User blog:Friendlysociopath/Friendlysociopath's Original Characters

Put simply, I've been writing a lot of non-Deathbattle works and have no desire to fill the wiki with a bunch of personal battles and pagewith my own personal characters to bother others. So I'll just be deleting the OC pages themselves (well, getting an Admin to) and making this a blog where I list all of them along with anything like pictures, animations, etc. I won't be deleting the Deathbattle page however as that's still a valid Deathbattle.

This will NOT have their entire written works posted. Many of them are multi-chapter works with tens of thousands of words- I don't know Blog limits but they're not up to that and ideally I only want one such blog.

Anyone who wants to use one of these OCs may do so but you really should notify me at least- if nothing else so I can put up the Mary Sue score and put up feats- that's required on this site for battles and only the first three have the scores. If you'd like I'll instead simply message you quotes and you can decide for yourself how to interpret the feat.

Full Name/Faction/Class
Subject 000

AKA: Zero, Painkiller, Renegade Subject

Series Title
Subject Series

Possible DB Opponents

 * Sephiroth (Final Fantasy)
 * Captain America (Marvel)
 * Stitch (Lilo and Stitch)
 * Albert Wesker (Resident Evil)
 * Mewtwo (Pokemon)
 * Shadow (Sonic)

Background
Subject 000 is a genetically modified organism (GMO) that escaped his 20-something year confinement after being awakened by a mysterious 'Key'. He later found the key in the form of the stepdaughter of the scientist who created him. Subject 000 is now serving as her protector as the organization that his creator worked for attempts to hunt them both down to claim this Key for themselves.

But there is more to the world than good and evil- allies and enemies alike gather as the various factions all strive against one another to reach the ultimate conclusion- the fate of the human race.

Abilities/Powers
100% Control  100% Control: Subject 000 has complete and total control over all functions of his body. This control is fine enough that tasers and flash-bang grenades are almost entirely ineffective against him. He also possesses a moderate regeneration power- though it requires conscious effort, time, and stamina to use. Enough punishment will cause him to become weaker and eventually die.

Limit Break  While not possessing a true limiter like other Subjects, and consequently being weaker than most of them, Subject 000 can force his body to increase the amounts of adrenaline and other chemicals it produces beyond what a human normally could make, allowing him to push himself beyond what his body can handle. Extended use of this ability will cause his body to begin being destroyed (muscles tear, bones break, etc.) as it cannot withstand the forces used.

Peak Human Physique Due to genetic manipulation, Subject 000's body is naturally capable of the greatest human feats; despite never being outside of his containment tank for the first 20-something years of his life. When epinephrine (adrenaline) moves through his system in any amount- he reaches past normal human limits.

Info Dump Part of Subject 000's creation involved forced memory implantation. These memories include knowledge of everything a living weapon would be required to know: weapon training, vehicle operation, human anatomy, tracking and wilderness survival, and so on- the perfect soldier.

Fate Bound Unlike multiple other beings that exist across the many worlds, Subject 000 has not severed his Chains of Fate. However, he did alter his destiny through a series of paradoxes enabled through time travel, allowing him to change kismet's hold and even alter his own powers to save the world. So while he has left Destiny's path, he is still bound to Fate and it will create another future for him eventually.

Equipment
After his capture and subsequent escape(s) from the organization- Subject 000 and his allies stole several weapons and he acquires more through his adventures. Many of his weapons have been modified to take on Subjects and so are several steps above what would be required to deal with a human.

Note- Subject 000 switches out his weapons several times during the course of his adventures. There have been points where he carries all of the following weapons at once and times where he only uses one- but he is the only user of the Alter Sword and Subject Killer, in contrast with sharing ownership of the Vorpal Blades with Raven, and everyone in his group has access to the grenades.

Alter Sword A state-of-the-art sword that is self-sharpening. The true power of the sword lies in how it's mass can be changed. When the controls are held down, the weapon begins to charge, when the charge is completed its mass will increase. The sword's weight can be reset if needed. It is Subject 000's signature weapon, though far from the only one. He abandoned the Alter Sword when he left his first group, leaving the sword embedded in the ground at such a weight that nobody could lift it. He later reacquired the weapon when he returned and has used it ever since- though he typically will only enhance the weight to a massive degree if pressed as the previous model he possessed was broken from being used too severely for too long. The blade has sampled his DNA and, as such, the weight controls will respond to him and him alone and likewise the increased mass will not affect him.

Thus far the thing ring on the weapon's hilt has shown 3 different visual indicators of a charge building: a small orb of light circling fast enough to appear solid, lightning crackling along the blade, and the entire weapon being coated in white light. The lightning has thus far only occurred once and was during a period of time travel against the same exact weapon at a different point in time- which may have had something to do with it.

Subject Killer The Subject Killer is a multi-barreled pistol that is unconventional even by Subject standards. The weapon boasts four barrels- each fires with the single pull of a trigger- enabling it to fill the air with its deadly rounds. The pistol fires .50 caliber rounds at over 800 meters per second- producing recoil that would make the weapon useless- if not outright self-harming- in the wrong hands. It can only fire five times before requiring a reload.

Vorpal Blades The Vorpal Blades are a pair of short but thick swords, each being only slightly longer than a human arm. Despite their small size, their impact is anything but limited. When activated- the blades leave behind a bright white ripple that hangs where the weapons previously traveled. The ripples function as if the weapon were still present- cutting anything that touches them with the force the weapon had when it made the ripple or being destroyed if the force surpasses the force behind the Vorpal Blade attack. Subject 000 came across these after he separated from his first group and used them continuously until later reclaiming the Alter Sword when he rejoined them. He briefly carried both the Vorpal Blades and the Alter Sword but eventually loaned one of the twin weapons to Raven in order for her to be better protected.

Grenades Subject 000 has access to several varieties of grenades: Stunner, Smoker, and Gasser. Unlike typical stun grenades, which only release about 170-180 decibels, these stun grenades have been upgraded to produce well over 200 decibels. The smoke grenade releases a potent screen that is difficult to displace and forms an opaque mist that is nigh-impossible to see through. The gas grenade is similar but the heavy smoke also will sear the eyes and nose and if breathed in by a normal human will most likely severely burn their organs enough to kill them in seconds. Of the three, he has used Stunner the most, followed by Smokers, and he has never used a Gasser.

Armor While Subject 000 spends a majority of the series changing into various outfits composed of normal clothing and makeshift military/organization castoffs, he does eventually gain a 'set outfit' that he uses regularly and involves additional Subject-powered defenses. The outfit is comprised of a set of under-clothing and pieces of armor over them at the: shoulder, shin, fore-arm, and chest. The clothing is composed of fibers from Silk Subjects, rendering the pants and shirt superior to the finest kevlar on their own. The armor is forged from an advanced type of composite metal foam- enabling it to absorb the damage from most handheld weapons available to modern military forces with only the slightest damage to the armor itself and practically none to the clothing beneath it- let alone Subject 000 himself. It is suggested that extremely specialized anti-tank weaponry and ammunition would pierce through both the armor and coat plus injure Zero, but anything less would likely require multiple rounds to consistently hit the same spot before the armor really starts to take damage. Subject 000 refers to the ensemble as his clothes and armor, not bothering to name them, but his allies dubbed the collective outfit as, "The Defender".

Note: The Defender is not a routine part of Subject 000's arsenal, it is reserved for dangerous opponents that he knows he will encounter ahead of time as it draws a great deal of attention if he's seen in it and they have limited materials to repair the outfit should it take damage.

Weaknesses
Radiation As a Subject, Subject 000 is susceptible to ionized radiation, being twice as likely to suffer damage as a human under identical conditions. Zero can somewhat counter these effects using his ability but if his DNA were ever to be damaged severely enough that his ability (which stems from his genetic code) was compromised- he would be no more immune than any other Subject.

Cold Subject 000 has an almost fanatical dislike of cold. Due to his years of relative peace in his hot test tube- he has come to associate the lack of warmth with negative experiences and enemies in general. While he correspondingly has little issue battling in hot environments, cold ones put him on edge and seem to slow him down.

Blood Loss While he does have the ability to regenerate- Subject 000 seems to lose strength much more when losing blood. Extensive blood-loss will slow him down far faster than blunt trauma like broken bones or injuries that don't compromise his flesh overall such as burns.

Description/Quotes
('... you broke out before- can't you do it again?')

"Walk in a straight line and kill everything in my way? I can do that."

(When someone threatens Raven)

"I won't let you hurt her!"

(When asked, 'Why won't you die?!' or otherwise complain.)

"Truly, you have a difficult life." ^Note- the only sarcastic line in these quotes.

(After killing guards without leaving a mark when previously he'd ripped a skull in half)

"I thought I might try being subtle."

(When challenged)

"Everybody's in such a hurry to die."

(When insulted for having genetic commands possibly running his mind)

"I'm not a puppet!"

(When someone insists they're morally bad/ he's morally bad)

"I'm not really in a position to judge."

(When annoyed at an opponent he believes physically inferior)

"You apparently want to be damaged- I can do that."

(Whenever someone starts going on about being a god)

"Gods should know their limits."

Possible Deathbattle Outcomes
Sephiroth's casual strength is vastly superior to Painkiller's own natural limits and his lack of vital organs makes it extremely unlikely that Painkiller would be able to deliver enough decisive blows to take Sephiroth down before Sephiroth managed to do the same to him. Sephiroth's abilities of flight and illusions also makes it extremely unlikely that Painkiller would ever get close enough to utilize the Alter Sword in the first place if Sephiroth were to take him seriously.
 * Sephiroth

Alternatively, if both were allowed their upgraded forms, Safer for Sephiroth and Painkiller's upgraded form, the tables would be turned since Painkiller possesses feats of outrunning lightning and hurling entire buildings through the air through raw strength alone when invoking his various gained Subject powers. He also gains access to multiple Subject abilities which renders him an even match for Sephiroth's magic- if not surpass them with powers such as Nightfall's energy, which should prove a direct and devastating counter to something made of Lifestream. Even if he couldn't directly take Sephiroth on- his enhanced form would definitely allow him enough time to continue upping the Alter Sword until it achieved enough weight to damage and kill Sephiroth given that at the final battle he could slice through the enemy core- which was stated to be durable enough to smash into the center of the moon without being damaged. While Captain America has increased strength, speed, and durability compared to a normal human- Painkiller simply outperforms in all of these areas. His regen is superior to Captain's as well and his assorted grenades indicate he would at some point manage to work around Cap's shield too. Painkiller's ability to watch and gauge muscles even for vastly faster opponents would give him an edge against Cap even if they held physically similar stats and he's many times responded to enemies wielding unique weaponry by adapting to the new technology and even stealing it for himself. Mew-Two's telekinesis makes it an uphill battle for Subject 000 from the start- preventing him from getting close and even then protecting Mew-Two from his attacks. Mew-Two's ability to block special skills also makes it possible that he could negate Subject 000's powers entirely- making him only a very athletic human. Even Subject 000's mental resistance stems from his personal power- which would allow Mew-Two to mind control him with ease if he could block such powers.
 * Captain America
 * Mew-Two

Full Name/Faction/Class
Zack, Headmaster of a Mage Protection Program school, Mage

Series Title
Zone Magic

Possible DB Opponents

 * Shirou Emiya (Fate Stay Night)
 * Zack Fair (Final Fantasy VII)
 * Dante (Devil May Cry)
 * Ludger Will Kresnik (Tales of Xillia 2)
 * 9S (Nier Automata)
 * Yu Narukami (Persona 4)

Background
During a relatively normal day, The Shift occurred suddenly and without warning. The entire population of the world fell unconscious for exactly 30 seconds. During this time, millions of lives were lost and millions more were injured severely. The time afterwords saw the introduction of forces and beings not of the Earth- thus began an age of magic and limitless possibility.

Mages were humans that manifested the ability to use magic. They were of all ages, from the oldest woman to the youngest boy. Each was born with a single spell that could cast- but also with a grave potential. If a mage killed another mage- their power and spells would go to the killer. Thus began The Shift, an entire year of battle between various mages looking to find and slay others of their kind to obtain a greater power. With so many injured and dead, the various world governments could not stop them easily, or even at all in some areas.

Zack, though it was not his name at the time, was just shy of twelve years old when The Shift started. Both he and his younger brother, Allen, manifested Zones- which made them a target for mages. An incident occurred that left Zack fleeing home and his younger brother dead behind him as the attacking mage's laughter rang in his ears. Over the course of a year, Zack would learn to harness his powers and even kill to protect himself and his new family, but thanks to the bonds he formed; he was not lost to the world and managed to overcome his past. By the end of The Shift, Zack had become a formidable mage (though far from the top) and a capable human being- he worked alongside many others to set up rules and laws concerning magecraft and how to govern its use and practice as well as offering to help train newer mages as time went on.

Seven years later, Zack became the residing headmaster of a mage school in the Mage Protection Program before old enemies rose up again and new enemies joined the fray. He once again took to the field to defend himself and his beloved students from the hostile forces, both magical and mundane, that sought to destroy everything he'd worked so hard to build.

Abilities/Powers
Magecraft Zone Zack's brand of magic involves what he has dubbed a 'Zone'. This spherical field is not actual energy of any kind so far as mages or mundane people know or measure it, even compared to the spells themselves. It functions as something of a battery and, at the same time, a field of heightened awareness for the mages. The Zone is not produced by them but rather seems to be channeled from elsewhere through them. It is the source for their spells but, in addition, provides them with information regarding everything within its range such as identifying and locating living beings, magical spells and energies, and with enough practice the Zone can be taught additional directives like finding the truth or sensing emotions.

 Spells  Casting a spell consumes some of the Zone depending on how much power is packed into the spell. The sacrificed Zone produces magical energy that can then manifest an effect on the real world. The Zone will begin as a sphere but, as spells are used, chunks will vanish and the Zone will accordingly shrink and change to return to a spherical shape. The Zone replenishes over time- though the rate it's replenished slows and can even stop if the mage has too many self-centered spells such as buffs active. Many spells can be cast in more than one way, Soundless is one such spell as it can also manifest as an AoE that denies all sound passing through it.
 * View - The View spell allows Zack to see the Zones of othe mages, something nobody else can do. It even functions on non-Zone magic systems as he can still sense the reserves and ranges of magics that don't use a Zone, such as the Chinese hand-seals or the South African tribal casting.
 * Pull - The mage can touch various locations with their hands and leave a magical charge behind. Any two or more objects/areas with this charge can be pulled towards one another independant of mass/gravity so long as both are still within the mage's Zone.
 * Zone Blade - Conjures up a blade forged of magical energy that will cut through all things. The more Power put into the spell, the greater the reach of the weapon. The cost for this spell is so high that many mages who possess it cannot actually wield the weapon for more than a few seconds even as a small knife.
 * Shadow Snake - Creates magical serpents from shadows within the Zone, they cannot be harmed physically unless they've manifested and struck at an enemy, though magical attacks and light will destroy them with ease. The darker and larger the shadow- the less the drain for forming them.
 * Magic Jump - The user can catapult themselves far higher into the air than normal and land safely from the jump. While they cover a larger range, the speed of the jump is approximately the same as a mundane one, making it ultimately a slow trip.
 * Stick - A mage can manipulate their specific reaction to gravity or the reaction of something they've touched, allowing them to stick to walls and ceilings with ease as though it were the ground beneath them.
 * Enforce - The mage enchants the touched object with increased permanence, making it more difficult to move, damage, or otherwise change beyond the mage's wishes.
 * Thunder Stride - The mage's next step becomes infused with magic, allowing him to cover the distance he desires so quickly that he leaves a clap of thunder in his wake. The spell only functions when taking a literal step, it does nothing for jumping and it does not allow him to strike at this speed or react to strikes of the same velocity.
 * Cool - A mist of magical energy forms and moves at the mage's command, cooling any still liquids it comes into contact with.
 * Release - Any latent or stored energy, such as the gunpowder in a bullet or the volatile energy of an un-detonated Fireball spell, is immediately activated upon being touched by the twisting energies of this spell; enchanted items will likewise expunge all of their stored power at once.
 * De-Spark - Zack can cause small sparks to never begin in the selected area, this is commonly used for preventing shocks from mechanical appliances, though Zack has found that it makes guns impossible to fire as well.
 * Soundless - Magical energy cloaks the user, preventing any sound from being created by the movements and actions of the mage. However, effects such as the crack of Thunder Stride are not entirely related to the mage and as such will not be silenced.
 * Guide - The Guide spell allows the caster to direct their physical movements to achieve a specific goal within their Zone such as correctly moving to attack or dodge. The spell only minimizes the margin of error to the point of it being non-existent, it does not allow a projectile to violate physics such as making a U-turn in the air or bypass barriers, nor does it augment the user's speed or choose a different action if the mage chooses unwisely.
 * Meteor - Unlike most spells, this one does not originate inside the Zone of the user. The meteor will come from outer space and strikes where the mage wills. While the spell is powered by the Zone no differently than any other- the size of the summoned Meteor increases each subsequent time it is cast- regardless of how much Zone the mage uses beyond the minimum.
 * Sovereign - A spell with only defensive properties, Sovereign so long as it remains active prevents magical energy from tampering within its boundaries, it will allow no magical effects to alter the state of the caster's body or mind; save those the caster themselves creates.
 * Dimension Door - The mage can will their Zone and take people and objects through it. This portal leads to a personal dimension specific to the caster. A sufficiently powerful mage can also apply the reverse and bring their dimension into reality itself for a short time.
 * Transport - When cast, the Zone of caster does not shrink immediately, though it is borrowed time nonetheless. Magical energy forms a ball/pillar of light. At the same time another light will appear at the destination- forming a dimensional gateway that allows travel between the two instantly. While the Zone does not shrink from this spell- the cost once great enough will cause the light to fade and the Zone to reduce to the new size immediately rather than gradually.
 * Defy - The Defy spell functions as a deterrent beyond mere magical energy. When cast and maintained, no other being within the Zone can manifest the same spells as the caster, enabling them sole control over any spells they and their opponent may share. An opponent who attempts such a thing will find that their Zone (or whatever variant they share) refuses to cast the spell or sacrifice itself at all to achieve this goal.
 * Cleanse Air - Misleadingly named, the spell does not actually cleanse the air affected. Instead, the area is filled with magically produced clean and healthy air while the air that existed prior is forced aside.
 * Everfrost - Creates a sphere of concentrated cold that will spread through the environment corresponding to the amount of power used and produce a special frost on afflicted objects within the radius. The frost is so cold that the air itself becomes impossible to breathe and even flames will fail if close enough to the ice. The frigid substance will never melt nor grow colder ever again and is seemingly a permanent fixture to the world.
 * Booming Movement - The movements of all beings within the area are amplified in terms of sound, causing even the softest of steps to create a deafening noise that causes pain to hear for all but the caster.
 * Blood Sword - A massive black blade made seemingly of stone is summoned on the ground at the caster's feet. The weapon is initially too heavy for any human to normally lift- but becomes lighter and easier to swing once it tastes blood. The more blood that the sword absorbs, the stronger its motions become, enabling it an additional power source beyond the mage's own stores.
 * Surface - Creates tangible planes of force that can be used for travel- though they are very easily destroyed after being walked on.
 * Accelerate - The Zone augments the mind of the caster, enhancing their reflexes and conscious thoughts to speeds that a normal human could not attain, though it does not increase the physical speed of the mage in question.
 * Truth Sight - The mage becomes able to "see the truth". Whenever someone speaks or shows a falsehood within the area- a stream of glowing light will escape and contain the correct information for the caster.
 * Trace - The mage targets individual objects or beings within the area, marking them with a tracing seal that will persist for a set amount of time even after they leave the Zone of the caster. Should the seal be broken or the energy set within give out- the seal will vanish. So long as the seal persists- the mage will know the exact location of the target even after they leave the Zone.
 * Card - The touch of magic forces the object into a new plane, creating a flat shape in the form of a playing card that allows the caster to carry an effectively weightless object easily. Only direct contact with the mage's touch will allow the magic to properly function and once outside of the Zone the effect will instantly vanish- launching the magic's recipient back into three-dimensional space.
 * Propel - Physical matter in the environment forms itself into shapes that perform well as projectiles and can be fired in the direction indicated by the casting mage. As with Pull, this is a one-time acceleration, not a gradual or controlled over time motion.
 * Voidbeast - An unusually potent summoning spell, the shadowy creature seems to draw power from everything else instead of the summoner's Zone post-summoning: nearby non-mages noticeably begin to turn into a glowing magical energy that is drawn into the monster's maw and even buildings will begin to fragment apart and be sucked in. Excess energy is transformed into Zone and sent to the mage that summoned it via an intangible cord- allowing the mage to reap the rewards with little effort on their part.

Tactical Mind While not the oldest mage nor the strongest, Zack was the youngest mage known to survive The Shift and accordingly has spent a greater portion of his lifetime taking magic into consideration for battle than any other mage. As such he understands the potential of his magic in different situations faster than his mage brethren and learns how to respond to enemy magic at a rapid rate.

Learning A feature of the magecraft Zack uses, if there is a spell/magical effect within his Zone, Zack can gradually observe the magic with his Zone to understand what it does and how it does it. With a long enough time period, he can even copy the magic itself for his own use so long as the magic itself doesn't change too drastically while observing it. More complex magic like magic involving cheating physical space or tampering with time take much longer to Understand and Learn compared to simpler spells like blasting the enemy with a bunch of energy.

Dimension Any mage with Dimension Door gains access to their specific dimension and can travel to it and back to their home dimension (Earth) even when brought into another mage's dimension. Each mage can only access one dimension related to them, though killing other mages grants access to their dimension in turn along with the absorbed Zone and spells. These dimensions are real places, not created by the mage, and damage or alterations done to them will remain. While anyone can access these places, usually the mage who spawns the dimension will have a special grasp of the world itself and everything in it- at times making the connection seem more personal than their own flesh and blood.

Zack's dimension is a foreign landscape seemingly inside an immense crater, with not a living thing present in the entire realm. The rim of this hollow is vast and quite tall- with the highest edges reaching up to the clouds above. The clouds themselves are thick and dark, causing the landscape to remain eternally overcast and without much color. Buildings line the multiple levels of the basin but they are uninhabited and empty of all furnishings save the dust and debris of time, some have fallen into disrepair and ruin. There are not only no people, but no bodies as well, not even bacteria can be found within the dimension; it is truly a place of desolation. The air in this bleak world is thick and harsh on the lungs due to the dust and debris, making breathing difficult and scouring the skin if exposed for too long. Metal rusts unusually quickly- suffering years of neglect in seconds when exposed to the atmosphere even though there is little moisture and heat.

If Zack activates Dimension Door in reverse, the clouds of grit will manifest around him and fill his Zone with a whirling dervish. Ending the spell or completely depleting his Zone will force every particle to vanish back from whence it came.

Fate Unbound Like multiple other beings that exist across the many worlds, Zack has severed his Chains of Fate, effectively removing kismet's rule from him and allowing him to defy his Destiny. This makes forseeing his actions with magic and/or technology very difficult as only the consequences of what he does can be seen- not the act itself.

Zack's magic and the magic in his world doubles down on this principle as not only can their physical actions not really be seen in the future- their magic is included in this as well due to the source of their power.

Equipment
Spells can be stored into mundane objects in a manner known as "enchantment". This allows for passive and active spells to be used without sacrificing the mage's Zone, though the spells lose a great deal of flexibility when enchanted and will only stay enchanted so long as their private Zone stores last. Zack primarily enchants several items on his person:

Coat His dark blue overcoat is typically Enforced as a passive enchantment, preventing it from taking damage or basically being altered in any way beyond his wish so long as its energy lasts.

Shoes The white sneakers Zack wears each have Thunder Stride enchanted into them, allowing a half dozen Thunder Strides each when activated.

Weaknesses
Zone Zack's magic is not unlimited. The Zone is a casting resource as well as an ability. Whenever Zack uses a spell, the Zone in the area thins and eventually vanishes until it replenishes or adjusts to fill the gap. This means Zack has difficulty continuously targeting the exact same physical space in relation to himself the farther away his target is and a longer battle will degrade his ability to keep aware of his opponent using the Zone.

Only Human Despite his magical defenses, Zack is only a human and has the body of one. Should he run out of Zone to power his spells, he'll be no more durable, strong, or fast than a relatively unfit nineteen year-old human. Even some of his spells have this limitation holding him back as they're very specific in what they enhance, Thunder Stride doesn't gift him with the reflexes one would expect of those speeds for example, it only aids him in completing the step he takes with such speeds. Should an object get in his path while he's still stepping, he will not be able to react to it.

Spell List While in regards to defense and subterfuge his spells are strong, Zack does not possess an overly offensive spell list and many of his spells that he uses for offense such as Pull, Zone Blade, Snadow Snake, Blood Sword, Ever Frost, and Transport are extremely limited in range or have additional restrictions for when they can be used: Pull requires Zack to touch the object he wishes to interact with at least once, Zone Blade cuts anything within weapon's reach but is incredibly draining and also can't be used for defense, Shadow Snakes are most effective in darkness otherwise they'll be weakened, the Blood Sword needs to taste blood or else he can't even lift it, Everfrost must be used sparingly because the ice is indiscriminate in what it harms and will never fade, and Transport has a delay of several seconds before the portal forms enough to be used.

In addition, Zack is not a perfect caster. As the Zone is what creates the spell in response to the mage's need, no spoken words or physical gestures are actually needed to use a spell barring those that require a physical touch. Because Zack spent so long with physical spells that did require physical movements as a child, he has aquired a habit that for the most part forces him to require his hands to cast, though when stressed sufficiently and unable to use his limbs, he has overcome this weakness at times. This makes his hands and arms a much more vital area to defend compared to the more skilled mages as they're capable of using spells without any indication whatsoever.

Description/Quotes
Song - One of Zack's mage mentors

''What you should understand is that he's not a pacifist because he fears fighting a battle- it's because he fears ending it. ''

Jeanne - Zack's cousin by blood

''A long time ago, Zack lost his younger brother when a mage attacked them. Since then he's never gone back and refuses to face his parents, I think he blames himself. ''

Firebird - A former mage-assassin

''I'll kill you, Zack won't, because he's a nice guy; he'll try everything he can to avoid fighting you in the first place and only then will he flip the kill-switch when he thinks there's no other way. That should frankly scare the shit out of you because between fighting me and Zack- I'd choose to fight me every time.''

Lavant - A member of the mage Disciplinary Committee

''Some of us still have our scars. We can bare them at any time because it's a pain everyone can understand and share. Zack's scars are not ours- he has a pain within that nobody has ever discovered and he will not reveal- so nobody can take it from him or help shoulder the burden.''

Officer Patty Burnwator - A police officer who frequently assists the mages

''He's done some bad things in the past, but by god if they didn't make him into one of the greatest forces for good this world has now, I don't know where we'd be. Sometimes a man needs to break before he can learn how to pull himself together. I've seen plenty of good children go bad- surely a bad child can still grow into a good man?''

Regulator - A government mage tasked with watching over a particular area/group

''It may be my job to enforce the peace, but Zack and his group do more to keep it than I ever could. I work in the present to make the world safe, he works with children to ensure in the future it stays that way.''

Heavy Truth - A villain that seeks to corrupt Zack and force him to start a mage revolution

''You are so much worse than me. I'm a killer- you're a builder. Do you know the men who caused the most death in human history? Nobel, Oppenheimer, men who dreamed of creating a future without conflict when all they did was offer humans more ways to start the fire. That is your fate, whether you embrace it or not.''

Possible Deathbattle Outcomes

 * Shirou Emiya

Dante is a tricky opponent to determine victory for or against at the best of times. With Accelerate and Thunder Stride in unison, Zack is more than capable of evading bullets, which means this would likely become a match of close quarters combat; and that would be difficult indeed to pull a winner from. One of the big disadvantages Zack would face would be that Dante's speed, reactions and strength are all naturally given to him while Zack has to expend a resource for his own stats to reach similar levels; Dante can regenerate as well while Zack can not- further pushing the battle into the Son of Sparda's favor. However, one of Zack's advantages is his series fully embraces the trope of magical weapons being immune to wear and tear- and how Zack has several of the unique methods to still break them. The Zone Blade for example has cut through magical weapons with the same ease it does everything else and the gritty clouds of Zack's dimension will rust both mundane and magical weapons- even the Zone Blade. Because of this- it's possible most of Dante's weapons would be rapidly lost if Zack managed to pull them both through a Dimension Door.
 * Dante

One possible method of victory Zack does have is Everfrost as it's a spreading cold immune to seemingly any amount of heat used against it and smashing it only scatters the ice to freeze a wider area. If Zack could manage to hit Dante with it- it's plausible the Devil Hunter would eventually be frozen in place and unable to fight further- even though he does seem to have some resistance to cold. Otherwise Dante's margin of error is a great deal smaller than Zack's- making him the likely winner.


 * Yu Narukami

Full Name/Faction/Class
Lord Valko Aleksandrov

A member of the Fate Unbound

Series Title
The Fae and the Fates

Possible DB Opponents

 * Archer Emiya (Fate Stay Night)
 * Raziel (Soul Reaver)
 * Roxas (Kingdom Hearts)
 * Alucard (Hellsing)
 * Ganondorf (Legend of Zelda)
 * Dracula (Lords of Shadow)
 * Richter Belmont (Castlevania)
 * Spider-Man (Marvel)

Background
Born as the son of landowners, Valko from birth was raised with the virtues of helping others before himself. When a plague struck the valley- his parents were slain and Valko himself was soon to follow. He passed a call to any that could offer a way to escape death that he would grant them any desire if they saved him.

While many charlatans were brought forwards and later imprisoned, a woman stepped from the shadows and performed a true act of immortality by impaling herself with a fire-poker. She whisked Valko into the night and forced him to murder several humans and cut the hearts from his parent's bodies. Valko was then pierced with thirteen daggers as they were inflicted on both his body and spirit.

When he awoke, Valko was healed and possessed the strength of ten men for the nine he had killed plus his own. His powers over darkness and taking lives would be practiced and used in secret for several years before he confessed this revelation to his wife and son. The woman who had created him many years before reappeared and killed both members of his family before revealing the daggers were with Valko still- though now physical and eternally rending at his spirit.

Imprisoned for centuries, Valko eventually won his way free through a twist of Fate and encountered other mortals who could defy their Destiny. The group gathered at Cross World and set out to carve a new life for themselves- free from kismet.

Abilities/Powers
Enhanced Physical Abilities As of his initial acceptance of dark powers, Valko was gifted with the strength of the nine mortals he killed added to his own, "The Strength of Ten Men". While he also displayed greater speeds and durability than a normal human- they did not recieve the full value of the transfer as the woman who made him knew he would never be able to hide the latter stats like he could the former.

Lives As a being that feeds on the Spirit of mortals (not the Soul or Body) Valko can claim one 'life' from any mortal being he kills. These 'lives' will restore his body completely from any fatal injury at the cost of one life for the restoration. Lesser injuries will not consume a life and will be healed rapidly unless Valko takes specific efforts for this not to occur. A life will only be consumed once per 'attack' no matter how dire the damage. Three thrusts with a dagger through the heart will take just as many lives as having his entire torso obliterated three times. As a byproduct of this, Valko has become incredibly tolerant to most types of physical pain, even a massive bear carving a substantial portion of his chest away didn't phaze him for long when he was battling against it. In addition his body does not entirely require its natural form to function. Sufficient damage to a normal man to make a limb useless will only weaken Valko's own arm- not render it inoperable. So long as the overall shape of the limb is maintained it will still function.

Fate Unbound Like multiple other beings that exist across the many worlds, Valko has severed his Chains of Fate, effectively removing kismet's rule from him and allowing him to defy his Destiny. This makes forseeing his actions with magic and/or technology very difficult as only the consequences of what he does can be seen- not the act itself.

While weaker and inexperienced compared to his brethren- Valko has still managed to access several dark powers gifted to him thanks to the dark order he joined and later abandoned.

Shadow Truth Whenever Valko can see the shadow of an opponent, he's capable of telling whether anything they say or do is a lie, for nobody can lie to their own shadow. Valko's own ability to see through any darkness be it natural or magical would seem related to this ability.

Conjure Darkness Valko can create a sphere of shadow around himself in perhaps a fifteen foot radius, canceling out even the brightest of light for a few seconds. Functionally this is a large shadow that he can use for any of his abilities though he cannot use it again for an unknown amount of time.

Pass Through Shadow Valko can move between shadows without crossing the distance between them- effectively allowing him to teleport from patches of darkness. It is unknown exactly how dark a shadow must be for this to be effective as he's warned that weaker shadows do not work if too much light is around.

Equipment
Shadow Dagger 13 magical weapons that are bonded to Valko- while their true form is gold and red- because of his self-hatred they will forever be darker than shadow until he forgives his greatest enemy- himself. He battles by ripping them from his chest and using them as weapons- though they always reappear should he cast them away. Because they afflict both Spirit and Body, he is capable of cutting even things that cannot normally be physically cut with them and the wounds they inflict damage both Spirit and Body- preventing them from being healed. With focus and effort, Valko can warp the daggers into larger weapons as they are a part of his own Spirit.

Shadow Glaive By combining two Shadow Daggers each, they become a double-bladed weapon that are not only lethal in close quarters- but can be thrown accurately at targets over 35 meters away without spinning off-course. However, the new quality the weapons gain as glaives compared to daggers is that Valko can direct them to curve through the air and even return to him.

Shadow Blade By combining three Shadow Daggers each, Valko improves the reach and weight of the weapons to match that of a short but broad sword. Valko himself has precious little skill with this form and only uses it when circumstances force it- such as if his other arm is burdened or he is trapped in a confined space.

Shadow Shurikan By combining four Shadow Daggers each, Valko improves on the glaive design, creating a four-bladed throwing star that will function at double the range, similar to the glaives' own relationship with the base dagger. The ability to direct them is also enhanced- enabling the throwing star to freely move through the air and even double-back on its own flight path as needed so long as the energy behind the throw still supports it.

Shadow Staff By combining five Shadow Daggers each, Valko forms staves similar to the curved staff he carried in his youth. The threat of these weapons is often unseen as they do not appear to have an edge nor blade on the curved part- but they cut as cleanly as ever when coming into contact with physical objects. This is the most defensive of his combinations.

Shadow Whip By combining six Shadow Daggers each, Valko can conjure spiked chains that can reach incredible lengths, easily outdistancing even the shurikan in terms of raw distance. Each chain ends in a sharp blade and the chain spikes themselves are capable of slicing through stone and steel with ease. Valko cannot direct them as easily and nimbly as he can the shurikan but he nonetheless seems to have an afinity for getting them to move how he wishes. He's even managed to block bullets from several shooters by propelling the whip into the exact paths of the bullets.

After he defeats enough members of the dark order he hunts- he can form these whips of any single dagger instead of many. He becomes quite willing to use them to get around and restrain opponents.

Shadow Chainsaw By combining all thirteen of his Shadow Daggers, Valko's weapon reaches its most dangerous form, a chainsaw that cleaves into whatever it cuts. Its ability to damage the Spirit and Body of an opponent is beyond compare to the other combinations- despite the inferior range and mobility.

Weaknesses
Novice Valko rejected the dark group his creator belonged to early on. Because of the long-time nature of learning the new abilities gifted to him, plus his subsequent imprisonment, Valko's skills are severely lacking compared to any other member of the same organization. He can only See Truth, Conjure Darkness, and Pass Through Shadows- and his versions are notably weaker compared to others.

Spirit Daggers Valko's torso is pierced by 13 spiritual daggers. Because they are afflictions of Spirit as well as Body, they will never stop hurting nor can he remove them permanently. This pain is crippling and when exhausted physically or mentally unstable- Valko becomes more likely to succumb to the agony and lose much of his mobility and strength.

Lives While each 'life' will restore him to full and they cannot be lost on lesser injuries that aren't fatal- the introduction of firearms makes Valko very susceptible to losing many lives in rapid succession as each shot counts as a different 'fatal blow' if they would leave a deadly wound.

Darkness/Shadow Valko is reliant on shadow and darkness to reach his greatest effective use of his abilities. Bright lights and well-lit areas lessen his options and his Conjure Darkness ability is not something he can spam to negate this weakness.

Appearance Valko's reborn form after he escapes his imprisonment is noted to be hideous and decrepit compared to normal humans. His body is twisted and blue-tinted, his clothing is ragged no matter what he wears, his eyes are pure-white and his teeth have become sharp and dangerous in addition to his hands permanently becoming bent and clawed. Because of this- it is easy for a normal person to think evil of him and Valko's own actions typically do nothing to abate these concerns.

Description/Quotes
(King's notes on Valko)

"It's amazing how grief can keep a wound open. Decades have passed and still he feels the loss of his loved ones. He will not rest until he finds the one responsible and I admire the determination to cast yourself into the abyss purely for a chance at vengeance, even though I scoff at the foolishness. There is potential there for new love, a new life, if only I could make him see it..."

Possible Deathbattle Outcomes
Roxas holds several key advantages over Valko, first and foremost being that the keyblade frees the 'heart' from those it defeats. Depending on interpretation- this might allow any defeating blow Roxas lands to negate Valko's regeneration as the hearts/lives would be freed en masse from him. Roxas' own ability to conjure barriers and beams of light would make Valko's battle very difficult as he would find himself without a great deal of shadows and darkness to augment his fighting with. While Valko does have the ability to match Roxas' dual-wielding and can change his weapons freely to try different methods of defense and attack- his magical abilities do not stack up against the magic Roxas can use.
 * Roxas (Kingdom Hearts)

If Valko's lives wouldn't count under the 'heart' idea of Kingdom Hearts, the battle becomes more even but still weighted in Roxas' favor as his magic adds many more plausible attack patterns and options compared to Valko. It would be heavily dependant on how many lives Valko is given as his 'stock' changes very rapidly during the story. Enough lives would allow him to outlast Roxas' MP and eventually perhaps land a killing blow of his own against the keyblade-wielder. Alucard would find himself in a poor position as he frequently allows his opponent to land hits just so he can torment them. This is unwise as the spiritual daggers Valko wields not only harm the Body, but the Spirit, preventing the wounds they deal from being regenerated. By contrast, Valko's powers stem from his Spirit, not his Body or Soul, so Alucard would be unable to drink his blood to steal them in the first place.
 * Alucard (Hellsing)

In addition, Valko's abilities are so similar to Alucard's that almost anything Alucard does would benefit Valko and vice versa. Creating shadows and darkness benefits both of them equally and Alucard summoning his army of souls would allow for more attacks to hit Valko but also possibly allow him to siphon off the lives from Alucard since Alucard consumes and controls the souls/bodies/spirits but they are indeed still there as an option to be taken from him.

Full Name/Faction/Class
Necromancer AKA Necro, Miss Bones, Queen of the Dead

A member of the Fate Unbound

Series Title
The Fae and the Fates

Possible DB Opponents

 * Erza (Fairy Tail)
 * Nero (Devil May Cry)
 * Lancer - Cú Chulainn (Fate Stay Night)

Background
The Necromancer of the Fate Unbound met up with King when he was jailed. Initially she would not speak to him but after several days he eventually won her over enough for her to speak a single word to him, "Rat". It took some time and a great deal of physical exertion but eventually he realized she wanted a rat to be placed in her bound hands and managed to complete the request. Upon doing so she killed the rodent and used her necromancy on it to animate the corpse- beginning a prison-wide adventure of the undead being slaying other rats and building a small army of deceased rodents to assault the guards and allow them their freedom.

While they escaped and broke free, the two encountered a Rogue Fae while attempting to escape the desert. The Fae tested the two and found them too amusing to perish in the wastelands- deciding instead to hurl them through space and time until they arrived at Cross World. It was there that King revealed he held the Power to Rule. He formed the Fate Unbound, a group of four warriors that had defied Destiny already, and with the four of them began gathering forces to challenge the current leaders of their new home and perhaps even the Fae themselves. Throughout all of this- the Necromancer was always at his side and willing to serve- though she insisted it was due to her debt to King instead of personal willingness. It was not until confronting another Necromancer that she began to admit that King seemed to matter to her more than any other being- living or dead- and that she stayed because she couldn't bear to leave him alone to his task.

Abilities/Powers
Deathly Speed Even unaided by her armors- Necro remains the fastest member of the Fate Unbound. While several members have deflected bullets after they were fired or otherwise offer superhuman feats such as striking over a dozen times so quickly that it appears to be one blow- these same members are often unable to match Necro's raw speed in both the long and short term. She frequently closes with and attacks opponents faster than they can react and these velocities can be further increased with her Bone Armor.

Per her namesake, Necro uses the magic of Necromancy to use the bodies of the dead to achieve various powers.

Animate Dead By channeling a portion of her Spirit into a deceased body, Necro can command the corpse to do her will. Not only that- this segment of her Spirit can spread to other cadavers by dividing up the available spirit again and again. Since the value of Spirit will never reach zero, this allows for a functionally infinite army, though the amount of Spirit in each body affects how much control Necro has over it; the smaller the amount- the less influence she has over the Undead. After a certain threshold is crossed, the Spirit inside will be corrupted by the dead body and will allow her no authority over the living dead at all despite animating it.

Bone Armor Necro not only can control a corpse, she can harvest it for parts. Necromancy is not only the manipulation of a dead body, but manifesting its abilities. By remaining in close contact with the bone of a person- Necro can exhibit some of the relevant stats of the deceased's Body, such as an arm bone granting her own arm a portion of the person's strength. She has crafted numerous bone equipment pieces to assist in this regard. Because she only gains a bit of the dead's stats, she attempts to make up the difference in quality with quantity.

Spatial Pockets According to the Necromancer, the magic disciplines of manipulating space and death are closely related, which is why many Necromancy powers are not restricted by physical limits like distance. An animated dead will be just as 'alive' five feet from her as five miles. She also hides her bones in dimensional pockets so that she can equip/summon them when needed without carrying all of the weight at once.

Fate Unbound Like multiple other beings that exist across the many worlds, the Necromancer has severed her Chains of Fate, effectively removing kismet's rule from her and allowing her to defy her Destiny. This makes forseeing her actions with magic and/or technology very difficult as only the consequences of what she does can be seen- not the act itself.

Equipment
Bone Spear Forged from the bones of a young Leviathan- this spear is strong enough to withstand the pressure to turn carbon to diamond and not be remotely stressed by it. It is Necro's most treasured possession that she would do anything to protect. Her spatial and necromancy powers both can be channeled through the weapon- enabling it to be as stiff or flexible as need be and it can even form a lengthy chain to restrain opponents.

Bone Boundary Barrier A set of bones that, when placed into the ground, create a barrier that cannot be escaped once entered; not even through teleportation or shifting shape. It is an expression of "Two enter but only one can leave".

Bone Arms Massive bone appendages that can be conjured from behind Necro to serve as additional limbs. Necro can summon hundreds of limbs of various sizes from the ground if needed- though she is not yet advanced enough in Necromancy to call them from midair aside from right behind her and even then they require her Bone Armor to be intact to form a sort of focus for them.

Bone Armor A series of various armors, armlets, and leg guards that Necro constantly maintains, repairs, and upgrades to enhance her strength, durability, and speed. It is difficult to gauge the exact power she is gaining at any one time but she has stated her combinations can increase any of her physical stats: threefold, a dozen times, many dozens of times, or even a hundred times her natural limit. As each bone used in the armor gives only a fraction of its owners stats and it repeatedly is subjected to damaging force- Necro constantly seeks to upgrade the armor from the remains of her slain enemies.

Weaknesses
Dead Control The body that is controlled will however be somewhat unreliable as the dead do not know restraint and will rapidly destroy their own corpse while following her orders. As such any creation of Animate Dead will not last forever and the harsher the use- the faster the body will be destroyed.

Bone Armor While her Bone Armor gifts her with a portion of the stats- she is accessing the power of the dead's Body, not Spirit nor Soul. Because of this- she does not recieve any skill, ability, or memory of the deceased corpse. Likewise the armor itself is only so durable as the sum of its parts- it can be broken and the potential power lost. Quantity at some point does indeed lose out to Quality.

The armor also cannot protect her hands, feet, or head as covering those areas risks Necro's own Spirit being corrupted by the dead.

Description/Quotes
"No one will save you."

"You will help me willingly or you will serve me dead- pick one."

"The dead don't bring their complaints and worries with them- be like the dead. Let it go."

"Why yes, I do have skeletons in my closet."

"You'll make a lovely addition to my collection."

(King's notes on Necro)

Possible Deathbattle Outcomes
While the Queen of the Fairies and Queen of the Dead bear similar skillsets- Erza overwhelmingly holds most advantages in that many of her weapons offer additional abilities beyond sheer physical stats. Necro cannot fly and cannot 'throw' her undead limbs and soldiers like Erza can her weapons- offering Erza both a hefty range and mobility advantage over the Necromancer. The only method Necro has that would seemingly offer a chance of victory would be restraining Erza with undead limbs coming from the ground while Necro lands a killing blow with her spear. Given that Erza has continued to fight despite dire injuries including almost every bone in her body being broken- it's unlikely Necro would succeed.
 * Erza (Fairy Tail)
 * Nero (Devil May Cry)

Nero and Necro both have the feat of blocking hits from a massive being and dealing hefty blows to them. However, Necro's own version involved a being that practiced 'Sacrificial' magic in that he could sacrifice one quality such as speed and multiply another, such as strength, by a proportionately greater value. So while both blocked equally sized hits- Necro's would prove superior in terms of raw power.

Necro cannot regenerate like Nero but she also is seemingly more durable as her Bone Armor takes damage before her own body and she can use her space-manipulation to equip new armors if they're damaged. Given Nero's less-than-stellar durability feats and how the Sons of Sparda frequently show weakness to piercing weapons- it stands to reason Necro would be able to deal much more damage to him than he to her. A war of attrition would seemingly favor the Necromancer.

As of Devil May Cry 5 however, Nero seemingly has gained the ability to slow down time immensely with his Devil Bringer. While in terms of strength Necro might outperform him, this and other Devil Bringer abilities is probably enough to assure him a win. She does have the possibility to restrain him via the hundreds of bone arms from the ground but that does depend on what Devil Bringer power he uses first. If he opens with time manipulation then he probably wins- if he instead draws attention to the arm using a different power- Necro might win. Lancer holds a relatively unique disadvantage against Necro in that the passive method of denying Fate she and her cohorts possess would plausibly let her deny Gae Bolg without any effort on her part, rendering one of his best killing solutions obsolete without a thought. Given Fate's repeated insistence on footing and distance, it's quite likely that Necro would have a hefty advantage over Lancer given that she can will undead arms to rise from the ground in a large area around her- making every step a potential distaster for the Heroic Spirit as even one hand grabbing ahold of him would slow him down, enabling more and more to latch on and restrain him.
 * Lancer - Cú Chulainn (Fate Stay Night)

Full Name/Faction/Class
Dreadnought, The Solid Ghost, The Walking Dread, Cosmic Castaway

A member of the Fate Unbound

Series Title
The Fae and the Fates

Possible DB Opponents

 * Guts (Berserk)
 * Mordekaiser (League of Legends)
 * Berserker Heracles or Lancelot (Fate Stay Night/Zero)
 * Nightmare (Soul Calibur)

Background
A walking skeleton complete with a massive suit of armor and great blade- nobody knows the past of Dreadnought. However, this differs from Necromancer greatly as she and others are aware of her past and name, they simply refuse to speak of them for a long time. Dreadnought has little memory of himself before he became this way. One of his few known thoughts is that he does not possess a Soul and indeed he appears to despise the idea of it, frequently ranting about how, "He [the Soul] abandoned me!"

Dread follows King not out of any known virtue such as love, respect, honor, belief- but instead out of raw unmitigated rage. King promised Dread bloodshed and death and Dread gleefully accepted as King would become a focus of battles- enabling him to kill and destroy with abandon. There does not appear much, if anything, else that matters to Dread aside from performing his craft of bloodshed in battle.

Abilities/Powers
Walking Dread As a unique being- Dread has no Soul but still possesses his Spirit and Body. Because of this it is theorized he may be impossible to actually kill as a Soul is required for life and he does not bear one. If you were to slice a rock in half- would it be any less alive or any more dead? A stone has both Body and Spirit but no Soul- the same as Dread. Unlike a rock- Dread's Spirit and Body are active and sentient. Any injury dealt to his Body is healed up by his Spirit- including the removal of his head, the severing of the spine, and dismemberment of any kind. Weapons that target his Spirit have never managed to deplete it completely enough to prevent it from rapidly recovering alongside his body.

Skeletal Might Because he possess no true body nor life-force, Dread is difficult to truly injure even if you were to land a blow that beat his armor. He has no blood and so cannot bleed or be poisoned, he has no organs and so has no eyes to blind or heart to stab, because he is ony bone electricity barely has any effect and freezing cold does nothing more than slow him down. Pain, fatigue, these things do not apply to Dread as his body is powered by Spirit and Spirit is not limited in such a way.

Inhuman Stats Dread possesses a fearsome strength and speed that would not be possible for a normal man encumbered as he is- let alone a skeleton with no muscle whatsoever. What is truly frightening is even with all the weight restricting him in the armor and wielding a weapon several grown men working together could not lift- he can still show superhuman mobility and speed.

Emptiness While not a proper power, several times Dread's motives and mentality are questioned through means both mundane and magical, all come to the same conclusion; not even rage or anger drives him- only an endless void. Dread feels no emotions himself and only acts out of violence because that produces the greatest emotion in others.

This great void in thought and need renders most illusions and mental assaults ineffective as there is simply nothing to attack or control. The comparison of, "Trying to trick a sword" was used when a con-artist was trying to manipulate Dread with illusions while a female mage that used magic to find the innermost thoughts and weaknesses of others shrieked in terror at how empty Dread was, "Empty! Empty! Not a man but a thing! No hopes! No dreams! No failures! What hell is within you?!"

Fate Unbound Like multiple other beings that exist across the many worlds, Dread has severed his Chains of Fate, effectively removing kismet's rule from him and allowing him to defy his Destiny. This makes forseeing his actions with magic and/or technology very difficult as only the consequences of what he does can be seen- not the act itself.

Equipment
Sword A great jagged blade as wide as a man's torso. It is unknown what special properties it possesses aside from being heavy beyond its size. Despite its incredible heft and weight- Dreadnought frequently manages to slash an opponent over a dozen times so quickly that it appeared he only strikes once. This gives the illusion of him being far slower than he really is to normal humans while faster opponents know better.

Armor A suit of bronze plate complete with a horned helmet- the ensemble is heavier beyond its appearance. Valko once donned the armor himself and, despite having the strength of ten men and being assisted by Ro-Pin, Valko could barely bring himself to drag his feet enough to walk; let alone run fast enough to pass automobiles or leap several stories into the air like Dread can. The armor is very resistant to being damaged by slashing, bludgeoning, or explosive attacks, but piercing attacks of a high enough caliber such as the spines that pierced through multiple castle walls can penetrate through the armament; though these attacks are less effective against the skeleton within as it has a much smaller surface area to attack.

Cloak A dark red cape that seems to swell with Dread's murderous intent. Like the sword and armor- its special properties are largely unknown beyond its ability to change size and seeming immunity to damage. It has some manner of protective ability as bullets will pass through it and anyone inside of it without harm and magic seemingly cannot effect it as even being coated in ice enough to freeze the armor solid did nothing to the cloak.

Weaknesses
Uninhibited Dread does not know much in the way of restraint, making him something of a loose cannon in battle. While he is not so easy to manipulate as to charge directly at an opponent without thinking and analyzing the battlefield, he typically can not or does not care about the possibility of a trap being pulled on him. Abandoning his allies does not bother him nor does turning his back on a dire threat.

Death-Seeker Dread when placed among multiple opponents has an unusual priority- defeat before death. He will quite willingly spare an opponent that is down but not dead in order to go and maim another. Dread purposefully seeks out the strongest fighter to attack and wound before moving on to the next and the next- even abandoning a current battle to do so if a greater threat rears its head.

Weight Dread's armor and blade are incredibly heavy- this is not something that only exists for defense but it can often become an issue in battle. Stable footing for a normal being might strain and break under Dread, the floor might shatter, elevators may break, and jumping is a calculated risk given the damage him landing can do- he is a weight that cannot be ignored.

Description/Quotes
"If you cannot cast it away- it is weakness- not strength."

"The tide raises all ships and death claims all that fall... except me."

"They call me broken, they call me lost. But I'm not broken, in my dream I win."

"And I want but have not- bad dreams, lust thoughts. In here with no pain, you [his soul] hurt me again."

(King's notes on Dread)

"It's difficult to say what drives something that's more than a ghost but less than a man. The capacity to hate is often matched in the same being by the capacity to love- passion is a river that flows both ways after all- it only needs direction. But Dread defies this concept in its entirety. It's as if the 'betrayal' of his Soul has left nothing more than an empty body and mind that knows nothing but how to inflict pain on others."

Possible Deathbattle Outcomes
This battle is one of titans, both capable of speed, skill, and strength beyond size and physical possibility- but it is seemingly a battle that cannot be won by either side. Heracles' God Hand prevents the same attack from working on him twice and it's an ability Dread cannot match or bypass. However, Heracles also does not seem to have a kill condition on Dread as his regenerative powers are too great and his armor strong enough to negate a majority or possibly all of Hercules' strength. While one would imagine the two would level the surrounding landscape as the battle wore on and on- the only conclusion is that eventually Heracles would lose enough energy that he could no longer manifest his form.In the end it will not be strength or various abilities and skills that determine the victor, but how long each opponent can battle without rest. Dread does not rest- he does not lose stamina- and so he would not tire nor lose energy compared to Heracles.
 * Berserker Heracles (Fate Stay Night)

Full Name/Faction/Class
A member of the Order of One, the Young Fist, Spirit-Walker

A member of the Fate Unbound

Series Title
The Fae and the Fates

Abilities/Powers
One Order, One Spirit The Order of One exist and train relentlessly to access their Spirits and the Spirits of the worlds around them. By manipulating each side- they can manipulate the Body of both to achieve the result they desire: for fire to not burn hot, for water to be solid to walk on, for the vertical wall to hold them as tightly as the ground, they are limited only by their Spirit's reserves. Martial Arts While spending decades learning in the Order of One, Ro'Pin was taught how to use her body as a tool and a weapon, enabling her to perform complex attacks and maneuvers flawlessly. Due to her small size- she favors moving quickly and descisively to end battles in one or two blows rather than a prolonged series of traded hits.

Fate Unbound Like multiple other beings that exist across the many worlds, Ro'Pin has severed her Chains of Fate, effectively removing kismet's rule from her and allowing her to defy her Destiny. This makes forseeing her actions with magic and/or technology very difficult as only the consequences of what she does can be seen- not the act itself.

Weaknesses
Eternal Youth Because of her cursed blessing, Ro'Pin's body has not aged past twelve years old aside from her hair. While her Spirit has grown throughout all this time her Body has remained young. Thus while she has a far greater Spirit than most mortals- her Body severely limits the amount she can use at once.

Mortal Order of One The Order of One members are still mortal and thus unable to properly harness the teachings the Fae left in the mountain. They can only manipulate Spirit with their hands, feet, and the primary organs of their face and only what they touch instead of anything around them.

Possible Deathbattle Outcomes
(King's notes on Ro'Pin)

"The eldest of us all yet the youngest in body. The wisdom of centuries hidden behind the youth of a child. Sometimes I don't know whether I need to keep her safe and locked away or else pity the enemies she makes. The Order of One teaches many things- pacifism is not one of them. But despite her willingness for battle I sense a wonder deep within- a purity of purpose that the rest of us lack. Ro'Pin may well be the only member of our group with genuine good and light in her heart. For such a wonder to have survived centuries- she must be special indeed."

Full Name/Faction/Class
The leader of the Fate Unbound

Series Title
The Fae and the Fates

Abilities/Powers
Fae Descendant As a mortal born from a bloodline that once came from a Fae and mortal union, every member that carried the blood would possess the possibility of manifesting a Fae Spirit if given the proper stimulant. King's meeting with the Lady of the Lake provided just such a thing- awakening the long dormant powers within. Unfortunately at this same instant the manifestation of Destiny and prophecy being broken became apparent- allowing King's court wizard to immediately seize power himself instead of treaching a brat how to be a proper king.

Path to Rule King bears both the blood of Kings and of Fae- causing him to inherit the Path to Rule. Regardless of the circumstances he finds himself in, he will rise to whatever challenge he sets himself. This does not inherently mean he will succeed or will know what to do- only that opportunities will arise to guide him to his goal.

Fate Unbound Like multiple other beings that exist across the many worlds, King has severed his Chains of Fate, effectively removing kismet's rule from him and allowing him to defy his Destiny. This makes forseeing his actions with magic and/or technology very difficult as only the consequences of what he does can be seen- not the act itself.

Equipment
X-Caliber A blade as clear as the lake it came from that works in conjunction with its sheathe to absorb, manipulate, and counter enemy attacks. The sheathe of X-Caliber has a line of black circuitry crawling down its sides. When exposed to as energy attack magical or mundane- it will absorb the energy into itself to power X-Caliber. This enables X-Caliber itself to use the exact same attack- though the absorption does not convey knowledge or technique- only the raw power and energy of the attack.

Weaknesses
Fae Descendant Because King's Fae blood is so diluted from multiple generations, it has only barely affected his Spirit and his Body and Soul not at all. Because of this he has very few Fae strengths but all of their weaknesses, the same with his mortal portion. A weapon or power made only for Fae/mortals will be effective against him regardless of what manner of being it was originally intended for.

Description/Quotes
"There are no useless mortals like there are no useless trees or flowers. You don't need Fate or Destiny to make life worth living."

"Look, your life matters to you doesn't it? Your friends? Your family? Then everyone matters- regardless of how important you are."

"There's people who move and people who are moved- don't make me move you."

"Someone has to fix all this- and frankly I'm tired of waiting for the right person to come along to do it. If someone's got to try- why not me?"

"I made the mistake of thinking something, someone, didn't matter before- I won't do so again."

Full Name/Faction/Class
Efreet, She Who Burns, The Fire that Consumes, The Flame that Protects

Flame Caller

Series Title
Fae Wars

Possible DB Opponents

 * Ifrit (Final Fantasy)
 * Natsu (Fairy Tail)
 * Luffy (One Piece)
 * Sanada Yukimura (Sengoku Basara)
 * Rin Okumura (Blue Exorcist)
 * Roy Mustang (Fullmetal Alchemist)
 * Iroh (Avatar: The Last Airbender)
 * Dante (Devil May Cry)

Background
For a Fae, mortal lives and entire worlds are entertainment, challenges, distractions from an eternity of boredom- but when these amusements wear dry every few centuries- the Fae are also fond of warring with one another. These battles see continents and even entire worlds razed to nothing depending on the Fae involved. Fae Realm denizens tend to be above such pathetic displays but any lesser Fae is fair game.

During one such war, Ifrit rampaged across a continent, lighting the entire land ablaze under Odin's banner. But the war turned against them and their allies. The Fierce Dragon God Bahamut defeated Odin in a climactic battle and Ifrit herself was unable to assist her liege when her burning advance was halted by the stormy defense of Ramuh, another Fae of equal standing.

Ifrit was imprisoned for centuries inside of a small stone, waking only when the shed blood of a virgin crested her seal and released her. In a world so very different from the one she'd burned many years before- Ifrit struggles to find her way when old enemies become allies and even the most unlikely of forces can prove a danger

Abilities/Powers
Ifrit was not born within the Fae Realm, she did, however, bring herself into being without assistance- making her a True-Born Fae. As a Fae born outside the Halls of Spring, Summer, Fall, and Winter, Ifrit inherently possesses certain skills and abilities and lacks others. Her strength, speed, and durability are far beyond what a normal mortal, even one with a strong Spirit, would possess and her Soul is a great deal more difficult to damage, take, or manipulate.

Flame Fae While a Fae born in the Fae Realm can manipulate all Creation equally, a Fae not born such will be more selective in regards to their primary element. As Ifrit was born of fire, all powers and elements related to flame will not harm her and will be converted to her Spirit to replenish it. She can also manipulate any flame she comes across and can produce fire of her own: in streams, on her limbs, or in massive balls of potential blazing energy that detonate at her wish. During one of the Fae Wars she could and would set entire continents ablaze and potentially an entire world if another Fae didn't stand against her to challenge her Spirit.

Power of Knowing Ifrit can learn about weapons, powers, and people though because of her limited birth she can only do so if there are flames in the immediate vicinity. The more complex something is- the longer it will take the knowledge to manifest. Ifrit is capable of sensing her opponents, their actions, and the meaning behind those acts so long as they are on fire, burned by fire, or near fire. Because flames don't have traditional senses- being invisible and/or intangible appears to have no effect on whether fire can 'see' you.

Burning Blessing Ifrit by annointing a mortal with her blood and imbuing them with her Spirit can replicate a lesser version of her own Flame Fae immunities. Initially all this does is protect them from the perils of fire such as burning to death or suffocating from smoke. Later, as Ifrit regained her prior power, the blessing became more pronounced as her bonded mortals would gain strength from flames just as she did; she could also bless more people- at the height of her power she led entire armies through burning swaths of land miles in length. The blessing is not without risk as when dire situations arise- Ifrit will naturally draw on the Spirit of the bonded in order to empower herself as use certain abilities such as tracking them. With a large number of bonded this is a negligible cost but when her blessed soldiers are only numbered in less than a dozen- it can be very harmful to their health.

Phoenix Fae After absorbing Alexander's Spirit remains, Ifrit's Flame and Alexander's Holy natures combined to form Phoenix. The Phoenix powers enable Ifrit to channel the holy abilities of Rebirth alongside her flame nature- making her a force of both destruction and creation. Because of this- Ifrit is one of the few beings that can withstand a Seed of Destruction as she can Rebirth herself to offset the Destruction afflicting her. At her will- fire can heal instead of harm others instead of only herself- even bringing back the recently dead. This ability to manifest something from nothing is the power of Rebirth. It cannot create anything but it can bring back what once was.

When initially manifesting it- Phoenix produced a flaming bird that could protect the entire Earth behind its wings as a hostile Fae attempted to cleave it in half with a sword long enough to reach from the sun to the moon. Both Ifrit and her opponent stated this level of power was not something she would have access to again- restoring herself and others touched by her flames, yes- withstanding blows that would split planets, no.

Fate Unbound As a Fae, Ifrit was never bound by the chains of Fate and could defy destiny however she pleased as well as ordain her own prophecy and kismet to mortals. However, due to Titania and Oberon's strife, any prophecy she would order about a mortal being can be undone. Ifrit prior to being sealed also was extremely disdainful of mortals and so wouldn't bother. After being unsealed it was not relevant save against very mundane mortals.

Equipment
Ifrit fights primarily without weapons, instead preferring to use her physical body and her flames. While fresh from her sealed fate her strength, durability, and speed were only slightly superior to that of a normal human- Ifrit's Spirit continues to rebuild itself as she goes on and returns her powers to their previous levels. At the height of her normal power during the old Fae War- her battle with Ramuh was shaping the countryside around them as the storms Ramuh created were shattering mountain chains while Ifrit's strikes were causing magma to surge to the surface of the Earth. When she freshly gained Alexander's power on top of her own- she could strike with enough force to leave a massive crater on the moon.

She finds firearms to be cold and impersonal- without the proper passion for life and battle. Despite not carrying any particular object of war- she has demonstrated some skill with any given weapon she has come across. Ifrit did begin to produce a massive flaming weapon at one point but it's unknown how effective she would be with it. Given that the Fae known as Ramuh wields a stave in combat quite proficiently and is noted to be Ifrit's exact equal in power and skill prior to absorbing Alexander's Spirit- it seems likely that Ifrit would be capable of using her weapon quite well as Ramuh specifically pointed out he had not been practicing with his stave for the last few centuries- meaning the training was all prior to Ifrit being sealed.

Feats/Weaknesses
Limited Fae As a Fae born outside the Fae Realm, Ifrit can not change her form to whatever she pleases, she is a physical being that cannot bypass space and time and does not have control over any domains save her own or those she is given. Even though she brought herself into being and as such is True-Born as opposed to a mortal with Fae blood- she will never measure up to a True-Born Fae born in the Fae Realm nor does she require True-Death in order to be destroyed.

Nature Spirits Because her own Fae powers relate to flame and fire, which almost always must be artificially brought into being instead of naturally being made, Ifrit when matched against natural powers like wind, earth, and water tends to come out the worse simply because they counter her by being natural and as such require less Spiritual interference to create and maintain. It was this exact dichotomy that allowed the Fae known as Ramuh to endlessly stalemate Ifrit's attempts to breach his defenses during the Fae war despite being her exact equal in power.

Description/Quotes
"Don't lecture me about fated battle- don't lessen my hatred of you to some cheap ploy of destiny. I hate you for me!"

(When faced with Earth's destruction) "This is not judgment! This is execution!"

"It's getting a little hot in here... let's turn up the heat."

"Maybe I'm wrong, maybe none of this does matter, but that's not going to stop me from trying."

"My fire burns the darkness! My blaze protects the mortals! My flames are the flames that consume the heavens!"

Series Title
Fae Wars

Abilities/Powers
Ifrit was not born within the Fae Realm, she did, however, bring herself into being without assistance- making her a True-Born Fae. As a Fae born outside the Halls of Spring, Summer, Fall, and Winter, Ifrit inherently possesses certain skills and abilities and lacks others. Her strength, speed, and durability are far beyond what a normal mortal, even one with a strong Spirit, would possess and her Soul is a great deal more difficult to damage, take, or manipulate.

Storm Fae While a Fae born in the Fae Realm can manipulate all Creation equally, a Fae not born such will be more selective in regards to their primary element. As Ramuh was born of storms, all powers and elements related to weather will not harm him and will be converted to his Spirit to replenish it. He can also manipulate any storm or elements thereof he comes across and can produce these elements on his own: clouds, rain, lightning, and even winds- which he can use to achieve flight. During one of the Fae Wars he could and would cover entire continents in stormclouds and potentially an entire world if another Fae didn't stand against him to challenge his Spirit.

Power of Knowing Ramuh can learn about weapons, powers, and people though because of his limited birth he can only do so if there is a storm in the immediate vicinity. In particular there must be wind or rain affecting what he wishes to learn about. The more complex something is- the longer it will take the knowledge to manifest. Ramuh is capable of sensing his opponents, their actions, and the meaning behind those acts so long as they are being struck by rain, brushed by the winds, or standing beneath a cloud. Because these elements don't have traditional senses- being invisible and/or intangible appears to have no effect on whether they can 'see' you.

Tempest Blessing Ramuh by annointing a mortal with his blood and imbuing them with his Spirit can replicate a lesser version of his own Storm Fae immunities. This protects them from the perils of squalls such as lightning strikes, rain drenching to the point of sickness, or winds carrying them away. The blessed mortals gain strength from storms just as Ramuh does and when Ramuh's strength is high enough gain the limited ability to direct lightning and winds themselves. At the height of his power he led entire armies beneath banners of stormclouds miles in length. The blessing is not without risk as when dire situations arise- Ramuh will naturally draw on the Spirit of the blessed in order to empower himself.

Fate Unbound As a Fae, Ramuh was never bound by the chains of Fate and could defy destiny however he pleased as well as ordain his own prophecy and kismet to mortals. However, due to Titania and Oberon's strife, any prophecy he would order about a mortal being can be undone. Ramuh prior to being sealed made some use of this ability on mortals to ensure heroes would rise to defeat the monsters that rose from Fae clashes. By the time Ifrit was unsealed it was not relevant save against mundane mortals and Ramuh's own neutral stance forbade much in the way of decreeing such things.

Full Name/Faction/Class
Drunken Assassin, Booze Killer

Series Title
Fae Wars

Possible DB Opponents

 * Rock Lee (Naruto)
 * Hyozou (One Piece)
 * Chu (Yu Yu Hakusho)
 * Qrow (RWBY)

Background
An assassin of a uniquely favorable disposition and reputation- Jiyo was blessed by a Fae he completed a job for with eternal life but, as with most Fae gifts, there was a balance added in; he would only enjoy the benefits of his enhanced life and the gifts he formely possessed when under the influence of alcohol. No more an elite assassin would he be- not without the drink.

For a man famed for his self-control and skill, this was tantamount to destroying himself. It took years for him to come to terms with his new life but he eventually learned how to balance his inebriations with the job at hand. Jiyo has resumed his former life of being a killer for hire but now he is much more careful about his targets. As someone set to live forever- he only accepts contracts that will surely make the world a better place.

Abilities/Powers
Drunken Life Due to the nature of his blessing- Jiyo is naturally only human when sober. He remembers having the skills and strength but he cannot access them and he is, in fact, extremely clumsy without being intoxicated. Once he begins drinking his wounds will be healed, his strength and speed will increase, and his past training will manifest again. The more intoxicated he becomes- the greater the returns will be. At some point if he drinks enough he will not only reaquire his abilities but even enhance them.

Master Assassin Jiyo has been a taker of mortal lives (and some immortal ones) for decades. Due to his long life and varied contracts he has mastered almost every method known for killing and has gained an immunity to most poisons and diseases through his long life- though he can only access them when properly buzzed. He is familiar with most forms of combat and employs drunken styles of martial arts against his foes- though ironically the more he drinks the less he relies on them and turns to deadlier forms of attacking as his skills return and new abilities manifest.

Fate Unbound Like multiple other beings that exist across the many worlds, Jiyo has severed his Chains of Fate, effectively removing kismet's rule from him and allowing him to defy his Destiny. This makes forseeing his actions with magic and/or technology very difficult as only the consequences of what he does can be seen- not the act itself.

Full Name/Faction/Class
Umbriel, The Fae Whirlwind, Guardian of Heroes

Series Title
Reoccuring character in 'Friendlyverse'

Possible DB Opponents

 * Gilgamesh (Nasuverse)
 * Dracula (Castlevania: Lords of Shadow)
 * Alucard (Hellsing)

Background
A Fae that travels between the many worlds, collecting and challenging heroes in contests to see if their Spirits are worthy of joining her storm.

Abilities/Powers
Storm of Heroes Like all Fae, Umbriel can manipulate the Spirit of anything around her. However Umbriel has a special place in her heart for heroes- she travels between the worlds and absorbs the Spirit of any mortal she comes across that she deems worthy into her storm. This process is fatal if the mortal is not dead or dyng already as Umbriel will settle for nothing less than the entire Spirit- anything less would be insulting.

Fate Unbound As a Fae Umbriel was never bound by the chains of Fate and could defy destiny however she pleased as well as ordain her own prophecy and kismet to mortals. However, due to Titania and Oberon's strife, any prophecy she would order about a mortal being can be undone.

Equipment
Storm of Heroes While the storm itself is a potent enough weapon that it can shatter and hurl through the air a plateau that would take 10 days to walk around the short way- its primary use is not an offensive or defensive tool- merely a conduit for manifesting Spirits that Umbriel can use in battle. She will always retain a small part of the hero's Spirit, enabling her to restore them if they should fall.

As they are made from the Spirit of the hero- the Spirit's body and skill will be identical to the real thing- it will simply lack the Soul part. It will fight as the hero would in terms of weapons, abilities, and skill- but its ability to learn and adapt is impaired without a Soul.

Full Name/Faction/Class
The Hero of Light, Justicar Supreme

Series Title
Daemon Blood

Background
Konar was an ordinary child, born to an uneventful village life and not particularly interested in leaving it.

But then a Daemon named Xerxen assaulted the village in order to abort a prophecy about a hero destined to rise. Instead of slaying the young boy the Daemon chose to instead possess Konar- endowing him with Daemonic strength and speed. The reason he did so was because he had indeed killed the destined child- but Konar would serve just as well in his scheme of revenge. If he could not have the hero of legend rise up to defeat the leader of dark forces- Xerxen would make his own.

Konar would journey as an imposter, forever pretending to be the fated hero of light and gathering allies both good, bad, and sometimes in-between as he prepared to save the known world from evil, again.

Abilities/Powers
Daemon Possessed As Konar has a living, breathing Daemon trapped within his body, it is very difficult to magically charm or otherwise influence him as Xerxen can snap him out of it. Illusions are also very ineffective as Xerxen does not rely on 'Sight nor any other such mundane senses' to locate and identify objects, people, and magic around him. Due to the inherent Daemon energy, Konar also finds himself with greater strength and speed than a normal human, able to easily best a normal man in any physical contest where only raw power and agility are factored.

Extend One of several ways to channel Daemon energy- Xerxen's length and width increase massively to enhance the reach of Konar's strikes. The power has increased Konar's reach anywhere between a few feet to dozens of meters.

Blast Another way to channel Daemon energy- Konar sweeps Xerxen around in a circular pattern to form a circle that fires out torrents of energy. Eventually Konar grows enough to recognize the motion is unrelated to the formed portal and can create up to three such energy beams- each capable of carving through multiple castle walls with ease.

Divide Daemon energy has many uses- one of which being able to actually cut through space. The energy creates a divide that space cannot connect past- leaving a line behind the tip of the blade that prevents foreign elements to pass through it. While devastating to an enemy- it serves best as a crude barrier due to the high cost compared to the area it effects.

Fate Unbound Like multiple other beings that exist across the many worlds, Konar (or rather Xerxen) has severed his Chains of Fate, effectively removing kismet's rule from him and allowing him to defy his Destiny. This makes forseeing his actions with magic and/or technology very difficult as only the consequences of what he does can be seen- not the act itself.

Equipment
Xerxen The Daemon that slew Konar abides within him- emerging as a fearsome greatsword that can manifest Daemonic energy in several fashions, though a simple shift to white fools most into believing it is holy magic. When not being physically carried around, Xerxen remains 'within Konar's Spirit', which Konar understands not a bit. So far as the human native is concerned- he knows he can conjure Xerxen from the seal left on his chest and when not battling Xerxen prefers to remain incognito. The seal is directly over where Konar's heart would be- though the cavity lies empty after Xerxen tore the organ out.

Might Fists Enchanted metal gauntlets, each allows Konar to make one drastically stronger attack before they recharge. While Konar is a strong man normally, the gauntlets allow him to perform significantly greater feats of strength such as punching someone hard enough to shatter a shelf of stone or catch a massive gear larger than a man and hurl it through a tower.

Hasten Boots Enchanted boots that briefly allow Konar to augment his speed for brief durations before they recharge, enabling him to perform feats such as: running on water, leaping off of falling debris, or moving so quickly arrows in flight are practically motionless.

Feats/Weaknesses
Daemon Possessed As Konar has a Daemon trapped within his body, he is susceptible to being attacked both as a mortal man and a Daemon. Thus while a High Magic circle that restrains humans will affect him due to having a human body, magical weapons that will only harm Daemons will inflict damage on him as well since it is only through Daemon power that his body continues to function at all.

Imperfect Hero As Xerxen 'killed' him upon their first meeting. Konar's body remains sickly-looking and thin despite the apparent strength and vitality he possesses. This is not only a superficial aspect but a very real consequence of the lengths Xerxen went through to find the loophole in the commands he'd been forced to follow- Konar only lives through Xerxen's energy. If ever he displeases Xerxen or fails him- the Daemon will allow Konar to die for a few moments to get his point across. Due to his permanent state of 'death', mortal healing magic is ineffective against Konar as the healing magic in his world will not work on the dead.

Series Title
Daemon Blood​​​​​

Background
Konar and Zhong encountered the strange female warrior when they were forced into an arena to fight for their lives to pay off their debts. Unlike the later tournament they would enter in order to obtain funds and fame- there were no rules in the arena, no judges or fair play, it was a place of winning by any means or of death by the same.

Despite her grim surroundings, she never fought with anything less than a smile and a laugh, even when killing others. However, it appeared she instinctively felt some sort of protective bond with Konar that even she professes not to understand, saving him from a grand melee for reasons unknown and helping him learn how to protect himself and fight. It was only through her patronage and instruction that Konar would survive the coming weeks of endless combat.

Later, when Zhong recuperated enough to engineer their escape, both he and Xerxen instructed Konar to kill the woman as they escaped. Konar for the first time refused the commands given and brought her with him- carrying her free from the devasted arena and then attempting to drag her when Xerxen punished him. She would continue to travel with the party and assist them in their goal of uniting the mortal races against the Daemon Army rising. In contrast to the other girls in the group, she was neither shy and naive like Cheng nor was she overly headstrong and assertive like the Princess of Healken; instead adopting a sort of motherly role over all the group. Her calm guidance would prove invaluable to the party again and again, culminating in giving Konar the last desperate push to continue to the final battle despite him wishing to give up his life and die.

Abilities/Powers
Wind-Dancer While she is capable of ground-based combat, her abilities when in the air are of another tier entirely. Gravity's hold is merciless towards others but a Wind-Dancer can hold themselves aloft for much longer. While they cannot 'fly' in the truest form of the word, they can jump to incredible heights and maneuver through the winds with ease, even at times creating momentum from nothing at all.

Such momentum can be used for both mobility and an attack. One of her signature patterns is to crouch and make a direct lunge at her opponent- spinning her sword-staff multiple times to increase her speed. She requires three complete rotations to accelerate to a high enough velocity that she creates a sonic boom, though she has reached over twenty rotations at her peak.

In addition she is capable of harnessing wind and air for offensive abilities- such as creating projectile slashes of air that can cut steel or conjuring up a tornado of wind to lift opponents into the air themselves.

Weakened Daemon After many months of travel, and during a pivotal battle to take control of a mountain that can move armies across the land overnight, she was separated from the party when she hurled herself between the Princess of Healken and an incoming Daemon of significant strength. The two fell a great distance, slamming through walls of stone and flame before eventually coming to a rest at the bottom. As she staggered back up the mountain to rejoin the party- she remembered much of her past life that she had spoken of to no one she currently roamed the lands with.

When she reached the top, she discovered a high-magic spell had completely immobilized everyone in the force they'd sent to take the mountain- exempting only Daemons. Konar was still affected due to his nature of being a human at heart, despite gaining his powers from the Daemon sealed within, but the seal did not affect her at all; enabling her to strike down the caster before he could finish everyone off. She revealed she had indeed been summoned decades previously but had slain the mage who called her- saving herself from being used for an enchantment but preventing her from returning to the Daemon Realm. In addition, Takehashi had encountered her years ago and drained much of her powers when they battled, reducing her to the form she now wore.

While she retained many Daemon traits such as gaining strength from those she killed and using her energy to sustain her body- her weakness had forced her to create a much more human form than most Daemons. She possessed vital organs and everything else that would help mitigate energy costs in order to prolong her life; and even the most mundane of weapons could harm her without regard to tier or magic.

Equipment
Sword-Staff A weapon used in battle. While an unwieldy design- it cannot be denied that for a Wind-Dancer there is no better weapon. The blades enable rapid use of the wind-slice attack but the overall staff design makes controlling her motions while airborne extremely efficient and controlled.

Series Title
Daemon Blood

Possible DB Opponents

 * Archer EMIYA (Nasuverse)
 * Riku (Kingdom Hearts)

Background
While the Elves and Dark Elves share a past centuries in the making, the groups that arrived on the mortal shores put aside their differences and sued for peace. The Dark Elves took to dark caverns underground- forsaking light and tree as they learned from the Dwarves much of shaping stone- for of the three primary races only the stout folk came even close to accepting the Dark Elves. This truce continued for centuries until the first Daemon Incursion. The Dark Elves and Dwarves were initially untargeted by the Daemon ranks- though the Dwarves quickly came to the aid of their fellow mortals and joined the war effort. During this time- humanity grew to distrust the Dark Elves. This suspicion came to a peak and the Hero of Light himself led attacks on Dark Elf settlements- accusing them of using Daemon powers and siding with the dark beings. The Dwarves were unable to determine the difference between drawing on the Daemon Realm for power like the Dark Elves or factually being Daemons and as such they could offer no true protection from the Human forces. The Elves aboveground were well aware of the difference but would not make it known- seeing fit to allow their dark-skinned brethren to be slain on sight.

Takehashi's home was destroyed and his mother slain, leaving him and his two older siblings, a brother and sister, as the only survivors of their village. His sister departed for reaches unknown to practice High Magic and seek out a refuge to preserve their race while Takehashi followed his brother's path to revenge. Belief became reality as the Dark Elves joined the Daemon ranks. For years Takehashi fought against Elf, Dwarf, and Man at the side of his older brother- even though the Daemon horde steadily lost ground. This culminated in the Daemon Kriegshund enacting a plan to implant mortal females with Daemon seed and use dangerous magics to twist them into new soldiers. Takehashi grew to hate his new master and in the events of one night set out to rip apart the entire command structure of the horde to save a new Elf captive by the name of Cheng. While he failed to do anything other than free Cheng and convince the Dark Elves to desert- the ending result allowed Kriegshund to fall in battle.

Years later, Takehashi would again see a Daemon Army rise and set off to find the current Hero of Light and judge him. With seemingly his worst fears confirmed when Konar used Daemon powers- Takehashi initially attacked him and came very close to killing him. It was only later when he witnessed Konar's true selflessness that Takehashi sided with him and traveled with the group to help save the world- and it also gave him an excuse to be around Cheng that even her brother couldn't go against.

Abilities/Powers
Dark Adept Takehashi has accepted a role that many Dark Elves view as too dangerous- tapping into the Daemon Realm itself to grant him abilities that mortals can not normally possess. A Dark Adept in particular must sacrifice their life force each time they touch the shadowy realm- though for an Elf (Dark or otherwise) the cost is ultimately rather light given how long they naturally live.

Dark Dagger A small sharp blade produced from the Daemon Realm. Takehashi can cause it to vanish and return to his hand at any time- enabling him to throw it and regain it with ease. By merging it with his mundane weapon- Takehashi can inflict damage on even the highest class of Daemon and can slice through stone and steel with ease- even farther than the new weapon can reach. The dagger in both forms offers the ability to drain the life force of what he strikes- making it a potent weapon for fighting Daemons in particular. When used in such a way- Takehashi sometimes leaves the 'slash' hanging in the air for a moment- empowering it with his energy to keep it in place to either harm an enemy or protect himself.

Shadow Sphere Takehashi can summon a sphere of Daemon Realm into existence around him- allowing him to negate any attack as the energy is directed straight back to the realm without effecting him. As it's nothing more than a gateway- the power of the attack itself means nothing.

Black Blitz Instead of summoning the Daemon Realm into the world around him- Takehashi brings it into himself. Because time in the Daemon Realm flows much faster than the mortal world- this increases Takehashi's speeds to heights unknown. Whenever it has been used everything around him has been entirely motionless for so long as it lasts. When using it against his brother, Takehashi and him ravaged the arena they fought in as thousands of slashes appeared all around the structure. When used against Kriegshund in the final battle- their speed was splitting the side of the mountain they ran on.

Unnamed Takehashi also has an unnamed technique where he hurls a blast of dark fire at his enemies that explodes on contact. However this ability is ultimately unknown in what it does as it's been used very rarely and, unlike the others, Takehashi nor anyone else has actually referred to it by name.

Feats/Weaknesses
Left Arm Due to his first scrap with the former Hero of Light years ago- Takehashi's left arm was broken in a bad way. While since healed- it has never truly surpassed the injury and nasty enough hits to the limb will cause immense pain and weakness to spread through the arm.

Born in Darkness Like Cheng and Zhong, Takehashi was not born in whatever land the Elves originally came from but instead in the new lands they settled. He was born underground and spent many years without seeing the slightest hint of sunlight. Because of this even though he can tolerate being in the sun- bright lights being flashed at him are more effective than they would be someone accustomed to such things.

Full Name/Faction/Class
Daemon General, Red Riot, Battle Hungry Daemon, Dog of War

Series Title
Daemon Blood

Possible DB Opponents

 * Guts (Berserk)
 * Hulk (Marvel)
 * Elfman Strauss (Fairy Tail)
 * Lancelot (Fate Stay Night)
 * Vergil (Devil May Cry)

Background
In a world without stars, three realms are connected: the Daemon Realm, the Seraphaem Realm, and the world of man. It is said these planes of reality were one long ago and there were seas that moved, lights in the heavens above, and many more legends lost to time. However, one truth that remains to this day is the practice of enslaving Daemons. Man, Elf, and Dwarf, all of these races summon and bind Daemons- either to serve as familiars or to bind within items to enchant them with everlasting magic. To a Daemon this is a torment: to tear them from their home, rip their power and strength away, and force them never to return unless someone else wills it or they are killed. Eventually the Daemons rose up and gathered together a horde of dark and evil forces in an attempt to wipe out the mortals. Kriegshund led that force and came close to winning- but was ultimately defeated by the Hero of Light and cast back into the Daemon Realm as his horde was routed.

Centuries later, a new leader emerged, one who could command even Kriegshund into battle. With new tactics and clever machinations both subtle and blatant- the Daemons no longer were a horde of killers but a proper army with a plan grand in scale- to summon a Daemon God to bring all of the Daemon Realm to the new world. Kriegshund was fine in following in another's footsteps so long as he got what he wanted, war and slaughter of mortals, he would accept nothing less for what he viewed as unending slavery for his kind.

Abilities/Powers
Daemon Powers Like every Daemon that crosses over from the Daemon Realm, Kriegshund is bound by three laws: cross over and remain, take a physical form, obey the summoned commands. As Kriegshund voluntarily stepped to the world of man- he is not bound by the last law but is stuck with the first two. He cannot go back without certain circumstances forging a portal and he cannot change his form. However, his Daemonic powers are only weakened because of this, not erased. Like every Daemon; Kriegshund can gain power by killing others, and he has been killing for a long time.

Despite his massive size, towering head and shoulders over even a tall human, he moves with agility and speed that defies belief. During his attempt at killing the Eastern Elf Empire's leaders he was capable of easily deflecting the arrows they fired at him but, upon analyzing the general tier of weaponry they possessed, knew he didn't have to and so ceased to bother. At the peak of his power during the final battle- he was even keeping up with Takehashi's Black Blitz as the two battled on the vertical walls of a mountain peak- their movements so fast that the rock split beneath their feet and the raindrops hung still in the air.

His strength is also worthy of note. While it is inferior to the dark lord he serves- it matches that of the charged Metal-Daemon and the Sword-Daemon. A contest of strength between the three was noted to be extremely dangerous for the surrounding forces which was why the Dark Lord ordered them to stop before they could engage in earnest. With just the initial clash they opened up a chasm in the ground below and leveled a nearby house with the shockwave.

Weapon Immunity A Daemon's body is only a shell, a manifestation of their power and will. Because of this- dire wounds are useless against them until you manage to deplete all of their energy. The weapons used directly effect how much energy is lost- a mundane sword will take very little, an enchanted/blessed/master one will take more, and a weapon infused with Daemon/Seraphaem/High Magic will be the most effective. As Daemon/Serphaem magic doesn't exist outside of their respective realms and High Magic is very rare- this means some Daemons are practically unstoppable by mundane weapons.

Because of his high amount of Daemon energy, surpassing that even of the dark lord, Kriegshund is utterly immune to entirely mundane weapons and even the next tier will only offer the slightest of wounds that resemble aged scars by the time the weapon has left his skin. Higher powers are required to make a wound stick and even then his raw energy reserves are so great that these too fade within seconds. This is aside from his native durability- even Zhong's basic blasts that can pierce cleanly through a plate-wearing soldier only offer slight wounds and Cheng is capable of piercing solid metal shields with her fists but could not deal any significant damage to him- and that was during the first Daemon incursion.

Strategist Despite his bloodthirsty personality, Kriegshund is no fool. He is quite capable of accurately analyzing enemy forces and his own, such as acknowledging Takehashi and Konar together would almost certainly defeat his dark lord were they to fight him together. Because of this- Kriegshund purposefully sought out Cheng and made a show of defeating her to draw Takehashi out as he knew only the death of his love at Kriegshund's hands would be enough to divert the Dark Elf from his course.

His ability to tactically strike weakened enemy areas with his unruly horde was the only reason they came so far in the first war- enabling him to find the best time and place to send his Daemons to be the most effective. Even the Elf Empire was briefly forced into full retreat as Daemons were striking perfect targets one after another- typically with Kriegshund at the front.

The diabological ritual that involved impregnating mortals with Daemon seed and using time and space magic to alter their bodies into one another was also one he himself devised- which even the Lich Mage acknowledged as twisted genius despite the rivalry between the two and the Lich's own experiments to artificially craft Daemons.

Hound of War Kriegshund has stated he can 'smell weakness' and this appears to be somewhat true as he can scent illness and disguised injury from enemies miles away- to say nothing of actual body functions. He's managed to identify the distance, race, age, equipment, and even magical abilities of a mortal at a range of over 10 miles and insisted the man could, "Run all day and not be far enough away". Even teleporting through dimensions is not enough to shake his tracking abilities- though he cannot follow. In addition, his howl seems to have the ability to inspire both fear and rage as he wishes as well as possessing the ability to send man-sized targets flying. This is not limited to biological beings as even the machine-men made by his allies will respond with symptoms of both- such as backing away from him with fear and charging forwards illogically against orders for rage. A strong enough will can negate the effects as seen when an Elf Prince could resist the rage howl to avoid targeting his father while the rest of the guard could not.

Fate Unbound Like multiple other beings that exist across the many worlds, Kriegshund has severed his Chains of Fate, effectively removing kismet's rule from him and allowing him to defy his Destiny. This makes forseeing his actions with magic and/or technology very difficult as only the consequences of what he does can be seen- not the act itself.

In Kriegshund's case, he is actually aware of this power as he knows exactly when his destiny was altered and what that means. Because of this- he frequently spearheads attacks as he knows the enemy forces can't see him coming. An Elf attempting to forsee his assaults during the war could only see the forts destroyed- not how Kriegshund would bring these events to pass.

Equipment
As with most Daemons, Kriegshund has a physical object through which he channels his powers. Unlike most Daemons, Kriegshund's raw strength is so great that he requires not one, but two such items.

Warblade A massive curved blade as tall as a man. Kriegshund wields the weapon with surprising skill and finesse for one so large- easily matching and cutting down Elf Blademasters that have practiced their craft for centuries. Its size makes parrying difficult as you must not concern yourself only with the sharp edge, but all of the mass behind it as well. Even a glancing blow from the flat of the sword is enough to leave a man crippled.

Thunder-Bracer A metal armor that covers his arm, Kriegshund can use it to fire bolts of lightning or hellish energies at his enemies. The longer it charges- the greater the power of the bolt. Even a casual blast can shatter a guard tower and a section of stone wall completely. The end is a sharpened point just as a sword and the edges are serrated- making it as much of a weapon as it is a shield- if not moreso.

Feats/Weaknesses
Simple yet Brutal Kriegshund can form complex plans and make use of various environmental factors while also proving suprisingly deceptive when needed- but in the end of the day he favors a straightforwards approach when it's a personal battle. Locate the enemy, kill them. It is this mentality that caused him to dismiss the plan of sabotaging an Elf fortress from within and simply making a beeline for the nearby king and his guards when given the opportunity.

Battle-Rage Kriegshund does not willingly shy from a fight, in fact the more blood shed by him or his opponent, the harder he will resist leaving the conflict behind. He also continues a particular hatred of those with Elf blood- no matter the color of their skin. When given the chance- he will attack them without much, if any, regard to his own safety. This hatred stems from Takehashi and Cheng- the two of whom bonded as unlikely allies and were responsible for his loss during the first Daemon war. Had they respectively not attacked and refused to bed him- he would've been at full strength when the previous hero began his assault.

Daemon Energy As they persist because of their energy stores, Daemons have a weakness against energy-absorbing weapons that target such beings. A weapon with the proper ability could severely drain a Daemon disproportionately to the damage the weapon itself inflicts.

Possible Deathbattle Outcomes
A battle between the Devil/Daemon who desires power not for themself but to protect others. In all likelihood they would side with one another and work together but in the interests of a Deathbattle between the two:
 * Vergil (Devil May Cry)

Vergil notably has both the correct tools and powers for the job of taking down Kriegshund- possessing weapons powered with demon-energy in order to deal effective damage and the speed plus regeneration needed to match Kriegshund in battle. As both have (for this purpose) fought at such speeds that raindrops were practically frozen- they're quite close in speed and both Vergil and Kriegshund have survived being cleaved in half without permanent injury.

However, certain advantages do apply for both sides. While Kriegshund defeats multiple Warmasters it is always by his raw physical might that he can do so- not skill. Vergil by contrast has almost peerless martial prowess with the Yamato as he can unsheathe it, strike multiple times at blinding speeds, and then sheathe it again all in perfectly controlled motions. Kriegshund in return is seemingly much stronger in terms of physical strength and his energy attacks- enabling any single blow of his to stagger Vergil if he were to block. Kriegshund's regen has also been much more thouroughly tested and used- fighting non-stop for over three days and taking multiple Elven Warmasters on each time as he took all of their first defensive layer of forts on his own.

Series Title
To Save the Virtual World

Possible DB Opponents

 * Shiro (Log Horizon)
 * Kirito (Sword Art Online)
 * Kite (.Hack)
 * Neo (The Matrix)
 * The Boss (Saints Row 4)

Background
When a terrorist organization takes control of a newly upgraded VMMORPG- they do so with the promise of slaying every man, woman, and child playing the game unless their demands are met. While countless avenues of inquiry and protection are explored- the game's owning company take matters into their own hands and summon some of the best players the game previously had before the reboot.

The Party, comprised of: a Squire, a Thief, a Paladin, an Archer, a Monk, a Priestess, and a Dark Knight, are chosen and for their own reasons all volunteer to log into the game they had previously escaped. If they fail, they will be just as much at the mercy as the shadowy organization and their merciless AI as every other gamer. If they succeed they might, just might, manage to save everyone still logged in.

Squire, alongside his girlfriend in real-life, Thief, were chosen because they have led the most successful runs out of the entire playerbase that wasn't already in-game. Paladin was chosen for having completed the highest level runs in the game. Archer is the daughter of a developer who feels responsible for the catastrophe. Priestess has the best healing stats and Dark Knight the best damage stats out of all gamers. Monk has the best PVP record.

Abilities/Powers
Stats As a virtual character, Squire's abilities, stats, and equipment are all generated by the virtual reality he plays in under the "FATE SYSTEM" game engine. Stats in the FATE SYSTEM game engine are shared among both players, enemies, and NPCs, and so they are directly comparable. Due to being a Squire, even at the top level of 100, his stats will be lackluster compared to most classes but he's still able to match to many enemies you can find in the game such as giants that can throw entire houses at their enemies, though he is heavily staggered by the attempts.

Emulate The signature ability of the Squire class. While in terms of stats, skills, and equipment they are substandard compared to specialized classes- this is because the Squire can choose any skill or technique another character has and briefly use it so long as an allied Party Member or friendly NPC that has the ability is in the party. Only 3 skills can be Emulated at any one time but the Emulation will last until combat ends. This makes them very effective in parties but less useful for solo missions.

Aspire Every 15 levels, a Squire will gain a single 'Aspire' point that they can use to permanently gain access to one skill or technique- without requiring an Ally to copy it. There is normally a limit to the number of skills that can be Aspired to depending on the Squire's level. 1 additional skill can be Apired to per every every 15 levels gained, leaving the Squire with a theoretical maximum of 6 skills they can Aspire to learn. With so many possible combinations- the Squire would be the most meta class were it not for their poor equipment selection, stats, and inability to adapt to various situations or excel in specific ones. The protagonist Squire seemingly focused on making himself a debuff-based unit as the party lacked that skillset.

Aspired Skills/Techniques - Class: Because of Squire's expertise with the game- he has found a loophole in the Aspire coding. By using the Forget skill on Aspire itself- he can change out Aspired Skills/Techniques instead of being permanently stuck with it like most Squires. However, this loophole can only be reached once the Aspire list is full so level 90 is required. The developers were extremely upset to learn about this loophole- though their fury was tempered by Squire using it to save all the players still stuck in the game.
 * 1) Steal - Thief: By touching an object, the user will remove it from the target and add it to their own inventory, automatically equipping it if desired.
 * 2) Cleanse - Monk: By standing still and concentrating, the user can remove any unnatural debuff applied to their character. This can be applied to other characters if they allow it.
 * 3) Move Without Trace - Assassin: When activated, the user leaves no trace behind them as they move for 5 seconds. Landing a hit to the back lowers the cooldown of this ability.
 * 4) Karmic Rebalance - Oracle: When activated, one debuff or damage instance afflicting the caster or an allied party member can be negated and forced onto an enemy. This ability can only be used after the caster has experienced damage or other hostile act from the opponent they wish to target- though it need not be the same hostile act being forced onto the enemy.
 * 5) Stand Ground - Paladin: For 0.3 seconds the user is immune to all damage and knockback but cannot act. For 3 seconds afterwords the user takes 50% damage from all hostile actions against them.
 * 6) Forget - Oracle: With an incantation and pointing a finger at the target, the user can force the targeted character to lose access to a single Skill/Technique for 1 minute.

Equipment
As a video game character, Squire enjoys a generous selection of equipment and items he can wield, though his class choice restricts him to only very simple weaponry- making him unable to effectively use most weapons that require greater training.

3D-Sword A single-edged falchion with a bright white metal comprising the blade. The weapon boasts a potent passive effect in that every strike made with it is simultaneously copied twice more to come at the targeted point from every axis. The damage it deals is subpar compared to the strongest weapons but it is extremely consistent and nigh-impossible to block without the use of magic or defensive armor.

Explosive Pike A dark red pike- it has exactly eleven notches carved into its length beneath the pointed end. When landing a successful attack on an enemy, one notch will light up. Landing eleven blows on the same opponent will cause the weapon to discharge upon the final hit- sending explosive energy through the wound and into the enemy core to destroy them. The stronger the enemy, the faster the notches will lose their power in relation to them. Most boss-level opponents have a built-in resistance to auto-kill effects such as this under the "FATE SYSTEM".

Seeking Crossbow While not possessing the skill to use proper longbows, Squire's Seeking Crossbow when striking an enemy reveals any weak points they may possess. Regardless of whether an enemy has a weak point or not- the bolt will become a weak point and increase all damage dealt to the area by to 125% with subsequent bolts hitting the same area stacking the increase each time. The weak area will vanish 10 seconds after the bolt is removed.

Ghost Main Gauche A short almost transparent dagger. When parrying an attack with it- a copy of the user will manifest in that place just in time to make the parry and give the holder a burst of speed to make an immediate counter-attack. Should an opponent still prove fast enough to react to the counter-attack, the copy will in turn attempt to attack at 50% effectiveness at the same time.

Blood-Tested Armor A chestpiece covered in blood and scars. It enables the first blow any opponent lands on Squire to be ignored both from the primary attack itself plus any secondary effects such as environmental destruction. Any subsequent hits from the same opponent will not be affected in this way unless combat completely ends. True-Sight Wrapping A band of transparent silk, this headgear allows the user to see through illusion and trickery, even shape-shifted forms are still visible through their changed appearance, appearing as etherial outlines to the holder. Seven-Stride Boots Magical footwear enabling the user to move 'seven strides' in a single step when activated. In effect this is not a movement speed buff so much as outright teleportation since the user's hitbox does not move through the intended area but instead appears instantly at the end of it in the desired location. The boots are only good for 100 such 'strides' per day but recharge fully every dawn. Cursed Gauntlet - "Touchless" A cursed piece of handgear, "Touchless" prevents the user from ever making physical contact with their hands- any attempt at doing so will see the cursed hands becoming intangible. Squire initially discovered the curse when he couldn't save one of his party members from falling down a cliff- though later he managed to get the cursed gear removed. He still carries the gauntlets around so he can use one of the Oracle skills to 'swap' the curse onto an enemy if needed but he must equip the gauntlets first.

In addition to all of the combat-related items, Squire also holds the Heart of the Flying Castle, which enables him to create and control a semi-sentient landmass complete with the structure upon it that can fly through the vast spaces and dimensional barriers between Worlds. So long as he holds the Heart, even the landmass being blown to dust is not enough to stop it from reforming, and Squire suspects given the digital nature of the possession if it would reform no matter what you did to it.

Series Title
The Bloody World War Again?

Possible DB Opponents

 * Alucard (Hellsing)
 * Seras Victoria (Hellsing)
 * Alucard (Castlevania)
 * Dracula (Castlevania)

Background
The quarrels of man often do not reflect upon vampires, but even the children of the night were not above joining the wars to end all wars. During The Blitz a vampire found his home and staff bombed to oblivion leaving only himself alive. For the first time in centuries feeling a protective bond over his homeland, he departed the shattered remains of his unlife to join the British military and set right the world as he saw it.

Assigned to a squad, he would spend the next four years attempting to hide his identity as well as push forwards the war efforts. But what can one man, even one such as he, do to overturn such a beast as an entire war?

Abilities/Powers
Child of the Night While physically appearing not much different from a 16 year old Brit, a Child of the Night is physically above a mortal man in any fashion save tolerating direct sunlight and passing running water.

Telekinesis While not grand,

Equipment
Spinning Coin Given to him by a daughter of a demon raised by a witch, it eternally spins without rest so long as no outside force acts upon it. The coin acts as a symbol of his broken fate and his ability to choose freely between what actions he might take but also seems to be indestructable as he has managed to block bullets with it and once even embed it deeply into the front of a tank's armor.

Lee-Enfield Rifle

Sten Submachine Gun

Full Name/Faction/Class
Space Entity Response Force member

Background
The Space Entity Response Force is an elite group of humans dedicated to protecting all known and allied civilizations under the Ender Race.

Equipment
SERF Suit The typical SERF suit issued to all SERF members. It comes with PART (Particle Alteration and Replacement Technology) that allows it to repair and adapt to any enemy or threat it comes across. Because of PART- even grievous wounds to the suit can be repaired in nanoseconds

Full Name/Faction/Class
Space Entity KOS-Class, Death-Bringer, Absolute Enemy, The Irregular Seed

Background
The Seeds of Destruction are terrifying entities of incredible size and power that resemble medieval dragons. However, for every batch of Seeds, even for eldritch entities, there must be one Bad Seed. It's suspected the Fae known as Puck was involved in its creation, though Puck himself will respond to such assertions with a shrug and, "Of course" so the extent of his involvement- if any- is ultimately uknown.

Instead of winged death and indiscriminate destruction like its elders, Bad Seed is a small red ball of a body with two short and pudgy arms and legs that stick out from it. No fingers nor toes are evident yet through magics unknown- Bad Seed can still manipulate objects as though it does possess such organs. Bad Seed also seems to have taken a shine to mortals- only attacking them when provoked by outright offensive actions against it.

Bad Seed travels through the worlds, seemingly seeking out overly hostile Fae and feasting upon them. Among all the many worlds in Creation- it is perhaps the one thing a True-Born Fae fears.

Abilities/Powers
Devour The primary ability of Bad Seed. Anything consumed by its jaws can be replicated by the being itself- from weapons to abilities to even knowledge stats and body parts- what can be destroyed can be made manifest again from Bad Seed.

Illogical Physique Bad Seed's body, if it could be called such, does not obey the laws of physics. It can shrink, grow, harder, soften, stretch, compress, and otherwise mold itself into and shape and form Bad Seed wishes.

Equipment
Teeth Bad Seed's body conceals a great maw of teeth that emerges and grows to devour and destroy whatever they touch- even light. It's for this reason that they appear a flat black as any and all light that touches them is consumed. Even time itself is not immune to the teeth as anyone and anything brought into contact with them is forever trapped in the moment of being eaten. It is for this reason that even Fae consider Bad Seed a dire threat since few Fae know how to escape such a predicament and fewer still possess the skill and power to pull it off. The jaws have opened in many sizes and angles- once even swallowing an entire city in a single chomp.

Skull Bad Seed's method of transportation across interstellar distances. The skull propels itself through space and dimensions between worlds via unknown means and can seek Bad Seed out no matter how hidden he may be. The skull resembles a blackened cow skull but with a pair of horns and being set eternally aflame. The skull constantly leaves streams of blood flowing from the eye sockets and the 'blood' itself burns just as much as the skull itself. It is said Puck personally fashioned this artifact as a method of tracking Bad Seed and thus far Bad Seed has accepted the use of it- but only Bad Seed and perhaps Puck know the truth and neither will tell.

Full Name/Faction/Class
Puck, Oberon's Servant

Series Title
Reoccuring character in 'Friendlyverse'

Possible DB Opponents

 * Frieza (Dragonball Z)
 * Mundus (Devil May Cry)
 * Gilgamesh (Nasuverse)
 * Loki (Marvel comics)

Abilities/Powers
True-Born Fae In terms of Fae power, Puck stands at the top. In the Fae ranks his strength ranks with the greatest with only two exceptions: Oberon stands so far out of Puck's reach that any comparison would be flawed to an extent beyond description, and Titania stands just as far from Oberon as he does every other Fae. Because he brought himself into existence within the Fae Realm, Puck is True-Born and can only be permanently killed with True-Death. Destroying his Body, Spirit, and/or Soul would not be effective as this would only reduce him to a state of non-existence, which any True-Born Fae has already surpassed by creating themselves from nothing and can do so again. Instead- you must inflict True-Death- an ability possessed only by the greatest of the True-Born Fae.

True-Death If existing were to be thought of as 1, and not existing as 0, True-Death would be -1. It is imposing on all of the many worlds and times within Creation an opposing force that would instantly unmake the being that attempts to exist and/or create itself from nothing before the attempt is even made. This bypasses any defenses the Body, Spirit, or Soul might mount to protect themselves as these defenses won't exist before True-Death affects the being. It can only be bypassed by changing all things about the individual: Body, Spirit, and Soul- which then would be a different entity entirely as the memories, mentality, personality, abilities, physical growth, and every other describable characteristic about the individual would not be the same as they were prior to True-Death being administered.

Spirit Manipulation Fae can manipulate the worlds in Creation by affecting the Spirit of any and all things. Because the Body obeys the Spirit- reality cannot help but change itself to the Fae whims. It is not a matter of shaping reality but that which controls shaping reality. This ability can be used to do anything- possible and impossible alike. Puck as a True-Born Fae would be capable of anything a mortal or lesser Fae (particular the ones born outside the Fae Realm as they are explicitly weaker) has ever done and far more- meaning such things as: changing matter to the form he pleases, time travel and manipulation, altering physical law so that bladed weapons will not cut, interfering with celestial bodies, reversing causality, and even making life from death and death from life.

Physical Prowess Despite their more mystical properties stemming from manipulation of Spirit, the Body of a Fae is no minor thing. A relatively weak and mild Fae creating itself from elements outside the Halls of the Fae Realm would be capable of lifting mountains and shifting countrysides- while the stronger Fae of the same disposition can shatter large portions of the moon when provoked beyond measure. A True-Born Fae that created itself in the Halls of the Fae Realm is another tier entirely in terms of strength, such that a lesser Fae couldn't hope to even scratch one that came from the Halls. It is- according to both sides- no contest exempting the most completely favored of conditions for the lesser Fae.

Puck in particular has 'pinched' a man away to nothing so quickly that he appeared to vanish in an instant- grabbing just a small piece of the man and ripping it away one after another. The snarky Fae implied he was in a poor mood at the time- which was why he chose such a painful method of death. He's also thrown his smallest ring to the moon's surface from Earth in less than three seconds. At the time- the Fae facing him didn't believe Puck would survive his own ring's power- Puck gleefully gave the weapon to the Fae and responded with, "Of course" before opening his arms wide to offer a free shot.

Sadism/Boredom Depending on who you ask, Puck is either extremely inventive because he loves inflicting pain or he suffers from eternal boredom. As Fae live forever, finding ways to provoke their own interest is important. While typically this interest is gained via playing with mortals and other Fae- Oberon has kept Puck close and allowed him no real freedom. As such Puck's only interactions with others tend to be under Oberon's dark orders- forcing a loop of his only release being inflicting pain and death on others. This has enabled him to amass perhaps the greatest trove of knowledge about how to hurt mortal and immortal beings alike- there is nothing Puck does not possess knowledge of how to kill or hurt.

Power of Knowing True-Born Fae, due to their process of being 'born', learn about Creation around them without using traditional senses. What something is, how it functions, where it can be found, why it exists, all these things and more a Fae can Know without the information ever being presented to them for learning. Connections and possibilities they cannot be aware of are things they can learn when with close enough proximity.

Puck in particular pointed out even the weaker Fae he encountered should possess enough Power of Knowing to realize the falling red rain was the spilled blood of his compartriots and that Puck's planet-sized rings were already in place. Puck himself has demonstrated an unfailing knowledge of the characters he encounters and how their powers operate- easily countering any attempt at doing him harm or thwarting his goals.

Fate Unbound As a Fae, Puck was never bound by the chains of Fate and could defy destiny however he pleased as well as ordain his own prophecy and kismet to mortals. However, due to Titania and Oberon's strife, any prophecy he would order about a mortal being can be undone. Not that Puck would ever do such a thing in the first place- mortals annoy him.

Equipment
Puck's Rings A series of countless 'rings' that Puck can control with some unknown means that lie beyond the edge reality until he calls them. The smallest is a ring of less width than that of his outstretched hand with the outside edge only being less than two inches thick. Each subsequent ring is 'as strong as the previous by twice and a half power' and is half a size larger than the previous ring, with every other ring being twice the size of two rings prior. So the two inch ring is succeeded by the three inch ring (2.5x stronger) and then the four inch ring (5.0x stronger). The smallest ring has demonstrated the ability to destroy an entire moon with only a small fraction of its power according to Puck as it returned to him with its magic still intact when he offered it to his enemy. Had it used all of its energy there would be nothing left for the next shot.

While the total number of rings isn't known, three rings each larger than a planet could be seen drifting into position when Puck confronted another high-tier Fae that insisted its true body was in another dimension. He implied the destruction the rings caused when in excess of what the universe can hold would follow his enemy even to other worlds and across the Fae's hidden barriers of space and time- even if lesser Fae would find the way blocked. When questioned Puck stated his seven latest rings were all greater than the largest of stars in size and he'd be finished on the eighth before long. The purpose of the rings is unclear- who Puck intends to use them on and why is unknown to anyone but Puck himself.

Description/Quotes
"Of course."