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Chii
Oct 28, 2010 10:37:14 GMT -8
Post by Deleted on Oct 28, 2010 10:37:14 GMT -8
Profile Information
Name: Sesunaso Chii
Gender: Male
Age: 12
Faction: Spiritually Aware Human
Rank: Psychopath, obviously.
Reiatsu Color: Fallow
Reiatsu Aura: An impaired connection to reality; psychosis.
Personality: A mentally unsound child who takes the keenest pleasure in wrongfully applying his abilities to the minds of the sane. An eccentric, trigger-happy demeanor lies behind a mask of calm, composed, and sombre attributes (although mimicking emotion came with practiced ease); the boy seldom smiles sincerely at all, the instances in which he does not ones you would want to get caught up with. He regards direct confrontation as distasteful and commonly shies away from it, preferring the underhanded tactics made possible with his skills; Chii is an entirely different individual when perturbed, not dissimilar to the stereotypical ''psychopath'' who will stop at nothing to get his fair share of bloodshed.
History: There once lived a boy who, to the chagrin of his mother and father, possessed no redeeming qualities whatsoever. Chii was insecure, delicate and unreliable, not to mention excessively hostile to all not his progenitors; these traits, minus frailty, went amplified by the awakening of his spiritual awareness, and the skills it therein bestowed at 9 years of age; highly corruptive abilities, so told him the occasional ghost he'd encounter and converse with, much to his displeasure, for as far as he knew it mattered not whether the people around him acted violent and clumsy, as Chii himself did.
Sure enough, the unstable nature of his ''gift'', in light of their near-constant exposure to him, was quick to take upon his parents its toll; the pair, an originally amicable couple, soon developed belligerent tendencies bordering on abuse, and grew incapable of making ends meet. Acquaintances were alienated, family staved off by fear of outbursts, and Chii driven, in spite of his disabilities, to provide for them, out of fondness for his mother, with whom he'd spent the majority of his days with.
While her mental state deteriorated quickly, Chii's father soon turned an angry hand to him, thereby decreeing he was not to come into contact with her, for their condition appeared his fault. The order was followed religiously until, one hapless day, she was found limp and stiff as could be upon the ground, her throat slit in suicide. This devastated him even further, broke something inside that had kept him reasonably sane; Chii donned the mask of stoicism that day, hardly even mourning her loss and the upcoming end of his father who, possessed by grief and sorrow, offed himself the very next.
Garnering up enough resources on his person to last a short while, Chii set off, no objective nor ambition in mind. He found an abundance of them -- ghosts, that is -- shambling about the capital, some clueless, some not, the latter telling him to beware of Hollow and quit advertising his awareness. So he answered, it didn't matter; he couldn't control his abilities anyway.
But it came to him, steadily, over the thrills brought on by a life of petty crime, and Chii had almost made a sport out of getting caught and persuading his captors to free him; nobody knew, of course, that they had been deceived, and that the visions had all been his doing.
These antics grew perilous when, one day, a group of individuals he'd wronged did not attempt his capture; instead, they had set upon themselves the endeavor of killing him, and might have succeeded in doing so from a distance had the Black Rose Witch not been eyeing the same prize, though she, unlike them, held an entirely dissimilar motive, fascinated by the curious nature of his abilities made known to her by the presence of reiatsu, which her lilies smelled.
Preemptively disposing of his attackers, the vile witch confronted Chii, less-than-amiably requesting that he serve her; she was met with much derision, and urged to piss off on more than one occasion, futile as it was, for she had held a suitable farness in regards to his person, and possessed an ability much too troublesome for him to cope with.
She came out triumphant and, in return for his cooperation, allowed for him to subsist in one piece -- such a shame it would've been, to maim the host of such serviceable abilities. [/blockquote][/size]
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Chii
Jun 25, 2011 17:31:11 GMT -8
Post by shinji on Jun 25, 2011 17:31:11 GMT -8
Stats
Speed: 100
Reiatsu: 150
Strength Force: 5
Stamina: 80
Endurance: 50
Skill Reiatsu Skill: 50
Weapon Skill: 10
Hand to Hand Skill: 5
Bonuses
Experience: -
Skill Points: -
Exploits: -
Bounty: 15,000
Yen: -
Skills
Skill 1: Ability Control [3/3]
Skill 2: Weaponry [2/2]
Skill 3: Agility [2/2]
Skill 4: Reiatsu Sensing [1/1]
Skill 5: Reiatsu Control [1/1]
Faction Skill: Will To Live
Division Skill: Gift Of Sight
Free Skill: Telepathy -- one-way communication via the minds of those in range. Severe mental unrest (psychotic episodes, et cetera) prevents coherent use of this skill.
Inventory
Abilities
Hayasa AR Acrobatics
Weapon
Name: N/A
Description: A set of five moderately lengthed carving knives with no real affinity for actual combat hidden upon his person, along with the ritualistic, dagger-like athame.
Ability
Name: Fuutennai
Description: The ''fuutennai'' represents a sector of no more than ten meters in radius at the zenith of his power. The influence of his aura cannot extend any farther than these boundaries; however, within, anyone is susceptible to as many as two of the following onslaughts (simultaneously) with a little (or a lot of) reiatsu. Non-stipulated (as by physical means) skills below are to be applied via a short series of varying one-handed signs, during which the target must be in his line of sight.
- The ability to trick the brain into processing false nociception. Put more simply, this deceives the nervous system into perceiving pain that has no proper cause; at first, the foe will experience a thorough, mildly discomforting sensation that, with each post, accentuates into sharper pangs. Furthermore, should one flee the fuutennai's range, the pain will linger for half the duration they spent within the circle before vanishing.
- The ability to steadily induce mental fatigue upon the target, thereby bestowing upon them an impaired sense of wakefulness and poor concentration in their strives; a gradual attempt at producing somnolence and sub par performances. These effects persist until the afflicted should rest.
[1 – 3 posts for grogginess; more pronounced exhaustion from 4 – 6 onward, assuming target does not flee the fuutennai's range]
- The ability to combat abnormal changes (or lack thereof) in one's psyche (detected through physical cues) to a reasonable degree should they be of a psychological nature.
- Suppressing very specific parts of one's memory, i.e. an identity or the recollection of a particular event. As with amnesia, the afflicted may steadily recall bits and pieces as he/she is reminded of them; furthermore, as an added stipulation, physical contact must be maintained for the lengths of 2 posts, the subject in question must be of his knowing, and his focus mustn't waver.
- Inducing a euphoric high via the release of endorphins and the likes; perhaps the only skill to be performed on one's self. This fools the brain into releasing beneficial chemicals that grant upon the person a sense of elation and mask pain, permitting the host to tolerate higher levels of punishment.
- A steady decline in one's mental faculties. The closer they are, the longer they remain, the faster these symptoms will develop; an inability to grasp and devise complex schemes, to process nearby going-ons, make efficient use of cognitive functions, as well as a loss of moral in regards to one's fellow man and homicidal urges. These manifestations dissipate over a short period of time (a few hours' worth of rest or so) outside the sector.
[Magnitude of which to be determined reasonably within the course of one's duration and left up the victim's roleplay; however, a psychologically scarred character, for example, would be more prone to these effects than a mentally sound one]
- To be carried out via physical interaction, this skill projects disruptive impulses to the foe's brain, scrambling the links to the nervous system and denying one the use of that particular body part for up to 2 posts.
Ability #2
La folie a deux - In conjunction with forementioned ''sector''; the power to create and manipulate pathological sensations devoid of actual stimulus within the minds of nearby persons; hallucinations. An individual undergoing these shifts in perception cannot be affected by the above simultaneously (post durations will not be put on-hold) and will be vulnerable to sensory disturbances (albeit not to the extent of depriving one of sight/touch/et cetera, or thoroughly detaching a person from reality) of his choosing; these will cease should the target distance himself, and have no lingering effects of their own.
Passive #1: An awareness as to the presence and stances of characters within the sector. The more people there are, the more difficult it is to cope.
[6 post duration, beyond which a half-as-long cooldown is required; to be potentially activated in conjunction with the 1st ability]
[/blockquote][/size]
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