Author Topic: Cross Effects Character Page  (Read 65125 times)

YOLF

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Re: Cross Effects Character Page
« Reply #45 on: December 17, 2013, 03:51:06 AM »
Name: Fate Averruncus (self-decided; true name of Tertium)
Race: Artificial Mage Construct (human appearance)
Age: 12 physically, around two decades in reality
Eyes: Grey
Hair: White
Appearance:
Alignment: True Neutral
Charisma: C - despite being rather stoic, his firm strength of character and dedication to his greater objectives have earned him some close followers
Strength: A - as the Averruncus of Earth, his physical strength is the strongest among the constructs of Cosmo Entelecheia
Endurance: A (C if he loses his barrier)
Agility: A
Speed: C
Magic Resistance: A (D without his barrier) - However, it is of the kind that denies magic damage, and not magic itself.
Magic Ability: A+
Great mastery of spells of both the eastern and western schools. He can use magic of multiple elements, and summoning magic from the east, but his affinity is the element of Earth, and he has access to many powerful Earth spells, including those of the highest order in the element, High Ancient level.
He was created and configured to be the strongest among mages, and so his magic power and ability are without equal among humans. Only certain individuals of world class power can match him.
Spoiler for Magic List:
Earth Element

- Standard Western Magic (incantations and names in Latin)
Earth-rending Torrent - Causes magma to burst from the ground at a target area.
Ring Of Black Stakes Piercing All Creation - Summons a massive amount of black stakes which may be infused with a petrification spell. A smaller number of stakes can also be called.
Thousand Obsidian Swords - Summons a great number of obsidian swords which can be controlled manually or via telekinesis by the caster. Naturally, Fate is proficient at telekinesis. As above, a smaller number can be called. A larger amount of swords is harder to control.

- High Ancient (Ancient Greek)
Spear Of Stone - Launches a sharp stone missile at a target. Can be outfitted with anti-barrier capabilities by means of the line "Penetrate the barrier".
Breath Of Stone - Releases a cloud of poisonous gas that petrifies all living beings that it comes into contact with. Incantation: "Little king, the eight-legged lizard, owner of the evil eyes. / Breath out the time-stealing poison.
Evil Eye Of Petrification - Releases a beam of light from one's fingers that petrifies all living and non-living beings it contacts with. As a concentrated attack, it has a much smaller area of effect than Breath Of Stone, but is more effective against barriers. Incantation: "Little king, the eight-legged lizard, owner of the evil eyes. / Let that light reside in my hand, and shoot forth the ruinous gaze.
Pillar Of The Underworld - Summons great black pillars of stone, of high volume, which can be controlled and hurled by the caster through telekinesis. While summoned by magic, they cannot be defended against via anti-magic measures or barriers. However, their large mass means it is also hard to defend from them through purely physical means. One through five pillars may be summoned at once depending on the power used. Incantation: “Oh, the temple of the sleeping dead beneath the earth. Appear from below us.
Tearing Earth - The highest order of offensive earth spell. An extremely powerful large scale magic which ruptures and cracks the earth with spikes and fissures and produces a massive torrent of lava. Incantation:  “Obey the contract, obey me, king of hades. / Come cracking the earth, torrent of scorching heat engulfing the furthest reaches. / Seethe, surge forth, earth god of brilliant burning ruination.

Water Element

Teleportation: Gate - Spatial dislocation by means of a medium. In this case, water. Although any presence of water will do, Fate can simply evocate a small puddle from the water in the atmosphere to enable this spell.

Miscellaneous

Levitation - The ability to float and move on air through expenditure of magic power.
Instant Movement - Skill to cross a short distance (six to fourteen meters in Fate's case, who is a practiced user) nearly instantaneously in a burst of extreme feet by focusing mana or ki on the base of the feet to control kick off and landing. The movement is all but invisible to regular people, but it is not true teleportation, so it is possible to follow and intercept, and the exit point calculated. Also, once started the technique cannot be stopped, and it requires a surface or foothold to initiate.
Void Instant Movement - The same as above, but does not require the use of a fixed or solid foothold. Instead the 'air' is used as a foothold. As such, movement in mid-air becomes possible, and it enables movement in every possible direction.
Personal Barrier - Multi-layer Omni-directional Mandala Barrier of the Disciples Of The Lifemaker - The personal barrier shared by Fate and the other constructs of the Mage Of The Beginning, the 'Lifemaker'. An extremely powerful high density barrier with multiple regenerating layers of complexity that offers up to point blank protection, greatly reducing the efficiency of any attack. Magical damage is neutralized, absorbed and lessened before it reaches the mage, and the impact and force of physical damage are dispersed and likewise greatly weakened before they reach him. It is more effective against pure magical damage than it is against physical. However, spells and techniques which penetrate or pass through barriers will not be affected by it, and it is also vulnerable to being broken with specialized techniques. Sufficient damage in short moments will also damage the barrier itself and its efficiency, and can potentially break through all the layers, deactivating it. However, it will regenerate over time if not completely destroyed.
Other Abilities: Martial Arts and Combat Experience - Fate is well proficient in multiple forms of Kung Fu and hand to hand fighting styles, and also has noted combat awareness and experience.
Weakness: His primary weakness is that without his barrier, he is many times more vulnerable to damage, both physical and magical. Although still extremely resilient by himself, losing the advantage of his barrier will put him on a back foot. And although he can survive life-threatening wounds for a human and continue acting despite severe damage to his body, he is particularly susceptible to his core (located approximately in the center of his torso) being damaged.
Likes: Drinking fine coffee, relaxing in peaceful places, fighting against a worthy opponent
Dislikes: Pointless fights, plans going heavily awry, unnecessary loss of life
« Last Edit: January 28, 2014, 01:53:10 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

YOLF

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Re: Cross Effects Character Page
« Reply #46 on: December 18, 2013, 08:35:52 PM »
Name: Anub'Zahar
Race: Crypt Lord (Undead Nerubian Spiderlord)
Age: Around 200
Height: Around 19 feet
Weight: Around 10,000 pounds
Appearance:
Alignment: Lawful Evil (by obligation - actually much closer to True Neutral)
Charisma: E-
Strength: A
Agility: E
Speed: E
Endurance: A+
Magic Resistance: D
Other Abilities: As a crypt lord, Anub'Zahar has an extremely resilient carapace with protruding spikes, formed of barbed layers of chitinous armor, which makes attacking him in melee a dangerous affair, as simply contact with his armor is damaging. His massive claws can be very powerful natural weapons, and he can slam them into the ground to shoot out a line of spiked tendrils with great strength in a direction. He may generate carrion beetles that will accompany him and protect him, from corpses that will be consumed in the process, and finally, he can create a swarm of fierce locusts from his own body that will bite and tear into enemies and restore his own flesh with what they can devour. In addition, Anub'Zahar is a great digger, being able to burrow through most materials with ease and travel underground. He has an uncanny sense of smell. Due to his wings being vestigial he cannot fly, but he can do something of a boosted jump.
He also has great knowledge of the lore of Azeroth and all manner of beings, and high level alchemic and astronomical understanding.

Origin: Anub'Zahar was born a spiderlord of Azjol Nerub many years ago. Though naturally gifted physically, he had no interest in following the path of a warrior or a leader, unlike some of his fellow spiderlords, and instead dedicated himself to more cerebral ways. He studied astronomy and alchemy, as well as diplomacy, and had much discourse with travelers and scholars like Brann Bronzebeard over the years. He wasn't very demanding, and he led a quiet, contemplating life in Northrend and the halls of Azjol-Nerub. Until the Lich King came, and the War Of The Spider broke out.

He saw what the Scourge did to the casualties of the war. And he saw what they were capable of from a distance. He wanted nothing to do with it, so during the following ten years he never saw battle directly, and only supported the war from a tactical command position and overseeing production of supplies. But his folly only lasted until the dread lords of the Lich King and their armies invaded the underground kingdom of the nerubians head on, destroying their crypts and tunnels and forcing them back and deeper into their reaches. It was around this time, while scurrying into the deeps of their empire to protect themselves, that the nerubians reached a fragment of the Old God Yogg-Saron's will, and unleashed the Faceless Ones into the world. Anub'Zahar was among the few that first encountered them, and the terror of their emergence and the consuming voice of the old god would never again leave his mind.

Zahar managed to survive and flee, but not without heavy wounds of both the body and the heart. He watched his companions die and be shattered by madness, as he himself became a victim of the faceless ones' powers. When he had finally managed to exit those deep passages, he came across the scourge, and half-mad begged them to kill him, so he would not be caught. They granted his wish, but that was not all they did. They rose him from the grave as a mighty crypt lord of the Scourge, and he was forced to serve the Lich King. He was not able to escape from madness, and was made to brutally rip, tear, break, and mutilate through the ranks of his former people.
Besieged by enemies on two sides, the nerubian empire fell, and their race was all but destroyed. But the Scourge did not let him rest. He continued to be sent to destroy its enemies on the frontlines, an engine of destruction for the Lich King, and eventually was even part of the forces that helped Anub'Arak and Arthas retake Icecrown Glacier and defeat Illidan.

It wasn't until the Lich King's years long sleep that he was allowed some respite, and instead of being forced to kill again, he instead oversaw and directed the construction of Icecrown Citadel, although such an exercise was torture in and of itself due to the grim memories awakened by the material it was constructed out of. It was sometime during this period that he met a very odd lich whom he became friends with. During the war in Northrend, he somehow managed to stay away from combat, and when the Lich King was defeated and replaced, he regained enough free will to leave the Scourge and ended up being asked by his lich friend (who now called himself Sir Bonesington) to come along with him. With nowhere else to go, he accepted the offer and occupied himself with culture and not much else in Bonesington's manor.

Just recently, he was wondering what sort of crazy magic Bonesington had riled up this time, when a portal suddenly opened beneath him and he fell into Nexus City.

Weakness: Chronic pain, mental attacks, anything that reminds him of the Old Gods.
Likes: Nature, looking at the sky, astronomy, literature, burrowing, sweets.
Dislikes: Violence, chaos, blood, explosions, pain.
« Last Edit: January 14, 2014, 02:57:59 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

Aiden

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Re: Cross Effects Character Page
« Reply #47 on: December 24, 2013, 11:15:03 PM »
Name: Titus Marius the Merciless
Titles: Equestrian; Centurion; Brother Worm
Aliases: The Destroyer Worm
Race: Vampire (Kindred of Clan Nosferatu, the Moerus Bloodline)
Date of Birth: 799 Ab urbe condita/46 AD
Age: 1967; active for the first 304 of those years
Height: 5'8"
Eyes: n/a (the sockets shine an awful red when he is hungry)
Hair: Brown

Appearance: Titus Marius may have once been a handsome young soldier, but those days are long gone. The Destroyer Worm has forgotten what color his eyes once were, for he neither has them or needs them to see; only in deprivation do the lidless sockets possess color. His face is gaunt, his teeth are razors, and though he has lips with which to cover them they are thin and pale like the rest of his dead flesh. His body is fatless, but toned with lean muscle hard like iron. His fingers are long and narrow, and end in sharp nails that he breaks and files down each night. His only concession to beauty is his shoulder-length hair, rich and vibrant. Few notice any of this, for he lurks in the cracks and shadows between your perceptions.

In ancient times he rarely went without his set of legionary's lorica whose plates and scales did nothing to give him away in the dark. Now it is rusted and worn, and he has to pull it away. No idea whose clothes he will plunder for his garb yet. All that remains of the equestrian's station is the lightly tarnished silver ring on his right hand.

Alignment: Neutral (originally Lawful Neutral, but Rome is gone and he has no loyalty to its successors)
Charisma: E (as one of the Nosferatu, he is hideous to all, and inherently unlikable to most of the living in particular)
Strength: B
Agility: C- (he is far from the most reactive of vampires, relying on force and endurance instead)
Speed: D+ (unless you count jumping speed and distance in which case he is a B)
Endurance: B-
Magic Ability: None
Magic Resistance: D (originally B, before dormancy)
Weapons: None at start; they've all rusted away.

Other Abilities
Advanced Combat, Engineering and Infiltration: Marius was a legionary in both life and death. He served first in Judaea under Vespasian in Legion X Fretensis as a man, and the Mortuus Legio as a vampire. He thus has centuries of experience in the arts of war and in the slaying of man and monster alike. He was also a military engineer and saboteur, and the long nights taught him much of remaining hidden as he learned the secrets of the enemy and ruined their defenses and devices of war.

Innate Durability: Most mortal weapons are no more effective against vampires than an unaided punch, and that's before his bloodline's enhanced durability comes into play.

Physical Intensity: By expending the life force of his cursed blood, Kindred can briefly achieve great bursts of physical prowess. Marius can temporarily become sturdier, stronger or more agile, by empowering himself in this manner. But it still doesn't quite match up to...

Resilience: The aforementioned enhanced durability; his endurance is beyond human limits, and even things that kill most vampires such as fire or potent sorcery are somewhat less effective against him (except sunlight). Of course, it still looks like you hurt him when this comes into play; it just in no way puts his existence at risk or keeps him from fighting.

Regeneration: If he has life force from human or vampire blood in him then there are few injuries that Marius cannot heal from. He can, with some time and concentration, regrow limbs.

Enhanced Senses: Marius possesses very keen senses, twice as accurate and capable as the average healthy human being. He can easily see in perfect darkness without even the slightest effort. His sense of taste for blood is incredible. He can see even the smallest traces of blood anywhere within line of sight, and scent blood clearly at up to 10 yards away. He can hear heartbeats at up to 3 yards away without issue. He used to be able to smell and hear these things at greater distances, but those senses dulled with his thinning blood.

Obfuscate: A series of psychic sensory tricks that allow Marius to perfectly blend into crowds of people despite his appearance, going unnoticed by anyone as long as he does nothing attention-grabbing; he can extend this benefit to objects or other beings that he comes in contact with. He can also, with some effort, vanish completely to all five senses. If he does this no amount of activity will alert anyone but his direct victim to his presence... or the victim's peril.

Nightmare: To be Nosferatu is to be terror itself. Marius' presence can, at will, become a focal point of psychic terror and create realistic haunting illusions. He can lash out with, or become, a victim's greatest fear such that they must flee rather than face him. He can even twist the mind directly with delusional beliefs, making someone think their friends hate them or that the sky will fall if they do not perform certain acts.

The Kiss: Also known as 'orgasmic bite', if you're not using the popular slang. It's a hunting aid, and it does pretty much what you would expect.

The Blood: Vampire blood is addictive, and drinking it will bind your heart in love for the one who fed you. Drink three times and it will beome almost unbreakable, deep and obsessive as it roots into your heart. It lasts a year without reinforcement. On the other hand, mortals who are fed like this can be gifted a portion of the power belonging to the vampire including a cessation of aging.

The Beast: As much a weakness as a strength, the Beast is the source of all vampiric power in Marius's world, the personification of all bestial instinct and desire that lurks within each and every one. It provides them with the drive to continue surviving from night to night, pushing them to feed, flee from their banes, and destroy perceived insults.

It allows them to detect others like itself lurking within, making identification between vampires a simple matter barring certain powers, and can lash out to provoke people to wanton desire or primal fear. When allowed to be in the driver's seat it sends the body into a frenzy, its power pushing the vampire beyond its limitations.

Origin: Titus Marius was Roman back when that meant something, when young men would go to war in far off provinces and crush rebellion beneath the armored fist of the legions. Born to a noble line that shared the nomen of a former Emperor, Marius received his first taste for battle during the Great Jewish Revolt in Nero's time. He slew Zealots with gladius and pilum, and helped Legion X Fretensis design the earth ramp that broke the siege at Masada.

Then a pack of Hebrew vampires whose names he never learned descended on his comrades and butchered them in retaliation before his eyes; he was one of the unfortunate few who survived to be the post-slaughter meal. Unfortunately for Marius there was no afterlife waiting for him, because they did not dispose of his body properly and he rose from the dead as a hungry corpse a week later.

Over a month of survival in the desert feeding on caravans and lizards, hiding from the sun beneath the sand, led him back to Jerusalem. There his true sire, a member of clan Nosferatu, took pity and uplifted him to full vampirism and monstrosity. From there he joined the society of the Roman vampires, and the insular culture of his clan, and continued his soldiering ways for almost three hundred years.

After a long and prestigious career he had the misfortune to be trapped in a cave-in and was starved into dormancy for millenia.

Weaknesses
Sunlight: Does not burn him as quickly as it once did now that his blood has thinned with time and inactivity, but it is still suffering and danger all the same. Seeing it can provoke him to uncontrollable fear in some cases.
Fire:  Burns as badly as it always has, defying easy regeneration, and provokes the same fear as sunlight when seen.
Staking: Does not destroy him outright, but it renders him completely paralyzed if his heart is penetrated with wood. On the other hand, the ribs and chest plates are very good at protecting the heart from threats like that to begin with; most humans can't manage enough force to pull it off without assistance even without his enhanced durability.
Garlic: Alas poor Marius, the stench and substance of garlic deny his unlife in a curse that is uniquely his. He has difficulty approaching garlic, and it sears his skin when it touches open wounds like a blade's motion.

Blood Potency: Due to his recent stint of dormancy he can only contain a limited amount of energy taken from blood. It will take much exercising of power, many lives, and/or many years before he approaches his old power; for now his blood runs thin and he can only bring his power to bear so often. On the other hand, he can feed on animals again; he hasn't been able to do that since his youth.

He is also hideous, and violently protective. All issues in their own right.

Likes: Blood, clan Nosferatu, military trappings, tunnels, building tools, piety, Hero of Alexandria and Petronius Arbiter
Dislikes: Rapists, deserters, bright lights, burials, owls and monotheists
« Last Edit: December 30, 2013, 05:12:34 AM by Aiden »

Milbunk

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Re: Cross Effects Character Page
« Reply #48 on: December 25, 2013, 06:41:26 AM »
First up Mudou!

Name: Mudou the Betrayer
Race: Human, Ninja, Samurai
Age: Mid 40's
Height: Over 6 Feet
Weight: Around 200 lbs
Eyes: Violet
Hair: Violet
Appearance:
Alignment: Chaotic Evil
Charisma: B+
Strength: A
Agility: B
Speed: B
Magic Resistance: E
Magic Ability: None, but he has great knowledge of a wide variety of magic.
Other Abilities: Mudou is one of the few “normal” people who are able to fight Savior Candidates at near equal strength, though he possesses no special abilities of his own he's managed to steal an amazing of amount of other people's abilities, in fact it could be said that stealing other people's abilities is an ability in itself. (But not in the same way that Downy does.)

Mudou is an expert Ninja excelling at the ability to bluff his way through just about any situation he's used his silver tongue to steal countless secrets after which he mercilessly kills any who might have seen him so as to keep himself secret to the rest of the world. Quick on his feet and with a strength strong enough to shatter the ground with the smallest of attacks. Mudou sacrifices his inability to use magic with pure stats alone.

Mudou's main weapon is the enormous Greatsword (Wielded with one hand easily of course.) you can see him carrying in his picture but he also supplements it with a near infinite amount of point daggers and shuriken. (Think Ciel but with Ninja weapons instead of Keys.)

Finally his greatest technique is the soul bind a purely skill based technique that completely forces a person under his control, even in death he can still control their body just like a mindless puppet, perhaps the greatest feat of this technique is that once casted the skill can last as long as Mudou remains alive. (In the story he casted it on someone and 20 years later then finally took control of them.) The victim doesn't even realize they've been cast upon until Mudou himself reveals it. The only way to break the technique is with an A rank or greater skill/magic. But perhaps the biggest weakness of this spell is the 1 hour casting time during which Mudou must remain in constant concentration and breaking the concentration would cause him to have to restart all over again, also once the completed spell is broken he must recast it again as a new spell.  It uses no magic however someone with a very high magical capability may be able to tell that's been cast upon them. (Think of it as a very very tiny nagging feeling that something's wrong but they aren't sure what.)

Origin: Mudou unlike Downy wasn't born on Avatar, rather he was summoned there by Downy's Book, after hearing about Downy's plan and witnessing Downy's overwhelming power Mudou stubbornly agreed to helping Downy with his plan. However Mudou is really just in it for the killing and the possibility to find even more power, also to get revenge on a certain other ninja who happens to be a Savior Candidate.

Weakness: Having no innate magical capabilities Mudou is extremely vulnerable to magic, that doesn't mean however that he can't fight against a magus, rather it means he'd have a much tougher fight against one then a non-magical opponent.

He is also weak to unexpected surprises or things outside of his planning forcing him to retreat and regroup.

Likes: Mudou is a fairly simple man who loves just two things, killing and watching people suffer.

Dislikes: People who just won't give up and people who are able to overcome his surprises, also Shezar.
« Last Edit: December 25, 2013, 06:44:05 AM by Milbunk »

Milbunk

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Re: Cross Effects Character Page
« Reply #49 on: December 25, 2013, 07:02:06 AM »
Second general Shezar!

Name: Shezar the Assassin's Blade
Race: Human, Assassin
Age: Mid-20's
Height: Around 5 feet
Weight: Fairly Light
Eyes: Blue
Hair: Blond
Appearance:



(Underneath his mask he has an incredibly beautiful face as it's described.)
Alignment: Chaotic Evil
Charisma: A
Strength: D
Agility: A
Speed: A
Magic Resistance: D

Magic Ability: No innate magical ability but often uses magical materials in his traps such as a bottled fire spirit.

Other Abilities: Fairly weak in appearance Shezar's main talent is the deadly arsenal he carries beneath his clothes, they range from knives, to smg's and large shuriken on ropes, to even rpg's. (Don't ask how he hides that I'll never know.) he also has a wide assortment of traps often very situational such as a rope that tightens to his opponent the more you try to cut at it. (As he describes it perfect for annoying warriors and classes stronger than him physically.)

He is also a lover of all sorts of traps and given even the smallest amount of prep time can turn an ordinary child's playground into a deadly battlefield, oh and he is never seen without his trademark mask unless of course he's going undercover.

Origin: Shezar brother to a certain Savior Candidate comes from a family with a very weird blood talent. Each member of this family once born is destined to be a taker of something Shezar in particular was destined to be a taker of lives and so he became a master Assassin, hiding in the shadows and killing his prey mercilessly and with little effort. It was only when he got too greedy and killed his father that he was caught and thanks to some circumstances ended up being called by Downy just like Mudou.

Weakness: Strong physical fighters are the ones he has the toughest time against though magi with very fast casting times (I'm talking Medea speed.) can also give him trouble if they catch him off guard.

Likes: Killing, killing, killing, killing and Berio his sister. (But only because he wants to cut off all her limbs and hang her like a puppet on his wall, yes that's his life long goal.)

Dislikes: People that are just as tricky as he is, people in love with his sister, and Mudou.
« Last Edit: December 25, 2013, 07:03:30 AM by Milbunk »

Milbunk

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Re: Cross Effects Character Page
« Reply #50 on: December 25, 2013, 07:24:50 AM »
Next up Downy's great great great great great great... Grandmother Lobellia!

Name: Former Savior Candidate Lobellia Reed
Race: Human, Undead, Necromancer
Age: Over 1000 years.
Height: Around 5 Feet
Weight: Don't you dare ask
Eyes: Unknown (Blindfolded and perhaps has no eyes at all under there.)
Hair: Snow White
Appearance:

(Not her real appearance as she stole Rubinas's body.)
Alignment: True Neutral
Charisma: E
Strength: C
Agility: A
Speed: B+
Magic Resistance: C+ Not technically Magic Resistance but she can pump so much magic into herself that she cancels most spells with ease.

Magic Ability: 1st generation of the Reed line and Downy's distant ancestor she is the one who taught Downy just about everything he knows in the field of necromancy, in fact it could be said that she's more talented than him in that field though he makes up with it with different types of magic and his dimensional travel. She was once the White Apostle Candidate and wielder of the Aether Relic Dark Prison but those days have long passed. Now she's just a very talented Necromancer.

Other Abilities: Very strong in a fight she is a greater fight then most other Candidates save Rubinas her arch-rival and former best friend. Though she cannot do dimensional travel like Downy she is a much stronger Necromancer than he is, especially startling given the fact she chooses to fight with a blindfold and is much better with it on than with it off.

Though she could replace her eyes if she wanted she stubbornly refuses to as it would remind her too much of her arch-rival.

Origin: Lobellia was once a Savior Candidate along with her friends Rubinas, Muriel, and Alstroemeria however she always had a secret jealously for Rubinas the beautiful Alchemist who was admired by all why she herself was scarred and hideous from numerous and terrible battles with ruin. (Necromancy can only do so much after all.) After a series of events she eventually defeats Rubinas and steals Rubinas's body for her own which turned out to be a trap sealing her for the 1000 years under the crypts of the school, eventually she freed herself found her distant ancestor Downy and told him of his lineage before serving under his command. One important thing to take note of is that she has lost the right of the white Apostle and her ability to summon her Aether Relic Dark Prison, instead she uses a blood red blade similar in appearance but not nearly as strong.

Weakness: Anything to do with Rubinas she usually reacts badly too, she also has a rough talking style and it can be described as the mouth of a sailor often describing things such as ripping out the hairs of a certain body part one by one. She is also weak to Alchemists.

Likes: She has a soft spot for her old friends and Downy Reed.

Dislikes: Rubinas, Rubinas's homunculus Nanashi, and Taiga Touma.
« Last Edit: December 25, 2013, 07:28:23 AM by Milbunk »

Milbunk

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Re: Cross Effects Character Page
« Reply #51 on: December 25, 2013, 07:53:25 AM »
Final General and perhaps strongest of them all Imnity.

Name: Imnity of the White Book
Race: Book, God's Messenger, Summoner
Age: Too old to quantify
Height: Short
Weight: Don't you dare ask
Eyes: Red
Hair: Purple
Appearance:

(She changes her appearance every 1000 years but for now this is what she looks like.)

Alignment: Lawful Good (Follows God's will to the letter.)
Charisma: C
Strength: D
Agility: A
Speed: A
Magic Resistance: A (Now that she's contracted her magical capacity is near infinite thanks to being connected to what's essentially the Book of existence, think Dark Sakura only bigger.)

Magic Ability: The best summoner in the universe and rival only to her counterpart Rico her skills in summoning are as quick as they are deadly. From a meteor out of thin air to an army in seconds she is the only one (Besides Rico.) capable of transporting between dimensions in a reasonable amount of time. (For comparison Downy would have taken 1000 years to get back to Avatar while she could do it in under a day hence why the complicated ritual to alert her of his presence.) Besides summoning, she is also fairly skilled in just about every type of magic and extremely skilled in anything logic based. (She is the book of logic after all.)

Other Abilities:  She can change appearance if necessary and is contracted to the White Apostle. (This person being Mia Touma, Taiga's sister though Downy can force a contract himself if he needs the boost.)

Once contracted both herself and the contracted one gain an extraordinary amount of power and their fighting skill are enhanced greatly. (For Imnity it's the ability to regenerate lost energy and for Mia it's the ability to do stuff like blocking an Excaliblast type beam with just her hand.)

Origin: She is the spirit of the white book the rival of the red book, she governs all things logic while the red book governs all things emotion. After being discovered by Downy and Lobellia she has joined their plot in activating God's final wish and will do anything to make sure it comes true, at the moment she is looking through the entire universe and all it's dimensions to try and find Downy so that they can regroup and continue their plans on world destruction.

Weakness: Rico's magic is of equal strength to hers, other then that she is fairly weak physically being that of a young girl and heavily relies on her white book. (Good luck trying to take it from her as she keeps it with her at all times and never having to sleep or anything is quite the advantage.) However if for some reason she was to lose the book her near infinite supply of energy would vanish and it would be as if she was no longer contracted relying on a small fixed amount of energy.

Likes: Mia, Anything Mia likes, Downy, Lobellia, and God.

Dislikes: Taiga Touma (Despite Mia's protests.), Rico, anyone who gets in her way.
« Last Edit: December 25, 2013, 07:54:00 AM by Milbunk »

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Re: Cross Effects Character Page
« Reply #52 on: December 25, 2013, 07:22:59 PM »
Name: Brianna Macmillan
Race: Enthralled Human (Ghoul)
Age: 24
Apparent Age: 21
Height: 5'4"
Weight: When asked, punched the questioner
Eyes: Green
Hair: Brown
Appearance: Brianna's rather conscious about her appearance, hiding her curves behind bulky clothing. Pullovers and hoodies are a constant fixture in her wardrobe, and she keeps her hair in a short bun.
Alignment: True Neutral
Charisma: B, she's rather cute in that Girl Next Door style. Getting off the needle helped a lot.
Strength: E+, she isn't exactly the spitting image of strength
Agility: C, she's very nimble
Speed: C-, she did some track in high school
Magic Resistance: E+
Magic Ability: N/A

Other Abilities: As a Ghoul, Brianna heals at a faster rate, and can spend vitae to increase her physical abilites. She also knows a bit of Resilience, though no where near that of her Regents. She's very good with animals, and also is learning from Jack how to handle a gun. Brianna is also blood bonded with Jack, giving her a degree of connection with him.

Origin: A foster child, she was bounced from house to house again and again, before ending up on the streets after failing out of a local college and losing her job. Brianna ended up on the needle for a while, shooting up anything she could get her hands on. Jack changed that. He dragged her inside one night, force fed her his blood, and started making sure she couldn't get anything. The withdrawal was horrible, but Jack's vitae helped her tough it out, a new drug substituting somewhat for the old.  Now blood bonded to him, Brianna became the daytime face of his business, and his secretary of sorts. He also feeds off of her occasionally, and seems to trust her more than you'd think.

Jack has never stated exactly why he brought her in. Brianna has her suspicions, but Jack has never confirmed any of them. Maybe she reminded him of a lost love, or a dead family member. Or maybe he just needed someone to tend the place during the day. Perhaps it was for company. Whatever it was, Brianna knows she's lucked out.

Weakness: Without a steady supply of vitae, she can't activate any of her disciplines, or heal. Her powers are entirely dependent on Jack. For that matter, she cannot disobey Jack, because the strength of the blood bond.

Likes: Jack, Jack's blood, cute guys, and is rather fond of donuts, plus Riley, Jack's dog.

Dislikes: Spiders, crows, seeing Jack transform
« Last Edit: December 25, 2013, 09:23:10 PM by Arch-Magos Winter »

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Re: Cross Effects Character Page
« Reply #53 on: December 27, 2013, 02:18:16 AM »
Name: Rin Tohsaka
Race: human
Age: 49
Height: 5'4
Weight: 135lb
Eyes: aquamarine
Hair: black
Appearance: Rin is just as she was as a teenager when it comes to her choices in clothes although she now prefers pants and long skirts in her old age. She's aged gracefully but now colours her hair and uses a small bit of make up now and again.
Alignment: chaotic good
Charisma: B
Strength: A
Agility: A
Speed: A
Magic Resistance: A
Magic Ability: Ex
Other Abilities: Rin possesses numerous weapons and items from her years in training and as head of the mage association.

the second magic, Rin has mastered it. This gives her free reign to traverse dimensions and create portals. She rarely travels the multiverse at her age any and all trips are black listed.

the jeweled sword, as with her daughter Rin also completed the sword and keeps one in her possession.

rainbow blaster, a revolver which can fire magic blasts using jewel magic.

magintology equipment, various devices created by the mage association to study anomalies, keep contact and provide funding for the association itself, the magi cell phone carried by Sakura and others is one such device

mastery of the Tohsaka family martial arts, as the name implies Rin is a master of her family's martial arts.
Origin: Rin became the mage association head after the events in the fate route and Saber's return from Avalon. Rin has traveled the world and raised her daughter with her husband Archer. Rin is career minded but is no longer image obsessed as she was in her teen years. She is in a word mellow
Weakness: Rin is still stubborn as a mule and often late for things (although no one mentions the latter to the boss)
Likes: her family, doctor who, quiet moments.
Dislikes: Kirei, Gilgamesh, fruit cake, threats to her friends and family.

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Re: Cross Effects Character Page
« Reply #54 on: December 28, 2013, 09:56:31 PM »
Name: Lady Wynn Noreen Umbra
Race: Unseelie Faerie
Age: About 1,000.  She's slightly younger than Forest.
Height: 5'7
Weight: 130
Eyes: Violet
Hair: Jet black
Alignment: Lawful Neutral with True Neutral and some Chaotic tendencies.   In other words, she's FAERIE.
Appearance: Wynn is slightly above average height for a woman, and voluptuous with an hour glass figure.  She has nice, sculpted legs and a bit of muscle tone in her shoulders, arms, and abdomen from working her forge.  Her jet black hair falls to her knees.  Like Gabriel's hair it doesn't reflect light at all.  It appears as if her hair was crafted from India ink- just a solid, silken mass of black.  In fact, it looks as if her hair is absorbing and dissipate light if one looks closely enough. 

Her wide eyes are a pure violet, like the finest amethysts and look unreal and jewel bright as well.  She has full lips, pointed ears, and finely sculpted features.  Her skin is fair and faintly luminescent- like a good quality pearl.  She has pointed ears as well.  Now, this is when she has her glamor up.

When she drops her glamor the evidence that the Wild Hunt is strongly in her blood comes through.  Her skin glows, as if moonlight was trapped underneath it, and the more excited, aroused, or if she's using magic the brighter Wynn glows.  The pupils of her eyes go from traditional round to an oval shape- not quite elliptical but none the less very alien.  Even more unusual is that black crescent moons appear on all of her pulse points.

She favors well tailored power suits -either skirts or pants are fine - that show off her supple curves.  She likes gray with pale lavender pinstripes with a matching blouse.  She also of course likes blacks, deep reds, violets, purples, and plums as well.  Her shoes of choice are black heels with a reasonable heel.  She can sometimes be seen in jeans as well.  When she is at Court she sports elaborate ball gowns in her chosen shades.

She is never seen without jewelry of some kind.  Most importantly the Seal of Umbra that decorates her left ring finger.  Gabriel has a matching seal made for a man, but he wears it on his left middle finger.

Charisma:  A++
Strength: D-, magically enhanced she can get to a C.
Agility: D-, Magically enhanced she can get to a C+
Speed: D-, Magically enhanced she can get to a C+
Magic Resistance: B+ if she doesn't have any casting time to defend, EX if she can prepare.
Magic Ability: Shadow Crafting- EX, Elemental Spells B-, Charms (Think like mystic codes)- A
Other Abilities:
Shadow Crafting- EX- Wynn comes from the House Umbra and is the only living member of its line.  Her birthright is the ability to control shadows.  She can bend them to her will from anything to soft bindings to hard edge blades.  She can also manipulate multiple shadows at once.  This ability is limited by her own imagination and how strong the shadows are in her area.  (Say if it was high noon and she was outside in an open area she wouldn't have much to work with.)

Shadow Walking- Due to her ability to actually use magic, Wynn's form of Shadow Walking is far more enhanced than her son's.  While her son opens doors and passage ways, Wynn can come in and out of walls, through the floor to grab someone from behind and so on and so forth.  It also makes her a pain to fight against because not only is her Shadow Walking faster because she can pull herself along the Shadow Paths faster than her son can walk or run, she can all but vanish and reappear at will.

She can also pull things through the Shadows without going with her.  She generally does this to "summon" things she wants- generally liquor or the like.  Ironically, a lot of liquor stores find their stores of absinthe gone while Wynn is in town.  Taking a person is difficult-  She needs to be in contact with them, but it's not anything for her to bind someone with shadows, open a portal and drop them somewhere unpleasant. 

She can also use this in battle as well.  If someone aims a projectile attack at her such as fire balls or bullets, she'll open up a shadow portal in front of herself to send them elsewhere.  If asked where it goes, she believes its some place in Antarctica.

Craft- Wynn's specialty is Shadows, but it takes a considerable amount of time for her to use other Elemental magics that other Faeries can do pretty much at will.  To make up for this, Wynn studied and she studied hard.  With an artistic eye and a love for gemstones as well as a gift with a forge she began to craft mystical items that would put her more on par with other Faeries.  She is never without mystical jewelry that she can use defensively and offensively or give other abilities like having people understand her and be able to understand others who don't speak the languages she does.

The jewelry Wynn currently has in the Nexus are:
Band of Lightning- This is a clear quartz bangle set in silver.  All of Wynn's jewelry is set in silver because it enhances the stone's mystical properties.  What the Band of Lightning does is that it can shoot lightning bolts at a chosen target.  She can shoot five of these before the bangle's power supply is depleted and it has to recharge.  For this bracelet to recharge it has to sit outside during a thunder or lightning storm.

Knowing Tongue- This pendent and earring set are made from amethyst and aquamarine in an icy blue.  This set allows Wynn to understand languages that she doesn't know, like Japanese, and when she speaks the people listening to her will understand her.  Basically, its a universal translator.  So if say Brother Worm and Kiyoshi were both talking to Wynn she would understand them perfectly and they would understand her.  (This is because Wynn cannot be bothered by learning heathen languages like Japanese.)

The Pyre- The Pyre is a garnet band made from red, yellow, and orange garnets.  She wears it on the ring finger of her right hand.  It allows her to create and control fires.  She has about seven uses of this ring before it needs to be recharged.  To recharge the Pyre Wynn simply needs to drop the ring into a flame for a few hours time.

Combat- Forest taught her how to fight, and Wynn is a master swordswoman. However, Forest didn't teach her martial arts because at the time Forest herself didn't know them.  Still, Wynn hones her skill with a blade with other master swordsmen and can craft shadows into very dangerous weapons if need be.

Origin:  Wynn is one of the few Faeries in either court that has direct routes to the Wild Hunt.  Her father was a huntsman who saw her mother.  They had a tryst.  Wynn was born ten months later.  Her mother was sort of distant and Wynn herself was left in the care of various nursemaids and the like.  Eventually, Wynn's mother joined Wynn's father and rode with the Hunt, leaving Wynn with all the responsibilities of running the House of Umbra.

Even at a young age, Wynn could see that Faerie itself was stagnant.  There was little change going on, and she knew that change meant atrophy and then atrophy meant death.  So she began to gain the means to attempt to revolutionize Faerie and try to get the Fae into the world.

This is where she met a certain vampire named Forest.  Wynn was instantly curious because she'd never seen a person with golden hair before- it's not a color found in the Unseelie Court.  Then Wynn, being Faerie, decided that hey, molesting Forest with shadows would be a lot of fun.

Forest retaliated by beating the shit out of her with a cast iron skillet.

They became friends since that, aiding each other when the other needed it. In some ways becoming close as family.  During this, Wynn rose politically within Faerie until there was a duel she couldn't win.  See Gabriel Umbra's origin for more on the Incubus and the sword she wanted to forge.

Having a child that she couldn't raise- in fact just carrying him nearly killed her- she gave her son to Forest to raise while trying to be in his life as much as possible.  Wynn loves her son, but cannot be around him due to his magical nullifying nature.  She is also somewhat disappointed because she cannot claim Gabriel as an heir and his existence must not be revealed to Faerie.  It also makes her sad that she could not teach her offspring how to use magic as she had learned.

Still, Wynn works to try to change Faerie and make it thrive, and trying to get into Forest's pants from time to time.  However, she's content with cuddling and blood drinking for the most part.

She cannot negate magic like Gabe can either.  She can shield herself somewhat, but powerful enough of a blast will harm her.
Weakness: Wynn is Faerie, so iron is her bane.  Any alloy with a high enough iron content can harm her and bind her.  If the same question is asked of her three times she must fully and honestly answer it.  She cannot lie outright, but she can manipulate the truth to her needs.  Her abilities to use magic are weaker in the day than the night.  Even though immortal, she cannot heal at the rate Forest has unless magic is involved.
Likes: Absinthe, gemstones, a good fuck, pretty blonds of either gender, sweets, good tea, was Absinthe mentioned?  Long hot baths.  Violets.  Jasmine.  Lavender.  Absinthe.  People fawning over her.
Dislikes: Iron.  Steel.  Modern technology.  Cars.  When Forest gets mopey.  Mortal stupidity. Not getting the proper respect she deserves.
« Last Edit: February 16, 2014, 10:01:37 PM by Elf »

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Re: Cross Effects Character Page
« Reply #55 on: December 29, 2013, 07:51:26 AM »
Name: Joseph Joestar
Race: Human
Age: Mentally 69, but for some reason his body is physically 18
Height: 195cm
Weight: 97kg
Eyes: Blue
Hair: Brown/Black/Whatever looks most awesome at the moment
Alignment: Chaotic Good

Charisma: C (sufficient to score with a 20-something year old Japanese girl as a 70 year old grandpa)
Strength: B
Agility: B
Speed: B+ (enough that every moment he spends in battle is added to his metaphorical prep time)
Magic Resistance: E

Magic Abilities: Technically none, but supernatural abilities he does possess.

Ripple (Hamon): An ancient vampire-slaying breathing technique that packs the power of the sun into every punch. Generated inside the body of any wielder doing the proper breathing technique, it's deathly fatal to any undead, acting as a concentrated dose of sunlight that quickly burns them to ash through prolonged contact. There are many other abilities it possesses, including slowing down aging, passively making the user supernaturally strong, and all sorts of crazy shit that you'd need an entire wiki for. It can be channelled through the wielder's body or any objects he is in contact with, although it will dissipate through large objects like the ground. It can also linger in living things through careful use, allowing for objects such as ordinary flowers to be used as deadly strengthened vampire-slaying projectiles. Joseph is a fan of channelling the Ripple through a pair of Clackers and his trademark string. While not normally harmful to non-undead, overly large amounts of ripple can cause rapid cellular degeneration and even stop someone's heart. Joseph doesn't possess enough Ripple to do feats like those, however.

Stand: Hermit Purple:  A supernatural power developed by those who possess great unusually strong spiritual power and determination. They are called stands because they 'stand' behind their owner. Stands take a variety of shapes, and Joseph's is somewhat of an oddity. Hermit Purple manifests as multiple purple thorny vines that spawn from Joseph's right hand. They are relatively weak; however, Hermit Purple also provides Joseph with considerable telepathic ability, enabling him to sense locations or thoughts by projecting them into a camera, or a TV, or even into an image made from the sand of a dusty street. It represents the Tarot Card The Hermit and doesn't have a personality. Joseph can use the vines for various purposes, and even channel the Ripple through them in place of other objects. While usually not visible to those without a Stand of their own, anyone who possesses great spiritual power in the Nexus is capable of seeing one, as well as those who possess supernatural sight. (Note: Magi and Vampires can't automatically see stands. You'd need something like Pure Eyes to do so.)

Equipment:

Metal Hand. One of Jojo's hands is mechanical in nature, and was built by Nazis to replace his old one, which was cut off. Yep.

A Thompson Submachine gun with pleeeeenty of ammo in drum magazines.

Grenades. Tons and tons of grenades.

Women's clothing and tequila. Don't ask.

Personality: It's fucking Jojo. Read the manga or watch the anime.

Backstory: At the end of part 3, while hanging on the edge of life and death after his battle with Dio Brando, Joseph wakes up in a younger body in Nexus, still able to use his Stand and finding his Ripple powers restored to their height. Believing it to be the afterlife, Joseph decides to kick back, enjoy himself, and see if he can find something (or someone) fun to do.
« Last Edit: December 29, 2013, 07:54:20 AM by Bloble »

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Re: Cross Effects Character Page
« Reply #56 on: December 30, 2013, 04:58:03 AM »
Name: Maximillian Achterberg
Race: Vampire (Kindred of Clan Mekhet)
Age: 114 (Appears younger than 40, his age of death. Even before the Embrace, he aged well.)
Height: 6 feet
Weight: Around 170 pounds
Eyes: Brown
Hair: Dirty Blonde
Appearance: Max usually wears a German army styled military looking uniform, but of a darker color than the actual uniform, complete with a matching peaked cap without any symbol, black gloves, and a trench coat. When feeling less formal, he opts for a simple high collared jacket, a shirt, dark pants and boots or some manner of heavy weather footwear.
Alignment: Neutral

Charisma: B (His striking looks make him handsomely appealing, and he carries a pleasant expression)
Strength: E (He is not the physically strongest of kindred, and relies more on his skill than sheer strength)
Endurance: D (Although there are vampires who reach astonishing levels of fortitude even beyond what their condition normally affords, he is not one of them)
Agility: B- (In life he was already quite agile and dexterous, and as a kindred he has become even more so)
Speed: C (Quick, but not out of the realm of reason due to not being that physically strong, despite his sturdy build)
Magic Resistance: D+ (The thickness of his blood, more than the norm for his age as a vampire, offers him some resistance against all manner of supernatural powers)
Magic Ability: None.

Other Abilities:

Military and Special Ops Training:
Maximillian is a trained officer of the German army and a veteran of both World Wars. He is trained in gun-handling and close-quarters combat, focusing on knife fighting, and has basic first aid and survival knowledge. During the era of World War II, he also received expert stealth and infiltration training and specialized in pistols, and became familiar with basic occult and scientific knowledge. Additionally, he is skilled at deception and manipulation, and retains all of his experience gained on the battlefield and his secret assignments.

Innate Durability: Kindred are inhumanly resilient. Most mundane weapons are no more effective against him than an unaided punch, and even then he can take a greater amount of punishment than any regular human.

Healing: So long as he has life force from human or vampire blood in him, there are few injuries that he cannot heal. With time and effort, it is possible to even regrow limbs.

Kindred Senses: Maximillian possesses very keen senses, twice as accurate and capable as the average healthy human being. He can easily see in perfect darkness without even the slightest effort. His sense of taste for blood is incredible. He can see even the smallest traces of blood anywhere within line of sight, and scent blood clearly at up to 60 yards away. He can hear heartbeats at up to 9 yards away without issue. While his sensitivity to blood can prove incredibly useful, it can also be very distracting when hungry.

Physical Intensity: By expending the life force of his cursed blood, Kindred can briefly achieve great bursts of physical prowess. Maximillian can temporarily become sturdier, stronger or more agile by empowering himself in this manner.

The Beast: As much a weakness as a strength, the Beast is the source of all vampiric power in Maximillian's world, the personification of all bestial instinct and desire that lurks within each and every Kindred. It provides them with the drive to continue surviving from night to night, pushing them to feed, flee from their banes, and destroy perceived insults.

It allows them to detect others like itself lurking within, making identification between vampires a simple matter barring certain powers, and can lash out to provoke people to wanton desire or primal fear. When allowed to be in the driver's seat it sends the body into a frenzy, its power pushing the vampire beyond its limitations.
Thanks to one of the natural powers of his clan, Max can make himself impossible to sense as kin by other vampires.

The Kiss: Also known as 'orgasmic bite', if you're not using the popular slang. It's a hunting aid, and it does pretty much what you would expect.

The Blood: Vampire blood is addictive, and drinking it will bind your heart in love for the one who fed you. Drink three times and it will beome almost unbreakable, deep and obsessive as it roots into your heart. It lasts a year without reinforcement. On the other hand, mortals who are fed like this can be gifted a portion of the power belonging to the vampire including a cessation of aging.

Auspex: Even more so than other kindred, the Mekhet live in the shadows, and they feed on what is hidden. Letting loose the Beast on secrets, Maximillian can obtain visions and flashes of insight that reveal precious information that he can exploit. The Beast can pinpoint danger and weakness, perceiving things others cannot, and provide awareness of what is not apparent in people; and focus on a single person to peel back the shroud of misdirection over her mind and sniff out her secrets, exposing the truth she is hiding to Max. He can use these powers often and without cost, but employing them repeatedly takes effort.

Obfuscate: A series of psychic sensory tricks that allow Maximillian to perfectly blend into crowds or groups of people despite his appearance, going unnoticed by anyone as long as he does nothing attention-grabbing; he can extend this benefit to objects or other beings that he comes in contact with. He can also, with some effort, vanish completely to all five senses. If he does this no amount of activity will alert anyone but his direct victim to his presence... or the victim's peril.

Protean: Some vampires keep their Beast tightly leashed. Others indulge in it, allowing it to manifest in the increasingly more monstrous ways that are the domain of this power. Maximillian can use this power to make the earth itself open to receive him and merge with the ground, safe in its embrace where he can remain until he decides to emerge. He can sink into other materials apart from soil with additional effort. While submerged, Max's kindred senses continue to function and he can absorb blood that is spilled on the ground. Greatly damaging the ground where he is resting will cause him to emerge.

Celerity: Unholy speed achieved by channeling the power of the Beast, which gives Maximillian some ability to dodge bullets through increased reflexes; and by expending life force, allows for bursts of speed faster than the eye can perceive.

Gear:
- Combat Knife
- Heckler & Koch HK45 (.45 ACP) Pistol
  • - Compatible Suppressor
  • - 2 Magazine Reloads
- Stun Grenade
- Handcuffs
- Duct Tape

Origin:
Spoiler for Hiden:
Maximillian was born in 1899 in Germany to a countryside middle class working family during the imperialistic era of Germany. As a youth, he lived the rise of tensions across Europe and was drafted to join the military once World War I broke out in June 1914. After receiving training in a regiment, he and his fellow soldiers joined an infantry division as part of a corps organized with a number of others, forming one of the newly established army-inspectorates.

Their division was first deployed on the western front at the beginning of 1915 and was a part of the reserves that countered the British Army's capture of the Aubers Ridge. Afterwards they served as a mobile offensive force and engaged in trench fighting across the western front. Maximillian and his division were some of the forces that stood witness to the most successful use of chemical attacks during World War, the Second Battle of Ypres.

Maximillian continued to serve in the defense of the western front, and transferred divisions and positions multiple times due to the death of most of his original division. Eventually he attained the position of Lance Corporal (Gefreiter). He cooperated successfully with multiple operations despite being wounded several times in service, but the only other major battle in which he participated was the Battle of Passchendaele in 1917 after taking part in the failed defense of the Messines Ridge. Afterwards what remained of his current division was recalled from the frontlines, and were to serve as some of the reinforcements during the Spring Offensive of 1918, but the German strategy fell apart and they were forced to retreat from all ground taken during the Spring Offensive as a result of the Allies' counter-offensive.

After the Hundred Days Offensive had begun, Maximillian's commanding officer and troops under his command surrendered in October, alongside the large number of other German troops that laid down their arms following the string of military defeats for Germany. Subsequent to the armistice, the Imperial German Army was dissolved and reorganized into the Reichswehr. And as the war ended, popular discontent and the situation of Germany brewed revolution. Max got to live through the death of the empire he served, as the Wiemar Republic was implemented and Germany was made to sign the Treaty Of Versailles, which he alongside many others viewed as a humiliating epilogue to the war. Max endured his feelings on the conditions imposed upon Germany and remained in the reorganized armed forces not for his own sake, but to support his family, who had suffered greatly from the "total war" commitment policy of the country during the war which gave priority to most supplies and produce being sent to support the military's operations.

With the disconnection of the new government from the people, especially the working classes, and recognizing the general instability of the country, Maximillian became a silent supporter of the German Worker's Party (Deutsche Arbeiterpartei, DAP). In 1919 he attended a few of Adolf Hitler's speeches for the DAP, and he was convinced to officially join it, becoming its 60th member with the number 560. He continued to support it through its change of name after which it was more commonly known by the Nazi Party. Although he did not directly participate in the Nazi Party's attempted coup d'état, he was among the individuals that unsuccessfully attempted to rally the aid of the local Reichswehr forces, and was only deposed of his rank for his guilt as co-conspirator, an even lighter punishment than the lenient prison sentences of Hitler and other key members of the party. Upon its reformation, his respect for Hitler was renewed, and despite his wish to join the SS after it was formed, he had to remain with the army to provide an income because he couldn't depend on the party to do so.

With its growing strength towards the late twenties and finally the crash of the Great Depression upon Germany, Maximillian left the army to fully dedicate himself to the Nazi Party and the opportunity it was offered, becoming a part of the SS. Max had full faith in Hitler's promises and goals for Germany, fueled by his resentment at the result of the war. They had lost so much, and now they were going to take it back, and more. After a series of political campaigns, the Nazi Party controlled the majority of parliament with the German Communist Party, and in succession to a series of unsuccessful cabinets, Adolf Hitler was appointed Chancellor of Germany on 30 January 1933 by President Paul Hindenburg.

Soon, Adolf Hitler, officially named the Fuhrer and made head of state and head of government, established a centralized totalitarian estate with complete control, focused the industry to remilitarization, and introduced strong anti-semitic policies and laws, as well as rapidly suppressed political opposition. Maximillian was given the rank of First Lieutenant at the time and participated in the annexing of Austria as Germany launched into a series of operations for the sake of regaining control of their own borders and the territory they lost from of World War I.

When plans were being made for the invasion of Poland in 1939, Maximillian had all intentions of participating on the front lines, anticipating a much larger confrontation exploding from it, but then he was recalled to the capital on an urgent note. He personally met the Fuhrer, who explained to Max he had been recruited for a 'special project' sponsored by him. His leader spoke to him of glory, of power to be used for Germany's sake if he would be willing to serve it from the shadows with the same unflinching resolve he had shown, and asked if he was ready to set down his life for the good of the country. Maximillian did not hesitate to accept his Fuhrer's command. That same day, he officially joined the Ouroboros Division. A week later, he had learned of the occult secrets it hid, researched and made use of, and of the existence of Kindred from his Major. Maximillian Achterberg died, and was Embraced, reborn as one of the Nazi regime's secret vampire agents.

He received intensive stealth and infiltration training, learned how to make use of his vampiric powers, and throughout World War II was deployed on an extensive number of missions. He successfully completed multiple nigh-impossible espionage and intelligence assignments across Europe, assassinations, and several special interest targets to consolidate power for the division.

However, in-between missions, he found his belief in Hitler's regime fading as the war escalated and the crusade against the ethnicities that threatened the power of Germany plummeted into what he realized were atrocities against humanity itself. He realized exactly what kind of creature he had become, the kind of monsters and dark knowledge his country were using as tools of war, and how wrongly he had invested his allegiance.

Even though Maximillian now contested the current ways of Germany, he could not act in rebellion due to his position and he still owed loyalty to the people of Germany if not to the mad designs of its leader. Indecision kept him from organizing a revolt or turning traitor, although he managed to help a few concentration camp prisoners escape, even while under his Major's scrutiny. Almost a year since his shift in views, in 1945, the Axis Powers decisively lost ground in the war and the offensive of the Allies intensified and finally reached Germany. During the ensuing chaos of the Soviet and Polish forces storming Berlin, the headquarters of the Ouroboros Division were caught up in the fighting and their libraries of stored occult and esoteric knowledge raided. Max returned from amidst the skirmishes approaching the capital to that chaos, and it was then that he first met Kindred who were not of the secret Nazi force.

In the aftermath, most of his division and his superior were killed. Due to the secrecy of the matter, it was easy for him to slip away and disappear, as World War II officially ended. While he had no loyalty left for the fallen Nazi regime, he still had duties to the German people and patriots who he did not believe were to blame for the extremes their country had taken, so he helped many escape from becoming prisoners of war or ending up unfairly judged and convicted for their superiors' actions.

It was at that time that he first came into contact with the society of the Kindred behind the Masquerade, and learned of the disturbances the war had left in it as far as Germany was concerned. Max had interest in making sure that the unlawful vampires and loose cannons of the Kindred did not cause further grief to the German people than the war had already, and he made a strong impression on the vampires of Berlin by acting as an enforcer against these miscreants and undesirable sort that threatened the stability of vampire society and Germany.

Eventually, Maximillian cut off all of his remaining personal ties with the mortal world and joined the ranks of the Carthian Movement, which he remains dedicated to this day for their ideals of bettering Kindred society, while serving as an enforcer and aid of the Sheriff of Berlin, as well as a freelancer for miscellaneous jobs requested by the remaining covenants and the kindred in power.

Until the day he fell into a ditch after feeding from a drunk thug on the streets and woke up in Nexus City.

Weaknesses:
Sunlight: Burns him on contact every minute of exposure. Seeing it can provoke him to uncontrollable fear in some cases.
Fire: Burns badly, defying easy regeneration, and provokes the same fear as sunlight when seen. One of the few things that can leave scars on Kindred.
Staking: Does not destroy him outright, but it renders him completely paralyzed if his heart is penetrated with wood. On the other hand, the ribs are pretty good at protecting the heart from threats like that to begin with; most humans can't manage enough force to pull it off without assistance even without his enhanced reflexes.
Running Water: Most kinds of running water such as rivers and rain water flowing downhill on a sidewalk strongly repel Maximillian and deny his unlife, searing existing wounds on contact. He can cross over bridges and such, but otherwise, he cannot draw closer than 4 yards from his bane without some difficulty. Much to his dismay, he also finds water taps and showers uncomfortable. And rain. Luckily, smaller volumes of vertical running water don't outright drive him away.

Likes: Animals, hiking, parties, jigsaw puzzles, jogging, democracy, driving
Dislikes: Discrimination, abuse of power, autocratic figures, unnecessary killing, families being torn apart

Notes: Although he still has no problems relating to humanity, Max is not as emphatic to people as he used to be. As a consequence of his waning ability to relate, he has acquired Banes and become completely emotionally disconnected from intentional murder, which bothers him greatly (to the point that he used to scorn it but simultaneously think it a relief). Due to his banes, running water repels him, and he is despised by animals, which go out of their way to avoid him or express their dislike by hissing, growling, or behaving defensively regardless of his actions.
« Last Edit: January 22, 2014, 02:18:57 PM 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

Alice

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Re: Cross Effects Character Page
« Reply #57 on: January 01, 2014, 12:43:48 AM »
Name:Rei Blackwell
Race: Human
Age: 20 (but looks about 15 or 16)
Height: 5'3"
Weight:
Eyes: Brown
Hair: Brown
Appearance: Far more cute than pretty, but with an expressive face with lips more often than not that are turned up into a smile. Her base clothing is rather simple, a shirt and either some overalls or work pants. The length of the sleeves all depends on the weather. Her choice of footwear is almost always a sturdy pair of boots. However, she often never leaves home without wearing some form of tool belt and her work gloves, and either her trusty aviator hat with goggles or just plain goggles. The goggles are virtually indestructible, but have perscription style lenses just in case she has to wear them in place of her large, round glasses, which she has to wear constantly because she has trouble seeing otherwise.

She often brings a great deal of equipment with her, and the end result often ends up looking something like, to use the terms of our world, somewhat steampunk. 
Alignment: Chaotic Good (she does acknowledge that the law is a thing that exists, but often is too preoccupied with her work to consider it too much)
Charisma: B (can be quite charming, but her sunny attitude and her zest for life can be rather grating on some people)
Strength:C+ (she can't really defend herself by kicking and punching, but she's surprisingly strong at carrying around all the heavy equipment she often lugs all over the place. Not even heavy things will stand in the way of her experiments)
Agility:B- (can be pretty dodgy, but is often slowed down by the weight of her equipment)
Speed:B- (same with her speed- she can move quickly, but is often weighed down)
Magic Resistance:C (EX if one of her anti-magic devices is activated, but only within a certain radius)
Magic Ability:D (just enough to pull off her alchemy and transmutations, which she excels at. She also has some magical knowledge. She cannot really cast actual spells that require magical ability beyond what's within the domain of alchemy, however.)
Other Abilities:
Transmutation: So long as equivalent materials are present and there is sufficient energy to achieve it, she can convert one thing or a group of things into another, so long as it is made up of the same ingredients. It must be somewhat in reason. Some more difficult transmutations require a source of energy as well. This is why homunculi are quite difficult to create. But give her sufficient ingredients, and she can often supply herself with what she needs just from what's sitting around her.

Oblivious to Love: Rei is so spectacularly dense when it comes to sexual liaisons that she is actually somewhat resistant to spells that influence sexual feeling. Instead of feeling sexually attracted to that person, she'd just be even friendlier to them instead. Instead of getting completely turned on, she'd just feel really happy, more so than usual. This also means when she is hit on, she will spectacularly miss the point. Good luck trying to get this girl to realize your feelings for her, boys and girls!

Machinist's Revelry: Rei has a knack for working with machines and mechanical objects. So much so she could be called a genius in that field. She can fix broken machinery that few others can fix just from fiddling around with it for awhile, or build new devices wholesale with ease. This does not guarantee success in all cases, but she does have a high rate of it.   

Chemist: As an alchemist, she's also quite familiar with chemistry. This combined with her previously described ability makes it possible for her to create more than a fair few devices and inventions. She's rather fond of creating explosive chemicals, it turns out.

Workaholic: When she starts on one of her projects, she works with a single-minded obsession, and can work without stopping or tiring. However, even if she can't feel the effects of her exhaustion, it will catch up to her eventually and she will faint or similar.

She also has a variety of weaponry, a lot of it self made. Notable among them are her anti-magic items, used to help defend herself against some of the more unscrupulous mages. These are:

Anti-magic field: A small device that projects an antimagic field a meter in size around itself. It can be made into a belt buckle or integrated into a bracelet or something similar. The device is powered by a solar battery- while it has a long lasting charge, the amount of energy it can hold is not indefinite. As such, if it was not recharged, and it's night or too dark to recharge it, the device will not turn on. It is turned on by an on and off switch, easy to reach, but placed where it can't just be bumped and thus cause problems.

AMG (Anti Magic Grenade): When it explodes, instead of exploding into a mass of fire, it explodes into a mass of anti-magic energy. Unless those caught into its radius are made of magical energy, any caught within the blast radius are unharmed, but any magic in the area will be nullified. The range is not much greater than your normal grenade, hence the name. 
Origin: An orphan from an alternate universe version of Chicago who was adopted by a tinkerer and friend of the family. Her adoptive father, being a member of the recently merged Machinist and Alchemist guilds, quickly immersed her in both worlds, and to his pleasant surprise, she took to it like a fish in water. So much so that they quickly realized that they had a genius on their hands.

As gifted as she is, Rei has an often single minded and even somewhat childish mindset, often focusing on her experiments above all else. She does have an immense respect for life, and does value the lives of others, and will do what she can to preserve both, but more often than not, she will tend to let herself get obsessed with her tinkering and experimenting. She regards life with a childish sense of wonder, and tends to tackle most tasks with both immense enthusiasm and a smile on her face. She loves what she does, and life loves her for doing it.

She does care about her friends, family and allies even if her attentions often get distracted. She'll happy protect them at all costs, and she has a sizable arsenal to protect them with. She also doesn't mind harming people that she considers Bad Guys. However, her natural curiosity and her single minded drive to find out more and build more often can get her into trouble...
Weakness: Any normal human weaknesses, her over-exuberance. Also her penchant for unintentional destruction.
Likes: Machines, explosions, inventing, life itself.
Dislikes: Being interrupted in the middle of her work, her inventions being used to hurt people that aren't Bad Guys.
« Last Edit: February 09, 2014, 10:05:59 PM by Alice »

Besides running the forum, I can provide avatars for people as well~
This is my mod voice. ...Most of the time anyway.

lantzblades

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Re: Cross Effects Character Page
« Reply #58 on: January 01, 2014, 04:01:50 AM »
Name: James "scissors" Macaroy
Race: human/paper master
Age: 23
Height: 5'9
Weight: 170lb
Eyes: blue
Hair: black
Appearance: James wears a long coat over a utility uniform similar to army issue featuring a massive ton of pockets. In addition James wears a bulletproof vest, a pair of cargo pants and steel toed boots and in straight black.
Alignment: true neutral
Charisma: C
Strength: C
Agility: B
Speed: A
Magic Resistance: D
Magic Ability: E
Other Abilities: psychic control and manipulation of paper, firearms expertise, forgery and pickpocketing skills, double 0 designation as a member of the British library.
Origin: James is an artificially created paper master designed to be an anti operative to the the paper sisters and the paper herself he possesses all the skills the four others do but all of their weaknesses making James highly obsessive compulsive regarding books.
Weakness: books, James often ignores or is distracted from situations due to finding a new book
Likes: books, reading tea
Dislikes: people stopping him from reading, people who destroy books, digital books
« Last Edit: January 01, 2014, 08:11:35 PM by lantzblades »

YOLF

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Re: Cross Effects Character Page
« Reply #59 on: January 03, 2014, 06:30:01 PM »
Name: Kassadin
Race: Human(?)
Age: Unknown
Height: 6 feet 1 inch
Weight: Around 170 pounds
Eyes: Purple, in the past
Hair: Black, in the past
Appearance:
Alignment: Chaotic Good

Charisma: C- (He successfully gathered a group of loyal followers to help him defend Runeterra, but other than that he is remarkably quiet and antisocial)
Strength: C (Kassadin has inhuman strength, but not on the level of the greater warriors of his world)
Endurance: D+
Agility: B (Superhuman reflexes and dexterity afforded by the power running through his body)
Speed: B
Magic Resistance: C+ (Kassadin's nature as a being changed by the Void affords him strong magic resistance, and will independently of his intent absorb magical damage and temporarily increase his speed and agility with that power.)

Magic Ability
: A
Kassadin's abilities are not magic strictly speaking, but rather powers that draw on the energies of the Void itself - both the Void that is a part of him, and the greater eldritch dimension. Although he still fuels most of these abilities using mana, he has means of not running dry. Due to its chaotic, ravenous nature, the power of the Void opposes and devours magic, and many of Kassadin's abilities inherit that same characteristic.

Nether Blade: A searing blade of void energy that can easily cut through most solid matter without effort and shred through spells that it is lifted against, to some extent. It also constantly drains mana from the environment and plunders it from any source that it cuts.

Null Sphere:
Kassadin can fire ethereal bolts of void energy with varying destructive power at his enemies. As the power of the Void is a natural enemy of magic, these disrupt it, and damaging someone with them will cause a short, temporary "silencing" effect that disturbs the flow of mana and prevents them from using magic and most abilities that require a conscious directing of power.

Force Pulse: He can also emit powerful pulses of void energy that become stronger the more magic is being used in the vicinity, which also lets them be used to their full destructive kinetic force more often. Kassadin draws energy from spells that are cast around him to use these pulses, taking advantage of his enemies and his environment to power them as opposed to doing so himself. As with his bolts, the pulses disrupt magic; due to being a more spread blast they do not inflict the "silencing" effect, but since they are a 'heavier' wave of power, they place that same weight on who they hit, dulling reflexes and causing the body to slow.

Riftwalk: Using his powers, Kassadin can blink to a nearby location by opening a rift in space and passing through it, in what is effectively teleportation. Every time he does this, he creates a rift through reality that he instantly drags himself through and closes behind him, using the Void as a medium and a shortcut - essentially, he steps through the brink of the Void itself, an alternate dimension, to move from one place to another. Doing this also creates a violent backlash of void energy at the arrival point usable for offensive purposes, but the general force of which Kassadin can contain and control if he so wishes. While restrained by the Fields Of Justice, he could only riftwalk relatively short distances, but with his full power unlocked he is able to open rifts to a much greater range.

He is also capable of subtler manipulation of the powers of the Void, and creating arcs or sparks of its energy to attack or defend against magic. Finally, while moving he hovers - his feet do not seem to touch the ground under his robe, and he leaves small ripples in the air over the ground he walks.

Other Abilities:

Magic Knowledge:
Although he refuses to use it, Kassadin was once a mage that sought prohibited knowledge and power. He retains this understanding even know, knowing much of the taboos of magic and other occult powers, their workings, and more importantly, how to stop them. Some of his memories have been corroded away by his experiences, but he can be said to know even more, from what he learned upon touching the Void.

Single-Minded Willpower: Kassadin is one who fought against being consumed by the Void, and when he saw no other means available to him, took it into himself, and resisted the mad, alien urges that came with it as his very existence was altered. Such is a testament to his strength of mind, which holds steadfast to this day, lest his soul be truly devoured by the Void in a moment of weakness.

Combat Experience: Kassadin has fought all manner of beings of Runeterra and other worlds innumerous times in the Fields Of Justice since he joined the League Of Legends, and has quite literally experienced the sensation of death many times. Naturally, he has obtained a great deal of combat experience, and greatly sharpened his instincts.
He also has survival skills.


Origin: There is a place between dimensions and between worlds. To some it is known as the Outside, to others it is the Unknown. To most, however, it is called the Void. Despite its name, the Void is not an empty place, but rather the home of unspeakable things, horrors not meant for minds of men. Though such knowledge is lost in modern times, there are those who have unwittingly discovered what lies beyond, and they have been unable to turn away. Kassadin is such a creature. He was once a man forced to look upon the face of the Void and forever changed by what he saw. Once a seeker of forbidden knowledge, he discovered that what he sought was something else entirely. He is one of the few that has found his way to forgotten Icathia and lived to tell the tale, following the scant breadcrumbs hidden in ancient texts.

Within a decaying cyclopean city, Kassadin found secrets of the kind that he will never share - secrets that made him quake with fear at the visions of things to come that were thrust upon him. The power of the place threatened to consume him forever, but Kassadin took the only route available to him in order to survive - he let the Void inside him. Miraculously, he was able to overcome the alien urges that went with it, and he emerged as something more than human. Though a part of him died that day, he knew that he must protect Valoran from the things scratching at the door, waiting to get in and visit their torments upon the world of Runeterra. They are only one step away... something to which the appearance of abominations such as Cho'Gath attests.

Kassadin joined the League Of Legends as a Champion to help them mediate various struggles across the continent of Valoran, and to keep a close eye on the Voidborn creatures imprisoned within the institute and used by the League to settle disputes. And with the advent of the mad prophet Malzahar and his void cult, he created the Preservers to help him safeguard Runeterra.

After a faulty summon to the Fields Of Justice, he found himself in Nexus City, free of the limits on his power usually placed during the matches of the League.

Weaknesses: Abusing his rifts in quick succession will tire him quickly despite how fast he recovers. In addition, just using his powers increases the strain on his mind from the taint of the Void and risks drawing it closer to him.

Likes: Peace, reading.
Dislikes: Careless magic users, the Void, creatures of other worlds, those who refuse to listen to the dire truth, madmen.
« Last Edit: January 11, 2014, 01:43:47 PM 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