07-16-2016, 02:53 PM
(This post was last modified: 07-10-2018, 06:54 PM by ElFailzalot.)
Character Name: Captain Crow
Character Source: Original
[spoiler]
Full name: Richard Falthas Crow
Role: Secondary to Prime conversion, from the Secondary Saga
Appearance:
![[Image: T7AS4xj.jpg]](http://i.imgur.com/T7AS4xj.jpg)
A tall and lean man, Crow doesn't appear imposing, aside from the angular and somehow hawkish features of his face, and preternaturally sharp and pale eyes that mirror the gray of his hair. He does have unnaturally sharp canines in his maw, which he professes to have filed and sharpened as an intimidation factor. Dresses in a somewhat extravagant style, with what looks more like the long dress coat of a military man or minor royalty than the garb of a pirate. Rarely ever seen without his signature pointy-brimmed hat and deep red one-shoulder cape, and frequently wears crisp white gloves on his hands. Completing the ensemble are boots that reach to upper-mid-shin, capped with metal plates on the toe, and being entirely waterproof. A well-maintained saber often hangs from his left hip, whether he is expecting trouble or not.
Age: 59
Height: 6' 4"
History: Born to an unremarkable life, the man who would grow up to become Captain Crow led a simple existence, fascinated by the sea, and tales that the ones who sailed it brought back with them. When he was old enough, he took the first chance to enlist with his country's navy. It wasn't what he expected, and after one too many unfortunate run-ins with the filth that roamed the sea, and the tragedies that were dealt on both sides of the conflicts...he finally had enough.
He still loved the sea, and the adventure and stories just waiting to be found out on the open water, but not the discipline and mindless tedium of military life. So he struck out on his own. He never did gain much of an actual reputation, earning himself only a place in myth and story for the sheer ridiculous level of his exploits, things that no sane and rational man would -- or, in some cases, could -- have done and lived to tell the tale.
He gathered a crew, and over the years a wealth of both riches, and oh so many stories to tell. And all the time he grew stronger, and better, and more inspired to ever greater heights. And when the navy or some bounty hunter did decide to go off on the wild goose chase that was looking for Captain Crow, after a bit of pillaging or 'adventuring' left witnesses and people to admit that the tales were real, the poor sailors were never heard from again. Gone, absorbed right into Crow's growing legend.
Until one day it all just stopped. People said Crow and his ship had sailed out into the dark waters beyond the map's edge one day, and never came back.
What ever really happened to him, well...now that would be a tale to tell, wouldn't it?
Goals and motivations: Crow is always in the market for adding more wealth to his repertoire -- whether of the physical and monetary variety, or to the vault of hard-earned wisdom he's built up over the years. The prospect of a good adventure has sent him on more than one wild trip across the world, and across the verses, in the Omniverse. He's really seeking nothing in particular, but at the same time, a little bit of everything...just wants to see it all, so to speak.
Why do they want to find Omni? Finding Omni seems to be the biggest accomplishment anyone ever talks about. And being the one -- or one of the ones -- to accomplish such a lofty goal? Well, that'd make for one grand story to tell afterward, and a hell of an adventure along the way, no?
Personality:Replete with a wit and sense of humor as sharp as his saber, laidback and relatively cool-headed. Has a sharp temper when agitated, but luckily has no small measure of skill keeping it under control. Quick to laugh, and slow to really take any sort of true offense to just about anything.
Crow is, however, not exactly known for being the kindest or gentlest person, and doesn't mince words, preferring to cut straight to the point, and often in the most blunt, upfront way possible. He's lived a long life under harsh conditions, and intermingled with his harsh, seafaring accent and mannerisms, he's got quite a vault of wisdom, even if most of it is practical and life-learned, and he's prone to share it when asked.
He enjoys a good drink and a story more than most anything -- even the scent of a fresh treasure hunt -- and is equally at home crossing swords as with crossing words with other folk.
It's also worth mentioning that Crow is not altogethere there in the head. He's seen and done things that haunt him, and while he's not one to talk about it much it does tend to come out in some particularly grim times, and notably...theatric ways. He went on the entire journey to find Omni as part of an elaborate way to die, as an example, and is of a particularly mixed bag about the whole affair, especially after he survived and became a Prime.
Being robbed for good of the one treasure he could never really have has left him just a bit more disgruntled and callous than before, but he's still the same jovial, half-drunk old sea dog he always was.
Possible Reactions: Crow doesn't take well to threats or violence against his person, or those he's taken a shine to, and is liable to respond in kind. On top of that, he doesn't care much for being interrupted, or for -- gods forbid -- having a drink of any description spilled, and will get rather upset about both things. Aside from that, he's prone to laugh most anything else off, keeping a jovial outlook, almost to the point of being unnerving.
Relationships: Crow has met many folks in his travels, from just about every verse, though never really anyone of import. He knows ABOUT a great many people thanks to that, and the occasional peek at the Dataverse, but the number of people he knows personally, on a named basis could be counted on both hands.
Combat Style: When Crow fights, it's a lightning-quick and dazzling display, his bloodied saber flashing like a silver glint, and Crow himself looking like a wraith as he dashes and darts about, weaving in and through his enemies' guard and around them, almost like some bizarre, macabre dance, leaving them as confused as anything. He's got a number of pistols and knives on his person, as well, which he makes ample, deadly use of when the need arises, and he's far from being too good to kick some proverbial sand in an enemies' eyes, or use just about anything around him to get the upper hand.
Skills: Crow was a navyman for a number of years in his home world, and he was a skilled pirate for decades afterward. He's skilled with a sword, pistol, and at keeping a ship running through anything. He's supernaturally fast and coordinated on just about any terrain, and strong as tough as steel cable, from a lifetime of fights and adverse conditions. He's good at keeping up an imposing, wolfish facade, bearing pointed teeth and inhuman, gray eyes and has developed a talent for piercing, inhuman shrieks and battlecries to scare the pants off anyone who isn't expecting them.
Aside from all that, Crow can leap startlingly high, enough to make his way halfway up a ships mast in a good quick hop, and his eyesight is sharp as a hawk.
Extra: Crow's saber is perpetually bloodied, looking like a scarlet ribbon or intricate design worked into the blade, and he can let this blood 'fly' and turn his blade into a whip at need. Also, in a curious note, many people have commented that Crow only seems to cast a shadow at the hours surrounding high noon...curious.
Stats/Details
Level: 6
Spent OM: 25,000
Proficiencies: (3,600); Physical Strength (1000), Ranged Proficiency (1000), Area Attack Proficiency (600), Debuff Proficiency (1,000)
Powers: (8,000); Burst Movement (800), Advanced Super Jumping (500), Master Acrobat (400), Suppression (1,000), Survival (2,000), Hive Mind (400), Foresight (1500), Enhanced Senses (Basic)
Moves: (3,300)
Bloodied Saber (600) Requires: Physical Strength, Ranged Proficiency
At first glance, it appears to just be a well-crafted, if unremarkable sword. Obviously at least as old as its wielder, but well cared for. Bearing a slight curve to the blade, it is robust and simple in design, with no bells or whistles to its overall construction. Sports a red-wrapped hilt, and faded gold handguard. The blade maintains an odd, silvery sheen to it, and sports an unsettling red pattern from just over halfway down its length, which tends to ripple and shift like freshly spilled blood.
At command from Crow, this bloody pattern will lift off of the blade, coming to life as it spreads outward, reaching out into a wickedly sharp blade of crimson, reaching nearly six meters in length. It is unwieldy, anchored as it is to the sword itself, and it is as much a whip as it is a blade, better suited to wide, scything arcs than anything else. But still, its sheer size and reach make it a powerful weapon, building up great momentum and cutting power behind each swing, even if it does leave the old pirate open as he contends with the follow through for each blow.
Brace of Powder (300) Requires: Ranged Proficiency
A set of four ancient, battered looking flintlock pistols Crow carries, strapped on a bandolier under his overcoat. They are sturdy and reliable enough, despite their age, and pack a substantial punch when they hit. They are fairly accurate, with Crow's keen eye to guide them at least, up to a range of about 40 meters. The bullets will keep going with enough force to be dangerous all the way up until well over 100 meters, but hitting anything at such a distance is all but impossible. The ancient firearms pack a significant punch, but are for the most part one-shot implements, giving Crow only one shot with each one -- four shots total -- before he needs to reload. He's a good hand at speedy reloads, but to reload even one of the guns will take him nearly five full seconds, and that's if he can stand still and focus on it. Not really the best thing to be trying to do in the middle of a fight.
Crow Feathers (600) Requires: Physical Strength, Ranged Proficiency
A multitude of slender, red knives Crow carries on his person, under the half-cape trailing from his shoulder, as well as stashed in his boots, a few up his sleeves, and lining the lower reaches of his overcoat. They are sharp, and extremely well-suited for stabbing and thrusting, though almost useless for slashing and cutting. Primarily used as an off-hand weapon when wielding his saber, or as a quick, surprise tactic when trying to ambush someone. He carries two dozen of the useful little weapons on his person at any given time. They are well-suited to being used as throwing weapons, on top of their use as an off-hand and surprise weapon, and can be used effectively for that purpose up to about 15 meters. They do not inflict any significant damage when thrown, but are quite good for distracting a target and making an opening for Crow to close in and bring his much more dangerous weapons to bear.
Grenado (1,500) (Requires: Ranged, Area Attack, Debuff)
Crow carries a small stock of primitive explosives with him most of the time. Appearing as small, clay or metal shells about six inches in diameter, with a fuse protruding from them. At any given time, he carries one of each type available, and when it is used, it takes six seconds of uninterrupted focus — the most he can do is move about to try and dodge attacks, though any other interruption will break his focus — to summon a replacement. All four varieties have the same general usage: when the fuse is lit, there is a six second countdown before it explodes, and Crow's throwing arm can hurl it to a range of about 20 meters. Different types are as follows:
-- Shrapnel: The explosive goes off with a surprisingly powerful blast, pelting everything within a four-meter radius of the weapon itself with a devastating hail of shrapnel from the casing and shot concealed inside it. It's quite powerful, but has no other special effects tied to it.
-- Thunder: The explosive goes off with a simple detonation fueled solely by the powder contained within the shell. It does minimal damage, and only then in a small 1-meter radius around it, but all targets within a 5-meter radius will be assaulted by a violent burst of sound, which can deafen them temporarily. The effects last for ten seconds, subtracting 1 second for every point of DEF the target has greater than Crow's ATK.
-- Flash: The explosive goes off with a burst of blinding light, effecting all targets within a 5-meter radius of the blast. The blinding effects last for ten seconds, subtracting 1 second for every point of DEF the target has greater than Crow's ATK.
-- Smoke: The explosive goes off with a loud bang, and produces a thick cloud of dark, obscuring smoke. The smoke spreads out into a 4-meter radius cloud centered on the blast, and lasts for up to 15 seconds before beginning to dissipate. The smoke greatly hinders eyesight, and makes breathing difficult while within it, but has no effects if a target can get free of the smoke.
-- Toxic: The explosive goes off with a loud bang and flash of light, producing thick clouds of noxious, yellow smoke. It is caustic, and burns just to touch one's skin, causing constant, minor discomfort as long as they are within the smoke. The real effects are that it irritates the body, causing tears, coughing, dizziness and nausea (or analogous effects, for non-organic/living targets), with just one good breath. The cloud of smoke lasts for ten seconds before beginning to dissipate, and the effects of inhalation will last for ten seconds, subtracting 1 second for every point of DEF the target has greater than Crow's ATK.
Rifled Musket (300) (Requires: Ranged Proficiency)
A simple weapon, and Crow's primary means of long-range engagement or for a surprise sneak attack. The weapon is accurate at an extreme range, up to 300 meters, and remains deadly until up to 500. It only holds one shot, and so that one shot must be aimed carefully. Lining up a proper shot with the weapon takes no less than five seconds, during which Crow has to remain completely stationary — crouching or kneeling, if he can manage it. When fired, the rifle gives off a thunderous bang and a short-lived cloud of thick, white smoke. The single shot packs a massive punch, but when fired, reloading the weapon takes 30 seconds. In the event he gets a chance to reload, Crow does carry two extra cartridges to load the rifle, and if he should somehow manage to use all three shots, summoning another takes ten seconds.
Super Moves: (1200)
Deadeye -- T1 Super Attack (600) (Requires: Ranged Proficiency)
Sometimes, when you need to really take down a tough foe, it's better to be lucky than good. Crow's got no shortage of both luck and skill, and this attack proves it. By taking an extra three seconds to line up a shot with his rifled musket, during which he can actually move — owing to the 'luck' part of the maneuver — Crow fires a shot as usual. It's a damn good shot; the 'one in a million' variety, hitting the opponent in just the right spot to deal a devastating injury.
Spike -- T1 Super Defense (Requires: Ranged Proficiency) -- 600 OM
Again fully exploiting his capacity to be just as lucky as he is good, Crow can use it to put a stop to an incoming attack. Drawing one of his crow feathers, he uses it in an...unorthodox way. Hurling it at his target just so, and with such speed and precision that it completely throws them off their game. Jamming a ranged weapon, making them trip for a physical attack, catching a supernatural one, etc. The exact specificity will vary, depending on the attack being countered, but the end result will always be the same.
Transformations: (1,000)
Dead Men Tell no Tales -- T1 Power Up -- 1,000 OM
Sometimes, Crow doesn't want to leave someone around to go telling stories about running into him. Or he just wants to give someone a visit to Davy Jones' Locker. Either way, he decides to buckle down and get serious, drawing on some of his supernatural strength to augment his ferocity in combat. Visibly, there is very little change, but careful observers would notice Crow's eyes gleam silver, with an almost palpable killing intent.
ATK: +2
DEF: +0
SPD: +2
TEC: +1
Assists:
Items: (1,100)
-- Communicator (200)
-- Mobile Dataverse Device (100)
-- Vita Compass (800)
Bases:
Unlocks: (7,000); Stat Upgrade I (1,000), Stat Upgrade II (2,000), Stat Upgrade III (4,000)
Base stats:
ATK: 3
DEF: 2
SPD: 4
TEC: 4[/spoiler]
Character Source: Original
[spoiler]
Full name: Richard Falthas Crow
Role: Secondary to Prime conversion, from the Secondary Saga
Appearance:
![[Image: T7AS4xj.jpg]](http://i.imgur.com/T7AS4xj.jpg)
A tall and lean man, Crow doesn't appear imposing, aside from the angular and somehow hawkish features of his face, and preternaturally sharp and pale eyes that mirror the gray of his hair. He does have unnaturally sharp canines in his maw, which he professes to have filed and sharpened as an intimidation factor. Dresses in a somewhat extravagant style, with what looks more like the long dress coat of a military man or minor royalty than the garb of a pirate. Rarely ever seen without his signature pointy-brimmed hat and deep red one-shoulder cape, and frequently wears crisp white gloves on his hands. Completing the ensemble are boots that reach to upper-mid-shin, capped with metal plates on the toe, and being entirely waterproof. A well-maintained saber often hangs from his left hip, whether he is expecting trouble or not.
Age: 59
Height: 6' 4"
History: Born to an unremarkable life, the man who would grow up to become Captain Crow led a simple existence, fascinated by the sea, and tales that the ones who sailed it brought back with them. When he was old enough, he took the first chance to enlist with his country's navy. It wasn't what he expected, and after one too many unfortunate run-ins with the filth that roamed the sea, and the tragedies that were dealt on both sides of the conflicts...he finally had enough.
He still loved the sea, and the adventure and stories just waiting to be found out on the open water, but not the discipline and mindless tedium of military life. So he struck out on his own. He never did gain much of an actual reputation, earning himself only a place in myth and story for the sheer ridiculous level of his exploits, things that no sane and rational man would -- or, in some cases, could -- have done and lived to tell the tale.
He gathered a crew, and over the years a wealth of both riches, and oh so many stories to tell. And all the time he grew stronger, and better, and more inspired to ever greater heights. And when the navy or some bounty hunter did decide to go off on the wild goose chase that was looking for Captain Crow, after a bit of pillaging or 'adventuring' left witnesses and people to admit that the tales were real, the poor sailors were never heard from again. Gone, absorbed right into Crow's growing legend.
Until one day it all just stopped. People said Crow and his ship had sailed out into the dark waters beyond the map's edge one day, and never came back.
What ever really happened to him, well...now that would be a tale to tell, wouldn't it?
Goals and motivations: Crow is always in the market for adding more wealth to his repertoire -- whether of the physical and monetary variety, or to the vault of hard-earned wisdom he's built up over the years. The prospect of a good adventure has sent him on more than one wild trip across the world, and across the verses, in the Omniverse. He's really seeking nothing in particular, but at the same time, a little bit of everything...just wants to see it all, so to speak.
Why do they want to find Omni? Finding Omni seems to be the biggest accomplishment anyone ever talks about. And being the one -- or one of the ones -- to accomplish such a lofty goal? Well, that'd make for one grand story to tell afterward, and a hell of an adventure along the way, no?
Personality:Replete with a wit and sense of humor as sharp as his saber, laidback and relatively cool-headed. Has a sharp temper when agitated, but luckily has no small measure of skill keeping it under control. Quick to laugh, and slow to really take any sort of true offense to just about anything.
Crow is, however, not exactly known for being the kindest or gentlest person, and doesn't mince words, preferring to cut straight to the point, and often in the most blunt, upfront way possible. He's lived a long life under harsh conditions, and intermingled with his harsh, seafaring accent and mannerisms, he's got quite a vault of wisdom, even if most of it is practical and life-learned, and he's prone to share it when asked.
He enjoys a good drink and a story more than most anything -- even the scent of a fresh treasure hunt -- and is equally at home crossing swords as with crossing words with other folk.
It's also worth mentioning that Crow is not altogethere there in the head. He's seen and done things that haunt him, and while he's not one to talk about it much it does tend to come out in some particularly grim times, and notably...theatric ways. He went on the entire journey to find Omni as part of an elaborate way to die, as an example, and is of a particularly mixed bag about the whole affair, especially after he survived and became a Prime.
Being robbed for good of the one treasure he could never really have has left him just a bit more disgruntled and callous than before, but he's still the same jovial, half-drunk old sea dog he always was.
Possible Reactions: Crow doesn't take well to threats or violence against his person, or those he's taken a shine to, and is liable to respond in kind. On top of that, he doesn't care much for being interrupted, or for -- gods forbid -- having a drink of any description spilled, and will get rather upset about both things. Aside from that, he's prone to laugh most anything else off, keeping a jovial outlook, almost to the point of being unnerving.
Relationships: Crow has met many folks in his travels, from just about every verse, though never really anyone of import. He knows ABOUT a great many people thanks to that, and the occasional peek at the Dataverse, but the number of people he knows personally, on a named basis could be counted on both hands.
Combat Style: When Crow fights, it's a lightning-quick and dazzling display, his bloodied saber flashing like a silver glint, and Crow himself looking like a wraith as he dashes and darts about, weaving in and through his enemies' guard and around them, almost like some bizarre, macabre dance, leaving them as confused as anything. He's got a number of pistols and knives on his person, as well, which he makes ample, deadly use of when the need arises, and he's far from being too good to kick some proverbial sand in an enemies' eyes, or use just about anything around him to get the upper hand.
Skills: Crow was a navyman for a number of years in his home world, and he was a skilled pirate for decades afterward. He's skilled with a sword, pistol, and at keeping a ship running through anything. He's supernaturally fast and coordinated on just about any terrain, and strong as tough as steel cable, from a lifetime of fights and adverse conditions. He's good at keeping up an imposing, wolfish facade, bearing pointed teeth and inhuman, gray eyes and has developed a talent for piercing, inhuman shrieks and battlecries to scare the pants off anyone who isn't expecting them.
Aside from all that, Crow can leap startlingly high, enough to make his way halfway up a ships mast in a good quick hop, and his eyesight is sharp as a hawk.
Extra: Crow's saber is perpetually bloodied, looking like a scarlet ribbon or intricate design worked into the blade, and he can let this blood 'fly' and turn his blade into a whip at need. Also, in a curious note, many people have commented that Crow only seems to cast a shadow at the hours surrounding high noon...curious.
Stats/Details
Level: 6
Spent OM: 25,000
Proficiencies: (3,600); Physical Strength (1000), Ranged Proficiency (1000), Area Attack Proficiency (600), Debuff Proficiency (1,000)
Powers: (8,000); Burst Movement (800), Advanced Super Jumping (500), Master Acrobat (400), Suppression (1,000), Survival (2,000), Hive Mind (400), Foresight (1500), Enhanced Senses (Basic)
Moves: (3,300)
Bloodied Saber (600) Requires: Physical Strength, Ranged Proficiency
At first glance, it appears to just be a well-crafted, if unremarkable sword. Obviously at least as old as its wielder, but well cared for. Bearing a slight curve to the blade, it is robust and simple in design, with no bells or whistles to its overall construction. Sports a red-wrapped hilt, and faded gold handguard. The blade maintains an odd, silvery sheen to it, and sports an unsettling red pattern from just over halfway down its length, which tends to ripple and shift like freshly spilled blood.
At command from Crow, this bloody pattern will lift off of the blade, coming to life as it spreads outward, reaching out into a wickedly sharp blade of crimson, reaching nearly six meters in length. It is unwieldy, anchored as it is to the sword itself, and it is as much a whip as it is a blade, better suited to wide, scything arcs than anything else. But still, its sheer size and reach make it a powerful weapon, building up great momentum and cutting power behind each swing, even if it does leave the old pirate open as he contends with the follow through for each blow.
Brace of Powder (300) Requires: Ranged Proficiency
A set of four ancient, battered looking flintlock pistols Crow carries, strapped on a bandolier under his overcoat. They are sturdy and reliable enough, despite their age, and pack a substantial punch when they hit. They are fairly accurate, with Crow's keen eye to guide them at least, up to a range of about 40 meters. The bullets will keep going with enough force to be dangerous all the way up until well over 100 meters, but hitting anything at such a distance is all but impossible. The ancient firearms pack a significant punch, but are for the most part one-shot implements, giving Crow only one shot with each one -- four shots total -- before he needs to reload. He's a good hand at speedy reloads, but to reload even one of the guns will take him nearly five full seconds, and that's if he can stand still and focus on it. Not really the best thing to be trying to do in the middle of a fight.
Crow Feathers (600) Requires: Physical Strength, Ranged Proficiency
A multitude of slender, red knives Crow carries on his person, under the half-cape trailing from his shoulder, as well as stashed in his boots, a few up his sleeves, and lining the lower reaches of his overcoat. They are sharp, and extremely well-suited for stabbing and thrusting, though almost useless for slashing and cutting. Primarily used as an off-hand weapon when wielding his saber, or as a quick, surprise tactic when trying to ambush someone. He carries two dozen of the useful little weapons on his person at any given time. They are well-suited to being used as throwing weapons, on top of their use as an off-hand and surprise weapon, and can be used effectively for that purpose up to about 15 meters. They do not inflict any significant damage when thrown, but are quite good for distracting a target and making an opening for Crow to close in and bring his much more dangerous weapons to bear.
Grenado (1,500) (Requires: Ranged, Area Attack, Debuff)
Crow carries a small stock of primitive explosives with him most of the time. Appearing as small, clay or metal shells about six inches in diameter, with a fuse protruding from them. At any given time, he carries one of each type available, and when it is used, it takes six seconds of uninterrupted focus — the most he can do is move about to try and dodge attacks, though any other interruption will break his focus — to summon a replacement. All four varieties have the same general usage: when the fuse is lit, there is a six second countdown before it explodes, and Crow's throwing arm can hurl it to a range of about 20 meters. Different types are as follows:
-- Shrapnel: The explosive goes off with a surprisingly powerful blast, pelting everything within a four-meter radius of the weapon itself with a devastating hail of shrapnel from the casing and shot concealed inside it. It's quite powerful, but has no other special effects tied to it.
-- Thunder: The explosive goes off with a simple detonation fueled solely by the powder contained within the shell. It does minimal damage, and only then in a small 1-meter radius around it, but all targets within a 5-meter radius will be assaulted by a violent burst of sound, which can deafen them temporarily. The effects last for ten seconds, subtracting 1 second for every point of DEF the target has greater than Crow's ATK.
-- Flash: The explosive goes off with a burst of blinding light, effecting all targets within a 5-meter radius of the blast. The blinding effects last for ten seconds, subtracting 1 second for every point of DEF the target has greater than Crow's ATK.
-- Smoke: The explosive goes off with a loud bang, and produces a thick cloud of dark, obscuring smoke. The smoke spreads out into a 4-meter radius cloud centered on the blast, and lasts for up to 15 seconds before beginning to dissipate. The smoke greatly hinders eyesight, and makes breathing difficult while within it, but has no effects if a target can get free of the smoke.
-- Toxic: The explosive goes off with a loud bang and flash of light, producing thick clouds of noxious, yellow smoke. It is caustic, and burns just to touch one's skin, causing constant, minor discomfort as long as they are within the smoke. The real effects are that it irritates the body, causing tears, coughing, dizziness and nausea (or analogous effects, for non-organic/living targets), with just one good breath. The cloud of smoke lasts for ten seconds before beginning to dissipate, and the effects of inhalation will last for ten seconds, subtracting 1 second for every point of DEF the target has greater than Crow's ATK.
Rifled Musket (300) (Requires: Ranged Proficiency)
A simple weapon, and Crow's primary means of long-range engagement or for a surprise sneak attack. The weapon is accurate at an extreme range, up to 300 meters, and remains deadly until up to 500. It only holds one shot, and so that one shot must be aimed carefully. Lining up a proper shot with the weapon takes no less than five seconds, during which Crow has to remain completely stationary — crouching or kneeling, if he can manage it. When fired, the rifle gives off a thunderous bang and a short-lived cloud of thick, white smoke. The single shot packs a massive punch, but when fired, reloading the weapon takes 30 seconds. In the event he gets a chance to reload, Crow does carry two extra cartridges to load the rifle, and if he should somehow manage to use all three shots, summoning another takes ten seconds.
Super Moves: (1200)
Deadeye -- T1 Super Attack (600) (Requires: Ranged Proficiency)
Sometimes, when you need to really take down a tough foe, it's better to be lucky than good. Crow's got no shortage of both luck and skill, and this attack proves it. By taking an extra three seconds to line up a shot with his rifled musket, during which he can actually move — owing to the 'luck' part of the maneuver — Crow fires a shot as usual. It's a damn good shot; the 'one in a million' variety, hitting the opponent in just the right spot to deal a devastating injury.
Spike -- T1 Super Defense (Requires: Ranged Proficiency) -- 600 OM
Again fully exploiting his capacity to be just as lucky as he is good, Crow can use it to put a stop to an incoming attack. Drawing one of his crow feathers, he uses it in an...unorthodox way. Hurling it at his target just so, and with such speed and precision that it completely throws them off their game. Jamming a ranged weapon, making them trip for a physical attack, catching a supernatural one, etc. The exact specificity will vary, depending on the attack being countered, but the end result will always be the same.
Transformations: (1,000)
Dead Men Tell no Tales -- T1 Power Up -- 1,000 OM
Sometimes, Crow doesn't want to leave someone around to go telling stories about running into him. Or he just wants to give someone a visit to Davy Jones' Locker. Either way, he decides to buckle down and get serious, drawing on some of his supernatural strength to augment his ferocity in combat. Visibly, there is very little change, but careful observers would notice Crow's eyes gleam silver, with an almost palpable killing intent.
ATK: +2
DEF: +0
SPD: +2
TEC: +1
Assists:
Items: (1,100)
-- Communicator (200)
-- Mobile Dataverse Device (100)
-- Vita Compass (800)
Bases:
Unlocks: (7,000); Stat Upgrade I (1,000), Stat Upgrade II (2,000), Stat Upgrade III (4,000)
Base stats:
ATK: 3
DEF: 2
SPD: 4
TEC: 4[/spoiler]
![[Image: kUpgBYg.gif]](https://i.imgur.com/kUpgBYg.gif)


