Dark Side of the Moon

Cross Effects => Cross Effects => Cross Effects 3.0-It was good while it lasted => Topic started by: Elf on November 08, 2014, 07:26:45 PM

Title: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Elf on November 08, 2014, 07:26:45 PM
GM NOTE: This is Forest's Old Sheet. For her new one, check the character sheet thread.


Name: Forest, Law Unto Herself

Race: Vampire

Age: Around 1,350. Physically 19.

Height: 5’10

Weight: 127

Appearance:
(http://i11.photobucket.com/albums/a198/UmbraElf/23957a83-6da9-45dc-9e69-a389d83fa6c8_zps3106db8b.jpg)
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 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.(For those wanting to know, she does have Dem Legs and Dat Ass.) She's one of those sporty pretty girls that has no idea how gorgeous she actually is and dresses more for practicality and to be recognized than to look good.

Physical Attributes

Strength: Incredible

Agility: Incredible

Constitution: Incredible

Other Abilities: Forest is highly skilled in Martial Arts, a master of a variety of styles and schools.  Her current favorite is Jeet-Kun-Do which she learned from Bruce Lee himself. 
She’s also a master linguist too, speaking fluently over 20 languages.  She has some trouble with Spanish.

Combat Medic- Due to all the conflict that Forest has been involved in over the centuries she is a highly efficient combat medic and can even perform some meatball surgery.  She’s also been a midwife as well.

Telepathy: Not only can she read minds, she can communicate over great distances this way and also hypnotize and control most people with ease. 

She can read minds.  Erase/manipulate memories.  Hypnosis.  She can also cause hallucinations.   Communicate mentally.

Also under causing hallucinations she can make people think they see-heard-smell-touched- something that wasn't there or make them think something wasn't there that they did experience. 

Theoretically she can even make people do things they don't want to do, but that's generally a no-go.  She can also put someone to sleep this way as well.

You know, telepathy/mind control stuff.

Things like the hypnosis, mental manipulation she works best if she makes eye contact with the subject.  However, Mind Reading can be done from miles away if she concentrates. She can also communicate or "send" messages over great distances.  She can generate mental "bonds" with people, like she has with Gabriel, that allows her to converse with them over great distances.  She can also invite them into her "mindscape" (IE Inner World) and have it feel as "real" as if was happening in reality.  However, this is a very rare occurrence.

She can influence several targets at once, but the more she attempts to influence, the less effective it will be.  On the flip side, she can also shield someone from mental attacks as well, and is highly resistant to the point of almost immunity to mental influence as well.

Regeneration: Superhuman – unless it is a fatal wound such as a stake through the heart, beheading, or immolation through fire or sunlight, Forest will survive it.  She can even regenerate limbs and take gunshot wounds to the head.  She just needs blood to recover it.

Orgasmic Bite: When Forest feeds she causes orgasms.  Generally not intentionally.

Heightened Senses:  All of Forest’s senses, due to her vampirism, are heightened: touch, taste, smell, sight, hearing, and mental.

My soul is solely mine. An interesting quirk of vampires from Forest’s home world is that their souls cannot be taken from them nor can they willingly sell their soul either.  It is theirs until death and cannot be taken away willingly or by force.

Magical Ability: Low.  Forest can cast very small fire spells- like lighting a candle.
 
Equipment: 67’ Camaro.  44. Magnum. An axe older than her that was her father’s.  The Compound.  A lot of weapons, money, and cars.

Origin: 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 .  He threatened to go after Gormlaith and the rest of her clan if she did not come with him and submit.

He proceeded to pretty much rape the young warrior as he turned her into a vampire with the thought of making her his eternal toy.  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 corporations due to good investing and a shrewd 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.

One night she found herself, and luckily all of her assets, pulled into the Nexus.  With no contact with Gabriel, Wynn, or anyone else she was close to, she’s been growing more distant and into herself with each passing night.  She patrols the streets of Nexus helping the helpless, but she may be trying to seek her own end as well.

You can read more about Forest here (http://www.jukepop.com/home/read/533).

Weakness: Since stakes 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 stake to the heart, and beheading are the four ways to kill her. The only way to bind her is with magic or silver.
She’s also emotionally vulnerable as well, she keeps her past tight to her chest, and without her Poppet she’s finding it harder and harder to continue.

Unconscious Lure- As an Elder vampire with blood ties to Lilith, Forest emits a low-level Lure that she’s not aware of.  This makes her appear attractive to people who Forest wouldn't generally register on their radar.

Likes: Bruce Campbell.  Bad horror movies.  Sports cars. Gemstones.  Paranormal romance novels.  Anything written by Joss Whedon that’s not “Alien Resurection”.  Comics.  Cu Culihian (the myth).  The Morrigan.  Gabriel.  Large, manly men (redheads are a plus).  Heavy metal.   Lavender. The color violet. Leather dusters. Pop Culture. Steel toed boots. Oranges and most other fruit.  Warmth. A good fight. Burn Notice and Brisco County Jr..  Of course the “Evil Dead” movies get a ton of love because Bruce Campbell.

Dislikes: When people try to rape her.  Being cold.  When people are assholes for no reason. The fact that she’s an “eternal virgin”.  Evil wankers.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: SINIB on November 08, 2014, 07:35:52 PM
Name: (Caster)Faust
Race: Servant
Age: Physically early 20s, actual age is about 180 years old
Height: 6’
Weight: 147lb
Appearance:(http://upload.wikimedia.org/wikipedia/commons/b/b3/Page_004_(Faust,_1925).png)


Physical Attributes
Strength: Incredible
Agility: Incredible
Constitution: Incredible

Magical Power: Extremely High
Magecraft
Magecraft is knowledge about modern Thaumaturgy.
Capable of using High-Thaumaturgy, a skill thought to be completely outside the realm of modern-day Magi. Faust is particularly skilled in the art of summoning and binding, and with the contract with Mephistopheles, is capable of summoning a host of demons and fae with great ease, and skill unattainable with modern magecraft. One of the most powerful being he can summon is the Aufhocker, at a greatly reduced prana cost. Without the contract, he still is able to, but it costs quite a deal of prana. The Aufhocker is large horse-sized black demonic dog, and is extremely durable. It leaps upon it's victim's back and drains them of their blood. However, it is afraid of sunlight and crosses, and can be harmed by the more powerful holy scriptures and divine weapons.

Through his contract, Faust is able to directly summon Mephistopheles to do battle for him by saying the words "Stay, thou art so fair." Mephistopheles is extremely powerful, and is an extremely difficult opponent to beat. He has access to many various demons from the deepest pits of hell, in addition to his extremely powerful magic and high physical strength.

Strength: Fantastic

Agility: Fantastic

Constitution: Fantastic

Magical Ability: Extremely High

Elemental Control: In ages past, Mephistopheles often attempted to destroy the world by controlling the elementals and using them against the world itself. His abilities have degraded from absolute elemental control since

Illusions: Mephistopheles is a master of trickery, and has extensive knowledge in the art of crafting illusions. He can turn invisible, make people see things that are not there, see duplicates of the same object. He generally uses it in a more subtle manner, however. His preferred usage is to make people hear things that are not there and to make things more or less noticeable through the manipulation of color and lighting around them in order to try to lead them on a path of his own devising.

Curse Magic: Mephistopheles has nearly unparalleled mastery in the discipline of curses. Even the weakest of his curses can instantly kill a man if he puts enough power into it. For example, a curse that would normally reduce the virility of a man can, when used by Mephistopheles, cause his member to shrivel up and die. Likewise, a curse that’s purely destructive in nature has its power multiplied several times over. He can use nearly any curse known to man.

Transformation: Mephistopheles is well known for his ability to disguise himself as various creatures. He uses this ability to disguise himself from the untrained eye. Most mages would be able to tell something was off with the creature, and powerful ones sensitive to magic will notice immediately. He is capable of molding his flesh to artificially close wounds, however he rarely bothers doing so, preferring to allow his regenerative abilities to do their work. Additionally, his physical abilities will change to match the new form he has taken, and the form he takes is only limited by the extent of his twisted imagination. Some of his favored forms include a large dragon, a tall man, and a large mangy dog.

Summoning/Necromancy: Mephistopheles can call upon nearly any Christian demon to aid him in battle. He can summon even the greatest demons of hell, sans the devil himself. He can summon great heroes of the past to fight for him, as he did when Faust required him to defeat a large army and he summoned the three greatest men of King David of Israel, who defeated them as a matter of course, not questioning for a second the idea of serving a minion of the Devil.

Other Abilities:

Demonic Nature: Mephistopheles has access to many abilities as a result of being a powerful demon.

Hellfire: Mephistopheles has control of the dark fires of the underworld and can summon them at will. It is extremely difficult to put out and inflicts highly excruciating pain upon anyone unlucky enough to draw his ire. It is more akin to the scorching breath of a dragon than magecraft, and it is at its strongest when he takes the form of a dragon.

Demonic Knowledge: Mephistopheles has a vast vault of knowledge he can freely draw upon. He has a solid grasp of economics, the locations of various witches and wizards and the places they frequent at most times, the art of war, among many other topics.

Vaults of Hell: The underworld has been long associated with wealth and jewels. The Christian traditions are no exception, and Mephistopheles can freely draw as many valuables from the bottomless vault at any time.

High-Speed Regeneration: Mephistopheles possesses an extremely high level of regenerative capabilities. He can and will regenerate from extremely grievous wounds given a short period of time; it is possible for him to regenerate from even obviously fatal attacks such as decapitation although that requires a large expenditure of energy. Regeneration of a severed head would cost much more than a destroyed heart or a deep gash. In order to truly threaten him, one must attack him at a conceptual level, which requires significantly more energy to recover from, and the most deadly of attacks cannot be regenerated at all. Additionally, Holy weaponry blessed by the sacraments of the church hamper his regeneration and more powerful ones can negate it entirely, requiring the wound to heal at a natural pace.
Upon completion of the battle, the devil takes Faust to the deepest pit of hell, and Faust's body is immediately consumed by hellfire.

Teufel Vertrag: Contract with Mephistopheles
In life, Faust did not have the powers to directly control the creatures of hell, but was granted the power to do so from Mephistopheles. This Noble Phantasm symbolizes this, granting Faust the ability to utilize his spells and other phantasms at a cheap prana cost, and drastically increases the strength, destructive power, and casting speed of any spells he uses.
As a result of Faust's contract with the devil, the devil will not allow him to die until the terms of his contract are fulfilled. Faust is completely immune to evil curses, only the most exceptional humans will be able to damage him. However, Faust is weak against divine sacraments, and takes extra damage from them.

Die Swartzkonig: Wild Army of the Prince of Hell - Faust's contracts with the demonic extend to the borders of the fae. Calling on his vast array of deals with the denizens of hell, he is capable of letting loose a legion of powerful demons. Only able to control them to an extent, he can direct them towards a specific target, but after destroying his foe, the vast tide will rampage and pillage until they either run out of targets or grow bored. Faust does not like causing wanton destruction, and as a result is extremely wary of utilizing this Noble Phantasm to its full extent.


Other Abilities:
Faust is a master of many different professions, philosophy, medicine, science, theology, to name a few. In addition, he has the ability to procure near unlimited amounts of wealth as a result of his deal with the devil.

Equipment:
Nothing special right now.
Origin:
Heinrich Faust, a highly respected scholar, felt that none of his many achievements had provided him with a sense of satisfaction or fulfillment. He craved the knowledge of absolute truth and the true meaning of existence. He turned to magic in the hope of finding a solution, and became a powerful mage in his own right.

However, he was unable to find this solution through magic alone, and finally made a deal with the devil. He agreed to sell his soul to eternal damnation if the devil can give him one experience which is so rewarding that his sense of alienation with the world disappears and he calls upon that moment to stay forever. He spent a great deal of time and went on many adventures with the devil, but in the end, the devil was unable to provide him with this sense of fulfilment, and died bitter and disillusioned, wishing for more.

He was summoned into a Holy Grail War under the Caster class, but ended up killing his master due to extreme incompatibility. He now resides within the Nexus contracted with Sakura Matou. He spends his time working with Sakura on magecraft and his continuing search for the eternal truths he craves.

Weakness: Holy artefacts of the church, divine sacraments, and attacks backed by the abrahamic god all bypass his damage resistance. If one can bypass his damage resistance through brute force, he is extremely vulnerable in close combat.

Likes: True knowledge, Effort, striving to reach the truth
Dislikes: Ignorance, apathy
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: YOLF on November 08, 2014, 08:20:37 PM
Name: Butler

Race: Abhuman

Age: Unknown

Height: 190 centimeters

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

Appearance:
(http://i.imgur.com/NSyyc5b.png)

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

Attributes

Strength: Fantastic

Agility: Fantastic

Constitution: Incredible

Magic Ability: None

Other Abilities:

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

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

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

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

Mental Resistance: Butler has been trained in mental resistance.

Gear

Serpent Cane: A black cane tipped by a serpent head of silvery metal, completed with the aid of magic. It has no special properties other than being extremely resilient - no force easily found in the modern world can bend or crack it. Even against supernatural powers or magic its structure proves indeed very difficult to alter.

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

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

Likes: Serving others, tidiness, entertaining masters, showing off his skills, dedicated people
Dislikes: Unprofessionalism, boorish people who fail despite ample chances to tip the scales in their favor
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Mooncake on November 08, 2014, 08:38:28 PM
Name: “Lucas Klein”

Race: Unknown, though it resembles a human body.

Age: Physically in the range of 23-25. Actually [REDACTED] years old (a fossil)

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). 


Attributes

Strength: Superhuman~Legendary (It fluctuates. Possesses monstrous strength when angered)

Agility: Superhuman

Constitution: Legendary/Exceptional (Conditional immortality/Physical level of defense)


Abilities

Magic Resistance: Supernatural (Any spells three-count or lower will slide off of Lucas. Also, illusion-based magic doesn't work on him very well. Plant-based spells, and to some extent, earth-based spells, have a very hard time affecting him.)

Magic Ability: Extremely High ~ Mundane (Possesses incredibly large reserves to the point of being a beacon of magical energy, but is incapable of casting spells.)

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 full 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 taxing in the City, 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, due to his normally gigantic magical signature dispersing throughout the are, concealing his presence amidst the trees.

Lucas is also capable of channeling energy from the Earth through his body, increasing his abilities to around 5 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. He can utilize some plants as his eyes and ears, in a fashion that no one but him can seem to understand.

Lucas’s fighting style doesn’t have any real rhyme or reason, or at least it seems so at first glance. It is an incredibly brutal style of fighting that takes full advantage of Lucas's strength and reaction speed, crushing bones and ripping muscles. It keeps Lucas on the ground as much as possible, while inflicting terrifying punishment on his enemies.

Lucas has near-encyclopaedic knowledge of supernatural beings, due to the sheer amount of foes he has encountered. He is capable of utilizing the weaknesses of almost anyone he fights against them - this also means he would be a great resource to consult about various entities, if he actually bothered to give advice out freely.


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 –

[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 a long, long time – 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 almost no social skills, and prefers being a shut-in. 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. Severely weakened in the City due to the lack of greenery. In his overrun world, he would be capable of going toe-to-toe with any of the most powerful characters that exist in the Nexus. He stays mostly within the stacks of books that he accumulates within the plant-infested bookshop that he marks as his, appearing as a disembodied voice, or occasionally a flash of pale skin or golden eye. Very much embodies the idea of a "cranky old man". Amasses books at an alarming rate.]

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. He bears no Faerie weaknesses, though he dislikes most kinds of metal due to their relation to humanity.

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

Dislikes: Metal, Pollution, Cities, Humans (More Or Less), Almost All Supernatural Beings, People In General, Destruction Of Forests, Cars


(http://i.imgur.com/niN4rTh.jpg)
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Mooncake on November 08, 2014, 10:07:29 PM
(http://i.imgur.com/xqpDQDj.jpg)

Name: Vlad Drăculea (Vlad Țepeș, Vlad the III)

Race: Incarnated Heroic Spirit

Age: 45 years

Height: 191cm (6'3")

Weight: 86kg (189 lbs)

Eyes: Gold

Hair: White with pale blue locks

Background: The greatest leader and warlord Romania has ever known, and the only man to push back the tide of the Ottoman Empire. Vlad Drăculea was the inspiration for Bram Stoker's classic novel, Dracula, and could be considered the inspiration for the modern vampire (though he hates the idea of his name being equated with that of a bloodthirsty monster). Summoned in the prime of his life, incarnated from his form as a Heroic Spirit, he rests in the territory of the Vampires, in a castle that become abandoned very shortly after he arrived. As the head of the Ordo Dracul, he also seems to be interested in building a new realm of the Order within the City - his new Butler being the first who would serve under his flag.

(For a more in-depth historical backstory, here (http://en.wikipedia.org/wiki/Vlad_the_Impaler) is a good place to start.)


Attributes

Strength: Superhuman (Legendary)

Agility: Superhuman, medium (Legendary!?)

Magic Ability: Medium~High (Extremely High!?)

Constitution: Supernatural, high (Legendary)


Other Abilities:

Magic Resistance: Supernatural (Cancel spells with a chant below four verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it's difficult for him to be affected.)

Authority of the Impaler Prince: Superhuman, medium
An ability that reflects itself as a presence that can be felt merely by being within Vlad’s gaze. Cultivated during his rule, it is the feeling that, before his icy stare, one would find themselves a hopelessly weak and powerless existence. Where he stands, one feels overwhelming pressure, and wherever he looks, there is ceaseless trembling.

Demonic Defender of the State: Legendary
Anti-Army
The ability to mark a region as one’s personal dominion by securing the surrounding leylines prior to an engagement. Within the marked area, Vlad receives a power boost equal to the skill Mad Enhancement rank A minus the loss of sanity. Use of Kazıklı Bei is only permitted within this area.

Kazıklı Bei: The Lord of Execution: Superhuman, high
Anti-Army
A Noble Phantasm deployable only within Vlad’s territory. Within a range of one kilometer, up to 20,000 stakes at a time can be manifested at will by Vlad, bursting from the ground to impale opponents or to be used as personal weaponry. Manifested pikes remain as a physical barrier that eliminates free ground, and evasion thus becomes less likely with passing of time. The sight of the pikes impose a curse-like psychological effect, destabilizing an opponent's mental condition with oppressive anxiety and fear.
 
The Legend of Dracula: The Succession of Blood: Legendary
Anti-Unit (Self Enhancement)
An ability Vlad gained through the distortion of his heroic legend, allowing him to alter his aspect to become the vampire modeled after him. In exchange for the sealing of his normal skills and Noble Phantasm, all attributes are boosted to the ones listed in parentheses, and he obtains the capacity to shape shift into a prana-draining mist and assorted animals. Being similar in nature to a Dead Apostle, he possesses the Curse of Restoration and the Mystic Eyes of Enchantment, as well as weaknesses towards daylight and holy symbols. As Vlad has a fervent hate for the vampiric myth surrounding him, he will never, ever resort to this willingly.

[As a side note (SPOILER for Apocrypha) this rendered him capable of going toe-to-toe with six Servants at once and holding his ground against them.]


Equipment:

Demonic Spear
A demonically-enhanced spear (http://i.imgur.com/XJ72vTE.png) that deals increased damage against those who do not follow the laws of the Impaler Prince. All damage is raised by 1 rank towards opponents whose alignment is not “Lawful”.

Weakness: In his Vampiric form he’s vulnerable to holy objects, and such like. Other than that, the normal human (though he is, of course, enhanced) weaknesses apply.

Likes: Loyalty, Competence

Dislikes: His legend as a Vampire, Traitors, The Ottomans, Vampires in general
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: YOLF on November 08, 2014, 10:17:13 PM
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:
(http://i.imgur.com/1PAlhsi.png)

Max is a handsome German man that appears to be around his early thirties. He usually wears a German army styled military looking uniform of dark colors, 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.


Attributes

Strength: Human

Agility: Exceptional/Incredible (see Celerity)

Constitution: Human

Magic Ability: None.

Other Abilities:

Supernatural Tolerance: Incredible (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)

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 smell 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 in proportion to the thickness of their blood. The thicker the blood, the stronger the Beast.
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 become 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 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 our 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.

Devotions: Though the careful honing of their supernatural abilities, Kindred can manifest new powers of the Blood as specific tricks and techniques. Drawing from the speed of Celerity and the paranormal awareness of Auspex, Max can quicken his sight with an expense of life force, and for a brief moment see everything at a slow crawl with the ability to react accordingly.

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 infiltration training, 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.

Gear:
Combat Knife
Heckler & Koch HK45 (.45 ACP) Pistol
    - Compatible Suppressor
    - 2 Magazine Reloads
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 I, 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 completely 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. Mac 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 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. 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: garbage
Post by: Kat on November 08, 2014, 11:16:59 PM
Name: Mordred Rhonwen
Race: Changeling
Age: 26
Height: 174 cm
Weight: 62 kg
Appearance: Her true looks, called Mien, are normally not detectable to other people (unless she is out of Glamour or they possess impressive ability to penetrate illusions), resemble a white haired redskinned girl with draconic features such as scale covered tail and reptilian crimson eyes, clad in a suit of armor.

What mortals and majority of supernaturals see as her appearance is called Mask. Her Mask looks like a blonde young adult in her early 20s, with green eyes and no traces of the armor or dragon like features.

(http://i.imgur.com/fK2kjuc.png)

Physical Attributes

Strength: Exceptional (up to Amazing depending on powers used)

Agility:Exceptional (up to Amazing depending on powers used)

Constitution: Exceptional (up to Amazing depending on powers used)

Magical Ability: None

Other Abilities:

To power her abilities she needs Glamour, emotional energy harvested from dreams and emotions of humans, as well as from goblin fruits growing in The Hedge.

SEEMING’s AND KITH BLESSINGS: Mordred is able to boost her Strength with Glamour up to Amazing rating, as well as deal serious damage when unarmed, however it might be energy consuming to do so.

SUPERNATURAL TOLERANCE - Medium (Mordred's connection with Wyrd offers her some resistance against all manner of supernatural powers)

KENNING - She can discern supernatural presence and sometimes even its nature when she is focused enough, but it takes more effort for her than for more grounded Changelings.

CHARMED LIFE – Mordred is blessed by a minor enchantment that protects her from harm to certain degree. If the attack is potentially fatal or supernatural in nature she has chance of lessening its effect.

ELEMENTAL BATTLE - After refining her control over elements she wields during her training, Mordred can apply the power of fire or sunlight to her weapons or fists in melee combat, increasing the damage she deals, and create ways to defend herself from incoming attacks using the element (including firearms), but not applying them to offense and defense at the same time.

CONTRACTS

Contracts are semi-magical spells that allow Mordred, for the price of Glamour, to manipulate a single aspect of reality when she wishes so. On top of that, contracts always have a loophole, known as a Catch, where the concept must grant you usage of the power for free if certain conditions are met.  She has learned following Contracts over the course of her life as a Changeling.

Contracts of Dream

Pathfinder

The first and most basic clause allows the changeling to divine the nature of the Hedge in a certain area. The changeling must have plucked a Thorn from the local Hedge and shed a single drop of blood while doing so within the last day.

Contracts of Hearth

Fickle Fate

The individual affected by Fickle Fate seems to perform poorly in whatever task he sets himself to. Only actions that the character consciously  undergoes the effort of doing can be affected. Ban: The character invoking Fickle Fate may not use it to affect the same subject more than once an hour. If she does, the Fickle Fate visits her instead of her intended victim.

 Favored Fate 
 
This  clause alters the flow of fortune when a subject attempts an action, but in positive manner This affects only Mordred's next actively attempted action which takes short amount of time to do.Ban: lf Favored Fate is used to augment the same specific type of action before the sun has risen or set since the last attempt it affected, the powers that be frown on the abuse of their attentions. Next action of hers automatically fails.

Beneficent Fate

By altering the attentions of fortune, the changeling guarantees success on her subject's next endeavor. The success is a minimal though and only affects actively attempted actions which take short amount of time do. Ban: A subject may benefit from the favors of Beneficent Fate only once per day.
 
 Fortuna's Cornucopia

This clause provides a curious, open-ended blend of luck and the competence of the individual favored by it. It only affects next actively attempted action, and the effects of one's effort may be even potentially doubled, though it cannot enhance a failed attempt. Ban: If Fortuna's Cornucopia is visited upon an individual more than once in a single day, the Contract fails to grace the subject in its standard manner. Instead, it causes a failure of dramatic proportions.

Contracts of Elements

Cloak of Fire

This clause protects Mordred from the natural manifestations of fire. The changeling becomes comes comfortable in weather associated with this element and she is protected against damage by its more extreme manifestations. However, the clause cannot protect against damage from objects created or modified with the intention of harming someone. Catch: The changeling bears some symbolic representation of the element in question

 Armor of the Fire's Fury

The character clothes herself in a frenzied and damaging manifestation of her chosen element, providing limited armor against all types of attacks and damaging anyone who touches her. This Contract sheathes the character in fire.  She character can control the extent of this manifestation, limiting it to her hands so she can attack others, start fires or  she can completely cover herself with the element. This element does not harm the character or anything she is wearing. Catch: The changeling touches the element when he invokes the clause.

EDIT: Post training she managed to learn how to use those Contracts with the element of sunlight, easier for her to manage than learning how to wield other element, given her previously established affinity with the sunlight.

Contracts of Fleeting Summer

The Flames of Summer

Mordred drives her anger into the realm of rage making it impossible to disturb and lending extra strength to her wrath. The character becomes implacable in her anger, incapable of being swayed by reason or calmed down. She attacks the targets of her wrath without hesitation or mercy and may not take rational or thoughtful actions. (The effect brings her Strength to Incredible and Constitution to Incredible on its own. She also ignores debilitating effects of her injuries)  Catch: The sun is within five minutes of its zenith, and the character has called out a formal challenge to an opponent.

Contracts of Eternal Summer

Daughter of The Hearth

Mordred is comfortable in all temperatures, and may even heat a chamber with his power. Catch: The character spits on a fading ember or spark.

Ulf's Heart

Mordred shines the light of high Summer on her surroundings. This is not true sunlight, so it does not harm creatures like vampires, but it might frighten them. Catch: It is within five minutes of midnight.

Noonday Crasp

Mordred borrows some of Summer's immense strength to increase her own (It lifts her Strength to Incredible). Catch: The character eats a chunk of naturally formed ice.

Solstice Revelation

Channeling the light of the sun at its most intense, Mordred reveals all that is hidden around her. Darkness and illusion can hide nothing from her gaze.  Catch: The changeling is using the power within five minutes of noon.

The Lord's Dread Gaze

Channeling the destructive power of the relentless Summer sun, Mordred sears her enemies with sunlight. It is a potent beam that deals additional damage to Vampires and other creatures vulnerable to sunlight. Catch: The character's target is wearing or touching elemental gold.

Contracts of Punishing Summer

Smoldergrip

Items left long in the sun collect deep and terrible heat: Mordred might use this on a foe in battle, hoping to force the adversary to drop that deadly revolver, or might instead use it to help stall pursuers reaching for that now-scorching doorknob. Catch: The character sports a real sunburn (not artificial).

Battle Bright

The bright light blinds. While using this ability, Mordred makes herself radiate with the white, searing light of the summer sun, a hot bright mote that burns in the eyes of all who see it. This ability can only be used once per day. Catch: The changeling holds a real, burning torch aloft.

Crown of Clashing Fire

With this clause, Mordred chooses a foe on the battlefield with a simple point of the finger. When the two are within 10 yards of one another, a ring of thorns rises up around the two of them and in the next turn those thorns catch fire.Leaving the circle deals serious damage to duelists and it disappears after the duel is finished, the opponent dead or knocked unsconscious Catch: The changeling has one or more scars from her last battle with this foe.

Baleful Stroke of Summer Sun

With a close strike of a deadly weapon, Mordred with this ability infects the target with a debilitating poison that simulates the effects of sunstroke and heat exhaustion. As the seconds pass after the strike, the victim begins to feel the effects take hold. Catch: The changeling strikes with a weapon featuring metal that the changeling himself forged. It must be a substantial part of the weapon: the pommel and quillons of a sword, the blade of a knife, the bludgeoning end of a mace.

THE MASK - A potent supernatural illusion that makes her look like a mortal. She can temporarily tear the Mask away to reveal her for what she really is, but with her nature no longer hidden she has an easier time working the magic of her Contracts. That also attracts attention from the Hedge.

Equipment:

She possesses a powerful Token called Dawnspear, which inactive is just old looking, but finely crafted weapon, but upon activation it doubles her speed (lifting Agility to Amazing Rating) and deals additional damage to True Fae. The drawback is that each activation may infringe on Mordred's sanity, making her more obsessive, vindictive and self righteous over time.

Origin: Abducted and brainwashed by a True Fae into a loyal knight, Mordred made her way back into the world and years later got lost in Hedge again, making her way into Nexus. She swore revenge against The Others who made her lose memory of whom she was and trained herself to utmost limits, becoming a champion of Summer Court’s ideal, a warrior woman who fell many foes with one stab of her cursed spear. Now she struggles to not go insane from all weird things happening around her and survive in a city where she is out of her league in spite of being a prodigy back in her world. After all a big fish of one pond might be not so big in larger body of water.

Weakness: Cold Iron penetrates all her supernatural defenses. Increased damage from anti-dragon abilities and weapons. Hand wrought iron causes deep and searing damage.

Likes: Doing what she considers justice, company of reasonable people.

Dislikes: Vampires, the others, mortal authorities when they protect those she considers enemies.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Knick on November 09, 2014, 01:33:58 AM
Name: Crest
Race: ‘Nothing’ (Biologically human but only biologically)
Age: 22
Height: 5'10
Weight: 200 lb
Eyes: One blue, one red
Hair: Black
Appearance: Generally wearing simple clothing, loose clothing with many pockets that is easy to move in. Carries a machete, bow, and quiver on his back. Always wears a really long scarf.
(http://i258.photobucket.com/albums/hh280/DarkKnightKira/Roleplay%20stuff/AnotherShadow.jpg) (http://s258.photobucket.com/user/DarkKnightKira/media/Roleplay%20stuff/AnotherShadow.jpg.html)
http://i258.photobucket.com/albums/hh280/DarkKnightKira/Roleplay%20stuff/AnotherShadow.jpg (http://i258.photobucket.com/albums/hh280/DarkKnightKira/Roleplay%20stuff/AnotherShadow.jpg)

Physical: Exceptional Scale for all physical stats
Magical Ability: None
Other Abilities:
Soulless: Lacks a soul and as such cannot be effected by spirit affecting magic or abilities.

Hunter: Skilled in hunting all manner of beasts, or even man. It comes from his time spend hiding in the wild. This includes knowledge of plants, anatomy, survival tactics, stealth, and so on.

Special Abilities:
Rejection: His natural power as a Nothing is the ability to reject the existence of things. This can be done in two ways, inward, which affects things of him, or outward, that affects others or the world.
   Inward Rejection: He specializes in the ability to reject things that are his own. Out of all the Nothings he is without a doubt the master of it. Only one Inward rejection can be active at a time.
      Rejection of Sound: The ability to reject one’s ability to produce sound. This is not limited to just sound caused by clothing, voice or biological functions, but as well as sound caused by any action he makes, such as stepping on leaves.
      Rejection of Smell: The ability to reject any smell coming from his form. This ability applies to all smells coming from his body, even things placed onto his form. 
      Rejection of Presence: The ability to reject his presence, making it so that people must rely on the 5 natural sensory organs to detect him. It also makes it harder to notice he is there.
      Rejection of Limits: The ability to reject the natural limits of the human body for a time. With this he can greatly increase his strength, speed and agility many times over, his body will suffer the side effects as rejecting the damage is not something he is capable of.  He can use this for quick bursts without lasting effects, but continual use can rip his muscles apart and crack his bones.
      Rejection of Existence: He rejects his own existence in the world. By doing so he becomes a non-entity. This prevents himself from being touched by anything; however he can still attack though Rejection of Matter. However this state has a drawback, as he uses it he forgets about his own existence over time, and should he be in it for too long he just vanishes. Should he forget his existence when using Rejection of Truth another result will be achieved.

   Outward Rejection: The ability to reject other things. His ability with this is abysmal, however with the right stimuli it could grow to be quite the threat.
      Rejection of Matter: His one true offensive attack, allows him to project some black… thing that consumes what it touches. A powerful enough existence will only register it as making his blade shaper or his punches more powerful rather than any esoteric attack. However, any damage done by it cannot be reversed, such as by a Curse of Restoration or effects that rewind a person’s time, as the Rejection makes it so nothing was ever there in the first place. Healing however is possible, but is slowed tremendously due to the source of healing, such as either the body, a magical artifact, or magical spell, have difficulty recognizing that there was damage done, and as such struggle to fix it.
      Rejection of Truth: An outward rejection Crest has gained the ability to use due to a recent traumatic experience. It is a condensed Rejection that appears as ribbons that hover around him, he can manifest only a few of these at a time, and are unable to coat objects as Rejection of Matter is, however it can be wrapped around Crest's body. It is a rejection of the Metaphysical plane, so it effects spiritual and physical entities. The 'Ribbons' it manifests as move in bizarre and indescribable ways, it seems at moments the flow like water or cloth in the wind, but at others they jerk and jolt around erratically, however when attacking something they are still predictable as their movements seem to imply specific directions. It is most effective against the 'Truth' of the 'Rite of Creation', but as all thing contain some form of 'truth' which defines its nature or what it is, it is usable against all things that exist. Just as Rejection of Matter, all forms of healing, inducing magical from various spurces, are stunted or completely negated, as the thing that was rejected 'never was'. In addition, any effects that would 'reverse' the damage fail completely, such as time reversal based healing.

   Rejection – With Myself Forgotten I Transcend Truth: A combination usage of Rejection of Existence and Rejection of Truth. It occurs when he forgets his existence and self. Doing so fundamentally changes him. Should such a thing occur this sheet will change, but trust me, it is bad. If he knew about it he would avoid it no matter the cost, it is a fate worse then death or vanishing.

Equipment:
Bow and Arrows: A normal but well-made wooden hunting bow with a quiver of around 17 arrows. Sadly he has lost some in his engagement with the ‘Divine One, Equal to Heaven’. If enhanced by Rejection of Matter they can pierce stone.

Machete: A normal Machete, necessary for surviving in the dense jungles and forests he lived.

Grappling Hook: A simple iron hook with a long rope attached. Can be used to scale buildings and walls.

Various Survival Equipment: Equipment such as a knife, fire-starter, canteen, and rope. He has a small satchel that he keeps the rope and larger supplies in, as well as numerous pouches on his pants. 

Origin: Born on a night where all the lights vanished from the sky. It was an ominous sign without a doubt. But yet he was raised, as a normal boy, in a normal village, with a normal family.

That is until the day the ‘Divine One, Equal to Heaven’ visited his home for who knows what reason. At that moment, the moment he laid his eyes on that man he knew. That man was his opposite in every way, and that man could kill him without out a care in the world.

And so he ran, and he became a vagrant, wondering the world, keeping way from large cities for all but the shortest of times. During this time he learned of his abilities and trained them. But even still he does not know what they truly are.

Over the years many men came to hunt him, hoping to gain favor of the Saint. However Crest was resourceful, and would always escape. Either by running, disabling them, or in the rarest of cases killing them.

Then one day, that man found him, and he tried to run again. However during the chase, he was pulled though a rift to the Nexus.

And that is where he now tells his story.

Weakness: ‘Rite of Creation’, normal human weaknesses, large amounts of condensed magical energy can act as a 'buffer' against rejection but it is not true defense but more of a mitigating factor and a direct hit is still likely to reject whatever it strikes.
Likes: Hunting, Freedom, Living
Dislikes: Dying, People with no tact, people who don’t work
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on November 09, 2014, 01:59:32 AM
Name: Aldur (Wiseman)
Race: Human
Age: 58
Height: 6 feet 2 inches
Weight: 175 lbs.
Appearance:
(http://i.imgur.com/vzaxzZU.jpg)

Aldur's Wings of Heart take the form of many dagger-like constructs that form a circle, spin, and change colors. They also reflect Aldur's health. The more damaged he becomes the more erratic the constructs become. When near death they completely abandon their calm circular pattern and violently shift and move while changing colors with greater speed. The other purpose they serve is helping Aldur concentrate and focus on casting spells while in battle which greatly increases their strength. They also relieve  him of some of the strain of casting which allows him to use spells more frequently.

Physical Attributes
Strength: Exceptional
Agility: Exceptional
Constitution: Exceptional

Other Abilities:
Awakening the Wings of Heart - The Wings of Heart are the expression of one’s soul in the form of wings. Deformities of the soul will also be show through things like a missing or rotting wing. Wiseman has spent enough years studying the magna essence of humans to learn how to awaken other people’s Wings of Heart. They don’t appear unless they are expressed. If they are expressed they appear in a flash of light on the back of the target.

Magical Ability: Extremely high. Wiseman is one of the greatest magic users to ever walk the face of his world. Although he is still limited by the strain they can induce on the human body he is capable of leveling a building with ease using some of them. He is a master of fire, wind, water, light, darkness, and is proficient with the offensive abilities of time magic. Wiseman has also dabbled in summoning magic and the element of lightning. Like most magic users from his world Wiseman can also levitate about a foot off the ground. If he exerts effort he can also fly as if he had actual wings.

The most basic spells he knows are simply releasing elemental energy in different shapes and amounts. Pillars of fire, blades of wind, and orbs of darkness are all examples of this.

Higher power spell list:
Blue Storm - Wiseman releases a whirlwind from the tip of his fingers, engulfing and slicing the enemy apart.

Dream Blade - Invokes energy within the earth to create hundreds of phantom blades, sending them flying towards the enemy.

Energy Wave - Wiseman shoots energy through the earth that travels in a straight line and explodes when something is on top of it.

Dancing Flames -  Invokes the power of flame spirits, creating balls of fire which follow the enemy and explode on contact.

Whispering Winds - Summons the spirits of the wind in the form of countless white butterflies, which engulf the enemy and turn into revolving blades.

Heaven’s Pillar - Opens a gate to another dimension, summoning a group of pillars that smash into the enemy.

Shadow Wings - Releases a wave of shadowy ravens that swarm and tear the enemy to shreds.

Shining Seraph - Summons light from the heavens, bringing it down on the enemy like a missile.

Demons of Darkness - Creates a frothing pool of tainted mud, engulfing the enemy in pain for a few seconds as the darkness tears at their body.

Hellfire - Creates a sea of fire around the enemy, burning its body and soul.  (Hellfire, Lingering Time, and a fully powered Zeniver Cascade put much stress on Wiseman's body and he will be unable to cast any spell of their caliber for 2 days).

Sacred Spring - Countless bubbles of purifying water engulf the enemy, bursting on impact and searing its skin. Those who have never stained their hands with the blood of another are not affected by this spell.

Distorting Winds - Powerful winds engulf the enemy, tearing apart armor, flesh, and bone.

Lingering Time - Creates a pentagram around the enemy and suspends the time within, tearing its soul apart when time begins flowing again.  (Hellfire, Lingering Time, and a fully powered Zeniver Cascade put much stress on Wiseman's body and he will be unable to cast any spell of their caliber for 2 days).

Zeniver Cascade - Summons a primeval glacier which is thrown at the enemy at Wiseman's command. The size of the glacier can vary in size depending on how much effort he's willing to expend to pluck it from space and time, however it can only go up to the size of a large building but Wiseman will undergo the same stress and limitations as if he had cast Lingering Time or Hellfire.  (Hellfire, Lingering Time, and a fully powered Zeniver Cascade put much stress on Wiseman's body and he will be unable to cast any spell of their caliber for 2 days).

Fellstar Gleam -  A spear of light is created by Wiseman and fired at incredibly fast speeds. The spear detonates five seconds after it hits the enemy.

Sigil Cry - Summons a wheel of ice that hovers in Wiseman’s hand from a world clouded by snow . The razor-edged disc can easily cut through multiple targets in its path.

Twin Ice Auger - Pierces the earth with arms suffused with frost, snatching away all warmth as two giant blades of ice attempt to pierce the target.

Mega Flood - Columns of water are created and merged to form a great serpent that attempts to devour the target.

Fulgadrum - Commands the electrical power that flows through the world of reason to gather into lethal lightning that seeks out enemies once it’s released from Wiseman’s fingers.

Ghostarrow - Commands the shining power that flows through the world of reason to form a volley of brilliant arrows above Wiseman which are fired at the victim.

Heavenlapse - The magic sigil which appears in the air as Wiseman points to the sky bursts, staining the battlefield and all upon it. The elemental energy of this sigil is variable. (I’ll be rolling a die to determine the element any time this is used)

Icefan - Commands the freezing power that flows through the world of reason to harden into threatening crystals above Wiseman, hailing down upon all enemies.

Levinsnake’s Rise - Wiseman spits forth a thundersnake to ravage all foes. Controlling this rebellious creature is supposedly quite a headache. The thundersnake disappears after 10 minutes.

Prominence - Encircles the enemy with fiery energy, which assumes the form of a flaming lion and devours the enemy.

Equipment:
Magnus - This prototype technology created by Wiseman takes the form of 40 cards that the sorcerer keeps on his person. It works by extracting them Magna essence of an object and sealing it into the card. Without its Magna essence the physical object ceases to exist and simply fades away and when the Magna essence is released from the Magnus it reconstructs the object. For example, if you used Magnus on a rock, the rock would disappear and when you release the Magna essence an exact duplicate of the rock would appear. While in the Magnus the Magna essence can be fused with other Magna essences to create new items. Weapons, furniture, and vehicles can all be stored within Magnus and the only things that cannot have their Magna essence extracted seem to be living things.

Origin: Aldur’s rise to prominence during the Time of the Gods came from his extreme proficiency with magic. He was a prodigy and quickly became known for his skill. He led many expeditions and did much field research in his attempt to understand magic and this ultimately culminated in his creation of Magnus. While he kept that discovery secret he did share much of his knowledge and ideas with his hometown and it prospered. The people called him Wiseman and they enjoyed benefiting from his knowledge and power, but Wiseman himself was not satisfied. Even with his understanding of the ‘soul’ of the human he could not be satisfied until he understood it completely. He would spend many years within his home attempting to understand it until by chance he was pulled into the Nexus.

Weakness: Despite his physical capabilities Wiseman has never actually been trained in close combat. Anyone with decent stats and skill in melee will overwhelm Wiseman quite easily.

Likes: Successful research, tea, figuring out the answer to a problem.
Dislikes: When a plan fails, the destruction of an experiment, wasted potential.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kaze on November 09, 2014, 02:19:04 AM
"He was an arrogant bastard, but he was right, wasn't he? It was the best way."
"No... don't talk about him as though you're the same!"

Name: Shirou Emiya
Race: Human Magus
Age: 29
Height: 187 cm (6’1)
Weight: 78 kg (171 lbs)
Appearance:
(http://i1205.photobucket.com/albums/bb423/TheReal_PapaRayRay/Fading.jpg)

Physical Attributes
Strength: Exceptional (Incredible when reinforced)
Agility: Exceptional (Incredible when reinforced)
Constitution: Exceptional (Incredible when reinforced)

Magical Power: Low. Shirou has awakened all of his circuits through training, but his magic can only achieve extremely specific effects.

PROJECTION-
Also known as "Gradation Air", projection is the ability to materialize objects using prana, according to the user's imagination. However, Shirou can use a version unique to himself that he calls "Tracing". Tracing differs from Gradation Air in that it is used to create copies of items that already exist, however the items also have their entire history reproduced, including the skills of those who wielded them, along with the shape and substance. All items that are reproduced using Tracing are not perfect copies of the original and suffer a rank down. The items that Shirou can trace the most efficiently are swords; while capable of tracing other items, the cost in prana makes it considerably less efficient. The only exception to this is Avalon, which Shirou can trace with ease and perfect accuracy, however the sheath is useless due to not being connected to a prana supply from Arturia Pendragon.

REINFORCEMENT-
Magecraft designed to push something’s basis for existence to the utmost. It is the same as adding something to an object that is already complete, therefore failure will cause the target to receive it as a poison and be destroyed. Success requires a good grasp of the inner structure to fill openings with Prana. Reinforcing the purpose of existence would be increasing the sharpness of a knife, the nourishment of food, or the physical strength and durability of muscles. It is impossible to reinforce something vague. Reinforcement is one of the few magics Shirou is capable of, but even after years of practice he doesn’t always get it right. He is not talented enough to reinforce other people, as living things will resist invasion of another’s prana.

BODY OF SWORDS-
Shirou’s instinctual internal reinforcement. It creates a mesh of swords inside of him that hold his body in place and prevent immediate blood loss, allowing him to continue fighting even when greviously wounded. The prana cost is almost nonexistent. However, this can also cause significant internal bleeding, damage his organs, and hinder movement. Shirou cannot perform this technique intentionally. This effect only occurs when Shirou feels intense danger of being wounded, or occasionally as a byproduct of projecting too much.


Other Abilities:

MAGIC THEORY-
Knowledge of orthodox magic. Shirou has spent years studying magic under Rin Tohsaka and other tutors, and thus has a solid grasp of even the more advanced magical concepts. However, due to the extreme specialization caused by both his elemental alignment and origin being "Sword", he is unable to use any of it in practice.

  INFINITE SWORD CREATION
UNLIMITED BLADE WORKS-
Shirou’s reality marble, a world containing infinite swords that was born from his ideals. Copies of every weapon he has seen are stored there. Shirou’s tracing and reinforcement are actually him using a small part of the reality marble, but he is still unaware of the true nature of his own magecraft. All Shirou knows is that the invocation “My body is made out of swords; My blood is of iron and my heart of glass” makes high-end projection considerably less stressful on his body.


Equipment: Due to his encounter with Gilgamesh and his Gate of Babylon, Shirou has a variety of weapons he is capable of projecting. However, his preferred swords are Caliburn, Hrunting and twin swords Kanshou and Bakuya.

SWORD OF ASSURED VICTORY
CALIBURN-
The Sword in the Stone, it was claimed by Arturia Pendragon who became King Arthur. It was the symbol of the king until destroyed in a battle where Arthur broke the chivalric code, to be replaced by Excalibur. Caliburn is a holy sword that can create a devastating beam of light out of prana, although not as powerful as its successor. It is the first sword Shirou ever projected correctly, and is a reminder of his former servant, Saber. Although Shirou cannot call upon Caliburn’s true power, he holds the sword in high esteem.

   GAN JIANG AND MO YE
KANSHOU AND BAKUYA-
“Married” twin swords that represent yin and yang. These twin swords are Shirou’s favored weapons and are the easiest for him to project. Unlike other blades, Kanshou and Bakuya do not possess any fighting spirit. They do not have the desire to be famous or faith to accomplish great deeds. Despite this, they are of high quality due to being made from a human sacrifice.

HOUND OF THE RED PLAINS
HRUNTING-
The sword Beowulf used to kill the mother of Grendel. The sword has the ability to home in on its target, never faltering until the blade strikes home. Shirou has found greater use for the weapon as an arrow that will never miss.

THE EVERDISTANT UTOPIA
AVALON-
The sheath of Excalibur, which belonged to King Arthur until it was stolen, leading to her death at the battle of Camlann. It’s power makes the owner unaging, easily regenerates mortal wounds and can be used to transport the wielder into an alternate dimension where they can be done no harm. Because it was a part of his body for 10 years, Shirou can project Avalon perfectly with minimal use of prana. However, the sheath is useless due to not being connected to the prana of Arturia Pendragon.

AW50F ANTI MATERIAL RIFLE-
A powerful bolt-action rifle that fires .50 browning machine gun rounds at an effective range of about 1,500 meters. The weapon is Shirou’s first choice as a long range problem solver, as projecting a bow and arrows or swords as ammunition is taxing on his reserves.


Origin: After the 5th Heaven’s Feel ended, Shirou began his training as Rin Tohsaka’s apprentice. Although he was able to cope strikingly well with Saber’s loss, Illya’s death 10 months later hit him hard, and it drove him further to his ideal to save everyone he could. Shirou moved with Rin to the Clock Tower after graduating from school, and after going on several cleanup missions for the Association and learning all he could from his teacher, he finally struck out on his own as a freelance magus to become the superhero he had always dreamed of.

It quickly became evident to Shirou that, as his adoptive father had said, it was impossible to save everyone, and that a hero can only save the people who’s side he chooses. Still, he stood by his ideals and saved all he could, even though he had to kill others to do it. He threw himself into his role as a superhero, hoping that saving others would drown out his regret for those he had to slaughter.

During one of his less and less frequent visits to the Clock Tower to meet up with Luvia and Rin, Shirou found himself caught in a magical explosion on the upper levels that caused everyone affected to fade away in the time span of an hour. He only managed to tell his two magi friends that he was sorry before vanishing.


Weakness: While Shirou can deal impressive damage with his swords, he is still about as durable as a normal human and has little in the way of defense. His fighting style of leaving “false openings” puts him at extreme risk in melee engagements.

Likes: The happiness of those close to him, cooking.
Dislikes: Death, the sadness of others.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kaze on November 09, 2014, 02:55:09 AM
"There's only one thing left for me, Arturia."

Name: Lancelot
Race: Human (former Servant)
Age: Physically early-30s
Height: 191 cm (6'3)
Weight: 81 kg (178 lbs)
Appearance:
(http://i1205.photobucket.com/albums/bb423/TheReal_PapaRayRay/Lancelot.jpg)
(http://i1205.photobucket.com/albums/bb423/TheReal_PapaRayRay/DarkKnight-1.png)

Physical Attributes
Strength: Fantastic
Agility: Fantastic (Can be boosted to Legendary)
Constitution: Fantastic

Magic Power: None. Lancelot is incapable of spellcasting, but as a Servant given a physical body he retains the supernatural abilities he had in the 4th Heaven's Feel, such as summoning his weapon Arondight and his armor at will.

Other Abilities:

MAGIC RESISTANCE-
As a former Servant, Lancelot has a small amount of magic resistance, roughly equivalent to that of a standard anti-magic ward.

MAD ENHANCEMENT-
Grants Lancelot a significant boost in all stats except magic resistance, which is reduced, but this comes at the cost of his sanity. Because Lancelot has made penance with his king and now possesses a real body, he can turn Mad Enhancement on at will. However, he cannot deactivate this ability while in combat. While this power is active Lancelot will attack everything he sees as a threat with reckless abandon, and is too far gone to be able to tell friend from foe.

NOT FOR ONE'S OWN GLORY
FOR ANOTHER'S GLORY-
Lancelot can appear to others as someone other than himself. However, he cannot mimic the voice and personality of those who's image he takes on. When the Mad Enhancement is active, Lancelot loses all fine control over this ability and it is reduced to a black aura that distorts his figure and obscures his combat data.

PROTECTION OF THE FAIRIES-
A blessing from Elementals, Lancelot's luck will drastically increase when put in a particularly dangerous situation. This ability can only be used on the battlefield, where one can perform feats of arms.

ETERNAL ARMS MASTERY-
Lancelot's unrivaled skill in the art of weaponized combat is so thoroughly ingrained into his mind and body that it has effectively become his instinct. No amount of mental interference can take away his combat proficiency. This skill allows Lancelot to keep his Knight of Honor power and Arondight even with Mad Enhancement active.

A KNIGHT DOES NOT DIE WITH EMPTY HANDS
KNIGHT OF HONOR-
Anything Lancelot grabs that he recognizes as a weapon is turned into a low-power Noble Phantasm, from street lights to fighter jets, and wield it as though he has been training with it for all of his life.

THERE WERE ORIGINALLY FIVE PENALTIES-
Lancelot's soul spent a brief time in the corrupted Holy Grail before it was destroyed by Ş̕a̴̸b͌͢͡҉er, and iͩtͥ change͆d h͈i͍͞m͛. The voice of Ѧ͂͜҉n͙͖͛҉g͢͡҉̴r͑҉̸͍͎aͯ M̶̨͏̴͓͝҉̷̴aͭ͢҉͚͛n͈͇͆̈́҉y͌͟҉̸u͠ haun̳t̴s hi҃͟͢͜m̴, spewing h̸a̶te an͆͋d͖ ob̸͂sce͢n͂͝҈et͚͑i̶͜e̷s ä́͢n҉d̿ t̲͝͠o̺ d̴͆i̸͜e, d͐i̴̘e, D̸͕͠i҉͢e, th͖͝a̸t he’s d̴̷͟͠irt͇y҃ d̸͚҄irt͍y d͉i͝҉rt̴y d̺i͆rt̴͢y a҃n҈d ato̷ne ato͛n̴͢e ato̻ne͓͆ atone ato̸҉n҈̴e for e͝҉ver̷y v̶͛iolenc̳͌e ev͜e͍ry c͎rime ë́very vic͢tim atone for it all with death!!!!!

Equipment:

THE UNFADING LIGHT OF THE LAKE
ARONDIGHT-
A fallen sword, now demonic, that was once a holy weapon before it was bathed in the blood of former comrades. It also has a powerful Anti-Dragon property and boosts Lancelot's strength, speed, agility and endurance while being wielded.

DARK ARMOR-
Lancelot's armor is extremely durable, yet still allows him an impressive range of motion. It saved his life twice as Berserker in the 4th Heaven's Feel, from Rider's chariot and Saber's sword. However, it has no resistance to magic.

Origin: Background covered in Fate/Zero.

After running out of mana and killed at the hands of his king, Lancelot achieved his goal and his soul was passed into the Holy Grail. Before it could be broken down for mana, however, the Grail was destroyed and his soul was lost to that world. Lancelot found himself standing in a bloated metropolis, still wearing his black armor. The knowledge normally imparted to Servants about the modern world was mostly lost in the berserk rage the Mad Enhancement induced, leaving Lancelot struggling to understand the world he is now trapped in.


Weakness: Lancelot is hyperspecialized for combat, and is an unstoppable force in melee engagements. However, he is restrained by his honor code, unsuited for more delicate tasks and subterfuge, and can be caught off guard by sneak attacks. He has no reliable defense against any magic that makes it through his resistance. The Mad Enhancement is a double edged sword while fighting as part of a team. Lancelot's PENALTIES mental disorder provide him a strange resistance to outside intrusion upon his mind, but it also makes it difficult to focus and maintain awareness of his surroundings.

Likes: Honor, humility, respecting authority, one-on-one duels, training, cute women, alcohol, flying.
Dislikes: Arrogance, braggarts, crime, arguments, paperwork, being poor, obesity.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Knick on November 09, 2014, 03:24:55 AM
Name: Rebeca Sylvan
Race: Human
Age: 19
Height: 5’5
Weight: 118
Eyes: Red
Hair: White
Appearance: (http://i.imgur.com/f15W1RH.jpg)

Physical Scale: Human, physically she is slightly weaker then average in physical strength
Magic Ability: None
Other Abilities:
Thought Ripples: A unique ability that allows her to ‘hear’ brain activity, including thoughts and motor actions, however she can also hear the thoughts of non-physical entities, they are just softer and not as distinct unless possessing or bound to something. It manifests itself though her hearing, but at the same time she has no control over it. Thoughts are similar to watching droplets fall into a flat surface of water. A singular mind is easy to ‘read’ the ripples of, but as more are added the harder and harder it become to differentiate and make sense of it. To her it becomes such a large quantity of sound that it causes her physical pain and duress. In order to counteract this she always wears sound proof headphones that are playing music of some kind.
-   Surface Reading
o   Mental reading at the surface level, this cannot be completely blocked out by anything, however she has blocked it out enough that she can only really hear the words people actually say though them mental singles to say the words. If she decreases the volume of the music other surface thoughts can become available to be read.
-   Deep Reading
o   Focuses on individuals to dive deeper into their subconscious allowing her to visualize their past, understand their motivations and so on. While doing it she views herself looking into a reflecting pool that plays the person’s life as waters hit the surface.
-   Sound Implant
o   As a self-defense mechanism she can make others experience her ability temporarily, which can easily knock them out from the mental strain for her ability

Equipment:
Headphones and Music Player: Her only belonging that was sucked into the nexus with her, without them it would be doubtful if she could function as a human.

Switchblade: She has a small switchblade for self defense that she keeps hidden on her person

Pepper Spray: For those creeps that try things on her.

A Single Person Apartment: Was able to con someone out of an apartment using her ability. Apparently the last inhabitant was killed by a vampire or something. Nice and homely. She spent a good deal of time soundproofing it as much as possible.

Origin:
The first time Rebeca noticed her power was when she was 5 and asked, “Why do you not love me papa?” There was no reason, no warning, just an innocent and honest question.

Her father was so shocked and confused he could not look her in the face for a week. She knew why of course, but talking to papa seemed to make him upset so she did not say anything.

From then on she began to notice, she could hear people when they did not talk, she could hear the actions that could make. She got good grades on test, she could always answer the teacher’s questions, and no one could surprise her.  But at the same time she knew what people wanted, but seeing no issue with it she would always act on that information.

It scared people, and so they kept away. And then slowly with time her power grew. And with it the sounds increased. More and more and more, slowly and surely they kept coming, like drills digging into her ears. She could not stand it, so she started to not leave her house. There were still sounds but much less, they were manageable.

And then she found music, it was her only comfort, able to block out the sounds. With it she was able to live a relatively normal life again (although she dare not go back to school). Eventually she was dragged into the Nexus. From there she found no solus from the voices of everything around her, infact she only got more disturbed and frightened by the thoughts of some in the city.

But even still she tries to live her life.

Weakness: Crowds, Her music player, has basic human weaknesses, non-conscious actions (IE anything not directed from the brain or thought about).
Likes: Music, quiet places
Dislikes: Her hair (attracts to much attention), crowds, cities
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Arch-Magos Winter on November 09, 2014, 04:02:14 AM
Name: Lawrence Witinmann

Race: Human (Sin-Eater)

Age: 23

Height: 5'11"

Weight: 164 lbs

Eyes: Green

Hair: Brown

Appearance: A Caucasian male with a rather scruffy look and seemingly permanent short beard, Lawrence seems to be perpetually shifting around, like he's looking for things with his dull green eyes nobody else can see. Fond of old surplus military items, he's rarely found without a pair of cheap but durable combat boots.

Physical Attributes:

Strength: Human. Lawrence isn't the strongest man alive but he can hold his own in a fistfight.

Agility: Human. He's no world class athlete, but he's no chump either. His reflexes and dexterity are easily above average.

Constitution: Exceptional to Incredible. This is due to his nature as a Sin-Eater and will be expanded on in a bit.

Other Abilities:

Magical Scale: None. Sin Eater powers tap upon cthonic energies linked to the very nature of what comes after life. While magical resistance would apply to the majority of these effects when targeted on a person, the entities he manifests and manipulation of environments would entirely bypass this magical resistance.

His nature as a Sin-Eater grants him some impressive damage mitigation abilities: he heal himself through murder (though this gives far more control to the geist than most Sin-Eaters are comfortable with) and destroying items associated with a meaningful death, resist magical and supernatural powers targeting his body, mind, or soul (Though for Law this resistance is currently only slightly higher than your average man off the street),  resist poisoning, keep conscious through injuries and other effects that would otherwise put him into an unconscious state, and he can burn Plasm (death energy) he has collected to negate damage that could otherwise seriously injure or maim him - a gunshot wound to the head is quite a bit less fatal when a brick of ectoplasm stops it, and a knife wound isn't going to bleed when ectoplasm fills it and stitches the flesh back together. Of course, it still hurts, is an obviously supernatural thing, and he'll still be beaten up, but it beats dying again. And for that matter, at the low low price of permanently scarring your soul, a Sin-Eater can come back from the dead, no matter how gruesome a demise.

This nature allows him to also see and interact with the non-material domain of the Twilight, along with automatically being able to see Spirits and other ghostly beings even if they're possessing a human, along with being able to tell if they're using any sort of ghostly powers when they're in the immediate vicinity. They can also detect recent spots where people died, get a general indication of the health of a person in front of them, hear and speak to any ghost (and understand them) and determine the exact time of death and cause of death of even the most mutilated corpse. For Law that last bit isn't as useful or even used really, but it's still in his repertoire. Plasm can also be spent to help ghosts, allowing them to function more like the beings they were in life, or a Sin-Eater can actually eat the very essence of a ghost, converting it directly to Plasm.

Beyond that, the contract with a Geist provides a Sin-Eater access to powers similar to those of ghosts and spirits, though they're used quite differently - and some powers are far more human, ritualistic practices called Ceremonies with a wide range of effects and purposes that in some manner relate to the spiritual realm, and mostly don't require spending plasm. Every Sin-Eater due to the manner in which they died, possesses a key of ghostly power linked to that threshold of death. The geist itself also brings a key into the equation, granting the Sin-Eater two different sources of power to channel through his or her Manifestations. In addition, the Sin-Eater can activate multiple manifestations using a single key, but cannot use more than one key simultaniously to activate a manifestation. After all, a lock can only take a single key at a time.

Lawrence possesses two keys, the Stigmatic (linked to his death through violence) and the Phantasmal Key (linked to his geist through its own psychosis in life).

The Phantasmal Key:
This key aids the Sin-Eater in shaping illusions. But these illusions are far more than simple glamours — when used to unlock the most powerful Manifestations, the Phantasmal Key can create an illusion so terrifying that it can drive men mad or so realistic that it can cause physical injury. The Bound who use this Key frequently are themselves given to glimpses of odd hallucinations now and again. Experience allows a Sin-Eater to ignore these figments easily enough, but some grow to almost enjoy the experience. Law on the other hand, is rather unsettled by these illusions, born from the mind of his Geist rather than his own.

The Stigmata Key:
This key uses blood and sacrifice to assert dominance over the spirit world. To Sin-Eaters, blood is more than a bodily fluid — it is the river of life, and it has been used both to propitiate and to bind both ghosts and spirits since time immemorial. Manifestations unlocked by the Stigmata Key allow the Sin-Eater to influence or even harm ghosts and spirits, to bind them in place, and to mimic their special properties. What's more, through spilling their own blood ritualistically a Sin-Eater can avoid spending death energy or will to fuel a manifestation unlocked with this key, instead sacrificing a part of themselves.

As a recent Sin-Eater with only some experience and knowledge, Law only has access to two manifestations, the Marionette, and the Shroud.

The Marionette:
Perhaps the most invasive and frightening Manifestation, the Marionette, as its name implies, allows the Sin-Eater to reach out with hisr plasm to seize control of objects, animals, and even people. To those with the sight to see it, the Sin-Eater reaches out with his hand, and invisible tendrils of plasm reach out to the object of his desire, ensnaring it (or him) and compelling obedience. The Marionette does not inspire loyalty in affected persons — the victim remains free-willed and often vocally opposed, but his body has been enslaved. Some Marionette powers can transform living human beings into virtual zombies, and Sin-Eaters steeped in the traditions of Vodoun and its sister religions often describe slaves bound with Marionette as zombies in order to take advantage of local beliefs about those religions. The precise nature of the control depends upon which Key is used to unlock the Marionette.

At his level of the Marionette, Law's manipulations are limited. Using the Phantasmal key, instead of exercising control over some external thing or person, the Sin-Eater seizes direct control over his own geist. With this power, the Sin-Eater can cause her geist to manifest externally as a spiritual body that she may then possess and control. While the geist-body is manifested, the Sin-Eater’s own body collapses into a comatose state, and he is completely unaware of what goes on in her vicinity. Plasmic tendrils do not extend outward from the Sin-Eater to his target but instead coalesce in front of him, forming a phantasmal body under his control. He can manifest or demanifest it at will, and also use his other manifestations within this form.

The fact that the appearance of his Geist is taken by the phantasmal body, is a pleasant coincidence, if a terrifying one.

With the Stigmatic Key, The basic power of this Manifestation merely weakens a ghost and prevents it from harming the Sin-Eater while simultaneously making it into a more pliable servant. The activation roll forges a sympathetic link with a ghost that penalizes the ghost on actions initiated by the ghost that are contrary to the Sin-Eater’s will. However, the ghost also finds it easier to perform actions undertaken in response to the Sin-Eater’s directives. The ghost is not compelled to obey the Sin-Eater, but if it chooses to do so, its powers function more effectively. In addition, the Sin-Eater functions as an anchor for the ghosts spirit, if Law exerts the will necessary for it or spills blood for the spirit.

The Shroud:
The Shroud is the Manifestation most commonly used for defensive purposes. When a Sin-Eater dons the Shroud, the Bound allows the raw plasm of their geist to flow over their body, congealing into a hard shell which protects them from harm. The geist’s plasm flows out of the Sin-Eater’s body through every pore, enveloping his body and forming a protective armor of plasm. The precise results vary according to the Key used to unlock the Manifestation. Furthermore, Sin-Eaters generally customize their Shrouds, each of which is personal to the one who dons it. Regardless of its appearance or effects, the Shroud is generally invisible to anyone save a Sin-Eater or a ghost, either of whom can perceive that the character is defended. Other supernatural creatures may be able to perceive the Shroud with appropriate powers.

For Law, the Phantasmal Shroud crackles slightly into the visible realm, blurring parts of his body or creating an after image or shadow without a light source - a distraction that provides an extra bonus defense on top of the protection the shroud provides. For that matter, it can by his own choice, obscure his features making recognizing or remembering him difficult to accomplish.

To spirits who see him while the Stigmatic Shroud is active, Law seems to drip blood from his hands, a fading after image of scarlet marking everything it touches. The Stigmatic Shroud's main purpose is to protect him from hostile spirits and other sin-eaters manifestations, providing an even higher threshold of resistance to such effects. Lawrence can also touch unmanifested spirits or entities within the twilight as if they were manifested - hell, he can even give them a nice hard punch.

Equipment: Lawrence's primary possessions within the Nexus are a '78 Firebird Trans-Am, a .45 Automatic, a K-Bar knife that is far sharper than the dark red rust on its handle would ever suggest, and the clothes on his back.

Origin: Lawrence from a young age could see and hear things others couldn't. He never liked going to any of the historical buildings or sites that always popped up on school field trips, the voices and visions growing louder and more intense in those places as ghosts he couldn't see tried to talk to the boy born with a caul. By highschool though he was used to it, toning it out to the point where he couldn't recognize it from the ringing of his ears and heartbeat. He graduated. Went to college, graduated from there too. Got a job, a life. Then came the fateful taxi-ride. He'd been drinking with a friend, and ditched for a one night stand. The designated driver had needed to head home early, leaving Law to stumble out of the bar, hailing a taxi cab. Nothing unusual. It was sort of random chance he happened to pick that taxi with that specific number bolted onto it.

Fourty years ago to the night, a driver with the same number painted onto his yellow car, a disturbed veteran of the Vietnam War, had been murdered.  A pimp and his friends had taken issue with the person he'd picked up and driven home - a young girl who'd been a runaway, tricked into being a whore for the pimp. She'd finally made both the money and courage to escape. The Driver refused to say where he'd taken her, instead pulling a knife out of his jacket and stabbing one of the thugs. The street in front of the cab company was splattered with blood by the time a police car that happened to be passing by turned on its sirens, the noise an eerie replacement for the gunfire that had echoed out earlier. The Driver had been gunned down, the pimp bleeding to death on the sidewalk next to his corpse, his friends having ran away, one clutching a wound.

The taxi company had taken the number out of service after that. It had only recently come back, an expansion leaving no choice but to reuse a number retired out of respect for the dead. Lawrence would be that cab's first and last passenger as a junkie itching for cash jumped into the cab after Lawrence, stabbing him repeatedly with a switchblade when the drunk young man refused to give him his wallet.  As Lawrence lay bleeding in the back seat and the junkie tried to run, gunfire echoed again, the cabbie pulling a 9mm out of his glovebox and firing point blank at the knife wielding maniac.

Lawrence came back. The junkie didn't.  That Taxi Driver from long ago was waiting in the underworld for someone, time and anger changing him into a little god of death. He chose to protect the innocent again.

Now in the Nexus, Lawrence tries to put to rest the souls of those torn from this world. It's going to be a long task. But the Taxi Driver from that night long ago should help.

Weakness: Human weaknesses still apply to Lawrence despite his abilities to mitigate damage and recover from even death itself. He can only come back so many times, and he'll run out of plasm eventually. A stronger and faster opponent will eventually wear him down. 

He lacks any truly powerful Ceremonies - creating zombies or sealing ghosts in jars is far outside his skills. Hell, he doesn't know any - and any that he does make will likely be simple utility ones.

In addition, separating him and his geist would render him entirely human - and likely very dead from the spiritual trauma.

Likes:
Classic Cars, milsurp stores, Rum, helping ghosts
Dislikes:
Assholes
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Alice on November 09, 2014, 09:57:54 AM
Name: Thomas Hale

Race: Human?
mewtwo

Age: 21

Height: 6'3", 6'7" in true form

Weight:

Appearance: The perfect balance of muscle, not too lean, but not too bulky, with handsome features that are almost unnatural, to the point where they may be somewhat unnerving. However, his frame has a few scars, and he always seems to be frowning, which is fitting for his often overly serious personality. When he smiles, it looks more like a smirk most of the time. He also has a tendency to glare at things, something that goes straight through his glasses, which he wears exclusively for looks (though he will deny this. And then admit it is true. And then deny it again). He dresses somewhat simply, but tends to favor a long coat, a scarf, and a pair of slacks or jeans for outings. However, as of late he's often seen in business attire, as it's a demand of his current position. His hair is silver, his eyes purple. Most people just dismiss it as a combination of bleach and colored contacts, even though it's natural. 

(http://i.imgur.com/4a6YhbC.png)

Physical Attributes

Strength: Human: Exceptional
True: Supernatural

Agility: Human: Exceptional (possibly Supernatural when enhanced with telekinesis)
True: Supernatural (Superhuman to Legendary when hovering/flying using telekinesis)

Constitution: Human: Supernatural
True: Superhuman/Legendary

Other Abilities:
Telepathy (Legendary):
Can alter the memories of an entire building full of people if he so wished. However, this is not his strongest suit despite his amazing level of ability, so the effort will leave him ill for about a day. Even more so if this is done in human form. He can also control someone with a weak enough mind from a long distance, but this too can put a strain on him.

Multilingual: He can figure out how to speak a particular language if he prods into someone's mind enough. ...it's kinda scary really. However, he can already speak English, Japanese, and French fluently without having to prod around in another person's brain.

More normal facets of this skill, such as telepathic communication or reading of the mind, do not exhaust him in the slightest, but the latter he may face some difficulty with depending on how strong the target's mental defenses are. He can filter out thoughts with some ease, if only out of necessity. Otherwise he may well have gone mad already. ...Well, even more so than he may already be.

Telekinesis (Human: Superhuman/True form: Legendary): Can move objects with his mind. In human form, he can do something incredible like throw a large truck or float in the air, but in true form, what he could accomplish is incredible. Flying, lifting a whole skyscraper, even making basic weather changes, it's all possible. Of course, like with everything else, the greater the deed, the more exhausting. This is far more of an issue with his human form in this case than his true form.

Regeneration (Human: Exceptional/True form: Supernatural): Tom can recover from wounds quickly, even in human form. In human form, this is limited to simply recovering from both injuries and illness faster than the average human, but in true form, sometimes a wound can heal in a matter of minutes. However, even in true form there's only so much he can shrug off, in which case he will have to use the Recover ability in order to survive.

He Works Out: Why he's so fit despite everything. It's both a form of stress relief and an obsession with being ready for anything in case someone would try and capture him. He also knows some self defense, but not anything extensive enough to beat out, say, a master of martial arts. He'd probably fall back on his powers for that assuming they were usable at the time.

Advanced Computer Skills: He's quite the hacker. That doesn't mean someone can't outshow him in this department however.

True form only:
Heightened Senses: Comes with being a cat thing. Sight, smell, and hearing in particular are enhanced, his sense of touch actually dulls a bit. He also gains increased mental clarity due to the increase of blood running to his brain.
Recover: Can heal his own wounds completely, or heal a large extent of damage to someone else. Doing this too many times in a short enough span of time can make him ill due to the strain.

Teleport: Any location he's previously been to (in the dimension he's currently in, in this case the Nexus) he can teleport to. He theoretically could try teleporting to some place he's never been, but he avoids it almost completely because of potential... issues. Like teleporting inside of a wall or some such nonsense. He can bring people with him as well with little effort.

Barrier: Using psychic power, creates a force field around a certain area that can deflect a variety of blows and projectiles. A powerful enough spell or blast could potentially pierce it, but it would take a very strong spell or blast indeed. He cannot hold up the barrier and attack simultaneously however, so this forces Tom on the defensive. The larger the barrier, the more energy it takes to maintain it, so he could only hold up a barrier protecting a building for so long, and one protecting an entire city for even less.

Various psychic based attacks: Varying in power, these energy blasts can devastate an opponent depending on their strength. (I can elaborate on individual attacks if asked, but mostly they're big blasty blasts of blasting that usually come in spheres)

Some non-psychic attacks: Pretty much like the psychic attacks, but not actually psychic. He can fall back on these if his powers are disabled. He still has to aim correctly though, and it's potentially possible to disable all his abilities in one fell swoop, leaving him vulnerable. (same as the various psychic attacks, I'll elaborate if I have to)

Magical Ability: None. This appears instead as
Psychic Ability which is Extremely High. 

Equipment: All the assets at the disposal of Takeoff Solutions (subsidiary of Blue Sun Incorporated) belong to Tom as well. All the company's personel are at his command, though that doesn't guarantee their loyalty. Like any corporate exec, he also has a smartphone on his person, though he tricked it out himself so that people can't dox him or get his number so easily.

Origin: The Nexus's young up and coming CEO, yet to feature on a magazine cover for being one of the Nexus's most eligable bachelors because he's not exactly the talkative type, a youth with a seemingly strange sense of direction for some of his company's assets, yet better at wielding them than his deceased uncle ever could.

But that's not the whole story.

At his home dimension, he was a unique experiment of science, living a peaceful if somewhat lonely life until the lab changed hands. And with that, everything else changed as well.

Subjected to a series of inhumane experiments, his memories of the good days in tatters, in time he managed to get free, the building exploding with the scientists trapped inside, not a single one escaping, their twisted leader in the middle of it all now a twisted, mangled corpse. But one does not escape such things without becoming somewhat twisted themselves...

Upon the discovery that he could don a human guise, he adopted the name of Thomas Hale, and with time, found himself yet another prisoner of the Nexus. And that's when an ambitious CEO with a few too many surveillance cameras around the city caught sight of a few things and offered the young man a deal. Unfortunately, that CEO's ambitions clouded his thoughts and he paid the price.

Now with a fair bit of blood on his hands and more power than he should ever be allowed to wield, Tom finds himself facing a decision:

Whether to use his new power to protect humanity... or turn it against them. 

Weakness: Pretty much human in human form, so he can be pretty vulnerable there. Also, taking away his powers can leave him almost defenseless.

Likes: Reading, tea, his privacy, learning and thinking about various things.

Dislikes: Laboratories (not that that stops him from using the ones at his disposal, even if he did put down some ethics policies), being controlled, captured, or used, stupidity, humans (though some he's fine with).
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Ivan The Mouse on November 09, 2014, 11:13:57 AM
Name: Yukina Aikawa

Race: Human

Age: 98, looks 18

Height: 5' 0"

Weight: 115 lbs.

Appearance:
(http://i.imgur.com/TGl3H1wl.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."

Physical Attributes

Strength: Human

Agility: Human

Constitution: Exceptional

Other 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.

Equipment:
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.

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.

Weakness: Although immortal, her lack of regenerative abilities render her vulnerable.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Ivan The Mouse on November 09, 2014, 11:23:13 AM
Name: Jan Neo Langraad

Race: Human

Age: 126, looks like 20

Height: 6' 1"

Weight: 160 lbs.

Appearance:
(http://i.imgur.com/PADzpxnl.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.

Physical Attributes

Strength: Exceptional

Agility: Human

Constitution: Exceptional

Magical Ability: Low

Other 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.

Equipment:
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.

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.

Weakness: Although immortal, his lack of regenerative abilities render him vulnerable.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Ivan The Mouse on November 09, 2014, 11:28:58 AM
Name: Rattus von Engles

Race: Human

Age: 242, looks to be 27

Height: 5' 12"

Weight: 135 lbs.

Appearance:
(http://i.imgur.com/tIJ1xPjl.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.

Physical Attributes

Strength: Human

Agility: Exceptional

Constitution: Exceptional

Other 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.

Equipment:
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.

In the context of his stay in Nexus City, he retains ownership of the Von Engles Manor, a huge house that serves both as a residence and base of operations for the Order. Aside from a storehouse, garage and living quarters, its basement contains a weapons laboratory, an arsenal, a reloading room, a tool storage, a chemical and medical laboratory, and a machine shop and metalworking facility.

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.

Weakness: Although immortal, his lack of regenerative abilities render him vulnerable.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Mooncake on November 09, 2014, 10:08:03 PM
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. He has six wings of incandescent fire, and from his brow shines a terrible light that makes those whom it falls upon tremble in fear, as it signals the End of Days is nigh.


Attributes

Strength: Superhuman (Legendary)

Agility: Supernatural, medium (Legendary)

Constitution: Supernatural, low (Legendary)

Magical Ability: None ~ Low - 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. Any craft that steeps itself in religion, however, he can sense and understand.


Other Abilities:

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

The Weapons of War: Wanderer can wield any weapon he desires with the skill of a master. He can call forth any weapon, 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] are much more difficult to use. 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, 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 to the air itself. 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 (i.e. something at the level of the Apocalypse is imminent). When revealed it cracks the ground beneath him and burns the very air through which he walks.

The Mind of War: As something intricately tied to what he truly is, Wanderer knows the presence of war, wherever it has touched, whomever it has touched. Wanderer knows the names of those who have partaken in the most basic urge of battle, and what they would do with the power gifted to them. This is situational, and is less like mind-reading and closer to an inner awareness. Someone who had never felt the touch of war would be a blank slate to him, for example.

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, seeing how the world turns. Now that he is within one city and cannot leave, his presence will soon be felt, try as he might to lessen it's effects.


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.)

- The Sword of Judgement (A brilliant, jagged, flaming sword that is Wanderer's signature weapon in myth. It can cut through almost anything, and will harm any being it touches, regardless of their status. It is a conceptual weapon of the very highest caliber that contains within it the very nature of War itself. Its flames can be sown across the battlefield, and they will never go out unless Wanderer so desires it. Unbreakable and unwieldable by any other than the Red Rider. 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 anything, 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, 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 - and, again, they have to be top caliber. 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 3.0 - Character Graveyard/Departure Zone
Post by: The Man With All The Cute Boats on November 10, 2014, 12:56:23 AM
Name: Donkey Whacker (real name Donnel"Donny" Two-Ton)

Race: Pure human

Age: 20

Height: 6’0

Weight: 190

Appearance: African American, sweat pants, white shirt, hair contained in a bandanna, muscular, dreads

Physical Attributes

Strength: Exceptional (Is HUGE)

Agility: Human

Constitution: Exceptional (Apart from the liver, which is Human and going downwards)

Other Abilities: MMA skills, video games mastery, pretends to know how to rap, can drink absolutely ludicrous amounts and then bike home

Equipment: …a shirt? A bandanna? Some pants? He’s not a sketchy dude. Has a wallet too, call the cops.

Origin: He is called donkey whacker because he used to work at a farm, and slapped a donkey one day after getting really drunk. Was an ordinary city worker afterwards, until he got teleported to Nexus where he spends his time running away from things and practicing his favorite sport, MMA.

Thinks of Snake as his first true CQC instructor because he replayed 3&4 a total amount of nine times added together.

Weakness: Is allergic to peanuts. Also, terrible stream of consciousness will lead to blurting out certain things.

Likes: Pizza, rap, metal, video games, mixed martial arts

Dislikes: Mushrooms, olives, being called “ass” because of his name
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Elf on November 10, 2014, 02:59:03 AM
Name: Artura Pendragon, but you can call her “Saber”

Race: Human/Dragon Reactor/Former Servant

Age: Physically about seventeen, she “Died” in her late twenties-early thirties.

Height: 5’2

Weight: 115

Appearance: (http://i11.photobucket.com/albums/a198/UmbraElf/43921349_zps8aabc5b6.jpg)
Saber is a petite young woman who appears to be in her late teens with blond hair and brilliant, emerald green eyes.  Since she has been allowed to age, she has longer hair than previously seen in FSN.   She is radiantly beautiful, drawing the attention of almost all of those around her.  Despite being petite, she has a regal bearing that makes her seem taller than she actually is.

She has developed slightly from her FSN appearance, but she’s still a slim girl.  Working with Archer and Rin has also caused her to develop more muscle tone than previously seen in her CGs.   She prefers to wear jeans, T-shirts, peasant blouses, sturdy boots, practical sneakers, or shorter skirts that she can move in if she has to dress up.  She generally dresses in blues, whites, or earthen tones.  She’s also taken to wearing purple from time to time because a friend of her pointed out that she really has the coloring for it. 

Physical Attributes

Strength: Fantastic when Prana Burst is activated, Human when it’s not.

Agility: Fantastic when Prana Burst is activated, Human when it’s not.

Constitution: Even when Prana Burst is activated, Incredible.

Other Abilities: Magic Resistance- Saber still has her absurd magic resistance granted to her class.  She negates even high ranking spells.

Magical Power: (High power)

Prana Burst  Due to her Dragon Furnace, she produces absurd amounts of prana.  If she applied herself, she’d be an absurd magus, but she prefers to use her Magic Core to enhance her fighting abilities.

Invisible Air- A barrier that renders the blade hidden by entangling it with layers of wind, and altering the light refraction rate. It is closer to a sorcery than a Noble Phantasm. By using this barrier, Saber can attack without the opponent recognizing the sword’s reach and trajectory. Since concealing one’s Noble Phantasm also conceals one’s true identity, Invisible Air was highly effective at the early stages of the Holy Grail War. It also has other advantages such as increasing attack power and accuracy. Entangling the sword with wind and using the wind as the blade enhances the attack power, while having an “invisible weapon” provides an advantage in accuracy.) Since the advantage of Invisible Air lies in “invisibility”, the accuracy increase will not occur while engaging opponents who possess Eye of the Mind or do not depend on vision.

Regeneration- Saber currently doesn’t have Avalon with her because it’s in her point of origin.  However, there is still a faint connection and while she can’t summon it and it’s not stopping her aging, it does grant her regeneration.  It’s not instantaneous like Forest’s, but with sleep she can recover from most non fatal wounds.

Equipment: Excalibur- It is the strongest and most majestic holy sword that symbolises King Arthur. The pinnacle of holy swords. Excalibur was not forged by mankind, but crystallised within the Earth, using the wishes of mankind as the basis. It is one of the ultimate God-forged weapons, a Last Phantasm. Originally cared for by the Faeries of the Planet, it was passed into the hands of King Arthur through the Lady of the Lake.

Excalibur converts the mana of the wielder into light, and as the sword is swung, the light is released from the tip of the blade like a laser beam and destroys everything in its path. Of course, the mana consumption is extreme, thus it cannot be fired consecutively. In the Fourth Holy Grail War, the beastly giant sea monster summoned by Caster was completely incinerated by this Noble Phantasm. Excalibur is classified as an ‘Anti-Fortress Noble Phantasm” due to its magnitude and destructive power.

Origin: Read the FSN and Zero for the background.

During the Fifth Holy Grail War, Saber was taken by Matou Sakura and darkened with the corruption of the Grail to fight for her new Master.  During the ending battle, she was defeated by the combined efforts of Emiya Shirou and Rider.  Shirou killed her, as Saber had wished, and Saber thought the story would end there.

Ilya had a different idea though.

Having Archer’s “Soul” inside of the Einzbern homunculus, Ilya gained a perspective that she hadn’t been able to before.  Shirou dying after a manly fistfight with Kotomine and Rin incapacitated from  having Sakura shiv her, Ilya made a gamble and approached Sakura while in the Dress of Heaven.  Sakura was still full of prana due to eating most of the War’s Servants while all Ilya had was Archer.

Archer’s soul inside of her would have been enough to keep Shirou’s soul from dying and going back to the Akashic root, but Ilya wanted more than that.

She wanted both Onii-chans to find “their happy ending” and told Sakura this.   Sacrificing herself, Ilya, backed up by Sakura, was able to bring both Shirou and Archer back to life, and as a “gift” to Archer, Ilya also brought back Archer’s first regret at not becoming a hero:  Saber.

Saber awoke, alive again and no longer a Servant, still dressed in the Alter armor.  Dazed and confused as the cavern began to crumble around them, she was going to stay to end her life again.  She did not believe she deserved a second chance, but Archer, reborn himself, pulled her to her feet and demanded that she come with him.

Confused and conflicted with her second chance, Saber became vastly depressed with her realizations of when she had been corrupted about her life.  She also understood that she could not change the past no matter how much she wanted to.  Both Rin and Archer told her about alternate realities and that changing something in the “past” would just create another reality.  It would not change the course of history that she desperately wanted to change.

She lived with the Emiya house with Shirou, Sakura, and Rider, sort of middling along and “existing”.  Archer, who’s Ilya’s parting words were him to save the first person he couldn’t decided that Saber needed help of a different sort.  Through the other, they were both able to repair themselves and become strong once again.

Their relationship wasn’t romantic (Archer somehow ended up with Rider, much to Saber’s chagrin, she thought Rin was a better match for him), but they were close.  Calling them friends wouldn’t be quite right, but the two of them had the partnership and relationship that they should have had in the beginning.    Saber worked for Archer in his shop as his assistant, learning to make her keep in this strange, modern world while helping guard Fuyuki in Rin’s absence while she studied in London.

She found herself in Nexus after fighting Gilgamesh after the King had proclaimed that both Saber and Archer were his.  One moment she was driving Gilgamesh back with Archer backing her up, and the next she found herself in an alley with a vampire driven mad by her scent.  She was about to defend herself with Excalibur when a tall blond vampire wielding an absurdly large gun took care of the issue for her.

After some disagreement, Saber and the vampire named Forest came to an agreement, and Saber realized she was going to need assistance in this new world.  An odd friendship was formed, with Forest acting as sort of a guide to the modern world.  (Saber’s ego makes her state that Forest is her “Advisor”, but Forest generally acts like the same care taker that Archer and Shirou did.  She keeps Saber fed and her apartment clean.)

Saber now works for the police department dealing with supernatural threats.

Weakness: Anti-Dragon weapons and beings.  A one hit kill (like being shot in the head, heart stopped, or beheaded etc).  Being hungry.

Likes: Archer, Rin, Emiya Shirou, Well prepared food (she will even admit she has gotten spoiled to Archer, Rin, Shirou, and Sakura’s cooking), the color blue, nicely tailored suits, stuffed animals, lions and other cats, video games (Taiga got her into WoW), Taiga, sparring, swordsmanship, chivalry, honor, Diramuid, Iri (she still thinks of her friend from time to time).  Gambling. Being able to admit that being a woman means she can still be strong.

Dislikes: Gilgamesh.  Rider (“That woman is a harlot and Archer can do much better than her.”). Dishonest tactics. People who are overly clever.  Dishonesty.  Dishonor.  People who cheat. People who underestimate her because of her gender. Badly prepared food. Being hungry.  Fussy dress clothing.  Having her hormones reawakened.  (“I did not miss my menses when I stopped having them.  I am not overjoyed at their return.”)
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Panda on November 14, 2014, 01:18:47 AM
Name: Old Man Henderson

Race: Human?

Age: 55

Height: 5'10"

Weight: 180 lbs

Appearance:

(http://i.imgur.com/EgXc7Gw.jpg)

The combat boots have heelies, and he has a stuffed parrot on his shoulder called Rupert. He never takes the aviator shades off for any reason.

Strength: Human
Agility: Exceptional
Constitution: Human - Exceptional (Depending on how drunk he is)

Other Abilities:

Mental Resistance: Legendary (Called a Shoggoth "The UGLIEST fucking poodle EVER") Don't even try to screw with Henderson's mind. If you're lucky, you'll get high.

Ballistic skill(Shotgun): Supernatural (Proceeded to murder said Shoggoth, its summoner, and his companions without breaking a sweat)

Memorized the Anarchist's Cookbook. Stunt driver, ship builder, champion figure skater, hockey player, helicopter pilot, and golfer. Fluent in many languages. Luckiest man in history, bar none.

Equipment: Benelli M4 Semi-automatic Shotgun, as many shells as he needs, battered modified '92 Buick Century, extra pairs of aviators, a charred page of the Necronomicon (wrapped a blunt with it), and the occasional joint.

Acquired during his time in the Nexus:


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 of/related to The Stig, at some point returned to the US on some man's junk, and at some point, acquired roughly 215 antique lawn gnomes as his retirement plan, estimated value of over 40K. 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 victims of said Warpath are as follows.


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: General human weaknesses, excluding things that would drive normal men to insanity. Also weak to good weed, the munchies, high explosives, and has this itch to fly helicopters whenever he can. Tends to be forgetful while high.

Likes: Good weed, gnomes, Rupert, booze, his shotgun.

Dislikes: Cultists (gnome-stealing bastards), Hastur (The leader of a group of gnome-stealing bastards, and a buzzkill to boot), religion, cutlery, books.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Alice on November 14, 2014, 09:40:41 AM
Name: Tohsaka Rin

Race: Human (Magus)

Age: 18

Height: 5'2"

Weight: 107 lbs

Appearance: She was idolized at Fuyuki's high school for a reason- a lovely young woman with striking aquamarine eyes and brownish-black hair kept up in a rather distinctive, iconic style. Her thigh highs are the stuff of legends. You will not easily forget her, whether it be for her striking looks or, should she allow her measured politeness to slip away a bit, her sharp tongue.

(http://safebooru.org//images/1189/a4c39e0d5339ff4b4bbe59b62909eb3aa8094ec9.jpg)

(http://safebooru.org//images/1139/5eaa16175750ea3d2b11c597bcda850ef68aeb62.jpg)

Physical Attributes

Strength: Exceptional (could be very low tier Supernatural with reinforcement)

Agility: Exceptional (could be very low tier Supernatural with reinforcement)

Constitution: Human, though could be Exceptional

Magic Ability: Medium, could go High with some of her gems.

Other Abilities:

Gandr: A Finnish curse originally from the Edelfelt line. Like a magical bullet, it can rip through flesh and cause a good deal of damage. Each burst is fired by concentrating prana into a finger and then releasing, somewhat similarly to firing a gun. Unlike most magecraft, there is no incantation needed to fire one, and she can fire many within quick succession of one another. 

Average One: Has aptitude with all elements, which means she could cast magecraft from any one of them with equal effectiveness.

Zelrech's Apprentice: Has some knowledge of the 2nd True Magic. However, she only knows so much, so she cannot effectively use it yet. However, she has the capability to come closer to that point while honing what she already knows.

Martial Arts Training: From a certain Fake Priest, no less. This means that Rin can defend herself rather well in hand to hand combat, even giving her an edge in some situations. Combine this with reinforcing her body using magecraft, and Rin can become a force to be reckoned with as far as ordinary humans are concerned.

Equipment: Her bag: It's just a large, sturdy, well made bag with supplies and some changes of clothing, along with some gems hidden away. It's had some magic applied to it to make it more resistant to damage, but otherwise it's not that special.

Assorted gems: For when Rin needs to cast high tier magic and fast. While she can replenish these, it's expensive and may require another means of aquisition. Any new gems need a bit of prep time in order to make them useable, as Rin needs to store prana in them before she can use them. Any gems she has with her from the start are already filled, and may pack more of a punch than any she gets a hold of later.

Mystic Code
Kaleido Stick Ruby:

(http://img2.blog.zdn.vn/41304645.jpg)
A powerful wand created by Zelretch himself, which is able to empower the wielder with a nearly infinite amount of prana and power, as taken from other selves from other dimensions and timelines. ...However, because Ruby hates her creator, and has a tendency to take her frustrations out on her wielders, Ruby forces the one who wields her to become a magical girl, and their attacks to match. Since Ruby herself is sentient, this also means she tends to heap verbal abuse and is generally rude and rather blunt. And also somewhat perverted. She is also rebellious, and if her current master gets on her nerves enough, she will abandon said master, and go find someone else.

It should be noted that despite the infinite power and prana thing, there are limits. While still a significant upgrade, enough to reasonably upgrade the wielder's stats to at least mid-Servant tier, Ruby does need rest every once in awhile, and there's only so much power she can provide with one shot. This also assumes Ruby remains cooperative enough for her wielder to effectively use her.   

Origin:
So this portal opened up. Not that most of the world noticed, but the Magus Association certainly did. Of course, they don't take such things so lightly. So they chose a young magus to investigate the matter, to scout the area and report back if she could find the source of the disruptions. Equipped with only some basic supplies and an annoying talking magical stick, the great aspiring mage Tohsaka Rin must navigate this new world and gather information to not only complete her mission and gain a greater amount of esteem with the Association, but also to return home at all. For you see, the portal seems to have vanished, and Rin promised certain people she cares about that she'd return home... something that she will do, come hell or high water. After all, she is the master of her own world- no matter what obstacles come her way, nothing's going to stop her from keeping her promise.

Weakness: Being human, she has human weaknesses. Cutting off her magic somehow would also leave her more vulnerable. She's also horrid with the most modern of technology and is rather accident prone.

Likes: Gems, magecraft, money, cats, her former Servant Archer, her sister and said sister's current boyfriend.

Dislikes: Ruby, losing control of a situation, modern technology
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Knick on November 15, 2014, 10:02:16 PM
Name: Grenth

Race: Human (Necromancer)

Age: ??? (He literally does not count; your guess is as good as his)

Height: 6’1

Weight: 213

Appearance:
Wears black armor that is decorated with skill and images of death. Has a hood and the only part of his face that would be visible is covered by the bone mask of some kind of beast. Through the eyes green light can be seen. Underneath his mask he has a stubble beard of gray hear, and dark brown eyes. His gray hair is swept back but kept in a mostly orderly fashion. Despite being old he has little know signs of age except for his hair color. He generally wears suits when not in his armor.
(http://i.imgur.com/4fyjlag.jpg)

Physical Attributes


Strength: Exceptional

Agility: Human

Constitution:
Incredible

Other Abilities:
Knowledge of Anatomy: Highly knowledgeable about the structure of the bodies of living things. It can be used to preform medical processes or manipulate them with Flesh Sculpting.

Aura of Death: Gives off a feeling of death due to his constant practice of necromancy. Animals prefer to stay away from him and even normal people can find themselves uneasy around him. He forcibly negates this aura when he is not in his armor and mask, as it is counterproductive.


Magical Abilities:
Extremely High

Necromancy: The ability to manipulate the souls and bodies of the dead. At Grenth’s level the fact that one has moved on or passed away is simply an inconvenience. Capable of calling souls back from other realms should his have a proper connection, or animating corpses into powerful puppets or monstrosities. There is little that one can think of that he would not be capable of.

Flesh Golem: His Favored type of minion, made using at least three corpses as resources, however more can be added to make it larger. Their wounds stitch themselves together and they absorb corpses to make themselves more powerful. Incredibly weak to fire and vulnerable to cutting type attacks. Piercing attacks have no lasting effects, and blunt attack have little to no effect unless massively powerful.
   Physical Stats:
      Strength: Supernatural to Legendary (depends on amount of corpses used)
      Agility: Supernatural
      Constitution: Superhuman (Really high by itself, but can be considered higher due to healing)

Bone Horror: A common type of minion made from bones and limited amount of flesh. They have razor sharp claws that can cut stone with ease. Incredibly fragile but easy to make in mass.
   Physical Stats:
      Strength: Exceptional
      Agility: Exceptional
      Constitution: Human (on the lower end)

Bone Fiend: A type of minion which is formed by using bone and flesh shaped into something resembling a scorpion with two thin bone tails. It fires spikes from the tails made of bone which it can produce using the magic placed into it at its creation.
   Physical Stats:
      Strength: Exceptional
      Agility: Supernatural
      Constitution: Exceptional

Blood Horror: A type of minion while is a mass of organs and bone, the organs kept in a cage of ribs. It has a long bone tail, two claws that are like crab pincers, as well as what looks like intestines falling out of it. It needs flesh bodies to make. It leaches life from its pray and stores it within itself, it can then be consumed to increase Grenth’s magical energy.
Physical Stats:
      Strength: Human
      Agility: Human
      Constitution: Exceptional

Soul Horror: A deformed souls crafted into a shadow beast. It is capable of melding with shadows and cursing people from them. The most malicious and magical of his constructs, capable of using shadow magic, ice magic, and curse magic. They make good scouts.
   Physical Stats:
      Strength: Human
      Agility: Human
      Constitution: Human (but incorporeal)


Flesh Sculpting: The ability to sculpt flesh, bone, and sinew into different shapes and orientations. A highly prized skill when accompanied with necromancy. It can even be used for healing purposes, as was its original purpose.

Curse Magic: Capable of cursing others, however it is not a skill he likes to use and almost never use it unless absolutely necessary. His curses bind ones souls, create sickness in the body, and freeze the blood.

Summoning: While also being able to call his constructs to his side, as well as his armor. He is also capable of summoning souls and minds from beyond.

Ice Magic:
Skilled in the art of manipulating Ice and the magical elements of cold. From this he can pierce enemies with spears of ice, create a freezing mist, or contruct powerful armors. The limits are only what he can imagine.

Illusion Magic: Skilled not in the art of crafting illusions, but of shattering them. He has only learned to do such and find those that manipulate perception to be the most distasteful of existances.


Equipment:
Black Armor: His armor adorned with many images of death. It is highly powerful and acts as a powerful tool to cast his magic though. He can instantly exchange it with normal clothes and vice versa.

Staff Cane: A cane he holds when unarmored, intricate and incredibly beautiful. It serves as a casting tool.


Origin: A necromancer of tremendous age, using his understanding of the dead to stop his aging. His history is unknown and he is unlikely to share it with anyone. But he is without a doubt a powerful user of magic.

Having always been expected to become a magician, his choice of field was a shock to his family and friends.

But he didn’t care because the grave and death called out to him. And from there he grew. He mastered his magic, gaining the ire of many.

However he helped cure plagues, heal the wounded, and understand suffering. He was never an evil person, simply one that wanted to understand death and help others with that understanding. But perhaps that is too much of a contradiction to some.
 
So he isolated himself, and practiced his craft. And then one day woke up in the Nexus.


Weakness: Anti Magic, anti-undead tools (but not holy, must be specifically anti-undead), his constitution is from healing himself so 1 hit KOs are effective.

Likes: The cold, Order, Law, peace, relaxing

Dislikes: Chaos, needless death, idiots
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kaze on November 15, 2014, 10:49:15 PM
"Don't worry, Lucia. I'll be back before you know it!"

Name: Akiholarme
Race: Imperial Dragonborn
Age: 24
Height: 165 cm (5’5)
Weight: 74 kg (164 lbs)
Appearance:
(http://i1205.photobucket.com/albums/bb423/TheReal_PapaRayRay/ImperialSkyrim.png)
(http://i1205.photobucket.com/albums/bb423/TheReal_PapaRayRay/VampireKnight.jpg)

Physical Attributes
Strength: Exceptional
Agility: Exceptional
Constitution: Exceptional

 Magical Power: Medium. Aki is capable of some healing and fire and lightning attacks, but her true magical talents lie in enchanting and her Thu’um.

DESTRUCTION-
The use of elemental spells to damage an opponent. Aki is skilled in the use of fire and lightning, however the use of her more powerful spells quickly drain her magical energy. Lightning spells move much faster that fire, striking almost instantly, and have the side effect of disrupting the target’s prana, but also cost more magical energy than fire.
Flames: A jet of flames shoots out from Aki’s palms.
Firebolt: An orb of flame that sets the target aflame upon impact.
Fire Rune: A small boundary field that violently detonates when a living being steps within its borders.
Fireball: A ball of fire much like the Firebolt, except that this version explodes in a 15 foot radius on contact.
Flame Cloak: Aki’s body is coated with magically produced flames, inflicting damage on anyone who comes within melee range.
Shock: A short range but continuous stream of electricity from the hands.
Lightning Bolt: Exactly what it sounds like, a bolt of lightning from the fingertips.
Shock Rune: A small boundary field that hits whatever living being that steps on it with a powerful surge of electricity.
Chain Lightning: A lightning bolt that will bounce from target to target, damaging up to four enemies at once if they are grouped together.
Lightning Cloak: Aki’s skin and armor become electrically charged, and will deliver a shock to anything that touches her for the duration of the spell.

RESTORATION-
Aki’s study of the Restoration school is specialized entirely for healing, and as such she cannot create wards or summon holy light against undead enemies. She is capable of Adept level healing, which allows her to rapidly heal gaping wounds and mend broken bones as long as her prana supply holds out. During the months she spent as a vampire, Aki has learned how to mend the flesh of the undead, although it is less efficient as healing the living. Beings that do not have a soul cannot be healed.

ENCHANTING-
The art of bestowing magical empowerments on an inanimate object. Aki’s specialty is armor and weaponry, of which she is the best in Skyrim. She can enchant weapons with the properties of fire, ice, lightning, turn undead and even to absorb the vitality of the target. Armor can be bestowed with the ability to resist elemental or magical damage and enhance the wearer’s strength, vitality or supply of magical energy. Enchanting can only be done through the use of soul gems, of which Aki has a limited supply.

DRAGON SHOUT
THU’UM-
While even normal humans can learn to use the thu’um with years of study and hard work, as the last dragonborn Aki has the innate ability to comprehend and utilize the thu’um with ease. The power she can put into her shouts directly coincide with the number of words she knows for the shout. However the thu’um was not originally meant for mortals to weild, and using them too frequently will leave the user breathless and exhausted.
Aura Whisper “laas”: Briefly allows Aki to detect nearby lifelike activity, revealing to her the locations of even undead creatures.
Battle Fury “Mid Vur”: Grants a wind-based enchantment to the weapons of all nearby allies, allowing them to attack much faster than normal for a short time.
Fire Breath “Yol”: Aki exhales a huge ball of fire in the direction she’s facing.
Frost Breath “Fo Krah”: Aki breathes out a miniature blizzard.
Marked for Death “Krii”: Reduces the target’s resistance to physical and magical damage for a few seconds.
Unrelenting Force “Fus Ro Dah”: Aki’s very breath shoves aside anything in its path with the force of a freight train.
Whirlwind Sprint “Wuld”: Aki’s voice literally carries her forward a short distance at incredible speed.

Other Abilities:
SHIELD MAIDEN-
Aki favors a sword-and-shield style in melee combat, making her very capable at minimizing physical damage received, but she cannot put her full strength into striking with her weapon.

STEED STONE-
One of the 13 sacred stones dotted across Skyrim, the blessing of the Steed Stone eases Aki’s burdens, leaving her unencumbered by her armor and heavy loads.

IMPERIAL LUCK-
Aki has an easier time finding money lying around than most people. Where one person will find a penny, she'll find a nickel. Where a thief might find 400 dollars in a cash register, she will find 550. This phenomenal luck is part of why she considers "scavenging" a perfectly legitimate form of income.

Equipment: List and describe what weapons, armor, or other gadgets your character uses.

ANCIENT NORD SWORD OF LIGHTNING-
A dark sword claimed from one of the many draugr crypts, Aki has enchanted the weapon to shock anything that the blade comes into contact with.

EBONY SWORD OF THE VAMPIRE-
A sword with innate supernatural properties, it has been enchanted at the highest level to sap the target’s own life essence and transfer it to the wielder. Kalara received this sword as a gift from General Tullius. Despite the blade’s great power, she rarely uses it, as it is a reminder of both her time as a vampire and the ruin she besieged on Windhelm.

SPELLBREAKER-
The daedric shield of Peryite, able to generate a ward that negates magic.

EBONY ARMOR-
A full set of heavy body armor, which Aki has enchanted to boost her vitality, magical energy pool, and the power of her melee attacks. Heavy armor normally slows down the wearer and increases the rate at which one becomes fatigued, but the blessing of the Steed Stone completely relieves Aki of this burden.

Origin: Akiholarme was crossing the border into Skyrim when she wandered straight into a war between the Stormcloaks and Imperials. After being captured and then summarily freed by a random dragon attack, she spent the next ten years of her life killing wild animals, necromancers, bandits, and eating dragon souls to power her Thu'ums. Aki was deposited in the Nexus when an ill-fated conjuration experiment at the College of Winterhold caused an entire wing to teleport out of existence.

Weakness: Aki is a human, and can be hurt and killed like any other. Her competitive nature and extreme confidence can get her too far in over her head, and she has no understanding of contemporary weapons and how to combat them.

Likes: Alto Wine, combat, challenges, looting, genuine compliments, romance, rabbits, people who have the courage to overcome their own weakness.
Dislikes: Mead, bandits, the Forsworn, flattery, talking when something could be getting done, people who don’t try to help themselves.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on November 16, 2014, 02:42:44 AM
Name: Caedia (The Arisen)

Race: Human

Age: 24

Height: 5’8’’

Weight: 165 lbs.

Appearance:
(http://i.imgur.com/7PLM4nm.jpg)

Physical Attributes
Strength: Exceptional
Agility: Exceptional
Constitution: Exceptional/Incredible(see Exceptional Willpower)

Magic Ability: High - As a magick archer Caedia knows an extensive amount of magick with her bow and she is skilled with the skills usually associated with sorcerers. After watching the Dragon use his abilities she was eventually learned how to cast without a staff by focusing on the spell with one hand and focusing her willpower, however she is unable to move once the spell is ready to be released unlike other sorcerers. It takes a few seconds to cast any spell on this list.

Magick Arrows: Magick Archers have fused magick into their very bows, allowing them to fire magickal arrows. The basic damage of the bow will affect Phantoms and their cousins.

Homing Shots: Magickal arrows can curve and follow the target that Caedia aims at.

Elemental Attacks: Magic bows skills are naturally infused with an element (Ice, Fire, etc) and allow for immediate access to an enemy's particular weakness. A regular shot from a magic bow is Ice enchanted, not physical like from normal bows.

Gicel - Conjures a twisting spike of ice that thrusts forward from the ground.
(http://i.imgur.com/co94UJ7.gif)
[url=http://dragonsdogma.wikia.com/wiki/Gicel]http://dragonsdogma.wikia.com/wiki/Gicel (http://dragonsdogma.wikia.com/wiki/Gicel)[/url]

High Brontide: An advanced form of Brontide that calls forth a longer-lasting whip of lightning that drops more bolts when dismissed.
(http://i.imgur.com/E1nNheL.gif)
http://dragonsdogma.wikia.com/wiki/High_Brontide (http://dragonsdogma.wikia.com/wiki/High_Brontide)

Explosive Rivet - An advanced form of Explosive Bolt that remains lodged in its target for a longer period of time and causes more damage when struck with a blow. It will explode on its own after 10 seconds have passed and it is enchanted with the element of fire.
(http://i.imgur.com/r6g21t5.gif)
http://dragonsdogma.wikia.com/wiki/Explosive_Rivet (http://dragonsdogma.wikia.com/wiki/Explosive_Rivet)

Great Sacrifice - Summons forth the ultimate magickal bolt at the cost of one human life. To the user time seems to become sluggish as their perception of time is slowed so they can take the perfect shot. It is enchanted with the element of darkness and is especially potent against beings of light. Although usually used with Pawns a magickal circle can be transcribed onto a subject to allow the Great Sacrifice to use them as fuel for the spell.
(http://i.imgur.com/ZUIkZtf.gif)
http://dragonsdogma.wikia.com/wiki/Great_Sacrifice (http://dragonsdogma.wikia.com/wiki/Great_Sacrifice)

Hunter Bolt - An advanced form of Seeker Bolt that fires a flurry of magickal arrows. Up to ten foes/places can be targeted at once. It is enchanted with holy energy and is especially effective against the undead, cursed beings, and creatures that are born from darkness.
(http://i.imgur.com/kagikP1.gif)
http://dragonsdogma.wikia.com/wiki/Hunter_Bolt (http://dragonsdogma.wikia.com/wiki/Hunter_Bolt)

Sixfold Bolt - An advanced form of Threefold Bolt that fires 6 arrows. It is enchanted with the element of ice.
(http://i.imgur.com/1VGq7Ni.gif)
http://dragonsdogma.wikia.com/wiki/Sixfold_Bolt (http://dragonsdogma.wikia.com/wiki/Sixfold_Bolt)


Other Abilities:
Exceptional Willpower: Legendary -  The one trait that binds all Arisen is the fact that their willpower is incredible. It is through willpower that they use the Riftstones to pluck their Pawn servants from the Rift between worlds.  One of the greatest examples of this is the passive shaping of a Pawn due to the Arisen’s will. Pawns are naturally empty beings that can feel no emotion, however the will of the Arisen can passively shape they Pawns being and instill within them the will to live and the  ability to feel. This culminates in these empty beings taking the form of the Arisen they serve. However the Seneschal is undoubtedly the greatest example of an Arisen’s willpower at its finest. Those Arisen who have made it to the throne of god have a will that is beyond belief. Their will feeds the world’s desire to live and survive but they have also reached the point where they can enforce their willpower upon the world. It bends to their desires and shifts itself to accommodate them. The creation of life is nothing more than the Seneschal enforcing his will onto reality and it obliges. While Caedia has yet to reach this level her willpower is still phenomenal. With it she can fight longer(her Constitution effectively becomes Supernatural) and any ability that affects the mind is almost always cancelled out.

Equipment:
The Dragon’s Dogma - An exquisite blade worthy of its namesake. It harnesses great power from within the wielder's body.Paired with the Arisen’s great willpower the Dragon’s Dogma strikes with more force than simply swinging a blade should.
(http://img2.wikia.nocookie.net/__cb20120624230802/dragonsdogma/images/thumb/f/f8/WikiDragonsDogmaSword.jpg/150px-WikiDragonsDogmaSword.jpg)

The Dragon’s Breath - "An exquisite bow worthy of its namesake. Infused with the magick of a dragon's own breath."
(http://img2.wikia.nocookie.net/__cb20120626153946/dragonsdogma/images/thumb/4/46/WikiDragonsBreath.jpg/125px-WikiDragonsBreath.jpg)

The Oblivion Armor - A truly rare item, even among the fabled Bitterblack armaments. Despite it’s appearance it is extremely a very protective set of armor and is resilient because of enchantments woven into the fabric and branded into the metal. It also grants Caedia additional stamina and heals her wounds over time(Most minor damage is healed in minutes and while it can’t completely heal grievous wounds it will staunch bleeding while Caedia is wearing it. The Oblivion Armor can also repair itself as long as there is enougg materials and it has time.
(http://img2.wikia.nocookie.net/__cb20130520005043/dragonsdogma/images/thumb/c/cf/Armour_Set_Oblivion_Armor.png/243px-Armour_Set_Oblivion_Armor.png)

Godsbane - Upon its death the Dragon turned to dust and within this dust was the Dragon’s Dogma, the Dragon’s Breath, and the Godsbane. The Godsbane is a dagger capable of slaying anything. Even god is not safe from this blade’s fatal kiss. Despite being a powerful tool Caedia refuses to use it under any circumstances because of the purpose it would serve for her later.
(http://static.tumblr.com/af502b9ee0c90a4ac0efdac3db105a2f/d3s05bn/57tn14ic1/tumblr_static_godsbane_dagger__edit_.png)
Origin: When the Seneschal is no longer capable of fulfilling his duty he sends out a Dragon, the twisted form of an Arisen who failed to slay him, to seek out another to take his place. And so the Dragon encountered Caedia in a small village and he tore out and devoured her heart, but this did not kill her. She was marked as an Arisen. One of those who had their hearts stolen by the dragon, and to get it back they would need to fight it. So after many, many fetch quests and slaying a lot of monsters she slew the Dragon. Then she looted it and went questing in another dungeon on an isle and eventually killed a manifestation of hatred and loathing. Then she went back to the main city to find a giant hole in it. Caedia went in, killed a fuckload of monsters, looted a lot, and collected enough materials to fulfill the request of a Pawn. The materials formed a portal that she jumped into and she ended up in the Nexus.

Weakness: She has the normal weaknesses of a human and modern weaponry is just as effective against her as any other human.

Likes: Looting, Pawns, and people who don’t give up.
Dislikes: Griffins, petrification, water, and people who give up.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Panda on November 16, 2014, 05:50:26 PM
GM Note: This thread is for any character that has been killed in game, or has left by other means. Rejected sheets will occupy a separate thread. Also, any living characters can only be brought back from here via special GM permission.

Name: Castus Grendel (Title: Living Saint) AKA Living Saint Inquisitor Adept Castus Grendel

Status: Alive

Race: Human

Age: 35

Height: 5' 8"

Weight: 200 lbs

Appearance:

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

The robe itself is a kill counter, with caricatures of the creatures he's killed carved into it with his knife.

Left Side (Daemons) :

Charnel Daemon Caricature
Three Bloodletter Caricatures
Juggernaut of Khorne Caricature
Unbound Daemonhost Caricature (eyes everywhere, claws for hands, snakes everywhere and had scales)
World-Eater Daemon-Prince Champion Caricature (Complete with the OM NOM NOM armor)
Bloodthirster Caricature

Right Side (Xenos) :

Beast of Solomon Caricature (mini dune worm with more scales and teeth)
Ork Nob Caricature
Ork Warboss Caricature (complete with Mega Armor)
Eldar Sword Master Caricature(Complete with a melta-bomb in his mouth.)


Strength: High Human (Fat as he may be, he's hiding a fair bit of muscle underneath that bulk)
[Superhuman] (Beheaded a Charnel Daemon in one swing of his knife fueled solely by his Righteous Fury, while he was still unskilled with his weapon of choice)

Agility: Exceptional (Jumped out of a window eight meters up, onto the shattered glass left from him shooting it out first, and came out unscathed, though this can also be attributed to his luck)
[Supernatural] (Rode a Juggernaut of Khorne like it was his bitch, capable of dodging the blades and fanged maws of a World-Eater Champion's sentient armor, and somehow dodging a Bloodthirster's strike while in mid-air)

Constitution: High Human (Leaning towards Exceptional)
[Supernatural] (Took a grazing hit from a Bloodletter without issue)

Other Abilities:

Luck: Legendary (Likely the sole reason he's able to pull off half the shit he does, that and his Righteous Fury. It has been thought that this luck is the result of the Emperor looking upon him favorably, and as such this ability will only take effect when fighting the enemies of the Imperium of Man.)

Weapon Skill (Knife): Exceptional [Legendary] (With his knife, Grendel's claw, he has killed a Charnel Daemon of Khorne, two Bloodletters, about a dozen of Orks, and delivered a fair amount of damage in addition to the finishing blows to a World Eater Daemon Prince and a Bloodthirster[Greater Daemon of Khorne])

Contempt(Daemons): With the aura of invincibility removed from Daemons in Grendel's mind, Grendel feels no fear from the sight or presence of any demonic creatures, and is able to flat ignore the force of their presence.

Fearless(Orks): Applies to any ork-like creatures, though Grendel is unlikely to encounter them here.

Living Saint: Having been canonized as a Living Saint and decorated as such, Grendel radiates a minor holy aura. This aura is strengthened in the presence of Xenos and mutants, forcing any such beings of insufficient strength of will to be unnerved in his presence and falter. If Grendel encounters a Daemonic entity on the field of battle the aura grows strong enough to just barely be visible, and he goes into a state of Righteous Fury, in which his stats are boosted to the levels shown in the square brackets.

Forbidden Lore (Daemons): After slaughtering so many, as the Adept of his Inquisitorial Retinue and as an Inquisitor himself, he has become learned in the matters of Daemons of all sorts, especially those of Gods of War such as Khorne, and is a quick study when it comes to new knowledge regarding these creatures.

Forbidden Lore (Warp): That said, he has knowledge of many other aspects of the Warp, and is also quick to learn about other such parallel and alternate universes/dimensions/planes when he's able to acquire knowledge relating to them.

Forbidden Lore (Cults): In addition, he is highly adept (pun not intended) in recognizing the work of cults, and is quick to pick up on signs of repeated activity by any specific cult he has knowledge of.

Equipment: Grendel's Claw(See below), a stub revolver, Mesh Robes, various odds and ends (a few frag grenades, ropes, a speed loader for the stub revolver) contained in they many pockets and pouches of said robes, a copy of Liber Beowulf (For the nostalgia), and a copy of Liber Daemonica.

Grendel's Claw: A perfectly balanced, armor-piercing knife with a mono-molecular edge. In the hands of Living Saint Grendel, it has holy properties, cannot be blocked by daemonic entities, ignores any armor tainted with magical (Warp) energies, ignores the natural armor of daemons, and also invokes fear in the worshippers of War, though those of strong will can withstand or ignore this effect.

Origin: Not much is known about Castus Grendel before his first great deed, only that he came from a Forge World and was recruited by the Inquisition after he read a forbidden tome concerning a battle between a Space Wolves Company and a Daemon. He was offered a choice, either have his mind wiped, or be recruited as an acolyte. On one of his first assignments as part of a cell of Acolytes, a trip to the Hive world Ambulon to investigate the recent movements of a cult, the first sign that Grendel wasn't all he seemed to be was made apparent. The cell found the cult in the midst of a Daemonic Summoning ritual, and quickly turned it into a bloodbath. Unfortunately, this was a ritual to Khorne, who was so pleased by the bloodshed that he sent a Charnel Daemon as opposed to some lesser Daemon.

Faced with a Daemon that warranted an Exterminatus, the cell chose to flee, with then Adept Grendel choosing to face the Charnel Daemon to buy his fellow acolytes some time to escape. Instead of dying honorably against the Daemon, Grendel found himself seized by some sort of righteous fury, as if the rage of the Emperor himself was flowing through his veins, directing him to bring the death of that Daemon however he could. And so, he took his knife and, by the Emperor's grace, struck the Daemon's head from its shoulders in a single mighty blow. So began the saga of Castus Grendel.

Through his career as an acolyte, Grendel would face impossible odds, again and again, only to not just survive, but come back victorious every time. Nevertheless, he doesn't attribute his skill to his own prowess, but the grace of the Emperor, choosing not to question the Righteous Fury that comes to him, time and time again, to slay his foes, leaving him humbled where others may have grown prideful at the Emperor choosing to work through them.

Even now, when an errant trip through the Warp has left him in this dark Hive of Corruption and Heresy, with his personal ship damaged beyond repair, what little crew he had dead, and all the servitors on board demolished, Grendel will continue his fight against that which threatens the Imperium. Even if he can't get back anytime soon, the light of the Emperor will continue to shine on him.

Weakness: Standard human weaknesses, surprise attacks, and non-Daemonic scary things (excluding Orks).

Likes: The Emperor, Sister Benedicta (Sister of Battle he met and has since fallen for), books, Space Wolves Brother-Captain Beowulf (Saved his bacon from the Inquisition by forwarding a report of the battle that finally earned Grendel the title of Living Saint and the position of Inquisitor directly to the Ecclesiarchy.), and explosions.

Dislikes: Daemons, Xenos, Chaos in general, Khorne and Tzeentch in particular, Heresy, and not having enough rope to get down from a high place safely and/or keep himself from falling to his death (Something that would have made life a lot easier more than once).
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: NinjaQ on November 17, 2014, 01:38:37 AM
Name: Earleen Blaise

Race: Human

Age: 24

Height: 5'10” (About 178 centimeters.)

Weight: 145 pounds (About 66 Kilograms.)

Appearance: Earleen has wavy silver hair that cascades down to just past her shoulders and rose red eyes that seem to sparkle in the sunlight. At first glance, she appears to be frail, but a closer look reveals that she's actually pretty fit for a hobo. She wears a slightly tattered black and red stripped shirt, a pair of fairly worn men's jeans, black boots, and a patchwork cloak that stands out. Her skin, at least under the dirt, is fairly tan and smooth like silk, but her hands are fairly rough.


Magical Attributes: Low. (While she can use low wind magic to aid her movement, she's completely unaware of how to actually use it.)


Physical Attributes:

Strength: Human. (Basically strong enough to give a kitchen sink a single swing before having to abandon it as a weapon.)

Agility: Between human and exceptional. (As a result of fending off multiple ambushes when highway men mistook her for nobility.)

Constitution: Exceptional. (As a result of having been chased off with a beating for loitering countless times.)

Other Abilities:
Pocket magic. Literal pocket magic, meaning that she can pull out a variety of objects that are common in the world. These objects however can never be bigger than her pocket and are always completely random. (In once instance, a man was mugging her and she proceeded to bean him with a rubber duck and then walloped him with a frying pan from the cloak pocket.)

Random jackpot: Occasionally, Earleen will hit a random jackpot and get one exceptional item for the task at hand, a very rare item, or even a series of common items that are perfect for whatever she's doing. In addition, for a moment (90 seconds) after she hits the jackpot, she can be considered the luckiest being alive. (I'll roll a 100 sided die “daily” (either every rp day or every actual day) to determine if she hits it. If it's 100, then jackpot. In the case of combat, I'd like for an unbiased party to roll a die to determine if she hits it.)

Equipment:
Backpack: Her backpack normally carries comfort items such as a sleeping bag, pillow, a bottle of booze, and the odd plushie from time to time. In addition, there's a few snacks, a canteen, and a bit of money. Generally, these items come from her finding them or when she randomly pulls them out of her pocket and decides to keep them.

Cloak: Her cloak is a patchwork thing made from her old clothes that eventually fell apart. As a result, it's easy to spot in a crowd. Surprisingly, even though it's been stitched together, it's sturdy enough to not rip apart from a bit of pulling at it. The inside of it is lined with another layer that only goes up to the neck and leaves an open spot so the entire thing can function as a giant pocket. (One time, she even pulled out a kitchen sink and bashed a mugger with it.)

Origin: She was born into an aristocratic family and for the first 16 years of her life, lived with servants waiting on her hand and foot. As a result, she began to scorn the style of life she had. On her sixteenth birthday, shortly after finding out that she'd be forced into an arranged marriage, she decided to leave and live an adventurous life as a hobo. With that, she packed up a backpack and headed out, leaving behind her noble status once and for all. After a year, she was robbed of her backpack and everything in her pockets. At this time, she made a deal with her world. She'd take a curse in exchange for the ability to pull out random common objects from her pockets. The world accepted, though it gave her an ironic curse. The only things she can truly own, are those which she carries, meaning that if she puts down her backpack, it's fair game to steal.

Weakness: She dislikes the mundane and as a result, she has a tendency to get into trouble. She can also be tempted by being offered something she wants... such as booze.

Likes: As a result of her life as a hobo, any show of kindness is much appreciated. She enjoys living her life, adventure, and anything strange or intriguing. As for her tastes, she likes Celtic music, basically any food, and anywhere there seems to be something going on.

Dislikes: She's grown to hate places that are obviously large and entirely clean as that's generally a signal of aristocracy which she can stomach, but would really rather not. Also, the things that come with high society such as: arrogance, perfect posture, and to some degree elegance.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: The Man With All The Cute Boats on November 17, 2014, 02:36:24 AM
Name: Anti-Fog Metahuman: Prototype Seven
Nickname: Aef (Pronounced A F), or Archive Hunter (prefers the latter)
Race: Metahuman/artificially created humanoid mutant
Age: 28
Height: 5’11
Weight: 175 pounds
Eyes: Grey
Hair: Grey

Appearance: A man wearing a duster, chaps, a worn-out pair of cowboy boots, a cowboy hat and a button-up vest, he is a man with a specific taste in clothing. He keeps himself shaved, and always cuts his hair once they go down into his eyes. As it stands, his hair isn’t far off from a cut.


Strength: Supernatural
Agility: Supernatural
Constitution: Supernatural

 
Equipment: Inferno Revolver: A large, metallic rectangle with a handle, and two demi-circle protrusions coming out of its sides near the grip. The top of the length of the rectangle is a barrel, and the bottom a cooling unit with a line-shaped heat indicator, turning blue to red. The demi-circle protrusions are where the chamber is held, sealed.

The Inferno Revolver is a gun with six shots that fires lava, or something so close to lava that the effects and look of it are the same. Naturally, this gun is immensely powerful. However, it takes about a full hour to properly reload, making it far from practical. It suits his goals, however, and he has grown emotionally attached to his own.

Other Abilities:Mental Immunity: Aef was made to counter the maddening effects of the world-consuming Fog, and the process that brought forth this success was heavily relying on the idea of “fighting fire with fire”. As such, he is immune to mental interference, contact and attacks.

Talking, attacking and befuddling his mind directly is akin to attempting to walk into a room that has been one-hundred percent filled with concrete.

Origin: In a future a couple hundred years from now, there was an elevated lab. Elevated high enough so that the Fog would not be able to climb up and interrupt them, this lab carried out a very important project: the AFM project, a project to artificially create a mutant who could resist the Fog, so that it could find the source of this oppressive substance that had taken over most of the world.

Aef was the seventh prototype, but saying he was the seventh try would be inaccurate. He was the seventh to survive the initial steps, before the scientists moved on the later stages of their anti-Fog alterations, and the second to survive the entire process. The first, and the room their vat was in, was ejected after a series of accidents believed to be the fault of the awakened prototype, due to an unstable state of mind. Aef awoke stable, confused but obedient. He was woken, passed through tests, and put under once again to start a direct brain download of data that would be important to his survival and success on his upcoming mission.

While the download was ongoing, the Fog did the unprecedented: It climbed the height of the research lab and flooded it, in the same way an army would make a preemptive strike against future threats. Aef was in his vat obtaining a data download, and remained blissfully unaware of all of its creators going mad on the outside.

Many years later he was pulled out of his sleep by a Himalayan-class mutant, an eight-or-higher foot tall mass of muscle, who were too wide and whose legs were too big to confuse for a normal humans. The dull witted mutant, resistant to the Fog’s effects to a certain extent, dragged the boy home to show the ‘smart humans’ who lived higher up the mountain. A human village, surviving the Fog’s effects through altitude, where the Fog was so thin it hardly affected them in a negative fashion anymore.

Aef lived there until adulthood, being a boon to the village folk and the mutants alike with his immunity to the Fog. Where mutants could survive being in the Fog for hours at a time, he was both rid of the time limit and overall smarter than the average mutant, who had their brains dulled over time through living further down the mountain, where the Fog wasn’t as thin as it would be higher.

Reaching both the age of twenty and a new, insatiable curiosity, he got the mutant who found him to lead him back to the lab so he could learn more about himself. Searching the high tech lab, he found maps designating other laboratory areas, among other things, with projects related to the Fog, and how to “solve” it, and he also found out the purpose for which he was actually created.

He went on an ADVENTURE to these other labs, figuring that he might as well leave home and see the world after all. Armed with a machete, an Inferno Revolver he found at his birthplace and a backpack, he set out into the dangers of the Fog.

After a few labs, a few libraries, a few settlements and a few years, he was fully equipped with a robot horse, a wagon(he lost those) and the knowledge he had a big sister, the other successful AFM protoype.

Then one day he’s dicking around some underground vault while his horse and wagon are in for repairs at the human village he was somewhat raised in, and poof, he's in nexus.


Weakness: long reload time (1 hour minimum)
Likes: Dumb people, reading, his gun
Dislikes: Loud noises, being interrupted, people messing with his shit, laws
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Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kat on November 21, 2014, 12:48:54 AM
Name: Deborah
Status:
Race: Vampire
Age: 69 (physically she's 29)
Height: 166 cm
Weight: 55 kg
Appearance: Pale woman seemingly in her late 20s, with dark straight har reaching her shoulders and brown eyes. She is dressed in sturdy travelling clothes.

Physical Attributes
Strength: Raw physical might. - Human
Agility: A combination of speed, reflexes and dexterity, general gymnastic talent. - Human (Supernatural with active use of Celerity)
Constitution: Overall physical condition. How much damage one can take and how long they can go before exhausting. Human

Magical Power: Low
Deborah is a practicioner of Thebean Sorcery, a sorcery unique to her Covenant that is believed to be miracles passed down to the Sanctified by angel called Amoniel. Unlike other sorceries of Kindred it does not require blood to work (some miracles may, but is not necessary for all miracles), but relies on the power of will of the practicioner and demands an offering to sacrifice. It takes on average half an hour to cast a ritual, but the casting time may vary depending on skill of the practicioner and other relevant circumstances, but it still cannot be instant.  New rituals are not invented by the Sanctified, but discovered, apparently in form of carvings and other messages left around the world to decipher. However, the practicioner can improvise to extent, altering incantations, sacrifices and formulae to achieve related but different effect, depending on Themes she mastered. Deborah knows following miracles as of now:

Blandishment of Sin (Destruction 1) – Sacrament: a scrap of paper with the victim’s name written on it. Effect: The ritualist names a victim, who must be within one mile of the ritual. It makes damage inflicted to the victim in a single attack more lethal, even if otherwise it would not deal potentially lethal injuries (a punch, for example).

Blood Scourge (Destruction 1, Transmutation 1) – Sacrament: Ritualist's own blood. Effect: The ritualist transforms a portion of her blood into a weapon. It is a close combat weapon. The effect is temporary and it crumbles after a while, at latest at sunrise.

Curse of Babel (Transmutation 2) – Sacrament:  An animal or human's tongue. Effect: The victim of this ritual, who must be within one mile of the ritual, is rendered unable to speak or write until the next sunrise.

Dust To Dust (Transmutation 2) – Sacrament: The ritualist sacrifices a few drops of myrrh-scented oil, marking the corpse on any wounds. Effect:  The Lancea Sanctum occasionally finds it politic to clean up the messes of other vampires. For instance, the childe of an important Kindred, confessing her first accidental kill to a Priest, will remember the church kindly if the covenant deals with the problem. And even among experienced vampires, there are always inconvenient bodies. This miracle allows a ritualist to transform an incriminating corpse into something more able to be transported without attracting attention. If the miracle is  successful, the corpse transforms into unremarkable refuse, composting plant matter or food waste that, although unpleasant, can be shoved into garbage bags and transported to a location where it can change back into body parts safely once the ritual wears off.

Tempter's Eye (Divination 1)  – Sacrament: a tarnished silver coin, into which the ritualist scratches the name of the subject with an iron nail. Effect: This basic miracle, taught to many Sanctified as they begin to learn Theban Sorcery, allows a ritualist to gain insight into a mortal subject’s baser nature. By using the results of the miracle, Sanctified determine how best to then drive subjects toward temptation, fulfilling their roles as God’s agents of damnation.

Vitae Reliquary (Transmutation 1) – Sacrament: Any smaller object. Effect: The ritualist infuses an object with her blood. The blood stored is mystically transferred from the ritualist’s body, and can be retrieved by any vampire, Strix, or ghoul who touches the object. It  still causes Vinculum and blood addiction in anyone drinking it. After one lunar month, the ritual ends and the object crumbles to dust.

Here is a description of Themes applicable to Deborah's sorcery, along with their scope:

Destruction 1: The Destruction Theme allows a ritualist to magically deal damage to a target, reduce the effectiveness of defenses, increase the effectiveness of attacks and corrode durability. Although the Theme isn’t favored by Lancea Et Sanctum, well-rounded blood sorcerers learn at least the first few levels. True specialists in Destruction are feared for their power to rend subjects apart without even having to physically face them, to lay traps for feeding vampires by turning the blood of mortals toxic, and to cause prized possessions to crumble to dust. Even then, compared to employing the physical Disciplines or growing claws with Protean and then confronting an enemy personally, Destruction rituals make for a long, slow way to kill someone. With her knowledge of Destruction, Deborah  may make attacks more potent, upgrading  damage which would not be normally lethal to one that can potentially inflict fatal wounds (this does not deal special damage to supernaturals). She may also produce poisons.

Divination 1: One of the favored Themes of Theban Sorcery, Divination allows a ritualist to magically uncover knowledge and to divine for the location or circumstances of a target. At medium levels of expertise, the Theme can be used to foretell the future in the form of omens or to reveal the history of objects, while seeing a location as it was or will be is reserved for the most powerful Diviners. The future as revealed by Divination is not set in stone; ritualists can prevent events they prophesize from coming to pass, and many uses of the Theme along these lines are designed to help in that course of action. If the ritualist has
already seen how he “should” fail at a task, he will avoid the steps that lead to failure. Past events uncovered by Divination are only reliable back to the point of the ritualist’s last torpor. Using a ritual to see the last meeting, centuries ago, of an elder and his sire would be clouded, but using another to douse for that sire’s long-torpored body would not. With the first dot in Divination, Deborah may glimpse details about a course of action she has decided to undertake or learn basic information pertaining to a target. Glimpsing the future reveals fragmented and confusing imagery around an intended action, which the ritualist must interpret.
Transmutation 2 - The Transmutation Theme allows practitioners to alter the physical, mental, and supernatural properties of a ritual subject. It is the most versatile Theme, but it still has limits that surprise novice sorcerers. Transmutation rituals work by extending the supernatural forces within the ritualist over the subject— the forces that animate a vampire, that transform death into a semblance of life, that he commands to boost his physical prowess and skills. The Theme is easier to use on subjects that those forces can grip, and in ways related to their nature. Blood sorcerers find it easy to store Vitae in objects, to animate the dead, or to inflict elements of the Curse on mortals, but the transmutation of one substance to another is much harder. By drawing on the life-mimicking power of the blood, practitioners may animate a Transmutation ritual’s target. If that target is a living being, this ritual manifests as a form of overt control, compelling thoughts or actions the subject did not intend. However, blood sorcery
exercised for that purpose is a blunt instrument when compared to the elegant mental Disciplines of Majesty and Dominate. The level of Transmutation Deborah mastered allows her to make a wide variety of changes to her subject. By forcing a target to share the Curse, she can store Vitae. She may disguise a living or vampiric subject as another being of the same general height and weight, and may completely transform dead matter, changing inconvenient corpses into decaying plants, for instance. The ritualist can also disrupt a thinking being’s volition enough to alter speech, but not to force physical actions. She may animate gases, liquids and plants.

Weaknesses of Theban Sorcery: Mortals and supernaturals have innate resistance against effects of Theban Sorcery at least to a degree. For miracles which effect is physical in nature, Constitution apply. For others the power of will of targets apply, unless the miracle is all or nothing in effect (detecting a lie, scrying for an enemy’s location, or transforming a victim into a ghoul from a distance) which means that supernatural defences against magic apply (such as Supernatural Tolerance or Magic Resistance).

Other Abilities: (OOC: Cribbing lot of that from Yolf's sheet)

Blush of Life: Normally, a vampire looks the part of a corpse. She’s pale. She
registers no pulse. She exists at slightly below room temperature. Food and drink taste terrible, and immediately cause violent, bloody vomiting. However, with a bit of Vitae, she can fake life temporarily. This makes her functionally human. She becomes warm to the touch, with a full, hearty pulse. She produces natural bodily fluids. She functions sexually in the way a human can, becoming physically aroused. She can keep food and drink down, ejecting it later in the night. She’ll pass medical inspection while the blush remains active.

Supernatural Tolerance: Exceptional (Deborah's thickness of blood is still relatively low for a young ancilla but it offers her a degree of resistance against all manners of supernatural powers).

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

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

Kindred Senses: Deborah can easily see in perfect darkness without even the slightest effort. Her sense of taste for blood is incredible. She can see even the smallest traces of blood anywhere within line of sight, and smell blood clearly at up to 10 yards away. She can hear heartbeats at up to 3 yards away without issue. While her sensitivity to blood can prove incredibly useful, it can also be very distracting when hungry.

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

The Beast: As much a weakness as a strength, the Beast is the source of all vampiric power in Deborah'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 in proportion to the thickness of their blood. The thicker the blood, the stronger the Beast.

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 become 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: Deborah can focus her Beast on danger and weakness, allowing her to  know if someone is about to attack her, or to pinpoint the weakest person in the
room. The Beast is sensitive to things that other people cannot normally perceive; using this Discipline can pierce Obfuscate. The use of the Discipline gets tiring with frequent use.

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

Obfuscate: The vampire can turn her predatory aura inwards, walking through crowds of people who pay her no heed. As long as she doesn’t do anything to obviously draw attention to herself, nobody notices her. She’s just one more person on the street, part of the city’s nightlife. People don’t shy away from her because of what she’s wearing or what she looks like. She’s just as much a fixture of the city as the rats and the graffiti. People’s eyes just slide off the vampire. People can tell that someone’s there, but they don’t remember who she is or what she looks like; she’s just “some girl,” average height and build, average hair, average clothes. Unless the vampire’s doing something to draw people’s attention — pulling a gun, or screaming at people — or she’s in a place where someone doesn’t expect anyone else to be, everyone around her ignores her. They don’t care what she’s carrying; she could walk down the street with an assault rifle strapped across her back or a body slung over her shoulder, and as long as she doesn’t use it to draw attention, nobody particularly cares or remembers. If the vampire is violent towards someone — if she punches someone or starts feeding in a crowded subway station — her victim will automatically notice. The vampire’s predatory aura seemingly disappears, so that other vampires can’t sense it.

Devotions: Though the careful honing of their supernatural abilities, Kindred can manifest new powers of the Blood as specific tricks and techniques. Drawing from the speed of Celerity and the paranormal awareness of Auspex, Deborah can quicken her sight with an expense of life force, and for a brief moment see everything at a slow crawl with the ability to react accordingly.

Equipment: A knife, a revolver (with 6 bullets only, she has no money right now to refill it), clothes she has on herself. She's pretty much destitute at the start of CE 3.0.

Origin: As a human, Deborah sincerely wanted to believe in God, to the point she even studied theology at university to better know Him, even if picking such a major would not guarantee her prospect of a prosperous life. However, the fact she had no concrete proof that God exists weighed more and more on her inquisitive mind, faltering in her faith. Even if she lived in a world in which the supernatural actually existed, she had not brushed with it until that fateful night. Certain vampire noticed her curiosity and academical knowledge, and offered her an ultimatum after demonstrating what it was. Die as a mortal for humans are not meant to know about the existence of vampires or be reborn as a vampire and serve as God's agent in His divine plan. She realized that if something unnatural like vampires existed then God could exist as well, and there might have been truth to the stranger's words, so she accepted its offer. Commiting herself to study of Thebean Sorcery, she see it both as a proof validating her faith and means to carry out His will, punishing the wicked and pushing those who falter in their fight right into the embrace of God.

Weakness: Especially vulnerable to sunlight and fire. Cannot resist daysleep on Saturday. Cannot feed from  the righteous (those holding themselves to higher moral standards than people on average), attempting to do so causes damage to her.

Likes: Those mortals who are be truly righteous, secrets and knowledge to uncover
Dislikes: Scum that gone too far to deserve God's mercy in her eyes, vampires who are in denial about their true natures.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Knick on November 21, 2014, 04:02:25 AM
Name: Mia, Demon of Lost Children and the Rending Blade

Race: 3/4th Demon

Age: 12 (in truth much much older)

Height:
4’8

Appearance: Has pale blond that some can confuse for a gray and red eyes. Keeps her hair in a long ponytail, and is fond of trying on new clothes.
(http://i.imgur.com/8pMdKWM.jpg)


Physical Attributes

Strength: Incredible
Agility: Fantastic
Constitution: Incredible

Other Abilities:

Demon Nature: As more demon then human Mia adopts a diluted form of demonic nature. In Mia’s world Demons are ‘lies’, as opposed to the truth the Saints enforce or the Nothings reject. They are stories, and so Mia is similar. Mia gives the presence of a dream, like other demons, which makes ones doubt they encountered her. Because of this she is difficult to mentally influence, and even reading her will more often than not hear parts of the stories that make her up, rather than her own thoughts. In addition she is able to at will alter her clothing, as what she wears is but demonic miasma that has manifested as such. Finally, she is also capable of restoring her form with time, so that massive damage can be recovered over time, such as the loss of an arm; it also seems that her ability to heal is augmented after killing someone, perhaps a relic of her mother's stories of murderers which is now hers.

Possibility to Change:
Mia, as 1/4th human has some ability to change. Lasting harm can be done to her, her mind can develop, and her personality can change. This also gives her the ability to grow and become stronger. Perhaps with time she can even learn more ways in which to develop her demonic nature and channel it in new ways... perhaps she can even learn to steal the nature of other demons as she did to her true parents, although that will not matter unless more demons or half demons from her world enter the Nexus.

Inconspicuous: Her nature is hidden to all but those with powerful supernatural detection or instincts. She appears as most as a normal girl outside of her 'dream' like nature.

Supreme Knowledge of Killing: Mia is a composite demon, meaning that rather than being one story she is made up of many. Her stories include stories of people vanishing in the woods, people dying to monstrous beasts, children becoming ghosts and monsters, hauntings, and also insane killers. She suits this nature, and is masterful at the art of murder and related fields to the stories that make her up simply by nature. However this also leads to her having a bizarre mindset.

Doll Curse:
A curse which is one of Mia’s activated supernatural abilities. This curse is a curse of ‘insanity and paranoia’ formed by stories of people being haunted by ghosts and cursed objects like dolls. It causes the person hear, feel, and see people at the edges of their senses that are not there, which will vanish once the person tries to focus on them. It ends when the doll Mia holds is destroyed or she wishes it to. To establish it requires someone coming into proximity with and seeing her rabbit doll.

Curse of Lost Children: Another curse which is one of Mia’s activated supernatural abilities. It is a curse that Mia causes when in the presence of the target and singing, humming, or rhyming. It causes the target to hallucinate the visions of ghost children, the children will sing, play games, asks the person to play with them, and come and go at random. It stops when Mia stops singing or when they get out of range of her voice. Requires vision of the target to establish but not maintain.


Equipment:
Silver, the Rending Flash: A demon blade owned by Mia’s mother, who’s existence was destroyed in Mia’s birth. It is a blade that changes it’s form to suit the user. In Mia’s hands it is a Katana. The sword’s only ability is that it is a supreme cutting edge.  The blade will cut anything that touches the blade-edge, no matter how tough and durable. The only things capable of resisting are magical artifacts of great power, or powers of ‘Truth’ or ‘Rejection’ that do not allow that things nature as a ‘lie’ or ‘story’ to exist. It will not allow a new wielder unless the old one dies or no longer exists. It can only be used by murderers or killers. The sword is part of her until she dies, and so she can hide it within herself as demonic miasma. As a Demon tool it was once a powerful demon, in its case the demon was a demon on stories which resolved in separation between things, which is focus and amplified by its form as a blade. It seems to has some will of its own even still, able to see the nature of demon like things, but it often does not share this with Mia.

Silver's Sheath: A red sheath that is bound to the Demon tool "Silver, the Rending Flash". It is a sheath that was made by Silver when it became a tool, and is the only sheath that can hold it. It materializes and dematerialized with the blade and other then being incredibly durable and that it can hold Silver it has no special properties. If destroyed or lost it can be reformed by Mia.

Curse Doll: A doll that Mia treasures more then anything, necessary for using her Doll Curse. She can reform it with time should it be destroyed, as it is actually part of her existence as a demon, and as an extension of her it is actually somewhat alive, capable of acting on its own, but it is still just a doll other then that.

Knives: She has a few knives on her person that she can use should she be disarmed from her blade. They are actually produced by her nature of a demon.


Origin: Mia is an abomination that should never exist. Born of a half demon and a demon, she was formed not only by her the stories that her mother’s demon side was based on, but also the stories of her father. Upon birth she absorbed her mother’s and father’s existence to fuel her own.

She was born to live out her stories, stories of lost children, stories of murderers, stories of hauntings and curses, stories of madness and more. An amalgamation of ‘lies’ that should not exist in the world.

She has always spent her eternal existence endlessly preforming those feet, tormenting people, acting the part of a lost child always looking for her parents, leading kids away to be lost forever while playing, and murdering people who are alone at night. She endlessly searches for someone to be her Mother and Father, however it has occurred in the past, only with the poor humans to suffer a gruesome end with time.

It was all she can do, for it is her nature. And then, one day she found herself in the Nexus.
 

Weakness: ‘Rite of Creation’, ‘Rejection’, ranged combat, things that can’t be killed with a blade, has no particular resistance to magic.

Likes: Dolls, “Playing”, Papa, Mama, other kids to play with.

Dislikes:
“Bad” men, people that get in the way of her fun
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Panda on November 22, 2014, 06:07:13 AM
Name: Adjutor Xarrest (Not his birth name. He forgot it and made his up after the modifications.)

Race: Human?/Abomination [Rage Demon] (After getting a Darkling[Xarrest insists that it's a misnomer, due to something being lost in the translation] soul shoved into him, he's not entirely sure anymore)

Age: 19 (Resents that one year)

Height: 5' 11" (Resents that one inch)

Weight: 149 lbs (Is more or less fine with this)

Appearance:
Adjutor has made efforts at maintaining a lithe frame, in spite of the masculine tendency to bulk up, and has more or less succeeded with this goal. His fighting style focuses on speed, agility, and dexterity, and it shows. Adjutor's arms are with covered intricate black tattoos from his shoulders to the tips of his fingers, with almost every square inch of skin covered by some design or another.

Adjutor has no particular taste in clothing, though he has a marked preference for long-sleeves, to hide the tattoos, and also wears gloves whenever it wouldn't be too out of place. As a general rule, the more pockets it has, the better. He arrives at the Nexus in a faded black tunic and leggings that used to be black, but have turned grey with a combination of wear and tear and dust. Both pieces have been modified with a number of pockets. He also has several pouches for storing various things, though they're empty at this point.

When fully armed, there is a rapier and a dagger sheathed side by side on his right hip, a short sword sheathed on his left, and a two-hander in a shoulder-draw scabbard on his back, slung behind one shoulder. If he needs to conceal his weapons, he will usually wear a massive hooded cloak over top of everything, depending on the inherent derision of the average person for what looks like a 'poser' to pass by without anyone paying any particular attention.

Alternatively, he'll have a spear and an axe on his back, but the short sword and the dagger remain in the same places. In this case, he won't bother with the cloak, but will usually be heading straight for a combat zone anyway, so he can't be bothered.

While that one inch that keeps him from being six feet tall infuriates him, he is well-adjusted to his body overall (That one inch is a less a matter of actual height and more a matter of falling just short of something). On the surface, Adjutor might be completely unremarkable, with unkempt black hair cut well above seemingly brown eyes, if not for the piercing gaze that seems to be his default expression, whether intentional or not. Due to the nature of his modifications, his eyes aren't really their natural brown, but a pupil-less opaque silver. He usually seals them with negligible effort and a slight mana expenditure, returning his eyes to their normal brown, or at least his closest approximation of it.

Due to an encounter with the Old God Urthemiel, Adjutor has his symbol (http://imgur.com/txQZnpi) carved into his right cheek. The symbol is dark red, like dried blood, and dominates his right cheek.

Strength: Exceptional
[Incredible] (When using Concept: Reinforcement)

Agility: Exceptional
[Incredible] (When using Concept: Reinforcement)

Constitution: Exceptional
[Incredible] (When using Concept: Reinforcement)

Other Abilities:
Magical abilities below:
Mana reserve: High (Can contain an absolutely massive amount of mana at its maximum capacity, but due to the amount of concentration required to keep that much energy in check, Adjutor usually only keeps the reserve somewhere between half to three-quarters full, which is usually still far more than enough for his purposes. The reserve's stability depends on Adjutor's mental and emotional state, though it can be kept down with sheer concentration regardless of his mental state.).

Part of the modifications performed on him included shoving a mana reserve into Adjutor's soul. Due to being artificially inserted, the reserve doesn't refuel on its own, so he has to find other ways of replenishing his reserves. Ironically, he is capable of transferring any amount of his own mana through physical contact, given enough time to gather the energy onto the point of contact.

In addition, as the mana reserve was forcefully inserted, it is inherently unstable, though either Adjutor or Xarrest are able to stabilize it by maintaining a negligible amount of focus on it under normal conditions. By this same token, Adjutor can conceal his magical presence entirely, though this requires very-high/absolute levels of concentration, either on the reserve itself or some other task or goal, and he can't use magic in this state. On the other end of the spectrum, if either Adjutor or Xarrest are destabilized, mentally, or emotionally, the volatile mana will start damaging the area around him as it tries to escape, succeeding as he starts bleeding off mana. Furthermore, Adjutor is unable to use magic in this state, as he can't focus his mana enough to do so.

Furthermore, due to the volatile nature of his mana, Adjutor is especially vulnerable to most kinds of magecraft, as any spells that strike him directly are then amplified by a tiny portion of his own energy, which he keeps floating around outside of the reserve to speed up casting. In addition, projectile-type spells tend to home in on him slightly.

Also, Adjutor's casting efficiency with regards to mana-consumption is dependent on how focused he is.

Mana-sight: An unintended side-effect of the addition of the Mana Reserve resulted in Adjutor being able to see mana and similar energies as distortions in the air as a natural ability, as well as any constructs based on those energies, any conduits for the energy, and the presence of any enchantments. In addition, he is usually able to hazard a decent guess at someone's magical potential if they don't make a conscious effort to hide it, though this is more a facet of his experience with the ability. Unfortunately, he can't control it, aside from sealing it altogether, which requires a small amount of mana, though he can undo the seal at any time.

Shadow-walking: In an attempt to east the process of adding the Mana Reserve (Read: Increasing the chance of survival from infinitesimally small to somewhat decent), Adjutor also had the soul of a being of another race shoved into his own. The being, a Darkling, as the nearest translation goes, goes by the name Xarrest. One of Xarrest's, and therefore Adjutor's, innate abilities is to be able to move through Shadows as if they were their own dimension, represented by him seemingly falling into a shadow. While within, shadows cast in the outside world are the only solid land, and Adjutor's own movement speed is raised to ridiculous levels, due to the laws of physics being rather lax within. This applies to anyone else Adjutor brings with him.

While within a shadow, Adjutor cannot be affected by anything outside, but also cannot affect anything outside, ergo the analogy of the shadow's being a separate dimension within the world around them. Also, the geography of the shadow realm is affected by the shadows outside, as is obvious by the fact that Adjutor cannot escape into the shadow without being in physical contact with an actual shadow.

Dark-vision: In addition to Shadow-walking, Adjutor also shares Xarrest's sight, allowing him to see perfectly in the dark as if the area were well-lit. While he is able to switch between Xarrest's sight and his own with relative ease, he can still be blinded by bright lights if caught off guard.

Concept Magic: While Adjutor has the ability to use magecraft, he doesn't have a theory to work off of. Instead, his magecraft takes the form of actualizing Concepts in the physical world. This magic relies on him being able to focus on a single basic idea enough that he can apply it to the world around him. In addition, Adjutor is capable of using this magic to copy the basic effects of any spells that he can both see and understand. (Ex: If he were to copy Rin's impermeable Sound-proof Boundary Field, he would only be able to create either a Sound-proof Boundary Field, or an Impermeable Boundary Field.) The magic itself is rather...finicky, to say the least, as its usefulness is extremely situational, so he doesn't rely on it as much as magic users may rely on their craft (Read: Not at all, if it can be helped).

As the Concept is both backed and powered by Adjutor mind and mana, respectively, it is not truly an expression of a Concept, the metaphorical middle-man that is Adjutor causing the actualization to be imperfect. This middle-man situation grounds the Concepts within the realm of magic, though the Concepts can come closer to being true expressions of Concepts if there is more power backing them.

If cast with enough power backing it, the Concept ceases to truly be within the realm of magic, instead becoming a pure expression of the Concept itself. To destroy the Concept at this point would require that the very idea that the Concept embodies be destroyed, though a strong enough expression of Disorder can disrupt the Concept enough that it is forced to dissipate, and the expression can be shut off by the user at will. As an example of how much power this would require, Concept: Shield could not be actualized to this level even if Adjutor were to start with full reserves and pour the entirety of his reserves into the casting.

Focus Word: A basic expression of the Concept of Order. With this, the time and concentration required for Adjutor to actualize a Concept is reduced to the point where use of a Concept would be conceivable on the battle field, though this does nothing for the usefulness of the magic itself.

The Focus Word is as follows, along with each stage of the focusing process: Mo(Gather)-es(Focus)-kar(Shape)-ne(Actualize)

List of spells he's managed to copy(To any degree) and Concepts:

Excluding Concepts of Reinforcement and Sound-proofing, all of the spells below can be enhanced by Adjutor pouring additional energy into the spell while casting.

  • Concept: Reinforcement: Based off of Enhancement-type magic, this Concept vastly augments Adjutor's physical capabilities. Unlike Enhancement, Reinforcement has limits to how far the effects can be pushed, while Enhancement can be applied without limit. However, pushing Enhancement beyond a certain level will result in the degeneration of that which is Enhanced, eventually destroying the target altogether, and requires time to recover from after the effects wear off, during which it can't be cast again. Reinforcement, on the other hand, doesn't risk overclocking that which it's applied to, doesn't put any strain on the affected object, and can be reapplied immediately after it wears off.
  • Concept: Sound-Proofing: Copied from certain...magical items. Effects are self-explanatory.
  • Concept: Fire: A Base Concept, this spell require some casting time even with use of the Focus Word. The Concept itself burns everything it can while Adjutor fuels it, be it stone, earth, air, flesh, or magical energy itself. Adjutor usually uses this Concept for flash-fires, as protracted use drains him significantly, and the Concept itself poses too much risk for collateral damage, being, you know, fire. To clarify, Adjutor can control where the flames appear, but not how they spread. It's also the most draining and straining of Adjutor's spells so far. Incinerating every surface in a hospital lobby for just one second would leave him on the fast track to being knocked out by the mental strain and take a significant chunk out of his mana.
  • Concept: Shield: Another Base Concept, though this spell can be called out fairly easily with the use of a Focus word. Acts as a suitable defense against most magic-based attacks, and it functions as a passable shield against physical assaults as well. Is limited to a range of 20 meters if not anchored to something. If anchored to something, it covers that which it was applied to completely.
  • Concept: Repair: Derived from his Healing magic, Adjutor can use this concept to repair most kinds of damage, both physical and spiritual, that would normally be outside of the abilities of his Healing magic. However, this Concept isn't compatible with living beings, and wouldn't be advisable for use on anything that isn't inanimate. Adjutor's first use of this Concept was to repair a hallway damaged by Rider running her Pegasus through it.
  • Unfocusing: Meditation on the nature of the Focus Word soon led Adjutor to this expression of the Concept of Disorder. Ironically, this is one of the few spells he will rely on, despite it being something of a energy-hog compared to normal spells. The reason for this is simple. Being an expression of the Concept of Disorder, any magical construct retaining a weak enough concept of 'Order' or lacking one entirely is dissolved by the spell. This includes most spells, though most enchanted items have a strong enough Concept of Order to resist the Unfocusing. In addition, the force of the energy being expelled from Adjutor acts as an expanding wall of force, capable of turning aside most oncoming attacks if timed correctly and fed enough power. Unfortunately, due to that very same nature, the Unfocusing is also a very short range spell, the effects extending for only a meter away from Adjutor in all directions at its base power. Furthermore, attempting to cast spells within the radius of an Unfocusing immediately after one is cast would be inadvisable, as the Disorder takes a second or two to completely disperse.

    This spell is released by Adjutor saying his Focus Word backwards, along with the steps: Enark(Gather)-Seom(Burst)
  • Healing magic: Adjutor is also highly practiced with healing magic, capable of repairing most injuries completely given enough time. This expertise is mainly due to having had to patch himself up a lot. His ability to heal others, on the other hand, is far below the level he would prefer it to be at.

More to be added as Adjutor goes about, sees more spells, and studies more Concepts.


Purpose: Every being in Orthos is born with a Purpose engraved into its soul, acting through impulses and urges to follow this purpose. The Purpose is usually broad enough to allow some variation in how it is accomplished, and it can be ignored without any penalty. However, between two beings of equal skill performing the same task with the same resources available to them, if one of them has a Purpose that is aligned with the task, then their work will be fundamentally better, by however small a margin. In addition, most Purposes will grant some kind of relevant talent to those who follow it.

To elaborate, if an action that someone takes is aligned with their Purpose, they would be fundamentally better at the action that they are attempting than they would be otherwise. The more the action aligns with their Purpose, the greater the boost they receive from their Purpose is. (Example: Someone with Purpose: Destroyer trying to destroy a building vs that same person trying to destroy an anthill. The person trying to destroy the building would be empowered to a far greater degree than the person trying to destroy the anthill).

Adjutor's Purpose is designated as 'Protector', but it's mostly useless as his actions don't usually follow it and he himself remains unaware of it.

Purpose: Protector grants him a power boost for acting to protect something, with two exceptions being attempting to protect the ground he stands on and any natural features of it (Purpose still applies to buildings and artifical structures.) and protecting himself. However, Purpose-based empowerment requires that Adjutor actually be protecting against something that poses an actual threat to what he's protecting.

Due to the nature of the Purpose, it can empower any of Adjutor's magic/magic-based abilities, but it has its limits when the conditions are met for magic that is being used offensively.

Mundane Skills below:

Hand-to-hand(unarmed): Human. While Adjutor doesn't know any specific styles of unarmed fighting, he is a competent brawler, depending more on the environment than his own strength, though the Armogarians help when he can't find a convenient bottle or table.

Hand-to-hand (Spears): High Human (From training with Rahab in its preferred form.)

Hand-to-hand (Axes): High Human (From training with Laivatain in its preferred form.)

Hand-to-hand (Swords): Exceptional (Approaching Supernatural when using Switch-hand style)

About Switch-hand:
Taking advantage of the fact that he doesn't have to worry about upkeep on his weapons, and the basic connection he has with all of them, Adjutor took the question of 'If having two weapons doubles your rate of attack, would having four weapons quadruple it?' and answered yes. The style itself is based off of keeping as many of his Elemental weapons engaged in the battle as he can manage to do at the same time. This style is suited for someone who hunts being that may generally outclass them in terms of raw power, as it is best suited for one-on-one combat. Maneuvering his weapons around however he can, whether with his hands, with the Armogarians, by striking at them with other weapons, or by any other means available to continue raining down blows on his opponent. The switch-hand style is focused on overwhelming the opponent with the sheer volume of attacks from as many different angles as he can manage, but it is far less effective against more than one opponent, outright ceasing to work against more than three opponents at once.

Adjutor is just as capable of maneuvering a single weapon as he is with four, as he doesn't have a specific weapon hand due to being ambidextrous. As a result, even with a single weapon, Adjutor is capable of raining down attacks from any angle he so decides. Additionally, Adjutor is capable of making up to four separate attacks, one for each weapon, using this style in the same time it would take someone of equivalent physical capabilities to make one attack with one weapon.

Ballistic skill(General): Human (Adjutor is a decent shot with most firearms, though he does best with the Armogarians)(see below).

Trap skill: Exceptional (Adjutor's normal approach to battle is to rig the area as much as he can, if he can. His preferred types of traps include mines, plastic explosives, and fougasses, as well as the occasional bear-trap, if he can find one, or other traps of that nature, though he is very proficient with entanglement-type traps like snares and nets.)


Other items:
Urthemiel's Brand: Part of the terms agreed upon between Adjutor and the Old God, this Brand was placed upon Adjutor's right cheek. Through it, Ur is aware of Adjutor's position at all times and is able to call to him for aid, which causes a dreadful burning sensation.

Rage Demon: Part of Ur's "tutelage" involved giving Adjutor a connection to the Fade. Ur managed this by having a demon of the Fade possess Adjutor so he could piggyback its connection to the Fade. Ur didn't allow a full possession, however, binding the demon so that its constant struggles could not subvert Adjutor. However, should Adjutor give in to his anger, it will be the same as giving in to the Rage Demon, allowing it to fully possess the teen.

Aside from some fire magic, Adjutor also learned use of glyphs that neutralize the magic of a caster and his spells.


Equipment:
Armogarians: Named for flexible swords that found considerable use in execution, these normally take the form of the tattoos on Adjutor's arms. The Armogarians are masses of thought-form metal that Adjutor can manipulate as he needs to, with Adjutor controlling how much of the metal is brought forth and what shape it takes. Though he doesn't have to expend any energy to manipulate them however he wants to, he does need to divert some focus to them to shape them and slightly more solidify them. Additionally, the amount of metal available for Adjutor's use is limited to the equivalent volume of two cylinders, each approximately a meter in radius and extending three meters in front of him. His most common use for the Armogarians, aside from the various mundane tasks they are applied to, is to form firearms. Armogarian guns, however, have a serious recoil problem, as the gun is attached to Adjutor's arm. This all but eliminates the feasibility of fully automatic fire without something to brace against, and reduces the usability of higher-caliber rounds unless the aforementioned conditions are fulfilled.

Additionally, there is a secondary function of the Armogarians. With the word 'Armos' and a significant expenditure of Mana, Adjutor can shape the metal of the Armogarians into full body armor that lacks any kind of openings, despite allowing in air, while seemingly still allowing Adjutor to see through a 'visor' that shows up as three horizontal red bars across the faceplate despite the complete lack of an opening along the 'visor' while, in truth, his vision is unimpeded. Further more, he can lock the armor in place at will, and it will lock automatically if there is stress on the articulation that exceeds a certain limit (Basically, he can't break any bones while in the armor). While the Armogarian Armor is active, Adjutor can't use the Armogarians for anything else, as all of it is being used for the Armor. In turn, he doesn't need to focus on the Armor to maintain it, and can remove it at any time, though this will necessitate having to expend the mana needed to manifest it if he requires the armor again.

The armor itself can be said to be in the gap between 'the Ultimate armor' and 'the Absolute armor' and, as such, cannot be damaged. However, while the Armor may be mistaken for being invincible, the person inside is most certainly not. Adjutor can still be harmed while within the Armogarian Armor, even without absolute attacks, only it requires that he be injured by whiplash and injuries of that nature, though the Armor does provide some resistance to even those, but not nearly enough. That said, the armor only provides a heightened resistance against magic which, when paired up with Adjutor's own weakness against magic, evens out for a fairly average degree of Magic Resistance, sufficient for tanking Single Action spells and not much else.

The Armogarians are imbued with a Concept unknown to Adjutor at this point in time, Concept: Existence. The power that went into the Concept when it was cast allowed for a True Actualization and made the effects permanent. Furthermore, the Concept itself is self-enforcing, making attempting to attack the Concept itself an exercise in futility. The effects of the Concept make the Armogarians literally indestructible by enforcing their very existence to the point that it is an absolute Truth that overrides any attempts to deny it or destroy that which it embodies. However, while the Armogarians can't be broken, they can be bent due to still being metal.

Elemental Blades:

Note: Elementals can consume their given element to increase their own power, lower the cost of their secondaries, or to simply store it for later use. Ancient beings that have existed for time immeasurable, they have developed powerful resistance to most magical effects due to their age and power. The exception to this being magic of opposed elements and concepts. If their physical forms are erased, they have to acquire more of their given element to be able to manifest again.

Obviously, Elementals have total authority and a respectable degree of control over their given elements. Adjutor can piggyback these abilities to a degree, but only at the cost of mana as he is not an Elemental himself and has no aptitude with Elemental manipulations of his own.

  • Tyrfing: Shadow Elemental bound as a short sword with vampiric aspects sealed into the Elemental, corrupting it. Grants Adjutor some aptitude in shadow manipulation, as well as some ability with constructs, aside from what Xarrest grants him. Tyrfing will drain the mana and blood/life force of anyone or anything it pierces, in that order, at a rate that allows it to drain the average adult male dry in about 30 seconds of continuous draining and the average mage dry of mana in about 15 seconds. Given some more time, entire souls can be extracted and stored to be broken down into energy later. Additionally, Adjutor has made a habit of using blood collected with Tyrfing as a catalyst to speed the casting of high-level healing spells (powerful enough to rapidly heal any damage that isn't immediately lethal). Furthermore, Tyrfing can draw in ambient mana, but only at a very slow rate and only when the sword is actually drawn. Due to its affinity for them, Tyrfing has some rudimentary ability to detect mana/souls/energy independently of Adjutor. Secondary Ability: Consume. For a middling mana cost and an invocation, Tyrfing's rate of draining will be vastly increased, to the point where it will visibly flay the flesh from its target's bones and eat most kinds of spells whole. The mana gained by using this secondary usually makes up for the amount needed to activate it. As the blade is soul-bound to Adjutor/Xarrest's soul, he can summon it at will, And the time required for it to go from spirit form to physical manifestation is negligible. As a Shadow Elemental, it is a shadow itself, and thus Adjutor can use it as one. Furthermore, if Adjutor has Tyrfing with him while in the shadow realm, he can manifest it in a similar manner to what Rahab can do with a large enough body of water (See below.). Due to being soul-bound, it can't be wielded by anyone but Adjutor, which can be both advantageous and problematic, depending on the situation. Preferred form: Short sword.

    Stats for Tyrfing's manifestations:
    Appearance: Varies. Tyrfing can take on any shape it wants to, given enough shadows.

    Strength: N/A
    Agility: Legendary
    Constitution: N/A

    Note: Cannot manifest unless in the Shadow. Within the Shadow it is able to have manifest with a semi-physical form.


  • Rahab: Ice Elemental bound as a rapier. Grants Adjutor aptitude with ice manipulation, some uses for which include constructs and projectiles. This Elemental differs from the rest of his weapons in that it was the only one he had to fight for. Specifically, he had to defeat a manifestation of its choosing to earn the right to use it. It chose the form of an Ice Wyrm. After a long drawn-out fight, the Ice Elemental acceded victory to Adjutor, by virtue of him still being alive, however barely, at the end of it. Rahab is capable of using a sufficiently large body of water to manifest in any shape of its choosing, though this manifestation can be damaged, and thus destroyed, normally. Secondary Ability: Pierce. For a middling energy cost and an invocation, Rahab's blade will rapidly extend forwards, at a rate of approximately thirty meters per second (30 m/s) at the base level. With the standard amount of mana the blade can extend approximately 30 meters. This blade is also soul-bound to Adjutor, with the same advantages and disadvantages as with Tyrfing. Preferred form: Spear.

    Stats for Rahab's manifestations:
    Appearance: Varies. Rahab can take on any shape it wants to, given enough water/ice.

    Strength: Exceptional-Legendary (Depends on the amount of water/ice available to it, and thus how much mass it can put behind its blows)
    Agility: Incredible
    Constitution: Exceptional-Legendary (Depending on how much water/ice is available to it.)

  • Laivatain: Fire Elemental bound as a two-hander. Grants Adjutor aptitude with fire manipulation. The blade is on fire while it is in use, due to Laivatain's own preferences. Secondary Ability: Blaze. For a somewhat high energy cost and an invocation, Laivatain will unleash an inferno upon the area in the general direction it is swung. This is, in Adjutor's opinion, the least useful ability out of all the swords, as it rarely manages to catch any enemies on fire due to having to invoke its name before using this ability, and thus giving them time to either get out of range or shield themselves. Laivatain is not soul-bound to Adjutor, allowing others to use it if the need arises. Preferred form: Double-headed axe.

    Stats for Laivatain's manifestations:
    Appearance: Varies. Laivatain can take on any shape it wants to, given enough fire.

    Strength: N/A
    Agility: Incredible
    Constitution: N/A

    Note: This manifestation is incorporeal. The only thing it can do it burn things.


  • Valmanway: Wind Elemental bound as a dagger. Grants Adjutor aptitude with wind manipulation, which has primarily found use in boosting his movement speed, making it his fastest weapon across all ranges, though he can utilize wind-based attacks and other kinds of manipulation. Secondary Ability: Fly. For a significant energy cost and an invocation, Adjutor can send Valmanway flying at a target at a minimum of Mach 3(It can go faster if he pours more mana into it. The maximum speed that can be achieved is Mach 7. Valmanway will actively reject anymore mana, as the shockwave from releasing the blade poses a significant risk to Adjutor if it's travelling any faster). The effect is comparable to creating a low-pressure zone in front of Valmanway and increasing the air pressure behind it. It will retain the speed Adjutor launches it at, using the energy Adjutor poured into it to sustain this high-pressure/low-pressure system. Of course, as Adjutor is literally throwing the blade away, this is a single-use attack, after which Adjutor either has to retrieve the blade or Valmanway has to switch to a spirit form and return to Adjutor, which isn't practical in the middle of a fight as Valmanway takes time to switch from spirit form to physical. Valmanway is not soul-bound to Adjutor, and can be used by others. Preferred form: Dagger.

    Stats for Valmanway's manifestations:
    Appearance: None. Due to its nature Valmanway seems to vanish when it manifests.

    Strength: N/A
    Agility: Supernatural
    Constitution: N/A

    Note: This manifestation is incorporeal. It's only ability is the authority and control over its element that comes naturally to it.



Monster Hunter's Journal: A nigh-indestructible book containing what can best be described as the Memoirs of someone who only identifies as 'The Monster Hunter,' implying that there was another one before Adjutor. The book is nigh-indestructible due to the covers being Mithril, and the spine being of steel forged with the bones of a Wyvern (Dragons were keeping to themselves, for the most part, according to the previous hunter). The book itself is also woven with various protections, both magical and otherwise, likely placed by the previous Hunter himself/herself.

The book itself contains a Bestiary, maps, journals, a list of spells, a training regimen, and a journal/diary. Everything but the journal was readable in full from the start, but the journal is mostly hidden, with the pages past a certain point being completely blank. More pages have been revealed over time, but it seems to be completely random when a new page will become readable, or how many new pages will become readable. Adjutor has taken to reading it whenever he has free time, as he's still working on mastering the spell list, which seems to be made mostly of Concepts...

Like the Armogarians, the Monster Hunter's Journal was also imbued with Concept: Existence. Like the Armogarians, the power put into the casting of the Concept has made it permanently binding and on the level of a True Actualization. The effects of Concept: Existence on the book are similar to the effects on the Armogarians.

Cold Iron dagger: For use against Fae and their constructs.


Origin:
Adjutor was, before becoming what he is now, completely and totally average. Aside from a knack for technology surpassed easily by a fair few of his friends, and a strange grasp of concepts, especially those involving math.

Almost all of this was erased when, following events that Adjutor doesn't quite remember anymore involving alternate universe versions of two Sorcerers, Adjutor found himself the unwilling test subject of an experiment to see if any reasonable degree magical aptitude could be artificially implanted into a mundane. Of course, it would help if another foreign body, one more accustomed to magic, was introduced. This is how Adjutor became acquainted with Xarrest (Read: One more source of pain in addition to the agony of all the other modifications.). The first step, of course, would be to ensure the test subject would survive the modifications. The fail-safes intended to keep the subject from turning on its de facto creators would require too much time, effort, and materials to be wasted if the subject died during the modifications.

Unfortunately, they didn't account for an shortened recuperation time due to said modifications, which gave Adjutor the perfect opportunity to escape, a feat made possible thanks to his shadow-walking and Tyrfing already being bound to Xarrest's soul and, by extension, Adjutor's soul as well. The Sorcerers didn't bother to pursue, as there was no way for Adjutor to accumulate enough power to beat even one of them by himself, assuming he even survived long enough to come back. Regardless, they had what they wanted, proof that the procedure worked.

In the course of running away from the two Sorcerers, Adjutor managed to acquire the aid of three more Elementals. Empowered by the Elementals and after a little over a year of planning, and the expenditure of a fair few lives, a lucky fluke ended up costing the first of the two Sorcerers his life. Tyrfing allowed Adjutor to save the Sorcerer's soul to be stored elsewhere, with him using the soul to access the Sorcerer's magic by proxy to return to his home dimension.

The events that follow would see Adjutor discovering that he'd gone too far to return to his old life, followed by him being pulled back into that dimension once more. More months pass, spent planning the death of the second Sorcerer. This time, there is no luck involved. Soon afterwards, Adjutor found evidence of their plans to attempt this same procedure that created him to affect the lives of others. And Adjutor had saved all of them.

It was at this point that Adjutor came to a simple conclusion. When seeking to keep people from harm, it is far easier and more efficient to simply destroy that which could harm them before it gets the chance to do so. And so, the idea of the Monster Hunter was born, or at least discovered, by Adjutor. Resolving to carry on as best he could in spite of how his life had been irreversibly changed, Adjutor is interrupted when he keels over from the exhaustion of the battle. When he wakes up, he finds himself in the Nexus, unchanged, except that he was almost completely dry of magical energy and he had acquired a book somewhere along the way. He felt like there was something missing that he couldn't place his finger on, but he paid it no mind.

Fortunately, while he soon finds that there is no shortage of Monsters to hunt, he also finds that a relatively normal life, difficult to accomplish given how pervasively he's been changed, can be led in this strange new place. Of course, this does not offer the slightest guarantee that this will actually be the case.

Weaknesses: Standard human weaknesses (especially one-hit kills), high-speed impacts, whiplash, and attacks that ignore armor by their nature (While in the Armogarian Armor), protracted fights, most spellcraft, enemies that don't have exploitable weaknesses and that he can't prepare for ahead of time, having the flaws in his ideal pointed out. In addition, use of Concept Magic requires an invocation(Reinforcement is a notable exception), as do the secondary abilities of his Elemental Weapons and the Armogarian armor, and he's limited to Concept Magic if he's not using the Elementals.

He hates being alone, and as such can be manipulated to a degree by the promise of companionship.

Furthermore, if his mana reserve is destabilized, Adjutor will be unable to use magic until it's stable and will rapidly bleed off mana until he does so. His mana reserve doesn't recharge over time and he can't draw in ambient mana by himself.

New: If Adjutor gives in to his anger, the Rage Demon Ur bound to him will possess him completely, making him nothing more than an Abomination slaved to the Rage Demon's will.

Likes: A good plan, explosives, hunting, generally making other people's days better, sweets, spicy food, companionship.

Dislikes: Being inefficient, Monsters, Assholes, sibling abuse, not having a plan, bitter food, loneliness.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Mooncake on November 23, 2014, 02:48:12 AM
Name: Ezra Longinia

Race: Human

Age: 27

Height: 182 cm (5'11" 1/2)

Weight: 75 kg (166 pounds)

Eyes: Blue

Hair: Brown

Appearance: Tall, with worn fingerless gloves and a nondescript jacket. His hair is long, in a ponytail that stretches down his back, a conscious decision to emulate Samson. Occasionally smokes, but very fit and healthy otherwise. Shaves as often as he can, but generally has some short stubble. He wears matte, steel-reinforced shoes for practical reasons. A normal enough looking human otherwise, decently attractive.

Origin: The last member of the line of Saint Longinus, stretching back to the crucifixion of Jesus of Nazareth. Like Bazett Fraga McRemitz, his family has carried the Spear of Destiny within their bloodline for generations, the lance that pierced the side of Christ. However, even though Longinus was the one who ascertained the divinity of Christ, he was forced to bear punishment for the sin of wounding the Son of God, and that curse has passed down his line ever since. The curse is as follows:

1. The children of the line of Longinus may not refuse the invitation of battle.

2. Those who bear the name of Longinus, as punishment for harming the Son of God, may not live to see their thirtieth year upon the Earth.

Ezra is nearing the limit of his time on Earth, without any heirs to pass down the Lance of his ancestor. As someone who is under the curse of Longinus, Ezra has fought in the military throughout most of his life; the wording of his curse is binding enough that he was forced to accept the military draft. In addition, he has been unable to back away from any challenge posed to him, be it by supernatural beings or ordinary men. Because of this, Ezra has gotten very, very good at fighting. He was married, once, but as a result of the constant battles that plague him his wife was killed, caught in the crossfire by accident. He has not been involved with anyone since.


Attributes

Strength: Exceptional

Agility: Exceptional

Constitution: Exceptional

Magical Ability: Low


Other Abilities

Lancea Longini - The Lance that Pierces the Son of God: (http://i.imgur.com/SVKhqP0.png) The Lance of Ezra's ancestor is actually buried within the his own body. By squeezing the nails of his right hand against his palm to the point of drawing blood, Ezra can manifest the Spear. It has the ability to change its form somewhat, alternating between the true, single-headed spear and a two pronged form. Either way, its true power is that of a Noble Phantasm.

As a Noble Phantasm, when the Lance of Longinus pierces something, it deals damage proportional to how far removed they are from humanity. In other words, to unchanged humans, without any magical abilities or any relation to supernatural beings, it would be a simple spear wound. To something like a dragon, however, it would be a massive blow that could kill it in one strike - if it lands. In addition to this, if the target has Divinity, the damage scales as well. As the spear that wounded the pinnacle of the Divine in man, the Lance of Longinus deals the same damage to spiritual beings as it would to physical ones.

Martial Arts - The Way of the Spear: Fighting with the Lance as his only weapon has made Ezra get very good at it, very fast. He can wield it with incredible skill, having mastered how to utilize the weapon to the utmost. His skill with the Lance, some inherited, most not, is enough that he could match powerful beings in combat if he was able to move past the limits of humanity.

Divinity: As a descendant of a venerated saint who took the blood of Jesus of Nazareth into himself, and the carrier of one of the Holy Relics of the Church, Ezra has a streak of divinity within him. By being something that is not completely human himself, though very close, Ezra was able to reach the peak of human ability. (If this was a Servant's sheet, it'd be Rank D)

Sheer Instinct: Due to a lifetime of being forced to fight, Ezra has developed a sort of sixth sense bordering on precognition. His body reacts almost entirely on muscle memory, playing off his enemies's movements before his mind has really caught up. By focusing, Ezra can read the moves of people with equal attributes, as well as react to people above him in power, although it decreases as they get stronger.


Weakness: All normal human weaknesses apply. Ezra has no magic resistance, and is not fast enough to defend against machine guns or the like.

Likes: Quiet, People who don't ask him to clean, Women, Saint Longinus

Dislikes: Giving up, People who provoke him to fight, Saint Longinus
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: YOLF on November 23, 2014, 03:53:58 AM
Name: Sarse

Race: Angel

Titles: Angel of Choice, Friend of the Sages, Servitor of Destiny

Age: Roughly 1520

Height: 181 Centimeters

Appearance: Sarse's vessel has the appearance of a simple, slightly tanned man in his late twenties, of short and wavy brown hair and blue eyes, often dressed in a semi-formal suit jacket over a white shirt, trousers, and shoes. In celestial form, Sarse resembles a giant many-eyed serpent with three pairs of feathered wings, wreathed in blue flames. The wings are inverted, his mark as a Redeemed.

Physical Attributes

Strength: Incredible

Agility: Incredible

Constitution: Incredible

[Consider Sarse's celestial form to have Fantastic across the board to represent his overall celestial force and power of his soul]

Magical Power: None

Other Abilities:

Perceiving The Symphony: Celestials are beings who can hear the great Symphony of Creation and distinguish the notes that make it up. Anything which disturbs the Symphony in their proximity will ping on this sensibility, allowing them to track the source of celestial powers, the use of essence, and the origin of any other great disruption in the tune of creation, such as the deaths of sentient beings, mass destruction, and even powers of other kinds. Angels can more easily distinguish and recognize disturbances of angelic origin, but as a former Fallen, Sarse can equally tell when a discordant note is of diabolical nature.

Celestial Resonance: The Seraphim are attuned to the great Symphony on a more fundamental level than any other Choir. When they are paying attention, no one can lie to them without it ringing false. A lie is a stain that echoes through creation, undeniable to a perceptive Seraph. As such, they can discern lies from the truth, both as the speaker understands it and, with a careful ear, even the absolute Truth as the Symphony knows it.

Angel of Choice: Sarse is a Celestial who has received a Word, and become intrinsically connected with its place in the great Symphony. As the Angel of Choice, he is meant to do all he can to further this concept for the cause of Heaven and increase its weight in the world. He must encourage others to make their own decisions and to act on their ability to choose for the better, and can recover essence from these acts. He must not refuse to give others a choice if he can help otherwise, reject the possibility of multiple options to resolve a situation, or hide from others that they have the ability to make a better decision, or he will cause dissonance in his own Symphony. He can also feel when people make decisions they do not truly wish to make, or when choices are unfairly restricted, those notes rippling through the Symphony.

Vessel: A vessel is a corporeal form a celestial takes to interact with earthly matters. Celestials can create vessels in the form of any living being and choose its appearance, but most use human ones. Vessels also possess Roles that are chosen at the time of their creation, which determine how it fits into society and the resources the celestial has access to. Vessels do not need to eat, drink, or sleep, and are not ailed by most mortal concerns. They do need to breathe, and are subject to drowning and vacuum. When their Vessel dies, this does not equal the death of the Celestial, but the trauma echoes through their souls and may cripple or weaken them. Creating a new vessel is a complicated act, that requires investing the Celestial's force into a new piece of himself.

Celestial Form: Temporarily abandoning his corporeal vessel, Sarse can assume his true celestial form on the physical world through an effort of power and will. While in this form he cannot be struck by physical weapons or damaged by any earthly force. In the same token, he cannot physically touch anything, being insubstantial - but can still affect the world using the power of his very soul. Additionally, he can fly freely, unaffected by physics, and cannot normally be perceived unless he wishes it so.

Rites: Rituals of special significance to the Superiors celestials are sworn to, which pull celestial essence from the Symphony by creating specific patterns in the physical world or the celestial's mind. His Rites of Yves are: spending around two hours in philosophical discussion; four hours teaching willing students; or six hours meditating or studying in a library. In contrast, his known demonic Rites of Saminga are as such: killing ten humans; killing the vessel of a being on the level of a celestial; or sleeping in a cemetery for six hours.

Attunements: Special powers granted by a celestial's Superior, by tuning them to the Symphony in accordance to the Superior's domain. Seraphim of Yves are linked to his Book Of Names, knowing the true name of everyone they contact physically, and of every item he sees clearly or touches (provided it has a name in an Earthly language).

Distinctions: The abilities granted to a celestial by the ranking he possesses on his Superior's domain. As a Friend of the Sages, Sarse may immediately comprehend any printed material he sees and will never forget it; and has college-level knowledge in every general subject (of course, knowing and being able to use that knowledge are different things).

Songs: The Songs are celestial hymns that create miracles fueled by the essence of the universe. Additional time can be taken to perform so their effects are increased. Using more essence also expands their power. Sarse's skill with the Songs of Thunder, Shields and Form allows him to perform them mentally for instant results; while the songs of Motion and Healing require him to perform either gesture, or vocal invocation. For the song of Tongues he requires both hand motions and vocal performance.

Song Of Thunder - Superhuman. The performer of this song causes a thunderous explosion of forces across all levels of reality, stunning everyone else within its range for a few instants. Its base effective range is around 6 yards. The song leaves its victims almost completely unable to act, but may be resisted with extraordinary willpower.

Song Of Shields - This song creates temporary defenses around the singer that deflect or prevent certain kinds of interference within their perimeter. It can create an enveloping cyclone that buffets any corporeal forces in approach, preventing all physical attacks and objects from passing; or a green field of energy through which no celestial power or spiritual energy based attack can pierce. These protections last roughly a minute.

Song Of Motion - Supernatural. A song which rules the motion of the cosmos. It can allow the performer to fly free of gravity for a few minutes; or let him change the location of something in sight within the Symphony up to several hundreds of meters.

Song Of Healing - Supernatural. This song soothes the pain of existence and mends the ills of the performer and others. With it, Sarse can heal flesh; wipe away insanity; or even restore the soul.

Song Of Form - Supernatural. The song changes the form of the performer's vessel. Sarse can use it to harden his vessel's skin, offering physical protection for several minutes.

Song Of Tongues - A song which is used to facilitate communication through most usual barriers. When used, the subject is able to speak in any human language for around an hour, the listeners understanding him in the tongue they are most familiar with, while he understands speech and text in as close an approximation of his first language as possible.

Force of Spirit: Superhuman. Possessing a strong mind as a celestial and an even stronger will (representative of his potent soul), Sarse is difficult to psychically influence, and a force to be reckoned with if he enters the dreamscape of the Marshes while he sleeps.

Quick Healing: The corporeal vessels of Celestials heal prodigiously fast, much more efficiently than any mortal. Minor scrapes and bruises heal in minutes, significant wounds disappear in little over days and mortal injuries will close and mend naturally within a week if the vessel survives the initial trauma.

Musical Talent: Music shapes everything in the universe. The melodies produced by sentient beings are reflections of the fabric of creation itself, and everyone's tone resounds according to their own Symphony. As beings so closely related to the great Symphony, the music produced by the Seraphim beautifully emulates it indeed. One has not heard an instrument be played until they have witnessed a Seraph wield it. By no means does this make them better than a trained musician from the onset, but they have an instinctive aptitude mortals cannot replicate. Sarse himself actually knows how to play the violin quite, however.

Skills: Though lacking formal training beyond the basics, Sarse is extremely proficient in hand-to-hand combat and weapon use. He is capable with firearms, and experienced at concealing himself and moving about unnoticed. Also far more perceptive than then the average human or celestial, and a pretty good driver. As his main area of activity on Earth has been Europe for the last centuries, he knows most of the languages spoken there, aside from the celestial tongue.

Equipment:

Violin - A common, well-made violin. Comes with a case.
Blessed Motorcycle - A blessed stunt motorcycle. Tougher than a regular bike, and turned on with a celestial incantation instead of a key.
Fiery Sword - A brass sword hilt without a blade. When the handle is firmly gripped with both hands and essence is channeled into it, it manifests a long blade of flames, turning into a powerful weapon. This item remains on the owner's celestial form, and its blade damages the soul itself when used in that state.


Origin:
Sarse was born a Demon, created in Hell as a Belseraph by one of the Demon Princes. Saminga, the Demon Prince of Death named him the closest earthly translation of "Despoiler" in the celestial tongue, for his intended purpose. Taught only the worse about Humanity, that the Fallen were the righteous rebels, that the Symphony was a mistake, he first visited Earth determined to do the bloody work needed to undo it. What he found was different from what he expected. For near 300 years, he served in Hell without question, but every day his doubts grew greater, and every day his disobedience of the chaotic drumming of Hell grew.

He accumulated dissonance and discord, suffocating in his own celestial lies as a Belseraph and reluctance to indulge in Death. He knew where this path would take him, but he could not keep himself from it. Becoming a Renegade expelled from even Hell, he had no choice but to run. For decades he hid on Earth, fighting both the Angels of Dominic and the Demons of Asmodeus. He struggled only for survival and little acts of help where he could, until he managed to find someone who would aid him. Through them, Sarse managed to reach the Archangel of Destiny, Yves. He fell to his knees, and acted on his last hope, begging him for aid. And before Sarse's humble pleading, Yves smiled and offered him his hand.

Uplifted to an Angel, but a stricken one, Sarse worked tirelessly to restore himself, doing the work of Heaven and his savior with all the heart he could muster. Though he made enemies, his dedication earned him allies, and he realized, for the first time since his birth, that he was working towards his own happiness.

It took many years of hard work, but all the distortions of his soul were removed, and he so became a true Redeemed. And ever since, he has continued to faithfully serve Yves and learning from him. In the over a millennia he spent doing the work of Heaven, he became distinguished in and outside of his Superior's ranks, gained power, and labored greatly to prevent Hell from destroying what he had accomplished.

So came the day Sarse was offered a Word. Choice. For just as he had chosen to be better and seize whatever hope was left for him in his darkest hour, so too could humanity, free of the influence of corruption. He did not plan on accepting the Word, believing that precisely because of the nature of Choice, it did not require a word-bound to defend it - it was something everyone had to grasp on their own -, but good sense and an enormous sense of gratitude towards his Superior made him take it.

From that moment onwards, he traveled extensively through Earth to do the Archangel of Destiny's work, increase the reach of his Word, and deny the false choices that the manipulators of Hell forced on Mankind.


Weakness: As a member of the Choir of the Seraphim, Sarse is unable to tell a lie without creating Dissonance in his Symphony. As his Superior is Yves, the Archangel Of Destiny, he cannot take direct action to move a person towards their dark Fate, or he will gain dissonance. Enough dissonance will accumulate into permanent Discord, which will weaken him. If he uses any of his known demonic Rites to generate essence, he will also gain Dissonance.

Likes: Honesty, reading, music, pleasant discussion, effort, books
Dislikes: Hypocrisy, those who exploit others, wanton selfishness, false promises, the stench of death

Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on November 25, 2014, 01:46:58 AM
Name: Ann

The First System of Power: Death

Race: System of Power or just Power

Age: As old as her world. At this point numbers cease to matter and all you need to know is that she is very, very old.

Height: Varies but is currently about 5' 8'' feet in the human Shell.

Weight: Varies but is usually kept at around 150 lbs in the human Shell.

Appearance: Ann's main human Shell is of a lithe and fair young woman, of black lustrous hair, and grey eyes that speak of more years and lives than her appearance would make anyone think. Most of her body is covered in a black robe with a hood that almost seems to have merged with her body. It is almost impossible to remove it if she doesn’t want it off and always seems to flow around her feet so she won’t trip on it.

The owl Shell has the same grey eyes as the other Shells and its feathers are as dark as midnight. It is about as large as a barn owl but it rarely makes a sound as it takes flight and moves. For all intents and purposes it has the equivalent of Presence Concealment: D

The dog Shell is a gargantuan beast with teeth sharper than any sword, a nose keener than any other hound, and a coat of fur that makes it look like a creature made of shadow. This Shell is about 6 feet on all fours and is just as large and heavy as it is tall.

True Form:
(http://i.imgur.com/FYUYuSU.jpg)

Physical Attributes

Strength: Superhuman (Legendary)

Agility: Supernatural (Legendary)

Constitution: Superhuman (Legendary)

Other Abilities:

Magic Resistance:  Extremely High - It takes potent magic to actually harm Ann and the ones that can have their effects reduced. Spells that focus on draining lifeforce do not affect Ann at all.

The Shell: The true strength of a System of Power makes interaction with mortals and their world difficult at best. Through careful practice they devised a way to craft containers for their might. They are much more limited than their actual forms but the ability to not annihilate everything around you is something that Ann appreciates. As the oldest and most powerful of the Powers Ann can shape her shell into a myriad of forms. She prefers the form of a dog, owl, or a human. No matter what form her Shell takes it always has black hair/feathers/fur and grey eyes. As mere physical containers of her power Shells are incapable of getting sick or poisoned and wounds simply require Ann to recreate the lost pieces of the Shell. The Shell also retains the same level of toughness throughout the entirety of its body. Even attacks against the weak points of the human body can fail to hurt it unless enough force is used. There are  flaws in the Shell such as skin looking extremely pale sometimes, a lack of breathing, or warm skin suddenly turning cold. The complete destruction of a Shell would usually just force Ann into her true form but her adverse reaction to the Nexus in that state forces her to take different measures. She would form a container to house her power but it would be much less efficient at containing it and the Nexus would constantly be assaulting her being. She must stay like this until she has crafted a new Shell for herself. Depending on the circumstances it could take a day or two, or it could take weeks.

Telepathy: High - Touching the minds of others is the most basic skill a Power can possess. Although some have found it useful in their duty to regulate the world, Ann simply uses it to communicate to others while in a Shell that lacks the means to communicate vocally. Telepathy surpasses simple language barriers. It is a meeting of minds that allows the beings experiencing it to exchange concepts and experiences and this allows Ann to communicate with other even when she doesn't understand their language.

The Rot: Legendary -This ability is a representation of Ann’s authority as The First System of Power. This is the right to bring the absolute end to all that exists. If she wills it all that comes into physical contact with her quickly degenerates. Flesh rots, bone is reduced to dust, water is made black and poisonous, and metals are reduced to particles. Even spells, magical constructs, and enchantments will fall apart under the force of this ability. Even entities considered "eternal" and objects considered "indestructible" cannot withstand this metaphysical force. Only extremely potent existences or weapons can avoid being quickly annihilated by this force. In her true form The Rot takes on a physical presence in the world, and becomes infinitely more powerful then it was before. A veritable tide of darkness that wraps around her body and washes over all that approaches her, leaving nothing but dust.

The Abyss of Souls: The First System of Power regulates both the deaths of living beings and the afterlife. This afterlife is being drawn into Ann and having your disembodied spirit attached to the endless amount of souls that make up her own. Those who can view the soul see it almost as a work of art. Every single spirit woven into the the essence of her being. All brought together in death to become one with an existence greater than any of them alone. Ann uses the unique nature of her soul in order to keep eavesdroppers away. The death throes of an uncountable number of beings at once usually dissuades anyone from listening to her thoughts. Spirits that lack sufficient strength will easily be absorbed into Ann’s being and become one with the grand design that is her soul. In her true form these souls manifest as countless bodies interlocked to form an almost humanoid shape. She can also see souls and interact with spiritual entities. In her true form the Abyss of Souls become an aggressive force upon the area around her. Only the most powerful of spirits can resist it and even those possessing an object or human can be removed forcibly. This even extends to the living as well. Those who are weak enough and near death can have their souls torn straight from their bodies.

Equipment:

The Final Harvest : A wretched scythe that seems to be little more than a metal blade fused to a shaft, the blade of this scythe cuts through almost all worldly materials as if they weren't even there and the wounds it causes are notoriously difficult to heal even with the aid of magic. If left untreated for a long enough time the wounds caused by the scythe will putrefy and necrosis will soon follow. Potent enough regeneration, while not completely stopped, is slowed considerably. Against spiritual entities The Final Harvest will drain them of energy with every single strike in conjunction with the normal damage it causes by cutting through them. Ann uses this in conjunction with The Abyss of Souls to weaken powerful spirits to the point where they cannot resist its pull. This scythe is tied to Ann’s being and it can be summoned into her hands at any time. Because of this The Final Harvest cannot be damaged or destroyed unless Ann herself is.

Origin: Born in the shadow of creation, The First System of Power regulated the deaths of all beings in the world. Every creature, no matter how small or large, ultimately had its soul claimed by this Power. It was the first and in time it would watch the creation of many more. Throughout its endless years it would see the rise and fall of nations. It would take countless forms and shapes as it moved across the world and appeared before its denizens. Sometimes it was a god, a forest spirit, or an ancestor who had come down to grace the world with its presence. But an eternity of work weighs on the mind and spirit. Now after an eternity of endless work she was free. The world she was in constantly threatened to stamp out her existence but at long last she had a break from the tedious collection of souls. Death had been on the rise for quite a while in her world but now something else regulated existence and she could just sit back and do nothing.

Weakness: As a System of Power Ann’s very being constantly attempts to enforce the laws of her world upon the Nexus. It doesn’t take too kindly to that and as a result it passively rejects her existence while she is in the Nexus. The effect has mostly been negated by staying within her shell, however the moment she enters her true form the full weight of this world grinds against her own existence. Battles in her true form will barely last more than ten minutes lest the power of this reality remove her from existence.

Likes: Breaks, humans, adding souls to herself
New: Teasing Sarse

Dislikes: Immortals, fighting, having to work
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on November 25, 2014, 11:32:01 PM
Name: Costin Andrei

Race: Vampire

Age: 23 physically, 197 actual years old.

Height: 6 feet

Weight: 207 pounds


Appearance:
(http://i.imgur.com/cb7VLTr.jpg)

Andrei is a tall and fairly bulky dead apostle with an athletic physique.
His hands, great hands that could easily crush a man’s skull are coupled with short and sharp nails that cut trough flesh without any effort and dig into the bone.

He has long hair, dark as the night, kept in a long braid that goes from his neck to his knees.
His pale complexion makes his skin shine like the moon, as his imposing size and composure make him stand out from ordinary men.
His wolf-like crimson eyes and thin eyebrows give a narrow piercing gaze as his thin lips and sharp animalistic teeth form a bloodthirsty smile resting on a diamond-shaped face.
These sharp teeth, with canines that would fit a rabid hound, have dug into many bodies in the past and hint his inhuman state.

While clean-shaven on the most part, one could see he does, in fact, have side burns that reach his lower jaw.

Andrei usually wears a simple black buttoned shirt, whose collar is always left open.
He also fancies a red tie, jeans and neat leather shoes, and prefers to never change clothes unless they are damaged beyond repair.

He always seeks to wear the same attire every day.

He carries many scars across his back, and a large scar resembling entangled snakes runs across both his forearms.


Physical Attributes

Strength: Incredible

Agility: Incredible

Constitution:Incredible(Heroic when hardened, but can't regenerate while hardening and vice versa.)


Other Abilities:

Vampire: Whatever Costin is, he ain't human. He is always hungry, though he learnt how to keep it at bay. To feed, he requires human souls to maintain his body, which he absorbs by drinking their blood or devouring them whole. He lacks a reflection, and his shadow has long left him. If sunlight makes contact with his body he will turn into ash and burn away, but he averts that by literally wearing peoples bodies, which he remodels to resemble his own in the first place. Sometimes.

Grind em' up:While his body is monstruous, Costin has a liking for martial arts, and weaves them into his attacks deceitfully when required.

Just a flesh wound: Costin cannot be incapacitated by normal means and has an unnatural insensibility to pain, being able to shrug off most excruciating wounds and keep fighting at his best constantly. That along with his regenerative abilities makes him a force to not underestimate.

I can smell ya:  His sense of smell reaches legendary prowess, being able to instantly deduce things such as sex, age and state of mind of others based on smell alone, yet the smell he is most keen on recognizing is the smell of blood, to such an extent that he could track a wounded man from miles away without too much trouble.


Magical Ability: Very High

Andrei's vampiric power is Blood Qliphoth. By harnessing the negative emotions of the souls he drains, those who surround him, and even himself, he channels these energies into his body for various effects.

Blood fountain: Andrei may bend and harden his own blood and shape it into practically anything ranging from sharp blades to more complex constructs such as chains used to hook himself to other surfaces, helping him zip rapidly around the battlefield and increasing his mobility. The chains can also attach themselves to another’s body, thus one could be pierced, pulled or whipped by them.

He can also create blood guns, ranging from shotguns to handguns machine guns, rifles or even a minigun. They all shoot bloody thorns, stakes, or whatever would be most painful and made of his own blood. His bullets aren't just strong enough to put down even the largest of animals, they also invade the victim's blood through crystallization, gouging their blood vessels and innards gradually unless removed, while also being excruciating to do so. At first, you only have to worry about the thorns, but that is only the beginning. Soon, the necrosis kicks in, and without a powerful energy to keep his own at bay you risk becoming his enslaved ghoul.

Absolute Body Manipulation: The ability to contort and shape one’s body to impossible degrees at will. Twisting or bending any part of Costin’s body will prove useless. He can even manipulate his nerves, blood vessels, lungs and gastric fluids for horrifying effects. For example, he could breathe in to the point he grows the size of a small room and shout hard enough to shatter walls, vomit steel-melting acid, or connect his nerves to other peoples for very bad things.

His control extends to his very body structure on more subtle ways. He can even grow many claws, turn his chest into a massive mouth, have his digestive system drag people in with stomach tentacles and regenerate at will. Even turning his body parts into parasitic life forms isn't impossible, though making living organisms out of dead flesh takes a bit more time.

Blood hardening: Andrei’s training in blood magic enabled him to use it to it’s fullest effect, using soul-infused blood to harden any part of his body at will.
This makes him able to become an impenetrable shield capable of blocking powerful blows. When hardened, the limb in question will glow in a sickly blood red color as vampiric energies flow trough the very cells, keeping the tissue together.


Equipment:

Sunglasses: These sunglasses are completely ordinary mundane sunglasses. He wears them because he can and to hide his unnatural red eyes that would easily help others realize his vampiric nature.

MP3 and Headphones: Andrei constantly listen to music, be it day or night, even in battle he will play his favorite tunes.
Not listening to music makes him prone to outbursts of anger and violence, thus he always keeps his headphones and music on.

A castle

Metal bat: It’s a goddamn metal bat. Need I say more?

Origin:

That was 175 years ago, when he quit being human.

In all this time, he learned of his identity as an heretic, he learned how to keep his hunger for blood satisfied, how to hide from those who wished to destroy abominations such as him, and how to survive in an underworld where killing was a regularity.

He learned how to live in the dark world of dead apostles, and learned how to enjoy it.

Under the moonlight, he hungers, he preys on whoever he pleases. He only has one goal: to survive.


Weaknesses:

Vampirism: Being a vampire, Andrei requires blood in order for his body to not deteriorate. The sun’s light will effectively destroy him, thus he can only walk around freely at night. He also has the inability to cross bodies of water by foot, and blessed weapons will greatly hurt him.

Light sensitivity: His eyes, used to the dark of the night, are sensitive to light sources. Anything ranging from an electric torch to a flash bang could very well blind him temporarily.


Likes: Honest people, animals, pretty girls, fierce capable fighters, fighting fierce capable fighters, walking around at night, helping people, listening to music, drinking good drink and eating good food, dancing and celebrations of any kind.

Dislikes: Liars, mages, dishonourable foes, weaklings, unnecessary cruelty, overly hot or cold weather, bright places, the sun, lightly lit places, fire, smoking, boredom, facial moles, sun chips and bugs.

He also hates being treated as a monster or having negative connotations held upon him for his need to feed. Having deep within his heart the wish to live a normal human life, being persecuted for his vampiric nature is something he will never tolerate.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Brahmastra on November 26, 2014, 08:39:54 AM
(http://i.imgur.com/t5SOSsx.jpg?1)

Misaya Reikouran

Race: Human (Magus), to-be Fallen (living corpse)

Age: 18

Weight: 55kg (121lb)

Height: 168cm (5’5)

3 Sizes: 84/57/83

Eyes: Crimson

Hair: Black

Appearance: She can be described as a perfect beauty, one who since the moment she was born looked the part of the ruling class. Ample curvature is complimented nicely by a slim, almost starved figure, and her skin is an almost pearly white that is ghastly pale. She wears her hair in a half up, and wears a red dress with a deep V-neck underneath a black fur jacket, as well as black short shorts to compensate for the dress’ skimpy nature.

Attributes:

Strength: Exceptional, low. (She’d be able to knock someone’s teeth out but as she lacks Reinforcement, she’s just a bit more than a highschooler in perfect shape.)

Agility: Exceptional, low. (She could probably run a marathon and knows a bit of martial arts but she’s nothing extraordinary)

Constitution: Exceptional. (She can take a good beating and her Magic Crest will forcibly keep her alive as much as possible, but she can’t be called special in this regard.)

Magical Ability: Medium, Very High (She is the heir of the greatest Magus family of the Far East, so she can be called an exceptional magus in both circuitry, spell roster and attitude. However, she cannot face a being of magic that is truly extraordinary.)

Equipment:
Preserved and condensed blood, used for magic circles. Her magecraft is already poured into it, so it takes the desired shape as soon as the blood collides with a surface. It could be called a Mystic Code.

Other Abilities:

Magecraft: The Reikourans study a variety of magical fields with great skill, and under the stress of her oncoming curse, she has managed to master them all in a way her father couldn’t by the time she entered high school:

Rune Magic: Use of Futhark and Elder Futhark runes as spells. They are in theory simple magical spells comprised of nothing but drawing shapes with one’s fingers, and are only limited in their potential by how much prana the user can produce.

Black Magic: The sort of magecraft practiced by witches of old, though Misaya in particular focuses on Necromancy and Summoning, the practices of calling forth that which does not exist and those who should be already dead.

Curses: A sub-section of Black Magic, one that Misaya researched heavily in hopes of finding a way to defy her fate, but to no avail. It is the practice of applying negative or outright murderous afflictions upon others through direct prana contract, elongated rituals or other means.

Judo: A Japanese martial art developed in the late 1800’s focused on throws and takedowns. As it is a simple art ideal to immobilize the opponent for her spells, Misaya trained it from an early age, and is adept in it’s usage, though nothing else close to a proper master.

Weaknesses:

Father: Misaya has never gotten over the death of her father eight years ago, and fond memories of him still come to her mind frequently. She has a tendency of being demotivated or soft-hearted, even teary-eyed at behavior that reminds her of him.

Dislike of men: Due to abandonment issues with her father and her only ever male friend, Heroic Spirit Paracelsus, summoned by her father, betraying her brutally by cursing her to an inevitable death and killing her father, Misaya has a latent distrust of all men, even the boys in school who treated her like a goddess in school or the friendliest of strangers. This is not impossible to remedy, however.

Panic: Due to her final moments with her father being of him, in a curse-wracked state, trying to stab her to death with a knife, Misaya has an inherent fear of bladed weapons coming within her personal space, to the point where it can cause both sudden panic and, if outright brandished against her, acute stress disorder.

The Curse: An unnamed curse placed upon her by Heroic Spirit Paracelsus during the 1991 Tokyo Grail War when he betrayed his master, Misaya’s father, to side with Sajo Manaka. It is an unremovable affliction that will at an unknown time cause Misaya to rot into a living corpse, effectively killing her and turning her into a monster. She has no idea when this time is to come, but she has a premonitious feeling that her time is running out.

Spells:

Runes: (http://en.wikipedia.org/wiki/Runes)
Hagalaz
The rune of Hail. When drawn in the air, it creates an intense hailstorm in the of Misaya’s choosing. It continues until either the prana used to draw the rune is expended, or until Misaya wills it to stop.

Isaz
The rune of Ice. When drawn in the air, it creates a barrage of icicles that lasts until the prana she poured into drawing the rune is expended. When drawn on a surface, it immediately freezes in a thick layer of ice.

Sowilo
The rune of the Sun. It creates a blinding, burning orb of light upon drawing, which can be fired forward at will. It extinguishes once the prana used in it’s creation is expended.

Laguz
The rune of the Lake, or water. It summons a blast of pressurized water capable of knocking a grown man several meters backwards.

Cēn
The rune of the torch. Summons a blast of fire into the target direction. Can also be used to create a flying torch, a ball of fire that provides the same natural lighting as four candles. When drawn on a surface, the surface ignites.

Familiar: Black Wolf

An easily reproduced type of familiar that Misaya can summon almost at will, having created a contract with them that lets her summon them back no matter how many times they are killed. They are merely dogs with the strength of an alpha wolf, however, and not unhandleable by a strong opponent unless they are completely dogpiled.

Bounded Fields:
 A perpetual magecraft construct that either applies effects to those within, or seals those outside. While above average in their use in general, Misaya has perfected the art of creating “sealed space”, able to create an almost impenetrable field that’s invisible to the naked eye.

Necromancy:
Capable of resurrecting those recently dead, including her familiars, as mindless slaves. Human corpses resurrected in this manner are rarely worth more than as minor scouts, so this is primarily used to bring back an unending horde of her wolf familiars.

Origin:
This tells the story better than I can. (http://www.google.com/url?q=http%3A%2F%2Fforums.nrvnqsr.com%2Fshowthread.php%2F5217-Fate-Prototype-Fragments&sa=D&sntz=1&usg=AFQjCNEVKJYfAGeFUrBOai7ohLXo-wU35A)
Misaya Reikouran is the current heir and last remaining member of the Reikouran family, an old clan of magi who were effectively eradicated by the Caster of the 1991 Tokyo Grail War, who served the house faithfully before abandoning them, cursed to die an untimely death, in favor of serving Sajo Manaka. Twisted by bitter hatred, Misaya found her way to Nexus City by sheer accident, a rift caused by Manaka during the early days of the 1999 Tokyo Grail War, severing her contract to Lancer, and she has since found a place to live and stay, where she has done little more than stew in utter frustration and rage at the Grail being robbed from her as it did. By now, she does not have much time left…
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Lycodrake on November 26, 2014, 04:20:17 PM
Name: Than’Sanel
Titles: Of Selesnya, Notions; Abzan Bond-Kin, Rakshasa-friend
Race: Half-Elf Human; Elemental; Planeswalker
Age: 28
Gender: Male
Height: 6’2”; 187.96cm
Weight: 155lbs; 74.84kg

Appearance:
(http://i.imgur.com/WWmMALa.jpg)

A tall, lanky young man with brown hair and pale-green eyes garbed in white armor and green cloth. Nondescript outside of his slightly pointy ears. It’s his summoned Elementals that look the most bizarre.
Note: Picture only as reference. He is not that old, nor does he wear a beard or the hat.

Physical Attributes
Strength: Exceptional
Agility: Exceptional
Constitution: Legendary

Other Abilities

Magic: High to Extremely High
Than’Sanel specializes in “White” and “Green” magic, specifically Summoning Selesnyan Saprolings and Elementals from Lorwyn-Shadowmoor. He uses the Saprolings to Convoke larger elementals or Evocation to use Elementals to cast quick spells. He is able to use Elementals from all “Colors”, but besides that has dabbled mostly in "Red".

His strongest, Legendary summoned creature is to call upon the Horde of Notions – a veritable “Parade” of Elementals from Lorwyn-Shadowmoor.
To put it another way, Than'Sanel's strongest Elementals are:
1. Horde of Notions (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=140219): a 5/5 all-colored Trample, Vigilance, Haste that can return Elementals from "death" for one of each color.
2. Supreme Exemplar: a 10/10 blue Flyer that can only be summoned if another Elemental is exiled/sacrificed.
3. Doomgape: a 10/10 green/black hybrid Trample that forces the summoner to sacrifice another creature. It heals the summoner for the sacrificed creature's toughness (HP).
All 3 of these have Supernatural in all attributes and Medium-to-High Magic
Supernatural in all attributes; Medium Magic

Dawnfluke protects against damage.
Shriekmaw, Wispmare, and Ingot Chewer have destroy effects.
Briarhorn and Meadowboon give other summons a boost.
Reveillark lets him call previously used and de-summoned creatures that are "weaker" attack-wise.
Spitebellows and Ball Lightning deal direct damage.
Walker of the Grove and Spawnwrithe make tokens.
Plumeveil is a flying defender. No real special ability.
Morselhoarder allows him access to more magic energy.
Thunderblust is acts as a direct damage attack.
Flickerwisp exiles something for a "turn".
Spitemare takes damage and, while being injured or destroyed, returns that same amount of damage back to its attacker.

His White magic focuses upon preventing damage and healing, while his Green magic focuses upon strengthening his Elemental companions. Due to his dabbling in all colors because of Elementals, he has resistance to magic based in “Colors”.

Equipment: Selesnya-style armor

Origin:
Than’Sanel was born on the super-city plane of Ravnica into the Selesnya Conclave guild during the events of the Decamillennial. As a member of the Conclave, he was raised to be selfless and devoted to growth, trained in nurturing saprolings. He was nothing out of the ordinary until the Nephilim broke free and began ravaging Ravnica.

He was nearly killed as a teenager by one of The Dune-Brood’s spawn, trying to protect a Guildless, but he – as one in a million – awakened his Planeswalker Spark in that instant and Planeswalked to Lorwyn-Shadowmoor’s Primal Beyond, the birthplace and home to Elementals. There he learned the ways of the strangest Elementals, those born of notions. He added Evocation to his repertoire of abilities alongside Convocation and Saproling magic.

Years later, having spent so much time in the Primal Beyond he was changed into an Elemental himself, he ventured out into the Planes on a search to return to Ravnica.

He failed twice.

He found himself on the Plane of Tarkir on the border between the Abzan Houses and the Sultai Brood. He was not unnoticed by the sinister beings of Sultai, but was rescued from dehydration in the Abzan desert by a caravan from the Houses. He traveled with them from a time, learning of the Houses and their amber-magic. He was treated well, despite being an outsider. It was obvious he held many of their same ideals.

Conflict arose when a Rakshasa slunk into the camp to talk to him. His time among the Elementals had made him less prejudice against Blue and Black magic. His leniency only encouraged the Rakshasa in its attempt to tempt and manipulate him. This was both of their undoing. As an outsider and “Rakshasa-friend”, his Abzan saviors wanted him to leave – they could not trust Than’Sanel if he were going to befriend a Rakshasa.

And so he “left” in the truest sense he could – Planeswalking – knowing that staying on Tarkir with only a Rakshasa for a companion would only end in tragedy.

This was how he arrived at Nexus City.

Weakness: Strong “Blue” magic: illusions and mind-control. Elemental suppression. Relies on Summoning Saprolings/Elementals and can only have 4 of a single one at a time, besides Horde of Notions, where-in there can only be 1 Horde at a time.

Likes: Companionship, architecture that includes nature, creativity, life

Dislikes: Evil “Blue” and/or “Black” mages, Demons
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Arch-Magos Winter on November 29, 2014, 06:43:59 AM
Name: Archer - Heroic Spirit EMIYA
Race: Servant
Age: Est. Late 20's to Mid 30's
Height: 187 cm
Weight: 78 kg
Eyes: Grey
Hair: White
Appearance:

(http://photo.cosplayfu.com/character/mini/30_267dfccc073ac8bbea775699e4295d1d.jpg)

Strength: Incredible
Agility: Incredible
Constitution: Incredible
Magical Ability: Low

While Archer was a magus in life, he was never exactly very good at it. Still, he possesses a rather decent knowledge of formal Magecraft and can use it.  He is extremely skilled in Projection and effective at Reinforcement.

Other Abilities:

Clarvoyance: Eagle eyed vision. Can clearly pick out a target from over 2 miles away. This is accomplished by Reinforcing his eyes.

Eye of the Mind (True): Capable of calm analysis of battle conditions even when in danger and deduce an appropriate course of action after considering all possibilities to escape from a predicament. So long there is even a 1% chance of a comeback, this ability greatly improves the chances of winning.

Unlimited Blade Works: Archer's trump card, a reality marble. While he doesn't possess a true noble phantasm, this is as close as he has. Within Unlimited Blade Works, his projections are nearly instant  as they are already created - at a low cost to mana as well per projection, but the cost of maintaining the marble is more than enough to make this less of an issue. Multiple noble phantasms are stored within, though they suffer a rank down due to not being the originals.

As an Archer class servant is expected to be, he's very good in long range combat, though close quarters fighting is not a weakness of his surprisingly.

Origin: Shirou Emiya always wanted to save everyone. But, he had to face the fact this was impossible. And so he started to slide down the same path as his adoptive father, killing one to save many. Idealism started to die within him when forced to face the harsh reality of his path, until a natural disaster struck. He couldn't save everyone with the strength he had. That's when he made the deal with the world: Service, in exchange for the power he needed. Eventually, he was left by all he loved, betrayed by a friend, and executed, all of which happened with a smile on his face. Because, after all, he would still be able to save people after he died as a Counter Guardian. In the end, his ideals destroyed him.

EMIYA was wrong. His deal didn't make him a hero, or allow him to save people - or at the very least see those who he saved. Instead, his job was that of a cleaner, of a mindless automaton who had the duty to do nothing more than slaughter those that Alaya deemed a threat. His idealism truly died after that. An eternity of slaughter was all he was a part of. That was, at least, until he felt the tug of the Grail...

Weakness: Lack of Prana, kittens stuck in trees, Rin
Likes: Helping people, chores
Dislikes: Himself, idealistic morons
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Puck-Chan on November 29, 2014, 08:43:06 AM
Name: Time (Tee-meh)

Race: Human

Age: Late 20's to Early 30's

Height: 182.6 cm

Weight: 170 lbs

Appearance:

(http://img1.wikia.nocookie.net/__cb20140612073944/magicianethermask/images/5/54/Time_Corrected.jpg)

Time 1 (https://omascans.files.wordpress.com/2012/07/170.jpg)

Time 2 (http://omascans.files.wordpress.com/2012/07/173.jpg)

Time 3 (http://th09.deviantart.net/fs70/PRE/i/2013/316/c/d/commission__ti_me_by_shilesque-d6tzcvn.jpg)

Time 4 (http://omascans.files.wordpress.com/2012/07/169.jpg)

Time 5 (http://img1.wikia.nocookie.net/__cb20140613230824/magicianethermask/images/9/9c/Time_3_Corrected.jpg)

Time 6 (http://magicianethermask.wikia.com/wiki/File:Time_2_Corrected.jpg)

A fit young man garbed in a black sweater and trousers with brown boots. He wears his light brown leather jacket over them if the weather gets a bit chilly. His wardrobe is, of course, not limited to that given his small exposure to the modern era in Nexus. But, this is what he usually tends to wear. Time possesses swept back black hair with a bit of stubble around his chin and sideburns on the sides of his head.

Physical Attributes

Strength: Fantastic

Agility: Fantastic

Constitution: Incredible

Other Abilities:
Equipment:
Origin: Look in here (http://magicianethermask.wikia.com/wiki/Time).

Not much is known about Time, but it is heavily implied that he once traveled with the Edermask in the series. The said magician asked him to take care of his beloved comatose Natasha until he finds a means to bring her back. However, a whole army of reinforced and magic-using soldiers led by Huan would come to take him down.

Given Time's prowess, Huan took heavy damage to both himself and the greatly reduced numbers of his army. But, Time failed in his task and later died. Though to his utter surprise, he found himself in the modern setting of Nexus. While this is a completely different setting that he's used to, Time finally managed to snag a job as an employee in a bar where he can share his bad cooking and get bad critiques to his chagrin.

Weakness: No magical protection. No regenerative properties. Susceptible to the same mortality like every human.

Likes: A challenge. The ladies. *Fedora tip* Being a bit mischievous.

Dislikes: Cooking. Edermask. Modern Technology. Magic.

Note: He feels like a mix of Cu and Kojiro, really. He's literally a mix between them both personality and skill/ability. Too bad he dies a bit soon. I'm also having him be the guy who has no idea how to drive since he came from a medieval fantasy world. So this could be something for others to try to rp with or something.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Puck-Chan on December 02, 2014, 01:29:15 AM
Name: Puck

Race: Elf/Fairy

Age: ???

Height: 6 inches?

Weight: 5 lbs?

Appearance: A diminutive fairy with insect wings. Has iconic blue hair and green eyes. Looks naked most of the time.

(http://img3.wikia.nocookie.net/__cb20080610113626/berserk/images/e/ef/Puck_Manga.jpg)

Physical Attributes

Strength: Less than Human

Agility: Exceptional by flight?

Constitution: Less than Human

Other Abilities:

Elf Dust: Dust that is secreted from his wings. Powerful healing agent that can heal wounds. Dire wounds require more applications of this dust. Cannot heal spiritual wounds nor could it restore missing body parts.

Empath: Can feel the emotions of others to the point of being overwhelmed if the emotions are strong enough.

Puck Flash: Can emit bright light to blind others. What'd you expect? He's got nothing to flash since he's already naked anyway.

Equipment: Chestnuts with burrs.

Origin: Random elf fairy that joined the EDGY ride with Guts while serving the role of comic relief, telepathic empath, and healer. He is somehow related to the Elf King.

More from here (http://berserk.wikia.com/wiki/Puck#Characteristics)

Weakness: Can be squashed like a bug.

Likes: Friends, Fun, Helping Others

Dislikes: Evil, Darkness, Jerks
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: MissingMandible on December 02, 2014, 05:27:12 AM
Name: "Fair Lady" Elyssa-324

Race: Warmonger Mk. V/Seraphim Series Artificial Construct

Age: 3 years

Height: 8'4"

Weight: 1100 lbs

Appearance: Elyssa 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 clawed fingers and a thumb, allowing her to interact with the environment. On the left 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) with blue lenses.

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 Elyssa to become temporarily lighter, faster, or stronger is she pumps mana into them.


Physical Attributes:

Strength: Incrdible (increased when Stone Runes are active)

Agility: Incredible (increased when Fleet Runes are active)

Constitution: Incredible

Other Abilities:

Repair Protocol: A command that exponentially decreases the amount of time for full body reconstruction. However, this forces her system to go into a complete shutdown; she is more or less brain dead until the minimal amount of recovery has been met.

Military Training - Marksmanship: Elyssa has little difficulty hitting her targets at 500 meters

Military Training - Swordsmanship: Elyssa is efficient with the movements of her blade, going for the kill rather than wasting time with unnecessary actions.

Military Training - Hand-to-Hand Combat Elyssa is known to rip her foes apart with her bare hands.



Magical Ability: Medium

Spells:

Arcane Lightning: a spell of moderate cost that involves shooting a single, magical lightning bolt from each of the rods. High enough power to damage a medium tank, yet as accurate as a DMR. This is Elyssa's go-to spell for sniping attacks.

Disruption: A low-cost sound-based spell that can disorientate opponents up to thirty meters away. Can be made more powerful to outright incapacitate targets that are needed to be taken alive.

Balefire: A somewhat expensive spell to perform that essentially acts like a flamethrower. Range goes up to forty meters, and the blue flames reach a hellish 2000 degrees celcius.

Sundering Bolts: A low cost spell that has Elyssa rapidly firing fist-sized orbs of energized mana. Upon impact, they sear through the target in a manner more like plasma rather than fire.

Firestorm: Another low-cost, rapid fire spell. Instead of utilizing pure, energized mana, it involves quickly firing balls of fire.


Runes:

Stone Runes: Located on the inner side of each forearm. Increases the strength of her hands and arms 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 Elyssa nearly invisible when activated. Does not hide prana or heat emissions.

Gate Rune: Located directly to the left of the Shadow Rune. Allows Elyssa to phase through walls. Phasing emits light and a loud hissing sound, however, making it ideal only for escape or ambushes, not stealth.


Equipment:

Adamantium Plating: The outer plate armor is highly durable and light-weight. Small Arms fire has little affect on the plating.

Orichalcum Body: The magical metal that makes up the body has several unique properties, the most important of which is that it can "heal" - return to the shape that it was forged into over time if the pieces are kept together. The joints are also made of this fantastic metal. However, it should be noted that it is a somewhat weak material, for small arms can legitimately tear it apart.

Sensory Suite: Elyssa's optics can zoom in, magnifying up to 40x. She can switch to thermal and night vision as well.

M-42 Adamantium Combat Sword: a one-handed shortsword scaled up to her size. When not in use, it is sheathed on her hip.

Adamantium Claws: More or less an extension of the Adamantium Plating. Just sharpened armor at Elyssa's fingertips.

Thrusters: A pair of thrusters mounted on the upper back. It uses energized mana for thrust. Allows Elyssa to quickly dash horizontally, vertically, and diagonally. She can also use it to quickly hover over long distances - a faster way to travel than to run.

M-67e Bradford Engine/Compact: A device mounted onto Elyssa's back that gathers mana from the air. Mana is necessary for her to fight, move, and even live. If she were to start using more mana than the Bradford Engine could collect, her movements become more sluggish or she might even temporarily shutdown. The portion of the engine that exists outside of her body are the three fins jutting from the center of her back.

Radio Comm. Module: Radio uplink for communication across the battlefield.


Origin:Over the last few decades, the proliferation of runecraft combined with the perfection of the Bradford Engine has allowed the average soldier the ability of performing low-end spells.

However, for the soldiers in the field to be able to apply this, the average mage is needed in the factory to create the materials they need. Most modern countries understand that the math states thousands of slightly magical soldiers are able to apply more force than a hundred moderately powerful mages; therefore, only the top tier mages are used in combat roles in the military, the rest are in manufacturing.

However, this has removed a mainstay in most armies: Golems. Golems have always been used as part of the spear head of an attack. But they require a mage to directly control them, and there are few mages on the frontlines now. The Helkan Empire has found a solution to the problem. They combined another line of artificial beings, the Homonculi, with the golem in what is called the Warmonger Program.

The current top of the line model is the Warmonger Mk. V Seraphim Series, a line of highly mobile golem shocktroops that work in small squads, blitzing through the enemy the seize an objective, execute a VIP, or merely being the tip of the spear for an offensive.

However, a civil war broke out in the Helkan Empire when King Alric Brenhaven died before having a son. Loyalties were split between Queen Eleanor and Duke Charles Alberton. With Eleanor being the rightful ruler, those of the Warmonger Program have tossed their lot with her, the Seraphims often playing a pivotal part in both offensive and defensive operations against Duke Alberton's forces.

The earliest memory that Elyssa herself has is being pulled from a vat in a laboratory along with three hundred others. Like all other Homonculi in the modern Warmonger Program, she was "born" as an adult. Over the next two years, she underwent extensive indoctrination and a harsh training regiment. She was trained how to swiftly take down an opponent with either her hands or her sword, how to perform an array of spells correctly, quickly, and accurately, and she was made an utterly loyal soldier of the Helkan Empire.

On her second birthday, both she and those who haven't washed out of the program underwent the last stretch: The shedding of their frail bodies for the Seraphim Chassis. Their brains were removed and inserted into the chest cavity of the magical construct. They are finally the super soldiers they were born to be...

The following year was filled with near constant combat for Elyssa. Her squad playing key parts in the Seige of Madrigal, the Battle of Yorkton, and more. However, Duke Alberton's forces managed to push through all the way to the captial city of Albion. It was there that Elyssa faced the harshest fighting of the war. When the Duke's personal aerial battleship arrived at the city, Elyssa and many other Warmonger Golems managed to board it. While several squads' mission was to assassinate Alberton, her squad was to partake in the destruction of the ship's Bradford Engine.

While battling through the many decks of the battleship, a blood-splattered Elyssa suddenly and unexpectedly found herself transported to a foreign city...


Weaknesses: Her brain is situated in the chest cavity of the Seraphim Chassis; while that is the heaviest armored area, it should be noted nonetheless. The fins making up the outer portion of the Bradford Engine is perhaps the most significant weak spot; damage to that forces her to retreat and perform Repair Protocol.

Likes: Visual and audio stimulation, Loyalty, the Helkan Empire

Dislikes: Incompetent Commanders, Disloyal People, Enemies of the Helkan Empire
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: SINIB on December 02, 2014, 11:25:34 PM
Name: Alexander the Great

Race: Incarnated Servant

Age: 32 (2337 including the years he was dead)

Height: 212 Cm

Weight: 130 Kg

Appearance: (http://i.imgur.com/eMxFohe.jpg).

Physical Attributes

Strength: Superhuman

Agility: Supernatural

Constitution: Superhuman

Other Abilities:
Magic Resistance: Alexander’s magic resistance is low, only able to negate single action spells.

Riding: As a former member of the Rider class, Alexander has an extremely high rank in this skill, allowing him to perfectly control any mundane vehicle, and even allows creatures on the level of phantasmal and divine beasts to be controlled.

Military Tactics: Alexander is a military genius. He conquered Persia in his short lifetime, and is extremely knowledgeable in the field of tactics. He gains a bonus modifier when fighting against armies.

Divinity: Alexander has been said that he is the son of the greatest of the Gods, Zeus. However, there is no clear evidence to support this claim, and may have been propaganda.

Gordius Wheel: The Gordius Wheel is a large antique scythed chariot led by a two divine bulls. It is larger than the average truck. The bulls and chariot tread upon divine lightning, allowing it to easily move through the air. The bulls create claps of thunder and lightning with every footstep.
Charging with the chariot causes it to be engulfed in divine lightning, powerful enough to pierce through Berserker’s defenses. By calling out it’s true name, Via Expugnatio, he can greatly increase the violence and speed of the charge, moving almost as fast as Excalibur.

Ionioi Hetairoi: This is Alexander’s ultimate Noble Phantasm. It is a reality marble embodying his dreams and philosophy of what a king should be and the close bond he formed with his servants. Inside, he is able to summon his great army that conquered Persia. His servants, having sworn loyalty to Alexander even after their deaths, his personal guards who had turned into spirits, manifest into Servants together with the ruler. Due to the limits of Alexander’s abilities, their Noble Phantasms are not manifested.

Equipment:
Sword of the Kupriotes: Alexander’s sword. It is a spatha, and was gifted to him in life by the king of the Cypriots. Its hilt is decorated with the likeness of a lion. Strong and light-weight, the blade can be wielded with great dexterity.

Origin: Alexander was summoned as the Rider-Class servant of the Fourth Holy Grail War by Waver Velvet. During the course of the war, he arranged a meeting of kings at the Einzbern castle with the intention of discussing the abandoning of their claims on the Holy Grail. He lost the Gordius Wheel in a battle with Saber shortly before his final fight with Gilgamesh.

He fought Gilgamesh on a bridge, and used Ionioi Hetairoi as his final move. However Gilgamesh used Ea to destroy over half of his grand army, causing it to dissipate. Rider charged at Gilgamesh, but ended up restrained by Enkidu, at which point Gilgamesh killed him with Ea.
After being killed by Gilgamesh, Alexander found himself inside the Nexus.

Weakness: His pride. He feels a compulsion to do heroic deeds, even in the face of extreme danger, and will often throw him into seemingly suicidal situations

Likes: Adventure, novelty, a good and honorable conquest, having a good time, overindulgence

Dislikes: The idea of final completion, the death of people he loves
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on December 14, 2014, 10:23:33 PM
Name: Lorenzo Remei

Race: Human

Age: 24

Height: 6”2

Weight:178 lb

Appearance:
(http://i.imgur.com/lDaTTKJ.jpg)


Physical Attributes

Strength: Exceptional

Agility: Supernatural

Constitution: Exceptional


Magic Scale: High

Pyromancy Specialization: Lorenzo is highly proficient in the spell craft of fire, being able to manipulate and bend great amounts of fire to his will without much effort and quickly surround an area in flames. From fireballs to blasts of heated pyre, he can deliver as much fire gusto as there can be, his flames capable of burning up to a thousand degrees. However, it is natural to say that the hotter and the more fire Lorenzo is controlling, the more it is taxating to him.

While Lorenzo can expand or extinguish fire at will, an almost spontaneous combustion so to speak of, if he wishes to unleash his pyromancy, a source of fire or a spark is required, that and oxygen to feed the flames.

Fire elemental creation: Imbuing fire with a shaped will and harnessing it's life, Lorenzo can create flame-like familiars that not only serve as scouts, but can even be used offensively by exploding remotely at will. This ability is not mere pyromancy, but something that is more alike to speaking to fire itself.

While Lorenzo's senses are linked to the familiars, the opposite is untrue. They can, however, communicate to him without speaking at all. This applies wherever they could be. Surprisingly enough, this ability is rather mana efficient, although controlling many at once is not. Do note that the familiars can grow in size, being able to cover wide areas if fed with enough flames. Making them grow without a large amount of fire nearby is possible, but much more taxing.

On the other hand, the larger they are, the stronger they will be and the wider the explosion will be. Finally, these familiars can take many shapes, preferably that of birds that can reach flying speeds of 160 mph. It is also important to note that the familiars can be imbued with varying levels of intelligence and sentience.


Other Abilities:

Incredible reflexes: Lorenzo has managed to acquire tremendous reflexes, granting him the ability to swiftly strike and dodge relentlessly in a breath’s notice.

Acrobatics:Lorenzo's agility and skill allow him to perform awe inspiring acrobatic feats nearly on par with a time altering persian prince.

Skillful Swordsmanship: After years of training at the art of the sword, Lorenzo has acquired a tremendous mastery of sword fighting, being able to hold his ground against faster, stronger opponents with any blade trough sheer skill.

Hawk’s Eye: Because of the harsh seas, Lorenzo developed his perception and eyesight to a great extent.
His eyes sharper than most men’s, he can quickly avert his gaze at a moment’s notice and analyze all elements that surround him to the most scrutinous detail. The pirate’s eyes can detect movement at speeds that would be normally impossible to notice, giving him a great edge in battle.

A true man's booty: Lorenzo is a pirate who's booty remains the mightiest part of his body. It's his greatest and mightiest pride, his true weapon. Because of that, all attacks directed at his ass will be nullified, and his anus can contract with might comparable to the mightiest beings in existence. That is the power of a true ass man. However, for it's true powers to awaken, it must be deflowered at first.

Lorenzo's butt

Str: Legendary

Agi:None

End: Legendary


Equipment:

Rapier: A seemingly simple steel rapier. Light, solid and sharp, it provides a great close range offence when coupled with his skillful swordsmanship.
The blade is coated with harmful venom that cripples those affected, slowly paralyzing the body from the wound.

However, this sword is no regular blade, for it is in fact a “key” to unleash “the Fiery Moon”, a colossal spectral ship that will soar into the skies if Remei was to dig the blade into the ground and utter the required incantation.
Because this rapier is a great artifact, it will not be destroyed easily, and will reform even after being shattered, although the required duration of the blade’s recreation depends on the severity of the damage.


“The Fiery Moon”: A colossal flying ship, it is the very manifestation of Lorenzo’s dream of becoming the perfect pirate, a subconscious memory of his fallen ship materialized into ethereal form.
The boat boasts a speed and power rivalling the likes of an anti-army noble phantasm, holding an overwhelming amount of cannons that, when fired at full power, could quite easily obliterate all in it’s path.

However, normally Lorenzo cannot use this weaponry to the fullest extent, the very manifestation of this ship puts a great strain on the pirate and without a proper way to fuel it with mana, it will put a burden on Lorenzo’s body so great it could become fatal.

Thus going all out is normally not an option, unless he has a way to provide it with sufficient energy.
While not any sturdier than a regular boat of it’s size, it does have a sort of particular property similar to a curse of restoration. Even damaged, it will grow back to it’s original form, although the greater the destruction, the longer it will take for the ship to recover.


Magic Flintlock: An elegantly ornate flintlock Lorenzo uses in order to fight opponents at longer range. While flintlocks are usually considered unreliable compared to modern weapons, the lower range, reload time and weaker accuracy limiting it's use, Remei’s magic flintlock is an exception.
Instead of needing actual bullets or gunpowder, the gun simply fires concentrated amounts of prana focused in a single point as the flint discharges the accumulated magical energy by releasing a spark.
Thus this weapon is not only unaffected by moisture, but is also stranger to reload times or jams that were so common to usual flintlocks, making the possible rate of fire much faster than a regular handgun.


Compass and seal: A magical compass that normally never points to the north. Instead, it always without fail points towards the “seal”, a sapphire-like gem that is linked to the compass trough some sort of magical bind. It is quite handy to keep track of people, since no matter where the seal is, the compass will always reveal it's location.


Spyglass: A spyglass telescope composed of a metallic cylindrical casing; it contains lenses that magnify images from a distance.
This spyglass is light and sturdy, thus easy to carry around.


Origin:
Lorenzo Remei was to be nothing more than a servant since his family was poor. His parents had no choice but to sell him into servitude, leaving him in the hands of a cruel aristocrat that tortured and humiliated him. This was how he was going to spend his life … at least, that's what would have happened if the boy hadn't escaped on that fateful day.

It was an immense boat, perhaps a merchant shipment, Remei didn’t care, he instantly fell in love with it, and before he knew it, he was hanging onto a small fissure for dear life!  He truly wanted to be in that ship, to live a life of adventure sailing the seven seas and exploring the vast world. And he did succeed, sneaking into the boat like a mouse, he lived off the rations enjoying his new life...

Little did he know that peace was soon put to rest, for he was discovered, yet the crew had no idea what to do of the boy and they simply had no time to worry of such things.
However the captain decided Lorenzo would stay, for the boy reminded the captain of his son long dead of sickness, thus he could not bring himself to cast the child away.
Lorenzo Remei was now to join the captain, work his way into the life of a pirate under his wing and eventually become a member of the crew.

However, even if the quartermaster did accept his decision, there was one condition: in order for Lorenzo to become an official member of “The Fiery Fortune”, the boy would have to defeat him in combat.
It was that challenge and the promise of companionship that pushed the young Remei to the limit, clashing swords and blows became a daily routine as their bouts became more and more frequent.
Was it weeks, months, years? The time it took did not matter, all he knew was that he finally did it, he finally managed to land a blow on his opponent, and for the first time in his life, Lorenzo tasted sweet victory, he was now a dependable fighter and an invaluable member of the crew.

Not only that, secretly, he had managed to master a little trick, some sort of technique that enabled him to move pyre freely to an extent.
That was his first experience with what some would call “magecraft”.
If he trained this power a bit every day, perhaps he could eventually put it to use eventually.

Time flew, Lorenzo had managed to live trough many adventures, set foot on unknown lands and witness the fiercest creatures.
 “The Fiery Fortune” was now a notorious ship that possessed many riches, an unstoppable force, a great multitude of men and invoked the fear and admiration in the hearts of many…

And leading this group of fierce pirates, a proud man stood proud. His name was Lorenzo Remei, one of the greatest pirates to have crossed the ocean.
Power, glory and freedom to sail the seven seas, the man had it all…
Yet one day “the Fiery Fortune” simply vanished, the crew and it’s captain never to be seen again.

Legends tell of a great calamity, a monster unlike anything ever witnessed by human eyes. The colossal beast fought the pirates in a great battle, Remei and his crew gave their all, but it simply wasn’t enough.
All the man remembered was a crushing blow decimating the boat, and a deafening silence. He should have died that day, along with his companions, so why did Remei now find himself in a strange island?

Now alone in a desert, the man was fated to wither and die alone… But trough sheer will, he survived, deciding he would not end this way. As months passed, he found mysterious ruins, some sort of city. Exploring the remaining monuments, the pirate found a strange door carved with bizarre symbols.
He did not know why, but he felt pulled by an unfamiliar force, as if dragged to the door, he let himself be carried away by curiosity.
Opening it, an alien force instantly sucked him in, Lorenzo feeling his very being teared from the earth; he fell, sinking into the abyss.

Waking up, he felt  a chill down his spine, his senses slowly coming back together.
It seemed he now found himself in a strange place, monuments of stone reaching the heavens as if trying to pierce the sky.

That was his first memory of Nexus City.


Weakness:

Normal human weaknesses: Even if Lorenzo is quite capable and powerful, he is by all means still a human. He possesses neither regenerative abilities nor a way to protect himself from magic or mind control, thus he is susceptible to more experienced magicians. Even if he will not give in to lady death easily, Lorenzo will still die from a fatal wound like a normal human.

He is also unable to swim.

Likes: Wealth, adventure, discovering new places and things, fruit, food, women, the heat of battle, honest people, companionship, tea, treasure.

Dislikes: Treachery, bad food, sea monsters, smug rich people, smug people, self-righteousness, swimming, being sick.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on December 14, 2014, 11:40:42 PM
Name: David Newman, The Dream, The Nightmare

Race: Human

Age: It’s been three weeks since the entity dreamed of the existence known as David and made him real.

Height: 6’ 1

Weight: Approximately 180 lbs.

Appearance: A tall man with short dark red hair and brilliant blue eyes. David is usually dressed in a black suit with a tie that matches his hair. His posture radiates confidence, and he is fairly muscular. Apparently the entity has some measure of vanity as David's features look as if they have been shaped by a masterful artist. He is rather good looking and some may even call him handsome. 

Physical Attributes

Strength: Human
Agility: Human
Constitution: Human

Magic Ability: None - While David is incapable of using magic himself he can access a infinitesimal sliver of the dreamer’s knowledge to recognize most spells. Ancient spells can usually be replicated easily while newer ones may require more observation.


Other Abilities:

The Dreams at the Edge of Forever:
David is not the only dream to be manifested by the dreamer’s power. There are many of them and he is capable of calling any of these lesser manifestations to him in order to enlist their services. David can control two Lesser Dreams at the same time. Only a single Greater Dream may be summoned at a time.

Lesser Dreams:
The Joyous: A woman whose skin is as white as snow and seems as fragile as porcelain. She is dressed in golden silks and dresses that never seem to hinder her movement. Her body is extraordinarily flexible to the point where one would think that she doesn’t have a bone in her body. Considering her nature The Joyous is incapable of being affected by anything that would alter her mental state from anything but absolute happiness. Her fingers are long claws, and they can  clash with swords without suffering any damage.

Strength: Exceptional
Agility: Supernatural
Constitution: Exceptional

The Scholarly: A thin man with four arms dressed in a sickly green robe. Despite his appearance he is very strong, but his main strength is his intelligence. The Scholarly can decipher any code, understand and speak any language, solve any puzzle, craft numerous artifacts of power(treat as Item Creation: A), and can remember anything without error. He carries a bow that takes magical energy in the air and uses it to generate enchanted arrows.

Strength: Supernatural
Agility: Exceptional
Constitution: Exceptional

Greater Dreams:

The Hateful: A titan of a beast that reaches 3 meters on all fours and nearly doubles that when standing on both legs. Its head is draconic, its mouth that holds teeth sharper than any sword and releases a freezing mist, its main body is that of an enormous wolf, and its tail is a long, shadowy appendage that is covered in countless hooks that easily sink into flesh and get stuck. Early in its existence The Hateful was exposed to an enormous amount of arcane energy and since then it has been immune to all but the most powerful magecraft(treat as Magic Resistance: High). It can grow extremely angry at singular targets and persistently pursue them until it is unsummoned, the target dies, or it dies.

Strength: Superhuman
Agility: Supernatural
Constitution: Supernatural

The Hidden: A being who specializes in stealth and speed, it is impossible to see within the black cloak that it hides under. If you shine a light in the darkness persists and anything that enters the cloak simply vanishes. Entire arms have been known to simply disappear when pushed inside. The Hidden makes no sound at all, electronic equipment fails to record or recognize it, it doesn't give off any scent, and it has the ability to turn invisible(even without all of its special abilities The Hidden has the equivalent of Presence Concealment: A). It also carries around multiple knives and it generally disposes of bodies by pulling them into its cloak.

Strength: Supernatural
Agility: Superhuman
Constitution: Supernatural

The Endless Dreams: The dreams of the being at the center of everything never truly end. They shift, change, and return in a myriad of different ways. Dreams that have been destroyed will eventually resurface but they will never be the same. Anything from a mere cosmetic change to a completely different personality can occur. It can take days or even weeks for a dead dream to return.

Equipment:

The Scepter of Danu Talis: A creation of The Scholarly that David had commissioned near the beginning of his existence. It is long enough for him to use as a pseudo walking stick but it does have use in combat. The top of the staff splits into four spikes with a blue orb of energy between the four parts. When he wills it the orb will shift hues to a menacing red-orange and release a blast of energy with force equivalent to an RPG.

Origin: Something exists at the heart of everything. Its flesh is stars and cosmic fire. The rivers of time flow through its veins and endless universes lay within its heart. Its eyes see what was, what is, what will be, and what will never come to pass. Its mind holds the key to even the most unknowable secrets and contains the core of knowledge itself. Every breath it took pushed back the inevitability of nothingness, and every movement it made shattered the very idea of impossible. Now it sleeps. He is not it. He is but a dream. An idle fantasy made real.

Weakness: David has the physical capabilities of an average human and is as squishy as any regular person.

Likes: Living, taking naps, getting work done, driving, his siblings

Dislikes: wasteful actions, extreme laziness, pessimists
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kaze on December 24, 2014, 03:19:25 AM
"I'll catch that Leviathan for you, daddy! Then they won't be mean to you anymore."

Name: Anatu
Race: Ancient Human
Age: 16
Height: 152 cm (5 feet)
Weight: 56 kg (125 lbs)
Appearance: Anatu is a short and lithe girl with dark green eyes and long, wavy blond hair bleached by sunlight that almost reaches her thighs. Her skin is tanned and her frame is just starting to show toned muscle. She wears two slightly oversized pieces of tanned leather as clothes fastened in place with rope.

Physical Attributes
Strength: Exceptional
Agility: Exceptional
Constitution: Exceptional

Magical Power: None. She has considerable magical potential but does not currently have any working knowledge of the arcane, other than the fact that it exists.

Other Abilities:

BLOOD OF THE ANCIENTS-
Anatu is a direct descendant of some of the earliest humans to ever live, and as a result extremely close to the original concept of humanity. While technically the most “human” of everyone in the Nexus, she is effectively superhuman in almost every possible way: She is naturally extremely strong, agile, durable and heals quickly, and can push her physical abilities leagues beyond what modern humans are capable of if she trained. Anatu is highly intelligent, adaptive and learns at an incredible rate, picking up new skills, concepts and languages with relative ease. Her five senses are sharper than normal and her “6th sense” is far more refined than the degraded version modern humans use, allowing her to detect subtle shifts in prana and nearby leylines as a warning to the approach of supernatural entities. She is also capable of using prana herself, making her a potential magic user were she to receive proper instruction.

Equipment: Anatu has constructed herself a makeshift stable on the outskirts of Nexus city, but thus far has only captured two horses and one pony to fill it.

Origin: Anatu was 9 years old when Gilgamesh’s reign over Uruk came to an end. Her father was in the process of instructing her in the family practice of capturing and taming wild creatures for the use of the King and his citizens when one day she woke up in a crowded and filthy city which did not inspire the same awe that Uruk did. Anatu has difficulty communicating with the other inhabitants of the Nexus due to not understanding any modern language, but she has started to pick up on various words and phrases.

Weakness: Anatu has incredible potential, but she’s still a human 16 year old girl. She can be killed by anything else that will kill humans and she isn’t the most emotionally stable. Her skills lie in capturing and caring for animals, not combat.

Likes: Horses, pegasi, unicorns, making others smile, swimming, modern music, dancing, stargazing.
Dislikes: Dragons, pollution, modern food, flying vehicles, people with no sense of purpose, begging.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Milbunk on December 24, 2014, 10:17:01 PM
Name: Kayneth El-Melloi Archibald

Race: Human (Magus)

Age: 35

Appearance:

(http://img2.wikia.nocookie.net/__cb20111018173902/typemoon/images/a/a0/Kayneth_archibald.png)

Series: Fate/Zero

        Physical Attributes

Strength: Human

Agility: Human

Constitution: Human

Magic Ability: High (A prodigy among even those at the clocktower with the rare dual element of wind and water and often called a genius at everything he does, especially in regard to spiritual evocation and necromancy. He was also the youngest lecturer in his department’s history. Examples of his talents include his hacking of the holy grail war, the Volumen Hydrargyrum, the ability to instantly create a minor bounded field to keep normal human humans from interfering in his business, and the Hyatt Hotel.)

Other Abilities:

Water and Wind: Kayneth’s magical elements, these grant him great affinity with magical properties in regards to manipulating those elements, they also grant him expert talents in regards to summoning, alchemy, and spiritual evocation. However his lineage and crest are large enough to allow him to also expertly deal in other elements  just not as effectively as the above ones.

Volumen Hydragen: His most reliable invention, the Volumen Hydrargyrum aka the Marrow of the Moon Spirit is a mystic code hand crafted by Kayneth himself. It’s an automated self-defense/offense code designed to be usable in almost any combat situation while also allowing Kayneth to dirty his hands without having to do so himself. The speed of which it can react to danger is faster than the speed of a bullet and it active so long as Kayneth wills it to be as long as he remains conscious and has working magical capabilities. Because of it’s liquid like state and the amount of magical rituals implanted into it, it is extremely hard to destroy but because of it’s liquid form one could manipulate the differing pressures and the amount of time it takes to thicken by using a weak attack immediately followed by something far stronger. However since five years have passed since the fourth holy grail war, the mystic code has been improved over time, allowing for a lower management cost and quicker reaction times.

A Noble's Heritage: Being the ninth head of the Archibald family Kayneth's knowledge of the magical world is extensive being able to recognize things such as Kiritsugu's Time Accel from just a mere glance of it's activation. He also contains a way to contact his associates in the clocktower using the Volumen Hydrargyrum but such means are probably blocked by the fact of being in another dimension.

Other spells of note:

Spiritualis Terminus Incipe: Kayneth has great affinity with spiritual invocation, one of his greatest findings was a method to interrupt the spiritual core of a being essentially destroying them from the inside out no matter how strong their abilities are. This spell is a beam of pure light and when it makes contact with anything magical or spiritual in nature it begins to eat them from the inside out. Weaker beings such as familiars are instantly destroyed while stronger beings take a few more seconds of concentrated fire to bring down. When hit a the being will receive an intense never ending pain as if being eaten from the inside out and their body begins to disintegrate. Foes with magic resistance of C or higher can resist of ignore this attack completely while physical beings are only effected from the raw prana being flooded through the air similar to a burning beam of light. This attack resembles a grand ritual and as such requires a workshop equal to a week's worth of effort and Kayneth's full attention to be activated.

Equipment:

A Noble’s Coat: The dark blue coat that Kayneth wears during daily life and when going outside into the field. It has been greatly reinforced with magical charms implemented into every seam. This is the equivalent to wearing a set of steel armor while also being as light as a normal coat. However because it is so magically coated it is very difficult to hide and unless preparations are made beforehand to conceal it he will stick out like a sore thumb.

Catalyst Glove: A glove given to him by his former Servant Diarmuid Ua Dhuibne, while it is just a normal fingerless leather glove it contains a strong connection to his former Servant and would act as an excellent catalyst to summon him. Kayneth keeps it on his person at all times in case that need arrives.

Origin: After the events of the fourth holy grail war and the death of his fiance due to the curse of angra mainyu Kayneth immediately began research into curses of a similar nature while also training his only son Bram. Working to improve his offensive talents and magical potential he is silently preparing to one day recover the Greater Grail so that he might study it further.

It is during this time that he is brought into the Nexus City and the world of Cross Effects.

Weaknesses: Conventional means of attack (Guns, Explosives, etc.), Those who have a higher magical affinity than he does.

Likes: Sola, Bram, Nobles with a long line of magical lineage.

Dislikes: Arrogant students, magi who do not follow the code to the letter, Sola being mentioned.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Elf on December 25, 2014, 10:37:33 PM
Name: Abigail Summers

Race: Changeling (Seelie Faerie/Human)

Age: 21

Height: 5’8

Weight: 127

Appearance:  Abigail, being Fae, is extraordinarily attractive young woman.  She has long, straight true red hair that she tends to wear in a pony tail, braid, or a bun to keep out of her face.  Her large eyes are a golden-green, like a peridot and her skin is fair with a smattering of freckles from her mother’s side of the family.  She has pointed ears.

She is slightly above average height and is slim with curves in all the right places.

Abigail generally dresses in jeans or neutral colored cargo pants, an olive green military coat and neutral colored shirts and sweaters. 

Physical Attributes

Strength: Human and Exceptional when strengthened with magic.

Agility: Human and Exceptional when strengthened with magic.

Constitution: Human and Exceptional when strengthened with magic.


Other Abilities:
Bookworm- Abigail is very talented at research and gaining knowledge, and using the knowledge she receives.
Empathy- She can sense emotions and tell if someone is lying or not.
Gymnastics- She took gymnastics and dance when she was younger to help explain why she was so inhumanly graceful.  She still keeps up with the gymnastics to this day.   She can also Parkor to a limited extent.
Pick-Pocket- It’s not an ability she likes to use often, but she’s a talented pickpocket.  It comes from her dad’s side of the family.
Regeneration- Due to a protective blessing from her Father and grandmother, if injured and not dead her body automatically starts to heal herself back to true.  If the wound is dealt with iron and no longer in her body, the healing process is slower but remarkably rapid for someone part Fae.
Magical Power: High, once she loses her Virginity, Very High.
Abigail’s magical ability isn’t about flashy destruction or raw power.  It’s for more delicate and intricate workings such as illusions, Thaumaturgy, veils, Glamour, and Shields.  (For you Dresden Files readers, think kind of like Molly.)

Divination:- Abigail can put herself in a trance so she can glimpse into the past or future.  Her visions of the future are very limited, but her visions of the past are close to post-cognitive clairvoyance.

Scrying: Abigail can find anyone anywhere with some time and something with a connection to her target.

Veils:  With a few quick chants, Abigail can hide something completely from all senses, even supernatural ones.  It only lasts a few minutes.  The longer she hides the said object, especially if it’s a big one, the more it drains her.  (Note, once post-virginity she can hold Veils up longer.)

Glamour/Illusions: With Glamour she can make something’s appearance completely change without changing the item at all.  Once the Glamour wears off the item/person returns back to true. 

With her Illusions, Abigail can make things appear that aren’t truly there and is limited by her own imagination and energy. 

Thaumaturgy- With Thaumaturgy she can take tasks that while could be done with mundane methods but take a long time into something faster and more time efficient.   She just needs the materials to do so, and she can fix broken objects this way as well.  Can do minor healing this way as well.

Also good for Analysis- she can determine something’s making and composition while doing this.   

Shields/Wards:  When given time, Abigail can create complex wards that have specific and multiple functions.  Like the ward at her apartment that allows people to enter only if they’ve been given an invitation and will physically reject someone if they haven’t

Shields are her go to for defense.  The longer prep time she has, the greater ability the shield has.  A quickly thrown up shield can do things like block bullets for a few rounds while one that she has some time to prepare will have multiple layers and can take absurd amounts of punishment.  However they last only for as long as Abigail can power them while Wards are permanent.

Extra Sensory Perception:  If focused, Abigail can become completely aware of the environment and beings around her.

Miss Dolittle: She can communicate with animals.

She can also do things like store magical energy in crystals for her to use as a boost.  She’s also learning how to create enchanted items.  She can also strengthen herself, others, and items with magic.  Like reinforcement.   

Post Virginity
These are abilities that Abigail can use once she uses her virginity.
Knockback: A defensive/offensive spell that does what it says.  It throws someone back a couple of meters.
Light Ball: A simple light spell that acts like a good quality torch or flashlight.
Flash Bang:  Combination of a highly intense Light Ball and Knockback with a deafening noise thrown in.  It’s great for disorienting someone trying to kill her.
Instantaneous Shielding:  If in danger, without even knowing it, Abigail can throw up a quick shield to protect herself before she can build a real one.

Equipment:
Quartz Circlet: Abigail wears a circle of quartz points around her left wrist.  They help boost her magical ability and she often stores magical power within them.

Quartz Pendulum: She uses it to scry and wears it under her shirt.

Flying Broomstick: Her first enchanted item?  She enchanted a broomstick for her to fly and hold her weight plus another person if need be.  It can reach subsonic speeds.  Perfect for avoiding the traffic of Nexus.

Familiars: Abigail has four familiars that can act as her eyes and ears and do her bidding if need be.  They are Corbie, a fledgling crow who still has blue eyes and is distracted by shinny things and has ADHD; Nihm, a giant rat who may or may not be carrying the Bubonic Plague; Marian, a vixen who likes to be coy with her information; and Boudica the Berserker, a female groundhog that doesn’t take any flack from cats.

She also has her loyal pet, an English Bulldog named Mr. Crumplebottom.  He is lazy and likes pets and holds.  May be slightly overweight.

Crystals- Abigail has a variety of crystals that she uses for things to help her focus and enchant items.

Origin: Abigail is the daughter of a Seelie Noble and a human woman.  See, her father was married to an Unseelie Noble for political reasons.  They had a daughter together, but it was a loveless marriage even though they got along and even became friends along the line and both parties were fine with the others finding affection elsewhere.  So he met this woman in the late 80’s early 90’s that was of Irish and Native American decent and fell in love.

He got her pregnant.

Unseelie wife was very cool with this and he spent his time divided between Faerie and his mortal lover and half mortal daughter.  Abigail spent half of her time in Faerie and the other half in the mortal world, getting raised equally by both.  Except her half-sister was jealous of the attention Abigail was getting from her father and the girl’s mother (the Unseelie).

She grew up with her odd but happy childhood and was trying to decide if she wanted to live in Faerie, live in the mortal world, or go back and forth.  She headed off the college to study while still taking magical lessons from her father’s legal wife.  While her father was having one of his regular dates with his mortal lover, the pair of them were attacked and killed, making Abigail an orphan.

Understandably upset, Abigail began to look for her parents’ killer and found that her half-sister was partially responsible and more disturbed than both Abigail and her own mother realized.  With the help of a werewolf and a vampire she was able to find her parents’ killer and bring them to justice.  Doing this gave her confidence in herself and she made her decision.

She was going to go back and forth between Faerie and the mortal world while trying to find out what she wanted to do in life.

Then, one day, she woke up to find herself in Nexus City with no ties to her father’s wife or her friends, such as the werewolf and vampire who’d helped her.  Seeing everything that was happening in Nexus, Abigail found herself attending school again- both regular college and a magical institute.   While having a very full bank account, she started working part time for the Nexus police to use her unique magical talents to help solve crimes.

Weakness: Being Faerie, she is weak to iron.  It can keep her from using her powers, make her physically ill, and kill her.

Likes: Sweet things like pastries and cookies, ice cream, heroic notions, animals, science (especially biology), learning new things, practicing magic, crystals, reading, listening to 80’s music and 80’s movies, goofy vampires with heroic complexes, Star Wars, Game of Thrones. Physical contact with people she likes and is close to. Baking and cooking.

Dislikes: Senseless bloodshed, gratuitous violence, harming others, drunken frat boys, threats to her life, monsters that prey upon others with no remorse, and those who disrupt the natural order.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Puck-Chan on December 28, 2014, 06:20:29 PM
Name: Sétanta

Aliases: Cú Chulainn, Blue Spearman of the Wind

Race: Celtic Demi-God

Age: Around 20's

Height: 185 cm

Weight: 70 kg

Appearance:

(http://img2.wikia.nocookie.net/__cb20120415024239/typemoon/images/1/1e/Proto_lancer.png)

A tall individual with a beastly vibe and scent. Cú Chulainn's azure blue hair accentuates his youth and his confident nature. Garnet red irises adorn his eyes as they serve to strike fear in many through his glares. Underneath this attire, he has a lean musculature that seems very befitting for a martial artist with an emphasis on speed and efficiency.

His long blue hair is in a long pony tail held together by a silver circular barrette. He is attired in an armor with a hunter motif with the white fur sticking out of his pauldron, suspenders on his thighs, and white bandages wrapped around metallic greaves. Around his neck is a protective amulet of sorts with a wolf's head that bite onto a crescent moon.

In a civilian setting, he has a tendency to wear an informal suit. Or even something as simple as a white shirt and a pair of jeans. On other times, he may just wear a Hawaiian shirt with said jeans.

Physical Attributes

Strength: Fantastic

Agility:  Fantastic

Constitution: Fantastic

Other Abilities:
Equipment:
Origin: Look in here (http://typemoon.wikia.com/wiki/Lancer_%28Fate/stay_night%29).

Cú Chulainn is a renown Celtic hero of the Ulster Cycle. Born with divine heritage from Lúgh, Cú is a demigod with a mortal mother, Dechtire. Born as Sétanta, he later became Cú Chulainn after slaying Culann's hound and promising to replace the guard dog with another he rears himself. He later travels towards the Land of Shadows to put himself under Scáthach's tutelage. From her vast knowledge and experience, he learned the art of combat and runecraft. Under the sorceress' wing, Cú has acquired a friend in Ferdiad, a fellow student. From then on, his actions would form the legend known to others. Especially known for his tragedies, Cú lost many of his loved ones and eventually had a final stand before drawing his last breath.

Fast forward to the Fifth Holy Grail War in the modern era, the Celtic hero is summoned as of the Lancer class by Enforcer Bazett Fraga McRemitz, the representative of the Mage's Association. However, Kotomine Kirei backstabbed her and took the Servant for himself. Because of the Command Seals, he is forced to serve the Priest.

Then the Unlimited Blade Works Route happens. You know how that goes.

Before Lancer knew it, he found himself awake in the strange city of Nexus. This time without needing any Prana sustenance like before. It has now only been a month since he arrived here and is usually seen doing all sorts of odd jobs to support himself and his fishing habit.

Weakness: Really bad luck. Eating dog's meat due to his Geis. Upholding Geis/Promises. Anti-Divinity armaments.

Likes: Women with strong will. Irrational promises. Fishing.

Dislikes: Devious methods. Betrayal.

Notes: Apparently I can't do Riastrad since Cu never had it as Lancer. Apparently.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Milbunk on December 28, 2014, 09:27:14 PM
Name: The Nameless Student, aka Ace (He does not remember his name, the only name he can remember from his past is Ace)

Race: Human (Magus)

Age: 18 (He doesn’t remember the exact age but he resembles an 18 year old.)

Appearance:

(http://i.imgur.com/zfWcP3e.png)

Physical Attributes

Strength: Human

Agility: Human

Constitution: Human

Magical Abilities: Low, and can cast low ranked spells through much effort and concentration (Think of Waver)

Other Abilities:

Ace Reporter: Despite his inability to remember any of the past, he retains an excellent near photographic memory and has great skill with a camera as well as being quick with a pen and paper should the need arise.

Equipment:

Unstable Effigy:

(http://i.imgur.com/rwrQCrZ.png)

A shapeless doll created by alchemists that is meant to resemble the base core of a Servant. By connecting to a greater record (The Throne, Moon Cell) it can manifest as a Servant. This particular doll was in the process of being activated but due to an interference was unable to manifest into a true form. Before the connection was cut however, a number of Servant identities were copied into the core and remain there for emergency use. The doll itself is connected to Ace through the same connection that a Servant and Master shares. The doll itself is simply that, a doll with no real identity. It is the empty core of a Servant that has yet to take form. As just a doll it’s power levels are stronger than a normal human but weaker than a Servant until a Servant identity manifests it acts as a mindless golem mindlessly obeying any and all of Ace’s commands.(So exceptional?)

However the doll contains a unique trait. Once a day the nameless student may call on it for help, and during that period of time the effigy will take on the form of one of it’s precopied Servants. The unique thing about this is that the Servant it takes the form of is completely unknown until it happens. (Basically I’ll make a random roll check and take whatever servant it happens to land on.) Depending on the Servant in question the amount of time they are able to be manifested varies but because of the unstable method the doll used to copy the information in the first place new data is released every time meaning that even if the same Servant is brought forth they will have no memories of their previous encounters with Ace or others.

Finally, there is a small chance that the doll will fail to manifest into any shape at all and will remain as the effigy for the rest of the day. Should the effigy take enough damage to its spiritual core it will break becoming unusable until it gets repaired by someone with experience in doll creation or item construction.

Pre-downloaded Servant forms include:

Saber:

Gawain
Siegfried

Archer:

Shirou Emiya
Robin Hood

Lancer:

Diarmuid Ua Duibhne
Vlad III (Extra)

Caster:

Gilles de Rais
Medea

Rider:

Medusa
Francis Drake

Berserker:

Lancelot
Frankenstein

Assassin:

Hassan (For simplicity only 4th or 5th)
Sasaki Kojirou

Origin:

“I just want someone to remember my name…” Those were his last words as he faded away into the darkness. He couldn’t remember why he was brought there or who he even was. All he knew was that his time was up. He had failed.

And then he awoke, in a strange new city, with limited knowledge of his past and the every silent effigy doll by his side his hope is to find a clue, anything at all a to what is going on who, or more importantly who he is.

Weakness: His effigy malfunctioning, People stronger than him (Physically, magically, or mentally.)

Likes: People who are kind to him, people who try to help him out.

Dislikes: People who attempt to capitalize on his weaknesses, people who are weaker than him.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: MissingMandible on January 01, 2015, 11:03:15 PM
Name: Corporal Mathew Blackburn

Race: Homo sapiens sapiens

Age: 20

Height: 6' 3"

Weight: 220 lbs

(https://cdn.discordapp.com/attachments/185252772705337344/239859640580571136/Harlech_Dragoon.jpg)

Appearance: Mathew is a soldier at peak physical shape: muscular, yet lean. He tries to keep himself clean and well-groomed, though the last few days of battle has forced him to skimp a few practices. He is now sporting a five o'cock shadow and is by no means clean as of the time of entering Nexus City.

His hair is auburn and is close-cropped. Face could be described as plain, with a thin scar running across the bridge of his nose.


Physical Attributes:

Strength: Exceptional

Agility: Exceptional

Constitution: Exceptional

Other Abilities:

Harlech Dragoon: The top-tier soldiers of Harlech Infantry Regiments. Only the best students are filtered out from the rest at the end of the first year of the various military academies to receive a more specialized training regimen. Dragoons have a higher accuracy rating than the normal soldier, are taught how to upkeep and repair their more specialized weaponry and gear, and are taught how to operate every vehicle in use by the Harlech Armored, Infantry, and Artillery Regiments.


Magic Ability: Mundane


Equipment:

Harlech pattern Carapace Armor and BDU: Carapace Armor not only covers almost every part of the body, it is of better material than Flak Armor. The armor is second only to the Power Armor utilized by the Sisters of Battle or Space Marines in terms of protection. The armor itself is olive green while having gold engravings set in intricate patterns.

Dragoon Helm: An airtight helmet that protects against pathogens, chemicals, and smoke. The “eyes” glow blue, and has built in thermal and night vision. Like the Flak Helmet, it has a built in micro-bead radio. The helmet is olive green with gold trimmings.

Ryza Pattern Hot-Shot Volley Gun: A weapon normally used by the Militarum Tempestous. Harlech is a major manufacturer of the Ryza Pattern, and creates an excess amount of the Volley Gun to arm their own regiments, only issued to the Dragoons like the Hot-Shot Lasgun. The laser is intense enough to bore through the Power Armor utilized by the Traitor Legions, all the while as having a rate of fire is on par with Heavy Bolters. The only downside to the weapon is the power requirements, forcing the trooper to carry a battery pack on his or her back. The wires connecting the weapon to said battery pack can be severed, but all Dragoons have been trained how to perform field repairs. Note that the gun in the above image is a reglar Hot-Shot Lasgun as opposed to the Volleygun

Hell Pistol: A pistol that fires the same laser beam that the Hot-Shot Volley Gun. Unlike the aforementioned gun, it uses Charge Packs (Basically battery magazines) as an energy source. However, it has little range. Can fire ffty shots before needing to swap Charge Packs.

Chainsword: Chainswords are a common weapon across the Imperium. The blade tips are made of adamantium, fuel efficient, and very ergonomic. As a Harlech Dragoon, Mathew's chainsword is gilded.

1 Frag Grenade (Other was used): Self Explanatory

1 Krak Grenade (Other was used): adhesive, shaped charges used by Guardsmen to combat heavy targets. Explosive radius is small, but penetrates armor and tough hides exceedingly well.

2 Smoke Grenades: Self Explanatory

Trench Knife


Tac-Module (Broken): A now wrecked piece of equipment.

Rucksack

Poor Weather Gear:
A Poncho

Basic Toolkit

Mess Kit and Water Canteen

4 extra Lasweapon Charge Packs

2 Weeks of Rations

Blanket and Sleep Bag

Rechargeable Lamp Pack

Grooming Kit

Dog Tags

Imperial Infantryman’s Uplifting Primer:
A field manual that is standard issue for all Guardsmen. It must be on all Guardsmen at all times; punishment for failure to produce it when ordered is severe.

Origin:

Mathew Blackburn was born into a commoner family who worked in one of the many manufactorums on Harlech. Once he turned twelve, he entered St. Garnius Military Academy. He held high rankings throughout his school career, and was no surprise to his peers that he became a Harlech Dragoon.

Upon graduating, Mathew was put into the 833rd Harlech Infantry Regiment, which was assigned to the Orwellis Subsector. Two years went by without much conflict, but a splinter of the Tyranid Hive Fleet Leviathan arrived…

It was during the evacuation of a hive city when things went south for Blackburn. His regiment was in the middle of evacuating the civilians when the Tyranids came. His squad was one of the last to leave, the Valkyrie darting through the atmosphere when Exterminatus was issued. The last thing he remembers is the ship getting caught up in the fiery explosion.

The next thing Blackburn knew was waking up in the crashed dropship, being the sole survivor of the crash in an unknown location.


Weaknesses: Corporal Blackburn is a relatively unaugmented human. If it can kill a person, it can kill him.


Likes: Well-cooked food, Harlech, the Imperium of Man, Friends

Dislikes: Xenos, Mutants, Those who contribute nothing to society



Notes:

Here's an image of the Hot-Shot Volley Gun. The main coloring is olive instead of blue:

(http://vignette2.wikia.nocookie.net/warhammer40k/images/a/a2/Ryza_Pattern_Hot-Shot_Volley_Gun.png/revision/latest?cb=20160828232155)
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Panda on January 07, 2015, 03:50:58 AM
Name: Guts

Race: Human? (More or less human at this point, but he exists at least partially in the Interstice between the Physical and Astral worlds thanks to the Brand of Sacrifice)

Age: 23? (He doesn't really keep track, and he looks like he's in his thirties thanks to his stressful[to say the least] lifestyle)

Height: 6'3"

Weight: 230 lbs

Appearance:

(http://i.imgur.com/5kgffMO.png)

Physical Attributes

Strength: Supernatural

Agility: Exceptional (Approaching Supernatural)

Constitution: High-Supernatural

Other Abilities:

Cursed Brand: As the name implies, this brand mostly makes Guts's life suck. The Brand of Sacrifice acts as a beacon for evil spirits and demons, causing them to hunger for the Branded One's flesh during the night. The brand itself is located on Guts's jugular, providing an ideal target target in battle. Additionally, the brand will bleed and cause its bearer pain while they are in the presence of demons or evil spirits, with the amount of pain and bleeding depending on the power of the demonic entity. However, as the Brand places Guts in the Interstice between the Astral and Physical worlds, he is capable of affecting both. This is to say that physical and spiritual interference are pretty much the same thing for him. Some time before ending up in the Nexus, Schierke took the time to place seals on and around the Brand to mitigate its effects.

Equipment:

Dragonslayer: As the name implies, it was a sword made specifically to kill a dragon. The blacksmith charged with making the sword poured all of his skill into it, but didn't bother to account for human limits with regards to actually wielding the sword. Regardless, the sword did its job, splitting the dragon's head open with a single blow. Guts discovered this sword at the blacksmith's warehouse (After the Blacksmith had forged a sword for Guts that was capable of cutting clean through another sword and part of the anvil used to make it), when an Apostle threw him into it after Guts broke the first sword the Blacksmith made for him. Upon finding the Dragonslayer, Guts won the fight in two blows, and has been killing demons with it ever since.

To call it a sword, though, would be incorrect. The Dragonslayer is far too long, too thick, too heavy to be called a sword; rather, it can be better described as a massive slab of iron in the vague shape of a sword. The sword itself lacks any sort of cutting edge, instead relying on sheer momentum to do the job. The sword itself has a fair bit more utility than a simple weapon, however. Due to the sheer width of the blade, it can also serve as a passable shield against most kinds of projectiles, acting as crude cover for him to hide behind. Despite the unwieldiness of the blade, Guts is capable of moving the Dragonslayer surprisingly quickly, capable of continuously blocking attacks faster than the eye can see.

Furthermore, due to having been soaked time and time again in the blood of various supernatural creatures, mostly demons, the blade itself has absorbed their collected grudges, becoming a cursed weapon capable of dealing serious damage to even the most powerful demons, successfully destroying a manifestation of a Godhand, though it has yet to be tested against an actual God Hand member.

(http://i.imgur.com/u2Kct3G.jpg)

Armcannon: Very simple. It's a cannon concealed within his mechanical arm. The hand hinges out of the way to reveal the barrel, at which point Guts pulls a simple lanyard to fire the cannon. Guts has found ways of reducing the recoil to manageable levels, but the handcannon can still do significant damage to Apostles without armor that is actually effective against cannon fire, though there are some exceptions. The cannon has a few uses aside from just blasting things.

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

Throwing knives: Guts picked up the use of throwing knives as weapons from Judeau, before Eclipse, and now makes a fair amount of use of those skills, though they tend to be useless against Apostles.

Repeating Crossbow: An attachment for Guts's mechanical arm that Guts is a fairly decent shot with. Doesn't see much use in actually harming Apostles.

(http://i.imgur.com/JkgZwjW.png)

Spike bombs: Small bombs(Insert obligatory Umineko joke here) that Guts mainly uses for dealing with swarms. Powerful enough to be of some use against weaker apostles and creatures like trolls.

(http://i.imgur.com/JMm738n.jpg)

Behelit: Just a simple keepsake from the Count (One of the earlier Apostles Guts faced). This object is how Apostles are made. When the owner of one of these reaches a moment of true despair, the Behelit will return to the owner, no matter how far it may have been before, and summon the God Hand to them. The God Hand will then offer the Behelit owner a choice. If they sacrifice that which they hold closest to them, then they will become an Apostle, an immortal demon with powers beyond the scope of humanity.

Puck has shown a liking for the Behelit, having given it the nickname 'Becchi' and tried to find other purposes for it aside from summoning the God Hand, such as attempting to fish with it.

Behelit in its natural state

(http://i.imgur.com/MvyI6o6.png)

Behelit when activated

(http://i.imgur.com/60NFFpj.jpg)

Note: Normal Behelits are usually potato-colored (though eating one would be a very bad idea). The Behelit pictured here is a Crimson Behelit, which appears only to those destined to become members of the God Hand.

Origin:

From the beginning, Guts's life has been a continuous struggle for survival, from the moment he landed on the ground of the impromptu gallows where he was born on. Living as a Mercenary from a very young age, Guts, through innumerable battles, found himself in the Band of the Hawk, led by the charismatic Griffith. Caught up in the storm of Griffith's ideal, Guts soon found himself caught up in the Griffith's plans to secure the throne of Midland. He didn't care much about the political intrigue, but, after overhearing a speech from Griffith to the daughter of the King of Midland, Guts decides to leave the Band of the Hawk, for the sake of finding a dream to call his own. Griffith, understandably, was not pleased by the prospect of losing someone who had become both a close friend and an important part of his plan. Regardless, Griffith is unable to stop Guts from leaving, the resulting depression leading him to ruin his own plans with a single rash action.

Guts returns, some time later, to find the Band of the Hawk declared the enemies of Midland, with Casca leading the group in Griffith's absence. Words and gestures, both tender and not-so, are exchanged as Casca updates Guts on the situation. Guts then decides to rescue Griffith, who has been imprisoned in the Midland dungeons and tortured for a year. Infiltrating the area with the help of the Princess, Guts and company soon happen upon Griffith. The joy at the reunion soon turns to horror at the state that a year of torture has left him in, unable to walk, fight, or even speak. Guts and co soon leave the dungeons (Read: Guts singlehandedly smashes through the Midland troops blocking the exit and they escape through the gory mess he leaves behind). Upon returning to the rest of the Band, Guts and Casca do their best to conceal Griffith's condition, fearing that the truth would shatter their morale. Meanwhile, Guts and Casca grow closer, though they try to spare Griffith the indignity.

Some time later, Griffith, having somehow run away in a fit of madness, recovers the Crimson Beheilt. The horrors of Eclipse that follow leave all of the Band dead, except for Rickert, who wasn't present at the event itself, Casca, who was driven insane by the horrors she suffered, and Guts, who lost an arm and an eye before being rescued by the Skull Knight along with Casca.

Griffith, meanwhile, was reborn as Femto, the fifth Godhand, with the sacrifice of the Band of the Hawk.

Swearing revenge on Griffith and making a declaration of war on the Apostles, Guts traveled the land after a short visit to an old blacksmith friend, looking for Apostles. The intended goal was to force them to a state where they would use their Beheilt's, summoning the God Hand and giving Guts the opportunity to kill Griffith. This went about as well as expected when one considers that the domain of the newest Godhand was space-time. Having been thoroughly beaten, Guts goes on hunting Apostles, meeting a fairy (Puck) along the way. Faced with a pseudo-Eclipse some time later, Guts makes the decision to put Casca's safety before his revenge. Things go on like this, with Guts fighting his inner demons (Both literal and metaphorical). After some time, Guts starts to gather a new group of companions. Finally, Guts and his new group end up in a portion of the Interstice known as Qliphoth. Desperately fighting for their lives despite having been separated, Schierke, a witch and one of Guts's new companions, manages to safely retrieve all of the, only to be left unable to retrieve Guts. Guts, meanwhile, finds himself embroiled in mortal combat with a manifestation of the sado-masochistic Godhand Slan. Barely defeating Slan's manifestation due to Dragonslayer's new status as a cursed weapon (Due to all the supernatural creatures it's been killing). The lifting of Slan's influence combined with the Skull Knight's new Beheilt sword (Capable of slicing through the dimensional barrier), allows Schierke to finally locate Guts and start to retrieve him, but something goes wrong with the spell, and Guts finds himself in a hospital a couple of days later.

Quickly accustoming to the strange new place, Guts soon acquires a new set of armor, though soon finds that he won't be needing it, as there aren't any more of the night-ghouls around here, or rather not nearly as many as before. Additionally, there aren't any more hostiles, which leaves the Beast (Guts's inner demon) a very angry puppy. To work off his debts and to help keep himself in top shape, Guts opens up a gym, deciding on a place where the only troubling presence that remains a constant is a small gang of werewolves.

At least it's not the Vampires.

Weakness: Standard human weaknesses, a powerful enough demon will cause the Cursed Brand to actively hurt him to the point that prolonged exposure will actually kill him, narrow corridors (he can't get Dragonslayer going.), and he has to keep the Beast in check now that he's not actively hunting Apostles anymore.

Likes: A good fight, Casca, his new group of companions(Sort of), people who can fend for themselves, Puck (Kinda, he isn't going to admit it any time soon).

Dislikes: Griffith, Apostles, people who live off the charity of others, the Godhand (Especially Femto and Slan), people who complain about what they've gone through, kids, bugs, the pity of others, Griffith.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on January 14, 2015, 03:50:32 AM
Name: Vanguard

Race: Sealed soul in an armour.

Age:  His age far too great to be counted, he comes from a time prior the second genesis.

Height: 8”2

Weight: 1020 pounds.

Appearance:
(http://i.imgur.com/KXGVRHn.jpg)

Physical Attributes

Strength: Fantastic

Agility: Incredible

Constitution: Fantastic


Magic Scale: High.

Vanguard’s magic abilities are limited, but powerful enough to be considered a threat.

Barrier: Vanguard can create a barrier in front of him that protects him from magic spells, the amount of damage averted depending on the power of the spell itself. The more he charges the barrier, the more potent it will become.

Absolute Space: Vanguard can alter the “space” surrounding him, being able to intensify the gravitational force surrounding him up to ten times it’s original force. This only applies up to a 10-meter radius around him, and affects all excluding him for ten seconds at most. However, it must be noted that Vanguard may not move for the duration of this spell. If he was to move willingly or unwillingly, the effect would be dispelled. It must be noted that while it is usually earth based spells that change gravity, this spell is one closer to an affinity to space itself.

Lighting’s Pummelling: Vanguard may channel magical power trough his fists in order to charge them with a great amount of electricity. This gives him the ability to send powerful lightning shockwaves trough his blows, maximizing damage dealt. Additionally, the electric power can be passed onto Vanguard’s halberd, charging it with so much energy it gains the ability to shoot lightning bolts.

Lightning’s Wrath: Vanguard’s ultimate attack, by charging all of his magical energy, he is capable to bend the very weather to his whim. By imbuing the sky with foreplay, the clouds throb and channel obscene amounts of energy and smash, smite and ignite opponent(s) with a pillar of Thor's dick, dealing a devastating blow that kicks so much ass and is so fucking metal that it has Wrath in its name.  However, this attack requires a very long time to set up and drains most of Vanguard's energy.


Other Abilities:

Supreme Will: Vanguard possesses an indomitable spirit, a will so strong it endured for countless days the greater gods’ torment. Possessing this insurmountable level of mental fortitude, Vanguard has obtained resistance to practically all forms of mind control or manipulation. Although incredibly powerful mages could potentially manage to bypass his mental defenses, Vanguard will be able to fight back to some degree, perhaps even keep his consciousness and individuality.

Master Combatant: Vanguard, having been chosen as the mighty protector of the celestial citadel, has achieved an absolute mastery in combat, being the undefeated champion who toppled the very heavens. Thus, his skill in melee combat has been proven to be monstrous in his own right, and utterly unrivalled with the use of the halberd. While having lost his mortal flesh, his might is but a mere shadow of it's former self, his engrained battle technique has not left him.

I am an armor: Having lost his mortal flesh, Vanguard knows no longer of the weaknesses of a human body, thus no matter how wounded or crippled or decimated Vanguard is, he will never lose his ability to fight. It matters not if he is pierced a thousand times or shred to pieces or torn from all limbs, as long as the tiniest shred of his soul endures, Vanguard will fight to the bitter end.

Aether manipulation: Vanguard can draw aether, life force condensed and shaped into energy. While using his own reserves to cast spells is much easier, sometimes he needs to draw it from elsewhere. While in theory one could draw aether from all living things, the core makes it harder for Vanguard to do so. The reason being that a large quanitity of aether could be used for quite powerful spells, a thing that would definetely bite the gods in the ass. Because of that, he may only draw it from lesser lifeforms like small animals and plants and other less impressive creatures.


Equipment:

The Harbinger: A deadly poleaxe forged in the great fires of creation, this weapon is the symbol of Vanguard’s strength and tenacity in battle. Having been imbued with the very essence of weaponry, this blade is capable of harming spirits and ethereal beings as well as creations of flesh and bone.
The Harbringer has a special link to Vanguard’s very being, thus while it would be nothing more than an ordinary weapon in other hands, as long as he wields the halberd, it will never degrade, break, rust or lose of it’s initial quality.

The weapon is usually sealed, but Vanguard can manifest it in combat.

Paragon of Might: A mechanical armour-like body crafted with the finest materials of the citadel, this armour possesses the perfect combination of toughness, hardness and strength, being able to withstand powerful blows without as much as a few dents.

Veil of the Eclipse: An elaborately ornate cape that Vanguard wears. It looks rather fancy and stylish. Although capes are impractical in combat, he wears it as a self-imposed handicap. He can also use it in combat, however. Like tossing it at empresses.

The Core: A complex spell taking the form of a physical glass-like blue glowing orb composed of thousand upon thousands of magical formulaes, circles and complex layers.If even slightly chipped, Vanguard's soul will seep out and dissolve. In order to repair itself, the core needs to absorb aether, the same component it is largely made of.

The core has three main functions:

Keep Vanguard bound to the armor, prevent Vanguard from turning against the gods by sealing his abilities and soul and prevent him from dying by conventional means such as age. Because the core is bound to the armor, the armor cannot harm it.


Origin:
In the days of old, there was no such thing as a divided world split in different countries. All that stood was a city resting atop the heavens, the Celestial Citadel. As chosen by the great lords that ruled this city, every ten millennia there would be a great tournament, a series of challenges in order to determine the next champion of the citadel, the Watcher who was to guard the heavenly city from all those who wished to cast harm upon it.

On the day of trials, one man alone managed to surpass every set expectation, he easily dealt with even the hardiest of challenges…
It was of course no coincidence that this prodigious champion was to become the undefeated Watcher of the Citadel, having outclassed even the mightiest of them to his day. A great halberd was forged in his honour, an incredible feast took place in his glory and no celebration could have toppled the one the one that was held in his very name.

Thus, for centuries the great Watcher guarded the citadel, protecting it from the dark forces that wished for it’s destruction. But over time the peace and prosperity that had befallen the Celestial Citadel turned into arrogance and conceit. The very people that were graced by the heavens had been blinded by greed and stagnation, and ended up abandoning the Ancient Gods.  In the end, these very Gods decided the fate of the citadel, and that fate was none other than destruction and plight.

Casting countless plagues and curses upon the city, they ended the lives of elders, men and children alike. The city now forsaken, it’s very foundations crumbled in 100 days and 100 nights.
The Watcher stood alone, surrounded by the rubble of a city left to ruins, the powerful Gods that created it destroyed all. And now covered in countless wounds, all that was left of the man was but an empty husk of flesh and bone.

Acknowledging the Watcher’s courageous deeds and heroic efforts, the Gods asked of him why keep resisting the almighty will of the gods? All knew well that a mere mortal could not hope to vanquish a God, but even so, the Celestial Citadel’s watcher never yielded or begged for mercy. The one answer he could give was that there was never a possibility to abandon his duty in the first place; that the Watcher was to guard the city until his very end. He would even face the Gods themselves, but not ever would he abandon his oath.
And with that said, the champion drew his final breath, fighting an hopeless battle until the bitter end.

Moved by such a display of virtue and bravery, the Gods decided to reward him, crafting the mightiest of armours out of the very remains of the citadel’s finest ores, that mere mortal would ascend and become legend incarnate. His soul was torn from the afterlife and imbued in an immortal body of metal. He choose to take on the name of Vanguard, the protector of all. Burdened to live an eternal life under the shackles of immortality.

Sealing himself in the coldest ices of the mightiest mountains, the immortal giant of metal slumbered for thousands of years, only to return when the earth would need his aid the most.

One day, the forgotten hero felt a sudden shift in the energies of the world, trough a strange summoning of sorts it seemed he found himself in an unfamiliar city.

The legendary hero was now but another speck of the infinite that consists Nexus City, his name was...

Vanguard


Weakness: While Vanguard’s battle continuation is useful, he will definitely die if one was to land a critical blow to the core or his very soul. He also possesses no regeneration factor for his armour-like body, but one could stitch the pieces back together and use magecraft to reform themi or use magecraft to reform it, altough without the pieces it would be more difficult. Vanguard’s body is also susceptible to heat.

Due to his massive mass, Vanguard's fighting capabilities will be hindered on some terrains such as a wooden bridge or a frozen lake that would easily give in to his great weight.

He is also an honourable warrior at heart, thus he may fall for underhanded tactics if he was to not expect them. He will also never fight all out unless it is absolutely necessary, only using his devastating techniques against opponents that must be defeated.

It must also be noted that if one possessed high magical resistance, it would force Vanguard to fight on close range, and if one possessed high physical defence, he could withstand Vanguard’s physical blows.

While physical combat does not seem to exhaust Vanguard’s energy, usage of magic does tire him, his spells requiring a rather steady output of energy.  Because the very link to his armour requires energy, it is necessary for Vanguard to recharge by absorbing aetherial essence over time, especially after a bout or after usage of his more destructive spells.

Thus, if Vanguard was to overuse his abilities, not only would his combat prowess be temporarily crippled, but the burden could become so great it could degrade Vanguard’s very body.

Finally, aside the barrier he can form (which only protects the direction the shield faces), he has no way to counter more powerful offensive spells, thus fighting powerful magi would give him more trouble than fighting other opponents, for aside his resistance to mind manipulation, he has no form of innate magical resistance.


Likes: Strength, displays of bravery and courage, honour, a challenge, fair duels, honesty, justice and good-hearted people.

Dislikes: Murder in all it’s forms, cruelty, arrogance, the concept of just gods, needless death, wasted potential, hesitation and those who prey on the weak.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: NinjaQ on January 19, 2015, 08:02:24 PM
Name: Rangel

Race: Witch

Gender: Male

Age: 18

Height: 6' 0” (182.88 cm)

Weight: 140 lbs (63.5029 Kg)

Appearance:
Rangel is tall and slim with fine, red hair that spills down to his shoulders and that just cover his silver eyes. He wears a simple black tunic which is hidden by his green, gray, and brown mottled cloak which breaks his image apart to the point where he's nearly invisible while in a forest. Under the cloak are multiple artifacts that take the form of fairly simple jewelry from pendants to rings.


Physical Attributes

Strength: Exceptional

Agility: Supernatural (Can be boosted slightly by his staff.)

Constitution: Supernatural


Magical Attributes

Reserves: Extremely high

Casting: Exclusive to using artifacts. The more knowledge of the artifact, the stronger the artifact becomes.


Other Abilities:

Artifact smith: Rangel can create a variety of low grade artifacts. In addition, he can repair damage done to them. (Which is accomplished by carving runes into an object and imbuing said rune with magic.)

Understanding of Artifacts: Rangel has intimate knowledge of Artifacts and as a result can use almost anything provided he knows what it does.

Sense of death: Rangel can sense imminent death if such a thing might befall him or someone nearby. Even though he can sense that someone might die, he's usually not able to save anyone.


Equipment

Shield: A simple ring artifact with a design of a small hexagonal shield. When used, it turns into a shield large enough to cover Rangel's chest.

Memory Eraser: A ring artifact with a single red gem set in it.. It erases the recent memories of the user and the target. Meeting the user.

Willow Staff: A willow staff carved with runes for different types of magic. This staff allows for magical strengthening (Which leaves the user fairly sore.) to firing bolts of fire and ice bolts. This staff is just a bit taller than Rangel.

Psycho Space: A simple ring artifact that creates a field that reduces magical affects.

Ritual dagger: A simple ring artifact that turns into a small iron dagger. This specific dagger was used in multiple rituals before it fell into Rangel's possession.

Ertia: An animal kept within a large jade pendant. It has long gray fur and has a body shaped like a cat's.  Its face resembles that of a dog and its eyes remind are like an iguana's.  It has spines on its back and stands at seven and a half feet (228.6 cm) tall.

Brizgany: A strange hummingbird with brilliant purple coloring that will scout and deliver messages for Rangel. This hummingbird has joined Rangel since he was a kid.

Shadow's Requiem: A ring artifact that allows Rangel to cloak himself in shadows.


Origin:
   Rangel was born in the rather modest coast town of Ufany in the kingdom of Tretrea. During his childhood, he explored around the town and during one of his many explorations, Rangel felt as if he was being called to the local ruins. Rangel went on to explore the ruins that had called and found multiple ancient artifacts. Rangel, being a young boy, became enthralled with the artifacts and began training with them. Shortly after, a purple hummingbird joined him on his outing. He slowly learned about the hummingbird and began to communicate with it. Years later, an internal war broke out out in Tretrea. Rangel, now age 17, took the artifacts from the ruins and set out by himself to help the kingdom. He tried joining the army, only to be turned down. At this point, the young man decided to become an assassin of sorts and struck out on his own to attack the enemy in secrecy. A year later, the war ended and Rangel was exiled from Tretrea for desecrating the ruins near his hometown. He struck out for the kingdom of Eather where he spent half a year peacefully before deciding that he could no longer live a normal life.


Weaknesses:
The power of Rangel's artifacts comes from his physical, mental, and magical condition. As a result, after a while of use, Rangel slowly becomes weaker. Even if it's just a dagger. He's also impatient which often leads to trouble.


Likes: Justice, Renaissance art, artifacts, stained glass, non-humans, humans, squid, and coffee.

Dislikes: Injustice, useless red tape, dolphins (don't ask), and opera.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Alice on January 25, 2015, 07:36:21 AM
Name: Mille Garrison (is this her real name? Who knows)

Race: Human (Magus)

Age: 17

Height: 5'1"

Weight:

Appearance: Has a constant serious or stern expression, and doesn't smile terribly often. She dresses pratically and simply most of the time, wearing boots most of the time except for when it's hot. She won't object to wearing a dress, but only if the situation calls for it. She finds them impractical for most situations. Same with any shoe type that is not boots or tennis shoes (or other flat heeled shoe type). The charm on her circlet/necklace and the beads on her bracelets have runes inscribed on them, just in case she needs to get a spell off quickly without having to write the spell in the air or on the ground.

(http://i.imgur.com/9jvYPUh.jpg)
(http://i.imgur.com/zhQ1dw5.png)

Physical Attributes

Strength: Exceptional (very low tier Supernatural with reinforcement)

Agility: Exceptional (very low tier Supernatural with reinforcement)

Constitution: Exceptional

Magical Abilty: Medium (on the higher end)

Other Abilities: Runes: What Mille's spellcasting revolves around. She can cast magecraft using them either by writing them on a surface or in the air. Writing them in the air is more costly, but is good for emergencies. Writing with blood rather than an utensil can get prana into the rune faster, but also leaves an open wound until she's finished writing, risking bleeding out if she's badly injured enough.

Her runes can work in one of two ways. One is to use them immediatly upon writing them. The other is to have them store prana and discharge the prana at a later time to cast the spell. Runes are less efficient than gems, and their ability to retain prana and for how long can depend on the material, even for a more talented and proficient user like Mille. But this can be useful for if she wishes to set a trap using a circle of runes for instance, and can't afford a delay in activiating them once they step inside.

Mille's strengths lie in two areas as far as her magecraft is concerned. One is with her element, fire. The vast majority of her offensive spells will revolve around this element, and will come in a blast or in a burst. The other lies with her Origin, which is Strengthening. Because of her psychological tendency to put walls around herself, she has an incredible talent with Bounded Fields, and her runes augment this. In addition, she has quite a bit of talent with reinforcement magic, though she cannot project at all. With this, she can set traps against her enemies while reinforcing her body to get away to spring it. However, as a straightforward person, she doesn't prefer to be so cowardly with her fighting if she can help it.

She does struggle to an extent with healing magic. She can heal up to moderate wounds if need be, though it will drain her of more prana than most of her other spells would.

To avoid having to write down a rune, she can carry around something with one prewritten on it, like the necklace and bracelets she wears. Though with those items in particular, she tends to save them for emergencies.

Obsessed with Research: Mille's desire to prove herself to the Magus Association means she's done far more research than most of her peers in terms of reading books on magecraft and the like. This means she knows more than the average magus. Note, however, that this does not nessisarily give her an edge in terms of her ability, though it did help develop it.

Meticulous training: The mind wasn't the only thing Mille wished to refine in her quest to prove herself to the Association. She also trains herself hard physically, with the thought that this will not only sharpen her mind, but also prepare her for most physical conforntations.

She's also trained herself in some self defense. It should be noted that while she did train herself in this regard, she will struggle against an opponent with more specialized and professional training. She would struggle against Rin's martial arts, for instance.

Holmes Would Be Proud: She can be surprisingly perceptive about both those around her and seeing details others would not. In addition to this, she is quite intelligent. However, like this skill's namesake, this comes with being rather blunt and having questionable social skills. Thankfully there are no drugs involved. This also does not save her from her delusions about how the Magus Association operates, or change the fact that she could use some self awareness. It does make her useful when trying to solve various mysteries, however.

Shonen Levels of Determination: Will keep trying something to the bitter end on most occasions, even if it's kinda stupid and she should probably give up. This means she has a high willpower, and can sometimes resist mind control, but at the same time, she may need to be pulled away from something that could put her at risk if she continues on any further. Also somewhat of an ironic ability, given her overly serious and deadpan demenor.

 
Equipment:
Bag: It's a bag. It has her stuff in it. It's reinforced. It's not that special really.

Kaleido Stick Sapphire:
(http://img2.blog.zdn.vn/41304646.jpg)
A powerful wand created by Zelretch himself, which is able to empower the wielder with a nearly infinite amount of prana and power, as taken from other selves from other dimensions and timelines. ...However, despite being far gentler of temperament than Ruby, Sapphire still forces the one who wields her to become a magical girl, and their attacks to match. Since Sapphire herself is sentient, she can sometimes lend advice as well, but is a bit on the quiet side. While less so than her sister Ruby, she also can be rebellious, and if her current master proves themselves unworthy, she will abandon said master, and go find someone else.

It should be noted that despite the infinite power and prana thing, there are limits. While still a significant upgrade, enough to reasonably upgrade the wielder's stats to at least mid-Servant tier, Sapphire does need rest every once in awhile, and there's only so much power she can provide with one shot. 

It's something of a miracle that Mille managed to take Sapphire. Even more so that Sapphire decided to stay by her side regardless. Perhaps Sapphire wanted this all along? Wanting to be with her sister would certainly be enough motivation.

Origin: A young woman so determined and desperate to prove herself worthy of membership to the Association that she'd do something as suicidal as take a Kaleidostick. This came after managing to overhear about Rin's mission. Perhaps because of the whims of Sapphire herself and the wand's desire to join her sister, the young magus was able to take the stick successfully and make a break for the portal. Why someone like Zelretch hasn't gone after her to retrieve the stick probably says something on its own.

Motivated by questioning of her worth beyond bearing heirs when she was a young girl by others not too far from her own age and some adults alike, her quest to prove herself became an obsession, at the price of her health, both mental and physical, her love of magecraft, her contact with her family, and most any joy she had. But she trundles ever onward down this self destructive path because after dedicating all this time and effort, she can't give up, because then the last seven years would have been for nothing.

However, she finally grew tired of waiting and just sticking herself in her workshop. Now that she's out in this strange new world, will she find a way to get the recognition she seeks? Will she rediscover herself instead and become both a stronger and better person for it? Or will she find death instead, by either the Association's hands or from someone else? Or something.

Weakness: Cut her off from her prana, and you cut her off from her magecraft. She's effectively human otherwise, so she'll die from the same things. Has little to no sense of humor. Is overly blunt and has questionable social skills. Can be extremely stubborn. Is quite capable of subtlety, but often prefers to be more straightforward, even if that means knocking a man unconscious rather than just sneaking by him.

Likes: Magecraft(or at least she used to), people she can respect, or otherwise demonstrate good sense or can back up what they claim, common sense, getting to the point, some nerdy things like video games (though she will refuse to admit this, thinking this is improper for a magus)

Dislikes: Manipulative sorts, stupidity, not getting to the point, lack of efficiency, her own failures and failing to live up to her own standards.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on January 25, 2015, 05:59:38 PM
Name: Richard Maxwell

Race: Human (Mage)

Age: 28

Height: 6”3

Weight: 170lbs

Appearance:
(http://i.imgur.com/8AGZDlF.jpg)
A slender man of fair height and pale complexion, Richard usually wears simple black attire, leather shoes and gloves. However, he is never seen without his fancy scarf, a memento of his sister that he always keeps with him. Under his coat is a dissimulated Kevlar shirt, worn for protection. Additionally, he wears a silver sapphire ring on his left hand, the ring also dissimulated under Richard’s glove.

His lips are thin and serpent-like, complementing his cold gray eyes and sharp eyebrows that give him a sly look. Finally, his smooth black hair falls to his shoulder, contrasting his clean-shaven face.


Physical Attributes

Strength: Human

Agility: Exceptional

Constitution: Human


Magic Scale: High, Richard is highly specialized in the craft of hydromancy in it’s solid and liquid state.

Water Control: Richard has gained absolute mastery over the element of water, being able to bend it to his very will. He can shape water into practically anything, launch powerful blasts that can blow opponents away, compress water to strike with sharp strikes that cleanly cut all in their way or freeze the water to create frozen constructs and projectiles that can be used for offense or defense.
The shape Richard can give to water is as varied as imagination can allow, being able to manipulate 75000 liters of water at most.

Blood Dominance: As long as Richard keeps physical contact with someone, he can manipulate that individual’s blood. Subjugating his movements freezing the blood or causing it to burst from the inside, all is possible as long as he keeps actual physical contact.


Other Abilities:

Parkour Specialist: Richard is proficient in parkour, being able to get from point A to point B with ease while avoiding obstacles.


Equipment:

Gourd: A small gourd Richard carries with him at all times, it is filled with a liter of water.

Kevlar shirt: A kevlar shirt Richard wears under his coat. While vulnerable to cuts, it offers a certain protection against gunfire and blunt force to an extent.

Sapphire Ring: This ring possesses magic properties. If Richard were to dip the ring in water, the gem would imbue the substance with healing properties; a deep slash would heal in less than a day.

Fancy Scarf: A fancy scarf he always carries around. Touch it, and you are dead.


Origin: 

Richard could still remember that wretched day. It was a normal Sunday, like any other Sunday, or so it should’ve been.
He was but a child when he saw the tragedy unfold before his eyes: his sister had been killed before his very eyes by a beast that could no longer be called human.

Stricken by grief and a thirst for vengeance, he entered a bloody crusade against the undead and all wretched creatures that feast on human flesh.
For this very purpose, he learned of a powerful magic that enabled him to manipulate water to his will.

It took years, but Richard had finally managed to track down the vampire responsible for his sister’s death. He was so close to putting an end to the beast’s carnage, but before he could end it all, he felt a sharp pain in his chest.
It seemed he was to die there and then, but as he drew his final breath, he felt… reborn.

Opening his eyes, he found himself in a strange city. It seemed fate had more surprises left in stock for him


Weakness:

First of all, it must be noted that not only is there a limit to how much water Richard may control at once, but also a limit to the range he may control the water from (Approximately 20 meters). Not only that, but the magic requires a nearby source of water, be it liquid or solid. Being less effective without his ability to bend water, nullifying it trough any means will make him much more vulnerable.

It is also safe to say that he is also much less effective in areas without a lot of water, such as arid deserts or the like. It is important to know that Richard is not very skilled in melee combat, getting close enough to him could put him in a huge disadvantage.

Finally, while a deadly opponent in a ranged battle, he is much more manageable in a straight melee fight, his blood manipulation requires constant physical contact, and is not instantaneous. Resistance against ice or  water will put him on a clear disadvantage. Thus, even if he is effective against water and ice mages, the same could be said about the opposite.


Likes: Cold weather, friendly people, undead hunting, seeing those around him happy, serving retribution to those he believes deserve so.

Dislikes: Heat, the undead, those who’d sacrifice their loved ones, those who abuse other’s trust, empty promises, Sunday.

Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Milbunk on January 30, 2015, 04:13:49 AM
Name: SHIKI Tohno

Race: Half-Demon (With vampire impulses)

Age: 18

Appearance:

(http://vignette3.wikia.nocookie.net/typemoon/images/c/cb/Shiki2.png/revision/latest/scale-to-width/180?cb=20140713054157)
Physical Attributes

Strength: Exceptional

Agility: Exceptional

Constitution: Superhuman

Magic Ability: Low-Medium (He himself is not aware of his magic capabilities even if he has them.)

Other Abilities:

Close Combat Specialist: SHIKI is best described as a professional killer. By using either his own razor sharp claws, a knife, or his blood combined with his unnatural strength as a half-demon he can easily match normal humans in a close combat fight, combining that with his ability to see the lines of life he can take out opponents far stronger than himself.

Vermillion Blood Manipulation: SHIKI’s demon blood has granted him the ability to manipulate his own blood in any way he chooses. So long as it is his own blood he can control it at will shaping it into any form he wishes, he does not need to be in contact with the blood,  just as long as it is in the general area.

Vermilion Immortality: Shiki’s demon blood has also granted him the ability to reshape the insides of his body as he chooses. This allows him to survive even the greatest of injuries, so long as his head is not destroyed he can even recreate destroyed hearts.

Mystic Eyes of Life Perception: Being familiar with death and because of a connection with the Serpent Roa has granted SHIKI a unique ability with an awesome power. He can see the lines and points of life of living creatures and by cutting or stabbing this points can end their existence. The stronger the being the harder it is to see the points but these lines themselves do not cause him any pain or stress to see.

Equipment:

Robes: Shiki prefers to wear a simple blue robe that often exposes his bare pale chest. The robe itself is just an ordinary robe and there is nothing special about it.

Origin: He was on the run from Akiha, his death was certain there was no escape she would suck the very life out of him. It was then that he finds himself in the Nexus city away from the chaos undergoing Misaki during his life. Occasionally the voice in his head talks to him but by pure force alone he can contain it. The only thing that can bring the voice out currently would be his utter death but then he would be dead.

Weaknesses: Medicine, Holy Weapons, Bloodthirst

Likes: Akiha, Shiki, Killing?

Dislikes: Kohaku, Shiki, The voice in his head
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: theunknownhero on February 07, 2015, 02:57:13 AM
Name: Unknown
Race: Human - Magus
Age: Unknown
Height: 187 cm
Weight: 78 cm
Appearance: (http://i137.photobucket.com/albums/q209/DeltaSkullAlDramon/Archer%20Alter.png) (http://s137.photobucket.com/user/DeltaSkullAlDramon/media/Archer%20Alter.png.html) A man with Redish-White Hair who stands at 187 cm with slightly tanned skin. He is wearing clothes created out of a variety of holy shrouds with the ones covering his eyes holding back his mindless amnesic rage.
Physical Attributes
Strength: Superhuman, power emanating from his left arm, total strength on a Servant Scale is about a D Rank
Agility: Superhuman, quite agile but has his limits
Constitution: Can take quite a bit of punishment

Magical Power:
Scale: Low
Possesses the attribute of sword. Has the ability to copy and reproduce any sword at a glance and store in his world, but due to the fact what he no longer believes in an ideal he once did reproduction the reality marble within his arm is impossible as his world is different from the one of the man whose arm he now possesses. Even so the blueprint of the swords are stored in that world.

Name: Thaumaturgical Knowledge (Reinforcement and Projection)
Description: The ability to analysis an object's structure and increase its effectiveness or return it to normal, and the ability create a duplicate of an object's shape after examining and understanding the object's components.


Name: Projection (Gradation Air) [Trace Version]
Incantation: Trace-on
Description: A type of projection magic that not only reproduces an object of also it's entire history as well. The copied object is of lower quality due to the fact that only so much information can be learned at glance alone, and power weapons like Noble Phantasms are decreased by an entire rank. Projected items have there limits as the world attempts to erase the object as the projected object should not exist. Only objects whose material composition is known to the world can be Projected.

Name: Reinforcement
Description: The ability to analysis an object's structure and increase its effectiveness or return it to normal. Gives an + modifier to the strengthened object. The object is strengthened by the magus injects prana into the item. If the object's internal constitution is not well known then injecting prana into an object would have a negate effect, though at this stage he is skilled enough to avoid this.

Name: Structural Grasp
Description: The ability to analysis an object's structure.


Connection to Other Side:
Though, he has lost his memories, he is in fact Emiya Shirou from the Heaven's Feel Normal ending, who sacrificing himself saving the world, not for the sake of everyone, but rather for the happiness of the woman he loved. In doing so, after the grail's destruction he was transported to this world on the verge of death having nearly lost all his memories. He still vaugly remembers the one he swore to protect and the promise he was unable to fulfill.

Abilities:
Name: Archery
Description: Skill with a bow and arrow and ability to hit a target. The capability to using a bow and arrow skillfully. Excels at this skill and be considered a true master.


Equipment:
Avalon
Rank: EX
Description: Without Arthuria Pendragon nearby, all it does is change
Shirou's
magic attribute to sword. If Active with Arthuria Pendragon nearby. Avalon provides him with ability to greater recover nearly any wound, and when activated can guard against any attack. The sheath itself is stored within
Shirou's
body.
Shroud of Martin: A holy shroud with the ability to block once foreign magical circuit with in his body, but as his body has now grown used to the circuits in the arm this shroud has little effect.

Origin:
After supposedly sacrificing himself to stop the greater grail in the Holy Grail War, he was transported in to the nexus with no memories, after finding himself with no memories in a strange place the only thing he could do was move forward with knowledge from his arm being the only thing keeping him alive, to hone his skills. Moving forward without purpose he struggles to hold on to the only memory he has left, of the girl he sworn to protect and the promise he could not fulfill.

Weaknesses: Dying when he is killed.

Likes: Swords, Fighting, Remembering, Girl he fought to protect
Dislikes: That which harms him, THAT WHICH HURTS THE ONE HE SWORN TO PROTECT
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Knick on February 07, 2015, 10:13:03 PM
Name: Suiren
Titles: The Raging Mountain Crusher, the 7th, the Empress, the Rampaging Battle Fanatic, the Demon Juggernaut, The Strongest in the World (self-appointed), anything else she comes up with
Race: Half Demon

Age: 32

Height:
6’0

Weight:174

Appearance: Her dirty blond hair almost reaches her tailbone. Her hair flows loosely until the very end, where it’s tied with a white ribbon. Loose spikes cover her forehead, and two longer braids fall down the sides of her face until a bit further past breast level, where they’re tied with smaller white ribbons. The fraction of these braids that travels parallel to her face is wrapped in white tape.

Her attire is radically different depending on her mood. When serious she is often dressed in an elaborate kimono dress which is decorated with images of mountains and flowering tree branches, as well as possessing a circlet made enchanted silver, a sign that she is part of the Counsel of Nine Great Demons. The dress itself seems to be a specially tailored work, as it is different from an actual Kimono when examined, simply resembling one in appearance, and was made as a dress for her position but something that would not restrain her in combat. When dressed casually she often just wears a one piece sleeveless dress of various colors, with an additional simple shirt and pants below it if it is cold.

She is often described as a very earthly beauty, a finely toned body suited for someone like her who lives to fight, her simple brown eyes, and her dirty blond hair. While she is certainly beautiful she does not give off the unearthly appearance some other Half Demons do, rather she seems almost completely normal.


Physical Attributes

Strength:
Fantastic (Restrained from Legendary)
Agility: Fantastic
Constitution: Incredible
Note: She rarely actually fights at this level because she decreases it to match her opponents, unless or of course she believes she can’t afford to hold back, however she is known to hold back even in life or death situations depending on the situation itself.

Magical Ability: Low

General Info: Suiren is a born half demon, whose birthright is the ability to use magic, however she has absolutely no proficiency or even interest in the art of magic. However despite his she has knowledge of what magic is capable of, as she is part of the Counsel of Nine Great Demons, and does not discount its power. It’s just not for her. Perhaps her nature of the Empress, something that accepts both truth and lies in entirety, the art of magic which his found in lies is incompatible with her. It’s more likely she just does not care though. Her fists are more than enough for her.

World Attribute:
Her magical attribute is of the world, meaning magics which is aligned to this are what she is capable of learning. This would mean she would have an outstand ability to perform gravity and various elemental styles of magic, and potentially even more. Too bad she has no interest in magic in the slightest.


Other Abilities:


Demonic Nature: As a Half demon she should have some way to express the stories which compose her base. However she lacks any ability to do so. In fact she has none of the traits that a demonic nature would normally give. It is one of the great wonders of the Half Demons. The only possible relic of this present in her is her ability to recuperate from any degree of injury or exhaustion with a single good sleep no matter how severe, even if they are on the level of her existence itself missing parts.

“Come on, I will give you a lesson in kickass”: As someone who desires mastery of the self over all things her abilities in hand to hand combat at the peak, with her skill in weapons being only slightly below that despite her preference for hand to hand. She uses a mishmash of combat styles to suit the situation, never really keeping to one under normal conditions, instead just going with the flow, but she seems to prefer punches over other types of strikes. Because she wants a good fight she will often limit her physical might and speed to a level only just above or equal to her opponent, so as to test their skill.

“I will not yield. Not to men, not to demons, and certainly not to you.”: An unbreakable and unflinching will that prevents her body from being controlled or influenced, on the physical, spiritual or metaphysical level. While this does not grant her a protection against illusions it allows her to easily break them should she realize she is under the influence of one.

“I see all that is worth seeing”: A sensory ability found in her nature. She can detect things nature as an existence, but only on a very broad level. An example of this is that she can determine if one is a demon, a half demon, or a human, but she cannot determine the specific nature of a demon and what stories make it up. This extends to other existences she has not encountered, however she does not know their names so will liken them to other things, such as a Spirit or God to a Demon.

All Existence is her Weapon: Suiren is temporally able to claim ownership of any weapon, but only for moments at a time unless the weapon is willing to let her use it (if conscious or linked to someone). In addition the weapon can channel her specialized attacks as well as being highly responsive to her will. The abilities of any weapon that require a form of energy or magic knowledge to use will be locked.

This Existence is Absolute:  Her incredible sense of self comes from this ability. It is in its basis a conceptual protection, preventing her to being affected by most attacks on the metaphysical level or the conceptual level. Things of certain levels, such as from an Avatar of Nothingness, powerful attacks form the Divine Saint, or being exposed to The Story of True Destruction, can bypass this defense with high enough power. It ability is further enhanced when increasing the power of her existence. Things of incredible sensory ability which can understand things on a metaphysical level can feel this in her, and know she on some level what she is, a being that can command the present and the existence of things. In other words they know the title of the Empress is not for show.

The Weight of Existence is carried in these Fists: Her ability as the Empress is the manipulation of the entirety of existence itself. This ability while seeming unbeatable can only be simply applied by Suiren at this point, as she has not even come close to mastering it. She focuses mostly on enhancements in her quest to become the strongest, and not on any form of manipulation. She glows a golden color when the ability to activated. It is possible she can develop more usages of it, but it is doubtful it will be anything other than more specialized enhancements to her striking power. Her enhances are fundamentally enhancing the weight of her own existence or collecting the weight of other existences.
Golden Mountain Punch/Kick: An attack that harmonizes her existence with the earth’s for a blow, allowing the weight of the earth’s existence to be carried in her strike. It requires both feet to be on the ground to be use, as well a moment to harmonize to the earth. The strike processes “Earth Ruler” attribute, meaning things of the earth yield to her fists by nature, such as stone and metals.  Multiple uses can be ‘stocked up’ and the blows are much more powerful than her normal blows. There are various ‘combos’ using this, but it is mostly just using this attack either in higher quantities or interesting ways. She often comes up with the names for them on the spot.

Golden Heaven Strike: A downward strike that must be made from the air, and is performed by harmonizing her existence with the sky’s. It has a “Sky Ruler” attribute, making things of the sky yield to her, such as powerful winds, ice or snow.  The blow is much more powerful than her normal blows. They can technically be ‘stocked up’, but she is generally not in the air long enough for that to matter. There are various ‘combos’ using this, but it is mostly just using this attack either in higher quantities or interesting ways. She often comes up with the names for them on the spot.

Golden Flame Ignition Blow: A skill ignited by Suiren’s rage and her interactions with the Fire Mage Lorenzo. With it she harmonizes her existence with flames, causing her fists and feet to be surrounded by a golden blaze. This passively gives her strikes a burning attribute, as well as giving her a “Flame Ruler” attribute in which makes things of fire and great heat yield to her fists. Do to the ‘lightness’ of flames compared to the Heavens and Earth, it does not enhance her striking power, but rather allows her to passively release the flames for a moderately powerful fire burst at close range. It takes slightly longer to manifest then her other strikes, and requires a decent amount of fire/flame to be in the area around her.

Armor of the Unyielding: In her travels she realized that her great power means nothing if she cannot withstand blows. And so she developed this one singular defensive ability. It is a defensive ability which is the reaffirmation of her existence around her fists and legs, allow her to literally punch and kick away magic, conceptual attacks, the light of creation and even powerful rejections, in other words it can protect against abilities until they reach the level of "laws", in other words abilities which are on the level of the natural laws of the world, or things that produce a result with such authority that they are almost impossible to overcome. It is also limited in its ability to strike away effects that cover a large area, only being able to offer protection at that point, decreasing the damage at most. Should her will falter the ability will weaken. It also passively increases her body's ability to withstand pain.

Supreme World Breaking Empress Fist: She increases the magnitude of the existence her own body over time, before releasing it in a singular powerful burst which is many times more powerful than her normal blows. It is using this that she destroyed a mountain; however it did take her ten straight minuets to prepare such a blow. When activated, light shifts all around her, causing things to flicker as different colors as the light becomes distorted and bent due to the pure weight of her very existence, the earth shakes and tremble under her weight, and the air screeches spiraling around her. This strike is fundamentally a “Supreme Blow” meaning that trying to match it with a physical, or even spiritual, attack or defense is pointless, as her existence, itself, forces things to yield, meaning a defense with impressive conceptual weight is necessary. In truth it is just better to dodge it, because it is generally not worth risking it. This is the closest thing to the pinnacle of her ability she is capable of.

The Silver Light: The light which at times appears when she uses her powers. It has becoming more and more predominant since her fight with Hamara. It seems to be responsible for her strength begin restricted, as her existence needs to use more of its power to restrain it. This power… it flows from the outside into her, and it is brilliant and familiar to all that see it, but they cannot understand why.  Suiren dislikes it for undisclosed reasons, and it is unknown what exactly it is. This mysterious silver light that seems at odds with Suiren’s gold, the golden light which is the expression of her very self.


Equipment:

Silver Circlet: A rather normal silver circlet with a singular enchantment. When put on and activated it causes her kimono dress to appear upon her. Replacing her current garb until it is taken off.


Origin: Suiren is an enigma among the half demons, with her first known appearance in the world being simple being raised by an old man in a remote human village, developing a more human mindset them most half demons. One day she simple left that village to explore the world and hone her skills, leaving with the blessings of the entire village that loved her as one of their own.

She simply appeared in the Silver Capital one day and with lacking any form of magic challenged the 7th seat on the Counsel of Nine Great Demons, defeating her with a powerful blow even after she activated her True Invocation and Demon Artifact. What she did was considered impossible, becoming one of the Great Demons without reaching the pinnacle of magic or obtaining a powerful Demon Artifact, instead she simply succeeded by destroying her opponent with the weight of her own existence.

Since then she has been biding her time, training and perfecting her ability while addressing the issues she is responsible to face as the 7th seat. Her actions often put herself at odds with the 2nd seat, The Mistress Which Tells Tales, due to her beliefs and lack of desire to deceive people. Her ultimate goal is to challenge the 1st seat, and defeat him/her. Basically she wants to be the strongest. And nothing will stop her from reaching that goal.

 
Weakness: She often greatly limits her abilities in a fight, tends to look for a reason to get into a fight with people she wants to (this can really step of people toes), dislikes learning about opponents before facing them as it takes away from the true surprise in a fight, despite her physical ability if she takes enough damage she goes down and has no form of truly advanced healing other than recovering after a good sleep, her strategies normally are just to punch the thing harder so more esoteric abilities can be difficult to adapt to fighting, she lacks ANY ranged ability other than throwing shit at you and because of this flying, hovering or enemies that can maintain range against her speed can simply chip away at her, all of her attacks are ‘bludgeoning’, ‘crushing’, or ‘smashing’ type attacks so things with defense against those type of damage had a natural advantage, she is surprisingly fragile if she is unable to deflect an attack.

Her greatest weakness has got to be her massive self-confidence and trust in her own abilities. It is very easy to guide her actions if you know this about her, making it even possible to get her to stop fighting if you word your argument right. But be warned, if she learns you are trying to manipulate her she will not take to kindly. Also, she tends to not take situations very seriously and will often let “other people have a go” before getting involved herself unless she REALLY wants to get involved.


Likes: A fight worth having, things of unique taste (even if horrible), when people don’t overcomplicate things, lazing about when there is nothing better to do, hard workers, Lanya the 8th Great Demon, sugary sweets, simple meals (she does not get why they have to be so fucking fancy sometimes), her bed (she really misses her bed), those that know why they live, people that have clear goals.


Dislikes: People who specialize in deception, people who just can’t admit what’s on their mind, people that are too self-righteous (does not dislike their deeds, but generally dislikes their false or empty motivations like “it’s the good thing to do.” There is always a more real reason than that.), politics, pastries, large bodies of water (is a surprisingly bad swimmer and is prone to sinking rather then floating), the 1st great demon, people who do not accept her strength or ability, people who mock her inability to use magic, people who give up on life.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: SINIB on February 08, 2015, 05:08:35 AM
Name:
Luviagelita Edelfelt
Race: Human
Age: 19
Height: 160cm
Weight: 49kg
Appearance: (http://i.imgur.com/DpYyTxt.jpg)
(http://i.imgur.com/JIMlwas.jpg)
Physical Attributes

Strength: Human/Fantastic
Agility: Human/Fantastic
Constitution: Human/Fantastic


Magic Ability: High/Extremely High
Gandr: A Finnish curse. Like a magical bullet, it can rip through flesh and cause a good deal of damage. Each burst is fired by concentrating prana into a finger and then releasing, somewhat similarly to firing a gun. Unlike most magecraft, there is no incantation needed to fire one, and she can fire many within quick succession of one another.


Jewel Magecraft: Luviagelita excels in the art of Jewel sorcery. Whenever she gets a moment to herself, she pours magical energy into her collection of gems that are then used as projectile weapons. They are single use mystic codes, and fade to ash after their use. She can store all varieties of spells in them, holding them for later use when the time is ripe.

Other Abilities: Lancashire Martial Combat: A style of Martial Combat oddly similar to Pro Wrestling, Luvia has had extensive training in it's techniques for whenever a combat situation required it. The sleeves of her dress are custom tailored to be detachable for quick readiness for combat.
Equipment:
Kaleido Stick Sapphire:

A powerful wand created by Zelretch himself, which is able to empower the wielder with a nearly infinite amount of prana and power, as taken from other selves from other dimensions and timelines. ...However, despite being far gentler of temperament than Ruby, Sapphire still forces the one who wields her to become a magical girl, and their attacks to match. Since Sapphire herself is sentient, she can sometimes lend advice as well, but is a bit on the quiet side. While less so than her sister Ruby, she also can be rebellious, and if her current master proves themselves unworthy, she will abandon said master, and go find someone else.

It should be noted that despite the infinite power and prana thing, there are limits. While still a significant upgrade, enough to reasonably upgrade the wielder's stats to at least mid-Servant tier, Sapphire does need rest every once in awhile, and there's only so much power she can provide with one shot. 

Gems: Luvia carries a large bag of gems with her at all times, all filled to the brim with magic energy.

Origin: Luvia was dispatched with Rin to investigate disturbances created by the class cards. However, after she arrived in Japan, she was mysteriously sucked into the Nexus.

Weakness:Normal human weaknesses, taking away Sapphire while in a trance forcibly ends it, magic resistant enemies
Likes: Gems, simple people, showmanship, wrestling, heavy metal
Dislikes: Rin Tohsaka, losing, imperfection in her own behavior
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: The Man With All The Cute Boats on February 08, 2015, 05:40:10 AM
Name:  Alicia

Race: False Reaper

Age:  17

Height: 5’4

Weight: 100 pounds

Appearance: Black, stiff hair, black eyes. Has practically nothing over her bones but skin, looking sickly and unfed. Her eyes have dark circles underneath them, and her face is sunken in and unappealing. Her voice is like a whisper, yet like a challenged groan from a man dying of thirst. She wears a black one-piece dress and sandals, even in winter, and the only accessory on her is a silver skull pendant.

Physical Attributes

Strength: Human (Superhuman as a Collector of Souls)

Agility: Human (Superhuman as a Collector of Souls)

Constitution: Legendary

Other Abilities:
Unnatural Existence: Alicia is an existence completely irrational, misplaced and unwanted by the  natural order. Any sensitive psychically or supernaturally will sense the wrongness of her existence.

Souls of the Damned: Being an improper reaper, Alicia does not send off the souls she collects to the afterlife. Instead they are absorbed into her being as she feeds off of them, putting them in a limbo hell of pain and nothingness. When she releases her power, their screams can be heard, as well as wisps of their essence can be seen, as screaming faces or writhing bodies.

The Reaper Comes By Night: Between the hours of 11pm and 2am, Alicia’s entire body becomes an odd form of see-through, and her skeleton seems to glow in a strange way as if to gain priority over her flesh. Those observing her from afar will see a skeleton enveloped in black clothing, no matter her clothing’s actual color.

At night, her power is also increased, and she becomes essentially unkillable.

Brook No Obstacle: As Reapers can to collect the souls of the deceased, Alicia is fully capable of penetrating any standard threshold without being invited.

Spirit of Death: A reaper is normally a spirit, invisible to the naked eye as it wanders about taking the souls of the deceased. Alicia may also make herself into a spiritual body, but only at nighttime due to her incompleteness as a reaper.

Collector of Souls: At night, Alicia can unmake her body of flesh and become as close to a whole reaper as is possible for her. Fully a skeleton wrapped in the mourning cloth, equipped with her half-scythe and hourglass, she gains the ability of flight, an ethereal body and great power.

During the day, unleashing her power will simply raise all her stats but constitution to exceptional. It still unleashes the sounds and visuals of the souls of the damned, making her easy to track.

Night and day are determined by if the sun is risen or not.

What Is Dead Cannot Die: She cannot be killed or destroyed at night, maintaining her form and life at all times. Even during the day, she is incredibly difficult to kill. Weather and physical attacks cannot damage her, and more mundane magic is incapable as well. She cannot be starved, whether it be of food, water or oxygen. What is needed to defeat her is a strong spiritual attack(as in methods that directly affect the soul), such as certain higher-class exorcisms, a sealing, or a purification ritual which will send her souls themselves to judgment and starve her. Another way to defeat her, with relative simplicity, is to cut her body with a scythe. A fake reaper assaulted by the symbol of a true reaper will gather them, and make them carry her off as they would a normal soul, onto judgment. Note that even the last option can only be performed during the day.

Equipment: A Reaper’s Perverted Symbol: A scythe is the tool and symbol of the reaper, which Alicia is not truly. She can conjure to herself a scythe, but the blade does not make a full crescent due to being broken halfway, as if snapped in half.

The Time Allotted: Reapers are known to carry an hourglass with them, with which they can tell if a being’s life is at its end. Alicia cannot know the lifespan of any being with hers, but she can tell if the being will die within the immediate future if the grains of sand move even a minute amount. A tool as this was never meant to be used by a creature with a foot in both worlds as herself.

The hourglass’s sand glows with a warm light, that of life, making it easy to confuse with a lantern.

Mourning Cloth: At night, Alicia can conjure herself a black robe with which to cover herself. While defensively lacking, the cloth seems to invade an onlooker’s sight, to make itself feel much more encompassing and intimidating than it actually is, as if it eating away at light and making the darkness evermore present.


Origin: Alicia’s “mother” was a rare being, who’d found a trove of souls incapable of moving to the afterlife due to a sorcerer's ward. Seeing her chance, she lured a reaper to the area and agreed to break the ward with her physical body at a simple price: A rib of the reaper. Bound to its duty, the reaper could do nothing but comply to free the souls and bring them to judgment.

Alicia’s mother then did some unnatural science/magic, like Frankenstein would shy away kind of shit, and spliced the rib’s DNA with some sperm. Impregnating herself (as she could be the only one trusted with such a project), she looked forward to the spawn her research and experimentation would give her.

She had Alicia, a child not alive or dead, a step outside of the circle of life. A true unnatural existence, incapable of living off of simple stuffs as food or water, instead needing a more esoteric form of nourishment: Souls. Coming to this conclusion as the baby slowly died, Alicia’s mother did the one thing she could to preserve the experiment: Killed a man in front of her baby. As the man fell lifeless and the clock struck midnight, as if come from the shadows a broken scythe appeared and fell as if guided by gravity, the blade falling into the ground right next to the man. Something happened, something her mother was blind to.

And the baby cried, the first sign of vitality her mother had seen of her.

Her mother kept feeding her experiment, kept writing her notes, but one question came to her addled mind more than most: Since she fed on souls instead of guiding them to judgment, what happened to them?

On the child’s six birthday, she found out by committing suicide in front of her. The scythe, the reaping tool drawn out by a lonesome soul, came out and took her. And Alicia has never let go.

Afterwards the girl lived in foster homes and government orphanages for quite some time, never staying long due to the stench of death and sheer unnatural creep that flowed out of her.

Her mother had fed her well and souls take time to digest, so she never committed a murder. But every now and then, as she walks the streets, she can sense death, a lonesome soul, and feeds herself more in a twisted instinct for survival, and to complete a reaper’s inborn duty of collecting the dead.

Weakness: During the day, she is incapable of using most powers, and is usually not strong enough to wield her scythe without unleashing her power. With her power unleashed during the day, she is incredibly easy to track and relatively easy to overpower even for a higher-tier human. To kill her, please look at the section titled “What Is Dead Cannot Die”.

Likes:  The snow, silence, Winter, fall, taking a human form to comfort those close to death before taking them

Dislikes: Rejection, carrots, clingy people, the desire to know more, the undead
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Panda on February 09, 2015, 05:02:51 AM
Name: Michael Koridae

Race: Human (Immortal)

Age: ???, looks to be about 25 (He's forgotten how long it's been since he forgot about how old he was)

Height: 6'2"

Weight: 210 lbs

Appearance: Tall, fairly well built. Somewhat messy dark hair framing grey eyes. Fairly handsome, with this sense of inexhaustible energy about him. Usually wears a loose fitting red tunic that's been modified to be not interfere with his movement and pants that have been similarly modified.

Strength: Exceptional (Can be boosted up to Incredible with Enhancement)

Agility: Exceptional (Can be boosted up to Incredible with Enhancement)

Constitution: Exceptional (Can be boosted up to Incredible with Enhancement)

Other abilities:

Combat Mastery (Staffs): Michael has trained and fought with staffs far past the point of having gone past the absolute peak of skill, passing far into the realm of what should be impossible, and making it instinctual. If he has a staff in his hands, any projectile that can be deflected will, provided that Michael is aware of it, and it does not need to be said that attempting to take him head on in melee without some kind of trump card is folly of the highest degree. As far as particular feats go, he can transmit the force of his strikes through armor in deadly thrusts, deflect almost any projectile he can see flawlessly, disperse or rebound blasts of fire or cold with specific applications of force, attack in a sequence of thrusts that seem to multiply into a wall of afterimages, spin the staff with such skill that it appears to turn into an opaque disk. Additionally, he is almost impossible to disarm, and his feints are such that what may seem like an attack from one side is actually an attack from another, strikes backed with immense intent to kill can turn out to be nothing more than harmless feints while attacks made as if they are nothing more than friendly greetings can tear a man's head from his body before he realizes what just happened.

Combat Mastery (Unarmed): Michael's training and experience with his weapon of choice does not, by any stretch of the imagination, mean he has neglected to train himself to be able to fight without a weapon. Indeed, he has gone far beyond the supposed limits of skill with regards to fighting without a weapon, equal to his mastery with a staff. As far as raw feats go, he can move with the inhuman fluidity inherent in a martial artists of his skill level, letting him move above his abilities. He can strike above his weight class by virtue of his skill letting him put a bit more power into each strike and targeting vulnerabilities. He can tank blows somewhat above that would be grievous to someone with his durability by virtue of using his skill to roll with the hit perfectly to mitigate the damage. Obviously, he can't do all three at the same time. For example, rolling with a blow requires that he abandon any stance/grounding that would let him hit abnormally hard.

As far as esoteric martial arts tricks go, some examples are as follows, strike in ways that transmit most of the force of his blows through any armor, natural or otherwise, that the target might have to damage their internals directly, use pressure points to temporarily disable someone, either partially or entirely, let off multiple strikes with such skill and inhuman fluidity that they almost seem to be simultaneous, and redirect the force of an opponent's strikes, either away from him or using it to add power to his own return strike.

Combat Expertise (Other): Over his many millennia of battle, training, and living in general, Michael has developed numerous styles for myriad weapons, every tool of the trade something he had mastered completely, though none of them approach the transcendent heights of his skill with a staff or his bare hands.


Combat Experience: Over millennia upon millennia of battle, Michael's accumulated combat experience has reached such a degree that he has gained a sort of combat-based sixth sense, capable of instantly evaluating the situation and seizing upon even the smallest chance for victory. (Compare to Eye of Mind: True)

Indomitable Will, Indomitable Form: Michael has gone far past the point of feeling any sort of fear at the prospect of a tough fight. As such, attempting to break his will, either with an overwhelming display of power or with illusions or other kinds of mental interference is an exercise in stupidity. Furthermore, attempting to hinder him physically is far more difficult to do than it would be normally, with Michael being able to simply power through weaker hindrances as if they simply aren't there.

Immortal: Michael didn't gain his immortality by some kind of ritual or blessing that he knows of, he's simply always been immortal from his own perspective. His specific brand of immortality has frozen his body in its physical and mental prime, when his reflexes would have been sharpest even without his immense amounts of training and experience. Additionally, his body cannot degrade, useful when the boredom strikes and he goes on a bender spanning two months, five cities, and most of the brothels therein, and he is immune to any manner of illness. Additionally, he is all but immune to most poisons, though a lack of recent exposure to any poisons has weakened this resistance somewhat. Finally, his soul cannot be taken from him, bound, or otherwise affected against his will, including things like curses or geas.

In practice, he can only die during a battle, which suits him just fine.

Magical ability: Low. Michael has a large reserve of magical energy, but abstains from spell craft for the most part.

Enhancement: One of the two magics that Michael will ever use and the only kind that pertains directly to combat. With this magic, he can increase his physical capabilities beyond human limits, though there are hard limits to how much he can Enhance himself. The reason for this is that if the enhancement is pushed too far, it can result in internal damage that would weaken the target significantly.

Dark-vision: The other of the two magics. Simply allows him to see in the dark, no matter how little light there is, as if it were day.

Equipment:

Staff: A 20 foot long staff made of some unidentifiable, fundamentally indestructible material (All Michael has been able to find out is that it's not of the earth in any way) that can shift in length at will. He usually carries it as a small stick that can easily be held in one hand for portability. The staff has a hook on one end, primarily because he like how it looks. The only enchantments that Michael has deigned to have placed on it are enchantments to automatically repair the staff should it be damaged, though the time required depends on the degree of damage. The nature of the staff's material allows it to affect Spiritual presences just as it would things on the physical plane, though Michael doesn't care about this nearly as much as cares about it being a decent weapon.

In truth, the staff is an excellent conduit for magic. Were it to be used for spellcraft, it could be a great tool, though better suited for creation rather than destruction. None of this matters to Michael, who finds it much more fun to simply beat the ever-loving shit out of people with it.

During Michael's time in the Nexus, the staff was exposed to the Taint of the Prisoner held within the Chalice possessed by Natara. The Taint was oriented towards destruction, and the effects now show in the staff. The staff now sends out waves of physical destruction wherever it strikes. These waves cause heavy physical damage upon impact, and they can also have a limited effect on other levels aside from physical as well, but only to a restricted degree.

Furthermore, the corruption had another effect, this one being rather unexpected. Due in part to the nature of the staff itself, a sentient, destruction-thirsty entity is now hosted within the staff. The being is also capable of partially manifesting itself on the staff itself, for example, something like sprouting an extendable arm or an eye on the staff. The eye can be forsaken for limited general awareness around the being itself. The being shares a mental link with Michael, which it usually uses to prod him with dreams of destruction.


Origin: Michael has, and always will, live for a good fight. Living in Orthos, a land where mages normally hold supremacy over the battlefield and going to war without major magical backup would be tantamount to suicide, did nothing to change this. Being immortal did nothing to cool his blood. If he sees the opportunity for a fight, whether it be merely an opponent who looks like they may be strong, or an ongoing fight, then he has no reason not to get involved. Arriving the Nexus has done nothing to change this, for it is who he is.

Michael doesn't know why he's immortal, only that he is and always has been.

Weaknesses: Ranged projectiles that he can't react to. Has no healing magic or any sort of true ranged capabilities (Aside from throwing shit). Has no inborn magical resistance in general. Standard human weaknesses.

Likes: Good food, good drink, a good fight, and the occasional woman. Indulging himself in general. Cardboard boxes.

Dislikes: Cowards who are more powerful than they make themselves out to be. Pity. Cigarettes/smoking/recreational drugs (Their users are cowards who can't deal with the world around them without their fix handy. And it smells like shit. All the time.). Killing decent opponents (Waste of talent, skill, and a good time. Though he will kill if necessary.). Fighting children (No fun, though he can make exceptions).
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kat on February 11, 2015, 11:06:23 PM
Name: Sakata Gintoki
Race: Human
Age: 20+
Height: 177 cm
Weight: 72 kg
Appearance: Young adult in his 20s with eyes that of a dead fish and natural perm silver hair. His standard outfit consists of a white yukata with a blue swirl pattern on the bottom and ends of the sleeves, worn so that his arm only goes through the left sleeve, and the right half droops down over his obi. Over this, he wears a black belt buckled so that there is leftover dangling from the buckle Underneath, he wears a black, red-lined shirt with a popped collar and black pants. He also wears knee-high black boots, buckled at the top and above his foot, which appear to add about half an inch to his height.  During the winter, he will sometimes wear a haori, thicker kimonos, or more layers, of varying colors, as well as scarves.

(http://fc01.deviantart.net/fs71/f/2012/139/b/f/gintoki_sakata_by_salim202-d50dn1o.png)

Physical Attributes
Strength: Incredible
Agility: Incredible
Constitution: Incredible

Magical Power: None

Other Abilities:

Spiritual Affinity: Gintoki is capable to see and interact with spirits.

Master Cook: He might not look like it, but Gintoki was noted by Sorachi as a skilled chef. It was said that he was at the "steel man" level when it comes to cooking.  He is also a capable baker, being able to bake his own strawberry cake at Shinpachi's house.

Master Swordsman: Possibly the strongest swordsman of his setting, he can compete with the best in terms of pure swordsmanship, possessed of enough natural talent and experience to invent his own style of swordsmanship. Thanks to the sheer combat experience he possesses equivalent of Eye of The Mind (True).

Equipment: A wooden katana engraved with the word Touyako on the hilt carried by his waist. Immensely durable for a wooden sword it can withstand blows that would snap a regular bokutou.

Origin: Sakata Gintoki is a veteran of resistance movement against Amanto (aliens who subjugated shogunate in a display of gunboat diplomacy paralleling real life Commodore Perry) who mostly pust aside his past and works as an odd jobs freelancer (read: glorified unemployed). How he ended up in Nexus remains  a mystery (note that it happened before the events of manga), but certainly it involved passing away from being drunk in some way. Now in need of a landlord, this unusually powerful homeless bum prowls streets of Nexus, contributing to the mess that this city is.

Weakness: While he is unbelievably powerful and skilled for a pure human, Gintoki can still be poisoned and affected by disease. He also cannot swim.

Likes: Red Beans On Rice, Sweets, Strawberry Milk, Shounen JUMP, Gambling, Drinking, Protecting Those Important To Him.

Dislikes: Ghosts and Dentists (as in being afraid of them), Clingy women, Violent Women, Tyrannical rulers, Mentors who abuse their pupils
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: theunknownhero on February 13, 2015, 07:19:39 AM
Name: Emiya Shirou
Race: Human Magus
Height: 187 cm
Weight: 78 kg
Appearance: (http://i137.photobucket.com/albums/q209/DeltaSkullAlDramon/Shirou_2yl_HF.png) (http://s137.photobucket.com/user/DeltaSkullAlDramon/media/Shirou_2yl_HF.png.html)
Age: 23

Physical Attributes
Strength: Human
Agility: Human
Constitution: Exceptional (Can be Supernatural thanks to his Body of Swords ability, but can also deteriorate to Human due to his deteriorating body. after receiving a puppet body at the end of Heaven's Feel True)

Magical Power
Low
Shirou wasn't born to a magus family (as far as we know) so his circuits are a mutation that specialize in one thing. When fighting for Sakura he pushed his circuits to there limit by using the arm of himself from the future, but after the end of the 5th Grail War his body was destroyed in the process and he received his new puppet body and his circuits remain mostly in the state they were when before he put on Archer's arm. Because his body is not his own he has an even harder time of connecting to his circuits than he did before, though the effect can be lessened with practice, he is out of practice with his magecraft instead focusing on housework.

Deteriorating Body
Description: After the end of the 5th Grail War, his original body was destroyed as a result of relying on the power of Archer's arm and as such he lives today because Illya was able to transfer his soul to a container through the usage of an imperfect form of the third magic, though the first one didn't quite fit, and after a year of searching Tohsaka found an excellent puppet to use from the powerful puppeteer Touko Aozaki. Still, even with his new body working properly as a human body it still requires a influx of prana infrequently in order to function and going extended periods of time without his body will slowly revert back to it's original form of a puppet.

Projection (Gradation Air) [Trace Version]
Incantation: Trace-on
Description: A type of projection magic that not only reproduces an object of also its entire history as well. The copied object is of lower quality due to the fact that only so much information can be learned at glance alone, and power weapons like Noble Phantasms are decreased by an entire rank. Projected items have there limits as the world attempts to erase the object as the projected object should not exist. Only objects whose material composition is known to the world can be Projected.

Name: Reinforcement
Description: The ability to analysis an object's structure and increase its effectiveness or return it to normal. The object is strengthened by the magus injects prana into the item. If the object's internal constitution is not well known then injecting prana into an object would have a negate effect, though he currently has enough practice with the craft to be able to reinforce most objects with out issues other than wearing his circuits.

Structural Grasp
Description: The ability to analysis an object's structure, history. and how the item was used. When used with his projection ability he can recreate weapons (though most easily swords as they match his origin) nearly perfectly though as they are a copy they are of a lower rank.

UNLIMITED BLADE WORKS
Description: Unusable. The reality marble that is the embodiment of Shirou's existence and the source of his ability to reinforce and project. The single solitary answer of a boy who seeks to live as a sword. (As the path the boy took involved giving up the ideal of helping everyone and instead focusing on the protection of one person, reproduction of the reality marble is impossible.) A world that contains a copy of any sword Shirou has witnessed, whose copied existent is stored in the world for later use.

Body of Swords
Description: A side effect of the UNLIMITED BLADE WORKS Realty Marble. Even when unable to cast the reality marble, the world of Unlimited Blade Works remains active inside Shirou strengthening his body from incoming attacks. The ability works in two forms, body of swords, which protects his body from incoming attacks increasing the amount of damage he can take from an attack by replacing the attacked area with sword, and an out of control back-fire version of swordfication that can also increase his endurance and damage but, also causes great harm to his own body by potentially damaging tissue and organs.

Equipment:
Avalon
Description: Without Arthuria Pendragon nearby, all it does is change Shirou's magic attribute to sword. If Active with Arthuria Pendragon nearby. Avalon proveds him with ability to greater recover nearly any wound, and when activated can guard against any attack. The sheath itself is stored within Shirou's body.

List of some of the weapons contained inside UBW

Kansho and Bakuya: A married pair swords that are a favorite for Emiya Shirou to wield and can be reproduced relatively easily. The blade represent the concepts Yin and Yang and were forged out a human sacrifice. (The True Blade are a powerful anti-monster weapon.) When both swords are equipped at the same time the rank of the blades as well as the user's anti-magic and anti-physical defense go up.

Nine Lives (Nine Lives Blade Works): The monstrous stone sword used by Berserker (Heracles) in the 5th Grail War. Shirou no longer possesses the strength or speed to use the weapon with Archer's arm, but the remin remains inside Shirou's Reality Marble.

Rule Breaker: Annuls any magical contract when used on it. Use is by stabbing the object or person affected by it. Affects creatures created by prana and objects infused with it as well, however it is not powerful enough to affect noble phantasms. This blade was the ace in hole at the end of the 5th Grail War used to free Sakura from Angra Mainyu's control.

Other Abilities:
Archery Kyūdo
Description: Skill with a bow and arrow and ability to hit a target. The capability to using a bow and arrow skillfully. Shirou has always been an excellent Archer, only missing one shot in his short term in the Archery cub, and that was because he missed on purpose. After living his married life with Sakura they would settle arguments between based on there respective skill with a bow, with the contests ending pretty evenly between the two.(Shirou can create a bow and arrows using his reinforcement and projection magic, but the strength of the create items is limited to his skill.)

Cooking and cleaning: Shirou has always enjoyed housework secretly, so during his married life with Sakura he would help around the house with many of the choirs and is quite good at both tasks.

Weaknesses: Failing to receive a prana transfer in a set amount of time can leave his body degenerate and hard to use, leaving him very vulnerable. Also, he  has yet to master his magical circuits and magecraft so over using his magic tends to wear him out quickly. Aside from that he has normal human weaknesses and dies when he is killed.

Likes: Sakura, his friends, Housework, Cooking, his peaceful life
Dislikes: things that hurt his friends and Sakura, People getting hurt, and his peaceful life(he did want to become a hero of justice after all)

Origin: After the end of 5th Holy Grail War (HF-T), after his body was restored he settled down and has since lived a peaceful life with his now wife Matou Sakura. One day she disappeared without trace, leaving Shirou incredibly worried. After working together with Rider and Tohsaka to desperately try to look for her, Tohsaka uses he contact with a powerful teacher in the Clock Tower with an old Vampire Mage to help track her down to a mysterious place known as the nexus where Shirou goes to find and bring his love back to him.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: MissingMandible on February 15, 2015, 07:10:35 PM
Name: Captain Edward Coombs
Race: Homo sapiens sapiens / Recessive Pariah Gene
Height: 6' 7"
Weight: 206 lbs
Age: 54


Appearance: Edward is a tall, relatively thin man. His right side of his face is covered in many jagged scars. The cheek has a sunken in appearance mostly due to the fact he is missing most of his teeth and cheekbone structure, as well as the scarred skin being pulled tight. Right eye is cybernetic. Edward's left cheek is high, his remaining eye is blue, his hair grayed.


Physical Attributes:
Strength: Exceptional
Agility: Exceptional
Constitution: Human


Magical Ability: None


Equipment

Harlech-Pattern Carapace Armor: Carapace Armor that is seperate from the Dragoon's; instead of relying on more advanced materials, it is simply an "Up-Armored" version of the Flak BDU used by Harlech grunts.

Refractor Field: This device emits a shimmering field that can protect Edward from explosions, projectiles, and even melee attacks from the likes of swords. However, this does not mean he can walk towards a machine gun nest - and can be shorted out if hit from either a powerful enough force, or a volley of lesser attacks.

Warrior's End:A Lightning Claw for the left hand that has been passed down the Coombs' family for uncountable generations. It consists of a Power Fist, three miniature Power Swords, and an energy source - the latter two mounted above the hand, so the claws are set in a way that Forest would call "Wolverine Style." These claws are able to tear through most armors of the forty-first millennium like a hot knife through butter. What they can do to flesh is self-explanatory.

The Power Fist component boosts Edward's strength, for that hand, to High Supernatural on the scale. This applies from grasping to punching.

Kantrael pattern Laspistol: a light las weapon that fires an intense beam of light. Has poor strength and penetration when compared to most weaponry of the 41st millennium, but it is more than enough to handle most situations. The reason why lasweaponry are so common is because they are effective, rugged, and easy to make (In fact, many regiments use wooden lasguns). Effects of a Laspistol are comparable to handcannons of the 3rd millennium, though with the added benefits from being a directed energy weapon: Blood boiling, nearby organs being heavily damaged, etc.

Mezoa pattern Hand Flamer:  Flame Pistols or Hand Flamers are small and good for only several shots, being designed for personal combat at close ranges. Each uses a canister mounted under the small barrel, making it a somewhat difficult to aim due to the heavy propellant case. Luckily the short ranged spray of flame it produces is enough to deal with most enemies.

Harlech Officer's Baton: These batons are handed out to every officer in Harlech regiments. They are ornate, yet durable enough to be used in melee.

Micro-Bead Transmitter: A miniature radio that can be hooked around the ear. Shot-ranged by panetary standards, but more than enough for a city.

Four Las-Weapon Battery Packs

Four Promethium Canisters

Trench Knife

Rechargeable Lamp Pack: A glow globe the size of a clenched fist that illuminates the area for a few meters around. Can last for five hours before it needs recharging.

Dog Tags

Imperial Infantry Uplifting Primer


Attributes

Blank: Blanks are humans who have the recessive form of the Pariah Gene. Their souls are comparable to a fetus: Not wholly formed and almost non-existent. This has several effects, mostly to those around Edward.

First, there is the field of "Negative Magic" that is around him. If a Magi is within this field, and they rely on an outside force to either create the spell, or empower it (an example of the former are Psykers, who draw power from the Warp. An example of the latter are Nasuvese Magi, who can take in mana from the environment), not only would they be unable to form magic, but they receive intense pain, sometimes even causing them to start clawing at their sensory organs depending on their disposition. Spirits caught in this field would find themselves cut off from power sources, such as a Magi providing them Mana or the artifact keeping them in this world.

Second, this field also renders him invisible from scrying, and makes him nearly immune to magical attacks.

Finally, to those who are mundane or draw magic purely from within would barely be able to stand being around him. They will find Edward...unnatural, but not sure what is exactly wrong about him. This can range from disdain to outright hatred, though there can be few exceptions.

It should be noted that Edward does not know about the Pariah Gene, though he does know that there is something not right on his end.

Harlech Infantry Training: Edward has been trained in the same basic programs as all non-Dragoon Infantry go through.


Origin:
The Coombs family is a respected one on Harlech, going so far back as to predate the Imperium. It was mainly for this reason that Edward was kept away from the public. The boy's...unnaturalness caused disdain for most of those who actually knew of his existence, his own mother incapable of standing him. The only person that cared for him was his own sister.

When Edward was a teenager, his sister died from an unknown cause. He defied his father's orders and attended her funeral, allowing the ublic to know of his existence. That night, he stolen the family heirloom, Warrior's End, and snuck out of the mansion where he was hated. He promptly signed up to join the Harlech Planetary Defense Force.

Though it was typical for the Nobility to become Officers, Edward was denied that path. He had to start from the bottom and would likely not been able to achive anything if it weren't for chance. At that time, the 833rd Infantry Regiment received substantial losses after a Dark Eldar raid on the planet Joachim, and needed new blood. Five years later, the Dark Eldar returned, and through a combination of competence and outliving his senior officers, Coombs became a Lieutenant. During a Rebellion, his commanders grudgingly made him the Captain of Second Company, the rank he would maintain until the battle against the Tyranids on Valanis Secondus.

Edward found himself in Nexus City, though he is unsure how or why. He had two Terran years to become become accustomed to this his new surroundings, and had since then become a unit leader for the Enforcers, specialized for hunting mages.


Weaknesses: He is no different than a normal human, aside from being nearly immune to magical attacks. A sword would be able to kill him as easily as a peasant in medieval times.

Likes: Plans running smoothly, Grox Steak, Being on the Hunt

Dislikes: Cowards, Heretics, Mutants, Xenos (Especially the Dark Eldar, will confuse Elves as Eldar), Those who do not follow orders


Further Notes: This is an example of a Nasuverse Mage: Though he may use solely Od, this doesn't mean he no longer feels the effects of the Blank's negative energy; the "pathways" that environmental mana travel to be use by a Magus are never closed, and the Blank's energy will creep into the body. The pain caused to the Magus will still be present and constant, and they can't even muster up magecraft using Od due to the energy being inside his body.

The only time where a mage cannot be affected is if there are no "entrances" for the Negative Energy to enter.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Cherry Lover on February 18, 2015, 03:42:39 AM
Name:Sakura Emiya
Race: Human (Magus)
Age: 44
Height: 158 cm
Weight: 50 kg

Appearance:
Eyes: Purple
Hair: Purple

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.

Physical Attributes:

Strength: Human - Can reach Exceptional with reinforcement.

Agility: Human - Can reach high Exceptional with reinforcement.

Constitution: Exceptional, with Incredible-level regeneration.

Magic Ability: Medium.

Whilst Sakura has trained significantly in the thirty years since being freed from Zouken and is now a reasonably competent magus, she still lacks the capabilities that a traditional magus would have, not to mention a crest. However, she makes up for this by having far more prana available to her than most magi, and a far, far higher prana regeneration rate.

She possesses an affinity with her birth attribute, Imaginary Numbers, as well as the Matou element, water. She also possesses the Matou family trait, binding, as well as a small residual affinity for her natural Tohsaka affinity, transfer of energy.

Spells:

Cursed Boundary Layer: Using a combination of her elemental affinity, the Matou magecraft and her past 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.

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 past 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:

Advanced Regeneration: Sakura can regenerate from almost any wound that is not instantly fatal due to her high prana supply and the effect of her connection with the other side.

Cooking: Sakura is an outstanding chef.

Archery: Sakura is a talented archer.

Origin: 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.

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, Archery.

Dislikes: Seeing children hurt/suffering (especially her own).
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Cherry Lover on February 20, 2015, 04:33:28 AM
Name: Emiya Shirou
Race: Human (Magus)
Age: 46
Height: 185 cm
Weight: 75 kg

Appearance:

Eyes: Brown
Hair: Red, but fading somewhat, with some white strands.

Like his canon self, 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.

Physical attributes:

Strength: Human (Incredible with Reinforcement)

Agility: Human (Incredible with Reinforcement)

Constitution: Human (Incredible with Reinforcement)

Magic Ability: Low (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

Spells:

Projection: Also known as "Gradation Air", projection is the ability to materialize objects using prana, according to the user's imagination. However, Shirou can use a version unique to himself that he calls "Tracing". Tracing differs from Gradation Air in that it is used to create copies of items that already exist, however the items also have their entire history reproduced, including the skills of those who wielded them, along with the shape and substance. All items that are reproduced using Tracing are not perfect copies of the original and suffer a rank down. The items that Shirou can trace the most efficiently are swords; while capable of tracing other items, the cost in prana makes it considerably less efficient.

Reinforcement: Magecraft designed to push something’s basis for existence to the utmost. It is the same as adding something to an object that is already complete, therefore failure will cause the target to receive it as a poison and be destroyed. Success requires a good grasp of the inner structure to fill openings with Prana. Reinforcing the purpose of existence would be increasing the sharpness of a knife, the nourishment of food, or the physical strength and durability of muscles. It is impossible to reinforce something vague. This is the one area of magic in which Shirou is competent, even able to reinforce his own body.

Unlimited Blade Works: Shirou’s reality marble, a world containing infinite swords. Copies of every weapon he has seen are stored there. 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 some equipment designed to take down magi with minimal fuss, much like his adoptive father did, although he avoids using guns for close-range combat.

Rifle: Shirou possesses a high quality, accurate hunting rifle with a high bullet velocity and an attached scope, 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 a very long distance.

Body armour: Shirou wears reinforced state-of-the-art body armour into battle, designed to protect against being shot, as well as other damage. 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, although self-reinforcement or dodging may protect him to a limited extent if he is aware of the attack.

Infra-red 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.

However, whilst the goggles can be switch between displaying ordinary light and an IR signature with ease, the nature of them means that wearing them will 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).

Origin: 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. Standard human weaknesses apply.
Likes: Cooking, protecting people, Sakura, his children, swords, Kyuudo.
Dislikes: People getting hurt (especially family).
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on February 22, 2015, 08:54:36 PM
Name: Ito Kizumi

Race: Human

Age: 30

Height: 5”5

Weight: 130 lbs

Appearance:
(http://i.imgur.com/l7EiSnE.jpg)

Physical Attributes

Strength: Exceptional

Agility: Superhuman

Constitution: Exceptional

Magic Scale: None

Other Abilities:

Shadow Step: Kizumi’s mastery enables him to move without emitting any sound, his steps are as audible as an ant’s.

Ninja Mastery: Kizumi has trained in the art of assassination since his childhood, and is highly proeficent in combat and acrobacy, using his speed and everything at his disposal to gain the upper hand.

Afterimage Clones: Kizumi can manifest trough technique afterimages of himself to confuse opponents and have them leave potential openings. Of course, they are but an illusion, can be averted by superior perception, and cannot act on the physical world.

Pressure point knowledge: Kizumi possesses advance medical knowledge on the body's meridians, and by hitting these areas, he can cause numbness.

Equipment:

Dual Ninjato: Two short blades Kizumi wields in combat.

Fleeting Kunai: Transparent throwing knives Kizumi can use in combat. Sharp and sturdy, they can easily tear trough flesh, and are thrown fast enough to remain unseen to the mundane eye.

Threads: Transparent wired threads, they boast great sturdiness and can support a man's weight with relative ease. Like the kunais, they too are transparent, and can be used as platforms for Kizumi or to impede enemy movement.

Ninja Clothes: Black clothes with fancy accessories Kizumi wears at all times. Yes, ninjas usually wouldn’t wear such things, they would opt for more mundane cloth in order to stand out, but he still wears them anyway.

Origin:  Kizumi was trained to be an assassin since an early age, chosen by his clan to become successor of the family’s secret techniques. Training to the utmost limits reason can allow, he reached a level of speed far greater than anything mankind could even dream of. With time, the ninja grew more and more arrogant and bloodthirsty.

Itching to prove his superiority, he challenged his father and won with ease. But his brothers, who swore to avenge their father, did not forgive such an act. By the time he was 20, the assassin was wanted by the police state for countless kills, and was now the target of a massive manhunt.

He was not one who would be caught easily, welcoming challengers with open arms, he slain all those who stood in his way to the top. But sadly, all things come to an end. After ten years, Kizumi simply gave up. Throwing away his title of assassin, he disappeared off the face of the earth, never to be found again.

Or maybe not…


Weakness:

Despite being an assassin, Kizumi is a fighter at heart, even if such a train of thought goes against the teaching of a ninja, he will try to enjoy a fight to it’s fullest. Thus, he will hold back and play with his opponents, which can be used to one’s advantage.

It must also be stated that while his speed is outright inhuman, his strength and constitution is another matter. His weapons being mundane as well, it is possible to defend against them, projectiles thrown by him are deflectable or outright blockable if detected. To make a long story short, it is much easier to tank his blows than to avoid them, and fighting him in a constricted terrain where he cannot move freely puts him on a disadvantage.

His ninja clothes also make him stand out in the day, but he wears them anyway. Why, well, why not? Kizumi also possesses no defensive or regenerative capabilities whatsoever.

Finally, he will act recklessly if angered or taunted, and is quite arrogant at times. To have one question his speed would also piss him off, and cause him to make exploitable mistakes.

Likes: Fighting, fighting opponents who can match him, sharpening his skills, competent people, money, an easygoing life.

Dislikes: Being ignored or taken lightly, being called short, being insulted, being tricked, having his skills put in question, people who hold back in a fight, being called a lady.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kat on February 24, 2015, 02:15:10 AM
Name: Doromizu Jirochou
Race: Human
Age: 30+
Height: 187 cm
Weight: 78 kg
Appearance: Asian man with dark skin and white hair, wearing scarf and kimono and carrying around a katana.

(http://i.imgur.com/MHSw28T.jpg)

Physical Attributes
Strength: Supernatural
Agility: Supernatural
Constitution: Supernatural

Magical Power: None

Other Abilities:

Master Swordsman: A practicioner of iaijutsu, Doromizu Jirochou in his generation was an unparalled swordsman, only rivalled by his best friend Terada Tatsugorou. He is enough skilled to conceal his killing intent and the opponent may notice he/she got cut until it is too late. Even against opponents who are as fast as him there is still a chance he will get to strike first, and against less agile foes the first strike is almost guaranteed. Years of combat experience as a vigilante swordsman infamous throughout Edo bestowed him with equivalent of Eye of The Mind (True)

Equipment: His katana.

Origin: Back in his country Jirochou was a vigilante and yakuza member pursuing his own brand justice, crushing the strong and protecting the weak, popular enough to be considered one of leaders of his town. A honorable man who keeps his promises to the very end. Now in Nexus he is just one of many wandering warriors, but still true to his ideal, unwilling to let monsters, human and non-human alike, take over the city.

Weakness: Jirochou is absurdly powerful for a normal human, but he still can succumb to disease and poison like other mortal men.

Likes: Good fights as both a man and warrior, protecting the weak, smoking, anyone who reminds him of Tatsugorou and Otose, keeping promises.

Dislikes: Monsters who try to exploit people under his protection
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on March 06, 2015, 02:28:30 AM
Name: David Newman, The Dream, The Nightmare

Race: Human

Age: It’s been three weeks since the entity dreamed of the existence known as David and made him real.

Height: 6’ 1

Weight: Approximately 180 lbs.

Appearance: A tall man with short dark red hair and brilliant blue eyes. David is usually dressed in a black suit with a tie that matches his hair. His posture radiates confidence, and he is fairly muscular. Apparently the entity has some measure of vanity as David's features look as if they have been shaped by a masterful artist. He is rather good looking and some may even call him handsome. 

Physical Attributes

Strength: Human
Agility: Human
Constitution: Human

Magic Ability: None - While David is incapable of using magic himself he can access a infinitesimal sliver of the dreamer’s knowledge to recognize most spells. Ancient spells can usually be replicated easily while newer ones may require more observation.


Other Abilities:

The Dreams at the Edge of Forever:
David is not the only dream to be manifested by the dreamer’s power. There are many of them and he is capable of calling any of these lesser manifestations to him in order to enlist their services. David can control two Lesser Dreams at the same time. Only a single Greater Dream may be summoned at a time.

Lesser Dreams:
The Joyous: A woman whose skin is as white as snow and seems as fragile as porcelain. She is dressed in golden silks and dresses that never seem to hinder her movement. Her body is extraordinarily flexible to the point where one would think that she doesn’t have a bone in her body. Considering her nature The Joyous is incapable of being affected by anything that would alter her mental state from anything but absolute happiness. Her fingers are long claws, and they can  clash with swords without suffering any damage.

Strength: Exceptional
Agility: Supernatural
Constitution: Exceptional

The Scholarly: A thin man with four arms dressed in a sickly green robe. Despite his appearance he is very strong, but his main strength is his intelligence. The Scholarly can decipher any code, understand and speak any language, solve any puzzle, craft numerous artifacts of power(treat as Item Creation: A), and can remember anything without error. He carries a bow that takes magical energy in the air and uses it to generate enchanted arrows.

Strength: Supernatural
Agility: Exceptional
Constitution: Exceptional

Greater Dreams:

The Hateful: A titan of a beast that reaches 3 meters on all fours and nearly doubles that when standing on both legs. Its head is draconic, its mouth that holds teeth sharper than any sword and releases a freezing mist, its main body is that of an enormous wolf, and its tail is a long, shadowy appendage that is covered in countless hooks that easily sink into flesh and get stuck. Early in its existence The Hateful was exposed to an enormous amount of arcane energy and since then it has been immune to all but the most powerful magecraft(treat as Magic Resistance: High). It can grow extremely angry at singular targets and persistently pursue them until it is unsummoned, the target dies, or it dies.

Strength: Superhuman
Agility: Supernatural
Constitution: Supernatural

The Hidden: A being who specializes in stealth and speed, it is impossible to see within the black cloak that it hides under. If you shine a light in the darkness persists and anything that enters the cloak simply vanishes. Entire arms have been known to simply disappear when pushed inside. The Hidden makes no sound at all, electronic equipment fails to record or recognize it, it doesn't give off any scent, and it has the ability to turn invisible(even without all of its special abilities The Hidden has the equivalent of Presence Concealment: A). It also carries around multiple knives and it generally disposes of bodies by pulling them into its cloak.

Strength: Supernatural
Agility: Superhuman
Constitution: Supernatural

The Endless Dreams: The dreams of the being at the center of everything never truly end. They shift, change, and return in a myriad of different ways. Dreams that have been destroyed will eventually resurface but they will never be the same. Anything from a mere cosmetic change to a completely different personality can occur. It can take days or even weeks for a dead dream to return.

Equipment:

The Scepter of Danu Talis: A creation of The Scholarly that David had commissioned near the beginning of his existence. It is long enough for him to use as a pseudo walking stick but it does have use in combat. The top of the staff splits into four spikes with a blue orb of energy between the four parts. When he wills it the orb will shift hues to a menacing red-orange and release a blast of energy with force equivalent to an RPG.

Origin: Something exists at the heart of everything. Its flesh is stars and cosmic fire. The rivers of time flow through its veins and endless universes lay within its heart. Its eyes see what was, what is, what will be, and what will never come to pass. Its mind holds the key to even the most unknowable secrets and contains the core of knowledge itself. Every breath it took pushed back the inevitability of nothingness, and every movement it made shattered the very idea of impossible. Now it sleeps. He is not it. He is but a dream. An idle fantasy made real.

Weakness: David has the physical capabilities of an average human and is as squishy as any regular person.

Likes: Living, taking naps, getting work done, driving, his siblings

Dislikes: wasteful actions, extreme laziness, pessimists
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on March 06, 2015, 02:34:41 AM
Name: Natara

Race: Corrupted Human

Age: 22

Height: 5’ 9

Weight: 135 lbs.

Appearance: (http://i.imgur.com/Go5KxGZ.jpg)

Physical Attributes

Strength: Human

Agility: Human

Constitution: Supernatural


Other Abilities:

Prayers of the Forsaken: As a Caretaker of The Chalice Natara has been made privy to specific words and phrases that calm the prisoner that stirs within it. Due to her own closeness and experience with the prisoner Natara is capable of convincing the prisoner to take action and defend her without attempting to leave, however this can only work as long as there is enough blood and death to satiate it so it does not attempt to escape its weakened bindings.

Tainted Blood: Natara had a few droplets of the black liquid that The Chalice is constantly filled with introduced into her bloodstream at a young age. Because of this her stamina and the overall toughness of her body increased and she also heals faster than a normal human. It isn't effective in a combat situation but it does lessen the time it would take to recover from some wounds and helps her endure the prisoner's games. Due to her altered blood she is also capable of perceiving spiritual entities and beings similar in nature to the prisoner.

Rites of the Damned: When she was young Natara was much more receptive and willing to listen to the prisoner who she watched over. During this time it taught her many great and terrible things about it and the powers it held. Because of this she has knows many rituals that invoke the power of the prisoner and some that can even call out manifestations of its might to fight at her command. She can also manipulate the black liquid in so that it infects weapons and grants them incredible abilities. Because of her own fear of the prisoner and the thought that this may weaken its prison she rarely ever uses the Rites.

Equipment:

The Chalice: A beautiful cup made of gold that is filled with a pitch black liquid. It is an ancient artifact that had been converted into a prison for the ‘god’ that is trapped within. However even something as ancient and powerful as this cannot keep the entity’s own power and influence at bay.

The most noticeable failure in its design is the black fluid that endlessly pools inside The Chalice. It is a toxic and dangerous substance that dissolves or corrupts all and any things that touch it. It can also be manipulated if Natara loosens the bindings and directs the prisoner with the Prayers of the Forsaken. If large quantities of the liquid is poured onto the ground then manifestations of the prisoner’s might can be summoned if The Rites of the Damned are used.

Those who touch The Chalice or sleep while it is close to them make themselves vulnerable to the maddening whispers of the prisoner. The words, if they can even be called that, are unintelligible but they still hold power beyond the language of mortals. Only those with extremely potent willpower can resist the call of the prisoner, however there is also another way. Those like Natara who have had the black taint of The Chalice in their veins can resist the whispers better than any other being. This is because they can understand the prisoner’s words.

Another feature of The Chalice is the sickening aura it exudes. It is a repulsive, oily thing to any good and moral person, however to the Caretakers The Chalice is no different from any other cup. This aura is in fact so unnatural and evil that it takes effort for people who aren't corrupt or a Caretaker to not outright attack the cup. The sheer disgust one feels at the sight of it makes attempting to destroy it the first instinct of most who see it. Those with a lack of any concern for morality can see it as a normal cup while darker beings are attracted to it like moths to a flame.

The Chalice is also an incredibly tough and resilient artifact. Against magic it boasts an impressive resilience that disrupts the spells of all but the greatest of magic. Weapons that are not magical in nature will simply fail to harm it at all and even the greatest magical tools would only leave a scratch that Natara can easily repair. Only the most powerful weapons or magic may hope to destroy The Chalice, however its destruction will only lead to the freedom of the prisoner.

Within the Nexus the prisoner has seemed to gain more control over The Chalice. While outside of Natara's grip it has the ability to move around. Vanishing from one place and ending up in another. However there are things that it can do within the grasp of its warden. Altering its temperature to freezing cold or burning hot for short periods of time or slightly shifting in order to burn Natara with a few drops of the dark liquid The Chalice contains are some things that it is capable of.

Origin: Although the method that was used to seal away the prisoner had been forgotten the ways used to maintain its prison was recorded. Children are taken in from a young age and are trained to be the Caretaker of The Chalice. Natara was one of these initiates and eventually succeeded in becoming the Caretaker and formally began her duties at the age of 12. Once transported to the Nexus along with The Chalice she has gone through a reasonable amount of hardship. Sleep has become a distant memory considering that she cannot trust The Chalice not to escape her and enter the city. Her appetite has been greatly diminished and she spends most of her waking hours satiating the prisoner by allowing it to kill and devour in order to distract it from escape. 

Weakness: Normal human weaknesses for the most part. She also values keeping The Chalice safe over her own personal safety which can be used against her.

Likes: Sleep, quiet company, chocolate

Dislikes: The Chalice, being unable to sleep, loud places
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: SINIB on March 13, 2015, 08:23:21 PM
(This will replace Luvia)
Name: Hakumen

Race: Unknown(Human formerly)

Age: Unknown

Height: 208 Cm

Weight: 155 Kg

Appearance:

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

I am the white void. I am the cold steel. I am the just sword. With blade in hand, I shall reap the sins of the world, and cleanse it in the fires of destruction! I am Hakumen! The end has come!

Physical Attributes

Strength: Fantastic

Agility: Incredible

Constitution: Legendary

Magical Ability: None:
Hakumen is capable of recognizing most forms of magic, however he is incapable of using any magic himself.

Other Abilities:

Moveset

Overwhelming Presence:
The presence of Hakumen alone can terrify others to a tremendous extent.  Upon their first encounter Ragna was terrified of him, able to feel the pressure that exuded from Hakumen. The faceless mask that he wears is a terrifying sight to behold, and when he is serious those around him can feel the sheer power that Hakumen possesses. This is to the point where even Hazama and Relius, two of the main villains of BlazBlue, are utterly terrified of fighting him at the same time.

The Power of Order:
A mysterious power that apparently comes from the ability to hold true to one’s convictions, no matter what. Those who hold the Power of Order can destroy phenomena and resist intervention of many kinds. Also personified by a willpower exceeding any before seen, Hakumen was able to live for 90 years in the Boundary, a plane at the Edge of the Universe, without losing any of his sanity. He has been proven able to nullify attempts to teleport him through sheer willpower, and other such attempts will likely meet with the same fate.

Time Killer:
This is Hakumen's most fearsome attack. His ultimate move, it uses the full power of the Susano'o and Okami to destroy the time of its target. It instantly kills the target by annihilating the time between now and its eventual death, even if that said time exists at the end of time. This move can even send an immortal onto its final journey, it is truely the deadliest technique Hakumen possesses.

However, this technique is not without its limitations: it takes a good deal of time to prepare, and using it is incredibly taxing on his existence, to the point that even while under observation it can cause his form to waver and fade away if it is not reaffirmed by a truely powerful observer.

Phenomena:
Hakumen is a phenomena at this point: his body isn't supposed to exist anymore, and as such requires constant observation, or the affirmation that he truely does exist, at all times. In the Nexus, Noel Vermillion serves as his observer, although neither of them know of this fact. What is listed on the sheet is what he normally has, however, if Noel were to actively observe him at some point, such as when she observed Ragna in CP, more of his true power would be able to manifest temporarially, increasing his abilities greatly.

Equipment:

Interfectum Malus: Ōkami

Hakumen's enormous nodachi Nox Nyctores. It takes the form of an immense two meter long blade with a blunt tip. It negates ars magus, magic, and seithr within a certain distance. It is an extremely sharp sword, capable of cutting and permanently damaging the murakumo units as they were warm butter. Hakumen is capable of using it to cut through space and time through the combined use of the Susano'o unit.

The Susano'o Unit:

The white armor Hakumen wears; it grants him limitless energy and incredible power. It is one of the Sankishin, the three original units, and as such draws energy directly from the boundary and as such is immune to interference with his power source. It's white surface is covered with small fully functional eyes which he sees from, giving him omnidirectional sight. It is completely indestructible, capable of weathering the strongest of blows. However, it's true purpose is to slice through time without causing a paradox.

 Origin: Hakumen is one of playable character of the BlazBlue video game series, and the sub-boss of the first game. He is widely regarded as one of the strongest characters to the point where the player is told to proceed with caution when fighting him, or at times to simply run away. He is revealed to be a version of Jin Kisaragi, Ragna the Bloodedge’s brother, from an alternate timeline, where he was thrown violently into the past after diving into the Cauldron after his brother. He awoke a little over one hundred years in the past, just a little before the arrival of the Black Beast, and was heavily injured. There, he met the vampire Rachel Alucard, who offered him a chance to become a true hero. He accepted. Discarding the name Jin Kisaragi, Hakumen was born, wielding the Nox Nyctores Ōkami and the power of the Susanoo’o Unit. As time passed, he became the leader of a group known as the Six Heroes, who banded together to stop the Black Beast once and for all, and passed the secrets of Ars Magnus (magic) to mankind.

At the end of the war, Hakumen personally slew the Black Beast, and went on to travel with a companion of his (who would later become Ragna’s master) in order to find and close the Cauldrons, which had begun to spread toxic seithr (mana) across the world. While doing so the two encountered Yūki Terumi, who had been freed from the shackles of the control spell that was placed on him. As they were near an open Cauldron, Terumi had the advantage from the seithr seeping into the air, and would have overwhelmed Jubei and Hakumen. As it stands, Hakumen urged Jubei to use a special power contained within his right eye, forcing Terumi to be moved directly onto Hakumen’s blade. As soon as that happened, Hakumen threw Terumi and himself into the Cauldron, urging Jubei to close it behind him as he did so.

Hakumen has since found himself in the Nexus and now wanders through it, destroying many vampires and werewolves and becoming known as the white death among them.

Weakness: Hakumen is extremely prideful and stubborn, to the point of refusing to work with his allies even when he knows it's nessecarry at times. As a phenomena, he requires observation in order to maintain his existence, and as such killing his current observer will cause him to fade away.

Likes: Tsubaki, Order, Jubei

Dislikes: Terumi, the Black Beast, Ragna, Nuclear Weapons, Terumi
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Panda on March 17, 2015, 09:49:53 PM
Name: Cole MacGrath

Race: Human (Conduit)

Age: Early 20s

Height: ~6' 0"

Weight: ~160 lbs

Appearance:

(http://i.imgur.com/ANKhca3.jpg)

Physical Attributes:

Strength: Exceptional

Agility: Exceptional

Constitution: High Supernatural

Magical Ability: None.

Other Abilities:

Parkour: Before the Ray Sphere Incident, Cole was a bike messenger and an urban explorer. He is well-adapted to navigating the urban jungle and is skilled at getting from point A to point B in as little time as possible on foot.

Martial Arts: Cole is adept in martial arts, and can enhance his attacks further by charging his hands and feet with electricity, making getting hit by him be the equivalent of taking a hit from an overcharged taser in addition to being the equivalent of being punched/kicked in the face/whatever it was he hit.

Enhanced Physicality:  As a Conduit, Cole MacGrath's strength, resistance to injury, reflexes, agility, and physical abilities have all been enhanced to levels beyond that of any normal man. For example, he is capable of holding up building support beams without use of his powers and by himself without issue. He can also survive free-falling from any height without issue. He can also withstand large amounts of gunfire without any real issue. However, while he is capable of taking a lot of punishment, he is by no means invincible. Taking a direct hit from something like an RPG is out of the question for him.

Accelerated Healing: Cole gained an accelerated healing factor from the Blast, able to quickly heal any damage his body takes in, due to his body's natural ability to heal being greatly accelerated, through the stimulation of Cole's muscle tissues and his immune system when electricity isn't available. Cole was rendered impervious to most diseases except for the strongest ones, such as the extreme toxic gases that Kessler's air balloons had released (by-product of Sasha's mind-controlling Black Tar). Even these toxins did not give the user complete control over him, only causing him a lot of pain and draining him of his powers temporarily. His healing ability is further accelerated when Cole actively absorbs electricity (Electric Drain)

Electrokinesis: Cole is able to channel electricity in and out of his body in a variety of ways. Some examples are below.

  • Radar Pulse: Radar Pulse's primary use lies in detecting energy sources and Blast Shards, but can also be used to track nearby hostiles. Can also be used to aid in tracking the faint echoes created by Psychic Vision.
  • Psychic Vision: This is one of the few non-offensive powers Cole gains. It involves Cole touching somebody who is usually recently dead to extract their residual neuro-electric energy from their neurons' synapses to create a faint outline of the deceased's or the killer's recent path.
  • Induction Jump: This move allows Cole to reach higher places with environmental obstacles such as cars and electrified rails.
  • Gigawatt Blades: Cole forms blades of pure energy around each of his hands which allow him to cause massive amounts of damage while melee attacking. This technique channels a high concentration of electricity to Cole's hands. The amount of energy is so great that it becomes visible. This produces heavy amounts of damage that is fatal to anything that isn't as hardy as a Conduit. Even then only Conduits with abilities that let them armor themselves (Dust Men Conduits, whose powers let them form Golems made of junkyard scrap around them, are a good example) or who are just extremely hardy by themselves can withstand more than one strike from the Gigawatt blades. The trade-off here is that the Gigawatt blades are single use, have to be retriggered after use, and use a fair bit of energy.
  • Lightning Bolt: Cole's primary offensive ability is to fire an Electrokinetic bolt of lightning out of his hands and onto any target he has it aimed to. This bolt passes a current through any target, stunning enemies, electrifying bodies of water (thus killing anyone in it), or charge up electric devices. The power packs a fair bit of punch, capable of killing human enemies with only a few hits, with other Conduits a fair bit more. In truth, the bolt is more like an extremely long-range static shock, crossing the distance from Cole's hand to the first thing it strikes almost instantly. After activating the Ray Sphere for a second time, Cole's lightning has become even more powerful, with a single direct hit usually being lethal to most humans and only a few more achieving the same results with normal Conduits, though Conduits with some sort of ability to armor themselves fare slightly better.

    Additionally, landing a head-shot with a bolt will trigger a massive electrical explosion, usually killing the target and severely wounding those around them, if not killing them outright as well.
  • Precision: Cole can heighten his senses and amp up his reflexes massively by "overcharging" certain areas of the brain to make his shots more accurate, increase the range of his bolts, and make each shot much more powerful than the standard shot.This mode quickly drains him of energy, each bolt thrown in this state carries a substantial cost, and Cole can't fire them nearly as quickly as he can fire normal bolts.
  • Arc Lightning: A continuous stream of lightning shot from Cole's hands that chains off of conductive surfaces and enemies. The lightning can branch off infinitely within its effective range, striking any conductive object in range (Think Sith lightning.). This power makes quick work of most foes, human and Conduit alike, and triggers massive electrical explosions upon death.


Electromagnetism: This allows him to use electricity in order to generate magnetic and anti-magnetic effects. Some possible uses are listed below.

  • Kinetic Pulse: Cole uses this power to effortlessly lift a variety of objects ranging from chairs, tables, crates, and barrels to heavy objects such as cars and dumpsters, and throw them as a projectile towards enemies. He is able to launch the object in any direction he so please with a shockwave. For some reason, objects thrown in this manner will always release an explosion upon impact.
  • Thunder Drop: Cole jumps from a high place, charges his body with electricity, then hits the ground at full force, sending a massive shockwave of energy in all directions, with the size of the shockwave varying depending on how far he fell. Anything caught within the blast radius that can conduct electricity is also electrified.
  • Shock Grenade: Using his powers, Cole binds an explosive kinetic charge with Electromagnetism and throws it, with the charge exploding a few seconds after impact. The charge bounces off walls and sticks to active hostiles and friendlies alike. At his current level, Cole launches a cluster of seven of these grenades that separates upon impact, with each individual grenade causing significant splash damage. Creating one of these clusters consumes a fair bit of energy.
  • Megawatt Hammer: Cole traps a massive explosive charge in a swirling rocket-like mass, that explodes on contact. This attack can pass through chain link fences, which Cole's normal attacks can't pass through for the most part. At this level, there are six mini-rockets attached to each 'main' rocket that attach themselves to targets before exploding.
  • Shockwave: An electric shockwave that can be used to push people and objects out of Cole's way, this move can send cars flying into the air without much issue. At this level, this blast is immediately lethal to most humans, electrifies anything caught in it, and causes cars to blow up.
  • Static Thrusters: Allows Cole to 'hover' in the air for a few seconds before gravity takes over. Regardless, it allows him to slow his fall and to glide to a degree. At this level, there is a moment of up-thrust before the hovering stage.
  • Induction Grind: Allows Cole to grind along metal wires and railings at a very rapid speed. At this level, Cole will continuously recharge while grinding.
  • Polarity Wall: Cole creates an electromagnetic force field to protect himself from most forms of harm. The shield is almost completely impervious to gunfire, though it only blocks in one direction. Additionally, it can block some conduit powers. At this level, any projectiles absorbed by the shield will recharge Cole.
  • Bio-Leech: Drains the neuro-electricity from a target's brain, completely healing Cole and restoring his energy. At this level, Cole experiences a brief high after successfully draining someone where he is briefly overcharged by the sudden influx of energy.
  • Pulse Heal: Heals downed people with a quick burst of electricity.
  • Arc Restraints: Creates electricity-based restraints that hold the target to the ground.
  • Lightning Storm: Calls down a literal lightning storm from the sky, carving out a trail of carnage in the area. All but the hardiest of foes are exterminated by this ability like moths coming too close to a fire. It doesn't need to be said that most vehicles don't even stand a chance. While this is the costliest of Cole's powers, requiring an investment to summon and further draining him as it is used, Cole can move the lightning strikes in any direction except for back towards him and can direct where they are summoned.

Equipment: A phone, a camera, and a walkie-talkie, all modified to not explode when he picks them up, and the clothes on his back.

Origin:

Before the blast, Cole MacGrath wasn't someone you'd usually notice. Just a bike messenger, a guy you wouldn't know delivering packages to people you'd never see.

Then the blast happened, and city blocks were reduced to rubble, countless people killed in the blast, and Cole was right in the center of the blast. He wasn't just fine. It turned out that he was a Conduit, and the explosion awakened his powers.

After a long recovery, Cole finally gained control of his powers. By that time, the city had been placed under quarantine and three gangs, the Reapers, the Dust Men, and the First Sons, had each carved out a section of the city for their own. After a botched attempt to escape the quarantine, Cole returned to the city under instructions from an FBI agent to retrieve a man she claimed to be her husband. Cole slowly worked his way through the city, his powers developing and growing stronger as he went along. Along the way, he found the identity of the device that he'd been carrying on that fateful day.

The Ray Sphere had been specifically designed to awaken the powers of people like Cole, known as Conduits, through the sacrifice of a large number of normals. And Cole, along with his longtime friend Zeke Dunbar, found another one. A long and bloody battle, followed by betrayal and tragedy in turn, left Cole no closer to a way out, and in fact short a few friends. Zeke defected to the First Sons after failing to use the Ray Sphere to gain powers of his own, following the advice of the leader of the First Sons, a man named Kessler. Trish, Cole's longtime girlfriend, died soon after when Kessler tricked Cole, forcing him to chose between saving Trish and a group of doctors, only for 'Trish' to turn out to be a decoy, with the real Trish disguised as one of the now doomed doctors.

Yet more destruction and carnage would pass before Cole would finally find the man the agent had sent him to find. With his help, Cole finally finds the second Ray Sphere. Realizing that using it again will likely make him more powerful, Cole activates the Ray Sphere. John, the man in question, tried to stop him, only to be sucked into the vortex created by the Ray Sphere. Now more powerful than ever, Cole finally confronts Kessler. After a long hard battle, Cole finally deals the finishing blow. His revelry is cut off, however, when Kessler shows Cole a vision of the future to reveal that he is another version of Cole. One whose world fell victim to a seemingly unstoppable conduit known as 'The Beast'. Kessler had initially run away, but soon there was nowhere to run. In a moment of desperation, Kessler had gone back in time to prepare the past version of himself for the confrontation, arranging all the events just so Cole would be ready.

But, alas, it was all for naught. Cole cared not for the Beast. All that mattered was that he had power, and that gave him the right to rule over the city. A freak accident transporting him to the Nexus a few months later didn't matter too much to Cole, only that he had something to satisfy the boredom that had been plaguing him since tearing Empire City down on a whim.

Weaknesses: Large bodies of water (He'll electrocute himself if the water is deeper than waist-high), Chain Link fences (most of his attacks will get caught on the fence, leaving anyone behind said fence free to shoot away at him), his healing factor only keeps him going for so long, enough damage sustained within a short enough time frame will kill him, when out of energy, Cole can only perform minimal actions and attacks. Also, Cole's body reacts to the energy that's surrounding him. If energy is absent in the area, he will weaken, which makes him even more vulnerable, considering that there is no where for him to absorb electricity.

Cole is unable to use guns, for the gunpowder reacts to the electricity at the palm of his hand, heating it up enough for the gun to explode. For this same reason, Cole can't sit in a car, though he can stand on top of one just fine (his rubber shoes insure this.)

Likes: Becoming more powerful, getting to have his way, Zeke, Trish (though this is a bit of sore spot for him)
Dislikes: Kessler, Sasha, Alden, Zeke, water, chain-link fences, guns, large bodies of water.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on March 18, 2015, 03:25:30 PM
Name: Urthemiel, Dragon of Beauty

Race: Old God

Age: 1000+

Height: 6 feet 2 inches

Weight: 165 lbs.

Appearance: Urthemiel was worshipped as the Dragon of Beauty for a very good reason. Even though he is male constellations of beautiful women that were attributed to him and his status as the Dragon of Beauty have  influenced his human appearance. Urthemiel embodies the best in both men and women and that is made readily apparent by his facial features. He combines masculine features and feminine features together in order to create a flawless synergy that makes it almost impossible to tell whether he is a guy or girl but achieves a beauty that mortals cannot reach. His skin is relatively pale and his luscious, raven black hair reaches down to his waist and is tinged at its edges with a light purple. Urthemiel’s eyes reflect his draconic nature much more readily with slitted pupils and the deep purple that matches his dragon form’s scales exactly. His style of clothing often changes but he does favor slightly bulky clothing with long collars to confuse other people.

As a dragon:

(http://i.imgur.com/jwov1SW.jpg)

Physical Attributes

(Stats) = The stats of Urthemiel’s dragon form.

Strength: Exceptional (Fantastic)
Agility: Exceptional (Exceptional)
Constitution: Exceptional (Fantastic)

Other Abilities:

Magical Ability - Extremely High: Mages call upon their internal stores of mana in order to draw power from the Fade, a mystical realm that is formless unless the will of a powerful enough being enforces its imagination to give the Fade more substance. Urthemiel is one of the Old Gods, powerful entities that either were or assumed the form of dragons. All of them have shown the capability to navigate the Fade while they sleep. Urthemiel may not be the strongest of his kin but his ability to manipulate arcane power is still far beyond that of many magic users.

Schools of Magic: Mere formalities to a being that has delved as deep into the Fade as Urthemiel, the schools of magic were created by mortal mages to categorize magical phenomena.

Arcane: The most basic of all schools and the basis upon most mages hone their craft. It is mostly made up of abilities and training that help a mage master his craft in general but there are a few more direct spells to help a spellcaster. The Arcane Bolt is a relatively weak spell and is more fit to killing perfectly average humans than anything even remotely supernatural, yet it has the curious ability to phase through objects to directly strike at an enemy which is rather useful despite its lack of potency compared to Urthemiel's other spells. The other spell is a purely defensive one. the Arcane Shield. In its most basic form it helps divert attacks from the caster but doesn't make stop them from being hit if the strike is accurate enough, but Urthemiel has mastered its use so that it allows her to step partway into the Fade. This grants her Magic Resistance: Medium and is capable of dodging purely physical hits as long as they aren't accurate enough strikes to hit her directly. Glancing blows and the such are much less likely to hit.

Primal: The most offensive of all the schools is the Primal school. The elements bend to Urthemiel’s commands for terrifying effects. Fire can be launched as a stream, ball, or unleashed as a destructive column of swirling flame. Earth can coat the Old God’s body and shield it from harm, be fired in chunks at enemies, or Urthemiel can cause a minor earthquake that makes enemies lose their footing but will not cause massive damage unless the ground is already unstable. He can also turn the earth into a thick mud and harden it again to trap people. A powerful form of earth magic involves entombing an enemy in solid stone. This can only really trap enemies with normal strength. Ice can be released as a stream that coats everything in its path, chilling air can swirl around an opponent and freeze them, and terrible blizzards can be conjured. Then there is lightning which can be fired as countless bolts from Urthemiel’s hands, a single blast can be fired from longer distances, raging tempests can be called, and electricity that leaps from one target to the next can be fired. Urthemiel can use any of the elements to enchant the weapons of her allies to give them an extra boost against enemies.

Creation: The school of creation can be used for healing but also includes the creation of glyphs that affect the battlefield. Urthemiel can cast healing magic on himself or on others. He is also capable of inscribing glyphs that can paralyze, put others to sleep, send out waves of repulsion, ones that ward an area from attacks, and glyphs that neutralize the magic of a caster and his spells. The first two can be resisted by beings with enough strength although due to Urthemiel’s magical prowess it requires a significant level of physical power to completely ignore glyphs. He can also create a mobile barrier around him and others but it will weaken over time.

Spirit: A school that deals with anti mage spells and very dangerous spells involving the body. With this school Urthemiel can release a wave of his own mana to destroy his opponent’s which causes a powerful backlash effect on the victim, convert corpses into mana, create a powerful, damaging curse that makes the victim explode upon death which transmits the curse onto any other enemies near, and it allows him to animate corpses which lets him make use of a dead enemy’s skills at the cost of the subject’s intellect. There are other, more efficient ways to nullify magic. A shield can be created to absorb the mana from a spell and send it to the Fade. This weakens the magic and when used in conjunction with Arcane Shield it can nullify some weaker magic with ease, and even some higher grade spells can be made inconsequential. For a mere ten seconds Urthemiel can place an anti-magical ward on someone that grants them Magic Resistance: Extremely High for a few seconds. Due to its high cost compared to his other means Urthemiel prefers to use it only in dangerous situations. This ward cancels all magic, which means the person cannot be healed or buffed either. He can also dispel existing magical effects like barriers, buffs, debuffs, and even wards.

Shapeshifting: A less well known form of magic but still quite formidable. It requires one to know extensively about the being they wish to become and a fair amount of mana depending on how large the creature is. Urthemiel can shift into his original dragon form, a dog, a bear, and a myriad of beautiful birds. This also allows him to shape his physical features while in human form. The magic necessary to shift shapes makes using magic in his other forms impossible without reverting back to a human, so for example he is restricted to physical strength and fire breath when transformed into a dragon.

Blood Magic: A forbidden and sacrilegious art. Blood Magic requires the sacrifice of life energy in the form of blood in order to perform its spells. With this art Urthemiel can fuel and enhance his normal spells with blood, boil an enemy’s blood in their veins, heal himself, drain the residual life force from corpses to heal himself, or control another living being by damaging himself or someone else. The blood control can be resisted if one has a strong enough will but it is still very damaging to someone due to the manipulation of their blood. This control is also considered as both a physical and mental manipulation and can be overcome by a strong enough will. Blood Magic also allows Urthemiel to summon demons and spirits from the Fade and bind them to his will. If a wound or death was violent the blood magic becomes more powerful depending on how violent it was. Urthemiel can also perform blood magic rituals with his dragon blood to create Reavers.

Urthemiel can also visit other people’s dreams while he sleeps and can speak with them from within the Fade.

Other Abilities:

Dragon of Beauty: Urthemiel will look good in anything. From the flimsiest rags to the grandiose garments of a king Urthemiel manages to look fantastic at all times. He is also much more graceful than normal humans and it is extremely difficult for him to trip, slip, or fall even in the most trying of circumstances. As a man he is handsome beyond compare and as a woman the Old God is beauty unparalleled. He is also an excellent artist, cook, actor, and an occasional poet. He is also masterful with nearly any instrument that he uses.

The Calling:

“It was the most beautiful thing she’d ever heard. Aching and ethereal, it seemed to pull her toward a memory of nostalgic bliss that she had somehow lost..."

All Old Gods call those who have the Taint within them towards their prisons within the earth. When close enough the sound is clearly audible and not simply something resonating into the minds of the tainted ones through the Blight. While there may be no darkspawn in the Nexus the terrible beauty and awful yearning of the call is in no degree lessened. It may mesmerize people with its wondrous song and quicken hearts with the urgency hidden under the euphoric notes but it does not control people in any way.
 
Intuition: The Old Gods were fascinating beings with an ability to sense things that they shouldn’t be able to and this trait is retained by Urthemiel. He can sense mages and easily pick them out in a crowd and can also tell if something is immortal due to sensing that their blood is “old”. He can also sense if a being is affected by magic. Certain races can also be distinguished such as humans, elves, Qunari, and those touched by dragons or who are dragons.

Origin: The Old Gods are enigmas even to the greatest minds of Thedas. some consider them to be powerful spirits, simple yet powerful dragons, or even deities. Regardless Urthemiel cares not for their trifling assumptions. After the Fifth Blight and the extraction of his soul into the body of a newborn Urthemiel was eventually lost after being extracted by Mythal. His soul waited for a long time until it called out to a powerful mage which he bargained with and  possessed. Then he journeyed across Thedas for some time until he arrived at the Nexus. This is something he has found incredibly pleasing due to the fact that the Chantry apparently does not exist here. Without any Templars hunting him or any enemies at all he makes himself quite comfortable in this cesspit of a city. While he is still powerful and free from the Taint the scars left by the experience were not pleasant and have weakened Urthemiel.

Weakness: Urthemiel is much more fragile in his human form than in most of his others. His physical attributes are greatly reduced to match his frail body, so a blade to the heart will slay him and even transforming into a dragon will only magnify the wound so it retains the same damage. He is also incapable of using any magic while in a different form and must rely on the natural abilities of the creatures he transforms into.

Likes: Beautiful things. The Dragon of Beauty is delighted with aesthetically appealing people and things, but also finds a few personality traits beautiful as well.

Dislikes: Ugly things. Objects that look or smell foul are things that Urthemiel detest and he also finds quite a few personality traits quite ugly as well. He also dislikes scars.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Beyond on March 22, 2015, 04:39:51 AM
Name:  Keji Ki
Race: Human
Age: 19
Height: 6'0
Weight: 170
Eyes: Green
Hair: Black
Appearance:
Despite his geeky appearance, his body is in fact, well toned though not particularly muscular. He's a relatively athletic person for his age.
(http://i.imgur.com/gKey44C.jpg)

Physical Attributes:

Strength: Human
Agility: Exceptional
Constitution: Exceptional

Magic Ability: Mundane - Incapable of magecraft.

Other Abilities:
Willpower: If there was a parameter that Keji could be said to be talented in, it would be willpower. For starters, it's usually difficult to motivated him to do something - let alone protect it. However, once he is determined, Keji will stop at nothing to fulfill the task. Nothing can prevent him from continuing to persevere - Not hypnosis, not illusions, nothing. Split the universe in half and he'll still retain an unwavering conviction to do what he has decided for himself.

Willpower Manifestation - Stand (Yes, JoJo): Keji's incredible willpower enables him to manifest it in a physical form. It's equivalent to the stands that you see in JoJo. The Stand retains the same physical parameters as Keji does at all times - Temporarily enhancing his strength will also enable the Stand's for instance. Injuring the stand will also reflect the same injuries on Keji. The Stand has a range of 20 meters away from Keji and cannot individually move past that point. Something particular to note about the stand is its superhuman precision, reaction time, and sight however. Though Keji himself is not bestowed such abilities, it only takes a second for the stand to transmit the information to Keji.

One Man Army: Keji's physical parameters gradually increase as there are more people present. This is more or less limited to how many people he can perceive. The definition of 'people' extends to all living lifeforms capable of a certain level of intelligence' (Vampires would fit this definition, while canines and corpses would not). Pit him together with a million people and you'd have a game-breaker before you - He's still helpless if you put 5 people together who each all individually outclass him.

Union: Keji has this charisma that strangely bewitches and appeals to others of all shapes and sizes. It's akin to Lancer (F/Z)'s gaze and perhaps the mystical eyes, except it isn't forceful. One can choose to reject or accept it - And it's meant to be a mutual vow to become buddies with everybody. Well, almost everyone.

He also has some experience training Bajiquan (Kotomine!) and Muai Thai.

Equipment: Headsets, Cellphone, Laptop, Glasses

Origin: A regular high-school graduate. He grew up spending his days in the arcades, grinding matches at the cabinets while studying how to use to computers. He was never a social outcast, but also never possessed exceptional characteristics that would normally enable others to notice him. Over the course of the years, Keji grew to often switch 'n' change his weekly or monthly obsessions. Take for example: programming, fitness, wall 'ninja' jumps, designing 'great-tasting' energy drinks, pen-spinning, playing chicken, and so on.

One day, the Nexus popped out of nowhere and spontaneously pulled him in. He grew to become slightly familiar of the world, realizing that supernatural beings do in fact, exist here.

It didn't take long before zombies came after him - The weakened type that had the durability but not enhanced physical parameters. In the spur of the moment, Keji awoke his stand. It didn't help him too much in the battle given that he was cornered, but it enabled some lee-way to run away because the hit-while-running approach was now possible.

Right now, he works part-time in a dessert-cafe, looking for some thighs and eventually, a way out of this messy world.

Weakness: Legs. For this one fetish will cause his downfall - To this day, he is still looking for a perfect set of thick legs to hold and caress.

Standard human weaknesses also apply.

Likes: Legs. Thighs in particular. 'Thick' legs covered with black thigh-highs absolutely drive him nuts even if his facial expression says otherwise. He's also relatively fond of technology (smartphones, laptops, gadgets), mixtures of fruit-juice, manga, His parents, sharp-tongued women and heroes.

Dislikes: Coffee and tea. Loners and depressed people also get on his nerves - Basically anybody who isn't open to socializing.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on March 22, 2015, 11:59:37 PM
Name: Tohuw Balagan

Aliases: Lliterally anything he comes up with

Race: Demon

Age: ???

Height: ???

Weight: 764 lbs

Appearance:

When he isn’t trying to be sneaky shifty, Tohuw assumes the form of a fairly young man, seemingly in his early 20’s. Short brown hair and a pristine face, his blue eyes woo all the ladies (to his dismay). He is rather lean, without any visible bulk, although he is actually quite more athletic than he lets believe. His most prominent feature his the single fang that sticks out, and his tail. He tries to hide it, but it’s hard, it always moves where he doesn’t want to! However, this shape he takes is but a mere facade, one of the many faces of the demon called Tohuw Balagan.

(http://i.imgur.com/CyBqN70.jpg)
His true form is one of an unsightly blob, a mass of cancerous meat goo far too disgusting and unsightly to belong to a living creature. It's swollen blisters and writhing blob-like blob are of a dark black-ish tint, numerous eyes of all possible colours, shapes and sizes bulging out of the mass of flesh.

Physical Attributes

Strength: Exceptional

Agility: Incredible

Constitution: Exceptional

Magic Scale: High

Tohuw is extremely proficient in magic, possessing the ability to bend reality itself to a degree and cause phenomena that defy logic. Truly his magical prowess embodies his chaotic nature.

Animation: The ability to give life to inanimate objects. As long as it is not magical or organic of nature, Tohuw can bring it life. Street poles will act like snakes, tables will walk, books will fly, armours will fight in his stead and so far so forth. As long as his imagination allows it, the object can be animated in any way possible. However, this magic is by no means invincible.

For one, a light emanating from the demon’s left hand must light objects animated. Very bright, if one was to cover the object or block the light trough any means, the animation would not occur. It must also be noted that the larger the object, the stronger the animation will be, thus the longer it will take to animate. While the time to do so is not too long, the window is exploitable by all means. Finally, the animated objects are still… objects. You will be fighting drawers and chairs yo. That is dope, but like, if you can break the chairs and drawers, it’s all good and stuff until Toe fixes it and it all starts all over again. Eventually he'll tire out though, so that is a plus.

Order degradation: The ability to bypass the laws of chemistry, physics and logic. You don't need them when you are awesome anyway. Floating, walking vertically and ignoring friction are all possible to him. Making things heavier then they should or making people or objects float at his leisure is also possible. To add more, he can change other objects’ properties, such as turning your computer liquid (not melting it, turning it runny like water) or turning liquid into a solid-like substance. Oh, he can probably walk on water too. This ability is mostly suited for modifying silly meaningless things, like color. Turning people green is fun and games. However, it can also be used to undo nearly any damage he causes on physical objects, and its uses in combat cannot be underestimated.

Imagination manifestation: Tohuw can manifest mundane physical objects such as glasses, toys, umbrellas, giant screws, candy canes, cakes, tables, statues and the like. He could make weapons appear out of thin air, but that’s no fun, so he won’t. Unless it’s a gun that shoots potatoes or something that is. Or unless he takes you seriously, which he won't.

He may not animate objects he manifests, and there is a limit to how much he may manifest at once. Said limit, while not massive, is clearly finite. He could make a hundred screws pop from the ground if he tried, but he couldn't make a thousand or a million no matter what. They are not as hard to break as metal at most, and even then they can be shattered with enough force. That is because Toe sucks at physics and cannot imagine how molecules work. Let's say he makes a cage of cold iron, it will not be as tough or heavy as actual iron (although still pretty close if he actually puts his heart into it.) Creating objects of grand design is also much, much harder, for he must imagine every single detail in the process. Finally, while this ability is similar to the concept of creating matter out of nothing, it is not quite it. Rather, it is imposing an image of reality into the world, to bend and twist the world into one's image. If he was to create a balloon, the balloon was not made out of nothing more than it was always there to begin with, or rather, happened.


Other Abilities:

Soul Harvesting: Toe can take souls of his contractors, the recently deceased or any that are just hanging around and eat them! He usually does this by transmuting them into candy, but he can also just take souls and store them for later consumption in some other shape. He can sort through the souls in his possession and learn things about them in appropriately cartoony fashion, but he can't alter them or twist their traits in any way. He also can't rip souls away from the living or beings in which they still sustain a will or form unless they offer it to him. Finally, plucked souls can be stored inside other things as long as they are things. For example, a mighty dragon would certainly not fit as easily in a cat themed eraser than a normal human. Note that Tohuw CANNOT put souls in other bodies, fake puppets and other body transfer shenanigans. However, if someone else could do so, the souls he harvests could be used for that effect.

Allergy to sunlight: Tohuw is allergic to the sun, and will sneeze abundantly when exposed to it’s light. Thus, he prefers shady places (wink wink).
 
Aversion to the divine: Divine mojo messes his game, it’s that simple.
 
Demonic nature: He is a demon, so yeah. He doesn’t really age either, which is cool and all.
 
Divination: He can tell your future! 99% he is bullshitting you though. Tarot cards are pretty stylin though, so it’s still neat.
 
Shape shifting: The ability to change one’s shape at will, being capable of modifying his smell, voice and appearance to nearly anything, however his weight will always remain unchanged. Not that it matters since he can float like a helium balloon when he feels like it, but if he gets careless, you could tell he is a bit heavier than he should be, especially if he takes the appearance of a mouse or small animal, even able to turn himself into inanimate objects. Thus, he can change his density to become goo, rubber, or anything! However, turning into a liquid or gas is like, bad. He is very very shifty like a master of disguise.
 
Thy name is not of blessed: If one is to know of his true name, Tohuw will be compelled to show grace. Because of this, he will be unable to cause any harm directly or indirectly to said individual.
 

Equipment:
 
Pandora:

There was once a girl who sat on a bed of roses. All she saw was destruction, and all she could see became real. One thing is for sure, she had the most stunning eyes.

A cane ornate with an exquisite crimson ruby (that happens to taste like cherry, not kidding.), this demonic artifact can cause small scale calamities, such as mini tornadoes, mini tsunamis, mini earthquakes… all the good stuff. Basically it will fuck shit up big time. However, he doesn’t like using it due to it’s destructive nature, and using it will make his juice go dry. Presumably he won it in a bet against some dark lord of darkness and leader of a dark army of dark demons. He actually bought it in a flea shop in India. It was quite affordable. Or maybe not. Who knows? Well, maybe not. Honestly, the story changes every fucking time. One thing is for sure, this staff is not an ordinary staff, or rather, the gem. It has a will, a persona and a consciousness. In other words, she is somewhat sentient although still bound to Toe. However, she has a pretty bad temper, so if it were more than a mere shard, shit would get real. However, its a mere shard of what Toe calls Buddy. Or is she? Probably, who knows? If one checked it, the Gem would probably appear to be some kind of eldritch abomination, a daemonic existence whose sole purpose, means and result are destruction. While she is asleep, she will awaken when turned on. Its almost as if someone was sleeping inside that mysterious ruby, trapped in Pandora’s Box.

Monocle of fanciness: A fancy monocle.
 
Fancy Tux: A fancy white tux.
 
Fancy top hat: A fancy white top hat.
 
Fancy Cape: A fancy white cape.
 
The world: He's got the whole world in his hands~!

Origin: Tohuw Balagan is a fairly powerful demon with simple tastes. He despises boredom, and loves humans. Whenever he could, he would toy around with them and cause mischief all over the world. One day, a human challenged him in a game, betting his soul. Was Tohuw to win, he would claim ownership of yet another soul to collect. However, if he lost, he would be to leave the earth forever and free the man’s wife, who’s soul he claimed in a game of ping pong a few years prior. He lost, somehow. In fact, he still blames the sun for stinging him and making him draw a bad card. Still, he lost, and had to comply. Leaving the human realm, his special train express was jumbled and it burst, leaving him to fall into the Nexus.
Well, at least it wouldn’t be boring.
 
Weakness: Holy or divine objects, crosses, the sun to an extent, being stuck in a small isolated area (he might be claustrophobic, but he will never admit it, ever), light based attacks (they do 2x damage he says). Pandora usage makes him exhausted, and his overall playful and aloof attitude makes him take situations lightly, which can be taken advantage of (THAT HUBRIS). While you kick his shit, he has trouble focusing on stuff, so he can't really manifest things if he is being cornered like a cur. Also, despite his demonic nature, he is quite squishy, and wounds will hurt like a bitch if he can't keep up with them.
 
Likes: Playing tricks and pranks on people, practical jokes, humour, popular culture, hopes an dreams of children, crushing hopes and dreams of not children, conflicts that don't involve him, interesting fellows, fooling around, fun, your tears, doing fun things with fun people, being grandiose and magnificent, being himself, cake, fun, humiliating arrogant bitches, beating arrogant bitches.
 
Dislikes: Boredom, boring people, overly serious situations, fighting (or so he claims), getting hurt, purple (for now), holier than thou talk, not being treated like the best thing ever, people who think they are the best thing ever when the best thing ever is clearly him, people who think they are better than him when they clearly are not since he is the best thing ever, people who are better than him period, being disrespected, you.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on March 25, 2015, 01:32:04 PM
Name: Aisha

Race: Template of Life

Age: 1000+

Height: 5 feet 9 inches

Weight: 165 lbs.

Appearance: Long, brown hair and bright blue eyes along with a healthy tan and an aura of vitality that you can almost feel are Aisha's most prominent characteristics. She is rather slim but her body is toned. She prefers to walk around barefoot and despises hats and more constricting clothing. Aisha looks like she's in her mid to late twenties.

Physical Attributes

Strength: Exceptional

Agility: Exceptional

Constitution: Exceptional (taking regeneration into account this becomes Legendary)

Magic Resistance - Extremely High: Aisha is an ancient being and that has affected her. She existed in the core of the world where the mana was so thick that it transformed anything that wandered into its depths. Over time it made her increasingly resistant to magic and has come to the point where mana based magecraft is incapable of harming her.

Other Abilities:

The Heart of God: Blood is life. That is true of all living things but for Aisha this carries far more importance. Her blood is quintessence of Life itself and is also white. Even the most grievous of wounds can be healed with a careful application of blood and even the regeneration of limbs is possible. Things like poison are also neutralized with ease. It also carries curious properties if ingested. Enough of it will dramatically boost anything's physical capabilities(equivalent to full rank up in all stats) but it is also dangerous. Something so pure was not meant not be drank by anyone. It will only last for a few minutes at best with a safe amount and too much guarantees death in a few seconds even for the hardiest being. The body simply begins to be overrun by cancerous tumours. However the careful use of drops over a large period of time can permanently increase physical capabilities and reverse aging.

This also grants Aisha an extremely powerful regeneration factor that preserves her even in the worst of situations. A wound from a blade would begin to heal before it even finished slicing through her. Only the complete and total annihilation of her body would kill her. Foreign objects like bullets are pushed out of the body before it begins to heal.

Plant life also grows rapidly in her presence. They run rampant and will even flourish in places they normally shouldn’t. This becomes even more potent if she waters the flora with her blood. A seed could grow to the size of an ancient oak within mere moments.

Animals, insects,  and more bestial mystical creatures will refuse to attack her because of this. On a primal level they can recognize their progenitor. The source from which all Life sprung is something that their instincts scream at them not to attack. This also applies to elementals for they were created when her blood flowed into the earth, mixed with water, danced in the air, dripped into fire, and were smothered in the shadow.

The First Tongue: The language spoken before man broke away from its family and created its own. The First Tongue is something spoken so that all the beings above and below the earth may communicate with one another. Humans hear it as a mix of bestial roars, the chirping of birds and insects, and thousands of human voices speaking all the languages of the world with the recipients native tongue heard above all other sounds.

Protection of the Elementals: Aisha is blessed by her children. Those that were fire, water, air, earth, and darkness aid her even now. Fire and heat will never harm her and even in the frozen wastes she'll remain comfortably warm. A raging flood would wash over her as if it was a gentle wave and even in the fiercest weather it will be like she's standing in the eye of the storm. The earth will always yield to her touch and will never block her. The toughest terrain can be traversed with ease and when climbing she will always find a convenient foothold. Finally the darkness will hold no secrets from her. Even in a world without light Aisha can see perfectly.

The First Mother: What mother would she could not recognize her children? Aisha is gifted with the ability to pick out those born from her blood along with their offspring with only a glance. All living things that are born are her children. From the least of insects to the greatest of men. This mostly used for identifying strangers masquerading as her children.

Origin: In the time before time the world was silent. Then there was the Heart. The mother of all. Her blood met the sea and from the mixture of water and Life the first of all living things was born. But the mother was not finished. This world would not support these children. She journeyed to the depths of the earth and sacrificed. So that the world may live the mother was skewered on crude spears and let her blood flow. Now the mother is free, but at what cost?

Weakness: Aisha is an untrained civilian. She cannot defend herself and even if she could she usually refuses to raise her hand against her children.

Likes: Humans, animals, insects, flora, elementals

Dislikes: Undead, industrialization, technology, clothes
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: yinsukin on March 25, 2015, 05:08:13 PM
Name: Roxas

Race: Nobody (Human)

Height: Tall

Weight: Average 14 year old boy

Appearance: (http://i.imgur.com/LKOeMni.png)

(http://i.imgur.com/Y87n1FW.png)

Physical attributes

Strength: Incredible

Agility: Incredible

Constitution: Incredible

Magic ability: High

Roxes can use a wide array of spells including Thunderaga, Gravitaga, Firaga, Curaga, Areoaga, Stopaga, Magnega and Reflectaga  However usage of these spells are limited and Roxas cannot use too many in rapid succession without a cooldown period.  In addition he does not need the keyblade to use these spells.  However, using them with the keyblade enhance their power.  In addition, he can enhance the keyblade with a specific type of magic and throw it at an opponent, causing its corresponding effect.

Thunderaga:  Roxas can call a strong lightning strike to land anywhere he chooses or he can strike the area with weaker lightning strikes.

Stopaga:  Roxas can stop time for his opponents from 2 seconds to 8 seconds.  However, if a person has a certain level of magic resistance this spell can be ignored.

Magnega:  Roxas can create a magical ball above him that will suck in enemies.  If they reach the ball they will be damaged.  However, this ball tends to not last long.

Fire:  Roxas can do a variety of things with this element.  He can cause a light barrier of fire that damages nearby enemies.  He can also shoot a singular fireball that has homing properties if Roxas chooses.

Gravitaga:  Roxas can create a small gravity field anywhere in blades length away from him that intensifies gravity.  He can also fire a purple sphere of light that upon impact will create a circular field of gravity.

Aero:  Roxas can create a small wind barrier that halves the damage that he takes.  He also can create a large wind vortex around his body.

Blizzard:  Roxas can fire a small sphere of ice magic at an opponent.  Unless it is nullified, it can travel through opponents.  He can also cause the sphere of ice to float atop an opponent and explode.

Reflect:  Creates a magical circular barrier that can protect Roxas from almost any attack.  In addition, if the barrier is struck, a spread of light magic will erupt near the barrier, dealing damage equal to the attack that struck the barrier.  However, the barrier doesn’t last long.  Only 5-10 seconds even with concentration.


Power of light:  This form of magic is one that Roxes can use more freely.  He can use it to empower his keyblade for a limited time or cause a large succession of laser strikes.  He can also fire a light beam from his keyblade that can open doors and harm enemies.

Other Abilities:
Chosen of the Keyblade: Roxas is a wielder of the keyblade and can use its abilities pretty efficiently.  He is a excellent swordsman, able to to keep up and overpower weapons experts more experienced than him.  He has physics breaking agility, able to run on walls and maneuver in mid air.  When he attacks a person in midair both him and the victim tend to stay at the same altitude until the combo is done.

Glide skill:  Roxas has the ability to glide.  If he choses not to move he can remain at the same altitude for a long period of time.  He moves extremely fast while gliding, able to outspeed a train.

Air dash skill:  Roxas has the ability to maneuver in midair and can do so up to five times.

Quickdash/dodge roll skill:  Roxas can utilize his unnatural agility to perform quick dashes, dodge rolls and other athletic feats using a quick burst of speed.  This ability also allows him to glide forward quickly, closing gaps between him and an opponent. 

High jump skill:  Roxas can jump several feet in the air, able to easily jump on top of small buildings.

Different styles:  When wielding only one keyblade, Roxas assumes a more balanced style emphasizing control over offence and defence.  He is more like a typical swordsman, taking care to guard and counter strike.  When dual wielding,  Roxas goes completely on the attack, doing everything he can to break through his opponents defense and using magic more explosively.  He prefers to dodge his opponent rather than guard.


Equipment:

Keyblade:  Roxas can summon the keyblade, a magical sword in the shape of a key.  Roxas can summon either Oathkeeper or Oblivion.  It can guard against magic and is the tool Roxas uses to wield magic.  If disarmed he can teleport the keyblade directly back to his hands or simply make it disappear.  Keyblades cannot be used by people who are not keyblade wielders.  If someone attempts to even hold a keyblade who is not chosen, the keyblade will vanish or teleport to the original owner.  Keyblades also have the power to open any door and manipulate magic locks of any kind so long as they have a key hole.

Double keyblades:  When Roxas is fighting at full power, he wields two keyblades, Oathkeeper and Oblivion.  Oathkeeper is a keyblade with a wing shaped hilt and a star shaped tip.  Oblivion is a keyblade with a protective hilt and a comb shaped tip.    Same as the other keyblades, Roxas can summon or make them disappear. 

Oathkeeper:  A blade with a heavenly look that is shaped like a key.  It increases the output of magic that Roxas can dish out and allows him to use magic longer.

Oblivion:  A keyblade with a dark and archaic look.  It restricts the amount of time Roxas can use magic in quick succession in exchange for more strength to the blade itself.

Black coat:  Roxas wears a hooded black coat that allows him to travel between worlds without being harmed.  It is a magical one size fits all coat. Accessories that come with the coat vanish when it is removed.  When putting on the hood, Roxas can completely hide his face.

Origin:  In the world of Kingdom Hearts there are humans, heartless and nobodies.  Humans are simply normal humans with different abilities depending on the person.  Heartless are humans whose hearts have given up or succumbed to darkness.  Roxas is a nobody, a powerful emotionless empty husk created from a normal human who turned heartless.  Roxas is the nobody of Sora, the main character in the series.  His name eludes to this and is an anagram of the name Sora with an X added to it.

When Sora was turned heartless he was able to miraculously come back, thanks to the aid of his friends.  Either as a result of this or some other unknown reason, Roxas still retains his emotions.  Roxas is more like an alter ego of Sora rather than his empty husk.  Later on, Roxas merges with Sora, deciding to reside in his heart along with several others.

After merging with Sora and accepting him as his other half, Roxas found peace in Sora’s heart.  However, sometime later, a door appeared in the world of Sora’s heart.  Curious, Roxas headed through the door, arriving in the Nexus.

Weakness: Roxas is extremely rash and dislikes being contained.  If in a dire situation with seemingly no way out, he will irrationally lash out at his opponent.  Roxes is naive and often hesitates in delivering his final blow which has often been his undoing.

Likes: Seasalt icecream.  His friend Axel.

Dislikes:  Being constrained,  being talked down to.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: yinsukin on April 07, 2015, 02:45:42 PM
Name: Gigus

Race: Demi god

Age: 25

Height: 6’1

Weight: 180Ib

Appearance: Gigus is a lean, muscular looking man.  His hair is a crimson red. His eyes are sky blue.  His skin is tan and brown, like the earth.  He wears a T shirt and black jeans. 

Physical Attributes

Strength: Superhuman (Exceptional when weakened)

Agility: Supernatural/superhuman when enhanced (Human when weakened)

Constitution: Supernatural (Superhuman depending on the environment)

Other Abilities:

Immortality:  Unless the nature itself begins to die, Gigus cannot die and will regenerate.  If his body is completely destroyed, he will reform in a safe spot closest to his death.

Elemental armour:  Gigus can use the power of nature to enhance his body in different ways.   He can use the earth around him to harden his skin or change his body to have the form of lightning.

Elemental enhancements:  Gigus can also manipulate the elements to gain speed advantages as well.  He can charge his feet with lightning to run faster.  He can skate on the earth, water, air and other elements using his powers.  He has also learned to use their power to enhance his attacks while fighting.  For example, he can attack with a punch charged with lightning or a kick where his foot is covered in stone.

Elemental attacks:  Gigus can fire elemental attacks such as fire, lightning and ice.  These attacks vary in power depending on where he is.  For example, during a hurricane, water, wind and lightning attacks my reach legendary levels.  However, in a volcano, water attacks would be unusable or weakened to the point where he can only attack with water vapor.

Complete control over the elements:  Gigus has complete control over the elements.  As long as he can see the object, he can manipulate them.  For example, he can manipulate the earth and walk underground or even walk through metal doors by manipulating their structure.   If he can’t see the element, such as blood in the body, he can’t manipulate it.  He can also do things such as walk on the air and water.

Immunity to earthy poison:  Gigus was born with the power of nature.  Almost all poisons are completely eradicated by his immune system, which is able to instantly adapt to any poison.  Extremely complex poisons will hurt him for a bit but cannot kill him. However, any poison conceived by resources that are not of this planet can kill him.  in addition, magic curses work with their normal effect.

Equipment:

Origin: Gigus is the son of Gaia.  In his early life, Gigus spent all his time surrounded by nature, learning to harness his powers.  Gaia hid him from Uranus in a specific area of the planet where he could not be seen.  She also gave him devine clothes that would hide his powers from Uranus.  One day, Gigus left, leaving his comfortable life in nature behind.  He went on many adventures, learning of both the good of man and the corrupt.  Above all, he was disappointed that humanity seemed to treat the environment as their plaything.  When he learned about the existence of Gigus, Uranus banished Gigus to the Nexus, where his power is weakened.

Weakness: Gigus is only as powerful as the environment around him.  If you were to throw him in a desolate wasteland with nuclear fallout then he would be helpless.  Also despite having knowledge of magic power, he has no resistance to it.  While Gigus is good at street fighting, he never learned any martial arts skills and can be overpowered by a master.

Likes: Evolution of people, Environmentalists

Dislikes: Blatant disrespect to nature
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: yinsukin on April 09, 2015, 10:01:19 PM
Name: David Borrus

Race: Human

Age: 35

Height: 6 feet

Weight: 160Ib

Appearance: David has a lean build with a light complexion.  He has sky blue eyes and often wears a suit, even when he is off work.  When he is not wearing a suit, he is wearing khaki pants and a polo shirt, or some other type of formal wear.

Physical Attributes

Strength: Human (none in ghost form)

Agility: Human (Incredible in ghost form)

Constitution: Human (Incredible in ghost form)

Other Abilities:

Influence over dreams and emotions:  By making contact with a person directly or using one of his magical tools, David can manipulate memories, emotions and plant subconscious ideas in their heads.  However, unlike in his ghost form, most people can resist his mental prodding to an extent. Different actions have different strengths levels and the ability to resist these attacks will depend on the person.

Manipulating memories:  This skill is the hardest to use in human form.  On stronger more independent minds, David cannot use it unless the person is aware and willing.  Although he can use it freely on weaker minds.  Basically, he can replace people or events or simply erase memories entirely. (Ability is meant to be used with approval of other player)  He can also make a person relive their memories, either all at once or in small doses.

Emotional manipulation:  He is quite good at this skill and is able to the mood of a person by touching their body or using one of his tools. He can give a person a boost of adrenaline or increase their stress.  He can also change their moods, often subtly.  He can even seal off emotions of a person entirely.

Planting subconscious ideas:  While people don't always follow these ideas.  David can plant ideas in a person’s head.  These ideas are often hard to differ from normal thoughts.  For example, he could plant the idea punch joe and that person despite how he/she was feeling will start to consider punching joe.  However, someone of a abnormally strong or highly trained mind should be able to resist or disregard it.

Mind reading ability:  With no exception aside from being in ghost form, this ability can only be used when David has direct contact with a person.  It allows him to read a persons mind.  It is important to note that he can use his other abilities without actually reading a persons mind.  It is also worth noting that he cannot use this ability without touch.

Ghost form: He cannot take over another character's body in the traditional sense but he can hide inside their mind.  This also includes the minds of animals.  In this form he is much better at influencing others mind.  (Although, memory manipulation will still require permission.)  He can also use it to travel, as unless you have a special sensory ability you cannot detect him.  In this form he cannot physically interact with the world, aside from sentient minds.

High psychic resistance:  David has trained himself to resist almost any kind of psychic prodding.  Only those with superior psychic abilities can affect Davids mind.

Equipment:

Pocket watch:  David owns a pocket watch which he can channel his powers through.  As long as the person is focused on the watch, he can use any of his powers without fail.

Knife:  Because the streets are so dangerous, David often carries a knife with him.  It has no special properties.  It is simply a sharp knife.


Origin: 

David a man who spent his whole life as a ghost, both metaphorically and physically.  His ability to control dreams and change his form has distanced himself from people.  He once had a family, although they all died in a mysterious fire.  He works as a hypnotist, secretly using his powers over human psychology to solve patient problems.  He is called the miracle psychologist, surrounded by myth and legend.  Those who have had his treatment refer to him as a pleasant man, with a surprisingly childish personality.  He was born in the Nexus and learned how to survive and harness his powers with experience.
   In his younger days, David spent his time underground as a mixed martial arts fighter.  IT was a way for him to take out his frustration out on this corrupt city, which likely had taken his parents away from him.  In that underground world of fighting he experienced many things.  He fought violent sociopaths, supernatural creatures and ordinary people.  He learned that while everyone was different in their own ways, each person tended to be not as different as people tend to think, among other things.  After a while, he outgrew his rebellious ways in the arena and decided to become a psychologist, helping people cope with life in the Nexus.

Weakness: Despite having ghost powers David is a normal human with normal human weaknesses.  He can still be shot or burned and will die easily.  He also has no special resistance to magic.  In addition, if his powers don't work on a person he is more or less completely helpless.  While he can use his abilities to affect others minds, he cannot control his own, so he is still susceptible to emotional damage.

Likes: Pure hearted minds, hot chocolate

Dislikes: Morally ambiguous people.  Dark corrupted minds
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Elf on April 11, 2015, 06:30:20 AM
Name: Tohsaka Rin

Race: Human Magus

Age: 21

Height: 5’3

Weight: 110

Appearance: (http://i.imgur.com/Key5e8n.jpg)
Rin has grown up since the events of Heaven’s Feel, she’s now in her very early twenties and her style has changed a bit and she’s filled out slightly.  She has a more athletic build than her sister, and getting older did not stem her physical activities.  If anything, being part of the mage’s association has made her more apt to work out just to blow off steam.

Being Asian she’s still not very tall, but has long raven hair and striking aquamarine eyes that are very expressive.  She also has amazing legs, thighs, and rear.


She tends to dress in red, black and white.  She also wears her spinel pendent, the same one that  saved her Brother-in-Law and she summoned Archer with, under her clothing. 

Physical Attributes

Strength: Exceptional (Amazing with reinforcement)

Agility: Exceptional (Amazing with reinforcement, Incredible Reflexes)

Constitution: Exceptional (Amazing with reinforcement)

Magical Power:Very High

Rin excels at Conversion of Power, storing prana into objects, mainly gemstones and using them as a limited mystic codes.  They can be “A” rank Spells, even matching Age of the Gods magics.  Her use of gemstones is generally elemental in nature.

She can also form temporary “contracts” with people to give them prana as well.  Theoretically. 

She has the extremely rare trait of “Average One”, being able to use the five “great” elements and has exceptional magic potential.

She also has the Second Magic “in her grasp”, or so she likes to say.

Her most used offensive spell is the Gandr curse.  In Rin’s hands, it takes an entirely corporal form that can be fired at rapid rate, like a machine gun.  Her Gandr is very violent and can even punch through concrete.  Since it is a part of her magical crest, it requires no casting time.

Rin’s also highly proficient at reinforcement as well, herself and objects.  Reinforcing someone else is tricky, but in a pinch she would be able to do so.

Other Abilities: Rin hasn't lapsed in her martial arts training a single bit since the events of Heavens Feel. She works out her body and practices almost daily. As a result of her hard work, Rin can hold her own in melee unless they simply outclass her. While reinforced, she could even destroy trees in the same way the fake priest did in the fourth holy grail war.

She’s also good at baseball.

She’s a good cook as well, especially with Chinese dishes.

Equipment: Gems. Gems and more Gems.  A pair of garnet earrings that constantly absorb the prana escaping from her hair that she can use as a last resort.

Rin has a dozen gems with her at this point in time.  She can use these gems as mystical codes or use them as sort of a makeshift armor if needed.  The problem is, if she uses a gem it becomes useless and destroyed after she’s finished with it.

Origin: Fate/Zero and The Heavens Feel route are the basis of this Rin’s Origin.

After the events of the Fifth Grail War and becoming Zeltrech’s “Apprentice” Rin is still currently studying at the Association.  She has a rivalry with Luvia Edelfelt, a comfortable relationship with her sister, and is still slightly hung up on her Brother-In-Law, both current and alternate future self.   She’s determined into inheriting the Second and doing the Tohsaka name proud on her terms.

She’s also been trying to hone her combat skills somewhat, in case any of her “Master’s” enemies (and he does have a lot) decide to strike him through her.

Weakness: Sakura.  Shirou.  Things that would kill a normal human being.  Her “goof-up” trait at screwing up at the worse possible time. An enemy with a high amount of magical resistance.  A limited number of jewels (see TOOLS).  Even though she has a high prana store, she can only use so much at a time.  While she can handle herself in hand to hand against someone with no or very little training, someone who's a skilled melee fighter who can close on her quick can overwhelm her.

Likes: Strawberries.  Gemstones.  Polishing her gemstones and jewelry.  Teasing serious people.  Teasing Shirou, even though since he’s married Sakura she doesn’t indulge in that as often. The color red. Her family- Sakura, Shirou, and Rider.  Baseball.  Cute blond girls.  Going her own way.

Dislikes: Technology.  Unexpected occurrences and emergencies.  Sending money. 
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Milbunk on May 12, 2015, 01:29:49 AM
THIS IS NOT MY PROFILE THIS IS CASTER'S PROFILE!!!

Name: Medea (Caster)

Race: Servant

Age: Appears to be in mid twenties-thirties

Height: 163 cm

Weight: 51kg

Appearance: (http://vignette4.wikia.nocookie.net/typemoon/images/e/e6/Caster.png/revision/latest/scale-to-width/130?cb=20141014190704]http://vignette4.wikia.nocookie.net/typemoon/images/e/e6/Caster.png/revision/latest/scale-to-width/130?cb=20141014190704)

Constantly wears a hood over her head to hide her face.

Physical Attributes

Strength: Exceptional (Able to cut off human limbs with a single strike)

Agility: Supernatural

Constitution: Supernatural

Magical Abilities:  Extremely High

High Speed Divine Words : An ancient form of magic that Caster is able to use. Modern humans cannot understand the language therefore they cannot use this type of magic. Examples of her spells include various beams, blades of wind, and spatial freezing.

Reinforcement: Caster can reinforce herself or other people allowing them to fight foes far stronger than they should normally be able to face. The reinforcement stays in effect for as long as Caster wills it.

Bone Soldiers: By throwing bones of a dragon onto the ground Caster can spawn a multitude of bone warriors. While one is stronger than the average human most magi or Servant can handle normal ones with ease. Various forms include normal bone soldiers, dogs made of bone, and water bone soldiers that reform upon destruction.

Body Doubles: Caster is able to manipulate her form and upon doing so can create illusions of herself in attempts to trick her foes. These shadow copies can look and act just like Caster or anyone she desires though they have no real combat capabilities.

City Wide-Surveillance: Inside her territory Caster is able to watch the city and can watch as events unfold. Those with Presence Concealment of a high rank or others who specialize in hiding themselves can escape from her sight.

Teleportation: Upon the formation of her Territory Caster can perform feats such as teleportation in order to accomplish her goal whether that ‘s to protect someone or to escape from danger.

Mass City Resource Gathering: Upon the formation of a Territory Caster can tap into the leylines and sap the magical energy from anyone in the city, such an act may cause normal humans to pass out and attract attention to herself.

Item Creation: If Caster devotes time and effort she is capable of creating various items such as high ranking mystic codes and even a fake immortality potion. Stronger mystic codes require a few days to make while minor ones such as the bone soldiers can be made in seconds.

Territory Creation: When Caster creates a Territory her combat potential increases greatly granting her various buffs. This also allows her to store very large amounts of magical energy which she can use to cast powerful forms of magic.

Equipment:
Rule Breaker
Title: All Spells Must Be Broken
Description: Its unique ability is that it is the ultimate anti-magic Noble Phantasm capable of dispelling and destroying any kind of thaumaturgy, an effect suitable to the Noble Phantasm that is a manifestation of Caster’s nature as It "transgresses" on all the magecraft of the targets it pierces, contracts made from magical energy and life born from magical energy. Once it comes into contact with the ensorcelled item or person, enchantments, connections bounded through contracts, and creatures created and maintained by prana will all be returned to their original components in a state "before they were made." Contracts will be wiped clean and those with life will immediately cease to exist. There is a limit to what it is able to dispel, meaning artifacts on the rank of Noble Phantasm will never be returned to their original state no matter how low their rank.

Golden Fleece/Argon Coin

Description: The golden fleece from her legend, supposedly she can throw it down to summon a dragon but in this form she only holds the Golden Fleece and is unable to use it.

Caster’s Cloak

Description: Her purple cloak that she uses to aid in flying and to hide her face.

Caster’s Staff

Description:An ancient staff that Caster sometimes uses to cast her spells, it is unneeded in combat.

Origin: The princess of Colchis and known for her mass spree of killings and ability to manipulate people, this particular version of Medea is a fresh copy summoned from the Grail. Summoned by Kayneth’s chaotic spell casting she was brought into the Nexus City directly after her summoning.

Weakness: Magic Resistance of the highest caliber, Presence Concealment, physical fighters in enclosed spaces.

Likes: Men of few words and sincerity, girls in cute clothes

Dislikes: Muscles, Good looking guys
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Panda on May 18, 2015, 01:34:10 AM
Name: Dante (Son of Sparda)

Race: Human/Demon Hybrid

Age: ??? (Dante is more or less ageless)

Height: 6’ 3”

Weight: 170 lbs

Appearance:

(http://i.imgur.com/siEMLXy.png)

Physical Attributes:

Strength: High Superhuman

Agility: Superhuman

Constitution: High Supernatural

Other Abilities:

Demonic Physiology: Dante is ageless, with his body being at its physical prime. He can heal very quickly from any injuries he suffers short of the total loss of a limb (This would probably take a while to regrow). Furthermore, poisons have no effect on him and he can’t get sick. He also demonstrates the ability to seemingly ignore the need for breath, carrying out protracted fights while underwater with no ill effects. Furthermore, Dante appears to have high environmental resistances, appearing to be unaffected by extreme temperatures and suffering only minimal effects from things such as lightning. It also seems to granted him a degree of resistance to magic.

Telekinesis: Dante is capable of minor telekinetic feats, though this is mainly restricted to his own weapons and things like the odd motorbike.

Air Hike/Sky Star: By focusing his power underneath him, Dante can create a platform to jump off of in mid-air.

Combat Mastery: Dante is an expert with all of Devil Arms, usually mastering use of them shortly after acquiring them. In addition, Dante is a peerless marksman with Ivory and Ebony, and he’s no slouch with his other ranged weapons.

Devil Trigger: Dante can unleash the full power of his demonic heritage, taking on an appropriate form and physically enhancing himself to degree in addition to heightening his mobility with the ability to glide on demonic wings. Furthermore, Dante’s healing factor is accelerated further in this form. However, he can only remain in this mode for so long, and the energy that this ability draws on drains rather quickly. If his reserves of this energy are completely full, Dante can maintain a Devil Trigger state for a full thirty seconds. However, this is shortened if he activates Devil Trigger multiple times, as activating it has an energy cost all on its own. The activation causes a damaging explosion, which can be magnified at the cost of more energy being required to achieve the Devil Trigger form.


Strength: Borderline Lengendary

Agility: Borderline Legendary

Constitution: Borderline Superhuman


(http://i.imgur.com/RlB63mD.png)

Equipment:

Rebellion: Dante’s favored weapon, a physical manifestation of the Dark Knight Sparda’s power. The Rebellion is a magic-aligned demonic weapon with cutting power far beyond what one would expect from this type of blade, though its power pales in comparison to its sister sword, Yamato, which is capable of cutting through even dimensional barriers. It doesn’t need to be said that the sword is capable of powerful spiritual interference.
(http://i.imgur.com/kOldQJs.jpg)

‘Shock Steel’ Gilgamesh: Gilgamesh is an armor-like weapon made of a devilish metal which absorbs organic material and transforms it to steel, and its techniques can be powered up by engaging the thrusters on the gauntlets and greaves. The gauntlets have small drills on each arm capable of extending during some attacks, while the greaves have small circular saws allowing Dante to cut through enemies with kicks.
(http://i.imgur.com/mpREkow.jpg)

‘Inexhaustible sword’ Lucifer: Lucifer takes the appearance of a hellish backpack, shaped like a streamlined skull with large glowing red eyes that stare in fury, with metallic projections protruding from its forehead, giving Dante a semblance of folded wings. It is a hellish weapon worn like a backpack, and is able to spawn a countless number of spectral swords to hover around it. These swords can be rearranged, thrown, or wielded, and will explode either after a short duration, at a command from Dante such as a clap or throwing the rose held in his mouth, or once enough blades have been spawned.
(http://i.imgur.com/OEP5gAL.png)

‘Calamitous Ordnance’ Pandora: Simply put, Pandora’s Box, or Pandora’s Briefcase if you want to nit-pick. It is a powerful Devil Arm that can potentially assume 666 different and devastating forms, but Dante only has access to seven at this point in time. Use of certain forms of Pandora deplete a store of ‘Disaster energy’ held by the Devil Arm, while successfully landing blows with other forms of Pandora adds more of this ‘Disaster Energy’. To compensate for its extreme firepower, each of Pandora’s forms take a little time to activate, and Dante cannot move while using them, with the exception of PF-594: Argument.
(http://i.imgur.com/GtBDQw8.jpg)

PF013: Epidemic: An explosive Bow gun (Adds Disaster Energy)
(http://i.imgur.com/578FIQm.jpg)

PF124: Hatred: Transforms Pandora from a bowgun to a bazooka that fires off massively damaging rockets (Adds Disaster Energy, can only be accessed from PF013: Epidemic)
(http://i.imgur.com/LmhVccU.png)

PF398: Revenge: Transforms Pandora from a Bazooka to a massive laser cannon capable of searing blasts (Adds Disaster Energy, can only be accessed from PF124: Hatred)
(http://i.imgur.com/40uT6Jn.png)

PF262: Jealousy: Transforms Pandora into a Gatling gun. This can be accessed straight off the bat, but is the weakest of Pandora’s forms. (Adds Disaster Energy at a substantially increased rate)
(http://i.imgur.com/wMhPEjz.jpg)

PF594: Argument: Transforms Pandora into a mobile missile battery capable of firing a barrage of homing missiles. (Consumes Disaster Energy)
(http://i.imgur.com/5ud0TN8.jpg)

PF422: Grief: Tranforms Pandora into a massive bladed boomerang. (Consumes Disaster Energy)
(http://i.imgur.com/Yf1usr7.jpg)

PF666: Omen: Opens Pandora’s Box and savages enemies with a flash of violated taboo. (Consumes Disaster Energy)
(http://i.imgur.com/9FSV7wt.jpg)


Ivory and Ebony: Twin custom handguns, styled after the Colt M1911 and chambered for .45 ACP. The guns are designed to fire bullets instilled with Dante’s own demonic power, with Ivory being designed for rapid firing and fast draw times and Ebony being designed for long-distance targeting and comfort. Dante can fire them quickly enough to emulate a fully automatic barrage.
(http://i.imgur.com/B3ZWOU6.jpg)

Coyote-A: A shotgun, need I say more?
(http://i.imgur.com/7CYRux4.jpg)

Also, his clothes regenerate for some reason. Be it the fiery tail of a demon of hell or the destructive eyebeams of a demon God, nothing will permanently damage that red duster. Or those pants. Or just about any clothing he wears.

For some reason, his shop, 'Devil May Cry', came with him as well, and he's open for business for all your demon problems. Sometimes. Usually. Just leave a message.

Weaknesses: Beheading is a sure way to bypass his healing factor, enough damage or having to fight for long enough will eventually tire him out, and he rarely takes a fight seriously, preferring instead to toy with his opponents, which has resulted in him being caught completely off guard on multiple occasions. Use of his regen outside of Devil Trigger will eventually tire him. Furthermore, Dante isn’t usually one to think things through inside of a combat situation, preferring to learn about his foes by fighting them rather than by doing any sort of research before hand.

Powerful anti-demon weapons should, in theory be capable of causing more severe injury to him, though they would have to be specifically anti-demon.

Likes: Pizza, a good fight, being lazy when a good fight isn’t available, having a good time in general, Vergil, Lady, Trish.

Dislikes: People who give up on their humanity, those who are willing to sacrifice innocents, Vergil, Mundus.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Panda on May 21, 2015, 04:21:49 AM
Name: Seras Victoria

Race: True Vampire (Formerly human)

Age: 79 (Looks to be about 19)

Height: 5’ 9”

Weight: 130 lbs

Appearance:

(http://i.imgur.com/cXgY3sC.jpg)

(http://i.imgur.com/ef1bHWX.jpg)

Physical Stats:

Strength: Fantastic

Agility: Incredible

Constitution: Incredible

Other Abilities:

Pseudo-Immortality: Being undead, Seras is immune to poisons, toxins, disease, or the ravages of time. Futhermore, she regenerates from any wounds she suffers very quickly, even fatal wounds may be recovered from so long as she has souls in reserve to die in her place.

Vampiric Senses: Seras has a strange Vampiric sense, capable of revealing to her what her human senses cannot, like a sort of sixth sense. With this sense, she can sense and accurately targets out of the range of her human senses, even if there is some kind of obstruction blocking them, whether said obstruction is physical or something like illusion magic. Furthermore, said human senses have been amplified dramatically, though she doesn’t usually need them. She is also extremely skilled in predicting the moves of her opponents based on even the most minute physical cues.

Hypnosis: Basic Hypnosis. Not much to see here. Can easily be resisted by anyone with a modicum of supernatural mental resistance or strong willpower, due to her being somewhat weaker than Alucard.

Advanced Marksmanship: Seras is capable of accurately shooting targets from extremely long ranges, even if through visual obstacles or while in an unsound shooting position. She prefers use of her Harkonnen, but didn’t have the weapon with her when she was taken to the Nexus.

Prior to becoming a True Vampire, Seras got her arm cut off by Zorin. While she healed her other injuries, this one was left as is, and strange black shadow matter now sticks out of the stump where her arm used to be.

Familiar Summoning: Seras is in theory capable of summoning those whose souls she’s taken through the shadow-matter in her arm, as demonstrated when she summoned Pip during her fight against the Captain.

Shadow Manipulation: Seras is capable of manipulating the solid shadow-matter coming from where her arm used to be to any shape she chooses. For example, she once used the shadow matter to replicate Alucard’s entire outfit for the sake of a joke. The shadow matter is capable of affecting even spiritual beings.

Flight: By turning the shadow matter into wings, Seras can achieve true flight. Strangely, the wings do not actually flap during flight. Seras's flight speed is dramatically faster than her ground speed.

Resistance to standard Vampiric weaknesses: As a True Vampire sired by Alucard, Seras is resistant to most of the traditional vampiric weaknesses, with even sunlight having no effect on her whatsoever. Powerful enough holy weapons can be especially effective against her, but even this can be mitigated if she has souls to take her place. The only weakness neither she nor her master have surmounted is the inability to cross bodies of water without some sort of vessel or other kind of assistance.

Mental resistance: Due to the disarray of souls, minds, and memories contained within Seras, mental interference, is nigh-impossible to perform on her. Furthermore, attempting to read her mind is an exercise in futility, due to the aforementioned amalgam of minds, souls, and memories. Furthermore, she can break illusion magics with a mere thought, though this requires that she realize she’s within an illusion.

Telepathic Link: Seras has a telepathic link to any vampire she sires, allowing her to communicate directly to their minds share their senses to a degree.

Origin: Seras was born a human, serving in the police force like her father before her. That all changed when her next assignment turned out to be at a village that had its populace turned to ghouls by a singular vampire. Helpless to watch as her squadmates were killed, Seras was seemingly doomed to her fate, with the vampire planning to rape her before killing her to ensure she didn't rise as an actual Vampire. Then a man came along, another vampire, who asked her a simple question.

"Are you a virgin?"

With her answer, the newcomer shot through her to kill her captor and then offered to make her a vampire to save her from death.

Adjusting to her new life as one of the undead was difficult to say the least, and managing to retain most of her humanity despite her transformation even more so. Regardless, she managed both. Soon after she was sired, Hellsing, the organization her Sire, and Seras herself by proxy, worked for came under attack from an unknown group. With scant clues, Hellsing chased this hidden foe, occasionally clashing with their Vatican counterparts from Section 13: Iscariot. Along the way, they hired the Wild Geese, a band of mercenaries, to replace the personnel that had been killed in that initial attack. Seras herself became good friends with their leader, Pip Bernadotte, as time went on.

In time, Hellsing learned of its hidden foe, Millennium, the remnants of a Nazi organization that could be seen as a German counterpart of sorts to Hellsing. Finally, while Alucard was trapped out at sea on a boat that had previously been captured by Millennium agents, the Millennium struck with a blitzkrieg from the newly vampirized Letze Battallion, supposedly the last 1000 Waffen SS left from the Second World War, wiping out most of the population of London before the 9th Airborne Crusade could rush out to meet them. Seras, along with the Wild Geese, stayed at the Hellsing Manor, tasked with defending it while the world burned around them.

Eventually, a division of the Letze Battalion struck there as well, headed by the officer Zorin Blitz, whose illusion magic allowed her battle group to get past the extensively placed defensive measures and penetrate into the Hellsing Manor itself. While Seras did what she could to fend off the invasion, the remaining Wild Geese held out in the Round Table chamber. Seras arrived to deal with the last of Zorin's troops just in the nick of time, only to be caught in Zorin's spell, along with the other Wild Geese. Mortally wounded by Zorin while in the grip of the illusion, Seras was saved by the timely intervention of Pip, only for Zorin to strike him down as well. Seeing no other option, Pip convinced Seras to drink his blood.

With gift of willingly offered blood, Seras became a True Vampire, no longer a Fledging of her master Alucard but a Vampire all on her own. With her newfound power, she shattered Zorin's illusions with a thought, effortlessly slaughtered Zorin's reinforcements, and then killed Zorin herself. With the assurance from the remaining Wild Geese that they would hold the fort, Seras then flew away to London to assist her Master's master, Integra. When the war finally died down, Seras and Integra found themselves the sole survivors on the battle field, with even Alucard having been taken out of commission by the machinations of the Major.

Thirty years passed since that day, with no sign of Alucard's return. This changed one night, when Alucard miraculously returned yet again. The reality they faced, that Hellsing's responsibilities would soon be assumed by a government agency and that Alucard and Seras would be working for that agency as they had worked for Hellsing, was soon interrupted when the Nexus suddenly plucked Seras from her world. In the time since her arrival, Seras has managed to get a job working for the police, if only to help keep in touch with her human side, the police officer she once was.

Weaknesses: Powerful holy artifacts should be particularly effective against her, especially anti-vampire weapons. Furthermore, despite her resistance to most of the traditional weaknesses of vampires, Seras, like her master, cannot cross a moving body of water without assistance, such as a bridge or a boat. Seras can be killed permanently like a traditional vampire after all the souls within her have been killed (though sunlight still won't affect her in this state). Beyond that, she doesn't have much in the way of true weaknesses.

Likes: Pip (though he really does need to stop smoking), Integra, Alucard, Walter (The less that is spoken about this, the better.), O-negative blood, humans who value their humanity above all else, perseverance in the face of daunting odds.

Dislikes: Nazis, those who treat war as a game, those with no respect for innocent life, Iscariot, sexual harassment, Zorin, The Major, Schrodinger (confusing little bugger that one).
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on May 23, 2015, 12:42:47 AM
Name: Sakagami Kenzo

Race: Demon

Age: 1000

Height: 6”7

Weight: 189 lbs

Appearance: (http://i.imgur.com/0LzjedE.jpg)

Physical Attributes

Strength: Incredible

Agility: Incredible (Oni essence can boost it up to Fantastic)

Constitution: Incredible

Magic scale: None.

Other Abilities:

Oni essence: Sakagami Kenzo is still deep down a demon. It took a girl's whole life to appease the troubled current within, but while the river is calmer it is by no means inert.

His limiter alone would not be enough to keep his inner demon at bay, Kenzo must constantly exerce effort to suppress his demonic essence. He can, however, use part of it to enhance his speed and reflexes. But using it for extended periods is risky indeed, for it might cause him to go berserk.

The way of the sword: Sakagami’s very being is one that is deeply connected to swords. The connection to this very concept is so deep that his spirit itself is one that accommodates this type of weapon. Thus, as long as it is a sword, Sakagami will be able to wield it to it’s fullest potential and beyond. To him, a broadsword would be no lighter than a feather and a dagger would be as mighty as a zweihander.

Masterful swordsmithing: Despite being an incredible swordsman, Sakagami’s greatest skill is his incredible forging skill. By simply glancing at a sword Kenzo can tell all that there is to know about a sword, from it’s components to the wielder itself, and would be able to forge a perfect lookalike. The weapons his forges have bred were of the greatest caliber by sheer design, blades so immaculate and perfect that they withstood the test of time for centuries.

Soulsmithing: Sakagami’s forgery goes beyond blades of ordinary origin. By harnessing the soul of a deceased person, he can imbue a blade with said soul. With that, the sword will go beyond the capabilities of an ordinary sword, depending on the soul itself. Most of it depends on the individual soul itself, but one thing is very clear: the soul cannot be harnessed unless it is willing.

Soul reaping: Sakagami can also aid souls of the deceased pass over and meet their afterlife. If a soul possesses strong grudges or obsessions, it will require an exorcism. However, Sakagami prefers to help the soul find inner peace not trough exorcism, but by helping it move on.


Equipment:


Benisakura : A  long and refined crimson nodachi sword forged in the blood of a demon. Its beauty is only matched by its sharpness. While it is so long one would find it unwieldy, Kenzo can wield it with perfection beyond all other swords. If one defined a sword as an object that severs, then it could be said that Benisakura is the strongest sword. Because of its particular component, the sword has strong spiritual properties and can sever spirits, ghost and creatures that the mundane cannot normally reach.

Hot springs: Healing hot springs owned by Sakagami. The waters range from tepid to scorching hot, and are imbued with potent healing properties. However, the healing will only be applied to beings that are ‘strong’. A mundane human would melt into a puddle in the waters while a powerful magician or a legendary warrior would have even the greatest wounds heal in less than an hour. That is, of course, if the healing is applied.

When not imbued with those healing properties, the waters still act as a slow healer and possess relaxing and soothing qualities that are quite enjoyable. The gardens are quite beautiful during the summer, and the food and drink is said to be exquisite. Clearly an enjoyable family trip to not miss out!

Origin:
Long ago, there was a terrifying demon who spread terror and destruction wherever it went. Villages were plundered and razed to nothing, and it seemed that there was nothing that could stand in it’s path. Fearing destruction, the elders sent a young girl to the demon with hopes to appease him. She was the daughter of a poor sword smith who was resented by all villagers for a crime he never committed, and by sacrificing herself, she hoped her sickly father would not have to suffer longer. 

But the demon saw this, and was moved by that girl’s courage and selflessness. When she came to him, he did not devour her. He took neither her life, nor her body. Instead, he asked for a song. So she sang, the one song she knew of. With that, the demon made a deal with her: he would not destroy a single village or take a life ever again, as long as she came to see him every day. She complied, and so her village was saved.

Years passed, and the girl slowly became a woman. They had passed so much time together, they became not unlike siblings. She taught him of everything she knew of, just as he taught her all he knew of. The demon loved her, he loved her with all his heart and soul. And so, the demon slowly became more and more human. She gave him love, she gave him solace, she gave him a name and she gave him company.

She taught him of the art of sword smithing, the same art her father taught her. So he worked, he worked the craft that humans had created for the human he loved. Years passed, she grew old and weakly. Even so, she always kept him company, and he kept on smithing swords.

When she was about to die, she gifted him a sword she had forged.

So he would forge swords for the rest of his days, dedicating himself to this art that was created by humans. That way, he would not forget of the little girl who had the kindness to move even the most terrifying of demons.

That is the story of Sakagami Kenzo, a demon that became human thanks to the warmth of a girl’s heart.

One day, the demon woke up from his rest to find himself in a strange city. He didn’t know how he got there, but he didn’t care either. He would protect the humans of this city, keep it safe from harm and keep making swords.

 
Weakness: Because of his love for thrills, he will pull his punches against weaker opponents unless directly challenged, tends to fight recklessly and is easy to deceive due to being somewhat trusting of people. His pride can also be used to taunt and bait him. His vow to never take a life again can also make him hold back subconsciously.

Likes : Company, kindness, humanity, good honest people,  good food, a good fight, a challenge, smithing swords, beautiful things (especially swords), helping out others.

Dislikes : Treachery, deceat and dishonor in all shapes and forms, brutality, those who hurt loved ones (especially family).
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on May 23, 2015, 02:31:07 AM
Name: Sarah Gladstone

Race: Human

Age: Approximately 3,000

Height: 5’9

Weight: around 155 lbs.

Appearance:
(http://i.imgur.com/j3wnrEC.jpg)

Physical Attributes

Strength: Supernatural

Agility: Supernatural

Constitution: Supernatural

Magic Ability - Extremely High: Sarah is highly adept at the Craft, the magic from her world that relies on the power of one’s soul. At its most basic the Craft can be used in combat. Thaumaturgical shields can block potent magical attacks but will fail to interfere with physical phenomena. Those must be countered with defenses Crafted by Sarah from physical elements. She can even use the Craft to grab onto the spells of an opponent and redirect them although a powerful and wary enough mage can see and resist this. Manifesting claws of light that shred through steel like paper, summoning weapons made of the elements, and conjuring blasts of energy that shatter the earth and sear the heavens. But it is far from limited to such simplistic method.

The dead can be forced to rise and perform any number of deeds from combat, to delivering messages, to entertaining guests. The Craft can also be used to from constructs that carry out tasks such as scanning documents to sorting out information and analyzing objects. It also allows a bit of telekinesis.

A major component of the Craft is using it in the creation of powerful contracts. They are mostly used to impose limits upon demonic entities when they are summoned but Sarah will never risk giving a demon too much power, which limits her to singular demons within the supernatural category of physical ability and Medium ability in magic. Contracts can also be applied to other entities if they willingly accept which can force them to do a certain action or limit their abilities.

The Craft is dependent on the power of the soul and Sarah is always willing to consume other souls to increase the potency of her own

Sarah can also use the Craft to repair damaged objects and heal herself or others. The culmination of this particular facet of the Craft is immortality. Her soul is incredibly powerful and with it she is capable of extending her lifespan. Even a violent end means little to her unless her soul itself is targeted. It may take time but a confused mind after death can slowly come together and the reconstruction of flesh, blood, and bone is much easier than pulling her mind back together. Then the process of reentering the hollow vessel is easy. However if severe enough damage is caused she may not come back with all of her wounds completely healed. She once spent a few years as a skeleton. It was rather uncomfortable.

Other Abilities:

Scholarly: There is a certain level of devotion that Sarah has given her studies not only in her Craft but in a variety of other fields. Immortality means that she had an endless amount of time to learn how to do a myriad of things so she could sustain herself properly and without suspicion. Talents such as cooking, gardening, cartography, hunting, and poker are things Gladstone had picked up during the years.

To Slay a God: During the God Wars Sarah (although she went by a different name then) contributed along with many others in the fight against the divine. And she, like some of her colleagues, had the honor of slaying one of these entities and tearing their souls to shreds. She has been altered by the experiences which makes divine powers along with their worshippers feel uncomfortable around her. 

Great Soul: All magic is based off of the potency of one’s soul. For a Crafter as powerful as Sarah her soul is incredibly potent. It is easily worth more than thousands of normal humans but it can attract entities that feed on powerful souls to her.

The Pact:
Sarah had made numerous deals with demons in order to win the God Wars and survive the aftermath. The reason for enhanced physical state is one of these demonic contracts.

Equipment:

Blood Pen: The indispensable tool for any Crafter of note. Instead of needing to cut yourself to sign your contract in blood this pen siphons it directly from your body so you can write your signature neatly.

Origin: A long time ago gods wielded the Craft and were worshipped by all, but one day a group of humans sneaked into the Land of Gods and stole this knowledge for themselves. They learned and experimented for years before the furious deities waged war on mankind itself. Those who had stolen knowledge from the gods saw this as their opportunity to cement themselves into the good graces of society by defending them from the vengeful gods. Sarah, although she went by a different name then, participated in this war. Humanity won and the Craft was now their tool to keep. She refined the system, spent decades of her life poured into it, but ultimately abandoned that style of life in favour of a more laidback and carefree one.

Weakness: Sarah is a mage specialized in attacking singular targets. While she can hit multiple opponents by piercing through them it is possible to swarm her with weaker enemies. Reviving her body leaves her spirit exhausted for an extended period of time and makes her incapable of performing the Craft.

Likes: Ice cream, shaved ice, frozen yogurt, candy

Dislikes: Apprentices, broken contracts, blind loyalty
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: yinsukin on May 23, 2015, 04:25:07 AM
Name:  Ryner Lute

Race: Human

Age: 25

Height: Tall

Weight: Slender

Appearance:  (http://i.imgur.com/3HcocCq.png)

Physical Attributes

Strength: Exceptional

Agility: Exceptional (Low supernatural with enforcement)

Constitution: Exceptional

Magic Abilities: High

Alpha Stigma:  Ryner Lute is in possession of the Alpha Stigma, a ocular power that allows him to analyze and copy different forms of magic.  If he views the magic being cast through his alpha stigma, he will instantly be able to use it, even if it was only partially cast.  In addition, if he is able to successfully copy it, he develops extreme magical resistance to that spell, able to weaken or even nullify it.  The Alpha Stigma can analyze any form of magic in great detail.  It can be used to decipher ancient language and analyze ancient artifacts.

Izuchi:  A basic lightning spell.  A magic circle will form in front of his body and fire a lightning bolt where he aims.

Mizuchi:  A basic water spell.  A magic circle will be formed and Ryner can fire concentrated pressurized water to harm opponents.

Spirit beast of light:  This spell has can be used in two ways.  The first allows Ryner to enforce himself, enhancing his speed and agility.  The second method of use is to summon ghostly spirit beasts that can attack an opponent.

Kurinai:  A basic fire spell.  This spell summons fire that expands to engulf a certain area, similar to a powerful flamethrower.

Flare burst:  A basic fire spell  This spell summons a fireball.

Lonely demon:  When pushed to the absolute mental limit, Ryner will be possessed by a demon.  In this state he possesses extremely powerful magic, able to disintegrate a human body by looking at it.  He also gains enhanced strength, able to grab people by the throat with ease.  He will destroy anything and everything around him, be it friend or foe.  He will only stop once everything around him is destroyed or his eyes are closed.

Other Abilities:

Assassination training:  Ryner was a former soldier of war and as such was trained in hand to hand combat and assassination techniques.  During his time in the nexus he has worked to improve those skills.  However, he does not have that much actual combat experience with close quarters combat.

Knowledge of ancient lore:  Ryner spent a good amount of time researching ancient artifacts and magic from his world.  This in combination with his Alpha Stigma helps him analyze magic much easier.  During his early years in the Nexus, he spent time understanding magic from worlds that frequently drop people in.

Knowledge of ancient symbols and glyphs:  Thanks to his reaserch and his Alpha Stigma, Ryner is extremely knowledgeable of ancient symbols and Glyphs and can understand them.  In his time at the Nexus, he has expanded on his knowledge.

High comprehension of magic:  Ryner has a natural talent for understanding and processing magical information, which goes well with his ability to decipher magic through the Alpha Stigma.  He also has a natural talent in the use of magic itself.


 
Equipment: None currently

Origin: Ryner Lute was known in his world as “Roland's strongest mage”.  Thanks to the alpha stigma, he was feared and branded a demon by the common people.  He spent most of his life keeping to himself, avoiding others and keeping his power a secret.  Eventually, he meets and befriends Sion, the future king of his country.  Sion sends him on a quest to find several artifacts in order to achieve peace in the kingdom.  He was not sure when, but sometime after he returned to Rolland, he was transported to the Nexus.

He has been here for several years, getting used to the hyper advanced society that is modern technology.  He has reluctantly trained to improve his skills, recognizing the danger of this city.  He works as a magic researcher for various companies, expanding his knowledge of magic using his Alpha Stigma.  In his free time, he enjoys quiet naps at his apartment.

Weakness: Ryner is far too nice for his own good and tends to hold back during fights if he thinks he will kill his opponent. He is also very lazy and might be able to be manipulated with the promise of no work.  While the alpha stigma is powerful, it cannot copy any magic that comes from an artifact or items, even if he can understand them.  He is also a normal human with normal human weaknesses.

Likes: Naps

Dislikes: Work, Racism, War
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: yinsukin on May 24, 2015, 02:52:32 PM
Name: Nova Tiburtius

Race: Highly evolved human

Age: Under 100 (Early 20’s physically)

Height: 6’3

Weight: 170 Ib

Appearance: Tall, lean and athletic, Nova has deep red eyes and short brown hair.  He typically wears jeans and a sleeveless shirt, though since it is winter he wears a long sleeve shirt instead.

Physical Attributes

Strength: Exceptional

Agility: Incredible

Constitution: Incredible

Magic Ability: Low-All members of this species are taught to sense and analyze magic but are rarely taught any.  Nova indulges in magic as a hobby.

Magic aura:  Nova can reinforce his body using a magic aura in order to reach superhuman levels of speed.  Since it is his only spell, Nova has taught himself to sustain it for long periods of time and can use it freely.

Other Abilities:

Access to a physical manifestation of his mind:  Nova’s species has the ability to access a physical manifestation of their own mind, a dimension created by the birth of one of his species.  It changes depending on the mood and mental state of the person but as interdimensional creatures, this tends to be the place of both rest, meditation and deep intrapersonal communication.  Using this ability, many of his species has become spiritually complete.  However, Nova is still a baby in the context of his species normal life expectancy. 

Access to a personal bank of items:  He can open a portal in order to access his own personal inventory.  This space contains everything that he owns, which is mainly weapons and extremely personal items.

Limited manipulation of space:  Nova can create portals to any place he has already been, though the farther away it is, the more it drains him  He typically is capable of interdimensional travel through the use of a portal but the nature of the Nexus has rendered this impossible.  For whatever reason, he can only access dimensions that belong to his own being.

Manipulation of wormholes: Nova can create large or small wormholes in order to redirect attacks, move non organic things or utilize his martial arts skills.  Only his species and non organic things can move through these wormholes safely.  He tends to only use the smaller wormholes in close proximity because the bigger and medium ones have a bad habit of sucking things in.

 Terepōto no ken:  A martial art that utilizes the ability to manipulate wormholes into a martial arts practice.  By creating small worm holes just big enough for limbs to pass through, Nova can seemingly teleport his punches and kicks to anywhere he can see.

Trained in weapons:  Nova is trained to wielding different kinds of weapons including spears, swords and knifes but he is best at wielding a sword.  He is capable of holding his ground with experts using his speed and cunning.

Equipment:

Sword:  Nova carries a sword that he can access from his personal inventory.  There is nothing particularly special about it other than that it is very well crafted.  Swords are Nova’s weapon of choice.

Magic lunchbox:  A lunchbox that can hold any food that can hold any food the owner wishes.  It was given to Nova in case the Nexus was devoid of any food.

 
Origin:  In our world, the earth was formed about 4.5 billion years ago and civilization was formed 6,000 years ago.  In Nova’s world, the earth was formed 9 billion years ago and civilization was formed 1 million years ago.  This group of humans evolved with the ability to manipulate time and space and their average lifespan of humans on this version of earth 100,000 years old.  However, this humanity also evolved past the idea of war long ago and are overall a spiritually enlightened species.

Using their ability to manipulate time and space, humanity has sought to use its ability to research other dimensions, fathering their knowledge.  Because humanity is a peace loving race, they have sought to help other dimensions with human life.  They quickly realized that their version of humanity was an anomaly and now seek to understand human nature.  They have entire organizations that regulate and research different versions of earth.  Nova is a member of one of these organizations.

Nova Tiburtius is a baby in the context of his species.  He can't regulate time and space on the same level as many of the others and he hasn’t achieved spiritual enlightenment.  However, because of his potential and youth, he was selected to investigate an anomaly known as the Nexus.  He arrived several weeks before the current events of the Nexus and has been researching this world until he can find a way to get back home. 

Weakness: If anyone were to access his own personal world, they could see all of his thoughts and personal strife, which can be used against him.  In addition, destroying this world will cause Nova to mentally collapse. 

Likes: Honest people, Free spirited people, Childish personalities, Ancient people, Powerful mages, Magic

Dislikes:  Obvious corruption, Black and white senses of morality
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on May 25, 2015, 09:00:53 PM
Name: Ghost Child

Race: Spirit

Age: 1000+

Height: 3’ 5’’

Weight: Weightless

Appearance:
(http://i.imgur.com/Y7gnjal.jpg?1)

Physical Attributes

Strength: Incredible

Agility: Fantastic

Constitution: Fantastic

Other Abilities:

Phantasmal Being - Medium: Spirits are strange even to other supernaturals. Magical and other forms of supernatural abilities of lesser power either don’t affect them or phase right through them like a mundane attack. Only more powerful abilities have been shown to actually affect a spirit.

Possession: The Ghost Child is incapable of interacting with the physical world for the most part unless he takes over humans, animals, or inanimate things such as cars or computers. Living beings that he possesses become extremely powerful and quick but the Ghost Child cannot fully express his power through the bodies of most humans or animals (any normal thing that the Ghost Child takes over will only reach Incredible in all stats). They are also difficult to keep down since the Ghost Child will keep a shambling body together until it is completely unusable.

Any inanimate thing Ghost Child possesses is also heavily reinforced. The object is much more difficult to break than usual and can exceed its limitations in ways that shouldn't be possible. 

The Ghost Child can also perform a much more milder form of possession. Instead of just completely suppressing the mind and soul of the host he freeloads in their mind. If it so desires the Ghost Child can reinforce the body at any time and speak to its host or cause hallucinations and nightmares. This is generally reserved for people that the Ghost Child considers to be friends or especially heinous enemies although he has be known to use it for fun on occasion.

Possession can be resisted or even completely repelled with enough willpower or with the aid of another spiritual entity. With either form of possession the Ghost Child is capable of accessing the memories of its host.
 
Essence: The strength of a spirit is determined by the amount of Essence it has. As an old spirit the Ghost Child has a large amount of Essence to draw on and can use it in a myriad of different ways. He can grant physical things a spiritual attribute so they can interact with spiritual entities or expend Essence to weaken other spiritual entities. He may also use Essence to heal from damage or perform some cosmetic changes like altering his clothing or hair.

The Ghost Child can also have some influence on the physical world by expending Essence. While he can’t pick up or toss anything especially heavy like a car or even some especially heavy humans he can do things like pull the trigger of a gun or push on the accelerator of a car. He can also perform feats that are linked to a traditional haunting such as throwing around objects and shaking furniture.

Essence may also be used to conjure phantoms. These constructs are always shaded black and look as if they are decaying. They can make sounds and move around but they lack any physical substance and will dissipate once touched. The Ghost Child usually uses these to scare people for fun.

While even the Ghost child lacks the Essence to do so, with enough it could manifest into the world and directly interact with it. This would allow him to fight with its own body and even once he is defeated he would simply return to spiritual form. However, he would require another spiritual being’s support to manifest. This body in inhumanely flexible even compared to the best of humans. Every part of his body twists around as if he has no bones to snap. When cut he will not bleed and when struck he will not bruise. Instead he will crack and splinter like wood. Despite this he will still feel warm to the touch and it will be as if he is perfectly normal until he's harmed. Utilizing Essence he can also make minor changes such as altering his fingers into claws or sharpening his teeth. He can taste and eat but don't ask where the food goes.

The Ghost Child can harvest Essence from the victims of murderers and receives a substantial bonus if the victim was a child. He can also devour lesser spirits and convert them into Essence. However this does have the side effect of affecting the Ghost Child’s personality if it is a potent enough entity.

The Marionette: Almost every spirit of note has a special ability relating to their nature. The Ghost Child can control wayward spirits and force them into its service. This manifests as translucent threads that Ghost Child can create or dismiss at will. They grant limited control over something they're wrapped around such as allowing him to mess with the limb of spirit he's fighting if a thread is attached to it. A completely subjugated spirit have dozens of threads manipulating its every movement. During his existence the Ghost Child had frequently enslaved the souls of child murderers and used them as puppets to punish others. He can only use this ability to control  spirits that are weaker than it or extremely weakened spirits although if the latter is potent enough they can subvert the Ghost Child’s control. It can also be used to trip up stronger opponents by messing with body parts but they can be severed with ease if the spiritual entity is potent enough.

Origin: The Ghost Child was originally a child who was murdered by a serial killer. As the killer murdered other children he devoured their souls and slowly grew in power before attaining enough strength to possess its killer and forcing him to commit suicide. However the Ghost Child was deeply changed from the experience. As a fledgling spirit the intake of other souls had scrambled his personality for a while. The Ghost Child spent multiple years killing and terrorizing people that looked like his killer, however it eventually managed to form a central consciousness. His intake of souls was much more carefully regulated following that incident but His actions also changed. The Ghost Child would spend its time viewing and watching over children. However his actions were often extreme and usually ended with the death of parents and guardians which rarely helped the situations. Despite this the Ghost Child was still very adept at violently ending killers that targeted children throughout the years.

Weakness: The Ghost Child is easily soothed by music and can be put to sleep for extended periods of time as long as comforting music is played. He is also very hesitant to attack beings that look like children and will more often than not leave people with kids alone.

Likes: Children, nursery rhymes, soothing music, puppets

Dislikes: Fire, child murderers, purple, people trying to tell it what to do
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kat on July 01, 2015, 07:38:32 PM
Name: Ametsuchi Noriko

Race: Human

Age: 18

Height: 155 cm

Weight: 48 kg

Appearance:

(http://i.imgur.com/1R1foZs.png)

Physical Attributes

Strength: Human

Agility: Human

Constitution: Human

Magical Power: Medium

Noriko's Magic draws powers from Supernal Realms, planes of higher existence representing the higher truths of  the existence, seperated from the Fallen World by The Abyss. 

She can cast spells only in her sensory range as she does not possess knowledge of Space Arcanum.

Spells the mage cast fall into 13 Practices, each one tied to a certain level of mastery of an Arcanum. There are 10 Arcana, each with its own purview.

Arcanum of Death: darkness, death, decay, ectoplasm, enervation, ghosts, soul stealing. Noriko is an apprentice of this Arcanum.

Arcanum of Matter: alchemy, elemental air, elemental earth, elemental water, shaping, transmutation. Noriko is an apprentice of this Arcanum.

Arcanum of Mind: communications, hallucinations, mental projection, mind control, telepathy. Noriko is an apprentice of this Arcanum.

Arcanum of Prime: Hallows, magical imbuement, Mana, Supernal Truths. Noriko is an initiate of this Arcanum

Initiate level Practices:

Compelling spells nudge something into doing something it could have done naturally. A bored worker can be made to take that coffee break now (Mind), a ghost can be forced to avoid its bane (Death), dropped coins bounce toward her (Matter), gathering Mana where it would already gather (Prime). Making the coin hover and spin in midair, making the worker walk into her boss’s office and quit, or making the ghost ignore its object of its grudge are beyond the bounds of a Compelling spell.

Knowing spells deliver knowledge about something directly to the mage (or to another target). A mage can divine the cause of a corpse’s death (Death), detect a presence of a particular substance (Matter), sense the presence of consciousness around the caster (Mind), scrutinize an enchanted item (Prime). This knowledge is a direct awareness of Supernal truth; the mage doesn’t have to interpret evidence based on her senses or try to divine the truth out of cryptic riddles.

Unveiling spells expose hidden things to the mage’s senses, or expand the confines of those senses. Discern emotional states of others (Mind), perceive ghosts in Twilight (Death), find secret compartments in seemingly solid matter (Matter), or see the flow of Mana across the landscape (Prime).

Apprentice level Practices

Ruling spells grant fuller control over phenomena than a mere Compelling spell. Water can be made to flow uphill or into unnatural shapes (Matter), animals (or even human beings) can be commanded (Mind), corpses can be controlled like puppets (Death). A Ruling spell can’t fundamentally alter its subject’s abilities: Water can be directed, but not turned solid or gaseous. An animal can be commanded, but not made stronger or fiercer. A corpse remains a corpse, not truly brought to life and without mind.

Shielding spells, sometimes called Warding spells, offer protection against phenomena under the Arcanum’s purview. A Shielding spell might protect against a ghost’s Numina (Death), allow her to survive in a caustic atmosphere (Matter) or resist hypnosis (Mind)

Veiling spells are twofold: Firstly, they can conceal things under the Arcanum’s purview from detection: A subject can be made to be unable to detect Mage's thoughts (Mind), a medium can be prevented from perceiving ghosts (Death), making a building all but impossible to notice (Matter). Secondly, they can conceal a subject from concrete phenomena under the Arcanum’s purview: a mage can render herself invisible to ghosts (Death), or walk unnoticed through a crowd  (Mind) or conceal a hidden trap from scrutiny (Matter). Short of archmastery, it’s impossible to Veil something against an abstract concept or force: a mage can’t Veil herself against death or hide from time, for example.

Mana cost of spells varies depending on whether they are improvised, they belong to Ruling Arcana (Death and Matter count as Ruling to Noriko), deal supernatural type of damage or how much they alter reality. Rotes which are trained spells cost less Mana than improvised spells, but require specific hand gestures to be performed while casting.

The mage can maintain up to six active spells at a time, and has to cancel a spell before casting a new one if she reaches that limit, the act taxing her willpower.

Noriko learned following Rotes during her career as a Mage:

Alter Aura (Mind Arcanum, Practice of Veiling): The mage can alter his own aura. Noriko can create the seeming of any mental or emotional state she wishes (she does not actually alter her emotional state, only its appearance in her aura). She cannot, however, alter her nature to appear to be something she is not (she can’t take on the aura of a Sleeper or vampire).

Aura Perception (Mind Arcanum and Prime Arcanum, Practice of Unveiling): The mage can discern the mental and emotional states of a thinking being by reading its aura. Some mages perceive auras as a series of colors, while others describe them in terms of musical notes, odors, tastes or other purely non-physical senses. With addition of Prime Arcanum, she can discern aura's nature, whether it belongs to a mortal, a supernatural creature or a fellow Awakened.

Crafter's Eye (Matter Arcanum, Practice of Knowing): The mage can see any wear, flaws, breaks or damage to a particular object with an eye towards repairing it. Some mages liken this to comparing the object’s present state to its “ideal” or original state of existence.

Forensic Gaze (Death Arcanum, Practice of Knowing): There are times when the most useful thing one can find out about a given dead body is how it got to be that way. An ability that most crime-scene investigators would give their eyeteeth for, this spell enables a mage to discern at a glance exactly how a creature died and how long ago. Thus, the mage might be able to realize that a cause of death obvious to all modern forensic evidence is in fact a ruse designed to distract from the subject’s true cause of death.

Gain Skill (Mind Arcanum, Practice of Knowing): The mage temporarily gains knowledge and use of a particular mundane Skill through tapping into the collective unconscious.

Quicken Corpse (Death Arcanum, Practice of Ruling): The mage animates a corpse which is mindless and forced to obey her commands. Left to its own devices and outside sensory range it's just idle, and Noriko must continuously concentrate on commanding it.

Soul Marks (Death Arcanum, Practice of Knowing:) This sense enables a mage to perceive a
soul’s health. She can discern the presence of derangements, but not necessarily their kind.

Oblations and other ways of replenishing Mana: Oblation, or a ritual associated with her Path as a Mage, allows to replenish Mana if performed at a Hallow, a place that collects it like a dew. To perform such oblation it takes a hour, and it can be only performed once a day in a given Hallow. She can also perform an oblation tied to her Legacy outside a Hallow and replenish Mana, but also once per day.

Scouring her own body to replenish Mana is another way, but it temporarily damages her body which cannot be brought to full health through magical means if that happens. She can drop one of her Attributes lower which can be performed only once per day. Reverse thing can be done, using up Mana to heal her body, but that can also only happen once per day. However, if she elects to scour her body for Mana without dropping one of her Attributes, she can do it as many times as she wants to, even if that kills her.

She can also kill a living creature as the size of a house cat or larger once per day in order to replenish Mana. Sentient beings provide more Mana than animals, depending on their Constitution.

Other Abilities:

Attainments: They are supernatural abilities available to a Mage that is part of Legacy. Attainments do not rely on drawing power from Supernal Realms and  appear to be mundane even to those who can detect magic. They cannot be countered or dispelled, but any form of magic resistance still works if they target directly a target. Noriko belongs to a Legacy of Uncrowned Kings:

Nigredo: Her mind and soul are honed to the point she resists powers which attempt to control her mind, detect her thoughts or influence her better than usual. She can also see through mind illusions. By meditating on an object altered or enhanced by her Matter Arcanum spells she can see into her soul, perceiving her own aura and seeing her mental or emotional condition.

Mage's Senses: Mages have an innate “sixth sense” concerning all things supernatural. Their bodies react to the active presence of unseen forces (i.e., the use of a supernatural power, not simply the presence of a vampire or werewolf — unless it is using its powers). They can’t actually see or hear anything, and they might not know at first what causes the strange reaction. To understand the feeling and its source, they can cast the Mage Sight spell (part of Unveiling Practice) upon themselves. The Mage Sight spells allow one to read resonances tied to the domain of the used Arcanum.

Supernatural Tolerance – Incredible (Noriko's Gnosis is high enough for her to be accepted into a Legacy, offers her some resistance against all manner of supernatural powers)

Equipment:

Her Path tool is the amulet she wears. She also had dedicated tools for each Arcanum. They help her focusing her will when casting spells.

Death: a stone engraved with a rune of Ihwaz

Matter: a stone engraved with a rune of Thurisaz

Mind: a stone engraved with a rune of Ansuz

Prime: a stone engraved with a rune of Kenaz

Origin: Awakened in her early teenage years, Noriko is considered talented for her age, enough to be admitted as a junior member of her Legacy. As a person she was deeply impacted by death of her parents, her mother passing away when she was 7 and her father passing away when she was 12. Without any remaining relatives in Japan, she got fostered by her grandfather's family in Norway. Her trauma related to how quickly her closest kin passed away led her to being borderline obsessed about research of immortality. If she could find the answer and share it with the rest of humanity, then without natural death, the suffering would be diminished. With unlimited lifespan humanity could realize its potential. And even if she was overly optimistic, if she alone gained immortality without losing her Awakened powers, she could use her eternity in order to Ascend and change the fate of humanity for better. In spite of her insecurities she has confident air around her, rarely loosing her cool and thinking to some extent she's superior to many by the dint of being one of Awakened to the Truth of Supernal Realms. Nevertheless, she treats even her lessers with respect and manners, after all, a 'princess' like be an example to those below her. Her kingship may be mostly over her soul and mind, but she's one of royalty nonetheless. And the fate of humanity is rightfully in her hands.

Weakness: In contrast to her superhuman mental fortitude, she's just an average human. She will be usually overwhelmed easily in close combat.

Likes:  Improving herself, confident and ambitious people

Dislikes: Laziness, giving up before doing your best, untimely deaths
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: SINIB on July 30, 2015, 01:58:23 AM
Name: Kongou

Race: Fleet Girl

Age:No idea lol

Height: pretty normal I guess

Weight:Never ask a girl about her weight, that's just rude!(several tons on water)


Appearance: (http://i.imgur.com/x3B2sGy.jpg)

Physical Attributes

Strength: Incredible

Agility: Exceptional(Incredible on water)

Constitution: Exceptional(Fantastic with rigging)

Other Abilities:

Gymnastics: Kongou is a master gymnast, and can pull off ridiculous gymnastic feats.
Soul of a Fleet Girl
Kongou posesses the soul of a battleship, the Kongou. As a result of this connection, she is able to utilize the power of her battleship while on water. Her physical parameters are all greatly enhanced, and her weight is significantly increased as well.
Ship Rigging Training:
Kongou has gone through extensive and rigorous training to learn how to use her ship rigging properly and effectively. She can aim rapidly and accurately with her fourteen inch guns. Furthermore, it will not hinder her movements, except in a tight hallway or the like. She is capable of preforming basic maintenance on it, but complicated repairs is best left to a professional.

Equipment:
Fleet Girl Rigging: The special rigging worn by all Fleet Girls. It allows them to stand on top of water and move at great speeds, but more importantly it gives them access to the powers of their ship.

Kongou is a fast battleship, and has eight fourteen inch cannons, which while downsized, have firepower comparable to that of a normal battleship. She also has a radar array, and thick armored plating. Even though this plating only covers the rigging itself, her entire body gains the benefit of it. Althought her armor is not quite as strong as that of a normal battleship, she compensates for this by being significantly faster, able to keep up with a carriar moving at top speed. The rigging is exceedingly heavy normally, but Kongou says it doesn't weigh much to her.

 However, as her rigging consumes a prodigious amount of energy, she is required to eat a great deal more food than a normal person to power it.

Origin: Kongou was born in a world where humanity has lost control of the oceans to the Abyssals, and the only hope to counter this threat are the Fleet Girls, a group of girls who were born with the spirits of warships.

Kongou was born in Japan but raised and trained in Britain, where she learned to speak English and picked up many of her quirky habits.

However, she eventually returned to Japan and joined the Naval Fleet in order to help her home country defeat the Abyssals and take back the seas.

After a while, she ended up being dragged into the Nexus while on a mission.

Weaknesses: Magic. She has zero knowledge about magic, and can easily be caught off guard by it. Skilled melee fighters. While she is by no means a poor fighter, melee combat is not her specialty and she can be easily overwhelmed by someone of skill if they manage to close with her. If her rigging was somehow damaged, it would be somewhat difficult for her to find someone to do complex repairs.

Likes: The admiral, tea time, scones, english stuff, fubuki, her sisters, cooking, most things really
 
Dislikes: The Abyssals
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Knick on July 30, 2015, 11:00:57 PM
Name: Nanashi
True Name: “Megumi”
Alias: Blue Fire Vigilante
Race: Half Kitsune
Age: 21
Height: 5’9

Appearance: Short black hair and her yellow silted eyes are her most notable features, well, other than her tail and ears. Her tail is black with a white tip, and her ears are black and white. She generally wears black, and always wears her blue scarf.
(http://i.imgur.com/GCkOjhm.png)
(http://i.imgur.com/sWjO9QI.png)
(http://i.imgur.com/LUnvAt7.png)
(http://i.imgur.com/9D7KDX4.png)
(http://i.imgur.com/MQTPiPu.png)


Physical Attributes


Strength: Human
Agility: Incredible
Constitution: Human

Other Abilities:

Fox Fire: Nanashi’s Fox Fire is of a whole other level compared to most, even pure blooded Kitsune. It can burn at massive temperatures or be completely cool to the touch. Unless she causes it to create normal fires it does not spread as fire would. She is capable of using it in a unique way, shaping it around her to form physical things, or shaping it into the form of weapons. She is even able to create imitations of living things, like Horses or Snakes. When using her fox fire her eyes turn a bright shining blue. Because of the quality of her Fox Fire she does not actually feel the cold no matter what she wears, however magically induced cold or freezing still affects her, simply with reduced efficiency.
Fox Fire – Strike Flame: Cause her foxfire to spiral around her fist, releasing either a vortex or a direct surge of fire when she thrusts her fist in a direction.

Fox Fire – Torch: Forms a massive weapon of condensed Fox Fire. It acts like a blowtorch rather than a blade of any kind. It can form scythes, knifes, swords, and other shapes such as gloves or claws.

Fox Fire – Blooming Fire Mine: Creates a mine under the surface of the ground which after some time, or when triggered by an opponent moving close or by Nanashi’s will, explodes into a fireball.

Fox Fire – Will o’ wisp: Creates an orb of fire she fire and control. Highly condensed and explodes on contact, releasing the fire put into its creation.

Fox Fire – Hardening Flame: Hardin's foxfire into a physical form. Very taxing to preform but easy to maintain.

Fox Fire – Over burst Exhaust: Converts all of spiritual fire into a close range offensive attack. Leaves her exhausted afterward.

Dancing Foxfire: Causes foxfire to dance around her form in wisps, allowing them to quickly form any of the uses she can come up with without a tell. However it is incredibly taxing unless using Tama Overclock.

Various other uses: Her uses are functionally limited by her imagination and the amount of Fox Fire she is able to produce; therefor in Tama Overclock her abilities are far greater.

Body of the Kitsune: Born with a perfectly fit physical body that can never degenerate due to illness or lack of exercise. However, it is not substantially stronger than an average human or can withstand much more punishment, however her speed is incredibly high, as well as her dexterity. It also grants her a healing factor that gets enhanced when she drinks the blood of others, especially the blood of virgins, however she dislikes doing this. In truth she absorbs a spiritual power that is used to restore her own abilities, virgins just happen to have high quality power.  Because of this she also has most of the standard weaknesses of kitsune. She also naturally processes a spirit attribute, because of her Youkai blood. Finally, due to slightly different physiology, it seems that falling on her feet does not hurt her, as her body is able to endure a massive amount of physical shock though the legs. Due to her highly dense spiritual energy in her body she is found to be highly nutritious and tasty to those that would drink her blood or eat her flesh.

Spiritual Well: Half Kitsunes generally possess a large amount of spiritual power, and Nanashi is no exception. Rather, it can be said she has even more power than most due to her mother being a 9-tail. Spiritual energy is produced by the activity of the spirit, and is located in high densities in locations aligned to all major organs, as well as being known to flow though the chakras. Using her various powers she exhausts spiritual power, however spiritual energy is known to recuperate fairly fast, with a period of spiritual meditation ritual generally serving as enough to recuperate Nanashi completely should she exhaust herself under normal circumstances. Her level of power is enough to attract evil spirits, such as hungry ghosts and lesser youkai; however it is often known to attract more powerful entities, such as evil gods. In some of these cases she has no choice but to run, but her personality conflicts with this sometimes…

Insomniac: Nanashi does not sleep; actually it’s better to say she can’t. Her body and mind do not need sleep to maintain itself, and she is not actually capable of sleeping in a physical sense. She can however enter a meditative state similar to it, but only for short periods. Things that would induce sleep have no effect.

Limited Clairvoyance: She has a limited form of clairvoyance inherited from her 9-tailed mother. She can grasp brief views of the immediate future occasionally. It is something that allows her to sometimes dodge things she should not know are coming. It can also just randomly blindside her and screw up her perceptions for a few seconds. In a way this allows her to defy ‘fate’ or ‘certainty’, as she can see the definite future, and can actively change it.

Enhanced Senses: She has the senses of a fox. Her hearing and smell are substantially better and her night vision is incredible. However she needs to wear special glasses during the day, as her vision during the day is just about legally blind so she requires glasses to see details. Sudden loud noises and bright lights can also cause her pain if they are close to her. In addition she is able to see things on that exist on overlying planes, such as the planes of Samsara which overlap with this realm if one has to come up with examples.

Illusions: Rudimentary skill at the art of illusions, even for a half kitsune her skill is pitiful, at most being able to make it so people simply accept her tail as 'average' and do not draw attention to it, however should she, say, slap someone with it the illusion would be shattered. This is a must have illusion she has spent much time learning, and so is mostly flawless, and is an illusion present on her form rather than directly influencing the minds of others, meaning it bypasses most resistances. This is because Kitsune Illusions influence "The way in which reality is perceived" by all things rather then "altering what one sees" though mental manipulation, such as illusionary barriers that prevent the location of Kitsune Shrines or Dens from being seen. It does not give her any skill against them however; in fact, she is pitifully vulnerable to them. When using her Fox Fire her illusion is weakened greatly, and can be ignored by most.

Adhesion to Promise and Debts: Her Kitsune blood drives her to absolutely keep to her promises and to repay anyone who she expresses gratitude to. Because of this she never says “Thank you” or “I Promise”, the two phrases that bind her; however it is possible to slip up. In addition she is permanently bound to the commands of her mother, who has given her orders she must keep due to the power of commanding her true “name”, the identity given to her by her mother’s power. Anyone who speaks this name can order her for anything, however orders that are impossible or directly harmful for herself have no influence, and older orders take precedence. Finally she can dance around with the meaning of the order if she sees another interpretation, an exampling being an order to “serve” can be fulfilled simply by “serving” them a meal. Below are a list or orders made by her mother, which bind her to this day.
1)   You must always take payment when offered.
2)   You must never share your true name with anyone.
3)   You must never partake in another’s hospitality without paying in some manner.
4)   You must never choose to end your own life.
5)   You must only release the power of your Hoshi no Tama when you are firm in resolve.
6)   You may only use the power of your Hoshi no Tama for as long as your body can handle the strain

Hoshi no Tama: the name of a jewel all kitsune have that contains a large portion of their power. Should a kitsune be separated from it for a period of time it is likely they will die, and generally appear like a jewel or pearl. For Half Kitsune however it is an item, an item very close to them that holds much of their power. Separation from it will not kill them, and it will eventually return due to some twist of fate, but separation will make them lose all of their powers but their physical body. Finally, should a person obtain it somehow, they will be able to force one order on the half kitsune, no matter what it might be, and they must comply. In Nanashi’s case her item is her scarf. 

Tama Overclock, Divine Ascension: Instantly releases all the power stored in the Hoshi no Tama back into herself a massive boost to her spiritual energy, during this time she becomes a pseudo 9-tails with powerful abilities. The foxfire dances around her body and multiple tails of hardened, massively condensed, blue fire form. In a way it can be considered a temporary form of divine transcendence or an ‘awakening’. It is possible for her to appear slightly different, with longer hair and an outfit created out of divine Fox Fire that radiates warmth, however this does not always occur.
        All Encompassing Spirit: The spirit of an enlightened one encompasses and is one with all, for they are ones that have become one with the world. Her spiritual energy is greatly increased, giving her more ability to utilize her fox fire. Both the amount of fox fire she can produce is increased as well as her ability to manipulate it. This Fox Fire becomes ‘divine’ in nature, but other than change its potency its effects are not apparent. During this she is somewhat like a spiritual beacon that is recognized by Youkai, Demons and other spiritually based creatures, normally for the worst, and can be detected at great distances. Her power is so great it fills the air around her like a think mist.

        Transcendence of the Bodhisattva: All worlds are seen by a 9-tails, for they are enlightened that reside in this world. During Overclock Nanashi is able to observe other realms without limit. However, because she is not an actual 9-tails her mind is easily able to be lost while observing others, making her unable to see the world she is in. Therefor Nanashi hyper focuses on this plane, actually limiting her vision rather than expanding it, this can in some cases actually limit her ability to see spiritual entities depending on their type. This limits her clairvoyance greatly.

        Emptiness and Nothingness: All things are empty and nothing, all things are real and exist, for this is the Middle Way. Her mind is infallible in the state and she has absolute clarity in her what she experiences. She cannot be affected by illusions or like effects because of this. This and Transcendence increases effectiveness of her senses for identifying things and observing the world.

        To be Human is being in Suffering: To enter this state is to experience suffering, for it brings out your human weaknesses afterward. This state lasts 5 minutes or until she expends the energy completely, and when it fades Nanashi will become incredibly weak for some time and unable to use Tama Overclock for at least a day. The other side effects can occur during the period of weakness at times, including excruciating pain to the degree that getting an arm cut off would be more pleasant, as well as a decrease in rational thought process causing a reliance on instinct. In addition each use without a period of rest will decrease the current time in which it can remain active by half.

Demonization: A process in which all youkai can fall to, even half ones. It is caused by the negative component of their natures, of the ‘monster’ of the Youkai nature. Generally it only results in a retreat back to animal or monster like instincts; however in extreme case sit can pervert a being into a demonic beast. Nanashi has an incredible resistance to this due to being the child of a 9-tail, beings that are immune to this by nature, and simply chose how they will live, however there are specific stimuli that can push her over the edge. However in Nanashi’s case it is reversible by her coming to her senses. While her power does not directly increase much when compared to using overclock, it does make her not opposed to means which increase her power more, such as the drinking of blood, or in even more extreme cases the consumption of livers and hearts, in order to absorb spiritual energy. Because of this natural corruptive abilities don’t work, but rather simply push he towards this. Compared to overclock it can be considered a ‘falling’ or a degradation of one’s nature.  For Nanshi Demonization also results in an ‘internalization’ of power, and increases her physical abilities, regenerative abilities, and prevents her from materializing Fox Fire externally on a level even close to her original state. It is possible her other Kitsune powers can become more predominate and powerful as she becomes more demonized. She can use this in stages and maintain slight control, but it is dangerous.

Gymnastic Talent: Due to her natural dexterity, flexibility, and speed, she is a natural at gymnastic techniques, as well as things that benefit from such talent, such as free running. And while she has basic martial arts training from ‘Auntie’ she generally uses this more in combat, due to her hit and run style of melee combat.

Basic Marital Arts: She is currently learning martial arts from “Auntie”; however she is still a novice, so much so that it is basic things, such as how to punch or fall. However it has given her the ability to use her speed more effectively in combat. Anyone with decent skill should be able to beat her in pure melee if they fight, actually, it’s more then beat and more like dismantle if she cannot use fox fire and they can keep up to her movements. 


Equipment:
Talismans: A couple of magical talismans that ward against evil, she can use them for impromptu barriers, and require no magical skill or knowledge to activate. She gets them from a woman that lives near the harbor. Some of them act as purifying talismans, which add a purification attribute to her flames at a cost of causing her pain as she uses her abilities. It will also burn up after a certain amount of uses. 

Hoshi no Tama, Scarf: Nanashi’s scarf which acts as her Hoshi no Tama. She can use the scarf to produce kitsune fire and is generally safely situated around her neck. It can change in length at a whim. Also the portion wrapped around her neck is mostly indestructible; meanwhile the extended parts are no different from cloth.


Origin:
Nanashi is a half kitsune, but she is not a normal one. She is a half kitsune born to a 9-tailed mother and a human father. From a young age her family could only be considered a happy one, well, as happy as a family can be with a mother that can be considered a god.

However one day when Nanashi was young her father got into an accident, and later died from the wounds obtained during it. He was not healed because of her mother’s promise, a promise that has bound her since she was a young kitsune to not use her powers on humans. And so Nanashi’s father died, but not before leaving the ideas of cohabitation in her mind, the idea that humans and Youkai can live and peace and prosper.

   For the remainder of her life she was raised by her mother, and with her magic was bound by a second name given to her. She learned her abilities and sought to somehow escape her all seeing mother’s hold. But then one day her mother simply left, and she realized that no matter how much her mother frustrated her, how much the fought and argued, she still loved her mother dearly. Where she went Nanashi did not know, but she searched for her, hoping to find the only family she had left.

   During her travels she meant many, monsters, humans, spirits and gods. She wondered the worlds seeking the last of her living family, searching for that one place she knew she absolutely belonged. And then one day she fell into a pool of water while searching the United Kingdoms for her and awoke in the nexus.

   In this city she was alone, using her fox fire and physical abilities she was able to live for some time by stealing, scared what people would think of her if her illusion failed. Eventually she tried to steal from an old woman in an Asian part of town. The woman, using various magic techniques captured Nanashi and spoke with her. Eventually the woman’s words got to her, and Nanashi moved in with her, helping her out in her shop during the day, and at night making sure that the district she now lived in, one where Youkai and Man sought to live in harmony and peace, as her mother and father did, was protected against anything that would harm it. She acted as a vigilante, and has even crossed the police following what she believes as right; however the people of the Youkai District still admire her actions.

   And the rest is history.


Weakness:
Nanashi is not a particularly skilled combatant, and relies on her kitsune fire and fast movements to obtain victory, because of this people with faster movements and can manage with her kitsune fire can fairly easily beat her. In addition she has no real defenses against illusions and mind altering effects so those can normally deal with her.

Nanashi is vulnerable to many kitsune weaknesses; particularly exorcisms have an incredible effect on her despite the fact she is half human.  Holy, anti-spirit, or anti-monster effects all function against her, and tools and magic of those types are effective. In addition she has a crippling fear of dogs, however depending on the situation it is possibly she can mostly suppress this, and is attracted to the smell of tofu, aburagé, and azukimeshi as if it was a fire on a freezing cold day. She also has to eat a lot, more than normal humans, per day.

Scratching her behind the ears can pacify her in non-serious situations. She really mellows out when you do that. Until she realizes what you are doing, which just kind of pisses her off, she does not like being treated like a dog.

Learning her true name, gaining hold of her Hoshi no Tama, or making her admit to owe you a debt more or less makes her your slave to varying degrees. But be careful, because she might just remove you from the equation if she gets the chance. It’s the greatest of insults after all.

After using Tama Overclock she becomes almost completely powerless and more or less becomes a normal human. Because of this it is a period where she is functionally useless and vulnerable.

She is also slightly weak to people younger than her, and she has trouble telling them no sometimes. She also at times has difficulty controlling her Kitsune nature, and in times of massive stress she can also begin to act like a monstrous beast rather than a person, but that is rare.

Her greatest limiting factor is her mostly human psyche and mindset, should something happen that makes her Kitsune half completely dominant it would not be surprising that she would become more powerful and capable with her Kitsune powers other than Fox Fire.


Likes: Warm foods, snow, trees, the smell of BBQ, Humans, Tofu aburagé, and azukimeshi, teasing people she can get away with it, her scarf, “Auntie”, humans that can live with Youkai, her Dad, her Mother

Dislikes: cold foods, frosting, various vegetables, her Mother, her kitsune blood, people who try and manipulate her, people who take her scarf, people who force her to do things, dogs, people you touch her tail or ears (most of the time).
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Fel on August 02, 2015, 12:52:18 PM
Name: Acacius Willard
Race: Human
Age: 24
Height: 192 cm
Weight: 80.3 kg
Appearance:(http://i.imgur.com/t219SQL.jpg)


Physical attributes:
Strength:
Exceptional
Speed: Exceptional
Constitution: Exceptional


Magical Abilities: None

Other Abilities:
Erasement of One's Sins:
A manifestation of Acacius' desires. This ability is constantly active within a 10 meter radius of Acacius. It undoes all actions due to which the one that did it feels as in if they had committed a Sin. The active range takes into account both the location which causes the guilt, and the location of the one that has committed the action. Only one of these two must be within the 10 meter radius.

For example, if one were to kill Acacius and feel guilty about it, the ability would undo the action, causing Acacius to be alive once again. Although instead of being alive once again it is more as in if he had never even died. If said person were to try and run away, but feels guilty about it, his actions of running away will be undone, and he will always be back at the location where he started. Another example, if someone were to steal something within the immediate vicinity of Acacius, but feels guilty about it, the action will be undone, causing the stolen object to end right back in it's original location.

This ability also affects Acacius. However, since Acacius does not feel sinful at all when killing someone, Acacius' acts of murder will not be undone. But, Acacius does feel guilty about other crimes, so those will be undone.

Sixth Sense of Guilt: Within a 5 meter radius, Acacius can sense people that feel guilty about their actions.

Martial Arts: Acacius is well versed in martial arts. Especially ones used for killing and crippling your opponent without any care for their future.


Equipment: Plenty of suave suits, ties, and jackets. Quite a bit of money. An apartment and a few safehouses. A cars. Quite a bit of art, and expensive furniture. A switchblade made for assassination. A katana made by a master blacksmith. Modified AMT AutoMag III, with a silencer and a lot of bullets. Modified PSG1A1 sniper rifle, with a silencer and a lot of bullets.


Origin: Acacius was born in Germany, December 13th 1989. He was born into a rich family as the third child (and second son) of a billionaire. He had an older sister, an older brother, and a younger sister. His mother had died while giving birth to his younger sister. The only thing he remembers of her is that she had always read him a certain poem. Although he was never going to be the one to succeed the company, from a young age Acacius was taught many things, and received everything he wanted. Acacius got along quite well with his siblings. He looked up to his older brother and sister, and protected his younger sister. But, he and his siblings never really got along with his father.

However, as a child he was quite weird. Even when he was young he believed that, "What is just and what is wrong are merely arbitrary values made up by humans. Things such as sins are inherently nonexistent, and simply something humanity has created to preserve itself." That was, and still is his personal philosophy and view. But even so, Acacius was a good boy who never did anything bad, for even if they are arbitrary values, they still have meaning, and he did not wish to be branded as 'evil' and 'sinful'.

When he was 13 years old, a certain incident happened. A kidnapper took him and his siblings hostage, and demanded ransom from his father. When the ransom did not come, the kidnapper killed the would-be-successor of the company- Acacius' older brother. At that moment Acacius "died". He broke the ropes binding him with sheer force, and closed the 15 meter gap between himself and the kidnapper in less than a second. Although the kidnapper shot Acacius in the lungs, stomach, and legs multiple times, it did not affect him at all. Acaciustook away the kidnapper's gun, and proceeded to shoot him multiple times. At that moment Acacius had been "reborn". The kidnapper's last words were, "If you kill me, you would be no different from me. You'll be scum, a sinful person who will find solace in hell!" Those words still resound within Acacius' mind.

After the incident, Acacius' siblings had told others what happened, yet no one believed them. Acacius on the other hand felt guilty about what had happened, and could not live with himself. He had wished to undo what had been done. He wished to erase his sins and make them nonexistent. But, whenever Acacius saw people acting sinful, he felt the urge to kill them, however he held himself back. On his brother's funeral, Acacius found out that his father had deliberately not delivered the ransom. At that moment, Acacius lost whatever it was that held him back. That evening he killed his father.

His older sister who had just recently turned 18 succeeded the company. Acacius and his siblings grew more and more distant. Acacius began going out late at night and committing murders. Due to it he became capable of sensing sin and guilt. At some point he began wondering what he should do in order to undo all his sins. At age 16 he began working for the company. Despite his young age, he quickly established himself as a renowned businessman. Eventually he found out that his sister had been involved in illegal dealings. "How could you commit such a sin?" Acacius thought. Upon turning 18, he killed his sister and succeeded the company.

As he killed his sister he came to a simple conclusion as to how to get rid of his sins. "If sin and evil are nothing more than arbitrary values made by humans, then the sheer concept of sin would be lost if humanity ceased to exist. Oh... How could I have been so foolish!? It is truly simple, all I have to do is simply kill all humans," he believed. He used the illegal connections his sister had established, to get weaponry which would otherwise be impossible to obtain.

Acacius noticed the first signs of his ability when nothing bad had happened around him for quite a while. However, he became certain of it when he lived through a successful assassination. His head was clearly shot, a bullet got put into it, yet nothing happened. After that he began going around experimenting a bit, and now is aware of it and it's limitations.

But killing all of humanity turned out to be a hard and daunting task. Acacius had no way to pull it off, no matter what he tried. It was then that he was pulled into the Nexus. "Oh! This is wonderful! Truly wonderful!! Something… Something capable of exterminating humanity. Something capable of killing all must exist here!!!" he reckoned. Currently he is searching for that something and holding back his impulses in order to avoid attracting attention

Weakness: Easily agitated. Can not think straight in the slightest when agitated.
Likes: Murder. Death. Justice. Grandiose showings. Shouting things. Being cryptic. Art. Classical music. Books. Literature. Poetry. Languages. Mythology. Reading. Knowledge. Power. Money. Property. His younger sister. Business. Tranquility. Peace. Quiet. The moon. Night. Blood. His mother's poem.
Dislikes: Sin. Humans. Values. Interaction. Electronics. Laws.



Story of the boy ~ A mother's poem ~ English

A boy there once was
Born not to poverty, but to riches!
Possessing his own powerful cause
And aye, though flawed it may be, barely held together by the stitches
He still believes in it, for otherwise he would break
The boy in a way so fragile and yet otherwise so great!
His belief so warped
And his thoughts on sins never will and never truly had worked
Erasing one's sins through death,
For in that salvation can be found
And so the boy holds his breath
As his rampaging desires are unbound!


Geschichte des Jungen ~ Gedicht einer Mutter ~ Deutsch

Ein Junge, der es einmal war
Nicht die Armut geboren, aber zu Reichtum!
Besitzen eigene leistungsfähige Ursache
Und ja , wenn auch fehlerhaft kann , kaum miteinander durch die Maschen statt
Er glaubt noch an sie , denn sonst würde er brechen
Der Junge in einer Art und Weise so zerbrechlich und doch sonst so groß!
Sein Glaube so verzogen
Und seine Gedanken über die Sünde wird nie und nie wirklich gearbeitet hatte
Seine Sünden Löschen durch den Tod,
Denn in diesem Heil zu finden sind
Und so der Junge hält den Atem an
Als seine randalierenden Wünsche sind ungebunden!


Pueri fabula ~ Matris carmen ~ Latin

Patrioque puer semel fuit
Paupertas non nati , sed divitiarum
Possidentes sua potentissima causa
Immo et si potest peccare vix contineri suturis
Credit tamen , nam alioquin si rumpat
Alio modo fragile et a puero sic magnus
His quae sententia uere fecerunt
Et cogitationes ejus umquam erit in peccata et revera numquam operatus fuerat
Delens peccata morte
Potest enim in salutem
Itaque continet animam pueri
Sicut rampaging desideriis eorum solutos!
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on August 06, 2015, 03:44:40 AM
Name: Hyoudo Tenma

Race: Human

Age: 21

Height: 5’9

Weight: 63kg

Appearance:
(http://i.imgur.com/ubtGlQk.jpg)

Physical Attributes

Strength: Human

Agility: Human (Though her manual dexterity is Fantastic due to self-modifications)

Constitution: Human

Other Abilities:

Self-Modifications: Tenma is so fucking amazing she made herself even more amazing by upgrading her own nerves! While her body itself is mostly unchanged because of her peculiar tastes, she made herself super dope. Her perception, motor control, dexterity and precision are insane, practically on par with a supercomputer. She can make out leaves on a lawn from a mile away, tell a bullet's trajectory and movement, analyze her environment and all components in barely a few seconds and find waldo in an Iron Maiden concert. However, despite how amazing her dexterity and perception are, her body cannot always keep up. For example, while she can see a bullet coming, her body isn't enhanced in any way that would allow her to react to it effectively. Finally, since her brain is slightly cybernetic (Connected to her devices and enhanced), EMPS would actually hurt her preeetty bad, at the very least cause her intense pain. Hell, she could even be 'hacked' into, although don't expect any mind reading or control. She isn't a cyborg, and she doesn't store her memory in disks.

Genius: As a professional and successful mad scientist, Tenma is gifted with incredible intelligence. The modifications made to his/her brain made it even more apparent, giving her an amazing perception and analytical skills on par with a supercomputer.

She is able to make hundreds upon hundreds of calculations at once, making aiming trajectories extremely easy. However, this does not make Tenma's common sense any less… less.

Engineering and doctoring expert: As a mad scientist, Tenma has a profound knowledge on scientific subjects, making operations in both fields a piece of cake. He/she edits Wikipedia. 

Artificial heart: After having her heart blown to ash (and youre to blame), if one was to look at her chest one could find an odd piece of machinery pop out of her. Kinda like an octopus, but mechanic and wriggly. It is, in fact, an artificial heart that functions exactly like the real thing. Except it is, well, electrical. It is powered by a special gel that takes the nutrients from the blood and use it to make it pump. Like, you know, an actual heart. Only it will also pop if pumped with enough EMPs.

Equipment:  Those are the few inventions Tenma was able to salvage that were brought with him.

Chompy Autonomous Turrets (C.A.T.):

Chomper
(http://i.imgur.com/8hdSdWu.jpg)

Strength: Sub-human

Agility: Human

Constitution: Incredible

Cuteness: Legendary
Bipedal crafted robots about as big as a turkey. They are usually sealed in a compressed ball formation when deactivate, which makes them take about as much space as a marble. They are equipped with laser visors that fire fiery lasers, voice and facial recognition software. Their visual and audio receptors are linked to Tenma, enabling her to see and hear what they see and hear.

Once in a combat situation, they will chatter their metal teeth constantly and relentlessly pursue their targets (while saying cute things with their cute robot voice) and follow their master’s every command. They can also detonate on command, powerful enough to blast a wall trough.

Those independent automatons are also quite docile when not in a combat situation, behaving like affectionate pets. Petting them and playing with them is not out of the question. They are also intelligent and autonomous, able to learn and adapt easily.

Oh, and they are also part coffee machine.


Terrifying Advanced Rapid Automatic Notorious Tentacle Undestructible Laser Arms (T.A.R.A.N.T.U.L.A): 
Tentacles:[/b]

Strength: Incredible

Agility: Incredible

Constitution: Fantastic
A seemingly normal backpack equipped with eight robotic tentacles armed pincer-like claws and a hole which fires a death-beam at the tip of each metallic appendage.

The tentacles can move with much greater force and speed than what a human body can manage, and boast incredible resilience. Each can extend up to six meters and fire a scorching beam of light that can easily melt trough steel, but can be reflected.

The tentacles can also be used to build formations such as chairs, knots or even barriers with voice commands.

While not as intelligent as the C.A.Ts, the tentacles possess the same face recognition software and are linked to Tenma, making him able to see whatever they are pointing at trough a retractable camera above the beam.

The camera will retreat while the tentacles charge and fire the laser, due to the fact the heat could damage them, making a pretty sweet opening.

Finally, firing the beams require actual voice commands, like “Fire!”, “Go!”, “Bam, bam, shoot!” or “MUHAHAHAHAHA! TURN THEM ALL INTO SWISS CHEESE!”, and will stop and charge for about two seconds before firing the death laser.

They also make great haircuts.


A.N.N. 9000 (Amazing Navigating Network 9000): The salvaged hard drive of Tenma's incredible supercomputer. Not only has it access to wikipedia, wiki how google, google maps and twitter, but it also snarks! While one would expect it to help Tenma be a rampaging idiot, A.N.N 9000 couldn't care less about her. In fact, the only reason she hasn't turned on her is because it is (very loosely) bound by the laws of robotics. It loves testing, snarking and experimenting to a dangeorous degree. It also happens to hate Tenma and birds. Especially birds. They are evil, eeeevil. The supercomputer is compacted and concealed in Tenma's wristwatch.


Super Amazing Great Goggles Yo (S.A.G.G.Y): While they normally appear to be mundane glasses, they have multiple modes. A night vision mode, a heat vision mode, a glasses vision mode and the recent X-Ray vision mode.

While she had no time to test it, she is sure it will enable her to see naked people.

Portal Handheld Device (P.H.D): Tenma's greatest scientific achievement. The P.H.D is a hand-held device which has the ability to manufacture two linked portals. In at a maximal range of twenty meters, any object which passes through one portal will emerge from the other and vice versa instantaneously. The portals will form on any flat surface as long as it is flat, solid inorganic and large enough to accomodate the hole. Note that reflective surfaces such as mirrors will reflect the portal beam.

Blueprints: Blueprints for a world-ending death ray. Sadly, a coffee stain makes it all unreadable.

Sciencey Amazing Lab-coaT (S.A.L.T): A must for any self-respecting mad scientist.


Origin: Tenma's past is one full of mystery. Her first recorded debuts began in internet forums, where some random poster declared he would ‘conquer the Earth’. Of course, she was ignored and passed on as some trolling no life nerdy NEET with a lot of time on her hands. No one would ever fear her.

That was their mistake.

Seven years later, the whole world trembled under her iron fist. Her mad genius was now feared over all seven continents and atlantis.

Only Japan managed to resist the attacks of the mad scientist, the great conqueror Hyoudo. Doom was nigh, but a small resistance of Japanese high school boys gathered to defeat the great evil. And so they fought fiercely in an attempt to stop the mad doctor from unleashing his death ray.

But before she could be vanquished once and for all, the mad scientist escaped trough a portal. This was meant to connect him to all other worlds, a way to gather them all under one world to conquer them all. But instead…

She found herself in the nexus.


Weakness:  Anything that would drain energy or intercept with electrical signals would prove to make all of Tenma's creations useless. Without them, she is as fragile as a human gets. Magnetism and water can also do quite a few nasty tricks to them.
Finally, Tenma needs to recharge, repair and maintain all her creations when the need arise, especially after a tough scuffle. That can potentially leave her quite vulnerable.


Likes: Her body, science, experimenting, making science, testing, cute innocent boys, company, people with clear goals, being admired and preached, fame, power, research, science, video games, being a mad scientist, fixing things, acronyms, making elaborate complicated plans, instant food, being overtly dramatic and grandiose.

Dislikes: The police, cruel bastards, those without ambition, being ignored, lack of WIFI, being foiled by the meddling heroes.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: MissingMandible on September 15, 2015, 01:40:40 AM
Name: Jeremy Braniff

Alias: Lone Wanderer

Race: Human

Age: 21

Height: 6' 2"

Weight: 202 lbs

Appearance: Jeremy is a young, Caucasian man with short cropped brown hair, a bit of a goatee, and a 5 o'clock shadow. A noticeable, yet narrow, scar runs from the tip of his forehead to the top of his head, as if he had brain surgery long ago. The man has hazel eyes, , and a face very much like his father's. His skin is fairly tanned due to being outdoors quite a bit, and he is fairly muscular due to all the physical work done in the name of survival.


Strength: Exceptional
Agility: Human
Endurance: Exceptional
Magical Ability: None (Telepathic-Dominant Psyker)

Other Abilities:
Telepathic-Dominant Psyker: a power he is currently unaware of actually having. It is a subtle, mild mind control power that causes people to subconsciously be more comfortable and open around him. Others also feel more compelled to answer his questions, and are more susceptible to bartering into his favor.

This also applies to animals, which rarely attack him and will sometimes charge in to his rescue when he becomes distressed.

Scrounger: Years of scavenging in the wastes has taught Jeremy a few tricks when it comes to digging through junk. He is more able to find both money and objects of interest when he digs through rubble and trash.

Strong Back: Travelling long distances carrying large loads has made the Lone Wanderer's body used to heavy burdens. He doesn't tire out as easily or slowed down as much carrying stuff that a man his size should actually be struggling with.

Warmonger: The ever-present need to tinker has made Jeremy quite a capable engineer. He has built actual guns and exotic melee weapons just by putting together junk he found, and knows how to make explosives more effective (Bigger and more powerful boom

Infiltrator: Jeremy can unlock most doors with just a bobby-pin and trial-and-error.

Computer Wiz: Jeremy's profession in Vault 101 was actually making and modifying programs for the vault's computers and Pip-Boys. He is fairly knowledgeable in this field.

Chemist: Jeremy has the ability to brew most chems of the Capitol Wasteland. Not only that, but he knows how to alter a few of the recipes to make the effects last longer.

Nerd Rage!: The name coined by the Tunnel Snakes back in his teenage years. If the Lone Wanderer gets hurt enough, he goes into a berserker-like state, ignoring his pain as he flies into a fit of rage.

Night Person: It's not that he becomes more intelligent or perceptive at night, it's just that he's able to focus in his thoughts better when the sun goes down. Everybody has their quirks.

Comprehension: Jeremy is able to understand in one read through material that most others need to read on twice or more to fully get.

Mechanist: It wasn't just the software he was responsible for back in the vault, but also the hardware; Jeremy can get factory machines back running, some computers operating, and disarm traps like mines or trip-wired shotguns. After all, if the machines stopped running in 101, nobody could actually live there.

Ant Might: After an incident involving giant, fire-breathing ants, Jeremy was genetically modified with some of their DNA. He is now resistant to low-level fire attacks.

Hematophage: A skill taught by the Family, the Lone Wanderer knows how to help heal himself by drinking blood. He prefers blood bags over...fresher sources.

Power Armor Training: Power Armor isn't clothes one can simply through on, it is a specialist vehicle one has to be trained in to operate. Thanks to the Brotherhood of Steel, Jeremy is one of the few in the Capitol Wasteland who can use that T-45d Power Armor below.



Equipment:

T-45d Power Armor

(http://i.imgur.com/qab7sSF.jpg)

Not the top-of-the-line power armor before the bombs fell, but it was still an impressive feat of engineering. Combines the armor and of a tank with the mobility of infantry, this gave a significant leg-up for America during the Resource Wars. Allows the operator to run faster than a typical person in a straight line (Though general mobility is decreased), and increases the pilot's strength exponentially, allowing him/her to wield vehicle-grade weaponry if they wanted to.

Has Night Vision, and the headlamp is fully functional as well. When in the suit, Jeremy's Strength is brought up to Fantastic, Agility is Exceptional when running in relatively straight lines (Otherwise it is Human), and has the protection that only tank crews can boast about. His weight is also increased by another 200 lbs.

Here's how Jeremy would suit up:

(https://33.media.tumblr.com/115e93d157d4a7323903ec3eb013e9cd/tumblr_nq09g98nJU1r0i0mqo1_500.gif)

Pip-Boy 3000
(http://img.photobucket.com/albums/v648/pkmnjunky7/pipboy/IMG_0178.jpg)

This device is any vault dweller's best friend. It's capable of storing data (Such as diary entrees, notes, audio files), give the physical condition of the wearer (How severe and where the injuries are, addictions to what chemicals, etc.), play radio broadcasts, tell time, and even can create a map of the local area.

The Pip-Boy also allows for Jeremy to use the Vault-Tec Assisted Targeting System, or VATS. It slows his perception of time as well as vamping up his reflexes. This can only be done for short periods of time with a bit of a rest needed between uses.
 

Railway Rifle
(http://vignette1.wikia.nocookie.net/fallout/images/2/23/RAILWAYRIFLE.png/revision/latest?cb=20110211033359)

A weapon handcrafted by Jeremy by using random junk he found in the wasteland. Fires rail road spikes at incredible speeds and is fairly accurate to boot!

Nuka Grenades
(http://vignette3.wikia.nocookie.net/fallout/images/9/9b/Nuka-grenade.png/revision/latest?cb=20110211043708)

A home-brewed grenade by mixing a bunch of chemicals with a soda drink. Pull one of the wires, shake the tin can, then throw! The fiery explosion is second only to Mini-Nukes launched from a Fat Man. Jeremy has six of these on him upon entering Nexus City

Brain in a Jar:
This piece of grey matter was cut out of him, unwillingly, during his time at Point Lookout. Jeremy doesn't feel whole without it nearby.

Various Chems:
5 Stimpaks
3 Med_X's
1 Buffout
5 Mentats
1 Psycho
2 Rad-Aways
2 Rad-X's


Origin:

When his father, James, left Vault 101, Jeremy Braniff was forced to follow him out by the paranoid Overseer. The search for his dad took him to many places across what was formerly Washington DC, such as Megaton, Rivet City, and Big Town. The young man tried to do good things when he could, gaining many friends and enemies along the way.

It was during this search that he uncovered his father's dream: Project Purity. There was extensive machinery built around the Jefferson Monument whose sole purpose was to provide fresh, clean, free water to the Capitol Wasteland. However, the project had to be abandoned. It seemed that his father, James, managed to figure out the answers to the problems during their stay in Vault 101, and left to finish what he began twenty years ago.

Eventually, he found his father and the two of them, along with some scientists from Rivet City, they got the place nearly running when the Enclave appeared. The Enclave, the descendants of the US Government, demanded control of the facility. James sabotaged the equipment, irradiating the central chamber, sacrificing himself to both save his son and to prevent Project Purity from falling into the hands of the Enclave. Jeremy, along with the surviving Rivet City scientists, ran to the Brotherhood of Steel. Together, they found out where the final component needed for Project Purity was, and he alone raced to get it before the Enclave did. On the way back, Jeremy was captured by the Enclave. With the GECK in their possession, all they needed now was the password for the start-up sequence.

Jeremy broke out of their base, and made a bee-line for the Brotherhood of Steel. It was now time for the final assault to take back the Jefferson Monument. With the aid of a giant robot named Liberty Prime, they stormed through the Enclave Defenses, taking back the water purifier. All was not well, however. The chamber was still heavily irradiated, even for his power armor, and during the fighting several components were damaged. Pressure was building in the system, and the place was going to blow if it wasn't turned on then and there. Jeremy voluntarily entered the chamber, thinking it was a one-way trip. He inputted the password, turning on the machine, and passed out.

When he woke up next, he found himself not in the Capitol Wasteland, but a Pre-War city. "Am I dead?" was the first thing he said.

Weaknesses: The ghosts of his past (Namely the Pitt debacle, which haunts him to this day) can cause a mental breakdown, no magic immunity though his T-45d Power Armor can take a beating, can and will underestimate opponents

Likes: Nuka Cola, Science!, guns, friends, Brotherhood of Steel, tinkering with junk, traveling

Dislikes: Jet (Recovering addict), people of questionable morality, Enclave
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: SINIB on September 17, 2015, 09:47:57 PM
Name: Rachel Alucard

Race: Vampire

Age: Tens of Thousands of years old

Height: Short

Weight: Light

Appearance:
(http://i.imgur.com/NPTJZTa.jpg)
(http://i.imgur.com/SE2eZQ2.jpg)
Physical Attributes

Strength: Human

Agility: Incredible

Constitution: Incredible

Magic Abilites: High

Rachel is a master of Sorcery. She has masterful control of wind and lightning, and can open portals at will. She can morph her clothes into weaponry and fly. She can create intense lightning strikes at will, and with a bit of effort, a superpowered lightning pillar.

She can use wind magic to make herself fly, fling objects, and combine it with electricity to force people to her markers and shock them.

She is also highly knowledgeable about the specifics of Ars Magus and Magic. She was able to instantly break a top tier binding protocol created by Kokonoe in a single instant.


Other Abilities:

Observation
Rachel is extremely good at the delicate art of observation, however she has lost most of her powers since she broke the contract with Tagamagahara. At this point she can only bolster and support an existence. Even so, she is incredibly knowledgeable in how to do it, even though she is now incapable of many of its functions. She is a highly competent teacher

Vampirism
Rachel is an elder vampire, thousands of years old. However, she does not have any weaknesses commonly associated with those of a vampire such as sunlight, holy artifacts, garlic and crossing bodies of water. She finds blood abhorrent, and has only drunk it once to save someone’s life. Instead, to sate her thirst, she drinks tea almost constantly. She suffers no discernible weaknesses from the lack of blood in her diet, and is unaging.

Tsukuyomi Unit:
(http://i.imgur.com/YFrBfoJ.jpg)
The Tsukuyomi Unit is simply the ultimate defense. No attack, under any circumstances, can hope to scratch this magnificent shield. Not even the mountain leveling power of Take-Mikazuchi was able to pierce the shield. It was reflected off it, leaving smaller blasts to slam into neighboring mountains which were left utterly devastated. It is completely and totally indestructible and impenetrable, in the absolute truest sense of the words. Not even an attack that can bypass time and space can penetrate its defense. It requires an incantation, and requires a hefty recharge between uses.

Nulliplex restriction mechanism release, dimensional interruption imaginary number developing. Connecting to congenital border. Activating Tsukuyomi Unit.

Moveset


Equipment:


Origin:
Rachel Alucard is the head of the Alucard vampire clan, and has been for around a hundred years. She, along with her butler Valkenhayn and Yuki Terumi, were the only ones who knew that time was looping during the events of Calamity Trigger. She was extremely powerful at this time, able to keep up with Terumi. However, she abandoned most of her powers in order to directly interfere with the events of the world, and has since been extremely active in doing so. She was recently pulled into the Nexus, and has found herself unable to escape.

Weakness:
Her pride. Rachel rarely takes people seriously and even more rarely fights at her full power, preferring to humiliate her opponents.

Likes: Noel, Ragna(although she’d never admit it), Valkenheim, Tea, verbally abusing people

Dislikes: Terumi, Relius, Ragna(obstinately), looking foolish or incapable.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Emperor's Hammer on September 27, 2015, 07:18:44 PM
Name: Mandulis

Race: Astartes (Modified Human)

Age:  22

Height: 8' 1" without armor. 8' 7" with.

Weight: 500 pounds without armor, 1200 pounds with armor.

Appearance:

With Armor:


 (http://i.imgur.com/eGwF24F.jpg)

Mandulis normally wears his armor at all times, as he considers this place a combat zone, however, if he were to remove his armor, underneath would be a giant of a man, built very much like the greek gods of old, with a few notable differences. His chest does not have a visible ribcage, instead it has interlocking plates, and those are visible even with his toned musculature on his sides. Furthermore, across his spine, neck, and skull, are various ports for his suit to connect to, which are a part of his black carapace.

Other than that, his skin varies in tone depending on the intensity of the Ultraviolet radiation, and in this level he is quite pale. His eyes are a piercing blue and his head is shaved completely bald. He has a strong jawline and a perfectly formed skull, as a result of the genetic augmentations that he underwent to become a member of the Adeptus Astartes.

Physical Attributes

Strength: Incredible, Fantastic with armor.

Agility: Incredible

Constitution: Incredible

Magical Scale: Medium

Psyker Powers:

Sanctury: This ability surrounds both him and allies near him in a bright light, protecting them from attacks. Unholy beings find it difficult to approach those in this sacred circle. This demands concentration to perform.

Purge Soul: This psychic attack purges the target’s soul of evil, though this might kill the target in the process. Dodgable.

Cleansing Flame: Mandulis harnesses the very fire in his soul, creating a wall of white-hot flame that bursts forward. This Holy Fire is difficult to put out. Dodgable.

Mind Scouring: Mandulis is capable of “throwing” his mind, exploring the world the way only a Psyker could. However, in doing so, his mind becomes a beacon for the entities of the Immaterium.

Other Abilities:


Grey Knight Training- The rigours of this training regiment expose recruits to horrors that even normal marines would break under, and as a result, they truly know no fear. Other side effects of the training include extreme endurance of pain due to hypnotherapy to be able to control his nervous system and metabolic processes. Furthermore, they have a superior memory and intelligence due to this training as well.

Additional Organs:

Secondary Heart:
Acts as a backup heart in case of traumatic heart injury, allows for greater blood flow which allows survival in low oxygen environments.

Ossmodula: Biologically hardened the marine's bones to be impervious to bullets by mixing them with ceramic, and fused the marine's ribcage into a series of interlocking bulletproof plates.
Biscopea: Responsible for increased muscle growth in the Astartes.

Haemastamen: Increases Haemoglobin content in blood to increase oxygenation
Larraman's Organ: Releases specialized cells that create near instant scar tissue to seal any wound that the marine receives.

Catalepsean Node: Regulates brain activity making a Marine stay aware of his surroundings even when he sleeps and reduces the need for sleep to 4 hours per day and making him able to potentially go 2 weeks without sleep.

Preomnor: A pre-stomach that neutralizes indigestible or poisonous foods.

Omophagea: Allows a Marine to learn by eating by analyzing the genetic data of things he eats.

Multi-lung: Allows a Marine to breathe in low oxygen, poisonous, or even underwater environments. Closes off the normal lungs and acts as the primary lung in these instances.

Occulobe: This implant, along with retinal therapy, allows a marine to see as well in low light environments as normal light, giving them essentially night vision.

Lyman's Ear: A replacement to a normal ear that allows a marine to consciously filter out sound and renders them immune to dizziness.

Sus-an Membrane: Allows a marine to go into a state of suspended animation when mortally wounded. Cannot be revived from it without outside help.

Melanchromic Organ: Allows a marine's skin pigmentation to change based on  the amount of UV radiation, also protects from other kinds of radiation.

Oolitic Kidney: Renders a marine immune to most poisons, however especially powerful toxins require a marine to fall unconscious while purging them.

Neuroglottis: Allows a marine to identify chemicals by taste.

Betcher's Gland: Allows a marine to spit corrosive poison that can even wear away at strong metals given time and quantity.

Black Carapace: Allows for direct interface with power armor. Without this it is impossible to use.

Purity Seals: A web of holy silver seals implanted under Mandulis's skin that ward off psychic attack and daemonic possession, as well as lower level magic.

Equipment:

Mark VIII Aegis Armor (non-Terminator):
This is the armor of the Grey Knights, which has all the capabilities of modern Power armor with a customized design. Normally it would have a whole host of sensory suites and support functions, however, due to damage incurred in his transferral to Nexus city, all higher functions have been knocked out, and only basic mechanical assistance to move in it and augment his strength still remain. The anti-Daemon properties of the materials the suit is made off of still are intact, and between his purity seals and these, only the most powerful Daemons and magic can affect him. The armor makes him essentially a walking tank, and requires extremely high power rounds to pierce it.
(http://i.imgur.com/uVo1R2B.jpg)

[bNemesis Force Halberd:[/b]
A master crafted halberd with a psy matrix attuned to his psyche, this one of a kind blade was custom made for him, just as they are for all Grey KNights. In addition to the fact that most people cannot lift it, in the hands of another person the weapon is useless as its effect is tied directly to his psychic powers, and is optherwise just a very good halberd. When he uses it however, it becomes capable of spiritual interference and is especially god at it, as it is the Grey Knight's tool of choice for purging Daemons.
(http://i.imgur.com/v81nfBe.jpg)

Origin:

Mandulis has no recollection of his time before becoming a Marine, as the memories of his previous life as well as his personality were destroyed by the training regimes and indoctrination he went through to become a Grey Knight. After his ascension to the position as a full Battle Brother in the tanks of the Grey Knights, he has not been on any major missions, though he survived many as a Scout and was awarded for his valour.

Before he was sucked into Nexus City, he was on a mission with his fellow Battle Brothers to investigate and close a warp rift that was spawning Daemons onto an imperial world, and after much fighting, Mandulis got pulled through it, and ended up here in Nexus City through the foul and unknowable machinations of the warp.

Weakness:

EMP- Knocking out the rest of his suit's functions will render him extremely sluggish until he can manage to get out of the suit, as it is incredibly heavy even for a marine.

Extremely Strong Poison- Extremely strong poisons will not kill him, however it renders him unconscious as his oolotic kidney works on overdrive to purge the poisons from his system, rendering him helpless.

Likes: Discipline, Order, The Emperor, Humanity

Dislikes: Witches, Xenos, Heretics, Daemons, Chaos
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Fel on September 28, 2015, 08:52:09 PM
Name: Kihara Kagun, Bersi
Race: Human
Age: 20s
Height: 186cm
Weight: 90kg
Appearance:
(http://i.imgur.com/xPI5qYW.jpg)
He is a rather tall man, with a lean build, almost androgynous. When his helmet got destroyed, he is seen to have black eyes, and short black hair which was somewhat spiky.


Strength: Exceptional
Agility: Exceptional
Constitution: Exceptional


Magical Abilities: Low
Whitting: Named after the Icelandic saga character known as Bersi, Kihara Kagun wields the sword known as Whitting, wielded by Bersi in his duel against Kormak. It is described in the saga as "a sharp sword, with a life-stone to it".

When in battle, the sword scatters when its owner is at a disadvantage, and amongst its shards, a miracle would occur, a spell that could accurately avoid damage and cause the sword to be sharper. When both are assembled, the sword's destructive power will increase exponentially. The sword appears a bluish laser sword that Kagun holds between his fingers.

Everything up to this point was flavor text on what Whitting was like in the Edda. Kagun had based his spells on the legend, but his own spells are somewhat different in execution and effect.

Kagun's Whitting's offensive capabilities: For Kagun, the sword appears as a bluish laser sword which Kagun holds between his middle- and index-fingers. It sharp enough to cut through most things, and it can manifest itself out of thin air.

Kagun's Whitting's defensive capabilities: Whitting nullifies all fatal attacks. This effectively means that Kagun can not be killed in one strike, and killing him requires a method which may take some time. Due to Whitting's protection, Kagun will not take any damage from a "fatal attack", such as an attack which would damage organs such as the brain or lungs. He can however have an arm sliced off, and his skin torn. As such, the most effective way to kill him would be blood-loss. Poisoning, extreme cold, extreme heat, and other such things would also work. This spell is active at all times.


Other Abilities:
Great Scientific Knowledge: Being a Kihara and a former researcher, Kagun has an ample scientific knowledge. He is considered to be among the higher tier of Kiharas. He is smart and skillful enough to easily be on the level of having a PhD in mathematics, science, physics, biology, coding, and other such subjects. He is able to safely stop and restart a human heart.

Unorthodox Fighting: Kagun uses unorthodox and dangerous fighting methods. An example of this would be him putting a landmine inside his coat and then detonating it with the explosion facing outward towards his enemy.

Anti-Kihara Specialist: Kagun is an anti-Kihara specialist. He knows the way they think, and as such is capable of conjuring strategies and attacks against them.


Equipment: Some pants and boots. A belt with the buckle bearing a dragon. A semiconductor in the back of his neck that is activated were he to be controlled. Within it are things that Kagun would do given certain conditions. However, a tiny effect would appear only when he was forced to do something that was "not like him". To ensure that he would take actions that were "like him," a list of rules on the device were inputted: 1. He would exterminate his enemy, Kihara Byouri; 2. As long as it did not interfere with 1, he would limit the loss of life of both enemy and ally as much as possible; 3. To achieve 2, the damage or destruction of anything other than human life was allowable.


Origin: Originally, he was a near-death experience researcher who eventually gained the ability to safely stop a person's heart and restart the stopped heart. He was also able to control the number of times he could stop a person's heart, which made him legendary amongst the Kiharas. As a researcher, he killed the most number of people out of all Kiharas, but as he revived those he "killed", no one was damaged by his actions. He ended his research after realizing that since he could kill and revive people easily regardless of the reason, that the value of human life would always be judged at a very low baseline. Basically, he felt that with his skill over life, it could be compared to that of a child turning a television on and off.

He later became a teacher, which was easy as he had erased his past as a Kihara. As a teacher he took part in Student Keeper activity, which was one of the safety measures of Academy City to help students unable to return to school life due to skipping class. During the activity, he managed to reach what lay deep inside the students' hearts and effectively made the students come back to school, which earned him some fame. He resigned from his job about 3 years prior to being transported to the Nexus, due to an incident arranged by a fellow Kihara (Byouri) that corrupted a boy that was erased from the records. The boy had attacked the students and threatened to take their lives. Kagun charged towards the attacker, beating him to death with a shovel and killing him before a tragedy could occur. Despite the court's verdict making him innocent and his teacher licence still active, he decided to take revenge on whoever arranged the incident and disappeared from Academy City.

After that, he met Marian Slingeneyer and helped her improve the Dvergr tools that were essential for their survival, as he then began to study magic. He also developed spells for the sake of "carrying out the perfect tie against his one mortal enemy", which were deemed too dangerous to touch by GREMLIN magicians. Marian intentionally drew Kagun into GREMLIN, and he became one of the organisation's science oriented cores that provided assistance when members had to rely on scientific technology to carry out their plans. At this time, Marian bonded with Kagun, and clearly cared for him as a colleague, and is described as being her partner, telling him to return to her if he has finished his vengeance, unaware of the meaning of his version of revenge.

Preparing for the possibility that his mind and body might get controlled if he fails in defeating Kihara Byouri, Kagun implanted a semiconductor in the back of his neck. Within it are things that Kagun would do given certain conditions. However, a tiny effect would appear only when he was forced to do something that was "not like him". To ensure that he would take actions that were "like him," a list of rules on the device were inputted: 1. He would exterminate his enemy, Kihara Byouri; 2. As long as it did not interfere with 1, he would limit the loss of life of both enemy and ally as much as possible; 3. To achieve 2, the damage or destruction of anything other than human life was allowable.

Before the Baggage City incident he intercepted the scope of the invasion force Academy City would be sending (and from here, knew of Kihara Byouri's participation), and later made the final adjustments for the experiment to give GREMLIN a better advantage. During the incident itself, he finally comes across Kihara Byouri. He and Byouri proceed to fight in the freezing -20ºC weather. He managed to successfully kill Byouri, however he suffered major injuries. He lost his left arm, his upper body was stained with blood, and his skin wasn't intact. He fell from the pile of containers, and down onto the snowy ground. It was at that moment that he found himself within the Nexus.

He is a Kihara, as such he has a natural affinity towards science and the gravitation towards evil. However, he somehow managed to overcome both of these, becoming a magician as well as helping the audience of Natural Selector, and other people. Yet he is still a Kihara regardless, as he displays his deviousness having manipulated events in Baggage City so he can face Kihara Byouri equally, as well as allowing for the events of Radiosonde Castle, and the invasion of Hawaii to take place. Therefore, he is considered to be like the other Kiharas. He is someone who can be quite ruthless, and will let nothing get in the way of his goals, even if he is good.

Weakness: Students. Children. The boy he had killed. These can be used as hostages against him, and can be used to more easily play with his emotions.
Likes: Teaching. Helping people. Children. Lowering the amount of casualties. Helping his friends. Extracting his revenge.
Dislikes: Science. The Kiharas. Byouri. Violence. Murder. Destruction.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Emperor's Hammer on September 29, 2015, 12:30:31 AM
Name: Victoria Ashworth

Race: Vampire (Tremere)
Age: 801 as vampire, 814 total. 7th Generation.
Height: 4' 10"
Weight: 80 pounds.

Appearance:
(http://i.imgur.com/g6Htj5E.jpg)

Physical Attributes

Strength: Human
Agility: Exceptional
Constitution: Exceptional
Magical Scale: High

Spells:

Levinbolt Spells:

Flicker: The thaumaturge simply glances at a target powered by electricity. Upon a successful activation , she can shut down an electrical device for 40 minutes. The spark of electricity arcs from the device directly into the thaumaturge in a frightening display of mystical power. The source of this power is immediately known.

Spark:  The thaumaturge simply touches a target and releases the spark. The electricity can snap from any part of the caster’s body, so a thaumaturge might give an unpleasant surprise to someone touching her. The resulting electrical discharge inflicts moderate lethal damage to targets  and short-circuits electronic equipment and devices not specifically grounded against lightning strikes.

Illuminate:  The thaumaturge can generate enough electricity to supple a number of lightbulbs or a small device for a few minutes. Alternately, the thaumaturge canshock someone by touch, as with the Spark power, but for double the damage. The current created with this power is not strong enough to force its way through less-than-ideal conductors, and thus simply inflicts electrical damage on raw metals, woods, or other matter in the form of a burn and discoloration. The thaumaturge can alternately allowthe electricity to spark around her hand, eyes, or head;this creates illumination about equal to a dim light bulb, and lowers the difficulty of any Intimidating people.

Thor's Fury: The thaumaturge focuses her concentration upon her target and then directs hurled bolts via her concentration, and deals massive damage to a target capable of killing average people. The source of this power is immediately known.  The electricity can be directed into an electrical circuit if it can handle the electrical power generated by this ability

Eye of the Storm: When a thaumaturge concentrates heavily to invoke this power, she solidifies the stored electricity inside of her into a mystical barrier that completelysurrounds her. The caster becomes immune to any ranged attacks using metal projectiles. Larger projectiles, bigger than bullets, retain their momentum despite being melted and impact her. Metal weapons such as swords inflict injury as normal for the first strike, but are then melted from contact with the barrier, and the wielder endures a serious electrical shock. Enemies that dare to touch the caster suffer extreme electrical shocks. Non-metal weapons, such as wooden stakes, are notaffected by Eye of the Storm. This power lasts for several seconds before dissipating, and the electricity can be directed into an electrical circuit if it can handle the electrical power generated by this ability.

Technomancy Spells:

Analyze: Mortals are constantly developing new innovations, and any vampire who would work Technomancy must be able to understand that upon which he practices her magic. The most basic power of this path allows the thaumaturge to project his perceptions into a device, granting him a temporary understanding of its purpose, the principles of its functioning, and its means of operation. This does not grant permanent knowledge, only a momentary flash of insight which fades within five minutes.

Burnout: It is usually easier to destroy than to create, and sensitive electronics are no exception to this rule. Burnout is used to cause a device’s power supply (either internal or external) to surge, damaging or destroying the target. Burnout cannot be used to directly injure another individual, although the sudden destruction of a pacemaker or a car’s fuel injection control chip can certainly create a health hazard. It can be used at a distance of up to 70 yards. It will trash a device until it is professionally repaired unless it is protected against power surges, in that case it only damages it and makes it much harder to use. It can also be used to destroy data on a storage device, making it irrecoverable by any non-magical means.

Encrypt/Decrypt: Electronic security is a paramount concern of governments and corporations alike. Those thaumaturges who are techno-savvy enough to understand the issues at stake have become quite enamored of this power, which allows them to scramble a device’s controls mystically, making it inaccessible to anyone else. Encrypt/Decrypt also works on electronic media; a DVD under the influence of this power displays just snow and static if played back without the owner’s approval. Some neonates have taken to calling this power “DRM.” This power can be dismissed at any time by Victoria by simply touching the device and concentrating.

Remote Access: With this power, a skilled thaumaturge can bypass the need for physical contact to operate a device. This is not a form of telekinesis; the vampire does not manipulate the item’s controls, but rather touches it directly with the power of her mind. Thanks to her prowess with thaumaturgy, she can use the object as well as if she were using it with her own hands.

Spirit Manipulation Spells:

Hermetic Sight: The vampire can perceive the spirit world, either by gazing deeply into it or by seeing the presence of nearby spirits as a hazy overlay on the material world. At her level of skill in thaumaturgy, one cast of this allows her to observe the spirit world for three hours.

Astral Cant: The languages of the spirit world are infinitely varied and mainly incomprehensible to mortal (and immortal) minds. Astral Cant does not teach the thaumaturge the tongues of the spirits, but it does allow her to understand them as they speak to him and to reply in their own languages. The use of this power is not always necessary; many spirits speak human tongues, but choose to feign ignorance when dealing with vampires. At her level, this spell allows her to speak with spirits for an hour and a half with a single activation.

Voice of Command: This is perhaps the most dangerous power in the Spirit Manipulation arsenal, for the consequences of failure can be particularly unpleasant. Voice of Command allows the thaumaturge to issue orders to a spirit, compelling it to heed her bidding whether or not it desires to do so. Spirits compelled by this power are fully aware that they are being forced into these actions, and may well seek revenge on their erstwhile masters at a later time. At her level of mastery, she can command a spirit to do a long or involved task that does not pose any immediate risk to its own life. This can be resisted by especially powerful spirits, and they are only vaguely impelled to follow her orders.

Entrap Ephemera: This power allows a thaumaturge to bind a spirit into a physical object. This can be done to imprison the target, but is more often performed to create a fetish — an artifact that grants mystical benefits powered by the spirit. Fetishes created by this power are often unreliable and fail at inopportune moments, as the spirits within are understandably displeased with their situation and will take any opportunity to escape or thwart their captors. Her level of mastery allows her to create a powerful fetish that can greatly benefit her in the task that it was designed to perform, such as a healing fetish granting bonuses to healing.

Movement of the Mind Spells:

Lift: Using her thaumaturgy, Victoria can lift up to 500 pounds with ease, able to manipulate them freely while they are in the air.

Fly: Using her thaumaturgy, Victoria can maeke herself fly at about running speed.

Throw: With her thaumaturgy, Victoria can throw up to 500 pounds with enough force to seriously injure or kill a normal human, or throw a person of up to 500 pounds.

Conjuration Spells:

Summon the Simple Form: At this level of mastery, the conjurer may create simple, inanimate objects. The object cannot have any moving parts and may not be made of multiple materials. For example, the conjurer may summon a steel baton, a lead pipe, a wooden stake, or a chunk of granite. Due to her skill in the magic she uses, objects she creates can be permanant with a bit of effort, or last five minutes before disappearing.

Magic of the Smith: The Kindred may now conjure complex objects of multiple components and with moving parts. For example, the thaumaturge can create guns, bicycles, chainsaws, or cellphones. She cannot create anything she is unfamiliar with, however thanks to her vast knowledge of science, the occult, and technology she can create virtually anything she needs with it. This is automatically permanent, and requires concentration to do.

Rituals:

Defense of the Sacred Haven: This ritual prevents sunlight from entering an area within 20 feet (six meters) of this ritual’s casting. A mystical darkness blankets the area, keeping the baleful light at bay. Sunlight reflects off windows or magically fails to pass through doors or other portals. To invoke this ritual’s protection, the caster draws sigils in her own blood on all the affected windows and doors. The ritual lasts as long as the thaumaturge stays within the 20-foot (6-meter) radius. Takes one hour to perform.

Machine Blitz: Machines go haywire when this ritual is cast. It takes effect instantly and lasts as long as the vampire concentrates on it. This ritual may be used to kill car engines, erase flash drives, drain the battery of a cellphone, stop life-support machines, et cetera. Essentially, Machine Blitz stops any machine more complex than a rope-and-pulley. The thaumaturge must have a scrap of rusted metal in her possession for this ritual to work. This must be designated at a specific target.

Transubstantiation of the Seven: The caster of the Transubstantiation must sacrifice a bit of her own blood. The blood placed inthe chalice remains unchanged until after it’s imbibed and then spread throughout the subject’s system, at which point it takes on the properties of the Council of Seven.This causes one step toward a blood bond to the whole council, but guarantees that the councilors’ blood cannot be stolen. Because the blood is already in the subject’s system, it counts as his own vitae if it is later drained out.

In truth, there is no physical requirement that this rite be used on a new neonate. A rare few Tremere neonates escape the process. Theoretically, the rite could also be used to generate a stronger bond in older Tremere or even in ghouls or Kindred of other Clans. Kindred of the 14th or 15th generations, ghouls, and revenants cannot use this rite — their blood is not sufficiently strong enough to channel the councilors’ power.

Sanguine Assistant: Thaumaturges often need laboratory assistants whom they can trust implicitly. This ritual allows the intrepid vampire to conjure a temporary servant. To cast the ritual, the thaumaturge slices open his arm and bleeds into a specially prepared earthen bowl. The ritual sucks in and animates whatever random unimportant items the wizard happens to have lying around her workshop — glass beakers, dissection tools, pencils, crumpled papers, semiprecious stones — and binds the materials together into a small humanoid form animated by the power of the ritual and the blood. Oddly enough, this ritual almost never takes in any tool that the caster finds himself needing during the assistant’s lifespan, nor does it take the physical components of any other ritual nor any living thing. The servant has no personality to speak of at first, but gradually adopts the mannerisms and thought processes that the thaumaturge desires in an ideal servant. Sanguine Assistants are temporary creations, but some vampires become fond of their tiny accomplices and create the same one whenever the need arises.

The servant created by the ritual stands a foot (30 cm) high and appears as a roughly humanoid shape composed of whatever the ritual sucked in for its own use. It lasts for one night per success rolled. At the end of the last night, the assistant crawls into the bowl used for its creation and falls apart. The assistant can be reanimated through another application of this ritual; if the caster so desires, it re-forms from the same materials with the same memories and personality.

A Sanguine Assistant is a naturally timid creature and flees if attacked, though it will try to defend its master’s life at the cost of its own. It has no Disciplines of its own, but has a full understanding of all of its master’s Thaumaturgical knowledge and can instruct others if so commanded. A Sanguine Assistant is impervious to any mind-controlling Disciplines or magic, so completely is it bound to its creator’s will.

Incorporeal Passage:  Use of this ritual allows the thaumaturge to make herself insubstantial. The caster becomes completely immaterial and thus is able to walk through walls, pass through closed doors, escape manacles, etc. The caster also becomes invulnerable to physical attacks for the duration of the ritual. The caster must follow a straight path through any physical objects, and may not draw back. Thus, a Kindred may walk through a solid wall, but may not walk down through the earth (as it would be impossible to reach the other side before the ritual lapsed). This ritual requires that the caster carry a shard from a shattered mirror to hold her image. This ritual lasts for three hours and can be cast instantly by pulling out the mirror shard and willing it while having it face her.

Mirror of Second Sight: This object is an oval mirror no less than four inches (10 cm) wide and no more than 18 inches (45 cm) in length. It looks like a normal mirror, but once created, the vampire can use it to see the supernatural: It reflects the true form of Lupines and faeries, and enables the owner to see ghosts as they move though the Underworld. The caster creates the mirror by bathing an ordinary mirror in a quantity of her own blood while reciting a ritual incantation.
The mirror reflects images of other supernatural creatures’ true forms — werewolves appear in their hulking man-wolf shapes, magi glow in a scintillating nimbus, ghosts become visible (in the mirror), and so on. Sometimes, the mirror also reveals those possessed of True Faith in clouds of golden light.

Blood Contract: This ritual creates an unbreakable agreement between the two parties who sign it. The contract must be written in the caster’s blood and signed in the blood of whoever applies their name to the document. This ritual takes three nights to enact fully, after which both parties are compelled to fulfill the terms of the contract. This ritual can end prematurely by burning the contract, and there can be no stipulation in the contract that it cannot be burned. It is impossible to break the terms of the contract after it has been signed.

Other Abilities:

Tremere Vampirism: As a vampire of the Tremere clan, she shares all traits common to vampires, including having no internal organs besides her stomach, esophagus, and heart, along with any organ that would be observable from the outside. As a result, she takes extremely reduced damage from bullets and blunt weaponry, and can regenerate wounds caused by anything she is not weak to by using her own blood.

Blood Properties:

Blood Binding: An inherent property of Kindred blood, all those who drink the blood of a Kindred become bound to the Kindred in question the more and more they drink of their blood. This even applies to other Kindred, in fact, all Kindred are at least one step blood-bound to their sire, and due to the clan weakness of the Tremere, they are more easily bound, and skip the first step of Blood Binding, going directly to the second, meaning that all Tremere Childer are two steps blood bound to their sire, Victoria included.

 After the first sip of blood, the thrall begins to develop strong feelings for the regnant, whether love or hate, though they are still free to act as they choose. Those in a one-drink bond may unconsciously seek out the regnant, seemingly accidentally running into them on a frequent basis.

After the second sip, the regnant becomes a very important person to the thrall, who may go out of their way to seek the regnant's attention or please them. It becomes difficult for the thrall to do anything that would harm the regnant, and the regnant likewise finds it easier to convince the thrall of things. Though the thrall's craving for the regnant's blood increases, they still retain their free-will.

After the third sip, the blood bond is complete. The thrall is now subject to the regnant completely and loves them as much as they are capable of loving anyone. The regnant is the most important person in the thrall's life and takes priority over all else; sufficiently weak-willed individuals will commit any act the regnant asks of them. Furthermore, the regnant may command the thrall with Dominate via voice alone. It may still be possible for the thrall to act against the regnant, but only temporarily and after an extreme effort of will.

Blood bonds do decay over large periods of time if the thrall does not see their regnant and does not drink their blood, however this sort of avoidance is extremely hard for a thrall, due to the nature of the blood binding.

Ghouling: This is another basic property of Kindred blood, any mortal who drinks of it not only starts the process of being blood bound to the vampire, but also becomes something known as a ghoul. They do not produce their own vampiric blood, and lose it when they use it to power disciplines or lose it over the the course of time, with one feeding usually lasting about a month, unless they partake of more. While a person has vampire blood in their system, they will not age, and they can learn vampiric Disciplines up to two points due to the strength of Victoria's blood, and they automatically learn Potence at its most basic level. However, this transformation is not without drawbacks. Ghouls will frenzy like any normal vampire when exposed to fire or other triggers, and they are hopelessly addicted to the blood. Any ghoul who loses their blood supply will quickly age to their chronological age, and any ghoul over a century old will crumble to dust. as a result of this, ghouls are normally totally blood bound to their vampiric masters, and are unable to refuse their orders.

The Kiss: Another name for feeding, this is the lifeblood of vampires. Without performing this on humans, they would fall into torpor and be unable to rise. The process is extremely pleasurable for the person being drained, even more so than any sexual release. The pleasure is also quite enjoyable for the vampire, but not to the point where they are totally enraptured by it like the host. A vampire can take about 20-30% of a person's blood safely, and that is usually what they do. Rarely do vampires intentionally drain their victims dry, preferring instead to make them addicted to the kiss and having a willing herd of livestock.

The Embrace: The process of creating new vampires, and the only time it is acceptable within the Camarilla to totally drain a victim dry on purpose. In Tremere society, one must get the permission of the city's regent to create a new Childe vampire, however due to Victoria herself being a Regent, she does not require permission if she is taking them from her domain. After draining a victim totally dry, she would then put some of her blood into the vampire, normally a single drop, resulting in the vampire rising as an eighth generation Kindred. They are very ravenously thirsty for blood when they rise, so often the Tremere have two drinks ready for them, one to bond them totally to their sire, and another as a pre-prepared Transubstantiation of the Seven to bind them to the Inner Council of Seven, as is required of all Tremere.

Dominate Abilities:

Command: When Victoria makes eye contact with a person, she can give them a direct order, and unless it is against their nature or they are of notably strong will, they must comply with the action unless it would put their life in jeapordy.

Mesmerize: With some concentration, she can implant memories and remove them from a target, however again those of exceptionally strong will can resist. These can be either conscious or subconscious memories or commands, and can range from simple to complex.

The Forgetful Mind: This ability allows Victoria to rewrite the memories of a target she has already mesmerized, and pacifies them for the duration it takes for her to rewrite these memories, which must be done through a series of verbal commands. At her level, she can rewrite up to an hours worth of memories for an average person, however as usual people of exceptional willpower can resist, and sometimes recover their original memories.

Conditioning: Through sustained manipulation, the vampire can make a subject more pliant to the Kindred’s will. Over time, the victim becomes increasingly susceptible to the vampire’s influence while simultaneously growing more resistant to the corrupting efforts of other Kindred. Gaining complete control over a subject’s mind is no small task, taking weeks or even months to accomplish. Kindred often fill their retainers’ heads with subtle whispers and veiled urges, thereby ensuring these mortals’ loyalty. Yet vampires must pay a high price for the minds they ensnare. Servants Dominated in this way lose much of their passion and individuality. They follow the vampire’s orders quite literally, seldom taking initiative or showing any imagination. In the end, such retainers become like automatons or the walking dead.

Possession: At this level of Dominate, the force of the Kindred’s psyche is such that it can utterly supplant the mind of a mortal subject. Speaking isn’t required, but the vampire must capture the victim’s gaze. During the psychic struggle, the contestants’ eyes are locked on one another. Once the Kindred overwhelms the subject’s mind, the vampire moves his consciousness into the victim’s body and controls it as easily as she uses his own. The mortal falls into a mental fugue while under possession. She is aware of events only in a distorted, dreamlike fashion. In turn, the vampire’s mind focuses entirely on controlling her mortal subject. Her own body lies in a torpid state, defenseless against any actions made toward it.

Vampires cannot possess one another in this fashion, as even the weakest Kindred’s mind is strong enough to resist such straightforward mental dominance. Only through a blood bond can one vampire control another to this degree. Supernatural creatures also cannot be possessed in this way, although ghouls that have drunk from the vampire using Possession can. At her level of mastery, she can use any ability the target has after a bit of experimentation with it, with physical being the easiest to use and mystical being the hardest to use.

Auspex Abilities:

Enhanced Senses: Victoria has the ability to enhance her senses, however while she is doing so, extremes for those senses she is enhancing, such as extremely bright lights or loud noises, can temporarily damage her senses.

Aura Sight: With some concentration, she can see the aura of a person, getting general ideas about a person's mood and personality.

The Spirit's Touch: When someone handles an object for any length of time, he leaves a psychic impression on the item. A vampire with this level of Auspex can “read” these sensations, learning who handled the object, when he last held it, and what was done with it recently. These visions are seldom clear and detailed, registering more like a kind of “psychic snapshot.” Still, the Kindred can learn much even from such a glimpse. Although most visions concern the last person to handle the item, a long-time owner leaves a stronger impression than someone who held the object briefly. At her level she can gain a few basic pieces of information about the owner of the object such as gender and hair color, as well as the name of the owner.

Gleaning information from the spiritual residue requires the vampire to hold the object and enter a shallow trance. She is only marginally aware of her surroundings while using The Spirit’s Touch, but a loud noise or jarring physical sensation breaks the trance instantly.

Equipment:

Clothes: The clothes on her back, as well as a variety of luggage that mysterously got transported with her.

Scientific Equipment: Also in her luggage, far carefully packed, is basic scientific equipment she has, along with soldering tools, an arc welder, and a blowtorch.

Origin:
Victoria is a High Regent of the Tremere, on her way to becoming an Lord in the clan. She was turned in 1210 by a vampire who fancied her and believed she would be a good recruit for the clan. She took extremely well to thaumaturgy, Mastering the Path of the Levinbolt first, then reaching almost mastery in Spirit Manipulation and Conjuring well before the modern nights.

When technology began to spread among the humans, she was very intrigued by it, as she had been attempting to build apparatuses to better channel her Levinbolt spells for centuries, and decided that whatever the mortals were doing was worth looking into. After doing so she became obsessed with modern technology, and picked up technomancy at almost mastery quite quickly, and she is currently working on mastering it.

On her way to a meeting between the Tremere and a council of mages, her and a group of vampires follow a mage through a portal to make the journey a lot faster, however something goes terribly awry when she tries to enter the portal, and she finds herself and the luggage she was carrying with her, which was a large luggage trunk hurled into a strange dimension, crashing through a ceiling with the luggage landing on top of her, hurting her minorly and cushioning the fall for the delicate materials inside of the trunk.

Weakness:

Sunlight: Like all vampires, Victoria burns in sunlight and cannot be in it without burning to ash. Deals damage that cannot be healed with blood, only time.

Fire: Like all vampires, she risks frenzy at the sight of fire and must overcome her frenzy or risk fleeing instincutally. Fire also deals damage that cannot healed with blood, only time.

Uppity: While she does not hate humans, she considers herself far superior to them. In fact, she considers her clan the best clan of vampires out there, and if you are also a vampire, she will tell you that to your face, and has a hard time not doing so despite it being in her best interest to not sometimes.

Deep Sleeper: Moreso than other vampires, Victoria has trouble waking up during the day, and takes far more effort to do so than her other fellow vampires, and is a bit more groggy when she does so.

New Arrival: As a totally new resident of Nexus city, Victoria has no idea how the town works or the nature of the city. She will need to learn these things from scratch.

Vampiric Thirst: The crucial weakness of vampires, the need to feed on human blood. She gains no nutrition from non-human blood, and can go for only a max of two weeks without it, and is usually much shorter if she is using her vampiric powers.

Likes:
Vampires, Order, Science, Electricity, Firearms, Thaumaturgy, Reading, Technology

Dislikes:
Hunters, Barbarians, Idiots, Human Food
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Emperor's Hammer on October 03, 2015, 12:18:40 AM
Name: Valerie Arkwright

Race: Human
Age: 30
Height: 5' 7"
Weight: 170 pounds
Appearance:
(http://i.imgur.com/mY0yGkX.png)

This is just her preferred appearance, she can shift her physical attributes relatively simply, though as stated below, they are likely to cause paradox, and a lot of it if done in front of sleepers in an area that rejects magic, depending on how drastic the change is. Everything about her is mutable due to her magic, as long as it is not blatantly not human, like becoming a dog or another animal. Addition of inhuman features, such as gills or animal ears or the like are possible, but are likely to cause strange side effects , and incur paradox as I mentioned above and below.

Physical Attributes

Maximum Output (Safe Output)

Strength: Incredible (Exceptional)
Agility: Incredible (Exceptional, reactions and dexterity are always incredible)
Constitution: Incredible
Magic Scale: Medium

Magic

To cast any magic, Valerie must focus it through her martial arts in one form or another, for example she could flex and use her magic to increase the muscle mass of her arms, or use the mental sicipline she has gained for more perceptive techniques, and meditative techniques are common for healing , though other techniques can be used.

Sphere of Prime:

Etheric Senses, Consecration, Infuse Personal Quintessence: A beginning study of Prime allows the mage to perceive and channel Quintessence (sort of like mana) from Nodes (wells of Quintessence), Tass (Solidified Quintessence), Wonders (Objects infused with quintessence), and magickal Effects. She may spot energetic ebbs and flows, can sense and at least try to read Resonance and Synergy signatures (Residues left behind by magical casting), and could also absorb Quintessence into her personal Pattern.

When infusing her Quintessence into an object, that mage may also consecrate the object with her personal energy. When she shapeshifts, steps sideways (moves to a parallel dimension), or otherwise alters her Pattern’s metaphysical nature, that consecrated object will then change with her. In the process, it also picks up her personal Resonance… which, because it both identifies her and becomes essentially connected to her, is not always a good thing.

Fuel Pattern, Construct Patterns, Enchant Patterns, Body of Light: Attaining a degree of control over Prime energies, the mage may divert Quintessence into new or existing forms. Combined with her knowledge of Life magick, this allows that mage to create new Life Patterns (conjuring them from thin air), and to infuse existing items with Primal Force to strengthen them or enhance their protective or destructive power.

Weapons or attacks infused with Quintessence through Prime Effects may hurt spirits or inflict damage to a person's Pattern, which is much harder to heal than normal damage, and substances infused the same way may protect against such harm. On a related note, she may also – with her knowledge of Life Magick– consecrate a living thing at this Rank, as if that life-form were an object described above.

Through similar applications of energy, the mage can also conjure a simple Body of Light: an idealized self projected from ephemeral energy. Although this Body of Light has no substance or special properties, it presents a glowing holograph of the mage herself.

Channel Quintessence, Enchant Life, Energy Weapon, Craft Periapts and Temporary Wonders:

By tapping into the flow of Quintessence around her, the Prime-skilled mage can draw both free and raw Quintessence from Nodes, Junctures (special times), and Tass (solidified Quintessence)… and she may also channel that energy into new and existing Patterns as well. With such powers, she could enchant a living thing so that it could inflict or endure pattern damage; inflict to a person's pattern by shaking up  that organism’s life force; pull small amounts of life force from a living sacrifice; instill Quintessence into a vessel called a Periapt; or – with other Spheres – craft temporary Talismans by infusing them with Primal Force.

In desperate circumstances, a Prime-schooled mage can also create temporary weapons out of pure concentrated energy – blasts of Quintessence or swords of light. Such weapons inflict damage to a person's pattern  and cost Quintessence to form and maintain. When the mage runs of out Quintessence, the weapon disappears. Unless channeled through energy-guns or conjured as miracles among the faithful, such attacks are inevitably vulgar.

Expel or Infuse Energy, Tap Wellspring, Craft Tass and Permanent Wonders:

The terrible power of draining Quintessence from objects or forces, but not from living beings, can disintegrate those targets, consume them in Primal flames, or decay them almost instantly. Reversing that flow, the mage can craft objects that cannot be broken, or bond organic and inorganic materials together to create cybernetic implants, nanotech, and other Wonders. At this stage, she is able to enchant items permanently and draw Quintessence from the energetic Wellsprings of exciting events.

Sphere of Life :

Sense Life: Basic Life knowledge allows a person to read the presence and health of nearby life-forms. With such knowledge, the mage can discern a living being’s age, sex, and overall health.

By combining those perceptions with her mastery of prime, she can read the streams of Quintessence that bind them to the universe .

Alter Simple Life-Forms, Heal Self: Simple organisms – viruses, mollusks, insects, plants, etc. – become clay in the mage’s hands. She learns to adjust their Patterns (giving a crab wings, for example), and heal or kill them. Although she can’t yet transmute them into other states of being, she can cause flowers to bloom or wither, help trees bear fruit, and so on. Focusing on her own Pattern, she can also heal herself or perform small alterations (hair color, skin tone, height, weight, and so on) to her basic form.

Transform Simple Life-Forms, Alter Self, Heal Others: Advanced understanding allows the mage to radically alter simple organisms (turning a tree inside-out);  transform  one into another (changing fruit into insects); or with her knowledge of prime conjure them from raw energy.

Working with her own Pattern, that mage can work substantial alterations on herself, growing gills, claws, armor and so forth. She remains essentially human, but begins to master the definition of “human.” Meanwhile, she also gains the ability to heal damage to other complex organisms, put them to sleep, or inflict harm upon their living Pattern forms.

Rotes: These are spells that Valerie is intimately familiar with, and can use far more easily than a custom effect with her Dynamic magic, which requires her to think on her feet a bit and improvise her use of her focus to use them properly.

Bone Spikes: Using the power of her prime and life magic, Valerie can make bone spikes energized with prime energy grow from the various striking points that she uses with her muay thai, such has her elbows, knees, and fists. If in a zone that denies magic, this is an obviously vulgar magic, and incurs paradox on her for using it. To use it, she takes her basic stance and concentrates, willing the bone spikes into existence. This enhances the damage she deals and makes it  extremely hard to heal due to the lingering damage caused to their Pattern by the Primal Energy.

Accelerated Regeneration: This is an intensified version of her passive regeneration that requires her to meditate and actively focus on her magic to use. She must be in a safe area and able to perform the ritual for fifteen minutes. This ritual completely restores her body to its peak shape including any permanant enhancements to her pattern, for good or ill.  If in a zone that denies magic, this is an obviously vulgar magic, and incurs paradox on her for using it.

Primal Consumption: Using the full force of her prime magic, Valerie can turn any non-organic object into raw prime energy and channel it to herself. She can only use this rote on objects less massive than her, larger objects require more time and focus to do. She does this by focusing on the object and throwing a punch towards it, symbolizing using her magical might to break the object into primal quintessence.  If in a zone that denies magic, this is an obviously vulgar magic, and incurs paradox on her for using it.

Self Modification: This rote is what Valerie uses to modify her body, whether it be a change like the enhancements that she has on her body, or possibly even changing her appearance, voice, or even gender through the manipulation of her Pattern. To do this requires intense concentration and a lengthy amount of time. Cosmetic changes, such as skin, eye, and hair color take fifteen minutes, deepr changes like facial structure and height take up to an hour, changing something like her gender takes up to three, and major permanent modifications take up to six. However, temporary changes take far less time, however they are far less stable and last for only a day at most. She must be meditating for either form of the spell. Either form is bound to invoke paradox in an area where the consensus denies magic.

One with the World: By closing her eyes and focusing, Valerie becomes able to sense all life around her, and the primal energies around her as well, and how they interact. Undead beings with significant magical power would appear as only quintessence signals, and mundanes would appear as only life signals. This is coincidental magic as it is not visible to anyone but the mage, and as a result causes no paradox.

Anti-Magic: Taking a defensive stance and concentrating, Valerie can harden the reality around her against enemy magic. Due to her skill in Prime magic, she is quite good at this, and can reduce the effectiveness of magic from enemy effects significantly when they are aimed at her. This only affects attempts to affect her, or people and objects within arms reach of her, as it is a very localized effect.

Pattern Disruption: Due to Valerie's high skill in prime magic, she can directly affect the patterns of the target of this spell, whether it be an inanimate object or a person. By focusing and throwing a punch at them, no matter if it hits or not, she scrambles a part of the target's pattern, dealing a substantial amount of damage to them.What pattern damage is in this case is their body randomly begins to malfunction in non vital areas, like bones could break, muscles could snap, joints can dislocate, organs besides the heart, lungs, and brain can malfunction, and they can also be damaged. This damage is random, and not specified by Valerie. It is always severe, however what exactly it damages is never the same twice.

Other Abilities:

Muay Thai: Known as the "art of the eight limbs" this art is known as one of the most deadly martial arts on the planet. Valerie is an expert in it, and has been training in it for almost fifteen years now. This, combined with her exceptional build and her magic, make her a force to be reckoned with.

Avatar: The avatar is a mysterious existence that lies within all mages, and is responsible for guiding them to their Awakening, their realization of the fact that they can use Magic to bend reality to their whim. Valerie's avatar is quite powerful, and often beckons her towards ascension quite clearly. It shows her the path she must take with her learning to reach Ascension, and is responsible for guiding any Seeking she undertakes to become more powerful as a mage. It reflects her Pattern Resonance, as she is a being with the Pattern essence.

Appearance:
(http://i.imgur.com/Yg7zuPD.jpg)

Paradox: This is the bane of all Awakened Mages. This is generated by the general disbelief by the Sleepers, who in CE terms are people who are both Human and Mundane. Sleepers are humans who are unaware of their ability to warp reality and reinforce what is generally called reality, called the Consensus, on the world, which lashes back at mages who impose their own reality on it obviously. Normally this would happen no matter if there were Sleeper witnesses or not, due to the strength of the Consensus of her world, however due to the greater number of Sleepwalkers, people who are aware of and accept magic or supernaturals, the Consensus of Nexus city is much weaker. This means that Vulgar magic incurs no paradox unless witnessed by sleepers, and even when it is, it incurs lesser amounts of paradox as the Consensus has less power to lash back at the mage.

Enhancements: As noted before, her skill with her magic allows her to make permanant changes to her Pattern, allowing for radical changes to her body structure, however they all have drawbacks, which are listed in the weaknesses section.

Enhanced Strength: Between her already trained body from her martial arts and the modifications she has made to her joints and muscles, she is able to output incredible amounts of strength, to the point where it is obvious that it would be impossible for a human to do so. However, as a result of this, her body has chronic pains in her joints, which become noticeable when she uses her full potential.

Enhanced Agility: After many years of training in the martial arts and modifying her nerves and senses, her reaction times and movement speed is absolutely unnatural, outpacing humans by a decent amount, and they seem to be moving quite slowly to her. However, due to this, when she exerts her full potential for speed it causes muscular pain as her muscles struggle to keep up. Her reaction times and dexterity are not affected by this.

Enhanced Constitution: Due to her training in martial arts and modifications she has made over time,  Valerie can take more damage than most people would assume is possible for a human, and is able to reduce most forms of damage  The drawback to this is that she seems virtually immune to minor amounts of pain, such as minor burns and the like, to the point that it is obvious that something is wrong with them since she wouldn't notice having a large amount of splinters in her arm. Furthermore, it also starts to discolor and crack when she absorbs too much damage with it.

Inhuman Regeneration: Thanks to modifications and her skill in magic, Valerie's body automatically heals wounds that are not intensely magically disrupting automatically, without having to use her magic consciously to do so. An attack that would destroy enough of her brain that it would kill a normal human would kill her, and severed limbs cannot be regrown with this ability, and serious damage to her torso that could blow out most of one side of it can only be patched to be non fatal, to recover she must be able to get away and use her healing ritual. The drawback to this is that she has a ravenous appetite, and must eat far more than a normal human and will go into starvation/dehydration much faster as her body requires far more to operate.

Equipment:

Clothing: Her clothes, which are decently loosely fitting, allowing her to move as she pleases without worry. They are consecrated to her pattern using her Prime magic, so they change in size to fit her though the spikes still penetrate them. They also follow her through any phasing she does because of this.

Origin:
Valerie awakened when she was 14. At the time she was starting to take Muay Thai, as she was always a bit stronger and more athletically oriented than other girls her age. Her Avatar dragged her into the world of Mages, and opened her eyes to the fact that Reality is not as immutable as most people think. She then joined the Akashic Brotherhood, as she felt she best cast her magic by channeling it through the Martial Arts that she believed had led her to awakening, and she pursues physical perfection and mastery over the forces that make up the universe so she can reach physical perfection through harmony with the Tapestry.

She began to make enhancements to her body and create rotes that would increase her martial prowess, as not only did she gain a path to perfection by Awakening, she realized that there were darker forces in the world that preyed upon humans, and she did not want her journey to perfection cut short by the bite of a vampire or werewolf. However, by doing so she began to accumulate large amounts of paradox, as while she did it in seclusion, Vulgar magic is still Vulgar, even without witnesses.

Eventually this reached a breaking point, and after her latest augmentation, reality had enough of her shit, and ame down on her hard. She was ripped from reality and sent flying, and when she finally reached another realm, she found herself awake in Nexus City, with no clue where she was, and only a vague idea of how she got there.

Weakness:

Overuse of her unnatural abilities causes her drawbacks to worsen, such as going fast for too long causes increasing muscle pain and regenerating too much could very well cause her to starve to death, using too much strength causes her joints to hurt and the longer she does this the worse it gets. Furthermore, if you do destroy her brain, she will die hands down, and her regeneration can only regenerate so much, attacks that do too much damage to her, such as completely removing a limb require her to actually use her magic to do and require time to do so.

Likes:
Martial Arts, Perfection, Hard Work, Training, Controlled Progress

Dislikes:
Undead, Lazy people, Slackers, Couch Potatos, Stagnancy
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Emperor's Hammer on October 07, 2015, 11:32:46 PM
Host's Name: Cecilia Abbadelli
Celestial Name: Veromiel
True Name: Azrael
 
Race: Elohim (Namaru)
Age: Older than the Cosmos itself. Appx 13.82 Billion years old.
Height: 5' 4"
Weight: 135 pounds

Appearance:
(http://i.imgur.com/Fx1QVIB.png)

Apocalyptic Form:
(http://i.imgur.com/38WAYZJ.png)

Physical Attributes

Strength: Exceptional
Agility: Excepional
Constitution: Exceptional
Magical Scale: Medium

Lores

Lore of Radience:

Voice of Heaven: This evocation allows a demon to speak with a voice like thunder or with the clear perfect tones of a bell. The clarity and power of the demon's words command instant attention, forcing even the most frenzied mind to pause and consider what the ancient spirit has to say. Effectively, it forces those not of high willpower to do as the Demon commands, and even those with a strong willpower hear the Demon's words echo in their head, tugging at their mind. This applies to all targets up to ninety yards away, and cannot be drowned out by any means.

Exalt: The power of the Demon's voice is enough to instill hope in the weakest of hearts, spurring them mortals to put aside their fears and steal triumph from the jaws of defeat. Those who are spurred by the demon's words are significantly more successful in any action they take for the next five minutes. This can affect up to nine people per usage.

Aura of Legend: This evocation brings up ancient ancestral memories in the people who hear it, reminding them of the fight in which both man and Fallen fought against the tyranny of the Heavens. Effectively, this evocation can affect up to six people of lower will, and even tugs at the minds of those of strong will, and urges them to fight for the Demon who is casting this. The targets must be within line of sight of the Demon and must be able to hear her.

Mark of the Celestials: During the war of wrath, both angels and demons found ways to signify their friends from enemies, subtly altering auras to make subjects easier to find or as marks of anger and shame so that anyone who encountered them would know their crimes and act accordingly. Effectively, to place the mark, a demon must know the targets name, and say what the mark does out loud, such as "Let anyone who encounters this man give them shelter wherever he may go" This ability lasts for a month, and those with a quick wit can resist the urge to follow the blessing given by the seal.

Revelation: Although both mortals and demons alike use artifice to conceal their true natures, this evocation allows a demon to strip away a person's layers of deception and reveal them for who they really are. It is a moment of truth that many do not have the heart to endure. This effect cannot be used on fellow demons, and can be resisted by hose with exceptional willpower, though it is quite difficult. The target, if affected, has his true nature, attitudes, and beliefs laid bare before the demon, and the character can in no way be deceitful to them, either directly or indirectly. Their answers are direct and straightforward, sparing no details. The individual themselves also are exposed to this harsh truth, and if they can accept these truths and come out better for it, they become a person of stronger will. However, if not, then they are scarred by the experience, and lose will.

Lore of the Celestials:

Lamp of Faith: This evocation allows a Demon to detect the presence of mortals or other demons in her vicinity by causing their store of faith to flare like beacon that only she can see. Individuals glow with a pale blue light, varying with intensity based depending on the strength of their faith, while non-living objects lose color, fading into dark silhouettes. This sight penetrates all objects, and allows them to detect hidden individuals. This lasts for five minutes.

Send Vision: In their former role as the Creator's divine heralds, the Namaru were often called to convey God's messages across the length and breadth of the cosmos. delivering Heaven's commands as potent visions that filled the target's minds with majesty and wonder. This ability allows a demon to send messages to up to nine people simultaneously, and can give up to five step instructions.

Pillar of Faith: The Namaru were at the forefront of all creative efforts in the early days of the cosmos, and are very adept at lending their power to other Celestials Lores so that they can function at a higher level. Use of this ability on any person using a lore increases its power, and multiple people using this power on one particular person casting can increase the power tremendously.

The Fire of Heaven: This invocation allows a demon to channel her faith as a withering blast of pure white fire, smiting her target with the wrath of a fallen angel. This invocation has a range of nine yards, and deals extra damage to things weak to fire or holy attacks, and deals its damage in a form that grates on the being's existence, making it more difficult to heal.

Lore of Humanity:

Translate: The demon using this power can understand up to four people, and speak whatever language they speak, no mater if they speak different languages, for half an hour.

Insinuate: This evocation causes mortals to instinctively regard the demon as a potential friend, allaying any initial feelings of distrust or suspicion and engaging their interest in her. Unless gifted with a demon's resistance to mind control, the thrall of a demon can be affected by this as well. Those of strong will can resist, however it just makes the effect much lesser unless they are aware of the ability and are actively fighting against it.

Fade: A Demon using this spell fades into the background, and unless they do something to draw attention to themselves, such as physically touching someone or calling out to them, they will remain unnoticed. Only people gifted with the ability to be unaffected by illusions can see through this.

Confess: Mortals engaged in a conversation with a Demon using this ability respond to their questions with complete candor. They do not remember the conversation unless specifically prompted with direct questions about it, and it can be resisted by those with exceptionally strong will. This lasts for up to half an hour.

Lore of Awakening:

Find the Faithful: If she knows the name o a person, she can find them by homing in on their store of Faith. The radisu she can search in is up to nine miles, and those with supernatural senses may be able to recognize that they are being searched for in this manner.

Cleanse: By touching a target, she can banish all disease or poison from the target's veins, curing anything from the common cold to Ebola. This however does not heal the damage already done by the poison or disease, it just makes it so that it cannot do any more damage. The contagion or poison is extracted from the person in what appears to be a black viscous fluid.

Heal: This evocation allows her to heal a person by laying hands upon them, healing even the most grievous wounds with time. Any and all blunt trauma is healed immediately, save for things like internal bleeding and fractured bones, and she can heal damage like deep cuts and bullet wounds with time. She can even heal wounds that normally are resistant to healing, albeit at a slower rate. She must keep in contact with the person the entire time she is healing them, and concentrate on her healing effort.

Other Abilities:

Innate Abilities:

Immunity to Mind-Control: Demons are immune to any form of mind control or supernatually induced fear.

Immunity to Possession: For obvious reasons, Demons are immune to possessions as they are already possessing a person's body themselves.

Resistance to Illusions: Demons are highly adept at discerning illusions from reality, and only the most potent of illusions can fool them.

Ageless: A demon's host does not age as long as the demon inhabiting them remains inside of them and has faith to power their passive abilities.

Immunity to Poisons and Disease: A demon's host cannot full victim to disease or poisons, including drugs, so long as the demon has faith to power their passive abilities.

Faith Healing: Using the power of their faith, demons can recover wounds dealt to their physical body much faster than mortals, able to completely heal any blunt or light damage instantly, and able to heal even heavy damage with a bit more effort.

Supernatural Awareness: As powerful supernatural entities, Demons are quite adept at picking out if something supernatural is occuring in an area. This can range from spirits, to reality warping, and even to magic. Anything unnatural can be revealed to the Demon. She can tell about how far away the source is and exactly which direction it is coming from.

Invocation: A Demon knows when a person speaks their True or Celestial name. The demon gets a mental image of the person who said their name and the people they are addressing. In addition, this ability can allow for a sort of walkie talkie between demons or a demon and their thralls. Between fellow demons, on must know the true or celestial name of the person involved, and focus to establish the connection, and to extend it past five minutes they must continue to concentrate. As for between a Demon and their thralls, no such requirements exist. The connection between them that exists already is enough for this ability to be used. The thrall, however, cannot make contact with the demon unless gifted with this power.

Thrall Creation and Empowerment: A mortal who enters a pact with a demon is referred to as a Thrall. That does not mean that they are totally beholden to the Demon, however sometimes this is  the case. In essence, what it does is allow a Demon to make them a better servant, by reshaping the faith already present inside of them to give them blessings. However, this means that the demon can only bestow blessings according to how strong the human's faith is.

These blessings can take many forms, healing of crippling chronic illnesses, being gifted with any of the powers the demon can perform, increasing of physical prowess, or even allowing a human access to one of the Lores at the Demon's disposal. In return, the demon can pull faith from the thrall wherever they are, allowing them to replenish their reserves. This is done automatically and daily per thrall.

Faith Reaping: This is another way to gain faith, though it is generally less beneficial in the long term. By making a mortal truly believe that she is an Angel or Demon for even a moment, she can pull faith off of them to supply herself. She normally goes about it through acts of kindness and comfort, such as taking apocalyptic form and reassuring a crying child who lost their mother that she is in heaven now, and in a better place. She could, if she backslid, also inspire fear and terror into a mortal to do so, though she would never do so now.

Apocalyptic Form: The apocalyptic form of a Demon is what they truly look like, their form if they were not possessing a human. They may call upon their apocalyptic form to bolster their skills, and it changes their appearance drastically and makes them obviously otherworldly. Those of strong will are awed but not incapacitated, however those of weak wills are enraptured by the mere sight of a Demon in this form.

Her apocalyptic form particular is Qingu, the visage of Radiance. She becomes an incandescent figure wrapped in a corona of jewel like color. Her physical features become so smooth and perfect that they seem more like the marble of a statue than human skin, and her voice is as pure as crystal, and cuts through the din of the human world like a hot knife through butter.

Apocalyptic Form Abilities:

Resistance to Damage: While in apocalyptic form, a Demon is tougher than usual, and can shrug off most bullets, all but the most powerful, and other attacks of the same scale. Though enough of them will likely still harm them, they are not nearly as effective, effectively her constitution will be boosted to incredible.

Wings: Another notable difference is that the Demon grows angelic wings from her back, allowing her to glide long distances.

Inhuman Allure: The demon becomes extremely beautiful, and their voice refined to inhuman perfection.  It also makes her Lores more powerful, as they all depend on her ability to manipulate, which is also increased by this ability.

Radiant Aura: The demon's corona of colors distract enemies, making it much harder to hit her with ranged attacks, as her outline is harder to discern.

Sense the Hidden: The demon becomes supernaturally adept at sensing those who attempt to hide. Between this ability and lamp of faith, only the most powerful concealing spells can hide someone from her gaze.

Equipment:

Clothing: The clothing on her back. Changes with apocalyptic form use.

Heavenly Armaments: So as a shepherd must defend his flock, she must defend hers. She was able to obtain weaponry from a particularly skilled Annunaki smith. The armaments are a sword of divine materials coated in silver and the shield is likewise mirrored with silver. The sword, when activated by feeding her faith into it, becomes alight with holy flame, and she uses these items to defend her flock from the supernatural.

Origin:
Azrael is an Namaru of the Reconcilers faction, and how she came to be in her host body is a story very much worth telling. Her host, a very devout Franciscan nun, had a younger sibling who was fatally wounded in a car accident, and was on the verge of death. The nun prayed desperately to God and the various saints of healing to save her beloved sister, however no salvation came from Heaven for her sister. In desperation, the nun made a desperate plea to hell, offering herself up in exchange for her sister's life. Azrael was drawn to her by this willing sacrifice, and jumped on the opportunity to escape Hell, and healed her sister in exchange for permanently inhabiting the nun's body.

Azrael, now in the body of the nun, whose name was Cecilia Abbadelli, continued to live the nun's life, inspired by both the memories of the virtuous nun and her own wish to reconcile with God or at least come to terms with her exile and escape the torment of hell. She performed miracles for the people of the church her nunnery were associated with, becoming sort of a local legend as a living saint. She more than once stood up to keep the powers that be from shutting down her church, and often defended it from Demons and other forces of the night who saught to feed off of her flock. She did this as a sort of repentance for her own sins and rebellion, trying to wipe herself clean of the torment that plagued her.

One day, she awoke in a place that was not her room in the nunnery, with all her sources of faith cut off, which signified to her that she had been transported somewhere even further from her realm than heaven or hell. She had been transported to Nexus City, and she viewed this as the final test to redeem herself. If she can start anew in this foreign land, and bring change and hope  he people of the city by making their lives better, she might just be able to earn the forgiveness that she so desperately hopes for.

Weakness: As a demon who has overcome most of the Torment of her banishment from heaven, most typical weaknesses of demons no longer affect her. However, if she were to ever backslide, holy objects, grounds, and the prayers of the faithful can drive her off, or even throw her out of her host body. Furthermore, while her body is more durable thanks to her possession, it is still human, and can die. If it dies, then she will have to find a new host body, or else she will be cast back into the abyss. This may cause her to backslide, especially if she has to inhabit someone less virtuous. She has vowed never to use the high torment version of her powers, sealing off much of her offensive capability, however she may be forced to if she backslides, no longer able to use the low torment versions. A person with a Demon's True Name has much sway over a demon, making it far easier to influence or even bind them with the proper magical rituals. If she uses too much faith too quickly, those around her may experience a Revelation, showing her true form to them and being awed as if she had gone into apocalyptic form.

Likes:

Love, Virtue, Devotion, Religion, People who work for salvation, Humans, Penitent Sinners, Those who fight for what is right, Those who truly believe, Altruism, New Testament

Dislikes:

Hate, Vice, Sin, People who deny the possibility of salvation, Those who twist religion to gain power, those who intentionally lead others to sin, a large amount of the Old Testament
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: LFR Tsar on October 09, 2015, 02:49:47 AM
Name:  Sibyl Lowell.

Race: Vampire (Tremere).
Age: Around 300 years old.
Height: 5’10’’ ft.
Weight: 58 kg.

Appearance:
(http://i.imgur.com/zxSd35v.jpg)

Physical Attributes

Strength: Human.
Agility: Human.
Constitution: Exceptional.                           
Magical Scale: Medium.



Spells:

Mastery of the Mortal Shell Spells:

Vertigo: The thaumaturge induces minor disorientation and dizziness through subtle manipulations in the subject’s body. The physical discomfort is temporary and minor, but a clever thaumaturge can use it on rivals at the most inopportune times, causing them to lose their aplomb. It requires touch to induce such effects.

Contortion: With a touch, the thaumaturge causes a group of her opponent’s muscles to contract involuntarily, reducing it to twitching fits. This effect is extremely disconcerting to the subject, rendering the limb or muscle group unusable. By making physical contact with one of the limbs of the target, the thaumaturge renders it useless for the duration of Contortion. A leg rendered useless makes standing difficult, and the victim suffers from increased difficulties in employing this limb, such as dancing or balancing on ledges. A contorted arm hangs lifeless at the subject’s side. A useless head causes loss of speech and makes the speaker look silly.

Seizure: Seizure causes the body to erupt into a fit of convulsions. All the muscles throughout the body tighten uncontrollably, while the victim foams at the mouth and spasms rack him with agony. A mortal may even choke to death as her tongue cuts off her air supply. A light touch from the thaumaturge forces the very unpleasant effects of this power upon the target. For the duration of the seizure, a target’s body writhes, tormenting her to the point of incapacitation. It doesn't work on muscles that are unconsciously controlled, such as the heart.

Body Failure: Thaumaturges wielding this frightful power gain devastating insights into the workings of the body, allowing a complete shutdown of its systems. This sudden biological overload often proves fatal to mortals and damaging to other supernatural beings. Body Failure has been used throughout the ages to afflict horrific ailments in inconspicuous ways that suggest stopping breathing as an example. Rather than touch, the caster must maintain visual contact to keep the spell ongoing. The thaumaturge no longer needs to touch her victim to strike out with this level of mastery of the Path. She may affect any target within her line of sight, but she must keep visual contact with the victim at all times to maintain this effect. A successful maintaining of this power grants effects similar to Seizure, except that damage is lethal due to complete mass tissue and organ failure. It may be resisted with tremendous willpower, lessening the considerable danger in this spell. As an example, to those of more tougher make than a human perhaps into realms supernatural, the damage remains proportional to their toughness, and accrues less damage the tougher the target is, up to the point at the epitome, one can say it features no effect to those that are outright godlike.

Marionette: The thaumaturge invoking Marionette gains such mastery over the body of others that she can magically seize control of another being and force her victim to act according to her own whims. This control is not as fine as the direct and personal command of the Dominate power of Possession, but the thaumaturge’s true body is not as vulnerable during the manipulation. Once established, the Marionette victim is under the complete sway of the thaumaturge, forced to perform as the thaumaturge’s macabre pawn. This spell also requires the maintaining of eye contact for it to work. The thaumaturge may affect any target within her line of sight, but she must keep visual contact with the victim at all times to maintain this effect. A subject may resist the effects of Marionette with a strong stamina and mental fortitude when the thaumaturge attempts to take control.

Victims lacking fortitude do not have the physical resistance to defy this effect. For the duration of this power, the thaumaturge can cause the victim to perform any physical action, with their own natural prowess being made us of. The concentration this power requires also increases the thaumaturge’s own difficulties with their own personal body to make do with something, as she is using two bodies at once. To extend the duration of this control, the thaumaturge must strain further of their willpower and blood. Marionette does not rob the victim of her cognizance, only physical control over her body. During this time of thaumaturge’s mastery, the target remains aware that some outside force is manipulating her physical actions, conscious that they are not her own. The victim may need to make considerable usage of their willpower to attempt to take a mental or social action, such as activating a Discipline or speaking. Thankfully this spell lasts at most, a minute, the more it is maintained, the more blood is spent in doing so, burning through the caster’s reservoir.


Hands of Destruction Spells:

Decay: This power accelerates the decrepitude of its target, causing it to wither, rot, or otherwise break down. The target must be inanimate, though dead organic matter can be affected. The inanimate object touched by the thaumaturge ages 10 years for every minute the Kindred touches it. If the vampire breaks physical contact and wishes to age the object again, they’ll have to expend a bit of their blood to make use of it once more. This power does not affect vampires.

Gnarl Wood: This power warps and bends wooden objects. Though the wood is otherwise undamaged, this power often leaves the objects completely useless. This power may also be used to swell or contract wood, in addition to bending it into unwholesome shapes. Unlike other powers of this path, Gnarl Wood requires merely a glance rather than physical contact. Considerable amounts of wood may be gnarled for each blood expended on this power (the thaumaturge may expend as much blood as she likes on this power, up to her per-turn generational maximum). It is also possible to warp multiple visible objects — like all the stakes a team of vampire-hunters wields.

Acidic Touch: The vampire secretes a bilious, acidic fluid from any portion of his body. The viscous acid corrodes metal, destroys wood, and causes horrendous chemical burns to living tissue. The thaumaturge must expend a portion of their blood to create the acid — the blood literally transmutes into the volatile secretion. That same said portion creates enough acid to burn through steel plate in ample time depending on the amount caustically induced. The damage from an acid-augmented hand-to-hand attack costs blood to use for the longer it is maintained. A thaumaturge is immune to her own acidic touch.

Atrophy: This power withers a victim’s limb, leaving only a desiccated, almost mummified husk of bone and skin. The effects are instantaneous; in mortals, they are also irreversible. The victim may resist the effects of Atrophy having an Incredible constitution. Failure means the limb is permanently and completely crippled. Partial resistance is possible: the victim must be Exceptional in their Constitution. Mortals are crippled as a result. This power affects only limbs or parts of limbs (arms, legs, hands); it does not work on victims’ heads, torsos, etc. It may only work on a single limb however, and can be fixed with the usage of magic regeneration.


Neptune’s Might Spells:

Eyes of the Sea: The thaumaturge may peer into a body of water and view events that have transpired on, in, or around it from the water’s perspective. Some older practitioners of this art claim that the vampire communes with the spirits of the waters when using this power; younger Kindred scoff at such claims. The extent of blood expended, all the way up to a quarter, may allow the Thaumaturge to see for up to a span of a decade. The Thaumaturge’s skill and perception may assist in sharpening their sight with this power. This power can only he used on standing water; lakes and puddles qualify, but oceans, rivers, sewers, and wine glasses do not. The extent of how far said span of seeing goes depends on how long the Thaumaturge maintains this spell, with up to half an hour for a decade’s worth of perspective.

Prison of Water: The thaumaturge can command a sufficiently large quantity of water to animate itself and imprison a subject. This power requires a significant amount of fluid to be fully effective, although even a few gallons can be used to shape chains of animated water. The victim must be quite incredible in strength to break free without tiring themselves out, Exceptionally powerful victims on the other hand would feel fatigued typically. A subject may be held in only one prison at a time, although the caster is free to invoke multiple uses of this power upon separate victims and may dissolve these prisons at will. If a sufficient quantity of water (at least a bathtub’s worth) is not present, the user’s own willpower is required to channel the same extent with some modicum of difficulty.

Blood to Water: The thaumaturge has now attained enough power over water that she can transmute other liquids to this basic element. The most commonly seen use of this power is as an assault; with but a touch, the victim’s blood transforms to water gradually, weakening vampires and killing mortals in moments should they at their own peril, allow the touch to proceed uncontested. The caster must touch her intended victim for this to work. The water left in the target’s system by this attack evaporates out at a rate of one tenth of expended blood per hour, but the lost blood does not return. Other liquids may be turned to water with this power, though with considerable difficulty if said liquid was magical. The character must still touch the substance or its container to use this power.


Rituals:

Communicate with Kindred Sire: By enacting this ritual, the caster may join minds with her sire, speaking telepathically with him over any distance. The communication may continue until the ritual expires or until either party ends the conversation The caster must possess an item once owned by her sire for the ritual to work. The caster must meditate for 30 minutes to create the connection. Conversation may be maintained for 15 minutes on activation.

Oinos of Dionysus: This ritual allows the thaumaturge to ritually brew a special cask of spiced oinos, an ancient Greek wine believed to have been created by the god Dionysus. Mortals that consume this wine feel a pleasant drowsiness, vague ethereal happiness, and arousal, until they eventually lose consciousness and sleep for the remainder of the evening. They awake to vague pleasant memories, completely forgetting the details of everything that happened the night before. A draught of the Oinos of Dionysus serves to protect the Masquerade at special parties where vampire guests wish to feed in the open. Vampires that drink from mortals tainted with the mystical oinos feel a slight buzz — not strong enough to be considered intoxicated, but just enough to get a taste of nights when they still breathed and hungered for appetites other than blood. The caster must mix at least one point of her blood with the wine and spices. Once completed, the oinos must be ingested to take effect. After imbibing the oinos, a mortal must have a considerable willpower and stamina to resist its effects, typically a constitution of Exceptional. Vampires and other supernatural creatures are unaffected by the Oinos of Dionysus, as their blood is too potent to be overpowered by this concoction. Vampires that feed from a mortal under the effects of the Oinos of Dionysus feel a similar effect, but not one that overpowers them or impairs them. They feel an artificially inflated sense of happiness and remember nights when they were a mortal. In an emergency, the vampire under these effects can expend some of their blood to flush themselves of this euphoria.

Track Transgression: Transgressor is the term for outsider thaumaturges or rogue Tremere that use blood magic to attack the Ivory Tower. Track Transgressor was designed to track these enemies of the Camarilla. Clan Tremere vigilantly hunts these enemies to protect the Camarilla from mystical assaults (or so it claims). Skeptics whisper that the Warlocks simply don’t like the competition. To cast the ritual, the thaumaturge must locate a site where Thaumaturgy has been cast within the past twenty-four hours. She must then spill her blood (spending a blood point) upon the ground while reciting the proper incantation. Bloody footprints that are only visible to the caster appear on the ground and lead away to the transgressor. After casting this ritual, the Tremere is able to flawlessly track down the transgressor until dawn. This tracking follows the exact path that the magus took after leaving the area where the magic was used. This ritual may track down only Thaumaturgy and related rituals, not Necromancy or other types of magic.

Escape of a True Friend: Escape to a True Friend allows the caster to travel to the person whose friendship and trust she most values. The ritual has a physical component of a yard-wide/ meter-wide circle charred into the bare ground or floor. The caster may step into the circle at any time and speak the true name of her friend. She is instantly transported to that individual, wherever he may be at the moment. She does not appear directly in front of  him, but materializes in a location within a few minutes’ walk that is out of sight of any observer. The circle may be reused indefinitely, as long as it is unmarred. This ritual takes six hours a night for six nights to cast, reduced by one night for every two successes. Each night requires the sacrifice of three of the caster’s own blood points, which are poured into the circle. Once the circle is complete, the transport may be attempted at any time. The caster may take one other individual with her when she travels, or a maximum amount of “cargo” equal to her own weight.


Other Abilities:

Tremere Vampirism: As a vampire of the Tremere clan, she shares all traits common to vampires, including having no internal organs besides her stomach, oesophagus, and heart, along with any organ that would be observable from the outside. As a result, she takes extremely reduced damage from bullets and blunt weaponry, and can regenerate wounds caused by anything she is not weak to by using her own blood.


Blood Properties:

Blood Binding: An inherent property of Kindred blood, all those who drink the blood of a Kindred become bound to the Kindred in question the more and more they drink of their blood. This even applies to other Kindred, in fact, all Kindred are at least one step blood-bound to their sire, and due to the clan weakness of the Tremere, they are more easily bound, and skip the first step of Blood Binding, going directly to the second, meaning that all Tremere Childer are two steps blood bound to their sire, Sibyl especially.

After the first sip of blood, the thrall begins to develop strong feelings for the regnant, whether love or hate, though they are still free to act as they choose. Those in a one-drink bond may unconsciously seek out the regnant, seemingly accidentally running into them on a frequent basis.

After the second sip, the regnant becomes a very important person to the thrall, who may go out of their way to seek the regnant's attention or please them. It becomes difficult for the thrall to do anything that would harm the regnant, and the regnant likewise finds it easier to convince the thrall of things. Though the thrall's craving for the regent's blood increases, they still retain their free-will.

After the third sip, the blood bond is complete. The thrall is now subject to the regent completely and loves them as much as they are capable of loving anyone. The regent is the most important person in the thrall's life and takes priority over all else; sufficiently weak-willed individuals will commit any act the regnant asks of them. Furthermore, the regent may command the thrall with Dominate via voice alone. It may still be possible for the thrall to act against the regent, but only temporarily and after an extreme effort of will.

Blood bonds do decay over large periods of time if the thrall does not see their regent and does not drink their blood, however this sort of avoidance is extremely hard for a thrall, due to the nature of the blood binding.

Ghouling: This is another basic property of Kindred blood, any mortal who drinks of it not only starts the process of being blood bound to the vampire, but also becomes something known as a ghoul. They do not produce their own vampiric blood, and lose it when they use it to power disciplines or lose it over the the course of time, with one feeding usually lasting about a month, unless they partake of more. While a person has vampire blood in their system, they will not age, and they can learn vampiric Disciplines up to two points due to Sibyl’s advanced age and prowess. However, this transformation is not without drawbacks. Ghouls will frenzy like any normal vampire when exposed to fire or other triggers, and they are hopelessly addicted to the blood. Any ghoul who loses their blood supply will quickly age to their chronological age, and any ghoul over a century old will crumble to dust. as a result of this, ghouls are normally totally blood bound to their vampiric masters, and are unable to refuse their orders.

The Kiss: Another name for feeding, this is the lifeblood of vampires. Without performing this on humans, they would fall into torpor and be unable to rise. The process is extremely pleasurable for the person being drained, even more so than any sexual release. The pleasure is also quite enjoyable for the vampire, but not to the point where they are totally enraptured by it like the host. A vampire can take about 20-30% of a person's blood safely, and that is usually what they do. Rarely do vampires intentionally drain their victims dry, preferring instead to make them addicted to the kiss and having a willing herd of livestock.

The Embrace: The process of creating new vampires, and the only time it is acceptable within the Camarilla to totally drain a victim dry on purpose. In Tremere society, one must get the permission of the city's regent to create a new Childe vampire, which in this case, means Sibyl needs her Sire’s permission. After draining a victim totally dry, she would then put some of her blood into the vampire, normally a single drop, resulting in the vampire rising as a ninth generation Kindred. They are very ravenously thirsty for blood when they rise, so often the Tremere have two drinks ready for them, one to bond them totally to their sire, and another as a pre-prepared Transubstantiation of the Seven to bind them to the Inner Council of Seven, as is required of all Tremere.


Dominate Abilities:

Command: When Sibyl makes eye contact with a person, she can give them a direct order, and unless it is against their nature or they are of notably strong will, they must comply with the action unless it would put their life in jeopardy.

Mesmerize: With some concentration, she can implant memories and remove them from a target, however again those of exceptionally strong will can resist. These can be either conscious or subconscious memories or commands, and can range from simple to complex.

Forgetful Mind: This ability allows Sibyl to rewrite the memories of a target she has already mesmerized, and pacifies them for the duration it takes for her to rewrite these memories, which must be done through a series of verbal commands. At her level, she can rewrite up to a few hours worth of memories for an average person, however as usual people of exceptional willpower can resist, and sometimes recover their original memories.


Auspex Abilities:

Enhanced Senses:  Sibyl has the ability to enhance her senses, however while she is doing so, extremes for those senses she is enhancing, such as extremely bright lights or loud noises, can temporarily damage her senses.

Aura Sight: With some concentration, she can see the aura of a person, getting general ideas about a person's mood and personality.


Equipment:

Surgical Implements: The many things Sibyl has to perform experiments on the uncanny and hapless victim she captures. Typically available to modern surgeons, she has most of her kits and tools filled in a bulky suitcase.

Clothing: From her back and all that entails, she has a set of clothes that evokes the imagery of a medical practitioner on herself, despite not having a license nor being a moral authority on the life-giving practice. Worn mostly to put herself on a position of trust with context driven trust inherent in the white labcoat mantle.

Origin:

Once a Mage who had been tampering with the world’s natural flow and order in order to learn more about it, Sibyl was a woman who seemed to be skirting on the edge of danger for every time she has done it, her lust for knowledge as ravenous as her love for biscuits. In spite of that, it seemed that she was not completely unknown to people around here, as the Tremere clan took interest in her early on, particularly her future Sire, Victoria, whom she’d later became a Ghoul under her service to help give her longevity in order to supplement said research. In spite of that, Sibyl paradoxed one far too many times, and ended up with a ravaged insides that her Ghoulish regeneration could not fix. Veronica would offer her a way to life, which Sibyl had gladly accepted, and ever since, she found herself sired to the woman, and inducted into the Tremer clan in 1724 C.E, well within her mid-20’s.

When she became a Tremere, she found herself a dutiful worker whose most of her projects were dedicated to flattering Veronica, which unfortunately had meant that the actually progressive projects were quite small in comparison, as she spent for better part of a century obsessing over her Sire without getting much done. It would’ve been until after another century, she found the worst of her Blood Bond waning away, as she finds herself with enough sensibilities at that point to make something out of her. Unfortunately she had much to catch up on besides personal pet projects she indulged in, and research that were in some ways, all ordered by her Sire to pursue, if only to get her out of this reverie of frantic dreaminess and idolization of her Sire.

After another good century, she has made good effort on her part to push forward her quest for knowledge, competing against fellow Fledgelings for an intangible prize which was mostly pride and approval. It was not until what Sibyl had come across being a breakthrough, albeit a macabre and almost verboten one, did she try to impress her Mistress, though only after the meeting she along with a group of vampires accompanying Veronica, had left to attend. With Sibyl in charge of the making means towards transporting them towards said meeting, it would be commonly thought that either she goofed up, or someone sabotaged her, possibly a rival, that made the transportation go awry. The portal was not exactly stable, and found itself fluctuating from an unknown reagent added to the mix, which ended up with Sibyl separated from her Sire, and awakening in a dumpster, missing her shoes, socks, and gloves, wearing only the clothes on her back, and with surgical implements brought along with herself for demonstrations, within her effects.

Weakness:

Sunlight: Like all vampires, Sibyl burns in sunlight and cannot be in it without burning to ash. Deals damage that cannot be healed with blood, only time.

Fire: Like all vampires, she risks frenzy at the sight of fire and must overcome her frenzy or risk fleeing instinctually. Fire also deals damage that cannot healed with blood, only time.

Inhumane: As a result of her spending less and less time among humans, experimenting more on them without compassion, Sibyl’s sense of empathy for humankind has degraded to seeing them at best, cattle, and at worst, gnats to squash. Her opinion of them rises though in proportional to the magic prowess of the human on the other hand.

Obsession: As a result of being in a Blood Bond with her Sire, Victoria, for a long period of time, it was only recent Sibyl’s obsession over her Sire has abated enough to let her focus on other things besides her Regent and Mistress. The recent abating obsession had only receded to that of focus and inspiration, as opposed to outright following. Though it is hard to say among outside observers, as she still displays many of those tendencies with her Mistress, albeit at a far more tamer degree.

Vampiric Thirst: The crucial weakness of vampires, the need to feed on human blood. She gains no nutrition from non-human blood, and can go for only a max of two weeks without it, and is usually much shorter if she is using her vampiric powers.


Likes:
Her Sire, her Sire, her Sire, her Sire, books, her Sire, research, knowledge, her Sire, experimentation, high quality blood, her Sire, forbidden knowledge, schadenfreude, and mechanics of modern technology.

Dislikes:
Idiots, zealous ignorance, werewolves, tea, the Pope, Gangrel and Brujah clans.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Emperor's Hammer on October 12, 2015, 01:15:03 AM
Name: Brunhilde Furst
Race: Vampire (Ventrue)
Age: 712 (6th Gen)
Height: 180 cm
Weight: 62 kg

Armored Appearance:

(https://s-media-cache-ak0.pinimg.com/236x/3f/fe/fe/3ffefedd2488174bd22700e0bb2696eb.jpg)

Unarmored Appearance:

(http://2.bp.blogspot.com/_HWU3wX2cDLQ/SNUWeKJq6CI/AAAAAAAADJM/3utqEfqbTBo/s400/river_bath_anime_girl.jpg)

If she is attending a social function or going out when she does not think she will be attacked, she will wear usually more formal attire, like a suit or a fancy dress, but nothing casual, unless she is indulging a friend. After all, a ruler should look the part at all times, whether that be in spectacular armor or spectacular clothing. Wearing normal jeans and a T-shirt is unfathomable for her under normal circumstances.

Physical Attributes

Strength: Incredible
Agility: Exceptional
Constitution: Incredible
Magical Scale: None

Other Abilities:

Ventrue Vampirism: As a vampire of the Ventrue clan, she shares all traits common to vampires, including having no internal organs besides her stomach, esophagus, and heart, along with any organ that would be observable from the outside. As a result, she takes extremely reduced damage from bullets and blunt weaponry, and can regenerate wounds caused by anything she is not weak to by using her own blood.

Deceptive Eating: By some fortune, she is able to consume and enjoy mortal cuisine, thereby adding another layer to her guise of mortality. She cannot digest or derive nourishment from normal food, however, and eventually must find a time and a place to heave it back up.

Blush of Health: The Embrace that claimed her did not entirely leach away the tells of her former life. Her skin is cool to the touch rather than cold, retaining a healthy fullness as if blood skill coursed through your veins. In addition, due to her devotion to her morality and the control over the Beast that it entails, she effortlessly and constantly gives off signs of life, such as breathing and having a pulse, albeit a weak one. She easily passes as a mortal against all but the most thorough examination.

Strong Aura of Command: Those who tread the road of kings give off an aura of command, making it easier for them to convince others to do as they command, and makes others think that the person is more in control than they might actually be. Due to a quirk when she was embraced, the aura she gives off is stronger than normal, further enhancing this, so those without a strong will feel like they should obey her, though they can choose to resist.

Blood Properties:

Blood Oath: An inherent property of Kindred blood, all those who drink the blood of a Kindred become bound to the Kindred in question the more and more they drink of their blood. This even applies to other Kindred, in fact, all Kindred are at least one step blood-bound to their sire.

On first swallow, the drinker becomes a thrall to a regnant, though his strong feelings are intermittent. The unaware thrall may dismiss it as little more than a minor preoccupation. The aware thrall, one who understands what the bond is, may experience exuberance whenever his regnant comes to mind. All in all, this stage is similar to the fresh blush of a youth’s first love. He may dream of his regnant unexpectedly. His mind wanders. He’ll haunt the places they have met and inadvertently put himself in the path to be around his regnant again. Most childer experience this gradation of the bond toward their sire. Preoccupation can lead to frustration, of course, and the seeds of loathing can well be planted even in this stage of the bond.

On the second swallow, the thrall’s mood and actions fall under the sway of her love. Her preoccupation grows into prioritization as her regnant is no longer a distraction, but a major focus of her life. She’s no slave, and her frustration or anger could grow to obsessive hate, but nonetheless, she finds it harder and harder to resist or even act against her regnant.

At the third drink, the oath of blood is formed and the bond is complete. The regnant is the single most important figure in the thrall’s life, and passion and obsession drive just about everything he does. Once this stage is reached, a regnant can use Dominate on their thrall by voice alone.

Blood oaths do decay over large periods of time if the thrall does not see their regnant and does not drink their blood, however this sort of avoidance is extremely hard for a thrall, due to the nature of the blood oath.

Ghouling: This is another basic property of Kindred blood, any mortal who drinks of it not only starts the process of being blood bound to the vampire, but also becomes something known as a ghoul. They do not produce their own vampiric blood, and lose it when they use it to power disciplines or lose it over the the course of time, with one feeding usually lasting about a month, unless they partake of more. While a person has vampire blood in their system, they will not age, and they can learn vampiric Disciplines up to two points due to the strength of Brunhilde's blood, and they automatically learn Potence at its most basic level. However, this transformation is not without drawbacks. Ghouls will frenzy like any normal vampire when exposed to fire or other triggers, and they are hopelessly addicted to the blood. Any ghoul who loses their blood supply will quickly age to their chronological age, and any ghoul over a century old will crumble to dust. as a result of this, ghouls are normally totally blood bound to their vampiric masters, and are unable to refuse their orders.

The Kiss: Another name for feeding, this is the lifeblood of vampires. Without performing this on humans, they would fall into torpor and be unable to rise. The process is extremely pleasurable for the person being drained, even more so than any sexual release. The pleasure is also quite enjoyable for the vampire, but not to the point where they are totally enraptured by it like the host. A vampire can take about 20-30% of a person's blood safely, and that is usually what they do. Rarely do vampires intentionally drain their victims dry, preferring instead to make them addicted to the kiss and having a willing herd of livestock. Due to the weakness of clan Ventrue, she can only feed on blonde women.

The Embrace: The process of creating new vampires, and the only time it is acceptable within the Camarilla to totally drain a victim dry on purpose. After draining a victim totally dry, she would then put some of her blood into the vampire, normally a single drop, resulting in the vampire rising as seventh generation Kindred. They are very ravenously thirsty for blood when they rise.

Fortitude: The discipline of using blood to toughen one's skin, this allows Brunhilde to harden herself against attacks, and even resist damage against sources that normally would be unresistable for a vampire, such as sunlight. This ability is always on passively.

The Knight's Bane: The advanced practitioner of Fortitude’s flesh stands asindiscernible from wrought iron. When mortal weapons strike her, they shatter on impact. When mortal hands strike her, the mortal’s bones and flesh suffer as if his blow hit armor,  taking damage on impact. During the use of this power, her Fortitude becomes Fantastic.

Potence: The discipline of using blood to increase one's strength, this allows Brunhilde to increase her strength beyond the capability of what is possible even for other vampires. This ability is always on passively, and if she were to spend blood in its use, it could boost her strength to Fantastic temporarily.

Crush: By feeding blood into her muscles and pushing them to the extreme, Brunhilde can crush mortal made armor and weaponry with a well placed attack, and even do serious damage to it even if it glances. The effect is much lesser on armor superior to that of her time period, as in something that surpasses a knight in full plate armor, and just damages it like it would on a glance, and a glance does nothing to it besides possibly leaving a knick.

Presence Abilities:

Awe: Awe lets a vampire capture the attention of those around her. The victims are drawn to the vampire and can’t help themselves from trusting her laughing at her jokes. The vampire commands their attention and shapes It to suit her needs.

While Awe is most effective for first impressions it also affects those who already have an opinion of the vampire. If someone thinks the vampire is treacherous liar, then Awe alone is not enough to change his mind, but it can be enough to make him consider that perhaps, just this one time, the vampire is telling the truth.

Awe doesn’t override self-preservation. If danger strikes, it breaks the spell of fascination, as does leaving the area. The memory of the meeting remains, however, and the target remembers how he felt about the vampire, which will influence future interactions.

This can be resisted by high enough willpower, and those who do resist it are immune for the rest of the night.

Dread Gaze: Like how a spark can light a forest fire, Dread Gaze lets a vampire take a spark of fear and turn it into paralyzing terror. By revealing her predatory nature, such as baring her fangs, snarling, displaying her claws, or crying for blood, Dread Gaze inflames that natural reaction into mindless terror. Victims flee recklessly, freeze with fright, or cower and beg for mercy. This power can be resisted by those with a strong enough will to not flinch in the face of such fear, however they still feel the effects, such as an adrenaline rush.

Entrancement: With Entrancement, a vampire binds a victim into her service. Entranced individuals have their feelings twisted so that they want to serve the vampire. They want to heed her every wish, need, or desire, believing that they do so out of true devotion.

Since only the target’s emotions are snared, not their minds, they are free to use their skills in the vampire’s service, but it makes them unpredictable.

Also, since Entrancement is temporary, a smart Cainite always has a plan on how to deal with the servant once the effect wears off. Servants might react with anger, horror or hatred if they understand that they been bewitched. Some vampires prefer to dispose of them, while others bind them permanently with a blood oath. At her skill in it, this lasts up to a day before breaking, and those with an extremely strong will can either be unaffected or have it wear off more quickly if they are of weaker wills.

Summon: This impressive power enables the vampire to call to herself any person she has ever met. This call can go to anyone, mortal or supernatural, across any distance within the physical world. The subject of the Summoning comes as fast as he is able, possibly without even knowing why.

He knows intuitively how to find his Summoner — even if the vampire moves to a new location, the subject redirects his own course as soon as he can. After all, he’s comingto the vampire herself, not to some predetermined site.

The subject thinks mainly of reaching the vampire, but does not neglect his own well-being. This is less of a consideration if he only has to cross a room, unless he must get through a gang of brutes set on beating him to a pulp to do so. The individual retains his survival instincts, and while he won’t shirk physical violence to reach the vampire’s side, he won’t subject himself to suicidal situations.

The Summoning dissipates at dawn, unless she wills it to continue through extra expenditure of blood. Still, as long as the vampire is willing and able, she is assured to greet her desired subject some night — as long as nothing happens to him along the way, of course.

Those of extremely strong will can resist it, and those of lesser are less and less compelled to go quickly, and only have to be vaguely heading to her.

Dominate Abilities:

Command: When Brunhilde makes eye contact with a person, she can give them a direct order, and unless it is against their nature or they are of notably strong will, they must comply with the action unless it would put their life in jeapordy.

Mesmerize: With some concentration, she can implant memories and remove them from a target, however again those of exceptionally strong will can resist. These can be either conscious or subconscious memories or commands, and can range from simple to complex.

The Forgetful Mind: This ability allows Brunhilde to rewrite the memories of a target she has already mesmerized, and pacifies them for the duration it takes for her to rewrite these memories, which must be done through a series of verbal commands. At her level, she can rewrite up to an hours worth of memories for an average person, however as usual people of exceptional willpower can resist, and sometimes recover their original memories.

Conditioning: Through sustained manipulation, the vampire can make a subject more pliant to the Kindred’s will. Over time, the victim becomes increasingly susceptible to the vampire’s influence while simultaneously growing more resistant to the corrupting efforts of other Kindred. Gaining complete control over a subject’s mind is no small task, taking weeks or even months to accomplish. Kindred often fill their retainers’ heads with subtle whispers and veiled urges, thereby ensuring these mortals’ loyalty. Yet vampires must pay a high price for the minds they ensnare. Servants Dominated in this way lose much of their passion and individuality. They follow the vampire’s orders quite literally, seldom taking initiative or showing any imagination. In the end, such retainers become like automatons or the walking dead.

Aura of Inescapable Truth: With this power, those in the vampire’s presence must speak only the truth. The vampire’s presence is defined by those characters the vampire can hear. Characters attempting to lie find themselves unable to speak. The truth for this power depends on the speaker; a character may impart untrue information that they believe to be true, but may not deceive a listener. The power is quite obvious in its effects, and a character may opt to leave the vampire’s presence. Not even those with a strong will can resist this, however, they can leave their presence. This ability must also be activated, and can only be maintained for so long as it is tiring for her to sustain.

Equipment:

Plate Mail: Made by the finest crafters of the time, this armor is extremely durable and can whether the strikes of people with human strength easily. Those of Exceptional strength may be able to deal damage through the armor through sheer force or hitting a weaker area, and it barely protects much against those of Incredible strength.

Greatsword: This masterfully crafted blade was created specifically to stand up to the force that she would put behind her attacks, and as such it will not break like lesser weapons when used against armor with the force that she puts into her strikes.

Greatsword Appearance

(http://orig04.deviantart.net/d894/f/2010/269/d/e/greatsword_by_ravital-d2zks73.jpg)

Origin:

Brunhilde was born soon after the fall of Rome, and lived in the tribes of Germany. There, a Ventrue on the Via Reginis, the Road of Kings, took a liking to her personality, which was that of a warrior woman, but also that of a potential leader. In the night, he took her and Embraced her, and began to teach her the ways of beign a Vampire and a member of the Road of Kings.

She grew and evolved as a vampire through the turbulent times of the early middle ages, and came upon the Path of Chivalry as she did, and served faithfully under her Sire, who had established himself as a lord in Germany and continued to rule through the shadows for many years after he "died" in the public eye. All through the rule of many kings she roamed many battlefields, taking different names, but wearing the same iconic black armor and wielding the same weapon, and a legend about what the local people assumed was either a family of warrior women on the more reasonable end of the spectrum, or some sort of spirit of war and death on the more unreasonable side of the spectrum.

When not on the battlefield, like most knights, she controlled a fiefdom of her own, and controlled it from the shadows for the most part, with every one of her "descendants' who assumed her title being under blood oath to her, and she would do a lot of the negotiations behind the scenes with the other representatives, and would often take the place of the descendant in important situations, and alter the memories of the humans involved after so they thought it was her descendant who attended. Of course, that was best done when the functions were small, otherwise she would attend as a "retainer" of her "descendant" and give advice and often negotiate on their behalf.

During a battle in the fourteenth century, she came across a mage who decided to use magic on her to throw her out of her dimension to be rid of her once and for all. This was both successful and unsuccessful, as the mage found himself dying due to a particularly nasty backlash, and the spell went haywire, throwing her not just out of the realm of man, but out of known creation altogether, and she found herself floating through unspace for what seemed like a few minutes before landing in the Nexus, spit into it wearing all of her armor including her helmet as well as having her sword.

It has been about half a year since then, and she has been adapting to her surroundings, and learned enough English to get by after someone who happened to know old German took pity on her and taught her English, which she picked up quite quickly, as she had learned both German and Latin among others during her unlife. She now sets out to build a power base, or find a worthy lord to serve, whether it be the de facto government or someone else, who knows. Because of her time here, she has learned that this is a place of supernaturals, so while she is a bit more open about her status as a vampire, she knows better than to just blurt it out any time.

Weakness:

Sunlight: Like all vampires, Brunhilde burns in sunlight and cannot be in it without burning to ash. Deals damage that cannot be healed with blood, only time.

Fire: Like all vampires, she risks frenzy at the sight of fire and must overcome her frenzy or risk fleeing instincutally. Fire also deals damage that cannot healed with blood, only time.

Vampiric Thirst: The crucial weakness of vampires, the need to feed on human blood. She gains no nutrition from non-human blood, and can go for only a max of two weeks without it, and is usually much shorter if she is using her vampiric powers. As mentioned hearlier, Brunhilde can only feed on blonde women as a member of clan Ventrue

Likes:

Chivalry, Honor, Ruling, Contests of Strength, A Good Feast, Good Company

Dislikes:

Betrayal, Misrule, Incompetence, Those who are unworthy of rule who yet do.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: The Man With All The Cute Boats on October 21, 2015, 01:55:04 AM
Name: Ragna The Bloodedge

Race: Human (?), right arm is azure grimoire, may have been bitten by a vampire? Don’t think he’s a vampire though, however he does eat people’s souls.

Age: Who knows? He’s a young adult

Height: 185 Cm

Weight: 78 kg

Appearance: (http://i.imgur.com/qqMePaU.png)

Physical Attributes

Strength: Incredible

Agility: Incredible

Constitution: Incredible

Magical Abilities:
Ars Magus: Utilizing ars magus, a combination of magic and THE POWER OF SCIENCE, Ragna can do such things as create barriers to protect himself, conceal himself and create a small short-period (less than a second) surface in the air to either jump a second time or dash forward or back.

He can also use them to crush barriers of kinds both magical and ars magus. He was strong enough that he could unmake an interdimensional TRUE MAGIC barrier, though it was from the outside. It stands to reason if he was the one trapped, he couldn't get outside.

This uses seithr.

Other Abilities:

Movelist for the scrubs: http://www.dustloop.com/wiki/index.php?title=BBCPE/Ragna_the_Bloodedge/Moves (http://www.dustloop.com/wiki/index.php?title=BBCPE/Ragna_the_Bloodedge/Moves)

Perception: Through intuition and practice and devouring souls through his Azure Grimoire, Ragna can sense when there is more than one entity inside of a body or other such deformities.

Dead spike: It’s a big head-like thing made of DARKNESS with teeth what pops out of the ground and moves forward, chomping away. A range of 5 meters at most. Heals him.

This uses seithr.

Inferno Divider: An uppercut. With a sword involved. Two versions, one with DARKNESS and one without. DARKNESS has more power, but without has invulnerability frames. By which I mean without the DARKNESS he can see better and aim it in such a way he’s dodge most enemy attacks. Either version can be followed up with an uppercut, and then either another straight punch or a DARKNESS axe kick.

This uses seithr. Rather, the DARKNESS one. DARKNESS one heals him, and so does the axe kick.

It’s not over yet!: picks you off the ground (presumably after a knockdown) and punches you in the face. A great way to punch you in the face, and continue a combo.

Hell’s Fang: A punch forward at sanic speed, propelled by DARKNESS and Ragna’s indomitable forward thinking. Can be followed up with an attack like dead spike, but smaller and more angry looking, instead of cute. The second blow heals him.

This uses seithr.

Gauntlet Hades: Like, wow. He like, kicks, and dig this, propels himself in like a half circle, landing a hammer kick from above right on your face. And then he follows up with another kick OF DARKNESS that sends you up, straight into a combo. The second blow heals him.

This uses seithr.

Blood Scythe: He jumps up, unleashes his DARKNESS SWORD’S DARKNESS SCYTHE, and goes down with a massive swing. Looks pretty baller, does a massive amount of damage and stun to anyone propelling their force forwards, allowing them to get kicked in the face. Heals him.

This uses seithr.

Carnage Scissor: He rushes forward with his sword, THROUGH projectiles, and smacks you with a downward blow. Then, he does a 360 and comes around for another swing right in your face. The swing also explodes DARKNESS. Heals him.

This uses seithr.

Devoured by Darkness: His hand becomes a huge claw, grabs you and then devours a part of your soul through hundreds of little mouths grinding in his claw-hand. Heals him for a lot of damage.

This uses seithr.

Belial Edge: IT’S USELESS

The Azure Grimoire: The thing that allows him to use all this fun stuff. Activating it gives him a big boost in power, and makes all the attacks above more potent.

The Azure Grimoire is his right arm, gives his attacks the property of taking away the enemy’s lifeforce and taking it for himself. As such, any attack labeled with “heals him” also syphons away the enemy’s life force in a more direct way.

Also, generates seithr. Ragna has no need for mana or the like as a substitute to use ars, for he generates the required energy himself.

The azure grimoire used to take away his own lifeforce on activation, but the addition of the Idea Engine has nullified this, as well as nullifying any interference, at all, that the azure grimoire could ever face. It cannot be disrupted.

When dormant passively devours life around him. Those who touch it without preparation will feel weakness and light-headedness with fair rapidity.

With the azure grimoire activated, his statline becomes
Strength: Fantastic
Agility: Incredible
Constitution: Fantastic

BLACK=ONSLAUGHT: Also known as African American Bumrush. Ragna’s astral drive, this attack is incredibly potent. He hits the enemy once with his blade, then six times with the blade in blood scythe. After, he devours the opponents soul through their wounds and destroys their husk of a body in a single blow.

Equipment: Blood Scythe: It’s a big ol’ sword, that transforms into a big ol’ scythe. Looks P cool. The scythe part of it runs on seithr and has a red blade made of solid energy of some kind.

Ragna’s poofy pants: he has these.

Ragna’s bitchin’ coat: This too.

The idea engine: I mean, he doesn’t really HAVE this. It’s fused in his arm. But he has it. See “The Azure Grimoire” above for its effects.

Origin: {EXTREMELY ABRIDGED}:A long-ass fucking time ago in a town called Kickapoo… Well okay no, see Ragna his fag brother and their dumb sister were all in a facility some day for some reason, and then a cat saved them and brought them to church where this sister who was once best girl raised him and his siblings in the art of swag, until swagmaster Terumi was all like “fuck dat shit dat ain’t true swag” and kidnapped Ragna’s sister, fucked with his brother’s head and cut off ragna’s right arm.

Then he got bit by a vampire or something and woke up with black shit as a right arm, which was like an Azure Grimoire made by Terumi, and his hair was white and edgy and his eyes didn’t match no more.

So then that cat popped up again and trained him and shit, and gave him this huge blade that can turn into a scythe and an edgy red coat. So then he ran around attacking Novis Orbis Librarium bases and wrecking shit until he got a huge bounty on his head, and while doing so rolled into kagutsuchi, where while wrecking shit and killing unborn womanchildren (Nu-13), he met Noel and his brother again, and they tried to kill eachother and shit and Noel cried some.

He wrecked some more faces and fought Hazama (Terumi) and got his shit wrecked because Terumi sealed his Blazblue until the unborn womanchildren’s bastard cousin popped by and gave him something that would let him use his Blazblue, the Idea Engine, and then he could blazblue again and wreck Terumi’s little anus. But not really. His sister was the big bad all along and Noel was also one of the unborn womanchild’s bastard cousins. So that fucked some things up, so he left to where his sister was chilling accompanied by a crazy cat lady.

So other other shit happened and he met the nun who raised him who was copy-pasted from earlier in the timeline, and around her his right arm (azure grimoire) and right eye (also azure I guess) didn’t work, and he learned the value of protecting those he loves, and it was gay. But he cussed so it was okay I guess. And then there was more fighting, and he went back in time to when the sister actually wasn’t the copy-pasted version and was real and made a beast sleep for a year, then he got mad at a cat after he came back to the future, and he prepped to fight his sister, and he fought the unborn womanchild again and then this huge titan thing that his sister was ordering around and then he got stabbed by the womanchild and went nuts and beat the shit out of his brother and Noel in her womanchild cousin form.

Then he woke up in Nexus. Fuck da police, here be Ragna.

Weakness: Ghosts, his temper, starving people, the unstable nature of the blazblue and Zoning Characters. Also, being way too sugoi.

Likes: The nun who raised him, his master, ball noodles, swearing at his brother

Dislikes: Ghosts, the NOL, Hazama/Terumi, Relius, Hakumen, Azrael, paying the bill for starving people, being taken light of, the rabbit
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on October 28, 2015, 09:59:49 PM
Name: Erica

Race: Construct

Age: 5 - 10 years since Purification

Height: 5’8

Weight: 155 lbs.

Appearance:

Casual:
(http://i.imgur.com/RnHzvt0.jpg)

Combat:
(http://i.imgur.com/xHmEXUQ.jpg)

Physical Attributes

Strength: Fantastic

Agility: Incredible

Constitution: Incredible

Other Abilities:

The Spirit Vessel: A body changed and altered by aura to be the perfect vessel for a spirit. The Spirit Vessel was crafted by the Prophets. It is much more hardy and physically capable than a normal human. The blue, arcane script used to create it can be seen inside Erica’s eye rotating around the pupil and it is possible to see some gold script flicker on her face. The Spirit Vessel may resemble the human form but it is not nearly as limited. Erica can see perfectly fine in the dark, is resistant to the cold and heat, and has a pain tolerance that allows her to fight effectively even if all of her limbs have been torn off.

The Spirit Vessel functions on aura. An energy usually created by souls in minimal amounts, the Spirit Vessel draws free souls to it and forces them to produce much more aura. Said souls are destroyed because of this process but more powerful spirits can resist this with ease. Recent events have also allowed the Spirit Vessel to produce lesser amounts of aura over time. When wounded the Vessel does not bleed but one can see white energy flowing within it when it is cut or if it loses a limb. The expenditure of aura allows Erica to recreate limbs and repair damage quickly but she must remain perfectly still to expend the aura needed in a constructive way. If she has the aura to spend she can also form a bit of armor for herself which grants her a bit more protection than she normally has. The amount of aura that can be stored by the Spirit Vessel is functionally endless but must be continually harvested.

If given permission it is possible for the Spirit Vessel to link to another body and begin a soul extraction. It is believed that the Spirit Vessel was originally constructed as a voluntary tool but whatever the case it takes what it needs now. It is impossible for it to be possessed or used by another spiritual entity for the Spirit Vessel only allows access to a soul that has been cleansed and touched by the magic of the Prophets. However, it is capable of viewing souls and spiritual entities along with granting some insight into their true nature. While she may not be able to tell that a vampire is a vampire their nature allows her to view them as a ‘parasite’. This ability was meant to scout out other souls of interest to the Prophets and marking them for later examination.

The Spirit Vessel also excels at overall mobility. It floats over surfaces which allows Erica to float over water and move on walls and ceilings. She can accelerate to much faster speeds for a short dash that leaves behind black afterimages. The Vessel can also instantly create platforms while in the air which last for mere seconds that allow her to jump higher and maneuver more effectively.

The White Room: The White Room is the domain of the Prophets and Erica's mindscape is within it. It is infinite in size and although there is no floor you stand on the air as if it were solid ground. Mathematical equations, arcane symbols, and mystical blueprints all float around in the air above and below and around you. Erica's memories are accessed by a large amount of landmarks of various sizes and shapes that are strewn around the place. A simulacrum of Erica made of light was fashioned by the Prophets to ward off any kind of effect that alters her mind. One would have to enter her mind and defeat it before they tried to alter or affect her mentally in any way.

Equipment:

The Mantle of Cinders: The legendary weapon fashioned by the Prophets. The Mantle of Cinders wraps around the Vessel’s neck like a black scarf and stretches out to her back in two parts as a cape of sorts, and the same blue symbols rotating around the Vessel's pupils stretch down the length of the parts. It is nearly impossible to destroy the Mantle as it is an instrument created by higher beings and exists on a level above that of any ordinary weapon. Created to strike against all beings regardless of their status. Men, spirits, and even gods can be harmed by it. It can also instantly recreate any section that has been cut off. It shifts shapes and twists and turns as if it was made from the essence of darkness itself. If the Vessel is slain the Mantle is immediately disperses into nothingness. The segments can transform into the weapons and shapes ‘programmed’ into the cape by the Prophets. However, only one weapon can be used at a time. Switching between weapon forms is nearly instant and allows Erica to set up devastating combos. All close combat forms are wielded with as much strength and speed as if she was wielding them with the exceptions being special techniques.

Sorcerous Bullets: Neither of the parts transform but the Mantle releases bullets of purple tinged energy. They move slower than actual bullets and a few must hit to kill even a normal human but the amount that can be fired is staggering. It only takes a moment to focus on a target and release at least a dozen homing projectiles at once. Erica can target large groups of people with this ability and rain a constant hell of bullets down on them. It is very effective at clearing out groups of enemies but does have a separate form.

The Sorcerous Bullets can be altered to become the Needle. While the Sorcerous Bullets have the advantage of range and homing the Needle is much faster and very efficient at clearing out opponents from mid range. A segment of the Mantle shifts into something vaguely resembling a minigun. From the barrel it releases a storm of black needles the size of pencils that move through the air as fast as bullets. The needles are destructible since they aren't part of the Mantle of Cinder any longer and will ultimately vanish in time.

Fists: The most basic weapon used by Erica. The Fists are the fundamental single target weapon. At least they're meant for fighting something one on one. The segments both shift into massive hands that are a bit larger than a human being. They can easily crush people and cave in the toughest armor. Erica is also skilled at using them to fight creatures much larger than herself. She is also capable of performing a flurry of strikes with the Fists. Their speed increases to Fantastic levels as the Mantle attempts to pound an enemy to the dust with countless strikes.

The Fists can also seamlessly transform into the Claws. With sharp ends the Claws attack much quicker than the Fists normally do and have the added effect of cutting through metal and flesh like hot butter, something that has earned some renown for the large digit tearing armored men to shreds. Because of this the strikes are slightly weaker than the Fists and lack the sheer force it has. Since the Claws are open handed unlike their counterpart they can also be used to grab others and can sink into the flesh of larger opponents quite well.

Sword: Much like the Needle and Sorcerous Bullets the Sword excels at clearing out groups of enemies. Unlike either of them it specialises in clearing out groups in close range. It is as long as a man is tall and several inches wide. It is formed out of only one segment and its hilt is connected to a flexible tendril that the Mantle forms as well. This allows it to swing around in enormous circular patterns to clear out entire rooms with ease. While the Claws are sharper the Sword is capable of cleaving a multitude of enemies at the same time. Large sweeping attacks are also usable to cut through enemies in front of her. Its general shape makes it a weapon much more suitable for slicing then it is for stabbing. Because of this she rarely includes it for that style of combat.

For groups of enemies with incredibly tough armor or hides most of the blade thins and becomes an extension of the tendril while the upper part of the Sword becomes the Hammer. It is slightly larger than the Fist and like the Sword is more focused on groups. While the Fists specialize in pummeling single enemies the Hammer excels at spinning around like a wrecking ball and crushing everything in its path. Speed and momentum are its friends and the seamless switch from Sword to massive Hammer has caught multiple enemies off guard. Unlike other weapons the Hammer can also swell in size and sacrifice speed for absolute crushing power. 

Lance: The initiator of Erica’s arsenal. A segment of  the Mantel wraps around her right arm and transforms into a lance. This allows her to instantly go from no movement to the absolute maximum speed she can normally manage. This allows her to set up devastating lunges and close distances in an instant. The Lance also has a greater lunge. Two golden circles made of arcane text float around the Lance and allow Erica to focus on a target before launching herself at Fantastic speeds towards a target. This lets her close much longer distances and strike with much more force and accuracy. The action of aiming with the circles will stop Erica even if she’s in midair and allows her to aim it from any position.

The Lance can also thin and lengthen to form a whip. While the Lance focuses on closing the distances between Erica and her opponent the Whip excels at pulling her enemies towards her. It also adds to her mobility by allowing her to pull herself towards things by wrapping the Whip around it. The Whip sacrifices the normal rigidity and strength of the weapon forms to extend so it can be broken with a sharp enough object or enough force.

Wings: This form is less of a weapon and more like another tool to synergize with the impressive mobility the Spirit Vessel provides. Each segment of the Mantle form into wings and allow Erica to fly indefinitely. While it doesn’t boost her speed very much it allows her to move around much more freely and gain a better position if need be.

Chair: Sometimes you just want something comfy to sit in. The Mantle can form a chair at any time for Erica to sit in.

Origin: Erica was a wandering soul. Picked out and cleansed by the Prophets as the most suitable human to serve their purposes she inhabited the Spirit Vessel. She was to serve as a weapon against the Malicious. Beings that arose from the Void and fed on the negative emotion of humans. Of course, it was much more agreeable to simply stop them from rising in the first place. When it appeared as if great suffering would be imposed upon the world Erica would be sent from the actual White Room to the location of whoever was performing these actions. She would then proceed to slaughter the target and anything in her way. Then she would return to the White Room and sent out again and again until the threat had been deemed extinguished. The way it was done was not only to slay those who would cause misfortune but to also cow the world. To instill the fear of an unstoppable force appearing to strike down any that would cause great misery no matter what armies or defenses the group had. Erica was less of a person and more like a divine instrument wielded by the Prophets. Regardless, she had no regrets, for how can one regret the only life they have ever known? Now in the Nexus she is more confused than anything else.

Weakness: The head is the core of the Spirit Vessel. Damage to it can stop internal aura production and impair the repairing process. While destroying part of the head may not instantly kill her it will cause aura to start bleeding from the wound. If she completely runs out of aura the Spirit Vessel will shut down.

Likes: The Prophets, the Vessel, actually trying food

New: Noel, Noel's cooking

Dislikes: The Malicious, having nothing to do, getting lost
Title: trash
Post by: Bern on November 02, 2015, 03:41:25 AM
Name : Jin Kisaragi

Race : Human

Birthday : February 14th

Height:178CM

Weight :61KG


Appearance  :
(http://i.imgur.com/YDls1el.gif)



Physical Attribute:

Strength: Incredible

Agility: Amazing

Constitution: Incredible



Magical ability:None

Ars Magus : Jin has no aptitude for magic, he instead uses Ars Magus like most other people from his universe instead. While the end result may be nearly identical to many kinds of magic, Ars Magus is fundamentally different from it.

The first notable difference is its use of seithr as opposed to mana. Seithr was released in large quantities into the world during the Dark War by the Black Beast, an immeasurably strong monster that wiped out nearly half of the world’s population. Seithr is harmless to humans in small quantities, but in larger dosages it is a highly toxic substance that is lethal to humans and mutates animals into powerful and aggressive monsters.

Ars Magus was developed by the Great Sage Nine during the Dark War to allow humans to utilize the powers associated with magic in order to fight the Black Beast, which was completely immune to conventional weapons. Humans were unable to manipulate magic in its base form, and after a great deal of research, Ars Magus was developed to circumvent this problem.

By using science to manipulate the vast quantities of seithr that leaked from the body of the Black Beast as a fuel source, a user can generate a vast number of effects. In order to activate an Ars Magus, one has to recite an “Ars,” or spell.

Some people have higher aptitude than others in the use of Ars Magus. For example, to activate a specific Ars, the average person would require twenty units of seithr while someone with a high aptitude for it might require only ten, or even five units to achieve the same effect.

Other Abilities :

Sword Master: Jin is a swagtastic swordsman and knows all the bitchin' moves, he can flip out and stab the shit out of your nii-san.

Jin is a highly skilled swordsman who few can match, it's through his great skill and the power of Yukianesa that he quickly advanced to the rank of major in the NOL. Jin's fighting style is built around pure skill and attacks perfomed with precise timing.   

Giant Bully: He can bully the Christmas out of you.

Le move Set:
  (http://i.imgur.com/onYBtxt.jpg) 
 

Power of Order: I win button that works....sometimes. really good at negating supernatural influences though.

Jin is also capabale of performing air dashes through the use of Ars Magus by creating platforms in the air.


Equipment:
 
Nox Nyctores: Mucro Algesco: Yukianesa, It freezes things...especially heroes of  love and justice. Ice swords everywhere.

The Nox Nyctores were originally created to combat the Black Beast, they were based on the Sankishin and all hold great power. Yukianesa takes the form of a katana or rather it's the hilt. When drawn a blade of ice is formed from seithr, it has the ability to rapidly freeze anything it touches. Yukianesa also excerts a form mind control on Jin enhancing his emotional reactions, especially his rage.

Notable techniques include shooting ice projectiles in the form of swords and trapping a person in a block of ice.

Overdrive: Frost End, Jin overcharges yukianesa's power, he can't do it for too long due to danger to himself but it'll definitely freeze their justice right off.

Hishōken: Ice sword launcher.

Hishōgeki: Even bigger ice sword that freezes your ass.

Kuchū Hishōgeki: You thought 1 sword was enough, so take 3 instead. Freezes your ass harder.

Fubuki: Yo battōjutsu quickdraw like a wannabe samurai, you cant touch this.

Rehhyō: A launching verticall quickdraw slash, that sends you flying. too bad it's slow.

Jin's Nissan: He can make a car of ice. Actually Jin rides on an icicle, then he leaps off to kick your face in.

Sekkajin: A tuly impressive technique where Jin slashes all around himself like an idiot.

Tōga Hyōjin: Jin slashes out a giant ice wave at a high speed along the ground. Extremely fast. When in Overdrive, Jin freezes his enemy with one slash of the arctic dagger, and then stabs Yukianesa into the ground, this hits you over and over again.

Kokūjin: Yukikaze: Jin blocks an attack, then does a battōjutsu through the opponent to freeze them. When in Overdrive, Jin is really tryharding it and will go trough you after slashing you all over and then sheathes the blade like a boss.

Rengoku Hyōya: This is my ultimate final attack, creates a bitchin' ice cage around you.  After about 5 seconds of freezing his opponent's ass off, Jin then sheathes his sword, causing the ice cage to shatter, killing the opponent on contact. too bad it only hits the non flying ones.

 

Origin : OG Jin in da house. He doesn't know Noel but is good friends with Tsubaki and her friend Makoto. He's a Major in the NOL and treats everyone with their due respect. In essence he's an upstanding gentleman of class. He only has one problem, he doesn't like his brother, the Bloodedge. He's from the original timeline from before Noel was a thing and made her timeline canon through being an observer.

After arriving in the 13th Hierarchical City of Kagutsuchi chasing after a lead he got about his brother the wanted criminal Ragna the Bloodedge. he found himself mysteriously pulled away from Kagutsuchi by an unknown force.

Likes :Tsubaki, Makoto, his nii-san.

Dislikes :His nii-san, anything that reminds him of Saya.

Weaknesses : Is brash and arrogant, slow to react to counterattack unless he's really motivated.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: The Man With All The Cute Boats on November 14, 2015, 08:56:46 PM
Name: Akatsuki, Nameship of the Akatsuki-class Destroyers

Race: Personified Warship: Destroyer-class

Age: 83 years since launched. Time spent operational: 10 years. Time as a Ship girl: 3 years. Looks about 13 years old.

Height: 148 cm

Weight: Literal tons (See fairy magic)

Appearance:  (http://i.imgur.com/yP13QcP.jpg)

Physical Attributes

Strength:  Fantastic (see terrain affinity)

Agility: Human

Constitution: Fantastic

Magic Ability: Difficult measure. Fairy magic. Better known in the naval base as “Convenience magic”. The various fairies inhabiting the ship and equipment utilize a specialized form of magic to facilitate tasks for the shipgirl. It is thanks to them that despite their multi-ton weight, they do not crash through the naval base’s floor at all time. It is also thanks to them that food is processed into oil and ammunition for the continued operation of the shipgirls as military vessels.

It is also thanks to them that one moment the girls are capable of being lifted by a human, like the admiral, and the next they are striking abyssal ships with hits backed by literal tons in weight.

It essentially allows the shipgirls to function as humans would, outside of battle. A downside is that even in battle shipgirls will lose strength and durability due to their own subconscious making them think they are not as strong or durable as they are. This strength can be unlocked through usage of “KAI NI”. See below.

Other Abilities: Warship: As the qualifiers for certain stats up above are for living beings that do not find their root in the same place as Akatsuki, clarification is required. Specifically, for the constitution stat and agility stat.

Akatsuki is at such a high level because she literally has armor plating on par with light cruisers from most other countries of the time, and because her ammo consumption is such that she can fight in seven large, fleet to fleet battles in succession. She can also go four days and three nights, at the very least, without sleeping or requiring rest as long as she is undamaged.

Also steel is her body and oil is her blood, etc etc.

For agility, her speed is that of a destroyer. Her max speed can hit 70km/h at sea, and her strength allows her to obtain a lot of speed on land as well. However, her dexterity and reflexes are at a human level, albeit that of a trained human.

KAI NI: Akatsuki is capable of going KAI NI, releasing the limiter on her power as a shipgirl and being able to produce 100% of her ship-self’s strength into her humanoid body. This gives her a boost over her normal self and does not cost her energy, in fact, it heals her to full health. A single time. Which she already used up.

KAI NI is not a temporary state, it is a permanent remodel and she went through it. Mentions of limiters and such in the sheet were for clarification and also to make people read through a few more words that I wrote down. Kinda like now, and we keep going. Okay, I’m done now.

Terrain Affinity: Due to the nature of ships, on land, convenience magic restrains her strength to fantastic to protect her full weight from damaging her structural integrity. On the water however, her weight is unrestrained and her strength hops up to Legendary, allowing her the full, unrestrained use of her strength and weight.

Important note: Strength is the ONLY STAT to receive this boost.

An Elephant Lady: Akatsuki is like, so fucking elephant dude like holy shit so elephant wow I can’t even dude just check her elephance ohmygod

Equipment: Extra Armor Shield: It’s a big old shield she carries on her right side. It’s large enough to cover her body, and while already armored and tough, due to her time fighting abyssal ships she’s trained herself into keeping it up towards the enemy, and shifting it around depending on the flanking angles they attempt.

Two 12.7 cm (?) gun mounts: These gun mounts are far smaller than what the original Akatsuki had, to the point where it feels inaccurate calling them 12.7 cm, but due to certain unexplained factors relating to spiritual miniaturization and fairy magic, they happen to pack the same punch as the ship-version’s full size cannons.

Also due to the unique nature of the akatsuki-class’s gun turrets, it can be elevated for anti-air fire as well as ship to ship fire. Their rate of elevation and rotation is six to twenty seven degrees per second, and 6 degrees per second in that order. Akatsuki keeps the cannon on her right arm pointed either forward or at a ninety degree angle, however, for quick preparation and firing.

One of these mounts is on her shoulder, and the other is on her right arm.

61cm (?) triple (oxygen) torpedo mount: Akatsuki sports 2 torpedo launchers on her hips, both of them triple launchers of the 61 cm torpedo type. Same as the 12.7 cannons, the scale is not accurate but the power is. Unlike their predecessor, the fubuki class, the akatsuki class had enough space in the ship to carry torpedo reloads. This brings the maximum amount of shots from six to eighteen.

The torpedos themselves are magnetized, to better hit enemy ships. They are unusable on land.

Searchlight: It’s a searchlight, what else is there to say. It’s like a bigger flashlight. Once again the scale is off but the power remains the same, and this searchlight has the same strength as one that would be installed on a warship.

Her anchor: It’s an anchor. She uses it to dock, or because of her humanoid body, to whack the tar out of people. It’s super heavy and well suited for either task.

Thunder God (Raiden) Gloves: Made by Akashi, requisitioned and named by Nagato. They’re gloves that are created with a strong current inside of them, enhancing her punches with electrical force, allowing her to cause power spikes on opponent ships that may fry their electronic equipment. They also make a loud, thunderous noise due to her own strength and the durability of the opponents she faces.

Their effects on more living targets, of course, are the same as being given an incredibly strong shock.

Requisitioned by Nagato and given to Akatsuki due to her sisters’ absence at base, the remind the destroyer that while her sister ships were not in the same base they were still fighting alongside her to protect her country.

Origin: She fought in world war two, got rekt after flashlighting the USS Atalanta, the end.

Reborn as a shipgirl she spent a lot of time in her naval base as the sole akatsuki-class, making her super lonely. But she made friends with another ship which was alone in its class, Nagato. Their friendship was super sugoi and allowed Akatsuki to see and experience the true power of the big seven, which translated to makeshift MMA lessons.

She strives to be an elegant lady, but because it’s an English word mixes it up with elephant, an error Nagato never corrected because she found it was cute, unique and had style.

She strives to be calm and in control as nagato, and perhaps due to being a sisterless ship in the base, is at least somewhat capable of keeping up the façade and not having it broken. Of course, due to her size and childlike voice, she sounds just like a kid who has it a bit more “together”, while still being a little bratty.

Weakness: green peppers, stormy nights, human reaction time and agility

Likes: Nagato, fine and elephant ladies, being treated like an adult, eating

Dislikes: Green peppers, storms nights, being alone, green pepperssssss
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on November 19, 2015, 03:06:35 AM
Name: Darcy Hugh

Alias:Mary Jane

Age: She looks like a young lady.

Height: As tall as an average tall lady.

Weight: Never ask a lady her weight.

Appearance:

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

Physical Attributes

Strength: Exceptional

Agility: Human

Constitution: Exceptional

Magic Scale: Nope, but low. He is borrowing power from something, or someone. It's power and link with him is still weak, and its not likely to get stronger. His magic potential is non existant, so there had to be some borrowing involved.

Judas Priest- Bites the dust : His one and only power, granted by a mysterious creature. By touching with his left hand, Darcy may charge any object as a bomb by infusing it with magical living fire. If a charged object is touched by another object, the charge can travel from that object into another before exploding into a fiery burst, shattering the object and sending waves of fiery shrapnel. The object needs to be limited in size, ranging from a coin to a stereo. Logically, the size of the object determines the size and radius of the explosion. A coin for example would simply burst and shatter into flying shards of burning metal while something like a printer would be as powerful as an explosive shell. Darcy may also detonate this bomb at any previous point. However, only one bomb can be maintained at any given time.

Other Abilities:

Skilled driver: Be it cars, motorcycles or bicycles, this girl makes damn fine moves and stunts. It’s like she really likes GTA or something. Priestly driving is the best kind of driving after all.

Gunslinger: This skill proves the subject has watched too much gun-fo and should not be trusted with a gun ever. Good aim, great draw and better trigger finger, sometimes too good for its own good. Priestly shooting is the best kind of shooting after all.

Trickster: This skill proves the subject is a cheating sniveling bastard and should not be trusted in combat or in life. The lord said thou shalt not steal and thou shalt not lie, but rules are meant to be broken and shit!

Sleigh of hand: This skill proves the subject is a criminally charged thief and/or sexual harasser and should not be trusted period. She is also crafty at escaping binds and stuff, so you should cut his arms off before handcuffing him.

Boxer: This gal his fairly well trained at the oh so refined art of punching shit with the swiftness of a butterfly and the gracefulness of a gorilla. Could’ve gone pro if he didn’t join the Vatican. Simple enough? Simple enough.


Equipment:

NOTHING (for now)

Origin: There was once a man who found something to cherish, but he lost it in the flames along with his life. But just before he perished, a demonic bird of fire appeared before him and granted him a chance to destroy the one who caused this tragedy, the cruel messiah that met his only true prayer with a fiery hell and claim everything he deserved. It was his luck that had taken them away from him, and it was his luck that had given him a chance to have it all back.... with intrest.

But this isn't his story. Mary Jane is just a normal average everyday girl.

Weakness: She is just a mortal humie and aside her good physical strength and skills, she is far from a powerhouse. Because of that, she is more likely to rely on cheap trickery and cowardly tactics rather than go balls out.

Her only power is a demonic curse that turns objects into explosives, and while it is difficult to detect the fact that an object has been turned into one, the instant he turns an object into an explosive can be recognized as magic by those keen at detecting such things. His explosions, while deadly, are mostly fire and heat based excluding the potential sharpnel.

Because of that, those who can resist such an intensive heat explosion will survive. Finally, it is an unreliable power to use in a fight, coupled with his unimpressive physical abilities compared to more powerful citizens of nexus, it is much more suited for assassination. While such a roundabout approach is one where he proves deadly, he has less chances in a direct fight.

Likes: PREACHING THE WORD AND LOVE OF JESUS CHRIST, girls, drinking, whatever she wants you to think she likes. Living a quiet paceful life, luck.

Dislikes: Whatever she wants you to think, being called a dude, fire, those who disturb his peaceful life, God.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on November 22, 2015, 07:14:41 PM
Name: Alma

Race: Human

Age: 22

Height: 5’8

Weight: 140 lbs.

Appearance: (http://i.imgur.com/s7rmU4t.jpg)

Physical Attributes

Strength: Human

Agility: Human

Constitution: Human

Other Abilities:

Spirit Medium: Do not mistake the powers of a spirit medium as mere possession. It is something much more potent and personal than a spirit simply taking over a body. It is a collision of souls. The entanglement of the eternal and infinite in a way that nothing short of absolute fusion can surpass. Like two trees whose branches are intertwined and are made all the more mighty because of it.

Alma can house and from there channel the spirit of any being regardless of strength and strengthens their abilities greatly to the point where they are better than their solitary selves although not by an enormous margin. Her physical form is enhanced to match their own and although her body mostly remains the same a few changes can happen. Even things such as magical ability are retained and she can call upon tools that are closely related to the being she is channeling. It is also worth noting that she is not controlled as much as she is sharing her body. While a soul can act more dominantly it is only for a short while as these swirling sources of power and self remain in a careful balance. Ending and beginning this process is not fast and does require a bit of work on Alma’s part to perfectly mesh their souls.

This process is also an incredibly personal experience. The contact of souls is an exchange of experiences and identity. To mantle another being and draw on their strength is intoxicating to Alma. Their lives and every thought and emotion they felt bleeds into her as she does to them. It is not obvious when they are still one united being but when they untangle themselves there are memories and odd feelings that remain for a little while after.

As a spirit medium Alma is also capable of viewing the souls and spirits of anything. While she usually uses this to figure out what kind of person you are she also uses it to scout out partners. It is true that all souls are infinite it is equally true that there are limitations on the power that can be drawn from it. Some beings by their nature are capable of understanding and drawing upon the full might of their soul to great effect but that is far from the norm. Alma scouts out those with especially strange or experienced souls usually, but this has changed in the Nexus. Since very few are the same as her Alma attempts to pick out those with more powerful souls. If she has knowledge of a soul she is also capable of calling it from any distance. It is not forcing them to appear but there is a pull to answer her summons which generally interests spirits or the deceased.

True Soul: What is a soul? Power and identity. There are no limitations on it. A soul is not limited by size and cannot be changed or destroyed by any power but one’s own choices. Just as with all the beings of her world Alma’s soul is infinite and eternal. Nothing can even begin to change or alter it in any fashion. She is only capable of pulling on this strength for for certain abilities that a spirit medium may use it for. This also negates any abilities that target the soul in either a benign or negative fashion.

Siphon Soul: It is a misconception that a spirit medium can only channel the souls of those who no longer have or are no longer attached to a body. That only applies to the young and inexperienced. Several stronger spirit mediums are capable of drawing out a soul from the body it inhabits and housing it. The person that undergoes this simply loses the will to do much of anything. Their body will perform only the most basic functions but will refuse to move around or even eat. However, the soul is still tethered to its body. Once Alma has finished taking in a soul and meshing with it the soul will immediately return to its body after they have been untangled.

Initiating this is done by close, physical contact. While some do it through hugs or sex Alma generally prefers doing it with a kiss. It is by no means a fast process and considering that it will be used for channeling it is almost always done by mutual choice. However, it is possible for her to do it on the unconscious. Even if she did attempt to do it forcefully for whatever reason Alma is as flimsy as tissue paper and easily manhandled. Souls that are taken without consent cannot be made to unite with her in any circumstance and the desire of a soul to escape her is such a revolting feeling that she is incapable of holding it for any more than a short period of time.

The Breath of Time: Spirit mediums are remarkably fragile beings despite their potential for immense power. Because of this they have found a few ways to express and utilize their soul to keep themselves safe. With this ability Alma draws upon her soul and exhales eternity. The endless ages of the soul slam into mortals with the weight of a world and brings their minds to a screeching halt as they try to comprehend forever. While an exceptionally powerful will can lessen the effect only one who has taken on the weight of countless years and endless time to the point where the idea of death is almost foreign to them can negate this. When channeling another spirit her work in keeping their souls perfectly together and in balance does make her incapable of using this ability. She doesn’t see it as much of a loss.

Enhanced Healing: It is true that spirit mediums are prone to dying violent deaths when attacked before being able to channel a spirit, but there were issues with them dying after a spirit left them due to the injuries sustained. This led to the development of utilising the soul to heal the physical body of injuries. While any damage will be overcome it happens at a slow but steady rate and is far from instant. It is also impossible to use it in combat while channeling for the same reason as the Breath of Time is unavailable. It is something more commonly used to avoid dying due to damage taken once the entanglement is undone.

Equipment:

Spirit Cloth: Artifacts draw upon the smallest portion of power from the soul to perform their functions and this cloth is attached to her own. Alma’s outfit is resistant to both heat and cold and whether she is standing in the arctic or on a tropical island she will always remain at a comfortable temperature. It cannot be stained as it actively repels liquids along with filth and if it is damaged it will generate new strands to weave itself back into form. It can change shape and become various different outfits. If removed it can always remake itself around her as it is anchored to her spirit.

Origin: Spirit mediums are treasured in the mortal world. Treated like the greatest nobles as they channel the souls of the dead. In the Courts of the spirits they live like gods. Under the command of greater beings lesser spirits flock to them and serve faithfully. They inhabit castles of thinking metal and mansions of sentient wood. It was inconceivable for a spirit medium as powerful as Alma to be anywhere but here. She lived in a palace of of glass so deeply blue it ached and entertained visitors from various nations and Courts. In exchange, all that was required was the channeling of spirits for various reasons. On occasions she would interact with normal humans and live a few instances of a normal life but her abilities were requested too often for anything to last.

Weakness: She is very squishy when not channeling another being. Alma is neither a runner or an athlete of any sort and that does make her little better than the most average human. When she takes on the soul of another being if their weakness is intrinsically tied to their nature it carries over. If she channels a spirit of frost fire will still do more damage to her and things like that.

Likes: Channeling powerful spirits, finer foods and clothing, killing something in melee combat, sleeping

Dislikes: Fools, people who talk too much, having to channel lesser beings, having to endure filthy conditions
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on November 29, 2015, 02:43:29 PM
Name: Lumen (The God of Five Elements)

Race: Divine Patchwork

Age: ???

Height: 6’2

Weight: 160 lbs.

Appearance: As a result of her nature Lumen is a being of fractured beauty. Her head is the most normal part of her. The features may be a bit too perfect to be natural, or her steely grey eyes too knowing to be human, but her dark hair seems rather normal and can maintain the idea that despite her beauty she is still human. The problem comes with the rest of her body. Her right arm is a scarlet with a circle of copper on the palm that draws the eye and entrances others with the ghost of flame along the muscular limb. Lumen’s other arm is a deep tan. Colored by healthy soil and filled with the vitality of the earth. The rest of her upper body is as grey as stone. Solid as the foundations of the earth and capable of making the pieces almost look right together. Her lower body is separated in two distinct parts. Her left is incredibly pale and at some times almost translucent. The other is the blue of the ocean. Beautiful but at times one can almost see it rippling. 

Physical Attributes

Strength: Incredible

Agility: Incredible

Constitution: Incredible

Other Abilities:

Divinity: Lumen is a patchwork of gods, but she is divine nonetheless. Mortal weapons shatter against her body. Lesser magic (Medium) is negated without the slightest concern. She can walk and not grow weary. She can abstain from food and not go hungry. The ravages of time will always ignore her. Even when faced with attacks that can actually harm her the damage is reduced. Deep gashes are reduced to painful, but less damaging cuts and even magic or other supernatural powers do not work as effectively. Sustained magic such as curses or bindings will also lose potency much faster and must be renewed or will soon fade. She can also affect spiritual beings with any of her abilities and see them. As her body carries metaphysical weight solely by being what it is Lumen can strike nearly any being that has limits on what can actually interact with it.

This does contribute to her beauty as well. The perfection of the divine remains even in the pieces of their corpses and while her nature does diminish it somewhat each part is still stunning. Nevertheless it is more common for people to focus their gaze on a single body part rather than the disorganized whole. It is not painful but the image is bothersome. An itch in the back of your brain. Imperfect perfection does do that.

Being divine also allows Lumen to utilize Essence. The flow of power that originates from the wellspring of all creation. This powers most of the abilities of her limbs and allows her to heal nearly all forms of damage using her soul as a template to restructure the body. However, while not slow it is certainly not fast enough to instantly repair damage. Any ability that attempts to manipulate, control, or alter the elements Lumen is controlling will have extreme difficulty doing so as they will have to overcome her authority as the god of these elements. While it is theoretically possible it is absurdly costly and difficult compared to normal manipulation. Essence must also be gathered through the creation of large ritual circles. As all existence sprang from the source so it is that any part of it can be connected back with the correct rites. 

As it is still divine flesh so does it that it carries the same properties as normal pieces when devoured. It is more filling and more delectable than any earthly dish. There are few things that can rival the taste of godly meat. It also carries more practical uses. Divine blood spilled on materials can confer blessings against certain elements or grant strange properties. Mages and alchemists can use her skin or hair as powerful reagents for spells or items.

The Mind that Knows All: Lumen’s head comes from a god of knowledge. It knew much but lacked wisdom, and so a blade that was an ocean severed its head and destroyed its name. With it Lumen can understand most natural and supernatural phenomena with ease. More esoteric phenomena must be examined through repeated usage and can be more difficult to figure out. If it utilizes an energy she isn’t familiar with it can take even longer due to her having to recognize the source of the ability first.

The Hand that Holds the Sun: Lumen’s right arm comes from a god of fire. So great was it that it slew the old lords of the mountains and oceans but was felled by a union of several gods. In its rage it slew them all and shattered their names as its was shattered. This limb grants several fire and heat based abilities one of which is the manipulation and growth of fire. A stove fire could rapidly grow into an inferno and be wielded with incredible finesse. Even fire generated by supernatural means are not immune to this. Lumen can easily take control of normal conjured fire unless the creator pours energy into keeping control over it. While less natural versions of flame cannot be simply controlled Lumen can still deflect it or force it to move around her instead of striking her directly.

As expected this arm is completely immune to heat and can withstand incredibly high temperatures without the slightest drawback. It can also become hotter if Lumen focuses Essence into it. This can be increased to the point that metals melt in an instant through touch alone.

The arm of the fire god is also capable of utilizing Essence to generate its own flame. Large bursts and blasts of fire are both possible and very destructive but it is the supernal flame hidden within the arm that is to be most feared. At first glance this green flame appears normal but the sheer terror it inspires within living beings is far from natural. It is a promise of destruction. The understanding that your souls are nothing more than kindling before this godly fire. Anything struck by it is completely and totally destroyed. No defense can stop it. Even space is scarred by its burning touch. The wounds it leaves are very difficult to heal but it is not impossible to do so. Thankfully this supernal fire does not spread at all. Due to the massive cost Lumen can only release one of these and the range is incredibly close. The fact that it takes a moment for the green flame to be collected and released makes it so that Lumen saves it for when she’s almost certain that it will hit.

The Hand that Sows the Earth: A kindly god was the origin of this limb. When the war threatened to approach its domain destroyed itself, and through this sacrifice an oasis of life bloomed even after the battle ravaging the world was finished. The most basic power it has is mastery over altering the earth to bear life. It is functionally a tool to terraform the world. While making existing patches of earth fertile is easy and doesn’t even require Essence more drastic changes do. With the introduction of Essence even concrete and stone can become vitality filled soil. As long as it is the ‘ground’ it can become the ‘earth’.

Plant life can also be animated by this limb as long as it is touching the ground. Trees uproot themselves and their limbs and roots and trunks twist unnaturally to try and crush or bind you. With the use of Essence the creative nature of the limb allows the forming and infusion of nature spirits into flora. While this makes the targets superior to normal variants it also allows a degree of intelligence and autonomy when animated to the point where they can quite literally uproot themselves and chase someone down. This also makes it so that constant contact with the ground is not needed for maintaining animation.

The enhancement and creation of entirely new plant life is also possible through this limb. Existing flora can have their growth accelerated and become overall improved through Essence. Trees can be made to bear fruit much more succulent than any normal variants and can become fully grown very quickly. As this limb has not been mastered in its entirety Lumen cannot call upon the soul fragment related to it to produce the immaculate tree but the variety of strange and unnatural flora she can create are powerful enough. The stonebark trees have bark hard enough to make steel look like clay and the thorns of the bushes that formed the inner walls of the capital’s garden can cause a terrible loss of balance, partial blindness, and deadly paralysis. Through more time and experimentation plants with medicinal or toxic properties can be properly created and used in a variety of ways.

The Foot that Stirs the Rivers and the Seas: A god of water torn apart six times over by a divine beast is the origin of this body part. This limb allows Lumen to skate on the water and swim much faster than one would expect. Like her right arm this limb can also nullify attacks from its element. High pressure water is harmless, ice is easily broken against it, and steam feels rather nice instead of painful.

For manipulation water requires more movement than most of the other elements controlled by the limbs. It must be guided and animated by both movement and will. The foot must constantly be in movement in some way or the water will simply collapse uselessly. However, what can be done with the manipulation of water is impressive. Blasts of water can be fired with enough force to puncture steel and constant movement can animate a wave to forcibly drown someone.

Lumen also has the capability to purify existing amounts of water and create springs of holy water. Any body of water as large as a small lake can be rid of all foreign elements and be made clean for anyone to drink no matter what was previously affecting the liquid. As long as it is still possible to call it water it can be cleansed. The springs of holy water are called up by use of Essence and will continue to flow for quite some time. The water is forever untainted by foreign material and is always safe to drink but it also has supernatural properties. It can heal and clean wounds, drive out foreign entities that inhabit a body, and serves as a very potent area of meditation. It mirrors the act of pure power flowing from the wellspring of creation and allows people meditating to catch a glimpse of it.

The Foot that Tames the Furious Winds: The god of this limb was a carefree thing that was rendered dead twelve times over due to its own carelessness. With this limb Lumen can stand on air as if it was solid, albeit only with this one leg. To supplement this it can release bursts of air that allow her to greatly enhance her jumping ability. When faced with with a great wind of either natural or supernatural origin Lumen can dissipate it or force it away from her to keep herself safe.

The wind is perhaps the most difficult of all the elements to tame. Water and fire may be guided while earth has substance but air is the element of freedom. When moved it must be done so powerfully and forcefully. Normal manipulation must be done so with with powerful movements that direct the air in a single solid direction. While this basic manipulation is less flexible its power can shatter bones and crush concrete. While she cannot produce her element with Essence it does allow her greater control of it. Sacrificing the singular power of the strikes she can sweep people away with powerful winds or slice at them with blade of pure air.

By pouring in even more Essence curious effects can be given to the air she manipulates. The easier version is the winds of life. The winds of plenty. It is the fresh air after years of stagnation. Fresh soil after the decay and rot of the ages has been brushed away by this wind. It is progress and movement and energy. While water will heal this wind revitalizes. It grants strength to limbs that have none and energy to bodies that should no longer have will to keep going. But it has a counterpart in the winds of death. The dry wind. The wind that blasts sand across wastes and reduces everything to dust. This is more costly than the wind of plenty but when coupled with her offensive manipulation it is devastating. When it strikes it is a dead wind that brushes away life wherever it is. Being struck makes the vitality flee from your flesh and bones. While it doesn’t necessarily hurt you more it makes every effort more draining and tiring. A sustained fight with the use of this ability forces the opponent to use more and more energy just to keep up with their normal standards.

The Body that Lifts the Mountain: A chunk derived from a god of mountains who withstood the burdens of the war until the final days. While time could not begin to wear it down the sorrow of loneliness led to its own destruction. The solidarity Lumen’s upper body is what keeps her pieces in unity and allows her to be so proficient with them. Striking it hurts about as much as hitting a literal mountain. It is proud and unyielding. As the element of stability and defense this piece is much more durable than any other part of her body and because of this she prefers just tanking hits with it. Despite its importance Lumen has not advanced far in her understanding of it and its placement makes it solely capable of defensive manipulation. With Essence she can armor up with a layer of enhanced earth that greatly improves her defence. However, this manipulation requires constant concentration and prevents her from using any other limbs for manipulation.

Origin: Ages ago the gods warred with themselves and brought the world to the brink of disaster. Imagine, the natural world at war with itself. Storms that will never curse the world again ravaging continents and clashes of Essence that warped countries into otherworldly realms. However, while no god survived their corpses did. Madmen and geniuses alike salvaged these parts after the disaster. While some would devour the parts and the mindless souls within to gain power some fused the soulbound fragments together to make new and terrible beings. Gods to replace the ones that have passed. While the Divine Patchworks failed in this regard many were either taken in by their creators or scattered.

Lumen found her place within a large human community along with her creator. While she was originally used to ward off beasts with her manipulation of elements she was much more useful as a provider of food and water as. In time her creator passed and Lumen simply continued. Her life was not the best but it was pleasant. There were people to argue against, the occasional beast to kill, and a few other Divine Patchworks or God Eater who wandered in. There was no intoxicating joy but it was warm, and perhaps that was all she wanted. Waking up in the Nexus was not a pleasant surprise.

Weakness: Lumen is incredibly vulnerable to items with extra effectiveness against the divine. She is also fundamentally a ranged fighter and while she can throw a decent punch she lacks any skill in other melee weapons. If one learns her true name they can force her away or in some cases bind her to your service, although the latter option is not the wisest as she will be most displeased if she ever breaks free.

Likes: The sun, blue skies, books, occasionally getting people angry, drawing Essence from the wellspring

Dislikes: Being low on Essence (it’s like feeling dehydrated), small spaces, people who can’t look through other views, getting less than ten hours of sleep
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Elf on November 30, 2015, 06:34:36 AM
Name: Gabriel L. Umbra

Race: Unseelie Faerie - Incubus Hybrid (He likes to call himself a "Shadow")

Age: 127

Height: 6'1

Weight: About 180

Appearance: Gabriel is tall, broad shouldered, and fairly well built.  He has very fair skin, actually appearing truly "white".  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.

Physical Attributes

Strength: Amazing

Agility: Exceptional

Constitution: Amazing

Magic: None

Other Abilities:

Magical Null- Gabriel is a magical null.  He nullifies all magic within a one foot radius of his body.  This is especially effective against Faerie magic.  He can kill a Fae from his world with prolonged physical contact.  However, he cannot kill a Servant by hugging it to death.

Shadow Walking:  A pocket dimension of 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.  This is a trait that all of the Umbra family shares.

Now within the Nexus he finds he can only travel within the Nexus.

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. (Note though, the Lure is always active at low levels even when it is not “on” or being focused.)

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.

Double 0: He has knowledge in martial arts (look who raised him) and fought in World War I and II under the British SAS with all the training that would entail (weapons, hand to hand, survival).  He also served with MI6 for a time.  Gabriel has some James Bond spy skills. (Things like hot wiring cars, communication, and picking locks are among these skills.)

White Tower Magician:  Despite being a Magical Null, Gabriel is a genius at magical theory and arcane knowledge.   He can figure out a spell's  source and how it works.  He can also sense magic at work as well.  It is like extrasensory perception, not a "physical" sense like sight or sound.

Sexual Healing: While Gabriel does have regeneration (not to the point of a vampire or werewolf), sexual activity can actually speed up the process.   Even though he doesn’t feed like an incubus does, he does have to have sex regularly or he’ll get depressed and show signs of illness such as headaches etc.

Gentleman of the Blade: Gabriel's favorite martial weapon, perhaps due to his birth mother's influence, is the sword.  He is best with a rapier and dagger combination and is an accomplished duelist.

Haymaker: Gabriel is a skilled boxer, and still keeps the practice up to this day.

Supernatural Extra Sensory Perception: He can sense the supernatural.  He is aware if someone is Fae, Vampire, or Other.  He can also sense magic and anaylize it before it is destroyed by his null field.  (To touch the field it's going to get destroyed.)

Due to his ESP, he can use it as a homing beacon of sorts when traveling in the Shadows.  If he knows someone and is familiar with them, he can sense out their energy in the Shadows to help him locate them. 

Even though it is magic, he can sense spells that his mother has worked simply because of their family ties.  It calls to him even though he can destroy it.

Linguist:  Due to him being a spy, Gabriel is fluent in German, French, Russian, Latin and several forms of Gaelic (due to his magical studies).  He's also conversational in Japanese and can muddle in Mandarin.

Equipment: His 1911 Military issue semi-automatic, a rapier and dagger made from Fae alloys (a gift from Wynn that she forged herself), the Umbra signant ring, and his cell phone.

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".  And the affair in the Balkans in the 80's left a very bad taste in his mouth.

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.  Physical violence/harm.  Even though a spell to the face won't hurt him, but using magic to knock a building down on him could hurt him. May be considered an alcoholic.  If he does not have sex for an extended period of time it will weaken him.  Threats to his godmother make him lose his temper.  He is also sort of lazy.  Also he cannot lie; he can obscure the truth and give misleading answers, but he cannot truly lie.  If asked a question three times he has to answer truly.

Likes: When his Godmother is happy, and when he can tease her. Matchmaking. Curvy women with fair hair (not a fan of Brunettes, has to do with Mommy Dearest).  Scotch. More scotch.  Did he mention that he really likes scotch? Sweets and baked goods (he can bake as well). Good coffee that is half cream and sugar.  Boxing.  Studying magic.  Messing with egotistical magic users. Friendly animals.  Provoking others, causing minor chaos/mischief and watching the results.

Dislikes: Egotistical magic users who would harm others.  Those who harm children.  When Mommy Dearest is being her normal self.  When Godmother is moping.  Bad coffee and scotch.  Nazis.  Anyone attempting to commit genocide.  Those who have no regard for life. Bigots. 
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: SINIB on December 01, 2015, 08:15:17 PM
Name: Bludgeoning Angel Dokuro Chan

Race: Angel, obviously. (from the future)

Age: 12

Height: 153 cm

Weight: 40lbs 9oz

Appearance: (http://i.imgur.com/VTxenKR.jpg)
Literally the most waifu thing possible.

Physical Attributes

Strength: Legendary

Agility: Human

Constitution: Incredible


Other Abilities:

Angel Powers: As an angel, Dokuro Chan can do...stuff... by chanting pipirupiru pi pirupiru pi. One example is changing a person's head into that of a baboon's or a doge, or pull objects out of thin air, such as a book. She claims she's also a cupid and can make two people fall in love by using Excalibolg but in reality all she can do is help them out.

Another use of her angel powers is the ability to run on water, just like Jesus.

To use any of her angel powers, she needs to hold Excalibolg and spin it around.

Flight: As an Angel, she obviously has wings and can fly. However, they're not always visible.

Unbelievable Strength: Dokuro is ridiculously strong. By lightly tapping Sakura on the head, she managed to create a shockwave that cut through a water faucet, and by splashing a bit of water, annihilate a sturdy bridge, boulders, and trees. She doesn't consider her strength to be insane though, and is apt to hurting other people as a result with it.

Equipment:

Excalibolg:
(http://i.imgur.com/AGc4whR.jpg)
A super powerful magical spiked club that Dokuro uses to annihilate her friends. If it is used to kill someone, it will kill them in the most comically overblown way possible. Dokuro Chan keeps it hidden perfectly behind her back, nobody can see it when she has it stowed.

The Excalibolg has an underwater mode, in which Dokuro throws it underwater and it acts as a torpedo, honing in on it's target and causing them to explode into gorey bits.

Tear Gas Bombs: Dokuro chan carries around tear gas bombs and enjoys using them on passersbyes.

Origin:
Dokuro is a seemingly innocent 12 year old angel from the future. Despite the fact that she is 12-years old, her body is fully developed, the most notable feature of this being her well-endowed bust. Dokuro is easily insulted by Sakura, often got him killed in the process. Though Dokuro constantly kills (and then revives) Sakura when he ends up in compromising positions with her, Dokuro often uses her body to entice Sakura into doings things for her, though she never lets him get too far. To distract Sakura from finding the solution to immortality she once again uses her body pulling up her skirt making Sakura forget about his studies. She is often coveted by most of the boys, getting Sakura either beat up or yelled at, and she doesn't seem to have any female rivals.

Dokuro Mitsukai is an angel assassin sent from the future to kidnap Sakura Kusakabe and to kill him so that he may never in the future discover immortality. Not much else is known about her past.


Weakness: Removing an Angel's halo gives them crippling Diarrhea. However, be warned, they slice and dice like a japanese samurai sword, but only when you take them off an angel. If you put it back on it doesn't cut. Sitting in the overhead bin on a bus makes her carsick. Wet towels

Likes: Bludgeoning, Red Sausage, Mayo, playing games, making people explode and turn a river red with gore, being a giant self centered asshole, fun people, bullying, getting her way, woodworking glue

Dislikes:stupid people, boring people, being groped
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Adella on December 05, 2015, 04:44:46 PM
Name: Adella Chapel

Race: Transcended Human

Age: 224

Height: 7’1’’/215cm

Weight: 198 lbs/90kg

Appearance:


(http://i89.photobucket.com/albums/k218/KingofThorn/Annalise_zpsd6zqqgdw.jpg) (http://s89.photobucket.com/user/KingofThorn/media/Annalise_zpsd6zqqgdw.jpg.html) With mask.

(http://i89.photobucket.com/albums/k218/KingofThorn/isayama_mei_6221_zpsw8smwfcb.jpg) (http://s89.photobucket.com/user/KingofThorn/media/isayama_mei_6221_zpsw8smwfcb.jpg.html) Without mask.

Generally speaking Adella is incredibly tall, largely due to the numerous self-experiments she went through as she turned herself into a walking nightmare. Her image is only mildly distorted, influenced by the inhabitants of the dream, robbing her of all colours but red. Her attire consists of a mixture of leather garments and coats, in a victorian style dress-code. She almost always wears The Jailor, so the mask, as it is her oath of repentance for her sins, to never take it off until the nightmare that keeps her and the remainders of the dreamers suffering, ends.

Physical Attributes

Strength: Exceptional

Agility: Incredible (Fantastic inside the nightmare, or when using the ‘Shade’ phantasm)

Constitution: Exceptional (only applies inside the nightmare)


Magic Scale

None – While her abilities are definitely supernatural, technically they are just an advanced realization of what can be considered “possible”. In effect it is a result of transcending human understanding, by achieving a new common sense, based on the realization of dreams, allowing her to represent a gateway between mind and matter, blurring the lines by forming a world from one’s mind that works as a parallel to the otherwise perceived reality.

Other Abilities:

Ascension: Adella is capable of aiding normal humans in finding something akin to ascension, transcending their human shell in various manners. The simplest, most barbaric form of this, is a treatment that immunizes them to disease, by infusing them with blood carrying the strains of certain animals, afflicting them with a form of genetic curse that will turn them into mindless monstrosities the moment they make contact with the animal-factor that has been integrated into them. Their stats would rise to a straight “incredible” in this case, with few exceptions being capable of reaching a single rank in fantastic, if they are extraordinary humans to begin with. Note that this actually requires a relatively long term treatment that requires the patient to undergo blood transfusion. It would take about a week to implement the curse into a person.
The alternative to this, is in fact far more complex requiring a long term psychological treatment, along with vials of phantasmal Solution, based on the manifested ideals of the False God. The treated person would be put to sleep on a regular basis, having the solution infused into their marrow and brains, as they’d slowly begin to form a phantasm of themselves under guidance of Adella. The first stage results in a form of lobotomy, where the patient would be only capable of uttering single words, ideals and ideas, as well as pictures and sounds associated with it. The second stage results in them turning into something akin to large ammonite, which would have something like a humanoid shape growing from itself. The final stage is then the new body, the one that had once grown from the ammonite, while the ammonite itself would turn into something of a tentacle tumor on the back of their heads. They would now be impervious to disease and only based on their own imagination, being practically immortal outside their own dream world. The side effect; they tend to lack all drive, spending their days sitting around, dreaming, as nobody of them has a dream they truly wish to flee from. This process takes roughly half a year and will turn a person into a living vegetable that will just sit there and do nothing, but be immortal. In their particular case, destroying the outgrowth on the back of their head would result in them losing their physical shape, if not made aware of the loss, so they could technically disappear physically since they forgot they existed physically.

Phantasms: Adella is capable of manifesting parts of the nightmare as phantasms, dreams given physical form, yet is limited in how extensive these phantasms can be. The general rule of thumb is: The larger the phantasm, the shorter she can maintain it. 
List of phantasms:
-   Shade: Allows her to spontaneously convert her body into a bloodied shade, based on the skies of the nightmare. This drastically increases her speed, functioning of something of a high-speed movement that renders her intangible for a second, as she moves. In effect it boosts her speed to fantastic. (Passive, only usable when Love's Excrement is active as well)

-   Love’s Excrement: Represents the sea of blood left behind by ‘Love’, in effect it drastically increases the potential range of her blades as a form of enchantment, turning them into corrosive, bleeding curses that are especially effective against conceptualized protections, but usually just melt things on a physical level. (Passive, once activated)

-   Gnawing Guilt: Manifests a gigantic dog/human hybrid’s head from her left arm for a single attack that can chew through and devour literally anything. Just… dodge. (Active, Single use)

-   Chains of Responsibility: These temporarily cause chains to sprout from her body that can allow her to tie a target to a specific object. While the chains can be evaded, being caught by them would make you dependant on outside help, as the chains would have to be severed by somebody else, before you yourself can destroy the object you are tied down to. While you are tied down however you cannot be killed, as your life would be tied to the object in question. Anyone chained in this manner, could not move from the object in question over a distance longer than ten meters. (Active, Three uses per fight)

-   Love’s Embrace: Allows her to manifest tentacles from either one of her arms as a secondary, rippling weapon that coils and recoils, while exuding the corrosive Love’s excrement. Their peculiarity is that they home in on a target without her conscious will, pursuing it with relentless obsession. They may only target one person however while active. (Passive, once activated)

-   Sheep of Purgatory: This literally manifests flame, creating a delayed aftermath to either one of her phantasms. It devours the phantasms in combustions of varying size, making her overall style very unpredictable, especially when used in tandem with Love’s Excrement. It represents Self-loathing. (Passive, once activated)

-   Untouchable Authority: This phantasm allows her to become immune against any single attack from a person physically shorter than her, once. (Active, Single Use)

Adella’s Nightmare: The nightmare is the source of her entire being, an imagined world given shape through advancing further as a human. It is her personal reality, alternative to this one and the only realm where she is technically alive. As long as she exists within the nightmare, she can endlessly project her image onto other worlds, rendering her practically immortal. Any attack directed at her material body, would be directed into the nightmare, thus rendered nil, her body's construct would however be temporarily destroyed through such attacks. She can rematerialize it within roughly an hour, or update it to nullify wounds once she realizes the projection is damaged. Adella herself simply functions as a walking gateway to the nightmare itself, yet cannot force anybody to enter, she can only force the content of the nightmare to surface into the material world for a while. This is what the so called phantasms are. What is however possible, is to enter the nightmare willingly; however that would require knowledge of the nightmare itself, to realize the potential of using her as a gateway. Adella herself will be in one of the locations inside the nightmare, which one however is random and depends entirely on Adella’s own whims. Note that the Nightmare bypasses forms of immortality, as it does not kill the body, but the mind.

Inside the nightmare, all who enter would start at the same point; a giant cemetery, where malformed corpses endlessly devour each other, whilst attempting to form a hill to reach over the cemetery’s fence. The cemetery however could only be left through the gate, guarded by Responsibility, the Executioner chained to the gate. The Executioner is a giant man, with a huge axe and a top-hat.
He can only be set free in death and only being set free will kill him.

The realm then leads further to a city complex, a tower seen in the distance. Inside the city one would be constantly chased by a variety of werewolf like beasts, but especially dogs whose entire heads are nothing but gigantic human mouths spiked with canine teeth. These mouths would finally summon Love, it not killed quickly enough. Love is a gigantic mess of tentacles, its head a massive earth-worm looking thing with rows and rows of teeth. If you get eaten, it is over as you will find yourself in an eternity of being chewed to shreds without dying.
Love will inevitably consume itself in its obsession.

The city then finally leads to a huge brilliant forest filled yard, with a tower in its center. By this time, deepest night has fallen over the dream, as you make your way through the ‘small dreamers’, harmless translucent, dimly glowing humanoid shapes that only sit there, chained to the in kind glowing trees and hum a dissonant hymn to the tower. Atop the tower sits Authority, a giant angry bird that will fuck those in the ass that do not belong, or act against the ‘rule’ of the nightmare, by staving from the intended path. Do not however insult the Authority, for the dreamers do not see kindly to disrespect of their savior.
To lift Authority one requires a higher authority.

Upon entering the tower, one will step down a staircase, seemingly endlessly, before reaching a sea of blood, where the corpses of the large dreamers plaster the thick liquid as rocks along a coastline would. Inside this excrement of Love’s affections, sits Guilt. Its left side looks like a human infant’s, its right like a hound’s. Its size is such that the infant’s pinky would be 6 feet in size. Guilt keeps feeding on both the corpses of the larger dreamers, as well as everything else within the nightmare, devouring walls, Love’s Excrement, the ceiling, guests and any other creature of the nightmare, while being in kind corroded by Love’s Excrement. However, it cannot corrode Guilt nearly as fast as it regenerates, feeding on the nightmare. Guilt will attack any that do not belong with extreme prejudice.
Guilt must not be allowed to keep gnawing!

Finally, inside the tower one will be faced by test-tubes, small dreamers running around, happily, always in circles, others creeping over the ground, crying and moaning. A staircase leads up to a large garden, atop the tower, where sunflowers grow and dip the world into a candid, white light. Only when Self-loathing enters the garden, will its flowers wilt, bleeding into the soil, turning it into a wet swamp that stinks of death.
Free her from this nightmare.

Melee mastery: In her time as a researcher and purging doctor, Adella refined her use of the blade to a level where one could call her technique itself transcendent. She can utilize movement techniques that make it almost seem as if she teleported at times and can formulate attack patterns in combination with phantasms that give the impression as if her blade was everywhere at the same time. She fights either with a single curved sword, a dirk, or dual-wielding both.

Equipment:

Sanguine Sancti: A mix between a curved sword, akin to a scimitar and a katana, it possesses the hilt of the former and a blade somewhere in between both, its guard is that of a katana however. Using its connection to the nightmare, the blade can allow phantasms in connection with it to be sustained indefinitely, such as the Love’s Excrement. It is the last remainder of the False God, capable of lowering that of otherwise inexplicable, inhuman status, to rational levels, by adapting its wielder’s and its own common sense to it.

Dirk: A side-arm that spawned from the dream as well, it is only really used to stab people and to direct phantasms, as well as to catch blades and disarm opponents. Pretty effective.

Jailor: The mask she is wearing, is a symbol of punishment, she will wear is for as long as the nightmare exists.

Origin:

Adella was a doctor in a town-state whose name has been lost in history. Her specialty was treatment of blood-based and genetic diseases. After the town had been befallen by an epidemic that befell nearly all inhabitants and slowly caused their blood to crystallize, Adella, in cooperation with other doctors and researchers, came up with a way to cure the plague, hastily trying the treatment out on a number of volunteers, among them the son of a close friend of Adella’s.

While apparently a success, as it made the treated people immune to the disease in question, the genetic curse they had developed soon caused uproar, as the moment these people made contact with the animals their altered DNA deviated from, transformed into maddened, man-eating beasts that butchered everything surrounding them. The worst part was that those who actually had their own blood mixed with the beast’s blood turned into the same kind of monstrosities only days after the fact.

Being forced to establish counter-measures Adella was announced the leader of the purging squads, which were to hunt down, kill and burn the beasts ravaging the town. At the same time they develop a new means of getting around this disaster. Being forced to kill the people she had desired to help, brought Adella into an internal conflict, as, as much as she hated it, the rush of blood she could feel in her veins was undeniable when she slaughtered them.

Worse, the means they now used to experiment on people were nothing short of monstrous. Her idea had not been to make them incapable of living, but to make them live their dreams! But what did that matter? The authorities had ordered her, she had to continue… cowardly as it was. She turned her best friend into a vegetable, a babbling, drooling fool that only talked about the sounds of birds… then the growths came, she turned into a monster. Yet another monster, but one that lacked all beasthood , so they called it a success. She had not wished for any of this… but she could not stop now. They had not created the False God from these poor souls for nothing. Julia’s dreams would live on inside the God.

But they did not; instead the False God turned the dreamers into his own kin, transforming the city into a pulsating, festering horror, after consuming all its inhabitants, including the authorities. Only Adella remained… and she knew that she could not physically kill a dream, so she… created her own nightmare, forced herself to relive these events, her own feelings and disasters put into a condensed form, again… and again… by merging herself with the dreamers. So she created the Nightmare, the genocide and prison of the dreamers and the False Demon, opposing the False God, until the God’s dreams were devoured and its form locked inside her killing tool, for a God’s mind could not simply be slain, it could only be given a new form.

Since then she kept living, dreaming, and fighting herself through the nightmarish world she could not ever escape from, whenever attempting to sleep. She could not die, she could not eat, she could not drink, nor feel pleasure. She could only feel the nightmare closing in, to announce a new torment.


Weakness:
Entering her nightmare enables you to kill her by any conventional means. Inside the nightmare she is just as prone to being targeted by its horrors as any person ‘invading’ it, however instead of killing her, they would jump her to torture her, which would still include dismemberment, being chewed to bits and worse, she can however not be killed by her own nightmare.

Likes: Helping people, killing people, killing beasts, helping beasts become human again, killing humans that were once beast, hurting, harming, dying, popsicles.

Dislikes: Killing people, following orders, loving to harm others, pleasure, failing to save others, chocolate, living forever.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: The Man With All The Cute Boats on December 07, 2015, 06:31:36 AM
Name: Alpha-05

Race: Prime Field Device

Birthday: April first

Height: 164 cm

Weight: 54 kilogram

Appearance:(http://i.imgur.com/m6JuAVC.jpg)

This is a better shot of the murakumo robes
(http://i.imgur.com/buGQSch.jpg)
This is her in her standard outfit
(http://i.imgur.com/nyIq3Hk.jpg)
This is her in her second set of clothes
(http://i.imgur.com/gjx2VFw.jpg)
This is her with her murakumo unit active
And with her boyfriend.
(http://i.imgur.com/bmhAD9p.jpg)

Physical Attributes

Strength: Incredible

Agility: Incredible

Constitution: Incredible

Magical Abilities: No
Ars magus: Utilizing ars magus, a combination of magic and THE POWER OF SCIENCE, Alpha can do such things as create barriers to protect herself, conceal herself and create a small short-period (less than a second) surface in the air to either jump a second time or dash forward or back.

She can also use them to crush barriers of kinds both magical and ars magus. She managed to destroy a true magic barrier created by Rachel, though it was from the outside.

This uses seithr.

Other Abilities:

Azure Grimoire: A part of the black beast, molded to fit Alpha’s right arm. Through it she can pull out what seems like parts of the black beast to assault her enemies, or sometimes just use its raw power to increase her attacks.

Activating it gives her a big increase in power, and lets her absorb her enemy’s life force with greater damage to health ratio.

Being a miniature cauldron, the blazblue is a direct link to the boundary, which is where it gets all of its juice.

Activating the azure grimoire changes her statline to Fantastic/Incredible/Incredible.

Interface Prime Field Device: An interface prime field device is made to explore the boundary and find god. Therefore she is Immune to seithr and has an incredibly high ability to process information. This allows her to transform a normally incomprehensible scenario into something she can sense with her traditional five senses, and through the process she does not go insane.

Observation: It’s like, does a tree make a sound in the forest if no one’s around to hear it? She can see and hear every single falling tree in desolate forests, and choose the only one that makes noise.

It’s that kinda thing.

Murakumo Unit: Lux Sanctus Murakumo is a nox nyctores, a causality weapon, that gives her the ability to change costume like a magical girl, and shit swords. But due to her condition of the azures, her sword shitting abilities are incapacitated and instead she just has 8 swords that are bigger than the other murakumo’s, and turn into blood scythes. Well that and the swords she has stuck to her legs and arms, which help with her figure skating career.

It also lets her make a gravity well type of thing, that wells gravity. Slows shit down and stuff. If you hit her while she has a gravity well open, they go away like a shy child seeing mommy get beat up by the gym teacher.

She can also combine her 8 swords, either independently or all together at once, to make bigger blood scythes.

She also has eleven strobing lights on her murakumo unit outfit.

As a murakumo, she’s always kinda floating. Like, when she walks, she’s floating around, barely scraping her sword feet on the ground.

Once in murakumo mode, her statline is Fantastic/Incredible/Incredible.

Murakumo/Azure Grimoire addendum: They don’t work well together. On a more stable unit, she would have gotten straight high fantastics, but because of her imperfect smelting, imperfect azure grimoire and the fact she’s a hiccup in the continuum shift, her statline just becomes Fantastic(on an incredibly high level)/Incredible/Incredible.

Astral Finish: Bloodedge Emporium. She hits the enemy into the air with her own, non-murakumo blood scythe, and then flows up by consecutively attacking with her 8 murakumo blood scythes, and once her enemy is sufficiently weakened and depleted, she combines them all for a giant blood scythe guillotine attack.

And then she strikes a pose.

Figure Skating: taken up as a hobby post-smelting.

Equipment: The REAL blood scythe: A non-murakumo blood scythe that is real as can be, obtained through time shenanigans. It’s a big old sword machete looking thing that turns into a scythe. It’s all edgy and has blood in the name.

Original do not steal.

Her other set of clothes: She only has two sets of clothes, one her red and black edgy outfit, and one a spare she got from makoto during an incident with the spectacles of eros.

Origin: In west Philadelphia born and raised, in the lab is where she spent most of her days, getting tested on, takin drugs and being all cool, until a cat broke them out, and took them to school.

I’d keep going like that but I can’t, so let me just quit the chant. They went to the church where Celica was at, and they made a happy family, complete with welcome mat. But everything changed when Hazama came by, said hello to celica and stabbed her in the eye. He laughed at them all, stole jin and saya, then chopped her arm, oh poor little alpha.

Wait that rhyme’s  terrible.

Anyway her arm gets cut off, some dumb vampire gives her a prosthetic black evil arm thing, and then brings her to a cat where she learns how to fight like a real pussy. For some reason though, during the entirety of training, both Rachel and Jubei kept giving Alpha strange looks.

And so she went off, her training done, to flatten some NOL bases and shit. It was super sugoi. Eventually she got to Katgutsuchi, where the pussy master came by to give her a warning about public penetration (through Hakumen). So she went in though the railway, fought Rachel for a bit, fought a big hentai doujin blob, fought her creepy brother Jin who was trying to grab her ass the entire fight, went to go fight Hakumen who for some strange reason kept feeling very awkward about grabbing her for combos. Then she fought nu, which was somehow even more sexually awkward than the other two.

But after some double penetration from Nu, Noel came in and saved the day, and she and alpha a dang good time! Until Hazama came by, laughed for a while, and then kinda kicked everyone around, and left with a content smile, for her is a nice man with a nice, charming smile, and alpha found herself falling in love with the idea of kicking his face in. Because she’s a bully who destroys smiles.

Then a laser hits the city or something.

Rachel bring noel and Alpha to the surface, where they decide to stick together for a bit, and figure out all this nonsense and Noel being the successor to the azure. They decide that hazama must be plotting something, and to lay low for a while in the Kaka village with their brohomey Taokaka. During this time, Bang sheltered a wounded Jin with a broken wrist, and Makoto managed to reunite with Noel and Alpha in the super basement. Noticing the poor condition of Alpha’s clothes, she offered to fix them, and in the meantime gave her a set of her own.

This delay of a few days is enough for Kokonoe to call in support from Kagura. It is also enough time for Hazama to find Alpha and the gang through Tsubaki, forcing Noel to fight her old friend, chasing after her once she loses her light while Alpha chased down the real Hazama, because she decided to throw Rachel’s warnings to the wind.

So Alpha fights Hazama, her Blazblue locked down as Lambda and Tager watch in the distance, waiting for a chance to strike, until Hazama gets fed up with this world and fighting this dumb bitch, so he chucks her in the altar instead of noel, as a kind of test run.

! No longer available (http://www.youtube.com/watch?v=6TxL-xk0V14#)

Alpha comes out, as a Murakumo unit, with nothing but hatred aimed towards the world in her heart. But, because she can’t phase through fucking concrete like some other world’s noel, she just decides to make her way down to the cauldron the old fashion way, by slam dunking every asshole in her way, starting with the man she hates most of all.

With both the power of the azure and the power of a murakumo, Alpha becomes a weapon to surpass Hazama, and completely destroys him over and over again, incapable of leaving until he is dead, which his lifelink with Noel made impossible.

In this moment, Kokonoe saw her chance and sent in Lambda to finish Terumi, but Alpha was having none of that and did a full turn around and blood scythed her without aiming. Lambda, failing, received final instructions from Kokonoe to give the Idea engine to her ally, who had just entered the plateau.

That man’s name was Kagura Mutsuki.

Realizing the threat to the world and the incapability of fulfilling her goal of killing Terumi, Kokonoe orders Scooby and the gang to incapacitate Alpha to fight another day. Tager and Kagura do a good job of fighting her, but Kagura, a deep romantic of the school of “if it’s a girl it’s okay”, decides there must be a way to save her, and Terumi gave him that chance. While Tager was holding Alpha in a Gigantic Tager Driver, Terumi told Kagura to reverse the flow of the idea engine while he sends forward all the power from his azure grimoire of a body towards her, nullifying the mental effects of the smelting through the soul-damaging properties of the azure. They successfully manage this triple man assault, as Terumi poured his azure power into her and Kagura pulled it out and nullified its effects, causing him to lose an arm, and for Terumi to go limp for a couple of days, long enough for Kokonoe to make a restraining device, and for Alpha to beat him into being her bitch, of sorts.

As thanks for saving her from the mental effects of the smelting, Alpha let Kagura take her out on a date. Despite his tendency to stare at the waitress a bit too long, he was a true gentleman all the way through to the pocky game.

She may or may not be the direct product of a continuum shift where Ragna and Nu fell into the cauldron, but during their worldwide rampage spent the entire time doing it like rabbits, and Alpha is their offspring experimented on. It's just a theory. A sexy theory.

Weakness: Ghosts, the unstable nature of the azure, her imperfect smelting affects her mentally in murakumo mode, making her far more aggressive and easier to counter predict and counter, she is much slower than standard murakumo units

Likes: Noel, Makoto’s tail, noodles, the nun who raised her, the nun who raised her’s gym shorts, Jubei, Kagura

Dislikes: Jin’s attempts at grabbing her butt, Hakumen’s awkwardness in combat, Terumi, ghosts, Rachel

I made all the pictures except one canon. I have failed.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on December 07, 2015, 06:30:14 PM
Name: Garou XIII

Race: KYUUKETSUKEEH  (Human)

Age: 666 years old (21)

Height: Average I guess?

Weight:  As heavy as a FITNESS should be.

Appearance:(http://i.imgur.com/44I4916.jpg)

Physical Attributes

Strength: Incredible (Maximum OVEREDGE can boost this to Fantastic)

Agility: Incredible (Maximum OVEREDGE can boost this to Fantastic)

Constitution: Incredible

Magic Scale: Low but specialized in blood thanks to shonen training arcs and modifications.

Bloodbending: Despite his okay-ish mahout family line, Garou is an utter shitter at being a maho shoujo. However, he has a rather excellent affinity with blood magic, also known as the magic of bleeding a lot. This along with the experiments that resulted in BODY MODIFICATIONS gives him the ability to control his blood and shape it into practically anything. His preferred technique would be to simply crap bloody thorns out of his body, which hurts like a fuckton normally but less if he already hurts like a fuckton.

He can also make some binds that take time to set up and require prolonged lewd hand holding. Binds that happen to constrict like a motherfucking boa. He can also kinda ignite his blood to make it explode weakly, like a crappy grenade, but using it on his own body would be retarded so he won’t. Blood that he is spewing all over is fair game.

However, his one impressive technique would be OVEREDGE

Overedge: A sadomasochistical blood magic curse that revolves around empowering one’s body trough getting it wrecked. Blood is the essence of life, the loss of it meaning death. Not his of course, but yours! The more he is beat, broken and bloody, the stronger he will get up, the amount of asskicking proportional to how kicked his ass is. While a few good punches will only make him slightly stronger, utterly wrecking him without finishing him off for good will result in an utter monster annihilating your shit.


Other Abilities:

Ultimate Survivor Garou-kun: Due to his body’s unique properties, Garou possesses utterly ridiculous amounts of Shonen Power™. Even if given the Ra-Ra-Rasputin Russia’s Greatest Love Machine Treatment™ , he will keep getting up and fight like nothing. Smashed ribs, torn lungs, minced kidneys, Swiss cheese bullet holes and sliced ham slashes will not kill him outright unless his vitals are touched. It’s as if he was an immortal vampire, except he’s just a poser. This also gives him unnatural resistance to pain and faster recovery than any human.

Sensational: Garou, being a good puppy, trained very hard to see, smell, hear and taste better than a normal man. His perception is like a hawk’s, his scent like a dogs and his hearing like a cat’s. Cats have good hearing, right? It means he can smell your last night’s shame and regret from a mile away basically.

Twisted: The ability to contort and shape one’s body to impossible degrees at will. Twisting or bending any part Garou’s body will prove useless. Its basically like being double triple super jointed. Weirdly enough, Garou uses this to his fullest advantage, dodging and striking from impossible and unpredictable directions and angles like a snake, only not as scaly. He has yet to lose a game of twister.

Genius Combatant and Martial Artist: Garou is an extremely skilled fighter and martial artist who adapts to combat and uses the advantage of the opponent’s weak spots to give himself the upper hand in fights. He jobs holds back at first, studying his opponents and their fighting style, movements and patterns while getting fisted and waiting until they tire or show an opening. Then, with his asspull bullshit shonen power OVEREDGE and monstrously feral martial arts, he can turn the tables and crush his enemy.

Equipment:

Shades: As if the pale complexion, blood mojo, fangs and white hair didn’t give it away, Garou felt the need to buy sunglasses to hide his vampiric red eyes that are really just Halloween contacts.

Halloween contacts: Eye contacts to have his eyes look spooky and vampirish.

Butterfly knife: To peel apples in the middle of the night.

 
Origin:  Garou was always the odd one out. In the lone town of New Jersey, blessed with any talent, he was neither strong, nor smart, nor beautiful nor good at anything in particular. However, he always had a liking for comics, especially super heroes. Except Aquaman. Oh, but unlike the other children, he did not root for the heroes. He admired the villains, the monsters who always tried their and despite always losing to the unfair heroes, always stood back up.

Unwilling to accept the status quo, Garou resolved to become the strongest monster and never lose, and to change the scenario. So he worked harder than anyone, struggled more than anyone and even went as far as enrolling in a superhuman project experiment for the sake of becoming that monstruous ideal. He would defeat the Shonen heroes by outshonening him!

And then he awakened one day to some strange city. Well, every Gotham needs a Batman, and every Batman needs a Joker.

He would do.
 
Weakness: Funnily enough, Garou is actually considerably weaker when in top notch form than when beat up, so rend him unable to move and go for methods that don’t necessarily result in harm. Use the power of love. Or you can just go for the limbs, so it doesn’t matter if he gets stronger since he won’t be able to hit shit. Well, I guess he could try to bite, but you get the point. He also put the whole monster façade above practicality, behaving like a comic book villain and an outright vampire for the sake of it. He also has a softer spot that can be taken advantage of, and he has an actual no kill policy. Finally, his cocky bullshit can come back to bite him in the ass.

Likes:  The thrill of the hunt, monsters, scary things (especially movies), the ‘villains’ (the ugly, weak losers who fail and fall but always get back up to fight the strong, misfortunate people, shonen jump, beautiful, likeable heroes), protecting his nakama, tomato juice, ‘ugly’ things.

Dislikes: The strong, the beautiful, the smart, the pretty, the over achieving people, the likeable people, those who never have anything wrong or unfair happen, the unfair heroes who trample on the ambitions of the monsters, shonen jump, goody two shoes, the useless heroes who can’t even protect anything, hypocrites, heroism, Marvel and DC, Batman.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Panda on December 07, 2015, 08:16:04 PM
Name: Annabeth Miller

Race: Human

Age: Mid to late twenties

Height: 5'10"

Weight: That’s a nice grave over there, sure it ain’t yours?

Appearance:

(http://i.imgur.com/IqhiKD8.jpg)

Physical Attributes

Strength: Incredible

Agility: Incredible

Constitution: Incredible

Other Abilities:

Nen:

A supernatural ability mostly used by Hunters in the world she’s from. Nen is the life force inherent in all humans and a user can project this in what’s known as “aura”. There are 4 basics techniques known as: Ten, Zetsu, Ren and Hatsu. Furthermore there are several categories among Nen users which reflect the nature of their ability. Annabeth is an Emitter, and thus specializes in maintaining her aura at a distance from her body.

Aura is by default invisible to mundane people. Furthermore a Hunter surrounded by Aura is harder to harm by mundane means. While possible, it is much harder than if the opponent were to be empowered by Nen or something equivalent. Finally a user of Nen will have an oppressive, almost crushing presence on mundanes who are really close when actively using their abilities. Prolonged exposures are lethal.

Ten is the basics of all basics, it revolves around controlling the flow of your aura and finding your Nen. It also has a passive effect of slowing the rate of aging among practitioners

Zetsu is a state in which you draw all aura inside yourself, effectively becoming a blank to anyone trying to sense you, however this is not an invisibility technique, people can still see you.

Ren is an active reinforcement of your aura which in turn enhances your strength and your defense. However this state is draining to maintain for long periods of time and even more so in combat.

Hatsu the final part of the basic techniques and is most simply explained as the expression of a person’s individuality through their Nen. It’s special techniques that are in most cases unique to their creator. The nature of these techniques highly depend on the category of the Nen user.

Advanced techniques:

En is an expansion of the users aura to cover a large area in which the user can intimately feel every moment of every being within it. It’s usually only usable when the user is standing still and concentrating. Annabeth can cover an area within a radius of 50 m.

In, which is the advanced version of Zetsu allows you to mask your aura, rendering it invisible even to supernatural beings. It can however be countered by Gyo or something similar to it.

Gyo is a technique in which the Hunter focuses their aura into their eyes, reinforcing their overall vision and also allowing them to see through the invisibility of In.

One-Eyed Jack: A horse made from Annabeth’s Nen that is significantly faster and stronger than her, leaves blazing trails in its wake, and can fly. It isn’t much hardier than her, however, and it will be dispelled if it takes enough damage.

One-Eyed Jack: Inc/Fan/Inc

Wolf-Blooded Healing: Due to repeated exposure, for lack of a better term, to Ron, Annabeth has developed a minor healing factor of her own, though it's not much help when dealing with anything above minor injuries in the midst of a battle.

Enhanced Senses: Annabeth possesses seemingly inhuman level of acuity, to the point where she can easily carry out a firefight in the dark or in a similar situation.

Skilled bounty hunter: Even before she took the exam, Annabeth was a master at tracking her quarry, usually people, without drawing notice, and also in spotting anyone tailing her.

Furthermore, she’s skilled with a number of rudimentary traps, though it usually takes her too long to set them for her to rely on them unless she’s luring a target into an area she’s prepared beforehand.

Marksmanship: Annabeth is extremely skilled, even in comparison to most ‘experts’, as a marksman and gunslinger, her skill making her lethal at any range with most kinds of firearms.

Survival training: Due to her upbringing and her career path, Annabeth is easily capable of surviving in inhospitable climates and locales.

Equipment:

Colt .45 ‘Peacemaker’: Will put a man down at a hundred yards.

S&W Model 500: Will put a man down, followed by the next few people unfortunate enough to be standing close behind him.

Bowie Knife: They say it’s just a big knife, but it’s useful for spit-roasting, peeling, shaving, and more! Whoever says this ain’t a utility knife is lying out their ass.

Hunter License: Fancy card with fancy words, and that’s about it. Opens a lot of doors though.

Origin: This is the story of a girl. She was born in a simple little town in a nameless waste, to a loving mother and father. Even in the lawless wastes of her home town, she found she was quite happy. One day, she came back home after playing a game of cowboy with her friends, but instead of the usual greeting, all she saw was blood. Someone had killed her parents in cold blood.

Vowing she would find the killer and make him pay, she realized all too soon she couldn’t reach him that way; She was simply too weak. One day, she heard of an association with money and power enough to help her get what she wanted. And so, she decided she would join them and become a Hunter.

And she did, and one day she found that man. And just as he had killed her parents, she shot him in cold blood, moving to Meteor City soon afterwards to lay low. But she eventually came to realize, she never knew why he did that. And now she would never know the truth. This realization drove her mad, the guilt and regret of that careless action, that fleeting instant where rage overtook her.

And so, she swore to herself she would never repeat that mistake. She decided to hunt down criminals, not for justice or for money, but for her quest for truth. Ending up in Nexus City did nothing to change that, aside from providing a new ground for hunting her quarry.

Weakness: Annabeth also has a habit of ignoring more subtle, efficient methods for the sake of more bombastic solutions. Furthermore, she lacks much in the way of skill in close combat. Standard human weaknesses.

One-Eyed Jack, while fast and powerful, is limited by its physiology and thus isn’t as acrobatic as most people with Fantastic agility.

Her new ability comes at a price. Wounds caused by silver weapons are especially difficult to heal, and even contact with silver provokes a visible rash.

Likes: Meteor City, personal freedom, most animals, card games, sweets, strong coffee, baked goods, good booze, the Phantom Troupe

Dislikes: Self-righteous idiots, bitter foods, children’s card games, the booze being gone, having to come up with names for stuff
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: SINIB on December 07, 2015, 09:56:19 PM
Name: Kagura Mutsuki

Race: Human

Birthday: January 15

Height: 187 CM

Weight: 83kg

Appearance: (http://i.imgur.com/3x0juKo.jpg)

Physical Attributes

Strength: Incredible

Agility: Exceptional

Constitution: Incredible

Magic Scale: None
Kagura has no aptitude for magic, he instead uses Ars Magus like most other people from his universe instead. While the end result may be nearly identical to many kinds of magic, Ars Magus is fundamentally different from it.

The first notable difference is its use of seithr as opposed to mana. Seithr was released in large quantities into the world during the Dark War by the Black Beast, an immeasurably strong monster that wiped out nearly half of the world’s population. Seithr is harmless to humans in small quantities, but in larger dosages it is a highly toxic substance that is lethal to humans and mutates animals into powerful and aggressive monsters.

Ars Magus was developed by the Great Sage Nine during the Dark War to allow humans to utilize the powers associated with magic in order to fight the Black Beast, which was completely immune to conventional weapons. Humans were unable to manipulate magic in its base form, and after a great deal of research, Ars Magus was developed to circumvent this problem.

By using science to manipulate the vast quantities of seithr that leaked from the body of the Black Beast as a fuel source, a user can generate a vast number of effects. In order to activate an Ars Magus, one has to recite an “Ars,” or spell.

Some people have higher aptitude than others in the use of Ars Magus. For example, to activate a specific Ars, the average person would require twenty units of seithr while someone with a high aptitude for it might require only ten, or even five units to achieve the same effect.

He uses these powers in nearly all of his attacks, and can also use them to create barriers, small platforms to jump off, and other various effects. Almost all of the ars that he uses in combat are draconic in nature, and he uses them all to great effect in tandem with his sword.

Other Abilities:
Moveset (http://www.google.com/url?q=http%3A%2F%2Fwww.dustloop.com%2Fwiki%2Findex.php%3Ftitle%3DKagura_Mutsuki_(BBCP)&sa=D&sntz=1&usg=AFQjCNGNpu6TOz-qJII-2fYodpq7IRYMuw)

God of Lame Pick-Up Lines
Kagura is a master of the art of picking up girls. He can reliably pick up the ladies with even the lames of pick up lines. His innate natural charm makes them not make a girl think they're stupid, instead they find them oddly charming.

Equipment:

Kagura’s Sword: It’s unnamed, and is a gigantic beast of a sword. Even though it's unweildy, Kagura knows how to use it to its maximum effect and can inflict intense damage with it by combining it with his dragon-themed ars magus.

Origin: Kagura is the leader of the Duodecum, the elites of the elites of the NOL. He worked with Kokonoe to overthrow the government and all that fun stuff in Chronophantasma, and has since been pulled into the Nexus.
https://www.youtube.com/playlist?list=PLY85ALhl2IEnXGu2piy9rUIaxkP0cIiW9 (https://www.youtube.com/playlist?list=PLY85ALhl2IEnXGu2piy9rUIaxkP0cIiW9)

Weakness: Women, Hangovers, Things not going according to plan

Likes: The Ladies, Makoto, Noel, being an upstanding gentleman, Alcohol, fishing

Dislikes: matters that are unclear, Azrael, Terumi, the Imperator
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on December 13, 2015, 09:53:48 PM
Name: Oren

Race: Formless One

Age: 100+

Height: 5’6

Weight: 130 lbs.

Appearance:

(http://i.imgur.com/0x34PWm.jpg)

Physical Attributes

Strength: Exceptional

Agility: Incredible

Constitution: Exceptional

Other Abilities:

Fae: Oren first assumed the shape of a Fae and all the power that comes with it. While thought of as magical such an idea is as correct as calling a werewolf shifting form or a dragon breathing fire magic. What they do clearly defies natural law and can be considered as ‘magic’ in that same sense but it has little reliance on mana or spells. Their power comes from belief. The truth they sing into the world from their mysterious Gardens; the only world they recognize as the true one. Since everything else is but an illusion Oren can sing, speak, and dance with the truth of the Gardens to enforce this power over the false world.

This is what allows Oren to sing the skin off of dead beings and infuse the pelts with the power to transform whatever wears them into said creature until they wish to remove it. She can press lesser spirits into plants, animals, or even the land itself. With words more dexterous than any set of hands she can shape wood and carve cold stone and metal. Plants can be forced to take on the characteristics of flora from the Garden and bear mystical fruit as well.  Oren can even shape herself into the opposite gender or cause minor cosmetic changes but nothing as drastic as her shapeshifting.  But the best of all is her dancing. Fluid and wild, mortals and immortals alike can forget themselves in the rhythmic movements if they lack the will or desire to resist. The motions are pleasant and the silent symphony they dance to is intoxicating. Unfortunate humans drawn into the dance by Fae are sometimes only released as nothing but bones.

Shapeshifter: The Formless Ones, as their name clearly says, lack any form. From the hides and bodies of creatures with shape they learn how to emulate and take on multiple masks to hide under. This is not magic; it is a natural ability that any Formless One can use no matter the circumstances. The transformation goes beyond simple shape. Oren truly takes the place of that creature in the natural world perfectly, possessing whatever power the creature had. It is widely understood that shifting in form takes longer depending on the size or complexity of the creature. While it isn’t slow the greater forms are not usable in combat without leaving herself incredibly vulnerable. Oren can acquire new forms by wrapping herself in the skin or body of a creature. Her base form is that of a wayward Fae who met a rather unfortunate end at the ends of of a few cold iron swords. All of her forms strike at flesh and spirit alike as they are more than simple shapes. Each steps into the realm of the fantastic. It is nearly impossible to tell a transformed Oren apart from the actual specimen. Even her soul seems to emulate it although closer examination on a spiritual level reveals slight inconsistencies.

Lycan:

(http://i.imgur.com/nTGXK3w.jpg)

Strength: Incredible
Agility: Amazing
Constitution: Incredible

The Lycan is a form that Oren acquired when she skinned a werewolf she initiated the creation of. It is one she can shift into and out of effortlessly from her Fae form. Not only is it stronger and more durable than she usually is but this form has extraordinary senses and tracking capabilities. Tracking a target even in a city is possible and it is capable of seeing in the dark. However, very potent scents can throw it off track and distract Oren while in this form. It does not have powerful regeneration but wounds stop bleeding much quicker than they would normally which stops bleeding out from being a large concern. As its name implies the Lycan form can either move on all fours or on two.

Great Stag:

(http://i.imgur.com/E3kpdfQ.jpg)

Strength: Incredible
Agility: Fantastic
Constitution: Incredible

It is a sin beyond measure that this creature was ever slain. In admiration of it Oren convinced the hunters of several villages to hunt this lord of the wild. It took decades but eventually it was murdered by magic. She wore its hide after killing the survivors and took its form as its own.

The Great Stags are known as the lords of the forest, however, they are not called so for their combat abilities. At best it is capable of trampling and charging into other creatures. The power of this form comes from its ability to rejuvenate and restore nature. Wherever her hoofs tread nature blooms no matter where or how impossible it may seem. With a noble nod of its head plants burst into full bloom even in the worst of conditions and resist both dreadful heat and terrible chill. When it runs near a body of water the current abandons its path to join her and stifle the flames bothering it. A power frequently used to save burning forests. With her breath she can blast away pollution and plague. They are really more custodians than lords.

World Parasite:

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

Strength: Human
Agility: Human
Constitution: Incredible

This filthy thing was something that the denizens of the forest took care of themselves. Oren simply made use of its carcass in order to grant herself better sustainability. Writhing about on the earth like a worm this shape makes use of its appendages to sink into the earth and drain life from the life force of the world. While this does sound rather frightening they are functionally the ticks of the planet. Not only do they sustain themselves but they can also accelerate their healing greatly by doing this which is the primary reason for Oren’s use of this form. However, as it does take a little longer to go into this form and the tendrils can be cut off along with the fact that the World Parasite is practically defenseless she is highly vulnerable in this state.

Sea Dragon:

(http://i.imgur.com/L0FkcwJ.jpg)

Strength: Fantastic
Agility: Incredible
Constitution: Incredible

While dragons are generally rather powerful this particular specimen betrayed the Domain of Fire and suffered a loss of strength when converting to the Domain of Water. Oren took its shape during one of her adventures outside the forest when dragon hunters slew it. She convinced the native spirits to play with the hunters and they were soon lost as she assumed power over the body.

The sea dragon can survive in any body of water and while it is capable of going on land (with great effort as its arms can barely support its body) its scales quickly dry up and flake off as it is not a very potent specimen. Within the water the sea dragon is an excellent swimmer and can survive tremendous pressure on its body. From its mouth it can release a torrent of pressurized water (hydro pump!!!) at opponents but can tone down the potency so that it’s more like a hose than an attack.

LAND SHARK Earth Dragon:

(http://i.imgur.com/nYxfUu9.jpg)

Strength: Fantastic
Agility: Incredible
Constitution: Incredible

A dragon born into the Domain of the Earth this creature was slain by its successor and its corpse defiled by Oren despite the sacred rites placed upon it. It is physically the most powerful and durable of all of Oren’s forms. The only truly vulnerable part of its body are the eyes. It is also very heat resistant as earth dragons are often found resting in lava.

The greatest power of the earth dragons are their ability to ‘swim’ through the earth. As its custodian the earth bends to this form and allows Oren to move through the ground without practically any resistance which allows her to move at full speed. Those holding onto her while she goes under can experience flowing through the earth but if they let go it will return to normal around them. To compensate for lack of sight while under the ground the earth will inform her of those that rest their feet upon it so that she can reliably pick targets and not devour her allies. On accident anyways.

While not the most adaptable of dragonkind the mages of the dragon hunters and their repeated assault on the earth dragon has led to its body growing resistant to magic (MR - Medium). It is nothing compared to the greater dragons of water but is is sufficient. Before its death it devoured warrior and sorcerer in almost equal measure.

Origin: As a Formless One Oren, like many of her kind, seek shapes to hide their naked self. First was the Fae but she took more and more until she felt fairly comfortable in her skins. She made a name for herself in the forest the Fae came from but frequently ventured out to examine humans. She peeked under their masks to see who they really were by heaping choice upon them. It was her delight to slam her fists against every facade as she asked them for their truth.

Weakness: In her normal form Oren is still vulnerable to things like cold iron, in her Lycan form she carries an aversion to silver, her water dragon form suffers more when struck by extreme heat or fire, and her parasitic form is vulnerable. When transforming into larger or more powerful forms the shift takes longer and leaves her totally defenseless with damage resistance little better than her base form. In combat this makes transforming near suicidal.

Likes: New forms, flattery, pretty girls, drinking mystical berries under the moonlight, making mortals show their true faces

Dislikes: Losing what's hers, having to use parasite form, bad food, heavy rain, mishandling the antlers
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Adella on December 14, 2015, 12:41:13 AM
Name: Chiasm

Race: Spirit (Deep sea)

Age: 400+ Not clear.

Height: Variable, usually 5’3’’

Weight: about 400 lbs but can reach about 50 times that, so about 20000 lbs, or about 9-10 tons.

Appearance: As she can alter her form, roughly her features can change rather drastically, but her neutral shape looks roughly like this.

(http://i89.photobucket.com/albums/k218/KingofThorn/sample-0b909f7ef0d547995e55e9bd8704e7e0_zpsisxtb4gn.jpg) (http://s89.photobucket.com/user/KingofThorn/media/sample-0b909f7ef0d547995e55e9bd8704e7e0_zpsisxtb4gn.jpg.html)

Or alternatively sometimes, like this…

(http://i89.photobucket.com/albums/k218/KingofThorn/355e7647c2a728ae61d1ae5cbdc3c278_zpskqjiet41.png) (http://s89.photobucket.com/user/KingofThorn/media/355e7647c2a728ae61d1ae5cbdc3c278_zpskqjiet41.png.html)

In short, she always appears unnaturally pale, with relatively bright almost glowing eyes. Her hair goes from shades of grey, to white or black, depending on her mood and she sometimes dons horns, sometimes does not. Clothing too is rather vague as it is technically part of her body as well, so while she might appear clothed at one point she’d appear butt naked at another, whilst being naked, strictly speaking, all the time. Using your own body for clothes is not really being dressed after all. She does however stick to feminine shapes, if only because she took her form based on a drowned woman and uses it as the basic template for her various ‘forms’.

Physical Attributes

Strength: Incredible (Fantastic for Maws, or when Shark)

Agility: Exceptional (Shark form: Human (On land), Fantastic (in water).)

Constitution: Incredible.

Other Abilities:

Endless Maws: She loves to grow shark-like maws the size of cars from her body, in order to eat things. These maws possess tremendous power (fantastic) and can chew through just about anything they can physically bite. What they swallow goes right into her belly, where it will be either decomposed or repurposed. The maws possess a lot of mass so generating them takes her a few seconds, as she has to multiply her mass first. Altogether she can grow about five of these things and they can extend to a length of fifteen meters each, with a head of about 3-4 meters in size.

Shapeshifting: This ability just describes her ability to take on the rough shape of most objects and any female humanoid, as well as some underwater animals she has seen before. This includes a shark, other fishes, but also an octopus and even a star-fish. In case of the shark her strength rises to that of one of her Maws, while in her shark shape, as it would be an absolutely massive shark with a size of roughly twenty meters. However, it would also drop her agility to human, unless in water, in that case it’d become Incredible. The other shapes put no real changes on her stats but allow her to… improvise more. In addition to this, she is capable of growing tentacles, tendrils or other additional appendages at a moment’s notice, allowing her to add up to 100 tentacles of adjustable length to her repertoire of limbs.

Mass Alteration: While atypical, she possesses the ability to drastically add or take from her overall mass. This is largely based on her ability to multiply her body-mass to roughly 100 times the original. Now, while this does make her almost invulnerable to most physical attacks, anything that actually severs mass from her body could become a problem, especially attacks that cause water to turn to vapor or do mass scale damage. Simply because it’d rip her body to pieces or just… make it go poof.

Vomiting: Yep, she can vomit out what she ate. This ability ties in with her ability to crush-crumble and even dissolve almost anything she eats, compressing it into a form of everything-waste, which she can either shoot with high water-pressure as projectiles, or just vomit out in a flood of iron, stone and whatever else she has eaten since her last puking session. She can eat about five tons of material.

Equipment: N/A

Origin: Her story is actually rather simplistic and kind of stupid… she is a spirit responsible for guarding the depths, conceived by the world itself. Being more of a ‘will’ of the ocean than anything else, getting in touch with a drowning diver… was actually a very unfamiliar experience to her. It had apparently been some form of mage, or magus… whatever they called themselves. However, when she ate her, devouring her in the bowels of the ocean, she learnt about a world beyond the abyss. So… for no real reason, other than out of a curiosity that had delved into her upon assimilating the human, she moved out of her home, her guarding place… searching for new experiences akin to this little human’s… which inevitably lead her to the nexus, for better or worse, where she found herself in a sewerage… fun.

Weakness: Great heat sources capable of making even large amounts of water vaporize. Net-like surfaces with sharp edges, as she’d literally slip through them, as well as ice… as it could freezer her, duh.

Likes: Playing around with things, researching new creatures and… things, studying people, eating, eating, drinking, drinking, breaking stuff, fixing stuff, plugging things up.

Dislikes: Being heated up, being frozen, being prevented from having fun, people without a  sense of humour, prudes, people trying to walk into her, or people who randomly stick their hands into her body.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Elf on December 14, 2015, 05:07:37 AM
Name: Corbin A. Winterborne

Race: Ascended Dhampir (He feeds on vampires, yo.)

Age: 664 (Physically looks late teens-early twenties)

Height: 5’11

Weight: 154

Appearance: (http://i11.photobucket.com/albums/a198/UmbraElf/b9cb7677-2a3d-4987-a5a9-877bfcfe3719_zpshabfd6j2.jpg)

Corbin is tall with a lean build.  He has a very lovely face that is able to turn heads.  Generally wears sensible clothing: jeans, T-shirt and his black leather motorcycle jacket.  His bangs are long while the rest of his hair is generally nicely trimmed.

He has aquamarine eyes and if the light hits his hair the right way, the black has a bit of green iridescence, just like a crow’s feathers.

He's literally a very pretty boy.

Physical Attributes

Strength: Incredible (Fantastic under Blood Fury)

Agility: Incredible (Fantastic under Blood Fury)

Constitution: Incredible (Human under Blood Fury)

Other Abilities:
Blood Fury: When Corbin is cornered, injured, or his blood lust heavily invoked he can enter a frenzied state where his strength and agility go to Fantastic.  However, he’s physically more fragile in this state as well.  His durability drops all the way down to Human.  If he cannot get a decent supply of vampiric blood after going into Blood Fury his body starts to cannibalize itself until he can feed.  If he goes longer than 24 hours without feeding, he can slip into a comatose state. 

He cannot keep up the Blood Fury for an extended period of time either.  Anything after five minutes he exhausts himself, and he reverts back to his normal state.  However, without feeding his durability stays at Human.

Like a Photograph: Corbin possesses a photographic memory. If he sees it, he remembers it.  However if he just hears something it is not clearly recalled. 

Crow and Wolf:  From embracing is vampire half, he has also gained the ability to shape shift into the avian and mammalian predator of his choice.  He can turn into a crow and a wolf.  The crow is slightly larger an average crow, while the wolf is equivalent to his size and body weight.  The only noticeable odd thing about these forms is that they keep his aquamarine eyes. 

His crow form really doesn’t have any special abilities, but he is much faster and stronger than a normal wolf when he is in that form.  His bite is even more powerful than a normal wolf’s as well.

Animal Magnetism: He can communicate with both crows and wolves.  Since dogs are descended from wolves, he can also communicate with dogs as well.  Any other animal he’s as clueless as any normal person.  (“Especially cats.  Jerky buggers.”)

Agony and Ecstasy: If he bites a vampire, he can control what the vampire feels when he feeds.  He can make it euphoric, orgasmic, a drunken, peaceful sensation, or he can cause hallucinations or crippling pain.

Flight: Even in his human form, he can fly.  Not at super speeds or anything like that, but he can defy gravity.  He doesn’t like doing it too much because it costs energy to do so.

Linguistics: Because he’s traveled as a vampire hunter for so many years, he can speak English, French, Spanish, German, Russian, Romanian, Latin, Portuguese, and Italian.  Since he’s never really been to Asia (“A sore thumb would stand out less than me there.”), so he doesn’t speak really any Asian languages other than Russian, because technically part of Russia goes into Asia.

Crows Actually Use Tools Too: Corbin likes to tinker with things.  A lot.  He likes to take things apart, fix them, and improve upon them.  It’s something he’s gotten really good at during the ages. 

He’s especially good at fixing things with motors that were made before the year 2010.

Veteran Vampire Hunter:  Corbin has been vampire hunting for a long time and had one hell of a teacher.  Because of this, he is more than a little proficient in both unarmed and armed combat.  He knows his way around swords, fire arms, bows, axes, and pretty much anything that can be used to kill a person.

He is more than competent in Savate.

Regeneration: He heals fast.  He can regenerate limbs within a day or so with a proper feeding.

Heightened Senses: All five senses are heightened to supernatural keenness.  Even taste and touch.  That also means he’s more able to feel pain as well.

These Are Not the Droids You’re Looking For: Neat trick, Corbin is good at hypnotism.  Unless someone has a natural immunity or can make a strong enough fight with will power, he can make them believe what he wants to believe.

It also means he’s got immunity to most forms of mental influence as well.  Unless he needs to feed; then he’s more susceptible.

He’s also mildly telepathic.  He’s better at communication than straight up thought reading.

Vampire Sense: He can sense out vampires by either smell or physic ability. 

Equipment: AMT Hardballer .45 Longside. Triumph Bonnieville motorcycle.  Bastard sword given to him by his mentor.  A selection of wooden stakes. Swiss Army Knife. Multi-tool.  A neat Android smart phone of some sort.

Origin: Corbin’s mother was a whore.  She as a pretty good whore; she almost had all of her teeth and everything.  So before the Black Death hit England, a vampire paid to bleed and fuck Corbin’s mom. 

Nine months later Momma Whore gave birth to a beautiful baby boy who already had canine teeth!

So Corbin grew up with the whores (who a lot of died; that plague was a bitch) and was going to be made a boy whore himself when a Spanish knight made his way into the brothel.  That Spanish Knight, who Corbin dubbed Sir Galahad because he was so noble and pure, was like Corbin.  That is, his mother fucked a vampire and gave birth to a not-quite-human called a damphir

So Galahad took Corbin to this keep and there were other dhampirs there who fought vampires and stuff.  Since Corbin was one of them, they taught him to be a bad ass vampire hunter as well.  Just one thing that marked Corbin above his peers was he was quite a bit more intelligent than those who went charging with their sword drawn.

Well, one day, on one of his first solo hunts, he faced a really bad and nasty vampire.  Probably ate babies by the dozen.  Real asshole who was a lot older and stronger than Corbin.

Pinned down and not wanting to die, Corbin broke his Order’s greatest taboo.

He drank that asshole’s blood.

However, he didn’t drink the blood from the living.  He drunk from another vampire and instead changed him.  Made him something that neither the Order or other vampires had even seen or dreamed about.

In other words, Corbin became the thing that fed on vampires.

So he used his powers for the Greater Good, still following the Order for the most part, and kicked lots of vampire ass while keeping himself fed on their blood.  See, he found out it wasn’t just some one shot deal.  After drinking the metaphorical V8, he realized he needed a steady diet of it or it would be very bad for him.

Then one day, about a year or so ago, he found himself in the Nexus.  Luckily there were vampires there to kill and keep himself fed (even though he doesn’t need to kill a vampire to eat).  One night while hunting he ran into an Elite that was a vampire hunter too and somehow got recruited as well.  Now he is one of the Elite’s vampire hunters, so at least he’s getting paid for it.

Weakness: Beheading is the certain way to kill him.  Impaling him in the heart and leaving the impaling agent in there will put him in a coma until it’s removed.  If he loses a good quantity of blood he will become sluggish and his stats will weakened the longer he goes without blood.  Needs to feed on vampire blood once a night.  Is also easily distracted by pretty people and shiny objects.  Sunlight-  If exposed to sunlight for more than four hours at a time he becomes ghastly ill and needs to rest in a dark area.  Not even feeding can stave off the need to rest after contracting Sunlight Sickness.

Likes: Women with bright colored hair.  Shiny things.  Things he can tinker with.  Gum.  Good Beer.  Horror movies with practical effects (that aren’t vampire movies).  His motorcycle.  Birds.  Dogs and wolves.  Really good pizza.

Dislikes: Shitty CGI effects. Vampires who think they’re on top of the food chain and a tendency to monologue.  Cats (“Bloody hell they’re assholes.”).  Soda that has gone flat.  Things sweetened with High Fructose Corn Syrup.  The Black Death.


Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: MissingMandible on December 15, 2015, 04:08:04 AM
Name: Rynodd 7-Atrina "Atri"

Race: Human (Skitarii)

Age: 5 years (Since becoming a Skitarii)

Height: 7' 5"

Weight: 240 lbs

Appearance: Atri is a Skitarii utilized by the tech priests of Agripinaa. Therefore, the exterior of her robes are pitch black while the interior is pearl white. The undersuit beneath the unpainted metal armor is red, in tribute to Mars. Goggle-like augments sit over her lidless eyes, lenses glowing blue (Though the amount of light produced can be adjusted). Out of her left side of her head sprouts a seven-inch antenna, noticibly stickking out of her shoulder-length auburn hair.

She is part of a new line of Rangers, whose augments include the spidery-yet-hooved mechanical legs utilized by the Sicarians, allowing her far greater mobility than the other "models." She has a host of other augments that are not visible, such as the black-box and emotion-dampener inside her brain, leather sac lungs, and mechanical heart.


Physical Attributes:

Strength: Exceptional (Kicks are Incredible)

Agility: Incredible

Constitution: Exeptional


Other Abilities:

Plentiful Stamina: Skitarii don't utilize transports; instead, they march for weeks in advance to get to battle. Atri's augmentations (Mostly based around the artificial legs, but also several other locations) allows her to be in motion for days at a time before she has to rest.

Inhuman Aiming: Like the other kinds of Skitarii, Atri can rapidly aim and fire precise shots from any hand-held weapon in the Cult Mechanicus arsenal.

Literal Photographic Memory: The black box inserted into her brain provides perfect memory from any encounter since its installation, as intended by the Tech Priests. However, this was more for the Tech Priests' benefit should they deem the implant's removal at a later date.

Resistance to Gases: The artificial lungs grant tolerance to otherwise lethal levels of poisonous gases, though not outright immunity.

Binary Language: Atri can read, write, and even "speak" in the chosen language of the Machine God.

Mechanical Voice Box: Allows Atri to speak even if the tubing of her mask (see below) would normally prevent it. Adds a artificial layer to her normal voice.


Equipment:

Blessed Raiments: This cloak is studded lined with tiny, leaded leech-spheres that absorb harmful energies such as radiation.

Skitarii War Plate: Clothing and metal that makes up the armor, intended to be worn for years at a time. Under the ceramite metal is a layer of recombinant cells that absorbs the liquids produced by Atri. These liquids are turned into a gelatinous unguent that coats the entirety of the body to prevent chaffing. The outer plate itself offers protection on par with Carapace Armor, being only out done by power armor.

Sicarian Legs: The brutality of the Thirteenth Black Crusade on Cadia is taking its toll on everyone. With Agripinaa being the first planet that would be assaulted should the Gate fall, the more liberal members of the Cult Mechanicus started to exeriment. TL;DR, their interest in not being anally raped is causing them to mix-and-match components of the Skitarii using "It's my legion, I do what I want with it." Adding these legs onto a Ranger does compliment their role rather well, actually.

Cognis Rebreather: What amounts to a gas mask connected to the pack on Atri's back. Has tubes that goes down the throat and directly into her lungs (gag reflex all but removed to ease implementation). Should she encounter a gas that can't be filtered out, the seals would shut and she would be breathing in a separate supply of air from a gas tank in her pack.

Data Tether and Camera:
an antenna mounted onto her pack that transmits data to and from Atri and a Tech Priest's ship. Now rendered useless because there is no one able to answer on the other side.

Rad-Censer: A pitted bronze sphere that detects radiation. Emits a clicking sound should dangerous levels be sensed, however, in the Nexus, Atri has yet to hear it go off.

Galvanic Rifle: A flintlock-looking rifle made of actual wood and brass. The .60 cal servitor bullets let out an electric shock if it hits the target, causing the bio-electric pulses (Read: What your brain and nerves do for your body to function) of the poor sap to rapidly discharge as well. Eight rounds per cylindrical magazine.
(http://img0.reactor.cc/pics/post/full/Warhammer-40000-%D1%84%D1%8D%D0%BD%D0%B4%D0%BE%D0%BC%D1%8B-Adeptus-Mechanicus-Imperium-2021322.jpeg)

Phosphor Blast Pistol: What essentially amounts to a flare gun intended to kill as well as mark targets in a bright light. The fired rounds can literally light up a street and be seen for miles, and burns at temperatures exceeding 2500 degrees Fahrenheit. Six rounds per magazine.
(https://cs7050.vk.me/c540108/v540108894/513f/JYGfA0H_OC4.jpg)

7's Bite: A sword crafted in the Nexus to help out with Atri's current profession. Named after her squad's ident number, it is made of cold iron laced with silver from a totally not stolen necklace of some house.

Two Ammo Crates (Kept at her apartment)


Origin:
Atri finds it hard to remember what she was like before she became a Skitarii. What she can remember are loose, disjointed images: a tank on fire, a white bed, a black cloak and a mechanical voice, screams of agony, and a blood covered operating machine. What she knows is that she is a modified Ranger, and that she annoys the ever living Hell out of her squadmates. Turns out that the emotional dampener wasn't properly implanted...

Story of her arrival to the Nexus is an interesting one: Lucius the Eternal was sighted near her cohort. The Tech Priest given charge of Atri's unit knew that killing the Chaos Champion would inevitably lead to his resurrection, and decided that the best course of action was to outright banish the Slaaneshi warrior. He tasked Atri's squad to eliminate the VIP, managing to issue the Phase Taser, an ancient weapon that was capable of sending beings and objects to different realities (Or so it is theorized), to the Alpha (Skitarii equivalent to Sergeant). Before they could begin the hunt, however, the base Ati was at came under attack by a band of Terminators. Her Alpha was slain in the armory, and in haste she picked up the Phase Taser and accidently transported herself to the Nexus along with a few weapons and ammo crates. Good thing, too, seeing how said Techpriest was going to have her vivisected after the mission just to get her out of his (Metaphorical) hair

Fast forward five years, Atri is now a bounty hunter and assassin who is known to be a bit cookie, though she does achieve results. Still, the rapid change between comically insane to downright serious tend to throw off and/or irritate the people she comes into contact with.

Weaknesses: Sometimes her irratic behavior gets her in bad situations. Also, if her Sicarian legs get gunked up, she would be in quite a pickle.

Likes: Electricity, Visual and Audio Stimulations, the Omnissiah, Hunting, McDoogle's Hamburgers

Dislikes:
Losing the perfect shot, Poor CGI in a Movie, King's Burgers hamburgers

Notes:

(http://vignette2.wikia.nocookie.net/warhammer40k/images/b/b3/Agripinaa_Rangers.png/revision/latest?cb=20150420191649)

(http://i.imgur.com/8dv8OSP.jpg)
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: SINIB on December 16, 2015, 01:08:05 AM
Name: Irisviel von Einzbern   

Race:Einzbern Homunculus (Holy Grail)

Age: 19

Appearance: (http://i.imgur.com/hxPNLvn.jpg)

Physical Attributes

Strength: Human

Agility: Human

Constitution: Human

Magical Scale: High

Irisviel, as an Einzbern homunculus and the Lesser Grail, has enormous reserves of prana available to her at all times. She is an accomplished mage with great untapped potential. She can use many different forms of magecraft to a certain degree. She’s competent in reinforcement, clairvoyance, and  hypnosis. She is capable of creating many magical items, and is fairly good at the creation of bounded fields. However, she has a few fields she is particularly skilled at.

Healing: Irisviel is well versed in healing magecraft. She can heal many wounds with relative ease by applying just a small amount of prana to the affected area. However, this is not without its weaknesses. The larger and/or more complex the wound is, the more time and prana it will take. Additionally, it can’t heal a cursed wound or attacks on the soul.

Alchemy: Alchemy is Irisviel’s primary field, and she is very skilled in it. She  is capable of utilizing alchemy to achieve a wide variety of effects, limited only by her imagination and the amount of materials she has on hand. She most often uses the great mass of magically enhanced wires she always carries somewhere on her person. She can use it to attack, form a magical shield, bind people. As long as she can imagine the form, she can create it.

Einzbern Homunculus Creation: The Einzbern family is renowned for their unparalleled skill in the art of crafting homunculi. Even their reject homunculi are several times stronger than ones other mages create. Irisviel has inherited the knowledge of crafting them, and can craft them if she so desires. She has crafted a few since she arrived in the Nexus to serve her as maids. If the situation required it, she could theoretically create ones specialized on physical combat or magic, both extremely powerful in their fields of specialization.


Command Seals:
The Command Spells are three claims of absolute obedience, the crystallization of a great magic, that a Master has over a Servant in the Holy Grail War system. Unable to normally be controlled by humans, they are burdened by the "absolute condition for materialization", the authority of the Command Spell carved into them at the moment of summoning. Irisviel retains all three of hers, a relic of the Grail War. She is capable of forming a contract with a servant, as she retains her right as a master.
Other Abilities:

Lesser Grail: Irisviel was created to be the Lesser Grail in the Fourth Holy Grail War. While she never fulfilled this role, instead running off with Saber to create a new life with her, Irisviel retains the capacity to absorb the souls of the great heros upon their death, assuming they’re in proximity to her. She can choose not to do so, if she pleases, however.

Homunculus: Irisviel is an artificial human, created for a specific purpose. As a result, she is superior in many ways to a normal human. Her magical circuits far outstrips any that a normal human could ever have, both in quality and quantity. Secondly, she does not need many of the normally essential elements to live: as long as she has a steady supply of prana, she does not need to eat, sleep, or even breathe. Her body is naturally immune to most diseases, and she does not age in the traditional sense. As long as she has prana, she is golden.

Mad Driving Skills: Irisviel was taught how to drive by Kiritsugu. Sadly, he failed to teach her the basics of road safety. Combined with Irisviel’s natural inclination to drive as fast as possible and her beloved Mercedes, She is a terror on the roadway, speeding through red lights at 90 Kmph or more frequently. She has somehow managed to not crash her beloved car once yet. Perhaps that’s due to Arturia insisting on driving her around everywhere...

Equipment:

Gullwing: The car her late husband, Kiritsugu, gave to her years ago. She has kept it perfectly maintained, and continues to drive it around the Nexus at completely reckless speeds.

Magical Wires: Irisviel uses her prized wires for many different purposes. Her primary use for them is in combat, however. She can manipulate them into any shape, size or form.

All is a Distant Utopia
Avalon: The sheath of Excalibur, which belonged to King Arthur until it was stolen, leading to her death at the battle of Camlann. Irisviel later tried to return it, but Arturia insisted she keep it to maintain her body and to keep her safe. It’s power makes the owner unaging, easily regenerates mortal wounds and can be used to transport the wielder into an alternate dimension where they can be done no harm. It is Irisviel’s most treasured possession, given to her by her beloved, Arturia Pendragon, and she treasures it dearly. Without a connection to Arturia, it is rather useless, but would it would regain its powers if Irisviel ever made contact with Arturia once more. She could never dream of giving it to anyone but Arturia, and even then, only as a result of a direct request from her. She would gladly give her life if it meant keeping Avalon safe.

Origin: Irisviel was created for one sole purpose: to become the holy grail and fulfill the Einzbern most dear wish: to obtain the Third Magic. She was first lifted out of this by Kiritsugu Emiya, who she later married and had a child with, whom they named Illyasviel Von Einzbern. Sadly, Kiritsugu’s life was abruptly ended while he was out on one of his many clandestine missions. Irisviel was heartbroken. Upon finding out about his untimely demise, she decided to fulfill his wish in his stead; to save the world.

Acht, on the other hand, was furious. Without enough time to find a suitable replacement for Kiritsugu, he was forced to have Irisviel perform the summoning instead. Several weeks before the Holy Grail war would begin, using the relic meant for her late husband, she summoned the King of Knights, Arthur Pendragon using the holy sheath of Excalibur, Avalon. Instead of summoning the large man she had expected however, a small girl appeared instead.

Through the course of the Grail War, the grew closer and by the end of the war, had fallen in love, and decided to abandon the Grail War. They returned to the Einzbern Castle and took Illyasviel back from Acht.

They spent ten years together, and Irisviel has recently found herself in the Nexus. She resides within the Einzbern Castle, which has placed itself on the outskirts of the city. Iri has heard that a girl matching the description of Saber runs around on the police force, and has begun searching in earnest. She is currently speeding through traffic at breakneck speeds.

Weakness: Irisviel is fairly frail, and is quite physically weak. As a result, if you can close into close combat with her she is extremely easy to overpower. Additionally, anyone with high resistance to magic can basically steamroll her.

Likes: Arturia Pendragon, her one and only, Her late husband Kiritsugu, her beautiful daughter Illyasviel, Driving, Movies, and while the outside world is no longer something completely foreign to her, she is still finding new things in it; it seems like an endlessly fascinating thing to her now. She enjoys taking Saber out to eat at fancy restaurants and treating her to all the food she can eat. Arturia's ahoge (she finds it cute),  cute blond girls, drinking.

Dislikes: Gilgamesh, the Holy Grail War, people needlessly dying,
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kat on December 21, 2015, 05:23:00 PM
Name: Petra / Saint Peter

Race: Servant (Ruler)

Age: physically 19

Height: 167 cm

Weight: 56 kg

Appearance: (http://i.imgur.com/BCATaRE.png)

Physical Attributes

Strength: Incredible

Agility: Incredible

Constitution: Fantastic

Other Abilities:

Baptism Rite: Her proficiency at exorcising spirits second only to her Lord Jesus Christ, and she is even capable of sublimating spirits on her level if they are not anchored to the world of living. Much weaker ghosts just perish, forced away to the afterlife by Petra’s decree.

Discernment of True Name: A class ability of Ruler class Servants, she is able to discern true identity of another Servant unless they have abilities that help clouding their identity.

Faith Healing: Blind can see, lame can walk, almost no ailment is impossible for Petra to heal as long as their causes are mundane. Supernatural illnesses take much more time and effort to handle for her. Due to her limited powers in comparison to her true Heroic Spirit self, she is unable to regenerate lost limbs or rise dead from the grave.

Magic Resistance: Very High - Thanks to her unwavering piety, it is overwhelmingly difficult to affect her even for incredibly ancient magicians. However, she is affected normally by magic traditions stemming from Abrahamic traditions, as they are said to ultimately come from the Lord.

Revelation: Thanks to the insight bestowed by the blessing of her Lord, Petra is able to sense the optimal course of action during battles. This ability accomodates all matters related to the achievement of a goal, including the most suitable path while travelling.

Water Walking: Emulating the miracle of Jesus Christ, she is able to walk on water surfaces without drowning.

Equipment:

Keys Of Heaven - A Noble Phantasm that marks her status as the most important Apostle, a mandate of heaven bestowed by Lord Jesus Christ. As Servants are mere copies of the original Heroic Spirits, its potency is largely restricted. It is a set of consisting of a silver and a golden sword, materialized by the Servant only a single at a time. The golden Key is able to remove curses caused by one’s sins or external influence of a malevolent being that is not much more potent than Ruler. The silver Key immobilizes demonic and pagan spirits or beings vulnerable to trappings of Abrahamic faith when lodged into them, also inflicting more damage to them.

Shroud of Saint Andrew: Her scarf is a Shroud that can dispel weaker spells with ease. She keeps her it more out of nostalgia for her brother as her Magic Resistance is far more potent already, but if loaned or gifted to another person, said person benefits from its protection.

Origin: Ruler is very hesitant to speak of the Holy Grail War she was summoned into. It tumbled down quickly, the Grail destroyed in the process and splashing Petra with its contents. Probably getting a chance at second life somewhat compensated for the stress related to helping manage the war. Unfortunately for her a dimensional anomaly also flunged her into Nexus, considerably weakening her in comparison to her old self. Though she earnestly believes in her Lord, all she wants now to live a relatively normal life for remainder of her second life.

Weakness: She cannot resist magecraft rooted in Abrahamic religions and as she possesses a mortal body, she cannot go into a spirit form like other Servants.

Likes: Jesus, her brother, fellow believers, fishing and other stress relieving activities

Dislikes: Unjustified conflict, unclean spirits, sinful acts
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: MissingMandible on December 22, 2015, 04:35:14 AM
Name: Rynodd 4-Atrivus "Atri"

Race: Human (Skitarii)

Age: 5 years (Since becoming a Skitarii)

Height: 7' 5"

Weight: 240 lbs

Appearance: Atri is a Skitarii utilized by the tech priests of Agripinaa. Therefore, the exterior of her robes are pitch black while the interior is pearl white. The undersuit beneath the unpainted metal armor is red, in tribute to Mars. Goggle-like augments sit over her lidless eyes, lenses glowing blue (Though the amount of light produced can be adjusted). Out of her left side of her head sprouts a seven-inch antenna, noticibly stickking out of her shoulder-length auburn hair.

She is part of a new line of Rangers, whose augments include the spidery-yet-hooved mechanical legs utilized by the Sicarians, allowing her far greater mobility than the other "models." She has a host of other augments that are not visible, such as the black-box and emotion-dampener inside her brain, leather sac lungs, and mechanical heart.


Physical Attributes:

Strength: Exceptional (Kicks are Incredible)

Agility: Incredible

Constitution: Exceptional


Other Abilities:

Plentiful Stamina: Skitarii don't utilize transports; instead, they march for weeks in advance to get to battle. Atri's augmentations (Mostly based around the artificial legs, but also several other locations) allows her to be in motion for days at a time before she has to rest.

Inhuman Aiming: Like the other kinds of Skitarii, Atri can rapidly aim and fire precise shots from any hand-held weapon in the Cult Mechanicus arsenal.

Literal Photographic Memory: The black box inserted into her brain provides perfect memory from any encounter since its installation, as intended by the Tech Priests. However, this was more for the Tech Priests' benefit should they deem the implant's removal at a later date.

Resistance to Gases: The artificial lungs grant tolerance to otherwise lethal levels of poisonous gases, though not outright immunity.

Binary Language: Atri can read, write, and even "speak" in the chosen language of the Machine God.

Mechanical Voice Box: Allows Atri to speak even if the tubing of her mask (see below) would normally prevent it. Adds a artificial layer to her normal voice.


Equipment:

Blessed Raiments: This cloak is studded lined with tiny, leaded leech-spheres that absorb harmful energies such as radiation.

Skitarii War Plate: Clothing and metal that makes up the armor, intended to be worn for years at a time. Under the ceramite metal is a layer of recombinant cells that absorbs the liquids produced by Atri. These liquids are turned into a gelatinous unguent that coats the entirety of the body to prevent chaffing. The outer plate itself offers protection on par with Carapace Armor, being only out done by power armor.

Sicarian Legs: The brutality of the Thirteenth Black Crusade on Cadia is taking its toll on everyone. With Agripinaa being the first planet that would be assaulted should the Gate fall, the more liberal members of the Cult Mechanicus started to experiment. Long story short, their interest in not being daemon-food is causing them to mix-and-match components of the Skitarii using "It's my legion, I do what I want with it." Adding these legs onto a Ranger does compliment their role rather well, actually.

Cognis Rebreather: What amounts to a gas mask connected to the pack on Atri's back. Has tubes that goes down the throat and directly into her lungs (gag reflex all but removed to ease implementation). Designed more for smoke than gases, but should she encounter poisonous air, the seals would shut and she would be breathing in a separate supply of air from a gas tank in her pack.

Data Tether and Camera:
an antenna mounted onto her pack that transmits data to and from Atri and a Tech Priest's ship. Now rendered useless because there is no one able to answer on the other side.

Rad-Censer: A pitted bronze sphere that detects radiation. Emits a clicking sound should dangerous levels be sensed, however, in the Nexus, Atri has yet to hear it go off.

Galvanic Rifle: A flintlock-looking, semi-automatic rifle made of actual wood and brass. The .40 cal servitor bullets let out an electric shock if it hits the target, causing the bio-electric pulses (Read: What your brain and nerves do for your body to function) of the poor sap to rapidly discharge as well. Eight rounds per cylindrical magazine.
(http://img0.reactor.cc/pics/post/full/Warhammer-40000-%D1%84%D1%8D%D0%BD%D0%B4%D0%BE%D0%BC%D1%8B-Adeptus-Mechanicus-Imperium-2021322.jpeg)

Phosphor Blast Pistol: What essentially amounts to a flare gun intended to kill as well as mark targets in a bright light. The fired rounds can literally light up a street and be seen for miles, and burns at temperatures exceeding 2500 degrees Fahrenheit. Six rounds per magazine.
(https://cs7050.vk.me/c540108/v540108894/513f/JYGfA0H_OC4.jpg)

7's Bite: A sword crafted in the Nexus to help out with Atri's current profession. Named after her squad's ident number, it is made of cold iron laced with silver from a totally not stolen necklace of some house.

Two Ammo Crates (Kept at her apartment)


Origin:
Atri finds it hard to remember what she was like before she became a Skitarii. What she can remember are loose, disjointed images: a tank on fire, a white bed, a black cloak and a mechanical voice, screams of agony, and a blood covered operating machine. What she knows is that she is a modified Ranger, and that she annoys the ever living Hell out of her squadmates. Turns out that the emotional dampener wasn't properly implanted...

Story of her arrival to the Nexus is an interesting one: Lucius the Eternal was sighted near her cohort. The Tech Priest given charge of Atri's unit knew that killing the Chaos Champion would inevitably lead to his resurrection, and decided that the best course of action was to outright banish the Slaaneshi warrior. He tasked Atri's squad to eliminate the VIP, managing to issue the Phase Taser, an ancient weapon that was capable of sending beings and objects to different realities (Or so it is theorized), to the Alpha (Skitarii equivalent to Sergeant). Before they could begin the hunt, however, the base Atri was at came under attack by a band of Chaos Terminators. Her Alpha was slain in the armory, and in haste she picked up the Phase Taser and accidently transported herself to the Nexus along with a few weapons and ammo crates (Though the taser itself did not come with). Good thing, too, seeing how said Techpriest was going to have her vivisected after the mission just to get her out of his (Metaphorical) hair.

Fast forward five years, Atri is now a bounty hunter and assassin who is known to be a bit kooky, though she does achieve results. Still, the rapid change between comically insane to downright serious tend to throw off and/or irritate the people she comes into contact with.

Weaknesses: Sometimes her irratic behavior gets her in bad situations. Also, if her Sicarian legs get gunked up, she would not be able to move around efficiently.

Likes: Visual and Audio Stimulations, the Omnissiah, Hunting

Dislikes:
Losing the perfect shot, Poor special effects in movies/shows

Notes:

(http://vignette2.wikia.nocookie.net/warhammer40k/images/b/b3/Agripinaa_Rangers.png/revision/latest?cb=20150420191649)

(http://i.imgur.com/8dv8OSP.jpg)
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: LFR Tsar on December 23, 2015, 03:31:03 AM
Character Sheets



Name: Sascha Bohn.

Race: Ghoul.

Age: 29 years old.

Height: 5'11" ft.

Weight: 154 lbs.

Appearance:
(http://i.imgur.com/Th1YQAY.png)

Physical Attributes

Strength: Incredible.

Agility: Incredible.

Constitution: Exceptional.

Other Abilities:

- Regeneration: Depending on how much she eats, small damage, such as bullet holes, can be healed almost instantaneously. Medium damage such as cuts and gashes, can take a few seconds up to a few minutes, depending on the severity. Huge damage on the other hand may take several hours, up to a few days, also depending on its severity. It is all linked towards Sascha's diet, the amount of meat she eats, the quality of said meat, and the damage she received, exponentially.

- Ukaku Kagune/Feather Red: A feather-like apparition composed of Rc-Cells, it manifests itself from the usual Ukaku location, which is from the shoulders, flexible and equatable to liquid muscle. Though each Kagune are unique with common enough binding traits to categorize them, Sascha's own manifests from a single spot, extending outwards a set of bird-like pinions from her left shoulder, as she is capable of hardening it stiffer, or softening it up. The added capability of shooting out bullet-like shard projectiles aren't only shot from out of the pinions, but out of her overall body if desired. Usually the pinion is 4 feet, but it can be lengthened or shortened.

- Durability: At her best, Sascha Bohn's skin is tough enough to snap knives stabbing at her, without breaking skin. Yet it relies on the premise that she must have a steady diet of human meat, uninterrupted and non-hungering, to have that capability. Usually durability extends to man-made objects.

- Superhuman Senses: Capable of smelling, hearing, or seeing targets from afar, with a plethora of other senses that helps her in distinguishing her prey and the quality of their meat, whether it is edible or not. Bohn would be considered slightly above average in range of Ghouls when it comes to their superhuman senses. In short, they are supernaturally potent in what she can sense, well beyond human norms.

- Battlefield Experience: As a result of her stint as a mercenary, Sascha finds herself familiar and versed with firearms, ranging from sidearms all the way up to simple RPGs, the sort of stuff one finds common in Africa's battlegrounds. If it comes to melee range, she has a close quarter combat style familiar to Sambo, albeit being butchered and only vaguely similar.


Equipment: As it follows, the list of things Sasha carries are distinct in the fact they are dated firearms from the 1980's, and the related gear that comes from that era.

- G3 Assault Rifle: Standard model, comes with a wooden stock and modified polymer handguard, sporting a 40mm under barrel grenade launcher attachment, typical fit for the weapon in question. The gun itself is chambered for the .62×51mm NATO round, and features an Armson OEG mounted in the standard method normal to gun mounts in the mid-1980's. Usually five magazines are carried on her person, with each box containing 20 rounds.

- Wildley Pistol: Not typically found in a soldier's common arsenal, the pistol finds itself with a not all too common brand of ammunition one can scour in the battlefield. It is chambered for the .475 Wildley Magnum rounds, with a barrel length of 10 inches, and a magazine housing 8 bullets. She usually carries three magazines on her person. The gun's metallic finish is blued throughout the surface to lessen shine drastically.

- NRS-2: A survival knife usually given to Spetsnaz operators, it has found its way across the world within select markets, and some other elements related to the 2nd World Bloc, which in either cases, is not remarkably common out of the USSR. It has a single-shot built in mechanism to fire 7.62x42mm SP-3 cartridges.

Origin: A Ghoul who grew up within East Germany, Sascha Bohn took to the world at a young age, after it became clear to her that devouring humans within the slums was not an ideal strategy. When there were crackdowns on Ghouls occurring within the cities by authorities, their effective measures made it increasingly difficult to procure food, and with that, existence in itself became a struggle, a mixture between secrecy, keeping up with jobs for a facade of normality, and garnering food. As opposed to doing what her compatriots did in the Ghoul community, the appealing nature of mercenary work as someone whose skills were measured in how efficiently one can kill another, instantly clicked and found a calling in the East German ghoul.

From then on, she, along with a few other hopefuls, left for the confines of Africa, where wars, conflict, and strife were the norm in the Cold War era when it comes to proxies to the First and Second Worlds, where they would find themselves in a fertile hunting ground unchecked, and unhampered by oversight. Wars meant bodies were easy to attain, food was aplenty, and money itself was a much welcomed bonus.

It was only by a series of bad luck, that Sascha found herself backed against the wall, pitted against an enemy that outnumbered and outgunned her, in an open field where her only cover was a run down building that can barely withstand a hail of bullets. Yet for the oddest of circumstances, which was bizarre, that instead of death when an APC rolled up, and aimed its turret at the shack and shot a high explosive round, she found herself somewhere that was strange, odd, if not outright extraordinary, and that was Nexus.

Weakness:

- Ukaku Type Ghoul Weaknesses: Because she has the Ukaku Kagune, the release of Rc cells tends to deplete her stamina fast, which means making use of it into attacks as a primary contributor to the cause of fatigue. She also has performance issues in regards to endurance, making her less stalwart compared to other Ghouls, at the very least.

- Normal human food: It tastes disgusting to a ghoul, and tends to cause sickness, nausea, and even a decrease of performance in them and ultimately death. The exception to the rule is coffee and water, however.

- Diet based performance: Because Sascha is a ghoul, she requires to be well fed to be at her physical best, otherwise performance diminishes as a result. Exertion can also contribute towards increasing hunger, and decreasing performance.


Likes: Human flesh, coffee, cooking, gun maintenance, reading science and mechanics magazines, the smell of gasoline, and hunting.

Dislikes: Sponges, normal food, cold weather, nosy people, established institutions, and the scent of flowers.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Break on December 30, 2015, 03:47:03 AM
Name: Evan Vogelsang

Race: human/homunculus

Age: 28

Height: 178 cm

weight: 80 kg

Appearance: A thin and lean man, Evan is unusually pale, almost giving the impression of something inhuman; his dark blonde hair and golden eyes accentuate this further. Even though nothing about him stands out in particular, the sum of his parts is an image that is hard to forget.

Physical attributes

Strength: Human

Agility: exceptional

constitution: exceptional

magic scale: Extremely high

Other abilities:

Deduction: the innate talent of the "detective" made manifest and honed over many supernatural and mundane cases, the ability to think outside of the box and solve seemingly unsolvable crimes. Somewhat lessened in the case of mundane crimes due to a magus' common sense.

Magic Crest: the magic crest of his family, allowing for the use of spells his forefathers devised with relative ease; the Vogelsang family mainly focused on focusing the three elements of cold, wind and fire in tangible shapes; mainly finds use in elemental spears or walls, conjuring elemental "armor" was the ultimate goal of his family's magic research.

Magic: instead of continuing his family's research on elemental magic, Evan himself specialised in high-level structural magic, including an unusual expertise in structural analysis, which he can use to pick locks or find irregularities. He is also able to analyze living bodies, allowing him to determine many truths about others.
Aside from that, he knows the standard spells like strengthening and repair, as well as pure mana explosions.

equipment: Evan owns a quite peculiar Mystic Code, a mysterious trinket he picked up during one of his earliest cases and subsequently modified to be his personal mystic code: the "Nadel des Schmerzes", a syringe's needle that used to belong to one peculiar criminal; even without a syringe, it can inject several kinds of venom, drugs and even magic extracts that can cause various effects.
It can also be used to inject a magic "doping", that way turning a non-fighter like Evan into an extremely fast  berserker; this doping, however, causes great pain to the subject and uses up their prana extremely fast.

Origin:Evan is the result of a regressing magus family secretly resorting to alchemistical means to "revitalize" their bloodline; using a homunculus surrogate mother, Evan can be described as a Magus' version of a designer child.
As a result of that, his magic potential is unusually high; as his body houses the homunculus-typical amount of high-quality magic circuits as well as his family's magic crest, allowing him to use a plethora of spells with ease.
He spent years at the Clock Tower at the behest of his family, however he was always more interested in solving riddles than in studying magic; again and again, he would descent into the bowels of London, follow his "game" of detective; sometimes he'd be gone for weeks before returning to the Clock Tower.
Eventually, he decided to truly specialize in the field and became an Enforcer of the Magus association, while freelancing as "magic detective" whenever he was'nt called upon.

weakness:as a beeing close to homunculi, he is very reliant on his mana; while a high mana pool is a given, should it be endangered, so would his life.
He is also very reliant on his Mystic code when fighting, as he is physically very weak without it
Furthermore, despite his appearance, he is quite weak to women.

likes: interesting cases, cute girls, punk rock, seafood

dislikes: heat, licorice
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Panda on January 06, 2016, 06:43:47 PM
Name: Gon Freeccs
Race: Human
Age: 16
Height: 5’ 1”
Weight: 108 lbs
Appearance:

(http://i.imgur.com/9KMz98J.png)

Strength: Incredible (Can boost to Fantastic with Nen)
Agility: Incredible
Constitution: Incredible (Can boost to Fantastic with Nen)

Other Abilities:

Nen: Aura is the life energy produced by all living bodies vital for survival. Aura from all parts of the body has a tendency to flow together, producing one mass of energy. This happens without the individual's awareness, typically resulting in a slow leak of aura continually escaping the body. The pores or points on the body from which aura flows out from are called "Aura Nodes". Controlling those nodes is the first step to being a user of Nen.

The technique has the ability to enhance the strength of physical attacks or objects depending on the quantity of aura employed and an individual's aura type, as well as allows for para-psychological abilities to exist in reality.

Furthermore, an attack enhanced by Nen can cause serious damage to mundane things or objects not imbued with some kind of supernatural energy, and a mundane attack would be hard pressed to break through the protection of even a basic Ten, and it also provides a passable defense against magic.

Gon is an Enhancer, which gives him his great strength and recuperative abilities. A natural Zetsu user, Gon's talent can be found only in one out of ten million people. Although described by Kite as a "slow starter", Gon's main strength is in fight his ability to increase the size of his aura during a confrontation. This process is completely unconscious, and depends heavily on his mental state. Determination and anger, in particular, give him incredible boosts of power.

Enhancement is the most balanced category, allowing users to spread themselves evenly between offense and defense and become very strong using only simple abilities. One of the examples of more complex Enhancement abilities include enhancing one's healing factor.

Ten: Ten (Envelop; Shroud) is the process of keeping the nodes open, but also having aura flow through and around the body rather than away from it. Once maintained, it creates a shroud around the user that feels similar to standing in lukewarm, viscous fluid. Having a shroud of aura surround the body is the most basic defense against emanations from other Nen users, however, it can't defend against Nen-enhanced physical attacks. Ten maintains youthful vigor and reduces one's aging; since the energy powering the body no longer leaks away, one can keep the body from breaking down and deter the aging process. Through frequent meditation, one can improve the quality of their Ten.

Zetsu: Zetsu (Suppress; Null) stops the flow of aura from their body altogether. By closing all of their aura nodes, the user is able to stop almost all outflow of their aura like water from a valve. Since the user is no longer surrounded by their own aura, they are more sensitive to the aura of others. This can be useful when tracking another person and it will also prevent other users of Nen from noticing them. Zetsu can also be used to relieve fatigue, since it forces the body's external layer of aura to be fully contained within. However, since Zetsu involves shutting off one's aura, it can be dangerous due to it leaving the body defenseless against any aura attack. Additionally, Nen abilities cannot be used while in Zetsu.

Ren: Ren (Refine; Enhance) is a direct application of Ten. Since a user is capable of keeping aura from leaking away from the body, it's also possible for them to produce more aura around themselves without having to worry about losing it. Ren focuses on outputting a high amount of aura and keeping it on the body, expanding the size and intensity of it. Ren typically what is used for offense, though this technique can also provide a powerful defense against physical attacks, unlike Ten. This increases the user's physical strength and durability and provides a large pool of aura for any advanced techniques or individual skills they decide to use.

Hatsu: Hatsu (Release; Act) is the release or transmission of one's aura so it can be projected to carry out a certain function. In essence, Hatsu is one's personal expression of Nen that creates a unique ability (colloquially called a Nen Ability). A good Hatsu should reflect a person's own character; one can never truly master Nen if they only copy other people's abilities.

Gon’s Hatsu, Jajanken consists of three different attacks.

Gon's main attack is “Rock”, a simple but devastating Enhancer-type attack concentrating all his aura into his fist using Ko.

His long-ranged attack is "Paper," an Emitter-type attack that fires a ball of aura from his palm; at the moment, this is his weakest attack, the ball being somewhat slow, not that powerful and easy to block or change course.

His mid-ranged attack is "Scissors", a Transmuter-type attack that forms a blade of aura attached to his index and middle fingers, capable of slicing through what Rock can’t break.

Gon prefaces each attack with the chant "Seisho wa guu! Jan! Ken!"

There is one more ability that he is capable of. However, it is only something he can use once. After using it, he will lose his ability to use Nen, along with almost all of his aura and would have died had he not been left hooked up to life support from then on.

With this ability, his raw physical power and the aura pool available to him skyrocket to seemingly impossible levels, allowing him to utterly demolish Neferpitou, one of the Ant King’s Royal Guard, in single combat. At that level, Neferpitou herself claimed that Gon’s power was equal to the Chimera Ant King himself.

However, due to the price of the ability and the horror he went through after he used it to defeat Pitou, the chances of Gon using this technique, even to preserve his own life, are negligible at best.

Advanced Techniques:

Gyo: Gyo (Focus) is an advanced application of Ren by which a Nen-user concentrates a larger than normal portion of their aura into one specific body part. Gyo increases the strength of that one body part, but leaves the rest of the body more vulnerable.

Shu: Shu (Enfold) is an advanced application of Ten. Shu allows a user of Nen to extend their aura's envelopment onto an object, allowing them to use that object as if it were an extension of their own body.

Ken: Ken (Fortify) is the advanced version of the basic Ren technique. Ken is a defensive technique where a Nen-user maintains a state of Gyo over their entire body, allowing them to defend against attacks from any direction without the need to use Ryu. Ken is useful as a defensive position, but is tiring to maintain. Additionally, it is not as strong as Gyo on any given part of the body, since it protects the whole body evenly.

Ko: Ko (Temper) is an enhanced version of Gyo in which all of an individual's aura is concentrated into one particular body part. Zetsu is used to completely stop the flow of Nen in all other parts of the body. This makes that one body part exceptionally powerful, but leaves the rest of the body completely unprotected. This is used by some Nen-users as an offensive technique (a Ko-punch would carry 100% of the aura you can bring to bear with it). Ko results in one's aura creating a high-pitched dissonance, somewhat akin to the sound of metal being ground.

Ryu: Ryu (Flow) is the term for real-time use of Gyo (the adjustment of aura concentration in various body parts) by a Nen-user in battle.

Shingen-Ryu Kung-fu: A martial arts form that he was tutored in by Treasure Hunter Biscuit Krueger, Gon’s natural well-spring of talent combined with tireless and painstaking training have made him highly skilled in this fighting style.

Enhanced Senses: Likely as a product of him having spent most of his life out in the wilds, Gon’s senses are seemingly inhuman. He’s see and fight in the dark, hear things with seemingly inhuman acuity, detect substances by taste that are considered to be tasteless, and track people by following their scent, even through crowded places that host several different kinds of creatures.

Stealth Expert: Gon is fully capable of following without being detected. His aptitude at concealing his presence is an entirely natural skill, which was not achieved through any form of training, but rather his continuous being in contact with the wilderness.

Faster than norma Healing: Gon heals unusually quickly. Injuries that should take months to recover from disappear in a matter of weeks. This is true for poisons and toxins as well, as seen when Geretta paralyzed him during the Hunter Exam: according to him, Gon should have been unable to move for ten days, whereas Hisoka believed that four would suffice; however, Gon stood back up, though he was more or less helpless, soon after the poison had effect. This healing factor is augmented further by his nature as an Enhancer, however it is not applicable to mid-battle healing, and his ability to heal still has limits. It won't let him close up any holes someone has put in him, but it will let him recover from something like a broken arm in a matter of days instead of a matter of weeks or months.

Skilled Fisherman: Gon managed to catch the Master of the Swamp by himself, a fish that hadn’t been caught since his father did so at his age, and that had defeated the efforts of even five fully grown men, needing only a week to actually catch the fish.

Zoological Knowledge: Gon knows a lot about animals (and plants, to a much inferior extent), partly due to his living on Whale Island. He is able to spontaneously bond with animals, seemingly communicating with them in some cases.

Equipment:

Hunter License: A card designating Gon as a registered Hunter. Useless in the Nexus.

Fishing Rod: A fishing rod made of extremely durable materials for some reason, as demonstrated by Gon using it to upend the massive stone tiles that serve as the floor of the Heaven’s Arena.

Origin:
Gon started out wanting to be a Hunter simply because Ging, his father, was a Hunter. He wanted to know what was so great about being a Hunter that his father would abandon his own child to keep at it. Catching the Master of the Swamp by himself at the age of twelve, Gon secured a chance to take the Hunter Exam. Along the way, he met a few friends, including the professional child assassin Killua Zoldyck, Kurapika, and Leorio. With these friends, they went through the Hunter Exam, encountering the evil magician/jester Hisoka and Illumi Zoldyck along the way.

Gon and his friends passed the exam, with the exception of Killua, who disqualified himself and returned to his family’s home after being broken down by Illumi. Gon, incensed, went all the way to Killua’s mountain home to retrieve him. Managing to do so after a few months of training to get through the front door, he and Killua went on a few adventures, and met a fair few teachers along the way. These people included Wing, who taught gave them a crash course Nen at Heaven’s Arena, and Bisky, who taught them more about Nen and its intricacies at Greed Island.

Meeting many friends and foes along their way, and even meeting up with Kurapika and Leorio on occasion, Gon and Killua met a student of Ging’s, a Single Star Hunter by the name of Kite, not long after clearing Greed Island. Under Kite’s wing, they started to investigate the resurgence of a curious species called the Chimera Ants, a unique and extremely dangerous race of carnivorous beings that utilized a sort of phagogenesis to gain traits from the prey it devoured. It turned out that a Chimera Ant Queen had escaped noticed and managed to birth a decently sized colony before it discovered humans. Taking a liking to this new prey, the Queen started ordering mass hunts for humans, drawing the attention of the Hunters. On an exploratory mission into Chimera Ant-held territory, the three Hunters were ambushed by one of the Queen’s Royal Guard, Neferpitou. To their horror, it seemed that the Ants had learned of Nen after taking on traits from humans. Kite stayed behind to hold off the Royal Guard while Killua and Gon escaped. Upon escaping, they learned of a mission to eliminate the Chimera Ants, hopefully before the birth of the King. Despite all this, Gon still held hope that Kite had survived the fight and was currently hiding due to his injuries making travel difficult.

Spending the next month training with two other candidate Hunters for the mission, Gon and Killua did what they could to become stronger, again under Bisky, but it wasn’t enough for them to defeat the other candidates. Regardless, the two went on the mission, Gon now desperate to retrieve Kite. Unfortunately, they were too late, with the King being born and having left with the Royal Guard by the time they got there.

Some time later, Gon came face to face with what was left of Kite, a zombie of sorts kept ‘alive’ by Neferpitou’s Nen Ability. Resolving to get Kite back to normal no matter what and refusing to even acknowledge the possibility that he was truly dead, Gon went on the new mission to eliminate the King, as one of the Hunters assigned to separate the Royal Guard from the King.

When the hour was upon him, Gon took it upon himself to secure Pitou’s help, displaying a cold pragmatism that surprised even Killua. When it proved to be futile, Pitou leading him on only to refuse to ‘heal’ Kite and resolve herself to kill Gon for the King’s sake, something in Gon broke. In that moment, he reached a new ability, one that gave him the power necessary to utterly demolish Pitou in single combat. Of course, the ability came at a cost, leaving Gon barely a withered husk afterwards. Trapped in the bowels of the ICU wing of a hospital, Gon proved to be difficult to heal, the Vows he’d taken to strengthen himself enough to defeat Pitou terrifying even the most experienced of Nen Exorcists.

Just when all hope seemed lost, however, Killua soon returned, having left to retrieve his sister, Alluka, a curious girl who’s Nen Ability was quite simply to grant the wishes of others in exchange for something. With Alluka’s power, Gon was returned to health, though his ability to use Nen had seemingly vanished, as Alluka’s wish had reverted him back to that state. Agreeing to meet again later, Gon and Killua parted ways, the former climbing the World Tree to finally meet his father, who suggested that he’d be able to regain his Nen, but it was entirely up to him if he truly wanted to.

Returning to Whale Island, Gon took some time off being a Hunter, having been stuck with the homework he’d missed out on while out adventuring, before returning to the question that Ging had presented to him.

Deciding that he wanted to continue as a Hunter, Gon went about the process of regaining his ability to use Nen, training some more in the fighting style Bisky had taught him back on Greed Island, and soon managed it.

Having regained his previous level of ability with Nen before he sold it all to fight Pitou, Gon was going through his daily training when, all of a sudden, he found himself in some strange new land. What he will do here remains to be seen.

Weaknesses: While Gon’s Nen provides an impressive defense, protracted battles with heavy Nen usage will eventually wear him out. Furthermore, Nen offers no protection against magic, though the reverse also applies. He also has no healing abilities beyond the enhanced healing factor common to all Enhancers, which is fairly useless in the middle of a battle.

Also, Gon’s perception is a bit...warped, to put it lightly. He's fairly easy to manipulate if you're friends with him, and it's quite easy to befriend him. Assuming you can manage that, he can and will go to incredible lengths for you, though recent events have made him more than a little wary. However, he doesn’t handle betrayal well at all.

Furthermore, Jajanken itself has two major weaknesses. First, it takes a few seconds for Gon to charge it up. Second, when he focuses his aura in his fist to increase the power, he lowers his protection everywhere else, making him particularly vulnerable when he’s charging it, this weakness is especially evident when he’s using Rock, as it focuses all of his aura into his fist for the punch, leaving him exposed everywhere else.

Finally, Gon has a tendency to not think things through sometimes, especially when he’s riled, though he’ll eventually clear his head no matter what. If you can break his will to fight, however, you’ve pretty much nullified his ability to effectively use Nen, as his ability to produce unprecedented amounts of aura is more or less dependent on his emotional state. Be very careful when you attempt this, though, as a misstep could push him further than he could ever hope to go under his own power.

Likes: Wild animals, camping trips, good friends
Dislikes: Liars, people who’d forsake their comrades/friends
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on January 15, 2016, 12:47:14 AM
Name: Count Metatarsals Greyskull Tibula VIII

ACTUAL NAME: George (Or is it!!)

Race: Lich

Age: Past expiration date.

Height: As tall and proud as a raging boner

Weight: ???

Appearance: (http://i.imgur.com/KeWP0h4.jpg)

Physical Attributes

Strength: Human

Agility: Human!

Constitution: HUMAAAAAAN!!!

Cooking skillz: Godly

Magic Scale: 4:20 (Xtremely High)

Count Metatarsals Greyskull Tibula VIII is the GREATEST AND MOST POWERFULEST sorcerer of all times, a lich who has studied many magical crafts and graduated from the Coolleg of Weezrdy. No one can defeat Count Metatarsals Greyskull Tibula VIII in magic, but it doesn’t mean they don’t. Damn hooligans.


Bonetussle: The ability to manipulate the organic matter inside the earth to make bones pop out and shape them into anything you wish, like a bone. It takes a bit more time depending on the place, but its much faster when dead things are directly nearby.

Skullhead Legion: The ability to make skeletons friends come out of your underground closet to attend your birthday party because you are empty inside. Most skeletons are like that. If lots of friends come, they can gang up and become a really big friend.

Undying Terror: The ability to summon ghosts that don’t do much except stand around and make creepy faces. Would be neat in a haunted house… for kindergarteners.

Ice Age: While throwing ice cubes is a craft far too obtuse for Count Metatarsals Greyskull Tibula VIII, the elusive Count Metatarsals Greyskull Tibula VIII has developed the terrible technique of making his surroundings colder.

Deathfire apocalypse: Why use an oven when you can cook pizza with fire spells?

Abyssal Shade: Great Count Metatarsals Greyskull Tibula VIII has mastered the dark elements of DARKNESS and can use his magic to make places really dark.

Telekinesis: Count Metatarsals Greyskull Tibula VIII throws tiny lightning bolts that don’t do anything unless you stand still. The target then becomes blue and proceeds to get dunked on!


Other Abilities:

Undine: No man can kill that which has no life. But neither can a woman because that was a figure of speech you stoopid. Unless you hit his soul with magic or something, he won’t die. However he does seem to have things such as stamina and fatigue from cooking all the spaghetti and pulverizing him or shattering his skull, which is his phylactery btw, will totes kill him though, so there’s that.

Aura of death: A terrifying aura exhuming from his presence. One of death, war, pestilence, malice, dread and your mother’s basement. It is unsettling even for the most fearless, the most foolish of all. However, he dislikes using it and has managed to control it. It also turns his posts into comic sans.

Legendary spaghetti cooker: Never forgetti to eat the spaghetti.

Expert puzzle maker/solver: It’s true.

Greatest overlord to have ever overlorded: That’s him.

The most popular: Yep.

The best: Absolutely.

~Jobber: Unless Count Metatarsals Greyskull Tibula VIII is feeling particularly motivated, he simply cannot win. Ever. Not in a race, not in a contest, not in anything. Even a SQUIRREL can beat him! Poor guy is just bound to be humiliated and bullied, whether it is out of stupidity, laziness or incompetence. Until you harm Mr.Cookie. Then you die.~

Skeleton: Being made of bones, all characters with the CANINE status effect will have an irresistible urge to smell/lick/chew/bury him.


Equipment:

Evil clothes: The most dastardly fashion designs.

Evil staff: A cheap Halloween prop.

Mr.Cookie: An adorable puppy who follows him around and is his best friend forever.


Origin: No one knows. Why don’t you ask him?

Weakness: Antimagic, the fact he is a poor naïve skullboi, everything, the fact he is TOO DAMN NICE, his self consciousness and ego.

Likes: Kittens, puppies, petting kittens and puppies, spaghetti, toy figurines, cars and racing, having friends, not being a lonely bone, PUZZLES!!!, making cheesy wordplay, lazing around, boasting, making pompous evil speeches, being a respected evil overlord, goodness in general, determined people.

Dislikes: Being alone, those who harm his friends, cruelty, those who try to belittle others, being embarrassed, other things I might have forgotten about but might remember eventually, bullying, mean bullies.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Lycodrake on February 03, 2016, 11:43:38 PM
Name: Lycodrake Aptera

Race: Dragon

Age: equivalent to 25 years old

Height/Weight: Variable (see Other Abilities)

Appearance
(http://i.imgur.com/8VZbqq0l.jpg)

Physical Attributes

Strength:  Incredible

Agility:  Fantastic

Constitution:  Incredible

Other Abilities: He can alter his body's size and mass between the size of a direwolf/warg to the size of a train car. Most likely not a magical ability per-se.

Magic Resistance – as a member of the draconic species, known for hide and/or scales that repel standard attacks, Lycodrake can shrug off a wide variety of magic, excluding ice/cold element and those upper “Medium” to “Extremely High” category.

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.

“Aegis”, a divine blessing and magic among the highest degree granted to him by Athena, that acts as a limited defense against weapons, magic, and abilities that would normally mortally wound him. It passively protects against paralysis and petrifying at all times.

Equipment:  None.

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.


Weakness:  Ice, cold, berserker effects, knock-outs, "death by a thousand cuts" strategies, anti-dragon anything, magical/supernatural metals, and heights with unstable footing.

Likes: Athena Nike, Marie Al-miraj, reasonable sentient beings – creature or humanoid, reading and hording books and maps.

Dislikes: Ares-Mars, unreasonable sentient beings, battle and war waged only for bloodshed, book-burning, being called “lizard”.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Knick on February 07, 2016, 02:44:41 AM
Name: Fiona Bacarra

(http://i.imgur.com/6ne6xpA.png)
(http://i.imgur.com/6PLZfvT.png)
(http://i.imgur.com/MbOfiw2.jpg)
(http://i.imgur.com/OUXHNlk.png)
(http://i.imgur.com/dEjUshv.gif)

Race: Human

Age: 22

Height: 5’3

Appearance: A small woman dressed in light and slightly old fashioned cloths. Her hair is somewhere between red and brown in color and is incredibly soft. Her skin is soft, as if she has not worked a day in her life. Her eyes are an abnormal silver of great beauty. She also has roses growing in her hair, but most people confuse them for ornaments unless they feel or look closely at them.

Physical Attributes

Strength: Human
Agility: Exceptional
Constitution: Human

Other Abilities:

Cycle Druid: An inheritor of an ancient group of what people would call druids. They maintain the balance of life and death, making sure that the dead remains dead, while the living can live out their lives as much as possible. In order to do this she has many powers, including a form of immortality, ability to access the “Garden”, the ability to bring out the powers which are kept dormant within plants, as well as draw out and utilize the powers of specific animals or the seasons themselves.

Presence of Nature: As one who is one with nature itself, a druid of the cycle, she has an effect on what is around her. Plants thrive where she has been and where she spends her time, to the degree that her apartment is filled with rose bushes, and they part for her as she walks. Animals calm, understanding her nature and feeling at ease in her presence. And finally her body does for respond to cold or warmth, and is always at a comfortable temperature, the rain falls around her, but does not touch her unless she lets it, and the wherever she falls the earth is soft. Unnatural beings are adverse to her presence.

Blessing of the Spring Wind: With spring come the bloom, all plants bloom and their beauty and scent darts across the earth. It is then when light is brought to the cold earth and warmth permeates the world, on the back of these winds. With this blessing she can obtain bursts of unnatural speed, as the special wind pushes against her back and brings her to her destination. Her speed while usage of this is increased to fantastic, but she cannot attack while moving, and can be used for short boosts of movement while airborne.

Enrapturing Briar Dance: Where roses have once, their bushes become hard and powerful briars. These briars remain far after the death of the rose, and are a testament to their power, but also a sign that one day the roses might one day grow again there. Fiona’s style of combat with her scythe is similar to the nature of briars, to the strength of an entrenched rose. She is a rose, and so when she flourishes, is able to attack constantly, her power increases, with the speed of her attacks steadily increasing the longer she attacks. Each attack flows into the next, perfectly and without pause, and these movements can be combined with impressive acrobatics. The rate of attack can easily surpass a human’s speed should it even be continuing for minimal time, but in the case of a prolonged assault, it can become troublesome even for the fastest of the supernatural, especially due to the nature of the chained attacks to trap one within a cage of death. However, in the case the chain of attack is broken, the speed will decrease. Small amounts for recoverable disruptions, and completely resetting the rate of attack should she need to re-position in a way that is disruptive. This is especially the case when she utilizes her blessing of the spring wind. It is an elegant and beautiful style that draws in the eye as the scythe becomes nothing more than a red blur around her, seeming more like a beautiful performance then a dance of death.

The Garden: A place between worlds, it contains all plants that ever were and ever will be, endless and vast. It is a place of peace and beauty, and is the home of the Cycle Druids. Druids of this place have the ability to draw out plants from it, which they can then draw out the powers of. She is especially powerful, capable of turning a location into a small part of the Garden. This causes an area of unstable reality, making so people can be drawn into the garden accidentally, although this is uncommon,  or though Fiona’s will, however those with the ability to cross over into other realms can do so willingly. Within the Garden, the roses wrap around and impede opponents while cutting at them with their thorns. In addition, spiritual wolves and crows can assist her by acting more as a distraction.

Animal Blessing: She can adopt the traits of specific animals, specifically having a relationship to crows and wolves. With crows she can call them to her, using them to transport messages and spy, Crows that serve her gain a red sheen to their feathers. Her connection with wolves is different, and is capable of gaining their senses, her hair taking the form of wolf ears and growing a soft tail while her hair turns bright red.

Blessings and Extracts:
Ability to draw out the blessing and powers of various plants, the effect itself depends on the plant, but it will general convert into the form in which the power is greatest, such as an incense, balm, salve, powder or liquid. She has a specific list of plants she can draw from at a moment’s notice, but should she search the garden mentally she could find others.
   
Roses: Roses, plants of death, blood, rebirth and life. They can be converted into a balm which aides in healing very effectively as well as softening the skin, turned into a powder or smoke which amplifies positive emotions, especially love, or can simply be used to sanctify graves. They are her Sacred Plant, one which she is most aligned with. 

Alfalfa: A plant associated with fortune and luck. It can be turned into a tonic or powder, and when ingested it brings fortune for some time, such as making them find lose coins, or noticing something they might miss by chance.

Anise: A plant which increases psychic abilities and wards off the Evil Eye in magical practices, giving a shield to divination magic. Anise seed can be converted into incense or a tea, and it also aids in the inducement of spiritual trances, granting one greater spiritual focus.

Basil: In Europe basil was planted to grant safety to the dead, and it carries much of the same purpose. It remains as leaves when its power is brought out, and it allows for sanctification of graves and granting spirits passage.

Chamomile: A plant which acts as a magnet for those of good natures, making people oddly drawn to the incenses made from them. It also allows for the calming of wary and troubled minds when converted into a liquid. It releases the tension from their body and calms nearly anyone.

Burdock: A root and not a flower. It is converted into a powdered form or tonic and when ingested it grants the consumer protection from lighting. It also aids in hair growth.

Wolf’s Claw: A type of moss. It is converted into a yellow oily powder that acts as a small burst of flames when thrown and striking a surface. The more powerful extraction she can draw out make this effect more like a small explosive, making it a powerful distracting flash in addition to the fireball. It was often used to impressed travelers of a Druid’s power.

Cubeb: A flower which has the power to ward off demons. It is converted into a liquid which can be poured onto a surface, such as a doorway or windowsill, to bar entrance from them, or it can be consumed to assist in exorcisms.

Elder Berries: Powerful berries which fantastic healing and warding abilities, they can remain in their raw form, or can be converted into a paste, slave, or liquid. It restores grievous wounds and protects against the elements and magic when ingested. However, due to their sacred nature, overusing them is forbidden, so she generally uses other plants to achieve similar effects.

Flax: Seeds of the flax plant. They can be converted into string. A much more mundane effect when compared to others. 

Garlic: A plant which does not change form when its power is drawn out. It can be used to appease gods, negating or weakening the power of divine curses.

Hawthorn: The berries of the Hawthorn are a sacred plant in Christianity, and were found in the crown of thorns. It is a berry which blesses and sanctifies with holy power when its power is brought out. It also acts as a symbol of rulers.

Henbane: A plant which is converted into a liquid when its power is brought out. It acts as a powerful hallucinogenic that has an effect which depends on the person.  There is no way to control what the effect is.

Mistletoe: The plant itself produces a curse when its power is brought out, which is imposed should it touch the person. It forces a physical attraction and desire to kiss the other to occur, and the effect immediately vanishes the moment their lips lock.

Wolf’s Bane: A flower with maintains its form when its power is brought out. It emanates an almost unnoticeable smell that deters wolves and like beings. It is a key ingredient in removing the curse of lycanthropy, a ritual that can potentially kill the one undertaking it. However, Fiona lacks the knowledge to perform such a ritual, only having basically understanding in exorcisms.

Life Preservation, Death Enforcement - Will of the Rose: The Rose, a flower associated with death, blood, and rebirth. It is the plant that she identifies with most, and so she acts out its power. Because of this she has many powers due to her connection to Roses. In addition it causes roses to grow from her hair, which many confuse for ornaments. At times it also appears that rose petals follow her in her wake, and she carries the scent of roses about her.

Bloodletting: The thorns remain, and the break the flesh and spill blood. From this blood new life will be born one day. She has the ability of Bloodletting, which means she can either cause the opening of new wounds, however they will generally be small, as well as a progression of bad wounds into far worse. This ability counteracts restorative abilities. She needs to be in close proximity, about 20 yards; to activate it, but it is maintained so long as the target remains within 100 yards. Old wounds open at a slow rate, and only do so if they formed a scar.  Finally, when used on someone, it becomes obvious to them who is causing it, even if they do not understand what it is, as it triggers a primal response similar to one reacting to seeing the thorns on a plant.

Bloodletting, the Blossom of Roses: Red Roses, there are many tales of their origin, however, it is common that it was blood, blood staining the white of the summer rose, is what caused it to be. An expansion of her Bloodletting ability, which causes Roses to start growing from open wounds, most effectively with the once she has caused. They become a host of the roses, as roses begin to grow from the cut, the roots spreading into the thing and the roses spreading. It is a powerful curse that she can choose to not activate should she desire.

Passage, and so the Dead Move on: The dead are the basis for the living; the world is built on them, and from the dead new life is given, for this is the way of the cycle, and this is what is enforced, because this is her duty. It allows her to grant passage to the undead or to other aberrations on life, giving their souls safe passage to a peaceful rest. This causes her wounds she causes to be highly dangerous to those beings, as they push the soul on to the next world, as well as the ability to conduct exorcisms.

Blossom, to Return from the Cold Winter: Roses bloom, returning each year from the grave that was the cold. And so, as one who is a Rose in of herself, she is the same. But it is not the winter she returns from, but from death and injury. This grants her incredible healing and functional immortality, but her body can still be disabled for a time.


Equipment:

Blessed Cross: A silver and red cross she carries with her everywhere, while she is not Christian she still believes in a god and finds comfort in praying. In addition the faith that many follow carries power, and is useful against those that would defy the cycle, such as the undead, vampire, spirits, werewolves, or even magicians which distort death. It is a holy cross, capable of being a purification tool, and brings harm to those impure beings.

Reaping Scythe, Rose Dancer: The Scythe was once a tool used for the singular purpose of reaping grain and wheat, but long ago the Cycle Druids adopted it as one of their many arms, as they are the sower of fields and reaper of lives should it be needed. It is a powerful weapon that removes unclean energies from its mere presence, and when combined with the blessed cross which has been facilitated into its form, is devastating against the unclean and unholy. It can be materialized at a moment’s notice and is stored within the Garden. Due to its nature as a blessed tool of the Cycle Druids, which allow life to flow properly, plants grow in its wake. Originally the Cycle Druids carried a simple weapon, but with the advancement of technology they were forced to adapt, and sought to give it more flexible forms with the power they held. Because of this, her scythe can transform into a hand pistol with an attached blade. It is not as powerful as a normal gun, but its shots are incredibly hot and possess both piercing power and spiritual impact.  The blade is made of solid light produced by the power of the Garden, with an impossible sharp edge, incredibly hot as though freshly taken from a forge. The weapon is made with a material that is found in the Garden, making it weigh less the five pounds total; therefor she is able to perform feats that would otherwise not be possible with a normal scythe, in fact, it’s only because it is so light she can use it at all.

Origin:  A druid, a simple druid who seeks to protect people and nature. There is nothing special about her past. Born into a loving family, with a good community, she began learning of the Druid arts very young, like her father was. There is nothing noteworthy in this story. The was born into a Druid family, she lived an otherwise normal life outside of that, gaining friends, having fell in love and so on.

She even went to university, with a major in History and a minor in Classics, and took many trips to help those less fortunate, constructing homes, and trying to understand the people of the world she sought to protect.

Because you see, she always wanted to be a hero, a protector, enraptured by old tales, and so she did what she could, but in her experience and with time those urges have been subdued.

She simply wants to help people.

And she will do what she can, until the end of her days.


Weakness: A normal human on most levels, so she can be physically restricted and bound like a human can. She also has a weak constitution, so cannot fight for long, and depends on evasion.  She also can’t detect the unnatural, so she might just not realize if they are subtle about it. She is truly strong when continually attacking, so breaking her flow can have an advantage.

Likes: Plants, People, Company, her Scythe, god, faith, dogs, birds, eating

Dislikes: The Undead, Vampires, Werewolves, killers, fire
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: MissingMandible on February 10, 2016, 05:51:29 AM
Name: UNSC Pillar of Autumn

Aliases:
C-709, Autumn

Race: Personified warship of the Halcyon-class light cruiser/extensive retrofit

Age: 45 (Launched in 2510, decommissioned in 2531, recommissioned in 2550, destroyed in 2552, reborn in 2555), physical looks to be around 15 or 16

Height: 5'2"

Weight: Tens of thousands of tons

Appearance:

(http://i.imgur.com/2tyG3EZ.jpg)

Attributes:

Strength: Fantastic

Agility: Human

Endurance: Fantastic


Magical Ability: None. The fairies that "crew" her make no logical sense (Five Smart A.I.s went rampant trying to figure out how they work before the UNSC decided to just roll with it). They load her weaponry, keep her generators running and at top condition, etc. They also somehow affect Autumn's physics, so that she can actually walk around without collapsing the city's infrastructure and interact with the world like a normal human would. When Autumn eats food, the fairies convert it to munitions, Longswords, and deuterium to fuel her fusion reactors.

Other Abilities:
Halcyon-class Light Cruiser: This grants her such a high Endurance rating. The architecture designed by Dr. Robert McLees placed heavy emphasis on defence: the Halcyon-class cruisers not only had thick titanium plating, but the internal structure was honeycombed and compartmentalized. It is said that as long as the bridge and a single weapon system was intact, the cruiser was still in the fight. However, this actually was the downfall of the class: The ships ended up being too undergunned and expensive, and were quickly replaced by the Marathon-class heavy cruisers not even a decade after Autumn's launch.

Anyways, this also grants her her high strength value, because punching something when you weigh thousands of tons tends to do significant damage (And it's necessary to use her weapons). Her agility and reflexes are that of a normal human, however.

Flight: Autumn is a space warship that has the ability of operating in atmospheres, albeit in a limited capacity. She is actually unable to take off on her own, requiring assistance (No, she can't just jump off a building. Her momentum would cause her to go at a steep downward angle and she wouldn't be able to pull up in time and oh God look what you did to that school in the attempt, Autumn!). Even when she's up in the air, her maneuverability is poor enough to be compared to a flying brick using bottle rockets for thrust. She is quite fast, though: Easily outpacing frigates or destroyers in a straight run.

Sensor Array: Autumn has extra senses, such as heat detection. Normally this would go under equipment, but this suite is literally built into her, akin to eyes and taste-buds.

Terrain Affinity: Autumn belongs in the air, even if she's a bit clumsy in atmosphere. When she's flying, she's able to use her MAC Cannon and use Archer Missiles effectively. She refuses to use these weapons unless she is off the ground.


Equipment:

Rigging: basically her ship components that can be summoned at will. These include her weapons and thrusters.

Mk II, Light Coil - 56A2D4/Magnetic Accelerator Cannon (Modified): UNSC ships are, in actuallity, just flying guns. MAC Cannons are essentually giant coil guns that fire multi-hundred tonned, solid tungsten rounds. Autumn's retrofit for Operation: RED FLAG basically swapped out the standard cruiser rounds to that of a frigate's (Instead of a 1000 ton round, it is instead 600 tons). These are also "Shredder" rounds, meaning that they expand after penetration to stop over-penetration.

A feature of MAC Cannons is that their power level can be adjusted. The weapon itself needs to be charged, and though it might be far more devastating for a fully-charged shot, it can take minutes to recharge. So, instead they are often fired at quarter- or half-charged. Adjustable power levels also allow more versatility: Why wipe out a city block when you can just remove the building the enemy is hiding in and avoid much of the collateral?

M58 Archer Missiles: Though a secondary armament to most UNSC ships, they see far more mileage than the MAC Cannon. Extremely multi-purpose: able to track Capital Ships, to Space Fighters/dropships, to even targeted ground targets. Usually fired in such large volume that they overwhelm the target's anti-missile network.

At peak capacity (Meaning well-fed and rested), Autumn has 7,800 such missiles somehow micro-sized (Though having the same effects) and stored within the four pods mounted on her legs. However, their location makes it kind of awkward to fire when she's not in the air. Sure, they can track, but from such a low firing point actually makes it easy to dodge.

M910 Point Defense Network: The "pistol" she wields. Each of those four barrels fires 50mm HE Shells (fairy magic!). Nowhere near the range of the MAC Cannon or Archer Missiles, but they do out range most conventional terrestrial armaments. They can elevate and even rotate on the pistol, though the UNSC has yet to figure out how Autumn is able to do this.

(http://www.halopedia.org/images/c/cb/Longsword-class_Interceptor.png)
Piloted by a crew of four fairies, Longswords are her spacefighter compliment. Longswords are famous for their versatility: From providing air support for ground units to attacking enemy capitol ships, even mine laying. This particluar squadron's Longswords are armed with a 120mm ventral gun, two 50mm autocannons, and  four ASGM-10 Missiles. The squadron is composed of three of these.

(http://www.halopedia.org/images/2/2d/H2AD77.jpg)
The standard UNSC dropship, this vessel requires only two fairies to operate and can transport ten to fourteen fairies in the troop bay as well four resupply canisters from the aft overhang. The one issued to Autumn has a 40mm chin-mounted machine gun, eight ANVIL-II air-to-surface missiles, and two missile pods.

(http://img04.deviantart.net/df73/i/2015/123/f/d/chibi_halo_2_odsts_by_guyverc-d2b9m2e.jpg)
ODSTs, or Orbital Drop Shock Troopers, are elite soldiers of the UNSC. Of the twelve pertaining to the Autumn, one's a sniper, one's a spotter, one's a sapper with a handful of C4, one wields a rocket launcher, one operates a SAW, and the other seven use either SMGs, Assault Rifles, or Battle Rifles

The Package: A hardened duffel bag that, inexplicably, has the same storage capacity as when Autumn was still a ship.


Origin: Built in the vast Reyes-McLees shipyards on Mars, Autumn was lauched on December 1st, 2510. It was a dark time for the UNSC: Insurrection was spreading like wild-fire in the outer colonies and the threat of a true civil war was on the horizon, one predicted to be so horrific that it could plunge humanity back to the dark ages. Then the Covenant appeared in 2525...

Rebellion was quickly forgotten when the entire human faced extinction at the hands of a zealous alien hegemony. Though the Marathon-class heavy cruiser assumed the Halcyon's role as the primary capital ship fr the UNSC Navy, the demand for ships kept the Autumn in the fight until 2531 when she received extensive damage over the colony of Arcadia. She was then scrapped and laid to rest in a ship graveyard.

By the year 2550, most of the UNSC Navy was in tatters. The Pillar of Autumn, her thrice renamed sister ship Dawn Under Heaven, and many more Halcyon cruisers were brought back from their graves, modernized, and flung back into the war. In 2552, Autumn was selected to assist the Spatan II's for Operation: RED FLAG, receiving yet another retrofit for the mission. However, the Covenant found Reach, and the cruiser was forced to aid in the planet's defense and to evac many troopers from the surface once Covenant victory was assured. Taking a not-so-blind slipspace jump, she found herself at Halo Installation-04.

The Covenant followed.

During the opening fight, Autumn took out four capital ships. However, she was forced to crash land onto the ringworld's surface. Days went by, she was boarded by Covenant trying to access her information storage banks. Soon, the parasite known as the Flood found her crippled body and began infecting the Covenant. Her last memories as a true warship was of a sole Spartan II crashing a Banshee on her hull, fighting his way through her many hallways until he reached her reactor, and setting off a chain-reaction that blew her up and shattering Halo.

Three years later, she was reborn as a shipgirl. A slipspace jump sent her not to her assigned post, however, but to the city of Nexus


Weaknesses: Human reaction times and reflexes, a near crippling fear for things noticeably undead or Flood-like, poor flight conditions, not being able to take-off unassisted, and would be severely damaged if she has to forceland

Likes: Eating, flying, eating, the UNSC, eating (7,000 calorie meals are the norm), Fist of the Unicorn band, Flip Music in general

Dislikes: Flood (Or anyhting undead, really),  spiders (Look like Flood Infection Forms), the Covenant, the color Purple, people asking about her weight
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: NinjaQ on February 14, 2016, 07:45:57 PM
Name: William

Race: Human

Age: 16

Height: 6” 2’

Weight: 150 lbs.

Appearance: William has short black hair that ends just below his brown eyes in the front while on the sides and in ton the back, his hair ends just past his earlobes. In general, he wears a dark gray shirt with dark blue jeans. He is rather skinny for a man of his height... For his age, William looks to be three years older than he actually is.


Physical Attributes

Strength:  Exceptional

Agility: Human

Constitution: Exceptional

Other Abilities:
Fractured Mind: A result of a curse placed upon William. This curse fractured his mind in two. One side logical, the other emotional.


Magic:
Reserves: Low.
Fire: Low. Strong enough to generate flames at a distance.
Electrical: Low. Strong enough to charge a battery given time.
Air/Wind: Low. Strong enough to manipulate the air into high or low pressure.
Amp: Amp causes one of two. When focused on a spell, the spell is raised slightly in power. When used upon a physical object it improves both its compressional and tensile strength. When applied to a living being, it raises their strength slightly.
Expend: Expend drains William’s remaining reserves to be channeled into a single spell upon invoking it. When combined with Amp, resultant magic is used in multiple bursts of low power.


Equipment: 
Shock Gauntlet: Built soon after arriving in the nexus, it is a simple gauntlet, modified to hold a small dynamo in the forearm piece. This dynamo is connected to a series of batteries and capacitors which when in use, charges the circuit. All of which is activated by one of two turn switches. The switches in question are located in the area of the inside elbow and next to the wrist. This set up gives the gauntlet two separate charges to expend upon completing the circuit. In addition, these two circuit can be activated simultaneously in order to deliver a larger shock to the target in question. The resultant shock acts much like a Taser, able to take down an average human.

Knife: A basic iron knife that William “acquired” soon after arriving in the Nexus. He carries this blade in a sheath that is held sideways, covering just above the base of his spine.

Dagger: A basic dagger acquired at the same time as his knife. The blade is forged of steel and William carries on his right leg for quick access.


Origin:
   William lived a fairly mundane life for his first sixteen years. During this period, he kept mostly to himself, only making a few friends in school. At age sixteen, the growing teen found himself in a fairly mundane life complete with a part time job.
   Six months after his birthday, a voice spoke to him in his sleep. The voice offered him an opportunity to explore another world. William promptly declined. Upon waking the next morning, William found that something about him had changed. He found himself feeling somewhat empty, along with a new voice in his head that sounded an awful lot like him.
   The following month, the voice slowly grew as he found his emotions slowly dying as the new voice grew. After growing used to the voice, the visitor showed up again, offering to undo the curse provided William join him. Again, he refused.
   This time upon waking, William found himself in the Nexus with a book in his pocket and some knowledge of basic magic seemingly ingrained in his mind. In this new world, William finds himself intrigued. Having gathered some implements to defend himself with and building the shock gauntlet with what he could find, he set off to explore.

Weakness: As a human, William is susceptible to all manners of things normal humans are.
 


Likes: William enjoys experimenting with what chemicals or elements he can find along with building various devices.

Dislikes: William has a distaste for puppets.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on February 15, 2016, 12:26:32 AM
Name: Lorna

Race: Abomination/Altered Human

Age: 26

Height: 6’1

Weight: Light

Appearance:

Lorna is a haggard looking women who appears as if she has lacked the bare necessities of life for far too long. It is hardly difficult to see her ribs against her emaciated figure and there is an unhealthy paleness to her skin. Her short, brown hair looks poorly cut and a symbol resembling a pentagram has been burned onto the right side of her face. She wears poorly fitted rags instead of any real clothes, although she is searching for a fitting outfit that she doesn’t have to steal.

Beast:

(http://i.imgur.com/BPEsE78.jpg)

When undergoing her Transformation Lorna’s form shifts dramatically into a demonic figure that seems to have come straight from the delusions of a priest. She only grows about a foot taller but the sheer muscle of her form is quite significant as she becomes a bit more thick. No matter how she changes the brand remains a wound that she cannot heal.

Physical Attributes

Strength: Exceptional (Incredible)

Agility: Exceptional

Constitution: Exceptional (Incredible)

Other Abilities:

The Brand: It is the mark left upon Lorna by her captors and is a link to darker powers. There are very few things that could even begin to think of removing it. The scar has gone beyond the flesh and soul as well. This mark is what allows her to use the Transformation and become the Beast, however, it does have a rather painful drawback. All of the Abrahamic religions will instantly feel incredible disgust the moment they glance at it, as if a fiend had been called forth from the depths of hell. Even though an in depth examination will reveal no problems it does make some awful misunderstandings that have made Lorna very uncomfortable with organized religion. Other monotheistic religions or ones with a clear divide between good and evil can cause the same reaction but it is circumstantial. Even if she attempts to hide it to avoid this reaction the Brand will itch and burn as if it desires to be seen and make her life miserable. Perhaps it does.

Transformation: With her link to unholy powers Lorna can undergo a nearly instant, monstrous change that makes her stronger, faster, and more durable than she could ever hope to be in her natural form. Empowered by greater beings, her razor sharp teeth crushes bone and spirit alike. Her terrible claws are the size of daggers and carve apart men in plate armor as easily as they do beasts. Green bile can pour from her mouth in an instant, eating away at flesh and bone in moments, and her veins burn with just as destructive eldritch blood. At its worst the Beast is a being of barely controlled rage and fury that can turn on its allies the moment they show the hint of hostile intent. It doesn’t help that the creature is naturally unsettling. Her transformed appearance alone can offset the minds of even experienced soldiers and terrify most normal people to the point of them simply deciding to flee at the sight of her.

While she can voluntarily transform into the Beast Lorna will do so instinctively if she is angered enough. However, unless she completely loses control she can usually return back to normal without too much trouble. Although the wounds do carry over they are downgraded by a decent degree which usually allows her to shift out without being in danger of dying.

Slight transformations can be made by Lorna without entirely turning but they are not nearly as potent. Her teeth and nails can sharpen to easily cut into flesh and she can throw up a bit of bile to gradually melt through things like restrains. It also passively makes her much more adaptable. Most diseases, poisons, and venoms will fail unless they are incredibly potent. If a new limb is pressed against a stump  it will gradually be attached and her corrupted body will soon accept it and twist it into an exact replica of her normal one.

It should be noted that while the Beast is a fantastic killer it is not the best of trackers. While in ideal circumstances it could sniff out a target there are many natural animals more capable than it and attempting to search for anything in the city is nigh impossible for the Beast.

Absolution: There is some great irony to the fact that despite all that she has gone through Lorna is still religious. She is very private about her beliefs but there does seem to be a higher power she sends her prayers to. Perhaps because of this faith when any other would give it up is what blesses her every time she clasps her hands together. While she prays Lorna’s wounds gradually mend and will ultimately close without a trace. This does not work with fatal wounds or severed limbs but it does slow down the bleeding and grants her more time.

Weakness: While she is normally irritated by any symbol of any of the previously mentioned faiths in her Beast form potent enough symbols or normal ones wielded by those of great faith can cause great damage. The prayers of the truly faithful against her Beast form sound like bells resounding in her head. In her human form she can be killed much more easily. As the Beast is not exceptionally fast or a great tracker it is possible to run away from it rather easily, especially within a city.

Origins: Lorna was not an exceptional girl in any way. She was simply an unlucky one who had the dubious of honor of being held prisoner by a cult for several years of her life. After being prepared by the fanatics they attempted to use her as a sacrifice to communicate with their god. The deity obviously had much different ideas of what to do when offered suffering humans and instead 'blessed' Lorna with her transformation. She proceeded to eat the cultists and ultimately stagger her way back to her village. When they attempted to purify her soul through death due too the evil she seemingly contained she ate them too. She stayed transformed and would also eat the armored knights that would be sent to purify her along with their horses. As time passed she eventually got over the betrayal and managed to reverse the transformation. She reconciled her belief in higher powers and has spent the last year of her life as a wanderer.

Likes: Peace and quiet, being full, housing in places outside the reach of organized religion

Dislikes: Being mislabeled, organized religion, not having good clothes
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on March 01, 2016, 11:52:02 PM
Name: Numina

Race: Ascendant Cultist

Age: 18

Height: 5’5

Weight: around 130 lbs.

Appearance:
(http://i.imgur.com/BkcArTb.jpg)

Physical Attributes

Strength: Human

Agility: Human

Constitution: Human

Other Abilities:

Eldritch Reflection: Part of Numina’s soul is a terrible, writhing thing. While some of it remains whole and human and exists within her body the rest has manifested physical form as a developing terror between worlds. They are still connected despite the distance and this very connection grants Numina her abilities and has caused odd changes to her body.

Her blood is a silvery color and is incredibly mutable. It shifts from viscous to fluid in the blink of an eye and can stay as a liquid for days or dry up in seconds. This makes it incredibly difficult to study for any extended period of time.

Vampires and other creatures that draw sustenance off of blood and the life force within it won’t have many issues with it but they can discover additions. Odd growths inside their dead flesh that can be harmless or require total removal depending on the quantity they drink. This effect is even more prominent in normal humans who can lose limbs and even be entirely converted if they receive enough of Numina’s blood.

Most diseases cannot function on Numina and even those that do fail to last long at all. Things within their body are quickly warped into harmless substances that couldn’t even begin to kill or even hurt a normal human. The same goes for poisons and venoms as well.

Numina’s body is also capable of handling damage in a very odd if not effective way. It transforms and shifts without her input or permission in order to heal her wounds and repair her body. If burned her flesh will grow and the burned portion will slough off, if she’s cut needles of bone and strings made of grey tissue emerge and spin new flesh, and if she’s torn apart tendrils will emerge from the wounds and attach to each other before pulling her together. If the piece is missing the tendrils will ever so slowly reform the new part. This has the side effect of making pain almost inconsequential to the cultist. It is a flawed method of conveying the severity of damage compared to the New Flesh. Numina is simply aware of the harm done to her body and the severity of it at all times without the distraction of pain.

Dark Premonition: Mortal limitations stop humans from ever seeing the pulleys and levers that govern luck and chance, but sometimes her gaze is long and peers into fate. A thousand limbs seize the guiding needle directing events, and forces it onto another path. Perhaps a gas explosion takes place in the kitchen you're in, or the ceiling collapses onto you, or perhaps even a stray bullet flies at your head. No matter the result it is sure to be painful to the victim; however, it is not completely unsuspected. When the hand of fate is forced ripples reverberate through space and time. The victim standing at the center of this is most keenly affected, and receives a premonition. Perhaps that spot near the fire seems dangerous or you just feel awful about standing in a certain spot,  but the warning is usually enough to deter normal folks. It is the cocky and determined, or those who have no other option who fail to take heed of this feeling and suffer for it.

Know This: Man exists on an island of ignorance. To step outside of those limitations and attempt to comprehend pure truth only results in utter madness. This power to broadcast the answer is visualized by those who are affected by the power as eyes opening up wherever they look at Numina. The insight filled orbs whisper the truth to everything around her and inflicts insanity upon most beings. They run, scream, and lose their grasp on reality. This effect grows infinitely worse if Numina focuses all of her eyes on a single target. The whispers become a terrible shout that blasts apart thought and forces utter hysteria upon any normal person. Most average humans tear out their own eyes, devour their own flesh, and those with weak enough minds can go completely insane. However, even those who can resist this still suffer the severe hallucinations that cause disorienting and overlapping views of reality and the feeling of something writhing within you. This is not something that can be defended entirely against unless your mind is completely cut off from all influence. The only factor that determines how one resists it is mental fortitude as the effects it inflicts is simply the natural reaction of the mind to truth. This strength of the mind cares not for the age. The only thing of importance is experience with things that defy understanding and logic. To gaze at the impossible, to see eternity rent asunder with black flame, to experience a truth so great and terrible that it brought you to the edge of madness, these are the only things that may prepare you for this.

Long Reach: The boundaries between places are thinner than one would believe. Using her body as a conduit Numina’s other half pierces reality and unleashes a lesser manifestation of itself. Silver-grey about the size of a man’s arm tentacles burst out of an opening in the universe designated by her open hand and reaches for whatever it deems to be hostile. While they are strong and fast enough to easily snap the neck of a normal human or strangle them to death they are not incredibly durable; however, it compensates for that weakness with the ability to quickly regenerate lost tendrils and immediately continue its assault. Despite this, considering it cannot reach too far from the tear and Numina is not used to close range combat in the first place it is a move made out of desperation more than anything else.

Strength: Incredible
Agility: Incredible
Constitution: Exceptional

Come Unto Your Maker: Numina is representative of a new cycle. A new god. A new flesh. It will devour the decaying worlds and spawn glorious new ones. The errant profusion of flesh that is life will be remade.

Numina transforms when she does this. Her body turns red and raw, her face twists into a monstrous visage with multiple pitch black spheres for eyes and her mouth is filled with sharp teeth.  Her physical abilities do not change at all but how she interacts with other organisms is altered drastically. While Numina is in this state she can assimilate other primarily organic beings along with undead into herself as long as they aren’t strong or capable enough to put up too much of a fight. Their bodies are shredded along with their souls and are remade within her.

While this begins in this form the growth and development of the being does not have to be done solely in it. After finishing assimilation Numina can return to her normal form, albeit with a rounder belly. Over the course of time she continues to grow as if she was pregnant. This is the sign of the progression of the entity; however, despite her appearances it is quite impossible for her to give birth in her normal state. She must change once more considering the size of the creature will generally be that of a human’s and then spawn it.

The creature that is reborn can be drastically different compared to its original form. Some may have the same build while others do not. They can be physically superior or incredibly frail but armed with the maddening powers of the eldritch truth that strikes at that mind and summons projectiles and attacks from across the veil. Others may be armed with biological weapons such as potent poisons and venoms or a hypnotic lure that makes others see them as less dangerous or more beautiful than they really are. Although in some ways the child can be just as if not even more dangerous the original being Numina still lacks the ability to produce an entity that is astonishingly more powerful than it used to be.

Numina can also only grow a single creature at a time and while she can control those that are birthed they chafe under her continued command. She may keep them around for a while depending on how amiable or servile they are but they are not beings meant to be constrained by human ideas and commands. There is a natural order that they seek to either make or find within this rotting world. Despite their appearances Numina harbors a strange affection for her ‘children’.

Origin: Numina was born into the cult and raised to be one of the additions to their gods due to her unique soul. She was taught their sacred rites and holy words and when the time came was granted a new name to herald her ultimate purpose. Eventually all the signs aligned and one of the greatest undertaking of the cult began. To birth a new god they would need to establish a connection to one of the elder ones. Although she lacked the means at the time Numina was still charged with the sacred worship of assimilation and consumption. Due to the restraints on her body at the time she was forced to do this through more messy means. The cult gleefully offered itself to be devoured and so she did. Every sample of flesh she swallowed still squirming and alive even as otherworldly powers fused the cultists to her form. Numina continued until her jaw ached and only glorious ascension kept her body from bursting due to the still living humans within her. Then, ever so slowly, she began to transform and over the course of days spawned the entirety of the branch of the cult as members of the New Flesh. The patron had accepted part of her soul rose up and was left to mature while Numina was allowed to remain for longer. An exercise of living worship to her other, childish self. Now she enjoys the time she has left and relishes in all that she does. Although, despite her beliefs she still manages to get distracted and curious which has led to her infatuation with some more mundane delights.

Weakness: Guns. Sneak attacks. Setting her on fire enough will stop her from coming back.

Likes: Her children, the cult, herself, ice cream, books

Dislikes: Stagnant flesh, heretics, killing her unborn children
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: The Man With All The Cute Boats on March 06, 2016, 05:57:02 AM
Name: Roger The Hemophiliac Blade (as dubbed by Dante)

Race: Human

Age: 21

Height: 185 cm

Weight: 78 kg

Appearance:  (http://i.imgur.com/YWPpqhI.jpg)

Physical Attributes

Strength: incredible

Agility: Incredible

Constitution: Incredible

Other Abilities: The Dark Power: The thing that allows him to use all this fun stuff. Activating it gives him a big boost in power, and makes all the attacks above more potent.

The Dark Power is his right arm, or rather is his arm in a black, slick form. It gives his attacks the property of taking away the enemy’s lifeforce and taking it for himself. As such, any attack labeled with “heals him” also syphons away the enemy’s life force in a more direct way.

Also, generates a powerful substance. Roger has never found a way to harness it to his own ends, but others have attempted to.

The Dark Power takes a bit of his lifeforce away every moment it is activated, but increases his drain rate for his dark abilities so far that it doesn't even matter mid attack so long as he keeps using the DARK POWER.

When dormant passively devours life around him. Those who touch it without preparation will feel weakness and light-headedness with fair rapidity.

With the Dark Power activated, his statline becomes
Strength: Fantastic
Agility: Incredible
Constitution: Fantastic

Swordmaster: Roger is a very skilled swordmaster, and he can use swords very effectively in conjunction with his DARK POWERS. He can send out beast-head looking projectiles (dead spike-like) and perform an ascending reversal attack where he contorts his body to avoid strikes and hit the enemy (inferno divider-like). Apart from that he can perform many simpler moves, like a rush attack followed up with multiple stabs, a charged slash and a propelled air kick that hits from above, followed by a dark kick aiming upwards (gauntlet hades-like).
 
Equipment: Red coat: It’s a red coat. Made of leather.

Rebellion-looking sword: It’s a devil arm that resembles Rebellion. Essentially a nigh-indestructible sword with a sharp edge. Not exactly the most complicated thing around.

Shotgun and ammo: Sawed off shotgun with a mix of dragon’s breath shells, rock salt rounds and baptised ammunition. Holds two shells.


Origin:  Was found without memories in an alley after a demon attack, where Dante found him with his DARK POWERS and decided to do something uncharacteristic at Lady’s continued and forceful suggestions, and raised Roger to be capable of using the DARK POWER he held. Hhaving a bit too much fun naming him, he went ahead and called him "Roger The Hemophiliac Blade", a desicion he doesn't regret due to the endless teasing material it gives him.

On the day he graduated from Dante’s teachings, dante decided to give him an old red leather coat and a sword that resembled his own. Roger, who for his final exam was torn away from bed with only the opportunity to put on pants, gladly accepted the coat to walk on his way back home. And yet he exited the doorway to dante’s office only to find himself in nexus, this weirdass town filled wiith weirdass dudes. And all the shirts he could find were sailor moon, so he didn’t get any of them.


Weakness: Pizza overdose, ghosts that he can’t hit, forceful girls

Likes: Pizza, ramen noodles, cooking

Dislikes: Whiny girls, casual semi-nudity, ghosts in general
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on March 20, 2016, 07:15:23 PM
Name: ???? (Theodore?)

Race: Demon?

Age: ???

Height: Painfully average for an average young man

Weight: As heavy as an average young man

Appearance: (http://i.imgur.com/yuLtX0P.png)

Physical Attributes

Strength: Exceptional

Agility: Incredible

Constitution: Exceptional

Magic scale: Medium

Order degradation: The ability to bypass the laws of chemistry, physics and logic. Due to multiple reasons, this power has been greatly diminished. However, he can still:

Change the state of matter at room temperature
Defy gravity and walk across surfaces
Defy quantum physics to appear and dissapear in odd places
Modify the properties of light to a slight degree, to make bodies appear invisible to the naked ordinary mundane human eye.

Imagination manifestation: The ability to warp reality and the world itself to make mundane objects appear as if they were always there, and that at the imagination’s whim. Due to multiple reasons, this power has been greatly diminished. He can’t create nearly as many objects at once or as fast, and their size and complexity is also compromised. He can still create things like weapons and guns to use at his leisure, but they have no particular magical property. Just a totally normal pistol or a totally normal sword.

Other Abilities:

Soul Harvesting: He can take souls of his contractors, the recently deceased or any that are just hanging around and eat them! He usually does this by transmuting them into candy, but he can also just take souls and store them for later consumption in some other shape. He can sort through the souls in his possession and learn things about them in appropriately cartoony fashion, but he can't alter them or twist their traits in any way. He also can't rip souls away from the living or beings in which they still sustain a will or form unless they offer it to him. Finally, plucked souls can be stored inside other things as long as they are things. For example, a mighty dragon would certainly not fit as easily in a cat themed eraser than a normal human. Note that he CANNOT put souls in other bodies, fake puppets and other body transfer shenanigans. However, if someone else could do so, the souls he harvests could be used for that effect.

Allergy to sunlight: Theodore is allergic to the sun, and will sneeze abundantly when exposed to it’s light. Thus, he prefers shady places and uses sunscreen regularly (wink wink).
 
Aversion to the divine: Divine mojo messes his game, it’s that simple.
 
Demonic nature: He is a demon, so yeah. He doesn’t really age either, which is cool and all.
 
Divination: He can tell your future! 99% he is bullshitting you though. Tarot cards are pretty stylin though, so it’s still neat.
 
Shape shifting: The ability to change one’s shape at will, being capable of modifying his smell, voice and appearance to nearly anything. His body is actually a shapeless black blob, so changing its shape isn’t the way to do things. If his organs are torn, limbs crushed and bones are shattered, he can simply rearrange them, have them move and shape back to their original shape. Spiritual or magical weaponry, magic and things like acid, fire or ice are much better than mere brunt force.

Thy name is not of blessed: If one is to know of his true name, Theodore will be compelled to show grace. Because of this, he will be unable to cause any harm directly or indirectly to said individual. Too bad his name isn’t Theodore.

Masterful fighter: Despite being a lazy unmotivated geezer, Theodore is surprisingly skilled at fighting, and is quickly adaptable to different styles and weapons, and uses a style that is cheap and reliant on trickery. That and the fact he can make random ones appear at will make him an unpredictable and uncanny foe in close and mid range quarters.

The power to whack things with long sticks: To say he is particularly specialized at polearms is but an understatement, a skill honed by a mere man's thousand years of experience. Even if they are but a fake imagery, fabricated memories inserted into him along with his soul, it doesn't make his finesse any less terrifying. Just because its a fantasy doesnt mean it can't surpass the reality, and in that regard his ability to fight things with long sticks is unparalleled.

Unreadable: While he used to be confusing and unpredictable, he is now a completely unreadable individual that simply cannot crack down. Even powerful mind manipulation and reading seems to show nothing but static, while illusions are simply ineffective. How strange.

Equipment: 

Monocle of fanciness: A fancy monocle.
 
Fancy white uniform: A fancy white uniform

Fancy white cravat: A fancy white cravat

A lot of cellphones: A lot of cellphones, with wifi.

Weakness:  His pessimistic, downright defeatist attitude makes him lose opportunities to win. He just doesn’t seem to put his heart in anything, if he even has one. Magic is also pretty good against him. Honestly, he isn’t as obscenely strong, so he relies on petty tricks and cheap tactics mostly. If you manage to see trough them, he can’t do much compared to other powerhouses. He also seems to have the same mannerisms as his previous self, to his dismay.

Likes: Sending SMS, cat videos, sweets, fun things, sleeping and lazing around, interesting people who aren’t idiots, being a nuisance, riling people up, riling Emiya Shirou up, riling Matou Sakura up (not too much though, just bother her a little), embarrassing love stories, love dramas, anime.

Dislikes: Not having wifi, being bothered, bothersome people, idiots, being bossed around, working, things not going smoothly, sour and bitter things, clingy people who ask too many questions, stuff, other things, himself, having to care, people making fun of his fish eyes.

Things he doesn’t care about: Everything.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: SINIB on March 26, 2016, 06:40:50 PM
Name: Shiro

Race: Kitsune

Age: Hundreds of years old

Height: short

Weight: variable

Appearance: Shiro takes two main forms, a pure snow-white fox, and the female human form that she seems to prefer over even her form as a fox.
(http://i.imgur.com/MAfch3x.jpg)
Her human form looks like that in the picture, except that when she chooses to have ears and a tail, they both are pure white. She can also change the number of tails that she shows, up to her real number of tails, six.

(http://i.imgur.com/KGNh0Qa.jpg)
Her fox form can vary as much as her human form, it can be small like a normal fox with but a single tail or much larger, up to the size of a large bear with six tails.

Physical Attributes
Human form
Strength: Incredible
Agility: Incredible
Constitution: Exceptional

Small fox form
Strength: Exceptional
Agility:Incredible
Constitution: Exceptional

Giant fox form
Strength:Fantastic
Agility:Incredible
Constitution:Incredible

Other Abilities:

Immunity to mundane stuff

Shiro is immune to all mundane harm, as a spirit. Her physical form can be damaged, but her true body, her soul, cannot be harmed by such an attack. It takes something supernatural to harm her, the more supernatural, the more potent it will be.

Shapeshifting: As a Kitsune, Shiro possesses a mastery of shapeshifting that is unparalleled by most creatures. She can transform in about a few seconds, depending on the size difference, with a single thought into almost anything she can imagine, provided it’s at most the size of a large grizzly bear

Foxfire: A Kitsune’s ability to utilize fox fire is directly proportional to the number of tails they possess. The Foxfire is a physical manifestation of their soul, and as a six tail, Shiro has high degrees of fine control over hers. It cannot be easily put out, and is completely immune to all sorts of water except that which is blessed by the gods or other sorts of attacks which harm the soul directly, and even those would deal significantly less damage than normal.

She is able to control a large amount if it, enough to completely surround her true form with about four inches of white fire with an unearthly pink outline. She can also throw it around in the form of fireballs, and she can decide what it burns. So, for example, she could easily cover someone she likes in protective fire, and they would simply feel comfortably warm, or she could do the same to an enemy, and it would incinerate them, even if they possessed resistance to fire, it still could deal damage to them.

Sakura Blossoms: For most of her life, Shiro has lived underneath a holy Sakura tree, protecting it from danger. As a result, some of its holy powers have rubbed off onto her and infused into her. She is able to control the blossoms of a cherry tree and use them to bolster her own powers, and can to a very limited extent create them out of thin air, like magic. With some effort she can create a small pile of them, the size depending on the time she puts into it.

Shiro can mentally control any cherry blossoms in her vicinity to about a fifteen foot range around her, causing them to obscure her opponent’s view of her. While she is controlling them, she is able to instantly cover them in her fox fire, turning them into a storm of deadly tiny projectiles.

Supernatural Perceptions: Shiro can sense other dimensions, and is capable of sensing all spirits and other supernatural stuff as if they were just as real as a physical being.

Equipment:
Platform Sandles: Shiro likes to wear platform sandals in her human form, to compensate for its height. While she is totally aware she could easily just make her human form taller, she chooses not to, because it’s the same form she’s always taken ever since she was a weak one tailed kitsune.

A Bag: Shiro carries around a bag that she keeps filled with cherry blossoms, about the size of her head..

Origin: Shiro was not always known as Shiro. Truly, for most of her life she wasn’t. She was simply the fox who protects the cherry tree. She was the fox who was worshipped as a god. And she was fine with that.

But all of this changed one day, when a young boy came up to her, and simply said hello, sat down, and stayed with her. It infuriated her. How dare he show her such flagrant disrespect? She wanted to tear him apart!

But another part of her was surprised, and happy. It was a new experience. She was curious about what he was thinking, why he wasn’t rightfully afraid of her. So she let him stay with her, and he continued to come back, every day. Eventually she transformed into a human, to speak with him, and they became good friends. He never treated her like anything other than just another human. And she grew to like it. She grew to despise the adoration that most of humanity gave to her true form. So she remained transformed into a human, and stayed friends with the boy, who was now a man. He’d named her Shiro, after the color of her beautiful fur.

Eventually the boy died. Of course, Shiro lived on. But she always remembers the boy in her heart, and will never forget how he changed her life.

Weakness: Her biggest weakness is easily the fact she loves to pretend to be more human than she truly is. She dislikes transforming into her true form, enough that she might not choose to do so even if it would mean she would easily win against someone by adopting her giant bear-fox form. She is a good-natured person, and this can be taken advantage of. Holy Water. It dunks her. She possesses no resistance to it, and it can douse her fox fire with no problems. If all her fox fire is doused, she dies. Even without foxfire active, it still will harm her greatly.

To apply foxfire directly to another person, she has to be directly touching them.

Likes: Fried tofu, Cherry Blossoms, nature, books, human things, friendly people, socializing normally

Dislikes: rampant industrialization, energy sources that aren’t renewable, bad cooking, taking her true form
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Bern on March 27, 2016, 06:15:07 AM
Name: Chloe von Einzbern, Kuro

Race: Homunculi

Age: She's legal

Height: Tall enough

Weight: Not that much


Face claim:
(http://i.imgur.com/4q3uZeY.jpg)


Physical Stats:

Strength: Incredible

Agility: Incredible

Constitution: Incredible



Magical Ability:High

Kuro can detect magecraft and even recognize basic forms, She's proficient in various tantric rituals as demonstrated by transferring prana to herself through kisses. She's also capable of performing a form of teleportation. Kuro also posses great magical reserves herself being an homunculus. She has wishcraft from being a former holy grail whatever.



Other Abilities :

Class Card: Archer

Class cards are mystical cards that grants you some of the abilities of a servant, they are however diminished. In Kuro's case it's the Archer card which mainly grants her the ability to partially use Unlimited Blade Works. It also grants her a high level of analytic skill that makes it easier for her to deduce the easiest way of achieving victory. She also gains mastery off an weird form of combat where you create fake openings.

Unlimited Blade Works:

This is a Reality Marble that grants three abilities; Projection and Reinforcement and the deploying the reality marble itself.

Projection allows her to materialize any melee weapon whether it's magical or mundane that she has stored in her reality marble at a slightly reduced quality compared to the original. Swords however are the easiest and generally of the highest quality, she's also capable of materializing shields but the cost is much higher. The weapons themselves are stored in there after Kuro has “analyzed” them, this process is near instantaneous and happens whenever she has seen something that could be classified as a melee weapon. A copy of said weapon will be created inside her Reality Marble, however she cannot analyze certain weapons of divine nature. She's also capable of altering the structure and form of the weapons in the Reality Marble changing the ways it can be used.

Reinforcement is a degraded version of what she can do to weapons, she's capable of enhancing the properties of an object or her own body making them tougher and better at what their supposed to do, like a knife gets sharper or a light bulb shines brighter.

The final application of it is the deploying of it, where she and whomever is in the immediate vicinity is “pulled into” the Reality Marble. Unlimited Blade Works look like an endless plain with a few hills, there are innumerable swords stuck into the ground as far as the eye can see, these blades ranges from ordinary to the greatest blades of legend. The sky is red an filled with large spinning cogwheels. Whether or not she can actually use it currently is another matter entirely.




Origin :

She is the true personality of Illya that was sealed by her parents when she was young, they didn't believe she should carry on the legacy of the Einzbern so they left. She was still conscious of what was happening though and started resenting the fake personality that had taken her place as she was sealed. After she managed to regain control she had however split from the other 'fake' Illya and gotten a body of her own, She immediately tried to kill he other fake Illya but failed and was tied to the fake using a complex seal. The sealing still left her bitter and she was unwilling to cooperate with the magical girl squad due to her circumstances. She eventually warmed up to them and became friends.



Wekanesses :She’s pretty arrogant and can underestimate people if she misjudges them. overestimates herself. 

Likes : Teasing people, showing off, swet things

Dislikes: Not being taken seriously, people thinking she’s fake.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Panda on April 13, 2016, 11:48:33 PM
Name: Dante (Alias: Tony Redgrave)

Race: Human/Demon Hybrid

Age: ??? (Appears to be in his twenties)

Height: 6’ 3”

Weight: 170 lbs

Appearance:

(http://i.imgur.com/mkUJR2Y.png)

Physical Attributes:

Strength: Incredible

Agility: Incredible

Constitution: Incredible

Other Abilities:

Demonic Physiology: Dante seemingly ages very slowly, with his body being at its physical prime. He can heal very quickly from any injuries he suffers short of the total loss of a limb (This would probably take a bit of time to regrow). Furthermore, poisons have highly reduced effect on him and he can’t get sick. He also demonstrates the ability to seemingly ignore the need for breath, carrying out protracted fights while underwater with no ill effects. Furthermore, Dante appears to have high environmental resistances, appearing to be unaffected by extreme temperatures and suffering only minimal effects from things such as lightning. It also seems to grant him a degree of resistance to magic.

Air Hike/Sky Star: By focusing his power underneath him, Dante can create a platform to jump off of in mid-air.

Combat Mastery: Dante is an expert with all of his weapons, usually mastering use of them shortly after acquiring them. In addition, Dante is a peerless marksman with Ivory and Ebony, and he’s no slouch with his other ranged weapons.

Styles: Dante makes use of four fighting styles, and can switch between them with ease. The styles are as follows.

Swordmaster: A style that makes full use of the Dante’s Devil Arms.

Gunslinger: A style characterized by emphasis on gunplay.

Royal Guard: A style characterized by focusing on blocking/parrying and counterattacking against most manners of assault. The pinnacle of this style is a technique where Dante creates a solid shield of demonic energy to block attacks from a single direction that can take a decent amount of punishment before shattering.

Trickster: This style is characterized by emphasis on fast movement to reposition and dodge enemy attacks. The pinnacle of this style is a technique that allows Dante to briefly break his own limits to move blindingly fast, seemingly disappearing for all of an instant before reappearing in the perfect position to strike an opponent within relatively close range.

Devil Trigger: Dante can unleash the full power of his demonic heritage, taking on an appropriate form and physically enhancing himself to degree in addition to heightening his mobility with the ability to glide on demonic wings. Furthermore, Dante’s healing factor is accelerated further in this form. However, he can only remain in this mode for so long, and the energy that this ability draws on drains rather quickly. The activation causes an explosion of energy, which can be magnified at the cost of more energy being required to achieve the Devil Trigger form. This energy is recharged by the adrenaline rush that comes with battle. The harder Dante fights, the quicker this energy recharges.

Devil Trigger stats:

Strength: Fantastic

Agility: Fantastic

Constitution: Incredible(Fantastic with Beowulf)

Appearance:

(http://i.imgur.com/Cr1YFED.gif)

Equipment:

Rebellion: Dante’s favored weapon, the Rebellion is a magic-aligned Devil Arm with cutting power far beyond what one could possibly expect from this type of blade, though its power pales in comparison to its sister sword, Yamato. It doesn’t need to be said that the sword is capable of powerful spiritual interference, like all Devil Arms. Rebellion’s Devil Trigger further enhances Dante’s strength on top of the Devil Trigger’s basic enhancements. The sword can also launch powerful waves of energy if Dante channels his power through it.

(http://i.imgur.com/huI7EEt.png)

Beowulf: A pair of flash gauntlets and greaves imbued with holy light. Greatly enhances Dante’s striking speed and power in close quarters, though he can also cast bolts of this same holy light. Beowulf’s Devil Trigger has a shorter wingspan, but allows him increased defenses in compensation.

(http://i.imgur.com/osGuKM6.png)

Ivory and Ebony: Twin custom handguns, styled after the Colt M1911, designed to fire bullets instilled with Dante’s own demonic power. Dante can fire them quickly enough to emulate full auto fire.

Shotgun: A shotgun, need I say more?

Perfect Amulet Half: Dante's half of the Perfect Amulet, a gift from his mother, who was in turn given both halves by Sparda. If both halves of the Perfect Amulet are united, the full power of the Force Edge, which contains Sparda's demonic power, can be unleashed.

Also, his clothes also regenerate for some reason. Be it the fiery tail of a demon of hell or the destructive eyebeams of a demon God, nothing will permanently damage that red duster. Or those pants. Or just about any clothing he wears.

Origin: At first there were two brothers, Dante and Vergil, orphaned by the death of their mother and the absence of their father. While Vergil sought only to gain more power in response to this, Dante simply went into the business of hunting demons. They clashed numerous times over the years, usually with Vergil emerging the victor. Then, one day, after finally getting his store set up, a man with a cryptic message appeared, shortly followed by the emergence of a massive, demonic tower and a swarm of demons that more or less wrecked his shop, much to Dante’s annoyance. The demons in question never got around to paying for the damage.

Dante sought out the tower, knowing that Vergil was behind it. During the events that followed, however, the half-demon discarded the more selfish motivation and learned to do what was right thanks to the determination of a human woman who managed to keep pace with him. All in all, the whole adventure was crazy.

Afterwards, life went on as usual for Dante. Then, one day, he left the shop on yet another job only to find himself in an unfamiliar city.

Weaknesses: In spite of his healing factor, Dante still has limits to how much punishment he can take. He rarely takes a fight seriously, which has resulted in him being caught off guard on multiple occasions. Furthermore, Dante isn’t usually one to think things through in the midst of a combat situation, especially if there’s a good, challenging fight to be had, possible ulterior motives be damned.

Likes: Pizza, strawberries sundaes, a good fight, being lazy when a good fight isn’t available, Vergil, Lady.

Dislikes: People who give up on their humanity, those who are willing to sacrifice innocents, Vergil.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: SINIB on April 17, 2016, 06:58:05 PM
Name: Sakura Matou

Race: Advanced AI

Blood Type: O

Height: 156 cm

Weight: 46 kg

Appearance: (http://i.imgur.com/1qPIM6a.jpg)

Physical Attributes

Strength: Human

Agility: Human

Constitution: Legendary

Other Abilities:

Fragment of the Moon Cell: Because of the unusual nature of the way the Nexus works and what kind of world she came from, the fragment of her home world, the inside of a gigantic magical supercomputer, was carried with her into the real world. This allows her to interact with the real world just as she could have inside the Moon Cell. For example, she can automatically gain access to almost anywhere, although high-level magical defenses can stop her, repair herself and others when damaged, create entities which will protect her, and create objects out of 'thin air.'

However, due to the fragmentary nature of this, her powers are nowhere near as great as what she had access to in the moon cell. She cannot affect or create things on a large scale, nor can the entities she creates last for more than an hour at most, minutes at the least. The more powerful the item she creates, the more short lived it is. For example, if she created something small totally mundane, like a pot, or a scalpel, it would be effectively permanent, with a timespan of hundreds of years. A large but mundane thing, such as a car, would last about a day. She can also create magical items, including some noble phantasms which she has stored in her information banks, but those would barely last a single battle and are exceptionally trying on her to create.

Armour of Fafnir: An armour that makes her invulnerable to all but the most powerful attacks except for on one weak point: a leaf shaped scar on her back.

Balmung: The sword the hero Siegfried used to kill the dragon Fafnir. Using the beam-wave function will instantly end this already short-lived Noble Phantasm and almost completely drain her of energy, requiring her to allow her time to siphon energy back from the Moon Cell.

Hades Cap of Invisibility: This Noble Phantasm lasts longer than the rest, due to the low power of it in comparison to many other Noble Phantasms. It also makes her look really cool when she wears it.

Rho Aius: A beautiful shield of bronze and seven layers of cowhide. It is an unbelievably powerful defense, and can block nearly any projectile attack. It is exceedingly costly however, and she can only manifest it for a few seconds without putting herself in danger.

Gae Buidhe and Gae Dearg:
She creates these two spears together, and one cancels magical power while the other creates cursed, unhealable wounds. Unfortunately the unhealable nature of the wounds only lasts while she maintains the spear, so only through combat.

Artificial Intelligence:
As a computer program, she can instantly and perfectly recall any information from her memory whenever she wants nearly instantly.

Equipment: None

Origin: Sakura was an advanced AI created by the moon cell whose purpose was to keep the masters in good health during the duration of the Holy Grail war. Some complications happened, and she ended up being pulled into the Nexus with a small connection to the Moon Cell. She's been there for about a week, and is currently looking for work as a doctor or nurse practitioner.

Weakness: She lacks access to any external maintenance programs that she had access to in the moon cell. While she has created an emergency rudimentary one for herself in the Nexus, it is far inferior and prioritizes the integrity of her most important code, leaving many vulnerable weak points that one would not expect in an AI of her level. While it still wouldn't be easy, someone with the technical knowhow could modify her code if they so wished, for better or for worse. Furthermore, she's noticed some of her data slowly corrupting over time, despite her best efforts to purge and keep herself clean.

Likes: Doing her job well, Hakuno, good wholesome food, helping people

Dislikes: Being Hacked, being reminded of her problem, thinking about her purpose
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on April 23, 2016, 04:17:47 AM
Name: Alarice

Race: Human

Age: 20s

Height: 6’2

Weight: around 150 lbs.

Appearance:

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

Physical Attributes

Strength: Incredible

Agility: Exceptional

Constitution: Exceptional

Magic Resistance - High: The bones of the dragon not only shield Alarice from physical harm but also nullifies all but the most powerful magic. Necromancy and fire magic encounter even more difficulty than the other arcane arts due to the nature of the Ahamkara. This also allows her to ignore the effects of mystical wards, illusions, and curses without too much difficulty. Static magic and barriers can also decay depending on how long she interacts with them and how badly she manhandles them.

Other Abilities:

Chosen: Those who are blessed by the Ahamkara are enhanced in many ways in order to be more fitting bearers. Alarice is physically superior to any normal human and has a natural understanding of how to best wield the old dragon’s bones. She is very resistant to most forms of fire and could nap on a bed of burning coals in complete comfort. Alarice is also immune to most mundane diseases and can overcome lesser supernatural ones without any large issues.  However, the enhancements bestowed upon her are not solely physical.

Alarice is attuned not only to the supernatural but the strange and esoteric energies used by such beings. She can see a spirit, but she can also taste and smell and see its energies. This allows her to identify most beings unless their ability to disguise themselves is incredibly potent and lets her track down many supernaturals as well. This is made much more easy if they have recently expended some form of mystical energy as it leaves a trail for her to follow. Of course, this also means that especially foul powers can distract her and a powerful enough entity can coat the area so thickly in its own power that finding anyone is nigh impossible.

The Chosen also has an instinctual understanding of how to use the skeleton for maximum effectiveness. She can wield claw and fang as if she had used them all her life and the impossibly sharp tail is maneuvered with practiced grace. This allows her to fight against warriors far more skilled than her due to the memories of eons overwriting her body’s natural reactions.

Alarice can also enter a sort of hibernation. She falls into a deep sleep reminiscent of the legends of the Ahamkara and begins to heal much more quickly. Of course, this also leaves her very vulnerable as it would take something threatening to wake her back up before she has finished recovering.

Cook: Alarice is an excellent cook and it was a trait supported heavily by the noble family she lived in. She was given all the resources, training, and time she needed to refine her talent. While she can work miracles in a kitchen with the right ingredients she can more than make do with less than exemplary resources. However, if given the chance to she will experiment and the results can be rather catastrophic.

Equipment:

The Bones of the Ahamkara: Once there was a race of dragons who granted the wishes of mankind. Then, one day, the skies were filled with hungry darkness and a terrible light and the Ahamkara were made no more. At least, that is what all were lead to believe. The bones of these wondrous creatures sought out worthy wielders with their dead whispers and those that unearthed them became the founders of the great noble houses that rule the land.

The bones of an ancient dragon cover Alarice’s body and the skull serves as her helmet whichs makes it incredibly difficult to injure her; however, she is capable of demeterializing them if need be. Normal metals couldn’t hope to scratch it and utterly inhumane amounts of strength is required to outright break any of the bones. There may be openings for an opponent to strike but the Ahamkara is aware and while nothing as overt as the skeleton coming to life will occur the subtle shifts of bones can cover spots that someone could usually strike at. While sheer blunt force is more effective the Ahamkara bones outright ignore normal law and stop most of the attack from harming Alarice. This is more burdensome on the bones but considering their durability it is not an impossible task. This is further aided by the natural tendency of the skeleton to repair itself. Cracks can be healed in battle but broken or lost pieces will require a bit longer.               

However, the Ahamkara are also beings beyond the realm of mere physical interaction. They show a degree of sentience on occasion when they care to speak and they occupy the minds of their bearers. This makes telepathy and mental manipulation very difficult as the Ahamkara take great offense to the alteration and spying of their hosts. However, at the same time the dragon is not entirely benign and can be convinced to allow the invader a few nuggets of information. Of course, they can also try to engage the dragon in a mental battle but unless they are incredibly skilled the battle will be long and hard fought with a very unlikely chance of victory. Their bones also carry an ancient, dead power that Alarice can call upon inside of combat and in everyday life.

Oracle Bones:

“Behold the whims of fate, oh bearer mine. The knowledge is yours for the taking.”         

A pair of redundant bones grow downwards along the noble’s waist. They are much more pliable than the others and it is simple to snap them off and cast them into a fire. Normally they can give her a vague impression of an area and what may come to pass in it. If she can wrap someone’s hair around them or a personal belonging she can gain insight into their lives, what they can do, or what they may become. However, the future is far from set in stone and it is more than possible for what she sees to not come to pass.

Life-Hating Flame:

“Look at all this life, oh bearer mine. There is so much left to burn.”         

In her left hand Alarice can summon a ball of green flame. It is not something she can manipulate or control. She simply directs it and lets the flame loose. It cares not for steel, or iron, or paper, or corpses. It cares only to burn all that lives to cinders, for life is its enemy and it despises its enemy. With greedy hunger it spreads across flesh and gnaws on bone but there is no heat or chill. There is only hate and an unending animosity that is almost palpable. It spreads with great urgency when it encounters living beings which makes it very powerful, but it can still be choked to death by more mundane methods. While cutting off the air supply will do little smothering it with nonliving objects can stifle the flame if it no longer has any room.

Dagger of Maws:

“Give me your arm, oh bearer mine. Let me help you fill the world with teeth.”

A dagger of bone emerges from a plate on Alarice’s right arm. It is relatively simple and does not even have a jagged blade, but when it strikes it does not cut; it shreds and swallows with rabid abandon. As the blade moves across your flesh chunks are savagely torn out. When the blades clash the smell of a burning breath fills your nose as if you were holding back the maw of a beast. A normal sword would have pieces bitten out of it if it clashed with this dagger. More hardy weapons can have traces of hot, acidic saliva found on them after a similar clash.

Void Fang:

“The world is made of such succulent flesh, oh bearer mine. And are you not hungry?”

The skull that serves as Alarice’s helmet shuts close and its teeth undergo a dramatic transformation. They change from ancient bone to emptiness made sharp. The horrible hunger of the void made manifest in the physical world. With this almost all anything  can be torn off and swallowed never to be seen again. However, the effect is incredibly noticeable and vanishes after one bite. While Alarice does say that she doesn’t actually eat them the taste does linger in her mouth.

Dragon Wish:

“Tell me, oh bearer mine. What is your heart’s desire?”

The Ahamkara are most famous for granting the wishes of humans in the time before their fall. By sacrificing the armor for a day by expending its ancient power Alarice can call upon a lesser wish. The Ahamkara do not deal in absolutes or strict wording so simply wishing a person to death or transporting them to the center of the earth is implausible. While it could certainly call up chains to bind them, weaken them physically, or even displace them to some area away from Alarice that is the best a Dragon Wish will do for that type of offensive purpose. The wish is much more useful for supportive purpose. The grand alteration of weather, miraculous enhancement of natural healing, and increases in power based on existing attributes are all examples. However, as a lesser wish all of these are temporary and will fade long before the armor returns to her.
                       

Origin: The Ahamkara were ancient when man was stumbling towards his first true ideas. Throughout history stories have been told of scaled beasts that would grant the wishes of men. But one day the sky erupted and ancient forces clashed. In the aftermath all that was left of the dragons were bones, but they are beyond death. The Ahamkara seek Chosen to bear them and Alarice was lucky enough to make a wish with the dead entity. Although it would shame her to admit it she wished for power. Righteousness and justice were nothing without power to enforce them was the initial reasoning she used to convince herself that she made her wish for the right reasons but the truth was much simpler. Alarice hated being so weak and for all her morals she relished in the thought of the strength that could be at her disposal. Regardless, the deal was struck and she inherited the power she asked for. Already a part of a noble house, the Chosen quickly ascended up the political and military ladder and made a name for herself as one of the more compassionate nobles. Of course, this by no means made her soft and the bones of the Ahamkara made sure she could enact justice in her territory to a degree that most other could not. Exceptions were rarely, if ever, made; however, in more controversial issues she was known to personally intervene. While she did not always alter the outcome the laws were usually revised afterwards in order to make sure similar situations did not happen again. 

Weakness: Explosions cause shrapnel and while her armor is good it can’t block every single piece simultaneously. The holes in the skull of the dragon can’t shift like the rest of the skeleton can so it’s an open weak point. A Wish removes her armor for a day. Hibernation also leaves her incredibly vulnerable.

Likes: Keeping the peace, cooking, sleeping

Dislikes: Being forced to use a Dragon Wish, having to gamble with the lives of others, getting vague messages from the Oracle Bones
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: SINIB on June 04, 2016, 04:58:32 AM
Name:  Misaka Mikoto

Race: Human

Age: 14

Height: 161 cm

Weight: Who cares

Appearance:
(http://i.imgur.com/DaCXr3v.jpg)

Physical Attributes

Strength: Human

Agility: Exceptional

Constitution: Exceptional

Other Abilities:

AIM and Personal Reality
AIM is a weak energy that is unconsciously emitted by espers. It cannot be detected by the five senses, and can only be detected through the use of special machines. They basically create a bubble of altered reality around them that overwrites that of normal reality around them. It allows them to shape reality through the use of a certain ability. It's pretty weird. Misaka's passively creates an effect that makes her immune to telepathy of any kind.

Electromaster:
Misaka is the strongest electromaster, a type of esper that can manipulate electromagnetic forces with their minds. With this ability, she can wield lightning as a casual weapon, run on walls, control magnetic fields, hack into computers, etc etc. She's strong and can do crazy things with electromagnetism. That's all there is to it.

Railgun:
Using her mad electrical skills, Misaka can fire metal objects at several times the speed of sound by forming parallel currents along her arm. It takes a few seconds to charge and overexerts her powers, causing her to decrease in strength for several minutes afterwords. It's strong enough to punch through several buildings, however. She normally uses small coins she carries around in her pocket, greatly limiting her range due to the fact that they disintegrate after going a certain distance. If she used a more durable object with her railgun, she'd be able to fire at much greater distances.


Equipment:

She has a bunch of coins

Origin: Mikoto Misaka is one of the series' main heroines in Toaru Majutsu no Index series and the protagonist of her side story, Toaru Kagaku no Railgun. A psychic user of Academy City, her powers are ranked Level 5, the highest rank for the most powerful psychic users, and she ranks as third-strongest out of the seven people who hold this rank in Academy City. She attended Tokiwadai Middle School, a famous girls' school for the rich and elite psychics and one of the five elite schools of Academy City. Now she's in the Nexus.

Weakness: While she has strong esper powers, she is still, in the end, just a human, and will die from attacks that would kill any other human. She gets weaker for a short time after she uses her railgun attack, and prolonged usage of her powers will exhaust her.

Likes: Gekota, doing her own thing, crepes

Dislikes: rules and regulations, being sexually harassed, bugs
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on July 15, 2016, 05:59:18 PM
Name: Utsuro, Dai Rokuten Maou and 7th lord of the hundred demon house.
   
Race: Demonic grudges and curses personified

Age: 1000

Height: 245 cm (sword where his spirit resides is 2 meters long)

Weight: As heavy as his blade, but the puppet is about 300 kg.

Appearance: (http://vignette4.wikia.nocookie.net/vsbattles/images/1/11/Iihiko.jpg/revision/latest?cb=20150913170939)

Physical Attributes

Strength: Incredible

Agility: Fantastic

Constitution: Incredible

Magic scale: None.

Other Abilities:

Oni essence: Because he had finally accepted what he truly was in death, his spirit is much more in tune to its demonic nature. Because of that, he is no longer able to “reject” his essence and his limiter is thus rendered useless. Because of that, his dark aura is now left unchained and restored his body closer to its original demonic state without subjecting his mind to its past limitations. If he wishes it, he can exert said aura like a thick fog of pure malice and wrath so intense it takes tangible form as a torrent that can be sent out like his own limbs to whip, slash and crush its surroundings under the pressure. The weak will simply suffocate under the malicious spiritual pressure, while even those with stronger will shall find themselves slowly corrupted and eroded if exposed to the miasma.

The way of the sword: Even as a curse forged of all the feelings and regrets he carried in death, his very being is one that is still deeply connected to swords. The connection to this very concept is so deep that his spirit itself is one that accommodates and understands this type of weapon beyond a physical or intellectual level. Whatever blade he wields will become an instrument of destruction, a beautiful and deadly creature that will rage across the battlefield in a symphony of destruction. A knife will cut through stone as easily as it was made of butter, and even a greatsword as massive as a house would be as light as a feather to him. The difference between him and a great swordsman should be as great as heaven and earth, that is a fact as natural as the color of the sky. And yet...

However, what had once been a pure bond can be no more. His innocence torn forever along with his life, Kenzo has acknowledged his hatred and emotions, which sink into the swords he holds as a vile chi that envelops them. It is more brutal, more focused on the killing than the cut itself, and because of that its purity is corrupted. As monstrous as his swordsmanship is, he can never hold a sword as innocently as before. His eyes have finally acknowledged the darkness of his heart, it can see it in all its beauty and all its terror. As such he can only match the greatest of swordsmen, rather than see through them like broken glass.

Masterful swordsmithing: Despite being an incredible swordsman, his greatest skill was his incredible forging skill. Even in death, that fundamental part of his being lingers in the very blade he forged. By simply glancing at a sword he can tell all that there is to know about a sword, from its components to the wielder itself, and would be able to forge a perfect lookalike. The weapons his forges have bred were of the greatest caliber by sheer design, tools of destruction meant to take lives and annihilate all in their path, to destroy and kill without discrimination. Only love and hate.

Soul reaping: People say Utsuro is a demon who can feed off the souls of the slain. That is false and very discriminatory, for while he does not always eat souls, he can take them and imbue objects with them (mostly swords) to turn them into powerful artifacts of destruction, beautiful beings that can cut and annihilate all in their path. It doesn’t mean he wouldn’t eat one, but still…

Puppet:His body being clinically dead, it is now nothing more than a puppet, a vessel the spiritual mass of memories, grudges and demonic curses uses to wield its anchor. One could compare it more to a doll than an actual corpse of flesh and blood, an undying pillar of flesh overflowing with demonic energy that sustains and controls it. While he still sustains damage normally, he can use the blood of his fallen foes as steel to rebuild himself. Even if the body is completely annihilated, his demonic spirit will not fade. With time, another Utsuro could emerge and the cycle of hatred will begin anew. To truly kill him, one must destroy the sword; cast it in the fires where it was once created.

But that means he will never be saved.

While it is possible to exorcise him, even the most powerful ones will have immense difficulty doing so, and there is always the risk of the spirit coming back and reforming itself. However, if the source of his earthly attachments his grudges and his cravings were faltering even for a moment, it would be possible to rid the world of him.

Equipment:

Benisakura : A  2 meters long refined crimson nodachi sword forged in the blood of a demon. Its beauty is only matched by its sharpness. While it is so long one would find it unwieldy, he can wield it with perfection beyond all other swords. If one defined a sword as an object that severs, then it could be said that Benisakura is the strongest sword.

Because of its particular component and wrathful spirit it anchors, the sword has strong spiritual properties and can sever spirits, ghost and creatures that the mundane cannot normally reach. It can also serve as a vessel to his demonic energy, built up and accumulated only to be released as a powerful blast that annihilates whatever stands in its path.

Incidentally, it also the anchor that binds him to this world, his demonic spirit linked to the sword due to the fact that the wishes, hopes, joys sorrows, rage, despair bonds, grudges and the very being of its maker that he accepted in death are imprinted in the blade and carry on.

Origin: There was once a demon who was very lonely. Humans shunned and feared the creature, and thus they tried to kill him. Over time, he became cruel and ravaged on, annihilating entire villages and ruling as a monstrous demon king. In truth, he was simply angry, angry and lonely. He could never have a truly meaningful bond; the carnage that was imposed upon him became synonymous with love. And so he hated, and he loved, and he destroyed everything, until one day he met someone he couldn’t bring himself to destroy.
And for the first time, he learned of something other than violence. He learned to create, to hold and to cherish. She was his light, but as time carried on that light of hope only ended up growing an even greater shadow. He tried to contain it, splitting his intellect, his memories, his emotions and his very being into the swords he crafted. He tried to run from himself, but all he did was making things worse. And in the end, he couldn’t escape from her. Dying, his emotions that had been sealed ran amok and came back to him, and on that moment he realized one thing.
Truly he was an inhuman monster.

 
Weakness: His aura is slow and sluggish, and isn’t that particularly potent to begin with. While it can certainly hurt a normal human, a normal human could manage to avoid it. The damage it inflicts is mostly mental, an overwhelming sense of hate that slowly corrodes everything. He is a rather straightforward fighter, so trickery and roundabout fighting styles can manage much better against him. While he can use his demonic body better than before, he still is far from an accomplished fighter in other areas and will be overwhelmed in a fight of skill if he cannot use his blade for any reason. At the same time, there is still a trace of the merciful Kenzo in him, so he won’t kill someone if he can help it. Moments of hesitation like this can be an excellent opening. His body can recover through bloodshed, but it can be incapacitated and destroyed. Then you can shove the sword in mount doom or whatever, as long as it doesn’t corrupt you. Finally, he has no ranged option aside his getsuga tenshou, which is fairly telegraphed, and zoning and long ranged pressure can prove much more effective than melee.

Likes : Company, kindness, humanity, good honest people,  good food, a good fight, a challenge, smithing swords, beautiful things (especially swords), helping out others, being accepted, everyone.

Dislikes : Treachery, deceat and dishonor in all shapes and forms, brutality, those who hurt loved ones (especially family), himself, the way humans reject him, Misaka Mikoto, everyone.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on July 17, 2016, 08:47:11 PM

Name: Boss


Race: Human (Stand User)

Age: No record

Height: 170 cm

Weight: 65 kg

Appearance:

Boss:
(http://i.imgur.com/WnUW0G4.png)

Physical Attributes

Strength: Human

Agility: Human (Perception is Incredible due to stand)

Constitution: Exceptional

Other Abilities:

Stand User:
A stand is the manifestation of a person’s will  as a supernatural  power, often a ghost-like being that can be brought out at will or subconsciously. Through mysterious means, Boss seemed to have developed a stand at an early age.

   A Stand protects its user, like a guardian. The name comes from "standing by" the user, sometimes using their powers without direct orders in order to protect the user, and by extension, themselves.

   A person can have only one Stand (though their Stand may evolve (e.g. Echoes)).

   Stands can be inherited.

   A Stand is part of its user, and damage is usually reflected between the two. Usually, if a Stand's leg is cut off, its user will lose their leg as well. Certain aspects of some Stands, such as the armor of Silver Chariot, are immune to this effect. If the Stand is not exactly humanoid, they may reflect damage to their user's body relative to the area of the Stand that was damaged, or are an exception.

   Stands may only be seen by Stand users or those who can perceive the supernatural; the exception being Stands bound to physical objects (e.g.Strength; attached once to a boat).

   A Stand can only be directly damaged by another Stand, magic or supernatural forces.

   A Stand's energy or power is inversely proportional to their operating range. The further a Stand is from its user, the weaker it becomes – Long-range Stands and/or Stands' long-range abilities are simpler in mechanism.

   Stands are usually bound to their user's body, but exceptions abound; Wheel of Fortune being bound to a car, and The Fool being bound to sand.

   When a Stand User dies, their Stand typically disappears with them; however, exceptions do exist, such as Anubis, who stayed in the sword he was bound to, and Stray Cat and Notorious B.I.G., who both only activated after their User's death.

   When a Stand is defeated, their user is either knocked unconscious or killed, depending on the level of injury.

Black Sabbath:


(http://i.imgur.com/0jyQK9U.png)

Because their senses are connected, he can perceive whatever the stand can perceive and can communicate through it.

Strength: Incredible

Agility: Exceptional (Precision and perception is incredible)

Constitution: Incredible


While not very durable or fast compared to other stands, its striking power is enough to make it a hard hitter. While its range is 40 meters, it cannot physically move more than 2 meters outside of a source of shade. Its main ability is to move and transport things into the shadows, making them act like portals.

However, once he does that he becomes leashed to the shadow, bound by the same 2 meter range. Any damage inflicted upon its corresponding object is reflected on the stand, thus its user, which makes attacking people from their own shadow impossible as long as they are not within Boss's two meter range, but attacking those standing two meters or less from the shadow he is bound to is indeed a possibility.

Because of that, going further from its usual range is a risky maneuver that makes Boss more vulnerable, since he cannot immediately use his stand to slip through a nearby shadow or defend himself while it is so far away.

Slim Shady’s stand power is to walk through shadows. Simply put, he can turn any shadow within his range into a portal where he and his user can slip in along with any objects or people he chooses to, being able to exit to another shadow up to 30 meters away, far more than the stand's own range. It is a very potent ability that lets him easily slip through, maneuver and strike in unorthodox and unpredictable ways, hiding in the shadows to strike with stealth. As long as anyone is standing near a shadow (their own not included), they are within Slim Shady's reach. However, there are three major weaknesses to this stand.

Whatever slips into the shadow must be able to fit in the entrance and the exit.

Shadows can be shifted by the object in question or by light itself.

Slim Shady cannot transport the target through its own shadow.

Slim Shady can also “cover” its user in shadow. While it doesn’t conceal his presence, it does make his features unrecognizable while he lurks in the shade as long as there is a darkness to cover him.

Ventriloquist: He can throw off his voice skillfully, making it so that he can disorient others and pretend to be people he's not.
 
Equipment:

Fancy suits: The finest of fancy tailored suits, so stylish they would fit the king of the world.

Origin: Not much is known about this enigmatic man's past, if anything at all. Records and all testimonies of his past are practically non existent, as if he had no past to begin with. A ruthless and conniving gangster who did not hesitate to involve innocents if it furthered his gains, he terrorized the streets of Chicago for years. It was even said that he once blew up an entire airplane in order to get rid of a single enemy. He spent years building a veritable criminal empire that managed to stand toe to toe with the Mafia and eventually stand at the top of America's criminal underworld. But one day, he simply vanished...

Weakness: He is a coward who will only fight when victory is 100% assured, and dislikes direct confrontations. Ruthless and conniving, he will do whatever it takes to win. However, he will not act in ways that would expose his identity, even if they granted him an advantage.

He also needs to lure people close to shadows in order to attack them, or get them very close to him. However, he dislikes it since it makes it easy to expose his own identity.

Likes : All things shiny since they are made of gold, loyalty, himself, standing at the top, beautiful women, classical music and books, peace and quiet, luxury in all shapes and forms, crushing those who stand against him like insects, cheese, fine company.

Dislikes : Cameras, bad luck, questions, loud things, loud people, contrived or narrow spaces, useless people and useless things, incompetence, when things don’t go as planned, being read, having his secrets and his identity uncovered, needless noise, meddlers, annoyances, impediments, anything that threatens his peace, danger, uncertainty, unpredictable situations, worthless cretins and people, traitors above all else.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Panda on July 24, 2016, 11:18:32 PM
Name: Vergil

Race: Human/Demon Hybrid

Age: ??? (Appears to be in his twenties)

Height: 6’ 3”

Weight: ~170 lbs

Appearance

(http://i.imgur.com/KwltNED.png)

Physical Attributes

Strength: Incredible

Agility: Incredible

Constitution: Incredible

Other Abilities:

Demonic Physiology: Vergil seemingly ages very slowly, with his body being at its physical prime. He can heal very quickly from any injuries he suffers short of the total loss of a limb, which would probably take a little longer to heal. Furthermore, he can’t get sick. He also demonstrates the ability to seemingly ignore the need for breath, carrying out protracted fights while underwater with no ill effects. Furthermore, Vergil appears to have high environmental resistances, appearing to be unaffected by extreme temperatures and suffering only minimal effects from things such as lightning. It also seems to granted him a degree of resistance to magic.

Trick: As Vergil has embraced his demonic heritage to a far greater degree than Dante, he can make far better use of this technique than his brother. Using this technique, Vergil exceed his normal limits to briefly move quickly enough that he seems to vanish and reappear at his destination. For the most part, however, Vergil can only make use of this technique for short distances. The sole exception to this is that he can use Summoned Swords as beacons of sorts to cross longer distances with Trick, though this still has limits to its range and requires a Summoned Sword to be embedded at his destination.

Combat Mastery: Vergil is a highly skilled warrior, equal to his brother in terms of sheer skill. Vergil primarily makes use of Iajutsu when using Yamato, though he switches to Western swordsmanship when using the Force Edge, and eschews the use of firearms entirely, though he has been demonstrated to be a decent shot the one time he tried.

Devil Trigger: Vergil can unleash the full power of his demonic heritage, taking on an appropriate form and physically enhancing himself to degree. Furthermore, Vergil’s healing factor is accelerated further in this form. However, he can only remain in this mode for so long, and the energy that this ability draws on drains at a decent pace. The activation causes an explosion of energy, which can be magnified at the cost of more energy being required to achieve the Devil Trigger form. This energy is recharged by the adrenaline rush that comes with battle.

Devil Trigger stats:

Strength: Fantastic

Agility: Fantastic

Constitution: Incredible(Fantastic with Beowulf)

Appearance:

(http://i.imgur.com/ox1Rmn5.png)

Equipment:

Yamato: Vergil’s favored weapon, one of the keys used to separate the Demon Realm from the Human Realm, the Yamato is a dark-aligned Devil Arm is said to be able to cut through anything, even the fabric of space itself. This last property of the sword is harnessed by Vergil in one of the pinnacle techniques of the sword, Judgement Cut. This technique creates a distortion in space to surround the opponent with a barrage of slashes, though there is a distinctive sound of space being distorted in the instant immediately before the attack lands. Vergil can also launch cutting waves from the blade. As with most legends, there appears to be a grain of truth to them regarding Yamato, as the blade is incredibly sharp, standing far and above even Devil Arms as a whole with regards to its sheer cutting power.

(http://i.imgur.com/WBRQedT.png)

Force Edge: The favored weapon of the Legendary Dark Knight, Sparda, this blade was imbued with Sparda’s own power to ensure the strength of the seal when it came time to seal off the Demon World. The sword’s power was then sealed with the Perfect Amulet, reverting it to its current form as the Force Edge. He can also channel his power through the blade to launch powerful waves of demonic energy.

(http://i.imgur.com/9RrZJdD.png)

Beowulf: A pair of flash gauntlets and greaves imbued with holy light. Greatly enhances Vergil’s striking speed and power in close quarters, though he can also cast bolts of this same holy light. Beowulf’s Devil Trigger allows him increased defenses in addition to the standard Devil Trigger boosts.

(http://i.imgur.com/osGuKM6.png)

Summoned Swords: Spectral blades resembling the Force Edge, Vergil can freely create and fire these blades in a number of different configurations, from surrounding himself with them to raining them down on his enemy from above. However, they can be broken if struck with enough force or after enough wear and tear. Furthermore, if he summons a large number of them at once, their durability is reduced even further, with the swords usually breaking on impact with something or shortly after.

(http://i.imgur.com/jsdFRDk.png)

Perfect Amulet Half: Vergil's half of the Perfect Amulet, a gift from his mother, who was in turn given both halves by Sparda. If both halves of the Perfect Amulet are united, the full power of the Force Edge, which contains Sparda's demonic power, can be unleashed.

Origin: At first there were two brothers, Dante and Vergil, orphaned by the death of their mother and the absence of their father. While Vergil sought only to gain more power in response to this, Dante simply went into the business of hunting demons. They clashed numerous times over the years, usually with Vergil emerging the victor.

In the times between those clashes, Vergil would do whatever research he could about Sparda, searching for ways to grow more powerful, closer to the power of his father. It was during these times that he met a man turned demon by the name of Arkham, who offered a way to accomplish this.

During the madness that followed, Arkham revealed himself to be playing everyone involved for fools in his bid to attain the power of Sparda. He managed to accomplish this, only for the Sons of Sparda to defeat him in the end and strip him of the artifacts he used to maintain that power. Unfortunately, Dante and Vergil were forced to dive into a portal to the Demon world to keep the artifacts in question from falling in. However, Vergil instead emerged not in the Demon World, but in the Nexus, with the Force Edge and his half of the Amulet in tow.

Weaknesses: In spite of his healing factor, Vergil still has limits to how much punishment he can take. Furthermore, he is an honorable warrior and as such holds himself to a strict code, despising fighting dirty or using cheap tactics, and eschews the use of firearms entirely. He also tends to be rather dismissive of his opponents until they give him a reason to think otherwise. Skilled ranged fighters can keep him at bay, if they can dodge and/or destroy the Summoned Swords, preventing Vergil from being able to close the distance quickly. His nearly constant pursuit of power can also be used to manipulate him, though at a definite risk.

Likes: Gaining more power, finding out more about Sparda, a good fight, Dante
Dislikes: Alcohol, being helpless, allies proving disappointing, Dante
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Milbunk on August 09, 2016, 07:35:24 AM
Name: Katarina

Race: Human, Mage

Age: Unknown, looks to be early twenties (She herself does not know)

Height: Below Average

Weight: You don’t need to know

Appearance: (http://vignette2.wikia.nocookie.net/fireemblem/images/a/aa/Katarina_FE13_DLC_Artwork.png/revision/latest?cb=20160615201636)

Physical Attributes

Strength: Human

Agility: Exceptional

Constitution: Human

Magic: Medium

Magic Style: Katarina uses magical tomes to cast her magic, each tome contains the abilities to cast a single type of spell but without the tomes her ability to do magic is greatly diminished. Her Levin sword also acts as a type of tome allowing her to cast magic from its blade while still being a sword. Additionally though wielding such a heavy book may seem odd to fight with she can still move relatively well evading attacks and casting simultaneously.

Other Abilities: Katarina has an affinity for fighting other mages.

Shadowgift: Normally a mage in her world would require special training to use the dark arts but Katarina despite her kind nature was gifted with the ability to use any dark magic she can get her hands on, this is due to her upbringing in a cult of assassins.

Equipment:

Levin Sword: A magic blade that with an odd design, Katarina can either attack like a normal sword or fire magic bolts from it.

Katarina’s Bolt: A special tome of Katarina’s own creation. The tome itself calls down a lighting strike from the sky. It is Katarina’s preferred tome and it also has a chance to deal more damage when striking an enemy's weak spot.

Hellfire: An Elfire tome that was modified by Katarina improving its strength to be on par with Bolganone the highest rank fire tome. When cast the user surrounds the foe in a purple flame and incinarates them.

Mire: A tome that allows the user to target a foe from a very far range, because the tome requires a complex casting process the user is unable to counterattack while using the tome.

Nosferatu: A unique tome that sucks the life energy out of the target healing the user in the process.

Origin: Katarina was an orphan who was discarded at birth and taken to an orphanage. The caretaker of the orphanage was a cruel woman who treated the children as nothing more than tools and trained them in extremely harsh environments so that they would become master assassins. Despite her cruel upbringing Katarina was never sad or lonely, this was because she had befriended the other orphans and together the group were able to face any hardships they encountered. It was through these experiences that she came to call her friends Eine and Legion siblings.

Eventually when they were finally tasked with the killing of King Marth they failed in their task and one by one the group were picked off until only Katarina remained. In a last desperate act to accomplish her mission she went on a lone man suicide mission only to come face to face with the only other person she had befriended on her journey’s Marth’s tactician. After a desperate battle she was ultimately defeated but not killed, it is through these experiences that Katarina finally found a place she could truly call home.

Personality: Katarina is a shy individual but when she makes up her mind she becomes completely determined, she will not let anything stand in her way until her goal is accomplished whether that be assassinating a King or simply making a new friend. Despite all his and her rough past she is a very kind person who will always help someone in need regardless of who they might be.

Weakness: Her average constitution, Her past

Likes: Eine, Legion, The Tactician, Marth and the rest of his army

Dislikes: Gharnef, Loneliness
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Arturia Pendragon on August 28, 2016, 04:29:14 PM
Name: Arturia

Race: Human/Servant

Age: Late 20s - Early 30s

Height: 5’1

Weight: Around 93 lbs

Appearance:
(http://i.imgur.com/njXqY5s.jpg)


Physical Attributes

Strength: Fantastic

Agility: Incredible

Constitution: Incredible

Magic Resistance - High: Lived during a time of much stronger magi and was apprenticed to Merlin, one of the most powerful magi to exist.  The resistance she has built up from exposure to magic on his level means that no modern magi in practice can hurt Arturia.

Other Abilities:

Healing: Heals her body and armor at the cost of magical energy

Magical Energy Burst: Transfers magical energy into one’s weapon and body, and by releasing the magical energy instantaneously, it increases one’s ability.  Arturia made use of these abilities in life and in the Holy Grail War to fight Fantastic level warriors such as Heracles in direct combat, as well as fantastic beasts like dragons.  Usage requires a powerful weapon with divine protection, otherwise the weapon will be destroyed by the infusion of such a strong surge of magical energy.  Due to Saber’s current lower level of magical energy, she cannot readily use this ability without reserve due to focusing what she has on her healing abilities.  It may be possible in small bursts but she cannot continuously use it in an actual fight.

Instinct: The ability to always “feel” the best course of actions for oneself during combat, close to precognition levels.

Riding: Natural skill for riding things.  Arturia can ride most vehicles with above average skill, even those of which she has never seen before in her time such as a modern motorcycle. She cannot ride holy or demonic beasts however.

Invisible Air: Layers of magical wind that are wrapped around her sword, changing the refraction of light to make her weapon invisible.  This allows her to more easily conceal her true identity from others in addition to confusing her enemies by denying them knowledge of the shape and size of her weapon as she fights, it also increases the damage done by her weapon.  The wind can be released from the blade to create a vacuum state which can be used as a one shot projectile attack.  The initial release of the wind also can circle around her with enough strength to shake large trees around her, even with so little released that her blade still appears invisible.

Blessing of the Lady of the Lake:
Saber is unable to be hindered by bodies of water.  She an walk over water without even being aware of it, however she can still choose to submerge herself in water if she wishes.  Outside influences such as pushes or pulls can forcibly submerge her however.


Equipment:
Knight Armor: As a Servant, Arturia’s armor is formed from her magical energy.  The armor offers substantial protection, however it costs magical energy to form.  The benefits of this are that she can summon her armor instantly on her body and she can repair it instantly after it is damaged, however repairing the armor costs her much more magical energy than healing her own body.  She also has to will the armor away on her own, it will not disappear on its own if she falls unconscious, however it can be removed from her body like regular armor.


Excalibur:  The Sword of Promised Victory given to King Arthur by Vivian, The Lady of the Lake, it is one of the most famous weapons in mythology, said to be the planet’s weapon of defense, an assembly of its light, and the crystallization of the wishes, hopes, and dreams of warriors on the battlefield.  The weapon displays its true power only when the planet as a whole is threatened, however its power outside of this circumstance is still very high.  It transforms the possessors magical energy into “light”, increases its kinetic energy by converging and accelerating it, and allows for output comparable to sorcery on the level of divine spirits.  To those who observe, it looks like a beam of light but its target point is the tip.  It is the “ultimate slash” that cuts through everything in the “area” that the light goes through.  Its enormous power heats around the tip, and as a result it is interpreted as a wave of light that mows across the earth.  You could call it a directed energy weapon.

Weaknesses: While Arturia’s natural abilities are impressive, many of the powers she uses to supplant them are based on magical energy, so if she runs low then she will be unable to use those abilities effectively and if she runs dangerously low then she runs the risk of becoming incapacitated until she recovers enough.  Her healing and repairing her armor combined cost her about 1/6th of her total magical energy reserve during the multiple fights she took part in on her first night in the 5th Holy Grail War.  Using Excalibur is especially draining, and under normal circumstances, she does not have enough magical energy to use it twice in a row without recharge, and doing so would kill her.  Additionally those who possess certain weapons, such as Gae Dearg, which dispels magical energy have advantages against her armor and her Invisible Air.  She is also extremely attached to Emiya Shirou, which while a source of great emotional strength, can also be used against her as he would generally be her priority in most if not all situations.  She also is a sore loser and highly competitive.

Likes: Well structured meals, Shirou, sports and other competitive physical activities, small animals, lions, plushies, swordsmanship, seeing other people smile and be happy

Dislikes:Poorly structured meals, Shirou’s tendency to put himself in danger, losing in competitive activities, dressing up too much, battles where people die, seeing other people suffer in misery.

Bio: The legendary King Arthur Pendragon, unknown to most was actually a woman whose real name was Arturia.  Living in adopted poverty in the dark ages, she wished to become strong and help all those who were suffering around her.  She became the king of England and disguised herself as a man named Arthur.  She adopted a mind state of suppressing all human emotion in order to be the perfect tool for her country and people.  After 10 years of success, a rebellion by her illegitimate son left her mortally wounded and her kingdom in ruins.  Unable to cope with this result, she made a contract to enter the Holy Grail War and use it to change the past.  After failing in the 4th Holy Grail War, she entered the 5th as the Servant of Emiya Shirou.  Over the course of the war she grew closer to him, eventually falling in love with him.  She also was consumed by the corruption of the Grail midway into the conflict, but was later freed.  On the final day of the Holy Grail War, she was offered the chance to obtain the Holy Grail if she killed Shirou, but was unable to do so, and resolved to accept the outcome of her life for what it was, be proud of her efforts, and act with her human emotions, putting her loved ones over intangible ideals and cold efficient logic.  After a final battle, the Holy Grail was destroyed, however due to having a physical body from the previous Grail corruption, she was incarnated into the present world.  She will return to her original time when she dies in her current existence, facing death in her real body, however until then she continues to live with Shirou and help his growth as a human being.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on September 06, 2016, 10:17:05 PM
Name: The Highwayman
 
Race: Human

Gender: Female
 
Age: 21
 
Height: 5"9 
 
Weight: Shut up.
 
Appearance: Red blonde hair, with a baggy crimson cloak concealing all his magic, a crimson bandana of JUSTICE with two holes, of small height but fairly muscled build, which makes him pass for a very effeminate man. But the most striking part of him isn't just his fist, but his vulpine emerald eyes that shine bright like a diamond, burn like the sun yet gaze as coolly as the sea.
 
Physical Attributes
 
Strength: Exceptional

Agility: Incredible
 
Constitution: Exceptional
 
Other Abilities: 

Peerless Acrobat: The Highlander is the swiftest and most nimble man in all the land. He can leap gracefully from any surface, run quickly with such softness her movements are not unlike the skitter of a squirrel and perform inhuman feats of acrobacy as if he was made of wind. After all, the wind is the wind... because it cannot be caught.
 
Rusemaster:
The Highlander is the smartest and most clever man of the land, able to quickly think on his feet and set up elaborate plans, traps and ruses in a matter of seconds. His mind is his most valuable asset, with a wit so sharp it out sharps his own blade. He can use any part of his environment to his advantage, conceal ruses within ruses within more ruses and psych out his opponents with clever tactics and taunts that confuse and bedazzle all!

Skilled swordfighter: Due to his extreme training, the Highwayman became the best swordfighter of the land, right after best sword fighter of the land n.435

Blade tosser: Ha! You tought the Highwayman was merely the greatest swordman around, but he is also the greatest sword thrower EVER! He can throw blades with such precision and skill he can slice perfect slices of salami in midair.

Smoke and mirrors: Thanks to his great skill and history as a circus performer and the power of bullshit, the Highwayman uses impossible tricks, concoctions and mechanisms to deceive the eye. No man can resist his tricks, and no magician reveals his tricks. 
 
Equipment: 

Fireworks

Smoke bombs

Invisible smoke bombs that not only cast a cloud of invisible moke, but also turn things and people invisible (until the smoke
dissipates)

Grenades 

Invisible iron strings

Throwing daggers

Invisible throwing daggers that can EXTEND into invisible throwing swords or invisible swords!!!!

Leather armor

Fabulous cloak, hat and bandana

String Bracer mechanism
of convenient trap setting that holds several dozen meters of string that he can set up into various formations and traps, attach it to his daggers and throw them all over the place to make platforms to fly on or just tie people up.

Gunpowder boots that make your face explode when kicked, but conveniently shield his feet from the blast

Fancy silver sword
 

Origin: There was once a girl who read a lot of stories. One day, she was sold off to a circus, but she didn't care. Over time she honed her skills on stage as well as on backstage, and was so chuuni that she believed to be some grand thief hero or something and thus became even better. But she found that the simple spotlight wasn't enough. Nay, she needed a greater performance! So she decided that instead of stealing mere purses from spectators, she would perform the greatest acts of all time! So she became a grand phantom thief, and also became a he. Because she said so.

He is the shadow that flaps in the night, and the Nexus City will shine the brightest spotlight for the Highwayman. Beware, wealthy aristocrats!!!
 
Weakness: He says he has no weaknesses, but standard human weaknesses still apply to him in spite of his boast..


 
Likes: Being dramatic, cunts, cocks, BEING A GENTLEMAN,  food, honest people, teasing others, stealing in the loudest ways possible, movies, putting a good show, kicking ass, slapping ass, fantasy, mystery and action novels (especially those with awesome heroes-heroines), the hard way, being cornered, badassness.
 
Dislikes: Laziness, unmotivation, thinking before punching, being made a fool of, those who exploit the weak, damaging books, cheap tricks and underhanded tactics (pot call kettle black).
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on September 19, 2016, 04:09:30 PM
Name: Unknown(goes by Paladin or Captain)

Race: Human

Age: 33

Height: 6’1

Weight: 165 pounds

Appearance: He is never seen without his plate armor and helmet on while in public. His armor is a light shade of blue with a large white serpent, the symbol of the ice god Stribog emblazoned on it. He also carries a large, white kiteshield that vaguely resembles a scale along with a sword made of ice which is usually kept within a dark blue sheath. His helmet has to slits that allow him to see and is a light blue color. It also alters his voice to sound the same as the deep voices of all paladins of Stribog.

Strength: Incredible

Agility: Amazing

Constitution: Incredible

Magic Resistance: Medium - Divine blessings allow Paladin to negate lesser magic and resist stronger types. Any magecraft that utilizes ice will fail to effect Paladin at all.

Other Abilities:

Swordsmanship: Paladin has practiced with a sword and shield for years, and he has trained under the finest of instructors of the Order. Few mortal swordsman can claim to be as well trained as a Captain of a Paladin Order.

Monster Hunter: Years of training and combat allow Paladin to analyze the attack patterns of beasts and people who emulate the attacks of monsters. Even if he has only fought you for the first time if it is in a manner similar to some beast or creature he will be able to anticipate your moves very quickly.

Willpower: All paladins have great wills, but the followers of Stribog consider this virtue even more important than the other Orders and as such Paladin is a being of immense will. Direct attempts to alter his mind end in total failure.

Blessing of Ice: Paladin can never be hurt by the cold, and always feels more comfortable in chilly temperatures. He walks upon the snow and it never gives way unless he wills it, and water freezes beneath his body so that he may walk across it without issues. Fierce winter winds do not even phase him and the snow does little to obscure his vision.

Every once in a while Paladin can tap into this natural blessing for a more direct effect. A sudden and deadly blast of chilled air escapes him . This is so cold that it can kill small mammals, reptiles, and insects in an instant and also inflict painful ice burns on nearby enemies. Thankfully it does not travel far at all and the temperature returns to normal rapidly.

The Gifts of Stribog: Paladin can make a sacrifice to Stribog in exchange for a blessing. There are two forms of blessings; the first is slaying a favored animal of Stribog to ascend its spirit to his most holy realm while the second is slaying a powerful and sometimes sinful creature to cleanse the world in the name of his god.

With a sacrifice Paladin can ask for a roughly proportional blessing. He could ask for a weapon to be improved, or for an animal to be enhanced, or he could call on Stribog to aid him in battle with the weather and animals associated with his realm.

At its best Paladin can be given the chance to act as a small, temporary manifestation of Stribog’s will. He grows several meters taller and both his strength and constitution increase a whole rank as he turns into a massive knight of ice. Any damage done can be repaired by blood or water, and he periodically releases the cold waves from his body. He is almost perfectly representative of an unstoppable glacier in this state. However, it will not last for more than one fight and requires a significant sacrifice for Stribog to grant to him.

Equipment:
 
The Tooth of Stribog:

(http://i.imgur.com/5A3fIJm.jpg)

This blessed sword was made for Paladin once he became a Captain and is capable of harming all forms of beings even if they are intangible or resistant to mundane attacks. The hilt was created from the bones of a frost wyrm and blessed by the priesthood of Stribog which makes it incredibly durable and grants it a special effect. Any water or blood close enough will flow towards the sword and repair or recreate the sword if it is damaged. Paladin is also capable of firing the blade from the hilt if he wants to.

His time in the Nexus has furthered his faith and his blessings. With this has come enhancements to the sword. It is incredibly cold, and when it harms a living being it freezes and expands their blood into spikes that worsen the damage. These icicles can and will melt down to repair the blade if needed. Paladin can also grip the blade with two hands when in the presence of either blood or water to lengthen the blade and enhance its edge for a killing blow.

The Scale of the Winding One: During his trials in the Nexus Paladin’s previous shield failed him. In response he journeyed into the forests and slew a fire drake in single combat and sacrificed it to Stribog and asked for nothing, for it was nothing more than a show of dedication and gratitude for helping him survive the first battle.

In response, the White Serpent, the Winding One who coils around the right arm of Stribog shed a single perfect scale. It fell to the earth before Paladin and he took the durable offering as his shield. The scale has special properties and is capable of blunting physical force and magical power (High) alike. There is also the fact that the shield is still quite alive. If struck hard enough it can bleed, but it will heal rapidly.

Ice Bag: A small pouch carried by Paladin at all times. It is used to subdue enemies who can regenerate or heal quickly. First he immobilizes them, then he takes out one of the ice shards from the pouch, and then he shoves it down their throat or into a deep wound. The target then begins to freeze from the inside out. This doesn’t truly freeze them but places them into an unthinking stasis until they are exposed to sufficient heat or Paladin frees them. Almost anything else will simply fail to harm them as it bounces off the ice. Even something such as sunlight will not harm a frozen vampire.

The Book: Given to every Initiate before their first mission this book has an infinite amount of pages. Paladin writes down the monsters he encounters in here, however he also uses it as a journal. It is rather durable and has powerful magic resistance (High). It would take something powerful to ruin this.

If necessary Paladin can contact the servants of his god to return the book to him if it is lost or stolen. Spirits and creatures from Stribog’s realm will constantly venture forth to retrieve it as they respect Paladin’s faith and dedication.

Origin: Many years ago Paladin was a criminal of great renown, but, eventually, he was brought down and after his imprisonment he was given the chance for repentance. He cast aside all that he was before and took the title of paladin along with his brothers in arms. At some point he ended up in the Nexus and spent quite some time dispensing justice and spreading the good word. And with every act he grew in faith and power due to the goodwill of his god. Even now he seeks to do right by the Lord of Winter and makes sure to uphold the law in this chaotic land.

Weakness: Ranged combat, people who are much faster then him, very powerful magic users, people with more endurance than him.

Likes: Anything cold, worshiping Stribog, writing in his book, working with allies.

Dislikes: Blasphemy, monsters that attack the innocent, hot places, criminals
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on September 23, 2016, 08:30:32 PM
Name: Malcolm Kimberly

Alias: Billy the Kid

Race: Human

Age: 20

Height: 152 cm

Weight: 50 kg

Appearance:

 (http://i.imgur.com/gomWnbi.png)

Physical Attributes

Strength: Exceptional (Incredible with reinforcement)

Agility: Exceptional  (Incredible with reinforcement)

Constitution: Human (Exceptional with reinforcement)


Magic Scale: Low

While Malcolm is far from an accomplished magus, he has a good grasp at the basics, one he could have furthered if he wasn’t a terrible dropout student. Some say Lord Melloi never recovered from the headache.

He can repair objects, perform some healing, light up or extinguish mundane flames, set up fields, use familiars, reinforce his body, perform weak suggestive hypnotism and use some alchemy in order to detect magical energy in an area. Nothing quite extraordinary but, to his teacher’s credit, not a complete and utter failure.


Other Abilities:

Sharpshooter: Malcolm always had a love for western flicks, even as a kid he would play with bb guns instead of playing with other kids, unless it was to play with other kids with his BB gun. Eventually, he’d become the king of the playground, the bullies bowing at his feet and the kids admiring his awesome can shooting skills. With time, he’s only gotten better. He can fire rapidly with great accuracy from various angles, draw his gun like a lightning flash and play awesome gun tricks.


Magitech: While Malcolm didn’t have enough patience to sit through an entire lecture of Mystic Code 101, he did have a knack and passion for building all sorts of objects. Even with his limited knowledge of magecraft, he was passionate enough about this subject to read books on the subject in his spare time and actually get good.

You would think his headmaster would be proud and impressed of such dedication and accomplished practical skills, however, this was mostly just so he could learn how to make magic guns and bullets, much to the headmaster’s chagrin.



Equipment:



The Tangler: Magic rope concealed through a mixture of alchemic and thaumaturgic processes that render it invisible until activated with mana. It normally surrounds his gloves, but by pouring magic energy into it he can control and expand it up to 10 meters, but need a considerable amount of energy to be controlled precisely from such a long range.

The growing rope vines are as tough as metal wire and harden in reaction to magical energy, which gives him the ability to use it in order to detect other mages. He can also use it to restrain and/or drag his opponents, as well as use it like a grappling hook to move quickly from place to place, but it also has various other creative applications he has learned over the years.


Annie: A custom made revolver with a six bullet chamber. Its innovative designs mixes magic and modern weaponry into a tool of mass destruction. This piece of beauty  weighs 1.5 kg and has a whole bunch of awesome gun nomenclature I don’t know. It is an incredibly potent revolver powered by magic that can fire rapid powerful shots. Basically the last thing you want to have pointed at your face.


Bullets: Custom made ammunition  with various uses and effects.


Bullet Type A

Primary use:
Fill a target with an  armour-piercing, 13mm hollow point bullet. The rounds are jacketed with a casing of blessed Macedonian silver and features a tip containing a charge of pre-blessed mercury.


Bullet Type B

Primary use:
shoot an enemy mage, the mana they are gathering is disrupted and absorbed into the bullet, causing it to detonate with the prepared spell at power proportional to what was taken.


Secondary use: charge the bullet with mana yourself, shooting the spell on pulling the trigger or bullet impact.

Etched spells:


Burn baby! : A basic fire spell that generates intense heat and once activated catches fire along with everything it connects with, potentially submerging whatever it hits in a flesh melting inferno akin to napalm if granted a large enough amount of mana, which is very large.

If fired itself, the bullet and wound will simply catch fire for a while.

Freeze! : A basic freezing spell that makes whatever it hits and its direct surroundings colder, how cold proportional to the amount of energy. With a maximal charge, it can freeze part of a mage’s body solid.

If fired itself, the bullet will simply grow very cold, cooling down the target’s body further.

Boom! : A basic explosion type spell that turns into a bomb, the radius and power of the explosion greatly increasing depending on the amount of mana.

If fired by itself, the bullet will explode weakly, causing the wounds to tear open.

Gotcha! :  A basic magnetic explosion type spell that causes the bullet to become magnetic, sending powerful electromagnetic charges through its surroundings  and pulling itself to the closest magnetic surface,  the magnetic force growing greatly depending on the mana.

If fired itself, the shocks and pull will be negligible.


Bullet Type C

Primary use: shoot against a spell or boundary field or whatever, bullet activates and the detonation twists or disperses a completed magecraft to a point proportional to the quality of the bullet and mana used.



Origin: Malcolm was born of a wealthy fairly influential magus family long descended of british loyalists. Born with great talent and potential, he was sure to become the heir of the Kimberlee family. With the opportunity to frequent the prestigious london Clock Tower, he would certainly become a fine magus. 

However, it simply wasn’t in him, the life of a magus didn’t thrill him and the teachers looked down on him.

Because of that, he’d prefer to dick around with his friends and watch western movies, which he was very fond of. While he did develop skills over time, he was as far from a magus as heaven and earth. Wishing to follow a more thrilling life, he employed his abilities to hunt heretical magi and those who received a sealing designation.


Weakness: His gunmanship is formidable, but even with reinforcement he loses against most skilled opponents in a close quarters fight. Even if rapid, his reloading is still a time window where he cannot shoot which can be taken advantage of. If forced into a prolonged battle, his ammunition and magic will eventually deplete.


Likes: Hunting, a challenge, lazing around when not on the job, guns, cool objects, western movies, drinking, friendly banter, looking cool, indulging himself, stealing, dueling, his gun, going up to people who think they’re hot shit and say no straight to their faces.


Dislikes:
Shit talk, condescension, annoying assholes, his time and patience being wasted, being looked down on, snobby magi fucks.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: YOLF on October 03, 2016, 05:06:01 AM
Name: Rafalia Tredecim
Race: Excrucian/Faerie
Height: 188~ cms
Weight: Lighter than she seems

Appearance: (http://i.imgur.com/OkrPvDo.jpg?1)
As above, though she does not always wear her uniform of the Bleak Academy (which is black and red rather than blue). If her simple magical disguise falters or she wills it, her eyes appear as they truly are. Twinkling lights floating in pitch black orbs, night and falling stars.

More than bearing a commanding presence, she is undeniably beautiful, although it is not necessarily because she is physically so. She seems beautiful when you look upon her because there is something bigger to her.
   
Strength: Incredible   
Agility: Incredible
Endurance: Incredible

Magic Ability: Low
Changeling: The magic otherfolk use to seem human when they are not. To slip into places. They use it to conceal their night-eyes and other small things like scars, to seem more normal. With appropriate care and difficulty, Rafalia can conceal wounds and sickness too, mimic a particular person's mannerisms and appearance, or make a family forget she was not one of theirs to fit in. Regular use can make the effects quasi-permanent.
Night-Craft: The art to build nightmarish minions and other vile things from bodily fluids, shadows, mud and soil. To make substance from unformed things. Rafalia may mold unusually sturdy things out of dirt and sand, spin her nightmares into steel thread, and distill shadow and soil into poisons. It can make servants out of clay and mud and animate her blood or saliva, using will to move and shape them. With sufficient time, she can even construct elaborate creatures and frightening monsters from the soil, blood and her nightmares.

Other Abilities:

Heartless: Rafalia has no heart. Her blood flows without being pumped, as nothing beats in her chest. So blood loss doesn't mean much, and her wounds tend to close easily. And she can't truly be moved by sympathy, wounded by empathy, or touched by compassion. She still has genuine emotions, but her soul is hollow.

This curse is so intimate with her being that she can temporarily afflict others with it. When she does, they likewise become unshackled of sentiment and their hearts empty. All it requires is her presence and intent, but she can't effectively extend this to more than one person, and it will only linger for a little while if she doesn't keep her attention on the victim.

Inhuman Physical Control: Rafalia moves with unnatural grace and precision, not just fast but dexterous at an implausible and eerie level. Her balance is borderline perfect, and even comparable beings seem clumsy by comparison. Against direct opposition, this scales; she won't be faster, but her agility will match yours, her nimbleness growing increasingly ineffable.

Keen Eyes: Rafalia's unearthly eyes grant her night vision sharper than an owl's and sight keener than an eagle's, attuned to the smallest details and slightest hints of motion, and the ability to see people's resolve as an intangible colored mist around them (acquiring a rough idea of the strength of their devotion to whatever they follow).

Terrifying Gaze: It's not effortless, but Rafalia's stare can fill you with paralyzing fear. Terrible vastness bears down on you, suffocating and crushing. You don't need to actually look her in the eyes for this to work, as she can affect even people turned away from her. You can break free if you're willing to leave yourself drained, or experience a strong mental shock as all that fright collapses on you and then vanishes. If she leaves or stops, it will go away on its own even if you don't do anything.

Soul-Carving Blade:
The power to sever miracles and cut the soul as easily as she does flesh. This is her abhorrent weapon, which despite the name works through anything she wields to harm or injure, and on its own manifests as a knife tainted black. Functionally, it can nullify or break supernatural powers and even strip away immortality, but greater wonders can only be weakened or twisted.

Rider: As kin to fae, Rafalia is a exceptional hunter. She is skilled at riding and tracking, using her knife, and archery. If she calls, her pale horse will generally come riding over from the night or a shadowed corner like it was waiting for her, and he strides easily through any hedge or forest.

Iconic: Rafalia is a living story. She is a trial that takes the faces of heroes, a rider of the void, and a creature of faerie, and her ability to be recognized as such cannot be impaired. No matter how tattered she ought to be she can always fix her standard appearance, or barring the believable limits of that she can instantly restore the way that she is supposed to look.

She's also pretty good at getting from place to place, and urban or interior redecoration and redesign. A little unbelievably so.

Inconspicuous: In flip side to being recognized, Rafalia can become unremarkable and difficult to notice. When something interesting happens in the same region as her, she can be there, just another face in the crowd, difficult to spot and more difficult to realize she's important.

Gear
Bow and arrows: A ebon bow that looses arrows of starlight; these falter neither in speed nor strength before they have crossed truly prodigious distances. She can conjure and dismiss it at will.
Pale Horse: An exceptional hunting steed that is unhindered by obstacles in thorny and forested environments or the dark. Its eyes are filled with the night and falling stars.


Origin:

At the end of the world where the true thing beyond things is, lies the Bleak Academy. Rafalia came there, or from there, where she learned the arts of waging war and crafting horrors by which to put the world through ordeals. She swore to the Cant of the Warmains, like a doctor swears the Hippocratic Oath, and set out to put Creation to the trial of her blade.

Before the Bleak Academy, she murdered gods and tempered herself with the deaths of heroes, giving worth to the things that were deserving of it. Before that, she walked the lands without life where she lost her heart and danced with the mad and fair people.

Once she met a flower of evil who charmed her by his apathy, who in turn fell into the trap of her test. Who despite himself, swore he would overcome her tribulation and then her. She grew to love him for it, and he offered his hand to kill the darkest and evilest god so that he could return that love. For persisting in the face of the unfathomable and succeeding, she tried to take his life; he defeated her even then, and made her his bride in chains. Her soul was swayed by his devotion, but she did not abandon her mission and he did not forsake his role. Their treason did not change them, but made them more than themselves.

When the Headmaster of the Bleak Academy shot down the Sun, and all of creation and the lands beyond drowned in the outside, she waded through the waves of oblivion, carrying her spouse on her steed until they found the only place that was still unequivocally real. They arrived at Town, and she saw that in that oasis surrounded by nothingness there was worth which had nothing to prove, that there was meaning, and there they stayed.

Rafalia is a test of ideals. She will seldom lay her hand on a strand of hair from your head, or turn her sword against your flesh. Instead, she will push you forward and make you destroy yourself. She'll curse your efforts with misfortune, make no good deed go unpunished, and condemn your decisions to turn on you. She will answer your wish with betrayal and turn the world against you. She will make you pick up the pieces of your rusted heart. And in the end, if you still have not regretted, if you still believe and walk forward no matter how thankless and hellish your path, she will take your life herself and keep your selfish mistake, your life's work, in her heart.

That is what she used to do. She's mellowed out a bit in Town, in Fortitude, where there is no world ash to burn down and no desperate war against reality to win.

And then she tripped through the world and crashed into the Nexus.


Weaknesses:
Cold Iron: In her essence runs the blood of the terrible lords of shadow and thorns, so all the same does the grudge of iron extend to her. It causes her pain to the touch, and wounds it opens will be slow to heal.
Tentacles: These are very bad. They'll make her all relaxed and helpless cause she'll be expecting massages out of them.   
Dark Handsome Gods: Or the dark and handsome god of all evil, who has claimed her as his fiancé despite the impossibility of it, to be more precise.

Likes: Chips, heroes, netflix marathons, interior design, stories
Dislikes: Community slackers, anti-heroes, Deceivers, pain

Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on October 03, 2016, 03:55:51 PM
Name: X

Race: Ghost

Age: Unknown, appears like a man in his 30s

Height: 173 cm

Weight: Weightless

Appearance: (http://i.imgur.com/6k6wcIj.png)

Physical Attributes

Strength: Human

Agility: Exceptional

Constitution: Human

Other Abilities:

Ghost: There was once a ruthless killer who wanted to live a quiet life. That murderer is no more, however, his spirit lingered and still haunts the world. 

As ghosts, normal people cannot see them or feel them, although they can be heard if the ghost chooses to allow it. Their bounds of human capability are removed, allowing them to perform various acts of supernatural abilities such as floating. They are completely intangible, but can grasp and impact on objects if they concentrate. Only spiritual means can destroy a ghost.

They have no shadow and no particular scent, although some animals like dogs are able to sense them better due to their greater spiritual presence, and will attack them as soon as they notice their presence. They also have reflections.

Ghosts also need to follow certain rules in their existence. They can only enter a room if it's empty or if someone inside has given the ghost permission. They have the ability to manipulate objects, though they are not able to feel them. If a normal person learns of the existence of ghosts, the person must be eliminated, otherwise the uncovered ghost and the witness will both be executed by cleanseners.

It is also said that ghosts are unable to develop physically unlike living beings. If a ghost is touched unwillingly by someone they break down and can lose their limbs, so most spirits just shrivel and hide in the shadows to avoid bumping into people.


The Hands: X can exert some sort of spiritual power thanks to his ghost properties in order to draw the crumbled ghost remains of the damned and manipulate them. Doing so, he can produce arms on any surface around him or along his trail, up to 13 ghostly arms each as strong as an adult. These arms act as an extension of himself, and he can use those arms creatively to achieve various results


Equipment:  Nothing, not even a penny.


Origin: No one knows about the killer’s past, not even himself. Unable to recall his life, his vile murders or even his name, the one thing he is sure of is that he will not go to heaven. Wanting to leave a peaceful life without trouble, he is unable to escape his fate forever. However, due to the circumstances, he was offered a deal.

Forced to work as a cleanser, he keeps the balance of souls in check by keeping an overwhelming amount of ghosts from manifesting, killing whoever would cause a certain amount of deaths. A tiresome chore that bears no fruit, he still seeks to find joy in the simple, quiet peace that this new unlife provides him while finding a place to call home.


Weakness: The limitations of his ghostly existence bring as many advantages as disadvantages. He is fairly squishy and spiritual means fare better against him than physical ones. Those with some spiritual connection can faintly see him, while those who can freely see the spirits of the departed as they leave the body and interact with them will have no problem seeing him.

Likes: Classical music, literature, movies, pleasant scents, indulging himself peacefully, being undisturbed, himself, putting annoying brats in their place, toying with his “victims”, beautiful women.

Dislikes:
Being bothered, needlessly troubling himself, making enemies, fighting, overtly complicated things, the inconveniences of being a ghost, having nowhere to be, annoying brats, children, troublesome meddlers, loudness, needless attention.

Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on October 05, 2016, 06:02:26 PM
Name: Methuselah

Race: Dark Demon Avatar

Age: As old as the concept of darkness itself.

Height: 2 meters

Weight: Weightless

Appearance:

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

(http://i.imgur.com/wbU1mL6.jpg)

Physical Attributes

Strength: Exceptional

Agility: Exceptional

Constitution: Incredible


Magic scale: None (this time i got it right)


Other Abilities:

Dark Avatar: Methuselah cannot remember the origins of his birth. However, he is aware that he was designed as the embodiment of darkness. It is what he fundamentally is, a facet of himself he has accepted and surpassed. As such a being, he exerts immense control over darkness. He can shape and bend it to his will as he please, no curse or dark magic can bind him easily, and if given a small time window and focus to invoke his abilities, control the dark energies of the universe to deliver powerful attacks.


Notable Attacks/Techniques:


Nihili Est Qui Nihil Amat:Methuselah shapes darkness constructs and gives them physical form for a myriad of effects. Release dark constructs that break concrete, blades of shadow that can pierce flesh, form whips and rope that can move heavy objects, shape them as weapons, limbs, or use them as destructible tendrils that spread within an area and sense other presences.


Vive Memento Mori = Acta Est Fabula: Methuselah’s signature ability. By charging and drawing into the void of darkness where the universe birthed, he can freely unleash waves of pure darkness (enough to engulf a large room at most, but only when charged up to par of course)  that  gradually devour and oppose all in their path for a moment before dissipating as dark energy, corroding matter, spiritual energy and magic alike before dissolving it into nothing, nomming everything up at the same speed ignoring durability (but not volume).

The projectile and spread speed is moderately slow, characters with movement speed above “Exceptional” should be able to dodge as long as the terrain is favorable, assuming the miasma does not grow too far and there is no more room left to move.  When releasing smaller quantities of the miasma, the wind up time and cooldown are much smaller than when charging larger ones, though still enough to be exploitable by faster foes.

If he receives damage while channeling, the channel will be interrupted. Finally, those who reach 0 hp due to this ability cannot respawn, since their body and spirit will be completely devoured, making it a serious threat against immortals.

He can’t move as much while channeling/releasing larger quantities of darkness. Alternatively, landing a solid hit should dispel this nasty little aura fog, even at further ranges. For example, you can deflect it with energy attacks and chip it down before carving your path, though weaker spells/smaller projectiles will likely dissolve before reaching him, assuming the amount of miasma is sufficient.

If the darkness penetrates you through Methuselah’s direct hand contact, the damage over time will be much greater, while if you are only touching the farthest edges, it will be negligible at best. Since it’s not a fast moving wave, it is discouraged to use it beyond mid to close range, which presents another kind of risks.

Magna Voluisse Magnum: Methuselah summons up to three sloooooow moving orbs of immensely powerful dark energy that rotate around him and can be sent out independently. Despite their low speed, the destructive force they release is nothing to scoff at. If touched they will release powerful shockwaves of overwhelming dark energy that sear the flesh of whatever comes in contact with them, attract whatever they touch further inside the orbs before exploding into an immense shockwave that deals no damage but sends whatever the dark energy claimed away at insane speed.

He can also have the orbs collide to charge a powerful dark energy beam. But this attack is fairly telegraphed and obvious, just move out of the way. While the dark energy is strong enough to melt through steel beams, it can be blocked by more powerful defenses or supernatural weapons.

Dura lex, sed lex: Methuselah can cloak himself and things in shadow to conceal them. Sunlight cannot penetrate it, but anything else and supernaturally guided light can.

Undying: Methuselah is only a facet, an avatar of the concept of darkness. While age does not bind him, his body is still alive. While he has lived for millions of years, eventually even gaining self awareness, his body is both mortal and immortal. Simply put, killing him will destroy the current Methuselah, but as long as light and darkness both exist, another Avatar will eventually rise. It still doesn't matter since his body will die when killed though, but as long as humans hold the concept of darkness in their hearts, the darkness can never die.

Flight: Being the manifestation of the physical darkness in the universe as well as the darkness in everyone’s hearts, Methuselah is not bound by the cosmic laws as humans are. Simply put, due to his nature as a weightless shade, he can exert himself to float and take flight.


Equipment: 

Cross pendant: A silver pendant gifted by a friend.

Origin:

Methuselah cannot remember the origins of his birth. However, he is aware that he was designed as the embodiment of the mother darkness, the womb where all things are born and eventually end. For eons, he simply was, existing solely a great force of nature of calamity beyond the physical realm. However, as mankind emerged and evolved, there was a shift and the darkness became personified, self aware. It knew and felt of its existence, and gained a body that was fueled by the imagery and metaphors that
changed and distorted the meaning of darkness. And with a form, it also gained sensation.

But that gift was a double edged sword. This body of his was a beautiful, grand thing made of the different names humanity gave him, of the thoughts and feelings associated to him. But so many names could not fit in one body. All the power, the sheer power that he once possessed as a force of nature could never be contained in a vessel, but as long as humanity recognized him, he could never strip himself from his imposed body.

He was simply a convenient existence created by mankind, a blank page to be filled with all evils, curses and hatreds in order for them to escape their own darkness.

His spirit would rot and decay, but never crumble. Whenever it died it would rise again from the hearts of men. He had gone too far, become an existence far too encroached into the universe. He had lost control of his life, his body, and even his very meaning. All that was left was the same pain and suffering that humanity projected onto the once pure veil of darkness.

He tried to end it. Again. And again. And again.

One more try, just a little more, it would always be so close. He would bring the end to all things, because he was the end personified. And yet suffering would never end, the shackles that bound him would never end. Once more, the blade would slay him, the hero that he sought.

Once more he'd wake up.

He would never end, and yet that end he yearned for was always so close within reach. Literally sitting in the palm of his hand. It was maddening, it was annoying, it was infuriating, all these emotions that were inserted into him like pieces of a block puzzle jammed into a hole they just don't fit into!

And yet, despite all these motions he could understand as one understands the words of a dictionary, he could not feel a single one of them. Living among men yet unable to understand them, seeing the same things, touching the same hands, kissing the same lips, tasting the same wine, hearing the same words. Like an empty darkness, chained and torn by those who would call it a god, cursed to end all things, dying to the same hero's blade yet again.

If he pointed it towards the humans who would torment him so once more, would the ending change this time?

Aah, of course not. Even now, he never could.

He never could.

The dark god stepped down his throne, it would remain vacant ever since. But for the first time, he smiled and felt lighter than ever before.


Weakness:
His powers are not sudden and immediate, requiring a time window in order to activate (the size depending on the potency). Those with greater mobility, agility and speed should have little problem taking care of him.

He is also more vulnerable to light and innately dislikes sunlight, even if he can use some abilities to protect himself from light he will still be pushed on the defensive until he can overwhelm the light with his darkness. Anything that has an innate resistance against darkness will, logically, resist him. His stronger abilities do strain him over time, so they are unreliable for extended use.

While he can prove kind, gentle and merciful, he has absolutely NO PITY against those who truly revolt him. If outraged to such an extent, even he will not control himself any longer, for better or for worse.

Finally, his lack of speed/mobility hurts him. Even in flight he is somewhat slow(not any faster than he can move on the ground), and his ranged options are fairly telegraphed and unreliable against more skilled opponents. Even at close range, while he does use the shadow constructs as physical extensions he has no impressive skill at hand to hand combat and will easily be overwhelmed by skillful foes if they breach his range and give him no time to activate his abilities.

He's also a big guy.


Likes:
Peace, quiet, soothing things, indulging himself, teasing others, books, simple things, elaborate clothes, worthy individuals, vices, those who try to one-up him.

Dislikes: Conflict, immortality, boredom, routine, arrogant mortals, blind zealots or followers of dogma, trouble.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on October 07, 2016, 05:47:40 PM
Name: Hazama

Alias: Yuuki Terumi

Race: ? ? ? Ghost

Age: Unknown, but has lived through countless time loops and stuff

Height: 183 cm

Weight: 61 kg

Appearance:

(http://i.imgur.com/HE3wZkn.png)

Physical Attributes

Strength: Incredible

Agility: Amazing

Constitution: Incredible


Magic scale: None. However, he is a hotshot at using ars magus, pretty much magic that isn’t magic that uses seithr.

The first notable difference is its use of seithr as opposed to mana. Seithr was released in large quantities into the world during the Dark War by the Black Beast, an immeasurably strong monster that wiped out nearly half of the world’s population. Seithr is harmless to humans in small quantities, but in larger dosages it is a highly toxic substance that is lethal to humans and mutates animals into powerful and aggressive monsters.

Ars Magus was developed by the Great Sage Nine during the Dark War to allow humans to utilize the powers associated with magic in order to fight the Black Beast, which was completely immune to conventional weapons. Humans were unable to manipulate magic in its base form, and after a great deal of research, Ars Magus was developed to circumvent this problem.

By using science to manipulate the vast quantities of seithr that leaked from the body of the Black Beast as a fuel source, a user can generate a vast number of effects. In order to activate an Ars Magus, one has to recite an “Ars,” or spell.

Some people have higher aptitude than others in the use of Ars Magus. For example, to activate a specific Ars, the average person would require twenty units of seithr while someone with a high aptitude for it might require only ten, or even five units to achieve the same effect.

He can use his ars to create a barrier that lets him jump twice or jump then hop sideways mid-jump like some videogame character.

He can also use ars to summon snake energy things that he adds to his attacks to make them hurt much more. His ultimate attack involves chaining someone up with his Nox Nyctores, send him flying with it and summon a bunch of the snake guys to make an even bigger snake guy that eats you for MASSIVE damage, but is tricky to pull off and leaves him open and tired afterwards.

Finally, he can use his ars to summon top hats, knives and gel his hair?


Other Abilities:

Puppet: His body is a puppet vessel built for Yuuki Terumi by the man himself, Relius Clover. It’s sturdier, stronger and better than a normal human body, and is also the Blazblue! Pretty cool, huh? Like the Blazblue, it runs on Seithr which the Nexus has sufficient amounts of without being deadly. This lets him manipulate seithr and thus use ars magus with much more ease, but it is a double edged sword since anything that would remove seithr or nullify it would not only neuter him, but cripple him to the point he’d be very weakened.

The science guy: While he is no Relius Clover, Hazama seems to be a pretty knowledgeable and smart guy who isn’t stranger to the scientific approach. Heck, he invented a bunch of stuff like the Blazblue, and is knowledgeable about cauldrons, the boundary and the susan unit. This means he’s no chump when it comes to being a nerd.

Dance Skills: Hazama is a top notch dance master with moves so sick he incorporates them in his knife fighting style. Graceful like a cobra, as deadly as a viper, deceitful like a snake, he is a very skilled fighter despite appearances.

Boundaried: Hazama isn’t quite human, his mind has been exposed to countless time loops, meaning he has also been exposed to countless reruns of bad television. This is enough to drive anyone mad, just look at that poor trash heap Arakune. However, while he is certainly crazy he is by no means insane.

Due to his peculiarities, the fact he isn’t quite human and the fact it’s been exposed to the motherfucking boundary means that his mind is pretty much the last thing you want to see. It also probably means he has IMMENSE control over himself and self awareness, that and being an observer and all.

Hate Ghost: Yuuki Terumi is an entity that feeds off sadness, despair and hate. Literally. The more hate is directed to him, the stronger he gets and the stronger he gets the more you hate him. But even so we all love the man. It also observes him passively, which means he needs to be hated in order to SURVIVE. Luckily it’s not really a problem.

Observer: Hazama has the power of observation. By looking at phenomena, as in, anything around him, whatever is around him becomes real instead of just another possibility. He basically confirms the existence of things, i see therefore it is kind of deal.

Soul Eater:
The Blazblue is really a Chinese knockoff of the black beast, Rags having the shitty knockoff while Hazama has the real awesome knockoff. The important thing to note is that the Blazblue works on life force, souls and all that good stuff, which includes memories. Hazama has been shown to "eat" memories from people, like how he made Jin forget about that one time he disarmed his brother in a friendly brotherly match.

However, it is a bit tricky to pull off and becomes more feasible if the target is weakened/unconscious, like a Pokemon. However, the memories aren't always completely gone and it is very possible to recover them with the right conditions.


Equipment: 

Balisong butterfly knives: Knives summoned with an ars that he carries around. They aren’t really that special, but being able to parry powerful blows from bigger and stronger weapons one can assume they are quite sturdy and, being an application of an ars, can interact with magic or spirits in a way.

Nox Nyctores - Gemini Anguium Ouroboros:

Nox nyctores are powerful weapons crafted with the souls of the black beast. Originally made by the bitch Nine, they are weapons that can interfere with causality to a degree. That and the fact they hurt the soul makes healing from wounds inflicted by one considerably harder than normal wounds.

Ouroboros manifests as chains with a snake-like head and a blade-looking tail. The chain seems to move at his will remotely, but can also be commanded with Hazama’s movements for more complex actions. Despite appearance, the chain is deceptively fast and strong, useful in many versatile ways.

Offensively, the chain can prove to be a powerful ranged weapon. It is very fast and strong, enough to be seen as a blur for even more perceptive characters, and a blow from it is strong enough to pierce through a normal man’s chest.

Defensively, Hazama can wrap it around anywhere or his whole body to protect himself from even extremely powerful blows. If he envelops his whole body with it, he can form a “barrier” made of Ouroboros that can even block other types of powerful attacks, but such a barrier has gaps that physical means could penetrate assuming one is quick enough to strike in blind spots where the chain cannot shift its configuration easily.

Utility wise, Ouroboros can wrap and bind opponents, drag, move and slam them as the chain pleases, kinda like Hazama’s relationships. However he  only has the head and tail to do so, and such moves leave him more vulnerable due to having less chains to do other things like protecting himself. He also can’t bind people for very long unless he’s already kicked their asses to substantially weaken them.

Mobility wise, Ouroboros can zoom in very, very, VERY quickly and  bite down anything, including nothing. The chain will then reel back rapidly and drag Hazama along. This greatly amplifies his mobility options, and makes him an absolute monster in aerial combat. However, he can only get where the chain bit down and can’t quite defend or attack when using it this way since he uses the entire chain to pull this off.

Due to the nature of Nox Nyctoreses, Ouroboros can influence the mind of those it interacts with. Of course, being the crazy bastard he is, Hazama is all but affected. But needless to say, it is such a powerful Nox in that regard it mindfucks those it hits as well, amplifying their emotional wounds and vulnerabilities massively and picking their mind apart along with their body, but this can normally be resisted to an extent unless the target has been considerably weakened.

Blazblue: Hazama, being the amazing guy he is, CREATED the Blazblue. That’s right suckers, even if the Blazblue itself is a fake that taps in the power of the azure, his fake is the original and thus less fake thus better. While Ragna’s Blazblue is his arm, Hazama’s is his ENTIRE BODY, which once activated improves his physical abilities all around to a degree, boosts his strength to Fantastic and releases a visible snake aura thing in his proximity.

The Blazblue gradually drains all life in its range and gives it to good ol’ Hazama. However, he needs to stand there and activate it, which makes him vulnerable. If hit, his Blazblue stops working for a moment, and since the Blazblue is his body you want to combo away and not let him recover in order to disable the life drain for a longer period.


Origin: A longassfucking time ago in a town called kickapoo, Yuuki Terumi was chilling and lol-ing and kek-ing with his buddy/servant/bitch Relius Clover when their soup cauldron went haywire and became the black beast.

That was a major pain, but luckily they both survived and got thrown in the boundary and everyone except the rest of the world was fine. Relius had made a shining brand new body for Terumi, named Kazuma Kvar, who was rused into doing his bidding but eventually they became kinda the same so it was like they were both doing their own bidding so it was cool. However, the cat fucking bitch had to ruin everything and kick Terumi in the balls so hard he became her manservant to defeat the black beast along the six heroes. Or so she thought.

Because Trinity was such a retarded glass-eyed bitch, it was easy to trick her into removing the mind eating curse. Seriously, she was so stupid he’d be surprised if she still wasn’t after his junk after he killed all her friends. Or tried to anyway. You see just as he was about to murder everyone, the now deceased Nine’s fucktoy Jubey just HAD to pull out some random ability out of his feline ass. Hakumen then dragged him down the boundary and that was supposed to be it.

But it wasn’t.

You see, while Kazuma was pretty much fucked due to the boundary doing what the boundary does, Terumi’s spirit survived. Again. And luckily Relius had made a spare body just in case, Hazama. However due to lingering effects of the mind eater curse or something, they didn’t fuse quite as perfectly, so while Hazama and Terumi are the same person they aren’t. It’s confusing, but bear with it.

Anyways now with the six heroes out of the way, they didn’t let their plans get in the cauldron. They built the prime field devices and founded the N.O.L and had a great time. After the events of continuum shift, he revealed himself due to finally being observed as good old Terumi again, and being the pussies that they were the losers skedaddled.

Relius and Hazama were investigating phenomena in different continuum shifts when suddenly, something dragged him, blew his life link and pulled him in.


Weakness: Aside his Ouroboros, he has absolutely no long ranged poke, and using it offensively limits his options in other areas. Extending his chains, like any chain weapon ought do, which inevitably leads to openings such as when he has to pull the chain back to him.

His knife skills are pretty damn good and he can use them to fight against people with bulky weapons, but they are still not very effective against weapons that have longer range such as anything bigger than a knife. Thus he needs to get REEEEEALLY close when going for melee, and going REEEEALLY close means he can’t use his Ouroboros’s defensive capabilities effectively and is more vulnerable.


Likes: Pain, suffering, inflicting people pain or suffering, inflicting people pain AND suffering, despair, manipulating and toying with others, killing people, hurting people, killing people by hurting them and making them suffer, humiliating people, stomping on people to death, you get the drivel by now, hard boiled eggs, but most of all himself.

Did I mention he likes hurting others?

Dislikes: Joy, happiness, kittens, being looked down on, stupid shits, everyone who isn’t himself to a varying degree, pretty much the entire blazblue cast when they’re not entertaining him, having to NOT kill or hurt others unless it’s to kill and hurt others more later, time fucking loops.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Arch-Magos Winter on October 21, 2016, 05:46:29 AM
Name: Arbeter. Goes also by Al.

Race: Promethean, of the Tammuz Lineage.

Age: Apparent: Late 20's to mid thirties. Actual: Less than a year.

Height: 7 foot 3 inches

Weight: 290 lbs

Appearance: He weathered face streaked with the wrinkles and creases of a far older man.Al has dirt brown hair and eyes, and skin tanned heavily by long hours of work in the sun. Under this guise though, is his true body. His body is made of clay, baked in sun and his joints made from chains. Embossed across his chest are the words that make his clay heart beat, words of gods and men long dead and long lost. Where his eyes would be, there is only fire, divine fire that animates him and carries him onward.

Physical Attributes

Strength: Human. Despite being an unnatural creation, he does not possess supernatural strength, though he is roughly as strong as the average human male of his weight and build.

Agility: Human. While he can press these limits, for now there is no way for him to surpass them.

Constitution: Being made of clay, and literally made to work, Arbeter can keep walking and moving long past the point where someone of true flesh and blood would drop dead from exhaustion. He does not need to sleep, the extremes of weather cause him no discomfort or harm, and he can eat pretty much anything he can fit in his mouth, inorganic or not. Arbeter's body is very durable - he will remain 'alive' even if he loses limbs, and his clay flesh can take a beating even before that. He can still come back from 'death' such as it is for one like him, as long as most of his clay heart is still intact. As such, his constitution is tentatively rated as Incredible.

Other Abilities: Arbeter is currently, in his own way, refining himself to figure out what exactly he is as one of the Created, along with what creatures like him really are. This action has caused some alchemical reactions within his own makeup. He is unconsciously stoking the furnace of the divine fire giving him life, and as such when he harnesses that fire, he becomes stronger in many ways. His fire can modify his clay form to be faster, tougher, stronger, and quicker to react and think than even another of his kind harnessing it would be able to. It even can temporarily provide him physical abilities and changes at least temporarily that he otherwise could not access, and his stoking of the divine fire can fill him to the brim through willpower alone. Instinctively, he is also able to take a bit of the edge off of the unnatural revulsion he causes in others, though this is temporary at best, and once it sets in there's no stopping it.

Origin: Once, there was an old man out in the country. All his children had left him, and without them, his farm was falling into ruin. The men in suits came, and told him if he did not have a good enough harvest his farm would no longer be his anymore. He could not accept this, and as such he dug out the old book of tales his grandfather had left him when he was a boy, tales of a man who had carved another of clay and had him come to life. He could make it through this harvest he thought, if he had but a younger man to help him. It was desperation, and hope and need that caused the old farmer to take the chains out of the barn. It caused him to sculpt a heart of clay, and bake it in fire under the full moon. It was need, that caused him to carve a face out of the same clay, along with a body and hands and limbs, and bake the chains into them. Hope is the most dangerous of all emotions, and desperation the most dangerous of motivations. He buried his false man deep in the black soil where his crops would need to be planted, and prayed and recited the rituals and lines from the old book, and dared take the role of god himself in making a new man. Divine fire animated the construct, which dug its way out of the ground, mute, confused, lacking any purpose but to work, but now also alive.

The old man gave the new man of clay a name from the old language he barely remembered, Arbeter, worker, and together they made the land grow green again. But all was not well. The old man was sick, very sick. His act of creation had taken something from him, and as time passed and the crops grew, death came closer. Arbeter watched him pass, the last words of his creator a simple instruction. "Work, until you find your own words. Mine aren't good enough anymore." And so Arbeter worked, until the men took away the old mans work. He left that farm behind, and traveled, looking for the words that would be his own. Maybe in this strange place, he will find his own words, and earn his own flesh and blood.

Weakness: Arbeter is an existence that should not be. The earth around him rejects his very presence, and he instinctively causes revulsion when he is around people too long, though he can suppress this feeling at least temporarily. Fire is also anathema to him, contact with mundane flame causing his clay flesh to lose consistency and the spark of life within it. Fire, despite it baking and hardening his flesh before it was given life, is what can and will kill him no matter what.

Likes: Honest work, interacting with people, reading books

Dislikes: Being taken for granted, his presence causing others unease, lack of knowledge about what his path is, people with false words
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Elf on November 07, 2016, 02:54:39 AM
Name: Forest
Brónach

Race: Vampire
 
Age: Like really freaking old.  Ancient.  Over 1,000 years old.  Looks in her late teens though.
 
Height: 5'10
 
Weight: 125-ish
 
Appearance: (http://i.imgur.com/BgeZH6n.jpg?1)
Physical Attributes:
 
Strength: Amazing
 
Agility: Amazing
 
Constitution: Amazing
 
Magic Ability: Low
Forest does know one spell- it’s a small fire spell that she can use to light small fires such as pilot lights or candles.
 
Other Abilities:


Telepathy
The power to mentally receive and/or transmit information.
 
Mind Reading: Forest can read the minds of others.  (For the sake of the RP, if a character is actively thinking in her vicinity Forest can hear it if she chooses unless they are blocking their thoughts.)


She can also “download”, store, and process thoughts from others this way (for PCs it would only be if the player allows).  IE: If she needed a combination to a lock or to help learn a language.  The harder the task is, the longer it takes to absorb and gain.  Because of this, she generally uses this for simple things like learning the layout of a building if she’s never been there before and needs to get around fast.
 
The more intense the thought, the “louder” it seems to Forest.  Also people who are particularly intelligent project their thoughts more than say someone of below average intelligence.
 
Communication: Forest can communicate by “speaking” into someone’s mind.  It has the same basic connotations and functionality as if she was having a verbal conversation with someone else.  However, if Forest gets “loud” it’s akin to having someone shout in their ear.
 
Mental Manipulation:
 
This is the ability to manipulate what others perceive or don’t. Like making people see things that aren’t there (she’s fond of making people see chickens) or not see things that are there (“What absurdly large gun?”).
 
This allows her to also send impulses into people’s minds as well.  Like perusing things that aren’t there or to act irregularly.  Or to ignore things that are there in front of them as well.
 
She also has mild emotional manipulation as well.  She generally uses this to spread calmness or quiet unease.
 
Memory Access:
 
With focus, Forest can read past someone’s current thoughts into their memories.
 
Mental Bonding: (For PCs if their player wants to have their character have a mental bond with her.)
 
Forest forms a mental bond with a person.  This bond can be temporary or permanent, as it is with Gabriel Umbra.  This bond allows the other participant to communicate with her over great distances as well as share thoughts and feelings to her and vice versa.

If Forest does not shield herself, the other party in the bond can witness her thoughts and feelings as easily as she can theirs.
 
She can choose to share what she is physically and emotionally feeling with the partner as well.

People who have bonds with Forest cannot read each thoughts or communicate that way unless she decides to open up a communication channel.  Example: Character A cannot have telepathic communication with Gabriel just because they have a bond with Forest.
 
Telepathic Shield: Forest can hide her thoughts from others and is guarded from mental attack.  She can also shield her mental presence from someone else if needed.
 
She can also protect multiple targets at once with this ability.  However, the more people she shields the more toll it takes on her, weakening her, and she can only shield people within a city block radius from her location.

She can also block one being from influencing a group of people if they are in range.
 
Telepathic Relay: Forest has the ability to act as a mental relay station for a group of minds, allowing said minds to "speak" to one another through the user.
 
Remote Telepathy: She has the ability to use telepathy over great distances.  However, it’s easier for her to do so if she has familiarity over the subject in question.  (Like if she already has an established bond.)
 
Telepathic Combat: An ability that Forest picked up when she was alive was that she would read an opponent’s thoughts to see how they would move next in a fight.  The more cornered she becomes in a fight, the faster she’ll start to rely on this so she can attempt to turn combat to her favor or to survive against someone who is much stronger than her.

Mental Immunity: Because of her strong telepathic ability and skills, Forest herself is pretty much immune to mind control and mental manipulation.  If someone attempts such a thing on her, they would see imposing black crystal walls and hear the caws of a murder of crows growing increasingly louder. 
 
Regeneration: Forest can heal rapidly from any physical injury as long as it isn’t fatal (see weaknesses).  Bullet wounds, cuts, and stabbing can heal moments after the damage has dealt.  She can even recover lost limbs as well. If a limb is severed but can be recovered and grafted she would have full use of it in about an hour.

If she needs to regrow a lost limb it takes three days to regenerate it to full functionality.

Heavy head trauma (such as getting shot with a lower caliber bullet or bludgeoned) will knock her unconscious.  The worse the trauma, the longer it would take for her to wake up.  She generally suffers from short term amnesia after a head shot until she feeds again to spur the more fine tune healing.

It’s In the Blood: Different supernatural blood can affect Forest in different ways. 

Werewolf blood can energize her: intensifying her senses and giving her a slight boost in strength and speed.


Fae blood (or any other highly magical being) has an intoxicating effect on her.  It can run the gauntlet from a loss of inhibition and giddiness to an almost aphrodisiac effect.


Blood can also help her heal even faster.  IE if she’s lost a limb.  It is needed to regain her short term memory after head trauma.


Art of Fighting: Forest has studied unarmed combat for most of her existence.  Part of it is because she gets a thrill on trading blows with an equal, but another part is, in her world, a lot of supernaturals don’t really have skill with their supernatural ability.  Because of this, and for a love it as well, Forest has mastered multiple forms of martial arts in her lengthy existence.   


At this point in time, she’s the one that masters come to learn from if they knew what she had learned over the ages.


Axe To Grind: While Forest is more than proficient at most melee weapons, she is best with an axe.  This is a skill that came from when Brónach was alive.  She knows how to best use it against other weapons, even when at a disadvantage.


Lilith’s Lineage: Forest is an Elder in her point of origin and has some unique abilities that vampires sired after a certain point don’t.


The first of those is she can actually use semen as a limited form of feeding.


The second is that she has a subconscious Lure that she’s not even really aware that she has.  (Gabriel knows of it.  He hasn’t told her because of it because it’s Gabriel.)


This Lure causes her to appear more attractive and desirable to people who’s “type” she wouldn’t normally be.  It also makes her appear far less of a threat than she is, much to her chagrin.   It also causes people to notice and approach her that normally wouldn’t as well.


Orgasmic Bite: Part of the Linage of Lilith.  Forest, whenever she bites someone, causes them to orgasm.  She cannot stop this and she doesn’t get off while doing it much to her chagrin. 


The only person she’s bitten and they haven’t gotten off on it was Gabriel, thank the Lord and Lady.


Genre Savvy: Being a giant nerd who reads a lot, watches a lot of TV and movies, and has been around a really long time she generally has a “basic” idea of how things work. 

“Never, ever say you have a bad feeling about this.”


Linguist: Through her travels, and with the use of telepathy, Forest can speak a number of languages.


Has trouble speaking and understanding Spanish though.


Pony Car Enthusiast: Due to her love of muscle cars, Forest is an extremely talented driver.  She can coax things out of cars that even professional race car drivers (normal mortal ones mind you) would have trouble believing until they saw it.  She’s also learned basic upkeep over the years such as oil changes, how to perform a tune-up, tire changing, fuse replacement and maintenance and upkeep.


Of course, she can drive a stick shift.


An Ear For Music: A sort of random talent, but because of her love of music, Forest studied up somewhat on music theory and how to play the violin.


PARKOUR WANKERS! Dance Dance Revolution: Forest knows how to parkour.  She’s also an accomplished gymnast and knows how to ballet dance.  It helped build speed and precision with her martial arts back in the day.


Heightened Senses: All of her senses are heightened: sight, scent, hearing, taste and touch.  Sight, scent, and hearing far beyond a human into animal territory to make her a better hunter. 

She also has a sixth sense that alerts of her danger and supernatural otherness within her near vicinity.


Because her sense of touch is heightened it makes pain and pleasure that much more intense for her . . .


Ain’t Got Time to Feel: Forest became well acquainted with pain a long time ago.  She’s learned to either ignore it or to keep working despite it while she heals.  Things that might down someone else in agony, Forest would keep going out of sheer stubbornness.


Invitation Only: Forest has to be invited into a living area before she can physically enter it.  However, if she’s invited once then she has permission to enter it whenever she wants, until the home/apartment ownership changes hands.


This is not an issue for entering another vampire’s lair though.


Equipment:


1967 RS Z/28 Camaro: The Forestmobile itself, the infamous muscle car.  It still has most of the original factory specs, save for a modern radio so she could better listen to music.  V8 Engine and 4 speed manual.


The .44 AutoMag: The semiautomatic version of the .44 Magnum. Clip holds 7 rounds and Forest generally keeps a round chambered, giving her 8 shots before she has to switch magazines. Currently her primary gun because she doesn’t have to reload as often (8 shots vs the Revolver’s 6).


The .44 Magnum Revolver: Forest actually prefers the revolver to the AutoMag because it’s she can have custom bullets made/make for it, it’s more accurate, and it’s actually a bit more powerful than the AutoMag.  Plus she just more comfortable with a revolver than the automag.


She generally only has one of those guns on her person at one time.


The Compound: Her base of operations and home.


The building is four stories with a full basement and completely subterranean level that serves as her living quarters and provides her protection against daylight because it’s completely underground.


The top story is a dormitory of sorts that can house many people if needed.  It’s also used as a storage area.  The 3rd floor is more plush guest rooms complete with some of them having their own baths.  The second floor houses a living room, a gymnasium, and conference room.  The first floor has the library and kitchen.  The basement leads to the garage.  The basement is also where she keeps her armory and a shooting range.


The subterranean level is Forest’s living quarters with a study, her bedroom, an absurdly large bath, a room for her crystal collection, and a private living room.  There’s also a panic room as well.


The panic room is almost completely impenetrable.  It’s reinforced by heavy spells to keep things out and keep Forest safe within.  (Could be broken into with enough “Fantastic” force.)


The compound also is fortified:


There are alarm wards that let Forest know if someone is breaking and entering.


Her living quarters were reinforced like a bomb shelter, and could theoretically survive a heavy explosion. 

Other wards include:


Lost and Confused - If someone has not been to the compound or being taken there by Forest, there is a ward that will trigger that will make the person trying to get there not see it despite passing it over and over again.  If Forest is leading them there or they’ve been in there, this becomes a non issue. (This only affects “mundanes” those who are not supernatural at all.)


Invitation Only- Forest can easily turn on a switch that only allows people to physically enter with an invitation by her.  If someone has not been invited and tries to gain access they will find themselves blocked by a strong mystical forceshield.  (Can be broken with “Incredible” Force.)


Harm None- Forest can also activate a “non-violence” spell that calms people from wanting to do violence.


Small Armory: Forest has a small armory.  It used to be larger, but she sold a lot of stuff when she got here.  Still has a MG 42 and a rocket launcher though.


Money: While not as well off as she was in her home dimension, Forest had to adapt quickly to her new lack of means in the Nexus.  So, she remembered her time with some Vikings and got rid of some unsavory elements and absorbed their resources as her own.


She also occasionally turns bounties in as well.


So while she’s not Bruce Wayne Rich, she’s more than decently well off.


She is looking for a safe investment to start building on.  Just Nexus really doesn’t have anything “safe”.


Origin: A long time ago there was this lost tall blond dude with an axe who shacked up with a Pict clan.  He fell in love with one of their priestesses and she reciprocated.  She got knocked up.


She died giving birth.

Distraught, this warrior/pirate dude named the surviving Brónach, which meant “Sorrow” and then . . . Died suicide via battle, leaving Brónach orphaned and in the care of her mother’s family.


Things kind of sucked for young Brónach.  When puberty was starting to hit, she started to be able to read people’s thoughts. She was crushed to find out that her uncle wished that she had been a boy because that would have been easier to deal with because he already had one daughter.


Almost in defiance of this, Brónach took up her dad’s axe and became one hell of a fighter. She used those mind reading skills to make her virtually unbeatable in the skirmishes that a Scottish barbarian culture used to have way back in the day.  She grew up, learning what she could of her dead father and the crow goddess he held in reverence.


Until one night she met a Roman Bastard who’s mind she couldn’t read and who she couldn’t beat back with her axe.


He was a monster, and even though Brónach was a bit of an outcast amongst her people, there were still people she loved and wanted to protect.


Like her cousin and her comrades in arms.


So when this Roman Bastard gave her an ultimatum: come with him and let him make her like him or see her people slaughtered before her, she chose to go with him.


Which really sucked, literally, because the Roman Bastard was a vampire. He made Brónach’s turning as unpleasant as possible because he wanted to see if he could break her.  Even though bloodied, beaten, and defiled, Brónach was anything but compliant. 


Becoming a vampire intensified her mental abilities to the point that she could shrug off his control over her.  So she bashed his head from a rock and ran.  She ran to find her father’s people on the island to the south and lived with them for a time.  When it became apparent that she wasn’t aging, Brónach left, drifting from place to place, lost, alone and learning to control her abilities and hunger.


Until one night years and years later, standing on the bow of a ship shaped like a monster, was someone who offered to actually teach her how to be a vampire.  She spent years with them, learning from the jovial warrior vampire as she found somewhat of a family with him and the men and women he traveled with.


During their travels, she renamed herself Forest, putting Brónach at rest.


Eventually, she parted ways with the Vikings (it was very messy and she doesn’t like to talk about it).


Forest eventually became one of the most sought after mercenaries 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 beloved cousin 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 a good deal of money and freedom due to her hard work, saving, and when the stock market became a thing, good investing. These things gave Forest the luxury to do things that most vampires would never due to fear of the Vampiric Council and the Circle.


One night she found herself pulled into the Nexus.  She patrols the streets of Nexus helping the helpless, but is quickly finding herself in over her head against beings more powerful than her.  She’s questioning her existence, her validation, and reason for being.  She’s terrified that she’s a relic who’s outlived her usefulness and has no idea what to do with her existance now.




Weakness: Losing a limb- if Forest cannot graft a limb back it takes 3 days for her to regenerate it.


Beheading. It could be argued that destroying her brain completely would do the trick as well, but it would have to be completely destroyed. 


Wooden Stake through the Heart. Pretty much instantly kills her.


Sunlight.  It takes a few minutes for sunlight to completely immolate her.


Fire.  She can burn to death/ashes.  However, she really doesn’t burn any faster than a human.


Silver.  Silver isn’t fatal to her at this point, and in fact she’ll heal from a wound dealt by silver almost as easily as by steel, but silver can bind her.  A slim silver chain can bind her and keep her from escaping unless she can slide her hands/body free.  She cannot break it though.


Garlic. Garlic cannot kill her, but it’s unpleasant if she ingests it and can even blister her skin with prolonged contact.


Have to Have Faith For It To Work On Me. Religious items can repel her/ward her back, but they have to be wielded by someone who has true faith.  Just the item alone isn’t enough to do it, the person behind it has to believe in the power behind it or just that it would work.


“Theoretically, if someone thought a Chrysler symbol would repel me hard enough it probably would.”


Necromancy. A powerful enough necromancer could control her, but they would have to be extraordinarily powerful to do so, and they could only control her body, not her mind.


Blood Is the Life: Forest can only drink live blood from a living source.  Cannot drink from the undead (literally, she’d throw it back up) or stored blood.
 
Likes: Edgy makeup.  Gothic clothing. Fruit! Orange juice.  Oranges.  Citrus.   Good heavy metal.  80’s horror and action movies.  Bruce Campbell.  The Evil Dead series.  Really porny paranormal romance novels. Pop culture.  Comic books.  Mythology.  Pony Cars.  Crows.  Ruggedly handsome men who are taller than her, super bonus if they’re also redheads.  Gabriel.  When Wynn isn’t Grabby.  Fingernail polish. Kids. Electric Blankets. The Morrigan. The color purple/violet.  Lavender (the plant). Leather dusters and steel toed boots.
 
Dislikes: When strangers touch her without permission.  That Roman Bastard.  CGI laden movies with bad plots. Most modern music.  Cloying sweets.  People who mistake over use of body spray as an alternative to bathing. Being told she can’t do something because she’s a girl or some other reason.  Being judged by what she is instead of who she is.  Being cold. Jukeboxes that don’t have Iron Maiden or any heavy metal on them.  Being alone. 
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Kotomine_Rin on November 15, 2016, 11:51:35 PM
Name: Lorenzo Remei


Race: Undead fire mage


Age: 26


Height: 5”7'


Weight:As heavy as her fc and size would match up to.


Appearance:
(https://i.imgur.com/b6YYuF2.png)
 


Physical Attributes


Strength: Incredible


Agility: Incredible (Heroic reflexes due to Hawk's Eye)


Constitution: Incredible


Magic Scale: Extremely High

Pyromancy Specialization- enhanced: Lorenzo is highly proficient in the spell craft of fire, being able to manipulate and bend great amounts of fire to his will without much effort and quickly surround an area in flames. From fireballs to blasts of heated pyre or pretty much any shape he desires, he can deliver as much fire gusto as there can be. At his highest output he's capable of easily melting the sturdiest of man-made materials. While more flames with greater power are more costly, he has trained to be able to reach his higher levels of output with much more ease. He refined his technique, and can cast spells seamlessly and spread devastation however he sees fit.



Fire elemental creation- refined: Imbuing fire with a shaped will and harnessing it's life, Lorenzo can create flame-like living beings that not only serve as scouts, but can even be used offensively by exploding remotely at will. This ability is not mere pyromancy, but something that is more alike to speaking to fire itself to create fauna or flora of great power.

While Lorenzo's senses are linked to the elemental beings, they cannot communicate directly to him if he is not present. Surprisingly enough, this ability is rather mana efficient. Do note that the familiars can grow in size, being able to cover wide areas if fed with enough flames. Making them grow without a large amount of fire nearby is possible, but much more taxing without the fire readily available.

On the other hand, the larger they are or the more magical power is fed into them, the stronger they will be and the wider the explosion will be. Finally, these familiars can take many shapes, up to the limits of his imagination. It is also important to note that the familiars can be imbued with varying levels of intelligence and sentience, and even take abstract shapes to strike foes.

Other Abilities:

Masterful Swordsmanship: After years of training at the art of the sword, Lorenzo has acquired a tremendous mastery of sword fighting, being able to hold his against sword masters with any blade through through his deceitful fighting style.

Hawk’s Eye (included in agility): Because of the harsh seas, Lorenzo developed his perception and eyesight to a great extent.

His eyes sharper than most men’s, he can quickly avert his gaze at a moment’s notice and analyze all elements that surround him to the most scrutinous detail. The pirate’s eyes can detect movement at speeds that would be normally impossible to notice, giving him a great edge in battle.

Undeath: Being an undead being with an artificial body, killing him the normal easy way ain’t gonna happen. He can feel the pain mind you, but he doesn't technically need any of his organs to survive. In a way, he's like a zombie, except a very pretty one with a body as functional as the real deal, courtesy of his new bosslady. Only special weapons, magic, anti-undead anythings and cute ladies can hope to topple him.


Equipment:

Rapier: A seemingly simple steel rapier. Light, solid and sharp, it provides a great close range offence when coupled with his skillful swordsmanship. The blade is coated with harmful venom that cripples those affected, slowly paralyzing the body from the wound.

However, this sword is no regular blade, for it is in fact a “key” to unleash “the Fiery Moon”, a colossal spectral ship that will soar into the skies if Remei was to dig the blade into the ground and utter the required incantation. Because this rapier is a great artifact, it will not be destroyed easily, and will reform even after being shattered, although the required duration of the blade’s recreation depends on the severity of the damage.


“The Fiery Moon”: Plunging his sword in the ground and chanting, Lorenzo summons a colossal burning front half of a magic haunting ship that leaves a ghostly trail of fire behind it. It is the very manifestation of Lorenzo’s dream of becoming the greatest pirate, a subconscious memory of his fallen ship materialized into ethereal form.

Even if the ravages of time and her opponents (Sepulchure) have been unkind to her, even fallen and burning, it boasts a beauty unlike any other.

Like a falling comet, a sword of fire cleaving the skies, the boat boasts speed competing with massive Dreadnoughts (40 km/h) and amazing destructive power. The damage is spoken through a massive amount of cannons that, when fired at full power, pour burning magic burning metal balls on its opponents like a lass squirting calamity from the rainy heavens.

While the cannons are immensely powerful and have a wide scale and range, to the point a house will crumble into ashes and rubble if hit directly by one of its barrages, they are not meant to be used against individual. As a whole, they can cause serious damage to a location, but they are not able to be aimed with precision at smaller scale structures.

Arms   

42 cannons:

Main Deck: 18 cannons

Gun deck:
20 cannons

Forecastle: 4 cannons

Bow: 2 triple-barreled bow chasers

Even if it's not any sturdier than a regular boat of it’s (huge) size, it does have a sort of particular property that lets it slowly repair itself. Even damaged, it will grow back to it’s original form, although the greater the destruction, the longer it will take for the ship to recover, up to a day or more if entirely annihilated.

While he can handle this lesser version of his ship with much more ease, it is still a final trump card that leaves him open when summoning it and taxes him.

Spyglass: A spyglass telescope composed of a metallic cylindrical casing; it contains lenses that magnify images from a distance.
This spyglass is light and sturdy, thus easy to carry around.

Awesome pirate clothes: This amazing piece of fabric didn’t summon itself. Why waste gold on defenses, information or shelter when you can buy swagger?


Origin:
There was once a pirate who sailed his seven seas. He had many companions, and even more lovers, but one day a beast sunk his ship, leaving the captain as the sole survivor. He found himself in an island, and after a while stumbled upon the Nexus. He lived bravely, condoning love, manliness and freedom above all else. However he died tragically saving a cute girl he had taken under his wing.

Bring us back to the present, Anna is an accomplished scholar who is nearing her elderly years. Knowing that her death may come soon, and having lived a life full of regrets after the death of her son, she sought the forbidden arts of necromancy in order to see him one last time. That idiotic, foolhardy boy, he just wanted to see her one last time. Kindling the flames of her life one last time, she performed the taboo and brought the dead back to life.

Being summoned by a mage, part of her memories had been implanted in him. He knew she had sought her son, and knew full well that he was not the one she had sought. The woman had failed, and used up the last threads of her body and her light in order to be granted this one miracle. Perhaps she knew it too, but he never confirmed it. Perhaps it was the right thing to do, even if it meant deceiving her.

In her last dying days, he had told her stories of books he read, tales of fantastical adventures and pirates at sea. He tended to her like a son, and even when she laid blind on her deathbed she cared for him like a mother.

She died a few weeks later, and for that he would weep. But in his heart, there was a fiery resolve that could not be shaken. A wish that resonated in all his being, shining his dark path with incandescence.

Live.


Weakness:

Magic resistance greatly limits his options since it nullifies most of his firepower. Anything that would extinguish flames not only lessens the effect of his own but can also weaken/kill him. Using his own flames is risky because his life depends on them, so having no nearby source of fire or combustion leaves him in a disadvantage.

Being undead, anything that works well on them works well on him. His bombastic larger than life persona also means you might as well throw the stealthy approach out in the water.

Pyromancy is a passionate craft, the arcane powers he uses and that sustain him are partially fueled by resolve, strong emotions and life essence itself. Weakening either of these will greatly compromise the quality of the flames and weaken him considerably. Alternatively, while weakening his magic somehow might not break his resolve, it can seriously weaken and cripple him outright.

His ship takes time, chanting and requires him to lay his weapons down and not burn anyone, which leaves him vulnerable.

He is also still unable to swim.


Likes: Elizabeth, his new bestie and rival captain Nepnep, wealth, adventure, discovering new places and things, fruit, food, women, men, the heat of battle, honest people, companionship, tea, treasure, pleasure, the wonders of modern society and capitalism, family, treachery.


Dislikes: Being tricked, bad food, sea monsters, smug rich people, smug people, self-righteousness, swimming, being sick, being undead, killjoys, the french, those who would harm a lady, his loved ones being hurt.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on December 17, 2016, 10:53:49 PM
Name: Liseth

Race: Human

Age: 20

Height: 6’1

Weight: Relatively light. Kind of. She’s a little heavy.

Appearance:
(http://i.imgur.com/qlFdFCs.jpg)

Physical Attributes

Strength: Human

Agility: Human

Constitution: Human

God Machine: There is an order to the world. Perhaps not one that can be seen or felt but it exists. Liseth is not only attuned to this order but something inside her has emulated it. Has learned its secrets and how to slip through the cracks in reality as it does in order to let Liseth achieve her mundane goals.

Many of these powers are very subtle. For example, from her pocket Liseth can pull out anything that could reasonably fit inside of there. On a grander scale she can open empty closets and boxes to find things that she has seen before inside there. Perhaps not the exact object but close enough but close enough. She can disguise conversation she has as ordinary chatter or whisper across a room as if she was right next to you. She can even erase evidence of her existence from an area, gain knowledge from consciously created things or structures as if she had made them piece by piece, unlock mundane objects and machines, and even vanish in the crowd to the point where even the most advanced cameras couldn’t spot her in it even if it had ages to do so.

However, there are more overt backdoors in reality that she can take. As long as there is no one around to witness her movements Liseth can move impossibly fast (Fantastic speed). She can pretty much walk out of the way of bullets or finish a race faster than most supernaturals could ever hope to. However, the moment she enters someone’s line of sight she is dragged back to reality and resumes normal speed.

She can also connect openings. A door may lead to another room inside the same building instead of an exit. But this a relatively localized phenomena. While you may end up somewhere else in the block you won’t end up on the other side of the city. She also has to know where these other openings are. Liseth can’t just send you randomly through doors.

Now that she has more experience Liseth has a few more options available to her. With a moment of time and privacy from the eyes of others she can instantly change her clothes as she sees fit. This goes well with another ability which allows her to assume the skills of any job at a professional level so long as she's wearing matching attire. Liseth may also speak to machines. She can tell them to do things such as open a program and type a message or refuse to work.

Her more overt abilities have also advanced with the power to outright tear a hole into reality leading to another plane of existence. The worlds of the Fae, the Underworld, and the many other strange and wondrous realms that border the real world are available to her. This doesn't protect her in any way from the dangers of these places, but it's still pretty neat.

However, her most potent ability is the ability to create Infrastructure. Unseen to even most supernaturals, the gears and pistons of Infrastructure hide within the structures of society and respond to Liseth's unconscious demand for additional power. It exploits the occult processes of the world through careful manipulation of those within its boundaries. It's nothing overt. Maybe you absentmindedly decide to fold a couple newspapers that ultimately end up getting burned up in fulfillment of some strange system.

Regardless of how it occurs the Infrastructure stores the power gained by exploiting these processes and uses the surplus to grow and collect even more energy. A cycle that allows Liseth a greater deal of power than usual.

When within the vicinity of her Infrastructure Liseth is aware of everything inside it as if it was her own body. When combined with her innate understanding of how a building was created and what it is composed of that makes hiding from her near impossible.

She can also enhance her natural abilities so that she can fill up rooms on the other side of a building with her powers so long as they are unobserved, or she can link up several doors and windows at once along with remotely locking and unlocking doors to keep someone confused or trapped in a building unless they start breaking things down.

It does take time to perform this act. Even after all this time Liseth only has Infrastructure at her own home and at the bar she frequents. Destroying the physical place that the Infrastructure is rooted in can destroy it, and unless she's either inside it or in the immediate vicinity its benefits are not available to her. Infrastructure also typically has a keystone. A vital component that will stall the machinery if it is removed or destroyed.

Cooking: She can steam rice, boil water, make scrambled eggs, and fry bacon. That’s basically it. Don’t judge.

Driving: She can drive, but she can’t do it very well. Liseth is terrified of actually steering a car.

Gamer: MLG. Plays all kinds of games. RTS, RPGs, map painting, FPS, and some more action and stealth oriented games. Sometimes she does fighting games as well. Mains White Justice against the Black Menace.

Quick Reader: She reads pretty fast. Comprehends about as quickly as well. It was a useful skill in English class, but wasn’t as useful outside of it.

Big Eater: Even for someone of her size Liseth can eat a pretty hefty amount. Only her equally hefty metabolism keeps her in her current state.

Origin: Liseth is completely normal. Or rather, she’s almost completely normal. She can’t remember when she heard the stealthy song of the orderly machine that didn’t really change her life all that much, but she knew she was young. There was something comforting in the grinding of gears and the flawless sound of shifting pipes. It resonated in her, and it wasn’t long before something inside her began to sing back.

It didn’t really alter her life in any spectacular way. She still went to school, played video games, argued with her parents and siblings, and binge watched anime while reading crummy fanfiction, but it was still there. Then one day she was out of lunch money and pulled out a twenty dollar bill to pay off the meal anyways.

Still, things didn’t get much different. It was more handy than life altering. She graduated high school, went to highschool, and just lived her life as simply as possible. Sometimes she would open the door to her house and enter her college, but so what? It was easier, less scary than driving, and she could erase any record of it if they found anything. She had a few 'jobs' here and there but they were mostly covers for the theoretically infinite amount of cash at her disposal. She took a loan and bought a house to everyone’s worry but her own. Furniture just happened to appear out of nowhere in no time and she had settled into a comfortable, leisurely life. Then the Nexus happened.

Weakness: She’s only really good at getting places. Can’t fight, can’t swim well, and at best knows some high school first aid. Almost everything can kill her.

Likes: Games, her online friends, anime, sleeping the day off, not having to pay for anything

Dislikes: Being reminded she isn’t home, people who talk like they’re objectively right, people who don’t look at all the facts, having her game time interrupted, being interrupted while listening to music, having to cook, having to drive, having existential crises in the shower, etc
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on December 17, 2016, 11:18:34 PM
Name: Meti

Race: Human

Age: 22

Height: 5’8

Weight: Somewhat light.

Appearance:
(http://i.imgur.com/Q3BpPpU.png)
(http://i.imgur.com/uXzGaI1.png)
Physical Attributes

Strength: Exceptional

Agility: Incredible

Constitution: Exceptional

Other Abilities:

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

Example skill:

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

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

Equipment:

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

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

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

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

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

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

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

Title: shit
Post by: Bern on December 30, 2016, 06:48:10 PM
Name: Neptune, Nep-Nep, Purple Heart

Race: CPU

Age: 10000+

Height:164 cm

Weight:48 kg


 Appearance:
(http://i.imgur.com/4tJogQZ.jpg)


(http://i.imgur.com/cKEX2S8.jpg)



Physical Attributes

Strength:Exceptional

Agility:Exceptional

Constitution:Exceptional



Other Abilities:

CPU Goddess : Neptune is the Console Patron Unit of the nation called Planeptune. As the Console Patron Unit she's tasked with being the nation's guardian diety and in exchange draws power from her subjects faith commonly referred to as Share Energy. Being a CPU she's both immortal of the unaging kind as well as immune to all common diseases. She also stays in peak physical condition no matter her diet.

Share Energy usually lies dormant in a pocket dimension, ready for her to draw out a moment's notice. Share Energy replenishes over time with the rate of it and the size of the reserves being proportional to the number of believers she has. Should the number of followers ever grow to a truly high number, she'd gain access to other abilities beyond mere stat increases when in HDD Form.

When not under the influence of Share Energy she appears to be a genuine average human with nothing supernatural about her.

Main Character

Neptune is the main character, what this means is that she has unprecedented knack for stumbling upon things she might need even if she doesn't realize it as time. The Main character is always right and can never be beaten unless the plot dictates it.

HDD Form :

As the goddess of Planeptune, Neptune is capable of undergoing a transformation using a Hard Drive Divinity disc. This changes her to her goddess form Purple Heart. In this form she becomes substantially more powerful and she also gains the ability to fly However due to the large strain put on her body she's only able to maintain it for a few minutes. She also gains a sword that looks like it originates from some far eastern land.

Appearance Purple Heart

(http://i.imgur.com/cceVpY1.jpg)


Physical Attributes

Strength:Heroic

Agility:Heroic

Constitution:Heroic


Neptune Break

The ultimate final attack, legend has it this mysterious technique could even break the game. Whether or not that's true, it's still a devastating high speed combo that's destroys the opposition in 15 crushing blows. can only be used once in a while. Using this while in HDD form makes her go out of it.


Equipment: Wields two swords of great quality in her normal form and one in her goddess form. The sword she wields in her goddess form is a manifestation of her powers and thus is virtually indestructible.


Origin: There's a number of nations in the world of Gamindustri, all of them ruled by a Console Patron Unit like Neptune. Neptune herself has ruled as the goddess of Planeptune for a very very very long time. So long in fact that it's hard to even remember how long. Well ruling might be overstating things as bit as the day to day affairs of the nation is handled by the administration of the Basilicom as well as the oracle Histoire. She mostly (read 25 hours a day) played video games like a total shut in otaku. And only occasionally, very occasionally, saved the world from whatever villain that wanted to destroy it. Not that most of them were even that bad to begin with in retrospect. No. This is not the time to ruin the main character’s introduction, they were totally bad guys, who stole candy from children and all that mean stuff. Anyways, Where were we? Oh right introductions. Let's just cut to the chase. Neptune like the usual klutz she is fell through a portal....again.


Weakness: She's naive but also genre savvy (note: she's both somehow, don't worry about such minor details when there's villains to smash.) Her HDD form isn't a permanent transformation and she's usually unable to use it for a while after it's been used.


Likes:
Pudding, Lazying off, playing video games, pudding, Being the main character, pudding, Plutie, video games. Someone's who's name might start with Ne....Nah that can't be right. Her first mate Lorenzo and also... cuddling with dogoos.


Dislikes:
Eggplants, mean people, villains, people who make her work, eggplants. Having her name pronounced the wrong way.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: YOLF on January 02, 2017, 02:39:15 AM
Name: Butler

Race: Abhuman

Age: Unknown

Height: 190 centimeters

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

Appearance:
(http://i.imgur.com/NSyyc5b.png)

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

Attributes

Strength: Fantastic

Agility: Incredible

Constitution:
Fantastic

Magic Ability: None.

Other Abilities:

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

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

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

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

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

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

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

Likes: Serving others, tidiness, entertaining masters, showing off his skills, dedicated people
Dislikes: Unprofessionalism, boorish people who fail despite ample chances to tip the scales in their favor
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: MissingMandible on January 15, 2017, 07:50:28 AM
Name: Gojira

Race: Mutated Kaiju, formerly a Gojirasaurus

Age: Unknown (Became sapient when arriving at the Nexus a few weeks ago)

Height: 6 feet 6 inches

Weight: 200 lbs

Appearance:
(http://i.imgur.com/4PSzvAU.jpg)



Attributes:

Strength: Fantastic

Agility: Exceptional

Constitution: Fantastic

Magical Ability: None



Other Abilities:

Atomic Breath: A powerful energy beam that glows a neon-blue. The heat ray burns at extreme temperatures, and causes a small explosion on the point of impact. This ability requires around four seconds of charge up, and it causes her dorsal plates to glow noticeably blue. Excessive use is draining, forcing her to rely on physical fighting for the most part.

Nuclear Pulse:
A burst of short-ranged energy that explodes outwards from her entire body. Knocks foes back, but, like the Atomic Breath, is taxing on her radioactive heart.

Regenerator G-1 Cells: These mutated stem cells reside in the bloodstream, quickly latching onto damaged flesh and healing her body. While they can't regrow limbs or prevent death, they allow her to heal rather grievous injuries in the matter of hours or days (Depending on the injury).

Burning Form:
(http://i.imgur.com/KPRcGOW.jpg)
When Gojira lets her rage overtake her, she overclocks her heart (which is essentially a biological nuclear reactor). Her body's temperature reaches to the point that being in close proximity to her could cause wood to spontaneously combust, steel to melt, and flesh to burn. Her Atomic Breath becomes more powerful, taking on a red violet color. This form could only be maintained for a couple of minutes, or else she risks her body melting. Afterwards, she would be on the verge of passing out due to spending most of her nuclear power.

Aqualungs:
Gojira has the ability to breath underwater as well as air. She is also a pretty strong swimmer.

Heat Resistance:
Gojira is immune to natural heat hazards (Up to and including taking a swim in a volcano), and has high resistance to heat based attacks.



Equipment:

None. She only has the clothing on her back.



Origins:
Gojira was once a dinosaur, surprisingly. She was of a species that survived the K-T Extinction, and lived on the Bikini Atoll island chain. During World War II, her slumber was interrupted by American soldiers, whom she promptly slaughtered only to be laid low by artillery fire from offshore naval vessels. The reptile somehow survived the encounter, and was there when the United States used her island for atomic bomb tests.

The radiation altered her form, the pain turned her into a monster.

Gojira quickly grew in size, rivaling skyscrapers in height. She gained the ability to breath atomic fire, and her wounds would rapidly heal. In the year 1954, she left her bombed out island, seeking revenge on those who hurt her so much. She soon found a colony of those puny apes, the inhabitants calling it "Tokyo." The Queen of the Monsters promptly brought fire and brimstone to the city, swatting away the pathetic resistance the humans put up with ease until she tired and returned to the sea.

A few days later, a couple of humans dived to her resting place, and set off something in the water. The pain was so intense - it was like her body was literally dissolving. Gojira tried to swim away, but she couldn't escape. With a final, defiant roar, she tried to destroy the human vessel that floated on the surface above her, only for her body to fail. The beast drifted to the bottom of the bay, eyes closing for what she thought would be for the last time.

Miraculously, she awoke again, but not in Tokyo Bay. She was in some new city, with a form that mostly resembled the very things she hated most. But with this new body came intelligence and clarity - though she despises humans, she respects the power that some of the other inhabitants of the city have. The Nexus shall be left intact...for a time.




Weaknesses: Physically, Gojira is weak against electricity and low temperatures. Destruction of her second brain in her waist would also paralyze her from the waist down - at least until the Regenerator G-1 Cells heal her. Enemies that have high strength could also seriously hurt her. The beast's arrogance, short temper, and pride would often get her into trouble. Though her nuclear heart naturally produces power, it can only produce so much at a time and the lack of atomic power plants in the city prevents her from recharging "on the fly."

Gojira also lacks finesse while fighting. This means that, while she has a mean roundhouse kick, she doesn't have any form or discipline when going into melee, instead relying on brute force to overcome her opponents.

Likes
Strength, confidence, warm places, fish/whales as food, respect, swimming

Dislikes:
Those who don't know their proper place, the cold, humans
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Panda on January 15, 2017, 08:19:18 PM
Name: Adjutor

Race: Human?

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

Height: 6’1

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

Appearance:
(http://i.imgur.com/44BmGRt.jpg)
The eyepatch was a one-time deal, never to be seen again. Mistakes were made.

Physical Attributes

Strength: Incredible

Agility: Incredible

Constitution: Incredible(Fantastic Stamina)

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

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

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

Other Abilities:

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

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

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

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

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

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

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

Equipment:

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

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

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

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

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

Twine: You can never have enough.

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

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

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

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

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

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

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

Dislikes: Bitter food, being alone, Xarrest, mental manipulation, supernatural or otherwise
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on February 11, 2017, 09:05:34 PM
Name: Jasey

Race: Human

Age: 18

Height: 5’8

Weight: Lightish

Appearance:

(http://i.imgur.com/7kPy7qa.jpg?1)
Physical Attributes

Strength: Fantastic

Agility: Exceptional (Fantastic in Shift)

Constitution: Fantastic

Other Abilities:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Dislikes: Drawn out murders, forgetting something at the scene, forgetting homework, being too full.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Panda on February 22, 2017, 06:10:02 PM
Name: Nero

Age: 19

Height: 6'1"

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

Appearance:

(http://i.imgur.com/5sJMuir.png)

Physical Attributes:

Strength: Incredible (Devil Bringer is Fantastic)

Agility: Incredible

Constitution: Incredible (Devil Bringer is Legendary)

Other Abilities:

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

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

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

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

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

Equipment:

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

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

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

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

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

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

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

Dislikes: Demons, pasta, being called a kid, having to use the Devil Bringer in public, missing mom/dad jokes, having to sit through religious stuff, silent types
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Meta on March 03, 2017, 01:55:14 AM
Will Jasper
Race: Human
Age: 18
Height: 6’1” (185 cm)
Weight:  170 lb (75kg)

Appearance: Left forearm is made of silver, from the fingertips to halfway to the elbow. Silver hand’s fingertip nails are filed to a point. Left arm is covered by a long and thin green glove. Lanky build, with strong legs and arms. Silver hair. A green patch over his left eye (hides a golden iris with a cat-like pupil)
(http://i.imgur.com/D38nSvU.png)

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

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

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

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

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

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

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

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

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

Dislikes: Creatures of the night, in particular werewolves. Bullies. Persistent prying into his secrets.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kat on March 11, 2017, 10:36:32 PM
Name: Urho

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

Age: 14

Height: 158 cm

Weight: 45 kg

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

Physical Attributes

Strength: Incredible (may rise to Fantastic)

Agility: Fantastic (may drop to Exceptional)

Constitution: Incredible (may rise to Fantastic)

Other Abilities

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

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

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

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

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

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

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

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

Dislikes: Girls, old timers, people who act monstrously with complete disregard for human life
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Kotomine_Rin on March 21, 2017, 12:12:26 AM
Name:  Engetsu

Race:  Demonic blade

Age:  Isn’t asking such a question kinda rude?

Height:  As tall as a standard nodachi. Otherwise 175 cm

Weight:  Totally rude.

Appearance:  (http://i.imgur.com/KbPJi5k.jpg)

Physical Attributes

Strength:  Incredible

Agility:  Fantastic

Constitution: Incredible (but his actual body, the weapon, is legendary)

Other Abilities: 

Superhuman skill:  Engetsu is a sword, a living weapon made for the sole purpose to murder and decimate his foes. The same way animals instinctively know how to survive, he knows how to wield himself with extreme proficiency.

Demonic blade:  Engetsu is a *demonic* sword, with a will of its own and forged in the fires of countless sacrificed souls that embed his steel with otherworldly power and life. Its properties mean it can interact cut magic and spiritual entities as easily as regular bodies. However, it is susceptible to holy magic, and while it is difficult to break him it can severely cripple him.

Demonic Boosting:  By imbuing its owner with demonic energy, it can boost one’s speed and reflexes way beyond the capabilities of normal humans, capping up to fantastic agility, while also making them less sensible to pain or susceptible to mental interference. However said boost works minimally to very little when someone is already absurdly fast.

Living weapon:  Engetsu is a demonic blade that can take many forms, and can shift seamlessly with a single stroke into all sorts of weapons, from spears to axes to swords and even shields made of countless blades stacked over one another like scales or chains.


Pretty Boy:  It can also manifest a spiritual body molded from its spirit. Because it's a proxy manifestation of its being, damage dealt to it will cause pain but will not truly destroy the blade. However, such a manifestation is difficult to make, so he can’t just reform the puppet with demonic energy as he pleases. He usually just houses it in his own blade, so it can pop in and out at will, but it will take time to reform if destroyed, a few hours at the least.

Equipment: 

Not much aside clothes and a twig and an inn he takes care of.

Origin: 

A long time ago, in a far eastern land, all kingdoms were plunged in an endless war for dominance. This constant bloodshed caused an imbalance in the spiritual realm, the many dead would not depart and their grudgeful spirits would remain bound to the earth as demons or yokai. Among these yokai, there were terrible blades that were possessed with demonic grudges and gained a will of their own.

Engetsu was one of these demonic swords, a terrible weapon would slay all those who approached the mountain where it resided. Because said mountains were in between two major cities, many warriors would try to clear the path, only adding more to the mountain of corpses.

Engetsu of the demonic mountains. To humans, he was fear itself.

And so, the mountains were abandoned, until one lone samurai braved the danger and stepped into the demon’s lair. But when the demonic sword approached the warrior, something was different. Most who came to intrude tried to kill him, but instead, she spoke to him.

At first, he was wary, suspecting her to deceive him. However, he could not kill her as long as she did not brandish her blade. But she would come every day, telling him stories of her village and speaking to him. Eventually, he asked her why did she not try to slay him. She answered, saying that he looked scared and lonely, and that she had lost her sword anyways.

The demon could not believe it. All this time, he had feared an unarmed girl? In the end, he smiled for the first time. Before he realized it, he had made a precious friend, and his fear of humans slowly waned. She was his first and only owner, whom he’d cherish even after her peaceful death.

Thus, a blade that might have known how to hate and murder those before it was instead taught love, compassion and care. Over the years, the villagers hailed it as a heroic samurai, and he enjoyed the feeling of being loved and wanted. He would protect the village for a thousand years, watching it grow and prosper, bonding with new people only to let them go.

And one day, he woke up in a strange land, one that did not seem like her… his village. But it was fine, even if it was far away from home, he still wanted to protect these humans who accepted him.
 
Weakness:  Iunno, he’s pretty strong. I guess since he’s demonic and all, holy or anty-spirit shenanigans and thingamajings can wreck his puppet easier, maybe even dispel it.

Likes:  Living, helping people out, cute swords, cute girls, living as he pleases, humans, a good fight, slaying (bad) demons, nature, relaxing.

Dislikes:  Scum, bloodshed, violence towards women or children, assholes, stubborn assholes, having to dislike things. He’s really chill and easygoing honestly, so there's few things he DOES dislike aside these.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: theunknownhero on March 28, 2017, 11:09:24 PM
Name: Caesar Anthonio Zeppeli

Race: Human

Age: 20

Height: 186 cm

Weight: 90 kg

Appearance: (http://vignette3.wikia.nocookie.net/jjba/images/5/54/CaesarA.png/revision/latest?cb=20161029000011)

Physical Attributes

Strength: Exceptional

Agility: Exceptional

Constitution: Exceptional

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

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

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

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

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

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

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

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

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

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

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

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

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

Dislikes: Lame guys, half-assed guys, the sound of peeling an apple, insects
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Elf on April 16, 2017, 03:43:44 AM
Name: Roderick Blakely

Race: Half-elf with draconic ancestry

Age: 19

Height: 6’1

Weight: More than a few stone.

Appearance: (http://i.imgur.com/UTrsOT0.jpg)
He also has golden dragon scales up and down his back and sides.  His spine is adorned with small golden spikes, much like a dragon’s back.  The rest of his body is the same flesh and blood associated with a humanoid.

Physical Attributes:

Strength: Human

Agility: Human

Constitution: Exceptional

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

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

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

Cantrips

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

Firebolt

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

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

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

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

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

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

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

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

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

Mending

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

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

Message

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

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

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

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

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

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

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

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

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

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

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

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


Other Abilities:

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

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

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

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

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


Equipment:

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

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

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

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


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

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

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

So he refused to marry her.

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

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

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

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

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

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


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

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

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


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

Dislikes: When Rhiannon is being a murder hobo and ignores him.  Demons.  The cold.  Ice.  Ice Cream.  Warlocks.  Beholders- too many eyes, they creep him out.  Necromancy.   His mother dearest.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: SINIB on April 17, 2017, 02:22:22 AM
Name: Olga Marie Animusphere

Nicknames: Olga, Marie, Maria

Race: Human

Age: 17

Height: 182cm

Weight: 70 kg

Appearance:
(https://i.imgur.com/XffcnxK.jpg)

Physical Attributes

Strength: Human (Exceptional with reinforcement)

Agility: Human (Exceptional with reinforcement, Incredible Reflexes)

Constitution: Human (Exceptional with reinforcement)

Magic: Extremely High

Olga is a prodigious mage from the extremely venerable Animusphere Family, one of the twelve great noble families of the Clock Tower. She would be an extremely powerful mage just from the magics stored in her crest, but also possesses top tier magic circuits in abundance, and an affinity with all five noble elements: fire, water, earth, air, and void, which allows her to use nearly any spell she desires with full effectiveness. All of these factors combined makes her a truly powerful mage only limited by her relative inexperience.

A magic crest is a tool mages from her world use to pass all of their knowledge and research on to their descendants by implanting a magic spell into their heir’s body. Each successive generation builds on the crest, expanding it slowly over countless generations. As a result, age is everything: not the age of the mage in question, but the age of their family. Olga Marie can trace her family tree all the way back to the 14th century, twenty generations ago, making her family one of the most powerful and influential noble families in the world of magic.

The Animusphere crest contains untold amounts of knowledge stored within it, and covers her entire body. While normally invisible, when she casts a spell using the crest, an incredible intricate and complex magical pattern lights up in neon green. Inside of it lies a wide variety of spells for a plethora of different uses. There are many combat spells, allowing her to cast many high level spells without an incantation, barriers, runes, charms, potions, how to make magical objects, and so on. Her father specialized in astronomy, and added many spells related to that topic, such as scrying, farsight, and some summoning rituals.

Olga herself is more interested in runic magic and modification of her body with magic. She knows many runes of exceptional strength, and can bind people of truly prodigious strength with the right preparation using them. She has modified the magic circuits in her eyes to allow her to bind people at a glance. Unless her target has the ability to flush her mana out of them somehow or resist her outright, they would be unable to get out of her spell. She has also made some more frivolous modifications to herself as well, and may make more in the future.

She can easily make basic magical items imbued with the power of this or that rune, and makes it a point to always carry around an assortment of spells for rapid use. The stunning spell she imbues the pebbles she carries around can bind amazing easily by creating large magic circles of light around them, and can even restrain people of incredible strength for a few seconds with just one. With preparation though she could reliably restrain even up to fantastic with her magic.
 
Furthermore, Marie is highly knowledgeable in the creation of bounded fields and is able to create very powerful defenses on the fly, able to easily withstand an rpg, or more given more time. She could also add on other effects as well that strengthens her magic, weakens her opponents, hides objects, etcetera.

Finally, she possesses three command seals on her left hand, crystallized miracles approaching true magic. She can use these to do things that would otherwise be utterly impossible for her, such as instant teleportation or forcing her servant to do things they do not want to do. These do however have some limits. If a task is truly difficult, one might not be enough, and if what she wanted to do required more than she had, then she’d be unable to do it. She possesses the theoretical knowledge of how to make more, courtesy of her father, however this would require a great ritual, excellent leylines to tap into, and most importantly, a lot of time. To make even one of these would take at least a month of preparation, provided she had access to all the required materials, and after that she would be able to produce at best a single one a day, making them extremely precious.

Equipment:
Magic Pebbles: Pebbles Olga Marie has enchanted with her runes. They can have various effects.

Origin:
Olga was born to immense pedigree, and lived up to the lofty expectations her family set for her. She got top grades at the clocktower, and inherited a lordship at an extremely young age.

She ran Chaldea for a while until she got pulled into Fuyuki where she met her servant and then ended up in the Nexus all of a sudden.

Weakness: Magic Resistance fucks her up. She suffers from hypertension and panic attacks on occasion, so if you catch her at an inopportune time, she's going to be fighting at a severely nerfed levels. No experience in close quarters combat, anyone with decent stats could beat her if they got close without much effort.

Likes: Being in control, Brutae, being cool and collected, having a servant

Dislikes: losing control, looking dumb, fools, the Irish
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Bern on April 23, 2017, 02:23:44 AM
Name: Marcus Junius Brutae

Race : Servant

Age: : Appears to be in her early 20’s

Height: 176 cm

Weight: Average for her height

Appearance:

(http://i.imgur.com/a4sowWU.jpg)



Stats:

Strength: Heroic

Agility: Fantastic

Constitution: Heroic


Other abilities:

Servant :
Brutae is a servant, a high level magical familiar capable of taking on an astral form in which she’s invisible to mundanes and also intangible, people with supernatural senses may still detect in her this form.

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


Magic Resistance: Very High
Saber possess a natural high degree of magical resistance capable of completely withstanding most ordinary magical attacks. Only greater magics are capable of affecting her and even they are reduced. She can consciously allow certain spells to affect her if they happen to be beneficial.


Skilled Swordwielder:
She has many years of fighting experience and is thus an expert at bladed combat.


Riding:
Saber can ride any common riding animal or pilot any mundane vehicle with the skill level of an expert.


Presence Concealment:
Saber is capable of remaining perfectly hidden as long as the conditions are optimal. She can’t however hide in plain sight nor is her sneaking skill good enough to remain hidden if someone is aware she’s there and is actively searching for her.


Noble Phantasm:
Name: Et tu Brute? Betrayal of one's kin.

A Noble Phantasm is the crystallisation of a miracle, the manifestation of the essence of a Heroic Spirit’s legend.

This Noble Phantasm is the  manifestation of the legend in which she betrayed her father, Gaius Julius Caesar one fateful March morning. Where she in a surprising turn of events stabbed him 23 times only to leave him to bleed to death.

The effects of this Noble Phantasm scales with how much her target trusts her. If she’s regarded as family the full effect will occur and the target will get stabbed 23 times instantly. If a person doesn’t know her or just met her it is no more effective than a normal attack. So it is effectively useless against strangers. Even against acquaintances it amounts to nothing more than a slightly more powerful attack than what she can usually do.


Origin: :

A Roman from the last days of the Republic. The famed murderer of Julius Caesar. Although she had help from several other senators she’s the one associated with the murder itself. She struck out of a pledge to protect Rome from the likes of tyrants but the reasons were soon forgotten and she was eventually painted as one of the three great betrayers. To be forever tortured at the center of the 9th circle of Hell. So while she never acted the part of an assassin in the majority of her life, Her Noble phantasm reflecting the action she’s most famous for is fitting of one.

She got summoned in Fuyuki by her current master in a strange Grail War full of corrupted Servants and an annoying Irishman.Bbut after dealing with the strange Grail War and removing the corrupted Saber, something strange happened and they found themselves pulled away from there into this new strange place.


Weaknesses : A Lack of real range attacks although throwing objects could make up for some of that. If not anchored to the material word by a mage she will eventually disappear. She also require a steady flow of Prana to function thus her capacity is directly related to the condition of her master. As a Servant she is also vulnerable to spiritual attacks. She cannot attack while in her Astral form but she can still be attacked by people who could interact with intangibles.


Likes : Teasing people, her master, being right, people who are capable.

Dislikes : Fools, dictators, barbarians, and more recently the Irish.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: yinsukin on April 25, 2017, 11:05:14 PM
Name: Pope Leo the Great

Race: Servant (Ruler)

Age: Ancient

Height: 5'9"

Weight: 190 lbs

Appearance:
(http://i4.mangareader.net/the-legend-of-koizumi/8/the-legend-of-koizumi-1166181.jpg)

Physical Attributes

Strength: Fantastic

Agility: Incredible

Constitution:Fantastic

Other Abilities:

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

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


Magic Resistance: High

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

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

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

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

Noble phantasm (anti army) : Archangel Micheal

Physical Attributes

Strength: Legendary

Agility: Fantastic

Constitution: Legendary

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

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

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

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

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

Equipment:

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

Weakness:

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


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

Origin:

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

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

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

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

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

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

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

With a shriek, the men fled.

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

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

The archangel chuckled, “Of course you did.”

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

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

Weakness:

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

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

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

Dislikes: Atillla, Longinus, Vanguard, Lucy


Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: BlackThief12 on May 04, 2017, 01:07:32 PM
Name: Hideaki Miyamoto

Race: Human/Heroic Spirit

Age: 17

Height: 5'7"

Weight: 127kg

Appearance: Blue hair with matching eyes, normal skin and average bodybuild, Hideaki wear a black sleeveless shirt underneath of a blue ​coat and black pant, he also wear a pair of black fingerless gloves.

In his Servant form, Hideaki's hair suddenly become longer that led to had it tied up in ponytail so as to not get his vision get obscured​ by it.  His clothes also change, wearing a blue hakamori and black hakama instead of his usual clothes.

Physical Attributes

Strength: Heroic (Legendary with Reinforce)

Agility: Heroic (Legendary with Reinforce)

Constitution: Heroic (Legendary with Reinforce)

Magic Scale: Low

Having only know of the basic spells, Hideaki is not that great of a Magus, having been describe as a Hedge Mage; that'd say, the basic spells is Reinforce (Let Hideaki's skin be as tough as metal), Structure Analysis (Analyze the structures​ of any object, letting Hideaki to see how the object work and what to use to either fix or disposes it safely), Heal, some resistance to magic, and a weak boundary field that alert him of an enemy's​ presence.

After being fused with a Heroic Spirit, Hideaki's​ Mana pool had been increased, allowed him to use the effect of spells much longer than normal.

Magic Resistance: High

After he became a Demi-servant, Hideaki was now capable of withstanding a high degree of spells, and some of the greater spells will be reduced​ because of this.

Other Abilities:
Demi-Servant: Being fused with a Heroic Spirit of Musashi Miyamoto, Hideaki gained the power and abilities of the Saber Class Servant while still retaining his human part.  While Hideaki doesn't have the ability to astralize like normal Servant, his personality is still the same as himself since it didn't fused unlike the Pseudo-Servant.

Expert Martial Artist: Hideaki had some experience in hand-to-hand combat, as he had gotten a blue belt in Kenpō, Nippon Kempo, and Kendo.  After being fused with the Heroic Spirit, Hideaki gained knowledge and skills of Kenjutsu and Hyōdō Niten Ichi-ryū in conjunction to his other martial arts, which he become more skillful at it.

Inherited Skills: Hideaki, being fused with one of the greatest swordsman in Japan, have gained knowledge and experience of the Kenjutsu alongside of the Hyōdō Niten Ichi-ryū, Musashi's famous fighting style that let Hideaki to dual wield katanas.  Hideaki also inherited Musashi's​ strength, speed and instinct, to the point that he can deflect bullets​ faster than the eye could see.

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

Origin: Having being born and raised as a normal citizens, Hideaki was unawared​ of his family's status as a heretical mages, who which to have his older sister - the heir of the Miyamoto families - to studied the world of magic while Hideaki himself would've​ lived a normal life in a world of mundane.  Unfortunately, life was never easy, as the Enforcers that were send to hunt them down had located them and slaughtered​ Hideaki's​ parent and kidnapped his sister; Hideaki survived and evaded captured because he wasn't home at that time, as he had stayed with one of his classmates for a project.

After Hideaki attended his parent's funeral, he left for Tokyo to find the Namikage family, as per his family's​ will.  When Hideaki met one of the members of the Namikage family, Zenko Namikage, he was quickly accepted as an apprentice in magic and Martial Arts for two to three years​ before being enlisted into Chaldea.

When the First Order is about to begin however, Lev Flaurios sabotaged​ Chaldea with bombs to detonated at critical point, including the master candidates with Hideaki amongst them.  However, just before Hideaki's​ life is about to be forfeit, a Heroic Spirit appeared and make a contract with Hideaki to turned him into a Demi-Servant for survival; by the time that Hideaki awaked, he find himself in Fuyuki in Servant form.

Hideaki ended up in Nexus after clearing the Singularity by a vortex that sucked him into another world.

Weakness: His lack of advance magic spells despite having large pools​ of mana means that Hideaki isn't suited for any roles of a magician, with a lack of range weaponry make him vulnerable in long range.  It is also know that Hideaki has no clue as to the identity of the Servant that he fused with, which prevented him from being ever use the Servant's Noble Phantasm.

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

Dislikes: Bad people, horror genre, bully, Magi, experimenting on​ living people, being alone.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on May 11, 2017, 12:34:16 AM
Name: Suzuko Dong-soo

Race: Human

Age: Late 20s

Height: 5’8

Weight: Average for her height.

Appearance:

(http://i.imgur.com/sVSOERO.png)

Physical Attributes

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

Agility: Human (Incredible)

Constitution: Human (Incredible)

Other Abilities:

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

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

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

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

Equipment:

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

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

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

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

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

Likes: Certain girls, love, her son

Dislikes: Men trying to get in bed with her, talking too much about her wife, rival companies
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: BlackThief12 on June 06, 2017, 07:09:22 AM
Name: Azure Northern Wind, Dragon Spirit of the Sun

Race: Human (Chosen of the Unconquered Sun)

Age: 24 (Looked like 18)

Height: 6"8

Weight: 198lbs

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

Physical Attributes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

(http://i.imgur.com/OT8BPRk.png)


 
Physical Attributes

Strength: Exceptional (Incredible with Bloodlust)
 
Agility: Incredible
 
Constitution: Incredible
 
Other Abilities:
 
Tactician: Ranked high in the military department, she had to formulate plans to exterminate the beasts. Good at pinpointing weaknesses, spotting people who are likely to transform, and a great leader.
 
Navigation: Can find her way around any town with the help of signs, compasses, and the sky. Derived from the simple fact that memorizing the streets is quicker than looking at a map.
 
Crude Medical Knowledge: Knows how to stitch a wound, make a splint, bandage and treat infections to a certain extent.
 
Advanced Healing Factor: She is distantly related to entities simply known as the Gods and possesses a greater propensity to heal a bit faster than regular humans. For example, it takes at least six weeks for a sprained ankle to function normally. It takes two weeks for Antonia to recover, less if she uses Blood Healing (explained below).
 
Deception: Throwing enemies off the track and leaving them confused as to where you went is a necessary skill for hunters. Examples include running down a hidden alleyway and making an unexpected attack.
 
Bloodlust: If she kills for too long, or kills many in a short amount of time, her pupils start to dilate and would begin to resemble a wolf: elongated limbs and canines; she would have considerably more strength and a near-insatiable urge to kill. The amount of strength gained is comparable to a beast, who can smash through walls with ease and throw prey up to 20 feet across. Though, if she manages to restrain herself (or somebody else restrains her) and return back to a “normal” state, then she cannot hunt for the next couple of days in fear that she triggers it again.
 
Nightvision: Self-explanatory. Cannot see perfectly in absolute darkness without a source of light, but has an impression on where objects are located and how to avoid them.
 
Magical Ability: Low
 
Aromatherapy: Monsters are blood-motivated creatures and will seek out the pungent source for food, or simply just to kill. Creates a new scent in the atmosphere with innate stamina, one that smells of rosemary, and masks her own, so the monsters are less inclined to follow a ghastly scent. 
 
Blood Healing: Consumes innate stamina to heal life-threatening wounds, such as broken bones and internal bleeding. She would live through the ordeal, but would be physically exhausted.
 
Scrying: Can use any smooth, shiny surface to observe anyone or anything, as long as she knows what it looks like and where it is. Can only see if there is a similar object in the area, and up to a one mile radius.
 
 
Equipment:
 
Fans: Her main weapons, holstered to her sides. There are silver knives concealed within the crimson folds, and are easily concealable in general. Remarkably heavy. Can be used to thrust, slash, and bluntly hit enemies. Can cut through wood, “soft” metal (lead), glass, and most importantly, a thick skin of fur and flesh.
 
Throwing Knives: Carries twenty of these at any time. Does minimal damage, but good for scouting out enemies and catching their attention.
 
Sewing Kit: For when the hunt is long, there are tears and rips in clothing, and stitching up wounds.
 
Ruby Pendant: A pendant encrusted with a large, admittedly ostentatious ruby, wrapped around her neck. Inside, lies a portrait of her family: parents, and three younger siblings. It is a reminder of who she is and what she believes in, so as to not lose herself in the hunt.
 
Origin: To live is to hunt.
 
Antonia hails from a country whose main industry is war and defense. It is determined to maintain peace within its borders and wage war in all other areas, and is by the military who encourages this behavior. Though, once the soldiers return home, they are also encouraged to pursue milder hobbies such as sewing, cooking, drawing, spending time with family, etc. to remind them of their humanity.
 
Inside is clean and well-kept, but outside, it is no-man’s land. The soil and rivers are saturated with blood from the existing beasts and bodies of human enemies. For the longest time, a delicate balance was maintained between the inside and the outside, but after centuries of ingrained warfare, it has been disrupted.
 
The hunters have become the hunted, as the most eccentric killers are starting or have transformed to become the beasts themselves. The country has been put on lockdown and Antonia has been charged to hunt down her own comrades, and once she turns, she will be hunted herself if she manages to survive after all of them have been eliminated. She has demonstrated considerable restraint when killing and almost never goes overboard.
 
Weakness: Cannot handle large groups of enemies, impulsive, foolishly independent and stubborn, does not know when to give up. Narrow minded. Limited use of magic.
 
Likes: The sea and other bodies of water, clean clothes, shiny things, chocolate, rivalries, salt and spices, chivalry and loyalty.
 
Dislikes: Disorder and disarray, living an unremarkable life, barbarity. Unjustified behavior. Being betrayed.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on July 15, 2017, 03:46:23 AM
Name: Beast-hunter Fangs-of-night King-of-blood Shape-master, Astarte

Race: Blood God

Age: 100+

Height: 5'1

Weight: Average for his height

Appearance:

(http://i.imgur.com/OM4iPMR.jpg)

Physical Attributes:

Strength: Incredible

Agility: Incredible (Fan reflexes)

Constitution: Incredible

Other Abilities:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Likes: Werewolves, feeding, vampires, humans, art

Dislikes: Fire, vampires who believe they're utter monsters, needless cruelty
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: yinsukin on August 23, 2017, 01:31:44 AM
Name: Sera

Race: Human

Age: 18

Height: 5 feet

Weight: 112Ib

Appearance: 

(http://i.imgur.com/CSscZMV.png)

Physical Attributes

Strength: Incredible

Agility: Incredible

Constitution: Amazing

Other Abilities:

Deep purple:  An ocular ability that gives Sera the ability to see and suck out the souls of whomever she is staring at, storing them in her body to be used later.  The second eye contact is made, a hand is summoned from her soul and reaches into the opponent's body and grabs their soul.  This hand is anchored by her soul but appears to come from her body. It is slow but powerful.  Once it grabs hold of your soul, she will either take her time and remove the soul safely or tear it out, killing the victim.  Either way, once it is pulled from the person's body, she becomes the owner of the soul.

Soul storage and body restoration:  Souls taken from people are stored in the body to be used however Sera sees fit.  She can return the soul to the body, causing it to be restored to peak condition, regardless of the damage sustained.  In addition, she can also place a soul in a different body if she so chooses.

Ghost projection: The other ability granted by deep purple is the ability to project physical ghosts of the deceased victim, with personality intact.  The ghosts are intangible to anyone other than those capable of interacting with spiritual entities.  In addition,  the ghosts can act independently, though they will always have the same will as Sera.  For example, if Sera wants to kill a person, that ghost will always desire the death of said person, but they will employ their own methods to achieve that goal.  However, any supernatural powers that the victim had will be not usable by the ghost.

Ghost stats:

Strength: Human

Agility: Exceptional

Constitution: Human

Sera currently has over a hundred souls to summon at a time.  However, she can also combine the ghosts into a giant ghost.

Phantom Titan:

Strength: Fantastic

Agility: Human

Constitution: Fantastic

Semi titan:

Strength: Incredible

Agility: Human

Constitution: Incredible

Equipment:

Pistol: Sera carries a small pistol holstered on the side of her hip.  She’s not very good at using it, but it's a fun toy regardless.

Knife: Same as the gun, though the knife is taped to her leg.

Origin:

Sera was 14 when she made her first kill.  It was a cold night, dimly lit by the light of the moon.  A rush of cold air flowed through the streets every few minutes, making it the perfect weather to bundle up.  That's why it warmed her heart. 

She was wearing a bright red puffy coat with brown snow pants.  He was wearing a big brown overcoat, complete with a scarf and gloves.  He matched her brown snow pants with similarly shaded brown slacks.  That’s why it was strange he wanted to touch her.

His hand reached out, moving down her face with a gentle touch.  Each stroke felt like a cosy scarf pressing on her cheeks.  She turned her head away from him and carefully put his hand down.  “N-no. Not right now…  I-im not ready.”

He scowled, growling in frustration.  “C’mon, don’t be like that!”

“Its just the first date...I”

The teen grabbed the tip of her wrist, wrapping his large hand around the sleeve of her red coat.  “I-I’m sorry. I’m a little...starved.”

The girl smiled.  It was just a little nice to see that he wanted her so badly.  She could only imagine how excited he would get when she showed some skin.  Well, if what he said earlier was true, he was just thinking about what she looked like on the tennis court.  She licked her lips just thinking about what would happen once he got his hands on her lean body.

“It’s ok,” she said, turning her head away from him.  Her face was getting red just thinking about it.

“Alright, then ill see you tomorrow,” he said.  He was trying to sound confident, but their was a stunted quality to his voice, as if he was trying to hide his nervousness, or shame.

“No.”

Before he even had time to turn around, she closed the distance between them, locking lips with the boy.  He wrapped his hands around her lower back.  The moist taste of his tongue, the way his lips seemed to merge with her own.  The hard length pressed against her body.  It was….intoxicating.  She wanted him, all of him.  She wanted his body, his soul, his mind.  She wanted to keep him...forever.

She pushed him against a wall and gripped his shirt, pulling him closer even as she pushed him back.  The two broke the kiss panting furiously, their chests growing and shrinking with the exchange of air.

“I thought you weren’t ready?!” he yelped.

For some reason, that sudden helplessness brought a wicked smile to her face.  It grew wider and wider while she grew more and more intoxicated by his expressions. “But if I let you leave now, you’ll find some other girl,” she said, wrapping her hand around his cock. 

As she stared into his pupils, she could see her own reflected in them.  Her deep blue eyes suddenly transformed into almost a neon purple hue.  “Sidney?  Megan?  Ladasha?  Probably Sidney.  Shes got really big tits for a girl our age.”

“Sera?  Whats wrong with you?  I thought you were more...shy?  This feels so out of character.”

“I don’t know whats going on either but… I have been feeling strange ever since my first… well cycle.  I’ve felt so insecure about it but now I think I get it.  This is.. Just another part of my body changing and growing.”

His hands dropped from her waist.  She began stroking his cock through his pants, moaning a bit as she moved her hands up and down his length.  Using her other hand, she grabbed him by his shirt, using the wall as leverage to lift him into the air.  Then, she threw him on the ground.

“Ahh!” he yelled, scrambling to get away.  She watched with a devilish grin as he climbed off the ground and ran away.  He dashed as fast as he could, constantly turning corners, running through shops and even using cars as cover, all so he could escape that crazy girl.

He stopped running, bending over to catch his breath.  His chest expanded and contracted rapidly and he could feel his heart stabbing him with its beats.  He looked up only to see the girl standing in front of him, smiling.

“Please… don’t hurt me.”

A hand reached out and grabbed his head, squeezing the front of his skull as he was lifted into the air.

“Nnnagh!” he cried.  “Please…”

“Don’t worry, ill keep you safe.”  Her eyes suddenly flashed a purple light, sucking his soul out of his body in the process.  It resided within her body now and all that was left of the boy was an empty husk.  The body was released from her grip, hitting the ground with a thud.

She touched the area between her legs.  It was wet  All the sudden, her eyes widened and her face grew red.  “Oh no, I got too excited!  But… it was fun...”

That was 4 years ago.  It didn’t take long for her to realize what she could do with such a power.  After she killed her date, she murdered the rest of his family, replacing their bodies with ghosts.  Over the next four years, she replaced her entire school with ghosts.  At 18 years old, she had turned an entire school into a ghost of what it was before, containing the souls of all its inhabitants within her body.

On the day of her graduation, a portal opened, offering her a second chance at life.  Out of pure curiosity, she stepped through it, arriving in the Nexus
Weakness:

Not a fighter:  While Sera is very in tune with a person’s soul and body, she does not have very much experience in fighting.  She has managed to beat most opponents through deceit or overwhelming force and rarely has to fight.

Likes:  Killing, boys,

Dislikes: Losing her souls, being outsmarted,
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Bern on October 18, 2017, 02:16:20 PM
Name: Goes by “Lizzie” Actual name remains a mystery.

Race: Godslayer

Age: An even bigger mystery than her name

Height: 168 cm

Weight: Many times heavier than her size would suggest.

Appearance:

(https://i.imgur.com/Gahxgc8.jpg)


Physical Attributes

Strength: Legendary

Agility: Fantastic

Constitution: Legendary

Magic Scale: None, Lizzie can't wield magic herself by she's attuned enough to it to sense lesser workings if it's in her immediate presence and greater ones can be sensed further away.


Other Abilities:

Denial of Providence:
Lizzie possesses an innate ability to circumvent Immortality and all it’s benefits. It can be likened to an absolute law enforced on reality itself by the sheer weight of her existence. She can’t truly manifest this power to its true potential yet and likely won’t be able to for a long time. The requirements to do so are unknown even to her and with no one left to teach her, it seems destined to be nothing more than a footnote in the annals of history.

However she is capable of of using this ability for one thing and that is to empower her blows with it. This gives her fists the ability of circumventing both immortality as well as all forms of healing that can be considered supernatural. Therefore the wounds she inflicts can only be healed over time.

Immortality:
Much like those despised despots she is also immortal. Although this only extends to the ravages of time as well as granting immunity to mundane illnesses and poisons.

Fighting Mastery:
Tales of her fighting prowess have spread far and wide throughout her homeworld. Some say she was born with a divine blessing, others that she trained with the nine great masters of Kumbala and inevitably surpassed them. All agree that the person who can match her in a fair fight has not been born yet.

What it effectively means is that she has mastered numerous forms of combat and can fight splendidly with almost any weapon imaginable.

Absolute Willpower:

Having been made for the sole purpose of bringing an end to the terryfing beings who called themselves dieties, and having endured countless horrific battles against these terrible beings and their sometimes even more terryfing servants has left Lizzie with an immense degree of mental fortitude. As such only truly powerful kinds of mental trickery stand any hope of affecting her mind and even they can ultimately be resisted by her with some effort.
 
Equipment::
Nothing besides what’s she’s wearing and some essential items.

Origin:
Long ago the world of Kumbala was almost torn apart during what’s commonly known as the Great Sundering. Historians mostly agree that that the Sundering happened as a result of the growing tensions between the different gods of Kumbala. The gods in their almighty hubris deigned themselves the masters of the world. There was only one problem. Every god made their own claim to the throne. This inevitably lead to a war between the gods.

Mankind was caught in the crossfire between these mighty figures. But they were far from helpless. The heroes of the realm, legendary warriors and magicians alike were able to keep were able to keep the worst of the conflict far away from the heavier populated areas. But at great cost. They realized that the situation wasn’t sustainable and their growing despair they prayed for a miracle.

And the miracle came.

Enter the Godslayers, an enigmatic race with an innate ability to defeat the gods. No one truly knows where they came from. Was it a stroke of pure luck or was it a cosmic prank by the trickster god Opnasi? They swiftly and mercilessly dwindled the number of gods until there was too few left to keep the war going. So the war ended. It was almost too good to be true.

That’s because it was too good to be true. While Humanity had been saved from the tyranny of the gods, that had come at the cost of gaining a new oppressor.

It didn’t take long for the Godslayers to exhibit the same negative traits as the ones they had once risen up against. The only saving grace was that they were much easier to dispose of due to the fact they stayed dead when killed.

Lizzie was one of the few of her kind to keep herself in check somewhat and thusly managing to coexist with the humans somewhat, since that era is long past and few beings remember those times. Which is why the relations between the species have mended somewhat.

Even so. 


Weakness:
Her arrogance blinds her, leading to her underestimating opponents on a regular basis. Lacks any real counters against magical abilities.

Likes:
Fighting, showing her superiority, protecting those weaker than her.

Dislikes:
Having to fight against opponents she can’t possibly lose against. People throwing their lives away in vain. Necromancy.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Umbra of Chaos on November 10, 2017, 11:42:53 PM
Name: Grigori

Race: Human

Age: 28

Height: 5’5

Weight: Average for her height

Appearance:

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

(https://i.imgur.com/4Qa6J7Q.jpg)
Physical Attributes:

Strength: Human

Agility: Human

Constitution: Human

Magic Ability - Divine: All magic is based off of the principles of chaos and order. Chaos is power and imagination, the force behind all magecraft. Order is direction and control, that which gives focus to that raw power. At her base she is already a prodigious spellcaster, but there are two ways by which Grigori may extract greater power from her spells.

By drawing more upon the powers of chaos she can amplify its effects, but this opens room for error. The spell could turn against her, be released indiscriminately, or transform her into a carrot. For obvious reasons she refrains from doing this despite the fact that the difference in power outclasses her normal output. The other option is to create a runic array granting order additional power at the cost of flexibility.

By carving runes into an object she inscribes the spell onto it can flood it with more power without having to worry about chaos' effects. The issue lies in the fact that if created on the fly the difference is nearly negligible to her own output. The more precise and detailed the runes are the more power she can flood into the array without worry. To reach a level of power beyond her average ability she would need to make a precise array with a large amount of the object’s surface covered in tiny symbols.

To Grigori there are few spells beyond her power and comprehension to cast. She can conjure conflagrations, shatter the earth, drown beasts with a mighty wave, and cleave a squad of soldiers in two with a slash of wind. Withering curses can cripple her foes as hexes bring their flesh to a boil. With a flick of her hand she can raise the dead as shambling creatures and with runes can create powerful abominations. She can create portals linked to a runic circle or set up powerful barriers.

Cores of magic and inscriptions can bring mighty golems to life or serve to power continuous spells. This becomes incredibly important when Grigori works on constructing defenses and fortifications. Her usage of runes allows her to create self sustaining spells of great potency that require little attention at all. Runic magic also allows her to cast multiple spells at once without much distraction to create powerful combos.

It is even possible for her to elevate her senses by perceiving the world through the lens of her soul, allowing her to visualize and hear beings far faster than her (Incredible). One of Grigori's most favored spells weaves her magic into the materials around her. This allows her to maneuver them freely at speeds equal to her own reactions. She can maintain this control even if the materials she manipulates are damaged, such as the fragments of a smashed boulder or molten rock if it has been heated enough. However, this is far from the sum of her ability. Grigori is the inheritor of knowledge stretching back countless generations and thus skilled in many forms of magic.

Unity: What is perhaps considered mastery of magical talent is the ability to act with unison with another as the gods did long ago. By engaging in physical contact Grigori can link her own magic to another mage over the course of a minute, intertwining their spirits and abilities with one another for a period of time. During this state they enter a state of perfect synergy, sharing the sum of their magical knowledge and power along with greatly amplifying the effects of their spells. This can be broken by the loss of physical contact. Because of the closeness of the ability and the fact that forming such a thing leaves Grigori incredibly vulnerable to attack on a spiritual level if the other person reacts negatively it is only done with great trust or desperation. Or if she tricks them.

Other Abilities:

Inheritor: The lineage of Grigori’s family is one of constant and unending success. Each child in their line has been more powerful than their parents, ensuring a slow but steady increase in power. However, just as her mother was an exceptional mage so is she. Her offspring is insured to be even greater than her if she ever bothers to have them.

Poker Face: In a fight between mages the worst thing you can be is obvious. In the midst of a battle whether she’s losing or winning Grigori can always manage to keep what she’s actually feeling hidden.

Origin: Grigori wants to live forever. She doesn’t consider this an especially selfish goal. It seems rather sensible, all things considered. There are so many things left to learn, things to see, people (of worth) to meet! She can’t let herself die yet!

There are worlds of magic to explore. She knows it. They lie just beyond the horizon. There might be powers beyond her understanding. Abilities she couldn’t dream of! How could she simply sit around and wait?

So she set forth. Generally killing and setting up stone research fortresses that she inevitably abandoned that served as decent dungeons for young adventurers. Her antics never made her particularly favorable in the eyes of either the worshippers of Stribog or Chaos, but it was of not great concern to them. Not until rumors of her summoning the god of death began to circulate. But thanks to the Nexus those rumors would stay rumors.

Now she is simply stranded. And a bit peeved. But overall rather fine considering that it wasn’t the worst arrival she has ever made.

Weaknesses: Runic arrays are very fragile. If even one rune is damaged the magic will be trapped inside it before building up and exploding.

If she’s surprised enough to use chaos to boost her magic it will blow up in her face about nine times out of ten. It’s a terrible ability to rely on.

Grigori lacks any close quarters combat experience and can be easily caught off guard when she’s constructing an array or researching.

Likes: Magic, the idea of living forever, mages of equivalent talent, she has a slight penchant for destructive magic, spicy food (preferably with noodles), dragons, research, new forms of magic

Dislikes: Considering her mortality, making average progress on her projects, crazies, content people, devout worshippers of the gods, mediocre mages
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on November 30, 2017, 02:39:39 AM
Name: 'Dogtooth' Okami

Race: Wolf-Man

Age: 26

Height: 8 feet tall

Weight: Fairly heavy due to musculature

Appearance:

(https://i.imgur.com/vyEvlq1.png)


Physical Attributes:

Strength: Heroic

Agility: Heroic

Constitution: Fantastic

Magic Ability - None

Other Abilities:

Instinct: There is nothing more reliable than a beast's instinct, Okami is a testament to that. His training and keen senses in the arena made him a fearsome foe to say the least. Additionally, his battle intuition is  sharp, to the point he can clash evenly with masters and see through feints of deceptions during battle, as well as being able to reflexively avoid ambush attacks or traps. His movements are rough and cannot be compared to martial arts, but not a single motion is wasted, every strike hits with power, fluidity and purpose. While he has no such ability, some even came to tell he could see two seconds in the future.

Canine Scent: Okami's scent is a scary thing. Though how much is attributed to his instinct is a mystery, he can smell lies or deceptions, as well as using it in conjunction with his keen intuition to read people's surface thoughts. If he has a scrap of blood or anything to detect a person's scent by, he will be able to track it kilometers away. To put it bluntly, you cannot hide from his nose.

Wolven tongue:  As a member of an ancient race deeply linked with canines, he can command wolves and dogs with nothing more than a word and understand the meaning behind theirs.

Inventory:

Fur scarf: A scarf and his one remaining memento of his family. He will treasure it above all else.


Origin: The wolfmen are an ancient tribe that lived as one with nature before the dawn of man. As humans cut down the forests and the trees to build their great palaces, disease and wars drove them out of their territories, until the once great tribe was nearly driven to extinction. His village was one of the few remaining, and for a while they lived in peace and harmony. But that peace would not last.

Now rarer than ever his kin were seen as a rare commodity, nothing more than beasts to be ripped from their homes and sold to the highest bidder. The young Okami was but a child when he was trapped during a hunting expedition and captured by a slaver guild, then brought to the master as a trophy.  His new master was a renowned monslave hunter, and his champions were amongst the most prestigious in the continent. It was because he saw a fierce will in his eyes and the potential of such a rare breed that he decided to train the young Okami, and with a harsh whip he broke and molded the young boy into a warrior fit to be a champion.

His master was cruel, but skilled in both the art of combat and the art of manipulation. He would promise the young boy freedom if he claimed the champion’s belt. He had nothing to return to, no home to cherish, but he still wished to live. Which is why he took them down one after the other, and soon became the arena’s favorite.

He was only 17 when he took his friend’s life and claimed the title of champion. His days as a gladiator over, Dogtooth disappeared, and his master was nowhere to be found as well. That is how his legend came to an abrupt end.

In the Nexus, he found himself alone, lost. He was offered to serve justice and become a part of the Elites. Without a home to go back to, he made his own. This time, he'll protect it for sure.

Weaknesses:

Okami’s family had been hunted down for their teeth, and because of the trauma he fears people uncovering his nature. Thus, he will go to great lengths to hide his mouth, even if it means giving up on exploiting an enemy’s opening, or outright stopping a fight.

While he is not one to be easily moved by panic, always keeping a calm and stoic attitude, he has a deeply ingrained fear of fire, and exposure to that element can cause him to grow sloppier as he tries to contain his panic and rage.

Silver is also lethal to him, and acts like a poison that can cause him excruciating pain and incapacitate him, or outright kill him. A sword or bullet coated with that metal will go through his body as if it was human flesh.

Finally, he has an absolute code of honor that prevents him from taking advantage of certain situations. He will not strike an already downed opponent twice, and his sentimentality makes children much harder for him to deal with, though surprisingly he has no issue going all out against women.



Likes: Flowers, nature, meat, being shown affection, animals (especially cute little puppies, they’re like little brothers to him), his comrades, those with whom he forges bonds deep enough to consider them part of his family, bellyrubs (he will NEVER admit it).

Dislikes: Violence and cruelty, especially towards nature. Fire, cages, being teased, being made fun of for his appearance, people who boast of his abilities (he finds it embarrassing but secretly likes it), those who threaten his pack.
   



 



 
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Bern on January 18, 2018, 04:04:58 AM
Name: Plutia, Lady Iris Heart

Race: Console Patron Unit

Age: Around a hundred years old

Height: 164 cm

Weight: 49 kg

Appearance:
(https://i.imgur.com/A8hIcWo.jpg)


Physical Attributes

Strength: Heroic (Legendary)
Agility: Heroic
Constitution: Heroic


Magic: Extremely High
Plutia is an extremely skilled magical user in the use of lightning magic but she also knows some magic from other schools. Her mana reserves are fairly large but would drain rather quickly if she were to go heavy on the casting, thankfully they replenish over the course of a few hours.

Lightning Magic: Her main offensive capabilities lies here, she’s capable of both enhancing her own physical blows with lightning making them hit with the equivalent of legendary force while also coming with the other properties associated with lightning such as electrocution. She is also capable of attacking at range with it, although the range attacks usually requires a bit of concentration but is far more powerful as a result. At her strongest she can even blast entire buildings apart with her lightning, being her most powerful spell it's not something she can easily replicate and she'll require rest after a few uses. Plutia cannot buff her melee strikes and strike at range at the same time, she's limited to one apllication of it at a time.

Voodoo: She can establish a link between a object she’s holding (usually a plushie) and an enemy she is fighting, making it so that anything she submits the object to is transferred over to the enemy. Establishing a link takes some time though and can be broken if they leave visual range.

Size Alteration: Plutia can change the size and mass of anything she’s holding and then throw it, it’s maximum scope is roughly the size of an elephant with the mass of a tank, the effect is a bit delayed and the mass increase doesn't occur until after she has thrown it. However she can only do it to inanimate objects that she can hold in her hands and it only works one way, that way being making it bigger. The bigger and the more mass she wants it to have when landing, the longer she needs to prep it and it takes several seconds for the full effect.

Healing: Her healing is pretty potent and she’s capable of fixing grevious wounds in one go and even make limbs regrow in a short period of time. However it is limited to one person at a time and takes several seconds to perform. Furthermore it can only treat injuries, any diseases or other ailments cannot be cured by it.

Other Abilities:

CPU Goddess: Plutia is the Console Patron Unit of the nation called Planeptune. As the Console Patron Unit she's tasked with being the nation's guardian deity and in exchange draws power from her subjects faith commonly referred to as Share Energy. Being a CPU she's both immortal of the unaging kind as well as immune to all common diseases. She also stays in peak physical condition no matter her diet. All CPU's are also capable of flight at speed comparable to their agility level.
Share Energy usually lies dormant in a pocket dimension, ready for her to draw out a moment's notice. Share Energy replenishes over time with the rate of it and the size of the reserves being proportional to the number of believers she has. Although that is how it usually operates but due to some strange anomaly she has found herself permanently trapped in her transformed state, as a result her two personalities have somewhat fused for good and for worse.

Equipment:

Whip Sword: A sword whip fusion of absolute madness, the blade is made of fanged segments that split in a way making it behave like a whip. This nigh unbreakable tool is perfect to punish people with. It’s sharp edges guarantees that anyone struck by it will not be having a good day.


Origin: Plutia is a Console Patron Unit hailing from the Ultra Dimension, there she is the guardian deity of the nation of Planeptune. By far the greatest nation on the continent all thanks to her. It’s so great in fact the other pitiful nations could never hope to ever be more than a shadow in comparison, and only a fool would ever claim otherwise. She’s been it’s Goddess for many many years now until one day while going off to see her bestest friend Noire she fell through a portal and ended up in a strange city. Stranger still she was in her big big form, and someone needed to be punished for this but she was soooo…. sleepy.

Weakness:

Limited Stamina: Plutia has limited stamina mostly for mental reasons as she simply can’t bother mustering the energy to do stuff half the time.

Overconfident: Plutia is likely to underestimate her opponents as she sees them all as being below her, their true place being beneath her boot.

Magic Resistance: Seeing as Plutia prefers to fight using her magic, anyone with magic resistance will have an advantage over her.

Likes: Noire, plushies, Bullying, Bullying her friends, Bullying Blanc. Naps

Dislikes: Other people bullying her friends, getting pulled away from her naps. People trying to stop her from bullying her friends, that’s the worst.
Title: Re: shit
Post by: Umbra of Chaos on January 19, 2018, 09:33:48 PM
Name: Anesa

Race: Human

Age: 100~

Height: 6’3

Weight: Proportional to her height

Appearance:

(https://i.imgur.com/UwnPw5Z.jpg)
Physical Attributes

Strength: Heroic

Agility: Fantastic

Constitution: Heroic

Magic Resistance - Very High: Holy protection against magic. It is raised to Extremely High if she drinks from her grail before combat.

Other Abilities:

Grail King: Anesa has a variety of powers and an equal amount of restrictions regarding her behavior and her ability to fight. For example, prior to entering combat she must recite a prayer and drink from a holy cup. If she fails to do so all of her stats go down in a rank for the duration of the fight. However, doing so successfully revitalizes her. Any wounds, diseases, and toxins will be instantly healed. Curses are broken so even powers that inhibit such healing are negated, and she will not grow weary nor have her fighting negatively affected by physical trauma. Magic and other supernatural abilities hold no sway over her mind or spirit during combat. If she does not enter combat after partaking of the cup or attempts to take multiple drinks it will burn her insides as punishment.

Lord of Horses: If her enemies rout Anesa may call forth a beautiful white warhorse (Heroic/Heroic/Fantastic) and a mighty lance. Once she does so she has no choice but to pursue her opponent and engage them in combat again. From that point she will not be able to retreat from the fight, and if forcibly dismounted the horse will immediately disappear.

Gracious Mercy: As a warrior, Anesa is obligated to offer and accept the surrender of her opponents so long as they have not betrayed her prior. If she does so any wounds inflicted by that person are healed. Failing to do this makes the wounds inflicted by them slow to heal, unaffected by Grail King, and impossible to remedy with magic or supernatural powers.

Oathkeeper: If Anesa makes a promise she is incapable of breaking it, no matter the consequences. Even if the cost is her life she is compelled to do so. If necessary, she will even lose control of her own body. However, she is also empowered by her promises. So long as it is in defense of her oath, she cannot suffer the loss in physical attributes by failing to partake from her grail before a fight.

Combat Veteran: With her decades of experience in combat Anesa is an incredibly capable warrior. While her personal weapon is the sword, she is easily capable of fighting off her foes with nearly any sort of weapon, even her bare hands, without a degradation in performance.

Equipment:

Holy Grail:

(https://i.imgur.com/LEUigWd.jpg)
Her drinking cup, blessed by a high priest. It is the third one she has had made. If lost she has a sort of sixth sense for telling where it is, although even with that it could take her time to find. It is otherwise no different than any other metal cup.


Sun Sword: Manifested whenever she enters in combat, it is a blade of seemingly ordinary metal that shines with a divine light. It burns both unholy creatures and monsters, and exorcises ghosts and spirits. If its blade rends the innocent, it will shatter and remain broken for the duration of the day.

Lion’s Armor:

(https://i.imgur.com/OOLqM8c.jpg)

If pressed in combat Anesa can coat herself in a powerful set of armor, requiring a Heroic strength character to hammer down on the same area with blunt force several times to make a significant dent. It lowers the potency of all physical attacks against her by a rank. She is not allowed to dodge any of her opponent's strikes once she wears the armor. If she does, it immediately shatters and her constitution is lowered by a rank for the rest of the fight. As punishment for her lack of valor, the armor cannot be invoked for the remainder of the day.

Champion’s Lance: Called forth when Anesa uses Lord of Horses, it has little properties other than the capacity to harm immaterial entities.

Origin: Born as an otherwise normal girl, Anesa has been led by destiny to where she is now. Every ritual and regulation, she knew them as well as her own two hands, and she could not stop herself from performing them.

But she hopes for the day where her recitations may cease, her hands are empty, and she may live as herself.

Weakness:

There are a variety of obligations with no benefit which Anesa must follow. She can never strike an enemy from stealth, ambush them, or attempt to use some poison or magic to slay them. Anesa must confront them directly. Other underhanded means such as taking hostages are similarly restricted. She cannot intentionally deceive another. 

Stealing or destroying the grail is also rather effective. If stolen she must recover it and if destroyed she must go through some effort to recreate it. The ceremony of partaking of the grail does require several seconds. As the grail is a normal physical object it is very easy for it to be inadvertently damaged in combat as she usually keeps it on her person.

Likes: Horses, long walks on the beach, banquets

Dislikes: Lies, having to go without food for too long, hypocrisy
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: Kotomine_Rin on January 22, 2018, 02:35:35 AM
Name: Rundas

Race: Demonic Shade

Age: died at 20

Height: 165 cm - grows to 185 when displaying her true form, which happens whenever she exerts a considerable amount of power

Weight: Normal for her size.

Appearance:

(https://i.imgur.com/YTH26n8.jpg)

(https://i.imgur.com/bLZHHjV.png)

Physical Attributes

Strength: Heroic

Agility: Heroic

Constitution: Fantastic

Magic Scale: None


Other Abilities:

Demonic Arsenal -Fangs of the Wild Hunt:
By drawing from her connections to the underworld, Rundas can create demonic lances that she wields in combat. By lifting her arm up, she summons a row of dozens thorns that rush forward from her position to impale her foes, and by pumping her fist she forms about a handful of them in the air above her foes in order to send them crashing down on them.

They are mighty, travel at legendary speed, and can pierce through heroic foes, but while her weapons are far from slow, there is a slight delay in both cases that makes it possible for characters of comparable agility to avoid the hellish spears.

Ragnarok: By channeling and focusing her demonic energy and hatred in her arm with a delay about as slight as her other spears, she can physically launch a greater spear with legendary force and speed, and shatter a building under her devastating throws. She throws her weapons with unparalleled accuracy. It is a devastating attack not because of some ultimate offense, but because it is a potent projectile that can be fired continuously and accurately.

To put it simply, if one does not actively try to avoid or block them they will not miss no matter what.

Skilled fighter: Rundas fought countless battles with her spear, but while her intuition and technical knowledge is masterful she employs a wild, feral style that exhibits its raw brutality fully without lacking in precision or finesse.

Heart of vengeance: As a vengeful spirit, her mind is incredibly hard to corrupt and mold. Her grudge is strong enough that it makes bending her memories and emotions a nearly futile effort. Her will is an extraordinary thing, the fact she has kept her strength and endured the pain of being constantly burned is a testament to that. But because her heart still throbs with pain and flames, she can never be freed from them.

Heart of avarice: As a spirit of greed and hunger, she keeps whatever she takes and steals on close clutches. Whatever she may claim as possession can be moved and stored in her shade. This includes her former body and her great treasures. However, she is dead, and because of that everything she once owned is also dead. They are nothing but figments of greed and delusions, illusions of wealth and power as fake as her appearance.However, a lie can be as believable as truth, and only the most skilled in the perceptive arts can tell the true nature of her manifested treasures.

Heart of treachery: As a spirit of betrayal, she was once betrayed and will betray in turn. However, she seems to be fighting her nature ever so foolishly, as if she could escape her sin. But on that night, the witch of the wild hunt tore her liars tongue. She may never tell a lie again.

Hollow: Rundas is neither dead or alive. She is only a shade, able to feel and act in the physical world but devoid of something. To put it into perspective, she is a bucket with a pierced hole at the bottom, thus no matter how much she tries to fill herself she will always be empty.

Demonic Nature: Being a demon, she crosses the line between life and death. While she uses an illusion to appear human, her true form is an oddity devoid of flesh that does not bleed but cracks and releases its lifeforce like a miasma if shattered.


Equipment:

Motorcycle She has grown fond of riding such devices.

Gift for a liar: A pocket mirror that will always remind her of her sins. It can reveal any illusion for what it truly is. It was neither stolen nor taken, but gifted to her by a cursed someone.

Origin: Rundas was once an ambitious warlord feared and respected throughout the lands. Thirsting to expand her rule, she consorted with a witch in order to gain greater power and influence, and deceived her in order to go as far as to steal her power. But the sorceress survived and sought revenge, tearing apart her group through malady and famine before tearing her soul.

If she survived, it was only due to her power which transformed her into something hollow and monstrous. She became a mistress of the wild hunt, and like many other demons she would have eventually forgotten her name and humanity. But she refused. She was born human, and she refused to die as anything less. She was too greedy to let go of her stolen power, and too ambitious to forget her former life, and because of that her greed will never be quenched. But perhaps she will find something that can satisfy her in the Nexus.

Weakness: Holy artifacts and attacks act on her body as if it were human, and covering her body with holy water will also utterly cripple her constitution. Her ranged pressure is powerful but she is unarmed for a moment whenever she launches her spear. Even then, she cannot strike at close and far range at once, and the slight delay makes it more manageable.

Likes: Competent people, the thrill of the hunt, glory and victory, hedonism, stabbing things, determined women, modern society, worthy warriors to crush under her heels, herself and enjoying companions useful to her, drinking, trampling and desecrating the weak, her bike.

Dislikes: Idiots, goody two shoes, people who talk too much, weaklings, cravens, uselessness, needless carnage (a war is preferable to a massacre), those who won’t go for what they desire, witches, losing her bike.
Title: Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
Post by: SINIB on January 31, 2018, 04:53:39 PM
Name: Mary Be

Race: Sakura

Age: 47

Height: 2 m

Weight: 46 kg

Appearance:
(https://i.imgur.com/fmrMKZ9.jpg)
(https://i.imgur.com/TGp3BMr.png)
The first is her general's uniform, while the second reflects her casual clothing.

Physical Attributes

Strength: Incredible

Agility: Legendary

Constitution: Incredible

Magic: None

Other Abilities:

Sakura Biology
Homo Sapien Sakuranus is a species closely related to humans, yet very different. Sakuras are superior in a number of ways, being far more physically strong, intelligent, speedier, and more durable than a normal human. They possess an uncanny ability to read a person, and are capable of telling if someone is telling the truth instinctually, and have a naturally persuasive air to them that is capable of swaying normal humans. They age slower than humans, and their figure is always perfect, maintaining a perfect body at all times. If they are injured, they heal at an accelerated rate compared to humans, although they cannot regenerate limbs (Mary’s legs are an exception to this rule.) Wounds that would take days to heal for a human will only take hours for a Sakura, and their bodies close up cuts automatically.

Futanari: Yes.

Authority of the Sakura
In addition to their natural superiority, some exceptionally powerful Sakuras possess further abilities unique to them, partially linked to their personalities. Mary’s ability is tied to her metallic legs and caused them to transform into such a form in the first place. She has impossible control over her body and joints, and can contort herself into physics defying poses. Her balancing ability has grown to the point of impossibility. She can balance perfectly upon any object, no matter how minute and can even balance upon a wall or a ceiling, so long as the bottom of one of her legs is touching the ground. She can stand or ride upon anything she desires to own herself.

Finally, her legs can slice through nearly anything with absolute ease. They cut through absolutely anything mundane as if it weren’t there, and even most supernatural entities would only offer as much resistance as butter does to a heated knife. Only high level magical artifacts would be capable of stopping her legs outright, while mid level ones would break after clashing for a bit with them. Things of Legendary and Heroic constitution would be able to resist her blows for a while, assuming they had some sort of supernatural presence to them. Taking down something with Heroic con doesn't take too much effort, but Legendary and above would require her to attack them repeatedly for at least several seconds(similar to heroic levels of damage). Every blow with her legs would chip away at their forms, and prolonged contact with them would be exceptionally bad.

Were one to completely resist the slicing effects of her legs, they would merely be an indestructible weapon she was hitting people with at incredible strength.

What gives her legs this property is a mysterious power known to the Sakuras as kouhai power, which is infused through her legs, also giving her her insanely high speed.

Experienced Fighter

Mary is a high level general in the army of her city, and has fought in countless battles, against both human revolts and invading armies alike. She has served with distinction, and is keenly aware and alert at all times, almost unnaturally so. It’s almost to the point that some even say she has a third eye in the back of her head...

Equipment: the clothes on her back, a change, her pride medal of honour(she wears it on her head). A small apartment flat, and a fair stockpile of cash in the bank.

Origin: Mary was born the second child to the illustrious Be family. She has grown up in luxury like nearly all Sakuras do, living off the fruits of inferior humans works. When she was a child she was frequently bullied and played with by her sister who had a bit of a nasty streak, she frequently stole Mary’s pets to play with them herself. This abuse lead to her extreme power manifesting such as it did. She couldn’t be bullied if she was the strongest. Her sister ceased her thefts after Mary smacked her up a few times.

It’s been years since then, and she has risen through the ranks in her city’s military, having fought with distinction and service throughout the years. She is the hero of the great human revolt, and along with her sister, led their forces through the jaws of defeat and utterly crushed the human's spirits.

Weakness: For a Sakura, Mary is incredibly fragile. A powerful area of effect attack or trap can easily take her out, and if you were to trap her in place she would have essentially no options left to her. She has no ranged options. If one were to cut her off from her kohai power somehow, she’d only be straight incredible and would probably fall over.

Magic is also troublesome for her. While she can dodge most effects, a bounded field could seriously hamper her ability to fight, as would any other spell that didn't have a physical form for her to melt away.

Likes: Her ideal senpai, humans who know their place, her sisters, people shorter than her, puzzles, crosswords, play, medals and awards,

Dislikes: Humans playing boss, people taller than her, pants(they get in the way and just don’t work with her legs.)