04-19-2016, 01:06 AM
(This post was last modified: 04-27-2016, 07:10 AM by Strazio Rockwell.)
NPC Name - Nemesis Hunter
Source - OC
Location/Role - Pale Moors Bounty Hunter (Ask Strazio beforehand)
[spoiler]
Level - 5 (28150 OM spent)
Character Appearance
![[Image: the_imperial_assassin___codename__cyberg...7gltwj.png]](http://pre13.deviantart.net/42da/th/pre/f/2014/120/c/8/the_imperial_assassin___codename__cybergeist_by_twohornsunited-d7gltwj.png)
Character History - "What is a man if not a collection of fears?"
Spoken only as a whisper the name Nemesis could chill the veins of even the most decorated soldier. In his home universe the being known as Nemesis Hunter held to allegiance to a state, but rather existed to spread chaos and fear among those that called themselves warriors. Under the guise of an unearthly darkness he would come to those unlucky enough to receive his ire. Nemesis was no mere assassin, no he lived to taste the fear of mankind, to breath deep of their terrors and sustain his wretched existence. Less of a man and more a force of unrepentant nature Nemesis was known to wipe out entire squads of soldiers, leaving nothing but frightened corpses. It was during one of these attacks that Nemesis was whisked away to the Omniverse to continue his reign of terror. The man, stripped of his power, traveled to the Pale Moors and was met with the horrors that existed there. In his weakened state he offered his services to Dracula in exchange for power. Now he acts as a bounty hunter for the vampiric overlord, spreading seeds of terror among the Omniverse.
Character Personality - Hunter is an incredibly patient man, watching his prey for months before striking. Oftentimes he'll use his shapeshifting to interact with his quarry and to get a good feel for their limitations. Defeating an opponent is not enough for him, no his quarry's soul must be shattered and driven into the dirt. His victim's last few moments must be filled to the brim with fear or the kill is not satisfying to the hunter. If he has the chance to prolong a winning fight he would take it if it meant more suffering for his opponent.
Stats
ATK - 4
DEF - 2
SPD - 3
TEC - 4
Proficiencies (3600)
Physical Strength (1000)
Range Proficiency (1000)
Debuff Proficiency (1000)
Area Attack Proficiency (600)
Powers (10100)
Burst Movement (800)
Shapeshifting (1400)
Phasing (1200)
Enhanced Senses: Basic (1400)
Insight (1600)
Telepathy (1500)
Stealth (1200)
Suppression (1000)
Unlocks (9000)
Tier 1 Power Cap (2000)
1st Stat Increase (1000)
2nd Stat Increase (2000)
3rd Stat Increase (4000)
Items (1850)
Communicator (200)
Mobile Dataverse Device (100)
Vita Compass (800)
Isolation Verse (750)
Moves (1200)
Mk-IV Inoculation Rifle (300) Requires Debuff Proficiency, Ranged Proficiency
[spoiler] The Inoculation Rifle is nothing more than a military-grade tranquilizer gun. It is capable of accurately firing a dart up to 60-some yards away. The dart itself isn't very damaging -nothing more than a prick in the arm- but its payload is a moderately powerful mind-altering drug. Due to the unique biology of primes most are able to shrug off a few darts before feeling and adverse affects, and the hardier of beings are able to more or less ignore the effects altogether. If struck with enough darts in a short amount of time the unfortunate victim begins to grow delirious and sluggish. Their mind becomes cloudy and their body becomes slow to respond. This effect doesn't last very long unless more darts are applied. The rifle can hold ten darts at a time and they can be individually reloading, taking only about a second to load another dart.
Darkfire Blade (300) Requires Physical Strength
Nemesis's weapon of choice is double-edge coal colored blade. The blade itself is about five feet long, with the handle adding another foot. From edge to edge the blade is about five inches wide with the hilt only being a few inches wider. If one were to look closely you would notice bright red specks worked into the metal, this is darkfire. A particularly volatile substance, darkfire reacts with blood violently creating a small explosion when in contact. The weapon itself is cumbersome to wield due to its weight, and it only takes a few swing to tire the user. If Nemesis is able to wound his target and draw blood the darkfire will react with the wound and the wound will explode after one full second. The explosion isn't incredibly damaging, but it is enough to exacerbate the wound and make recovery more difficult.
Drink Their Terror (300) Requires Ranged Proficiency, Debuff Proficiency, Telepathy, Insight, Enhanced Senses
Nemesis chooses one target up to 20 meters away and begins to probe into their mind. This ability requires little concentration from Nemesis, and does no direct damage or debilitation to his target. Instead it slowly feeds Nemesis information on his opponent's fears, starting with small phobias like a fear of heights, and eventually revealing greater and more personal fears. If an opponent is skilled in telepathy or if the TEC differential is great enough Nemesis is unable to learn much from his enemy.
Shroud of Fear (300) Requires Ranged Proficiency, Debuff Proficiency, Area Attack Proficiency
After a few moments of concentration a 20 meter area around Nemesis is enveloped in a darkness, not unlike smoke. The thick smog obscures vision and hampers ranged attacks directed towards the fog. Slowly the mind of anyone who stays within the shroud is affected and they begin to hallucinate. At first the hallucinations are merely auditory, but the longer one stays within the shroud the more visceral the hallucinations become, eventually becoming both visual and auditory. Once activated this move continually drains a small amount of energy from Nemesis, but the amount is usually negligible until he is weakened.
Super Moves (1400)
Veil of Death Tier two utility super move (800) Requires Shapeshifting, Suppression
Nemesis is able to shapeshift into anyone that he has killed. While under the effects of the veil he is not subject to the "glitching" that normal shapeshifting is subject to. It also shields him from sensory powers, hiding his true identity from all but the most skilled. After shapeshifting he gleans enough knowledge from his fallen foe to imitate them, particularly their mannerisms and basic day-to-day interactions with others. Secrets and other things buried deeper in his target's mind are not learned, just enough surface level knowledge to comfortably imitate them. To activate this ability he must physically touch the corpse of his desired shapeshift and expend 2 SP. This 2 SP is "reserved" meaning that he won't recover it until he exits the transformation and rests for an adequate amount of time.
Shatter Mind Tier one offensive super move (600) Requires Physical Strength, Debuff Proficiency, Telepathy
Nemesis rushes towards an enemy and grabs them. After a few seconds of contact he breaks away and the target is left feeling dazed. Slowly over the course of a few minutes his victim begins to become unreasonably frightened. They begin to hallucinate and the weaker willed often end up paralyzed in abject terror. Taking damage weakens the effect, but does not completely remove it. The effect only lasts for a total of five minutes, but it progressively becomes more debilitating over time.
Assists (1000)
Agents of Fear Tier one assist (1000)
ATK 2
DEF 1
SPD 1
TEC 1
Nemesis creates up to five facsimiles of himself, each of them capable of wielding his weapons and abilities.[/spoiler]
Source - OC
Location/Role - Pale Moors Bounty Hunter (Ask Strazio beforehand)
[spoiler]
Level - 5 (28150 OM spent)
Character Appearance
![[Image: the_imperial_assassin___codename__cyberg...7gltwj.png]](http://pre13.deviantart.net/42da/th/pre/f/2014/120/c/8/the_imperial_assassin___codename__cybergeist_by_twohornsunited-d7gltwj.png)
Character History - "What is a man if not a collection of fears?"
Spoken only as a whisper the name Nemesis could chill the veins of even the most decorated soldier. In his home universe the being known as Nemesis Hunter held to allegiance to a state, but rather existed to spread chaos and fear among those that called themselves warriors. Under the guise of an unearthly darkness he would come to those unlucky enough to receive his ire. Nemesis was no mere assassin, no he lived to taste the fear of mankind, to breath deep of their terrors and sustain his wretched existence. Less of a man and more a force of unrepentant nature Nemesis was known to wipe out entire squads of soldiers, leaving nothing but frightened corpses. It was during one of these attacks that Nemesis was whisked away to the Omniverse to continue his reign of terror. The man, stripped of his power, traveled to the Pale Moors and was met with the horrors that existed there. In his weakened state he offered his services to Dracula in exchange for power. Now he acts as a bounty hunter for the vampiric overlord, spreading seeds of terror among the Omniverse.
Character Personality - Hunter is an incredibly patient man, watching his prey for months before striking. Oftentimes he'll use his shapeshifting to interact with his quarry and to get a good feel for their limitations. Defeating an opponent is not enough for him, no his quarry's soul must be shattered and driven into the dirt. His victim's last few moments must be filled to the brim with fear or the kill is not satisfying to the hunter. If he has the chance to prolong a winning fight he would take it if it meant more suffering for his opponent.
Stats
ATK - 4
DEF - 2
SPD - 3
TEC - 4
Proficiencies (3600)
Physical Strength (1000)
Range Proficiency (1000)
Debuff Proficiency (1000)
Area Attack Proficiency (600)
Powers (10100)
Burst Movement (800)
Shapeshifting (1400)
Phasing (1200)
Enhanced Senses: Basic (1400)
Insight (1600)
Telepathy (1500)
Stealth (1200)
Suppression (1000)
Unlocks (9000)
Tier 1 Power Cap (2000)
1st Stat Increase (1000)
2nd Stat Increase (2000)
3rd Stat Increase (4000)
Items (1850)
Communicator (200)
Mobile Dataverse Device (100)
Vita Compass (800)
Isolation Verse (750)
Moves (1200)
Mk-IV Inoculation Rifle (300) Requires Debuff Proficiency, Ranged Proficiency
[spoiler] The Inoculation Rifle is nothing more than a military-grade tranquilizer gun. It is capable of accurately firing a dart up to 60-some yards away. The dart itself isn't very damaging -nothing more than a prick in the arm- but its payload is a moderately powerful mind-altering drug. Due to the unique biology of primes most are able to shrug off a few darts before feeling and adverse affects, and the hardier of beings are able to more or less ignore the effects altogether. If struck with enough darts in a short amount of time the unfortunate victim begins to grow delirious and sluggish. Their mind becomes cloudy and their body becomes slow to respond. This effect doesn't last very long unless more darts are applied. The rifle can hold ten darts at a time and they can be individually reloading, taking only about a second to load another dart.
Darkfire Blade (300) Requires Physical Strength
Nemesis's weapon of choice is double-edge coal colored blade. The blade itself is about five feet long, with the handle adding another foot. From edge to edge the blade is about five inches wide with the hilt only being a few inches wider. If one were to look closely you would notice bright red specks worked into the metal, this is darkfire. A particularly volatile substance, darkfire reacts with blood violently creating a small explosion when in contact. The weapon itself is cumbersome to wield due to its weight, and it only takes a few swing to tire the user. If Nemesis is able to wound his target and draw blood the darkfire will react with the wound and the wound will explode after one full second. The explosion isn't incredibly damaging, but it is enough to exacerbate the wound and make recovery more difficult.
Drink Their Terror (300) Requires Ranged Proficiency, Debuff Proficiency, Telepathy, Insight, Enhanced Senses
Nemesis chooses one target up to 20 meters away and begins to probe into their mind. This ability requires little concentration from Nemesis, and does no direct damage or debilitation to his target. Instead it slowly feeds Nemesis information on his opponent's fears, starting with small phobias like a fear of heights, and eventually revealing greater and more personal fears. If an opponent is skilled in telepathy or if the TEC differential is great enough Nemesis is unable to learn much from his enemy.
Shroud of Fear (300) Requires Ranged Proficiency, Debuff Proficiency, Area Attack Proficiency
After a few moments of concentration a 20 meter area around Nemesis is enveloped in a darkness, not unlike smoke. The thick smog obscures vision and hampers ranged attacks directed towards the fog. Slowly the mind of anyone who stays within the shroud is affected and they begin to hallucinate. At first the hallucinations are merely auditory, but the longer one stays within the shroud the more visceral the hallucinations become, eventually becoming both visual and auditory. Once activated this move continually drains a small amount of energy from Nemesis, but the amount is usually negligible until he is weakened.
Super Moves (1400)
Veil of Death Tier two utility super move (800) Requires Shapeshifting, Suppression
Nemesis is able to shapeshift into anyone that he has killed. While under the effects of the veil he is not subject to the "glitching" that normal shapeshifting is subject to. It also shields him from sensory powers, hiding his true identity from all but the most skilled. After shapeshifting he gleans enough knowledge from his fallen foe to imitate them, particularly their mannerisms and basic day-to-day interactions with others. Secrets and other things buried deeper in his target's mind are not learned, just enough surface level knowledge to comfortably imitate them. To activate this ability he must physically touch the corpse of his desired shapeshift and expend 2 SP. This 2 SP is "reserved" meaning that he won't recover it until he exits the transformation and rests for an adequate amount of time.
Shatter Mind Tier one offensive super move (600) Requires Physical Strength, Debuff Proficiency, Telepathy
Nemesis rushes towards an enemy and grabs them. After a few seconds of contact he breaks away and the target is left feeling dazed. Slowly over the course of a few minutes his victim begins to become unreasonably frightened. They begin to hallucinate and the weaker willed often end up paralyzed in abject terror. Taking damage weakens the effect, but does not completely remove it. The effect only lasts for a total of five minutes, but it progressively becomes more debilitating over time.
Assists (1000)
Agents of Fear Tier one assist (1000)
ATK 2
DEF 1
SPD 1
TEC 1
Nemesis creates up to five facsimiles of himself, each of them capable of wielding his weapons and abilities.[/spoiler]
![[Image: StrazSig.png]](http://www.cytokineindustries.com/chevereto/images/2017/07/13/StrazSig.png)
![[Image: DarkshireBadge.png]](http://www.cytokineindustries.com/chevereto/images/2017/07/13/DarkshireBadge.png)
![[Image: DarkshireDefenseBadge.png]](http://www.cytokineindustries.com/chevereto/images/2017/07/13/DarkshireDefenseBadge.png)
![[Image: SecondarySaga.png]](http://www.cytokineindustries.com/chevereto/images/2017/07/13/SecondarySaga.png)
![[Image: HerosGraveyardBadge.png]](http://www.cytokineindustries.com/chevereto/images/2017/07/13/HerosGraveyardBadge.png)
