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 Zero Rei Rebooted

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Bloodmoon
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PostSubject: Zero Rei Rebooted    Tue Apr 21, 2015 12:44 am

Basics
Full Name: Zero Rei
Meaning of Name:
*Nickname: N/A
*Alias(es): Lord Death
Sex: Male
Species: Vampire/Reaper.

Human Appearance
Human Age: 20
Human Eye Color: Silver Amethyst (Depending on lighting they look either intense silver, Amethyst and/or at times both.)
Human Hair Color: Snowy Silver white
Type of Build/Body:Tall Slender and lean he is well built agile and toned built for agility and speed over mass strength but don't let that full you, Zero is no slouch and can easily throw a fully loaded mac truck as if it was a child's tinker toy.
Height: 5'6"
Weight: 125lbs
Distinguishing Marks:  
Although it's not a distinguishing Mark it is something about him that is very different. Zero is allergic to human blood, what the vampires call a Crusnik, as well as possessing an unnatural for a vampire body heat and ability to blush.
On the side of his neck is a Rose Cross. Originally it was crest of the human family he was reborn into. But upon being bitten by a Half Vampire half Nosferatu it was corrupted and changed into a binding seal burned into his skin. The Cross originally suppressed the painfully slow transformation into a vampire, and glowed a vibrant crimson pink tone when ever he desired to feed. Aoi Rei upon finding him removed the seal that kept him from changing ending four years of intense gut wrenching pain. But the seal still glows when he feeds.  



Mark's of the Reaper:
On Zero's back spanning the full length form left shoulder to right shoulder, starting at the nape of his neck and falling down to his lower back is an image of a woman and a skeleton facing each other with gates behind them. The image represents his Ultimate position as the one who stands before the gates of Heaven and Hell as Death. The angel and the demon facing each other depict his station, and denote that there is not a reaper above him and never will be. He is the Leader or Lord of the Reapers or Death Incarnate. This one indicates his Rank as Death Incarnate.



Positioned on his hips are black roses. The roses start on his thighs and curve crawling along his side to climb above his hip bone and curve there stopping facing forward on his stomach. The pitch black roses are fully open the vines are blood red fading out to noting as they travel down his thigh into nothing. The roses personify who Zero is, what form his power takes when he first fully unleashes moments before it takes it true form....if one is lucky enough to see it before death takes them that is. The roses signify the form death takes, either peaceful and gentle like the rose's beauty or violent and sudden as the thorn's if one is not paying attention and grabs for the rose.




Image(s) For character:






Attitude/Personality:'Everyone is Alone. Everyone is Empty. People no longer have need of others. You can always find a spare for any replacement. Any relationship can be replaced. I hate such a boring world like that......a world so meaningless. ~ Zero Rei

Zero is a humanist on the dark side, who is hopelessly in love with cruelty, savagery, and all the worst aspects of human nature, a man who is full of cold ruthless anger and Hate.. He has no qualms about witnessing other people's suffering. Zero has the uncanny ability to manipulate people to do his bidding and was a born evangelist that possessed both uncommon charisma and a true gift for narrative. However, Zero is as charismatic as he is heartless. He loves as much as he hates. He will cause the deaths of those who either stand in his way or he has grown tired of. Either with his own hands or through subordinates.

Zero once stated that he wanted to see 'The splendor of people's souls', and was outwardly against the current way of living then where humans could cast off a wife or husband as soon as they grew bored with them. AS cold and dark as he is he had an uncanny love for his family. Willing to bend over backwards for them and even die for them..........Yet for those who manage to truly get close to him and become important to him he treasures them even if he is scathing and cruel towards them....the more he loves someone the more hateful and mean he is to them...which is perhaps the worst for those he treasures the most. One would need to be a true masochist to be able to handle Zero....a man born full of hate.

And yet in his private personal life inside of the bedroom he is as different as night and day. Although with his brothers he's still temperamental and abrasive. Zero craves and needs to be dominated by his lover. To feel them in control.


*Talents: Zero is highly skilled at painting in fact his technique is a bit reverse. Most paint adding in shadows as they go. Zero often takes a black canvas and paints in reverse the effect is incredibly beautiful and it is the person he is capturing..... Zero also has an incredible singing voice although he has never once sang for anyone not even Aoi and Neikan. If asked he grows silent as if to clam he could not sing yet he could give there sweet Kira a run for his money, making Kira sound as if he had swallowed a box of nails....for Zero's voice when singing is the swan song of the dead as some call it the lure to call those sweetly to there death.....not that he would use his voice in such a way....he'd rather use his scythe.

Organization Affiliation
Organization Name: Reapers
Class: Death Incarnate~ Zero is Death himself, and therefore he is the Lord and Ruler over all other Reapers, answering only to the Library of Souls for his actions.
Rank: Lord Death

Abilities
Spells:

  • Reaper Magic- This is a special set of magical skills learned by only those who are the class of "Reaper" or "Shinigami (Death Gods)". This magic includes an array of offensive and defensive attacks and also allows a reaper to summon the gates of hell or heaven and use their scythe. Each Reaper has their own realm of magic, but Reapers can also be granted entrance to another Reaper's realm of magic by said Reaper.


Rank 1

  • Disguise Self- Zero can  make himself—including clothing, armor, weapons, and equipment—look different.

  • Detect Poison- Zero can determine whether a creature, object or area has been poisoned or is poisonous, and even tell you exactly what type of poison was used.

    Note~The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

  • Feather Fall- Zero falls more slowly, instantly changing the rate of decent to a mere 60 feet per round. (equivalent to the end of a fall from a few feet). However, when the spell duration expires, a normal rate of falling resumes.

  • Ghost Sound- Zero upon casting can create a volume of sound that rises and recedes, approaches, or remains at a fixed place. He can choose what type of sound the 'ghost' makes when casting but can not change the sounds basic character thereafter.

  • Obscuring Mist- Zero can create a misty vapor around himself, it is stationary once created, obscuring all sight, including dark vision, beyond 5 feet.

  • Sleep- Zero can cause a magical slumber to come upon a creature or creatures, causing those in an areas to fall asleep allowing him to arrive without notice and leave without notice.

  • True Strike- Zero gain's temporary, intuitive insight into the immediate future during your next attack.

    2nd Rank
  • Cat’s Grace- Once cast zero gains more grace, agile, and coordination, as well as enchanted dexterity and reflexes, as if some sort of highly enchanted supernatural cat.

  • Darkness- Spanning out 20 feet around Zero is a deep shadowy illuminated radius. All creatures in the area are concealed and have a higher chance of missing. Even creatures that can normally see in the dark with such natural talents such as dark-vision or low-light vision, will also miss in this area shrouded in magical darkness.

    Note~ Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed. Darkness counters or dispels any light spell of equal or lower spell level.

  • Fox’s Cunning- The transmuted creature becomes smarter. The spell grants an enhanced intelligence. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save is that spells they cast while under this spell’s effect do increase.

  • True Seeing- You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement spells, sees invisible creatures or objects normally, sees through illusions, and sees the true form of poly-morphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal/Astral Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.

    Note~True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment spells, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

  • Illusory Script- You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character, although an illusionist recognizes it as illusory script.

    Note~Any unauthorized creature attempting to read the script triggers a potent illusory effect. Only those with a high rank or power level can look away with only a mild sense of disorientation. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell. The casting time depends on how long a message you wish to write, but it is always at least 1 minute.

  • Invisibility- The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

    Note~Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe.

    Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Invisibility can be made permanent (on objects only) with a permanency spell.

  • Without A Trace- The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by non-magical means.

  • Spider Climb- The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The subject gains a climbing area of 20 feet; furthermore, it need not speak the spell to traverse a vertical or horizontal surface (even upside down).

    Note~A spider climbing creature retains its dexterity (if any) while climbing, and opponents get no special bonus to their attacks against it.

    3rd Rank
  • Deep Slumber- This spell functions like sleep, except that it affects 10 creatures.

  • Deeper Darkness- This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.

    Note~Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.

  • Evil Warding~ This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

    Note~First, the subject gains a greater deflection rate and a greater resistance. Both these apply against attacks made or effects created by evil creatures. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person).

    The barrier does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil. If the barrier fades before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature/being. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless.

    Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good/holy/divine summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.

  • Misdirection- By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object is safe from this effect.

    Note~Detection spells provide information based on the second object rather than on the actual target of the detection. This spell does not affect other types of divination magic (augury, detect thoughts, Clair-audience/clairvoyance, and the like).

  • Non-detection- The warded creature or object becomes difficult to detect by divination spells such as Clair-audience/clairvoyance, location, and detect spells. Non-detection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must be a power level higher than the level of the spell-caster who cast non-detection.

    Note~If cast on a creature, non-detection wards the creature’s gear as well as the creature itself.

    4th Rank
  • Clair-audience/Clairvoyance- Clair-audience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need sight, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired.

    Note~Unlike other vision/seeing spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect. Clair-audience/clairvoyance functions only on the plane of existence you are currently occupying.

  • Dimension Door- You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. You can bring along objects as long as their weight doesn't exceed what you can lift. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

    Note~If there is no free space within 100 feet, you and each creature traveling with you are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet or spell simply fails if there is no free space at all.

  • Freedom of Movement- This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.

    Note~The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.

  • Greater Invisibility- This spell functions like invisibility, except that it doesn't end if the subject attacks.

  • Locate Creature- This spell functions like locate object, except this spell locates a known or familiar creature.

    Note~You slowly search and will sense the creature when you are facing in the direction of the creature is in, provided it is within range. You also know in which direction the creature is moving, if any. The spell can locate a creature of a specific kind or a specific creature known to you. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once. Running water blocks the spell. It cannot detect objects. It can be fooled by illusion, non-detection, and poly-morph spells.

    5th Rank
  • False Life- You harness the power of un-life to grant yourself or another creature a limited ability to avoid death.

  • Erase- Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell.

    Note~Non-magical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing non-magical writing is only 90%.
    ***Magic writing must be touched to be erased.

  • Enervation- You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. If the subject is of a lower level than the caster, it dies.

    Note~Assuming the subject survives, it regains lost life force after a number of hours equal to your level (maximum 4 posts). Usually, this has a chance of permanently draining the victim’s life force, but the negative levels from enervation don’t last long enough to do so. An undead creature struck by the ray temporarily gains a boost in attacking power per 1 post.

  • Soul Swap- a demonic incantation written and cast to switch souls with a creature temporarily.

    Note~It requires a lock of hair belonging to whoever the caster wishes to switch souls with, as well as their blood to be exchanged.

    Basic Skills
  • Summoning- Beginning at Class 2 a Reaper can summon his/her chosen weapon from an extra dimensional pocket.

  • Ethereal Jaunt- Beginning at Class 2 the Reaper can enter the ethereal/Astral plane for 3 posts. This improves to 6 posts a Class 3. At Class 5, the Reaper can freely enter the ethereal plane for as long as they wish.

  • Leaping- This ability functions like dimension door except that the Reaper does not require any thought or spoken incantation (It's like Flash Step on Bleach).

  • Death Aura- All Rapers of Class 2 and higher carry this 'ability' with them. their aura is heavy and causes many to freeze or become fearful of the Reaper.

  • Shadow Jump- The Reaper may jump from one shadow to the other, the total distance cannot exceed 10 ft per post.

    Note: Not all Reapers have this ability. This is an ability class ability that only some groups of Reapers may have.

  • Death's Door- Unlike the Darkness spells, this is only an ability used during the actual reaping of a soul. Darkness that becomes a barrier surrounds the targeted creature.

    Note~Should they try to escape the are, they will only run in circles, thus ending right back up where they started. This only activates on the Reaper's will and does not have to be used.

  • Mask of Death- The Reaper can summon a skull mask on his face and those who see it see their deaths. The mask disappears after 1 posting turn and can be used up to three posting turns.


*Special Abilities:

  • Death's Wind~ Zero moves faster then any living thing could possibly move, he moves with the speed of death the quickness of which it strikes instantly. One moment there one moment gone there is no being on the planet faster then him. None can be for he is death.....and death is the equalizer of all things.

  • Hounds~ Able to summon the hounds of death that guard the gates to do his bidding. The hounds are Zero's special pets that come for him and those he has given special permission to. Not all Reapers can summon the hounds.

  • Death's Blessing~ Zero has the ability to give someone an Ultimate blessing removing them from the cycle of life and death. The Blessing makes it impossible for the person to die no matter what happens until Zero himself either one revokes the Blessing or two kills the one to whom he has given his blessing to.

  • Death Inducement~ User can kill anyone and possibly even anything using varying means, either instantly, slowly over time, after certain conditions are met, or after a certain period of time has gone. May be used by touch, at a distance, simply willing it to happen, or performing certain ritual.

  • Death Sense~ The user is capable of sensing the coming of death, able to determine when someone is dead or dying or if others have died in a specific location. At times, this extends to seeing the names and lifespans of those who's faces the user sees.

  • Finékinesis~ User can create, shape and manipulate the essence of Death, which is present in all mortals throughout the universe and is the opposite power of Life-Force Manipulation; whereas Life-Force is the essence which allows life to flourish, Death-Force is that which causes things to wither, rot, weaken, and eventually die. They can sense and manipulate the essence that allows Death, Destruction, Decay, and Corruption to exist throughout the universe, allowing them to control decayed matter or to request assistance from the dead.

  • Call of the Dead~ Despite the name it doesn't mean calling the dead back to life but rather gifting one who is not a reaper who does not have any reapers in there family line with the powers of a reaper guardian or tracker class. Calling them into the services of the Reapers as a partner of the Reapers. Only Zero has the ability to grant powers to those who are not of the reapers and not chosen as a Successor to a Reaper outside of the Library of Souls.
     
  • Scythe Proficiency ~ The user can wield a scythe with tremendous dexterity and skill, accurately and precisely slicing through the enemies without being hindered by the scythe's heavy weight. Minor variations include a sickle — a smaller variation of the scythe — or a kusarigama — a sickle with a chain attached.

  • Scythe Summon- This is a special type of Reaper Magic that allows a reaper to call forth their scythe, or reaping weapon. It also allows them to send it back to their own realm of magic.


*Other:

  • He possesses several heightened senses such as smell, hearing, sight. Even taste, touch, speed and strength. He also can regenerate lost limbs and heal himself almost instantly. However, silver does not affect him because he is a Reaper.

  • Absolute Negation~ The user is able of negate and nullify everything concepts, powers, universal definitions, laws and boundaries making the user to be immune to everything and anything. Advanced users can also induce or give others the ability to be immune to somethings. Up to and including rejecting reality. He also has the ability to bestow powers that one otherwise would not have reversing the 'negation' or lack there of.

  • Astrata Ribbons: User is able to manifest ribbons of energy that become solid and can hold bind and restrain a person neutralizing there powers and holding them captive.

  • End Sight: The user has the ability to see when everything is meant to die should he turn his gaze upon them. Except for himself.

  • Negation of Force: The user of his ability has the ability to negate or cancel out any force or power being thrown at him. Be it power or violent punches.

  • Negation of Power: Not to be mistaken with 'Force' which is the active power, this grants the user the ability to cancel out and remove powers from anyone or anything forever.

  • Negation of Life: The user of this ability has the ability to cancel or negate the very essence of  life  Life within a person or being.

  • Negation of Aliments` He can cancel or remove any sickness or illness in another/himself or suppress an illness within himself until it can be treated.

  • Zettai Hottarake/絶対ホッタラケ~ (Absolute Oblivion) Exactly what it says. Zero has the ability to cast everything into Oblivion wiping out everything and returning it to nothing. He is the 'end' the 'last' the one who wipes out anything that does not belong. Zero.......is the Oblivion of Apocalypse...as many call it.

  • Bloom: When he unleashes his power black vines with wicked thorns wrap around his arm and shoulders around his neck and when he fires burning white lines of energy shoot out of the gun hitting all vampires around him.

  • Attack Reversal:The user can reverse any attack and all forms of attack from power to physical (from long range attacks to melee) which he can then turn and launch at them back at their opponent. The attacks  become ten times stronger, and faster.

    Methods include but are not limited to deflecting the attack upon contact with the mirror-based surface, bending the attack with force, or absorbing the attack and firing it in the opposite direction. In essence anything he is attacked with he can instead of negating decide to instead use it to wipe out his attacker with there own powers turned back upon them.



Last edited by Bloodmoon on Wed Apr 22, 2015 11:12 pm; edited 4 times in total
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PostSubject: Re: Zero Rei Rebooted    Tue Apr 21, 2015 10:51 pm

((Continued....Too long cut off the end of the app. >.>))



.:Scythe Information:.
Name:Crimson Crossing.
Type: Pole Arm Scythe
Description:The scythe is incredibly heavy impossible for anyone outside of Zero himself and perhaps Akumu to pick up. The massive pole arm is at least two feet taller then him. The head of the blade wraps around an glowing center sphere which seems to store some sort of energy. The blade end of the scythe is impressive to look at as it holds not one but three distinct blades. A regular scythe blade, one that comes out of the center of the top and curves towards the regular and the back blade curves down towards the ground. The back end of the scythe has a long beaded metal chain hanging off of it. A 'tassel' the end of the chain holds a curved blade.
Strengths: Indestructible and kills anything it scratches or cuts.
Weaknesses: Hard to use in narrow spaces.
Abilities: Kills anything it cuts instantly. Sends souls on to there destination. Shifts down to a smaller gun form for confined spaces...
Image(s):


Name:Bloody Rose Crossing
Type: Chained Hand Gun
Description:A regular hand gun in appearance with golden trim and a long golden chain off of the hand grip. The gun is a part of Zero's powers. It does not fire normal bullets but energy rounds.
Strengths: Indestructible kills what it shoots in one shot, the bullets start out small and expand to larger rounds.
Weaknesses: none
Abilities: Fires off banishing rounds that send the person on.
Image(s):


Background
History:
The Cross family has been vampire hunters since ancient times however in his families history lies a dark truth. A secerct, in order to gain power to fight stronger and stronger vampires his family in the past long before Zero was born killed vampires in such a way that it left them alive long enough for his ancestors to cut out and eat the heart of the vampire they had slain. The insult was so great that it could not be ignored by the vampires of old who had caught a few of them, and changed the tatoo in the side of there necks into that of feeder breeder. Insulting the Cross family in return and using it any other.

But due to there actions any child born after the small group of Cross's commiting this crime were all born the same for generations never to change back silvery violet eyes and silvery white hair...pale skin.......looking anything but human and yet they were. Millinea passed and Zero was born.

Zero was born to an elite group of humans who hunted down bad vampires. Not the good ones but the bad ones but no one is infaliable and they made a terrible mistake killing off a vampire that they perhaps should not have that vampire came and attacked his family in the still of the night brutally murdering his mother and father before him with nothing that Zero could do to stop it.

The half vampire half Nosferatu as his parents lay there dying grabbed him by the hair holding him in a 'bear-hug' and bit down on his neck drinking deep but this vampire unlike many others could change another by his bite alone. But this is were Zero's nightmare began for the change was not right away but slowly creeping up on him over the last four years. During these past four years he's made quiet the name for himself as a Vampire hunter although he himself is falling ill to it. Little by little. ON his neck is a brand although in the vampire world it is the mark of a feeder breeder in the hunter world with it's power it's a restraint.

It was the hunters guild's answer to his slow descent into a a vampire. Figuring he'd be safe to keep around if they had a way to stopping him should he ever go out of line. His whole goal is to find the vampire who did this to him who changed him and kill the man. Although that has been easier said then done and his time is running out.

With each passing day he's becoming more and more vampire but without his 'Master's' or Sire's blood without being able to drink it is slowly eating away at his sanity day by day bit by bit so that the only thing left would be his hunger and any traces of the man that he is would be gone for good. When not hunting Vampires Zero goes to school during the day or works in a salon styling hair. But for him its all a race against time for each passing moment the vampiric blood inside of him creeps up a bit more and the hunger threatens to consume his mind. Yet he holds onto himself and has been for the last four years, living on his own he perfers the solitude for the sake of those around him.

Not long after the change he was found by his brother Aoi Rei, and taken into the fold of the royal family. Upon joining up with them and finding that he had a family to call his own again he dismissed the last name of Cross and took on his vampiric heritage by taking the last name of Rei.

His love life currently is stable with Kaname however recently another has caught his gaze and holds equal ground with Kaname in Zero's heart.

Zero found himself loosing to the hunger to the hate and endless anger of the hunter inside needing to feed, needing the hunt even as other factors sought to keep him stable. The being a reaper for one and his family and loved ones. Then something he never thought would happen his Sire Adrian Mallick suddenly comes before him and while Zero refused him Mujo So a good friend to him insisted and made him go to Mallick who then commanded him to drink and keep drinking to consume Mallick all that he was in order to halt the taint and stop the damage from continuing and stabilizing it.....reversing it perhaps never but at least Zero would not fall into becoming a heartless beast bent on consuming all in his wake with the powers of Death Himself.....
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