(All characters can be as powerful as they want, as long as they are balanced with proper weaknesses.) Powers
- Spoiler:
Power 1: ~ Vampire ~ - Grants superhuman Strength, Endurance, Stamina, and Reflexes. Along with enhanced senses.
Power 2: ~ Danger Sensory ~ Sixteen has the power to sense when immediate danger is incoming aiming at him directly or hidden. Due to its power it's very limited by only range, but the sense itself is powerful. The sense detects threats once in range instantly, the direction it's coming from and it's aim on the body and sends it directly to his brain; If threat is familiar or sensed before in the past the sensory break down is instantaneous. This is a primary sense, even when he isn't in combat the sense is always passive - active and detecting possible threats in his head. The closer the threat is to him, the faster he can break down the threat, this includes intent, traps, and combative moves. Distance is 30 meter diameter. Power 3: ~ Speedster ~ Sixteen's main super power is his accelerated speed. His speed goes up to Mach 3. He has trained his speed before the vampire change. So he can move at high speeds for prolonged periods of time. His brain can keep up with his movements, as far as perception. He also can fight with his speed throwing Mach punches and kicks. He uses his speed to travel and to quickly take down his opponents. Power 4: ~ Black Lightning ~ This power was given to him as his first gift as a reaper. He can conduct massive amounts of black electricity with the control of a master. More potent than ordinary electricity. Power 5: ~ Electrical absorption ~ He can absorb Lightning from any kind of source, using it to his own advantage; he can even use it to increase his energy power usage. His body didn't come with accelerated regeneration, but if he absorbs electricity his body can use it as a conduit and heal depending on the wound and amount absorbed. Power 6: ~ Energy Construction ~ This power was granted by the witches and warlocks who granted him this body. This energy is flexible, and can be used in multiple ways, for both attack and defense. This involves creating constructs of varying size, including those in the shape of weapons, as well as barriers, blasts and many other forms. If his mind can conceive it, then he can create it with this energy which takes the form of a pure orange energy. The energy, running off of the bodies capability; if it's injured then his powers won't work as effectively.
Weakness(es)
- Spoiler:
Weakness 1: ~ Wood: Major ~ Wood can go straight through his endurance and cause extreme amounts of pain. He is even weak to toothpicks. Weakness 2: ~ Salt: Major ~ Funny. He can consume salt. If a large amount of salt gets on his skin, whatever limb will cause it to revert to normal status. Ex. Salt gets on his left arm, his left arm will be rendered back to human level strength & durability. If salt is poured around a building, his whole body can't enter the area. A barrier he can't pass by natural means. Weakness 3: ~ Open minded: Major ~ Mind readers can read his mind more easily then others, and have access to finding out his Wood, Salt, and cross weakness. (PC donesn't need permission to read/speak telepathy) Weakness 4: ~ Water ~ Of course he can drink water and take a shower. But this body he is harboring renders him useless in the water. His weight increases three times in the water, making him extremely heavy. He can't drown to death, but he can sink to a bottom of an ocean; which leads us to his next weakness. Weakness 5: ~ Water: Part two ~ Because of his condition of water, he is completely scared of doing anything around large bodies of water. His fear cost him money, clients, and his reputation. The thought of sinking to the bottom of a large body of water, choking and unable to move cripples him.
Weakness 6: ~ Cross: Major ~ Good old fashion cross. Crosses of any kinds, can burn him like fire. One of the old school weaknesses. Weakness 7: ~ Senses overload ~ His five senses can be overloaded and can lead a big opening to a fatal attack. Weakness 8: Anti-Magic: His body power can be depleted down by methods that would normally cut down magic, leaving him with less power at his disposal. - His body being created by magic, it can do serious damage. - It can decrease the power of energy he can use massively. Weakness 9: Magical beacon: 16 is easy to detect for people that can sense magical energies, he has a powerful dark aura invisible to the naked eye. It can be sensed instantaneously. Weakness 10: Light Magic: Magics that are considered good or light tend to do more damage against him, such as holy magics and simply light magic. Weakness 11: ~ PTSD ~ 16 suffers from a mental Illness called 'Post traumatic stress disorder'. This is the result of his breath taking lifestyle but more so, a couple of actual terrifying moments in his life. It's because of his PTSD he actually over thinks situations in and out of combat, he has to mentally have an escape route in every area he steps foot in. His mind is a skeptical prison, which means sometimes his extra steps leads to his downfall. This also can mean fighting a trickery opponent could prove to be much more difficult than others.
RP Mechanics
RP Mechanic(s):
- Spoiler:
Perfectly Charmed Host (RP Mechanic) : The body Sixteen is currently harboring is an actually magically created Vampire body. The body is identical to his human form, in most aspects. - As his body is a Vampire, he has fangs that are usually hidden with a small lust for blood. - Unlike normal vampires he won't desiccate if he doesn't have blood, but he will start to get mental side effects such as . - He can walk in the daylight. - His emotions are enheightened, that means every emotion he feel is increased dramatically! - His body however only true side effect is that a spirit somehow got inside the body as well, so he technically has someone to talk to and unfortunately if he's not careful he can take control of his body. - This body stays at it's prime. The spell retain it's form, allowing him to live in that body as long as he wants. As long as someone doesn't kill it. - Small healing factor when not in combat situations. - Immunity to infections and diseases by ordinary human means; can go all night. - If killed in combat, 16's reaper soul will detach itself from it's lifeless host and make it's way into another body he created. Destroying his body will bring him down a couple of notches but won't stop him completely.
Imperceptibility (RP Mechanic): As a Reaper, usually any host he harbors can't be seen by cameras, no physical, and his blood will dry out into complete nothingness. His host harbor no DNA.
Body Power ~ "My body is my greatest weapon second to my brain, the intense workouts and skills given to me made me scared of myself at first. I was constantly fighting, everyday combat experience was growing everyday to the point where my body was so used to fighting I almost became consumed with it. They taught me so many forms of combat it always came down to lethal and non-lethal tactics. They trained me to be able to be a destructive combatant, I've taken down many opponents with my barehanded without being touched. I've been able to move quickly and push my body to places I've never achieved before." - 16
Parkour & Flexibility: Sixteen has been trained to be able to be able to climb, flip, jump and move through any kind of obstacle. Able to bend his body to it's highest degree for things like flips, splits and elastic movements. Augmented in his super speed and Martial arts.
Stealth: Sixteen has the ability to infiltrate fortresses without being seen, analyze best steps on different material to not be heard and use this skill for in and out of combat situations. He was mostly used to sneak inside of areas, plant bombs and sneak out killing many without even being seen.
Weapon & Gadgets: He has a vast number of weapons he has used and trained with, modern style; Swords, Staffs, umbrellas, Batons, Scythes, Chains, and the list goes on. Guns are nice around his fingers as well, sniper rifles, hand guns and lets not forget rocket launchers; He's definitely a expert marksmen, known for killing with guns just as well as his close combat weapons. - Let's not forget his own special gadgets. His mental armory goes on.
Expert Combatant and Martial Artist: This particular feature is one of this greatest not only accomplishments but his legacy. Unlike most of his ex teammates this was a factor that he focused on, trained so hard mother fuckers had to find him, that shit's crazy. He has trained in so many different styles, he claim none of them but all of them at the same time. He was already a stone cold fighter before his speed enhancements, now his skills and fury has increased to a point of being arguably one of the best close quarter specialist in the world.
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Brain Power ~ "For combat and further enhancement purposes, we had drills and lessons. But for pure knowledge they had a super computer in which had a small machine that allows whoever controlling it to transfer memories and dreams into a brain. Crazy right? It worked on me. Stretching my capacity and range of knowledge to point’s unthinkable back then ... Admitted because of that it showed me how to do everything. Here is a list of things mostly given to me artificially but a good portion learned" - 16
Tactical Specialist: Admitted, the computer implanted military tactics, forms and plans into his brain. Along with books of wisdom like "Art of War" along with video game tactics and so much more. So he is able to effectively plan as in acting and or reacting given almost no time to place pieces to go. He has a special style of thinking, due to his brain being so vast he is able to create predictions based off his imagination making him able to act effectively. It's looked at by common folks as a super power, but it's not just a big imagination, possibilities, theories and action in his case.
Bomb Corps: One of 16's favored effective parts of his brain, they placed him in the explosive unit; He has dealt with some of the most potent bombs and can find things and create something that surely goes boom. Military bombs are the least he worked with, nuclear and anything around that area is the shit he rocks with. Deactivating and creating bombs or explosives is one of his good qualities - Now his super speed mixed, his tactical mind, and explosive goodies he is a bit more of a force to be reckoned with.
Detective & Anti Detective Skills: "Being an assassin isn't about just killing, you have to learn how to track your target; Becomes harder when the target is on to you and either hiding tracks or preparing for a counter attack. I have given and trained to detect clues better than trained detectives as well as hiding those same tracks so I was never there. It's the feeling of knowing you could kill a man and erase your existence of that moment, no one suspects a thing." - 16
Body Language: This actually can be placed in the combat section as well, he is able to read others more easily than others by not only paying closer attention to words but to their body language and emotions. This also gives him an advantage in battle to be able to be just a bit more aware of body actions of others.
Items/Minions
- Spoiler:
Magical Tattoos: Magical Tattoo gun, with the book of tattoos with special attributes to the host. They are invisible to the naked eye and flash when activated, they flash as long as the tattoo's abilty is being used. Weakness: If struck on the tattoo, the tattoo will disappear and need to be re-tattooed. The strike doesn't have to be hard, just enough to damage even the skin is enough. If you can sense mystical/magical energy you can see them.
Name: Smoke Screen Tattoo Abilty: It ignites a thick smoke screen through the immediate area. Range is about twenty five meters. It can be released through multiple ways. Usually used for suprise attacks, escapes and flare. Duration: 2 post - Can only use 3 times in a topic. Description: The appearance is a cloud, the location on the host is the back of his left shoulder blade. The color it flashes is a grey color.
Name: Safety Teleportation Tattoo Abilty: - Teleports Sixteen in a crisis 50 meters away from the inital location. 2 time a topic Item. Description: appearance is a heart, located in his left armpit.
Name: Quick Draw Tattoo Abilty: - Pocket space inside the tattoo that allows him to quickly access his weapons and tools. This could vary from swords to guns, even broad swords and rocket launchers. Description: It's a line on his left palm, the tattoo is on top of the line(break his palm).
Name: Warm Light Tattoo Abilty: Non-Combat Purposes: Emits a bright but unharmful light encase of darkness, and a warmth the closer you are to the host. Orange color, range 10 meters.
Combat Purposes: Solar Flare a yellow light outward at an attempt to blind and harm enemies eyes. Hindering vision and creating an opening. Drawback: Cooldown: 2x the duration Description: The appearance of the tattoo is a sun, located right under the neck a few centimeters in the center of his chest. It glows instead of flashes due to it's specific nature, color varies.
Name: Light Energy Web Tattoo Abilities: Non-Combat Purposes: This is actually a versitle but small amount of energy that allows the host to release energy webs from his hands and or wrist. The properties is like a spider web kind of flexiblity, but hard enough to grab on to things. Primary purpose is for fast movement purposes, latching onto things pulling him, basically a energy grappling hook.
Combat Purposes: He can manfiest it into a web to stick or latch onto things, this energy allows it to be light enough to be thrown, of course their is a limit of what the energy can allow him to hurl. Can manifest and form it also into chains, whips, and anything that he can think of defensive or offensive for usual close-mid combat. The moment someone get's trapped or stabbed with the web, they are more then light enough to be lifted, pulled or yanked. Lift/Grab limit: 300 lbs. Anything over weight will retain it's weight. Drawback: Whatever is manifested can only stretch out to 20 meters. It has to stay connected to his arms, they are weak against offensive weapons/strikes. Cooldown: x3 duration (Combat purposes) Description: The appearance of the tattoo is a spider on the left arm about 5 centimeters below the wrist line going under. Light blue.
Name: Condensed Energy Palm Abilities: - Shoots a powerful energy blast ranging from 200 meters away long range, to a powerful short ranged shot gun blast. - Property is Purple energy, cause small shockwave when connect. Description: Magic in the gloves, color is a purple with metal plates around it. Weakness: Gloves are weak despite the metal material, can be worn by anyone, and break very easily.
Name: Wind Dragon Tattoo Abilities: - Mystical Wind magic Tattoo which allows 16 to move at high speed without getting ripped to shreds by his own speed. This Tattoo is passive, and activates instantanously when he is moving at a rate and type of movement that could put him in danger. The tattoo creates a insivible, thin, and very strong layer of wind magical energy on his skin protecting him from the laws of nature. Description: Located on his right ankle, a grey bird that flashes when activated.
Name: Lightning's Rib Abilities: - 5 ft, black base with ends a baby blue. - Holds Lightning magic stored within, with it the host can channel it and deliver powerful electrified attacks. - Seal at the center, allowing him to attach and detatch it into either two batons or the original; A Bo-Staff. Description: Created By Shi Ryurou, for his graduation present. Weakness: Water can electrify the welider if lightning is being generated.
Physical Priority 1. Reaction 2. Agility 3. Endurance 4. Strength
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