Esper: Ein's blood is unique in the fact that it is a mélange of different types of energies... Blue in color, it proves that he is neither human nor demon, but something different entirely. Extraordinary power surges through his body and boosts the strength of his spells by a large amount. Additionally, he now can better control his demonic form. He may end his transformation prematurely (at the 3rd post) and, thus, only get half the after-effect weaknesses.Race:
Human -- The most numerous of any race on the face of DI. They are the most diverse of any race, able to fit well into absolutely any role and to adapt well to their surroundings. Although Ein is not -quite- human anymore, he once was... and thus still holds similar traits. While they have no base weaknesses, they also have no base strengths. Alignment:
Good -- During his rendezvous with Drakol, Ein came to terms with the death of his wife and child. While they died by his hands, he understands that it is his duty to live in their place. He has done horrible things in his past... and his life is what he offers in atonement. He lives to help the people that have survived the bloodletting of his youth... although his attitude doesn't QUITE make it seem that way.Inventory:
Dragon Tooth Staff (w/ Lightning Jewel), Torment of Sakura, Overcoat, Brigandine, Ambush Dagger, Staff Combat for Dummies, Book of the Occult, Esoteric ScrollGold:
Psychic Bolt, Unseen Strength, Ether Shield, Psylash, Mind Probe, Mimic, Telekinetic Blast, Repulse Wave, Aura Flare, PsychokinesisPets:
Demonic Resilience, Fast Learner, Advanced Intelligence, Energy Sense, Acute Perception, Hidden Potential, Adept, Psychic Mastery, Blood of a Thousand, Dark Radiance, Sync Demonic SymbiosisTournament awards:
None Biography: HerePhysical Description:
--Weight: ~140 lbs
--Skin: White, somewhat pale (See Avatar)
--Special Markings: A symbol on his right hand (See signature)
--Special Traits: His blood color is blue, altered from the magic within his veins
--Dress: A blue robe atop a white button-up shirt with black slacks. Class Abilities:Telekinesis:
The psionicist uses psychic power to control an object. This class skill allows them to manipulate and control an object from a distance, so long as it is not being held by another person. While only limited by the mental strength of the caster, the speed in which telekinesis can move the target object is based directly on the object's size and weight. The bigger and heavier it is, the slower it will move. 5x per battleAugmented Control:
An additional ability of the Psionicist class is their enhanced manipulation of their spells. By consuming a use of Telekinesis, they can effectively increase the power behind some of their techniques. If a spell has an intended effect, using 1x of Telekinesis while casting it can moderately increase its strength or extend its duration by 1 post. However, this ability only works for certain spells: Prism, Psychic Bolt, Psylash, Unseen Strength, Telekinetic Blast, Time Slow, Illusions of Grandeur, Psychic Barrier, Blast Wave, and Psychic Barrage. Certain spells require a varying number of consumed uses; those spells have special instructions within their description.Psionic Spells:Psychic Bolt:
The psionicist creates and fires a small orb of telekinetic force aimed at their opponent. It hits like a fist-sized stone, dealing a small amount of blunt-type damage. This spell takes only a small amount of time to cast. [Weak/Fast/Psionics] 4x per battleUnseen Strength:
The psionicist uses psychic energy to momentarily augment their strength. The boost is moderate and only lasts a fraction of a single post (allowing only one defensive or offensive action)... but it helps to land a good hit upon an opponent. This spell can be used instantly. [Weak/Instant/Psionics] 2x per battleEther Shield:
The psionicist creates a small orb that hovers around their body. This object acts like a small, sentient shield that helps protect the caster against a single attack. However, it is extremely weak and, at best, it can stop a weak special or spell before being destroyed. This spell takes a large amount of time to cast. [Weak/Slow/Psionics] 2x per battlePsylash:
The psionicist throws an arc of telekinetic energy towards their opponent. Upon contact, it acts more like a sword-slash than a normal psychic attack. This spell takes a moderate amount of time to cast. [Weak/Medium/Psionics] 2x per battleMind Probe:
The psionicist uses psychic power to read the thoughts of their opponent. This allows them to understand the nature of and anticipate an oncoming attack. However, the amount of information they can gather is limited... as the feedback from taking in too much at one time can, quite literally, kill them. This spell can be used instantly. [Medium/Instant/Psionics] 2x per battleMimic:
The psionicist attempts to recreate a missle-based special/spell that has already been used by an opponent in their current battle. As a simple reproduction, there are limits-- only spells and specials of a medium strength or lower can be mimicked. This spell takes the amount of time relative to the special/spell it is trying to mimic. [Medium/Variable/Psionics] 3x per battle; once per pageTelekinetic Blast:
The psionicist summons a blue wall of psychic energy and quickly blasts it towards their opponent. It hits like a small stack of bricks, dealing a moderate amount of blunt-type damage, and, more often than not, it throws the target backwards with the force. This spell takes a moderate amount of time to cast. [Medium/Medium/Psionics] 2x per battleRepulse Wave:
A very short-ranged burst of energy from Ein's right hand, used to knock away projectiles and lighter opponents. It resembles a harsh wind and has an affinity to the Psychic Mastery skill. It can be easily manipulated and produces stronger elemental effects than other techniques. This spell takes only a small amount of time to cast. [Weak/Fast/Psionics] 2x per battle [Uses Catalyst] [1st Milestone] Aura Flare:
Ein releases a concentrated burst of mana from the demonic aura surrounding his body, visible as a slash of darkness moving towards a target. This flare of energy acts somewhat like a hammer, dealing a moderate amount of blunt-type damage. This spell has an affinity with the Augmented Control class skill. Consuming 1x use of Telekinesis allows Ein to release two, controlled lashes of darkness, cutting the power behind them in half while also making the attack more difficult to dodge completely. [Medium/Fast/Psionics] 2x per battle [Uses Catalyst] [2nd Milestone] Psychokinesis:
A more potent and malleable form of Telekinesis. It essentially acts as a gateway for Ein to better manipulate matter at a distance. With this spell, he can control numerous smaller objects at once or use it move a single, bigger object more efficiently. It is fueled via demonic power. Additionally, this spell can be used as part of Augmented Control and Psychic Mastery. In doing so, it produces a substantially more powerful effect. The speed of Psychokinesis is directly related to the weight of all objects it is attempting to move; the heavier the objects, the slower they move. [Strong/Variable/Psionics] 3x per battle [Uses Catalyst] [3rd Milestone]Skills:
Ein is not wholly human. The demonic blood in his veins, however uncontrollable it is currently, offers him a moderate increase in stamina. This allows him to last longer in battle.
When Ein is struck with the same attack, his body instinctively defends, reducing the damage dealt.
Given an above average I.Q., Ein's mind works more quickly than most allowing him more time to react to certain situations.
Ein has attuned his body to pick up on the energy signatures of his opponents. He can locate their position when they use a special attack.
Furthering his skill at sensing energy, Ein has gained the ability to distinguish when an opponent is using a special ability against him. This is perceived as a gaseous emanation, like steam, that comes in varying degrees of strength based on the opponent's move.
Averting from the self-destructive path he once traveled, Ein has become a highly reclusive and a relatively unconfrontational person, albeit a bit sardonic. To establish this, he has devised a method of masking his energy that negates an opponent's 'second sight' abilities. It works similar to how light refracts in water; this prevents them from 'sensing' where he might be, or gathering an estimate of strength through an alternate form of perception. Of course, this skill only has an effect on abilities that are of medium strength or lower.
Training in Ein's distant past has given him a stronger physical battle-prowess than a normal psionicist. This allows him to properly battle with a staff or his hands as weapons.
Upon mastering his magic, Ein has gained the ability to do extraordinary things with his spells. Though at a price, Ein can now choose to add a cutting-edge to some of his spells (Psychic Bolt, Telekinetic Blast...), or give them a weak elemental boost of Fire, earth* wind** or water*** (Telekinetic Blast, Ether Shield, Psylash... ). Upon using this skill more than once per battle Ein loses 1 telekinesis per use. Unfortunately, Ein cannot control both this power and Sync Demon Symbiosis at once.
[S]Blood of a Thousand:
There's a legend that says once a man slays a thousand demons, he becomes one himself. The true origin of Ein's demonic blood stems from this, although the story only provides half of the equation. Attempts in controlling the strange force within his veins have always failed... but he is one step closer to mastering it. Demon Energy resides in the deepest regions of Ein's mana, accessible only in moments of extreme duress. Unlike psionic energy, demon energy is black. [Catalyst]
The subjugation of Ein's demonic blood has given the Esper passage to more mana in his body than he actually has the ability to use, causing it to flow outwards from him. This emanation of energy now encompasses both his spells and his being in some form of an aura. While unnoticeable to all but the most powerful of secondary sensory talents (due to Hidden Potential), this presence acts as a form of protection for Ein and his abilities. His magic exists beyond the obstructions of other individuals' unactivated skills; his spells remain unhindered and unaffected by the presence of another person and their techniques of a strong strength or lower. Additionally, this aura can be coalesced via Telekinesis (2 uses) as a form of attack akin to Telekinetic Blast in both strength and appearance. However, this skill has a direct correlation with Sync Demonic Symbiosis. It only remains active as long as that power is unused, which limits access to all of Ein's strengths in battle. [Uses Catalyst; Uses SDS]
[P]Sync Demonic Symbiosis:
Fully tapping into his demonic blood, Ein can undergo an extreme physical transformation. First off, his hair grows from about shoulder length to mid-back and changes from its dark blue color to a deep red. His fingernails grow sharp and pointed, his hands turning into claws sharp enough to pierce leather/wooden armor. His senses are enhanced greatly in this form, along with his speed, dexterity, strength, and psionic spells. After succession, he is quite literally drained of the majority of his power; he is unable to cast spells for 2 posts but remains physically exhausted for 4. (1x per battle; Lasts 5 turns)Custom Inventory:Dragon Tooth Staff (w/ Lightning Jewel):
This weapon is the ultimate staff for magic users. Carved literally from a 10-foot dragon fang, this prized item grants its owner the ability to openly cast magic from it as though it were part of their own body. Ein's has been inlaid with a lightning jewel, allowing him the ability to incorporate electricity into his magicks.Torment of Sakura:
A small, black sphere with swirling energies inside it that makes it look similar to how a galaxy would from a distance. This orb was created from the remains of Ein's love, Sakura, and exists as a constant reminder of his past and who he once was. It is about the size of a large marble and is typically worn on a necklace. To Ein's touch, it feels warm and welcoming. To anyone else, it only brings incredible pain, as if their hand/arm/body is on fire. This item allows Ein to coalesce the orb's energy and shoot an incredibly fast ball of black torment-fire. This fire torments through anything, causing immense mental pain on anything it hits. Mortal parts are not actually DAMAGED by this, but hurt incredibly (like its on fire for the remainder of the battle). Any inanimate object it hits will simply break apart under its power. [Indestructible, 1x per battle] PictureAmbush Dagger:
A small dagger that is attached to the right sleeve of Ein's coat, constantly hidden from view. At any time, he can let it fall into his grasp for a quick sneak-attack. It is easy to wield and light enough for even someone untrained to throw it with accuracy. PictureOvercoat:
A loosely fitting, waterproof shelter of blue cloth and silk that resembles a very thick jacket. The material from which it was made allows the wearer to stay cool in the sun, but also stay warm within the cold. What's truly amazing, however, is the duster's defensive attributes-- because of its unique interwoven style, it is protects equal to that of leather. Unfortunately, due to the thickness and sheer weight of the item, it reduces the wearer's movement speed by a moderate amount. (Picture: See Avatar)Brigandine:
While this armor looks and weighs exactly like cloth, the protection it offers is that equal to chainmail from physical attacks. In addition, the wearer is also protected slightly from magical and elemental-based attacks from the enemy (spells AND specials). No one knows how it was produced; some say it was a mistake made by some mad wizard. On Ein, it is disguised as just his regular shirt. White and button-up, it would be difficult to tell the difference, especially beneath his robe.Staff Combat for Dummies:
A mystical guide that could have only been written by the Gods themselves. The instructions within this book are written in such a simple manner that even the dumbest of people can manage to hone their staff skills to a level that is equal to that of a fighter. While Ein doesn't have the strength or fortitude to hit nearly as hard, his proficiency with the weapon is unsurpassed in a spellcaster's world. Furthermore, the techniques within this tome elaborate on how an individual can create attacks of a special nature. This allows him to create 1 medium and 2 weak staff-related specials. Sadly, due to the intense concentration it requires for Ein to properly use said weapon, he can never use it in conjunction with his magic.Book of the Occult:
This ancient book quickly teaches its owner magicks that would normally take long amounts of time to master. This specific tome teaches Ein an additional Medium strength spell.Esoteric Scroll:
This old scroll quickly teaches its owner magicks that would normally take long amounts of time to master. This specific monograph teaches Ein an additional Weak strength spell.Currently: Trainer
Grimmar (theDINGbat) - Pass [X'ed Credit]
Urnlurch (blue_spread) - Fail [X'ed Credit]
Elithor (LMan) - Pass [X'd Credit]
Kalstryn (Nevercroft) - Pass [X'd Credit]
Hickman (Yozshand) - Pass [X'd Credit]
Rygen (Rygen) - Pass [X'd Credit]
Joshen (MikeEB) - Pass [X'd Credit]
Malik (Malik) - Pass [X'd Credit]
Draconus (TCOG) - Fail [X'd Credit]
Systaster (abyssalwarrior) - Pass [X'd Credit]
Rai'zur (Raizure) - Pass[X'd Credit]
Claw (12rjk18) - Halted [X'd Credit]
Hiro (Chase) - Passed [X'd Credit]
Ancio (BINGO) - Passed [X'd Credit]Unused Skills/Spells:
Medium skill/special (From Time Slow)
*Earth is only ground and rock based, no nature or poison properties
** Wind is only wind based, no lightning.
*** Water can be both water and ice.