Chronicles of The Omniverse Archived Lobos's Character Vault

Lobos

The Big Bad Wolf
Contained herein is a collection of characters sprung from my mind. Each post will signify another character.

ALL IMAGES CONTAINED HEREIN ARE THE PROPERTY OF THEIR ORIGINAL CREATORS. IF REQUESTED, THEY WILL BE REMOVED.




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Name: Jegun Lobos
Age: 34 years
Gender: Male
Race: Human
Subrace: Stormrider (Mixed Blood)
Status: Soulbound
Eye Color: Ice Blue (Naturally Navy Blue)
Hair Color: White (Naturally Black)
Complexion: Fair/Caucasian
Inclination: Heterosexual
Occupation: Owner of the Penance Tavern, Judicarius (inactive)
Relationship Status: Lightly Engaged
Previous Relationships: Rose (Wife, deceased), Lolita Cruz (Girlfriend, no longer engaged)
Alignment: Chaotic Neutral/Chaotic Good


Personality
Jegun Lobos is a man of strong personal ideals. While more tending to listening that speaking, Jegun is nonetheless a rather friendly man, if somewhat standoffish. Valuing the depth of a relationship over casual conversation, he tends to make friends seldom, holding most people at arms length as he grows to know them, and will continue to do so unless the other party opens their own depths to him first. While totally trusting in those he allows inside of his personal fortress around his own deepest emotions, he is reluctant at best around acquaintances, subtly suspicious of others at worst.

Fiercely loyal to those he deems worthy, Jegun’s view of law is one that is subjective to his own, personal view. While he maintains that it is a valuable guideline, he is more than willing to completely break it when the written law’s justice falls short of his own, capable of taking extreme measures to achieve his own perception of right and wrong. While not as wild and uncontrolled as an anarchist, he is quite disdainful of authority, particularly in those he views as not worthy to wield the power they claim.

While preferring to avoid conflict, his personal experiences have conditioned him to respond with sufficient force to end it before it can fully flower. When pressed into strife, Jegun’s responses are coldly calculated and frigidly ruthless. Jegun does not seek to merely win a conflict. He seeks to ensure that that particular avenue closes permanently, never to resurface to threaten violence or turmoil again. To many, this approach appears heavy-handed in execution, to himself, it appears as the best way to not only end a current argument, but to win all future arguments without having to repeat them.

Beyond Human Physical Attributes
Jegun has displayed throughout his life physical feats that exceed standard human capabilities to perform. This includes superhuman displays of strength, speed, flexibility, response time, sensory ability, agility, and endurance, to degrees that have led to questions about his racial bloodlines. While some mistake this for another factor of his skill at wielding his magical based talents, in truth, this is the passive, suppressed result of the portion of his bloodline that is Stormrider. In its suppressed state, Jegun is still able to perform on or above the par of supernatural creatures such as daemons, nosferatu, lycanthropes, and other non-human creatures. If this bloodline were not suppressed, it is possible that Jegun’s physical capabilities would increase by entire magnitudes.

High Magical Proficiency/Capability
Also due to Jegun’s fairly unique bloodline, he has significantly large capacity for generating magical powers, which, with the extensive practice he has had in wielding magic, makes his ability even more formidable. While most of his spell-casting draws on the energy of the soulbound elemental Kyriel, Jegun himself possesses a large reserve of magical energy at his disposal, and the equivalent skill in his particular discipline, the magical path of ice, to be an extremely formidable mage in his own right, able to cast a large variety of spells and powers with practiced ease, and on magnitudes of severe threat. As his Stormrider heritage awakens, Jegun’s ice aptitudes have also seen an addition, in the discipline of electricity.

Soulbound/Soultwinned
Within the earliest years of Jegun’s life, he came into contact with the primordial elemental of ice, Kyriel. Exactly how the two became linked to each other is not entirely clear, though the end result was a binding of the two’s life energies and very souls together, over the years of Jegun’s life developing into an unbreakable symbiosis. As Jegun matured, Kyriel’s energies, which had previously peaked, rose with the man’s growth, granting Kyriel’s magic reserves and power that transfer to Jegun’s physical form even greater potency. Additionally, the bond has had several other side effects. Most immediately noticeable is the bleaching of Jegun’s hair, and the lightened hue of his eyes, at times gaining an inner lambent light. More subtly, Jegun’s core temperature has dropped significantly. Cold has little effect on his physical processes, and the nature of Kyriel, rather than amplify, dampens heat’s effect as well. Finally, this last alteration also has another physical effect, where, as Jegun’s body senses a looming impact, will toughen as the local temperature drops, further amplifying his already significant endurance abilities. Through this ability, Jegun is able to enter enhanced levels of synchronization, enabling uses of the techniques of the Imperial and Tyrant forms, as well as hyper-synchronization, leading to an incredibly powerful, if tempory, fusion on all levels with Kyriel. Finally, they are capable of internal dialogue on a spiritual level.

Stormrider Heritage
Within Jegun’s very blood, an ancient bloodline flows in time diminished potency through his veins. This is the legacy of the Stormriders, an immensely power, extinct race of supernatural entities whose magical talent and physical formidability were such that they could best a dragon with their bare hands. The potency of their genes has been diminished over the ages of mixed breeding, but remnants of the line remain, and a signature trait, an “awakening” of the blood, where the genes actually supplant the more dominant human genes and thus increase the actual percentage of parentage, remains suppressed due to Kyriel’s influence on Jegun, both spiritually and physically. This awakening has occurred.

Innate Sword Wielding Ability
There is no more proficient a weapon that Jegun can pick up and use than a sword. Highly talented on the handling of nearly every known variant manufactured, he possesses paramount skill bordering on a pure art form in the usage of swords. He is capable of using forms from every structured style developed by man, as well as generating mixed forms and entirely new disciplines of his own, as well as having the aptitude to draw anything from an edged knife to a full sized claymore and wield it as though he had trained with it for his entire life.

Accomplished Gun Proficiencies
While by no means a master sniper, Jegun is highly proficient in the use of firearms. His preference is for the pistol and the revolver, though he can use rifles and shotguns with relative ease. Unfamiliar guns, however, he must still take the time to familiarize himself with before using with full degrees of ability.

Extensive Combat/Military Experience
Most of Jegun’s life has been spent either in military or combat actions, and his dossier is one of an extremely experience tier one operator and combat expert. With over twenty years of experience, a full third of his life, Jegun’s full potentials are shockingly high, as not only does he have the potency of a master combat operator, he has the experience of a life-long one as well. Highly adept at strategic and tactical maneuvering, offensives, and defensives, Jegun is a force to be reckoned with no matter the terrain.

Mortal Sword of Lobos
The most recent development of Jegun’s life, he was selected by the war deity, Lobos, to be a mortal weapon, the entity on the mortal plane through which Lobos’ wrath could be enacted on those whom he himself was bound from pursuing by deified law. This status grants the man a uniquely terrible ability to drawn on the god’s own power, amplifying his own by entire magnitudes, while also being able to tap in talents and abilities unique to Lobos’ nature. Additionally providing a divine domain to the spells that Jegun can draw upon for use.

Frystfa'in and Glaicech
The twinned sabers of Jegun, they are cutlasses. It’s paired hilts are constructed of cores of twisted mithril cable, wrapped in casings of black volcanic glass. Stylized by a glassmith, the pommels each resemble a calm wolf’s head. While the core extends slightly beyond the simple crossguard however, that is where the similarity to an ordinary sword ends. Each blade is constructed of solid ice, each bound with differing enchantments to make what would appear as fragile weapons formidable instead. Frystfa'in blade is enhanced with a lightning aspect, bolstering its cutting power tremendously. However, the leftover energies, while reinforcing the blade, did not render it unbreakable. This is partly solved by a regeneration rune etched on either side of the crossguard, as well as bound into its sheath. Glaicech, by contrast, bolsters Jegun’s magical energies in the manner of a mage’s staff, boasting only normal cutting potential. With the lessened effect, however, this weapon of the pair is incapable of being shattered. They are two halves of a whole, though.

Sturmsevah
The true blade built by Jegun’s hands, Sturmsevah is an unorthodox blade, thin in the manner of the katana, curving with a flaring tip in the manner of a falchion. The blade measures an even 72” in length, the hilt a three and a half hand length that seems unwieldy at a glance. The crossguard is an electrum piece, a snarling lupine head that traverses a couple of inches along the blade, terminating in a twisted mithril core wire, wound with an additional length of mithril wire. The pommel is an adamantium fang, bladed on the curved interior edge. The sword is a masterpiece, heavily spellbound ice trapping a bolt of lightning on the interior. Boasting significantly superior cutting power that will etch into adamantium, it is also a significantly tough blade, extremely difficult to shatter. Magnifying Jegun’s own magical power while in his hands, it is deceptively light, catering to the penultimate style of swordsmanship Jegun possesses.

Soulbringer Magnums
Potent handguns, they are a pair of Smith and Wesson .50 caliber revolvers that have been extensively modified. Constructed of a combination of adamantium and electrum, the chamber has been replaced with a 7-round cylinder, double-action, with ray-skin handgrips. Thoroughly etched with runes, these handguns are capable of firing more than various loads of .50 caliber magnum rounds. By channeling spiritual or magical energy into the weapons, they are capable of compacting that energy and shaping it to the will of the wielder, discharging that energy into shots that can be brutally power. Reliant on the force of will of the wielder, however, they are difficult weapons to merely pick up and fire, given both the native recoil of a .50 caliber magnum, and the advanced methods of shaping and firing magical and spiritual energy.

Collection and Miscellaneous
Over the years of Jegun’s life, he has collected a significant arsenal of various enchanted and mundane items. Whether by purchase, discovery, or trophy collection, he has amassed tools, weapons, and various other artifacts. Most notable of these are a pair of mundane adamantium blades, one folding sword, another extending blade, both thumb switch triggered. However, he also has an extensive collection of “cursed” daggers and knives, which he from time to time will draw from and use to arm a bandolier with. Other resources include pools of mundane and magical weapons, ammunition, various mundane and magical tools, potions, disguises and other various useful items over his years.

History
Jegun's history is for those who ask of it.
 
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Name: Messor
Age: Unknown
Gender: Male
Race: Fiend (3/4)
Subrace: Celestial (1/4)
Eye Color: Lambent Gold
Hair Color: Raven Black
Complexion: Fair
Occupation: Vagrant
Relationship Status: None
Previous Relationships: None
Alignment: Chaotic Neutral

Personality
Messor is fiercely loyal to those who can garner his respect, a result of the celestial portion of his hybrid makeup. Additionally, he is more willing to talk then to strike, and a rather interesting conversationalist. He views life as a game, to be enjoyed as he wills. His ever present scythe, Malum, is also his constant companion, a sentient entity in its own right.

Inhuman Physical Abilities
Messor is not human, and not constrained by human limits. Capable of extreme speed movement, while not as physically strong as some non-humans, his body is resilient enough to allow him to strike at multiple times to speed of sound, multiplying his own force significantly higher than what he'd be able to do otherwise. Strong enough to easily perform tasks that humans would consider challenging, his greatest strengths are his speed, endurance, and perception abilities.

Cinis Est Cinis
The otherworldly power of Messor, it is a stream of disintegration, which reduces its affected target to ash. Taking a large amount of Messor's mana to utilize, he doesn't commonly employ it as a weapon, preferring to use it as a surprise attack or for utility purposes.

Malum, Messor's scythe, is constructed of demon's steel. Virtually unbreakable, self healing metal, granted sentience in its own right. Bearing its own intelligence it also parts dimensional space, using this phasing ability to vastly improve its own cutting ability to attain the power to slide right through shields and armor to slice apart its targets. By the same nature, it can be used to cut deep gouges through some of the strongest materials.

History
Messor may or may not provide his history to those who ask.
 
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Plures, an unusual name for what appears no more than a singular entity. To those who know the truth of the daemon, however, the meaning is crystal clear. Not a daemon, but a union of elemental daemons of extreme age, forming a singular body through the harmonization of their aspects.

Ignis. Aqua. Aer. Terra. Fulgur. Glaciem. Lignum. Sonus. Sanguinem. Metallum. Fumus. Spatium. Tempus.

Fire, water, air, earth, lightning, ice, wood, sound, metal, smoke, blood, space, and time, each aspect a fragment of the being that is Plures.

Slow to rise to anger, the daemon is capable of a wide range of personalities and emotions, yet due to the inherent risks of allowing emotion to surface, they are tightly controlled, restrained by millennia of experience. A notable quirk is that Plures refers to himself as we.

Elemental Mastery
Plures commands thirteen elemental forces by his natures, and is capable of manifesting them without the need of a catalyst. His mastery of them is virtually supreme, with incomprehensible amounts of experience and nigh immeasurable amounts of power to utilize it.

Thirteen Spirits
The nature of Plures being makes the prospect of slaying Plures an exceedingly difficult task. His thirteen aspects have coexisted for such a length of time that they are irrevocably interwoven together, essences intermingled. The "destruction" of one or more of these aspects is not permanent, so long as an aspect survives, those "lost" can be recovered given time until the daemon is once again at full strength. Additionally, this unique aspect of his being allows him unparalleled multi-tasking ability, as well as the power to split portions of himself off to accomplish tasks. The highest state of separation he can achieve is a split of all thirteen of his aspects, though this is incredibly rare for him to do.​
 
Name: Riaze Nightroad
Nicknames: One-Eye, Rai
Race: Lycanthrope, Wolf
Subrace: Human
Sex: Male
Apparent Age: 20
Actual Age: 76
Height: 5'6" (6' at the shoulder while changed)
Weight: 175lbs (967lbs while changed.)
Eye Color: Red
Hair Color: Grey streaked with brown (Midnight black while changed)
Complexion: Pale, Caucasian
Other Distinguishing Marks/Items: Eyebrow piercing, three piercings on his right ear, and an eyepatch over his right eye. Scar tissue is visible at the extreme edges of the patch. Lupine ears instead of human.
Other: Smoker, often wears a beanie.

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Normally a calm, if somewhat distant fellow, Riaze is a quiet type of man, typically thoughtful and collected. While he retains a distinct dislike for vampires, his anger over the decades has largely cooled, leaving him less prone to berserk rages at the mere sight. A loyal, if cool person, Riaze is pleasant enough to have as a friend. But with a capacity for ruthlessness, crossing him as a foe is oft ill advised.

Riaze is a lycan, of the clan of Nightroad. Being of pure breed within the clan, his changed form is more primal and animalistic, that of an immense dire wolf. In this, his true form, his size, strength, and speed are enhanced magnitudes above that of his human side. The act of becoming the man from the wolf is dubbed veering, it's inverse sembling within his clan. His human form is deceptive, shorter than average, seemingly light of build, with his most prominent feature being his lost left eye. The other side of his nature is more revealing of his true abilities, as large as a horse with comparable mass. Midnight hued fur covers his heavily built frame, the proportions of his lupine self more ancient than the modern wolves. Nearly a third of his body is composed of the head, with a massively muscled neck. Some of the mystical qualities of his lineage is evident, as when as the beast, he possesses both of his eye, almost lurid crimson, and battle scars etch his hide. Riaze does possess the ability to use partial transformations within his human form, such as forming claws on his hands and feet, or adopting his more lupine sensory features.

The nature of his clan's method of breeding confers unique traits to him, among them a noted resistance to silver. He is capable of handling silver without risk of harm, and injury inflicted through silver isn't as incapacitating as it is to some of the breed. Wounds through silver heal much more slowly than regular wounds, but even traces of the metal lodged within his flesh will do little more than prevent closure of the wound. Like many of his clan, his lycanthropic senses of smell and hearing are seemingly above the average even among others of his race. His regenerative ability is highly effective, rendering most conventional weapons nearly ineffective at inflicting meaningful permanent damage. Purely mundane bullet wounds, stab wounds, and cuts can heal within minutes, even seconds depending on the severity. Wounds that leave permanent scars on his body also do not transfer themselves on the form alternative to which they were inflicted, a unique quirk of his bloodline. However, with the amplification of the mystical aspects of his race, increased vulnerability to the effects of wolfsbane is present. It is an effective poison that will harm his health and weaken him, and in concentrated quantities can even burn his flesh.

The final of the talents of his lineage that he possesses is the innate ability to draw on the magical energies of his breeding to channel elemental forces. He can manipulate shadows in this manner, the play of darkness on light. His aptitude, however, is only mediocre, his talent in shaping rough, unrefined. Primarily used to darken an area, his precision control over shadow is poor, limiting him to more broad, unfocused effects.

He possesses the sword Tumba de Maria, an unusual blade made of solid stone. A hand and a half hilt, broadening into a three inch wide blade four and a half feet long, it weighs about seventy pounds overall. Along its uneven flats are carved glyphs and runes, sorcery invested within the weapon to make it nearly unbreakable, as well as contain divine energies. Normally wrapped within cloth to conceal it, it is a decidedly unsubtle instrument, raggedly edged and roughly shaped. His style of employing it is likewise brutal, broad sweeps and strokes that is kept in perpetual momentum to conserve strength, though he tends to favor smashing with the blunt flat of the blade over slashing with its ripping edge.

His most potent ability is to channel shadows into his very being while undergoing a veering, to form a hybridized form of man and wolf merged with elemental nature. Rarely used, while in this state his ability to resist harm in increased several magnitudes past his normal, with the insubstantial traits of shadow causing mundane weapons to pass through substantial portions of his anatomy without interaction. This allows the tangible portions of his body to be used with virtual freedom to lash out with, yet it is a very tempory state that he only dares maintain for mere minutes at a time. As his control of shadow channeling is still weak, extended use poses a risk of losing portions of himself to the shadows, holding a true risk of killing him if left unchecked for too long before relinquishing the state.
 
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Xaraneth, the Sorrow, the Weeper, of the Five Sons.

An ancient entity, Xaraneth, despite his appearance, is not a demon in the traditional sense. Rather, he is a daemon, and the form he projects is merely an avatar. The full extent of his being is vast and immaterial, a formless collective of raw emotion who's potency is immense, but largely passive, dormant. His nature has more in common with an elemental force than a soul-feeding spiritual entity, and indeed, his age exceeds most that bear the description of demon or devil.

The avatar used by Xaraneth is nevertheless alluring, in it's own sense. A beautiful, ethereal countenance merged with living armor, possessing a protean nature that allows the daemon to alter his appearance on a whim with the ease of flexing a hand. He tends towards the more dramatic, flamboyant, all the better to capture attention of those around him, to simultaneously seduce and terrify. Yet what some might assume merely decoration is in fact functional, the "garb" he wears as usable to him as extra arms, legs, even as eyes, ears, among other uses. It is best to assume that due to Xaraneth's morphic nature, he is nigh impossible to properly restrain.

His personality, as channeled through his avatar, makes him the most amiable of his brethren. Sauntering about, his interactions are typically peaceful, if bittersweet. He feeds off of sorrow, but the drawing of the emotion directly from individuals is the most sweet, and so he is prone to generating heartbreak and tears where he might roam, though he also finds mortals and immortals alike fascinating, and is capable of forming, if not true bonds, acquaintances. However, he is also capricious and cruel, for he has no concept of the value of life, for as long as sorrow exists, he will persist, even in the event of his avatar's demise.

However, his zeal to maintain his avatar will see the unleashing of the power invested in the physical construct. Besides possessing far beyond human strength, swiftness, and endurance, it contains incredible mystic might, bound within the form of four bells contained within it. These are also the focuses that maintain the avatar.

The first and smallest of these is Melancholia. About the size of a thumb, the hue of ivory with a high sheen, it's notes are clear and soft, yet it's song is one of the more dangerous. It's notes draw on the sorrowful memories of those that hear it, and the longer the sound rings, the more potent the draw on the memories.

The next is Lamentabilis. One of the two fist sized bells Xaraneth's avatar carries, this one's notes are clear and sharp. Grainy grey with intricate inlay in the shape of macabre scenes of sorrow, when used with different combinations of notes, it can produce various magical effects. The more to each song, the more powerful the spell that will be unleashed.

Hominis is the twin of Lamentabilis. It seems to be made of shards of metal, black and ivory hued chunks that form a ragged shape. With notes that are grinding and discordant, it's songs transmute this bell into various weapons. These weapons emit haunting melodies, and remain transformed until the song ends or is interrupted, usually by a discordant note struck when a portion not meant to be used for striking or defending is struck against another object.

Finally, Desperatio. The largest of the bells, it's mouth is as large as a saucer. Black, with a finish that seems to draw in light, it's notes take the metaphysical weight of crushing despair and channel it into physical force, altering the local gravity to increased magnitude. It's notes are loud, strong, and ringing. The more powerful the force of the ring, the heavier the gravity is increased, persisting until the note is silenced.

Yet Xaraneth's avatar itself is also an instrument, able to channel his voice to tap into the bindings ancient edicts place on the power contained within the projected form. These songs he sings unlock the restrictions on this shell in response to threats against it.

The first of these is his Unbound Form, representing a lifting of restrictions on the offensive physical power of his avatar. This state maintains the restricted defensive abilities of his basic avatar, but it's offensive capabilities are vastly increased by three times.

The second and final of these is his Unsealed Form, where the laws that govern his avatar are lifted fully. In this state his power rivals that of gods on the mortal plane, yet requires the threat of peerical power to invoke the song of release. It also reverts to it's sealed state in the absence of that which justified it's unleashing without interaction from Xaraneth.

As for his history, his own recounting of it varies from listener to listener, and the written lore of him through the ages is complex and confusing.
 
Name: Vincent Tabbard
Race: Human
Gender: Male
Age: 23
Occupation: Professional Thief
Aliases: Blue Fox (Primary), Hood, Quickhand, Fingers, Blink, Technomancer, Sparky, Vick, Tabby

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Vincent Tabbard, in his daily life, is a cocky, confident young man, always quick with a joke and a smile, with a prankster’s soul. A bit of a risk taker, those he calls friends know the telltale signs of him undertaking some stunt that could break his neck with the crooked smile, the cock of his head, and the smirk in his stormy grey eyes. Loving life on the edge, he’s dismissive of authority, regards laws a made to be broken, and overall is a jolly, if sometimes irritating, individual.

So it’s only fitting that his professional life is that of a thief for hire, his services bought to acquire valuable items and information through less than legal means for his employers. Adept at his work, Vincent tends to enjoy a comfortable lifestyle, though keen to remain within his personal rules and signed confidentiality.

What he doesn’t advertise, however, is his particular talent that augment his existing skills to grant him the success he has. Vincent is a mage.

Magic
The stock in trade of a mage, Vincent possesses it innately, and can quickly cast his spell conventionally. While he can use short, easy gestures and murmured incantations, he’s trained to cast silently, and even eschewing gestures entirely.

Technomancy is the primary specialized school Vincent taps for his work, able to manipulate technology via his innate magic, allowing him to tap into computer systems, electrical grids, break through electronic locks, doors, and vaults with contemptuous ease. While this serves as a major part of his activities, it finds use in his day-to-day routine as well, allowing him to better use the resources around him. Extremely versatile, he has a high degree of skill in this practice, needing no formal spells to do what he desires. However, the more complex the software or hardware involved, the more power or time he must invest to manipulate that target technology.

He possesses a moderate selection of other magical talents he employs that support his skillset, minor scrying spells for remote viewing and mental detection (Phantom Eye and Sense Presence), evocation spells that let him defeat more simple locks (Skeleton Key), transmutation and abjuration spells that better allow him to conceal himself, deflection attention away, or create tools for unexpected complications (Makeover, Chameleon, Mute, Deep Shadows, Phantom Sounds, Mirage, and Finger Tool), and mobility spells to augment his own physical abilities, or create more rapid paths for both entrance, exit, and escape (Sprinter, Defy Gravity, Spidertouch, Glide, and Convenient Door).

He also has a handful of spells for direct confrontation and utility. Volt is a contact spell of variable potency that delivers an electrical shock to what his fingers touch. Phantom Knife generates a small knife of force energy, that can be held and manipulated, or telekinetically hurled up to 30ft away. Flick Bullet propels small objects up to 1000ft/sec in a straight line, while Twist can violently exert forces on inanimate objects, similar to a destructive twisting motion. He lastly has Palm Pocket, letting him temporarily store things within a small extradimensional fold held in the palm of his hand.

Physical Skills
Unlike many mages, however, Vincent’s line of work is as involved physically as it is magically. As such, Vincent is in fine shape, capable of many of the feats required to quickly and quietly break in and out of a secure facility. As a hobby, Vincent is a practitioner of parkour and freerunning, which he keeps in top form in both urban and natural environments. He also is a moderate employer of a few martial arts, specifically Jujutsu and Muay Tai Kickboxing, though these are namely included in an eclectic combat style to quickly disengage or incapacitate.

Carrying a combination of magical and mundane tools, Vincent possesses a small but functional kit. A set of picks, an assortment of memory devices, small profile climbing equipment and a few bracelets of quick release rigged paracord, as well as an analog and digital watch. He also has a heavily modified PDA turned into an electronic multi-tool. With a variety of connectors, it’s upgraded hardware and software enable it to quickly and efficiently connect to most devices with external ports, and contains a variety of programs designed for black hat hacking. It is suspected to potentially be magically enhanced. All of this is carried in a low profile messenger bag, with has a quick release bandoleer for chemical munitions, such as smoke bombs or prefabricated plastique explosives, and loops for carrying detonating cord. The triggers for such explosives are packed in the bag itself.

Additionally, he carries a small caliber pistol, with magic enhancements to mute the report and cycling, as well as a 5in knife with runes to produce a minor force effect over the edge to drastically improve its cutting ability, allowing it to defeat the durability of materials much stronger than the basic knife alone.




Vincent's history is for the asking, as he has made concerted efforts to muddy it extensively.
 
Krycis
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Daemon ex Machina


Krycis. An entity that is both modern and ageless, a conglomerate being of living evil incarnate. He existed before the conception of Hell, a vast presence of darkness that persists both everywhere and nowhere. His power is incomprehensibly immense, and he ever hungers for more, plotting and scheming through designs that twist and weave, blending subtlety with brash, visible actions that leave his enemies blind to the ulterior, final goals he has set. Though he has the potential to act directly, thoroughly crushing those who oppose his will, he chooses instead to perform through servants, only directly contacting the outside world through sinister projections and manipulating the strings of his puppets.

While some claim to have seen him, no accounts are ever the same. Some say he is a demon. Others a dragon. Yet others, a machine of such vast size that it boggles the mind, breaks the spirit. His presence is made physical through his avatar, an infernal engine that ever births evil and sin from its never ceasing engines of despair. His is the face of madness, of nightmare. He is Krycis, and he watches the world, ever hungering for whatever he desires from it.

Servants
The Butcher
The Raven
The Pariah
The Silvertongue
The Gorgon (Zarhira)
The Watcher
The Ravager​
 
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The Butcher
"Si mi wer irral. Mrith oth vur gix, mrith altiui vur jaxo, mrith ixen vur xarzith, si tepoha lain joork. Si mi wer Ghontx'Zar."
"I am the first. With tooth and claw, with wing and tail, with fire and ice, I have lain waste. I am the Butcher."

The Butcher, first of the Krycis' fell Servants, is aptly named. An engine of destruction, likened to an animate, daemonic siege weapon, the monstrous figure of the Butcher is that of the corpse of an ancient wyrm, the skeleton of a once mighty and wise beast merged with the dark alchemies and foul energies of the Daemon ex Machina. Measuring nearly 100 feet from nose to tail, with a 140 feet wingspan, and massing around 30 tons the Butcher is a colossal beast, and is typically wreathed in furious balefyre, an awing and horrifying sight to behold.

With raw physical might alone, the Butcher can rend down mighty structures with all the effort a human ripping down walls of rotted wood, able to hurl sizable debris as though toys casually tossed aside. Augmenting his terrifying countenance and power is equally mighty magic, channeling spells with incantations in the tongue of dragons, or with will alone tapping the powers of balefyre and the inferno, or helrime and the nature of winter. A creature of two natures, the destructive capacity and sheer endurance and sturdiness of the Butcher makes him an extremely formidable foe, and he is highly capable of laying entire civilizations to waste if left unchecked while on a rampage.​
 
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The Pariah
"Silence in my wake, as screams cut short. I am the Pariah."

The Pariah was the second of Krycis' Servants, aptly named. What form was exhumed to make this daemonic entity is unknown, and some speculate that it was the body of an early godling. What is known is that the Pariah is a sword within the talons of his fell master, a focused force of death, a precise slayer with a train of souls that stretches unfathomable miles in his wake. Standing just over seven feet tall, the Pariah is clad in an ancient armor of stone and metal, inscribed with blasphemous runes, and bears twinned blades, each a two-handed weapon in mortal hands. These swords are five feet long, and within this monster's gauntlets dance with the impossible swiftness, whispering edged murder scything amidst the billowing mantle of tattered and shredded grey cloth that drapes over his back. The hint of skeletal features can be seen within the oversized armor, eldritch bones illuminated in the chilling lit of azure wytchfires.

Pariah wields power to rival Butcher's own, yet compresses his into a far more focused state. Able to wield both formidable physical strength and mystic talent as his elder brethren, Pariah holds the powers to siphon the life and souls from those around him, consuming and burning them in the nightmare fires that burn within his armor. Each blade he carries holds a curse that can afflict those they kiss. One places an affliction that malignly twists their ability to heal, suspending regeneration and malignly twisting healing powers into damaging energies that harm the source of their good intents. The other robs the physical strength and speed from the Pariah's foes, dragging them closer and closer to a final end from a sudden stroke of it's ancient edge. Possessed of far beyond human speed and grace, Pariah is almost arguably more dangerous that the mighty Butcher.

For when his attentions have focused on what is before him, he is utterly relentless.​
 
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The Raven
"Blood. Pretty. Can I...see...yours?"

The Raven is an unusual Servant, not a singular entity as it's brethren before it. The flesh and bones of dozens of murders of crows merged with vile sorcery and acrid metals, poured within an unforgiving crucible to create a collective, feral consciousness with many fragmented minds. An amorphous seething mass of living metal, the Raven is a shapeshifter, a mimic capable of being a near limitless number of forms with a deceptively potent intelligence that belies its staggering, childlike speech. Seemingly a mocking tribute of it's birth, it's preferred forms are ones that draw on the aspects of crows and ravens, be it a foul flock of the birds that it is composed of, or a merged entity with distinctive avian features.

Capable of crude, chaotic weaving of infernal magic drawn from Krycis, the Raven is much more prone to simple physical force, swarming and using its shapeshifting abilities to mangle and maim its victims in a maelstrom of gleeful violence. Malevolent and capricious when left to its own devices, of the Servants it is the most unpredictable, as whimsical and changeling as a freak tornado. When commanded, however, the Raven is devious and clever, capable of behaving with far more cunning than the empty onyx orbs of its eyes might suggest.

Ware the sounds of innocence, where innocence should not be.​
 
Name: Rhyker "Heartseeker" Blutgaize
Age: 29
Gender: Male
Height: 6'1"
Weight: 151lbs
Hair: 2", Black
Appearance (Physical): Pale skinned, lean, wiry build. Lacks left hand. Scarred arms.
Appearance (Clothing: Tunic and pants, usually darker color. Tattered black cloak.
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Armor: Chain shirt and pants. Scattered plate armor supplements this in the form of thigh high greaves, a shoulder pauldron on the left shoulder, and half plate banded armor on his right arm. The material of all is blackened mithral. Minor strengthening enchantments and deflection enchantments to increase defensive ability. Major agility enchantments in greaves.

Weapons:
Mantis, a sentient, symbiotic bow grafted in place of his left hand. This bow has the ability to lengthen or shorten it's arms at mental commands of the user, adjusting it's string length to match, as well as the ability to adjust the precise draw of the bow to increase or decrease power of its shots as needed. It has the ability to produce ten arrows from itself per day. It's final ability is the capacity to attach a filament to projectiles fired through it, allowing the user to guide the path of the arrow in midflight. It's arms are also bladed and the meeting point contains a hidden jaw equipped with a highly debilitating neurotoxin. This toxic bite is usable thrice per day, and can paralyze an elephant within seconds.

It is synchronized with two magical quivers, each enchanted to replicate the arrows contained within into an unlimited supply. One quiver holds 28" shafts with barbed tips. The other holds 40" shafts with broadheads.

The Tomb Glove is an artifact that can capture and contain magical energies and souls, allowing the user to channel energy from the glove into an item or release it to amplify a physical blow. This is measured in "charges" of which require incremental additions to avoid overloading the object containing the energies released into it. Presently, the soul of a warmage is contained within, allowing an infinite amount of charges of elemental energies, though captured energies (as though from a spell or power), provide limited amounts of charge.

Mithral Long-Knife, sheathed on right outer thigh.

Special Powers:
Bloodkin - Greater Hawk: The result of a dark ritual binding attributes of an animal to the human form. The attributes of the Hawk increase visual acuity and range to superhuman levels, enhance agility and speed to far beyond human capabilities. Flight is converted into the ability to leap beyond human bounds. There are two variations of this ritual, lesser, in which only a weakening of the totem animal occurs, and the blessing is lesser. The greater variation taints the energies towards chaos and evil, but bestows greater blessings at the cost of the sacrifice of the totem animal and assimilation of its life energies.

Skills:
Master Bowman
Master Marksman
Expert Trick Shot Skill
Expert Battlefield Mobility Skill
Skilled Knife Fighter

Rhyker "Heartseeker" is a man who's pursuit of power goes above and beyond the ethical. First he paid a black sorcerer to perform a forbidden ritual, the Bloodkin. Using a hawk as his totem, he gained new power while twisting the creature into a thing of pain and suffering, going so far as to endure that pain in the ultimate culmination of sacrifice and drinking the tainted blood.

But that was not enough. Ever hungry, he set off in search of a kindred weapon, and when he found it, paid yet another horrific cost. The sacrifice of his left hand allowed the living bow of the Mantis to join with his flesh, and who won the ensuring dominance war was never quite clear. It simply made the man...darker.

And yet he was still unsatisfied with the swiftness and keen senses of the hawk, the power and ability of his bow and its twinned, never ending quivers. No, the Heartseeker decided to find the mage who gave him his power in the first place, murdered him, and stole his power in yet another artifact, the Gravekeeper's Gauntlet.

Is this killer, heretic, and sadistic creature yet done in his foul quest?

Of course not.
 
Name: Baena "Deadspawn" Illustriad
Age: 64
Gender: Female
Height: 5'5"
Weight: 132lbs
Hair:32" Scarlet
Appearance (Physical): Fair skin, lithe build. Sharp nails, sense of ethereal air about her.
Appearance (Clothing): Form fitting leathers, with dark colored cloth tunic and pantaloons worn over. Tattered hooded cloak, separated articulated plate armor on upper torso, shoulders, and cuisses, as well as articulated plate bracers. Thigh high worn leather boots.
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Armor: Leather breastplate and greaves. Separated articulated plate armor covering the upper torso, shoulders, and thighs. Articulated plate bracers. Blackened mithral with silver electrum trim. Etherial enchantments woven into the plate, agility enchantments bound into the leather.

Weapons:
The Piercing Halos are a paired set of weapons carried by Baena. Stored within the extradimensional pockets of bangles worn by the woman, they take the form of bladed rings with a handle, as well as an intricate punching dagger connected to the handle within the hollow of the ring. Designed to be used either in melee or as thrown weapons, they have the ability to redirect in flight towards the target of the wielder, via psychic connection borne of their attunement to Baena, and also possess qualities that allow them to return to her. They have the ability to wound ethereal and astral targets just as easily as physical ones, boasting an edge keen enough to slice into mithral like paper, and even damage adamantium. However, their greatest power lies in a specific style of execution, the punch daggers melded within their elegant forms carrying a curse of mortality that can even slay the deathless, imposing the concept of death prematurely.

However, when unarmed, Baena is a dangerous opponent, possessed of a strength beyond what one would expect of the slight woman. Additionally, her unique heritage grants her the ability to bypass the mundane defenses of those she lashes at, becoming ethereal to pass through solid substance and reforming to interact with the physical organs of her targets inner body.

Special Powers:
Half-Banshee - Baena is a half-undead, the spawn of an unholy union between the living and the dead. Her lineage specifically involves a banshee, from whom she inherited a plethora of abilities. She is immune to spells that are death aspected, the necrotic energy bolstering her, as opposed to harming her. Not as potent as on that of a true undead, but she retains the ability to benefit from life-aspected magics, to a lesser degree than most other living beings. She can also become as ethereal, appearing as a spectre form in which she can pass through solid objects and beings, rendering her nearly invulnerable to harm, but leaving her unable to harm in return. Most potently though, she has access to the most deadly ability of her mother, the banshee's lethal wail. Simply unleashing it is enough to drain vitality from those who hear the deathly scream, but without focus and preparation, she is unable to instantly slay those who hear her cry.

Equipment:
The Farcaster is a potent illusory artifact that Baena wears about her neck, an amulet that can project illusions real enough that if not disbelieved, can rewrite the physical world. Baena lacks the power to utilize it for large scale illusions, but can create illusions of summoned creatures comparable to her in size, as well as teleportation for herself.

Skills:
Expert Weapon Specialist
Master Throwing Specialist
Expert Hand-to-Hand Combatant
Master Battlefield Mobility Skills
Skilled Illusionist

Bio to be added.
 
Name: Joshua Moon / Kushin Zetsumi
Age: 26 (Time of death), 68 (Current Age)
Race: Human / Demon
Subrace: Ghost / Earthbound Spirit
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Joshua Moon was once a man who did terrible things for good reasons. An enforcer of an organized criminal syndicate, he was ruthless in the execution of his orders, bearing the burden of his sins to buy his life from the dregs of the hellish society he grew up within and leave, never to return. But when he was forced to shatter his future with his own hands, he chose to die in a bloodbath of vengeance, fully intending on ending that dark journey with the graves of his enemies side by side with his own.

However, his force of will persisted after his death, resulting in his current condition of undeath, as a ghost. His many crimes branded his incorporeal soul, forming the merged doppleganger from his facet of a killer of the worst kind, Kushin Zetsumi. Joshua wishes nothing more than for redemption, to end his existence, whilst Kushin craves nothing more than mayhem and anarchy.

When in control, Joshua's countenance is much as he was in life, and at times appears almost fully normal. When Kushin commands, his form becomes a macabre mockery of itself, flesh becoming hazy, translucent, with the skeletal remains underneath visible and glowing mutely, while hair and clothing writhes as though in a phantom wind.

Joshua and Kushin share the power of Will Manifestation, where the simple act of exerting their will strongly allows them to interact with the physical world. It also allows them to create tools and weapons from the phantasmal energies of their incorporeal form.

Their status grants them a number of benefits and weaknesses. Entirely invulnerable to mundane means of damage, they are able to fly and hover at will, as well as pass through solid substances without resistance. They can possess and animate objects, and with use of the necrotic energies that animate them, drain the very life force from living beings. However, they are as vulnerable to most magical means as if they were alive and solid, and particularly vulnerable to holy energies due to their tainted nature.

Furthermore, they bear the Mark of Taima, a reminder of her charge upon them, as well as a warning to the penalties of henceforth harming the innocent.
 
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Cotillion is an enigmatic god. With a primary claim to the realm of Shadow, he is also the patron deity of a lot who pay no homage to his name, those within who call themselves assassins. Ever considering plans, watching to factor all the pieces in play, his games involve twisted nests of schemes that tangle into the plans of his peers. For all that, however, he is still an unusual member of the Pantheon.

While he operates on a scale far beyond mortals, his persona when directly interacting with them is uncomfortably relatable. He disdains the use of avatars, preferring to restrain most of his power in order to personally enter the mortal plane. Rather interventionist compared to some of his brethren, he nonetheless tends towards a wry sense of humor with his aid.

Nonetheless, he remains first and foremost a deity, and with that mantle comes the power one might expect. Though his leather attire looks aged, ancient, it is functional beyond appearance, and likewise are his armaments, a mundane appearing long knife and a coiled rope. Suitably, he has power over shadows, though like himself, the exact manifestation of that power is never as obvious as one might imagine.
 
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Lobos, the fiery tempered deity of war. A massive lupine form, bearing countless scars of battle, armed with arms and armor of a lost time, and bearing the runic obelisk Stoirm-Sneachda. His will is iron, and his resolve is unshaking. Despite all this, he is surprisingly slow to full anger.

Jealous of those he chooses to favor, he nonetheless more strictly stays within the confines of the Pantheon, using sendings and avatars to communicate with his followers. When war waxes, his strength increases, when it wanes, he does as well, using peace to watch over his chosen and follow their lives.​
 
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Asher Ja'ing, originally of Hafirjan, currently a Grandmaster of the Elysian Vanguard. Often considered intimidating to strangers, Asher stands slightly over six feet, with a thin, lean build. Bearing the dark skin of his homeland, his crimson eyes, black hair, facial tattoo, and choice of attire might accentuate the image, but ironically, it holds little weight with others of the Vanguard and his other friends. An amiable, if often serious man, Asher is a good man, fiercely loyal to the Vanguard. With an aptitude for teaching, and the strong will of a leader, he is a solid member of the ranks. Those that know him as a friend call him Ash.

An accomplished blademaster and mage, Asher combines the two practices into one for combat. Specializing in light, quick blades, his magical affinities lie within wind and fire, contributing to his traditional title Vu'urdra, or Firestorm in Terran. Carrying a twinned pair of mythril long-knives, he also possesses an unusual weapon. Ripple edged blades connected by a chain, this exotic weapon is his preferred, carried with him everywhere within the extradimensional holster connected to a wristband of electrum. Able to link into a single double edged weapon, it can also extend it's chain up to thirty feet in length. It synergizes well with his employment of wind and fire magicks, and the combination of his skills results in a form that leaves most foes reeling off balance and wide open.
 
Name: Gabriel Laurent
Age: 123 years
Race: Werewolf
Height: 6'2"
Weight: 192lbs
Affiliation: Scions (Lutetia)

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Gabriel Laurent is a long time member of the Scion pack, born and raised within it. Soft spoken, and typically seen with a casual demeanor, Gabriel's true nature is that of a cunning and cruel man, bordering on full-fledged sociopathy. Nevertheless, he holds a significant measure of respect to Rowan, as he did with his father before him, a bond of loyalty that has been strained but never broken. He himself is possessed of Aanar lineage, though he himself has never been to Aanar.

His wits and intelligence have allowed him to beat the normal odds for a werewolf's expected lifespan, though his fairly rapid regeneration has saved his life on several occasions. Proficient in the employment of bladed weapons and a wide assortment of improvised weapons of varying lethality, his mind is still his most potent tool, for Gabriel is also a witch.

Capable of a limited form of rapid transformation, Gabriel can shift singular limbs within a few seconds, and though full body transformations are still swifter than most, they still require a minute or two to complete. His changed form possesses grey fur with white streaks, retaining the piercing blue of his human shape.
 
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Name: Dilon Zhelezo
Age: 423
Race: Vampire (Aanar)
Affiliation: House Zhelezo

Dilan Zhelezo is the first son of House Zhelezo's lord and patron, Dzhozef. Often seen in his father's place when the need arises for presence outside of Aanar. Within the House, his authority is second only to his father's, though he functionally manages the affairs of the Zhelezo in the absence of command's from the vampire lord.

A quiet man, Dilan is a brooding presence, listening and observing more often than he speaks. When he does, however, those of the House hurry to ensure his will is executed, confident in his abilities through his centuries of employing his patience, cunning, and strength to maintain the less numerous House's standing among its other Elder brethren.

As a Zhelezo vampire, he enjoys the normal traits of his bloodline, able to render himself invisible to the sight of almost all but the dhampirs the Zhelezo create, as well as the ability to mold his very flesh, blood, and bone as easily as a master craftsman might mold clay. However, his advanced age offers him enhanced forms of the Zhelezo shaping ability, a trait known within the House possessed only by the more ancient of the purebloods bearing its name.​
 
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