoes drastic change when he enters his hybrid form, but still retains his human hair. He is covered from head to toe in striped tiger hide. His fingernails turn into claws and his teeth get longer and sharper. His height in this form is 7'11" and his weight is 242 lbs. His ears, nose, muzzle, and teeth are tigerlike, but the eyes and overall face shape is still human. He can still pass for human at a distance if properly disguised.

His final form is a large, full-grown tiger with no trace of humanity.

Clothes:

Ra'Fiig's clothes are always simple, mostly due to the fact that he's outside all the time. Also because he has a tendency to shred them when he changes forms. Lots of torn, sleeveless shirts. He never wears jeans, as he finds them to be uncomfortable. His pants are usually made of simple cloth. He doesn't normally wear shoes or boots; they're kinda redundant when you have tough, tigerlike feet.

Abilities:

Fire Dance - A form of pyrotechnics, Ra'Fiig can manipulate the ambient heat and fire around him. While creating fire is more difficult for him, he can feed another source of flmame to make it more powerful, and thus giving him more to use and manipulate. This requires no actual energy from him besides the movement of his body. Fire is his primary element, being far easier for him to control than anything else. CURRENTLY IN THE PROCESS OF SPECIALIZATION.

Thunder Dance - This ability requires powerful storm to already be overhead. He can coax the electricity built up in the skies down onto a single target. While obviously powerful, it takes a second to choose an exact target, so they can easily move if they're not hiding behind a skin of metal.

Rain Dance - A form of aquatechnicks. This dance allows him to draw in storm clouds and manipulate water to a certain degree. He obviously can't freeze or create it, but he can evaporate it with heat. The solid form of water is much more difficult for him to manipulate, but its not impossible. This also requires no energy from him aside from the movement of his body.

Dance Recital - Though Ra'Fiig holds mastery over no elements, he can manipulate as many as he's learned the 'dances' for. When it comes to dances, Ra'Fiig is an exceptionally fast learner. Though he excels at tribal dance, he's willing to do the steps required to get the results he wants. However, he cannot simply create his own dances; he has to learn them from other people.

Healing Factor - Ra'Fiig recovers from serious injury at a much faster rate than that of a normal human. Something that would take a human a month to heal would be perfectly fine after a few days of rest. He doesn't heal so fast that you can watch the wounds sew themselves shut, though.

Transformation - Besides his 'human' form, Ra'fiig can assume the forms of a bipedal tiger-hybrid form or the form of a natural tiger. Both of these forms come equipped with claws, teeth, etc. In hybrid form, Ra'fiig's physical strength and toughness are nearly doubled, but he's also easier to hit because of his larger size. Due to muscle and skin changes, a small portion (roughly 10%) of his wounds are healed when he changes between any of his forms. However, transformation leaves him vulnerable for a time, as he is unable to perform any other action or cancel its effects, which makes it a very ineffective source of healing.

Berserking - When faced with incredible odds, Ra'Fiig cane enter a berserked state. While berserk, he has no feeling of pain and is virtually impossible to tire. Attacks while in berserk are always incredibly powerful because of the single-minded focus to destroy. He has no control in this form; he attacks anyone around him. Thusly, he is incapable of performing dances techniques while he's berserk (though affects in progress still linger). He usually does this when in his hybrid form.

History:

Ra'Fiig has always been a brawler. Weretiger children are very rough, so he grew up fighting in his many forms. Though solitary by nature, his clan is very tightly knit. The clan fights together. The clan helps one another. He even found his mate, Ts'Baasi, in the clan. His clan is also very wary of outsiders. Besides a bunch minor skirmishes, the clan hasn't been at war with anyone else. They only go to towns and civilization when absolutely necessary, so there hasn't been any real notable history to date.

In other words, the author is lazy and hasn't written a history for him yet (much less flesh out the rest of his profile).

157MagnusXL

Birth Name: Argon

Alias: Death Knight

Titles: Dragoon of Fah, The Harbinger of Genocide

Race: Unique Shade

Gender: Male

Birthdate: October 11th

Age: 0

Apparent Age: Mid Twenties

Class: Dark Dragoon, Void Knight

Job: Death Knight

Alignment: Chaotic Evil

Height: 5' 10"

Weight: 152lbs

Blood Type: Special (see below)

Hair Color: Pitch Black

Eye Color: Purple

Handedness: Right Handed

Complexion: Fair

Marital Status: Single

Children: None

Relatives: None

Residence: Isle of Eden

Likes: Power, vengeance, honor, accomplishment.

Dislikes: Weakness, futility, dragons, disgrace.

Strong Points:

-Swiftness: Ability to move with great agility, even while restricted by armor.

-Tolerance: Practical immunity to physical pain.

-Kicking: Legs are capable of incredible feats of strength.

-Lunatic: Increased abilities at night due to affinity with the moon.

-Omnipotence: Seemingly unlimited potential to grow in power.

Weaknesses:

-Negativity: A devastating weakness to positive energy.

-Manashort: Anti-magic may knock out certain abilities for a time.

-Paranoia: Sole terror of the reapers.

-Birthright: Easier to defeat if the origin to Moonblade is discovered.

Physical Statistics Wrote:

Intelligence : 0 1 2 3 4 5 6 7

Most of this intelligence is based of his incredible memory and the sheer amount of arcane knowledge he possesses. He is still capable of doing monumentally stupid things.

Strength : 0 1 2 3 4 5 6 7

The Death Knight is quite strong. His physical powers can be brought up to super human levels by drawing power from his wyvern.

Movement : 0 1 2 3 4 5 6 7

The Death Knight doesn't have exceptional movement speed, but he is clearly capable of acrobatic feats that border on impossibility.

Durability : 0 1 2 3 4 5 6 7

Unlike Moonblade, the undead Death Knight resists damage quite well. Even without his powerful suit of armor, he's a bit of a tank.

Energy Projection : 0 1 2 3 4 5 6 7

He has all the abilities you'd expect of a sorcerer. His magical powers are somewhat similar to Moonblades, but he has a far greater supply of magical energy.

Fighting Ability : 1 2 3 4 5 6 7

Experienced with both spears and swords. His actual ability in unarmed combat is passable at best

Personality:

Argon's ascension (or fall, depending how you look at it) helped cause a slight shift in his personality. He's still unquestioningly 'evil', but he's far more stable mentally. His previous arrogance taught him many harsh lessons; he's no longer as hasty to lash out, rather is cool and calculated with his actions. If need be, he can even hold back his complete and utter hatred for the draconic race. However, he's still as cynical as ever.

The Death Knight doesn't believe in good or evil, ultimately claiming that one could not exist without the other. Needless to say, Argon's sense of 'honor' is completely and utterly twisted.

Description:

The Shade's body is a construct of pure sin. His pitch black hair is so unnatural in appearance that it could almost be mistaken as a liquid. His eyes are a deep, mystic purple; a true testament to the dark magics that composed his physical form. His skin looks as completely fresh, as though he had molted off his old upper layers of skin in a snake-like fashion. This is due to the fact that his body was recently reconstructed.

Apparel:

The Death Knight is cloaked in an impressive suit of black full-plate, crafted from the power of the shade. The details of which are scarce, partially because the author fails at describing armor, partially because he hasn't decided on a set design yet.

Equipment:

Portable Hole - What looks to be shimmering, silvery clothe. When unfolded and placed on a flat surface, it opens an extra-dimensional space 10 feet deep and 6 feet in diameter. It has its own particular extra-dimensional space that doesn't cross planes. Anything placed inside this space remains there when the Hole is closed, and can be retrieved when the Hole is again placed on a flat surface. The extra-dimensional space when closed contains enough air for an average human to survive for 10 minutes.

Weapon(s):

Ruination - Argon's "Spear of Destiny". Ruination is a nine foot long (and nine-pound heavy), broad-bladed spear constructed from a sheer, black metal. Due to it's unique properties, it's impossible to examine the weapon in great detail. The great spear is truly fashioned of nothing; pure void. The body of any being slain by this accursed weapon will be reanimated as an undead construct under the Shade's total control. It also acts as a vessel to appease the Death Knight's body, trapping one soul of those slain weekly.

Black Fang - Argon also wears this obsidian saber at his side. Wounds caused by this weapon fester, preventing the victim's blood from clotting properly. Unless treated by fire or amputation, wounds caused by the Black Fang will gradually spread, necrotizing and ultimately destroying the victim's body over the course of a few days. The sword is also enchanted so that its incredibly sharp edge will never dull. The Black Fang is an excellent catalyst for casting powerful void magicks.

Abilities:

-Draconic Acrobatics: Due to a Dragoon's need to mount and dismount in the air, they are trained to make great leaps and bounds, even while fully armored. Argon can survive much higher jumped falls than that of a normal human and is much less susceptible to falling damage. He is also capable of great acrobatic feats.

-Corrupt Soul: Argon still retains the undead status of his original body, making him completely immune to poison and diseases.

-Shadeskin: Argon's existence as a half-shade has left him without a truly definite form, allowing him to alter his physical appearance at will. However, his overall height and weight cannot be changed in this manner.

-Dracolich Heart: Dragoons are fully capable of evading most draconic breath weapons.

-Fireborn: Even as an undead shade, the Death Knight retains some minor fire and heat resistance.

-Ravenous Hunger: Whenever Argon kills a living being with Ruination, he may draw off some of that creature's essence, in the same manner that the Shades devour energy and the Nephilim devour souls, healing himself. He can also stab Ruination into himself to achieve the same effect, but it wouldn't be as effective.

-Bound Service: Those killed by Ruination can be raised as standard undead under Argon's service.

-Death Aegis: Centering around Ruination, the surrounding area is influenced by the sinful presence of the Death Knight, thus boosting all of Argon's attacks within the radius. It also gives him access to greater magical abilities.

-Dragon Bane: Upon being wounded, the cursed blood of ancient dragons becomes exposed, thus creating a toxic miasma deadly to dragon-kind. Though it isn't enough to actually kill a dragon, it will severely hamper its abilities and movements, making it wretched and sick enough to easily finish off.

-Guilty Body: Being a body of original sin, the Death Knight requires appeasement. Once per week, any creature slain by Ruination finds its very soul trapped within the great spear, adding to the overall power of the Death Knight as it attempts to satiate itself. Argon's death would result in the freedom of all souls trapped within Ruination.

-Seed of Mana: Absorbing the magic trapped within Moonblade's old body, Argon still holds considerable arcanic might. He is particularly skilled in casting spells of chaos or negative alignment.

-Black Wind: The chaotic auras surrounding the Death Knight create a sort of dead-air, which protects him from weak projectile attacks. They also prevent people from getting a definitive look at his true magical potential.

-Phantom Existence: The Chaos Wyverns are intelligent extensions of the Death Knight, and can thus be controlled by mere thought. This chaotic interference also makes mental attacks (and telepathy) against Argon all but an impossibility.

-Unholy Bonds: His integration into the forgotten has given him an unnaturally strong bond with his mount. Their connection is strong enough that they can siphon strength and energy to one another.

Basic Skillset:

-Shock Tide: A large amount of mana is focused through a target (I.E. the tip of his spear, his fists, etc.) for a single, devastating attack. This spell actually uses a combination of two elements. Negative energies wear away at the target's life force directly, where as the chaos energies work to tear apart any physical object. This typically cannot be used as a projectile attack, as the combined magical energies disperse as it travels out, negating its effectiveness.

-Lunar Push: Using his affinity for the moon, Argon is able to create a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. This could also be used to toss those who are in close proximity to the Death Knight back.

-Chaos Bolt: To a normal combatant, this is merely a bolt of chaos energy, having properties comparable to that of a strong electrical discharge. However, due to the spell's effects, the Chaos Bolt actively seeks out a closed circuit to wreck havoc across. For example: the leylines of a magical weapon, the circulatory system in a human, etc. This renders certain forms of magical absorption useless, rather allowing the bolt open access to their bodies. The bolt itself doesn't usually do enough damage to critically wound a target, rather tries to spread the damage across the entire body.

-Chaos Ripple: Argon releases a field of energy around himself with properties similar to anti-magic, dissolving and effectively nullifying whatever energy it happened to collide with. The ripple, while powerful, is a rather inefficient use of energy; it almost certainly costs more than the effect he's trying to nullify. For this reason, the Death Knight rarely extends its radius more than five feet. This spell is not sustained past its immediate effects.

-Lifewave: This spell draws the life force out of lesser living beings (plants, insects, etc) in a ten foot radius in one fell swoop. This is almost always done to draw the essence in as mana, increasing his store of magical energy. He can also funnel this force directly into a wave of energy, ironically giving him a positive (holy) attack to use against other undead or negative adversaries. Argon cannot draw the life-force out of anything but the smallest of creatures, as the spell isn't potent enough to capture their essence.

The reverse of this spell, Death Pulse, allows the Death Knight to use his own 'life force' (I.E. Negative Energy) as a weapon or healing agent for undead targets.

-Chrysm Burst: Focusing his chaotic energies into the ground, Argon corrupts the natural leylines in the Gaia, using them as a conduct for his own magicks. By corrupting the mana in the ground with his own, he can slowly 'network' the earth around him, allowing him to fire off crystalline spikes of chaos energy anywhere in the area of influence. The networking process is slow and requires the Death Knight to be connected to one spot in some way for an extended period of time; while his influence on the land's leylines doesn't dissipate immediately, he certainly cannot utilize it while he's not connected. The responsiveness (in terms of fire speed and accuracy of attacks) of the network depends on the amount of time allowed to corrupt the earth.

-Crush Beat: Bright blue and silver energy envelops Argon's hand in a combination of Lunar and Void magic. On defense, Crush Beat is capable of stopping a physical object such as a sword without causing injury to the Death Knight. It also acts as an effective wall against most energy based attacks. In a grapple, it actually partially envelops the target, creating a powerful vice-like grip that is incredibly difficult to break. It also suppresses any energy in a small region. It got its name from the absurdly powerful crushing force that is applied when the Death Knight closes his enveloped hand.

With the shadeskin armor equipped, Crush Beat costs an incredible amount of energy. When used without the armor, Crush Beat actually burns the Death Knight's hand, dealing magical damage to himself. This spell requires support from Lazarus to maintain.

-Void Sphere: Being crafted from nothingness, the Void Sphere lacks conventional elemental properties of any kind. Essentially a vacuum in the space of magic, it disrupts the spellcasting of its target for a short time, in addition to dealing an impressive amount of energy damage. It is not only useful for absorbing enemy spells as defense, but is used as the basis for many of the Death Knight's advanced spells.

-Malefic Lotus: To be announced...

-Arc-Flare: If the Death Knight had a super move, Arc-Flare would surely be it. After drawing in a tremendous amount of mana, twelve orbs of purple and black chaos energy form a ring behind the Death Knight as he manifests a larger sphere of black void energy between his hands. Throwing out the destructive Void Sphere at his opponent, the other orbs move with blurring speed to encircle and bombard the opponent from all sides, each causing a large explosion of chaos energy. If the Void Sphere should connect with its target, it will be 'marked', making it nearly impossible to avoid the chaos spheres. In this case, their energies will form up to create a single, catastrophic explosion.

This spell is impossible for the Death Knight Argon to cast without the assistance of both Ruination and his mount.

Utility Skillset:

-Nether Rift: Using the power of chaos, the Death Knight 'dissolves' into the void. Instantaneously passing through the eternal emptiness, he open a rift into the material plane. The chaotic energies of the void unleashed by this violent forced-entry cause minor magical damage to everything near the portal. Nether Rift can be used to transport the Death Knight into buildings. As a being of chaos himself, the Death Knight is immune to the destructive energies of the rift. This ability is limited by its relatively short range and high mana cost. Cannot be cast without Ruination.

-Desolation Matrix: Argon uses chaos magic to create a powerful defensive network, creating a mesh of energy the surrounds the boundary (which can be anywhere from 5 to 50 meters) of the matrix. Inside the Desolation Matrix, the power of the void creates a potent energy vacuum, slowly draining both the mana and the life force of everything in the area. This energy helps fuel the Desolation Matrix, which in turn drains more energy. Outside physical and energy attacks have to contend with the powerful net of chaotic energies, while internal energy attacks will be weakened by the draining power of the matrix. Should the barrier be breached, or should the Death Knight break it of his own accord, the net will create a powerful shock-wave of chaos energy, damaging everything in its path (with total radius being twice that of the Matrix itself). Following the explosion of chaos energy, the former vacuum caused by the void will sudden fill itself in again, draining mana equal to that stored by the matrix from the area (the Death Knight himself is unaffected).

The Death Knight cannot use any other abilities while the Desolation Matrix is active, though he may move and act as normal. The exception to this is Nether Rift, which will automatically cause the Desolation Matrix to break when he emerges. Cannot be cast without Ruination. Has an interruptable minute cast time, so it's not at all viable in a 1v1 situation.

-Doom Desire: For this spell, the Death Knight uses one of his own Chaos Wyverns as a catalyst. The affected Chaos Wyvern immediately begins to spasm violently, exploding a few seconds later. The resulting blast does no real damage to surrounding enemies, instead spreading the Death Knight's deadly miasma in a fifty foot radius.

-Dark Reparations: The Death Knight sends a mana vortex into the void using an unspecified amount of energy. The vortex will reappear a short time later with mana collected from the rift, recharging the Death Knight's reserves before being absorbed again, effectively doubling the energy initially spent. The more mana Dark Reparations has to collect, the longer it takes to return to the Death Knight.

-Suppression: Less of a spell than a simple tactic. The Death Knight is able to channel the full force of his magic into an aura of raw power, causing awe and rampant fear in the general populace. The Death knight can further focus the 'weight' of his aura invisibly onto another living being, sapping their physical strength and energy if their will or aura is significantly weaker than his own. This results in the victim suffering from physical and mental weakness, exhaustion, and the general inability to act. This effect persists for several minutes, but otherwise does no physical or lasting damage.

Combination Skillset:

-Rain of Eden: [Void Sphere + Chaos Bolt]

When the Void Sphere is impacted by Chaos Bolt, the sphere becomes visibly charged with chaos magic. The charged orb breaks apart rapidly, flying off in the form of a few dozen short laser bursts over the course of a single second. Each shot is potent enough to burn and pierce human flesh and most variants of armor. On collision with the ground or sufficiently slowed by a physical object, the projectiles erupt in a burst of chaos energy, arching their energy to the nearest target within five feet of impact. The energy arc has properties similar to the Chaos Bolt, though each individual burst is significantly weaker.

While a rapid bombardment, they strike seemingly at random within a predetermined 45º cone. The cone in which Rain of Eden's projectiles are fired is not dependent on the direction either the Void Sphere was traveling, nor is it dependent on where it was hit by the Chaos Bolt. It is prepared mentally by the Death Knight in advance.

-Soul Aegis: [Void Sphere + Lifewave]

To be announced...

-Nether Ward: [Void Sphere + Death Pulse]

To be announced...

-Mithril Flash: [Void Sphere + Lunar Push]

By hitting the Void Sphere with Lunar Push, Argon creates a burst of silver 'lunar' magic so intense that it actually disrupts all light and shadow based abilities in a sixty foot radius.

-Seal Breaker: [Void Sphere + Chrysm Burst]

By combining the power of the void with the corrupting properties of Chrysm Burst, the Death Knight is able to create a sphere that corrupts and ultimately disrupts the flow of magic. With enough time and mana, this spell is potent enough to destroy virtually any magical seal. Alternatively, the Death Knight could alter the conditions of a seal or absorb the mana into his own reserve, though such meddling would take more time than simply shattering it.

-Shade Implosion: [Void Sphere + Crush Beat]

To be announced...

-Maleficent Blossom: [Void Sphere + Malefic Lotus]

To be announced

-Eden's Bounty: [Chrysm Burst + Lifewave]

To be announced...

-Hallow Riposte: [Crush Beat + Shock Tide]

To be announced...

-Ephemeral Storm: [Crush Beat + Void Sphere + Shock Tide]

The Death Knight leaves behind the clinging energy of Crush Beat on the target via touch, combined with the unstable powers of Void Sphere and Shock Tide. A highly destructive storm of mana erupts from the mark a few seconds later, usually after some sort of throw as the Death Knight is not immune to the effects of his own spell.

This spell can only be cast while Crush Beat is active.

-Genocide Heart: [Wyrmkiller + Dragon Bane + Shock Tide]

The dragon-slaying powers of Wyrmkiller are fused with the chaotic and necromantic energies of Shock Tide, manifesting in an intense green and black flame around the Death Knight's weapon of choice. The unstable combination of both abilities creates a potent technique capable of cutting through a dragon's natural defenses effortlessly, doing extreme energy-based damage in the process. This ability is not only fueled by copious amounts of mana, but also siphons a large amount of the Death Knight's essence, making this technique something of a last resort. A creature slain by Genocide Heart will be reduced to corrupted ash, effectively making them impossible to resurrect or reanimate without first crafting an entirely new body.

History: Coming Soon

See also: Ammiel Moonblade

158OuchRightInTheFreedom

Name

Maria

Age/Date of Birth

Appears to be 24 6/17/66 (Valkyrie….part angel, y’know?)

Gender

Female

Race

Valkyrie

Appearance

Maria has a distinct armored helm, with white and red feathers protruding from both sides. A black and yellow cross serves to decorate the front of the helm, with the rest of it formed into a solid gold color. Maria’s flowing blonde hair stretches down to the middle of her back, covering most of her neck and shoulders. Her armor is in golden lace patterns, with most of the torso covered in white angel armor. Her cloak flows outwards past her hips, bearing a royal insignia across the sides. The interior of this cloak is red, to symbolize the pain of bloodshed. Her golden armor boots share the same pattern as her main armor, with very dense heels, suited for impaling opponents. Her sword is nearly the length of her own body, and it’s curved design makes it lightweight, whereas someone with the strength of a Valkyrie could already swing it easily, Maria is able to swing it with the fluency of an everyday rapier. The angelic crests, and gold designs on the sword indicate that it was once used by someone with high power, a king, possibly.

Abilities

Maria is abnormally fast, even when carrying around her gigantic blade. As a Valkyrie, she could already move much faster than a typical human, but her abilities add even more speed to this.

Along with the great speed, Maria is able to control lightning. This includes producing lightning from thin air and firing it, charging it into her blade, and manipulating the lightning from electrical storms. The one thing about lightning she cannot control is lightning cast from another magician, or anyone with the abilities she has.

Maria's most powerful lightning based ability is called "Sonata Ancardia", and is the only move that she actually named. With this technique, Maria raises Ancardia into the air, and a bolt of lightning strikes it. She concentrates the energy, and brings the sword to the ground, blasting a massive lightning shockwave from the sword. After using this move, Maria cannot move for five seconds, leaving her wide open to attack. Hence why she only uses the move when she knows she'll hit.

Personality

Maria is a big statement sort of person. She says things sometimes that are too deep for the situation, and, even sometimes, risks her life in places that would deem it unnecessary.

Even with this said, she can also be laid back at times. She seeks battles when they are either of importance to her, or she is unoccupied with other tasks.

History

Maria, originally, served higher beings as a War Valkyrie. Since then, she has left her duties by orders of her superiors, and lives on this planet, just living with the other humans, as she was ordered by the Angels so long ago.

7/18/93: Ordered by the Angels to leave her duties.

8/26/01: Found her holy sword, Ancardia.

6/17/07: Began training in the manipulation of Lightning.

Importance (optional)

Maria was well respected by the Angels before she was ordered to leave. She liked them, and they liked her. No real problems. At the time of her departure, that reputation would be wrecked, however, because when her angelhood was removed, her body split into two different beings. Herself, and a Winged Fallen Angel named Melissa. Melissa immediately fled from the scene, taking refuge in the world of the living. Maria was left speechless, and banned by the angels, never to return to her duties as a Valkyrie.

Picture (optional)

159Cassandra Voorhees

((Reserved for when I have the time to write out Cassa's full bio.))

((Sorry, been completely swamped with school lately. Not sure how long I'll stay busy.))

160Tenkai Matsumoto

((That's a capital idea.

I also reserve a spot for when I can put together a decent profile.))

161Bloody Loon

Name:

Freon Coombs // Herr Graf de Todesfall (This side calls himself Herr Tod [[or Mr. Death]])

Age/Date of Birth:

Appears 26, and believes he is. He is actually 703 years old. Born on June 6th, 1306

Gender:

Male

Race:

Appears caucasian, and thinks he is, but is in fact a reincarnated demon.

Appearance:

Freon is 6'2", and weighs 228 pounds (He looks like he's about 160), and is a pale caucasian. He has dark purple hair naturally, which he keeps under a black biker hat (Reference). WIth the exception of two strands of his bangs going down below his chin, his hair is about 4 inches long. He wears a black leather coat that has a popped collar, under which he wears a purple long sleeved shirt, that has lighter purple horizontal stripes. He tucks his shirt into his grey jeans, which he tucks his black Doc Martens (Reference). Over his back he slings a 4 foot rapier with a chain attached to its sheath (Reference). Herr Tod looks essentially the same, except his hair grows down to his waist, his ears elongate, and he grows fangs.

Abilities:

Herr Tod has full mastery of the abilities available to his body, whereas Freon is just becoming aware of them. First and foremost, Freon has the ability to telekinetically alter his own flesh and bone, and, to a limited extent, any flesh or bone he touches, at a molecular level. For example, Freon, with a basic understanding of his abilities, can elongate his body, regenerate wounds, add muscle mass to himself, and slowly absorb flesh from dead sources for use in his own body. The most offensive use of his powers that he knows of is how to separate someone's body if he can surround the chosen part with his hands.

Herr Tod, on the other hand, can make his finger turn into a molecular wire nearly a mile long, move his organs around, separate his body and reattach it around a blade, melt and reform, change his skin's hardness to that of near diamond, fly, near instantly drain the flesh and bone from a dead thing, and drain a living person entirely in the matter of about 15 minutes. His most offensive use of his powers would be him being able to sever his opponent's brain from their body with a touch near the neck from his molecular wire. He can also remotely control living or dead people or animals so long as his molecular wires maintain contact, and he concentrates solely on their actions. In addition, he can turn his molecular wire into a weapon if he can find an object to hold it taught. The effect of being cut by a molecular wire isn't immediately noticeable to the person, as the cut will be extremely precise, and thus keep the object glued to what it was cut from due to a certain physical phenomenon. However, given any more force more than what is gravitational, and the object will fall off. A molecular wire can cut through anything that isn't of molecular sharpness itself, as it Herr Tod can make it transform into a near-diamond consistency. I haven't fully told of ALL the possibilities, but this is a general overview.

Personality:

Freon is a punk by nature, and is concerned with pretty much only his self-preservation. He remains flippant most of the time, and is very often annoyed. He makes cynical jokes about everything, and constantly taunts people so long as he knows he's safe. He is extremely curious with expanding his own knowledge of his powers, and figuring out what he really is. He speaks in a heavy British accent. He is only slightly aware of Herr Tod, only knowing that a monster lurks within him.

Herr Tod is Freon's split personality, or more correctly, Freon is his. Freon believes that 8 years earlier he lost his memories. That was actually when Freon became the active personality, and awoke in a dumpster. Herr Tod is well aware of his age, his capabilities, and what he actually is. He is extremely sadistic, and enjoys toying with people. Like Freon, he constantly jokes and kids, but Herr Tod's jokes have a much more menacing tone to them, and are often extremely dark. He's constantly smiling in a menacing way, except for when he's pissed or annoyed, when he goes through great lengths to kill everything he sees, and when he does, he regains his sadistic smile. Even when he doesn't kill people, he enjoys watching them scream and run. He is well aware of all of Freon's actions. Herr Tod Comes out when Freon's in extreme danger, or when he's bored and wants to shake things up. He is chaotic and unconcerned for consequences.

History:

Freon's life began in a dumpster 8 years ago, behind a bar. He had the basic knowledge of an 18 year old, and thought that he had just lost his memory. He couldn't find anyone he knew in England, and became a street begger. He named himself off of an element he remembered, and gave himself a normal last name to slightly fit in. He got into a brawl one night with another bum about using his space, which caught the attention of a businessman. After the fight, the businessman identified himself, and offered Freon an opportunity to use his fighting skills as a boxer. It was when he was weighed in at 223 pounds, despite his scrawny figure, that he began to suspect that he wasn't really normal. He did well as a heavyweight boxer, and made quite a lot of money over the next 5 years, before Herr Tod awoke, and killed every single person in the arena, including his manager. He decided to make a run for it.

He lived on the road for a 3, and he became more and more aware of his abilities. He made it back into the cities only recently, wishing to reintegrate himself with society.

(Herr Tod's backstory is fairly unimportant. He's a horrible monster with no value on human life.... Fun!)

Importance:

Negliglible.

Picture:

Thanks to Yenearsira for having awesome pictures!

162inutori

appearance:(except with long hair e.e)

If anyone can draw me a character then please PM me so I can give you the information ;D

name: Oniki (translated to demon spirit in japanese :3)

age: 16, dob - unknown O:!

Abilities:Oniki is a demon and a vampire, giving her a variety of attacks as well as fast movements (from half vampire) and extremely strong dark magic (from demon). But she is not just that, most of oniki's powers are based on ice, her natural element. Listed below are some of her skills.

Demon/Vampire skills:

-Fly: Grow black feathered wings giving her the ability to fly.

-Feather Dance: after growing, or summoning her wings she can let all the feathers fall and let them blow in the wind, but they are stronger than steel and can cut almost any substance.

-Chain sword: A large sword wraped in chains and attached to Oniki's back is the cain sword. I will provide a picture later. But the basic abilities is oniki can use the chains or the sword to hard people giving her an advantage because some people cant avoid the chain.

-Dissolve: Oniki doesn't use this attack very much but she can mely down all her chains and mold it into another weapon, such as another sword. The weakness to this is she can't really move around when she does it so she would be vulnerable at this point.

Ice Skills:

  • Obviously she can control ice and do what she wants with it, including blending it with her demon/vampire attacks. The weakness to this is pretty obvious though. Despite the weakness she can pull water out of almost anything. And not just water but all moisture. Such as blood.
  • Mist: Oniki can dissolve the water into mist, but durring that time she cannot use any other water based attacks.

Ice armour: Oniki has the ability to take the water and form armour for herself.

Strongest attacks:

Of course oniki rarely uses these but her are some of her strongest attacks.

  • Shadow ice dance: oniki draws all her demonic, vampire, and ice powers to create a huge storm.
  • Demon summon: Oniki can summon a demon, weakness is she cannot do anything else at the time the demon is summoned.

More attacks may be added in the future.

Personality: Oniki is a character that is humerous yet very strong, dark and secretive. No one really knows much about her. She cares for no one. She has the most fun when fighting but weak enemies bore her.

History: Nobody knows much about Oniki, and maybe some of her past will be uncovered in battles ;3 but for now here is what I can tell you:

Oniki mom was a vampire and her father was a demon. She became almost half demon and half vampire. Why almost? Because part of her is also an ice weilder, giving her the ability to control ice and all liquidy substances. When she was young, a holy knight had killed her parents. In a burst of rage Oniki was able to kill the knight. She had no one to depend on and was forced to eat her parents and the knight to stay alive (cuz she's a vampire and ya >> so dont think it's all gross). After that Oniki had gained more of her parents powers and decided she was strong enough to go out into the world herself. When she had left she experienced the most terrible time of her life. Many dark magicians captured her and put a curse mark on her. Now all along her arms there are curses. Oniki experienced so much pain especially when they let her go, because that was when the pain of the curse mark being put on her began. Eventually the pain went away and no one came to get her anymore so she began to wander again. Killing many people and sometimes entire villiges to survive oniki grew stronger. But once she wasnt so lucky. Her left eve had been wounded very badly and soon she lost that eye. Using some cloth to cover it up she went and killed many magicians and knights taking the magical power they had until she created another eye, which again gave her more power. But oniki went to a blacksmith who created an eyepatch that sealed away the powers of that eye. In exchange she let him live. After many years she still wanders, killing people, awaiting the day when the people who had put curses on her appeared so she could kill them. And that is all I can reveal ![smilies/iconrazz.gif](http://s.cdn.gaiaonline.com/images/common/smilies/icon_razz.gif) it seems like everything but its not x3

Importance: Im just gonna put it here even though it's optional ._.

  • Of course after reading the history you could tell that oniki is feared everywhere. Many knights and magicians have been sent to slay her but all have failed.

Pic: at the beginning, but as I said if you can draw my char plz pm me x3

MIGHT UPDATE LATER O.o

163Crocodylus

JIN JUNYUU = FEMALE RACOON DEMON

NAME: Jin Junyuu

AGE: 2000 years

RACE: Tanuki

GENDER: Female

APPEARANCE

Junyuu wears a one-piece jumper stitched out of burlap. Underneath her clothes are all 100% cotton so she never gets itchy unless she has fleas. Her true form is a chubby raccoon dog but she can throw up an illusion of whatever she wants to look like and usually she shows up looking like a little girl with a hood on to hide her ears. When she is the little girl, her cheeks have faint markings like whiskers and the tail looks like it is a part of the jumper even though it really isn't. Although she is wearing stockings, Junyuu is actually barefoot as the bottoms of her stockings have been worn out from much walking. Regularly she is seen with a flask, or a gourd, or a juice box--- drinking. She also carries a pipe for smoking and self-defense. Both of these things throw off the fact that she looks like a twelve year old.

ABILITIES

Her speed is very high. It is very difficult to catch her or land a hit on her as the illusions that she conjures are not limited to optical but can be in fact solid (one solid decoy at a time).

Her attacks do not do very much damage, as malevolence is not a trait of the tanuki. A tanuki like Junyuu is mischievous.

WEAKNESS

All her defense lies in her speed, and her wits which are all geared at dodging and escaping. Wearing the opponent down is her only strategy. Any opponent who can lay down an onslaught of persistent, frequent attacks (like a ballistic barrage of any kind or simply wide ranged) has the upper hand. Because Junyuu has short range only.

PERSONALITY

Junyuu giggles at the end of almost every sentence she utters, perhaps every other is accurate enough. She only likes to see smiles and happy people-- these are the kind of people Junyuu does not bother. She will attempt to make friends with such people but otherwise will do no tanuki-business to them.

Stern people who don't smile or those with a cloud of depression hanging over their heads are "asking for it" whether or not they only dress like they're sad (in dark colors) and she will attempt to cheer them up no matter how threatening they are. If cheering them up doesn't work, she will exact some sort of vengeance upon them because they are probably evil and deserve it. All tanuki enjoy irritating or annoying others. They also enjoy being stalkers. Junyuu WILL stalk you.

Junyuu has a soft spot for sick, ailing or injured people. When she sees invalids she wants to help them cross the street or nurse them back to health (whether they want it or not).

HISTORY

Jin Junyuu is a tanuki from ancient Japan but speaks no Japanese because at a young age, she was taunting a crew of cold-stricken merchants going back to China. The merchants ended up dying during the voyage, leaving poor young Junyuu alone with their disease-eaten corpses that didn't smile. It floated for months until it was ransacked by pirates whose ship she boarded and then "haunted". After they docked their ship, Junyuu left and has never set foot in another body of water ever again. She won't go near rivers and drinks rain as it falls into her mouth. Bottled water is okay too.

These days she has a ball tormenting angsty teenage humans. Occasionally stressed out adults.

PICTURE

164Phantom-Gent

Name: Marcus

Age: 25

Race: Human

Gender: Male

Appearance: Marcus has a shadowy appearance, wearing a dark coat and dark pants. He wears dark gauntlets, it glows a dark energy from both hands. His pants have actual skulls on them, both giving a glow of red eyes that keep staring at you, and wears heavy boots when needed to move across the landscape. His shadow is possessed, taking the form of a dark dragon from time to time in battle.

Abilities:

Passive Skills

-His attacks are infused with dark energy, making them lethal if it hit the opponent.

Active Skills

-Vanity Vault:The user draws in dark energy, mainly through the fingers, then brings it all into one point. When gathered, the user shoots it at the target. Whether it hits or not, it causes a explosion after a few seconds.

-Darkness Pile:The user draws in darkness and brings it into his/her hand. One single strike can either crush the ground around the user, or crush an arm.

Weakness:

Each attack can lower his speed and defense for a short time.

Personality:

Tired on most days and has a hangover sometimes when drunk enough. He is not that shy sometimes but tends to drop to the floor and become unconscious for a long period of time.

History:

Not so much memory of his past, but does remember getting shot in the chest and falling unconscious for several years, growing and changing until at least 3 years he woke up and couldn't remember a thing before getting shot.

165Tienan Slavin

Link to Other Profiles:

http://www.gaiaonline.com/guilds/viewtopic.php?t=18531087&_gaia_t_=1272&page=last

NAME: Theordac -Earth Father-

AGE: Unknown, Born soon after the creation of the earth

RACE: Elemental Guardian

GENDER: Male

Blood Type: None

Relationship Status: None

Fighting Style: Element Manipulation, Highly Defencive fighter

Purpose/hobby: Keeping elemental balance to earth and earth's counterparts in other realms

History:

Theordac is a being of a the non-physical realm, similar to the astral plane, he was given life by mother nature to take care of the earth and keep the cycle of life in motion. But it wasn’t till recently that it was necessary from him directly effect the physical realm. Unable to leave the incarnate realm Theordac had to use his control over the world’s elemental energies to shape from the planet a physical form in which he would experience and correct the physical realm to keep the flow of earth’s energy stable and continuous.

Theordac has only lived on the surface and with interaction with the physical’s realms inhabitants for a short time and is still awkward in understand they’re way of life and therefore lacks the same level of communication skills and understand of the surface life.

Apperance:

Theordac is not one to care so much about his appearance; he keeps a mostly low profile, unless his curious mind gets the best of him. Normally holding the appearance of a old man behind a large cloak, Theordac’s long white beard and green eyes become his only defining features. But naturally, being a body formed my magic, Theordac’s appearance may change and will even to copy and imitated another living animal or person, but these occasions are rare. If not presented as a old man with a walking stick, Theordac takes on a youthful appearance of a young green eyed warrior with curly blonde hair looking about the age of 20

Height and Weight: Average lies around 5'10 being 140 pounds, may slightly differ in body structure changes to animal

Powers:

-Theordac uses the power of the earth, calling upon the elements to fight with; this includes Fire, water, wind, earth, metal and void. All of these elements can be blended and melted together to form a variety of attacks and techniques.

-Theordac also has control over the environment from animals, insects to the plants themselves.

Weak Points:

Theordac’s physical body is a tool for fighting and destroying it poses nothing more but a delay before Theordac manifest another identical self. In combat Theordac will need to drawn energy from the planet itself as well on that of the realm in which he truly exists. His source/ connection to the realm are represented by three trees of the spiritual realm, one of the physical realm and another of the incorporeal realm. Though all trees appear visible, only one of the trees exists in the physical realm and to slay Theordac all three trees must be destroyed.

In minor roleplay battle, Theordac powers don't reach a very high scale, and without the summoning of the trees his powers come from his staff (which is not always a staff). Which if destoried makes it so Theordac cannot regen his body is damaged. Making him weaker physical, and spiritually, he can only manipulate the elements within a 10 foot radius if his staff his lost, making big spells such as rain storms impossiable.

(Theordac is also highly distracted by the drawing of the demon raccoon, which if used against him could lead to his guard being dropped. XD)

Personality:

Theordac’s lack of experience and understanding of the human world makes his personality odd and unstable sometimes being serious and to the point while at times chaotic and wild. He always enjoys humor and his he light hearted and pleasant to be around for the most part. He is loyal and stands by his word.

166The Crossed Fox

Username: The Crossed Fox

Name: Yasuo Katsuhiro

Mode of Combat: Ninjutsu, Taijutsu, Genjutsu, Offensive/Defensive Role.

Birthday: February 11th

Height: 5'9"

Weight: 172lbs

Measurements: N/A

Birthplace: Iwagakure (Village Hidden in the Stone), Land of Earth

Hobby: Training, studying and socializing

Personal Treasure: His custom blade the "Red Dragon", and his Iwagakure Headband

Favorite Food: Beef Ramen and Unagi

Dislikes: Unsportsman-like conduct, rude attitudes and cocky beings

Forte in Sports: Soccer, Track and Accuracy testing

Other things worth mentioning: Yasuo has a tendency to monolouge his words at times.


Extra Info, Equipment, Ability and Knick-Knack details

Extra Info

Elements

Earth, Water (Affinity)

___________________________________________

Equipment

1 Sharpened Kunai

5 Shuriken

1 Medium-sized gourd of Water (15 Gallons)

1 Red Dragon, 27" Inverted Blade Uchigatana (Custom)

1 Large Provisions Pack (Stone Gray)

2 Jounin's vest (Forest Green and Stone Gray)

2 Ninja Gi sets (Forest Green and Stone Gray)

1 Iwagakure Headband

20x Food pills (Partial chakra recovery) + bag (1 allowed per match, X to heal out of match)

1 Armored Sandals

2 Cloth Facemasks (Forest Green and Stone Gray)

1 Leather Bracer Set

2 Under Wear sets (Pants, Socks/Wraps)

1 Field Medical Kit (Out Of Battle use only)

__________________________________

Abilities

Item Abilities

Red Dragon: This custom blade of Yasuo's can be used as a medium for his chakra flow. It's edge and structural stability can be enhanced to a degree, when used in certain abilities. Other than that, it is but a normal blade.

Water Gourd: Inside this gourd is water that Yasuo uses for his "Water Cannon Replica" technique, as well as his "Water Dragon Bullet" technique. It's normal water, but a component to his water techniques if no body of water is around. The gourd carries 15 gallons worth of water


Ninjutsu/Taijutsu/Genjutsu

Ninjutsu (Chakra Powered Techniques)

Earth Techniques

Doton: Ganchuso (Earth Release: Rock Pillars Rising)

(Offensive/Defensive/Aesthetic, Short-Mid Range)

(Activated by Handseals: Tiger → Serpent → Ox)

This technique allows the user to raise several rock pillars from the ground or section of earth, in an attempt to skewer an oncoming or retreating target. It is also used to change the battlefield, and make for a more interesting site for spectators.

Doton: Gansetsuken (Rock Staff)

(Offensive, Short Ranged)

(Activated by Handseals: Ox → Horse → Tiger)

The user can raise up a small section of earth, and form it into the shape of a staff. From there, they may either use it as a throwing weapon or as a close combat weapon. A delayed charge effect can raise multiple plots of land, and create several staffs for a surplus of ammo, allowing for a barrage of inaccurate stone poles to be launched at an enemy.

Doton: Doryuheki (Earth Style Wall)

(Defensive)

(Activated by Improvised Hand Seals: Tiger with left → Ox with right → adjust Ox above Tiger)

The user spits up a long line of mud that then rises a few seconds after. The mud instantly solidifies into a hardened defense in front of the user, and can be as high as thriteen feet, and as wide as ten (Pending Users Spew Angle). By no means is it invincible, as a hard drilling impact can indefinitely smash through the creation.

Doton: Doryu Taiga (Earth Flow River)

(Offensive)

(Activated by Hand Seals: Tiger)

The user can channel their chakra into a small section of earth or stone, and change it into a pool of mud. This can be used to entrap an opponent for a limited amount of time, or be used as the first step of two in the "Earth Dragon Bullet" technique. Also, depending on if there is a slope, this technique becomes a high yield river of mud used to keep opponents at bay on the downhill side of things.

Doton: Doryudan (Earth Dragon Bullet)

(Offensive, Long Range)

(Activated by Hand Seals: Sheep → Horse → Dragon)

Using the mud pool created by the "Earth Flow River", the user forms a sort of dragon head that fires concentrated mud at the enemy or structure. The pressure is equivalent to that of a mid-pressure fire hose (320 PSI), and can be combined with the "Water Dragon Bullet" technique at the severe cost of chakra

Doton: Doryuso (Rising Stone Spears)

(Offensive)

(Activated by Hand Seals: Bird)

The user can condense mud or stone into hardened spears that protrude out of the ground. The spears themselves, however, cannot penetrate through anything more dense than its element.

Water Techniques

Suiton: Mizurappa (Water Release: Violent Water Wave)

(Offensive)

(Activated with Hand Seals: Dragon → Tiger → Hare)

The user can concentrate their chakra within to create and shoot a heavy stream of water from their mouth. Depending on the amount of chakra the user puts into the technique, the pressure can very from a heavy flow of water (Such as the velocity of level 3 rapids), or a high pressure shot of it (Equal to that of a 500 PSI Water Hose). In some cases, it can even be concentrated to cut through earth and stone, at the expense of more chakra.

Suiton: Suihachi (Hand of Waves)

(Offensive)

(Activated by handseals: Serpent)

This justsu allows the user to spray a fairly high pressure jet of water from their hands. The pressure is the equivalent of a mid-pressure fire hose (350 PSI).

Suiton: Suiryūdan no Jutsu (Water Dragon Bullet Technique

(Offensive, All Ranges)

(Activated by Hand Seals

Small: Ox → Monkey → Rabbit → Rat → Boar → Rooster → Ox → Horse → Rooster → Rat → Tiger → Dog → Tiger → Snake → Ox → Ram → Snake → Boar

Full Sized: Ox → Monkey → Rabbit → Rat → Boar → Rooster → Ox → Horse → Rooster → Rat → Tiger → Dog → Tiger → Snake → Ox → Ram → Snake → Boar → Ram → Rat → Yang Water → Monkey → Rooster → Dragon → Rooster → Ox → Horse → Ram → Tiger → Snake → Rat → Monkey → Rabbit → Boar → Dragon → Ram → Rat → Ox → Monkey → Rooster → Yang Water → Rat → Boar → Rooster)

Though this technique takes an excess amount of time to use - either two posts for a small dragon (18 Hand Seals) or three posts for a full sized dragon (worth 44 hand seals) - The user is able to summon a dragon formed out of a small or large body of water. This dragon carries the force of the water it is created from, and upon command will slam into the target with a tremendous impact, and spread its large amount of water across the ground. Though not life threatening (unless in a watery environment), the impact carries up to 1000 PSI (500 for the smaller), at up to 35 miles per hour. This technique can be used in unison with the "Earth Dragon Bullet" technique, but at the severe cost of high amounts of chakra.

Suiton: ? (Water Cannon Replica)

(Offensive/Defensive Supplementary)

(Activated by Hand Seals: Tiger → Dog → Monkey → Snake → Boar → Tiger)

This technique allows the user to control a fair amount of water in his area, possibly from a gourd or nearby water source. The water can then be manipulated to create many physical attacks, as well as defensive measures in order to keep an enemy at bay. This technique, however, requires that the user either stay stationary, or keep at a paced walk so that concentration is not broken.

Other Ninjutsu

Shunshin no Jutsu (Body Flicker Technique)

(Physical Supplementary)

(Turn On/Turn Off -focus- technique)

This technique allows the user to travel a short distance instantly by flowing chakra into their feet and speeding up their movement, and creating a sort of "Flicker" after image when used. Though this would normally be a stand alone technique, for tournament restraint it is strictly limited to Taijutsu (Melee) combinations. Outside of fight grounds, this would be his normal way of travelling at a fast pace, since it is not at all an offensive or dangerous maneuver.

Bunshin no jutsu (Clone Technique)

(Supplementary)

(Activated by Handseals: Ram → Snake → Tiger)/b]

This technique creates intangible clones made from a minimal amount of the users chakra reserves. These clones are nothing more than illusions, incapable of causing any physical damage. When they come into contact with something not of the immediate environment, they dissipate into the air without a trace. This technique can be seen through with advanced eyes, and with decent observational skills, as the clones themselves do not disrupt the environment that they are in (I.E. Don't kick up dust, crush grass, etc.)

[b]Partial Chakra Enhanced Strength

(Supplementary/Offensive Short Range)

(Turn On/Turn Off -Focus technique-)

The user, after months and even years of arduous training, has developed a precise chakra point control that allows them to focus certain amounts of chakra in physical strikes. Though it takes a toll on reserves with extended use, the users striking strength is amplified by the explosive kinetic force the technique allows, in some cases even allowing the deflection of large objects, such as boulders, vehicles and even full trees (with totally focused and dedicated usage). However, the strength only applies to punches, kicks, knee's and all forms of physical strikes, as the chakra cannot enhance the lifting power of the users body in any shape or form.


Taijutsu (Close Combat Techniques)

Great Meteor Fall : Yasuo would have to get his opponent up a decent height in the air in order to allow for the proper use of this technique. When the target is up in the air, Yasuo uses his body flicker technique to traverse a few feet above the enemy. From there, he rockets a heavy kick down into the target, gathering a small force of chakra into his foot so that when they impact against the ground, the chakra explodes against the target and causes extra damage.

Counter Palm Style: Flying Bird Attack: Yasuo can use this technique by intercepting a heavy punch, and using the momentum his target still has, he thrusts upwards into the targets abdomen in a flying knee-type of attack. In order to make the attack more devastating, Yasuo focuses a small group of chakra into his knee, to create a bigger impact for the target when hit.

Dance of the Dust: Yasuo begins by flowing chakra into his blade (one turn), making its structure stronger, and its edge sharper to their own degree's. He then Body flickers once forward, to very quickly close the distance between he and his opponent, and he unleashes a hellish barrage of quick strikes aimed for various parts of the body. He also mixes in his own combination of kicks and punches, to create openings in the targets defense. The constant flow into the blade does not take away from his chakra reserves, however contact against another warrior/object will cause energy disruption, taking away from the reserves minimally with every strike connected.


Genjutsu (Illusion/Deception Techniques)

Genjutsu: Drowning Deception: Yasuo, using a radius of 3 feet by 3 feet around his body, flows chakra into the ground. This charge up takes one turn of him being stationary, and he must stay stationary in order to hold the charge in place. The area becomes a mind-tapping trap, where if the target steps within the area, a large burst water in mist form blows up in the targets face. This unknowingly sets the trap into motion.

From that point on, they are caught in an illusory trap that happens over the course of three turns. They are as follows...

  1. The ground beneath them gives out completely, and they fall into a black, liquid abyss. They splash into it several seconds after the fall, and are pulled down into the watery substance at an alarming rate.
  1. They are pulled deeper into the abysmal depths, feeling the effects of quick pressure change and intense oxygen deprivation. They may feel their lungs start to burn, their body cramp from the cold and their nerves rattle around within every cell of their body.
  1. They stop and sit in the watery grave until they are rushed backwards a few moments later from the black pool, and back into reality. Effects of near drowning, to their own degree's, may occur after this point.

(Please Read the following)

vvvvv

Notes: Genjutsu, in nearly all cases, are not at all lethal. They only mirror the effects of the five senses of most sentient beings, and can cause at it's best a spell of unconsciousness due to pain and suffering. It creates a strain on the mind, and not so much the body. As such, certain resistances that creatures or other humanoid creatures whose limits are above those of normal humans may react to a lower degree to the pain, if not at all, which then leaves this nulled to nothing more than a lost and useless tactic.

Also, after the effect is through, Yasuo is left in a fatigued state for one turn, unable to attack for that set time while the target recovers for that span of time as well, as this technique takes a decent amount of chakra to hold, create and maintain.

The illusion may be broken if the target is somehow able to distract the user, or have somebody else cause them to lose their concentration.


Skill Point Distribution

Mobility (2.5/5): Yasuo has packed light for this tournament, and has only light armor and his few equipment pieces weighing him down. His training with taijutsu as also allowed for him to be agile with such things, to a degree. The one thing that hinders him the most would be the gourd, which is only held by a strap across the chest.

Strength (3/5): Though quick and agile, Yasuo's overall strength only meets the standard human limit. He can benchpress somewhere close to 225 pounds at maximum, squat 350 pounds, and leg press around 400 pounds.

Chakra Control (4/5): Because Yasuo had fairly achieved the rank of Jounin in his village, he has create for himself a high yield of chakra. His yield can go on for long bouts at a time, though larger-scale techniques may cause symptoms of fatigue to develop more quickly than others.

Toughness (3.5/5): His Jounin training has taught him how to take quite a number of heavy hits. However, his body like all humans contains fragility that can only withstand so much. His endurance is what keeps him going.

Magical Prowess (4.5/5): For most of his life, Yasuo had trained in the art of ninjutsu (Like all ninja from the main villages). He knows each and every one of them in and out, and has developed each of his techniques both through training, and vital self-taught technique training segments created by himself.

Endurance (4/5): Constant training in terms of taking hits and dishing them out has always been a top priortiy for Yasuo, and though he knows his limitations, he still attempts to go above and beyond, someitmes pushing himself too far.

Resistance (2.5/5): As said above, Yasuo is still only human. Back at home in his village, trained Medical-nin were there to help the healing process speed, as well as keep disease and infection out of the question. Here, he truly is only human, and thus has every flaw one of them does. (At least until the round is over)

Current Story: Yet to be Intro'd

167Braiddan

(It appears mine is missing. I apologize if it was just me overlooking it)

Name- Braiddan Mel Oficias II

Age - 53 (Appears about 21)

Race - Akergean

Age - Male

Appearance

Hair- Ear length red hair, that is usually messy

Eyes-Red

Height: 5'11

Weight: 195

Attire:

Torso- A red jacket. A leather chest piece to serve as Armor.

Legs-A pair of red pants which look to be rather loose.

Feet-Knee high black boots, riddled with buckles.

Arm-A prosthetic left arm made of a light weight black metal

Glasses-Due to his eye's sensitivity to light, he is always wearing a pair of darkened glasses

Necklace- A simple silver chain with a crystallized tear hanging from it. Given to him by his twin sister.

Weapon- A basket hilted french style broad sword

Abilities

Hand to hand combat. (Fights in style similar to muay boran)

Learned the style when he joined his brother's guild of Demon slayers. A style utilizing heavy use of elbows and knees. It also has a style of defensive grappling

Shadow Craft- A magic that relies on his own shadow, or shadows of objects around him.

Shadow Barrier-Pulls from shadows to form a very temporary barrier.

Shadow Bind- Manages to use his opponent's shadow against them tieing down their legs and arms. Usually only lasts long enough for one strong attack, or a flurry of swift blows.

Shadow vault- Uses a shadow as a trampoline to make an arieal attack

Personality

Usually a very polite individual do to his training. But he get rather hostile when friend's are in danger. His mind is constantly at war with itself due to his constant battles with demons in the past. But he tries his best to keep it hidden. He has a few hobbies, mostly metal crafting and sometimes the fiddle. Not very used to civilization, he may seem naive at time

History

A few pages from his journal have been found. But nothing much else is known.

168The Crossed Fox

Name: Mikhail Zokholov

Age: 34

Height: 6'7"

Weight: 253lbs

Body Type: Muscular

Place of Origin: Chernobyl, Russia

Appearance: X

Profession: Mercenary for Hire

Interests: Mercenary work, anyting with pay, blacksmithing, training, excercise, the cries of little children, any sort of decent looking woman, and a soft spot for the occasional red fox.

Dislikes: Hotheads, disruptive voices, Five year olds, overly whiney women of old and young who don't do some things themselves, complainers and overall dumbasses, also punts the occasional baby.

Extra Information (below)

Personality: Though his personality is virtually unknown to most, what has been seen of the warrior is that he is more Chivalrous than anything else. He does not have a problem with cracking open a few heads if necessary, however.

Description: Under his Black Steel knight armor, Mikhail is writtled with battle scars and gruesome marks of war. If he were to ever take off his helm, the first thing those around him would notice would be a large vertical scar down over his right eye. He is not blind in it, nor is his sight hindered, but the scar will cover about half of his face regardless. Such a gruesome mark was created by a gladius strike in the Arena, back before he was freed from Gladiatorial slavery.

Mikhail is very capable in the fields of strength, considering he wears 125lbs+ armor for training a day. If he were to fight without his armor, not only would his strength be amazing, but his speed would be that of an Olympians rank. The only reason why he wears his armor as much as he does, is to constantly stay in his strengthened state, and continue on with it until he is able to move around as if it were a second skin. Ten years have gone by, and he still had notable movement problems however.

Strength in Battle: Brute force, Strength, Endurance and his element when used.

Weakness in Battle: Mobility, Negative electricity (aka Any electrcity other than his own and natural electricity), Fire when in armor.

Powers/Abilities: Elemental Lightning (see below for spells)

Fist of Thunder: With the infusion of the elemental lightning Mikhail had been granted at birth, his fist become a volatile weapon of destruction, conducting electric frequencies through his black-steel gauntleted fist. Three outcomes can come from such a technique, being an electric force pulse, a constant charge, or projectile bolts of electricity. The shockwave has a duration of three turns, once activated. The constant charge dicipates the Fist of Thunder technique after its use and lasts four to six seconds (2 turns), and the projectile bolts have a duration of 5 seconds (1-2 turns). This takes two turns to initiate.

Electric Flow: This technique can only be used if the "Fist of Thunder" ability is active. Mikhail can create a constant flow of electricity, and bond it to whatever metallic weapon he seems to be using at the moment. Though it greatly reduces his voltage output down to 8,000 volts, it gives him the ability to create a controlled constant flow into the weapon itself. The downside is that his other techniques cannot be used until the bond(s) between the weapon(s) and his gauntlet(s) is broken.

Technique explanations: The shockwave style of the thunder fist is quite complex. Its similar to that of a concussive shockwave, only actual air waves are manipulated around the fist, caused by the electricity itself speeding up the negatively charged atoms around the fist. When a punch were to land on either an enemy, or an object, the atoms would violently contract outwards, causing a sort of heavy shockwave effect. The wave itself is equal to that of the impact of a Mid-sized warhammer traveling at about 60mph, a very painful impact.

The constant charge would be used only if Mikhail were to have a tight grip upon an opponent. The electricity would be manipulated to travel into the body of the opponent, with a charge of over twenty-five thousand volts. If placed in a vital area, such as the lower lumbar or brain-stem areas on teh back or neck, temporary or permanent paralysis may ensue into the opponent, or possibly death if the opponent has somewhat of a weak resistance to it.

The projectile bolts would appear to be very siilar to the Sith power "Force Lightning". Several dozens of bolts of electricity are shot out within a six meter length/radius at an opponent, and constantly zap and electrocute an opponent for the duration of five seconds. Such a thing wuld most likely cause a "Taser" effect, and render the target useless for a duration, unless they are able to resist its power. It can also be formed into the shape of a small projectile ball, with a reduced voltage of 17,500 volts within it. In exchange for the reduced voltage, however, a smaller form of the shockwave ability is enfused within the technique, as to cause a possibly disrupting projectile technique.

Armor: Black Steel Platemail, Black Steel gauntlets, Black Steel greaves, Black Steel Boots, Black Steel Helm, Black Steel Pauldrons, Black Steel wrist guards, Black Steel gauntlets, Black silk tunic, Bear Fur cape, Dark Chainmail.

Weapons: The Black Mariah, a black steel forged broadsword custom made to Mikhail's exact designs. Its pommel is made of steel as well, with a gripped texture for a better hold on it. It also aids in conducting electricity through it for the Electric Flow ability. The sword hangs from a sheath at the left

The Black Sun morningstar, forged of Black Steel and studded with sharp edged studs, famous for their ability to slam through platemail within a few strikes in the same area in medival times. The pole on this 26" weapon is also forged of steel, for the Electric Flow Ability to be able to take effect. The weapon hangs off of a ring welded onto the right side of Mikhails greaves.

Jagged Edge Great Maul, forged of White Steel, and edged with studs similar to the of The Black Sun. However, they are much larger because of the size of the Hammers Head. There is also a half-blunt end at the other side of the hammer, used mostly for the advantage of piercing through armor and hard skins. Its most notable feat is known for crashing through Wooden Gates to halls and Wall enterances, and is even known to slam through stone with constant slams. The weapon is strapped to his back with a brown leather strap, similar to that of a claymores sheath. And at a whopping 15lbs, and 62", this massive weapon is definitely something to avoid if it has to be taken out.

Stonewold: A shield, handcrafted by Mikhails father. Its designs were created to specifically designate his family, and their made-up place in society. It is about 3/4 the actual size of a kite shield, making it lighter and smaller than one usually would be like. Though size is a disadvantage, its weight and swift versatility make for a very quick defense when needed.

169LADY KAMA SUCCUBOSS

Name*~Lizandra

Mode of Combat*~ Assasination arts ,brazilian martial arts,kickboxing,Leopard style.

age*~ looks 20

Height*~6' (183 cm)

Weight*~165 lb. (75 kg)

Race*~half witch half succubus.

Measurements:

Birthplace*~ Brazil

Hobby*~ Likes to dance like no one is watching,drama momma,mercenary,bossing,Juicy couture,modeling,and slapping hoes.

Favorite Food*~ snowcrabs,black beans and pork,picanha steak,basically brazilian food.

Dislikes*~sexists,guys who cry infront of her,bitters she gets competitive,theres not much.

Forte in Sports*~ soccer,vollyball,swimming,football

Other things worth mentioning:She suffers from dissociative Identity dissorder she has two personalities .Her normal personality is shy,timid,and calm,her ''Typhoid'' personality is lustful,out-going ,devious and violent.

weapons*~two sai's[[the whole sai is made of diamond,diamond does break you just need to know where exactly is the cleavage planes of the diamond]] and a cat o nine tails made of diamonds. [[diamond shards embedded into the whippy bits,and all around the stippy lines like thorns on a rose stem,encrusted with diamonds as well.It is used occasionaly to nab her opponents or just whip them.it could stretch for 5 feet distance]]

Abilities*~

when in her normal state,she has the ability to minipulate badluck,Formidable gifts of hex-sorcery manifesting as energy waves[[ bolts with a matching washer and hex nut''waves'']] manipulating probability[[instead of bad luck into good luck]],able to shoot forth highly damaging blasts of dark-light energy[[dark-light meaning a luster color ]] from her hands,She is also an accomplished gymnast capable of dodging beam weapon bursts, starbolts, and pillars of stone telekinetically launched at her with ease. [[obviously shes not going to dodge every single move]]

The Typhoid personality consists of the ability of fire degeneration,whose breath or touch could burn someone,Her energy drain touch spreads vastly throughout an area at will, obsorbing life energy could do fatal damage if in contact for too long.

BIO*~When Lizandra was born she was the reason her mother died while giving birth well at least everyone blames her and she blames herself.Her mother was killed by her father while giving birth .she was saved by a witch.her father did not want Liz to be born because she would poses powers only an s class could have and having so much power gave her two personalities a Typhoid one and her normal one so that her powers wont explode and devour the world.

Soon having no money or anyone to care for she became a mercenary a killing machine for an assasination society .shes looking for a meaning in life and war seems to be the only reason.and she doesn't just assassin innocent people she kills sinners, so that they could damn to hell to regret everything bad they did.

shes a good girl but shes not an angel shes mean but shes not the devil just a small girl trying to find love in a big world.

bad luck manipulation

1,Hex bolt= Fires a pink disruptive wave of energy knocking the person off their feet.[[she could use this at will with ease anytime she wants,if someone is too heavy it will just push them back/make them just fall on thier a** .this is like the most weak attack she could ever pull off in a fight.]]

2, silhouette blast= fires a single igniting pink orb from her hands ,theirs a bit of start up time but then when it is launched it causes damage.[[this is like the super version of hex bolt except its an orb not a wave and has to be charged for 1 post,it makes more of a solid damage,that could bounce away anyone no matter how much you weigh .

3,Dark reflection= reflects the attack of the person right back at them[[she can only use this once PER FIGHT,needs to be charged for 2/3 posts in order to reflect devotfuly launched attacks at her.If the magic atack fired at her isn't worked devotfuly for .Then she can relfect it with ease.

4,psionic wave=uses badluck to levitate small objects like weapons under at least 10 pounds ,aiming directly at her enemy .

[[she can't minipulate them for too long and she can't just keep waving them around .it goes in a straight line. is allowed to use it after every two post.]]

5,Sonic Blade= does an uppercut at her enemy ,her fist blazes with badluck flames ,while doing the uppercut.[[The flames help her blow through some attacks, sometimes to counter opponent's move ,yet she still gets damage from an attack but not with the full force ,gets hurt just a slight bit .THE FLAMES DONT ADD ANY DAMAGE BESIDES BLOWING THROUGH AN ATACK]]

6, Bad Touch= She pounces on her target and kisses his lips,after she finishes kissing him she is able to use his powers for a short time .[[she can only use his powers ,after he/she is kissed. Duartion of power 1/2 post and she can't just make up a move of the opponent .she has to see what he did before in order to use it.]]

7,Dark shield=creates a shield around her or her team members protecting them from ONLY magical atacks[[LASTS ONLY TWO POSTS ,HOWEVER IF AN ATACK IS DEVOTFULLY STRIKED AT HER THEN THE ATACK BLOWS RIGHT THROUGH THE SHIELD .CAN ONLY DO IT ONCE PER FIGHT.]]

8,Lucky Kiss= She nipps on the persons lips and french kisses them,the longer she stays kissing the more the person is able to heal faster,used on teammates .[[she could use this in /out of a fight,The longer she stays kissing the more she heals,so if she stays kissing for 2 posts .The person doesn't fully heal ,mybe an injured leg/arm etc. could only be used once per fight.]]

Fire/energy drain

1,energy drain kiss= she grabs the person by the throat levitating him in the air with her and kisses him/her ,the persons veins start to show up turning black the target feels like hes burning up.The longer she stays the more the person gets hurt,when she is doing this it feels like the person is getting weaker.[[could only be used once and needs to be charged 2 posts to charge.and when used makes her opponent in a drunk state for 2 posts.]]

2,Heart Shaped prism= she blowes a heart shaped kiss to her target the kiss floats in the air aiming towards her target and if it connects [[it can be stopped by a simple magic orb/atack]]if it connects she blows a wind of fumes from her mouth , only makes him choke ,and makes him blind duration of 2 posts and can only be used once per fight]

3,Spinning Current= a whirl pool of spumes[[fire]] wind swirls around her as she dashes towards her oppenent and if her body comes to contact with her oppenent then he/she gets burned.[[if she hits/misses her target it fades away..and doesn't hurt anyone around her it aims directly at her target..unless some fool decides to go infront of the atack.Then she hits both her target and the fool.If she comes to contact with skin then it just leaves his skin burned it doesn't melt the person or anything obviously just sets them on fire.can be used 2 times .after she uses it once then she has to wait 2 posts to do it again.]]

appearancealways always wears 5 inch heels .

Hair: long gossamer hair very elegant ,color any blond or black color or a light green,pearl pink.

She always looks scandalous ,usually outfits with bustiers and prefers velvet red colors..she also wears fetish stockings or 5 inch boots/heels.She sometimes keeps her sais strapped behind her back or near her waist .and her cat o nine tails around her waist occasionaly.

Reference: [[she loves to wear skirts things that make her legs show luster.also loves fancy gloves .she doesn't like armors and when in battle she looks like a model however her goodluck charms prevent her cloths from getting cut/burned.]]

OUTFIT ONE

OUTFIT TWO

OUTFIT Three

OUTFIT4

her main look :

170Bramfatura

Handle - Kasca

Persona - Blizt; Skryns; Virulence

kinda like this

Sex - Male

Longevity - Unaccounted For

Race - Biskmatar Symbiont

History -

The Biskmatar Symbiont - An intercellular endoparasite that when bonding with has variable outcomes based on the host. Some outcomes:

Parasitic - The host's body locks and is encased in a hard metal, living an unnaturally long life to be fed upon by the parasite symbiont until sustenance can no longer be obtained. Upon exhaustion of the host, the symbiont uses the shell as a protective casing during a gestation period. Evolution can occur in its reproduction, this particular symbiosis being an evolution from others. When the offspring is ready to hatch the shell cracks, releasing an alluring smell. The fresh symbiont feeds off excess juices in its shell until a new host comes by. The symbiont is eager for a strong host, so it may choose to exit a host and onto another, stronger host or to use various hosts to further its expedition.

Mutual - Rare instances where the host is able to benefit from symbiosis and vice versa. Since the symbiont feeds off the body as well as prolonging longevity, one thing needs to be apparent about the host: it needs a strong will over its body, enough to maintain control.

However possibly maddening. The Biskmatar could easily drive a host mad with blood thirst. Upon losing one's mind, the symbiont would take complete control over the host like a malicious puppet master.

If the host is both strong in will and mind, it might be able to overcome temptations of symbiosis as well as learn to use the symbiont as an extension of his body.

Commensalism - Undocumented instance aside from when the Biskmatar symbiosis is transferring hosts. It takes inconsequential portions periodically while searching for a new host. The current host in this relationship feels a strange desire to travel as well a change in its eating patterns, feeding slightly more than usual, but suffering no real consequences to symbiosis.

Bio -

"Where the tides of madness swell and riot be the rhyme of the unheard, colour is black, is white, is colourblind. So beautifully complex, yet our instincts cringed at the way we live our lives, blinded by egotistical hubris, we still hadn't come to terms with the fact that we all will, one day, die."

[to be continued...]

Specs -

From Symbiosis - His body becomes his natural weapon as well as defense; able to form melee weapons from his person, limited only to the surface area of his body and his imagination. Aside from weaponry, the symbiont can also change his appearance, from a change in clothes and solidifying disguises to layering a durable armour over his body. This particular symbiont has also been referred to as the "Living Costume".

Particular to Host/The Talent - The Talent is an ability most commonly found in the Wetboy's of Midcyru. A Talented individual must have three different components to be able to express their Talent outwardly: the first is their Glore Vyrden, or life magic. This is the reserve that stores the power that can be directed as the user wishes. The second component is the ability to refill one's glore vyrden when it's empty-- if one doesn't possess it, they can use their talent only once or twice during their whole lives. A person with Talent usually replenishes their glore vyrden by absorbing sunlight or light from other sources as well as from resting. The final component is a conduit allowing the use of one's glore vyrden however they desire. This conduit can be small or blocked, limiting the maximum amount of energy one can use at a single time. There are cases of non-existent conduits. As far as mapping abilities, the Talent could probably be described as a cross between mental and spiritual influences.

Effects - Talent can act as an extension and support of the physical being, adding force to attacks, spring to jumps, creating seamless disguises and bending light around around their person. Since the talented tend to favour the life of a successful Wetboy, these are the most common effects shown by those talented. Wetboys are often seen firing arrows at an excessively quick pace as their talent helps pass them arrows from their quiver, ghost-like appendages following a punch or kick, even grabbing onto high ledges and pulling the body into reach. These warriors tend to be quick and lethal killers, using the element of surprise to their favour. Poisons tend to be a standard for Wetboys as well as a signature for the more discreet assassins. His favourites paralyze, muffle magical conduits and kill (some just feigning death.)

reference: Night Angel Trilogy - Brent Weeks

In order for him to benefit from symbiosis he needed control over his body and mind. Familiarity with the talent acted as a crutch in his efforts to maintain control over his body versus symbiosis. When the symbiosis couldn't take complete control, it headed for his mind where it discovered his conduit and latched onto it, intertwining its dna with the mysterious force that brought the host his power. How this is possible is unknown, but believed to be an evolutionary trait unique to this symbiont. Locating the stash of raw energy that could be manipulated by its host, the symbiosis urged for a deeper bonding, favouring the peculiarities of its host, digging its roots in deeper, more permanently. In effect his conduit can supply and regenerate more energy for use as a result of the symbiont's desire to bond with a strong host.

He specializes in physical melee, ranged melee (such as throwing daggers, pins and shurikens.) His weaknesses in melee tend to derive from his choices on the battlefield: heavy weaponry has more of an impact against his body, however they often fall short to his dexterous tactics. Slipping up in a battle with him would mean death, however magical attacks are meant to pierce the physical defenses of melee fighters since caster's own weakness in defense tend to derive from vulnerability to physical offense.

Also - This particular symbiosis has been rumoured to devastate lines of soldiers using brutish attacks, tearing through men and their horses. His skin hardens upon impact to lighten blows and shallow critical lacerations inflicted during battle.

171Laertes Ursus

Red Ronin

Basic Information

Given name: James Fujiyama

Nicknames/aliases/titles: Red Ronin

Age: 27

Race: Human

Sex: Male

Hair: Black, straight, shoulder-length when loose. Often worn in a ponytail or during ceremony a topknot.

Eyes: Brown

Skin: Light Native red

Height/weight: 6'0"/226 lbs

Build: Lean

Blood type: B

Usually seen wearing: James tends to wear casual clothes for the most part, favouring dark colours, especially reds.

Scars/defining marks: Though rarely seen, James sports a full-body irezumi, a tattoo denoting a member of the Yakuza. This tattoo stops just below the collar, at mid-forearm and mid-calf, and there is a bare strip down the chest. The tattoo contains several depictions of Samurai as well as creatures of Japanese myth.

Languages spoken: English, Japanese, Sioux

Background

Personality: To call James a serious man would be an understatement. It would seem that at a critical point in his life, James injured his sense of humour, and it had to be amputated. At least that's the going theory among the Deltas. Still, he's level-headed and logical, if a bit blunt at times. Like all Deltas, issues of his past aren't brought up often.

Basic history: Born to Masaru and Inila Fujiyama and raised in the traditions of the Fujiyama Samurai family, James spent the first few years of his life being groomed to become the next in the line by his parents. In spite of the fact that modern circumstance and Bushido philosophy do not always agree on many points, the Fujiyama line is one of the few Samurai houses that has survived even into modern times and maintains the core principles: Filial piety, devotion to one's daimyo or lord, and above all, discipline and the pursuit of perfection in all that you do.

At age eight, however, tragedy struck. James' mother was attacked and killed on the way home from a grocery run. The assailants beat her to within an inch of her life, raped her, and carved 'Gaijin'(outsider) into her body before leaving her to bleed to death. James' father, unable to bear the grief, was found a week later, dead by seppuku.

From that point, James was raised by his Ojii-san, and put forth even more time and effort into his studies of blade and book. By twenty, he had a university degree, his daisho, and a long line of black belts. He was also by this point a full member of the Yakuza, and working on his irezumi. By twenty-five, he was the shateigashira, or second lieutenant, to a mid-level oyabun, or boss.

It was at this point, however, that he met the rest of the Deltas, a rather motley group of freelance criminals for hire. Finding his skills and abilities going to waste in administration, he applied with his oyabun to promote a replacement and leave the Yakuza on good terms. The application was accepted, and now does Runs with the Deltas.

Place of birth: Chiyoda District, Neo-Tokyo, Japan

Battle Information

Weapon proficiencies: James is proficient with most common martial arts weapons, bows, as well as small firearms.

Discipline: James has extensive training in Karate, Kung Fu, Krav Maga, and a limited knowledge of Wildcat(A Sioux martial art build around grapples and targeting vulnerable areas with powerful strikes).

Style: With high degree belts in several armed and unarmed martial arts, James tend to prefer close-range combat, particularly with his daisho. He's extremely skilled at dual-wielding weapons, and has a blistering and relentless offence. That said, he can still kill a deerfly from twenty paces on horseback with his bow.

General martial proficiency: On a scale of 1-10, his proficiency sits at 8 unaugmented.

School of magic/specialization/deity: Adept

General magical proficiency: Seeing as it is all innate, James has a limited proficiency level with magic, roughly 3 on a 1-10 scale.

Innate abilities: James is what is classified as an Adept, an Awakened(magically capable) person whose 'talent' manifests internally in innate powers rather than externally with spells or summonings. James' powers in particular are for the most part passive increases to his agility, dexterity, and reflexes. He may not be any stronger than any well-trained Human, but he is by far swifter and more precise. James, unlike most Adepts, is also able to perceive and project Astrally, allowing him to see the magical side of the world around him, including magical anomalies, the auras of living things, and incorporeal spirits. He also possesses a limited form of telemetry. If he can physically touch an item, he can pick up strong emotional impressions left upon it by a previous owner. This is easier the 'fresher' the imprint is.

On the downside, magical interference or less than normal ambient mana levels have a tendency to limit or temporarily remove some of his abilities.

Weapon(s)

1.

Name: Souseiji (Trans: "Twins")

Type: Dual katana

Class: Slashing

Weight: 3 lbs each

Made from: Blade/tang: Steel with orichalcum. Handle: Dragon's teeth with silk wrapping.

Wielded: One in each hand.

Worn when not wielded: One on each side of the waist.

Special abilities: James' blades are Foci, magical tools that out-perform their mundane counterparts in magical pursuits. Unlike standard mundane items, James' daisho can be taken with him onto the Astral Plane, should he Astrally project. In addition, they have the capability to injure purely-Astral creatures such as spirits. Ordinary weapons simply pass through them, but weapon Foci disrupt the flow of mana in a purely mana-based creature the same way they disrupt flesh on the physical.

Description: Though both blades were the same length, they were called the daisho regardless. Very visible hilts were polished and well-worked teeth of a dragon, still bearing the slight curve. Beneath the black lacquered wood saya lay the finest steel James' family could buy, and the Fujiyama clan were certainly wealthy. Veins of blood-red orichalcum interlaced across the weapon, drawing arcane patterns of deadly beauty. The sharpness of the blades was only matched by the finest monofilament.

History: James forged the blades himself, in the tradition of his family, and his Ojii-san had infused the orichalcum. The teeth were a more recent addition. The original handles were strong lacquered wood, but during a fight with a Dragon, one of the handles had been destroyed, leaving only the bolts and tang. He and a partner by the name of Priest took down the Dragon in question, albeit barely, and as a trophy, James kept two of the larger teeth. From these, he made the new handles.

2.

Name: None

Type: Twin Steyr TMPs

Class: Piercing

Weight: 2.5 lbs each empty.

Made from: Plasteel and ceramic exclusively.

Wielded: One in each hand.

Worn when not wielded: Hidden in special slides in James' armour.

Special abilities: Custom-made, these TMPs are undetectable by MADs(Magnetic Anomaly Detectors), as they have no metallic components. This includes ammunition if James knows there may be such a risk beforehand.

Description: These two machine pistols have the foregrips removed, but otherwise look about standard for a TMP.

History: Bought through a friend of a friend of a friend, these particular weapons just 'happened' to fall off the back of a truck at a 'coincidental' moment.

3.

Name: None

Type: Collapsible compound bow

Class: Piercing

Weight: 4 lbs.

Made from: Carbon steel and plastics

Wielded:Left holding the bow, right pulling the string.

Worn when not wielded: Carried in a briefcase.

Special abilities: The bow can be collapsed, completely strung, to a size that would fit in a large purse or satchel. In the space of five seconds, the bow could be retrieved, readied, and notched for firing by a professional or someone trained in its use. James owns several arrows with special arrowheads such as incendiary or stick-n-shok(A head that delivers a short but high-power electrical charge capable of stunning Humans and disabling electronics).

Description: This compound bow features several small hinges and locking mechanisms which are all controlled by a tiny switch in the side. It also features a magnifying sight.

History: Obtained in a similar fashion to his TMPs.

Armour

1.

Name: None

Type: Modernized modified O-yoroi

Weight: 30 lbs

Worn: Full-body

Special abilities: Enhanced flexibility and mobility. Hidden gun slides in the arms.

Description: Taken from the traditional O-yoroi design and enhanced, this modernized version uses plasteel and kevlar to replace the iron and leather of the original, making it less than half the original weight and much more flexible.

History: Fashioned for him and custom-made during his Yakuza days as a gift from his oyabun.

172ReversedWound

Name: Maerai Uzaki

Age: 20

Race: Fox Neko

Sex: Male

Hair: Silver

Eyes: Red

Appearance: [[X]](http://fc09.deviantart.net/fs10/i/2006/084/8/9/Maerai___CareerWerewolfby_Isfahel.jpg)

Clothing: [[X]](http://i28.photobucket.com/albums/c247/AnimePhotoGallery/Anime/Anime Guys/ShadowWarrior4.jpg) Mask (Blue is purple)

Home: Unknown

Profession: Mercenary

Personality: Cold and uncaring. He may open up to people, but not usually.

Weapons: Death Bringer and a Sword

Armor: N/A

Abilities: Black Flames and Black Lighting

Bio: Maerai was always picked on because of how he looked. When his powers awoke he never got picked on again because of everyone was to afraid to picking on him. His parents died shortly after his powers awoke leaving him as a mental wreck. He is trained with Death Bringer and his katana.

173GizzyTheGhost

Name: Sabure Arashi

Nicknames: Sabure, Wind Woman, "False Demon"

Age: 209 (appears to be 18 )

Birthdate: December 8

Race: Dark Elf

Gender: Female

Appearance

Sabure has a very slender build, with a tiny chest and wider hips. She is muscular in the ways a runner or dancer would be- strong legs and semi-strong arms. She is around 5'7".

Her skin tone is that of a dark elf (blue form). Her hair is very long- down to her hips- and is navy-grey (perhaps dark greyish-indigo?). It is almost always worn down, but is layered so that the bangs only cover the useless eye. Her eye is aquamarine colored, but when using her special wind abilities her eye turns light grey. She wears a white, bandage-style eyepatch over her left eye (she lost her eye in a battle long ago).

As for clothing she wears a blue-violet midriff top and a short black skirt. She wears a black collar around her neck with the pendant of a moon. She has multiple piercings on her pointed ears and a black tattoo on her stomach. She wears armor on her forearms and faint grey/black tattoos going up her arms. Her shoes are tall, flat boots that go up to just above her knees. She has two belts hanging loosely around her waist.

Weapon(s)

She always has a scythe with her no matter what. She owns two scythes: one huge, yet lightweight grim reaper-style scythe, and twin scythes attached with a long chain. She usually only has one with her at a time, depending on the situation. For travel she has her twin scythes, but in tournament-style battles she brings along her huge scythe.

Abilities

Sabure is not the strongest, but she is the fastest. What she lacks in strength she makes up for in agility, ten times over. This attribute also affects her fighting style: she prefers to remain hidden, attacking from the shadows, and then once she is discovered she will attack head-on with quick and speedy attacks.

Besides always having one of her scythes with her, the other most notable ability Sabure has is the ability to manipulate wind. No one knows how she obtained this ability, but she is very masterful at it. Her wind manipulation enables her to...

  • Blast the enemy away, or use blasts of wind to slow down the opponent and let her get out of the way
  • Cut the enemy with thin, vicious winds that act as razor blades
  • Block an attack with a powerful gust of wind (force against force)
  • Form a tornado around herself, which acts as a temporary force field and also slightly knocks the enemy away if they're too close
  • Ride wind... when she forms extremely powerful gusts of wind, she can jump into them- making her appear like she's flying or jumping really high
  • Wind can also melt into her scythe attacks (wind aiding the force behind the scythe(s) attacks to make them stronger)
  • And finally, this is RARELY EVER USED as it is difficult for even her to do, and also drains tons of energy: summon a wind dragon. Bringing surrounding air together allows her to summon up the wind dragon, which is an eastern-style dragon of grey and blue shades. She can ride the dragon as it attacks the enemy with its large form, thrashing tail, and sharp talons and teeth.

Her wind attacks are limited by her energy amount. It is rare for her to use all the above attacks in the same fight. Like exercising, the more attacks and/or the more difficult the attacks, the more energy she loses.

Weaknesses: Overly analytical, not very strong, limited energy

Strengths: Calm, observant, swift, agile, stealthy, skilled with wind and scythes

Personality

Sabure is mature, serious, analytical, and patient. In serious or dangerous situations she remains calm, letting her mind figure out what to do before jumping into the action. This can be an advantage for her against difficult opponents that she has never met before, but also a disadvantage as she tends to over-analyze which causes her to sometimes not see some attacks coming. Her nature is more calm, as she is slow to react to insults and can keep her head cool in chaos. Her mind is set simply on whatever goal she has in front of her, and while she is unaffected by taunts, humor, and the less-serious people around her she will never let such things come out of her mouth.

History

When she was born, she was clearly different. The wind swirled around her when she raised her infant hand to the air. Her kingdom had never seen power like this before, for a Dark Elf to control the wind. The only explanation was that she was part demon (assuming that a demon bonded with her body before/after birth, as both her parents are purely Dark Elf).

The leaders strongly believed the demon theory and made sure everyone in the kingdom believed the same. Questioning it was not allowed... as the other kingdoms would look up to this kingdom's power from having a demon child within it!

She was treated like a princess, getting the finest foods, riches, linens, and private education. She was spoiled but her personality never reflects it as she often suffered from lonliness... people were afraid of her, still.

Sabure was highly revered and feared at the same time, though she never harmed anyone in the kingdom. At the same time, no one ever harmed her. No one even ever came within ten feet of her. Until one day when Sabure was 16 a headstrong young man challenged her to a fight. For the most part Sabure was winning, and the citizens speculated with awe... until the young man's punch landed her in the jaw. As blood dripped from her mouth the citizens were horrified. Demons don't bleed!

The kingdom was then infuriated and blamed it all on Sabure, accusing her of "lying about her identity" even though she was forced to believe that she had demon blood. They banished her to the wilderness, calling her "False Demon".

Sabure is to this day a loner. She is open to making new allies but the friendships are usually short as she is a traveller. Her goal is to rise up to her original identity... to be powerful like a real demon, so perhaps she could return to her kingdom to see her family again and become accepted once again.

Importance (optional) 
Unlike how most people would think of a demon, her kingdom looked to her as a form of power. Think of it like a country with a lot of nukes. It's a frightening to have near in general, but is a sign of power to the other villages and kingdoms.

As she never had the chance to make any friends as everyone was frightened of her unusual powers, the only people she could ever come back home to would be her family.

Picture

I will have one of my drawings of her up soon!!! smilies/icon_biggrin.gif

FOR NOW REFER TO MY CURRENT AVATAR, AS IT IS NEAR-ACCURATE... SORT OF (and I don't plan to change it any time soon)

I WILL PERHAPS DO ANOTHER CHARACTER OR TWO SOON...[/b]

174Lord Karoshi

Shun-Yu's profile is too long. So here's an abridged version. Full Profile is Here

Character Name: Shun-Yu

Gender: Male

Race: Jiang Shi; Chinese Hopping Vampire

Strong Points:

  • Inhuman Physique: As an entity of darkness, he his stronger and more agile then a human, as well as resilient to some forms of attack.
  • Spirit Manipulation: Spending years leeching off of the life force of humans, the young vampire has become in tune with his soul and can bend it to his will.
  • Martial Artist: Spending years at a time dedicated to his hobby, the young vampire has pick up several forms of wushu.

Weaknesses:

  • Undead: From the arcane bending lich to the lowly zombie, all undead share a primordial weakness to the light.
  • Blind: Seeing with his soul, the young vampire cannot see lifeless objects or those clouding their essence.

Personality:

When it comes to having any social class, Shun-Yu is a lost cause. Childish, clumsy and overall unmannered; he acts nothing like a superior form of undead should. While one couldn’t tell by his constantly sporadic attitude, Shun-Yu is actually a very patient and a down to earth kind of guy. While the lazy bum has never worked a day of his afterlife, he’s actually quite dedicated to his martial arts training. Originally picking up martial arts after he had almost died, his training has saved his skin on multiple occasions and has actually started to enjoy minor skirmishes. The only thing he enjoys more then fighting is the company of women.

Description:

Shun-Yu isn’t a physically imposing person; standing only at 5’6” and weighting a mere 95 pounds, but what he lacks in size he makes up for in presence. Having a massive 285cm reach while relaxing, one can just tell he isn’t human just by looking at him. His head in particular looks different then a typical human’s. Baring a shark toothed grin most of the time, he gives off a disturbing vibe. His ears are lengthened and pointed as an adaptation to hear better while his eye sockets are darkened due to decomposing. Being amber in color, his eyes themselves seem normal while he’s calm. When enraged, his pupils disappear and the whites in his eyes seemingly disperse into a sea of blood. While his hair stretches far past the ground, his eyebrows are thinned into nonexistence and has no other body or facial hair.

Apperance

Apperance 2

Apperance 3

Equipment:

Bead Prayer Bracelet: Worn on his left hand, Shun-Yu is never seen without his bracelet. Being made solely out of clay and red paint, it is miraculous that it is still in perfect condition. This is because it was originally his wife’s. Shun-Yu received them when his wife buried his body so that he would always remember her. Because of it’s origin and its affinity towards the undead, Shun-Yu can channel energies from the ethereal plane into the bead memento, over doubling his reserve power. When receiving a powerful blast of positive or negative energy, Shun-Yu can redirect about 75% of it to his reserves, letting the young vampire take neutral damage towards holy affinity attacks and restore energy from evil energies as long as he is wearing his bracelet.

Weapon(s):

Grimfall: A badass weapon with a badass name, it originally was nothing but a finely cared for gardening implement that served as one of two keepsakes from his homeland and past. The shaft is almost five feet in length and is solid Chinese Yew. While it can still be used to dig, Shun-Yu slightly reshaped the blade as well as sharpen it. This made it more like a partisan, though it still has the broader blade of the shovel. This allows him to slash and chop with it while making it unwieldy to those not used to the extra weight. At the end of the shaft, there are some decoration so it wouldn’t look plain, but serves no other function. Much like the bracelet, the young vampire has an affinity towards his weapon. As such, he can send the weapon to the ethereal plane and back on will and even repair it in a matter of seconds using some of his reserve energy.

Basic Skillset:

Levitation: Shun-Yu can defy the laws of gravity by using the ethereal energies within and around him to lift his body in any direction he chooses.

Dark Pulse: Be releasing some of his spiritual energy in an explosive blast, Shun-Yu creates a wave of energy to damage his opponents. When used on the ground, it rises out of the earth and straight until it reaches it’s final destination.

Pulse Wave: Shun-Yu pulls in ambient spiritual energy from the air and within himself to a single point on a surface. The point will be encircled by a glowing red ring for an instant followed swiftly by a blast of spirit energy.

Hallow Shell: By surrounding himself in a small layer of ethereal energy, Shun-Yu creates a small barrier around him. Since it follows his every movement, it does not inhibit his mobility and he draws in any amount of the barrier that isn‘t used up to protect himself, recycling it for later use.

Conversion: By separating the opposing forces within a soul from each other, Shun-Yu can align any spirit-based ability to either a holy or evil affinity at the cost of half efficiency. To prevent harming himself with positive energy, he stores any excess in his memento of his wife for later use.

175Liquid Lights

I don't want to commit to a history for Jex just yet, so amnesia it is. Everything else is set in stone. Woo! First canon character since '03.

Jex Thoth's Tentative Bio Wrote:

Name: Jex Thoth

Race: Unknown

DOB: The Seventh Summer Solstice during the rule of Antomin Kaghn, under the light of Ka, the Blood Red Moon (He's 25).

Forte in Sports: Longjump/highjump/javelin

Mode of Combat: Float like a mongoose, sting like a cobra

Height: 6'2''

Weight: 175 lbs.

Eyes: Yellow

Hair: Hueg

Description: Jex is a thin and muscular enigma with a great mass of brown, wavy hair atop his head that stands up like a brushfire that's almost completely taken over his head. His face seems to emerge from it.

Two proud, four-pronged antlers grow from either side of his forehead, just inside his hairline. He wears a headress across his forehead, from the sides of the headress hang the feathers and claws of slain beasts.

His skin is a deep, dark, angered aqua color; his eyes are narrow and feirce and cast a faint yellow glow. Running up from his right cheek, between his eyes, to underneath his headress is a scar, jagged and permanent, but not too deep and not too ghastly.

He wears a ghost-thin, crimson scar around his neck that looks like it could be thousands of years old. He wears a deep dark blue, almost black juban, and tattered black pants that fit tightly, especially compared to the loose fitting juban. His arms, shins and feet are wrapped. Jex stands at a medium height, and is built for agility and swift, powerful movements; he is very sinewy.

Personality: Enigmatic and sly, Jex carries himself like some kind of space-cadet brigand. He comes off as a rather shady character, but he speaks with an undeniable honesty. He is calm, cunning, but not cold. Jex may seem aloof and airheaded, but he actually thrives off the behavior, thoughts, and feelings of others and therefore is quick to make "friends". Oftentimes judgemental and sometimes overly critical, he is also quick to makes enemies, but never before making sure

he ought to.

Headshot:

A Brief History: I haven't had any ideas I really like for Jex's past yet, so I'll give a tentative overview of how I think it might have gone.

Jex is born into some sort of tribe on some other planet. He grows up as a hunter/monk, eventually befriending and falling in love with a warrior woman named Freya. They end up going on some sort of adventure, and Jex the hunter monk winds up having to rescue Freya the warrior woman from the clutches of some powerful wizard of evil. In the end, Jex finds that he must battle and kill an enthralled Freya. Lost in despair and indifference due to the loss of his lover who died by his hand, Jex does nothing as the evil wizard launches him into a interplanetary wormhole, so that Jex may live out his failure alone and trapped on an alien world.

Something like that, I dunno.

> Active Abilities Wrote: > Nebuchadnezzar's Dream > > > "JEX! ...How could he fall asleep at a time like this?" > > > "...and how is he standing?" > > > > > Jex Thoth's mastery of his mind and body allow him to enter a special state of sleep on command. In Nebu's Dream state, Jex Thoth's concious spirit leaves his body while maintaining a link between his concious self and his physical body. His intentions manifest physical in physical actions and movements, while he oversees the entire battlefeild. While in Nebu's Dream, Jex cannot speak, and direct, powerful hits may jolt him into an awakened state. Depending on the suddennes of return from the Dream state, Jex may be momentarily dazed or experience a period of grogginess. > > > > > Isak's Grounding > > > "No one ever accused Isak of being a pushover." > > > > > Jex Thoth enters a special stance that maximizes the potential of his physical "center point". From this stance, "Isak's Grounding" is performed when Jex projects himself deep into the earth, mentally rooting himself to the spot and creating a link between him and the planet. He becomes nigh immovable and almost completely immune to blunt impact, but cannot move without breaking the Grounding. Immovability and blunt impact resistance diminishes greatly while in Nebu's Dream. > > > > > The Flight of Jex Thoth > > > "Get over he- smilies/icon_eek.gif" > > > > > A technique that Jex himself developed from Isak's Grounding. Originally, his intentions had been to improve the effect of Isak's Grounding while in Dream state; instead, Jex found a way to forcefully propel his body from a stationary position. By creating a great tension in the connection between his body and the planet while performing Isak's Grounding and then breaking that connection, Jex Thoth is blasted in his willed direction (most of the time). This ability can be disorienting and, without utmost attention, unpredictable. Jex is constantly wondering how he can lessen the intensity of the propulsion, but can't seem to get the technique to work without shot-out-of-a-canon force. Recommended for use in Nebu's Dream state due to disorientation. Max horizontal distance acheived: 25 yards. Max vertical distance acheived: 20 yards.

> Passive Abilities Wrote: > The Improvisational Acrobat. Jex has a strong natural sense of balance, kinetics, and his own physical motion and inertia, though he has no understanding of these terms. > > > > > Freestyle Form and Function. There is no predictability or structure to Jex Thoth's unconventional fighting- he is all flow, reaction, and instinct, without thought or distraction. It works for him. > > > > > Polearm accuracy. Before Jex ever weilded Nagaina, he fished rivers and streams and defending himself against great beasts with a hunting spear for many years. While never trained, Jex is very skilled in the use of lightweight polearms and throwing spears. > > > > > Fortitude of Mind and Spirit. Jex's focus is hard to shake, and he is able to ender deep mental states very quickly. Jex Thoth is immune to most mind control, mood affecting auras, intimidation, and coercion in general.

> Nagayina Wrote: > Nagayina (nah-gah-ee-nah), his naginata. It stands four heads taller than he (the blade counting for two of those heads), and is built exotic wood and metal. It is specially crafted for puncturing plate armor and slicing through chainmail without dulling or breaking. It is not, however, an indestructable weapon. > > > > > Freya's Lust for Blood > > > "There's something in that weapon that wants him to cut you; and, when it tastes your flesh, whatever it is helps him do it again..." > > > > > Weapon effect. When Nagayina's blade pierces flesh, there is a 100% chance that the weilder gains a Haste buff (1.5x speed) for two seconds. This effect works only for Jex Thoth, and casts Slow (.5 Speed) on a wielder that cuts Jex with Nagayina.

Nebuchadnezzar's Dream

"JEX! ...How could he fall asleep at a time like this?"

"...and how is he standing?"

Jex Thoth's mastery of his mind and body allow him to enter a special state of sleep on command. In Nebu's Dream state, Jex Thoth's concious spirit leaves his body while maintaining a link between his concious self and his physical body. His intentions manifest physical in physical actions and movements, while he oversees the entire battlefeild. While in Nebu's Dream, Jex cannot speak, and direct, powerful hits may jolt him into an awakened state. Depending on the suddennes of return from the Dream state, Jex may be momentarily dazed or experience a period of grogginess.

Isak's Grounding

"No one ever accused Isak of being a pushover."

Jex Thoth enters a special stance that maximizes the potential of his physical "center point". From this stance, "Isak's Grounding" is performed when Jex projects himself deep into the earth, mentally rooting himself to the spot and creating a link between him and the planet. He becomes nigh immovable and almost completely immune to blunt impact, but cannot move without breaking the Grounding. Immovability and blunt impact resistance diminishes greatly while in Nebu's Dream.

The Flight of Jex Thoth

"Get over he- smilies/icon_eek.gif"

A technique that Jex himself developed from Isak's Grounding. Originally, his intentions had been to improve the effect of Isak's Grounding while in Dream state; instead, Jex found a way to forcefully propel his body from a stationary position. By creating a great tension in the connection between his body and the planet while performing Isak's Grounding and then breaking that connection, Jex Thoth is blasted in his willed direction (most of the time). This ability can be disorienting and, without utmost attention, unpredictable. Jex is constantly wondering how he can lessen the intensity of the propulsion, but can't seem to get the technique to work without shot-out-of-a-canon force. Recommended for use in Nebu's Dream state due to disorientation. Max horizontal distance acheived: 25 yards. Max vertical distance acheived: 20 yards.

The Improvisational Acrobat. Jex has a strong natural sense of balance, kinetics, and his own physical motion and inertia, though he has no understanding of these terms.

Freestyle Form and Function. There is no predictability or structure to Jex Thoth's unconventional fighting- he is all flow, reaction, and instinct, without thought or distraction. It works for him.

Polearm accuracy. Before Jex ever weilded Nagaina, he fished rivers and streams and defending himself against great beasts with a hunting spear for many years. While never trained, Jex is very skilled in the use of lightweight polearms and throwing spears.

Fortitude of Mind and Spirit. Jex's focus is hard to shake, and he is able to ender deep mental states very quickly. Jex Thoth is immune to most mind control, mood affecting auras, intimidation, and coercion in general.

Nagayina (nah-gah-ee-nah), his naginata. It stands four heads taller than he (the blade counting for two of those heads), and is built exotic wood and metal. It is specially crafted for puncturing plate armor and slicing through chainmail without dulling or breaking. It is not, however, an indestructable weapon.

Freya's Lust for Blood

"There's something in that weapon that wants him to cut you; and, when it tastes your flesh, whatever it is helps him do it again..."

Weapon effect. When Nagayina's blade pierces flesh, there is a 100% chance that the weilder gains a Haste buff (1.5x speed) for two seconds. This effect works only for Jex Thoth, and casts Slow (.5 Speed) on a wielder that cuts Jex with Nagayina.

176[Niitsu] - the - [First]

i./|/general information

•|Forename| Alexandros

•|Intermediate Name| Lucien

•|Surname| Ross

•|Alias(es)|

•|Title(s)|

•|Apparent Age| Twenty-One

•|Factual Age| Sixteen

•|Date of Birth| The Ninth of April

•|Zodiac Sign| Aries; the Ram

•|Primary (Base) Race| Human

--|Secondary Race|

•|Primary Class| Mercenary; a fighter who initiates conflict for no reason other than personal gain

--|Secondary Class|

•|Place of Origin|

•|Current Residence| Mainland of Gaia

•|Past Occupation(s)|

•|Current Occupation(s)|

•|Patron Deity|

•|Alignment| Chaotic Neutral

ii./|/physicality

•|Height| Five feet six inches

•|Bodily Measurements|

--|Arm Length| Minutely longer than prime

--|Leg Length| Prime

•|Weight (Unadorned)| One hundred eighty-seven pounds

•|Weight (Adorned)| One hundred ninety-five pounds

•|Eye Color| Green

•|Hair Color| Black and white

•|Hair Style| Back/Sides kept short; top kept long enough to perfect fauxhawk; sidebangs fall to earlobe and straightened

•|Complexion| Sun-wrought golden

•|Body Art| Double-zero earlobe gauges; fourteen labret in center of lip; “FREE FALL” written from left-to-right across knuckles; septum ring; twisting ram horns curling from upper spinal cord and enveloping shoulder blades

iii./|/mentality

•|Pros|

--|Pride of the Noble| Morally sound

--|Strength of the Herd| Protective; fatherly

--|Ties of the Heart| Empathetic; understanding

•|Cons|

--|Desire of the Desperate| Jealous; controlling

--|Wrath of the Broken| Easily angered

iv./|/clothing

•|Head|

--|Crown of the Ram| Thin steel plates underlying skin about crown

•|Neck| Unadorned

•|Right Arm|

--|Hoof of the Ram| Thin steel plate underlying skin of base knuckles; back of hand; outside of hand; elbow

•|Left Arm|

--|Hoof of the Ram| Thin steel plate underlying skin of base knuckles; back of hand; outside of hand; elbow

•|Torso|

--|Fleece of the Ram| Sleeveless turtleneck; full-length zipper; cotton atomically laced with metal for protection against sharp weapons

•|Legs|

--|Bracer of the Ram| Thin steel plate underlying skin of shin and knee

--|Fleece of the Ram| Loose gym shorts; fall just below knees; cotton atomically laced with metal for protection against sharp weapons

v./|/skill rankings

•|Key|

--|Pristine|■■■■■

--|Heightened|■■■■□

--|Proficient|■■■□□

--|Developed|■■□□□

--|Unfocused|■□□□□

--|Nonexistent|□□□□□

•|Martial Arts|

--|Aikido|

--|Capoeira|

--|Hapkido|

--|Iaido|

--|Jeet Kune Do|

--|Judo|

--|Kendo|

--|Kung Fu|

--|Muay Thai|

--|Savate|

--|Tae Kwon Do|

•|Motorized Transportation|

--|Jet Plane|

--|Helicopter|

--|Motorcycle|

--|Passenger Plane|

--|Sports Car|

--|Sports Utility Vehicle|

--|Tank|

•|Weaponry|

--|Chain Whip|

--|Club|

--|Great Sword|

--|Lance|

--|Lightweight Gun|

--|Long Sword|

--|Handheld Pistol|

--|Heavy Gun|

--|Machine Gun|

--|Short Sword|

--|Spear|

--|Staff|

--|Warhammer|

•|Senses|

--|Audio|

--|Gustatory|

--|Olfactory|

--|Tactility|

--|Visual|

•|Supernatural|

--|Chaos|

--|Illusion|

--|Mana|

--|Order|

--|Spiritual|

viii./|/specific skill explanations

•|Bellow of Dominance| At the age of fourteen, Lucien took a strong liking to deathcore. After a few months, he found he had a knack for the fast-paced, deep growls and high screams of the common deathcore vocalist. He has since honed his vocal capabilities in order to hold such screams and growls for up to thirty seconds, as well as being able to throw these sounds.

•|Speed of the Charge| Since gaining the ability to walk, Lucien has been trained to run. He can sprint for a minute at a pace of eighteen miles an hour, and cover a mile in five minutes and twenty-three seconds comfortably, holding that pace for up to six miles.

ix./|/possessions

•|Horns of the Ram| Twin maces; plain metal stave, slight curvature near pommel, one foot; metal ball on one end, three inch diameter; strapped over shoulders

x./|/historical recount

177Obscurata

Name: Lisaveta Morskaiakrov

Sex: Female

Age: 27

Height: 5”9

Weight: 126

Race: Witch

Marital Status: Single

Relations: Deceased mother, status of father unknown.

Birthday: Unknown

Personality: Lisaveta's short temper does not show outwardly; she is easily offended, but prefers to brood on the offense and arrange for revenge to be had over time. She never forgets a slight. Regarding relationships, she is capricious and spiteful, and does not fully understand the need for human companionship. Lisaveta is also exceedingly vain, and will often spend hours in front of the mirror, combing out her long hair, or creating glamours to wear while she roams. Her only true loyalty is to her Mistress, the witch who taught and raised her since birth. Lisaveta tends to be suspicious of other magic-users, which can sometimes manifest itself in outright paranoia.

Eyes: Gray/Green

Hair: 5"10', changes color often, prehensile. Her natural color appears to be a sort of ashy brown color.

Complexion: Pale

Physical Appearance: Even among the beauties that swarm the streets of Gaia, Lisaveta is a stand-out. Her hair is long enough to sweep the ground when she walks, if she ever allowed it to; because of her vanity, she does not like to see it dirtied, and so binds it up into a complex series of elaborate knots at the back of her skull, which require several combs and hair-pins to keep it in place. Her complexion is milky, her lips sharply defined in scarlet, her eyes large, long-lashed, and the color of moss. She has high cheekbones, a delicate jawline, and beautifully arched brows; as though that were not enough, she maintains a subtle glamour over herself at all times. Her nails are long, tapering, and black with lacquer.

Clothes: Lisaveta does not wear shoes. This is not important, however, because her feet are very rarely visible.

She appears to only possess a single dress; odd, for such a vain woman, but hardly unusual in Gaia, where some inhabitants have not changed their trousers for years. The torso of the dress is a boned corset, with a fringe of antique lace where the sweetheart neckline dips to reveal cleavage; the sleeves are made from a sheer white chiffon, and may be buttoned at the wrists, although she rarely does. The skirt itself is comprised of many layers: the primary is floor-length, made of linen, and is the color of the sage plant. Beneath it are petticoats to give it shape; above it are several layers of cloth, each artfully draped diagonally to the other. There is a layer of cream-colored venetian lace, and a layer of what appears to be finely woven hemp netting, and a layer of tattered, cobweb-like gauze. It was probably once a very fine dress, but now possesses a look of general dishabille; the hems are torn, and the lace is dark with age.

Lisaveta's hairstyles--complexly woven--require several combs and ornaments to be kept pinned against her skull. The combs also serve as her weapons; the tines are made of tempered steel, and the ornamental base is carved from human bone. The simplest is a half-crescent upon which three flowers have been carved; the most complex is a disk inlaid with the design of a labyrinth.

Distinguishing Features:

Her teeth are very sharp, triangular, and made of iron.

Weaponry:

Her combs-- each possesses steel tines which, upon being drawn from her hair, can be extended to a length of approximately two feet. The actual drawing of the comb serves to activate a spell laid, though complex necromantic ritual, into the very fiber of the human bone of which it is created. There are different spells laid into each comb. She possesses three combs at the present moment, from three different victims. Each comb retains something of the 'traits' of the person whose bones it was made from; outside of battle, Lisaveta is capable of channeling the abilities of this person. Drawing the combs begins to sap her magical strength; the more their abilities are called upon, the more power they drain from her. If all her power is drained, Lisaveta will lose consciousness.

Quote:** Wrote:

The Comb of Adele the Weaver

This comb has the attributes of strength and durability laid into it. It is Lisaveta's first comb, and the one which she values the highest; it is carved from the skull of her dead mother. It serves as her primary weapon, for when it is drawn her hair takes on the durability of tempered mithril, and cannot be burned. Outside of battle, Lisaveta acquires an astonishing capacity for needle-work and the weaving of cloth and tapestry. Her tapestries, through Lisaveta's own magical abilities, can be woven to predict the future, or to create prophecies.

Quote:** Wrote:

The Comb of Yevgeni the Poisoner

This comb is carved from the skull of a rather famous assassin native to Durem. When drawn, it produces a paralyzing poison which, upon making contact with flesh, both makes the limb which has been struck very sluggish and difficult to move, and also numb to all but the most intense pain. This effect lasts for about two minutes, unless the limb is pierced again by the comb. Outside of battle, Lisaveta acquires Yevgeni's extensive knowledge of poison. She also acquires his immunities to each. The immunities are retained in battle, whenever the comb is drawn.

Quote:** Wrote:

The Comb of Ilia the Glutton

This comb is carved from the skull of a wealthy traveling merchant, who earned renown for both his insatiable avarice and his skill in haggling. When it is drawn, it activates an enchantment which forces whoever it strikes to retain contact with whatever their left hand next touches, as though glued to the object. The effect wears off in approximately three minutes. Outside of battle, Lisaveta acquires an astonishing grasp of market politics and the ability to strike a deal from even the most miserly of merchants.

Abilities:

Lisaveta's hair is prehensile, and able to move on its own. This accounts for some of her more complex hairstyles, most of which would take the work of at least three hair-dressers working simultaneously for a good two hours to create.

It can also lift items weighing less than twenty pounds.

Lisaveta is able to create spells of prophecy, glamour and transformation. She often uses the latter to change the color of her hair. At her current level of ability, she can conduct three rituals per day.

Biography:

[under construction]

178v-v

Projected Mentality (aka V) Wrote:

Um... Yea so I am working on what he is going to be when he comes out of where ever the hell he is. Some paradox of the Gaian universe no doubt. x.x

Rough Skills Map

Character Name: V

Character Systems map:

Black Blood - Generic Abilities

- Solidification

- - Black Crystal

- - - Sturdy Weapons

- - - Shield

- - Ammo

- Rapture

- Distortion - Breaks down Solidification and molding uses and returns 1/2 of the blood used to V

- Molding - Turning the blood into a goo like substance that could have form or be limp, Personal favorite, photon chair (PSO)

- Creation - Generates Blood

- Blood Being - Super Stance

* Uses 'Blood Gauge'

Perceived Reality - Learned Abilities

- Massacrar illusions

- Out of sight, our of mind - Requires Doors (Passive)

- Dark Though Projection

*Uses 'Concentration Meter'

Intra Sanctum - Created/Learned Abilities

- Doors (Aggressive)

- - Word materialization - By talking creating riddles and questions, V can utilize one of three options. He can create a shield using the words, bring forth a sword, or attack a person's mind/soul. If someone answers the riddle though, that manifestation vanishes and V has to come up with another one. Can only have one in use at a time. If the riddle is insolvable the words won't take affect and will simply be an illusion. (-120)

- - Summoning Server - opens a door to a library and a large tome bobs over to V. When it gets to V (it moves rather slow) the leather bindings that hold it close unravel and the bronze lock is released. By writing in this book, V can call forth powers of the multi verse that have cataloged. However, the more powerful the skill, spell or ability the longer it takes for it to arrive. If the book is destroyed before the desired multi verse power arrives, the door to the library closes and disappears. (-100)

- Doors (Passive)

- - Collection - Helps arrange logic thought processes and non-magic related strategies (ie +logic) (140+)

- - Music materialization - Calls forth the serenity of those around the user. The breeze comes from one or more doors and carries with it the gentle melody. The note are also visible, and change color (From green to blue then to pink and yellow) each time they make a sound. The notes vibrate when they make sound, and it is piercing. Gentle, yet sting enough to work their way into the minds and hearts of the most resistant people around. Decreases Mentality by 50 for the next three posts

*Uses 'Mentality'

Note about Doors: Each door 'phases in' from the realm of riddles, and that takes one turn to make contact, and a second turn to establish a connection. A maximum of five doors can be open at one time, however V will not be able to move physically, he will have to rely on the doors to move around

- Limbo -

Ultimata Move

Uses Doors Alternat

Requires Mentality to be within the numbers 1-10

What the move does: Opens a gateway to limbo, which temporarily rips open a large hole in the space time continuum.

Limbo is where V has been since his disappearance. During his stay in limbo he learned how to create the doors into the Gaia world and has been testing them every so often. Within Limbo V's body sits upon an obsidian throne, decorated with white roses. It sits in half a hall, and the hall floats in Limbo moving around with the other pieces of chaotic trash that ended up there. Things that were destroyed are present. What doesn't exist outside of limbo exists within it.

Opening Limbo means that V establishes a direct link to his tangible body. It is possible get the V in the throne to walk out of Limbo into this world, but he can only stay a total of five posts before he is automatically pulled back into limbo. This limbo exists because V has seen it, and that is the only thing keeping it there. V can call forth his eyes from limbo without limit, but they alter his ability to fight drastically. They give him the power 'Window' but seal away all of his other skills. While Limbo exists like a void, doesn't draw things into it. Rather it does it's best to prevent things from entering and leaving it, which is why when a gate directly to it forms it rips apart some of the space time continuum.

CQC - Learned Abilities

- Cripple - moves used for the intent purpose of breaking bones

- Grapple - holds and pins

- Sacrifice - purposefully taking lethal human blows to draw the opponent in (100+)

*Doesn't use a gauge

Magic - Learned Abilities

- Spacial/Area

- - Non-elemental

- - - Sound

- - - Physical

- - Energy Based (shards)

- - - Weapon Form

- - - - Whip

- - - - Shifting Sword

- - - - - Broad sword (Has monster chain form)

- - - - - Foil

- - - - - Long sword

- - - - - Cutlass

- - - - - katana

- - - - - Beam saber

- - - - Rail-gun

- - - - Thors Hammer (Special Summon Form)

- - - - Palm Shield

- - - - Lance

- - - Super Human (Levels 1-4)

- - - - Speed Up!

- - - - Strength Up!

- - - - Jump Up!

- - - - Mind Up!

- - - Life Leach

- - - Death Leach

- Summoning - Super Moves (175+ or -30)

- - Avatar of Death

- - - Death

- - - Hel

- - - Nyx

- - - Cain&Abel

- - Database - Requires Summoning Server

- - - Odin's Lance

- - - Loki's Trickery

- - - Balders Death

- - - Ygdrassil

- - - Fennir

- - - Thor's Hammer

*Uses 'Concentration Meter'

Mental - Genetic Abilities

- Intelectual

- Perfectionist

- Concentrait

- Blood Renewal/creation

- Distortion/returns 1/2 blood

- Touch of benevolence

- Doors (Alternate) (Limbo Server)

*Attributes/skills Affecting Meters

Miranda Issis Boax Wrote:

Note: This version of M.I.B. (not men in black) was created for HoH and is lacking her history and decent physical discriptions. I have also removed a number chart from this 'quote' See below for specific stats.

Second Note: Certain skills cannot be used in tandem.

-Blood abilities cannot be used during the Burning Flame Haze or during Ballad of Thanatos.

-The Burning Flame Haze and Ballad of Thanatos cannot be active in tandem.

-When using Amps, Bomb can either use her scythe or her blood abilities not both.

-When Using Serenade or Reclaim, Blood abilities can't be activated (on the post that she actually signs on)

-When using her scythe and blood abilities, Serenade cannot be sung.

-When using Serenade and her scythe, blood abilities cannot be activated.

In short: Bomb breaks down into three categories of abilities, Scythe, Song, and Blood. No more than two may be active in one post. Blood reclaim, reclaim, and concentration part of the 'recharge' group and aren't affected by one another.

Handle: Bomb

Full Name: Miranda Issis Boax

Age: 47

Gender: Female

Hair: Short curly purple hair

Eyes: Magenta

Skin: Fair and easily scar-able

Relations:

V - spouse who rarely contacts her.

Minion - Son whom V sired.

Old Lady in Strata - Her mother, Minion's grandmother.

Gear:

Hand made poncho

Tan tank top

Steel boots with fur lining

Leather braces on thighs

Hooded desert cape

Cheep blue arm liners, cotton forearm

Cheep green arm liners, cotton biceps

Short-shorts: Blue Jeans, they measure two feet of material before becoming tattered. They were pants originally, but they just didn't work out. they are a clasp buckle.

A sturdy black leather belt. It has a reinforced steel buckle

Brief Physical description: Miranda stands at 5'6", in her lined steel boots. Her skin is light, and will scar easily. She has a pair of ragged and tattered jean shorts that were pants originally. On her torso, she wears a Poncho with a tree design in the middle of it. Around the tree there are five different icons: A skull, a river, a mountain, a city, and the letters MIB, stitched in on the bottom. Below the poncho she has a tan tank top on. She carries with her Ester, her scythe. The scythe stands at six feet from the bottom of the staff to the head. The blade itself is three feet long and is held in place using a mix of smelted metal to rock, a binding enchantment, and bronze clasps. One face of the blade is ebony while the other is a pearl white.

Basic Stats:

Abilities:

Passive:

Fair eyes: Bomb can only see well for 50 yards, anything beyond that she has trouble identifying. Anything past 100 yards is a blue and she couldn't make out to save her life. Even up close she has difficulty picking out fine details. Anything within 10 yards is distinctly outlined and colors are apparent. That's the best that it gets though

Intensity: What's that? (3)

I see with my body: Bomb learns about the world through feeling it with her body. Speed, pressure, movement, everything. Her ears give her details, her muscles tell her how something either released or placed pressure, pain tells her the truth, and most of all, her vision gives her insight.

Intensity: Basic (1)

Leisurely Acrobat: Bomb is flexible to an extent. Her movement varies depending on if she is wielding the scythe or not. She can jump vertically three feet vertically while holding the scythe, and five feet without it. Her arms are fairly sturdy and can hold onto the scythe in difficult positions, as well as move it. She will let go if it gets to extremes. She can and does move the scythe a little with her legs, and can hold her body parallel to the ground with her legs wrapped around a bar.

Intensity: Come on... (3)

Great Singer Bomb's songs are her soul. Since she cant see, hearing is her next best friend other than her body. Her songs are motivational and she plans to release her first single if this tournament goes well. She may be old to be an idol, but she can sing, by the gods she can sing!

Intensity: Fandom! ( 8 )

Passive/Active:

Pride:

(Down-Down+LK)

Bomb's eyes become completely black, her iris no longer present. The world becomes visible in ebbs and flows of the natural forces around them. She sees the world in a thermal view, and while it has a lag that vision doesn't have, never being able to see properly already gave her ideas of what to expect from different heat sources. Still, the way air heats or cools gives her some privy to when magic is going to occur. She has slight ideas of what magics come from different thermal changes, but she also knows that magic can be used without any change to the temperature, and only be seen in the visual spectrum. Plus, it can freak out some opponents when she changes close to them.

Turn to activate, turn to deactivate.

Quality Calcium:

(SP•LP)

Blood can be turned into bone, her bones have already been reinforced by close to half of what a bone is normally. This isn't limited to making bones stronger inside the body. Bones/Spikes of dense calcium can exit from just about anywhere she has a bone. The most prevalent places are the c-sections along her spine, her shoulders, her hands and fingers, and the joints in her hips elbows and knees.

Bomb can produce a single, dense one foot spike for one blood. Dense means that it will be as sturdy as a bone, but twice as durable.

Sub Abilities:

- Bone Spur: Causes a single dense spur to sprout from a bone in her body. A one foot spike.

Blood: -1

- Bone needle: Limited to Spine, Hands, and feet.

Produces a series (from 3-15) of thin three foot spikes that have high puncture capabilities but break easily.

Blood: Every needle is -1/4 of one blood

- Exoskeleton: Causes Bomb to create a bone shield or plate on her body a surface area of up to 20' squared. This particular plate can withstand up to 3000 pounds of pressure and is made out of mentally reinforced a calcium/marrow mix

- uses 3 blood

- If it breaks Bomb gets a permanent -2 blood penalty.

- It is reabsorbed into the body after three turns of use and cannot be used for another 2.

Bone coverings: Bone panties and bra. Hardly comfortable, but in a pinch they can keep her looking decent.

Blood use: -1

- Blood Reclaim -

The amount of blood the body produces. This process cannot start until a 'Quality Calcium' skill is used. Regains one 'blood' per post.

- Bloody Agenda -

Increases the blood produced for two 'posts' by 2. After the two posts, don't regain any blood for four posts.

Requirements:

Have to have a status of -2 blood or less

Cannot create any spurs or spikes on this turn.

Bone Clotting: turns the blood into a temporary clot in her system to prevent blood loss.

Blood use: Varies, wound size and force used will determine.

Ex: (Cost to clot) - (blood time to lose the same amount of blood)

small cut: -1/4 blood - (three posts)

Gash: -1 to -3 blood - (two posts)

Severed limb: -4 blood - (same post)[Most likely turned into a spike]

Blood Gauge:

The amount of blood able to be used consecutively and how it refills and depletes. It uses 'blood reclaim' as it's basic return feature. The number of consecutive posts that use 'Quality Calcium' Skills directly affects the amount of blood regain. For every three posts that Bomb consecutively uses blood regain she gets an extra '1 Blood'. Bomb cannot use blood abilities if she exceeds -10 blood. Bomb also gets a speed reduction at -5 blood and -10 blood. At -13 blood bomb passes out from blood loss and at -15 blood bomb dies of blood loss.

At the start of the battle Bomb starts with 5 blood in her system. Positive five is the most blood she can have, at +5 blood,

If bomb has had -5 blood at one point, and gets to a status of +5 blood she gets a speed boost, mental boost, and increased perception.

Bomb's blood gauge can also decrease due to wounds

Concentration: Improves Bomb's Mental focus. Bomb mentally pumps herself up and confirms her confidence in herself. These appear in the bottom right hand corner of the screen and last until they are either used or she can no longer focus on building her image. She can have a maximum of four Concentration Counter at a time.

Serenade: This is possibly Miranda Issis Boux's most specialized sets in all of her skills. The Serenade group set of songs and measures that is used for both offensive and defensive skills. These skill sets use the G clef and F clef 'bars' to represent use.

G clef bars are used for passive support:

- Enhancing mental ability

- Enhancing magic ability

- enhancing physical ability

- enhancing 'super' abilities

F clef bars are used for active support

- Breaking/creating barriers

- creating illusions

- disturbing opponents nervous systems

There can be a maximum of three bars per post. New bars cannot be sung until old bars as broken or disbanded via reprise

Reprise: Calls back the bars and resets them and prepares them for next post. Takes one post per bar after reprise is sung for the each bar to reset. So bar one resets on post one after reprise, bar two on post two, and bar three on post three.

Amps: (5 post set up) Listeners often disagree on if this is her best voice or her worst. Her opening is soft, but echo's throughout the area that it's occurring in (1). She will stop singing but the echo's will grow louder and louder over the course of two posts (2&3). On the fourth post a transparent wireless head set will become evident, and she will begin to sing again (4), her voice being louder than before and it will send small sound waves in the direction she's facing (5). After that she will be able to produce sounds up to 20 decibels, that can be focused or spread out.

Once per tourentry:

Ballad of Thanatos: (requires amps and 2 posts to use, one to set up, one for the actual move) This is where Miranda gets her handle 'Bomb'. With amps in place, Can sacrifice: 5 blood, 2 concentration tokens and sing Reprise when no bars are out, it opens what feels like a gate to hell. What happens is that the wireless head set will vanish and the ground below Miranda will change into what looks like the face of an amp. This is translucent, but has a diameter of 25 meters. Miranda then proceeds to sing in a high pitched voice in the center of the amp, and the amp, produces them, at around 150 at first, but the longer she is allowed to sing, the louder it will get. If Miranda sings for three posts straight, at the end of her third post the amp will short out and 'explode' creating a shockwave of sound that rattles the surrounding area. It can rip a person apart. Miranda stands at the center of this explosion and cannot hear, for the rest of the tournament. Miranda cannot sing in the next team match.

Active:

Bare Handed:

Bountiful Harvest: A strong hand to soul attack. It does very little damage physically, but is excellent at magical penetration and mental bruising. It can consist of either a series of blows, or a single blow. It takes one turn to charge up the attack, and she can't move much to chase and opponent before her charge wears off.

Drought: A tempest of blows would be one way to look at it, but really it's a tempest that blows into the opponent. Made by focusing her soul into a limb and striking with it will cause a tempest to be launched. These move in straight lines and don't make contact with the ground.

--> Famine: After using Drought, sending a second Drought into the first one increases the size and rage that the tempest has. It changes from a gusts into a constant gale, that begins to cut simple leather.

--> Meager Harvest: After using Drought, riding Drought to the opponent and focusing on pummeling them with blows to their soul instead of their physical body.

---> Locusts' Wrath: After using Meager Harvest, stay close to the opponent for one turn to launch a much more powerful version of Bountiful Harvest. This does both mental and physical damage, and the defender has to prioritize which is more important.

---> Cyclone: After using Meager Harvest, launches a large pillar of high speed winds, rotating making a localized tornado that moves slow but has a strong pull. It's range is four meters. Uses one Concentration token.

Signature Stance

(SP•SK•LK)

The Burning Flame Haze!: A light blue, flame akin aura surounds Bomb and any weapon she is holding. Weapons become very light, letting Bomb move much faster, or to easily throw them, either straight forward or in an arc.

Requirements:

Blood: None

Weapon: None

Ability in use: None

Length: Three Post Duration

Recharge: Three posts with 'Concentration' (exchange tokens for Stance power which doesn't fade, but takes one turn to swap.)

Use Limit: Twice per battle

Intensity: Intense! (6)

Weapon Required:

Weapon - Ester

Type: Sharp and Blunt

Identified as: Scythe

Enchanted: Yes

Weight: 33 pounds

Hilt Length: 6 feet

Blade Length: 3 feet (From top to point of the crest)

Blade Width: One foot at base

Balance: Hold the hilt one foot from the blade and it will rest even.

Make/Description: Obsidian staff with a large crescent for the blade. One side of the blade is pure ebony, while the other is radiant pearl. The weapon has three special attributes to it. The blade is high quality only in it's enhancements, however the blade was made for harvesting wheat and other crops. The obsidian staff is sturdy and durable. It can withstand 800 pounds of pressure before it splits in half (not using Helix Binding).

Weapon Abilities:

Passive:

Helix binding: The head, or blade of the scythe is bound to the staff using multiple layers of hexagonal binding, making a very strong connection, and difficult to break off. This ability passes onto the connection between wielder and weapon very lightly, making it more difficult to handle and harder to let go of. The more the staff cracks the more the hexagonal binding will go from holding the blade in place to keeping the staff in one piece.

Active:

In the name of 'Justice': When the blade is used against undead/skeletons/necromancers or other forms of un-life (Means to keep something animate after they should have died), it feels lighter, and helps to focus the mind. User initiated, one 'post' to activate/deactivate.

Blood: Disable Reclaim

For all who are Damned: When the blade is up against those given protection or power from deities, the blade radiates. The blade is ablaze in purple fire, and when moved, the fire will linger for a second before dissipated. User initiated, one 'post' to activate/deactivate.

Sacrament of the People:

(➘↓➙←[Back-down}↓➘→+(SK•LK)

Description: A mirror or Bomb and Ester appear on either side of her and work in tandem to tear their opponents to shreds.

Sacrament of the People cannot be used in 2011 HoH tournament. If attempted to will result in serous harm to the wielders' body. (Outside of tournament can be activated together but then operate independently, and that voids tournentrey terms)

Blood: Disabled

Signature Moves requiring Burning Flame Haze!:

Hazy Moon: Arching Throw/Feint approach (uses 1/3 power)

Bomb throws the scythe in an arc, so that if the opponent didn't move the the scythe would land two to three feet in front of them, or where the opponent would land. Once the Scythe was out of her grip it would lose it's light weighted ness, letting it arc how bomb wanted it to. Immediately after the throw Bomb rushes the opponent and if she can, get to them before Ester hits the ground. If she manages to make it up to them she can either wait, provoke, feint attacks, or retreat. Usually the scythe hits the ground first, and it lands with it's blade in the ground or with the rod bouncing off the ground leaving the scythe hanging in mid air when Bomb gets there.

Intensity: Keep it goin' (7)

Waxing Moon: Single Swing (uses 2/3) power.

From close range, the scythe bursts into actual purple flames. The Flames spread out and make a blade that is eight feet, and is a full crescent moon shape, instead of half a crescent. It's a single swing of this monster, and if it goes through the ground, it rips it asunder, scattering fames as it goes. Searing though the air, the Waxing Moon ignites anything it touches and creates a small vacuum, drawing air to it. The flame blade doesn't have any physical substance in it, it's all mental.

Waining Moon: Tornado Throw (uses all power)

Pure Scythe Move. Prior to being thrown the scythe blade extends to eight feet as in Waxing moon, except here all of the aura goes into the scythe. The weapon is then launched at hight speeds at an opponent, and the extended "Flame Blade" remains until either 7 seconds have passed or the scythe itself hit the ground. When the Scythe hits the ground it releases a heat wave that has more of a shock factor than damage.

Super Sudden Death Move: (always intentional to kill)

I'll tear you to shreds . . .

DIE!/(A.K.A. Harvest):

Requirements:

Standing next to opponent

Opponent has to be countered using the bottom of the staff, and Bomb has to be able to twist her legs and torso.

Move - After moving the opponents weapon slightly, letting it continue on it's path, Bomb chokes up on the scythe by reaching forward, stepping forward, hoping to the side, whatever action lets the opponents weapon keep moving and her to get a grip higher up on the hilt. One she has a grip its all one fluid movement, twisting her torso so that it rotates with the scythe blade through the opponent.

SSDM, oh yea!... Sucks I can't use it without getting a white card and giving the opponent the win. . .

Miranda's Stats in Numbers Wrote:

Ok this was super complicated, so I scratched it for the time being. I'm going to use a simpler number set up here, but I don't know how to set it up with regards to Miranda. I'll get to it eventualy.

Basic Stats: (0 being normal human 11 being an onnipatant god)

Offensive Premiss: 18 (Out of 66)

Attack Power: 4

Attack Speed: 7

Magic Power: 3

Magic Speed: 4

Attack Range: 0

Attack Area: 0

Defensive Premiss: 19 (out of 44)

Durability: 7

Stamina: 9

Magic Resistance: 2

Blade Resistance: 1 (+4)

Mobility Premiss: 30 (out of 44)

Running Speed: 6 (-1)

Reaction Time: 8

Weapon Handeling: 9

Dexterity: 7

Senses Premiss: 19 (out of 66)

Visual: 0

Tactile: 8

Audible: 7

Scent: 1

Taste: 1

Mental: 2

Overall Skills Premiss: 86 (out of 200)

Offensive: 18

Defensive: 19

Mobility: 30

Sense: 19

Personal Premiss: 27 (out of 55)

Concentration: 4

Determination: 8

Clear Minded: 7

Insight: 6

Experience: 2

----------------------------------------------------

∆ Gear Modifications ∆

• Ester: Scythe stats

Offense:

Attack Power: +3

Attack Speed: -2

Magic Power: 0

Magic Speed: +1

Attack Range: +3

Attack Area: +1

Defense:

Durability: +6

Stamina: -3

Magic Resistance: 0

Blade Resistance: 5

Mobility:

Running Speed: -2

Reaction Time: -1

Weapon Handeling: -2

Dexterity: +4

Senses:

Visual: 0

Tactile: +2

Audible: +1

Scent: 0

Taste: 0

Mental: +3

Personal:

Concentration: -1

Determination: +1

Clear Minded: 0

Insight: +2

Experience: +4

------------------------------------------------

∆ Ability Changes ∆

Pride:

(Down-Down+LK)

Bomb's eyes become completely black, her iris no longer present. The world becomes visible in ebbs and flows of the natural forces around them. She sees the world in a thermal view, and while it has a lag that vision doesn't have, never being able to see properly already gave her ideas of what to expect from different heat sources. Still, the way air heats or cools gives her some privy to when magic is going to occur. She has slight ideas of what magics come from different thermal changes, but she also knows that magic can be used without any change to the temperature, and only be seen in the visual spectrum. Plus, it can freak out some opponents when she changes close to them.

Turn to activate, turn to deactivate.

Stat Changes

Visual: +5

Mental: +2

Magic Speed: +1

Dexterity +1

Audible -5

Magic Power: -3

Scent -2

Clear minded -2

Running speed -1

Concentration -1

Reaction time -1

Insight -/+ 4

----------------------------------------------------

Gauges and Counter Display

> Quote: Wrote: > Text Body with the different counters highlighted by specific colors in the post. The colors will corrilate with the gauges that are displayed below the post. > > > Blood Gauge: blood used this post > > > blood total at the end of the post > > > Concentration Tokens: Number currently have > > > # of posts since most recent token generated. > > > Abilities Active: > > > Ability Name: Duration remaining, Affect

Text Body with the different counters highlighted by specific colors in the post. The colors will corrilate with the gauges that are displayed below the post.

Blood Gauge: blood used this post

blood total at the end of the post

Concentration Tokens: Number currently have

# of posts since most recent token generated.

Abilities Active:

Ability Name: Duration remaining, Affect

Minion Wrote:

Character Overview

Minion Work in Progress: Details.... I supose everything that I have here will be it and I'll add modify for every modification or change then export this character sheet to a character base one he has developed enough and I can make a new sheet including his growths. I've added modifications down below, for the things that change with minion. Je na.

Age: 20

Race Human: Specifically, Leviathan Gaian Decedent (Child of Previous Levi Character)

Sex: Male

Height: 163 cm

Weight: 115 kg

Brief Physical Appearance: Minion wears a pair of sandals, with a set of straps that lace over the foot. He tries to avoid wearing heavy footwear when possible and only puts socks on when it would be too cold otherwise. For pants Minion has a pair of white pants that have an incomplete pink stripe up the side. Around his waist he wears a purple leather belt that's made of synthetic leather. Minion has a black t-shirt on made out of a synthetic silk, making it slightly more durable. On the back of the t-shirt the word 'Gear' is written in purple, making it slightly difficult to read. A majority of the time Minion wears a light red vest. He insists that it's lightish red, not pink. His skin is mildly toned, a nice tan covers his body. Minion has short blond hair, thats only about a centimeter long. His eyes are black, not just the pupil and the retina, but the remainder of the eye is black.

Brief Personality Traits: Minion has his quirks. He has a habit of being overconfident in his abilities and flaunts his heritage. Minion has a thing for girls with pony tails. He speaks before he thinks and jumps to conclusions, often making situations more complicated than they need to be. He is honest to a fault, and has a hard time understanding the concept of deception along with jealousy.

Brief Weaponry: Minion carries a Gyurza (Russian small arm), as well as a pair of hand-me-down gauntlets from his parents. The Gyurza has been modified to shoot slightly slower than the normal model. This is to account for a larger caliber round that Minion uses. The pair of gauntlets are made from woven metal, that is layered by a fine leather. Here interlinking metal fibers stick though the leather and attach small plates of ochalium, which measure approximately 1 cm squared. Above the small plates there are larger slabs of the rare mineral, forged and bent into plates that move smoothly along the surface and each other, created so that each plate lays on top of the one below it except for the fingers. Each of the gauntlets reach up past Minions elbow. He also has a pair of matching pieces of footwear as the gauntlets for tournament matches.

Brief Skills

::Genetic::

Blood Warp: Stage One

::::::::: Currently this is all that Minion can preform. As he grows so will his mastery of this skill. Blood Warp is a genetic skill handed down from his father side of the family with a blend of his mothers focus on calcium. It allows the user to change certain amounts of their blood into a calcium based substance to fix broken bones, and to reinforce different areas of the body. It also allows Minion to create a handful of spikes along his spine, that are about five centimeters long, but sturdy at the same time. The other ability that comes with blood warp is being able to control blood or the calcium base outside of the body. At the moment Minion can only control one bullet size piece of bone up to 25 meters. He can control a hand full within five meters, but still cant move anything bigger than 3 cm cubed.

Beatbox: Level One

::::::::: Minion still lacks the finesse to proper make use of the musical side of his skills passed down from his mother, and like his father is hard pressed to handle it well. He can only motivate himself currently, and the shabby beatbox that often appears skips or the tape gets stuck.

::Generic::

Agony Warp

:::::::: This is a simple training routine that can also be applied to practical situations. It is a martial arts form that has been modified use with the heavy gauntlets, and their counterparts. While parts of it focus on using the weight of the gauntlets to act as balancing tool for small acrobatics, the true strength of Agony Warp comes from the grappling skills that it uses. The holds that it uses are meant to break bones and cripple opponents with decisive speed and effectiveness, using the weight and force of the gauntlets precisely.

Simple Aim

::::::: As it says, simple aim. While Minion is not a crack shot, that doesn't mean he can't hit anything. He has trouble shooting small moving targets so he tries to avoid using bullets in those situations. He has been known to occasionally get a lucky shot off, but that was only when he was fed up with trying.

History:Is in progress.

Modifications

In order that they occur:

Has gained an understanding of how to gather water from crossing the desert. Common sense and logic still elude him.

Hidden Character Wrote:

This is my character set's 'Hidden character' or the original V that was present in Leviathan stadium, and then got himself locked in limbo. So this character will often be referred to as Limbo V or Limbo.

Current information about Limbo.

Throne Room - While V sits in his throne at the far end of the round chamber, around it there are some distinguishing figures. Immediately to his right, there is nothing, it is empty, as is to his left. In his lap a black cat lays and is scratched by V. Here his eyes are normal and in the end of the slab of the throne his regular eyes roll around, looking at the different characters and observing time. Nyx stands, angel of Death, to V's right three spaces over. It's massive form reaches past where a celling would be. Beside Nyx There is a door, and occasionally Loki will stand next to Nyx, but also comes and goes as they wish. Beside the door a sapling has taken root in the ground. It is a young version of Yggdrasil the world tree. Beside the world tree a hologram of what looks like a computer server can be seen, it represents the summing server which rooms limbo of it's own volition. Three spaces to V's left an empty throne, made of white marble is present, and beside that a smaller throne of granit is empty. beside the granite throne there is a golden cube, which is constantly changing shape. Beside the cube, there is a small display table with a d20 on it. The D20 is made of silver and it's numbers are made of ivory. On the table there are a few pieces of paper and a pencil. The papers vanish when read, and the dice rolls away from hands that try to catch it. In the corridor leading to the throne room there are broken weapons that have vanished from the worlds long ago or recently.

Specific seating that is fixed.

Two spaces to V's right: The Man (Guilty Gears)

Two spaces to V's Left: Ishihara (Goddess in the tale of Gilgamesh)

Directly to V's Right : Vacant

Directly to V's Left: A cat bed is present, though the black cat prefers V's or Ishihara's lap.

179Marilynn Hill

Mari Young

Basic Overview

Age: 17

Race: Human

Gender: Female

Height: Five feet

Weight: 106 pounds

Appearance

Mari has the appereance of a young girl around the age of 13 due to her short size, thin body, and light blonde hair. She wears a white, blood stained tank top with pants coming down to the middle of her shins. She wears a pair of white steel toed shoes with short socks that are barely visible. She wears a black, fingerless glove on her left hand and white bandages around her right hand. She keeps her hair shoulder length, occasionaly pinned behind her ear with a small, black hair pin. She has piercing orange eyes that seem to stare straight into your soul. Her nose is normal of size and points into the air slightly. She has a white, thin scar that starts slightly above the right side her mouth and ends at her jaw also on the right side of her face. She has a black combat knife on the side of her hip that is about six inches in length.

Abilities

Mari has minor training in just about every martial art and has slight training in the military using guns and other military weapons. She prefers using her feet to fight than rather to fight with her hands or her knife. Her small size allows her to be able at very quick rates and dodge much easier than her usually larger opponent. She uses her knife more for cutting than stabbing and will occasionally throw it at her enemy.

Personality

Mari is cold blooded and selfish and doesn't give a crap how you are so long as she can make it out of any situation alive herself. She is hot tempered and will explode into rage at any comment that is an insult to herself or what she does. She will only help others if she is paid enough and is rather stingy when it comes to money. She prefers to fight rather than negotiate over anything. She believes that she can beat anyone and will not stand down from a fight no matter whether she knows the enemy is beyond weak or is huge. She would prefer to have something physical to do rather than mental. She is definetly [u]not[/] the brightest crayon in the box. She is unreliable when unless she has a really good reason to help. She will laugh at anybody's misfortunes and will add insult to their injury at any time. She has a very dry sense of humor and won't get a complicated joke for an entire week before she gets it. She will do anything to get power, money, and strength. She enjoys drinking a lot, even though she is under age.

History

Mari grew up with out parents because she wasn't wanted when she was born. She grew up in a orphanage where they were taught how to survive in the world in a selfish manner. At the age eight, she was sent to a military academy for a year before she was kicked out for starting a huge fight. She then traveled the country she grew up in looking for places to get stronger. She joined and was kicked out of each style of martial arts for her cruelty towards her opponents. She started the business of being a mercenary at the age 16 after trying all of the fighting styles out.

Importance

Mari holds a position as a reliable fighter when paid enough and will carry out the job to the letter, unless it means she loses something out of it. Otherwise, she is seen as an insignificant mercenary that is hated by most people. Some people say she is the child of the devil.

180I3ambi

_____________________[│║║█║▌][Personal & General Character Data]

Full Name: Nero Diàvolo.

Nickname: Nero.

Alias: The Black Devil.

Height: 5ft 11in.

Weight: 155lbs.

Body Build: Traceur.

Race: Demonically Enhanced Human.

Age: Nineteen; 19.

Birthdate: 23rd September.

Eye Colour: Grey.

Hair Colour: White.

Personality: Nero is generally an emotional guy, never scared to cry when he is trully hurt emotionally, or if he has failed to save a friend from danger. Because of this strong connection to his emotions, he is known as a friend and emotional driven man, where his emotions tend to "control" him, he relies alot on his gut instinct and is quick to act without giving a second thought unless it involves anything to do with those he cares for.

_____________________[│║║█║▌][Battle & Weapon Character Data]

Primary Weapon Type: The Red Queen

Primary Weapon Description: The Red Queen is a customized version of the blades used by the Order of the Sword and designed by Agnus. It has an ornately etched base, and appears to be modeled after the German Großes Messer (lit. "Great Knife"), but its most unique feature is that it has been specially customized with a motorcycle-like gear shift which, when pulled, spays a flammable propellant across the blade and opponent, greatly increasing the power of its blows.

Primary Weapon Range: Overall length of 70 inches ( 1.78m), with a 60-inch (1.52m) blade.

Primary Weapon Enhancements: This blade can cut through concrete like a hot knife through butter due to it's engine powered substance, as such, other normal blades are just as easy, only magically reinforced weaponry can withstand this blades sharp bite. The blade it's self is un-breakable, it cannot be chipped, marked, shattered and of those type of effects, as well as upon coming itno any contact with flames of heat, they are instantly "put out" or nullified. This blade also appears to weigh nothing to him, almost as if it was a feather.

Secondary Weapon Type: The Devil Bringer

Secondary Weapon Description: The Devil Bringer is the "weapon" that takes the form of Nero's right arm. Its origins remain a mystery but it bestows upon Nero incredible power, including the ability to bend time and space to pull himself across distances instantly and pull enemies to Nero. According to Nero, "From that day forth, his arm changed and a voice echoed 'Power. Give me more power.'" It seems to also give him incredible strength, allowing him to perform feats such as lifting large weights to that of a bus, and the rock hard demonic skin it's self can easilly defend against weapons such as even magically reinforced weaponry. This arm is a mjor drain on Nero and so it remains in a sealed state, and he only releases it when he trully needs it and only for a short set amount of time. In it's sealed form it is still indestructable but none of the super strength and other abilities.

Secondary Weapon Range: Arm's length, plus a 5 meter extended grasp of demon energy.

Secondary Weapon Downsides: Upon being released from it's sealed state it can only stay active for 12 posts before being sealed and seriously weakening him to the point of exhasution.

Physical Enhancements:

► "Flash Step"; is a special attribute that Nero has where he can move in straight lines with amazing speed, he infact becomes a blur in motion, but only in staright lines, he must stop or bounce off a wall to change direction.

► Platform Jump; in reality this enhancement would be classes as an ability, oh wait they are the same thing. (^^) Anyway this ability is commonly known Double Jump, basically whilst in the air Nero has the chance to jump on an imaginary platform if you will allowing for a higher jump or a chance to evade in the air.

► Demonic Release; basically all this is, is the ability to release his "Devil Bringer" arm.

181Sohisohi

Gaia Name: JimSohisohi.


Description:

Name: Jack Alexander Zombie.

Race: Human / Zombie / Phantom.

Skin: Pale-White.

Gender: Male.

Age: 36.

Hair: White.

Eyes: White.

Height: 6ft 0in.

weight: 195lbs.


Skills: Digging.

Abilities:

Zombie half:

Zed Head(+) - Can feel no pain.

Zombie Rage - Allows the zombie to run, jump, and move quickly as any normal human for a set time.

A Zombies Undying Will(+) - The ability to keep moving without rest of any kind.

Still Blood - All forms of poisons are utterly useless.

Phantom half:

Shadow Lurker - Can move around and/or hide in shadows.

Dark Heart - Dark attacks will have little to no affect what so ever.

Weaknesses:

Zombie half:

Zed Head(-) - Shots to the head will do the most damage.

Marching Undead - Can only move at walking speed.

A Zombies Undying Will(-) - If it goes to long without stopping it's muscles will deteriorate causing it to move slower and become even more vulnerable to physical attacks.

Rotting Flesh - Physical attacks do more damage than normal.

Easily Combustible - Any fire type attack will set him ablaze.

Phantom half:

Surrendered to the Darkness within - Any light type attacks will do major damage.

Powers/Spells: Blizzaga.


Weapon(s):

d’Capitan - Ability/Attachment: None.

Rusty Old Shovel - Ability/Attachment: Digging.

Snowball Blaster - Ability/Attachment: Uses Blizzaga to make snowballs if no snow is around.

Backpack: Rechargeable Flashlight and Bag of Rubber Bands.


Origins: New Chicago.

Personality types: Neutral.

Negative: Demanding, Independent, Spoiled, Greedy, And Selfish.

Positive: Good self control, Dependable, Patient, Clever, Honest, And Creative.

Background:

The tail of a man named Jack. Jack Rankin was indeed a grave digger. He did not like must did up graves to rob them. He was payed to dig up graves for harvesting organ or other reason he did not care to know. From time to time he did indeed take a few things off the bodies. But Jack tried not to make a habit of it. Soon he was being noted for his talents. Good for business but not if you hate cops. In any case soon all kinds of people wanted him to go digging. One man in particular asked him to dig up the graves of 5 different people in a particular order. Jack stated to himself that a body was a body and dug up the closest ones. When he brought the bodies to the man everything when dark, and forever stayed that way.

A phantom who became a soul. Alexander was trapped in the underworld for hundreds of years. How many in total was something he was unsure of. Lucky for Alexander he found a way out. Temporary, but a way out none the less. Once he escaped his imprisonment in the underworld he had to think quickly. A body called out to him. When people go off to wander the astral plane they sometimes carelessly leave there bodies vulnerable to possession. Alexander raced to it hopping It would be his salvation. Once inside he new the mistake he had made. The body he had entered hand no soul and was cursed. He could not part with it because the body claimed him as it's new soul.

Likes: Walking, Having a hideout, Night sky, Winter, Snow, Blizzards, and Money.

Dislikes: Children, Pocket Knifes, Heat, Spring, Summer, and Heights.

Fears: Falling, Using pocket knifes in combat, and fighting inside a hospital.


Wearing/Armor:

Head: Sunglasses.

Torso: Gray Suit.

Hands: Nothing.

Legs: Gray Dress Pants.

Feet: Gray Dress Shoes.


Current Hideout: Ship Wrecked Boat Home.

Furniture:

Chess table - Placed in center of the room.

Damaged Garden Gnome - On Chess Table.

Fold Out Chairs (x2) - Set up for Chess Table.

Hammock - Being used by Jack to rest on.

Leather Couch - Also being used by Jack.


Current Means of Transportation: None, other than his feet.


Traveling Companion: None.


Pet(s): None.

182Winget

Real Name: Rabidus

Other Aliases: Many. She'll never give a person her real one and when ever asked the name she gives is always different.

Occupation: Thief

Class: Sorcerer

Race: Halfling

Nationality: Abyssal

Place of Birth: Unknown

Alignment: Chaotic

Type: Anti-Hero

Mode of Combat: Up, close and personal

Marital Status: Single

Known Relatives: Unknown

Height: 2’6”

Weight: 23 lbs.

Eye Color: Yellow

Hair Color: burgundy

Complexion: Pale White

Age: 23

APPEARANCE

The first thing you would notice about Rabidus was not her tiny height, nor would it be her greasy hair knotted unfashionably in dreadocks barely pasing shoulder length. It would most likely be the lack of clothing she wore. Only a pair of discarded and obnoxiously green trousers is used as coverage. Being overly large for the ever small girl a piece of rope is used to tie the top hem of the pants above her breast and just under her arm pits. The bottom of the leggings having been cut so their rim swayed just above the ankles.

Due to having worn no shoes all her life, the bottom of her feet have hardened with calluses and dirt. Toe nails a disgusting yellowish color due to lack of proper treatment, but be that the case. One would notice that they are trimmed even if the method of doing so was by biting them.

Her form is that of a slender but in no way weak considering her size. Smalls scars mark her body head to toe but none ever indicating a life threatening wound. Despite being a sorcerer, it’s most often then not her sharp nails one would need to be weary of. Her long limbs and petite body frame make for quick precise attacks.

Her only true possession being a rather large book which she carries behind her by string. The book having being covered by leather that holds no title has pages filled with demon text. Suggesting that it’s most likely then not Rabidus’s spell book.

PERSONALITY

To put it simply the girl is schizophrenic often believing that anything moving, and sometimes not, is in someway or form “out to get her”. Due to this reason she finds comfort in a solitude life. However despite the fact she’s unable to, at times, break from a world of delusions she is highly intelligent. Often recognizing that if a person is of use to her in someway. She will stick to them until they become of no “use” to her no more.

When speaking either to herself or to another she will stutter or even forget about what she was saying. More times then not accusing someone of a deed the may or may not have done.

Survival is her top priority. If she feels as if her life is in anyway threatened she will attack. Preferring the up close combat of flying claws, teeth and chanted spells. Now while being close is still a dangerous tango with claws that not only can extend but can also be cast a flamed. It’s when Rabidus prances away deciding to attack from range that it becomes truly dangerous. One is often being advised that you either end the battle quickly or run as fast as you can the other way. Simply because some big boom is about to happen.

HISTORY

While both her parents were Halflings themselves. Somewhere during Rabidus heritage a demon managed to integrate it’s filth into the family line. This resulted in the creation of the little abyssal sorcerers. While the demonic blood line is not always toxic to a child‘s brain. Every now and then, one is born with the inability to balance the demon influence with its Halfling line. Often not noticeable at birth but it’s when the child grows older does it become apparent. As the child grows stronger in power so does the demonic blood and in return the mind grows weaker. When this occurs the child is always abandoned left to fend for itself.

Being one who was abandoned at the age of 6 she started to depend only on herself. However to survive she would need to grow stronger as a sorcerer and it resulted with her mind crumbling. It’s due to this reason that she doesn’t understand the need for common courtesy nor can she tell the difference between good and evil. Not even standing on or holding to any sort of moral standard. Her logic in most cases is considered only logical to her.

However in exchange for her mind she truly did and still is becoming stronger day by day. Her strong demonic blood allows her a physical strength equal to a bull and claws stronger then steel. This at her own whim can become long flaming weapons. Her skins while still appearing soft has hardened causing a small resistance to physical, electrical, fire and even poison damage. Her eyes once a greenish color has now become pure yellow. Being able to see further distances and even in the darkest of places.

~Probably will be updated~

183superpsyco77

__x__x : e s s e n t i a l s :

Birth Name:Raymond Ambercome

Used Name:Ray

Alias(es): None

Age: 24

Date of Birth: 05/06/1985

Lineage: Gaian human

Occupation:Smuggler, acquisitions, gun running, gun dealing, anything he can do for cash

Alignment:True neutral

Marital Status: Single

Birthplace: Durem, Gaia

__x__x : v i t a l s :

Height: 5'9

Weight: 190 lbs

Hair Color: Dirty blond

Hair: Flat top style, no sideburns

Eye Color: Light Brown

Handed: Right

Skin Tone: Tan from many hours spent in the sun

Skin Condition: Normal, no scars or deformities to speak of

Physical Condition: Normal. All previous wounds have by now healed.

__x__x : s t a t u s :

Strength: Able to press 180 lbs on average, or in a more practical sense, is able to lift and carry the crates of guns he often moves about in secret from place to place, each averaging around 150 lbs. each.

Power Classification: D Class(No special powers or abilities, no supernatural strengths or weaknesses. Your typical, average human being)

Blood Type: B negative

Primary Residence: The back of whatever car he's driving around.

Primary Discipline: None

-- Sub-discipline:None

Innate Abilities: None

Special Abilities:None

__x__x : p e r s o n a :

Raymond is your typical Gaian, exposed to the typical occurrences of Gaia. He's seen his fair share of vampires, demons, fighters and magicians and is rarely surprised by what he happens to cross paths with during his life. While he scrapes by on what he makes with both of his jobs, Raymond wants more, he wants a better life for himself and as such he has developed a tenacious determination and hates it when he falters or makes mistakes. Despite being a part time gun for hire he has some high moral standards that he tries to hold on to, thanks largely in part to influences passed on to him by his now departed mother, and by events that surround his tumultuous past.

Defining 'good' as seen through Raymond's eyes: In the vast nature of Gaia where many people stand on the polar opposite ends of life as defined by the very broad words of good and evil, it has come to my attention that the very term of good in relation to Raymond needs defining. Far from saintly Raymond does not quite fit into that typical archtype of the lawful, upstanding human being, he who never falters and vows to vanquish the evils of the land with his powers of justice and righteousness. Banish from your mind the though the D&D paladin or cleric, fighting demons in the name of their god, as Raymond falls rather far from that archtype. Raymond is what one might call a struggling hero, in that, often times it is very much so easier to take the path out that comes at the expense of others. One example might be that instead of truly putting a great amount of effort into finding an actual job, Raymond invested his money into a small scale criminal operation. Why? Not only does it pay better, but it provides greater options. It seems logical, but goes against the very nature of being within the boundaries of the law. The 'good' that so drives Ray on and through his life could be rather dimmed down to be something along the lines of "help people out when they need it, try not to lie, don't cheat and don't steal", or something you might tell a child when they ask what 'the right thing' is and why they should do it. In truth however the Right thing is also very often very painful for Ray to do. In Frostchild, for example, Raymond and many others came face to face with the twisted masses that were once the citizenry of the city. The easy thing would have been to run away(which he inevitably did) but in the back of his mind Ray believed himself to be doing the right thing by gunning them down, hoping that he was in some very vague way setting them free and ending their torment. The major conflict behind Ray, or at least the major internal conflict, is one of his will to do these precious little good deeds against his will to advance himself in the world. A battle between vices and virtues, so to speak. Would he sacrifice others in hopes of achieving his goals? or would he put aside his ambitions in hopes that the good he might able to do would be enough to bring him happiness.

That is the broad definition of 'good' in terms of Raymond in a nutshell.

__x__x : f e a t u r e s :

A. Body Art:

None

B. Scar Tissue:

None

__x__x : b r e a k d o w n :

Raymond Ambercome was born 24 years ago in the emergency room of Durem county hospital, to parents Darren and Serina Ambercome. Shortly after he was born his father left, having struggled and faltered for many years against a heavy drinking problem. Not a week after leaving his newborn son and his wife, he was killed in a barfight. His mother struggled to support her son whom she loved greatly, despite being rather new to the whole parenting thing. Serina was only 20 at the time of her son's birth and held little more than a part time job, but she quickly picked up the slack and was soon working full time not just one, but two jobs. For seven years she worked and watched her son grow, happy that he was living at least a semi-comfortable life. Despite all this however Serina was soon beset with medical problems relating to her heart, and in what seemed like but a moment to young Raymond she passed away due to cardiac failure, leaving her son alone in the world.

Raymond was put into foster care soon after the passing of his mother, but had taken the loss of her very hardly and struggled to maintain a good nature. He was picked on constantly by other children, who mocked him for being as shy as he was and as small(physically) as he was. This continued for many years, Ray proving time and time again that he could not fit into any foster family he was paired with. Simply put, he didn't -want- to be with them. His defiance soon lead to trouble, first it was small things like a foul mouth, but it eventually lead to things such as constant fighting and even stealing, which on numerous occasions lead him to be on the other side of the law. This all culminated when he was 15, when he brutally stabbed an older boy to death for mocking him, and though his guilt was never proven Ray rarely lets a day go by when he forgets that boy's face. As soon as he turned 18 Ray left the foster system and attempted in vain to pursue a solid job, but his lack of education and criminal record served to hold him back from preforming on many occasions. He finally found work as a short order cook on the industrial side of Durem, where he worked for five years. It was during this time that Ray first began to pursue work as a freelance mercenary, having met many successful men and women who had achieved fame and power due to their skills as private soldiers. Ray found himself at home in this line of work, and accepted as many jobs as he believed he could take without jeopardizing his position as a cook gradually improving his skills. It was during this mad rush for jobs that Ray came across a flier soliciting people to accompany a certain professor to a major city in the North; and not one to turn down a high paying job Raymond eagerly accepted.

And thus Ray found himself entangled in the events surrounding Frostchild city, and the horros he saw there haunt him to this very day. Ray never bothered to write down anything that ever went on in that cursed city, and anyone who asks is met with naught but a cold stare.

After Forstchild Ray was quick to quit his job as a cook and take the money he was paid to accompany his VIP to start a new business, one of his very own. Ray had invested in a large arsenal of illegal firearms and weaponry and sold them on the black market. He has kept this business going now for nearly a year. This was the start of his true criminal business which has currently put him at odds with the Gaian police forces, as well as many military organizations. His list of crimes marks him as a medium to low priority target as his crimes are not yet on a large enough scale to put him high upon the list. This has not stopped him from trying to still do the right thing, however, as is evident by his helping of the clergy and other assorted defenders during the attacking on the Temple of Falis.

__x__x : w e a p o n r y :

Weaponry : Depth : Methods & Apparatus

Attire.

-- Headwear: None

-- Upperbody: Green or White short sleeved shirt(plain), white under shirt

-- Armaments: None

-- Lowerbody: Blue jeans, which may often vary from being faded to neatly pressed and new. One can usually expect them to be wrinkled and very often faded.

-- Feet: White Tennis shoes of no real particular brand, simple and effective at doing what they're designed to do.

Armor.

-- Headwear: None

-- Upperbody:Tactical Ballistics vest(Black)((The tactical ballistic Raymond wears is made of woven threads of kevlar, which cover a strong yet light plating of ceramic, which is then padded by one final layer of kevlar. The vest is rated at grade III, capable of stopping most conventional handgun rounds and many rifle rounds, though armor piercing or larger(30-.06 or bigger) ammunition is still capable of piercing through the vest. It is not the lightest vest, and it only covers his torso and not him limbs or head))

-- Armaments: Holster attached to his Right leg, which allows easy access to his firearm from a relaxed position. Also favors his dominant hand.

-- Lowerbody:None

-- Feet: None

__x__x : w e a p o n r y :

Name: Mp-443 Grach

Type of Weapon: Sidearm

Compliment Item(s): None

Style of Weapon: Pistol

Length:

-- blade:

-- overall:

Weight: 2 lbs.

Faculty: 17 round Detachable box magazine(3 magazines, including the one in the gun)

History:

The latest in the line of standard issue sidearms for the Russian military, the Mp-443 Grach is a double-action, short recoil semi-automatic handgun that fires a 9x19 Luger parabellum round. The gun is simple to maintain and is made of metal, sans the grips which are polymer. The barrel is stainless steel while the slide and frame are carbon steel. The gun has an effective range of 50 meters as that is what the sights are fixed at.

__x__x : a c c e s s o r i e s :

Trench knife: A WWI era reproduction trench knife, this weapon is designed for nothing more than killing and fighting, as the blade is too short for skinning or carving and the brass knuckles on the handle make it hard to handle in any other way but a combat position. The knuckles on this particular knife have no spikes or protrusions, and it is kept in a leather sheath on his belt.

The Magazine: This particular magazine is an optional load for the gun he carries, as it is loaded entirely with blanks. When fired these blanks make all the noise of a gunshot without all the actual gunshot, and help simulate the weight of a regularly loaded firearm. He uses this in places where firing his gun might be illegal in order to be able to pistol whip people with the greatest possible force.

Optional loadout: Heavy weapons: Sometimes Raymond has to do a job where a pistol just isn't enough to punch through whatever might stand in his way. In such cases he usually comes equipped with heavier firepower. This optional firepower may include a G3, chambered in the 7.62mm NATO round, a M1014A semi-automatic shotgun, usually loaded with 00 buckshot, or even an anti-material rifle.

__x__x : a c q u a i n t a n c e s :

None yet.

184Ziggy the Blue

Name: Ziginz Zegell

Age:22

Race: Human

Birthday: March 1

Height: 6’2

Weight: 214lbs

Appearance: Short, shaggy, brown hair and often a stubble beard from not shaving. Dark green eyes, and fair skin, with a few scars on his body from intense training and fights, though they have all healed very well they still left signs that they were once their. Well built and fit but not buff, having a body that can adjust to most situations. Wears casual clothes, as long as they fit, but often wears sleeveless shirts under a brown pilot’s jacket, average fit jeans, and laced boots. Owns a necklace with the name “Isis” etched roughly into a dog tag style charm.

Personality: He can be laid back when alone, but is rather hot blooded before, during, or after a fight. He lives to find a good bout, get stronger, and protects what he feels needs protecting. Though he prefers to be loud and rambunctious in a fight he can calm himself down and take a more focused state to fully utilize his abilities. This often throws his opponents for a loop making it seem he has a split personality when in fact he is just changing his style of fighting. He puts on a rough front but in fact is a very caring person who seeks out inner peace with himself and with his past. He loves his family dearly but shows it in his own unique way (for instance beating the tar out of one another) like most members of his family. He has a very complicated and sometimes confusing personal code of ethics. He is a warrior to the core which is hard since there are few places in the world where someone like him who desires total freedom but extreme battles, can truly fit in.

Likes: Fighting, Training, Reading the classics, learning somthing new, flirting with woman, watching foreign films, playing pinball, female fighters (to him they are the hottest woman in the world).

Dislikes: Cowardice, food kept warm under a heat lamp, people who over do it against people weaker then they are, woman getting hurt (female fighters who enjoy battle are another situation), those who take credit for others achievments.

Abilities and Training:

Zegell Style Martial Arts: Developed by Ziginz’s family, this style mixes moves and techniques from many different styles learned by the family over time. The style teaches basics and then forces the student to develop their own style through intense combat training against fellow students and masters of the style. This “Trial by Fire” type of training is surprisingly effective as it is rare for two students to end up with the same style of fighting.

Ziggy Special: A simple combo Ziginz came up with after watching a wrestling match on TV. The move consists of 8 punches to the enemies face and a German suplex while the foe is dazed. A simple attack but by far it is his favorite move to use on thugs.

Ziggy Whirlwind: This move has Ziginz punching the opponent in the face before kneeing them in the stomach and finishing with a jumping uppercut to the foes jaw.

Ziggy Style: Rider Kick!: Ziggy secretly loves Kamen Rider, so on occasion he likes to mess with his foe by using his own version. It is just a basic flying kick or round house kick, but when charged with Ki it tends to send the foe flying. He does the pose of whatever rider’s kick he just imitated after the attack.

Ki Control: Like most members of his family, Ziginz has a large amount of Ki and decent control over it. While he isn’t very skilled at firing his Ki in the form of blasts (often creating blasts with more energy then he intends), he is skilled at using it to increase his physical abilities and enhance his attacks. He is also skilled in the art of materialization, being able to shape his Ki into close range weapons such as a sword or spear, and make it as solid as the real thing if not more so. It is also possible to imbue them with elemental energy, though Ziginz can usually only make five imbued weapons a day as he finds it mentally fatiguing.

Steel Mountain Style: This style was taught to Ziginz by his older brother Zigurd. The style focuses on focusing a large amount of Ki into the user’s skin to make their skin like armor. The users skin can become so strong it can stop a bullet, but much like armor, doesn’t protect the user from attacks that hit bellow the surface. This style requires a decent amount of concentration and Ziginz can harden his entire body with it but must remain in a solid stance. He has with time and training developed a lesser version that allows him to only harden certain parts of his body such as his arms or chest even while moving but it still takes him about 10 seconds to set it up so he is far from invulnerable.

Tidal Force: A unique move Ziginz created on his own which is both simple and highly effective. Ziginz simply rotates his attack, thus spinning his Ki into a spiral that twists the impact point “Drill” into an opponent. This is useful against both armored enemies, enemies using barriers, or even to disrupt their Ki flow. He has been working on a long range version of the attack but has had little luck. He doesn’t strain him greatly but does consume some Ki.

Tsunami Force: A prototype technique derived from tidal force that allows ziginz to release a huge wave of Ki upon hitting his foe. The blast is unstable and uses a huge amount of Ki but can do massive damage if used correctly. At this point Ziginz can only use it 3 times a day which leaves him fatigued. He is attempting to increase the range but the further the attack goes the less damage it does, meaning it is most effective at point blank range. The attack can stretch up to 50 feet growing broader as it does but also loosing power in the process. It strains his Ki when used to often.

Shatter Storm: A move that allows Ziginz to build up Ki in one of his Ki weapons causeing it to explode into many smaller blades that shoot toward the enemy. This shotgun like effect isn’t difficult to use but takes about 5 seconds to prepare and can potentially damage Ziginz’s hand.

Full Charge: Ziginz uses all his Ki to create an aura that increases his attack damage 10 fold for roughly 1 minute and 45 seconds. After that Ziginz is left weakened and vulnerable. He can only use this ability once a day and the strain from it leaves him needing rest for at least 24 hours or until his stamina is restored. This is his last resort in a battle.

Lost Falls Training: This Training was done under the guidance of Ziginz’s older sister, Zari. During this training Ziginz sat under a sacred (and extremely cold) water fall for 10 days facing different versions of himself in the realm of his soul. He defeated all his aspects and learned different things about himself from them and different methods for using his abilities. When he awoke from his training he found that he had tripled his Ki thresh hold and could perform the abilities of his different aspects, which made sense since they were all just parts of himself made real in his soul before returning to their original places with in him. His level of Ki control also greatly improved. These abilities are as followed:

Far Jaunt: This ability allows Ziginz to move great distances with a single step. He can only use this ability about 10 times a day with a range of a mile before becoming exhausted. This ability is possible due to his physical abilities and Improved Ki control. It drains him physically when used to many times in a row.

Heat Up: This ability allows him to catch his Ki on fire and gives him immunity to fire. In essence he can embue any of his Ki related attacks or weapons with fire almost freely, though he does have to concentrate to use the ability. He can also draw Ki from Ki created fire to restore a small amount of his own Ki, though this requires even greater concentration and can be mentally fatiguing.

Ki Healing: This ability allows Ziginz to heal wounds by sacrificing an equal amount of Ki. Though it can’t fix all injuries, it can keep someone from dieing or take care of minor wounds. He isn’t a healer or medically trained, so some things are beyond his abilities. This ability is mentally and physically straing

Wave Front: This is a crescent wave of Ki that Ziginz launches with a swing of his arms or legs. The wave can be used along the ground or in mid air. The range for mid air is about 50 feet at about 5 feet a second, where as along the ground it gathers earth and soil to travel for longer and grow in size slightly. On the ground it can go for 100 feet but slows to about half speed. The ability can be a blunt of cutting attack but the cutting type requires 4 seconds to prepare, in which time Ziginz can’t move. The attack can cause the equivalent amount of force as an attack coming from the limb it was launched from. Its strain is only equal to on of his normal attacks so his use of it is rather strain less, though the cutting version does put some strain on his body and mind.

Wing Out: This ability allows Ziginz to create a pair of wings using his Ki. The wings give him flight abilities with good maneuverability. The wings can grow in size by feeding them Ki, and can be used to create a doom like shield in which Ziginz can use his Ki healing to all within except himself. The wings fed on his Ki constantly and can only be used for 2 hours a day.

Crimson Crash: This is a simple Ki blast that Ziginz fires from the palm of his hand that does five times the damage of his normal punch. He can use only 4 a day before becoming fatigued. He has been attempting to create a close range version or learn to control the unique crimson Ki that the attack converts his Ki into but so far has been unable to fully grasp the red Ki. This attack strains his mental, physical, and spiritual being when used.


The magnificent final attack of the absolutely perfect style of the mighty Ziginz Zegell (Other wise known as Grand Crimson Crash): This attack is used by Ziginz while in Full Charge. He focus everything he has into one last crimson flash which he fires at an enemy. He can only fire every four days, and while the destructive power of the attack is amazing, it causes him to fall into a comma like state for three days in which he can not be awakened until his Ki and body have fully recovered. Even after this he must rest yet another day before attempting the attack again. He has never had to use it and hopes he never does.

185scout360pyro

Name: Pyro

Age: 6 months

Race: Angel Phoenix hybrid

Height: 6 foot even

Weight: 150 lbs (lighter than a human would be at his size, due to hollow bones used for flight purposes)

Pyro generally keeps his wings folded on his back, and wears dark clothing. (He often wears out clothing fast so I can't be specific with that.) He has weary red eyes, and his face is covered in scars. (from learning to fly; he was tossed out of heaven and ran out of energy, falling a mile or so into a forest)

Pyro has shaggy dark brown hair, and has a normal body temperature of 200 degrees Fahrenheit. He is a newly born angel. Basically, the mighty Phoenix has been around since the beginning of time. A few months ago, a powerful poltergeist decided to play the ultimate prank on the Phoenix (this person also "taught" Pyro how to fly) She sealed the phoenix away, using him as the core for a newborn angel. That angel was Pyro.

Pyro can control heat in general, but his power usually manifests itself in flames. He does not use spells, but rather simply blast raw power out. The magical energy takes the form of flames. Pyro's flames can burn almost anything, given enough heat. He can attain even greater levels of power in exchange for a decreased span of energy (he wears himself out quicker in proportion to the extra power he uses) One stage of this is called Rage mode. In this mode, black armor with glowing symbols appears on Pyro's body. Speed, Strength, defense, and reaction time is increased. The flames around Pyro will increase in intensity, making it dangerous to get near him. He can further increase the heat as he wishes. Pyro can also summon a sword from the flames. This sword is harder than steel, and if broken, can be repaired by re-summoning it. The sword serves as a focus for Pyro's powers. If necessary (and this is one of those really excess things) PYro can actually burn through one dimension into another. This is very crude, and the resulting hole is actually a point where the two dimensions are melted together. (Pyro can't close it) The second stage of Pyro's excess powers (and this one will put him in a coma for a week afterwards if he uses it) is the Phoenix Rising. Pyro will transform into a gigantic Phoenix, his powers rising off the scale. (though there are plenty of people who can still match him, as certain powers like void type ones can counter his flames, with enough energy) Also, at times the Phoenix will sometimes speak through Pyro, though not often. When it happens, a shiver runs through PYro and his eyes glow orange, and a powerful presence fills the area. I do not intend for Pyro to go into the Phoenix Rising, because it is too powerful to be allowed (I think) Also, I NEVER want the Phoenix to fight directly through Pyro. (Pyro and the Phoenix are like Naruto and the Kyubi, only the Phoenix is a lot scarier and more powerful than the Kyubi. The Phoenix coming out would be like the end of the world, and it would kill Pyro in the process. However, if Pyro is killed through an external source, the Phoenix dies with him.) Most of what PYro does with his flames is based on what would be chemically possible in real life. For instance, in rage mode, the flames coming from Pyro can get hot enough that if you, say, aimed a fire hose at him, the water, when it got close enough, would actually split into hydrogen and oxygen, and combust. This is possible in real life, if the fire in question is started using liquid rocket fuel as the accelerant. Also, any significant build up of power can be characterized by Pyro's eyes glowing (normal red) like they are a pair of light bulbs.

I have based Pyro's personality off of my own. He can be blunt, annoying, idiotic, silly, immature (well, he IS 6 months old, though he has the body of a 17 year-old), and just plain weird at times. However, like myself, this behavior varies. In contrast, Pyro can be highly compassionate and respectful. Though he lacks in common sense a lot of the time, he is highly intelligent and resourceful (the forest he fell in....he didn't learn to take off until months later, and had to survive on foot the entire time, chased by hungry natives that thought he was a big bird they could eat...he had to be resourceful to survive) Pyro can be deadly serious as well. He like being outdoors and reading books. Though you might not always see it in my avi (who is Pyro, by the way) Pyro has a magical book he found in an ancient temple in the forest he fell in. The book is basically a magic encyclopedia that works based on thought. ( I don't know if anyone other than Pyro can use it) Through the book, Pyro learned how to take off (and get out of the forest) and how to summon weapons with the flames, such as his sword. Also, Pyro never learned any table manners, (nor does he know they exist) so don't invite him to eat with you. He will probably bring a sack a raw fish from God-knows-where and start barbecuing them by hand, sitting on the table the entire time. smilies/icon_sweatdrop.gif Oh and don't make physical contact with Pyro for an extended Period of time, if possible. His body temperature will give you minor burns after a while, say five seconds. He is good for a quick handshake though. (added note: Pyro often forgets about his unnaturally hot body. when he blew up a prison block in Moscow with his rage mode (first time it activated) He tried to interrogate a guard, grabbing him by the collar. The poor guy vaporized because Pyro forgot about the flames and heat coming from him. take a peek in the forums of Angels vs Demons rp to get a better idea of Pyro, if you want (I'm not asking you to join))

186Hiro Korigashine

Name:Hiro Draken Korigashine

Alias(s):None

Age:looks 21 never disclosed true age.

Race: Ostangian/ Draken

Height:6'1

Weight:184lbs

Weight limit: 3,000 pounds 1 1/2 tons

Speed normally: 25 mph

Flight speed: 80mph

Full Appearance(s):

]

Armor form: His armor is Dragon scale armor Making it light and durable (Not indestructible) adds resistant to fire and heat. He wears a breast plate, gauntlets, and armored boots.

[b]Weapon(s): The Sacred Tear Blade: This is a sword created from the very soul of Hiro. It is indestructible and holds its own power as if i was alive. The blade is a b*****d sword so as to allow one or two handed combat. Its material is very light as it is indestructible but the most it could do to metal is dent it when it strikes.

Fighting Style(s):None really he can change to his opponents.

Abilities:

Korigashine Heritage: Being Korigashine gives Hiro added power and strength to what he already has. He also gets a sword called the Sacred Tear sword which is a brutally powerful sword that cannot be destroyed and can cut through most any metal besides that of another blade or weapon of its kind. He gets to be able to use several powers that come with the name and added senses such as ,perception,endurance,etc.

Mana Control: This is the energy that runs through the earth itself allowing the elements to exist including plant life and such. Hiro was created from the very earth itself and with that creation came the ability to use mana. Mana can be used in its pure form which looks like a blue energy or it can be changed into any element that is on this earth however his strongest and most skilled elements he uses are Fire and Demonic/unholy energy. Using his mana drains him depending on the move used. Hiro wont feel the effect of him using the mana through his blade but if he just sent it into the air and tried a wide area attack then he would feel the effects. It drains his stamina making it the bigger the attack the more stamina it drains.

Draken eyes: This allows me to gain more power, speed, endurance, etc and makes me so fast that it makes everything else seem as if it is going in slow motion.

BIO: Hiro had been through a lot being created before humanity itself in what would come to be called the garden of Eden. He has been alive for Milena looking over the earth as her protector before being released by his mother to do with as he wishes around the time man was being formed. He has seen the rise and fall of kingdoms and how fast man has grown in its short time on earth and has trained himself since he was created so long ago. With all his experience he has learned to adapt to most any situation and the pain he has gone through has made his pain tolerance extremely high. He has joined with many families and still remembers and loves most all of them and at this time he loves to just travel and fight,love,read, and much more just enjoying life as he goes. He came upon a man named Dimitri in his travels and with his original sword he killed Dimitri and took his very being into the sword and into himself however when that happened it changed him some say for the better giving him Dimitri's DNA of a lycan along with his of the angelic being.

He had joined the Drakens once more and mended ties with his older brother Fenir. He is now one of the leaders of the new age draken and plans to bring them to heights never before seen in the Draken Reign.

187Slayer The Wise

Saren Slayer.

September

Demi God.

Weight - 185 pounds

Height - 5 foot 7

Apparence

Saren appears to be human with horns on his head. He wears no shirt as he refers to be bare chested. He is somewhat built with a tattoo on his left arm that is in the shape of a snake.

Ability's

Saren can control the shadows. He also can control fire but mostly the Shadows. Which includes creating shadow balls, Shadow tendrils, Shadow weapons , Shadow armor. With fire He could create - Fire balls. Fire walls. Fire armor (( Which burns his skin leaving him with scars on his arms and legs )).

Personality

Saren is heartless and cold. He can not love anyone and sees everyone as trying to kill him. Most people stay away from him because of how heartless he is towards others. Saren likes to kill people for sheer pleasure and likes to make fun of those that fall in love. He sees love as a weakness that needs to be purged from the world.

Saren at times can be kind and caring. After all he is trying to earn his god hood back. But that is rare after so many years of being told he was a bad god. He lost the spark of caring that most people have. Although it comes out once in a while

History

Saren use to be a God of the Egyptians. Some called him amun the hidden run. That was until he was cast out by the other gods for having and Affair with a mortal woman who was not a Kings wife. When the other gods found out about what he did. They cast him out with a warning. He had to earn his godhood back by doing deeds for the humans and helping them whenever he could. With him being sent to Gaia . He was made a Demi god. He is not immortal and a few times he was closed to be killed by governments who did not understand him. His task now is to try to earn his godhood back and get on the good side of the other god and goddess.

Importance

The People use to Worship him everyday and ask him for favors when he was a god. Now that he is a Demi god. The people think he died and do not ask him for any favors at all. At the least the people respect him still. But not as much as they use to. Also Unlike most Demi gods. He is able to feel pain and have emotions. He also knows how to control the shadows. The product of him being cast out by the other gods

188Saila Lyuna

[Given]

Ellen

[Surname]

Evans

[Alias]

Lyn

[Age]

24

[Gender]

Female

[Race]

Snow Fairy/Human

[Height]

5'4"

[Weight]

92lbs (Without equipment)

[Date of Existence]

December 24th, 1987

[Persona]

She lacks Self-Respect, seeing herself as trash left behind during a rampage. As a result, she has developed a severe mental disorder, well past the point of insanity. Killing comes naturally to her, she enjoys it, she feels she needs it, she is addicted to it. All the while, talking down on herself. She is both Masochistic and Sadistic, often striking fear into her opponents by describing in full detail what she will do to both of them. Another method she enjoys is playing young. Her appearance is that of a teenager, often seeming too young for her actual age, and she uses it as an advantage when she is unrecognized. Nobody has ever seen a soft side to her, and few believe it exists before being slaughtered. But there are subtle hints that she has some hope of sanity.

[Primary]

LN2 blade, a machine in the shape of a sword, but rather than an actual blade, it is a steel rod. The rod projects Liquid Nitrogen around it, using a second chemical to harden the Nitrogen, rather than change it into a gas. The blade is the hardened element after it has increased in mass. There is no limit to how large the blade itself can be, but it takes several minutes for even a saber-sized blade to be formed.

Although it is no longer a liquid, it retains its freezing quality. Skin contact with the blade results in severe frostbite. Steel or other hardened substances often crack after few hits, and eventually shatter. After some time, Shields are rendered completely useless to the blade, but energy-projection based shields and weapons are completely unaffected.

[Sidearm]

LN2 Rifle, A second machine that launches hardened Nitrogen capsules at extremely high velocity. The weapon is, by all means, not a standard gun, as it generates no heat when firing, but extreme cold. Firing rates include Auto and Semi-Auto, at rates of up to 1200 shots per minute. Ammunition is unlimited, and there is never a need to reload, as the weapon takes its supply from its surroundings.

[Extra]

Nitrogen Engine, When converted back into a gas, Nitrogen releases extreme amounts of energy. This engine harvests that energy, and uses it to power all of the machines on Ellen's body, including her clothing and armor. There are a total of 4 Engines with Ellen at all times, located behind her, floating using the energy and anti-gravity modules. When in need, they can be converted to Energy-based weapons.

Nitro-Tentacles, Only two tentacles are attached to Ellen, both primarily hoses that project liquid nitrogen. They are virtually just hoses with "Jaws" at the end that clamp onto a target, using nitrogen blades and a syringe to inject LN2 into a target. Having limited powers as an Ice Fairy, Ellen can control their movement by shifting the positions of the LN2 in the hoses.

LN2 Suit, Ellen needs to keep cold at all times as a faulty Ice-Fairy, and requires the use of her suit to perform that task. Without the suit, she will return to the body temperatures of a normal human, which will kill her within a matter of hours. The leg-portions of the suit increase her height by roughly 7 inches, and keep her feet from touching the ground to prevent friction. Observers tend to believe she either has no feet or they are very tiny.

Nitrogen Energy Turrets, The Nitrogen Engines located behind Ellen can use the power stored as a weapon, firing Plasma and Energy based beams at targets who are shielded from her standard weaponry. The machines have a high-yield of destructive power, but require a vast sum of Nitrogen to use, as well as generating extreme heat close to Ellen's body, damaging her at the same time unless in an arctic region.

[Capabilities]

Beyond the use of her weapons, Ellen can control substances with an extremely low temperature. Common ice is too warm for her to use as human genes inside of her have disrupted her powers as a Snow Fairy. Only temperatures at least 40 degrees below the freezing of H2O can be controlled by her. When in contact with water, it freezes immediately. If thrown into the ocean, she is instantly encased in a block of ice until she reaches shore.

[Record]

Born in a village of Snow Fairies in 1987, Ellen's father was never present in her life. Her mother was a natural Snow Fairy, but her father was human, and disappeared months before she was born. Treated like an outcast for several years, often bullied and attacked by other children her age, she fled the village the moment she was old enough to start her life. Unfortunately for her, the moment she left the arctic temperatures, she began to get weaker and weaker until she finally passed out miles away from the nearest cold source.

By this time, she had been 18 years old. She came to in a container filled with LN2, Liquid Nitrogen, in the house of an old hermit inventor. She never caught the name of the old man, but he had been a scientist in G Corp before being fired for conducting experiments on other Gaians rather than the usual animals. His inventions were conveniently based around Frost Technology. Making his research easier, as she did not die but felt rather comfortable when he froze her, his research quickly progressed.

Within 2 years, 2007 had arrived. The rest of the world had been obsessing over the events of the past while, but Ellen and the old man paid them no mind. The Old Man even celebrated when Gambino Tower came crashing down, offering Ellen a drink, but she respectfully declined. Again he celebrated when Halloween came running, a swarm of Grunnies close by, but instead of grabbing a drink, him and Ellen tested the weapons their research had created. Life seemed it would go on forever here. Of course, Life is full of surprises.

Mid-way through an experiment testing the use of the Nitrogen Engines, Ellen became overexcited. With the addition of these Engines, she would be able to roam freely without the addition of several pounds of machinery and being plugged into a power outlet. In her excitement, the Nitrogen collected around her overpowered the engines. One would think an explosion would occur, but it wasn't exactly the same. One of the Engines underwent a process similar to a detonation, but instead of a raging fire, a multitude of frozen spikes burst forth from it. The good doctor had been tinkering with it when it happened, quickly being impaled in multiple points. The spikes disappeared soon after, changing into vapor. Ellen panicked and tried to help him, but there was nothing she could do. Too many vital organs had been pierced. She used his research notes and quickly finished the remaining four engines. Feeling he had had a contempt life, she turned his home into a coffin, freezing the entire building in a form of Permafrost.

Unsatisfied, and still shaken from her accidental murder, she quickly developed a mental disorder, especially when Fairies she had known in the past, of her age, returned to insult her. The machines made her a laughing stock, and in a blind rage, she slaughtered them. Her control of sub zero temperatures outclassed all others of her kind, making her severely more powerful, but dangerously weaker, as she could not survive without them. She began roaming, unable to find where she belonged. Her personality dropped even further with various small events that usually resulted in killing the offender. Before long, she unknowingly became a villain. The police and authorities called her Lyn. A reference to a poor pronunciation of LN2, Liquid Nitrogen. She found it amusing as her own name was the sound of the names of the same letters. Adopting the name, she began going on killing sprees as the police attempted, but failed to stop her.

[Strength]

Control over severely cold substances. Contact with her will result in damaging frostbite.

[Weakness]

Cannot live without severely cold substances. At an average human's body temperature, she falls gravely ill and will die within a matter of hours. She hates fire and anybody who uses it, often attacking or killing them.

[Appearance]

Let me show you a really Common Cold

189Ryugi Kazamaru

((Sections in RED are IC Database information))

Name: Ryumi Vespera Kazamaru

Age: -Appears 16, less than a full year in age-

Race: Dragon (Human Form)

Weapons: Manifested armaments from her “White Reflection” ability.

Abilities: "Light/Holy Elemental" / Spiritual Energy / Hand to Hand

Bio: –Unknown-

Appearance: ---------------------------->

Physical Description:

Body (Human Form) - Ryumi's body is built slightly different than that of a normal human. Her muscle is generally more stringy and stretchy than the tissue of a human being, which allows for faster movement, and more powerful punches and physical attacks. Ryumi’s sight, scent, and hearing are enhanced to levels greater than your average human being (scent being the least enhanced), but her other senses remain the same. Ryumi's bones are nearly twice as durable as human bone, without the excess weight of density due to her body’s amazing usage of positive energy to reinforce all her internal systems. Ryumi can run just as fast as any Olympic Athlete and, using her abilities, has the capacity to move and run even faster. Her body's absolute maximum dead lifting capacity is 400 pounds under normal circumstances, while her maximum push/drag load is 1000 pounds. Boosts of her strength through her abilities CAN and DO improve upon this limit, and allow her to move that amount of weight with greater ease. Theoretically, Ryumi’s base stat limitations are limited only by the amount of energy she can gain, and keep, over the course of a fight.

Resistances:

Unlike her father, Ryumi has no substantial resistances at base. However, also unlike her father, Ryumi’s ability to buff her body’s defenses through her passive energy gain allow her to reach a level of resistance equal to an elemental of their given element, and even go beyond it, assuming she can gain enough energy throughout a fight to maintain it and not expend it in numerous attacks. Given her bold and brash nature in combat, however, this is a difficult task. This goes for every kind of energy or status ailment one can think of, poisons included. However, due to the nature of her positive energy, negative energy will erode away her defenses and buffs over time if she is continuously exposed to it.

Stamina System:

Ryumi's energy attacks and augmented abilities run off of her body's ability to filter and extract energy from the elemental plane of light. Her body does this naturally at a decent rate allowing her the equivalent of one Aurora Sphere per turn without negatively affecting her stamina, and she recovers roughly that same amount each turn she is not using energy. As Ryumi is essentially 150% that of a normal human in peak condition, she has 3 basic stamina zones. The first is her Stamina Buffer, which consists of 50% of the 150%. This is her body's natural buffer to using energy attacks, and is enough for one Supernova or Adamant Rain attack. In addition, Ryumi's buffer is capable of being boosted to higher levels with each subsequent turn of elemental inaction, an extra 10% added to the buffer for each turn in combat she does not use an energy attack. The second zone is her Fighting Stamina. This is the stamina that her body uses to stay in peak form while in combat, and this stamina zone is drained by damage in battle. The Fighting Stamina is what the energy attacks drain from when the Stamina Buffer is gone. This is also the last zone where Ryumi can recover lost stamina. The final zone is what is essentially Ryumi's Physical Integrity. At this level, Ryumi runs on willpower in battle, and energy attacks literally damage Ryumi to the point that she could theoretically kill herself with extended usage. Each of these three zones allows Ryumi one full attack equivalent with that of a super move.

Equipment:(Dragonsteel is about as strong as tempered steel)

Thick Vest - Ryumi’s blue vest is tightly woven fireproof fabric. It is thick enough to offer some light padding against attacks, and the fibers are packed snugly enough that slashing attacks are even made slightly less effective. However, her outfit, despite its fireproof consistency, is designed primarily for mobility over defense. Her base style of combat lends itself to avoiding blows, rather than taking them head on.

Arm Guards – Ryumi’s forearms are wrapped in tough fireproof fabric. The tightness of the wraps cut down on excess shock to her muscles and bones from impact forces to her arms. Along with her abilities, these provide an adequate defense against striking solid objects, even if they can’t be used to deflect bladed weapons. However, a strip of strong leather is hidden within the wraps, allowing Ryumi to catch or deflect blunted weapons, such as staves or wooden swords, more easily. This still won’t hold up well to bladed strikes or slashes, once more forcing Ryumi to use her agility to avoid strikes rather than taking them.

Boots – Ryumi’s boots have thin dragonsteel shin guards, along with some padding, underneath the black leather to provide some protection against damaging strikes to her lower legs. As her mobility is her largest defense, protecting one’s legs from unnecessary damage is a logical choice. However, the boots themselves are built around mobility rather than solely defense, making them surprisingly efficient. The soles of the boots are rubber, designed more for gripping the terrain for evasion under almost any circumstance, rather than dispersing electrical attacks like her father’s footwear of choice.

Kazamaru’s Pants v2.0 - Just like her father’s, Ryumi's pants are also made out of the same thick fireproof material, despite being a light off-white grey rather than black. Their bagginess helps to protect against flying debris, and aid in Ryumi’s agility and flexibility, but they don't offer any real protection against bladed strikes. It remains unseen as to whether or not these will become a collector’s item…

Belt – Ryumi’s belt assists in holding per pants up. Aside from that, it is tied tightly around her waist, is made of fireproof material, and is surprisingly strong, much like her father’s scarf.

Scrunchie – Ryumi has long flowing hair. This can sometimes be troublesome in combat, and as such she carries a scrunchie to keep it out of her face if she finds it being problematic. She won’t hesitate to cut her hair, though, if her opponent attempts to use it against her. She can just grow it back after the match anyway. More on this later.

Elemental Powers - Ryumi has only one element at her command. This is an odd trait for an Angaran Dragon, as they typically have a dominant and a secondary element. The trade off for having a single element is that their single element is easily as powerful as BOTH elements of a dual user, and is typically far more dynamic and unpredictable. Ryumi's body pulls raw positive energy from the Elemental Realm of Light, and filters it at a controlled rate, where it is then used to create the many attacks seen on the battlefield. This supplies Ryumi with a practically endless supply of light or positive energy, however, simply because it is essentially endless, does not mean that she can use as much as she pleases at any given time.

Natural Skills –

*Energy Sense –

Dragons have the innate ability to sense magical energy and other energy around them. This ability is passed on to Ryumi in her human form. This can act as a warning system for Ryumi, allowing her to sense opponents even if she can’t see them as long as they have an energy force around them. This also aids her in working out defensive moves for attacks since she can feel where the energy is being built up around or inside a target. This also allows her to gage the magical strength of an opponent and can help her to decide on countermeasures suited to the situation. Granted, Ryumi is more likely to simply charge in anyway, and hit them back harder than they hit her.

*Empathic Ability -

Ryumi gets this ability from her mother. Ryumi is able to sense the emotions and or intentions behind a person. In a way, this assists her in distinguishing illusions from reality when coupled with her energy senses. She cannot read minds; she can simply sense the emotions or truthfulness of a situation. Arguably, this ability has little use in combat outside discerning illusions from real foes or threat, unless Ryumi decides to taunt her opponent, and wants to see how well her taunts are working.

*Cellular Stimulation and Regeneration -

While this ability has little use in combat, Ryumi’s saturation of positive energy throughout her body allows wounds to heal several orders of magnitude faster than under normal circumstances. In addition, Ryumi can make use of this ability to speed the growth of other bodily cells, such as her fingernails, or her hair. This does little in combat as Ryumi is generally too focused on the fight at hand to think about patching herself up, and most wounds would require a significant amount of concentration to heal, unless they are a very fine and shallow wound, like a deep papercut or something similar. A strange byproduct of this ability allows Ryumi to change her hair, skin, or eye color to virtually anything she desires by altering the pigmentation of the cells involved. The only effect this might have in combat might be to make an opponent wonder what, exactly, is going on, and really serves no battle-centric purpose, but may be useful for avoiding unwanted attention outside the ring.

Attack List and Specials

While these are the most commonly used attacks by Ryumi, she may use her energy to create improvised attacks for different situations. Improvised moves can rate in strength from a simple flash of light, to a powerful, driving explosive punch on equal standing with her super attacks in energy consumption. The manifestation of these attacks will vary in execution, and all will have an equivalent stamina drain to accompany them. This allows for Ryumi to creatively use her abilities for any given situation to better her odds of defeating the enemy.

Note: All attacks can be made more powerful by adding more energy to them, but at a larger stamina drain on Ryumi's person.

Spiritual Augmentation – This is Ryumi’s passive ability. At the start of combat, Ryumi is able to drop 5 points into any of her three stats. These are Defense, Speed, or Strength. This initial upgrade does not drain any stamina from her buffer. Each additional turn of combat allows Ryumi to add a single additional point to a stat of her choice, but doing so uses up the free 10% stamina regained at the beginning of each turn. Rather than adding a point to her total, Ryumi can move a single point each turn to a different stat without using any extra energy. Doing this allows her to use the 10% gained for energy-based attacks. It should be noted, that if Ryumi wishes, she can sap her stats for additional power to an energy attack, at the cost of losing those points.

Quote:** Wrote:

*Strength - Each point in strength adds 20 pounds to her lifting and striking limit and 50 pounds to her push/drag limit. 5 points would increase her totals to 500/1250. 10 points would be 600/1500.

*Defense - Each point in Defense drops an effective attack made against Ryumi by a further 10%. However it is a diminishing returns system. Even with 5 points in Defense, Ryumi still takes 60% of the total damage an attack would otherwise inflict upon her, and with 10 points she still takes 35% of the total damage.

*Speed - Points in Speed increase Ryumi’s reaction time by an additional chunk of a second. 1 point increases her reaction time to 1/5th of a second. 2 points to 1/6th of a second. 4 to 1/7th of a second etc. However, even with an apparently “instant” reaction to a stimulus, Ryumi is limited by how fast her body is capable of moving. Each point increases her overall movement speed by 5% in a similar diminishing returns system to her defenses. 5 points is 128%. 10 points is 163%.

Light Manipulation - This technique allows Ryumi to call on light energy to form any number of solid objects for attack or defensive purposes, much like a shadow elemental, but using light energy instead. Stamina is used to manifest objects based on their size and complexity. ((10% drain for small objects, 25% drain for medium objects, 40% drain for large objects, varying on overall construction)) If the objects are not destroyed in combat, the energy can be reabsorbed by Ryumi and used to replace some of the stamina lost during their creation.

White Reflection - White Reflection is a style of combat that builds upon Ryumi's Light Manipulation to create "reflections" of weapons or defensive measures using holy or light energy. Rather than using her stores of energy to create explosions, flashy attacks, or to buff herself, this style is focused completely on Ryumi utilizing her energy to manifest weapons or shields. For all intents and purposes, items created are understood to be on par with "Standard Equipment" as far as strength and durability. Stamina drained is variable. Creating a katana drains less than creating a buster sword etc. All weapons created retain their "Standard Equipment" durability, but due to their energy construction, they weigh approximately 80% of the standard item's weight. If the objects are not destroyed in combat, the energy can be reabsorbed by Ryumi and used to replace some of the stamina lost during their creation. (Item creation takes 1 turn.) Ryumi can manifest as many weapons as she wants, but she only has two hands with which to wield them... While a "Rain of Swords" would be possible given Ryumi's ability to manipulate her own energy, it would not be an effective means of attack. Granted, she may try anyway... The drain on Ryumi's stamina alone would make it all together useless as a real form of attack. Larger and more complex weapons can be created during that single turn, but require equivalent stamina to create them. Rates can be seen above in Light Manipulation.

Aurora Sphere – Basic projectile attack about the size of a soft ball, made of compressed light and spiritual energy for a bigger blast, usually medium damage consisting of 1st to 2nd degree burns on a target, similar to a really nasty sunburn. Considered "dumb" projectiles. ((10% stamina drain))

Crashing Wave Strike – Ryumi strikes the ground in front of her, firing a burst of energy that streaks across the ground towards an opponent for damage. Adding an equivalent amount of energy into the strike can increase the number of these bursts, but at a greater cost of Ryumi's stamina. Damage is similar to an Aurora Sphere, but over a wider area. ((10% stamina drain plus an additional 10% for each additional burst.))

Lightspeed Dash – Despite the name, Ryumi does not move at light speed. This technique allows Ryumi to boost in a direction for better evasion and speed. Each boosting action drains a small bit of stamina from Ryumi varying on how long the boost is maintained. Ryumi's form appears to blur slightly during this boosting, and stamina drains from her pool. A full post of "Cooldown" is required after the use of a dash before another may be used, preventing spamming of the attack. While “unlimited” compared to Ryugi’s version of the technique due to her lesser weight, Ryumi is inexperienced, and thus requires more energy use per dash. ((25% stamina drain))

Aerial Ukemi – Expanding upon the Lightspeed Dash is the Aerial Ukemi. By adding an additional tick of drain, Ryumi can effectively stop her midair movement, similar to catching herself on the ground or another object, before leaping in a direction. ((10% stamina drain))

Spirit Barrage – A ferocious technique Ryumi developed after watching her Godfather, Maximos Lucillian Dark, in battle. It involves her moving at a furious speed to strike repeatedly in rapid succession using a prolonged and improved Lightspeed Dash ability over the course of 3 posts. Ryumi's form appears to blur slightly during this high-speed action, and stamina drains from her pool. During the 3 post duration, Ryumi erupts into a flurry of blows, striking faster than most fighters can follow, and even if they can follow it, it is unlikely they will be able to stop every single one from hitting home…especially when over the entire duration, Ryumi will be attacking close to a dozen separate times. This move’s effectiveness is completely reliant on her opponent’s ability to avoid each successive strike. Obviously barriers or anything of that sort greatly lessen the move’s effectiveness, unless MORE energy is dumped on top of the already steep total to get through. ((50% stamina drain for activation + any additional stamina tacked on for more powerful effects. Activation cost can not be refunded or lessened in any way once Ryumi unleashes it.))

All or Nothing!! – By sacrificing 5 of the points in her pool (basically her original 5), Ryumi can reallocate all her remaining augmentation points into whatever configuration she wishes. In effect, this burns something roughly equal to 50% of her stamina in order to adapt on the fly to better suit the situation. Ryumi tends to favor dumping all the points into a single stat to give her an edge in a single situation, hence the name “All or Nothing.”

Tandem Fist – Picking up where her father left off with the techniques, Ryumi has figured out how to manifest energy representations of her physical blows using Light Manipulation and White Reflection. Each strike carries the same force driven home by Ryumi’s initial strike, and must be used at melee range. There is no limit to these additional strikes other than the stamina used to craft them. In effect, it is a force multiplier to physical strikes, making an opponent take, effectively, multiple strikes to a location within fractions of a second of one another. ((20% stamina drain per punch, 30% per kick))

Flash Bang - Launches anywhere from one to three concentrated balls of light energy at an opponent, explosion can temporarily deafen an opponent, and flash can temporarily blind, no damage, only inflicts status change. The flashes of light are powerful enough that they can temporarily blind an opponent even through closed eyelids, forcing them to turn away to avoid the blast, or cover their eyes. Covering their ears will eliminate the threat of deafness. Duration is usually no more than 3 posts. Time extended to 5 posts for beings with "sensitive" ears and eyes, Ryumi included if she's within the effective blast radius. ((15% / 30% / 45% stamina drain for one, two or three projectiles.))

Shining Blessing – Uses Holy/Light energy to heal wounds and injuries. Heals roughly a quarter of Ryumi's (or target's) HP, and requires Ryumi not to be attacking, or in the process of engaging an enemy in order to be used on herself, hindering her ability to use it during battle. Can be used to attack undead like a normal attack. It is similar to a Paladin's Lay-on-Hands ability. This technique can be used up to four times daily.

Dragon Destruction Wave – Channeling her spiritual and positive energy abilities for approximately two seconds, Ryumi summons forth a powerful beam of blue-white energy to strike an opponent. Ryumi must be without interruption to use this ability. This means she cannot be attacked while preparing for firing it. Unlike her other moves, this attack REQUIRES the verbal component of the attack’s name. Once completed, the attack erupts with a powerful blast of light capable of creating 1st and 2nd degree burns. Ryumi is allowed to move while unleashing this attack, and requires a post of uninterrupted charging time, meaning the attack can be unleashed in the span of a single post, but Ryumi must be without interruption and cannot be attacked in order to unleash it. ((30% stamina drain))

Fist of the Lightbearer!! – Ryumi desires to show the world what she’s made of, and that she is a fighter worthy of all the praise her father, and her Godfather have gained. On top of that, she has an unbreakable resolve to succeed. This attack has no stamina limit. In effect, this means Ryumi can pour literally everything she has into this attack for more damage to her foe, even sapping energy from her Augmented Stats, and all her remaining stamina if she so pleases. If she does this, she will instantly fall unconscious after the culmination of the attack, having no stamina to continue to fight. What form it takes may vary, but ultimately, the attack culminates in a truly ferocious and explosive punch/kick or other attack, either to her opponent, or the ground near them for terrible damage. Ryumi will always take a portion of damage from the attack in some way if the cost is equal or greater than “50%” of her stamina when it connects. One might think of it as Ryugi’s Supernova mixed with a Falcon Punch.

“High Spirit Overload!!” – (Positive Energy Limit Release)

Ryumi uses her whole body as a portal to the Elemental Realm of Light to unleash her maximum potential. Unlike her father’s limit release, Ryumi’s completely saturates her body with positive energy for a short time, creating a thunderous Battle Aura. Upon activation, each of Ryumi’s stats instantly receives a temporary 5 point boost, making her faster, stronger, and more defensive for the duration (three posts or roughly 15 seconds). In addition, Ryumi’s energy gain is increased to 20% instead of 10% for the duration, giving her more energy to work with. However, at the end of the duration, Ryumi must sacrifice 50% of her stamina regardless of how much she has left, and she loses the additional 5 points to each stat, leaving her feeling drained if she’s unleashed too much energy.

Shimmering Illusion – Ryumi uses light energy to create illusory copies of herself. These mimic Ryumi exactly, including casting a shadow and disturbing the ground where they walk, as well as releasing an identical energy signature. Soul Sight or other methods will easily be able to determine that the illusions are not real. However, they are incapable of doing any damage unless they self-destruct. Each one has a similar damaging effect to an Aurora Sphere. ((15% stamina drain per illusion))

Aura Shield -

Ryumi charges her body with energy, creating a shielding force across her arms. The force blocks against energy attacks, but drains stamina equivalent to the amount of energy used to protect against them. The move prevents Ryumi from taking direct attack damage in most cases, but depending on how powerful the opposing attack is, the stamina loss may not effect her noticeably or, at its worst, it could kill Ryumi. Attacks roughly on par with the power of Ryumi's Spirit Barrage (unaltered) can be blocked by this kind of power, however, Ryumi suffers heavy exhaustion after blocking this kind of attack, and will continue to be exhausted at this level after two uses. Ryumi can use this ability safely at maximum power once, but must wait for her stamina to recover before using it again at full power (5 turns of using no energy attacks). Ryumi can use Aura Shield to take 3 consecutive attacks of this power, but afterward, she'd be too exhausted to continue to move. If Ryumi uses the attack a 4th time at this level, it will result in her death. Spamming the ability would gain Ryumi nothing except death or unconsciousness, neither of which would be beneficial to her cause. This requires Ryumi to use the ability sparingly. For those familiar with fighting games, this functions similar to the "Barrier" of Guilty Gear or BlazBlue, except rather than a barrier gauge, it drains Ryumi's stamina.

Breakdown is as follows:

3 Heavy Attack Blocks - 4th equals death

6 Medium Attack blocks - 7th equals death

10 Light Attack Blocks - 10th equals instant unconsciousness upon completion

Burst Torrent Fist -

Jumping up with a mighty leap, channeling her energy through her arm with a punch, Ryumi unleashes a hail of burning energy spears (3-9) towards a target for area damage and possible piercing damage. Considered "Dumb" projectiles. ((15% stamina drain for 3 spears plus 5% for each additional up to a maximum of 45% drain for all 9)).

Heaven Piercing Fist!! –

Ryumi gathers her energy intro her fist and strikes out with ferocious power capable of cutting through heavy defenses and armor for moderate damage to the target inside. If used against an unarmored opponent it can heavily damage an opponent, if not be fatal. Luckily, the attack is easy to dodge, being a single highly telegraphed punch, unless used at close range where the high speed of the attack is put to its highest effectiveness. Named in honor of Ryumi’s favorite victory pose, in which she stands tall, her arm and fist raised to the heavens. ((40% stamina drain))

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