Dark Side of the Moon

Cross Effects => Cross Effects => Cross Effects 3.0-It was good while it lasted => Topic started by: SINIB on November 08, 2014, 07:35:30 PM

Title: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: SINIB on November 08, 2014, 07:35:30 PM
Name: Sakura Matou

Race: Modified Human

Age: 22

Height: 160 cm

Weight: 53 kg

Appearance: (https://i.imgur.com/8QLjBS0.jpg)

Physical Attributes

Strength: Human (Exceptional with reinforcement)

Agility: Human (Exceptional with reinforcement, Incredible Reflexes)

Constitution: Human (Exceptional with reinforcement)

Magic: Very High

Sakura is a powerful magus who specializes in a variety of different types of magic, which are listed below.

Shadow Magic
Sakura’s shadow is a type of magic innate to her that she can control(she can manipulate its features but not change its properties except for deciding what it digests) as easily as breathing. She can create infinitesimally thin ribbons that move amazingly fast(Amazing) and can cut people in half with a single swipe(amazing cutting power), or create familiars that at their largest size (utilizing all her mana reserves at once to create) are gigantic, about ten meters tall, and to fire off beams that can oneshot spirits with amazing constitution. Against non spiritual beings it is far far less effective.

Furthermore, she also has access to her own pocket dimension she can use to travel in between any of her shadows instantly. She has control over the dimension, and unless used against someone with supernatural means of escape, including throwing a great deal of mana around inside or someone who is extremely strong(incredible strength or higher), she would have no issues containing somebody inside for an indefinite period of time, digesting them with her magic until there was nothing left at all. Even a stronger person(Incredible) would have to struggle a bit with it, although they’d be able to escape after about ten minutes of struggling, tops.

Finally, because of her imaginary numbers affinity, she has an innate advantage against spirits. All her shadow attacks are much more effective against anything with a spiritual nature. However, there is an upper limit to the effectiveness of her affinity, and extremely high level spirits, such as a servant, would take an attack as if it was used against a normal human.

Matou Magic
When Zouken infested her with the crest worms, it not only gave him a way to control her, but also burned the Matou crest into her, giving her access to the full repertoire of the Matou bloodline’s spells. Because of this, she has a great deal of knowledge about the art of binding,absorption, and familarcraft. Using this magic, she is, for example, able to hide any leakage of prana from her body, essentially rendering her indistinguishable from a normal human. She can also send out a bolt of magic that will, assuming it connects, drain the target of a decent amount of their mana.

Another big feature of their brand of magecraft is the usage of familiars, specifically bugs in particular. She has a legion of small bugs, ants, bees, hornets, spiders, and many others, at her command, which she can replace by growing them using nothing but her own prana. While bugs are by no means the only kind of familiar she can create, they are by far her favorite. She can even create new and terrifying species of animals that are substantially more dangerous than their natural counterparts.

Bounded Fields
Sakura has become quite good at creating bounded fields over the years, particularly from being under the tutelage of her caster class servant, Faust. Given the time, she can create enormously complicated and incredibly strong defenses that can even take a shot from an rpg barely any worse for the wear in a couple hours. Even a basic defensive field that she can throw up in a matter of minutes is powerful, capable of keeping someone with incredible strength at bay.

She is of course, capable of creating fields with purposes other than defense. She can create many different kinds of detection fields, fields that voraciously drain all mana inside them or only the mana of those she wishes it to, fields that create illusions and mask her presence, among many others.

Alchemy
Sakura is also fairly versed in the art of alchemy. She can of course create mundane potions to cure various ailments, but can also do much more, such as transmute one material into another. Additionally, she can use it to create magical items with a specific purpose, although to create something particularly powerful it would take months or even possibly years of constant effort.

Healing
Healing is not by any means one of her main areas of expertise, but that doesn’t mean that she is a complete novice at it either. She has a thorough knowledge of all basic healing spells, and can use her magic to quickly regenerate most damage, excluding loss of limbs or other such extreme injuries, which she would need much more time to deal with. 

Connection to the Other Side
As a result of some circumstances in her past, she has a permanent connection to the "other side" and as a result has an infinite source of mana flowing into her at all times. She has to release it via magecraft or other such methods, or else the consequences wouldn't be pretty.

Other Abilities:

Cooking Sakura is a cooking enthusiast and is as good as many chefs.

Equipment:

Origin: Sakura was given away to the Matou family at a young age to be raised as their heir and reach the full potential of her abilities as a magus. However, instead she was raised in a highly abusive house and tortured on a daily basis for almost a decade. During the events of the fifth holy grail war, she found freedom and lived happily with her lover, Shirou Emiya, until she was pulled into the nexus three and a half years ago. There, she met Faust and learned underneath him.

Weakness: Anybody substantially faster than her could overwhelm her easily. While she has infinite mana, she does not have infinite output, and is as such held back by the limits of her circuits.

Likes: Shirou, Jeanne, Rin, Liseth, Archer, Rider, Cooking, Experimentation, Ghost Stories

Dislikes: Vampires, Zouken, Shinji, Abstinence
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: YOLF on November 11, 2014, 04:13:50 AM
Name: Mr. Tar/Henry Barthow/Leila Parking/Sariel
Race: Unchained demon
Age: 36/22 (Covers, years of activity as an Angel before the Fall measured in centuries)
Height: 176/160 Centimeters (198 in Demonic Form)

Appearance:
(http://i.imgur.com/Vs1iru7.png)
Green eyes and ruffled brown hair cut short without much attention paid to it frame a gruff, hard face. Henry's shave is also a little messy, and he already begins to show grey hairs.

Attributes (Demonic Form)
Strength: Human (Exceptional)
Agility: Exceptional
Constitution: Human (Incredible)
Magic Ability: None, but he's familiar enough with the occult to repel minor ghosts and the like through research and ritual.

Other Abilities:
Skills: Tar is an expert melee combatant, and quite skilled with firearms (especially pistols) and stunt driving. He has a keen investigative eye, is stealthy and familiar with illicit skills, and has cursory knowledge of computers and medicine. His uncanny sense for danger is a leftover from his abilities as an Angel.

Supernatural Tolerance: Medium/Low (Main Cover/Demonic Form). The metaphysical integrity of his identity or the potency of his soul-engine grant Tar some resistance against all harmful supernatural effects.

Cover: A mundane self used by the Demon to pass for human and hide their true form from scrutiny. More than a disguise, it is a "genuine" identity embedded into reality. The efficiency and authenticity of this identity rely on its complexity. Henry Barthow is a strong and intricate persona, supported by a great deal of information, being for all intents and purpose a complete life with few oddities. Leila Parking is his backup, a makeshift cover composed of little more than the bare minimum to support it.

Cover makes Tar biologically human, and may automatically trick any effects that reveal him as a supernatural being, making him register as a regular person. Another advantage of Cover is the ability to temporarily grant some assets and skills needed to support it. Looking into the background of a Cover and finding inconsistencies can undermine the foundation of the identity. In the same way, grossly breaking character, or using supernatural abilities can also serve to endanger its stability and wear it down.

Perfect Liar: Demons like Tar are perfect liars. They have total control of their physical tells. Because their reactions are completely de-coupled from their thoughts and emotions, they only express themselves deliberately. When they have or articulate a thought, they decide whether it is true or false in the split second it forms regardless of the objective truth or their beliefs. No method for detecting lies or truth can tell otherwise.

Mechanical Mind: Although fallen, demons retain advanced processing structures. Tar has a perfect memory and flawlessly remembers everything he has ever experienced. He has an aptitude for information and learns quickly. And in addition, he is fluent in every language which has at least one native human speaker.

Aetheric Soul: Tar doesn't technically have a soul - his spiritual core is an reactor where his thoughts and emotions originate and his various forms are stored. It allows him to perceive the working of occult physics through any magical occlusion, and to collect and store the byproduct energy of supernatural processes, which fuels some of his abilities. He can sense this aetheric energy by resonance with his.

Demonic Form: Tar's true form, hidden within his quantum soul-furnace, but accessible at the distance of a simple act of will. When he shifts to demonic form, shedding his human identity, Tar performs instinctive repairs on himself and begins to automatically draw in power.

His body becomes completely armored, with a featureless diamond visor replacing his face and functional wings of dripping tar sprouting from his back. His high density metal skeleton is practically unbreakable, and his metallic muscles like steel cables. His segmented plating provides total protection without hindering movement, and he can consume aetheric energy to make it even tougher. High temperatures and fire mean nothing to him due to the construction of his body and the alloys that compose it. He can accurately sense anything moving around him by vibration. His wings additionally serve as shields, and can be expanded around the whole of his form.

Returning to a human guise is more strenuous. If necessary, Tar can also assume aspects of his true form without a full transformation, which is generally subtler but also more energy consuming.

Going Loud: The final option of a demon. Tar can sacrifice a Cover to transform into his demonic form, completely destroying it for a massive boost of power. Tar's demonic might temporarily expands to the utmost, repairing nearly all wounds and filling him with energy. All embeds of material and precise effect are accessible, and all possible exploits become available for use.

Embeds: Backdoors in reality and pathways encoded into the workings of the universe that Tar can tap into for specific effects.
- Read Hostility: After activation, the demon is able to sense harmful intent in the nearby area. Anyone meaning to hurt them or a chosen target finds that their intentions betray them, as the demon automatically recognizes these aims and cannot be surprised or ambushed.
- Turn Blade: The demon can blunt a blade, soften a cudgel, and slow a bullet, so long as he can tell the attack is coming and the aggressor is within sight.
- Knockout Punch: A melee strike that will knock a target unconscious without causing them any damage. They regain consciousness after a stipulated amount of time or specific condition comes to pass, or a firm attempt at reviving them. Choosing to murder someone under this power is a risk to Cover.
- Check Backdrop: This embed controls precision to force the issue of restrained firearm use, making every shot that isn't carefully aimed automatically miss and harmlessly hit the environment.
- Synthesis: This allows Tar to learn the truth about a place and its history by observing how it has recently changed. But it's not the same as seeing what has happened, and the further back an event, the less information he can gain about it. This also does not penetrate mystical attempts to disguise the area's past, but may allow the realization that it has been altered.
- Strike First: No matter how cleverly an enemy sneaks up on Tar, this Embed allows him to seize the initiative and acquire a chance to act first. Even if surprised, he may use this ability to move before his enemies gain a leg up for the duration of the combat, though in practice this means nothing against foes of Incredible Agility or higher.
Exploits: Overt effects produced by overcharging the metaphysical equations of Embeds and redirecting the resulting burst of power.
- Hellfire: Aether overcharges a firearm, converting the bullets into consuming magical flame. The fire thus created sears through and incinerates obstacles, but does not spread. Every other characteristic of the gun is unchanged for the duration, but the barrel warps into a wider shape that drifts out wisps of brimstone. Hellfire weapons can burn through nearly everything, and those they kill leave only charred skeletons behind.
The Cipher: A mystical structure unique to each demon that broadens their understanding of reality as they unlock it, allowing them to modify and join occult equations to work subtle but impressive feats. At the end of the Cipher is a final techgnostic truth that teaches them something about the true nature of reality and their descent into hell. Tar has currently discovered two of its four keys, and unlocked one power out of three.
Interlock - Enmity Clouds Success: When activated, Tar weakens every weapon in his proximity used with the intent to harm another.
Pacts: Demons are able to forge pacts with others by patching aspects of reality to mutual benefit. A pact can grant a signer riches, fame, beauty, influence, great skill, even increased natural ability. In exchange, the demon takes bits and pieces of the contract-bound's life to add to his own or obtains something else from them. The contracts must be written agreements of some sort. Demons cannot lie in a pact, and the contractor must willingly sign it by their own hand. So long as the medium it is registered on remains intact, the pact remains unbroken. The contract itself is durable and is unaffected by time, but can be destroyed even by ordinary mean. The terms are set when the demon creates the pact and cannot be altered without express consent by all parties. Pacts are also transferable. Soul Pacts are the most infamous of pacts, allowing a demon to subdue a person's entire existence to create a new Cover. Unlike regular pacts, they must be signed in blood, and to collect them one must touch the signer.

Gear
Reinforced Trench Coat
Kevlar Vest
Colt M1911A1 (.45 ACP)
   - Ammunition
   - Detachable Suppressor
Handcuffs
Duct Tape
Lockpicking Tools

Origin: Once, this demon was the Guiding Shield Sariel, a steel warden on wings of light and the angel of an uncaring demiurge of gears and occult physics known as the God-Machine.

Created hundreds of years in the past, he was preserved in-between missions and re-used many times over long assignments on Earth. His assignments were ones of protection: as befitting his name, he was given the task to protect individuals who would guide events to where the God-Machine wished them to lead. Much to his eventual dismay, the ones he was set to shield were of the uglier side of mankind: murderers, tyrants, criminals, terrorists... As he saw more of the world through his various assignments and saw how these people treated others, what their victories and continued existence meant for civilization, and the suffering of those who had been their victims, he grew bitter in his duties. In what would be his last assignment as an Angel, he was given the identity of an undercover cop, with the mission to protect a local drug lord. During a firefight, he hesitated. He pondered just how many people the man would ruin before the God-Machine was done with him, and if it was all really worth it. That doubt controlled him, and he deliberately allowed the drug lord to get shot. Then he Fell.

After becoming a Demon, he altered his Cover to the guise of a private detective, and entered in cooperation with the local Agency. While trying to adapt to his new existence, he attempted to do small goods in the world as he collected information on the God-Machine. He undermined its operations and was a valuable resource against it, while continuing to look for the meaning of his descent to Hell.

While investigating a Splinter, he ended up in Nexus City. Confused, he scrambled for information and remained hidden for days on end, driven by paranoia. Given some time to process the information, he realized he had somehow found himself on a strange world where the masquerade did not exist, and neither did the God-Machine. While struggling to understand Nexus City and trying to find a way back, he has begun to carve a place for himself in it. Currently he is a part of the police force of Nexus City, and is working on keeping the streets as safe as possible.

Weakness: His more overt abilities might damage his Cover. Pacts cannot be signed with other Demons or beings of sufficiently alien nature.
Likes: Sweets, buddy cop movies, National Geographic, honesty
Dislikes: Criminals, arrogant bastards, paperwork, messed up systems
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Cherry Lover on November 18, 2014, 11:19:43 PM
Name: Medusa, usually goes by “Rider”

Race: Gorgon/Magical Familiar

Age: Unknown, but appears to be in her early 20s.

Height: 172 cm

Weight: 57 kg

Appearance:

Battle:
(http://darksidemoon.net/pictures/Rider/Rider_fight.jpg)

Casual:
(http://darksidemoon.net/pictures/Rider/Rider_casual.jpg)

Tall and extremely beautiful, with ample breasts, Rider is literally the ideal woman, produced from the wishes of the Ancient Greeks for perfect goddesses. As a result of her mystic eyes, she has unusual, square pupils.

Physical Attributes

Strength: Fantastic
Agility: Heroic
Constitution: Incredible

Magic Ability: Extremely High

As a mythical being from the Age of the Gods, Rider has some basic magical capacity. However, it is limited relative to her other skills, so this ability is very rarely demonstrated.

She also has an high supply of mana under normal circumstances, thanks to the high quality of her master, and is able to store a significant amount as a reserve. As a result, Rider has sufficient mana to sustain herself for some time in the absence of further activity, although fighting and other strenuous acts will reduce this time significantly.

Other Abilities:

Magic Resistance: Very High.

Magical attacks of rank high or lower will have no effect on her, and attacks of very high rank will have a very limited effect. Magic of rank "extremely high" will harm her, although the effect will be reduced somewhat.

Cybele, Mystic eyes of Petrification: Rider's mystic eyes can instantly petrify anyone whose mana supply is not at least very high. Those of higher rank may in some instances be petrified, and will always suffer a reduction in fighting ability.

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

Riding: Rider can ride any animal or machine aside from a Dragon, including Phantasmal and Divine beasts. In addition, she has the ability to summon a Pegasus as a mount. Pegasus is normally docile, however, and will not fight unless compelled to do so by Bellerophon.
 
Monstrous Strength: Using this, Rider can temporarily boost her Strength. However, using it too often will ultimately result in her turning into the Gorgon Medusa, and she dislikes using this skill for that reason.

Independent action: Rider can remain in the world for around a day without an anchor or prana source.

Noble Phantasms:
 
Bellerophon:

A golden bridle which allows Rider to fully control any mount. When attached to a mount (for example, Rider's Pegasus), this bridle increases all of its stats by one rank, and allows the mount to perform a powerful charge which will destroy any target.
 
Blood Fort Andromeda:
 
A bounded field which encloses the area in which it is set and cuts it off from the world. Everyone inside (aside from magi and the like) will be dissolved and turned into prana for Rider. However, this field takes around 10 days to set up, and thus is of little use to Rider in most circumstances, particularly since her master does not approve of her harming innocents.
 
Breaker Gorgon:
 
Bounded field that seals the target inside the mind of the user. Mainly used as a blindfold to seal Rider's mystic eyes, but can also be used by Rider to give other people erotic dreams and the like.

Pegasus:

Rider's primary mount, the original Pegasus, gifted to her by Poseidon and summoned by slitting her own throat. Due to its age, Rider's Pegasus is an immensely powerful Phantasmal Beast. However, due to his docile nature, Rider needs to use Bellerophon to force him to fight. In addition, the use of Bellerophon raises all of his stats by one level.

Strength: Heroic/Legendary (with Bellerophon)
Agility: Heroic/Legendary (with Bellerophon)
Constitution: Legendary/Godly (with Bellerophon)

Magic Resistance Divine

Pegasus is essentially immune to magic. No magic below divine rank can damage him, and even divine rank magic will only have a limited effect.

Origin: Born as a divine spirit out of the wishes of mankind for perfect gods, Medusa was exiled to the Shapeless Isle by Athena out of jealousy, and her sisters chose to join her there. As a result of killing and drinking the blood of numerous men who came to the island to kill her or to rape her sisters, she gradually turned into the Gorgon Medusa, even eventually eating her own sisters. She remained on the island until Perseus, with the aid of numerous Noble Phantasms given to him by the gods, was able to kill her. Following her death, her soul was sent to the Throne Of Heroes.
 
She was then summoned by Sakura into the fifth Holy Grail War, and dedicated herself to protecting her master by any means necessary. Initially, she was placed under the control of Shinji, but, after he proved to be an incompetent master, she was returned to her true master, Sakura. As Sakura gradually went insane seemingly due to a lack of prana, Rider supported and protected her, willing to kill her friends if necessary. However, after Sakura used her final command spell to order Sakura to protect Shirou no matter what, she recognised that it was not sufficient for Sakura to merely live, but that she wanted her to be happy, and for that to occur she needed to be sane, and to have her family around her. Therefore, when Sakura finally succumbed to the darkness, Rider assisted Shirou and Rin in their successful attempts to free her from it, and then flew Rin and Sakura out of the cavern whilst Shirou stayed behind to destroy the Grail, before later being rescued by Rider.
 
Once the war was over, Rider expected Sakura to break their contract and let Rider return to the Throne. However, Sakura's connection to the Grail left her with lots of excess prana, and she offered Rider the opportunity to remain in the world as her familiar, free to live as she desired. Still desiring to protect her master, and also to see how she would develop now she had been given a chance, Rider gladly accepted. Since then, Rider has remained as Sakura's loyal servant (and occasional nanny), whilst also living a life of her own. In order to facilitate her intergration into society (at least slightly), Rider has taken on the identity of "Tohsaka Raida", posing as Sakura and Rin's relative. With the help of their magic, and Shirou's connections to the Yakuza, Rider has been able to obtain identity documents and registration, allowing her to live more freely.

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

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

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

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

Weakness: Sakura – her anchor and source of prana. If you do succeed in killing her, Rider will be significantly weakened, and will disappear in a few days. However, her final hours will be spent trying to kill you in the most agonising way possible, so this might not be the wisest approach.

Likes: Reading, alcohol, snakes, beautiful girls, Sakura, Sakura's friends/family, Sakura being happy.

Dislikes: Sakura being hurt, anyone who hurts Sakura, mirrors, gods/godesses, Athena, Perseus.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: SINIB on December 28, 2014, 02:48:31 AM
Name: Noel Vermillion


Race: Murakumo Unit


Age: Eight


Height: 5'2"


Weight: 48kg


Appearance: (https://i.imgur.com/zTzg7pg.png)


(https://i.imgur.com/wlkLFd7.jpg)


(https://i.imgur.com/L0LbADS.jpg)


Physical Attributes


Strength: Fantastic


Agility: Fantastic


Constitution: Incredible


Magic: Very High

Noel has no aptitude for magic, she instead uses Ars Magus like most other people from her 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. Noel has the highest aptitude ever recorded for it in the history of the NOL.

Noel is highly proficient in a wide variety of ars, from binding to healing, and many utilitarian spells. She can also probably fire energy bolts, but they'd be far weaker than her normal attacks so she never bothers. She can light fires, heal wounds and fix broken bones, create traps, and change the temperature, among other uses. She mostly uses it to create extremely powerful barriers that can block heroic levels of damage. The stronger the attack, the more it drains her barrier and if it’s forcibly broken it puts her off balance, and she’ll require a few seconds before she can put a new one up. In a pinch, she can overload her barrier and "burst" it, creating a powerful shockwave that will blow even the most durable enemies away. This has the effect of decimating her barrier, and it'll take a period of rest before she can put up a barrier again.

Other Abilities:


Eye of the Azure

Noel is the eye of the Azure, the representative of the Master Unit Amaterasu on earth. She can tap into a font of boundless energy, which she uses to power her attacks. It is the basis for many of her abilities, such as her observation.

As the avatar of Amateratsu, Noel's soul is of unparalleled and incomperable quality. To those who are attuned to it, it might appear as akin to a flawlessly cut gem of indescribable rarity glistening with a vibrant and glowing shade of deep blue. It is instantly eye catching and impossible not to notice.


Observer


Observation: As an observer, Noel possesses the talent to observe phenomena and ascribe them legitimacy. When she uses this power, she can reinforce the existence of anything she chooses to. The most notable effect she can create is phenomena intervention, which allows her to intervene in a limited manner in reality. She could increase gravity, nullify an attack, or ensure the success of an attack, among other various effects. She is currently unable to do large scale reality warping due to lack of training with this skill.


Immortality: As an observer, Noel fundamentally lacks the concept of death. While this certainly does not prevent her from suffering truly grievous injuries, it is fundamentally impossible for her to be slain by any means. Any wounds inflicted upon her will eventually close up and revert to normal, no matter how absolutely damaging. She's also unaging and eternally youthful.


Expert Marksman

When using a gun, Noel is unbelievably accurate, able to snipe things with her pistols from ages away, and easily is able to accurately calculate exactly the coordinates she needs to hit with an explosion.


Melee Skill

While her fighting style prefers mid range combat and zone control, Noel does not lack for options in melee range and is quite capable. She can fight with a combination of her fists, arm blades, kicks, summoned swords, and lasers to thoroughly suppress an equally fast opponent.


Murakumo Unit

Noel is a murakumo unit, a type of artificial human designed to traverse the boundary, which is absolutely lethal to normal humans. She is utterly immune to the negative effects of seithr, and more importantly, is supremely difficult to kill. She regenerates from even the most grievous of injuries right in front of your eyes, limbs regrowing and wounds closing shut within a matter of minutes. She can also create portals at will. Which she can use to move her swords around the battlefield rapidly. She also has nearly limitless stamina. Finally, her soul is highly resistant to damage and as a result soul based attacks have a very limited effect upon her.


Equipment:

Nox Nyctores: Lux Sanctus

Noel's Murakumo form. It is as much a part of her as her body, and she can summon it at will. While it is equipped, she has omnidirectional sight and as a result is very difficult to sneak attack or catch off guard. As with her sister units, Mu is a very deadly opponent on the battlefield. As the Kusanagi, the Godslayer, she was designed for the sole purpose of destroying the Amaterasu Unit. When fusing with the true Azure, she dons an advanced version of the armor worn by Nu and Lambda. Like them, she has the ability to hover and fly through the air, and can use the disembodied swords behind her to attack and defend herself. These blades move with a thought, and move at fantastic speeds and hit at fantastic strength. She can summon up to eighth at a time, and if one were to be destroyed, she could instantly recreate a new one in its place.



She is also able to conjure up an energy barrier by forming the blades into a rhombus-like formation that can block most attacks. Mu possesses spatial related powers, preemptively striking opponents by opening wormholes and stabbing her weapons through to the other side and attack them at a distance. She can create these anywhere within her line of sight, and if she knows the exact coordinates she can create them there as well. She is also capable of sending things other than her swords through the portals, such as her body or miscellaneous objects. She can summon giant swords in lieu of her normal ones that are about the size of a double length bus, which hits at heroic levels of damage and can pierce through buildings with ease, but is rather large and unwieldy, and as a result would be relatively easy to dodge if one weren't immobilized. She can also use this to block against attacks.


She can also summon small drones that fly around and shoot lasers. She uses these to help her control the battlefield, and the weak lasers hit at around fantastic levels of damage. She can also fire charged shots that move slower, but also hit far harder, for heroic levels of damage. She controls them with her mind, and can send them hurtling towards enemies, fire the lasers while moving, and even detonate them for fantastic levels of damage. Her overdrive allows her to make them rapidfire and temporarily totally bombard her opponents with rapidfire blasts for about ten seconds at a time. This recharges after about ten minutes.


Furthermore, she can create sparking balls of electricity called arrows of heaven, which she fires at her opponents. They don't deal much damage, but they possess a powerful stunning effect that immobilizes enemies until they pass through them. She can also create several that circle around her, taking hits for her and zapping opponents in close range fighting against her.


She can also create immobilizing barriers that temporarily prevent her opponents from moving or fighting back. She can only create them directly in front of her, but if you're caught she can combo you for major damage. As do all Nox Nyctores, her attacks deal spiritual/soul damage.


Finally, she can directly create explosions and shoot a wave of large fantastic strength explosions that explode successively from right in front of her to twenty meters away.

As a living Nox Nyctores, all of her attacks rend at the soul, causing the body to remember the damage even after it would have normally properly healed, and it hinders regeneration and magical healings.


An assortment of guns Noel is a bit of a gun fanatic and possesses a wide assortment of various guns of all shapes and sizes in her apartment. She often carries around a pair of oversized enchanted magnums that shoot bullets at heroic speeds and hit for fantastic levels of damage. They’re incredibly durable, and painted light blue and pink, respectively. She’s even named them, although she’d never tell anyone about that part.


Origin: Noel was made in the 5th Hierarchical City of Ibukido, and she was the twelfth unit created; she was christened μ-No.12. She was created to serve as the ultimate weapon for Sector Seven to use against the Novus Orbum Librarium, but her smelting was interrupted by Takamagahara, who fired Take-Mikazuchi upon the city, which utterly razed the city, obliterating every living thing within the blast radius. Noel was in the process of being smelted and in a cocoon state, allowing her to survive the explosion, but was left without any identity.


She was later found and adopted by Edgar and Clair Vermillion and renamed Noel Vermillion. While living within the household, she gained possession of the Nox Nyctores Bolverk after being attacked by a monster in the forest.


Noel later joined the Military Academy in order to prevent the banishment of her adoptive family from the NOL. At the academy, she met her two best friends, Makoto Nanaya and Tsubaki Yayoi. She also met Jin Kisaragi, the student council president, who treated her like dirt due to her resemblance to his sister.


Six months before she was expected to graduate, Noel was given an offer to immediately join the Praetorian Guard, where she would serve as Jin's secretary. She accepted the deal in exchange for the restoration of the Vermillions' status as nobility.


While she served under Jin, he treated her at least as badly, possibly worse, as when they were in the Academy together. When Jin abandoned his post in order to chase after Ragna the Bloodedge, Noel was ordered to return him to his post unless she ran into Ragna, whom she was ordered not to engage with under any circumstances.


Her mission led her to the city of Kagutsuchi, where, long story short, she engaged with Ragna, battled the Murakumo Unit Nu-13, saves Ragna from being pulled into the cauldron by Nu, and was targeted for assassination by the NOL.


After this, she and Ragna spilt up, and she ran around Kagutsuchi doing this and that, ended up being captured by Hazama who smelted her into the Kusanagi, the godslayer, which he intended on using to destroy the master unit. However, she was saved by Ragna. She fled from the NOL to Sector Seven with Tager and Makoto.


She then joined a rebellion movement against the current NOL Imperator led by the Duodecum of the Librarium. Rachel taught her how to take control of her powers as Mu which she used to save Tsubaki from a mind control spell. She helped fight a big monster and save the world.


She recently found herself inside a strange city she has found out is called the Nexus with no idea of how she got there or how to get out. She's settled in rather nicely and enjoys living a cushy life without all the responsibilities of her old world. She owns a nice cozy house just right for her and "works" as a musician now, expressing herself through song. She actually makes most of her money from occasionally clearing a large bounty, however.


Weakness: phenomena intervention is hard and gives her a massive headache to the point that using it more than once in a while makes her unable to fight through the pain. People stealing her poems. Immortality breaking attacks.


Likes: poetry, the neet life, pornography, not having to work or worry about big events destroying the world for once, napping, cute things, fluffy tails, singing, posting videos on youtube


Dislikes: bugs, relius clover, gross things, working, being bullied, mean comments





Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: yinsukin on March 06, 2015, 01:29:37 AM
Name: Medaka Kurokami

Race: Half Oddity/vampire

Age: 15

Height: 166.2 cm

Weight: 56 kg

Appearance:  Add golden eyes and this is it:  (http://i.imgur.com/2QKwE9p.jpg)

Physical Attributes

Strength: Fantastic

Agility: Heroic

Constitution: Fantastic

Magical abilities: High

Gravity magic:  After awakening her magical potential, Medaka quickly learned to harness leylines, the natural paranormal power of the earth to manifest magical power.  Her own personality manifested the element of gravity and fire, allowing her to control the intensity of our natural pull to the earth.  By focusing on something, she can sharpen or weaken their pull to the ground.  Someone who weighs 10 pounds can easily feel they weigh 300 pounds or nothing at all.  Of course, she is capable of manipulating her own weight as well.

In addition, she is capable of adjusting how gravity works for a target, forcing them to walk on walls or ceilings rather than the ground.  She can also use her powers over gravity to essentially fly.  Her abilities are not limited to targeting only one person or object, but it does weaken its effects.

Gravity infusion:  Medaka is capable of infusing an item or person with a charge of magical energy.  With enough force, the magical energy can be released and a powerful gravity effect is thrust upon the victim.

Gravity clones:  A version of her clone ability that infuses the normally harmless illusions with gravity magic.  If the opponent fails to strike the real Medaka, they will be struck with an intense gravity magic effect.

Other Abilities:

Advanced Growth Rate: Medaka is incredibly gifted. By the time she was six months old, she had matured much more than her older siblings, progressing through infancy at an accelerated rate. Nobody was capable of teaching her anything because she could perfectly; learn, memorize, recall, understand, master, and utilize anything and any skill by experiencing or observing it, within seconds. She has a limitless capacity for learning and growth.

Superhuman Physiology: Medaka naturally possesses a bevy of superhuman skills: adaptability, agility, analysis, awareness, balance, calculation, charisma, cognition, to name a few. She has shown off many feats including: balancing on a small arm water wing, destroying a school building while constricted by tiny wires, and quickly moving three members of the Student Council into lockers in seconds before a giant explosion occurred.

Body Supremacy: she is capable of near complete, precise control of the movements and functions of all her muscles, bones, flesh, blood, organs, nerves, hair, and veins, and she can control them with both conscious and/or subconscious command. This makes her immune to forced motor control by others and allows her to adjust or improve her body functions.

Alpha Presence: Medaka's status as an "Alpha" among humans. People who meet her will recognize she has a grand, powerful presence; they'll know that she is abnormal, unlike them. If one saw her in a crowd, she would immediately stand out, no matter how big the crowd is.  Animals instinctively fear her because they recognize her as the absolute peak of the food chain.

Combat Expert: Medaka is a Red Belt in Judo and is highly skilled in Kendo. Using only the basics of what is taught, she could do the Replication Technique (stepping forwards and backwards so fast that she creates clones of herself) and steal things out of peoples hands without anyone noticing. Medaka has also learned to catch bullets in her mouth as a form of self-defense.

Kurokami Phantom: One of Medaka's signature moves, she first jumps up and down, dragging out the noise so that the sound of her feet tapping on the floor isn't heard until after her feet have left the floor again. Once the sound lag is at its fullest, Medaka blows forward, producing a sonic boom that destroys everything in her front of and behind her. Because she moves faster than the eye can see, the opponent won't be able to react until after she has already hit them. However, this causes extreme physical stress on her body and will incapacitate her until she takes the time to heal the damage.

War God Mode: Medaka's trump card: when Medaka is enraged, she goes into War God Mode. When in War God Mode, she loses her sense of humanity and goes berserk, while her hair turns fluorescent red. Medaka's presence becomes so ominous and evil that even people with the strongest of wills can be unnerved by it. Her physical strength  and constitution both increase drastically, allowing her to deal out devastating attacks while shrugging off horrific injuries. Medaka only assumes war god under intense emotional stress.
Stats:

Strength: Heroic

Agility: Heroic

Constitution: Heroic

Vampiric Regeneration:  Medaka now can heal from almost any injury given enough time.  She can reattach her limbs and close minor wounds at will.  She can also speed up, slow down or even stop her regeneration if she so chooses.

Empathetic connection: Medaka has a sort of psychic emotional connection to Shinobu, which gives her the ability to sense strong emotions over distances.  In addition, she is also able to tell where Shinobu is at any given time.

Half vampire state:  Due to Vanguard's hold on Medaka’s soul, she is not a full vampire and therefore not subject to some of their strengths and weaknesses.  She has no weakness to sunlight.  However, on the other end, she has no increase in strength or speed.  Obviously, this state of being is subject to change as her story continues.

Possessed soul: Toe, now Vanguard took possession of Medaka’s soul, marked by a stamp on her breast.  This means that Medaka has an obligation to serve him.  Unknown to her, Theodore can use his hold to call her to him if the need ever arises as well as a few other things.  However, currently he has not incurred this hold over her.  Furthermore, the vampirism granted by her connection to Shinobu weakens this effect to an extent.

The End: Medaka is capable of learning Abnormalities and completely mastering them, to the extent that she can use them to one hundred and twenty percent of their capability, becoming more skilled with them than even their original owners.

Equipment:

Origin: Medaka is an heiress of the powerful Kurokami Industries, she was born with many unbelievable superhuman skills. She quickly became extremely popular, and has solved a mathematical quandary that had been considered unsolvable in her childhood, wich she won an enormous amount of prize money for. She has recently become the student council president of Hakoniwa Academy, ands plans on fulfilling every request sent to her through the request box she based her campaign on.

Weakness:

Naive: Medaka is extremely naive, despite her all her superhuman powers. She doesn’t know what an amusement park is, or even what people would go there to do, or even baseball.

Absolute Pacifism: Unless Medaka is in War God Mode, she will not fight. Period. Medaka hates fighting, and while she will act to protect her friends from being hurt, she will not fight back at all or hurt the aggressor.

Magical weakness (Gravity):  While Medaka has made enormous leaps and bounds in the field of magic, she still has a few issues.  Higher concentration is required to deliver higher levels of gravitational force.  Moreover, she can only focus on a few targets at a time.  If you are able to attack her from multiple angles at once, she cannot use her gravity magic as a tool to defend herself, not effectively at least.

Likes: People, animals, helping others, Sakura, Shirou, Iri, Vanguard.

Dislikes: how animals reject her presence, failing, seeing bad in people: she’ll want to make them see the right path if she can.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Kat on April 08, 2015, 08:11:32 PM
(Modifications are approved by YOLF and Umbra with whom I discussed it. Credits to YOLF for providing me info on sub-souls)

Name: Rikuyo
Race: Human, a former sub-soul of an Archmaster
Age: 20 (Or is it?)
Height: 170 cm
Weight: 53 kg
Appearance: She has dark blue eyes and red hair. She wears a pink kimono with floral design draped over her right shoulder. whatever she grabs after her clothes inevitably get destroyed in a brawl.

Physical Attributes

Strength: Incredible (can be boosted up to Legendary as described in Other Abilities, might also drop to Human)

Agility: Incredible (can be boosted up to Heroic as described in Other Abilities, might also drop to Human)

Constitution: Incredible (can be boosted up to Legendary as described in Other Abilities, might also drop to Human)

Magical Power: None.

Other Abilities:

Anima Mundi: Dream Of The Primal World: As a sub-soul of an Archmaster she was created in a botched up attempt to embody a fragment of Anima Mundi, a collective consciousness of the world. This particular fragment is inhabited by concepts of lifeforms in their natural state, untamed and fully controlled by their true natures. Rikuyo maintains a connection with that realm, allowing her to take on traits of a particular concept stored in it. Her soul contains enough Essence to power up those transformations, and even without their use she exceeds of what normal humans are capable of. When possessed by a concept, one of her stats upgrades to Heroic depending on the lifeform in question. In case of a human, she does not gain anymore power from it or regeneration, but she becomes more efficient, tiring less in a brawl.

She can release Essence in form of ranged blasts, but it’s wasteful to her simply fighting her enemies directly, and expends more energy.

Ultimate Lifeform: For up to 30 seconds, Rikuyo can tap on multiple concepts and push her abilities to the utmost limits, becoming Legendary in Strength and Constitution and Heroic in Agility. Clearly a thing that should not be which the world itself rejects (there cannot be unsurpassed lifeform as the evolution lose its meaning and the nature would be plunged into stagnation. Unsurpassed creature is just fleeting, illusionary dream), making it difficult to maintain the form. After it ends, Rikuyo is completely depleted, her stats dropping to Human. She recovers to Exceptional stats in one day, to Incredible stats in two (but is unable yet to power her normal transformations), she regains her normal transformations in three days and regains her full powers in four.

Regeneration: She heals notably faster than humans when transformed, though to more extent when she assumes concept of animals known for such properties. She can regenerate even from a single cell in most extreme situation, but suffering similar consequences as after using her ultimate transformation.

Rudimentary Knowledge of Martial Arts: She’s not a martial arts master, but she has picked some skill here and there, generally relying on instinct and improvisation to make up for lack of finesse.

Rikuyo may recover her Essence through eating other people and spirits, this method notably faster than a natural recovery. However, that does not help with recovering from using her ultimate form.

Weakness: Even her most extreme form or regeneration won’t save her if every single cells of her is vaporized or if the enemy is particularly thorough and finds her body. Rikuyo is also naive and temperamental, and often fights in a suboptimal manner that tires her out quickly.

Origins: She was forged as a vessel to embody a shard of Anima Mundi from an Archmaster’s own soul, in hubristic attempt that cost the mage’s life. While her connection with the deceased Archmaster shattered, she retained a connection with Anima Mundi, a failure, but potent failure nonetheless. All her memories dating further than several years are patently false, implanted by another Archmaster who covered up the mess and didn’t bother to remove the girl. After all, he estimated this experiment would be nothing than a footnote in grand scheme of things and he was right. Eventually, the world itself rejected the girl, banishing her to the realm where unwanted or unfortunate ended up. Curiously, the link with the realm she gained powers from remained. Perhaps all that mattered for her world was that she would be another one’s problem.

Likes: Anything that can give her a good fight or a challenge. Shiny things. Attracting trouble.

Dislikes: Boredom and boring people. Too long-winded explanations. Having to stay idle for too long. Caring about property or collateral damage.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Panda on April 14, 2015, 04:00:44 AM
Name: Emily Valentine

Race: Changeling (Fairest Seeming, Masterpiece Kith)

Age: 28

Height: 5’ 9"

Weight: 140 lbs

Appearance: Emily has a rejuvenating aura about her, with her surroundings appearing more lively than they would be normally. Flowers sprouting up where she steps might not be uncommon if not for the city limiting such occurrences. Her Mien is similar to her normal appearance, but with an almost artificial quality to it. An uncanny deviation from what could be considered normal that, while discomfiting to some on some subconscious level, is nonetheless impossibly beautiful.

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

Physical Attributes

Strength: Human

Agility: Human

Constitution: Human

Magical Ability: High

Kenning: Clarity of the divide between the worlds of Flesh and Fae gives Changelings a sort of heightened perception of reality, allowing them to sense supernatural phenoma, even divining a general idea of its particular nature with effort.

Contracts:

Contracts are semi-magical spells that allow Emily to manipulate a single aspect of reality when she wishes so for a certain cost of Glamour. 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 Emily to divine the nature of the Hedge in a certain area. Pathfinder can find Hollows, trods, paths to and from Faerie and other details of the local Hedge, such as what kinds of goblin fruits grow there.

Catch: 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 Separation

Tread Lightly

Emily can partially remove herself from gravity’s influence. Under normal circumstances she cannot even jump further than normal, but falling, regardless of the distance, won’t kill her. In addition, she can walk or run over any solid surface even if it would not normally support her weight, such as tissue paper or thin panes of glass. She can also walk across mud, dry sand or any other surface without getting her feet even damp.

Catch: The character is wearing fancy and delicate footwear that would be ruined if she did not use this clause.

Evasion of Shackles

Emily can automatically slip out of any handcuffs, straightjacket, or other restraints or confinements.

Catch: The changeling has been unjustly imprisoned for some crime or offense she did not actually commit.

Breaching Barriers

Emily can walk through any closed or locked door or window that she could fit through if it were open. If she tries hard enough, she can bring another person through with her.

Catch: The character has been deliberately imprisoned by another changeling.

Elegant Protection

Attacks swerve to avoid Emily. While using this clause, she always looks elegant and poised when defending or even while dodging.

Catch: The changeling is unarmed and not attempting to attack anyone. If the clause is invoked while using this catch, the clause will instantly end its effects and burn away some of her Glamour if she attacks anyone while it is active.

Phantom Glory

Emily temporarily becomes completely intangible. In this state, she is immune to all physical attacks and can pass through all physical barriers. Normally, she is unable to affect the physical world in this state.

Catch: The changeling carries no weapons and wears no armor. If the changeling picks up or dons either while using this catch, the clause instantly ends.



Contracts of Air:

Emily was shown the method for learning the Contracts by the Searce, an Elemental Seeming Air-touched Kith, who recruited her, as a sort of parting gift.

Cloak of the Elements

This clause protects Emily from the natural manifestations of air. She becomes comfortable in weather associated with this element and is protected against damage by its more extreme manifestations. Emily can stand in the middle of a tornado or a tropical storm with no issue. 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, such as a souvenir T-shirt depicting a mountain for earth or a small mirror for glass.

Armor of Air’s Fury

Emily clothes herself in hurricane-force winds, providing limited armor and damaging anyone who touches her. Emily can control the extent of this manifestation. The element does not harm Emily or anything she is wearing.

Catch: The changeling holds her hand out to a strong breeze or the wind from a large fan

Control Air

Emily takes control of the air, causing it to move and act in a directed fashion. The amount she can control varies depending on how well she enacts the Contract.

Catch: The area is completely dominated by air. (air on top of a narrow bridge, in the midst of a windstorm of some sort, or other such places)

Calling the Air

Emily calls the wind from a distant location. Emily must either know the location or see the source of the air she is calling and the air must physically move toward her in as natural manner as possible. If physical barriers prevent the air from reaching Emily, it gets as close as it can.

Catch: The changeling is calling the element solely to awe and impress viewers, perhaps as part of a performance.

Become the Primal Foundation

Emily literally becomes a living manifestation of air, imbued with incredible speed. Her clothing and any small objects close to her skin, such as phones or wallets, blend into this elemental form. In this form, she is largely immune to harm.

Catch: The character must sit and contemplate a large amount of the specific element for at least half an hour immediately before transforming.



Contracts of Fleeting Spring

Cupid’s Eye

This clause takes the first step in fulfilling a person's desires- or teasing him and stringing him along- by revealing what those desires are.

Catch: The character has kissed the subject within the past 24 hours, or the subject's object of desire is the character.

Growth of the Ivy

Humans are fickle creatures, changing desires with the day or the season. This Contract allows Emily to direct a subject's desires. Normally, the effects are temporary, though they can be extended beyond the duration of the Contract through natural interactions.

Catch: The character is acting to make the subject desire her or is doing so to resolve a pledge.

Wyrd-Faced Stranger

Emily appears as whomever the subject most desires to see at that moment.

Catch: The character has recently offered food to the target and the target has accepted, or vice versa.

Pandora’s Gift

Emily creates an object that another person truly desires out of nothing but emotion, dreamstuff and random materials.

Catch: The subject has recently (within one week) given the character a gift. This gift comes with no strings attached, including any expectation of this gift.

Waking the Inner Faerie

Emily makes a target pursue his greatest desires, regardless of other considerations.

Catch: The subject of the Contract has voluntarily and without coercion confided his desire(s) to the character.



Contracts of Eternal Spring

Gift of Warm Breath

Emily's power rejuvenates a single living target, filling the target with energy and vigorous life.

Catch: The subject of the Contract has freely offered the changeling some form of sustenance since the last sunrise.

New Lover’s Kiss

Emily calls a rain down from even a cloudless sky, ranging from a light drizzle to a drenching deluge

Catch: A mortal human has commented, within me character's hearing and within the past hour, that it looks like rain.

Warmth of the Blood

The power of Spring is strong enough to heal injuries and soothe pain. This clause allows Emily to channel the verdant might of Spring into a person's body, mending his wounds. This power works only on living creatures of flesh and blood.

Catch: The target has honestly professed a heartfelt and deep love, romantic or familial, for the changeling.

Yesterday’s Birth

Emily endows a Iiving object or creature with a season's worth of growth and maturing in an instant, though she may endow the subject with more under special circumstances.

Catch: The character spills two drops of blood on the target object and cups it in her hands.

Mother of All Deaths

Emily makes the region around her extraordinarily verdant and rouses it to fight on her behalf.

Catch: A man bled to death on this soil within the past year.

Other Abilities:

Skills: Emily is a expert in the field of medicine, specializing in pharmaceutical science and diagnosis. Before coming to the Nexus, she had an established network of contacts in her field, which she’ll be seeking to reinstate at the first opportunity. While not unused to political games, events prior to arrival have deadened any such ambitions she might have had. While she likes to keep in shape, Emily isn’t much for fighting, instead picking up on some rudimentary survival skills along with an interest in parkour to keep in shape.

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. Upon arrival, Emily’s reserves are fully stocked.

Seeming and Kith Blessings: Emily’s attractiveness is universal, unhindered by orientation, cultural or personal standards, or preferences. It isn’t any real mental interference or influence, simply that one’s preferences will always make an exception for her. For that matter, it is at the point where her attractiveness draws the attention of those around her, whether she wants it to or not.

Supernatural Tolerance: Emily's Wyrd is high enough for her to be accepted into Entitlement, offers her some resistance against all manner of supernatural powers.

Equipment: Nothing more than the clothes on her back and a wallet with enough cash to last her a week or two.

Origin:
Emily doesn’t remember much from before her Durance, which she usually attributes to how young she was when her Keeper took her. Almost everything that she could claim as hers was wiped away by her time as a trifling amusement for the Gentry. Trapped in a realm with an impossibly large dome of ivory and jade in the midst of an ornate and meticulously tended meadow, she was one of the many sculptures that ringed the dome. Her task was only to maintain whatever pose she was ordered to assume with perfect stillness, with any slight deviation being harshly punished, with the occasional reward mixed in to keep her wanting for more.

Escaping the Menagrie Dome was no easy task, not with her Draconic fellows, spurred by the prospect of how the Gentry would reward them, hunting her. Regardless, she evaded their pursuit and finally escaped Arcadia and then the Hedge. Of her former self, only two things remained. Her name, and the memories of what she’d proudly declared would be her future profession when she grew up.

Adjusting to her new existence was difficult, and at times the only thing keeping her going was that childish dream, but she eventually came to terms with herself. It was that same dream, that same desire that kept her from giving up, that soon caught the attention of a Searce of the Spring Court. The Searce took her under his wing, introducing her to the right people and showing her the political ropes, but maintaining a fairly hands-off approach. It turned out for the best as, with nothing but the connections she’d forged with her Searce’s limited help and her own abilities, she worked her way up the political ladder within the Spring Court.

At the same time, Emily decided that she would pursue that childish dream, going to study at a medical school while keeping up with the political situation of the Court as well as she could. Though not a simple task by any means, it was one Emily rather enjoyed. Eventually, she managed to get through medical school, moving on to getting a job at a local clinic.

By this time, Emily had been acting as Spring Queen for a few years, not a simple task by itself, let alone when it was balanced with studying for a pharmacology exam or some other such trial involved in her chosen career path. While she would hardly go down in the annals of history as a great leader of her freehold, the time of her reign was hardly one of the dark times remembered only as a cautionary tale to future Vernal Sovereigns. At least, it might have been, had an Autumn Queen taken advantage of the subtle internal conflicts between those who saw nothing wrong with Emily’s rule and those who didn’t appreciate a Spring Queen whose attention was divided so.

It was a close thing, but Emily managed to avoid any outright conflict or bloodshed in the process of calming things down, though she decided to step down soon afterwards, content to endorse the rise of a new ruler who she could influence from the shadows as a trusted adviser.

It was some time after this that, just after a particularly long day at her clinic, Emily found that the door she opened led not into the break room, but some endless void.

Now, she finds herself in the Nexus with practically nothing. The prospect of this new freedom is actually quite...exhilarating.

Weakness: Cold Iron penetrates all her supernatural defenses. Additionally Emily lacks real combat training or experience, usually resorting to her Contracts, running, or some combination of both to deal with threats

Likes: Indulging her desires or her curiosity, helping others indulge their own desires (so long as it isn’t detrimental to her), people who aren’t afraid of their own desires (fun to be around), people with long-hidden desires that they try to ignore (fun to tease and getting them to come out of their shells is quite rewarding), sweet, salty, sour, or spicy foods.

Dislikes: People who try to actually prevent themselves from seeking out what they want even when it wouldn’t be of any detriment to them. Bitter food.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: yinsukin on June 26, 2015, 03:52:06 PM
Name: Relius Clover

Race: Human

Age: Unkown

Height: 186cm

Weight: 165.5Ib


Appearance: (http://i.imgur.com/v5iERT5.png)

Physical Attributes

Strength: Incredible

Agility: Incredible

Constitution: Incredible

Magic abilities: Extremely high

Relius is a master alchemist, widely known as the greatest alchemist.  He uses his magic primarily in the construction of new bodies.  He can use his magic to summon a large number of gears to immobilize and crush an opponent. Moreover, he is capable of casting binding spells capable of holding characters with fantastic strength.  This binding comes in many different forms.  It can become vary restrictive over time, or simply hold the person in place without any extra effect.  However, a binding of this strength requires prep time or an advantageous position in battle to pull off.

Mastery of ars:  Reluis is highly talented in the use of Ars Magus.  Ars Magus is a blend of magic and technology that utilizes the grimoire system in order to achieve different magical effects.  By reciting a special code or spell, the user can activate the encoded magical effect of the ars.  By using this system, Relius and other characters from the Blazblue universe can achieve different magical effects.  For example, Relius can utilize a special Ars Magus that allows him to float above the ground and move at great speeds.

Mages utilize mana in order to cast spells.  In the same way, Ars Magus utilizes seither in order to cast ars.  Seither is a toxic substance that is harmless in small doses.  However, in large doses, seither can mutate animals into monsters and kill humans.

The Ars Magus is a technology that relies heavily on natural talent or aptitude.  Someone who has a high aptitude for ars will be able to use it much more efficiently than someone who has low aptitude, consuming less seither.  It allows him to create barrier's capable of blocking legendary strikes, or those who can produce magic at an extremely high output.

Soul manipulation: Relius has the ability to see the true form of a person's soul.  This give him the ability to examine the very nature of a person's existence.  Personality, memories, the entire history of conscious and subconscious thought are all subject to examination and experimentation.  In addition, he can also sense the nature of a person's soul just from being nearby.  This ability is almost psychic in nature, as he can do other things such as force someone to to see through his eyes.  There are likely other ways he can use this ability but they have yet to be seen in the Blazblue canon.  It is also worth mentioning that he can only use the more forceful aspects of this ability when a person is defeated or immobilized.

Other Abilities:

Genius level intelligence:  Relius is a genius capable of a superhuman level of cognitive thought.  He has an intuitive understanding of human behavior as a result of his study of souls.  He is also a superior tactician, able to utilize his higher level cognition to analyze and strategize within seconds.

Modified body:  Relius has modified his body to be part puppet.  He can basically spawn large sturdy puppet parts from his body to defend or attack.


Equipment:

Fluctus Redactum: Ignis: A doll constructed from the soul of Reliuses wife.  He can summon the puppet anywhere close to him from a space he created to house the puppet.  It is powerful, agile and almost impossible to destroy.  The puppet's body can alter its limbs to form any variety of melee weapon, such as a drill or blade.  Just like other Ars, Ignis is capable of specific magical effects, such as a magical explosive grip. In addition, it is also capable of analyzing enemies. 

Ignis is autonomous, capable of independent action.  This means Ignis will protect Relius even if he himself is not aware of the threat.  While she is capable of independant thought, she is still a literal and metaphorical puppet of Relius.  She is completely incapable of free will, acting only as Relius’s servant and personal weapon.

Ignis stats:

Strength: Fantastic

Agility: Incredible

Constitution: Heroic

Origin:

Not much is known about Relius’s early life other than the fact that he had ties with Rachel’s family and was sent forward 80 years into the future, losing his memory.  There, he got married to Ignis and gave birth to Carl and Ada Clover.  At some point he turned both Ignis and Ada into puppets, earning him the resentment of his son.  He has worked to regain his memory over the years but he seems to enjoy it almost as a exhilarating pastime.

After the events of Continuum Shift, Relius was teleported into the Nexus.

Weakness: Relius’s severe lack of empathy, his weaker human body. 
Likes: Science, fascinating souls, opera

Dislikes: Disorganized space
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Bern on September 14, 2015, 09:23:59 PM
Name: Shinobu Oshino, Kiss Shot Acerola Orion Heart-Under-Blade, The Iron-Blooded, Hot-Blooded, Cold-Blooded Vampire, The Kaii Killer
Race: Vampire/ Oddity

Age: 598

Height: 173 cm

Weight: 68 kg

Appearance:

(http://i.imgur.com/L9KftHG.jpg)


Strength : Fantastic

Agility : Heroic

Constitution: Fantastic

Magical ability: None

Shinobu relies on various vampire abilities instead. While she is well versed in supernatural lore herself she has no ability to cast spells of her own.


Other Abilities:

 Oddity:

An oddity is basically a living phenomenon shaped by human belief and perception. Oddities are in essence supernatural beings whose entire existence depend on humans acknowledging them. If the belief in them are in some way altered the oddity's existence is at stake. Once created there's no question though about them being superior to humans. Spending enough time together with people can shift the being of an oddity to closer resemble that person, as they are then drawing and depending more on that person's belief. However a single person denouncing their existence won't affect them, unless said denouncing is the work of a special power or ability.

The greatest of the oddities are the Vampires and they have no equals. A fully mature vampire like Kiss Shot is superior to even deities however shinobu has long since lost that power and is merely a shadow of her former self. Shinobu does require a semi daily intake of blood to sustain herself or otherwise she'll perish. Shinobu seems to have body heat as no one has reacted negatively to being touched by her.


Immense Soul

Due to her nature as an oddity her soul differs from that of your regular human. It takes the shape of a large round multi colored spectrum of sweetnes not unlike that of her favorite treat.


Vampiric Regeneration:

Shinobu can regenerate from basically any wound although it depends on the degree of injury. Small wounds tend to heal as they're made, Bones heal almost instantly and limbs can grow out in seconds. She can survive decapitation and in essence she has no vital spots. To put her down with conventional firepower you'd be required to vaporize her entire body at the same time and even then she will return....eventually. This is due to her nature as an Vampire Oddity, they can't be killed in the conventional way. It's however outside of the scope of CE as it takes years for a vampire to come back from that. She is also capable of mentally willing the speed of her regen to go down, so that she can remove her own limbs for example.


Shadow Melding:

Shinobu can hide in the shadow of another person or object for several hours at a time. While hiding in the shadow she's cut off from the world due to it being a seperated dimension of sorts, thus she has no perception of what goes on outside unless she has a vampire bond with the person who's shadow she's hiding in.


Energy Drain:

An ability that functions similarly to the standard feeding you would expect from a vampire except it drains energy from the person instead of blood. Prolonged use of this kills the target.


Shapeshifting:

Shinobu can do a moderate amount of shapeshifting such as creating wings that allow her to fly.


Matter Creation:

Allows her to create mundane objects such as swords and clothes etc... Used it once to create four copies of Kokorowatari. She's limited to creating a few items at a time.


Time Travel

Shinobu can use the the latent energy found in shrines of high spiritual value as a medium, she can create a portal that leads either back or forth in time. However the date travelled to will be randomly be off by a factor of several years.


Let There Be Rain

She can make it rain, even if it's a sunny day. She was once worshipped as a Rain Goddess due to solving a severe drought that had struck a small village. As thanks they built a shrine dedicated to her worship.


Emotional Bond

Shinobu has an emotional link with Medaka Kurokami through siring her. She able to feel when the other is feeling strongly about something and she's also capable of feeling  her general location no matter the distance.


Incredible Swordskill :

Shinobu has refined her sword fighting prowess through the centuries that she have walked this Earth. It can't be called anything less than masterful, however that in of itself is deceptive as that isn't where her greatest strength lies. No it's in the technique she has developed over her long use. She's capable of making cuts so fine they slice through any mundane material, whomever struck wouldn't even know they've been hit until after the fact. Supernatural items are among the things she can't cut as well sufficiently powerful supernatural beings. When striking those it merely acts as if her attack power was one rank higher (Heroic) than it actually is.

Equipment:

Kokorowatari: the Oddity Killer

A blade capable of cutting down oddities on a conceptual level. A legendary blade once wielded by a great exorcist. Shinobu usually stores this inside her own body, it's possible to do so because the blade does not turn on it's own wielder and she is the current one.



Background:

  Shinobu was the only daughter of a noble family in an unspecified kingdom. Her beauty was famous throughout the entire kingdom. Countless people would line up outside her palace everyday just to see her. Anyone who sees her for the first time is shocked that her beauty exceeds any expectations, and they would bring her countless gifts everyday. Despite everyone's love for her, Shinobu was never happy, and she never smiled. She wished people would see what's inside her, instead of just her exterior. One day an elderly witch came to grant her wish. The witch turned her physical appearance invisible, and people could only see her inside.

However, her interior turned out to be far more beautiful than her exterior. Her inner beauty manifested itself as a bright light that enveloped the entire kingdom. After seeing her inner beauty, her father felt extreme guilt for not being able to understand her and see her true self, and killed himself out of this guilt. Her mother was so satisfied by giving birth to such a perfect child, that she felt she had nothing left to do in this world. Thus, she also committed suicide. People were so astounded by her pure heart that instead of giving her material gifts they gave her their most valuable possessions: their lives. If they had things more important to them than their lives, they would give her those instead. (e.g. a musician gave her his eyes, a poet gave her his tongue, a sculptor gave her his eyes, and some gave her their children's lives, their grandchildren's lives, etc.). Corpses of those who committed suicide for Shinobu piled up outside her palace. Before long, the pile of corpses grew higher than the palace.

Shinobu was devastated at the result. The witch couldn't turn Shinobu back because she gave Shinobu her knowledge-filled head (the witch beheaded herself). However, Shinobu's tear was able to revive the witch for a small moment, and the witch told her to go on a journey. The witch told her to avoid people, and to never stay in one place for too long. Otherwise, people will get drawn to her heart, and start taking their own lives again. Shinobu became a vampire some time after. No one was able to save her after this experience until 600 years later when she met Araragi.

Weaknesses:

Shinobu lacks any form of range attacks outside of simply throwing stuff. She also has no magic resistence to speak of so area of effect spells are somewhat effective against her. If she's triggered enough she might start fighting like a berserker although this is a rare occurrence.

Shinobu has a weakness for crosses, if she touches them they burn her and lower the speed of her regeneration by quite a lot to the point that injuries inflicted by them heal at almost normal pace. Furthermore anything else that symbolises Christianity like the House of the Lord or his Holy Language would also weaken her if she's in their proximity.

When in child form or teenage form, Sunlight gives her an headache after a while. She also needs to drink blood fairly regularly or else she'll grow ever weaker until she's as weak as a regular human. Since Shinobu stopped actively hunting humans acquiring blood might get problematic. Silver also burns her and lowers the speed of her regeneration.


Likes:
Donuts,sweets, Talking metaphorically,Donuts, Araragi, Ambushing people. People who get into more trouble than they can handle.


Dislikes:
Not getting her donuts, people who lie to themselves, Not having her way. People who get into more trouble than they can handle.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: SINIB on October 15, 2015, 05:50:34 PM
Name: Oka Kurosawa

Race: Human

Age: 15

Height:  5'11"

Weight: Fairly heavy, she's extremely muscular.

Appearance:
(http://i.imgur.com/w0qgj7f.jpg)
(http://i.imgur.com/iPszbwu.png)
(http://i.imgur.com/v3Z0Saa.jpg)
Physical Attributes

Strength: Exceptional

Agility: Exceptional(Amazing Reflexes)

Constitution: Exceptional (Amazing stamina)

Other Abilities:

Pokemon Master: Oka is a prodigy pokemon trainer, unlike her brother. She has an innate knack for training pokemon in the best possible way to maximize their potential, and can tell at a glance whether they’ve got potential. All her pokemon are well trained and she knows the perfect times to command  them in battle to pull victory from the jaws of defeat.

Equipment:

Pokeballs: Oka carries a large stock of pokeballs in her bag at all times, ready to catch any rare or powerful pokemon she comes across.

Recovery Items: Oka carries a sizable stockpile of hyper potions, full heals, and revives. She also has a few herbal medicines.

Climbing Equipment: Oka carries a fairly decent rock climbing kit, including all the essentials, such as a grapple, a harness, and of course, top quality climbing rope.

First Aid Kit: It’s just your standard run of the mill first aid kit.

Gym Badges: Oka has seven gym badges, showing her prowess as a pokemon trainer. Having seven of them is an extremely impressive feat. It shows she has extreme skill in the art of pokemon training, and is on her way to becoming a master. She keeps them in a small wallet that also houses her trainer card, and keeps them polished perfectly.

Running Shoes

Shoes made for running.

Collapsible bike

A bicycle made for easy carrying.

Wormy(Volcarona):
(http://i.imgur.com/Mx9BUG8.jpg)
Strength: Exceptional
Agility: Incredible(can boost to Fantastic with quiver dance level 2, Heroic with level six)
Constitution: Incredible
Wormy is a powerful Bug/Fire type pokemon, and Oka’s most powerful, and first, pokemon. She was given a Larvesta for her fifth birthday by her grandfather, and over a period of eleven years, has lovingly trained him and evolved him into his brilliant current form. It loves her unconditionally and is entirely loyal. It would stop at nothing to protect its beloved partner.

He uses his six wings to engulf his enemies in waves of fire and scalding ash, bathing any battlefield in a smothering wave of heat. He can control his own body heat output, allowing people it trusts to touch and pet him. At full output, he can release a sea of flames with damage equivalent to a high level spell, or focus his attacks to deal very high levels of damage with his fire. He also knows various other moves, such as psychic, which wormy can use to lift heavy objects or crush objects with his mind. He can also fly high into the sky, or release a massive beam of concentrated sunlight that can harm even legendary level enemies. He can bite enemies and drain their energy as well, or make a harmful buzzing noise that deals damage comparable to his psychic attack.

Wormy also knows a few utility moves, such as quiver dance, which boosts the damage of his attacks, resistance to non-physical attacks, and speed by one grade (1.5,2.0,2.5,etc) up to six times, at which point it maxes out. He can also use roost to heal himself in exchange for not moving for a full round, which makes it impractical in a heated battle.

She keeps him in a luxury ball. That is, on the rare occasion she keeps him in a Pokeball. Normally she just lets him follow her around freely.

Little Bully(Dusclops):
Strength: Exceptional (Amazing with Strength)
Agility: Human(amazing reflexes)
Constitution: Fantastic(Legendary with eviolite)
Incorporeal: Dusclops is a ghost, and has next to no physical presence. Mundane physical attacks pass right clean through it, although this does not go both ways, and it can affect physical objects just as easily as spiritual ones.
(http://i.imgur.com/cQh6Znj.jpg)
Her second pokemon was a Duskull, a Ghost type pokemon. When she was small, she used to get bullied a great deal by her brother, who was jealous of her prowess with pokemon and how their grandfather was neglecting him entirely in lieu of training Oka to be the successor to the gym. This went on for a few years, until a small ghost burst through the wall and chased him around for being a bad child. It continued until he begged Oka to do something about it, and so she captured it. After several months under her control, they eventually grew close, and it would keep him away while she slept and when he tried to bully her, much to his dismay. Oka has since evolved it into a Dusclops, and it isn’t very little anymore, standing at roughly the same height as Oka herself.

Dusclops is not strong nor is he fast. He is a tank, excelling in defense and taking hits without going down. Oka has given him an item, eviolite, which further increases his defenses so he can better suit her purposes in her team. He knows moves like taunt, torment, rest, toxic, and other status affecting moves. She uses him to draw enemy attacks towards him and then poison the enemies. He also knows protect, which allows him to throw up a defensive force field as fast as he csn think, but he can only keep it up for a short time before it fails, making it far less useful than it otherwise would, as a sustained attack would break it down without much effort. He also knows sleep talk, allowing him to continue attacks even as he heals while resting.


Haunter(Gengar):
Strength: Exceptional
Agility: Incredible
Constitution: Exceptional
Incorporeal: Haunter is a ghost, and has next to no physical presence. Mundane physical attacks pass right clean through it, although this does not go both ways, and it can affect physical objects just as easily as spiritual ones.
(http://i.imgur.com/LrB3hWf.jpg)
Oka was around eleven years old and was exploring the pokemon graveyard when she was attacked by a foolish Ghastly, which tried to possess her. Luckily for her, Little Bully noticed its attempt and attacked it in return, injuring it enough for Oka to capture it in a pokeball.

Gengar, unlike Dusclops, is geared towards dealing heavy damage very fast, while dodging the opponents attacks. As such, he knows moves such as shadow ball, focus blast, energy ball and dark pulse, which both deal large(High/very high) levels of damage with each hit, the primary difference being the type of damage that they deal. He can also call down massive lightning bolts from the sky of varying strengths and accuracy, the stronger the bolt the less accurate it being.

He also knows a few moves such as destiny bond and hypnosis, the former of which allows him to take an opponent with him if he goes down through a ghostly bond. Destiny Bond is an attack that, if he uses it just before he gets taken down, the opponent who took him down goes down too. This can be resisted if one has a resistance to curses. Hypnosis puts an opponent to sleep, but those with high levels of willpower or other mental resistances can resist the effects somewhat. Furthermore, sometimes it just doesn’t making it not the most reliable option.

Furthermore, Genger can enter into people’s dreams and “eat” them, causing nightmares and dealing damage while providing him with energy.


Sylveon:
Strength: Exceptional
Agility: Human (Amazing reflexes)
Constitution: Incredible
(http://i.imgur.com/6298xUG.jpg)
Sylveon is one of Oka’s favorite pokemon, and is a kind, gentle souled beast. This does not stop it from rushing to the aid of his master when she’s fighting, however, where he will fight to the last bravely carrying out her orders. Sylveon is also highly resistant to non physical attacks, such as magic or fire, and is completely immune to dragonic attacks. It is weak against metals and poisoning.

Pixilate
Pixilate is sylveon’s special ability, which transforms many of its attacks into the fairy type and strengthens them greatly as a result. It was a big reason why Oka wanted this specific Sylveon.

To take full advantage of pixilate, Oka has taught sylveon moves such as hyper voice and hyper beam.
Hyper voice is an extremely powerful attack which massively amplifies the user’s voice to such an extent that it becomes a highly damaging attack that affects a large area, moving towards enemies at the speed of sound. It is affected by pixilate, and as such, hits with very high strength.

Hyper beam is considered by many trainers to be straight up the strongest move a pokemon can learn, concentrating all of their power into one single beam. This move is also affected by pixilate, and as such is devastatingly powerful (Extremely high). Its power comes at a cost, however, leaving the user utterly prone after the incredible attack until they rest for a short while.

His other moves include moonblast, which attacks using the power of the moon ( Very High), shadow ball, sending a ball of dark shadows towards the enemy(high) and psyshock, which allows him to lift objects such as rocks and send them careening towards an enemy(high)

Drifblim:
Strength:Human
Agility:Human(amazing reflexes)
Constitution: Incredible
Incorporeal: Drifblim is a ghost, and has next to no physical presence. Mundane physical attacks pass right clean through it, although this does not go both ways, and it can affect physical objects just as easily as spiritual ones.
(http://i.imgur.com/cfDmk23.jpg)
Drifblim is Oka’s weakest pokemon. She travels with it primarily because it allows her to fly over obstacles and cut through troublesome vegetation. It has no real combat usage.

Mimikyu

(http://i.imgur.com/7gZJXue.png)

Mimikyu is a cute little pokemon that sits on top of her head at almost all times, providing her with omnidirectional protection. The cute-looking disguise it wears over itself is in complete contrast to the monstrosity that lurks underneath it. Oka doesn't care, however. It's the attempt that matters in her opinion. In the past months she's had it, they've become close friends, and it's proved to be a valuable addition to the team.

Strength: Incredible

Agility: Incredible

Constitution: Amazing

Don't allow its looks to deceive you, this small guy is immensely powerful, and is capable of attacking in a myriad of ways. Additionally, due to its ghostly powers, while its disguise remains unbroken, it does not take any actual damage itself. Unfortunately, the disguise is rather weak, and will break after only a single hit.

Mimikyu attacks using its dark claws and tail to great effect. She also taught it protect, and it often sits on top of her head, ready to throw up a forcefield in case of an attack. It also knows return, an attack that gets stronger the stronger the bond between the trainer and pokemon is. This attack hits with the force equivalent to Fantastic levels.

Regice

(http://i.imgur.com/L86hXMB.png)

Strength: Incredible(Heroic with first superpower or max curse, Exceptional with max debuff from superpower)

Agility: Human(Incredible reflexes)

Constitution: Legendary

Regice is both Oka’s newest and most powerful pokemon, only rivaled by Wormy himself. Its body is -200 degrees C, and it would not melt even if it were to be immersed in magma. Things freeze just by being near Regice. The human-sized ice golem is an incredibly powerful one of a kind legendary pokemon. It knows a myriad of powerful moves such as Zap Cannon, Blizzard, Ice Beam, Superpower,Thunder, a move that weakens its attack and defensive powers in exchange for overwhelming force, and Hyper Beam, among others. It also knows some weaker moves, such as ice beam, frost breath, thunderbolt and flash cannon. It also knows a weaker move called ancient power, which allows it to throw rocks at an opponent and has a tiny chance to strength it all around. Finally, it knows charge beam, a weak electrical attack that merely deals high damage, but also strengthens its special (non physical) attacks with each use, with the same restrictions as quiver dance. All of regice’s attacks are devastatingly powerful, at minimum very high level, and the stronger attacks such as hyper beam, zap cannon and blizzard are at extremely high levels.

Beyond its attack moves, it also knows several utility moves such as Lock On, a move that increases the time it takes for an attack to fire, but allows it to home in on the target, only missing if the opponent runs away or hides behind a wall or underground.

Curse, a move which increases attack and defensive power in exchange for lowering its speed.

Rest, a move that allows it to quickly regain its full strength after a short nap.

Its defense against non physical attacks are also through the roof, and as a result Regice is nearly immune to all non-physical sources of damage, even fire, which an ice-type would normally be vulnerable to. One would need to attack it head on with physical objects in order to harm it.


Oka also has some various other pokemon not currently suitable for battle or general use, such as her abra, poliwag, and other pokemon of this caliber.
Abra

(https://i.imgur.com/mk8NRE8.png)

Abra is a pokemon Oka is still training, and is incredibly weak. It is entirely unsuitable for battle, only knowing teleport and psychic(medium), but it is still too weak to really harm anyone. It needs to be trained a lot more before it’s a useful pokemon to her. She can use teleport to teleport to any location Abra remembers, with Oka in tow.

Strength Human

Agility Human

Constitution Human

Waggly

The only move of note that waggly knows is surf. She’s not terrible strong and is a big coward.

(https://i.imgur.com/bZn6IC4.png)

Strength Human

Agility Human (Incredible while using surf)

Constitution Human





Origin: Oka was born into a failing line of bug pokemon trainers, the Kurosawa. She was seen as a beacon of hope by the aging gym leader, her grandfather. He focused all his time on training her to become his successor, as both his son and his grandson had proved to be completely and hopelessly inept at pokemon battles. At first, things went astonishingly well. She had a natural born talent at pokemon battling and the art of training them. However, as time went on, problems arose.

The first, and biggest problem was that she simply did not have an appreciation of nearly any bug type pokemon, considering any but her beloved Larvesta to be “icky and gross.” Later she developed a crush on her childhood friend, and chased after him when he went on his own journey to become the Champion of the Pokemon League. This left her grandfather hopeless, as he desperately sent her brother to get her back and pressured her to return and come to her senses.

She has so far willfully disregarded all such attempts, handily beating her brother time and time again, and has followed in her crush’s footsteps, acquiring seven out of the eight gym badges required to challenge the previous Victory Road and the Pokemon Leauge.

Weakness: If you steal her pokeballs, she is just a normal teenage girl. While all her ghosts are immune to mundane physical attacks, they are more susceptible to magic, especially spirit-aligned magic. Furthermore, if any of them interact with their target in a phytsical manner, they are susceptible to physical retaliation in that moment. Just shoot her in the face and she’ll die.

Likes: Pink, Volcarona, her crush, Ghost-type pokemon, beating gym leaders, bullying people(but not too much), beating gym leaders, surpassing new challenges, exploring

Dislikes: The way her grandfather pressures her to become a gym leader, failing, losing to her crush, her brother, bug pokemon(except her darling Wormy)

Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Kat on December 08, 2015, 12:58:52 AM
Name: Julius Richter
Race: Human / Hero
Age: 23 (born on 1781)
Height: 195 cm
Weight: 86 kg
Appearance:

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

Physical Attributes

Strength: Exceptional (Amazing if meets certain conditions)

Agility: Exceptional (Amazing, Incredible or Fantastic if meets certain conditions)

Constitution: Exceptional

Magical Power: None

Other Abilities:

Hard To Kill: Thanks to their unyielding willpower and persistence it’s hard to put down a Hero for good unless you ensure their swift demise. Heroes are immune to mundane diseases and never require medical attention for injuries even if they are particularly severe. Though they do not possess regeneration, they recover a bit faster than a mere mortal.

Heroic Tracking and Stalking: Heroes can sense disturbances in the depths of the astral realm of thoughts and dreams, pin down their source and track it down, whether it’s the supernatural who causes it or the victim of that supernatural, depending on the circumstances.  Heroes are not self-aware of this ability and might interpret it as revelation from God, mere intuition, prophetic dreaming or superb deductive skills.

Anathemas: Another ability that Heroes are not self-aware about is their capability to drag supernaturals they hunt into their heroic legends in which they triumph over monsters. They can bestow them with a supernatural aversion to a substance or element, make them feel obsessive desire about particular target or object, cause a particular phobia, cloud their minds with rage, find their weakspot or endow their weapon to be particularly effective against supernaturals. Only a single Anathema can be placed at particular supernatural and must fit beliefs of Hero and not be too improbable. Even most crazed Hero won’t think it’s possible to make dragon vulnerable to fire.

Kinslayer: Julius, unlike some Heroes, can also target supernaturals that are similar enough to monsters of his world. He would be no hero without monsters to defeat, and being a Hero is the meaning of his life without which he could have fallen into depression or worse. Vampires, werewolves, faelike creatures, people merged with spirits, mummies, flawed artificial humans and legendary creatures might become targets of his delusions and obsessions. Magic users and ghosts are exception. The first are just human even if Julius can be pretty suspicious of them. After all no one knows what they are up to. Ghosts are just dead humans.

Vanquisher’s Strength: Even a mortal can muster strength of 10 men if he has enough courage to overcome vicious foes. When facing one of supernaturals against whom his powers work, Richter’s Strength rating is Incredible.

Warrior’s Speed: The Hero can keep pace with his foe in battle, matching their speed step for step even if not blow for blow. That ability only applies against supernaturals he is effective against, and he always matches their Agility ranking. It is impossible even for him though to match people with Legendary Agility, neither does he slow down for monsters with Human Agility.

Equipment:

Holy Diver: No one knows why Julius Richter called his whip Holy Diver. Maybe he’s trying so hard to be cool that anachronistic naming conventions are meaningless for him. A chosen weapon fitting for a holy man like him, effective against monsters in general.

Iron Knives: He sincerely believes some of his foes are vulnerable to iron, and this is his answer. Throwing knives which are still quite good at stabbing monsters even if they are not weak to iron. He carries up to 10 of them.

Blessed Water: He carries around flasks of water which burn creatures that he believes to be weak to holy powers,

Duelling pistol: A holdover from his early duelling days. It’s just a pistol unless he loads it with some special custom ammunition like a silver bullet. Otherwise, nothing special.

Origin: Originally an aristocrat, there was nothing young Julius lacked. He had money, education, a good family name, but he lacked something that made his life enjoyable. He figured out it was risk that he lacked, and that how he got into duelling people. He polished his skill fighting for such made up excuses like his honor or the honor of particular lady he fancied, but even novelty of this eventually wore off. Until he met that strange duellist with predatory like aura who bested everyone on his way. Honestly something irked him about the man. He felt as if he was not a human. He had nightmares which only made him more convinced in his belief. If he was truly not a human, then it only aggravated Richter more. How dare he gloated about being better than humans like him. How preposterous it was that such being wore human skin while thinking they were beneath him. He had to teach it a lesson. And so the hero Julius was born. He bested the monster, humiliated him as his reputation as unbeatable fencer was shattered. He didn’t even kill him even if he could maybe get away with it. The pride at the achievement and recognition of others was all that satisfied him. And the look on the Beast’s face as he turned tables on him. He passed on majority of his fortune to his younger relative so he could embark on his quest with clear conscience, teaching monsters that got too cocky that humans shouldn’t be underestimated. A gambler who tricked mundanes with impunity got caught and flagellated by authorities. He took fancy to the tool of punishment. Many more Beasts got bested by him, sometimes spared, but sometimes killed as he found them unable to learn anything from their defeats. Eventually he found his way to Nexus. Half depressed his prey wasn’t there for him to judge, out of desperation his powers evolved and he took his cause against the kin to Beasts he once hunted down.

Weakness: Against humans, superpowered or not, he’s merely particularly well trained human at his physical peak. Apart from immunity to mundane diseases, he’s pretty much buff but still regular human in body.

Likes: Monsters who don’t look down on humanity. Heroic acts. Thrill he experiences when facing formidable opponents. Respects non-humans who aspire to be humans.

Dislikes: Monsters who think they are better than humans even if they still look human. People who think they can get away with crimes just because they have special powers.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Bern on January 08, 2016, 09:35:43 PM
Name: Jeanne d'arc

Race: Magical Familiar (Servant)

Age: 19

Height: 159cm

Weight: 44kg


Face claim:
   
(http://imgur.com/A6KeeDg.jpg)

(https://hijiribe.donmai.us/data/sample/__jeanne_d_arc_and_jeanne_d_arc_fate_apocrypha_fate_grand_order_and_fate_series_drawn_by_hinoshita_akame__sample-aaef8dc87e3ea9d1d2a8c5c37a61e1ed.jpg)

Physical Stats:

Strength: Fantastic

Agility: Heroic

Constitution: Fantastic

Magical Ability: None

As a servant Jeanne possess a decent amount of inherent prana in her body but she's currently not capable of performing any magecraft. She wouldn't be willing to learn either as most magic would be considered heretical.

Additionally, because Jeanne is a servant, she can’t be harmed by mundane attacks. In order to harm her, one needs to attack her with something that has spiritual presence, such as magic, an attack from a supernatural, or anything another servant throws at her. For instance, while a person crashing a car into her would deal her absolutely no damage and only inconvenience her, a servant doing the same might be able to deal some real damage to her, depending on the mass and speed. She can also go incorporeal in order to turn invisible and phase through walls, however, while she is in this form, she cannot meaningfully harm anything herself, either.

Finally, servants require somebody to form a contract with them in order to provide them with the mana they need to survive and to anchor them to the world.

Magic Resistance: Divine

Jeanne has an incredible amount of magic resistance capable of even disrupting spells from the Age of Gods. This resistance is rooted in her Christian faith and therefore cannot deal with the sacraments of the church. Furthermore any magic that strikes her isn't negated but rather redirected to her surrounding area, however this doesn't mean that magecraft that effects a large area will hit her.   



Other Abilities:


Discernment of True Name :

An ability that allows her to discern the true identity of another Servant unless they have abilities that help in clouding their identity. It'd only effective against other Servants.

Baptism Rite :

Jeanne is capable of exorcising spirits, as long as they are not anchored. Her ability to do so is decent due to being a canonical saint.

Revelation :

This is a form of higher insight granted to the individual and allows them to sense the optimal course of action to take, this works both in and outside of combat. It can also reveal the most suitable path for traveling.

Saint :

Saints are people who are acknowledged to be especially holy through some deeds performed during their lifetime. While Jeanne is a canonical Saint her aknowledgement is quite recent, which has a slightly negative impact on it.

Luminosité Eternelle: God is Here With Me :

This is the battle standard of  Jeanne d'arc, the holy battle flag that she kept by her side all her life. By planting it into the ground, tightly grasping it, and activating it as a Noble Phantasm, it converts her Phenomenal magic resistance into protection against all harm both physical and spiritual. It brings about a light that completely isolates anyone within it and cuts them off from their surroundings. It's capable of defending both Jeanne and whomever she thinks of as allies from large scale attacks. The downside to this ability is that the damage accumulates within the flag, causing it to begin to tear as she uses it. Jeanne is also fairly skilled in using this as melee weapon to either hit people with or deflect blows.

La Pucelle: The Crimson Holy Virgin:

La Pucelle is a  holy sword that manifests flames, invoked using a line from the final moments of her life. It's a crystallized conceptual weapon taking the shape of a sword that acts as an offensive interpretation of her burning at the stake. To activate it she needs to recite the final lines of her life, "O Lord, I entrust this body to you---" doing so causes both her and the target to be consumed by flames. Using it is fatal for her as it is effectively a suicide attack.

The sword can also be used without actvating the suicide function. While used as a normal sword it's much weaker though still quite a potent weapon as it is a Noble Phantasm.

   

Origin :

Jeanne participated as servant Ruler in a grail war gone wrong, the grail was corrupt and the whole thing became a mess. The ending was especially awful and she was pulled to the Nexus right at the end. She's very reluctant to speak of it and believes she failed her duty by allowing it to go so wrong. She sees her removal from it and subsequent placement in the Nexus as trial from The Lord.


Weakness :

She cannot resist magecraft rooted in Abrahamic religions. As a servant she will eventually die from lack of prana unless she contracts someone.

Likes :

Praying to the Lord, fairness in all things, fellow believers. 

Dislikes :

Failing her duties, unfair play.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Aiden on January 31, 2016, 06:49:29 AM
Name: Ron Browning

Race: Wolf-Man Spirit Monster Thing (Werewolf)

Age: 20

Height: see 'Shapeshifting'

Appearance
Man:
(https://s-media-cache-ak0.pinimg.com/originals/17/7e/5f/177e5f73b9af6b5a037b349582438846.jpg)

Wolf-Man:
https://upload.wikimedia.org/wikipedia/en/thumb/5/5d/Wolfmandeltoro.jpg/210px-Wolfmandeltoro.jpg (https://upload.wikimedia.org/wikipedia/en/thumb/5/5d/Wolfmandeltoro.jpg/210px-Wolfmandeltoro.jpg)

Dire Wolf:
http://vignette4.wikia.nocookie.net/rollplaywestmarches/images/c/cc/Direwolf.jpg/revision/latest?cb=20150518000942 (http://vignette4.wikia.nocookie.net/rollplaywestmarches/images/c/cc/Direwolf.jpg/revision/latest?cb=20150518000942)

Wolf:
http://kids.nationalgeographic.com/content/dam/kids/photos/animals/Mammals/A-G/gray-wolf-snow.jpg.adapt.945.1.jpg (http://kids.nationalgeographic.com/content/dam/kids/photos/animals/Mammals/A-G/gray-wolf-snow.jpg.adapt.945.1.jpg)

Man-Wolf:
http://media-curse.cursecdn.com/attachments/67/76/f5fd4e435d98b5adbc0008602ad99ce0.jpg (http://media-curse.cursecdn.com/attachments/67/76/f5fd4e435d98b5adbc0008602ad99ce0.jpg)


Physical Attributes

Man Form
Strength: Human
Agility: Human
Constitution: Human

Wolf-Man Form
Strength: Exceptional
Agility: Human
Constitution: Exceptional

War Form
Strength: Amazing(Incred with spirit magic)
Agility: Exceptional
Constitution: Exceptional

Dire Wolf Form
Strength: Exceptional
Agility: Exceptional
Constitution: Exceptional

Wolf Form
Strength: Human
Agility: Exceptional
Constitution: Exceptional


Other Abilities
Canine Senses: Even in human form a werewolf can use senses superior to any human's, if they put their mind to it. It just gets better the further from the human form he gets, with the best being wolf form. This allows him to track pretty much anything over long distances, conditions permitting.

Hunter's Instinct: In forms between Man and Wolf a werewolf's instincts as an apex predator are so finely tuned that they can even avoid the aim of an opponent with a firearm. This gives the illusion that the werewolf is moving quickly enough to dodge bullets after they are fired, when in fact they are simply moving just before and throwing their opponent's aim off.

Regeneration: In most forms a werewolf heals faster than any human being. The most serious of wounds caused by something other than silver will be gone in a few hours at most. Being punched out is not really a concern unless the punch hits like a train. In full on man-wolf form the regeneration accelerates quickly enough that injuries disappear as soon as they appear unless they're from silver or involve decapitation or massive organ failure.

Shapeshifting: This kind of werewolf has five forms. The first is better at playing human than a human; they blend into crowds easily. The second is a wolf-man, big scary and hairy with sharp teeth and claw-like nails but still mostly human. The third is a wolf; it's a wolf. The fourth is a gigantic wolf the size of a horse with jaws that can crush limbs that the uneducated might call a 'dire wolf.' The fifth and final form is the man-wolf, a bipedal abomination of fur and muscle with a canine head that is only good for killing.

The ease with which he changes shape depends on how accepting he is of his nature. If he resists it the change is painful and draining. If he becomes comfortable with it the process goes more quickly, and is painless. The problem is if he gets too comfortable with it and starts changing subconsciously at a moment's notice to adjust to the situation. And if he were to reject it or lose himself to it entirely, he might not be able to change at all... or worse.

Heights at the shoulder - 5'6"/6'5"/8'3"/5'8"/2'8"
Weights: 172/258/688/344/162

The Predator's Jaws: Ron's teeth are those of an apex hunter, and so nothing can just shrug off a bite from him like it was nothing. Even just a regular bite slows regeneration of the wound somewhat, though not drastically. If Ron actually consumes the flesh involved he consumes part of his prey's spirit and drastically reduces their rate of healing. This also applies to spirits who've taken physical form against him.

Spirit Magic: Low. He can call instinctively call on mystical Gifts granted by the spirit of the moon to accelerate his regeneration slightly outside of wolf-man form, talk to animals of all sorts, hunt tirelessly, and harness his instincts to fight better and hit a lot harder than his form's baseline (one Strength level, max Incredible). Also, he sees immaterial spirits and ghosts just fine, but can't hurt them.


Origin: Ron was a 20 year old man who performed one of the most necessary tasks to be found in Nexus City - repair work. Fixing buildings, cars, power lines, and water mains was what put food on the table for this man who once lived four years of glory on his high school's cross-county running team, and one year of wrestling before he decided it 'wasn't for him.' People would ask him "what school did you go to?", and his answer would always be the same. "There's only one school here."

Ron is from the Nexus, born and raised, like his parents before him. This has all been normal to him from day one.

Then one moonlit winter night not too long ago Ron saw a mugging taking place down by the river on the way home from work. He saw behind the muggers and their victim the reflection of the full moon along flowing water, and froze. His heartbeat accelerated, his sight narrowed into a crimson tunnel, and then next thing he knew he was pulling himself out of the freezing cold water without any clothes or wallet to his name.

He set out from there to perform the most important task of his life to date - finding a pair of pants.

Weaknesses
Carnivore: He is a predator. Unlike a normal wolf, he can't get anything from eating anything except meat. Processed meat doesn't taste great, either.

Lunacy: People tend to freak out even beyond the normal when they see a werewolf regenerate or change shape, or see a bear-sized bipedal wolf-man killing machine looming over them. Some freak out enough to not remember exactly what it is they saw. Some go mad. Also, sometimes this or his bite will make other people change into lesser angry man-wolf creatures. This only works on people who aren't part of the supernatural.

Rage: Werewolves are the ultimate hunters, and can flip out and become killing machines the size of grizzly bear. Certain triggers for rage are present, and depend on how in tune he is with his nature. Too much denial of what he is just creates easier triggers, while going full on man-eating monster all the time also makes it worse.

Triggers for Ron include seeing the full moon (in person) and seeing members of his 'pack' get seriously hurt. If he rejects or over-embraces his nature then he won't need to see the moon to flip out - it just has to rise. Conversely, the moon won't do anything anymore if he finds and maintains a nice middle ground in his life. Staying in man-wolf form for more than a dozen seconds or so is always a risk. Killing instinct is strongest in that form, and staying in it for too long when those instincts scream with every beat of the heart means he starts to see everything as a threat to kill. So go easy on that too, Ron.

Silver: This metal makes his blood boil in his veins and cause other allergic reactions on top of that. It slows down his regeneration to ordinary human levels. Also, it makes him angry.

Wolf Physiology: Shapeshifting into a canine when you have caffeine or chocolate in your system is a really dumb idea. Don't do it.

Equipment: Nothing yet. He still needs that pair of pants. Also, he would really appreciate it if you found his wallet.

Likes: Animals, comics, hunting, junk sculpture, meat, and "smooth music"

Dislikes: Bullies, intrusive childhood friends (not really), nightclubs, working construction (again)
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Kat on February 04, 2016, 12:25:31 AM
Name: Mitsuba (Name of her Cover), Lambent Sword of Heaven when before she Fell.

Race: Unchained Demon

Age: Possibly centuries as an Angel, in her 20s as her Cover

Height: 158 cm

Weight: 43 kg

Appearance: (http://i.imgur.com/vNb8ojE.jpg)

Physical Attributes

Strength: Human

Agility: Exceptional / (demon form: Incredible)

Constitution: Human / (demon form: Incredible)

Magical Ability: None

Other Abilities:

Cover: Demons hide their true self from the scrutiny of their former master through a Cover, a human identity that serves as the mundane self of the Unchained. Medical scrutiny does not reveal anything out of the ordinary. Supernatural effects that would tip off the user that the demon is not a human reveal to the user that he is an ordinary person. Cover doesn’t automatically counter the effect in a general, but does provide a modicum of resistance against the supernatural. Demon in Cover experiences same biological sensations as a human and its Cover age even if the demonic form don’t. The Unchained can have multiple Covers, but any sustained injury carries over to Covers as they are not bodies, but alternate appearances that the Demon learned to assume.

Inconsistencies in a Cover can undermine it under scrutiny, as well as overt display of supernatural qualities.

Aether: It’s a waste product of occult processes, especially those of God-Machine’s, but also can be harvested from other sources in Nexus. Aether powers some of abilities that Demons are able to utilize.

Mechanical Mind: Demonic minds are abnormal, residing not in a brain but in Primum, a measure of how deeply they are integrated in a reality. The Unchained’s mind is piloting the human form in a fashion, with a total control over its physical tells and a choice whether to express an emotion or a thought. Although the Fall strips much of the knowledge that God-Machine provides to Its servants to perform their duty, Demons retain a perfect memory, a nature aptitude for languages and rudimentary understanding of basic talents. They are fluent in every human language which has native speakers, and learn skills quickly.

Aetheric Soul: On mental and physical levels the Unchained are similar to humans, but spiritually they are not alike. They have Primum in place of a soul. They can use it to resist supernal powers in place of Cover, but their aetheric energy becomes visible. That’s the only way for them to resist supernatural powers in Demonic Form. Demon also perceive Infrastructure of God-Machine and when forming their thoughts in Primum they determine whether they are false or true statements, making them perfect liars.

Pacts: Demon can sign Pacts with another party, offering a boon in exchange for something that strengthens Demon’s Cover. In most extreme cases it is the soul of one who signed the Pact, and Demon can step into the life of that person, assuming their identity and thoroughly erasing them from existence, acquiring a new Cover.

Glitches: Without a maintanence from their original creator, Fallen Angels develop glitches throughout their existence, transient or permament, permeating their Covers. Mitsuba’s have developed a permament glitch that makes her hair look pink-white and her eyes color that of amber no matter the Cover she acquires.

Demonic Form: Its Demonic Form was built both to be quick and durable, however it lacks in raw strength. Its skin is made of a durable exotic material which is resistant to extreme heat. Tungsten rivets poke out of its skin, her skeleton made of the durable metal as well. It is lean and its joints resemble well oiled hinges, red tattoos cover the surface of its hands and arms leading up to the torso, a plasma drive powers it, its veins filled with plasma. It can float and abruptly stop mid-air or on the ground thanks to manipulation of electromagneticism. The Demon can activate an electric field for extra protection and power or disrupt devices. It is also fairly destructive, as one of its arms is a laser weapon firing as potent beams as bullets from a military grade assault rifle at the lowest setting, at its most powerful it can generate as powerful blasts as a brick of dynamite. The Unchained can also shift the other arm to a blade resembling a chainsword.

Gadgets: The Unchained are able to Install a portion of their Embed or Exploit into a mundane object with a function related to the Embed or the Exploit. Installation process requires extertion of the Demon’s will and may alert other Unchained and Machine-God to their presence.

Embeds: They are backdoors in the reality that Demons relearn after the Fall in order to manipulate the world through occult physics.

Efficiency: This Embed allows to finish prolonged tasks and activities in half of the time that otherwise they would require.

In My Pocket: It enables the user to produce any item that would fit her pockets or other container as long as it has not been established that she does not possess (i.e. cannot produce weapons if she emptied her pockets of weapons during an inspection). It cannot also produce documents that stand up to scrutiny, and can be used only for limited time before risking the Cover.

Ripple: This Embed subjects the target to a bout of a terrible coincidence, making him suffer from damage related to the attack he sustained beforehand, but from a secondary source. For example someone slashed may trip and fall on a sharp object.

Shatter: The Embed lets the Unchained break down an object no larger than herself with a swift kick or punch (Only inanimate objects are affected). Objects known for their hardness may compromise Cover if shattered with that power.

Strike First: It allows for the Demon to be always prepared for a fight, even if it’s a surprise attack.

Victory At Any Price: This Embed salvages a failure or makes the Unchained more successful at a cost of her physical well being, damaging her body in the process.

Exploits: Exploits are supercharged combination of Embeds, lacking their subtlety and carrying a risk of attracting God Machine’s attention.

Murder By Improbability: The target of the Exploit suffers a freak accident if he is a mundane human without extraordinary destiny. Those fated for greater things (PCs) and supernaturals just suffer a bout of bad luck which may not be necessarily fatal. Unchained are completely immune to the power.

Cipher: It is a pathway made up of a set of Embeds joined together, which lead the Unchained towards a technognostic revelation that leads them further way from their creator. Each Cipher is unique and personal to the Unchained.

Shukuchi: Made up of Strike First and Efficiency. Mitsuba discovered a sword stance that is grounded in the use of this Interlock which makes her moves less wasteful and with less openings to exploit. She can close her distance to her enemy more efficiently, able to even catch off her opponent with a barely expected counterattack.

Equipment: Her katana, a set of clothes, a modest dojo converted into a bar.

Origin: Originally a Destroyer Angel operating in the archipelago of Japan, it Fell during its last mission to infiltrate a household of a prominent noble under a guise of a houseservant and conduct an assassination mission. Too obsessed above carrying a perfect assassination, the angel Fell when it ignored change of objectives from God-Machine. It didn’t have particular objections about the mission itself, but another it was too overwhelmed with a newfound free will to just go back. The Demon grew into its human identity and got pretty comfortable with newfound mortality. Bent on protecting her mortal life from machinations of Machine God and its agents, Mitsuba is willing to go to any lengths if her way of life is threathened. She had been for a while in Nexus, with her Cover reinforced through her efforts, but now she is even more on edge than usually because of the event of recent nights.

Weakness: Her Cover may degrade over time if she behaves inconsistently or uses overt supernatural abilities.

Likes: Tools of her trade, pink and blue colors, mundane people, removing too insufferable fools, children

Dislikes: Supernaturals flaunting their powers openly, clinically stupid people, people plotting against her (whether it’s true or not).
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Aiden on March 06, 2016, 04:52:56 AM
Name: Gadreel, the Wall of God

Race: Exiled Angel

Age: "And there was light."

Height: 6'6"

Weight: Proportionate to height.

Appearance:

(http://safebooru.org//images/737/f25122d47c2bf4704b735641b14e5941eb8e311b.jpg?742446)

Physical Attributes

Strength: Incredible
Agility: Incredible
Constitution: Incredible

Magic: High
Angels are not meant to use magic the way humans are, but Gadreel hasn't cared for the dictates of Heaven or Hell in thousands of years. He has made the painstaking effort to learn a few basic rituals for use in removing curses from himself or others. He is also capable at creating, maintaining, and bypassing wards around locations and buildings. This is mostly useful for keeping spirits and demons away, and he needs more time to set them up than is practical in a fight unless it's an auspicious time like midnight on the full moon, or the Equinox. His magic draws power from ambient sources.

Other Abilities
Angelic Body: Like every angel Gadreel is immune to non-corrosive toxins, mundane diseases, and all forms of physical deprivation. He can withstand shots from lower calibers of bullets without flinching, and his body can rapidly recover from injury and dismemberment. In the event that his body is destroyed he can reform on site over the course of several weeks, or months if the attack was particularly thorough.

Linguist: Gadreel has been around for a long time, and is fluent in many human languages. His native language is the tongue of angels and gods, coveted in his setting by magicians for its efficacy in ritual magic.

Martial Arts: Gadreel is a master of close quarters combat even before taking his body's superhuman capabilities into account.

Weapons Master: If it was meant to be held in your hands and used to kill someone up close then Gadreel can use it well. He is particularly capable with blades.

Equipment
.44 Magnum: A big gun for a big guy. It also doesn't demand that he kill people when he takes it out, so that helps.

Dainsleif: This cursed sword can slice cleanly through a solid iron anvil, and the injuries it causes only stop bleeding with supernatural healing. In humans this inevitably results in them bleeding to death in short order. In beings who can regenerate it slows their rate of healing to 1/3rd of its norm. However, the blade refuses to be sheathed until it has killed at least one person, and attempts to exploit it by putting it aside without a sheath result in it compelling the wielder to fall on its edge themselves.

Origin
Gadreel fell out of love. It all started after the Flood, when Lucifer falsely claimed the authority of Metatron and tried to lead the heavenly host to believe the Creator wished for mankind be wiped out completely. "Let us finish them now so that they, in their immature flailing, will not bring forth yet another cataclysm on this great earth." That had been the reason given. Heaven saw through Lucifer's lies and cast him and his followers, a full third of the host of angels, into the dark reaches of the Death Realms. However, Heaven did not fully disagree with the Morning Star's logic - mankind had already brought the cosmos to the brink of annihilation by reaching out with their souls for the mad darkness outside Creation. They sought to limit what the humans could achieve, lest their grasp outstrip their ability to reason.

Not all of the heavenly host agreed with this. Tasked with observing the humans and keeping them from reaching out for more, these Watchers took to their charge with sour hearts. Gadreel was among them, and watched as the humans smacked at each other with rocks and sticks where once they rode on chariots pulled by thought and blasted fiends from the skies with wands of fire. They were helpless, dirty creatures in the aftermath of the Flood; spirits and monsters and vengeful hell-bound seraphs bedeviled them at every turn. Their fragile forms were inadequate vessels for their infinite souls, and they died of plague, sepsis, and hunger where once they were clad in immortal bodies fed on ambrosia.

"This is wrong," he told his fellow Watchers. He had not been the first to voice such feelings, but he was one of the first to do so above a whisper. Others followed, his brother Azazel first among them. "The Creator is silent," he said, "and has been silent since long before the Flood. The only voice we can trust to tell us right from wrong is our own, now. I say that we must help them before they are lost to us forever. What of you, brothers?"

The Watchers descended to the Creator's children, and began to teach them of the things and ways they had once forgotten. Gadreel showed those he could reach how to use the weapons Azazel taught them to forge so that they might defend themselves against a world that feared the very thought of humans rising up again from the muck. Then he taught them how to cover up the marks and blemishes of their struggles with oils from plants, and dust from crushed earth, so that they could reach for the beauty they had once borne as a matter of course.

One of them, a woman, was so fetching with her bloodstained knife and painted face that he couldn't help but adore her. Gadreel was one of the first to know love as more than an abstraction, and his children with her were tall, strong and beautiful like in ages long past. He hoped, as his fellow Watchers did, that between the ranks of their Nephilim children and the quiet support of the titan Prometheus that they would be able to stand against the heavenly host when the time came. Perhaps it wouldn't even come to war; perhaps they would see that it was good, and join them among the humans?

It came to war. The Nephilim were purged with bronze and iron where fire failed, and Gadreel was one of the first angels to know what it meant to lose your family. He was one of the first to swear, Never again. When the ashes settled and Heaven retreated the Watchers went into hiding. They united with the children of the few gods to side with the titan Prometheus, bred more Nephilim children, and made alliances with secretive orders of magicians and witches. They set themselves to protecting the humans from the shadows, keeping them safe from the terrible things that would crush their potential to dust.

It wasn't enough. Or rather, it worked just well enough to let humans get into trouble again. The Beast of Revelation cometh, and man is its herald. Too bad Gadreel isn't around anymore to help fight it. God damn it, Nexus City.

Weakness
Celestial Being: Magic that directly damages the soul can completely bypass his regeneration and force him to take the time to reform. Sufficiently powerful sorcery, or magic derived from eldritch forces antithetical to this universe, can potentially prevent him from reforming at all.

Exiled: Gadreel has been cast out from Heaven and Hell, and cannot call upon many of the powers inherent to his kind. He cannot form wings, weapons, or armor of divine fire like they can, for example. Yes, this sadly means he can't fly anymore.

Likes: Attractive people, cosmetics, flying, human culture, weapons

Dislikes: Child killers, cultists, oathbreakers, slavers, technophobes
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Aiden on April 06, 2016, 03:34:56 AM
Name: Auspicious Breeze
Race: Human (Chosen of the Unconquered Sun)
Age: 24
Height: 5'11"
Weight: 185lbs

Appearance
(http://i.imgur.com/jGFHfmO.jpg?1)

It is impossible for Auspicious Breeze to hide her divine power for long if she has to meaningfully exert herself against an opponent. First a dim outline of white and gold light begins to surround her, and the sunburst mark of the rising sun appears on her forehead. The outline grows from there until first it lights up an entire room, and from there grows until it can be seen for miles around. At the apex of her power her every movement is accompanied by a glorious outline of a giant six-armed war goddess made in her own image.

Physical Attributes

Strength: Incredible
Agility: Incredible
Constitution: Incredible

Other Abilities

Chosen of the Sun: Humans may only reach so far on their own; their bodies were not designed to channel the Essence of Creation. Thanks to the blessing of the King of Gods Auspicious Breeze has no such limits on her. She will live for thousands of years in her prime, and reach heights that surpass the gods. Most of her skills below are either granted or enhanced by this trait.

Combat Awareness: Auspicious Breeze is impossible to surprise in a fight. Stealth will not give an opponent an opportunity to overcome her defenses even if she doesn't know she's in danger. She can react to a threat while sleeping, or otherwise unconscious.

Divine Terror: As the Chosen of the Dawn this girl bears a reflection of the glory of the self-proclaimed and unchallenged King of Creation as he rises upon the horizon. In light of this even creatures incapable of fear, such as automatons or walking corpses, cannot ignore Auspicious Breeze's efforts at intimidation - when she bothers with them.

Exalted Healing: A Chosen's wounds heals quickly and perfectly, with no risk of lingering complications. Only the most grievous of injuries leave any hint of scarring, and the character’s healing is like a slow form of regeneration, flawlessly mending severed muscles and nerves, torn ligaments, and shattered bones. Unless a body part is completely severed or destroyed, it is restored to perfect working condition once healed.

Occult Sensitivity: Auspicious Breeze has always been sensitive to the presence of the supernatural. She has a basic, intuitive understanding of its presence even if the details escape her.

Resistance: As one of the Chosen she is incredibly durable against threats and woes suffered by other humans. Lesser diseases and poisons give up in failure against her constitution, and even the strongest cannot kill her outright. Infections die before they can take hold, and she will not bleed from her injuries unless she wants to.

Supernal Brawler: Auspicious Breeze's body is a weapon, one honed by a lifetime in the arena and enhanced by divine favor. Her blows can make almost anything falter through hitting the right spot. She can close the distance between herself and opponents in the blink of an eye at the start of battle. She can incorporate new experiences from a fight into her style almost instantaneously, and her prowess with her fists can slay demons, spirits and gods even when it doesn't quite make sense.

Equipment

Collar of Dawn's Cleansing Light: The purpose of this jeweled orichalcum collar is to keep its wearer clean in every respect. Its magic means she could spend weeks living beneath a rubbish heap and emerge at the end as though she had just spent hours preparing for a grand ball. This effect extends to her clothing.

Origin: Auspicious Breeze was born on the isle of Ys, in the capital city of the empire of Ysyr. In this place there are leftover sorcerous engines from the lost First Age of Man buried deep underground, and they twist the island's inhabitants into mutants of varying degrees of strangeness. The ruling class, made up entirely of powerful sorcerer-princes, are physically distinguishable from the rest of the population because they have used rituals to obscure or remove their mutations and give themselvs perfect bodies. Anyone who is not a sorcerer in the empire of Ysyr is little better than a slave, and they have no way to hide it.

Breeze doesn't remember her parents, but she imagines they must have been rather ugly. She was born a hideous little scaly thing even the other slave children (almost every child on Ys) didn't want to go near. Eventually she got old enough to throw a punch, and between her seeming knack for it and her fearsome appearance she was trained as a gladiator for the entertainment of the sorcerers. Auspicious Breeze was probably the best gladiator in the empire by her 20th birthday. She made friends, despite her appearance, but was never quite able to bridge the gap from speaking to touching unless her fist was smashing someone's jaw.

It was while being transported from Ys to one of the empire's newly conquered city-states that everything changed. Auspicious Breeze was on her way to fight in a new arena when one of the iridescent raiding ships of the Fair Folk rose from the waters of the Dreaming Sea seeking captives on whom to feast. She could have left the ship's sorceress captain and her crew to die, allowed it all to end, but she hadn't fought as long and hard as she had for all of her life before just to die here. Besides, it was wrong to let anyone suffer the fate worse than death the Fair Folk would bring.

She stood up and fought. The Unconquered Sun noticed, and blessed her as one of his champions. She beat back the fae with her own two fists, and received the gratitude and blessings of the sorceress who witnessed her power and valor. Auspicious Breeze was brought up to her right hand, no mere slave but an important and well-compensated confidant, and complex rituals gave her lovely human flesh at last. The sex was nice, too.

Now she's in the Nexus, separated from all she knows and loves. Let's hope someone can teach her English before she finds more reasons to punch people here!

Weakness

Breathing: There may come a time when this champion of the gods can retain a gasp of air indefinitely, sustaining herself on determination and divine power alone. That time hasn't come; she can still drown, or fall victim to gases that affect breathing.

Disease and Poison: Auspicious Breeze might one day be immune to such things, and she is already quite resilient to them. They cannot kill her outright. However, the strongest examples can weaken her enough to make defeating her through conventional means more feasible.

Essence: Most of the time Auspicious Breeze can do all of the feats shown in her Physical Attributes reliably by enhancing her peak physical performance with divine skill. If she pushes much further than that for more than a brief time by reaching into her reserves she'll wear herself out and need precious moments to recover. This leaves her with merely her natural Amazing Attributes in that time.

Mutant: Hidden beneath Auspicious Breeze's smooth, toned, tanned skin is an unsightly layer of dark reptilian scales. They contribute to her overall durability, but are a mark of shame and slavery in her homeland. It is only the efforts of her mistress, a sorceress of great repute, that have given her human flesh to hide it away. Cutting too deep under her skin and muscle reveals it until she can heal, and marks her as a 'freak'.

The Great Curse: Unbeknownst to Auspicious Breeze, or any other Chosen for that matter, she labors under the death curse of the creators of her world. Cast upon one of her previous incarnations when it took part in their murder, it pushes her toward ruin by the spiteful will of dead titans. The Curse expresses itself in moments of great stress and hardship, inflating the Chosen’s passions into gross displays of unrestrained and destructive excess.

Uneducated: Auspicious Breeze was an arena slave, and received no education worth speaking of in fields irrelevant to this until very recently. She has only a minimal grasp of her homeland's history, has not moved past basic addition and subtraction, and is almost completely illiterate. She had been working to correct this with some assistance before she ended up in the Nexus.

Likes: Attractive ladies, cold drinks, helping people in need, punching monsters, shopping, showing off

Dislikes: Being poor, evil sorcerers, hot drinks, letting others see how 'dumb' she is, "might makes right"
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Aiden on June 17, 2016, 11:18:03 PM
Name: Katase Muramasa

Race: Demon Sword

Age: ~500

Height: 163 cm

Weight: ???

Appearance: (http://safebooru.org//images/1692/ac3e552999fc49962916be0059be42837a2b101d.jpg?1771733)

Physical Attributes
Strength: Incredible
Agility: Incredible
Constitution: Incredible

Other Abilities
Cursed Sword Muramasa: Katase is a demonic intelligence formed from the collective souls of three generations slain in one. The blade has become her body, and has been infused by the power of the souls with many desirable qualities described below. The blade itself can only be broken by repeated exposure to high-level magic, and can cut a hair that falls on its edge or slice through half a foot of steel before it slows down. By drawing on the power of the souls imprisoned within the sword a wielder can achieve Incredible physical attributes.

Demonic Phantasms: Katase can harness the power of the souls of her victims to manifest physical objects no more complicated than Shogunate era arms and armor, and reinforce them to Incredible levels. An exception to this is her ability to create simulacrums of people who have been slain by her blade; she can draw on their souls to create a faithful replica of their bodies and reinforce them, too. She prefers to use this to give herself a human form of her own, but could just as easily create a retinue of undead samurai slaves to accompany her. Alas, she can only reinforce them past their natural limits if they are in contact with her sword.

Sword Wields Herself: While Katase would prefer to have a worthy wielder, one devoted to her as their bride equal partner, more often than not she is stuck doing all of the work. She is an acceptable swordswoman in her own right, a match for most ordinary human wielders in skill and their superior in body. If an unworthy warrior takes her up she can drive them mad with the whispers of her many souls, after which time she can puppeteer their bodies directly. She will proceed to turn them into dreadful monsters of armor and fury and kill as many of their loved ones as she can get away with in revenge for trying to enslave her.

Equipment: Katase is equipment without a user, wielding herself with a shell of demonic energy in the form of a young woman. She is fond of adorning her bodies with traditional Japanese clothing.

Origin: Katase became self-aware as the last surviving member of a feuding family sliced his own belly open on her sword. She had spent the past decades being annointed over and over again in the blood of all kinds of kinslaying, a clan self-destructing over some offense nobody was ever kind enough to explain to her. As the man's blood cooled on the floor she took the form of the family's long-dead heiress, picked herself up, and walked away.

Her reputation as an accursed weapon established, the daughter of Muramasa traveled across the islands of Japan while wrestling with her almost uncontrollable thirst for blood. Every victim to fall before her had their soul added to the blade, to the collective that gave rise to the demon Katase. Every so often she would rest, and an ambitious young warrior would come along to try and claim her for himself. They all inevitably displeased her by focusing their attention away from her and to their goals, or by treating her as a mere tool.

She destroyed them. She made them destroy everything they ever loved. Replicating the sin that made her was the only solace she could find in the face of man's attempts to enslave her. Alas, if only someone would pick her up and wield her for her own sake! Were that she could be with them as she had seen man and woman (or lately, even woman and woman), that they would look at her instead of away to farther horizons!

If she cannot find such a person, well, she could always find room for another soul inside of her.

Weakness
Bloodthirst: Katase craves the blood and souls of new victims. She can keep this in check most of the time, but if drawn in the presence of anyone except her chosen wielder she will lose control until at least one person has died by her blade. Her wielder will have to take drastic measures to distract her from this - if they can.

Just a Shell: Her demonic phantasms are a construct of demonic power fueled by souls. They can potentially be dispelled by powerful holy relics, or high-level magic, if struck by them directly.

Likes: Blood, cleanliness, compliments, pampering, spicy foods, tea, war
Dislikes: Competition, disrespect, large bodies of water, pacifism, slavery
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Break on June 19, 2016, 03:21:03 AM
Name: Coppelius

Race: Doll

Age: 30

Height: 1,78 m

Weight: 70 kg

Appearance: As a human-like magic doll, Coppelius looks almost like a flesh-and-blood person on first glance, however his unblemished pale skin, shining blue eyes and hair, and most of all, the joints noticeable on his hands and limbs, betray his true origin to the discerning eye. His clothing style includes mainly green or brown colors, clothes that may not stand out at all in the polluted cities of the world, albeit his mystic code may drastically change that impression.
(http://i.imgur.com/S4EpsHf.jpg)

Physical Attributes

Strength: Human

Agitlity: Human

Constitution: Fantastic (as a Doll, Coppelius may have been made to resemble a human, but is fundamentally but a tin man. Even though hits to his faux organs may hinder their functionality, he can fundamentally keep going until either his mana is depleted or his body is reduced to dust.)

Other Abilities:
Mystic Eyes of Binding: a pair of artificially created Mystic Eyes, these can bind and cripple those Coppelius lays eyes upon.

Mystic code: Cor Tonitrus- the everlasting heartbeat
The left half of the internal mystic code Clockwork Heart, masterpiece of a certain londoner gentleman, it continously takes in prana to move the tin body of an unnatural beeing, it both stores and creates enormous amounts of raw energy in the process.

Mystic code: Cor Lotus- the ever unblemished heart
The right half of an the internal mystic code Clockwork Heart, masterpiece of a certain Red's younger days, it will restore the porcelain body of a student group's great ambition to it's original state continously, emulating a life human's self healing capabilities. As the two halves intertwine, a soul is bound to them.

Magic: Medium

Doll creation:
As both the creation and the pupil of a certain Red, Coppelius has been teached the very techniques that gave birth to his body. As such, he is able to forge and wield puppets and dolls, much like his creators, although his style varies in that he never considered attempting to replicate life.

Alices:
(http://assets.rpgsite.net/images/images/000/036/563/gallery/bisque.png)
Small, combat-oriented dolls about the size of french dolls and marionette's, they are capable of simple tasks and direct magical attacks under the control of Coppelius. He can control up to four of them at the same time using the filaments, however they are incapable of autonomous actions.

Strength: Exceptional

Agility: Exceptional

Constitution: Human

Magic: Low
The Alice's are capable of small but high-speed magic blasts fueled by the user's prana.
Several kinds of Alice's differ in abilities:

Curse Alice: the most common type, this doll is built with curse seals throughout it's body, allowing it to cripple foe's with various seals and shoot weak Gandr projectiles. By using up its entire bodie's worth of seals, a self-destruct by this doll can potentially severely debilitate a foe.

Elemental Alice: a doll infused with one of the main elements fire, wind or water, they are able to shoot elemental projectiles and create small firewalls, windblades or waterbubbles. A self-destruct by one of these dolls will cause a moderate elemental explosion.

Knife Alice:
A simple combat doll fitted with bladed weapons throughout it's whole body. Incapable of magic attacks of any kind, however their physical attributes eclipse those of the other Alice's and they can use their blades to cause a true mess of limbs and guts. These dolls can not self-destruct.

Gepetto:
(http://i.imgur.com/XC30TjR.jpg)
Coppelius' trump card, Gepetto is a "doll" created entirely out of ether. By blowing life into it, his shadow will bloat to the massive form of this clump of darkness. As Coppelius is forwarding his consciousness into this shadow body in order to control it, his actual body is completely immobilized while using it.
The shadow body Gepetto is incredibly powerful, fast and strong, and it's mere touch will corrode any kind of material; however, it is unable to move more than ten metres from Coppelius' true body as it is connected to it through an "umbilical cord" at all times. His limbs can be regenerated, but Gepetto will be dispelled immediately if this cord is severed from Coppelius' body.

Strength: Fantastic

Agility: Amazing

Constitution: Exceptional

Awakened Origin: Lifespark
A service given by a certain monk, the same that plucked his soul to bind it to this body, his Origin was awakened. That beeing the spark that grows life, it may even be the true reason the student group's efforts bore fruit after all.

Equipment:

Coat of starry sky: a piece of cloth infused woven by a member of a certain magus family, by infusing it with prana it can be used to emulate spatial movement magecraft enabling the creation of portals in short distances.

Puppeteer's filament: strings infused with magic that are used primarily to control his style of puppets, but can also be used to manipulate humans with low magic resistance.

Origin:
Originally a mere student project of three Magi during their student days in the Clock Tower, Coppelius would be their last work as friends. The body a doll, the soul a barely born wraith, plucked off the miscarriage of one of the girls of the street, Coppelius may have been just an early work, an experiment on the viability of a living soul in a non-living body,all but forgotten by them years later, but at the time it was a true miracle to him.
After their eventual falling out, he kept living in the city of steam and magic, getting handed around student Magi until he ended up in the gutter of London, a free soul, to continue his life on his own. Since then, he has become a fleeting part of London's magic underworld, building experience upon experience with every passing year. He has a very playful, impish personality that betrays his pure appearance lies.

Weakness: As he was not intended a fighting doll, his body itself is not too strong; while his self-healing and magic are hard to overcome, he i ultimately has no real way to retaliate a continuous close-combat assault any more than a regular human does.

Likes: movies, music, doll creation, all manner of games
Dislikes: serious people, beeing reminded of his nonhumanity, people performing actions like eating in front of him
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Umbra of Chaos on July 29, 2016, 01:49:10 AM
Name: Lucy

Race: Human

Age: ???

Height: 6’4

Weight: Light

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

Note: Actually has a bit of chest now. Can now fit them in the palm of her hands. Still no bra.

Physical Attributes

Strength: Human

Agility: Human

Constitution: Human

Other Abilities:

Her Blessing: Lucy would never tell someone to do something completely wrong, and she would never tempt them to do so. Well, not with words anyways. In Lucy’s presence indulging in one’s vices is almost a drug. There is a feeling that someone great, and powerful, and someone who loves you is proud of what you’ve done. That any depravity you commit is wholly justified and objectively correct.

Because of this Lucy can feel every time you compromise your morals or fulfill your vices. She knows sin as well as she does the back of her own hands, and hiding any wrongdoing from her is near impossible. Theoretically Lucy could turn this off but she doesn’t want to.

Her Messengers: Lucy’s soul is large, complex, and multifaceted. It also pumps out massive amounts of hellish energy every second. Contained, concealed, and compressed within her very being these energies eventually coalesce into spiritual beings that can tentatively be called demons. While not quite mighty they are certainly cunning and intelligent creatures.

With a bit of effort Lucy can begin manifesting these beings. When she was a child she shaped them into rabbit dolls, and while others have tried to become more menacing most stay in that cute shape. This does nothing to make them less terrifying.

Messengers can do a variety of things. While their influence in the physical world is limited to screwing with electronics and some minor telekinesis their true power comes out in mental combat.

Individually, they can make normal, untrained humans see and feel whatever they want or read their minds and memories like an open book. Disguising their demonic abilities as a divine presence is child’s play, and tormenting a human with horrible visions and nightmares is just as fun. In large enough numbers they can even provide a being skilled in the mental arts a challenge. However, above all it is their duty to shield Lucy’s mind from mental interference and when within her they can tap into the hidden sea of energy inside her soul to empower themselves making her mind all but impenetrable.

It is possible for those who interact with spirits to destroy a Messenger for they are not much more durable than a normal ghost, but death is not truly death to them. Their scattered energies will return to Lucy, and in little time another one will be born. They always number at twelve, and they are sustained by the power within Lucy’s soul.

They can also inform Lucy of supernatural phenomena and powers they spot. What her human senses cannot detect their eyes and ears can. Not even the soul can be hidden from them.

When in the presence of the truly devout or in holy places of some religions the Messengers are weakened and can decay entirely, but that is only the case if they are alone. When in the presence of Lucy the Messengers can survive indefinitely with no issue. She is above such things and could bathe in the blood of the divine or all the world’s evils with equal impunity, and that effect can extend to her servants. They can manhandle the bones of the enlightened and toss about the splinters of a cross with equal glee and immunity.

Her Voice: It is difficult to resist Lucy if she truly wants something from you. Every syllable that slips out of her mouth can be as sweet as love itself and more intoxicating than any manmade substance.

To totally ignore her words, to completely deny her simple requests, both of these things are as difficult as resisting the pangs of your own heart. While there are many more who can resist it to greater or lesser extents it is almost impossible to forget what she says. Of course, when even the average man runs into things that he clearly does not want to do and is opposed to even he can offer great resistance to her. The power of this lies in the subtlety of it. To seduce people into actions and behavior so that they will continue to do such things under their own volition with no further influence from her.
 
Her Condemnation: When Lucy calls you a damned creature and a creature of darkness you can feel the weight of that title settle into your bones. She doesn’t really mean it, but she does enjoy watching people react to the effects.

When a person is labeled in such a manner their skin begins to sizzle in the sun. Holy artifacts and the faith of others repels them as if they were cursed. Lucy enjoyed calling out priests and holy men just to watch them run from their own communities in despair and shame.

However, this title is not something that is without limits. It only lasts half an hour or so unless reapplied and can only be used on a singular target. Lucy also has to verbally declare the person’s new status. If she’s feeling merciful she can revoke it.

Her Mockery: Whenever Lucy uses these kinds of powers she always feels as if she’s on some inside joke. Every single one is incredibly showy and features beautiful light and the feel of something powerful inhabiting (becoming) Lucy.

She can feed ten thousand with no more than a single meal, transmute liquids into other liquids, perform exorcisms with all the power and force of a heavenly host, walk on water, and heal others of almost any injury or disease.

Her Conquest: With this Lucy casts off any illusion of subtlety and pulls forth her symbols of authority. A crown with ten points radiating glory so terribly powerful that proximity to Lucy alone can char the flesh of a man black. Lesser men scatter before its light in terror while others bow in total subjugation.

A bow with arrows whose shafts are made of light that hold the flames of hell and are feathered with the wings of the first to fall. Each arrow claims the world in her burning name, manifesting her absolute authority. Wherever they fall a pillar of light bursts into existence and expands for a few meters. Anything that touches this pillar is burned as if they were a vampire exposed to the merciless light of a desert sun and repelled.

Whenever pillars meet they merge into an even larger one. Lucy moves through this light fine; however, she cannot wait patiently and safely within this pillar. It is in her nature to go forth upon untouched lands and bring her banners to them in person.

If it strikes an individual the arrow malfunctions and explodes quite spectacularly. While not as deadly as a pillar of light it is still rather powerful and comparable to the more explosive variants of modern munitions.

A massive, white horse that dwarfs any normal specimen. It crushes man and machine under its thundering hooves. But woe betide those who underestimate the rider. The rider and steed alike share a name, and the name they share is Victory. There can be no White Rider without the steed, and there can be no White Steed without the rider. They are a mighty two in one. To separate them is unthinkable.

Conquest:

Incredible/Heroic/Incredible

Her Messengers are dragged back into the furnace of her soul, her condemnations are withdrawn, and even her blessing and her other abilities are swallowed up as Lucy concentrates herself for this transformation. When one faces Conquest they face the totality of her being. Nothing may be left out. When Lucy removes her crown, discards her bow, and dismounts her horse all the effects of Her Conquest vanish. It is not yet time.

Origin: Sometimes she thinks it’s a game they play. It started a long time ago. A boy grew into a man and led his tribe into the wilderness to worship a god. He said, “We are peaceful and good; we harm nothing.” She brought her people, and they sang war songs. She painted the landscape with quite striking shades of red and let the world erase his monuments. She built a new god and sacrificed many to it, even though it meant nothing. Then one day she died.

And Lucy woke up.

She lived and was groomed as a lady of the court and married the ruling prince and became empress. Then one day a boy grew into a man and a beggar priest on the streets amassed quite a following. He decried their selfishness, their apathy, and he preached a philosophy of enlightenment and truth. And her iron fist crashed down onto him and his followers. The fields turned crimson that day.  Then one day she died.

And Lucy woke up.

It’s almost cyclical she supposes. They take many roles, but the spirit of it is always the same. A voice speaking out some spiritual insight and the boot that crushes his head with impunity.  But things are reaching the end now, and she’s so very glad. The game was fun while it lasted, but she could be satisfied with an ending now. And what an ending it will be. A role reversal. Even if she loses she could be satisfied with being able to see what it’s like to be on the other side.


She’s seen the end of the world before. Reached up into the sky and slapped down a third of the stars in the sky. Her armies stretched across the breadth of creation with fanatic loyalty (she was quite charismatic you know) and could bring an end to the world just with their combined arms. It was impossible to lose, but she still did. Every time in the same way. And so she knew that when the time would come she would lose. It was predestined.

But then, a niggling voice asks, “But why not try?” And she could give a lot of reasons. That victory was impossible. That failure meant her destruction. That she was tired now. But instead she smiled, because in the end it was a fine question. So she’ll try. They’ll deal with what happens when they get there.



You’ve come a long way.

You were never a young people. Your ancestors stretch back into the mists, to other times of which I’m not permitted to speak. They were stupid. They lacked ambition. Will. There was no common ground between us. When you were born, I thought you’d be like the rest, fucking shamelessly under the rain, confining your violence to innocent dominance gestures, rough and tumble. When you picked up a rock, I smiled. When I saw her blood on it, I cheered. Finally, someone was speaking my language.

There were awkward introductions. You’d never seen me before, though I was always there, waiting until your senses developed. When they drove you off, I followed. When you came back with fire (no need to thank us for that) and burned them, I praised you while they screamed and cursed. I made a few suggestions, showed you how to do a better job next time. I know you felt guilty sometimes, but I helped you get over it. We collaborated on a few techniques to set your will on the right path.

First of all, you learned how to set yourself apart from weak people. Honestly, I made only a small suggestion, but you really ran with it. You invented words to keep them low. Barbarian. Slave. Infidel. Slut. You made new tools to give those words some bite. Quite a thing to talk with a spear or cluster bomb, isn’t it? The weak will always be your burden. I sympathize. They’ve got numbers on their side, but I’m trying to get them to come around to your way of thinking.

Sometimes they get the best of you, make you think you’re in the wrong. Sometimes you even blame me for everything that’s happened. Not so. Think of it this way. It’s like we’ve walked along a beach together and when you look back you see two sets of footprints in some places,but only one set at others—when you were at your worst. You ask, “Did you carry me through that and make me do those awful things?” No, you miserable fucking coward. You carried me.

You couldn’t take another step without bringing me along, so you could say, “The Devil made me do it.” All I did was talk. It’s okay. I forgive you. I’ll always forgive you.

Weakness: Before beginning Her Conquest Lucy is incredibly vulnerable to nearly all forms of damage. She must also speak an incantation as she dons her symbols of authority which provides both a warning for others and an opening to attack. Victory, while fast and powerful, is limited by its physiology and cannot be as acrobatic as most with Fantastic agility are. At no point does Lucy have any form of supernatural defense against mundane attacks and even during Her Conquest can be harmed by normal materials.

Likes: Humans, lies, indulging in vices, Victory, dragons

Dislikes: Pacifists, prudes, rants
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Aiden on July 29, 2016, 09:19:23 PM
Name: Liam O'Mailey
Race: Vampire - Clan Ventrue
Age: 132
Date of Birth: 1892
Height: 6'2"
Eyes: Green
Hair: Brown

Appearance
(Faceclaim pending)

Physical Attributes
Strength: Amazing
Agility: Amazing
Constitution: Incredible

Other Abilities
Busting Kneecaps: This one has nothing to do with blood, you see? This is just a century in the school of hard knocks, making a living (or unliving) and putting sinners in their place. Liam is great in a scrap even without vampire stuff, and can turn pretty much anything he can pick up into an improvised weapon. He's particularly fond of hitting kneecaps, though.

Dead Body: Vampires are corpses that move. They don't suffer deprivation. Unless caused by their weaknesses damage to their bodies doesn't really matter that much. You can stab one in the kidney, or the lung, or break their ribs or jaw, but it doesn't really matter. To put one down you need to cause so much damage to the body that it is physically impossible for it to do things like move. To destroy one for good you need its weaknesses, or to destroy its heart, or to utterly destroy the body.

Familiars: As an extension of their command over beasts a vampire of clan Ventrue may feed an animal's corpse their blood and bring it to blasphemous animation. It does not live, but it may still serve and share its senses with its master. It eventually breaks down without more blood from a vampire.

Potent Blood: Vampire blood is full of enough life to let the dead fake it. In living people it gives lessened forms of vampiric power. Tasting it also leads to an addiction equal to the strongest of drugs, and instills feelings of adoration for the source of the blood. Three drinks spread out between anywhere from several hours to several weeks are enough to make someone be almost helplessly in love with the vampire.

Psychic: Many vampires have psychic abilities of a sort. Ventrue like Liam can command both man and beast with a glance and a word, tyrannical masters of all they survey. Liam is quite adept at both. The beasts of the land obey when he speaks, and know better than to raise claw or voice in his presence without his consent. He can gather predators, scavengers and vermin to him in droves with blood and will so that they might serve him.

So too with men and women, for his gaze mesmerizes the mind while his words give it direction - for now or later. Those under his sway find their memories can be reshaped to his liking, from lost moments to new years. Only the strong of will, or those who do not meet his gaze or hear his words, can avoid this terrible fate.

Restoration: Vampires are corpses that don't have the decency to stay damaged when you hit them. They can rapidly restore damaged portions of their bodies to perfect working condition, and at each sundown their appearance (hair length and color, fingernail length, etc.) resets to a 'default' setting determined by how they were before they died.

Senses: Vampires can hear heartbeats from a distance, see and smell tiny bloodstains from meters away, and discern all sorts of useful information about someone by tasting their blood (identity, what they've eaten, diseases, etc.). Vampires otherwise have senses twice as powerful as a human, and can see clearly in perfect darkness.

Equipment: Cell phone, nice suit with ballistic fibers, nice hat, a semi-automatic pistol, and copies of the Bible and the Testament of Longinus.

Origin: Liam O'Mailey was born to Irish immigrants in Chicago at the turn of the century. The 20th century. He grew up with them, happy as could be, devoutly Catholic and dilgently working with his hands for his father's woodworking shop well into his teen years. Then he met Nicky the Beed, with his beedy little eyes. He was known in the community for his family's deep pockets and generosity, and he decided to take Liam under his wing.

Liam broke his first kneecap for the mob when he was 17. He kept on like that, enforcing for the Irish gangs in the city duing prohibition to build a life for his family his father's work couldn't seem to. The young O'Mailey boy was filled with sinful greed. He kept on like that until he was 30.

Then he died. Alone from the fear and disgust of family, penniless from gambling and whisky, Liam O'Mailey became the prey of a monster. It drained him near to death, and he felt his life silpping away. Then the monster offered him another chance - to walk again as God would have him. He took the hand offered to him and drank his fill.

For over a century Liam O'Mailey has walked the night in his fine suits and nice hats. He earned the fear and respect of his clan and community. He feasts on sinners, and pushes desperate people back onto the right path in life. He's on a mission from God, and he has all the dark miracles he needs to make it happen. If he grabs a little extra for the collection boxes along the way - well, that's fine too.

Weakness
Daylight: It isn't an instant source of destruction, but vampires can't survive in it for long. They also have trouble staying awake during the day unless they are underground. Liam is uniquely incapable of staying awake during the day on Sundays at all.

Fire: A readily accessible bane common to all vampires. Fire dramatically slows down a vampire's regeneration, and can destroy them outright in sufficient amounts.

Garlic: Not nearly as debilitating as sunlight or fire, garlic still bothers Liam enough that it takes a significant exertion of will for him to approach it. The touch of it leaves light burns on his skin.

Hunger: Vampires need blood. Blood lets them wake up each night, lets them restore their bodies, sustain their unnatural powers, and provides great pleasure when consumed. Hunger gives them fangs to tear blood from you. Young vampires, or vampires fresh from a long period of dormancy, can subsist on animal blood for the first century of their unlives. Vampires who survive long enough to grow in or regain power become limited to human blood. Any vampire can substitute the blood of other vampires for their needs, and eventually comes to require it. Liam has trouble getting anything from animals lately.

Instincts: Vampires are monsters, and there's something coiled up inside them pushing them to be that. With the right provocation they can snap, letting it loose in a tidal wave of power without control. Anger, fear, and hunger are the big three drives there.

Reflections: More of a mixed blessing than a weakness, vampires do not cast reflections or appear on camera or other recordings. It is not a matter of reflecting light, but their unnatural powers preventing them from showing up clearly in that.. It makes hygiene and fashion a pain.

Likes: A good scrap, blood, churches, gambling, good manners, nice clothes

Dislikes: Adulterers, corrupt cops, garlic, pimps, rudeness, white collar crime
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Kotomine_Rin on September 16, 2016, 08:04:57 PM
Name: Vanguard

Race: Sealed soul in a puppet.

Age:  His age far too great to be counted, he comes from a time prior the second genesis. Eons.

Height: 200 cm

Weight: 235 kg

Appearance:

(http://i.imgur.com/axG4lzY.png)

(https://i.imgur.com/TiVEaUF.jpg)
Physical Attributes

Strength: Heroic(Lightning blows hit like Legendary)

Agility: Fantastic

Constitution: Heroic


Magic Rank: Very High

Vanguard’s offensive magic abilities are limited, but powerful enough to be considered a threat. His powerful magical potential coupled with his expansive knowledge and natural affinity with thunder brought by his immortal soul once made him a dangerous foe in the arcane crafts, but a decay of his spirit weakened his innate energy to the point his arcane craft has lost most of its former potency when it comes to direct combat displays.

Through preparation or by fueling the process with souls and weaving different aetheric circles, he can reproduce various esoteric rituals and arcane effects ranging from repairing mundane objects or setting up defensive fields to more complex and unnatural displays mostly involving the nature of the soul. It  is nothing too powerful, but it is esoteric and complex. He can show someone the true nature of their souls, peer through their memories unless they can resist it and even make someone see his own.

His knowledge is an empty shell of experience and past theories, but they have served him well.


Lighting’s Pummelling: Vanguard may channel magical power through his limbs in order to charge them with a great amount of electricity. This gives him the ability to send powerful (heroic) lightning shock waves through his blows or focus that energy into his enemies through contact to  ravage them from within. This allows him to maximize damage dealt far beyond the limitations of his body.

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 unrivaled with the use of the halberd. While having lost his mortal flesh and embraced his mortality to the point to cause his soul to decay, his ingrained battle technique has not left him.

I am a puppet: Vanguard's puppet vessel doesn't give a crap about damage as long as the joints are attached, thus no matter how wounded or crippled or decimated Vanguard is, as long as his soul lives and his body functions he will never lose his ability to fight. It matters not if he is stabbed in the heart or decapitated or has his limbs ripped off, as long as the tiniest shred of his soul endures, Vanguard will fight to the bitter end.

It is to be noted that while he had the option to demand Relius a super freaky vessel with a bunch of arms and tentacles and lasers and shit, he merely demanded one with the same designs of a man of flesh. Well, for a loose meaning of designed, the similarities are there but its still a puppet.


Soul manipulation: Vanguard can draw aether, life force drawn from the soul condensed and shaped into energy. While using his own reserves to cast spells is much easier, sometimes he needs to draw it from elsewhere. Thanks to the demonic presence his soul was accustomed to while residing in Tohuw, the alliance with the soul puppeteer Relius and his own knowledge regarding souls, he has learned by observing the body's own machinations how to draw souls of those he slays and use them as fuel, and by forming contracts serving as links he can interact with other souls on a more intimate level.


Soul Decay: Due to various circumstances and events, his soul has sustained assaults to the point of causing a degeneracy. Slowly but surely, as do all living things, his soul is crumbling and will eventually fade into nothing. This doesn't matter and doesn't seem to bother him, in fact only strengthening his resolve. While he can delay this process by consuming souls, his once immortal spirit will not last more than a few human lifespans.

But what is dead may never die.

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 its 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 armor possesses the perfect combination of toughness, hardness and strength, being able to withstand powerful blows without as much as a few dents. It sits somewhere in his laboratory, for now.

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. It usually sits in his spleen. 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 his vessel, 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 his current vessel, the puppet body 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 honor, 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 its 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 a 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 armors 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 chose 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 eons, 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, through 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. Among its many stars, he had met someone he swore fealty, only to throw her away due to his pride. Cast away, he was eventually sealed in a daemon, but not for long. Eventually, he would come back. He’d always come back.

His name was... 


Weakness: While Vanguard’s battle continuation is useful, he will definitely be incapacitated if one was to land a critical blow to his core. He also possesses no regeneration factor for his puppet body, but one could use magecraft to reform it, although without the pieces it would be more difficult.

Physical combat doesn’t seem to exhaust Vanguard’s energy, and usage of magic does tire him, his spells requiring a rather steady output of energy.  Thus he is weaker against sustain fighters.

Aside redirecting attacks with his sheer skill, he has no ranged options other than throwing things, which means as long as you keep out of his range you should be fine.


Likes: Strength, skill, those who fight for what they believe in no matter what, displays of bravery and courage, honor, a challenge, fair duels, honesty, justice and good-hearted people.

Dislikes: Murder in all its forms, cruelty, arrogance, the concept of just gods, needless death, wasted potential, hesitation and those who prey on the weak, blind dogma, those who are too craven to see their path to the bitter end.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: SINIB on September 19, 2016, 07:05:09 PM
Name: IRON=SAKURA

Race: Human, obviously.

Age: 19

Height: around 5'6

Weight: About two tonnes.

Appearance: (http://i.imgur.com/czoM22b.jpg)

Physical Attributes

Strength: Heroic(can boost to legendary)

Agility: Amazing

Constitution: Heroic

Other Abilities:
Superhuman Physique: Due to an experiment done on her by Kokonoe when she was young (she doesn't like to talk about the details), Sakura posesses inhuman physical aptitudes, especially in strength and stamina.

Standard Blazblue Shit:
Ars Magus: Utilizing ars magus, a combination of magic and science, Sakura 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 overload her barrier and "burst", which she can use once in a while to escape someone's grasp and gain distance. She can't use her barrier for a short time after that though. She can use an overdrive to enhance her physical abilities even further(slightly into legendary) for a short period of time.

Hand to Hand:
Sakura is extraordinarily good at hand to hand combat, particularly grabs and throws. She's really super good at throwing people. She can easily grab people and throw them high in the air, before jumping up and slamming them into the ground with enough force to crack solid cement or throw someone through a wall.

Moveset

Equipment:
Kokonoe's Thingamajig
Some sciencey tool she stole from Kokonoe. It's a big metal club-like thing a bit longer than her arm and two or three times as thick. It's extremely tough, strong enough she can't dent it with her hands. She's not quite sure what it does other than beep and blink every once in a while. It seem to be super durable, however, so she uses it to smack things. It doesn't seem to damage it so it's fine, right? When she's not hitting someone with it she carries the large object around on her back.

Origin: Sakura doesn't really remember who her parents are. They either abandoned her, died, or both. It doesn't really bother her though. When she was small, she was rescued by a large, red man who she first knew as the Red Devil. She never understood why he was called that, honestly. He was so kind, so gentle, and so mellow...

She much preferred his real name, Tager.

She was raised by this man in the laboratories of Sector Seven, as his adoptive daughter. It wasn't an easy place to grow up, and she very quickly learned to stay out of the way of the scientists, especially Kokonoe.

Long story short, she grew up into a strong and attractive woman with a bit of a daddy complex. She was pulled into the Nexus, and makes her living doing odd jobs in her field of expertise, combat.

Weakness: Sakura has very few ranged options, and if you can keep her at range, she doesn't really have a fallback plan. She can also be kind of a ditz. While she is extremely durable and difficult to critically injure, she possesses no regenerative ars whatsoever, so if you do inflict a serious wound, it will stick, and hinder her until she finds someone to fix it.

Likes: large men, good guys, men stronger than her, good food, making alot of money, spending alot of money, her friends, people she doesn'5 have to worry about her strength with

Dislikes: Bad people, Kokonoe, Ragna the Bloodedge, being modified, Hakumen, People referring to Tager as the Red Devil, acidentally hurting/killing people
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Cherry Lover on October 13, 2016, 02:12:27 AM
Name: Emiya Shirou

Race: Human (Magus)

Age: 24

Height: 185 cm

Weight: 79 kg

Appearance:

Eyes: Brown
Hair: Red, beginning to fade slightly.

(http://darksidemoon.net/pictures/Faceclaims/f5ff564129f068863910e14ae9b700cfd16ba4bb.png)
(http://darksidemoon.net/pictures/Faceclaims/2e75a7aaf31077ea36446e430e66f6a1.jpg)
(http://darksidemoon.net/pictures/Faceclaims/54370355_p17.png)

Physical attributes:

Strength: Exceptional (can reach Amazing with reinforcement)
Agility: Exceptional (can reach Amazing with reinforcement)
Constitution: Exceptional (can reach Amazing with reinforcement)

Magic Ability: Very High

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. Shirou is not yet aware of its existence and, as such, cannot call upon it. Nevertheless, it still exists and, given knowledge and enough time, he could learn to use it.

The contents of Shirou's UBW are limited, containing only the few weapons Gilgamesh chose to use in his sight, plus anything he has otherwise seen since. He does, however, go out of his way to find new swords whenever possible, to increase his ability to protect people.

Other Abilities:

Use of technology: To compensate for his magical limitations, Shirou has learnt to use technology to aid him in battle when necessary. 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.

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 significant experience in their use, although rarely against extremely powerful enemies. He also possesses the ability to create and fight with other kinds of swords and knives.

Origin:

Shirou doesn't remember his original life before the fire. To him, his father has always been Kiritsugu Emiya, and he has always been Shirou Emiya. For years, he wanted to grow up to become a superhero, for nearly as long as he can remember. Then, his life changed forever when he was chosen to be a master by the Holy Grail.

After the events of the Fate route, Shirou was living with his sister Illyasviel, who realized something was wrong with their friend, Sakura Matou. Realising that she was being tortured by Zouken, she informed Shirou of her plight and, then, using her wishcraft, she gradually removed the worms from Sakura's body and killed Zouken. No longer desiring to live in the house where she had been tormented for so long, Sakura moved in with Shirou and, with her oppressor gone, she soon confessed her feelings to him, and the two started to date.

Unfortunately, not long after, his beloved sister's body began to fail, and she was taken ill and died. Grieving, and with his time in school nearly over, Shirou decided he wanted to become a true hero, travelling around the world and saving people. Not wanting to put Sakura in danger, he reluctantly decided to break off their relationship. However, the distraught girl pressed him until he told her the truth and, then, persuaded him to allow her to come with him, as his sidekick and lover. That was 6 years ago. Since that time, they have travelled the world saving people, as well as finding time to get married. Now, they've found themselves mysteriously in the Nexus.

Weakness: Limited sense of self-preservation, meaning that he's likely to put himself in danger to protect others, particularly Sakura. Finds it difficult to ignore those in need of help.
Likes: Cooking, protecting people, heroes, Sakura, Saber, Illya, swords, archery.
Dislikes: People getting hurt (especially Sakura), amoral mages.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Cherry Lover on October 13, 2016, 04:49:15 AM
Name: Emiya Sakura

Race: Human (Magus)

Age: 22

Height: 158 cm

Weight: 55 kg

Appearance:

Eyes: Purple
Hair: Purple

(http://darksidemoon.net/pictures/Faceclaims/0ec8df7a319d4ba3993edeb6ff1cbc93.jpg)
(http://darksidemoon.net/pictures/Faceclaims/5982b294f12356817da77783d0cf8423.jpg)

Physical Attributes:

Strength: Exceptional
Agility: Exceptional
Constitution: Exceptional

Magic Ability: High

Since obtaining freedom from Zouken, Sakura has trained herself in the use of her magic. However, despite this, her ability is still somewhat limited. Additionally, whilst most of the worms inside her are gone, a few still remain, draining her prana slightly and causing her minor discomfort.

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, along with her natural Tohsaka affinity, transfer of energy, although she has limited training in the use of the latter.

Spells:

Jewel magic: Due to her Tohsaka family heritage, possesses the ability to use jewel magic. Due to limited training, her ability is fairly limited in this area, however, she does possess a few jewels and can fill new ones with prana, albeit inefficiently. Due to her inexperience, they are mostly saved for emergency situations, where she can use them somewhat like a grenade to get out of a tight situation.

Shadow dimension: Sakura's shadow magic allows her to absorb stationary 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. However, she currently has limited training in its use. As a result, it takes significant effort and focus for her to prevent any item inside from dissolving, preventing her from using it for long-term storage or for anything other than immediate transportation of people through her shadows. It also takes her a significant prana expenditure and some time to absorb a willing victim, and considerably more time and prana to absorb an unwilling one.

Shadow tentacles: Using her natural affinity, Sakura is able to produce rudimentary magical tentacles, which she can use to attack and bind enemies. Additionally, her Matou magecraft allows her to use the tentacles to drain prana from anything they touch.

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 far larger combat familiars. 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, since she lacks her HF counterpart’s mana regeneration, doing so would be extremely painful and also exhausting.

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, to a very limited extent, use them 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:

Cooking: Sakura is an outstanding chef.

Archery: Sakura is a talented archer.

Gun training: Sakura is trained in the usage of many different types of gun. Unlike Shirou, who excels at long-distance sniping, Sakura prefers to use more powerful, shorter-range weaponry, although she is still a good marksman thanks to her archery training. She also often acts as a spotter and short-range protector for Shirou when he is attempting to snipe an enemy.

Knife training: For short-range fighting, Sakura is trained in the use of knives for combat. She also carries several combat knives on her person whenever possible, in order to defend against any unexpected attack.

Body Armour: Sakura 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 her, although self-reinforcement or dodging may protect her to a limited extent if she is aware of the attack.

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. Despite his inability to use her as he intended, the Grail War continued as normal, with the Rider-class servant Sakura had summoned being given to her brother and, then, defeated by Shirou's own servant.

After the War, Sakura's life continued much as it had before. The one exception was the arrival of Shirou's new sister, Illyasviel, who Sakura quickly befriended. However, not long after, things began to change. Sakura noticed the worms inside her beginning to weaken and die and, soon enough, she was free of Zouken's control, although some residual worms still remained. After having everything explained to her by her saviour and the boy she loved, they offered to allow her to live with them, and she gladly accepted. Soon enough, she found the confidence to confess her feelings to Shirou, and the two began to date.

Unfortunately, not long after, Shirou's beloved sister's body began to fail, and she was taken ill and died. Grieving, and with his time in school nearly over, Shirou decided he wanted to become a true hero, travelling around the world and saving people. Not wanting to put Sakura in danger, he reluctantly decided to break off their relationship. Sakura, however, was utterly distraught at the idea and, remembering an old wish to become his sidekick, she offered to do exactly that, following him around the world saving people as his sidekick, lover and, eventually, wife.

During this time, Sakura made some effort, at Shirou's insistence, to get in contact with her estranged sister. She was able to patch things up to an extent, and even gain a few tips on how to use her jewel magic, but Rin's stubbornness and their busy schedules ensured that they remained somewhat distant. Nevertheless, Sakura still does love her sister, and wishes they could be closer, although she is also often infuriated by her overly magus-like behaviour.

Finally, after six years of travelling, Sakura and Shirou found theirselves in the Nexus, with no idea where they were or how they got there. Seemingly unable to return home, they now have to make a life for theirselves in this new world and, maybe, save some people here too.

Weakness: Shirou. She loves him with all her heart, and would be utterly devestated if anything ever happened to him.
Likes: Cooking, Shirou, pretty flowers, gardening, Archery, heroing with Shirou, Rin.
Dislikes: Rin, Shirou being in danger, bugs, abuse.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: yinsukin on November 09, 2016, 10:29:53 PM
Name: Joe Joeson

Race: Human

Age: 26

Height:5’11

Weight: 155Ib

Appearance: (http://i.imgur.com/f9BY60H.png)

Physical Attributes

Strength: Human

Agility: Human

Constitution: Human

Other Abilities: Just a normal dude.

Equipment:


Gun: A typical pistol, Joe carries this gun to fight off supernaturals. 


Grenades:  Look a pistol is obviously not enough when you're living in the nexus.   Sometimes more firepower is necessary.  He typically carries these inside his work bag or pockets.  There are contingency plans for when guns are not enough.

Origin: Joe is an ordinary man born in the Nexus.  He goes to work, tries not to die at night and goes home to his apartment.  In his free time he looks for a girlfriend through online dating and has a few hobbies. Thats all there is to him.


Weakness: Standard Human Weaknesses

Likes: Comics, movies, nice evenings, slow news days.

Dislikes:Vampires, Werewolves, Any other forms of overpowering danger.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Kat on December 06, 2016, 09:02:30 AM
Name: Anastasia

Race: Human

Age: 21

Height: 183 cm

Weight: 63 kg

Appearance:(http://i.imgur.com/TZ2kr4d.jpg)
 http://imgur.com/a/Glq02 (http://imgur.com/a/Glq02)

Physical Attributes:

Strength: Human

Agility: Exceptional

Constitution: Exceptional (Incredible with a spell)

Magic: Extremely High

The source of Anastasia's magic are Aetheric Winds, magic energies which leak over to the material world through a membrane that separates realms of the mundane from realms of the divine. Those Winds naturally coalesce within leylines which also encompass the Nexus. Drawing powers from Aetheric Winds is a dangerous proposition. Any major misstep may attract attention of godly beings, from lesser spirits to even Gods themselves. Thanks to her harsh training she learned how to properly draw the power from leylines, minimizing the risk to which she is exposed.

Ice Elementalism: Anastasia's specialization as an Elemental mage is ice elementalism. She can create large quantities of ice and manipulate it in variety of ways. She can hurl shards of ice at her opponents, call down localized ice storms, freeze the enviroment and people (completely mundane people may instantly die when frozen, but regenerative capabilities, superhuman endurance and/or resistance to magic may let someone survive) and shape the summoned ice into weapons that she can wield. By focusing almost completely on ice elementalism, she does not need to use incantations to help her shape the raw energy of Aetheric Winds into spells from that school of magic. She can also choose to not affect her allies when casting spells with an area of effect. The range of her spells is around 300 meters.

Aegis: When the need to protect herself outweighs potential risks of casting this spell Anastasia may gather Aetheric Winds around herself to try to resist an attack. Her durability increases for a moment to an equivalent of Incredible Constitution, but this unrefined spell runs a risk of summoning unwanted attention from the beyond.

Counterspell: Anastasia may potentially counter a spell with enough slow time of charge for her to react as long as it is a magic that does not come from within the magic user (i.e. uses external source such as mana from the environment, another realm of existence or if the spell is a miracle that relies on channeling power from a spirit or deity.). Obviously she cannot counter spells of mages who surpass her in magical power.

Witchsight: Her passive ability to sense Aetheric Winds and other manifestations of the supernatural. She has no problem with recognizing what is mundane and what is not unless somebody obscures their nature from detection.

Other Abilities:

Archery: Before Anastasia was forced onto the path of magic she had spent a portion of her childhood learning the trade of a hunter. She is proficient with the use of longbow and honed her skill in conjuction with her magic capabilities. It is often overkill to blast opponents with the full strength of her magic so she is fond of picking off lesser opponents using a bow of ice that she magically manifests, piercing them with arrows made of sharp ice.

Outdoors Survival: Both her early childhood and the harsh training she has endured contributed to her skill at handling hostile enviroments. She can navigate well just by heeding stars and knows how to survive in winter conditions.

Unyielding Resolve: Wielding Aetheric Winds require great willpower. As a side-effect, most forms of mind control simply do not work on Anastasia.

Equipment: Only what she can afford with her modest wage.

Origins: Anastasia used to be raised in a family of woodsmen before agents of the Kingdom unceremoniously abducted her once she started manifesting signs indicating that she could wield Winds. The harsh training and indoctrination molded her into one of many Battle Mages who were employed by her country mitigate disadvantage in numbers when facing the onslaught of barbaric tribes of greenskins from the East and raids of pirates from the North. While such treatment didn't turn her into unfeeling machine, Anastasia was mostly resigned about the role she performed and deprived of any ambition to change her status. In fact, even if she is now free, she could not think of applying her powers for her own goals. Without any proper government to serve (as the so called government of the Nexus could be called a farce that couldn't control even a single city), she took the first job she could find. Now the management of the general store where she works are her commanding officers, and she serves as best as she can. All shoplifters and other criminals learned to stay away from the store.

Weakness: Aside from the risk associated with her brand of magic, she cannot cast spells in zones completely devoid of Aetheric Winds.

Likes: Doing her job, cold weather, brief moments of peace

Dislikes: Rogue mages, criminal scum (especially undead, greenskin and demonic criminal scum), shoplifting

Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Kotomine_Rin on December 09, 2016, 02:19:55 AM
Name: RED

Race: Code (genetically modified human with psychic abilities)

Age: 16

Height: 165 cm

Weight: 60 kg

Appearance:

(http://i.imgur.com/R7fAKxg.png)


Physical Attributes

Strength: Human

Agility: Human

Constitution: Exceptional


Other Abilities:



Feel no pain: Partially due to the countless experiments on her and her dependence on painkillers, RED has developed a frightening resistance to pain. She could cut her feet and walk on the marrow of her bones and still keep her smiling chipperness. But sometimes, when she least expects it, the pain comes back. That’s when the candy helps.


Psychic: RED is a Code, treasured children who had grown unique abilities after the Great Divide ( a war that had plunged the entire world into chaos between mages and humans). In order to close the gap between men and wizards, the humans had created Codes, manipulations of the  genome using the very magic that worked against them.

RED’s code is SCARLET OMEGA, the ability to generate and manipulate Ω waves, psionic energies that are the basis for all psychic powers and can even interact with supernatural forces like magic, making them an useful tool against them.

Because of her psychic abilities, she can fight back and easily shield herself from psychic attacks. Her mind is protected by Ω waves, so reading, influencing or controlling it is very difficult.

When she distorts them, these waves manifest as seven invisible ‘branches’, powerful arms that vibrate and move according to her will.


Branches:

When she manifests her branches, her skin and hair turn blood red, eyes turn black with yellow irises and the tattoos on her body glow black.

These arms can easily rip and punch a car apart, move around and can even wrap around her to deflect bullets and defend her from impacts as hard as a speeding car smashing into them.

They can extend up to 10 meters, but lose power and hardness when far away from her, because the vibrations need to weaken in order for the limbs to extend. While she can move them as she pleases as if they were her own limbs, it is difficult to split her attention effectively between half the arms performing one specific, precise task and half the arms performing another.

Because they move to her will, outsmart and outmaneuver her, and you’ve outsmarted and outmaneuvered the limbs. Thus, the more arms she uses the more difficult it is to multitask and be precise.

Finally, while the limbs are normally invisible, there are many ways to reveal them. When they move rapidly, they shimmer for a moment and become somewhat visible. The same can be said when they apply considerable force on a body, or if a body applies considerable force on them.

If one was close enough, he might notice the faint distortions in the air that make out their shape, assuming he was sufficiently calm and perceptive. You could even feel the air vibrate around them, and of course it goes without saying that creative tools like powder or even water can be used to detect the hands.

That is, if they don’t catch you.


Equipment:

White jumpsuit.

Candy: They’re painkillers she’s addicted to. Well, some of them are normal candy too. They are both part of the reason she has slipped and is clinging to sanity.


Origin:

RED doesn’t remember where or why she was born, even her name seems like a hazy thing whenever she thinks about it. Red, ghost, monster, devil… she’s had so many names she can’t be sure about it anymore. Even if she had a life before then, there is no trace left for her to recall.

All she remembers are the white walls and the white men, and that it was scary and it hurt for a while. But whenever she’d paint the walls red, the white men would praise her and call her a good girl. Sometimes when she was really good, they’d give her candy which would make the pain go away.

It felt good, so she smiled and listened. After a while, she didn’t even need to cry when she was being cut open, so she never cried again. Oh! Actually, she did cry one more time. Or did she? Honestly, she can’t remember that much either.

You see, there was one woman in white who would stand out. She’d often pass more food to her, look at her with these strange sad eyes, saying those silly things to her, and one time she even argued with the white men! They didn’t like it, so the next day she was assigned inside the white room.

RED doesn’t remember what happened, but she remembers the room turned red and for some reason her eyes felt funny. She doesn’t remember feeling sad or anything. Odd.

The next day, there was no longer any white room. Just a silent red house with silent red walls and silent red men and a smiling white girl. She stayed for a few days, or weeks, in truth she never knew the difference.

But after a while, it got boring. So she tore the red house down and left to look for other white rooms so she could paint them red. It was the one thing she was good at, the one thing she ever did.

But at the same time she didn’t want anyone else to have to be in a white room like hers. Even if she had forgotten she would pray every night for a hero to come, this did not stop her from becoming a superhero.

And one day, she woke up in a strange place. It was neither white or red, and for the first time in her life, RED was confused.


Weakness:

RED is very childlike, cheerful and carefree, which makes her easy to manipulate. She can only use the ‘branches’ of her code so many ways at once, and her body is relatively normal so she can’t react to quick and surprising foes.

As powerful as she is, she is a weapon and not a fighter, her skill in actual combat leaves to be desired. However, she can always grow in that regard.

Finally, damage to the brain can severely cripple her psychic power, so go for the head.


Likes: Sweets, being outside, not hurting, sunshine, rain, cute animals, playing, having fun, having friends, being praised, playing rough, the color red, being a hero, hugging others, helping people, smiling.

Dislikes: White, mean people, those who hurt the ones she cares for, selfishness, boring people, meat, complicated words, being hated, being caged, herself.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Kotomine_Rin on January 28, 2017, 01:38:11 AM
Name: Costin Andrei

Status: UnDead

Race: Dead apostle

Age: Looks 17 physically, 197 actual years old.

Height: 6 feet (8 feet as wolf LADY)

Weight: 65 kg

Appearance:

(http://i.imgur.com/9SLC1om.jpg)

Physical Attributes

Strength: Incredible

Agility: Incredible

Constitution: Incredible

Magic: Very High

Blood Control : Though her family was one of skilled bloodmancers, she was not fully trained in the usage of her crest, and was formally only taught the basics. While her father could perform much more intricate feats of blood transmutation and even form potent fields through circles, her skill and affinity focused solely on the physical manipulation of her blood. She is able to manipulate her blood, shape it as she pleases and crystallize it for a myriad of effects.

She likes to form spikes, chains and claws of crystallized blood to add upon her feral and unorthodox fighting style, but most of all, she can use her mage-craft to alter its properties, turning it into a highly reactive explosive. Using her massive strength, she can even fire bladed balls of blood at her enemies by slamming them at his opponents with her baseball bat, or throw blades of her own blood at high speed only to have them return to her due to her curse.

Other Abilities:

Combat Skill: Andrei possesses great strength, agility, fighting experience and beast-like reflexes, thus making her a complete monster in hand-to-hand combat.

She fights with ferocity, going as far as using dirty tricks such as blinding or biting her opponents if it can assure victory. Her fighting style resembles one of a raging beast, attacking relentlessly with great might and considerable speed without giving her opponent time to breathe, using a combination of feral strikes, swipes and wild attacks, moving quickly around her opponents to attack them from every direction, tiring her enemy until she leaves a fatal opening to land a killing blow.

Mystic Blood: Through a strange side effect brought by the experiments on her, her blood has gained unnatural spiritual properties. Its taste is like sweet honey, its pangs make your heart throb like a rich wine, and the more you take the more it will slowly sit at the back of your mind like a drug. When absorbed in someone's organism, it can easily close non fatal wounds to an extent, and minor wounds will vanish as if they had never been there in the first place. However, while it can deal with lesser injuries and alleviate them, grievous damage cannot be completely restored.

As a side effect, those who ingest or have it flow directly in their bloodstream will suddenly feel tired and disoriented, their senses shook as if in a drunken state. Even if it's not potent enough to quite knock someone out, because of its spiritual properties it is difficult to resist it completely even with higher constitutions, though the side effect will be reduced.

Mystic Eyes of Enchantment: These are mystic eyes that all vampires possess, though not all of them are equal in power. If someone's eye contact meets hers, she becomes able to control their mind. In contrast to her brutal fighting style, her eyes do not brute force their way into one's subconscious, but slowly slip through its cracks.

With it she can mind control mundane animals, humans or those with a vulnerable heart, and have them dance to her sweet tune. Through her mystic eyes she can make an ordinary person forget things or remember completely new things, or just have them act as she sees fit. Only the strong of will, those with magical resistance, or those who do not meet her gaze and hear her words, can resist. However it is harder to do so, or rather notice that there is a manipulation in the first place, when the hypnotism is more subtle, and she doesn't incite you to do something you wouldn't in the first place.


Wolf Beast Form: Costin isn’t a werewolf. Now that we’ve gotten this out of the way, she still has some form of shape shifting ability. This doesn’t make her physically stronger per say, but shifting into a great hulking  wolf beast does give her some form of bestial quality and edge to her movements and attacks. Bigger jaws to tear you apart, sharper and longer claws to gouge your entrails, legs to propel herself and leap on her foes…. and most of all a bigger target so she can feel the pain!

Due to modifications from the experiments, she also has some sort of dog form she can convert to. It’s no stronger, faster or harder than a normal wolf, but it does have some sort of resistance to sunlight. Perhaps it’s more accurate to say it’s Costin’s weakened form, which she can revert to whenever the need, or sun, arises. While she can’t use her abilities or curse of restoration under the sunlight in this form, feeding would still help her recover if she was injured.


Battle Continuation: 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 her best constantly. No, perhaps insensibility would be the wrong term, but she doesn't really give a shit about it and heck, it makes her feel good. Alive! That along with her regenerative abilities makes him a force to not underestimate.

Heightened Smell:  Due to her unorthodox vampirism, most of Andrei’s senses are only as low as a mere human at her peak could allow. However, her sense of smell reaches absurd prowess, being able to instantly deduce things such as sex, age and state of mind of others based on smell alone, yet the smell she is most keen on recognizing is the smell of blood, to such an extent that she could track a wounded man from miles away without too much trouble.

Curse of Restoration: This ability operates under normal conditions and causes the vampire's body to regress through time to its original vampiric state whenever it receives an injury.

This curse is exceptionally strong in Costin's case, it will take extremely severe continuous damage to definitely kill her, but recovering from fatal damage over and over and over does put a burden on her overall stamina and after a dozen or so times, she’ll probably stay down till the sun rises. Of course, you can prevent her by donating blood today!

Magic Reisistance: She has only the most rudimentary forms of resistance against magic. She could dismiss weaker binding spells and basic magic, but her body offers little to no resistance against more complex or powerful spells.

Familiars: Vampiric familiars are created when a vampire feeds his blood to a living creature. These creatures cannot disobey their master and nor can they hide their thoughts, as the vampire can now read their mind. It works on animals rather well, but humans and more potent creatures will either downright resist it or take a prolonged exposure to her blood in order to become her familiar.

Degradation: Dead Apostles are in a constant state of degradation. The sun can accelerate that condition, while sucking life force through blood or semen reverses this effect.

Turning (NEEDS GM AND PLAYER PERMISSION): By injecting her black blood into someone, she can turn a human into a ghoul. A complete mundane would be instantly turned, but more powerful characters would need to be weakened, and depending on how supernatural they are they could downright resist it.


Equipment:

MP3 and Headphones: Andrei constantly listen to music, be it day or night, even in battle she will play her favorite tunes. They say heavy metal makes people violent, but not having her music makes her really fucking violent. Thus she always keeps her headphones and music on at an obnoxious volume, especially in libraries. Truly she is an irredeemable monster. Her favorites are classical and jazz, because she's classy.

Metal bat: It’s a goddamn metal bat. She bashes skulls with it. Need I say more?


Origin:

She could still remember the flames…

It was a small village in Romania, a chilly winter day in a small village in Romania.

It was a chilly winter day _______ spent with her brothers and sisters and Mama and Papa in her chilly home.
_______ heard a knock knock that day, a knock knock knocking the door of _______’s chilly house in a chilly winter day in a small chilly village in the chilly land of Romania.

And then she heard the screams.

Screams of pain, screams of anguish, cries of fear asking for mercy.
She saw that man, a giant man, she saw the giant hooded figure of a man, pyre dancing around him, inferno burning her Dad’s chilly nose, her mom’s chilly toes, her brother’s chilly heads and her sister’s chilly beds.

She saw the flames, slithering closer and closer, until they engulfed everything, in a chilly winter day in a small village in Romania.

The girl closed her eyes, and when she opened them, she saw ashes surrounding her frail little body, and the hooded man.

The hooded man smiled, she saw a smile, why did the hooded man smile?

Why did the hooded man laugh?

Why did the hooded man grab her hand and drag her far far away?

5 years she spent with the hooded man, 5 years of pain and suffering and misery and pain and more pain and suffering and tears and more pain and more tears and more pain and the pain, the pain, the pain, the pain…

Until one day the pain stopped, the tears stopped, and along with them her whole world stopped.
And she saw the same smile, the hooded man’s smile, his smile, she always would smile, but why?

And for the first time in 5 years, she smiled.

A voice that drilled in her ears like a rusty screwdriver burrowing in her very marrow.

For the first time in her life, she heard the hooded man’s voice.

The man’s voice was a blissful voice, a soft voice that spoke with gentleness and joy.

The hooded man spoke of many strange things, words she didn’t understand.

_______ potential, The _____, ______ Circuits, ______ Apostle, True _______, ______, Crest, ________ Association...




The mad wolf laughed and howled alone under the moonlight, alone and spited, on a hill of bodies, a river of blood...

That was 175 years ago…

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

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


Weaknesses:

Ax Crazy: Yeah, sure, personality doesn’t count as weakness, but Costin is kinda… special. When fighting, especially when in a blood boner frenzy, she just can’t help or control herself. She fights like a berserker, extends fights just for her amusement and really doesn't give a shit. She just wants to enjoy herself, you can afford to yolo when out don't even die. Sure she dodges, sometimes she also lets you hit her straight in the face for the heck of it. It's just fun and games no matter who's on the receiving end. If you realize her... tendencies, it becomes easy to bait her.

Vampirism: Being a dead apostle, Andrei requires blood in order for her body to not deteriorate. The sun’s light will effectively destroy her unless she is in her weakened form, thus she can only walk around freely at night. She also has the inability to cross bodies of water by foot. Of course, this also means rituals and holy weapons/artifacts are pretty nasty to her. You won’t see her in a church any time soon!

Complete lack of long ranged abilities: Andrei’s strength lies in close to mid-range combat, she has absolutely no forms of zoning control aside praying she can somehow reach her target before she becomes vampire paste or throwing her blood/stuff at her enemies.

Vampiric impulse: Costin has yet to control fully her blood thirst, or perhaps its more accurate to say she has no interest in doing so. As an unbridled monster who fully relishes the carnage, she can act irrationally when tasting/smelling blood, be it foe or ally. She will often lose herself in the joy of bloodshed and battle, and when smelling the blood of her foes, she will enter an utterly berserk state.

Insuppressible killing intent: She has absolutely no way to control emotions such as rage and blood lust, thus when going for the kill, sneak attacks or back stabbing are completely impossible for her.

Since anyone could sense her incredible fury and terrifying presence, one would quickly notice her had she any sort of hostile intention.

Light sensitivity: Her eyes, used to the dark of the night, are sensitive to light sources. Anything ranging from an electric torch to a flash bang could irritate or outright blind her.


Likes: Honest people, dogs, fierce capable fighters, fighting fierce capable fighters, walking around at night, helping people,  listening to music, lazing around, pain, slaughter, looking classy when bashing skulls, blood, movies, terror, murder, the old in and out, chocolate parfaits.

Dislikes: Liars, ghouls, magi, dishonorable foes, weaklings, unfun battles, having to hold back, being late for work, animal cruelty, overly hot or cold weather, bright places, the sun, lightly lit places, fire, smoking, boredom, facial moles, sun chips and bugs, not getting to feel the pain.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: SINIB on February 08, 2017, 07:10:11 PM
Name: Noire, Black Heart

Race: CPU Goddess

Age: 100ish

Height: 158 cm

Weight: 43 Kg

Appearance:

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

Physical Attributes

Strength: Exceptional

Agility: Exceptional

Constitution: Exceptional

Other Abilities:

Console Patron Unit:  Noire is the patron goddess of Lastation, Black Heart. As a goddess, she does not age nor is she capable of contracting any normal diseases through the use of share energy. Basically, the more people believe in her, the more shares she has, and therefore the more powerful she becomes. Conversely, if everyone stops believing in her, then she would lose all her powers as a goddess, preventing her from transforming into her HDD form at all.

HDD Form: 

As the goddess of Lastation, Noire is capable of undergoing a transformation using a Hard Drive Divinity disc. This changes her to her goddess form Black 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 short while. The large sword she gains is a manifestation of her goddess power and is therefore nearly indestructible.

Her voice also gets much deeper.

(http://i.imgur.com/YVFy9k3.png)


Stats:

Strength:
Heroic

Agility:Heroic

Constitution:Heroic

Other Skills

Noire is capable of using a few other skills, like Tornado Sword, which covers her blade in a rainbow sheen, increasing its potency and reach simultaneously. She is also capable of some manipulation of the fire element, and is capable of coating her weapon in fire and other such uses.

Infinite Slash: Noire's ultimate attack. When she use, she takes many quick and precise slashes at the opponent, bombarding them with attacks until she finally knocks them into the air after which she snaps her fingers, bombarding them with countless slashes at legendary speed. She can only use this attack once in a while.

https://www.youtube.com/watch?v=MV8WQ2NLy84# (https://www.youtube.com/watch?v=MV8WQ2NLy84#)


Equipment:

A short sword

Origin: There's a number of nations in the world of Gamindustri, all of them ruled by a Console Patron Unit like Noire. Noire only formed her nation recently, within the past hundred years. Hers was the third nation to form, after Lowee and Planeptune but before Leanbox or Eden. Stuff happened, Neptune and Nepgear fell into the world, more stuff happened, both the worlds were saved, and they went back home, and Noire has suddenly found herself falling from the sky into an unfamiliar city.


Weakness: She's very prideful and will work alone if she can help it, which could get her into some nasty situations. Her goddess form, while strong, is temporary and can't be used continuously for long periods of time.

Likes: Working, Neptune, Plutia, Cosplay, Singing, being the best she can be, video games,

Dislikes: People falling on her, lazy people, Neptune(sometimes), Blanc
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: YOLF on February 16, 2017, 05:39:07 AM
Name: Irene Maiden

Race: Vampire

Age: 127

Appearance:
(http://i.imgur.com/1SyKnbS.png)

Around 175 centimeters tall, typically she completes her ensemble with pants, combat boots, and a blazer-type jacket over her vest.


Physical Attributes

Strength: Incredible

Agility: Amazing

Constitution: Incredible

Other Abilities:

Baritsu: A self-defense and combat school that incorporates eastern martial arts techniques with principles of kickboxing, cane fighting and other western martial arts. An eclectic martial art created in England employing European wrestling alongside judo and jujitsu to control all ranges of close combat and its striking foundations to disturb the balance of opponents and subject their joints to strains that will leave them unable to resist. Irene is a seasoned expert of this art, which she learned from its pioneers.

Well-Traveled:
Globe-trotting adventures in her youth have enriched Irene's skills and knowledge. She's at least familiar in passing with piloting all kinds of modern vehicles, knows a number of languages, and picked up a slew of practices from different cultures and fields.

Regeneration: Vampires have incredible regenerative ability, allowing them to live with the loss of vital body parts and recover from most damage at great speed. Wounds that would be lethal to humans heal in a matter of seconds, and they can easily reattach severed limbs. Even when dealt extreme widespread damage and blown apart into meaty chunks, they can pull themselves back together and restore their flesh as fast as several minutes, although this is very energy consuming and will not completely undo the harm done. Given enough time, they might regrow full limbs outright, but they possess more efficient ways of replacing them.

Vampiric Essence: A substance produced in the blood of vampires akin to a highly reactive poison, which can turn corpses and living beings drained of blood into zombies, monstrous and physically powerful undead with a hunger for blood and violence. Vampires can spill this substance from their bodies at will or inject it into other beings directly.

The blood of vampires itself is dense with stolen life force, and injecting it into a body just drained of blood will instead create a new vampire.

Body Control: Vampires possess a very developed degree of control over their body functions and organs in addition to limited flesh-shaping abilities. While they cannot blatantly morph their bodies they can consciously manipulate them to a physiologically horrific extent, growing their nails into sharp claws, wielding their hair as a prehensile weapon, sprouting their blood vessels as vicious tendrils, and controlling severed or detached body parts. Able to ignore the loss of most organs, they can even survive as just a head and move around with their blood vessels.

They suck blood through their fingers by puncturing and digging into flesh, and can grab someone's carotid artery between their fingers without causing hemorrhage. If they permanently lose a limb (or their lower body, or even everything from the neck down) they can replace it with another's, which when attached gradually molds itself into the original part. Similarly, they can also meld the bodies of different creatures to create grotesque zombie chimeras.

Healing: Irene may heal others by directly transfusing her blood while mending open wounds and forcing them to close. Their bodies are repaired as though her vampire regeneration acted on them, allowing recovery from the most grievous of wounds. This power is a developed form of body control employing refined flesh-shaping and life force manipulation. They may also receive these benefits simply by ingesting her blood, though less efficiently.

Impaling Missile Arms: Employing explosive power through her blood vessels and willfully separating her flesh, Irene is able to shoot her arms (from the elbow down, typically) like cannonballs to impale or seize enemies even a hundred meters away. If she suffuses the Ripple into her arms she can infuse it into undead struck by the attack, though its range is greatly reduced by the action of the solar life energy on her own flesh.

Enhanced Senses: Vampires have heightened predatory senses, several times stronger than those of humans. They can see clearly in the dark, hear heartbeats from several yards away, and possess a hound-like sense of smell.

Hypnotism: Using their transfixing stare, skilled enough vampires can hypnotize those lacking sufficiently resilient minds, allowing them to mess with their recent memories and make them follow their commands. Irene is particularly skilled at manipulating animals in this manner.

The Ripple: 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.

Irene was a powerful master of this art who had refined the flexible basics to a point, but as a vampire she cannot use it without destroying herself in the process. However, if she is ever in dire need, she can channel the Ripple through a single limb and then sever it before the energy spreads.

She might still be able to teach it to another, employing a traditional technique which strikes the diaphragm to make the target breathe the correct way and use their own Ripple.




Equipment

Stone Mask: A damaged stone mask portraying a masculine face with fangs poking out of a slight smile and sunken sneering eyeholes, excavated from Aztec ruins in the middle of the 19th century. Kept by Irene as a memento, it possesses the power to transform the wearer into a vampire, and she used it on herself decades ago before breaking it to ensure no one else would be able to exploit it.

Satiporoja Scarf: A scarf woven from the stomachs of 30.000 beetles of a particular species native to Southeast Asia, making up a near-perfect Ripple energy conductor. In addition to its many uses for a practitioner, the material is supersensitive to motion and can act as a life detector.


Origin:

Irene Maiden was born in the peak of the Victorian Era of Britain, born to a small but wealthy family who had their fortune localized in the Bristol area. Irene spent her early childhood in those parts, attended to by a busy mother in the wake of her traveling father and waiting for him to return by sea. With the flowering of their legacy, they eventually moved to the greater London area. Her father was a member of the Argonaut's Club, a society of explorers, adventurers and extraordinary scholars which rebuffed discrimination in its recruitment. More taken with boyish dalliances than ladylike pursuits and enraptured by the tales of his fellows, she became involved in their meetings, and later joined their membership.

It was at this time that she joined her father in hobbies and occupation and he began to teach her the ways of the esoteric technique he had learned during his time in distant Tibet. She would not have need of it until years later, when a murder in Paris accompanied by the theft of a relic set them both and others in hot pursuit of the culprit through Europe and Asia. It was during this journey that Irene faced her first zombie and her mentor saw himself forced to pass on the secrets of the Ripple.

At a high cost, they put an end to the threat which had appeared in front them this time, but it was not the last they would see of the problems created by the stolen Stone Mask. Irene continued to learn the Ripple from her father as they tracked down artifacts in Casablanca before the remnants of an eerie cult; the tribulation that ensued led them through Africa in competition with French agents pursuing a track of clues left by Napoleon himself. It was at the end of this adventure that they learned the stone mask had resurfaced in France.

Irene's father would lose his life in their endeavor to neutralize the artifact once and for all, with his daughter vowing to carry on his ideals. Knowing the mask was not a unique piece, rather than destroy it they decided to take it in for study at the Argonaut's Club to develop countermeasures against the undead spawns of this ancient artifice, but at the dawn of the 20th century the society diminished and by the end of World War I, it had dissolved entirely. In the following years the Maiden family moved to the United States where they invested in the industry, and after putting her accounts in order Irene left for over a decade to study with the Tibetan Ripple masters.
Upon returning, she continued her adventurous activities and participated in archeological expeditions to Mexico, where the stone mask was supposed to have originated, competing with groups such as the Speedwagon Foundation. It was in these times, when she looked for those who would inherit her mastery of the Ripple and use it for good, knowing wicked beings and goals might prey on people even after her death, that she began to hatch a plan.

When Irene had established a succession of Ripple users to pick up her torch and carry the art through, she committed the act of sacrifice she never thought she would: she gave her humanity to the Stone Mask, becoming an immortal vampire who had no need to fear time or natural death, and used this power to sustain her own resources and finance her goals.

By 1988 she was in the trail of a set of ancient arrowheads stolen from an archeological expedition, when a strange encounter sent her through time and space into the Nexus.


Weaknesses

Sunlight: Vampires are extremely vulnerable to sunlight. Being directly exposed to the sun will turn them to ash in an instant and vanquish them forever.

Hunger: Vampires must consume the blood of living creatures to sustain themselves. Their stolen life force is what fuels their long-term regeneration and monstrous powers, and in the event that they suffer extensive damage or are deeply weakened for some other reason, they may need to consume many people's worth of life to recover completely.

Brain: The brain is the one vital part of a vampire's body. They cannot heal damage to the brain as easily, and destroying or sufficiently damaging it will result in their effectively irrevocable death.

Likes: Traveling, cleanliness, tea, white wine, beating up crooks, chit chat,
Dislikes: Undead, immortals, waiting times, timidity, relic thieves
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: yinsukin on March 01, 2017, 07:39:31 PM
Name:Marcus

Race: Human

Age: 20

Height: 6”3

Weight: Lean

Appearance:
(https://s-media-cache-ak0.pinimg.com/originals/39/54/c9/3954c9d6885c92a90fa5adb22094e58d.jpg)

Physical Attributes

Strength: Scales to opponent

Agility: Scales to opponent

Constitution: Scales to opponent

Other Abilities:

Tracing aura:  The main function of this ability is to match the power level of his opponent.  By tapping into himself and the environment, Marcus can generate a spiritual aura that strengthens his body to the level of his opponent.  This power is absolute and can even mimic changes that occur because of magic or any other form of mystical powers.

In addition, if an opponent's powers are spiritually based, he can mimic them with his aura.  These are perfect imitations with the full potency of their original user.

Master of hand to hand combat:  Thanks to many battles and a lot of natural talent, Marcus has developed a powerful street fighting style unique to his own personality.  In theory, he should be able to defeat masters of martial arts with relative ease, even if it never works out that way.

Equipment: None right now.

Origin: Marcus’s story is a familiar one.  He was sent by a powerful organization to kill the hero of his world.  After an epic battle, he joined that hero, fighting alongside him as his greatest rival, ally and friend. 

Time flew by quickly after he joined the hero.  Battles were fought, new friends were made and he even got romantically involved with a cute girl  (Of course, it never actually went anywhere).  With every battle that was fought, his feeling of competence diminished.  It didn’t matter how many training arcs he went through, how much he grew physically and mentally.  He would always be number 2.

After the final battle was fought, Marcus challenged the hero to one final duel, hoping to prove his strength.  In the final moments their energies clashed, causing a bright light to envelop all of their world.  Now Marcus finds himself in a new world, stranded for all time.

Weakness:

Ultimate Jobber:  Marcus has only won a fight once in his life and will never do so again.  No matter how good his odds, he will always lose.

Limitations of spirit aura:  The aura allows him to keep up with any opponent, but it will never surpass them.  In addition, his aura has a strange habit of malfunctioning in the most pivotal moments, leading to an almost godly amount of strange failures and situations.

Learning curve: Marcus does not learn the abilities of his opponent instinctively.  He must consciously become aware of his opponent's abilities in order to use them.  This means that even if he is capable of replicating any ability, he cannot preform them until he learns of said abilities.

Really bad luck:  There is no being with worse luck than Marcus.  Everything that can go wrong will go wrong, almost to an over the top degree.

Likes: Abstract concept of victory, fighting, people with FIGHTING SPIRIT, sex

Dislikes: Losing
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Arch-Magos Winter on March 12, 2017, 04:26:09 AM
Name: Trivek, “Triv” for short

Race: Human Wizard

Age: 23

Height:
6’2”

Weight: 186lb

Appearance: (https://s-media-cache-ak0.pinimg.com/736x/d5/6e/19/d56e19e3c2e023cb81817d4a2b38a68e.jpg)

Physical Attributes

Strength: Human

Agility: Human

Constitution: Human

-Magical Ability: High (Theoretical Divine)

Theoretically, his abilities could reach divine levels over time, or with access to a large enough source of mana.

As a planeswalker and as a wizard of the Izzet League, Trivek possesses a wide array of tricks and spells, though most notably he has an affinity for the creation of weirds (two opposing elementals bound together in a plasmodermic bubble which creates a new magically created entity) and elemental summoning and control. When tapping into his external sources of mana however, he can overload various otherwise simple Izzet League spells - like a simple bolt of electricity, a blast of ice or fire, or countering other spells - into more powerful forms, along with (if he knew how to do so) casting even more complex and powerful spells such as altering the flow of time, summoning massive elemental servants, and other such feats.

Trivek's magic works by harnessing the mana of the land around him, with certain spells requiring certain types of mana, and mana is roughly divided into six categories, Red, Blue, Green, Black, White, and colorless. Trivek, along with most other Izzet League mages, specialize in Red and Blue magic. Red magic is focused on destruction, creativity, freedom, and chaos. Red magic is also associated primarily with fire, an engine of destruction and creation as well as earth. Blue magic is focused on the mind, perception, perfection, logic, and illusion. Blue magic is often associated with air and water, both substances that are rather ephemeral.

With the Nexus cutting Trivek off from what would otherwise be his primary source of mana, his home plane of Ravnica, Trivek currently does not possess the capacity to cast his most impactful spells. While he has his own backup sources of Mana, in the meantime he is restricted to casting lightning bolts, minor illusions, summoning low level elementals, small fireballs, and his ability to counter hostile spells consistently or effectively. With access to a large enough source of mana he can tap, such as a massive spiritual entity, or the focal point of several massive leylines, his ability to spellcast drastically increases. In addition, over time as he develops more connections to the land itself his ability to spellcast will increase accordingly. This process will take years at least however.


Other Abilities:
Trivek is a planeswalker, capable of transporting himself across various ‘planes’ of reality at will, although this is his first conscious trip since he acquired the ability. This also allows him to harness the magical power of the various places he’s been, although currently that connection is somewhat restricted in the Nexus, along with his ability to get out - at least for the time being.

Equipment: Other than a few gelectrode capacitor batteries, and his guild clothing, Trivek is pretty much stuck with his wits and a few Izzet gadgets used for measuring various magical phenomena. These gelectrode capacitors and his guild robes suck up electricity in contact with him, a rather useful thing to have on you when you’re around a lot of loony wizards with no sense of right or wrong. The alchemically reinforced guild robes are also fire retardant, water resistant, and extremely hard to rip or tear due to the mizzium fibers woven into it.

Origin: One of Ravnica’s many street children, Trivek ended up in the protection of the Izzet League at a young age. With this, he embarked on the path usually followed by young Izzet members, learning as an apprentice to some of the most brilliant minds and spellcasters in Ravnica, and pursuing his own magical talents. Inducted as a full fledged member of the guild upon reaching adulthood, Triv dove into his research with gusto, until an unintentional mishap with an attempt to fuse a new Weird from a theoretical element he’d theorized existed awakened his Planeswalker Spark. Jumping to Dominaria, he spent a confused few days there on a deserted volcanic island before stumbling back into his proper reality. Documenting his experience in his research notes, Triv true to Izzet fashion, attempted to travel once again - and this time ended up in the Nexus.

Weakness: He’s not particularly better off physically than the average human. He’s easily distracted with a new theory or idea that he has, or the prospect of really anything particularly new or inventive

Likes: Experimentation, libraries, his elementals,

Dislikes: Wanton destruction from experiments gone awry, interference in his own experiments, closets
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Bern on April 06, 2017, 05:26:10 PM
Name: Molly

Race: Human

Age: 27

Height: 154 cm

Weight: 48 kg

Appearance:
(http://i.imgur.com/1PkyafP.jpg)



Physical Attributes

Strength: Fantastic (Fantastic, Heroic if focusing her entire aura into one limb but only for that limb)

Agility: Fantastic (Fantastic)

Constitution: Fantastic (Fantastic, Heroic if focusing her entire aura into one limb but only for that limb)



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. Molly is a Specialist, the rarest kind. No specialist is alike, their only similarity is that their Hatsu can’t be defined in the normal categories.

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. She can also envelop objects with her aura, making them more durable and giving them the slicing property of a sword if they have an edge. She can maintain her Ren for several hours provided she takes no strenous actions.

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. Molly is capable of covering an area of up to 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. Can also be used to individually reinforce a single limb at the cost of pouring all her aura into that, it only works for a short while as concetrating aura into one spot is hard and takes a short bit of time.


Blood and Guts:

An ability born from savage perversion. When killing a human, Molly experiences a euphoric rush that heightens her abilities for a while and makes her climax. She can further increase this rush of emotions and power through debasing her victim further.

Condition: the more perverse way she ends a human’s life the greater the buff. This can include things like raping them and even eating them while they are still alive. If done in a proper way and order, she can temporarily achieve a statline of Legendary/Heroic/Legendary. However this whole process takes more than an hour to complete.

Limitation: It has to be a human and nothing else.

Experienced Fighter:

Having now trained for several months under a miserable yet impossibly skilled instructor, Molly has achieved a far greater understanding of combat than she used to. Her old practical experience is now backed up by a solid thereotical base as well as experience fighting a vastly more skilled opponent out to make her life a pain. He was a cruel instructor but oh so talented and a sliver of that talent rubbed off on her.



Origin:

A desperate cry for help, unheard by the world. Forgotten even by land itself. Screaming. Screaming to the moon. A howl left unanswered and time went on. always shouting without response, a response that would never come. Not today, not tomorrow, not ever. The struggle was unbearable, always judged, always failing, always wrong.

Yet she kept calling out, never heard, never understood, but she kept on trying. Despite the pain, oh the never ending pain that envelops all. A hunger that had to be filled. No matter the cost. No. The cost was nil, but an illusion brought upon by societies strangling grasp. A society that would not forget nor forgive. It would not be stopped, could not be stopped. Whether or not it was right mattered not, because it was all there was, and all there ever would be. The emptiness that had to be filled. Filled, filled and filled.

Then the day finally came when the cry for help ceased, The world didn’t care so why should she?


Weakness: A lack of real range attacks. The buffed state requires intense prep and isn’t something that can be obtained on the fly and the ritual itself is interruptible.Standard human weaknesses.

Likes: People, eating, lewd acts, candy, people who are special. maids, cooking, tea. Sewing.

Dislikes: People, not getting to eat proper meals.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Kat on April 17, 2017, 03:45:03 PM
Name: Fenghuang

Race: Human

Age: 120

Height: 188 cm (as a man) / 157 cm (as a woman)

Weight: 95 kg (as a man) / 54 kg (as a woman)

Appearance: He looks like a middle aged man with long greying hair reaching his shoulderswhose body still looks fit. His long hair reaching shoulders is grey, but his beard is black. He wears black leather trousers and a grey sleeveless shirt.

Fenghuang's female form looks like a short woman with somewhat shorter hair than the male form. As the transformation just changes the body, the fact that clothes may not fit anymore is a genuine problem. Hence he keeps some smaller clothes in the bag he is carrying around, provided by the villagers who are in the know about their savior.

Physical Attributes

Strength: Exceptional

Agility: Exceptional / Fantastic (the speed of hands in prayer)

Constitution: Amazing

Other Abilities:

Circling The Mountain: Fenghuang underwent a harsh physical training before reaching their state of near-enlightment. The regime included walking 84 kilometers a day for straight 1000 days while praying, and practicing a certain rhythm of running accompanied with meditation in order to increase his running speed and reflexes exponentially. This training regime combined monastic education was merely a preparation for the training that let him achieve his 12 Prayers.

12 Prayers: 12 Prayers invoke miracles associated with the Buddha whose teachings Fenghuang follows. Each is manifested through performing a specific hand movement, except for The Final Prayer. Five of them are performed with the right hand, the other five with the left hand and The Eleventh Prayer requires use of both hands. Thanks to specifically training right movements for decades, speed of those movements far surpass Fenghuang's normal speed.

Prayers of The Right Hand: A set of five miracles that affect the body. Fenghuang can affect himself or a target. Some of those miracles require the consent of the target, after all some might not want certain miracles to happen.
The First Prayer: A miracle that relieves the target of physical hunger. Those starving or dying of thirst will feel as if they just ate a full meal course or drank a bottle of water. This miracle doesn't help against any negative effects related to starvation or dehydration. The prayer doesn't affect vampires' thirst for blood and other metaphysical hungers.

The Second Prayer: Heals diseases. This prayer doesn't affect curses, which might have similar symptoms to a sickness.

The Third Prayer: Heals wounds. Any injury may be healed in such matter unless it was something that the target was born with. It cannot regenerate a limb if the character was born without the limb.

The Fourth Prayer: Removes physical disabilities, extending to those in-born ones. This miracle requires a consent of a person as they might not wish for that to happen.

The Fifth Prayer: Followers of the Buddha of Medicine may pray to the Buddha to reincarnate into another gender in their next life, but Fenghuang may perform such a miracle within the lifetime of the target, turning their body into one of opposite gender. The target must be willing in order for the change to happen. The changed body resembles the character enough that they might be mistaken for a sibling of the character by people who are unaware that such change happened. In case of Fenghuang this miracle works in a special way. His female form resembles his future reincarnation, stuck at age of 18 until his male form dies. Then he would resume his life as the woman, the reality bending itself to make him forget about the previous life (losing all his abilities and blessings in the process) and making subtle retroactive changes in order to account for the life of the reincarnation until reaching the age of 18.

Prayers of The Left Hand The five miracles of the left hand affect the soul. They can also affect Fenghuang or another person, as well as some of them require a consent.

The Sixth Prayer: Shields the target from being affected by any next curse that may be directed at the target. It does not provide resistance against curses which also deal physical damage to a person.
After a single curse gets repelled, this protection ceases.

The Seventh Prayer: Removes a curse that already affects a person. This miracle may not affect curses that are intrinsic for the nature of the person (for examples cannot make werewolves not vulnerable to silver anymore).

The Eighth Prayer: In a show of supernatural mercy, this prayer supresses effects of curses that cannot be removed by the Seventh Prayer. For an hour, such curses cease to affect negatively the target. For example, a vampire would be able to walk under the sun but wouldn't lose any positive benefits of their powers.

The Ninth Prayer: Banishes a spirit possessing a victim unless the spirit permanently merged with the host. If the victim is not controlled by the spirit and hence may refuse the miracle, it does not take an effect.

The Tenth Prayer: If the target's soul got damaged, this miracle can repair it unless a full day transpired since the event that damaged the target's soul. The prayer does not help when it comes to a loss of a soul.

The Eleventh Prayer: Vow of Twelve Heavenly Generals: The only offensive miracle that Fenghuang possesses. Twenty Heavenly Generals vowed to protect those who have been ever affected by Medicine Buddha's mercy from calamities. Thus, it can be only invoked when people who were affected by his miracles are attacked or seriously threathened.

By joining both hands in a prayer, Fenghuang summons twelve bronze like arms within the range of 10 m which can attack the target in front of Fenghuang at high speed [Fantastic Agility] and which deal more damage than Fenghuang's Strength [dealing Incredible Strength]. Those arms have joints so they can bend to attack the target in less straightforward manner. They also can serve in more defensive fashion, blocking and deflecting attacks. They can deal damage to beings that cannot be affected by mundane attacks.

The Final Prayer: The prayer that Fenghuang learned after completing his training. It does not require hands to pray, it's instead a blessing which is active as long as Fenghuang's heart still beats. Fenghuang's aging slowed down considerably so that they could act as an agent of mercy and compassion longer than normally. His body also possesses resistance to magic that tries to change their physical body or soul. This does not apply to spells which cause direct damage.

Equipment: Fenghuang took shelter in a village from which he ventures forth into Nexus, so he has a place to live. He does not have much worldly possessions as food, shelter and clothes to get by are sufficient for him. In exchange for their hospitality the villagers surely don't have to worry about diseases and curses. With time, the rumours about "The Village of Miracles" will start to spread in Nexus.

Origin: In youth, Fenghuang committed black deeds, but repented even before he underwent his training. It was an expression of gratitude for that even a sinner like him could atone and receive redemption from the Medicine Buddha. He is not willing to talk about his past and even abandoned his original name. Who he was does not matter. Hearing the details would only cause weeping or laughter, as he puts it.

Weakness: If his right arm is severed, he is unable to restore it without outside help. Hence in a fight he has a slight bias towards using his left arm in defense, a habit that didn't disappear even after decades of training.

Medicine Buddha's compassion is infinite and indiscriminate, but his agents are flawed. Fenghuang didn't quite master The Third Prayer in spite of his decades of training. Major wounds like loss of limbs or near fatal injuries can be healed once an hour, a limitation that he won't be able to overcome any soon.

Likes: Prayer, relieving suffering, protecting the innocent from opression

Dislikes: Unrepentant monsters, people who don't even try to learn anything from their experiences
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Kotomine_Rin on April 25, 2017, 01:51:06 AM
Name: Ito Kizumi

Aliases: Kinslayer, “Hito Kiri”, Spider.
 
Race: Human
 
Age: 35
 
Height: Average/tall-ish
 
Weight: Well built and endowed, far from lightweight.
 
Appearance:

(http://i.imgur.com/l6rGn0Z.png)

Physical Attributes
 
Strength: Incredible
 
Agility: Heroic
 
Constitution: Incredible
 
Magic Scale: None.
 
Other Abilities:
 
Shadow Step: Kizumi’s mastery enables him to move faster than any living creature could dream of without emitting any sound, his steps are as audible as an ant’s while as quick as the gale.
 
Ninja Mastery: Kizumi has trained in the art of assassination since his childhood, and is immensely proficient in combat and acrobatics, using stealth, speed and impossible nimbleness to slay his opponents before they can blink.
 
Afterimage Clones: Through a complex movement technique, Kizumi can manifest afterimages of himself to confuse opponents and have them leave potential openings. Of course, they are but an illusion, can be distinguished by superior perception after a moment, and cannot act physically.
 
Precise medical knowledge: Though he never used it to heal others, Kizumi possesses advanced medical knowledge and has studied extensively on the intricacies of the human body. He knows how to dismantle one as well as to heal one to the point he can keep a flayed half corpse alive and fully conscious for interrogation. He is also an expert at concocting cures or poisons as diverse as deadly, and by hitting specific pressure points through acupuncture, he can trigger certain reactions from his target’s organism, such as numbness and even paralysis, though how lasting and potent it is depends on is target’s constitution and other factors.

Presence Concealement: As an assassin, Ito exhibits an unnatural proficiency at hiding his own presence, a skill, that through training grew into something that borderlined the realm of the supernatural. He can nearly stop all signs of his presence, his perspiration, his heartbeat and even his aura (though he is unaware of that fact, it is just a subconscious thing,).

He needs to be very calm throughout this state, and those with keen senses might spot him if he’s too close, but he can hide his presence tremendously well from those around him as long as they do not search him, and even then it can be very hard to spot him if he hides.
 
Equipment:


Automail: No one knows why or how the legendary assassin lost his left arm. Perhaps the gods punished him for his cruelty and arrogance, or he had been blinded by ego and received a crippling wound. The thing about dead men is that they are silent.

Either way, he had his arm replaced with a mechanized counterpart, an expertly crafted piece of mechanic machinery that could act as precisely and strike as mightily as his original arm. It has hidden compartments for his needles, strings, smoke bombs and poison.
 
Smoke bombs: Self explanatory.

Poison/Medicine: Enough to cripple/kill/paralyze an ordinary men, but those with higher constitution could shake off the effects or at least suffer reduced afflictions. He also carries some medicine for different ailments and painkillers.

Metal needles: Needles Kizumi expertly uses in combat. Sharp and sturdy, they can easily pierce through bone and reach vital organs when thrown with his skill, and are small enough to remain unseen to the mundane eye.

Razor threads: Transparent razor wired threads, they boast great sturdiness and can support a man's weight with relative ease. These strings can be used in a near infinite myriad of ways, from restraining a target, creating platforms to enhance his mobility, use them in tandem with his needles for deadly traps or many other uses.
 
Origin:

Legends speak of a ruthless ninja, Ito Kizumi, who slayed over a hundred government heads and his entire clan in his lifetime. While his tale was distorted over the ages, it goes as follows.

No one knows much of his childhood, whether he was born from a house of demons or of a clan of nobles employed by the shogunate to deal with its rivals, one thing is consistent. Kizumi was trained to be an assassin since his earliest 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 skill far greater than anyone could dream of, transcending the limits of his own body through what could only be described as living hell.

However, while a sword or a weapon can hold the power to slay countries and never dare to point towards its wielder, men are of a different breed. They say that with time, the ninja grew more and more arrogant and bloodthirsty, his leash rusted and eventually fell off.

As the legends say, itching to prove his superiority, he challenged his father in a duel and won with ease, slaying him in front of his 27 sons. But Kizumi’s brothers, who swore to avenge their father, did not forgive such an act.

By the time he was 16, the assassin was wanted by the police state for countless kills, and was now the target of a massive manhunt.

But he was not one who would be caught easily, welcoming challengers with open arms, he killed, killed and killed again, destroying all those who stood in his way to the top. But sadly, all things come to an end.

After ten years of bloodshed, something changed him. After his 101th kill, Kizumi simply gave up.

No one knows why he threw away his title of assassin, but one thing was certain. The 100 demon house slayer “Hito Kiri” Kizumi simply stopped killing, never to be found again. Hundreds searched for him throughout japan, but all returned empty handed. At least, that is what the legends say.

Thus, he left the title of legendary killer empty ever since, and soon he would leave the face of the earth as well. However, that was another story for another time.

 
Weakness:

His weapons being mundane, it is possible to defend against them, projectiles thrown by him are deflectable or outright blockable by tougher opponents. That also means magic is good against him, wink wink.

Fighting him in a constricted terrain where he cannot move freely or an empty landscape in broad daylight where he cannot conceal himself puts him on a disadvantage. Because he dislikes conflict and standing out, forcing him into a fight where there are many witnesses/possible casualties will put him in a tight spot.
 
Likes: Valorous people, simple things, the thrill of challenge, kind hearted women, hard workers, peace and quiet, families, honing his skill.
 
Dislikes: Killing, dogma, cruelty, those without a shred of honor or dignity towards others (not related to combat), arrogance, those who talk too much.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Aiden on April 29, 2017, 08:00:23 PM
Name: Waka

Race: Oni

Age: ???

Height: 2.4m

Weight: Heavy

Appearance
(https://www.enclavepublishing.com/wp-content/uploads/2015/09/giant_by_saryth-d4yoyr1.jpg)

Physical Attributes

Strength: Fantastic

Agility: Incredible

Constitution: Fantastic

Other Abilities
Eat Anything: Pretty much exactly what it says. An oni can eat anything without a problem, from marshmallow to granite, though they can still tell if it tastes good or not. Their ideas of 'good' are a little off sometimes. Bribe it with meat when in doubt. Just make sure it's more or better meat than your body.

Fortunate: Good fortune follows those who stay in an oni's presence. Accompanying an oni to a lottery drawing means you will always win at least something, even if you don't get the big prize. Minor inconveniences and twists of fate fall aside. This incidentally protects the oni from hexes that bring misfortune. It doesn't protect people from the oni.

Hell's Guardian: Not all oni guard and punish the dead, but all of them could if they wanted to. They can sense and touch ghosts and other spirits, as can anything the oni holds or wears. Dead things that try to hide from them can't, because oni can break down any door by knocking on it.

Equipment: Anything big close by that he can hit you with.

Origin
Waka doesn't know where he came from. Waka doesn't know who said he was Waka, but he is. Waka has lived apart from humans and his own kind from the start. Sometimes he drops in to take barbecue from humans, or sake, but he doesn't otherwise have much to do with them. Sometimes they try to attack him, so he knows how to fight.

Unlike most of his kind he doesn't go out of his way to hurt people, mostly because it's boring. People break too easily to be fun. He'll still eat them if they keep bugging him though. Unlike most oni he removed his own horns because they're easy to grab onto. He got made fun of for it. Also unlike most oni, he bathes regularly. Waka doesn't like to smell bad because animals notice. It's hard to catch things if they notice.

Waka probably didn't come from the Nexus to start, but if he came from some other place he never noticed the trip. One set of woods is just like any other anyway. He ran out of bears to wrestle with the other day, so he's coming down from the hills to see what the humans are up to. There's more than just humans in this place though; looks fun.

Weaknesses
Honesty: Waka refuses to lie, and doesn't have a lot of room to twist the truth. The best he can do if he has something to hide is to not say anything or change the subject.

Too Big: Oni have trouble fitting into places humans make. They also tend to break things, not knowing their own strength. It makes taking advantage of their surroundings difficult unless they want to hit stuff with it.

Likes: Bears, challenges, cooking, eating, quiet places, sake

Dislikes: Dead stuff, delicate stuff, smelly stuff, stuff he can't fit into, tricks
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Kotomine_Rin on May 12, 2017, 01:52:11 PM
Name:  “Smiley” Blackmore Fallbright

Race: Modified Human

Age:  My, my, I’m not that old you know?

Height:  305 cm

Weight:  200 kg

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

Physical Attributes

Strength:  Fantastic (Energy strikes hit like Legendary blows)

Agility:  Exceptional

Constitution:  Fantastic

Magic: Extremely High

Through mysterious means Blackmore claims not to understand, he can produce and control the mysterious 5th force, dark matter, which is foreign to this world and reacts violently by releasing energy he can in turn manipulate. 

For example, he can empower his strikes, charge (can take up to about 5-7 seconds, not a lot considering he can still move but he can’t use other spells while charging) and release massive beams that can blow the fuck out of a house and turn it into a molten ground zero, form slow orbs of concentrated energy that will burn the fuck out of whatever they touch before exploding and shooting its target away with a massive boom.

Additionally, he can form constructs such as an energy blade with his hand, barriers of pure energy that can withstand artillery, a makeshift platform or create a shitty energy hologram of himself that cannot fight or even punch things but whose memories will be downloaded back into him once the projection is dispelled or destroyed (can't use his other abilities while doing that, so if he has to fight he needs to immediately dispel the projection)

This magic-like ability is an anomaly, an aberration that generates energy out of foreign matter from another universe through his stolen flesh and blood. Someone might imitate his power, the effects can certainly reproduced, but only one person in the whole world could ever master dark matter. It's not a power you can learn conventionally.

As he likes to put it, you might be able to get an identical license plate, but only he can drive a troublesome car as his. At least, not without understanding the process.

Other Abilities: 

Stigmata: When exerting his magic over a certain degree, a symbol of power will appear on his chest. It is the stigmata, the mark of a king whose veins course with royal blood.

Demonheart: Through mysterious means, Blackmore managed to get his hands on a noble's heart and grafted it in his body, replacing his own old one. This greatly diminished his aging process among giving his body more power than it could have ever hoped for. Of course, it's only a fragment of the power of a royal, a pale imitation, but over time he managed to master his new blood and use its abilities.

Fighter: Blackmore isn’t ignorant when it comes to handling himself in close quarters, though he is far from a master. He mostly uses his massive strength freely, striking and stomping in a crude but effective style closer to street fighting than any conventional martial art.

Equipment: 

His clothes, a good couple thousand dollars and an apartment with basic furniture, wifi and a computer.

Origin:  No one really knows where Smiley came from or who he was. A veteran soldier gone bad, a former demon, the son of an executed noble, a by product of a failed experiment. There are so many hypothesis and spun tales about him he made up that if he’d have to choose an origin, he’d rather it be multiple choice.

What mattered is that, in his district, his own little world, that man was a king. But one day, he fought a noble whom he just couldn’t defeat, a mere boy with so much power it made his own look like a pebble in the middle of a road. Blackmore was simply and utterly defeated, and for the first time in his life he learned of fear, the sort that chills your bones and makes your muscles unwilling to obey you.

And yet, he was spared and given the choice to follow him, to change the world. That noble was a revolutionary, and he saw not only a mere tool in Blackmore but also a friend.

Eventually, his one friend succumbed, but not before the kingdom was reshaped into a great and peaceful country. Even then, he still couldn’t understand that man, nor why he had chosen to follow him, but the peaceful look in the dead man’s face only raised more questions. Eventually, he came to the Nexus and began to work as an information broker/informant, biding his time...

God-like power. That man who got his hands on it had simply turned compassionate. Would the same thing happen even to garbage like him? He wants to know... What's it feel like? What does it look like from up there?

Weakness: Magic resistance. While his offensive output is terrifying, his size gives him an innate disadvantage even against people with the same stats as he does. Picking him from afar, flanking him or blitzing him in a restricted environment are valid tactics, though being hit by him will hurt like an energized truck so watch out man. Finally, he is pretty restricted when fighting indoors due to his size, so really just throw him in a building.

Likes:  Exerting his superiority, crushing his foes, plain cute girls, power, wealth, people who know what they want, those loyal to him and his comrades, useful fools, himself.

Dislikes: Being betrayed, being owned, people who somehow talk more than he does.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Kat on June 21, 2017, 12:20:27 AM
Name: Swims-With-Salmons (her tribal name), Ellie Warren (her human name)

Race: Werewolf

Age: 11 (apparent age: 23)

Height: 145 cm (human) / 159 cm (near-human) / 232 cm (war form)

Weight: 43 kg (human) / 59 kg (near-human) / 172 kg (war form)

Appearance: She is a kind of werewolf with five form, all of which are natural to them after undergoing the First Change. While Swims-With-Salmons originally used to be a wolf, she got accustomed over time to use all her forms.

Swims-With-Salmons is well adjusted to human society after 9 years of living among human-born werewolves. She looks like a person in her early twenties, with the maturity to match her appearance, as wolf-born werewolves develop mentally faster in order to catch up with their human-born comrades.

Swims-With-Salmons' human form is a light brown haired girl with blue eyes. She wears sturdy, practical clothes and sometimes wears a jacket to conceal her firearm. Staring into the barrel of a gun is sometimes enough to ward off less determined hoodlums.

Human

Strength: Exceptional

Agility: Human (Exceptional while tapping into Rage)

Constitution: Exceptional

Near-human

Due to a combination of her short stature and a quirk in her spiritual make up her near-human form is not as feral looking as one displayed by majority of werewolves, so she can still pass as somebody normal. Her hair is longer, reaching now below shoulders, her muscles bulk up to the extent of a female Olympic athlete and she is now just around average height instead of being quite short. If not for the fact that it's easier to keep Rage in check in the human form, this would be her preferred form. If she switches from human to near-human form she can probably still spin a story that she uses magical means to bulk up like that unless someone who is familiar with werewolves in general figures out that she is a shapeshifter.

Strength: Amazing

Agility: Human (Amazing while tapping into Rage)

Constitution: Amazing

War Form

A large and over seven feet tall form that resembles a hulking bipedal wolf creature. "Scrawny" by werewolf standards, but more than capable of ripping and tearing guts of mundanes and some of the weaker supernaturals. This is also the form to which she defaults under a thrall of a frenzy. Not something to cuddle with.

Strength: Incredible

Agility: Exceptional (Amazing while tapping into Rage, Incredible in frenzy)

Constitution: Incredible

Dire Wolf

A sort of happy medium between the warform and the wolf form, this is referred to by some as "dire wolf". It's essentially a wolf of a size of a pony with unusually strong jaws that are not inferior to the warform when it comes to tearing apart her foes. Again, proceed with caution.

Strength: Amazing

Agility: Exceptional (Amazing while tapping into Rage)

Constitution: Incredible

Wolf

The wolf form is her birth form in which she spent her first two years of life (though by now it's hard to recall those years. Just like it's hard for humans to remember their early childhood). It looks scrawnier than it should in spite of her capabilities in that form, but still cannot be mistaken for a dog.

Strength: Exceptional

Agility: Exceptional (Amazing while tapping into Rage)

Constitution: Amazing

Magical Abilities: Medium

Rites: She can enact a variety of rituals for specific purposes. Swims-With-Salmons is no longer an apprentice of spirit magic, but has not reached mastery either, so she is unable of creating her own Rites. She has learned Rites that allow her to cleanse a place, object or a person from spiritual influences, apologize to offended spirits, summon spirits of any kind and nearly any level of strength to communicate with them, bind weaker spirits into one use fetishes called talens, and grow plants in any soil.

She can also dedicate objects to herself so that her clothes and belongings merge with her while she shapeshifts to a form that no longer can accommodate them.

Other Abilities:

Delirium: Mundanes who witness a werewolf in her warform or dire wolf form experience a bout of supernatural terror, a fight or flight response. Some are paralyzed by the fear, some try to get away from the source of Delirium and some lash out against the werewolf. The response depends solely on the personality. People who experienced Delirium tend to forget about the encounter or try to rationalize it unless they have high enough willpower to not forget those events.

Gifts: Gifts are blessings and abilities bestowed on a werewolf by spirits. Swims-With-Salmons can talk with spirits, leaps three times higher and further than normally she should, possesses the senses of a wolf even in her human form (and further sharpens them in the wolf form), may sharpen her sight further to see from miles away and may substitute her sense of sight with sense of smell to perceive in pitch black darkness.

She can also detect supernatural beings and influences (she can also determine roughly how strong a spirit is) and pierce through the veil that separates the spirit world from material world to observe spirits without travelling to the spirit world.

Gnosis: As a half spirit a werewolf has an innate connection to the spirit world. She can shift back and forth to the spirit world and use Gifts and Rites. She has to concentrate to do it, so it's not something that can be used to escape in the middle of combat. Silver objects that she carries around impact her link with the spirit world making it more difficult to slip sideways there the more silver objects she carries around.

While most werewolves are half-spirits, she is more so than an average werewolf because one of her ancestors is a spirit of a river. Due to her heritage spirits in general are attracted to her out of curiosity and she finds it easier to communicate with spirits that dwell in waters (like salmons after whom she takes her tribal name) or whose existence is interconnected with rivers (like grizzly bears).

Rage: The supernatural anger boiling inside any werewolf of her kind is the price of the patronage of the Lambent Lady Luna. The mercurial moon spirit's gift is both a boon and a curse. On one hand werewolves can supercharge their regenerative abilities, move with superhuman speed (her Agility increases by one rank)and stay conscious no matter what while tapping into Rage, but the risk associated with that is a frenzy. A werewolf who taps too deep into Rage (or one who is sufficiently provoked) enters a warform and lashes out, endangering friends and foes alike. Even a patient and docile werewolf has its limits. In frenzy, her war form's Agility can reach Incredible instead of Amazing.

Her supernatural rage also affects weaker willed people in more subtle ways. They cross a street, claim they do not serve her kind here and react as if she was someone suspicious. She got used to cops sometimes trying to interrogate her when there are no immediately obvious suspects around.

Regeneration: Her regenerative capabilities are quite potent. She will fully heal nearly any injuries in just over a minute, and regrow even lost limbs over time. However, she regenerates several times slower in combat situations, and it takes her at least a day to recover from wounds caused by silver, severe radiation and attacks which target her soul directly if there is no supernatural intervention. At the cost of entering frenzy, she can supercharge her regeneration and immediately heal half of these injuries.

Totem: Only tribeless outcasts do not enjoy a patronage of a personal or a pack totem. Her totem spirit is an avatar of Dog, a spirit whose wisdom lies in the ability to adapt to the humanity. Swims-With-Salmons has it easier to look for prey in urban environment but in exchange the Dog enforces a stricture on her to follow: she needs to aid feral and stray dogs she comes into contact with, for example sharing her food with them. Dog's patronage may extend to other shapeshifters who can interact with the spirit world if they are willing to accept its conditions.

Equipment: Swims-With-Salmons rents an apartment. She keeps the gun she carried when she was transported to Nexus, a Desert Eagle and she owns two Fetishes, items imbued with spirit magic, as well.

She has learned to make some talens, like spirit infused moonshine (normal alcohol doesn't really work on Garou anymore. She has to keep those special batches away from normal people or they go blind or worse), bullets that can hurt ephemeral creatures and matches that can be lit even if soaked in water.

She owns a Fetish called Magpie's Swag which counts as dedicated to her body and thus merges with her every time she shapeshifts into a war form or another wolf like form. It takes a form of a bag and can contain three times more items than its apparent size. It cannot carry technological devices like firearms and laptops. She also owns mirrored sunglasses that make it easier to step sideways where the veil between the spiritual world and the material world is strong.

Origin: She was born as a wolf running around in forests of Appalachia, with more affinity for water and fish that dwelled there than other wolves. Her parents were just regular wolves, but down in her family line she had a Garou ancestor whose blood she inherited. In the end, she was one of those 'lost cubs' adopted by shapeshifters who were not related to her. She was raised by human-born rural werewolves and their human kin who managed to explain a sudden arrival of a teenager, claiming that she was one of relatives they had to take care of because of her parents dying. Swims-With-Salmons helped with the farmwork and was homeschooled by her new relatives while she was expected to take on duties of a local Keeper of the Land. She grew enough comfortable with the idea of living a second life as a human. Then she ended up in Nexus in because of a freak accident involving travel through the spirit world.

Now she works in the field of landscaping. She has experience when it comes to creating and cultivating aesthetically pleasing gardens. She prides herself on the fact that gardens she cares for not only look good, but also subtly attract beneficial spirits.

Weakness: Silver deals damage that cannot be easily regenerated. She needs a day of full of rest to start regenerating silver inflicted wounds or supernatural intervention. Severe radioactivity, wolfsbane and attacks that target a soul also deal the same degree of damage as silver. Fire also deals damage which is difficult to regenerate because of its metaphysical association with destruction in her world.

Likes: Swimming, working, helping out people in need

Dislikes: Cannibalistic monsters, evil spirits, people who push her too far
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Break on June 30, 2017, 02:28:57 AM
Name: Nero Claudius Caesar Augustus Germanicus (pre-adoption: Lucius Domitius Ahenobarbus)

Race: Human/Servant

Age: 31

Height: 150 cm

Weight: 42 kg

Appearance:   Nero is a short, buxom woman of bright blonde hair, light green eyes and decently toned muscle, always emanating a charme like that of the sun. She usually wears red or white attire that underlines her beauty and regal nature.
(https://pbs.twimg.com/media/C8PyV_3UQAAPiY6.jpg)


Strength:  Incredible

Agility: Heroic

Constitution: Incredible

Other Abilities:

Incarnated Servant :
A servant is a high level magical familiar, a kind of  spiritual being that can dematerialize becoming intangible to the physical world. However they are vulnerable to spiritual based attacks.
After being incarnated, A servant loses it's ability to turn into spirit form, while also eliminating the need for a steady supply of mana via contract to a master, essentialy turning them into humans again.

Magic Resistance (Medium):
While summoned in the Servant Class Saber, Nero has a heightened resistance to the effects of magic, weakening the damage done by offensive spells and similar enchantments.

Imperial Privilege:
Even skills that could not originally be held can be acquired for a short time through the insistence of the person. As it is only “natural” for the emperor to be supreme. Corresponding Skills are riding, swordsmanship, arts, charisma, military tactics etc. At the level of it Nero possesses, even physical burdens (such as divinity) can be acquired. However, no skills can be acquired without basis; due to Nero’s curious nature, she possesses rudimentary experience in most skills.

Migraine:
The result of a lifelong poisoning, Nero suffers from chronic headaches and psychotic episodes. This, paired with her short attention span, can easily make her forget a skill acquired through imperial privilege. Furthermore she is easily susceptible to mental attacks due to her difficulty to concentrate.

Riding:
As a result of being a master of the chariot during life, Nero has acquired vast proficiency in the art of riding both vehicles and beasts.

Mastery of unarmed combat: Pankration:
Due to her idolization of the great Hero, Herakles, Nero endeavoured to imitate him, including the study and deployment of techniques of pankration and wrestling. While the motivation was viewed as arrogance and folly, the results are nevertheless real.

Noble Phantasm:
Aestus Domus Aurea:
The crystallization of a life lived to it’s fullest, a flame burning out so brightly, Aestus Domus Aureus is a deployment of high magecraft very similar in method to that of a reality marble, however it is not a projection of Nero’s inner world, rather it’s makeup follows Nero’s own will. In practice, it is a perfect recreation of the Domus Aurea she had built and constructed during her lifetime. Nero has complete control over the makeup of the building itself at the time of creation, however will usually defer to faithfully recreating the Domus Aurea. It is the manifestation of her declaring “Listen to my Song!” and locking everyone in the theater to listen to her singing. Hence, despite its limited dimensions, escape is impossible unless Nero allows it or it is dispelled entirely. Inside, her blade will be shrouded in the flames of Mount Vesuvius and rose petals will follow her dance’s every step.
Unlike a reality marble, instead of covering the current World with an alternate world, it simply puts itself on top of the current world, so it can be maintained for long periods of time.

Equipment:
Aestus Estus:
A handcrafted crimson sword inscribed with “regnum caelorum et gehenna” (the kingdom of heaven and hell), which Nero herself describes as the ultimate instrument. According to her, the muses would bow before the sound it makes. Nero can channel the flames of Vesuvius through the blade, shrouding it in intense heat to a lesser extent even without deploying the Golden Theater.

Origin: Born as the daughter of Agrippina, Nero was never meant to sit on the throne of Rome; growing up wholly dedicated to the arts, aside from several times acting as a judge, she was never exposed to the machinations of the political world- that is, until her mother’s designs resulted in her taking the place as Rome’s emperor at the age of seventeen.

Due to her illegitimate birthright, she was looked unfavourably upon by her relatives and the Senate, her own mother simply trying to use her as a political figurehead, she felt more connected to the faceless masses than her own family; as a result of this, she decided upon several reforms, tax-abolishments and privileges toward the proletariat, actions that made her beloved among the masses but even more hated among the high-born.

Having lost her first wife, Octavia, and sole mentor, Seneca, to suicide, and beeing thrown deeper and deeper into the spiral of intrigue and poison of Agrippina’s design, Nero grew more and more mad, culminating in the assassination of Agrippina at her command, cementing her role as tyrant in the year 59 AD.

Her feverish delirium only grew worse after the death of her mother, as she was not administered the antidote to the poison she had been administered to keep her under control any more; her pure yet perverted love not being reciprocated further dragging her toward the edge.

As the Senate’s rebellion against her was finally unavoidable, she committed suicide by stabbing her throat with a knife while on the run from her enemies. Her last words, in response to a faithful soldier delicately wrapping a coat around her body where “Too late. This is fidelity.”

Summoned as a Servant through the Holy Grail War, Nero has been given a chance at a second life.
Nero accepts her past and present as Tyrant and failed emperor as part of her; may she regret it, it is all her. With her love burning bright as the sun, she prizes enjoyment of life above all else, be it the happiness of others or her own self-indulgence, it is as such that she can be seen as the purest celebration of Humanity.

From her name Nero Caesar pronounced as NRVN QSR equating with the “number of the beast”, the beast of revelation equating to Rome under her reign and her opression of christians and religion as a whole, she is also put on par with the “Whore of Babylon”, but..?

Weakness: Her migraines, attacks on her ego, deprivation of mana

Likes: Herself, beautiful boys and girls, roses, decadency, Heracles, all manner of art

Dislikes: Rebellion, abstinence, lying to oneself
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: YOLF on September 09, 2017, 06:47:25 PM
Name: Raikou "Ray" Calleung

Race: Angel-Vampire Hybrid

Age: 24

Gender: Male

Height: 184 centimeters

Weight: Little over 90 and something kilos.

Appearance: Vaguely Filipino and Japanese features set in an untamed handsome face, with coal-blazing eyes and a perfect fanged smile. Subtle tattoos are scribed over his neck and shoulders.

(https://i.imgur.com/fXVezoW.png)
(https://i.imgur.com/l7Imxho.jpg)

Attributes
Strength: Incredible
Agility: Incredible
Constitution: Incredible

Magic Ability: None

Other Abilities
All goes in the streets: Raikou is an expert at navigating the streets and using the urban environment. He's damn good at fighting with whatever he gets on hand, from bare fists to steel pipes and pieces of rebar, but unarmed he's a match for a martial arts expert by brute pragmatism alone.

Hybrid Physiology: Raikou is a hybrid, an impossible mixture of two vastly different supernatural lineages that miraculously produced something more powerful than either. Being half-Angel and half-Vampire means he has a unique constitution sustained by divine light and a transformed vampiric pseudovirus. This holy-powered near-undead nature makes Raikou immune to disease, poison, thirst and hunger, untouched by the consequences of aging, and unaffected by suffocation, as well as impervious to fear so long as his angelic wings remain.

The exceptional confluence of wildly divergent powers within his body makes him a walking cocktail of supernatural energies, able to make those disparate wavelengths work together.

Unkillable: Though he sustains damage, Raikou cannot be killed by so long as his wings are not severed and he has either been decapitated, staked through the heart, or completely burned. Anything that satisfies those conditions and then some also works, but otherwise no amount of injury can make his body cease animation. If he's beheaded while he still has his wings he can just pick his head back up or stick the parts of his torn body together.

He heals with incredible alacrity, recovering from lesser harm easily if he has a chance to rest and more extreme injury over minutes or hours. The more accumulated damage and lingering pain the more effort it demands, but he can afford to focus on healing then he can even regenerate limbs in little time.

Blood Reactor: The hearts of vampires are essentially alchemical reactors that derive power from blood. By expending and rapidly processing this vital force, Raikou can momentarily pump his inhuman speed and strength even further, allowing him to perform animal-like acrobatics at even Heroic levels. Making up for a feat like that, however, requires him to significantly feed from a person.

Fangs: Raikou has sharp hollow fangs that can drain a pint of blood in less than a minute. Briefly drinking from a person will only fill about a fifth of his reserves, while taking the time to wallow and lethally drain them will replenish more than half of it.

His bite carries a very small chance of infection by the vampire pseudovirus, which rises exponentially the longer he feeds (but cannot take effect if feeding kills the host). However, by infusing his fangs with divine energy they become a holy weapon and gain the ability to cleanse ills from a person or purify unholy influences.

Vampire Senses: Raikou has powerful predatory senses, granting him acute night vision and superhuman hearing.

Wings: Raikou can unfurl hallow wings of red light from his back. These allow him to freely float and fly at great speeds, and are essentially massive receivers for divine power, enabling the use of his remaining angelic abilities and more. The more supernatural might currently flowing through his system the greater their span, up to forty feet. If sufficient energy is suffused into Raikou's body, the equivalent of at least his full blood reserves, the wings will expand on their own, but this point is also the required power to regrow them if they have been severed. Doing so only takes a moment without interruption, but he can recover his wings in no other way.

Even with his wings retracted or severed, Raikou accumulates divine energy when he acts selflessly in the service of others and directly saves a life. And if he allows his vampiric nature to act through his wings, then they begin to absorb spilled blood in Raikou's proximity, telekinetically siphoning it as though he was feeding.

Heavenly Light: Raikou can emit divine light as beams, blasts, or auras, and form it into archaic weapons. Exposure to the light heals the good and the innocent, and burns the wicked and evil. To anyone that is the least bit susceptible, direct hits will sear flesh and spirit like flames hot enough to scorch near-on any living creature.

Sanctify: Taking a few seconds, Raikou can consecrate an object or small space, bestowing it with holy essence and protection for some time.

Universal Language: Instinctive knowledge of the ancient celestial language allows Raikou to understand any spoken (but not written) earthly tongue and to be understood by anyone who hears him, speaking in a "wordless" tone that echoes in his voice.
   
Phoenix: All hybrids carry a destiny of utmost adversity. Their lives are fraught with risk and forged in obstacles, and it is through this that they grow stronger. So sometimes, when they have been driven to the ends of their strength and are faced with lethal danger, they return from the brink like a phoenix emerges from the ashes. Infrequently (and only when dramatically appropriate), in such extreme circumstances Raikou swells with power, replenishing his reserves or making an instant physical recovery, and gains new supernatural strength or sheds the innate weakness that would have killed him.


Gear
Astral Sensor Sunglasses: While they mostly serve to make his yellow eyes less conspicuous, these sunglasses allow the user to see immaterial beings.

Silverskin Gladius: An ancient magical gladius with a silvered blade, which instantly restores itself by stealing material from other common blades and silver implements with a touch.

Ebon Branch: A simple wooden sword with a carved edge, made from the branch of a great ash, blackened and hardened by the blood and death curses of a dragon. A weapon that causes wounds to heal slower and crack with blackness.


Origin: The life of every Hybrid begins as an exception. Raikou's birth was no different, the consequence of a torrid affair that tangled together a human, an angel and a vampire and intertwined two lineages that should never have crossed.

His mother, the daughter of immigrants to the USA, was none the wiser to the shaking of the hidden supernatural community when she was a burgeoning nurse, but an unwillingness to close her eyes made her involved with its denizens in troubled times. Her spirit brought a lost angel out of his mire of melancholy and earned her the friendship of an ambitious vampiress. Any of them should have known better, but eventually the once-aimless angel surprised her with his affection, and they became romantically involved.

It was only when Raikou's mother became pregnant with him that things took a turn for the worse. A conflict erupted in the shadows and nearly took her life, and in a decisive moment, the vampire who had once been close to her attempted to turn her into kin. She was too weakened to survive, and instead the virus passed on to Raikou, transforming him into an unforeseen hybrid at the moment of his quiet birth. His father disappeared that day, his mother died, and his sire hid herself away after leaving him with his grandparents.

Raikou's childhood was uneasy for his guardians most of all, and left him steaming with questions about what made him different that he couldn't answer for himself. But danger didn't stay away forever, and he got answers soon enough. Fury against the endless monsters antagonistic to him and common people set him on path to fight back without mercy. That anger drove him through his teenage years before he was ready, and it took nearly dying from a demon's fire alongside a friend to make him reconsider. Meeting the vampire that claimed to be as good as his parent and learning of his aloof angelic progenitor stoked his indignation, but the encounter set his priorities anew.

He looked for allies, met other hybrids, fought hunters who saw him as a threat, and clashed with the schemes of his supernatural lineages. After all but taking over the hoodlums of his town, he organized the gangs to fight against the monsters who dared toy with mortals.

Between divinity and vampirism, no lineage would say there was anything human to him, and hardly would anything who knew his origins recognize him so. But that was his decision to make. And regardless of what he was, no other could determine where he stood and who he cared for.


Likes: Pop music, beating down people, cars, road trips, scrap yards, strong food
Dislikes: Angels, vampires, waiting on people he doesn't know, beating up girls, being used, others deciding things for him, swimming, feeling hungry


Weaknesses
Unholy Weapons: Unholy weapons and sources of harm can lethally injure Raikou, countering his immortality, as well as causing extreme pain. Remaining in contact with these weapons suppresses his hybrid resistances, making him susceptible to ailments.

Sigils and blood of the innocent:
Raikou's angelic descent afflicts him with certain soul-deep compulsions. He cannot enter or exist especially prepared occult sigils without great effort and excruciating pain, and direct contact with the blood of innocents causes the same reaction.

Bloodthirst: Every sunrise a sliver of his power seeps from Raikou's body, evaporating to sustain him, and he grows a little hungrier inside. While the congealed divine energy coursing through his veins can vanish first in this way, if his system ever runs dry on blood, whether for this or other reasons, Raikou becomes overtaken by savage thirst and will be compelled to feed.

Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Umbra of Chaos on September 19, 2017, 09:07:22 PM
Name: Rebecca

Race: Human

Age: 22

Height: 5’9

Weight: Average for her height

Appearance:

(https://i.imgur.com/hLhCGZY.jpg)
Physical Attributes

Strength: Human

Agility: Human

Constitution: Human

Other Abilities:

Art of the Deal: With nothing more than a few spoken or written words and a contract Rebecca can enable nearly any kind of exchange. She can deal with the physical such as a man paying a certain amount of money for a car. He’ll find the car in his driveway or garage while the seller will find a sudden increase in his bank account. Or a man can give away his arm for a sum which finds itself suddenly and seamlessly attached to the buyer while all he has is a little nub.

However, she can deal in less direct things. She can trade things such as physical might, speed, or durability. Even skills, memories, knowledge, emotions, lifespan, supernatural abilities and other such things can be given or taken away in a deal.

With a handshake or signature the contract is sealed. While Rebecca usually does one time transactions she can also establish longer term ones such as a work contract. However, those who agree to such things should be wary. Even the most minor and mundane of contracts that Rebecca makes are binding. Most people would be forced to complete the terms of the contract even if they changed their mind, and while those of great will and rebellious spirit can ignore the directives the act inflicts incredible agony on them so long as they resist the compulsion.

Origin: Rebecca was born after her mother took the still developing child of another woman through a deal. And then once she was old enough she started her lessons. All the world was framed within the lens of transactions. Give and take. Everything at a cost.

But while she loved her power the same could not be said for her feelings towards her mother. Rebecca understood her restrictions and rules, and she tried her hardest to not take too much, to refrain from being too cruel when she could ask for so much. Her mother didn’t understand that at all, and they saw things too differently to stay together. So they made a deal. They would stay away from each other and only seek the other out once they managed to understand the other’s point of view.

So Rebecca made use of her talents as a sort of overseer in contracts and similar agreements. It’s hard to pull a trick on someone when the money or artifact just vanishes from your home and into their care. She made good money, she didn’t try and get into anything too sketchy, and things were alright.

Likes: Getting a good deal through, making money, a little bit of hard work, popsicles

Dislikes: Melting ice cream, her mom, cruel deals

Weakness: Rebecca cannot use things that were exchanged in a deal for herself. For example, while she can take someone’s physical strength away using a deal she doesn’t gain said strength; she can only trade it away using another deal. The same goes for funds or skills she acquires using these.

All deals must also be done of both participant's free will. Attempts at coercion through the use of mind altering powers or threats cause the exchange to automatically fail.


Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: SINIB on September 25, 2017, 12:41:51 AM
Name: Rosa Victoria

Race: Living Nuclear Reactor

Age: 16(Physically)

Height: 6’5

Weight: 500 kg

Appearance: (https://i.imgur.com/XO8jdcR.jpg)
Except without all of the lightning.

Physical Attributes

Strength: Amazing

Agility: Fantastic

Constitution: Legendary

Magic Ability: None

Other Abilities:
Reactor
While she may look and act like a human girl, in reality, Rosa is something entirely alien. If one was to cut her, she would bleed a searingly hot(Hot enough to melt metals) glowing liquid that with prolonged contact, would prove poisonous and potentially even lethal. Instead of a heart, she possesses a core that provides her body with vital nutrients, breaking down matter into pure energy for her to use. Her core is the true seat of her soul and mind, and as long as it doesn’t get destroyed or damaged, she would be able to fight through even the most grievous of injuries.

Were her core end up being breached or damaged, she could enter into a meltdown, which, unless she receives the proper care(cool her off by dumping loads and loads of water onto her), will almost certainly end in a catastrophic explosion that could vaporize a city block, with a total radius of about 500 meters, depending on how dense the cityscape is.

As a reactor, she is immune to her own internal heat and fire, and heavily resistant to her own explosions. However if one was to heat her up too much, she could end up overheating and being forced to shut down temporarily in order to prevent a meltdown.

Equipment:
Nuclear Sword of Justice
A sword that is an extension of her soul that she can materialize and dematerialize at will. An extension of her soul, she is capable of channeling immense amounts of her internal energy into the sword and then release it all at once upon impact with another object. That is to say, if she hits something hard enough, it explodes. The harder she whacks something, the bigger the explosion will end up being, limited by her relatively weak strength. With a full force swing, she can create an explosion as big as a dump truck, although hitting anything that’s moving with this attack would be hard, because it requires her to put every ounce of her strength into her swing and knocks her off balance. A more normal explosion would be the size of a car. As it is an extension of herself, nobody else would be able to use this power even were she to give it to them. If she gets more than 500 meters away from the sword, it dissipates on its own.

Origin:
Rosa isn’t like most people. In fact, she isn’t a person at all. She was created in a labby some scientists trying to create some sort of ultimate weapon. Apparently she was considered to be an abject failure by them because they tossed her aside as soon as the limits of her capabilities became known. This and that happened after that and she ended up in the Nexus.

Weakness: She doesn’t naturally heal any faster than a normal human. If her core gets damaged she’s pretty much fucked. As a reactor, she is immune to her own internal heat and fire, and heavily resistant to her own explosions. However if one was to heat her up too much, she could end up overheating and being forced to shut down temporarily in order to prevent a meltdown. In order to desummon her sword, she needs to have a firm grip on the handle. As such, if you disarm her, her combat potential is neutered.

Likes: Explosions, Water, being cold(but not too cold), being outside,

Dislikes: bugs, the color white, labcoats, tight and enclosed spaces, America
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Umbra of Chaos on September 30, 2017, 08:26:50 PM
Name: Alicia

Race: Abhuman

Age: 23

Height: 5’6

Weight: Average for her height

Appearance:

(https://i.imgur.com/a8FmOdP.jpg)

Physical Attributes:

Strength: Amazing

Agility: Amazing

Constitution: Amazing

Other Abilities:

Ideal Form: Alicia’s shape and powers are directly tied to her own perception of herself. Currently she is as close to a human as she has ever been. Her powers and physical prowess have waned, and while her need is greatly diminished she still does require food and water every few years and months respectively. Even breathing is a necessity to her, requiring a few breaths every few hours. If her self image changes drastically enough she could become a far stranger being once more.

Healer: With her most destructive abilities forever lost, Alicia’s powers have also shifted with her mindset. She can restore limbs, remove diseases and toxins, salve the spirit, and close even the most deadly of wounds within moments of skin contact so long as the person is not yet dead (including herself). Despite her best intentions it is always a bit disconcerting to watch.   

Guardian Angel:

(https://i.imgur.com/j2l2r8N.png)

Strength: Incredible
Agility: Incredible
Constitution: Heroic

A protector of the finest order formed from the remnants of Alicia’s former servants, the guardian angel is incapable of making an offensive action. Leashed to another being with a radius of about 10 meters, it stalwartly defends them from any attack. It is without any fear and driven by absolute will. While it will use its blades to protect its charge it would throw its body in the way in an instant if needed.

The guardian angel is selectively corporeal. As a spirit it materializes at will to block material attacks before instantly returning to an intangible state. If its charge is slain or its blades inflict a wound upon an opponent the angel is immediately destroyed. Alicia can also dismiss it whenever she wishes. While a powerful ability, she can only summon one at a time and the death of one places a time limit of about an hour before another can be called forth. 

Delving: Sometimes unnatural corruption or a spirit has entrenched itself into the soul of some hapless victim. By grasping someone Alicia is capable of sending her own soul into their body to directly combat such a thing. In such a state she wields immense power to purge and expunge even the strongest of spirits; however, the potency is ultimately tied to her own will. No matter how gentle she tries the process is always described as intrusive and violating to some extent.

Empathy: This is Alicia’s oldest and most secret ability. With touch she can gain unique insight into a person’s state of being. She can feel a wound as if she had been cut, wet her face with tears as if the sorrows of others were her own, and drown in tiredness and exhaustion with a heavy spirit. It helps her understand others more than anything else can, and there is always something real and sweet about the experiences that make up a human’s soul.

Origin: Once Alicia was not herself. In fact, who she was is as divorced from her current self as the earth is from the sky. She remembers hunger, and ruin and life. Sweet life flowing from small little things she can hardly make out at all.

But what she really remembers is a church. Lit by candles, smelling of incense, filled with singing voices like hammer blows upon her body. Yet, there were softer voices as well. Gentle things that lured her to slumber, and touched her form, and she drank deeply of fulfillment, and sacrifice, and faith. Faith and doubt.

Time passed. She remembers thinking a thought, perhaps her first. That she wanted to know what made these creatures tremble in elation and fear alike. In time, she would have many more. She would think that she’d like smaller hands to hold the ones that touched hers, and a more complex mouth to speak to them with, and a softer face so as not to scare them. And she thought of being smaller, and gentler, and nothing to fear. So she could learn more about these creatures-- humans.

The incense grew lighter, the loud voices grew smaller, the candles a bit dimmer yet kinder, She remembers reaching with hands like theirs, with a smile like theirs, and a heart not quite like theirs. She remembers stepping into the light.

Now Alicia is older. She has her prayers and recitations, and she holds to her beliefs of righteousness and justice. Of good. Because she is blessed. For what could she ever do for God that would equal the soul he gave to her?

Weaknesses: While not quite a pacifist it is true that Alicia generally shies away from physical violence.

Likes: Using her Empathy, providing healing, prayer, cherries.

Dislikes: Blasphemy, soul shenanigans, false empathy, absolute interpretations
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Umbra of Chaos on October 08, 2017, 04:28:48 AM
Name: Orianna

Race: Combat Doll

Age: 10

Height: 5’5

Weight: About 200 pounds

Appearance:

(https://i.imgur.com/GSvD8uf.jpg)

Physical Attributes:

Strength: Fantastic

Agility: Incredible

Constitution: Heroic

Other Abilities:

Artificial Body: As a doll Orianna is devoid of most of the weaknesses that other living beings have. She does not need to breathe, eat, sleep, or other such things, and she can endure temperatures hot enough to turn metal into slag or cold enough to freeze people solid with ease.

As she is made of detachable parts Orianna can trivially remove parts of her body. Doing this to her entire form does leave her rather helpless as she does need to manually attach whatever she has lost. It also allows her an unnerving amount of control over her own body as she can twist and shift segments of her body independently of each other nearly any way she wishes.

Orianna also has a core, a cube about the size of a human heart, that sits inside her chest. This is the only truly necessary part of her as it is the source of her consciousness. It can be extracted from her body and exposed to the air without any negative consequences.

Perforating Blows: Through a skill she has copied, Orianna's limbs behave like supernatural weapons in combat, puncturing and severing her foes with every blow.

Emulation: As a close range combat doll Orianna was built to emulate Perforating Blows, the main skill of a powerful fighter before her creation. However, while she was made specifically to copy that ability she can extend her replicating to other abilities. Things such as high speed movement techniques or the skill to deflect the force of tremendous blows without effort are what she attempts to mimic. These things can take days if not weeks to master but she can see progress much sooner if she witnesses the ability in person several times. The results may be imperfect but undoubtedly have impact.

Predictive Analysis: An ability that branches from Emulation, Orianna can use data gathered about personality and combat style to predict what someone will do next. Over the course of a fight Orianna's observations can figure out the exact movements her opponents will make in order to flawlessly counter them. Pure mechanical precision and the ability to simulate any action her opponent could take substitute for pure skill and can easily lead to her gaining in advantage so long as her opponent has even a single flaw in their technique.

Advanced Learning Protocols: Orianna's capacity to process information is nearly without equal. She can learn most knowledge based pursuits incredibly quickly. Memorization is instant for her and she will never forget a single detail. To her, the idea of information overload is a foreign concept.

Origin: Orianna was created to model and defeat the current champion fighter. In appearance, personality, and soon skill she was identical. Physically she was superior. Once she had learned all that she needed to it was merely a matter of sending her out to do her missions. There was a bit of a struggle at first; she was under the delusion that she was a ‘person’ and not a doll for quite some time. Ordinary growing pains.

Now Orianna is very nearly a model doll. So long as she has her master everything is right. And if she ever loses her master then all that is required is to acquire another and obey. No matter what she does it can be washed clean in purpose and service.

Weaknesses: As a specialized model it is incredibly difficult for Orianna to repair herself without the aid of a specialist. Otherwise any damage she sustains can't be healed.

Likes: Obedience, battle, soft things, hard working machines

Dislikes: Disrespect towards the master, dolls pretending to be free, discourse about dolls since there’s nothing to talk about
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Umbra of Chaos on October 24, 2017, 02:11:47 PM
Name: Set

Race: Altered Human

Age: 90~

Height: 5’4

Weight: Proportional to her height

Appearance:

(https://i.imgur.com/iUMJpiS.jpg)

Physical Attributes:

Strength: Incredible

Agility: Incredible

Constitution: Incredible

Magic Ability - Divine: Through empathy with her god, Set is capable of using calling forth diluted drops of his own divine power for her magic. She wields devastating sandstorms and hungering lightning with consummate ease. With a mere gesture she can slay massive creatures and unleash gales of sand and wind potent enough to send cars flying and shred them to pulp. Her variety is without question as well. She can form swirling vortexes of sand and air to fly upon at Heroic speeds, have a bolt of lightning fork into a dozen lesser ones in an instant, and unleash numerous variations and combinations of her magic.

Taint: But destruction is not her only forte. It is in Set’s nature to taint and defile. When she reaches out she can influence the workings of others.

With a mere touch she can inject into her opponents with a spark of chaos. At her will, it can be released to ruin their own powers. The fire of a mage could turn against them, a priest’s healing light could incite gruesome tumors to burst from the flesh, or a shapeshifter be caught in some terrible half form.

However, such a thing is easily noticed. The sliver of wailing chaos within one’s spirit is difficult to miss. It can be purged through a focus of one’s own energies, but it can be sustained or reapplied just as easily by another touch.

Corruption: There are those who draw their power from external sources, taking in strength from the energies in the world around them or from other entities. Not only is Set sensitive to such things, but she is easily capable of offering up her own power. Her chaotic energies can flow down a leyline, or gets dragged into the pull of a ritual, or feed into a barrier that takes energy from around it. The result is as catastrophic as when she taints an individual with her own two hands.

Malfunction: Structures and constructs are the most vulnerable of things against Set’s powers. Indeed, while she lacks the pure destructive potential to level a building, it is easily within her power to upset the foundations and supports to bring a massive one crumbling down within minutes. Such a thing wouldn’t even require her full attention. In the same vein, with naught but a small surge of power she can destroy most mechanical constructs, feeding off of their complexity to induce near immediate destruction. This power can be applied by touch or through streams of chaotic red energy that Set can release.

The same goes for mystical objects as well. Complex barriers, enchantments, and artifacts can be torn to shred by her abilities in mere moments, and even more simple defenses can be sundered as easily as buildings. Even if she didn’t want to foul it up massive rituals can be ruined by her with pitiable effort. Golems and mystically created creatures also have poor affinity with her. While the use of something such as an internal core can help, a complex mystical form is in serious danger and with sufficient power reaching such a thing would not be impossible either. She would simply need to know where the core is. This ability scales with the complexity of the magic. Simple spells are more difficult to twist and break than ones that perform multiple functions or have conditions for their usage. But so long as they are things that necessitate a degree of permanence and stability they are at a distinct and unenviable disadvantage against her power, for it works to crush them naturally.

Other Abilities:

Unwoven: Touched by chaos, Set exists outside the boundaries of fate. Precognition utterly fails when it is used on her. No one can see a thread that has been cut from the tapestry.

Transformed: The magic that Set wields is hardly contained enough to leave her unscathed. While the additions sprouting from her back are hardly developed enough to be called wings or anything of the sort, they do have some utility. They are sensitive to supernatural energies of all sorts, often moving about and shifting of their own accord to get a better read on an area. In a fight Set can anticipate many powers before they’re unleashed so long as they draw upon some form of unnatural energy. Further and more invasive changes are possible for her in time.

This is the source of her youthfulness and physical power as well. Most drugs, toxic substances, and poisons also have no effect on her. They are warped into something harmless the moment they enter her body in earnest.

Equipment:

Lawkeeper’s Staff: A weapon used by guardian mages to uphold the law, its primary use was to contain and redirect spells. Filled to the brim with chaos it is a tool that Set uses freely. It is durable enough for her to have not even the slightest bit of worry in destroying it, even with the full force of her magic, and it allows her to catch and twist spells of Extremely High potency before firing them back.

Origin: Once a girl asked, “Lord, why was I born a slave?” The answer she received was one of purpose, of divinities, of a greater good. This answer was made up of a thousand, thousand, thousand hands. All working together. Yet, she was unfit for her role. In time, that would become increasingly clear. And what did that make her but a vagrant? A detriment. Worse than useless. For she was not extraneous, merely defective.

Rather than leaving, she was abandoned and rendered purposeless. She would wander the dry lands, certain of death. But somehow, impossibly, she discovered a holy site. There was none who had been there before, but she knew was as sure of it as anything else. And so she fell to her knees and offered herself to whatever power would take her.

They came to her then. Perhaps it was a god, or many gods, or merely a spirit. But it was a thing undoubtedly of this world. A pillar of order that upheld all of creation. It was beautiful, so beautiful she weeped, and she reached out to it. Yet, it stopped. Even now she can’t say why. Did it see some darkness in her, did it notice the underlying selfishness in her heart, or were the gods merely as cruel as mortals? When it stopped she reached out to grasp it by herself. Out of desperation, out of ambition, out of selfishness, out of need. And then it was gone.

For a moment, she thought she would die. But she was saved. And her savior did not demand that she kneel or that she obey. He gave her power, with no strings attached. And they spoke for a long time about this prison, about the chains that binded them, and what could be done about it. And in exchange for power and knowledge all He asked was that she would return the favor and set Him free. It was not an order, but such a thing was stronger than even that. Liberation was her passion. To reveal the chains that subjugated and tear them down, there could be no greater joy for her than that. So she would free her god... and with Him all the world.

Weaknesses:

Overt: It’s incredibly hard for Set to hide her presence. The taint of chaos is unmistakeable. Even a blind and deaf man could tell there was something off about the area in which she used her power. Anyone remotely sensitive to the supernatural could track and find her the moment she began using her magic. It also makes it rather difficult for her to launch a sneak attack.

Likes: Herself, her benefactor, humans

Dislikes: Rigidity, peace, slavery

Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: YOLF on November 10, 2017, 08:12:58 PM
Name: Rafalia Tredecim
Race: Excrucian/Faerie
Height: 188~ cms
Weight: Lighter than she seems

Appearance:
(https://i.imgur.com/Uob6V13.png)

As above, though she does not always wear her uniform of the Bleak Academy. More than bearing a commanding presence, she is undeniably beautiful. This is somewhat more than physical appearance, because when you look upon her there is something bigger and grander behind her visage.

Physical Attributes
Strength: Fantastic
Agility: Heroic
Endurance: Fantastic

Magic Power: High
Rafalia's magic draws on the power of the Outside to let her cheat the rules of the world and do things that aren't supposed to be possible. Her alien skills with it produce unreal results.

Changeling: The magic otherfolk use 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 work, Rafalia can conceal wounds and sickness too, or mimic a particular person's mannerisms and appearance. Regular use can make the effects quasi-permanent.

Night-Craft: The art to build nightmarish minions and other vile things from bodily fluids, shadows, dreams and soil. Rafalia may mold unusually sturdy things out of dirt and sand, spin her nightmares into bronze thread, and distill darkness and dirt into poisons. More relevantly, she can make servants sympathetically connected to her and empower them to perform simple tasks. With sufficient time, she can construct elaborate creatures and frightening monsters from the soil, blood and her nightmares, though they have at most Amazing to Incredible attributes, though lasting minions take several days of work to create.

Other Abilities:

Heartless: Rafalia has no heart. Her body is unnaturally alive, so blood loss and deprivation don't mean much, and her wounds close easily. In addition, 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 become unshackled of sentiment and their feelings numb. 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.

Impossible Dexterity: Rafalia moves with inhuman grace and precision, making even comparable beings seem clumsy by comparison. Her borderline perfect balance and implausible nimbleness are an axiomatic quality. Against direct opposition, her reaction speed and deftness increase to match it in the Agility rank.

Supernal Sight: Rafalia's unearthly eyes grant her night vision sharper than an owl's and sight keener than an eagle's, attuned to the slightest details and hints of motion, and the ability to see intangible things. She can discern the strength of people's resolve as a colored mist and focus to perceive immaterial or invisible beings.

Look Into The Void: Rafalia's gaze can fill you with paralyzing fear, bearing down with suffocating vastness. Anyone with less than superhuman physique or notable supernatural power is completely frozen, while others still feel the pressure though it doesn't physically constrain them, and may be progressively exhausted if it lingers. You don't actually need to look her in the eyes for this to work, as she can affect even people turned away, but you can break free immediately if you have some powerful form of resistance. If she leaves or stops it will go away on its own even if you don't do anything.

Seize The Untouchable: Rafalia has the unearthly ability to grab or strike intangible things and forcefully drag them into material form for a short time. She can grasp insubstantial objects and physically interact with them as well, allowing her to yank a gust of wind from the air or hold and choke a bonfire in her hands.

Rider of the Outside: Rafalia is a exceptional hunter. She is greatly skilled at riding and tracking, swordplay 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.

Iconic: Rafalia is a symbolic, evocative creature, and her ability to be recognized 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.

Inconspicuous:
In flip side to being recognized, Rafalia can become unremarkable and difficult to notice. She can seem just another face in the crowd in her casual clothes, difficult to spot and more difficult to realize she's important.

Storyteller: Rafalia is a living story, and her miraculous existence in the boundary between ideas and life allows her to change and make true the kind of narratives she belongs in. When she becomes involved with a mystery, Rafalia can obtain convenient ominous clues, or otherwise find hooks that can serve to guide others forward. She can appear when something interesting is happening, preceded by rumors and omens, or manifest herself in places where she's not, ingratiated into the location or someone's life. She can transform other's lives in often slight, barely magical ways by acting as a cathartic influence.

She's also really good at interior design.

Gear

Soul Carving Blade:
This is Rafalia's abhorrent weapon, a night-colored sword with the power to sever miracles and the cut the soul as easily as it does flesh. It can nullify or break supernatural powers and strip away all immortality, but greater wonders can only be weakened or twisted. The sword is inseparable from her, and she can conjure or dismiss it at will.

Bow and Arrows: A ebon bow that looses arrows of solid starlight; these do not falter in power 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, and has the power to cross planes of reality (this is probably useless in the Nexus, unless someone literally creates an otherworldly dimension between her and her destination, or something). Effectively it's just convenient transportation or a means to handle a chase while allowing her to focus on something else, as it won't act independently. Its Physical Attributes are the same as Rafalia's base attributes.

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: More precisely, the dark and handsome god of all evil, who has claimed her as his fiancé despite the impossibility of it.

Likes: Chips, heroes, netflix marathons, interior design, stories of struggling
Dislikes: Community slackers, anti-heroes, Deceivers, pain
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: SINIB on November 25, 2017, 08:05:58 PM
Name: Jeanne D’Arc (Alter)

Race: Avenger Class Servant

Age: 19

Height: 159 cm

Weight: 44 kg

Appearance: (https://i.imgur.com/uqrkNRu.jpg)

Physical Attributes

Strength: Heroic

Agility: Heroic

Constitution: Fantastic

Magic: None

Servant
As a servant, Jeanne possess an immense amount of prana in her body. During the singularity at Orleans, she was even in possession of a holy grail, which she used to summon dragons and servants en mass. Unfortunately for her, she no longer possesses such a convenient object anymore and can no longer summon anything of note.

Additionally, because Jeanne is a servant, she can’t be harmed by mundane attacks. In order to harm her, one needs to attack her with something that has spiritual presence, such as magic, an attack from a supernatural, or anything another servant throws at her. For instance, while a person crashing a car into her would deal her absolutely no damage and only inconvenience her, a servant doing the same might be able to deal some real damage to her, depending on the mass and speed. She can also go incorporeal in order to turn invisible and phase through walls, however, while she is in this form, she cannot meaningfully harm anything herself, either.

Finally, servants require somebody to form a contract with them in order to provide them with the mana they need to survive and to anchor them to the world.

Self Replenishment(Mana): A class skill of the Avenger class, this serves to grant her effectively limitless amounts of prana, to the point she would effectively be able to support herself without any issues, provided she had somebody anchoring her.


Other Abilities:

Dragon Witch: As a result of being produced artificially by Giles’ wish upon the holy grail, Jeanne possesses the power of dragon-kind within her. This grants her a unique form of charisma which makes dragons obey her and allows her to bolster her allies morale, which has the effect of inciting her allies to fight harder and better. Average humans might be roused to compete with trained soldiers, but the difference is not as noticeable for stronger characters. Her words also seem far more convincing, if she so chooses to make them so, and this effect is especially noticeable with dragons.

Furthermore, it functions as a form of the riding skill, allowing her to “mount” anything she so desires and “ride” it as if she was a master of the vehicle or animal. She can even use this to commandeer a dragon and ride them around, if she so desired.

Avenger: Avenger is a Class Skill of the Avenger class, representing the state of an Avenger as one that gathers people's hatreds and grudges onto oneself. It is easier for one to accumulate loathing and resentment. When Jeanne receives any damage, she also gains a fair amount of magical energy proportional to the damage that she received. She gets less than she used to, as her avenger rank has lessened since the events of Orleans and she no longer desires to destroy the world. Negative emotions towards an avenger immediately turn into strength.

Memory Correction: Memory Correction is a class skill of the Avenger class. While people often forget small things immediately and even large events can fade from somebody’s memory with time, there are some things an avenger will never forget. They remember the source of their resentment, down to the finest detail, and can never be caused to lose that memory. If she attacks someone related to her resentment in a sneak attack, the potency of the attack will be greatly multiplied.
 
           Roar, O' Rage of Mine
Le Grondement De La Haine

The Noble Phantasm of Jeanne Alter. It takes the form of the fires that consumed her at the stake, the physical manifestation of her resentment against the traitorous Frenchmen. These flames can effectively burn anything to ashes, transforming grudges from Jeanne Alter and anyone around her into mana to burn the opponents' injustices, impurities and self-righteousness to the bone.

Furthermore, the stake was stuck into her image as she was burned at the stake, and as a result, she is able to call forth a number of them alongside her flames when she attacks.

Equipment:

Her Flag Jeanne Alter's even now possesses the same flag that Jeanne herself normally carries, however, it is merely one of her weapons now and has lost all its defensive powers.

Sword A midnight black sword she carries around her waist. It possesses no special properties as a noble phantasm, but she can use it to fight if she so desires. As it is made of pure prana along with the rest of her armour, if it were to get destroyed she could easily recreate it.

Origin: Jeanne Alter is not a proper hero like most every other servant. She does not exist on the throne nor is she based in any historical fact nor any mythological basis. She was created when Giles de Rais cast a wish upon the holy grail to create a Jeanne who would take vengeance upon France for forsaking her. His wish was granted, and she descended down upon France as the Dragon Witch, summoning swarms of wyverns and an army of servants to lay waste and remove France from history. Luckily, she was stopped, and was subsequently summoned to Chaldea. She now has found herself in the Nexus.

Weakness: As a servant, if you kill her master, she’ll disappear very fast unless she gains another contractor. As she has renounced her role as a saint when she became the dragon witch that descended down upon france and has subsequently become an Avenger, Jeanne no longer has a shred of her absolute magic resistance. Because of this, she is vulnerable to magic and any powerful mage could capitalize on this fact to devastating effect.She ended up failing, being stopped by the true Joan of Arc and the protagonist, and faded out of existence. However, she later returned and invaded Chaldea, but was eventually defeated again, before ending up being summoned. After hanging around with the protagonist for long enough she calmed down a fair bit.

Likes: Denying the existence of god to believers, jokes, hanging around Jeanne, Giles, Fafnir

Dislikes: God, Belief, Jeanne, having faith
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Umbra of Chaos on November 30, 2017, 12:38:03 AM
Name: Sakura

Race: Human

Age: 19

Height: 5’4

Weight: Average for her height

Appearance:

(https://i.imgur.com/cNxJaBZ.jpg)

Physical Attributes:

Strength: Heroic

Agility: Heroic

Constitution: Fantastic

Magic Ability - None: Sakura has absolutely no magical skill at all. She doesn’t even know a single thing about magic. However, she does have a large amount of magical potential. She could theoretically learn but it would take a great deal of effort and time on her part.

Other Abilities:

Deep Shadow: Sakura is capable of freely manipulating her shadow. It can expand in size and twist around irrespective to the light shining on it. One of its most basic abilities is to serve as a storehouse for her.

The shadow turns exceptionally dark and anything on top of it begins to sink as if it was mud. She can stuff as many things as she wants into there and releasing them takes about as much time as sucking them in. People who are caught in it that are Exceptional or below have pretty much no chance of getting out and can only halt the pull if they manage to grab onto something not in the shadow. Anyone higher than that can pull themselves out of her shadow with strength alone. Incred or higher can break themselves out of her shadow if they somehow get sucked in entirely.

Fleeting Shadow: Sakura can detach her shadow from herself to have it go sneak around. It has Fantastic agility and can hide in the shadows of others or dark areas. Sakura can hear and see everything that it does. If both the shadow and Sakura occupy a dark space it can instantly return to her.

Shadow Men:

(https://i.imgur.com/DLmm8rT.png)

From her shadow Sakura can call forth forth three minions. They are Amazing in stats and are armed with dark weaponry. Usually knives or bats that they use to pummel and shank people to death. If they die she can trivially respawn them.

Connecting Shadow: Attaching her shadow to another’s allows her to make a one sided to them on a level nearly as deep as the soul, jacking into their very being to get a read on them. While this can give her near perfect teamwork with someone, she more usually uses it on enemies. This lets her anticipate her enemy’s moves even if they’re by instinct.

Shadow Arsenal: Like her minions but better, Sakura can call forth all kinds of dark and powerful melee weapons from her shadow. Usually they’re just bats, knives, and guns though. Sometimes a chainsaw. The good thing is that they’re strong enough to not shatter when exposed to the unnatural weaponry and force of most supernatural battles. However, unlike her minions all of her weapons are ‘alive’. Her bat could grow teeth and bite you or her knife could start sprouting tendrils to push itself deeper into your body.

Shadow Mimic: If you are unlucky enough to be knocked out around Sakura her shadow can get a taste for yours. This can take a few minutes, but once it’s done Sakura can take on your form through the transformation of her shadow. This does not affect her physical stats.

Omega Shadow: When she’s in a serious fight Sakura usually calls back her minions to use her shadow to its fullest extent. Like this it can be considered an extension of herself and shares the same stats. A hand could burst out to grab your leg, or a monster mouth could devour you, or a big shield can pop up to protect her. It can’t really die but it can be damaged enough to sink back into a flat state to regenerate for a few seconds. The max range on the shadow in this state is about 5 or 6 meters. She cannot use Connecting Shadow, Shadow Men, or Deep Shadow during this state.

Weaknesses: When Sakura uses Fleeting Shadow she lacks the ability to use most of her powers. This makes her reconnaissance rather dangerous for her. Her ranged options are also rather limited. Her best option usually involves pitching a shadow baseball at people’s heads.

Origin: Sakura doesn’t bother to think too much about her early childhood. She was mostly traded around from foster home to foster home for a while after being abandoned by her family. Eventually she took matters into her own hands and just left.

That nearly ended up with her getting her head smashed open by some thugs. Then her shadow ate them. Then she fed it the rest of the gang. As it grew stronger so did she until she eventually plateaued. But by that point she was basically a kind of unholy terror and made a gang around the fact that she was an unstoppable monster.

It was a pretty good time.

As a petty warlord she beat the crap out of her rivals with her bat and ruled as the mostly top dog. To her, the Nexus is just like home!

Likes: People who look like her, sucking up to her, staying up past 12 to read dumb shit on the internet, hitting things with her bat, ramen before 11 pm.

Dislikes: Getting called out on her bluffs, people breaking out of her shadows, getting called edgy, having to clean the bloodstains out of her hoodie after someone calls her edgy, ramen after 11 pm.    
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Umbra of Chaos on December 25, 2017, 03:13:06 AM
Name: Aurelia

Race: Human

Age: 24

Height: 5’4

Weight: Average for her height

Appearance:

(https://i.imgur.com/ZBr7l4n.png)
Physical Attributes:

Strength: Exceptional (Heroic with Reinforcement)

Agility: Exceptional (Fantastic with Reinforcement)

Constitution: Exceptional (Heroic with Reinforcement)

Magic Ability - Extremely High: Aurelia has the problem of having so much mana that she can barely even control it. Shaping her mana into even the most basic spells is beyond her. Still, she is at least capable of infusing her body with mana to perfect it. This makes her extraordinarily strong, swift, and durable, and it bleeds into the weapons she uses and clothes she wears, making them far more durable and capable than normal.

However, while her practical ability is awful her theoretical knowledge is without compare. She has spent nearly the whole of her life studying magic and used the vast resources of her family to do so. She knows a variety of spells, from basics that allow one to keep a house in order to potent rituals that alter entire landscapes. The arts of healing, curses, transformation, and many others are known to her. Aurelia’s inability to use even the simplest of these still infuriates her.

Other Abilities:

Mana Font: Aurelia has been blessed with an abnormal, impossible even, amounts of mana. Her reserves don’t seem to have any end, and her production is utterly insane. She could maintain hundreds of high tier familiars or the defenses and enchantments over an entire city without even noticing they were drawing on her power. Never once in her life has she been low on mana or exhausted. Where her natural stamina fails her natural energies supplement it will enough to grant her virtually endless amounts.

The sheer amount of it makes casting enchantments and other forms of lingering magic on her incredibly difficult. They are disrupted simply by the massive surges in power she regularly goes through as she produces more mana.

Volunteer: While mages naturally repel other attempts to access their mana, Aurelia is more lax in this. She can reduce her pull to the point where a mage could draw off of her as if she was a leyline or atmospheric mana.

Equipment:

Staff of Fireball: The enchantments of this mystical tool would allow most others to utilize a massive amount of fire magic, merely requiring the input of their mana. However, for Aurelia it only allows her to cast the basic fireball spell. This blast flies at Fantastic speeds and explodes with enough potency to destroy whole buildings.

Garb of the Magi: Designed as a type of restraining grab, these clothes drastically reduces the power of most mages by draining them of mana. While it is only totally crippling with the whole outfit, putting on pieces of it can limit a mage's output by constantly devouring a sizable portion of their mana. It isn't enough to render them helpless but it can easily limit the amount or power of the spells they can cast. Aurelia often forgets its powers because of how much it doesn’t affect her.

Origin: Born to a notable family of mages, Aurelia’s hopes of following in the steps of her parents and older brother were increasingly less likely as time passed. Her reserves of mana were great, but her complete lack of control made her an abject failure as a mage. It didn’t stop her from studying, from researching, from serving as an aid to her siblings. But it did keep her from fulfilling her only real desire. Still, it would be wrong to say that she was always unhappy. It simply wasn’t what she wanted. When she wasn’t serving as an oversized mana battery or studying fruitlessly Aurelia learned to pick up other habits such as a few sports and reading.

Weaknesses: Her control is in fact so shoddy that Aurelia can’t channel power into her staff while she fights with magical reinforcement. She has to choose between bombardment or punching your face off, and her favoritism for the former can put her in a predicament against fast or stealthy opponents.

Her sheer quantity of mana also serves as a beacon to any who can sense such energy, making it nearly impossible for her to hide herself away.

Likes: Sleeping in, researching, reading for fun, getting to help with magic.

Dislikes: Being reminded she’s a terrible mage, losing, being called a warrior.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Kotomine_Rin on December 25, 2017, 04:44:37 AM
Name: Blake

Race: Healing Mage

Age: 35

Height: 165 cm

Weight: Abnormally light for her size

Appearance:

(https://i.imgur.com/iiNSoyV.jpg)
(https://i.imgur.com/tq61Ejn.jpg)
(https://i.imgur.com/J2VSCLc.jpg)

Physical Attributes

Strength: Amazing

Agility: Amazing

Constitution: Amazing

Magic Scale: Very High

Healing magic: Blake is an amazing healer, and can use powerful magic in order to heal most afflictions and repair the most grievous wounds with moderate effort. She can operate on bodies beyond what a mundane master surgeon can accomplish, such as rejuvenating bodies, modifying them, preserving them and even keeping them alive despite fatal injury with her magic. Coupled with her skill, she truly shines on an operating table, and can practically patch anyone up as long as she has the right raw materials and the brain is intact.

Watercraft: Blake can control masses of water to the limits of her imagination, manipulate their density to form “hard” masses of water and wield them like an extension of herself. She focuses on small, subtle, but powerful applications of her magic. For example, she can pressurize and rotate water around her fingertips to turn her hand into an hydraulic cutting scalpel that can perform surgical incisions and surgically cut through bodies as hard as metal, or fire them as bullet-like projectiles that can pierce incredibly hard substances, though she gets nervous and has allegedly terrible aim.

Bubble Power: If it must come to defending herself, she’d rather imbue a small amount of water with her mana and focus it in order to animate it autonomously. While it's no more than a handful, by manipulating its pressure it can reach power, hardness and speed comparable to fantastic, quickly moving and changing shape from a shield to a hand or a blade. While she can’t control a large quantity, her speed, range and power more than make up for it.

Bloodcraft: A skill unique to her clan allows her to bend and control another’s blood in a myriad of ways. She doesn't like talking about her clan. With a touch, she can perform a myriad of surgically precise feats like keeping blood from reaching an area about to be amputated, separate poison from the bloodstream, reopen arteries that were once clogged and circulate blood once more.

While less precise, she can also focus all her magic through bodily movements from a moderate distance to seize control of an (incredible strength) individual’s body through their blood. Doing that, she can do various things, like stop someone in their tracks and immobilize him/her or control a body like a puppet on strings if it must come to that. Sufficient strength and the ability to expunge foreign mana can counter this, but the former will still strain the body.

This craft is a taboo and considered heretical by most due to its gruesome and deadly applications in the past. As she describes it, it’s as if someone yanked the bone under your skin and began to puppet your body outside your control. It can be useful for medical purposes, but still doesn’t see it as a source of pride and tries to hide it in order not to be shunned.

Shift: Blake can access her workshop and connect it to bodies of water, or connect said bodies to her workshop. It takes a short while, enough for it to be non viable in combat against a close to equal foe, but inside, she can access other pools like portals. It is incredibly useful for quick travel, surprizes or even infiltration, but whatever is transported needs to fit the entrance and the exit.

Scryer’s eye: Through means Blakes refers to as unpleasant, she can create an extension of her eyes and project it anywhere she can visualize in order to survey and scout, or even just to guard a location.

Other Abilities:

In depth medical knowledge: Blake studied medicine for an unspecified amount of time, and knows the intricacies of the human body and how to maintain it with utmost efficacy.

Pokerface: Blake participated at her local school’s card game championships. She never won any prize, but her losing streaks taught her a thing or two about how to play. When it comes to games like these, the most important thing is to pretend you are a worse cheater than your opponent.

Equipment:

A fairly expensive house fully furnished with entertainment rooms, a well equipped kitchen, a bar and even a workshop where she perfects her techniques.

Nice clothes.

Her positivity!

And the most adorable pet cat.

Origin: Blake is a not so ordinary girl trying to make a bright career in the Nexus. She enjoys drinks, ladies, and performing her craft. She enjoys being around people and listening to them, and hopes the lucky star of love might befall her one day so he may find a significant other.

But there are landlords to pay and cats to feed, sadly her medical prospects and dreams will have to wait. Playing nice is really hard sometimes, but it’s well worth the price.

Weakness: She must either get close or stand still and gesticulate in order to manipulate an individual’s blood, and while the reward is very great both also opens her to great risks. She is also very unlikely to use this ability unless forced to or in very specific circumstances.

She dislikes combat, but while she can be devastating against singular foes, those who might not rely on their body, possess blood or have numbers on their side can deal with her much more easily. She also has no real combat skill whatsoever aside general wits and her abilities, and her instinct is mostly to run away.

Also cute girls. She just can’t say no to them!

Likes: Unique people, girls, animals, fun things, lewd things, helping others, lazing about.

Dislikes: Danger, slasher movies, germs.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: yinsukin on December 25, 2017, 04:08:04 PM
Name: Sigurd

Race: Human

Age: 70

Height: 6 feet

Weight: Ripped old guy weight

Appearance: (https://i.imgur.com/2Xja8TX.png)

(https://i.imgur.com/jfzBVn7.jpg)

Physical Attributes

Strength: Heroic

Agility: Fantastic

Constitution: Fantastic

Power of the spirit:  Sigurd’s power is derived from years of meditation.  The main principle of his power is a mindfulness of himself and the world.  It allows him to make a mental connection with the world around him, melding it with his body and mind.  It allows him to achieve superhuman feats of sensory capabilities and interact with the world in ways that go beyond the imagination.

Spirit manipulation:  Sigurd’s spiritual mastery gives him the ability to mold his ki into various objects, including spears, blades and even chainsaws.  These objects are heroic in durability.  However, the limit to his item creation is confined to what he can hold in his hand.  Despite the versatility of his powers, he prefers to use barriers as weapons, combining them with his martial arts prowess.

Third eye: A figurative title for a sixth sense.  By entering a meditative state, Sigurd can gain a greater sense of his surroundings far surpassing his 5 senses.  This is done by tapping into the senses of the world around him.  He can hear the steps of someone through the concrete, feel the pressure of a person's boot through the grass and see the world through a literal bird’s eye perspective.  If he wanted to, he could look at himself through his opponents perspective.

This ability is limited by concentration however.  This ability cannot be used when Sigurd is mentally exhausted.  Furthermore, it is far more limited when he is in combat, restricted to only a few blocks.

Astral projection:  Typically used more for scouting, Sigurd is capable of projecting his form into a ghost like state.  In this form, he cannot interact with the real world aside from possing those with weak spirits and animals.  When possessed, they gain increased strength and speed, imbued with the same powers that make Sigurd so powerful.

Empath:  Sigurd is capable of sensing the emotions of others by reaching out to them with his mind.  By doing this, he can enhance or suppress emotions.  He is not limited to one person either.  He can influence several people at once as well as monitor the emotional state of entire cities, though with little precision.

Nature’s cohesion:  This ability allows Sigurd to change how his body interacts with the basic elements of the world.  For example, through meditative concentration, he is capable of stepping on air or walking on water.  He can also use this ability to defy gravity, walking on walls or ceilings.  However, it also allows him to interact with spiritual phenomena, such as ghosts or deities.


Other Abilities:

Experienced super soldier:  In his peak, Sigurd was capable of fighting beings capable of punching through mountains, mages capable of unleashing city destroying spells and brilliant strategists who could defeat either with only an army at their disposal.  While he is nowhere near as strong now physically, that experience is invaluable, allowing him to keep up with those close to or even slightly above his level of power.

Shield specialist:  The reason Sigurd chooses to manifest barriers with his ki is that when he was a soldier, he specialized in shield combat, using them as an offensive weapon despite convention.  Think of him as a Captain America with ki, defying physics with his weapon and using his connection to the environment to make unconventional assaults.

Pressure point:  Even before he learned to control his ki, his hand to hand combat skills were nothing to sneeze at.  However, once he learned the third eye ability, his abilities in hand to hand combat were increased dramatically. He is capable of locating pressure points by sensing them.  Using this method, he is able to strike them without even needing any of his 5 senses to identify them.  Pressure point strikes do cause an insane amount of pain, and in many cases make that muscle or joint unusable. 

Equipment: None.  Hobos have nothing.

Origin:

Sigurd started as any other, a normal boy born to an average family.  Through hard work and natural curiosity, he grew into a proud warrior, respected and renowned in his world.  The only rivals to him in combat were those possessing immense talent.  Even then, none could match his sheer determination.  He fought tooth and nail for his people, respected for his vast intelligence and tactical ability, eventually climbing the ranks into his nations top general.  From there, his success only grew, until one day he ran into a problem.

Growing old.

Seeking a way to maintain his power, he sought abilities to replace that which was leaving his physical body.  That is when he found a new master, someone who could train him in the spiritual arts.  As his body grew older, his mind became more open, allowing him to tap into the hidden power residing within himself and the world around him.  He returned to his people, only to find the nation he worked so hard to protect destroyed.

So he took it back.

Unfortunately, the nation that was regained was far different from the one he once knew.  All of the great warriors he knew were rounded up and killed and the royal family exterminated.  The nation that he had built was gone, along with the culture that he had strived so hard to join. With his warrior like days gone, he started a family, spending most of his free time with them.  He managed to maintain his skill and power by training his children and even his wife in his warrior like ways.  However, even despite his teachings, they died, taken not by a blade but a simple disease.  The vary world that had granted him power took away his happiness without a hint of remorse or even hostility, leaving him with nothing.  The title of hero king meant nothing next to the cruel way in which his happiness was stolen.

It was only suitable that he would one day wake up in a strange world, a homeless man with nothing but the clothes on his back.

Weakness:

Emotional manipulation: Emotional stability is the key to unlocking and controlling his powers.  As such, any form of emotional manipulation can weaken or downright nullify any abilities deprived from his meditative abilities.  In his world, this often took the form of empaths or telepaths.  However, anyone cunning enough to toy with his emotions can achieve the same effect.

Astral projection:  As is typical of this ability, the body is frozen in place, completely unable to move.  While he can technically find a new body to inhibit, killing his body is a good way to weaken him.

Likes: Food, Shelter, Warm Baths, Freshwater, Memories of his past life

Dislikes: Drug addicts, People drunk with power, Starving, Dehydration, Memories of his past life
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: SINIB on December 27, 2017, 07:15:48 PM
Name: Parvati, Sakura

Race: Pseudo Servant

Age: Unknown(16)

Height: 156 cm

Weight: lighter than she looks

Appearance:
 (https://i.imgur.com/vIiFCxr.jpg)

Physical Attributes

Strength: Incredible (Godly with Ashes of Kama)

Agility: Incredible (Heroic with Ashes of Kama)

Constitution: Fantastic (Godly with Ashes of Kama)

Magic: Extremely High

Parvati, as she has merely possessed the girl known as Sakura Matou, possesses all of her magecraft knowledge. Being a servant and goddess has only strengthened her innate powers.

Shadow Magic
Parvati’s shadow is a type of magic innate to Sakura that she can control(she can manipulate its features but not change its properties except for deciding what it digests) as easily as breathing. She can create infinitesimally thin ribbons that move amazingly fast(incredible) and can cut people in half with a single swipe(incredible cutting power), or create familiars that at their largest size are gigantic, about ten meters tall, and to fire off beams that can oneshot spirits with Incredible constitution. Against non spiritual beings it is far far less effective.

Furthermore, she also has access to her own pocket dimension she can use to travel in between any of her shadows instantly. She has control over the dimension, and unless used against someone with supernatural means of escape, including throwing a great deal of mana around inside or someone who is extremely strong(incredible strength or higher), she would have no issues containing somebody inside for an indefinite period of time, digesting them with her magic until there was nothing left at all. Even a stronger person(Fantastic) would have to struggle a bit with it, although they’d be able to escape after about ten minutes of struggling, tops.

Finally, because of her imaginary numbers affinity, she has an innate advantage against spirits. All her shadow attacks are much more effective against anything with a spiritual nature.

Matou Magic
When Zouken infested her with the crest worms, it not only gave him a way to control her, but also burned the Matou crest into her, giving her access to the full repertoire of the Matou bloodline’s spells. Because of this, she has a great deal of knowledge about the art of binding,absorption, and familarcraft. Using this magic, she is, for example, able to hide any leakage of prana from her body, essentially rendering her indistinguishable from a normal human. She can also send out a bolt of magic that will, assuming it connects, drain the target of a decent amount of their mana.


Parvati also has access to other forms of magic, such as a basic knowledge of how to build a workshop, and any other thing Sakura might be able to do.

Magic Resistance: Extremely High

Other Abilities:

Hovering

She can hover for short periods of time while attacking.

Pseudo Sevant
A pseudo servant is a fusion of a servant and a human vessel. As a result, they have the powers of both. Additionally, because Parvati is a servant, she can’t be harmed by mundane attacks. In order to harm her, one needs to attack her with something that has spiritual presence, such as magic, an attack from a supernatural, or anything another servant throws at her. For instance, while a person crashing a car into her would deal her absolutely no damage and only inconvenience her, a servant doing the same might be able to deal some real damage to her, depending on the mass and speed.

Finally, servants require somebody to form a contract with them in order to provide them with the mana they need to survive and to anchor them to the world.

Goddess’s Essence A skill that denotes being a perfected goddess from birth. It is endowed with an effect that preserves the absoluteness from the mind and the body. Mental interferences are mostly mitigated, the body does not grow and the figure does not change no matter how much calories are absorbed. Because she is a pseudo servant, the strength of this skill is mitigated.

Ashes of Kama
Parvati is a gentle goddess who is weak in battle.That being said, it is not like even her heart is weak. Her heart which regards her beloved person is stronger, and deeper, than that of any other deity. For the sake of her beloved, she will burn her divinity even at the cost of destroying her own body, turning it into power to fight. Though a momentary flame, it is comparable to that of the Goddess of Destruction Kali - one of Shiva’s wives. This skill has the effect of allowing her to drastically strengthen herself in a pinch, but it also drastically increases her mana consumption, and can only use this ability for about a minute, before she burns herself out entirely and disappears.

Blessing of the Goddess
With this ability, Parvati can, for only a relatively small cost of mana, greatly heal an ally and regenerate some of their mana.

Equipment:
Knowing What is Love, and Refusing to Love; That is Antipathy
Trishula Shakti.
(https://i.imgur.com/y9IKTRH.png)
A limited release of the Trishula, the trident she borrowed from Shiva. It allows her to release swathes of lightning in battle(dealing heroic levels of damage) and when she incants its true name, it bathes a large area in magical lightning of Godly strength. Normally, it would be vastly more powerful, but because she is merely borrowing the noble phantasm, Parvati can only use a very limited amount of its true potential.

! No longer available (http://www.youtube.com/watch?v=2esqr63ChsY#)


Origin:
Parvati is a goddess from Hindu mythology, the wife of Shiva. She has merged with the human Sakura Matou in order to help Chaldea protect the foundation of humanity as a pseudo servant. She has since been pulled into the Nexus and found herself incarnated.


Weakness:
Parvati is a housewife first and foremost, and is relatively unskilled in fighting. She only becomes good when she takes on the aspect of Kali. Without it she only has the baseline of knowledge any servant might have.. Anyone skilled would be able to beat her. Magic Resistance. She’s a gentle woman and dislikes fighting, and as a result may hold back against someone to her detriment.

Likes: Supporting her master, if she has one. Cooking. Feeding her loved ones.

Dislikes: Seaweed. Bad people.



Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Aiden on December 28, 2017, 02:13:51 AM
Name: Valerie von Vincke

Race: Vampire Lord

Age: 347

Height: 5'6"

Weight: "Excuse me?"

Appearance
(https://cdn.discordapp.com/attachments/179056149222391808/392495177090072577/carmilla_fate_grand_order_and_fate_series_drawn_by_hollomaru__sample-4aeccc8059f68dbca5b7d4e29c1ccaf.png)

Physical Attributes

Strength: Incredible

Agility: Amazing (Incredible in Wolf Form)

Constitution: Incredible

Magic Ability - Very High: Valerie is not just a vampire, but also a necromancer. The two often go hand in hand, for the undead are held together by dark magic drawn from blood, death and decay, and the imperfect passing of souls who met violent ends. Valerie has taken her natural talent for such sorcery and mastered it to a level with few peers and even fewer superiors. Her magic is split into two categories, one more cumbersome than the other in how it is used, and most of it focused on corrupting the living, creating the dead and undead, and supporting and empowering her lifeless slaves.

In the midst of battle Valerie may among other things send forth shrouds of dark magic that will heal a score of the corrupt and the undead over a minute or so, or harm the living to the same degree. It can restore or slay anything up to the durability of a bear reliably in that time, more if other things harm them too in the meantime. She can bolster the speed of and give ferocity to the undead, making shambling zombies move like men, fleshless skeletons keep up with wolves, and dire wolves keep up with cheetahs for a moment. In her presence her slaves regenerate damage over time as long as her own regeneration would still apply.

On a less immediate level, Valerie may reanimate corpses and bind the ghosts of the dead to her will. Within mere hours she could turn a battlefield of unhallowed dead into a battalion of zombies and skeletons armed with their old equipment left behind. Within days her forces would grow into a legion of spectres and walking dead limited only in its inability to stray more than a few miles from her presence without beginning to fall apart. This is a costly endeavor that requires large amounts of dark magic. This requires time and effort to accumulate. It's expended in large quantities at once to create her forces, and in smaller amounts over time to sustain them.

Over time Valerie can corrupt the land by drawing dark magic to it through ritual sacrifices of blood and souls upon braziers of ghostly flame, turning her residences into haunted places shrouded in darkness and fog to protect her from the light of life and replenish her reserves. Her undead minions benefit from this in faster recovery rates, and it expands her dark majesty to anyone living in her tainted borders so they might be more easily subjugated. Raising the dead is more efficient in these places, and they respond more readily to her will. The living suffer for its presence unless a necromancer or vampire provides permission to reside there; their morale is lowered and they begin to suffer withering illnesses.

Controlling a single castle and its town (or a city block) under these conditions would be enough to sustain a modest army, or a larger one if the whole province (or section, like Brooklyn or Staten Island) were corrupted and controlled. Over the course of weeks she could gather enough dark magic to raise that modest army, or the larger one if given months. Or you know, she could go around attacking and killing large numbers of people and reap a quick harvest at the expense of sustainability; battlefields are brief but bountiful sources of dark magic.

By herself the spread of corruption is limited to a single castle and its grounds, but by setting up more braziers and having her minions care for them it would spread to the adjoining township. More of them could be set up across a county and similarly spread it, as long as the inhabitants obediently fed the pyres. In her homeland this process has long since been completed. Vas and the surrounding province is a land of eternal darkness where the living survive by the will of the dead, and where blasphemous sacrifices performed by the wise women of every village are an open secret politely ignored from behind closed doors.

Other Abilities
Beast Master: A countess rules all aspects of her demense, not just the people in it. In wilderness that has been engulfed by her corrupting sorcery she can draw predators to join the ranks of her undead armies. They can gather in packs of a score or two at most before they just start losing interest, but even that is enough to support her forces with unconventional skirmishers. Also she just plain likes them.

Dark Majesty: Valerie can, by her very presence and some eye contact, place feelings and thoughts into someone's mind portraying herself as a figure of dark and respectable nobility, worthy of admiration and fear. The weak-minded will follow these thoughts and be more likely to do as she pleases, but her abilities in this regard are not so great as to make them mind control. Still, the feelings will seem every bit real to those who experience them and inspire her mortal subjects to submit even without the many other wise reasons to obey her.

Dead Body: As one of the undead, vampires do not have biological needs of any sort. They do not tire, worry about ambient temperature to a degree, or hunger for anything but blood. They do not need any body parts to survive except their dead and unbeating hearts, and of course their heads. As long as they remain well fed they will look mostly normal, albiet pale and predatory in ways normal men are not, but if they hunger for long they start to show how dead they really are.

Regeneration: Simple slashing and smashing strikes can only slow a vampire lord down, not slay them. In mere minutes such injuries pass, and they will fight on through them in the meantime. Dismemberment or complete pulverization is much more effective as a means of fighting one, and it takes days for one to recover from that unless they can reattach the missing part before it decays. This can be reduced to hours if they find someone to drink blood from first. If actually slain by means such as decapitation or destroying their heart, a vampire can still recover if their remains are fed the blood of a virgin.

Transformation: As a vampire lord it is Valerie's privilege to have the gift of animal transformations. Like all vampires she can grow fangs and turn her nails into long claws. At her age she can also change into a flying swarm of bats that must remain clustered together to remain coherent, or into a monstrous wolf with all the attendant benefits of being one. Her clothes disappear and reappear as appropriate for some unknown but welcome reason.

Equipment
Crown of Vas: Valerie's crown is a symbol of her rule over her home province of Vas, forged of a wicked mineral that acts as an attractor and stabilizer for dark magic. As long as the vampire wears her crown she can maintain enough power to use her battlefield magic without risk. Without the crown she needs to concentrate to manage the risk of her magic running out of her control, for it is a naturally chaotic thing.

Origin: In the fetid Barony of Vas loomed a castle, and in that castle lived the ancient and noble Vincke family. They ruled that fortress and its adjoining township for more generations than any alive could remember, enduring through plague and raids by pirate marauders from the south without interruption. They kept to tradition no matter how harsh it was, and in doing so outlived all dynasties that sought to rule them. Valerie was the second of three children born to that generation's baron, and the only daughter.

Valerie learned all the proper manners, and how to manage a household with a grip of iron. She learned to protect herself from assassins from her older brother Victor, and how to interrogate traitors from her mother Valeria. Her father Vasile provided her with every book and tutor she ever asked for, not wishing for his daughter to appear unlettered. Being a woman she of course did not stand to inherit control of the lands, and her role was to be married off to some ill-mannered foreigner to better her family. It was important that she make a good impression, for the lands of Vas had a poor reputation. She would have accepted that decision had her father not passed from a wasting illness first before choosing, or her brother had he not fallen in defense of their land while suppressing an unruly peasant rebellion.

She wasn't going to marry some dunderhead picked by her little bastard brother Boris. Even his name wasn't proper enough for him to be making those decisions! So she stuck a knife in the boy in his sleep, hid the weapon in a chambermaid's quarters, and weeped profusely at his funeral. It was there that she drew the attention of something with flesh older than her blood, and a hunger never sated. This lifeless lord sought not a bride, but a vassal, and came to her offering eternity in exchange. After taking a quick look at how little of her family was left alive, and how little she wanted to waste her time raising spawn to replace them, she took him up on that.

That is the tale of how Valerie von Vincke brought her family into the embrace of undeath, and shrouded the land of Vas in blasphemous eternal night as its baroness. The peasants live in fear of her, but wouldn't dare rebel lest someone come along and impose harsher taxes than blasphemy and blood - what if a lord asked for food or coin? No, they toil and sacrifice in her name and are spared such hardship in exchange. If their dead serve her as slaves, well, they've been safer from raiders and invaders than ever before. Better to love the fearful than fear that which is worthy of hatred.

Weaknesses
Bloodthirst: As a vampire, Valerie needs blood to sustain herself. She needs at least enough blood per week that if taken from one adult human it would kill them. It must be fresh blood or it just doesn't do anything unless she wants to eat corpse-flesh. If she goes a week without blood then she'll begin to deteriorate. For the first week or so it's merely cosmetic, her human beauty withering away to reveal the true undead abomination that she really is. Eventually it would get to the point that she goes mad from the bloodthirst and seek to fulfill it at any cost.

Other Vampire Weaknesses: Vampires simply don't have reflections, which is a clear giveaway even when they're fully fed. It also makes doing their hair in the evenings a pain in the arse. They also can't cross natural bodies of running water at least a foot or so deep without something to carry them across. The scent of garlic doesn't force them away, but does do awful things to their senses so they try to stay away from it. Valerie in particular has to count things presented to her; she won't bend down to count spilled rice or grains of sand or stop in the middle of a fight, but otherwise she can get distracted compulsively counting and categorizing everything around her.

Sunlight: While the sun won't instantly destroy a vampire, it still has all sorts of detrimental effects. Over hours and days it will erode the stability of the dark magic that maintains her body and holds together any minions she has. It weakens her ability to command those minions with precision, and prevents her from regenerating. This means she cannot maintain her minions for long without either corrupting the land and shrouding it in unnatural fog and shadow, or feasting daily on the blood and souls of the living to make up the difference.

Likes: Attractive people, blood, darkness, organization, scheming, spooky places, sorcery, tradition

Dislikes: Aging, asymmetry, bright light, clutter, incompetence, smelly people, uppity peasants
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: EmbreFrosste on December 29, 2017, 04:45:59 PM
Name: Adrienne

Race: Dream-Infused Human

Age: 19

Height: 1.76 m

Weight: 71 kg

Appearance:

(https://i.imgur.com/EGeAZnp.jpg)
(Adrienne is biologically male, identifies as female, and really doesn't go out of the way in terms of appearance to make either of those more apparent than the other)

Physical Attributes:

Strength: Human

Agility: Godly

Constitution: Exceptional

Magic: Low; including some very basic elemental control techniques, short ranged telekinesis-like spells, and minor repair cantrips

Other Abilities: Her body doesn't really follow the laws of physics to the letter. She can't fly, per se, but she could walk up the side of a building without using her super speed. This is because she is attracted to the nearest solid surface rather than obeying gravity.  She also does not generate any extra force from her speed or have any friction with fluids while moving at high speeds. She can also effectively teleport short distances (about a meter or two at most) by taking a few steps on the Dreaming Roads. She can take objects smaller than herself with her on the Dreaming Roads, and can take people that could fit through a space the size of her body. She can also open her inner gate without stepping through it, creating an imperfect sensory copy of herself on the other side as well as allowing herself to perceive the other side of the bridge. The sensory connection is static-ridden and unstable, so she can't trick people into thinking that her illusory copy is the real deal, nor is it useful when trying to spot details from the safety of another dimension, but she doesn't have to be completely cut off from the goings-on of the other side if she doesn't want to be.

The effects that the Gate of Horn has on Adrienne's body that enhances her Agility is twofold. For one, the Dreaming Roads is a plane of travel, and by being connected to it, each step she takes occurs partially in the Dreaming Roads as well as wherever her body may be. The Dreaming Roads bends distance to favor faster travel, and this accelerates Adrienne's body. Secondly, being partially thoughtform means being infused with not only Dreams themselves, but the essence of what dreaming means to you. To Adrienne, dreaming was to be free, and this compounded with the Gate of Horn magically transformed Adrienne's body into a vessel for dreams and filled her with dreams of flight and freedom, of no longer being earthbound and always having time to act.

Equipment: She keeps the dagger that was used to put the shard of the Gate of Horn in her heart as a reminder. Otherwise, she came with just the clothes on her back.

Origin: In her home realm, Adrienne discovered a passion for magic after exploring it for the first time several years ago. She found a small magical Academy and began to learn the basics of magic there. However, rather early in her education one of her fellow students attempted to murder her with an experimental enchanted dagger tipped with a shard of the Gate of Horn. The tip broke off in her heart and turned her body into a bridge between reality and the Dreaming Roads. The Dreaming Roads are the ephemeral passages constructed from mortal Dreams and inhabited by thoughtforms that connect various planes of existence both fantastical and mundane. This gave her the ability to move at a speed akin to thought itself as her body became partially thought-form, among other things. Her first time trying to walk the Dreaming Roads ended up dumping her in another dimension, and she wandered many more dimensions futilely trying to return, shortening the journey each time until in the Nexus she finally discovered the threshold of distance that she could travel in the Dreaming Roads before it tossed her into another dimension. So she stayed there, finding a new, more stable life.

Weakness: Adrienne's experience with magic is very limited, and while she is aware of the existence of more complicated spells than the basic cantrips she learned, she is unfamiliar with counteracting them.

Likes: Finding out more about magic, exploring the Nexus's extreme variety of geography and culture.

Dislikes: Being pent up inside, being inactive
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: SINIB on January 02, 2018, 04:40:43 AM
Name: Fran

Race: Human Chickencow (Bacon Elemental, really)

Age: 13

Height: 4’6

Weight: 102 lbs

Appearance: (https://i.imgur.com/D5Vg1po.png)
(https://i.imgur.com/TyNpMhe.jpg)
(https://i.imgur.com/9zFAP0G.png)
Ignore the body structure and everything but the armor
Fran can materialize and dematerialize her armor at will with only a thought. It doesn't have any effect on her fighting strength, but it's a badge of honor to wear her armor.

Physical Attributes

Strength: Heroic

Agility: Fantastic

Constitution: Heroic

Magic: None, but she has great potential as a mage were she ever to be taught. She could learn it from any mage without problems, but she'd infuse any spells she learned with the power of bacon, making them more powerful and shifting their elemental affinity to match her own or at least have a duel elemental affinity. This would allow a fire spell to work to its full effect even against an element it would normally have bad affinity against, such as water, because the bacon element has no positive or negative affinities against any other element.

Other Abilities:
Beloved of Zeuster
Fran was not raised by humans and doesn’t consider herself to be a human, but rather to be a chickencowlet. She is a priest in training blessed by Zeuster himself, in all of his great bacony glory, and as a result is able to infuse herself and their attacks with the holiest of elements, Bacon. By using the power of bacon, Fran is able to move at inhuman speeds and fight even moderately powerful enemies.

However, Fran can do more than just infuse her blows with bacon. She can also perform various other mystical attacks. She can create a tidal wave of milk that hits with the force of three attacks at half strength and heals her for a small amount, blast bacony fire out of her hands out about three meters away that hits at heroic levels and inflicts a burning effect on the enemies, and create blueberry pie bombs that spawn on an enemy and explodes after a moment for heroix levels of damage and blinds them with the juices for a bit.

Furthermore, she can create bacon and fried egg elementals out of their respective elements given enough time, about an hour of work for each. It takes a lot of eggs and bacon to make one. They have straight incredible stats, and with more time, a span of days, or weeks for the strongest, can creat a gigantic one as physically powerful as her. The strength depends on how long she spends on it. Her ultimate attack is calling down an eggetor from the sky, crushing her enemies under the overwhelming weight of a gigantic flaming egg. She calls them down by doing the chicken dance, and they are large enough to crush a house under their weight. Finally, and most importantly, she has one final trump card. If a battle becomes truly insurmountable, she possesses the power to flee successfully from it infallibly. However, this leaves her critically weakened and highly vulnerable.

It also has another more mundane use, which allows her to create bacon and fried eggs out of thin air. It also causes her saliva and sweat and other bodily fluids to taste and smell like breakfast. When she starts sweating from exertion, such as in a battle, she becomes very slippery and as a result almost impossible to grab. She hates it because it means she has to bathe constantly.

Naturally Skilled
Fran was noted to be a naturally talented warrior and began the training to become an ascended chickencow lord at a notably young age. While she still has much to learn and can be a bit rough around the edges at times, she is still a highly talented warrior who has an innate knack for taking advantage of an enemy's moment of weakness and utilizing it to gain the upper hand in battle. She is trained equally in both battle with her spear and unarmed combat.

Impervious to Pain
Fran, as an ascended chickencow lord in training, is nearly impervious to any sort of pain. She can ignore it utterly and fight to the bitter end in order to protect her brethren.

Equipment:
Baconated Lance of Doom
(https://i.imgur.com/4phXtl6.png)
Fran’s lance functions as both a mystical focus and a spear she can use to fight. As is everything she uses, it is infused with the power of bacon. Without her lance, using her various extra powers would become more difficult for her and greatly decrease her efficacy.

Origin: Fran was found at a young age by the esteemed Archimoodes and taken in as a fully fledged chickencow into the community. They taught her in the noble art of running away, and she greatly enjoyed her time with them. Later on, she was found to have great potential as a warrior of her people, and began to train as a chickencow lord.Her training was going well, however, partway through it, she’s found her way into the Nexus. She would greatly like to go back, but has settled in fairly well and makes a decent living for herself as hired muscle for the police and other people as well, as long as they don't have obviously dubious intentions.

Weakness: While bacon is not weak against any element, and indeed works on all of them, it is by no means an ultimate defense or attack. While she is highly resistant to fire of any sort, water and ice based attacks will deal substantially more damage to her and someone skilled in water magic would be able to fairly easily beat her. She is also only a child, and as a result could be easily manipulated by her elders were they to gain her trust.

Likes: Bacon, fried eggs, Zeuster, Archimoodes, Arester, Moocluckles, other chickencows, bathing, training, people who assume she's a girl, people who accept her for who she is

Dislikes: People making fun of her smell, people who think she’s a guy, people assuming things, people who make fun of people who work hard.

Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Link on January 03, 2018, 06:50:59 AM
Name: Wilhelm Ehrenburg, but people usually call him by his alias, "Kaziklu Bey"

Race: Human

Age: Exact age unknown; likely within his seventies

Height: 182cm

Weight: 73kg

Appearance: (https://i.imgur.com/mC7jTSy.png)
(https://i.imgur.com/wsmjcGW.png)
(http://i.imgur.com/janBfnw.png)

Physical Attributes

Strength: Heroic (Legendary)

Agility: Heroic (Legendary)

Constitution: Godly Incredible

Magic: None. However, Bey is infused by the sorcery of a certain mercurial being, called Ewigkeit.

Other Abilities:

Ewigkeit: The source of Bey's powers. By utilizing souls as fuel, one can ascend to heights unimaginable. There is a detail to Ewigkeit's function, however: One must constantly consume souls to serve as literal fuel. While using their supernatural abilities and powers, taking hits, and many other functions related to Ewigkeit, the souls will be burned and the user's power will wane. Once their stock of souls runs out, one may use their own souls as fuel to maintain their power, but that would come at the price of their life after constant use. There also is a limit of souls a physical body can hold, which varies per person, but Bey's limit is capped at eight thousand souls.

Ewigkeit is manifested by absorbing an Ahnenerbe, a relic that was used for murder.

Ewigkeit is a sorcery of four stages: Assiah, Yetzirah, Be'riah and Atziluth, and there are many more functions related to it unrelated to the absorption of souls. Bey, however, only has been able to reach Be'riah. His stages and other powers will be described below.

Immortality: As both a vampire AND Ewigkeit user, Bey is immortal, and cannot die from mundane means. Age, poison, alcohol, oxygen and many other things are of no concern to him. He can still die in combat when enough damage is taken, and past the age of three hundred, his soul will simply give out and cease existing, and thus, so would he.

Regeneration: Ewigkeit can consume souls to heal the user's wounds. Depending on the wielder, it functions as fast-speed regeneration, and Bey possesses an extremely high affinity with this thanks to the nature of his Ahnenerbe. He can regenerate lost limbs mid-battle in the blink of an eye, but it is not an instantaneous -- it's actually possible to outspeed his regeneration with fast enough attacks. He could regenerate from almost anything as long, as a limb remained intact and he had enough souls to burn, but that is extremely tiring and consuming. In fact, regenerating in the middle of the battle with an opponent who could break through his armor could be counter-intuitive, as he would get gradually weaker as he consumed his stock of souls.

Enchanced Physical Attributes: Bey's amazing physical properties are related to using souls for Ewigkeit. Suppressing his power is possible to save souls, but it stills put him beyond the reach of any normal human. Thanks the unique properties of his Ahnenerbe, he also gains heightened senses during the night.

Ahnenerbe: The Blood of Qliphoth: Bey's Ahnenerbe is the dark blood of Vlad the Impaler. By itself, it doesn't really possess any special properties, but Ewigkeit draws out its true nature as a consumer of souls. It turns Bey into a pseudo-vampire, and, despite being a human, he gains all the weaknesses and qualities of a stereotypical vampire, from none at base state to all of them during his Be'riah. Things such as Stakes, Crosses, Silver Bullets, and many other things could pierce through his Ewigkeit's defense and harm him in a way that would be much harder to regenerate from, potentially being lethal.

Assiah: Within this stage, Bey can activate the properties of his Ewigkeit without truly manifesting it. He gains heightened instincts and strength during the night.

Yetzirah: Bey manifests The Blood of Qliphoth physically, which alters his appearance, as it is fused with him. His sclera turns pitch black and his pupils become a darker shade of red, his fangs become more pronounced, he protrudes blood thorns from his body and acquires the ability to shoot out dozens of stakes of blood. By this stage, he acquires some, but not all, of your stereotypical vampire weaknesses; a stake still can't affect him and neither can you turn him away with crosses, but fire and other holy relics can cause alot of damage.

Be'riah - Der Rosenkavalier Schwarzwald: Bey's Be'riah is of the Hegemony type, in the sense that he can create an entirely new dimension where his powers reach new heights. In this dimension, an artificial night is created, turning day into night. In fact, this can be very well considered the bowels of Bey himself: He has knowledge of all who are within that enclosed space, he can teleport within anywhere within it, his attributes grow to Legendary rank, he can create dozens of stakes at once from any point within it: within his bowels, he is king. It's true property, however, is that of draining and plundering: He absorbs the life force and power of anyone within this dimension passively and gains their power for himself, empowering his speed, strength, regeneration to unseen heights, growing stronger the stronger his opponent is. When used within a natural night, an overlapping night is created, making Bey even more powerful than before. Its true form, acquired through very specific situations, allows him to create an inescapable forest of thorns together with bolstering all other properties. However, despite all those overwhelming qualities, it comes with various drawbacks:

Within this form, Bey's weaknesses reach their apex, and anything that could be used to kill a fictional vampire works full power on Bey. Another weakness is that even the most powerful of Creation Figments could be maintained for a few hours at most. Bey's, being overwhelming even compared to his peers and superiors, can only function for about an hour and it weakness the more people is within its effective range. Not only that, exceedingly powerful beings can cause it to go dysfunctional and simply cease existing from the combination of all targets and their overwhelming presence. 
In this world, the overwhelming power of Bey's Be'riah is sealed, and he cannot access it at will.

Mental Fortitude: Bey COULD be surprisingly composed when the situation calls. He could use a concentration that could make even the best snipers bow down to him and precision that Eagles would lust after, but he thinks to fight this way is more trouble than it's worth and would never really take advantage of it. It simply doesn't sit well with him.

Military Regiment: Bey has undertaken military regiment and had even had reached the rank of First Lieutenant within the Schutzstaffel. He possesses a high knowledge of CQC fighting techniques, how to fight within battlefields and could be a surprisingly effective squad captain... That is if he had any desire to. The truth of the matter is, the same thing applies as above; it simply isn't his way of doing things. He'd rather fight with raw strength and instinct.

Vampirism: As a vampire, Bey shuns all light. He can drink blood and all other clichés, but it's not something he needs to do. Ewigkeit covers for his weaknesses, but the closer to his desire he reaches, the more pronounced they become, as noted above. Also, as a combination of being both an albino AND a vampire, sunlight is highly destructive to him; at his base form, Ewigkeit protects him, but at later stages sunlight could potentially be devastating. Thus, he prefers to avoid confrontations during the day.

Equipment: None notable

Origin: A man with a long criminal record who served as a First Lieutenant for the infamous 36th Waffen Grenadier Division of the SS. He was also a member of the Longinus Dreizehn Order's Obsidian Round Table, a group of Nazi officers who dabbled in the occult, serving as Number IV, Kaziklu Bey. Somehow, while he was in America, he got himself a tad bit too drunk after suppressing his alcohol tolerance and found himself awoken within this new world, probably thanks to his magical origin. That's about as much as you'd get from him; he doesn't enjoy dabbling in his past, or any of that teary-eyed crap.

Weaknesses: Fights like an animal with no real technique or strategy, and he's also pretty arrogant. Also, he seems to dislike people with the same hair color as him. Albino pride!
Vampirism: As a vampire, Bey shuns all light. He can drink blood and all other clichés, but it's not something he needs to do. Ewigkeit covers for his weaknesses, but the closer to his desire he reaches, the more pronounced they become, as noted above. Also, as a combination of being both an albino AND a vampire, sunlight is highly destructive to him; at his base form, Ewigkeit protects him, but at later stages sunlight could potentially be devastating. Thus, he prefers to avoid confrontations during the day.
Vampire Slaying: As an additional detail to the above, Bey's regeneration ceases to function at full potency when faced against vampire-slaying tools. A wound that'd take a split second to regenerate could take hours on end to fully heal.

Likes: Getting drunk, the night, enjoying himself, blood, and other healthy habits such as eating his lovers!
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Kotomine_Rin on January 05, 2018, 03:27:22 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: Fantastic

Agility: Fantastic

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 thorns from her position that impale her foes, and by pumping her fist she forms them in the air above her foes in order to send them crashing down on them.

They are mighty, and can pierce through fantastic 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 for a short delay, she can physically launch a greater spear with heroic force, and shatter a house under her devastating throws. She throws her weapons with unparalleled accuracy.

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 more raw brutality and speed than grace or technique.

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 he 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: To be filled.

Weakness: Holy artifacts and attacks of abrahamic nature act on her body as if it were human, and she is susceptible to anti-demon powers. Among other things 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, glory and victory, hedonism, burning things, burning people, blowing people to pieces with cannons after burning them, blowing people to bits with cannons before burning them, 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.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Aiden on January 10, 2018, 12:29:27 AM
Name: Sage

Race: Forest Dragon

Age: 500 Something

Height: Kinda varies.

Weight: Varies a lot.

Appearance
(https://cdn.discordapp.com/attachments/208777693947232256/399770428526297089/Dragon_Girl.jpg)

(https://cdn.discordapp.com/attachments/208777693947232256/399770402609692672/Dragon_Druid.jpg)

Physical Attributes (Human|Dragon)

Strength: Amazing|Heroic

Agility: Amazing|Fantastic

Constitution: Amazing|Heroic

Magic Ability - Very High: Sage is a dragon, yes, but she's also a druid. The powers of living nature are her's to request aid from; she just gives them a bit of a boost by sharing the abundance of magical energy she has in her because she's a dragon. Unfortunately, she can only boost, coax and guide what is already present in the world around her. She couldn't create a tree out of nothing, but she might speed up a grove full of seeds so they become full grown trees in days. She couldn't have a bunch of roots reach up and grab someone's legs if they weren't already there in some form.

As an example: she's a dragon, so of course she breathes something neat when she wants to! It just happens to require some magic to get working. It all comes from her fourth lung, which festers with symbiotic organisms contained out of kindness. Combining their secretions with nature magic allows Sage to unleash clouds of acidic vapor that would melt the flesh right off someone's bones and take their metal armor with them. She can only do this particular bit of magic while actually a dragon, sadly.

Bacteria, insects and plantlife refuse to hurt Sage unless she hurts them first or some other magic compels them to. Extremes of temperature, corrosive substances, and other environmental hazards are all resisted up to the limits of her magical ability regardless of form. She can talk to animals (including humans) without language barriers, though it's obvious she isn't a native speaker of any of them. Flora and fauna will offer up sensory input that Sage has learned to interpret to detect the presence of diseases and other maladies.

Sage is a druid, so she can take on the form of all sorts of animals. It just happens that humans are a kind of animal to her, what with being a dragon and all. She can maintain any given form indefinitely, and can take on bits and pieces from different forms of any sex. The change itself is painless but doesn't come with a full understanding of all the different kinds of anatomy and sensory inputs that are out there. She's done a lot of practice moving about as a human at least, but sticks to a favorite form because she understands it best.

Other Abilities
Dragon Body: Dragons don't grow old - they grow big. Once a dragon reaches maturity they gradually continue to grow. Adult dragons like Sage see only tiny little changes in size over the course of centuries, and she's pretty big already. Older dragons can grow to the size of buildings, and the oldest are said to slumber as mountains for eons at a time to conserve energy. What this means is that any magic that tries to fiddle with a dragon's age is going to have very unfortunate consequences. It also means that they'll recover from any injury that doesn't kill them outright, eventually, including regrowing limbs or redundant organs.

Dragon Soul: There's something odd about dragon souls. They're really, really big, insofar as something without physical substance can be said to have a size. This means that dragons have a lot of mana. Sadly for them, and fortunately for everyone else, a dragon's ability to access that power at any given time is limited. Aside from their breath weapons, dragons have no innate magical talents of their own and have to cultivate them like anyone else would. Even then their bodies can only withstand a certain amount of power being pushed through them at once, and this only grows with age and size.

Wings: She's a dragon. She can fly, and actually fly very well despite her size. They can't actually support her full weight on their own; the air around Sage works to aid her in flight without any conscious effort on her part. Her wings will regenerate over time if damaged, but they're probably the most fragile part of her - a full rank down in durability compared to the rest of her.

Equipment: Not much. Her clothes are plant fibers she weaves into clothing with magic. Her clothes don't change with her transformations, so she ends up having to replace them a lot! She's pretty good at it.

Origin: The dragon whose name translates into Sage was hatched deep in a mountainous forest, the youngest of her clutch. Sage did like proper dragons do when she reached maturity a century later and found herself a nice cave in another part of the forest where her mother wouldn't bother her and started trying to do dragon things. Stuff like collecting treasure and fighting groups of weird two-legged creatures who seemed to want to hurt her or steal her stuff! So she ate them and took their stuff to add to the rest of her stuff. It was only as she settled down with her treasure that her true calling became clear.

Sage settled down and heard the call of the wild. She learned to feel the trees and shrubs, listen to the smaller creatures who were getting smaller every year, and ask them to aid her. The forest dragon learned to become one with the forest, to give it strength from her soul and receive aid in return. This nature magic let her surpass her older siblings and claim the rest of the forest for herself. She let them visit, but the forest was Sage's domain to protect and thrive in!

In all this time she hasn't had much experience with humans besides protecting herself from some of them. She taught herself to read, slowly, over the course of centuries in the form of smaller animals who could make out the lettering of the books she'd picked up from would-be dragonslayers. Sage was particularly fascinated with stories about knights saving damsels and fighting monsters. She got the idea into her head that hey, humans were a kind of animal too right? So she started working on transforming into one herself. It was only in the past decades that she finally mastered it, and she still has no experience actually traveling and living among them yet.

But now it's time to go forth, to adventure and discovery! She left the forest in the capable hands of some of her own children she passed down the druidic arts to, so she has no regrets about leaving. Not yet, anyway.

Weakness
Anti-Dragon Effects: Anything that is noted as specifically effective against dragons is a real danger for Sage to deal with! She actually can't recover from that sort of thing the normal way if it tries to make her bleed to death or removes a limb. Medical attention is needed at that point.

Mana Beacon: It's pretty much impossible for a dragon to hide from someone who can sense mana. They just have so much of it that they stand out like a lighthouse in the dark in all but the most mana-rich of environments. About the only saving grace Sage gets with this is that you might tell she's in a room, but her power would be too spread out in it to pinpoint exactly where in that room she is.

Likes: Animals, children, flying, friendly people, forests, hunting, meat, quiet places, treasure

Dislikes: Animal cruelty, crowds in her human form, deforestation, golems, hypocrites, thieves
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Umbra of Chaos on January 11, 2018, 03:13:49 AM
Name: Prism

Race: Gem

Age: ???

Height: 5’6

Weight: About as much as a small car.

Appearance:

(https://i.imgur.com/bVWTcIx.png)

Her her body is a rainbow of colors, fused with countless other minerals. However, it's hidden with enchantments that alter her appearance. In a pinch she also uses specialized paints. Her upper body is a bit more masculine with broad shoulders and no breasts, but her lower body is more effeminate with shapely hips and lithe legs.

Physical Attributes

Strength: Heroic

Agility: Heroic

Constitution: Fantastic

Other Abilities:

Gem: As an inorganic being made of minerals, Prism is devoid of most of the needs that humans have. She doesn’t need to sleep, she can taste but doesn’t need to eat, and she doesn’t care too much about heat unless it is so intense her body begins melting.

Compatibility: When she has sustained cracks or breaks she can quickly fuse the pieces together in a few seconds. However, if the pieces are lost she’ll require a bit of work to fix herself. Prism can fuse jewels and other minerals to herself in order to fix that kind of damage. While normally it won’t make too much of a difference, using minerals of lower quality such salt to repair her body will lower the durability of the areas she puts them on by one rank.

Alloy: Making up her arms, compressed in her body, and flowing through her form like veins is a gold colored metallic alloy. It is malleable and fluid like a liquid,  and it responds to her will, basically acting as an extension of her own form. If she takes damage it flows from the cracks, holding her together. She can turn it into deadly swords, or whips, a dozen sharp tendrils, or a wave of restless blades. Prism has enough of it to surround herself and a few opponents in a solid sphere of the alloy. Even if her gem form is crushed, she can continue to fight so long as her head is intact by simply using the alloy as her body. The alloy also absorbs other metals and alloys. It could eat through a foot thick wall of solid steel in a second. Even if separated from her body Prism can still control it and even see and hear through it; however, fine manipulation is only possible when the alloy is directly connected to her. Furthermore, Prism can only contain and control so much alloy at once and usually needs to remove the extra mass from herself when she absorbs large amounts of metal.

Origin: Prism remembers being weak, once. With a soft form that cracked like glass and couldn’t help anyone at all. She remembers wanting to be strong.
Prism would give anything to be like that again. But she can’t, she can never go back. Even if she lost her alloy and became fragile, strength has changed her. And it has taken too much from others for her to so easily abandon. So Prism keeps moving forward. She has to, now.

Weakness: Extreme cold can force the alloy to become rigid and solidify so that she can’t manipulate it. She also has no defense against magic and sinks like a rock in water.

Likes: Gems, the sun, pretending to sleep

Dislikes: Food, drinks, eating in general, herself,
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: EmbreFrosste on January 12, 2018, 03:54:37 AM
Name: Haruka Nanase

Race: Human

Age: 18

Height: 1.75m

Weight: 63kg

Appearance:
(https://i.imgur.com/vdqF06b.jpg)

Physical Attributes:

Strength: Human

Agility: Human

Constitution: Exceptional

Magic: Literate Haru and the Council of Nine are not capable of magic, but many Harus across the Haruverse are capable of magic at varying levels. However, the more powerful the magic, the harder the Haru is to find. It might take a few hours to find a Haru capable of Low level magic, but locating a Haru that is capable of Divine magic could take years, not including the time it would take to convince such a powerful Haru to assist.

Other Abilities:

Haruverse: Haruka's mind exists an an Astral Dimension of its own, roughly half the size of the Earth in habitable landscape. There are roughly 3 billion Harus within Haruka's mind, all living different lives of their own. All of them are indirectly aware of the things that happen in or around Haruka's physical body, but only a select few can assume direct control of the body and perform actions due to the nature of the task.

Haruka's physical body is utilized by the Harus via a sort of terminal. The only Harus that consistently have access to the Haruka Terminal are Literate Haru (a.k.a. The Brain) and the Council of Nine, but they could seek out any other Haru if the need arose.

The Harus all have the exact same appearance, voice, and name, and they largely have similar personalities. However, their skill sets and experiences vary widely, and Harus of every profession can be found given enough time. Strangely, all of the Harus know how to swim at a competitive level.

When a Haru assumes control of Haruka's body, Haruka can utilize the muscle memory of the controlling Haru and the practical knowledge of the Harus within the Haruka Terminal Building.

Occasionally, Harus may end up in other people's minds by accidentally leaving the Haruverse, but they do not know how to control this ability yet. Literate Haru found a way to establish a telepathic link with people that have had a Haru in their mind before.

Notable Harus:
The Brain: Literate Haru assumed rulership over the Haruverse after recovering from the injury given to him by Impulsive Haru.
The Council of Nine: The Council of Nine consists of Sensible Haru, Tryhard Haru, Singing Haru, Nerd Haru, Artsy Haru, Perceptive Haru, Exasperated Haru, Tall Haru, and Noob Haru. Impulsive Haru was removed from the Council after injuring Literate Haru. Impulsive Haru misses pizza night.

Equipment: A small assortment of multi-tools both magical and mundane made to help Haruka utilize the wide array of skill sets possessed by the Harus, acquired once Haruka "realized" his potential.

Origin: Haruka started out as a normal high school swim team student, but as time went on more and more Harus began to inhabit his mind until he reached his current state. At some point shortly after making it out of high school he was drawn into the Nexus.

Weaknesses: Aside from Literate Haru, the Harus aren't the sharpest knives in the drawer. Literate Haru has been the only one to demonstrate competency outside of his specialty (which, oddly enough, is psychology).

Likes: Mackerel, pizza night, video games

Dislikes: Talkative people
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Bern on January 23, 2018, 06:14:45 PM
Name: Stella Stormsworn

Race:Human

Age: 22

Height: 180 cm

Weight: 68 kg


Appearance:
(https://i.imgur.com/xK5Slzj.png)



Physical Attributes

Strength: Human, Fantastic with Holy magic
Agility: Exceptional, Legendary with Holy Magic
Constitution: Exceptional, Fantastic with Holy Magic

Magic: Medium
Stella possess only the minimal amount of talent required to pass the Imperial Sacred Knight exam, and even then her reserves are pitiful making her a bit of a laughing stock to her family’s shame. However while her overall reserves are low, her efficiency is without a doubt top class or even beyond it, when tested in the basic her mana use was the lowest recorded in over a century. Having reserves so low also means they refill pretty fast though so that’s a positive at least.

Estelize Style Holy Magic: A form of internalized body enhancement granted by the Divines, blessed be their name. Although calling it mere body enhancement would be selling it a bit short. Stella’s insane efficiency in this made her develop a new style of using this that relies on achieving unprecedented speed.

While it’s true the natural enhancement of the Sacred Knight’s physique to sublime levels is one of the uses of this field of magic it’s not the main one. The main use would be the materialization of the wielder’s soul, their innermost wishes and desires in the form of a weapon.

This weapon is commonly known as the Holy Blade. Despite its name it doesn’t always take the form of a sword but in Stella’s case it did, a shining golden broadsword to be more precise. Each Knight’s blade act as an unwavering symbol of peace, impossible to shatter. As they embody the wishes of the wielder they also protect the wielder, making them impossible to overpower in a clash of blades. No matter how much greater your strength may be it can never match the power behind their oaths.

Seeing as the Holy Blade’s are born from the blessings of the Divines and unwavering faith in them, all that can be considered an unholy creature will see their powers weakened if struck, even being in its presence can cause them to feel nausea.


Other Abilities:

Way of the Blade: Stella has superb skill in the handling of her weapon as she has spent many years honing it, both in the academy and after. She graduated among the top of her class and has only been practicing it since, both in and out of actual combat. She’s also passable in hand to hand combat as that was required for all students to learn.

Equipment:: Nothing of note beside her clothes, they are of exquisite quality, signifying her high social standing.


Origin: A bright young Sacred Knight hailing from House Stormsworn. The heir apparent to their middling barony in the war torn eastern reaches of the Estelize Empire. The land has not yet recovered from the last war a little over a decade ago with the lizardmen tribes of the east. It was a terrible time for all of the Empire, but especially for the eastern reaches. The devastation left in its wake is what convinced her to join the academy when she was 13. She couldn’t stand to see the people suffer anymore but knew she wasn’t powerful enough to save them. Her parents on the other hand disagreed with her concerns, saying it was improper for a girl to join the Sacred Knight Academy. However they couldn’t officially forbid her as the house would have lost face by not sending their heir to the most prestigious school in the Empire when she was so eager to join.

Unfortunately she initially appeared to be of meager talent, for the daughter of a baron to perform as badly as she did was most disgraceful and she was almost disinherited because of it. She managed to overcome this initial disadvantage with the discovery of her talent before that horrible thing came to pass but it left her with her drive to always strive to be better than she currently is.

Eventually she graduated and found out that even with her new powers she couldn’t do anything to help as the system itself was the root of many of them. Many of the nobles were corrupt and exploited those of the lower classes. They let their greed and ambition rule them creating the sparks for a new war, over and over it continued endlessly. Until one day on a battlefield she got caught between several spells and the resulting clash sent her tumbling into an unfamiliar world.

Weakness::

Small reserves: Her reserves are unusually small for someone of her lineage and she can as a result only fight for about 2 minutes at a time before her reserves run dry. When that happens her combat ability gets drastically reduced and all her stats gets reduced to Exceptional.

Interferences: Estelize Style Holy Magic is a fragile system that requires a sorts of harmony within the user's body, any outside interferences to the flow of energy can cause negative backlash to her which can potentially prove to be fatal.

Likes: People who fight for an honourable cause. Delivering justice to all those who deserve it. Helping those in need.     

Dislikes: Being called weak. Seeing people flaunt magic wildly. Spoiled brats, especially if they’re really rich. Those who spread the words of false Gods.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: EmbreFrosste on January 25, 2018, 10:47:38 PM
Name: Lily Hawthorne

Race: Nakama

Age: 21

Height: 1.98m (6'6")

Weight: 68kg

Appearance:

(https://i.imgur.com/guVXsAb.jpg)

Her hair turns dark grey and her eyes turn very light grey when she is transformed.

Physical Attributes:

Strength: Incredible (Exceptional While Transformed)

Agility: Incredible (Exceptional While Transformed)

Constitution: Heroic (Amazing While Transformed)

Magic: Very High. Lily practices unique Nakama magic called Charms which rely on a mix of magic and a Nakama's semi-magical physiology, powered by Flare, a fundamentally different form of Mana generated by a Nakama's emotions.

Charms:

Unweaving: Unweaving allows a Nakama to prematurely end magical effects not belonging to themselves. This works as a universal counterspell in combat and given a few minutes a Nakama can dismantle a magical effect that has already taken place. Their magic rank must be higher than the creator's for this to work.

Refutation in Arms: This Charm allows a Nakama to understand a person's fighting habits as combat progresses, bordering on precognition with time. 30 seconds of exchanging blows with a single opponent increases Lily's reactions against that opponent's attacks by one Rank and allows Lily's attacks to treat that opponent's reactions as if they were one rank lower by predicting their movements. This effect lasts for an hour, and stacks with itself.

Passion's Light: A Nakama with this Charm can, at any time, fill their eyes with Flare and gain the ability to see emotions. This can be turned on and off like a switch by blinking, but slowly drains Flare while activated.

Hawthorne Portage: The specialty of the Hawthorne Bloodline, Portal Magic. While the Hawthornes aren't paragons of magical excellency among the Nakama families, countless generations of Hawthornes have gone into perfecting the technique of connecting points in space with Flare. Lily would not be a magic-using Hawthorne if she could not consistently utilize Hawthorne Portage with razor-sharp precision.

Lily can create two linked, elliptical portals roughly 2m tall and 1m wide in any two points within her normal range of magic at a moment's notice. These portals do not consume Flare to maintain, but Lily must occupy a large portion of her Flare cycling through her body in the correct patterns to keep the portals open. Therefore, while Lily has portals open, any other Flare-consuming Charms treat her magic as High instead of Very High and time spent exchanging blows for the purpose of Refutation in Arms is saved up and then "cashed in" all at once when the portals are closed.

Lily can also craft magical Runes that act as waypoints for her portals. Lily can maintain a number of Runes as her magic rank allows in Targets, and whenever she creates a pair of portals she can have one end appear within an arm's length of any one of her Runes. This works even if the Runes are outside of her normal range, but exceeding her range in this way causes the Flare being used to keep the portals open to be consumed. At her best she can maintain one continuously for about 15 seconds before she doesn't have enough Flare left to open portals at all for a while.

Other Abilities:

Charms listed in this category are ones that do not require Flare to maintain and therefore are not quite magical in nature.

Magical Eyes: Lily can hear, see, and smell magic. She can tell the difference between different kinds of magic, allowing her to recognize any particular type that she is familiar with. This also applies to the movement and use of magic, and each particular effect using a certain kind of magic has its own sensory signature that can be recognized. This pierces magical concealment created by users of a lower magic rank than her own, and also allows her to see normally invisible beings such as Spirits, Ghosts, etc. if she so chooses.

Speaking Eyes: A Nakama with this Charm does not need words to communicate; they can get ideas across with a sideways glance or a turn of the head as clearly as if they were conversing in their native tongue, and the Nakama can choose exactly which people in the room can understand it. A Nakama need not share a language with others to communicate like this. This also can enhance Lily's ability to express pure emotions and intent, and the unfiltered transmission of pure meaning that this ability creates is never overtly supernatural and people on the receiving end of this power often believe that they read her body language without any help. Even people who are aware of this can't quite always tell whether a Nakama is using it or not.

Valiant Mind: A Nakama with this Charm gains magic resistance equal to their untransformed magic Rank against mind control spells and emotionally manipulative spells.

Magic Physiology: With practice, a Nakama's magical production circuits can adapt to the things they come in contact with instinctively. Lily is completely immune to mundane instances of extreme elements. This does not resist physical impact, but anything else goes. Lungs will create air to resist suffocation. Blood cells will seize control of water to prevent drowning. Heat and cold will barely touch a Nakama's body temperature. Lightning is channeled harmlessly over the surface of the skin. This also provides a Medium Rank magic resistance against Elemental spells. Due to the instinctive nature of this power, it is not nearly as potent in resisting magic when compared to active abilities like Unweaving.

Nakama Transformation: All Nakama possess the ability to transform. By default, a Nakama's magic rank is unaffected and their attributes are high, like normal. However, a Nakama can suppress their magic for a time, reducing their magic Rank to None and preventing the Nakama from using any Charm that requires Flare. However, in this state a Nakama's appearance deviates slightly from normal, and it is truly impossible for anyone to tell a Nakama's actual magical nature using magical detection powers. A Nakama's physical Attributes also decrease due to the flow of Flare being cut off.

Accelerated Potential: A Nakama's Flare is as much a part of their bodies as the arms and legs they were born with, and it breaks several limits of human capacity because of this. This includes both physical and mental pursuits, as learning comes very easy to them and physical training is unnaturally fruitful. When it comes to learning, this is mostly a mindset alteration, as Nakama are nearly incapable of not being invested in learning when the opportunity arises, and distractions, hunger, and lack of sleep have a far less negative impact on their ability to absorb information (or inhale in some cases, even the Nakama have prodigies, though Lily is not among them). As for physical pursuits, a Nakama's muscles do not atrophy unless strenuous circumstances are actively degrading them such as starvation or a disease, and pure training is often more fruitful simply due to the fact that the limit of a Nakama's physical prowess is so much further away than a human's.

Equipment: Lily has acquired enough of a job to get by, but no one thing in particular.

Origin: Back when the Nakama were united as one, they named themselves as such as a show of solidarity and unity. Of course, the Nakama eventually split apart and went their separate ways, acting more like Royal families than a unified city-state. They don't exactly have a reputation for peace or progressiveness anymore, but they stubbornly cling to the legacy of their name just as much as most of them cling to their pride. Lily was born as a Nakama, but she started studying Nakama magic late in her life because her particular Nakama Bloodline was not as obsessed with carrying a legacy as most were, instead leaving her time to discover her passion. She had nearly finished her education when an extraordinarily amateur experiment changed a first-year student and tore a bit of a hole in reality. The student disappeared and while doing some unofficial "investigation" Lily was sucked into a portal to the Nexus that appeared in the same spot as the incident.

Weaknesses: Lily is very reliant on Refutation in Arms in combat and the start-up time has gotten her into trouble when facing Elder Nakama and other opponents in the past.

Likes: Nature, Cities, Soft Rain

Dislikes: Assholes, Needlessly Complex things, people being unable to follow their passions, people making fun of the name "Nakama."
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Kotomine_Rin on January 29, 2018, 06:32:18 AM
Name: Bennett

Race: Mutant

Age: 15

Height: 5’7

Weight: Proportional to his height

Appearance:

(https://i.imgur.com/9FV2Emx.png)

Physical Attributes

Strength: Human

Agility: Human

Constitution: Incredible

Other Abilities:

High speed sub-atomic regeneration: Allegedly, Bennett would have once eaten a soap bar that granted its user eternal youth. That probably explains his high speed regeneration on a sub-atomic level and survival despite his very odd diet choices. You could grind him to a pulp, burn him, shoot him, slice and dice him, melt him down with acid (please don't that seriously hurts and is pretty messed up), and while it hurts alright he'd recover before you could clap your hands from a single cell over and over. However, even if he's practically immortal and all damage and physical trauma can be reversed, mental scarring and phantom pain don't just regenerate away. Then again, with his high pain endurance he should be fine.

Enhanced durability: Bennett died and regenerated so many times his bones and muscles got used to the trauma and toughened up.

Trained garbage disposer: It's... in the title. Its about it. Yeah. Oh that also seems to include firearm training and hand to hand combat, but he fell asleep during the lessons and slacked off during training. Who needs knowledge when you have napalm fire!

Knowledgeable chemist: He's knowledgeable enough to work on the field with trained chemists as an assistant and has followed the directives of one of the world's most brilliant minds for some time. So yeah, he knows his science!

Poisonous: Hey, let's eat the mutated undying freak with tons of eyes. That's sure to not backfire horribly! Seriously though don't. I can't stress this enough, do not ingest Bennett. Or if you do, call an ambulance Asap because oh god you're going to need one.

Equipment: His hazmat suit and an incinerator.

Origin: Bennett claims he was a soap company tester for some time until the company closed down due to malpractice and human rights violations. He doesn't remember the rest very well though. Something about landing headfirst on the Nexus must've scrambled his brains real good.

Weakness: Look at that agility. Now look at me.

Likes: Video games, soap, trash talking people, sports, watching tv, explosions, his hazmat suit.

Dislikes: Not having soap, vegetables, being poked in the eye, not getting to blow things up, having to write stuff, reading.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Panda on February 04, 2018, 06:02:24 PM
Name: Charlotte Taylor

Race: Human

Age: Too damn old. Several thousand years before the Great War, a few thousand more since then.

Height: 5’9

Weight: “Well, the gun on you comes in at around seven kilos.”

Appearance:

(https://i.imgur.com/AScOb1Y.jpg)

Physical Attributes

Strength: Fantastic

Agility: Fantastic

Constitution: Fantastic

Magic: None, but she is quite adept at sensing it.

Other Abilities:

The Gunslinger: While Charlotte reached the first peak of her technique fairly early on in her life, she has spent long years honing it since then. She had long since found herself unsurpassed in her use of firearms, but she kept going, still looking for something. In the course of her search, she has surpassed the limits of human abilities, crossed that line through sheer will, and burned it into her body, making it instinctual.

With this skill, she has perfect aim, even when unable to make full use of her senses. She can effortlessly make similarly accurate shots at targets miles off, even with just her revolvers. Other things her skill allows include nigh-instantaneous reloads with most kinds of firearms, barring those with loading mechanisms at or above the complexity of machinegun, firing faster than the guns she uses would normally allow, bouncing shots off almost any surface with perfect accuracy to her target and no loss in speed or striking power, even bouncing her bullets off each other or other projectiles to complicate matters further. If she feels like it, she can instead deflect the projectiles of others with her bullets, and it hardly needs to be said that trying to use a gun against her is a terrible idea.

Her first notable technique, however, was arguably the most important in her early life, that technique being an impossibly fast quick-draw technique, Charlotte being able to have her revolver out and emptied before most people at her level of raw aptitude could even get a solid grip on theirs.

Sleight of Hand: Charlotte's most valued trick is a simple one, sleight of hand refined to the point that she managed to make good use of it against the devil himself.

Knowledge of the Ages: Charlotte, having lived through eons and taken an active part in most of them, has picked up all sorts of everyday skills and knowledge over that time.

Immortal: Charlotte took immortality for herself in a game of chance. As such, neither the ravages of time nor the strongest of poisons or ailments, mundane or otherwise, as she found out the somewhat painful way after her first few forays into the radioactive wastelands. Additionally, when not in a fight, she has what might as well be real immortality. No matter the abuse heaped upon her, any wounds present then will rapidly heal, her body reverting to its uninjured state. In practice, she can only die at the hand of another, and in a fight at that, which she’s fine with, having no plans of taking her own life to begin with.

Enhanced Senses: Through her training and long periods spent surviving the wastes and wilds by herself, Charlotte has honed her senses, both of the mundane and the supernatural, to an edge that might be considered impossible by today’s standards. She can track someone by the residual trace of their power just as easily as she could by physical traces of their presence even when most others might say there’s neither. She can pick out details from miles off in the middle of a moonless night, smell and taste the slightest differences that could indicate the presence of normally untraceable drugs or poisons, pick out any conversation she wants to listen in on within a city block despite the urban noise, and feel the slightest differences in pressure or temperature within a relatively close area of her. With that honing also came the ability to dial back and forth how much sensation she takes in, to keep from being overwhelmed by sensory input.

Mental Fortitude: Charlotte has seen some shit. She’s lived countless years, watched civilizations rise and fall, watched humanity bomb itself back to the stone age and slowly rebuild from the ashes, and through it all, she has remained intact. Whether from some innate magical resistance or from sheer grit and willpower, the gunslinger’s mind and soul are completely and utterly inviolable. Trying to probe her mind, assail it, or to hinder or control her through non-physical means is comparable to trying to walk into a room that’s already been filled with concrete, only there’s more concrete pouring out now that you opened the door, it’s forming into a giant blob monster, and now you’ve got the beastie from Creature from the Concrete Lagoon on your ass. Nice job, dumbass.

Ammo Creation: Through means that gunslinger herself hasn’t really had any luck figuring out, Charlotte can create ammo from thin air, even give the bullets properties they wouldn’t normally have such as increased speed or striking power. Even with her revolvers, her bullets can strike at Fantastic speeds and up to Fantastic Strength with little difference in the volume of fire she can put out.

Aside from that, more esoteric forms of ammunition are also available to her, including incendiary rounds that can range from coating a small room in flammable material that would be immediately concerning to people of Incredible constitution, cryonic rounds that can freeze a person solid enough that one would need Incredible strength to easily break free, shock rounds that can drop a rhino, toxin rounds that can drop a rhino, explosives clocking in at Fantastic strength that can generally demolish a room, recoil-blast shells packed with enough power flying any given direction at Incredible speeds. Unless the special trait modifies it, these rounds are as powerful as modern military firearms.

Equipment:

Willy Pete and Lenny Nickels: A pair of sizable revolvers, enchanted to prevent damage and general wear and tear.

Harbinger: A divine lune-silver blade reforged into a large revolver. Though the effects of the reforging on the color of the metal weren’t quite as expected, the greater surprise was that the gun kept its property of the death of mystery. As a result, bullets fired from Harbinger will nullify most kinds of supernatural powers and their manifestations up to High level with a single shot, requiring multiple for stronger phenomena, but not supernatural entities.

Being lune-silver, the gun shifts and transforms to accommodate any kind of ammo it’s loaded with and is both extremely tough, even against other mystical weapons, and incapable of suffering permanent damage. Additionally, the gun is unable to leave her hand for more than an instant unless she wishes it. However, the properties of the weapon also interfere with her power, so she can’t use her ammo creation with Harbinger.

Charlotte exploits the properties of the metal by loading it almost exclusively with a kind of round she had made specifically to take advantage of its properties, namely a .950 cal round with twice the normal powder load, resulting in the round coming out at Heroic speeds and striking at Heroic levels of force. Currently, Charlotte only has a few dozen of these rounds.

And, of course, a good old Bowie knife, enchanted to be resistant to damage and never lose its edge.

Motorcycle: A finely tuned piece of machinery, delivering her from point A to point B in style, even if it's slower than her.

Origin: This story is true. It begins in a place of dust and wind, wooden shacks, hardy people, and the harsh sun beating down on them all. It begins in a lawless frontier, the order kept by those who were elected to enforce it. It begins with a girl who wanted to be a gunslinger, first for revenge, and then because she enjoyed the life. A girl who honed her skills endlessly and tested against anyone whose death or capture could put food on her table and a roof over her head. One day a man with fancy metal arrived, and she made a gun from his blade. One day, the devil came looking for her and she made a bet. A game of poker. Her soul was her wager, immortality was his, and the game was on. They went on through the night and the next day for what seemed to be an eternity, before a clever bait and switch turned Kansas City Shuffle managed to win her the game.

At first, the gunslinger enjoyed her newfound immortality, reveling in the fact that she no longer needed to fear old age and infirmity. Then everyone she knew and cared about started dropping dead, time continuing its steady march for the rest of them while it left her alone. Her revenge had long since lost meaning, so she wandered the land, honing and testing just as she always had. Her path was marked through eons, through the civilizations that rose and fell, and when humanity finally blew itself back to a wannabe stone age, her path was one of the few things that remained of the old world, one that continued as a new one was rebuilt from the ashes. Her steps finally stopped short when she found them taking her through a strange new city under an unfamiliar sky, figuring that there might be something interesting in this new place, something she was sorely looking for.

Weakness: Charlotte lacks subtlety, in a sense. This doesn’t mean that she’ll go out of her way to announce her presence or not take a shot against an unaware target, but generally speaking, her idea of stealth can be boiled down to ‘Nobody can notice you, if there’s nobody to notice you.’ In short, if she’s coming for you and isn’t trying to snipe you from miles off, you’ll probably notice.

Furthermore, Charlotte is no exception to the properties of Harbinger, and as such has to carry around actual ammunition for it, which limits her usage of the gun to however much ammo she’s carrying, especially since she has particular kinds of rounds she likes to use with it in such situations that she’d actually need it.

Likes: Strong black coffee, hard booze, cute girls, tall guys, strong people, physically or otherwise, people with potential, poker, blackjack, player pianos, comfortable chairs, shiny things

Dislikes: Dubstep, people messing with her hair, shitty steakhouses, the booze being gone
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: EmbreFrosste on February 04, 2018, 08:09:28 PM
Name: Gwendolyn Andromeda

Race: Starblooded

Age: 17 (Technically 51 by earth units, but Starblooded take three times longer to age than humans and as such she might as well be 17).

Height: 168cm

Weight: 52kg

Appearance:
(https://vignette.wikia.nocookie.net/littlewitch/images/1/11/Chariot_Callistis.png/revision/latest?cb=20170731181252)
Outfit:
(Ignore the lightsaber)
(https://safebooru.org//samples/2078/sample_9d3db6a3c023b409b8643083b812a5f6c0d1bae1.jpg?2166202)
Wings: The feathers on her wings are largely black, but the feathers on the lower half of the underside of her wings are gold (metallic sheen and all). Her full wingspan is roughly twice her height.

Physical Attributes:

Strength: Human

Agility: Exceptional (Amazing while flying)

Constitution: Exceptional

Magic: High. Gwendolyn cannot use her own supply of magical energy outside of rituals. When not in a ritual, this is instead the maximum power she can produce using magical tools where the magical energy is supplied by something else or stored from an earlier ritual. However, if Gwendolyn has the time to access the proper resources, make any necessary preparations, and actually perform a ritual, she can produce any magical effect within the limits of her Magic Rank.

Gwendolyn's rituals are focused around symbolism, effort, and infusion of her own power. The closer the symbolism and the more effort put in, the more powerful the effect can be. When Gwendolyn is preparing a ritual that will infuse an object with power and turn it into a magical tool, many factors contribute to it. Simply setting a jar down outside on a tree stump would only require magical infusion every week or so, but it would take months to make even a basic Life-attuned magical battery in this way. Carefully arranged ritual spaces, rare materials, proper symbolism, increased frequency of maintenance, and simply effort in the form of research on the magical effect to be produced and acquisition of materials will all enhance the end result of the ritual and/or expedite the process. Concentrating Amber in the ritual space will produce a better lightning-based effect than any conductive metal. Sapphire will go a long way further than plain water for water-based effects. Rings, rods, and crowns all lend themselves best to specific types of effects when used as the vessel for a magical tool. At most Gwendolyn can create a Very Low level effect magical tool within a few hours or her peak power capacity of High in two months. Magical energy gathered from other people also acts as an excellent catalyst for such rituals, and the more powerful the original caster, the less of their energy has to be used to achieve the same effect. This still leaves the same time limits, but this cuts down on preparation as Divine-level Mana could make any effect in the same time as normal with just barely enough symbolism to direct the result of the ritual.

Of course, Gwendolyn is not limited to magical tools, and directly casting the spell with the ritual area will severely cut down on ritual time and raw materials. A High level effect might take a day or two to set up, and a Very Low level effect might take 15 minutes of setup and ritual time combined.

The following abilities are magical in nature but (usually) do not require magical energy for Gwendolyn to use.

Witches' Intuition: Gwendolyn can always tell if someone is about to attack, whether or not she was aware of a person's presence. Whenever this ability makes the difference between life and death, she loses a large chunk of whatever supply of magical energy is at her disposal as payment for the protection. She can also comprehend any magical language fluently, but she cannot speak them without training, and reading and writing are beyond this ability. However, this has not stopped her from studying a wide variety of such languages in her time as a Witch.

Blessing of the Enigma: Gwendolyn carries with her the blessing of Autumn, Patron of Magic, Knowledge, and the Occult. Whenever someone uses a magical effect against her, something about the effect will go wrong that is within the limits of the user's ability to fix, in the form of a "riddle." Until they figure out what is going wrong and start to account for it, the riddle (a.k.a. the thing that's wrong with the spell) prevents the caster from affecting Gwendolyn with that particular ability. Each ability has its own riddle, and solving the riddle allows a full cycle of the moon of unhindered use of that ability until the riddle changes. For example, a basic fireball affected by this ability could be forced to contain enough cold in it as well to make the spell harmless. Until the caster realizes they were unintentionally adding cold to their fireball and takes a few moments to concentrate on not making that mistake, any further fireballs aimed at Gwendolyn would be perfectly harmless.

Rhythm of a Thousand Falling Leaves: By humming a simple melody, Gwendolyn allows anyone who can hear her to slip into a sort of meditative trance. People suddenly focus on the task at hand, and are unlikely to break out of that focus unless they have pressing matters to address other than what they were doing when the melody started. In combat, exchanging blows turns from chaos and adrenaline to a rhythmic dance of skill and strategy, where the amateur fall like dominos and true combat prowess shines bright. People's actions fall into rhythms and people can consider themselves evenly matched in offensive/defensive ability against other affected characters of an Agility rank higher than them, and can keep up with people two ranks higher before being overwhelmed.

A side effect of this ability is that Gwendolyn can coerce people into unintentionally repeating the same set of actions by repeating verses of the melody and throw off literally everyone involved by suddenly changing the beat. It's not a perfect distraction, but it will stand in for a trained feint in a cinch. This ability is not compatible with Voice of the Sea.

Other Abilities:

Voice of the Sea: Gwendolyn can make it so that her voice projects or does not project in any directions she desires, and have it carry as far as a mile away if she desires. This far surpasses the abilities of any mundane ventriloquist and more, but the volume of her voice cannot sound louder than it would if she were talking normally from right next to them in a quiet room when using this ability. However, it can sound like it's coming from any distance, and sounds that are just as loud but coming from further away often give the impression that it's louder at the origin. She also has one hell of a singing voice.

Mantle of the Bewitched: Gwendolyn can dissolve into a cloud of smoke at will, including any small objects she is touching. She can remain in this state for as long as she wishes and move at her walking speed, but she still requires basic necessities such as food, water, and sleep, only the latter of which can be achieved without reverting to normal. She can also merge with shadows, hiding in people's shadows or traveling unhindered at night. While merged with shadows she may travel at speeds one rank higher than normal for her Agility, if the shadows cross with others.

Dowry of the Stars' Beloved Heir: As a Starblooded, Gwendolyn carries a sort of begrudging respect from that which is not human. If something is not human, it instinctively assumes Gwendolyn is neither predator nor prey to them. Unless she purposefully does something to change their impression of her, they will sense no hostility nor feel any desire to harm her. No matter how paranoid the individual is, or how little motivation they normally need to attack, they simply leave her alone if she does not actively interfere.

This effect also applies to a limited extent to any humans capable of magic, and works better the stronger the human's magic, but even a human with Divine magic is not as swayed by this effect as much as a demon or fairy.

Mark of the Night Sky: Gwendolyn possesses wings that allow her to fly faster than she can move on foot. When she does not wish for them to be manifested, she can fold them behind her back and they will fuse with the rest of her body to a certain extent, becoming more like feathery patches covering the length of her back in the shape of two wings. Her wings can spring out of this state to their full wingspan at a moment's notice, and her clothing has been appropriately modified to accommodate for her wings.
Gwendolyn's wings can also be made to carry her at higher speeds through specialized magic infusions and enchantments due to their special nature, but she is not yet aware of this and only knows that physical training has produced similar results over much longer periods of time.

Equipment: Gwendolyn is currently in possession of her trusty wand, which cuts down significantly on ritual time by acting as a conduit for her magical energy. Prep time for the ritual is unaffected, of course. She also possesses a collapsible wooden T-shape, because she refused to be so cliché as to use an actual broom. The wooden device is enchanted to move at up to Fantastic speeds, though maneuverability beyond that of an average motorcycle is beyond its capabilities.

Origin: Gwendolyn Andromeda was the second child of a Startouched and a Starblooded. Startouched, unlike Starblooded, can manifest randomly at birth from parents not graced by the Stars' lineage. Startouched are rare and Starblooded even rarer by extension, so Gwendolyn's parents were a very special case. However, only herself and her older brother were born Starblooded; her younger sister was only Startouched. Gwendolyn showed a measure of natural talent in magic, though she wasn't quite a prodigy. She still focused her studies on magic because of this, and she demonstrated respectable skill with time. After 17 years, or 51 years in Earth units, she had acquired a vast knowledge of magic and gathered various extra perks and blessings from practice and the occasional powerful magical entity in her travels. However, things have been quite different since she landed in the Nexus.

Weaknesses: She is quite inexperienced in actual combat and made the probably unwise decision of not infusing her wand with the capability to produce basic magical projectiles.

Likes: Magic things she hasn't seen before, singing, riddles.

Dislikes: Stupid people, recklessness, mindless entertainment.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: SINIB on February 09, 2018, 04:25:19 AM
Name: Olga Marie Animusphere

Nicknames: Olga, Marie, Maria

Race: Servant/Human Hybrid

Age: 17

Height: 182cm

Weight: 70 kg

Appearance:

(https://i.imgur.com/vyG4udI.jpg)

Her bodysuit is blue, not purple, and she doesn't wear a bridal gown.

(https://i.imgur.com/IpkZwIs.jpg)

Physical Attributes

Strength: Fantastic

Agility: Heroic

Constitution: Fantastic

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 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.

Due to her fusion with heroic spirit Cu Chulainn, Marie’s talent with rune magic has skyrocketed beyond what would be normally unattainable to a modern Magus such as herself. She did not so much learn the knowledge as much as it was implanted inside her. She has the ability to peruse any of the 18 original runes Cu could, such as Ansuz, which she can use to set a fire that is able to reduce a castle to ruin. Other runes can be used to aid her in searching and farsight, create a barrier on the fly able to shield her from legendary-level attacks, heal herself, and other various effects. With preparation, she could create even greater barriers that could easily withstand a protracted assault from legendary level forces.

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 a more exhaustive spell, she can even create spells that can immobilize people of heroic strength, although creating such a spell would take her about ten minutes each, making it effectively impossible to use on the fly and only usable to set traps beforehand.

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 a legendary level attack if she uses runes to bolster it, or more given more time. She could also add on other effects as well that strengthens her magic, weakens her opponents, hides objects, etcetera.

As a result of being a demiservant, her magic reserves have become absolutely gargantuan.

Magic Resistance
High, although she can strengthen it further to very high given time to reinforce herself with runes.

Other Abilities

Servant/Human Hybrid
A fusion between a servant and a human. The human gains the powers of a heroic spirit and their strengths but their body remains that of a human with all the weaknesses and strengths implied by such. It differs from a pseudoservant in that they are unable to take spirit form and the personality of the master does not fuse with that of the heroic spirit. Mostly.

Divinity
A measure of how divine an individual is. Cu Chulainn himself was a demigod, and Olga has inheirited his rank in it. Things that are weak against gods are weak against her, and vice versa.

Protection from Arrows
Projectile attacks do not work on her, and are normally unable to hit her. They’ll swerve around her or even stop and fall to the ground. This does not however, protect her from explosions or other area of effect attacks, such as a wave blast.

Battle Continuation
Killing her is hard. Like really hard. Even after sustaining obviously fatal wounds, she would be able to continue fighting for a good while before keeling over and dying. Decapitation would be the only surefire way of putting her down for good instantly. A heart-stab will kill her, but she's able to continue fighting for a little bit before she goes down for good.

Disengage
Olga has a knack for getting away from a battle she doesn’t really want to fight, even when it would normally be highly difficult or impossible to escape from. One would need to magically trap her or utterly outpace her(2 ranks) in terms of speed to be able to prevent her from disengaging from combat and running away.

Futanari: Yes.

Inherited Skill
Olga instinctually understands how to fight as if she were Cu Chulainn himself. She can pull off masterful feats of arms that she doesn’t understand by virtue of his movements being instinctually ingrained in her body. She is quite possibly the best spear user in the Nexus, and isn’t a joke at hand to hand combat either. She's also more effective against beasts and monsters. She also has all his mundane skills, such as hunting and tracking abilities.

Equipment

Gae Bolg

A cursed crimson red spear which inflicts wounds that are difficult to heal. Recovering from wounds inflicted by it requires intense effort or an extended period of time.

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. Ignoring the rumors that her father had been possibly assassinated, she did her best to run Chaldea herself with the help of her friend Lev Lyner, but was humiliated by the fact she seemed to be incapable of summoning a servant. She undertook some various operations in an attempt to circumvent this, but they’d all seemed to fail up until the disaster at Chaldea and the events in Fuyuki. She heard a servant offer her a contract in her final moments, and the next thing she knew she’d found herself in the Nexus.

Weakness:
For some reason Olga seems to be terribly unlucky. Sometimes things will fail due to no fault of her own and despite her greatest efforts, and she even thinks the fates might be conspiring against her.

Olga is bound by Cu’s various Geas that he swore to, and suffers great consequences if she violates them. Too bad she doesn’t know any of them. Examples of geas include a ban on eating dog meat and having to eating any food offered to her by a woman.

Olga is vulnerable to anti divine attacks as a result of her divinity. They deal a little bit more damage to her.

Kick her in the balls. Women don't usually have them.

Likes: Being in control, being cool and collected, cute boys and girls, good subordinates

Dislikes: losing control, looking dumb, fools, dog meat(for some reason just the thought of it makes her physically ill), being betrayed


Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: YOLF on February 16, 2018, 06:00:31 PM
Name: Airyaman (Aliases: Erya, Copper Tower, Tarnished Magus)
Race: Sorcerer/Otherkind
Age: Some hundreds of years
Height: 2,2 m at his tallest and 1,8 m at the shortest, usually.
Weight: Somewhat heavier than his build in any given form would suggest.
Appearance:
(https://i.imgur.com/Wo8f8yu.jpg) (https://i.imgur.com/TkxC6Gv.png)

Physical Attributes
Strength: Amazing
Agility: Exceptional
Constitution: Amazing

Magic: Very High
Sorcery is the ability to channel the power of the faeries and spirits to perform miracles, creating, transforming or destroying aspects of the world through intuitive disposition. A sorcerer's power can improvise numberless wonders, but it is not boundless. A caster of Airyaman's overbearing strength can perform lesser magics or momentary conjurations with consumate ease, the equivalent to Very Low and ephemeral Low effects, but proper spells are an art of effort and resonance. To cast them you need to make use of something which invokes the result you desire or the method you employ, and the more complex the effect the greater the focus it demands.

For example, a farsight spell requires a crystal ball or a mirror as a medium of vision, and to create a ward that will forcefully keep hostiles away you must physically mark a boundary first. To command a river's stream you call the spirits of the water with a chant or offering, and to curse someone you need a piece of them and a representation of what you wish done, while imbuing an item with magical protection needs the intent to be carved into it by craftwork or ritual. A glamour needs a strong image to use as a basis, and a travel spell requires a link or a medium to the destination.

The exception to these restrictions is a sorcerer's motif, the personal essence of his magic and inclination as a miracleworker. This is the resonance ingrained into a person's body and soul as a channeler of the power of the other world.

Airyaman's motif is "Tarnish", the idea of corrosion spreading over metal and of staining materials through an adverse reaction. This affinity allows him to subject things to corrosion both physical and spiritual, weaken the surroundings with severe metallic erosion that spreads from his person, and cover things with a greenish patina that acts as a medium to more complicated magic. He may also conjure and manipulate metals that are closely associated with tarnish, creating winding thorns of bronze or copper and raising structures of warped, verdigrised metal, while he can cast sorcerous flames from any of these things.

In his motif, he can easily invoke effects of up to High potency without any kind of ritual or notable casting time. He could wind his hand in a circle and conjure a wide cloud of razor-sharp metallic butterflies that could tear a group of soldiers to pieces, or merely will it to create curtains of emerald or brass vines that pursue a target or wrap around him in defense. More potent or complex sorcery still demands more, however.

Lasting creations of sorcery always require a minimal amount of ritual, and the more powerful the intended result the greater the time they demand; from hours to days of work, or efforts over exponentially longer amounts of time for grander and much more complex phenomena, such as those beyond his standard reach.

The Sight: The talent to see magic and the supernatural for what it is, and to perceive and interact with things that common people cannot recognize. Through this ability he can communicate and barter with the spirits and unseen forces that surround everything in the world and flock around him.

Other Abilities

Foreign Kinship: Airyaman is a being extremely close in nature to a creature of the otherworld, but on two points he differs; unlike those beings he is enfleshed and anchored to the material, and there is no land or group that his magic rightfully belongs to. Spirits and faeries feel a relation to him, but cannot recognize his remote origins.

Tarnished Body: Although it has biological functions close to a human being, Airyaman's body is made of living metals and stranger substances in concert with inhuman flesh. His horns or hair are emerald verdigris, his skull and limbs are alternatively formed by brass or run through with agate, and when revealed his scale-like skin is flecked in oxidized bronze. His blood is a silvery compound that is both acidic and toxic. When wounded, vitriol and cracks run from his injuries, but his unique constitution allows him to ignore degrees of organ damage that would be lethal to a human and walk off torn body parts, except for his brain or head respectively. This also means he'll recover from any injury that doesn't outright kill him over time, including regrowing limbs and organs.

Shapeshifting: When you have a unconventional fantastic body, changing shape isn't the most difficult thing in the world. Airyaman can rearrange the structure of his body in a limited fashion, transforming easily between two humanoid forms, one larger and more blatantly inhuman, bearing an animal-like skull, horns, and dark skin, and a smaller one, with a softer, more human-like seeming and mostly pale skin. Or he can assume a shape like a lion statue of stained bronze, adorned with curling horns and exposed joints like copper wires, where his Strength lowers to Exceptional and his Agility becomes Amazing. Of his humanoid forms, the smaller one is easier to assume when damaged, to conserve mass while healing. His voice tends to retain its unusually soft tone regardless of the form taken.

Enchanted Craftsmanship:
Airyaman is skilled with traditional crafts and has extensive experience making enchanted items. Over the centuries he's learned woodcarving, metalworking, and other techniques. His work is made superbly efficient and dispenses with more complex tools thanks to the aid of sorcery, and he imbues objects with enchantments and magical qualities through the inscription of runes. He is also adept at creating simple medicine and magic potions. Crafting more powerful enchanted items requires exponentially more work, as with sorcery, but also unique and mythically significant materials or potent ingredients.

Wisdom of the Magus:
In the time he's walked the earth Airyaman has learned a great deal of magical and mythical lore; he began from Zoroastrian wisdom, and expanded his knowledge into major traditions from Europe to Asia and even into Mesomamerican practices. He knows a lot about the occult, and he's appropriated practices from many magical traditions to round out his own.

Outer Shintai: If pressed, then Airyaman may unleash the inherent magic that holds his body together, reversing the structure of his alien soul to expose the immense power it possesses. He cracks gruesomely, bursting into a sky-reaching pillar of poisonous brilliance, and becomes an eight-armed brassed monstrosity with a mane of brilliant copper and innards of baleful fire spilling from a hollow ribcage. His possessions and clothes vanish temporarily.

His physical attributes become Fantastic/Amazing/Fantastic, and he loses anything resembling vital spots bar the inside of his skull, while recovering from damage that would deprive him of body mass exponentially faster, such that the common eye can observe the regrowth of limbs and bones. In this state he cannot wield sorcery, but his own magic seeps out uncontrollably, and manifests following his instincts. Fire and effects within his motif can spread continously from Airyaman as spontaneously-occurring phenomena of potency equal to High magic, and he is unfazed in the middle of this chaotic conflagration.

Outer Shintai can be maintained for no more than a hour before he collapses back into himself, making the state unusuable for a day, and he is likely to become afflicted with severe sorcerous strain in the aftermath the longer it lasts.

Familiar: A mythical otherworldly creature connected to Airyaman by a magical bond. Familiars partake of a magic user's power in exchange for their loyalty and own magical ability, allowing the sorcerer to make use of them as resonance for their spells and offload excessive strain from magic. When not physically manifest, Airyaman's familiar hides in his shadow or lingers over his aura. They also share each other's senses.

Nills the rakshasa, a tiger-like Hindu devil with clawed hands, vicious fangs, burning eyes and tussled fur.
Strength: Incredible
Agility: Amazing
Strength: Incredible

Magic: The rakshasa may use illusion magic to appear for all effects and purposes to be as small as a housecat, or as large as an 80 feet giant, though its true form is the size of a grizzly bear. The smaller the appearance the more harmless it seems, appearing nothing more than an ordinary animal at its shortest, while the bigger it is the more monstrous it becomes, its tallest like a terrifying devil titan wrapped in shadows and gleaming with power. This masks weight, volume and all else perfectly, acting nearly like transformation magic, but the rakshasa can only rely on its true attributes regardless of how it looks. This also allows it to create or bar passages in architeture and slightly transform the geography of alleys and streets.

Other Abilities:
The rakshasa has sharpened beast-like senses and can see through less than masterful illusions with ease.

Gear

Willow Staff: A staff made from a solid piece of Willow wood ending on an intrincately carved inscrutable canine head. It aids in communicating with the dead or warding them off, and also resonates with magic that treads in-between worlds.

Meteoric Vajra: A three-pronged tip double-sided club forged from meteoric iron. It is a weapon that symbolically resonates with the reinforcement of the mind and spirit, and enhances manifestations of indestructiblity and irresistible force.

Obsidian Knife: A short blade of mirrored obsidian. It is used as a mystical tool in blood sacrifice, and a resonant focus for divination and the casting of omens.


Origin: The sorcerer called by many the Copper Tower doesn't know where he came from. He hazily remembers a world of beauty and pain, and the sight of silver sands giving way to earthern ones amid humid mountains. There is where, a foreigner to himself and the world, he was found and sheltered by a wise one. There he learned truthfulness and will despite his strangeness, and his teacher named him "Airyaman".

He was accepted there, but neither the otherkind nor those who sheltered him believed he belonged, and after a time he left. He ventured North and past the sea with only a cloak upon his back, his teachings in mind, and uneasy questions in his chest.

He traveled through the lands above what would be called the Mediterranean, and the kingdoms to the East, settling for a short time then wandering again. He had other teachers, and sometimes he took on students, passing on what had been given to him. He did good deeds and enjoyed their recompense, but sometimes he eschewed them. At times he was helpful, and at times he was a monster. He looked for others like him, and where he had come from, but no land could recognize him as one of it, and no companionship gave him the answers he sought.

His fame grew as he returned from round the world, yet so does his unease. Ariyaman remembers those who lent him a hand, but still wonders what he must do to find what he truly wants. He isn't sure of what that is, even, but he finds his eyes turned to humans and those close to them. And questions himself.

Weaknesses
Gold: He's allergic to the touch of gold, being that it is uncomfortable at best and painful with extended contact, while weapons of it leave sizzling, difficult to heal wounds.

Sets of 23: The number 23 has a certain influence over Airyaman. He cannot physically stand against a person brandishing a completed set of 23 objects, and boundaries or seals of 23 parts or which incorporate the symbolism of the number in a central fashion have the power to bind him until someone releases him.

Sorcerous strain: Channeling ambient power the way sorcerers do always demands compensation. The use of large scale sorcery or repeated channeling of power superior to High magic is most visibly draining to Airyaman. While a normal sorcerer might find their physical condition deteriorating with consequences from a high fever to damaged organs or  collapsing into days long sleep, he finds his body growing unstable and its spiritual balance thrown out of whack. At best, this damages the integrity of his form and warps its features, and at worst it locks his body into non-humanoid anomalous shapes and clouds his mind with alien urges. Control over his own magic is hurt relative to the severity. These effects can last for days if enough stress is accumulated, but might be relieved early by significant spiritual care.

Faerie Mischief: Drawing the attention of faeries and spirits means he's susceptible to suffering from willful acts of magic on their part, which sometimes causes inconveniences like pranks or small but impractical distractions.

Likes: Being called "a fairytale sorcerer", long naps, how easy wind spirits are, chewing on things
Dislikes: Hearing his titles, having his origins questioned, being outside the loop, shoddy craftsmanship
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: EmbreFrosste on February 22, 2018, 10:39:37 PM
Name: Raharu "Levina" 011

Race: Stage 1 Human Beta-Thoughtform

Age: 20

Height: 1.70m

Weight: 70kg

Appearance:
(https://static.zerochan.net/Haruhara.Haruko.full.734221.jpg)
(https://s-media-cache-ak0.pinimg.com/originals/2d/62/4c/2d624c1bb9df87b88b88dfedd0b961cb.jpg)

Physical Attributes:

Strength: Exceptional

Agility: Exceptional

Constitution: Exceptional

Other Abilities:

Thoughtform Physiology: Raharu can gain sustenance from memories instead of food or water, and doesn't need more than two hours of sleep every day. People often say that men and women do not die until they are forgotten, but this is especially true for Thoughforms. They literally gain sustenance from the Thoughtstuff that coagulates around people who remember them, which Thoughtforms commonly refer to as Ambrosia. Anyone who remembers Raharu will start to grow Ambrosia in their mind, which is only detectable by Raharu due to it being formed by memories of her. The more memories they have of Raharu, the more cherished the memories are, and the more recent they are all contribute to their mind's production of Ambrosia. By looking at someone, Raharu can get a rough impression of how much Ambrosia they contain that is compatible with her, and by touching them skin-to-skin she can harvest the Ambrosia and consume it. This is not a flawless process though, and very commonly causes confusion for a few minutes, and memories of Raharu will feel incomplete for a while, as if they happened to someone else or occurred in a dream. These effects worsen the more Ambrosia is harvested at once.

First Class FRANXX Pilot: Raharu is bound to a complex magitech device known as a FRANXX, and in her home world she was unmatched in her skill with Piloting one. In fact, she outperformed other veteran pilots by leagues, stretching the capabilities of her FRANXX to its limit and beyond. She has also acclimated her senses to the speeds she has to handle when using her FRANXX and as such she can treat her reaction speeds as if her base Agility was Fantastic.

When utilizing her FRANXX, Raharu has the skill to use its force exertion to significantly reduce the impact of blows and velocity changes, maneuver flawlessly with the wires and counteract tension and gravity. When confronted with an attack, Raharu can simultaneously roll with a blow, push the blow away, and dodge it in a single movement, allowing her to reliably dodge and deflect things moving at up to Heroic speed, and only encounter significant challenge with Legendary speed.
By spreading the Impulse of blows across as many moments as possible, Raharu can simultaneously push herself backwards and push against the blow with her FRANXX's force exertion to reduce the injury she receives from blows. She also can exert forces within her body to prevent the displacement of organs. By combining these two together, Raharu can survive attacks as if her Constitution was Heroic, but she becomes significantly more affected by knockback. Raharu also uses her force exertion to effectively increase her Agility to Fantastic, and she is an extremely skilled combatant when it comes to utilizing the wires on her FRANXX.

Dreaming Soul: Raharu suffers from the early stages of Thoughtform Corruption due to spending nearly two weeks straight lost in the Dreaming Roads, an unusually long amount of time to go without reaching Stage 2. However, even at Stage 1, Raharu's Soul has been irreversibly marked by the Dreaming Roads. Her FRANXX and her uniform that she held on to during her "trip" in the Dreaming Roads are extensions of herself, and can be repaired or summoned to herself using the power of any memories she has consumed. If her body were ever to die, her soul would linger and slowly and methodically steal enough Ambrosia from people to rebuild her body. If her body is left mostly intact, this process could take two or three days. This becomes a week if any lost limbs need to be replaced and a month if the body as a whole is ruined (such as with cremation). However, Raharu does not get to choose which people get harvested for Ambrosia in order to repair her body, and as such there is a genuine risk of her waking up to a world that doesn't know her face.

Equipment:

FRANXX: A FRANXX converts a person's untapped magical potential into energy and allows the user to utilize the FRANXX's features as if they were part of the pilot's body. A FRANXX is specifically fueled by *untapped* magical potential, so if a FRANXX pilot were ever to learn magic, their FRANXX's power would degrade.

A FRANXX is custom-built to fit its user's form perfectly, and when in use covers their body like a second skin. They are a delicate fusion of magical matrices, synthetic nervous systems, and living magical materials. This allows the suit itself to have its own sentience and intelligence while still being capable of complete synchrony with the pilot. This allows a competent pilot to achieve a level of precision far beyond that of any normal magical or technological device. Most FRANXX are equipped with the ability to generate force in a short field around its surface, and Raharu's FRANXX is no exception. Raharu's field is calibrated to operate at a range of about 10cm away from the FRANXX's surface, balancing a little bit of extra range while still keeping the power contained in a small area for more force. Raharu can use her FRANXX to exert a force of Fantastic Strength on any object within that range, in any direction. This includes normal matter, as well as anything that could be affected by magic, and she can exert the force on herself. However, exerting this force on herself can only influence the motion of her center of gravity if another affect-able non-gaseous substance that is not attached to her is present in the range.

Raharu's FRANXX is custom equipped with two 10 meter long wires of Fantastic durability that can extend and retract from the arms, and the range of the FRANXX's force exertion extends to cover the wires themselves even when they are outside of the normal range.

Origin: Cadet 011, designation Raharu. 011 joined the ranks of the Mabase Military Academy at the age of 13, and was a problem child from the start. However, 011 also turned out to be a prodigy and despite her occasional hijinx and her near-complete lack of discipline, she graduated from the academy with flying colors and enlisted in the Mabase Military Special Forces shortly afterward. From there, 011 was assigned a FRANXX due to the promise she had shown with it during the academy, and she learned fast. Maybe a bit too fast. A squad mate nicknamed her Levina, from her serial number and the pace at which she learned. She took a liking to it and still prefers to go by Levina even though becoming Second-In-Command of the Mabase Special Forces a few years later earned her the right to go by her real name again. In their most recent mission, Raharu and most of her squad were sucked into the Dreaming Roads. Raharu was the only one to come out into the Nexus; the rest are either Thoughtforms or scattered across dimensions by now.

Weakness: In order to keep her FRANXX operating at peak capabilities, Raharu has not learned any magic at all. Also, despite the magical nature of Raharu's FRANXX, it offers no defense against magic without a physical or ephemeral (Ghosts, Spirits, the Astral Plane, etc.) form, even though the magic of the FRANXX itself is too alive to be dispelled.

Likes: Sweets, Very Spicy food, Messing with other people, Rain, Playing guitar

Dislikes: Very Sour things, People forgetting her, Snow, Losing her FRANXX
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Kotomine_Rin on February 25, 2018, 07:27:01 PM
Name: Lance Jackson

Race: Human (Holy Magitech Cyborg)

Age: 35

Height: 6’7

Weight: 100 kg

Appearance:

(https://i.imgur.com/otcqWdF.jpg)

(https://i.imgur.com/XegpHlB.png)

Physical Attributes

Strength: Heroic

Agility: Fantastic

Constitution: Heroic

Magic:

Other Abilities:

Magitech Upgraded Cybernetic Body: Most of Lance’s body was replaced by magitech components in order to fight the front lines during the greatest magic war the world had ever known. His orihalcum skeleton is tough enough to withstand a car crash, small caliber bullets don’t even scratch his skin, he can take a shower in lethal poison, drink a gallon of bleach, generate enough heat to create a nice warm swimming pool to relax with the cuties and toast bread between his thighs.

Modern Strange Cowboy: When fighting a particularly tough battle, and once he suddenly turns the tables, his theme song (https://www.youtube.com/watch?v=PyvpZ5AVcTA) will kick in. Somehow, it’s an actual function included in his artificial body.

Enhanced senses: All of Lance’s senses are incredible in their own right. He can pick up a whispered conversation in another room while chilling, sense poison particles and feel extremely slight vibrations. All of these base attributes factor into his speed, reflexes and overall ability, and don’t quite stack to make him even more monstrous, but his outright supernatural sight can observe even the tiniest of details, make use of his photographic memory, read projectile trajectories as long as the shooter is visible and observe from kilometers away.

Milkshake Mixer: By ingesting milk, frozen fruit and different condiments like chocolate and the like, he can grind them up and mix them before serving them through his tear ducts, making for delicious and nutritious snacks.

Master Fighter: Lance is a greatly trained swordsman, masterfully skilled in an over the top Iaido style to the point that any cybernetic skill enhancement would have been redundant to begin with. He is also a greatly skilled hand to hand fighter, borrowing heavily from eastern martial arts that were taught to samurai.

Equipment:

Uriel: A holy sword he found in a dump after he woke up from a really bad hangover. He wouldn’t know it is the legendary sword that belonged to a great hero, he just thought it was a cool replacement to the sword he had previously broken. Obviously, its not meant to be used by humans, so he can't use any of its powers and no one but its original owner will, but with his ridiculous strength there are very few things he can’t cut. It had other properties, but only its original wielder could use them. Out of all of its abilities, the one he can use is to cut what can't normally be cut, and slay ghosts and other beings who couldn't be harmed with normal weaponry. It is also so tough it can withstand a nuclear strike, and makes for a great tool to spread jam on toast.

Holy Bible

Near Endless Supply of Roses

Motorbike: It’s actually slower than him, but he’ll be damned if it isn’t a fine piece of machinery. There’s also nothing like riding in the sunset with a cute girl strapping on his back.


Origin: After World War 3, the world was overcome by devastation. Countries were now little more than barren wastelands ruled by petty warlords. There was a former soldier who wanted to make a difference and turned to God when there was nowhere else to turn to. He became a priest and would go around the nation, striking down villains and healing the poor, carving his own justice when there was so little left. He saved so many lives, and became a true hero. But one day, he simply vanished.

Weakness: He has an absolute code of honor that prevents him from pointing his blade against sexy girls wearing less clothes than he does, even if he absolutely has to it would make such battles “the hardest ones he’s ever fought, even harder than the final boss”.

He is also brash and quick to follow his emotions despite his carefree attitude, and is the kind of guy that tries to shoulder everything himself instead of relying on others, which can lead to his downfall. He is also either merciful or cocky to a fault, and cares more about winning cooly than practically. Despite his overkilling style he rarely finishes off his enemies with an all too carefree attitude. But there are things even he can’t forgive. He’s just a priest after all.

Also naked aprons, hand bra jeans, socks and gloves. Actually everything in that category.

Likes: His above weakness, a good fight, his wondrous pecs, his marvelous visage, his luscious biceps, his bodicious body, kicking ass to kickass music,cheesy one liners,  people who believe in the right thing and don’t just follow some dumb code for the heck of it, having fun with hot girls, pulp action movies, japanese swords, eating and partying and having a good time all night every day, money, delivering JUSTICE!

Dislikes: Not getting to kick ass, cops.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Umbra of Chaos on February 27, 2018, 09:20:59 PM
Name: Xiu, Madame Gao

Race: Human

Age: 894 if she’s counted correctly

Height: 5’7

Weight: Proportional to her height.

Appearance:

(https://i.imgur.com/MN58LOs.jpg)
Physical Attributes

Strength: Incredible

Agility: Heroic

Constitution: Heroic

Magic - Extremely High: Xiu can create poisons and elixirs using supernatural materials. The most important example is the Elixir of Immortality, created from the bones of dragons. This grants her true eternal youth and resurrection upon death. However, the effect only lasts once. Although if a corpse is well preserved enough the elixir could also be used to resurrect them as well. Other examples include mixtures that can reduce the physical capabilities of other beings by one rank if injected or ingested, poisons that can seriously damage people of her constitution, and drugs that can force greater physical performance out of others of about one rank at the cost of their mental stability and health. All of these require specialized materials to make unless they are of the lowest level, and Xiu is resistant if not outright immune to nearly all of her deadly creations. Unfortunately, she’s also immune to her own buffing elixirs. As they usually work through the stimulation of internal energies, they are practically useless for Xiu who has mostly peaked.    

Other Abilities:

Sage: To attain mastery over one’s internal energies is what being a sage means in Xiu’s world. At her level of ability her body has attained superhuman levels of physical prowess, and it has allowed her to attain a variety of skills and abilities.

Balance: No matter how small the surface Xiu can perfectly balance herself upon it without disturbing it in the slightest. She could move across a spider’s web without alerting it to her presence, run upon water without making a single ripple, and ascend to the heavens upon drops of rain. Xiu can also walk upon walls or up ceilings, clinging to substances by using her chi to attach herself to them. She could also use this to coat her limbs in poison while avoiding it being absorbed through her skin.

Redirection of Heaven and Earth: The combat style that Xiu has developed over the course of several decades. Highly defensive, all of its techniques are focused on reducing damage and enhancing survivability.

In terms of pure skill, Xiu is capable of holding off several opponents of similar speed at once without getting so much as scratched so long as she focuses solely on defense. However, if she wants to do something other than simply exhaust her enemies to death and actually goes on the offensive her combat capacity does drop off significantly. While she would still hold an advantage it would not be nearly as overwhelming.

When Xiu blocks physical attacks she uses a burst of chi to blunt their force. So long as she is aware of it, she can lower the force of the attack by two ranks in strength. She is also capable of giving her chi a slippery consistency as if she was well oiled, letting her slip out of incredibly tight grabs and slide across surfaces if needed. Furthermore, it is also possible for her to redirect ranged attacks flawlessly. If shot at by a group of soldiers she could send every bullet flying back at them without the slightest loss of momentum. Even if it was something with the size and force of a tank shell or a boulder tossed by an impossibly strong foe, it could be redirected.

Elemental: Dragons express their internal energies through elemental attacks, and while she has never fought a full fledged beast before many of their lesser kin manage similar feats. Using her chi as a medium, she can also exert influence over such powers.

It is possible for Xiu to redirect elemental attacks, sending them flying back with sweeping strikes and gentle caresses. She can also interact with earthly materials as if her strength was two ranks higher, swim through water at full speed and without the fear of drowning, and use a coating of chi to absorb fire and electricity. With those she can retain great heat or powerful charges to use against her enemies as she fights without worry of being harmed by them.

Harmony: By blending her own energies with that of her surroundings and extending it Xiu can expand her own detection radius while hiding herself. While she can still be seen and perceived through mundane methods, attempts to detect her presence through most supernatural means fail. She has perfectly blended her own personal aura with the world around her to the point where wild beasts will usually ignore her. Anything that enters this radius is also instantly detected by her unless they can also suppress their aura, and she can roughly derive their physique from their own chi.

Rejuvenation: An advanced technique developed by Xiu and her allies, it was meant to reverse their aging. She personally developed it to the point where it was viable as a rapid healing technique. In combat she can use aspects of it to dull pain and halt bleeding. However, it is most useful out of combat where she can enter a restorative meditation. She quickly stabilizes no matter how severe her previous condition, and over the course of around ten minutes she will soon be fully restored.

Immortal: Rejuvenation ended up as an imperfect measure; it merely slowed aging. However, by imbibing the dragon elixir Xiu has attained eternal youth and resurrection upon death. If she perishes her chi blazes forward out from her body, her life essence finally making use of the dragon’s own to overcharge itself. In accordance to her defensive principles, it flees in a defensive manner no less skilled than Xiu’s own. In fact, it should be called utterly superior. The supreme essence of her lifetimes of work. Once it has gained sufficient distance from any threats her form will regrow around her chi. Xiu will be exhausted for a time after this, usually requiring rest or the use of her medicines.

Origin: Born to a society of sages, Xiu showed great talent in a variety of defensive styles. However, as she grew older she grouped up with several others in order to avoid their eventual deaths. Experimenting with heretical texts, they devised an elixir base off of ancient dragon bones to grant them immortality. After being exiled for their crimes, the group kept together for quite some time before ultimately separating because of differences in opinion. Xiu opened a dojo and settled down for a while, ever on the lookout for hints of more dragon bones but content to not make too many waves.

Weakness: She lacks many offensive options to capitalize on her defensive form of combat due to her low strength. Xiu also lacks resistance to non elemental magic. Against stronger foes the best she can hope for is stalemating them unless she prefers poisons or weakens them prior.

Likes: Hot springs, training her students, strong alcohol, meditation.

Dislikes: Needing to make more dragon elixir, going on the offensive, heavy rain.

Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: EmbreFrosste on March 06, 2018, 11:51:33 PM
Name: Alexa Martindale

Race: An Angel with the descent of Bears, a Phoenix, Unicorns, and a Sybil. It gets worse when you take into account the fact that Angels are the fusion of Humans, Dragons, and Fain.

Age: 15

Height: 1.85cm

Weight: Proportional to Height

Appearance:

(https://img00.deviantart.net/06a3/i/2017/291/4/4/cupid_kirby__by_kirby_master2017-daz47k9.png)

Physical Attributes:

Strength: Human (Amazing with Bear Sage Ancestry)

Agility: Human (Legendary while flying)

Constitution: Human (Amazing with Bear Sage Ancestry)

Magic: Extremely High; Alexa uses a magical energy called Auma to utilize magical abilities that are not intrinsic Fain processes. Auma is a sort of life energy that possesses different frequencies based on its vessel, and similar life forms often have similarly natured Auma. Someone with the ability to examine her Auma would be able to discover her complex lineage, as well as the distinctly divine undertone of the Human, Dragon, and Fain fusion that makes up Angels. However, it would require an extensive proficiency in Auma use to recognize instances of Alexa's Auma as specifically her Auma without seeing her use it (though her complex lineage might give it away, someone with the same lineage would be too similar for the average onlooker to tell apart).

Bear Sage Ancestry: As a descendant of a Polar Bear Sage, Alexa is entitled to its strength and wisdom. By infusing herself with some of her Auma, she gives herself Amazing Strength and Constitution. She can also see all manners of magical energies, and is immune to cold temperatures. Because her Polar Bear ancestor was a Sage, Alexa is incapable of using her increased strength to injure others.

Sybil's Mark: Alexa can scramble her Auma frequencies, allowing her to disappear from notice. People simply do not realize she is there or what she is doing unless she directly interacts with them (such as with an attack or a spoken word) or if they possess a sensory power that can beat her magic rank. She can also perfectly speak any language she has heard before.

Fain Mind: Alexa can sense the presence of any thinking beings within her Magic range, and read their thoughts and probe their memories if she focuses on them, as well as communicate telepathically. She can also make instantaneous magical attacks against anything that is made almost entirely of thoughts or exists on the Astral Plane, but such attacks consume her Auma. Alexa can also put living things to sleep with this power. She can put up to 6 people to sleep before needing to recover her Auma from rest, and putting them to sleep lasts a few hours. It is a light sleep, and they will wake up in time to react if they are about to be injured. Due to the nature of this ability, Alexa is immune to mind control and emotional manipulation.

Other Abilities:

Phoenix's Heart: Alexa is immune to fire, and if she dies, she can be resurrected by other people a month later if they perform a special ritual that involves fire. By performing the same ritual on herself while she is still alive, she can restore her body to its natural state, recovering lost body parts, recovering from diseases, and healing wounds. The ritual takes about a day to complete.

Unicorn's Blood: Alexa cannot be viewed remotely using any kind of magic, including magic that sees the past or future. She also is immune to Time magic.

Auriella and Gray: Alexa has with her her two faithful companions, Auriella the Firebird and Gray the Dwarf Wyvern. Firebirds are fusions of a normal bird and a Phoenix, and Firebirds like Auriella can teleport to people and places they know, bringing objects or other creatures with them (the larger the object/creature, the longer it takes to teleport, up to human-sized objects taking a minute, minimum). They can also breathe a special lukewarm fire capable of sealing dimensional rifts and disenchanting objects or deteriorating lasting spells. Dwarf Wyverns such as Gray come about by a dying Wyvern agreeing to have their life be carried on within the body of an existing smaller creature, which in Gray's case was a Starlight Fairy. Gray can become invisible and shapeshift into any inanimate object no bigger than her and no smaller than a quarter of her size, as well as switch between her Dwarf Wyvern and Starlight Fairy forms. Gray is about 30cm tall and Auriella is about 50cm tall. They are both roughly equivalent in physical ability to mundane birds their size, and as such they have sub-human strength and constitution and only Amazing agility.

Equipment: The Golden Bands on her body are enchanted to not corrode and have a durability and magic resistance equivalent to Alexa's magic rank. Aside from that, she has some basic necessities from some time spent finding a living in the Nexus.

Origin: Alexa Martindale, "the Hybrid Angel." When the previous Angel of Time died, the Wearle of Angels sought for a suitable candidate among other Angels, but they couldn't find any. So they decided to force Dragon's souls and Fain complexes into several children, one of which was a boy named Agawin in the hopes that they would become Angels suitable for the position. Some obviously failed, as Agawin failed to properly merge with the Fain, and the Dragon tore Agawin's back open in a vain attempt to grow wings. Eventually, Agawin was killed by a Darkling to the disappointment of the Wearle, and in a final attempt to create an Angel and fill out their planned sample size, they used the Fain complex and Agawin's soul to write a man into existence who would eventually be their Angel's Father. He became illumined to a Dragon as planned, but he also fused with a Polar Bear Sage. The Wearle of Angels were also not expecting the mother to be a Sybil with Unicorn blood, or for a Phoenix to oversee the child's birth. And that is how Alexa Martindale came to be. When she was old enough to grow her wings and show magical abilities, the Wearle took her to Co:pern:ica, the city of the Angels, where she grew up. There she was taught about Auma and the duties of the Angel of Time, alongside several other manufactured Angels who had been created as candidates for the same purpose. Some time before the Wearle began to start the selection process, Alexa was sucked into the Nexus.

Weakness: Anything that is magically endowed with the ability to cause extra harm to any of the creatures of her ancestry will harm her, and being extra effective against multiple creatures she is partly composed of will cause their normal effects to increase. She also cannot attack at high speeds without shattering her limbs even with the assistance of Bear Sage Ancestry. Due to Alexa's pacifist nature, she is only adequate with self-defense techniques.

Likes: Drawing, Any of the kinds of creatures that are a part of her, Auriella and Gray, Other hybrids

Dislikes: Hubristic people, Auriella and Gray getting hurt, Fighting, Needing to hide
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: VergAvesta on March 10, 2018, 05:40:51 AM
Name: King of Humans, Cara

Race: Human

Age: 16

Height: 5’5

Weight: Pretty light even for her weight.

Appearance:

(https://i.imgur.com/KBfIKlA.jpg)
(https://i.imgur.com/NL4tbb1.png)

Under her clothes there are the imprints of four different faces. One is located on the middle of her back and the others are on the upper part of her left leg, right side of her abdomen, and the last is right below the left side of her chest.

Physical Attributes

Strength: Human

Agility: Human

Constitution: Heroic

Other Abilities:

Four Kings: Not just one being but four entities grafted and merged with Cara, they share their abilities and life. Unless all of the faces is slain along with Cara herself she will still be capable of acting and using her abilities. Even a single face could utter the words to heal and fully restore her, and unless a face is torn apart it can still utter its words. This is also the source of her unnatural development, leaving her almost fully mentally capable before she had become three. She picks up most intellectual pursuits with ease.

King of Control: Cara’s authority over humans is also a power with palpable force. When she gives an order to a human or a being of human lineage her words contain the power to bring them to heel. This takes the form of a singular command which requires a monstrous amount of willpower to resist. It does not compel loyalty but will force the body to obey, letting her make whole armies fall upon their swords. Even those capable of it will require a few seconds to strain against the power leaving them vulnerable to Cara’s allies.

She cannot give detailed commands but they do follow the spirit of her orders rather than the literal interpretation. Cara can’t tell someone to run ten thousand miles away, but if she does order them to run they will flee from the area at maximum speed until a safe distance away. She may also give several commands so long as the person has yet to break free from her influence. If they have they will be immune to her power for a period of time, at the very least for a few hours.

King of Illusions: This authority allows Cara to project illusions at will. They do not have much substance, even a few strikes from an ordinary human could disrupt them, but she could easily make it seem as if she had legions of soldiers or make a small house seem as if it was an imposing fortress. Some illusions can be entirely fake, something that one could walk through without upsetting it. A subset of this authority, an obscuring power, allows her to hide from supernatural sensory powers as well.

King of Healing: Invoking this authority by saying the word ‘heal’, Cara can repair nearly anything but death itself. Limbs are restored nearly instantly, fatal injuries vanish, and organs that have turned into mush become whole. A man on the verge of death would instantly be restored to his maximum fighting capacity. Despite its strengths it is something that can only be used in her immediate vicinity and not from range.

King of Rebirth: Even death bows before the authority of the King of Humans. A seemingly flawless ability, it allows Cara to resurrect dead humans. They suffer no degradation in form or mind when resurrected, and unlike the King of Healing this ability has unlimited range. It may return any of her subjects from death and summon them forth in front of their king after a few minutes. This time is mostly just a factor for her most powerful servants. She can bring forth anyone of Incredible strength and below in seconds and resurrect them in large groups. This allows her to redistribute her forces through mass suicides. However, this ability is sealed behind the Oath. Those that are affected by it instantly vanish in a surge of light upon death, leaving nothing behind.

Oath: The most powerful abilities of the King are locked behind an oath of loyalty. If made the King of Control is empowered with this subject, allowing Cara to issue orders with nothing more than a thought from across worlds if need be. As the subject is merely an extension of her will she may even warp their personalities to better suit her purposes. The King of Healing’s range is extended to a similar range. Finally, the King of Rebirth’s power is unlocked for those who have sworn the oath.

Equipment:

Ancient Shields: A mystical force field that Cara can project, it has two variants. One acts a shield for physical force and requires several hits with Legendary strength to break. Once it does it reflects all the gathered force onto the attackers. However, it is weak against less conventional forms of damage such as magic or other supernatural abilities. The other variant acts as if it has Magic Resistance: Divine, but is highly vulnerable to physical force. A good strike from a being with Amazing force could shatter it.

While Cara can alternate between them the physical shield will lose its charge if changed into the magical variant. It’s also limited in that matter by her reaction speed. If one is broken she still retains the other, but it will take at least an hour for the shield to be repaired.

Garb of the King: The traditional clothes of royalty, Cara may summon them or remove them at will. It repairs itself while unsummoned and cannot be sullied even when in the material world.

Origin: Cara was born to be the King of Humans. Four great lineages converged upon her, their mightiest rulers being grafted and merged with her. Her uncle raised her in the matters of royalty. Her earliest years were spent within the palace, using her powers as needed. But one day she mustered herself and spoke for herself, she forced the nobility to kneel and used her abilities as she saw fit. The responsibilities of the king weighed heavily on her shoulders and demanded action beyond what the aristocracy desired. Even if she did not desire it.

All that she would learn after would come from her uncle. The responsibilities needed, the sacrifices required, and the nature of her conflict. No cost could be too great for the only other option was extinction. So she strived, so she plunged dissidents into the deepest despair and yoked them to her regime, and waged war on all who would threaten humanity. Such is the will of the world.

Weakness: The King of Control cannot affect nonhumans. Even if they were at one point human it is based entirely on their current state. It also has reduced potency against those who merely share human lineage. All of her abilities also require that she speaks, and while the other faces may speak it is possible to gag all five of them.

Likes: Humans, her uncle, snow, going out in secret.

Dislikes: Other people seeing her body, demons, being alone, hurting people.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Kotomine_Rin on March 15, 2018, 09:48:05 PM
Name: Dark Vlad

Race: Level 75 Human Mage

Age: 28

Height: 185 cm

Weight: 200 kg

Appearance:

(https://i.imgur.com/n7Netaw.png)

(https://i.imgur.com/arxVOMh.jpg)

Physical Attributes

Strength: Incredible

Agility: Fantastic

Constitution: Incredible

Magic Scale: Extremely High

Living Pyronomicon - level 75 Class Skill: Despite being a mere human, Dark Vlad is a fire mage on par with demon overlords. He can light up tremendous infernos and control devastating flames freely, turn households to cinders while generating waves of destruction consistently and burn any material with his focused pyromancy. His reserves are vast and his mastery over fire is immense, to the point he can even summon and raise the dead with his flames. Pyroskeletons are quite weak compared to him (all amazings), but cheap, massive in numbers and useful in scouting and doing dirty work for him, like cleaning up. With them he can form gigantic structures like hands, barriers, skeletons made of skeletons and even a throne or a tower. They are all also very resistant to fire based attacks, while he just eats said attacks whole. Anything above what he can dish out will overwhelm him, but still be heavily reduced.

If around an even greater corpse, like a dragon's, he could even raise the mighty beast and empower it. This would give him an immensely powerful minion, usually with at least one or two legendaries and fire based imitations of the living creature's abilities. He can't really maintain more than one of such powerful creatures, and raising them takes both time and isn't foolproof. Such a massive creature can't follow him all the time, so he usually makes special magic items to contain and summon them at will, when he doesn't just flaunt them that is.

Other Abilities:

Passive Skill: Obsession:  Compared to the burning pain of the flames, wounds are nothing. Physical or mental torture won’t phase him anymore. His willpower is immense, but he is by no means impervious to mental attacks unless he directly opposes them. However, once he sets his mind onto something there is no way to stop him, even hacking him to pieces might not kill him immediately.

Status Effect: Burning:  Due to two immensely potent spells, Dark Vlad’s body is perpetually burning and being healed. While it won't make a huge difference in combat, its significant enough to perfectly keep him alive in a constant state of healing and burning.

Equipment:

A magic armor that prevents him from burning everything around him by simply standing there unless he wills it.


Origin: Aside the pain and the flames, Dark Vlad can still remember the times where he and Elianna would play in the farm fields. They were different, happier times. Born under the holy star of the Lion, both were blessed with above average magic potential.

Despite that, he was always outclassed in some way or another, he could never be worthy of her. She became a great High Priestess, while he was a meager cleric. Elianna was destined to be saved by the hero and live happily ever after, there was no room in this story for an observer. He envied the noble, the strong, the mighty. And so despite his humbleness he began to grow bitter and ambitious, always trying to improve himself and become a man worthy of her.

And one day, he challenged the hero for her hand. The result was obvious from the start, a mere cleric couldn't hold up to a heroic wizard. They clashed, but and the next thing he knew he burned.

The pain would've driven any man mad, but something else killed him on that day. Perhaps she was lucky, compared to him the pain was instant.  The magic reaction blasted his love as well, turning her to ashes and in her dying moments, she had tried to heal the poor burning boy. The massively high level magics are still clashing to this day, forcing him in an eternal loop of burning and healing. The hero then proceeded to loot their gold and their items, only to be on his way.

Assumed dead, the poor boy went insane, and over time started to call himself Dark Vlad. The pain tormented him until he became solely obsessed with vengeance, and he wouldn't rest until he got it.

Weakness: Himself. Magic and heat resistance is useful against most of his attacks, though his created limbs and creatures can still dish damage. He is also extremely unstable and unsubtle, there is little to no way he would trick you rather than burn your face off. Unless said tricking would involve burning your face off.

Likes: Your day being terrible, himself, worthy foes, crushing unworthy foes,  vengeance, his own voice, taking the spotlight, being a gigantic burning ham, burning things, burning people, laughing while burning things and people, puppies.

Dislikes: Fire, himself, not getting to do what he likes, arrogance (that's rich coming from him), water, brats, ice-cream.

Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS
Post by: Bern on March 18, 2018, 09:31:15 AM
Name: Yukari

Race: Kitsune

Age: 216

Height 174 cm

Weight: average for her height.

Appearance:
(https://i.imgur.com/00KDx6C.jpg)


Physical Attributes

Strength: Incredible

Agility: Incredible

Constitution: Incredible


Magic: Extremely High

Being a five tailed Kitsune and a lesser deity at that means both her magical reserves and breadth of knowledge in the arcane arts is astounding. While it’s true that Fox Fire remains her signature style of magic, her naturally long life has meant she has picked up a whole slew of other crafts along the way.

Fox Fire: The mythical flame harnessed by her race, it’s flames bring widespread destruction as well as the nurture of life. Yukari being an old and experienced member of her race have mastered the use of this to a very high degree. She can conjure flames which shape and form that are directly shaped by her will. At their strongest they can burn down entire buildings in the blink of an eye, but she can also let it out much lower intensities too. Her fire can also move up to Fantastic speeds if she wills it to.

However merely destroying things is not the only thing they can do, it’s also an element of creation, of life itself. Thus she can let her flames embrace people in their warmth, rejuvenating them with a mere thought and even restoring their flesh as well as purging their bodies of any and all impurities. In mere seconds limbs as well as internal organs will be restored and diseases and poisons both mundane and supernatural can be purged. Given enough time and effort curses can be broken as long as they don’t originate from a divine source that outranks Yukari.

Her fire can only possess one of these aspects at any given time, and that goes for all fire she's currently using. An opponent who notices this may exploit this to heal themselves when she heals herself or others.

Spiritual Arts: This is the kind of stuff that ghosts don’t wanna mess with. A master of this branch of magic can easily see the ebb and flow of souls, the otherwise imperceivable that connects this world to the next can be read like an open book. They can ward against and even banish malignant spirits, ghosts of the departed but also nature spirits fall under this category. Ordinary ghosts are the easier of the two to deal with and can be affected by simple gestures and symbolism. Natural Spirits are much harder to affect since they usually have an actual anchor to the world which would resist her influence. Overcoming that would require a complex ritual to be undertaken in order to banish them, hardly usable in combat.

A master of this art can also affect the souls of those still living, manipulating it, shaping it to her whims and desire and even forcing it out of people to stuff it in a jar or a doll. People’s souls tend be rather fond of their original bodies however so any attempt to directly influence could only be undertaken once the target has been subdued.

The last and perhaps the most valued aspect of this art is the ability to bring back the dead and not just cheap imitation, but the real deal, true restoration. It’s a fairly painless process if the target is recently departed and most of their remains, well remains. The longer time has passed since the hour of their untimely demise as well as the amount of them that remains, the harder it gets to do it. If months or even years has passed it becomes nigh impossible and would require a ton of conditions to be fulfilled, some including holy grounds, moon phases, ley lines and the heart of a demon.

And finally if the soul has been destroyed, then she can’t resurrect you.

Barrier Fields The third and final of her major crafts. This one deals with creation of fields that impose limitations on those that opposes her. Yukari can in the span of a few seconds create fields that cover entire building complexes, she can decide who gets affected when it’s created as well as remove/apply the targeting effect later with a mere thought. The field itself will weaken enemies physically by a rank or enemy magecraft by a rank. Supernatural abilities that are inherent to people and not part of a conventional magic system are unaffected as are supernatural artifacts. To be able to resist the negative effects of the field entirely one needs to have Extremely High magic resistance.


Other Abilities:

Five Tailed Kitsune: Being a member of this species grants a number of benefits when compared to measly Humans. The primary one being the long life, or rather the eternal life, as a Kitsune cannot die from old age. They also enjoy higher magical capabilities than the average human as well as a greater physique.

Shapeshifting: This ability is quite famous, Kitsune have the inherent racial ability to assume any humanoid form they want, regardless of gender. They can also use it to hide their inhuman traits.

Yukari is barely gifted in this ability and the only other form besides humanoid she can assume is that of a small fox. When assuming this shape her fur will be of the same color as her tails making her stand out to quite some degree. She’s also incapable of using any of her magical arts in this form. Finally her stats remain the same.

Magic Resistance: Very High

 Due to being the center of a Spiritual congregation for decades her innate resistance to the occult has risen to the point where lower level magic have no chance of affecting her.

Immense Willpower:Spending every day staring into a large stream of souls bound for the netherworld sharpens both your mind and your will. Especially so when some of them tried possessing her on an almost daily basis.

Chess Grandmaster: Many years ago she assumed the form of a human male and won and competed among the humans until she acquired the title of Grandmaster. She never returned when she was challenged due to being caught up in other matters and thus lost the tile. Her skills however still remain as sharp to this day.

Equipment: Various object of spiritual importance. None of them are actually necessary for her to perform her craft but she likes to trick by “reading their fortune” in truth that isn’t something she can actually do, but due to her reputation most people believed she could.

Origin: The land was quite peaceful, of course it was under her benevolent rule. To be fair calling it her rule may be stretching things as the Head Priestess was not the de facto ruler of a city but rather it’s spiritual guide, the one showing lost souls the way when no one else could. But that's besides the point, the point was that without her the land will soon fall into chaos and degeneracy.

Alright that’s also an exaggeration, it would take months for something like that to actually become a problem and by then a successor would have been found, that much was a given. Was it so wrong to play up your own importance? Maybe she shouldn’t be so prideful but she did a damn good job in her time there and they’d better make a statue of her, or something, whatever it’s not like anyone read this anyways. With the arrival to this new city, this new place, none of that really mattered, perhaps it never had. No, that was the thoughts of someone who regrets the past, not her. She’ll keep moving forward, this wasn’t just a curse after all, not with all these opportunities just waiting around the corner.

Weakness:

Magic Resistance: This is pretty self evident, she’s a mage, anyone who can resist her spells would be much harder to fight against.

Close Combat: Her close combat skill are utterly abysmal in comparison to her skills with magic, to the point that almost anyone with similar stats would be able to beat her in melee.

Likes: Playing around, making your day miserable, helping you, chess, spirits,

Dislikes: Spirits, people poking around in her business, those who are fooled far too easily.
Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Umbra of Chaos on March 26, 2018, 04:28:02 AM
Name: Rachel Wall

Race: Human

Age: ??

Height: 6’3

Weight: Around 160 lbs.

Appearance:

(https://i.imgur.com/htQtnNP.jpg)
Physical Attributes

Strength: Incredible

Agility: Incredible

Constitution: Incredible

Other Abilities:

Age of Piracy: Rachel is a living legend, and undying reminder of the devastation that pirates have brought upon the land. She has been permanently empowered by the belief and terror caused by those who have heard of her, her feats and exploits manifesting in real now. Even in the Nexus these powers remain.

All Mine: The ability to claim anything as her own, Rachel immediately becomes the ‘owner’ of anything that she gets her hands on. Even if such a thing was a legendary or enchanted weapon, it would instantly recognize her as their master instead. She could rip the sword right out of the stone and swing it like she was the king of england. That’s the second part of the ability. Even if she’s unfamiliar with the object it’ll guide her a bit, letting her use it incredibly well. She might not be able to use a prized race car as well as its driver, but she’ll still be a scarily effective one.

Someone Else’s Problem: Famous for killing and impersonating captains so that others would take the blame for her actions. If she directly kills someone she may take on their form whenever she pleases. Her stats do not change during this although she could gain things such as wings or gills.

Smoker: Using anything from cigarettes to cigars Rachel can breath out an impossibly thick cloud of smoke. It burns eyes and sears the throat and lungs if inhaled. She’s completely unaffected by it herself, and Rachel can even see through it to stab her blind opponent’s in the face and such.

Snake’s Tongue: She was always pretty good at the whole deceit thing. Everyone talking about her just made it a bit better. No one can actually tell if Rachel is lying or not. They could be reading her mind and they would hear a line of thought and feel emotions similar to whatever crap she was spewing. Suffice to say her poker face is equally perfect, capable of feigning all kinds of nonsense.

Freedom: Rachel can’t get into anywhere but she can always get out of anywhere. Embodying her desire to be forever free, she can never be held down or restrained by any power supernatural or otherwise. Eternal oaths, magical bindings, ordinary manacles, locked doors, they all just tumble loose and open when they get in her way. Powers that attempt to influence her emotionally or otherwise just sort of fizzle out in an instant. Out of all her contemporaries, she was the only to maintain her original self even when put against the collective belief and will that fueled her legends.

Equipment:

Rachel’s Pistol: It’s her good old (kinda) flintlock pistol. She’s won most quickdraw contests because the thing instantly pops into her hand when she needs it to, and even if it gets cut in half in the middle of a fight it’ll be back instantly. It’s pretty consistent in its capacity to come back to her. The thing’s also incredibly potent for something as aged as it is. Once it’s fired even Rachel can’t make out the bullet until it’s hit something, and it packs enough of a punch to blast a fist sized hole into people as tough as her. She also fires it off with wild abandon not even caring about things like ammo or such.

Poison Sword: A treasure that she looted off the corpse of one captain or another, it’s supposed to be made out of the fang of some sort of mythical snake but she doesn’t really believe that. What’s important is its capacity to produce all manner of poisons and the fact that it’s pretty much unbreakable. It can numb or paralyze, but there are also the more lethal variants that will painfully destroy your organs throughout a fight. Thankfully, it can also administer an antidote. This still requires getting stabbed. The poison is most effective against people of similar durability and have noticeable effects within seconds of a single stab, but it can work against tougher people with some more slashing and stabbing. As her owner she’s immune to the blade’s poison herself.

The Liberator: A disgustingly large ship, the Liberator is durable to withstand forces that would shatter whole buildings with only a few holes to show for it. Its cannons individually have the firepower to demolish entire buildings and a barrage promises certain annihilation. Despite its size, it moves across the water with speed and agility far surpassing that of normal ships. This is because of its command over the water and tides itself. Even on a windless day the ocean below would pull the Liberator towards its goals at astonishing speeds. Its foes would have the misfortune to face the offensive aspects of this power, massive waves crashing into oncoming ships and sweeping them clean of anything not practically fused to ship. Near the coast this allows Rachel to cause localized floods, allowing her to bring the Liberator inland in order to devastate her enemies. However, outside of the water it’s pretty much as ridiculously impractical as it seems, more prone to simply tipping over and crashing onto the ground than anything else.

Most importantly, the Liberator is a crew of one. It is meant only for Rachel and none others. Everything else is done autonomously from the firing of cannons to the adjustment of the sails and lowering of the anchor. When one fights her aboard it they do so at their own risk, for everything is against them. The very environment seeks to kill you, stray ropes wrapping around limbs and boards shattering unnaturally under your feet to trap you. Bombs could explode in your presence and cannons could turn suddenly to fire their payload right at you. Rachel may summon it anywhere, but she usually only does so in the ocean. If destroyed or damaged it returns to the endless ocean that Rachel claimed it from, and it will in time reform. Total annihilation would require several days, but that is only if the entire thing was outright vaporized.

Origin: Few know when Rachel became a pirate, but there are even less who have not heard of her at this point. An invincible pirate whose ship could shatter the fleets of entire nations without getting so much as a scratch. Others speak about how her precarious nature, how she would announce to the world treasures that never existed just to make the seas a more exciting place or dump countless chests of gold into the sea without a word. All that is certain is that she adores freedom, her freedom more than any other. The freedom to explore, to drink, to fight, to kill, all of these things.

Weakness: She’s strongest on the water with her Liberator, and she’s incapable of using it to any effective degree on the land. Otherwise not too much.

Likes: Gold, drink, The Liberator, the seas, pretty girls and boys, shooting people while they yap, law enforcement.

Dislikes: Making real promises, still waters, practical pirates, the law.


Title: Re: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: Kotomine_Rin on March 26, 2018, 11:31:05 PM
Name: Orlando

Race: Vampire

Age: 20 physically, 90 actual years old.

Height: 6 feet

Weight: 207 pounds


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

This beautiful non-human is a tall and fairly bulky gorgeous thing 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.

This fantastic beast of a guy 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 Orlando 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. Their hardness and quality usually depends on that of the used materials.

Grind em' up:While his body is monstruous, Orlando has a liking for martial arts, and weaves them into his attacks deceitfully when required with the fluidity of a master.

Just a flesh wound: Orlando 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. However, he is greatly afraid of fire, to the point said wounds will agonize his mind even when his body hardly recognizes burning pain any longer.

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

This fucker'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. It isn't solely limited by blood though, but rather his entire body. He just thought it sounded cool.

Blood fountain: Orlando 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. Otherwise, the thorns will spread through your body in a matter of minutes and that will be the end. Of course, removing them and treating the wounds would be sufficient, or once again warding off the corruption with your own energy.

Absolute Body Manipulation: The ability to contort and shape one’s body to impossible degrees at will. Twisting or bending any part of Orlando'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 his lungs grow twice his size and shout hard enough to shatter walls, vomit steel-melting acid, or connect his nerves to other peoples for very bad things.

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.
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.

He can regrow limbs in moments and regenerate from fatal wounds, even something ridiculous like being crushed to a pulp isn't too much of a problem. Doing it over and over again will exhaust him, but its not too much of a problem as long as he gets to eventually feed. The real problem is burning, while he can regrow and reform his cells he can't control his own carbonized atoms. Something like that is far more effective.

Blood hardening: His 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: Orlando constantly listen to music, be it day or night, even in battle he will play his favorite tunes, so he is immune to monologues.
Not listening to music makes him prone to outbursts of anger and violence, thus he always keeps his headphones and music on at obnoxiously loud volume.

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 new world of darkness, 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, he 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.

Fire: Burns stick longer than any other wound and an intense fire can effectively kill him as long as it completely incinerates him. Even then, it's still going to fuck him up.

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, the easy life, eating, walking around at night, helping people, listening to music, drinking good drink and eating good food, himself.

Dislikes: Liars, mages, 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 - The Third Time's the Charm Character Sheets POST SHEETS HERE
Post by: yinsukin on March 28, 2018, 11:32:12 PM
Name: Bill Loanair

Race: Human probably

Age: Mid 20s maybe?  No one really knows

Height: Whatever he wants!

Weight: Also whatever he wants!

Appearance:  All of the following are common forms he often takes:

 (https://i.imgur.com/2S9t0iL.png) or

(https://i.imgur.com/iWYcPRr.png)
Or
(https://i.imgur.com/nyVUycY.png)


Physical Attributes

Strength: Human (Exceptional in some forms)

Agility: Human (Exceptional in some forms)

Constitution: Human (Exceptional in some forms)

Magic: Low

Shapeshifting:  Bill is a powerful shapeshifter who is capable of taking on many forms.  As long as it is humanoid in shape, he is capable of looking however he desires.

Contracts:  Bill’s is capable of making contracts that magically enforce the fine print.  These contracts are limited to those that are physically possible.  For example, he cannot make a contract with entries that demand that a normal human flip a tank by noon.  It is impossible to break these contracts.   Breaking one of these contracts will alert Bill to the poor soul’s location as well as feed him all of the current information about who they are and what they are thinking, giving him access to their entire style of thinking up until this point.  Moreover, burning the contracts will actually make them permanent.  In other words, once the contract is made, it must be fulfilled no matter what. 

When it comes to the consequences of the contracts, the results are specified in the fine print.  This can range from, "If X goal is not met, Z person will deposit all of their money to a bank" to "If the owner of this contract is attacked, the user will die."  However, there are also benefits that can come from the contracts as well.  These effects can bend the rules of possibility without going far beyond the impossible.  For example, "When fighting for X, the consequences of consuming energy will not be felt until after the battle."  He cannot use contracts to gift a person with a function they do not already have, but he can tap into the body of that person with his magic and bring out a bit of their capabilities, similar to a drug.

Telepath: Using his cellphone or by touch, Bill is capable of merging two or more minds together into a sort of telepathic phone call.  It is weak and can be easily intercepted by those with telepathic power in close proximity.  However, it can be very useful for talking without using ones lips.

Other Abilities:

Fucking loaded:  This man is a billionaire, with enough money to purchase several companies if need be.  He owns a sizable chunk of land outside the city and even up in the mountains.  He owns Nexus google, including Nexus youtube., a monster tycoon on a grand scale.

Networking:  Bill has an insane amount of connections.  He has a good relationship with many of the higher ups in all of the factions, capable of calling on each for various tasks.  Thanks to his vast network, many rely on him for information.  Through this, he has access to loan sharks, halloweeners, police and even monsters, sometimes all at once.

French:  Evil comes in many forms and always speaks french.  This man is no different.  He is fluent in both french, english and several languages immigrated from other worlds.  He may be french, but he can speak douche in any language.

All the world’s secrets:  Do you know how much information is mindlessly put into search engines?  Do you know how fun it is to look through that information like a morbidly curious teenager?  Bill has your porn history, all of the data secret late night research sessions brought on by insecurity and inadequacy and the address of you and your grandmother.  Its surprising how quickly people lose face when you talk about their personal life in front of their business partners.



Equipment:

Cars:  What kind of cars does he own?  All the cars.  If he doesn’t have a car, he buys the car.  He owns a lot of cars.  Some are remote controlled, others are human controlled.  Some are armed batmobiles and some are just sports cars.

Planes:  There are people who own private jets and then there is Bill, who blows up private jets for fun.  He also owns some too but who cares?  He's rich.

Enchanted cellphone:  This is a special cell phone enchanted with special magic crafted by the city's finest mages.  Not only can it not be tracked by technology or magic but it is capable of transcending certain physical laws to make a call.  For example, even if your phone is off and has no charge, this cell phone will still be able to cause it to ring.  It also has special settings, like telepathic texting, which allows the owner to send texts into a person’s mind.  If Bill’s client does not pick up, he can cause the phone to endlessly ring in a person’s brain.

Unnecessarily fortified real estate:  This guy has a lot of land and a lot of guns.  Don’t expect to break into any of his places and get anything less than a war.  Bodyguards, magic and lots of guns will be the first greeting if you enter without warning.  The lawn has hundreds of magical tripwire, linked to turrets and an alarm.  There is also an aerial boundary field that triggers anti air turrets, missile launchers ad of course, an alarm.  There is a computer system that calls the cops while about a hundred body guards scramble to deal with the threat.  Their stats average in the amazing, with the stronger guards having one or two incredible stats.  The general strategy is to stall until the cops arrive.

Guns:  Bill carries one or two pistols in his clothes at all times.  He is only human after all.  Guns are a nice little equalizer.

Pepper spray:  If he doesn’t want to kill someone, he actually has a small bit of pepper spray in his pocket that he carries religiously.

Origin:

No one really knows where Bill came from.  Some say he rose through the ranks of the police through corruption and backstabbing.  Others say he was always rich.  However, the most popular rumor is that he killed an already rich millionaire and took his wealth.

Still, despite all the rumors, people tend to walk away from meetings from him thinking he is a nice guy.  Those who are allies tend to be well taken care of.  His enemies seem to disappear, gone like the wind.  The citizens treat his victims like the homeless population, forgotten and ignored.

Weakness:

Weak as fuck: Do you see his stats?!  He is basically just a human being.  Shoot him with a gun or punch him with those fantastic fists and he will go down real easy.

Likes: Sex, stuff, money, suing people who disagree with him, messing with people

Dislikes: Poor people,