Author Topic: Cross Effects 3.0 - Character Graveyard/Departure Zone  (Read 27490 times)

Umbra of Chaos

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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #150 on: December 17, 2016, 11:18:34 PM »
Name: Meti

Race: Human

Age: 22

Height: 5’8

Weight: Somewhat light.

Appearance:
Spoiler for Hidden:

Physical Attributes

Strength: Exceptional

Agility: Incredible

Constitution: Exceptional

Other Abilities:

Master Swordsman: Meti has reached an impossible level of skill in regards to the sword. Her cuts, singular and perfect, slice apart all mundane materials. Her strikes, even when slower than her opponents, perfectly parry their blows, even if their skill is equal to what normal humans would consider akin to a master swordsman, and she does it without the slightest effort. Projectiles that she can react to are all but useless at her level of ability. If she can cut it then it will not harm her.

Example skill:

The Maybe Sword: Until a cut is made who can tell where her blade will strike? When Meti attacks her movements are impossible to read. Before she swings she lacks any style or stance, and when she does make her slash the sword is remarkably deceptive. Strikes filled with the intent to kill are mere feints, while cursory cuts are revealed to be deadly moves. This is only worsened by Meti’s capacity to redirect her blade. She can shift it in any direction, even the opposite one, without seemingly any loss of momentum.

Insight: When dealing with swords Meti is remarkably quick to catch onto its details. Even when holding a completely unfamiliar blade she will instinctively know how to properly use it. She also has some idea of what the blade wants. While most are fine just cutting people apart and shattering lesser weapons some may have more sophisticated desires that she seeks to fulfill.

Equipment:

Sword Cart: Meti has a cart filled with mundane swords she lugs around. It’s rather heavy despite her efforts, but it’s the only way for her to carry the small arsenal otherwise.

Origin: Meti is a child from a long line of reputable sword wielders, but she was exceptional even among them. At ten she defeated her father in combat and took his place as head of the family. He would never forgive her for this, and she would never forgive him for being such an irresolute swordsman.

In time an attack would be made against her by a branch of the family under her father. The fire licked at her flesh. She killed them all anyways. Then she simply took their blades, the family’s ancestral sword, and left. Anything in her way she cut down.

Eventually she got over it (kind of). What were those petty grudges to the immaculate beauty of a sword? So she relaxed and simply journeyed. She challenged swordsmen across the land. Those that lost also gave up their blades. If their sword was especially wonderful or their skill considerably atrocious she cut off a hand as well. Sometimes she had to kill them.

Weakness: She has no defense to magic. Ghosts and other intangible beings also cannot usually be hurt by her as most of her repertoire is made up of completely average swords. Meti can also be put somewhat off balance by large amounts of fire and while it won’t win a fight it’ll give you some advantage. As Meti’s swords are entirely mundane anything that they don’t cut through will probably shatter them. If her opponent is skilled or strong enough the cracking and ultimately the destruction of her blade will be inevitable, and if she’s far from her cart she can run of swords. She’s also nearly useless without a sword. Even if she does use the rest of her body when fighting all that does is complement her swordplay. Even a kick would be something to set up a slash. She pretty much can't fight without a blade

Likes: Cutting, swords, sword maintenance, sword training, sword maintenance equipment, cool lakes

Dislikes: Knives (just use a sword), staffs (that’s just the raw material for the hilt of a sword), polearms (if you need to overcompensate for something the sword is the original and best way for that), her burns

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YOLF

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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #151 on: January 02, 2017, 02:39:15 AM »
Name: Butler

Race: Abhuman

Age: Unknown

Height: 190 centimeters

Eyes: Hollow, but the center of his one visible eyesocket shines with a yellowish light

Appearance:


A tall, lean man dressed in a formal suit vest set completed by gloves and immaculate black shoes. His face appears like that of a fleshless skull, with an eye patch covering his right eye socket.

Attributes

Strength: Fantastic

Agility: Incredible

Constitution:
Fantastic

Magic Ability: None.

Other Abilities:

Teleportation: Butler is able to disappear from one place and reappear at another in an instant, up to a distance of tens of miles. He can also stretch this power to bring other people and large objects with him.

Total Life Support: Butler can ignore every kind of physical need such as sleeping, eating and breathing, is unaffected by environmental conditions of every kind, and is immune to the negative effects of toxins, disease, radiation, pressure and vacuum. His body is also unaffected by the passage of time.

Fighting Skills: Butler is an extremely skilled combatant, experienced in wrestling, martial arts, and firearms.

Myriad of Proficiencies: Having a honed logical mind, Butler is skilled with languages and sleight of hand, acquainted with military protocols, an experienced driver and pilot, and knowledgeable in the occult. His awareness and attention to detail also border on superhuman. He possesses other needed proficiences of a butler, of course. And he makes great tea.

Mental Resistance: Butler has been trained in mental resistance, and so has an unusually efficient ability to withstand things that target his mind.

Origin:
Who Butler was before he became the being he is today is largely a mystery. The most certain fact about his past is that he has always served a master to the best of his abilities, no matter who that may be, and only left them once they were permanently struck down from their position. His first and most important employer was a magician who dabbled in the taboo, who he once served as a human. This long-dead magician was the one who gave him his current body by reaching past boundaries that mortals should not touch, and shaped the person who he is today.

Weakness: When he teleports, there is an opening that can be exploited, like the action of opening and stepping through a door. This delay makes it at best dangerous to use the ability in combat or similarly risky situations.

Likes: Serving others, tidiness, entertaining masters, showing off his skills, dedicated people
Dislikes: Unprofessionalism, boorish people who fail despite ample chances to tip the scales in their favor
« Last Edit: January 04, 2017, 03:24:35 AM by YOLF »
[13:38:37] Helligator: Depends on the god, but gods by definition in Nasuverse are strong because they have divine authority.
[13:38:48] Kat: Even the toilet god?
[13:38:56] Helligator: No one worships toilets.
[13:39:00] Helligator: Don't be a shitlord.

[04:32:08] Helligator: I can't make dragons in power armor like this

[19:50:12] francobull III: [...] why are you being all assive aggressive?

[23:32:37] Helligator: use the narrative as a means to convey an interesting story and cool conflicts with the openness you're allowed
[23:32:43] Helligator: not to CHEAT stories and conflicts

Panda

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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #152 on: January 15, 2017, 08:19:18 PM »
Name: Adjutor

Race: Human?

Age: Late 50s to early 60s (Looks to be in her late 20s due to the modifications slowing her aging significantly)

Height: 6’1

Weight: ...Maybe a bit on the heavy side, but it’s muscle, I swear!

Appearance:

The eyepatch was a one-time deal, never to be seen again. Mistakes were made.

Physical Attributes

Strength: Incredible

Agility: Incredible

Constitution: Incredible(Fantastic Stamina)

Magic Ability: Medium. While possesses a massive reserve of magical power, Adjutor generally doesn’t make as much use of it as she could, focusing more on the physical side of things.

Elemental Magic: While she’s been improving her capability with fire, earth, air, and water elemental magics, most of her skill lies in defense, both with and against her elements, and utility. For the most part, she’s limited to mediocre manipulations like pulling up some cover from the ground, pushing herself along with a quick gust of air, or walking across water by making it push her up.

Miscellaneous spells: She’s picked up some magic for hardening and reinforcing, though it only works on inanimate things. She’s also managed to reverse-engineer the technique for binding and unbinding the metal bound to her, which is how she got her hands on more after escaping. She also has knowledge of a number of rituals for more rapidly restoring her mana on her downtime, ranging from ritually prepared potions to tantric rituals, and a few more inbetween, though these require too much time to set up to be usable in the midst of a battle.

Other Abilities:

Mana Sight: As a side effect of the modifications, Adjutor can see mana and observe its flow and movements. While it served to help build her skill with magic, her experience with various mages allows her to discern details on the type of magic someone has a predilection for by observation. If she could find a proper teacher, she could probably expand her repertoire a bit faster than usual.

Monster Hunter: She hunts monsters, both non-human and human, for fun and profit (Mostly the former), and thus is highly adept against non-humanoid opponents or those that use abilities or fighting styles based off such creatures. Furthermore, due to her experience, she has a nearly encyclopedic knowledge base on monsters she’s encountered, with very few gaps.

Be very quiet, we’re hunting: As a result of her chosen profession, Adjutor is an expert in tracking her prey and moving undetected in most environments, though her more recent preference towards head-on combat has lead to her growing a little rusty in this department.

On second thought, this is more fun: Over the years, however, Adjutor has grown more confident in herself and her abilities, opting to take on her targets head on at times. To that end, she sought out the best teacher she could find and ended up spending time learning from someone for whom being found was an ordeal in and of itself. As a result, her skill with blades, blunt weapons, and her bare hands alike are around what would be considered master-level skill from the likes of mortal men, and her ability to improvise is nothing to be scoffed at.

Xarrest: Adjutor shares part of her mind with a Darkling who goes by the name Xarrest. Sorta. She’s given up on getting Adjutor to say it right, so they just stick with that.

While it’s not as good as another pair of eyes, they can still accomplish degree of multitasking and combat awareness that Adjutor would be incapable of by herself. Xarrest can also manifest some of her own natural abilities through Adjutor. They can see no matter how dark it is, and with some focus, they can turn any two shadows within line-of-sight into portals, though the link will break if they’re interrupted, so this is mostly used to get the drop on superior opponents.

Xarrest also provides some benefits that Adjutor remains mostly unaware of. She keeps mental intruders out of her host’s head as she’s already taking up place there. They’ve been working on the mental issues together, but it’s been slow going.

Equipment:

Armos: It took a while, but she finally figured out a name for the damn things. In essence, it’s a mass of thought-metal bound to her, though a fair amount of it was taken from less scrupulous users of the stuff. In the interest of focusing all her attention on the given situation, she leaves control of the Armos to Xarrest, though she’s perfectly capable of taking over when they switch out.

The metal is fairly strong, easily able to withstand blows from mundane weaponry. She doesn’t have much of it, so it can form little more than the equivalent of a long sword, leaving the purely defensive uses limited to rapidly shifting what metal she has to defend against incoming blows. Furthermore, there is a slight delay on it becoming solid.

Cold Iron club: For Fae and their types, you know the drill.

Silver sword: For werewolves and the like, though the metal itself is considered holy back home and it’s received a few blessings here and there. Not actually made entirely of silver, for obvious reasons.

Regular-ass (Not really) sword: Just a well-made blade kitted out with a few runes to make it extremely durable and so that it never loses its edge, along with a couple more to make the runes unerasable.

Twine: You can never have enough.

Journal: A book of forbidden lore about the Monster Hunter herself, touch it and die.

Origin: At first, Adjutor didn’t remember much of the events that had changed her so, little more than periods of time that were strangely absent from her memory, during which something was changed about her. Xarrest was probably the most surprising of the changes, but she wasn’t the last.

In the end, she ended up leaving on her own, or at least she felt like that was the case, and put as much distance as she could from that place. Soon, she found herself delivering her own brand of justice wherever she went, though she did have to broaden her repertoire after a while to keep food on the table.

Time passed and she slowly regained something of a regular sleeping schedule, when she found herself purchasing the services of a mage to unlock those blanks in her memories, reasoning that she should face them sooner or later.

At the time, she quickly found herself wishing she hadn’t, and some tiny sliver of that sentiment remained, until recently. Of course, landing this strange new world was another kind of shock entirely, albeit one that’s proving to be easier to adjust to than what she’s already with already, mostly a matter of getting used to all the shiny new things.

Weaknesses: Adjutor has virtually no ranged combat options. Furthermore, due to her modifications, any spells that hit her are magnified by a portion of her own mana, making spells affect her approximately twice as much as would a normal person.

Likes: Sweet, spicy, or sour food, Xarrest, alone time, most animals, strong men with nice personalities (Broad-shouldered is nice too)

Dislikes: Bitter food, being alone, Xarrest, mental manipulation, supernatural or otherwise
« Last Edit: January 28, 2017, 01:07:22 AM by I_care_not_till_I_must »
[8:49:50 AM] Daniel Mahan: He can still get RAEG
[8:49:52 AM] Daniel Mahan: Just better at not loosing his marbles over it.
[8:50:09 AM] Helligator:> losing his marbles over it
                                      I seeeee what you did there


[11:00:22 PM] francobull III: elf, will you do rin?
[11:00:33 PM] Jennifer Bratcher: I would love to do Rin!
[11:00:39 PM] Jennifer Bratcher: I'd bend her over and . . .
[11:00:45 PM] francobull III: woah woah

Umbra of Chaos

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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #153 on: February 11, 2017, 09:05:34 PM »
Name: Jasey

Race: Human

Age: 18

Height: 5’8

Weight: Lightish

Appearance:


Physical Attributes

Strength: Fantastic

Agility: Exceptional (Fantastic in Shift)

Constitution: Fantastic

Other Abilities:

Accidental Blessings: Inadvertently, Jasey has attracted the attention of a god and now acts as a font of its power and influence in the material world. She understands absolutely nothing about this and doesn’t know much at all about its true nature. Jasey would never be cruel enough to reject a good friend, after all.

Along with her greater powers it also provides some minor boons. Her messes are always cleaned up with the bodies vanishing without a trace. She also always managed to get her hands on a weapon. Even if you were to disarm her in a moment’s notice a new weapon or tool would be in her grasp, just as ready to cut down her opponent. She’s not a stranger to introducing spirits to these implements either.

Legend: Taking the form of her hockey mask, Jasey seems completely unassuming and normal with this power. The moment she puts on the mask she becomes someone else. An icon of murder and savagery. It is impossible to reconcile the two images, and if no one sees her put on or remove the mask then figuring out that she is a killer is nigh impossible.

She is also only capable of using her more advanced abilities while her Legend is active. As it is nothing more than a physical representation of her power losing the mask is also impossible.

Unstoppable: Elevated above human physique by her friend, Jasey is an incredibly hardy being. Small arms fire all but bounces off her flesh, knives break against her skin, and getting hit by a car is more like receiving an especially flirty love tap. Pain is inconsequential to her. Broken bones, bullets, or stab wounds won’t even make her flinch. Jasey has no need for vital organs. A knife in the heart or bullet to the head will at best slow her down for a moment.

About once per battle Jasey can call upon the apex of this ability. She shimmers with an unearthly light and becomes impossible to move and even harder to harm. Because of its short duration it’s less of a unstoppable onslaught and more of a combo breaker which disrupts the flow of battle and puts it back into her favor. The despair and terror that it sometimes causes is just extra fun. Its potency also restrains her from using it more than once per most battles or chases.

Shift: The god that she represents opens up a whole new world to Jasey. A dark reflection of the mortal realm, she can perceive the shadows cast by souls even without her other senses by peering into there.

She can also transport herself fully there in order to move far faster than she could ever manage normally. Her presence in the real world is heralded by sudden chills, darkened shadows, and the feeling that something is there with you. As she is within another plane Jasey can pass through most barriers and defenses without anyone being aware.

While she is faster in this state the transition is far slower. The folds of existence peel back to allow her entry, but the speed at which they do so makes it unviable in combat. Ambushing, on the other hand, is far more potent with this power.

If she is harmed Jasey can Shift into this realm to heal to a degree. It is a patchwork job, more meant to hold her body together than truly heal her. For example, if she was torn apart she would ultimately come together again, but when returning to the mortal world the seams would be visible and cuts along them would harm her far easier. Eventually she would heal in full, but she would need time.

Absolute Terror: Even in her normal state Jasey can be intimidating. She could make a wild animal back down with a look and scare off armed thugs without much of an issue at all. With her Legend she becomes paralyzing.

With a bit of focus she can intensify this effect. A wave of crushing terror that simply stops the hearts of animals and make men forget to even breathe. It cannot be used more than once on an individual as the effect loses its potency with overuse, and anyone with the confidence to move past it also breaks the effect.

Eternal: While Unstoppable is about the unrelenting force of her body then Eternal is her unending spirit. Even if every bone in her body was shattered she would force herself to stand and and shamble towards you. Even if her body was torn apart her severed arms would reach up to choke you. Even when fully destroyed her spirit clings to this world through its stillborn sibling found in her Shifts, and she will incarnate in a mere 13 hours, albeit only held together by the healing properties of the other world. Her state will be as if she had been repaired by a Shift.
 
Weapons that usually rend souls apart hardly faze her. Magic which strikes at the soul tangles with one that has an unrelenting will that holds itself together in the face of all things.

Origin: Jasey killed someone one day. It was entirely by accident, but it stirred something up in her. Something that made her try it immediately with such fervor and want that she attracted the attention of a god.

She fed it pizza. It cleaned up her kill. And a friendship was born.

In between school, attempted relationships, and work Jasey worked hard to fit in various murders. They were usually against bad people, but it was more of a preference thing than anything else. It’s not like she was that picky. And that was just life. Just a little complicated, enjoyable, and with a bit of stress.

Weakness: Jasey is a serial killer and murderer, not a fighter. While sheer strength, durability, and her powers can give her an edge she’s not really that much of a fighter. She has no ranged options or gap closers unless she’s given time uninterrupted to Shift. If attacked while Shifting out of the world she can be interrupted and the opening will close.

Likes: Spicy food, horror movies, chocolate, long showers, murder, spider god.

Dislikes: Drawn out murders, forgetting something at the scene, forgetting homework, being too full.
francobull3 - Today at 3:36 PM
hamara
was the best antag

francobull3 - Today at 7:35 PM
raping all the time makes rape boring

Panda

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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #154 on: February 22, 2017, 06:10:02 PM »
Name: Nero

Age: 19

Height: 6'1"

Weight: Normal for someone of his age, height, and body type. Could use a bit more meat on his bones, though.

Appearance:



Physical Attributes:

Strength: Incredible (Devil Bringer is Fantastic)

Agility: Incredible

Constitution: Incredible (Devil Bringer is Legendary)

Other Abilities:

Demonic Physiology: Being only a quarter demon, Nero doesn’t actually seem to benefit much from his demonic blood aside from being physically far and above most normal humans and in his Devil Bringer. Of course, he's not aware of his demonic heritage and it hasn't fully awoken yet.

Air Hike: Nero can create a temporary platform under his feet from demonic energy to jump again in mid-air.

Table-hopper: Essentially a stylish short ranged dash, primarily used to get some breathing room.

Combat expert: Nero is an expert swordsman and gunslinger, both from his training with the Order of the Sword and his own experience in fighting demons.

Devil Bringer: A literal devil arm that is Nero’s right arm. It is fairly conspicuous, between the bright blue glow, chitin-like plating, and sharp claws, and as such he keeps it wrapped up in a sling to keep from drawing too much attention. In addition to being substantially stronger than Nero and impossibly tough, the Devil Bringer can send out spectral arms to grab and manipulate things within a decent range, and to absorb and sense demonic energy with surprising accuracy. Nero also uses it to maneuver by sending out an arm and pulling himself towards whatever he grabs. If the need arises, the Devil Bringer’s projections can scale up to match the size of the task, though only up to a certain point.

Equipment:

Red Queen: A Durandal sword commonly used by the Order that’s been heavily modified. The primary modification is in removing the limiter on the system that allows Nero to ‘rev’ the blade, spraying a flammable propellant on the blade, with the resulting blaze increasing the power and the range of his attacks. Furthermore, the system is powerful enough for Nero to be able to use it like an impromptu jet if the need arises.

The sword itself is surprisingly resilient, capable of withstanding blows even from powerful Devil Arms such as the Rebellion or Sparda.

Blue Rose: A specially designed magnum featuring a double-barrelled design that lets it fire off two shots in rapid succession. Though the Order frowns on the use of guns, Nero makes good use of it anyway, and the rounds are powerful enough to damage all but the hardiest of demons if he lands a clean shot. For some extra kick, Nero can charge the shots with demonic energy from his Devil Bringer, to the point of the bullets exploding with the force of a grenade shortly after impact.

Origin: Nero was left at an orphanage as a child, his earliest memories being of his time there. He met Kyrie and Credo early on and took a liking to them, becoming good friends with both and looking up to the latter. Though he lost his faith in things like god after the deaths of their parents, he still followed them and joined the Order of the Sword later on. Between his lone wolf nature and his unorthodox approach, Nero was often saddled with the solo 'special jobs' by the Order, not that he minded too much.

One day, however, he was injured on an assignment to help out Kyrie, along with Kyrie herself. While she recovered completely, Nero's arm changed on that day as it healed. While he was initially worried about it being some sort of infection, he started training with it when he realized what it was capable of. Even so, he kept the arm hidden while in public, as best he could. Then, one day, on the eve of the Festival of Blades, Nero found himself transported to some strange new place in the middle of a training session.

Weaknesses: When he gets worked up, he tends to rush into things only to make them substantially worse.

Likes: Good heavy metal, a decent fight, poker, pizza, working alone, showing off

Dislikes: Demons, pasta, being called a kid, having to use the Devil Bringer in public, missing mom/dad jokes, having to sit through religious stuff, silent types
« Last Edit: February 23, 2017, 04:16:01 PM by I_care_not_till_I_must »
[8:49:50 AM] Daniel Mahan: He can still get RAEG
[8:49:52 AM] Daniel Mahan: Just better at not loosing his marbles over it.
[8:50:09 AM] Helligator:> losing his marbles over it
                                      I seeeee what you did there


[11:00:22 PM] francobull III: elf, will you do rin?
[11:00:33 PM] Jennifer Bratcher: I would love to do Rin!
[11:00:39 PM] Jennifer Bratcher: I'd bend her over and . . .
[11:00:45 PM] francobull III: woah woah

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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #155 on: March 03, 2017, 01:55:14 AM »
Will Jasper
Race: Human
Age: 18
Height: 6’1” (185 cm)
Weight:  170 lb (75kg)

Appearance: Left forearm is made of silver, from the fingertips to halfway to the elbow. Silver hand’s fingertip nails are filed to a point. Left arm is covered by a long and thin green glove. Lanky build, with strong legs and arms. Silver hair. A green patch over his left eye (hides a golden iris with a cat-like pupil)


Strength: Exceptional (Up to incredible under moonlight, proportional to moonlight).

Agility: Exceptional (Up to incredible under moonlight, proportional to moonlight).

Constitution:  Exceptional (Up to incredible under moonlight, proportional to moonlight). Silver arm is Fantastically durable.

Magic: Low. As a result of his origin, he was infused with magic using light. He can therefore manipulate light, but cannot create it. He can shadow himself to hide in a crowd or crevice, or more evenly distribute light from a lantern to illuminate the blind spots that occur outside of the light. In a pinch, he could focus it onto someone’s eyes to blind them. Maybe store sunlight against a vampire.

Other Abilities: Skilled with a sword and wrestling. Good handyman know-how when it comes to machines or general jerry rigging (could sew a wound, kindle a fire, rig a tripwire or other trap etc). This intuition stems from his crafting forte: manipulating materials under heat (like a welder or blacksmith), in particular softer materials like silver or glass. When working with softer materials, he can etch out runes that confer Incredible-level bonuses. Light wounds regenerate within minutes. This rate is faster the more moonlight available. Severe wounds like amputation require hours under moonlight. His silver arm repairs chips in seconds. Total loss of the silver arm would require weeks to regenerate.

Equipment: Always carries flint, a whetstone, and a high-quality knife. Has a finely crafted steel word laced in silver runes.

Origin: Apprenticed as a blacksmith to his father. Family was killed by werewolves when he was 12. Volunteered as a guinea pig for a mage’s research project to create anti-werewolf weapons. As he was too young for experimentation, he was allowed to live at the mage’s tower in the meantime. Here he practiced his blacksmithing with renewed fervor (using softer materials available at the tower), trained with a notable guard captain at swordsmanship, and received tutelage with other mage students in reading, able to duplicate at least their runes and had knowledge of their spells (although he could not use it himself). The day he was experimented on, he was put under sleep for the process of unknown length. He awoke in Nexus City, half of his left forearm silver and his left eye able to see in the dark (and track Fantastic speed). Body hair was fuller. Wounds regenerated. His muscles were more pronounced. All of these attributes increased under and in proportion to moonlight. Will had also developed a slight affinity for magic that manipulated light—although this did seem to share any connection to the level of moonlight—and he used knowledge from the mage courses to wield it.

Weakness: Same as any human, although his silver arm is magically reinforced and tougher than bone. He is sensitive of his new features and attempts to hide them with a glove and eye patch. He will react as self-conscious if they are noticed, and become aggressive if pushed too far to reveal what’s underneath.

Likes: Quiet and calm. Helping others. Loves food.

Dislikes: Creatures of the night, in particular werewolves. Bullies. Persistent prying into his secrets.
« Last Edit: March 05, 2017, 12:04:47 AM by Sinib »

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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #156 on: March 11, 2017, 10:36:32 PM »
Name: Urho

Race: It's complicated. But biologically a human.

Age: 14

Height: 158 cm

Weight: 45 kg

Appearance: Urho is a young teenager with messy grey hair which along with the grey color of his eyes made him stand out from the rest of the children. He wears dark leather armor and a brown cape with a cowl as a form of protection from elements. 

Physical Attributes

Strength: Incredible (may rise to Fantastic)

Agility: Fantastic (may drop to Exceptional)

Constitution: Incredible (may rise to Fantastic)

Other Abilities

A Son Of A Mountain: Due to his unnatural origins Urho inherited something from his "mother", namely an ability to change his body to one with mystical and physical properties of a rock. His skin becomes grey and hard, his arms are covered with crystalline spikes, his mind and heart become unyielding, his resolve unbreakable even by the strongest mental interferences and the most severe pain. He can either change his body partially (either by hardening his whole body or just changing his arms), slowing himself down to Incredible agility or shift completely. The absolute protection from mental influence only applies if he is transformed completely. He also is immune to any magic that involves petrification.

Hunting Expertise: Due to his upbringing he is particularly capable of fighting large creatures. He does not have any particular affinity against such enemies, but Urho have slayed and bested enough creatures like dragons and demons to know how to deal with them. He is however already bored with such a lifestyle of monster hunting and would like to do something else for a change.

Enduring: As a mix of his heritage and training, Urho does not exhaust himself easily and can "play a game of tag for days". It's more likely that he will get bored and abandon the pursuit, unless you really, really set him off and make it personal.

Equipment: He treasures an old hunting knife that is a memento of his foster father. Even if he rebelled against his lifestyle he has no hard feelings against his foster family.

Origin: Once upon a time, when humans still didn't live in stone castles and forests stretched as far as eyes could see, there was a tribe beset by all sorts of misfortune. From bad weather to monsters pillaging the region, the good people who lived prayed to gods for a savior. But contrary to what could be expected in such a story, the gods remained silent. One mortal proved to be their salvation in the end, a brave son of a village chief who brought unity to the tribe and drove monsters away from the land. Successors of the hero continued the good fight and by the time the tribes unified together as one kingdom, monsters were reduced to a nuisance in face of the human opposition. They no longer threathened the prosperity of the kingdom, but still were somewhat of a problem in lands that bordered the unchartered wilderness.

But it's not like the gods were ignorant of the people's prayers back then. The problem was that they processed those pleas too damn slow. A small boy was found in the wilderness by scouts who belonged to the monster slaying order that was created in times now long forgotten by the people. Named Urho for his talent at monster slaying and mystical abilities, he was brought up to clear the wilderness out of monsters which still occassionally reared out their heads to destroy crops and demolish human property. Thus, the boy was born in an era which didn't really need such a hero and where monsters weren't a real challenge. No wonder it felt like a chore to him. In a fit of what could be the early stage of a teenage rebellion phase, he disappeared into the wild and found his way to a strange concrete jungle, without means to go back even if he wanted.

Weakness: It takes him noticeably faster to switch to his rock like form than to reverse back to his human form. Someone fast enough to exploit that fact may get him into serious trouble. In contrast to his supernatural stamina he also heals as fast as a normal human.

Likes: Girls, playing around, sweets and food, some minor mischief, monsters whom he doesn't have to kill

Dislikes: Girls, old timers, people who act monstrously with complete disregard for human life
« Last Edit: March 12, 2017, 12:11:48 AM by Thedoctor »

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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #157 on: March 28, 2017, 11:09:24 PM »
Name: Caesar Anthonio Zeppeli

Race: Human

Age: 20

Height: 186 cm

Weight: 90 kg

Appearance:

Physical Attributes

Strength: Exceptional

Agility: Exceptional

Constitution: Exceptional

Magical Abilities: None
Ripple (Hamon) - Life energy, controlled by a constant state of breathing, and refined through practice which can be channeled across the human body. When used against the living and those that are alive it can actually help heal wounds, but the energy is fatal to the undead. Must be used in creative ways to deal damage to the living.

(A breathing technique that allows the practitioner to channel and wield life force resonant with the energy of the sun itself, which travels through the blood in the form of ripples and is projected through the extremities of the body.

Use of the Ripple can strengthen living beings and particularly objects to an incredible degree, and project enough force to split rock and wood, even leaving people or creatures unharmed as it passes through them. Users can produce powerful attractive or repulsive forces that allow them to do such things as stick to walls and walk on water. One of its primary uses is to heal wounds and various ailments, fixing bones or damaged organs and cleansing the body of harmful substances, and this same affinity makes it prodigiously effective against the likes of vampires and the undead. Blows and items infused with the Ripple are lethal against such creatures, leaving searing injuries from which the energy continues to spread.

Ripple energy is conducted especially well by liquids, but it can carry through clothing or metal and pass from one object to another, even through solid walls, and is best at strengthening organic matter, which can also store it. Using the Ripple requires one to constantly breathe in a controlled manner and their blood to be able to flow, so users can be weakened or prevented from using it entirely if their breathing is disrupted or they suffer from extensive blood loss.)

Bubble Launcher - uses the thin film of soap on his gloves along with his ripple to create small bubbles of soap that contain life energy within them and deal that as damage when popped.

Bubble Barrier - uses the thin flim of soap to create a giant bubble and can be used defensively to absorb attacks for a short while. can be used offensively to absorb an opponent and trap them   

Bubble Cutter - a reinforced version of his bubble launcher, which adds centripetal force to his bubble giving them the ability to cut and become more difficult to pop

Bubble Cutter Gliding - a shorter ranged yet homing version of his bubble cutter

Bubble Lenses - uses the bubbles to refract light and focus them into beams, while the lenses are doing so them become stationary and act as a magnifying glass in how it focuses the light

Hamon Various uses - the ripple has a variety of uses such as turning a bunch of leaves into a glider, or combining of a bunch of ice stalagmites together to for greater reach, etc. the involved/manipulated targets have to do with life in some way such as dead leaves or water

Equipment: Soap gloves, a pair of gloves well coated in layer of soap, which Caesar uses along with his Ripple to extend the range of his attacks

Origin: Caesar Anthonio Zeppeli was born in Genva, Italy to a modest Italian family. When he was 10 years old, his father Mario left without saying a word one night, which caused Caesar to resent him greatly for the next 7 years of his life. He eventual became a street criminal quick to anger and committing many crimes falling just short of murder. When he was walking the streets one day he comes across his father in the distance, as he readies himself to get revenge for the man living him all those years ago. As he trails him he stumbles a cross the carving in which ancient more evolved race of humans sleep, known as the Pillar-men, which they placed a diamond to lure unsuspecting victims into as food. As Caesar plucks on the diamond and is about to be swallowed by it, his father who does not know the man in front of him is his son, pushes him out of the way and taking his place, as the one who dies, but as he does so he tells Caesar to find Lisa Lisa a ripple master for training. With his faith in his father and his family name restored, he does as he is asked and studies the Ripple under Lisa Lisa to battle an ancient threat to humanity, the Pillar-men who were soon about to awaken in the 1938. Together he trained with one who would become his good friend Joseph Joestar to prepare to battle the foes and prevent their plans of obtaining the Red Stone of Asa. He charged off on his own to face the Pillar-man Wham wear he managed to injure the Pillar-man with his Bubble Cutter and Bubble Cutter Gliding, before chasing after him into the hide. As he entered the lair he was some how transported to nexus instead, much his confusion and seeks to return to his friend's aid and stop the Pillar-men's plans.

Weakness: Needs to breath to use his Ripple. Human Weaknesses.
Likes: playing darts, collecting lighters, cute girls

Dislikes: Lame guys, half-assed guys, the sound of peeling an apple, insects
« Last Edit: April 06, 2017, 01:26:39 AM by theunknownhero »
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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #158 on: April 16, 2017, 03:43:44 AM »
Name: Roderick Blakely

Race: Half-elf with draconic ancestry

Age: 19

Height: 6’1

Weight: More than a few stone.

Appearance:
He also has golden dragon scales up and down his back and sides.  His spine is adorned with small golden spikes, much like a dragon’s back.  The rest of his body is the same flesh and blood associated with a humanoid.

Physical Attributes:

Strength: Human

Agility: Human

Constitution: Exceptional

Magic Ability: Currently Medium, but has the potential to become High.

As the latest in a long line of elven sorcerers (despite being a bastard) with gold dragon ancestry, Roderick was born with innate magical power. This magical energy suffuses body, mind, and spirit with a latent power that waits to be tapped.  Because of this, Roderick has no need for the spell books and ancient tomes of magic lore that the wizards of his world rely on, nor does he rely on a patron to grant his spells like a warlock does. By learning to harness and channel his own inborn magic, he can discover new and staggering ways to unleash that power.

Roderick has magical power seething in his veins and knows all too well that the power doesn’t like to stay quiet. His magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.

Cantrips

Roderick has no limit to the amount of cantrips he can cast during a day, the only limit is the number of cantrips he knows.

Firebolt

Roderick hurls a mote of fire at a creature or object within range (within 120 feet). He makes a ranged spell attack against a target. On a hit, the target catches on fire and is burned until the fire is smothered. A flammable object hit by this spell ignites if it isn't being worn or carried.

Prestidigitation
This spell is a minor magical trick that novice spellcasters use for practice. Roderick creates one of the following magical effects within range:

• He creates an Instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

• He instantaneously lights or snuffs out a Candle, a torch, or a small campfire.

• Roderick instantaneously cleans or soils an object no larger than 1 cubic foot.

• He can chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

• He makes a color, a small mark, or a Symbol appear on an object or a surface for 1 hour.

• Roderick creates a nonmagical trinket or an illusory image that can fit in his hand and that lasts until the end of your next turn.

If you cast this spell multiple times, he can have up to three of its non-instantaneous effects active at a time, and he can dismiss such an effect as an action.

Mending

This spell repairs a single break or tear in an object Roderick touches, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, he mends it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Message

Roderick points his finger toward a creature within range and whispers a message. The target (and only the target) hears the message and can reply in a whisper that only he can hear.

You can cast this spell through solid Objects if he is familiar with the target and know it is beyond the barrier. Magical Silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Control Flame:  Roderick is able to control nonmagical fires.  He can make them bigger (provided that there is enough fuel to do so), put them out, make them move, change their colors, and even create rudimentary shapes.

Poison Spray
Roderick extends his hand toward a creature he can see within range and project a puff of noxious gas from his palm. The creature must a constitution of “Exceptional” or higher (or be immune to poison) or become ill (vomiting, stomach cramps, nausea, and feverish) from the poison.  This effect lasts until the target gets a full night’s sleep.

Other than the cantrips, Roderick favors spells that involve fire due to his draconic blood.  He can learn other spells, even carry a spell book with him, but he will always fall back on fire.

His favorite spell is perhaps Fireball where he hurtles a fireball at a target up to 150 feet away that, when it hits, creates a 20 foot in diameter sphere of fire.

He can also teleport with his magic, create illusions from the simple to the complex, call lightning, dispell other forms of magic that are not as potent as his, animate objects, become invisible, blind and deafen, fly, and even generate darkness.

Because of Rick’s natural “Metamagic”, it has given him the ability to do the following with his spells:

Careful Spell:  When using a spell that has a radius of effect (like his beloved Fireball), Roderick can pick up to five targets to protect with that spell.  This way they do not take the brunt of the spell’s effects.

Empowered Spell: Roderick can super charge his spells to make them even more powerful, or make them last longer.

Twinned Spell:  When Roderick uses a spell that can only target one creature or thing (such as Firebolt), he can “twin” the spell so it can hit another target as well.

He can only tap into his Metamagic pool five times within 24 hours.  To recharge his Metamagic he needs to get the equivalent of a full night’s sleep.


Other Abilities:

Draconic Resistance: The dragon scales actually act as a form of body armor (like the scales of an alligator) making him not the normal “squishy spellcaster”.  This also gives him a stronger constitution as well.

The scales will not say stop a bullet, but it does make him harder to stab and physical blows don't rattle him as much.

Born of Fire: Due to the gold dragon blood running in Roderick’s veins, he is immune to fire.  (His clothing does burn off though and whatever equipment he’s carrying would be affected by fire as well.)

Hand to Hand: Roderick learned enough martial arts techniques from both the hero of his land and the head of his mother’s guards he can defend himself if need be.  He is no way a master.

Noblesse Oblige: Being the heir to his grandfather’s throne has taught Roderick the finer details of polite society.  He is quick to pick up a new land’s customs and ways, giving him the ability to blend in and thrive even away from home.


Equipment:

Ring of Regeneration:  A gift from his mother, this ring that he is attuned to will heal him from any injury as long as it does not outright kill him.  With it he can regenerate limbs, heal from brain damage, organ failure etc.  It will take the ring several (2-7) days to fully regrow a limb or completely recover him from brain damage.

However, if something kills him instantaneously he stays dead unless someone resurrects him.

He is also carrying a money pouch containing 500 gold pieces.  (About $40000.00 in US Currency.)

His clothing are simple black pants, studded leather boots that are comfortable for walking long distances, a black cloak, a blue shirt, the signet ring for his mother’s homeland, Amythbell, and a stylized silver wolf pendant signaling his the true heir of Wulfscry.


Origin: Roderick is the half-breed bastard of an elven sorceress baroness and a human prince.  The sorceress and the prince’s father – the king – wanted to seal an alliance between their two lands, Amythbell and Wulfscry.  So the sorceress seduced the prince, who had shirked his duties for reasons only he, his father, and the lich who ruled the lands between the two were privy too.

Of course the sorceress became pregnant from this liaison and tried to use their unborn child to trap the prince into marriage.

Except said prince knew that the sorceress was kind of crazy and really didn’t want to be king.

So he refused to marry her.

Sorceress gave birth to twins.  A boy and a girl.  The boy shared the same draconic traits that his mother sported, while the girl just seemed to be a “normal” half-elf with none of the draconic bloodline apparent in her.  So the prince took the girl to raise in the woods in a far off land he’d taken as his home with the help of his wolf companion while the sorceress and the king raised the boy.

Since the prince had literally declared himself dead in the eyes of his father’s kingdom, that left the boy child, christened Roderick, as the new king of Wulfscry.

Roderick grew into a fine lad, handsome, charismatic and kind.  In preperation of his role as king when his grandfather finely died, Roderick became a diplomat.  Not of his own country, but to the halfling and dwarven settlements bordering Wulfscry and the lich’s lands because halflings and dwarves never really get along.

He also grew ignorant of the fact he had a twin sister until after his birthfather died and his twin came to their mother for help.  Because the sorceress rejected her daughter, this embittered Roderick to her, and he tried reach out to his sister but was thwarted at every turn.

Well, when his sister and the surrogate family of adventurers she’d taken up with came to kill the lich ruling the kingdom between Wulfscry and Amythbell, he hoped he could get to know her.

Except he caught attacked by his aunt and her demon death squad and found himself in Nexus.


Weakness: Anti-magic fields, extreme cold slows him down and he is weak to ice spells, and not being able to use his magic.

If he does not use his magic within a 24 hour period things around him will catch on fire.  So he generally at least uses his cantrips at least once on a daily basis to prevent this from happening.

And anything else that would kill a normal person.  Except high temperatures and fire because DRAGON.


Likes: Fire!  Hot drinks.  Heat.  Meat. Gemstones. The color blue.  Being able to let go of his responsibilities and burn a motherfucker.  Grandpa.  Dogs.  Hot deserts. Fire!  When a negotiation goes well.  Studying magic.  Strong willed women.  His half-brother.  His twin Rhiannon (When she isn’t being a murder hobo).  Well illustrated erotica (he's a royal virgin- he doesn't get to date! So he has to fap somehow).

Dislikes: When Rhiannon is being a murder hobo and ignores him.  Demons.  The cold.  Ice.  Ice Cream.  Warlocks.  Beholders- too many eyes, they creep him out.  Necromancy.   His mother dearest.
« Last Edit: June 13, 2017, 07:46:51 PM by Sinib »

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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #159 on: April 25, 2017, 11:05:14 PM »
Name: Pope Leo the Great

Race: Servant (Ruler)

Age: Ancient

Height: 5'9"

Weight: 190 lbs

Appearance:
Spoiler for Hidden:

Physical Attributes

Strength: Fantastic

Agility: Incredible

Constitution:Fantastic

Other Abilities:

Servant: Leo is a servant, a high level magical familiar capable of taking on an astral form in which he’s invisible to mundanes and also intangible.  However, people with supernatural senses may still detect in her this form.  In addition, he is also capable of telepathic communication with the one he is bound to by contract.

Furthermore only his heart and his brain are required to maintain function of his body and he has no other vital areas.


Magic Resistance: High

Leo possess a natural high degree of magical resistance capable of completely withstanding most ordinary magical attacks. Only the strongest spells are capable of damaging him and even then, the damage is reduced.  Only Christian magic is capable of harming him.

Revelation: The ability to "hear the voice of the heavens" and instinctively discern the most optimal action to take at any given time. It functions as a sort of sixth sense in battle, but covers all matters related to the achievement of a goal.

Protection of the Faith:
A form of divine protection possessed by those who have sacrificed themselves for a religious view, born from personal faith rather than an external blessing. This absoluteness of body and soul aids in resisting physical, mental and spiritual interference.

Inhuman fighting talent: Leo is inhumanly good at fighting, with a natural instinct that mimics actual skill.  It has been said that if he actually trained, his ability would transcend human limits and reach the realm of legend.  However, he never choose that path, instead opting to improve his connection with god.  In a fight he has a pretty good sense of what to do and how to do it, relying completely on kinesthetic thought to carry him through the exchange.  He can fight masters of combat on even terms thanks to his experience, natural ability and intense warrior like aura. 

Noble phantasm (anti army) : Archangel Micheal

Physical Attributes

Strength: Legendary

Agility: Fantastic

Constitution: Legendary

Pope Leo can summon the flaming Archangel michael to fight alongside him.  His skill is unmatched, his destructive power devastating.  The power of his aura alone makes a normal person feel as though they are trapped in an oven. The two are capable of coordinated attacks through a spiritual connection.

Godly martial skill:  Outside of his insane strength and speed, Micheal is inhumanly skilled, to a point that it transcends reality itself.  He can cut space with his sword or punch behind someone while moving in the opposite direction.  There is no match for this archangel.

Divine flames:  Michael can freely manipulate divine flames, special holy fire unique to him. The fire he creates is so unnaturally powerful, it can incinerate other fire. The flames can be as strong or as weak as he desires, capable of melting a skyscraper in minutes or as weak as simply heating someone up on a cold winter night.  In other words, his flames operate outside the physical laws of reality.   Naturally, he is capable of deciding whom the fire harms as well.  In addition, he is capable of forming constructs using the flames, including the golden wings sprouting on his back.

GOLDEN WINGS OF PURIFICATION: The golden wings on his back have a variety of different functions, none of which is to help him fly.  He can do that himself.  Instead, the wings are a way of asserting his power.  He often uses them to create a powerful golden flare that illuminates the sky.  In battle, he will extend the fiery wings and create a barrier, either for himself or someone working with or beneath him.

SHINING SPEAR OF PURGATORY:  A spear constructed from the divine flames, this weapon is capable of massive devastation.  Typically used as a throwing spear, this weapon explodes on impact, instantly decimating armies with its shock wave.  Anything unfortunate enough to take the weapon head on will be instantly disintegrated, their souls forever trapped in purgatory.  For this reason, he has only ever used it against the army of Lucifer.

Equipment:

Holy blade:  A gift from god himself, this blade is nothing short of monstrous.  Even stronger than the weapon’s Micheal can forge himself, the blade can cut through literally anything.  Anything that touches the blade apart from Micheal himself will be engulfed in the full force of the divine flames.  In addition, the blade can induce other effects, such as purging sin (dark/evil energy) from the bodies of those it touches without harming the victim, marking the victum’s soul for hell or simply destroying the soul itself without targeting the body.

Weakness:

Dangerous output: Even simple movements demand a massive mana cost.  Even basic muscle movements such as swinging his sword or delivering a punch can drain a master’s reserve.  More complex attacks almost always cause death.  For this reason, only the strongest mages can hope to use this noble phantasm and survive. In most cases, only Leo expanding his entire reserve of mana and stamina is enough to keep the master alive and even then, its only a chance.


Equipment:
Jewel encrusted dagger: It's a fancy dagger he carries around for “protection.”  Dispite being in more fights than he can count, he has only had to use the dagger a few times in his entire life.

Origin:

452 AD: The Huns are wreaking havoc on the empire’s of the mediterranean.  They tear through faction after faction completely unchallenged.  Just as they are descending on the Roman Empire, Pope Leo sets out alone on his horse to intercept Atilla the Hun.

To his surprise, the mighty Hun army was headed by a young girl wielding a colorful looking blade.  “I come with a warning.  This place is strengthened by the faith of men and protected by the word of god.”

He walked forward with a soldier’s stride, taking slow careful strides, staring her down with a look of stone faced determination.  There were no words, just an understanding that the loser will be stripped of their identity and robbed of their sense of self.

There was a moment of silence.  The only sound that could be heard was the Pope’s feet grinding against the dirt.

The Hun suddenly shot off of her horse, charging the holy man with her weapon raised to strike.  The sword came down like a meteor, sinking into the Pope’s shoulder as blood oozed from the wound.  Leo’s fist stuck the girl in the abdomen, sending her flying back towards her men.  Her back hit the ground with a thud, kicking up some dirt in the process.  Still staring forward, Leo took the blade out of his shoulder and threw it to the girl.

“Leave!” he ordered, causing the army to reflexively shrink back a few steps.  The horses shrieked, stuck between their fear of the Hun’s and fear of the Pope.

Grunting, the girl picked up her blade and struck Leo with a powerful blast from the heavens.  A pillar of fire intercepted the blast, seemingly striking down the Pope in the process.   At the same time, a blinding light descended from the clouds, appearing in between the two combatants. The light steadily dispersed, revealing an angel with shining red wings wielding a flaming sword.

With a shriek, the men fled.

“It is rare to see a man with such determination, such faith in god.  You realize if I had not shielded you, you would have been struck down?”

The pope continued to walk forward, keeping his eyes fixated on the horizon beyond.  “Perhaps, but I had faith.”

The archangel chuckled, “Of course you did.”

The girl laid on the ground, blinking at the creature before her.  Then, she turned her head to face the pope.  Without saying a word, she stood up and began marching in the opposite direction.

A strong wind blasted the girl, carrying her words along its current.  “Never again.  He was too strong.”

Weakness:

Limited ranged options:  While he often has a few options for range in certain situations, he is not effective against ranged fighters.  Keeping your distance and slowly picking off his endurance is an effective strategy to take him down.

Mater requirement:  Leo requires a master as a source of prana. 

Likes: His FAITH, the weak, strong willed individuals, Orpheus, Anastasia

Dislikes: Atillla, Longinus, Vanguard, Lucy


« Last Edit: September 28, 2017, 03:56:59 AM by yinsukin »

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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #160 on: May 04, 2017, 01:07:32 PM »
Name: Hideaki Miyamoto

Race: Demi-Servant

Age: 17

Height: 5'7"

Weight: 127kg

Appearance: Blue hair with matching eyes, he wear a Chaldean Combat Uniform underneath of his blue jacket and jeans with a pair of brown shoes.  Two katanas are strapped at his back, store inside of the bokkens​.

Physical Attributes

Strength: Incredible(Exceptional in human form)

Agility: Incredible(Exceptional​ in human form)

Constitution: Incredible(Exceptional​ in human form)

Magic Scale: Low

Hideaki is only a novice mage who recently discovered his heritage as a Mage shortly before joining Chaldea; because of this, Hideaki doesn't have many spells for him to use.  However, he has more than 40 Magic Circuits, with each of them having good enough quality for Hideaki to be easily learn and use magics.

Thank to his element of water, Hideaki learned to manipulate any kinds of liquid and heals the wounded, which should made him a medic were it wasn't for the fact that he is more combat oriented.

Other Abilities:
Demi-Servant
The results of a fusion between human and heroic spirit, Hideaki gained most of the knowledge and fighting technique from the Servants he fuse. While he can still use his old fighting style, he now have certain side effects that is noted in weakness.  However, one of the side effects allow him to be able to sustain without mana due to still be human.

Magic Resistance: High

After he became a Demi-servant, Hideaki was now capable of withstanding a high degree of spells, and some of the greater spells are reduce thank to his resistance to magic.  He can also let some spells affected​ him if it's beneficial.

Master Swordsman
Hideaki trained himself with Kenjutsu, Martial Arts focusing swords instead of hand-to-hand combat.  Being fused with Musashi allow Hideaki to not just master Kenjutsu, but also gained knowledge of the Niten Ichi-ryū, Martial Arts focusing on dual wielding katana and wakizashi.

Sealed Noble Phantasm: The Inherited​ Swordsman of the Rising Sun

A weaker version of Musashi's Noble Phantasm, Hideaki's​ weapon glow purple as he strike his enemy four time before focusing all of his power into a single unit.

It's kinda like Musashi's Noble Phantasm from F/GO, but without the Ashura and Musashi's​ sword only glowed purple.

Equipment:
Masamune= A katana made by the famous blacksmith Masamune.
Wakizashi= A short sword use as a secondary weapon.
Silver Katana= A Japanese Sword famously used by the Samurai during the feudal time.

Origin:
Hideaki Miyamoto, he is a rather mysterious even to himself.  For his whole life, he have no family to live on, with the only trace of his families is the surname: Miyamoto.  And yet, there's still no clue about his family, no siblings, no parents, no grandparents, not even an uncle.

For all he know, Hideaki might had been a ghost in a world.  Well not exactly a ghost, as he not only have school, but also friends and a kendo club he joined after enrolling it.  Just like him, none of them know about Hideaki's families, only that his surname is Miyamoto.

That was until he discover a message in his home, a message left behind by his mother week prior to joining Chaldea.  It was from that message that he discovered his heritage as a Magi, or a rogue Magi if you will.  Curious about the moonlit world, Hideaki decided to self-taught himself with magics.

It wasn't until Yamato Okamoto - a classmate of Hideaki and secretly​ a magus - went to check on him and discovered that he's a mage that Hideaki become recommended​ by Yamato to be recruited into Chaldea.  Unfortunately for Hideaki, he's ended up becoming part of the Grand Order and a master candidates, culminating to a series of events that lead to his fusion with a Servant, becoming a Demi-Servant in a process.

His arrival into the Nexus happened after Hideaki helped Olga - with the aid of other Servants and Masters - cleared​ out the anomaly of the Fuyuki; the circumstances are still uncleared​ as to how it's happened.

Weakness: Because he became a Demi-servant, Hideaki has some part of Heroic Spirit; namely needing Mana to sustain his magical form, using Noble Phantasm, etc.; despite not needing a master to sustain himself, Hideaki still need one since he'll replenish slower without​ it.  Furthermore, because he doesn't have any knowledge as to whom he fused with, he has no real access to the Noble Phantasm.

Likes: Playing game, researching heroic spirit, good people, free food, watching anime, Yuri(though he'll denied it), threesome(.... As long as both of the participants are girls, he wouldn't mind), Star Wars and training.

Dislikes: One side slaughter, people trampling on other's dignity, people stealing his food when he's hungry, bad people, horror genre, bully, Magi, experimenting on​ living people, being alone.
« Last Edit: July 05, 2017, 08:21:38 PM by BlackThief12 »

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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #161 on: May 11, 2017, 12:34:16 AM »
Name: Suzuko Dong-soo

Race: Human

Age: Late 20s

Height: 5’8

Weight: Average for her height.

Appearance:



Physical Attributes

Strength: Human (Incredible but Fantastic hitting force with gloves)

Agility: Human (Incredible)

Constitution: Human (Incredible)

Other Abilities:

Presence Manipulation: While she is indeed an excellent businesswoman based on her own skills she definitely has an advantage over any other person. Suzuko is capable of controlling and changing how she conveys her intent to others with nothing more than a sort of aura. For example, if she wants to be friends with someone or get a better deal she can release a trusting, friendly aura that helps lower people’s guards and make them more receptive to things they would usually be more suspicious about.

It helps not only in deals but also in fights. If she wants to intimidate someone she can project that with such force that most ordinary humans would be overcome by paralyzing terror. Fear so great that she could just walk up and cut their throats without them moving an inch.

However, it is the act of suppressing and concealing her presence that is the most potent variant of her power. With it normally she becomes impossible to read, but when she puts some effort into it she outright becomes impossible to notice. People’s eyes just glaze over her and their minds and instincts simply don’t notice her. They simply doesn’t recognize anything in that spot. While it is good for stalking and hiding any overt action such as an attack betrays her intent and breaks the concealment. She’s working on it. Artificial means of sight such as cameras or some forms of magic also get around this and allow the person to recognize that she is there.

Fighting: She’s rather good at combat for a human. Suzuko could outfight most people with her fists alone; however, she lacks the skill to take on a more supernatural being by sheer merit of talent. That’s why she cheats.

Equipment:

A Business Venture: Suzuko is in charge of a rather well off furniture business in the Nexus. Recently she’s also absorbed a few other smaller businesses that work in construction to broaden her horizons. She is reasonably wealthy but most of her funds are invested into business and cannot be so easily withdrawn.

Dressed to Kill: Suzuko’s business attire is special to say the least. They are self-repairing artifacts durable enough to make small arms all but useless and enhance her physical abilities to that of a supernatural being (Incredible). Her gloves are the centerpiece of the set and are weapons in their own right. They are mystically enhanced artifacts that magnify the force of her body and are durable enough to match other weapons blow for blow. Her suit weaves together rather quickly. Cuts and rips are repaired in mere moments, but losing chunks of fabric can take much longer to repair.

Origin: A businesswoman with some interest in the supernatural, Suzuko is a widow and single mother. Complications shortly after her son’s birth resulted in extensive surgeries and implants needed to keep him alive.

But Suzuko keeps going. She does everything she can to make the perfect home, the perfect life, the perfect leader. It’s tiring sometimes, but the alternative is far worse. Image is almost everything in the world. To construct and maintain it is so important to her, to everything she does. She wouldn't be where she was without it.

Weakness: She isn’t always wearing her suit. Going for her son is a pretty valid tactic too.

Likes: Certain girls, love, her son

Dislikes: Men trying to get in bed with her, talking too much about her wife, rival companies
« Last Edit: June 30, 2017, 01:47:57 AM by Umbra of Chaos »
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BlackThief12

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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #162 on: June 06, 2017, 07:09:22 AM »
Name: Azure Northern Wind, Dragon Spirit of the Sun

Race: Human (Chosen of the Unconquered Sun)

Age: 24 (Looked like 18)

Height: 6"8

Weight: 198lbs

Appearance: Azure have brown hair and blue eyes, he wear a black shirt underneath of his longcoat made of moonsilvers, a black pant with a pair of leather boots, and pair of leather gauntlets.  If he use his power continuously, Azure's forehead will glow a golden ring with a gold disk within it.

Physical Attributes

Strength: Incredible​
Agility: Incredible
Constitution: Incredible(Fantastic due to High Resistance)

Other Abilities
Chosen of the Sun: Azure had been blessed by the Unconquered Sun, granted him the ability to surpass human's limits; his lifespan increased​ to thousands of years, capable of surpassing gods, kick people's​ ass in an awesome way, to even achieve things that would've​ been impossible; his abilities are either granted or enhance upon being Exalted.

The Oath of the Sun: As the Chosen of Eclipse, Azure - if he witness an oath being made - can chanel his essence to sanctify an oath to strengthen the bond; Azure must shake hands to the one making an oath, or touch the hands of those who were party to it.  Breaking an oath will bring a terrible luck to the oathbreaker, and can happen in a worse possible moment.

Talented Generalist: Another Anima Power from the Eclipse Caste, Azure is capable of learning other abilities of other type of Exalt - if being taught by the right teacher.  However, it will take far longer than usual to learn.

Master Swordsman: Azure mastered the arts of using his longsword, to the point that he's currently training the use of Even Blade style(a Terrestrial Martial Arts style that use sword as a form weapon).  More info about such style can be read in below.

Expert Martial Artist: Azure - while not a master - has learned many forms of martial arts style; he had learned the Black Claw - a Celestial Martial Arts that use misdirection, perception and love as a weapon - First Pulse - a Terrestrial Martial Arts focusing on Street Fight - and the Falling Blossom style - another Terrestrial Martial Arts usually practice by the Cult of the Illuminated.  More info about them can be read on below.

Even Blade Style: A famous Terrestrial Martial Arts in Creation; made by three different Masters(Master Azure Crane, Master Chaowin Registrophe, and Master Zu Ra Te), it is popular for both it's quickness and origin.  It uses slashing sword as a form weapon, the students must be a competent Swordsman before being taught.  It's techniques​ boils down to quickly attack an enemy and always staying calm, while focusing on the surrounding as he becomes agile.

Black Claw style: A Celestial Martial Arts that use misdirection, perception and love as a weapon.  Learning the Black Claw style will always cause a students to fall in love with their teacher, due to the nature of the Martial Art required to be exposed by the innermost heart of their teacher, becoming inseparable; the Black Claw style can be use to fool people(example: a Black Claw user attack an opponent first and said opponent return the favor, but people are convinced that it was the other way around).

First Pulse Style: A Terrestrial Martial Art that is less sophisticated enough to not be above street fighting.  It can use any improvise weapons as a form weapons​, as well as cestus and boots.  Most of the technique revolve around beating people up while either drawing attention to bystander or defend from any unexpected attack.

Falling Blossom style: A Martial Art style normally practice by the members of "Cult of the Illuminated", teaching practitioner to value Creation and the Solar - known only as the Golden Ones - in contemplation; it's form weapons is knives and swords.  Azure, being a former member of such cult, practice this style prior to leaving the cult and becoming a Solar.  All of his technique relied on Azure's ability to evade an enemies or taking a hit for those he's defending.

Merchant Traveler: Even before he was an Exalt, Azure was well on his way to become a traveling merchant.  Becoming a Solar allowed Azure to be even better at merchandise, being able to know the quality and the prices more easily.  Azure is capable of convincing other of his store while making every merchandise have as low cost as possible, he is also capable of carrying heavier bag than normal.

Exalted Healing: As long as his wounds isn't grievous, and his limb didn't severed, Azure can regenerate from any injury he had been inflicted.

Language Master: As an Eclipse Solar, it is obvious that Azure can learn many different languages from other lands and cities.  He has learn the tongue of the Low Realms, the language of the Forest-tongue, and even the High Realms, while still holding his native tongue of Riverspeak.  Surprisingly, while he only learned High Realms after his Exaltation, Azure learned the rest from the time before he became a Solar; this is because Azure is a traveling merchant, he had to learn other languages to prepare for a stay in a different land.  He did pick them up in his travel.

High Resistance: Azure can take more punishment than any human as the chosen of the sun.  While it's grant Azure even more durable and allow him to cross hazardous environment - such as disease, low radiation areas, and even poisonous gas - it's goes beyond it.  Sleep is unnecessary for few days, falling from buildings without a scratch, bullets ricocheted from his skins, many weapons will break upon impact, and even environmental​ threats - save for some in his weakness - could only shrugged him off.

Equipment:
Dragon Blade: A longsword Azure favored, the handle are gold with leather to make the wielder comfortable, while the blade is pure silver with words carved into the blade written in Old Realms, a language Azure doesn't understand it.  While Azure can boost it's power through his essence, the blade can change form if wielded by a Lunar(As the silver blade are made of Moonsilver - which is considered sacred by the Lunar).

Coat of the Moon: His silver longcoat was found in the ruin Azure entered after being Exalt; there's lines that can glow depending on the phases of the moon or the sun.  Unlike the Dragon Blade, it does not change form; rather it's abilities and resistance varies depending on the phase of the moon(Example: The coat give him more strength and speed during the full moon; while Waxing Moon, Half Moon, and Waning Moon phase cause Azure to be more convincing).

Merchant Bag: Bags containing many different items use for selling to customers.  It's contains some small weapons, lighter armors, fresh foods, supplies, and anything you need.

Origin: Before he became Dragon Spirit of the Sun, he was a young man by the name of Azure Northern Wind, a native of Scavenger Lands.  Being given birth by a mother from the northern land and a father from the East, only Azure's father raised him before a tragedy killed his father; Azure was later become a traveling merchant to find his mother.

Of course, Azure was already aware of the danger Creation brought forth, so he began to trained himself with Martial Arts, not disciplined but have passion for it.  He once learned the Falling Blossom style from his time spent with the Cult of the Illuminated, which he is unaware that the cultists consist  with Anathemas - Demons wearing the skins of a human - Terrestrial and even the Sidereals.

The day he became Dragon Spirit of the Sun, he left the Illuminated Light after finding out the truth of it.  He left not because it has Anathema and Sidereals, but because of how the Sidereals manipulated​ everyone and controlled them for their own reasons - which violate people's​ trust mind you.

After he became a Solar, he traveled throughout​ Creation, selling and buying wares for Azure to continue his business; he once met a woman who would eventually taught Azure the Black Claw style; as for how Azure has gotten into the Nexus, maybe he had gotten lost and decided to take a nap, or maybe he traveled through the desert of Cecelyne.

Weakness:
Breathing: Despite having the power to do awesome stuff, Azure still need to breathe.  As such, he can still drown, fall victim to gasses that can affect his breathing.

Honesty: Azure cannot lied no matter what; he may only omitted the truth, but he cannot make any lies - including half lies.

Disease and Poison: He is not completely​ immune to such thing.  While none can kill him anymore, he can still be weakened by a rare few of poison or diseases.

Virtual Flaws: Inescapable Guilt: A great curse inflicted by the dead Primordial of the old, manifest in a form seeing vision of people whom he wronged on, causing him to be sheltered​ by himself.  This can only manifest by commiting atrocities, such as killing fleeing and defenseless people, commiting genocide, murdering, stealing and looting, etc.  Killing soldiers on the battlefield does not count.

Lifesaver: Azure will not kill any innocent people, making very sure that there would be no innocent bystander that would be in risk; this, however, will cause him to be more affected​ by the Great Curse if he committed such act.

Likes: On a merchant business, sharing things with people, getting friends​, helping others, offering foods.

Dislikes: Bad decision, child abuse, slavery, stealing, murder, and hypocrite.
« Last Edit: June 08, 2017, 05:41:35 PM by BlackThief12 »

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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #163 on: June 21, 2017, 12:48:46 AM »
Name: Antonia San Nicolas
 
Race: Human
 
Age: 26
 
Height: 6’2” (1.8 meters)
 
Weight: 141 lbs (64 kg)
 
Appearance: Antonia has a muscular physique - quite fit. She has long, dark brown hair that is often pinned up in a tight bun; long hair is an easy target for any enemies with hands. Her eyes are sharp and narrow and is beautiful in the sense of a hawk diving towards its prey - fatally graceful. Her body is riddled with scars from past encounters.
 
Clothing consists mostly of linen for easy movement, and flexible leather for protection. Most of the colors are rather drab and dark for stealth, but there are flashes of gold and red in her attire.




 
Physical Attributes

Strength: Exceptional (Incredible with Bloodlust)
 
Agility: Incredible
 
Constitution: Incredible
 
Other Abilities:
 
Tactician: Ranked high in the military department, she had to formulate plans to exterminate the beasts. Good at pinpointing weaknesses, spotting people who are likely to transform, and a great leader.
 
Navigation: Can find her way around any town with the help of signs, compasses, and the sky. Derived from the simple fact that memorizing the streets is quicker than looking at a map.
 
Crude Medical Knowledge: Knows how to stitch a wound, make a splint, bandage and treat infections to a certain extent.
 
Advanced Healing Factor: She is distantly related to entities simply known as the Gods and possesses a greater propensity to heal a bit faster than regular humans. For example, it takes at least six weeks for a sprained ankle to function normally. It takes two weeks for Antonia to recover, less if she uses Blood Healing (explained below).
 
Deception: Throwing enemies off the track and leaving them confused as to where you went is a necessary skill for hunters. Examples include running down a hidden alleyway and making an unexpected attack.
 
Bloodlust: If she kills for too long, or kills many in a short amount of time, her pupils start to dilate and would begin to resemble a wolf: elongated limbs and canines; she would have considerably more strength and a near-insatiable urge to kill. The amount of strength gained is comparable to a beast, who can smash through walls with ease and throw prey up to 20 feet across. Though, if she manages to restrain herself (or somebody else restrains her) and return back to a “normal” state, then she cannot hunt for the next couple of days in fear that she triggers it again.
 
Nightvision: Self-explanatory. Cannot see perfectly in absolute darkness without a source of light, but has an impression on where objects are located and how to avoid them.
 
Magical Ability: Low
 
Aromatherapy: Monsters are blood-motivated creatures and will seek out the pungent source for food, or simply just to kill. Creates a new scent in the atmosphere with innate stamina, one that smells of rosemary, and masks her own, so the monsters are less inclined to follow a ghastly scent. 
 
Blood Healing: Consumes innate stamina to heal life-threatening wounds, such as broken bones and internal bleeding. She would live through the ordeal, but would be physically exhausted.
 
Scrying: Can use any smooth, shiny surface to observe anyone or anything, as long as she knows what it looks like and where it is. Can only see if there is a similar object in the area, and up to a one mile radius.
 
 
Equipment:
 
Fans: Her main weapons, holstered to her sides. There are silver knives concealed within the crimson folds, and are easily concealable in general. Remarkably heavy. Can be used to thrust, slash, and bluntly hit enemies. Can cut through wood, “soft” metal (lead), glass, and most importantly, a thick skin of fur and flesh.
 
Throwing Knives: Carries twenty of these at any time. Does minimal damage, but good for scouting out enemies and catching their attention.
 
Sewing Kit: For when the hunt is long, there are tears and rips in clothing, and stitching up wounds.
 
Ruby Pendant: A pendant encrusted with a large, admittedly ostentatious ruby, wrapped around her neck. Inside, lies a portrait of her family: parents, and three younger siblings. It is a reminder of who she is and what she believes in, so as to not lose herself in the hunt.
 
Origin: To live is to hunt.
 
Antonia hails from a country whose main industry is war and defense. It is determined to maintain peace within its borders and wage war in all other areas, and is by the military who encourages this behavior. Though, once the soldiers return home, they are also encouraged to pursue milder hobbies such as sewing, cooking, drawing, spending time with family, etc. to remind them of their humanity.
 
Inside is clean and well-kept, but outside, it is no-man’s land. The soil and rivers are saturated with blood from the existing beasts and bodies of human enemies. For the longest time, a delicate balance was maintained between the inside and the outside, but after centuries of ingrained warfare, it has been disrupted.
 
The hunters have become the hunted, as the most eccentric killers are starting or have transformed to become the beasts themselves. The country has been put on lockdown and Antonia has been charged to hunt down her own comrades, and once she turns, she will be hunted herself if she manages to survive after all of them have been eliminated. She has demonstrated considerable restraint when killing and almost never goes overboard.
 
Weakness: Cannot handle large groups of enemies, impulsive, foolishly independent and stubborn, does not know when to give up. Narrow minded. Limited use of magic.
 
Likes: The sea and other bodies of water, clean clothes, shiny things, chocolate, rivalries, salt and spices, chivalry and loyalty.
 
Dislikes: Disorder and disarray, living an unremarkable life, barbarity. Unjustified behavior. Being betrayed.
« Last Edit: June 21, 2017, 05:46:43 PM by visevv »

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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #164 on: July 15, 2017, 03:46:23 AM »
Name: Beast-hunter Fangs-of-night King-of-blood Shape-master, Astarte

Race: Blood God

Age: 100+

Height: 5'1

Weight: Average for his height

Appearance:



Physical Attributes:

Strength: Incredible

Agility: Incredible (Fan reflexes)

Constitution: Incredible

Other Abilities:

The Blood: The liquid that flows through Astarte’s veins is filled with life and power. It grants him great resistance to other supernatural powers that attempt to directly affect him. While something such as a blast of energy will still harm him normally, attempts at mind control or a curse to wither his body will fizzle out unless they are of great potency. He is also capable of empowering himself physically with it. He can become stronger, faster, and more durable. If he uses an especially large amount of blood he is even capable of reaching Fantastic levels (in strength and constitution) for a single action.

Furthermore, it carries powerful addictive qualities. If one partakes of his blood three times within a period of several weeks they become hopelessly in love and utterly beholden to him. However, it is only possible for Astarte to regain this vital energy by consuming the flesh of supernatural beings.

Distinguished Palette: Astarte is a connoisseur of blood, something he inherited from his most recent 'mother'. By tasting blood he can get a feel for what kind of creature they are, and he can easily tell a supernatural apart from a human. It also makes it far easier for him to track something after he's tasted of their blood.

Vitae Heal: By using the power within him Astarte can heal his wounds. Lesser ones are repaired with ease and with his great reserves of blood few can defeat him in a battle of attrition. However, wounds inflicted by unnatural powers or severe ones such as lost limbs can require some rest and more blood.

Inherited Skill: From each of his creators Astarte gained a single skill at their level of proficiency. He is experienced in fighting with a myriad of weapons and is more than capable of using his natural weapons in an efficient and deadly manner. He can also cook, clean, sew clothes, and drive a myriad of vehicles.

Disciplines: Astarte is capable of manipulating his blood in order to create a myriad of supernatural effects. Listed below:

Dominate: With nothing more than eye contact and verbal commands Astarte can establish control over a victim’s mind. He can directly control them, set subconscious triggers, and even manipulate their memories with nothing more than eye contact and words. Astarte can even possess another being. Once he has a subject under his control he can spend some time and blood breaking them down entirely, until he can slip into them at any distance with nothing more than a word and a little blood. However, all of these effects can be resisted by those with strong enough wills.

Celerity: Astarte can draw upon unnatural reflexes and movement, easily slipping past attacks during a fight. However, his movement speed is unaltered unless he makes a minor expenditure of blood, allowing him to move at similar speeds to what he can react to.

Resilience: While this power is passively makes Astarte more durable and hardy than he should be, a minor expenditure of blood can allow him to ignore wounds for several seconds. It does not make his skin tougher however it allows him to sustain damage and ignore most of the downsides. Small arms fire might pierce his flesh but the wounds don't hinder him in the slightest nor do they put him in any danger of dying. Even attacks that are too much for Resilience can be reduced a severity. A torn off arm could only leave a slight trickle of blood rather than a gushing wound, and even damage to major organs can be reduced in this fashion. However, he must consciously activate this ability and if surprised will still be wounded as normal.

Auspex: Unnatural senses allow Astarte to instantly know who’s the biggest danger to him or who the weakest person in the room is. He can sniff out the secrets of a person, place or object or discover those attempting to hide with supernatural or mundane methods. Establishing a telepathic link between himself and another is also possible, allowing him to even overwhelm someone by having them relive their own memories, even those that have been lost to amnesia or magic; however, this link can fail against those with great enough will. He can even free his consciousness from his body and explore the world with speed substantially greater to his usual level.

Animalism: Astarte can speak to and command animals of all sorts. He can make them into his familiars and call forth scavengers and predators from the environment alike by spilling his blood. With his power he can also drive the animals in a nearby area into a monstrous frenzy. While he can’t give them complex commands he can give them general orders and targets.

Protean: To Astarte the form is malleable. He can slip into the earth to rest (meat offered there sinks into the earth for him to feed and he has limited awareness of his little hideout) and transform his body to have traits reflective of predatory animals such as monstrous claws that he can use to clash against the armaments of other supernatural beings or a variety of new or advanced sensory organs. Transforming into an actual creature is simple as well so long as he consumes its flesh. So far he can become a wolf, owl, and a swarm of bees. He is also capable of altering his human form with blood and rest using templates from those he has devoured before; however, the changes are cosmetic.

His mastery of Protean and his enhanced physique allows Astarte to become a shifting mass of flesh. While usually he can only maintain a two animalistic traits, he can now take on as many as he wishes. In a fight Astarte becomes a flurry of growing and retracting limbs. In a moment he could be a scaled monstrosity with a hound's sense of smell and a body elastic enough to squeeze down a drain, and in seconds he could be a quadruped sporting wings fully capable of flight and covered in barbs. He can even lower his attributes to raise his strength or constitution (although he can’t raise an attribute above Fantastic) in mere moments. Assuming this costs a good deal of blood, but it is his preferred combat state and lasts about a minute.

Origin: Astarte has lived three lives. The first was one of a forest twisted in the shadows of blood. It ended with cleansing fire.

The second was longer. He wandered the land with all the whimsy and cruelty of a god. Astarte walked the earth as a wolf, an owl, a swarm. He spoke to frail humans in these guises, whispered to them at the foot of trees, devoured their enemies and blessed their homes in the only ways he knew. But they would remember the god that had watched their family. It ended in savagery, a desperate struggle against a wolf who walked as a man as they perished together.

But this is the third life. And here the world is man’s and those they once spoke to in worship now hide in their shadows. It was different. And the memories Astarte holds are empty and crude. Mere images, tastes, sights, and sounds. But they didn't feel like anything. He served with a coven for a time but he could not stay. He needed to find himself.

Weaknesses: While immune to most of the banes that plague his progenitors, Astarte is still vulnerable to fire. He cannot heal wounds inflicted by it easily and requires both time and large amounts of blood to heal. His fear of it is instinctual and he dislikes even torches. Large amounts of it can deter him from entering an area. Astarte has never chased his prey through a burning building once.

As he must feed off supernaturals Astarte must also dedicate some time to hunting them down, and he must be at great enough strength to kill them without getting hurt enough that the hunt would be made worthless. This can make it a bit of hassle if he is running low on blood.

Likes: Werewolves, feeding, vampires, humans, art

Dislikes: Fire, vampires who believe they're utter monsters, needless cruelty
« Last Edit: August 12, 2017, 11:02:41 PM by Umbra of Chaos »
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