Dark Side of the Moon

Cross Effects => Cross Effects => Topic started by: SINIB on April 02, 2018, 08:17:38 PM

Title: Character Sheet Thread(Depreciated)
Post by: SINIB on April 02, 2018, 08:17:38 PM
Name: Tsumiko

Race: Lesser Grail

Age: Nine years old, although her body looks to be that of a young teenager's.

Height: 1.67 meters

Weight: normal

Appearance:
(https://i.imgur.com/qW85NgM.png)
(https://cdn.discordapp.com/attachments/177967917923565578/469235431498579978/tsumiko.png)



Her left arm is darker and longer than the rest of her body, and is also brown, as if it were grafted onto her form from another person. She usually keeps it wrapped up in an attempt to minimize the strangeness of its presence.

Physical Attributes

Strength: Exceptional(Incredible)

Agility: Exceptional(Incredible)

Durabilty: Exceptional(Incredible)

Magic: Extremely High

As the lesser holy grail, Tsumiko has seemingly limitless magical reserves. Although it is by no means anywhere close to the levels she possessed during the grail war, it remains quite formidable nonetheless. She possesses two sets of top tier magic circuits, allowing her to craft spells of a highly destructive nature. Furthermore, due to her fusion with Shirou and Rin, Tsumiko has access to all spells in the tohsaka crest as well as Unlimited Blade Works. She can also do many various other bounded fields using both Rin's and Sakura's knowledge, as well as many other miscellaneous spells.
Sakura’s Magic
Shadow Magic
Sakura’s innate magical talent is an incredibly rare one, possessing the affinity to manipulate the Imaginary Abyss. This allows her to access a parallel world known as the imaginary numbers space and manipulate it at a whim, only limited by the output of her magical energy.

Using this, she can consume all mana in an area by creating a fetid mist, or nearly instantly drain a powerful mage with a touch of the shadow. Furthermore, Tsumiko can travel between two shadows, using them as portals, and even plan ambushes from inside of it in order to plan her next move. She can allow other people inside of it, and controls the point of entry, location, essentially everything while inside of it. Furthermore, she can use this affinity to fight more effectively against spiritual entities. Her shadows can act as portals, absorbing physical objects and only being destroyable by supernatural means. Most objects and attacks simply pass through the portal and/or are instantly decomposed by the voracious nature of her absorption magecraft, or pass through it and come one from a different direction.

Tsumiko can generate shadows anywhere within her line of sight, or the line of sight of her shadow, which she can retract and expand freely, limited only by the nearly infinite font of mana she is connected to. She can manipulate the shadows freely, some examples of manipulation being creating shadowy, otherworldly shadow giants whom share the properties of her magic, filling her shadow with mana until it explodes with extreme force capable of breaking through even an nearly impenetrable defense(although charging it up to that degree would require too much focus and time on creating it for it to be a viable attack in combat), creating small beads within her line of sight which can explode into a hail of spikes capable of driving through human flesh, among many other manipulations.

Her shadow moves at otherworldly speeds(fantastic), and she can generate it anywhere in her line of sight, making it an extraordinarily powerful tool. Its main limitation is mana usage. While her source of magic is infinite, her control is not, and she can only manipulate a certain amount of mana at one time.


Matou Magic
When Zouken infested her with the crest worms, it not only gave him a way to control her, but also burned the Matou crest into her, giving her access to the full repertoire of the Matou bloodline’s spells. Because of this, she has a great deal of knowledge about the art of binding,absorption, and familarcraft. She can also send out a bolt of magic that will, assuming it connects, drain the target of a decent amount of their mana. Furthermore, Sakura possesses a myriad of other spells as well that have various effects.

Another big feature of their brand of magecraft is the usage of familiars, specifically bugs in particular. She has a legion of small bugs, ants, bees, hornets, spiders, and many others, at her command, which she can replace by growing them using nothing but her own prana.

Rin’s Magic
Rin’s family, the Tohsakas, specialized in the transfer of energy and gem magecraft. She can transfer her own mana from herself and store it in a suitable outside vessel for later use, usually an expensive gem. The spells stored in these gems can be extremely powerful and can be any spell she can cast, making this a very powerful ability. Because of her myriad of spells she has access to from both crests, alongside her tremendous amount of mana, she possesses several very high strength gems at all times and can create them without much effort. Using Rin’s magic, she can also heal herself and others, even being capable of recreating organs from scratch provided she uses enough mana. Furthermore, she can reinforce herself and strengthen herself to straight incredibly through rin and shirou’s natural talent at reinforcement.

Rin possessed a fair few attack spells as someone with the average one affinity, which means she can use spells from all  five of the great elements. However, her favored attack spell in her previous life was the gandr, a finnish curse which makes people sick usually. At the levels of mana concentration, it possesses power akin to a machine gun and she can fire them as fast as one as well. Tsumiko still seems to favor this spell above her other options, perhaps unconsciously.

Shirou’s Magic

Projection: Also known as "Gradation Air", projection is the ability to materialize objects using prana, according to the user's imagination. However, Tsumiko can use a version unique to Shirou 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 Tsumiko can trace the most efficiently are swords; while capable of tracing other items, the cost in prana makes it considerably less efficient. Of course, that’s not always her greatest concern, and her definition of sword is loose enough to include many different bladed weapons. When Sakura is wielding a sword, she gains the skills and techniques the hero in life possessed, and is able to fight as if she’s a master of the blade. This also means that her strength and speed can match that of a hero whom she’s copying, allowing her to briefly demonstrate a strength and speed that she would not normally be able to dream of. Finally, she is capable of overcharging her noble phantasms with mana. This process takes a while, but it doubles their destructive power by turning the magical artifact into a magical bomb. This is one use for each overcharge.

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.

Unlimited Blade Works: Shirou’s reality marble, a world containing infinite swords. Copies of every weapon she has seen are stored there. Due to the influence of Archer’s arm, this includes copies of every weapon Archer has seen as well. Invoking Unlimited Blade Works is a lengthy process that requires several lines of chanting, making it difficult to activate the reality marble in a melee. While she remains tethered to the whims of Rin and Sakura, she will remain unable to harness the full power of her reality marble.

Regeneration
With access to this much mana, regeneration is child’s play to her. She can recreate limbs, internal organs, anything except her brain. Larger or more complex objects require prohibitive amounts of mana, however, requiring her to completely drain her reserves dry.

Other Abilities:

Unholy Abomination: Tsumiko is an impossible existence made possible. A statistical anomaly made certain. A wish gone wrong made horrifyingly real by an omnipotent wish granting device.

Tsumiko is a mistake. She firmly believes in this undeniable truth. The circumstances in which she was born serve as undeniable proof of such. An abomination of nature that should not be. In her home world, she has been attacked many times for "Sakura's" actions, and she has managed to kill everyone who came for her.

Her body looks fairly normal, except for her left arm being far more masculine and muscular(fan/fan/fan) than her right as well as being slightly longer and, well, darker. She usually keeps her left arm wrapped in bandages to hide it. She’s unaging and eternally youthful, destined to simply continue existing forever more, living out her sinful existence. Still connected to the eternal font of mana known as the other side, her mana reserves are constantly refilled almost immediately, like a tap that never turns off and never seems to run dry.

Furthermore, Tsumiko’s soul is a mess. It’s the result of three spirits being forcibly glued together and merged, smelted together by an overwhelming amount of mana. To anyone sensitive to this, she would look like a frankenstein’s monster, revolting and wrong, utterly impossible. It would seem like a chaotic mix held just barely in equilibrium by a nearly omnipotent force of the universe, but would also seem equally immutable and solid if somebody tried to interfere from the outside with said equilibrium. Her mind is a self contained world, immutable from the outside, and to interfere with her soul, one would need the divine power of an omnipotent wish granting device.

Ghosts of the Past:
Inside Tsumiko’s head dwell two people other than herself, Sakura Matou and Rin Tohsaka. These two girls sometimes work together, sometimes fight, and often pull strings to manipulate Tsumiko in ways Tsumiko herself might not approve of.

Because of her nature as a lurid combination of several people, reading her mind is difficult if not impossible for all but the most skilled. While Sakura and Rin often fight, they agree on one thing:

They do not like intruders. The two exist solely within Tsumiko’s unconscious mind, and have nearly unlimited power within it to manipulate as they wish. They can erect mental walls, block off mental intrusions with a wall of cacaphonic mental noise, and attack back against more determined intrusions, damaging their mind in return dearly as punishment for misbehavior within their domain. One would need exceptionally potent mental powers capable of breaking through their blockade, or to turn the sisters against each other in order to gain unrestricted entry. A weaker telepath may be able to force their way in to a point while the sisters are in conflict, but only exists within her mind at their lesure, seeing what they wish for them to see.

Sword Regeneration
Shirou's soul was made of swords, and his body stitched itself back together with swords multiple times. Tsumiko is much the same and given an injury being relatively minor, she'll automatically stitch herself back up passively. However, swords stitching a body back together can lead to unfortunate mishaps. If she suffers a severe enough injury, she's liable to literally explode into a mass of swords, instantly killing her. It would need to be a truely catastrophic strike, however.

Archery
Tsumiko is an absolutely perfect shot. She has a hawkeye that can see over a kilometer away when reinforced. With her near perfect accuracy, she can hit the bullseye of a target 1000/1000 times. Of course, it’s possible to dodge her shots but one can never let their guard down in a range battle with her.

Assets:
Nothing

Intimacies
Rin Tohsaka
Lesser Tie: Alcohol(Addiction)
Lesser Tie: Archer(Infatuation)
Greater Tie: Sakura(Regret)
Lesser Tie: Sakura(Anger)
Lesser Tie: Tsumiko(???)

Lesser Cause: To right the wrongs which we created
Lesser Cause: I must find my own body so I may live my own life

Sakura
Greater Tie: Shirou(Love)
Greater Tie: Rin(Love and Pity)
Lesser Tie: Rin(Unrestrained Fury)

Lesser Principle: I am a monster who tried to destroy the world.
Lesser Principle: I am no longer human, and that is fine. I am still me, which is all that matters.

Tsumiko
Lesser Tie: Thea (Love)
Lesser Tie: Archer (Parental Affection)
Lesser Tie: Swords (Abject infatuation)
Lesser Tie: Cute things (Adoration)

Greater Cause: To fix the wrongs which I created



Weakness:
The weakness of Tsumiko's body is her main weakness, as in the end, the girl’s body is ultimately that of a human. She would have difficulty keeping up with truly powerful superhumans such as servants, and the overwhelming strength of many high tier pcs.

Crippling Agony: Usually, her souls are in harmony and everything is great. However,  occasionally, the three constituent parts of her soul come into conflict for some reason, and, for the lack of a better word, fight it out. Sakura’s soul will generally regain dominance after a period of time due to the fact of it being the least damaged out of the three, and Shirou’s nearly never wins control due to his soul’s extreme degradation. However, while they’re fighting, Sakura is utterly immobilized from the spiritual agony grating at her existence as the very core of her being goes to war with itself. If this were to happen in a fight she’d be reduced to a straight exceptional girl screaming in utter agony upon the ground until it either passed or she blacked out from the pain.

Origin:
Alone. Forgotten. Abandoned. Betrayed. Hatred. Jealousy. Lust. Fear. Loneliness.

These emotions led to the events that created Sakura as she exists today. Betrayed by everyone, her love stolen by her sister and her body sullied by her adoptive family, Sakura snapped. She embraced the powers of the grail, and although her sister and lover attempted to stop her, they ultimately failed. And, upon her victory, Sakura spared them. She decided to reconcile with them, and wished upon the grail to be together forever in harmony.

The events before her rebirth are fuzzy and confusing. She possesses three sets of memories and has trouble differentiating between whose they originally were. She's logically aware of the fact that she's a fusion of three different people, but emotionally can't really comprehend being anything except she was now. Thinking back and remembering the past is like reading a book that fell into the river and was fished out. The words are smudged, some are damaged beyond repair, and they're most certainly not her memories. As far as she's concerned, her new life began that fateful day when hell poured forth from the sky and swallowed japan whole.









Title: Re: Character Sheet Submission Thread
Post by: Bern on April 02, 2018, 11:02:38 PM
Name: Lily, Blazing Demon Girl Of The West: The Heavenly Ascendant Of Embers

Race: Nature Spirit/ Succubus

 Age: 423

Height 144 cm

Weight: 42  kg

Appearance:
(https://i.imgur.com/mwxaRt7.jpg)
(https://i.imgur.com/2MDClhj.jpg)

Physical Attributes

Strength: Heroic (Incredible when weakened)

Agility: Fantastic  (Amazing when weakened)

Durability: Legendary  (Fantastic when weakened)

Willpower: Shounen Determinator

Magic: High

She’s aligned with the element of fire and therefore boasts the ability to create as well as shape it out of nothing. However she’s never been particularly skilled in comparison with most of her kind, meaning her fire isn’t very potent in comparison with the other non magical things she can do. Cool things she can do include wrapping herself in a cloak of fire that doesn't damage her own clothes and setting her blade on fire as well as make wings of fire. Her fire has fantastic potency at maximum output.

After making a contract with Elizabeth, her magical capabilities have risen significantly. Her flames are more potent than ever as well as mildly radioactive and have changed in color to a pale blue. However this sudden growth has caused her to lose the once fine tuned control she had and can therefore not used any of her more advanced techniques anymore. There's also unholy nature to her magic now.


Other Abilities:

Unnatural Body:

Lily has no actual weak spots. This is due to her body merely mimicking that of a human, therefore none of her “internal organs” need to be completely whole to keep functioning, not even the brain or the heart. Cutting off her limbs doesn't pose much of a problem for her as they still function independently from her body and she may still control their motor functions even when severed, so long as most of the limb is intact. Furthermore her body heals much faster compared to ordinary humans, minor wounds will close in the span of seconds, broken ones heal in minutes and even entire limbs can regrow over the course of hours. To actually kill her you would have to cut her body into several pieces. Her nature as a Fire Elemental also grants her a fairly high resistance to fire based attacks.

Since being adopted by Elizabeth, she's turned into an Elemental/Succubus hybrid. and she's gained resistance to both Lightning and Cold as result.

Succubus

Devilish Delights: Even without the explicit use of supernatural powers, all succubi are incredibly attractive. They can elicit responses of arousal from others regardless of their orientation. Only the most extreme of circumstances can undermine their basic beauty - being covered in blood splatter after a fight or getting covered in mud will not hinder them, but only enhance their appeal. On the other hand, getting covered in excrement would be a meaningful hindrance.

Fiendish Charms: Succubi are in many ways selfish desire incarnate, and their dark powers allow them to share this desire with others whether they want it or not. An ordinary, average person stands little chance against the seductive wiles of such a devil, and so with a simple intimate touch they find themselves doing anything short of blatant suicide for the sake of hopefully receiving more of that attention. Stronger wills can resist this terrible allure, but even they are not entirely safe from it. Allowing a succubus to engage in intimate or prolonged contact will over time erode the subject’s resistance to the effects of that specific fiend’s powers. In time only the strongest of wills can resist becoming completely enamored with their wicked paramour.

Lily's charm, as the daughter of a demonic overlord, is fairly powerful. If she truly desires someone, and focuses her charm on them, then someone with Gritty willpower would be hard pressed to be able to resist her compulsions. For those with weaker wills, a few honeyed words can be enough to break down any mental defenses and enslave them to her will, giving them a lesser or greater intimacy for her, depending on their personal character and strength of will.


Shapeshifting: Succubi are capable of taking on the shape of any humanoid creature up to or down to the more extreme ends of the humanoid size scale. This takes several moments to do if they have a specific appearance in mind, and if they are killed they are forced to assume their natural appearance in their final moments. It is much simpler to assume partial features such as taking on different sexual characteristics, for obvious reasons.

Soul Eater: The natural desire of succubi is to consume their victims to their blackened hearts’ content. Through kissing and other explicitly intimate actions a succubus can begin to drain the life force of others, reducing their stamina and provoking them to increasingly debilitating levels of fatigue. While this is awkward and difficult to leverage in a fight against some opponents, such as armored ones, it means that succubi are dangerous to take on in a bare handed grapple and that if they don’t like you they make for lethal bed partners.

Telepathy: All succubi have an inherent ability with telepathic communication. They can freely project their thoughts to any intelligent creature within 60 feet, and be understood despite any language barriers that might exist between them. If a succubus places a creature under their fiendish charms the range restriction disappears as their besotted victim experiences the joy of being at their beck and call no matter where they are.


Unfathomable Skill:

What truly makes her stand out among her kind is none other than her skill with a bladed weapon. To say she loves sword would be an understatement. The greatest of the great are but pale imitations next to her sublime form. Calling it a form would be nothing but a misnomer however, as there is no form to speak of. Attack, defense, such terms are meaningless before her, everything she does is both yet neither. Her movements are as fluid as water, often shattering physics itself as she makes impossible twists and turns that defy her own momentum.

Her most frightening ability is to appear to be made of nothing but openings. Even to a master she would appear as nothing but an amateur who has never even held a sword before. Thus adapting to her style is nigh impossible and even people who specialize in such things will find themselves thinking they’re doing right only for 'something' to be wrong about it. Yet that 'something' will appear illusive even upon reflection on it. That's because the mere act of observing her motions is unsettling on something much deeper than a mere physical level, there's something strange and perverted about it, and trying to imitate it causes a degree of internal damage as the body revolts from the experience. Your internal rhythm will be completely upended and even a master will find themselves performing mistakes not even an amateur would.   

It is equally unwise to read her mind for the sake of ascertaining what she'll do in the next moment, as you'll find her surface will not match up to what she will be doing next. Even divining the future itself would prove fruitless as all one would see are infinite possibilities in place of her, each detailing an outcome, all of them invariably wrong.

Absolute Freedom

Lily has even broken the shackles of fate, meaning that outside interventions into her actions are no longer possible, whether this is through manipulation of likelihood or tugs at the strings of fate. She has already surpassed such trivial things long ago in her endless pursuit of the ultimate blade.

Supreme Will:

Call it sword autism or whatever you may, but her single minded pursuit of the perfection of her art has rendered her mind an absolute fortress that can stand any siege, a fortress guarded by a fierce dragon ready for its next meal, you. All kinds of metal persuasions are doomed to fail, and even a God would find it hard to breach into her mind.

When focusing her will on a single objective, the dragon roars out, devouring your existence whole. Only Determinators can completely resist this effect. Those with Zen willpower can resist this, although it might take Zen a moment longer than Determinator to snap out of it. At Gritty levels however you're stricken with massive fear akin to a Lesser Phobia, and your combat abilities take a hit unless you flee. People with Average or less willpower will fade away before her unless they leave as fast as they can, their lives will be extinguished by the overwhelming pressure that drains their will to live or outright makes their body give up.

Heavenly Administrator

As one of the Four Heavenly Kings, Lily was in charge of one of the four provinces of the Empire, more specifically the western part. It was a very large temperate area with over a billion citizens and several sprawling metropolises. Even though she was the youngest of the Four Heavenly Kings, she's still ruled this place for several decades and as such has become an excellent administrator. While never having liked the political game she's more than competent enough to carry herself in such a setting.


Assets:

Contract With Liz

Lily has accepted Elizabeth as her her lord, and agreed to serve her loyally as a vassal. She has been given temporary discretion over foreign affairs as a test by Elizabeth, and can draw upon the large reserves of Elizabeth. In exchange, she must serve as Elizabeth's bodyguard, teach Coconut, and protect her from immediate harm. It's not pretty redundant since Elizabeth has adopted her.

Nanotech Katana

She carries with her a nameless katana wherever she goes. It cannot be seen usually as the sword is bound to her soul and only appears when she wishes to wield. At first glance it looks like a regular sword, but appearances can be deceiving. It’s actually made from an extremely rare material known for being nigh unbreakable, and it’s said only a god could ever hope to break it. Unlike most materials though it conducts electricity very poorly and it’s not magnetic.

The sword actually has a bit of a will of it’s own and refuses to be drawn unless it’s with the intent to kill but on the other hand it won’t ever leave her side. Even if someone were to take it, it would mysteriously find it’s way back to her if it’s needed. 

But when wielded with intent to kill, a faint red glow covers the blade, and when swung, all that killing intent is released as a transparent wave of destruction that’s fueled by her strength. This wave goes outwards from the edge and grows in size without loosing any potency until it reaches its maximum range of 10 meters.


Weakness:

Long range combat: Her long range capabilities are bad in comparison to her close range, someone who’s quick on their feet might take advantage of this.

Holy: Lily has gained a slight weakness to holy stuff as a result of her contract to Liz.

Tail: The tail she's grown recently is very sensitive to touch and if it's tugged or pulled by someone else, she'll find herself losing up to two ranks in all stats. This feature can however be trained away over time but Lily is not aware of it yet. If it were to be cut of, it would regrow and the sensitivity would remain. The longer the tail is pulled, the longer the weakening feeling will persist.


Intimacies

Greater Tie: Elizabeth (loyalty to her lord)
Lesser Tie: Her sword (Property)
Lesser Tie: Coconut (contract, sister)
Lesser Tie: Vanilla (Mother)

Lesser Cause: Find a worthy opponent
Lesser Cause: Restoring the glory of the empire

Origin:

A lonesome spirit who traversed every corner of the world in search of treasures. She found many but there always seemed to be something lacking, something she could never find. While working on her technique could stave off this feeling it could not remove it completely, only after she joined the empire and rose in the ranks did this feeling abate.

Eventually through her contributions she ascended to the to the rank of Heavenly King, the third highest rank in the Empire, only beneath the Great Guardian General of Heaven's Providence, and His Holiness: The Supreme Emperor Of All That Is On Heaven And Earth.
Title: Re: Character Sheet Submission Thread
Post by: Cherry Lover on April 03, 2018, 06:07:29 PM
Name: Sakura Emiya

Race: Human (Magus)

Age: 22

Height: 158 cm

Weight: 55 kg

Appearance:

Eyes: Purple
Hair: Purple

(http://darksidemoon.net/pictures/Faceclaims/1OqrhCb.jpg)
(http://darksidemoon.net/pictures/Faceclaims/5982b294f12356817da77783d0cf8423.jpg)

Physical Attributes:

Strength: Incredible
Agility: Incredible
Durability: Incredible

Willpower: Gritty

Magic: Very High

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

She possesses an affinity with her birth attribute, Imaginary Numbers, as well as a limited affinity for the Matou element, water. She also possesses the Matou family trait, binding, along with her natural Tohsaka affinity, transfer of energy, although she has limited training in the use of the latter.

Jewel Magic
Due to her Tohsaka family heritage, Sakura possesses the ability to use jewel magic. Prior to arriving in the Nexus, her ability to utilise this was limited to the point of uselessness, due to her limited training and Rin’s deficiencies as a teacher. However, since she has arrived, she has begun to receive training from an expert in mineralogy who lives locally. Whilst her ability is still fairly limited, she does now possess a few jewels and can fill new ones with prana, albeit inefficiently.

Due to her inexperience, they are mostly saved for emergency situations, where she can use them somewhat like a grenade to get out of a tight situation by casting a spell at Very High rank. She is also able to extract energy from them in a non-destructive manner, albeit inefficiently, and she can in principle store lower-ranked spells in them for immediate use.

Insect Magic
Due to her training as a Matou, Sakura has some capability with the production and use of bugs. However, due to the nature of her training, she has a strong dislike of many types of bugs, especially worms and, as such, she tends to avoid using this ability.

Even so, there are some situations in which they are clearly the best option, so she has learned to put aside her distaste and make use of them. She has developed an extremely poisonous spider familiar that can kill a person inside a few minutes, which she uses for assassination missions on dangerous targets. She also has developed a swarm of hornets which will attack and sting opponents. These stings can be fatal or, if she chooses, instead they can simply knock the target unconscious, allowing them to be captured if necessary, or simply disabled if they are not a target but are potentially compromising the mission. Each individual hornet moves with incredible speed, and possesses amazing strength and exceptional durability.

Imaginary Numbers
A magical affinity unique to Sakura, Imaginary Numbers gives her access to a conceptual space known as the Imaginary Abyss. The Imaginary Abyss is a dangerous place for anyone, but is particularly dangerous for spiritual entities. Normally, Sakura's use of this magic is at High Rank. However, beings of a spirutual nature will suffer effects equivalent to an increase of one rank when attacked with a spell using power drawn from the Imaginary Abyss.

Shadow dimension: Sakura's shadow magic allows her to absorb people and items into a shadow dimension. Whilst inside, the person or item is completely subject to Sakura's whims. She can control the environment they are in, project an avatar of herself into their mind and convert anything inside into mana. Sakura can absorb a willing participant into her dimension almost instantaneously, with minimal prana expenditure, using any of her shadow entities as portals. However, it takes considerably more time and prana to absorb an unwilling victim.

Shadow control: Using her body as a base, Sakura can extend her shadow in any direction, propagating at fantastic speeds. She can also create various shadow-based entities from the base, which can then move and act independently. Each of these entities possesses a base durability of incredible, although direct attacks by spiritual entities will increase this to fantastic and, if mobile, they will move with incredible speed and, generally, strike with incredible strength.

Shadow portals: For self-defence, Sakura is able to use her shadow as a barrier, generating shadow portals which will completely absorb any physical attack, regardless of strength. Magical attacks up to Very High Rank will also be completely absorbed, whilst attacks of Extremely High rank will be severely weakened. However, these portals are essentially two-dimensional and, if struck from the edge rather than front-on, will suffer damage consistent with their durability.

Shadow tentacles: Using her natural affinity, Sakura is able to produce rudimentary magical tentacles, which she can use to attack and bind enemies. Additionally, her Matou magecraft allows her to use the tentacles to drain prana from anything they touch, rapidly depleting a person of the energy necessary to use magic – or live, for that matter. They are also capable of restraining beings up to incredible strength (fantastic for spiritual entities), resisting any efforts by said beings to break their bonds.

Shadow familiars: Using her shadow magic, Sakura can create semi-autonomous shadow familiars from anywhere on her body, or from her shadow or other familiars. These familiars will follow her basic intentions, but are capable of acting on their own to achieve those intentions, and have a rudimentary level of independent thought in this respect. To create them requires an initial prana input, followed by a small constant prana input to maintain them.

The shadows are of variable size, from very small shadows used for spying to far larger combat familiars. Their size depends on how much prana Sakura puts into them, and they can grow or shrink depending on this. However, producing a shadow giant of the size of the ones seen in HF requires her entire prana supply and, since she lacks her HF counterpart’s mana regeneration, doing so would be extremely painful and also exhausting. Tstrength can vary from amazing to fantastic depending on their size, although it is rare for Sakura to be able to spare the magical energy necessary to create one large enough to reach fantastic strength.

These shadows are also all connected to her main shadow dimension, and can absorb things into it. As such, they can be used as walls, to direct or entrap enemies, or as defensive objects that function in much the same way as the portals, with the same strengths and weaknesses.

Shadow transportation: Using her shadow dimension, Sakura is able to travel between any two shadows, including familiars. She is also able to use this ability to transport other people or items to her location or from her location to any other familiar.

Shadow blobs: Sakura can generate small blobs of shadow anywhere within her line of sight. These can be triggered at will by Sakura to fire out spikes of shadow, travelling at incredible speeds, which are capable of piercing the skin of normal humans and inflicting serious damage on them. These spikes can also be made to detach from the blob, firing out like bullets to hit anyone hiding behind a barrier. Additionally, by pumping magical energy into them beyond their limit, Sakura is able to make the blobs explode, much like a grenade.

Shadow traps: Sakura can generate almost-invisible shadow traps on the floor or walls. These function like a combination of her shadow familiars and shadow blobs, remaining in existence indefinitely, provided she is able to supply the small mana cost to sustain them, and they can be programmed to ignore certain people or to activate only under certain circumstances or in certain ways.

There are two different types of trap Sakura can create. One is an explosive trap, which acts like a remote version of her shadow blobs. Depending on the settings, these can be set to simply fire out spikes, they can be set to explode, or they can be set to do both, first creating spikes and then exploding, sending the spikes flying in all directions. The other is an immobilisation trap, which will suck in the foot or anyone who stands on it, trapping them in place. Shadow tendrils can also be created to aid in this process.

Other Abilities:

Cooking: Sakura is an outstanding chef.

Archery: Sakura is a talented archer.

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

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

Equipment:

Body Armour: Sakura wears reinforced state-of-the-art body armour into battle, designed to protect against being shot, as well as other damage. With the application of reinforcement, it is essentially impossible for a person of normal strength to pierce it, and even armour-piercing bullets are not sufficient to do so. However, a shot to the head is still capable of killing her, although self-reinforcement or dodging may protect her to a limited extent if she is aware of the attack.

Gems: Whilst Sakura is not as prolific a gem user as her sister, she does carry several prana-filled gems on her person for use in emergencies.

Weaponry: Sakura owns several different guns, which she switches between as necessary for the mission. This includes a longer-range rifle, a shorter-ranged sub-machine gun for protection against large groups of enemies and pistols for circumstances where she cannot openly carry weapons. In addition, she carries several concealed combat knives on her person, which are easily-accessible in the case of an unexpected close-range attack.

Weakness: Shirou. She loves him with all her heart, and would be utterly devastated if anything ever happened to him.

Intimacies:
Greater Tie: Shirou (Love/Devotion)
Lesser Cause: To support Shirou
Lesser Tie: Illya (Regret/Grateful)
Lesser Tie: Rin (Love)
Lesser Tie: Rin (Resentment)
Lesser Tie: Zouken (Fear)

Origin: Born Tohsaka Sakura, Sakura was adopted into the Matou family at age 4. She was in the care of the family head, Zouken, who tortured her mentally and physically on a daily basis in an attempt to turn her into a second Grail. Despite his inability to use her as he intended, the Grail War continued as normal, with the Rider-class servant Sakura had summoned being given to her brother and, then, defeated by Shirou's own servant.

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

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

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

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

Since arriving in the Nexus, Sakura and Shirou have found theirselves outmatched by some of the stronger beings, and unable to protect people as they would have liked. For a while, they were limited to bounty hunting, taking out lower-difficulty criminals, until they stumbled upon a means to improve their strength. By training in Swole City, Sakura has increased all of her parameters from Exceptional up to Incredible, making him much more able to keep up with potential opponents at close range. Additionally, she has been taking magic training, allowing her to improve the strength of her primary ability, Imaginary Numbers.
Title: Re: Character Sheet Submission Thread
Post by: Cherry Lover on April 03, 2018, 06:08:14 PM
Name: Emiya Shirou

Race: Human (Magus)

Age: 24

Height: 188 cm

Weight: 80 kg

Appearance:

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

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

Physical attributes:

Strength: Incredible
Agility: Incredible
Durability: Incredible

Willpower Average

Magic Ability: Extremely High

Spells:

Projection: Also known as "Gradation Air", projection is the ability to materialize objects using mana, 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. Exceptionally powerful items reproduced using Tracing are not perfect copies of the original and suffer a rank down, however perfect copies of more mundane items can be made. The items that Shirou can trace the most efficiently are swords; while capable of tracing other items, the cost in mana makes it considerably less efficient.

Reinforcement: Magecraft designed to push something’s basis for existence to the utmost. It is the same as adding something to an object that is already complete, therefore failure will cause the target to receive it as a poison and be destroyed. Success requires a good grasp of the inner structure to fill openings with mana. Reinforcing the purpose of existence would be increasing the sharpness of a knife, the nourishment of food, or the physical strength and durability of muscles. It is impossible to reinforce something vague. This is the one area of magic in which Shirou is competent, even able to reinforce his own body.

Unlimited Blade Works: Shirou’s reality marble, a world containing infinite swords. Copies of every weapon he has seen are stored there. Shirou is not yet aware of its existence and, as such, cannot call upon it. Nevertheless, it still exists and, given knowledge and enough time, he could learn to use it.

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

Other Abilities:

Lack of Preservation Instinct: Shirou is unusually willing to put himself at great risk of bodily injury in order to protect others, especially his loved ones. He is easily willing to sacrifice an arm, take a lethal blow to the gut, or even throw away his own life to protect others.

Archery: Shirou is an exceptional Archer, and can also trace a bow and arrow with little difficulty. He uses this in conjunction with his magic to trace and fire swords as arrows, using their properties against the enemy.

Sword fighting: Shirou has mastered the art of fighting with the twin blades Kanshou and Bakuya. Whilst he’s not on the same level as Archer, he has significant experience in their use, although rarely against extremely powerful enemies. He also possesses the ability to create and fight with other kinds of swords and knives.

Geas
Shirou has agreed to a geas with Rin Tohsaka, agreeing to never reveal her name and reasonably attempt to prevent his wife from harming her charge in exchange for a non-aggression pact between them and Tsumiko.

Assets:

Rifle: Shirou possesses a high quality, accurate hunting rifle with a high bullet velocity and an attached scope, enhanced using magecraft to make it even more accurate. With that combined with his ability to reinforce his sight, he is capable of shooting things from a very long distance.

Body armour: Shirou wears reinforced state-of-the-art body armour into battle, designed to protect against being shot, as well as other damage. With the application of reinforcement, it is essentially impossible for a person of normal strength to pierce it, and even armour-piercing bullets are not sufficient to do so. However, a shot to the head is still capable of killing him, although self-reinforcement or dodging may protect him to a limited extent if he is aware of the attack.

Explosives: Shirou has a significant stock of explosives, useful for situations which need more precision than a broken phantasm to the side of the building.

Shadow Familiar: Shirou has one of Sakura’s shadow familiars on him at all times, in various forms depending on the circumstances (for instance, a scarf). This allows Sakura to use her magic to protect him, such as forming the familiar into a portal to block incoming attacks. It also allows her to teleport him away in an emergency, and to teleport herself to his location.

Weakness: Limited sense of self-preservation, meaning that he's likely to put himself in danger to protect others, particularly Sakura. Finds it difficult to ignore those in need of help.

Intimacies:
Greater Cause: To be a hero of justice.
Greater Cause: Protect his loved ones.
Greater Tie: Sakura (Love)
Lesser Tie: Saber (Love)
Lesser Tie: Illya (Regret)

Origin:

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

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

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

Since arriving in the Nexus, Sakura and Shirou have found theirselves outmatched by some of the stronger beings, and unable to protect people as they would have liked. For a while, they were limited to bounty hunting, taking out lower-difficulty criminals, until they stumbled upon a means to improve their strength. By training in Swole City, Shirou has increased all of his parameters from Exceptional up to Incredible, making him much more able to keep up with potential opponents at close range.
Title: Re: Dropped Character Thread
Post by: Bern on April 11, 2018, 06:39:30 AM
Name: Seraph Lulu

Race: 1st Rank Angel

Age: Pre Genesis, older than Creation itself (Not really, but it's fun to brag)

Height: 156 cm

Weight: Surprisingly light

Appearance:
(https://i.imgur.com/fzDdJ6u.jpg)


(https://i.imgur.com/TGWKt6Z.jpg)


Stats:

Strength: Fantastic

Agility: Fantastic

Durability: Fantastic

Willpower: Shounen Determinator

Magical Ability: None. Magic is a but a pale imitation desperately trying to reach the light that was granted her and her brethren at the dawn of time. The light that interacts with reality on a fundamental level, one which the humans in all their squalor can never hope to reach.

While she intimately familiar with a wide variety of crafts due to her abnormally long life she’d never lower herself to actually take use of such filth personally.

Magic Resistance: Extremely High. Due to her the amount of divine essence she possess as an Archangel, any supernatural power that isn't of the highest order will falter before her.

Other Abilities:

Divine Grace: Being Seraph and an Archangel at that, she was blessed by the Divine Light of Creation brought forth by the big guy himself.

This Divine nature is where all of her abilities stem from and it’s impossible to truly hide from entities with high spiritual awareness, they will recognize her for what she is. The immense soul she possess is truly without equal, even if you were to take all the souls of humanity and stack them together hers would still dwarf it, and the same can be said for the vastness of her mind. When fully released her presence can be felt by every spiritually aware being in the Nexus and everyone in her immediate vicinity will feel as if an ocean was crashing down on them. Furthermore, all attempts at interfering with either her mind or her soul is an exercise in futility and the one attempting it will see their abilities turn on themselves.

Her divine essence also has a slight healing effect on others, the greater the quantity she bathes someone in, the more pronounced the effects are. She can in theory cure almost any disease as well as heal most wounds. However, it only affects others. Over time even limbs can regrow, although this requires her to focus it on a single person over the course of several minutes. When not directly trying to heal someone people will merely feel refreshed in her presence and tire more slowly, on the other hand directed focus prevents her from doing anything else.

 
Angel Wings: Not actually wings, It’s the ability to travel between worlds that was granted to all the Angels by The Immaculate One. It’s restricted within the trap box of the Nexus and until she figures out a way around this she can't move with as much ease as she's used to, this however doesn't mean it's lost any of its potency. Pocket dimensions and magical lock boxes are nothing more than speed bumps to her. She can bring along anyone she's touching, the movement itself is instantaneous, however it has a cool down period of a few seconds. She can also float in mid air as well as fly.

Due to the expectations of mortals that Angels are supposed to be winged beings, they long ago developed the ability to shape their essence into ethereal wings. The wings are just for show however and not really connected to their ability to fly or traverse between worlds.

Telepathy: Angels can’t just appear anywhere and everywhere, that would would just leave a bad taste. This is the true source of heavenly voices as described in the most holy scripture. She can talk directly to someone’s mind as long as she’s aware of them and can picture them in her mind regardless of distance. Any deeper thought reading or even mind altering suggestions require eye contact although she’s incapable of doing anything more than planting subtle ideas, her father was really big on the free will of Humanity

Blades of Reckoning: These are blades of divine light made from her own Divine Essence, numbering 7 in total. Since they’re infused with her essence they’ll cleave through spiritual beings and magic alike. Due to the fact that they're made of pure divine essence, the first spark, they’re naturally capable of breaking immortality as well as sundering magical forces equal to the force she's swinging with. 

These blades may be either be wielded as regular weapons but she is also capable of controlling them with a mere thought and can move them in any pattern she so desires, but only when controlling a single blade. The more blades she tries to command with her mind at the same time the harder it gets, and with all seven only simple movements are achievable. The blades strike with Fantastic force and move at Fantastic speed. They can also be employed in a defensive manner if she so chooses as the blades can easily be remade if one were to break, a single blade can be remade nigh instantly but the more she has to do at the same time the longer it takes.

These blades can’t move further than 10 meters away from her at any time or they will disappear as she will be unable to manifest their form, this does  mean that forcibly moving her away from them will result in them disappearing, neither do they follow her when she teleports to any location. Remaking new ones is a fairly fast process however a really fast opponent may be able to take advantage of that.

She can also combine the seven blades into a single one much larger than herself, this raises the strength and durability of that single blade by a full rank compared to the smaller ones.

Resurrection: Her body is a mere shell, an avatar of a greater whole that can't fully manifest in this place and destroying it will not amount to more than a temporary inconvenience. After a while she can construct a new one and return to deliver judgement. This takes some time however, usually up to a full day, so it can't be used to recover in a fight per say. The form you perceive is nothing more than a mere vessel for her divine grace and she can alter her appearance freely with just a bit of concentration.


Angel Creation: Much like her Father could produce Angels, Lulu can produce lower rank Angels. She does this by imbuing beings with her own modified version of the original Angel blueprint. This raises them above the shackles of creation and imparts true freedom. The various powers gained from this vary based on how much time and effort she spends on it, but truly phenomenal results would take exorbitant amount of time and resources.

It would take her several hours to make an Angel with Fantastic stats and any abilities on top of that further increases the time proportional to how advanced it is.  These angels however will gain all the weaknesses associated with the status of being one, meaning her own weaknesses. She can also turn any Human or other creature into an angel if they are willing to enter into a contract with her, they would gain a highly diminished version of her Divine Grace along with all the abilities related to it with the exception of Resurrection and her immense telepathic resistance.

Assets: Nothing notable at the moment.


Weaknesses:

She is weak towards anything that with anti-divinity properties, the effects does scale with the degree of mystery behind said power in question, for example some low level Buddhist monk would hardly amount to much.

Aruna: After infusing her vessel with his essence through the Haze spell, her own Grace have become in tune with the metaphysical frequency of his magic rendering her supernatural resistance null against anything performed by him.

Intimacies
Lesser Cause: Enlightening Humans
Greater Cause: Protecting the freedom that He bestowed upon them.

Greater Tie: God (Father)
Lesser tier: Aruna ("Master")

Origin: Nothing to see here folks, just a traveling lowly Angel spreading the word and love of her creator, one believer at a time. The supreme Deity is a real slave driver which is why she decided to take a nice long vacation to this place.

That's totally why she came here.
Title: Re: Character Sheet Submission Thread
Post by: Kotomine_Rin on April 15, 2018, 06:38:01 AM
Name: Shinji

Race: Undead

Age: ? ? ?

Height: 170 cm

Weight: 80 kg

Appearance:

(https://i.imgur.com/8yONRVa.jpg)

Physical Attributes

Strength: Incredible

Agility: Fantastic

Durability: Incredible

Willpower:
Gritty

Magic Scale: Very High

Thief's call: Allows the user to attract something the user is aware of within a 20 meter radius, or alternatively attract himself to said object. He can snatch people’s purses, snatch a weapon and drag it to his hand and pretty much grab anything he sets his sights on with up to heroic speed and strength. Of course, you can try to keep em, but you're gonna be dragged along as well. He has a liking and good affinity for metallic objects, so his thievery focuses on that. It doesn't mean he can't snatch, well, pretty much any other kind of object, more than it just won't feel the same to him. Once he grabs it, its not like he can use some stolen trinket like he's the original owner. But that shouldn't stop him from whacking you in the face with your own sword. He can also interrupt the grab, which will cause whatever he's stealing to lose momentum and drop.



Other Abilities:

Immortality: Due to a curse, Shinji is incapable of dying or aging. As he puts it, it’s a real pain in the ass, but it does let him regenerate from wounds that should finish him off in seconds, recover limbs in a minute(or instantly reattach), and survive virtually anything as long as he has body parts left. Even if he does get turned into cinders, his body will still reform, though it’ll probably take a long while in cases like that, maybe days. Of course, if there was absolutely nothing left, that’d be a different story…

Wounds to the brain will still knock him out for a bit, depending on the severity it can be at least until it heals off.

Killer Fist: Shinji throws a mean fucking punch. He isn't a graceful kung fu master or anything, but he’s picked up more than one share of fighting, and relies on his honed instinct to beat the shit out of scumbags that look for trouble.

Death Blow: By flexing his muscles, they bulge and pump around his limb to the point his arm nearly breaks, tighten like a vice and release with fantastic power for  up to a couple of blows. When charging this "powerup", a red aura envelops him.

Sneaky: He can also be surprisingly stealthy, to the point even those with supernatural senses would have a hard time noticing his sleigh of hands or detecting him as long as he didn't take aggressive action. He ain't a killer or anything though. The reason for that is that the curse literally tore the soul away from him. He basically has no presence, not even a shadow or a reflection.


Equipment:

Sinner's hatchet: A demonic short axe as black as the night. He doesn't like to use it though, cause it makes him look like a bad guy. It carries the weight of his crime, since its the axe he used to cut the dark flower. Because of that, its tied to him in a way no other weapon could, and he can have it come flying back to him at bullet speeds from the other side of the city.

Magnum Shotgun: It's a big gun. Custom made with piercing shots that punch and lodge into steel plate before exploding with shrapnel. Taking a shot from that thing at point blank is like getting hit by 12 incredible blows at once, and that is BEFORE they explode again.

Twin desert eagles: Exactly what's advertised.

Grenades and bombs: Urgh, does someone really have to spell this stuff out? Cut the crap. It's just the generic grenade, incendiary and flashbang combo you'd expect.

Ramen Cart - Shinji’s Delights: His mobile shop, which has gained quite a reputation for serving delicious ramen dirt cheap.

A cheap apartment.

A dog.

A lot of spare change.


Intimacies:

Greater Tie: His Dog (Companion)
Greater Cause: Destroying evil before him
Greater Cause: Doing the right thing
Lesser Cause: A meaningful death

Origin:

“I can clearly remember that moment. The dark lily was as beautiful as to give me shivers. I’m still regretting it even now, even if I had been asked to… I regret ever picking that flower. I should’ve realized, if only I gave it some thought. Something this beautiful… couldn’t possibly be of this world.

...That was a cursed flower.

And so the dark lily placed me on a curse worse than death.”

-Excerpt from a mysterious diary.

Weakness: Blows to the head are a hassle and harder to shrug off, and while he’s immortal and ridiculously resilient he’s not invincible, and severe damage does knock him down a peg or outright knocks him out. Locking him in a metal box is a valid option. He’s also a noble soul and easily swayed by his emotions, despite appearances.

Likes: Wine, a good scuffle, books, flowers, loud music, cooking for others, seeing others happy, treasure, the easy life.

Dislikes: Relying on others, his curse, cruel bastards, people who nag him too much, being alone, being annoyed.
Title: Re: Character Sheet Submission Thread
Post by: Elf on April 23, 2018, 02:04:24 AM
Name: Forest
Brónach

Race: Vampire
 
Age: Like really freaking old.  Ancient.  Over 1,000 years old.  Looks in her late teens though.
 
Height: 5'10
 
Weight: 125-ish
 
Appearance: (https://i.imgur.com/BgeZH6n.jpg?1)
 
Physical Attributes:
 
Strength: Incredible / Fantastic at Night
 
Agility: Fantastic / Heroic at Night
 
Durability: Incredible / Fantastic at Night

Willpower: Zen
 
Magic Ability: Low
Forest does know one spell- it’s a small fire spell that she can use to light small fires such as pilot lights or candles.  She also has a good idea of how magic works, but isn't concerned with learning it herself.
 
Other Abilities:

Telepathy

The power to mentally receive information, transmit information, and/or manipulate information in others’ minds.

It’s a talent that all vampires in her world have, and even though she has changed into a Living Vampire by Valerie’s hand, she has not lost any of her telepathic ability since it was hers since she was alive.

Mind Reading: Forest can read the minds of others. It is, in some ways, an almost passive ability like hearing or seeing.  She can concentrate on thoughts to get a better “listen” or “see” it better, but the thoughts of everyone around her (with some exceptions) are always being projected towards her.

She can also “download”, store, and process thoughts from others this way.  IE: If she needed a combination to a lock or to help learn a language.  The harder the task is, the longer it takes to absorb and gain.  Because of this, she generally uses this for simple things like learning the layout of a building if she’s never been there before and needs to get around fast.
 
The more intense the thought, the “louder” it seems to Forest.  Also people who are particularly intelligent project their thoughts more than say someone of below average intelligence.

She can also use this ability to see beyond just surface thoughts to actual memories, even long “forgotten” to their owner.

Only Absolute Chads can keep her from reading their minds unless the person in question has their own mental immunities and defenses.

However, those with abnormal mental states can have a screen of sorts to keep her from reading surface thoughts.

Master of Puppets: This is perhaps her “desperation move” when it comes to telepathy.  It’s something she hates to do, but will have to as no other choice.  Forest can enforce her Will upon others.  In this case she turns them into a literal meat puppet that she controls to their movements.  Depending on how much effort she needs to exert to do this, or depending on how cornered or pissed off she is when she does, the target can be fully aware of what is going on.  Most of the time they are in a comatose state with no memory of what she has done when she relinquishes control.

She may take over the minds of those with Average willpower or less, and by exploiting intimacies, dominate those of Gritty or even Zen in certain circumstances.

Mental Hacker: Forest can manipulate other’s short term memories.  It’s a valuable power for a vampire to have.  She can make them forget she was even there or even craft fake memories. “No, this cute blonde vampire didn’t bite you and drink your blood, causing you to JIZZ IN YOUR PANTS.”

Long Term Memories are something she generally shies away from manipulating.  There are many reasons for doing so.  One can be potential trauma to the person getting their memories wiped or changed.  Two is that long term memories are just more difficult to change.  There’s also a good chance that her revision can break or be “erased” at any random time, restoring the actual memory to the person in question.

She can also force people to relive memories as if they’re happening again, bringing up old traumas defensively or wonderful things that had been long lost.

She can also make others see and feel things that aren’t actually there by projecting into their minds.  She can manipulate perception, make others see things that aren’t there (making people see chickens randomly is hilarious), or not see things that are there (“What absurdly large gun?”).  She can also give suggestions this way as well, to focus on some minor detail, something that actually isn’t there, or to ignore something that is there.

She can also radiate emotional suggestions as well such as calmness, fear, or the comfort of being reunited with an old friend.

She has also been known to throw others’ senses into the wind, giving them experiences such as severe confusion and vertigo at the same time.  Which is generally detrimental to someone with keen senses.

Hacking the minds of those with Average Willpower or less is easy.  Those with Gritty or Zen take a bit more effort, and with enough concentration and finding out and then exploiting Intimacies, she can even make a Determinator hallucinate.

Mental Bonding: Forest can form a mental bond with a person.  This bond can be temporary or permanent, as it is with friends and family back home.  This bond allows the other participant to communicate with her over great distances as well as share thoughts and feelings to her and vice versa.

If Forest does not shield herself, the other party in the bond can witness her thoughts and feelings as easily as she can theirs.
 
She can choose to share what she is physically and emotionally feeling with the partner as well.

People who have bonds with Forest cannot read each thoughts or communicate that way unless she decides to open up a communication channel.  Example: Character A cannot have telepathic communication with Character B just because they both have a bond with Forest.

If the participant is willing, she can create the bond with ease even if it’s an Absolute Chad.  However the Chad can cut off the bond at any time they please.

Telepathic Shield: Forest can hide her thoughts from others.  She can also shield her mental presence from someone else if needed.
 
She can also protect multiple targets at once with this ability and shield them for mental attacks against those Zen or lower.  However, the more people she shields the more toll it takes on her, weakening her, and she can only shield people within a city block radius from her location.  Four or more people it becomes taxing and the shielding is weaker.  One person shielded almost has the same protection as she does.  Two or Three is still strong shielding, but they need to be in close proximity for it to work.

She can also block one being from influencing a group of people if they are in range if they are a Gritty or lower.

Telepathic Relay: Forest has the ability to act as a mental relay station for a group of minds, allowing said minds to "speak" to one another through the user.
 
Remote Telepathic Communication: She has the ability to use telepathy to communicate over great distances.  However, it’s easier for her to do so if she has familiarity over the subject in question.  (Like if she already has an established bond.)

Inner World:  If she chooses, Forest can take a willing participate into her Mindscape.  She chooses the location within her mind and both the participant and her can feel, taste, and touch just as if they were in their own bodies.

However, she only does this if she absolutely trusts someone because she is allowing them into her mind and seeing her at her potentially most vulnerable.

And psychic sex is a thing, and feels a lot better than actual physical sex to her.

Telepathic Combat: An ability that Forest picked up when she was alive was that she would read an opponent’s thoughts to see how they would move next in a fight.  The more cornered she becomes in a fight, the faster she’ll start to rely on this so she can attempt to turn combat to her favor or to survive against someone who is much stronger than her.

In willpowers of Gritty or less she can project the feeling of any wounds she’s suffering from in the fight into her opponent.  If severely injured to the point of debilitation she gets the boost to project her physical pain physically to Determinators.

Mental Immunity: Because of her strong telepathic ability and skills, Forest herself is pretty much immune to mind control, psychic attacks, and mental manipulation.  If someone attempts such a thing on her, they would see imposing black crystal walls and hear the caws of a murder of crows growing increasingly louder.

However, she can be emotionally manipulated without any psychic powers by exploiting her intimacies.

Regeneration: Forest can heal rapidly from any physical injury as long as it isn’t fatal (see weaknesses).  Bullet wounds, cuts, and stabbing can heal in mere moments after the damage has dealt.  Since being changed by Valerie, she can regenerate whole limbs within hours.  Fresh blood can even speedy this process up, making her seem almost invulnerable.

It’s In the Blood: Different supernatural blood can affect Forest in different ways. 

Werewolf blood can energize her: intensifying her senses and giving her a slight boost in strength and speed.

Fae blood (or any other highly magical being) has an intoxicating effect on her.  It can run the gauntlet from a loss of inhibition and giddiness to an almost aphrodisiac effect.

Blood can also help her heal even faster. 

Art of Fighting: Forest has studied unarmed combat for most of her existence.  Part of it is because she gets a thrill on trading blows with an equal, but another part is, in her world, a lot of supernaturals don’t really have skill to go along with her supernatural ability.  Because of this, and for a love it as well, Forest has mastered multiple forms of martial arts in her lengthy existence.   

At this point in time, she’s the one that masters come to learn from if they knew what she had learned over the ages.

Axe To Grind: While Forest is more than proficient at most melee weapons, she is best with an axe.  This is a skill that came from when Brónach was alive.  She knows how to best use it against other weapons, even when at a disadvantage.

Lilith’s Lineage: Forest has kept her abilities since being transformed into a Living Vampire.

The first of those is she can actually use semen as a limited form of feeding.

The second is that she has a subconscious Lure that she’s not even really aware that she has. 

This Lure causes her to appear more attractive and desirable to people who’s “type” she wouldn’t normally be.  It also makes her appear far less of a threat than she is, much to her chagrin.   It also causes people to notice and approach her that normally wouldn’t as well.

Orgasmic Bite: Part of the Lineage of Lilith.  Forest, whenever she bites someone, causes them to orgasm.  She cannot stop this and she doesn’t get off while doing it much to her chagrin. 

And even people who have been castrated will still feel an orgasmic effect mentally even if they cannot have the physical reaction. 

Genre Savvy: Being a giant nerd who reads a lot, watches a lot of TV and movies, and has been around a really long time she generally has a “basic” idea of how things work. 

“Never, ever say you have a bad feeling about this.”

Linguist: Through her travels, and with the use of telepathy, Forest can speak a number of languages.

Has trouble speaking and understanding Spanish though.

Pony Car Enthusiast: Due to her love of muscle cars, Forest is an extremely talented driver.  She can coax things out of cars that even professional race car drivers (normal mortal ones mind you) would have trouble believing until they saw it.  She’s also learned basic upkeep over the years such as oil changes, how to perform a tune-up, tire changing, fuse replacement and maintenance and upkeep.

Of course, she can drive a stick shift.

An Ear For Music: A sort of random talent, but because of her love of music, Forest studied up somewhat on music theory and how to play the violin.

PARKOUR WANKERS! Dance Dance Revolution: Forest knows how to parkour.  She’s also an accomplished gymnast and knows how to ballet dance.  It helped build speed and precision with her martial arts back in the day.

Heightened Senses: All of her senses are heightened: sight, scent, hearing, taste and touch.  Sight, scent, and hearing far beyond a human into animal territory to make her a better hunter. 

She also has a sixth sense that alerts of her danger and supernatural otherness within her near vicinity.

Because her sense of touch is heightened it makes pain and pleasure that much more intense for her . . .

Ain’t Got Time to Feel: Forest became well acquainted with pain a long time ago.  She’s learned to either ignore it or to keep working despite it while she heals.  Things that might down someone else in agony, Forest would keep going out of sheer stubbornness.

Assets:

1967 RS Z/28 Camaro: The Forestmobile itself, the infamous muscle car.  It still has most of the original factory specs, save for a modern radio so she could better listen to music.  V8 Engine and 4 speed manual.

The .44 AutoMag: The semiautomatic version of the .44 Magnum. Clip holds 7 rounds and Forest generally keeps a round chambered, giving her 8 shots before she has to switch magazines. Currently her primary gun because she doesn’t have to reload as often (8 shots vs the Revolver’s 6).

The .44 Magnum Revolver: Forest actually prefers the revolver to the AutoMag because it’s she can have custom bullets made/make for it, it’s more accurate, and it’s actually a bit more powerful than the AutoMag.  Plus she just more comfortable with a revolver than the automag.

She generally only has one of those guns on her person at one time.

Daylight Ring: A rainbow moonstone surrounded by black tourmaline set in sterling silver rests on her right hand.  It’s a magical artifact that can allow her to walk in the daylight.  If it is removed from her person, she regains the weakness to daylight inherited by all vampires.

It was a gift from a friend, and it was made for her and her alone.


Weakness:

Sunlight.  It takes a few minutes for sunlight to completely immolate her.

Fire.  She can burn to death/ashes.  However, she really doesn’t burn any faster than a human.

Intimacies

Lesser Tie: 1967 RS Z/28 Camaro - Prized Possession and her only thing from home.
Lesser Principle: “I try to save the ones that fall through the cracks, like I did. Because needing to be saved without anyone to save you is one of the worse things in the world.” 
Lesser Cause: Fighting the Forces of Evil, Slaying Monsters, and making the occasional dollar.
Lesser Phobia: Zombies
Lesser Phobia: People touching her without her consent (unless she has a positive emotional attachment to them, and even then . . .)


Greater Tie: Gabriel Umbra (“My Poppet.”)
Greater Principle: “Nemain give me the might to win, Macha grant me the clarity to keep my loved ones safe, and I give their death to you, Badb.” - She would kill to keep an innocent safe, but would not stand to take an innocent's life. 
Greater Cause: Protecting those who have become her found family.
Greater Phobia: Being made a victim again.
Greater Phobia: Being unloved.

Likes: Edgy makeup.  Gothic clothing. Fruit! Orange juice.  Oranges.  Citrus.   Good heavy metal.  80’s horror and action movies.  Bruce Campbell.  The Evil Dead series.  Really porny paranormal romance novels. Pop culture.  Comic books.  Mythology.  Pony Cars.  Crows.  Ruggedly handsome men who are taller than her, super bonus if they’re also redheads.  Fingernail polish. Kids. Electric Blankets. The Morrigan. The color purple/violet.  Lavender (the plant). Leather dusters and steel toed boots.
 
Dislikes: When strangers touch her without permission.  That Roman Bastard.  CGI laden movies with bad plots. Most modern music.  Cloying sweets.  People who mistake over use of body spray as an alternative to bathing. Being told she can’t do something because she’s a girl or some other reason.  Being judged by what she is instead of who she is.  Being cold. Jukeboxes that don’t have Iron Maiden or any heavy metal on them.  Being alone. 


Origin: A long time ago there was this lost tall blond dude with an axe who shacked up with a Pict clan.  He fell in love with one of their priestesses and she reciprocated.  She got knocked up.

She died giving birth.

Distraught, this warrior/pirate dude named the surviving Brónach, which meant “Sorrow” and then . . . Died suicide via battle, leaving Brónach orphaned and in the care of her mother’s family.

Things kind of sucked for young Brónach.  When puberty was starting to hit, she started to be able to read people’s thoughts. She was crushed to find out that her uncle wished that she had been a boy because that would have been easier to deal with because he already had one daughter.

Almost in defiance of this, Brónach took up her dad’s axe and became one hell of a fighter. She used those mind reading skills to make her virtually unbeatable in the skirmishes that a Scottish barbarian culture used to have way back in the day.  She grew up, learning what she could of her dead father and the crow goddess he held in reverence.

Until one night she met a Roman Bastard who’s mind she couldn’t read and who she couldn’t beat back with her axe.

He was a monster, and even though Brónach was a bit of an outcast amongst her people, there were still people she loved and wanted to protect.

Like her cousin and her comrades in arms.

So when this Roman Bastard gave her an ultimatum: come with him and let him make her like him or see her people slaughtered before her, she chose to go with him.

Which really sucked, literally, because the Roman Bastard was a vampire. He made Brónach’s turning as unpleasant as possible because he wanted to see if he could break her.  Even though bloodied, beaten, and defiled, Brónach was anything but compliant. 

Becoming a vampire intensified her mental abilities to the point that she could shrug off his control over her.  So she bashed his head from a rock and ran.  She ran to find her father’s people on the island to the south and lived with them for a time.  When it became apparent that she wasn’t aging, Brónach left, drifting from place to place, lost, alone and learning to control her abilities and hunger.

Until one night years and years later, standing on the bow of a ship shaped like a monster, was someone who offered to actually teach her how to be a vampire.  She spent years with them, learning from the jovial warrior vampire as she found somewhat of a family with him and the men and women he traveled with.

During their travels, she renamed herself Forest, putting Brónach at rest.

Eventually, she parted ways with the Vikings.

Forest eventually became one of the most sought after mercenaries for the supernatural until she built up enough wealth and reputation to strike out on her own, where she eventually earned the title Law Unto Herself given to her by a vampire bard with a serious crush. Of course, she made plenty of friends and enemies on her rise of power. Had her heart broken by an unusual Faerie that she loved but he didn't love her as much in return. Found her beloved cousin reborn several times, befriended one Lady Wynn Noreen Umbra of the Unseelie court and became godmother to her "abomination" son.

Flash forward to modern times where Forest is a bit of a vampire vigilante with a good deal of money and freedom due to her hard work, saving, and when the stock market became a thing, good investing. These things gave Forest the luxury to do things that most vampires would never due to fear of the Vampiric Council and the Circle.

Since coming to the Nexus she has met Valerie the Vampire King and has been transformed into a Living Vampire.
Title: Re: Character Sheet Submission Thread
Post by: Elf on May 06, 2018, 05:39:59 AM
Name: Heroic Spirit EMIYA.  Emiya Shirou.  Goes by “Archer”. 


Other Alias: The Red Ranger
 
Race: Incarnated Servant 
 
Age: Physically, late twenties.  Mentally . . . Time is not a concept for a former Counter Guardian.
 
Height: 6’2
 
Weight: Fairly heavy.
 
Appearance:
(https://i.imgur.com/KBHcRJW.jpg)
(https://i.imgur.com/WIZnf9N.png)
 
Physical Attributes:
 
Strength: Incredible
 
Agility: Fantastic
 
Durability: Fantastic

Willpower: Gritty
 
Magic Ability: Extremely High

Projection: Also known as "Gradation Air", projection is the ability to materialize objects using prana, according to the user's imagination. However, Archer 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 Archer can trace the most efficiently are swords; while capable of tracing other items, the cost in prana makes it considerably less efficient.

Reinforcement: Magecraft designed to push something’s basis for existence to the utmost. It is the same as adding something to an object that is already complete, therefore failure will cause the target to receive it as a poison and be destroyed. Success requires a good grasp of the inner structure to fill openings with Prana. Reinforcing the purpose of existence would be increasing the sharpness of a knife, the nourishment of food, or the physical strength and durability of muscles. It is impossible to reinforce something vague. This is the one area of magic in which Archer excels at, even able to reinforce his own body.

This also allows him to analyze the complete construction of an object including its flaws and strengths. 

Unlimited Blade Works: The closest thing that Archer has to a Noble Phantasm, a Reality Marble. Archer has the rare ability to have his own “inner world” materialized and projected into reality. 

It is his one true specialization of magecraft, the result of "Sword" being both his Origin and his Elemental Affinity, and the basis of his projection and reinforcement skills. It is the definite answer obtained by someone whose life was saved by a sword, actually merged and lived with a sword, and acted as a sword all of his life. A magus who specialized in forging swords over one's entire lifetime while struggling to arrive at this one land very far to them.

The Reality Marble's purpose is a steel manufacturing factory that produces the countless famous swords that are without their owners, extending into the horizon. It contains all of the raw materials and sorcery needed for the formation of the weapons, and it records and analyzes all weapons and defensive armaments encountered by the user. The number of unique weapons encountered and recorded by Archer exceeds numerous thousands, most of which are Noble Phantasms each possessing deadly powers. Their entire histories, compositions, and designs are all perfectly recorded, allowing for instant proficiency with the weapons by inheriting all combat skills and techniques utilized by their original owners. This allows for the reproduction of Noble Phantasms, which would generally be impossible for a faker. They can also be modified to the user's taste with reinforcement as shown by Archer's Caladbolg II and Kanshou and Bakuya. During his lifetime, Archer would customize his weapons from their usual states, projecting Noble Phantasms that appears to have been arranged with designs that are easier to use.

Shields and defensive armaments can be reproduced with a much greater struggle as the cost in magical energy is high, two or three times greater than a sword, and the effects are merely transient compared to the originals. Weapons encountered are immediately analyzed with a single glance, enabling them to be projected immediately afterwards, and once projected, they are stored within the Reality Marble for later use. The analysis of weapons is limited only to the direct use of human senses, meaning that blueprints and materials will be unable to provide the necessary information for a proper analysis. Shared memories, such as dreams shared with a Servant, can allow for weapons to be analyzed and projected, even if they have been lost like Caliburn. The quality of projected weapons will always be degraded by one rank due to humans being unable to fully conceptualize the existence of an object through only one sense, and they will never equal the originals without a technique such as detonating them as Broken Phantasms.

Without being deployed, the Reality Marble allows for projection and reinforcement in the real world. Weapons are produced within Unlimited Blade Works and then brought into the world, greatly lowering the cost of reproducing them and allowing for numerous weapons to be prepared at once to be projected. Weapons can be summoned directly to the user's hands, or they can be summoned to levitate within the air and fire upon the enemy as arrows. Once the Reality Marble is deployed, all of the weapons are available for use without the need to project them from scratch as they are physically there in the Reality Marble, and any weapon can immediately be called to the user's hands, pulled from out of the ground, or levitated even while the user is in direct combat. 

Due to his nature as a Counter Guardian and Servant, Archer has countless Noble Phantasms stored within the Reality Marble.  However there are some he cannot use fully, like Excalibur without killing himself in the process.  He is only able to project a very downgraded version of it it called “Excalibur Image”.

Archer has no penalties from the World while utilizing his version of Unlimited Blade Works.

Magical Resistance: Medium - Archer can resist really shitty magic.  However high ranking spells will fuck him up, unless he’s wielding Kanshou and Bakuya, which offer some mystical protection as well.

Other Abilities:

Eye of the Mind: This “danger avoidance” ability is one learned through combat experience.  It is the sort of the intellectual version of “instinct”.  Through observation, Archer can “read” on-coming attacks and counter attacks ahead of time and constantly thinks steps ahead to prolong his survival against opponents that should by all rights obliterate him.

Clairvoyance: Archer’s vision is so keen that it allows him to perform long range sniping even against targets moving at high speeds.   

Combat Master: Archer is a master at long range combat.  However, he seems to prefer melee combat with Kanshou and Bakuya.  Because he was not a “prodigy” with fighting like say Saber and Lancer was, he had to learn and adapt his own style of fighting based on his abilities. 

He uses his Reinforcement and access to Unlimited Blade Works in a style that is very dance like with sweeping spins and circular motions. 

The Perfect “Wife”: Archer excels at domestic abilities such as cooking and cleaning.  He also makes the best cup of Western tea.

Cat Magnetism: For some reason, felines, even those who aren’t generally people oriented, favor him. 

Mr. Fix It: Due to his reinforcement abilities, he is aware of flaws and damage that items have taken and how to correct such flaws and damage. 

Equipment:

Tohsaka: A male black alley cat that has seemingly adopted Archer.  Hedonistic and demanding, Archer was reminded of his former master despite the cat’s gender.

The Frankenbike: A Ninja motorcycle pretty much crafted out of salvaged parts and reinforcement.  The only reason it works is Archer’s mechanical skill.  If anyone else attempted to ride this motorcycle it would probably fall apart in a moan of black smoke.

Avalon Repairs: Archer’s repair shop and day job.  He has a lease on the building and his apartment is located above the shop.  Technically, Tohsaka is letting him live there.

Origin: There was a guy named Emiya Shirou who wanted to become a hero of justice and save everyone.  He worked his hardest with what little he had to accomplish that dream.  He saved everyone he could, but ended up having to kill people in order to save others.

It really sucked.  He even made a deal with the World which turned out to be the worst sort of Faustian Pact.  He was cool with it though!

Until he died and became a Counter Guardian, a sort of cleaner and kill bot for when people were about to make themselves extinct.

It kind of really broke him.  Broke him enough where he was going to take a desperate gamble.  Even though the chance was less than 1% that it would actually, Archer was going to pull the most James Cameron time travel suicide ever to erase his record off the Throne of Heroes.  So he gets his snarky ass summoned by his former high school crush and partner and well, it doesn’t work.

Struggles with his past self, seeing his long dead sister alive again, and plot twists with personal realizations pretty much always detter him on this retroactive suicide pact.

He ends up going back to the Throne every so often with a record that he probably would never get to “read” about he was right and to keep going.

Then one day he finds himself summoned by a young magus named Gudako to fight for her in various conflicts to save humanity from dying out in 2018.  He befriends Gudako’s demi-servant named Mash as they Rayshift to different time periods to fight and save the future.  He finds himself enjoying this new mission even though he finds himself partnered with other Servants he rather not. 

(For some reason, much to his dismay, Gudako liked using him and the Lancer Cú Chulainn in combat together.)

During one mission, he found himself fighting the dragon Fanir alongside Saber class servant Siegfried.  During the battle, he’s knocked unconscious.  Instead of waking up back at headquarters, he awakes to find himself alive and corporeal in Nexus City. 

So he’s taken to keeping his head down and working as a repairman to make ends meet.  However, every once and awhile, a figure known as the “Red Ranger” will appear to fight the forces of evil.

Weakness:

Prana Drain:  Even though his Prana stores are much more robust than his previous life as Emiya Shirou, Archer’s Prana stores are finite.  They slowly replenish, but doing things like casting Unlimited Blade Works or spamming multiple Broken Phantasms will drain him.

Damsels in Distress: If someone just appears to be in trouble, despite his better judgement, Archer will always try to help them.

Intimacies

Lesser Tie: Illyasviel and Saber (Guilt) Tsumiko
Lesser Tie: Tsumiko (Protective Affection) 
Lesser Principle: Cooking and Cleaning 
Lesser Cause: Self-loathing and trying to find purpose in his new existence.
Lesser Phobia: Being made part of the Counter Force again.

Greater Tie: Sakura and Rin
Greater Principle: "Hero of Justice"
Greater Cause: Protecting those dear to him.
Greater Phobia: Failing to protect  (save) those dear to him again, like with Ilya and Saber.
 
Likes: Cooking, cleaning, cats, strong willed women (especially tsunderes), femme fatales, swords, fixing things, and coffee.
 
Dislikes: Cú Chulainn, Gilgamesh, people needlessly dying, selfless heroism, badly prepared food, and those who aspire to be “heroes of justice”. 
Title: Re: Character Sheet Submission Thread
Post by: Aiden on May 07, 2018, 05:43:13 AM
Name: Hannah Longway

Race: Demon/Human Hybrid

Age: 23

Height: 5'7" (Original Forms)

Weight: Proportionate to height.

Appearances
(https://i.pinimg.com/originals/bd/ee/55/bdee552928d8b7b5faa2f61279304dad.jpg)

(https://cdn.discordapp.com/attachments/179056149222391808/442796850802851841/tharja.jpg)

(https://cdn.discordapp.com/attachments/174302326511763456/656739235575103516/original_drawn_by_suzuame_yatsumi__sample-01356a61b8354f78b81ccaf5ae70e0a2.jpg)

Attributes (Shapeshifting)

Strength: Amazing (Incredible)

Agility: Amazing (Incredible)

Durability: Amazing (Incredible)

Willpower: Gritty

Magic Ability: (Extremely High)
Every world functions in a certain way, with its own set of laws and standards that define How Things Are. The foundation of Hannah’s sorcery is the Denial of Obligation, the act of rejecting one reality’s laws in favor of another more preferable one. To use this magic is to become anathema to the natural order, and to all who would defend it. Most who would seek to master this power must do so with the assistance of an otherworldly being, taking in a sliver of their vast power as part of themselves and learning through discipline and knowledge how to turn this into a conduit to its home by which its alien laws might displace our own. Hannah has an unfair advantage in this regard - the blood of a demonic noble burned in her veins and turned her soul into a natural channel for the infernal laws of Hell.

Through the teachings of her human mother and the castigations of her devilish father she has learned how to draw on that power using dead languages as a crutch to focus herself. The simplest spells require little more than a syllable or two, but high spells require whole words describing their effects, with sentences for higher level spells. She hasn’t figured out how to shorten the length of her incantations yet. Hannah also has to be able to perceive her target if she wants to be specific in application - indiscriminate destruction isn't so limited. She can inscribe runes onto things to hold more persistent effects in place such as enchantments and wards.

The effects of her sorcery are divided into four categories based on which laws of reality are being defiled by it at the time: Creation, Knowledge, Faith, and Truth. Defilements of Creation affect the material world, allow Hannah to sense and alter the composition of substances and living things. She may transform transform lead into tarnished gold, or give unnatural properties to objects. She can alter living creatures in uncanny ways as well by giving them features from other creatures they normally would not possess, or taking those they naturally possess away. More durable subjects take longer to change commensurate with that durability.

Defilements of Knowledge affect information, allowing Hannah to acquire it via scrying of distant places, draw it out of objects, or by temporarily seizing it from those below zen willpower during conversation. She also uses it to comprehend other languages she hasn’t learned yet, to preserve knowledge in unnaturally resilient forms, and to share it across great distances.

Defilements of Faith manipulate the inhabitants of Hell and draw upon its energies directly. Hannah uses them to conjure radioactive hellfire, form magical barriers, manipulate spiritual phenomenon much as Creation does matter, and to summon servants from the legions of hell. Unnatural meteorological phenomenon follow in the wake of large scale examples of such spells as reality struggles to correct itself.

Defilements of Truth manipulate lies, allowing Hannah to identify them and shroud things in illusions and deception. Through this the young cambion can disguise her demonic nature from the holy as long as she isn’t too obvious about it, and defend her possessions with secrecy.

A few particular uses of magic combine categories for unique effects. Examples include teleporting over distances to known locations through Creation and Knowledge, or give someone an illusion of the appearance they always wanted with Knowledge and Truth. Hannah has used the Defilement of Creation and Faith to alter her wardrobe so each piece of clothing is as tough as she is, and so that they are each woven with a trio of overlapping magical barriers. There are three magical barriers of High level magic being projected from different parts of her outfit, each one triggering automatically and lasting for a few seconds when the enchantment registers an attack to give her a chance to escape.

Magic Resistance (Medium): Hell denies the laws of all other worlds. Hannah’s blood carries an echo of that denial, and it shows in the failure of the most basic forms of magic to affect her.

Other Abilities
Ancient Tongue Understanding: Part of Hannah’s early education involved being taught dead languages by a historical linguistics professor with tutoring by an ancient Babylonian devil. There are very few Semitic languages she isn’t reasonably fluent in. She also knows a little Spanish and more Japanese than she has any practical use for what with having never been to Japan. She may comprehend all other languages through magic, but can only communicate in the ones she knows ‘for real.’

Demonic Constitution: There are many benefits to stealing the body of a demon, all of which ordinary sorcerers need to waste magic on. Among them is immunity to mundane diseases and infections, a resistance to most forms of poison, and ridiculous stamina. She does not require food, sustained entirely by the fulfillment of her demonic urges. She can keep going for days at a time without sleep doing heavy labor and the only problem she’d have is with memory formation. She has absolute control over her own capacity to reproduce.

Shapeshifting: Part of her demonic heritage is an instinctive facility with shapeshifting. Hannah’s true form is a classically demonic appearance with horns, wings, tail, and cloven feet. She can add or remove these features from any of her forms instantly. Other appearances require a few moments of concentration so she can get an image of them in her head. Once she does change the form is permanent until she tries to look like someone else.

Assets
The Bag of Holding: Hannah never goes anywhere without her trusty bag of holding. This container can store ridiculous quantities of objects in another dimension without adding any weight to the bag. This makes it an unfortunately poor bludgeoning weapon, but is otherwise a benefit. She currently has her entire wardrobe, her cosplay costume selection, a laptop with an external hard drive, and her DVD collection inside of it. Oh, and a bunch of junk food and boxed wine.

The Infinite Codex: This innocuous book contains the sum total of every book Hannah has ever read. It has an automatic indexing and search function based on runes engraved on the inside of the cover so that she can think of a certain book while holding it and have its pages impose themselves on the Codex’s otherwise blank pages. It also contains comprehensive notes on various dead languages, runic alphabets, and demonic hierarchies. It can work for any other magic user who knows the Babylonian word for ‘open.’

The Legions of Hell: Through the Defilement of Faith, Hannah may call forth members of the legions of hell. She must prepare a ritual space for their arrival, and bind them to her will with hideous incantations. They remain for as long as she desires to retain their services. The number she may summon at one time is inversely related to their potency.

The majority of demons are bestial horrors that mock and ‘improve upon’ the natural forms of whichever world they intrude upon - hellhounds with bones as strong as concrete and teeth as sharp as blades, “gorillas” who gorge themselves on blood after tearing people in half, and goat-like imps who spit fire that melts iron. These are simple enough for Hannah to conjure by the bundle.

More complex fiends take on forms reminiscent of the dominant species on whichever world they invade. The most common is the succubus, a shapeshifting seducer with a talent for illusions and charming the undergarments off whoever takes their fancy to better drain the life out of them through intimate contact. If worse comes to worst they’re as physically capable as Hannah at her best - fitting, given the connection. Other examples vary tremendously, but hover around roughly the same level of potency and versatility. She can only summon such demons one at a time.

Demonic nobility is theoretically within Hannah’s means to conjure up, terrible beings with potential power equal to her own - or greater. She does not do so because these are beyond her ability to bind at her level of skill. She is no Solomon, who could turn the entire parliament of Hell into his obedient harem on demand. Perhaps someday...

The Seal of Elisheva: A symbol of Hannah's newly sworn pact with a certain demon lord. It allows for telepathic communication between the two subjects of the contract, obligates the demon to treat her “properly, like a parent should”, and gives it the means to temporarily channel and direct its senses and sorcery through her up to Hannah’s magic level in extremis. On a minor note, it means her soul is spoken for with regard to any abilities that care about such things, and anyone who seeks to violate the sanctity of her mind has to overcome the willpower of her owner.

Weakness
Demonic Urges: Hannah is filled with the dark desires of Hell. She instinctively finds wicked acts alluring and the people who perform them almost equally so. If she goes for more than a day or two without being around someone’s iniquity, be it her own or another’s, she will begin to feel withdrawal symptoms as severe as any IV drug user without their fix. Worse still, she requires it to live - the withdrawal could kill her over time. She is willing to put up with being the victim if it means getting what she needs.

Faith: Hannah counts her magic as a rank lower against people who invoke strong and genuine devotion as part of using their powers. Hypocrites and zealots who embody the worst of their faith cannot avail themselves of this benefit for themselves, fortunately, because such cruelties resonate with the Laws of Hell. Thou shalt not kill, indeed.

Holy Ground: Hannah can’t use any of her demon magic on ground hallowed by a popularly recognized religious figure - it reinforces the laws of reality. Fortunately the real deal isn’t as common as it used to be. The only way to escape this limitation if she can’t walk out is to trick someone into defiling the space with their actions in her presence. As a last resort she could spill dizzying amounts of her own blood to achieve the same effect.

The Seal of Elisheva: A symbol of Hannah's newly sworn pact with a certain demon lord. For all its benefits it also has drawbacks. Using more than the telepathic connection exhausts Hannah and makes using her own magical abilities more difficult for a few hours after as her spirit adjusts to the experience. The seal also binds her soul to the demon lord - she cannot escape it, and her soul is free for it to do as it pleases with if she dies. Her soul's owner may bypass Hannah's willpower, or allow anyone else she chooses to, without any effort as long as doing so doesn't contravene the terms of their pact.

Intimacies

Greater Tie: My Father (Terrified Awe)
Lesser Tie: Elizabeth (Lustful Admiration)
Lesser Cause: Collecting Otaku Goods
Lesser Principle: "I don't want to hurt other people."

Origin: Demons are beings of great and terrible power. Born from the uttermost depths of sin, every demon seeks to spread its influence like great slithering tendrils into the hearts of mortals so that it might be stronger still. The acquisition of power is all that can fill the loathsome void where their hearts should be, and then only briefly.

One way they do this is to share a piece of their power with mortals in the hopes of receiving a return on their investment. Another is to have children with them. Hannah had the misfortune of being the product of both. Her mother sought the power of sorcery to escape her humdrum professorial life, and her father sought to preserve her own infernal existence in an accursed bloodline.

Hannah grew up in as loving a household as one could get when your parents were a hedonistic sorceress and a smothering succubus, which isn’t all that much, but she considered it normal. She started to show signs of great magical potential early on. Certain applications natural to her father came instinctively, but her mother taught her from shortly after she could read to expand and harness her demonic power through dead languages and ancient runes.

She proceeded to do nothing of importance with her vast power. Her parents never really pushed her to do more than learn and survive, and so she’s just gone with the flow to secure her own comfort. Oh, and to facilitate her various hobbies and fetishes too - that part’s important. Now that Hannah is fresh out of college she’s hoping to do some translation work for easy money and maybe find a ritual to summon a familiar for herself. She could just ask her father, but she’d rather not owe a demon that kind of debt. Probably shouldn’t be messing with portals, all things considered.

--------

Sometime into her adventures in the Nexus, Hannah made a pact with a greater demon on the level of her father who provided a solution to her greatest woe - her status as her father’s replacement body. She abandoned the body given to her at birth and stole that of a full-blooded demon, further distancing herself from her human origins. She doesn’t realize it yet, but by solving one problem she has opened herself up to a whole host of new ones...
Title: Re: Character Sheet Submission Thread
Post by: SINIB on May 10, 2018, 12:40:23 AM
Name: Eruraviel Lavinnia

Race: Wood Elf

Age: 666

Height: 150cm

Weight: 55kg

Appearance:
(https://i.imgur.com/CQzr8uE.jpg)
(https://i.imgur.com/p3UuJhh.jpg)

Eruraviel is a supple elven woman with flowing blond hair as fine as silk, a shapely figure, and a melodic singsong voice. Her lavender eyes have a crystalline pattern in them and seem to gaze into your soul, occasionally seeming to flash red for a moment and making her serene smile seem downright frightening. A purple crystal is implanted in her forehead, surrounded by a magical pattern embedded in her skin like a tattoo.

A small gemlike sphere is embedded on the backs of her hands, shimmering ruby red and positively full of life, as if they contain the very essence of what makes someone truly alive. She has a similar, larger one that looks like an enormous lapis lazuli embedded just above her heart about the size of a balled fist, perfectly level with her skin.

She has two batlike wings which she keeps folded against her back, as well as a small tail.
Physical Attributes

Strength: Incredible

Agility: Fantastic

Durability: Fantastic

Willpower: Gritty

Magic: Extremely High(Divine Soul Manipulation)

Eruraviel is an archmage. A supreme manipulator of the fabric of the universe. Magic is classified into eight distinct schools, with a few spells of note being unclassified. An archmage is a practitioner of the arcane arts who has reached such profound heights in their pursuit of knowledge and power that they have pierced through the veil and gained insights into the very origins of the languages of magic. Consequently, Eru does not only have a vast repertoire of spells but can transform their effects and expression.

Eruraviel can freely alter certain properties of all of her spells innately. She can change their shape, range, or element at will up until the point the spell has actually been cast. She can even make certain magical effects or constructs permanent. However, by sacrificing the energy within souls she can further change and empower her spells. The simplest use for souls is to use souls in place of the normal components for a particular spell, with more esoteric components requiring more or higher quality souls. Other uses include: Increasing the range or duration of spells beyond their normal limits. Increasing the potency of the spell by one rank, up to the limit of her magical rank. While she can substitute souls for mana, it is far more costly and can easily exhaust her if she is forced to do so repeatedly.

Wizards draw upon their own internal mana reserves to cast most of their spells. Ritual magic is an exception, drawing upon both a mage’s own reserves and the ambient mana around them but also requiring substantially more time and effort to perform. Eruraviel’s mana reserves are potent enough to sustain her spells for hours on end, at their baseline.

Muto Animus
Eruraviel’s primary focus of her thousand odd years of magical research is delving into the study of the soul, and her mastery of this magic is unparalleled in her world. She has delved into deep, forbidden fields of magic, where any sane person would be unwilling to go any further. In her pursuit of magic and power, Eru has even muddled her own soul, modifying it and tweaking it in order to strengthen herself.

Eru can dig into the depths of somebody’s soul, tear it out, piecewise or whole, graft another soul onto it, merge them, melt them down into a pure refined form, and rebind them to a new body.

Tearing a soul out of its host body is far more difficult, requiring them to be immobilized somehow in order for her to set up a ritual to tear it asunder from the body, which can take up to half an hour to set up, depending on the strength of the soul. Of course, she can simply stab them in the gut and watch them bleed out instead. After tearing it out, the body enters into a catatonic state and will die shortly thereafter unless immediate action is taken in order to preserve it.

If she so desires, she can use a ritual to put a soul back into a soulless husk. She can also bind a soul to an object or a point of interest, causing it to instantly return upon the body being slain. She has bound her soul to various objects that serve to anchor her to the material realm in death, where she can continue existence as a powerful ghost. She can possess anybody and bind herself to it in order to reincarnate, regaining full access to her powers after doing so. Permanently killing her would require one to find her bindpoints and to destroy each and every one of them. If the subject is not already deceased, then she must engage in a contest of willpower with the target. Failing it forces her out, and while she is fighting both parties are immobilized.

A less immediate use for souls is the creation of magical items, golems, and homunculi. The stronger or more numerous the souls packed into a single container, and the higher quality materials used, the stronger the creation ends up being. Assuming all the requirements are fulfilled, qualities such as being near indestructible, inherently resilient to magic, or even being able to shoot magic beams are possible. Even the very elements themselves can be bound to the material. The more unnatural the effect, the harder it is to forge and the longer it takes. An average one created from souls of normal humans have a basic ability to use magical items and sense magic, and a smattering of stats in the exceptional to incredible range.

Counterspelling
Dispelling medium-level or below spells are trivial to her. High level spells and below can even be dispelled with a bit of effort, and counterspelling very high and above magic is more difficult, dealing a moderate amount of blowback damage from the strength of the arcane running through her body. She can also create fields where no other magic can be cast,the only exception being magics channeled through divine power. These fields can be shaped to her liking, up to the size of a ten meter circle with her as the midpoint, or focused in a cone out to twenty feet. Summoned creatures caught inside her antimagic field wink out of existence, reappearing after the effect leaves the area.

Abjuration
Abjurations are protective spells. These can be simple spells that help deflect incoming attacks, powerful walls of earth, fire, or even magical force, as well as wards and alarm spells. More complex effects such as locking down an area to prevent dimensional travel or teleportation are possible, but require more effort to create on her part.

Conjuration
Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. When the object is in the possession of another living being, or is another living being, their strength of will contests itself against the spell’s power. This process can be bypassed through bargaining with intelligent subjects for their services.

The caster can also open portals between locations with no specific target, allowing those at either end of the portals to enter one end and come out the other. Eru is advanced enough to bypass the need for actual portals and just directly move herself and a handful of companions to another known location.

Some conjurations create objects or effects out of raw magical energy, defining their parameters through the language of magic. Examples include walls of swinging blades, pools of slippery grease, or walls of steel and force. Eru can also create a field of grasping rubbery black tentacles, each ten feet long with Incredible Strength. She can also conjure walls of iron, stone, or thorn bushes out of thin air. She can also conjure elemental attacks, such as throwing powerful acid at somebody.

Divination
Divination magic allows the user to ascertain long forgotten information, detect secrets, read a person’s thoughts, to see far away distances, or to see a creature for what it truly is.

Divination is not Eruraviel’s strongest point. She has a basic knowledge of the easier spells, but she has never had a reason to delve truly deep into the secrets of this school of knowledge. She has the capacity to detect magic and secret doors, as well as other lesser effects, but she generally otherwise ignores magic of this field. If she needs to use a scrying spell, she instead resorts to using her crystal ball or enlists the abilities of another person more specialized in the field than her.

Enchantment
Enchantment spells affect the minds of others in some way. The simplest effects improve the disposition of their victims, more powerful effects can make a subject fall in love with the caster or even utterly override their will. The most powerful effects can force the target to abandon all other actions and start dancing. The more complete the control the spell gives over the subject, the harder it is to make it stick and the shorter its duration. Those with average and below are helpless, and gritty and above can fight against the controlling effects.

Evocation
Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects such as creating fire or ice, throwing a lightning bolt, or bolts of kinetic energy. All of these effects fall under evocation. Other spells manipulate objects by creating constructs of invisible force to constrict or forcibly move them in some fashion. These hands crush opponents at heroic strength, and can push them back at heroic speeds. Each hand is ten feet long and is as durable as she is.

Illusion
Illusion spells deceive the senses or minds of others. At her current level, she can disguise herself in minor ways. Eru can make herself or others appear slightly different, blur her image and make herself harder to attack effectively, or make herself invisible(breaks if she uses an attack). Those with mental resistances higher than gritty are completely immune to illusions which affect their senses, and those with gritty are able to disbelieve her illusions under the correct circumstances. Effects such as a hologram or a phantom noise will become known to be false, but still persist.

Necromancy
Necromancy involves the manipulation, creation of, and destruction of life or life forces. Necromancy is Eruraviel’s specialization. With a wave of her hand and a single, practiced word, she can turn the bones and bodies of the deceased into puppets that are slaves to her will. With another, she can wrest control of another’s undead creations and commander them for herself. With a touch, she can drain the very life from your flesh, necrotizing a localized area and rapidly destroy a limb. A glare from her can make a person feel violently ill. She may curse people with unluckiness, make normal humans flee from her in abject terror, and inscribe runic traps upon the ground which create similar effects.

With a wave of her hand, she can call forth a horde of undead zombies and skeletons (exceptional and amazing stats). With stronger corpses, she can create stronger forms of undead. She can fire a green ray from her palm which drains away the very essence which creates life. It saps away life-force and energy. Those with durabilities above fantastic are highly resistant to it, requiring a great deal of effort to appreciably harm, but those with fantastic will rank down after a few hits. Incredible drops a rank with a single attack, and those with amazing stats get reduced to that of a normal human. Below that, they instantly die.

A scream from her can instantly slay incredible durability or below as well as those with willpower below gritty. She can grow spare bodies in vats. Overall, Eru is supreme in this field of magic, considering herself second to none. She knows many spells, both major and minor.

Transmutation
Transmutation spells involve changing the innate properties of one thing into something else. This can include making something larger, or it can completely rewrite the base functions of the object. Turning petrified objects back to life or vice versa, turning a stone wall into a pulsating mass of bleeding flesh would be easy for her, as well as other effects that modify structures such as turning lead to platinum. Transforming herself, allowing herself to fly at her agility rank, objects or other willing creature temporarily into another form, altering or enlarging herself, turning herself into gas, turn herself into living iron, which makes her far more durable and physically strong (fantastic), but reduces her agility by a rank and causes her spells to fail half the time. She may also weaponize this, firing a ray of greenish energy that reduces matter to fine dust, dealing damage up to her magic rank.

Wish
Wish is a unique spell that allows her to recreate spells which use different magical systems, as well as spells she would not be able to use herself, by sacrificing her own life-force to brute-force the effect. She may choose to get around this by using the souls she has captured instead.

Magic Resistance: High
Eruraviel is difficult to harm with subtler magical effects, such as those which would affect her mind or body, as well as those which might inflict her with a curse.

Other Abilities:

Divine Immunities and Traits
As a fledgling demigoddess, Eruraviel has transcended her mortal limitations. She has gained incredible senses, and is able to see something a mile out as well as she could at arm’s length, in darkness or light. She does not age anymore, cannot die from natural causes, and lacks the base needs to sleep, eat, or even to breathe. The only way for her to die is to be slain in combat. She is immune to the effects of electricity, cold, and acid, as well as to having her attributes reduced. Furthermore, she does not catch diseases of any kind, poison runs through her system as if it were water, and she cannot be put to sleep or stunned, paralized, instantly killed, or reduced to dust. Her form cannot be transformed or magically altered without her consent in any manner. Furthermore, Eruraviel is immune to all effects which would artificially alter her state of mind. She is also capable of understanding all forms of speech and language, including nonverbal and secret ones. She may speak directly to any being within one mile of herself which she is aware of.

Eruraviel has transcended the need to chant or take any actions to effectuate her spells, allowing her to effortlessly create powerful magic effects at a whim.

Finally, Eruraviel possesses the ability to teleport herself, and objects up to 100kg which she is touching to anywhere within the Nexus which she is aware of.

As an ascended wood elf, Eruraviel retains many of her elven traits. Her body is naturally extremely nimble and dextrous, giving her seemingly superhuman levels of hand-eye coordination and allowing her to complete incredibly minute actions with ease. She has a special connection with all woodland creatures and plants and is able to understand and communicate with them. Both mundane and supernatural animals are partial to her words, and unless she takes a hostile action, are content to leave her well enough alone unless otherwise compelled to.

Divine Portfolio
Eruraviel’s divine specialization is the domain of magecraft. She may choose to grant her devotees magical power (The powers of which are to be determined upon a sheet edit of the devotee). She may grant them basic healing magics as well as blessings which they can use to bolster themselves or allies in minor ways, as well as magical abilities from just one field: the manipulation of the threads of magic. Through worship of Eruraviel, her devotees are able to gain insights into magic, as well as the ability to defend themselves from magical attack. A fraction of her knowledge is passed on, allowing her to teach people the ways of wizardry far more effectively and with much less intensive study than would otherwise be possible.

Eruraviel 's inborn talent is extremely unusual and rare, allowing her to "see" the souls of anything that possesses one, appearing as what she describes as a glowing object within their heart. A normal human's soul is scarcely bigger than the heart itself, while more powerful creatures have larger souls. While using this ability, her eyes turn a glowing red colour, shining with an eerie and unnatural light that gives people a creeping, itchy feeling which makes it obvious that she is probing them.

When soul sight is active, she is able to intuitively read their intent: whether they’re friendly, if they’re planning on attacking her, and if so, where and in what manner. Furthermore, she can get a rough estimate of what sorts of powers they have, and can ascertain the basics of what they’re thinking, their current emotions, and any surface thoughts they may be having with just a glance. The more time she spends staring at someone, the more information she can glean from their soul, peeling back layer after layer in her search for the unknown. More complicated souls naturally take much longer for her to unravel useful information from, and may even warrant deeper investigation with her magic. While using Soul Sight, Eruraviel is able to see what actions her opponents are going to take before they do so, allowing her to plan her actions around those movements with alarming clarity.

In addition to her old powers, Eruraviel has gained the ability to see the currents of magic itself with her eyes active. They allow her to instantly identify any magical effect which happens within her line of sight. If she concentrates on a specific creature for a few seconds, she is able to intuit what sorts of magic they are capable of utilizing, as well as the most powerful spells they have in their possession.


Assets
Soulwoven Clothes: Eruraviel’s clothes appear to be made of the finest and most expensive silks imaginable. They’re softer than clouds, yet keep her perfectly comfortable at all times, regardless of temperature. As fine as the dress is, however, it actually is nearly indestructible. Any attacks upon her dress wear bounce off as if they had hit a reflective barrier, repelling all but the absolute strongest of attacks. As it was the soul of a great red dragon, it grants her immunity to fire. It’s a masterwork that would fetch indescribable prices upon the market, and would bring great enmity upon her from anyone with morals were they to find out the method through which it was created.

Portable Hole: A portable hole Eruraviel grafted to her current body in her chest, she uses it to carry a whole bunch of various magical and mundane items inside that she's picked up over the centuries. It is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight. When opened fully, her portable hole is 10 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 20 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.

Soul Gems
Eruraviel has four such gems, one large blue one in her chest, just underneath the skin, one in her forehead, and one on each of the backs of her hands. When they're full, they gleam with an otherworldly brilliance, while when they're empty, they're as colorless as a black hole, seeming like they're voids waiting to be filled, hungry.


They act as storage containers for the souls she collects, and each of them can hold quite a number. Each of their values is immeasurable, and she went on many quests to even obtain information about them. She can withdraw the souls with a thought, using them to empower her magic beyond her normal limits as noted in Muto Animus. Were she to empty them, her combat potential would be lowered greatly until such a time she had a chance to insert more essence.


Weakness:

None in particular.

Intimacies:
Lesser Tie: Her 'children'(Affection)
Lesser Tie: Amanda(Love)
Lesser Tie: Sage(Love)
Lesser Tie: Herself(Pride)

Lesser Cause: Apotheosis
Lesser Cause: Collect interesting souls
Lesser Cause: Create a proper kingdom with her beloved
Greater Cause: Orcs Shall Perish
Greater Cause: Freedom(I shall never be bound again)

Greater Phobia: Death. Not the sort of temporary death that she suffers occasionally, only to return to a clone body. Permanent Death.
Greater Phobia: Orcs

Origin:
Eruraviel was born a princess, but was always different. She was fated to marry her sister and bear her children, but then, she was taken away-and, well, eventually grew up. Her kingdom collapsed, she joined an adventuring party. They went on many glorious adventures, killing dragons and demons and shit like that. One day, however, very very mysteriously, they died! Nobody but her survived, and she refused to tell the story. Many other things happened after that, but suffice it to say that she eventually ended up in the Nexus.

, but suffice it to say that she eventually ended up in the Nexus.
Title: Re: Character Sheet Submission Thread
Post by: Bern on May 13, 2018, 08:47:30 PM
Name: Amanda Harrington

Race: Human

Age: 21

Height: 1.68 m

Weight: Slightly above average for her height

Appearance:
(https://i.imgur.com/TYEndsZ.jpg)



Stats:

Strength: Exceptional/ Incredible with strengthening magic

Agility: Exceptional/ Incredible with strengthening magic

Durability: Exceptional/ Incredible with strengthening magic (Fantastic Auto barrier)

Willpower: Gritty

Magical Ability: Extremely High

Heavenly Eyes of True Sight

She was born with a rare gift said to only make appearance once every thousand years. Born with eyes that pierces the veil and reveals the truth of the world. It’s impossible to hide from these eyes whether it’s through mundane skill or supernatural interference, if she’s looking in your direction she will know you’re there. Not even hiding within a pocket dimension or something of that nature will mask your presence. The world will simply realign itself in a way to show the truth of any given situation, This effect only takes place if someone is intentionally trying to deceive her or possesses a wild unstable form.

Amanda can also directly see the flow of magic and how it’s weaved, allowing her to pick apart the functions of runic arrays and barriers with a mere glance as well as being able to replicate them herself. In fact, any magical display in her vicinity will be picked apart and processed, all underlying factors recorded as the eyes makes her capable of performing it. Even if it's magic that's unique to an individual, her merciless eyes will eventually uncover the secret. However, the time it takes is directly proportional to the scope and complexity of any mystical phenomena she's uncovering. It also isn't as efficient with other types of supernatural abilities, but it still allows her to grasp the fundamentals of what she’s seeing, she wouldn’t know how to do it herself but she’d understand how it works.

Offensive Spells

It's not really something she’s interested in but a necessity in a place as violent as the Nexus. Due to her inherent ability to absorb knowledge she does know well over a hundred unique spells with the sole purpose of destroying others. Ranging from your average fireball to frost magic and even wind manipulation, if she had to choose a favourite it would have to be the lightning stream spell, there’s just something appealing about electrocuting people and laughing madly. They all vary in potency from low to Extremely High, although a single Extremely High use will undoubtedly overload her system, rendering her incapable to cast magic again for a few second. This is why she usually performs at a level below that, seeing as she can actually keep that up for a while.

Soul Magic

Souls are an interesting topic and one very intrinsic to her very being, or rather an apparent lack of it is. She can transfer souls between different bodies and even objects. This requires an extended ritual that takes quite a bit of time. More recently her soul no longer inhibits her body as she has sealed it away in an extra dimensional space, rendering her effectively immortal.

Puppetry Magic

Amanda can create nigh invisible strings of magic to take control of other people by restraining their limbs with amazing force. These strings however aren’t very strong and are only guaranteed to work on regular humans.

It’s also used to control her puppet bodies and lets her experience all feeling as if it was a real puppet, it’s part of her masterpiece and she’s immensely proud over it. Locked away in the basement are several reserve bodies and she has the ability to create more if needed, but that can only be done using a puppet body.

Runic Arrays

Runes is her true passion, to the point she’s turned her mansion into a fortress more secure than a certain school for Witchcraft and Wizardry. Almost every inch of every wall is inscribed with something that either enhances the durability of the place or acts out against intruders, ranging from locking the entire mansion away in a pocket dimension to making statues come alive and attack people (Incredible Stats), to blasts of fire and ice of very high potency.

These runes are invisible to the normal eye when not active and would require someone to be both proficient in said field and be actively looking to spot them, or have have some other supernatural visual aid.

She can also create extra dimensional spaces with the use of her runes and store objects in there, even such immaterial things as the soul. This takes time to do and isn’t usable in battle. 

However the most intricate runes of them all are the ones on her own body. They are much more complex and Amanda spent weeks working on them alone, To ensure that they could withstand outside interference.

The first one generates an automatic barrier to protect her from harm. It operates entirely independently from her, only requiring her to feed it a constant stream of mana. To disrupt it one would have to strike it repeatedly with Fantastic force.

The second one is far more vain in nature. It’s only natural for a girl of her lineage to be the prettiest, and that would hold true even if she had to make it so. This array makes anyone who’s capable of feeling attraction, perceive her as being incredibly beautiful, it’s so effective in fact even people not normally attracted to her gender are affected.

The final one maintains contact between her puppet body and her true soul, it is equally as hard to interfere with as the other two if not more so as this is the most important one and her masterpiece, and consequently had far more effort put into it. It's sheer scope and complexity goes far beyond what she can normally achieve and bridges the truly divine aspects of her craft.

Strengthening Magic

Amanda has a wide array of strengthening spells, which she can use to boost her physical capabilities far higher than they usually are at, but this comes at a price. Her body can only handle this for so long before it starts breaking down, more than 20 minutes at a time is rather detrimental, the effects also don't fully manifest until several seconds has passed. It also creates yet another drain on her along with the barriers on her already somewhat limited output capabilty.

This can be partially circumvented by utilizing her magic to strengthen others in times of need. Contrary to what you might expect this puts less strain on her as her own body won't have to deal with the double blow back of both channeling it as well as the increase in physical capabilities beyond her norm. When used on someone else it's mostly limited by the natural capabilities of the person she's casting it, she cannot increase them far beyond their normal limits (maximum 2 ranks every stat up to Heroic) nor can she do it to more than one person at a time effectively.

Charm Magic

An area she once devoted extensive research into. Now she just sees it as a phase she grew out of but there still a fair bit gained from it. She can easily cast charms that ensnare people in a trance which affects people up to Gritty willpower, with more preparations she can make even more powerful ones that can only truly be resisted by Absolute Chads. Although ranks above Gritty would still be mostly resilient and wouldn't lose themselves in it. Those with Gritty would be greatly infatuated with her and those below would lose most of their ability to resist her.


Miscellaneous Utility Spells

She also knows several different healing spells capable of curing broken bones and even making limbs regrow, but she’s yet to come across resurrection spells. Creating teleportation circles between points she has already visited is also within her ability, as is the ability to open magic locks, repair items, and detect hidden things. She can also scry into far away places.


Assets:

Enchanted Clothes

Her clothes are supernaturally durable and an ordinary human would be hard pressed to harm them much less destroy them. They also repel dirt and rain by themselves, making sure that she always looks fashionable no matter the circumstance. They also protect her from telepathic assault.

Incredibly Rich

Amanda owns several billions worth of assets, including her mansion, her liquid capital is far from that though as the old family business has run into a bit of a bad place ever since she took over.


Weaknesses:

Super Squishy

Just look at her stats.

Bodily Limitations

She extremely talented, almost too talented for her own good. Her body can’t quite keep up, and the more potent magic she uses the faster she risks burning out. In effect she can only maintain Extremely High spells for a few minutes at a time anything below that is much easier to use however.

Intimacies

Lesser Cause: Seeking knowledge
Lesser Phobia: Permanent Death
Lesser Tie: Her eyes (possession)
Lesser Tie: Eruraviel (love)
Lesser Tie: Lord Russell (hate)

Origin:

Born to the Noble line of Harrington mages, Amanda inherited the entire family fortune a mere two years ago when her Father got viciously mauled by a werewolf and died minutes later, alone and bleeding out in a back alley.

Suffice to say she wasn’t in the best of mood. It’s understandable that the old business partners didn’t want to deal with a bratty teenager suffering from depression, and that took a toll, one she haven’t quite recovered from yet economically.

A lot happened in those two years though. She eventually got over her depression, but not before finding the mutt responsible and dispensing justice on him. That action caught the attention of the elderly Police Chief who took her under his wing not long after.


He stepped down a few months ago leaving her in charge of one of the wealthiest districts in the Nexus, and probably one of the safest too. At least that’s how it looked on the surface.

Title: Re: Character Sheet Submission Thread
Post by: YOLF on May 14, 2018, 03:00:55 AM
Name: Yusho, Fervent Gale
Race: Human (Dragon-Blooded)
Age: 78
Height:~175 cm
Weight: Heavier than average for his frame from muscle
Appearance:
(https://i.imgur.com/u1M3IHH.png)
 
Attributes (Exhausted)

Strength: Incredible (Exceptional)
Agility: Incredible (Amazing)
Durability: Incredible (Amazing)
Willpower: Zen

Other Abilities:

Chosen of the Dragons: Humans may only reach so far on their own; their bodies were not designed to channel the Essence of Creation. Thanks to the blessing of the Five Elemental Dragons, inherited through his blood, Yusho has no such limits on him. He may live for hundreds of years around his prime, and reach heights that surpass gods. Most of his skills below are either granted or enhanced by this trait.

Air Aspect:
The element that Yusho's nature is closest to colors his temperament and instinctive manifestations of magic. He can perform minor manipulations of his element (such as conjuring a breeze to cool himself) at will, lighten himself to easily make great bounds horizontally or vertically and remove any danger from falls, and create gusts of wind around himself that divert the course of projetiles. And, more subtly, his mind buffets like a tempest around his principles, lending him internal strength in their protection.

Elemental Aura: It is impossible for Yusho to hide his divine power so long as he has to meaningfully exert himself in combat. At first a dim outline of pale blue light surrounds him, then his hair gleams like ice as sparks crackle from his skin. The outline grows until it lights up an entire room, and then up to the sky, momentarily unleashing the image of a blinding white dragon surrounded by a storm. When Yusho's aura flares to its full intensity, it manifests as destructive elemental force called anima flux, progressively damaging any non-Dragon-Blooded in a handful of meters with ravaging winds and vicious electrical arcs, and tearing into scenery. Anyone with Incredible durability or similarly resilient defenses is resistant to flux, but even Amazing durability can falter against it.

But his aura has an internal side as well. By mostly channelling power from one element for a short time, Yusho can center the totality of his essence around that same element, allowing him to empower certain expressions of his Dragon-blooded prowess aligned with it. In particular, this allows him to increase the efficiency of several Elemental Dragon Style techniques while in the matching state and a handful of Golden Janissary moves with wood and air essence. In anima flux his aura can only align itself to air essence.

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

Immaculate Martial Artist: Yusho has learned the supernatural martial arts practiced by the monks of the Immaculate Order and cultivated a deep expertise with these philosophies of combat. He has mastered the mortal principles and movements of all the styles in his repertoire and possesses the understanding of most of their supernatural techniques, expressing their overall martial power through superhuman proficiency (already holistically reflected in Attributes) and knacks. He can freely combine and flow between the techniques of styles with common foundations.


Elemental Sheath: Yusho can shape and ready weapons for his martial arts from overt elemental manifestations, such as drawing the flames of a bonfire into a burning spear or the cold winds of his aura into razor-sharp icy chakrams. These weapons retain the qualities of the chosen element and benefit from them.

Encompassing Earth Sense: Yusho's senses and mental resilience are heightened by the balanced serenity of earth. In addition, he can displace his sense of hearing through solid barriers, and detect hidden threats through the vibrations that move through surfaces close to the earth or the air motion in enclosed spaces.

Dragon Exorcist: Yusho is attuned to the subtle winds of the spiritual world. His occult sensitivity can discern the presence of close by dematerialized spirits, and when they approach his vicinity he can hear and pinpoint their location. Touching a reflective surface also allows him to outright hear and see the reflections of dematerialized beings.

His powers allow him to strike such entities and drag them halfway into the material world to see and touch; and when he slays a spirit that might reform after death, his attack may disperse its essence, ensuring it will be greatedly diminished. Sufficiently weakened spirits will simply perish. He can also stir the winds of the spirit world into a mystical vortex dozens of meters wide what repels or draws in spirits (whether material or not) and other dematerialized beings. They are blown back in the chosen direction, and fighting against it slows down their movement drastically so long as the whirlwind remains (which might be as much as an hour); if they possess a sanctum or a master it also makes it impossible to magically recall their way there.

Elemental Scholar:
Yusho is learned in a great deal about the world of Creation, and in particular possesses extensive knowledge on the lore of the Immaculate Philosophy. Most of this is of limited relevance to the Nexus, but by meditating upon an expression of the elements he can gleam knowledge from the natural world and its symbolic connections. Lightning flashes of superhuman inspiration also allow him to grasp facts beyond his immediate kenning.

His supernatural understanding allows him to channel essence into deadly elemental blasts of Incredible power and swiftness against nearby targets. He can fire crackling lightning that passes partially though metal armor (even magical armor), bolts of barbed numbing poison, and consuming bursts of fire. By feeding these attacks his flaring aura he can extend their optimal range from a handful of meters to some dozens of yards. His expert aim is heighted by the trait of his killing intent to stir up currents of wind that guide these attacks to their victims and allow them to change course mid-air.

Nurturing Physician: Yusho has a basic grasp of medicine heightened by an understanding of the flow of living essence through the body, and upon treating a disease he can strengthen the patient's resistance to it while they recover.

Impassioned Cookery: Yusho is an excellent cook who labors with hands as solid as stone that can create pieces of culinary art, given the chance. Meals can also be suffused with the passionate essence of fire to inspire emotions with supernatural potency. He could make a bowl of noodles flavored with sorrow that brings tears to the eyes of anyone who eats it, or a curry tempered with courage that ignites the valor of those who partake; with this intensity lingering for days.

Weaknesses:

Essence: Most of the time Yusho can do all of the feats shown in his Physical Attributes reliably by enhancing his peak physical performance with the essence of creation. If he's forced to sustain his maximum abilities for notable periods of time then he’ll wear herself out. Examples include having to fight mortal armies for a few hours, or a half dozen powerful enemies below his own level or a single opponent at or above his level for several minutes. Exhaustion leaves him with merely his natural Attributes until he has some time to catch his breath. Some of his feats are more draining than others; repeatedly firing elemental bolts, combining the stronger techniques of multiple martial arts, or notable elemental or martial arts powers, are more exhausting either mentally or to his essence.

The Great Curse: Unbeknownst to Yusho, or any other Chosen for that matter, he labors under the death curse of the creators of his world. Though it fell the lightest upon his ancestors when they took part in the murder, it pushes him toward ruin by the spiteful will of dead titans. The Curse manifests himself by pushing his elemental temperament to extremes; it can lead him to react with excessive negativity when the world fails to live up to his ideals, or become so caught up in his vision and purpose that he ignores consequences or allows no slight to it.

Intimacies
Greater Tie: The Common People (Protective Duty)
Greater Principle: "Evildoers will receive JUSTICE!!"
Lesser Tie: The Immaculate Philosophy (Crooked Belief)
Lesser Principle: "No matter how high, you can still do wrong."

Origin: Origin: Yusho was born in the northern provinces of the Blessed Isle, the continental island at the center of the world, where lies the seat of the greatest empire of this age. This is the Realm of the Scarlet Empress and her dynasty of elemental demigods, which stretches past the inland sea and out into every direction through that threshold, gobbling up the world's wealth and consolidating its power and order.

A fearless child of farmers, he had all the gumption to challenge a monstrous bird that assaulted plantations, and be carried off for his troubles. Luckily, it was at this time that the blood of the dragons awakened in him. This saved his life, and soon enough the news spread. As customary for lost eggs of the Dynasty, he was taken into their care to receive a formal education along its scions - an awkward effort for someone who idolized the calling of heroics as much as his respect was distant from luxury. Between the coin of the legions and the razor of monastic life, he chose the latter.

Yusho began a hardy and disciplined path for his life as a Chosen, first with the postulant name Raven, then his monk name Fervent Gale. In the name of the Immaculate Order, he fought rogue gods, challenged fair folk marauders, and spilled his blood to preserve Creation. When his duties took him to travel beyond the heart of the Realm, he aided in quelling rebellions, hunted Anathema, and faced heretics in honor duels. When he returned home, he raised his fist against the failings of the Dragon-blooded, struggled against the preconceptions of the Realm, and quarreled with the lines of his sworn kin and the secrets of his religion.

When he could no longer be complicit in the reserved stance of the Immaculate Order, Fervent Gale abandoned the ranks. Judgement from high was withheld, but the Dynasty and Immaculates alike did not take cleanly to his apostasy. Though he struggled to find allies, he spoke and acted loudly against the cracked principles of the Realm. Only following the recent disappearance of the Empress did his chances change, but destiny seemed to have other plans for him...
Title: Re: Character Sheet Submission Thread
Post by: Bern on June 03, 2018, 12:20:01 AM
Name: Valerie, King of the Vampires and First Lady of the Night

Race: Vampire

Age: Over 2000

Height: 1.62 m

Weight: 32 kg

Appearance:
(https://i.imgur.com/QeGggYO.jpg)

(https://i.imgur.com/pWoRzh0.jpg)


Physical Attributes

Night

Strength: Heroic

Agility: Heroic

Durabilty: Heroic

Willpower: Shounen Determinator


Day

Strength: Fantastic

Agility: Fantastic

Durabilty: Fantastic


Other Abilities:

True Vampire:
An immortal dark creature of the night, the light of day is their natural enemy and will inevitably vanquish one if they come in contact with it for too long. Merely being active during daytime is draining for them and they can’t operate at full power. But that doesn’t mean there aren’t any benefits to this state of being.

A vampire possesses enhanced senses allowing them to hear a pin be dropped in another room or even overhear conversations from across a town square. Unfortunately for those who may wish to exploit this sensitive hearing for their own benefit, it’s a selective thing, where annoying loud sounds and frequencies will be naturally filtered out for the benefit of the vampire. They can also see perfectly in the dark and at even further distances than a normal human can see during the day.

The most important aspect to them however is blood. Blood defines who and what they are as their entire lifestyle deals in the acquisition of this. Some vampires hold humans as livestock, feeding on them whenever they so desire and others abstain from the blood of sentients entirely, instead going after animals. They all however have one thing in common, their insatiable thirst for blood, the essence of life that sustains their unlife.

Blood is essential to them as without it that can’t sustain their own existence, however this does not mean a constant supply is required as some have been known to go for weeks without feeding. What it does entail is a gradual weakening of their bodies until they’re forced into a state of torpor, a preternatural state of sleep, one they can only be woken from by the sweet intake of the most prized essence. when bitten by a vampire, the victim will experience a euphoric sense of pleasure not dissimilar to sexual indulgences.

While in optimal shape a vampire possesses an unnatural healing factor, minor wounds closes in mere moments and even more major ones such as the loss of limbs can be recovered from in mere hours. Fresh intake of blood can speed this process up significantly giving the illusion of invincibility to them, for fledglings this mostly takes the form of a few uses of instantaneous limb regeneration. However, the older they get, the more efficiently their blood reserves will be used. A vampire like Valerie can pull her body back from small pieces a couple of times while in prime shape. When feasting on the blood of another, their most recent memories will be revealed to the vampire, as well as their current mood and thoughts. If gifted to another being willingly, it can temporarily grant them the healing properties that a vampire normally enjoys.

Other beings can also be turned into a vampire through a ritual where the vampire first drains the other person dry and then grants them their own blood. Being turned however is a process that many humans can’t endure and they turn into ghouls instead, loyal but feral servants of their sire. A new personality is formed in place of the one who perished, some of them regain their ability to speak over time but they never fully develop out of this stage, except in very rare circumstances. Ghouls are only as powerful as the victim was originally, in most cases normal humans.


When someone have been turned they will form a bond with the person who turned them, their sire. They will both be able to feel each other’s presence and general whereabouts as well as the emotional state of each other. The fledgling will also form a bond of loyalty with their sire and will be subconsciously compelled to always listen to what they say and try to do as they say. If they became aware of it, it’s possible for them to try fight these instincts, however that will usually lead to cases of depression because serving dutifully will fill them with a sense of euphoria. Any being who's successfully turned will obtain all the powers of a vampire, but it's a gradual thing, and they will grow stronger over time.


Experienced Fighter:
Life for someone like her is really rough and she’s had to go through countless fights in her nights, which lends an amazing breadth of tactical knowledge as well as insight into how and why different people fight the way they do. Her practical skills are nothing to scoff at either as she has mastered the use of pretty much every martial fighting style as well as all mundane weapons, although she does have a preference for scythes.


Assets:

Essence Reaver:
A scythe forged many moons ago with dark magic. It’s Valerie’s weapon of choice for it’s deadliness but also for the aesthetic. Swipes from this cursed scythe will rend your very soul and bleed you of your essence, which is then absorbed by the wielder. It can also break the shackles of immortality and free you from your mortal coil, not even ghosts and spirits can escape this weapon of untold terror.

It might as well be indestructible, to shatter it would be to shatter the darkness of the unending night itself, a preposterous notion. When not in use the Essence Reaver remains de-materialized, ready to be brought into the material realm at its master's whim. During night time she may dispel it back into her realm at any time no matter how far away from her it is, due to the fact the night itself is in a sense part of her realm.

Daylight Ring:
A magical ring she obtained centuries ago, it allows her to move during the day without fear of getting burned to death. It was enchanted by a master runesmith and would be exceedingly hard to try and break. It also grants immunity to magic that conjures sunlight. While the normal Daylight Rings don’t protect against the weakening nature of sunlight, the most elite of vampires are entrusted a ring that does just that. These special rings are extremely valuable though and only a handful exist, all in the hands of either the Vampire King or the original creator.


Weakness:

Sunlight: She has a deadly weakness to sunlight, so removing her daylight ring puts her risk of being exposed.

Fire: Vampires like her are incredibly vulnerable to fire and it does a whole rank up in damage against them.

Intimacies

Lesser Tie: her Kingdom (duty)
Lesser Tie: Her Children (domineering affection)
Lesser Tie: Ivanna (rival)
Lesser Tie: Yamada (uncle and mentor)
Lesser Tie: Sex (addiction)

Lesser Cause: Stopping Little Russia
Lesser Cause: To defeat evil 

Lesser Prinicple: "Treat everyone with the respect they are due."

Lesser Phobia: Final Death



Origin:
A snake trails through the underbrush, tailing it’s prey in an inevitable dance which always yield the same result. Round and round the ball spins, and lands on the number you’ve chosen, kicked out and beaten for cheating, you stumble upon it. A rose blooms only once per year, is it the work of God or?

Once a great vampire united all the vampires in the land under a common banner. They sought understanding with the other races and after a long and arduous journey peace was attained.

That vampire wasn’t her.

Lady Valerie is a highly respected vampire and one of the oldest inhabitants of the Nexus. She could easily become a police chief if she so desired, in fact she was one in the past but retired a long long time. She doesn’t hold as much interest in the grander affairs of mortal as she used to, and prefers to have more fun with individuals instead. It’s always such fun when there’s guests to entertain at her castle, Death’s Cradle.
Title: Re: Character Sheet Submission Thread
Post by: yinsukin on June 25, 2018, 05:50:27 PM
Name: Suerte

Race: Human

Age: 25

Height: 166cm

Weight: Girl with big boobs with muscles weight

Appearance:

Her arms are a bit more muscular than in this picture, with a washboard stomach thanks to her time at Elizabeth's strip club.

(https://i.imgur.com/lJR4WW1.jpg)

Physical Attributes

Strength: Incredible

Agility: Fantastic

Durability: Incredible

Magic: High

Willpower: Gritty

Enchantment:  Suerte is not the most educated mage in the world, but she does have the very specific ability to enhance the guns and bullets she has, giving them special properties, which will be outlined in the equipment magic.

Reinforcement:  Suerte is capable of reinforcing any object, making it several times stronger than it was before.  For example, she can make a piece of paper as strong as steel and a door as powerful as several thick walls stacked together.  The only downside is that she cannot use this ability on living creatures or complex machinery, with the exception of guns.

Sex Magic:  Suerte is capable of stimulating the pleasure center in someone's brain by discharging mana in a person's body through touch.  This power makes sex with her addicting.  However, she is not very good at this yet and can only use it effectively on those with willpower of wimpy or lower.

Other Abilities:

Naturally lucky:  This goes without saying hopefully, but Suerte is a lucky gal.  She can go to the lottery and win every time.  When playing russian roulette, she will never lose a game.  The point is, she is a walking phenomenon of supernatural luck.  If she is attempting to do something with a 5% chance of happening or even less, it will happen just because she wants it to occur.  Suerte's luck aids in whatever goal she is trying to achieve in the moment.  Although it is limited by her perspective.  For example, she may want to eat, so someone may offer her their leftover food, but maybe what she truly needs is water.  If she thinks she needs water, fate will not necessarily guide her to that unless it is a matter of life or death.  Luck will unconsciously protect her from injury or death, but luck assistance based on goals are more centered around her intent or desires.

Luck of the draw:  This ability allows the user to strike a target with perfect accuracy.  Reality will be altered on a small scale to make the shot possible.  For example, if the user wishes to shoot a man who is on the other side of a door in a building, the bullet will ricochete across various conveniently placed objects to hit the target.

Small scale probability manipulation:  Through physical contact, the user can alter the target’s probability, making them susceptible to random acts of violence and disaster.  With a lot of physical contact, it can result in a large scale draining of their luck.  Genetic accidents, random improbable injuries and even the unfortunate ire of someone very powerful.  While draining each person is quick, achieving a higher level of luck takes effort. When draining one or two, she increases her “luck reserves” thus allowing her to achieve greater feats of luck than she already can.  For example, after draining several normally lucky people or an exceptionally lucky one, she is capable of doing things like affecting future events with her luck.  After draining dozens, large scale events fit her needs, such as the wheather or something that borders on strange.  For example, a person may act for her benefit (Although this does not need to apply to PCs if you don't want it to).  With hundreds of people, her luck borders on logic defying without actually overcoming it.  For example, she could be in a  historically peaceful neighborhood, but all the sudden terrorists decide to blow the place up, all because it would be lucky for Suerte to escape.

However, this effect is temporary and can dissipate over time.  Moreover, it is impossible to drain large amounts of people and achieve unstoppable levels of luck as there is a passive loss of luck without the blessing of the goddess.  She can either share her own luck, or gather “reserves” of luck to give to a person.  With enough people, they can actually rival her level of luck.

Marksmen:  Despite her powers assuring her 100% accuracy, she is actually a pretty good shot even without them.  If someone somehow managed to take away her powers, she would still hit with the accuracy of history’s greatest marksmen.  With her natural skill and luck combined, she can perform inhuman feats of marksmanship.  As long as the shot is physically possible, Suerte can make it.

Hand to hand combat skill:  While not a master, Suerte can hold her own in a fight.  She knows basic throws and can disable an inexperienced fighter with ease.  Somehow, she can even block blades with the trunk of her guns.

Gunsmith:  Suerte is a capable gunsmith.  Moreover, she is the only one capable of creating the weapons she uses.  If given the right materials, a facility and plenty of time, she could create more weapons with similar properties.  She is capable of making weapons with other properties, but she prefers making the ones she has.

Assets:

Twin pistols:  It is a pair of magical pistols that create their own bullets after sensing the user’s intent.  The gun will often physically transform to fit the bullet type as well.  In addition, the bullets never run out of ammo, as they are enchanted with a property that allows unlimited bullets.  Moreover, the bullets are enhanced with enough piercing power to blast through multiple walls while still striking the target with enough force to rip through bone (Fantastic).  Although, this weapon can only be enchanted with one bullet property type at a time.

All the ammo:   By enchanting the weapon with a property that allows it to reproduce anything within it, the gun can respawn any bullet within it, as well as heal any damage to the gun itself, so long as it has not been disintegrated.  In addition, Suerte often programs her weapons to sense her intent, allowing them to spawn the appropriate bullet type for the situation.  For example, her when fighting someone she wants to subdue but not kill, her twin pistols are capable of creating and firing rubber bullets.

Bouncing bullets:  Suerte’s bullets have unique properties in that they have a small chance of bouncing off of any object.  For example, it is possible for the bullets to bounce off of water, even if it hits it at a strange angle.  With her domain over luck, that means it can effectively be bounced whenever she wants it to, as whatever is lucky to her will happen.

Sniper rifle:  Its a sniper rifle.  It works the same as the magic pistols although much more powerful (heroic).  Naturally, the bullets can be enchanted as well.  What is particular about this gun is the way the scope is enchanted.  Each bullet can be enchanted with up to three properties.  It has a sort of magic X ray vision that allows the user to see through buildings, clothes, anything with the proper adjustment.

Origin:

In an alternate universe covered in desert and hills, a familiar story plays out.  A lone criminal hunts down a young couple, delivering a wave of bullets to their bodies.  In revenge, a young pinkish purple haired girl dedicates her entire life to getting revenge.  As it turns out, killing a guy who killed some of the most skilled gunslingers on the planet isn’t easy, so it took quite a while to train to get that good.  After a lifetime of blood, sweat and patience, the young girl finally had her shot.

Even with all of that training, it wasn’t enough.  So, the girl learned magic and sought artifacts that she could use to drastically increase her power.  In contrast to her earlier quest, which ended it failure, this one yielded a surplus of success.  However, rather than an artifact, she found a goddess.  The ancient maiden quickly grew fond of the girl and blessed her with the power of luck, the ability to transcend probability, as well as physical enhancements to her body necessary to keep up with the man.

And so, she took her revenge.

But what do you do after you complete your life’s work?  For Suerte, it meant cutting loose and having fun.  Taking down bad guys, hitting bars with her new friends, or her new addiction to gambling: all of these things have filled the void where the man had left her.  But even so, one's life cannot only be pleasure, at least not forever.  Perhaps it is fate she ended up in a city far different from the world she knew.

Weakness:

Close combat:  While she is capable of dispatching mooks and those around her skill level in hand to hand combat, a master of martial arts will certainly be able to best her, provided it is a straight fight.

Disarmed:  While again, Suerte is capable with her close combat skills, she is nowhere near as threatening without her weapons.  If you manage to take her weapons away, her combat capabilities are reduced greatly. 

intimacies:

Lesser tie: Lily (First friend).
Lesser tie: Justice (Partner)
Lesser tie: Nanako (Threat to relationship with Justice)
Lesser tie: The memory of her parents (Daddy issues)
Greater cause: Suerte's concept of freedom.
Lesser phobia: Becoming like her parent's killer.



Title: Re: Character Sheet Submission Thread
Post by: Panda on July 14, 2018, 01:25:34 AM
Name: Nanako Nanaya

Race: Squirrel-Human

Age: 23

Height: 5’5

Weight: Heavy. She insists it’s because of the muscles.

Appearance:

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

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

Physical Attributes

Strength: Heroic

Agility: Heroic

Durabilty: Heroic

Magic: None, but a magical acorn gave her a number of squirrel powers.

Willpower: Average

Magic Resistance: High

Other Abilities:

Unbound, Unchained, Untamed: Nanako had a brush with the void early on in her life, though she doesn't remember it. Though she survived the experience, it left its mark on her. She cannot be affected by powers manipulating probability or fate, as they crumble from the abyssal entropy in her soul.

Squirrel Senses: Nanako's senses are far sharper than human ones, in some ways. She has excellent peripheral vision and pick out even the slightest movements. She can pick up on sounds miles away and in frequencies that can't normally be heard. Her sense of smell is such that she can pick up on scent trails or smell things that may have been otherwise concealed by non-magical means. She sense her surroundings and nearby motions precisely enough that, even without sight or hearing, she can still fight as if she were unhindered. Her senses tone down automatically to avoid sensory overload.

Roadkill no more: Nanako has risen above the weaknesses of her fellow squirrels and reduces damage from being run over by vehicles by two ranks.

General squirrel powers: With her link to squirrels, Nanako can summon groups of squirrels and communicate with them. Additionally, her cheeks can stretch several times more than normal human cheeks, and she’s exceptionally fast when it comes to climbing trees, and notably faster when climbing in general.

Enhanced self-healing: Nanako heals many times faster than a normal human, with injuries that would put someone else out for months or years healing in mere minutes or hours for her, not even leaving scars behind. Even injuries that wouldn't normally heal can be undone in a matter of hours.

Aside from that, she's extremely resistant to poisons and diseases alike, to the point that even the most potent ones, even of supernatural origin, barely register to her.

Harder Daddy: Nanako's masochism and experience allows her to take pain that would incapacitate someone else at her level and keep fighting.

Expert Brawler: Nanako’s dedication to her training makes her a force to be reckoned with. She's a masterfully skilled brawler and grappler, but she's still inexperienced and can slip up in the heat of the moment.

Scraps of Grace: Though the battle with the Morningstar left it's mark on Nanako's mind, some part of its grace latched on to her body as well. At will, Nanako can call on the pieces that cling to her to manifest wings to double-jump. However, after doing this, the wings need a moment to recuperate before she can do it again.

Assets:

Not much aside from the clothes on her back, some cash, and a phone

Intimacies
Lesser Tie: Justice (The cowboy, not the court)
Lesser Tie: Carin (Cute helpful goddess)
Lesser Tie: Suerte (Thieving bitch. Hot though.)
Lesser Cause: Pain (Preferably mine)

Weaknesses: Nanako lacks much in the way of ranged approaches.

Origin: Nanako’s lot in life wasn’t a pleasant one starting out. Perhaps that’s how she ended up desperate enough to try her luck with a cursed acorn tree. Whether good luck or bad, the powers she developed after the incident gave her the idea to try her luck with a local prize-fighting ring. Her first fight went better than expected, Nanako managing to score a win, followed by advancing up the ranks of the tourney, right up to the finals. Though the reigning champion ended up beating the tar out of her all the same, the payout for her performance was still significant.

Seizing upon an opportunity practically handed to them, the managers brought Nanako on as a more permanent fixture, promising steady pay so long as she stayed on with them. Seeing the best opportunity she’d found in a while without resorting to theft, Nanako agreed. With how far she'd gotten last time, Nanako resolved herself to improve as much as she could. She’d even started to gather something of a fan following. At first, the fights were just something to pay the bills, but eventually she got used to them, and after a longer time still started enjoying them, even when she was being beaten down.

Then, on the day of another fight, the door that should’ve lead to the arena instead brought her to some strange new land.
Title: Re: Character Sheet Submission Thread
Post by: YOLF on August 15, 2018, 05:09:38 PM
Name: Edelgard

Race: Forsaken

Age: 117

Height: ~167 cms

Weight: Notably heavier than her frame would suggest

Appearance:
(https://i.imgur.com/NTPabSv.png)
(https://i.imgur.com/kN5PhFA.jpg)

Attributes

Strength: Fantastic
Agility: Heroic
Durabilty: Fantastic
Willpower: Gritty

Magic: High

Magic is the ability to channel the ambient energy that ebbs and flows from the astral realm to the physical world, to produce effects through arcane formulas or refining it in the body. When too much of this power is expended, or negative sensations and widespread destruction permeate the environment, corruption builds up, and destroys the bodies of mystics as they attempt to channel magic.

Exiled to a wasteland of astral corruption, the Forsaken found their magical inclination and sensitivity warped over time to harness this polluted facet, and Edelgard knows a couple of spells in this vein.

Tainting the Veil: Edelgard aetherically corrupts the surrounding area by wounding herself. This interferes with all magic that draws from ambient energy, causing spells to drain and ravage the caster relative to their power. This first requires a notable injury’s worth of blood, but the more she spills the easier it is to build up and spread the area of effect.

Sacrificial Haze: At the cost of significant harm to herself and exhausting her stamina afterwards, Edelgard empowers herself for around 30 seconds. During this time, she gains Heroic strength and her advance can’t be halted through magic or other supernatural tricks. With enough local corruption to seriously injure casters in their attempts, the cost of this spell is greatly diminished, but she can still not use it more than once per fight.


Other Abilities:

Forsaken: The Forsaken are a humanoid race with muscles like corded bronze fibers, eyes which radiate power and can detect nearby magic as well as grant a basic understanding of its type, extraordinary healing abilities allowing them to endure most lethal wounds that fail to instantly kill them and recover from these in a handful of days, hypersensitive animal-like senses, and an organism superhumanly resistant to disease and toxins.

Devil Lancer: Edelgard is a trained soldier and master spearfighter learned in the schools of the devil lancer, dreaded as the deadliest warriors in the history of the Forsaken. Her style emphasises crushing, sweeping attacks at the maximum range of one’s weapon and limb-tearing strokes. In addition, she knows a handful of Heroic Feats, preternatural tricks and martial techniques shared only among the greatest fighters.

The Loyal Steel feat allows her to call weapons to fly back to hand with a flick of the wrist;
The Spider Foot feat lets her stand and run on water, thin thread, the upraised tip of a spear and other surfaces that would not support her weight or let her harmlessly rest on;
The Flying Carp feat catapults her up to a dozen miles away by throwing a long weapon and instantly jumping on it to ride through the air at Heroic speed.
The Red Floor feat permits her to declare the protection of a house or building smaller than a mansion (or equivalent area), and while she guards it, instantly attack anyone who attempts to cross its boundaries without becoming absent from where she stands;
And the Comet Missile feat consists in an acrobatic spear throw of Heroic strength performed from the soles of her feet that bends towards the target’s spine mid-air.

Assets:

Fortright End: A long and heavy polearm requiring superhuman strength to wield, and extremely resilient to match. It was made with strengthened materials from the Forsaken’s lands of exile.

Shards of the Nameless Spear: Nothing but dust and broken promises.

Weakness:

Can’t Communicate: Edelgard is really bad at talking to people, and has difficulty or disinterest in articulating more complicated sentences clearly.

Sensory Overload: While it isn’t a problem in everyday life or even most battlefields, she can become overwhelmed and disoriented by sensory overstimulation in the form of extremely bright lights, very loud and pervading noise, and such things. She’s never seen a flashbang, but similar tricks were used against her race back home and would be effective against her.

Intimacies
Greater Tie: The Forsaken (Derelict Duty)
Greater Phobia: Worthlessness
Lesser Cause: The honor of combat
Lesser Tie: Sakura Edelfeldt (Loyalty)

Origin: Edelgard grew up in a period of unrest among her people. Called the Forsaken by the time she was born, they had been banished to the ruined and shadowed islands southwest of their homeland for losing a terrible war that arrayed them against the world hundreds of years prior; to live in the wasteland of magic and life their own hunger for conquest created before they were toppled.

In a period where tensions threatened to tear their clans apart, she became a celebrated soldier and efficient general among the Forsaken, and dedicated herself to the eradication of humanity, believing the simplest solution for union was the best one. She bore them no ill will, but came to believe the utter destruction of the ancestral enemies who had once sealed their defeat was the only way the worst of her kind could have peace.

Her forces joined the expedition that cut into the heart of the mainland seeking to scatter the other races and find the reincarnated high lord of the Forsaken. But the meddling of extremists led to the death of their reborn lord while they were yet weak, to the efforts of heroes. In the end, their coalition shattered, and their dream went up in smoke, not because of mankind but the reckless plans of other Forsaken, and beaten and regretful Edelgard abandoned their legions.

She hadn’t made up her mind whether it was luck or coincidence that following the incident the borders of their realm opened up to exchange they hadn’t seen in centuries, when she ended up in the Nexus.
Title: Re: Character Sheet Submission Thread
Post by: Bern on September 15, 2018, 08:24:43 AM
Name: Neptune

Race: Human

Age: 21

Height: 172 cm

Weight: 58 kg

Appearance:

(https://i.imgur.com/Ya11V4E.png)



Physical Attributes

Strength: Incredible

Agility: Incredible

Durability: Incredible

Willpower: Gritty

Magic: Extremely High

Forger of the Stars:

The only branch of magic she ever had any interest in learning was the creation of magical trinkets, magical artifacts of great power but also weapons, mostly weapons. There's just something fascinating with things that go boom. Even though she possess ludicrously vast reserves, her proficiency with other branches of magic are at or near zero, on the flipside when it comes to making items and especially weapons her abilities are above and beyond flawless.

Legendary weapons can be constructed as long as the proper materials and equipment are present, qualities such as being near indestructible, inherently resilient to magic, or even for a sword to be able to shoot beams are possible. Even the very elements themselves can be bound to the material. The more unnatural the effect, the harder it is to forge. However, items with abilities that correspond to High magic can be created on the spot with no material loss. The costs in materials and time only come into play after that point as her inherent magic can't make up for it after that point. Although the Nexus exhibits an inherent disdain for things that tangle with the web of space and time, such items are still within the realm of possibility for her to construct.

Magic Resistance: High

Neptune’s hair clips are magical items of her own making that imbues her with decent level of magical resistance among other effects.

Assets:

Radiant Hairclips:

As mentioned before they provide her with High level of Magic Resistance, but that is not the only thing they do. They also grant her the ability to both see and interact with spirits as well as see the flow of mana, both through the environment, but also through objects and even people. They also help protect her against mental intrusions.

Pet Dogoo

The cutest of all pets, this little friend of hers follows her around everywhere and seems to enjoy physical contact with humans. It’s deceptively strong however and could overpower even the strongest of ordinary humans.


Weakness: Just look at her stats.

Intimacies:

Lesser Tie: Workshop (comfort)
Lesser Phobia: Outside world
Greater Cause: Crafting new things


Likes: Picking things apart and putting them back together. Pranking people, especially with practical jokes.

Dislikes: Noisy rich people. People who won’t take her seriously.

Origin:

She always had an intense fascination for tinkering with stuff, and became the apprentice of old blacksmith when she was fairly young. To everyone’s surprise she surpassed him within a year and from then she only continued improving, never fully able to satisfy her curiosity for how things worked. She kept taking things apart and putting them back together, searching for that hidden meaning beyond the merely apparent. But it proved as elusive as a flickering light in a misty night. Along the way she also picked up Mr. Dogoo, who eventually became her best friend. Nowadays she runs the workshop and is quickly making a name for herself in the Nexus with her unparalleled skill at forging.
Title: Re: Character Sheet Submission Thread
Post by: Kotomine_Rin on September 16, 2018, 04:05:29 AM
Name: Vánagandr

Race: Human

Age: 17

Height: 200 cm

Weight: As heavy as a truck

(https://i.imgur.com/z6l6QgU.jpg)


Physical Attributes

Strength: Heroic

Agility: Incredible

Durability: Heroic

Will:  Shounen Determinator

Magic Scale: None.

Other Abilities:

Passive- Ultima: His soul is an anomaly, the very incarnation of power. By applying it in his strikes, he passively forces his soul’s destructive nature on anything, be it intangible, tangible or magical. It won’t damage things more than his strikes would, but any attack or damage he deals with his body, weapon or soul will shatter both beast, phantom, illusion, gate and spell alike. As he is, he can annihilate any non-corporeal/supernatural force or body of medium/incredible or below. Anything higher up to what he could reasonably damage would be disrupted appropriately, noting that such blows are still more severe against the incorporeal than the corporeal, though it will not always result in a clean crippling blow or one hit kill no matter what.

Passive- Indomitable Will: As long as there is life, there is hope, and as long as he lives he will fight. Nothing can bend him as long as he fights it, be it spell, curse, damage, pain and even the Gods. If he wills it, even the ultimate subjugation or attempt to breach his mind can be launched back full force. This does not make him perfect however, as his resilience depends on his own self and inner strength.

Passive - Godlike prowess: Speaks for itself, his blows are not a rain, his technique is not a continuous assault. He cannot match a faster foe blow for blow indefinitely as he is. But the moment the enemy slips up, the moment he reveals an opening, his hand will already be an inch from their face, his axe ready to pummel them to dust! Indeed, his perception and reflexes are far greater than the limitations of his body, but he can't unleash these kinds of movements for more than a burst. He is a stalwart vanguard who will defend against the most restless assaults and strike through your openings decisively. His skill also grants him insight and perception that can counter even the greatest of illusions and the most discreet assassins. While unrefined, he truly is a monster whose skill reflects that utterly.

Divine Skill - Soulforce: Magic is the expression of the soul, using one’s energy as fuel to create phenomenons outside human boundaries. But what if you could use that raw power without any conversion? Unlike a mage, knights use their very soul to attack their foes by cannibalizing their own life-force. His techniques require building up charges to unleash, short all things considered but not so fast they'd completely blindside a comparable foe.

Soulforce - Gale master Style: By mastering the winds, his blade creates a powerful cyclone that pulls whatever is nearby/direct sight range towards him with heroic might, pulling them from their feet until they reach his range. This makes grounding extremely unreliable, but one could hang onto something, assuming it has enough strength to resist the pull. More importantly, it allows him to manipulate the clouds and the weather. For example, he can conjure a rainstorm, a thunderstorm, clear the clouds from the sky or blot it out.

Soulforce - Thunder God Style:  By channelling his soul, he converts his life force into energy which takes the form of lightning. Bolts fly around him when truly exerted, and he can accumulate and build them up into his blows quickly to enhance them one rank higher in power, or reach legendary agility for an instant. He could also, say, blow shock waves around him or blast them around in different forms with fantastic/heroic power depending on the range/amount of lightning bolts.

For example, he could fire a burst of thick lightning from his body with fantastic might all around him for a moment, fire fantastic bolts from the sky the moment his blow impacts, cause a heroic explosion or lightning focused where he slams his blow, etc etc. Usually, the longer he charges it, the more potent his next blow will be, though he can fight normally and just charge while fighting, and it wouldn't take more than a few seconds at best to fire something equivalent to a legendary blow.


Assets:

Divine Armor: A heroic armor that offers legendry protection against supernatural attacks.

Harbinger: The true form of a hero's blade. A mighty holy axe large enough to belong to a giant. It is near indestructible and weighs enough to crush a car, while being sharp enough to cut the toughest of cheese wheels. He can summon and dispel it at will.

Intimacies:
Greater cause: Making things right
Lesser tie: Gods (Loathing.)

Weakness: His lack of mobility aside a few moves, his knightly oaths, his loyalty can bite him, his body glows as he charges up which can be used as a tell... though he works around that in his fights by using it to psychologically pressure his foes. Stairs and many terrain types.

His powers use his own soul and life, but being as it is, chances are he'll have other side effects like memory loss, his senses breaking down, and eventually the loss of his sense of self before he'd stop fighting. It would take using his powers again and again and again for it to even get tho the part where his body would be affected - as far as a full day of fighting nonstop for it to become significant enough to wound or tire his body beyond fighting capability.

But the soul isn't made of just energy and beating organs. It's the thoughts, feelings, memories, everything that makes you a person. And even though his endurance is strong enough to act as a well deeper than the cost of his power, even a mountain will erode over time if the rain pours down long enough - or often enough.

Doors.


Origin: There was once a great hero who wanted to save everyone, and fought over and over to make his people prosper. When the Gods he looked up to betrayed him and his people, he swore vengeance not only against them and the world that cursed him but the very ideals that blinded him.

But this isn’t his story.

This is a story of rebuilding, and making the fallen pieces of the world reach past the clouds, and touch the stars. It’s easier to fall than to get back up.

And it starts with you.


Title: Re: Character Sheet Submission Thread
Post by: SINIB on September 20, 2018, 12:27:03 AM
Name: Sakura Edelfeldt

Race: Human

Age: 25

Height: 5’7”

Weight: heavy for her size

Appearance:

(https://i.imgur.com/5FQa7ra.png)

(https://i.imgur.com/GSq8jOC.png)

Physical Attributes

Legend: Magical girl (night) / reinforcement (night) / base (night)

Strength: Fantastic (Fantastic) / Incredible (Fantastic) / Amazing (Incredible)

Agility: Incredible (Fantastic) / Incredible (Fantastic) / Amazing (Incredible)

Durability: Heroic (Heroic) / Incredible (Fantastic) / Amazing (Incredible)

Willpower: Zen

Magic: Extremely High

Sakura is the second in line to the headship of the rich and powerful Edelfeldt family. While powerful and respected in the clock tower, the Edelfeldts have a bit of a nasty reputation as a scavenging mercenary family. They have absolutely no shame about stealing other families secret knowledge in order to strengthen themselves. They are primarily users of jewel magic, but know a smattering of many different and unique styles of magecraft. Taught by her sister, Sakura has inherited many of these skills and is extremely good at reverse engineering spells given the chance to study them over an extended period of time.

Edelfeldt Crest

From the Edelfeldt crest, Sakura has access to the accumulated history of the family’s mage-craft knowledge. In addition to their specialty of gem mage-craft and the transference of energy, Sakura has knowledge of a plethora of various mage-craft disciplines that her family has pilfered from those unfortunate enough to get in their way. She can cast basic spells from many different fields, as disparate as scrying the past and folk curses that can make her enemies ill. Many of her spells are focused on practical applications of magic that would aid them in doing their jobs as mercenaries well rather than their ultimate goal of reaching the root.

Curses

She is highly proficient with curse magic. Her body is enchanted with basic protections against them, negating curses of strength up to medium and returning them back at their sender. She has many curses of varying intensity up to high potency, but her most commonly used magic of this type would be the gandr, which is a common curse used on ones enemies to make them sick, the strength of the illness depending upon how much mana she puts into it. A small amount of magic would inflict a particularly nasty cold upon her enemy, while more magic could turn that into pneumonia or even worse viruses. At the level of skill she uses this spell at, it can be used to transcend its normal limits and hit as if it were a magical bullet, pulverizing concrete and inflicting her foes with grave illnesses, were they to survive the impact.

Close Combat

She has many spells that she uses to bolster her in close combat, which is her specialty. The first, and most direct of her options is reinforcement. When directly applied to her muscles, she simply ranks up in all physical stats. However, it can also be applied to her eyes, her hearing, or any other part of her body, strengthening their intended purpose. She could read perfectly from a mile away, clearly distinguish even the smallest of sounds, or taste even the faintest hints of poison. This can also be applied to other objects—a gun's bullets would be enhanced by a rank, a steel sword would become several times more durable and get sharper, etc. She also has other, less direct spells in her arsenal. Those are more varied, but less powerful than directly enhancing her body. For instance, she can throw up a magical shield on the fly of up to high rank, and can weaken the ground beneath her to create traps if need be.

Imaginary Abyss

Sakura’s elemental affinity is the imaginary abyss. It is an exceedingly rare affinity that greatly limits her proficiency with standard mage-craft, but grants her access to the strange and terrifying realm of the Imaginary Abyss, a dark primordial sea where there is no light and which from which nothing can escape. It naturally sucks the life out of anything trapped inside of it, and is especially effective against spiritual entities. Furthermore, anything lost inside the abyss can be considered gone forever. Sakura can use this magic to bolster her strikes against anything with a predominantly spiritual nature, increasing the effectiveness of all her magic and attacks against them by up to one rank against beings with spiritual bodies, such as ghosts. Those with a physical form would be largely unaffected. When she is strengthening her fists with this magic, they glow with a faint black aura, as dark as the bottom of the ocean.

Sakura can manifest portals to the abyss using her shadow. It requires a few seconds for a portal to stabilize.  Her shadow can manifest in any shape she imagines. They are inky black, physical objects with powerful anti-magical properties, absorbing any magical attack that they touch, absorbing stuff up to very high instantly, and even weakening extremely high magic. The tendrils have fantastic strength, move at fantastic agility, and have fantastic durability. She can form them into any shape she desires, given enough time to generate a big enough mass, and when created into familiars, they can move and fight in an autonomous manner. She can travel between them, and can control their appearances to appear as if they were clothing, or even people.

Furthermore, she can create a darkness aura that has the same properties as the shadow, but in an incorporeal mist form. It hungers for magical energy, and eats away at any incoming magical attack at a voracious pace. Spells ranking very high and below are nearly instantly destroyed, magical constructs lose their form and dissolve, while spells ranking extremely high can burst through it in a weakened state, ranked down at point blank range and weakened further unless the energy is sustained.

Ultimately, Sakura, nor anybody else, has even a fraction of an idea of what mysteries this place contains. It is an area of extreme interest, and untold knowledge might be found searching for the depths of the abyss. Right now, her knowledge of it is highly rudimentary. Time is stopped in the pocket dimensions she creates to store things, leaving them fresh and unchanged from when she put them inside, and the space within can be shrunk or grow according to her whims.

Magic Resistance: Extremely High
Sakura can resist mental compulsions, curses, and any spell that attempts to usurp control over her body up to her magic rank by flushing it out of her system with the flowing of her mana through her body, which her crest can do passively. Spells that inflict direct damage affect her as normal.

As Magical♡Sakura, Sapphire automatically projects a defensive field of A rank strength, protecting her from spells up to Very High passively, which deal no damage against her. Extremely High and above are reduced in damage, depending upon how much mana she is focusing into defense. At full defensive power, she can even block Extremely High Magic, at the cost of greatly reducing her output.

Other Abilities:

Wrestler
Like her sister Luvia, Sakura is trained in the England-original Lancashire-style of martial combat, which is considered to be a progenitor of modern professional wrestling. While she is not quite as good as her sister, she has trained hard for over a decade and can be considered a masterful combatant,

Vampire

An immortal dark creature of the night, the light of day is their natural enemy and will inevitably vanquish one if they come in contact with it for too long. Merely being active during daytime is draining for them and they can’t operate at full power. But that doesn’t mean there aren’t any benefits to this state of being.

A vampire possesses enhanced senses allowing them to hear a pin be dropped in another room or even overhear conversations from across a town square. Unfortunately for those who may wish to exploit this sensitive hearing for their own benefit, it’s a selective thing, where annoying loud sounds and frequencies will be naturally filtered out for the benefit of the vampire. They can also see perfectly in the dark and at even further distances than a normal human can see during the day.

The most important aspect to them however is blood. Blood defines who and what they are as their entire lifestyle deals in the acquisition of this. Some vampires hold humans as livestock, feeding on them whenever they so desire and others abstain from the blood of sentients entirely, instead going after animals. They all however have one thing in common, their insatiable thirst for blood, the essence of life that sustains their unlife.
Blood is essential to them as without it that can’t sustain their own existence, however this does not mean a constant supply is required as some have been known to go for weeks without feeding. What it does entail is a gradual weakening of their bodies until they’re forced into a state of torpor, a preternatural state of sleep, one they can only be woken from by the sweet intake of the most prized essence. when bitten by a vampire, the victim will experience a euphoric sense of pleasure not dissimilar to sexual indulgences.

When in optimal shape a vampire possesses an unnatural healing factor, minor wounds closes in mere moments and even more major ones such as the loss of limbs can be recovered from in mere HOURS. At her young age, Sakura cannot survive a beheading for much longer than a few minutes without immediate assistance. Fresh intake of blood can speed this process up significantly giving the illusion of invincibility to them. When feasting on the blood of another, their most recent memories will be revealed to the vampire, as well as their current mood and thoughts. When gifted to another being willingly, it can temporarily grant them the healing properties that a vampire normally enjoys.

Sakura has an emotional connection to Valerie, and is subconsciously aware of where she is at all times as well as having an impulse to obey her commands. She can resist it, but doing so makes her feel rather guilty and depressed.

Equipment:

Daylight Ring

A ring Sakura purchased that protects her from the damaging effects of daylight.

Azoth Swords
A standard tool that is common sense for any gem magus worth their salt. It is a Mystic Code used as a tool for performing magecraft, amplifying the user's magical energy to assist with spells and strengthen them. Filling it with magical energy allows for it to be utilized as a magic wand at any time to form magic circles and affect physical divine mysteries. Hers is made of high quality components, and can store many times her maximum capacity within it. She keeps a couple hidden within her pocket dimension.

Gems
Taking full advantage of her unique abilities, Sakura carries a veritable armoury of gemstones within her shadow of all sorts, both ones charged with prana and currently unused ones as well. There are a variety of spells of all ranks and sorts, with even some extremely rare gems with very high rank spells held within them. Many of them were charged by Luvia, allowing her to cast magic that she usually would have trouble with.

Magical☆Sapphire
A sapient mystic code of the highest order lent to her by the Wizard Marshall Kischur Zelretch Schweinorg that uses the power of the second magic to draw upon the energy within the infinite parallel worlds, granting its contractor access to limitless magical power.

Sapphire’s combat functions allows her to manipulate the mana within the user and assist them by either acting as medium to fire energy blasts or reinforce Sakura’s physical parameters. The beams are extremely high when concentrated, or can be very high wide-range attacks. Sakura can condense mana onto the tip of the want to create an impossibly durable blade strong enough to clash with high class noble phantasms and allowing her to pierce heroic durability. Her defensive functions are also top notch, allowing Sakura to form a transparent physical barrier that shields her from damage, usually bringing her durability up to heroic, but she can reroute the power to increase it one rank further at the cost of her offensive functions ranking down, passively restoring her mana and stamina, as well as rapidly regenerating any not immediately fatal wounds within moments. She also allows Sakura to fly.

Sapphire also has a myriad of strange non combat abilities, such as to act as a cell phone, transfer and store data with a USB, a syringe to inject strange drugs into people, and other such strange abilities.

Her most powerful ability, and the reason she was loaned to Sakura on her mission in the first place is her ability to include and install class cards.

While Sapphire is a powerful tool, she can also a fickle one. She has a serious personality and tends to follow orders, and doesn’t tend to like fooling around. Were she to grow tired of Sakura’s behavior, she would be perfectly capable of forcibly canceling the contract and flying off to find a user she considered to be more suitable. Neither Sakura nor anybody else would be able to forcibly gain access to the amazing powers that she can grant a person.

Class Cards
Class cards are mysterious creations of an unknown origin which contain the powers of heroic spirits within them. Sakura possesses only one card. She had more, but they were lost in transit to the Nexus.Including a card temporarily grants her usage of the servant’s noble phantasm by temporarily overwriting Sapphire with it, while installing is a more complete transformation, giving the user access to a degraded version of the installed servant’s stats, skills, and noble phantasm. These functions disable all Sapphire’s other ones, making it a double-edged sword.

Berserker
Sir Lancelot

Strength: Heroic

Agility: Heroic

Durability: Heroic

Including the Lancelot card grants Sakura use of his sword, Arondight, which buffs her speed, strength, and durability. Sakura considers this inefficient as it tends to be far more efficient to simply bombard her opponents with beams from the sky than restrict her to melee. Installing the card has far more impressive effects. It strengthens her to all heroic, grants her unparalleled skills with all weaponry, and gains access to his noble phantasms, Knight of Owner.

Knight of Owner allows her to transmute any object that she touches into her noble phantasm, increasing its durability and damage far beyond its normal limits. The durability of any object is increased to Legendary, and the strength of any ammunition is increased to heroic, or one rank, whichever is higher. It is not limited to simple crude weaponry, either: if she were to pick up a machine gun, the bullets would be strengthened as well, as would any vehicle she touched, which would allow her to remote control it.

Furthermore, she may fight with any object as if she were an unparalelled master with it-this includes anything from a sword, to a fighter jet, to a fire hydrant. Even under any sort of mental influence, she would be able to display Lancelot's skill to its fullest extent, attacking as ferociously as a beast and as precisely as a neurosurgeon.

However, such a powerful tool has significant drawbacks. She can only keep it installed for about ten minutes before it starts permanently damaging her psyche.

Intimacies:

Lesser Tie: Luviagelita Edeledfeldt(Incestuous Infatuation)
Lesser Tie: Edelgard(homie)
Lesser Tie: Valerie(Sire)

Lesser Principle: Bring Glory to the Edelfeldt name(I will not suffer an insult to my family's pride)
Lesser Principle: Be Elegant(I must always live up to her standards)
Lesser Principle: Take care of her friends(I must take care of those who take care of me)

Lesser Cause: Bring my sister to the Nexus
Lesser Cause: To reach the root
Lesser Cause: Gain strength in this brave new world


Weakness: Her magical resistance is extremely powerful, but is a shell around her. As a result, if you attack her with a magical attack from point blank range, Sapphire cannot defend her from such a magical attack. Furthermore, if Sapphire is somehow stolen from her, the support she provides ceases, utterly crippling her combat potential. Using a card has a severe cooldown period of several hours where it remains unusable after including it. If Sapphire is stolen, she will detransform automatically after 30 seconds or if she gets more than fifty meters away unless she manages to reunite with her.

Fire deals damage one rank higher to her than normal.

Origin: Elegant. Beautiful. Brimming with talent. Diligent. Aristocratic. Kind. Ladylike.

Many words have been used to describe us. They heap praise and laudations upon us, and we could be considered as candidates for most promising young magi in the Clocktower!

But that's only what they say about me to my face. Within earshot of me and my sister. They think that I don't know; that I don't hear what they say in the shadows, but I do.

Reject.

Dredged up from the backwaters.

Spare.

Insurance.

Maybe they do know. Maybe they just don't care. That's probably it. And they won't care, no matter how hard I try, no matter how many hours I work, and no matter what amazing new thing I manage to concoct, they'll never treat me with true respect. I'll never be accepted. I'll always be an outcast. An Asian.

A spare.

They're not entirely wrong, is the problem. My adoptive family has treated me well, don't get me wrong. They've taken me in as one of their own. Taught me. Fed me. Cared for all my needs. They even made me an heir and granted me the Edelfeldt crest.

I'm extremely grateful to them for everything they've done for me, to make me feel like an honoured guest.

But I know, in the end, I'm just a tool in their machinations to regain what they have lost. What the Tohsakas stole from them. That I am simply a pawn waiting silently for the oppurtune time to take the black queen.

I used to resent this. How could the world be so cruel? How could my father have possibly done this, just calmly cast me aside, like I was trash, shipped me halfway across the world to a country where I couldn't speak a single word. How could my mother have sat silently, abdiding by my father's obscene wishes. Why didn't my sister--why didn't Rin ever write me a letter, even once?

The Edelfeldts, they act nice, treat me like a precious doll, taking the utmost care to protect me and my womb.

I'm a tool. That's all I am.

I felt like this was my inescapable destiny for years, but I've learned to change my perspective, just a little bit.

Nothing's changed. Rin never wrote me, I saw her years later when she enrolled in the clocktower and she didn't even have the decency to say hello, and the Edelfeldt elders are still just as caught up in their despicable plans as they always are. They've decided that my job is to seduce Rin, my flesh and blood, and steal her crest the same way they stole ours.

It's gross, and everything's terrible.

But there's a light, one person who's always given me unconditional love, who has treated me as if she'd always been my big sis, and who's always there to stand up for me. Somebody who treats me as if I were her family. Her cute little sister.

So I'll do this. I'll seduce Rin or whatever I need to do to get the crest on this little assignment we're going on. I'll gain her trust, and betray her at the last minute, playing the part of a villian and ruining any chances of reconciling things with her, forever.

But I'm not doing it for them. I'm doing it for Luvia. And me. At some point, if a pawn survives long enough, she gets to become a queen. I’ll do it for her. I’ll do it for us.




Title: Re: Character Sheet Submission Thread
Post by: yinsukin on October 10, 2018, 08:38:54 PM
Name: Aruna

Race: Spirit/angel

Age: 500 years old.

Height: 6’7’’ (Male form)/ 5 feet (Female form)

Weight: Depends on the form.

Appearance:

(https://i.imgur.com/3JFmh2k.jpg)

Or

(https://i.imgur.com/EVMYx08.png)

Attributes

Strength: Incredible (up to heroic lvl stealth attacks)

Agility: Incredible (Fantastic at nighttime)

Constitution: Incredible (Fantastic at night)

Willpower: Gritty

Magic: Very high

Dark magic:  All dark angels draw their magic from a pool of darkness known only as the void.  Ironically, this magical source is typically perceived as an endless white space to those who visit it, if only because of how many different creatures draw from its power.  In any case, the potency of the magic is not dependant on the amount of darkness available, but the skill of the user.  In its infancy, darkness was used as a brute force type magic, with its masters capable of devastating countries with a single blow.  However, as light thrived, it became necessary to specialize in a more backhanded approach with stealth, terraforming and other uses that aid in survival.  Thus, darkness magic specializes in support and stealth rather than physical attacks.

Field of darkness:  This is a spell that can cover up to several city blocks in a massive darkness.  Its purpose is to block out the sun and make it easier and safer to feed.  Within this field, souls that were fed on regenerate to their full state.

Coat of shadows:  This spell comes in a few variants.  The first allows the user to turn themselves invisible, tasteless, odorless and incapable to emit sound.  To those who can sense magic, it appears he is everywhere.

The second version of this spell allows the user to gain a certain amount of protection from light based attacks.  It allows the user to walk out in the sun, though light based attacks will easily shatter this coat.

Gate of shadows:  It is just your basic shadow portal spell.  It allows the user to fast travel between areas.  It is typically used outside of battle because of its slow casting time but can be set up ahead of time as traps.  With Aruna's growth, she is capable now of unleashing hundreds of portals after the chanting for this spell is done.

Power of light: As a result of Asmeal's death, Aruna was gifted with the power of light.  When activated, her arm will glow, indicating she is now using light magic.  This power allows all of her light based spells to have the ability of purification, preventing healing from occurring through holy flames.  In addition, the flames also can break curses.  After finding her resolve, Aruna is now capable of enhancing her dark based spells with the power of light, increasing their power and allowing the best of both properties to be used.

Shining palm:  This is one of the most basic attacks, used subconsciously during the second fight against Zeke.  It channels a set amount of mana into Aruna's palm, generating a blinding light.  Using her own mana, she can strike with high potency, but can reach higher ranks by drawing on the mana of others.  Like all of her light based attacks, it contains the power of purification, meaning those struck by this attack with regeneration abilities will not be able to recover from damage inflicted without help.  This move can also be used to break curses.

Conjure

Conjure chains (Fantastic strength/durability):  This ability allows the user to conjure chains from their body and attach them to the user.  This drains the user of whatever energy they have and converts it to magic to be used by the caster.  This magic can be combined with the portal, allowing for chains to fly from the dark door and capture whatever the user is trapping.  When enhanced with the power of light, the chains gain all the properties of the grace, including anti regeneration and curse breaking properties.  In addition, the potency of the chains increase, allowing her to convert the energy gathered from others and enhance her stats if she gathers enough of it.

Conjure spikes (Fantastic strength/durability):  This ability has the same properties as chains, allowing the user to spawn spikes on his/her body as well as have them emerge from shadow portals, skewering the victim.  Much like the chains, it drains energy and converts it into magic. When enhanced with the power of light, the chains gain all the properties of the grace, including anti regeneration and curse breaking properties.  In addition, the potency of the chains increase, allowing her to convert the energy gathered from others and enhance her stats if she gathers enough of it.

Conjure physical shadows:  Aruna can create shadows from her own mana.  These act as an extension of her body.  They are only as powerful as her own physical strength, but they do give her extra range and different forms of attack.  Just like the other abilities, they can be conjured from the shadow portals as well.  This spell cannot be enhanced with light yet.

Terraforming:  By imbuing the earth with mana, Aruna can exercise control over the earth.  For example, she could, in theory, create a massive house from a flat field.  It should be noted that the speed of this spell is slow and not ideal for direct combat.  However, it is silent and can be used to set traps.

Haze:  This is a spell that shrouds allies in a protective aura of darkness, powering up all stats by one rank.  With his dark power increasing to match the evolution of the grace, he is now able to enhance even those with heroic stats.  He cannot cast this spell on anyone already immersed in darkness, such as himself. Another variant of this spell allows to hide those who are targeted.

With the power of light flowing through his system, when haze is cast, his body now returns to 100% in the daylight.  This means his fantastic ranked stats return if he shrouds himself in darkness.

Other Abilities:

Soul feeding:  Denizens of the dark survive not on food and water, but souls and blood.  That is not to say that they rip either from the bodies of the dead, but that they sample a harmless amount from several people in order to satiate themselves.  Despite what a person might assume, taking a piece of a person’s soul is not only harmless, but healthy.  It cleanses the soul that is consumed and sends it to a dimension that many know as the afterlife.  Eating part of the soul fills its owner with satisfaction, reducing a great amount of stress.

However, while considered immoral, it is possible to gain power through the consumption of souls.  The ones with unique properties tend to grant the user new abilities and those that are larger than normal enhance one's physical attributes.

Sensory soul detection:  Aruna's species evolved to be able to see, hear, smell and of course touch souls.  Within a reasonable distance, Aruna can examine a souls properties, able to smell its purity, see its dark nature or even touch the doubt residing within.  The very nature of ones being is able to be seen by Aruna.

Soul storage:  Aurea is capable of storing souls within her body, provided she captures it with a spell.  Naturally, this means she is also capable of perceiving spiritual entities and souls with her natural senses.

Silent step:  This is a sort of martial art that teaches its practitioners to move weightlessly.  Masters, such as Aruna are even able to prevent their punches from making any sounds when they strike, regardless of the force behind it.  Those who wield this art are able to make a wide variety of stealth kills, without alerting even a person standing right next to the victim.  The blows from these silent kills strike with a level of power that far exceeds what the user is capable of with direct confrontation.

Within the protection of obscurity and the calm of silence, users of this ability are able to draw on a level of concentration and muscle control that far exceeds what is possible in a heated battle.  Not to mention, when the target is not aware or reacting to the user, that person is able to attack weak points.  For this reason, within a direct confrontation, Aruna can only draw on the equivalent of incredible levels of strength.

Shapeshifting: Aruna is capable of molding her body into anything she desires.  In addition to any humanoid shape, she is also capable of turning into rocks or birds.

Equipment:

Dagger of lust (Stolen by Zeke): A blade that feeds on the emotion of lust. Battle, power, sexual energy: all forms of lust are possible candidates.  It gains piercing power based on how strong a person’s lust becomes.  At its weakest, it can has exceptional cutting power.  At its strongest it has heroic cutting power. If killed by this dagger, the soul of the victim will be trapped in the users body.

BLADE OF DARKNESS:  An extremely powerful sword.  It is almost indestructible and sharp enough to casually cut through metal, even without any special skills from the user, effectively giving the user fantastic cutting power.  The blade must be summoned with a special incantation.  Unlike her other spells, they cannot be chanted quickly and silently.

While channeling light magic, the blade is enhanced, its size doubled, making it resemble a massive two-handed katana in order to achieve heroic levels of power.  In addition, it gains the ability to transform at will into different types of weapons.  Among its most powerful forms, a lance can be crafted that when thrown can strike its target with legendary impact.

Intimacies:

Lesser tie: Ezekial (rival)
Lesser tie: Lulu (New Love)
Greater principle: Uphold the loyalty and pride of a guardian.
Lesser Principle: "I am Aruna, guardian of balance."
Greater cause: Collect the graces to create a new balance between light and dark.
Greater Cause:  Uncover the true nature of the light and dark.

Origin:

Light.  To many it represents life, energy, direction and most importantly good.  It is the thing that keeps people going.  To look at the light at the end of the tunnel is to keep pushing for a brighter future, for salvation.  Yet, what if we were wrong?  What if light was actually the source of all evil?

In the beginning, humanity fought the wilderness with its own strength, clinging to each other for support and overcoming the wild using sheer human determination.  As they overcame obstacles their intelligence grew.  One day, a man came across a cave where a mysterious dark figure resided.  The man wished to improve his life as a hunter and asked the figure for a tool to fulfill that ambition.  The figure obliged, giving humanity its first light to assist in its daily activities, fire.  But it warned him,

“This is fire, light in its purest form.  It is beautiful, powerful but has a mind of its own.  Don’t let it fool you though. That mind is more dangerous than you could ever comprehend.  If you do not control it, it will engulf everything.”

That fire over time became the jumpstart to success: towns, cities, nations.  Eventually, man came to worship the light, not through some overt cult or century spanning religion but through culture.  No matter what the purpose, light was portrayed as good while darkness was evil.  This gave rise to men who sought to use the light, championing it as the only tool to wipe out the darkness.  Of course, they won, because light always triumphs over the darkness.

In this world of light over dark, Aruna has a simple job, guardian angel.  In the older days, its clan was assigned to important figures, people with the potential to influence the world.  This was done through a special ritual and consensus from the humans and the light.  Even after the balance of power shifted, the clan stubbornly held onto its traditions, insisting that its job still held true.  Aruna spent its life holding onto this belief, attaching itself to those that it respected until its help was no longer needed.

Now that Aruna has arrived in the city, its role is undecided.

Title: Re: Character Sheet Submission Thread
Post by: MissingMandible on November 10, 2018, 05:54:21 AM
Name: Watchmaster Heinrich Schaefer

Race: Incarnated Servant - Double Summon Caster/Gunner Class

Age: ??

Height: 6' 0"

Weight: 206 lbs

Appearance:
(https://i.imgflip.com/19q8xf.jpg)

Physical Attributes:

Strength: Incredible

Agility: Incredible

Durability: Incredible

Magic: Very High

Territory Creation: Heinrich is not a magus, so there's little need for a workshop or temple. Instead, Heinrich creates a vast trench network as a home base - complete with bunkers, parapets, bolt holes, gun nests, razorwire, and encircled by landmines. Wraiths that take the form of Heinrich's former platoon-mates patrol the trenches, armed with lasguns, grenade launchers, flamers, heavy stubbers, and a pair even operates a lascannon. Their stats are as follows:

Strength: Amazing
Agility: Amazing
Durability: Amazing

Item Construction (False): Heinrich can pull a wide variety of military items from his backpack and various pouches, including (but not limited to): spools of razor wire, land mines, extra grenades, spare gas mask filters, food rations, and an extra pair of socks.

Artillery Bombardment: Heinrich could call in an artillery strike at a location within his sights. This comes in three payloads: Thudd Gun Barrage to saturate an area (incredible Strength, Large Area), a Medusa Strike to bust open buildings and bunkers (Heroic Strength, Small Area), and a Basilisk Sweep (Fantastic Strength, Linear Path). These attacks are actually magical in nature, with the shells coming from an area just out of line of sight, and are somewhat taxing on his prana reserves.


Magic Resistance: Low


Other Abilities:

Battle Continuation: Every son of Krieg desires death, but they desire the slaughter of Man's enemies more. Heinrich will continue fighting even after receiving lethal wounds, determined to take his opponent out with him.

Clairvoyance: Otherwise known as "Eagle Eye," this skill allows Heinrich to spot distant objects and boosts accuracy for his lasgun.

Dignity of the Rearguards: A preventable death means proper martyrdom later. When Heinrich takes cover - be it a trench, a hole, or even behind a pillar - survivablity from ranged attacks increases significantly, even if he was grazed or hit.

Eye of the Mind (True): His time as both an infantryman and as a Grenadier has shown Heinrich the cost of mistakes. He is able to calmly analyze the battle conditions even while in danger, ascertaining the best course of action to smite his enemies.

Golden Rule (Beauty): Heinrich rarely takes off his gas mask. But when he does, everybody's eyes become drawn to his face and are unable to look away for a short period of time - almost as if they were charmed. Should others inquire about his appearance later, the witnesses would be unable to put it into words.

Knowledge of Melees: Mass bayonet charges were a common tactic that the Death Korps utilized. The ability to read what your comrades and enemies are doing is a vital skill, allowing one to avoid gutting friendly units or becoming isolated in the ensuing chaos. Should Heinrich find himself in a brawl, he will be able to discern how his allies are doing at a glance and avoid getting caught off guard.

Marksmanship: Heinrich is a great shot, rivaling the Storm Troopers of the Schola Progenium. Combined with Clairvoyance, he is able to shoot a soda can from five city blocks away.

Mental Pollution: The mind of a Krieger is almost alien to the other Guardsmen, let alone civilians who never experienced the horrors of war. The dower demeanor, blank faces, lack of emotion - it just rubs them the wrong way. The sons of Krieg place little worth for personal wealth or glory, place value on appearance or even have a sense of adventure, their only drive is to slay the enemies of Man and die to correct the sins of their ancestors. To them, everybody else is strange. As a servant, Heinrich is able to ignore spells, charms, and curses that try to influence his mind at the cost of being unable to truly understand the people around him.

Military Tactics: To become a Watchmaster, one must first become a Grenadier. To become a Grenadier, one must be the most capable and intelligent infantryman. Heinrich knows proper military tactics in most environments, from the trenches to city fighting.

Sapper: At times, infantry squads are called in to assist Engineers with their tunneling. Heinrich's squad worked extensively with these specialists, and Heinrich knows how to build a tunnel network, albeit they are unsuitable for a long-term dwelling.

Trench-Digger: Everybody in the regiment are expected to partake in trench building. Shovel in hand, Heinrich could start building one at a moment's notice. This isn't like his territory creation skill: it is not auto-created, nor do wraiths spawn in location. Things like sandbags and razorwire have to be pulled from his backpack. On the flip side, this is not magical in nature, and will continue to exist until someone else fills them up.


Equipment:

Lucius Pattern Entrenching Tool Model No. 68b-3: Heinrich's Noble Phantasm is a shovel. A really good shovel, however, that can remove large amounts of any earth, stone, or building material within moments. When striking an opponent, it counts as striking at one rank higher than his current strength stat, and should they have a magic resistance of Low or worse, they will be temporarily stunned on the first successful strike.

Lucius Pattern No. 98 Lasgun: The standard pattern of lasgun utilized by the Death Korps of Krieg. Fires a more powerful shot than those used by other regiments, at the cost of lower battery life and being semi-automatic only. As a servant weapon, it hits at Incredible Strength.

Bayonet Blade: Bayonets allow the lasgun to become a sort of spear, ideal for both thrusting and sweeping attacks. It could also be removed from the lug to be used as a rather long knife.

Death Korps of Krieg Combat Uniform: The combat uniform Heinrich wears is a variation of flak armor enveloped by a great coat. Said coat and gas mask combo is treated to resist fire and chemical attacks, granting Heinrich an immunity for both (Though not an immunity to heat). Has a rather pungent odor, however.

Frag and Krak Grenades: Frag grenades are small anti-personnel explosives thrown by hand, hitting at Incredible Strength over a small area. Krak Grenades are more for use against heavy infantry and light armor, hitting at an even smaller area than Frag Grenades albeit at Fantastic Strength.

Bedroll: The perfect sleeping place for a Krieger in the trenches, being preferred over any other bed.

Maintenance Kits:  Repair kits for his various gear in case they get damaged in conflict.


Origin:
Heinrich rarely speaks about the time before his coming to the Nexus (or in general, really), but his existence as a servant means that he had to have done something legend-worthy. With a shovel. What else could be inferred is that he had partook in a Grail War and somehow survived it. He'd likely recognize a few faces in his new home, too.

Regardless, Heinrich wanders the city now, attempting to find an alternative source of prana to help maintain his body and skills. True, all Kriegers ultimately want to die, but it has to be a martyred death, and dying because he used up all of his prana would be a truly shameful way to go.


Weaknesses: Has difficulty understanding and connecting with people, rarely speaks and when he does it is often muffled by his gas mask, is generally weak against magic attacks, often intentionally endangers himself, especially weak to spiritual attacks, needs another source of prana to gain his full potential or he risks ceasing to exist

Likes: Trenches, order, combat, death, shovels, food rations
Dislikes: Bright colors, fine dining, people messing with his gear
Title: Re: Character Sheet Submission Thread
Post by: Kotomine_Rin on November 14, 2018, 11:18:22 PM
Name: A-702

Alias: Motherfucking Santa, Fuckhead!

Race: Human

Age: 1

Height: 138 cm

Weight: Underweight for his size

Appearance:

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

Physical Attributes

Strength: Incredible

Agility: Incredible

Constitution: Incredible

Willpower: Gritty

Magic scale: None

Other Abilities:

Abnormal physiology: Extensive tests show that subject's physiology is abnormal by human standards. Tendons and joints prove to bend and twist in any direction, enamel and bone structure seems to share the properties of his strings, but this seems mostly shared in the tooth and nails, making their structure incredibly hard and sharp. Accuracy testing in areas devoid of light proved successful, and subject seems adaptable to poison and most diseases, even incorporating most tested toxins into his saliva. Seems to control arachnids through extremely high frequencies. Perhaps Subject really is a spider in human form?

Enhanced agility: Subject shows promising physiology, even among equal peers while his speed is only in the Incredible range, his dexterity has developed in satisfactory manners. Subject seems to have no problem using any surface to stick onto, and even our tier II parkour tests seemed to leave no problem for him, when only 25 out of 100 pass with minimal bodily harm. At times, Subject seems to show surprising reflexes, as if it could feel danger before it struck him. Observe subject’s evolution carefully.

Enhanced healing factor: Subject shows quick recovery from wounds. Minor cuts seem to heal in seconds, while gunshots can take up to a minute. Dismemberment proved too stressful for consistent testing, but results show average recovery is a day or so. However, it seems direct brain cells and heart muscles are more vulnerable. An intentional system flaw perhaps?

Kandata’s String
: Allows the user the ability to create and control up to 100 strings* from their entire body, capable of covering up to 30 meters. Individual strings up to 24 seem to keep adequate precision and motor control, as if they were its own limbs,  but numbers beyond are ineffective as singular strings due to their lesser precision, usage of larger numbers in different applicable techniques is recommended. Overall, the user can manipulate the string freely, and subject shows enough skill to create different clothes and makeshift limbs such as tentacles**. The strings have such a high tensile strength that they can be used to cut people, rocks, metal, and even can grow in power by fusing.

*Durability has been measured to reach incredible threshold. However, corrosion, heat and shock seems to prove utterly ineffective against the material, no matter how far it is turned up. In that regard, these truly are Kandata's strings, belonging to none other than a God.

**Consider application of the material for prosthetic research


Assets: A movie renting store also serving as an apartment. His clothes, which weaved together protect him from fantastic damage and all heat sources, flames and shocks.



Intimacies:

Greater Tie: Suerte, Justice (Precious friends.)
Greater Phobia: Angering his master
Lesser Cause: Freedom


Weakness: The president has been noted as saying that this Kandata string is so strong "no human can cut it."

However, the material seems to be vulnerable to negative thermal shocks. If string temperature reaches a negative threshold below the recommended seventy five negative celsius, the material becomes brittle and vulnerable. The string also seems to be usable to cut itself.

Subject lacks close quarters experience.

Origin:  [REDACTED]

Title: Re: Character Sheet Submission Thread
Post by: YOLF on December 01, 2018, 01:17:56 AM
Name: Justice

Race: Rider

Age: Eons

Height: Around 6.6 feet

Weight: Heavy like a statue

Appearance:

(https://i.imgur.com/t5Rsz1d.jpg?1)

(https://raikou1.donmai.us/02/b7/__john_marston_red_dead_redemption_drawn_by_mhk_mechamania__02b76ca394478dfbfd38976f52b2a038.jpg)


Attributes

Strength: Incredible

Agility: Incredible

Durabilty: Incredible (Heroic armor)

Willpower: Zen

Magic: High

Justice is skilled in a handful of unusual and ancient sorceries. With these, he can conjure packs of animal shades and command them from a distance to serve as his scouts, sharing in their senses, summon a swarm of spectral birds of prey and plague insects for the rest of a fight to confound the senses of every enemy in the battlefield and sap away at the health of those of lower than Incredible durability, and briefly make himself a ghostly projection to pass through locked doors, gates, walls, and other physical obstacles or forms of detection.

Other Abilities:

Apocalyptic Warrior: Justice is a master gunman and swordsman with the expertise of eons on his back. He’s more than familiar with all kinds of weapons and forms of combat, and unmatchable by merely mortal skill in most fields.

Experienced: Justice's experience has given him familiarity with a variety of skills and knowledge. He can rarely put much of this expertise to use, but he's been picking up things since before the advent of human civilization.

Unbreakable: Those of Justice’s kind are immune to disease, thirst and hunger, and highly resistant to poison, heat and cold. They heal from wounds that would be lethal many times over to a man in scant days, and can continue fighting even through the most serious of injuries, dispensing with such trifles as “vital organs”. Beheading or destroying the brain are the only certain ways to kill him, massive bodily destruction aside.

Danger Instinct: Riders possess a highly sharpened instinct for danger. Justice is extremely sensitive to ambushes and other sources of hidden or otherwise unpredictable harm, and by honed experience can clearly feel attacks coming and keep up even with significantly faster opponents in this way (allowing him to respond on equal ground to foes of agility one rank higher and somewhat react even to faster enemies).

Celestial Bane: Riders are the bane of demons and angels, the natives of the celestial realm. Any harm they cause these beings will heal only at great expense, and has the possibility of lethally wounding and killing them even through their levels of immortality.

Titanic Form:
Quote
Strength: Heroic
Agility: Incredible
Durability: Legendary

Drawing power from conflict and battle-rage, riders can assume a massively empowered, destructive shape unique to each individual. Justice grows to a smoldering form over eight feet tall bearing jagged horns and withered upside-down wings, which temporarily subdues his equipment and grants him Heroic Strength and Legendary Durability. His sword is replaced with an even more massive, crackling scimitar, and he gains the ability to continuously discharge bolts of chaotic energy from his eyes at half the rate of his gun, each with Fantastic power, or channel a Heroic-power beam that forces his gaze to cool down after. This is a demanding transformation and can only be assumed a couple of minutes at most if Justice has fed on notable bloodshed (his own or others’) and combat without resorting to it for a good time. Merely sharing in sporadic strife is enough to momentarily use it for pivotal feats, or slowly build up the power it consumes. Several serious fights allow him to build it up for longer uses.

Assets:

Pity: A massive revolver of nigh-indestructible adamant, with a chamber that holds up to 10 bullets. It can discharge that many shots with Incredible power and Heroic speed in under two seconds, or one Fantastic power explosive shot if the trigger is held that long before being released, consuming the same amount of ammo. In the hands of a supernaturally potent creature, it generates its own ammunition, refilling completely after a moment without firing.

Last Remnant of Hope: These blood-stained feathers have clung to Justice's gear ever since the battle against the Eternal Punishment. On need or demand, they shift over the barrel of his handgun, transforming Pity into a jagged bolt-action rifle. It fires bolts of chaotic energy with the range of the most advanced sniper rifles, Fantastic piercing power and Heroic speed. By charging a shot, it becomes Heroic power.

In Titanic Form, they allow him to sustain his eye beam in exchange for a proportionally increased cooldown, or to fire barrages of Fantastic bolts from his spread wings instead of focusing the energies on his eyes.

Absolution: An oversized messer or falchion-like sword with a blade near five inches wide at the widest, made of nigh-indestructible adamant and incredibly dense. It cuts through illusions like air, dispersing them.

Mail of the Fallen: A subtle set of mail and interlocking plates made of pale metal extracted from some long-forgotten world. Altogether, it provides Heroic-level defense to most of his body, and unless completely destroyed, slowly repairs itself when worn.

Punishment: Justice’s steed, an equine beast from the abyss with smoking hooves, smoldering eyes and a scaled mane. It always knows how to find Justice when he needs or calls. In addition to near-endless stamina, has Incredible Strength, Incredible Agility (with Fantastic Speed) and Fantastic Durability, as well as Determinator Willpower.

Weaknesses:

Sworn Word: Riders cannot break their willingly given oaths. Should Justice be forced into a situation where an explicit promise is unavoidably broken, he will become extremely weakened for a while. The only exception to this is when a second party breaks their own side of a sworn promise.

Bound to Balance: Should something threaten the fabric of creation, or else risk harming the universe as a whole, Justice is bound to deal with it. Refusal to uphold this duty will weaken him significantly.

Intimacies
Greater Cause: My duty to the Creator
Lesser Cause: Vigilante Justice
Lesser Tie: Punishment (Loyal Friendship)
Lesser Tie: My Brothers and Sisters (Trust)

Origin:
The Riders. Each of them a living tower, each a symbol of indomitable power. Wherever they came from, those who are left are old creatures. Older than humanity, old enough to have walked the earth before Eden was raised and torn down by mortal failings. Some say they are older than Angels and Demons, or that they were raised from their ashes to serve. What is certain is that they were conquerors long before humans named the concept, and they fought wars when the world was young to appease themselves. But their hunger eventually laid them low and destroyed them, and those who remained swore to stand by the order laid by the creator and protect it. From then on, they have enjoyed divine blessings, but also been bound by their responsibilities. Until things changed.

The shadows grew darker, as without warning, Heaven and Hell closed their doors to the Earth. Ancient things and new things stirred awake as plots drawn for eons found themselves headless, and the creator's quiet influence over the universe went silent. But the fiends and the celestial choir weren’t the only ones for whom God went missing in the modern nights. Being cut off from their patron meant most of their power was gone, but it also gave them the first chance to slip the leash in millennia.

Among the Riders on earth, one of them long lingered at the edge of human civilization, far and beyond the call of his duty. Like every rider, they were baptized not by their kin, but by mortals, and named after that which they brought and what followed in their wake. This lone rider has now found himself not on the creator’s Earth, but in the Nexus.
Title: Re: Character Sheet Submission Thread
Post by: Kotomine_Rin on January 02, 2019, 03:27:17 AM
Name: Azad

Race: Human

Age: 35

Height: Five feet and nine inches

Weight: As heavy as a healthy boy!

Voice:
https://www.youtube.com/watch?v=8OhVcj-jltU

Appearance:

(https://i.imgur.com/7SL9GtH.png)

Physical Attributes

Strength: Incredible

Agility:
Incredible

Durability
: Incredible

Willpower: Zen

Magic Scale: None

Other Abilities:

Enhanced Senses:
Despite, or perhaps because he was born blind, his senses are greatly enhanced at the cost of his vision.He can use echoes to detect terrain features and pick up the sound of nearby motions to accurately react. He can figure out the number of people surrounding him, as well as their health, status and bearings based on smell and hearing, as well as recognize all base elements and their compounds with his advanced olfactory capabilities.

Finally, he fine tunes the topographical information he obtained through hearing by touch, while also being able to feel the slightest vibration through echolocation. He can “see” with uncanny detail an entire arena filled with people and pick up on the subtlest details more acutely than a beast. To use his words, he doesn’t need his eyes to see better than the average man, to the point he can read his surroundings and react at top speed by picking up the smallest, subtlest details.

Man of the sciences: From poisons to cures and all sorts of mystic drugs, he travelled from distant lands and studied the effects of different elements and beast body-parts so he may better use or defend against them. He is also fairly knowledgeable of medicine, astrology and music, and can skilfully show feats of all three categories.

Martial Prowess: Make no mistake, he lived most of his life as a mercenary and an assassin. Therefore, his skills are both honed on two extremes: end the fight as quickly as possible, and survive no matter what. He can evade the storm and strike as the viper with movements only comparable to a storm or a dance. It's almost surreal, no regular man would even move like that or pull the kind of stunts he does, they're the kind people nowadays would only imagine in movies.

Slayer’s techniques: Even without his weapons, he is more than capable of using his bare hands, and employs forbidden execution techniques such as the heart-jab, which slips his hand under the rib-cage to smack the heart and break it without causing a single wound from the outside, or the eye-poke, which can shoot straight into the brain and cause an instantaneous death, as well as pierce the body like a scalpel. Using his foe’s strength and body against them and going as far as to strike pressure points to cripple others, or fight dirty and kick sand in his foe’s eyes if he has to. There are no rules in the bloody sands, those foolish enough to fight with honour find their bones pecked by the birds as their flesh scorches under the sun.

Tools: Basic survival tools like a compass/rope/filters, a water gourd, rationed dried fruits and nuts, some braille books to pass the time, a flute that can call to animals, smoke bombs, caltrops, trapped daggers that release a reel to snare lightweight foes, throwing knives, fireworks and gunpowder to stun his foes, 9 swords to dance with.

Weaknesses: His senses are sharp beyond relief, but being blind does mean he can't pick on some subtleties immediately.

Intimacies:

Greater Cause: Protecting the weak
Greater Cause: Destroying evil that sprouts before him
Greater Principle: Comrades
Greater Phobia: Falling to evil
Lesser Phobia: Striking down a comrade

Likes: Teasing people, honourable people, making good profit, a job well done, formidable foes, fruit, fresh water, God, you.

Dislikes: Wanton cruelty and crime, senseless murder, injustice, running out of fruit.

Origin: An assassin from a distant land, his clan served the royal family for centuries. Honed and trained as a sword and shield, and tasked with protecting the peace at any cost, he fought and killed for the Sultanate since he was a child, taking care of criminals and rebels swiftly among his group, which once served to uphold peace and justice. It was like a large family, and for a long time they were hailed as heroes and protectors.

Those were the old days. One can say that looking at a bright past for too long can blind a man. But the truth is, he could never see to begin with. Not until it was too late.
Title: Re: Character Sheet Submission Thread
Post by: Aiden on January 25, 2019, 08:21:33 PM
Name: Serana

Race: Undead Elf

Age: ~4000

Height: 5’8”

Weight: On the lean side.

Appearance:
(https://cdn.discordapp.com/attachments/174302326511763456/538146902441459722/semiramis_fate_apocrypha_and_etc_drawn_by_umemiya618__befdeb16b02ee99e42d761fe649e67fa.jpg)

(https://cdn.discordapp.com/attachments/433315794852642827/609722882121007104/76177537_p0.jpg)

Attributes

Strength: Incredible

Agility: Incredible

Durability: Incredible (Fantastic with Cloak)

Willpower: Zen

Magic: Extremely High
There are six elements of existence. Air, Earth, Fire, Water, Creation and Destruction form the backbone of the world, and their interactions give rise to monsters and magic. Mana, the substance of magic, is flavored by one of the six elements and naturally gathers into nodes of concentrated mana which provide fuel for spellcasting and sustenance to summoned beings. Artificial structures made of mana-infused materials can also gather power like this. Light and Darkness exist in realms beyond and intrude upon the world with their power, adding it to the mix inside the hearts of the people and drawing them to their cause.

Serana of House Nocturnus is a necromancer who has mastered the powers of darkness and destruction. Her magic can reach anywhere her undead minions are present as her will fills them and allows her to perceive around them. Her power is split up into three major categories: Conjuring, Curses, and Miscellanea.

Curses are dark powers that afflict the living with misery and death. They control the battlefield by removing enemies from it and strengthening her wicked forces. Examples include calling down rays of shadow that blight and chill enemies; casting black lightning that breaks spirits; banishing summoned creatures and dispeling other peoples' magic up to one rank lower than her own; corrupting her allies and servants with a blasphemous hunger for life; and weakening the durability of the living by one rank. Life exists in her domain at her whim, sparing the world a gradual corruption into festering decay only so that elvenkind might eventually inherit it.

Conjuring combines reanimation with summoning to add to the ranks of Serana’s legions. She can call up the restless souls of the dead, twist the memories of maidens into despairing banshees, and turn the greatest of warriors into deathbringers whose hungry blades carry the ghoul curse with incredible speed. With more infrastructure she could conjure up undead plagues that convert their victims into ghouls, blacken the wings of defeated angels to serve her, or even summon a powerful Dread Reaper, an incarnation of death itself that is immune to non-magical damage and can end the life of the weak-willed with a single touch.

Miscellaneous magical abilities include creating magical barriers, and teleporting short distances of up to a few dozen meters almost instantaneously. She can see through illusions easily. Any of her powers which create terror override the priorities of anyone with a functioning willpower of average or below, and create a disadvantage similar to a lesser phobia in those below zen unless they would necessarily be inured to the presence of obvious undead beings.

Lost Souls: Amazing/Incredible/Amazing. Summoned. Ethereal, can float through walls and partially ignore mundane shields and armor. Undead traits. Banshees are are identical except for their Wail, which can spread terror across entire city blocks even to beings which cannot see them.

Bone Horrors: Fantastic/Exceptional/Fantastic. Constructed. Giant quadruped bone monster, regenerates by consuming corpses. Creates terror.

Deathbringers: Incredible/Fantastic/Incredible. Reanimated and enchanted. Armed with magical weapons that do Incredible damage and wearing Incredible armor. Undead traits and weaknesses. Weapons spread the ghoul curse and cause those they slay to reanimate. Creates terror.

Fallen Angels: Per individual angel’s character sheet. Adds a life draining effect to their melee attacks and twists their holy power into unholy power.

Dread Reaper: Incredible/Incredible/Incredible. Flying monster with undead traits. Ethereal, can ignore most mundane armor and shields, bypass walls. Ignores non-magical damage below Heroic. Enemies of Average willpower die instantly if it so much as brushes against them. Creates terror.

Magic Resistance: Medium (High with Cloak)

Other Abilities:
Aura of Supremacy: As an archlich, Serana is above all other forms of undead. Mindless dead things that attempt to strike her instead fall beneath her sway, and intelligent ones find themselves compelled to adore her unless they have an active willpower of Zen or higher. Living creatures instinctively know she is a being to fear, and her close quarter attacks incite terror on contact even to those accustomed to the undead.

Elven Artifice: While not on par with the ancient masters, item creation is a talent Serana has not neglected. With the proper facilities and mana-infused raw materials she can craft weapons that do elemental damage or inflict status effects, armor or clothing that provide partial resistance to the elements, and accessories that provide single potent boons like regenerative healing or invisibility.

Elven Traits: Elves are in many ways superior to other races, being generally more agile and alert than all but the best humans. Their ranged attacks can bypass mundane cover, and their accuracy is without peer. They have indefinite lifespans, only aging until adulthood before stopping until something else kills them. Their metabolisms keep them lithe and lovely. Living elves struggle to resist poisons and disease more than they do, but undeath has fixed that weakness.

Harbinger of Death: Serana is the pinnacle of undeath, an archlich, and this brings with it special abilities. She can see in perfect darkness, is more resilient to magic than most, and denies most holy and light-based power its ability to harm her and her closest minions. Living beings who legitimate surrender to her authority become ghouls subordinate to her, or liches in the case of heroes powerful in their own right. This also happens when they die at her hands.

Phylactery: Serana protects her immortality with a phylactery, a beautiful red gem that draws in her soul when her body perishes. It rejuvenates her body even from nothing in mere days, though it doesn't bring her equipment with her. Both it and her must be destroyed at the same time to rid the world of her presence. If the phylactery itself is destroyed Serana can create a new one in a week.

Undeath: The undead have no physical needs. They do not breathe, eat, sleep, or die of old age. Poison and disease mean nothing. Fear is irrelevant, and mental effects that are not specifically tailored for the undead cannot take hold. The only emotions with firm purchase in their lifeless hearts are hatred for their enemies and hunger for the living. Their very touch draws out the life force of the living so that they might replenish themselves.

Assets
Dagger of Despair: Plundered from the accursed ruins of an ancient Archon city, this short sword is soaked in centuries of malice. Its blade rots the flesh of the living and inhibits healing. To be cut by it is to know terror, and its rot spreads faster the more its victim succumbs to their negative emotions.

Empress’ Hoard: The vast coffers of the elven empire are gone, but what remains is still enough to live as a queen. Serana possesses wealth equal to the highest of medieval nobility, and a vault of mana crystals insufficient to her old needs but adequate for her current ones. She cares not for the former save for what it might acquire her, but covetously holds onto the latter in case of emergency.

Enemies of the Faith: Accompanying Serana is a small contingent of Exalted Elves, unholy-holy champions of the Elven Court who soar on white wings of pride and preach the message of Elven supremacy to the world - by word or by blade. They are the only living creatures she has allowed to remain in her presence thus far in hopes of populating new worlds with living elves. After all, it wouldn't do to have only lesser races to reanimate later.

Exalted Elves: Amazing/Incred/Amazing, Fantastic Reflexes with flight. Armed with weapons that do Incredible damage and wearing Incredible armor with vulnerable points. Vulnerable to poison attacks due to not being undead.

Legion of Legend: This is all that remains of Serana’s forces. They number a few hundred at most, the finest elven archers and swordsmen raised from the ruins of their fallen empire. Each is armed with magical weapons that bypass basic damage resistance. They are skilled enough to give pause even to modern law enforcers with their slugthrowers, and know neither pain nor fear. As a one they despise the living, their malice held in check only by Serana’s will.

Ghoul Elves: Amazing/Incred/Amazing Armed with magical weapons that do Incredible damage and wearing Incredible armor with vulnerable points. Undead traits and weaknesses. Arrows ignore most cover.

Mantle of Malice: Woven by her own hand, Serana’s flowing mantle covers her body with an imperceptible barrier against harm. It increases her Durability by two ranks and her Magic Resistance by one. It also never stays dirty for long, and may fashionably reshape itself to allow for different cuts.

Order of Storms: The guilds of necromancers that once followed Serana could not breach the Nexus. What remains are a score of her finest apprentices, reanimators and storm witches who know the basics of necromancy and lightning magic with skills between low to high level magic. They are all ghouls, a gift of undeath given unto them by Serana so that they might aspire to further evolution of their power.

Storm Cultists: Amazing/Incredible/Amazing Undead traits and weaknesses. Can repair the undead and use magic. Magical attacks ignore most cover.

Tower of Sur Carys: Serana has always been nobility, and so even in death she rules all she surveys from above. Though her grand palace and sprawling capital city are lost to her, the central tower from which she ruled her terrible empire remains. It contains the lion’s share of Serana’s thousands of years of magical research, and is defended by magical barriers as strong as she can possibly make them. Only sustained artillery barrages can hope to crack its walls, and they lash out in return with dark curses equivalent to cannon fire. Finally, she may perceive around and within it, and cast her magic therein, without being physically present.

Weaknesses
Infrastructure: Magic on Serana’s level requires an abundance of mana that cannot be gathered from the environment without the proper tools. Temples of mana-infused stone, altars to receive living sacrifices, nodes of power in the environment - these things are necessary for a necromancer to have access to their greatest magic. Her tower suffices at the level she is currently operating, but to expand more and to use her current level of magic more frequently she would need to acquire new sources. If all sources are taken away her magic ability rank is reduced to High.

Undeath. While Serana and her personal retinue are resilient against holy powers and light, they still share some weaknesses of the dead. Fire hurts them more than any other thing, dealing damage as if it were one rank higher. They also cannot heal on their own without either the efforts of a necromancer, such as Serana herself, or by consuming the life of living things.

Unexplained Weakness: The highest levels of Serana’s magic are currently beyond her reach. Whether it be something actively suppressing it, damage from the transition into the Nexus, or a quirk of the mana in the city, the spells that allowed her to reduce entire worlds to apocalyptic graveyards in a matter of years do not function. It would require years of spell research for Serana to find a workaround, and access to far more materials than she could ever have without establishing herself as the ruler of the Nexus first.

Intimacies
Greater Cause: Genocide
Lesser Cause: Elven Supremacy
Lesser Principle: "Death is superior to life."
Lesser Tie: My Minions (Domineering Affection)

Origin: Serana was once a noble’s daughter in the venerable Elven Court, groomed from a young age to join the ranks of the magical Storm Sisters while her actual sister inherited. But then the elves were betrayed by envoys of humanity, their leaders slain, forests burnt, and their allies converted against them. The elves were reduced to a fraction of their former glory, and the world was littered with the graves of their civilization.

She stewed in hatred and despair for a thousand years before opportunity presented itself. Grasping dark power as her own, undergoing blasphemous transformations, she gathered what remained of her noble House Nocturnus and set herself to the task of reanimating the Elven Court of old.

She succeeded. The forests returned, silent and still, and stirred with the malice of the souls lost to both sides. Serana ruled a Court more grand and terrible than any had been before, and was for a time content. Then she began to seek other worlds to slay...
Title: Re: Character Sheet Submission Thread
Post by: Kotomine_Rin on March 17, 2019, 01:09:42 AM
Name: Lawrence R.
 
Race: ? ? ? ?
 
Age: I am but two days old.
 
Appearance:


(https://i.imgur.com/Fn5RjoW.jpg)

Height: 6”2 cm
 
Weight: 55 kg
 
Strength: Human
 
Agility: Incredible
 
Durability: Amazing

Willpower: Determinator

Magic: Medium

A former scholar, he has extensive knowledge on the transfer and usage of life force, as well as elemental thaumaturgy, familiarcraft and some forms of scrying. He can recognize many forms of magic, but his expertise falls under a very specific… niche.

Either way, the one magic he can boast any talent of is the manipulation of Anima, a force not much different from life essence, which animates all living, dead and magical beings. He can use it to drain poisons and afflictions from others, as well as summon swords, chains or simply pierce a foe. Even with his weak body and magic, when a foe’s Anima is whittled down, it becomes easy for him to pierce or chain them, and finishing them off is an easy way to sustain his own Anima.



                                           nightmares
Triumvirate: The three great beasts etched into his skin, which chain his soul as much as he binds them. While they are intelligent and sapient to a degree, they act more as weapons in battle, and their coordination is less like wild beasts unleashed freely by their summoner and more like instruments directed by a virtuoso.

The wounds they inflict are phantasmic in nature, meaning that wounds do not quite show on one’s body. However, what wouldn’t normally heal becomes disabled, wounds hurt and weaken the body as much as if the hit was physical, and by inflicting damage the nightmares whittle down the foe’s Anima and weakens them, draining them of their color until Lawrence becomes able to execute them with a single stroke and claim it for his own.

Life-Link: Finally, they share a life-link with their master. If fatally wounded, they will simply revert to their immovable cores and regain their strength for a handful of seconds before rising from their ashes once more. If Lawrence is next to any of the three cores, he can dramatically accelerate the process. Phenex revives the fastest, while Mab is the slowest to recover due to her passive nature.



Phenex (Amazing/Incredible/Incredible): A phantasmic bird made from black fire. Its sight is more than hawk-like, and it can see a target from a mile away. Like its namesake implies, it is an incandescent creature, which can summon and launch various medium/high fire-based attacks, ranging from numerous pillars, streams, bolts and waves of infernal quality. They are very effective at crippling healing and regeneration, scorch the spirit, and can be quite hard to put down.

As a range attacker who makes use of the flames of hell, it is not absurdly strong or overwhelming in the physical sense, although  it can take surprising amounts of punishment. It can use its fire by merging and cloaking someone. That way, he can propel others with powerful bursts, allowing them to soar great heights, travel distances quickly or glide.

(https://i.imgur.com/wAVxh1M.jpg)



Armament Grail (Incredible or Fantastic/Incredible/Fantastic): The shadow of the chosen kings, brought to life so it can serve as a weapon once more. Its sense of smell is monstrous, wounded prey have no chance to escape its maw. Its entire body is an ephemeral metal from the void, and can harden and morph into a sword and partially transform with shifting, snappy movements and bursts to slash, pierce and deliver tremendous blows or defend others.

It can also merge with other's shadows and quickly jump out to protect them, and is stronger when directly in contact with the shadow of either Lawrence or one of his summons.

(https://i.imgur.com/QScG6Dv.png)



Queen Mab(Amazing/Amazing/Incredible): The beauteous and deadly queen of the faeries,  the serpent fae whose breath can poison even spirits. Its tongue wraps around the lies uttered by others, and it can recognize falsehood with a single taste of one's words. Afflicting those who breathe or are hit by its poison attacks, their bodies grow frail and slowly crumble like withered trees, gradually losing their constitution the longer they stay in the poison, albeit it is a slow process.

It can summon high gales freely, and plunge its power into the earth to summon verdant trees and flora that are harder to destroy than mere trees, while possessing great resistance against the arcane (flora has magic resistance equivalent to very-high). 

The quantities can be quite large (enough to create great treant walls), but while it can create large, thick vegetation, it isn't usually tougher than it'd be in real life (baobabs are something though).

However, if it wills it it can enhance spells by reflecting them within the plant’s roots and leaves, absorbing and letting the magic bounce inside the plants and amplifying their power (Up to very-high if reflected enough, though it would obviously take longer). Their pollen is also a powerful healing elixir, though it can also dull and warp the senses with bewitching visions. While it is not the deadliest or most aggressive of the two, one must beware the rose’s thorns.

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



Other Abilities:

Canvas: Lawrence’s body is… unnatural, to say the least. Healing magic hardly works on him, though he has the advantage of lacking organs or blood, as well as being immune to most disease and poison. When damaged, it breaks off as if it were paper, and unless he stitches and maintains it with animating force, it will start to crumble and break apart. It also leaves him weak often, and he gives off a sickly air even when in top shape. In truth, it is held together by the book he often carries about, which serves as his phylactery of sorts.

Artist: Lawrence has a liking for the arts, and enjoys spending his time drawing. Nail painting, dying, and tattoos are all things he quite enjoys fondly, and with special materials he is able to etch spells and magic creatures inside tattoos, although the process is complex and time-consuming. Not much more than a regular tattoo session though.

Wilted Willow, Tempered Stroke:
The pen is mightier than the sword. However, for one who deals in writings of ink, a blade can be a necessity. He does not draw it often, since his body is unfit for a front-line battle, but those who did see his strokes could recognize them as those of one who fenced many, many times in life and death situations.

Assets:

A magical rapier devoid of power. However, it is because it is empty as he is that he can use it to claim essence into himself. In another time, this sword and its wielder were inseparable…

A tome that he carries about. Its contents are a mystery. It's just an ordinary book though.

The ink where his nightmares dwell, which came from a dreadful sea monster. Since he's using it as a medium, exerting his full power can lead to some...undesirable changes while the ink expands. Unless you like looking like you came out of an aquarium.


Weaknesses: He is frail, his body is weak, and the only thing keeping him alive is his willpower. A fickle existence, he often finds his stamina lacking, even after a victorious battle, and commanding his three nightmares can strain his body further.

Greater Cause: True freedom by the side of precious comrades.
Lesser Cause: Ensure the Nexus's safety and prosperity for the next 66 666 years.

Lesser Principle: "There is no need to fight or struggle. Believe in me, and we can strive for greatness."
Lesser Principle: "Don't sleep through dreams that can't come true. The people who have the ability to change something in this world, all, without exception, have the guts to abandon things important to them if they have to."

Lesser Tie: His homeland (Longing)

Origin: Records of the mysterious man going by the name of Lawrence are scarce and contradictory. A man of few tales, he suddenly appeared in the city not too long ago. Normally not a point of contention, this wouldn't be the reason for the unease in my heart. He is clearly weakened by sickness, yet when no one is around, he is seen talking to himself about a mission of sorts.

Still, he has proven reliable in many investigations. His skills as a mage are subpar, but he has managed to show initiative in scholarly pursuit, and his studies have advanced a few fields enough that he has made a name for himself as an investigator and a lecturer. While his nature may be a point of contention, it is with his recent achievements in mind that I must write this leffer, old friend.

A freelance man of many mysteries, I hope that whatever he seeks does not end up consuming him like so many others. Our path is a long, intertwined labyrinth of thorns. Such is our fate.


Title: Re: Character Sheet Submission Thread
Post by: Kotomine_Rin on April 15, 2019, 02:15:24 AM
Name: Vega
 
Race: Human
 
Age: 18
 
Height: 186 cm
 
Weight: 84kg
 
Appearance:

(https://i.imgur.com/84BEmFm.jpg)

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

Strength: Fantastic

Agility: Fantastic

Durability: Fantastic

Will: Gritty

Other Abilities

Cultured: Vega refused to remain bound by mere constructs such as the chains of social class he was born into. He taught himself how to read, and studied the subjects one would expect from a nobleman. History, literature, philosophy, art, music, horse husbandry and medicine. He is well versed in those topics, and can use them in his everyday life to a proper extent, tough he is by no means a doctor or professor. Merely an ambitious man with a strong foundation.

Fencer: Vega is a skilled fencer, though it is not his preferred style he does practice this sport and is good enough to win competitively, though this was displayed more earnestly during his days as a matador.

Acrobacy: Vega’s greatest asset is his nimbleness, which he uses to move like a cat. Furtively, beautifully, he glides and jumps with the skill of a trained acrobat, and there are rumors of him having once performed in circus shows at some point in his youth, which would explain his talent.

Danza Macabra: His own personal fighting style, developed to dispatch evil swiftly and beautifully. It incorporated elements of spanish bull-fighting, capoiera and ninjutsu, taking full advantage of his nimbleness in order to move “like water,” able to change and shift his momentum and positioning at will with movements described as a dance by those lucky enough to witness it. Believing that beauty equals strength, he created a fighting style fitting for the title of strongest.

There are four great techniques he managed to evolve through this style, the Four Great Movements.

Pericolo: Using a cloth, he creates a defensive wall between him and his opponent that flows along their movements. Its hypnotic movements tick like a dance that is written deep into his foe’s psyche, and allows him to shift his position in a blink after moving the cloth to conceal him, allowing him to seemingly teleport once he’s out of sight. He believes it is the perfect defense.

Crescendo: In music, silence is loud. This concept applies perfectly to his manhunts, which begin and end with a stroke of his hand. He can conceal his presence marvelously with as much grace as he can display it, and it is hard to hear, see or feel him until it is too late.

Cadenza: A force redirection technique that is surprisingly simple. It consists of guiding his foe’s blows elsewhere gently, softly, using his hands. He can use this to cause any level of force to shift out of control so long as he can guide it with his hands. Naturally, it is the perfect counter.

Staccato: An offensive technique that focuses his blows into a single point, much like the edge of a blade. Kicks, hand strikes, even a single finger can become a piercing knife that can shoot straight into bone and lets him literally cut apart foes with his bare hands. It is his absolute spear.

Assets

Mask: A mask that conceals his face. It isn’t that he wishes to hide his appearance, but rather protect it from things such as blood or wounds that might dare dirty him.

Roses: Mere flowers. Their smell and appearance complement a beauteous one like himself.

Adamantine claw: An adamantine claw he holds on his left hand. Its material is immensely sturdy, and resists shock very well. Effectively, even a heroic war lance could not harm one who wields it as an armor. Sadly, it is a rare material, and he cared not to make something that would conceal his form out of it. Instead, he made this incredibly dangerous weapon whose claws are detachable, so he may throw them. Naturally, he has spare blades he can attach in a simple motion.

They are coated in a different venom, a far simpler one. Rather than causing pain, wounds opened by this weapon throb with pleasure. It is a simple choice of aesthetics in his part, and a mercy from him. One should know a taste of heaven before going to hell.

Red Cloth: A matador's red cloth he folded neatly for ease of transportation. He can stretch it in the blink of an eye.


Weaknesses: He will NOT allow his face to be struck, no matter if it means taking a more severe and grevious wound (other than a sure death). If struck and disfigured by even so much as a scratch, he will become enraged and narrow-mindedly do all in his power to erase you from his world.

Being a proud assassin, he revels in showing himself, and dislikes covering his body even when it would prove beneficial.

Finally, he has few ranged options and tends to be arrogant against those he deems inferior to him.
Intimacies

Greater Cause: Stand at the apex of all living things

Lesser Tie: His Mother (Love and true admiration)
Lesser Tie: Lucy / anyone he takes under his wing (Possessions)
Lesser Tie: Mira (Rival whose power he covets.)


Greater Principle: "I shall be the peak of elegance and fabulousness no matter what."
Greater Principle: "Eternal greatness is only found within myself."
Greater Principle: "The eternal emperor of this world shall be I, Vega!"

Lesser Principle: "I will follow whatever pleases me. Whatever displeases me has no right to exist in my world."
Lesser Principle: "My enemies shall be shattered and suffer ten thousand agonies."

Lesser Tie: Nobles (Hatred).


Origin: Born in the Catalans many years ago, the assassin who calls himself Vega is a man who witnessed both beauty and filth in his life.

Vega’s parents were financially weak and attempted to dispose of him as a baby – however, his mother felt guilty and risked her own life to save him from drowning, upon which his alcoholic father left them both. His mother became employed by a farm, but she and Vega lived in poverty in the stables. Five years later, the man that had arranged her employment demanded sexual favors from her, and upon her refusal, sabotaged their means to get food.

No matter how hard the times he and his mother fell on, she refused to discard of what little dignity they had left – she taught him that eating out of shoes due to lack of proper dishes was unacceptable, that no matter what he had a dignity and pride that no one should touch. Because he was her son, her beautiful son, she’d go as far as to hold the boiling hot soups with her bare hands so her boy would be fed. Eventually, due to their poor living conditions and her age, she succumbed to sickness.

Partly from her example, Vega developed a strong sense of pride and the boy grew up resenting everyone who abandoned them. Years later, those responsible for this mistreatment and those who did nothing were all found cut down, their faces horribly disfigured. 

Perhaps he did the world a service, casting off their masks to put their repulsive selves on display. A world ill needs ugliness, as the most beautiful of all creatures, he will stand at the apex no matter what.

Title: Re: Character Sheet Thread
Post by: Aiden on June 30, 2019, 05:00:10 PM
Name: Mira Lashi

Race: Perfected Human

Age: 20

Height: 165 cm

Weight: “Just about right.”

Appearance
(https://cdn.discordapp.com/attachments/208777693947232256/594234862584594452/saint_martha_and_saint_martha_fate_grand_order_and_etc_drawn_by_aoba_smartbeat__318f192dc1c7802e2e29.png)


(https://cdn.discordapp.com/attachments/208777693947232256/594702579834028043/Mira_Casual.png)

Attributes (Chi Enhancement)

Strength: Fantastic (Heroic)

Agility: Fantastic (Heroic)

Durability: Fantastic (Heroic)

Willpower: Gritty

Magic Resistance: Medium (High)

Other Abilities
Chi Enhancement: The limitations of the body mean little to a master of the martial arts. They learn to draw upon the energies found in their environment to surpass the limitations of their nature. Disciples of the First Art use this power to enhance their physical abilities, ward themselves against magical power, and extend their lifespans.

Martial Arts: Mira has spent over half her life learning how to fight from some of the best the Nexus has to offer. She ranks among the best in the arts of striking and grappling in the city, but is barred from most dojos due to the dangers of her unnatural base strength. Her skill has plateaued, awaiting an opportunity to improve.

Perfection: A colony of tiny organisms are woven throughout Mira’s bodily tissues, living in symbiosis with her since childhood and protecting her from her woeful physical defects. Despite their constant battle with her illness they have enough energy to reduce her recovery time from most injuries to several hours. When she does recover she does so without complications, and regenerates any missing body parts. They also render her immune to any illness other than her congenital one.

Superhuman Body: Mira’s body is enhanced in every way thanks to the procedure she underwent as a child, and her constant effort to improve upon its effects through exercise and training have pushed her to superhuman levels of physicality. It is also somewhat inherently resilient to magic due to adapting to the curse she was born with.

Weakness
Degenerative Disease: The organisms living inside of Mira keep the unnatural disease she was born with at bay. If they were to be somehow removed from her without killing her through some form of magic she would be reduced to normal human capabilities without her Chi enhancement, and begin to slowly wither away as the illness reasserts itself.

Focus: Mira is still young, and has not fully mastered the art of Chi Enhancement. Among other deficits, this means that in the face of severe damage, psychic assaults, or other major distractions which can overcome her Willpower she struggles to maintain the technique and can lose the benefits of it at critical moments.

Massive Debt: Mira has been involved with a lot of different parties to get to where she is today. Her physique, her skills, they are something she achieved through work and training - but it was all facilitated by the aid of others helping out someone who didn't have the means to afford it herself. Now that she’s an adult the worst are going to expect her to start paying them back for their help. With interest.

Intimacies
Lesser Cause: Defeating Bullies

Greater Principle: "My strength is my own, nobody else's!"

Lesser Tie: My Teachers (Spiteful Perseverance)
Lesser Tie: Vanilla (Fiendish Infatuation)

Origin
“I have nothing more to teach you.”

These words follow Mira everywhere she goes. No matter what she sought to learn, or who she sought to learn it from, her condition has always gotten in the way of committing. “Your ki is distorted - you will not progress past the first tier,” or “such gains are impossible! I don’t know what you are taking, but I will have none of it in this place!”

None of it is her fault! She didn’t ask to inherit the curse placed on her mother, or for some stranger to ‘fix’ her with their icky procedure, but it all happened and there was nothing she could do to change that.

Well, screw them. She’d show them all just what they were missing out on when the rest of the world saw her in action and thought “Wow!” Then they’d regret pushing her away and calling her a cheat.
Title: Re: Character Sheet Thread
Post by: yinsukin on August 16, 2019, 12:46:40 AM
Name: Roman

Race: Human

Age: 20

Height: 6 feet

Weight: 197Ib

Appearance:
(https://i.imgur.com/N14t0OX.png)

Physical Attributes (At night)

Strength: Exceptional (Amazing)

Agility: Exceptional (Amazing)

Durability: Exceptional (Amazing)

Magic: None

Willpower: Average

Magic Resistance: None

Other Abilities:

Childe of the vampire king:  Roman was turned by Valarie and thus has an unnatural attraction to her.  He feels a subconscious urge to fulfill her desires and to help her.  Although, currently that is masked behind his attraction to Valarie as a person.  The true depths of the subconscious loyalty are yet unknown to him.

Fledgling Vampire:

An immortal dark creature of the night, the light of day is their natural enemy and will inevitably vanquish one if they come in contact with it for too long. Merely being active during daytime is draining for them and they can’t operate at full power. But that doesn’t mean there aren’t any benefits to this state of being.

A vampire possesses enhanced senses allowing them to hear a pin be dropped in another room or even overhear conversations from across a town square. Unfortunately for those who may wish to exploit this sensitive hearing for their own benefit, it’s a selective thing, where annoying loud sounds and frequencies will be naturally filtered out for the benefit of the vampire. They can also see perfectly in the dark and at even further distances than a normal human can see during the day.

The most important aspect to them however is blood. Blood defines who and what they are as their entire lifestyle deals in the acquisition of this. Some vampires hold humans as livestock, feeding on them whenever they so desire and others abstain from the blood of sentients entirely, instead going after animals. They all however have one thing in common, their insatiable thirst for blood, the essence of life that sustains their unlife.

Blood is essential to them as without it that can’t sustain their own existence, however this does not mean a constant supply is required as some have been known to go for weeks without feeding. What it does entail is a gradual weakening of their bodies until they’re forced into a state of torpor, a preternatural state of sleep, one they can only be woken from by the sweet intake of the most prized essence. when bitten by a vampire, the victim will experience a euphoric sense of pleasure not dissimilar to sexual indulgences.

While in optimal shape a vampire possesses an unnatural healing factor, minor wounds closes in mere moments and even more major ones such as the loss of limbs can be recovered from in mere hours. Fresh intake of blood can speed this process up significantly giving the illusion of invincibility to them, for fledglings this mostly takes the form of a few uses of instantaneous limb regeneration. However, the older they get, the more efficiently their blood reserves will be used. In prime shape, Roman can easily heal from minor wounds.  Major injuries can be healed in bursts, but it takes concentration from Roman himself.

Weakness:

Fire:  Fire does an extra rank of damage and the pain is a major psychological blow to someone with such little willpower.

Sunlight:  In the day time, Roman is completely exposed to the sunlight, which with prolonged exposure will burn his body to a crisp.

Head damage:   If you destroy his head or otherwise separate it from his body, he will die, regeneration be damned.

Assets

Gun:  Roman carries a pistol.  It shoots bullets.  He also carries bullets to load the pistol.  All you need to know.

Intimacies:

Lesser tie: Mira (Rival)
Lesser cause: become strong
Lesser phobia: Pain and suffering
Lesser tie: Valarie

Origin:

Roman was born to an average family in the nexus, living an ordinary life next the extraordinary.  Around elementary to middle school, he came to a realization.  Ordinary people don’t get vary far in regular society.  The fact of the matter is that in the Nexus, only those with supernatural abilities, talent, intelligence or a stupid amount of money can ever hope to be anything.  So his goal is simple.

Become special.

That is where the story begins.
Title: Re: Character Sheet Thread
Post by: Kotomine_Rin on August 25, 2019, 12:34:26 AM
Name: Grave

Race: Demon/Elf hybrid

Age: Who knows? One day? A millenia? I can’t remember myself...

Height: 1.7 meters

Weight: 70 kg

Appearance:

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

(https://i.imgur.com/1WTrHri.png)

Physical Attributes

Strength: Fantastic

Agility: Incredible

Durability: Heroic

Will: Zen

Magic: Very High

Demonic Ars - Forbidden Grip: Grave’s magic is simple. First, a dark aura seeps from his hand, which gives an instinctual feeling of dread to whoever is in its vicinity. If that hand touches a surface with five of its fingers, he can transform that touched area into a bomb. That bomb immediately generates a heroic explosion, carving a hand shaped wound into his victim.

And whatever is shattered by this magic does not yearn for the afterlife.

Necrotic Ars - Legion : Grave’s secondary magic. By swinging his blade, he summons skeletal figures from the shadows and the depths of the earth. On their own, they aren’t much more than weak puppets, and manipulating them from beyond is something he finds distasteful. Rather than using them as fodder, he incorporates them into his strikes, in the form of dark spikes of fantastic bones,  fantastic skeletal chains, waves of undead to shield him or more. Mostly constructs made from the bones of his dead comrades, to fight alongside him once more.



Other Abilities:

Undead: Grave survived his death through unconventional means. Therefore, one must assume he cannot die by conventional means. His body walks, talks, but is no more than a shell. And it will not stop until he has reached his goal, or had been turned to dust.

Supernatural Senses: Grave’s senses are heightened by magic and his own physiology, and outperform humans by far. He can smell the slightest disturbances, see from miles away, feel the shifting of the air around him and hear the slightest whisper. It is as if he was an animal, or a demon, whose instinct was ever sharp.

The bloody storm: In life, Grave was a brilliant warrior, whose swordsmanship shone across the battlefield. Even now, the scarlet shine he leaves across his path is truly to be admired. But there is a wild abandon, a recklessness to his swings. He is relentless, and lacks the honor and splendor of knighthood. He will not even hesitate to hurl his sword, punch, kick or bite if it means attaining victory. But he is no mad dog despite his berzerk style, and is actually quite proficient in hand to hand combat as well.

Necrotic Rite - Ravenous Feast Of The Mind’s Eye:An ancient ritual performed by his people. By devouring the flesh of the dead, one can experience their memories, passing them onto the next generation. However, the flesh must be preserved, as memories will fade from the body as corruption fills it with its putrid stench.


Assets:

Red Sandstorm: The sword once wielded by the dark lord of the elves. It was too big to be called a sword. Massive, thick, heavy, and far too rough, it was a wonder he could let alone lift it. Indeed, it was a heap of raw iron, drawn from his comrades’s own blood. It is near unbreakable by conventional means, one must do more than simply strike it normally or use magic to shatter it. However, if working together, it is not impossible. It is his own phylactery, therefore once shattered, he will cease to be tied to this world.

It also speaks, and often does so to mock him. What an odd phylactery.


Weakness: He is near powerless without his sword, or rather without being able to wield the sword. An individual body is only as strong and durable as a regular human, and the strength and durability of its constructs is compromised when all alone. While the sword could still cast retaliatory sorcery if wielded by someone else, doing so again and again will reveal cracks and eventually expose a heart inside the sword, making it highly vulnerable from then forward. It requires a channel, but that channel cannot be directing its will in any way other than the sword. Because of that, trying to use someone else to fight for him isn't viable.

Simply put, it is better to try and hack his arm off than try to steal the phylactery for one's self, but either way it is fighting against the clock until an undead vessel strong enough to wield it fully can get its hands on it. A vessel that can't be easily made or summoned, even by him. That is why he can only rely on himself.

Finally, holy or light based attacks are effective against him. A decently strong holy knight or monk would be able to actually damage his blade, though the degree depends on their prowess in their faith as well as physical power (but more the former)


Intimacies:

Greater Principle: Battling strong foes

Greater Principle: "I will not lose. I will not lose anything... anyone. Never again."
Lesser Principle: "Might controls everything. Without it, you cannot protect anything. Not even yourself."


Origin:

Once, before the lands of this world were named, and before cities were built upon the fertile grounds, there lived different races and beings in the ecosystem that became now part of Nexus City. When the first lands were settled with true industrial cities, eventually, a man coveted the friendship of the elves, known for their wisdom and arcane ways.

At the outskirts of the searing deserts, there lived a simple village. Life there was meager, due to the arid lands. But it was good, prosperous enough for a village of elves to thrive. They joined with the demons of the lands, and yearned for their kinship. In turn, they gained knowledge of ancient demon rites, and were able to defend their village and expand as they fended off the ancient beasts of the Old World.

When the humans and people of the Nexus witnessed this elven kin mingling with demons, and performing flesh eating rituals to preserve the dead in memory, they were judged by the just men and women of the old councils, the Lords and Nobles at the time deemed such people barbaric and evil, and coveted their lands which were filled with magical resources. This was a convenient excuse, a way to absolve themselves.

The elves were slaughtered, down to the very last. The women, the elders, even the animals. Such was their justice.

But the people of the Nexus made a mistake. They had spared a single child, left to die under the cursed, burning suns. My final resting grounds were the searing sands he once called home.

Know that I will tear your heads from your shoulders. The dead must have their tribute.

That is... what I once wished for. But now, I'm not so sure.

Title: Re: Character Sheet Thread
Post by: Aiden on September 08, 2019, 08:11:55 PM
Name: Sage

Race: Forest Dragon

Age: Close to 2000

Height: Kinda varies.

Weight: Varies a lot.

Appearance
(https://cdn.discordapp.com/attachments/174302326511763456/622540696263458830/D09CD0B8D184D0B8D187D0B5D181D0BAD0B8D0B5-D181D183D189D0B5D181D182D0B2D0B0-Fantasy-art-Dragons-544007.png)

(https://cdn.discordapp.com/attachments/174302326511763456/620264942188101678/original_drawn_by_s0ad096__sample-018923b4eed9b37552eff87f61bdd6c9.png)

Attributes (Dragon)

Strength: Amazing (Heroic)

Agility: Amazing (Incredible)

Durability: Amazing (Heroic)

Willpower: Zen

Magic Ability - Extremely High: Sage is a dragon, yes, but she's also a druid. The powers of living nature come to her aid willingly; she just gives them a bit of a boost by sharing the abundance of magical energy she has in her because she's a dragon. Unfortunately, she can only boost, coax and guide what is already present in the world around her. She couldn't create a tree out of nothing, but she might speed up a grove full of seeds so they become full grown trees in a matter of hours. Roots and vines may rise up to crush her enemies in just a moment's time. She is limited by nature’s ability to sustain the changes she makes once her magic isn’t in play. Most of her spells are instantaneous, but her strongest magic requires at least several moments to perform.

As another example: she's a dragon, so of course she breathes something neat when she wants to! It just happens to require some magic to get working. It all comes from her second set of lungs, which fester with symbiotic organisms housed out of kindness. Combining their secretions with nature magic allows Sage to unleash clouds of acidic vapor that would melt the flesh right off someone's bones and take their metal armor with them. Without them she would just breathe acrid poisonous vapors like normal green dragons.

Beside those things … She can dispel magic at or below her level, defend against curses, heal lethal wounds, absorb deadly poisons, regenerate limbs. She may also restore the dead to life, but not in their original bodies - they instead are reborn as a young adult example of a random race of roughly same size as their original race. Flora and fauna will offer up sensory input that Sage has learned to interpret to detect the presence of diseases and other maladies. Avalanches of loose soil, unseasonable frost, and pestilential blight punish those who would clear cut the forests for their farms. She can encourage weather formation over the course of days. If she is truly wroth Sage may conjure up storms of very high potency which begin with deafening thunder, and progress from acid rain to bolts of lightning and crushing balls of hail until all caught within are blind and struggle to concentrate on complex tasks.

She can take on the form of all sorts of animals. It just happens that bipeds like humans or elves are a kind of animal to her, what with being a dragon and all. She can maintain any given form indefinitely, and can take on bits and pieces from different forms of any sex. The change itself is painless but doesn't come with a full understanding of all the different kinds of anatomy and sensory inputs that are out there. She's done a lot of practice moving about with only two legs, but she has a favorite body that’s most comfortable to her when she can’t be a dragon.

Magic Resistance: High.

Other Abilities
Dragon Body: Dragons don't grow old - they grow big. Once a dragon reaches maturity they gradually continue to grow. Adult dragons like Sage see only tiny little changes in size over the course of centuries, and she's pretty big already. Older dragons can grow to the size of buildings, and the oldest are said to slumber as mountains for eons at a time to conserve energy. What this means is that any magic that tries to fiddle with a dragon's age is going to have very unfortunate consequences. Dragons can eat and derive nutrition from inorganic material, but less efficiently than normal.

Dragon Soul: There's something odd about dragon souls. They're really, really big, insofar as something without physical substance can be said to have a size. This means that dragons have seemingly endless amounts of mana. Sadly for them, and fortunately for everyone else, a dragon's ability to access that power at any given time is limited. Aside from their breath weapons and flight, dragons have to cultivate their talents like anyone else would. Even then their bodies can only withstand a certain amount of power being pushed through them at once, and this only grows with age and size.

Frightful Presence: While in dragon form, each creature of Sage's choice that is within 120 feet of her, aware of her, and below [Gritty] willpower may find itself running in terror from her. Anything made of sterner stuff would find the urge to retreat distracting unless they are truly unshakable.

Nature’s Friend: Nature doesn’t want to betray Sage’s trust. Bacteria, insects and plant life refuse to hurt Sage unless she hurts them first or some other magic compels them to. Extremes of temperature, corrosive substances, and other environmental hazards are all resisted up to the limits of her magical ability regardless of form. She is immune to poison. She can talk to all living things without language barriers, though she has a subtly foreign accent. They don’t always have interesting things to say, but Sage thinks they’re neat anyway.

Wings: She's a dragon. She can fly, and actually fly very well despite her size. They can't actually support her full weight on their own; the air around Sage works to aid her in flight without any conscious effort on her part. Her wings will regenerate over time if damaged, but they're probably the most fragile part of her - a full rank down in durability compared to the rest of her.

Assets

Dragon’s Hoard: She wears jewelry from her hoard. Her clothes are woven into shape from natural materials using magic. Her clothes don't change with her transformations, so she ends up having to replace them a lot! She's pretty good at it.

The rest of it is just shiny metal objects, some of them magical but most of them not, that she’s gathered over time from wannabe adventurers or that her children brought to her.. She has quite a fortune to roll around on, and has a keen eye for ‘high quality’ shiny bits which allows her to tell what’s legitimate. Of course, lately there’s been a deficit of shiny metal in the hands of dragonslayers.

Nature’s Allies: The spirits of the land come to aid their stalwart friend in her time of need. From the smallest of sprites to the ancient treelords, Sage can count on them to help her in their natural habitat. The greatest of them are as physically powerful as her, but slow and cumbersome. Others are little better than the natural beasts who stalk the northern forests. They are not her slaves, and will not aid her for petty disputes.

Weakness
Anti-Dragon Effects: Anything that is noted as specifically effective against dragons is a real danger for Sage to deal with! She actually can't recover from that sort of thing the normal way if it tries to make her bleed to death or removes a limb. Medical attention is needed at that point.

Mana Beacon: It's pretty much impossible for a dragon to hide from someone who can sense mana in their true form. They just have so much of it that they stand out like a lighthouse in the dark in all but the most mana-rich of environments. About the only saving grace Sage gets with this is that you might tell she's in a room, but her power would be too spread out in it to pinpoint exactly where in that room she is. Sleeping almost makes it harder to sense them outside of their lair.

Intimacies
Greater Tie: My Family (Protective)
Lesser Cause: Preservation of Nature
Lesser Tie: Eruraviel
Lesser Principle: "Survival of the fittest"
Lesser Tie: Treasure (Adoration)

Origin: The dragon whose name translates into Sage was hatched deep in a mountainous forest, the youngest of her clutch. Sage did like proper dragons do when she reached maturity a century later and found herself a nice cave in another part of the forest where her mother wouldn't bother her and started trying to do dragon things. Stuff like collecting treasure and fighting groups of weird two-legged creatures who seemed to want to hurt her or steal her stuff! So she ate them and took their stuff to add to the rest of her stuff. It was only as she settled down with her treasure that her true calling became clear.

Sage settled down and heard the call of the wild. She learned to feel the trees and shrubs, listen to the smaller creatures who were getting smaller every year, and ask them to aid her. The forest dragon learned to become one with the forest, to give it strength from her soul and receive aid in return. This nature magic let her surpass her older siblings and claim the rest of the forest for herself. She let them visit, but the forest was Sage's domain to protect and thrive in!

In all this time she hasn't had much experience with other races besides protecting herself from some of them. She taught herself to read, slowly, over the course of centuries in the form of smaller animals who could make out the lettering of the books she'd picked up from would-be dragonslayers. Sage was particularly fascinated with stories about knights saving damsels and fighting monsters. Eventually she got the idea into her head that hey, these other races were a kind of animal too right? So she started working on transforming into a damsel from the stories. It was only in the past few decades that she finally mastered it.

Now it's time to go forth, to adventure and discovery! She left her lair in the capable hands of some of her own young children, so she has no regrets about leaving. Not yet, anyway.
Title: Re: Character Sheet Thread
Post by: MissingMandible on September 16, 2019, 05:19:17 AM
Name: Frank Horrigan

Race: Meta Human Magus

Age: 31

Height: 10'11"

Weight: ~ 1000 lbs

Appearance:
(https://i.imgur.com/6LyAncM.jpg)

Physical Attributes (Reinforced):

Strength: Fantastic

Agility: Amazing (Incredible)

Durability: Heroic

Willpower: Shounen Determinator

Magic: High

Frank's family was a minor one in the Enclave, never attaining much talent. Being bathed in a vat of FEV nearly destroyed his already weak crest. Now, his skillset as a magus is rather limited.

Transmutation:
The magecraft of altering the shape and properties of an object to what the magus desires. Frank's crest and magic circuits are severely damaged, though, limiting his ability to only non-living objects. He still finds use in this skill, though, allowing him to craft and repair his gear. Assembling his more advanced instruments can only be done at his workshop, however.

Reinforcement:
The ex-secret service operator is able to reinforce his Agility up by one rank. However, he is not able to improve his Strength or Durability stats, for his Advanced Power Armor Mk. II is already reaching it's physical limits in these two categories. Also, he is capable of reinforcing objects.

Terrifying Aura:
A charm Frank can emanate from just looking at an opponent. A wave of killing intent washes over the victim, attacking their resolve and willpower. Those caught up in it has their strength and agility stats fall down a rank for the duration of the encounter. This is effective to anyone who has the Willpower of Gritty or worse.

Bounded Fields:
While Horrigan is capable of producing bounded fields, he prefers creating warning systems as opposed to a complex web. Besides, Frank prefers fighting his enemies face-to-face as opposed to cowering in the corner.


Other Abilities:

Super Mutant:
The FEV Virus has a storied history: originally developed to cure the New Plague, it opened the door to mass genetic modification. The strain Frank fell into was intended to create super soldiers. It was a partial success...
As a Super Mutant, Frank has a strong resistance to disease, an immunity to radiation, robust digestive system, fast healing, thick skin, robust bones, near-immortality, and an extremely high pain tolerance. However, these boons come at a cost: Sterility and a hideous form.

Secret Service Agent:
Frank is an extremely skilled and competent soldier. Well-versed in tactics and rarely taken by surprise, Frank is able to enter any combat situation with a crystal-clear state of mind.

Lacks a Sex-Drive:
While he does have a penis, Frank sees little use in sexual activities. As such, it is quite difficult for him to be charmed or seduced, even by magical beings such as succubi. You're welcome to try, though.

Artisan of War:
Frank is able to craft components for his armor, ammo, or assemble weaponry he knows the plans of using the parts he transmutes. These are state secrets, though, and he would die before sharing them even with allies.


Equipment:

Modified Advanced Power Armor Mk. II:
The Enclave are the masters of fusing magecraft with modern technology, opening up new fields of research all in the name of attaining the Root. As of 2242, their greatest achievement was the Advanced Power Armor Mk.II. Built upon the now-aged X-01, this set of armor provided superior strength and protection to anything developed before the bombs fell. Powered by magically condensed fusion reactors, it can theoretically run for another two hundred years. Frank can never remove the full set of armor, for it has been grafted onto his flesh.

Arm-Mounted Minigun:
This version of the classic heavy weapon has been reinforced to prevent overheating, and the ammo box is actually an armored Bag-of-Holding. Frank crafts spare ammo between missions/jobs, ensuring he never has to worry about ammo expenditure while on a mission/job. Bullets hit at Incredible Strength, and the gun itself is ideal for short-to-mid-range engagements.

Horrigan's Bite:
A mystic code passed down from generation to generation within the Horrigan family, tracing all the way back to the time when they were apostate hunters for the Church. The former claymore was reshaped into a potent melee weapon that can emerge from an armored sheath mounted on Horrigan's right arm. Reinforced to Fantastic Endurance, it can devastate an enemy mage's circuits as well as their physical bodies.

Plasma Bombs:
Up-sized model of the standard Enclave plasma grenades designed specifically for Franks increase in physique. They explode into miniature green suns, incinerating the local area with Fantastic Strength, as well as setting fire to the immediate surroundings. Those not caught up in the heat can be temporarily blinded by the flash. Frank typically carries two of them on his person while on a mission, and he is capable of creating more back at his workshop.
(https://vignette.wikia.nocookie.net/fallout/images/d/d9/Plasma_grenade_%28Fallout_4%29.png/revision/latest?cb=20160105000816)

Mini-Nukes:
Heavy Ordinance that has Legendary Strength with an explosive radius large enough to annihilate a suburban house. On impact, a bright flash followed by a fiery mushroom cloud erupts from the unfortunate locale, a massive concussive blast bellowing outward. Those that either survive or were just outside the fatal radius receive a more than a little dose of radiation. Frank throws them like a football at a distance that would make a professional athlete green with envy. However, he only carries one at a time due to the risk of carrying such radioactive materials in a densely-populated area. The supermutant mage can craft more at his workshop, though.
(https://vignette.wikia.nocookie.net/fallout/images/d/db/Fo4_mini_nuke.png/revision/latest?cb=20151226231345)

Stimpaks
Short for Stimulation Delivery Packages, Stimpaks heal minor-to-moderate injuries in a local area. Anything from bullet holes, jagged slices, and broken bones can be mended in moments, though it is incapable of replacing lost appendages and organs. Frank usually carries three on his person while out-and-about.
(https://vignette.wikia.nocookie.net/fallout/images/e/e7/Fallout4_Stimpak.png/revision/latest?cb=20160107001729)

Base of Operations:
Horrigan's home. Has the basic amenities, but is pretty spartan. Walls have been heavily reinforced - to the point of being a military grade bunker - all the while a bounded field had been set up as an early warning system. Trespassers beware: his workshop is located in the basement and is contaminate with lethal levels of radiation.


Origin:

The Enclave were, in fact, a group of Magi who banded together to pool resources in the quest for the Root. While their founding was in the 1800's, by the twenty-first century they were a shadowy cabal that ruled over the United States, pulling the strings of the population and corporations alike. With the power of an entire industrialized nation at their backs, access to the Root was a sure thing. That was, until the nuclear holocaust...

Horrigan's family was a minor member of this secretive organization, never one that will attain greatness yet benefited more for being a part of it. Born in 2211 on the Poseidon Oil Rig, Frank was groomed from the start to be a competent soldier. However, when the Enclave started to make their move on the Mainland, he had the misfortune of falling into a Vat of the FEV virus in the former Mariposa Military Base after a slave riot. He emerged a as a grotesque mockery of the human form.

The Enclave rarely wastes resources, even if they are mutants. Frank displayed unwavering loyalty to the cause, even after a series of extremely painful tests and experiments. He was put back into the military as a Special Ops warrior, and quickly became President Richardson's choice for performing dangerous missions. However, Frank Horrigan was ultimately killed by a tribal known as the Chosen One, living long enough to witness the oil rig detonating in radioactive hellfire.

Or, at least, he thought he died. After the bright light, Frank awoke in the Nexus fully intact. It wasn't long before he stumbled upon Columbia, quickly earning a name for himself as a competent agent for the myriad of chairmen. He is now under the purview of Chairman Serra Drosa...


Weaknesses: Franks dour demeanor has earned him little in relationships with his peers, leaving him with few friends to call upon in the Nexus. He is also a human (A Meta Human, but still), which comes with its own baggage in the Nexus when it comes to sorcery and such

Intimacies:

Greater Principle: Communism will never be tolerated
Greater Cause: The Security of America's ideals (In accordance to the Enclave)
Lesser Principle: The protection of Columbia
Lesser Principle: Duty to ensure the safety of Chairman Drosa

Title: Re: Character Sheet Thread
Post by: Kotomine_Rin on September 23, 2019, 01:59:41 AM
Name: Yang Xiao Long

Alias: The Fang of Yama
 
Race: Human
 
Age: 18
 
Height: 173 cm
 
Weight: 84kg
 
Appearance:

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

(https://i.imgur.com/jIXr5AA.png)

But bulkier for the 2nd pic.

Strength: Heroic

Agility: Fantastic

Durability: Heroic


Other Abilities

Martial Arts Striker: Yang is an experienced striker who incorporates all sorts of varying styles. When he was a kid, he used to compete in world championships, and had he not joined the Yakuza he could have easily went pro. When it comes to his blows, his technique is honed enough that he could seriously crush bone with a good strike, and comparably tough rivals have described his punches as “feeling like being impaled by a war lance”.

Ryūdan (竜弾, Dragon Shot): A variation of the one-inch punch. Using the principles of Fa Jin, Fang is capable of delivering a full-power blow at nearly no distance. This effectively means that with this technique, a strike has the potential to be a knockout blow no matter what range he throws it at.

Simply put, he can throw a strike with the maximum potential force it can have regardless of momentum buildup, basically rupturing bone and organs and causing serious damage. Of all the techniques in his arsenal, this is the one with the "greatest firepower". Because it is simple, he can chain it from any technique as a follow-up, making it a fearsome blow that can reverse the tide of battle. However, this technique requires good grounding, and can cause his own blow to backfire if the force is dispersed against him.


Gear

Expensive clothes.

Expensive shampoo.

Expensive perfume.

Shitty broke ass apartment.


Weaknesses: Ranged fighting, his short sightedness and irascible temper, the dragon shot and his most powerful strikes are not something that can be performed midair.

Origin: Ever since he was five, Yang wanted to be a martial artist. And it wasn’t the case of just wanting to imitate Bruce Lee or be the next Jackie Chan just for the hell of it. He genuinely, earnestly wanted to compete, to fight against the greats. To put his body, mind and life on the line to reach the title of strongest.

Well, that was a long time ago. The thing about dreams is, you either reach them, or you eventually realize just how stupid they are. Not everyone’s going to become an astronaut, and there’s only so many who get out of medical school and become a great doctor. Even then, out of all of them, those who end up set for life are only a handful.

So what’s the point? Why bother? Sometimes, reality hurts more than the kick to the face. But long story short, the golden boy lost. Dream’s over, time to wake up kiddo.

The rest’s just history. He got into shit, and eventually joined a gang in the Nexus. So yeah, here we are.


Likes: Fighting, underground rings, booze, women, winning, martial arts, his hair.

Dislikes: Pacifism,official goody two shoes competitions, no booze or women, losing, martial arts, getting his hair ruined.
Title: Re: Character Sheet Thread
Post by: YOLF on October 03, 2019, 05:10:11 AM
Name: Lubei Sang

Race: Demon

Age: 25

Height: ~180 cm

Weight: Average for his height and athletic build

Appearance:

(https://66.media.tumblr.com/afd7508063c1ddcf3850cfbde7319467/tumblr_piqishfM941soy8pyo2_1280.png)

Attributes

Strength: Fantastic

Agility: Fantastic

Durability: Fantastic

Willpower: Zen

Other Abilities:

Demon King: Lubei is demon royalty, and powerful even among his relatives. He enjoys many advantages over humans, such as naturally sharper senses, little need for nourishment or rest, great resistance to poison and disease, but more than that, he possesses overwhelming spiritual power. It suffuses his presence and fuels his healing, allowing him to recover from light wounds in moments, heavier wounds in longer times, up to hours, and the most severe in under a day, while holding on through wounds that ought to be lethal to anyone else. With more time, he can even regenerate organs entirely.

Judging Pillar: There is a voice that speaks to Lubei Sang which no one else hears. It appears in the shape of a featureless raptor with his own face, and follows his shadow though no others can see it. It says the things he will word to no one else, not even himself, and it makes judgements that he is too insincere or contrary to support clearly. Sometimes, it says nothing at all, advocating its points with silence. There is no force that can banish this being - it is a reflection of Lubei himself on the scales of moral law.

Reincarnated: Lubei Sang’s soul has been reincarnated three times in succession, counting his current life. With the end of each one he passed through one of the burning hells, either for purifying his sins or for the failure to absolve them. Some of his memories from these lives and their in-between torments remain, in particular those that contextualize these circumstances. Lubei knows that this is his fourth life, that he has suffered in hell for his past actions, and that this is his last chance to learn from his errors before being sent to the frozen lands of the hell of stillness.

Cold of Avici: Lubei Sang wields the essence of perpetual cold, allowing him to freeze nearly anything and form an uncountable volume of ice from the environment. Calling on this power emanates supernatural cold that can rapidly drop a scene to glacier temperature for hundreds of meters around him, spreading layers and blooms of frost over the area in moments. Concentrating the cold allows him to instantly raise pillars, walls and spikes of ice starting close to him from liquid or the moisture in the air, and quickly encase in solid ice whatever he grabs. This ice won’t melt from mundane heat or fire, and has Incredible hardness. He can concentrate the cold even further, progressively dropping the temperature until anything frozen grows damaged and brittle, and he can then shatter it with a gesture. Even characters with Heroic durability can meet such an end if they don’t break free. His mastery of the Cold of Avici makes Lubei utterly unaffected by cold and frost, whether natural or magical.

Lubei can also conjure black ice from spiritual power alone, making frozen formations out of nowhere, and crude spears that fly with Heroic speed. He can send out waves of dozen of Fantastic sharpness stakes or hundreds of Incredible sharpness icicles with moments of focus, and perform especially powerful and tiring techniques that he can use only once per fight without starting to tire, outlined below.

Winter Fangs Execution: Lubei conjures a perfectly sculpted black sword of Fantastic sharpness, hanging overhead, and rapidly multiplies it from floating ice flakes. One becomes a dozen, a dozen over a hundred, and then several hundreds. They cover the sky above and around a foe, and then shoot at them in unison.

Glacier Dragon Body: Lubei conjures a titanic figure of ice around him, surrounding him like armor over 20 feet tall, horned and clawed, and animates it as an extension of his body. Effectively, his speed and dexterity fall to Incredible, but his Strength and Durability rise to Heroic, and it provides a whole layer of protection between him and any dangers.

Coffin Fort Freeze: Lubei entombs himself in a wide ice pillar, suspending the progression of poisons, diseases, and spiritual afflictions while his body heals from its wounds, but halting his recovery of spiritual power. This ice has Fantastic resilience, and the pillar nigh-instantly freezes over any damage dealt.

True Cold of Avici: Between lives, Lubei Sang saw the gates of the eternal hell and inhaled the slightest sliver of its chill. The insight he received and the years he has spent refining it have given him the ability to use this cold as his deadliest weapon. Its chill can bring anyone and anything to a halt; it can freeze the most dry air and encase even fire in ice without extinguishing it. It functions the same way as the Cold of Avici, but not even magical fire or heat can melt its frost, and it can reach Fantastic hardness, and grow cold enough to end encased foes of even Legendary durability.

Lubei is not immune to this power himself, such is its danger. At this time, using it for more than a couple of seconds will affect negatively him as well, slowing his body as ice crawls over his skin, limbs and organs begin to freeze entirely, and his flesh, bones and spirit are progressively destroyed by the cold. This is the one exception to the protection of wielding the Cold of Avici.

Tiger-Warrior: Lubei is a honed fighter who uses twisting sword forms and brutal hand-to-hand striking, with skill great enough to fight multiple lesser masters of comparable attributes at the same time without losing ground. He can extend the force of his attacks beyond touch or through armor with spiritual power, and project his killing intent as a fear aura that inflicts at the least an impairing pressure on anyone who is not spiritually or physically superior to him, or nearing so, giving an advantage equal to exploiting a Lesser Intimacy. Anyone with Determinator or greater willpower can ignore this pressure, but against every rank of willpower below Gritty it becomes increasingly crippling. An Average willpower character might feel as though they are being completely crushed, and those of weaker wills might swiftly die. His abilities also extend to skill with hunting and tracking, specialized in magical monsters.

Discernment of Three Realms: Lubei’s insight and perception are sharp in regards to matters of gods, demons and other supernatural forces. He can tell much about these things if faced with them, and his spiritual awareness is difficult to fool. Likewise, his awareness is acute towards people’s tells and the character of humans, making him keen in recognizing their pretenses and slips. Some of this discernment is owed to what Lubei recalls from other lives, and some is simply instinct.

Aura of Kings: Lubei Sang is surrounded by an invisible halo which radiates inborn authority. This mark of the heavens signifies his destiny, and protects him from banes and curses. It also ensures that, when he is struck down by illusions or ailments that would scar his mind or spirit beyond recovery, he has a chance to escape, no matter how slim.

Administrator: Despite appearances, Lubei is efficient in completing and filing paperwork, and skilled in logistical management. He’s not always the easiest to work with, though.

Assets:

Fluffy Coat: It’s a very fluffy outer coat that would undoubtedly feel very comfy around any vulnerable humans or whoever else needed the extra warmth. Lubei’s sister hunted the beast whose fur was used on it.

Three Poisons: A supernaturally sharp and resilient Chinese sabre with a double-edged tip. The blade has a white, diamond-like glare, and so long as Lubei Sang lives, it may chip and crack, but will never shatter. Attuned to his soul, he can command it to float back to him with a gesture.

Weakness:

Divine Power: Heavenly weapons and spiritual damage of godly origin are especially effective against Lubei, dealing wounds that take many times longer to heal than usual.

Intimacies
Greater Principle: "I must be a worthy king."
Lesser Phobia: The punishment of Avici
Lesser Tie: Demons (Duty)
Lesser Tie: The destitute (Sympathy)
Lesser Tie: Gods (Antagonism)
Lesser Tie: Uria (Regretful Trepidation)
Lesser Tie: Lawrence (Hostility)
Lesser Tie: Vanagandr (Apologetic Respect)
Lesser Tie: Ivanna (Uncertain Companionship)
Lesser Tie: Mai (Bitter Kinship)

Origin: Every good king should see Hell at least once. The lives of the person today called Lubei Sang have been defined by this saying, and his failures thereof.

In his first life, he was king. He was knowledgeable and great, his allies counted the highest of warriors and sages, and his land was prosperous. Still ambition burned in his belly, and he led them into conquest and glory. When fortune turned, he violated the laws of combat and made dishonorable deeds out of desperation to keep his rule and subjects safe.

In death, his place was already determined, and He Who Judges Kings threw him personally into the burning hells for the sins of a ruler and warrior. There he was bound, a span of suffering equivalent to the torment of thousands of lives. Yet He Who Judges Kings freed him before the count was balanced, and bade he live again.

He was made to work. He tilled the soil, grew sick and wept. At the behest of his radiant king he gave up everything. He lived, suffered and died, then bemoaning the length of his punishment. Cold beyond death, He Who Judges Kings told him that such was merely the pain of a simple life. It was kinder to punish as such, rather to make him suffer as others had, one would hope, yet he had not learned.

On his second transfiguration, the hellish torments sizzled in his memory from the first breath, and driven by spite and fury he raised himself up from misery and poverty. He fell the unjust and gathered the destitute and with indignation against fate in his heart struck at the stairway to heaven and the gates to hell.

He burned again, and before he returned, his king showed him what awaited at the end of another failure. This time he was born in the bosom of demons, the child of royalty, upon a time of precarious alliances. Childhood and teens went by in training, in self-imposed toughness and softness shared with few, and in tempering the expectations of conflict from others and himself.

He must be king, and this time, he ought to learn the lesson.
Title: Re: Character Sheet Thread
Post by: Uria on October 15, 2019, 01:29:28 AM
(https://i.imgur.com/89qpbaZ.png)

Name: Uria

Race: Budding Divinity

Age: ?

Height: 5'8

Weight: Normal for their height.

Appearance:

(https://i.imgur.com/H0H84EV.jpg)

Physical Attributes

Strength: Heroic

Agility: Fantastic

Durability: Fantastic

Willpower: Determinator

Didn't you think that was such a boring power? I thought so too.

Other Abilities:

Flux: The division of day and night has been undone. For Uria, power is simply power. It can take as many forms as they wish. Light can be corrupting, darkness can be holy, fires can be glacial, and freezing blizzards can be burning hellscapes. It can be considered a power that can take on any numbers of traits. Its most convenient use is allowing Uria to fly freely through the air, although this does not follow conventional rules of movement. Uria can instantly reach their top speed and suddenly change their velocity without slowing down at all, almost yanking themselves through the air with haphazard movements.

Attendants: In close combat, they are accompanied by four weapons. Usually they take the shape of four swords fashioned from different metals, but they can also become maces, halberds, or even writhing claws. These weapons can move a few meters beyond Uria's reach but cannot travel any large distance beyond them. They are wielded with Fantastic force and Fantastic agility, and while they can be destroyed by sustained overwhelming force little else will damage them. If destroyed, Uria may take a few minutes to reform them. However, because of their training with Orcus they have learned much. They can reshape their weapons in the midst of combat with ease, and debilitating maneuvers such as piercing a foe and then increasing the size of the weapon after is possible. Such a thing would exert a constant Fantastic force as it attempted to grow out, although Uria cannot make them impossibly huge. Still, the head of a battle axe growing out from one's chest is sure to cause problems.

Their use of weapons has also been refined by their training with Orcus. Harnessed within the crucible by a master, even a short time was worth more than years under a lesser being. There is an undeniable level of thought supported by a foundation by perceptive instinct. Uria is no longer the untrained child that they began as. Even those who have honed their talent have something to be wary of besides their raw strength.

Uria may wield a single weapon directly, connecting it to themselves to further unleash its strength. These awakened weapons may not grant any additional skill, but Uria wields them as if they were a part of their body. Furthermore, the attacking strength of the weapon is enhanced several times over allowing it to exert Heroic force. However, it is not a perfect approach. While the sheer energy poured into them grants great offensive capabilities, the force that they are wielded with does not change. Against a durable enough weapon their devastating power will not be able to fully express itself. The weapons themselves cannot handle the power being poured into them and will ultimately shatter after a few exchanges.

Additional mutable qualities have been gained from Uria's experimental fights. These awakened weapons no longer emit raw power alone, and instead they are colored by the bonds that they've established. A swing of their awakened weapon could send forth a salvo of daggers conjured from Chaosbringer, erect a wall of merciless ice, lash out with an indomitable cyclone, or bombard their foes with toxic light and heat. These attacks have a potency of Fantastic but are release at Heroic speeds.

Orcus knows a lot of things! I want to fight him again later.

Paths: The bonds that connect others given form, Uria is the center of these actualized connections. They can be considered the administrator and source of this network. It is within their power to establish and even sever these bonds at will if need be. This last aspect allows Uria to even ignore Greater Intimacies if they wish.

Network: Their eyes, ears, and fingers. Uria can forcibly connect those with Average Willpower to their Paths with a touch, shining circuits of light moving across their skin onto the target in a few moments. This immediately forces a Greater Cause (One with the Network) upon the individual. In a sense, they cease to become an individual altogether. They are more akin to a node in the Network. Their behavior, mind, and soul may be the same but these are little more than holdovers, information imprinted upon Uria's Paths that rise to the surface when needed. They can manipulate these nodes at will, take in sensory information from any of them, and even flood them with power. This can transform the nodes, changing their physical form entirely in some cases, and grant them powers. It can strengthen them up to Incredible in physicality and grant abilities in a similar tier.

Beings with more potent willpower can be drawn into the Network, but it cannot be brute forced without special allowances. If they hold a Lesser Tie towards Uria for any reason they are more vulnerable to being drawn into their Paths than their Willpower suggests. Furthermore, if they agree of their own will they can also be drawn into their Paths. This would grant them all the information at the Network's disposal along with the ability to request power from Uria. Using their power would allow them to temporarily boost a stat (to a maximum of Legendary) for few moments, provide the power to substantially shorten a ritual or other effect so that it would only require minor preparation, or allow them to extend the duration of powerful abilities or utilize them again faster than they would ordinarily be able to. It is undoubtedly more powerful than what Uria could manage alone, but careless use will tightly bind all but the most alien and willful creatures to Uria.

Everyone doesn't have to be the same as me, but I want to be connected to everyone. Isn't it sad to be alone?

Heart: Paths can be subtle as well as blunt instruments. Even without directly melding someone into their Network, Uria can make sure of the bonds they share with others. Whether it is of hate or love, any Lesser Tie or greater that is directed towards Uria is a connection as certain as the Network itself. Uria can make use of this with their Paths to tell what the other person is thinking and how they're feeling. More importantly, they can draw on the feelings that person has towards them and weaponize them.

Uria's power, which has attained all qualities, can be paired with these feelings to attain a distinct form, a copy. Uria can perfectly emulate a single power, spell, or ability from someone with a Tie to them, but they can only call upon each person's Tie once per scene. The power they copy can be different each time they call upon it, but it can only be used once. Having refined its usage in battle, Uria can also do more than simply manifesting different abilities at once. They can combined these powers in devastating hybrid displays as well, allowing them to bypass the weaknesses or enhance the strengths of their borrowed abilities. However, this is still a fundamentally temporary power. Transformative abilities or auras that are meant to last prolonged periods of time can only be sustained for short bursts rather than their original full period.

Current Ties: Lubei. Vanagandr, ZEKE, Orcus

We're going to be spending so much more time together now! I want to make a lot of new friends too.

Archangels: These are entities fashioned by Uria and stored within the Paths. Their physicality averages at around Fantastic unless stated otherwise, but they never rise above it. They have a Magic Resistance of Medium, and they also have their own unique abilities as well. Uria can utilize any individual that has been totally incorporated into the Network as a vessel for an archangel, but the power usually burns out their body and soul. This requires Uria to focus on directly puppetting it, so utilizing an archangel always invokes their Concentration weakness. If killed, the power returns to the Paths. If there was somehow a vessel compatible enough, they might manage to bring out even greater power from the archangel than Uria with minimal connection to their Paths. The shock of death makes it difficult to call forth the archangels again from the Paths, and Uria requires time to coax them forwards after.

The archangel Michael wields two long hook swords, is capable of flight, and utilizes the Fragile Retribution. It can enhance the reach of its blades using angelic energy to extend a blade a few meters for an instant. Its ability, the Fragile Retribution, takes the shape of a multitude of incredibly sharp but also fragile blades. When they shatter the fragments are no less deadly than the swords themselves, and while Michael is unaffected the rain could cause heavy damage to even a being with Heroic Durability if they suffered a shower of blade shards. Michael must take up a stance to do this and requires notable amounts of time between uses.

They're still growing for now. But they'll be ready soon! Very soon.

Incarnation: Uria is a distinct being. They are also the Network. They are also the sum of the bonds they have with others. It can be said that every node and all the Paths are Uria as well, or even that all sections of the path have the potential to become Uria in the case they are destroyed. Regardless of interpretation, on death Uria will return so long as a single part of the Network is left intact, and even if every node is hunted to extinction anyone with a Tie towards them carries the possibility to enact their rebirth. Furthermore, all flesh is one with their flesh. Uria can use the bodies of nodes to repair themselves if they are harmed. While the Durability of that flesh remains equal to their source for a time, Uria can quickly adapt it to their body within a handful of seconds.

If the Network is intact they will seize control over one of the nodes and be reborn through them over the course of an hour. This is shorter if the body is more capable of receiving the power. In the case where the Network has been destroyed, they can be reborn through the actions of someone with a Tie towards them. This is greatly accelerated if they intend to resurrect Uria. However, this process can take fairly significant periods of time.

I'm not going anywhere~

Love: To love, to hate, to know one without the other would be maddening. Uria's heart is wholly absent of all negative emotions. Or rather, it can be said their image of the world lacks all these things. In their benevolent arms all things are wonderful. Under their kind gaze all things are beautiful. Even the howling shriek of a cluster bomb and the chime of wedding bells are the same to them. Although, perhaps one might say that within this omnibenevolence there is no love.

Mental effects that attempt to alter them using negative emotions, adoration, or disgust find it incredibly difficult to do so as it is not something that exists in them. They already love you regardless of form or act. Their hate, their bitterness, their curses, ah, that and their love is one and the same.

Furthermore, they match the qualifications of a chosen one and being pure of heart. Any artifacts or tests that measure these standards will find them perfectly qualified.

Everything was made to be wonderful! You should have fun with it too.

The Tower: Uria's general resistance to powers has been lost. Instead, their divinity has withdrawn and intensified internally. They have grown a potent resistance to esoteric effects that target their existence. It can be considered an Authority that asserts their own "self" against the world. Powers that attempt to transform them physically, reshape them mentally, alter their current state of being through temporal effects, or erase their existence are severely weakened. If they do manage to go off, the harm they cause will never manage their true goal even if it still hinders Uria. Furthermore, Uria is capable of weaponizing their reified self.

The Tower is not simply to protect but also to dominate. While Paths allow for the expression of Uria through individuals, the Tower allows the expression of Uria through phenomena. What they seize in their hands they can dominate and transform the mundane and supernatural alike. They could cradle a fire and release it back as a writhing dragon of flame or peel open a binding spell. It is even possible for them to inverse effects, a touch of their fingers on the recipient transforming healing into ruin or curses into blessings. However, they can only enforce their uninhibited self over a singular thing at a time. If a volley of shots was fired at them they could not grasp them all together but instead launch each back one at a time. They can raise a power they have taken dominion over to a maximum of Heroic potency and Fantastic speed.

If you build the best, strongest tower around you then you'll just starve. But if you put it back together inside, brick by brick, then the tower will live forever inside you!

Void: Memories forgotten and half-formed dreams bubble out of Uria from within. While the black bile being vomited up is distracting and often contains strange things, their sickness grants them uncanny insight into others. They often have a general understanding of other character's capabilities and backgrounds.

Hmm...

Weakness:

Concentration: Focusing on the Paths, especially in regards to more powerful entities can leave Uria vulnerable. They can easily lose track of time or where they are when meddling, and it makes them more susceptible against ambushes.

Intimacies:

Greater Cause: "Let's all have fun together!"

Lesser Tie: Lubei (Playmate, friend)

Lesser Tie: Vanguard (Playmate, funny)

Lesser Tie: Lawrence (Playmate, villain?)

Origin: Born in The Blessed Woodlands, Uria rose from the ground fully formed. There’s not much else to it, unfortunately. They do not know where they came from or why they were born. However, for a newborn their power is undeniable. As they develop they will surely grow ever stronger. Truly they are a child blessed by the gods. Or, perhaps, by a witch.
Title: Re: Character Sheet Thread
Post by: SINIB on October 17, 2019, 04:15:15 AM
Name: Thorra

Race: Divine Hammer

Age: 5

Height: 7’

Weight: Variable

Appearance:  (https://i.imgur.com/FDkH5XS.jpg)

(https://i.imgur.com/in5JZkO.jpg)

Attributes

Strength: Heroic

Agility: Fantastic

Durability: Heroic(Legendary with Leggings)

Willpower: Gritty

Divine Power: Very High
The children and products of divine beings are miraculous, and are themselves capable of miraculous actions. These actions, known as ‘Marvels,’ manifest fundamental concepts of reality as acknowledged within human mythology. Each set of such concepts is known as a ‘Purview,’ and within their collection of Purviews a god or their creations may manifest Marvels of great power and flexibility in ways that are aesthetically and spiritually congruent with their associated mythology and/or the divine relics which grant them access to said Purview.

Thorra possesses a measure of power over the three aspects of physical capability, and a considerably greater amount of power over the forces of the sky. She also has a basic understanding of nordic runes and their effects.

Sky is Thorra’s primary Purview, one which she holds dominion over. Its marvels relate to all aspects of the sky, from the gentle breeze and soft rain to the driving barrage of a natural storm. Thorra rules over it all with a casual ease that she currently lacks with her other Purviews. With a thought and a wave of her hammer, she may summon or disperse a storm, slow the fall of anything, or protect her friends from the ravages of a hurricane. When she angers, a great squall may be created with thunderous rage.

It allows her to take flight(fantastic) alongside her allies and to grant them the power to hurl thunderbolts(at medium, while she herself hurls them at high) while fighting by her side.

Unless she chooses to actively hide the nature of her divinity, static electricity harmlessly dances along her skin, her eyes glowing with divine plasma.

Epic Dexterity is a Purview defining the prowess of Gods renowned for their speed, agility, and precision, elevating mortal action to feats of Legend. It encompasses the impossible swiftness of fleet-footed deities, and miraculous feats of grace and agility. So long as she continues to move towards a destination, she moves with effortless grace. Any surfaces, solid or liquid, hold her weight as she weighed no more than a feather. Thorra effortlessly scales and descends along vertical surfaces without a need for a handhold.

Epic Stamina encompasses the vitality, endurance, and resilience of invincible warriors and legendary ascetics, immortals among immortals. Thorra can withstand deadly weapons and overwhelming danger as a mortal might ignore a housefly, and draw on nigh-infinite reserves of vital energy, allowing her to engage in strenuous activities endlessly.

Thorra is immune to all but the most powerful of poisons and diseases, lacks the need to eat or drink, and is immune to the ravages of electricity and the greatest fires of the dwarven forges, as well as to the strongest acids when wearing the Leggings of Astalan.

Epic Strength encompasses the divine might of the Gods. It is supreme raw physical power, allowing Thorra to utterly overwhelm their lessers by force of arms and accomplish deeds of impossible strength.

Marvels of Epic Physicality distinguish Thorra from other characters with superhuman physical attributes and various elemental immunities. Through such Marvels she is capable of blessing other characters with a small measure of her divine prowess, or to curse her opponents in order to better highlight it in herself. This may allow her to grant or subtract to a rank up or down, with an upper limit of her own unaltered physical attributes. She may only use these a few times in any single scene, and the blessings and curses only last for a single posting cycle. Additionally, in order to regain her ability to use these marvels, she must perform a sacrifice to Thor, an act of great heroism which brings her immense fame, or some other action that catches fate’s eye.

Nordic Runes are a system of divination, a means of foretelling the future and influencing the whims of Fate to bring more desirable futures to pass. By marking small objects with runes or weaving and unweaving threads together into appropriate patterns Thorra may glimpse at the workings of Fate to gather imprecise but foreboding information about likely future outcomes. She may also attempt to manipulate, in small ways, the likelihood of these outcomes taking place. Mechanically, this may manifest in Thorra showing up at an opportune moment, or for her to have loose knowledge of what is going to transpire.

Magic Resistance: None

Other Abilities:
Hammerborn - Skyforged: Thorra’s core is a shard chipped off of Mjolnir, stolen by Loki to be forged by dwarfish smiths into a hammer. Forged of meteoric iron with life breathed into her by the gods, then reforged into something greater. She is a legendary relic who can grant great powers to those whom she deems as truly worthy, while those who are not find her impossible to even lift. She is nearly impossible to break except with special powers or under extreme circumstances.

Those who wield her gain strength equal to her own, or retain their own whichever is higher. They become capable of invoking Thorra to make use of her Marvels of thunder and lightning on their behalf. Attacks made using her explode with the power of the gods, rippling outwards from the source of the impact and ravaging the immediate surroundings with thunderous force equivalent to her weapon damage, which is heroic.

Dragonsmiter: Renowned for battling fearsome monsters, Thorra is in her element when she faces similarly terrible foes. Thorra is extremely skilled in particular with her hammer, but is still a masterful brawler with even improvised weapons. She is capable of designating a single weapon as her weapon of choice for the scene, allowing her to wield it in ways which may appear to be illogical. For instance, she may be able to throw a plank as if it were a boomerang, make a gun as sharp as a sword, or make a club into a long-ranged weapon. Thorra may make a show of force to compel her opponents to focus their attention upon herself, taking effects similar to that of a lesser intimacy.

A Passing Storm: Thorra is exceptionally capable of not being recognized as the source of the devastation left in her wake. Ordinary people find themselves, when faced with property damage and accidental injuries as a result of Thorra’s violent activities, largely incapable of attributing the chaos to her unless she directly claims credit for it.

Jotunlayer Thorra is well known not just for her prowess in combat, but also for her abilities in bed. Thorra knows instinctively what other people’s preferences are, and her body subtly shifts in ways which would make her more attractive in the eyes of the beholder. She works well with others, in combat as well as other tasks, allowing her to synchronize with others movements instinctively to provide support.

Furthermore, Thorra can give those close to her a token of affection, which allows her to know where they are, and when they are in danger. This link allows her to protect her charge, regardless of distance, from one attack. This link must be explained to the person she gives it to in order for it to function.

Bound By Fate, Part 1: A Scion’s actions ripple throughout the world, creating subtle eddies and powerful riptides that ensnare mortals caught in the Scion’s pull. This is Fate at work: the inexorable weaving of a nascent divinity’s mythology. The Gods call the process by which mortals become drawn into the stories of the divine Fatebinding, and many of their greatest triumphs and tragedies can be traced back to it. In practical terms, Fatebinding represents the way in which demigods like Thorra are drawn into dramatic events related to places, people, and objects which would serve their growing mythology well by being of importance to them.

Assets

Leggings of Astalan

As a result of her deal with Neptune, Thorra went out and hunted down a dragon in the Great Northern Forest named Astalan. Neptune crafted them into a pair of green-dragonscale leggings and shoes out of his polished bones, which grants Thorra the powers of the earth. While her feet are planted on the ground, Thorra is immovable by any amount of force, standing as steadfast as a mountain in the face of opposition. Furthermore, while both feet are planted on the ground, her durability is ranked up to legendary.

Finally, while wearing these clothes, Thorra is immune to the effects of strong acids and bases, even supernatural in nature, and receives no damage whatsoever from those sources.

Weakness
Bound by Fate, Part 2: Thorra is fated to inevitably die in a manner which mirrors that of her father. One day, she too will be destroyed in combat against a great monstrous rival, but until then, she will survive and fight on. Fate conspires for these circumstances to come to pass as foretold. Should Thorra get caught up in a situation similar to that of her fated end, she may find herself in greater peril as her opponents fight better or circumstances lead to her being disadvantaged in ways that grow increasingly worse commensurate to how closely a threat lines up with her fated demise. On the flip side, in situations dissimilar to her fated end, Fate will guide her along to somehow survive in some manner, although it never goes as far as guiding her directly to victory.

Hammer Body: If she is removed from the vicinity of her body, it becomes harder and harder for her to control it and it is reduced to straight amazing. After a certain distance, it becomes harder for her to speak intelligibly or do much more than follow basic commands of whomever’s nearby. If she is separated for long enough, her body evaporates with a gust of wind and into crackling electricity. At this point, she can slowly regenerate her body from herself at will, the process taking about an hour. She needs enough space for a full grown human to fit into in order to do this.

Intimacies:
Greater Cause: To Be Worthy of My Father
Lesser Cause: I must protect the smallfolk

Lesser Tie: My Wife (She Cute)
Lesser Tie: My Chosen Wielders (Respect)

Lesser Principle: Beautiful maidens should be bedded.
Lesser Principle: Fights exist to be enjoyed

Origin:
Thorra was another prank Loki played on Thor at first. He took a chip off of Mjolnir, took those shavings to a dwarven smith, and from that, Thorra was born. She grew up inside Asgard, admiring her father and being jealous of her mother, occasionally wandering around in Joutunheim before she ended up being sent to the mortal realm to solve some of the god's problems. She became known for having a penchant to cause trouble and incidents, but also one of being able to clobber even the strongest of foes.

And now, she's wandered into the Nexus, ready to start another adventure.

Title: Re: Character Sheet Thread
Post by: Kotomine_Rin on January 01, 2020, 10:20:56 PM
Name: ZEKE

Race: Space Elemental Hivemind

Age: Due to timeline and body-hopping, age is difficult to gauge.

Height: 190 cm / 220 cm / 280 cm

Weight: 200 kg of MUSCLE.

Appearance:

(https://i.imgur.com/nEg6KTL.jpg)

Physical Attributes

Strength: Heroic

Agility: Fantastic

Durability: Heroic

Willpower:
Zen

Magic: Very High

DARKNESS: Using his connection to foreign worlds, Zeke can rip energy and spells of High potency and below by sucking them into a dark void opened in his palm. This darkness pulls things towards him, with whatever's in front of his palm being drawn up to him with Incredible force - up to 20 meters away from him.

REBELLIONAlternatively, he forms seven swords out of this darkness that can cleave and devour spells of Very High power and below, so long as he can cleave them in their way. The swords can float or rotate around him, but he can't control them in a more refined way aside wielding them himself.

SUN_Shine: Rather than pulling, Zeke releases the energy inside his pocket dimension now taking the form of Dark Energy. Due to his mortal body, he can't use more than two signature moves at a time, with two already being dangerous over prolonged periods of time due to the heat build-up. Using three simultaneously will certainly unleash fearsome calamity on his opponents... but at the cost of his body burning from the inside.

Level 1 - His body glows a warm orange at moments, and an even deeper incandescent bright flame color if he uses his Nova.

Level 2 - His body's edges burn a deep bright blue inferno, and some parts might start to crack and glow as he heats up over and over and over again. Using two abilities, his Nova would produce an incandescent azure that smolders his surroundings, while slowly and gradually heating up his insides. As he does this, his muscles grow and swell, and his size increases as the energy courses through his body.

Level 3 - There actually isn't a color in the light spectrum close to bright pink. What is normally a fusion of wavelengths that our brain interprets as such, is an utterly different phenomenon in his case. The incandescent light that explodes from his body is certainly an absolute magenta. His muscles swell even further due to the energy buildup, his body smolders and burns, and parts of his skin turn into flames. Using everything at his disposal, it cannot be used for more than a short timespan, and will gradually sear and burn until he is beyond the ability to fight.


Other Abilities:

Old World's Remnants: Dark organisms from another dimension that Zeke can create. These creatures can take various shapes, and encroach themselves in others' bodies as parasites, gaining the shape of new or redundant organs and slowly changing their host into a creature of the new world.

Upon latching onto an individual, they consume his energy voraciously, growing in appetite until they die off from overeating or take him over. (Victims of Average willpower and below will be entirely consumed, while others can resist assimilation.) They require such a host in order to physically affect the environment.


As all of these beings are voids... extensions of Zeke, they serve as his eyes and ears as they are connected through PATHS.


Custom-made: His unpredictable nature and instincts make him a surprisingly dangerous fighter when coupled with his skill at reading his opponents. You could consider his 'base skill' a rudimentary MMA that dispassionately borrows elements from others, along with an emphasis on flexible movement and acrobatics.

But under incredible duress, his evolved fighting style emerges. It's Custom-Made, a berserk state that puts his body constantly in motion. Unlocked by analyzing his opponent and predicting the basis of their fighting style, he advances relentlessly to overwhelm it with unpredictable combinations, emptying all thoughts other than the battle in front of him. This way, his body abandons everything other than a constant relentless offense, with wild movements more fitting to a beast or an ape than his regular "human" style. Still, even these motions a cheap mimicry, but with all his being put behind every strike.


Reaper's Eye: An eye with a golden gem-like iris. It's a prototype restoration project, as the original once belonged to an old wizard… his father. He had a few modifications done to a sample so it could suit him better. It is a scoundrel's weapon, which allows sight all around his body, and seems to greatly enhance perception and reflexes or see from great distances (miles away). Thanks to this eye and the accumulated experience fighting faster foes, his speed and reaction time have subtly improved.


Unbound:
Now that he has attained his first steps towards freedom, ZEKE is unchained by the weight of this new world. He can simply become his own gravity, and revolve as he sees fit. With that, he has gained the ability to float and ignore the laws of gravity, substituting them with his own will to move forward. However, his floating is slower than his regular movements or flight by one rank and is mostly just fluff.


PATHS: Bonds between people tie them together even more intimately. Zeke knows this and artificially connects others through his old-world organisms. He does not yet have the skills or tools to do more than relay information to those connected to his network, but through cultivating his bonds and amassing the means, he could do much more.

Now that Joseph has implanted shards of Demonic DNA as well as Grace clusters, he is able to manipulate them for a similar effect to the memory transmissions that angels use upon death. With this, he is able to send his memories into a new body. However, if the old one isn't recovered, and without external help, it is likely that he will only have that vessel's base ability. Creating a combat body equal to his would be no small feat, and he needs external help to get something remotely close, or another powerful mage's help to transfer his abilities.


The Abyss: Because of his affinity to absorb and take in everything nearby, it makes said mind a perfect vessel for interfering forces. Mental influences and attacks can prove more effective by a full rank, but this comes with a catch: Staring into the abyss for too long through psychic or emphatic means causes it to stare back and pull said forces and the minds that conjured them into his own collective.

Those of average and below simply cannot handle this kind of experience for more than a few seconds, and if the link isn't cut immediately, they will be dragged into him and become an extension of ZEKE. Gritty can resist somewhat, but it might affect them in subtle ways, and allow him to send visions into them that might lower their morale (or won't, it really depends and is more a narrative crutch)

On the other hand, if one uses mental attacks on him too often or uses one in particular for too long (One or two minutes), his own void and will fully latch onto the said person, dragging their mind inside him. While his body is controlled entirely, the psychic loses the ability to control theirs, and the effect continuously increases over the span of seconds, until they must effectively struggle against one another through a clash of wills.

The more it drags on, the longer it lasts, the greater the mental strain and the harder it is to keep afloat in this abyss. Because of this, it is imperative to cease and leave this hold as soon as possible, as the effect on one's mind can eventually reach the level of a lesser and even greater phobia after a while. At this point, reaching a level below Zen would result in the assailant sinking completely and becoming one with Zeke. However, it is possible to tear oneself out from this hold in a desperate struggle, even in such an extreme situation, but that person must never again attempt something like this. Trying to claim, peer or attack his mind and will, or gaze into his essence once more through psychic means will result in being fully swallowed and devoured.

Those unfortunate enough to meet such a fate keep a sliver of hope: They may keep their personality, memories and even sense of self mostly intact. But the compulsion to follow the will of the world and aid ZEKE simply becomes a core part of their being, inseparable from them and tying them to him till the end times. Only if he is on the verge of death can the hold be loosened enough that escape is possible... if one can even maintain enough self-awareness for that.



Gear:

His home turf in Xilbaba, where old world organisms roam and conceal the machinations of his lord. His spy network of old-world organisms. His charm and good looks.


Weakness: Magic resistance, he needs to take a moment to absorb energy/build it up before releasing it. It's not a huge amount of time, but in the heat of battle and especially against faster foes, it provides a small but valuable window where he isn't unleashing his suns. Drawing things towards him means bringing danger closer and faster towards him. To defend against mightier spells, he needs to release his swords and cut the magic down as it rushes towards him.

Intimacies

Greater Cause: A legacy, a great never-ending voyage with trials and tribulations by the side of precious comrades.

Lesser Principle: "Those with a magnificent dream must fight, bleed and see it through to the bitter end!"
Lesser Principle: "I wish to possess them. Power, people, cities, riches, the seas, the winds, the skies, the stars, friends, enemies, blessings, curses... everything!"

Greater Tie: Serana (Admiration)
Lesser Tie: Aruna (Rival)
Lesser tie: His other half (Genuine hatred.)
Lesser Tie: Uria (Familial Fascination)

Lesser Phobia: The Architect, loss.
Greater Phobia: Utter oblivion. Not of the body, but the mind.

Origin:

"Rupert Sheldrake originally came up with this theory through the idea of morphogenetic resonance. It states that the "shapes of living organisms and their behavioral patterns are transmitted through a field not visible to the eye". In other words, the thoughts and behavior patterns of living organisms are subconsciously made into an intangible "shape" on the morphogenetic field and sent out to other organisms.  In his studies, a foolish mage discovered a similar phenomenon that connected everyone.

He called them PATHS.

Perhaps people are the same, with our minds and thoughts existing separate from our bodies. Our "core" is in our head, of course. We all have individual brains, think individual thoughts, and act according to individual wills. That makes communication difficult, though. So, we're forced to rely on inefficient mediums like language, photographs, non-verbal cues, etc, to transmit information. Each one of us is an individual, and we have no direct connection to anyone else. But... is that really true? In the dimensions we are most familiar with, yes, it is. If we look at things from another, higher dimension, however... We may all be connected after all. Like the branches of a tree... A path..."

Zeke's... no, the Will of The World is not that of one, but many assimilated consciousness hooked up together and assimilated into one single desire. While this fierce desire caused him to endure what would have driven many to give up in a far smaller timespan, he would not give up his dream. And yet, despite being networked, the core of his being would always be fundamentally empty. Being a void, it is the bonds he has harnessed that give him substance and power.

His old combat body broken, he managed to migrate into another clone. And yet, because of his comrade's interference, the merge was imperfect. He knows too much while remembering too little. His wounds and battles are still carved in his soul's marrow, but he cannot remember old grudges or hate. And yet, his bonds and will to fight remain. With his sense of self eroded into a black pool of nothingness, he still fights to realize his dream. Like a black sun that will consume everything in its way for his sake alone.
Title: Re: Character Sheet Thread
Post by: yinsukin on January 08, 2020, 12:36:47 AM
Name: Entheo

Race: Vessel

Age: 22

Height: 6ft

Weight: 190Ib

Appearance:

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

Physical Attributes (Enhanced based on the spirit merged with Entheo and the method of merging.  Refer to the equipment section for stats when merged.  Parenthetical stats show fused stats).

Strength: Exceptional

Agility: Exceptional

Durability: Exceptional

Willpower: Zen

Magic: None

Magic Resistance:

Entheo does not actually have magic resistance on his own.  Instead, when possessed or while fused he has magic resistance equal to the person merged occupying his body.

Other Abilities:

Spirit Catalyst: Entheo is a powerful vessel for any spirit or soul, capable of holding any spirit, deity or soul no matter how powerful.  In his world, he is viewed as a living weapon of sorts for gods and spirits to defeat their opponents as while within Entheo’s body they not only retain all their powers but become a little stronger than before.  Since his body can potentially become as strong as gods, it means so long as he is used properly, it can be reused over and over again.  Some have even plotted to remove his soul so that they can use his body.

Exorcism: Entheo is capable of extracting the souls of others, especially those captured by others or sealed inside of artifacts.  After beating the physical body into submission, Entheo can easily shape and form the target’s soul as he wishes, or capture it if need be.

Possession: Entheo’s body is unique in that any spirit, strong or weak can possess his body so long as he allows them to.  His experience and abilities flow into their mind for the duration of the possession and his body becomes as strong as they were in their prime.  At least, that is what he was made to do.  In truth, he is not capable of reaching godly levels, not without destroying himself.  Naturally, the entity has access to all of their abilities as if it really was their own body.  Entheo’s body will even change shape to accommodate any biological differences.  In addition, Entheo is present through the entire experience, his senses shared with the entity taking over his body.  Although, it is the will of whatever is taking over him that is king, meaning the willpower ranking of the entity becomes the willpower of both parties, at least during the possession.  In the past, he was unable to resist entities that possessed him but now can reject them at will, no matter how powerful they are.

Spirit fusion:  The ultimate form of intimacy between two people, a state where two spirits become one.  When two spirits are fused, the two souls share knowledge, power and experience, strengthening both souls far beyond what they were before.  Entheo’s body becomes stronger than either of them in their prime, or at least would, if his body could take it.  In truth, it simply becomes much stronger than could be achieved during a possession, as the souls have melded into a stronger one, completely and utterly in sync.  Although he should be granted a boost for this, it merely grants him access to unique powers such as spirit projection.  Any weapon or armor owned by the spirit can be conjured as spirit weapons.  Much like the possession, Entheo’s body can change at will to accommodate the new soul but it does not have to.  Instead, the two people may decide to conjure those body parts in spirit form as well.

Willpower while fused is complicated.  Because the two spirits are melded into one, their willpower is as well.  If one spirit falters, the other can bring it back up.  If there is any sort of mental manipulation, the other can snap them out of it.  The assailant is fighting the sum of two minds.  For example, a zen soul combined with a determinator soul results in a soul that is a determinator.  Chad souls cannot fuse at the same efficiency as other souls, only able to function symbiotically as a sort of protective layer, making him immune to psychic and willpower based effects.  Alternatively, if a soul with average willpower or below joined the fusion, it would reduce the strength of it, resulting in the average of the two willpowers.  This is because similar to the chad-gritty example, the stronger soul would be spending its energy compensating for the weaker one, thus creating a weaker fusion overall.  However, the benefit of fusing the spirits is that the longer they are fused, the more the stronger willed spirit rubs off on the weaker one, making that willpower weakness less and less significant.

Spirit projection:  While fused, the two people fight as one.  The nonphysical spirit can manifest itself as a physical ghost capable of attacking alongside Entheo.  For example, Entheo could throw a punch to the head while the spirit punches the stomach.  Furthermore, the ghost body can leave Entheo’s attacking as a partner in battle.  The projection shares senses with Entheo, meaning he can use it to scout or fight from a distance.

Living Weapon creation:  Entheo can place souls, spirits, and gods into weapons, sealing the person and infusing the weapon with power equal to that spirit.  Of course, this requires him to have possession of that soul, spirit or god, but it is something he can do effortlessly thanks to the powers he has as a vessel. The weapons won’t be as powerful as the original spirit, but it will be far more durable than the weapon would have been without it.  Furthermore, the weapon will gain unique properties depending on what was sealed inside of it.  If done with consent, the weapon will have complete agency, even being able to take on a human form.  However, if done by force by Entheo, it will be stuck in its weapon form without the ability to change shape.

Final Wish:  This is a suicide form.  Entheo can tap into either the soul possessing or fusing with him in order to achieve a power that surpasses the gods.  In exchange, one or both souls will be forced to pass onto the next life, forever barred from returning to the world of the living.  If killed using this method, there is no resurrection, no way for the spirit to return to the world of the living.  If for whatever reason this cost cannot be fulfilled, this form cannot be achieved.

Advanced mixed martial arts:  Fusing two souls into one is a powerful experience, one that in theory should grant the user untold power.  It allows the user to share experience, memories and even cognitive ability.  When defused, most but not all of this experience is faded from the user's mind. However, part of Entheo's training has been to try to retain as much of that skill as possible, to learn from people better than him, the friends who share his body.  Because of that he has retained much of the skills and techniques of Sakuyomi Gezo and can fight with a multitude of styles at least with a strong foundational core and even with some decent flourish.

Naturally, he has also learned from his cat, showing off some flexibility and acrobatics and strange proficiency with managing his arms and legs.  There is also a natural nimble nature to even his most basic movements.  He has trained to maintain this, with a strong core and lots of flexibility training.

Psychic/Spiritual protection: The souls guarding him can protect him from having his mind read, either while fused or just floating around him.  This protects from having his soul viewed, his mind read or his true nature discovered.  This power was given to him by a god as a way of keeping his true nature hidden from the others.

Passing:  Not unlike spells, these techniques are used to capture, control and store souls.  Evil spirits captured by excerosism can be banished to a special pocket dimension, built to be similar to purgatory.  The other ability of note these techniques grant him is the ability to send souls to the next life.

Assets:

Spirits:  The following are the spirits that have befriended Entheo.  They cannot interact with the real world unless possessing Entheo or through a similar paranormal system.

Custard: A cat that died when Entheo was a baby.  Its ghost follows Entheo wherever he goes. It can actually transform into a building-sized tiger when fused with Entheo.  When possessing Entheo, it turns him into a cat.

Stats:

Strength: Human

Agility: Human

Durability: Human

Willpower: Zen

Magic resistance: Medium

Intimicies:

Greater tie: Custard (To protect from grave harm)
Lesser cause: Fill stomach with tuna.
lesser cause: chase laser pointer
Greater tie: Sakuyomi Gezo (Protect from grave harm)

Sakuyomi Gezo:

(https://i.imgur.com/vXu2wfS.png)

(https://media.discordapp.net/attachments/433315794852642827/664234235451670529/dynast_ripped_guandao_great_warrior_-_by_morry_evans.png?width=273&height=325)

Stats:

Strength: Fantastic

Agility: Fantastic

Durability: Heroic

Willpower: Determinator

Magic resistance: Very high

Air attacks: Sakuyomi is capable of punching, kicking and slashing through the air.  By doing so, he is able to extend his range beyond what his limbs are capable of.  He has 10 meters of range.

Supremely skilled: Sakuyomi is a master of masters, supernaturally skilled.  He is a master of armed and unarmed combat, preferring swords or his guandou in combat.  This comes from his years of experience defending his title as the greatest warrior on the planet in the ring.  He is familiar with all sorts of strange otherworldly styles and is quick to pick up and counter unorthodox styles of combat.

Assets

Guandao: This is the weapon most likely to be spawned during fusion.  It is a powerful weapon forged by the gods.  It has legendary durability, able to take the full brunt of Sakuyomi's punishment.  Despite its weight, Sakuyomi can wield it as gracefully as one would wield a small katana.

Twin swords: This was Sakuyomi's backup weapon, two twin swords.  Just like the guandao, they have legendary durability, more than capable of taking whatever punishment Sakuyomi deals to them. 

Intimacies:

Greater tie: Entheo (protect from grave harm)
Geater cause: To go beyond reality
Lesser cause: Train Entheo
Lesser tie: Custard (protect from grave harm)

Weakness:

Spirit Free: While Entheo is capable without his spirits, if you can get rid of them, he is much less of a threat.  Removing or turning them against him can be a crippling blow in battle.

Jumpable:  Provided you are able to get past Gezo's ever-watchful eyes, you could, in theory, attack him before he has time to fuse or be possessed by his spirits.  If done properly, the battle will be over quickly.

Intimacies:

Greater tie: Sakyomi Gezo (NAKAMA)
Greater tie: Custard the ghost kitty (NAKAMA)
Lesser cause: A world free of the petty whims of gods
Lesser principle: Fulfil the wishes of spirits who have the resolve but not the power.
Lesser principle: Respect the afterlife just as one respects life.


Origin:

What does it mean to be alive?

A tall hill overlooks a grand skyline.  Within the cover of twilight rests a graveyard where the fallen rest.  This graveyard titled “the resting place of broken dreams” holds the greatest warriors.  To Entheo, it is simply his home, the place he was born and raised.  Death is nothing but an event that allows Entheo to make friends, as these were the only people who talked to him, at least before that one fateful day.  A meeting of fate occurred at the graveyard that night and Entheo’s life was thrust into chaos.

For years humans fought one another, all without realizing they were mere puppets in the petty squabbles of the gods until one day a hero rose to forever change the flow of history.

“Why should living decide who lives and who dies?  Why not those who already passed, those who have fought and bleed clinging to life, those who know what it means to die?”

And thus, the purgatory tournament was born.  In the space between the living and the dead, people fought for the gods directly.  Each team represented a god, with the winner granted a wish by said, god.  Humans became mediums in which ghosts and spirits could channel their power.  Through blood, sweat, and tears, the combatants would grow their spiritual powers battle after battle, until the semifinals where their god of choice would join forces with the strongest of their team.  The final was said to be so great, it shook the very foundation of the living and dead realms.

And thus, all conflict on earth seemed to stabilize.  There was no large scale violence, but instead subterfuge and hacking.  Each time there was a victor in the purgatory tournament, the very foundation of the world seemed to change.  Eventually, humans figured out they could achieve power in the world by affecting these tournaments.

Of course, ordinary citizens were not privy to this world beyond.  Ordinary people still lived their lives, as usual, trying to make the most of their limited time.  Naturally, once Entheo had become strong enough, he entered this tournament.  No one knows who really won the final tournament.  All that is known is the place that held the competition exploded, forever destroyed and no one knows why.
Title: Re: Character Sheet Thread
Post by: Aiden on January 19, 2020, 01:15:11 AM
Names: Serrulata Syn, Sith Lord

Aliases: Serra Drosa

Race: Force-Sensitive Human

Age: 26

Height: 5’9”

Weight: Proportionate to Height + Muscle

Appearance
(https://i.pinimg.com/originals/9a/d6/60/9ad660006a5660e17e1613a8924eabf4.jpg)

(https://cdn.discordapp.com/attachments/180502035420938240/667803166535843890/0911092806_5b970c16b3ae7.jpg)

Physical Attributes (With the Force)

Strength: Amazing (Fantastic)

Agility: Amazing (Fantastic)

Durability: Amazing (Fantastic)

Willpower: Zen

Force Power: Extremely High
The Force is an energy field created by all living things, binding all that lives together into one unified whole. It concentrates strongly in certain creatures more strongly than others, and this ‘sensitivity’ passes on through their bloodlines. These fortunate individuals and their families possess the potential to harness the Force to perform amazing feats and acquire incredible abilities beyond those otherwise found in nature. The defeat of death, the destruction of worlds, these are feats just beyond the grasp of the galaxy’s inhabitants through the power of the Force.

But not all ways of using the Force are equal to one another, in power or in character. Those who cleave to the Light seek a selfless harmony with the Force, to become its ally and be guided as its instrument. They use their powers to defend themselves and others, and to maintain the very life which the Force depends on for its existence. They limit themselves and their ambitions for the sake of the many.

But the Dark Side offers a power that can come only from within. The Force may draw fuel by powerful emotions - fear, anger, hatred and love - to achieve heights of power and advanced techniques that those standing in the Light would require years to achieve if ever they could. It is ever eager to provide its aid in the fulfillment of a wielder’s desires, even when those desires are unwise. Through the fulfillment of personal desires, and the infliction of death and suffering, the Dark Side serves as an endless temptation to every generation of Force Sensitive to ever be trained. It is the only pathway that Serrulata Syn, Sith Lord, has ever known.

Any effects of the Force that Lord Syn uses which affect the minds of others rather than herself or the world around her may work freely on those with average willpower or less, with increasing amounts of concentrated and uninterrupted effort against those of gritty or zen, and under certain circumstances by exploiting the psychological weaknesses of determinators.

Control is the art of bringing one’s own self under control through the Force. All properly trained Force Users are taught how to maintain their body’s functionality and their mind’s focus in the face of adversity, allowing for fantastic feats of concentration and endurance. They could draw upon immense reserves of energy to move faster, strike harder, and leap great distances in a single bound. Lord Syn has enough control over her body to purge it of most poisons and diseases, arrest the effects of the others long enough to seek treatment, and to push on through any injury that isn’t immediately incapacitating through the power of her rage.

One’s presence in the Force is also brought under control with time. Lord Syn may protect herself from being directly affected by many of the abilities of sorcerers and other Force users, deflecting them away or absorbing them to fuel their own abilities. To a lesser extent this also applies to other forms of energy, such as plasma - she could catch and hold a lightsaber blade at bay for a few seconds. Masking her presence in the Force to occlude the sense that she is anything more than an ordinary individual is becoming almost second nature since coming to the Nexus.

Sense is perhaps the most instinctive of the Force’s capabilities. Even those without training can feel the presence of powerful manifestations of the Force, and experience discomfort around the unnatural energies of magic. Many also have a sense for the emotions and desires of those around them, with the most talented picking up on surface thoughts through protracted interaction.

With experience and study a Force Sensitive such as Lord Syn learns to direct these abilities deliberately to achieve preternatural senses of empathy, read the deeper thoughts and memories of others, communicate across great distances and past language barriers, and see without sight. The most immediately useful of these abilities in a fight is a form of precognition. Short-term foresight allows Lord Syn to predict the actions of her foes to avoid ambushes, respond to attacks faster than her own capabilities would normally allow, and overcome the risk of simple ambushes.

Seeing further into the future is something Lord Syn has not been taught in great detail, and her own efforts to piece the technique together are still a work in progress which current leaves it incredibly vague and unreliable.

Alter encompasses the most iconic set of Force Powers: those which directly affect the world around the wielder. Serrulata is capable of moving objects and people with her mind, producing bursts of kinetic force in various directions outward from her body. Such kinetic abilities require noteworthy amounts of concentration and effort to use above a High rank, scaling up as she attempts to constrict or move up to Very High and then Extremely High. She can also generate enormous storms of electrical energy from her fingertips with which to torture and murder her enemies. Against weaker foes, inanimate objects, and projectiles such as blaster bolts and bullets the Force can even be used to temporarily halt them in place with no loss of forward momentum with but a wave of the hand.

It is not merely the physical that is within a Sith’s grasp. She can reach into the minds of those who see and hear her and increase their susceptibility to her statements and suggestions, an old ‘mind trick’ known and feared by many. False sensory inputs are entirely plausible to produce, such as sounds and flickers of imagery that only exist in the mind of the subject. With effort Lord Syn may even occlude the senses of those nearby to exclude her presence entirely, allowing for a form of cloaking. The spiritual is not off limits either - the spirits of the ancient sith are ripe for exploitation, and by shrouding herself in the Force this Sith Lord can take the first step toward this by becoming able to interact with them physically. Greater masters of this art may exorcise spirits outright, or bind them to their will.

Serrulata’s most terrible talent is in the consumption of the Force, and of the life dependent upon it. It is a technique that is almost as old as the Sith themselves - a means of severing connections between life, the Force, and feeding upon the death it causes. It cannot be taught - only gained through instinct, through experiencing its effects, first-hand. In doing so they may sustain their own Force abilities beyond their normal limits, and restore her own vitality to the point of extending her life.

A special technique combining all three techniques is known as Battle Meditation. It is the ability to use the Force to coordinate allies, allowing them to perform at maximum efficiency, acting as a single entity with the ability to counter every enemy move quickly and effectively. At Lord Syn's adequate level of competency it provides benefits for the group in question roughly equivalent to the benefits of being affected by a lesser intimacy. She may also simultaneously sap the will of her foes, inflicting a similar amount of discord and disrupting their morale.

Sorcery is the ancient birthright of the Sith, the product of a culture immersed for thousands of years in the Dark Side. Performed through the medium of spells and rituals, it is a pathway to abilities many would consider to be… unnatural. They require more time, concentration, and sometimes preparation to perform than other expressions of the Force, but are all the greater for this when permitted. The simplest applications are but refinements of the Force’s other destructive abilities, allowing for the caster to crush the spirits and sear the flesh of their foes with bolts of concentrated malice. Lord Syn’s signature spell along these lines is to condense their hatred into a seething black mist from which serpentine tentacles rise up to swarm their victims, sharing the caster’s suffering and rapidly annihilating matter they come in contact with.

More advanced techniques draw the Dark Side across the senses and into the minds of the sorcerer’s victims. Serrulata can cast spells which draw out the greatest fears and insecurities of their foes to haunt them as a series of hallucinations affecting all five senses. Less individually tailored illusions are within their capabilities to create, but can be overcome by pinpointing inconsistencies in their presentation when they are created with haste. Other rituals can tamper with the memories of their victims, allowing Lord Syn to rewrite periods of time in their lives. She uses this to create operatives - or cover up her own indiscretions.

One minor spell which Lord Syn uses frequently enshrouds their face in a perpetual shadow beneath their hood, and endows their voice with a haunting reverb. The combination prevents others from pinpointing their precise identity during interpersonal interactions even if someone were to get cheeky and shine a flashlight in their face.

Finally, the Force may be infused through the sorcerous sub-discipline of Alchemy into objects and locations, or used to twist life to according to the wielder’s design. Places where sith magic is performed with frequency become suffused with the Dark Side, and serve as reservoirs of power allowing for Force users to go beyond their limits of endurance as long as they are willing to surrender to it. Amulets that provided unique skills or amplified the power of the Dark Side for their user are common creations, as are blades and armor resistant to energy and capable of withstanding a higher form of battle than otherwise mundane items. Other examples include scepters that drain vital energies and reproduce them into blasts of destructive power, masks that hold the spirits of the dead so they might possess their wearers, and blasphemous texts which corrupt the spirits of their readers with the Dark Side.

The multitude of monstrosities the Sith have created over the millennia are too varied to describe in detail here. Existing species may be altered in ways that last for generations, given greater base attributes while enhancing their aggression and obedience. The corpses of the dead may be restored to a malicious mockery of motion, temporarily. Terrible poisons the like of which natural science cannot synthesize weaken their victims’ connection to all but the darkest sources of power.

However, the greater the powers invoked, the more terrible the costs involved. A simple bauble is but an afternoon’s desecration of nature. A grand artifact or terrible monster with power capable of changing the tide of a battle exacts a toll in suffering and souls no creature of conscience could abide. Serrulata Syn is not an expert at the art of Sith Alchemy at this time, recognizing that achieving more than acceptable results in small test groups, or crafting generic objects of power, is the limit of her expertise at this time. She seeks to change this by drawing upon whatever resources and subjects they may get her hands on.

Other Abilities
Bioenhanced: Serrulata has undergone extensive genetic modification through a combination of advanced technology and Sith Alchemy. These modifications, when combined with a series of cybernetic implants buried into their deep tissue, provide them with increased strength, agility, and durability compared to an ordinary human being. These alterations cause Lord Syn a consistent amount of low level pain under stress which fuels their strength in the Dark Side, while also increasing their resistance to that same power’s long-term withering effects. It is estimated that Serrulata will be less affected by aging than other Force Sensitive humans.

Combat Skills: Basic skills with firearms and blasters, ground vehicle and starship operation, these were expected of every Sith so that their inferiors could hold nothing over them on the battlefield. Despite how useful these are they are secondary to Lord Syn’s skills with a lightsaber. There is no particular area of lightsaber combat where Lord Syn is deficient, but neither are there areas of particular excellence. She is capable of handling multiple opponents at a time in a defensive battle, deflecting blaster and bullet fire in active combat, and maneuvering enemies into the optimal position to destroy them with the Force.

Political Acumen: The Sith are the ruling class of a galactic empire, and endowed with both military and political authority that stands adjacent to and above the normal hierarchy. This did not make any of them immune to knives in the dark customary to any imperial enterprise, and so Lord Syn has become intimately familiar with how to measure and manipulate power throughout their young life. She may enter nearly any power structure and comprehend its intricacies in a very short amount of time. Politicians and military officers are open books for Serrulata to read at their leisure even before the Force comes into the picture.

Resilience: Sith training is an exercise in torture, built on deprivation, cruelty, and trials of fortitude. What Serrulata Syn went through makes the average Sith’s training look like a warm up, and lesser horrors have little impact on their state of mind. Hours spent trapped in nightmare landscapes made of their worst fears and insecurities taught them to see through falsehood, and multiple invasive surgical procedures performed without anesthetic have increased their pain tolerance to inhuman levels. It takes a truly wretched soul to conceive of something that could overcome the pain resistance of Lord Syn... or someone with far too much knowledge of what makes her tick.

Assets
Chair of the Columbian House Committee on Armed Services: In the handful of years Serrulata Syn has been active in the Nexus she has created an identity which has achieved a position of prominence within the Republic of the District of Columbia. Through independent wealth, youthful enthusiasm, and Force of personality, they are in the running for youngest congressman to ever be elected to the House, and most certainly the youngest to become a committee chair. Through this position Lord Syn has influence over budgetary issues for the Columbian Armed Forces, and has oversight authority regarding newly developed technologies with military applications.

Citizen’s Arsenal: As a citizen of the District of Columbia, Lord Syn’s cover identity owns a considerable arsenal of slugthrowers such as hunting rifles and pistols, as well as a month’s worth of ammunition for the collection were it to be used in active combat at any given time. She also keeps a functioning military surplus M41 Walker Bulldog light tank at the center of the main courtyard. It serves as an adequate smokescreen for visitors to her well appointed mansion, so that they do not think to look further for the real treasures.

Congressional Custodians: As a congressman, Lord Syn has been assigned a detachment of the Congressional Custodians - a unit of the national guard devoted to the defense of the persons of those actively serving in Congress. They are as well equipped as any professional military group, and in times of trouble escort Lord Syn to and from official business in APCs or transport helicopters as appropriate.

The Diary of Sorzus Syn: A copy of a much older text, this diary is a fragment of the writings of the Dark Lord Sorzus Syn, Serrulata’s ancestor by genetic modification if not by birth. It contains an overview of the ancient Dark Lord’s experiments with the alchemical and sorcerous lore of the Sith Race. Lord Syn is still deciphering this text, but every paragraph is a treasure trove of historical knowledge and Dark Side lore.

Fixers: Lord Syn maintains a small network of covert operatives for use by her true self, not her public identity as Serra. Consisting entirely of non-Columbian Nexus natives and modeled loosely after Imperial Intelligence, her 'Fixers' perform black ops work that cannot be associated with anyone reputable. Their numbers are few, but their dedication is strong and some of them have been 'improved' through dark rituals to overcome other human covert operators.

Syn’s Lightsaber: A small yet durable metal cylinder that Syn carries around hidden in her robes, or elsewhere on her person if in disguise. It produces a crimson blade of energy of great power. A lightsaber blade is a mass-less form that neither radiated heat nor expended energy, other than that emitted as visible light, until it came into contact with something solid. The power of the energy blade is sufficient that it can cut through most things up to Legendary rank, although the speed through which it cut depended on the density of the subject. Only certain energy-resistant or magically enchanted materials can avoid being seared through by the lightsaber’s blade below that rank.

Weakness
Hunger: The Dark Side is a dangerous weapon to wield. Serrulata is more resilient to its hardships than most creatures, but even they must be cautious not to overuse the most terrible techniques it makes available. Consuming too much power, too fast, is a pathway to overload and self-harm that can take Lord Syn out of the fight at an inopportune moment. More experience and knowledge is required for this Sith to exceed their current limits for long.

Malevolence: The greatest of dark rituals disrupt the balance of the cosmos in ways that are visible to the senses. Without proper precautions such as isolation and warding rituals the disruption can reach the point of causing unnatural weather phenomenon and instilling a chilling cold in the surrounding area. This makes the creation of sorcerous relics and alchemical abominations more complicated.

Intimacies
Greater Phobia: Losing Control

Lesser Cause: The Corruption of Columbia

Lesser Principle: “Through victory, my chains are broken.”

Lesser Tie: The Dark Side (Addiction)
Lesser Tie: My Family (Bitter Hatred)
Lesser Tie: Myself (Vengeful Pride)
Lesser Tie: Columbia (Poisonous Loyalty)

Origin: Serrulata Syn does not have a history worth speaking of. She was nobody, a helpless child taken by a monster to be his heir. For decades the Dark Councilor has labored to transform Serrulata into vessel for the legacy of Syn, filling her with its hunger for power, twisting them into a creature of loathing and rage. He succeeded, only to find his creation slipping free of his grasp to a place far, far away.

Now Lord Syn seeks to build her own base of power in this new world, and had sunk her tendrils into one of the largest military and economic powers around. It is only a matter of time before they twist it into her instrument, as her creator once did to them… assuming it doesn’t get to her first.
Title: Re: Character Sheet Thread
Post by: Kotomine_Rin on February 11, 2020, 02:11:29 AM
Name: Mael, Samael, Satan, The Accuser, The Seducer, The Destroyer, The Dawn
 
Race: Artificial Nephelim
 
Age: Indeterminable
 
Height: 188 cm
 
Weight: 115 kg
 
Appearance:

(https://i.imgur.com/G9tKYXV.png)

(https://i.imgur.com/rQ9RtzR.png)

Strength: Heroic

Agility: Fantastic

Durability: Fantastic

Willpower: (Uri) Zen

Divine/Demonic Power: Very High

Having accepted his demonic memories and his holy nature, Mael now wields both light and darkness in order to protect humanity. He has some rudimentary control over light and dark but has only kept a few of his abilities.

Be Well: A powerful holy healing technique. If he touches someone with as much as a finger, he can heal them from anything short of death. However, he needs to suffer the full pain of the damage they suffered. That aside, it will not work on himself.

Return to Reincarnation: A demonic technique that makes a deceased soul reincarnate in a new life, conserving the memories of their past life.

Arrow of Salvation (False): A remnant of his holy powers. Removing his eyepatch, he releases a beam from a fell eye. This thick blast of heat scours the earth and skies like a comet, burning everything in its path in a moment with Heroic power and speed. As it focuses on what he is looking at, its precision is truly terrifying, making it somethign that is best faced head on rather than evaded. It can also bounce off surfaces without harming them in order to reach its target, and even split into up to seven beams, weakened proportionately according to how many times they're split.

Qliphoth: Using light and darkness, yet unleashing neither, this power is closer to that of YHWH than he'd like to admit. Drawing from the void of creation, he has the innate ability to connect, to strengthen, and to grasp. As weapons are the only thing he sees himself worthy of holding it is through that lens that this ability manifest. HOWEVER, if this mindset were to change so would this power. So long as it can be used and expressed through violence, the object becomes one with him and gains Heroic cutting power and durability. This allows them to strike the phantasmical, light, darkness, and even that which cannot be touched. Against weapons that bear a strong will and individuality, this becomes a clash of wills, or a dialogue. Without that consent, the weapons take a more horrifying appearance as they are filled with the manifestation of evil.

With every swing, the energy inside them reverbrates and slowly corrdes the weapon, until it blackens with rust and shatters into oblivion after 100 or so strikes, becoming part of Mael but incapable of manifesting physically again for now. Powerful weapons will not change from this effect, but will still be connected to him. Finally, through his bond he doesn't just share power, but a deeper link that allows him to make use of what he is holding as optimally as a master could. His forgotten experience wielding weaponry once he lived as the Demon Lord is also a factor in this, as it allows him to draw from that pool as well, at the cost of losing himself in the battle. It also allows feelings, emotions and even memories to be exchanged through clashes, and it isn't impossible for him to communicate that way.


Other Abilities

Demonic Arts: It is strange. Though he did wield swords, weaponry and even his own body in his demonic life, as the leader of the Demon World, that life has long since past. Now that he is liberated, there is a slight tugging at his heart once more. The joy of feeling the grip of a hilt in his hand, the feeling of flesh being cut apart. It was a joy he found too easy to lose himself into in the past. But now, he is different. It’s been too long, his regular movements are too sluggish in compare. While he is good, he will need to work much harder if he wants to reach the level of a master swordsman once more, let alone the ruthless blade he once was. HOWEVER, as described in Qliphoth, he can tap into that well within him, granting him a boost in technique and ability. But this turns all his negative emotions, be it sorrow or pain... into an unquenchable rage. It is easy to lose oneself in the battlefield, all too easy. But surpassing oneself and the battlefield, and to accept it all without ignoring it. That is true strength. And be it closing his eyes to the swirling rage or closing them as one fires arrows of sorrow from above, he will never achieve his full potential so long as he remains blind.

Fell Aura: An aura of abhorrent evil stains his beautiful form. Perhaps its because of this contrast that his presence is so striking. Under normal circumstances, this manifests as a sort of lure that grasps the hearts of those who carry evil in their souls. The more one falls into depravity, the more one finds his appearance beautiful, with the truly evil feeling some sort of forbidden pleasure just gazing at him. On the other hand of the spectrum, those with an inherently good heart find his presence truly frightening and disturbing. When the Beast roars, evil is judged, and it is those who once found his presence so comforting that find his retribution the harshest. Once he focuses his presence and intent, those who unrepentantly indulge and fall into villainy feel fear and anguish as he stares down into your soul. Sinners who hurt and abuse their fellow man or truly evil beings with Zen or less will feel a pressure grip their heart. This pressure calls for them to flee or suffer the consequences, causing them pain and discomfort in his presence. At Gritty levels this disadvantage is more pronounced and akin to a Lesser Phobia. Evil with Average or less willpower would simply have their life snuffed out unless they leave as fast as they can, as they wouldn't even be able to breathe in his presence and eventually foam up and pass out.

Satan, Fell Angel of Death: Originally a demon at birth, Mael was forced to take in the powers of an angel and mutated. Now, he is a bit of both, and yet also neither. All that remains in his form, the true form of his original body untainted by external vessels, is the sliver of strength and power that remained in his spirit. Still, even with his powers weakened to this extent, he retains the properties of his former selves. His body does not age, is not affected by sickness or poison, and recovers at a fairly accelerated rate. Wounds that would take months to recover, deep cuts, even broken bones will heal off after a good night's rest, if not a meal (he has a certain distaste for the latter though). He is covered by a jet black metal that bears no earthy shine, an armor that is in fact none other than demonic scale taken form. His visage on the other hand is pristine and pure, the very image of a holy knight taken form.

Wounds that should be fatal will not slay this body, as the only way to kill a demon is to destroy his seven hearts. However, in his fight against Aruna, Justice, Piece, Nanako, and Lucy, he lost six of them. They cannot be healed conventionally, as they are relics equivalent to greater miracles. Even a true master among masters of healing would be incapable of performing such an act, it is simply too difficult. But that aside, he has no will for such a thing. One heart is more than enough. Finally, with his true eyes, he can now see souls and pierce within their veneer. All evils others have committed are laid bare before the Accuser, giving him the ability to read the negative feelings, emotions and actions of those he's looking within. This makes lying to him ill advised.

Soul Eating: A forbidden taboo technique used by demons. Now, most people associate it with the fact demons became a ravenous species, which devours the souls of humans. But it was not always so... in fact, had the angels not betrayed the truce, such techniques would have never seen the light of day again. Now, Mael uses it, but with a different purpose. Unlike his former kin, he does not even look at the soul of man. His only prey, his only sustenance... are naught but the souls of angels and demons. Upon slaying a heavenly or demonic being, no matter their power or will, he destroys them with the sliver of his former authority as the Archangel of Death and devours their essence. Their soul! With them, he can heal himself, and even gain more power. This would potentially transform him, make his body more imposing, mutate his light and dark abilities... and if he eats an especially potent soul be it angelic or demonic, he would become an existence closer to those at the peak of this city. But he can never reach the throne of God that way.


Assets

Nothing for now.


Weaknesses: No weaknesses.

Intimacies:

Greater Cause:
Destroy YHWH, the Demiurge of Dominance
Lesser Cause: Create a peaceful world for humans.

Greater Principle: “There is no need for angels, demons... not even gods. So let us end it. I will shatter the eternal cycle of balance, no matter what!"
Lesser Principle: “A family... no, such happiness would be a forbidden taboo for me. But still... why does my heart ache so?"

Greater Tie: God's System of Control (Hate)
Lesser Tie: Humanity (Admiration)


Origin:  This is a story from a long, long time ago. In an age where heaven and hell, good and evil, were in a state of incessant war. A world of bloodshed engineered by YHWH.

In his youth, Samael was rejected by his Demonic kin because he was a pacifist incapable of harming even an insect. During this time, Mael greatly admired his older brothers, aspiring to be like them. More than anything, he wished to go beyond the trappings of hell. It was a simpler time. A time where he simply wished to be the pride of his people. And so the weakling cut down his own weakness and heart. Growing stronger and training, he eventually cut down so many angels, he could not even count them all. And so, it was decided by his people that the one they once mocked as a coward… the one who now even the 7 archangels feared as “The Most Fearsome Calamity of Hell”... would be the one to lead the legions of the underworld. Hence he fought, as it was expected of him, and led his people against the strongest Archangel at the time, Lucifer.

So they may reclaim the paradise they lost once more, he fought and lost those precious to him until his tears dried out forevermore.

And yet, he found comfort in the arms of a woman named Lilith, and eventually fell in love with her. Despite the unforgivable taboo, she was the only one who could see past his hardened heart. For the first time in millenia, the demon’s blade did not care about victory or bloodshed. Despite the wishes of his people, despite risking the wrath of all heavens and God himself, he would protect that woman. And for the first time, he did not care about soaring the heavens. As long as he could hold her, he felt he reached something that was much more important than something beyond mere clouds.

Time passed. Wars were waged. But ultimately, slowly, angel and demon both were slowly growing weary of the killing. Thanks to Lucifer, Samael and Lilith’s efforts, it almost looked like peace and coexistence between angels and demons was finally becoming possible. Around that time period, he even bore a son. His name was Asmodeus.

And yet, this tale is one that is fated to end in tragedy.

YHWH would not stand for this false peace. As long as angels and demons fought, as long as blood was shed, humanity would pray. As Lucifer had defected the ranks of the Archangels, he knew that the balance between heaven and hell was undone. Without the strongest Archangel on their side, they would be eventually crushed. His power would be undone. It was thanks to his Holy Son that he employed a forbidden holy technique. A forbidden power that could rewrite the memory… the very existence of an individual. He used a divine power beyond understanding to completely bind the strongest Demon, sacrificing his own son in order to maintain the balance. Using this new weapon, he tightened his control on every angel of heaven, and the very notion of heaven and hell became indistinguishable as every world became cloaked in bloodshed.

Samael would become Asmael, an archangel so terrible, so ruthless, he would cut down even his own kin and friends, any dissenting angel who desired for peace, even his own wife and child. And so the eternal cycle spins forevermore. In the end, he was just a victim of the Holy War. A sacrificial lamb to balance. Be it as an angel or demon, he was never anything more than a weapon, a tool who forsook his agency for the sake of others.

This is just an old story. Now that he remembers it… his original sin… there is but one truth. He will tear down YHWH’s throne asunder if he has to. But no one will suffer to see the blood of their own wife and child on their hands. Never again. This time, he draws his blade following his own will.


During his existence as the Archangel of Death, Mael slew many, many of his former kin. And yet, he was always aware deep down. Always awake, and forced to watch in a never-ending nightmare, trapped in his own body. He remembers their names, their hopes, their dreams... everything. Now that the grace he once had is not poisoning his soul, mind, and body any further, it is like waking up from a long, lucid nightmare. Indeed, not a single drop of blood left his mind. However, a certain Archangel slipped into his breaking mind and took something precious from him.

The shard of Metatron, system administrator controlling the angels for the sake of YHWH, called this lynchpin a key. A forbidden taboo that would awaken a calamity once more and break every inch of control that still remained. If she used it, she could certainly take full control of that man. Or so they might have both thought.

It was something so simple, it was almost laughable. And yet, ironically, the only one who would be able to decipher it would be the one who had it robbed from him in the first place. The key to his very core.

It is the face of his wife and child. That is the memory that was ripped from him. He remembers everything, every single atrocity, even the feathers cutting them both down as she tried to shield his son... but not their face. The heavens would not even allow him this much.

And so he shall curse.
Title: Re: Character Sheet Thread
Post by: Umbra of Chaos on February 13, 2020, 04:16:21 AM
Name: Balius

Race: Vampire

Age: Several centuries awake

Height: 7’3

Weight: Average

Appearance:

(https://i.imgur.com/j8Qe6k5.png)

Physical Attributes

Strength: Heroic

Agility: Incredible

Durability: Heroic

Willpower: Zen

Magic - Extremely High: A graduate of the Scholomance and intern to someone who, in some circles, was considered something akin to the devil, Balius has tried his hand at a variety of magical arts. His vampiric nature has only enhanced some of these powers. Sorceries that could take hours or days to perform can be compressed into seconds and minutes.

Weather: The more traditional studies of the school included the capacity to manipulate meteorological phenomena. He is usually capable of predicting the weather weeks in advance with perfect accuracy. Balius can also direct natural phenomena. For example, he could guide a strike of lightning to smite a certain target or area by marking them with his blood. He could also part the clouds in an area or reduce the intensity of the local temperature.

More intense powers can create these phenomena himself. He can spill his blood to make impossibly thick mists, tainted so heavily with the scent of ichor that it would make humans nauseous. Similarly he can conjure destructive storms that weep red and cast down destructive fire from the skies. While the smaller chunks of burning sulfur would only be dangerous to humans outside of shelter, large chunks of near explosive brimstone would blast plow through a building with Fantastic force before exploding with similar power. In more subtle capacities, he usually takes the effort to conjure a dark bed of clouds to block out the sun in the local area during the day.

Familiars: For a lord, having knowledge of his holdings is of the utmost importance. Balius may bind beasts to him by feeding them his blood. Once done he exerts considerable influence over the animals. Overriding the survival instincts of an animal is not easy initially, but anything that does not pose an absolute risk of death is within his capacity to give orders. He can make use of all their senses simultaneously, and with enough coverage it would be simple for him to observe an entire district day and night. Furthermore, his power exerts its control over their very flesh at night. Mundane creatures gain a boost in rank to their overall physicality as they grow close in nature to vampiric entities. They can drink blood and eat flesh to rejuvenate their wounds, and with this degree of mastery he can even make them take clearly suicidal actions. However, they revert with the rise of the sun.

Alchemy: Not the childish pursuit of turning lead to gold, Balius’ alchemy lends itself to the creation of treasures for his citadels. With his blood as the vector he can bind together brick walls with the mystic force to resist a Heroic assault for a bit more than a minute. With more time and materials, he can create mystic artifacts and buildings. A particular favorite of his creates a system which allows an entire fortress to teleport across a district. He can build crystalline objects that allow him to peer at a target through any reflective surface, even a raindrop, and he could also use it to directly project his visage and vision across miles. Using it as a medium also boosts his effective magic rating by one rank when contesting magic that inhibits such abilities. Other tools in this vein could allow him to launch magical attacks at his rank immediately, drawing hellish power from twisted gates in the recesses of a castle to unleash hellfire. Balius can create and launch burning meteors, unleash waves and blasts of fire, or unleash beams of raging demonic energy. Another could let him summon forth demons with Incredible stats who can launch similarly powered magical attacks. They enhance, channel, and provide new power for the master of their territory. Although it would make them more vulnerable, he can expand his territory by creating these artifacts outside of a fortified castle. Artifacts can be gifted but those stolen often explode spectacularly as the life essence imbued into them turns volatile.

Other Abilities:

Undead Constitution: While blood still pumps through his body and his flesh is still warm, Balius cannot be mistaken for an ordinary human in combat. His body refuses to yield a single drop of blood. When cut it will retreat deeper into his body. Furthermore, wounds that would be fatal for living beings are shrugged off by him. Sliced and smashed organs are less meaningful than sheer overall body trauma. Without a destroyed head, demolished bones, or pierced heart he will move on at his foes without concern.

Unnatural Weapons: While his brutal strength can deal with most foes, vampires usually tear each other apart. Balius’ nails elongate and fill with blood during combat, as sharp and hard as any sword. He can clash with the weapons of his peers head on and rip into Heroic flesh with ease.

Vampiric Prowess: There are a variety of basic traits attributed to his kind that Balius excels at. Even in the drinking of blood there is skill. While others might tear at a meal like a starving beast, he can savor and suss out the nuances behind the life he drinks. With a deep drink of blood Balius may read memories and even temporarily attain the skills from the source. He also attains an unnatural sense for where they are, allowing him to track them across the city if they still live.

Hypnosis: In terms of mental manipulation Balius is rather inadequate. He sees little need in forcing loyalty rather than inspiring it. Or simply creating beings that could not disobey you in the first place. With focus he could hypnotize a handful of Average individuals at once to do simple tasks. Alternatively, he could make a single person carry out fairly subtle and complex jobs without conscious knowledge. However, as with the animals, he cannot make them take obviously self destructive aims.

Regeneration: Drawing upon the thrumming life energy within his veins allows Balius to heal his body at an accelerated rate. Shallow wounds closed almost immediately, but more grievous bodily harm such as missing most of the contents within his ribs can take several minutes. Even a lost limb would not take so long, although he would prefer to reattach the limb or at least drain the blood from it first.

Vampirism: Finally, there is the capacity to create ghouls and other vampires. In terms of the effects a ghoul is not different from his normal familiars. He feeds them his blood and in return they become his agents. During the day they are the same but at night they are empowered into pseudo-vampiric entities. He can even make use of their senses as he does the beasts. However, he has far less influence on their mind. The process still instills a Lesser Tie of Loyalty towards him, but it is not an insurmountable trial.

This case is similar for vampires as well; however, in exchange for a vulnerability to the sun they consistently maintain their powerful supernatural physicality. Furthermore, they gain all the basic traits that Balius displays at varying capacities depending on their capabilities. This does necessitate draining the subject dry and then pumping them full with his own blood, so even for him it is fairly exhausting. However, Balius can also transform his familiars into fully fledged vampiric animals. This greatly enhances their intelligence along with their previous benefits, and it gives them a Greater Tie of Loyalty.

Assets:

The Mansion: His lovely home. It is large enough that even a small group could get lost within its bounds and not meet each other. Most of its offensive artifacts have been lost to time, destroyed, or gifted over the years. He still has his Crystal Mirror for scrying, but it is mostly bereft of such treasures. Balius also maintains a stable of Familiars and large reserves of blood.

Currently located in Columbia.

Weakness:

The Sun: As with most vampires, the rays of the Nexus’ star are still destructive. It could easily inflict massive damage to him if his defenses were to be circumvented.

Intimacies:

Greater Tie: Humanity (“Please, do not hate them.”)
Lesser Tie: The Mansion (Our Home)
Lesser Cause: “Those of us that choose parasitism will be exterminated.”
Lesser Principle: “Power without restraint must be chained.”

Origin: There was a great deal of time before the beginning. Many things began there. A young man dabbled in powers he should have known better to touch. He attained some meager power, and he became drunk on his minor ambitions. Many things started here, but it was not the beginning.

The beginning was when a man and woman fought. Later, after many foolish things, the man and woman fell in love. They lived together for a time. There was laughter, and tears, and grumbling all those days. Yes, they had a good life together.

There was a strange relief when Belius arrived from the Nexus, unmoored from his past. The house remained, but he was no longer surrounded by the years of their legacy. New beginnings, so they say.


Title: Re: Character Sheet Thread
Post by: Bern on February 28, 2020, 03:22:27 AM
Name: William Hightower, the Fist of Darkness

Race:Time Shard

Height: 184 cm

Weight: A shadow of his former self

Age: 32

Appearance:

(https://i.imgur.com/hrk636K.jpg)


Stats:

Strength: Fantastic (Heroic with darkness shroud)

Agility : Fantastic (Legendary with speed magic)

Durability: Fantastic (Heroic with darkness shroud)

Willpower: Shounen Determinator

Magical Ability: Extremely High
William possess incredibly vast magical reserves and he is one of the greatest mages of his time. However, his body has been ravaged by the time outside time, a world that lies beyond the greatest chasm. Even so, at his full output his magical reserves is like a vast ocean drowning you in its seemingly endless depths. His time as a Wizard Saint long ago granted him an incredible amount of knowledge of various kinds of magic from mana transfer processes to imbuing inanimate objects with various properties such as scrying orbs and crystals that store both energy or even souls after a lengthy extraction ritual has been performed. He can also carve mystical runes into an object to enhance its durability up to Legendary depending on the inherent hardness of the object, cloth for example would cap at Incredible. He can also make them be self repairing over time.

Speed Magic:
William’s prized magic field, it increases the local flow of time in the user's body, allowing them to process information and act upon in one tenth of the normal time. That's not all however, it also increases the user's speed relative to outside observers, so it's not actually a magic that makes you faster, but rather make your time flow faster. It's extremely taxing though and he can only maintain this state for a second at a time after which he needs a short break before resuming.

Darkness magic:
His common element of attack, it harnesses the darkness that lies beyond even the void. He can project it into pretty much any form he wants to, such as making barriers and even fire powerful beams made out of it,although the more power he puts into the longer it takes to charge. His range is also dependent on how long he charges with his absolute maximum being beams that extend several hundred meters and building sized spheres of utter darkness.  In a moment William can only manage up to very high potency and short range. He can also envelop his body with a dark shroud to look even more ominous, This ranks up all his stats by one except for Agility and grants him the ability to fly.

Thought Projection:
The power to create a psychic copy of your own body, it’s intangible but it can operate over great distances and shares its experiences with him. Normal Thought Projection copies aren't capable of attacking anyone.

But years of waiting in the shadows, aeons even, have changed things. No longer is he held to the same standards as those pesky mortals, no he has gazed beyond. And what he saw granted him knowledge too great to speak about. His Thought Projection may now take solid form whenever he so wishes and it will share all his powers although at a rank down to magic. Making one generally cuts his own power in half with that power going to the projection. There's no real limit to the operative range of this copy.

Telepathy:
Mind reading magic, can be used to communicate telepathically or to defend against telepathic assaults. He needs to be within visual range to use it. Can be used in conjunction with Thought Projection.


Other Abilities

Combat Genius:

As the title Fist of Darkness implies, he's well versed in hand to hand combat. You could say he's a master, there are few that can match him though and even fewer still that surpasses him. Having emerged victorious in tens of thousands battles, his skill has perhaps reached the peak. He created his own style over a decade ago which transforms his darkness into a storm of unmatched destruction.

He’s also mastered the use of his sword finally. After years of it being a mere prop to fool his opponents into thinking he could use and therefore underestimate his fist fighting. The trap has now evolved and is multi layered, just like the darkness within him.


Assets:

Black Doom:

A majestic broadsword that radiates with a darkness that casts a shadow upon darkness itself.

An old spirit within it finally awoke and that’s how he escaped that wretched place. A single slice was all it took and now this sword can cut even space itself in the place where the blade travels. It functionally deals infinite damage by cutting the fabric of Space-Time itself. Although it takes is a few seconds of charging with all his might as the darklight gathers into the blade. He can’t move while he charges or the volatile energy that gathers may blow up in his face.

Filled Soul Gem

The final piece of his grand plan, it contains the last fragments of his old comrades.

Intimacies:

Greater Tie: His Comrades (TRUE NAKAMA)

Greater Cause: To surpass even the Will of the World, his will is his and his alone, none shall stand above him.
Lesser Cause: Fighting worthy individuals

Lesser Principle: “There is no try, you just keep going until you succeed, no matter how long it takes.”

Weaknesses:

His speed magic can’t be used immediately after it’s already been used and requires several moments of cooldown. If he were to combine it with his shroud, then he’d end up utterly exhausted after completing one move. He’s also incapable of charging up any draining elemental attacks while maintaining the Speed Magic.


 Origin:

Oh I had it all once, a seat of power, influence, the second youngest to ever be inducted. A bright future, that's what they all said, but they didn't know. About the darkness out there. The sit at their meetings and squabble with each other, how blind can one be? They're so simple these fools, The council is full of them, but they'll see, they'll all see.

Coming to this place was just a minor setback, in fact it may actually be to my benefit. Once I complete it, they will all know, how wrong they were...they laughed at me, let's see who'll have the last laugh.

The I was violently torn from the world into a realm beyond time where I slaved to the whims of the world for countless aeons, BUT NO MORE. My time has come once again and I return to a world so familiar yet so different. But he is here….
Title: Re: Character Sheet Thread
Post by: SINIB on March 28, 2020, 01:31:29 AM
Name: Noire, Lady Black Heart of Lastation

Race: Console Patron Unit/Elf

Age: 106

Height: 177 cm

Weight: A bit heavier than average(It’s muscle, all muscle, I swear!)

Appearance:

She has a prominent bulge, and her ears are about eight inches long pointy elf-ears. Additionally, she has a faint sheen to her skin that grows more pronounced as she gets agitated.
(https://i.imgur.com/w2p2lW7.jpg)


Attributes

Strength: Fantastic(Heroic)

Agility: Fantastic

Durability: Fantastic

Willpower: Gritty

Magic: Very High

Fire
Noire was always able to summon large conflagrations to strengthen her attacks, an ability that has been greatly enhanced by the natural abilities of her new body. She can easily throw around large blasts of fire at up to high strength and enhance the strikes of her sword up to her magic rank. She can also delay the explosions by creating glyphs that she can detonate at will, and can even set up so they explode on contact.

Buffs
Noire is capable of strengthening both herself and her allies. After a short cast time, she can raise the strength of a friend by one rank, up to Legendary strength, and can imbue her friends with a higher degree of skill temporarily for three to five cycles.

Basic Druidic Magic
As an elf, Noire can cast various low level druidic spells with weak effects, capping out at medium potency.

Magic Resistance: Medium

Other Abilities:

Incredibly Intelligent
Noire is a genius who only appears once in a generation. She is a master of physics, engineering, robotics, hacking, and computer engineering. She can easily reverse engineer most technologies in the Nexus, as it is beneath her. Furthermore, she is incredibly competent at managing organizations, being able to easily manage the affairs of a large country. Unfortunately, her emotional intelligence is lacking, making her easy to manipulate.

Supreme Sword Skill
Noire is exceptionally proficient with fencing, even able to perfectly utilize fencing techniques with claymores. Her technique is perfect, able to fight with those above her agility rank(heroic) evenly when using a sword and perfectly incorporates her magic into her fighting style.

Tornraid Sword
Noire takes a stance, envelops her blade in powerful magic, and then slashes, sending out an energy beam that cuts at heroic damage.

Volcano Dive
Noire coats her blade in the fires of a volcano, jumps up and slams her sword into her enemies, creating a large, powerful explosion that incenerates everything in a large area, hitting at heroic damage.

Her ultimate technique involves cutting the air at blinding speeds which greatly surpass the speed of her blade. Afterwards, everything within a 3 meter area in front of her is peppered by countless slashes and stabs for several seconds. In order to use this technique, she must first take a stance.

Elven Body
As a result of being placed in her new body, Noire has gained the traits that elves all have. First, she can see perfectly without any light whatsoever up to 60 feet in black and white, and in low-light conditions this is doubled to 120 feet and has the benefit of being in full color. Her senses are also sharper than a human’s, able to detect even the smallest of noises and the subtlest of movements.

Furthermore, she has a new gracefulness to her movements that makes them seem unearthly, drawing the gaze of any who look at her and allowing her to dodge attacks in ways that lesser humanoids simply would find themselves unable to, and her skin simply deflects lesser arms that are not made out of cold-iron. Additionally, elves do not sleep, instead spending about four hours a night meditating in full-awareness to their situations. Anything that would put her to sleep or affects her dreams simply fails, having no effect on her.

Elves also have a strong affinity to magic and nature. She is capable of conversing with wildlife and the plants around her, they are generally receptive to her unless she is acting in a hostile manner to them. She is also capable of sensing magical energy up to 30 feet away, and can cast basic druidic magic as a result of her affinity. Were she to attempt to learn magic, she would have a great affinity for it as a result of the combination of her body and her natural intelligence, able to learn in hours or days what would take lesser beings months or years.

Finally, she has an enhanced sex-drive, as well as a penis in addition to her lady-parts.

Console Patron Unit

More than being an elf, Noire is first and foremost the goddess of Lastation. She gains power from worship, something she unfortunately lacks entirely right now. She is locked to her human form at the moment and is unable to transform, besides exceptional circumstances that would somehow grant her access to the share energy that she needs to gather. Furthermore, she can fly at her agility rank freely.

As a goddess, she is immortal, but not unkillable. She does not age, is eternally youthful, and is granted incredible strength far surpassing that of a human. She gains sustenance from share energy, a special form of energy that is gathered from the worship and love that she receives from her followers. It can be gathered and compressed into share-crystals, which can be used as a substitute for worshipers as well as a convenient power source. Without share energy, she does not die, and suffers no particularly ill-effects, but she is unable to transform into her goddess form.

Strength: Legendary

Agility: Heroic

Durability: Legendary

Willpower: Gritty

Magic: Very High

See Above

Magic Resistance: High

Assets: Literally nothing, especially not friends

Weakness:

Noire is unused to her new body. It is overly sensitive, more flexible, and all around alien to her experience. Until she has time to adjust, it may result in her being off.

No Friends, no shares :(

Anti-share crystals

Cold Iron weapons

Intimacies:

Lesser Tie: William(Twisted Love)
Lesser Tie: Eruraviel(bodily affinity)
Lesser Tie: Eruraviel's children(bodily affinity)
Lesser Tie: Elizabeth(Former Employer)

Lesser Cause: Making New Friends
Greater Cause: Make Lastation Great Again
Lesser Cause:Learn the quirks of her new body

Lesser Phobia: Being Honest (Emotional)

Origin: Noire was once the goddess of Lastation, and fell into another world, where she was taken control of and manipulated by William. He brought her along to the Nexus as a soul held in a gem, and was given new life by Eruraviel.

Title: Re: Character Sheet Thread
Post by: YOLF on April 01, 2020, 01:07:03 AM
Name: Orcus
Age: Difficult to determine, at least thousands of years active
Race: Primal
Height: 187 cms
Weight: Heavy. Even for a muscular dude.

(https://i.imgur.com/N0C8Yro.png)
(https://i.imgur.com/bnstzta.png)

Attributes
Strength: Heroic
Agility: Fantastic
Durability: Heroic
Willpower: Shounen Determinator

Magic: Extremely High
Orcus has access to an impressive amount of aether, the energy responsible for life and magic, through his core. Aether revolves through souls and microcosms of phenomena, cycling between descendant and dark umbral aether, and ascendant and bright luminous aether. Orcus’s magic manipulates this relationship and exploits its breaking points. He operates aether in the manner of an engineer, and through the following spells.

Mageia Erebea: From night came fair ether and crowned day, but below the dark for whom all unstring and betray.
Orcus may pull darkness like a shroud over himself, completely obscuring him from sight and hearing so long as he carefully lingers in the shadows. Rapid movement will throw off this stealth so it’s not easily used in combat. He may also gather and hurl shadows as grim orbs, the size of a skull or as large as a person if he takes a moment. These respective concentrations of darkness fly around at Fantastic or Incredible speed, following targets as he directs them, and detonate into eclipsing explosions that momentarily cloud or disable sight and hearing. These deal no damage otherwise, but the larger ones have greater magnitude and area of effect. At least respectively High or Very High magic resistance is needed to ignore the affliction.

Hamartia: What may the sole heart do but raise shield and envy the spear, when march and whisper low the forests of fear.
Orcus gathers crackling energy, and after a moment, releases it as a burst of blinding light. It concentrates on a particular target within some hundreds of meters of him and anyone within arm’s length, and drives a wedge into their mind. Even Zen characters are vulnerable, but for them the duration concludes by the end of a scene, and they may resist the effect by effectively penalizing their actions by a rank or by possessing immediately conflicting Intimacies. The consequences fade after one or few hours for Gritty characters, and may last much longer for anyone below that. The affected are driven to pursue or defend their Intimacies to disregard of themselves and others, and convolute disturbed justifications for their actions if necessary. Hurting the subject of a positive Tie will break the hold of this spell early, however.

Nous: A universe of forms dreams of life, and life lies in nightmares of axioms married to strife.
The thoughts and wills of sapient creatures occupy a realm with its own fabric, where the invisible forms the texture of perception. Orcus may unlock his awareness to this dimension in order to peek into pliant minds, to enter the dreams of anyone he’s met, and to observe and interact with souls no longer tied to bodies. It is possible to include two or three other people in this, but more is very difficult. If he becomes aware of an immaterial being in the area, he may also make himself capable of sensing them.

Paradise Lost: By the very hands which sought freedom was forever lost, to them no respite sung but a desert of frost.
A chaotic, pulsing aura gathers in Orcus, swelling into a spherical radius around him before bursting. The resulting wave covers everything within a radius of a kilometer, and undermines the aetheric balance. The weather and animals grow moody, inanimate matter loses a rank of Durability in its natural weak points, and living beings surge with vitality from suffering. The more wounds characters take the more vigor wells up in them, imbuing those who approach death with endless stamina and the will to fight. Paradise Lost also disrupts enchantments and blessings by turning their weak points against each other, partially eroding magics of this kind whose source or caster is not of Extremely High or greater power. The field will slowly fade if no significant collateral damage or injury is dealt within, or he abandons the area completely.

Other Abilities

Primal of Trials: Orcus is a being created from supernatural essence, designed to further and embody the concept of tempering life through conflict and deception. Albeit mortal in form and with approximate anatomy, he is immune to mundane ailments, and doesn’t need to eat or drink, or even breathe - though suffocation would still be quite painful. He cannot abandon or lose his Cause to “Test and mislead others”, even through magic or some other power, unless his nature is fundamentally altered by something from which there is no escape. Also, his signature gear is pretty much a part of him so he can switch in and out of it at will.

Regeneration: Orcus’s body restores itself at great speed. Shallow wounds close in instants, and more grievous harm such as shattered bones and deep injury to major organs heals over a few minutes. He can regrow a lost arm or leg in under an hour, but it would only take a few moments if he sticks it back on instead. By concentrating, he can dramatically accelerate this regeneration, undoing major wounds in moments and recovering even from extensive bodily destruction in minutes. This takes effort, so he can’t both do this and use most of his physical puissance at the same time. If killed, what’s left of his physical form dissipates, leaving only his core behind, a pulsing crystal that occupies the center of his torso, from which he will eventually restore himself. This organ alone he cannot significantly repair on his own, but it is nigh-indestructible, requiring a minimum of Legendary physical stress to damage. Unless someone charges it, however, recovering from such a complete defeat might take years.

Wings: Wings made of neither feathers or leather, but locked and unfurling blades. Orcus can extend or hide them swiftly without complications. When they’re out, his movement becomes unbound in every direction, allowing him to float and fly at his Agility rank in speed. The wings’ other function is the calibration and reception of aether. They are required to activate the offensive instances of Mageia Erebea, as well as cast Hamatria and Paradise Lost. They had other abilities when his creator’s aetheric network existed, but no longer.

Astral Analytics: Orcus has the ability to rapidly process information and minute details through his senses, and take in large amounts of magically stored knowledge in moments. He holds a great deal of information on obscure magical matters and the nature of the universe, but pieces of this whole have been corrupted and rendered useless by time.

Penetrating Insight:
Orcus has a knack for understanding others. He can tell when something makes people tick, and when they’re hiding emotional and mental wounds behind a mask. His intuition can put together a picture of their feelings from every little reaction that slips through, making him greatly able of deducing Intimacies, even when the person’s temperament is opaque.

Self-Control:
Orcus has an ironclad control over his emotions and thoughts. There’s very little that he’ll give away of his feelings that he doesn’t want to share, including involuntary reactions. Even probing his mind is nearly useless. Contradicting threads and tangles prevent superficial reading from distinguishing between what’s true or false, or from discerning his motives. Genuine sentiments are buried deeply in his psyche, which weighs oppressively on deeper probing, and sorting through his memories is like wading through a black swamp. Orcus’s restraint also lets him suppress his supernatural presence indefinitely, preventing the passive senses of others from picking out anything strange about him or various powers from being reliably alerted to his nature.

Doomwalker:
Orcus was ingrained with a variety of fighting skills upon being given a body, paired with his analytical aptitude, the better to perform his tasks. He has crossed fists with warriors beyond compare, and for a subjective eternity after, he fought and slew the abominable hordes and avatars of the void without rest, refining these abilities to a physically peerless edge. He can fight through pain that would paralyze a mortal knight, decipher ordinary combat styles with a glance, and devise feints for each adversary on the fly. Only an immortal truly specialized in fighting or a transcendent talent could surpass him in sheer combat skill, but he rarely exhibits his full potential.

Assets

Chaosbringer: A shapeshifting weapon that was doused repeatedly in the gore of denizens of the chaos between realities, gaining eclectic properties. Its original shape is unclear, but it can transform at will from a black, amorphous mist appearing close to his body into various weapons - spinning circular saws and ripping drills, swords, claws and spears - that Orcus may manipulate as extensions of his limbs or shoot at Heroic speed. These manifestations cannot exceed a certain volume, limiting Chaosbringer at any given moment to under a dozen small attacks like a hail of knives, a few larger ones such as a handful of flying swords, or a single strike large enough to rip through an adult body from start to end, like a massive saw; the smallest inflict Fantastic harm on their own, and the larger Heroic. Chaosbringer phases in and out of existence, and takes an instant to transform, returning to mist before changing to a different shape.

Chaosbringer appears to be made of constantly changing substances, effectively being composed of a chaotic mix of elements that should no longer be extant in reality. Exposure is poisonous to any living creatures, though by itself rarely lethal - merely persistent. Those with powerful healing and immortal bodies find those factors weakening or becoming unreliable until they can purge the effects. This usually takes a scene. The weapon also leaves scars in inorganic matter that seem irradiated by darkness and erratically warp its qualities.

Intimacies
Greater Cause: To test and mislead others
Greater Tie: My Creator (Devotion and Pity)
Greater Principle: “Imperfection is full of interesting things.”
Lesser Principle: “Violence is the heartbeat of the universe, but doubts paint its soul."
Lesser Tie: Uria (Curiosity and Pride)

Origin:

In a crossroad of worlds, a warrior who lost his humanity sought to undo the past by sacrificing the future. He raised a great tower to usurp the pillars of the cosmos, and sought in the souls of heroes the answer to his plight. To this means was made a judge, an arbiter and a gauntlet in one, and either by arrogance or loneliness he was given the shape of a man.

He was Orcus. But the creator made no shackles for his purpose, and from the depths of that heart he inherited a treasonous impulse. None were excluded from Orcus’s task, and when the warlock made his moves and the true heroes came, the tower fell and its master with it into the inchoate void.

As the cosmic axis crumbled, Orcus was trapped in the primordial scar, but in the madness of his success he knew the story was not over, and his creator’s legacy not easily vanquished. For a nameless span of time with an infinite stream of adversaries, he endured, and now he returns.
Title: Re: Character Sheet Thread
Post by: Kotomine_Rin on September 07, 2020, 06:26:07 PM
Name: Marc Cedan
 
Race: Human
 
Age: 38
 
Height: 181 cm
 
Weight: 78 kg
 
Appearance:

(https://i.imgur.com/D6HnqXm.png)

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

Strength: Incredible (Fantastic)

Agility: Incredible (Fantastic)

Durability: Incredible (Fantastic)

Willpower : Zen

Magic Resistance:
High

Other Abilities

Chi Enhancement: The limitations of the human body mean little to a true master of the martial arts. By drawing upon the energies found within the human soul and using them to draw upon the energies found in the environment all boundaries can be broken. Yamada and his disciples use this power to enhance their physical abilities, ward themselves against magical power, and extend their lifespans seemingly indefinitely. The one technique he practiced best was a chi redirection trick, rotating the energy in his fists and legs at high speed, he can massively harden his feet and knuckles - letting his blows hit with maximum power without risking to damage the knuckles.

He can enhance objects just as well, like a colt pistol or a rifle, to turn their shots into much more powerful versions that hit faster and harder (a pistol could shoot straight into an Elephant’s ribcage, a rifle could probably shoot through the elephant and hit the target behind it.) And of course, he can whack you in the face with the thing, which would probably hurt just as much as if he used a sledgehammer.

Street Boxer: While he won a few public competitions back in the day, Cedan mostly stuck to underground fighting during his earlier years, where his strength made all the difference. He is a very skilled fighter with good instincts and awareness, making him a reliable jack of all trades that can adapt to most situations. As a classical Boxer-Puncher, he incorporates the aggressive bobs and weaves of a classic infighter with the range and footwork of an outfighter. This lets him apply pressure from both close and far boxing ranges skillfully.

Flash: If thrown right, his jab can be quick enough to catch a careless foe by surprise, even if he outdoes him in speed. It’s the signature bread and butter of his style - rather than striking with his dominant arm and using the other to pressure others with quick jabs, his jabs are thrown with his dominant arm. This sacrifices some of the knock out power of a finisher like an uppercut, in exchange for a more potent and consistent assault in the form of his jab combos. Of course… he is perfectly fine switching that up in the middle of things.

By pushing off with his back foot to close distance and generate some power, he whips his hand out elbow first, like a back knuckle. The torque generated from his footwork, shoulders, and dominant arm combined is enough to crack like a whip and surpass the speed of his regular jabs. Because of the distance needed to step in and out, it's not a jab that can be thrown consistently and is best when used as an opener, a filler to weave a combo between simpler strikes, or a finisher to force his opponent to make distance - and leave them open for a kick.

Savate: Savate, (Middle French: “old shoe”) French sport of fighting by kicking, practiced from the early 19th century. It occurred mainly among the lower orders of Parisian society. When savate died out, its more skillful elements were combined with those of English bare-knuckle pugilism to produce la boxe française. It’s similar to Muay Thai, which is a full-contact kickboxing style that is practiced in Thailand, and Khmer kickboxing, a related style from neighbouring Cambodia. Savate may owe its origin to those sports, as France historically had a large presence in Southeast Asia (most notably during the existence of French Indochina) and there was a good deal of cultural exchange between the countries in the region. It’s also often compared to “fencing with one’s hands and feet” due to its graceful footwork.

But despite its current focus being a variant of kickboxing, you’d be surprised to know that back in the day, kicking, punching, grappling, wrestling and weapons training were all parts of savate. Since he needed a weapon that would increase his range against competitive fighters, he capitalized on a style that took advantage of the leg’s reach, while filling the blanks that his boxing style left untouched such as close quarters grapples, clinches and fencing kicks.

(https://i.imgur.com/7OWWOvk.jpg)

Gunner: Marc is a shockingly accurate sharpshooter, and will hardly miss even a moving target unless it consciously tries to dodge him. His favorite weapon of choice is the Colt Lightning Rifle, as he is secretely fond of western movies.

Gear

Colt Carabine Rifle: The Colt Lightning Carbine or Colt Lightning Rifle was a slide-action (pump-action) rifle manufactured by Colt from 1884 to 1904 and was originally chambered in .44-40 caliber.

Motorbike: The Moto Guzzi Le Mans is a sports motorcycle first manufactured in 1976 by Italian company Moto Guzzi. It was named after the 24-hour motorcycle endurance race at Le Mans in France. The Le Mans designation was first used for an 850 prototype, based on the V7, displayed at Premio Varrone in late 1972.
Like the 750S and the 750 S3, the Le Mans 850 was developed from the 53 hp V7 Sport model of 1971, but power was increased to 71 hp. The power output measured at the back wheel was 71 bhp, giving a top speed of 130 mph. Compared to its roadster sibling, the T3, the Le Mans had higher-compression domed pistons, larger engine valves, and Dell'Orto 36 mm pumper carbs with filterless velocity stacks.

Weaknesses: He's a grounded fighter with strong fundamentals, trying to spread his strikes to make the most out of his range. While he's not completely inexperienced in grappling, his level isn't good enough to escape unscathed from a stronger foe's holds or locks.

Intimacies

Lesser Tie: Yamada (Conflicted attachment)
Lesser Principle: “I couldn’t care less about the money - but I do like what it buys.”
Lesser Principle: “People have their own choices to make. If you dig your grave, you better lie in it.”
Lesser Principle: “It’s not like I’m some hero, and frankly I don’t care what you do in your spare time. Dirty business is fine, but if I catch you abusing the weak, I’ll beat the living hell out of you.”
Lesser Cause: Living a comfortable life full of thrills.
Lesser Phobia: Spiders

Origin: “Hey Sensei… we have to talk.

That’s right. So you’ve heard huh. No point beating around the bush, I’m resigning. I’ve left the belt in my room. I probably won’t be coming back. Just felt it was the right thing to do, telling you in person I mean.

Jeez. You were always a shrewd one. You could probably tell from the way the last sparring matches went. But this just isn’t the place for me. The rules, the customs… it’s all just too binding for me. I’m grateful for all you’ve done, but I think I should go.

Don’t sweat it. I’ve found some work in the outer districts. If everything goes right, I should be able to settle down. I’ll finally be able to live the life I wanted.

I’m not going to call you pops or anything stupid like that, but…

Thanks.”



Title: Re: Character Sheet Thread
Post by: Hibiki on September 29, 2020, 08:04:28 PM
Nika

Name: Pherenike (Her true name), Veronika ("Vera", "Nika") Tauridin

Race: Vampire

Age: Approximately 2300-2400 years old, counting periods in hibernation. Prone to be mistaken for a young adult as par for the course.

Height: 164 cm

Weight: 56 kg

Description: She's a woman of average height by modern standards, something that amuses her more than upsets her, blonde haired and grey eyed, fair skinned with a subtle, ashen pallour, but still fitting in well with the mortal masses.

Nika prefers to dress casually, further cementing the impression she's far younger than her real age, falling downright in love with athleisure fashion trends. Bike shorts, leggings, hoodies, sometimes ripped jeans for a variety. She wears her hair down (which reaches slightly down below her shoulders) without much care for styling it, since she has concluded it's a waste of her time in the modern world and her hair's gonna look fine every time she wakes up from sleep.

Attributes

Strength: Incredible to Fantastic

Agility: Incredible to Fantastic

Durability: Incredible to Heroic

Willpower: Zen

Magic: None.

Magic Resistance: Medium.

Other Abilities: Nika's undead body has been honed to the human peak and beyond, stronger, faster and more durable than even mightiest mortal in her world, but she can push herself even beyond with the stolen blood of mortals. She has to be economic about those feats and can be worn down over a fight.

Enhanced Strength: For short bursts of time, she can achieve even more monumental feats of strength, even casually throwing cars (can push her Strength to Fantastic range).

Enhanced Speed: Able to move faster than the eye can perceive for short moments, Nika is fond of pushing her speed further to launch surprise attacks or interrupt a slower opponent (can push her Agility to Fantastic range).

Enhanced Durability: A veritable juggernaut if she is concerned about her hide, she can use the lifeforce flowing in her veins to weather damage from high calliber rifles (Fantastic) or even survive an explosion (Heroic). Pushing her Durability to Heroic range drains her to a point of starvation, weaking her but allowing her to survive something that could easily kill her.

Unstoppable Motion: Mirroring the legend of Theumessian Fox somewhat, her momentum can't be stopped or redirected against her will. She can only be stopped in tracks by physical obstacles that she cannot break through, and caught by someone with a superior physical force. She will always unconsciously boost her strength with blood to overcome such complications, one of possible ways to wear down her slowly over fight. Her vampiric weaknesses still apply, and can be used to limit and stop her movement. She still cannot enter a building that requires an invitation, and magical wards and barriers incorporating sunlight and fire as symbols or components cannot broken through (that applies even with the protective ring on).

Magical barriers meant to stop physical elements from entering or crossing are treated as physical obstacles in general, and if they don't incorporate those elements mentioned above they can be broken through by her physical force if she's on a move (Medium Magic strength barriers normally, High Magic barriers force her to boost herself).

Avoid The Ground: Going to the ground had been seen as disadvantage in Greek world , and interpreted commonly as an omen of defeat. An adaptable warrior can fight and salvage victory from that position, but never chooses that position by choice. She can only be forced to go to the ground by a physical strength superior to her own, and like in the example above, she will always unconsciously boost her strength with blood if her regular own strength is lacking, a flaw that can bring about her defeat in long run.

Keen Senses: Her senses have been sharpened to unnatural degree, both by her mere nature and her experiences. She can see well in the dark, hear human heartbeats, scent blood like a hound and sense other predatory supernaturals if they interact with her.

Power of Ego: Though she prides herself on her physical prowess before anything else, every vampire is to an extent a creature of impressive will. Never honing that aptitude beyond basics, she can still semiconsciously attract attention of weaker willed masses, cow them by lashing out with her aura of a predator or even mingle with the crowd by suppressing the kind of vibes many vampires usually uncosciously exude.

Blush of Life: Blood is life, and hence she can mimick human bodily functions perfectly if she expends a bit of her lifeforce. She can eat food and pass medical checks for hours if she feels a need to pass as one of mortals.

The Lost Visage: While she doesn't lack a reflection like some vampires do, her face is never caught by mirrors and cameras. She either always stands in such way her face is not caught in a mirror or she doesn't look properly at a camera, a flash smears the image or it is over- or underexposed. It always seems to happen by pure coincidence and few people attribute that to supernatural causes unless they're particularly driven and obsessive to find a pattern by pouring over photos and records. If she wills it though, she can suppress that phenomenon.

Eternal Return: As an immortal, her body always returns to its original state from the mortal life. Cut hair grows out, wounds heal. She can regenerate injuries by tapping into her stolen lifeforce, while cosmetic changes and superficial bruises and cuts recover on their own. She regenerates damage like lost limbs even in seconds, but such grave injuries require serious expenditure of her reserves.

She can suppress this phenomenon with a force of will to change heir hairstyle or keep tattooes and piercings. In the case of gravest injuries, especially left by fire and sunlight, she is left with natural scars after she recovers from them. Life of danger leaves its mark even on immortals.

Starvation: When she's starving for blood, her body is weakened enough that she's less of a danger then when even moderately hungry. She can make still a quick work of a hapless mortal to get what she needs, and she might be even pushed into such an immediate fix in desperation. Her physical stats are downgraded to Amazing, and she cannot actively boost herself as described above due to shortages in blood.

Frenzy: Hunger, danger or a threat can occassionally push Nika into a frenzy, her instincts goading her into ending her problem by any means necessary. She usually can restrain herself very well, and it takes a lot to provoke her, but once she gets into that mindset, she cannot be mentally controlled to stop it, merely diverted onto another target. This does not violate the ability of Unstoppable Motion as her haywire instincts don't care about specific target in state of frenzy. Sometimes it's also possible for her to take the frenzy by reins and control it to extent, choosing the target and the goal.

Spreading the Curse: At a cost of a bit of her humanity, she can turn another human into a vampire such as her. This is an act she is not frankly interested in unless someone piques her interest and they know exactly what they're getting into. She has no taste for dramatic stuff like turning a nemesis into a creature of a night and other rubbish like that straight from a horror novel. Nika can also empower a human into someone stronger as long as she supplies them with a bit of her blood. Again, the fact that people subject to such treatment grow obsessive over her means she's definitely not a fan of turning someone into an obsessed follower. The weak should put effort into improving themselves rather than be beholden and addicted to her.

Drinking once from the same vampire is considered still safe. Drinking twice develops a Lesser Tie to the vampire. A third drink enthralls her to the point that she develops a Greater Tie to the vampire. The bond lasts for a year.

Characters who drink her blood risk developing a Tie to her in similar manner, unless they're immune to such bonds according to their sheet. Humans who drink her blood without being turned into a vampire can become living supernaturals called ghouls who depend on monthly supply of the blood to remain empowered, but Nika's will is required for that to work. Accidental drinking of her blood doesn't bring any benefits. Ghouls benefit from a boost in durability and speed, a lesser version of Enhanced Strength and Enhanced Speed, limited by the need to use donated vampire blood. Their rank in Strength and Agility increases by one as long as they're ghouls, and can actively boost them by further rank for short bursts.

Vampires who are created by her may develop her bloodline abilities, culminating with Unstoppable Motion and Avoid The Ground. Vampires who don't share her blood may potentially join her bloodline if they're sufficiently strong in blood and compatible, up for approval by the Gms, through being fed her blood once. Both adopt her Weakness of Never Reject A Direct Challenge if they develop said bloodline.

Soul Eater: Ultimate taboo of the vampires, her and her undead descendants are capable of cannibalizing vampiric souls for knowledge and power. She views such acts with extreme disgust, but has potential to devour even human souls as an elder vampire. She is not going to do that without a radical change in her views on that.

Pankration: Her true martial skill lies in the mastery of pankration she honed over her unlife. Combination of boxing and wrestling, focused on ending the conflict as efficient as possible rather than showmanship, slightly adapted to her vampiric nature in how she applies the moves.

Assets: She has established her mortal identity as a mundane citizen renting a cheap studio apartment, no questions asked, spending the money she stashed in her lair to pay the rent month in advance and go on shopping spree, delighted by all the progress that happened throughout last five decades since she decided to bunker down in Tampa, Florida. Except it's not Florida, but ah, who cares about this at this point. Currently on sabbatical from her quest for martial perfection to soak in all the new things about the society first, and enjoying first rays of sunlight since Gods know when after she nicked a protective ring from a vampire who mistook the youthful image she has tried to build for being a rookie vampire, and letting him get away with his hide intact after he blurted out what the ring was. Fair trade.

She has gathered many souvenirs throughout her unlife, and many have mostly sentimental value. The chiton she wore during her mortal life for Herean games (or rather one of successive recreations with part of the original fabric), a saber proudly displayed on her wall, reminding her of her life as a Cossack, a wristwatch she took from a dead German officer as a trophy, her WAC uniform reminding her of that complicated period in her unlife when she was cajoled into working for the government.

For a martial arts enthusiast, she's startingly pragmatic about dealing with small fries who are intent on robbing her or taking her life, but have to prove they are worth unleashing her moves in a death-or-life situation. .45 ACP Colt M1911 she open carries is a effective measuring stick. An enemy is either quick on uptake and agile enough to deal with its subsonic bullets or can shrug off its stopping power, passing the test and proving themselves more worthy of effort.

Weakness:

Bloodrinker: Blood is both her strength and one of her weaknesses, even if she doesn't think of this that way. She has sustain herself on human blood. Drinking too many times from the same person makes her fixated on a mortal to unhealthy degree. The alternative, drinking a fellow vampire's blood, can be even more addicting, something she'd rather avoid.

After drinking blood from the same mortal many times, she risks developing a Lesser Tie to said mortal. It can develop after a second feeding or later when it's narratively appropriate.

Drinking once from the same vampire is considered still safe. Drinking twice develops a Lesser Tie to the vampire. A third drink enthralls her to the point that she develops a Greater Tie to the vampire. The bond lasts for a year.

Starvation: When she's starving for blood, her body is weakened enough that she's less of a danger then when even moderately hungry. She can make still a quick work of a hapless mortal to get what she needs, and she might be even pushed into such an immediate fix in desperation. Her physical stats are downgraded to Amazing, and she cannot actively boost herself as described above due to shortages in blood.

Fire and Sunlight: Fire and sun are anathema to the vampire, and while she can mitigate damage from fire to some extent if she actively uses up the lifeforce within her veins, she has no innate defenses against the burning rays of the sun. Fire inflicts grave burns on her as if she was a sturdier human (Exceptional rank Durability) unless she actively strengthens her body with blood (Incredible rank Durability as the enhancement doesn't work as well as against other types of damage). She cannot protect herself against sunlight in this manner, and her Durability against rays of sun without the protective ring is equivalent to someone with Human rank Durability getting set on fire.
 
Invitation: Nika cannot enter a private dwelling uninvited, and needs to be welcomed first, explicitly or implicitly.

Staking: A stake to the heart paralyzes her just as well as any other vampire of her kind. It's easier said than be done, but it's one of surefire ways to stop her in tracks.

Never Reject A Direct Challenge: She cannot reject a direct, explicit challenge, whether it's something she's good at like martial arts or something entirely else, as long as she has ability to compete against her challenger (for example, she cannot compete when it comes to magic since she has no knowledge of magic).

Intimacies:

Lesser Cause: Martial Arts

Obsession with the martial prowess hasn't consumed her entirely, but she still values it greatly as part of her identity to the point her devotion to pankration imprinted on her blood. Testing herself against fellow athletes and martial artists or even just discussing the finer points of her passion really makes her fired up.

Lesser Principle: "Don't judge one's worth by the circumstances of their birth."

Raised as a mortal in relatively egalitarian society of Scythian people and gravitating towards Cossack society in later stages of her life, she holds various kinds of authoritarians and chauvinists in disdain. On battlefield and in social life, one's worth is measured by their character and competence rather than their origins.

Lesser Principle: "The weak challenge the strong, not the other way around."

Tormenting someone who is not a threat to you is just in poor taste for an immortal champion, but if they challenge you, fighting back respects their courage, even for her it just means testing challengers first before fighting back more seriously. She doesn't view herself as a hero, but she can step in defense of someone weaker, as she believes it's not just something that applies only to her.

Lesser Principle: "It's admirable when someone reaches their prowess on their own, but never dismiss outright a potential apprentice."

When someone asks her for mentorship, she's not inclined to refuse people on principle. She weighs though such requests by many factors. What do they actually want to learn? What kind of mentorship they can endure? Do they know what they are getting into the more serious their wishes are? Do their beliefs clash with her values? From someone who just wants to learn how to exercise more efficiently to someone who actually covets the prowess she currently possesses, her standards and expectations vary wildly regarding potential apprentices.

Lesser Principle: "Don't toy with those who want to kill you. Even if they can't kill you, sparing them would be scornful."

Nika has no dilemma over mowing down obviously weaker challengers if they explicitly want to kill her. If someone declares war on her, it's a war, no matter how one sided it is. This is partly because her ingrained habits as an occassional soldier of fortune, and partly because she's uncomfortable with looking down on her opponents in general. However, in sports and honorable duels, you defeat the weak opponent and help them stand up. There's no room for savagery outside battlefield.

Lesser Tie: Souvenirs (Nostalgia)

As much as she looks toward the future rather than the past, keepsakes from her past 'lifetimes' still hold a sentimental value for her. She will never willingly part with them or sell them, any burglary puts people responsible on her immediate shitlist, effective from the moment she realizes who is responsible for such travesty.

Origin: Pherenike originally was an upper class youth raised in the culture of Graeco-Scythian culture, descending from both peoples, and taking keen interest in athletics, especially martial arts like wrestling that some of young women did practice despite societal pressure. Still unmarried at age of 19, she was allowed to participate in Heraean Games in Elis, one of few outlets in the Greek world for the women interested in sports, even if the competition was limited to running. Her laurel of olive wreathes decayed by now, but the memory of the competition is still engraved into her mind. She doesn't talk about the identity of the one who turned her into a vampire soon afterwards, but she likes to say she wasn't satisfied with her situation at that time and wanted to see for herself how better she could become by leaving her life behind.

Getting away from the suffocating social boundaries of her mortal life, she first chose to hide herself among the masses of her more egalitarian Scythian kinsmen, taking the barbarian lifestyle in stride. No shortage of blood and bloodshed, relative respect for warrior women like her, and faking her own death in a burial ground she arranged for herself in Crimea before too many questions asked, slipping away once in a few generations to either join groups that could stand a sight of a warrior woman in their ranks or infiltrate the society as more sedentary high-born woman if the societal life at the time intrigued her enough to tolerate a few decades without particising her art overtly.

This cycle got finally disturbed in 1942 when a group of Nazi archeologists disturbed her burial site, some getting away with her gold and items of sentimental value and some getting eaten by her first. Tracking down the perpetrators across whole Europe and mingling with successive partisan groups, she finally made her way to Bavaria to deliver final acts of justice and reclaim her treasures. The world got too interesting and egalitarian for her to just stop, and she decided to finally change her routine. Her vigilante spree attracted a bit too much attention from the U.S. Government, whose agents were actually bold enough to give her an offer she couldn't refuse: work for us for or you will be treated like an enemy from now on. Of course, she could refuse, deal with the consequences, and she was probably skillful enough to slip away from Bavaria relatively unharmed. But there were still remnants of people who crossed her around, and the commanding officer was enough brazen to treat her like a soldier under his temporary command rather than someone larger than life. She liked the attitude, and was willing to go along with those Yanks.

And so she officially got enlisted as a member of Women Army Corps, got new identity out of the deal, endured doing non-combat roles as part of her cover and got unofficially brought around to fight remnants of Deutsche Ahneberbe who had a bit too much occult knowledge and not enough sanity to be left alive. After the project finished, she retired and moved to the United States, occassionally reactivated as agent for missions in Third World when CIA needed some firepower to fight guerillas and warlords with their own occult back up. When the situation calmed down in late 1970s and it looked like detente was shaping to become a norm during Ford and Carter's administrations, she decided to pass time in hibernation for more interesting times but made it challenging to find her lair through vague instructions. Of course, some spooks could plan to off her, but those who wanted to enlist her again had to use their minds to find her again.

She got a bit more in bargain than she expected, still figuring out out how the hell heir resting place switch places from Tampa, Florida to this confusing sprawl of a place.
Title: Re: Character Sheet Thread
Post by: yinsukin on September 30, 2020, 11:07:04 PM
Name: Evan Johnson (Mage of Lies)

Race: Human

Age: 27

Height: 6"5'

Weight: 140Ib

Appearance: (https://i.imgur.com/a1lpYLw.png)

Physical Attributes

Strength: Amazing

Agility: Incredible

Durability: Amazing

Willpower: Gritty

Magic: None.  This man is a fraud.

Magic Resistance: Seriously hit him with a lightning bolt or something.  He will fry like the rest.

Other Abilities:

Flash step (Legendary):  Evan is a thief with transcendent skill, able to perform thievery based actions with no peer.  The second you turn your attention away from the item in question is the moment the item will be stolen.  Evan those able to move with heroic speed will have trouble even perceiving his movements.  To most, when he steals, it is as if he is teleporting items from others to himself.

Hacking:  Evan has the computational abilities of a supercomputer.  When applied to hacking, he is capable of superhuman feats.  So long as he has access to a system, he has more control of it than the creators could ever hope to have. 

Near instant preparation:  Evan is a slippery bastard, capable of setting up traps in real time, in almost impossible ways.  If you let him move around enough, he can set up a bunch of wires, set up hologram decoys, or even playing card related traps.

Assets:

String (Legendary durability):  Evan carries special military-grade string that is on unmatched in terms of its durability and effectiveness.  So long as it is not dull, this string can even be used to slice through cars.  For example, a web made on the street could slice up every single car that flies through it, if he so desired.

Playing cards (Heroic cutting power):  Its a regular deck of playing cards, but they might as well be throwing knives.  Yes, one of Even’s extremely specific skills is to be able to throw playing cards with enough skill to weaponize them.  With a single throw, the card’s edge somehow becomes as sharp as a blade, ripping through bone in some cases.

Grappling hook:  Its a grappling hook batman style that allows Evan to pull off all kinds of vigilante nonsense.  Once it has latched onto an object or person, he can use it to pull them closer.  Of course, he can also use it to swing from building to building, getting some extra height.

Net (Fantastic Durability):  Its a big net tough enough to contain a beast.  It is contained within a metal ball.  It does have another interesting property, mainly that of camouflage.  It can blend in with the environment, thanks to holographic technology.

Hologram projectors:  Another gadget contained within a metal ball, this allows Evan to create a projection of himself.  These projections may be live or prerecorded depending on what the situation calls for.

Intimacies:

Greater Principle:  "I want to understand your smile."
Lesser Cause:  To put on the world's greatest show.
Lesser principle:  "I refuse to turn my back on your tears."
Greater tie: Adam (Brother).
Lesser tie: John (Profound fascination).
Lesser tie: Morris (His Alfred)

Origin:

In the year 3000 the world had long been ruled by a terrible dictator.  It turns out that when you build a company that has access to all the data in the world, including the military, its easy to make the nations of the world bend to your will.  With advanced military tech, he was able to maintain it.  The average cop had access to iron man suits, while swat teams were advanced super robots.  All attempts at rebellion were swiftly crushed.  One man stood in their way, a man named Adam and his freedom fighting force.  Although even he was only delaying the inevitable. 

In this world of complete oppression, Evan took on the alter ego of the mage of lies, an entertainer who would bring smiles back to the people, one by one.  Eventually the government caught up to him too and he was executed.  Although, rather than die, he was whisked away to the nexus, never to be seen again.