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Fatalis, El Crim

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  1. -reuploaded for fixing mistakes and adding important addendums.-
  2.  
  3. The following is a combat assessment report on SUBJECT ALPHA-013 of the M.E.T.E.O.R. project, also known as Crim Fatalis, or Meteor by contemporaries
  4.  
  5. SUBJECT ALPHA-013 is currently regarded as the largest threat to the Organization as a whole, mainly due to his ability to siphon energy from the Zohar Modifier. His abilities in this regard, while apparently flawed, stem from the fact that [DATA CORRUPTED]. Aside from that, his threat level is actually moderate at best and easily managed. Unfortunately, he does not act alone: the ranks of his multi-faceted conglomorate of business, Shinra Industries, is filled with numerous individuals who are equally dangerous, which elevates the overall threat to unacceptable levels.
  6.  
  7. Conclusion: Reconditioning impossible. Recommendation: Eliminate SUBJECT ALPHA-013, capture/purge remaining crew.
  8.  
  9. Strengths:
  10.  
  11. - SUBJECT ALPHA-013, AKA Crim El Fatalis is extremely fast and agile, known to be capable of reaching relativistic speeds. Upper limit unknown, speculation exists that he may be capable of somehow breaking the light speed barrier with little to no repercussions.
  12. - Extremely skilled in the use of numerous weapons (particularly swords and handguns) as well as various unarmed combat forms. Combat Threat: Indeterminate (full extent of abilities currently unknown).
  13. - Physically very strong, despite appearances. Base strength level at least Class 10 (able to lift ten metric tons). Upper limit unknown, at least Class 100+ (via "Ether Flow").
  14. - Extreme physical stamina and durability, able to withstand immense physical punishment over prolonged periods. Has demonstrated ability to absorb direct hits from the likes of Killiak, though not without sustaining at least some degree of injury. Will continue to fight in spite of severe pain and dire wounds.
  15. - Finely honed battle senses. Able to easily discern objects/opponents without seeing them. Extremely difficult to catch him off-guard as a result.
  16. - Incredible versatility and resourcefulness. Extreme unpredictability factor.
  17. - Possesses a vast wealth of experience in battle. It appears excessively rare for him to encounter anything that he has not dealt with previously in some capacity.
  18. - Expert tactician. Elite military training and experience from active participation in numerous wars.
  19. - Nearly unmatched Ether power/manipulation. Possessed of abilities that may very well be unique.
  20. - His Rune of Heaven bestows nearly unparalleled restorative/protective powers, as well as immunity to all known toxins, illnesses and other such maladies. Also halts aging.
  21.  
  22. Weaknesses:
  23. - Extremely stubborn nature can lead to
  24. high tension between allies.
  25. - Can be highly intolerant. Possesses some very extreme views on certain things.
  26. - Natural defenses are weaker against Mana-type Ethers (typically referred to as "magic"), particularly those of the Dark-elemental attribute. Do not rely on this alone to take him down, however, as his overall resilience is beyond noteworthy. A relentless assault over a wide area is the only method that has ever resulted in measurable success.
  27. - Can effectively "burn himself out" by overusing his powers. In essence, his own body appears works against him. Combat time limit at maximum output currently unknown. Estimates run between three to four hours on the upper end to as little as five to ten minutes on the lowest end.
  28. - While he is much stronger and far more resilient than most, he remains human, and thus can be disabled, incapacitated and/or killed in the same way as most any other human (crippling injuries, suffocation, blood loss, decapitation, etc).
  29.  
  30. END REPORT
  31.  
  32. --------------------
  33. Basic Information
  34. --------------------
  35. Name: Crim El Fatalis
  36. Aliases: Space Renegade X (allegedly), "Kilroy", "Mr. Williamson"
  37. Current Title: Pirate Lord
  38. Race: Human
  39. Apparent Age: 27
  40. Actual Age: 50 (?)
  41. Height: 6'0"
  42. Weight: 167 lbs
  43. Eyes: Azure Green
  44. Hair: Wild, dark brown, often ponytailed
  45. Skin: White
  46. Date of Birth: October 13th
  47. Place of Birth: Xenogaia Prime(Alternate Earth)
  48. Alignment: Chaotic Good
  49. Affiliation: Yggdrasil Space Pirates
  50. Rank/Job: Captain
  51.  
  52. Main Class: Swordslinger (All Sub-Classes)
  53. Sub-Class: Turk (Gunner, Brawler, Assassin)
  54. Sub-Class: Outlaw (Brigand, Brawler, Ninja)
  55. Sub-Class: General (Sentinel, Paladin, Lancer)
  56. Sub-Class: Manslayer (Ninja, Samurai, Assassin)
  57. Sub-Class: Pirate Lord (Brigand, Gunner, Assassin)
  58. Sub-Class: God Hunter (Secutor, Strider, Berserker)
  59. Sub-Class: Rogue Knight (Holy Knight, Divine Knight, Brawler)
  60.  
  61. Mastered Classes: Squire, Chemist, Gadgeteer, Engineer, Secutor, Knight, Sentinel, Paladin, Archer, Sniper, Gunner, Monk, Brawler, Ninja, Samurai, Assassin, Lancer, Thief, Brigand, Strider, Geomancer, Berserker, Holy Knight, Divine Knight, Temple Knight.
  62.  
  63. Other Affiliations
  64.  
  65. Tartarus Heavy Industries (THI): Shareholder/Consultant
  66. Aesir Empire: Privateer
  67. Hunter Guild of Helmslin: God Hunter
  68.  
  69. Past Affiliations
  70.  
  71. Shin-Ra Electric Power Company (Shin-Ra, Inc.): Volunteer, unwilling test subject
  72. Free Army of Isabella: General Commander
  73. Kingdom of Helmslin: Royal Protector (military service rank: Commander)
  74. Kingdom of Edenveld: Knight Brigade Captain
  75.  
  76. ----------------------------
  77. Elemental Attributes
  78. ----------------------------
  79. Absorb: Lightning (Materia combination)
  80. Null: Light
  81. Strong: Fire, Wind, Lightning
  82. Neutral: Water, Ice, Earth
  83. Weak: Dark
  84.  
  85. -----------------------
  86. APPEARANCE
  87. -----------------------
  88. Crim strikes a tall and lanky figure, with a sharp-featured yet attractive face, vibrant green eyes, and wild black hair. He has two identical crescent-shaped scars under each eye. Despite the fact that he is rather slender in build, his muscles are extremely well developed, and as such, he is far stronger than one might expect. His body is covered in scars of many shapes and sizes, which he regards as "reminders" of the many lives he's taken. His usual attire consists of an disheveled dark navy blue suit, complete with his trademark "Turk Jacket". Occasionally, his jacket will simply be draped casually over his shoulders. He is often seen wearing sunglasses of various types and shades.
  89.  
  90. -------------------
  91. PERSONA
  92. -------------------
  93. On the surface, Crim seems to be very rough around the edges, a real hard-drinking, foul-mouthed, womanizing vagabond. He is almost completely shameless, and basically does whatever he wants, whenever he wants to do it, regardless of the consequences. He also has the bad habit of gambling, and losing, more often than not. And on top of all that, he's a friggin' nutcase. Really, he comes off as just plain idiotic most of the time, and there's no telling how much of it is an act...maybe all of it, maybe none of it. He's just confusing as all hell, even to those closest to him.
  94.  
  95. However, he must have at least a couple redeeming qualities, since he's somehow managed to be hailed as a "hero" of legendary, almost mythical proportions in more than a few sections of the multiverse (probably by accident, or perhaps a mistake of identity). Beneath his rugged exterior, however, is a swirling nexus of confliction, rage, loss, and doubt. A man of deep conviction and somber tones. To those select few who have dug deeo enough to see this side of him, realize that what he portrays on the outside is very likely a coping mechanism.
  96.  
  97. Generally, he will avoid killing his opponents, which is certainly a huge disadvantage in battle, since he'll often be more concerned over the well-being of his foe than his own. He'd deny it to his grave (he's been dead before), but the fact remains that Crim is indeed a hero, and when it comes right down to it, a truly righteous soul who will always do the right thing, even if it means sacrificing himself.
  98.  
  99. -------------------
  100. ABILITIES
  101. -------------------
  102. M.E.T.E.O.R.: The name of the program Crim was interred to against his will, which ultimately lead to his infusion with the strange cells from Comet, leading to his amnesia and the start of his tale; Considered a precursor race to mankind, Comet's particular genetic coding when fused with human blood allowed for feats that could only be called 'supernatural' by sons of Man, allowing for the manipulation of Ether and moreover, Materia. When fused with human cells(aliens have yet to be tested, but you can bet they're coming), it allowed for the seamless control and manipulation of ones own mass through the growth and expenditure of M-Cells(meteor cells). Almost all of Fatalis' capabilities and oddities can be traced back to this program, particularly his ability to shapeshift and interface with the Ether that permeates all thing.
  103.  
  104. Swordslinger: Crim is a master of the sword. Any type of sword (it needn't necessarily be a proper sword, either). He can do things with a blade that defy all reason, and while he is fully capable of utilizing other weapons (including his own body) with similar proficiency, he prefers the comfortable elegance of the Katana, cliched though it might be. Crim has been using the Katana as a primary weapon since well before they were in vogue, as he has proven time and again with his superior handling of the cherished and popular weapon. He has many (and I mean many) named techniques, which have largely been developed out of sheer necessity over the course of hundreds battles. One should not be alarmed if he suddenly comes up with something completely new (and oftentimes downright insane) in the middle of a fight. His style is that of no style, and as such, he does not necessarily adhere to the typical rules of combat (or even common sense). Many of his techniques are further augmented by his impressive Ether abilities, which range from special "Chi" attacks, to elemental-enhancements (he is particularly fond of Fire, Wind, and Lightning-based attacks, though his is known to be capable of wielding all of the basic elements). The most profound is his ability to hone his ether to such a degree that he can create entirely holophysical constructs out of it, primarily things with an edge of some sort.
  105.  
  106. It is unknown where (or even when) his fighting skills were acquired, though he has alluded to a number of different teachers and schools. His primary influences appear to be a mixture of an uncommon 'supersonic' Kenjutsu style (with a high focus on quickdraw attacks), and a highly customized version of Jeet Kune Do (staying true to the core of the discipline). So basically, he just does his own thing.
  107.  
  108. Ace In The Hole: Perhaps somewhat surprising is the fact that Crim is very savvy when it comes to technology. He knows his way around everything from desktop computers to intergalactic starships. In particular, he is extremely well-versed in the field of mecha. He can service and resupply fighters and mecha on his own, if need be, but his true skill lies in actually piloting them. His various preternatural senses and psychic capabilities lend themselves very well indeed to the operation of mecha. The fact of the matter is, he may well be even more of a threat when seated in the cockpit of a quality mobile unit.
  109.  
  110. Ether Power: In addition to his prowess with the sword, Crim also possesses absolutely ridiculous abilities in Ether manipulation. He can make extensive use of various different types of Ether, which can interface with most other energetic and spiritual forms of matter, though a significant amount of his abilities fall under the category of "Chi" or "Materia"(elaborated on later). They range from offensive techniques to defensive and supportive skills, and much like his sword and martial arts skills, have been honed to perfection over a long period of time. He is fully capable of utilizing his tremendous Ether powers to augment his physical parameters far beyond their usual limits, even to the point of causing great damage and stress to his own body (sometimes, there is little other choice). His powers are vast to the point that most opponents would sooner attempt to flee or pay him off rather than risk a battle.
  111.  
  112. (A note on "Ether": Where Crim comes from, "Ether" is used as a blanket term to describe all forms of "energy-based phenomena", whether it be derived from mystical sources, technological sources, or even extra-dimensional. As such, there are many different kinds of Ether, all derived from numerous different sources.)
  113.  
  114. Ether Flow: By concentrating and manipulating the flow of Ether through his body, Fatalis is able to greatly enhance his performance in various areas. A typical example would be concentrating the flow of Ether into one (or both) of his arms, in order to increase the strength and speed of his sword attacks. To a certain degree, he utilizes this ability constantly, on an unconscious level. If he focuses it (as in the above example), he can temporarily exceed his usual limits. Under normal conditions, he can use this technique with the greatest of ease, and without any ill-effects. If he uses it for too long, however, he risks burning himself out. There is also the issue of intensity. While he can theoretically increase his performance to astronomical levels (for example, to match the strength of an Asgardian god), he risks causing severe damage to himself. Case in point, he once increased his strength level to enable him to lift and throw a 400 ton industrial crane. Following this action, he required a period of several minutes to "cool down". It is very possible that he could put himself into a coma (or worse) by overusing this ability. It should be noted, however, that the previous action took place while Crim was under the influence of a self-imposed handicap. Without said handicap in place, all bets are likely off. Sky's the limit and all that.
  115.  
  116. UPDATE: While battling Malphisto, Crim demonstrated a previously unknown aspect of his Ether Flow ability. Essentially, he is able to concentrate Ether in his body in such a way that allows him to effectively "harden" his skin, muscle and bone structure for a variety of offensive and defensive purposes. The affected areas take on a dark emerald/black coloration when the ability is active.
  117.  
  118. Ether Field: Ambient Ether energy that constantly surrounds Fatalis. It acts as a "shield" of sorts that cancels out weak attacks. For example, a punch thrown by a "normal" human, or a spell cast by a "novice" mage, would essentially have no effect due to the field. Even weak attacks issued forth by skilled opponents can potentially be cancelled, depending on the situation. Normally, it would be considered a "passive" ability, but he can enhance it consciously, with some effort, to expand its range and/or increase its effectiveness. Naturally, the more it is enhanced, the more effort is required. It can actually be extremely taxing if taken too far (although the limits are currently unknown). This ability is also vital to his high velocity battle style, as it aids in the displacement of particles and debris that might otherwise prove to be lethal.
  119.  
  120. -- Kenki: Known as the "Chi of Sword". This is the ability to sense an opponent's emotions in order to better react to their movements. Also known as the "Swordsman's Spirit".
  121.  
  122. Perfect Conductor: While technically a human being, Crim's physiology is unique among his kind. His body, right down to the atomic level, is designed to conduct and channel energy with absolute efficiency. With natural, seemingly effortless skill (almost an unconscious act, really - like breathing), the Fatalis is able to draw power from most any source, up to and including extra-dimensional realms, and use said power towards his own ends, whatever they may be. His capacity, or "Ether Draw", is actually unlimited, however, since he does not have access to a truly pure and infinite source, he cannot reach his true potential. In fact, in his current state, his body tends to work against him. By drawing on multiple sources simultaneously, he can vastly increase his power, but it is incredibly taxing on his body. Basically, it is akin to fueling an automobile with gasoline, diesel, kerosene, alcohol, rocket fuel, and nuclear fission...all at the same time. So, the more power Cecil taps into, the more stress he places upon himself. But he can ascend to some truly dazzling heights, if only for a short while.
  123.  
  124. Spatial Awareness: El Fatalis possesses incredible spatial awareness that occurs as naturally as any of his other senses, such as sight or hearing. This advanced spatial awareness enables him to perform certain actions that would otherwise be quite impossible for a single entity to handle alone. With this "sense" (a bit like a kind of radar) being active at all times, Crim is rarely taken by surprise, as he is generally "aware" of all things in his immediate vicinity. It is extremely useful (though not absolutely vital) when travelling at high speeds.
  125.  
  126. Physical Might: Strength, stamina and durability that far exceeds the norm. In Crim's case, it is the result of a combination of training, energy-manipulation, and natural ability. His strength is such that he is capable of lifting multiple tons without straining himself. His stamina enables him to perform at peak levels of physical exertion for prolonged periods of time (up to eighteen straight hours) before showing signs of fatigue. His body is durable to the point that he can withstand falls from great heights and severe blunt-force trauma (such as repeated blows from super-powered beings) with little to no discomfort.
  127.  
  128. Hypervelocity: Crim is an absolute master of utilizing super speed techniques. As a result, he can alter his perceptions accordingly. While moving at higher speeds, anything else that isn't moving at similar rates is slowed down dramatically (from his perspective). He is both strong and agile enough to be capable of accelerating from a dead stop, directly to his top speed, within an instant. To any ordinary onlooker (or those unprepared for the sudden movement), it would appear to be akin to instantaneous movement, or teleportation, though this is simply an illusion. Naturally, the faster he goes, the more stress is placed upon his body. He seems to be capable of weathering the strain for protracted periods of time, up to a certain point, but once he starts moving at speeds in excess of around Mach 5, he begins to wear out more and more quickly. The maximum upper limit of Cecil's speed is unknown. He is known to be capable of increasing his speed by tapping into his Ether power in order to enhance his physical parameters.
  129.  
  130. Tenken: An inborn skill granted to certain individuals. Such skills tend to vary in their effects from person to person. Cecil's "Tenken" grants him the ability to wield virtually any object (for example, an old iron pipe) as if it were a razor-sharp sword. He (apparently) accomplishes this by creating highly concentrated, localized "vacuums" around said objects, in effect, encircling them with a "blade" of intense pressure and/or frictio. This skill also enables Cecil to drastically reduce friction and air resistance on his person. Without this ability, Cecil would not be able to attain the tremendously high battle speeds that he is so well known for.
  131.  
  132. There are actually numerous hidden and case-specific applications to this skill, such as the specialized Warp Edge, but for the most part Crim only uses the skill to generate vacuum fields and the occasional gigantic shockwave of ultimate destruction.
  133.  
  134. Will of the Runes: Crim is the bearer of the Rune of Heaven, one of the 27 True Runes, which he claimed during the Divine Rune Wars. It is said that the Rune of Heaven governs the forces of Salvation and Creation. As such, he has been granted certain abilities. Most True Runes grant their bearers a limited form of immortality, in that they do not age, cannot fall ill, and are immune to most poisons/toxins (this includes alcohol, much to his chagrin). However, like most True Runes, the Rune of Heaven also comes with a curse (of sorts). As the bearer of this Rune, Crim is unable to kill other Humans (and/or sentient non-human entities, such as aliens and even certain artificial life forms). If he kills (with intent to do so, mind you), he is immediately subjected to unimaginable levels of pain that penetrate his mind, body, and soul. This curse does not apply to monsters, beasts, demons, or divine beings such as angels or demi-gods. Mortals only.
  135.  
  136. The powers granted by the Rune of Heaven are vast, and particularly effective for healing and protection, as well as dealing with dark forces and the undead. More to the point: the Rune of Heaven's power is divine in nature, and as such, it is well within the scope of its power to exorcise, banish, and generally smite demons of all sorts. With a mere touch, Crim can utterly vanquish practically any lesser demon instantly. Even mid-level demons are generally sent packing to oblivious with little effort.
  137.  
  138. In addition to his True Rune, Crim also wields other Runes, though they are common types and can be aquired and utilized by most anyone. Nevertheless, they remain quite useful. Of these aree the Rune of Winds, the Rune of Thunder, and the Rune of Fire.
  139.  
  140. (UPDATE: Following the Second Battle of Vestusio, Cea now has access to the Heaven Rune)
  141.  
  142. Materia: An ancient, though once common means of drawing upon elemental energies, also known as "magic". Materia is best described as 'crystallized' Mako, an energy discovered by Shinra's R&D team to be present within any and all planets as a sort of low level 'background energy'. There are many different kinds of Materia, though, and not all of it is geared towards spellcasting, which makes it a very versatile tool both in and out of battle. Some types can only be found on particular types of planets, such as the Meteor Materia only being aquirable on planets which are already close to death. Fatalis' skill with Materia is at the master level.
  143.  
  144. In order to wield Materia, it is typically necessary to equip it somewhere on your person. Traditionally, it is "slotted" into equipment, such as weapons or armor, but is not in fact required. Materia can be absorbed directly by crushing it, but the energies only get a one-time use and are harder to control properly. Slotted materia have an almost unlimited operation time and no specific number of uses. Shinra Industries possesses large stockpiles of Materia which has been steadily amassed over the years. Cecil's Materia is all mastered, and his usual setup is as follows:
  145.  
  146. Kijinjiraden:
  147.  
  148. O=O O=O O=O
  149.  
  150. Shock - Magic Materia, casts "Bind" and "Paralyze". Linked with "Added Effect".
  151. Added Effect - Support Materia, imbues equipment with status effects.
  152. Ione Aura - Summon Materia, casts "Elemental Guardian", doubles defense towards all Elements for all allies.
  153. Odin - Summon Materia, kills minor enemies instantly with "Zantetsuken", deals massive damage to stronger enemies with "Gungnir".
  154. Erde Kaiser Sigma - Summon Materia, summons ultimate Super Robot to attack all enemies for major damage. Linked with "Final Attack".
  155. Final Attack - Support Materia, casts one last spell before falling unconscious.
  156.  
  157. Tenkai Bracelet:
  158.  
  159. O=O O=O O=O O=O
  160.  
  161. E.Skill - Command Materia, allows certain enemy abilities to be learned and used.
  162. W-Summon - Command Materia, allows two summons to be cast.
  163. M.Magic - Magic Materia, enables all Magic Materia spells. Linked with "MP Absorb".
  164. MP Absorb - Support Materia, replenishes a small amount of MP when casting.
  165. Quezacoatl - Summon Materia, casts "Thunder Storm", dealing large Lightning damage to all enemies. Linked with "Elemental".
  166. Elemental - Support Materia, imbues equipment with Elements.
  167. Leviathan - Summon Materia, casts "Tidal Wave", dealing large Water damage to all enemies.
  168. Underwater - Independent Materia, enables movement/breathing underwater.
  169.  
  170. Kaiten Pauldrons:
  171.  
  172. O=O O
  173.  
  174. Trigram - Support Materia. Causes a spell to be recasted twice more at no extra cost to caster.
  175. Dull Magic - Weakens spells and spell-like abilities by thirty percent power when coming within three feet of Meteor.
  176.  
  177. Will of the Runes: Crim is the owner of several True Runes, ancient methods of drawing on universal power.
  178.  
  179. -------------------
  180. EQUIPMENT
  181. -------------------
  182. Muramasa Tenkai: An ancient weapon belonging to Crim since prior to his involvement in the M.E.T.E.O.R project. This weapon has had various forms in the past, including that of Murumasa ("Soul of Destruction"), Kijinjiraden ("Soul of Creation"), and ("Soul of Infinity"). This current form is said to be the final "true" form of the blade, having attained a perfect harmony and balance between all the forces contained within. Only Fatalis is capable of wielding this weapon to its full potential, mainly because he is the chosen master of the weapon. In spite of its incredible power and unique nature, it looks like an average Katana with typical features save for its blackened edge. Due to its incredible power, however, Crim rarely uses this weapon, and as such, does not typically carry it around with him, although rumor has it he can "summon" it at will. It has six linked Materia slots.
  183.  
  184. --Murumasa - The "Soul of Destruction", this form represents the pure destructive or "chaotic" essence contained within the blade. In this form, the blade takes on a dark appearance, and is surrounded by a menacing violet-colored Miasma, which is thought to destroy nearly anything it comes into contact with, appearing to even bypass laws of conservation regarding energy.
  185.  
  186. --Kijinjiraden - The "Soul of Creation", this form represents the pure creative or "benevolent" essence contained within the blade. In this form, it takes on a light, shining appearance, and is a "reverse blade" (sakabatou), intended as a sword to protect rather than kill. At the present time, this is the only incarnation of the "Muramasa Tenkai" that Crim has access to. The reason for this is unknown to all but a select few.
  187.  
  188. Being that this is a sword intended to protect rather than kill, it should come as no surprise at all that it is possessed of extremely potent defensive properties. The blade's Holy barrier is capable of effectively protecting Cecil, and any allies in his immediate area from any kind of harm, physical or otherwise. Of course, the use of this nigh unbreakable barrier is rather limited...
  189.  
  190. --Ishtar - The "Soul of Infinity", this form represents the "infinite" nature of the universe. Its blade is thought to be infinitely sharp, able to cut through almost anything without effort. Whether or not such is truly the case is not known.
  191.  
  192. This sword, when used to its maximum effectiveness, is able to rend the very fabric of reality. Basically, it cuts across dimensional boundaries. This has a limited area of effect. It can't, for example, cut a huge gaping hole across the entire multiverse or anything outlandish like that. It can, however, slash and puncture, maim and dismember, and generally make a mockery of beings who feel the need to hide behind "avatars" and/or other extra-dimensional tomfuckery. In the end, it is difficult to tell whether or not this particular skill comes from the sword, or from the wielder. Perhaps the sword simply makes it easier...
  193.  
  194. DaiRaiOh: The most powerful blade of legend from the underdeveloped planet Gallatin. Cecil obtained this artifact after accepting the position of Royal Protector of the Kingdom of Helmslin. Initially, the sword was sealed, due to an ancient curse. At that time, Cecil's Rune of Dawn purified the blade, then known as RaiOh, and removed the curse. However, its power remained partially sealed. It was not until much later that the full potential of the weapon was realized, thanks to the efforts of an old master swordsmith. After that, the sword commanded the powers of the sky itself, being capable of calling down thunderous lightning and summoning forth tremendous winds, just as it was in the legends. And from then on, the sword was known as DaiRaiOh, the "Great Lightning Phoenix". Additionally, the blade also gained the ability to manifest itself into an entirely new form, which Crim calls the "Zankantou". This shockingly gigantic form of the blade can only be maintained for short durations, but it is able to unleash dazzlingly spectacular attacks of incredible destructive power.
  195.  
  196. This is a sword that Crim values a great deal. Next to the Muramasa Tenkai, it is the second most powerful weapon in his impressive arsenal, and the blade that he wields most often. If he's not already carrying it on his person, he can "summon" it in a rather spectacular manner, as a bolt of lightning from the heavens shoots down into his raised hand...
  197.  
  198. Hisan:
  199.  
  200. Weapon Type - Longsword
  201. Weapon Attributes - N/A
  202. Weapon Abilities - Demon Slayer, Undead Killer, Man Eater, Soul Banisher
  203.  
  204. Weapon Information - A legendary blade that has been wielded by dark knights, tyrannical emperors, and powerful demon lords for many thousands of years. Its true origins have been lost in the depths of time and space. Crim became the master of this powerful weapon recently, after liberating it from a particularly nasty demonic entity that had taken up residence within the ancient Yggdrasil Base. It is a fearsome weapon, both in appearance and in nature, however, despite its tremendous evil aura, an aura of pure negative energy that has built itself up over many, many years, Crim effortlessly mastered the weapon, his spirit proving to be far too strong for the blade's evil to consume. The weapon is highly effective on all manner of creatures, including demons, the undead, and human/mortal beings. It has no Materia slots.
  205.  
  206. Hyperion DM-033XA:
  207.  
  208. Weapon Type - Longsword
  209. Weapon Attributes - N/A
  210. Weapon Abilities - N/A
  211.  
  212. Weapon Information - A prototype double-edged sword made of experimental Armageddium ("T"-type), which was pilfered from Tenba INC during a raid on their subterranean HQ. It is a fairly basic design; about four feet long from the tip of the blade to the top of the pommel. The dark grey blade itself actually forms directly into the guard portion of the hilt, curving downward slightly below the grip on either side.
  213.  
  214. In spite of its simple appearance and lack of any special attributes or abilities, it is actually a surprisingly effective weapon. Very light, impeccably balanced, with a keen edge and spectacular physical durability.
  215.  
  216. Currently, it has no Materia slots.
  217.  
  218. Vande Stelca:
  219.  
  220. Weapon Type - Positron Beam Sword
  221. Weapon Attributes - N/A
  222. Weapon Abilities - N/A
  223.  
  224. Weapon Information - Based on an ancient technological artifact that Crim obtained in a game of chance from a black market merchant. It is a short, polished cylindrical metal tube, around thirty centimeters in length, which emits an intense, indigo-colored "blade" of highly focused Positrons, which can vary in length. The original (which Crim called "Glam Zanba") was in a severe state of disrepair when Crim obtained it, so he had to replace many of its components, including the unnamed crystals from which the blade itself is focused and emitted. Crim had no way of knowing where to obtain the original crystal type, let alone which type to even look for, so he modified the weapon to utilize extremely rare and powerful LEA Crystals. As a result, the weapon was (probably) much more powerful that it was originally. Unfortunately, the relic was destroyed in battle. Since then, Crim has replaced it with a new, virtually identical model. This is a weapon that Crim wields often, and as such, he almost always has it on his person, wearing it on his right hip or discreitly somewhere on his person. It has no Materia slots.
  225.  
  226. The Weasel: A small device attached to Crim's bracers ("Tenkai" on the left, "Kaiten" on the right). It emits a flexible 'hard-light' beam, that can extend over a considerable distance, and quickly retract or even dissolve in the blink of an eye. It can be used for direct attacks, grappling distant objects, and "weasel-swinging". It is a very useful and versatile tool, one which Crim makes good use out of. No Materia slots.
  227.  
  228. XERD_005AX "Verklarung": A modified "ARM" (Ambient Recombination Material), which can only be used by "Gene-Drivers" with compatible DNA. Using advanced nanotechnology, this ARM was converted into a "constant" (and stable) state, taking on the appearance of a shining silver, and heavily customized Mateba Auto-Revolver, which thus enabled Crim, who is not a Gene-Driver, to attain a manner of "forced" compatibility. As the name of this ARM implies, it is capable of changing its form. This is accomplished by "fusing" the ARM with other objects (typically weapons), and combining them through controlled nanomachine reactions which only occur upon contact with compatible materials. For example, the "Vande Stelca" anti-proton beam sword can be combined with the Verklarung, which changes the HVAP rounds that are normally used into far more potent antimatter rounds, while also adding the normal function of the Vande Stelca to the ARM, which effectively turns the ARM into a two-in-one ranged/melee weapon. Other combinations are likely possible, though remain to be seen.
  229.  
  230. ---------------------
  231. Armor
  232. ----------------------
  233. Tenkai Bandanna (Head) - A deceptively simple looking dark blue(or red) bandanna that greatly enhances Ether defense and overall Ether capability. Crim generally uses it to tie his long red hair into its trademark loose ponytail, though he will occasionally wear it over his head. Almost always equipped.
  234.  
  235. Dynamic Mask (Head) - A gleaming golden mask with a creepy smiley-face on it. Completely covers the face, so as to hide his identity. Other benefits include...well, the jury is still out on that one. "Space Renegade X" title only.
  236.  
  237. Tenkai Vest (Body) - Powerful protective gear, made of Neo-Titanium and Rankar Dragon skin, worn under clothing. Light and strong, it allows for full freedom of movement. Sometimes equipped.
  238.  
  239. Tenkai Bracer (Left Arm) - A bracer worn on the left arm primarily for defensive purposes. It is very strong, feather light, and is capable of deflecting virtually any type of focused physical attack, due to the fact that is it made of pure LEA Crystal, which is nigh indestructible. It has eight linked Materia slots. Almost always equipped.
  240.  
  241. Kaiten Bracer (Right Arm) - A bracer worn on the right arm. Made of "Type-L" Meta-Titanium, this bracer is smaller and lighter than the Tenkai Bracer, and not as physically durable. However, it does offer increased protection against Ether-based attacks. No Materia slots. Almost always equipped.
  242.  
  243. ------------------
  244. Biography
  245. ------------------
  246. Through a quirk of fate, and an as-of-yet unexplained space-time anomaly, "Reno Cascade" was sent to a dimension that was not his own (or was it?). Stricken with partial amnesia, he wandered that world for many years, taking the name "Crim" (it was not until later that the surname "El Furaga" was added). As he wandered, he got involved in a number of conflicts. Was it fate? He began to wonder. And all the while, amongst the chaos of war and intermittent peace, fragments of memory crept up from the depths of his mind. Finally, after many ageless years, he recovered his past. His identity (more or less). At last, he was able to break the chains of fate, and return to his own dimension. However, much time had passed, far more than he would have ever dreamed possible...and the world that he knew had long since vanished. Currently, he grasps at the remains of his former life, as the captain of his old ship, the Yggdrasil. And even though an immense amount of time has indeed passed by in his absence, he has discovered that many of his old friends, and old enemies, live on...
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