Author Topic: Cross Effects: Rebirth (2.0) Character Page  (Read 82720 times)

Knick

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Re: Cross Effects: Rebirth (2.0) Character Page
« Reply #75 on: June 28, 2014, 06:17:32 PM »
Name: Benjamin Saylor
Race: Human (magus)
Age: 29
Height: 6’2
Weight: 175 lb
Eyes: Garnet
Hair: Blue
Appearance: A man with a stitched scar over his left eye normally wears his trench coat, long pants, and combat boots. He does not care how people view him, only that he is comfortable. He has extensive scars under the bandages on his stomach. He gives off both a professional and relaxed air.
Face claim:https://38.media.tumblr.com/b8a22c8bbff79a9d18bfd570dd5f9c82/tumblr_mgmuhpgDvk1rn7j1vo4_400.gif


Alignment: Lawful Neutral
Mixed Scale
Strength: D (Servant, though magical enhancement), A (Human, natural)
Agility: A (Human)
Speed: A (Human, though magical enhancement), B (Human, natural)
Magic Resistance: None, however as a magus he has slight resistance to magic and can generally negate mental influences.

Magic Ability:

Sorcery Trait: Aqua Origin: The sorcery trait of the Saylor family of magi. It allows those that have the trait to have the ability to convert Prana to liquid water, as well as giving them a natural predisposition for manipulation of water and liquids. This liquid vanishes with time, but can last for up to a couple of days.  The liquid created by this is not negatable by magic resistance just like projected objects.

Wind Element: The noble element of wind deals with air, kinetic forces, static energy, free energy and directed movement. Due to Benjamin possessing this element he has a more natural predisposition to magecraft which involve those traits. He seems to have a higher than average talent for the manipulation of kinetic forces however.

Mystic Codes, Aqua Cannons: Two matching mystic codes that best resemble heavily modified bazookas without a payload. They each have many magic circles and spells inlayed into the barrel. It can fire continuous or singular bursts of water which can easily cut through steel as if it was not even there. There are other applications, allowing for construction of more powerful attack spells or to flood an area with water. It can utilize the water in an environment rather then having him produce water.

Barrier Spells: Defensive spells using water as a medium. He is incapable of using them on anything other than for personal defense and perhaps for one other depending on their proximity.

Pressure Reinforcement: A unique type of reinforcement that is located in the Saylor crest, it greatly increases the strength of the user far beyond normal reinforcement and allows them to withstand massive pressure. Its impact on the users speed is only very little, even by the scope of normal reinforcement.

Kinetic Skin: Normally used in conjunction with Tension Reinforcement, it is a spell stored in the Saylor crest. It is a product of their history as mercenaries and freelancers beyond just the affairs of magi. It redirects kinetic energy which strikes their body to be redirected outward or to the side. This makes them incredibly resilient to bullets or physical attacks, which even high caliber bullets or powerful attacks at most causing a small welt or staggering. It becomes less effective the more continuous the attacks are on a specific part of his body.

Sea Rider: The final spell Benjamin uses that is stored in the Saylor crest, it serves 2 purposes. First it increases surface tension on water blow him greatly, allowing him to walk on it. And two it allows him to propel himself along the surface of the water at high speeds.

Magical Eye: His artificial left eye was made using a mystic stone as the core, the same stone he was hired to retrieve by Van-Fem. It allows him to see though things, detect lies, and see though illusions.



Other Abilities:
Skilled Mercenary: As a mercenary in the modern world Benjamin is highly versed at the utilization of modern weaponry, and actually has a rather good stock of them. He also has some skill in hand to hand due to his experience. He prefers to utilize his mystic codes however he knows that care and more discreet methods are needed at times.

Mechanic:
He is knowledgeable about the repair and maintenance of most mechanical vehicles, the only kind he is not skilled at repairing and maintaining are aircrafts.

Incredible Willpower:
His will is incredibly strong, he refuses to be controlled by others and is capable of negating controlling influences simply by force of will. His will was so strong that he was able to force himself to move and complete a job despite massive injuries and having lost an eye.

Subversive Tactics:
Skilled at guerilla tactics, including bombing, assassinations, and the like, he generally has no qualms about innocents getting in the cross fire unless told to not get them involved by his contractor or if it would make his job or life more difficult. His brutality in hunting his designated targets are second only to the infamous magus killer Kiritsugu Emiya.

Extensive knowledge of magical components:
Despite the lack of ability to actually use most of them Benjamin knows the uses and how to obtain most magical reagents, even the most difficult ones. This is because of the Saylor family’s acting as suppliers. Benjamin still has a rather large stock of materials preserved on his boat which was also sucked into the nexus with him.


Origin:
The Saylor family of magi is a long line of freelancers, acting as completely neutral in the political conflicts of the clock tower and simply working for whoever can purchase their services; however once brought onto a job they will always finish it, however as a note to obtain their services a rather substantial down payment is necessary. They originated a magus family of sailors and traders which collected rare and dangerous reagents or artifacts per order; however they were expanded to mercenary work by the 2nd head. 

They have many contracts with magus families to secure reagents and supplies that are more difficult to transport. In addition they are at times hired to deal with dead apostles or sealing designates, they are even occasionally known to work for the church. They are well known for being reliable and effective, always finding a way to finish any job. From mercenary work, transport of goods, or anything else you can come up with, the Saylor will do it. So long as you have the money.

Benjamin however is slightly different from other members of his family in that he openly and constantly hunts vampires. The reason for this is a personal secret; he was once hired by Van-Fem, however he was given false information and was told to steal from another dead apostle without being told the full extent of who he would be stealing from. During the job he lost his left eye and suffered extensive injures, however he was able to complete the job. This caused him to develop a distrust of vampires, which later developed into complete hatred, as well as a dislike of those who lie. Keeping the object he stole due to the misinformation he had it fashioned into an artificial eye and swore to never work for vampires again and to make their lives a living hell.


Weakness: Speed fighters, money, defenses beyond his ability to break though, being separated from his mystic codes
Likes: Money, his mystic codes, seafood, other vampire hunters, water, honesty, a clean shave, messing with nobles
Dislikes: Vampires, Cheapskates, charity work, spiders, liars, VAN-FUCKING-FEM

Brahmastra

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Re: Cross Effects: Rebirth (2.0) Character Page
« Reply #76 on: June 28, 2014, 07:40:41 PM »
"O Queen of Assyria - in this Great Holy Grail War, I aim not for victory or defeat but for another goal. Will you aid me?"




Ruler
Name: Shirou Kotomine (Real name Shiro Tokisada Amakusa)
Titles: Saint of Miracles
Race: Incarnated Servant
Age: 17 upon death, 77 after remaining after the 3rd Holy Grail War.
Height: 169cm
Weight: 59kg
Eyes: Dull brown
Hair: White
Scale: Servant
Strength: D/Undefinable
Agility: D/Undefinable
Speed: D/Undefinable
(Luck: D)
(Endurance: D/Undefinable)
(Mana: EX)
(Noble Phantasm: B)
Magic Resistance: B
Magic Ability: D
Weakness: His swordsmanship is also nothing compared to a proper hero of the sword.
Likes:  All humans, Semiramis, Faith, Salvation.
Dislikes: Nothing. He is incapable of hatred or even disliking others.
Alignment: Lawful Good
Place of Birth: Japan
Weapon: Black Keys and an unnamed Muramasa.

Other Abilities:

Ronin: A lordless member of the Samurai Caste. Because of his half a decade as a Samurai, he possesses adept levels of skill with a bow and a sword. He is heavily outclassed by most Servants in skill, however.

Devotional Piety: His firm and unshakable devotion to God gains him a significant increase in Magic Resistance, ranking at Servant-B. This trait also increases the effectiveness of his Black Keys, Sacraments and the Baptismal Rite, as well as increases the effectiveness of the use of Scripture-class Items, if he were to gain hold of one.

Personal Skills:

Charisma (B): The natural talent to command an army. Increases the ability of allies during group battles. At this rank, one can easily rule a country.

Saint (N/A): Signifies one’s status as a Saint. When summoned as a Servant, the ability of the Saint is selected one among "Raise the effectivity of Sacraments", "Heightened regeneration", "1 Rank-Up to Charisma" and the ability to produce a Holy Shroud. Shirou has selected the ability to produce the Holy Shroud he wears as a mantle, which weakens the attacks of all vampiric creatures by 1 rank.

Projectile (Black Keys) (B): This Skill represents one’s expertise at throwing projectile weapons, in this case Black Keys. thrown Black Keys are now comparable to bullets, and he is able to utilize the Iron Plate Effect.

Soul of a Martyr (C): A mental protection derived from one’s faith in God. Shirou is the owner of a strong faith who was pressed to renounce his religious beliefs many times and, despite receiving countless tortures, never fell down to such persecutions.

Magecraft (D): The ability to know about and use modern Thaumaturgy. Possesses abnormally high ability at Church Sacraments, Baptismal Rite and use of Scriptures, but cannot be used for anything else.

Noble Phantasms:

Right Hand - Evil Eater: Right Arm - Wickedness Predation (B): Shirou’s Right Arm, which can replicate his many miracles. Gives him limited future foresight, and allows him to see coming and miraculously avoid or block otherwise dangerous attacks, allowing him to take on opponents far greater than himself and not be squashed like an insect.

Left Hand - Xanadu Matrix: Left Arm - Foundation of Heaven's Blessing (B): Shirou’s Left Arm, which also has the ability to replicate miracles. It allows for strengthening and reinforcement upon his body to extremes, making him capable of greatly enhancing his physical abilities, able to reach even the A’s in short bursts. It also has the effect of “eternal youth”, making him ablo to withstand over half a century without aging even while incarnated. Use of extremely high-level reinforcement is self-destructive to his body however, and can potentially kill him if overused.

Muramasa: The Sword That Bathes In Blood (C): An unnamed Katana Shirou recovered from Japan after his incarnation, and technically not a Noble Phantasm of his. This sword reeks and radiates an aura of spilled human vitals no matter how much it is cleaned. Shakespeare used his Enchant ability to raise it from merely a sword with strong spiritual value to a powerful weapon equal in power to a C-rank Noble Phantasm.


Origin: Read Fate/Apocrypha
« Last Edit: August 15, 2014, 01:38:03 PM by Christemo »

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Re: Cross Effects: Rebirth (2.0) Character Page
« Reply #77 on: June 29, 2014, 06:49:05 AM »
Name: Archer - Heroic Spirit EMIYA
Race: Servant
Age: Est. Late 20's to Mid 30's
Height: 187 cm
Weight: 78 kg
Eyes: Grey
Hair: White
Appearance:

Scale: Servant
Strength: D
Agility: C
Speed: C
Magic Resistance: D
Magic Ability: C-
Other Abilities:

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

-Magecraft (C-): While Archer was a magus in life, he was never exactly very good at it. Still, he possesses a rather decent knowledge of formal Magecraft and can use it. 

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

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

EMIYA is skilled in reinforcement and projection magecraft, and is easily capable of utilizing this in combat. As an Archer class servant is expected to be, he's very good in long range combat, though close quarters fighting is not a weakness of his surprisingly.

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

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

Weakness: Lack of Prana, kittens stuck in trees, Rin
Likes: Helping people, chores
Dislikes: Himself, idealistic morons
« Last Edit: June 29, 2014, 04:57:09 PM by Arch-Magos Winter »

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Re: Cross Effects: Rebirth (2.0) Character Page
« Reply #78 on: June 29, 2014, 11:14:08 AM »
"Not for naught am I known as the world's oldest poisoner... Are you truly certain that you can wield Queen Semiramis?"



Assassin
Name: Semiramis
Titles: Wise Queen of Assyria, The First Poisoner.
Race: Servant
Age: Died somewhere in her 60’s, looks roughly 26.
Height: 167cm
Weight: 51kg
Three Sizes: B89/W58/H87
Eyes: Gold
Hair: Black
Scale: Servant
Strength: E(D+)
Agility: D(C+)
Speed: D(C+)
(Luck: A++)
(Endurance: D(C+))
(Mana: A++)
(Noble Phantasm: EX)
Magic Resistance: E-
Magic Ability: D (EX within the Hanging Gardens)
Weakness: Lack of close-combat ability, and is overall weak outside the Hanging Gardens. Without Shirou around to calm her, she is quick to anger.
Likes: Shirou Kotomine, Betrayal, Sex, Luxury and vanity.
Dislikes: Brutish men, Uncooperative pawns, Foolish loyalty.
Alignment: Lawful Evil
Place of Birth: Assyria
Weapon: Poison
Appearance: She can best be described as a “depraved beauty” wearing a dress as dark as midnight. She has a face that has lulled to her many men, and a body that has made even more submit to her. She emanates a pleasing and arousing aroma naturally. Her hair is a gorgeous black, so long that it drags along the floor, but not even a speck of dust can be seen on those locks regardless. Truly, it is in part her great beauty that allowed her to climb to queenhood through seduction, covert operations and betrayal.

Other Abilities:

Arts of the Woman: Since her childhood, she has studied a wide range of disciplines such as cosmetics, hairdressing, dancing, clothing, music and astronomy, and possesses a knowledge in all of them unparalleled by modern man.

Class Skills:

Item Creation (C): Semiramis specializes in poisons, so she can't make any other types of tools. Her poisons are incomparable to ones from the modern day and carry enough different effects that managing them becomes impossible for anyone but herself.

Presence Concealment (C+): Hides one's presence as a Servant. Suitable for spying. The rank of presence concealment drops considerably when preparing to attack. However, the rank drop does not apply if Semiramis is trying to poison someone instead of starting an attack.

Territory Creation (EX): Gathering special materials from Baghdad, Iraq, Semiramis can create a “Hanging Garden”, far superior to a “Temple”.

Personal Skills:

Familiar (Doves) (D): Semiramis possesses the ability to take over and control doves and direct them with thought alone without actually establishing a Familiar contract.

Double Summon (B): An incredibly rare ability possessed only by a handful of Heroic Spirits. Allows for the Servant to take on the aspects of another Class while still keeping those of it’s own. For this reason, Semiramis has both the abilities of an Assassin and a Caster.

Divinity (C): Semiramis was the daughter of the Assyrian fish-Goddess Derketo and a mortal man. Receives large defensive bonuses against Demigods with a Sea-related Divine Attribute of a rank lower than her own.

High Speed Divine Words (A++): The power to activate Thaumaturgy without the use of Magic Circuits. The language of the Age of Gods, back when words played a heavy role in spellcasting. As such, it is power long lost by modern magi. At this rank, Greater Rituals-level Magecraft can be casted at the speed of Single Actions. This is only usable within the Hanging Gardens.


Noble Phantasm:

Hanging Gardens of Babylon: Aerial Garden of Vanity: EX



A giant floating fortress which the Red Faction uses for their main base. Although Semiramis had nothing to do with the construction of the Hanging Gardens of Babylon in her life, the misunderstandings of countless people have made it become her Noble Phantasm. It requires worldly materials and time to construct before it can be utilized. It is "vanity" itself, so the conditions for its activation are strict. The process to manifest the Fortress takes two days, and must be done using a large amount of soil and stone from ruins in the vicinity of Baghdad, Iraq.

As its name suggests, it manifests as an "enormous fortress hanging in the air." While within the fortress, all of Semiramis' parameters are increased in rank, her fame level is also boosted to the highest class, and attacks are revised in her favor. This fortress also grants Semiramis a High-Speed Divine Words rank of A++ while she remains within it, and even Greater Rituals and High-Thaumaturgy can be casted in an instant. The fortress itself is additionally armed with the "Eleven Black Tombs", twenty-meter tall jet black shields circling the Gardens that can giant beams of magical energy. If all the power of all eleven are channeled through a single shield, it's firepower rivals that of great Noble Phantasms. It also has a powerful gravity tether capable of lifting buildings.

Origin: read Fate/Apocrypha

Magecraft spell list:

LAZERZ OUT THE WAZOO : The application of magecraft in the shape of giant-ass beams. Can be cast at Single-Action speeds from both Assassin and the Hanging Gardens, despite having the raw firepower of a Noble Phantasm.

Dragon Tooth Warriors: The use of raw Prana to bring forth spooky scary skeletons. They can fly, have little sentience and are only a bit stronger than a well-fit human, but their ability to swarm and outnumber others is supreme. Each are equipped with a spear, a sword, a buckler and a bow and arrows at random.

Stats: Mortal Scale
Strength: B+
Agility: C
Speed: B+

Poison Buffet: The ability to conjure poisons and toxins at will. Instead of creating them from rare reagents, Semiramis can, with the use of the Hanging Gardens's powerup, simply create them from scratch with Prana. The effects of the poison vary, and the sheer number of poisons Semiramis' mind can think of, both dangerous and beneficial, is simply immeasurable.

In contrast to poison prepared by Semiramis with ingredients instead of prana, the prana within the poison can be detected by a sufficiently skilled Magus or someone familiar with poisons in general. However, the amount of poison produceable is far greater, and ones acidic in nature or ones that react upon skin contact can become incredibly dangerous if used as projectiles.

Mirror Images: A spell that leaves behind an image, sometimes capable of actions. Due to Assassin's insane mana output, she can create images fully capable of her own level in offensive Magecraft, IE beams.
« Last Edit: August 15, 2014, 01:38:41 PM by Christemo »

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Re: Cross Effects: Rebirth (2.0) Character Page
« Reply #79 on: June 29, 2014, 05:27:59 PM »
Name: Wolf (Alias, real name currently unknown)
Race: Human
Age: 34
Height: 5'10"
Weight: 163 lbs
Eyes: Blue
Hair: Shaved
Appearance: 
"FBI's most wanted? Check! Bullet wounds? Check! Rich as a motherfucker? Big fucking Check!"
Scale: Human
Strength: B
Agility: C
Speed: B
Magic Resistance: E
Magic Ability: N/A
Other Abilities:
Wolf specializes in software development, but that's not what he does anymore. Now, he's a career criminal, and he's damn good at it. Among his crew, he specializes in the fine arts of vault breaking, explosives, and the use of sentry guns - though don't let that fool you. He built all his tools himself, and has a strange knack for technical wizardry. Each of his weapons is heavily customized, with magazines extended (often in the case of shotguns ludicrously so - he somehow found a way to fit 10 extra rounds in a 12 gauge pump action shotgun without making it that much larger), sights tweaked for the optimum engagement range, and grips and stocks replaced with whatever the team member feels most comfortable with or the job demands. Wolf is also the Crew's marksman, his accuracy with sniper rifles surprising for someone who was a desk jockey most of his life. He's not world class, but he can give any police or military marksman a run for his money.

Origin:
Wolf is an enigma. Nobody but Bain knows his real name, or has been stupid enough to ask. All the others know is what Wolf has told them in his own disjointed way. Once, there were two brothers, in Sweden. They ran a software company - a small one but a good one. One day they had a client, and then the financial meltdown hit. The client got cold feet and cheated his way out of the contract. They lost all their money. One brother shrugged and moved on with his life. The other snapped, left his family behind, and put on a mask. There was a bank down the street. He knew how to rob banks from movies. So he did. He rebuilt his life and mind around being a criminal, taking the movies he loved and using them as a framework for his actions.

Then America called, and Wolf's been there ever since. He can be charming and calm one minute, then homicidal the next. Wolf is as savage as his name suggests, predisposed towards violence and savagery. Nobody is sure when this current personality will fracture, though the Crew hopes it isn't when he's around them.

Weakness: Social interaction, bullets, pretty much everything a human would die to.
Likes: Robbing banks, action and heist movies, wearing his mask
Dislikes: 9-to-5 workdays, cops, nightclubs

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Re: Cross Effects: Rebirth (2.0) Character Page
« Reply #80 on: June 30, 2014, 12:37:45 AM »
Name: Detective Quinn R. Frost
Race: Dhampire (Human Mother and Vampire Father)
Age: 24
Height: 5’11
Weight: 158
Eyes: Dark Blue
Hair: Dark Brown
Appearance:

“Quinn Frost, Face of an Angel,  Mouth of a Gutter.” – Forest

Quinn has a Hollywood handsome face, the sort that turns heads and gets approval no matter what the situation.  Fine bone features, sharp cheek bones, deep, dark blue eyes, and a sulky sort of mouth, he’s a Pretty Boy.   He’s average height for an American male and has a slim, lithely muscled body.  He also has graceful, long fingered hands like an artisan’s.  He’s also noticeably underweight for someone of his height and build.  He has curly dark hair that is in need of a cut, curling at the back of his neck.  Its enough that he can pull it back in a small pony tail if he feels like it.

Also, his canines are abnormally long to the point that they look like small fangs.  This is why Quinn will only really smile with people who he knows and is comfortable with.  He generally scowls or has an annoyed look on his face.

When the Bloodlust is upon him his eyes glow red like fine rubies and his fingers lengthen.  His fingernails turn to hard, razor sharp claws, even for vampire standards.  And those tiny fangs of his?  They’re not so small anymore.  In fact, they are quite long even for vampire standards.

He is never seen without a plain, good size silver cross.  He tends to wear blue jeans, white Nikes, T-shirts in either plain white, blue, or grey.  For him to wear a black T-shirt it has to have some sort of cult pop culture reference.  The favorite one of his has a simplified Celtic Cross and the words Veritas Aequitas printed below it.   If cold enough to bother him outside, he’ll don a faded heavy denim jacket.
Scale: *** Mixed
Strength: Normally – EX (Human), Tapping into the Bloodlust  C+ (Servant)
Agility: Normally- E (Servant), Tapping into the Bloodlust  B (Servant)
Speed: Normally -  E (Servant), Tapping into the Bloodlust C+ (Servant)
Magic Resistance: D (Human)
Magic Ability: E (Human)
Other Abilities:
The Bloodlust- Since Quinn is a dhampire, his father’s nature is never that far behind him.  He can tap into the Bloodlust to give him a physical boost, or it happens automatically when he is over stimulated with things that can bring it out.  This would be things as the smell and sight of fresh blood or the scent of a woman he’s attracted to on her menses.

The Bloodlust is a double edged sword.  It can give Quinn a bonus, but it also brings him ever closer from going Rogue.  Going Rogue is the cardinal sin for any dhampire- it means that they have tasted human blood and become a monster greater than what they were born to hunt.  (Note, if Quinn goes Rogue in the RP, his stats will change.)

He becomes more animalistic and driven by his more base desires (those to protect himself, kill vampires, or to fuck depending on who’s there).  His normal reason is gone, and he is a creature of instinct with high intelligence.

I’m the Smartest Motherfucker In This Room Quinn is a genius, pure and simple.  Give him enough time and he will figure most things out. 

The Sight-Clairvoyance.  Quinn is a true Clairvoyant, and his is based on touch.  His Post-cognitive abilities are EX Servant Rank.  He can touch anything and get a clear view of what happened in the past.  This includes people.  Pre-cognitive is a bit dodgier.

Fuck Your Jedi Mind Tricks As a dhampire he has an immunity from psychic attacks. To be affected by a psychic attack, it has to have at least a B rank or higher, and then it degrades a rank for Quinn due to his natural immunity.

Vamp Sense Dhampires from Quinn’s point of origin have a natural ability to sense vampires in a one mile radius around them.  He found out since coming to Nexus City this ability branches out to any other vampire from other worlds.   A side effect to this is that he gets the urge to kill the vampire in question, especially if it’s a male.  (Female vampires can evoke another response.)

I’m A Fucking Surgeon With this Pistol- Quinn’s weapon of choice is a Glock 17 with a modified clip to hold extra bullets.  (His holds 19.)  He is also an extremely talented marksman, to the point where something has to be drastically wrong for him to miss his target.

The Nose Knows [/b] He has an extreme sense of smell and this makes him an excellent tracker.

The Dear Detective Due to his high intelligence and clairvoyance, Quinn is sort of a modern day Sherlock.  Few things pass his keen notice, and his deductive reasoning allows him to figure out a person’s life story and secrets.  He’s also known as a “Profiler” on the force as well, able to come up with complete profiles on criminals that have very little information about them to help catch them.

Close My Eyes and Lay Me Down To Sleep [/b] Quinn is immortal and is gifted with regeneration abilities.  He doesn’t currently have the regenative abilities of a vampire, but unless something out right kills him instantly, given a full 8 hours of sleep he would be fully recovered.  He can only regrow limbs if his original can be grafted onto where it once was.

Origin: Quinn Frost was born to a woman in New York City in the 90s and abandoned.  He was taken in by a Catholic orphanage.  A nun the part of the Church that kills monsters met a young Quinn while she was hunting a vampire in New York.  She was going to arrange it to have Quinn sent to her sect to be raised by the Church as a perfect vampire hunter.  She gave him her cross before going after a particularly nasty vampire.

She didn’t come back.

So Quinn got lost in the System and ended up in a Catholic orphanage with the sort of priest that liked little boys too much.  His cognitive abilities were starting to kick in and he saw this priest doing things to the other boys in the orphanage.  He called the priest out on this and was going to tell someone. 

Quinn got locked up in a tiny closet for his trouble.

Eventually, Quinn broke out and ran away from the Orphanage and began living on the streets.  Due to his pretty face he was doted on by a variety of prostitutes while using his intelligence to get by.  Then puberty started to hit and his dhampire abilities and instincts were starting to kick in.

It got to the point, when he was sixteen, he picked up on a vampire that was killing some of the local prostitutes that were under Quinn’s protection.  He kept the women safe from johns gone wrong and abusive pimps and they kept him fed and gave him places to crash if need be.  When he found out that a vampire was preying on people that were kind to him, he lost it and went on his first hunt.

He wasn’t successful, but luckily Law Unto Herself was looking for the same vampire and found Quinn about to be killed.  Knowing what he was, and the potential danger he could be, she took him in.  Then she trained him as best as she could (which was pretty hard considering Quinn’s much higher on the bell curve than she is and lacks her inherent goodness).

He did find out that he had a knack for solving mysteries from some of the things that bastard Umbra had shown him while visiting Forest.  So he decided the best way he could hunt vampires was to become a cop.  Besides, there was something that fascinated him about human serial killers and the like, and being able to go up against intellects similar to his own was something he wasn’t going to turn down.

He went from beat cop to homicide detective in almost record time.  Now he finds himself a detective on Nexus City’s inept police force and their paranormal expert. 

Weakness: His Left hand.  Dhampires are left hand dominant.  Take out his left hand he’s pretty much useless.  His Blood Lust.  Anything that can kill a human pretty much instantly: bullet wounds to the head and heart, beheading, burning, flash freezing etc.  If he’s in bright sunlight for too long he gets migraines. Severe claustrophobia.
Likes: Women with small breasts, athletic bodies and can kick his ass.  Junk food. Fast food. Cult movies, Tarantino is god, 90’s rock, his favorite bands being Tool and Nine Inch Nails. Jaws.  Sharks.  Sex. Serial Killers (in an academic challenge sense). The color blue.  Peppermint.  Winter.  Water.  Storms. Technology.  Shakespeare. Predatory Animals.
Dislikes: Umbra, both of them, people touching him when it doesn’t involve sex, stupidity, humanity as a whole, sunlight, chick flicks, being told that MacDonald’s is bad for him.  Victims who do nothing to help themselves.  People who are dishonest.  Humanity as a whole.
« Last Edit: July 13, 2014, 05:47:28 PM by Elf »

Arch-Magos Winter

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Re: Cross Effects: Rebirth (2.0) Character Page
« Reply #81 on: June 30, 2014, 01:05:09 AM »
“A horse, a horse! My kingdom for a horse!”
Name: Shakespeare
Titles: The Playwright
Race: Servant
Age: 48
Height: 180cm
Weight: 75kg
Eyes: Auburn
Hair: Brown
Scale: Servant
Strength: E
Agility: D
Speed: D
(Luck: B)
(Endurance: E)
(Mana: C++)
(Noble Phantasm: B)
Magic Resistance: E-
Magic Ability: D
Weakness: Weak magical abilities on his own, reliant on others to fight for him.
Likes: The story, Shirou Kotomine (the Protagonist), quoting famous works (read: his own).
Dislikes: Deus Ex Machina, poor writing.
Alignment: True Neutral
Place of Birth: England
Weapon: None

Other Abilities:

Class Skills:

Territory Creation (C): A “Workshop” can be created with some difficulties. Because Shakespeare is a floaty man who rarely stays in the same place for long, this ability rarely goes in use

Personal Skills:

Enchant (A): Shakespeare’s ability to enhance items. Even an average item of it’s kind can become equal to a C-rank Noble Phantasm in power. However, Shakespeare cannot use these items himself, meaning he needs a character to pass it onto.

Self-Preservation (B): So long as his Master is not in danger, Shakespeare possesses the ability to avoid almost all danger with ease.

Noble Phantasm:

First Folio: When The Curtain Rises, The Applause Shall Be As Ten Thousand Thunders (B): It is a work that he was not able to write in life, and it is something that required a Command Spell so that he would not use it to write a tragedy about his Master, Shirou Kotomine. On its own, it cannot accomplish much, but Shirou believes that it can control the Greater Grail if combined with his own Noble Phantasms, Left Hand - Xanadu Matrix and Right Hand - Evil Eater.

It is a tome that can alter or falsify the outcome of a phenomenon occurring within sight for a limited number of instances. While unable to be used if all the participants of the phenomenon outscales him in every attribute, it has a chance of inflicting death upon otherwise undefeatable opponents if skillfully deployed. It is activated with the incantation "NON SANZ DROICT" ("Not Without Right"—the motto on Shakespeare's coat of arms).

Origin: Why, who does not know of I, the Bard? No man of woman born surely, for who else can truly wax poetic with much ado about nothing but life itself! Certainly, this tempest of a Grail War my magnificent master has summoned me into shall prove interesting indeed!
« Last Edit: July 08, 2014, 06:26:19 PM by Arch-Magos Winter »

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Re: Cross Effects: Rebirth (2.0) Character Page
« Reply #82 on: June 30, 2014, 04:44:44 AM »
Name: Mary Atkins
Race: Human
Age: 27
Height: 5'8"
Weight: 150 lbs
Eyes: Black
Hair: Black
Appearance: Tall and deliciously slim, Mary is a woman with a few bullet wounds that mars her skin in three places. Being a lady with medium frame, it accentuates what muscle mass that she has and how much excess fat she lacks on her body. But, it never goes beyond the sufficient mark that makes her look more desirable; at least not having an over-excess. With straight black hair shortened down to her neck, it works to emphasize her slightly tanned face. The bulkiness of the Aegis uniform and the body armor does well to conceal her breasts of C Cup.
Scale: Human
Strength: B++
Agility: A+
Speed: A++
Magic Resistance: C
Magic Ability: C
Other Abilities:
  • Martial Arts: Her experience in martial arts began with Hapkido in her childhood and up to adulthood. From there, she began taking on basic military martial arts as a basic soldier of the US Marines. Enlistment and training in Fate’s AEGIS molded her to become an individual on the level of Green Berets and Spetnaz.

  • Marksmanship: Mary’s skills in firearms began in her soldier career for the US Marines. She’s become quite a fine shot after partaking in the AEGIS military training. With skills in knowing how to use most types and styles of firearms, she is a jack-in-all trades like her fellow servicemen.

  • Magic: Mary lacked actual magic training before the Aegis. After going through Fate’s basic curriculum for it, she’s capable of using basic spells for her work. They include from mere offensive and defensive spells to utility ones that can be used to undo curses or performing tracking maneuvers. She has an alignment with ice spells and uses it to enhance herself, her protective gear, and her weapons.

  • Multilingualism: While not required in the Aegis, her service in the US Marines over in the Middle East allowed her to become familiar with the language over there.

  • Military Experience: This Aegis mook has the discipline worked into her to work organically and well with her troop mates. This also translates well over in her employment under Fate. Thus, she’s meant to be a great team player who would do her best to work with what skills and abilities her other teammates possesses to achieve their goals.
Equipment:
  • Aegis Equipment: Standard issue loadout supplied by the Aegis corporation headed by Fate. It is comprised of various magically enforced firearms, melee weapons, and body armor. Mary usually dons the armor like many others. While also opting for a HK 416 Carbine with scope and Five-Seven IOM for guns. She takes up the uniform knife that has a serrated edge, reinforced by magic to take down D rank spells at best. It can also be reinforced to take down C’s with Mary’s rudimentary spells.
Origin: A young girl with a normal childhood. Mary had an unique interest in martial arts from a very young age and continued to cultivate her skills in hapkido until reaching graduation from high school. She ended up working in military because her family had served for the country before her. With a bit of experience under her belt after her service in the Middle East, she then ended up working for Fate’s Aegis PMC and served for him for quite a while.
Weakness: No unique abilities, Destined to be cannon fodder. Only works best with a group.
Likes: Men, Women, Alcohol, Fashionable Clothes, Vampires with Orgasmic Bite
Dislikes: Taxes, Her Dad, (More to come, will edit in later)

« Last Edit: June 30, 2014, 07:46:24 AM by Puck-Chan »


On 3/22/15, at 10:09 AM, Donkey Punch Fucker! wrote:
> On 3/22/15, at 10:07 AM, ReverseLogic wrote:
> > seriously, again, I ran one of the weakest characters. you keep obsessing over abilities and powers
> Power, it's something so... so intangible. Yet, has such a strong grip upon me. I... I want it. I desire it, in my hands, in my life, in my soul. And once I have, I will simply want more, while jealously guarding what I have.

YOLF

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Re: Cross Effects: Rebirth (2.0) Character Page
« Reply #83 on: June 30, 2014, 12:01:10 PM »


Name: The Lich King (Ner'Zhul)
Race: Incarcerated Spirit (formerly Orc)
Age: Over 100
Appearance: Atop a frozen spire, there is an altar. Like a cold throne, an intimidating mass of translucent ice is built upon it, a disembodied spirit and great black armor donned by an invisible figure locked within.
Spoiler for The Frozen Throne:
Alignment: Neutral Evil

Scale: Servant
Strength: -
Endurance: A+
Agility: -
Speed: -
Magic Resistance: A
Magic Ability: A+
Incomparable magic power contained within the form of the Frozen Throne, and unrivaled ability at necromancy.

Necromancy - The Lich King is the most powerful necromancer to have ever existed in Azeroth, capable of raising the dead into unstoppable immortal armies that follow his every whim. He magically engineered the Plague of Undeath, which kills mortals and converts them into the undead, and raised many from the grave with even greater power than in life.

Psychic Powers - The Lich King possesses powerful psychic powers that allow him to enslave both living and undead to his will. While significantly more easily able to dominate the dead than the living, beings with simpler minds are just as susceptible to falling under his control. He once directly controlled the vast numbers of the Scourge, capable of razing the whole of Azeroth to the ground, with an unbending mind from the Frozen Throne. He is able to perceive many things at distances spanning continents, of both this world and the other, and is likewise also able to communicate telepathically from extremely far away. With his powers, attacking the minds of others from a distance with mighty psychic assaults, influencing them in a number of ways, and corrupt and poison their thoughts, are also possible.

Ice and Shadow Magic - While the Lich King is likewise powerful and capable at ice and shadow magic, unlike his necromancy or psychic powers, he cannot easily affect the outside of the Frozen Throne with it. To use these kinds of magic outside the immediate vicinity of the Frozen Throne, he requires a medium - a means to transmit his power - or in other words, the rune blade Frostmourne and its wielder, to whom the Lich King can lend these powers.

Others:

Frostmourne - The powerful runeblade bound to the Lich King and currently locked within the Frozen Throne which has the power to drain the souls of those it slays. A powerful sword that sucks life from those it touches and can slice through most things with minimal effort. It shatters most of the weapons that it clashes with, and has even broken other magical weapons of considerable power. Despite its size and weight, the user can wield it almost effortlessly. The Lich King can communicate with the wielder at will telepathically and without restraint at all times, on any plane and at any distance. Frostmourne gives its wielder great powers - the powers of a Death Knight - in exchange for corrupting him or her over time, ultimately turning them into an undead and taking their soul. Upon the dias where the sword was once found by Arthas Menethil laid the inscription "Whomsoever takes up this blade shall wield power eternal. Just as the blade rends flesh, so must power scar the spirit."

Helm Of Domination - An imposing thorned helm doubling as a crown, crafted by demons alongside the Plate Of The Damned, both of which the spirit of Ner'Zhul is bound to. The aptly named helm grants the Lich King much of his psychic powers and ability to control undead and others, elevating his command of the former group to a level beyond anyone or anything else.

Plate Of The Damned - An armor composed of multiple pieces and massive form, covered with layers of arcane etchings. Despite its imposing shape and size, it rests lightly upon its wielder. Almost impossible to destroy, it was given to Ner'Zhul to make him nearly invulnerable and locked within the Frozen Throne along the Helm Of Domination, binding the soul of the Lich King.

Succession - The powers of the Lich King can be inherited. If Frostmourne and a wielder whose soul it has already taken come into contact with the Frozen Throne, the Lich King can take possession of this body through the passing of the Helm Of Domination to it. The soul bound to Frostmourne is almost certainly tortured and eventually destroyed unless it willingly merges with the Lich King. If a soul merges with him, the Lich King gains all the memories and skills of the victim, and the two become a single entity as the new Lich King. He has only done this once on the past, with Arthas Menethil. Aside from this, if the Lich King is killed by the complete shattering of the Frozen Throne (in the case he is still bound to it), by the destruction of Frostmourne or his physical body (in the case he has acquired a new one), then whomever dons the Helm Of Domination shall inherit his powers.


Origin: The Lich King is the lord and master of the undead Scourge, the most numerous and powerful army to ever walk the surface of Azeroth. Once the orc shaman Ner'Zhul, after becoming a thorn in the plans of the demon Kil'Jaeden of the Burning Legion and defying them, he was tortured, his physical form destroyed, and his soul tormented as punishment. To escape from that hell, Ner'Zhul accepted the demon's offer to become the Lich King and serve as the agent of the Burning Legion in paving the way for their demonic invasion of Azeroth.

The Lich King built a great empire in Northerend and an army of undead without comparison. Engineering the Plague Of Undeath, he destroyed the human kingdom of Lordaeron and razed the high elf capital of Quel'Thalas with his chosen champion, the former paladin and prince Arthas Menethil. Granting the Legion the edge they required to invade Azeroth, he had his servants guide events to help the defeat of the demons. Following said defeat at the hands of the Horde, Alliance and Night Elves, the Scourge remained as the most powerful force in Azeroth, exactly as the Lich King had planned.

The Burning Legion however, would not take this humiliation lightly. Using the demon hunter Illidan Stormrage, Kil'Jaeden gave directions to ensure the destruction of the Lich King for defying them. The spell used by Illidan to this effect was ultimately stopped by his brother Malfurion and allies before its conclusion for the damage it was causing the world, but the Frozen Throne was irreparably damaged, and the Lich King's power began to wane. As Illidan travelled north to finish his job, Arthas pursued the night elf to stop him at his master's bidding, all while a faction of undead liberated themselves from the Scourge after regaining free will.

Arthas succeeded in stopping Illidan, and the Lich King then beckoned him to complete the cycle by returning his blade to the throne and release him from his icy prison. Arthas and Ner'Zhul became one as the Lich King, falling into a deep slumber for over 7 years. In that slumber, the two vied for control of their conjoined identity as the Lich King, and after killing his humanity, Arthas took the moment where Ner'Zhul's guard was down, and became the dominant personality of the Lich King.

Upon awakening, the master of the Scourge once again waged war against Azeroth, all while planning to turn the adventurers of the Horde and the Alliance at the vanguard against him into his servants. But at the final confrontation, Frostmourne was shattered by Ashbringer, wielded by Tirion Fordring, and the High Lord of the Argent Crusade and the adventurers destroyed the Lich King.

The story of the tortured and hateful soul of the orc known as Ner'Zhul should have ended there. But once more, he awoke, bound to the Frozen Throne and the armor of the demons as he was originally, Frostmourne in his grasp.

In the massive open caverns that extend far beneath the sewers, the spire of the Frozen Throne stands, at the center of the glacier supporting the structure of Nexus City. Large numbers of undead stalk the area, commanding black spined buildings and distinct ziggurats raised from beneath the cold soil. From the heart of this place, named New Icecrown Glacier, the Lich King rules and calculates. And he does not intend to be cheated of his victory again.

[For more information, consult this World Of Warcraft wiki link.]


Weaknesses: The Frozen Throne, fire, holy power

Likes: Domination, death, plans going well
Dislikes: Demons, humans, incompetent lackeys
« Last Edit: July 01, 2014, 12:05:15 AM by YOLF »
[13:38:37] Helligator: Depends on the god, but gods by definition in Nasuverse are strong because they have divine authority.
[13:38:48] Kat: Even the toilet god?
[13:38:56] Helligator: No one worships toilets.
[13:39:00] Helligator: Don't be a shitlord.

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

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

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

MissingMandible

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Re: Cross Effects: Rebirth (2.0) Character Page
« Reply #84 on: July 03, 2014, 03:52:27 AM »
“You are not welcome here, Child of Noah.”

Name: Azmortchal’um
Titles: Servant of God, The Angel of Death, The Flood, The Parasite, The Great Devourer, The Howling Dark, The Angry Night
Age: Unknown (Was born on the First Day)
Height: Variable
Weight: Variable
Eyes: Variable (Most Azmortchal lack them)
Hair: Variable (Most Azmortchal forms lack this)

Origin: Azmortchal’um was born on the First Day to erase anything God deemed unsatisfactory, absorbing everything of their flesh, their minds, and their souls. It was the Howling Dark that devoured the First Born (The first race that God created to inhabit Earth) and wiped the slate clean for Humanity. It was he who purged the world during the “flood,” who slayed the firstborn of all Egyptians, and erased Sodom and Gomorrah from the maps; Azmortchal’um was the one behind any divine-caused calamity.

Eventually, as he became more power hungry, Azmortchal’um attempted the unthinkable: Usurp God. It ended in failure, and he was cast out into an empty pocket reality, forever imprisoned in a place where he can not shape…

Countless time pass by until he was able to detect another pocket dimension, a place where all realities meet. It was a place where he could easily tear asunder the walls that divide al possible worlds. If he could just get a small part of him there, he could eventually break the rest of himself free from his prison and devour every world, absorbing every last living thing into his ever growing mind.

The Nexus was a boon, for it was far easier to break into there than anywhere else. Millenia of work and effort was put in just to send a part of himself there, but the Great Devourer eventually succeeded. Now, he has only but to wait and slowly build up his presence in the city until such a time arises that he could attempt the ritual that will allow the rest of himself in to the Nexus, and from there to devour all possible life of every world  their bodies, minds, and souls…

To Accept the Parasite’s Promise: Those who fall prey to Azmortchal’um will rapidly lose control of themselves as he resculpts their bodies and taking their minds and souls. These newly created “Combat Forms” can either fill their purpose as the primary soldiers of the army or be broken down and added with others to create larger “Pure Forms” (One’s that are a conglomerate of biomatter reshaped into specialized roles).

There are multiple ways that one can get “Infected”: They can have a Zalumen’fal latch onto them, causing rapid mutation and absorption. The other two, far less are the inhalation of a large amount of spores or an untreated wound.

The spores can be countered by a rag over the nose and mouth for low to moderate quantities, though a high quantity in the air would cover the holes of the rag. Of course, one has to inhale many spores, and they would suffocate before infection would take hold due to the lungs getting clogged up.

As for wounds, the burning of the infected area or cutting off the limb would cease the infection. However, this is not aways a fool-proof, and one can still be converted even if treated.

It should be noted that the infection itself is an unknown. It occurs far too fast to be a natural disease, yet it lacks a magical signiture.

Appearance: Azmortchal’um’s actual body is not present in Nexus City. However, there are Azmortchal forms that he controls. These forms created by biomatter of those who joined his chorus, and are controlled in the same manner as a person controls a hand or leg. This means that they can not be stolen by him by any means.

Korthala’zum:
Height: ~130 feet
Weight: ~400 tones
Eyes: None
Hair: None

Scale: Servant
Strength: N/A
Agility: N/A
Speed: N/A
Magic Resistance: C+
Magic Ability: B

Appearance/Information: Korthala’zum is the “Face” of Azmortchal’um, acting as a beacon of sorts that allows him to control all Azmortchal in Nexus City. The name means “The Vile Serpent” in the First Born’s language.

The Vile Serpent resides in the heart of Chort’lalin Unkef’mulan, deep inside the cave system in Shawnee Park. Its appearance is, as the name suggests, quite serpent like; however, the bottom is rooted to the Throne of a Million Kings, making it hard to distinguish where it truly begins and rendering it immobile. The head is but a mouth with teeth of human skulls.

It should be noted that its death would mean the end of Azmortchal'um's influence at Nexus City. But who would be insane enough to storm its lair?

As for abilities, rather than casting Primordial Magic Spells, it uses Chort’lalin Unkef’mulan  for physical attacks; large tendrils are all around the chamber the Serpent resides in.


Chort’lalin Unkef’mulan (Throne of a Million Kings):
Height: N/A
Weight: N/A
Eyes: None
Hair: None

Scale: Servant
Strength: C - A++ (depending on the size of the combat tentacle)
Agility: C
Speed: N/A
Magic Resistance: C
Magic Ability: N/A

Appearance/Information: Chort’lalin Unkef’mulan is but a super organism that houses the Vile Serpent, manufactures Pure Forms, Infection Forms, and Spores, acts as the base of operations in Nexus City, and forms the basis of the great tentacles that lie just underneath the city (The length of these, their locations, and the extent of coverage underneath the city are unknown at this time). It is more comparable to a bunker rather than a creature; it can’t even move or orientate itself.

It has many chambers, each with a function in mind.. It is a dangerous place to be in for sure: It is dark and oppressive, biological turrets are set up in many corridors, Infection form traps on the ceilings, giant tentacles are present to smash all who dare enter the realm, and spores so thick that one has to have a mask and oxygen tank to keep from suffocating. Suffice to say, it is also filled to the brim with Azmortchal.

It is difficult to even reach the Throne of a Million Kings, for Shawnee Cave is covered in wards. Some of these makes potential threats subconsciously stay away from the caverns, others make them wander the cave system lost until they eventually starve. It being so deep only compounds the difficulty. Of course, Shawnee Cave isn’t the only entrance…


Manorta’fal (Bane Wolves):
Height: 6 feet at the shoulder
Weight: 1100 lbs
Eyes: None
Hair: None

Scale: Servant
Strength: D
Agility: D
Speed: E
Magic Resistance: D
Magic Ability: C

Appearance/Information: Despite its name, the Bane Wolf’s body and maw is hardly canine in appearance. The quadruped body is quite muscular, front limbs sinewy. The mouth is broad and moderately shaped, teeth made from reinforced and sharpened ribs of those who joined Azmortchal’um’s chorus. The “tail” ends in a club of sorts, a more devastating weapon than either the claws or the jaws. Atop the broad head resides a human skull, serving no purpose other than to instill terror among those whom they hunt.

It is currently the most common Azmortchal “Pure Form” in Nexus City, stalking the streets in packs of two to three, devouring their prey and adding to the collective. Like most other Pure Forms, it has a special attribute: D-Ranked Presence Concealment. Even if you uncover one, there are typically more hiding in the shadows, and you might have very well fell into a trap…


Zalumen’fal (Bane Spiders):
Height: 10 inches
Weight: 2 pounds
Eyes: None
Hair: None

Scale: Mortal
Strength: D
Agility: D
Speed: D
Magic Resistance: B
Magic Ability: N/A

Appearance/Information: On top of six spindly legs is lies one of the greatest threats of mankind: Zalumen’fal, otherwise known as Bane Spiders and Infection Forms. They seek out potential victims and burrow themselves deep into their chest cavities, forcefully making them accept Azmortchal’um’s gift of immortality and creating Azmortchal Combat Forms in the process.

Living targets are the priority: It allows their victim’s minds and souls be added to the collective. However, the Dead are just as suitable when it comes to creating soldiers and gathering biomass. They are always seen in great numbers, overwhelming their targets in a tidal wave of Infection Forms.

Though relatively few in number now, it can be expected that there will be enough to flood the city when his plans are set in motion…


Zortal (The Fallen):
Height: Varies
Weight: Varies
Eyes: Varies
Hair: Varies

Scale: Varies
Strength: Varies
Agility: Varies
Speed: Varies
Magic Resistance: Varies
Magic Ability: N/A

Information/Appearance: The Fallen are the canon fodder of Azmortchal’um’s army. Their form and abilities vary from being to being, though they are typically stronger and faster than the person they used to be (Ranks go to EX on the Mortal Scale if they were inferior before hand prior to infection). However, they are still weaker individually than many of the current residents of Nexus City.

The Zortal, also known as Combat Forms, are created when a Bane Spider burrows into a host, which could either be alive or dead. Rapid mutation then occurs as Azmortchal’um “resculpts” the victim to a body better suited to combat. Combat tentacles with sharp, bony protrusions usually erupt from both arms and legs go through restructuring. Organs become unnecessary, making a single, fatal strike difficult without resorting to overwhelming force.

It must be noted that they can never exceed E-Rank Servant Scale for strength, Speed, and Agility.If their host was stronger beforehand, the stats still go to E-Rank Servant Scale.


Aluven’mantel (Heaven’s Dust):
Height: N/A
Weight: N/A
Eyes: N/A
Hair: N/A

Scale: N/A
Strength: N/A
Agility: N/A
Speed: N/A
Magic Resistance: N/A
Magic Ability: N/A

Appearance/Information: Aluven’mantel are spores of various sizes. Primary purpose is to infect potential hosts, but they are not efficient at this. However, they are effective at clogging up lungs.

In low to moderate quantities, these can be countered by just putting a cloth over the mouth and nose. In high quantities, however, they start collecting on surfaces (Eventually blocking the little holes between the fibers of cloth).

Also, in higher quantities, they become hallucinogenic, preventing concentration, clear headed thinking, and making those afflicted see things that aren’t there.



Abilities (Overall):
Since all Azmortchal are actually extensions of Azmortchal’um, they all share the same characteristics when it comes to certain things. The following is shared between all forms if applicable.

Impenetrable Mind: The Azmortchal forms are more comparable to Azmortchal’um’s body. He controls them in the same way one controls their hands. As such, any mind attacks (Psychic, Magical, etc.) are directed to him himself. However, he has the combined minds of millions, making such attacks a foolhardy endeavor. On the flip side, this also means that one cannot wrestle control of the forms away from Azmortchal’um. This applies to all Azmortchal.

Balefire: A Primordial Spell that consists of a moderate size fire ball. The flames themselves are as black as night and rends the soul apart while the body turns to ash.Only larger Pure forms can cast this (List as of now: Korthala’zum)..

White Casket: Another ancient spell that encases victims in a pillar of salt. It allows Azmortchal to transport VIP’s and infect thm at their own pace. Those whose strength are in the Mortal Scale cannot escape on their own. E-Ranked Servant Scale can eventually break out, but it might very well be too late by that point. D strength on up won’t have much of a problem. Only Pure Forms can cast this (List as of now: Korthala’zum, Manorta’fal)

Wrath of God: A spell that launches a powerful white sphere of energy. Acts more like artillery than a normal spell. Only the larger pure forms can cast this: (list as of now: Korthala’zum).


NEWLY APPROVED FORMS


Morden’fula (False Face):

Height: Variable
Weight: Variable
Eyes: Variable
Hair: Variable

Scale: Servant
Strength: E
Agility: D
Speed: E
Magic Ability: C
Magic Resistance: E

Appearance/Information: When one succumbs to Azmortchal’um’s infection, it takes in their minds and souls as well as their bodies. When a mind becomes one with the Azmortchalum, it takes in the person’s memories, mannerisms, and voice.

Sometimes, a situation calls for Azmortchal’um to infiltrate an organization or group of people. This can be done through the use of False Faces: Azmortchal “pure forms” resculpted to a likeness of a specific person. Though, this is a step backwards in the Howling Darkness’ opinion (The human form is such an inferior sculpt, after all), if it furthers its plans, it will do it without hesitation.

In the unlikely case of the False Face being identified, a back up plan will begin. This particular pure form’s special ability is Rapid Mutation, an ability that allows the Azmortchal to be rescuplted within moments to a form that will maximize carnage to those around it.

Magical abilities: Bale Fire, White Casket



Weaknesses (Across the Azmortchal): Extreme temperatures, raw strength
Likes: When plans come to fruition, gathering minds/bodies/souls
Dislikes: Unforeseen actions of others, plans falling apart


Note: I need to say that I'm not playing as a singular character (Well, technically I am), but a series of mooks of varying sizes, strengths, and abilities. As time goes by, I'll be adding more Azmortchal (Pending Jenn's approval).

Also: Azmortchal'um is the "Mind" and the actual character here. Azmortchal are the various forms that make up his army as well as his "Body".
« Last Edit: July 08, 2014, 02:28:56 AM by MissingMandible »

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Re: Cross Effects: Rebirth (2.0) Character Page
« Reply #85 on: July 08, 2014, 10:24:32 PM »
“Doesn’t it feel good to just cut lose and be honest with yourself?”

Name: The Snake of Eden
Other Names: The Snake that Tempted Adam and Eve, the Devil, the Tempter of Evil, the Black Snake
Race: Conceptual Being
Age: Timeless
Height: 182 cm
Weight: 64 kg
Eyes: Yellow
Hair: Black
Appearance: In a human form he takes the form of a nineteen year old that wears simple pants and a black shirt. He gives of a completely normal air and seems as a completely average human in every way. However his smiles make people realize he is dangerous, despite not being able to tell why. It can also take a female form with generally the same appearance, simply more feminine features; however he only uses it to manipulate people, preferring his male form.

Faceclaim: http://th00.deviantart.net/fs71/PRE/i/2013/255/1/f/kuroha_by_tingilinde-d6m0hic.jpg
http://31.media.tumblr.com/8fcf54638d2074cd44c96b19ff713b2f/tumblr_mphjh7fBHp1sviz6ko1_500.jpg

Alignment: True Evil
Human Scale
Strength: C (Human), NA (True Form)
Agility: C (Human, NA (True form)
Speed: C (Human, NA (True form)
Magic Resistance: As a perfect conceptual existence he is completely immune to all but the highest and most powerful such as the most powerful of great rituals, powerful conceptual attacks, or the true magics while in his true form, but even still none of those are capable of destroying him. His human form has no resistances.

Abilities: As a conceptual existence representing the ‘temptation to preform evil’ all of his abilities are tailored to the purpose of pushing people to evil.

Complete Domination of Senses:
This ability allows him to completely dominate the senses of others, allowing him to dictate what they experience. Generally when he uses this it is to make someone experience ‘daydreams’ which give them flashes of what they could do in a situation, all the while making them feel nothing but euphoric sensations during it. This usage is far more common than simply placing people under illusions.

Invasion of Minds:
Capable of entering the minds of others and leaving a copy of himself that melds with them. This copy gains a complete understanding of the one who it is within. Using this it begins to slowly chip away at their insecurities making them doubt, making them fear, slowly and surly it will eat away at them all the while pushing them towards evil actions. This is not something from the ‘outside’ but rather it is a part of the person making them doubt themselves due to how it merges with them. He generally targets recent events to gain a foothold and dig in from there. The copy will also make it whenever the person sleeps they suffer intense, unescapable, nightmares which ware at the person’s psyche.  This invasion cannot be detected and cannot be removed. A person with it will forever have to deal with the whispers of it, now as simply a part of them, trying to push you into evil. However, should the Snake of Eden become inactive for some reason the fragment of himself will go dormant, not influencing the host, until a time the Snake is active once again.

Snakes of Evil: Snakes which appear to be made of shadows and darkness with glowing red eyes. They can bind people, bite people, or enter their body. They have the same effect as his true form and he can even utilize them has a human. The snakes are more effective as binding tools or weapons the more darkness the Snake of Eden can see in the targets heart.

Cloud of Evil:
In his true form, as a conceptual existence, he is completely impossible to interact with. He can still be seen but any actions to touch him will be failures. However should someone move even a part of their body through him they will immediately begin to have their darkest desires rise to the forefronts of their minds and will feel the need to act on them. This desire and need will be so great that resisting will make them suffer actual pain, however the effect will dissipate quickly without prolonged contact.  This is not a form of mental interference on his part, but rather the evil in the person’s mind reacting to his proximity with the 'temptation to preform evil' itself. He despises using this however, because it would not be making the person become evil of their own accord, but rather almost forcing them.

Eyes of Evil: He is capable of gaining a complete understanding of the fundamental nature of a person and their evil desires and negative traits. It allows him to understand how to break them, if they are interesting to break, and are the even possible to break. However this also makes people who look into his eyes naturally wary of him.

Form of Evil:
As a human he natural causes people around to experience a slightly greater drive to preform evil, his mere presence causing an increase in negative emotions designed to drive people to evil acts. Touching people give him to ability to ‘become’ them, in order to act out their evil desires. The memories then return to the person and become dreams or memories that they cannot forget.

False Existence: His human form is not a true existence; it is not something that gives off a presence of any kind. This makes him undetectable by any special sensory abilities. Only the regular five senses can detect him. This means one can view him as a one would view any other physical thing in the world, but abilities that detect ‘spirits’, ‘energy’, ‘presences’, etc. will not function against him.

The Snake of Humanity: The Snake of Eden is a phenomenon found in humanity. This mean so long as humanity exists so will the Snake. In addition to this, as a human phenomenon, his existence in his true form is harder to recognize the further one’s mind and conscience is from a human’s. Beings such as the fae, elementals, or demons can at times completely not acknowledge his existence and have generally have difficulty remembering him because he is something that should not exist for them.

Deal with the Devil: He is capable of empowering others should they wish it. However this power can only be used for acts of the evil alignment. The power given to the person is traded for their soul, which after the act that the person wished to preform becomes completed the soul becomes part of him. The being remaining is the embodiment of all the evil desires a person had and is capable of feats far beyond normal humans. Should he offer it to someone he has pushed to evil they will be incapable of refusing. Finally he is capable of taking the form of one whose souls he has taken, powers and all.

Origin:
A conceptual existence that the myth of the snake with tempted Adem and Eve to partake of the forbidden fruit is founded upon. He is a being that is the ‘temptation to preform evil’ found in all people. He was locked away in a prison thousands upon thousands of years ago.

He views evil actions as the truest sense of self and dislikes people hiding it behind ‘good’ actions which only exist because of society’s laws. He dislikes things that have fundamentally inhuman minds, such aliens, elementals, demons, or Fae because he is unable to read or understand them.  He only lives to push people towards evil, slowing eating away at their psyches over time until they snap and preform evil of their own volition. However despite this he is not above just killing someone’s friends in front of them, the despair caused from an action and them later forgetting him often leave a very strong foothold.

Despite taking souls into himself he is not a spirit or anything even close, rather he is an existence that is simply a feature of the world so long as humanity exists. The souls he takes enter the cycle of reincarnation again after some time and are tainted with evil; making it that if the soul was to be reborn the person would be pushed to evil actions.


Weakness: Absolute sense of self, ‘un-human’ beings, things greatly disconnected from humans
Likes: Evil, Murder, Truth, being honest with yourself, humans, snakes
Dislikes: Laws, Society, Morals, people who hid behind ‘good’, those that don’t accept their true nature

Note: Anyone who gets a character affected by the SoE is free to roleplay it themselves. If you do not want to I will be happy to do it for you, it will simply be a quick post after situations I feel are proper for it to mess with you.
« Last Edit: July 11, 2014, 03:02:43 AM by Knick »

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Re: Cross Effects: Rebirth (2.0) Character Page
« Reply #86 on: July 09, 2014, 08:21:26 AM »
Name: Medus Proditione
Race: Human
Gender: Female
Age: 21
Height: 163 cm
Weight: 51 kg
Eyes: Purple
Hair: Purple
Appearance: Often described as a beauty in her small island town she herself never really thinks so. She prefers to conceal herself most of the time with a ragged purple and green cloak that helps protect from the elements.

Scale: Human Scale
Strength: E
Agility: C
Speed: C
Magic Resistance: E

Magic Ability: Medus does not know of her own heritage or origin, in fact she doesn’t even know there is such a thing as magic. However after a chance encounter with a stranger in her sleep she accepted the cries of help and because of this her body and skills changed dramatically.

Spiritual Strength: Ms. Medus was a lonely island girl who lived in a quiet island somewhere along the Mediterranean Sea. However, because of the cries of a strange woman she has absorbed the spirit of the women a feat which occasionally manifests itself by rapidly improving both her body and newfound magical powers to an amazing level. Essentially all of her stats jump from human to servant and her Magic ranking jumps to A.

She has also received some of the memories of Medea and though she has very little capability to control it can even sparingly use the same magic and skills that Medea once used. However because of the nature of said transformation she can only do so when in danger and only for a small amount of time after which depending on how long she stayed she will become greatly fatigued.

When in this state her consciousness essentially hands control of her body over to Medea and she watches and feels all that happens as if in a dream, should something happen that she herself wants to control she can forcefully break out of it though at a greater cost to her own body.

Spoiler for Hiden:
Scale: Servant Scale

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

Skills: Item Creation (B): The ability to create and utilize Mystic Code ranked items of a B rank or lower, the stronger the code the longer it will take to make the item equal to about 6 hours per rank.

Territory Creation (B): The ability to create a workshop where all of Medea's magical capabilities can be casted without the need for magical energy equal up to a B rank. The Territory itself will take 3 days to create.

High-Speed Divine Words (B): The ability to cast HSDW or magic from the Age of Gods in a rank of B or lower, higher spells are not available for casting.

Other Abilities: No other combat related abilities, though she is excellent at cooking and tending to her own garden.

Origin: She was a lonely island girl who loved her peaceful days in her hometown, never really questioning the things that happened in the outside world, so long as things were peaceful she was happy. The island itself was a small and unnoticeable feature compared to the huge world around it, one small notable feature though was the strange fact that all the islanders who lived there had the same purple eyes and hair regardless of age or gender. Some even said that they were a relic of the past and there were even rumors that they held some sort of secret hidden deep within, all unfounded rumors even with multiple investigations from outside forces and the like.

One night Medus was asleep when she heard the cries of someone in help, unsure as to who it might be and not hesitating to think about her decision she offered a helping hand and from then on out a contract was created. Medus’ received the distant memories of a witch betrayed and casted aside and Medea was granted a second chance to help the one she loved.

Aware of the one who now also resided in her own body Medus was confused at first but after having the situation revealed to her gladly agreed to help and thus the two set off from their lonely island community and into the great and unknown world.

It is here that they now arrive in Nexus City to find Medea’s missing one and a way for her to once more receive a new body.

Weakness: Prolonged Combat that lasts more than a few minutes, people with magic resistance.

Likes: Helping those in need, Cooking, Ms. Medea, Her small Island Community

Dislikes: Those who don’t ask for help, People who try to force themselves on others, Baked Green Peppers

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Re: Cross Effects: Rebirth (2.0) Character Page
« Reply #87 on: July 09, 2014, 10:09:47 PM »
Name: Kuzuki Souichirou
Race: Human
Age: Mid 30’s?
Height: 180cm
Weight: 70kg
Eyes: Black
Hair: Black
Appearance:

Scale: Human?

Strength: B
Agility: A+
Speed: B
Magic Resistance: E

Magic Ability: No magical abilities at all, Kuzuki is 100% normal human.

Other Abilities: Martial Arts (Snake): A secret technique that Kuzuki trained with for all of his life. Even as a normal human the uniqueness and perplexity of this art allows him to right anything below a Servant with a high chance of success. Even foes who have experience in Martials Arts are not completely immune to his blows. Because of the nature of his attacks it would only take one successful hit to finish a fight and should he find some way to strengthen his fists even Servants would not be so lucky as to escape his blows.

Origin: Trained as an Assassin for all of his life Kuzuki successfully completed his task but was unable to truly finish the mission by offing himself. Instead he joined the Holy Grail War after a chance encounter with a certain Caster. However, his mission was short lived after he was killed by the Golden Servant Gilgamesh shortly into the war. Though he should of died then and there he found himself awake in an empty field without any knowledge of Caster’s whereabouts or how he was brought back to life.

Now he travels to Nexus City in order to find any information that could lead him to his loved one.

Weakness: Servants, Second battles, Martial artists who can resist his techniques.
Likes: Not much, Caster
Dislikes: Not much

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Re: Cross Effects: Rebirth (2.0) Character Page
« Reply #88 on: July 13, 2014, 06:03:50 AM »
Name: Wanderer
Spoiler for Hiden:
War, Horseman of the Apocalypse, The Red Rider That Signals The End

Race: ??

Age: ??

Height: ~5’ 11” (180cm)

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

Eyes: It varies

Hair: Dark Brown

Appearance: Wanderer looks like your typical cowboy - leather coat, cowboy hat, boots, some stubble, and so on. He has brown hair that comes down to his shoulders and a lean build. In his true form, he is cloaked in writhing shadows and flame - when he opens his eyes and mouth, they look like the inside of a furnace, and he gives off tremendous heat. He has six wings of incandescent fire, and from his brow shines a terrible light that makes those whom it falls upon tremble in fear, as it signals the End of Days is nigh.

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

Scale: Servant

Strength: B+ (A+)

Agility: C+ (A+)

Speed: B (A)

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

Magic Ability: He’s got his own skills, but he’s had a little practice with the very oldest forms of magecraft. Enough to maybe recognize a few of those spells, but not enough to actually use them. Any craft that steeps itself in religion, however, he can sense


Other Abilities:

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

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

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

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

The Presence of War: Wanderer's presence incites conflict. It may not happen in the exact area he's in, but if Wanderer stays in one place long enough, war will break out, escalating in size and brutality the longer he stays. To avoid that, he wanders from place to place, seeing how the world turns. Now that he is within one city and cannot leave, his presence will soon be felt, try as he might to lessen it's effects.


Gear:
- Double Barrel Shotgun (A gift from Lacie that never breaks or jams. Other than that, it's a normal shotgun, break-action, with a 19 inch [49 cm] barrel. He doesn't want to know how she got it.)
- The Sword of Judgement (A brilliant, jagged, flaming sword that is Wanderer's signature weapon in myth. It can cut through almost anything, and will harm any being it touches, regardless of their status. It is a conceptual weapon of the very highest caliber that contains within it the very nature of War itself. It's flames can be sown across the battlefield, and they will never go out unless Wanderer so desires it. Unbreakable and unwieldable by any other than the Red Rider. Can only be brought out in the most dire of situations, and even then very sparingly, as this is the weapon Wanderer will use at the end. He refuses to use this in his normal form.)
- Redemption (A strange, 12 shot revolver that was a gift from one of Wanderer's brothers. The bullets can penetrate through anythings, but Wanderer uses it sparingly. He seeks to return it to his brother.)


Origin:
Spoiler for Hiden:
One of the Four Horsemen of the Apocalypse, Wanderer (better known as 'War') walked the Earth along with his brothers, Famine and Death, awaiting the birth of Conquest, the Anti-Christ, who was supposed to signal the beginning of the Apocalypse and the ride of the Four Horsemen. He was born when the War of Heaven began, and is the second oldest of the Horsemen, with Death being the oldest.

The world that Wanderer comes from is full of varied climates and land types, with a large chunk of the world being very similar to the Wild West, which is where Wanderer spent most of his immortal life. Where he walks, conflict grows, so he spent his time wandering through the land and never staying in one place for very long, unless he felt a war needed to start.

As the years passed he eventually grew more attached to humanity after spending so much time with them in a form like theirs; he started to wander more, which led to wars decreasing in that area. Along the way, he picked up the simple name of "Wanderer", since he refused to give his true identity to those who asked. At one point in time, he came across an orphaned girl named Lacie, and ended up letting her follow him for a little while. She seemed to be immune to his presence, and they traveled together for some time.

Eventually, Lacie settled down in a town, and Wanderer infrequently came back to see her until her death. Since then, he began to distance himself from humanity a little, but began to show up in random places, walking across the land to do things he thinks Lacie would have liked until one day, as he wandered, he walked right into a portal to Nexus City.


As a person, Wanderer is actually rather calm, tempering his words with humor and sarcasm. Before humanity began to grow on him, he was almost as monotonous as his brother, Death, and much more violent. After Lacie's death, he ended up walking around for a while, doing... generally good things. He still holds some of his nature as a Horseman, however, and certain human concepts are unfathomable to him. He also does not believe he has free will, as that is a gift that only humans receive (or so he says, at any rate).

When he is in his true form as War, he is truly neutral, and will not stop for anything that crosses his path.



Weakness: He doesn’t have a lot, to be honest (at least in his true form). You’ll need some really, really strong spells to take him down if you want to go that route. Alternatively, religious (specifically Christian, though others work as well) rituals work well enough, but the person who uses them has to have true faith - and, again, they have to be top caliber. If you’re strong enough, or fast enough, beating him to death might work. You’d have to not pull any punches, though, and be ready for anything he might try to throw at you. He can also be summoned if you know the right way, so a summoning plus a binding is probably your best bet. While Wanderer may be immortal, he isn't invulnerable, so a sufficiently powerful attack that he can't see coming (long-range) is another good choice to take him down. In his human form, he's not at full strength, either.

Likes: Weaponry, Horses, Lacie, His Brothers

Dislikes: Using Magecraft/Magic, His Brothers
« Last Edit: July 13, 2014, 06:07:41 AM by Mooncake »
Spoiler for Hiden:
[img=http://wallpaperus.org/wallpapers/03/103/gilgamesh-fate-1950x800-wallpaper-1718691.jpg][/img]

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Re: Cross Effects: Rebirth (2.0) Character Page
« Reply #89 on: July 13, 2014, 07:57:27 AM »
You squandered all our gifts. I've come to collect the debt owed
Name: The Hunter
Race: Bird of Dis, Strige, Strix
Age: Unknown, possibly old as time itself
Height: Varies with host
Weight: Varies with host
Eyes: Varies with host
Hair: Varies with host
Appearance: Outside a host, the Hunter appears as a two foot tall pitch black owl formed of shadow, with pure yellow eyes shining even in the blackest of night
Scale: Servant?
Strength: Varies with host
Speed: Varies with host
Agility: Varies with host
Supernatural Tolerance: C+
Magical Ability: Varies with host
Other Abilities: The Strix are strange beings, in that they do not inhabit the immaterial realm of spirits (Unless they choose to for whatever reason), yet are ephemeral in constitution. Physical blows will pass through them if they're outside a host, or damage the host body instead of the Strix itself. Magical powers that effect ghosts, demons, spirits, and other entities similar to them don't even make them blink, utterly failing to register with them. Very little magic for that matter will even harm them, and that that can, among the most powerful of their type, will do very little actual damage. They can sense life (or life force) all around them, see in pitch blackness, and can sense impending disaster or doom, along with the hard to quantify specters of luck and fate. They also gain sustenance from mortal breath, eating bits of the soul through it in the night.

Beyond this simple power possessed by all strix, the Hunter can possess corpses, revenants, (Torpored) vampires, and even living hosts. His presence within these bodies is deteriorating, causing decay until nothing is left but a pile of putrid scraps within weeks, aside from the bodies of vampires or those with regeneration capable of staving off such decay. Even if this body is destroyed, the Hunter can escape unless surrounded by fire or sunlight, or another of his banes. For that matter, he can leave a host whenever he wishes - resulting in immediate decay of corpses and revenants, and more often than not, the death of mortals, while vampires are strangely unharmed, if likely very confused.

Then there are the Hunters own strange powers. He can see the cracks in human nature, the worst part of every living being, and tempt or drive them mad with it. He can attempt to force vampires into wild death rages where their inner desires take over leaving them little more than instinct driven monsters. His very form and presence make him a master of the ambush, even inside a host - supernaturally able to surprise nearly any target. He can trap his prey within a building, sealing all but one exit of his choosing as he stalks them - he needs an escape route if things go badly too after all. He also has access to concealing powers, leaving him able to walk his host body through a crowded room without anyone ever noticing he was there. He is immune to mind altering powers, even while possessing a host, and his screech is so horrible it stuns weak willed targets to make them easier to either possess or feed from.

Origin: The Hunter is an oddity among the Birds of Dis; a predator of beings like himself, along with the Strix's favorite targets: vampires. He has devoured many weaker Strix while inside another host, concealing his possession until the last possible second when he bursts forth, snatching his spiritual prey and devouring it by pulling it into his essence. He never stops being hungry for the taste of his own kind, or anything else he can eat. Vampires are his favorite hosts, allowing him to both ambush man and spirit alike while experiencing the pleasures of the flesh without remorse. The Nexus is right now merely a spot where a disaster will unfold soon, and many of his tasty brothers congregate to feast on the souls of the dead and take corpses for their own pleasures.

It's time to eat.

Weaknesses: Even a Strige has its flaws. Powers that manipulate or rip apart shadows bypass any sort of resistance he would otherwise have to them - as a being made of shadow, such attacks are devastating. His banes prevent him from moving past a certain area, and in the case of Fire and Sunlight could lead to his destruction if his host is destroyed during the day. Bells block his progress just as much as the two lights that eat away the shadows he consists of.

Likes: Eating other strix, Being in a body, eating other strix, vengeance
Dislikes: Sunlight, Bells, Fire (his banes)
« Last Edit: August 02, 2014, 12:07:02 AM by Arch-Magos Winter »