Stats
ATK: 3
Anderson is the product of decades of combat experience and bio-technological experimentation to augment him beyond the limits of a normal human. While a far cry from his former strength here in the Omniverse, he's still a cut above the norm.
DEF: 3
Just as with his raw strength, Anderson's durability was heightened to match, so that he could better cope and contend against the monstrous entities he hunted. While a far cry from the monstrous durability and staying power he once had, he is still remarkably difficult to take down.
SPD: 3
Much like his other abilities, Anderson had his speed augmented past the normal human limitations, to better keep up with and surprise his prey. It has taken a substantial decrease after his arrival to the Omniverse, but he retains significant enough speed.
TEC: 2
Decades of experience once earned Anderson the reputation of the single greatest warrior of the Vatican, even among the combat specialists of Section XIII. The decrease in his abilities upon his arrival in the Omniverse has dulled that skill, as he must once more adjust to his lessened strength and abilities, but he retains no small amount of natural instinct and capability.
Proficiencies
Physical Strength
Anderson is, as noted, a skilled combatant. And while his primary means of combat is hurling masses of bayonets at his targets, he is no stranger to close-quarters combat. Whether wielding weapons, or even going at it with his bare hands, he is a capable enough fighter.
Ranged Proficiency
In an odd turn of events, Anderson does not merely make use of his bayonets as melee implements, but is fond of hurling them at his targets, with a surprising level of dexterity and grace that make it seem as if they were intended for that purpose to begin with.
Area Attack Proficiency
Among his arsenal, Anderson holds several varieties of weapons which affect a wide area. Explosives, shotgun-like attacks and things which blanket entire battlefields in nails and scripture.
Powers
Advanced Regeneration
Father Anderson is a 'regenerator'; a human augmented with bio-technology, and claimed (whether founded or not) to have been further blessed and augmented by divine favor from God himself. Whatever the case, he is able to regenerate and heal from gruesome injuries in a fraction of the time a normal man would, allowing him to fight through even grievous punishment.
Survival
Anderson's regenerative abilities are truly impressive in scale, and work to actively and quickly mend and forge anew even the most debilitating of injuries, virtually nullifying pain and making him incredibly difficult to put down through anything short of tremendously overwhelming firepower. He can just push through virtually anything that doesn't actively dismember or destroy him so badly he can't move, and continue fighting while his regenerative powers heal him.
Burst Movement
In brief spurts, Anderson is able to make astonishingly quick movements, moving so quickly in these brief instances he is little more than a blur. It's taxing to do repeatedly, but it most assuredly comes in handy.
Super Jumping (Basic)
Anderson's great strength contributes to no small amount of jumping and leaping ability. While only a fraction of what he is normally capable of, it is still leaps and bounds above what most normal folk can accomplish.
Fighting Style
Anderson's preferred method of combat is...messy, to say the least. Back home, he was fond of a straightforward approach, rushing headfirst into the fray and striking like lightning -- hitting hard and fast with his bayonets, and leaving his regenerative abilities and inhuman strength and speed make up the difference. He would often prefer to simply
take blows, being knocked down or 'killed' before rising back up with the fury of the Almighty in his eyes to unnerve his opponents as much as catch them off guard. With his reduced strength and regenerative abilities here in the Omniverse, he instead opts to focus on utilizing his speed and unorthodox weaponry to catch foes unawares, striking quickly and aggressively to overwhelm them with ferocity, exploiting his regenerative and survivability to make calculated risks and take damage and blows to capitalize on openings his opponents leave. He is not above something as grievous as losing an entire limb to strike a decisive blow on his target if that is the cost he must pay.
Moves
Blessed Silver Bayonets (600)
Anderson's primary weapon are a vast number of bayonets, which he wields much like swords. They are equally well-suited to both slashing and stabbing, and while primarily used for offense can be used effectively enough to parry and defend against attacks. They are notably quite light, allowing for extremely swift and precise attacks, and making them well-suited to being used as throwing weapons in addition to melee tools. However, it should be noted they are rather fragile, and when used to block attacks or if they are struck against powerful defenses may tend to chip and crack, or shatter completely. Each Bayonet is approximately three and a half feet long, from the end of the handle to the tip of the blade. Each handle is roughly ten inches, without a pommel to separate them from the blade, and each blade is approximately an inch and a half wide at its base, tapering to just an inch before curving sharply near each end to a point.
Anderson typically wields these weapons one in each hand, either in a forward or reverse grip. At need, he can throw them with an effective range of up to 30 meters with sufficient force to cause injury. If he throws them, or they shatter or become damaged, he can produce another pair from within his sleeves after just two seconds, one per bayonet, with only the same focus one would normally apply to drawing a weapon from a regular scabbard.
Bayonet Swarm --
(300)
Anderson discards the singular bayonets in his hands, if he happens to be wielding them, and throws both of his arms out to either side. With a flourish of his wrists, and flashing gleams of silver, several more blades emerge from his sleeves, into his grasp. Five blades per hand, clutched tightly with decades of experience. After two seconds to prepare, the blades are all within his grasp, and with a mighty windup taking another second, he hurls the entire mass of blades in a manner akin to a great shotgun. While he can move at up to a brisk walk while drawing and summoning the blades, he must remain stationary to wind up and throw them. They fly with thunderous force, leaving behind glimmering trails of silver in their wake, and make a small shockwave along their flight path, causing even objects not struck by them but merely near enough to their flight path to take worrying note of their passage. Each of them hit with tremendous force, akin to a giant of a man like Anderson sprinting full bore and stabbing them, as expected of such a mighty throw. They affect an area roughly three feet across, and the great momentum of their throw carries them to an impressive range of nearly 80 meters before their force diminishes, and their flight speed to reach such a distance is extreme, comparable to early black powder weapons. The tremendous force of the throw is highly fatiguing, and repeated usage of it is not advised, though several uses of it can be maintained in a single engagement if he is careful. As this requires the usage of both of his hands and much focus, other moves cannot be used in conjunction with it.
Exploding Bayonet --
(300)
Anderson draws a singular bayonet, with a blade intended solely for thrusting and piercing as opposed to his usual, and with a much larger, thicker and more robust handle and hilt to it. He can draw up to two of them at a time, one for each hand. When used, they are thrown, in a similar fashion to his regular blades, though their slightly greater weight restricts their range somewhat, down to 25 meters. Upon impact, either after hitting a foe, impaling them, or merely hitting the ground, there will come a sharp
click as a cap on the end of the bayonet is expelled. A sharp hissing sound, along with thick clouds of smoke and a harsh red glare, almost akin to a flare, will blaze and sputter for approximately half a second, before the blade explodes with great force, akin to a grenade. The blade will vibrate and shatter along with the explosion, producing countless tiny shards and slivers of shrapnel along with the concussive force of the blast. The blast is powerful, and effects a two-meter area, and the shrapnel sprays out slightly further, affecting two meters further beyond. At any given time, Anderson has eight of these exploding bayonets available for quickly drawing. After expending this supply, he can manifest more to have on quick draw at a rate of four seconds per blade. As each blade only takes one hand, he can make use of his other weapons in his free hand if he only draws one of these exploding weapons, though obviously not if he draws two at once. Moves which require both hands are not usable.
Flying Guillotine --
(300)
Anderson adopts a low crouch, shifting his posture to one suited for springing suddenly in any direction, waiting for two seconds. After which he will burst forward as quickly as he is able toward his opponent, and leap into the air. Along the way he will draw one of his bayonets into each hand, if he does not already have one, and then leap into the air. Coming down on his target like a thunderbolt, he will deliver a single, quick strike of monstrous force, using all his weight, momentum and gravity itself to assist the blow, both blades trailing an arc of glittering silver in their wake. The strike is designed to hammer down and smash his opponent flat, as well as deliver a heavy blow across their torso. The attack is simple and easily seen coming by a skilled enough opponent, but very potent if it should connect. The sheer force of it is almost always enough to destroy the bayonets used in the attack if it connects, leaving Anderson momentarily unarmed. It is moderately draining to use, as well, though not enough that just once or twice would leave him unable to fight.
Super Moves
Tier 1 Super Defense: Regenerator (600)
Sometimes, there's just no completely avoiding or defending against attacks completely. At least not the old-fashioned way. In these instances, Anderson elects to simply take the attack head-on, letting himself be blasted by it and take the full brunt of it. He is thrown back, taking the appropriate damage and knocked flat, going still as the grave for several moments, as if defeated. But he rises again, with a look of glee and a predatory gleam in his eyes. The wounds he sustained from the attack, already mostly healed, rapidly close and finish healing before the very eyes of those watching, leaving him virtually unharmed by even such a powerful attack. He will perhaps be bloodied, roughed up, his glasses shattered, clothing torn, but fully fit to continue fighting. Such powerful, quick regeneration greatly taxes him, however, and he cannot do it often (as represented by SP), but even a few times is often sufficient against a powerful foe.
Tier One Super Attack: Blasting Sword Chain (600)
Anderson leaps into the air, to get a high vantage point on his target, and in mid-leap throws his coat wide, drawing forth (at first glance) a single bayonet, but which is linked by chain to another...and another, and myriad dozens more. Drawing this chain of silvered blades out, he hurls the entire mass down toward his target, where it will scatter wide and impale the ground over a wide area, blanketing a 15 square meter area with the blades. And only a moment later, every one of them will make the distinctive, sharp
click-hiss of his exploding bayonets, and a split-second later erupt in a massive blast, each of them going off sequentially in the span of a single second, blanketing their entire area in shrapnel, concussive force and inflicting tremendous damage, both to anyone caught in the blast and to the area around it, often leaving the affected area of ground look like it suffered a barrage of small artillery fire. Individually, each blast is no stronger than his regular exploding bayonets, but the sheer quantity of them going off virtually all at once makes up for that in spades. Producing such vast numbers of these powerful weapons in the space of an instant is, however, greatly tiring, (as represented by SP) forcing the executioner of God to rely on it only sparingly.
Power Ups/Transformations
Tier One Power Up: God's Assassin --
(1000)
At times, there is no room for games, or for giving a foe any quarter. At such times, Anderson buckles down and embraces his insanity and battle lust, letting it drive him onward to greater heights and allowing feral instinct to replace what natural skill would normally fill in, allowing him to briefly fight with greater skill as his blind faith and determination push his body beyond its limits for a brief time.
ATK: +1
DEF: +1
SPD: +1
TEC: +2
Future Purchase Plans
Proficiencies
[spoiler]Area Shield Proficiency
Homing Proficiency
Remote Control Proficiency
Buff Proficiency
Debuff Proficiency[/spoiler]
Powers
[spoiler]Super Speed
Advanced/Master Super Jumping
Master Acrobat
Basic/Advanced/Master Enhanced Senses
Insight
Foresight
Suppression
Basic/Advanced/Master Teleportation[/spoiler]
Moves
[spoiler]Bayonet Storm
Nails
Consecrated Barrier
Scripture Chain
Bayonet Chain
Silver Light
Daggers and Poison
30 Pieces of Silver
Rope of Straw
Spiral Surge
Holy Nail
Break
Impossibility Spear
Amoracchius[/spoiler]
Transformations
[spoiler]T2 Powered-up Form: Armor of God
T3 Powered-up Form: Monster of God
Alternate Form: Spiral Warrior[/spoiler]
Super Moves
[spoiler]T1 Super Attack: Spiral Cross
T2 Super Attack: Blue Light of Persecution
T2 Super Attack: Heavenly Lance
T3 Super Attack: Wrath of God
T3 Super Attack: Heaven-Breaking Drill
T1 Super Defense: Spiral Flare
T2 Super Defense: Anti-Magic Barrier
T2 Super Defense: Unshakable
T3 Super Defense: In Nomine Dei
T3 Super Defense: Pierce the Heavens
T1 Super Utility: Sanctify
T1 Super Utility: Blaze of Light[/spoiler]
Items
[spoiler]Communicator
Mobile Dataverse Device
Vita Compass
Base
Recall Station
Medical Center[/spoiler]
Unlocks
[spoiler]Stat Increase: TEC
Stat Increase: DEF
Stat Increase: SPD
Stat Increase: ATK[/spoiler]