Cross Effects > Cross Effects 3.0-It was good while it lasted

Cross Effects 3.0 - Character Graveyard/Departure Zone

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YOLF:
Name: Maximillian Achterberg

Race: Vampire (Kindred of Clan Mekhet)

Age: 114 (Appears younger than 40, his age of death. Even before the Embrace, he aged well.)

Height: 6 feet

Weight: Around 170 pounds

Eyes: Brown

Hair: Dirty Blonde

Appearance:


Max is a handsome German man that appears to be around his early thirties. He usually wears a German army styled military looking uniform of dark colors, complete with a matching peaked cap without any symbol, black gloves, and a trench coat. When feeling less formal, he opts for a simple high collared jacket, a shirt, dark pants and boots or some manner of heavy weather footwear.


Attributes

Strength: Human

Agility: Exceptional/Incredible (see Celerity)

Constitution: Human

Magic Ability: None.

Other Abilities:

Supernatural Tolerance: Incredible (The thickness of his blood, more than the norm for his age as a vampire, offers him some resistance against all manner of supernatural powers)

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

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

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

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

The Beast: As much a weakness as a strength, the Beast is the source of all vampiric power in Maximillian's world, the personification of all bestial instinct and desire that lurks within each and every Kindred. It provides them with the drive to continue surviving from night to night, pushing them to feed, flee from their banes, and destroy perceived insults.
It allows them to detect others like itself lurking within, making identification between vampires a simple matter barring certain powers, and can lash out to provoke people to wanton desire or primal fear. When allowed to be in the driver's seat it sends the body into a frenzy, its power pushing the vampire beyond its limitations in proportion to the thickness of their blood. The thicker the blood, the stronger the Beast.
Thanks to one of the natural powers of his clan, Max can make himself impossible to sense as kin by other vampires.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Sunlight: Burns him on contact every minute of exposure. Seeing it can provoke him to uncontrollable fear in some cases.

Fire: Burns badly, defying easy regeneration, and provokes the same fear as sunlight when seen. One of the few things that can leave scars on Kindred.

Staking: Does not destroy him outright, but it renders him completely paralyzed if his heart is penetrated with wood. On the other hand, the ribs at protecting the heart from threats like that to begin with; most humans can't manage enough force to pull it off without assistance even without his enhanced reflexes.

Running Water: Most kinds of running water such as rivers and rain water flowing downhill on a sidewalk strongly repel Maximillian and deny his unlife, searing existing wounds on contact. He can cross over bridges and such, but otherwise, he cannot draw closer than 4 yards from his bane without some difficulty. Much to his dismay, he also finds water taps and showers uncomfortable. And rain. Luckily, smaller volumes of vertical running water don't outright drive him away.

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

Notes: Although he still has no problems relating to humanity, Max is not as emphatic to people as he used to be. As a consequence of his waning ability to relate, he has acquired Banes and become completely emotionally disconnected from intentional murder, which bothers him greatly. Due to his banes, running water repels him, and he is despised by animals, which go out of their way to avoid him or express their dislike by hissing, growling, or behaving defensively regardless of his actions.

Kat:
Name: Mordred Rhonwen
Race: Changeling
Age: 26
Height: 174 cm
Weight: 62 kg
Appearance: Her true looks, called Mien, are normally not detectable to other people (unless she is out of Glamour or they possess impressive ability to penetrate illusions), resemble a white haired redskinned girl with draconic features such as scale covered tail and reptilian crimson eyes, clad in a suit of armor.

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



Physical Attributes

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

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

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

Magical Ability: None

Other Abilities:

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

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

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

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

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

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

CONTRACTS

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

Contracts of Dream

Pathfinder

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

Contracts of Hearth

Fickle Fate

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

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

Beneficent Fate

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

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

Contracts of Elements

Cloak of Fire

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

 Armor of the Fire's Fury

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

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

Contracts of Fleeting Summer

The Flames of Summer

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

Contracts of Eternal Summer

Daughter of The Hearth

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

Ulf's Heart

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

Noonday Crasp

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

Solstice Revelation

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

The Lord's Dread Gaze

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

Contracts of Punishing Summer

Smoldergrip

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

Battle Bright

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

Crown of Clashing Fire

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

Baleful Stroke of Summer Sun

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

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

Equipment:

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

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

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

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

Dislikes: Vampires, the others, mortal authorities when they protect those she considers enemies.

Knick:
Name: Crest
Race: ‘Nothing’ (Biologically human but only biologically)
Age: 22
Height: 5'10
Weight: 200 lb
Eyes: One blue, one red
Hair: Black
Appearance: Generally wearing simple clothing, loose clothing with many pockets that is easy to move in. Carries a machete, bow, and quiver on his back. Always wears a really long scarf.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

And that is where he now tells his story.

Weakness: ‘Rite of Creation’, normal human weaknesses, large amounts of condensed magical energy can act as a 'buffer' against rejection but it is not true defense but more of a mitigating factor and a direct hit is still likely to reject whatever it strikes.
Likes: Hunting, Freedom, Living
Dislikes: Dying, People with no tact, people who don’t work

Umbra of Chaos:
Name: Aldur (Wiseman)
Race: Human
Age: 58
Height: 6 feet 2 inches
Weight: 175 lbs.
Appearance:
Spoiler for Hiden:
Aldur's Wings of Heart take the form of many dagger-like constructs that form a circle, spin, and change colors. They also reflect Aldur's health. The more damaged he becomes the more erratic the constructs become. When near death they completely abandon their calm circular pattern and violently shift and move while changing colors with greater speed. The other purpose they serve is helping Aldur concentrate and focus on casting spells while in battle which greatly increases their strength. They also relieve  him of some of the strain of casting which allows him to use spells more frequently.

Physical Attributes
Strength: Exceptional
Agility: Exceptional
Constitution: Exceptional

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Likes: Successful research, tea, figuring out the answer to a problem.
Dislikes: When a plan fails, the destruction of an experiment, wasted potential.

Kaze:
"He was an arrogant bastard, but he was right, wasn't he? It was the best way."
"No... don't talk about him as though you're the same!"

Name: Shirou Emiya
Race: Human Magus
Age: 29
Height: 187 cm (6’1)
Weight: 78 kg (171 lbs)
Appearance:
Spoiler for Hiden:
Physical Attributes
Strength: Exceptional (Incredible when reinforced)
Agility: Exceptional (Incredible when reinforced)
Constitution: Exceptional (Incredible when reinforced)

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

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

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

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


Other Abilities:

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

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


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

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

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

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

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

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


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

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

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


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

Likes: The happiness of those close to him, cooking.
Dislikes: Death, the sadness of others.

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