Dark Side of the Moon

Cross Effects => Cross Effects => Cross Effects 1.0 Archive => Topic started by: Elf on June 02, 2013, 04:19:58 AM

Title: Cross Effects Character Page
Post by: Elf on June 02, 2013, 04:19:58 AM
Character Template


Name:
Race:
Age:
Height:
Weight:
Eyes:
Hair:
Appearance:
Alignment:
Charisma:
Strength:
Agility:
Speed:
Magic Resistance:
Magic Ability:
Other Abilities:
Origin:
Weakness:
Likes:
Dislikes:





Name: Forest, also known as Law Unto Herself, born with the name Bronach, but never ever call Forest that. Also goes by Fore.
Servant Class, if Applicable:
Race:
Vampire via Celtic and Viking blood
Age: Around 1,350. She's old. Physically, she's 19.
Height: 5'10
Eye: Indigo, violet-blue
Hair: Blond
Appearance: Forest is tall and slim with the body of a gymnast or dancer. Toned muscle but without much bulk. Forest is more about speed and agility than power, even though she does have more than enough of that to spare. Most of her height comes from her legs, and they are lovely and perhaps her favorite feature about her body, other than her slightly longer than waist length golden blond hair. She has a classically pretty face with high cheek bones, an Aristocratic nose, fairly large violet-blue eyes (she likes to relate that they're the color of iolites), a mouth with a lower lip considerably plumper than the top, giving her a bit of a pouting look. As a vampire she has very pale skin, which is even more emphasized by the fact that she likes to wear dark red lipstick and black clothing.

Forest knows all about cutting a rememberable silhouette and is rarely seen without her fitted black leather duster. It hits her at about mid calf and has Celtic knots stamped on the back shoulders, on the back of the sleeves and tapering down to her waist. She is very fond of this coat and hurting it in anyway is a sure way to piss her off. She generally wears black jeans, Doc Martian's steel toed biker boots, a black camisole (even though she has a red one or a purple one) or black turtleneck. She also wears her .44 Super Magnum at her hip in a sort of modified quick draw holster.

She barely has any bosom to speak of (She's either on the large size of A or the small end of B depending on the brand), but has a nicely curved bottom due to her dancing and tumbling. She has long, clean limbs but feels awkward and gangly because being turned at such an early age where she didn't get to fully develop. She's one of those sporty pretty girls that has no idea how gorgeous she actually is and dresses more for practicality and recognizability than to look good.
Alignment: Chaotic Good
Stats:
Strength: B-
Agility: A
Physic Abilities: Telepathy: A, Not only can she read minds, she can communicate over great distances this way and also hypnotize and control most people with ease.
Magic: E, she has knowledge about magic, but can only do some very minor protection spells.
Intelligence: General: C Linguistics: A, Forest has a natural talent for languages and can speak more than 25 at this time.
Charisma: B+
Noble Phantasm/Reality Marble:
Weapon: .44 Super Magnum or the Axe she carried around with her in life. She's more than skilled with almost all forms of weaponry as well as many Chinese and Japanese forms of Martial Arts, her particular favorites that she uses are Jeet Kun Do (Learned from Bruce Lee himself, she was a big fan), hop-kido, Wing Chug, and traditional kung fu. Anything that will take out an opponent as quick as she can.
Speed: B+
Other Special Abilities/Limit Breakers: Regeneration, heightened senses, strength and speed greater than a human's. She can also tap into her blood lust to up her speed and strength stats if pushed. Orgasmic bite, much to her embarrassment.   If Forest feeds on someone, it's guaranteed to be a very good time. 
Weakness: Since Forest is a vampire she's not fond of holy objects with true faith behind them, holy ground pisses her off, especially Christian churches. Fire, Sunlight, wooden stakes to the heart, and beheading are the four ways to kill her. The only way to bind her is with magic or silver.
Origin/Background: Back in the days before the Dark Ages back when the Celts were still Celts and the Vikings were still kicking around there was a Viking man who was captured when his ship picked the wrong Celtic Village to attack. The rest of his people left and he was left alone, seeing that the guy really couldn't do anything to hurt them now, he was let go and sort of adopted into the clan. There he fell in love with the sister of the Chieftain's wife, who came from a powerful family of magic users and telepaths. They were wed and the Viking's wife and the Chieftain's wife had daughters on the same night. However, the Viking's wife died in childbirth. The viking tried his best to raise his new baby daughter, but not too longer he was struck down in battle as well.

So the little girl, Bronach, was taken in with her aunt and uncle while her cousin was being groomed as the next High Priestess of the Brigid for their tribe. The two were as close as sisters and the clan thought their shared birthdays was a blessed thing. Except as the redhead grew as a powerful healer and Druid, the blond Bronach was apparently born for battle. So Gormlaith represented the healing and light of the trinity Goddess the Brigid, Bronach represented the Brigid's Dark Side, the Trinity Goddess the Morrigan. Yet Gormlaith and Bronach were unseperatable despite being so different.

Bronach grew into a warrior that could best most of the men of her Clan and her name was feared in battle. She always seemed to know who to strike and at what time, tapping into a telepathic talent she wasn't quite sure of at the time. This was all well and good until a little after she turned 19 when she drew the attention of a Roman vampire that had his ass handed to him by Bodicida and still had issues with Celtic warrior women who could kick ass. So he nabbed Bronach one night while she was paying tribute to the Morrigan and turned her, offering her power to become closer to her goddess and a lot of pretty lies.

Then he proceeded to make her life a living hell trying to break her will.

Except he didn't count on Bronach being a natural telepath and having enough will of her own to break free of his control long enough to club his head in with a rock and getting the hell away from him, no matter what. So for a while she was half starved and half mad until she got a hold of the whole vampire thing. Then she encountered an incubus trying to rape a defenseless girl one night. Despite all of his power, the incubus really didn't know how to use all of his strength, while Bronach did. He fell, the girl was safe and Bronach had an epiphany.

And then Forest was born while Bronach died.

Forest became the most sought after assassin for the supernatural until she built up enough wealth and reputation to strike out on her own, where she eventually earned the title Law Unto Herself given to her by a vampire bard with a serious crush. Of course, she made plenty of friends and enemies on her rise of power. Had her heart broken by an unusual Faerie that she loved but he didn't love her as much in return. Found her sister reborn several times, befriended one Lady Wynn Noreen Umbra of the Unseelie court and became godmother to her "abomination" son.

Flash forward to modern times where Forest is, as she was titled, Law Unto Herself with more money than most current day cooperations due to good investing and a shrewed mind for business. These things gave Forest the luxury to do things that most vampires would never due to fear of the Vampiric Council and the Circle.


Personality:
When she's not in Law Into Herself, Forest is maternal, playful, sarcastic, quippy and very kind. She's not the sort to turn someone in need, unless they were evil or didn't deserve it through previous acts. She also has severe ADHD and slight ADD. She tends to get distracted by shiny objects like jewelry and sports cars. She's also someone who doesn't let the past bog her down, not anymore.

When she's Law Unto Herself her sarcasm and quips take on a dark nature and she's all business.


Random Facts: People under Forest's protection or a close ally are given crow pendents, a mark of the Trinity she still pays homage too. She also likes vampire and horror movies. She's terrified of zombies due to an incident where she was held down by a necromancer's power as zombies ate on her. She loves fast cars and collects them and gemstones. Even though she wears mostly black, her favorite color is actually purple and she likes lavender.





Name: Lancer, but his true name is Setanta and later he became Cú Chulainn
Servant Class, if Applicable: Lancer
Race: Celtic Demi-God
Age: Early to mid-twenties when he died.
Height: 5'11
Eye: Crimson
Hair: Blue
Appearance: Lancer is taller than average height, but not overly tall. He's muscular and lean, like an Olympic athlete or Martial Artist. Think Bruce Lee. He's handsome, and would be described as beautiful if it wasn't for his roguish qualities. He smiles easy and broadly, displaying slightly longer than normal canines.

He wears his long, blue hair in a pony tail most of the time and is never seen without his silver earrings. In his Servant's gear he wears a blue body suit with paldrons. ("Its for other Masters' and Servants' repression. Had it my way I'd be painted blue and bare arse naked while kicking some arse!") With his casual clothing he wears black leather pants with a wallet chain, boots, and either a white T-shirt or an oboviously loud Hawaiian shirt.


Alignment: Canon says Lawful Neutral, but to this writer he's got a few Chaotic Good tendencies too.
Stats:
Strength:
B
Agility:
A
Physic Abilities:
NA
Magic:
His Prana Level is C, but his Rune Knowledge and abilities qualify him for Caster
Intelligence:
General: B. He's got quite a bit of magical knowledge. However he's not one for devious plans or schemes.
Charisma:
B-
Noble Phantasm/Reality Marble:
Gae Bolg
Gae Bolg is a cursed spear that was obtained from Scathach in the Country of Shadows by Cú Chulainn. Scathach had wished for him to slay her with the spear, but she had already ceased being mortal by the time he received it from her. It is a glory given to only the most gifted of warriors, and it was not utilized once after he left the Land of Shadows until his fight with his close friend, Ferdiad. He later used it again on his son, Connla, when he was backed into a corner during their fight. The spear leaves behind but one regret: that it has only taken away the lives of his loved ones. It killed his one and only close friend and his son that grew up in a distant land, even though it was meant to have killed one woman before them. It is unique in that it functions in two different ways, each different enough to have them be treated as separate Noble Phantasms. The Anti-Unit thrusting technique of the spear is the main offensive ability he utilizes, but the Anti-Army throwing ability is the spear's true function as a throwing weapon.

Gáe Bolg: Barbed Spear that Pierces with Death

This is an attack focused on a single target, created by Lancer to suit his own style, that strikes a fatal blow that always pierces the opponent's heart and ruins their body from within with its thousand iron thorns. It literally freezes the mana in the air, and it can easily be perceived as a sure-kill technique by all those around simply from being charged with prana. Once Gáe Bolg's name has been called, the cursed spear reverses the nature of causality, the meaning of "cause and effect" in the order of things, to make it so the cause of the "lance being thrust" comes from the effect of the "opponent's heart being pierced" by it. It determines the opponent's fate simply through its use, an always fatal move that pierces the heart with one thrust. It is also possible for him to activate it without actively striking the heart.

The actual action of the thrust is merely a formality, as the lance has already pierced the opponent's heart before the attack has even started. The "result" of "the heart of the opponent has been pierced" is created earlier than it is thrust, while the "cause" that "the lance has pierced through the heart" is generated later. Aside from great luck, it is a technique that determines "if it is released, the opponent is dead." Its range of effectiveness and power are weak compared to its other ability, but it has a low energy cost. Even with its nature of interfering with destiny and effect of "almost certainly will destroy the enemy's heart", the attack only utilizes prana in the double digits compared to a single spell from Caster costing hundreds of units of prana, and each activation is a sure kill, making it one of the most efficient Noble Phantasms with extraordinary usability that can be used up to seven times before Lancer must obtain more prana from his master.

The lance can move at impossible angles, signified by turning into a red beam of light, that always manages to reach its target. Even if he thrusts directly at the feet of the opponent, such as in the battle with Saber, it will immediately point upwards towards the heart without growing, bending, and or any movement from Lancer, and if it is thrown from a distance of ten meters, or rather than truly being a throw, "Lancer's own body is fused with his soaring spear", it will change its path around any obstacles or pierce through any wall in order to reach its target. This action looks completely normal to onlookers, as if it it were already piercing the heart, because rather than truly changing its course, it changes the means to match the result, simply as an action meant to prove the fact that the heart was pierced. It can only be used against living beings, so it would have no particular effect against inanimate objects like rocks or houses.

The lance curses the target upon striking them, delivering wounds that cannot be healed while Gae Bolg still exists in the world. While Lancer mentions that even a regular thrust through his heart would be hard to heal, being struck by the Noble Phantasm gives the greatest effect. As the "lance of cause and effect", it curses them, leaving them unable to change their fate without great luck. Those who are cursed will bear the wound until they die unless Lancer is killed or the spear is destroyed. Saber is only able to heal her wound on the outside, while she is able to fully heal a much greater wound from Berserker in a matter of hours, and she is plagued by it for weeks afterward. Shirou is able to recover slightly with Avalon, but the wound still persists until Lancer's death. Its curse is no longer effective against him with the scabbard's protection, but it takes over half a day to heal even with its potent regenerative abilities.

The attack delivers damage equal to the opponent's own health limit plus the damage from the spear itself, so the wound will be fatal no matter the opponent once they are struck. If the target has "100HP", the attack will deliver "the damage caused by the spear + 100", making it a surety that they will die.[3] This makes it especially effective against those with high durability, even those who can survive being hit by Excalibur.[5] Even someone like Arcueid Brunestud, who is very much superior in numbers compared to Lancer would be kill as long as she wasn't saved by her luck.[6] There is a small disadvantage against Servants who can move around even without their hearts like Heracles. The wounds from its attacks are rather clean, spilling only a small amount of blood compared to a regular wound of comparable size, and while a heart would normally explode from such a strike, it instead stops working with the singe strike.

It is like Tsubame Gaeshi in that the best measure against it is to not allow it to begin. Unlike Tsubame Gaeshi, which there is no way to stop once it has been used, it is possible to find a countermeasure for Gae Bolg once it is found out that it will go for the heart.[7] It is impossible to dodge the thrust of the lance, no matter how agile, well guarded, or far away from the lance the opponent is standing. Even having EX rank agility would be useless, so the only benefit would be allow the opponent to back out of the attack's range before it is initiated.[8] While it would normally be ineffective against Berserker's God Hand, Lancer could take at least one of his lives by using his runes to power up the rank of the lance to A to bypass God Hand's nullification ability.[9]

The only way to effectively defend against the attack is to have a high enough degree of luck or divine protection as to be able to alter fate, which would be heightened by also having good reflexive instincts, an auto-resurrection ability, a shield that overwhelms the magical energy of the lance, or, as a countermeasure of knowing it will strike the heart, by following Archer's strategy of quickly backing out of the attack's range before it is initialized.[10] Even if the opponent manages to avoid it with luck, as with Saber, it still leaves a heavy wound on her that takes a long time to fully heal.

The conceptual strength behind it is strong, so it will clash with something like Fragarach. Even if Lancer is killed and the attack is nullified by returning it to before it was activated, such as when going against Fragarach's unavoidable counterattack, the lance's curse will wind back to the moment "Gáe Bolg" was chanted in order to carry out its purpose of striking the heart. Fragarach alters the order of events, but Gae Bolg reverses cause and effect. It has already pierced the heart as the result, so even its master's death will not impede it from fulfilling its duty. The two opposing laws clashing against each other leaves both Lancer and Bazett dead afterward.

Soaring Spear that Strikes with Death


This is the true use of Gae
Bolg.




is the largest and most powerful attack delivered using the spear. It is the “attack that unleashes countless darts at the enemy” that is spoken of in the legends. It is the attack that made him a hero which utilizes the full potential of the lance's curse, converting all of Lancer's prana into energy and releasing the accumulated power after the spear is hurled, detonating on impact with enough power to blow away a multitude of enemies.


Lancer prepares to use this ability by backing one hundred meters away from his opponent, taking a crouching position on all fours, and accelerating through an approach run by dashing fifty meters before taking to the skies. He arches his back as if drawing a bow and hurls it towards the ground with all his might. It distorts space to create a "tapestry of action" that splits into numerous spearheads that pour down over the enemy. It is said that it split into thirty in his legend, but it seems that the number has increased after Cú Chulainn became a Heroic Spirit. Compared to the very little usage of prana with the anti-unit technique, this ability has an intense consumption of energy.

It does not carry the property or concept of “always pierces the opponent’s heart”, but both the power and the area of effect are increased. Rather than dispatching a single foe with absolute accuracy, its focus as a technique is to attack the enemies together with the surrounding area in a carpet bombing fashion to cause massive destruction. Due to being hurled with all of his energy, it cannot be dodged or blocked under normal circumstances. Even resilient bulwark or agile body are not immune to its power, so Gáe Bolg will send the enemy horde flying. If it were to also have the ability to directly strike the heart, it would be closer to the level of Lugh's power as a higher level version of Fragarach.[10] The idea that Archer is capable of blocking it with Rho Aias after the spear pierces through the first six layers seems impossible to him.

The form and damage caused come close to Lugh's Brionac, but having the ability "No matter how many times it is dodged, it will strike the enemy" makes it a Noble Phantasm closer in nature to Odin's Gungnir. Archer comments that it surpasses the original Gungnir in power, and that out of all the spears he knows, it is the only one able to pierce more than one layer of Rho Aias. The spear travels at mach two, and the farthest he has thrown it is forty kilometers. Shirou believes that his actual range could extend to the other side of the Earth. Lancer thinks only two other people, three conditionally, in the world could beat that record.

Speed: A

Other Special Abilities/Limit Breakers:
Battle Continuation A, Disengage C, Divinity B, Rune Magic B, and Protection From Arrows B.


Origin/Background: Cú Chulainn is
a hero from the Ulster Cycle of Irish mythology. He is a demigod, the offspring of a mortal woman, Dechtire, and the deity, Lugh. Although born with the name Sétanta, he adopted Cú Chulainn after killing the hound of a smith, Culann, and promising to replace the slain canine while another was reared. Cú is the Irish Gaelic word for "hound." During Cú Chulainn's expedition to the Land of Shadows in Scotland, he trained under a sorceress named Scáthach and acquired his signature weapon, the cursed javelin, Gáe Bolg. With his heroic exploits, Cú Chulainn acquired a reputation of savagery in battle, though he was a well-meaning and courageous young man. However, above all, he is best known for keeping his word.

Lancer was originally summoned by Bazett Fraga McRemitz, an Irish representative of the Mage's Association. However, Kirei Kotomine betrayed Bazett and severed her left arm to obtain her Command Spell, leaving her almost dead. He then used her stolen Command Seals to gain the allegiance of Lancer and enter into the 5th Holy Grail War. Despite his wishes to avenge his fallen master, Lancer was forced to bend to Kotomine's will. Lancer is disgruntled at having to serve a Master who uses such cowardly tactics, but he is forced to obey Kirei's wishes.

Kirei chooses to employ a passive strategy regarding Lancer. He has Lancer go out on reconnaissance, and scout the locations and identies of other Masters and gauge how dangerous their Servants are. During his fight with Archer, Lancer noticed that Shirou Emiya had witnessed his entire battle. Believing Shirou to be an ordinary human, to preserve the secrecy of the Holy Grail War, Lancer silences Shirou by stabbing him through his heart.

Later, Lancer realizes that Shirou has recovered from his mortal wound, so he tracks and corners the young mage within the shed of his home estate. Before Lancer is able to strike a mortal blow, Shirou is rescued by the recently summoned Servant, Saber, who then engages Lancer in combat. Outmatched, Lancer flees the scene just before the arrival of Archer and his master.

After being driven out of his church by Caster, and faking his death, Kotomine orders Lancer to cooperate with Shirou and Rin. Lancer helps them with their plan to defeat Caster by fighting Archer to distract him, so that Rin and Shirou are able to enter the church. Ostensibly defeating Archer, but choosing not to conclude their battle, he later reappears to offer his aid again to Shirou and Saber after Rin is captured. Upon rescuing Rin, Kirei suddenly appears and orders Lancer to kill Rin. In addition to his previous disgust with Kotomine, Lancer has come to admire Rin, and therefore refuses his order. In response to this, Kotomine uses a Command Seal to force Lancer to give himself a mortal wound. However, before he fades away, Lancer manages to kill Kotomine, and bids goodbye to Rin. Before his death, he sets the Einzbern castle on fire.

While he was content to die there, Lancer awoke to find himself in this strange city alive again and without the need of a Master. So now he makes his new life in this strange city seeking both the company of fine women and battle.


Personality: Lancer is a fierce, but balanced warrior who enjoys combating a worthy opponent. He has a playful attitude and takes a very carefree approach to life, but is quick to work himself into a frenzy during a heated battle.

He has a playful attitude and takes a very carefree approach to life. He enjoys fishing, hunting, and hitting on cute girls.

Lancer is a proud warrior, someone who can't abandon a fight just because he's losing. He's ready to fight until the end, for the sake of his fighting will and also for his Master. He easily loses his cool, especially to insults calling him a dog.

He's not interesting in killing innocent people, though he still strictly follows the rules of the war to kill bystanders like Shirou. He's very keen on his mission and somehow professional in his "work". He's noble and he can't really stand people who're joking with him or simply betraying his trust. He's also easily touched by others problems and if he chooses to protect someone, he'll do his best till the very end. He really enjoys dating women or simply to spending his time in relaxing hobbies like fishing.


Random Facts: Crows sort of set him on edge due to the fact that the Morrigan had her bit of a stalker crush on him. Archer pisses him off to no end. He likes fishing, climbing, and good beers. Also the Japanese can't make beers for shit.

(http://i11.photobucket.com/albums/a198/UmbraElf/29678632_p0_zps93540e3d.jpg)
Title: Re: Cross Effects Character Page
Post by: Xamusel on June 05, 2013, 08:42:51 AM
Name: Sephiroth
Servant Class, if Applicable:
Race: One Winged Angel
Age: Unknown, though seems to be in his early twenties
Height: 6'6"
Weight: 190 pounds
Eyes: Glowing Green (thanks to the Jenova Cells in his body)
Hair: Low back-length Silver
Appearance:

(http://images.wikia.com/kingdomhearts/images/f/f9/Sephiroth_(Art)_KHFM.png)

Charisma: B
Strength: A
Agility: A
Speed: A++
Magic Resistance: Something like C to B+
Magic Ability: Can cast magic through the use of his Materia, but he doesn't have all of them on hand, which he finds annoying. At best, he has Fire, Ice, Bolt and the multi-target Materia on hand, and all maxed out. At worst, he'd have no Materia to rely on, especially not Meteor.
Other Abilities: Swordsmanship: A+, Flight: B+, Riding: B
Origin: Just moments before he would have gone on the mission to Nibelheim, Sephiroth was evicted from his world by an attack from the Heartless, and therefore kept away from the clutches of ShinRa's schemes to make a pure monster in human form. While in transit from his home world to this one, his consciousness and body fused with the version of him that actually went to Nibelheim, but his stronger memories of being human won out over his implanted memories and gave him his humanity back.

Sephiroth has been in the city for a month now... and waiting for a chance to get back home and kill off all of ShinRa's idiot employees and prevent them from doing what they might have done if he had stayed.
Weakness: Surprisingly enough, his main weakness is pocky, followed closely by details on his real family.
Likes: Pocky, taking care of his Masamune and his body, breeding Chocobos (which, for some reason, came with him to this world).
Dislikes: Most of ShinRa (there are a few exceptions to this), Jenova, liars (especially those that say he's Jenova's son).

I hope this edit is more logical than the previous edit was... I don't know what else I need to add to this sheet.
Title: Re: Cross Effects Character Page
Post by: Cherry Lover on June 05, 2013, 11:55:09 PM
Name: Tohsaka Raida (real name Medusa)
Servant Class, if Applicable: Rider
Race: Gorgon/Magical Familiar
Age: Unknown, but appears to be in her early 20s.
Height: 172 cm
Weight: 57 kg
Eyes: Light Grey (with square pupils)
Hair: Light purple
Appearance: Tall and extremely beautiful, with ample breasts, Rider is literally the ideal woman, produced from the wishes of the Ancient Greeks for perfect goddesses.

When not in combat, Rider generally dresses modestly, wearing jeans, a sweater and her specially-designed glasses.

Possessions: Her most prized possession is her motorbike, given to her by Sakura and Shirou as a "thank you" for all the things she has done for them. The bike is a modified 2000 Suzuki Hayabusa, which Shirou purchased from someone who had intended to scrap it, and repaired with his own hands, including some improvements made using his magic. Since then, Shirou has repaired it several times after Rider had accidents. She occasionally races in street races, although her ability is such that she needs to be careful not to show off her supernatural talent.

Alignment: Chaotic Neutral (yeah, Nasu's alignments are just bullshit...)
Charisma: C
Strength: B
Agility: A
Speed: A
Endurance: D
Intelligence: B
Magic Resistance: B
Magic Ability: Her mana supply is rank A, thanks to Sakura. She also knows basic magecraft, sufficient to act as Sakura's teacher immediately after the Grail War.

Other Abilities:

Cybele, Mystic eyes of Petrification: A+

Rider's mystic eyes can instantly petrify anyone with less than rank B Mana. Those of higher rank may in some instances be petrified, and will always suffer a reduction in fighting ability of a rank.

Rider cannot control the activity of these eyes, and they will unavoidably petrify anyone in her sight. However, Rin has obtained mystic eye killing glasses and contact lenses which she can wear to counteract this effect.

Riding: A+

Rider can ride any animal or machine aside from a Dragon, including Phantasmal and Divine beasts. In addition, she has the ability to summon a Pegasus as a mount. Pegasus is normally docile, however, and will not fight unless compelled to do so by Bellerophon.

Monstrous Strength: B

Rider can temporarily boost her Strength by one rank, but at the cost of eventually turning into the Gorgon Medusa.

Independent action: C

Can remain in the world for around a day without an anchor or prana source.

Bellerophon: A+

A golden bridle which allows Rider to fully control any mount. When attached to a mount (for example, Rider's Pegasus), this bridle increases all of it's stats by one rank, and allows the mount to perform a powerful charge which will destroy any target.

Blood Fort Andromeda: B

A bounded field which encloses the area in which it is set and cuts it off from the world. Everyone inside (aside from magi and the like) will be dissolved and turned into prana for Rider. However, this field takes around 10 days to set up, and thus is of little use to Rider in most circumstances, particularly since her master does not approve of her harming innocents.

Breaker Gorgon: C-

Bounded field that seals the target inside the mind of the user. Mainly used as a blindfold to seal Rider's mystic eyes, but can also be used by Rider to give other people erotic dreams and the like.

Background: After being raped by Poseidon in Athena's temple, Medusa was cursed and went to live on an island, where she was eventually killed by Perseus, and her soul resided in the throne of heroes.

She was then summoned by Sakura into the fifth Holy Grail War, and dedicated herself to protecting her master by any means necessary. Initially, she was placed under the control of Shinji, but, after he proved to be an incompetent master, she was returned to her true master, Sakura. As Sakura gradually went insane seemingly due to a lack of prana, Rider supported and protected her, willing to kill her friends if necessary. However, after Sakura used her final command spell to order Sakura to protect Shirou no matter what, she recognised that it was not sufficient for Sakura to merely live, but that she wanted her to be happy, and for that to occur she needed to be sane, and to have her family around her. Therefore, when Sakura finally succumbed to the darkness, Rider assisted Shirou and Rin in their successful attempts to free her from it, and then flew Rin and Sakura out of the cavern whilst Shirou stayed behind to destroy the Grail, before later being rescued by Rider.

Once the war was over, Rider expected Sakura to break their contract and let Rider return to the Throne. However, Sakura's connection to the Grail left her with lots of excess prana, and she offered Rider the opportunity to remain in the world as her familiar, free to live as she desired. Still desiring to protect her master, and also to see how she would develop now she had been given a chance, Rider gladly accepted. Since then, Rider has remained as Sakura's loyal servant (and occasional nanny), whilst also living a life of her own. In order to facilitate her intergration into society (at least slightly), Rider has taken on the identity of "Tohsaka Raida", posing as Sakura and Rin's relative. With the help of their magic, and Shirou's connections to the Yakuza, Rider has been able to obtain identity documents and registration, allowing her to live more freely.

Even after thirty years, she still looks out for Sakura, and protects her and the happiness that she's found with everything she has. Additionally, she has come to realise that it isn't enough just for Sakura to be alive, that she also needs Shirou and her family for her life to be worth living. Thus, Rider protects the people Sakura loves (Shirou, Rin and her children) just as zealously as she protects Sakura herself. Of course, she still, ultimately, looks out for Sakura, and would kill Shirou or Rin in a second if that is what she thought Sakura really wanted. But, after 30 years, she knows Sakura well enough to know when she's going to regret something she is trying to do later and, after the war, knows that sometimes she has to fight against Sakura's short-term goals in order to ensure her long-term happiness.

Personality: Rider is shy but generally kind, and prefers to avoid harming innocent people if possible. However, she is extremely sadistic, and anyone who gets on her bad side will suffer the consequences. She is an extremely loyal person, protecting those she loves and cares for at any cost, and unwilling to abandon them under any circumstances. She finds it difficult to trust people she doesn't know, but will generally be very tolerant of those she loves. She also tends to be somewhat prone to doing things her own way even if that doesn't necessarily make sense.

She is deeply protective of her beloved master, Sakura, and is willing to do anything to protect her, even if that means killing innocents. However, although she likes being close to Sakura and seeing her happiness, she does also enjoy having her own life, and being independant from her master. She works part-time in the library, and is also a moderately successful fantasy writer, using concepts from her own lifetime which have been forgotten in the modern era.

Because of her nature as a heroic spirit and the connection she has to Sakura, she can't really get into a relationship with another person. Although she is able to make friends with other people, she has never been willing to allow anyone else to become important to her in the way that Sakura is. As a result, and due to the fact that she has no need to worry about pregnancy, diseases or even sleeping, she is very promiscuous, having a series of lovers, both male and female. Included in this is Rin, who she has had sex with on many occasions. She also does occasionally get involved in sex games with Shirou and Sakura, when they desire a threesome. She is also very kinky in the bedroom, particular enjoying being tied up and dominated, as well as getting off on causing pain in others.

Weakness: Sakura – her anchor and source of prana. If you do succeed in killing her, Rider will be significantly weakened, and will disappear in a few days. However, her final hours will be spent trying to kill you in the most agonising way possible, so this might not be the wisest approach.
Likes: Reading, alcohol, snakes, beautiful girls, Sakura, Sakura's friends/family, Sakura being happy.
Dislikes: Sakura being hurt, anyone who hurts Sakura, mirrors, gods/godesses, Posidon, Athena, Perseus.
Title: Re: Cross Effects Character Page
Post by: lantzblades on June 09, 2013, 06:36:18 PM
Name: Arturia Pendragon
Race: human (cursed)
Age: physically 18 mentally 52
Height: 5'5
Weight: 150lb
Eyes: gold
Hair: blonde
Appearance: Arturia dresses in black, commonly in conservative dresses or in a black track suit and cap.
Charisma: E
Strength: A
Agility: C +
Speed: B
Magic Resistance: D
Magic Ability: E
Other Abilities: Arturia is an accomplished archer, swordsmen and tactician
Origin: Arturia aka Saber, now Alter was summoned by Emiya Shirou and suffered her fate in heaven's feel. while Shirou killed her she does not hate him rather resenting Sakura for forcing him to kill her and taking her master from her. the curse has persisted giving her a human body which no longer needs mana as a servant does.
Weakness: Shirou Emiya
Likes: Shirou
Dislikes: Sakura, Rider, Gilgamesh and cowards in general.
Title: Re: Cross Effects Character Page
Post by: Cherry Lover on June 14, 2013, 03:27:56 AM
Name: Emiya Kiyoshi
Race: Human (Magus)
Age: 11
Height: 4' 8''
Weight: 43 kg
Eyes: Green
Hair: Red (like Shirou)

Appearance: Looks like a miniature version of his father, although he does possess his mother's (natural) eyes.

Alignment: Chaotic Neutral (due to his age) with Neutral Good inclinations.

Charisma: D+ (generally not very charismatic, but he's a young kid, and thus can get away with more in certain circumstances).
Strength: B
Agility: B
Speed: C
Endurance: D
Intelligence: B
Magic Resistance: B (trains to resist magic used on him, but is still young and thus has not yet perfected it)

Magic Ability: C- (unexceptional magus, and is uninterested in the principles of magic)

Mostly uses magecraft to aid his physical fighting. In particular, is highly adept at the use of reinforcement, as taught to him by his father.

Affinity: Ether and, to a limited extent, Imaginary Numbers.

Magical attribute: Possesses the Tohsaka family trait "transfer of energy", as all Sakura's children do.

Magic crest: Small crest given to him by Sakura, containing all the spells she has learnt to perform, including her shadow magic.

Spells: Specialises in the direct manipulation of the fifth element, ether, able to create it at will and manipulate it to form magical objects such as swords. Is also able to use his limited ability with shadow magic to make the weapons created more deadly to spiritual entities. Due to his young age, however, he has still not perfected his control of the magic, and thus cannot reliably create items he does not regularly practice at.

Has the potential to excel at the use of reinforcement, much like his father, although he lacks his father's ability in projection. Currently he is moderately accomplished, but still learning to control it effectively. He is still exceptionally good at it for his age, however. He is also capable of self-reinforcement, although he does have to be careful and not go too far with it. Shirou and Sakura do tend to try to discourage him from using it unless he is very careful, though.

Due to his young age and his lack of interest in general magical understanding, he has not yet perfected the use of mana to maintain his spells, and thus does rely on his internal prana supplies to an extent. As a result, it is difficult and potentially dangerous for him to maintain his creations for a significant length of time. He is training himself to improve the length of time he can maintain the swords, and is getting help from his Aunt Rin, mother and sister Aoi in use of external mana.

Also possesses the capacity to use jewel magecraft. However, he is not fond of doing so, and nor is he at anything like the level of his sister Aoi. He can, in an emergency, use jewels to supply himself with prana, but this is not something he is encouraged to do unless he really has to, particularly since he is not exceptionally competent at jewel usage.

Other Abilities: Fights using shadow swords, which he can create magically and which act like normal swords, only with extra damage to spiritual entities and other abnormal life forms, and which can also block magical attacks due to being created out of ether.

Background: Fourth child of Sakura and Shirou, and the only one Sakura still actively looks after. Due to his young age relative to the others, Sakura adores him and is highly protective of him (even more so than of her other children). In addition, Sakura tends to spoil him somewhat (as she does all of her children), although she gets rather upset at him if he takes his life for granted.

Like his brother Kariya, he is only an average magus. However, unlike Kariya he was determined from a young age to make the most of the limited talents that he had, and use them to fight evil.  Initially, he seemed entirely hopeless, but he found that he was capable of manipulating the ether clumps he created with his failed efforts into useful items, and his Aunt later confirmed his elemental affinity. He also found himself to be good at reinforcement magic, and thus uses this regularly.

Possessions: Has a "pet" shadow, Kuro, that Sakura made for him as a young child, which he dearly adores and would be very upset if it were destroyed (although Sakura would likely produce another one). As one of Sakura's shadow familiars, it possesses some independant will, whilst following her general intentions (which are just to act as a pet to her son, and to warn her if he is in danger). As a result, it has developed a personality distinct from a normal shadow creature, and in some sense can be seen as alive and unique (although not sentient). Since it is her familiar, Sakura is capable of controlling it and, consequentially, she can use it to spy on him if necessary (although she is reluctant to do so, out of respect for his privacy).

Personality: Nice and caring, but sometimes unintentially selfish. Doesn't realise when his actions are harming people due to being somewhat sheltered. Also very poor at doing things he doesn't enjoy or want to do, particularly household chores (due to his parents tending to do them). However, he does enjoy cooking, as a result of seeing his parents' enjoyment of it and having had lessons which they also made enjoyable.

Ultimately, he desires to become a hero, just like his father is a hero to his mother. Does like protecting people, but is mainly interested in beating the crap out of the bad guys. Sakura and (especially) Shirou often have to restrain him. Whilst Shirou knows the potential pitfalls of the ideal, and is trying to point these out to his son, he is not yet old enough to see those flaws for what they are, particularly given his generally sheltered life. His parents also see his childish ideal as rather cute and endearing, Sakura more so than Shirou.

Enjoys sword-fighting with his father, using low-power versions of his shadow swords which will not cause any real damage to Shirou if they hit (Shirou fights using swords which will shatter on hitting Kiyoshi's body). Also enjoys play-fighting with Rider (although she does not fight anything like seriously) and trains in magic with his mother, as well as his big sister Aoi and Aunt Rin on occasion. However, he has no time for the principles behind magic (much to the annoyance of his aunt), instead only caring about the aspects which he can use to increase his own fighting prowess.

Tends not to listen to Sakura much, because she is extremely soft on him. However, he does still love her and trust her to protect him even though he tends not to obey her, and he is old and smart enough to know when he really should listen to her, for his own safety. Particularly since she can actually be very scary and authoritative when she is genuinely concerned for his well-being as opposed to just trying to get him to do something.

His Aunt and sister Aoi are trying to teach him to use magecraft more effectively, in particular with regards to use of the family jewel magecraft, but he shows little interest in their lessons. He also lacks the ability to do conventional magecraft well, although he is capable of the basics.

Weakness: Rather hot-headed, and prone to seeing conflict as the first option rather than a last-resort.Tends to act without thinking sometimes, leading to him getting in danger. Is also over-reliant on his parents (particularly his mother) to take care of him, and doesn't like being away from them in unusual situations.

Likes: Riding Pegasus with Aunt Rider, his mother, Kuro (his pet shadow), cooking, heroes, physical fighting (for a cause or training).

Dislikes: Chores, traditional magic and magi.
Title: Re: Cross Effects Character Page
Post by: Alice on July 08, 2013, 07:42:40 AM
(WARNING! This profile contains some minor CCC spoilers, so read the origin description with care.)

Name:Kishinami Hakuno
Race:Human (Magus?)
Age: 17
Height:5'3"
Weight:45 kg
Eyes: Brown
Hair: Brown
Appearance: Hakuno has a fairly average height and build for an attractive teenage Japanese girl. She's more cute than pretty, however, but is attractive regardless. Her hair is long and is in something resembling a hime cut, her bangs covering her forhead entirely, with a few strands flowing over her shoulders while the rest goes down her back. While not being weak, she doesn't have the body of an athlete.

What she wears can vary (she does have a gym uniform and various socks handy back on the Dark Side of the Moon after all), she usually wears a school uniform by default. Before this was the brown uniform that was the default attire for participating in the Moon Cell's Grail War, but now she wears a navy sailor uniform that became her default wardrobe once she was brought to the other side. She also has a pair of glasses, but they're aesthetic only- she doesn't actually need them to see. 
Alignment: Neutral Good
Stats:
Charisma: B+
Strength: C
Agility: C+
Speed: C+
Magic Resistance: C+
Magic Ability: B? (note that despite her high potential, her actual knowledge is very limited at this time)
Other Abilities: None that are usable in The City, or at least none that anyone is aware of. However, she does have an extremely high tendency to never give up, which could be potentially considered to be a supernaturally strong will.
Origin: Hakuno is a competitor in the Holy Grail War taking place in the Moon Cell, one of over 200 candidates for doing so. She has survived many a battle at this point, and has blood on her hands due to this particular Grail War having the price for losing be death. However, after a more peaceful and less violent interlude where she was trapped within a simulation set up by some unknown force, she soon finds herself on the Dark Side of the Moon, finding the school in a different form and that some of the very people she defeated are somehow still alive. Reunited with her Servant once reaching this strange new world, she finds herself exploring the Sakura Labyrinth to uncover the answers behind everything that has occurred. 
Weakness: Her leaving the Moon Cell presently renders her essentially as an ordinary girl, and one without combat training at that. While she's capable of using magic somehow, she can't seem to use the spells she was able to use via formal wear when she was present in the moon cell, and while she's potentially capable of using spells, she doesn't have any training in how to do so just yet. Until some of this changes, she has to mostly rely on her Servant in terms of combat.
Likes: Archer, candy, caring.
Dislikes: Killing people, weapon bragging, hard beds.
(http://i.imgur.com/GRVKfkD.jpg)
Title: Re: Cross Effects Character Page
Post by: Alice on July 16, 2013, 03:08:44 AM
(Note: This is a bit quick and dirty at this point- I'll go back and add some more things later, in particular what outfit he's wearing)
Name: EMIYA (Nameless Hero)
Servant Class: Archer
Race: Servant
Age: Unknown, but physically seems to be in his mid 20's.
Height: 6'2"
Weight: 78 kg (though I call BS on this one, especially given his muscle mass)
Eyes: Grey
Hair: White
Appearance: Tall, dark, handsome. His white hair accentuates his copper skin quite nicely. He's quite well built as well, his muscle being a bit more of the bulky sort since a good deal of his muscle tone comes from practicing archery and sword play, but not so bulky as to be unattractive- quite to the contrary actually. He has a stern face with a smile that more often than not tends to turn into a smirk (though he is quite capable of smiling nicely- it just doesn't happen often). His eyebrows are unusual, with kinks at the end.

His default outfits are his classic attire or a certain biker jacket- the latter he finds embarrassing to wear, though it should be noted that he stated that he always wanted to wear something like it to Hakuno after she said it looked good on him. Whether he was being entirely honest or just said so as a result of being flattered is uncertain. Like Hakuno, he too occasionally wears glasses. Also like Hakuno, these are also pretty much for looks, as his eyes have superb vision as befitting a Servant of his class.

He's currently stuck in his biker jacket, but can change to his default armor at will while in the City.

Alignment: True Neutral 
Stats: (Note: these are his Fate/Stay Night stats. Whether he has the ranks he had as a Servant in the Moon Cell is uncertain at this point)
Charisma: B-
Strength: D
Agility: C
Speed: C
Magic Resistance: D
Magic Ability: C-
Other Abilities:
Independent Action: B
Clairvoyance: C
Mind's Eye (True): B

Noble Phantasm: Unlimited Blade Works: Rank E-A++
Origin: Hakuno's Servant. While his origin isn't entirely clear, it's highly likely that he is in fact Shirou Emiya, as he has memories of the 5th Holy Grail War and occasionally comments on certain things based off of his memories. While he is still a battle hardened veteran and still rather cynical, he is less embittered than his counterpart from the 5th War. Whether this is due to Hakuno's influence or the fact that he did not have to go through his duty as a Counter Guardian while stored in the Moon Cell is unknown.

Likes: Hakuno, Rin (though he denies this), Cooking, Housework, Fixing Things, Swords, Guns
Dislikes: Shirou Emiya, His Ideals (though this is only to a minor extent when compared to FSN's Archer)
Weakness: Women. Also, like all Servants, he is hurt by damage to his Spiritual Core. Targeting the heart and head will damage it the most. He also needs prana to be effective in combat. Without a Master, in spite of Independent Action, he will become more vulnerable until he establishes a new contract.
(http://safebooru.org//images/813/e9a4a5b5099da8c649d5b25edf4eefb828643821.png)
Regular Armor:
(http://safebooru.org//images/85/33bca504ea7340732c5abdc7951349c546bf8b01.png)
Casual:
(http://safebooru.org//images/210/65099ea11f23b439c57dcb7ea9942f2a15ac3fb9.jpg)
Title: Re: Cross Effects Character Page
Post by: OPOI on July 19, 2013, 12:28:20 PM
(http://i.imgur.com/qY0sE5M.jpg)
Name: Emiya Shirou
Race: Human (magus)
Height: 5'11"
Weight: 78 kg
Age: 22
Eyes: Golden
Hairr: White
Appearance: Tall, handsome and pale. A far cry from his teenage appearance, Shirou's body is heavily muscled as a result of his chosen path as a mercenary and swordsman, but not like that of a body builder. His flexibility is not affected due to his lean stature, important when forced to engage in sword fights or when forced to flee. His previously red hair has become white, a side-effect of his personal brand of Gradation Air, tracing. However, his skin hasn't darkened. He has a stern face, and is rarely seen smiling.

His outfit consists of an unbuttoned long black trenchcoat, white Shirt, Black cargo pants, and a long red scarf, created from the Shroud of Martin, gifted as a reward for killing Sakura.
Alignment: True Neutral

Stats:
Mental State: Unknown
Charisma: C
Strength: B
Agility: B-
Speed: B+
Magic Resistance: B-
Magic Ability: C-
Other Abilities: Highly knowledgeable in the field of stealth
Noble Phantasm:Unlimited Blade Works: Rank E-A++
Eye of the mind: E

Background: Unlike many Emiya Shirous before him, this Shirou chose to dedicate his life to his ideal, even sacrificing the love of his life Sakura, in order to minimise the amount of deaths caused by the Holy Grail War. He then proceeded to end the War in a brutal but quick fashion, targeting the Masters rather than their Servants, contrary to his earlier statements; including his former ally Tohsaka Rin who had helped him extensively in the beginning of the war. When finally faced with the Holy Grail, he quickly ordered his badly wounded Servant, Saber (Arturia Pendragon), to use her Noble Phantasm on it, just as his adoptive father and idol Emiya Kiritsugu had done in the Fourth War. With the end of the War, Emiya Shirou quickly left Fuyuki, and roamed the world, ending conflicts and the occasional magi, just as he had done with the Holy Grail War. His many feats eventually earned him the title of the Second Magus Killer, with his mere presence at a conflict inducing fear in all parties.

Weaknesses: Children, Sakura
Likes: Sakura, Rin, Saber, Illya, Cooking, swords, guns, fixing things, kyuudo
Dislikes: Sakura, Rin, Saber, Illya, criminals, Clock Tower, terrorist organisations, lunch boxes
Hates: Archer, Himself
Title: Re: Cross Effects Character Page
Post by: lantzblades on July 20, 2013, 07:05:19 AM
Name:Taiga Guenieve, Emiya Pendragon
Race: Human
Height: 3'2
weight: 90lbs
eyes: Green
Hair: red
Appearance: Taiga is a frail child often confined to a wheelchair. She is the daughter of Emiya shirou and Arturia Pendragon and her looks show it even at the age of eight. Her eyes match her mother's and her long red hair  matches her father's although her hair is often more unruly looking like forest most times.
stats:

charisma: D
strength: E-
speed: E
endurance: E
magic: EX
magic resistance: D

Background: Taiga is named for her godmother and due to the magic in her body sheis confined to a wheelchair and cannot see naturally instead seeing in a mixture of colours and outlines. While she doesn't often use her magic she is capable of a very power form of mystic eyes which cause her targets to obey her commands, due to the level of the ability even servants are hard pressed to resist her power.

weaknesses: Her older brother Satoshi, her Godmother Fujimura Taiga
likes: her brother, her family, Kamen Rider
dislikes: mean people
Title: Re: Cross Effects Character Page
Post by: Alice on July 22, 2013, 07:18:28 AM
Name: Finn Garrison
Race:Human (Magus)
Age: 20
Height: 6'1"
Weight:
Eyes: Black (can appear to be dark brown or dark blue depending on the lighting)
Hair: Black
Appearance: Is toned and somewhat muscular- somewhere between Lancer and Archer's builds, not being quite so bulky as Archer, but not quite as lean as Lancer. In terms of his physical combat ability, this makes him a bit more of a Jack of all trades. His skin has a faint tan to it, which sets off his dark hair and eyes nicely (think Black Irish). He's handsome, a bit roguish in in his features, but otherwise classically handsome. He generally seems relaxed, and is often quick to have a smile on his face, though naturally the circumstances can affect things sometimes.
Alignment: Chaotic Good
Stats:
Charisma: B+
Strength: B
Agility: B-
Speed: B
Magic Resistance: C-
Magic Ability: C -
Other Abilities: Has some experience and knowledge handling firearms. Is quite familiar with how to work with modern technology and can even hack into computers with skill. Also the ability to actually understand the cultural references Fore makes.   
Likes: Good company, hanging out with friends, Friendship!, Doing The Right Thing, video games, chilling, his family, occasionally tormenting teasing his younger sister, drawing, helping people, the occasional drinking of alcohol with friends.
Dislikes: Killing people for reasons he feels unjustified (this includes himself and others), Doing The Wrong Thing, things that are distinctly unchill, the Magus Association.
Weaknesses: All human weaknesses, his weaker magecraft. His overly optimistic nature can also can sometimes be his own undoing.
Origin: An unconventional magus raised by an unconventional family. Unlike most other magi, he embraces modern day life, and isn't afraid to allow himself to be familiar with modern day culture. While his magic is a bit below average, he makes up for it with his ability to adapt quickly. Like the rest of his family, he is a rune user. Despite being the eldest, he does not possess the family crest because his family did not originally plan to pass it down. He doesn't care about what the Association thinks of him, and does what he likes so long as it doesn't endanger people unnecessarily. Which is good, because his family is looked down on both for being American and for being only four generations old. The rune magic his family possesses is more refined than you'd think since the first of their line learned it from an Irish master, but it's still not as developed as it could be, and it shows. 

He works for hire with his skills, travelling to do odd jobs and assignments using his magecraft. Personality-wise he's rather easy going and not particularly quick to anger. Even when furious (which is very rare), he is able to remain calm. Thus he sometimes tends to be used as a mediator. Despite this, he tends to do his own thing without particular regard, unless he already respects that person, but he'll buckle down and follow orders if it makes sense to stay alive or something. He has a strong moral center, but not to the extent where he's some Knight in Shining Armor, and tends to favor common sense over Doing the Right Thing at times. He also has a pleasant sense of humor and can be quick to smile. He enjoys cheerful company, but can enjoy teasing just as much. He's also generally in good spirits, and not afraid to encourage others to feel the same as he does.
 
Title: Re: Cross Effects Character Page
Post by: Alice on July 22, 2013, 08:08:19 AM
Name: Milletia Catherine Garrison (Introduces herself as Mille Garrison to most people. Sometimes uses her middle name as her first. Doesn't like being called by her full first name because she finds it embarrassing.)
Race:Human (Magus)
Age: 17
Height: 5'2"
Weight:Probably not a good idea to ask.   
Eyes: Black (can appear to be dark brown or dark blue depending on the lighting)
Hair: Red (as in red red rather than orange red)
Appearance: Quite attractive for her age, but tends to come off more as cute rather than beautiful. So much so that she tends to be mistaken for younger than she really is, which frustrates her. Her hair is usually worn as a pair of thick pigtails, each being tied off towards the very bottom. She has a somewhat athletic form, and can fight well enough hand to hand if forced into a corner.

She tends to wear practical clothing for the most part, but doesn't mind wearing skirts so long as they go above her knees so she can move around easily.
(http://i.imgur.com/9jvYPUh.jpg)
Alignment: Neutral Good (she tries desperately to be True Neutral to be more like other magi, but her conscience tends to win out 99% of the time)
Stats:
Charisma: C-
Strength: B-
Agility: B-
Speed: B-
Magic Resistance: B+
Magic Ability: B+
Other Abilities: Currently she has no particularly special skills or unique magecraft, but this could change over time. She does show more than a fair bit of potential with her rune magic, however.
Likes: Magecraft, videogames (though she hides this, as she feels this is improper for a magus), genuine earned compliments, giving things her all, modest people, people who live up to their reputations, hard work, learning new things.
Dislikes: Braggarts, the upper class, people who give up easily, being called by her full first name, stupidity, pointless frivolity.
Weaknesses:All human weaknesses. Also her temper. And hubris.
Origin: A young magi with great potential with a ridiculous first name. Despite this potential, however, she is limited by the age of her family's crest, which spans only four generations. This, combined with her American origins, made it quite difficult for her to enter the Clock Tower. Because of this, she tends to resent those with older families, since she has to work more than twice as hard to even try and keep up despite her natural talent. Her family's specialty is rune magic, as taught to the first by an Irish master, but even with Cat's tireless training, research, effort, there are still gaps in knowledge, and thus plenty of room for her to improve.

She's quite persistent but also quite stubborn, and while generally polite if rather straightforward, she can be quick to anger. Despite the fact she's a magus, however, she's generally harmless when provoked, so people find her fun to tease. She's more pleasant and good natured than she seems, but tries to suppress this to try and become a more ideal magus. She's also a good person, but this too she tries to hide. She is, however, rather serious, and can come off as rather grouchy, especially around people that irritate her. She can have fun, but often has to be talked out of training to do so. The intensity in which she obsesses over magecraft should lessen with a bit of time and some encouragement, however.

Unlike her brother (who she disowns somewhat, but still cares about despite all her attempts to hide this fact), she's very much so concerned about proving herself worthy of the Magus Association, hence her constant training. The bitterness this has caused is one of the main reasons her good naturedness tends to be suppressed, alongside her deliberate attempts to accomplish this. In essence, her main problem is that she's often wound rather tight due to her constant need to prove herself, and thus needs to be unwound a bit first if she wishes to start improving herself.
Title: Re: Cross Effects Character Page
Post by: Alice on July 22, 2013, 08:31:45 AM
Name: Tohsaka Rin
Race:Human (Magus)
Age: 18
Height: 5'3"
Weight:
Eyes: Eggshell blue
Hair: Brownish Black
Appearance: Beautiful as living up to her reputation as school idol of a Japanese high school. Her proportions are well rounded in all respects. Her build is somewhat of an athletic one as well.

Her twintails and thigh highs are the stuff of renown and legend. Her usual red shirt, which bears a symbol representing a cross, and her usual black skirt make for an iconic outfit.
Kaleido Ruby... well, that one you may just have to look at the image. Tis a thing to behold. 
Alignment: Neutral Good (can be True Neutral at times, but this is somewhat rare)
Stats:
Charisma: B+
Strength: B-
Agility: B-
Speed: B-
Magic Resistance: B+
Magic Ability: B+-A
Other Abilities:
Mystic Code: Kaleido Stick Ruby:
Transforms Rin into Kaleido Ruby, increasing her status and magical ability significantly and giving her immense power. Also puts her in a silly dress, but tis a small price to pay. Gains a variety of new attacks and virtually infinite prana while in use.

However, the stick is sentient, and has a mischievous and sometimes even sadistic and twisted personality. Think Kohaku from Tsukihime/Melty Blood. She is also quite in control of herself, and can be rather disobedient if she chooses, in some cases even abandoning the one who currently possesses her. She by herself is also knowledgeable in medicines and potions. Again, think of a certain maid. Should she abandon Rin and go to a new master, her new owner gains essentially the same skills as Rin herself would. 

Rin also knows some martial arts as taught to her by Kotomine Kirei.

Likes: Gems, money, tea, cats, teasing, Archer (though won't openly admit it), her father, her sister Sakura, magecraft
Dislikes: Electronics, unwelcome surprises, pompous blowhards, Luvia, being poor, Ruby trolling her.
Weaknesses: All human weaknesses. Electronics and other such modern technology. Despite her brilliance, she also has a tendency to get ahead of herself or overlook things, thus making mistakes.
Origin: Tohsaka Rin. School idol, potential magus extraordinaire, survivor of the 5th Holy Grail War. Things have turned out well since then, but she feels somewhat lonesome romantically, as she currently isn't dating anyone. But this is a minor thing for her, as she's quite content perfecting her magecraft. She does miss that idiot Servant of hers though. Not that she'd ever admit that directly. Still, she has little to complain about, being under the training of Zelretch and all. A bright future is more than adequate compensation for some minor unhappiness.

Seems like the Association trusts her enough to go on dangerous missions now as well. Something about an overeager young magus throwing herself through a portal to try and prove herself to the Association. Still, idiot move on the girl's part or not, it's the perfect chance for Rin to show the Association what she can really do...

(http://safebooru.org//images/581/b9a6a164fe7d2e63731b16907a33df2cf342aaf0.jpg)
Kaleido Ruby:
(http://safebooru.org//images/367/2129c06075bd0c069946a7b78c8bb5ee1a4398cb.jpg)
Ruby:
(http://img1.ak.crunchyroll.com/i/spire1/7523d844e47537cf253aa3285fa341ce1369343159_full.png)
Title: Re: Cross Effects Character Page
Post by: Daiki on July 22, 2013, 08:34:35 AM
Name: Touzaki Shuya
Race: Mixedblood
Age: 23 years old
Height: 5'9
Eyes: Brown
Hair: Light brown/Red (during Inversion Impulse).

Appearance: Shuya is rather tall and slender man. His body is well trained and pretty muscular. He has a long face with angular traits. He wears a piercing ring on his lower lip, near the left extremity of his mouth. His most distinctive feature is obviously his amputed left arm, up to the scrapula joint, there is nothing left.
Shuya has a preference for casual wear simply because he considers clothes as disposable material. One could say, he lacks a sense of fashion.

Personality: Shuya is a selfish being. Not much count besides himself. He's a witty, charming and irrational person. His lack of empathy is something which seems to be natural and he entirely accept that fact, showing no remorse in that behavior. He enjoys fighting a lot, especially when the "prey" is of worth. He is not someone to trust and could betray someone on a whim.

Alignment: Lawful Evil
Charisma: A - His mixed blood seems to have a strange effects on others, granting him a strong magnetism which is hard to break. People see him as more than what he looks like. Some would say "cool" or "attractive" depending the situation.
Strength: C+ - As a member of the Oni descendants, his strength is above the norm.
Agility: B -
Speed: A+ - His inhuman speed is the result of long years of daily rigorous training.
Magic Resistance: C - His demonic blood allows him to have a natural resistance to magecraft. He is also resistant to mental interferences thanks to his stubborn nature.
Magic Ability: -

Other Abilities:
Burning Blood - By raising the heat and his blood pulse in the circulatory system, it's possible to increase reflexes and overall physical prowess.
Inverted Impulse - The power to increase one's demonic blood. By doing so, tremendous power is obtained in exchange of giving up on one's humanity.
Talented Swordsman - Being trained for years in the way of bushido, Shuya is an expert when it comes to cutting people. His own katana's blade was made from his very bones.
Enhanced sense of hearing

Origin: Shuya was born and raised in one of the branch family of the Tohno. A critical event happened in his past, but it's not something he would reveal to others. He became a hitman  not out of necessity but because he likes to kill. He always travel alone, rarely staying in one place more than few days after a contract before moving on. His steps will eventually lead him in a strange city...

Weakness: Above average magecraft and common weaponry can hurt him. While he has regenerative abilities, these are basics and couldn't keep up with a continuous amount of wounds. He is also unable to deal with wraiths and other spirits which scares him because he has no way to harm them.

Likes: He has a passion for history. He enjoys basket ball, open bath and watching the stars. Appreciates beauty, sincerity and conflicts. He likes strong-minded people and talented fighters. He enjoys drinking with good "opponents".

Dislikes: He hates being in debt. He dislikes wasting time and failures. He is often reluctant to help others but won't kill unnecessarily. He loathes those who help the weak.

---

Name: Luern Uuoruuocon(Shortened to Ruu)
 Servant Class, if Applicable:
 Race: Familiar
 Age: 2647 years old.
 Height: 3'57
 Eye: Silver
 Hair: Purple

 Appearance: Despite his long existence, Uuoruuocon has the appearance of a 7 or 8 years old child. Even though he is designated as a "he", he doesn't possess a gender. He usually wears larger-than-his-size hooded sweats while being fond of jeans pants.

Personality: Ruu is an innocent person mostly oblivious to what happens around him. He likes to observe others but he's often facing tough situations when he has to interact with others, his shortcomings in the social interaction being obvious. He's currently searching for a purpose worth dedicating his life to.

 Alignment: Neutral Good
 Strength: A+
 Toughness/Endurance: A - His body is able to survive damage from common weaponry or falling from a skyscraper.
 Agility: B - Ruu is able to jump higher than most organics. Given his body size, it's easy for him to dodge or avoid most dangers.
 Magic: - None. Ruu has knowledge of runes but he cannot uses any kind of magecraft.
 Intelligence: C - He possesses a vast knowledge but it usually takes time for him to remember something.
 Charisma: B - He could be described as a very cute kid.
 Weapon: His body is a weapon in itself. It would be clever to think of it as the equivalent of a human-life trained body while its weight is several times one of an build-up man. Since Ruu is able to jump huge gaps like the space between two buildings with ease, it is fair to consider him far above humans.
 Speed: C
 Other Special Abilities/Limit Breakers: Enhanced strength and resistance. Empathy's relay - Ruu is able to share sensations and emotions with organics around him. It doesn't work on living dead or mysteries.

 Weakness: Water - Hugely slows him down when immerged. His body while being more resilient than normal is still molded after humans. He also doesn't sports any kind of magic resistance. His limbs do not allow to reach far.

Origin/Background: Uuoruuocon was created by Luern, a druid of the Celtic people of Insubri several centuries ago. While the reason he was created is long lost even in Ruu's own memory, it was surely something involving protection or difficult tasks as his body is able of feats impossible for humans.

 It's a mystery how he came to live this long without a master. He developed a personality on his own over time. While being able to stock an incredible amount of information, he is unable to access it directly if it's something he rarely has to use.

Ruu doesn't discriminate and can deal with most beings of magical natures as long they don't attack him. He's also close to nature and as such will defend even a bunch of trees from being cut even it means fighting against dreadful opponents. Usually he's often seen day dreaming, as he likes to observe others to the point sometimes he forgets about the current situation.

 He can eat any kind of food as long as it contains nutrients but he has a soft spot for sweets and spicy things. While he can stay more than one month without water or meal his strength decreases over time as well.

 Even though he doesn't need a master anymore, he's willing to admit than having one is more convenient.
Title: Re: Cross Effects Character Page
Post by: Daiki on July 24, 2013, 01:46:00 PM
Name: Vanessa(Older sister) & Isabella(Younger sister) Rizzi.
Race: Humans(magi)
Age: 14
Height: 4'9
Eyes: Purple(Vanessa), Blue(Isabella)
Hair: Black

Appearance:
(http://i39.tinypic.com/w8lv1i.png)

Personality: Vanessa is easy-going, friendly, outspoken and at times, an air-head. Isabella is reserved, calm and logical. They still have in common their patience and passion for their studies. They have a strong sense of justice and will do their best to help others. While member of the Association on paper, they wouldn't hesitate to take position against other magi if need be.

Alignment: Neutral Good.
Charisma: C
Strength: E
Agility: D
Speed: D
Magic Resistance: C+
Magic Ability: A - Their particular thaumaturgy is called Light of Dark & Dark of Light and takes origin in the Gematria of the ancient tome of Kabbalah. It would normally be impossible for a human alone to use it because of the original complexity for being its own paradox. A group wouldn't either succeed either  because of the prana calculations which can only be led by one soul. However given the natural bond the sisters possess, it's the perfect match for them. The whole idea is to give birth to geometrical shapes by channeling through ether clump both light and dark element and then, balancing it in order to make it either static or dynamic energy. It results in varied ways to attack and defend. Vanessa uses Static Light while Isabella is adept of Dynamic Dark.

Other Abilities: Soul Synchrony - A sorcery traits inherited through the family Rizzi for generations. Grants them the ability to share all their sensations and allows great compatibility while casting spells. While the twins do not share "whole thoughts" together, it's possible to feel the strength of the mental connexion between the sisters. They are like relays exchanging data in a non-stop pattern. While it has great utility, it comes with its own downside. Vanessa and Isabella share absolutely everything such as pain, emotions, illness, exhaustion. Each time something happens to one, the other feels it like it does happen to her.

Origin: The twins were born in a weak yet old magus lineage, near Venice, Italy. They were sent early to the Clock Tower in order to get a proper and varied education. Over the years, they raised quickly among the students, reaching the rank of mastery recently. They were labeled with few surnames but they are usually known as White Monster and Black Beast although they prefer being called by their names. They are users of ether and demon elements. They have a solid knowledge of magecraft and usually travel in order to meet with fellow magi. One of their favorite lecturers was Forte. They can be considered something close to geniuses.

Weakness: Take one down, the other will follow. All human weaknesses.

Likes: Being called Nessa and Isa. Jazz and pop music. Coconut ice cream. Spicy food. Cross Dressing. Honesty.

Dislikes: Unnecessary violence. Lies and selfishness. Misuse of magecraft. Physical and verbal abuse. Robes. Old men.
Title: Re: Cross Effects Character Page
Post by: Elf on July 28, 2013, 09:03:27 PM
Name: EMIYA Shirou, but you can call him Archer. (Archer Alter)
Race: Blackened Servant
Age: Physically, late twenties to early thirties.  Mentally, ancient due to the fact that the Throne has no concept of time and Counter Guardians can be deployed whenever Alaya wants them to be.
Height: 6'2
Weight: Between 180-190 (Fuck this 77kg bullshit).
Eyes: Dark grey, the color of gunmetal.
Hair: White.
Appearance: Tall, broad shouldered and built literally like a blacksmith, Archer is a rather large man.  Due to the effects of being Altered, his skin is no longer its tawny bronze, but almost white.  Delicate crimson lines mark up his neck, all over his back, up and down his arms, and on the left side of his face in an oddly beautiful pattern as a side effect of being corrupted.  His body bores multiple scars, including a nasty one over his heart from when Gae Bolg stabbed him as a teenager.

Instead of his eyes going the icy gold of Saber's, they darkened to a more gunmetal gray color that sometimes looks like its glowing, like quicksilver.

His burial cloth was actually destroyed in the process of being turned (it had to be, the cloth was protecting him from corruption), but he dawned a similar mantle and tail crafted from a heavy black cloth, with the tail being slightly longer than his original one.  The white parts of his Servant's garb have now turned a deep, blood red.  The steel rivets and plates had tarnished, all of this an effect of his blackening.

He's still handsome, but the side effects of his corruption have given Alter Archer an almost alien air.
Alignment: Chaotic Neutral, but basically what Archer wants, Archer gets.
Charisma: B- (Blackening gave him his sexy back.)
Strength: C
Agility: B
Speed: B
Magic Resistance: E (It went down after being corrupted.)
Magic Ability: B
Other Abilities:
Eye of the Mind (True): Rank B. A danger-avoidance ability that utilizes the intelligence collected up to the current time as the basis to predict the opponent’s activity and change the current situation. Servants like Lancer and Saber cannot be matched in direct combat under normal circumstances. They are too fast and strong for him to last more than a few blows before falling to their strength, should he take them on without any strategy. He reads the oncoming attacks and counterattacks ahead of time, constantly thinking tens of steps ahead in order continuously prolong his survival by seconds in avoiding blows, parrying, and striking back without being overwhelmed.

It is "combat logic" that utilizes calm analysis to take information obtained from the current situation and enemy's abilities to make predictions, and makes use of his cultivated battle experience to plan his attack. In spite of danger, he takes consideration of all possible actions in a particular situation, and if there is even a one percent chance of a comeback, the ability improves the chances of success.

Unlike other's Servants' abilities like Saber's instinct, it is something that can be learned with tenacious training. 

Clairvoyance Rank C -  A visual ability also called “Eagle Eye” that affects the accuracy of bows, allows him to execute his “ultra long-range sniping” precisely even against targets moving at high speeds as long as they are within a four kilometer range. With accuracy transcending the realm of men, it is an ability often used for scouting that is able to fully survey the town simply upon looking down from a high location. Utilizing the "must-have ability" of the Archer class, such strikes greatly differ from his regular arrows, and they are a means to certainly kill the opponent. Differing from his former Japanese shooting method, nocking the arrow in the palm of the left hand, Archer utilizes the traditional European method of nocking the arrow over the back of the left hand. He is skilled enough to mark two enemies and fire a single arrow with the intention of striking both, surpassing the normal rules being unable to alter its course.

Independent Action A++- As a result of being corrupted, Archer doesn't need a Master to survive.  He also has a physical body due to this and cannot go into spiritual form.  However, since he is technically a Servant he cannot be killed by mundane means, unlike Lancer now can despite his power because he's human (demi-god) again.

However, Archer still needs regular prana transfusions so he can use his abilities, and he will survive for a time if his spiritual core is destroyed.  Because of this, if there is a truly talent magus around they could repair it so he doesn't fade away.

Kanshou and Bakuya
  "Married" twin swords representing yin and yang encountered by Archer at some point during his lifetime and added to the numerous weapons recorded and stored in Unlimited Blade Works. They are his favored weapons to project, having become his symbols after wielding them all his life. He and Shirou Emiya find the craftsmanship of the blades, rather than what they represent, to be extremely captivating and beautiful, and the swords suit their natural style of fighting. Despite not having a wielder in the legends, they are still Noble Phantasms crafted by the blacksmith Gān Jiàng, Kanshou, of Wu during the Spring and Autumn Period of China. They were crafted more for the sake of crafting, as if questioning the meaning of the swordsmith, than for any real idea behind their creation. They were created without vanity, and lack a sense of purpose found in other swords. They contain no fighting spirit to defeat others or competitive spirit to beat other weapons, and they contain neither the desire to be famous nor the faith to accomplish great deeds.

They are rather low ranking compared to other Noble Phantasms, but the dual-wielding style, their experience, and their tracing time make them very reliable. The main ability of the swords is their strong bond with each other, which not only allows them to attract each other, but it is also said they will return their owner even if events cause them to be lost. If one is thrown while the other is held, the thrown sword will return to the wielder much like a boomerang. This works well with projection, allowing an already projected sword to identify a new projection as its partner sword. When both are wielded, magic resistance and physical resistance improve, and their rank as both weapons and Noble Phantasms increases. The original versions of the swords that reached the realm of the Gods due to human sacrifice, rather than the imperfect projected versions, also have a strong affinity against monsters, allowing them to easily cut down creatures like the Gorgon form of Medusa and the extra-dimensional evil god summoned by Caster in a single strike.

Unlimited Blade Works It is high-class thaumaturgy that embodies Archer's internal world and imprints it upon the world as a bounded field. It is hisone true specialization of magecraft, the result of "Sword" being both his Origin and  Elemental Affinity, and the basis of their projection and reinforcement skills. It is the definite answer obtained by someone whose life was saved by a sword, actually merged and lived with a sword, and acted as a sword all of his life. Emiya has no penalties from the world while utilizing his version of Unlimited Blade Works.

The Reality Marble's purpose is a steel manufacturing factory that produces the countless famous swords without owners that extend into the horizon. It contains all of the raw materials and sorcery needed for the formation of the weapons, and it records and analyzes all weapons and defensive armaments encountered. The number of unique weapons encountered and recorded by Archer exceeds numerous thousands, most of which are Noble Phantasms. Their entire histories, compositions, and designs are all perfectly recorded, allowing for instant proficiency with the weapons by inheriting all combat skills and techniques utilized by their original owners. This allows for the reproduction of Noble Phantasms, which would generally be impossible for a faker. They can also be modified to the user's taste with reinforcement as shown by Archer's Caladbolg II and Kanshou and Bakuya.

The construction of weapons is limited to materials found upon the planet in the present era, so weapons like Ea, which is constructed from substances not found in the world, cannot be analyzed. The analysis of weapons is limited only to the direct use of human senses, meaning that blueprints and materials will be unable to provide the necessary information for a proper analysis. Shared memories, such as dreams shared with a Servant, can allow for weapons to be analyzed and projected, even if they have been lost like Caliburn. The quality of projected weapons will always be degraded by one rank due to humans being unable to fully conceptualize the existence of an object through only one sense, and they will never equal the originals without a technique such as detonating them as Broken Phantasms.

Without being deployed, the Reality Marble allows for projection and reinforcement in the real world. Weapons are produced within Unlimited Blade Works and then brought into the world, greatly lowering the cost of reproducing them and allowing for numerous weapons to be prepared at once to be projected. Weapons can be summoned directly to the user's hands, or they can be summoned to levitate within the air and fire upon the enemy as arrows much like the Gate of Babylon. Once the Reality Marble is deployed, all of the weapons are available for use, and any weapon can immediately be called to the user's hands or levitated even while the user is in direct combat. The weapons reproduced once the Reality Marble is first activated will not consume prana, but those used or destroyed within it will add to the cost of maintaining the bounded field. The amount of energy used to reproduce weapons that did not exist after the bounded field was expanded and the amount of energy used to recreate weapons destroyed while it is activated is extremely costly

Archer has access to a large number of Noble Phantasms that he has encountered during his lifetime, which include Caladbolg II, Durandal, Hrunting, Kanshou and Bakuya, Rho Aias, and numerous weapons from the Gate of Babylon. Divine constructs, such as Ea and Excalibur, are unable to be replicated, though there may be degraded Noble Phantasms with similar abilities stored with the Reality Marble. Archer claims that it is possible to reproduce an imperfect version of Excalibur likely to drain him of all of his prana in a suicide attack.

Origin: Everyone knows the story about how Emiya Shirou wanted to become a hero and save everyone, his faustian pact and how that faustian pact screwed him over in the end.  Then he was summoned by Tohsaka Rin to fight in the Fifth Holy Grail War where he was going to pull a retroactive suicide.  That's the part of the story everyone is familiar with.

That's all the same, but here is where Archer Alter's story begins.

Instead of Saber getting taken and blackened at Zouken's request, Sakura decides to take her sister's Servant instead, leaving Rin unprotected and distressed.

Just one thing happened, it's hard to completely corrupt someone who has their own inner world, and Archer had already been made so bent by his twisted ideas that all of All the World's Evil did to him was make him self aware.  As if countering his previous self-sacrificing nature of protecting others, Archer became focused on finding what was important to him.  And he desired to stay in this world, because he didn't want to wipe out his existence after being corrupted.  He had been given a second chance to live, and he wasn't going to squander it on a stupid chance.

Knowing that the Grail was corrupt and Sakura was the Shadow due to his previous experiences in life, Archer began a magnificent gambit of Xanatos Speed Chess on the other participants of the Holy Grail War.  His goals were to make sure that Ilya and Rin survived, to insure his victory and continued existence, and everyone else could be damned.  Just things didn't turn out that way due to his former master, Tohsaka Rin.

There was still a connection between them, despite their pact being broken by Sakura, and in this twisted state, Archer began to obsess and then fall for Rin.  It didn't help that there was feedback from the worms inside of Sakura, revving up his desires that had been repressed for far too long. As Zouken and Kotomine fought for which one would get the Grail - Zouken in an attempt for eternal life and Kotomine just to see the world burn - Archer and Rin kept meeting over and over again, a sparring match of wits and desperation.

The War raged on, Saber defeating Gilgamesh but dying in the process, leaving Rider and Archer as the only two Servants standing as Avenger was beginning to form.  Saber dead, and Archer unable to project a Noble Phantasm strong enough to obliterate the Grail in one sweep, Rin took matters into her own hands. 

Archer doesn't like to talk about what happened to Rin in that war, but it was something obviously tragic.

In the end, after the dust had settled, Shirou, Sakura, Rider, and Archer where there, and the two people that Archer was striving to save were not.  Both Ilya and Rin had chosen their siblings over themselves, leaving Archer alone again.  Now in a physical body (Rider was still connected to Sakura to help drain her continuous prana) Archer began to wander trying to find meaning in his new existence.

Not having the scruples of his counter parts, Archer has no problem feeding prana off the dregs of society, targeting rapists and murders to fuel his need for Prana.  He also indulges in "Tantric Rites" from time to time with various women when there isn't a viable source to feed off of.  During his wanderings, he found himself in the United States (plenty of guilty for him to feed off of), he found himself in this strange city seeing things that should not be.
Personality: Archer is still sarcastic as his alternate self, but even more so.  He is brutally honest now, preferring not to hide things and enjoying others reactions to brutal truths.  He is blunt and purposely so.

Being Blackened has made him more selfish, and he can come off as an asshole.  There is still Emiya Shirou burred under there, and he won't turn away a person in need.  He's a bit more "playful" now as well, his normal sardonic teasing taken up a notch.  In fact, he seems to enjoy getting reactions from others, finding their responses fascinating.

He can also be distant at times as well.
Weakness: Rin. 
Likes: Rin. Ilya. Women with long hair and a good set of legs.  Mechanics. Cooking. Housework. Sex (side effect of being Sakura's was some of her enhanced libido rubbed off on him). Cleaning. Finds vampires fascinating still.  Teasing others.  Getting a rise out of others.  Finely crafted blades. 
Dislikes: He resents Sakura surviving and ending up with Emiya Shirou every time he thinks of what happened to Rin.  He doesn't harbor Sakura any ill will about it - it wasn't her fault - but he still resents her for it.  Still hates Emiya Shirou because he's an idiot. Poorly cooked food.  Haphazard repairs.  Messes and laziness.

(http://i11.photobucket.com/albums/a198/UmbraElf/darkarcheramputee_zps33ae8dc6.jpg) (http://s11.photobucket.com/user/UmbraElf/media/darkarcheramputee_zps33ae8dc6.jpg.html)
Title: Re: Cross Effects Character Page
Post by: Cherry Lover on August 02, 2013, 05:19:15 PM
Name: Emiya Sakura
Race: Human (Magus/Grail)
Age: 44
Height: 158 cm
Weight: 50 kg
Eyes: Purple
Hair: Purple
Appearance: Like her canon self, but older. However, due to use of life-extending magecraft and her natural healing factor, she actually looks like she is in her early 30s.

Still occasionally wears the red ribbon given her by Rin, but less so than she used to since it is now somewhat faded and tatty. However, she always keeps it in her possession as a reminder of her sister's love.

Alignment: Neutral Good

Charisma: A-
Strength: D
Agility: B
Speed: C
Endurance: C++++ (normal human endurance except that she can heal almost any wound).
Intelligence: A
Magic Resistance: A
Magic Ability: B++ (her training and natural abilities put her at B, but her very high prana regeneration means she can spam spells at a much faster rate).

Affinity: Imaginary numbers and water.

Magical attribute: Possesses the Matou family trait “binding”. Also has a small residual amount of her natural Tohsaka affinity, transfer of energy.

Magic crest: Possesses a pseudo magic crest that was burned into her body by Zouken, but it is of little use and much of it was lost when the worms were destroyed.

Spells:

Cursed Boundary Layer: Using a combination of her elemental affinity, the Matou magecraft and her connection to Angra Mainyu, Sakura can generate a cursed shadow which expands around her, and empowers her other magical abilities., However, since this ability draws on her connection to Angra Mainyu, it is weakened somewhat now she is no longer Dark. Additionally, use of it can put mental strain on her, although she has learnt to mitigate this.

She has, however, learnt to use a weaker and non-cursed version of this skill without tapping into Angra Mainyu's power. Due to the reduced danger and other advantages, this is the version she will usually use, except in emergencies. Additionally, she has taught herself to harness and control her connection to Angra Mainyu, making the skill generally much safer to use even when she does need to draw on Angra Mainyu.

Shadow dimension: Sakura's Cursed Boundary Layer allows her to absorb people and items into a shadow dimension. Whilst inside, the person or item is completely subject to Sakura's whims. She can control the environment they are in, project an avatar of herself into their mind and convert anything inside into prana.

Due to the connection with Angra Mainyu, her shadow dimension will naturally corrupt anything placed into it. However, through much training, Sakura has learnt to prevent this happening, and now she can safely store any item inside the shadow dimension without it becoming corrupted, unless she desires for it to be of course. As a result, she does sometimes use it as a hiding place for her family, and as a method of transportation. However, she dislikes doing so due to her past as Dark Sakura, and the fact that she doesn't fully trust herself with that much power over people.

Shadow tentacles: Using her natural affinity, Sakura is able to produce rudimentary magical tentacles. Through years of training and refinement, these tentacles have got considerably more powerful, and she can now use them to bind enemies in place, even quite powerful ones. Additionally, her Matou magecraft allows her to use the tentacles to drain prana from anything they touch.

Sakura has additionally learned to produce shadow tentacles which remain active even when not in contact with her. These draw prana from the surroundings or from the person they are in contact with, and can effectively be used as magical ropes to bind captives.

Shadow familiars: Using her shadow magic, Sakura can create semi-autonomous shadow familiars. These familiars will follow her basic intentions, but are capable of acting on their own to achieve those intentions, and have a rudimentary level of independent thought in this respect. To create them requires an initial prana input, followed by a small constant prana input to maintain them.

The shadows are of variable size, from very small shadows used for spying to massive shadow giants. Their size depends on how much prana Sakura puts into them, and they can grow or shrink depending on this. However, producing a shadow giant of the size of the ones seen in HF requires her entire prana supply, and thus she doesn't tend to do so very often.

These shadows are also all connected to her main shadow dimension, and can absorb things into it, although less effectively than she can do so with other magic. As well as using them for this purpose, she can use them and her cursed boundary layer like walls, to attempt to direct an opponent in a favourable direction or to entrap them.

Shadow transportation: Using her shadow dimension, Sakura is able to travel to any location with a shadow familiar. She is also able to use this ability to transport other people or items to her location or from her location to any other familiar.

Shadow Archery: Sakura can fire shadow arrows at enemies using a bow she also creates from her shadow. These arrows are highly corrosive to anything they hit, especially magical entities.

Other Abilities: Can regenerate from almost any wound due to her high prana supply and the effect of her connection with Angra Mainyu.

Background: Born Tohsaka Sakura, Sakura was adopted into the Matou family at age 4. She was in the care of the family head, Zouken, who tortured her mentally and physically on a daily basis in an attempt to turn her into a second Grail. Finally, after eleven years of torment, she was freed from his control by her sister, Rin, her servant, Rider and the guy she loved, Shirou, but not before the shadow that leaked out from her due to her imperfect nature as a Grail had killed hundreds of people.

After the Grail War, Shirou spent over a year with his soul trapped in the container Ilya placed him in, weak and unable to do much. During this time, Sakura spent every spare moment watching over him and tending to him, or working with her sister to try to find a way to bring him back, never allowing herself to despair so she would be ready for him when he returned. Finally, Rin managed to locate a puppet body to use, and Sakura sold the Matou magic books to the Association in order to pay for it, returning Shirou to his old self, and to her side.

Since then, she has been living as normal a life as possible, trying to overcome her past as best as she can, whilst trying to atone for all the people who died in order that she could survive. Married Shirou shortly after her 18th birthday, and they had their first child, Aoi, not long afterwards. They now have a total of four children. The first two are adults and have now moved out, and the third was recently adopted by Sakura's sister, Rin (on her own request), although Sakura still acknowledges her as her daughter and sees her regularly. The youngest child, Kiyoshi, is still living with them, and Sakura dotes on him.

Due to Sakura's condition, she and Shirou are required to have regular sex for her to get rid of excess prana. For a while, this had become something of a chore, but, with the help of some suggestions and advice from Rider, they added some variety and kinkiness to their sexual activities, and this returned the spark to their sex life. Even now, after over 25 years of marriage, they are still enjoying theirselves and, further, are in love as much as they ever were.

As the heir to the Matou family, Sakura is rather wealthy, owning a large number of properties she inherited from Zouken on his death. As a result, she has no need to work for a living, and instead does a mixture of caring for her children, voluntary work for various charities and practicing magecraft.

Due to use of magic, she is able to age more slowly and, thus, despite being in her mid-forties, looks only around 30. By transferring prana to Shirou, she's able to allow him to age at a similar rate.

Personality: Sakura is a kind, loving, gentle and caring person, who usually gives off the impression that she wouldn't hurt a fly. However, underneath her gentle exterior is a core of pure steel, and a surprisingly aggressive nature. Whilst she would never cause genuine harm to anyone without good reason, she can be very assertive if she needs to be, and if you get on her wrong side you will regret it, just like with her sister Rin.

As a result of her past, she has a strong dislike of seeing people suffer, especially children. Anyone harming a child will feel her wrath. She is also extremely protective of her own family, especially her younger children. Due to her past, she wants to give them the happiest childhood possible, and therefore she finds it very difficult to discipline them in any way, or to deny them anything. Further, anyone who even threatens to harm them will find theirselves on the receiving end of her wrath. In situations like that, Shirou often has to calm her down to prevent her doing something she might regret.

Whilst Sakura is wealthy, she dislikes spending her inheritance on herself, feeling she doesn't deserve it, and thus rarely spends more on herself than she has to in order to live (since she’s aware that she can do more good doing charity work than working for a living). This frugality does not, however, extend to her children, whom she tends to spend money on like it was water, even when they don't ask for it. Similarly, she is inclined towards spoiling Shirou, although he does tend to insist on equal treatment for the two of them.

Even beyond her own family Sakura is still generous,, especially towards anyone she sees herself as owning anything to (which includes most of Fuyuki). She is also still prone to blaming herself for things she is not responsible for, particularly with regard to the Grail War, although she has improved massively relative to how she once was. An aspect of this is her desire to atone for everything she did and this, coupled with her generous nature, results in her performing a large amount of charity work and providing considerable amounts of funding for charitable causes, especially those related to children.

She works at an orphanage which she also provides much of the funding for, and is also the patron of several children's charities, especially ones related to helping abused children. Shirou has persuaded her to pay herself a salary for the work she does at the orphanage (which comes out of her own funding), and to use that for spending on luxuries without feeling like she hasn't earnt the right to do so. She also assists Rin in carrying out her duties as the Second Owner of Fuyuki, as well as deputising for her when she's away, in London or elsewhere.

Due to her nature as a magus, she has to keep her distance somewhat from the orphans in the orphanage she works at and funds, to ensure they are not drawn into the magical world, and as a result cannot foster them as she would like. Even so, she does care deeply for them, and does sometimes invite them over to her house to meet her family and eat a delicious home-cooked meal. She also does cook for them at the orphanage (although less often than she would like, due to her own family commitments), bringing Kiyoshi over to meet the orphans. She sees them as almost part of her family, and is known to be rather generous towards them, both whilst at the orphanage and afterwards.

She's also generally very tolerant, particularly of abnormal beings who are usually feared (e.g. Dead Apostles), due to the fact that she herself is abnormal, as is her servant. Gets very upset if people judge them by what they are rather than how they act.

Sakura is a very loving mother, but is also extremely overprotective of her children, and does not like them being out of her sight for too long. She also finds it extremely difficult to discipline or punish them, due to the nature of her own upbringing, although she does have the ability to scare them straight with a smile, like her big sister does. Further, due to the controlled nature of her own childhood, she tends to prefer to leave her children to live their own life as far as possible, and dislikes telling them what to do. She also wants them to be happy, and as a result has a tendency to spoil them. This is worsened by the fact that Sakura is very wealthy due to Zouken's investments and ownership of land. Whilst she does not like to spend much on herself, she is far happier to spend money on her children, paying for them to fly first-class and the like even when she dislikes doing so for herself. She is especially protective of Kiyoshi, her baby, and anyone who even thinks of hurting him is in serious trouble.

As a result of her inability to discipline them and tendancy to spoil them, the children are often rude and disrespectful towards her, although rarely in a nasty or hurtful way. She doesn't really mind this, though, because they do love her dearly, and she is always the first person they will come to when they need emotional or practical support. Additionally, the children trust her absolutely, and will happily confide in her (particularly her eldest children), treating her like a close friend as well as a beloved mother. They also tend to get into trouble quite a lot due to her unwillingness to discipline or control them, although Shirou does temper this somewhat.

However, whilst she is generally very soft towards her children, she is capable of being extremely scary if she needs to be, just like her big sister. This tends to come out more when dealing with Shirou, Rider and Rin, but if necessary she will use her power to exert pressure with a smile on her children too. She mainly does this when it is really in their best interests for them to do something.

Weakness: Very attached to her family and friends, and still a little emotionally unstable. Harming (or even threatening) any of them will anger and upset her, although this might not be a good idea....
Likes: Cooking, Shirou, her children, Rin, Rider, looking after children, pretty flowers, gardening, Kyuudo.
Dislikes: Seeing children hurt/suffering (especially her own).
Title: Re: Cross Effects Character Page
Post by: lantzblades on August 03, 2013, 02:00:40 AM
Name: Angra Manyu, avenger, all the world's evil.
race: concept/servant
age: as old as the human race
appearance: being as Angra lacks a true body it's appearance varies as it wishes, it can look anyway it chooses so long as it is within human shape. Typically however it takes the shape of a man or woman with sun darkened skin and large black tattoos barely shrouded in a red cloth.
stats:
all of Angra's stats are at E- rank due to it being a human imitation and not a truly manifested spirit.

abilities:
Angra is unkillable in the traditional sense as it will simply reform itself so long as the human race exists.

Angra can control lesser curses than itself and can absorb them, in addition angra can create wolves from accumulated curse and use them to attack others.
Title: Re: Cross Effects Character Page
Post by: Willy Vereb on August 13, 2013, 10:19:28 PM
Name: Emiya Shirou
Allias: Masked Rider, The Hero Without A Name (Nameless)
Race: Human/Demon
Age: 23
Height: 6'0" (180 cm)
Weight: 176 lbs (80 kg)
Eyes: Golden
Hair: Rusty red
Appearance:
Being an alternate reality version of Emiya Shirou, he shares many features with the original. There are a few differences to note, though:
1.) This version of Shirou is aged 23. He grew taller, approaching the height of EMIYA, while thanks to the constant exercise and training he developed more muscle definition.
2.) Due to the assimilation with his own Reality Marble, Shirou gained a somewhat unearthly aura and features. His hair became a deeper and dirtier shade of orange-red, making it seem he's using a dye. And his eyes turned bright gold not unlike that of Arcueid's.
3.) To hide the above changes and blend in more effectively with the crowd, Shirou wears special glasses to suppress his true nature. It also has side effect of casting an illusion on people, making them unable to describe his appearance in anything but rather broad strokes (ie: "he's tall and red").

Unfortunately, Shirou's own fashion sense didn't change over the years. The blue-white raglan sleeve shirts are still amongst his favorite. Albeit he now has a much larger selection of clothes to wear. Partially thanks to the suggestions of his previous girlfriend.
(http://i.imgur.com/9JXXoFhl.jpg)
This version of Emiya Shirou also has the secret identity as the superhero "Masked Rider" (Kamen Rider) or the "Nameless Hero". In this form Shirou is suited up in a special armor designed in the image of the popular Japanese Super Sentai hero.
(http://i.imgur.com/H5aVLZo.jpg)
Alignment: Neutral Good
Strength: C (C+ as the Masked Rider)
Agility: B++
Speed: C++
Magic Resistance: B
Magic: B+
Charisma: D+ (B as the Masked Rider)
Origin:
This is Emiya Shirou from a radically different universe who managed to become a true hero of justice.
Details of his background and differences compared to the original Nasuverse are unclear.
What little is known that this version of Emiya Shirou is implanted with Sampo (http://en.wikipedia.org/wiki/Sampo), the lost relic of the smith-god Ilmarinen. It's a large coin that now replaces Shirou's heart.
His skill in magic suggests a proper magus training unlike his Nasuverse self.
Observation of his spells also point towards a system different from that of modern magecraft, closer to the magic from thousand years ago mixed with the advances of unusual technology.
Lastly, this version of Emiya Shirou seems to had a history as a costumed vigilante. He took up the identity of the "Masked Rider" to personally make justice long before departing from his homeworld.
The "Masked Rider" continued his activities even after coming to Nexus City, becoming mildly popular in the media.
Meanwhile Emiya Shirou had settled down as a car mechanic and earns a small but honest income. He owns a small apartment with garage and a tiny workshop. His hobby and side-job is to customize motors.

Personality:
Being Emiya Shirou from an alternate reality he shares many similarities with the original from the Nasuverse. Key differences originate from his age and identity as a superhero.
His success at becoming a hero of justice fills him with a lot of strength and confidence. This version of Shirou has a honest, straightforward and almost domineering personality.
He's selfless to a fault but it doesn't mean he'd allow himself to be used. If possible he prefers to lead instead of following people. He isn't afraid to stand up for his ideals and ready to take on any challenge. His experiences made him a more serious and overall "adult" person. His overall tolerance also improved by several notches. He does voice his displeasure with certain people but never try to push the matter any further when he sees it as futile.
Shirou is a man who lives for his ideal. But this ideal isn't about sacrifice with no gain. This version of Shirou honestly believes he can change the world for the better. And that means more than just a few fancy words on his part. He's working constantly toward his dream.

Unfortunately Shirou cannot express most of this in public. He has a secret superhero identity to protect. As such Shirou tries to avoid attention as much as he could. His core personality is the same but Shirou must exercise self-control during the work days. This can generate a lot of stress which he usually works off by patrolling Nexus City as the enigmatic Masked Rider. His superhero alias is the only way he can express his true self and generally fills him with a sense of accomplishment.

Abilities:

Magic Prowess: This version of Shirou originates from a magic-rich world, similar to the one 1000 years ago. This implies that in his world magic didn't decay and instead mages kept improving their techniques. As such, this version of Shirou has no magic circuits whatsoever. He relies on an entirely different, more efficient system. This additional power coupled with the more refined spells allow the otherwise talentless Shirou to perform a variety of magic, even if only the most basic ones. Furthermore, his power and familiarity with spell gave Shirou magic resistance comparable to the Servants from the Knightly Classes. His eyes also bear the Noble Color of Gold, albeit  Shirou has yet to develop a proper Mystic Eye.

Innate Time Control: The limited ability to manipulate the flow of time. While he possessed minor affinity with this type of magic (it aided him to develop his Reality Marble), Shirou generally refers to this as a power of someone else (whom he calls "father", even though they aren't related by blood). The details how he acquired this power are unknown but it became one of his core abilities. The possibilities of Innate Time Control are immense but Shirou currently can only gasp the basics.

The Unlimited Forge (UF): Reality Marble unique to this version of Emiya Shirou. Sambo is the divine mill said to create food and gold out of nothing, belonged to the "air-smith god" Ilmarinen. Sambo's power directly effected Shirou's soul, changing his origin in the process. While the end result is similar, UBW and the Unlimited Forge have several fundamental differences. For starters, Unlimited Forge does not replicate the weapon but creates an object with shape and properties identical to the original. In this regard UF's products are more fake than the "fake" creations of UBW. For example UF cannot copy Excalibur but can use its own resources to create a sacred blade with ability similar to King Arthur's legendary sword. Obviously this also means that UF is unable to replicate the "memories" of the weapon. Instead of "stealing" the heroics of these swords and their wielders, UF specializes at learning the secrets of the sword's creator thus adding their techniques to Shirou's growing repertoire. Indeed, UF isn't about copying the enemy's sword but creating a whole new weapon by borrowing the properties of many others. By subconsciously merging the knowledge of all the great craftsmen Shirou has the potential to make the ultimate weapon. Furthermore, this version of Shirou does not acknowledge himself as a mere weapon but a hero. As such his repertoire isn't limited to a mere sword. With the Unlimited Forge Shirou is allowed to create any tool that can be used for justice. This is also his ultimate drawback as Shirou is unable to create anything for his own gain alone. Even if he technically has the power to "forge" money and turn himself rich, he can't. Neither he can create things for his own comfort. Only for the service of others. This is a limitation bound to his soul and free of the influence of anyone else.

Physical Prowess: This version of Emiya Shirou is an experienced and versatile fighter. He went on a journey to learn many schools of both armed and unarmed combat while also facing more than a hundred fights. Over the course of the years Shirou steeled his body while also managing to merge with his own Reality Marble. As a result Shirou became an entity resembling demons or nature spirits, a borderline phantasmal being gradually nearing the power of Heroic Spirits. And indeed, with the combination of enchantments and his unique nature Shirou's strength and speed is now almost at an even level with an average Servant. His armor also offers protection against a Servant's blows to a limited extend. To top it, Shirou has magic resistance comparable to one of the Knightly Classes of Servants (B Rank). This can make him a fearsome opponent in battle.

Weakness: Likes: Peace, Happiness of Others, Powerful and Noble Souls, Hard Working, Machines, Motor Riding, Japanese Dishes
Dislikes: Injustice, People Who Misuse Their Powers, Seeing Other People's Suffering, People Who Aren't True To Themselves, Vampiric Cats/Catgirls (it's a long story...)
Title: Re: Cross Effects Character Page
Post by: Milbunk on August 17, 2013, 04:26:49 AM
Howdy I was talking with Mike and he suggested that I go ahead and post my hypothical character for this particular RP, what do you guys think?

Name: Downy Reed
Race: Human, Dark Knight, Necromancer
Age: Mid 30’s
Height: 5’10
Weight: 200 lbs
Eyes: Red
Hair: Red
Appearance:(http://s.vndb.org/ch/07/11407.jpg)
Alignment: Lawful Evil, He believes in the code the strong rule over the weak.
Charisma: B+, high enough to command an army of at least 100,000, supreme commander of the Ruinous Legion.
Strength: C
Agility: A
Speed: B+
Magic Resistance: C+ Not technically Magic Resistance but he can pump so much magic into himself that he cancels most spells with ease.
Magic Ability: 42nd generation of the Reed line, his mastery over Necromancy is second to none, his specialty involves literally stealing the abilities of other beings via absorbing them through his hand, as well as that he can perform a wide variety of magical attacks such as a gravity crushing spell, and a variety of other attack magic, finally he has the power to use dimensional warps in the land to essentially teleport around whether to retreat or use it as a form of a surprise attack.
Other Abilities: Though most would think he’s nothing but a frail magician they would be sorely mistaken as he is also a master fencer using the Aether Relic Dispaia, (Aether Relics are essentially Noble Phantasms just for Messiah Candidates instead of Servants.)
If taken fatal damage Downy has the potential to revive himself from said fatal damage up to 3 times each one more difficult than the last, also if given enough time (A couple months.) He can restore the amount of times he can use this skill. 
His final trump card is called the Inaxatio Materio, a powerful forbidden spell that seals him and anyone as well as anything in a 1 kilometer radius into a dimension between dimensions for the next 1000 years, the only two ways to get past this spell is to either stop him from using it or to have dimensional travelling capabilities of your own.
Finally losing limbs and other body parts is no problem for a necromancer such as himself as he can literally just take the limbs and other parts off of dead people and attack them to himself treating them as his perfect body parts.
Origin: Downy was born on the planet Avatar the root world of the Universe, born into extreme poverty with his sister they were nothing but playthings to the local lord of the land who would send said siblings to fight each other to the death treating them as nothing but tools for his own entertainment.  This eventually led to his sister’s death leading Downy to escaping from the Noble and discovering his ancient thousand year old lineage, however when he returned to take his vengeance he found that the Noble had already died a peaceful death surrounded by loved ones, this drove Downy insane leading him to believe that if he could not find happiness in this world then it was better off disappearing altogether, after discovering the ancient flying battleship known as the Gargantuan and obtaining his own Aether Relic Downy stole the ability to travel dimensions from the spirit of the white book Imnity.
Weakness: Downy has a great tendency to underestimate his opponent, though if you’re found to be taken seriously fighting against Downy will prove to be a lot more troublesome as he will use any means necessary to destroy you. Though he is quite the talker he never has any real people as allies using them until their tasks are complete then either throwing them away or absorbing their abilities to his own depending on his mood at the time, the only exception to this are people who have had a similar past as his such as Taiga Touma.
Likes: People with a similar background as his as well as people who have proven to be as equally strong as he is. If you can fight him on equal ground you can easily earn his respect.
Dislikes: People who try to stand against him as well as people who act with their emotions first, Downy has bound to his soul saying that it’s the law of the land that the strong naturally rule over the weak, any other path would lead to nothing but destruction.
Goals: His goals are quite simple, they are to create an opening for his ruinous taint to consume the world eventually destroying it and moving onto the next one, anything that gets in his way would simply need to be removed.
Title: Re: Cross Effects Character Page
Post by: lantzblades on September 03, 2013, 05:07:03 AM
Name: Sakura  Tohsaka
Race: Human
Age:24
Height:6'2
Weight:250lbs
Eyes:aquamarine
Hair:black (red when her magic circuit pushes to its limit)
Appearance: Sakura  looks like an Amazonian version of mother with a much more endowed figure. She often wears red and black as she doesn't have a head for fashion.
Alignment: chaotic good
Charisma:EX
Strength:C
Agility:C
Speed:C
Magic Resistance:B
Magic Ability:A
Other Abilities: Martial arts mastery, computer systems expertise, operatic musical skill, arcane knowledge and incredible tactical skill.
Origin:the daughter of Tohsaka Rin and her servant Archer, she carries seven weapons  at all times. Three swords made by her younger brother Satoshi, the jeweled sword her Tonfa blasters which convert into a bow and her own fists using a modified form of the Tohsaka martial arts and jewel craft.
Weakness: garlic cheese bread
Likes: Cooking, Sleeping,  her dad
Dislikes:arrogance, ignorance  and jokes about her body
Title: Re: Cross Effects Character Page
Post by: Mordalfus Grea on September 21, 2013, 04:29:34 AM
I had to backtrack to the old site to get my characters, I had to Google the old forums which then I went to the Xamusel's account on Beast Lair where I found a link to the old forum.

Name: Kusagari
Servant Classes if Applicable: Assassin;
Gender: Male
Race: Human
Age: 34
Height: 6' 6" (6' 11" with clothing, boots and hat)
Eyes: Brown, Light Brown Right Eye; Green, Jade Green Left Eye;
Hair: Brown, seemingly black from all the dirt in his hair
Appearance: Main Appearance (http://unbored.co.uk/wp-content/uploads/2010/04/Red-Steel-2-hero-protagonist.jpg)
(http://image.jeuxvideo.com/images/wi/r/e/red-steel-2-wii-021.jpg)
(http://oyster.ignimgs.com/ve3d/images/06/44/64431_orig.jpg)
(http://www.wallpaper4me.com/images/wallpapers/Optimized-comicredsteel2-261625.jpeg)


Aligntment: Lawful Good
Stats:
Charisma: C
Strength: C
Agility: B+
Speed: B
Magic Resistance: E
Magic Ability: N/A
Other Abilities: Kusagari Clansman Training; Survivor; Superior Adaptability; Fast Learner; Master Swordsman; Master Gunslinger; Gunsmith; Swordsmith;
Origin:
He’s the badass hero inside each and every one of us. He’s quiet, powerful, and accomplished. He bears hardships that would break other men, he champions the cause of the downtrodden and will risk life and limb to set a situation right. He knows fear, but he never shows it. He knows pain, but he doesn't acknowledge it. He is a natural genius with a sword who can do things most of us only dream of. He is the last of the Kusagari Clan, a clan that once numbered in the hundreds that was slaughtered til only he remained to continue the Kusagari way of life. He has cast aside his old name and has taken up the name of his fallen and nearly lost clan; Kusagari.
Weakness: Handicaps; If someone is being held hostage, he will fight to ensure that the hostage is not harmed but he will not surrender;
Likes: Kusagari Clan; Tamiko; Master Jian; Sheriff Steve Judd; Songan; Training; Hunting Jackals, Katakara, & Ninjas;
Dislikes: Katakara Clan; The Jackals Gang; Ninjas; Payne, Leader of the Jackals; Okaji; Shinjiro;

= = = = =

Item Name: Sora Katana, Final Form
Type: Anti-Unit Noble Phantasm
Rank: A
Attributes: Made from a secret material, at the height of the Kusagari Clans power its secrets were known to few but after the massacre of the Kusagari clan its secrets were lost to all but Master Jian and through Jian, Kusagari received this knowledge of the Sora Katana's power. The Sora Katana is a powerful weapon capable of dealing massive damage to its foes and with it comes many inborn skills that are carried by the soul of the blade itself, the blade itself is more than capable of slicing through ordinary blades. The greatest attribute of the Sora Katana is its ability to harness the will power of its wielder and turn that willpower into energy to use on it foes, the greater the willpower and determination of its wielder the greater the power of the blade.

(http://86bb71d19d3bcb79effc-d9e6924a0395cb1b5b9f03b7640d26eb.r91.cf1.rackcdn.com/wp-content/uploads/2010/03/red-steel-2-katana-sword-weapon-artwork.jpg)

= = = = =

Item Name: Kuro-No-Ken Katana
Type: Anti-Unit Noble Phantasm
Rank: A
Attributes: Made from a secret material, at the height of the Kusagari Clans power its secrets were known to few but after the massacre of the Kusagari clan its secrets were lost to all but Master Jian and through Jian, Kusagari received this knowledge of the Sora Katana's power but also that of its two sister blades. The Nihonto-Hana Katana was the second of the three Kusagari Clan Katana to be forged, it is the sister blade to the Sora and Nihonto-Hana Katana. Unlike the other two blades the Kuro-No-Ken Katana could not cut through ordinary blades nor could it be stopped by them either, the Kuro-No-Ken could can only cut flash and it could pass through the weapons, armour, and clothing of its foes as if they were nought but a ghost. Like the other two Kusagari Katana, the Kuro-No-Ken Katana has the ability to harness the will power of its wielder and turn that willpower into energy to to use its foes but only on the flesh of its foes, the greater the willpower and determination of its wielder the greater the power of this blade.

(http://static2.cdn.ubi.com/gamesites/redsteel2/images/big/RS2_PreOrder_Katana_Kuro-No-Ken.jpg)

= = = = =

Item Name: Nihonto-Hana Katana
Type: Anti-Unit Noble Phantasm
Rank: A-
Attributes: Made from a secret material, at the height of the Kusagari Clans power its secrets were known to few but after the massacre of the Kusagari clan its secrets were lost to all but Master Jian and through Jian, Kusagari received this knowledge of the Sora Katana's power but also that of its two sister blades. The Nihonto-Hana Katana was the third of the three Kusagari Clan Katana to be forged, it is the sister blade to the Sora and Kuro-No-Ken Katana. Much like the other two blades the Nihonto-Hana Katana is capable of cutting through other blades but due to a unique complication in its forging, the Nihonto could not cut flesh but it could instead mend flesh and heal rather than kill. Like the other two Kusagari Katana, the Nihonto-Hana Katana has the ability to harness the will power of its wielder and turn that willpower into energy to use not on its foes but on the wounded and injured, the greater the willpower and determination of its wielder the greater the power of this blade.

(http://static2.cdn.ubi.com/gamesites/redsteel2/images/big/RS2_PreOrder_Katana_Nihonto-Hana.jpg)

= = = = =

Item Name: .357 Longarm Long-Barrel Heavy Revolver, Fully Upgraded
Rank: B+
Type: Anti-Unit Mystic Code
Attributes: The mainstay firearm of the Kusagari Clan, the Longarm is a versatile and dependable weapon capable of downing many foes in a few well placed shots. In its fully upgrades status it possesses greater precision, faster reload time, greater strike power and Bouncing Ricochet Bullets that can inflict damage even if the first shot misses its mark.

(http://static2.cdn.ubi.com/gamesites/redsteel2/livesite/us/gfx/weapons/longarm.png)

= = = = =

Item Name: Tataro .460 Long-Barrel Magnum Revolver
Rank: B
Type: Anti-Unit Mystic Code
Attributes: The Tataro .460 Magnum Revolver is rarely used by the Kusagari Clan as most prefer the .357 Longarm, the Tataro .460 possesses greater hitting power than the Longarm at the cost of it's heavy recoil, higher barrel rise upon firing, and the fact it only chamber five-shots. While not as specialized as the Longarm, the Tataro .460 Magnum revolver is a death dealing weapon capable of putting an enemy down for good.

(http://www.nintendofuse.com/wp-content/uploads/2010/01/RS2_PreOrder_Gun_Tataro.jpg)

= = = = =

Item Name: Barracuda .45 Auto Pistols
Rank: B-
Type: Anti-Unit Mystic Code
Attributes: Similarly to the Tataro .460, the Barracuda .45 Auto Pistol is a rarely used weapon by the Kusagari Clan due to its lack of precision, the the one advantage this weapon possesses is its rapid-fire delivery of .45 rounds at medium distance ranges with moderate accuracy. Before the clan was practically wiped out, the Barracuda was considered a weapon for the elderly and sickly due to the lack of precision. The Barracuda can be wielded on its own or it can be dual wielded if needed, though most Kusagari prefer to wield a gun and blade in combination rather than two blades or two guns.

(http://static2.cdn.ubi.com/gamesites/redsteel2/images/big/RS2_PreOrder_Gun_Barracuda.jpg)

= = = = =

Item Name: Tataro Model 44 Twin-Barrel Shotgun, Fully Upgraded
Rank: C++
Type: Anti-Unit Mystic Code
Attributes: A highly lethal weapon at close quarters, the Tataro M44 Twin-Barrel Shotgun is more then capable of blowing large holes in potential threats and with its upgrades it it a threat to even some of the most armored targets. Once it is fully upgraded the Model 44 possesses far greater hitting power, heavier duty ammunition, better rate of fire, quicker reload time, and the final upgrade is capable of bringing down armored targets and making holes in lighter armor vehicles with its Anti-Material Heavy Shrapnel Shells.

(http://static2.cdn.ubi.com/gamesites/redsteel2/livesite/gb/gfx/weapons/twinbarrel.png)

= = = = =

Item Name: Cord Industries KH-570 Littlejohn 'Johnnygun', Fully Upgraded
Rank: C+
Type: Anti-Unit / Anti-Army Mystic Code
Attributes: Originally designed for Military usage, the Johnnygun found far greater usage in the west as the machine gun of choice for the dwellers of the region and even then it was highly illegal for any civilians to have ownership of these weapons. The Johnnygun is by far a lethal weapon capable of matching up with most modern day Sub-Machineguns but once it is fully upgraded it firepower increases dramatically, its rate of fire increase to more than double the basic model, it receives a considerable amount of precision, its clip size is greatly added on to, and it gain on main advantage when fighting large groups would be its Heavy Duty Multi-Penetration Rounds each capable of passing through at the most eight bodies before being lodged in the ninth.

(http://static2.cdn.ubi.com/gamesites/redsteel2/livesite/gb/gfx/weapons/johnnygun.png)

= = = = =

Item Name: 42-SD Sidewinder, Fully Upgraded
Rank: B
Type: Anti-Unit Noble Phantasm
Attributes: The Sidewinder is a dangerous weapon in the hands of its current own, each hit being more than capable of killing a target with one shot to a vital location and with its excellent range it is a very lethal weapon even if it is more of less outdated by the rest of the Nexus City's technology. In its fully upgraded status it possesses greater firepower, faster reloading time, fast rate of fire, greatly improved precision, and the most dangerous part of the weapon being explosive-on-contact bullets.

(http://static2.cdn.ubi.com/gamesites/redsteel2/livesite/us/gfx/weapons/sidewinder.png)

= = = = =

(http://cache.kotaku.com/assets/images/9/2010/03/1c99ddb11017e4c994.jpg)
(http://www.vgblogger.com/wp-content/uploads/2009/06/05/RedSteel2.jpg)
(http://questerslog.files.wordpress.com/2011/02/red_steel_2_wii_artwork_hero1.jpg)

= = = = =

Note A: This is the main character and the Hero of the game "Red Steel 2"

Note B: The images are to better describe his appearance as it is damn hard to describe bad-ass and awesomeness in many words

"Who the hell are you?!" "I am Death, the Destroyer of worlds." "Wait! I'll pay you double of what they are offering you!" "May your second chance in the next life be better than this one was" "Triple! I'll pay trip-" the sound of of a window shattering "Your wealth would have never brought back the dead" A brief confrontation with his target in which the target with silently via round from Owl obliterating the frontal lobe of said target in absolute silence and with enough force to send the now deceased target backwards through the destroyed window


Name: Munashi 'Mu' Mumei;
Alias: Nobody; Death;
Servant Class if Applicable: Assassin;
Race: Human
Age: 31
Height: 5' 10"
Weight: 234 lbs
Eyes: Brown
Hair: Black
Appearance:
(http://i513.photobucket.com/albums/t333/BikkiKobayashi/Profile/anime.jpg)
Mu's appearance is one that is completely ordinary and forgettable, his hair and his build is completely average. There is nothing out of the ordinary about his appearance and with his usual attire being that of a middle class business man, no one notices a thing about him. He looks about as suspicious as the everyday man, something he uses to his advantage when escaping the scene of his latest job. When on a Job he will dress in a black business suit a matching pair of pants and tie to match his collared white button up shirt underneath; practically all of his non-personal weaponry is stored in in his two suitcases. When out on the town or when volunteering to aid the unfortunate, his clothing is very casual and to further separate his working self from his relaxed self he will often wear a pair of unprescriptioned glasses to further hide his other side to him.

Alignment: Chaotic Neutral
Stats:
Charisma: E- (Mu is easily missed, easily forgotten and very easily dismissed; as a result he can disappear into any crowd and vanish in mere minutes)
Luck: A+
Strength: B- (Rank B+ with Reinforcement)
Agility: C+ (Rank B with reinforcement)
Speed: B- (Rank B+ with Reinforcement)
Magic Resistance: C
Magic Ability: B
Other Abilities: Expert Marksmanship; Runes Craftsmanship Mastery; Reinforcement Mastery; Hand-to-Hand Combat Mastery; Small Arms Mastery; Military Training; Jack of All Trades; Master of Multiple Languages; Skilled Hacker; Well Educated; Skilled Operator of Vehicles; Moderate Field Medic Skills;

Origin/Background:
No one sees him, they all go about their lives
No one sees the angel of death, laying in wait
No one sees the wolf, for the sheeps clothing hides him
No one sees it, his master is beyond words
No one sees him, he walks away unnoticed by all
No one hear him, as he helps the lost
No one sees him, as he aids the misfortunate
No one cares for them, no one except nobody
I am Nobody, I am no one

Weakness: His bleeding heart and his willingness to give the unfortunate a second chance, he is often to trusting but he will never reveal his occupation to them while he will let his guard down slightly;
Likes: Helping Others; Simple Jobs; No Hassles; Honesty; Beef Sushi;
Dislikes: Casualties; Difficult Jobs; Corruption; Fish Sushi; Smoking; Drugs; Alcoholic Beverages; Gambling; Weapon Malfunctions;

Personal Equipment:
Item Name: Railgun
Rank: B-
Type: Anti-Unit Mystic Code
Attributes: Through the usage of a hundreds of Runes covering the weapon, this custom built two shot pistol is capable of firing a .55 caliber armor piercing shell at sound barrier breaking speeds and more often than not with pinpoint accuracy. Due in part to replacement runes located in the firearm, it never needs to be reloaded as with a small bit of prana focused into the weapon he can create a fresh round ready to be fired nor does the weapon possess any form of recoil.
- - - - -
Item Name: Owl
Rank: C+
Type: Anti-Unit Mystic Code
Attributes: Similiar to the Railgun, the Owl is a custom built firearm covered in runes to enhance its capabilities in combat. In the case of the Owl, it is a custom built .50 Desert Eagle originally with a built-in silencer and laser sight. With the aid of Runes, the weapon is perfectly silent and inhumanly precise. Like the Railgun the Owl has no need for reloading, no need to cool off nor does it possess any form of recoil.
- - - - -
Item Name: Jager
Rank: B
Type: Anti-Unit Mystic Code
Attributes: Similiar to the Railgun, the Jager is a custom built firearm covered in runes to enhance its capabilities in combat. In the case of the Jager, it is a custom built Barrett XM500 .50 Caliber Sniper Rifle / Anti-Material Rifle originally with an enhanced scope and a built-in laser designator. With the aid of Runes, the weapon is inhumanly precise and like the Railgun it is capable to taking out armor target with ease. Like the Railgun the Jager has no need for reloading, no need to cool off nor does it possess any form of recoil. The Rounds fired by the Jager are specially rune enhanced and reinforced rounds, with those rounds the Jager is capable of striking well beyond what the original designers of the weapon thought was even physically possible.
- - - - -
Item Name: Sparrow
Rank: B+
Type: Anti-Unit / Anti-Army Mystic Code
Attributes: Similiar to the Owl, the is a custom built firearm covered in runes to enhance its capabilities in combat. In the case of the Sparrow, it is a custom built SAR 21 Light Machine Gun rebuilt to chamber 12.5mm rounds. With the aid of Runes, the weapon is perfectly stable and inhumanly precise. Like the Railgun the Sparrow has no need for reloading, no need to cool off nor does it possess any form of recoil. Unlike the Owl and the Railgun, the Sparrow does come with variable ammunition to give it multitasking capabilities in combat from enhanced armor piercing rounds to non-lethal rounds
- - - - -
Item Name: Hummingbird
Rank: C
Type: Anti-Unit Mystic Code
Attributes: Similiar to the Owl, the is a custom built firearm covered in runes to enhance its capabilities in combat. The Hummingbird, is a custom built Heckler & Koch MP7A1 with multiple component attachment location. With the aid of Runes, the weapon is perfectly silent, inhumanly precise, and has very little spread when firing. Like Mu's other weapons the Hummingbird has no need for reloading, no need to cool off nor does it possess any form of recoil. The Hummingbird is also the easiest to conceal on his person and it is his weapon of choice when going civilian.
- - - - -
Item Name: Dragoon
Rank: B-
Type: Anti-Unit Mystic Code
Attributes: Similiar to the Railgun, the Dragoon is a custom built firearm covered in runes to enhance its capabilities in combat. In the Dragoon's case, it is a custom built Thompson Center Arms Thompson Contender Encore .600 NE originally with a specialized scope and laser designator. With the aid of Runes, the weapon is perfectly silent and inhumanly precise. Like the Railgun the Dragoon has no need for reloading, no need to cool off nor does it possess any form of recoil.
- - - - -
Item Name: Taieki
Rank: C
Type: Anti-Unit / Anti-Army Mystic Codes
Attributes: The Taieki as they were called them are a pair of rune enhanced, heavily modified AK-47 Assault Rifles originally used by his father prior to his death. These weapons are not of high level but are more than enough to take on large groups of enemies. The weapon's feature his father's original enhancements and his own typical rune enhancements to increase its capabilities in combat.
- - - - -
Item Name: Gōon Hōgeki no Kōtei / De l'Empereur de l'Incendie Canon Rugissant / The Emperor of the Roaring Cannon Fire
Rank: EX
Type: Anti-Army / Anti-Fortress / Anti-Country Noble Phantasm
Attributes: To the untrained eye it is simple french sabre, one carried by someone of high ranking but in reality it is the once thought lost Noble Phantasm of Napoleon Bonaparte, The First Emperor of France Emperor. This weapon's main ability is something on a level similar to that of Gilgamesh's Gate of Babylon however instead of calling upon all the weapon's Gilgamesh had in his possession, this sabre calls upon every cannon based weapon ever created and several of them being noble phantasms themselves, this weapon directs all the cannon fire and can be used to target either an area or a single being. A second ability this Sabre posseses is the ability to call force the Armada's of the Seas for a barrage of cannon fire that lasts as long as the wielder can sustain themselves, it is a devastating weapon in the hands of someone trained to use it and even without it's abilities it is lethal weapon in close quarters and one of Mu's prefered weapons for close quarters combat.
- - - - -
Item Name: Ame-no-Nuhoko
Rank: EX
Type: Anti-Country / Anti-Landscape Noble Phantasm
Attributes: An ancient spear said to have been used by the gods Izanagi and Izanami, it was said to be capable of churning the sea and and create the first landmass from mere salt water drops. This weapon is capable of remodeling the landscape of any landscape through the complete control of any and all forms of moisture, it is capable of drowning entire kingdoms in water or sinking island nations. So long as their is some form of moisture in the area it has power, however in arid and dry regions it is signifigantly weaker.
- - - - -
Item Name: The Assassin's Tool Case
Rank: C+
Type: Physical Marble / Barrier Type Noble Phantasm
Attributes: The Assassin's Tool Case, otherwise known and seens as Mu's suit case is essentially a Bag of Holding. It is capable of storing practically antything he wants to store in there and anything placed in there does not age nor does the passing of time effect it, making it perfect for storage purposes. Mu uses it to store his money, his various weapons that were obviously too large to carry personally, to to store his various possessions and for day to day living. The Assassin's Tool Case can only be used by Mu, it is essentailly a heriloom passed down in his family from parent to child that and it was created by his ancestor; The Nameless One. It is literally cover from top to bottom, inside and out in runes, with more being added on with each new generation. Mu is the last of his clan, the last of the nameless assassins and the last carrier of the Assassin's Tool Case.
- - - - -
Item Name: The Assassin's Cloak
Rank: C+
Type: Physical Marble / Barrier Type Noble Phantasm
Attributes: Similiar to the Assassin's Tool Case, the Assassin's Cloak functions on a similiar basis to the Tool case and can store a near infinite amount of supplies within itself. However the cloak's second ability is to hide its wearer from sight, allowing the wearer to blend in with the shadows. It has been passed down since his ancestor first wore it centuries ago, however with himself being the last of the Munashi clan and the last of the nameless assassins it is certain that Mumei will be its last wielder.
- - - - -
Random Fact 1: He has a thing for second chances, he will often go out of his way to help others and sometimes he will leave those whom he help with a sizable amount of money. He is very wealthy from the many jobs he has done over the years, he has large sums of money in his many accounts but also on his person for emergency usage.
Random Fact 2: All of his mundane weaponry, all of his equipment, and all of his possessions possess a large amount of runes covering them to both enhance their capabilities and lengthen the service life. All of his weaponry is specifically custom built for his usage and can be usage expertly him, he knows all in his arsenal expertly.

I have altered a few things from their original information and Kusagari is now only applicable for the Assassin class rather than the Saber and Archer classes.
Title: Re: Cross Effects Character Page
Post by: Mordalfus Grea on September 28, 2013, 10:56:47 PM
Name: Seras Victoria

Title: Draculina of Hellsing

Race: Vampire [Draculina]

Age: 19

Height: 5'8"

Weight: 130 lbs

Eyes: Red

Hair: Blonde

Appearance:
(http://www.absoluteanime.com/hellsing_ultimate/seras.jpg)
(http://static1.fjcdn.com/comments/the+_757c5b00dd90e01ea98023c03a30d9fb.jpg)
(http://images.wikia.com/hellsing/images/d/dd/S640x480sras.jpg)
(http://th00.deviantart.net/fs71/PRE/f/2012/119/9/c/seras_victoria_cat_face__adorable____hellsing_ova_by_cytherina-d4xxs1z.png)
(http://static1.fjcdn.com/comments/Last+draw+was+Seras+Victoria+Hellsing+.+Took+me+a+pair+_46efabaedeb339590bc64162d0a38dca.jpg)

Alignment: Chaotic Good

=Stats=
Charisma: B+

Strength: A++

Endurance: A++

Agility: A+

Speed: A+

Luck: B

Mana: A+

Magic Resistance: C

Magic Ability: C-

Other Abilities:
Immortality (Untouched by Time Itself);
Invulnerability;
Clairvoyance (Future Sight);
Superhuman Strength;
Superhuman Senses;
Superhuman Speed;
Superhuman Reflexes;
Advanced Regeneration;
Advanced Marksmanship (Every Shot Counts);
Advanced Combat;
Advanced Sharpshooting (Quick Fire Accuracy);
Shape Shifting (Hidden as Another);
Familiar Summoning (Army of the Dead);
Intangibility (Ghosts of Vampirism);
Defiance & Manipulation of Gravity;
Teleportation;
Telepathy (Thought Speech);
Hypnosis (Subjection of the Mind);
Creation of Fledglings (Children of the Nosferatu);
Memory Absorption (Drained in Blood and in Memory);
High Resistance to most Vampire Weaknesses

Origin: Born a human, died a human, reborn a Fledgling, and Reborn once more as a true Draculina. Seras is the result of her master and sire, Alucard turning her in to vampire of his lineage. She is the daughter of Dracula, she is the Draculina of Hellsing.

Weakness: Large Bodies of Water [Seras is incapable of crossing large bodies of water like the ocean, seas, or even large lakes without some dirt from her birthplace on her possession]

Likes: Medical Blood Packs; Playing with Children; Protecting Humans;

Dislikes: Nazis; Ghouls; Mindless Slaughter;

=Abilities=
Sea of Souls (Blood is the Carrier of the Soul): B/EX Rank - [Reality Marble]
During the final battle for London in 1999 during Millennium's invasion and attack of the city, the last true Hellsing; Sir Integra Whingates Fairbrook Hellsing was mortally wounded. Sir Integra refused Vampiric immortality and simply resigned herself to death, Seras' master and sire chose to honour her wish to die as a human by transferring the souls within his own to his late fledgling; Seras Victoria herself. In the chaos of receiving over three million souls from her master, Seras wound up draining the blood from the entire city as every drop of blood with London and it's country side flowed into her. When the madness of left off, Seras was the vampiric possessor of over ten million souls including members of Iscariot XIII, Millennium, the Wild Geese, the Crusaders, and individuals long dead.

Arsenal of Many (Armament of Thousands): A/EX Rank - [Reality Marble]
Seras has the ability to store any weapon she has ever used or the weapons used by the hundreds upon thousands that she has within her, from swords to firearms. She can call upon any weapon she so desires and she can wield them with all the expertise of those within her would have wielded them, enabling her to master any weapon so long as those within her have mastered its use.

Arm of Shadows (Living Shadows of a Lost Limb): A Rank - [Physical Marble]
In the fight against a Millennium Agent, First Lieutenant Zorin Blitz, Seras had her left arm at the shoulder cut off but when she awakened her full vampiric abilities by consuming the blood of Captain Pip Bernadette, she gained a shape shifting mass of living shadows in the places of her lost arm. This mass of living shadows and be used to pick up massive amounts of things and a multitude of other uses in combat as well, she can also use her arm to fly.

=Unique Weapons=
Hellsing ARMS 13.7mm Anti-Midians Rifle
Hellsing ARMS .454 'Casull' Auto
Hellsing ARMS 13mm Auto Anti-Freak Combat Pistol 'Jackal'
Hellsing ARMS 30mm Anti-Midians Cannon 'Harkonnen'
Hellsing ARMS Extra Long-Range 30mm Bombardment Firearm System for Localized Defensive Use 'Harkonnen II'
Hellsing ARMS Monofilament Wires

There she is, I wanted to bring in my favourite Hellsing character into the fray since the old forum and here she damn well is.


Name: Joe Fixit

Alias: Grey Hulk; The Don of Nexus City; Mr. Bigg;

Race: Hulk

Age: Unknown

Height: 6'6"

Weight: 900 lbs

Eyes: Dark Grey

Hair: Black

Appearance:
(http://blogdesuperheroes.es/wp-content/plugins/BdSGallery/BdSGaleria/5782.jpg)
(http://static.comicvine.com/uploads/original/14/145849/2794961-mr_fixit.jpg)
(http://static.comicvine.com/uploads/scale_small/11/118689/2420910-tumblr_m5kg83y1sp1ruq7eyo1_500.jpg)
(http://static.comicvine.com/uploads/original/6/68297/1647668-joefixithulk_super.jpg)
(http://popcultureasylum.com/wp-content/uploads/2012/04/joefixit.png)
(http://www.incrediblehulk.me/wp-content/uploads/2013/03/joefixitskin.jpg)
(http://s.cghub.com/files/Image/175001-176000/175099/240_max.jpg)
(http://surbrook.devermore.com/adaptationscomic/marvel/joe_fixit.jpg)


Alignment: Chaotic Neutral

Charisma: B+

Strength: A++

Endurance: A+

Agility: C+

Speed: B

Luck: B-

Mana: A; An ability possessed by all Hulks, Joe Fixit is capable of absorbing Dark like a sponge

Magic Resistance: A+

Magic Ability: N/A

Other Abilities:
Hulk Abilities (http://marvel.wikia.com/Hulk_(Robert_Bruce_Banner)#Powers_and_AbilitiesEdit) [Note as Joe Fixit is considered to be the weakest of the Hulks, these powers are lessened to a degree]

Superhuman Strength; On average Joe is capable of bench lifting a maximum of 70 tons without any rage enhancing power up.

Origin: Originally a mindless beast, he was rescued off the streets by a Casino owner in Las Vegas and taught how to be human. That man would even give him his own name to use, Joe Fixit. Joe 'grew' up in Mob influence Las Vegas and knows the system well, well enough to take over should he needed to do so.

Weakness: Link (http://marvel.wikia.com/Hulk_(Robert_Bruce_Banner)#Weaknesses)

Likes: Cigars; Fine Suits; Women; Mafioso; Casinos; Organized Crime; The Mob;

Dislikes: Purple Pants; Patch/Logan; Lies;

Next meet one of my favourite Marvel Characters that wasn't an Alien, an experiment, a weaponized human, or a mutant
Title: Re: Cross Effects Character Page
Post by: Cherry Lover on October 01, 2013, 03:27:38 AM
Name: Emiya Shirou
Race: Human (Magus)
Age: 46
Height: 185 cm
Weight: 75 kg
Eyes: Brown
Hair:
Red, but fading somewhat.
Appearance: Like in HF True, only a bit older-looking. Sakura and Rin have been able to use magic to slow his aging somewhat, so that he is, like Sakura, physically in his early 30s.
Alignment: Chaotic Good
Strength: B+ (Can self-reinforce to improve himself beyond what even a trained magus can do)
Agility: B+
Speed: C+
Endurance: A
Magic Resistance: C
Magic Ability: E++ (Poor magus who is further hampered by his puppet body, but excels at projection and related magic).

Whilst Shirou’s puppet body makes it difficult for him to use his magic circuits properly, he has learnt to circumvent this somewhat, and can now perform projection magic almost to the level which he could have if he’d retained his original body. However, he cannot naturally regenerate his own prana supply, and therefore is somewhat reliant on regular prana infusions from Sakura.

Affinity/Origin: Sword

Magic Crest: None

Spells:

Projection: Shirou excels at projecting items, especially swords.

Reinforcement: Can reinforce almost anything exceptionally well, including himself.

Unlimited Blade Works:
After much training, Shirou has learnt to use his Reality Marble, although his lack of prana means it is difficult to maintain it for as long as he otherwise could.

Due to the fact that he’s never fought Gilgamesh, his UBW is lacking somewhat in weapons. The only ones he can trace are those he’s seen in life and the few that he can form clear memories of from the time when he possessed Archer’s arm.

Other Abilities:


Use of technology: To compensate for his magical limitations, Shirou has learnt to use technology to aid him in battle when necessary. Whilst he doesn’t tend to go seeking trouble, he also won’t stand aside and watch people get hurt, and he also knows that Sakura in particular is a target for unscrupulous magi. As a result, he takes safeguards, using his connection to the Yakuza (through Taiga) to provide him with weapons to allow him to protect his family. He possesses a considerable array of equipment designed to take down magi with minimal fuss, much like his adoptive father did, although he avoids using guns for close-range combat.

Invisibility cloak: Shirou possesses an invisibility cloak made from meta-materials. Normally, it would only be able to hide a stationary object, and even then only a small one or one which possessed a more ideal shape than a human being, but using reinforcement Shirou is able to improve its functionality to turn it into a genuinely effective item which is able to hide him almost perfectly.

However, there are several limitations on the use of the cloak. Since it refracts light around the wearer in order to hide them, it is impossible for the user to see out of it. Whilst cutting holes in it for vision is possible, this makes the eyes visible and, further, due to disruption in the structure of the cloak, significantly worsens the level of invisibility of the remainder of the body. Similarly, it is not advised to have any holes in the cloak, which means weapons cannot be fired from inside it.

Additionally, whilst the cloak is capable of refracting incoming light around the wearer, it cannot prevent light from inside the cloak escaping. In particular, the cloak provides no protection against infra-red detection, or any other form of detection which relies on detecting radiation emitted by the wearer as opposed to radiation reflected from them.

Finally, whilst the cloak is highly effective thanks to Shirou’s reinforcement, it is not perfect. Someone with a keen eye may spot a disturbance, particularly when he is moving. Also, due to the nature of the cloak, it works much less effectively if it is not possible to trace a closed curve around the cloak in the direction of the line of sight of the viewer. In particular, this means that a user pressed against a wall or similar will be visible to anyone looking from the direction opposite the wall.

Sniper rifle: Shirou possesses a state-of-the-art, extremely accurate sniper rifle with a very high bullet velocity, enhanced using magecraft to make it even more accurate. With that combined with his ability to reinforce his sight, he is capable of shooting things from extreme distance. It is also equipped with a thermal sight, allowing him to pick out magi from a crowd due to their heat signature.

Body armour: Shirou wears reinforced state-of-the-art body armour into battle, designed to protect against. With the application of reinforcement, it is essentially impossible for a person of normal strength to pierce it, and even armour-piercing bullets are not sufficient to do so. However, a shot to the head is still capable of killing him, if he does not have time to self-reinforce and/or dodge it.

Infra-red targeting goggles: Shirou possesses a set of electronic goggles which are able to detect infra-red light and convert it into a visible spectrum light. This allows him to easily distinguish magi from others at close range, using their IR signature. The goggles are also programmed to automatically pick out a magus and highlight them, and to also mark out allies using recognition software.

However, due to the nature of the goggles, whilst they can be converted to work with visible light, they restrict his peripheral vision somewhat.

Archery: Shirou is an exceptional Archer, and can also trace a bow and arrow with little difficulty. He uses this in conjunction with his magic to trace and fire swords as arrows, using their properties against the enemy.

Sword fighting: Shirou has mastered the art of fighting with the twin blades Kanshou and Bakuya. Whilst he’s not on the same level as Archer, he has years of practice sparring against Rider, and he is now at the point where he can give her a decent fight even if she is going close to full-out (although she is handicapped by the fact that he is much more susceptible to damage than she is, and thus she has to be more careful).

Background: After his birth parents were (presumably) killed in the fire following the fourth Grail War, he was adopted by Emiya Kiritsugu. Over the course of the eleven years, he took on Kiritsugu's ideal, to save everyone, and when the Grail War came around he saw a chance to finally act on that ideal. However, when the girl he loved, Sakura, turned out to be unwittingly responsible for the deaths of many people, he decided to put protecting those he loved over protecting the many, and refused to kill her, instead saving her from the darkness afflicting her at the cost of his own mind.

He told Rider to take her and her sister out of the cavern they fought the final battle in, before preparing to sacrifice his life to permanently destroy the Great Grail. However, just before he could do so, his long-lost sister, Ilya, showed up and sacrificed herself, sealing the Grail and moving his soul into a container where it would be safe until an alternative could be found.

For the next year or so, Shirou remained seriously ill and immobile, Sakura constantly by his side. When he finally awoke, the first thing he saw was Sakura's overjoyed expression, and he knew that everything he'd done had been worth it. Since then, he has dedicated himself to bringing her the happiness he felt she deserved, in the process gaining true happiness for himself. On her 18th birthday, he proposed to her, and they got married not long after. Since then, they have lived in their old house as husband and wife. They have four children, Aoi, Kariya, Yuki and Kiyoshi. Yuki, however, now lives with Rin and has been formally adopted by her, although Sakura and Shirou still treat her as their daughter. Kariya and Aoi, meanwhile, have grown up and moved out.

Due to Sakura's wealth, Shirou has no need to work. However, he dislikes being inactive, and so he does do some work, mostly as a mechanic fixing various equipment using his magic. He does, however, tends to be very generous about prices, given the standard of his work. Indeed, to get him to charge people at all, Sakura has to point out to him that, if he is too generous, he will end up putting real mechanics out of business. Even so, anyone poor or who can give even a slightly plausible sob-story will be able to get out of paying entirely, which is a trait which sometimes irritates Rin in particular.

Personality: Whilst he has learnt some sense of self-worth over the years, Shirou is still somewhat lacking in a sense of self-preservation. He now recognises his value to other people, in particular Sakura and his children, but he would still sacrifice himself in a second to protect any of them. Sakura constantly has to point out to him that, by rushing in to a dangerous situation to protect them, he is often putting them in more danger, since they are then forced to act in order to save him.

Still has a tendency to help people in need, although he doesn't generally go out actively looking for such people like he might in another timeline. However, if any magical threat shows up in Fuyuki, he will invariably end up assisting Rin and Sakura in dealing with it. Further, even the slightest hint that a magus is acting to harm innocents in Fuyuki as Zouken used to will result in him looking for more information and pushing Rin to ensure it is dealt with (not that it is difficult to persuade her), if he doesn't just deal with it himself. Similarly, any serious mundane threat (e.g. a serial killer) will be dealt with regardless of magical inclination. Whilst he doesn’t have anything like the reputation of his father, he has helped Rin and Sakura take down the odd magus or two who were threatening their town, and does ensure he is prepared for this eventuality.

Like Sakura, he is exceptionally loving towards his children. However, he is far more willing to discipline them when necessary than she is, particularly when it is in their own best interests, and generally acts more like a normal parent in terms of the level of control he exerts over their lives (although he is by no means a controlling person or a disciplinarian). As a result, he is often the one forced to enact punishments, and thus is seen by the children as the "harsh" parent, although they do still love him nevertheless. Additionally, the children are more respectful towards him than they are towards their mother, although, conversely, they are also less inclined to confide in him or seek emotional support from him than they are their mother.

Similarly, he is considerably more frugal than Sakura when it comes to spending money on the children (especially money that he has not earned). He will still spend money on them when he needs to or when he feels they deserve it, but he doesn’t spoil them in the way that Sakura does. Conversely, he is somewhat more willing than Sakura to spend her inheritance on himself and, even more, on her. He still dislikes doing it (preferring to pay for things with money he earned), but is willing to do so if he or especially Sakura wants something enough, particularly for bigger purchases.

Weakness: Even now, his sense of self-preservation is somewhat lacking, and therefore he tends to jump into dangerous situations rather too quickly, particularly when his wife or children are in danger.
Likes: Cooking, protecting people, Sakura, his children, swords, Kyuudo.
Dislikes: People getting hurt (especially family).
Title: Re: Cross Effects Character Page
Post by: Arch-Magos Winter on October 17, 2013, 07:50:48 AM
Name: DOOMRIDER

Servant Class if Applicable: Caster. Nah, I'm kidding, he's a rider.

Race: Daemon Prince (Basically just means he's a daemon that's got free will)

Age: It's hard to define ages when it comes to the warp, so somewhere between -1 and infinity

Height: 7'7"

Weight: 210 pounds or so

Eyes: A dark blueish color in the irises, though usually they're so damn bloodshot they look like they're orange.

Hair: On fire. Most of the time anyway. Other wise, so orange it LOOKS like he's on fire.

Appearance:
Demonic form: (http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1357/69/1357695108740.png)

Just after his cocaine ingestion.

Human - Tall, crazy eyed, and probably always on drugs, Doomrider is pretty much your stereotypical biker, just slimmer and lacking a biker beard. Then again, he's a daemon so he can really look like anything he wants but this is probably what he looked like alive.

Alignment: Chaotic Neutral. He just wants to ride and do cocaine man!

Charisma: C, which stands for COCAAAAAAINE

Strength: C

Agility: B

Speed: A+++ (On his bike, off it more like a C)

Magic Resistance: 5+ Invuln save (So I'd say a D)

Magic Ability: Pretty much zilch

Other Abilities: Excellent football striker, mediocre swordsman and can do a shitload of cocaine. Oh, and a rider on par with well... Rider. And has a portal to the dimension of cocaine. Did I mention his bike can fly? Because it can. Why? Because he's Doomrider, that's why. Oh, and normal weapons just kinda go right through him. Magical items and magic on the other hand, can harm him.

An interesting fact to note is that he also ends up often suddenly being warped out of a location and into another one, because his goddess is a dick. Or she has a dick. Either way. Oh, and usually this is at HORRIBLE HORRIBLE times for him. Like when he's about to score. Or the Cubs are about to win the World Series and he has god damn amazing tickets to the final game.

Origin: Speed/Cocaine

Weakness: Lack of Cocaine and bad dice rolls. Sacred items also kill his buzz, making him far weaker.

Likes: Cocaine, going fast, his pimped out demonic bike, more cocaine, and cocaine

Dislikes: Not having Cocaine, Khornate killjoys, and the MAN.

Background - Basically, Doomrider was a biker. He also really fucking loved cocaine. So fucking much, that Snowflame would look at him like he had issues. But eventually, Doomrider died in an orgy of cocaine and a highspeed bike chase that crossed a third of a continent before ending in a magnificent high speed multicar pileup. Obviously, God was too much of a square to accept this guy past the pearly gates, and the Devil didn't want anyone as crazy awesome as Doomrider in hell. So Doomrider said "Screw you guys, I'm gonna find my own god, and he's gonna have black jack and hookers!"  And he did. This god was like, the best god for him. Ever. Of all time. She also did cocaine, loved rock and roll, thought his demonic bike was awesome, and too boot offered him free access to the elemental plane of cocaine and cocaine accessories. Oh sure, he/she was sadistic and only liked him because he caused so much mayhem but she had the elemental plane of cocaine at her command. So he was like "Hell yeah," and he's been plowing through the universe ever since, hair on fire, daemonic bike roaring as he cackles wildly with glee at finally being truly free.


Yeah, I know he's a little silly, but hey, he's in this city for the same reason I am, to get hookers and blackjack to have fun
Title: Re: Cross Effects Character Page
Post by: Cursed by Creation on October 19, 2013, 10:22:31 AM
Name: Kisuke Urahara

Race: Shinigami

Age: N/A

Height: 183 cm

Weight: 69 kg

Eyes: Gray

Hair: Light-blonde

Appearance: Urahara usually wears a brown coat sporting a white diamond pattern along the lower edge, all over a dark green shirt and pants.  He also wears traditional Japanese wooden sandals, a striped green and white hat, and carries a cane which is actually his Zanpakutou in its sealed state.  He also carries with him a Japanese paper fan, but it has no special abilities.

Alignment: Chaotic Good; Urahara will do what he feels is right, even if it is illegal or even morally/ethically questionable.

Charisma: B; his somewhat condescending manner and eccentric personality tends to alienate most people.

Strength: A; despite his unassuming appearance, Urahara once commanded the Soul Society's Detention Force, and as such is surprisingly strong.

Agility: A; Urahara was a leading member of the Soul Society's Secret Mobile Force and a Captain of the Thirteen Court Guard Divisions, as such, his agility is dangerously high.

Speed: A; Urahara was a leading member of the Soul Society's Secret Mobile Force and a Captain of the Thirteen Court Guard Divisions, as such, his agility is dangerously high.

Magic Resistance: B; as a Captain-level Shinigami, his spiritual pressure can be used to nullify most forms of Human thaumaturgy.

Magic Ability: A-; Urahara has a impressive mastery of the Soul Society's 'Kidou' techniques.

Other Abilities: As a former Captain, Urahara is a master swordsman, hand-to-hand combatant, and flash-step user.  Furthermore, his Zanpakutou - Benihime (Crimson Princess) - can fire off a versatile series of energy-based attacks in its Shikai form, but his Bankai remains one of his greatest secrets, with the only known fact about it is that it is not meant for 'helping others'.  Urahara was also the founder and first President of the Shinigami Research and Development Institute, and has a reputation for being a master scientist and inventor.

Origin: N/A

Weakness: N/A

Likes: N/A (impossible to determine due to his personality)

Dislikes: N/A (impossible to determine due to his personality)
Title: Re: Cross Effects Character Page
Post by: Arch-Magos Winter on October 19, 2013, 11:39:57 PM
Name: Lawrence Frisvold
Race: Human/Sin-Eater
Age: 22
Height: 5'10
Weight: 160 lbs
Eyes: Brown
Hair: Brown
Appearance: A Caucasian male with a rather scruffy look and seemingly permanent short beard, Lawrence seems to be perpetually slouching, like there's a massive weight upon his shoulders. Fond of old surplus military items, he's rarely found without a jacket without a unit insignia sown on.
Alignment: Lawful Neutral
Strength: D
Charisma: D (There's something... off, about him. You just can't put a finger on it)
Agility: C (For a human, his reflexes are top notch)
Speed: D
Magic Resistance: B
Magic Ability: N/A; Though Special might be the better definition considering the source of the abilities he does possess

Other Abilities: Lawrence, like all Sin-Eaters is bound to a Geist; a sort of weird mix between a spirit, a ghost, and a revenant that embodies the very essence of how it died - and often this matches up quite nicely to how its Sin-Eater died, their Threshold. Lawrence himself belongs to the Torn, a sort of catch all term for the Threshold of those who died violently or in gruesome matters. This ghostly pact is the only reason the Sin-Eater is alive, a sort of timeshare/cohabitation plan that allows the Sin-Eater to live, and the Geist to once again touch the world of the living. Many Sin-Eaters use their new life to help the restless dead move on through various means, and this pact also grants abilities to the Sin-Eater of a ghostly nature. Sin-Eaters can also use the energy of their Geist to regenerate from otherwise fatal wounds, even on the edge of death itself. An other wise 'dead' Sin-Eater can sacrifice part of his own control to the Geist in return for resurrection as well, but this permanently scars the soul - regenerating most of your body or shoving your soul back into a corpse isn't exactly the healthiest thing to do repeatedly. Lawrence is still new to the whole 'Sin-Eater' thing, only possessing a knack for two 'Keys' of ghostly power, the Stigmata and Industrial.

The Industrial Boneyard - Upon entering an area, industrial machinery and mechanical devices seem to be far more responsive to his touch; able to spark to life with little difficulty. One of the primary powers of a Sin Eater, the Boneyard allows an area to come under their influence and observation - a bounded field specifically linked to their Threshold and Geist. Though it puts the user in a seemingly trance like state, the Boneyard can be fatal to underestimate - a lock can refuse to open, televisions spark to life and radios broadcast unearthy echoes and the sounds of the damned, machinery of all types suddenly whir to life and move on their own. Tools and manmade items fly through the air, telekinetically obeying the Sin-Eaters will.

The Rage of the Machines - Lawrence can make machines fail to work in catastrophic ways and electrical machinery simply refuse to start or sputter and die. This same ability makes his weapons even deadlier, the rage of the items themselves fueling and guiding his own hands as the Geist howls into his ears.

The Curse of the Stigmata - Possibly the worst power to be on the receiving end of within a Sin-Eaters arsenal; the Curse of the Stigmata is horrifying to experience - not that many live long after falling under it. Wounds refuse to heal and bleed profusely as old scars spill fresh blood, the souls of the dead torment their mind, drawn to the recipient like flies to a corpse, their eyes are filled with cataracts and the victims own body begins to eat him alive. Many commit suicide soon after falling under the curse, the effects simply too much to take. Lawrence himself rarely uses it - no one deserves to die in such a way.

The Bloody Caul - Many cultures believe blood is the source of the soul - for Lawrence, it's somewhat true. Binding himself within his Geist's power, he loses the need to breath, eat, sleep, his body functions crawl to a halt as blood simply refuses to move through his veins - yet he somehow still lives, still moves, still acts. For that matter, he's able to manipulate spilled blood in a short radius around him; forming ghostly specters of crimson to blind his enemies or manipulate objects.


Lawrence himself is a rather talented driver, a skilled marksman and a mechanic that's very very good at what he does. For that matter, he can also see spirits and ghosts, even in non-manifested and spiritual forms due to his bond with the Redheaded Driver, his Geist.

Weakness: Losing his Geist, lack of industrial machinery or mechanical devices around, spirit destroying weaponry
Likes: His old muscle car, old weapons and machinery, ghosts, 60's music, Hard Rock
Dislikes: Gang members, those who torment spirits, Sin-Eaters who exploit ghosts for personal gain


Backstory: Every Sin-Eater is born in death. Some obsess over it, some wish to truly die again, some simply see it as something that happened to them. But what really matters is how they died. Lawrence was simply in the wrong place at the wrong time, having just purchased an old and rather battered '71 Firebird that he planned to restore as a project. Instead, he was killed during a case of mistaken identity, his car and body torn apart with bullets by a group of gang members looking for revenge against a member of a rival.

Lawrence bled to death in the front seat. So had the Redheaded Driver, a Geist in the form of a young man fresh from the horrors of Vietnam, wide eyed and riddled with bullet holes, who had been murdered himself in the same car by a jealous ex-boyfriend of his Fiancee. His spirit, consumed with fury and pain, had attached itself to the car, remaining within. Most of the owners had sold the car after a while, naturally feeling ill at ease in the presence of such an angry ghost. The Redheaded Driver wanted payback. It wanted Justice. It wanted to kill those who killed in anger. It wanted to feel the world again. So it offered Lawrence a deal, one he grasped onto immediately, coming back to life in the back of an ambulance covered in a sheet. The doctors said he made a miraculous recovery from the attack. Lawrence knows better.

Lawrence is now on the hunt, armed with the old .45 Automatic the Redheaded Driver had in paranoia stashed within a seat cushion fourty years earlier, not that it had done him any good. The killers are still alive, but he won't let them stay that way forever. The ghosts of the dead howl for vengeance and justice, and that's exactly what they need to move on. The Redheaded Driver doesn't want anything less than that.


He's currently in the city tracking down one of the gang members who had shot him and left him for dead.
Title: Re: Cross Effects Character Page
Post by: The Man With All The Cute Boats on October 20, 2013, 12:27:03 AM
Name: INFERNO COP

Race: Human?

Age: Cop-years old

Height: Six feet or so

Weight: About as much as a skeleton and a cop outfit. And a gun. That, or he weighs as much as a car.

Eyes: Not present

Hair: A beautiful and glorious mane of animated fire

Appearance: He’s presumably fully a skeleton, wearing a cop outfit that really shows of his pecs very well. He has a fire-proof cop cap too, and is constantly holding a gun no matter what, unless he’s a car. As a car, he’s a really sweet racecar with his skeletal head at the front of it.

His head is also always on fire.

When he is glitter Inferno Cop, he shines with a golden sheen.

Alignment: Lawful Good, and then some other things, then Lawful Good again

Charisma: B (he inspires an entire town to cheer for him as he fights his final battle)

Strength: E (B as GIC)

Agility: E(B as GIC)

Speed:A+++ (as a racecar, E otherwise unless GIC, where it goes up to B)

Magic Resistance: C

Magic Ability: No magic

Other Abilities:Is bullet-reflective

Can turn into a racecar, which is also a time machine, but he’s had an operation since.

Can land from falls dozens of stories high as if he just walked down a stair.

Can fly as Glitter Inferno Cop

Is a Real God

Devil’s Satan Hellhound Grenda’s Kind Hand, Abbreviated to Devil’s Satan Hand, allows him to defeat any enemy at the cost of his life. Or it makes him a 20foot tall invisible giant who watches over us, who knows.


Origin: Inferno Cop is a cop who’s come back from hell to defeat the southern cross, the organization that killed his family. One of the first things he did was run through a cop and his car as the cop thought of illegally watching anime, which he did to go shoot up some people and save a pregnant lady. The pregnant lady’s water breaks, and there is a massive flood in the immediate area. Inferno cop saves her baby, and laments that one of the men who were assaulting her gave him a cross scar on his forehead, making him into one of the Southern Cross.

But then, the baby reveals itself as an agent of the southern cross, and turns into a scaly giant with a crab’s hand! He shoots it, and as it turns out it’s invulnerable to bullets. The bullet ricochets back at him, but Inferno cop is invulnerable to bullets as well! The bully ricochets to the baby monster, making him explode.

To speed the story up, he’s is brought to Trial, loses, gets sent to prison, gets into an accident on the way to prison, gets rescued by an evil organization that wants IC to kill himself due to medical bill debts, jumps into the streets in the middle of a future zombie apocalypse, in November 17th of 2087. He meets Mecha cop, who was born to destroy him, but his survival rate was of 120%. He rams Mecha cop in his time machine/car form, and warps back in time, to the cretaceous period. He meets dinosaurs and this savage tribe that treats him and Mecha cop as gods, until the real god shows up and slaps them into hell. They meet Inferno cop’s something or other, Grenda, and help her find Inferno Cop’s uncle. She shows them the way out, but Mecha cop stays. Inferno cop runs over some kid as his first deed in the world of the living, and that kid becomes HELLFIRE BOY, his sidekick. They sign up for a race together, so they can conquer the world with the prize money.

The race doesn't go too well and IC is lagging in second place, until he uses HELLFIRE BOY’s life as a fuel source to go faster. He goes past the speed barrier, but still ends in second place. He gets the prize money anyway, and gets an operation to make him not a car/time machine once more. He goes to bury HELLFIRE BOY in Egypt, and uses a 99 cents world cruise to get there. HE gets hungry and stops at a bread stand, only to find a piece of bread that looks like HELLFIRE BOY after he puts his sidekick’s glasses on it. He then eats the bread.

Next he goes into the pyramid, where he interrupts the unrivaled pharaoh’s fifteen hours of sleeps, and proceeds to defeat him in single combat. He then goes into the pharaoh’s sarcophagus, until he gets a call to return to Jack Knife Edge Town from his boss. He runs there, and is greeted by the police department being struck by lightning, which came from an alien spaceship. Aliens then kidnap him and use his status as a false god to trigger the third destroy finale, which will lead to another worldwide extinction, just like it did for dinosaurs and bell bottoms. This will lead the world to its ideal state, and evolve Inferno cop to a Real God.

After it happens, everyone is inferno cop, except for that cat. As it turns out, that pregnant lady was so impressed by IC saving her that she attempted and succeeded at making a world filled with Inferno Cop. A world that has nothing but IC and her, where they can be together forever. IC thinks that a world with no war or shoplifting is a good thing, until he pukes up the HELLFIRE BREAD, who reminds him of his objective and to not give up. Inferno cop then eats the bread again.

IC affirms that he is the one and only Inferno Cop, and becomes Glitter Inferno Cop, his final form, where the fire enveloping his head becomes golden. He is also a Real God, at this point. All the people who had become inferno cop because of the pregnant lady revert to their normal selves, and Inferno Cop states that that’s the power of humanity and that she shouldn’t underestimate it. The pregnant lady shoots at him with a machine gun that was in her belly, but Inferno Cop remains bulletproof.

He proceeds to beat the crap out of a pregnant lady.

He powers up his final move, and the pregnant lady takes her chance: she fires her entire body, minus the head, as a massive boomerang to finish him. Hope seems lost, but Mecha Cop, who was made to protect him, and Grenda appear and shoot the boomerang out of the sky. Inferno Cop now uses his final strike, the Devil’s Satan Hellhound Grenda’s Kind Hand, to defeat and kill the pregnant lady once and for all.

His story ends as he watches over a grown-up Hellfire Boy and his Girlfriend from Arizona, as they chill on his bouncing car.

It is as he ponders if anyone will remember him that he wakes up in a Nexus city hospital with a living(?) body, where a Ghost Rider brought him in thinking he was one of his people. Inferno Cop, in a moment of glory and nostalgia, runs out the hospital’s seventh floor window into a pack of wild Gelatinous Cubes.

And this is where it all starts.


Weakness: Irreversibly fated to be the protagonist to the best story ever told, has severe ADD, might be retarded

Likes: Black bread, Money

Dislikes: The Southern Cross organization, Shoplifting
Title: Re: Cross Effects Character Page
Post by: Bloble on October 20, 2013, 01:36:02 AM
Name: Axe Cop
Race: Cop (don't ask, it's complicated)
Age: Kinda old but not old enough to be boring, so like 35 maybe
Height: Axe
Weight: Cop
Eyes: Impossible to know because he never takes his glasses off
Hair: He's bald and never removes his hat. Has a bitchin' black mustache that's impervious to damage.
Appearance: HE'S A COP WITH AN AXE (http://2u7c4247dsfd1ulbj42k419gsze.wpengine.netdna-cdn.com/wp-content/themes/axe-cop-next/images/axecop.png) (also can transform so it's fairly fluid)

Alignment: Lawful Good
Charisma: A (do you see how many people he gets at his tryouts? shit's crazy)
Strength: C (B with lemon)
Agility: C (B with lemon)
Speed: C (B with lemon, A when chopping people's heads off)
Magic Resistance: D

Magic Ability: None, technically. But he can pull shit out of his ass (not literally) often enough that it's sort of like magic. For a complete list of his abilities, read the comic.

Other Abilities: Chopping people's heads off. Martial Arts. I'm not listing them all here. Seriously. You can just put down 'whatever is most ridiculous' and it would fit. There's a gun that shoots books, a book that turns into a giant robot... too much. Way too much stuff. Oh, when he eats a lemon he powers up and turns into Axe Cop With Lemon (raises all stats by 1 rank), and when he gets lit on fire he turns into Axe Cop Fire. He also has a T-Rex but he left it back home.

Origin: All you need to know (http://www.youtube.com/watch?v=-jfNEAiHXFM#ws)

After the events of his comic, Axe cop takes a vacation to a hotel, where he plans on watching lots of movies and eating cake. However, he checked into the a hotel in Bad-guy-ville, so he has to go out and chop off the head of every bad guy. At the end, he chops off Evile Champagne Man's head, causing the town to be flooded by really tasty booze. Axe cop accidentally drinks it all and falls asleep for two minutes.

When Axe cop wakes up, he is in an empty police station in Nexus. Since there are no other officers there, Axe Cop decides to hold tryouts for his new partner, which is where his story begins...

Weakness: Talking gorillas
Likes: Axes, being a Cop, beating up bad guys, chopping off bad guys' heads, dinosaurs, anything a 5 year old boy would like
Dislikes: Bad guys (not really), talking gorillas, people figuring out he's bald, not being able to chop up bad guys, anything a 5 year old boy would hate
Title: Re: Cross Effects Character Page
Post by: lantzblades on October 27, 2013, 04:08:49 AM
Name: Connor McRemitz
Race: Demi god
Age:18
Height: 6 feet
Weight:260lbs
Eyes:red
Hair:red
Appearance: A lean but muscular young man whose hair is often tied in a pony tail. His wide shouldered frame and choice of heavy clothes make him appear much bigger than he is. He can and will grow a beard if left unchecked for more than a few days but he finds it a nuisance to care for so he shaves every day despite his natural baby face getting him a few jabs from girls.
Alignment: Chaotic good
Charisma: C
Strength: B
Agility: A
Speed: A
Magic Resistance: B
Magic Ability: C
Other Abilities: Endless  pursuit, Connor enters a Zen like state where his reflexes perception become a singular entity. This allows him to Dodge or block any attack seen the moment he sees it. Although not invincible it makes him very hard to defeat in combat. It also often causes him to fall asleep on the spot after it concludes and is not voluntary to activate or exit.

Shadow pact. Connor is seen as an extra dimensional creature by other creatures of that nature unless Connor actively stops the effect. Cu culann's teacher gifted him this ability as a baby after Connor's mother won a certain dispute.
Origin: NA
Weakness: Connor cannot lie, a nameless curse afflicts him making him unable to lie
Likes: Sakura Tohsaka
Dislikes:Gilgamesh, emotional fronts
Title: Re: Cross Effects Character Page
Post by: Mordalfus Grea on October 28, 2013, 03:32:15 AM
Name: Imiganai Satsuriku
Race: Arrancar, Vasto Lorde
Age: Unknown
Height: 5'8"
Eyes: Blue, neon-blue
Hair: Black
Appearance: A beautiful woman with the physique of  skilled fighter specializing in agility and speed, she appears to be a woman of ancient Japan. She prefers men's clothing of that era as opposed to women's clothing and will more often then not, carry her Zanpakuto in it's sealed state in public like she did during her life as a human.
Alignment: Chaotic Neutral

Stats:
Charisma: A (C) [C]
Luck: B (A-) [A+]
Strength: A+ (EX) [EX]
Agility: B+ (A++) [EX]
Speed: A- (A++) [EX]
Mana: EX
Magic Resistance: A- (A++) [EX]
Magic Ability: C+ (A) [EX]
Other Abilities: Bala; Cero; Aguja Cero; Punto Cero; Tala Cero; Gran Rey Cero; Diosa Cero; Enhanced Hierro; Enhanced Pesquisa; Sonido Master; Master Swordsman; Master Hand-To-Hand Combat; Enhanced Strength;  High-Speed Regeneration;

Other Abilities

Resurrection (Rank EX) - 盲目的 / (Mōmokuteki) Fin; Upon releasing her Resurrection she unleashes her true form for all to see, her form is enclosed in a bone white armor of some resemblance to that of bygone eras and renders her sightless. In this form most of her stats are increased, except her charisma which drops considerably. Like many of her fellow Arrancar she retains her Zanpakuto, however her blade is unleashed much like herself and allows for her to fully uses its many abilities in combat. Her Second Resurrection 暴露 / (Bakuro) Los Líneas de Ocultos acts in a manner similar to her first resurrection, from which she gains a massive boost in power and abilities.

最後の女神 (Saigo no Megami) / Diosa del Fin / Goddess of the End; Rank A++ Mystic Code; Imiganai's signature weapon, in her unreleased stage it takes the form of a larger than most Katana sword but in it's first released stage it takes the form of an Odachi sword being over six feet in length. The blade has the ability to End anything, from spells to lives, from curses to fates. It can end many things, but even in its first released state it is incapable of Ending what cannot be ended by any non-divine being. Upon her second resurrection, her blade changes once more to the form of a massive Zanbatou styled Bisento in which the staff portion of the Bisento being 5 feet in length and the blade portion being over six feet in length, one might think such a weapon would be unwieldy but Diosa del Fin is capable of shortening itself to smaller lengths

Origin: N/A
Weakness: Her Sense of Honor; Imiganai has a strong sense of Honor and will not back down if challenged, even if it means walking into a trap. She will never waver in the face of her honor, this has not changed the slightest after her death and ascension to Vasto Lorde
Likes: Bushido, Nature, Honor, Reading, Sushi
Dislikes: Needless Conflict, Corruption, Slavery, Oppression, Makeup & Beauty Products, Modern Society, Fangirls & Fanboys
Title: Re: Cross Effects Character Page
Post by: The Man With All The Cute Boats on October 28, 2013, 03:43:23 AM
Name: Ran

Race: Human

Age: 20

Height:5.6

Weight: 125 lbs (without equipment)

Eyes: Brown

Hair: Black, in a ponytail

Appearance:
Yes, this is my fetish.
(http://i.imgur.com/2QFvdsb.jpg)
Don’t worry, I plan on making her put a shirt on.

Alignment: Chaotic neutral

Charisma: E-(Not team leader, hard to get along with)

Strength: C (B when in overhead stance)

Agility: C (B when in drawing stance)

Speed: D (C when in drawing stance)

Magic Resistance: E (C when in clear stance)

Magic Ability: D (Can use some skills with a magical element to them, but cannot outright use “magic”)

Other Abilities:

Stances (A): Ran is a master of the four stances taught to the Ronin: the upper stance, for offense and a fire strike, the clear stance, for defence and a lightning stab, and the drawing stance, for agility, speed and a freezing slash. From these stances she can use the final stance, the peerless stance, which allows her to use any stance’s skills.

Warcry (B): Ran, like many other Ronin, has the ability to let out a warcry that supernaturally induces fear into weak-minded foes. Some say that this is not supernatural, but rather because an angry Ronin in a stance is piss-scary.

Mining (D): Ran is trained in the arts of mining and prospecting. She has never sought to master this art however, and swings her sword with many times the skill with which she swings a pickaxe. However, both are deadly and not recommended to your health.

Origin: Far into the post-apocalyptic future, where man is technologically retarded and people have gone back to using swords and junk, there exists a labyrinth of depth unimaginable. This labyrinth is both filled with monsters and inexplicable beings, and is constantly receiving an influx of explorers who wish to surpass these obstacles and be known as the team that explored the entirety of the labyrinth. The labyrinth was called the Yggdrasil Labyrinth.

The town of Etria, parked next to this labyrinth, thrives off of this. The explorers provide a source of income for the town, both off of their own needs and by obtaining new materials from the labyrinth that can be carted off and traded.

Ran, at this time still weak and inexperienced, went to this town of Etria on a quest to prove herself. She formed a guild with a duo of constantly-bickering medics, a survivalist dedicated to learn how to gather resources instead of how to fight and a silent and serious Hexer, who seemed to be the only person Ran could get along with, until the Hexer gained the unpleasant hobby of pranking Ran. This team, which had little offensive strength until Ren came along, was to be her team and group of friends for the following year.

Together with this group, Ran conquered the labyrinth one floor at a time, all the while being rivals to two other, better formed teams. They reached the fifth stratum, Lost Shinjuku, before any of their peers. It is in this technologically advanced place that Ren’s team started falling apart: One of the medics died against the harsh foes that were Ren and Tlachtga, once mentors. The survivalist, long lucky and barely dodging death, lost all luck once Visil, Etria’s chieftain merged with a monstrous being created from the Yggdrasil’s core, struck him down.

With two of her allies and friends dead, Ran became bitter and angry at her failure to protect them. She further pushed herself and the team, stating that if they stopped at the fifth stratum they wouldn’t be honoring their comrades’ deaths. They entered the sixth stratum, a veinous and living cavern created by Yggdrasil’s Core to protect itself, though only after news that their two rivals had already fallen within. At the very lowest floor, with but three constructed doors between them and their final foe, is where misfortune struck again. The dragon guarding the first door felled the Hexer, and the dragon guarding the third struck down the remaining medic, the de facto team leader.

Now completely alone and consumed with fury and grief, Ran threw herself at the Yggdrasil Core. The being was magnitudes stronger than she alone could ever be, and summoned down fire and chaos to destroy her. It is here that she was thought to have died, however what happened is completely different.

Covered and hidden away by a wave of fire, Ran was taken away to another world, one housing a place known only as Nexus City. She was confused by this place, looking eerily like lost Shinjuku, but after a certain amount of time there she realized that she had only traded one monster-infested dungeon for another, but this new one was far less easy to deal with.


Weakness: Puts more into offense than defense, needs to have a stance set up to do major damage, reacts poorly to surprise attacks (In more ways than one, pranks lol), terrible social skills


Likes: Getting shit done, a good blade, money, Finishing what’s been started, All of her friends, her honor code


Dislikes: Annoying people, stubborn people, people who waste time learning useless stuff, pranksters, all of her friends, Losing, Failure, dragons, modern technology
Title: Re: Cross Effects Character Page
Post by: Arch-Magos Winter on November 20, 2013, 12:37:42 AM
Not sure if I'll run him, but here you go. Good god the creation tools in Demon: The Decent are AWESOME. Old testament style angels baby~

Name: Raul Martinez
Race: Demon
Age: UNKNOWN ERROGODMACHINEISWATCHINGR DATE UNKNOWN
Height: 6'2
Weight: 220lbs
Eyes: Brown
Hair: Black

Appearance: The Cover is of a Hispanic male in his late 20's. The Demon's form is humanoid, winged, consisting of harsh angled joints and body structure, and covered in a bizarre armor plating that looks like feathers. It possess six angular and unnaturally flexible limbs aside from its wings. It's possible to hear the whirring of impossibly perfect gears within the joints of the limbs. Two function as feet. The other four serve as arms, and It's head is completely faceless, having only two indents in the face which seem to extrude an eerie green glow, and his entire bodyseem to be covered in a thin coat of electrical power at all times.

Alignment: ChAotttiC *ERROR PROCESS CORRUPTED*

Charisma: E
Strength: B
Agility: A
Speed: A
Magic Resistance: C

Magical Ability: As he was originally of the Angelic Faction of the Destroyers, he possesses a focus in the Cacophony Embed. Transferring his skill in his demonic form in unarmed and armed combat to his Cover, Martinez is able to easily overwhelm most opponents he would normally face in human form with his sheer speed and a liberal abuse of his Embeds and Exploits of the system.

The Cacophony Embed allows Martinez even in human form able to take wounds that would incapacitate him if he were normal. Within demonic form, he can kill without a sound, alter probability, clear a room of enemies with a ranged weapon in seconds, find a target without trouble, sabotage nearly anything with a touch, able to commit acts of violence and murder without anyone reacting, and in general raise merry hell.

However his true power is in his ability to partially transform into his demonic form through the cover, or enter it entirely. In fact, he can 'Go Loud' - turning him into a powerful force of reality echoing his former connection to the God Machine's power - though this attracts more attention than it's generally worth. However, a Demon that's Gone Loud is practically invincible to mortals, capable of feats and powers it normally cannot access, easily capable of wrecking several Angels and multitudes of lesser beings without much issue.

His Demonic form is armored, capable of seeing in pitch blackness, is able to transform its hands into lethal weapons, and is eerily fast and capable of ripping enemies to little more than ribbons. For that matter, it can let loose a wave of electricity, easily capable of stunning and killing opponents, or destroying Infrastructure. It also provides an extra degree of protection in close combat.  To say facing Martinez's 'Loud' form head on is suicide is an understatement.

Other Abilities: Martinez has a program that automatically translates any language he reads or hears into a form of code he can understand, a little fragment of the information stream of the God Machine the was able to rip from it when he cut the link. He also has several pacts that supply a steady stream of potential replacement Covers.

Origin: Despite being a living Paradox, Martinez is your standard Hispanic adult, easily capable of blending into the metropolis of the nexus without much difficulty. The mission of the Angel that is within his body is simple -  Destroy the Unchained seeking the Nexus as Hell by destroying the Infrastructure within. The Infrastructure here was weaker than usual, Saboteur's wearing away at it. The Angel willingly obeyed the God Machine. Martinez did its job. The Infrastructure recovered. How many unchained fell to it and its group of Angels is unknown. And then the question came.

"Why do you preserve the destroying machines" - posed by a Demon, before he took it's head off with a cleave of his blade.

So for the first time, the Angel did a dangerous thing - he thought for himself. After the task was done It would never remember the place it unwittingly helped destroyed, the feeling of walking the streets, the smells and the sheer humanity it possessed. And the Angel thought again, and decided to do what needed to be done, because this destruction went beyond his mission parameters.

His final act before severing his connection was impaling one of his brother Angels through the head with a flaming sword. Unchained he slaughtered his former brothers, and slipped into the Saboteurs he once hunted down. Now functioning as an assassin and operative among that Agency, he pursues his agenda with a vengeance few Demons among the Unchained could understand. When he Fell, he fell with a purpose in mind - destroy the destroyers.

The Nexus will be free. Hell will come. This is the Descent. Each Angel that falls brings it closer and closer to reality. Those who remain Loyal are to be eliminated with extreme prejudice. The God Machine will fall to the Demons, and Heaven will be destroyed.

And Martinez hopes he'll see that day, and be the first to burst through the gates.

Weakness: Lack of Aether, Cover Blown or Burned, Going Loud (Sorta), severe damage,

Likes: Freedom, the Nexus, Mexican food, explosions

Dislikes: The God Machine, loyal Angels, those who interfere with the city or otherwise act to draw the actions of the God Machine upon him or the city, those who assist the God Machine
Title: Re: Cross Effects Character Page
Post by: Alice on November 23, 2013, 11:14:28 AM
Name: Tohsaka Ryoko
Race: Human (Magus)
Age: 18
Height: 5'4"
Weight:
Eyes: Eggshell Blue
Hair: Orange/Red

Appearance: Attractive, albeit in a more tomboyish sense, even for a Japanese girl. She keeps her hair cut short, to keep it out of the way while fighting. Her body is well toned in it's musculature due to years of training in the martial arts. Her bust is only modest in size, but it works in her favor in more ways than one. Her clothing choices tend to be fairly simple and practical- jeans, t-shirts, tennis shoes, maybe some overalls every once in awhile. Sometimes she favors a tight pair of shorts and a sports top instead, to make herself harder to grapple when fighting hand to hand, but this doesn't happen nearly as often.

Alignment: Neutral Good
Charisma: B
Strength: B+
Agility: B+
Speed: B+
Magic Resistance: B
Magic Ability: B+ for most types of combat based magic, A for reinforcement based magic minus projection, D+ for everything else

Other Abilities: Is fairly natural at fixing things. Also knows martial arts, but for some reason, tends to default to charging and just plain punching things. Also has fewer pain receptors than most, which is a double edged sword- she can feel less pain, but this doesn't actually prevent any damage, so while she can withstand more than most people, she can also push herself too far and get herself into fatal conditions more easily than other people.

She also possesses a pair of enchanted colored contact lenses that make some subtle changes to her features, enough so she's not immediately recognizable to people searching her out, as well as doing their normal job of changing her eye color from blue to brown. The case she keeps them in also has a spell on it, one that, with a small incantation, makes sure the fluid inside is both sufficient and clean.

Origin: Rebecca Kururugi is a woman- a woman... with a mission. A mission to be the best superhero ever like no one ever was, to beat up bad guys to a pulp, and to just generally have fun. In other words, she's like a shounen protagonist. And like most shounen protagonists, she's kinda an idiot. And yet, in spite of how many people it irritates, no matter how much collateral damage there may be, nothing will stop Rebecca from fulfilling her mission, her dream, her destiny

...Naaaaaaaah. This is the persona that one Tohsaka Ryoko takes on at times to protect herself from magi who may want to study her should they ever discover the truth of her birth, one based off of an encounter with a real person and nearly perfected with practice and the aid of her enchanted colored contact lenses.

Ryoko is really the daughter of one Archer and one Tohsaka Rin. To be precise, her parents are the very Dark Archer and Tohsaka Rin who's hearts and bodies have intertwined within the City itself. She was sired by Archer while his taint was still within his body, and he passed some of that to her. However, recently, thanks to a Sin-Eater named Lawrence, that taint is now gone.

She's generally a good person, but she has a mischievous streak that she inherited from her father while he was still dark, and thus loves messing with people at times, even her own parents. She never tries to go too far with this though, and tends to keep it to ribbings and teasing, much like her parents themselves are fond of doing. She can go further though, like with the Rebecca persona or dating a guy she likes that she knows will rub her dad the wrong way for instance. She ultimately wants to hurt people as little as possible in the process, however.

Despite her relatively easy going and laid back nature, she hides the fact that she often feels immensely pressured. While she's interested in magecraft, she doesn't quite have her mother's drive for it and her lack of talent for most forms of magecraft outside of combat and reinforcement makes it difficult to fulfill her place as the Tohsaka heir, a role that she still tries to take seriously despite her personality. But she still tries. She can have a bit of a temper at times like her mother, but it doesn't tend to be as overt, and her anger tends to seeth under the surface unlike her mother's, which tends to boil over and explode.

She's more of a tomboy than even her mother, however, one who is fond of fixing broken objects much like her father. She doesn't quite share his passion for cleaning, but she doesn't mind putting in the elbow grease if it helps add the finishing touches to her work. She has talent both as an archer and as a chef, but whether she can match her father is questionable. She has a gift for the martial arts beyond either of her parents, however, and has been training since she was very small, starting with Rin teaching her what that Fake Priest taught her so many years ago.

She's competitive, and also enjoys a good fight. The latter is much to her parents' chagrin, since given her lower amount of pain receptors, if she gets hurt, she won't be able to tell as quickly, and thus she may not get treatment for certain things in time unless someone else notices first. Even without her persona, she can be somewhat reckless and cocky when she fights, which makes this worse. This is also worsened by the fact that, much like her father, she starts out with melee to assess her opponent, and, like her mother, tends to save her gems for emergencies and bigger conflicts.

The Rebecca persona is not the only facade she has. She also acts as if she is the Tohsaka Heir, even though it's her younger sister that possesses the Tohsaka crest. This is an effort to protect her from harm, as while her sister has better magical capabilities all around, Ryoko is far stronger in battle. This was a decision she made on her own, with her parents' grudging acceptance.

Weakness: General human weaknesses, her higher threshold for pain in the right circumstances, her lack of talent for certain types of spells, and her general recklessness and occasional overconfidence in her fighting ability.
Likes: Fixing things, messing with people, a good fight, a nice cup of tea (her father's especially), her parents, punching out her enemies.
Dislikes: Being rendered helpless, those that would besmirch the Tohsaka name, failing to live up to expectations.
Title: Re: Cross Effects Character Page
Post by: Alice on November 23, 2013, 11:48:15 AM
Name:Thomas Hale
Race:Human (?)
Mewtwo
Age:21
Height:6'3" in human form, 6'7" in true form
Weight:
Eyes:Violet
Hair:White

Appearance: Handsome, enough so to be called a pretty boy, and yet somehow manages to be intimidating even though he almost always wears glasses and has a medium, well toned build. He's bulkier than Lancer, but less bulky than Archer, but is generally a bit closer to Lancer's build. He has a rather intense gaze, and has a nearly perpetual frown on his face. He can smile, though it tends to turn into a smirk or something a bit bitter more often than not.

He dresses both simply and rather conservatively, favoring clothing that covers his body. He currently has a long coat that he's rather fond of. As mentioned before he almost always wears his glasses.

His true form... isn't quite so attractive.
(http://i.imgur.com/4a6YhbC.png)
Alignment: True Neutral (could be turned Neutral Good with enough effort though)
Charisma:C (C+ in human form due to being pretty, C- in True Form, though the voice still helps, which is why it's not lower. C all around because of poor social skills)
Strength:B+
Agility:A
Speed:A
Magic Resistance:B+
Magic Ability:A (for his psychic abilities- otherwise he can't use magic)

Other Abilities:
Telekinesis: Can move objects with his mind. His is quite strong, and can lift quite large and heavy objects. How much he can manipulate an object, however, depends on its size and distance. It's safe to say, however, that he can fling around the average person with relative ease. In both forms, he can use this to fly, but in human form, only for short distances. Becomes exponentially more powerful in true form.

Telepathy: The ability to communicate via the mind. His is strong enough that he can manipulate the minds of others, to the point where he can erase memories or even control people. He does not do either of these things often, however. His power over the mind increases in true form.

Barrier: Can project a barrier around himself and others that deflects physical and some magical damage. How long the barrier is maintained depends on how much damage its taking and how much energy the user himself has left. Only available in true form.

Teleportation:So long as he remembers the location, he can teleport himself and others to that location in an instant. Only available in true form.

Recover:Can heal more than a fair bit of damage to himself when injured. Can also use this to heal others if need be, though he can only focus on one person at a time, and he has an easier time healing himself than other people. Only available in true form. 

Regeneration: Heals wounds far more quickly than most naturally. This combined with Recover means he can sustain incredible amounts of damage, though this does not make him invincible. While he does heal somewhat more quickly than the average human in human form, it is not to nearly the same extent as it is in true form. 

Origin:A mysterious young man of unknown origin just making his way through life. His true nature is a mystery...

What isn't so mysterious, however, is that he is rather the quiet sort, somewhat reclusive and not fond of crowds or parties. Despite his seemingly bookish and reserved personality, he can have his more human moments, including the occasional spurts of immaturity. In spite of his relative calm, however, he does occasionally have a bit of a temper. He's generally quite serious, but his words can often take on a bitter or cynical edge. He can snark, but it doesn't happen too frequently. His sense of humor is not well developed.

He sometimes has trouble understanding other people, in spite of his vast intelligence (or perhaps because of it), and sometimes has to use what he can glean from the minds of others to come to a greater understanding. He does have his moments of comprehension on this front, however. In spite of his distrust towards certain aspects of Biological study, he is an avid learner who will go out of his way to find answers. He is a deep thinker, and will at times be lost in thought to the point where he loses awareness of everything else around him.

He slept through breakfast this morning, but in the rare instances he does eat breakfast, he usually has something fairly simple and quick to eat with tea, because he likes tea.

Weakness:Anything that stops or inhibits psychic abilities. He also has a few psychological trigger points as well. In human form, while he is stronger, faster, and smarter than the average human, he is still human. He therefore will experience injury like any other human. In true form, while insanely powerful, his appearance makes him far more noticeable and is likely to make people more hostile, increasing the chance of people attempting to capture or kill him exponentially. Also, in spite of his healing factor and being a bit more resistant to it, he's not invulnerable to physical damage. A bullet to the heart is still a bullet to the heart.
In true form, pokeballs also might work, but that assumes he doesn't break free or crush them first.
Likes:Reading, brooding, philosophizing, tea, peace and quiet.
Dislikes:Idiocy, laboratories, people trying to control him.
Title: Re: Cross Effects Character Page
Post by: Arch-Magos Winter on November 24, 2013, 09:17:07 AM
Name: John 'Jack' Cooper
Race: Vampire; Clan Gangrel
Age: 81 years dead, apparent age 32
Weight: 171 lbs
Eyes: Brown
Hair: Black
Appearance: Rarely found not in a trenchcoat or some sort of hat, Jack looks very little like his actual age. Maybe a little haggerd around the eyes, but otherwise? He looks pretty damn normal. An intelligent observer however would easily be able to note the way he walks, and equate that confident stride with that of a former beat officer.
Alignment: Lawful Neutral
Charisma: D, despite his condition he's surprisingly good at talking to people.
Strength: D+ vampirism didn't do much but expand a bit on what was already there when it comes to this.
Agility: B, he's always been quick on the draw
Speed: D, he's no where near Forest's type of vampire, quick and strong. He's more the 'Take a 10 gauge to the face, and just come out of it looking pissed' type.
Magic Resistance: C-, his condition and vampiric abilities have allotted him a resistance against magical effects of all types.
Ability: There's some things that becoming a vampire intrinsically lets you do - boost your strength through burning vitae (the power absorbed by blood), have fangs, and take bullets like a champ - you simply don't need that flesh or internal organs any more..

And then there's the freaky shit that each clan can do. Scare people shitless with a look, take control of minds, become a target of infatuated lust, be able to always find whatever you're looking for... and change shape. Powers like this are known as Disciplines, and every Kindred knows at least one. Moving faster than the eye can track, being able to rip off heads like someone would twist open a soda bottle, hiding in plain sight, and being able to blunt the points of knives on their bare skin? Those are disciplines as well. Here's what Jack knows, which is pretty much all Gangrel stuff.

Protean - Shapeshifting. Jack took one hell of a liking to this - it's useful simply because as long as he can find a deserted alley, he can sleep during the day without worry by melding himself with the pavement below ground level. Jack can use this to bring claws out of his knuckles, see 360 degrees through modifying his ears to be able to sense tremors in the ground nearby, and smell like a bloodhound. He can even take on the form of a stray dog if he wants to avoid detection. Dracula did a wolf, but sometimes a vicious mutt is just as good.

Some masters of Protean can turn to mist and sprout wings and other bizarre appendages, but Jack's a long way off from being able to do stunts like that.

However... his claws just got a nasty upgrade, turning them into fleshrotting shredding machines that rip through kevlar and thinner steel like Butter. And they will probably later only IMPROVE in their killing power when he frenzies, but he's not there yet.

Animalism - Supposedly, animals don't like the undead. That's bullshit. Well, at least for Gangrel. Hell, Jack can talk to them and make them do things for him - simple tasks like check if an alley is clear, or to go and distract someone. Pigeons are especially good for that role. It's not much, but it's companionship. And for a vampire, that's nothing to laugh at.

Resilience - This is where Jack's powers really shine through. He's tough as a rhino on PCP half the time, able to take 9mm rounds and have them stopped by his bare skin, not that that's stopped him from picking up a bulletproof vest. Whatever you throw at him, as long as it isn't fire, he can take it as long as he's got vitae in his system.

Obsfucate - While most Gangrel don't bother figuring out how to do this, Jack found it necessary sometimes to slip away from those not to happy with him, like the Don's enforcers occasionally. He can simply be looked over in a crowd, and even in more empty spaces, people's eyes just go right past him without even noticing him when he wants them to. They even ignore him when he speaks! Hell, he's figured out how to do this to other people while he's touching them too - useful when he needs to have a private conversation.

Other Abilities: A private dick, Jack's the type to get dirty. He's got a .357 Magnum and he damn well knows how to use it. And it's always filled with hollow points. He's taken to a Makarov he picked up recently though; smaller caliber but it carries a few more bullets and he can easily hide it under his coat. Quite good with his fists, and he's able to see in the dark. For that matter, he can smell a drop of blood in a busy building, or hear the heartbeats of everyone in a room. When you're a predator of humans, you get very good at being able to find them.

Origin: A private eye in the nexus who's investigations eventually lead to his embrace. Since then he's continued on doing his job - pro bono. He gets his payment in a quick bit of feeding, something plenty of people are willing to give when no one else cares about their problem. I'll expand more on this later.
Weakness: Fire. Holy water just makes him laugh. A stake to the heart puts him out cold, but doesn't kill him - if you can pull it off that is, His skin's rather tough when he needs it to be. Cannot walk in sunlight, or he'll incinerate himself. For that matter, fire makes him very very antsy. A pretty smile and nice legs will get him to do just about anything, and probably truly for free.
Likes: A nice pair of legs, good whiskey, bad whiskey, blood, his hat, the Nexus at nighttime.
Dislikes: The fact he can't smoke anymore. The inability to drink without vomiting it back up afterward. Dirty cops.
Title: Re: Cross Effects Character Page
Post by: The Man With All The Cute Boats on November 25, 2013, 04:45:21 AM
Name: Anna
Race: Human
Age: How rude~
Height: 5.6, maybe?
Weight: Every Girl’s Secret~
Eyes: Brown
Hair: Red
Appearance: (http://i.imgur.com/eaPwopD.png)(can vary, however)
Alignment:  Chaotic Neutral
Charisma: B (excellent merchant, can sell to almost anyone)
Strength: E
Agility: E
Speed: E
Magic Resistance: E
Magic Ability: Very little, enough to demonstrate and maintain magical equipment but not enough to fight effectively

Other Abilities:
The Anna Siblings: There are thousands of Anna sisters. Even then, it is implied that they have cousins with thousands of sisters of their own. This massive family is also the biggest merchant network that the Fire Emblem universe has ever known, being able to sell things you can’t find anywhere else. From wall-making Runes to class-promotion items to statboosters to the rarest and most esoteric of weapons, these siblings have it all.

That also means that among the siblings, there is the odd egg: Some are more combat oriented, leaning towards the combat style of a Trickster. A sheet for them will be made later, if the need arises.

An Unending Inventory: An Anna obtains her goods through buying and selling, yes, but also through buying and selling from her siblings. She can interact with her siblings through a Rift Door, a door between worlds and time. So no matter where Anna is, she can sell her goods as she pleases and still be able to pull out more goods, as if from thin air. Of course, shipping and handling is paid by the demanding client~.

Item Use: Anna, to properly handle and demonstrate her wares, has a certain understanding of their workings and can handle them with limited proficiency. Her untrained body, however, won’t allow her to use certain weapons to their fullest potential. She’s a merchant, not a fighter.

Rift Doors: These are an item often used to open ways through space and time, but cannot be used consecutively in the same area within a certain timeframe.

Origin: Anna is a merchant who sells anything, and is in Nexus city because she could smell that there was profit to be made. Nothing more, nothing less~.

Weakness: Rift Door cooldowns, Combat, Competition, Money, Not Selling Anything On That Day(makes them grumpy)

Likes: Money, Good Deals, Finding New Customers, Siblings, Finding New Suppliers, Making A Profit

Dislikes: Getting Scammed, Brigands, Thieves, Misers
Title: Re: Cross Effects Character Page
Post by: Elf on December 04, 2013, 04:34:30 AM
Name: Gabriel Lucifer Umbra
Race: Incubus/Unseelie Faerie hybrid
Age: A little over 100.  Physically 25
Height: 6'1
Weight: 194
Eyes: Violet
Hair: Black
Appearance: Gabriel is tall, broad shouldered, and fairly well built.  He has very fair skin, he's actually paler than Forest.  When excited or arouse, he glows slightly, like moonlight. 

He has long black hair, but his hair looks odd.  There's no highlights, it's almost like his hair was just liquid darkness or India Ink.  It also doesn't reflect light either.  He uses his hair to cover his pointed ears.  He has fine boned features- think Tom Hiddleston as Loki and you're not too far off.  He has a wide, mobile mouth and his grin has a bit of a knowing wickedness to it.  His eyes are violet.

He dresses in either fine suits in dark colors such as black, burgundy, gray, and violet.  He's also been known to sport poet's shirts and leather pants as well.  He also has a black cashmere duster that he'll wear when the weather permits it.

In short, Gabriel is a gorgeous, gorgeous man.  Then again, he's Half Faerie and Half Incubus.
Alignment: Chaotic.  Chaotic Good with Chaotic Neutral leanings.
Charisma: A-, when Lure is activated S.  (However that only applies if one is attracted to males.)
Strength: D.  He's stronger than a human, but he'll lose in an arm wrestling match against say Forest.
Agility: C
Speed: D-
Magic Resistance: EX++
Magic Ability: E, however knowledge is A.  If it's a sort of magic he's unfamiliar with, he's very good at grasping the concepts and how it works.
Other Abilities:  Gabriel is a Magical Null.  He completely nullifies and negates magic within a one foot radius around his body.  This also includes magical constructs and beings such as Servants and even other Faerie.  Touching say Rider wouldn't kill her, but she'd feel instantly weaker and with prolonged contact he could end her (or any Servant's) existence.  Yes, Gabriel can hug a Servant to death.

Due to the fact he's a magical null his blood can kill ritual magic such as summoning circles or wards placed upon an area too.  He can also use his blood to create an area that is magically null for a short time.  He can also touch a magic user in the middle of casting and completely kill the spell they're working on.

Not to mention he can take magical energy to the face and it doesn't faze him.  An Excaliblast to the face?  Gabriel's clothing might be blown off of him, but he'd be rather untouched.

Gabriel has one magical ability: Shadow Walking.  Think of String Theory via magic.  Shadows can be accessed as portals to other places and Gabriel can open up doors to enter this interconnecting pocket dimension.  Using this he can travel great distances rather quickly.  He can also go into the shadows to keep someone from getting him.  However using this too many times and too fast will wear him out.

Since he's also half incubus, he has Lure.  This is something he can "turn on", making his intended target, as long as they are sexually attracted to men, want him.  To the point that it starts to become a need and obsession.  However those who are already in love with someone else, such as Sakura with Shirou or those with enough will power, like Forest, can resist it.

Another ability that Gabriel has due to his father's heritage is a sort of Sex Sense.  He can sense a person's sexual desires, kinks, what they like, dislike, and their sexual history.  He can read if someone's been raped, if someone is a nympho minx, or if they're a virgin. 

He has knowledge in martial arts and fought in World War I and II under the British SAS with all the training that would entail.  He also served with MI6 for a time.  Gabriel has some James Bond spy skills.
Origin: Wynn Umbra, in her days of political climbing within the Unseelie Court and Council, wanted to make a weapon that would strip a Faerie of their magic.  To do this, she needed to temper the blade with an incubus' blood.  As part of their bargain,  this incubus could call upon Wynn for sex to feed off of whenever he wanted for a time.

The last time he called Wynn just happened to be in her once every decade fertile period.

Wynn was pregnant, and was fully aware of the child she was going to give birth to.  Faerie and incubi had tried to breed in the past- the best cases ended with still born babies and the worse had the babies killing their mothers from in the womb due to the magical nullifying nature.  Oddly enough, Faerie seed wouldn't take in a succubus's womb.  Anyway, due to her knowledge of intertwining demonic and Faerie natures and that she made a safeguard so her own blade couldn't be used against her, she was able to carry the child to term without either dying.  Even though the pregnancy was very difficult; Wynn had no access to her magic and was ill the entire time.

Luckily,  Wynn's closest friend was Forest. 

Knowing that she couldn't raise the child herself (Gabriel's presence in Faerie starts to dissolve it if he's there for too long), Wynn gave him to Forest to raise as his Godmother.  In fact, when Gabriel calls Forest "Godmother", it's pretty obvious he wants to call her "Mother".  Wynn gets called "Mommy Dearest" because Gabriel has some resentment issues towards her.

Anyway, Gabe grew up like any kid being raised by Forest would.  There was violence, learning how to fight, and then joining the military to fight.  He served as an intelligence operative in WWI & WWII and was even part of MI6 for a time until he retired to become what he jokingly called a "gentleman of leisure". 

Now he sort of wanders the world, helping his Godmother and extended family from time to time, and mucking about the affairs of magic users that would harm others.
Weakness: Iron.  Gabriel is Faerie, and iron is his greatest weakness.  While he can take an Excaliblast to the face, Axe Cop could kill him with his axe due to it being steel.  He can be physically hurt.  Also, while throwing magic at Gabriel doesn't do anything to him, throwing it at the building behind him to collapse on him would.

His Godmother and people he cares about.

Also, if he doesn't get sex regularly he'll get cranky.  He doesn't quite feed through sex, but it does help him out.  Like Caffeine. 
Likes: His godmother, a well cut suit, curvy blonds, sex, teasing others, causing chaos, liquor, and deserts.  He also enjoys a good cup of tea.
Dislikes: His mother. Pompous magic users. Anything that could be considered a threat to his Godmother.  Being alone.
Title: Re: Cross Effects Character Page
Post by: Mordalfus Grea on December 08, 2013, 05:29:12 AM
Name: Monkey D. Luffy

Title: Straw Hat Luffy, King of the Pirates

Bounty: 400,000,000 Beli

Servant Class: Rider

Age: 19

Height: 5'9"

Eyes: Black

Hair: Black

(http://media.animevice.com/uploads/2/21756/621452-monkey_d_luffy_after_timeskip__paint__by_twin_gamer_d4ez19r.jpg)
(http://images4.wikia.nocookie.net/__cb20130118052610/onepiece/images/8/81/Luffy_Pirate_Warriors_Post_Skip.png)
(http://images2.wikia.nocookie.net/__cb20130119001250/onepiece/images/0/03/Luffy_Pirate_Warriors_2_Post_Skip.png)
(http://images1.wikia.nocookie.net/__cb20130922122156/onepiece/images/d/db/Luffy_Unlimited_World_Red_Post_Skip.png)
(http://images1.wikia.nocookie.net/__cb20130912184210/onepiece/images/6/6d/Monkey_D._Luffy_Anime_Post_Timeskip_Infobox.png)

(http://images3.wikia.nocookie.net/__cb20130503030138/onepiece/images/d/d6/Gear_Second_Techniques_Infobox.png)
Gear Second Techniques (http://onepiece.wikia.com/wiki/Gomu_Gomu_no_Mi/Gear_Second_Techniques)
(http://images2.wikia.nocookie.net/__cb20121201143836/onepiece/images/b/be/Gear_Third_Infobox.png)
Gear Third Techniques (http://onepiece.wikia.com/wiki/Gomu_Gomu_no_Mi/Gear_Third_Techniques)

Alignment: Chaotic Good

Parameters
[Using 'Gear Second']{Using 'Gear Third'}

Charisma: A

Strength: A+ [A+++] {EX}

Endurance: A+ [A] {B}

Agility: A+ [A++] {C}

Speed: A [A++] {C}

Mana: C

Luck: A

Magic Ability: E

Noble Phantasm: EX

Class Skills:

Magical Resistance: B+

Riding: C

Other Skills:

Battle Continuation: A++

Instinct(Fake): A+

Natural Body(Fake): A+

Pioneer of the Stars: EX

Voyager of the Storm: EX

Noble Phantasms:

Straw Hat Pirates: The Unbreakable Bond: Rank - A+++ - Through his journey Luffy acquired a crew of the very powerful and loyal friends, who will always come to his aid when called. Each one of them is a full-blown Heroic Spirit and has his or her own Noble Phantasms and Skills.

Gomu Gomu no Mi: The Cursed Gift of the Sea Devil: - A+ - A Paramecia-type Devil Fruit that enables the user's body to stretch like rubber, making the user a Rubber Human (ゴム人間 Gomu Ningen?).It was originally a treasure that Shanks and his crew took from an unspecified enemy, but was accidentally eaten by Monkey D. Luffy. The fruit's major strength, as demonstrated by Luffy, is that the person's body can stretch like rubber even when the ability user himself is nullified and makes them almost entirely immune to blunt attacks, including hand-to-hand combat, bullets or even cannonballs and can be further reinforced with the application of Busoshoku Haki, and thanks to Luffy's own creativity at both in and out of combat, this fruit has consistently proven itself to be among the most formidable, versatile, and unpredictable within the Paramecia-Class. The user's rubber-like body also allows the user to survive falls from heights that would kill a normal person. To surpass his limits Luffy created two techniques: 'Gear Second' and 'Gear Third' that greatly boost his performance in battle.

Haki: The Act of Not Doubting: - A+ - A mysterious power that is found in every living being in the world. It is not that different from the normal senses. However, most people do not notice it or fail to awaken it. Broadly, there are two types of Haki common to everyone, given the proper training; however, there is a third type that only a certain group of "chosen ones" are said to simple terms, Haki is an ability to sense spiritual energy and overpower enemies.


The Will of D: The Legacy of the Great Pirate Era: Rank - EX - The conceptual power that is held in the hearts of people living in the Pirate Era and searching for the greatest treasure in the world, One Piece. 'Destiny, Fate, Dreams, this unstoppable ideals are held deep in the hearts of men. As long as there people who seek freedom in this life, this thing shall not vanish from the Earth.' If there even the smallest chance of victory, even when fighting against an impossible odds, those possessing the Will of D will always attain victory.

Origin: Monkey D. Luffy, also known as "Straw Hat Luffy" and commonly as "Straw Hat", is a pirate and the main protagonist of the anime and manga, One Piece. He is the son of the Revolutionary Army's commander, Monkey D. Dragon, the grandson of the famed Marine, Monkey D. Garp, the foster son of a mountain bandit, Curly Dadan, and the adopted brother of the late "Fire Fist" Portgas D. Ace and Sabo. His life long dream is to become the Pirate King by finding the legendary treasure left behind by the Pirate King, Gol D. Roger. He believes that being Pirate King means one has the most freedom in the world. He has eaten the Gomu Gomu no Mi. As the founder and captain of the Straw Hat Pirates, he is the first member who makes up the crew, as well as one of its top three fighters.

Luffy has a worldwide reputation for causing trouble, challenging the Shichibukai, the Marines, and even a Yonko, as well as committing felonies and actions which were deemed threatening by the World Government. What is more, in the majority of these confrontations, he emerges as the victor. He has gained a reputation for being "reckless" and, in some cases, "insane", after causing an incident in Enies Lobby, entering and escaping from Impel Down, and joining the Battle of Marineford.

He is, therefore, infamous for being the only known pirate to not only deliberately attack the three most important government facilities, but also escape from all of them alive. The additional fact that he punched a Tenryubito with full knowledge of the consequences, as well as his heritage, has caused Luffy to be labeled as a "Dangerous Future Element", earning the wrath of Fleet Admiral Sakazuki, making the Marines among his greatest enemies.

These acts, amongst other things, have given him his current bounty of Beli400,000,000, one of the highest past or present bounties in the series. Having had a bounty of 300,000,000 Beli prior to his arrival at the Sabaody Archipelago, Luffy is one of eleven rookie pirates who has been referred to as "The Eleven Supernovas", the eleven pirates with bounties over 100,000,000 Beli to have reached the Red Line. He is also one of the pirates widely regarded as The Worst Generation.

Likes: His Namaka/Crew, His Family, Thousand Sunny, Adventure, Making Friends, Shanks, Meat, Food
Dislikes: People Who Insult his Dreams, Assholes, People who damage his Hat, People Who Piss him Off
Weaknesses: Seawater & Hunger.
Title: Re: Cross Effects Character Page
Post by: Arch-Magos Winter on December 09, 2013, 05:41:55 PM
Name: Old Man Henderson
Race: Old Man
Age: 51
Height: 5'10"
Eyes: Brown
Hair: White
Appearance: A middle aged man in combat boots, cargo shorts, a Hawaiian print shirt, and Mohawk. On his shoulder is a stuffed Parrot, known as Rupert.
Alignment: Chaotic Good

Charisma: B
Strength: E
Agility: C
Speed: C
Magic Resistance: Special, see notes.
Magical Ability: N/A

Other Abilities: Expert firearms wielder, specializing in combat shotguns. He's immune to abilities that affect his mind; Henderson is simply too damn crazy or drugged up to even acknowledge this sort of thing most of the time. Stunt driver, ship builder, champion figure skater, hockey player, and golfer. One of the luckiest fuckers in human history, bar none. Fluent in multiple languages. Memorized the Anarchists's Cookbook.

Origin: The history of Old Man Henderson is lost in the sands of time, but he's got some facts concrete about him - he at some point in his life was a thai prostitute and gangster, went to college for ship building, apparently competed at a national level in figure skating, hockey, and golf, is likely the father or related to The Stig, at some point returned to the US on some mans junk, and at some point, acquired roughly 215 antique lawn gnomes as his retirement plan, estimated value of over 40 grand. He also blames all his life's problems on Vietnam, but was 12 in '74.  At some point though, his collection of Lawn Gnomes went missing (He sold them to a charity auction, got high, and forgot about it), and Henderson went on the warpath in search of them, the quest ending with his killing Hastur the King in Yellow with a fuckload of explosives and some luck.

Or maybe that last bit was a weed hallucination, he has no fucking idea. Maybe he's in a parallel reality or something, but honestly he doesn't know or care. He's probably forgotten whatever even brought him into the city. The trail of the missing gnomes has brought him into Nexus City, and no muckle damn cultist will stand between him and his wee men.

Weaknesses: Good weed, the munchies, his forgetfulness when high, high explosives, most things that kill humans, flying helicopters
Likes: Good Weed, his gnomes, Rupert, booze, his shotgun
Dislikes: Cultists, Hastur, Mormons, Celine Dion
Title: Re: Cross Effects Character Page
Post by: KAIZA on December 12, 2013, 02:28:07 AM
Name: Android Series No. 12, “Executioner” Unit I.D. R31-N4 (or, Reina if you want)
Race: Gynoid
Age: ? ? ?
Height: 1.68 m; 2.03 m (w/ armor)
Eyes: Gray
Hair: Blonde
Appearance: Looks like a young woman with a moderate physique, medium-length blonde hair, gray eyes and a neutral expression on her face. Wears a sleeveless light gray bodysuit with short legs, wears a thick black bracelet with blue highlights on each arm and goes barefoot. Her most striking feature, however, is her booster wings; metallic wing-like thrusters with blue highlights coming out of her back that allow her to fly.

Her Battle Armor is gray with some turquoise highlights. It covers her body entirely; it is more bulky in the torso and hip area, with the legs ending on points, giving her a more androgynous, if delicate appearance. Her helmet has three narrow visor openings, and her wings are usually open while wearing her armor.

Alignment:
Lawful Neutral
Charisma: E
Strength: B+
Agility: A
Speed: A+
Magic Resistance: EX
Magic Ability: X


Weapon:
[Harvester] Abyssal Crash: a scythe-like weapon which can shift its blade both horizontally, for normal combat, and upwards, to use as a pole weapon. It also has the ability to nullify other Artificial Concepts, which makes them very effective for combat, as they are not only deadly with their weapon, but they can also disarm they’re opponents with ease.
Other Abilities: Specialized in countering magic-users and tanking. She is capable of cancelling any magical based attack on her by dispersing the mist around her body, rendering magic null. Being a machine, it is unaffected by mental abilities. Capable of detecting disturbances in mist (i.e. use of magic) in a 2 km radius. Capable of summoning a battle armor which increases her power and durability by 135%. Can absorb mist in the atmosphere as a power source if needed.
Her armor is also equipped with a small Mist Cannons on its chest and retractable blades on each arm.
Origin: In a world where magic is on its dying throes, mages are persecuted and the use of magic outlawed by the Order of the Black Wing. Forcing them to live in the wastelands or in hiding in order to survive, the Order wanted to ensure order and peace would be maintained within their cities. 

Android Series No. 12 [Executioners] “The Blades of Judgement”, deployed by the Order in order to closely inspect and supervise the various districts, were created for this very purpose. They were designed by a top member of the Order; almost universally female in appearance, and usually identified from other Androids by their booster wings.
   

They patrolled every single sector of the districts, and were programmed to eliminate any threat to public safety. Criminals and magi alike fell to them, and their tenacity and effectiveness led to them to be known as “the Angels of Death”.

Weakness: While immune to any magical-based attack, it can still be fought and defeated through physical means. It takes a great effort, but it's doable. Concept Weapons are also capable of bypassing her defenses and render Harvester null.
Likes: n/a
Dislikes: Magic

Title: Re: Cross Effects Character Page
Post by: Aiden on December 14, 2013, 06:01:30 AM
So here's the character I came up for this. I hope you're happy, Elf. I hope you're happy. No idea when I'm introducing

--------------

Name: Valda Becker/The Mother of Fire
Race: Human/Old One
Age: 29/Incalculable
Height: 5'7"
Weight: Nope.
Eyes: Brown
Hair: Blond

Appearance: Blond hair done up in a bun, and deep brown eyes. She has a light tan, her face has sharp features, and her body maintains the healthy layer of muscle and fat that it has only though a steady diet of anything she can fit into her mouth and digest. Her metabolism is ridiculous enough that this is actually the healthy course of action for her, lest she waste away and look like a rail in very little time. She is usually wearing either a suit with pants and a pair of glasses, or some sort of uncomplicated casual wear with a red shirt.

Alignment: Lawful Evil [she's a lawyer hurr derr]
Charisma: B
Strength: E-/A
Agility: E-/C
Speed: E-/C
Weapons: Pepperspray, a taser, and her shoes if she's desperate.
Magic Resistance: B

Magic Ability: EX (in the 'doesn't fit well on the scale either way' sense)
If it has anything to do with fire or its products, then she can do pretty much anything with it; intensify it, weaken it, create it, destroy it, shape it into impossible forms like animate simulations of living creatures or objects, and even communicate with it. She is the source and master of flame, even dethroned as she is.

However, she is subject to very strict limitations about this in her current state. For one thing, she has no ability to use magic for anything unrelated to these things. She cannot affect things outside her immediate sensory range. She cannot directly affect the bodies of human beings or the space immediately within five feet of them unless that space is adjacent to her, due to the limitations of her sealing (i.e. destroying the heat in their body, or increasing it; she could throw fire at them!), though other animals are not similarly protected. She cannot conceptally manipulate it or gift living beings or objects with power related to it, as her full self once could. Finally, everything costs mana, and she burns through it like an industrial paper shredder through year-old tax returns if things come down to a fight.

Other Abilities:
1) Immunity to heat and radiation of any sort. 
2) Unseen Senses, allowing her to vaguely recognize when something supernatural is happening and the rough compass direction it's happening in. Cannot be more specific than that, unless it's right in her face.
3) Is a really competent lawyer.
4) Can play a bit of football (soccer for the Americans).

Weakness: Most of her actual power is so inaccessible it isn't even on her character sheet; the powers that are here don't work unless she has a supply of magical energy. Problem is, she can't generate it herself and she has no way to steal it from anyone; it has to be gifted to her. Where two stats are separated by slashes, the ones on the left are for when she has no mana to fuel herself. Also, she needs a lot more food than normal people do to remain healthy if she has no mana.

Origin: Valda Becker grew up in East Berlin during the second half of the last decade of the Cold War, raised by hard working parents who had themselves been born and raised in the Soviet socialist system. Their housing and employment situations were a certainty, so while the food and amenities were not really anything to write home about they got by well enough to live. There was never quite enough food, for her tastes, but her parents always told her she would just have to put up with it.

Then the USSR collapsed and there really wasn't enough food being put on the table; say what you will of the collapse of the Berlin Wall, it was the end of her family's ability to make ends meet. They were not equipped mentally to survive in the capitalist society that followed due to their upbringing, and so the suffered. But Valda was determined, from the age of six, to not be like her helpless parents. The burning hunger inside of her demanded nothing short of excellence and success, and it was a hunger that never seemed satisfied with anything.

So she worked her ass off and became a lawyer. It still wasn't satisfying.

The reason for that is simple.

There was once an Old One known as the Mother of Fire, who was known to the ancients before recorded history as the source and symbol of fire's consuming nature and the burning blood of the earth. She demanded human sacrifice from the primitive societies of that epoch and earned the enmity of every sorcerer and shaman who had not already bound themselves in service to her. Though she drowned obstinate nations in magma and incinerated the souls of many of her enemies, in time she was overcome by the seven greatest of the age.

They bound her body beneath a volcano, and severed her consciousness from it. Then in a work of sorcery unseen since those primordial times they bound her to a human soul and locked her into a cycle of impotent reincarnation, trapped in the minds and bodies of humans and cut off entirely from her power and memories.

Her most recent incarnation is Valda, and something has gone very wrong with her punishment. She is finally beginning to get those memories back, and she realizes what she needs.

Personality: When it comes to business she's no-nonsense. When it comes to fun she's all nonsense. The main thread of continuity between the two is her refusal to make promises lightly, or to break the ones she already made; having to do so infuriates her. Moreso, if someone else breaks a promise to her. Outside of this rigid code of conduct, anything goes for her.

And that's just the most obvious crack in the human she is and was.

Likes: Food, wealth, hot summer days, the colors red and orange, professional football and Disney movies.
Dislikes: Winter, taxes, freeloaders, broken promises and the number seven.
Title: Re: Cross Effects Character Page
Post by: Bloble on December 14, 2013, 05:11:22 PM
Name: Luka (http://i561.photobucket.com/albums/ss55/xXShea-kunXx/luka.png)
Race: Half Human, Half Angel
Age: 19

Alignment: Neutral Good
Charisma: B (A+++ to any females who have monster blood or are otherwise not human)
Strength: B/A++
Agility: B/A+
Speed: B/A+
Endurance: C/A++
Weapons: An ordinary iron sword, Angel Halo (http://monstergirlquest.wikia.com/wiki/Angel_Halo).
Magic Resistance: B/A+

Magical Ability: Technically, none, but Luka possesses several supernatural sword techniques (http://monstergirlquest.wikia.com/wiki/Category:Skills) that could be mistaken for magic, as well as supernatural powers of his own. His skills include, but are not limited to: Regenerating his health exceedingly quickly by meditating for a few seconds, countering almost any attack with three powerful angelic strikes (note that this exhausts him and can only be used once before he needs to rest), and entering a serene state of mind that enables him to flow around attacks effortlessly.

Backstory: Six or so months after Monster Girl Quest 3, Luka decides to go visit his home village to see how it's doing, and for some alone time from his slightly overbearing wife. He never reaches it, however, because he gets swallowed up by a giant black wormhole while crossing the ocean, waking up to find himself in Nexus. Now he's looking for a way out and back to his world.

Other Abilities: Luka has the 4 spirits of nature (Sylph, Gnome, Undine, and Salamander) living in his soul after he made a contract with them. By calling upon their powers, he can boost his own abilities and performance exponentially. Sylph will increase his speed several times over and automatically block most status effect attacks, Gnome will boost Luka's durability and raw strength, giving him the 'strength of a mountain' and enabling him to escape almost any bind, Undine will let Luka enter a serene state where he will calmly dodge attacks with great efficiency and attack enemy weak points for massive damage, and Salamander will empower Luka's sword with the flames of purgatory, restoring his stamina and giving him a great boost in offensive power. All of his moves will be greatly powered up while each spirit is active.

He also has angelic blood, which lets him do crazy feats when asleep and gives him great powers when unsealed. Luka normally wears a keepsake ring on his finger to suppress his angelic blood, but taking it off will give him a big power boost.

Luka's ultimate attack, Quadruple Giga, fuses the powers of all 4 spirits into his sword and can be compared to Excalibur in terms of power. It is incredibly energy efficient, but has many drawbacks that make it very difficult to use in battle. To use it, one must first dismiss all 4 spirits currently active, and slowly summon them one at a time before launching the attack. This means that Luka is essentially a sitting duck while charging Quadruple Giga, and usually needs someone else to distract the enemy while he's preparing it. If he's attacked even once while charging, the attack will fail.

Weaknesses: Luka doesn't have the spirits active at all time. He must manually summon them while in battle, which will give the opponent a free shot at him. He's also a bit weak willed unless someone's life is in danger, and is extremely weak to pleasure attacks. He's a notoriously quick shot and a masochist, being literally unable to get off unless he's being forced into it, even on his wedding day. If he's beaten using pleasure attacks, which is easy (again, quick shot), he'll immediately collapse and offer no resistance to his opponent, regardless of his physical condition. At this point, he's relatively easy to mind-break.

Likes: Cooking, Alice, People and Monsters living in harmony, Peace, getting raped
Hates: People who throw the lives of others away, getting raped
Title: Re: Cross Effects Character Page
Post by: lantzblades on December 15, 2013, 09:56:50 AM
Name: Tsukasa Tohsaka
Race: human/shadow
Age: 18
Height: 5'8
Weight: 190lb
Eyes: purple/red
Hair: purple/white
Appearance: Tsukasa has mother's figure however her hair is shoulder length. She wears casual clothes baggy sweaters and sweat pant in black, red or purple and always a single unified colour
Alignment: chaotic
Charisma: C
Strength: C
Agility: B
Speed: A
Magic Resistance: B
Magic Ability: A
Other Abilities: Tsukasa is a hybrid being of Sakura's magic and the curse from the grail. She is human because her soul balances the evil of the curse with forms her body making her human. Tsukasa can shift this balance to use high level shadow magic. She can create familiars, use shadow travel concussive blasts, become intangible, noise cancel, become invisible and possess others or manipulate objects or unconscious people. In addition possession masks her presence. Her body isn't immortal but she is ageless
Origin:
Weakness: too much use of magic or a blow to the head causes her to turn dark, further use of magic can kill her
Likes: ice cream, puppies, rainbows, strong female roll models, Taiga
Dislikes: Gilgamesh, rainy days, people who mess with her family, mascots who don't give hugs

Title: Re: Cross Effects Character Page
Post by: YOLF on December 15, 2013, 06:59:05 PM
Name: (The Glorious!) Sir Bonesingtson
Race: Lich
Age: You'd like to know, wouldn't you. So would I! But come on, admit this pile of bones is still worth a hump.
Height: 7 or 8 feet or so~? Do you count the distance to the floor? Or where my robe ends?
Weight: I'm as light as a feather! Don't even touch the ground!
Eyes: Why, they were as dazzling as a morning sunrise! Surely!
Hair: Quite sure it was as soft as touching heaven itself.... yes, I must've had an outrageous mane of princely hair!
Appearance:(http://i.imgur.com/sM3GLu7.png)
Alignment: Outrageously Neutral!

Charisma: B
Strength: D
Endurance: B
Agility: D
Speed: E
Magic Resistance: B
Magic Ability: A++

Undead archmaster of Ice and Shadow magic. Also learnt Necromancy, since it was a requirement for the job description he had in mind at a time. And like any good exceedingly accomplished mage, knows just enough about general magic of all kinds to count when there's a relevant plot reason to use it. Wards, summoning, and portals are just the ones that come up most often.

Really likes 'Mass spells', and other spells with a large and dramatic effect. Some of his preferred abilities are Frost Armor, Frost Blast, Frost Nova, Death And Decay, Shadowbolt and Sacrifice. His Ice and Shadow spells can all be instantly or near instantly cast, and have great power and area of effect due to his natural ability and skill. His ice explosion spells can freeze entire blocks and encase enemies in ice, and his shadow magics and curses can cause very agonizing pain and widespread environmental and personal damage, as the case of Death And Decay.
He can raise the dead as skeletons, ghouls and wraiths that serve him and also summon many of his existing undead minions, some of which are notably stronger individually.

Other Abilities: Farmer, gardener, playwright, actor extraordinaire, public speaker, singer, and dancer. The Glorious Sir Bonesington is all of these things with a passion! Most skills acquired from overseeing and educating position at a certain cult of the dead. Others he's just a natural though. Also was president of said cult's member association and organized a strike for more vacation days.


Origin:
Bonesington (he has since forgotten his original name and no longer cares) was once a bright and studious young mage studying at the Kirin Tor. Y'know, back way before Lordaeron fell and Archimond and the Scourge totally wrecked it. And Bonesington was so good, people used to say he was the second coming of Antonidas. Except for using magic to make people sneeze and then freeze the sneeze in their face. And making the library into a ice skating hall. Or making people think they'd gone blind. But damn if he wasn't so classy doing all of that that he managed to prevent himself from getting expelled.

Bonesington had bigger, cooler, more exciting dreams than what people thought though. Eventually, he left Dalaran in search of new sights and new visions. And he journeyed through the Eastern Kingdoms and other places those of the human nations knew not, jumping all over the place. He got drunk with the dwarves, he very hurriedly and quickly declined to be a part of troll banquets, he tinkered with cogs and machines with the gnomes, he crashed blimps with the goblins, he learned the distinction between fabulous and ridiculous with the elves, he froze murlocks alive, he saw the nerubians do the most smackin' version of break dance in existence, and he flew through the skies of Azeroth with drakes. One merry day he was making his way through Lordaeron when he saw a shady pamphlet for an interesting job offer as local cult of the dead propagation manager. That sounded interesting and new! Also, their dental plan sounded really good.

So, to meet job requirements, he went and learnt necromancy. He took to it surprisingly fast. He had always wanted to try it to make skeletons break dance. Which he thought would be the most floor-clacking thing ever since he saw nerubians do it. It turned out doing that on the job was frowned upon, as new employees orientation for Cult Of The Damned members told him. Still, he listened and did his job, and did it well, and soon he was being promoted faster than it took him to say an orc joke. And for his troubles, the big boss got him turned into a lich. He thought it was totally radical.

He helped Arthas in his campaign in Lordaeron and spread the plague through the Eastern Kingdoms before he was stationed in Northrend, where he served as reinforcement against Illidan's forces when the Lich King was under assault, and after that was part of the crew overseeing the construction of Icecrown Citadel. Later, he organized a strike on behalf of the Scourge employees members' association to get their much deserved paid vacation while that silly tournament with adventurers from the Horde and the Alliance was going on.

They won. And went on vacation through Azeroth! Until while catching some waves in Tanaris, Bonesington stumbled into the Caverns of Time and got thrown into an unstable gateway by accident. Through time and space and multiple realities, it turned out to be his biggest adventure yet. In the process, he helped dethrone Discord, bitch-slapped Grom Hellscream for being an idiot, became the lead singer of the Elite Tauren Chieftains, engaged in the most amazing murder spree in ever with Richard the warlock, went to the whores with Benjamin Franklin, saved Britain and got armed a knight (whereupon he started referring to himself as Sir Bonesington), saved Christmas, and learned how to break dance.

When he finally got back to his proper Azeroth, the Lich King had already gotten himself killed by Tirion Fordring and co., so he quit his job and decided to buy a little farm in Hillsbrad Foothills, where he dedicated himself to killing helpless and stupid adventurers, gardening, and farming, employing some hard working skeletons to tend to the fields.

He also got a cat.

And one day he was playing around with portals when he tripped into one and found himself into Nexus City.
He immediately decided that, as a new place he hadn't been at before, he was going to get his fill of it.


Weakness: His phylactery, fire magic, wrecking balls, bowling alleys.
Likes: His cat, interesting people, gardening, farming, dancing, opera, rocking out, tea and biscuits, seeing innocent people get flustered.
Dislikes: Obnoxious peasants, simple minded fools, over-thinking issues, people with bricks for brains, lack of flair, those who trample on his flowers or vegetables.

(http://i.imgur.com/yE8OYLH.jpg)

"That, as they say, SIR, is it! The top hat comes off!"
Title: Re: Cross Effects Character Page
Post by: Elf on December 16, 2013, 04:35:34 AM
Name: Angel/Angelus (Human name: Liam)
Race: Ensouled Vampire
Age: Around 250, not including the hundreds of years he spent being tortured in a Hell dimension.
Height: 6'2
Weight: 210
Eyes: Dark Brown
Hair: Brown
Appearance: Angel is the very epitome of "Tall, Dark, and Handsome."  He has dark brown hair that he wears spiked with gel, deep set dark brown eyes that are both soulful and penetrating.  He has broad shoulders and a handsome face.  His smile is slightly lopsided and more than a little sad.  In fact, when not in action, has very defensive body language: he folds his arms over his chest and hunches in on himself sometimes too.  (When he's soulless and Angelus, it's all swagger and leather pants.)

He wears dark colors, generally black pants, boots, and deep jewel toned shirts.  He's fond of long, black cashmere dusters and car length black leather jackets.
Alignment: Angel is Chaotic Good.  Angelus is pure, sheer Chaotic Evil.
Charisma: Angel: B-, Angelus B+ (Evil is sexy!)
Strength: C- (Buffy would be a C)
Agility: C+
Speed: B-
Magic Resistance: F
Magic Ability: C- Angel has magical knowledge.  He's even done an exorcism in the past, while the cross was burning his hand.
Other Abilities: Photographic Memory

Advanced Combat- There's a reason why Angelus beat Buffy and Faith both in combat before he decided to gloat about it.  He has a mastery of martial arts and martial weapons.  He seems to prefer hopkido and aikido as his martial arts and prefers broadswords and the occasional axe for martial weapons.

Regneration- Not to Forest's absurd levels, because Buffyverse vampires don't work like that, but the only ways to kill Angel are exposure to sunlight, fire, a wooden stake through the heart, and beheading.  Anything else he can walk away from.  However, cut off a limb if he can't reattach it, he won't grow another.

Heightened Senses- He's a vampire- his hearing, sight, smell, etc have all been amplified.  (When he first woke up as a vampire, he mentioned he could hear the very worms in the earth.)

Psychological Manipulation: As Angelus, he displayed considerable skill in manipulating others' emotional states, using psychological tactics to attack both the Scooby Gang and Angel Investigations both times when Angel lost his soul, though the most notable example was his driving Drusilla insane. He was also an expert in torture as both Angel and Angelus. Both personas know how to get into someone's head and prey upon it.

Leadership and Tactical Skills
: Additionally, Angel was highly intelligent, possessed strong leadership skills, and had a natural flair for strategies and tactical planning; although he initially followed Buffy's lead when working with the Scooby Gang, this could have been based around his own social uncertainty after decades of isolation and/or his attempt to help her grow as a Slayer, demonstrating greater skills and confidence when he moved to Los Angeles to set out on his own. Angel also appeared to be a master of intimidation; when Connor broke free of his restraints and beat down Gunn and Fred, Angel, despite his weakened condition after three months trapped at the bottom of the ocean and only a limited amount of recently-ingested blood to restore himself, quickly stood up to Connor and ordered him to sit down, which he did after only a slight hesitation.

Multilingual
- Due to his Travels, he can speak almost as many languages as Forest can.  In fact, of "people" languages, his skills are better than Giles and Wes's.  (Wes trumps all three at demon languages.)

Other Abilities: Angel was competent, but uncomfortable, with modern technology; he frequently struggled to understand cellphones (once claiming that they must have been invented by a "bored warlock") and confused computer terminology such as "chatty rooms.". He also knew how to change diapers, but claimed to be more familiar with pins than the "new-fangled fasteners" of disposable brands. He was also a convincing improvisational actor, deceiving Faith and Mayor Richard Wilkins as well as later the Circle of the Black Thorn and his own allies into believing that he had either reverted to Angelus or gone corrupt. Additionally, according to Cordelia, Angel possessed remarkable cooking skills "for someone who's on a liquid diet."

Origin:Angel was one of the most famous vampires of all time in vampire history, legendary for both his savage villainy and his great heroism. Born Liam in 1727 in Galway, Ireland, he was sired by Darla in 1753 and changed his name to Angelus and was dubbed The Scourge of Europe, earning notoriety for being one of the most sadistic and brutal demons in history, and the most evil vampire ever recorded. Both The Master and the First Evil recognized how purely evil Angelus was. He was also known as The Demon with the Face of an Angel or The One with the Angelic Face because of his physical beauty. However, in 1898, Angelus was cursed by the members of Clan Kalderash as vengeance for killing a member of their clan. They returned his soul, forcing him to live eternally in guilt over the countless crimes he had committed.

In the late 20th century, Angel, as he began calling himself, became an ally and lover of the current Slayer, Buffy Summers. After the two were forced to realize their limitations as a couple, Angel left Buffy and moved to Los Angeles, where he became a Champion of the Powers That Be and dedicated himself to "helping the helpless" in the hope of achieving atonement.

Eventually, Angel adopted the identity of Twilight and gathered a cabal of humans and demons who had become wary of the rise of multiple Slayers. As Twilight, Angel sought to keep these forces distracted as well as make Buffy grow more focused and stronger, and at the same time, try to keep the Slayers' deaths as low as he could.

Angel was later discovered to be under the control of Twilight, a sentient dimension who had been manipulating him all along to destroy the Earth and create it in the Earth's place. When Angel came to his senses and rebelled against Twilight, it possessed him and battled against the Scooby Gang in the ruins of Sunnydale, where it killed Buffy's beloved mentor and father figure, Rupert Giles, before Buffy destroyed the Seed of Wonder, the source of all the Earth's magic. After being purged of Twilight, Angel, overcome with grief and guilt, fell into a catatonic state. Upon awakening, Angel, along with Faith Lehane, dedicated himself to redeeming himself by resurrecting Giles. He eventually succeeded in bringing back and was forced into conflict by Whistler, who wished to unleash a mystical plague over the world to 'save it', even if it mean destroying millions of the population. Angel was able to reason with him, causing Whistler to give up his life by sacrificing himself. Once the world was saved, Angel decided to stay in London and help the people who were changed because of the minor plague release.

Weakness: Wooden stakes to the heart, fire, beheading, and sunlight are the sure ways to kill him.  Holy water burns him like acid and crosses repel him and will burn his skin when touched.  His ego.  Buffy Summers.  Oh, and a moment of pure happiness makes him lose his soul and become Angelus.

Likes: Tiny blonds. Old Detective novels. Ballet. Drawing. Muscle Cars.  Feeling important.

Dislikes: His past.  Angelus. Male rivals.  Feeling unneeded or unimportant. Evil lawyers.  Xander Harris.
Title: Re: Cross Effects Character Page
Post by: YOLF 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: (http://i.imgur.com/kpRNfD8.jpg)
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.
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
Title: Re: Cross Effects Character Page
Post by: YOLF 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: (http://i.imgur.com/eZ4sCBA.png)
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.
Title: Re: Cross Effects Character Page
Post by: Aiden 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
Title: Re: Cross Effects Character Page
Post by: Milbunk 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: (http://s.vndb.org/ch/13/11413.jpg)
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.
Title: Re: Cross Effects Character Page
Post by: Milbunk 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: (http://s.vndb.org/ch/10/11410.jpg)

(http://i.imgur.com/XBp1qUo.png]http://i.imgur.com/XBp1qUo.png)

(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.
Title: Re: Cross Effects Character Page
Post by: Milbunk 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: (http://i.imgur.com/dBNUqat.png)

(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.
Title: Re: Cross Effects Character Page
Post by: Milbunk 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: (http://s.vndb.org/ch/14/11414.jpg)

(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.
Title: Re: Cross Effects Character Page
Post by: Arch-Magos Winter 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
Title: Re: Cross Effects Character Page
Post by: lantzblades 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.
Title: Re: Cross Effects Character Page
Post by: Elf 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.
Title: Re: Cross Effects Character Page
Post by: Bloble on December 29, 2013, 07:51:26 AM
Name: Joseph Joestar (http://i.imgur.com/cSBu8.png)
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.
Title: Re: Cross Effects Character Page
Post by: YOLF 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
- Stun Grenade
- Handcuffs
- Duct Tape

Origin:
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.
Title: Re: Cross Effects Character Page
Post by: Alice 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.
Title: Re: Cross Effects Character Page
Post by: lantzblades 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
Title: Re: Cross Effects Character Page
Post by: YOLF 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: (http://i.imgur.com/3a3bBJb.jpg)
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.
Title: Re: Cross Effects Character Page
Post by: Aiden on January 09, 2014, 02:33:01 AM
Name: Eshana
Race: Faerie
Alignment: Lawful Neutral (faerie style)
Titles: The Duchess of Seven-Thousand Thistles; The Knight of Regal Capras; Ire's Wretched Reach; The King in Rags

Origin: Eshana is a contract with the world. Its terms and clauses are kept secret to all but itself, but its basic preciples are deceptively simple and easy to explain.

I exist.

I create and destroy. I control and change. I am devourer and devoured. I bring you gifts. I bring you joy, if you will accept. I bring you misery, if you accept. You want to accept.

One day I may die.


At its heart, Eshana is a name. It exists within its own name, in the signature of the contract that allows it to exist. It manifests such things as form by sheathing its imaginings in one of its Titles, claimed by right of conquest as agreed upon by the terms of the feuds between others like itself.

At times its Titles are people. Sometimes this means many people: elite retinues of faerie cataphracts who guard anything it so wills, or horned goblin armies that breathlessly chant in imaginary tongues and gorge themselves on the dreams of their fallen foes. Sometimes its Titles are but a single person, a terrible knight or baron or queen of Arcadia who strides the lands of chaos from which they were born seeking challenges and adventures.

At other times its Titles are objects: a demon blade that whispers ruin and cuts through the hearts of kings. A hammer that forges perfect tools for any occasion. Armor that denies all injuries not from iron.

And at other times, its Titles are places that answer to its will: Kingdoms of verdant plenty fertilized with children's blood. Ramshackle mansions filled with wraiths and razors. Cities whose architectures are archaic, or bend at impossible angles to form wrathful archways over terrified streets.

All of these things that its Titles are, it is in turn. It is the blade and the kingdom it sunders, the queen and the knights who court her, the Hell conquered by the greatest villain of all.

There is nothing human in Eshana, but it has learned to fake it. Sometimes it even convinces itself and the rest of the world that the lie is real, and refuses to

Only two of its Titles can be found in the Nexus, but unlike most immigrants to the city it is not so difficult for Eshana's components to get back home. Thing is, they don't particularly want to go back right now...

(shared by all Titles)
Abilities
Pledge-crafting (EX): Faeries are capable of forging contracts between themselves and others, themselves and the world, or any combination of the three. In Arcadia this is the fundamental basis of interaction; fae cannot interact with each other or their environment in any meaningful way except to negotiate until the terms of other interactions have been agreed upon. Without contracts agreeing upon their effects such things as air and ground, blade and fire, food and drink etc. are all pointless fancies without purpose or meaning.

They can, however, interact with non-fae without permission. There are still benefits to opening negotiations with these creatures, because the art of pledge-crafting forges the strands of fate to generate all sorts of effects that enable or reward adherence to oaths. A knight swearing themselves to a faerie lady is granted superior skill at arms. The lone wanderer finds wealth and friends wherever they go, but makes a promise to the world upon the car that they use to travel that they will never sleep in one place for more than a single night. The duration of such oaths is agreed upon ahead of time, but can be anywhere from a single night to an eternity (carrying over to any ghosts left behind or even subsequent incarnations at great cost).

Pledge-crafting also automatically sanctions those who violate their oaths, withdrawing the benefits of adherence and actively punishing the oathbreaker: the knight who betrays his lady is struck dead for his disloyalty in a week's time if he cannot earn her forgiveness. The lone wanderer's car breaks down irreparably and they are cursed with misfortune.

Harvesting: The wonders of the faerie are fueled by the stuff of human emotions and dreams; they feast on strong emotions and dreams to fuel their magic, though a little bit goes a long way.

Dreamcrafting: All faeries are perfect lucid dreamers, nearly omnipotent gods within the realm of their own dreams against those rare forces that can infiltrate them. They can also readily access the dreams of others and shape them to their will by touching them as they sleep; this allows for such things as giving a better or worse night's sleep, or teaching someone new knowledge and skills.

With a little time and effort they could even use the dreamer's sleeping mind to view prophecies of the future, or make them sleepwalk and perform a series of actions. They can infiltrate dreams from afar by bottling dream-poison up in vials and having it left under pillows, but this is less reliable.

Weakness
Iron: This metal destroys faerie magic and ignores any protection that relies on it. If the iron has been wrought by hand without knowing the touch of heat, and has not been manipulated or conjured in any way by magic, then striking one of the fae with it causes almost irreparable damage to them.
Oath-Breaking: If one of the fae breaks an oath sworn on one of their Titles, that Title is destroyed. If they break an oath sworn on their Name they cease to exist entirely.

----------------------------

Title: The Duchess of Seven-Thousand Thistles
Alias(es): Rose
Race: Faerie
Age: 10 days (technically; faerie time is not linear)

Appearance: 'Rose' has a variable appearance, but favors height ranges between 5'5" and 6'2". She is unable to be anything but biologically female, and approximately human. She has a personal preference for white skin, green eyes and red hair, but this is strictly optional. She is achingly beautiful from both sheer physical perfection and an inescapable sense of familiarity and comfort that comes from being in her presence. The combination makes her approachable and desirable in equal measure, regardless of form. She often wears the King in Rags.

In all possible forms she has a 'tell' based on the Title that defines her. In this case, that would be the seven thousand thorn-teeth that begin to appear in place of regular teeth once you look further back than her canines. The limits of space are violated to create the room necessary for these to fit.

Alignment: Lawful Neutral (faerie style)
Charisma: A++
Strength: C-
Agility:  D+
Speed: C-
Magic Resistance: B+ (applies to psychic powers, too)
Magical Ability: Pledge-craft (EX); Charms (B)

Other Abilities
Incite Emotion (C): Rose can provoke raw, undirected emotions in others. This is less helpful than you might think, since while she could provoke someone to a rage she could not select that anger's target. Still, for creating chaos there are few better options available.

Control Desire (B+): This emotion, however, is completely at Rose's command. She can make you desire her, or someone else, or even an object, and you will act upon this desire unless doing so would be blatantly suicidal (for instance, desiring an active wood chipper) or you are holding an iron object.

Shapeshifting (B): Rose can alter her body to an extent; she is limited to a humanoid female form, and cannot become shorter than 4 feet or taller than 7.  Within these boundaries she has a great deal of malleability to work with. She also cannot remove her 'tell'.

Probability Manipulation (B+): Rose can gift herself and others with supernatural levels of good luck, or make people a bit more unlucky, without much provocation. The former can extend to such levels as winning the lottery, surviving a bullet through the eye (once), or stumbling on just the right pick-up line to get a night with someone who would otherwise never take an interest. The latter is limited to making it more likely your car will slip and slide on an already icy road, or that in a contest of equals chance will conspire to see victory slip through your grasp.

Other Skills: Rose is at the pinnacle of human physical ability and athletic prowess, and is very capable in a close quarters fight. Raw intellect makes up for having only a shallow grasp of modern sciences when those somehow become relevant, and she has a working knowledge of history, mythology, the occult and human psychology. This is not necessary a good thing for the people she has an academic understanding of.

Weaknesses: As all Titles, plus the following.
1) Rose cannot eat another person's food without verbal permission.
2) Rose cannot directly harm someone who is pronouncing her Name backwards correctly.
3) Rose must allow someone who says her Name seven times in person to make use of any item in her possession for an hour, unless it is another Title like herself.
4) Rose bleeds from the ears and suffers blinding headaches if a pre-adolescent child speaks to her in person.

Origin: One of the components of Eshana, currently working as the city's most successful bartender despite having been there for only three days and hijacking the bar from its previous owner with little warning.

Likes: Giving gifts, hearing about your problems, doing things in beds other than sleeping, honey, happy dreams, thorned plants, wine
Dislikes: Children, iron, people refusing her gifts, people refusing to open up about their problems.

-----------

Title: The King in Rags
Race: (Mostly) Inanimate Object
Age: Indeterminate

Appearance: A mantle of shredded brown leather, patched with cloth, that covers down to the ankles and has a mostly-intact hood for the wearer to draw over their head. It feels warm and comfortable despite its appearance, as if it were a loving parent wrapping its arms around its wearer ... unless the would-be wearer is a pre-adolescent child.

Abilities: Provides perfect defense against any attack that doesn't hit the face or feet. It also makes dropping from extreme heights harmless. It cannot be destroyed except by its unique weakness.

Weaknesses: As faeries in general (which means yes, iron ignores its protection). Also, it will unravel and cease to function if a pre-adolescent child chants Hindu mantras in the original language. It is compelled to strangle children that get too close to it.

Dislikes: Children.
Title: Re: Cross Effects Character Page
Post by: YOLF on January 09, 2014, 07:48:21 PM
- "Do you not understand the beauty of a cold, unmoving, shredded, bloated, CORPSE?!"

- "Happy families are all alike. Unhappy families each are unhappy in their own miserable, entertaining ways."

Name: Ketsumoto Uchiten [血本内天]
Race: Evil Spirit
Age: Something close to 900 years, current form looks to be in his early 20s.
Height: 5 feet 8 inches
Weight: Around 110 pounds
Eyes: Black outer iris ring, inner iris white, and pupil is a black circle with a white center.
Hair: Black
Appearance: As a spirit, Uchiten can change his appearance at will, although it is much easier for him to assume humanoid shapes. His current main form is that of a handsome young man in his twenties, with slick, short black hair combed back, and unnatural looking eyes. He always wears discrete, rectangular shaped glasses with a thin metallic frame and dark red lenses. His clothes vary depending on his mood, although he always wears dark clothes. His two most common garbs are the black hakama and kimono combination with an inverted pentagram on its back, and sandals; and simple grey pants, shoes, tie-less black shirt, and a grey suit. Otherwise he tends to wear dark pants, a black t-shirt, boots and a simple jacket.
Something to note about his current physical appearance however, is that despite him seeming fair and completely normal, looking at him in person gives one an impression like staring at a corpse.
Alignment: Chaotic Evil

Charisma: E- (His countenance is repulsive to most of those who can sense his true nature and purely Good aligned beings. To Evil aligned beings however, it has the opposite effect and Charisma acts as though it were rank A. His presence has the least sway over those of Neutral alignment, thought it may still subconsciously influence them depending on the sort of person they are.)
Strength: D (Physically stronger than regular humans, but nothing that can compare to an Oni)
Endurance: C
Agility: D (Inhumanly agile, but not anything special among other supernaturals)
Speed: D
Magic Resistance: D (By virtue of sheer spiritual power, his magic resistance should be much higher than this, but due to the rotten nature of his soul, it is greatly diminished. Additionally, effects with a purifying, exorcising, or anti-evil nature completely ignore his magical resistance.)

Magic Ability: A++
Uchiten is an undisputed master of Onmyodo that can be said to almost stand at the level of Abe No Seimei himself. Onmyodo is a school of magic and traditional esoteric cosmology based on the principles of Yin and Yang and the Five Phases, a system which also incorporates practices from Taoism, Buddhism and Shintoism. It deals with divination, spirits, exorcism, warding, curses, and Shikigami.

Five Phases and Five Elements: A
The Five Phases (Wu Xing) are a fivefold conceptual scheme that the explains the flow of phenomena and the elements on a cosmic scale, based on the cycles of mutual overcoming and mutual generation . The five phases, represented by elements, are Wood, Fire, Earth, Metal and Water in the order of mutual generation. The Five Elements (Godai) are a hierarchy of power that divides what makes up the world and classifies them into the domains of Earth, Water, Fire, Wind, and Void, in crescent order of power.
Having mastered the principles of the Wu Xing and the Godai, Uchiten has a great deal of control over the elements and their transmutations. Using the power of the Wu Xing, it becomes possible to overcome an opposing element through the one that conquers it, and elemental transmutation allows one to access the domains of all five even without the power necessary to channel all of them directly. On the other hand, accessing the power of the Godai permits using the various types of energy that exist in the world in accordance to their root element. Both concepts are closely associated with the pentagram, the Wu Xing as a cycle of renewal and destruction that represents perfection, and the Godai as a hierarchy of power that represents the whole of creation. With the power of the inverted pentagram, Uchiten is also able to destroy these connections - the ability to undo creation and to reverse the flow of the universe. He also knows many spells that call directly on the elements of either principle.

Shikigami: A++
The familiars of Onmyoji. Generally simple spirits contracted to the user and made to perform tasks for their masters. However, they are wildly versatile. While the most common shikigami are spirits conjured and bound to servitude, and those that are created by the caster and animated with a talisman, usually for a single task, animals may also become shikigami, and may be empowered by the caster to become stronger familiars. And of course, humans and yokai may also become shikigami, given the master is powerful enough to control them and supply them with energy. Uchiten is prodigious at shikigami use, being able to create and control a great amount of constructed talisman shikigami all at once. Even these have considerable power, and usually appear in the forms of dark specters or inky animal shades when he requires them for anything other than menial tasks. But what is most impressive is the several high-ranking yokai and spirits he has under his command. Uchiten has contracted to him two Oni named Zan and Shi, a Tsuchigumo, a group of Kamaitachi, a Gashadokuro, several Kitsune, and multiple evil spirits. While they are all many times stronger than his talisman shikigami, using several of them simultaneously is straining.

Curses: A
The practice of curses is the expression of a wish that some form of misfortune or adversity will befall a certain entity that is the target of the curse. In Onmyo magic, a Curse is embodied by spiritual power and empowered through negative feelings to bring about calamity to its destined target. Curses can take many forms, and the stronger the intent, the more malicious the curse. Feelings by themselves can be dangerous depending on what shape they assume, so Onmyo curses can bring about truly terrifying effects: controlling a person's mind, poison their body and thoughts, or even kill them. Eliminating a curse is a process called removal or breaking, which expels the feelings behind it from the sufferer of the ailment, often resulting in the reversal of the curse back to its master, or someone else.
Uchiten is greatly skilled at this type of ritual, even being a master of Kodoku. Kodoku is a kind of poisonous magic to artificially create a noxious curse through sacrifice of living beings - to create Kodoku, the sorcerer mixes a number of insects in a sealed jar and lets them kill each other only one survives. The remaining insect then becomes the core of a living curse used to poison an individual and control them, cause them misfortune, or kill them. The term 'kodoku' also applies to the insect spirit itself, which can be considered a kind of shikigami.
Lacing harmless gestures and words themselves with curses is the mark of a skilled hexer, and doing so is a simple matter to Uchiten, even when dispensing particularly powerful ones. Just communication, whether verbal or not, can become a curse in and of itself, and strong intent can birth similar hexes. When used purposefully, these can be the equivalent of high grade curses. Uchiten has the ability to exploit these idiosyncrasies to great effect and strongly affect others through them. This particular use of curses is closely related to the matters of sympathetic connections and true names, and the name "Ketsumoto Uchiten" can in fact be considered a curse as well under the power of its owner.

Barriers: B-
Wards and barriers are one of core principles of Onmyodo as a supernatural discipline of protection, placing great importance on the power of gestures and chants, as well as symbols and geometrical perfection, to restrain the undesired and keep away enemies. Traditionally, this practice was focused on warding off evil spirits and yokai, but it evolved to defend from other uses of magic and stop even mundane harm.
Despite not being his strongest area of magic, Uchiten can still create powerful barriers and boundary fields. He can deploy potent personal barriers in an instant and create strong boundary fields of both defensive and entrapment purposes within seconds with the use of talismans. When given time to do so, he can also create intricate boundary fields that warp space to create endless mazes and disorienting labyrinths.

Others: A
Other than the aforementioned abilities, Uchiten is knowledgeable in many other techniques of Onmyodo. He can activate many spells using only basic mantras (chants) and mudras (signs), surpassing the need for larger rituals and preparations. His use of paper talismans, made by hand, also increases his abilities as far as this is concerned, allowing for quick focusing of energy and fast spellcasting. Crafting paper talismans is a long and arduous process that requires concentration, but Uchiten has mastered it already, and always has a great number on him. Many are also inscribed in blood, which lends them much increased power.
When alive, Uchiten was a powerful diviner as well, and he maintains this ability today. As a spirit and powerful mage, he can also effortlessly levitate and fly if he so wishes. Complementing his power of the Five Phases and Five Elements, he uses the mystical power of the Four Directions and the Four Guardian Beasts, closely associated with the former two principles. Use of Kotodama is another skill he is powerful in, but one he is limited at - kotodama causes others, whether human or spirit, to abide by the words of the caster by speaking directly to the soul. As his own soul has become twisted, Uchiten can only use kotodama very irregularly. The same as most magic of this type, its effect is stronger if the caster has some sort of dominion or pull over the target (such as having heard their name from their own mouth in response to his question).
Thanks to no longer being a human and dabbling in forbidden sorcery, he is extremely hard to kill by normal means. If damaged, he can disperse his body into black mist and recreate it elsewhere, and he can feed on the spiritual energy and souls of others to restore his own power. His patron god is Amatsu-Mikaboshi, the Japanese Star God of Evil, and he can beseech its aid if he so requires, but at a hefty price. And finally, he can travel large distances in moments using the pulses of the Dragon Veins (ley lines).

Other Abilities:
He is trained in kenjutsu and bajiquan, and has extensive astronomical and medicinal knowledge. He has also picked up several languages over the centuries, and has a talent for reading the expressions of others.
Since becoming an evil spirit, he has also attained evil eyes that inflict an overpowering sensation of fear on whomever he turns that power towards.


Origin: Ketsumoto Uchiten was once a son of a noble family and a student of Onmyodo who became an Onmyoji of the Imperial Court during the late Heian Period. Since he was young he had been praised for his talent at divination and been greatly inspired by the fame and prestige of Abe No Seimei, of whom he was a contemporary and one-time student. His quest for success led him down the path of power, and he grew stronger and stronger in Onmyo magic over time. Unfortunately, his indulgence over power led him to engage in dark passions and evil desires, and over time he turned to the forbidden arts and the taboos of Onmyodo, seeking to increase his own power even further.

His dealings were discovered, and he openly turned on the Onmyo Bureau and the Imperial Court rather than let himself be taken in, starting a brief campaign of spiritual terror on the capital that was quickly subdued. Making enemies of the remaining Onmyoji at the peak of their forces, he was eventually caught and killed despite his great power, and the dark sorcery he employed was cleansed from the capital.

However, his death did not mean his end. His spirit lingered on as a wraith, bound to the world by resentment. Over many decades, his hate festered and his desire to cause even greater chaos and death as revenge grew. Uchiten's spirit was slowly driven mad and his soul corrupted. After almost two centuries of nurturing himself with curses and twisted desires, devouring lesser spirits and yokai to sustain himself, and feeding off the evil of the capital, he ascended to the ranks of the yokai and regained proper use of his mind.

During the centuries that followed, he accumulated power and slowly tormented Japan from the shadows, facing off again and again versus the Onmyo Bureau and its successors all that time as a constant enemy. Eternally locked in a dance of despair and strife, torturing his foes - there was nothing more than Uchiten wanted.


Weaknesses: He is much more vulnerable to magic than he should be considering his power. This is because of his nature as an evil spirit, which also makes anti-evil attacks, as well as rituals of exorcism and purification, extremely effective against him if they connect.
Although skilled at hand to hand combat and the katana, Uchiten is much weaker at melee than most of his Shikigami, and notably less resilient than them, if harder to kill overall.
And finally - despite being strong enough at Onmyodo to cast powerful spells almost instantly and bypass certain incantations, as well as perform rituals that usually require many practitioners by himself, Uchiten is heavily reliant on his paper talismans for this. He always has a vast number of them on him, but forcing him to use them up will limit his power.

Likes: Chaos, death, destruction, corpses, despair, watching the struggles of those beneath him
Dislikes: Necromancy, happy families, having his fun disrupted
Title: Re: Cross Effects Character Page
Post by: Bloble on January 10, 2014, 08:55:09 AM
"As if your life depended on it... that's not enough. If you want to face me, then resist as if your death depends on it!

Name: SPOILER
Race: Human/Ghost
Age: Unknown, appears to be in his mid 20s to early 30s.
Appearance (http://static4.wikia.nocookie.net/__cb20110315140836/ghosttrick/images/d/d8/Yomiel.png)
Alignment: Neutral Evil, formally True Neutral

Charisma: E (nothing particularly special, although he looks snazzy in a good suit)
Strength: E (ordinary human)
Agility: E (human form)
Speed: E (human form), A (ghost form)
Magic Resistance: E (none whatsoever)

Magical Ability: None, although as a spirit he possesses powerful supernatural abilities.

As a ghost who has acquired a means of remaining in the world after death, SPOILER possesses several supernatural abilities. First and foremost is the ability to move between objects and beings as a spirit, possessing them. As he lacks a body when moving as a spirit, his movements are extremely fast, at the cost of losing any corporeal form and being invisible to the naked eye, though he can be detected by those with powerful enough supernatural senses. He also possesses the power to do Ghost Tricks, manifestations of SPOILER's poltergeist abilities.

Possession: SPOILER can possess objects and living beings alike, both living and dead. His range to jump from object to object is about ten meters. He is also shown to possess multiple objects at the same time, using them to form a temporary body.

Manipulation: SPOILER is able to possess and completely take over humans and animals. Like this, he can force them to do something they would otherwise never do, such as killing someone they've never seen before, for no reason at all. People with a very strong will can partially resist the possession.

Trick: Like SPOILER, he can manipulate some objects after being possessed, such as making a bicycle move on its own, activating a lever or switch, or causing a fire to suddenly flare up for a moment.

Phone line transportation: In spirit form, SPOILER is able to move to other locations almost instantly via phone lines.

Time Stop: Less of a ceasing of time and more of an acceleration to unimaginable levels of speed, this is one of SPOILER's most useful and least useful abilities. It can be held for up to a minute, allowing him to move freely within the stopped world as a spirit, whether for escape or transferring quickly to another object, but prevents any actions from being taken using possessed items or beings, as they too are stopped in time. It cannot be used in rapid succession, with about a second between stops. Other similar spirits possess the ability to go back in time and change the future by changing the past, but SPOILER lacks this ability.

Immortality: Technically not immortality, but a form of extremely rapid regeneration granted to his dead body by a special meteorite shard embedded in it. He will instantly heal from all injuries (though objects can be stuck in his body to prevent it) and his body cannot be destroyed without first removing the meteorite shard. The regeneration is similar to that of a Dead Apostle, and also prevents ageing or decay.

Origin: He's from Ghost Trick. That's all I can say without spoilers, since he's an integral character and the story is too good to ruin over an RP.

Weaknesses: Extremely vulnerable to any phenomena that affect the spiritual realm. Cannot influence the world in any way while time is stopped. Has no experience with magecraft, and cannot initially force possessed magi to use their abilities with any success. Can't go back in time at all. Needs to be possessing an object at all times, and only certain objects can be manipulated. No actual fighting ability on his own. Removing the meteorite shard from his body will turn it into an ordinary corpse. If someone dies near his body, they'll become a spirit and gain ghost powers similar to his own.

Likes: Cats, Technology, Life, Death, Revenge
Hates: Loneliness, Irony, Betrayal, Eternity
Title: Re: Cross Effects Character Page
Post by: Aiden on January 12, 2014, 09:45:01 PM
Name: Zhou Tong
Title: Xian; Immortal Sage
Race: Purified Human
Date of Birth: 1531 CE
Age: 482 years; inactive for 43 of these years non-consecutively
Height: 5'4"
Eyes: Grey
Hair: Black

Appearance: A compactly built young Chinese man whose shape is like a carved statue of lean muscle when at rest. His face is somewhat rounded, creating an (accurate) impression of friendliness and approachability that serves him well in making friends. It also compensates for his tendency to duck his head and metaphorically stumble over himself when speaking about areas outside his expertise.

He usually wears tight clothing that gives opponents little to grab onto during a fight, often sleeveless tops and pairs of shorts. If he is expecting heavier opposition then he might have thicker and more thoroughly covering outfits reinforced to be protective, but he wasn't wearing that when he fell into the Nexus.

Alignment: Neutral Good
Charisma: C- (he is youthful looking and attractive, but not the world's best speaker)
Strength: D (conditioning and training, nothing more)
Agility: C- (natural flexibility, heavy training, and spiritual conditioning)
Speed: D+ (still bound by human limitations, but unbound by most external obstacles)
Intellect: C+
Magic Resistance: C+
Magic Ability: C (basic summoning and binding rites that any skilled occultist could perform; however, see Spiritual Defense and Warding below)
Weapons: None. He does not need them, because his body is a lethal weapon in its own right. He can use them if the occasion calls for it, though.

Other Abilities

Celestial Mastery (B): During his long immortal life Zhou has mastered most weapons, modern parkour and a number of forms of Eastern martial arts both for defense and as a complement to his Taoist spiritual practices. His body has been conditioned to endure great pain due to multiple deaths, and to resist damage in general through hardship.

Furthermore, he is highly proficient in traditional Chinese medicine from a brief apprenticeship with the physician Li Shizhen in his youth during the Ming Dynasty, and a thorough study of all  53 volumes of Shizhen's Compendium of Materia Medica. He combines this with an understanding of feng shui and the ability to punch spirits of illness in the face so as to attend to a holistic vision of human physical and spiritual health.

Immortality (EX): Zhou Tong is one of the Purified, known to students of the Tao as the Xian, and as such he has surpassed most of the limitations of earthly existence. His body always remains in its early 20s and constantly strives to maintain itself in a pristine state. This passive effect means that most greivous wounds will heal in a matter of hours, and simpler ones will disappear in dozens of minutes at most; no scarring will take place. With an expenditure of precious spiritual energy he can speed this process up dramatically; the rate is similar to a vampire of the Kindred variety. He is highly resistant to poisons, completely immune to disease, and capable of sustaining himself on almost no food and drink.

Most significantly, the death of his physical form is only a temporary inconvenience. Even reducing it to ashes or completely annihilating it in some other way merely turns a simple use of energy to repossess it and restore it to life into a more intensive one of reconstituting his entire form before reclamation.

The only way to destroy him is to catch him in the spirit world and destroy his soul there. Even then, this is usually just a temporary measure that will keep him from reforming for anywhere from weeks to years. Only if he is completely bereft of Qi when destroyed in this way is death permanent to him. Of course, some forms of binding magic are readily up to the task of capturing him in this state and preventing him from reaching his body.

Light Tread: With nothing more than a moment's concentration Zhou can displace his weight into the spirit realm for an hour at a time. While this is in effect he can survive falls from great heights with little more than bruises, tread any surfaces (water, tissue paper, thin panes of glass, etc.) without disturbing them, climb what would otherwise not support his weight, and move through any substance without getting his feet damp or leaving tracks to follow.

Unseen Senses: As an immortal sage Zhou is constantly aware of spiritual activity within the range of his otherwise ordinary senses. He sees and hears spirits, living or dead, at all times; most such spirits are aware that they are being witnessed unless he is hiding from them in some way. He can sense non-spiritual phenomena as well, but this is much less reliable.

Spiritual Projection: Zhou may freely leave his body behind with a few moments of meditation, unmooring his soul so that he may dwell and travel in the spiritual realm that mirrors our own. He cannot recognize the state of his body from afar while deached from it, which leaves it vulnerable to destruction and disruption. He must travel back to his body manually to reclaim corporeal form. He usually enters the spirit realm to interact more closely with its inhabitants and its emotionally charged take on locales, often to gather precious Qi from them.

He may also bring other people with him into this state, and help them return.

Spiritual Defense (B): By touching any single spiritual being he can banish them from material existence, forcing them to return to an ephemeral state from which they cannot interact with mortals or their surroundings. He can, with a minor expenditure of energy, harm or heal immaterial spirits of any sort that he can touch to use as a means of repelling them further or initiating negotiations.

Warding (B): Zhou has mastered the art of making static wards against pretty much anything, from spirits to magical effects and even living beings. Unless their strength can be overcome then nothing barred by them may pass. Temporary ones that last an hour require him only to do the proper ritual and circumnavigate the boundaries of the warded area. Lasting wards require several hours of work and the establishment of physical markers around the perimeter; he usually uses calligraphy-covered posts or tags for this.

Linguistics: Zhou Tong is fluent in several Chinese dialects and the language of the spirit world. He is conversationally capable in English, Japanese, Korean and Hindi, and can read their modern forms at a basic level.

Origin: Zhou Tong, almost certainly not his original name, was born in the 16th Century during the Ming Dynasty. The fine details of his history beyond that have slipped through his fingers, and he often has to remind himself of them by reading textbooks and old journals. Nevertheless, there are certain waypoints in his memory that have stood the test of time and will be recorded here.

He was born to a mother and father of middling station; the former managed their modest estate, while the latter fought in the Imperial Army and then sat (and failed) the examinations to acquire a position in the bureaucracy. Still, they worked hard so that Zhou would have better opportunities than they did. He passed his examinations, but left Beijing after only three years to pursue the master physician Li Shizhen and learn from him. It was only a short apprenticeship, but he learned a great deal and maintained an occasional dialogue with his mentor during the man's quest to 'fix' the mess that was contemporary Chinese medicine at the time.

Zhou went from there to provide his services as a doctor to farmers and small towns, receiving what little silver for his time they could afford to spare in exchange for cures and preventative medicines. During this period he spent time at a number of monasteries and learned much of the Tao as a complement to his practice and to better his own personal health.

It was only then that he began to realize that the spiritual aspects of the traditional methods his mentor had discarded were more accurate than they originally believed. He put them to practice, and after decades of rigorous training, regimens of meditation and dieting all according to the practices set forth in ancient manuals he died quite intentionally, with all the proper proper preparations performed.

And then he came back.

It has been four hundred years since then and he has never stopped wandering. He heals the sick and fights against injustice across the land even if it kills him. After all, he'll just come back for another round.

Weakness: As a spiritual being Zhou has a single compulsion that he is obligated to uphold. He must stop what he is doing and non-violently assist anyone who offers him a pill made from primate spleen (associated with the intellect in Chinese medicine), shaped with a binder of organic honey. Great strength of will allows him to resist this at times while inside his body, but he cannot try to resist while in spirit form.

Likes: Tea, sherbet, helping people in need, bikes, martial arts films, and pretty much anything by Bruce Lee.
Dislikes: Rampant spirits, vengeful ghosts, murderers, corrupt officials, irresponsible people, grain-based foods, and modern hospitals.

Other Notes: Incidentally, vampires acquire no sustenance from his blood; it tastes utterly alien to their palate. He also has no real skill with firearms, yet.
Title: Re: Cross Effects Character Page
Post by: Milbunk on January 15, 2014, 04:23:15 AM
Name: Medea (Caster)
Race: Human/Servant
Age: ???
Height: 163 cm
Weight: 51 kg
Eyes: Purple
Hair: Purple
Appearance: (http://static2.wikia.nocookie.net/__cb20111124195935/typemoon/images/e/e6/Caster.png)
Alignment: Neutral Evil
Charisma: D+ (Can supplement with magic)
Strength: E
Agility: C
Speed: C
Magic Resistance: A (No innate MR but supplements it with her own Magical Capabilities)
Magic Ability: A (Master of Item Creation, Territory Creation, and High Speed Divine Words)
Other Abilities: Argon Coin: Ex (Though it is useless with her own power it would become usable if someone who had the ability to summon Dragons aided her.)
Origin: The princess of Colchis, later known as the Witch of Greece she is the granddaughter of Helios the sun god and a participant of the 5th Holy Grail War, though you do not know which one and she's not likely to tell you how her fate ended but it was definitely a bad one, for her at least.
Weakness: Magic Resistance of a Rank of B or higher though lower can still annoy her, Saber, Berserker,  Unexpected Surprises.
Likes: Men of few words and sincerity, girls in cute clothes
Dislikes: Muscles
Title: Re: Cross Effects Character Page
Post by: Daiki on January 15, 2014, 05:26:00 PM
Name: Mordred, the motherfuckin' homunculus and incestuous bastard betraying her own blood because childish tantrum. (look at meh, daddy pl0x).
Race: (Not really)Heroic Spirit
Age: N/A
Height: 154cm
Weight: 42kg
Eyes: Green
Hair: Blonde
Appearance:
(http://static1.wikia.nocookie.net/__cb20130819140833/typemoon/images/7/76/Saber_of_Red.png)
(http://static1.wikia.nocookie.net/__cb20130820134441/typemoon/images/6/6c/Saber_of_red_armour2.png)



Alignement: Find out yourself.
Charisma: C- (She will insult you, boo!!)
Strength: B+ (It increases with some lunar phases, just kidding, not really, well, perhaps not.)
Endurance: A (She never forgot to eat her vegetables)
Agility: B
Speed: C
Magical Energy: B
Luck: E (It's alright to point and laugh)
Magic Resistance: B
Magical Ability: -
Other abilities:

Riding: B
With this level of skill she's able to ride even monocycles, backwards!

Instinct: B
An obvious disgusting cheating skill people possessing it claim to not be.

Prana Burst: A
Allows prana to, well, burst. ...You expected something else?

Noble Phantasm: Clarent Blood Arthur - A+
A super powered sword that can beam just like her daddy's, but hers is a red glow instead. (Because red is the color of blood, wooooh! Impressive, right?)

Personality: Emo with some daddy issues. (In the end, it comes down to this)

Origin:
Saber was summoned in the fifth war as Shirou's Servant. This version of Shirou is different to the one appearing in FSN, because TADAAA; He is Kotomine Shirou (no, not that guy from Apocrypha, this guy looked competent).

Stuff that happened:
• An angered Gilgamesh killed Kiritsugu before he could find Shirou.(Bitch took his waifu away)
• Shirou saved and raised by Kirei. (wut a twist)
• Never developped the hero ideal. Only strived to gain Kirei's approval. (hahaha)
• Learned basic magecraft but never excelled at it. (Read here: he really sucks at it.)
• Was close friend with Rin(Not much of a choice), openly hostile to Shinji(but never managed to win in a fight anyway) and friendly to Sakura. ('cuz puppy eyes)
• Summoned Mordred, the motherfuckin' homunculus and incestuous bastard betraying her own blood because childish tantrum. (It's her full name, deal with it)
• Fought alongside Rin in the 5th war. (More like watched her doing most of the job)
• Died, betrayed by Archer. (Couldn't tolerate such a lazy ass)
• His death triggered Dark Sakura.
• Sakura swallows Archer in her shadow as payback. (and proceeds to remove his pubic hair one by one)
• Rider is ordered to have non-stop sexual intercourse with Rin as payback. Saber vanishes in tears, realizing her Master never reached his objective in being approved by his father, just like herself is an utter failure.
•  AM incarnated fully shortly after. (FUUUUUUUUUUUCCCCCK YOOOOOOUUUUUU KIRITSUGU!!!)
• Save one person, Humanity is extinct. (Tentacle rape for everyone)
• Kotomine drinks some wine in his space shuttle. (Yuetsu Mofos)

Weakness: Daddy, Shirou.
Likes: Dadddddddddddddddddddddddddddddddyyyyyyyyyyy!!! Shirou(was at least decent when it came to cooking)
Dislikes: DON'T LOOK DOWN ON MEH, I'M THE SHIT. I'M IMPORTANT. EMIYA(make me a sandwich). Can't beam with the helmet. :(

Title: Re: Cross Effects Character Page
Post by: Mooncake on January 21, 2014, 04:31:49 AM
Name: “Lucas Klein”

Race: Unknown, though it resembles a human body. Some kind of Faerie or Elemental is the best guess.

Age: Approximately 3,000 – he is immortal, after all. Physically in the range of 23-25.

Height: 5’7”, 170cm

Weight: 150lbs, 68kg

Eyes: Gold

Hair: Reddish-Brown   

Appearance: He has unkempt hair, with pale skin and golden eyes. Lucas looks like someone who doesn’t go outside much, but his slitted pupils betray that he isn’t human. He wears a newly acquired black coat, shirt, pants and shoes (he stole them from some random thrift shop). 

Alignment: Chaotic Neutral

Charisma: E

Strength: A+

Agility: B

Speed: A-

Magic Resistance: C, any spells three-count or lower will slide off of Lucas. Also, illusion-based magic doesn't work on him very well.

Magic Ability: A, but in regards to all other forms of magecraft it’s below E.

Special Ability: “Beast of the World” – Something that grants the passive conceptual ability of “This person cannot be killed while they are touching the Earth”. Grants Lucas high-speed regeneration and immortality while touching any part of the Earth. As long as biological matter from his body exists, and is touching the earth, Lucas will regenerate.

When activated, the surrounding area will begin to become infested with greenery – any plants in the area will grow quickly to monstrous proportions. During this time, Lucas is almost unstoppable, able of going far beyond the limits of his body in order to crush the opposing area and his opponents… something that comes at a price. Drawing upon so much energy is highly taxing, even with his immortality.

Other Magical/Special Abilities: In heavily forested areas, Lucas gains boosts to his abilities, depending on the level of greenery present. Correspondingly, he isn’t at his strongest in areas with less greenery. In areas with lots of greenery, Lucas also gains something comparable to the “Presence Concealment” skill of Servant Assassin.

Lucas is also capable of channeling energy from the Earth through his body, increasing his abilities to around 4 times beyond his normal output in forested areas. In areas with little greenery, though, this ability is not as effective, and at the very most 2 times Lucas’s normal output can be achieved, depending on how little greenery there is.

Lucas’s fighting style doesn’t have any real rhyme or reason – it’s just what he's found to best work against the things he has fought over the years. Taking full advantage of Lucas’s immortality, this style keeps Lucas on the ground and out of the air as much as possible while taking advantage of his strength.

Origin/Personality: “Lucas Klein” woke up one day, in the middle of a clearing, with nothing more than the clothes on his back and the name “Lucas Klein”. He got up, slowly, and started walking, unaware of anything else except the desire to move forward. After walking for a full year, knowing nothing but his name, he came upon the ruins of a great city.

Lucas had already found out he couldn't die at that point – after falling off a cliff and getting back up to continue walking, death didn’t really worry him anymore. After coming upon the ruins, a place of metal and glass infested by the surrounding forest, Lucas found a convenience store. Shortly thereafter, he proceeded to eat everything he could find – he had been hungry the whole time he was walking, but had learned to ignore it after the first month and a half of stomach pains and weakness.

Lucas had come across the ruins of New York City, after many, many years of desertion and neglect. Little did he know that –

[OK, long and short of it: Lucas isn’t his real name, lives on a version of Earth that was basically overtaken by Gaia, is basically some kind of super-Elemental-thingy, and fights zombies. That’s right. Zombies. The remnants of humanity and different animals/mythological creatures constantly plague him as he wanders through the world. Basically, he’s been walking and fighting for about 3,000 years – so he feels he deserves a break when he finds himself in the City. Of course, after seeing the way things are, Lucas can’t really relax, after millennia without human contact. He has no social skills, at all, and prefers being a shut-in in this place. He holes up in abandoned bookstores, if he can find them, where the plants quickly overrun the space due to his presence. Someone who doesn't like the world but is (very) slowly becoming accustomed to it. Also is trying to find more about what, exactly, he is/why he has his abilities.]

Weakness: As long as he is not touching the ground, Lucas is not immortal. The key to defeating him lies in getting him into the air and keeping him there. After using his full power, he is rendered temporarily helpless until he regenerates. Lucas also isn't as strong as he normally is in areas with little greenery… so basically most places in the City.

Likes: Forests, Plants, Dogs, Ruins, Really Big Trees, Writing With Capital Letters At The Beginning Of Every Word For No Reason, Abandoned Bookstores

Dislikes: Iron, Pollution, Cities, Humans, Supernatural Beings, People In General, Destruction Of Forests


(http://i.imgur.com/niN4rTh.jpg)
Title: Re: Cross Effects Character Page
Post by: Aiden on January 23, 2014, 02:16:21 AM
Name: Kenna
Race: Human
Age: 33
Height: 6'
Hair: Brunette
Eyes: Blue

Appearance: Tall, athletic and built for power, Kenna strikes an intimidating figure even outside of her armor. She keeps her hair cut short to avoid giving enemies something to grab onto, wears blood-stained steel armor assembled from pieces taken as trophies from her fallen foes in the southern lands, and rejects ornamentation that is just going to be ruined in battle anyway.

Everything about her is cut for utility in battle, and she's never really felt like she was missing out on anything because of this.  Most people never see the face beneath her helmet anyway.

(values after the slash are while wielding Tabar)
Alignment: Chaotic Evil
Charisma: C
Strength: C/B
Agility: D+/B
Speed: D+/B+
Endurance: C/A
Magic Resistance: D+/C+
Magic Ability: None

Weapon: Tabar (B): An unadorned Persian-style battle ax perpetually stained with the blood of its victims, but otherwise kept in perfect care. It is a demonic weapon with a vicious intelligence of its own, insatiably lusting after battle and warrior deaths. It grants its wielder inhuman physical capability, minor regeneration, and a powerful resistance to magic in exchange for compelling them to seek out conflicts to use it in. It also renders them immune to things that would slow the wielder down such as disease, poison, hunger, thirst or exhaustion, at the expense of perpetual insomnia. It refuses to leave the company of its wielder by any circumstance other than its own will.

Origin: Born on an alternate medieval Earth where the Chaos Gods exist, to a tribe whose name has been forgotten with its death at her hands, Kenna is a wandering champion of Khorne. She began this lifestyle when she was seventeen, after a vision from the old and discarded gods of her people was sent to guide her to the axe Tabar. The demon within quickly revealed itself as the legendary ancestor her people had renounced during their conversion in her parents' generation, and that it was here to show her how to redeem her generation in the eyes of their true and rightful god.

So she took up the axe, slew anyone who had been of age to recognize the blasphemy committed a generation ago, and led the survivors as her personal warband. They did not last long; they could not keep up with her, and she had no patience for their weakness. She now wanders and fights alone, unhindered by the feeble resolve of lesser warriors.

She does not care for alliances or causes, and will gladly aid the losing side of a battle just to get a better fight out of it. In her homeland she is considered too dangerous to be trusted, and only fools actively approach her for assistance in war.

She does not care about collateral damage due to battle, though she does not actively seek to cause it. Kenna only fights those who fight back when she provokes them, however feebly, because non-combatants are worthless in her mind. Such creatures remind her too much of the degenerate and cowardly behavior of her former people, soft and comfortable and incapable of fending for themselves.

Likes: Fighting, Tabar, fighting, roast beef, fighting, cool weather, fighting, mythology, and most of all fighting.
Dislikes: Non-combatants, the infirm, ranged weapons, laziness, subterfuge, and bitter food.
Title: Re: Cross Effects Character Page
Post by: YOLF on January 28, 2014, 02:03:37 AM
Name: Monarch
Race: Changeling (Class III SURGE, Elf Metahuman)
Age: 46
Height: 7 feet
Weight: around 200 pounds
Appearance:(http://i.imgur.com/rUcKDVE.jpg)
Alignment: Lawful Evil

Charisma: B- (He has an intimidating presence and despite his appearance (or maybe because of it), a strong commanding air about him.)
Strength: D (Stronger than the average metahuman.)
Endurance: D+
Agility: B (Several times more agile than regular metahumans and even trained combatants.)
Speed: B (Incredibly fast movements)
Magic Resistance: C (Natural resistance against any magic. Unfortunately, this goes for friendly effects as well.)
Magic Ability: None.

Other Abilities:
Combat Expertise And Shadowrunning Skills: Monarch is a firearms expert, able to confidently use any weapon from pistols to heavy arms. Particularly, he has mastered the use of automatics, and is of those, most skilled at using submachine guns. He is also familiar with the use of explosives and close quarters combat techniques. Finally, he is skilled at evasive maneuvers and piloting military grade ground vehicles, besides knowing basic first aid, escape artist, and disguise skills.

Miscellaneous: Although his main language is English, he is highly knowledgeable of Japanese, and is conversational in Russian and Sperethiel, the language of the elves. He has know-how about the gangs of Chicago of the Earth of the Sixth Age, as well as knowledge on smuggling and arm dealing throughout North America. He also knows quite a bit about wines.

Armored Skin: An energy-diffusing material is weaved just beneath Monarch's insect skin, providing protection equivalent to personal armor.

Lightning Reflexes and Accelerated Nervous System: Thanks to an enhanced spinal cord and lengthened, improved nerve cells along it, Monarch's nerve impulses are strengthened and accelerated. This translates as heightened reflexes and incredibly quickened actions. He can react extremely fast and perform around three times as many actions as a not similarly augmented human in the same short timespan.

Increased Platelet Production: The ability of Monarch's body to handle physical damage is improved by its fast production of platelets within bone marrow, lessening trauma from large wounds and quickly stopping bleeding.

Low Light Vision: He can see normally in light levels as low as starlight. However, total darkness still renders him blind.

Quick Healing: Monarch has a healing rate noticeably faster than a regular human's, and also recovers more quickly through any sort of treatment.

Smell Sensitivity: The antennas on Monarch's head contain strong olfactory sensors that grant him a powerful sense of smell which is especially sensitive to hormone release. Not only does this allow him to identify individuals and animals by scent, he can detect basic emotional cues from smells and recognize clues to a person's emotional state.

Gear:
- Commlink (universal Matrix access device and all around media and communications gadget)
- Auctioneer Business Clothes (Armored "power suit" providing protection almost equivalent to an armor vest while looking no different from a regular formal suit set. The fedora provides the same protection. Also features a concealed holster inside the jacket)
- Colt Manhunter (Heavy pistol with penetrating power, modified with a an extended clip bringing its stored ammo to 20 bullets, and a firing selection change mod. Capable of semi-automatic and single-shot fire)
- 2x HK 227-X (Powerful but relatively compact SMG with a retractable stock, an integral sound suppressor, and a smartgun system. Modified with a larger clip for ammo capacity of 35 bullets and a heavier barrel for added recoil compensation. Capable of semi-automatic, burst fire, and full auto)
- Vibro Blade Knife (Well crafted all-purpose knife with a blade that vibrates over 20 times per second once activated, massively increasing its cutting power and allowing it to easily slice or saw through people and objects. The vibro blade has a battery life of two hours, and takes one hour to recharge)
- 2x Flash-Bang Grenades
- 1x Fragmentation Grenade
- Combat Visor (A reinforced visor placed over the eyes with visual interface aid and integrated smartlink, designed to offer efficient bullet protection)
- 6 additional HK clips
- 2 additional Colt clips
- Instrument Case (Reinforced instrument case with room for both HKs, spare ammo, and grenades. Includes a strap to carry over the shoulder. Has a genetic lock configured to Monarch that can be shut off for rapid access during missions on multiple occasions)


Origin: Little is really known of the person known as The Monarch, except that he was a Shadowrunner long before he became a Chicago mobster in the late 2070s. With his charisma, quick trigger fingers, and ruthless enforcing (some say applied by a liberal employment of Runners) he cleaned up most of the other uncontrollable criminal factions and established a strict syndicate that let him stay out of the aim of peacekeeping forces and seize power in the older parts of town. His motto is "Clean crime, clean streets, clean running".

Monarch is an extreme example of a class III Changeling, an image he cultivates for a unique style and intimidation purposes. His years of activity as a Shadowrunner supposedly go back before the main explosion of the SURGE phenomena, so suspicions abound in regards to his actual age and past. He simply claims he was once part of a super soldier program that purposely awakened Changelings and enhanced them. To most people, his true metahuman heritage is likewise unknown.

As the most outstanding crime lord in Chicago, he has a policy of liberally hiring Runners to deal with problems in pragmatic fashions, and mercilessly crushes any magic using groups that might cause anarchy or disturb the underground order in his territory, keeping a close watch on the precarious balance of the astral space in town. His forces also make all efforts to remain uninvolved with megacorp business unless ignoring it would do more harm than good.

Currently, he had decided to personally investigate a magical disturbance located in the barrens in person, after several missing scouts and the disappearance of a runner team he had sent. What he found was a growing spacial distortion that promptly exploded on his face after a stray shot from one of his men hit one of the artifacts supporting it.

When he awoke, he found himself in Nexus City.


Weakness:
Cursed Luck: Monarch is plagued with bouts of extreme misfortune which have caused him a great many deal of trouble and put him in very dangerous positions over the years. Despite this however, he managed to get through over ten years of shadowrunning without grievous permanent harm to himself, even pulling through many mishaps from sheer chance. Needless to say his luck is extremely unreliable.

Likes: Wine, a good firefight, smoking, Jazz
Dislikes: Megacorps, dragons, shifty deals, mage cabals
Title: Re: Cross Effects Character Page
Post by: The Man With All The Cute Boats on January 29, 2014, 03:15:37 PM
Name: Giantdad

Race: Undead

Age: The Legend Never Dies

Height: Intimidatingly tall

Weight: Like a ton or something

Eyes: Mask of the father’s eyes

Hair: Mask of the Father’s hair

Appearance: WARNING THE FOLLOWING VIDEO CONTAINS SWEARING THAT IS NOT SENSITIVE TO CERTAIN PERSONS' GENDERS OR SEXUAL PREFERENCES
HE'S BACK (http://www.youtube.com/watch?v=oyA8odjCzZ4#ws)

Alignment: Chaotic fukc you

Charisma: This stat is dumb, charisma should be apparent in the posts

Vitality: 48/99 (higher stat brings diminutive returns though)
Attunement: 12/99
Endurance: 66/99
Strength: 16/99
Dexterity: 10/99 (He ain’t tellin anyone he leveled that up)

Magic Resistance: Fukken high, he got da best armr

Magic Ability: Black flame: A fire that is black and super heavy for shield breaking. He stacked it twice, so he can use black flame sixteen times before having to sit down for a minute and can use it again after doing so

Other Abilities:
Flippy flip, bithc: He dodges super fast

Chaos Zweihander: It’s a big fucknig sword, and it’s on fire, so it's not even dependent on his str/dex

Grass crest shield: Recovers his stamina faster, for more Zweihander wielding

Mask of the Father: Just look at that fucikng face, looks traumatized as shit but it’s also the last thing you’ll ever see

Ring of favor and protection: More health, more stamina, can carry more weight, it’s everything you could ever need

Invading spirit: Since he’s invading he can’t see or interact with any NPC. Basically everyone who isn’t native to the universe Nexus belongs to looks like a helping spirit/sunbro to him, or like his "target". If killed, he is sent back to his world and can freely attempt invasion again.

Stack of 99 humanities/Twin humanities: Give him a sec to crush a black humanity sprite, and he'll be fully healed up

Origin: The chosen undead of dark souls, possessed by momentary wisdom and madness, comes up with a giantdad build. The rest is history.
Literally. NG+, Bicthes

Weakness: None, he’s giantdad, he’ll get back up and pwn u (You can wreck him though, he’ll just go home and invade again)

Likes: Humanities, Indictments (He finds them funny), souls

Dislikes: Sunbros, not getting humanities, alt+f4
Title: Re: Cross Effects Character Page
Post by: Daiki on February 02, 2014, 08:10:40 AM
Name: Kyle Teems (self-proclaimed jokingly as Gorgon)
Race: Werewolf
Age: 391, looks 25
Height: 6'
Weight: 170lbs
Eyes: Hazel
Hair: Black

Appearance: Kyle has an athletic but not too muscular body. His skin is on the light brown side of dark and he keeps his hair in intricate yet artistic cornrows, each ending up with a clip taking the shape of a snake head. On his left palm, a pentagram can be easily spotted, proof of his nature. Kyle doesn't like to look at it and covers his hands with leathery gloves.

 He has an intriguing presence and masculine yet rather harmonious traits. His eyes shine strangely in the dark. He sports a thin goatee and his left brow, upper right ear and tongue are each pierced with a set of three diamonds. His left eye is surrounded by a snake tattoo coiling around the left side of his face and ends around his left ear. Surrounding his neck hangs a crow pendent Forest gave him centuries ago.

His default expression consists of a mocking face. He also displays a large range of facial habits such as a closing his left eye when surprised, his contraction of the jaw when irritated or even that twitch of the eyebrow when fascinated.

Alignment:Chaotic Neutral/Good
Charisma: B
Strength:B
Agility: C
Speed: B
Magic Resistance: -
Magic Ability: -
Other Abilities:
As a werewolf, Kyle boasts more strength, endurance and speed than humans. He also possesses the ability to regenerate his wounds and is five senses are superior. He can also shapeshift back and forth at will, although abusing it would exhaust him quickly.

Origin:
Unwanted child born from an abusive master and a slave mother in 1623. He grows up in Virginia and learns to work at three. When he reaches his six year of existence, he's sold as a sex slave to an European Aristocrat traveling back to England. The child is quickly put to 'work' and starts a miserable life devoid of any hope. Docile and patient, he waits for a good opportunity to escape. This chance his granted to him two years later when he managed to run away from town and makes his way into the nearby woods. Thinking himself in security for the first time of his life, he doesn't bother to look behind as he goes deeper and deeper inside tortuous paths. As he starts to wonder how he will find food in this dark place, he finds a seemingly desert campfire with what looks like a roasting rabbit on it. Hoping nobody would find out, he snatches the piece of food and run away. As he stops to catch his breath, Kyle finds three people surrounding him. The trio neutralizes him quickly then decide that he's far too skinny to make a really good meal. One argues that he's only interested in devouring his heart but the others two propose to turn him so that he can lure more people into the woods for them. Without a way to defend himself, Kyle become their plaything. He follows their orders and help them feed. After a while, the group starts getting closer to the town, much to Kyle's terror. Eventually, the young boy managed to bring a blond woman with him but, when his comrades surround her, she makes short work of them. Kyle tries to flee, in vain.

The vampire presents herself and explains him that she was sent to inquire about the disappearance of several persons in the vicinity. Kyle explains that what he made was wrong but didn't have a choice. He asks for forgiveness in tears but instead of the cold silver kiss, she gives him a hug and promises to not hurt him. From this point onwards, the two travels together as Forest teaches him how to control his instincts. She gives him a short but strict education and the little wolf is happy to learn. They only stay together for a couple of weeks before she brings him to a vampire's couple who would raise him as their son. Kyle refuses to part ways but Forest answers that she couldn't guarantee his safety. She gives him a crow pendent and leaves shorty after.

Years, decades and centuries passed and the two crossed paths here and there. They wouldn't stay much together, nor would they talk all that much, only enjoying their time as they work and split ways a bit later.

In the Nexus, Kyle only bumped thrice into Forest and each time for work. While he would like to spend more time with her, he's been quite busy the past months with the werewolves going wild on the population and the vampires from Deacon's faction taking over.

If he ever had a love in life, it would be his sportbike, named after the Greek goddess of beauty, glory and magnificence, Aglaea.

He seems unable to maintain a proper relationship, mostly because he gets easily bored.

Personality:
Kyle is a carefree, sincere, independent, curious, mischievous and stubborn individual. He can be cunning and difficult to deal with at times. He also has a selfish side and would raise complaints if his companions involve him in troubles. He usually acts casually, being overly friendly even with people he barely knows. He's not above dirty fighting and will gloat profusely if he wins at anything, even if said results comes from cheating. Honor bears no meaning and he cares little for human laws. He likes to make crude innuendo, teasing others and counting his sexual exploits in details. He doesn't mind complimenting attractive girls and wouldn't hesitate hitting on them, unless they exude a 'bad vibe'.

Kyle greatly respects and admires Forest. He considers her as his own mother, although he would never voice it again. He feels gratitude towards the vampire and wouldn't think twice about giving her a hand. He only happened to call her 'mother' once, saw the complex expression she had and never brought it up again. He has a physical interest in Wynn, yet, never dared to approach her ('bad vibe'). He is somewhat jealous of Gabriel for being the one raised by Forest and keeps calling him Lucifer. While he may not like Gabriel much, he utterly loathes Quinn after they almost killed each other on a 'supposed' cooperation job. Kyle will badmouth the Dhampir on any occasion available since then.

Weakness: Silver, decapitation, brain destruction. Dealing more damage that he can sustain with regen. Taking his bike as hostage.
Likes: Forest, Wynn's body, money, challenging traditions, a good laugh, rough sex with Succubi and Faeries, carefree people, grapes and rum.
Dislikes: Quinn, stuck up people, rogue werewolves, sex with werewolves.



Title: Re: Cross Effects Character Page
Post by: Ivan The Mouse on February 03, 2014, 08:06:21 AM
Name: Yukina Aikawa
Race: Human
Age: 98, looks 18
Height: 5'
Eyes: Dark Brown
Hair: Dark Green; Black (In realistic settings)
Appearance:
(http://i.imgur.com/TGl3H1w.jpg)
Her two distinguishing features are her yukata, which she seems to wear regardless of weather and usually colored dark green with gingko leaf patterns, and her hair tied at the back, which either becomes a ponytail or a bun according to her whims or circumstances. Her yukata sometimes changes color and pattern, usually connected to the surrounding mood of the Order, and she changes to a more formal furisode on special occassions, again with color or pattern according to the occassion itself. Neo once commented that the only reason that people don't mind her style of clothing too much is because "they think she's a Japanese woman cosplaying a Japanese woman."
Alignment: Neutral Good
Charisma: 15/100
Strength: 30/100
Agility: 40/100
Speed: 40/100
Weapons:

When going out in public, she usually hides a kaiken, or Japanese dagger, which has a length of 8 inches and double-bladed, personally forged and created by her from the scraps of a kitchen knife, old nails and a leg of a broken chair. She usually keeps it hidden in her left sleeve. However, when fully prepared for battle, she usually carries a pair of swords, a 12-inch tanto blade and 24-inch wakizashi. Both are worn on the back of her hips and drawn from the left side, with her holding the wakizashi on her right hand and the tanto on her left. She uses the shorter blade for parrying and the longer for striking back. When assigned to a ranged role, she uses a compound bow for combat, as the traditional yumi bow proves to be rather impractical because their limited range.

Later on, she forges a katana, which she named Shiromaru after her father who taught her smithing. She created the blade using the traditional process, employing the Soshu Kitae method of folding the steel. She, however, replaces the hagane or hard steel of the sword with tungsten carbide to improve the hardness of the blade's edge, as well boron-alloyed tool steel for the shigane or soft steel to improve its toughness, sacrificing a crucial traditional point for the blade's overall strength. Although she states that she will use it "at some point", it has yet to see action for unknown reasons.

Magic Resistance: Paradoxical, can be affected by negative debuffs but cannot be killed by such.
Magic Ability:

Limited Immortality
This kind of trait allows her to stop aging indefinitely and fend off fatal attacks, although the progression of the healing of his body is still natural unless with scientific or magical intervention. Since this source of immortality came from a unknown source, Yukina has no way knowing how to replicate it's results.

Non-Magical Abilities:

Rattus commented that "Yukina has two strong contributions in this group. Smithing and mechanical troubleshooting. Everything else is just an added bonus to us." Because of her work experience, Yukina is able to repair and, to some extent, create machinery for the group, such as engines or firearm mechanisms. Also, because of her training under her father, she is able to forge bladed weapons, mostly Japanese-style swords, although she notes that she usually cannot do nihonto in a fully authentic style, because "that would be really time consuming, as well as impractical in fighting people nowadays."

In fighting, she usually uses a style of swordsmanship that resembles kendo, which she took up during her 17 years of mechanic training as hobby and therapeutic exercise, but actually lacks distinctive moves that can be associated to any school of Japanese swordmanship, as well as uses two shorter swords. She also seems to focus on countering rather than outright attacking her opponent, in which she usually dodges or parries first, then strike back. As a result, her style of fighting is highly unpredictable and defensive, which sometimes becomes her weakness, other times becomes her strength. She also took up a bit of kyuudou, or archery, in the same period as her kendo training, although she admits that she focused on its calming effect than improving her performance.

Origin:

Yukina hails from the city of Hiroshima, Japan, although she implied one time that it might not be her actual place of birth, but she herself wasn't so sure, saying "Father might actually be joking, as he always do sometimes". Her mother, Midoriko, was a housewife and her father, Shirou, was a blacksmith, with her being the eldest of three children, all of them gapped by two years. Although her father was mainly training his little brother, Tetsuo, in smithing, Yukina and Saori, her little sister, would always join him and attend their father's lectures regarding the profession, which is why she picked up her skills in the profession. During this time of her childhood, she met Shinichi Kimura, a Zainichi Korean and her future fiance, as well as witnessing the slow descent of the Japanese Empire to deep ultramilitarization, starting with her brother's conscription to the Imperial Japanese Army on 1936 and her father's employment to Kure Naval Arsenal on 1937.

In 1938, during the ongoing Sino-Japanese War, one of Tetsuo's fellow soldiers, Satoshi Asahina, came to visit the Aikawa household after his mandatory service is over. He handed over a letter, which turned out to be Tetsuo's suicide note, citing his unwilling participation to a "great and mindless slaughter" back in 1937 and subsequent guilt as the reason. Satoshi also revealed that his body was found hanging on a forested area nearby and was thrown into a river under the orders of his squad officer. The news eventually infurated the family and reduced them to mourning, especially Shirou, who was appalled by the Army's treatment of his son's body.

When the battleship Yamato was launched from Kure Naval Arsenal in 1940, Shirou revealed that this was what they were building at the shipyards and also expressed his whole interest in serving as a crewman to the ship, wanting to make up for his son's "dishonorable actions" back at the Army. Despite his family's resistance and disapproval to the idea, he becomes a mechanic to the ship's boiler room a month later. A year later, World War 2 in the Pacific started, making the rest of the household worry.

Shinichi, under a bout of major depression after being disowned by his racist father for his relationship with Yukina, decided to volunteer in joining the Imperial Japanese Navy Air Service in 1944, when the Allied counter-offensive is slowly crushing the Japanese forces, volunteering in a "special attack unit" named Yamato. A day before enlisting to the Air Service, he met Yukina in the playground where they first met and promised her marriage after the war, despite knowing that he will not be able to do so.

The news of Shirou's death came during the month of April in 1945, a week after the battleship Yamato was sunk by American forces while en route to Okinawa. Five months later, on August 6, the town of Hiroshima was struck with an atomic bomb, the first atomic strike in human history, destroying it. Midoriko dies trying to protect her children from falling debris. Two days later, Saori dies of an unknown illness, rendering Yukina the only surviving member of her family and driving her to vagrancy, which also makes her question why she survived the bombing. A month later, Japan is officially occupied by the Allied forces.

In 1947, Yukina found permanent employment after two years of vagrancy in an auto plant in Aki District, Hiroshima as an intern mechanic. After two years, she was fully employed by the company and in 1953, after four years of working with the company, she formally left, saying that she wanted to expand her skills in the field of Mechanical Engineering. During this time until the early 1970s, she worked as a mechanic on different companies, read books and attended seminars in order gain more knowledge.

She finally met Rattus and Neo in 1971 at Tokyo, when they were attacked by the Gotou-gumi. She hotwired a car and crash-dived it into the car chasing the duo, disabling it and killing a couple of people in the car. Only one survived, who managed to get out of the car and shoot her three times. The two men that were being chased eventually came back to see the wreckage, which lead to her discovery. After she was sent to the local hospital to be treated, Rattus personally interviewed her, which made her tell her life story, making Neo conclude that she might be another immortal, albeit the reason was "God knows why". She was asked for be a part of the "entourage", and quickly accepted the offer.

Personality:

Yukina appears to be optimistic, lady-like and polite, sometimes girlish, even when doing machinery and dealing with hostilities, to the point of near-absentmindedness, which sometimes makes her get caught off-guard, such as when Neo tricks her with his jokes or when the Manor was being raided a couple of thieves. However, she also doesn't have an adversion to lying, especially when recognizes that the questions being asked have answers that can outright put any member of the Order or her friends into grave danger, although there were times that she blurts out an answer and only realized later that it can be used against them.

She seems to be very patient and hardworking, and explicitly states that she likes manually working as a mechanic and blacksmith and considers it as her "hobby". When Rattus asked her about her interest in engineering, she states that, aside that she thinks she has a high aptitude with field of Engineering, she believes that ironsmithing and mechanical engineering are like "two wheels in a cart". She said that she hates it when machines suddenly get on fire and it does trigger a phobic reaction from her, which Neo comments that "it's so fucking ironic, if you're working with machines, you shouldn't be afraid of fire suddenly coming out of it."

Aside from sudden fire, another thing that seemingly triggers a reaction from her are blindingly bright lights and widespread rubble, in which she finds a place to hide and shows signs of catatonia, followed by muttering. She also has a certain discomfort in sharing her life experiences to anyone else, although she only does so if the listener has genunine interest and will vow to listen carefully. She also has an overprotective demeanor and a strong motherly instinct, which usually manifests when the other members of the Order are in danger. She frequently declares that she dislikes using violence, although she will fight if pressed to do so. Because of her mother's last reminder to forgive people "even if it kills", she seems to take those words by themselves, which usually means forgiving everyone even those who heavily injured her in battle.

She usually can be seen playing games on a handheld console or reading manga, sometimes boy's-love doujinshi. She said that she only likes to watch anime if she hears that it is well-recieved, although she does an exploration of her own, usually romance anime or BL. She has a habit of collecting plushies from anime, games or VNs she has watched or played, as well as other things like cards or figmas, which she considers cutesy and endearing. She also has an infrequent tendency to eat someone's food without permission, in which Rattus noted "I will rather entrust a cat to watch over a whole plate of fish than to make her watch over these muffins and not expect that one of them has already been eaten and gone. And I do not even trust cats."

Weakness: Although immortal, her lack of regenerative abilities render her vulnerable.
Title: Re: Cross Effects Character Page
Post by: Ivan The Mouse on February 03, 2014, 08:07:32 AM
Name: Jan Neo Langraad
Race: Human
Age: 126, looks like 20
Height: 6' 1'
Eyes: Blue
Hair: Blonde (both in anime style and realistic settings)
Appearance:
(http://i.imgur.com/PADzpxn.jpg)Neo's yellow blonde hair is at shoulder length, although there are strikingly noticeable strands of hair that are light brown in coloration and/or of irregular length, as a result of his frequent change of appearance from the past decades. He usually wears a t-shirt, usually tie-dyed, plain or has a political statement or a band logo written on it, denim pants and brown sandals, although he will wear a leather jacket according to the weather or situation. He could be occasionally wearing a green-tinted Lennon-style pair of glasses to his whims and, less often, a shot shell bandolier during mission runs, ordered by Rattus or otherwise. He also wears a ball chain necklace with four pairs of dog tags, two from the World Wars made with monel and steel respectively, one from Vietnam wrapped with rubber silencers and one with his real name written on it, with the words 'FCKYOUFGT" replacing the religious preference field.
Alignment: Chaotic Neutral
Charisma: 45/100
Strength: 60/100
Agility: 65/100
Speed: 70/100
Weapons:

Neo concealed-carries either a butterfly knife, a M1911 Colt pistol or both when going out in public during times when the Order is at its peaceful state. When accompanying his fellows, however, he replaces the M1911 with a Winchester M12 shotgun, with its stock and barrel sawed-off, making it easy to conceal inside his leather jacket.

Aside from the after mentioned weapons, he also carries with him an assortment of medical and combat potions, usually two or three flasks, mainly when undertaking larger, offense-oriented missions. The most commonly used potions by Neo are the orange-colored "Exploding Potions", which is somewhat similar to a Molotov cocktail; "Space Bombs", which are actually potion flasks containing vaporized cannaboids and mainly used for disabling enemies who have never taken any type of illicit drugs and the green-colored and aptly-named "Healing Elixir", which generally speeds up regeneration of wounds and restores lost energy.

He had also used all sorts of improvised weapons, especially in areas where proper weaponry is either scarce or heavily regulated, some of them with a psychological impact, such as a pencil or a crucifix. In addition to this, he is also very fond of using his environment for his advantage, which translates to utilizing any potentially combustible or explosive material he finds as booby traps, as an example.

Magic Resistance: Paradoxical, can be affected by negative debuffs but cannot be killed by such.
Magic Ability:

Spitfire
As a magus, Neo seems to have an elemental affinity for fire, as manifested by his ability to create a small flame at the flick of his fingers, but it is usually employed by Neo as a lighter for his cigarette smoking habit, so the extent of this ability is unknown.
Range: Candle-like
Targets: One

Alchemy
According to him, his main role in the Order is alchemy, and indeed he is capable of concocting various potions and mixtures which could either be used in medical or combat purposes. Because of the childhood training he received and general temperament, he specializes in using these combat potions to cause non-fatal but astringent pain in his opponents, as well as psychological intimidation and sensory deprivation. He is also not adverse to using controlled substances such as PCP or LSD to either improve the combat abilities of his allies or degrade his enemies' fighting abilities. He has shown himself to be capable of transmuting many metals to other metals and making new compounds, given the time, space and privacy, although he could also work in a fairly efficient manner under stressing combat conditions.

Limited Immortality
This kind of trait allows him to stop aging indefinitely and fend off fatal attacks, although the progression of the healing of his body is still natural unless with scientific or magical intervention. Since this source of immortality is crafted as an accident, Neo has no way knowing how to replicate it's results.

Non-Magical Abilities:

Rattus notes that "Neo does very little killing with his alchemy although he is capable of doing so. He refers to be lethal in a very physical way." Given his background, he proves to be very fond of physical combat, in which he employs non-alchemical means of disabling or taking down the enemy. He also outright stated that his fighting style is "all about fucking with the enemy", which means that he has no specific fighting style and his focus is sapping his opponent's will to fight, as psychological warfare seems to be his staple of his whole combat doctrine. However, he will not hesitate eschewing this kind of strategy and could resort to focus on killing his opponent swiftly, although he usually does this under Rattus' commands.

Origin:

Neo's childhood home is an abandoned medieval castle located somewhere near the Franco-Belgian border, where he once lived alongside Klaaus Langraad, a Danish-born English magus and alchemist who adopted him after he found him as an infant in the docks of Kristiansand, Norway. Unbeknownst to both him and his father, he is the love child of Niels Ullmann and Eila Linkola, an alchemist couple wanted by the Mages' Association for their radical and outspoken beliefs against the maintained secrecy of magecraft, as well as for bombing the workshops of prominent Association members all over Scandinavia. They apparently left him in the docks while trying to go out of Norway, due to their fears that their child will unnecessarily get caught in their situation. Neo started his magecraft and alchemical training under Klaaus at the age of six, and witnessed his first human experimentation at the age of seven, then did his own human experimentation at the age of eight. He did not go outside the castle grounds until 1897, when they visited a local fair and carnival in Dunkirk.

It was in 1901 that Neo discovered his being an adopted son, five years before Klaaus dies of heart attack at the age of 59. Neo was 18 during his adoptive father's death, and continued training himself and experimenting after Klaaus' untimely demise. On 1908, he met an alchemical accident during one of his costliest and most time-consuming experiments, rendering him immortal. He also ran dry of funding during those days, so he decided to immigrate to North America to find a steady source of income, as well as a venture to the outside world.

Upon arrival at New York, he first took residence in an apartment in Brooklyn and worked various odd jobs, such as store caretaker or chimney sweeper. After a month later, he decided to move out of his apartment room and deliberately become a vagabond, to reduce living expenses. Boredom from working and wanting an outlet for aggressive simulation, he resorted to robbery-homicide, with a local neighborhood man has his first victim. On 1911, he moved to the State of New Jersey and acquired a Colt M1892 revolver, his first firearm, through one of his victims, an off-duty police officer, and then another victim before leaving the state near the end of the year.

In 1912, he claimed the lives of three more people in the states of West Virginia and Kentucky, before being heavily wounded in a failed residential break-in in Tennesee. He then decided to recuperate from his wounds in Mississippi and trade his revolver with a Colt 1911 from an underground arms dealer. He also met in this state a group of armed robbers calling themselves as The Mississippi Merrymen, comprised namingly of John Henry Stone, their leader; Jane Donahue, Neo's future first girlfriend and the brothers William "Bill" and Christopher "Chris" Roberts. He decided to join the group and move to Louisiana with them, in which they started robbing stores and amassing money for themselves. On August 22, Neo was arrested by the authorities of New Orleans for his involvement with the activities of the Merrymen, and is sent to Louisiana State Penitentiary. He was prison raped by his cellmate upon arrival, which prompted him to do the same thing against his attacker. For the course of 5 months, he and the Merrymen discreetly planned his escape from the facility, culminating on Christmas Eve, which involved Neo successfully feigning his own death.

For the first 4 months of 1913, the Merrymen stopped all overt actions in the state of Texas until May 1, when they successfully robbed a bank in Corpus Christi, which started their streaks of successful bank robberies. However, on July 17, an encounter with the police in Fort Worth leads to a fire fight, killing John Henry in the process. Upon his death, Jane takes her place as his successor and continued their operations with greater caution. On September 11, Neo's birthday, Bill and Chris were killed in a botched bank robbery on Dallas, which prompted both Jane and Neo, the last two remaining Merrymen, to move toward Ouchita Mountains in Oklahoma two days later. They stayed there for the rest of the year and hunted and farmed for sustenance.

On July 16, 1914, almost a year after they stopped all illicit activity, they successfully robbed a major bank in Tulsa, only for Jane to get killed by the police in a shootout a day later. After 8 days, Neo launched an undetected but massive attack using an alchemized poison in order to take revenge for Jane's death, killing 32 officers, including the Chief of Police. After the attack, Neo assumed the name Henry Wilson Smith, and moved to Kansas on July 28, where he claims 10 more lives during the course of his stay due to robbery-homicide.

By the start of 1915, Neo moved to the town of Pueblo, Colorado and found work there as a pharmacist, as well as meeting Hannah Meier, a first generation German immigrant and Neo's future second girlfriend, who frequently visited the drugstore where he used to work. The United States entered the First World War by the latter half of 1917, which meant that Neo, still under the name Henry Wilson Smith, was drafted to join the American Expeditionary Forces and was eventually sent to Europe. He returned home in November 1918, when armistice was signed, only to discover that Hannah died from contracting the Spanish flu, which was an epidemic during and after the war.

Neo then moved to Utah the following year and made a living selling alchemized "patent medicines", under the name Dante de Medici. Aside from the growing cynicism from consumers and larger rivaling brands of medicines, he did not extensively advertise his products, which might be the reason why he was not able to sell well, although they did work as promised.

The Eighteenth Amendment to the United States Constitution took effect on January 17, 1920, marking the start of the Prohibition Era. Neo, not meeting the expected success in Utah, moved to Las Vegas, Nevada three days after start of Prohibition. Three more days later, he meets Vincent Montagna, a caporegime from the Della Valle crime family's local faction, through an encounter where Neo assisted Vincent's men in a gang firefight. This course of action marked the start of his association with the family, as Vincent first referred to Neo as such on February 19, introducing him as "a friend of ours" to Giuseppe Montagna, Vincent's older brother and the boss of the Las Vegas faction. Neo furthermore cemented his status within the family when he killed a police informant to prevent a bootlegging operation from being uncovered.

In 1925, Neo was incarcerated when he was charged with aggravated assault with a motor vehicle for allegedly trying to run a pedestrian over due to a disagreement, in which Vincent monetarily bailed him out jail. He also met Maria Angela Romano, Vincent's confidante first cousin and Neo's third girlfriend, during this time. In 1931, the Della Valle family opened its books for new made men and Neo was recommended to be a Soldier, sponsored by Vincent and Angela. After he successfully assassinated a suspected turncoat by the orders of Giuseppe, Neo finally took the oath on March 19, making him a Soldato of the Della Valle family under Vincent's crew.

In March 14, 1933, Vincent was wrongfully accused and was found guilty of murdering a well-known card shark and was held at Nevada State Prison. Wanting to reciprocate the help given to him when he was jailed in 1925, Neo decided to be the temporary capo of the crew, in order to break him out of jail. His first attempt was on March 18, when he sent out five of his fellow crewmen to retrieve Vincent from the State Prison. The result was unsuccessful, with all five of them dying during a fire fight with the police underway. This frustrated attempt forced Neo to resort on using alchemy again and after two days, he sent another five men to attempt another jailbreak. The result was successful, but Vincent was disappointed with Neo's decision to border on breaking the Omerta by helping him escape out of jail, as well as his failed first attempt where five of his crewmen died and the notoriety gained by the family as a whole for the successful second attempt. Neo was also almost kicked out of the family for his unwarranted and unauthorized actions, but was kept in anyway because it showed his potential to be a capo, in addition to his decent reputation in the family. By the end of year, the Twenty-first Amendment took effect, which legally ended the Prohibition. In the following year of 1934, Don Montagna foresaw the potential loss of profits from the effects of alcohol re-legalization, so he allowed the family to venture into dealing marijuana and do labor union rackets. In 1935, Neo was found by Angela to be cheating with another woman, which prompted her to end their 10-year relationship. According to Neo, he deliberately cheated and provoked Angela to break up with him in order to hide his immortality, although he also states that she was already frustrated from his lack of decision about marrying her and "was just grasping on straws", waiting for a reason to validly break-up with him.

Both Vincent and Neo were caught in a fire fight with the police while driving their way to Carson City to meet a family friend for a drug deal in 1937, which claimed the life of Vincent. Neo then drove their car towards the Carson River in order to detract their pursuers and use the opportunity to escape from the state and into California. Neo then hid in the town of Lincoln in Placer County, under the name of Fabro Metzger, and worked as a pharmacist.

In 1940, Neo decided to join the United States Marine Corps, still known as Fabro Metzger, and was placed at the 1st Battalion, under the command of the 1st Marine Division. He fought in the Guadalcanal campaign, the battle of Peleliu and Okinawa, and the latter which he boasted that he made his whole squad survive "under a Typhoon of Steel". He also hinted that he raped Japanese civilians after the battle of Okinawa, saying "that's the first time I liked the sound of Jap women crying like the spineless bitches that they are." In 1947, two years after the war has officially ended in the Pacific, Neo went back home to Lincoln, then moved to San Luis Obispo County, in the town of Harmony and assumed the new name of Joseph Nestor. He layed low in this town and worked as a waiter from 1948 to 1961, occasionally trill killing in neighboring towns and cities, which increased his number of victims by 20 people.

Neo got drafted to serve in the US Army for the second time in 1962, during the rising stages of the Vietnam War. During his tour of duty, he noted that, aside from the fact that he had a hard time engaging Viet Cong forces due to their use of guerilla warfare, he also stated that he predicted at first that the US would eventually just withdraw from the war, citing logistic and tactical reasons, such as the frequent failures of new M16 rifles. Nevertheless, he continued serving during that time because he saw it as an opportunity to kill people with very little restraints. His service ended when he chose to leave in 1966, when the situation fully escalated, thinking that the US "might win after all", although he also decided to view the war as pointless, unnecessarily tiring and detrimental to his ego.

In 1967, Neo or "Joseph" decided to move to Haight-Ashbury in San Francisco, during the Summer of Love, where thousands of college students from their spring break came to the city to take part of the then-vibrant hippie counterculture. He was able to fit in because of his dislike of Vietnam War, which the other hippies mistook as an opposition to all war, although he deemed their confusion to his ideals as irrelevant because he also expressed opposition to working. While attending the Monterey Pop Festival in June, he met "The Rainbowheart Tribe", a group mostly composed of Romanian-descent people who are also drawn to the counterculture. One of them was Martha Enescu, also known as "Starlight", a self-proclaimed vampire and Neo's fourth girlfriend. Since most of the tribe adapted nicknames after confectioneries, such as "Captain Jelly Baby" and "Miss Liquorice", Neo opted to take the nickname "Captain Candy Floss", a name which he proudly refers to himself up to this day. After being inducted into the Rainbowheart, he then moved to an abandoned industrial block located half a mile from the outskirts of San Francisco and was refurbished by them as a commune, which they then named as "The Candy Factory". Neo continued training his alchemy in this commune, avoiding human experimentation, which he now saw as "boring and repetitive ", and focusing on regeneration and growth, mainly to help the tribe agriculturally and medically. Because of this, the whole tribe became aware of his skills as an alchemist, and he opted to give them basic lectures on it, including the philosophy behind alchemy. In the following months, the numbers of the tribe started to dwindle due to some of them wanting to pursue other interests, although Neo already thought them enough at this point. Since the tribe's leader, "The Great Chocolate Man", was tolerant and supportive of his tribe people, he allowed leaving the Factory in peace. In November of 1968, only five of the tribe was left, and they finally decided to desert the Factory at the end of the month, as Chocolate declared that the commune's purpose has already been achieved. Neo and Martha also decided to part ways in good faith, with a promise of meeting again someday to each other. After this, Neo moved southward to Los Angeles.

In June of 1969, Neo flew back to New York City, the first time he ever did so, to visit "Fruitcake", an old friend and tribesman working in the Stonewall Inn, due to the latter's plead to help him "battle this unknown disease", which alchemy could not seem to fight or heal. They talked and exchanged knowledge in alchemy for the whole day of June 27 until the early morning hours of the next day, in which a riot between the bar patrons, including the two of them, and police raiding the place erupted. Neo stayed with him to help in finding a cure, only to have Fruitcake die a month later, after being hit by a moving vehicle which he failed to see due to the retinitis associated with his sickness. Neo opted to stay in New York even after his death, due to his nostalgia with the city and his continued studies on Fruitcake's work, as well as circulating rumors of a concert that will take place upstate. On August 15, he attended the rumored concert, now known as the Woodstock Festival of 1969, and actually met many of his former tribesmen, including Starlight herself. A month later, Neo goes back to Los Angeles and takes Fruitcake's research material with him, which deviated to making a panacea and he still continues until today. In December of the same year, he attended the Altamont Free Concert in northern California, which turned out to be infamous of its disorganization, chaos and violence. This event convinced Neo that the idealism of the sixties were over, calling it as "the day Sixties ended and died".

Neo decided to go back to robbery-homicide on 1970, which lead him to get discovered by Rattus, who was selling weapons to the Mafia during that time, after he tried to rob and kill him. Neo stabbed him on the neck and got shot five times in his chest as a response, which lead to both men discovering that both of them were immortal. He then asked of his life story and skills and, after finding out of his skills in alchemy, offered him to be part of the "entourage". Neo declined the offer and just opted to be his informant around the city. However, after a month has passed, he offered him again, under promises of having a "steady but negotiable" pay, and Neo quickly accepted.

Personality:

Neo can be described as cocky, sassy, egoistic, rude and facetiously sardonic, although he freely admits to these quantities and is seemingly unashamed because of them. However, he sometimes berates other people for saying that he is egocentric, saying that egoism is different from egocentricism, as he could he "could put himself on other's shoes", but only ignores doing so, either because he already experienced such or he deems it as inappropriate. Albeit he shows signs of cynicism, he dislikes outright and excessively cynical people, saying that they are ruining everyone's lives by being "so self- absorbed, thinking that they've seen it all when you can never actually see it all".

He seemingly has no moral sensitivities on murdering someone, although he does have reservations on it because of its unacceptability in modern society, which makes him worry that excessive killing will not be good for his reputation and deems rape as something greater than murder, although he also states that "rape ain't that too bad as they make it either" and a large kill count could be used for basic psychological warfare. He also has hints of sexual sadomasochism and has outright stated that he could engage in bondage with some moderation and limits. His moral fiber is usually deemed either by his force of habit or the amount of satisfaction he will derive from an action, which meant that he will not do something considered traditionally unethical if he does not feel comfortable with it or he does not feel like doing it.

He also has a habit for spouting pop culture references unashamingly, even at inappropriate times or when it annoys other people, which sometimes push him to amplify this practice. In addition to this, he sometimes insults people's personality or mistakes just for the sake of insulting them, which usually elicits a reaction from the offended party, ranging from subtle to violent. His insults could sometimes touch the person's race, intelligence, sexuality, creed or age, and he intentionally uses politically incorrect, vulgar or offensive language, even when talking favorably about a particular group. He also has a liking for sexually harassing women or even men and states that being sexually harassed himself arouses him. Ironically, Rattus asks Neo to correct him if he uses a outdated word, much to his amusement and chagrin.

Neo has a particular liking for reading Western comics and playing video games, although he does watch anime sometimes, usually of pornographic nature, which he views as a good source of comedy. He usually spends his time surfing the Internet to chat, post on numerous forums, read articles or watch or read pornography, if not "continue his research", his all around excuse to keep his door locked, in which he either tells the truth or consumes marijuana or LSD, the only time when his personality radically changes. He also said that he played some visual novels before and has a liking for train groping or rape-themed ones. Since his room is sound-proofed, he could be heard playing music at high volume, usually an old or classic song that's appropriate or ironic to the Order's general mood or situation.

Weakness: Although immortal, his lack of regenerative abilities render him vulnerable.
Title: Re: Cross Effects Character Page
Post by: Ivan The Mouse on February 03, 2014, 08:08:01 AM
Name: Rattus von Engles
Race: Human
Age: 242, looks to be 27
Height: 5' 12"
Eyes: None (Suffering from Aniridia)
Hair: Blue; Brown (in realistic settings)
Appearance:
(http://i.imgur.com/tIJ1xPj.jpg)
Aside from his temple-length wavy hair, Rattus can be easily distinguished among his fellow Order members for his stereotypical corporate attire, consisting of a black suit, dress pants and a necktie, as well as a white dress shirt. He sometimes breaks the monotony of his clothing by changing the overall color of his outfit, albeit the colors employed still does not seem to deviate very far from the darker and conservative-looking hues. He also wears black suspenders underneath, or a waistcoat matching the color of his suit if he deems it appropriate for the situation. Another noticeable feature is his thick and rectangular glasses, which he wears because of his eyesight problems and mainly obscures the dark circles around his eyes, which come from his lack of sleep. When doing business involving arms dealing or other clandestine activities, he wears black leather gloves to eliminate any forensic fingerprints. He usually can be seen wearing black leather shoes, although he will ditch these for black steel-toed military style boots when taking direct action, as well as wear a leather double-breasted black trench coat in place of his suit.
Alignment: True Neutral
Charisma: 75/100
Strength: 30/100
Agility: 60/100
Speed: 70/100
Weapons:

Rattus' weapon of choice is the iconic German-made handgun, the Pistole Parabellum 1908, also known as the Luger, which was a keepsake from his time at the Defense of Somme in the First World War. According to him, the weapon is "built more like a sporting pistol than a proper sidearm", so he usually keeps it clean and well-oiled due to its susceptibility to dust or sand making its action jam, as well as its inability to cycle low-pressure rounds. He usually keeps the gun holstered inside his coat, along with a few magazines.

Aside from the pistol, he, in times of direct action, might carry either a Nahkampfmesser combat knife, a Seitengewehr 98 bayonet, in a situation he deems right, his Pattern 1811 Bluecher sabre, which is the Prussian copy of the British Pattern 1796 light cavalry sabre. While the application of the three weapons are practically the same in combat, he tends to favor the combat knife during covert operations, the bayonet when he expects encampment and the sabre for psychological and intimidation reasons. Neo summed up Rattus' intended use of the sabre with the remark "He carries that thing to battle to make the mooks see it and ask themselves 'Who the fuck carries a cavalry sabre into a fight nowadays?' “When bringing the sabre, Rattus holds it on his right hand, with the Luger on his left, obviously indicative of his background as a cavalryman.

Magic Resistance: Paradoxical, can be affected by negative debuffs but cannot be killed by such.
Magic Ability:

Limited Immortality
This kind of trait allows him to stop aging indefinitely and fend off fatal attacks, although the progression of the healing of his body is still natural unless with scientific or magical intervention. Since this source of immortality came from a dubious source, Rattus has no way knowing how to replicate it's results.

Non-Magical Abilities:

Due to his experiences as a soldier and current employment as an arms dealer and corporate stockholder, Rattus has a great understanding of strategy and logistics, both in business and military fields. He can provide advice and plan against his opponents, and could as well as acquire a huge variety of modern weaponry from the black and white market, and may also enlist his fellow Order members to manufacture weapons and modifications. He could also employ private military contractors, deception or a sometimes indirect legalistic and corporate strategy to severely hamper his opponent’s fighting doctrines.

Some of his principles in general strategy also carry over to his style of personal fighting, as he emphasizes speed and efficiency when taking down enemies, which means he generally finds ways to quickly end an encounter, even if it means employing some under-handed tactics. As a former Prussian Hussar officer, he is devastatingly deadly when on horseback; although he admits that his skills as a cavalryman are irrelevant nowadays due to its obsolescence in the modern battlefield. He also has an apparent skill in marksmanship which, combined with his handgun of choice, is another thing that contributes to his reputation as a former soldier.

His short-lived but substantial career of being a steelworker has lead to him having some knowledge on how to make some steel alloys, although Neo's skill as an alchemist and Yukina's smithing background contribute more to the application of this know-how.

Origin:

Rattus was born on an agricultural estate just outside Berlin, which became his childhood residence. His father, Reinhard von Engels, was a Junker and a former Prussian cavalry officer, and his mother, Mariya Leonora Nemov, was an eccentric but intelligent Volga German noblewoman from Russia. Leonora's endless fascination with biology eventually leads to her naming her first-born son after the black rat's older scientific name, Mus rattus, which caused disappointment from Reinhard. Rattus is the eldest of seven children and, as per family tradition, he was trained by his father in the arts of war and combat as early as eight years old, to serve the Prussian Army in the future. He had finally enlisted in the Army on 1792 as a Hussar, during the outbreak of the War of the First Coalition, which was an effort of several European monarchies to contain Revolutionary France. A year later, Rattus fights his first battle at Primasens, which was a Prussian victory.

On 1795, however, France had peace talks with Prussia, which manifested in the First Treaty of Basel, making Prussia withdraw from the Coalition and remain in an armed neutral state, which meant that Rattus can go home and rest with his family. During this time, many developments happened in the von Engels household. Markus, the fifth youngest sibling, entered the seminary to become a Jesuit on 1796. Ruprecht, the third eldest, committed suicide a year later, because of his frustrations regarding his homosexuality. And another year later, Adelina, the fourth sibling in the family, eloped with Gerard Wulfenbach, a Dutch-German merchant, and their whereabouts remained unknown for a long time.

Wanting to cool his head from the incidents that had happened in the past few years, Rattus went on an excursion to the Electorate of Hanover in 1799 for a year, which was also a opportunity for him to train his capabilities as a cavalry soldier. During one of his horseback riding sessions, a young woman, who Rattus poetically described as "with skin and hair as white as snow and eyes red like blood or fire", approached him while he was resting on a tree stump, offering him a red liquid in a flask, which looked like red wine, while telling him that the drink will make him "taste eternity". Tired from the riding and seeing nothing wrong with the beverage, Rattus quickly received it and drank the concoction, conclusively making him immortal, although its effects were not immediately felt by him, even after he went home the following year.

On 1805, Rattus goes back to his Cavalry Regiment, midst rumors that the Kingdom of Prussia will go to war again. The War of the Fourth Coalition did happen the following year but the Prussian Army, still using tactics dating back from the late King Frederick the Great's reign, were decisively defeated at the Battle of Jena-Auerstedt by Napoleon's Army. It was during this battle that Rattus discovered his immortality, when he managed to wake up after being caught in the range of a cannon's canister shot hours after the fight itself. The city of Berlin and, by extension, the whole Kingdom was soon occupied by the French Empire, which forced the remnants of the Army to retreat at Koenigsberg. On November of 1806, the Prussians tried to fight against the French forces at the city of Halle, but were still utterly crushed and captured. Rattus took part in the battle and, when he saw that Army's resistance failed, promptly hid to the Harz Mountains, in order to start a individual guerrilla-style warfare against the French. During this time, he avoided wearing his standard Hussar uniform and, instead, sewn a uniform made out of sackcloth. While his strategy in dealing with the French remained Hussar-like, he modified it to be more efficient as an individual cavalryman, which involved luring small squads into forested areas and then attacking them. This method earned him scores of fatalities under his name and earned him a reputation among Prussians and French alike as "The Sackcloth Hussar", although Rattus himself remained unaware of this and, in turn, no one really had an idea on his exact identity.

However, through investigating, the Duke of Brunswick-Wolfenbuettel found Rattus' location and promptly confronted him, inviting him to join his "personal army" to reclaim the invaded Duchy of Brunschweig. Rattus, although reluctant at first to fight for a state that he does not have an allegiance, was finally convinced to join "The Black Horde" after the Duke argued that it would be a fight for the "German Realm" itself, as well as a chance for revenge against the French Empire for the occupied Kingdom of Prussia. According to Rattus, this was the first incantation of his then-emerging German nationalism. On the same year, the Black Horde mobilized to capture Brunschweig from the French, which as a successful endeavor. This action earned the Duke's corps the nickname "The Black Brunswickers". However, the Brunswickers were quickly driven out of the city, but the Duke was able to escape to England to join his cousin and brother-in-law, the future King George IV, along with his troops. Rattus was not willing to leave Continental Europe along with the Black Horde, but was convinced by the Duke after making a wager that he would be dismissed from the corps after a year of service. Nevertheless, Rattus left the Black Brunswickers in 1811, two years after his recruitment into the corps, as he volunteered to serve for one more year, in order to train and learn from his fellow Brunswicker hussars.

On 1812, after a year of hiding and ceasing all fighting activity, Rattus resumes his Sackcloth Hussar persona, albeit he colored the uniform black and rode a black horse, as a tribute to his fellow Brunswickers and to terrify the French. On December of the same year, General Yorck of the Prussian Army, who are now supporting Napoleon's invasion of Russia, negotiated with Field Marshal Hans Karl von Diebitsch after being isolated by his superior. This led to the Convention of Tauroggen, which neutralized Prussia out of the invasion. This made the Prussians enthusiastic, and intensified Rattus' will to fight for the freedom of his Kingdom. And on the following year, February of 1813, The Treaty of Kalisz is signed between Prussian and the Russian Empire to make an alliance against Napoleon's France, leading to a declaration of war by the King Frederick William III of Prussia a month after. He then made a speech addressed not only to Prussians, but to all Germans, for a war of liberation, in a proclamation now known as "An Mein Volk". Rattus subsequently abandons his Sackcloth Hussar uniform and joins the newly reformed Prussian Army on April 11, his birthday, of the same year, as a gift to himself. He was then assigned to the 1st Life Hussar Regiment, known as Death's Head Hussars for their black uniform and silvered skull and crossbones badge. On August 23, the Battle of Grossbeeren, Rattus' first battle for the Prussian Army after 7 years of non-enlistment, was won by the Prussians. And on October, the Sixth Coalition, which included the Prussian Army, took part in the Leipzig Campaign, the largest and bloodiest battle of the Napoleonic Wars, and was decisively won by them against the French.

The Battle for Paris and its subsequent capture by the Coalition forces on March 31 of 1814 led to Napoleon's abdication on April 6, which was further cemented by his ratification of the Treaty of Fontainebleu on April 11, ensuring his exile to the island of Elba. On May 30, peace between the Sixth Coalition and the French Empire was established upon the Treaty of Paris, also known as the First Peace of Paris. By the end of the year, Rattus decided to retire from the Prussian Army to a family rest house in Brandenburg, which later becomes the Von Engels Manor. At the same time, the Congress of Vienna is ongoing and is making talks regarding the restoration of the borders of European nations.

On February of 1815, Napoleon escaped from the island and entered Paris on March 20, with the French people still backing him up, starting the now-called Hundred Days of Napoleon. The Great Powers of Europe then ratified the Treaty of Vienna on March 25, prompting Rattus to go back to the Prussian Army again. It was during this time that one provision of the Final Act of Congress of Vienna formed the German Confederation, lead by the Austrian Empire. On June 18, The Battle of Waterloo takes place, which marked Napoleon's final major defeat, making him leave the Imperial French throne once again four days later. Graf von Zieten's I Corps, the unit which Rattus belongs to, was the first Coalition unit to enter Paris after the war. After Louis the XVII is restored to the French throne on July 8 and Napoleon is exiled to the island of St. Helena on October 16, Rattus, after assuring himself that the Kingdom of Prussia's future is secured, resigns from its Army on November 20 and goes back to hiding in his rest house. On 1816, Rattus starts an agricultural estate in Frankfurt an der Oder as a business venture, marking the start of his first military dormancy.

In 1848, Rattus, while on his way to a business dealing in Berlin, witnessed King Frederick William IV, along with some ministers and generals, parading in the streets wearing black, red and gold, which were the revolutionary colors during that time. Rattus cites this event as his reason of fully supporting German unification, which was a liberal idea during that era. At the same time, the Duchies of Schleswig and Holstein wanted independence from the Kingdom of Denmark, which sparked the First Schleswig War, with Prussia backing the two duchies. The war, however, was won by Denmark as they regain their control. This eventually influenced Rattus' decision to return to the Army on 1860, wanting to compensate for his absence during this war. Otto von Bismarck became the Prime Minister of Prussia and Foreign Minister in 1862, and the situation regarding the two duchies escalated in 1863 when troops from the kingdoms of Saxony and Hanover occupied Holstein, which lead to the Second Schleswig War in 1864. This was won both by the Prussians and Austrians against the Danes, and Schleswig and Holstein was finally given the Confederation.

The Schleswig-Holstein Question, however, was not answered by the last war. In 1866, the Kingdom of Prussia and the Austrian Empire went to war over the disputed territories, now known as Austrio-Prussian War. Twenty days after the Prussians win the decisive Battle of Koeniggraetz, the Peace of Prague was signed, which not only ended the war, but also dissolved the German Confederation and transferred the administration of Schleswig and Holstein to Prussia, becoming a single province. Bismarck will then be appointed as the Chancellor of the North German Confederation, which was formed on 1867, along several smaller German states.

On the other hand, France, still feeling the effects of its defeat in the Napoleonic Wars as well as alarmed by its quick fall from its socio-political dominance, were one of the opponents against German unification. Bismarck knew that a war against them was necessary to facilitate the formation of a unified German nation, so he publicly published the Ems Telegram on July 13 of 1870, which was a transcript of a friendly conversation between King William I of Prussia and Count Vincent Benedetti, France's ambassador to the Kingdom. Bismarck edited the transcript to make it look like the two participants insulted each other. Six days later, France declared war against Prussia over this, which started the Franco-Prussian War. It, nevertheless, was won by the Kingdom of Prussia and was ended the Treaty of Frankfurt. William I was also proclaimed as the first Emperor of the newly founded German Empire, which was formed during the course of the war. On 1872, Rattus turns a hundred years old, and he decides to resign from the Army, which began his second military dormancy.

On 1914, Archduke Franz Ferdinand, heir presumptive to the Austrian throne, was assassinated by Serbian nationalists. This caused Austria-Hungary to declare war against Serbia, which sparked a chain of alliances created by the previous decades to be mobilized. Approximately a month after his assassination, the First World War started, prompting Rattus to join the Imperial German Army and end his second military dormancy. After fighting unsuccessfully in the Somme Offensive and witnessing the different technologies that were developed and used in it, Rattus, in his own words, began to see the war as "something horrifying and too peculiar for him", making him to feel alienated, which caused him to swore off front line duty after the war ended. His experiences regarding the war was exacerbated during 1917, in which the lack of military rations drove Rattus and his men to resort to cannibalism, as well as a botched practical joke involving a trench mortar leading him to be sexually impotent for the rest of his life. On November 4, 1918, a rebellion broke out rooting from the port city of Kiel, beginning the so-called German November Revolution, which caused the Emperor to abdicate from his throne. Six days later, a German Republic has been announced by Philipp Scheidemann in Berlin, which became a separate Provisional Government from the communists' "Workers' Republic". And on November 9, representatives from the two sides of the war met at Compiege, France in a railway carriage to sign an armistice, which marked the end of the First World War.

In 1919, the infamous Treaty of Versailles was signed at June 28, which pinned the blame on Germany and its allies, substantially weakened their armed forces and forced them pay huge amounts of war reparations to Great Britain, United States and France. This, coupled with the signing of the new German Republic's constitution on August, which started the Weimar Republic, brought great anger to many Germans, especially Rattus himself, making him quit the Army. This started his third military dormancy. In 1921, hyperinflation caused by the payment of war reparations hit Germany, and he was reduced to poverty, and needed to work in a labor position for the Krupp steel manufacturers. He was hit with alcoholism during this time, while still ardently keeping up the demands of his job, which slowly deteriorated his mental health. His employer, noticing Rattus' fatigue, forced him to take a month-long vacation in October, and he headed out to Coburg to take a rest. On October 10, Rattus witnessed the first public rally of the National Socialist German Workers' Party, or the Nazi Party in the same town, and his first personal encounter with Adolf Hitler himself, who asked him for directions to the town square. The Nazi Party eventually left the town victorious against the Marxists who had hold on Coburg, which left Rattus impressed on Hitler's enthusiasm, but still skeptical enough of the Party's anti-Semitism.

More than a year after the incident at Coburg, the Nazi Party attempted an armed revolt in their base town, Munich, which came to be known as Beer Hall Putsch. It failed, however, with 16 Nazi party members dying in the armed struggle and eventual arrest of Hitler in 1923. In 1924, he was sentenced to five years of imprisonment for high treason and during this time, Rattus heard about the Nazi Party's failed coup and visited Hitler in Landsberg Prison, where he was held during that time. He confronted Hitler and asked him about his intentions, and this discussion lasted for a whole day, which finally revealed Hitler's philosophy. Rattus, while still isn't impressed by Hitler's extremist ideas, was left more impressed by Hitler's unbridled enthusiasm and optimism, as well as determination to take the Versailles Treaty down. Hitler was released from prison in the same year, when he was given pardon by the Bavarian Supreme Court.

On October 29, 1929, United States, which were handing out loans to Weimar Germany for the rebuilding of its economy, was hit with its most devastating collapse in its stock market, which started the now-called Great Depression. This made the US stop giving out loans to Germany altogether, which proved to be devastating to its economy. Many people during this time lost their jobs, and Rattus himself was laid off from being a steelworker a year later. This mainly became one of his reasons in joining the Nazi party, which was flourishing and popular during that time, and he joined the Schtuzstaffel mainly because, in his own words, he thought it was just a bodyguard duty. In 1932, the Nazi Party became the majority in the German parliament after the elections and by late January of 1933, President von Hindenburg was forced to appoint Hitler as the chancellor after two elections in the parliament.

On February 27 in the same year, an arson attack on Reichstag, the German parliament building in Berlin, was conducted by unknown assailants. The Nazis blamed this attack to the communists and on the next day, they passed the Law for the Protection of People and State, also known as Reichstag Fire Decree, which virtually took away many of the democratic liberties in the Weimar constitution from the German people. A month later, The Dachau concentration camp opens, and Rattus was assigned there to work as a warden, which initially was a prison for German political prisoners. On March 23, The Law to Remedy the Distress of the People and The Nation, also known as The Enabling Act of 1933, was passed, effectively allowing the Nazi-dominated cabinet to enact laws without any intervention from the parliament. Adolf Hitler declared the so-called "Nazi revolution" a success on July 6 in a meeting with higher-ranking officers, and then the Nazis ban all other political parties 9 days later.

The Nazis, now being the political majority, started a series of murders against the percieved enemies or traitors of the regime on June 30, 1934, also known as the Blood Purge or The Night of The Long Knives, and severely affected the Nazi paramilitary organization Strumabteilung, or SA, which previously helped Hitler in his rise to power. Then-president Paul von Hindenburg also died during that year, which made Hitler illegally combine his Chancellor position to von Hindenburg's now-empty post. On August 19, seventeen days after von Hindenburg's death, a referendum took place in order to get the German public's vote regarding this action taken. The results showed that 90% of the voters approved Hitler's fusion of the two posts, making it legalized. According to Rattus, who witnessed the following events, he regarded the year 1934 as "the year that the old Prussia he knew died", especially upon von Hindenburg's death, in which he abstained from drinking alcohol when he heard of his demise.

On 1935, a series of anti-Semitic laws, known as The Nuremberg Race Laws, were implemented to legally deprive the Jews of German citizenship and right to marriage. And on March 7 of the following year of 1936, nineteen German infantry battalions and a few planes occupied the industrially-essential region of Rhineland, which was against the terms stated in the Versailles Treaty. Rattus' unit during this era, The SS-Totenkopfverbaende or SS-Death's Head Group, was established on the same month, with the purpose of administering the concentration camps. Near the end of the year, Nazi Germany forms a military alliance with Fascist Italy and signed the Anti-Comintern Pact with Japan, in which Italy eventually joins after a year.

The German Army marched onto Austria and subsequently annexed it on March 1938 in defiance to the Treaty of Versailles, an event now known as Anschluss. On the same year they managed to annex many more territories that were lost after the dissolution of the German Empire, as well as new ones that were never a part of it, like the industrial Czechoslovakian region of Suetenland. But also on the same year, a coordinated attack, which was a response to the assassination of a German diplomat by a Jewish refugee in Paris, was executed by the Nazis against Jewish people and property and was well-disguised as a pogrom. It happened on November 9 to 10, now known as the Night of the Broken Glass. Thousands of Jews were beaten and sent to concentration camps during this period, although many of them were released in the course of three months. Rattus, upon the arrival of the Jews in Dachau, was discreetly trying to make their sentence in the camp more pleasant, although he was being held back by his fears of being labeled as a sympathizer, and thus his work was ineffective and ultimately futile.

On 1939, the German Army finally invaded Czechoslovakia on March 15 and Poland on September 1. The latter attack prompted Great Britain and France of declare war against Germany, therefore marking the end of the appeasement policy and starting the Second World War. On the first two months of 1940, there were talks of opening a new concentration camp in Oswiecim in Poland and on April 30, Rattus, along with Rudolf Hoess and four other SS officers, arrived in the newly-built Auschwitz concentration camp. It only, however, was rendered officially opened for service with the arrival of 30 German criminal prisoners on May 20. The first crematorium in Auschwitz began operation on August 15, and Rattus was assigned to lead the SS men guarding these facilities, as well as sign the papers authorizing their usage.

Heinrich Himmler, the head commander of the SS, visited Auschwitz on March 1 of 1941 and orders an expansion of the camp, which was why the construction of the second main subcamp, Birkenau, started on this year and consistently expanded throughout the course of the war. On September 3, Rattus witnessed the first gassings in Auschwitz against 600 Soviet prisoners of war and 250 ill and weak Polish prisoners, which unnerved him. It was then the first use of Zyklon B, as suggested by Karl Fritzsch, an SS Hauptstrumfuehrer who will be later known for his cruelty. The "Wall of Death" was used for the first time on November 11 to execute 151 Polish prisoners by firing squad.

Himmler ordered all Jews in the German concentration camps to be sent in the Polish concentration camp on October 5, 1942, in accordance to the plans laid out by Reinhard Heyrich in the Wannasee Conference regarding the "Final Solution" earlier in the year on January 20, just before his death on June 4 after being fatally wounded in the assassination attempt by Czech Underground agents. On December 10, the first transport of German Jews arrived in Auschwitz, and thus Rattus finally realized Hitler's true plan regarding them, which was outright killing the Jews, leading to his disillusion and disgust at the Nazi regime when he saw a few of the inmates at Auschwitz present their documents which proved that they saw service back in World War 1. However, he continued to carry out his duties at Auschwitz due to his cynicism combined with his sense of duty or "Pflichtbewusstsein", saying that as much as his Prussian values made him hate Nazism, it also was, paradoxically, the reason why he stayed working in the camp, thinking that "evil had won over us, and this is how it has to be now, so I thought I had no choice anymore but to carry out the duties given to me until this world ends itself", in his own words.

The Romani and Sinti people, better known as Gypsies, were also subjected to the same treatment by the Nazis on January of 1943 and on March 14, the Krakow Ghetto, one of the largest ghettos for the Jews, have been liquidated, with many of its inhabitants sent to concentration camps. Many more crematoriums have been rendered operational during this year, as well as it also marked the arrival of Josef Mengele, Auschwitz's infamous "Angel of Death", who Rattus described as having a "horrifying" personality. On 1944, when the war was turning in favor of the Allies, the advancing Soviet forces eventually liberated Majdanek on July 24, which as very close to Auschwitz. The Sonderkommandos, prisoners who were assigned to clean the gas bunkers and dispose the inmates' corpses into the crematoria, were notified by the camp resistance about plans of killing them. Thus, on October 7, they revolted, which resulted in the destruction of Crematoria IV, death of 3 SS personnel and eventual suppression of the revolt, in which around 450 of the Sonderkommando were killed or executed. Rattus almost gets his immortality discovered because of his ardent refusal to shoot back at the prisoners during this revolt, although he, after this event, realized that it "wouldn't have made any difference on his record" if he shot back at them. Nevertheless, he remained steadfastly against directly being violent to the prisoners, attracting some suspicions from his fellow SS-Death's Head. The last gassings in Auschwitz took place in October 30, and Himmler ordered the destruction of the camp crematoria on November 25, in order to hide any evidence of the Final Solution ever taking place, in which Rattus was reassigned to lead the men under his command on guarding the camp in general.

On January 17 of 1945, nearing the last days of the war, the SS troops start to evacuate 60,000 prisoners from the camp, leaving behind 7,500 prisoners, who were too ill or weak to walk, as well as a few SS members, Rattus and some of his men included. There were orders from the SS command to execute any remaining prisoners in the camp, but it was never carried out due to the increasingly confusing state of the war, especially for Germany. On January 19, the Soviet Army liberated Krakow and Warsaw as a part of the Vistula-Oder Offensive and are now heading towards the camp itself. Rattus, along a few of his men, then began their escape from Auschwitz on the next day, riding a car towards Berlin, under the guise of directly reporting the situation of the camp to Hitler himself, who had already retreated to the Fuehrerbunker on January 16. Auschwitz itself was finally captured by the advancing Soviet Army in January 27, liberating the remaining prisoners in the camp.

After Hitler gave his permission to the personnel of the bunker to leave, Rattus finally sought to confront him for the last time on April 23, on his private quarters, to directly state his ire about being assigned to the concentration camps, as well as to rebuke Hitler himself about the whole concept of the Final Solution. This confrontation lead to a short argument between the two of them, which Hitler revealed that he always viewed Rattus with suspicion and contempt, calling him as "a demonic presence" and accusing him of conservative royalism. Rattus, in turn, affirmed that he is indeed a conservative royalist, and only supported him in order to defy the Treaty of Versailles, as well as telling Hitler that he "ruined Germany". Hitler then accused Rattus of being weak, stating that "you really think I did ruin this country, yet you served me!" This effectively silenced Rattus, and instead just changed the topic to him requesting permission to leave the bunker. Hitler did give the permission, but not without stripping him of his rank and his membership from both the SS and the Nazi party, as well as giving him the last order of burning the contents of the three suitcases handed to him, the latter being an errant decision which Rattus attributed to the fact that Hitler "looked like he was using drugs" during their argument. The three suitcases are still in Rattus' possession, remaining unopened until today. After the midnight on April 29, Hitler married his long-time mistress Eva Braun and then dictated his last will and testament to his secretary. And on the afternoon of the next day, Hitler committed suicide. Despite being stripped of rank and membership from the SS, Rattus fought against the Soviets in the Battle in Berlin, the only military engagement he did during the Second World War, until General Helmuth Weidling surrendered the city on May 2, which prompted Rattus to retreat to the Von Engels manor, marking the start of his 13-year self-imposed social isolation.

On 1960, Rattus ends his isolation and starts his profession as an arms dealer, for undisclosed personal reasons rather than monetary gain.

Personality:

Rattus shows himself to be serious, orderly, professionally steadfast and mostly detached or sometimes outright stoical, as a result of his highly militaristic past. He seems to be very focused on any activity he is currently doing, sometimes up to the point of absurdity. Neo once commented that, if not for him and Yukina, Rattus' daily life will be overly regimented and routine, without any time for leisure or light rest. This personality, combined with his somewhat monotonic and pedantic way of talking, could put people off him. However, he also, at many times, expressed his emotions at certain situations, although these tendencies are done in his usual impersonal manner, which can become unnerving, awkward or comedic, depending on the situation.

Aside from being aloof, he also has a tendency to do any task in an efficient but mechanical manner, even those tasks which he does not consider as work, such as playing an organ when he was asked by Yukina to perform a piece by Bach, which elicited her to say that his performance was "heartless". While this attitude contributes to his ruthlessness when it comes to fighting, he outright stated that it does not mean that he lacks a moral compass, saying that making a fight longer will neither be economically beneficial nor psychologically healthy for both participants, as well as wanting to minimize the suffering created in it. However, he would also make alliances with certain people, then logistically encouraging them to prolong their fights, either to teach them a lesson or to outright destroy them.

But his stoical demeanor is even subject to question itself, whether it was self-imposed or simply a result of both his military experience and lack of real life experiences. Aside from his irascible streak which manifests when he sees something he perceives not done in the right way, he also seemingly has trouble understanding sexual or romantic conversations in a casual setting, something he attributes to his complete apathy to the subject manner. He also is suffering from alcoholism, which manifests in his frequent consumption of unlouched absinthe from his wine flask when stressed, which leads him to drunkenly narrate a story or rant profusely, usually about his war experiences. While he claims himself to be a "normal person who can feel like anyone else", he has a tendency to be brutally honest about his personal experiences and general sentiments in his usual manner of talking, even when it can damage his reputation.

He can be seen playing video games or watching various television shows with his housemates in the living room, which usually becomes a ground for discussion among the members of the Order. While he had admitted to gaming in his spare time, he is more likely to read books about military or political philosophy as a hobby, usually coming from German authors or disassembling and cleaning the firearms in the Manor's armory when not working on his documents. When asked about why he does his own paperwork and not entrust it to a secretary, he simply replies that he uses it to pass the time, aside from making sure he knows what went into the document or spreadsheet, ever since modern technology has made it easier to do such things. He has a lot of novelty office toys in his work desk inside his room, most notably a Lucite deal toy encasing an 2nd Class Iron Cross medal dating back from 1917. He also can generally play keyboard instruments well, and said that he once wanted being a pianist, albeit his performances are mechanical.

Weakness: Although immortal, his lack of regenerative abilities render him vulnerable.
Title: Re: Cross Effects Character Page
Post by: Mooncake on February 04, 2014, 12:57:27 AM
Name: Wanderer
War, Horseman of the Apocalypse

Race: ??

Age: ??

Height: ~5’ 11” (180cm)

Weight: Heavy - He’s got a fair bit of muscle.

Eyes: It varies

Hair: Dark Brown

Appearance: Wanderer looks like your typical cowboy - leather coat, cowboy hat, boots, some stubble, and so on. He has brown hair that comes down to his shoulders and a lean build.  In his true form, he is cloaked in writhing shadows and flame - when he opens his eyes and mouth, they look like the inside of a furnace, and he gives off tremendous heat.

Alignment: True Neutral/Chaotic Neutral in his true form. As a person, he has some Chaotic Good tendencies too.

Charisma: Names is right, this should be apparent in posts.

Strength: B+ (A+)

Agility: C+ (B+)

Speed: B (A)

Magic Resistance: A+, only the most powerful spells can really affect him (not counting religious rituals). Of course, spells with positive effects can't touch him either.

Magic Ability: He’s got his own skills, but he’s had a little practice with the very oldest forms of magecraft. Enough to maybe recognize a few of those spells, but not enough to actually use them.


Other Abilities:
The Weapons of War: Wanderer can wield any weapon he desires with the skill of a master. He can call forth only one weapon at a time, from all the weapons that have been used in a war on Earth. However, while he could theoretically use, for example, Excalibur, abilities that are not passive [the Excali-blast and Strike Air] would be off limits to him. Only one weapon at a time can be called forth when he is not in his true form (nowadays it's generally guns).
 
Ruin, The Red Horse of War: "Wanderer's" horse. He doesn't (and won't) ride it in his normal form, relying on other means of transportation. It takes the form of a dark red horse wearing a cloak of flame and shadows, with chains for the reins and a leather saddle. When called, it bursts forth from the ground. It can run faster than sound at top speed, and leaves flaming footprints on the ground as it moves. It has the ability to run on any surface, from land to clouds to water. Ruin cannot die, but it can be destroyed by sufficiently powerful attacks, leaving it unable to be called until some time has passed (at least an hour). Can only be called forth when Wanderer assumes his true form.

The Fog of War: A passive ability. When not in his true form, it is very hard to realize who (or what) Wanderer really is. Sufficiently powerful spiritual beings might realize what he is, and he gives many other creatures a feeling of unease, though they most likely won't be able to guess Wanderer's true nature. This is the ability that allows him to assume a more human form at the cost of reduced capabilities.

The Face of War: The counterpart to his concealing ability, this is what lets Wanderer assume his true form. When he does so, his capabilities are restored to their full power, and he allows himself access to his horse and sword. The problem with this is that Wanderer will not take his true form for any longer than needed, since this is the form he will take at the end, and as such exposure of his true form to the world for too long will have negative side effects to the Earth; it might even begin the end if he does not resume his human form. This problem is shared between Wanderer and his brothers. He uses his true form rarely, and only when it really is truly needed.

Eternal War: Due to his true nature, Wanderer is immortal. It is written that he will be there at the end of the world, so he cannot die before that time. His body may be destroyed, but he will eventually reform in a matter of days, weeks, or even years.

The Presence of War: Wanderer's presence incites conflict. It may not happen in the exact area he's in, but if Wanderer stays in one place long enough, war will break out, escalating in size and brutality the longer he stays. To avoid that, he wanders from place to place. Now that he's in Nexus City, he tries to mitigate the effects of his presence by moving from place to place as much as he can.


Gear:
- Double Barrel Shotgun (A gift from Lacie that never breaks or jams. Other than that, it's a normal shotgun, break-action, with a 19 inch [49 cm] barrel. He doesn't want to know how she got it.)
- Blade of Armageddon (A jagged, flaming sword that is Wanderer's signature weapon in myth. While it may not cut through anything, it will harm any being it touches, regardless of their current status. Its' flames can be sown throughout the battlefield as well. Can only be brought out in the most dire of situations, and even then very sparingly, as this is the weapon Wanderer will use at the end. He refuses to use this in his normal form.)
- Redemption (A strange, 12 shot revolver that was a gift from one of Wanderer's brothers. The bullets can penetrate through most things, but Wanderer uses it sparingly. He seeks to return it to his brother.)


Origin:
One of the Four Horsemen of the Apocalypse, Wanderer (better known as 'War') walked the Earth along with his brothers, Famine and Death, awaiting the birth of Conquest, the Anti-Christ, who was supposed to signal the beginning of the Apocalypse and the ride of the Four Horsemen. He was born when the War of Heaven began, and is the second oldest of the Horsemen, with Death being the oldest.

The world that Wanderer comes from is full of varied climates and land types, with a large chunk of the world being very similar to the Wild West, which is where Wanderer spent most of his immortal life. Where he walks, conflict grows, so he spent his time wandering through the land and never staying in one place for very long, unless he felt a war needed to start.

As the years passed he eventually grew more attached to humanity after spending so much time with them in a form like theirs; he started to wander more, which led to wars decreasing in that area. Along the way, he picked up the simple name of "Wanderer", since he refused to give his true identity to those who asked. At one point in time, he came across an orphaned girl named Lacie, and ended up letting her follow him for a little while. She seemed to be immune to his presence, and they traveled together for some time.

Eventually, Lacie settled down in a town, and Wanderer infrequently came back to see her until her death. Since then, he began to distance himself from humanity a little, but began to show up in random places, walking across the land to do things he thinks Lacie would have liked until one day, as he wandered, he walked right into a portal to Nexus City.


As a person, Wanderer is actually rather calm, tempering his words with humor and sarcasm. Before humanity began to grow on him, he was almost as monotonous as his brother, Death, and much more violent. After Lacie's death, he ended up walking around for a while, doing generally good things. He still holds some of his nature as a Horseman, however, and certain human concepts are unfathomable to him. He also does not believe he has free will, as that is a gift that only humans receive (or so he says, at any rate).

When he is in his true form as War, he is truly neutral, and will not stop for anything that crosses his path.



Weakness: He doesn’t have a lot, to be honest (at least in his true form). You’ll need some really strong spells to take him down if you want to go that route. Alternatively, religious (specifically Christian, though others work as well) rituals work well enough, but the person who uses them has to have true faith. If you’re strong enough, or fast enough, beating him to death might work. You’d have to not pull any punches, though, and be ready for anything he might try to throw at you. He can also be summoned if you know the right way, so a summoning plus a binding is probably your best bet. While Wanderer may be immortal, he isn't invulnerable, so a sufficiently powerful attack that he can't see coming (long-range) is another good choice to take him down. In his human form, he's not at full strength, either.

Likes: Weaponry, Horses, Lacie, His Brothers

Dislikes: Using Magecraft/Magic, His Brothers
Title: Re: Cross Effects Character Page
Post by: Aiden on February 05, 2014, 10:39:42 PM
(Disclaimer: Comedy character, not meant for serious conflicts against non-divine beings... I mean unless you want to. I'm sure there are Touhou or anime characters who can do it)

The Tremendously Tiny Tyrant of Time
Kiyoura Chiyo [清浦千代]
Race: Goddess
Age: ??? [Appears around 10-12 years old]
Date of Birth: A very strange aeon.
Height: 135.8 cm
Hair: Long and black, down to the middle of her back. Usually in a ponytail with an oversized ribbon.
Eyes: Black on black on black. Usually wears a blindfold.
Three Sizes: [Get the fuck out, you lolicon]

Usual Clothing: Short kimonos, bike shorts, sneakers and fingerless gloves.

Alignment: Chaotic Good
Charisma: C
Strength: E
Agility: D
Speed: D (but, see other abilities)
Endurance: EX (she doesn't get tired, period. Her actual physical durability isn't that great)
Magic Resistance: A+
Magical Skill: None

Other Abilities
Gift of Tongues: As a goddess, one of the Nobilis, Chiyo can communicate with and understand every language, anywhere, ever. This is not exactly a good thing due to the nature of one of her passive traits.

Aspect: She has a basic knowledge of pretty much every field of human endeavor that isn't explicitly magical. It comes with being a goddess, you know.

[Chiyo is the Goddess of Time where she comes from, a position she inherited from her 'father' after ten years of life as a mortal. Most of her powers revolve around her natural command of time. Most effects of her powers that might automatically count as 'I win' can have the worst of their results partially resisted by a sustained magical barrier of rank B or higher due to the unique properties of the Nexus. On a whim she has given her most common tricks the collective label 'Inimical Scion of Eternity Style']

Aegis of Eternity: Most minor undesired effects are instantly reversed by her passive mastery of time. This requirse no awareness or effort on her part. Total physical annihilation, psychological domination, or supposedly-eternal imprisonment in the darkness outside the universe (or other, similar fates) takes her approximately a day to recover from. Less strenuous but still severe afflictions like being subjected to an artillery barrage or incineration might take her a few hours.

However, she can be incapacitated with the sensation of agony; her powers do nothing to prevent her from feeling the pain of her misfortunes, and she has very little physical pain tolerance.

Revelation of Unfathomed Eras: Chiyo can divine pretty much anything from the stream of time, given enough time and effort. Of course, she has to know what to look for; it only tells her exactly what she asks of it, and she isn't exactly iron clad in wording her requests for knowledge. The greatest secrets of the cosmos, and secret weaknesses of her enemies, are usually beyond her grasp with this. The former is an inherent limitation, while the latter is one imposed on her by the Nexus.

Time Seal - Foul Inheritance of the Gate: Chiyo is charged with maintaining the integrity of time. She has the power to actively reinforce the stability of time, ensuring that the infinite timelines will not intersect inappropriately, that unauthorized time travelers will be prevented from making their trip, and that various forms of sorcery and super science will not rewrite history without the permission of the gods (or, more specifically, herself).

Imposition of an Infinite Aeon: As the Queen of Time, Chiyo can make a single moment in time last longer. This is actually a lot less useful than you might think, except for the purpose of trapping someone in an unnaturally long moment. Without effort she can make a moment last up to a month. With a more exhausting effort she can fulfill the name of the technique properly and punish someone by trapping them in a moment that lasts anywhere up to a billion years.

To the outside world, the victim was only gone for a moment; most victims wind up irreparably insane after if they don't collapse into dust, though appropriate levels of shounen grit are enough to resist both side effects.

Malleable Motion of the Moment - The Flow: Chiyo can control the speed of the flow of time in a local area (approximately the size of a baseball stadium) without effort. She can do the same thing for time as a whole if she wants, but this requires an exhausting effort on her part to do more than once or twice a day. To outside observers this appears to be super speed on her part, or unnatural slowness of motion and perception compared to the rest of the world on their part, as appropriate to how she is altering time's flow.

Illimitable Architect of Instants: Chiyo can create new moments in time, usually limited to 'yeah, you ate a sandwich this morning' when you didn't eat anything this morning or 'you'll be mugged later today' when you might not otherwise be mugged today. She avoids creating anything lethal for ethical reasons, and she has to be very careful to avoid explicit contradiction of existing moments in time; the alternative is that she'll damage her own domain, and that will cause a complete mess.

Timeless Summoning: From the infinite depths of time itself she can call forth beings intimately tied to it. At the casual use level this means things like the Hounds of Tindalos or minor forms of Chronovore. At the 'utterly exhausting, use only in emergencies' level she can trigger a localized apocalypse by calling her father; she refrains from using this option because her father is a pain in the ass to deal with.

Through the Gates of the Silver Key - the World: She can stop time, like Sakuya Izakyoi or Homura Akemi. She stole the name for the move from H.P. Lovecraft and JoJo's Bizarre Adventure. Yes, really.

Ominous Odyssey: Time travel. It isn't easy, it isn't free, and it risks dangerous paradoxes if she causes two things from two different points in the same timeline to meet. She normally only uses it to visit other timelines entirely, or to frivolously abuse her cosmic power to acquire things like future video games or manga.

Weaknesses
Spawn of the Lurker at the Threshold: Chiyo cannot age no matter what applications of her power she throws at the problem. She is also occasionally haunted by blasphemous omens portending the inevitable emptiness and silence of the cosmos in the distant future, which she does her best to take with good humor and to convince other people to ignore. She's the one of the only ones who will have to actually witness it, so why burden others?

Utterances of Malice: Any subject that Chiyo refers to with speech, including herself, suffers painful but non-lethal misfortune. The universe will spontaneously generate implausibly unfortunate events if it cannot arrange for existing factors to result in misfortune for the victim. She cannot control this except by refraining from speech. Does not apply to writing or sign language.

Malignant Awareness of... oh fuck it, Time's Just an Unholy Fucking Gossip: If Chiyo's eyes witness something she will immediately be bombarded with uncontrollable visions of every possible outcome that this something (or someone) can result in. 99/100 times this means she sees an infinite variety of ways that something could be destroyed. This lasts until she can close her eyes, and persists fifteen seconds after.

My Writer is a Sadistic Bastard: Poor Chiyo, I only hurt you because you're an adorable figment of my imagination! If some bad stuff happening to her is particularly funny, I'm almost certain to let it happen to this girl. She's an immortal goddess, she can take it.

Origin: Kiyoura Chiyo is from the RPG setting 'Nobilis', where the universe is contained within a single world tree floating in a conceptually barren void. At the top of the tree are the holy lands of Heaven, inhabited by angels with no God in sight. At the bottom, around the roots of the tree, is a Hell full of native demons and fallen angels who rebelled against Heaven. Its worlds are flat and contained in sky spheres, where all things are capable of emotion and intelligence, and the modern universe defined by human science is equivalent to a computer simulation maintained by the titan, the Imperator, whose flesh that Earth is made from.

Imperators are the original existences. They are Angels and Devils, Magisters of human Light and Darkness, simplistic True Gods from the time of the amoeba, and solipsistic alien creatures of the Wild that have been 'trapped in the universe' according to their own accounts. All of them formed spontaneously from the void or from the substance of Creation, and the light of Cneph-the-Maker shines through them to refract upon the empty tableau of the void to form the universe as we know it. Each of them contains multiple Estates, such things as Existence, Meaning, Love, Hope, Despair, Gorillas, Desecration or Time, and these things only exist because their corresponding Imperator does.

They often invest one of these Estates into creatures or objects, creating beings known as Nobles or Powers, who are quite simply put gods in their own right. They command divine prowess, the substance and/or essence of their Estate, and miraculous treasures or armies of followers. These are the standard player characters, and Chiyo is a starting build.

Chiyo is the daughter of the Wild Imperatrix of Time, Space and Love, known as Attaris Ebrôt Appekā. She was sired by her in the dreams of her human mother on the plateau of Leng, and raised from birth to be one of the Nobilis when she grew up.

Sometime after she ascended to the position she kinda fell through a plot hole in the void and ended up in the Nexus; she's kinda cool with this since it gives her a chance to mess around and slack off. She would like to find her way home eventually, though.

Likes: Flowers, tea, manga, video games, cute things, the Cthulhu Mythos, action sequences in slow motion, and the dying memory of her human mother.
Dislikes: Her 'father', arrogant people, big boobs, having the ending spoiled for her, and people who insist that shoggoths and Hounds of Tindalos are uncute.
Title: Re: Cross Effects Character Page
Post by: Arch-Magos Winter on February 07, 2014, 06:10:37 AM
Name: Tywin Hemsfield
Race: Scion (Human)
Age: 31
Height: 6'4
Weight: 240 lbs
Eyes: Brown
Hair: Black, smattered with patches of grey, despite his young age

Appearance: Tywin is rather similar to his father in most matters, except his eyes, and his facial structure; he follows his mother in that regard. From a distance though, he'd be hard to distinguish from his father. His right arm from a bit above the wrist down is a custom prosthetic.

Alignment: Lawful Good

Charisma: B- , his charisma isn't his best feature, but he's got the strength of personality above the average of humanity

Strength: A++, like his father, second strongest of the Aesir, Tywin is capable of incredible feats of strength.

Agility: C, he's around the average level for Scions without epic dexterity, in otherwords, he's at the level of an average human.

Speed: D, he's more of a distance runner than a sprinter though

Magic Resistance: D

Magic Ability: N/A

Origin:
Son of Tyr, and one of his Scions, Tywin was always destined to be a lawman. He would always be the cop in cops and robbers, was the type of hall monitor that teachers loved, and posessed an innate sense of right and wrong. Going right out of highschool straight into the local sheriff's department, he reached the US Marshals in a surprisingly short period, passing the induction trials and training with flying colors. He served in their narcotics taskforce, using his wits, and knowledge of small town America to hunt down cocaine transport routes, and meth labs. It was during a raid on the former where his true nature was finally revealed to him.

This lab was one that was relatively unguarded, and in a slight bit of hubris, he continued into the lab itself, without waiting for backup. It was a choice he'd soon regret. The drug lab owner was a massive man, fed Jotun Blood, and possessing a minor Titanspawn, a descendent of Garmr and itself had some of the blood of Fenrir within it. For Tywin it was his natural enemy, blood of his father's likely doom in Ragnarok and of the source of Tyr's title - 'The Leavings of the Wolf' - that he held in honor alongside the name The Lawgiver. The man himself went down with half a magazine of .40 S&W pumped into his chest, but the titanspawn itself would not go down like that. Biting the hand holding the pistol off, Tywin killed it by strangling it, a feat of strength worthy of the Lawgiver himself. Afterwords, while recovering from his wounds, he met with a strange man in the hospital. He looked similar enough to Tywin in a way, yet different enough to be a stranger, noticeably with hair that looked almost like feathers. The man passed him a package, without a word, disappeared.

Inside was a prosthetic hand, and a letter. The letter itself introduced him to his own heritage, penned in the odd scrawl of his father (Tyr's writing hand had been his right), and with an additional post script by his grandfather - "Use this hand better than you used your last."

Tywin has been using the Marshals to help track down Titanspawn and locate Scions of multiple pantheons for his Grandfather ever since, bringing justice to those who violate the laws with a now divine agenda.
Other Abilities:
Tywin's intuition and sense of justice are both beyond measure. His blood gives him access to the strength and wisdom known of Tyr, and some of his endurance as well - though Tywin's is more mental than his father's combination of emotional, mental, and physical resilience.  Tywin's grip - in both his hands - is immensely strong. He's more than capable of crushing bone and flesh alike with just a comparatively light squeeze if he wishes. This is something several titanspawn - and fugitives - who thought they had the drop on him can attest to. His training as a US Marshal has taught him basic firearms skills, and how to use his fists and baton in a fight as deadly weapon. He's far better at tracking fugitives though, and practically immune to ingested poisons, and can eat just about anything that could provide a measure of sustenance and survive just on that indefenately. He can also heal extremely rapidly. Tywin's also capable of deciphering a crime scene with a single glance.

The Right Hand of Tyr - Tywin's Birthright; a masterfully crafted prosthetic hand. It functions practically identically to the one that Tywin lost, though the sense of touch is dulled, and has several runes on it, namely those signifying Tyr, as decoration. Originally intended for Tyr, but when the wound of Fenrir proved impossible to mitigate, put in storage. Odin's ravens see all in regard to his Sons and Grandsons, and he could see the strands of fate that would lead it into the hands of others. The hands old guardian, a lawgiver from the ancient nation of Geatland, is also fond and protective of  the hand, serving as an advisor to Tywin in times of need. The Hand itself has several interesting properties, giving him an access to some of the abilities demanded of Tyr, - namely that as the guard of of Fenrir, to keep the great wolf from escaping his bonds for a third and final time.

Purview's:
-Justice: The Justice purview is one that is explicitly held by Tyr, as the lawgiver. As such, his scions share in this power, to extents. Tywin's affinity for Justice grant him several powers.
The first boon of Justice aids a Scion immensely in determining guilt, one of the foundations of meting out justice. When she confronts someone she suspects committed an injustice and accuses that person of having done so  the Scion can intuitively tell whether the suspect is guilty as charged, regardless of any supernatural attempts to avoid this. When a Scion knows that someone is guilty of an injustice but she lacks either the evidence to prove it or the leverage to make him admit it, she can rely on this second Boon instead. To use it, she accuses the guilty party of the injustice (be it in person, in a letter, over the phone, via skywriting…). The accusation causes the victim to periodically hallucinate like Macbeth or his wife. These hallucinations occur randomly, torturing the guilty party with the knowledge that justice hasn’t been served. They also render him unable to regain Willpower. The effect lasts for a number of days, or until the offender makes fair amends, or until the offender confesses his crime to someone who can force him to make fair amends— whichever occurs first. The third Boon can protect an innocent victim from suffering someone else’s due punishment. The Scion cries out against the injustice—a simple “He didn’t do it!” will suffice and spends the Legend and Willpower point. Doing so, she renders the next action that would inflict harm on the innocent victim completely impotent, obviating any damage that action should inflict. Whether the victim is being stabbed by a jealous wife, shot by a firing squad, lynched by a mob, hurled off a cliff by a duped Scion vigilante or whatever, he suffers no damage from that action. For the Boon to work, the Scion must be present at the site of the unjust punishment, and the victim must actually be innocent.


-Guardian
The first Boon is simple - the Scion touches a person, an object or the entrance to a location and lays a mystical brand there that marks that subject as being under her protection. Thereafter, whenever that subject is in physical danger, the Scion receives a reflexive intuition to that effect. The Mark also allows the Scion to keep track of the status of the marked. The second Boon activates by touching a mortal or an object, the Scion if they so wish can grant it a measure of divine physical protection. The third boon is setting up a Ward against some form of threat, but only one. It has to be specific, like Mary Sue's, or Titanspawn. While it can be pierced, it will also fade away about seven days.

Of course, use of these boons leads to a risk of fate binding, the chance of attaching another being to the legend of the Scion - for good or ill in regards to both parties.
Weakness: Attack dogs, pretty much anything that would harm a human, really spicy food (Despite his love for it... or perhaps because of it), Fatebinding an exceptionally dangerous foe by mistake.

Likes: Spicy foods, his father, justice, being a Scion, the wilderness, law

Dislikes: Those who pretend to uphold good, boasters, lawbreakers, oathbreakers, those who aid titanspawn, titanspawn
Title: Re: Cross Effects Character Page
Post by: YOLF on February 08, 2014, 06:03:57 PM
Name: Fuu Dawnstrider
Race: Tauren
Age: 32
Height: 8 feet 1 inch
Weight: around 750 pounds
Eyes: Sky blue
Fur/Hair: White fading to dark grey, dark grey mane and braids
Appearance: As a tauren, Fuu is a large and muscular bovine humanoid with hooves and horns, bearing an immense body covered in fine short fur and a mane that goes down from his skull to his back as hair. His fur fades from white to dark grey from the front of his torso and the back of his legs and arms, as well as his face, and his mane and braids are also of dark grey color. He wears a set of scaled mail armor of earthen and crimson tones, and carries two regular sized shaman totems on his back. He usually has a strong, amicable expression on his face.
(http://i.imgur.com/gNiZAo2.jpg?1)
(http://i.imgur.com/BkO5vVp.png)
Alignment: Lawful Good

Charisma: D
Strength: B
Endurance: C+
Agility: B
Speed: D (B in Ghost Wolf form)
Magic Resistance: - (E against effects originating from or related to nature)

Magic Ability: B
Shamanism B: Shamans are practitioners and mystics who have a deep bond with nature and the spirits. They worship their ancestors and the elements in equal measure, acting as harmonizing agents between the physical and the ephemeral, and strive to maintain balance among the elements and mediate their eternal struggle. Shamans often act as spiritual guides and diviners. They can communicate with the spirits, and they borrow their power with respect when they need it. Unlike other practitioners of magic, shamans do not bend the powers they wield to their will. They call upon the spirits and ask for their wisdom and strength, and so receive their aid.
This grants shamans access to many and varied abilities, most of which Fuu is able to use. The elements know much, as do the souls of those that have passed away and returned to the Earthmother, and a shaman can acquire knowledge of the future and faint events from them, or even see visions of what is yet to come. They can influence the weather and see far into the distance or into time, see the spirit world, and with the adequate preparations, some can even astrally project themselves.
Fuu can also forcefully purge an enemy of beneficial magical effects; transform into the form of a ghost wolf for increased speed; and finally he can call upon two strong spirit wolves, bringing them to the world to aid him in combat for a short time.

Elemental Magic B: Shamans commune with the elements themselves, and borrow their power to keep balance in the world and hold back their primal fury against one another. Fuu harnesses the might of earth, fire, water and air to strengthen himself and directly calls upon their destructive force to tear his enemies asunder. Although not as powerful as some of his fellow shamans that directly attack with the wrath of the elements, he can do so as well, casting bolts of lightning, and producing shocks and blasts from the power of the earth, fire, cold, and the wind. His true strength, however, consists in imbuing his weapons with the nature of the elements. He can strike with the power of the storm and of molten lava, infusing his attacks themselves with their exploding force.
He may also shield himself from natural impediment by the elements, walk on water, and protect himself with a reactive lightning barrier that strikes those who deal harm to him. Additionally, he can converse with elemental spirits and summon them to his service with the help of the adequate totem. Forcefully subduing hostile elementals and binding them is also possible for a short time.

Healing Magic C: Shamans healers call upon ancestral spirits and the cleansing power of water (predominantly, although other elements can be similarly helpful) to mend wounds and cure ailments. Even though healing is not Fuu's specialty, he is still able to channel sufficient power to heal even grievous wounds; it is however, more tiring and less efficient than for a specialized shaman healer. He uses waves of healing power that can cure harm even from a distance and cycle through multiple people, and can with some effort, call down restorative rains in a small area.
Shamans are also able to heal damage to the spirit. Fuu can easily cleanse curses from one's spirit, although different kinds of negative magic effects or more complex ones are not not things he can easily purify. In the same vein, he can cleanse the body of simple poisons or diseases. And finally, in the case someone dies or is about to die from their wounds, Fuu can forcefully pull back their spirit to the body, keeping them barely alive but in a critical state for a few moments. This however, is an extremely exhausting procedure that drains the shaman to the utmost.

Totems D: Shamans are also able to channel the power of the elements through specially carved totems. These totems are the primary shaman tools used as ceremonial pieces and instruments of war, and are aligned by the primary elements of Fire, Water, Earth and Air. The totems provide the shaman with additional power, reinforcing him or helping him in some way in accordance to their aligned element. A totem of earth might shield the shaman from harm with the fortitude of rock, and one of water might heal the shaman, as one of wind might grant swiftness and speed and a fire one can spew out flames and burn his enemies. Totems are also used to summon elementals to the world to help the shaman.
Most shamans carry several of these totems, which can be of many and various sizes. Tauren spiritwalkers and ancient warriors often carried large totems which could be used as blunt weapons in addition to their other purpose. However, some totems can be as small as amulets, although most of them need to be fixed on the ground to activate.
Fuu usually carries a totem of each element on him. His fire and earth totem he carries strapped to his back and are of the customary size that must be fixed upon the ground to activate, while his air and water totem are amulet sized.

Other Abilities:

Survival Skills: As all tauren, Fuu is a huntsman and has enough survival knowledge to be considered dependable. He has above average ability at fishing, cooking with even the barest of tools, and first aid. He is also quite the master of anatomy due to being an experienced skinner.

Professions: Fuu is a master craftsman skilled in the making of armor from leathers, hides and scales. Taking advantage of what he obtains from animals and other materials, he is able to make powerful armor that provides strong defenses and also increases several attributes of the wearer. He is also mildly experienced in archeology and lore.

Miscellaneous: Fuu can speak Taurahe and Orcish, and in his travels has also picked up Common, and some Thalassian and Darnassian.

Gear:
- Earthen Scale Armor: his personally crafted set of armor which increases his power, agility and resilience, aside from offering strong defenses.
- Stormforged Axe and Twilight Smasher: a sharp one handed axe and one-handed barbed mace respectively, of distinct designs and extremely sturdy construction, made especially for him. They are weapons forged with primal elementium, solidified vestiges of the elements, and chaotic essence, attuned to channel natural forces and increase the user's power.
- Adventurer's Bag: A magic traveling satchel that can store much more than it should be able to in accordance with its actual size. A must for every adventurer.

Origin: Fuu Dawnstrider was a tauren born in one of the tribes united under the banner of Cairne Bloodhoof. A skilled shaman since young, he had already experience battle on numerous occasions even before the tauren joined the Horde. Some years after the Third War, he set out to fight for the Horde and make a name for himself as an adventurer. He participated in several conflicts across Azeroth under the service of the Horde and even fought on the other side of the Dark Portal, in the shattered Outland, although he was not among those that brought down Illidan or fought at the Sunwell against the Burning Legion. Afterwards, however, he was a major participant in marking events in history: he fought against the Lich King and his forces around Northrend as open war against the Scourge broke out, was a part of the adventurers that conquered Naxxramas and defeated Yogg-Saron, and participated in the final defeat of the Lich King himself; after the Cataclysm erupted, he helped drive back the Twilight's Hammer and Deathwing's forces in Deepholm and Azeroth, and was among the forces that raided the lair of Cho'Gall, and brought final defeat to the Elemental Lords Al'Akir and Ragnaros, and finally, he participated in the defeat of the Destroyer, Deathwing.

Along the years he also was an engaged explorer, mapping every known region of Azeroth and Outland by himself, and helped many neutral factions, becoming well respected among organizations such as the Argent Crusade, the Wyrmrest Accord, the Earthen Ring, the Cenarion Circle, and the Steamwheedle Cartel. After the cataclysm had ended, he distanced himself from fighting and cooperated with the Earthen Ring on healing the damage it had caused to the world.

By coincidence or a whim of the spirits, an elemental rift brought him to Nexus City.

Weakness: Running out of mana, being stripped of his armor (its enchantments increase his power), being weaponless.
Likes: Fighting, dwarven beer, flying on his proto-drake mount, storms
Dislikes: Excessive bloodshed, innocent and civilian brutality, overly obstinate people, Garrosh Hellscream's policies
Title: Re: Cross Effects Character Page
Post by: Lycodrake on February 09, 2014, 07:58:12 PM
Name: Lycodrake Aptera
Race: Dragon
Age: equivalent to 25 in human years
Height/Weight: varies, see abilities
Eyes: Greyish Blue

Alignment: Chaotic Good

Appearance: “Wolf-sized, wingless dragon” is the simplest way to describe him. Off-white-grey scales that look outlined in brown, often mistaken for a gargoyle. He has one large, raptor-like talon on each foot.

(http://i.imgur.com/8VZbqq0l.jpg)

Charisma: D - it isn’t that he can’t lead, it’s just that he prefers to follow and support his allies and friends.

Strength: C+ -> A

Agility/Speed: A -> C+

Magic Resistance: C. Dragon hide is very good at resisting fire, heat, and explosive magic. Most elemental magic does halved damage. Except against Ice magic - he really, really, really isn’t good at defending against ice.

Magic Ability: Size-shifting from the size of a dire wolf/warg to size of a bus. This trades off his agility/speed for more strength but does not reduce his intelligence. However, it makes him a larger target.

He can’t breathe fire like most dragons, but he can cast simple heat magic (Ranked C ) upon his body to enhance his attacks to the point of slicing and smashing through unenchanted weapons and armor.

Aegis”, a blessing and magic granted to him by Athena, that acts as a limited defense against weapons, magic, and abilities that would normally wound him greatly. It passively protects against paralysis and petrifying at all times.

Other Abilities: Offense-oriented fighting style “Harpe” which focuses on quickly slashing at joints and arteries close to the skin with his talons. The intention is to temporarily cripple and immobilize the target(s) in the least amount of time.

Origin: In Lycodrake’s home world, humans lived beside elementals, creatures, and monsters. In some ways, the “Age of gods” and “Age of mankind” intertwined there.

A wingless dragon in the service of Athena and her lesser form Nike, he hatched at a shrine devoted to Nike and was essentially raised there. It is theorized that he is a lesser child of Typhon and Echidna, making him a possible threat to villages, towns, and small cities should the instinct to destroy take hold of him.

He was raised at the shrine of [Athena] Nike as a surrogate son and given messenger duty across the region, mainly keeping to areas near Athens. He visited the Arena to see different sentient species compete with and against one another. He befriended djinn merchants from across the sea and often learned about the outside world from them.

He knew Nike was Athena’s “lesser aspect” but saw little difference between the two when he met with Athena. To him, the only difference was that Nike was less strict and Athena was a better fighter.

Years passed as he transitioned from childhood, adolescence and into young adulthood. News of Ares’ growing power to the west depressed Nike greatly. The change in Athena was even greater. Then the news came that Ares had gained a seat of power as “Mars” among the Roman lands, igniting the flames of war. Athena sought to protect those under her care through the least bloodshed, while Mars only wanted to destroy and paint the world in blood.

Tragedy struck when Athena faded and only Nike remained. Lycodrake had a new, two-part mission: find the source of the disturbance and locate a hero - preferably Herakles or Perseus - to help against Mars’ forces.

With the help of Marie Al-miraj, Lycodrake’s best friend, merchant, and a dual fire-and-water mage, they took the first steps in journeying out into the world.

Until, that is, Lycodrake took a golden apple to the knee and found himself in Nexus City.

Weaknesses: Ice, cold, anti-dragon anything (including thimbles), magical metals, and heights.

Likes: He likes Athena Nike, monster girls, nice dragons, nice humans and humanoids, glomping to say hello, reading and hording books.
Dislikes: He dislikes Ares/Mars, being addressed as or called a lizard, and book-burning, and losing to cheating.
Title: Re: Cross Effects Character Page
Post by: lantzblades on February 11, 2014, 03:33:29 AM
Name: Satoshi Alexander Emiya Pendragon
Race: Human/Dragon
Height: 5'10
Weight: 220lb
Eyes: Green
Hair: Blonde
Appearance: Satoshi mostly resembles his mother in appearance. However, he is quite a bit taller than her and possesses a firmer jawline. His clothes vary from time to time but he is most often in an old hand-me-down shirt of his father's and a pair of jeans or sweats.

Stats:
Charisma: A
Strength: B
Endurance: A
Speed: B
Magic Ability: A
Magic Resistance: A

Background:As a baby, Satoshi was bonded with a dragon by Merlin, granting him immense power. After being attacked by Gilgamesh as a child he was brought back to life by Avalon which remains inside him, granting him nigh immortality and the ability to heal others. He later discovered, after death, that his body was a construct of the fairies, thus allowing him to draw magic infinitely from the source of magic, the Island of Avalon. This cemented his nigh immortality, but also caused him to become brash and, after learning both the dangers of reckless action and the feeling of powerlessness from losing his abilities for a time, he put a block in place to limit his prana to its normal 3200 units.

After becoming a berserker upon learning the truth about his adventures, he sought out inner peace. He mastered over a dozen martial arts as well as learning to commune with the elemental spirits, before grasping his own reality marble, The Sacred Court. With his reality marble he continued his adventures, meeting many versions of the Type Moon characters due to Avalon sending him to and from those worlds. He had a final showdown with a monstrous creature and, despite dying several times in the process, returned home alive. While only six months had passed in his own world since his apparent death at the age of eighteen, for him two thousand years had passed.

Abilities:

As Satoshi is over 2000 he has lived long enough to do basically every job conceivable. While not a master of many professions, he is skilled enough to manage almost any occupation.

His major job skills, however, are in construction, smithing, entertaining, farming, vending, artistry and as a doctor.

Construction/Smithing: Satoshi particularly excels in construction and the production of items. In particular, he is an accomplished blacksmith and, because the Dragon's breath allows him to apply his innate magical state as a dragon to steel, he is capable of creating magic weapons. He is, however, against creating weapons for the purposes of war.

He is also skilled in the creation of constructs and, as the only "heir" to the Einzbern family, he has also been taught to how to produce Homunculi. However, whilst he has created the bodies numerous times he has never activated them, and the process of activation would take much longer than normal since he is not innately skilled in that part of the process.

Dragon: His soul is merged with that of a dragon, as per a deal made by Merlin. The Dragon eventually tested him and Satoshi was given full control over the innate power of fire that he possessed. Later, upon the dragon's passing, he gained the full extent of its power, granting him stronger flames and flight, as well as the ability to speak the dragon's tongue, the dragon's presence as the strongest phantasmal creature (this mainly causes animals to be docile around Satoshi but as with alldDragons it is a strong presence when active) and a stronger defense. However, the power of the dragon channeled through a human body puts an immense stress of the user, and even with Avalon Satoshi cannot sustain the power for a terribly long time. As such, he doesn't often use the flames at full force unless absolutely required.

Magic Spells: He has high grade magic spells on par with those of Merlin. Most of these spells are written down in a note book Satoshi carries with him, as he has never been able to read in Merlin's library for long periods. He has memorized only the curatives and passive assist spells such as the creation of temporary dwellings, sleep spells and barriers.

Healing: Possession of Avalon provides Satoshi with a constant healing factor. As a result, he is effectively immortal, since he will regenerate no matter the wound. His origin (Unification and restoration and, now, "self" (which is simply a lateral move that doesn't change the effect of his abilities)) interacts with Avalon to allow him to heal perfectly the wounds of others. However, as this ability is channeled it is reduced in power, leaving gaps in the range it can heal. It cannot heal others after brain death occurs, and whilst it can heal diseases like vampirism in others it takes a long time to do so, and will only succeed if the person wishes to be cured.

Fighting styles and magic weapons: Satoshi has practiced the martial arts for centuries, and learned numerous styles during his journey to silence the madness which afflicted him. However, since these skills were learnt in an attempt to find inner peace, he prefers to avoid using them in combat where possible.

Immunity to the elements: Satoshi is immune to all the elements, such as fire, water etcetera. However, this is due to a spiritual tie of communion with nature and should he anger the spirits he will have the immunity revoked until compensation is made. He is not immune to sneak attacks and the like, but his connection makes him more aware of the area around him and makes it harder to succeed in sneak attacking him.

Divine protection: The Lady of the Lake has bestowed Satoshi with her divine protection. As with Saber, this has a two-fold effect. Firstly, she bestowed upon him ability to breathe water and, secondly, he has gained heavy resistance to the common tricks fairies are known for, such as illusions.

The Sacred Court: Satoshi's reality marble, it works to create an "even" or "fair" fight. At the beginning of the fight, both parties choose a penalty to be enforced on the opposition if they lose. This penality is enforced on the losers by the RM using self-hypnosis, and therefore can be avoided, with mental effort, provided the loser is aware of this implementation. Satoshi, however, is unable to avoid the penalty due to the nature of his own internal world.

Whilst in the RM, Satoshi can create five rules by which everyone must abide, including himself. amd the environment will attack any violators, including Satoshi. These rules can be as simple as "no swords", or as complex as Satoshi is capable of creating.

The RM has two significant weaknesses. Firstly, the exact same rule cannot be used more than once in a twenty-four-hour period (rephrasing of the exact same rule is forbidden, but using alternate rules which have the same practical effect is not). Secondly, the penalty is sustained by the RM and therefore cannot last for a lengthy period after the battle concludes. for example, a rule telling someone to do something immediately is viable, however a rule like "never speak again" is not, and would only silence the loser for a limited time.

Weapons:

Sword of Darkness:  Crafted to kill Gilgamesh, it induces madness in anyone who tries to hold it from the sealed negativity in the blade. It was crafted by Satoshi using his blacksmith powers in a fit of raging madness, and exists only to slaughter the king of heroes.

Clarent: Originally Mordred's sword, Satoshi defeated her in combat and took the blade as a prize so that the sword could be purified and once again used for its intended purpose.

The Dragon's Tail: A massive whip sword made to withstand the dragon's breath used as Satoshi's main weapon in serious conflicts. Possessing three modes (sword, whip and shield), it is mostly used for battlefield control, as well as against larger foes.

The Rider Arm: Devised by Rin Tohsaka as a result of backwards engineering the Kaldostick, it causes the user to henshin (transform) into a Kamen Rider.

It can, in principle, be used by anyone with a magic circuit. However, in order to be used it must be calibrated to a specific user, and the calibration process is complex, and since it has been in Satoshi's possession for two millennia, it is well-calibrated for his usage. By default, the armament takes the form of the classic and inconspicuous belt.

Each person who changes will gain different abilities from it but they will always transform into an armored warrior with martial arts skill and a sense of justice (this sense is not always pure, it's taken from the user's own sense of what is just). Additionally, every user gains two full ranks in their stats when transformed. However, in return, the user will lose many of their original skills.

In Satoshi's case, when using the Rider Arm he becomes Rider Crimson, with a dual mode, several weapons and, as with all Riders, an awesome matching bike. However, whilst he retains his healing factor, his dragon flame and his martial arts skills, he loses his other skills.

Rider Crimson has two modes. The first is a large armoured form which makes Satoshi's (already strong) defense five times stronger than normal whilst allowing him to move at normal speed. The second is a smaller, sleeker, form which increases his speed by five times but does not affect his defence.

The armoured mode is equipped with two blasters as its weapons. Whilst it is by no means slow, it is founded on the idea of using turret fire to defeat enemies.

The speed mode, on the other hand, is a close combat, single attacker based mode. It possesses a dual-bladed sword (both on the same side of the hilt) which can split into two seperate swords.

Special attacks:

Justice blazer: This move uses the twin blasters to strike every point on the body of a single target simultaneously, destroying them.

Noonday justice: This attack uses both blasters to strike a single point, creating a massive, often fatal wound.

Justice hurricane: An attack using the dual swords at high speed to obliterate the target

Justice division: An attack using the dual sword's single form to destroy an opponent.

Burning crimson fist, the fist that destroys all evil: A Rider punch finisher which obliterates the opponent so long as they are evil. However, it does nothing to the innocent.

Fire wheel strike: A Rider-kick-style full roundhouse which destroys the target.

Twin mask: A special finisher which uses every single attack previously mentioned by manifesting both modes as separate fighters. It is extremely powerful., but causes an overload, causing the belt to lock up after the attack finishes. This causes Satoshi to lose his transformed state and be unable to re-transform until the belt is unlocked.

Weaknesses: His family. Temporal anomalies cause his body to expose his true age, thus weakening him significantly, beast masters such as Enkidu can quiet the dragon's flame, also severely weakening him, and his spells can all be countered.

As a Knight of Pendragon, the King's word (if invoked in the form "I, as king command you") is law and Satoshi cannot go against any order given by Saber in this way. As a knight, Satoshi is also required to grant mercy to enemies who request it, no matter how he feels, although this does not apply to completely remorseless monsters such as Zouken. Additionally, his past actions cause him to be forcibly cycled through the states in which he lived (child, adult, depowered adult and old man, although not always in that order) once a certain threshold has been reached for mana expenditure and injury.

Likes: His family, Doctor Who, Kamen Rider, Gundam.

Dislikes: Evil

Personality:

Whilst his immortality keeps him looking like a young man, Satoshi is actually two thousand years old. As such, he is no mere child and, while certainly the sum of Shirou and Saber and their views, he has lived his own life that is no-less balanced. In youth, he was a rash, selfish child setting out as a hero for entirely selfish reasons. After his first death at the hand of Angra Manyu he merely changed his attention to amassing strength, rather than regretting his actions.

Slowly, he continued to adventure and learn his weaknesses and how to accept or defeat them. With his final adventure he learned his final lesson. Heroes must exist for a time, and only a time, lest heroes become less special and hope diminish in the world at large.

To put it simply, while he is a hero to be a hero, he doesn't solve problems the way you might think. Defending the defenseless, sure, but he's not a charity worker. For the most part, he won't get involved unless asked.

Whilst Satoshi has his own beliefs and will act on them, he will not condemn others for the time they live in. He is, however, a jovial, playful, very honest and forgiving person.
Title: Re: Cross Effects Character Page
Post by: YOLF on February 19, 2014, 04:55:14 PM
Name: Tân Gwyllt
Race: Demon
Age: ??
Height: Around 6 feet 9 inches in full armor on foot

Appearance: (http://i.imgur.com/gFDTTKj.jpg)
A figure completely encased in black plate, tattered cape swirling behind him. He has no head, and in its place floats an helm with an open maw of sharp teeth set in a wide grin and narrowed eyes, lit up in green fire. He bears a flaming greatsword that burns the same color as his helm, and is usually seen riding his black, armored steed whose eyes, mouth and hooves also glow green with flame.

Alignment: Lawful Neutral

Charisma: D
Strength: C
Endurance: C
Agility: C
Speed: D (A when riding his spectral mount)
Magic Resistance: D (Reduces magical damage)
Magic Ability: -

Other Abilities:

Fel Fire: Gwyllt commands undying green fire that animates his sword and the inside of his armor. These flames cannot be extinguished by any ordinary means, and consume anything they wash over at a much higher rate than regular fire or even plain old magical flames do.

Swordsmanship: While Tan Gwyllt doesn't have any true swordsmanship skills to speak of, his sword moves with the intent of a hunter and the purpose of punishment. His sword is alit with his fel fire, and it is backed by berserker swings that constitute its owner's style.

Spectral Steed: At any time, Gwyllt can summon his personal dread steed to ride him. A mount beyond the mortal realm, it is able to fly and race through the skies, and leaves a faint fiery trail with its passage. Even if it is wounded or taken down, it can be summoned later none worse for the wear, as it is in truth a part of Gwyllt himself rather than a simple mount.

Spectral Form: Gwyllt can shift him and his mount into a purely spiritual form which allow him to walk through the spirit world and the realm of shadows. While in this form, he cannot affect the physical world, but can phase through walls and the like and still see some of what is happening in it.

Knowing Death: Tan Gwyllt knows the presence of death, and it strikes him whenever he is close to it in any form, resounding in his mind and body. This is a purely personal sensation he is intrinsically familiar with due to the nature of his existence.

Detect Wickedness: Gwyllt can detect human wickedness due to being a form of demon.

Authority Over Ghosts:
His power and unique nature lends Tan Gwyllt a high position over spirits of the other world. His conceptual authority as a greater rank of spirit commands respect from ghosts and wraiths, and almost unconditional obedience from the weaker ones.

Conceptual Immortality: Gwyllt is a being that exists on a level deeper than physical or spiritual; he is a collective of myths given form as a demon, therefore a conceptual creature who is tied to the power and spread of those stories. Though he may be completely destroyed, so long as at least one of the tales he is composed of still exists in a significant way (that is to say, it is still widely known by some part of humanity or one large group of people), he will eventually reappear in the world again, although his nature and abilities may be different due to how myths change over time.

Calling The Wyld Hunt: Tan Gwyllt's ultimate ability, which uses his full power to call the Wyld Hunt to the world. The concepts that make up Gwyllt are completely revealed and manifested, summoning an army of spectral riders and huntsmen, fiery ghosts, wailing wraiths and shadowy hounds, all under his command; and Gwyllt himself is empowered to his outmost as he truly becomes a Horseman Of The Apocalypse in all but name. While this is when Gwyllt is at his strongest, it is also when he is at his most vulnerable: since the concepts that make up the core of his being are entirely manifest, if he is wholly destroyed in this state he will not reappear again.


Origin: He is a demon born from the conjoined myths of the Headless Horseman, the Jack-o'-Lantern, the Wyld Hunt, and the Horsemen Of The Apocalypse, given a form by magic and the confusion of such stories into an amalgamation with a will of its own. Having reduced his conjurer to ash, the figure became a fiend of flame and the hunt that prowls between the spirit world and the mortal world. He grew to dislike the wicked, and regardless of his origins, he strived to deliver justice to them and protect their would-be victims with wild determination. Despite his chaotic and whimsical nature, he is no danger to humans or even supernatural denizens that do not provoke him and only shows himself purposely when he feels death encroaching, or something threatens to pass the veil between the worlds, in which case he will engage it and stop it with great haste if it has evil intentions. Only in occasions where spirits are traditionally allowed to visit the human world (like Halloween) does he venture among mortals to startle them and amuse himself, marking his passage with spectral fireworks and fel bonfires, after which he named himself. Over time he developed an habit to talk in rhymes.

Weaknesses: Being damaged while the Wyld Hunt is released, abjuration rituals, anything particularly effective against ghosts or spirits

Likes: Shakespear, pranks, fireworks
Dislikes: The wicked, malicious spirits, stoic and aloof people
Title: Re: Cross Effects Character Page
Post by: Ambiguous_Ayakashi on February 25, 2014, 12:38:01 AM
This character sheet was prepared to setup one of the main characters that'd be featured in an upcoming fic of mine, but as a side idea, I thought that RPing her a bit for fun's sake, and because it'd actually maybe help me get further inspiration in writing her better, it all wouldn't be so bad of an endeavor.


Besides, I've been suffering from lack of RP at any rate. :P


Quote
The basic premise here is that this Caster is Tamamo No Mae, but she's quite different from the version of hers summoned in the Moon Cell. The concept in how she is Tamamo No Mae, yet not being the same as the Fox Spirit is complicated, but if you really want to delve into the matter, you can find it in the character sheet. It's based on canon and CCC info, so it's not something that I pulled out of my arse. ( OwO)


Ask me further details if you find things not clear enough.


As for the difference between here and the planned story line, she got dragged into the Nexus alongside her Master, right as the Grail War was about to get in its more intense phases. They were to fight in the 4th Grail War - Ryuunosuke's summoning circle did not bring forth Gilles but Tamamo No Mae instead, and Uryuu wasn't the Master -- the little gagged up boy was.


Caster has been settling down into Nexus city, trying to live a relatively 'normal' life. She's been taking good care of the young kid like a mother, although she does sometimes get a bit carried by the fact that she was bound to the wish of being a good 'wife', rather than a good 'mother'.


Reverse Hikaru Genji Project?


To view the Character Sheet, click here (https://docs.google.com/document/d/1OU3XOY4b2RXR4DReYiwhR7FT5EQV82wvptWUB8jPNQw/edit)
Title: Re: Cross Effects Character Page
Post by: Kat on April 20, 2014, 03:58:52 PM
Name: Josip Josipowicz "JoJo" Starski
Race: Russian of Jewish ethnicity
Age: 33
Height: 195 cm
Weight: 86 kg
Eyes: Green
Hair: Black

Appearance: Tall and muscular man in his early 30s with manly beard.

Alignment: Chaotic Good
Charisma: D
Strength: D
Agility: B
Speed: A
Magic Resistance: D

Magic Ability: Josip's Hamon enables him to release prana in matter akin to Prana Burst. He can use 'Reinforcement' to an extent, but its not proper magecraft, but rather natural
byproduct of his breathing.

His primary ability though is his Stand "Back In USSR", which ability is based on the concept of 'Russian Reversal'. The Stand can reverse characteristics of physical objects
(make incoming bullets fly in opposite direction or reverse electrical polarity), or even concepts, as long as they have their polar opposite and Josip can comprehend them. The
drawback is that the change must be possible to reverse once more (for example, he cannot cause directly the death of somebody) and the change is temporal unless the target wills it to be permament. He also cannot use the Stand on himself.

Aside from its ability, the Stand is particularly fast and precise, on par with Stands like Killer Queen and nearly as fast as Star Platinium, though it does not pack much of punch compared to these two.

Other Abilities: Josip has rather extensive scientific knowledge, something useful when exploiting the powers of his Stand. In fact, he managed to put together a device that allowed him to cross dimensions and end up in Nexus City, ... but it broke after the first successful use, and repairing it is troublesome.

Origin: Reversal

Weakness: Disrupting Josip's breathing hampers both his Hamon ability and the Stand. In water he can only use it as long as he can hold his breath (up to human's highest possible capacity)

Likes: Posing, outsmarting and embarassing his opponents (as expected from AU!Joseph/Josuke in one)

Dislikes: Vampires (biased given his experience with Stone Mask vampires), people who make fun of Russian Science and any of his particularly spectacular scientific failures.
Title: Re: Cross Effects Character Page
Post by: Umbra of Chaos on April 20, 2014, 04:26:13 PM
Name: PARIAH (Prototype games)
(http://i.imgur.com/JfiQQJI.png)
(This is the clearest picture there is of PARIAH)
Race: Sentient Virus
Age: 40 (only appears to be 7).
Height: About 3’8.
Weight: Varies depending on the amount of biomass consumed.
Eyes: Brown
Hair: Brown
Alignment: Chaotic Neutral
Strength: A
Agility: B
Speed: A -
Intelligence: General: B(would be lower but PARIAH has consumed a few of the Blackwatch scientists)
Personality: PARIAH can only look upon all life and see them as food. A thing that he has to consume to grow stronger. The only other beings he views as “alive” are those who can withstand his assault and hurt him in return. PARIAH will not rest until he considers himself perfect. Which means absorbing as much biomass from people as he needs to achieve this goal.
Body Modification: PARIAH is the perfect release of the non-coded regions of the Redlight virus’s genome. As a result of this he is capable of shifting his form. He can turn his hands into claws, cover his body in armor and much more. He is also capable of “consuming” other humans. This allows him to add their biomass to his own which allows him to make greater modifications. He also absorbs the victims memories. All of their knowledge is added to his own.
Shapeshifting: After consuming another human being PARIAH is capable of replicating their form and voice. He is even capable of drawing on their memories to replicate small details about them such as quirks. All of his clothes are also made of biomass so he can even replicate what they were wearing at the time.
Magic Resistance: PARIAH comes from a world without magic. As a result he is vulnerable to magecraft.
Other Abilities: Regeneration, speed and strength that easily surpass an average human, and the ability to release and control the Redlight virus. PARIAH can increase regeneration speed by consuming biomass while injured.
Origin: After testing a biological weapon on the town of Hope, Idaho the virus found a perfect host in the body of Elizabeth Greene. When the military organization Blackwatch killed all the infected civilians they found Greene inside and in the process of giving birth. Both the mother and child were taken as military resources. Greene was codenamed MOTHER while the child was called PARIAH. Most of the scientists in Blackwatch believe that PARIAH is the culmination of the Redlight virus and some even call him the final purpose of all life on earth.
Weakness: Fire, the cold, most magecraft.
Likes: Becoming faster, stronger, or smarter. Basically progress.
Dislikes: The cold, being imprisoned.
Title: Re: Cross Effects Character Page
Post by: Brahmastra on April 22, 2014, 10:29:41 PM
Karna
Race: Human Demigod
Age: 96 (Counting the years after his death, somewhere between 2800 and 7300)
Height: 178cm
Weight: 65kg
Eyes: Blue
Hair: White
Charisma: E-
Strength: A
Agility: A+
Speed: A+
Endurance: A
Magic Resistance: C
Magical Ability: B
Weakness: Curses, Anti-divinity weaponry, attacks from the inside of his body, will refrain from using Astras upon anyone that do not have a chance of stopping them.
Likes: Friendship, Effort, Reconciliation, Positive Thinking.
Dislikes: The words “Communication skills”.
Alignment: Lawful Good
(http://i.imgur.com/c7hQhyn.png?1)
















Other Abilities:

Kalaripayattu: (∞) An ancient Indian martial art. Without bearing upon strength and talent, it is the ancestor of all martial arts founded on the basis of rational thought. As a student of Parashurama, the sixth Avatar of Vishnu and the founder of the art who Karna surpassed in skill decades before his death, Karna is a master beyond compare at it and the use of the weapons involved with the art; swords, shields, bows, spears, daggers, katars, coil swords, sheats of cloth and sticks amongst others.

>>>>Loose Joints: Before a student can begin practicing Kalaripayattu, they are given extensive oil massages by their Guru for a full month to help loosen their joints and relieve all tension, and are frequently given more massages down the path of the Art. As a king, Karna had free access to some of the greatest masseurs to have ever lived. His body is free of all tension and by extension, it is much more difficult to break his bones than with another warrior with a body as tough as his.

>>>>Masseur: The first and most key principle of the art of Kalaripayattu is that one must be able to heal all the damage one does with the art. This manifests in the use of oil massage to relieve joint stress and muscle pressure. During the Age of Gods, where mere words could become spells, masters of the art were able to draw mana in the air into the person they were massaging, rapidly closing their wounds.



Discernment of the Poor: The ability to see through and understand a person’s character and thoughts. It expresses the power to grasp the true nature of the opponent possessed by Karna, who was blessed with the opportunity to inquire about the life and value of the weak due to being someone without a single relative. Thus, Karna cannot be deceived by words or actions.

Saint: An inborn ability to greatly influence the lives of people around the Saint through simple actions such as speech. Karna is the Hindu "Saint of Generosity".

Prana Burst (Flames): A version of Prana Burst that infuses weapons with prana that imparts a fiery effect. In Karna's case, blazing flames can erupt from Karna’s weaponry and armor at will.

Chariot: Karna’s war chariot, a beautiful piece decorated with gold drawn by two fiery stallions granted to him by his father, Surya. Karna can summon this Chariot at will, and can drive it with just his mind, allowing him to spend all of his attention on using his bow.

Mahamaharathi: The title of a warrior capable of fighting 24 Atimaharathi (A warrior capable of fighting 12 Maharathi (A warrior capable of fighting 60,000 warriors simultaneously) warriors simultaneously) warriors simultaneously. Karna also holds the title as the greatest archer since Lord Rama himself.

Warrior’s Instincts: Instincts developed from almost a century of non-stop training and combat, Karna’s senses are far beyond those of a normal human. His eyes can track high-speed objects at a range of 10 kilometers, and his reflexes border on precognition.

Praise The Sun: Karna can refill his mana and heal his wounds faster by praying to his father, The Sun God Surya, at noon.

Brahmastra: A powerful mantra acquirable only by the grandest masters of the arts of war by meditating on the god Brahma. It manifests as any kind of weapon the wielder can imagine and can then be wielded as a tool of war of peerless quality. By invoking it’s name and chanting the mantra out loud, the mantra’s true purpose, that of a weapon of mass destruction, can be deployed. It’s destructive power is comparable to a high-yield nuclear warhead, and causes horrific environment damage in the affected area, killing plantlife as well as causing aftereffects like sterility for both genders if they come within proximity of the area. The Brahmastra cannot be avoided once it is launched.

Brahmashira: The ultimate mantra, only ever possessed by Arjuna, Ashwatthama, Drona and Karna himself. An ungodly weapon possessing four times the firepower of the Brahmastra.

Equipment:

Kavacha and Kundala: Karna’s golden armor and earrings, fused to his body at birth by his father Surya to protect him from all harm and leave him a single connection to his true kin. Made from solidified sunlight, it is virtually unbreakable and will restore itself rapidly if damaged. So long as Karna is clad in it, 9/10ths of all damage dealt to him will be nullified, physical, magical, conceptual or otherwise.

Brahmastra: See above.

Vijaya: Karna’s bow, given to him by his master Parashurama as a gift of pardon after he cursed Karna in a fit of rage. The bow automatically creates arrows as he draws the string.

Vasavi Shakti: A spear of lightning that belongs to the Thunder God Indra, a javelin that inflicts a concept of mortality upon anything it hits, allowing it to kill and destroy otherwise invincible, immortal or unkillable targets. Similarly to the Brahmastra, it has the condition of "will never miss". While Karna was originally only allowed one use of the weapon, as Indra does not exist in Nexus City, It is until Karna can return it a “indefinitely long borrow”.

Nagastra: A powerful Astra that Karna can use as an arrow. Inflicts massive damage upon anyone hit by it, and causes thousands of poisonous snakes to fall down from the sky and attack anyone nearby.

Bhargavastra: Parashurama gave this astra to Karna. It caused great damage to Pandava's army. This astra possesses Parashurama's skill in archery. It could bring a shower of much more powerful weapons than the Indrastra (Indrastra; Would bring about a 'shower' of arrows from the sky.) and could smash any military formation and cut through all enemy defenses.

Mohini: Dispels any form of illusion or magic in the vicinity.

Vayvayastra: Brings about a gale capable of lifting armies off the ground.

Suryastra: Creates a dazzling light that would dispel any darkness and dry up water bodies.

Parvatastra: Would cause a mountain to fall on the target from the skies.

Agneyastra: Would summon a building-sized stream of fire inextinguishable by ordinary means.

Varunastra: Would summon a tsunami-sized wall of water. This weapon is commonly referred to as the countermeasure to the Agneyastra.

Bhaumastra: This Astra could create massive tunnels in the earth and cause invaluable jewels to fall from the sky.

Origin:
Karna (कर्ण) is one of the central characters in the Hindu epic Mahābhārata, from ancient India. He was the King of Anga (present day Bhagalpur and Munger). Karna was one of the greatest warriors whose martial exploits are recorded in the Mahābhārata, an admiration expressed by Krishna and Bhishma within the body of this work.
Karna was the son of Surya (a solar deity) and Kunti. He was born to Kunti before her marriage with Pandu. Karna was the closest friend of Duryodhana and fought on his behalf against the Pandavas (his brothers) in the famous Kurukshetra war. Karna fought against misfortune throughout his life and kept his word under all circumstances. Many admire him for his courage and generosity.


“Hear in brief, O son of Pandu! I regard the mighty car-warrior Karna as thy equal, or perhaps, thy superior! With the greatest care and resolution shouldst thou slay him in great battle. In energy he is equal to Agni. As regards speed, he is equal to the impetuosity of the wind. In wrath, he resembles the Destroyer himself. Endued with might, he resembles a lion in the formation of his body. He is eight ratnis in stature. His arms are large. His chest is broad. He is invincible. He is sensitive. He is a hero. He is, again, the foremost of heroes. He is exceedingly handsome. Possessed of every accomplishment of a warrior, he is a dispeller of the fears of friends. Engaged in the good of Dhritarashtra's son, he always hates the sons of Pandu. No one, not even the gods with Vasava at their head, can slay the son of Radha, save thee, as I think. Slay, therefore, the Suta's son today. No one possessed of flesh and blood, not even the gods fighting with great care, not all the warriors (of the three worlds) fighting together can vanquish that car-warrior.” -Krishna
Title: Re: Cross Effects Character Page
Post by: Mooncake on April 23, 2014, 06:33:04 PM
Gilgamesh
Race: Gilgamesh
Age: 128 (~5,000 years)
Height: 182 cm
Weight: 68 kg
Eyes: Red
Hair: Gold
Alignment: Chaotic Good
Charisma: Gilgamesh
Strength: A++
Agility: B+
Speed: A+
Endurance: A+
Mana: A
Luck: A
Magic Resistance: C (with armor, B+)
Weakness: Never takes his opponents seriously. Careless. Vain to the point of leaving his opponents alive so as to not dirty his clothes. Unlimited Blade Works is said to be his natural counter, when Gilgamesh is not serious (as always).
Likes: Himself, Enkidu, Humanity
Dislikes: The gods, modern humans, snakes

(http://i.imgur.com/fyWZpzK.jpg)






Other Abilities:

Surpassing All Other Kings: Gilgamesh is the Original Hero, the only one in the world deserving of and bearing the title - King of Heroes. As such, his legend has inspired the legends of all others who followed after. Even though they may not know his name, Gilgamesh is a commanding presence that draws their attention and respect, though they may not know why. Enemies of Gilgamesh, though they may know a different version, are struck by a sense of fear, while normal citizens stand in awe of his magnificence. Gilgamesh is an existence unlike any other that cannot be denied. With minimal information, he is capable of divining the name of a Heroic Spirit.

Golden Rule: To Gilgamesh, who has amassed "all the treasures of the world", money problems are completely unknown. He will never live without the finest luxuries for a single day of his life.

Divinity: As an existence that is two-thirds god, Gilgamesh possesses abilities and power beyond what any other man could dream of. Allows for protection against mental influence, as an existence that is more god than human.

To The Bottom Of The Sea: Gilgamesh, in pursuit of the Herb of Immortality, walked to the deepest parts of the oceans to search for it. His endurance is without equal, and he can breathe underwater with ease. By enduring the great pressure of the deeps, his body is truly unmatched.

The Road Of the Sun: During Gilgamesh's pursuit of the Herb of Immortality, he came across a tunnel that no man has ever entered, guarded by two scorpion-men. After questioning him and recognizing his divine nature, they allowed him to enter, and he passed under the mountains along the Road of the Sun. In complete darkness, he followed the road for 24 hours, completing the trip before the Sun caught up to him. The King of Heroes, who outran the Sun itself, has speed unmatched by any mortal being.

Builder Of The Walls: Gilgamesh, who built the walls of his city with his bare hands and defeated Enkidu, the creation of the Gods, has strength that simply does not exist in the mortal era. The strength that wrestled the Bull of Heaven to the ground, a strength that could lift mountains, has been unmatched by any hero since.

The Will of the King: Gilgamesh is immune to any form of mental interference because of his great willpower and an ego that proclaims the belief that he is beyond all others. To him, any statement that the King makes is truth, and as such he cannot be overturned.

Gate of Babylon: The Treasury of the King. All the treasures of the world are stored here, for here lies the original of all things. Upon Gilgamesh's death, his possessions were scattered amongst the places of the Earth, where they would become the basis of weapons and items for the legends of heroes to come. As such, Gilgamesh does not own, for instance, Gae Bolg, but he owns the spear that later became Gae Bolg. In a match between the original and the copy of Gilgamesh's weapon, the original will always win. Inside the Gate are contained numerous things, from ancient ships and weapons without equal, to the finest clothes and luxuries imaginable. Anything that is inside can be fired at will, from any distance, direction, and in any amount. This is a Noble Phantasm ranked  E~A+++, one that surpasses all others. Truly, it is the mark of the King of Heroes.

Enuma Elish - The Star of Creation that Splits Heaven and Earth: The state reached when Ea's power is maximized. The three conical sections of Ea spin in different directions as Gilgamesh commands it to "wake up", pulling in air and compressing it into a fearsome storm of wind and light. It is released as a torrent of energy capable of crushing anything in its way. It can be used at varying levels depending on how serious Gilgamesh is. An Anti-World attack capable of shattering Reality Marbles, the output of the sword alone exceeds Excalibur, but the energy contained inside and the winds escaping from the sword are on a completely different level. The true nature of this attack is capable of returning the Earth to the primordial state of Genesis; this is, indeed, an attack that could destroy all life on Earth.

Sha Nagba Imuru: The all-knowing, all-powerful star: Gilgamesh, a man born two-thirds god, has a perspective that allows him to view the world in a completely different state than both god and man. He can read the thoughts of others before they are expressed in words and can see magecraft before it is put into effect.


Equipment:
Armor of the King: Gilgamesh’s golden armor. Protects him against all but the strongest attacks and improves his Magic Resistance, as well as granting protection against petrification.

Vimana: An ancient flying chariot of Hindu origin, each Deva commanding their own Vimana. The blueprints for the Vimana were inherited by mortal men, and for that reason, they have a place in Gilgamesh’s treasury. As the gold and emerald ark that moves at the speed of thought, it allows for Gilgamesh to use the Gate of Babylon without having to operate it manually. Aboard the Vimana, ancient machine guns and nuclear warheads were once stored, but Gilgamesh removed them himself and stored them within his treasury.

Ea - The Sword of Rupture:  It is the primordial sword, born at the beginning of the world, a weapon unique to Gilgamesh alone. This sword contains within it the power to reduce the Earth to the state of Genesis, the form it held before Heaven and Earth were split apart. Its full power strike was given the name Enuma Elish by Gilgamesh, a reference to the Sumerian creation myth. This sword cannot be analyzed be Unlimited Blade Works, or comprehended by Shirou in any way. This weapon is deemed Anti-World.

Enkidu - The Chains of Heaven: A Noble Phantasm that takes the form of a length of chains, named after Gilgamesh's best and only friend, Enkidu. It is a Noble Phantasm that carries with it the concept of "reigning over the gods". The higher the divinity of the target, the stronger the binding inflicted by the chain becomes. Fully divine targets are completely immobilized by the chains that bound the Bull of Heaven. When used as a Noble Phantasm, multiple sections of Enkidu are shot from the Gate of Babylon to bind the target without fail. Against targets with no divinity, it is merely a very tough chain.



Origin:
Gilgamesh is the Original Hero, the first to have his tale recorded in the annals of history. He ruled over the city of Uruk, the capital of ancient Mesopotamia. Born with a body that bound together both god and human, he was meant to be a neutral party between the two that could mediate between them. But, as a union of both god and man, his vision extended beyond what either race could see. He grew disillusioned of the gods, and ruled over his people as a despot. In response, the gods created Enkidu, the wild man, who stated that he would reprimand the King for his transgressions. Gilgamesh grew angry, and a battle commenced that spanned several days. Enduring Enkidu’s meteor-like fists, Gilgamesh finally won, after emptying the Gate of Babylon and exhausting himself completely. From that day onward, they had become friends. They pursued and killed Humbaba, the beast of the gods, defeated the Bull of Heaven, and accomplished many great feats. After defeating the Bull of Heaven, the goddess Ishtar, who had originally unleashed the Bull, became enraged. She ordered the deaths of those who had defeated a being belonging to the gods with the bodies of humans, and Enkidu, the creation of the gods, could not refuse.

His death began Gilgamesh’s quest for immortality that led him to the deepest oceans and the highest peaks in search of a way to cheat death. This quest led him to the Road of the Sun, Paradise, and into the Underworld, where he learned of the Herb of Immortality, a magic herb that would make him young again. By strapping great stones to his feet, Gilgamesh was able to walk all the way to the bottom of the sea in order to obtain it. On his way back to Uruk, he stopped to bath, and the Herb was taken by a snake that shed its skin as it departed. Struck by the sheer futility of his quest, Gilgamesh could not help but laugh at the theft. Returning to Uruk, Gilgamesh governed it as its king once again, with a just but severe rule. Later in life, he returned to the deep once again merely to add the Herb to his collection. He quietly entrusted Uruk to its next ruler, before going to his final sleep without revealing the location of the Herb of Immortality to anyone.

Currently, in Nexus City, he is the rarely-appearing CEO of the company Golden Rule, the richest and most profitable company in the entire city.
Title: Re: Cross Effects Character Page
Post by: Kurogami on April 28, 2014, 11:14:09 PM
Name: Arisato Minato

Race: Human?

Age: 17 (Physically)

Height: 170 cm
Eyes: Grey
Hair: Blue

(http://img1.wikia.nocookie.net/__cb20120401111925/megamitensei/images/2/21/P3_Protagonist_render.png)

Alignment: Variable Neutral

Stats (Before Equipment or Persona Boost)
 
Strength:D (25)
Agility: C (30)
Speed: C (30)
Endurance: C (30)
Mana: B (40)
Luck: B (40)

Magic Resistance:
The equipment grants strong resistances to everything, further enhanced by the persona though the effect Varies according to the one currently equipped.

Magic Ability:
Fire, Ice, Wind, Electric, Light, Dark, Almighty, Powerful fusion Spells, and other spells of various types are made available through persona.

Special Ability:

PERSONA
A Persona is a manifestation of a person's personality, referred to as a "mask" for an individual to use to face hardship. A Persona is similar to a Shadow. Shadows are malevolent manifestations of ones inner thoughts, while a Persona is a manifestation of the same feelings but tamed and trained. A Persona grants numerous benefits to it's user, a few of which are actually useful outside of battle.

The shown stats of the equipped persona acts as a passive bonus. The effects of skills take precedence over innate resistances. The Inherent attribute is a unique trait particular to a single Persona granted to it's user while equipped.

Messiah
Arcana: Judgement

Str: 63
Mgi: 62
End: 60
Agi: 62
Lck: 63

Innate

Resist:Fire/Ice/Electric/Wind
Block:None
Absorb:None
Reflect:Light
Weak:Dark

Inherent Attribute:

Messianic Presence
The presence held by all those who can be called Messiah. Those of evil alignment will feel illogical fear, and those of good alignment feel comforted. Those seeking redemption and those who wish for salvation are drawn to him. Those of Judeo-Christian faith or origin will recognise the holder of this skill as a messiah immediately.

Passive Skills:

Regenerate 3
Heals a bit of HP every turn.

Invigorate 3
Restores a bit of SP every turn

Absorb Pierce
Absorb Pierce Attacks

Enduring Soul
Restores all HP upon death once per battle

Active Skills:

Megidolaon
Inflicts Severe Almighty Damage upon a wide area.

God's Hand
Inflict Severe Strike Damage upon one enemy.

Salvation
Removes Status ailments and fully restores party HP.


Thanatos
Arcana: Death

Str: 48
Mgi: 51
End: 44
Agi: 44
Lck: 39

Innate

Resist: Slash/Strike
Block: None
Absorb: None
Reflect: Dark
Weak: Light

Inherent Attribute:


Passive Skills:

1hd Sword Master
Increases Damage inflicted with one handed swords

Active Skills:

Megidola
Inflicts heavy Almighty Damage over a wide area.

Tempest Slash
Inflicts heavy multiple slash damage upon one enemy.

Ghastly Wail
Instantly destroys all enemies with Fear mental ailment

Mahamaon
Banishes all enemies with the power of light (Med)

Brave Blade
Inflict heavy slash damage upon one enemy.


Orpheus Telos
Arcana: Fool

Str: 75
Mgi: 72
End: 72
Agi: 72
Lck: 72

Innate

Resist: All
Block: None
Absorb: None
Reflect: None
Weak: None

Inherent Attribute:

Passive Skills:

Victory Cry
Fully restores HP and SP after battle.

Active Skills:



Wild Card- The Universe
The power to wield many Persona, even changing between them mid battle. Unlike the three Persona Orpheus Telos, Thanatos, and Messiah, which are fixed, wild card Persona can be gained, lost, combined, and replaced depending on the circumstances. Normally The Universe would allow the user to use any Persona they wished, but the unusual nature of the nexus has limited his available Persona to thirteen in total, Ten minus the three fixed Persona.

Surt
Arcana: Magician

Str: 40
Mgi: 49
End: 35
Agi: 26
Lck: 32

Innate

Resist: None
Block: None
Absorb: Fire
Reflect: None
Weak: Ice

Inherent Attribute:

Passive Skills:

Fire Boost
Strengthens Fire attacks by 25%

Fire Amp
Strengthens Fire attacks by 50%

Active Skills:

Agidyne
Inflicts heavy Fire damage to one foe

Deathbound
Deals heavy Slash damage to enemies in a wide area

Maragidyne
Deals heavy Fire damage over a wide area

Ragnarok
Deals severe Fire damage to one foe

Skadi
Arcana: Empress

Str: 48
Mgi: 57
End: 47
Agi: 45
Lck: 50

Innate

Resist: None
Block: None
Absorb: Ice
Reflect: None
Weak: Fire

Inherent Attribute:

Passive Skills:

Ice Amp
Greatly Strengthens Ice attacks.

Absorb Fire

Absorbs Fire damage

Active Skills:

Mabufudyne
Deals heavy Ice Damage/Freezes a wide area

Tetrakarn
Physical Damage Reflection Barrier

Akasha Arts
Deals Heavy Strike damage to all foes in range

Niflheim
Deals severe Ice damage to one foe


Odin
Arcana: Emperor

Str: 39
Mgi: 52
End: 33
Agi: 36
Lck: 39

Innate

Resist: None
Block: None
Absorb: Elec
Reflect: None
Weak: Wind

Inherent Attribute:

Passive Skills:

Elec Amp
Greatly increases damage output of Elec spells

Spell Master
Halves SP consumption for magic skills

Active Skills:

Ziodyne
Inflicts a large amount of Electricity damage/stuns one enemy

Vile Assault
Inflicts a large amount of Pierce damage with even greater power if the target is knocked down

Maziodyne
Inflicts a large amount of Electricity damage/shocks a wide area

Thunder Reign
Inflicts severe Elec damage on one enemy always inflicts stun


Norn
Arcana: Fortune

Str: 40
Mgi: 54
End: 32
Agi: 46
Lck: 44

Innate

Resist: None
Block: None
Absorb: Wind
Reflect: None
Weak: Elec

Inherent Attribute:

Passive Skills:

Wind Amp
Greatly increases Wind damage

Regenerate 3
Restores 15% HP at the start of each turn

Invigorate 3
Restores 7 SP at the start of each turn

Absorb Elec
Absorb Elec attacks

Active Skills:

Magarudyne
Inflicts a large amount of Wind damage over a wide area

Panta Rhei
Inflicts a massive amount of Wind damage to one enemy


Alice
Arcana: Death

Str: 31
Mgi: 50
End: 27
Agi: 42
Lck: 39

Innate

Resist: None
Block: None
Absorb: None
Reflect: Dark
Weak: Light

Inherent Attribute:

Passive Skills:

Repel Dark
Able to repel Dark attacks

Mudo Boost
Dark spells become more effective

Active Skills:

Evil Touch
25% chance to inflict Fear ailment to one target

Spirit Drain
Syphons 20 SP from one foe

Die for Me!
80% chance of death by Dark for foes in a wide area

Marakunda
Lowers defence of enemies in a wide area


Daisoujou
Arcana: Hierophant

Str: 32
Mgi: 44
End: 36
Agi: 29
Lck: 38

Innate

Resist: Strike
Block: Light
Absorb: None
Reflect: None
Weak: Dark

Inherent Attribute:

Passive Skills:

Growth 3
Gain full experience while inactive

Null Dark
Immune to Dark attacks

Hama Boost
Greatly increases effectiveness of Light skills

Active Skills:

Hamaon
50% chance of instant death by light to one foe

Diarahan
Recover all HP to one ally

Samsara
80% chance of instant death by Light to all foes


Michael
Arcana: Judgement

Str: 51
Mgi: 47
End: 46
Agi: 50
Lck: 51

Innate

Resist: Ice/Elec
Block: None
Absorb: None
Reflect: Light
Weak: Dark

Inherent Attribute:

Passive Skills:

Repel Dark
Able to repel Dark attacks

Active Skills:

Maziodyne
Inflicts a large amount of Electricity damage over a wide area

Mediarahan
Recovers all HP to allies in range

Mabufudyne
Inflicts a large amount of Ice damage over a wide area

Heaven's Blade
Inflicts a massive amount of Slash damage with very high odds of critical to one enemy


Satan
Arcana: Judgement

Str: 51
Mgi: 60
End: 52
Agi: 47
Lck: 58

Innate

Resist: None
Block: None
Absorb: None
Reflect: Fire/Dark
Weak: Wind

Inherent Attribute:

Passive Skills:

Regenerate 3
Restores a bit of HP every turn

Invigorate 3
Restores a bit of SP every turn

Repel Light
Repel Light skills

Active Skills:

Megidola
Inflicts heavy Almighty damage over a wide area

Maragidyne
Inflicts heavy Fire damage over a wide area

Black Viper
Inflicts massive Almighty damage upon one enemy


Lucifer
Arcana: Judgement

Str: 65
Mgi: 68
End: 64
Agi: 52
Lck: 52

Innate

Resist: Slash/Strike/Pierce
Block: Electricity
Absorb: None
Reflect: Dark
Weak: Ice

Inherent Attribute:

Passive Skills:

Spell Master
Halves cost of all Magic skills

Victory Cry
Fully recovers HP and SP after battle

Active Skills:

Maziodyne
Inflicts heavy Thunder damage over a wide area

Brave Blade
Inflicts heavy Slash damage upon one enemy

Makarakarn
Repel one Fire/Ice/Wind/Thunder/Light/Dark attack

Megidolaon
Inflicts heavy Almighty damage over a wide area


Helel
Arcana: Star

Str: 64
Mgi: 63
End: 61
Agi: 57
Lck: 58

Innate

Resist: Slash/Strike/Pierce
Block: Light
Absorb: None
Reflect: None
Weak: Ice

Inherent Attribute:

Passive Skills:

Absorb Slash
Absorb Slash attacks

Active Skills:

Primal Force
Inflicts severe Pierce damage on one enemy

Maragidyne
Inflict heavy Fire damage over a wide area

Mind Charge
Charges power for next spell, damage x2.5

Morning Star
Inflicts severe Almighty damage over a wide area

Salvation
Recovers all HP and status for allies in a large area


Fusion Spells
The highest form of power, attained by unleashing two compatible Persona at once.

Armageddon
The End, ultimate power which obliterates all in it's path. The form it takes varies according to the user's will. Armageddon reveals the last Truth, that in the end all things will become as nothing one more. The true form of this spell is an unstoppable wave of destruction which leaves only the azure star of mourning to witness what remains.

Other Abilities:

Charisma- A+
The attractiveness of ones personality and appearance; Or more accurately, the effects these factors have on others. At sufficient levels one can become the ruler of a country and at higher levels things like love at first sight and people pledging undying loyalty start to happen.
At this point it is something closer to a curse than any sort of natural charm.

Courage- A+
The measure of ones ability to overcome fear and face dangers to ones life.
At this level the impossible is made possible through sheer force of will, one can only be called a badass; Even the eldritch horror that is Fuuka's cooking can be faced without flinching.

Intelligence- A+
The measure not of the knowledge one possesses, but ones ability to acquire, process and put to use knowledge.
At this level one can be called a genius who stands above the peak of humanity, all available information can be used to it's fullest. Unknown factors can be deduced with sufficient effort.

Mind of the Universe
The presence of a vast number of Persona has the side effect of rendering mental intrusion by beings with minds less vast than an elder god unwise...


Equipment:

Lucifer's Blade
A Blade without equal in all of creation, unsurpassed even by Excalibur. This Blade grants it's user the passive benefit of a Rank up to all stats. The Blade is able to cut whatever the user wishes it to.

Armor of Light
A set of pentacle engraved armor made from divine light. Provides a large bonus to both physical and magic resistance as well as boosting END.

Shoes of Light
A pair of pentacle engraved shoes made from divine light. Provides a large bonus to evasion as well as boosting SPD and AGI.

Mp3 Player
A supreme divine relic that grants the user an authority - changing the BGM...
But really, it's just an mp3 player.

Evoker
The Evoker is a gun-esque item that functions as a summoning medium for Minato to invoke and control his Persona. While it is not strictly necessary in the nexus, he still uses it.

Origin:

Persona 3

The Protagonist in Persona 3 is first seen departing for the Dorm in Port Island. During that time, he experiences the Dark Hour, and is confused upon the sudden change of the surroundings and the sudden halt of his earphones functioning, though he takes the hour in stride, seemingly unaffected. Upon reaching the dorm, he encounters a child, who promptly gives him a contract to sign, providing players the opportunity to name him. The protagonist transfers to Gekkoukan High School on the next day. His invitation to study as a transfer student is later revealed that due to his capability to adapt to the Dark Hour, he was moved to the co-ed dorm so his potential can be monitored.

During a full moon, one of the Shadows attacks, causing the protagonist to awaken his initial Persona, Orpheus. The summoning sequence, however, was interrupted as Thanatos bursts forth from Orpheus' head, tearing apart Orpheus and slaying the Shadows. After dispatching the remaining Shadows, the protagonist fainted and was taken to the hospital. While unconscious, he awakens in the Velvet Room, where he learns about his abilities. The protagonist later learns about the nature of the Shadows and the existence of SEES, and eventually joins SEES. Out of all characters to appear Persona 3, the protagonist is the only character throughout the game with access to the Wild Card ability.

The protagonist's past is later revealed after Aigis' memories are restored. In the year 1999, when Death escaped the Kirijo group, Aigis was dispatched and was in hot pursuit of the Shadow. It is during Aigis' confrontation with Death, during the Dark Hour, that the protagonist's parents died. Presumably, the protagonist survives due to his potential allowing him to be active during the Dark Hour. Aigis, knowing that she cannot defeat Death, seals a portion of Death inside the protagonist, thus amplifying the protagonist's capabilities of summoning multiple Persona.

In SEES' final confrontation with Nyx, the bonds he has forged with SEES and his other friends give him the power to fight the sorrow, depression, and apathy of humankind, which were what drew Nyx to Earth, by letting him create the final arcana, the Universe Arcana with the help of Igor. With the power of the The Universe, and the cheering on of his comrades he ascends to Nyx' true body, the moon, to combat Nyx itself in a one-on-one battle. After being downed and uplifted multiple times by the SEES members' prayers and Nyx's attacks, he eventually reaches his full potential and performs the Great Seal to miraculously seal Nyx.

The protagonist clings to life for one month after fighting Nyx. He, unlike the others, retains his memories regarding the Dark Hour and Nyx in order to keep the promise he made to meet his friends on Graduation Day. Once his oath was fulfilled, he "falls asleep" in Aigis' lap, smiling.

Persona 3 FES
The Answer

In the playable epilogue of Persona 3 FES, titled "Episode Aegis" in Japan and "The Answer" in the localization, it is revealed that the Protagonist died the day after his sleep, leading to the members of SEES' confusion regarding his cause of death, as the doctor cannot find any unusual symptoms before his death.

After the defeat of Nyx and the death of the Protagonist, Aigis was the one who kept his Evoker, upon witnessing the Abyss of Time, the remaining members of SEES encounter a recurring silhouette resembling the Protagonist. However, whenever they come into contact, the silhouette flees.

It is not until venturing into the deepest area of the Abyss of Time, that the silhouette is revealed to be a shadow resembling the protagonist's appearance. It manifests through the negative emotion and urge of seeing the protagonist one more time deep within the members of SEES. Making its entrance, the shadow challenges SEES, copying their Persona (all of which are colored with a grayish tint) except Psyche and Juno, retaining the Wild Card ability, and several attacks of the protagonist.

Protagonist becomes the Great Seal

The "real" protagonist is later seen in the past, where he seals Nyx. In order to seal Nyx, the protagonist sacrificed his life to become the Great Seal. He was, however, capable of retaining his consciousness long enough to fulfill his oath between the members of SEES to meet again on Graduation Day. The protagonist is shown as a statue, crucified and bound to the door between Nyx and humanity. It is later revealed that Nyx was only awakened because Erebus, a grand being manifested from humanity's grief and negative emotions, was reaching out to Nyx to bring the Fall. The protagonist wasn't trying to seal Nyx, he was acting as a barrier between Nyx and Erebus. After defeating Erebus and realizing the protagonist's purpose, the remaining members of SEES swore to help him bear the burden by making the most out of their own lives.
In Nexus city he lives in the dorm that came with him for some reason, and has a reputation for being able to fulfill any request.

Weakness:Public Speaking, Elevator Attendants, Megidolaon

Likes:Social links, Music, Pharos, Coffee with hot sauce, The Dorm

Dislikes:Erebus, Reversals, Nihilism

Notes
This is not god mode, I did not give him the Omnipotent orb.
I will be editing this as I play to add better descriptions for attacks, indicate changes in the Persona lineup ECT.
This profile took five days to make.
Title: Re: Cross Effects Character Page
Post by: Arch-Magos Winter on April 29, 2014, 05:36:00 AM
Probably won't use him, but consider him a possible candidate for a replacement character if things go tits up.

Name:
Garret Jordan AKA Featherstep AKA Jonathan Red-Eagle AKA AMERICA-SAN AKA Dervish
Race: Ork (Metahuman)
Age: Unknown
Height: 6'3
Weight: Easily over 300 pounds of pure muscle, bone, and cyberware
Eyes: Cybereyes. Whatever he had originally, they aren't there anymore
Hair: Shaved
Appearance: Generic white ork street samurai, with lower legs that contain skimmer disks. Cybereyes. Usually found with an american flag bandanna around his head.
Alignment: AMERICAN
Charisma: A (He has a bimonthly doujin series about him, is a virtual legend among shadowrunners, and also wears an american flag. Maximum charisma.)
Strength: B- (There's stronger stuff in the sixth world, but Dervish is among the strongest.)
Agility: A+ (Synaptic boosters turned up to maximum. There's only a few others in the world with that sort of reaction speed. Besides, he basically fights with rocket legs at high speed with implanted blades. Dude's agile as fuck.)
Speed: A+ (Dervish is capable, in a flat out sprint, of topping 90 miles an hour, due to augmentations. He's bloody fast. There is probably nothing in the Sixth World that can beat him in a flat out sprint.)
Magic Resistance: E (While he can't directly resist magic, he can sure as hell take whatever it throws at him)

Magic Ability: N/A

Other Abilities: Let's start with the basics shall we? He's got high grade Synaptic Boosters, muscle toner, muscle augmentation, platelet factories (basically something that makes wounds clot super fast), a super-thyroid gland, synthetic lower legs with skimmer disks, cybereyes heavily tweaked out to let him see in thermal vision and low light environments, along with increasing his vision distance and clarity. He also has orthoskin (basically a system of armor woven in between skin layers) and a skeleton bonded with titanium alloy to make it nearly indestructible. And then he had that torn out and made his skeleton hyper dense. And even more indestructible.

Dervish is basically a bunch of dudes stitched together to make one super dude. And it doesn't stop there.

He's a master of Krav Maga, and Sangre Del Aero, the storied mexican art of brutal prison shankings. He possesses a highly advanced suit of military spec armor painted red white and blue that has taken heavy machinegun rounds without nary a dent.

Did I mention this armor contains enhancements to make him even stronger and faster? 

Dervish also has multiple cyberblades implanted throughout his body, basically making him able to become a human hedgehog in under a millisecond. He has at least three in each limb.

Origin: Nobody knows where Dervish came from. Hell, he isn't sure. But one thing is clear - the masked shadowrunner AMERICA-SAN will not be stopped even in an environment like the Nexus.

Weakness: ...He's Dervish. Dude took a .308 to the brain pan, a punch from a cyberzombie, and sexing up a succubus and coming out barely worse for wear. He's a metahuman wreckingball that can and will ruin your day, and pretty much anything physical is going to be ignored as he rips you a new one with his many many implanted blades. If you're lucky, you might be able to kill him with magic. That is if he doesn't simply keep on trucking.

Likes: AMERICA

Dislikes: Trout
Title: Re: Cross Effects Character Page
Post by: Brahmastra on April 29, 2014, 02:08:48 PM
Dmitrie Vatler
Race: Vampire
Age: 1500+
Height: 180cm
Weight: 60kg
Eyes: Azure (Blood-red when using his magic and/or Familiars)
Hair: Blond
Charisma: A
Strength: C
Speed: B
Agility: C
Endurance: B
Magical Ability: A++
Magic Resistance: C
Weakness: Holy weaponry, Anti-immortality weaponry, Deliberately holding back to enjoy fights more.
Likes: The Fourth Primogenitor, Strong and interesting opponents, Violence.
Dislikes: Weak opponents, Others stealing his prey
Alignment: Chaotic Neutral
(http://img1.wikia.nocookie.net/__cb20140406191953/strike-the-blood/images/e/e1/Vatler1.jpg)
Other Abilities:

Immortality: Vatler’s vampiric nature grants him the Curse of Immortality, the ability to rapidly regenerate from any wound and never die, even if temporarily reduced to a pile of dust or being entirely disembodied.

Superhuman Physique: Due to his superior vampiric genes, Vatler’s physical capabilities far exceed those of a normal human, and he is fast enough to catch a bullet with his teeth while blindfolded. However, due to his focus on the use of magic over physical combat, he possesses no martial art skills or honed reflexes.

Magical Prowess: Vatler is one of the greatest magicians of the world, and at the apex of his power he boasts to be able to destroy the entire Itogami archipelago in less than a day with the help of his Familiars.

Infinite Wealth: Vatler is so rich that money problems are entirely unknown to him. Not only does he have a multitude of yatchs with things like a ballroom-sized hand carved marble bath, he also has princesses from nations belonging to the Warlord’s dominion as his call girls (even though he is bisexual, swinging heavily in the direction of men).

Familiars;

The Eight Great Dragon Kings of Buddhism: Vatler’s  8 Familiars, 8 celestial snake-Dragons from the Lotus Sutra, one of the most influentual Mahāyāna sūtras. All Familiars are immune to attacks that do not possess a Spiritual Rank, and can never die. If their physical threshhold when brought forth by Vatler is destroyed, they simply reform inside him within seconds

1st Familiar: Manasvin: A black Dragon with a neon-green pattern on running all across it’s body. It allows Vatler to turn himself into spiritual sand and become immaterial, effectively letting him teleport.
(http://img3.wikia.nocookie.net/__cb20140329164440/strike-the-blood/images/9/90/Manasvin.png)





2nd Familiar: Utpalaka: A blue and purple Dragon who’s roars carry a sonic load that can launch a human for dozens of meters. Also allows Vatler to use a black shade of magical energy blasts, as well as using them itself.
(http://img1.wikia.nocookie.net/__cb20140329164931/strike-the-blood/images/a/a9/Utpalaka.png)







3rd Familiar: Sagara: A dark purple and black Dragon with a green pattern running across it’s body. It gives Vatler and itself control over all water.
(http://img1.wikia.nocookie.net/__cb20140329165427/strike-the-blood/images/f/f7/Sagara.png)




4th Familiar: Anavatapta: A giant mass of thousands of snakes that rapidly devour anything they come into contact with. It also latently gives Vatler the ability to control frost.
(http://img4.wikia.nocookie.net/__cb20140329165526/strike-the-blood/images/9/94/4th_kenjuu.png)








5th Familiar: Upananda: A grey and black Dragon with a white pattern running all across it’s body. This Dragon is a master of poison and healing, and can release a cloud of noxious gas from it’s mouth.
(http://img2.wikia.nocookie.net/__cb20140329165817/strike-the-blood/images/a/a2/Upananda.png)






6th Familiar: Nanda: A gold and yellow Dragon that allows Vatler to conjure a purple shade of magical energy.
(http://img1.wikia.nocookie.net/__cb20140329171540/strike-the-blood/images/1/16/6th_kenjuu.png)












7th Familiar: Vasuki: A dark red Dragon that gives Vatler the ability to control fire. The Dragon itself can also shoot massive bursts of fire from it’s mouth.
(http://img3.wikia.nocookie.net/__cb20140329171647/strike-the-blood/images/e/e2/7th_kenjuu.png)









8th Familiar: Takshaka: A Dragon with six eyes similar in appearance to Upananda. It’s breath weapon  is a multitude of grey energy beams. It also has the ability to conjure any metal out of thin air to use as projectiles.

(http://img2.wikia.nocookie.net/__cb20140329171754/strike-the-blood/images/a/ac/8th_kenjuu.png)








Familiar Fusion: Vatler possesses not only the raw power to be able to, but also the trust of his Familiars to let him temporarily fuse them together to form different and far more powerful Familiars.

1st Fusion Familiar: Shakara: A fusion of Utpalaka and Manasvin with a dark green color. This Familiar can fire extremely high-yield blasts of purple magic from it’s maw, powerful enough to level an entire Itogamian sub-float.
(http://img3.wikia.nocookie.net/__cb20131117105453/strike-the-blood/images/8/8a/FamiliarFusion.gif)

Origin: Dmitrie Vatler is the Duke of Ardeal, one of the monarch vampires of the Warlord's Dominion, the realm of the First Primogenitor, from whom Vatler directly descends. He is a second-generation vampire who has devoured another two second-generation vampires, giving him power almost equal to that of a Primogenitor. He's a stereotypical vampire lord; indefinitely wealthy, a lover of fine wine and food, swings both ways... And also a born sociopath who, having experienced almost any other pleasure in life, lives for nothing more than to fight strong and interesting opponents.
Title: Re: Cross Effects Character Page
Post by: Umbra of Chaos on April 30, 2014, 01:05:07 AM
Name: Grigori 
Race: Semi-Divine Human
Age: 635(only appears to be 23).
Gender: Male, however he does change gender as the female aspect.
Height: 6’4.
Weight: 180 pounds
Eyes: Brown
Hair: Black
Alignment: Chaotic Neutral
Strength: C
Agility: B-
Speed: C (B+) Although he is ordinarily slow Grigori can use bursts of mana to provide extreme speed boosts.
Intelligence: General: B+
Possessions: A handcrafted cloak that he personally weaved enchantments into during its creation. It provides decent defence towards physical assaults but proves exceptional when confronted with enemy magic.
Personality: Grigori seeks only entertainment for himself.He cares not for “good” or “evil”. Anything that amuses him enough is worth pursuing in his eyes. Healing the sick or convincing innocents to slaughter each other are both equal types of entertainment for him. Although he is an extraordinarily powerful sorcerer he rarely uses his powers to the fullest extent. Grigori is incapable of resisting the need to play with his food unless it is too powerful for him to not take seriously. He prefers more indirect approaches such as subterfuge or manipulation and rarely gets involved personally. Grigori usually looks for entertainment in massive battles and wars. However, like some gods Grigori has a female and male aspect. The female aspect prefers more personal forms of entertainment. Usually involving challenging and harming individuals rather than many people.
Magic Ability: EX - Grigori spent the first 200 years of his immortal life studying the arcane arts. He didn't require sleep or food which allowed him to focus completely on his studies. This also allowed him to focus even more on his magic in combat situations. While other mortal sorcerers can be distracted by tiredness or hunger Grigori cannot be. He is a master with the four basic elements, but he is more skilled with water and earth than fire and air. After consuming the Death God he also became incredibly skilled with entropic magics, however his skill in healing has degraded as a result. His ability to use light spells is decent while his control over the shadows is much more powerful however, anyone with natural talent can easily wrench control of the darkness away from him. He is also a master of enchantments and capable of using a magical version of telekinesis. He is also very skilled with barrier magic and exceptional with necromancy. The creation of golems is also possible for him. Whether they are flesh, stone, or dust. Softer materials are created by using a core to gather the substance around them. They are unable to be killed unless the core is damaged, but they are weaker then their solid cousins. While the solid golems are more powerful they can be defeated by destroying their limbs unlike their weaker cousins. In his world he was regarded as the greatest magic user to ever live. In almost every single aspect he reigned supreme. What others called "mastery" he scoffed at. He was known for calling down blizzards in an instant, creating winds that would strip flesh from bone, summoning blue fire, reanimating entire armies, and creating barriers that could withstand the worst of disasters.
Mana: EX - While his mana pool is only at A++ it functions as an EX rank. This is because he has learned how to utilize mana more efficiently over the years than any normal magic user.
Magic Resistance: B+- His cloak elevates his already existing magic resistance to an even higher amount.
Other Abilities:
Divinity: B+
Item Creation: B - At this level Grigori is capable of creating a "wand". It is little more than a rod with numerous sigils magically carved into it however these signs make all the difference. They allow the user to use the spell that the wand was designed to use. All the user needs to do is supply prana. For example, if Grigori were to fashion the rod with the sigil for a fireball spell the user could supply prana, aim, and fire. However the wand can only perform that single function, which means that you cannot simply add less prana to create a flame small enough to light a cigar if you had a fireball wand. These wands can be created out of any material, but the quality of the material also determines the amount of uses. If it is a strong material or a good conductor you can use it much more frequently than wands made of lesser materials. After a set amount of uses the wand disintegrates.
Memories Of An Elder God: A+ - After trapping the God of Death in the Promethean Cage he attacked it with dozens of light spells. He continued this until it’s essence was so thin it could barely be called sentient. Then he proceeded to consume what was left of the deity. Through this process he was granted his semi-divine nature. He was also granted the near infinite knowledge of the god. However, he cannot utilize this knowledge too often or the deity’s personality will override his own. Therefore he can only use it sparingly, but it is still an incredible amount of knowledge.
Psychic Abilities: C - Grigori is capable of looking through the memories of others and sharing his own, but he requires prolonged physical contact to do this.
Willpower: A - Grigori was capable of controlling millions of undead during his assault against the kingdom. He was also capable of keeping his soul from being overwritten by the Death God’s. At this level mental interference is nearly impossible to cause.
Origin: A dedicated mage who wanted to further his studies by discovering the process of resurrection. Unfortunately Grigori was a bit too obsessed with finding the answer. After 10 years of no progress he lost patience and searched for the quickest and easiest way to find his answer. He summoned the God of Death. After several long years of waiting he could finally have his answer. However, the deity was not pleased to be summoned by a puny mage with questions about the nature of reviving the dead. With a word he cursed Grigori. Rotting his soul in a process not unlike Matou Zouken’ s, except it was accelerated.He had aged years in seconds and had left his body as fragile as that of an old man. However Grigori was not a kind man and believed in vengeance. No matter how high the cost may grow he continued to search for a way to defeat the Death God. Over the course of several years he discovered that the Promethean Cage(legendary for imprisoning the god of fire Prometheus) was currently held by one of the high ranking demon lords of the lower planes. In exchange for 100,000,000 souls they would give him the cage. His response was to slaughter the most populated kingdom at the time. Fire rained down on their heads and ice froze them from the inside out. Necromancy was his most potent tool at this time. With a word the dead became his armies. Towns that he laid waste too soon became additional resources in his quest for vengeance. After several years the kingdom fell and Grigori was given the cage. He summoned the Death God within the cage and proceeded to blast it with holy magic. After several days nothing was left of the deity but his essence. The quintessence of divinity, and Grigori devoured it all. Only his immense willpower kept the Death God from overwriting his soul and completely destroying him. This act came with several benefits. First was the rejuvenation of Grigori’s body and soul, second was an even greater grasp over entropy and necromancy, and the inability to age. Grigori spent hundreds of years resourcing magic with his new found magic and power but he eventually grew bored. He abandoned his studies and began to seek entertainment in the world. Throughout the years he raised kingdoms, advanced science and magic, combated ancient beings, started revolutions, created wars, crushed man and beast beneath his feet, and created the vampires of his world. (They were only physically superior to humans and lacked any special abilities other than improved night vision. He deemed them failures and engineered their destruction through indirect means.)
Weakness: Close quarters combat, anti magic weaponry.
Likes: ambition, arrogance when it’s deserved, conflict, irony.
Dislikes: unearned arrogance., simple people, people content with their lot in life.
Title: Re: Cross Effects Character Page
Post by: MissingMandible on April 30, 2014, 01:30:22 AM
Name: Warmonger MkVI Artificial Construct/Seraphim Series Unit-324 "Fair Lady Elissa"
Race: Magic Construct
Age: 2 years
Height: 8'
Weight: 1100 lbs
Eyes: Blue optical lenses
Hair: None
Appearance: Elissa takes the form of an eight-foot, humanoid robot that is moderately armored. Legs are digitigrade, using three splayed, broad toes on both feet to stand. Each arm ends with a hand with four fingers and a thumb, allowing her to interact with the environment. On each forearm, there are two "rods," which allows the conjuring of magecraft. The head is nothing but a rectangular box with three circular sensory cameras (One large one that is centered, two smaller ones on each side of it, towards the bottom).

Two thrusters reside on the back; one on the upper left, the other on the upper right. When activated, these thrusters emit a long contour of glowing white energy, giving an appearance of wings. Going down the center of her back is a series of three, upwards facing fins, the top the largest, the bottom the smallest. These fins make up the upper part of the generator, collecting the environment's mana.

Overall, the armor is fairly angular and unisexual, only curving around the chest, the legs, and the arms to maximize protection. The armor is painted in varying shades of grey, forming an urban camouflage pattern. There are various runes across the hull. These allow Elissa to become temporarily lighter, faster, or stronger is she pumps prana into them.

Alignment: Lawful Neutral

Stats:
Strength: C (Naturally), C+ (Stone Runes activated)
Agility: A
Speed: C (naturally), B (With thrusters or Fleet Runes activated), A (With both thrusters and Fleet Runes activated at the same time)
Endurance: C
Magecraft: A

Intelligence:
General: C
Combat: A

Psychic Abilities: None

Magic Abilities: Many spells and curses, but most often uses Arcane Lightning, Disruption, Balefire, Firestorm, Sunder Bolts , and Graviton.

Runes:
Stone Runes: Located on the inner side of each forearm. Increases the strength of her punches when activated.
Fleet Runes:Located on the upper portion of both legs. Decreases mass and increases movement speed when activated
Shadow Rune: Located on the torso, center of the chest. Makes Elissa nearly invisible when activated. Does not hide prana or heat emissions.
Gate Rune: Located directly to the left f the Shadow Rune. Allows Elissa to phase through walls. Phasing emits light and a loud hissing sound, however, making it ideal only for escape or ambushes, not stealth.

Other Abilities:
Living Metal: The alloy that Elissa is made out of is a magically created metal, capable of self-repair. It would take a significant amount of time to repair significant amount of damage, however.
Repair Protocol: Exponentially increases repair time. However, Elissa has to be shut down during this time, being both vulnerable and unaware of her surroundings.
Sensory Suite: Able to see thermal and night vision.

Weaknesses: Extreme cold or heat, as well as any significantly powerful attack. Also, the generator that the fins on her back are attached to is vulnerable; knocking that out forces her to retreat as fast as possible to enact Repair Protocol.

Origin: In Elissa's reality, magic was always a pervasive force; Technology, culture, and war has always been integrated with it. In the closing years of the twentieth century, the world became embroiled in the third, and possibly final, world war. Artificial mages, magically-enhanced munitions, and weaponized golems are the mainstay, while Graviton Warheads are being prepped for launch.

The Warmonger series of golems were first introduced in the First World War by the Allies. While using golems in battle was a centuries old practice, this period marked the first use of a standardized template built in factories and used across an entire theatre of war. All of the early Warmonger models required a mage to control them, transferring their minds to the magical construct at the cost of having their actual bodies becoming vulnerable to attack. The Mark III series saw the introduction of the "living" metal alloy known as Elumium, an alloy that the Axis failed to replicate in the Second World War. The Mark IV series saw the implantation of Homunculi brains inside the chassis of the Warmongers, getting rid of the need of having a mage close by, and finally allowing the golem itself to take part in long-lasting combat scenarios; this introduction, along with the discovery of the Graviton Magics, only increased the tensions of the Cold War.

In the yer of 1992, the Soviet Union declared war on the NATO nations. War quickly escalated to the point that by the year of 1995, every world power is involved and millions are dead. The stalemate in Europe and western North America ensures that the end is no where in sight. Average life expectancy of an enlisted soldier is measured in days, and the need for the new MkVI series of Warmongers is higher than ever.

As it stands now, the Warmonger MkVI series is divided up into several different variants: Warmonger, Seraphim, Manticore, and Pisces. All four of these have a prana generator. These generators are attached to "fins" that collect mana from the local environment. While this provides indefinite power, each Warmonger must be careful of how much prana they expend performing feats and spells, for output can still be greater than input. In case of generator damage, all Warmongers store away a small amount of prana in order to escape combat and initiate Repair Protocol (If the generator is damaged, Repair Protocol prioritizes the reconstruction of the Mana Fins or Prana Generator). All variants also require two years to manufacture: One to fully develope vat-grown Homunculi, another to indoctrinate him/her, build the chassis, and implace the brain inside the golem. It should be noted that no two Homunculi turn out the same, and there is no way to actually know the gender until sexual organs can be seen on their fetuses. Homunculi are adults by their second birthday, from which they are ready to transfer their brains to the Golem's chassis.

In 1996, Elissa was vat-grown in Fort Detrick, Maryland. After a year of growing and another for indoctrination, she had her brain and conscience transferred to a Sraphim model, a variant that specializes in flight, rapid speed, high mobility, and heavy firepower. In 1999, five months in her first deployment fighting Russo-Sino forces in the former state of Washington, she received catastrophic damage and was forced to initiate Repair Protocol. When she woke up, she finds herself in a different reality...

Personality: Though Elissa acknowledges that she is female, she does not really dwell upon it. She was always treated as a weapon by her creators, only taking on a personality after an extended period of time with the veteran members of her squadron, her handler, and interacting with soldiers during the counter offensive in the former state of Washington. It wasn't even until recently that she even acknowledged a name beyond Unit-324. She is still learning emotions, but this is a huge improvement of her machine-like attitude from before. Still seems cold, however.

She was taught extensively that she exists for orders. Thus, being trapped in another reality, she is confused and has little initiative. However, combat is her expertise; being capable of duking out massive amount of damage and beat a hasty retreat when necessary.

Likes: Discipline, almost any sort of visual and audio stimiluation

Dislikes: Laziness, Commanders who throw away lives needlessly

Spell Information:
Arcane Lightning:
Prana Cost: Moderate 
Info: Arcane Lightning is a powerful mid-ranged (700 Meters) spell, capable of blowing up reinforced Main Battle Tanks, damaging Super Heavy Tanks, and knocking jets out of the air.

Disruption:
Prana Cost: Low
Info: Disruption is a sound-based, close-ranged (30 meters) spell that disorientates the target for around a half an hour. Can be beefed up to completely incapacity a target for an extended amount of time

Balefire:
Prana Cost: Moderate
Info: Balefire is a close ranged (40m) firestorm attack emitted like a flamethrower. Temperatures reach an excess of a hellish two-thousand degree Celsius (3632 degrees Fahrenheit).

Firestorm
Prana Cost: Low
Info: Firestorm is a medium-ranged (300m) attack that consistes of shooting a fist-sized, high temperature fireball. With the Seraphim model having two firing rods on each forearm, the golem can rapidly fire these in two different directions or combo it with antother attack.

Sunder Bolts:
Prana Cost: Moderate
Info: Sunder Bolts is a medium ranged (300m) attack that consists of firing fist-sizedgrey orbs that, upon contact, tears the victim apart from the molecular level by destroying electron bonds in molecules. They can only affect the same amount of area as the orb is, but this tends to be destructive enough for most targets. Like the Firestorm, it can become rapid fire.

Graviton:
Prana Cost: Massive
Info: Graviton is a short ranged (100m) attack that causes its victims to become super dense and collapse onto themselves (Like a hand crushing a soda can). Requires so much prana that it nearly exceeds the mana input from the generator; if fired, Elissa will have a significant reduction in movement and casting ability, for prana is the life-blood of any Warmonger.

Non-Character Information that might affect the story-line:
Graviton Magics were only discovered during the Second World War, but have since then been put into a variety of weaponry, even becoming WMD's (When combined with missile warheads) capable of crushing entire cities.
Title: Re: Cross Effects Character Page
Post by: Gray on April 30, 2014, 05:27:27 AM
Name: Avdol “Avvy”  Shabara
Race: American of Egyptian descent
Age: 25
Height: 191 cm
Weight: 99 kg
Eyes: Brown
Hair: Black

Appearance: Tall and muscular though he has thinner frame than your average JoJo. Darker skin and tends to dress in simple clothes.

Alignment: Lawful Neutral
Charisma: D
Strength: B
Agility: C
Speed: B
Magic Resistance: D

Magic Ability: Avvy’s Hamon enables him to release prana in matter akin to Prana Burst. He can use 'Reinforcement' to an extent, but its not proper magecraft, but rather natural
byproduct of his breathing.

His primary ability though is his Stand "One With You", which manifests as black wires that he can release from his body. Still not truly manifested, mastering it given time he may have it gain a humanoid form . His stand acts like the ultimate bound stand, anything he attatches the wires to become possesed by Avvy and acts like an extension of his stand and body (think of how Wheel of fortune, Strength and Anubis work). He can use it to control bodies (but not the magics inside the bodies) like a marrionette master. Can bind it to tools to gain increased precision and control with them (for example a sword will feel like a natural extension of his arm). May create basic shapes with it but this takes time and it is easier to carry stuff of the shape and possess it instead.

Can extend his senses through his bound objects and is able to see or hear through his objects.

Moderate levels of strength and durability that are extended to all he possesses with his stand.

Other Abilities: Avvy learned some basic martial arts while traning to learn the ripple.


Origin: Natural Born Stand user was travelling around the world to discover more about his powers. He discovered the ripple and learned to use the Hamon ability to better understand himself and sate his curiosity. Not very skilled at the moments as a Vampire!AU! Funny Valentine threw him into another dimension while trying to rid his of any Hamon users.

Weakness: Disrupting Avvy's breathing hampers both his Hamon ability and the Stand. In water he can only use it as long as he can hold his breath (up to human's highest possible capacity).
General inexperience and slowness.

Likes: Research, travel, new things

Dislikes: The undsiciplined, being lost, boredom

Sorry Kat. I used your guy as a template


Title: Re: Cross Effects Character Page
Post by: Gray on April 30, 2014, 05:34:22 AM
Name: Grim (was referred to like Grimmoire by a previous host and since it was the first reference to its name beyond it's species it adopted the name) or the name of current host.
Race: Symbiote
Age: 2 months
Height: variable
Weight: Variable
Eyes: Variable
Hair: none (may imitate hair through shapeshifting)
Appearance: Large black goo. Tends to project a toothed mouth and white eyes. When using magic has glowing lines flow through in intricate patterns of various colours around body. May bury these lines consciously if it wishes to remain
Charisma: A. Once bonded to a host it is able to completely overwhelm those with a will of rank B and take them over or subtly influence those of Rank B will or higher. Ranks down the Charisma of those it has bonded with though and has a charisma rank of E when not dealing with hosts.
Strength: Host level plus one rank. Without host they are at C.
Agility: Base reflexes are at C. When bonded to host they become host level plus one.
Speed: Variable based upon host. Gives any host a full rank up. Has C ranked speed but combined with shape shifting and camouflage may escape most conflicts without host.
Magic Resistance: D (has gained some due to large amounts of circuits but still very magically susceptible)
Magic Ability: C

Has acquired the power to conceptually bind things and some low levels of Water magic from the Matou crest.
May do some magical reinforcement and some basic fire spells but beyond that only has absorbed spelless circuits so far to bosst it’s Mana capacity.
Adds these powers to host and boosts their mana rank equal to the current rank of symbiotes mana subtract 1 rank.
Other Abilities:
Power Mimicry/Absorption: The symbiote can steal the powers and abilities of its hosts. It can recall abilities from previous hosts and permanently add them to it’s repertoire. When it comes to magical beings it tends to eat part of their magical cores or circuits, or learns their art by acting like a magic crest for them to channel their arts through and absorbing portions of the host mana
Shapeshifting:
The Symbiote can mimic clothing, and completely change its appearance and stature. Camouflaging with its surroundings, and even mimicking other people are also within it’s capabilities.  It can also morph sections of his body, such as his hands or feet, into spikes, blades, axes or a shield.
Stretching and deforming: Although it's wide known that the Symbiote can stretch and deform itself even when bonded to a host. The Symbiote can expand to any size as long as they have something to grow on such as a host or an object. Symbiotes can get inside of small areas such as electric wires and the insides of cars and completely disable them.
Webbing generation
Wall crawling
Low level psychic bonds with previous hosts
Stat increase to all bonded hosts.
Accelerated healing granted to host

Origin: This strange alien life form crashed into the Nasuverse after the end of HF route.
He found the remains of Zouken Matou’s body in the Eninzbern forest and desperate for some organic matter consumed it. With his he also merged with the Matou magic crest and gained taste of the magics of that world. Afterwards the Symbiote travelled from mage to mage absorbing and eating circuits until he could gained moderate magic ability. This was when the dimensional anomaly pulled him in. First he entered the Marvel universe and temporarily bonded to the spider man clone named Caine. He gained basic spider powers and due to the clone’s instability caused it to go on a magical rampage. Fortunately after Peter parker struggled to remove the symbiote the dimensional anomaly returned and sent him to the Nexus city. After seeing its alternate self in the Marvel universe it now wants to pursue the level of bond that its counterpart found. It now wanders from host to host looking for it’s one true love (host) but still continues draining unworthy ones to gain powers.
Weakness: Fire and Vibration can cause the symbiote great amounts of pain.
Likes: Good hosts, large supplies of magic, passionate emotion
Dislikes: Bad hosts, loneliness, traitors
Title: Re: Cross Effects Character Page
Post by: Brahmastra on April 30, 2014, 07:30:28 PM
La Folia Rihavein
Race: Human (Though she can temporarily become a Holy Spirit)
Age: 17
Height: 162cm
Weight: 52kg
Eyes: Turquoise
Hair: Silver-white
Charisma (if that’s what the kids call it these days, heh): A+++
Strength: C
Speed: C
Agility: B
Endurance: D
Magical Ability: A
Magic Resistance: D
Three Sizes: 85/55/88
Weakness: Carries a low amount of Curse Bullets at a time, anti-Holy Spirit armaments.
Likes: Heroic men (and pretty girls), experiencing foreign culture, The Fourth Primogenitor.
Dislikes: People who harm her friends and kin, royal duties.
Alignment: Neutral Good
(http://i.imgur.com/nfUDCVp.png?2)
Other Abilities:

Superhuman Physique: Use of Mana to achieve posthuman strength and agility. Due to La Folia’s massive Mana reserves, this is almost permanently active during combat.

Blood of Aldeigia: Powerful latent magical abilities inherited by being part of the old Aldeigian royal bloodline.

Artificial Holy Sword: Völundr System: An Aldeigian magic system that allows the manifestation of swords made of spiritual energy. While these usually require airship-mounted Spirit Generators to be activated, La Folia can, using her royal blood, temporarily transform into a “Daughter of the Gods”, a high-class Holy Spirit that can generate a dozens-of-meters long Artificial Holy Sword by herself.

Royal Privileges: As a princess of a powerful kingdom, La Folia has, amongst other things; Diplomatic immunity, near-infinite wealth and, under circumstances that don’t include taking unannounced vacations, a platoon of Knights as bodyguards.

Seduction: Through the use of her incredible natural beauty and assets (and the knowledge of how to best flaunt them), La Folia can get men and women alike to dance on her fingertips. (Basically, she’s a sloot)



Equipment:

Curse Gun:
An ornate pistol with a mounted bayonet that fires bullets capable of destroying buildings and tearing humans in half. It is a semi-automatic 6-chambered handcannon shaped like a musket. The Bayonet is a blessed blade from which La Folia can manifest the Völundr System.

Origin: La Folia Rihavein is the eldest princess of the Kingdom of Aldeigia, daughter to King Lucas Rihavein. She's an adventurous young girl with a fancy for the Fourth Primogenitor and a... slight over-eagerness when it comes to "heir production", not entirely limited to him. She's a big fan of japanese culture, but any new cultural experience will generally leave her awestruck.
Title: Re: Cross Effects Character Page
Post by: Brahmastra on May 01, 2014, 08:14:21 PM
MANTICORE
Race: Manticore
Age: Back in olden ancient Greece lived a most ferocious beast.
Height: Standing over ten feet tall, no man escaped it’s wrath.
Weight: 300kg (he’ll kick your feet with his gigantic ass)
Eyes: Manticore
Hair: Manticore
Charisma: Makes out with your dad and has threesomes with your girlfriend and your soul.(∞)
Strength: Can turn eggs to scrambled eggs by putting them in his pants. (A)
Speed: No man escaped it’s wrath *GROOOOOOOOOAR*. (B)
Agility: Can do flawless cartwheels. (C)
Endurance: He ate a whole guy with his face and didn’t even chew, turns out that guy was you. (C)
Magical Ability: People eaten by him turn into zombies. Don’t question it. (C)
Magic Resistance: The manticore invented death and all things that are bad, therefor he is resistant to them. (B)
Weakness: Nothing.
Likes: Killing your sister just for fun, making out with your dad, your sadness, everything bad, you getting kicked in the junk.
Dislikes: Nothing.
Alignment: Manticore
(http://i.imgur.com/K8GXL31.png?1)
Other Abilities:

Manticore:
The Manticore does whatever the fuck he wants, because he’s the Manticore.

Origin:

https://www.youtube.com/watch?v=rU8Wc6a1r7o (https://www.youtube.com/watch?v=rU8Wc6a1r7o)

Way back in olden ancient Greece
Lived a most ferocious beast
With eyes of flame and teeth of steel
On human flesh it feast

Standing over 10 feet tall
No man escaped its roar (ROAR!)
Behold, my friends and foes alike
The dreadful Manticore!

Manticore! Manticore! Manticore! Manticore!

The Manticore feels happiness
Whenever you feel sad
Because you got kicked in the junk
The Manticore is glad

The Manticore invented death
And all things that are bad
He'll kill your sister just for fun
And make out with your dad

Manticore! Manticore! Manticore! Manticore!

He'll enroll you in the school of pain
And then teach the class
He'll kick your ass in with his feet
And then he'll kick your feet with his gigantic ass
Don't give him sass

He ate a whole guy with his face and didn't even chew
Turns out that guy was you
And yet you're there
There can only be one explanation
And that's that you're a zombie
Now I'm scared

It's not like there wasn't enough on my mind
With the Manticore

Manticore, where are you now?
Are you gone forever?
Oh no, wait -- there you are.

He'll steal your girlfriend in the night
And then he'll steal your soul
He'll have a threesome with them both
That's just how he rolls

You may want to cry out loud
"Manticore, you are wrong!"
Too bad he already killed your ass
In the first verse of this song.

Manticore! Manticore! Manticore! Manticore!
Manticore! Manticore! Manticore! Manticore!
Title: Re: Cross Effects Character Page
Post by: Kat on May 01, 2014, 09:32:43 PM
Name: Ellen Thorne

Race: White

Age: 24

Height: 171 cm

Weight: 62,5 kg

Eyes: Blue

Hair: Light brown

Appearance: A young woman in her early twenties, with long light brown hair and blue eyes, wearing whatever is fashionable and keeping up with recent trends within a reason. Currently wearing short denim shorts with black tights combined with a black T-shirt and a denim jacket.

Alignment: Neutral Good

Charisma: She is a fairly likeable person, but her charisma is still normal for a human being.

Strength/Agility/Speed: Ellen possesses ordinary physical capabilities of a woman in her age. She's not too pathetic, but she is not a strong person.

Magic Resistance: Negligible. She has some magical talent in her, but she cannot really resist magic since her talent is untapped and she is not aware of.

Magic Ability: If she were to learn magic, she could have been a practicioner with an above average talent, but she is not even aware of the supernatural, so the talent remains untapped.

Other Abilities: Average in physical department nor conscious of her potential in the field of magic, Ellen is however exceptional at computer science and technology, and fairly well educated in general. She learned to drive, and has some knock for repairing basic equipment (she can repair more complicated stuff if it is electronic in nature). She has no skill at combat.

Origin: Ellen is pretty good computer expert who just graduated college, and has started her own modest computer shop where she repairs faulty hardware and helps with other computer related issues. As a side job she is willing to work as a computer security consultant. She has only some experience as a hacker, but her services are cheaper and affordable by smaller companies. Ellen is skeptical of supernatural and in active denial of its existence.

Weakness: She is not good in physical combat nor she has really courage to confront anyone in lethal combat. She values her own life and prefer to stay away from any dangerous mess if she can.

Likes: Computer technology, computer games, learning new stuff.

Dislikes: Dangerous situations
Title: Re: Cross Effects Character Page
Post by: Elf on May 03, 2014, 04:53:07 AM
Name:Ashylnn "Ash" O'Rourke or "The Iron Maiden"
Race: Vampire
Age: Around 600, give or take a few years.
Height: 5'4
Weight: About 130
Eyes: Gray
Hair: Dark Auburn
Appearance: Ash is well, she's a hottie.  Gorgeous, the type of woman that draws most attention in a room.  Petite, voluptuous but with some muscle tone (no where near Forest or even Wynn's), Ash has a body that looks like it's made for sex.

She has long, curly dark auburn hair, a classically beautiful face and gray eyes.  Her style focuses on both sides of her personality; biker leathers and jeans and eye catching seduction.  She also tends to wear a lot of blue. 
Alignment: Neutral
Charisma: A
Strength: B (EX in Berserker Rage)
Agility: B (A- in Berserker Rage)
Speed: C (B+ in Berserker Rage)
Magic Resistance: E
Magic Ability: E
Other Abilities: Telepathy - C.  She can read minds and communicate with people within a one block radius.  She isn't as broken as Tom or Fore in that department.
Berserker Rage- Ash has a Berserker mode.  She loses control of herself and literally goes berserk for a time.  She has only gone Berserk a handful of times in her existence, but her physical abilities increase while her mental abilities decrease until she's snapped out of it.
Due to being Forest's student, she's more than able to take care of herself in a fight.  Her preferred weapons are sawed off shot guns or maces.
Also Orgasmic Bite and a toned down version of Lure.
Origin: Ash was the bastard daughter of an English nobleman and an Irish Prostitute.  She grew up in a brothel, servicing men to earn her keep.  Luckily, she was fair of face and clever enough to rise above the brothel to become a courtesan who's main trade was nobility.  She met a vampire and he was smitten with her beauty and charm, so he turned her.

Just there was something in Ash's bloodline that neither one of them knew or could have even dreamed of.  Something that made her go berserk soon after she was turned.  She went on a small rampage until her sire eventually managed to stop her.  He locked her up, starving her to weaken her to keep her from doing the same again. 

Luckily, she was found by Law Unto Herself and became Forest's first student.

While she doesn't have Forest's moral leanings, she respects Forest for them.  Ash has no qualms killing to feed and tends to specifically go after murders, rapists, child molesters etc.  In fact, she delights in killing them in various humiliating fashions.
Weakness: Being bound in silver, sunlight, fire, beheading, and wooden stakes to the heart
Likes: Forest, Gabriel, bookish men, a good motorcycle, Earl Grey tea, finery, acting like both a proper lady and a street thug, a man who knows what a clitoris is.
Dislikes: Wynn, being called a whore, and being asked, "How much?"