F
Friend Maou
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Original poster
#242424
Dragovich Asgar Vollrath
Nickname: Drago
Codename: Sunder
Age: 24
Gender: Male
Race: Human? (Reincarnation of Fenrir)
Division: Department of Defense
Rank: Junior agent
Clearance Level: Level 2
Nickname: Drago
Codename: Sunder
Age: 24
Gender: Male
Race: Human? (Reincarnation of Fenrir)
Division: Department of Defense
Rank: Junior agent
Clearance Level: Level 2
APPEARANCE & OTHER FORMS
Full image: https://i.imgur.com/SZUJGaN.jpg
Spooky, scary, not very different, made basic bitch edits in paint, using his powers look: https://i.imgur.com/a9IfUjU.jpg
Dragovich stands at an impressive six foot and eight inches tall, weighing in at approximately two hundred and forty pounds of almost all muscle. That being said he naturally tends to cut a rather imposing figure with mere stature alone, combine this with his military perfect posture and his his penchant for wearing dark colors he can be quite intimidating to look at. More often than not he has his a majority of his skin covered. He goes out of his way to cover the uncanny amount of scars that mar his flesh so most individuals will only ever see him all wrapped up in one way or another no matter the temperature. In particular he has a rather nasty scar on his face, the likes of which extends from the corner of his mouth to the far edge of the left side of his face. The half done glasgow smile isn't the only thing that is hidden from the naked eye either.
Though his picture doesn't show it, his left eye and his right arm are vastly different from what they appear. Hidden by an illusion cast by his closest companion are the true appearances of his arm and eye. If ever the illusion should fail it would be clear his arm and his eye are in essence phantasmal body parts formed of a blackish red energy, sadly his powers tend to dampen the illusion when in use so there's that. Another interesting tidbit regarding this illusion is that it is also at work on his tongue, for it is also a phantom limb as the result of a rather extreme disciplinary measure from his mercenary days.
His hair is a shade of carmine red and his eyes are of an intense amber variety. As far as his attire will go he likely wears scarves, boots, form fitting uniforms, flowing coats, and a hell of a lot of long sleeves, all of which come in black or equally dark colors as mentioned before.
[fieldbox="PERSONALITY, #242424, solid, 10"]
Dragovich is a man of many, seemingly paradoxical extremes. While on the outside he seems austere and impassive he's actually quite an impassioned individual. He feels things deeply despite doing his absolute best to bury it where no one can see it. Combine that with the particularly hard life he's lived and you get his currently cynical self, rife with a profound penchant for holding grudges. He has a rather explosive temper once pressed in just the right places. Dragovich is also known to be prone to severely neurotic tendencies. He also has fits of incredibly destructive and at times violent impulses that take a great deal of willpower to overcome. What's more is that impressions left on him from his past life seem to have further reinforced these characteristics, making them far more intense and deeply rooted than some would expect.
On the brighter side of things Dragovich is a fiercely loyal companion once he feels he can trust someone. He cares deeply for the very few friends he makes and will actively do all he can to shield them from harm, or should it be necessary, deliver a swift and brutal reprisal to any aggressor. Unfortunately his protective nature and lack of self worth make him too self sacrificing for that select few. Despite his caring nature for those he feels close to he still has a hard time breaking away from his reticent ways. Never wanting to burden others with his own problems even if they're far too big for one person. Dragovich being a particularly willful individual has a rather interesting mixture of tenacity and stubbornness about him.
[/fieldbox]On the brighter side of things Dragovich is a fiercely loyal companion once he feels he can trust someone. He cares deeply for the very few friends he makes and will actively do all he can to shield them from harm, or should it be necessary, deliver a swift and brutal reprisal to any aggressor. Unfortunately his protective nature and lack of self worth make him too self sacrificing for that select few. Despite his caring nature for those he feels close to he still has a hard time breaking away from his reticent ways. Never wanting to burden others with his own problems even if they're far too big for one person. Dragovich being a particularly willful individual has a rather interesting mixture of tenacity and stubbornness about him.
HISTORY TO CURRENT
The history of Dragovich begins where the life of Fenrir one of the many children of the trickster god Loki ends. Fenrir as the stories tell us was prophesied by the gods to grow and grow and one day devour the heavens and so they tricked the great beast into allowing them to fetter him under mountain, where he would struggle against his bindings until such a time that he would break free and the end of days would begin. Most of this was true of course, the only detail that was wrong was that Fenrir after innumerable years trapped under the mountain lost all hope of escaping and gave up. In his despair Ragnarok never came and instead he stewed in his hatred and grief for what seemed like an eternity.
After some time an unnamed being found its way to where Fenrir was bound and in an act of mercy released his soul from his body and freed him from what might have been an eternal imprisonment. Little did anyone know that the soul of Fenrir would one day resurface with all its might and ire, not as another beast but as a human being. As fate would have it that human was one Dragovich Vollrath, born in Germany to a family that would continue to grow over the next few years, until such a time that he was the eldest of four. Drago was the child of a smuggler and a drug dealer and as such had a rather rough upbringing. Despite their lines of work it seemed his parents weren't making enough to make ends meet and so they lived in poverty.
Because of this he would eventually be forced to partake of the family's unsavory business at the right bold age of thirteen. It worked well enough, few had expected a teenage boy and his younger siblings to secretly be running drugs all over town for their parents. It was while he was making a delivery one day the he and his siblings were confronted by a small group of strangers. Unbeknownst to him, their activity had been watched for several weeks now and now they were in serious danger. Drago at the time figured it had something to do with the drugs and attempted to bargain for their safety with it but they were set upon anyway. given his latent supernatural power Dragovich managed to put up a startling fight for a teenager, enough to buy his little sisters and brother time to flee, but he was not as lucky.
The strangers overwhelmed him and easily knocked him unconscious, when he woke up he wasn't in Germany anymore. He'd been transported over one of the borders and brought into the Czech Republic, the likes of which had long since come under the rule of a militant group whose name roughly translates to The Red Tide. It was there he was drafted into their army, and it was their he would spend the next seven years of his life. His first year was incredibly harsh, the basic training phase of the Tide's prospective soldiers was a brutal one that not everyone would make it through. However being the willful individual he was, he couldn't help but resist his superiors at every turn, speaking out of line and generally being insubordinate. This earned him a reputation among the commanding officers and their much unwanted attention. The major leaders took it upon themselves to make an example out of him and to regularly abuse him when ever they had a chance. By the time Dragovich was ready for the next phase of his training he had become the "favourite" among his sadistic superiors.
(A crash course in the Tide's general structure:
In short the Red Tide is a militant group that has three primary parts all run by their respective commanders, one of which also oversees the Red Tide as a whole. The Red Tide also secretly makes use of supernatural abilities, often going out of their way to tease out such gifts from their soldiers in the recruitment phase.
The Branches are as follows:
Blue Banner: The blue banner is the smallest division but likely one of the most important ones. It is comprised of the most intellectually impressive soldiers of the tide, most of if not all of which are trained in some variety of magic or at least technological know-how. It's members make up the majority of squad leaders and tacticians while also making use of their more destructive magics to double as living artillery. They are lead by High Commander Dietrich Crowley, a powerful warlock and the leader of the Red Tide as a whole.
Red Banner: The red banner is the second largest division, being comprised of a mixture of both supernatural and mundane soldiers. Those filtered into this unit lack psychic or magic powers and as such are taught to harness the powers of Noght by it's sadistc inhuman leader Helena Bathory. Not everyone is capable of using Noght and so those that cannot be taught to do this are placed into a secondary division of heavy infantry. Those that can use Noght go through extreme physical and mental conditioning to become formidable shock troops.
Yellow Banner: The yellow banner is the largest division comprised partially of individuals gifted with psychic abilities and those that do not meet criteria to qualify for entry into the other two branches. It is overseen by one Ignacious Brenen a cruel psychic with a penchant for verbally and occasionally physically abusing his troops. The yellow banner makes up a bulk of the Red Tide's army and as such it's soldiers have a wide range of functions and roles that they can fill.
The Branches are as follows:
Blue Banner: The blue banner is the smallest division but likely one of the most important ones. It is comprised of the most intellectually impressive soldiers of the tide, most of if not all of which are trained in some variety of magic or at least technological know-how. It's members make up the majority of squad leaders and tacticians while also making use of their more destructive magics to double as living artillery. They are lead by High Commander Dietrich Crowley, a powerful warlock and the leader of the Red Tide as a whole.
Red Banner: The red banner is the second largest division, being comprised of a mixture of both supernatural and mundane soldiers. Those filtered into this unit lack psychic or magic powers and as such are taught to harness the powers of Noght by it's sadistc inhuman leader Helena Bathory. Not everyone is capable of using Noght and so those that cannot be taught to do this are placed into a secondary division of heavy infantry. Those that can use Noght go through extreme physical and mental conditioning to become formidable shock troops.
Yellow Banner: The yellow banner is the largest division comprised partially of individuals gifted with psychic abilities and those that do not meet criteria to qualify for entry into the other two branches. It is overseen by one Ignacious Brenen a cruel psychic with a penchant for verbally and occasionally physically abusing his troops. The yellow banner makes up a bulk of the Red Tide's army and as such it's soldiers have a wide range of functions and roles that they can fill.
Dragovich was screened for supernatural capabilities to see where he would end up. Given his lack of psychic or magical abilities and his impressive physical prowess he was set to become part of what they called the red banner. The red banner can be best described as a unit of particularly durable shock troupers trained in the use of an ability called Noght. Unfortunately for him this meant he was in for the most extreme mental and physical strain of his life as the training regimen for these individuals was meant to be as dehumanizing as it was meant to hone their skill. To make matters worse the commanding officer for the red banner was and still is a vile inhuman woman with a profoundly sadistic nature. Bathory was among the many officers that had come to appreciate picking on Dragovich and so she continued to do so while he was training for entry into her unit.
Another year ticks by and soon enough Dragovich is a full fledged red banner soldier and is far worse for wear than before. Over the course of the next two years he spends most of his days either on guard duty, being poked and prodded by researchers in the magical blue banner division, or getting himself into trouble earning more and more severe punishments. Eventually the punishments carried out by Bathory began to devolve into extreme violence and literal torture, all considered justified given the abilities afforded to a user of Noght. After a time, despite all his infraction Drago is inexplicably promoted and provided with a special sword that he would inevitable become attached to for reasons not even he understood. More time ticks by and soon enough it's been five years that Dragovich had been part of the Red Tide. It was about that time he attempted his first escape, it failed spectacularly and so he was dragged right back to Bathory, kicking and screaming all the way.
As punishment for his attempted escape and the following insubordinate back talk he was punished far more severely than he'd previously been. In both anger and sadistic glee the monster named Bathory gave Dragovich half a glasgow smile and cut out his tongue on top of that. This violent act left him permanently scarred in more ways than one, his only solace begin that the powers of Noght would save him from death and being rendered mute. Following this incident Drago's insubordinate ways would wane for several months, during which he would eventually be transferred to a special division of the Tide's soldiers to act as a kind of secret police in charge of handling work they publicly could not. Once Drago was toward the tail end of his sixth year of his stay within the regime he'd gone back to his usual disorderly conduct and rather than being punished with more violence, his superiors had begun trying to use incarceration and isolation as a method of establishing control. It was here he was introduced to the bane of both his past and his current life, the age old fetter known as Gleipnir, the every same one used to bind Fenirr to the earth.
This method seemed effective at first but ultimately caused more severe episodes of rebellious behavior when he was allowed his freedom. It was during this period of extreme resistance and subsequently more extreme punishments he came into contact with an individual who would later become his closest and most treasured ally in this world, Sibylla Anastacia. Dragovich had been wary of her at first but seeing as how she'd proven to be far more personable than the other mages he'd encountered he began to enjoy their few meetings. They shared some brief conversations between the bars of the prison cells, and so Drago slowly but surely came to see Sibylla as a friend. Eventually the time would come to try and escape yet again and right at the border he was caught, brought back and maimed even further. Bathory took one of his eyes and one of his arms, full well knowing he'd be able to recover from it.
After his punishment Dragovich was once again imprisoned and bound by Gleipnir in his usual cell, where he would wait his will finally reaching a breaking point. Just as Fenrir before him had lost hope he too was beginning to lose the will to continue on. Then during a particularly nasty storm someone caused quite the commotion, and he would soon find that his friend from between the bars Sibylla had begun an escape attempt of her own and had come to help him as well. It was on that day that he began to develop an array of feelings for her that would later continue to grow, they however had to get out of the Red Tide's iron grip first.
And so with a few complications Dragovich was released from his bindings, though he made it a point to take them with him to be disposed of in a river later. Under cover of the storm the pair of them made their way out of Czechia, dodging the Tide's patrol at every turn. Eventually they made it back into Germany where they went in search of Dragovich's family, unfortunately they were long gone and he had no idea where they had disappeared to. Ultimately he figured it for the best, seven years later and he was liable not to have even been recognized.
It wasn't too long afterwards that Dragovich and Sibylla were approached by Invictus. They had been approached on decently peaceful terms but tensions were high and Dragovich in particular was paranoid and desperate. Things teetered on getting ugly as Drago grew steadily more hostile with the agents, but Sibylla managed to talk him down. Drago took a proverbial leap of faith and backed down, thus beginning his involvement with Invictus. They spent some time in the German branch and were eventually shipped off to the Manchester branch to investigate the strange nature of Dragovich's powers, more specifically having to do with the nature of his soul. Unfortunately situations developing at the Manchester branch proved to be inhospitable to study at the time and Dragovich was once again transferred. This he was sent to the Texas branch where hopefully it would be easier to figure out what was going on with Dragovich. Throughout all of this Drago was happy to find that his only real companion in his world Sibylla would stick with him. Which is a good thing too since Drago is often times difficult with Invictus and having someone he trusts nearby to help smooth that over proved to be a good thing for everyone.
EXTRA INFO
Here's some trivia for ya
- Drago's hobbies include: exercise in various forms especially weight lifting and swimming, target practice with the heavy guns at the range, dismantling mechanical things, car repair and driving, baking , and though he'd never admit it he dabbles in poetry.
- Drago has reading glasses though he tries not to wear them all that often.
- He's left handed
- Drago has a case of D.I.D. comorbid with PTSD
- He also suffers from insomnia and when he does sleep he has occasional night terrors
- He's on medications for some of his issues but he frequently "forgets" to take them.
- Speaks German, Czech, a few phrases and words in Icelandic , and a rather accented English
- Is in a romantic relationship with Sibylla Anastacia
WEAPONS & ABILITIES
[fieldbox="WEAPONS, #242424, solid, 10"]
- Bergentrückung: Is an extremely heavy greatsword close to the size of Dragovich himself that is magical in nature. Being made of Fenrir's own bones has made this weapon damn near unbreakable and exceptionally sharp. It has also bonded with Drago on account of his soul and thus cannot by any means bring harm to him, were he struck with it nothing would happen, not even blunt force trauma. The sword also seems to have a will of its own and it refuses to be separated from its owner or used by anyone else. It will not only mysteriously teleport back to him should it go missing for long, it will also lash out and attempt to seriously harm anyone who touches it without permission by way of a viscous spiritual assault on the transgressor. Wounds caused by this weapon seem to have a great deal of trouble healing in a timely manner, often slowing the body's healing down for roughly an hour before returning to normal.
- Suyanta: A martial art taught to many of the Red Banner soldiers that when used in tandem with Noght is capable of harming an opponent on both a physical and spiritual level. It seems to be a modified much more aggressive derivative of Tai Chi.
- Machine gun: Drago has a fondness for heavier firearms and typically can be seen with the era's equivalent of a PKM which is a type of general purpose machine gun that he has added some personal touches to.[/fieldbox]
ABILITIES
Ability Name: Fenrisúlfr 's Legacy
Description: Harboring the souls of the ancient great wolf has granted Drago the same power that was once within Fenrir. The most notable of changes being the great deal of improvements to his physique and potential for growth. Despite what his body would imply he's a lot stronger and sturdier than he already looks. Additionally he will one day begin to cease aging entirely. With supernatural strength and vigor also come complications as he suffers from complications outlined below.
Strengths: Supernatural physique, strength, and vigor. Gradually improves in these aspects over time.
Weaknesses: Suffers from periodic growing pains that can range from mildly annoying to totally debilitating (though he physically doesn't grow much in the process), doesn't have complete control over his strength and runs the risk of breaking things or seriously hurting people if he isn't careful, his body is particularly resistant to sedatives and other medications.
Ability Name: Noght
Description: Noght at its core is a force opposed to all the principles of existence, something foreign to the world and the essence of the vital flow that life represents. It is even beyond the emptiness: an absolute nothing that denies and devours reality itself. Training in the use of Noght allows the user to manipulate this forces of apathy, emptiness, and nothingness as a weapon but primarily as a powerful form of defense. Noght allows the user access to a small arsenal of powers that center around debilitating foes and bolstering the user, all the facets of which come with their own specific pros and cons as follows:
(you can add more abilities using the same structure above)
- Bergentrückung: Is an extremely heavy greatsword close to the size of Dragovich himself that is magical in nature. Being made of Fenrir's own bones has made this weapon damn near unbreakable and exceptionally sharp. It has also bonded with Drago on account of his soul and thus cannot by any means bring harm to him, were he struck with it nothing would happen, not even blunt force trauma. The sword also seems to have a will of its own and it refuses to be separated from its owner or used by anyone else. It will not only mysteriously teleport back to him should it go missing for long, it will also lash out and attempt to seriously harm anyone who touches it without permission by way of a viscous spiritual assault on the transgressor. Wounds caused by this weapon seem to have a great deal of trouble healing in a timely manner, often slowing the body's healing down for roughly an hour before returning to normal.
- Suyanta: A martial art taught to many of the Red Banner soldiers that when used in tandem with Noght is capable of harming an opponent on both a physical and spiritual level. It seems to be a modified much more aggressive derivative of Tai Chi.
- Machine gun: Drago has a fondness for heavier firearms and typically can be seen with the era's equivalent of a PKM which is a type of general purpose machine gun that he has added some personal touches to.
ABILITIES
Ability Name: Fenrisúlfr 's Legacy
Description: Harboring the souls of the ancient great wolf has granted Drago the same power that was once within Fenrir. The most notable of changes being the great deal of improvements to his physique and potential for growth. Despite what his body would imply he's a lot stronger and sturdier than he already looks. Additionally he will one day begin to cease aging entirely. With supernatural strength and vigor also come complications as he suffers from complications outlined below.
Strengths: Supernatural physique, strength, and vigor. Gradually improves in these aspects over time.
Weaknesses: Suffers from periodic growing pains that can range from mildly annoying to totally debilitating (though he physically doesn't grow much in the process), doesn't have complete control over his strength and runs the risk of breaking things or seriously hurting people if he isn't careful, his body is particularly resistant to sedatives and other medications.
Ability Name: Noght
Description: Noght at its core is a force opposed to all the principles of existence, something foreign to the world and the essence of the vital flow that life represents. It is even beyond the emptiness: an absolute nothing that denies and devours reality itself. Training in the use of Noght allows the user to manipulate this forces of apathy, emptiness, and nothingness as a weapon but primarily as a powerful form of defense. Noght allows the user access to a small arsenal of powers that center around debilitating foes and bolstering the user, all the facets of which come with their own specific pros and cons as follows:
Sub-Ability Name: Nihil
Description: Nihil is the name of a technique that is core to the application of Noght. By coalescing the emptiness around themselves the user of this technique can create a kind of armor around their body. The armor neutralizes or at least reduces the effects and impacts of attacks and the like directed at the user be they supernatural or otherwise. Sufficiently powerful attacks can weaken and breach the armor but not without having part of their over all potential eaten away at.
Strengths: The armor is invisible and takes rather significant abuse from outside forces, it is particularly useful for combating supernatural attacks like for example psychic blasts or magical fire balls. It also provides protection from physical attacks as well.
Weaknesses: The ability cannot differentiate between friendly or hostile and therefore while using this power he cannot be aided by his allies by supernatural means. While the armor can take a serious beating too much of one will cause it to fail, during such a time the armor will be unavailable for a few minutes.
Sub-Ability Name: Dead Zone
Description: This ability allows the user to externalize an aura of emptiness, creating an existential cold around himself that affects all who come near him. The glacial chill is not a literal drop in temperature but rather something spiritual that eats at the very soul and mere existence of those within. This zone cause those within to lose focus of their goals, corrodes their will, and brings their movements within down to a crawl (like moving through really thick subzero gelatin), extends up to 30 feet from the target and gets more intense the closer one gets to the center.
Strengths: The user is immune to the aura's effects, the aura significantly slows enemies, it gradually eats away at concentration making enemies more prone to mistakes, it also wears down the morale of those affected over time.
Weaknesses: The aura is ineffective against long distance combatants and while the user is immune to the effects, his allies would still be impaired since he cannot pick and choose targets.
Sub-Ability Name: One With The Nothing
Description: As a final step, the body of the character completely fuses with the energy of Noght, causing the emptiness and his physical form to be a single one. Consequently, he finds himself beyond bodily pain and most physical damage; no matter the type of wounds that he might suffer, his energy will always maintain its original form. Therefore, if the character receives a wound that mutilates his arm, Noght will keep what is left of it attached. Even if the damage is so serious that the extremity is amputated, one of pure energy will form that will work exactly like the original one. Theoretically, with this ability the user can survive while he has his head and a few vital organs left. It does however cause the body's natural healing factors to come close to a stand still and therefore his body is unable to repair damage done by normal means.
Strengths: this ability significantly increases his ability to tolerate physical pain and his ability to take large amounts of bodily harm, cannot be dismembered or bleed out
Weaknesses: has no effect on pain caused by supernatural effects or mental or spiritual damage , his body cannot repair itself through natural means, while he is extra durable he is still susceptible to his heart, lungs, and brain being damaged or destroyed.
Sub-Ability Name: Abstruse
Description: This ability put simply makes the user difficult to read, contact, or locate via supernatural means. Being as surrounded by the nothingness has a way of suppressing their presence and for lack of a better word jam their signal. Typically the ability doesn't completely hide the user or make them unreachable, it merely muddles things and makes it rather difficult to pick up on things from them, effectively giving vague approximations that can scarcely be seen as accurate.
Strengths: Makes it easier for the user to conceal themselves on stealth missions and hide their intentions from enemies during interrogations
Weaknesses: makes it difficult for allies to locate the user in the event of capture, also complicates the potential for communication among some of his peers, and lastly the ability it self could be thwarted by a particularly powerful or determined individual.
Sub-Ability Name: Emptiness Extrusion
Description: Through this ability one exudes an aura of nothingness that coats their body and weapons, this way it is possible for the user to physically touch energy and and interact with usually immaterial things such as spirits and the like. It allows the user more easily penetrate modern conventional defenses with both melee and ranged weaponry, effectively making it possible to punch through things like Kevlar or metal combat armor. Damage caused by this ability leaves wounds that are cold to the touch and particularly painful, along with having the nasty side effect of sapping away at the individual's very spirit. Supernatural defenses are still as effective as normal against this method of attack and this ability cannot help but be lethal and therefore is strictly prohibited in any mission where killing the targets is not an option.
Strengths: cuts through armor, can interact with energy and the ethereal, damages more than just the physical body
Weaknesses: supernatural defenses like magic barriers can stand up to this ability just fine, this ability cannot be used to non-lethally subdue a target.
Description: Nihil is the name of a technique that is core to the application of Noght. By coalescing the emptiness around themselves the user of this technique can create a kind of armor around their body. The armor neutralizes or at least reduces the effects and impacts of attacks and the like directed at the user be they supernatural or otherwise. Sufficiently powerful attacks can weaken and breach the armor but not without having part of their over all potential eaten away at.
Strengths: The armor is invisible and takes rather significant abuse from outside forces, it is particularly useful for combating supernatural attacks like for example psychic blasts or magical fire balls. It also provides protection from physical attacks as well.
Weaknesses: The ability cannot differentiate between friendly or hostile and therefore while using this power he cannot be aided by his allies by supernatural means. While the armor can take a serious beating too much of one will cause it to fail, during such a time the armor will be unavailable for a few minutes.
Sub-Ability Name: Dead Zone
Description: This ability allows the user to externalize an aura of emptiness, creating an existential cold around himself that affects all who come near him. The glacial chill is not a literal drop in temperature but rather something spiritual that eats at the very soul and mere existence of those within. This zone cause those within to lose focus of their goals, corrodes their will, and brings their movements within down to a crawl (like moving through really thick subzero gelatin), extends up to 30 feet from the target and gets more intense the closer one gets to the center.
Strengths: The user is immune to the aura's effects, the aura significantly slows enemies, it gradually eats away at concentration making enemies more prone to mistakes, it also wears down the morale of those affected over time.
Weaknesses: The aura is ineffective against long distance combatants and while the user is immune to the effects, his allies would still be impaired since he cannot pick and choose targets.
Sub-Ability Name: One With The Nothing
Description: As a final step, the body of the character completely fuses with the energy of Noght, causing the emptiness and his physical form to be a single one. Consequently, he finds himself beyond bodily pain and most physical damage; no matter the type of wounds that he might suffer, his energy will always maintain its original form. Therefore, if the character receives a wound that mutilates his arm, Noght will keep what is left of it attached. Even if the damage is so serious that the extremity is amputated, one of pure energy will form that will work exactly like the original one. Theoretically, with this ability the user can survive while he has his head and a few vital organs left. It does however cause the body's natural healing factors to come close to a stand still and therefore his body is unable to repair damage done by normal means.
Strengths: this ability significantly increases his ability to tolerate physical pain and his ability to take large amounts of bodily harm, cannot be dismembered or bleed out
Weaknesses: has no effect on pain caused by supernatural effects or mental or spiritual damage , his body cannot repair itself through natural means, while he is extra durable he is still susceptible to his heart, lungs, and brain being damaged or destroyed.
Sub-Ability Name: Abstruse
Description: This ability put simply makes the user difficult to read, contact, or locate via supernatural means. Being as surrounded by the nothingness has a way of suppressing their presence and for lack of a better word jam their signal. Typically the ability doesn't completely hide the user or make them unreachable, it merely muddles things and makes it rather difficult to pick up on things from them, effectively giving vague approximations that can scarcely be seen as accurate.
Strengths: Makes it easier for the user to conceal themselves on stealth missions and hide their intentions from enemies during interrogations
Weaknesses: makes it difficult for allies to locate the user in the event of capture, also complicates the potential for communication among some of his peers, and lastly the ability it self could be thwarted by a particularly powerful or determined individual.
Sub-Ability Name: Emptiness Extrusion
Description: Through this ability one exudes an aura of nothingness that coats their body and weapons, this way it is possible for the user to physically touch energy and and interact with usually immaterial things such as spirits and the like. It allows the user more easily penetrate modern conventional defenses with both melee and ranged weaponry, effectively making it possible to punch through things like Kevlar or metal combat armor. Damage caused by this ability leaves wounds that are cold to the touch and particularly painful, along with having the nasty side effect of sapping away at the individual's very spirit. Supernatural defenses are still as effective as normal against this method of attack and this ability cannot help but be lethal and therefore is strictly prohibited in any mission where killing the targets is not an option.
Strengths: cuts through armor, can interact with energy and the ethereal, damages more than just the physical body
Weaknesses: supernatural defenses like magic barriers can stand up to this ability just fine, this ability cannot be used to non-lethally subdue a target.
(you can add more abilities using the same structure above)
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