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SINIB:
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MissingMandible:
Armacham Technology Corporation

Overview:

The Armacham Technology Corporation (Often shortened to ATC) is one of the largest companies currently in the Nexus. heir business was originally built around providing rugged, but affordable, weaponry to the masses to protect themselves from the various threats the Nexus might bring in. Over time, the ATC either branched out into or bought up preexisting corporations in the various fields of energy, computer hardware, vehicles, medicine, and security services.

The ATC brand is a common sight on the streets.  Many district chiefs arm their guards with Armacham weapons, and others still make out contracts to utilize Replicas as a policing force. The ATC even has direct control over several districts. To say that they have their fingers everywhere would be an understatement; one could argue that they are an integral part for the continual functionality of the Nexus, providing the pocket dimension with the means of preventing full on anarchy.

That is not to say that the ATC is a benevolent force. This is the Nexus, afterall; the entire city is the very definition of dog-eat-dog, and Armacham has more than a little blood on its hands. The ATC is anything but ethical, believing that the ends always justify the means, caring little for those they step on on the way. And with a corporation that has so much clout over many districts, it is easy for them to sweep the evidence away. More than a few whistleblowers have mysteriously disappeared alongside their their proof.

On Weapons:
Spoiler for Hiden:    What he Armacham brand is most well known for. ATC weaponry is famous for dependability, yet affordable to nearly anyone in the Nexus. Not only do they offer a range of guns, they also provide a variety of ammunition types, scopes, and attachments for the variety of needs for the consumer.

However, not all weapons are suitable for every citizen of the Nexus. Some just have too much of a kick for a normal human to safely fire, while others are too powerful to be trusted with the average joe.

Weapons marked with an “*” are sold only to organizations, district chiefs, and the Elites

Weapons marked with an “+” require the user to have the strength of “Amazing” to use both effectively and safely

Sumak RPL Submachine Gun:

Rounds: 9x19mm parabellum
Ammo Types: standard, hollow-point, incendiary, cold iron jacketed, silver-tipped special
Magazine Capacity: 50
Select Fire: Semi-automatic, Burst (5 rounds), Automatic
Strength: Small Arms Fire
Info:
The Sumak has gained a negative reputation in recent years due to its heavy usage by gangs. Still, it is a common sight in the poorer districts due to how cheap it is while still providing decent firepower to the table.


Andra FD-99 Submachine Gun:

Rounds: 5.7x28mm
Ammo Types: standard, hollow-point, incendiary, cold iron jacketed, silver-tipped special
Magazine Capacity: 50
Select Fire: Semi-automatic, Burst (5 rounds), Automatic
Strength: Small Arms Fire
Info:
The new face of district security, the FD-99 Andra is highly regarded among law enforcement circles. More accurate than the Sumak, yet retaining the smaller size for ease of use in the cluttered city environments. A popular choice for up-armed police units.


Rakow G2A2 Assault Rifle:

Rounds: 5.56x45mm
Ammo Types: standard, hollow point, cold iron jacketed, incendiary, silver-tipped special
Magazine Capacity: 45
Select Fire: Semi-automatic, Burst (3 rounds), Automatic
Strength: Military Firearms
Info:
The G2A2 Assault Rifle has become the face of Armacham. While not the most accurate rifle out there, it does boast durability; a person can drag it through mud or drop it into water and it will still be able to fire with little drop in performance. It is often joked that the gun will always outlast its user, both on the battlefield and on the mantle.


Baksha ASP Rifle:

Rounds: 5.56x45mm
Ammo Types: standard, hollow point, cold iron jacketed, incendiary, silver-tipped special
Magazine Capacity: 30
Select Fire: Semi-automatic, Burst (3 rounds)
Strength: Military Firearm
Info:
Popular among Elites and SWAT teams, the ASP Rifle brings accuracy to the table while maintaining low weight and ease of use in interior environments. Bullpup design requires some getting use to, due to the magazine weight being at the back of the rifle instead of between the operators hands.


Obregon HV Hammerhead (+):

Rounds: 14mm Flechettes
Ammo Types: cold iron rod, silver rod
Magazine Capacity: 25
Select Fire: Semi-automatic, Automatic
Strength: Anti-Materiel Rifle
Info:
A solution to highly durable targets, the Hammerhead is a vital component to district police and mercenary forces. Rate of fire is significantly slower than other assault rifles, but that is not the point - you use this to bring down the big stuff, not for suppression or crowd control.

Note: Silver or cold-iron rods are inserted into tungsten needles like graphite in a pencil.


Vollmer VK-12 Combat Shotgun:

Rounds: 12-gauge shells
Ammo Types: buckshot shell, incendiary shell, cold iron slug, silver-tipped special slug
Magazine Capacity: 12
Select Fire: Pump-Action
Strength: Military Firearm
Info:
Military grade, pump-action shotgun. Shells are loaded into the bottom tube, moved into the firing chamber with each pump while simultaneously expelling the previous, used shell. A common weapon found in the hands of police units.


Vollmer Ultra92 Automatic Shotgun (*):

Rounds: 12-gauge shells
Ammo Types: buckshot shell, incendiary shell
Magazine Capacity: 12
Select Fire: Semi-automatic, automatic
Strength: Military Firearm
Info:
Where the VK-12 was meant for law enforcement, the Ultra92 was meant for actual combat. Being a magazine-fed and fully automatic means it can fill the air with lethal pellets faster than any other shotgun in the ATC's armory.


Raab KM50 Sniper Rifle (*):

Rounds: .50 BMG
Ammo Types: standard, cold iron jacketed, silver-tipped special
Magazine Capacity: 6
Select Fire: Bolt-Action
Strength: Anti-Materiel Rifle
Info:
In a normal society, a fifty caliber sniper rifle has no business in a law enforcement agency. The Nexus is not a normal society. Destructive rampages of monstrous creatures and malevolent entities have been brought to an end by a round placed between their eyes from a sniper perched on a rooftop a mile away.


Balzer LM10 Napalm Cannon:

Rounds: Napalm
Ammo Types: napalm canister
Magazine Capacity: 10 gouts
Select Fire: Semi-automatic
Strength: N/A (Fire does the damage)
Info:
Officially, the Balzer LM10 is used to clear trees and brush from a localized area in a controlled burn. Unofficially, certain district chiefs and their forces use them as a weapon of terror, setting fire to their enemies and setting an example to others. Armacham strongly denies using the napalm cannon in such a way themselves.


Type-12 Laser Carbine (*):

Rounds: Laser
Ammo Type: Mana Battery, Dark Mana Battery
Magazine Capacity: 60 seconds (Mana Battery), 35 Seconds (Dark Mana Battery)
Select Fire: Automatic
Strength: Military Firearm (Mana Battery), Anti-materiel Rifle (Dark Mana Battery)
Info:
The harnessing of mana as a form of energy has paved the way for many technological advancements, many of which the ATC would fight tooth and nail to maintain monopoly over. Laser weaponry is one such breakthrough. When loaded with normal mana batteries, the Laser Carbine fires a continuous red beam, while dark mana batteries produce a stronger, violet laser.


Type-7 Lance (*):

Rounds: Dark Mana Lance
Ammo Type: Dark Mana Battery
Magazine Capacity: 10 shots
Select Fire: Semi-automatic
Strength: RPG (Non-explosive)
Info:
The Type-7 Lance fires a beam of energized mana that burrows through body armor and quickly boils away the flesh of the target. Little in the way of recoil while having the range rivaling that of the KM50 sniper rifle. The weapon's main drawbacks is its low battery capacity, extreme manufacturing cost, and fragile build.


Obregon MP-50 20mm Repeating Cannon (*+):

Rounds: 20mm
Ammo Type: High Explosive
Magazine Capacity: 30
Select Fire: Semi-Automatic, Automatic
Strength: Anti-Materiel Rifle (explosive)
Info:
Handheld variant of the pintle-mount autocannon found on Armracham military vehicles. Unwieldy to use, both in part of magazine weight and enormous recoil, making it an unpopular weapon among elites and nonhuman police. Therefor, it is most readily seen in the hands of Replica Specialists who receive extensive drilling in the usage of this weapon.


Andra MOD-3 MP Multi-Rocket Launcher (*+):

Rounds: 40mm Rockets
Ammo Types: high explosive, incendiary
Magazine Capacity: 12
Select Fire: Burst (3 rockets)
Strength: Anti-Material Rifle (Individually), RPG (Two or more hits)
Info:
A unique weapon, the MOD-3 brings multiple-launch-rocket-systems (MLRS) into the hands of infantry. It overwhelms the target with a constant barrage of high explosive munitions, destroying cover and tearing entire groups of individuals apart limb from limb.


Andra SR5 Missile Launcher (*):

Rounds: 60mm Rockets
Ammo Types: high explosive, anti-armor, incendiary
Magazine Capacity: 5
Select Fire: Single Shot
Strength: RPG
Info:
Missile delivery system designed for disabling armored vehicles, felling monstrous beasts, and demolishing reinforced structures. Magazine adds weight to the weapon, but enables the user to fire off multiple missiles in quick succession, ensuring a kill.


K3-BT Grenade Launcher (*):

Rounds: 40mm Grenades
Ammo Types: high explosive, incendiary, frag special
Magazine Capacity: 8
Select Fire: Single Shot
Strength: Anti-Materiel Rifle (Explosive)
Info:
Grenade Launchers allow a warrior to lob grenades further distances than they would be able to throw otherwise. A simpler, cheaper alternative to the other ordnance weapons.


TG-2A Minigun (*+):

Rounds:5mm
Ammo Types: Standard
Magazine Capacity:  900
Select Fire: Automatic
Strength: Military Firearm
Info:
Like the MP-50 Repeating Cannon, the minigun is an infantry variant of a vehicle-mounted weapon. Aiming is difficult without the associated sighting hardware, and the weight of both the gun and the ammo backpack make sit nearly impossible for normal humans to use. But for those who can wield it can saturate the air with bullets, quickly turning enemy combatants into red paste.


Rakow AT-14 Pistol:

Rounds: .40 cal
Ammo Types: standard, incendiary, cold iron jacket, silver-tipped special
Magazine Capacity: 18
Select Fire: Semi-Automatic
Strength: Small Arms Fire
Info:
The most popular gun in the Nexus. Many households have at least one stored away somewhere for protection, and many police forces utilize it as their go-to sidearm.


Seegert ACM46 Pistol:

Rounds: 9x19 Parabellum
Ammo Types: standard, hollow point, incendiary, cold iron jacketed, silver-tipped special
Magazine Capacity: 18
Select Fire: Semi-Automatic
Strength: Military Firearm
Info:
For those who desire more stopping fire than what the AT-14 can provide. SLower rate of fire and a much higher recoil are major drawbacks, but many find these to be acceptable nonetheless.


MP-970:

Rounds: .40 cal ACP
Ammo Types: standard, hollow point, incendiary, cold iron jacketed
Magazine Capacity: 35
Select Fire: Automatic
Strength: Small Arms Fire
Info:
Automatic pistol that is easy to conceal and carry. It is recommended to use both hands while operating to control the recoil, but those with high strength would be able to withstand it.


N6A3 Fragmentation Grenade (*):

Shrapnel: Combination of cold iron, steel, and traces of silver
Strength: Anti-Materiel Rifle
Info:
Standard frag grenade utilized by Armacham forces and made available to Elites. Shrapnel mostly consists of steel and cold iron, though traces of silver is added in to make it a well-rounded explosive to combat the variety of supernatural beings in the Nexus.


M65 Ultraviolet Flashbang Grenade (*):

Effects: Flashbang plus ultraviolet rays
Strength: N/A
Info:
Flashbang Grenades are designed to disorientate enemy combatants, making a sweep far easier and safer. This particular model also emits ultraviolet radiation to instantaneously fry supernatural entities that are susceptible to sunlight,


M77 Remote Bomb (*):

Shrapnel: combination of cold iron, steel, and traces of silver
Strength: Anti-Materiel Rifle
Info:
Ideal explosive for setting up traps and ambushes. The bomb, once primed, is activated from a remote switch which has the range of up to three city blocks.


AT-S Proximity Mine (*):

Shrapnel: combination of cold iron, steel, and traces of silver
Strength: RPG
Info:
Mines are a controversial addition to Armacham's arsenal, mostly do to the fact that undetonated ones are rarely retrieved and become a significant hazard to the populace. However, their ability bottleneck enemy units or deny territory keeps them in production.


R3 Incendiary Grenade (*):

Effects: Covers the immediate area with burning thermite
Strength: Small Arms Fire (Immediate explosive burst)
Info:
Incendiary devices are used to clear brush. Armacham does not endorse its usage on people in acts of terror.


AP-5 Deployable Turret (*):

Rounds: Rounds: 9x19 Parabellum
Ammo Types: Standard
Magazine Capacity: 100
Select Fire: Burst (5 rounds)
Strength: Small Arms Fire
Info:
The AP-5 deployable turret was designed to temporarily deny territory as a safe alternative to land mines, while also fortifying strongholds in defensive actions. Once it expends its ammo, the machine powers down.


Ammunition:

Standard: Normal bullets without any unique traits.

Buckshot Shell: Normal shotgun shell without any unique traits

Hollow-point: Expanding bullet that causes more damage upon penetration of a soft target.

Incendiary: Bullets that burn rapidly and causes fires.

Incendiary Shell: Blankets an area with flame and pellets.

Cold Iron Jacket: Designed explicitly to counter many of the inhuman beings that live in the Nexus

Cold Iron Slug: Oversized bullet used by shotguns. Same properties as Cold Iron Jacket.

Silver-Tipped Special: Cold iron jacket with a silver tip. Expensive, but worthwhile.

Silver-Tipped Special Slug: Oversized bullet used by shotguns. Same properties as the Silver-Tipped Special.

VergAvesta:
The Magical Girls: A trio of girls who make their way across the Nexus’ borders. Two of them follow in the wake of the King of Greed, usually hoping to defeat it. However, while it is rare all three have gone on a rampage at once. Thankfully, their movements remain on the ever changing edges of the Nexus, so the scale of their destruction is usually kept in check. Their mutual enmity also means that they generally end up stalemating each other.

The King:

“In the name of Love and Greed.”



Strength: Fantastic
Agility: Incredible (Heroic movement speed)
Durability: Fantastic (Godly amber)

A girl preserved in what appears to be pure amber, the King of Greed is by far the most hostile of the three Magical Girls. When she awakens, she and the crystal transform into a massive, bloated yellow fish large enough to swallow a car whole. When this form is defeated she returns to her original frozen state. If disturbed while in this state she can immediately revert, which makes continued hostilities an issue.

All Devouring: The mouth of the fish may extend wide, but its properties are variable. Anything that it swallows will be lost, trapped in an endless void within the beast representative of the King’s own greed. It can consume magical and supernatural attacks, swallow in air to drag opponents in with Incredible force, and even devour space. This final move is its primary means of mobility as it is otherwise capable of little else than turning around.


The Queen:

“In the name of Love and Justice!”



Strength: Incredible
Agility: Fantastic
Durability: Incredible

The most helpful and stable of the three magical girls, the Queen of Hatred wield her mystical powers in the defense of others! Her powers are most grand in this respect, allowing her to erect stationary heart shaped barriers of Heroic durability. Her blasts and beams clock in at about the same power as her strength, but she can sustain those beams and apply constant damage. The Queen is also capable of teleportation, using it to immediately arrive at scenes of trouble in a flair of beauty and light. The range is about 30 meters and she can use it once every few seconds. With a rather lengthy chant she is capable of performing a powerful purification beam as well, This blast requires rather lengthy chant, but when fires its power scales to the sins of each individual hit by it.To someone who has killed many, wronged many, and does not regret it, the beam hits at heroic, but for those pure of heart or incapable of morals in the first place it just washes over them.

If placed under significant mental strain the Queen will be impaled by several lances of pure magical energy before transforming into a large pink serpent. In this state she loses the ability to conjure her defensive barriers and her special beam, exchanging them for consistent firepower. The blasts and beams are elevated up to Fantastic and require no chants. However her teleport is halved in distance and the duration between uses is extended. Upon death she will revert to her original form, unharmed but unconscious.

The Knight:

“...”

Strength: Heroic
Agility: Heroic (Incredible movement speed)
Durability: Heroic



At one point the most powerful of the Magical Girls prior to the advent of Greed and the distortion that was Hate, the Knight of Despair is accompanied by her arsenal of black blades. She fires the multitudes of blades at Heroic speed and they cause no physical damage but will pierce any thinking foe. Immediately their body feels both numb and heavy, a sensation that emanates from the area where one is wounded. As more blades strike home the feeling becomes worse and is accompanied with a degenerative mental effect. Soon every movement turns into a titanic struggle of wills, despair, hopelessness, and overwhelming tiredness crush the victim. Then the Knight simply tears their head from their shoulders as they struggle to keep their eyes open. Only beings of absolute will or singular emotion such as the King of Greed can resist more than a dozen of the blades without breaking down in utter despair. With time they can awaken from such a thing as the effects weaken with time, but that depends on the person in question.

The other ability left to the Knight of Despair is her weathered pride, her will to protect others even if they will never know her. Those that sympathize with her, even in the state that she is in, can awaken this ability. She veils them in blue light, reducing the damage that they take from any attack by two ranks and providing a massive barrier against mental interference and telepathy. This lasts several hours.



Notes: The Magical Girls are as much set pieces as they are bosses for PCs to tangle with. Not only can they be fought but some can be spoken to and with telepathy all three of them can to a greater or lesser extent. One can also explore the destruction left in their wake, the mysterious magical girl gangs that rise amidst the wreckage, and the rumors that the King of Greed chases after their creator. Their importance is primarily as plot hooks. But in terms of pure combat it is completely viable for less powerful PCs to fight them. Combat is rarely in a white room, and the Magical Girls can have already been injured or weighed down by the Knight’s despair. Flexibility is the main point in this.

Examples:

Magical Girl Gangs: Having sprung up recently amongst the devastation left in their wake, very few of these little girls actually act their age. Many of them appear older, several leading groups and organizations with their cute but shockingly potent powers. Some can conjure weapons to form firing squads out of thin air or arm entire groups, others using good old blasts and beams to crush their foes, and some supercharge their own bodies using magic for terrifying effect. Most seem relatively grateful for their new powers, although there have been certain issues regarding some. From here scenarios such as Arcana Matrix can be discovered.

Arcana Matrix: Either through independent research, encounters with the gangs, or the powerful royalty of the Magical Girls, the PC has discovered the existence of their creator. Rumored to be powerful beyond belief through her possession of a mighty familiar, one can seek out this character to find out the truth… or perhaps become a magical girl themselves.

yinsukin:
Court of pain

Goal:  The goal of this cult is fairly abstract.  In essence, this organization seeks to inflict the ultimate pain on the people of the nexus.  What this has meant has varied from leader to leader over the years.  However, each plan has resulted in the slow accumulation of power over the years.  While not as powerful as major factions like the police, government or even some corporations, this cultist group can be trouble, no matter how powerful you are.

Authority hierarchy:  The cult operates on a sort of meritocracy where the one who can inflict the most suffering on an individual is seen as the greatest leader.  In practice, this results in leaders who are not necessarily the strongest in terms of physical ability or destructive power.  In fact, a few of the low level grunts are actually capable of going toe to toe with the Nexus’s strongest residence.  Instead, the top members of the cult tend to be those with strong sensory based abilities  Illusion magic, robbing someone of their strength, psychic attacks, emotional manipulation: all excellent examples of the types of abilities that these people wield.  It is also worth noting that many members have no special abilities at all, just the passion for pain.  It is just difficult to rise through the ranks without some sadistic talent or ability.

Influence:  This cult is one of the biggest in the Nexus, with its influence varying based on the district.  In some places, this movement is second only to the police chief.  In others, they are treated as less than worms by the districts citizens.  One thing is for sure, they are a persistent bunch that cling to power.


Kotomine_Rin:
Salvation


Goal: Salvation is a religious cult and secret society on the Nexus which secretly seeps into many branches of society as part of a conspiracy. Following something often called "The Will of The World", they dedicated to establishing a new, incorruptible world by any means possible - even if it means killing the vast majority of humanity.

In many cases, Salvation could be thought of as a terrorist organization because many of them have a "kill all of the non-believers!" philosophy. Many districts consider them to be terrorists, as they have committed acts of murder in order to silence those who know too much.

Scope: Following the "Will of The World", Salvation has amassed approximately around 8000 to 10 000 followers scattered throughout the many different districts, with various mundane occupations and a few notable higher-ups even leeching their way into politics, finance, education, corporations, media, entertainment, etc. For example, Salvation has a strong influence on CHEIRON pharmaceuticals, being one of their primary sponsors through indirect affiliates. The Myrmidons are the most elite members of Salvation, who act as its military branch.

As a secret society, their members (few of which are in influential positions of power throughout the world, others bribed with the promise of power and immortality as a superior being) attempts to keep its existence as hidden as possible, and members who are questioned deny involvement. They even use brainwashing and hypnotism tactics and use tools to manipulate the memories of those who join up in order to cover up Salvation's existence. They were believed to have been eliminated many, many years ago.... but they have started to resurface in a string of strange events. Told to wait for generations, finally, after all these years, they finally put their teachings into practice once more. The assault on Halloween Town was but one of them, but many gang territories and slave markets were also burned down to ashes, and there are rumors that even the assault on Halloween Town was a ploy set out by one of their Myrmidons.

Doctrine: Among many different supernatural abilities, granted to them by their "God", they claim to have the gift of prophecy, following the path set out for them. Whether it is true or a delusion, it is unknown. Their teachings were considered too profound for ordinary people to understand, but the core ideas (doctrine) were to separate one's self from worldliness, to destroy greed, free themselves of lust, and divorce the soul from the body in order to cleanse and purify it. Salvation also adopted a "survival of the fittest" mindset and eliminated the weak and only the fittest (the chosen ones) survived. They tried to create a world without conflict where only the chosen ones resided and succeeded.

Those who followed their teachings with discipline and devotion would be reborn as a "new race", in an equal world with no war, conflict, poverty or starvation. They aim to do what they thought was needed to be done to bring them closer to the new world that was promised, as a chosen immortal people with the powers of Gods. Their highest members are not even humans, instead of something closer to perfect organisms, with abilities drawn from what they call "The Old World". In order to be initiated, they must integrate a piece of the original founder in their own flesh, as to become one with their God.

Ability: While normally even the more powerful member is no challenge to fight on its own, as most of their powers are at best at the incredible range (an exception, as they are usually not specced for combat but reconnaissance) they are incredibly stealthy and underhanded and use every tool in the book in order to reach their Lord's wishes. They are also extremely difficult to kill, having something close to regeneration but far more twisted. It takes a lot of punishment to take even their lower members down. On the other hand, it is rumored that their higher-ups are truly immortal.

THE MYRMYDIONS

Salvation's specialized military branch. They deal in assassination, reconnaissance, and direct warfare. They aim to do what they thought was needed to be done to bring them closer to the new world that Salvation promises. There were some people that might call them terrorists. For a Myrmidon, first, they have to be raised with the teachings of Salvation from birth. Next, they have to be chosen to join the ranks of the elite and achieve great things.

The Myrmidons believe that those who follow "The Will of The World's" teachings with discipline and devotion will be reborn as a new form of being. Only this new species would be able to live equally, in a world without war or starvation for eternity.

Working closely with CHEIRON, they researched and invested in cloning so that they could create the new species as foretold, vessels that could host the power and will of their God. They went as far as to abduct a team of scientists from a research facility and managed to have them create the first ten human clones from the original founder's DNA and artificial uteruses. Those ten clones were the first generation of Myrmidons and were all given the same name: Vanguard. These clones shared the blood of the original Vanguard, making them more receptive to his will.

But these experiments were a failure. Even though everyone was supposed to be created equal, there were some random deviations, and other factors could influence the clone's development. The project was thus discarded, instead of focusing on making these clones adequate enough to fight for Salvation's sake.


Notable Myrmidions

Elysion - The Eye That Beckons The Destruction



Strength: Human

Agility: Human

Durability: Human

Magic: Extremely High

Willpower: Zen

The de facto leader of the myrmidons. A defective clone born with a degenerative disease, struggling to find a cure he went as far as to experiment on himself. He infected himself with a myriad of dangerous diseases that affected his flesh and soul alike, and overcoming their effects, he still could never find his frail and weakened body in full health. Perhaps that is why he loathed humans and monsters alike, who can enjoy healthy bodies. His sickness is, in fact, an old-world organism that melded with his spirit at birth.

By now, he doesn't consider his sickness a curse, but a trial from God, a disease which communicates to him alone through the festering wound in his eye. He wields powerful necromancy. The dead and slain can be risen once more by his strange forbidden sorcery. They're only half as strong, fast and durable as in their life, and have no access to their powers... but they make fine fodder. That is not in fact his most terrifying ability, but his immortality.

Elysion simply cannot be killed conventionally. Any wound, magical attack or curse launched at him will ravage his body and spirit... but almost like a disease, it will reform once more. This is outside his will or control... as if it were divine providence.

Ironically, despite his defect, he is the clone with the greatest amount of dominant genes that the founder's DNA possessed. Because of his abilities, his wiles and his status as the man closest to the founder, he took upon himself to lead the Myrmidons as the perfect successor, in the absence of their true leader.

He also possesses a medallion containing a gauntlet's silver finger. This relic is powerful, and lets him unleash very high... even extremely high levels of lightning from his fingertips. This lightning is cannibalized from his soul... but thanks to his immortality and the fact he is already in near-constant agony... he really couldn't care less. It is also a gift from God.

Elysion has the rare gift of consumption for the sake of his powers... but this consumption draws inwards, cannibalizing his own spirit and self. At the same time, his immortality restores it, albeit warped. This eternal cycle is in a way yet another gift from God.

Intimacies:

Greater Cause: To bring about a new world.
Greater Principle: "The Will of The World is nature's providence. Those who go against it are rebels and must be purged."


Indra - The Children of The Night



Strength: Heroic

Agility: Heroic

Durability: Fantastic


Magic: Very High

Willpower: Zen

A collective rather than an individual, it is a melded reject of countless failed clones, infants that melded and merged together to form a stronger.... greater sum than any of its individual wholes. And yet, its heart was always empty. It yearns for something more, to be closer to its own ideal self. It adores battle and war and constantly seeks to crush strong foes. Its said that it uses some kind of connection to assimilate the knowledge and memories of old warriors... and incorporates them into his own martial skill. Basically, he is a chimera of over a million warriors, all forgotten children of devastating wars.... now forgotten to time itself. Due to this strong sense of self despite being a collective, it was able to harness a gift that made it closer to its founder than any other. It consumes the weak willed souls of the warriors it kills, and uses them to sustain itself, and can use them to regenerate superficial wounds quickly or slowly heal deeper ones in a matter of hours... or even days. 

Its not only the soul's energy that it will consume, but its memories and experience. However, souls of Zen and beyond can sustain their individuallity, influence him in subtle ways... and perhaps even tear out of him in time.

So long as they die fighting.

Ultima. An ability that is destruction incarnate. By ingesting large amounts of energy, he then releases it all around him as a destructive heroic explosion that grinds everything around him to dust. A blinding light of God.

Intimacies:

Lesser Cause: To fight a truly strong warrior.
Lesser Cause: To bring about a world where only the truly strong exist.
Lesser Principle: "This world must change if it is to evolve. Such is the Will of The World."
Lesser Tie: Nidhogg (Hate)


Ana - Beast of Delusion




Strength: Incredible/ Fantastic(Can reach Legendary strength in bursts if fused with her creator)

Agility: Incredible

Durability: Incredible/ Fantastic

Magic: None

Will: Average

Salvation's most recent myrmidon. However, in an extremely controversial move, she was actually brought in as one of them despite not being a clone at all. A complete outsider, she was brainwashed and corrupted against her will and reconstructed into one of them through forbidden magics. Because of this, she is shunned by everyone else in the organization... save her sire, who genuinely views her as a daughter. Her loyalty to the organization... no, her father.... is utterly unshakeable. And yet, sometimes she sheds tears, for no reason at all. How truly strange. No, she must not think of these things. Following orders diligently is enough. 

She had no magical affinity in the slightest, and her soul was nothing special. But her physical potential was quite exceptional, nothing less could be expected from a monster plucked from the Hallow Queen's court... the Halloween Town. If the Queen were to face her... the consequences could be monstrous for Ana's psyche. If she absorbs enough organic biomass, she can use it to repair herself. This gives her a healing factor that's nothing to scoff at, which potentially heals most wounds in a matter of seconds, but grievous ones might take a bit longer, and she needs to reattach her limbs so regrowing them entirely isn't really an option.

She also will die if both her head and heart are torn off and crushed. When merged with her father, even partially she becomes even stronger... and can even reach legendary power in her strikes if she is hooked up to a powerful source, at the expense of her body's structural integrity and ultimately her life. Because of this, it's better if a powerful healer was also present in the case of such a fusion, to make sure she doesn't break down.

Intimacies:

Greater Tie: Her father (Paternal Love)
Lesser Tie: Serana (Dutiful Love)
Lesser Tie: Halloween Town  (Nostalgia)
Lesser Tie: Hallow Queen (Sorrow)
Lesser Tie: Salvation (Fear)


Nidhogg - The Thousand Changes (Picture is a path)



A mere vessel. A defective clone of the founder, who managed to still connect with the will of the world. At least, so he claims. If one would analyze his genetic code, he would indeed be the closest to the founder, even compared to Elysion. And yet, his behavior, personality.... everything he says or stands for is a pure insult and assault to the organization. be the truth, outside his cute daughter, no salvation member seems to like him. Every time he's nearby, every time he speaks, a sudden feeling of unease fills their hearts. It's as if there was no real way to tell what he was truly thinking if he was even on their side at all. In fact, the only reason he was chosen was for his strong abilities and only as a temporary replacement. Because of this, he has very little power or influence, and only acts as a direct weapon when necessary. But all is not as it seems.

During the affront in Halloween Town, he was also shot and seemingly died... only to reappear once more in the campus town. One might be mistaken to believe that that bullet was instead some kind of relic... or message. Currently, he is tasked with spying on the elven queen and enable her rise to power, to turn her into a tool to Salvation's ends.

Oh, if only they knew. Perhaps they shall be her puppets soon enough.


Tanathos - Vanguard of Apocalypse (Deceased, killed by Nidhogg)

His corpse is somewhere deep within the depths of the forest.

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