Faye AP V1.0

El Alucard

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"And here I thought you loved me for my passionate, caring side. Didn't think you were into Yanderes."
🙞Faye




















🙞 精神Basic § Information 🙟

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Name: Faye
Nicknames: Ghost girl
Gender: Female
Age: 27 (October 28, Scorpio)
Clan: House of Katsuryoku

Looks:
Faye is the embodiment of beauty. Her (normally white hair due to overusing her clan abilities but now dyed pink) falls beautifully from the top of her head just nearly reaching all the way down to the middle of her back but she normally braids the back and allows a bang or two to cascade across one side of her face. Her eyes blue as a clear sky never fail to pierce into the very souls of people as she gazes upon them, this alone is enough to put all those who lay eyes on her in a trance. Her skin is perfectly clear and her figure may as well be that of a goddess. Her day-to-day attire consists of a simple white top, pink leggings that cling tightly to her figure, a pair of very fashionable boots, and a white cloak (iris) that hangs over one shoulder, normally her left side seeing as she's right-handed. Faye's smile is also said to be so warm and beautiful that it can melt entire icebergs.

Personality:
Faye is a cute, calm, and humble soul. Most times she is very calm and collected, not completely stoic but almost sarcastic in nature and in full control of all her emotions as a person she has a cutesy-fun, high-energy personality and it shows as she tends to loosen up around people that she feels comfortable with. She also jokes every now and then in the midst of battle mostly to unnerve the opponent or give them a sense of comfort as no one will take someone who jokes in battle seriously, which makes it easier for her to trip them up.






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🙞 勢力Rank & Village § Information 🙟

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Land of Birth
Great Wind Desert
WSE Clan
The Hellsing Organization
Ninja Rank
Jōnin
Attributes

Mind: 7 (Katsuryoku clan techs +10dmg)
Body: 4
Spirit: 4
Agility: 5
Dexterity: 5
Vitality: 0
Nindo: Yellow Flash
Stats

Health: 160
Chakra: 1600
Speed: Base- 10, Max- (x2 Leg weights)
Tracking: Base- 12, Max- x (2.5 Apex tracker + 3 Passive Soul Sensing)

Specialties
Sustainment specialist, King Cobra, Naturalist, Apex Tracker, Chakra fortification, Minds Keen Eye
Elements & Skills:
Basic 5
Ninjutsu
Genjutsu
Kaito Taijutsu
Taijutsu
Leg Weights
Kenjutsu
Bukijutsu
Medjutsu
Advanced Fuuinjutsu
Dokuton
Bisumaton
Algae
Selenium Dust
Xenon

Blood Contracts:
Hellhounds, Cardinals






🙞 生命Background & Additional § Info. 🙟
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"You are my eyes, if she so much as twitches I want to know."
Not much is known about Faye's background so naturally, rumors began to spread everywhere she went. Some say she is a spirit guide wandering from place to place guiding lost souls to the other side. Others think she's a goddess of the forest or some kind of "chosen one" who communes with the elements keeping the balance between nature and humankind.
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Life quickly moved along and Faye began to learn more as time passed. She quickly mastered all the basic elements, and skills and grew to be a capable shinobi. At the age of 11 she decided to learn more about her clan and as such moved to Mount Katsuryoku where she began her training, during this time she met quite a number of people and hoped to become acquainted with them however one day after entering the spirit realm to become a true master of the clan arts, she emerged only to find all her clan members had gone missing. Where to? She had no idea.
She decided to stay at the now old Katsuryoku mansion meditating, doing minor maintenance on the mansion, and waiting for possibly someone else to come along. It was only after 3 years there did a stranger appear. The woman's name was Mirabelle, fair-toned with sapphire eyes, true beauty and she knew it. The two got to talking and quickly became friends shortly after, well ... more than friends ... or not ... It was very hard for Faye to tell where Mira's head was at, not that it mattered because not long after Mira would leave in pursuit of her own goals or so she assumed. Faye wanted to join but she had her own objectives to meet as well, she wasn't worried though, she knew that she would meet Mira again eventually.
About a year passed and during this time, Faye left the mountain in order to look for her missing clan members. She met many shinobi and gained new abilities along the way like Selenium dust from Lytes and Xenon from her good friend Teno. While walking around the marketplace she saw overheard two men talking, one an old man named Talbot and the other a rather odd character with a very cool red hat. Wanting to know more she tailed the man with the red hat but soon after, got caught and had to battle him. He didn't kill her, however, instead, he offered her a job. She was to join his clan and work for him, if she wanted to, of course, witnessing the man's great power she thought it would be interesting to join and so she became a member of the Hellsing Organization with Alucard as not only her boss but also a very good friend and mentor. Alucard would go on to teach her what is probably the strongest element within her arsenal at the moment.
Some more time passed and the Hellsing Organization grew in number, she hasn't personally met most of them but they all seemed pretty chill. Faye would see Mira again for a brief moment while hanging around outside Hellsing headquarters but it didn't seem as though Mira remembered her as she didn't even glance at her which kind of stung but she wasn't mad. Along with Mira however stood a slender, crimson-haired lady whose entire being oozed bloodlust she seemed to just want a tool from Alucard which he gave and the two women immediately afterward left.








Spec. Information:

Sustainment Specialist:
Faye can sustain special Genki without limiting herself. This is done by adding 1 handseal to the necessary total. This can be applied to other Katsuryoku techniques that require upkeep via chakra sacrifice.
King Cobra:
Faye is able to release poisons from her own body similar to snakes, allowing her the ability to release poisons from her mouth via spit without the need for seals.
Apex Tracker Specialist:
With more heightened senses, Faye is capable of gaining a now increased x2.5 tracking. This allows her to physically track faster movement without chakra sensory.
Chakra Fortification:
Faye can add an additional effective 10 Chakra to techniques within the Katsuryoku field, though not at any increased cost or strain to her. This simply allows her techniques to have 10 more chakra infused into them.
Mind’s Keen Eye
Genjutsu of any type, other than MS-level or those cast by Kunino, appear 'flawed.' This means that regardless of the caster's expertise or perfection, there will be some kind of tell within the illusion that is very obvious; such as a visual illusion appearing like static on a television, a smell being off, or a sound not making sense.
Naturalist Summoning Specialist:
You may produce the same special skills as the animals of the contracts you've signed (e.g., Toad oil, Spider silk, snake venom, etc ). This only applies to one contract unless the user has Apex Summoning Specialist as well.
Yellow Flash
Having the Yellow Flash Nindo means analyzing and strategizing are important to you. There is much to gain in planning your assault instead of rushing in senselessly. Having this Nindo means that after observing your opponent utilize their Core Skills ( HA/AE/KG/CC ) more than 4 times, the user becomes capable of beating these techniques with 10 less damage needed, having observed their weaknesses.
Note: This does not count as a debuff.



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Items & Seals:


Rank: S-Rank
Type: Offensive
Range: Short – Mid
Chakra cost: 40
Damage points: 80
Description: This is a sealing jutsu that is placed upon the user's body, setting it to activate on the user's death. It seals everything within a large, nearby, spherical into the user's body.
Note: Can only be activated upon the user's death.
Note: The placement of this seal must be stated on the user's biography.

Creator: El Alucard

Type: Muscular, Molecular, Intestinal, and Neurological

Ingredients and Background: Water Hemlock, Nightshade, Castor Bean, Human Immunodeficiency Virus, and Various Restricting Enzymes

After El Alucard completed his medical training he continued to do his own research on molecular poisons and their manipulation. Using his new knowledge he was able to create a highly versatile and deadly poison that reacts to chakra, utilizing a number of plants and infusing some viral properties into it.

Description of Effects: The poison takes basic properties from toxins found within the various plants and combines them with viral properties to create a deadly and extremely versatile combination. The first of the properties is Cicutoxin which can be found within the Water Hemlock, it is a yellowish liquid that when ingested or somehow enters the body via cuts or openings causes, amnesia, painful convulsions, abdominal cramps, and death follows shortly after. The next properties were taken from Atropine and Scopolamine, which are toxins found within the stems, leaves, berries, and roots of the Nightshade. Effects of the Nightshade are severe fatigue, intense hallucinations, and paralysis in both voluntary and involuntary muscles of the body, including the heart. Another property was taken from Ricin which is contained in the pulp of the castor bean and causes vomiting.

All of these toxins were infused with the HI-virus in order to give the poison two main properties. The first property is the ability of a virus to change its structure, using this property El was able to manipulate the poison's state from solid to liquid and to gas at will. Since the virus is unable to grow and reproduce on its own the user can infuse their chakra into the poison and let it manifest as tiny chakra molecules that the virus can attach itself to and release itself into the chakra "molecule", once this has happened it changes its genetic material and the begins to create more HIV proteins to infect more "molecules". New HIV particles are then released from the first chakra molecules and the process goes on. The HIV particle has a different structure due to it changing its structure, which then affects the molecular composition of the poison thus allowing the user to change the poison's state, this is the main reason the poison is called shape-shifting. The secondary effects of the virus are activated with a single hand seal, secondary effects allow for access to the virus's ability to integrate into the DNA by binding restriction enzymes to the virus. The activation of the virus causes it to drastically change thus immediately nullifying any ongoing side effects of the poison if only for a short time before the side effects of the activation start to kick in. (Say for example an opponent ingested the poison in liquid form and had started to experience amnesia, that side effect is nullified and the opponent is back to normal until the side effects of the virus integrating with their DNA start to kick in). Activation is done so that the restriction enzyme is able to cut DNA at or near specific recognition nucleotide sequences allowing either to alter an opponent’s DNA or simply cleave out whole strands of DNA, either of which would have varying effects on the opponent making KG and HA unusable first, then just simply put destroying the opponent on a molecular level. Sometimes they can interrupt a gene, which would cause it to be defective, or they can make a gene that would be silent "turn on" which can cause problems for the opponent. The symptoms of damaged or altered DNA would mimic radiation sickness causing, nausea, vomiting, spontaneous nose, and eye bleeding, sloughing of skin, and severe fatigue.

The downside to the poison's ability to change its shape is that it can only have certain attributes from its different ingredients, this is because when the virus changes the structure of the poison some of the toxin's attributes are canceled out as they are only able to work in certain states. Ricin only works in solid form, Cicutoxin only works in liquid form, and Atropine and Scopolamine only work as gases.

Solid

• Nonactive Viral Cells
- In this state, the poison is a white soluble powder visible from mid-range and takes the form of Ricin.
- Should the powder fall on open wounds or get into an opponent’s eyes, it will cause a severe burning sensation upon the area of contact immediately. The burning sensation lasts 3 turns.
- Exposure to the poison in this form via ingestion, after 4 turns, the opponent will begin vomiting, thus resulting in extreme dehydration.

•Active Viral Cells
- Once poison infiltrates an opponent’s bloodstream (via inhalation and mixing with the opponent’s blood), viral cells can be activated by the user.
- 2 turns after activation, an opponent will experience nausea and vomiting.
- 3 turns after activation, an opponent will experience spontaneous nose and eye bleeding, sloughing of skin, and severe fatigue.
- 4 turns after activation, an opponent will no longer be able to use any KG, custom clan abilities, or advanced elements.
- 5 turns after activation, the body rejects the new cellular information, thus causing neurological, physical, and biological damage all at once, killing the opponent.

Liquid

• Nonactive Viral Cells
- In this state, the poison is a yellow liquid and takes the form of Cicutoxin.
- Effects can be stopped before doing too much damage by simply extracting the poison if ingested, by vomiting before the second turn after ingestion of poison.
- 3 turns after Ingestion, an opponent will experience painful uncontrollable convulsions leaving them unable to perform any techniques at all.
-4 turns after Ingestion, the opponent will die.

•Active Viral Cells
- Once poison infiltrates an opponent's bloodstream (via mixing with the opponent's blood), viral cells can be activated by the user.
- 2 turns after activation, an opponent will experience nausea and vomiting.
- 3 turns after activation, an opponent will experience spontaneous nose and eye bleeding, sloughing of skin, and severe fatigue.
- 4 turns after activation, an opponent will no longer be able to use any KG, custom clan abilities, or advanced elements
- 5 turns after activation, the body rejects the new cellular information, thus causing neurological, physical, and biological damage all at once, killing the opponent.

Gas

• Nonactive Viral Cells
- In this state, the poison is a light blue gas only visible from mid-range and takes the form of Atropine and Scopolamine.
- 1 turn after inhalation the opponent begins to experience severe fatigue.
- 3 turns after inhalation, all the opponent's voluntary muscles would become paralyzed.
- 4 turns after inhalation involuntary muscles would become paralyzed as well thus causing him to die.

•Active Viral Cells
- Once poison infiltrates an opponent’s bloodstream (via inhalation), viral cells can be activated by the user.
- 2 turns after activation, an opponent will experience nausea and vomiting.
- 3 turns after activation, an opponent will experience spontaneous nose and eye bleeding, sloughing of skin, and severe fatigue.
- 5 turns after activation, the body rejects the new cellular information, thus causing neurological, physical, and biological damage all at once, killing the opponent.

Additional Effects

- Once the Virus is activated, the opponent's regular effects of the poison are rendered null and they return to their regular state prior to poisoning (this only lasts till the effects of the active virus cells kick in).
- Since the base of the poison is a virus, should the opponent become infected, this severely cripples their immune system thus making them far more vulnerable to other poisons, bacteria, or diseases.
-Due to their weakened immune state their physical state is also disturbed and in turn their ability to use chakra efficiently is diminished
-All Jutsu the opponent uses 2 turns after exposure to the poison, will fall one rank below its original.

Notes
- Can only be used by El Alucard or those he gives samples to.
- Only El Alucard is immune to the effects
Scientific Tools


Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manner to passively release the weight gives them freedom of mobility. These clamps give no added bonus or benefit other than releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the user's biography
-Can only be taught by Serpent


Type: Tool
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Mercy of Ahamkara is an external miniature plate classed as an advanced ninja tool that is placed behind the ear right on the skin of the wielder. The device is linked with the brain and uses ultra-sound to detect fluctuations and abnormal activity in the wielder's mind. This means that it can detect mind-altering techniques and classify them as abnormalities. While it cannot be used to break free from such techniques it can help the user realize they're under one. This is done by sending very specific electrical stimulations that are coded to reveal the state of their brain. Even though they are still trapped in an illusion they can now determine the rank of a manipulative technique and the fact that they are manipulated. It occurs in the same timeframe as the illusion has been cast.

Note: Can only be used 2 times per battle with a 3-turn cooldown period after each use.
Note: Can detect up to S rank techniques.

A tool to detect inconsistencies in your own mind to find abnormalities. While the tool cannot break a genjutsu on its own its design is to let you know that you're in one in the first place and what rank the illusion is.

Type: Tool
Rank: S
Range: Short
Chakra cost: N/A
Damage: N/A
Description: Iris is a cloak said to be forged from darkness itself, it's black in color and it fits itself to the height and desires such as color, shape, size, and accessories e.g. hood of the user which if used correctly allows the user to camouflage with his surroundings although ninjas of higher rank, can easily spot the user, the camouflage only masks the user's appearance, it doesn't mask chakra, sound, scent, etc. When viewed up close, the cloak seems to be made of several tormented souls each trying to break free from the cloak, the true substance used to create the cloak is unknown but it is known the cloak can passively block basic ninja tools without sustaining so much as a scratch. Iris has only one special ability and that is the ability to create chakra human figures out of itself, it is rumored that it's simply the cloak releasing a soul and forcing it to do the user's bidding, these figures are black as night (Like a human with no face nor hair then covered completely in black paint), these figures also bend and move the same way the human body does i.e. the joints and movements and they vary in height and body proportion(still within humanly possibilities), plus they pack quite a punch possessing with each attack counting as A rank similarly to how an earth golem's freeform attack depends on its rank e.g. A rank golem freeform = A rank damage. Each chakra human figure counts as A rank Wind and costs the user 30 chakra per usage, also, each figure must be short range from Iris at all times or it'll simply vanish and if the user chooses, he might decide not to create the figure fully i.e. creating upper body, etc. then it still counts as A-rank
~ Only one chakra figure can be created at a time and it costs the user 30 chakra plus it counts as a move and each figure stays for a turn before running out of chakra and vanishing.
~ Can only be taught by Lytes.
~ The Cloak is so evil and dark that everything that comes from it is affected by its color, In real terms, the cloak literally darkens any chakra that passes through it changing its color to black, furthermore, In the NV, it has been shown that elemental chakra can exist in various color. If this explanation doesn't work, then, The wind chakra in the figures is so concentrated that the blue chakra appears to black
~ The cloak can withstand freeform Taijutsu and weapons such as kunai, even explosive tags, it can also withstand up to B-rank jutsus, any more would damage the cloak.

Type: Tool
Rank: S
Range: Short-Long
Chakra: 40(-10/turn)
Damage: N/A(80, if used aggressively and slam a shinobi into the ground for instance)
Description: The tractor cannon is a device placed inside the hand of the wielder and is about the size of a cent. The tractor cannon uses sound frequency to attract an object in question by surrounding it in a concentrated high-pitch and constantly controlled loud sound which in turn creates a force field around the object. This gives the properties of manipulating foreign objects without actually touching them, however, the technology of this device is very underwhelming and is in a very early stage of scientific research the limits of the sonic tractor beam is that it can only move objects that are the same weight or less than the wielder of the tool. If the user wants to remain gripping an object for more than one turn, additional chakra needs to be put into the device and they may not close their one hand where the device is on since that would disrupt the tractor beam's sound waves. Therefore, techniques that require handseals cannot be used at the same time as the tractor beam is used for an object(pulling, lifting, etc). A way to neutralize being lifted up in the air and smashed into the ground is to simply disrupt the sound waves by using wind. The user must also always focus the device on the object they are lifting. If an object is caught in the force field of the tractor beam that is of much greater weight than the user, it will only partially slow it down. The tractor beam can push and drag objects at pretty decent speeds(up to the user's own speed base). The minimal weight the tractor beam can influence is the weight of a feather.

Note: Objects that are to be manipulated cannot exceed the weight of the user or a regular human to have a lift-off from the ground. They may only be partially slowed down.
Note: The maximum reach for the tractor beam, or as far as it can push objects is long-range.
Note: The tractor beams hold only lasts for a maximum of 3 turns and can only be used twice per battle for holding objects that long.

The mini-deva path so to say. This tool allows you to form a tractor pull around an object of your choice for remote manipulation using soundwaves to either push or pull. It is highly useful in a plethora of scenarios.

Weapons

Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Golden Nightmare is a sword made of parts of reinforced steel and liquid bismuth. This makes the sword able to shift in construction and turn into a hand cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter. Both forms give the user an enhanced passive trait to the bisumaton release, increasing its damage by +20 and giving it an additional +10 chakra through a designated seal that is passively activated when its master is either holding the blade/hand cannon or has it sheathed. The seal fluctuates bismuth chakra through its master's body constantly and gives them an extremely faint rainbowy aura(which is just for visual effects).

Sword: The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel. Due to the temperature of liquid bismuth, the sword will inflict severe burns on contact with the skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground in front of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long ranges while the trees(depending on their length) can only reach mid-range. This causes S-rank damage. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch, it causes severe burns. While not dealing 80 damage on freeform, the sword can be used for standard kenjutsu techniques with the burning damage added to it. The user can, however, freeform 80 damage kenjutsu moves but that will consume a move slot.

Hand cannon: The hand cannon form of the Golden Nightmare is like the sword, very beautiful, and contains the exact same parts as the sword. This hand cannon can fire rounds made out of liquid bismuth. On impact, the bullets will not pierce their target but rather splat on the impact surface and spread across it. This causes severe pain and if shot on a limb it will immobilize it the metal is quite heavy. One single shot can spread all across a regular human-sized creature's torso all the way to its back and thus immobilizes its spine.
Regular gun rules apply and only one round can be shot each time frame.

Note: A bullet and the sword does 80 damage following the S/W of Bisumaton and up to four bullets per match.
Note: Changing the form of the sword costs a move-turn and the user must state at the beginning of a battle what form the Golden Nightmare has taken. If not, it's defaulted as a sword.
Note: Can only be used by Skorm
Note: Utilizing the roots/tree application of the sword renders the user incapable of using the sword's other active abilities in the same and next turn.
Note: Firing a bullet, using the sword for an S-rank attack, or creating the roots render the user unable to use Bismuth Techniques above A-rank in the same turn.



Visual References:
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Battles:
Won: 0
Lost: 0




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Shout out @Red-Robin for the template and images.
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