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 Destin Fitzroy

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Posts : 2151
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Join date : 2012-09-05
Age : 24
Location : Kentucky

Character sheet
Name: Haru
Age: 23
Species: Vampire

PostSubject: Destin Fitzroy   Wed Aug 06, 2014 11:47 pm

Basics
Full Name: Destin Fitzroy.
Meaning of Name: Determined son of the king.
*Nickname: Des, Roy.
Astrological Sign: Leo.
Sex: Male.
Species: Vampire and Reaper.

Human Appearance
Human Age: 20.
Human Eye Color: Blue.
Human Hair Color: Black.
Type of Build/Body:  Muscular and well built.
Height: 6'1".
Weight: 185 lbs.
Distinguishing Marks: Destin has two tattoos. The largest of which is a tribal looking circle with the Kanji for "bleed" in the center located in the center of his back. This is likely due to the fact that he is well known for his strength and baseball bat scythe.



The second tattoo Destin has is located in his left arm and is simply a double tribal arrow. This is his class symbol letting other reapers know that he is a judge.



The cross earring Destin always wears has a secret. This earring also doubles as his second scythe. This scythe transforms into a sword. However, it is a rare situation that Destin will even reveal his scythe to anyone, let alone use it to reap a soul.

Sword:


Traits
Skills:

  • Vampire- Destin has the normal vampire fangs, sharp uppers and sharp lower as well. Claws which extend, a highly adjusting healing and regenerating healing factor. Heightened stamina, reflexes and durability. He has all of the attributes of a vampire.



  • Enhanced agility- Users with this ability can go from one motion to another effortlessly, effectively dodge attacks, swing from things easily, sprint, do back-flips and numerous other gymnastic, athletic and martial implements with little effort.

    Agility is "the ability to rapidly respond or change by adapting its initial stable configuration", the ability to change the body's position efficiently, and requires the integration of isolated movement skills using a combination of balance, bodily coordination, speed, reflexes, strength and endurance.



  • Enhanced Balance- Sense of equilibrium and ability to use it well.



  • Enhanced Vision- Can see with amazing clarity, distance, or color, even in a different spectrum of light or into other dimensions.



  • Enhanced Hearing- Ears pick up every single sound, and can decipher layer upon layer of noise; has the ability to pick up a conversation from a mile away in a busy city.



  • Enhanced Smell- Users can detect specific smells, and locate their origin. Some may even be able to tell if some one is lying by which hormones they excrete.



  • Enhanced Taste- Users may be able to detect poisons or other problems, Usually accompanies enhanced smell.



  • Accelerated Perception- Can slow down the user's perception of time.



  • Energy Sensing- Sense all forms of energy.



  • Chronolock- The user exists outside of time and space and as such are immune to just about anything that would affect or harm them: if time should stop then the user would not be affected. If reality would change, the user would remember both the previous and have knowledge of differences from the old to the new. If the area around the user explodes or the planet which they are on vanish or does not exist any more the user is not affected since they don't exist inside space.



  • Life-force Manipulation- Users can sense, generate and manipulate the fundamental force that allows life to appear/exist, grow and flourish throughout the universe. They are able to control their own personal life-force that dwells within them, allowing them to achieve untold power and great abilities considered to be beyond that of normal beings. Users use physical, spiritual, and mental powers to control their life force.

    Limitations

    • May require a genetic connector to the source.
      Using too much life force may cause one to become exhausted, shorten one's lifespan, or die.
      User may be required to absorb life energy from others in order to sustain life after natural death.




Tomb Spells he knows:
1st Rank


    • Disguise Self- You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

      The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.


    • Detect Poison- You determine whether a creature, object, or area has been poisoned or is poisonous. You can, if your rank is high enough, determine the exact type of poison.

      The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


    • Feather Fall- The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet). However, when the spell duration expires, a normal rate of falling resumes.

      The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

      You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall.

      This spell has no special effect on ranged weapons unless they are falling quite a distance.

      Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.


    • Ghost Sound- Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

      The volume of sound created depends on your level. You can produce as much noise as four normal humans per level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created.

      The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

      Ghost sound can enhance the effectiveness of a silent image spell.

      Ghost sound can be made permanent with a permanency spell.


    • Obscuring Mist- A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet.

      A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 2 posts. A strong wind (21+ mph) disperses the fog in 1 post. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

      This spell does not function underwater.


    • Sleep- A sleep spell causes a magical slumber to come upon a creature or creatures (no more than three). Creatures with the lowest power levels are affected first.

      Among creatures with equal power, those who are closest to the spell’s point of origin are affected first.

      Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not.

      Sleep does not target unconscious creatures, or constructs.


    • True Strike- You gain temporary, intuitive insight into the immediate future during your next attack.



2nd Rank


    • Cat’s Grace- The transmuted creature becomes more graceful, agile, and coordinated. The spell grants an enhancement of dexterity and Reflex.


    • Darkness- This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area are concealed (20% miss chance). Even creatures that can normally see in such conditions (such as with dark-vision or low-light vision) have the miss chance in an area shrouded in magical darkness.

      Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

      If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

      Darkness counters or dispels any light spell of equal or lower spell level.


    • Fox’s Cunning- The transmuted creature becomes smarter. The spell grants an enhanced intelligence. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save is that spells they cast while under this spell’s effect do increase.


    • True Seeing- You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement spells, sees invisible creatures or objects normally, sees through illusions, and sees the true form of poly-morphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal/Astral Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.

      True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment spells, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.


    • Illusory Script- You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character, although an illusionist recognizes it as illusory script.

      Any unauthorized creature attempting to read the script triggers a potent illusory effect. Only those with a high rank or power level can look away with only a mild sense of disorientation. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.

      The casting time depends on how long a message you wish to write, but it is always at least 1 minute.


    • Invisibility- The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

      Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries that extends more than 10 feet from it becomes visible.

      Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe.

      Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.

      Invisibility can be made permanent (on objects only) with a permanency spell.


    • Without A Trace- The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by non-magical means.


    • Spider Climb- The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The subject gains a climbing area of 20 feet; furthermore, it need not speak the spell to traverse a vertical or horizontal surface (even upside down).

      A spider climbing creature retains its dexterity (if any) while climbing, and opponents get no special bonus to their attacks against it.



3rd Rank


    • Deep Slumber- This spell functions like sleep, except that it affects 10 creatures.


    • Deeper Darkness- This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.

      Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

      Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.


    • Evil WardingThis spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

      First, the subject gains a greater deflection rate and a greater resistance. Both these apply against attacks made or effects created by evil creatures.

      Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person).

      The barrier does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil. If the barrier fades before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature/being. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless.

      Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good/holy/divine summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.


    • Misdirection- By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object is safe from this effect.

      Detection spells provide information based on the second object rather than on the actual target of the detection.

      This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).


    • Non-detection- The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, location, and detect spells. Non-detection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must be a power level higher than the level of the spellcaster who cast non-detection.

      If cast on a creature, non-detection wards the creature’s gear as well as the creature itself.



4th Rank

  • Clairaudience/Clairvoyance- Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need sight, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired.

    Unlike other vision/seeing spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect.

    Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.


  • Dimension Door- You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. You can bring along objects as long as their weight doesn't exceed what you can lift. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

    If there is no free space within 100 feet, you and each creature traveling with you are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet or spell simply fails if there is no free space at all.


  • Freedom of Movement- This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.

    The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.

    The freedom of movement spell does not, however, allow water breathing.

Basic Reaper Skills

  • Summoning- Beginning at Class 2 a Reaper can summon his/her chosen weapon from an extra dimensional pocket.


  • Ethereal Jaunt- Beginning at Class 2 the Reaper can enter the ethereal/Astral plane for 3 posts. This improves to 6 posts a Class 3. At Class 5, the Reaper can freely enter the ethereal plane for as long as they wish.


  • Leaping- This ability functions like dimension door except that the Reaper does not require any thought or spoken incantation (It's like Flash Step on Bleach).


  • Death Aura- All Rapers of Class 2 and higher carry this 'ability' with them. their aura is heavy and causes many to freeze or become fearful of the Reaper.


  • Death's Door- Unlike the Darkness spells, this is only an ability used during the actual reaping of a soul. Darkness that becomes a barrier surrounds the targeted creature.

    Should they try to escape the are, they will only run in circles, thus ending right back up where they started. This only activates on the Reaper's will and does not have to be used.


  • Mask of Death- The Reaper can summon a skull mask on his face and those who see it see their deaths. The mask disappears after 1 posting turn and can be used up to three posting turns.


Attitude/Personality: Destin loves the new and extraordinary, despises dull, regular routines and if this is what he is faced with, he will simply create his own drama and excitement. This makes Destin prone to stir up a situation out of nowhere just for something to keep his vivacious temperament satisfied. Destin has an amazing ability to bounce back from any feelings of despair or unfortunate events. He does not like to be unhappy, it hurts his pride so he will take matters into his own hands and make things right again. Destin could come into conflict with other powerhouse type of people who will not take orders and not give an inch, Destin will not budge his opinion, he will understand and accept opinions of others but he does not take well to people who try to impose their beliefs on him. Destin most often seems to have the temperament of a demanding, spoiled child but this is only shown if someone steps on the boundaries of his personal space or personal beliefs.  

Destin is extremely sensitive, but hides that very well. He loves praise and flattery, but demands respect and adoration.

Destin is all about pride. This can cause him to be self-centered, but the warmth of his heart keeps it under control. If his audience do not provide the needed appreciation, he is too proud to ask for it and will suffer a hurt ego, but no one will ever know and he will suffer in silence. The secret of Destin is that he needs to be needed.

Despite all of his selfishness, Destin is an extremely warm-hearted man who is loyal til the end. He will stand by anyone he believes in no matter if they're right or wrong. He is a very independent individual who will suffer in silence at the expense of another all in the name of pride and loyalty.

In the face of danger, Destin is confident and strong. He'll fight until his body has been torn apart and can no longer continue. If he's fighting for you, you had better believe that he will win or die trying.

Stubborn and prideful, Destin will not give up easily no matter the cost, but because of his stubbornness, he can often times come off as cocky or overconfident. This is just his nature, but when alone, he is a very reflective, kind man who can be just as gentle as he is brash and selfish.

Despite all of his pride and selfishness, he's a very aloof man. He'd rather watch from a distance than to be overly social despite his amazing social skills and shining personality when socializing. He's a man who rather likes silence and solitude. He may be fiery and opinionated, but he'd rather be off by himself.

Talents: A great actor, he's famous for his roles along side Ryūketsu Ryōken.

Images For character:




Background
History: Destin grew up in America. Raised in the city, he grew up in the slums of New York. He grew up with drive by shootings and women being raped. He grew up where drug dealing and jump ins were a common sight to see. He grew up where it was common for him to never have enough food in his stomach.

His home life was filled with screaming and the sounds of breaking objects as his parents fought about how they were going to get more money and who had spent too much on something even though they needed it for living or work. He wore old, thread bare clothes that were either too big or too small. He was constantly bullied and laughed at. He hated his life as a young child. He hated having to put up with being bullied for a life he had never asked for. Why did he have to be born into poverty? why did he have to be the one to deal with the shit life of a kid who lived in the slums? He never believed his hate would turn into regret.

As a boy in Jr. High, Destin came home to the most damaging sight. Both of his parents slaughtered. Blood painted the walls like some piece of crap splatter painting in a art gallery. How...How could he have wished he had been taken out of the life he had with his parents? Why had he wished he had been given a chance to move into a new life? This wasn't the way he had wanted it to happen. This wasn't supposed to happen...

Put into the system, he traveled through a countless number of homes. He never stayed there long. He would either be moved to a new family, or the family would abuse him because he was a 'street rat'. He was kicked and punched, beaten and screamed at. His hair would be pulled, he would be thrown into things and no one would care what happened to him. This was the price he paid for needing to have a home of some kind....

When he reached the age of 18, he was freed of the system and forced out onto the streets. By this time though, he had made it into high school. He had become a rather cold individual who only wanted money to support his life as a student. In order to keep his apartment and to pay bills and stuff, he became part of a gang. He had become really well known, going by the name "Roy" he would beat down others with a bat for their money or anything he was told to do because he had no other means of survival. If they told him to get on the bed and take their abuse, he would comply. He had no other options. He wasn't good at anything except athletics and Drama Club.
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