Cross Effects > Cross Effects 1.0 Archive

Cross Effects Character Page

<< < (16/20) > >>

Aiden:
(Disclaimer: Comedy character, not meant for serious conflicts against non-divine beings... I mean unless you want to. I'm sure there are Touhou or anime characters who can do it)

The Tremendously Tiny Tyrant of Time
Kiyoura Chiyo [清浦千代]
Race: Goddess
Age: ??? [Appears around 10-12 years old]
Date of Birth: A very strange aeon.
Height: 135.8 cm
Hair: Long and black, down to the middle of her back. Usually in a ponytail with an oversized ribbon.
Eyes: Black on black on black. Usually wears a blindfold.
Three Sizes: [Get the fuck out, you lolicon]

Usual Clothing: Short kimonos, bike shorts, sneakers and fingerless gloves.

Alignment: Chaotic Good
Charisma: C
Strength: E
Agility: D
Speed: D (but, see other abilities)
Endurance: EX (she doesn't get tired, period. Her actual physical durability isn't that great)
Magic Resistance: A+
Magical Skill: None

Other Abilities
Gift of Tongues: As a goddess, one of the Nobilis, Chiyo can communicate with and understand every language, anywhere, ever. This is not exactly a good thing due to the nature of one of her passive traits.

Aspect: She has a basic knowledge of pretty much every field of human endeavor that isn't explicitly magical. It comes with being a goddess, you know.

[Chiyo is the Goddess of Time where she comes from, a position she inherited from her 'father' after ten years of life as a mortal. Most of her powers revolve around her natural command of time. Most effects of her powers that might automatically count as 'I win' can have the worst of their results partially resisted by a sustained magical barrier of rank B or higher due to the unique properties of the Nexus. On a whim she has given her most common tricks the collective label 'Inimical Scion of Eternity Style']

Aegis of Eternity: Most minor undesired effects are instantly reversed by her passive mastery of time. This requirse no awareness or effort on her part. Total physical annihilation, psychological domination, or supposedly-eternal imprisonment in the darkness outside the universe (or other, similar fates) takes her approximately a day to recover from. Less strenuous but still severe afflictions like being subjected to an artillery barrage or incineration might take her a few hours.

However, she can be incapacitated with the sensation of agony; her powers do nothing to prevent her from feeling the pain of her misfortunes, and she has very little physical pain tolerance.

Revelation of Unfathomed Eras: Chiyo can divine pretty much anything from the stream of time, given enough time and effort. Of course, she has to know what to look for; it only tells her exactly what she asks of it, and she isn't exactly iron clad in wording her requests for knowledge. The greatest secrets of the cosmos, and secret weaknesses of her enemies, are usually beyond her grasp with this. The former is an inherent limitation, while the latter is one imposed on her by the Nexus.

Time Seal - Foul Inheritance of the Gate: Chiyo is charged with maintaining the integrity of time. She has the power to actively reinforce the stability of time, ensuring that the infinite timelines will not intersect inappropriately, that unauthorized time travelers will be prevented from making their trip, and that various forms of sorcery and super science will not rewrite history without the permission of the gods (or, more specifically, herself).

Imposition of an Infinite Aeon: As the Queen of Time, Chiyo can make a single moment in time last longer. This is actually a lot less useful than you might think, except for the purpose of trapping someone in an unnaturally long moment. Without effort she can make a moment last up to a month. With a more exhausting effort she can fulfill the name of the technique properly and punish someone by trapping them in a moment that lasts anywhere up to a billion years.

To the outside world, the victim was only gone for a moment; most victims wind up irreparably insane after if they don't collapse into dust, though appropriate levels of shounen grit are enough to resist both side effects.

Malleable Motion of the Moment - The Flow: Chiyo can control the speed of the flow of time in a local area (approximately the size of a baseball stadium) without effort. She can do the same thing for time as a whole if she wants, but this requires an exhausting effort on her part to do more than once or twice a day. To outside observers this appears to be super speed on her part, or unnatural slowness of motion and perception compared to the rest of the world on their part, as appropriate to how she is altering time's flow.

Illimitable Architect of Instants: Chiyo can create new moments in time, usually limited to 'yeah, you ate a sandwich this morning' when you didn't eat anything this morning or 'you'll be mugged later today' when you might not otherwise be mugged today. She avoids creating anything lethal for ethical reasons, and she has to be very careful to avoid explicit contradiction of existing moments in time; the alternative is that she'll damage her own domain, and that will cause a complete mess.

Timeless Summoning: From the infinite depths of time itself she can call forth beings intimately tied to it. At the casual use level this means things like the Hounds of Tindalos or minor forms of Chronovore. At the 'utterly exhausting, use only in emergencies' level she can trigger a localized apocalypse by calling her father; she refrains from using this option because her father is a pain in the ass to deal with.

Through the Gates of the Silver Key - the World: She can stop time, like Sakuya Izakyoi or Homura Akemi. She stole the name for the move from H.P. Lovecraft and JoJo's Bizarre Adventure. Yes, really.

Ominous Odyssey: Time travel. It isn't easy, it isn't free, and it risks dangerous paradoxes if she causes two things from two different points in the same timeline to meet. She normally only uses it to visit other timelines entirely, or to frivolously abuse her cosmic power to acquire things like future video games or manga.

Weaknesses
Spawn of the Lurker at the Threshold: Chiyo cannot age no matter what applications of her power she throws at the problem. She is also occasionally haunted by blasphemous omens portending the inevitable emptiness and silence of the cosmos in the distant future, which she does her best to take with good humor and to convince other people to ignore. She's the one of the only ones who will have to actually witness it, so why burden others?

Utterances of Malice: Any subject that Chiyo refers to with speech, including herself, suffers painful but non-lethal misfortune. The universe will spontaneously generate implausibly unfortunate events if it cannot arrange for existing factors to result in misfortune for the victim. She cannot control this except by refraining from speech. Does not apply to writing or sign language.

Malignant Awareness of... oh fuck it, Time's Just an Unholy Fucking Gossip: If Chiyo's eyes witness something she will immediately be bombarded with uncontrollable visions of every possible outcome that this something (or someone) can result in. 99/100 times this means she sees an infinite variety of ways that something could be destroyed. This lasts until she can close her eyes, and persists fifteen seconds after.

My Writer is a Sadistic Bastard: Poor Chiyo, I only hurt you because you're an adorable figment of my imagination! If some bad stuff happening to her is particularly funny, I'm almost certain to let it happen to this girl. She's an immortal goddess, she can take it.

Origin: Kiyoura Chiyo is from the RPG setting 'Nobilis', where the universe is contained within a single world tree floating in a conceptually barren void. At the top of the tree are the holy lands of Heaven, inhabited by angels with no God in sight. At the bottom, around the roots of the tree, is a Hell full of native demons and fallen angels who rebelled against Heaven. Its worlds are flat and contained in sky spheres, where all things are capable of emotion and intelligence, and the modern universe defined by human science is equivalent to a computer simulation maintained by the titan, the Imperator, whose flesh that Earth is made from.

Imperators are the original existences. They are Angels and Devils, Magisters of human Light and Darkness, simplistic True Gods from the time of the amoeba, and solipsistic alien creatures of the Wild that have been 'trapped in the universe' according to their own accounts. All of them formed spontaneously from the void or from the substance of Creation, and the light of Cneph-the-Maker shines through them to refract upon the empty tableau of the void to form the universe as we know it. Each of them contains multiple Estates, such things as Existence, Meaning, Love, Hope, Despair, Gorillas, Desecration or Time, and these things only exist because their corresponding Imperator does.

They often invest one of these Estates into creatures or objects, creating beings known as Nobles or Powers, who are quite simply put gods in their own right. They command divine prowess, the substance and/or essence of their Estate, and miraculous treasures or armies of followers. These are the standard player characters, and Chiyo is a starting build.

Chiyo is the daughter of the Wild Imperatrix of Time, Space and Love, known as Attaris Ebrôt Appekā. She was sired by her in the dreams of her human mother on the plateau of Leng, and raised from birth to be one of the Nobilis when she grew up.

Sometime after she ascended to the position she kinda fell through a plot hole in the void and ended up in the Nexus; she's kinda cool with this since it gives her a chance to mess around and slack off. She would like to find her way home eventually, though.

Likes: Flowers, tea, manga, video games, cute things, the Cthulhu Mythos, action sequences in slow motion, and the dying memory of her human mother.
Dislikes: Her 'father', arrogant people, big boobs, having the ending spoiled for her, and people who insist that shoggoths and Hounds of Tindalos are uncute.

Arch-Magos Winter:
Name: Tywin Hemsfield
Race: Scion (Human)
Age: 31
Height: 6'4
Weight: 240 lbs
Eyes: Brown
Hair: Black, smattered with patches of grey, despite his young age

Appearance: Tywin is rather similar to his father in most matters, except his eyes, and his facial structure; he follows his mother in that regard. From a distance though, he'd be hard to distinguish from his father. His right arm from a bit above the wrist down is a custom prosthetic.

Alignment: Lawful Good

Charisma: B- , his charisma isn't his best feature, but he's got the strength of personality above the average of humanity

Strength: A++, like his father, second strongest of the Aesir, Tywin is capable of incredible feats of strength.

Agility: C, he's around the average level for Scions without epic dexterity, in otherwords, he's at the level of an average human.

Speed: D, he's more of a distance runner than a sprinter though

Magic Resistance: D

Magic Ability: N/A

Origin:
Spoiler for Hiden: Son of Tyr, and one of his Scions, Tywin was always destined to be a lawman. He would always be the cop in cops and robbers, was the type of hall monitor that teachers loved, and posessed an innate sense of right and wrong. Going right out of highschool straight into the local sheriff's department, he reached the US Marshals in a surprisingly short period, passing the induction trials and training with flying colors. He served in their narcotics taskforce, using his wits, and knowledge of small town America to hunt down cocaine transport routes, and meth labs. It was during a raid on the former where his true nature was finally revealed to him.

This lab was one that was relatively unguarded, and in a slight bit of hubris, he continued into the lab itself, without waiting for backup. It was a choice he'd soon regret. The drug lab owner was a massive man, fed Jotun Blood, and possessing a minor Titanspawn, a descendent of Garmr and itself had some of the blood of Fenrir within it. For Tywin it was his natural enemy, blood of his father's likely doom in Ragnarok and of the source of Tyr's title - 'The Leavings of the Wolf' - that he held in honor alongside the name The Lawgiver. The man himself went down with half a magazine of .40 S&W pumped into his chest, but the titanspawn itself would not go down like that. Biting the hand holding the pistol off, Tywin killed it by strangling it, a feat of strength worthy of the Lawgiver himself. Afterwords, while recovering from his wounds, he met with a strange man in the hospital. He looked similar enough to Tywin in a way, yet different enough to be a stranger, noticeably with hair that looked almost like feathers. The man passed him a package, without a word, disappeared.

Inside was a prosthetic hand, and a letter. The letter itself introduced him to his own heritage, penned in the odd scrawl of his father (Tyr's writing hand had been his right), and with an additional post script by his grandfather - "Use this hand better than you used your last."

Tywin has been using the Marshals to help track down Titanspawn and locate Scions of multiple pantheons for his Grandfather ever since, bringing justice to those who violate the laws with a now divine agenda.
Other Abilities:
Spoiler for Hiden: Tywin's intuition and sense of justice are both beyond measure. His blood gives him access to the strength and wisdom known of Tyr, and some of his endurance as well - though Tywin's is more mental than his father's combination of emotional, mental, and physical resilience.  Tywin's grip - in both his hands - is immensely strong. He's more than capable of crushing bone and flesh alike with just a comparatively light squeeze if he wishes. This is something several titanspawn - and fugitives - who thought they had the drop on him can attest to. His training as a US Marshal has taught him basic firearms skills, and how to use his fists and baton in a fight as deadly weapon. He's far better at tracking fugitives though, and practically immune to ingested poisons, and can eat just about anything that could provide a measure of sustenance and survive just on that indefenately. He can also heal extremely rapidly. Tywin's also capable of deciphering a crime scene with a single glance.

The Right Hand of Tyr - Tywin's Birthright; a masterfully crafted prosthetic hand. It functions practically identically to the one that Tywin lost, though the sense of touch is dulled, and has several runes on it, namely those signifying Tyr, as decoration. Originally intended for Tyr, but when the wound of Fenrir proved impossible to mitigate, put in storage. Odin's ravens see all in regard to his Sons and Grandsons, and he could see the strands of fate that would lead it into the hands of others. The hands old guardian, a lawgiver from the ancient nation of Geatland, is also fond and protective of  the hand, serving as an advisor to Tywin in times of need. The Hand itself has several interesting properties, giving him an access to some of the abilities demanded of Tyr, - namely that as the guard of of Fenrir, to keep the great wolf from escaping his bonds for a third and final time.

Purview's:
-Justice: The Justice purview is one that is explicitly held by Tyr, as the lawgiver. As such, his scions share in this power, to extents. Tywin's affinity for Justice grant him several powers.
The first boon of Justice aids a Scion immensely in determining guilt, one of the foundations of meting out justice. When she confronts someone she suspects committed an injustice and accuses that person of having done so  the Scion can intuitively tell whether the suspect is guilty as charged, regardless of any supernatural attempts to avoid this. When a Scion knows that someone is guilty of an injustice but she lacks either the evidence to prove it or the leverage to make him admit it, she can rely on this second Boon instead. To use it, she accuses the guilty party of the injustice (be it in person, in a letter, over the phone, via skywriting…). The accusation causes the victim to periodically hallucinate like Macbeth or his wife. These hallucinations occur randomly, torturing the guilty party with the knowledge that justice hasn’t been served. They also render him unable to regain Willpower. The effect lasts for a number of days, or until the offender makes fair amends, or until the offender confesses his crime to someone who can force him to make fair amends— whichever occurs first. The third Boon can protect an innocent victim from suffering someone else’s due punishment. The Scion cries out against the injustice—a simple “He didn’t do it!” will suffice and spends the Legend and Willpower point. Doing so, she renders the next action that would inflict harm on the innocent victim completely impotent, obviating any damage that action should inflict. Whether the victim is being stabbed by a jealous wife, shot by a firing squad, lynched by a mob, hurled off a cliff by a duped Scion vigilante or whatever, he suffers no damage from that action. For the Boon to work, the Scion must be present at the site of the unjust punishment, and the victim must actually be innocent.


-Guardian
The first Boon is simple - the Scion touches a person, an object or the entrance to a location and lays a mystical brand there that marks that subject as being under her protection. Thereafter, whenever that subject is in physical danger, the Scion receives a reflexive intuition to that effect. The Mark also allows the Scion to keep track of the status of the marked. The second Boon activates by touching a mortal or an object, the Scion if they so wish can grant it a measure of divine physical protection. The third boon is setting up a Ward against some form of threat, but only one. It has to be specific, like Mary Sue's, or Titanspawn. While it can be pierced, it will also fade away about seven days.

Of course, use of these boons leads to a risk of fate binding, the chance of attaching another being to the legend of the Scion - for good or ill in regards to both parties.
Weakness: Attack dogs, pretty much anything that would harm a human, really spicy food (Despite his love for it... or perhaps because of it), Fatebinding an exceptionally dangerous foe by mistake.

Likes: Spicy foods, his father, justice, being a Scion, the wilderness, law

Dislikes: Those who pretend to uphold good, boasters, lawbreakers, oathbreakers, those who aid titanspawn, titanspawn

YOLF:
Name: Fuu Dawnstrider
Race: Tauren
Age: 32
Height: 8 feet 1 inch
Weight: around 750 pounds
Eyes: Sky blue
Fur/Hair: White fading to dark grey, dark grey mane and braids
Appearance: As a tauren, Fuu is a large and muscular bovine humanoid with hooves and horns, bearing an immense body covered in fine short fur and a mane that goes down from his skull to his back as hair. His fur fades from white to dark grey from the front of his torso and the back of his legs and arms, as well as his face, and his mane and braids are also of dark grey color. He wears a set of scaled mail armor of earthen and crimson tones, and carries two regular sized shaman totems on his back. He usually has a strong, amicable expression on his face.
Spoiler for Reference pics:
Alignment: Lawful Good

Charisma: D
Strength: B
Endurance: C+
Agility: B
Speed: D (B in Ghost Wolf form)
Magic Resistance: - (E against effects originating from or related to nature)

Magic Ability: B
Shamanism B: Shamans are practitioners and mystics who have a deep bond with nature and the spirits. They worship their ancestors and the elements in equal measure, acting as harmonizing agents between the physical and the ephemeral, and strive to maintain balance among the elements and mediate their eternal struggle. Shamans often act as spiritual guides and diviners. They can communicate with the spirits, and they borrow their power with respect when they need it. Unlike other practitioners of magic, shamans do not bend the powers they wield to their will. They call upon the spirits and ask for their wisdom and strength, and so receive their aid.
This grants shamans access to many and varied abilities, most of which Fuu is able to use. The elements know much, as do the souls of those that have passed away and returned to the Earthmother, and a shaman can acquire knowledge of the future and faint events from them, or even see visions of what is yet to come. They can influence the weather and see far into the distance or into time, see the spirit world, and with the adequate preparations, some can even astrally project themselves.
Fuu can also forcefully purge an enemy of beneficial magical effects; transform into the form of a ghost wolf for increased speed; and finally he can call upon two strong spirit wolves, bringing them to the world to aid him in combat for a short time.

Elemental Magic B: Shamans commune with the elements themselves, and borrow their power to keep balance in the world and hold back their primal fury against one another. Fuu harnesses the might of earth, fire, water and air to strengthen himself and directly calls upon their destructive force to tear his enemies asunder. Although not as powerful as some of his fellow shamans that directly attack with the wrath of the elements, he can do so as well, casting bolts of lightning, and producing shocks and blasts from the power of the earth, fire, cold, and the wind. His true strength, however, consists in imbuing his weapons with the nature of the elements. He can strike with the power of the storm and of molten lava, infusing his attacks themselves with their exploding force.
He may also shield himself from natural impediment by the elements, walk on water, and protect himself with a reactive lightning barrier that strikes those who deal harm to him. Additionally, he can converse with elemental spirits and summon them to his service with the help of the adequate totem. Forcefully subduing hostile elementals and binding them is also possible for a short time.

Healing Magic C: Shamans healers call upon ancestral spirits and the cleansing power of water (predominantly, although other elements can be similarly helpful) to mend wounds and cure ailments. Even though healing is not Fuu's specialty, he is still able to channel sufficient power to heal even grievous wounds; it is however, more tiring and less efficient than for a specialized shaman healer. He uses waves of healing power that can cure harm even from a distance and cycle through multiple people, and can with some effort, call down restorative rains in a small area.
Shamans are also able to heal damage to the spirit. Fuu can easily cleanse curses from one's spirit, although different kinds of negative magic effects or more complex ones are not not things he can easily purify. In the same vein, he can cleanse the body of simple poisons or diseases. And finally, in the case someone dies or is about to die from their wounds, Fuu can forcefully pull back their spirit to the body, keeping them barely alive but in a critical state for a few moments. This however, is an extremely exhausting procedure that drains the shaman to the utmost.

Totems D: Shamans are also able to channel the power of the elements through specially carved totems. These totems are the primary shaman tools used as ceremonial pieces and instruments of war, and are aligned by the primary elements of Fire, Water, Earth and Air. The totems provide the shaman with additional power, reinforcing him or helping him in some way in accordance to their aligned element. A totem of earth might shield the shaman from harm with the fortitude of rock, and one of water might heal the shaman, as one of wind might grant swiftness and speed and a fire one can spew out flames and burn his enemies. Totems are also used to summon elementals to the world to help the shaman.
Most shamans carry several of these totems, which can be of many and various sizes. Tauren spiritwalkers and ancient warriors often carried large totems which could be used as blunt weapons in addition to their other purpose. However, some totems can be as small as amulets, although most of them need to be fixed on the ground to activate.
Fuu usually carries a totem of each element on him. His fire and earth totem he carries strapped to his back and are of the customary size that must be fixed upon the ground to activate, while his air and water totem are amulet sized.

Other Abilities:
Survival Skills: As all tauren, Fuu is a huntsman and has enough survival knowledge to be considered dependable. He has above average ability at fishing, cooking with even the barest of tools, and first aid. He is also quite the master of anatomy due to being an experienced skinner.

Professions: Fuu is a master craftsman skilled in the making of armor from leathers, hides and scales. Taking advantage of what he obtains from animals and other materials, he is able to make powerful armor that provides strong defenses and also increases several attributes of the wearer. He is also mildly experienced in archeology and lore.

Miscellaneous: Fuu can speak Taurahe and Orcish, and in his travels has also picked up Common, and some Thalassian and Darnassian.

Gear:
- Earthen Scale Armor: his personally crafted set of armor which increases his power, agility and resilience, aside from offering strong defenses.
- Stormforged Axe and Twilight Smasher: a sharp one handed axe and one-handed barbed mace respectively, of distinct designs and extremely sturdy construction, made especially for him. They are weapons forged with primal elementium, solidified vestiges of the elements, and chaotic essence, attuned to channel natural forces and increase the user's power.
- Adventurer's Bag: A magic traveling satchel that can store much more than it should be able to in accordance with its actual size. A must for every adventurer.

Origin: Fuu Dawnstrider was a tauren born in one of the tribes united under the banner of Cairne Bloodhoof. A skilled shaman since young, he had already experience battle on numerous occasions even before the tauren joined the Horde. Some years after the Third War, he set out to fight for the Horde and make a name for himself as an adventurer. He participated in several conflicts across Azeroth under the service of the Horde and even fought on the other side of the Dark Portal, in the shattered Outland, although he was not among those that brought down Illidan or fought at the Sunwell against the Burning Legion. Afterwards, however, he was a major participant in marking events in history: he fought against the Lich King and his forces around Northrend as open war against the Scourge broke out, was a part of the adventurers that conquered Naxxramas and defeated Yogg-Saron, and participated in the final defeat of the Lich King himself; after the Cataclysm erupted, he helped drive back the Twilight's Hammer and Deathwing's forces in Deepholm and Azeroth, and was among the forces that raided the lair of Cho'Gall, and brought final defeat to the Elemental Lords Al'Akir and Ragnaros, and finally, he participated in the defeat of the Destroyer, Deathwing.

Along the years he also was an engaged explorer, mapping every known region of Azeroth and Outland by himself, and helped many neutral factions, becoming well respected among organizations such as the Argent Crusade, the Wyrmrest Accord, the Earthen Ring, the Cenarion Circle, and the Steamwheedle Cartel. After the cataclysm had ended, he distanced himself from fighting and cooperated with the Earthen Ring on healing the damage it had caused to the world.

By coincidence or a whim of the spirits, an elemental rift brought him to Nexus City.

Weakness: Running out of mana, being stripped of his armor (its enchantments increase his power), being weaponless.
Likes: Fighting, dwarven beer, flying on his proto-drake mount, storms
Dislikes: Excessive bloodshed, innocent and civilian brutality, overly obstinate people, Garrosh Hellscream's policies

Lycodrake:
Name: Lycodrake Aptera
Race: Dragon
Age: equivalent to 25 in human years
Height/Weight: varies, see abilities
Eyes: Greyish Blue

Alignment: Chaotic Good

Appearance: “Wolf-sized, wingless dragon” is the simplest way to describe him. Off-white-grey scales that look outlined in brown, often mistaken for a gargoyle. He has one large, raptor-like talon on each foot.

Spoiler for Hiden:
Charisma: D - it isn’t that he can’t lead, it’s just that he prefers to follow and support his allies and friends.

Strength: C+ -> A

Agility/Speed: A -> C+

Magic Resistance: C. Dragon hide is very good at resisting fire, heat, and explosive magic. Most elemental magic does halved damage. Except against Ice magic - he really, really, really isn’t good at defending against ice.

Magic Ability: Size-shifting from the size of a dire wolf/warg to size of a bus. This trades off his agility/speed for more strength but does not reduce his intelligence. However, it makes him a larger target.

He can’t breathe fire like most dragons, but he can cast simple heat magic (Ranked C ) upon his body to enhance his attacks to the point of slicing and smashing through unenchanted weapons and armor.

“Aegis”, a blessing and magic granted to him by Athena, that acts as a limited defense against weapons, magic, and abilities that would normally wound him greatly. It passively protects against paralysis and petrifying at all times.

Other Abilities: Offense-oriented fighting style “Harpe” which focuses on quickly slashing at joints and arteries close to the skin with his talons. The intention is to temporarily cripple and immobilize the target(s) in the least amount of time.

Origin: In Lycodrake’s home world, humans lived beside elementals, creatures, and monsters. In some ways, the “Age of gods” and “Age of mankind” intertwined there.

A wingless dragon in the service of Athena and her lesser form Nike, he hatched at a shrine devoted to Nike and was essentially raised there. It is theorized that he is a lesser child of Typhon and Echidna, making him a possible threat to villages, towns, and small cities should the instinct to destroy take hold of him.

He was raised at the shrine of [Athena] Nike as a surrogate son and given messenger duty across the region, mainly keeping to areas near Athens. He visited the Arena to see different sentient species compete with and against one another. He befriended djinn merchants from across the sea and often learned about the outside world from them.

He knew Nike was Athena’s “lesser aspect” but saw little difference between the two when he met with Athena. To him, the only difference was that Nike was less strict and Athena was a better fighter.

Years passed as he transitioned from childhood, adolescence and into young adulthood. News of Ares’ growing power to the west depressed Nike greatly. The change in Athena was even greater. Then the news came that Ares had gained a seat of power as “Mars” among the Roman lands, igniting the flames of war. Athena sought to protect those under her care through the least bloodshed, while Mars only wanted to destroy and paint the world in blood.

Tragedy struck when Athena faded and only Nike remained. Lycodrake had a new, two-part mission: find the source of the disturbance and locate a hero - preferably Herakles or Perseus - to help against Mars’ forces.

With the help of Marie Al-miraj, Lycodrake’s best friend, merchant, and a dual fire-and-water mage, they took the first steps in journeying out into the world.

Until, that is, Lycodrake took a golden apple to the knee and found himself in Nexus City.

Weaknesses: Ice, cold, anti-dragon anything (including thimbles), magical metals, and heights.

Likes: He likes Athena Nike, monster girls, nice dragons, nice humans and humanoids, glomping to say hello, reading and hording books.
Dislikes: He dislikes Ares/Mars, being addressed as or called a lizard, and book-burning, and losing to cheating.

lantzblades:
Name: Satoshi Alexander Emiya Pendragon
Race: Human/Dragon
Height: 5'10
Weight: 220lb
Eyes: Green
Hair: Blonde
Appearance: Satoshi mostly resembles his mother in appearance. However, he is quite a bit taller than her and possesses a firmer jawline. His clothes vary from time to time but he is most often in an old hand-me-down shirt of his father's and a pair of jeans or sweats.

Stats:
Charisma: A
Strength: B
Endurance: A
Speed: B
Magic Ability: A
Magic Resistance: A

Background:As a baby, Satoshi was bonded with a dragon by Merlin, granting him immense power. After being attacked by Gilgamesh as a child he was brought back to life by Avalon which remains inside him, granting him nigh immortality and the ability to heal others. He later discovered, after death, that his body was a construct of the fairies, thus allowing him to draw magic infinitely from the source of magic, the Island of Avalon. This cemented his nigh immortality, but also caused him to become brash and, after learning both the dangers of reckless action and the feeling of powerlessness from losing his abilities for a time, he put a block in place to limit his prana to its normal 3200 units.

After becoming a berserker upon learning the truth about his adventures, he sought out inner peace. He mastered over a dozen martial arts as well as learning to commune with the elemental spirits, before grasping his own reality marble, The Sacred Court. With his reality marble he continued his adventures, meeting many versions of the Type Moon characters due to Avalon sending him to and from those worlds. He had a final showdown with a monstrous creature and, despite dying several times in the process, returned home alive. While only six months had passed in his own world since his apparent death at the age of eighteen, for him two thousand years had passed.

Abilities:

As Satoshi is over 2000 he has lived long enough to do basically every job conceivable. While not a master of many professions, he is skilled enough to manage almost any occupation.

His major job skills, however, are in construction, smithing, entertaining, farming, vending, artistry and as a doctor.

Construction/Smithing: Satoshi particularly excels in construction and the production of items. In particular, he is an accomplished blacksmith and, because the Dragon's breath allows him to apply his innate magical state as a dragon to steel, he is capable of creating magic weapons. He is, however, against creating weapons for the purposes of war.

He is also skilled in the creation of constructs and, as the only "heir" to the Einzbern family, he has also been taught to how to produce Homunculi. However, whilst he has created the bodies numerous times he has never activated them, and the process of activation would take much longer than normal since he is not innately skilled in that part of the process.

Dragon: His soul is merged with that of a dragon, as per a deal made by Merlin. The Dragon eventually tested him and Satoshi was given full control over the innate power of fire that he possessed. Later, upon the dragon's passing, he gained the full extent of its power, granting him stronger flames and flight, as well as the ability to speak the dragon's tongue, the dragon's presence as the strongest phantasmal creature (this mainly causes animals to be docile around Satoshi but as with alldDragons it is a strong presence when active) and a stronger defense. However, the power of the dragon channeled through a human body puts an immense stress of the user, and even with Avalon Satoshi cannot sustain the power for a terribly long time. As such, he doesn't often use the flames at full force unless absolutely required.

Magic Spells: He has high grade magic spells on par with those of Merlin. Most of these spells are written down in a note book Satoshi carries with him, as he has never been able to read in Merlin's library for long periods. He has memorized only the curatives and passive assist spells such as the creation of temporary dwellings, sleep spells and barriers.

Healing: Possession of Avalon provides Satoshi with a constant healing factor. As a result, he is effectively immortal, since he will regenerate no matter the wound. His origin (Unification and restoration and, now, "self" (which is simply a lateral move that doesn't change the effect of his abilities)) interacts with Avalon to allow him to heal perfectly the wounds of others. However, as this ability is channeled it is reduced in power, leaving gaps in the range it can heal. It cannot heal others after brain death occurs, and whilst it can heal diseases like vampirism in others it takes a long time to do so, and will only succeed if the person wishes to be cured.

Fighting styles and magic weapons: Satoshi has practiced the martial arts for centuries, and learned numerous styles during his journey to silence the madness which afflicted him. However, since these skills were learnt in an attempt to find inner peace, he prefers to avoid using them in combat where possible.

Immunity to the elements: Satoshi is immune to all the elements, such as fire, water etcetera. However, this is due to a spiritual tie of communion with nature and should he anger the spirits he will have the immunity revoked until compensation is made. He is not immune to sneak attacks and the like, but his connection makes him more aware of the area around him and makes it harder to succeed in sneak attacking him.

Divine protection: The Lady of the Lake has bestowed Satoshi with her divine protection. As with Saber, this has a two-fold effect. Firstly, she bestowed upon him ability to breathe water and, secondly, he has gained heavy resistance to the common tricks fairies are known for, such as illusions.

The Sacred Court: Satoshi's reality marble, it works to create an "even" or "fair" fight. At the beginning of the fight, both parties choose a penalty to be enforced on the opposition if they lose. This penality is enforced on the losers by the RM using self-hypnosis, and therefore can be avoided, with mental effort, provided the loser is aware of this implementation. Satoshi, however, is unable to avoid the penalty due to the nature of his own internal world.

Whilst in the RM, Satoshi can create five rules by which everyone must abide, including himself. amd the environment will attack any violators, including Satoshi. These rules can be as simple as "no swords", or as complex as Satoshi is capable of creating.

The RM has two significant weaknesses. Firstly, the exact same rule cannot be used more than once in a twenty-four-hour period (rephrasing of the exact same rule is forbidden, but using alternate rules which have the same practical effect is not). Secondly, the penalty is sustained by the RM and therefore cannot last for a lengthy period after the battle concludes. for example, a rule telling someone to do something immediately is viable, however a rule like "never speak again" is not, and would only silence the loser for a limited time.

Weapons:

Sword of Darkness:  Crafted to kill Gilgamesh, it induces madness in anyone who tries to hold it from the sealed negativity in the blade. It was crafted by Satoshi using his blacksmith powers in a fit of raging madness, and exists only to slaughter the king of heroes.

Clarent: Originally Mordred's sword, Satoshi defeated her in combat and took the blade as a prize so that the sword could be purified and once again used for its intended purpose.

The Dragon's Tail: A massive whip sword made to withstand the dragon's breath used as Satoshi's main weapon in serious conflicts. Possessing three modes (sword, whip and shield), it is mostly used for battlefield control, as well as against larger foes.

The Rider Arm: Devised by Rin Tohsaka as a result of backwards engineering the Kaldostick, it causes the user to henshin (transform) into a Kamen Rider.

It can, in principle, be used by anyone with a magic circuit. However, in order to be used it must be calibrated to a specific user, and the calibration process is complex, and since it has been in Satoshi's possession for two millennia, it is well-calibrated for his usage. By default, the armament takes the form of the classic and inconspicuous belt.

Each person who changes will gain different abilities from it but they will always transform into an armored warrior with martial arts skill and a sense of justice (this sense is not always pure, it's taken from the user's own sense of what is just). Additionally, every user gains two full ranks in their stats when transformed. However, in return, the user will lose many of their original skills.

In Satoshi's case, when using the Rider Arm he becomes Rider Crimson, with a dual mode, several weapons and, as with all Riders, an awesome matching bike. However, whilst he retains his healing factor, his dragon flame and his martial arts skills, he loses his other skills.

Rider Crimson has two modes. The first is a large armoured form which makes Satoshi's (already strong) defense five times stronger than normal whilst allowing him to move at normal speed. The second is a smaller, sleeker, form which increases his speed by five times but does not affect his defence.

The armoured mode is equipped with two blasters as its weapons. Whilst it is by no means slow, it is founded on the idea of using turret fire to defeat enemies.

The speed mode, on the other hand, is a close combat, single attacker based mode. It possesses a dual-bladed sword (both on the same side of the hilt) which can split into two seperate swords.

Special attacks:

Justice blazer: This move uses the twin blasters to strike every point on the body of a single target simultaneously, destroying them.

Noonday justice: This attack uses both blasters to strike a single point, creating a massive, often fatal wound.

Justice hurricane: An attack using the dual swords at high speed to obliterate the target

Justice division: An attack using the dual sword's single form to destroy an opponent.

Burning crimson fist, the fist that destroys all evil: A Rider punch finisher which obliterates the opponent so long as they are evil. However, it does nothing to the innocent.

Fire wheel strike: A Rider-kick-style full roundhouse which destroys the target.

Twin mask: A special finisher which uses every single attack previously mentioned by manifesting both modes as separate fighters. It is extremely powerful., but causes an overload, causing the belt to lock up after the attack finishes. This causes Satoshi to lose his transformed state and be unable to re-transform until the belt is unlocked.

Weaknesses: His family. Temporal anomalies cause his body to expose his true age, thus weakening him significantly, beast masters such as Enkidu can quiet the dragon's flame, also severely weakening him, and his spells can all be countered.

As a Knight of Pendragon, the King's word (if invoked in the form "I, as king command you") is law and Satoshi cannot go against any order given by Saber in this way. As a knight, Satoshi is also required to grant mercy to enemies who request it, no matter how he feels, although this does not apply to completely remorseless monsters such as Zouken. Additionally, his past actions cause him to be forcibly cycled through the states in which he lived (child, adult, depowered adult and old man, although not always in that order) once a certain threshold has been reached for mana expenditure and injury.

Likes: His family, Doctor Who, Kamen Rider, Gundam.

Dislikes: Evil

Personality:

Whilst his immortality keeps him looking like a young man, Satoshi is actually two thousand years old. As such, he is no mere child and, while certainly the sum of Shirou and Saber and their views, he has lived his own life that is no-less balanced. In youth, he was a rash, selfish child setting out as a hero for entirely selfish reasons. After his first death at the hand of Angra Manyu he merely changed his attention to amassing strength, rather than regretting his actions.

Slowly, he continued to adventure and learn his weaknesses and how to accept or defeat them. With his final adventure he learned his final lesson. Heroes must exist for a time, and only a time, lest heroes become less special and hope diminish in the world at large.

To put it simply, while he is a hero to be a hero, he doesn't solve problems the way you might think. Defending the defenseless, sure, but he's not a charity worker. For the most part, he won't get involved unless asked.

Whilst Satoshi has his own beliefs and will act on them, he will not condemn others for the time they live in. He is, however, a jovial, playful, very honest and forgiving person.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version