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 Gituku Mugo (ギツク むご)

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Aoi
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Aoi


Posts : 2151
Reputation Points : 1
Join date : 2012-09-05
Age : 30
Location : Kentucky

Character sheet
Name: Haru
Age: 23
Species: Vampire

Gituku Mugo (ギツク むご) Empty
PostSubject: Gituku Mugo (ギツク むご)   Gituku Mugo (ギツク むご) EmptyFri Jul 08, 2016 1:42 am

Basics
Full Name: Gituku Mugo (ギツク むご).
Meaning of Name: "Notoriously shady and sly Prophet." (Note: When written as "むご" Mugo means "Disaster").
*Nickname: Mugo (惨 "Disaster"), Gitu (ギツ "Formic Tool").
Date of Birth: July 6.
Blood Type: BO-.
Astrological Sign: Cancer.
Sex: Male.
*Talents:  He's a very talented actor.

Organization Affiliation
Organization Name: None.
Class: None.

Demon Information
Demon Type: Incubus.
Hierarchy: First.
Class: Prince.
Rank: General.

Human Appearance
Human Age: Appears to be 24.
Human Eye Color: Red.
Human Hair Color: Pink.
Type of Build/Body: He has a muscular, lean medium build.
Height: 6'0''.
Weight: 160 lbs.
Distinguishing Marks: Mugo has a duel set of horns. One small, short set on top of his head and a set of ram's horns coming back from his temples. He also has fangs, claws, and long pointed ears that are pierced multiple times. His lower right lip is also pierced with a small, silver lip ring.

Around his biceps are solid tattooed bands, sort of resembling a binding of some sort. Mugo also wears  thick black bracers that are skin tight around his wrists. On his hands are gloves which hide his claws when he's too lazy to disguise them. One glove has a skeletal hand design on it, while the other one is pure black, seeming to be two different gloves, but they were actually designed to be that way.

Image(s) For character:
Gituku Mugo (ギツク むご) Mugomaybe_zpszao5zt4b

Attitude/Personality: A well versed actor, Mugo can fool even the pros. He's able to jump from one extreme to the other flawlessly and seamlessly without ever giving away a single hint that he's simply acting. However, under his seemingly carefree and happy façade lies a very cold man. He's been known in the past for killing individuals who he had originally started out working for. He's deviated from his original path due to his unruly attitude and lack of remorse for others. Not only has he deviated from his original path as a magical creature by means of poor attitude, but also because of his dark nature which allows him to kill easily and with zero guilt.

Not one to be known for subtlety, he chooses to seem to be somewhat eccentric in both his actions and clothing. Considered to be crazy by many, Mugo is a violent individual who will give no warning when he attacks. This violent personality coupled with his eccentric speaking style and clothing makes him stand out, making it obvious that he's not one to take going unnoticed well.

Mugo can be rather rude, showing often that he has a lack of manners in both social and personal settings. His social skills are lacking, often choosing to speak over others when they're talking or making rude comments to them, making it apparent that he both dislikes people, and doesn't do well with them in a normal social environment.

Not only is he rude, but very blunt. He's well known to be stubborn as a bull. If he doesn't want to tell you something, you'll never get it out of him. He'll play dumb or act coy no matter the cost. However, despite these factors, Mugo can also be very relaxed and easygoing when around close friends.

At his core, Mugo is a very bright and determined individual. While some of his personal morals don't line up with most of everyone else's, Mugo is a rather wise individual who, if he's befriended, can be helpful and kind in the moments that it's needed the most. However, on the flip side of that, if you anger him in one way or another, it's possible that he'll show no mercy and will kill you without a single shred of guilt. His friendship is a double-edged sword that can both help or hinder you should he only get bored of playing games with you.

Abilities
Spells:

  • Create demonic weapon- This spell allows for the user to call upon and create a weapon out of his or her own demonic energy. This weapon can range in size according to the users own amount of energy. These weapons are corporeal or not depending on the will of the user. They are unique to each individual demon taking on the appearance to match the user.

    Limitations:
    1. The user has to have the energy to create and maintain this weapon.
    2. The user must be fully conscious, if the user is asleep or knocked out the weapon dissipates.
     
  • Absorb magic- This spell lets the user to absorb small amounts of magic at a time. The amount of magic absorbed goes into the users own pool of reserve magic allowing them to restore that pool and use it to cast more spells than normal.

    Limitations:
    1. The user of the spell must have room to take in the siphoned power.
    2. The user must touch the target to enable this spell.
    3. Only small portions of power may be taken at a time
     
  • Casting Curses- Curses are defined as: To bring evil upon; afflict or A source or cause of evil; a scourge. The user can cast a curse that has a set amount of time to take effect and possibly kill the target if it is not reversed or counteracted. The curse can also just be a hindrance instead of deadly.

    Limitations:
    1. The curse has to have a set amount of time to activate (15-16 days in post at the minimum.)
    2. The curse has to have clear perimeters as to how it is activated and how it could be counteracted.
    3. The Curse cannot be cast during battle, the concentration needed to cast it is too great.

  • Seductive Suggestion- A succubus or Incubus can use this spell to draw in and suggest others to lay with them without much thought as to why. The will of the target is what determines if they are entirely affected, only partially, or not at all.

    Limitations:
    1. The user must be of a Succubus or Incubus decent.
    2. The target must find the caster appealing.
    3. If the will of the user is great enough they can break through or partially through the spell.
    4. Once the target has succumb to the spell they have until the caster is finished and can attempt to break out.
    5. The target can be unconscious and dreaming when this takes effect as this is usually when the demon strikes as the will is at its lowest.
    6. Takes a two post minimum.

  • Drain will and power- This spell can take effect if the target has slept with a succubus/incubus (or came into contact with another demon). Once a connection has been made the demon can chose to drain small portions of will or power (magic or strength).

    Limitations:
    1. The user must be conscious.
    2. The user must have physical contact of some kind through sex, attack, or hand shake.
    3. Only small portions can be drained at a time.

  • Teleport or travel to hell- This spell allows the user to open a dimensional doorway and go through while reopening it many feet away.  

    Limitations:
    1. The user must be able to see the destination if not travelling to hell.
    2. When travelling to hell the gate must be opened over the course of one post minimum.
    3. Normal beings cannot come through the portal, only demons, gods, and angles can transverse these planes  without giving up their lives.

  • Detect Divinity- This spell allows the user to determine which souls have had divine intervention or are divine in nature themselves. This also allows for the user to determine at what level the contact or person is in the divine hierarchy.

    Limitations:
    1. The user must be a demon of some kind.
    2. The user must be able to see or over all feel the target, if they do not know the target is there they cannot detect it. The exception being gods themselves due to power out put.

  • Cast Hell Fire- This spell works as if you had a ball of fire in your hand. The sphere is a little bigger than a baseball in its smallest form while they can get as large as a bowling ball if the user pours enough magic into it.

    Limitations:
    1. The user must be able to expend the energy to use this spell.
    2. the user can cast up to three small balls or one large ball at a time.

  • Corrupting Touch- This spell corrupts the soul of the user. While this spell is not lethal without divine healing it will certainly continue to spread through the victim causing them to become prime targets for other demons and prone to committing acts of sin.  

    Limitations:
    1. The target must be touched or be very weak for this spell to take.
    2. The target has until they die to counter act the corruption or give in to it.
    3. Divine healing can counteract this spell as well as holy water.
    4. once the corruption starts spreading it is harder to deny the sinful nature of that creature and demons may be willing to make contracts or be 'friendlier'.

  • Soul Stealing This spell allows for the user to steal the soul of the target and call upon it when needed after it has been stored in the conduit. This spell can also call upon the soul that is weekend to manipulate it if the user doesn't wish to remove it from the body just yet.

    Limitations:
    1. The target must be drained of their will completely and broken, almost dead, or freely given up for this spell to be successful.
    2. The process must not be interrupted or the soul could be broken into shards.
    3. The caster must have an object to store the soul in.
    4. the spell and ritual take up to six post to complete.

  • Royal Guard The royal guard is a defensive shield in the color of the users magic. This barrier deflects a users attack back at them with twice the strength of the original. This spell is passed down generation to generation from demonic royal bloodlines.

    Limitations:
    1. The caster must be of a royal demonic bloodline.
    2. If the attack is strong enough it can break through the barrier instead of being deflected.



*Special Abilities:

  • Demon Physiology- User with this ability either is or can transform into a demon, an evil spirit, fallen angel or Satanic divinity. Most commonly user retains their general form but with some additions; horns, claws, fangs and tail are common, as are wings, more fit (muscular and/or larger) body and color change (red, blue or black dominate) but there are several kinds of demons who are far less humanoid, varying from strange, surreal or even absolutely horrific.

    For practical reasons demons can be divided into three groups defined by what they are formed from: Physical Demons aren't necessarily solid matter, but they are material/energy beings with relatively defined/stable form and often at least somewhat human-like mind. Most users that aren't originally of demonic stock have this variation. Note that demons of this group aren't necessarily any weaker than those of the other groups, they are simply more "solid" in mind and body.

    Spiritual Demons are completely spiritual beings, and thus far less bound to the laws of physics or single form. Many of them think in ways that are only tangentially relatable to humans, and their forms are both transient and often downright surreal.

    Ethereal Demons are often both the most powerful and ancient demons, in some ways closer to sentient concepts than anything else. As such, relating to them in any way is likely impossible.

    Limitations:
    1. Some may have an unstable personality, even mistaken for Possession.
    2. May have a hard time returning to normal.
    3. May be overpowered by Angel Physiology or other holy powers.

  • Claw Retraction- The user can project and retract razor-sharp claws from their fingertips for offensive purposes. Claws can be composed of energy, bone, metal, or simple keratin.

    Limitations:
    1. May take practice to retract claws.
    2. Claws may not be durable.

  • Contaminant Immunity- The user is immune to some known poisons, toxins, venoms, viruses, bacteria, etc.

    Limitations:
    1. May not be immune to all poisons or pathogens.
    2. May not be immune to the poisons made by those with Poison Generation.
    3. May still become ill, but not fatally.

  • 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.

    Limitations:
    1. Can still experience exhaustion.
    2. Over time the joints of the person could become inflamed and arthritic.
    3. Does not necessarily mean they can survive falls from great heights or crashes into walls.

  • Enhanced Reflexes- User has enhanced reaction speed, allowing them to dodge bullets, catch flies in mid-air, dodge and maneuver around complex attacks, catch falling objects, block detriments and react instantaneously to what others take more time to react to.

    Limitations:
    1. Enhanced Speed users may be too fast to react.
    2. Objects moving at tremendously quick speeds may be too difficult to dodge.

  • Enhanced Jump- Users can jump incredible distances and land safely, covering frighteningly tall heights and long distances. Usually comes with strong legs. In some cases a jump can fool an observer into believing the person is "Flying".

    Limitations:
    1. Not actual Flight.
    2. Legs require full operation, may even require a running start.

  • Flight- The user can take off with a powerful push of legs and wings. they can go up and into the air with great ease. The flight can be graceful or quite clumsy depending on the weight carried and size of the character.

    Limitations:
    1. The user must have a set of usable wings (ie: too many holes or tears could result in poor flight or none at all.) or flight is impossible.

  • Demon Form and Human Shell- The user has a true demonic form and holds the true power instead of the shell form they hold around humans. The shell of the human form dissolves into shadow and reveals the true demonic form of the entity. lower ranking demons can not hold the shell of a human long so most are in their true form a good portion of the time they spend on earth.

    Limitations:
    1. The human shell takes quite a bit of power to use for extended periods of time without sustenance or a large power reserve so the shell is used primarily when dealing with humans or as a guise and only last for a as long as the user has power or is conscious.
    2.When in a human form demonic powers are diminished as you are not fully connected to them, to use higher powers in this form can quickly drain power and is dangerous for low level demons.

  • Demon Magic- The user is capable of using demonic magic to preform several feats such as creating, destroying, and reconstructing almost anything, and sometimes to even warp reality. This type of magic is usually used by a dark and evil entity or those related to them. These spells range in style and purpose, from Curses to reality warping, each spell drains power and can be fatal when cast without knowing how or having enough power to cast them. These spells may also corrupt the user permanently.

    Limitations:
    1. The user must have the ability and knowledge to cast the spells.
    2.The user must have the components needed for the spell to work properly.
    3. The user must have demon blood or have been turned into a demon to use this ability.


  • Demonization- The user has the ability to change other non-demonic entities into partial demons or demonic entities. This leaves them with some of the powers and strengths of a demon, but the one turned may not be able to contain the new power of the change.

    Limitations:
    1. This ability takes a tremendous amount of power, even for high ranking demons and should be used carefully. the process is hard to complete and takes a long amount of time.
    2. The user must be able to concentrate fully on the ritual at hand, if the user is unable to do this there is a high risk of failure and the subjects imminent death or transformation into an abomination.
    3. The subject must be able to withstand the transformation, if they are to week they will die.

  • Demonic Possession: The user has the ability to rob another being of their will and take control of their bodies and thoughts, leaving the once possessor of the body as nothing more than an a passenger in their own bodies, witnessing the events they are put through but unable to do anything more than shout in their own minds.

    Limitations:
    1. The user must have a specific target in mind and the proper power to take over the victim
    2. The victim may have a strong enough will to take over and through the demonic entity out.
    3. Churches and holy places while not always strong enough can cause the demon to be cast out of the victim if their faith is especially strong.

  • Regenerative Healing Factor- The user can regenerate, in other words, they recreate lost or damaged tissues, and limbs, sometimes slowing, or even stopping, aging. The rate and amount of healing varies widely, 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 a healthy state.

    Limitations:
    1. Instantly lethal attacks are likely unrecoverable.
    2. Complete Disintegration or Incineration may prevent regeneration permanently.
    3. Decapitation and distancing of the head away from the body will kill the user, as it prevents the brain from sending signals to the body to regenerate.
    4. Wounds of extreme depth or those carrying deep emotions may not completely heal, resulting in scars.
    5. Brain cells can be repaired, but if the cerebral cortex (where information, memories, awareness and consciousness are processed) is damaged, unless the user is at least master-level, complex issues may arise:
    6. Since the information transmittance ceases, it stops telling the body to regenerate, killing the user.
    Even if it does repair, damaged memories may not regenerate, causing the user to have nothing more than primal instincts at best.
    7. As long as the cerebral cortex remains unharmed, the user is practically immortal, being able to regenerate pretty much from that one portion alone.
    8. If the weapon used stays on the wound, regeneration may be slowed or stopped.
    9. Pain Suppression may not be included.
    10. Some forms of regeneration simply forces cell division to occur faster, rather than repairing/reviving damaged cells, and thus this actually speeds up aging shortening lifespan.
    11. May still be vulnerable to disease.
    12. Depending on injuries, regenerating may change.
    13. Can not regenerate internal organs.
    14. User is still vulnerable to suffocation or asphyxiation.
    15.Users of Healing Factor Nullification can prevent the user from healing.

  • Enhanced Bite- The user has particularly strong bite, either because of sharp teeth, strong jaw-muscles, unusual jaw-structure (mandibles of insects) or some other reason. Exactly what they can bite depends of the jaw-strength, resilience of their teeth/bite-surface and their shape.

    Limitations:
    1. Has to be careful not bite down on anything potentially harmful or dangerous.
    2. May still be broke against harder substances.

  • 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.

    Limitations:
    1. Since this ability isn't the same as Invulnerability, the user can only take so much damage before it finally takes an effect.

  • 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.

    Limitations:
    1. Users are still limited on how far they are available to continue.
    2. May require a specific item or sustenance that would allow them to go without others.

  • Enhanced Hearing- Users have ears enhanced to hear with amazing clarity, distance, and even frequencies outside normal range. User's ears can pick up every single sound, can decipher layer upon layer of differing sounds/conversations, locate the source of noise or pick up a sound from a mile away in a busy city.

    Limitations:
    1. May be more sensitive to loud sounds.
    2. Noise can limit the distance of the user's hearing range or ability to detect minor sounds.
    3. Inaudibility and Silence Manipulation will make this power useless.

  • Contact Hell- Users can create a seal in some form of liquid be it blood, water, or wine, to contact hell and give progress reports, check in or merely chat with others. This is mainly used by demons who spend long lengths of time on earth.

    Limitations:
    1. The user must have some form of liquid to preform the seal as well as the power necessary to cast it.
    2.They must have no interruption (ie: phone calls, other humans or creatures, or have too much movement from the liquid itself.) as they must be able to concentrate to keep the connection going.

  • Warp Reality- This spell can change an object or the whole realm entirely to fit the wielders taste or what they need. The spell can change water to rum and metal to gold, or even bring about raining frogs and snails, it is hard to tell what a demon would bring about, a lulling dream or a horrendous nightmare.

    Limitations:
    1. Only the highest level demons can use this ability as it takes so much power to change ones reality. None under the first hierarchy in hell can use this ability.

  • Enhanced Smell- Users can detect specific persons, objects, substances or even places, locate their origin and track with nothing but their nose. Some may even be able to detect lying, illnesses or tumors by which hormones/smells they excrete.

    Limitations:
    1. May be sensitive to strong smells or foul odors.
    2. Does not work well when someone masks their scent.
    3. Does not work on odorless materials.
    4. Ability is nullified if the user's nostrils are clogged.
    5. As sneezing prevents the user from being able to use this ability, tactics such as sneezing powder can nullify this ability until the sneezing wears off.
    6. Hard to find someone if the user doesn't know their scent firsthand often requiring an object touched by the other person to get their scent.
    7. Other scents from an area that has a large amount of people such as a battlefield can make it harder to find a specific scent.

  • Enhanced Speed- Users can move far faster than the average member of the user's species. This power is not without any ill effects however, as it can strain the body.

    Limitations:
    1. User can only travel at a speed of 110 mph record speed is 149 mph for 100 yards before they become fatigued.
    2. User's physical state affects their speed and endurance.
    3. May suffer fatigue if the user overuses their high speed powers.
    4. May be temporary in effect and limited in continuation depending on the user.
    5. Speed doesn't necessarily mean maneuverability, some users may have problems with inertia and tight corners.

  • 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. This ability is usable by very high level demons on;y as they are the ones with the power to do this.

    Limitations:
    1. This ability does not ensure that the user will not be banished, however it does take far more to banish the demon than normal.
    2. You must send the demon back to hell in order to have a chance of getting rid of them.

  • Enhanced Stamina- The user's body is highly resistant to the build-up of fatigue toxins in their blood, allowing them to be physically active for considerably longer periods of time than the average member of the user's species.

    Limitations:
    1. Users can only exert oneself for so long before the excessive buildup of fatigue toxins will begin to wear them down.

  • 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.

    Limitations:
    1. Balance, gravity, and mass still affect the user.
    2. Users are still susceptible to Newton's Three Laws of Motion.
    3. Strength does not equal durability. If a user were to attempt to lift something extremely heavy over their head, their bones and joints could snap.
    4. May damage environment/other people without meaning or noticing.
    5. There may be a limit to how strong a user can become before it's dangerous for themselves to use.
    6. May be limited to certain limbs.

  • Partial immortality- The user does not seem to age passed the level of maturity required by that type of demon. This of course varies with each demon, some are more along the lines of an Imp and are rather childish, while others are older like an incubus which can vary anywhere from a teenager to a mid adult. The user has an extremely long lifespan but can still die. All with the exception of Satan level devils whom it would take and archangel or god to completely eradicate.

  • Predatory Instinct- The user possesses predatory instincts, allowing them to become masters of hunting and tracking. One with this ability can discern numerous factors of a situation that make them a master of pursuit and capture. This includes what move a foe will make, where he is headed (if the user is in the foe’s proximity, or knows the foe fairly well), as well as how to effectively cause a foe to play right into one’s hands in combat/pursuit.


Background
History:
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http://theyhavefangs.darkbb.com/
Aoi
Admin
Aoi


Posts : 2151
Reputation Points : 1
Join date : 2012-09-05
Age : 30
Location : Kentucky

Character sheet
Name: Haru
Age: 23
Species: Vampire

Gituku Mugo (ギツク むご) Empty
PostSubject: Gituku Mugo (ギツク むご)   Gituku Mugo (ギツク むご) EmptyThu Jul 14, 2016 2:11 am

Basics
Full Name: Gituku Mugo (ギツク むご).
Meaning of Name: "Notoriously shady and sly Prophet." (Note: When written as "むご" Mugo means "Disaster").
*Nickname: Mugo (惨 "Disaster"), Gitu (ギツ "Formic Tool").
Date of Birth: July 6.
Blood Type: BO-.
Astrological Sign: Cancer.
*Sexuality: Bisexual.
Sex: Male.
Species: Demon, Reaper, Grimm hybrid.
*Talents: He's a very talented actor.

Organization Affiliation
Organization Name: None.
Class: None.

Demon Information
Demon Type: Incubus.
Hierarchy: First.
Class: Prince.
Rank: General.

Grimm Information
Class: Wrath.
Affiliation: Saigo Takusen (God of Death), Neikan Takusen (God of Lust), and Kibatsu Takusen (God of Creation)
Rank: Prince.
*Adepghagia Rank: None.

Reaper Information
Rank:
Class:
Special Class:

Human Appearance
Human Age: Appears to be 24.
Human Eye Color: Red.
Human Hair Color: Pink.
Type of Build/Body: He has a muscular, lean medium build.
Height: 6'0''.
Weight: 160 lbs.
Distinguishing Marks: Mugo has a duel set of horns. One small, short set on top of his head and a set of ram's horns coming back from his temples. He also has fangs, claws, and long pointed ears that are pierced multiple times. His lower right lip is also pierced with a small, silver lip ring.

Around his biceps are solid tattooed bands, sort of resembling a binding of some sort. Mugo also wears  thick black bracers that are skin tight around his wrists. On his hands are gloves which hide his claws when he's too lazy to disguise them. One glove has a skeletal hand design on it, while the other one is pure black, seeming to be two different gloves, but they were actually designed to be that way.

Image(s) For character:
Gituku Mugo (ギツク むご) Mugomaybe_zpszao5zt4b

Attitude/Personality: A well versed actor, Mugo can fool even the pros. He's able to jump from one extreme to the other flawlessly and seamlessly without ever giving away a single hint that he's simply acting. However, under his seemingly carefree and happy façade lies a very cold man. He's been known in the past for killing individuals who he had originally started out working for. He's deviated from his original path due to his unruly attitude and lack of remorse for others. Not only has he deviated from his original path as a magical creature by means of poor attitude, but also because of his dark nature which allows him to kill easily and with zero guilt.

Not one to be known for subtlety, he chooses to seem to be somewhat eccentric in both his actions and clothing. Considered to be crazy by many, Mugo is a violent individual who will give no warning when he attacks. This violent personality coupled with his eccentric speaking style and clothing makes him stand out, making it obvious that he's not one to take going unnoticed well.

Mugo can be rather rude, showing often that he has a lack of manners in both social and personal settings. His social skills are lacking, often choosing to speak over others when they're talking or making rude comments to them, making it apparent that he both dislikes people, and doesn't do well with them in a normal social environment.

Not only is he rude, but very blunt. He's well known to be stubborn as a bull. If he doesn't want to tell you something, you'll never get it out of him. He'll play dumb or act coy no matter the cost. However, despite these factors, Mugo can also be very relaxed and easygoing when around close friends.

At his core, Mugo is a very bright and determined individual. While some of his personal morals don't line up with most of everyone else's, Mugo is a rather wise individual who, if he's befriended, can be helpful and kind in the moments that it's needed the most. However, on the flip side of that, if you anger him in one way or another, it's possible that he'll show no mercy and will kill you without a single shred of guilt. His friendship is a double-edged sword that can both help or hinder you should he only get bored of playing games with you.

Scythe Information
Name:
Type:
Description:
Strengths:
Weaknesses:
Abilities:
Image(s):

Abilities
Spells
A Reaper can cast [spells] spontaneously and therefore does not need to prepare spells ahead of time. A Reaper knows every spell up to the highest spell level he/she is able to cast. Reapers choose their spells from the following lists:

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 spell casters 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 polymorphed, 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 Warding- This 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 polymorph 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:

  • Sin Eating- The user can remove the sins from a person or object and place it into themselves by means of drinking their blood, consuming their energy, consuming their soul, simply touching them, or, in extreme cases, eating their flesh. The user essentially drains the personal transgressions of others into themselves and feeds off the sins of other beings.

    Limitations:
    1. Cannot effect beings who have not "sinned" by supposed standards
    2. The user could be consumed/destroyed by the sins they remove and take into themselves.
    3. May not be able to feed off of their own sins.
    4. May be overloaded if the target has committed too many sins.

  • Sin Empowerment- Users become stronger, faster, more durable, etc. by sins, vices, etc. (Pride, Envy, Lust, Wrath, Gluttony, Sloth, Greed, etc) of oneself and others, possibly unlocking abilities related to the affinity and enhancing their existing powers. Some users may be able to draw sustenance from the sins or even slow or stop aging.

    Limitations:
    1. Virtue Empowerment and Virtue Inducement may weaken or even render the user powerless.
    2. May have to be in the area of the sins committed to be empowered.

  • Burden of Sin- The user can transfer any harmful affliction, condition, or spell effect from another creature to themselves (this includes curses, possessions, and permanent effects such as petrification, or any condition that break enchantment can end or reverse). The effect to be transferred is chosen by the Grimm and affects them differently than the original target. They can instead become empowered by the effect of this affliction.

    Limitations:
    1. There is a limit of one harmful affliction the user can absorb.
    2. Any permanent effects are still permanent. So if petrification is transferred, the user is now petrified and can't move.
    3. Lethal diseases are still lethal.
    4. Afflictions of holy divinity, or afflictions that have a positive effect on the original target are painful and can cause serious harm to the user.
    5. This ability is limited to only one use per day.

  • Sin Aura- The user can generate an aura of sin that can amplify sin in beings inside their aura and gain power from the sins.

    Limitations:
    1. User must be able to feel/experience sins.

  • Vice inducement-User can bring out the worst vices and sins in people. Doing so causes the person to completely forget everything around them to perform the Seven Deadly Sins. Usually this results in the victim's death or insanity.

    Usually performed by demons on "lesser mortals". More than likely Demons would target people who were well on their way to Hell in the first place.

  • Sin Energy Manipulation- User can create, shape and manipulate the energy that is created/generated by the sins of every all living things in existence capable of feeling them. They are able to increase, decrease or change it, manifest the energy to physical level, etc.

    Limitations:
    1. May have to feel sin/emotion in order to use this power.
    2. May have to rely on their own sins as fuel.
    3. Must be careful with a certain sins one is committing in order to control the power.
    4. Some sin energies are more effective/weaker against others.
    5. Using more than one emotion could result in violent mood swings.
    6. Must be able to keep emotions in check or risk an unwanted side-effect from having a dangerous aftermath for the user or those around them.
    7.Anything that effects users emotional balance/ability to emote may affect this power.

  • Sin Constructs- The user can change sin energy into tools, objects, weapons and other items, create semi-living constructs and/or create structures of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need. Each sin has certain advantages and disadvantages compared to each other, so a wise user chooses carefully which one to use.

    Limitations:
    1. Creatures created out of the User's emotions may be hard to control.
    2. User's creations may be useless against beings with no emotions at all such as machines.
    3. Empaths who can control emotions may be able to counter the User's creations.
    4. The construct's structural strength may be limited by the users will.
    5. In most cases constructs will return back into their original state if the User becomes unconscious, leaves the proximity or otherwise loses contact/control of the item.
    6. May be limited on how complicated constructs they can create (ie. no/limited amount of moving parts).

  • Sin Control- User can sense and manipulate the sins and vices of themselves and others, whether increasing, decreasing, causing or otherwise chancing envy, even manifesting the emotional energy to physical level.

    Limitations:
    1. The user of Virtue Manipulation can counter this power.

  • Sin Negation- Users of this ability can suppress or negate sins, allowing them to cause others to ignore distractions and/or feeling from affecting their thinking-processes. They can also make others uncaring, detached, indifferent and even catatonic.

    Limitations:
    1. May be harder to suppress strong emotions.
    2. User may be limited to themselves or other beings.
    3. May be limited to certain sins.



*Other:

  • 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.


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Gituku Mugo (ギツク むご)
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