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 Ander Damon Biast

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Join date : 2012-09-05
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Character sheet
Name: Haru
Age: 23
Species: Vampire

PostSubject: Ander Damon Biast   Sun May 24, 2015 1:46 am

.:Basics:.
Full Name: Ander Damon Biast.
Meaning of Name: "Man (who) tames beasts".
*Nickname: Andre.
*Alias(es): Damon.
*Sexuality: Gay.
Sex: Male.
Species: Vampire and Reaper.

.:Vampire Information:.
Blood Rank: Common Blood.
Born/Sired: Sired.
Vampire/Crusnik: Vampire.
Common/Nobility: Common.
Clan: None.
Classification: Day Walker.

.:Reaper Information:.
Class: Altessa.
Rank: Death's Fortitude.
Special Rank: Handler.
Description: Handlers are a special rank among Reapers. Handlers are retainers, or handlers of Death Hounds, a special breed of hound handled only by special reapers or Death Himself. Death Hounds are known for their tracking skills, and many are notorious for being ruthless and vicious creatures who will only yield for their masters.

.:Human Appearance:.
Human Age: 22.
Human Eye Color: Gold.
Human Hair Color: Black.
Type of Build/Body: Tall, Lean, and muscular.
Height: 6' 7".
Weight: 200 lbs.
Distinguishing Marks:  Damon is really easy to pick out of a crowd simply because of the large amount of scars that are all over his body. His hands, face and legs weren't even spared in the scarring.

Another thing that makes him stand out, are the two tattoos on the inside of his palms. These tattoos also appear as glowing spell/casting circles when he casts a spell with the coinciding scythe.

The first of these is located on his right palm and is a representation of his affiliation with lightning.


The second is located on his left palm and is a representation of his affiliation with darkness.


Image(s) For character:




Attitude/Personality:  Usually disrespectful, even to his fellow Reapers. He seems to be careless about what others think, often goading them. He can be reckless in most things, always looking ahead and never looking back. He'll never hesitate, even of the smallest of things and will often do things without remorse- this includes him taking up his position as a reaper.

Damon also has confidence in his abilities, and because of this, he enjoys fighting and war. He takes pleasure butchering his enemies and loves the sight of blood. This likely stems from his unique scythes, causing him to fight almost barehanded. Damon will almost always get in close and personal, allowing him to see right into the eyes of the one he was taking down. Damon also doesn't mind injuring and attacking innocent bystanders of his fights. However, he also seems to hold deep grudges so be careful when upsetting or hurting him emotionally as he could hold a deep grudge against the one harming him.

However, despite his eccentric seeming personality, he is a serious person. He has a tendency to get to the point. He is rather calm, and prone to slight arrogance, always being confident in his power, as noted for always smiling even while being in the middle of an enemy territory.

However, Damon also has a nice and extremely caring side to him, especially towards Kiten.

*Talents: He is a good actor.

.:Scythe Information:.
Name: Fulgor.
Type: Ring.
Description: A ring worn on his right hand, Fulgor is a small item that packs a punch. Don't let the size of this scythe fool you, it can cast destructive lightning spells that can kill with a single strike if they hit their intended target.
Strengths: Strong against mechanical objects/mechanisms, water and metal.
Weaknesses: Generally weak against things of the earth element.
Abilities:  

  • Sparks- When cast, the spell sprays a jet of electricity continuously.



  • Lightning Bolt- Casting this spell causes a bolt of electricity to fling at the intended target. Unlike Sparks, which sprays a jet of electricity continuously, Lightning Bolt must be charged momentarily, then fired.



  • Chain Lightning- Deals massive lightning damage to several adjacent creatures (up to 4), starting with the selected one. Every next creature in the chain gets the half of the damage inflicted to the previous one.



  • Thunderbolt- When cast, the spell shoots out a large blast of electricity that deals a high level of damage to an intended target. However, Thunderbolt must be momentarily charged, then fired, leaving a window of attack open if there isn't a person to guard the caster.

Image(s):


Name: Abyzou.
Type: Pendant.
Description: At first glance, this black and gold pendant worn on a black chain around his neck may seem harmless, but it's actually quite the destructive item. Able to cast dark magic spells that can destroy large areas at once, the magic it contains can kill an intended target with one strike.
Strengths: Strong against all other elements and can cancel out psychic abilities/powers.
Weaknesses: Generally weak against light spells/magic.
Abilities:  

  • Dark Nova- When cast, the spell causes an orb of dark energy to shoot towards an enemy. However, this spell takes a few moments to charge, leaving a window of attack open if there isn't a person to guard the caster.


  • Darkburst- When cast, the spell shoots out a large blast of darkness that deals a high level of damage to an intended target. However, the spell must be momentarily charged, then fired, leaving a window of attack open if there isn't a person to guard the caster.

Image(s):


Name: Scur.
Type: Glove/Claw.
Description:
Strengths: Strong against mechanical objects/mechanisms, water, metal, and can cancel out psychic abilities/powers.
Weaknesses: Generally weak against light spells/magic, and things of the earth element.
Abilities:  

  • Sparks- When cast, the spell sprays a jet of electricity continuously.



  • Lightning Bolt- Casting this spell causes a bolt of electricity to fling at the intended target. Unlike Sparks, which sprays a jet of electricity continuously, Lightning Bolt must be charged momentarily, then fired.



  • Chain Lightning- Deals massive lightning damage to several adjacent creatures (up to 4), starting with the selected one. Every next creature in the chain gets the half of the damage inflicted to the previous one.



  • Thunderbolt- When cast, the spell shoots out a large blast of electricity that deals a high level of damage to an intended target. However, Thunderbolt must be momentarily charged, then fired, leaving a window of attack open if there isn't a person to guard the caster.



  • Dark Nova- When cast, the spell causes an orb of dark energy to shoot towards an enemy. However, this spell takes a few moments to charge, leaving a window of attack open if there isn't a person to guard the caster.



  • Darkburst- When cast, the spell shoots out a large blast of darkness that deals a high level of damage to an intended target. However, the spell must be momentarily charged, then fired, leaving a window of attack open if there isn't a person to guard the caster.



  • Dark Thunder- When cast, the spell shoots out a large blast of black electricity that deals a high level of damage to an intended target. Unlike the Thunderbolt and Darkblast spells, this ability can be used almost instantly, but larger attacks still require a charge time that leave a window of attack open if there isn't a person to guard the caster.

Image(s):


.:Abilities:.
Spells:
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 darkvision 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.


    • Greater Invisibility- This spell functions like invisibility, except that it doesn't end if the subject attacks.


    • Locate Creature- This spell functions like locate object, except this spell locates a known or familiar creature.

      You slowly search and will sense the creature when you are facing in the direction of the creature is in, provided it is within range. You also know in which direction the creature is moving, if any.

      The spell can locate a creature of a specific kind or a specific creature known to you. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.

      Running water blocks the spell. It cannot detect objects. It can be fooled by illusion, non-detection, and poly-morph spells.




5th Rank


    • False Life- You harness the power of un-life to grant yourself or another creature a limited ability to avoid death.


    • Erase- Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell.

      Non-magical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing non-magical writing is only 90%.

      Magic writing must be touched to be erased.


    • Enervation- You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. If the subject is of a lower level than the caster, it dies.

      Assuming the subject survives, it regains lost life force after a number of hours equal to your level (maximum 4 posts). Usually, this has a chance of permanently draining the victim’s life force, but the negative levels from enervation don’t last long enough to do so.

      An undead creature struck by the ray temporarily gains a boost in attacking power per 1 post.


    • Soul Swap- a demonic incantation written and cast to switch souls with a creature temporarily.

      It requires a lock of hair belonging to whoever the caster wishes to switch souls with, as well as their blood to be exchanged.



*Special Abilities:

  • Supernatural Beauty-User is supremely beautiful and use it to affect others. This power is divided into two separate but interlocking aspects:

    The user is always, and under any circumstances, physically, personally and socially perfect, graceful and flawless, without anything that would make them look unattractive or distract from their presence. They are perfectly aware how to increase their appeal by apparel, action or choice of words, but even these are simply details to enhance their natural appeal. For example, someone with this ability rising straight from the bed after hard nights partying and wearing rattiest possible clothes would make even best supermodel primped to perfection look homely in comparison.

    Secondly user is able to affect other people, both by affecting their minds, emitting pheromones and generally being a perfect companion and/or object of admiration. At the lower level user could make complete stranger treat them like their closest friend in only a few minutes and be perfectly willing to help them in any way they need. Someone with more power could make anyone treat them like someone who is privileged to do and get anything they wish and be admired and even loved for it. At the higher level user could make people fulfill their smallest suggestion, although not against their deepest principles. At the most powerful they could simply eradicate free will, making everyone slavishly devoted to the user and willing to do anything to please them.

  • Supernatural Survivability-The user is able to survive massive and even horrific injuries or damage, or almost any level of danger or circumstances. In some cases simply managing to cheat death even in seemingly inescapable and deadly situations.

  • Unnatural Presence- The user's mere presence in an area or proximity to an individual can result in bizarre changes to the surrounding areas including loss of superpowers, weather changes, paranoia and hostility in people in the area and inexplicable disasters.On the negative side to the positive effects of a Super star arriving, without being aware were. The feeling of being in the presence of something grand or powerful, of something pure peaceful or in a chaotic situation that everything suddenly will be without explanation alright.

  • Enhanced Agility-User 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.
    Levels

       Peak Human Agility: User's agility is at the peak of perfection. Although, not a supernatural level.
       Supernatural Agility: User's agility is superior to what natural can accomplish
       Absolute Agility: User's ability is limitless, it is impossible to strike the user.  

  • Enhanced Combat-The user is unbelievably skilled in most known forms of fighting. They can be exceptionally proficient in the fighting traditions of a variety of cultures and become advanced with their own individual methods of close quarter combat, including martial arts (from all over the world), boxing, and wrestling. They can also become super-humanly skilled in their use of weaponry.

  • Enhanced Durability-The user's physical durability (ability to endure/resist damage) is extremely high, allowing them to take numerous blows of internal or external assaults before succumbing to the effects.

  • Enhanced Endurance-Users can operate on a low power setting, allowing them to operate for an extended amount of time. They can hold their breath for longer periods of time and remain calm through stressful or painful situations, tolerate extreme hunger, unbearable thirst, and strong urges to sleep.  

  • Enhanced Senses-The user has extremely accurate senses, allowing them to see, hear, smell, taste, touch and/or feel more than an average member of their species.
    The Five Senses:

       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. May even mutate into Echolocation.
       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.
       Enhanced Touch: Some can feel so acutely that to rub the users hand on a paper would be like reading the page, sensing every bump ripple or wave. Some may even be able to tell of distant occurrences felt through vibrations in the earth.
       Enhanced Vision: Can see with amazing clarity, distance, or color, perhaps even in a different spectrum of light or into other dimensions.

  • Enhanced Awareness: All senses are attuned to nearby activity.

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

  • Night Vision -User has excellent night vision, the ability to see in low light conditions or even total darkness. Whether by biological or technological means, night vision is made possible by a combination of two approaches: sufficient spectral range, and sufficient intensity range.

  • Enhanced Speed-Users can move much faster than the average member of their species, some near or at the speed of sound, or even faster. However, this power is not without any ill effects, as it can strain the body, although some users may be resistant or even immune to the effects of high speed travel, including friction, g-force, inertia, etc.

  • Enhanced Strength-Users have incredible ability to defy weight limitations of the member of their race, but not completely break them. Dense, lengthy, or overweight items are easy to move and simple to use in nearly any manner. Users can crush, lift, throw, or catch items of great weight.

  • Regenerative Healing Factor -The user can rapidly regenerate, in other words, they recreate lost or damaged tissues, organs and limbs, sometimes slowing, or even stopping, aging. The rate and amount of healing varies widely (see Levels of Regeneration), some can regrow missing limbs, others must put the limb back in place for rapid regeneration. They are generally in very good physical shape as their bodies are constantly reverting to healthy state.

Weakest Level


  1. Minor to moderate wounds heal near-instantaneously, to the point of as though they never happened.
  2. Lost limbs and internal organs may be completely regenerated.
  3. Damaged nerves can be healed to a certain extent.
  4. Cellular senescence is drastically reduced, if not completely halted, granting decelerated aging/eternal youth.
  5. Critically and fatally damaged cells can regenerate, preventing scars.
  6. User can regenerate as long as the head/brain is damaged to no more than a certain level.
  7. Disease Immunity
  8. User is near-completely unaffected by toxin or drugs.
  9. Destruction of the head is one of the few sure methods to ensure the user of this level's death.
  10. Healing strength may be so powerful, the blood is enriched with healing powers that can be used to heal others.
  11. Tumorous cells may actually be multiplied via regeneration as they are considered living cells.




Normal Level


  1. Cellular regeneration and rejuvenation would be so powerful, the user would be close to true immortality.
  2. Brain cells and nerves can be completely repaired, to the point of keeping the mind intact.
  3. Decapitation can be reduced in effectiveness as the user can reattach their heads an seal the cut.
  4. Contaminant Immunity
  5. User is forever in their optimal health and physical prime.
  6. Tumorous cells will be healed to the point of returning to their optimal, healthy form.
  7. The only way to inflict long term exhaustion and injury on the user is to use attacks faster than the speed of regeneration at a repeated rate.



Royals/Strongest/ Level

  1. User may regenerate completely as long as one cell or even molecule remains intact.
  2. Decapitation would be pointless as user can regenerate a head, or the head can regenerate a whole new body.
  3. Impossible to exhaust or permanently injure, regardless of attack speed.
  4. Removal of soul or temporal erasure are the only methods of killing the user.



  • Blood Consumption-The user can absorb (usually by ingesting) the blood and/or bodily fluids of others for either sustenance, offensive, defensive, or regenerative purposes.

  • Blood Empowerment-User becomes stronger, faster, more durable, etc. when they come into contact with or are near blood, possibly unlocking abilities related to the affinity and enhancing their existing powers. Some users may be able draw sustenance from the blood or even slow or stop aging.

  • Vampirization-The user can transform other beings into vampires. Usually humans are most common in the transformation, but other beings can also become vampires as well.
    Limitations
       Requires a certain action to function, ranging from a bite/blood-sucking to a specific ritual like removing all of the blood in the candidate and replacing it with the vampire's blood.

  • Natural Weaponry-The user possesses some form of natural weaponry, including claws, fangs, horns, beaks, clubbed tails, etc., and know how to use them.

  • Claw Retraction-The user can project and retract razor-sharp claws from their fingertips for offensive purposes.

  • Fang Retraction-The user's teeth are abnormally sharp and can deliver a deadly bite. In some cases, the teeth may even be retractable.

  • Enhanced Bite-The user has particularly strong bite, because of sharp teeth, strong jaw-muscles,  Exactly what they can bite depends on the  jaw-strength,and resilience of their teeth/bite-surface and their shape.


Reaper Abilities:

  • 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.



  • Shadow Jump- The Reaper may jump from one shadow to the other, the total distance cannot exceed 10 ft per post.

    Note: Not all Reapers have this ability. This is an ability class ability that only some groups of Reapers may have.



  • 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.


.:Background:.
History: Born to a German immigrant mother and a California native for a father, Ander was a perfectly healthy happy human child. He learned German from his mother, who had came to America as a refugee during World War II and wanted only to escape the horror it had brought for her and her family at the time. She had been young, only 18 when her father brought her with him to America and she met and married Ander's father when she was only 20.  After Ander was born, things seemed to improve and his father made a good living for him and his family. However, at the peak of his father's career something horrifying happened.

One night, when Ander was only 9 years old, a large rabid dog pulled him out of his bed, teeth gnashing into flesh and large paws swiping massive claws across his face as the best attacked him, mauling him to the point of being near death. What he hadn't realized at the time, was that the beast had forced its way into their suburban home in the middle of the night and mauled his entire family. The beast had killed his little sister, his older brother and his parents. By the time the animal control had arrived, the massive beast had already fled and the EMTs had to rush Ander, who was barely clinging to life, to the hospital for emergency surgery to stop his internal bleeding.

After three corrective surgeries on his face, arms and legs, Ander spent a month in the hospital recovering from his terrifying ordeal. He became just like he used to be, happy and healthy. He had struggled for weeks learning how to walk and run again, but he was a determined young boy who bounced back from that night amazingly well. The hospital staff adored him and he gained their favor in asking to allow him to adopt another dog. At first, they had be shocked, amazed that the 9 year old wasn't afraid. In fact, his enthusiasm was what won them over. With his determination, Ander was taken to the local pound and was allowed to look through all of the dogs. He horrified the staff when he stopped at a lone cage in the back of the pound. A dog who was scheduled for euthanasia the next day. He was an adult male rottweiler named Briggs. He had been captured after he attacked three people and hospitalized them.

The hospital staff pleaded with him to look at the puppies, but Ander refused. He wanted Briggs and only Briggs. Mortified, the pound staff allowed Ander to take Briggs out for a walk. They had warned him that he'd bit, but he didn't care about that, wasn't afraid of the large rottweiler. They had been right. The moment the cage opened and Ander walked over to slip the leash on, Briggs lunged, sinking his teeth deep into his right arm. Instead of screaming in terror and pain, Ander just smiled at the large rottweiler and put a hand on his head and laughed happily. Horrified, the staff pleaded with the 9 year old to get away from the dog, but instead, he finished putting the leash on him and took him out for his walk. They were stunned. The dog that had just turned on him and bit him, walked happily by Ander's side, docked tail wagging contently. They didn't understand it, and never did until the day Briggs died.
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