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 Mujo So (無情僧) [Reboot]

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PostSubject: Mujo So (無情僧) [Reboot]   Sat Nov 26, 2016 10:51 pm



Character Name: Mujo So (無情僧).
Meaning of Name: Ruthless Monk.
*Nickname: Jo.
*Alias(es): Jarek (YAH-rek) Lemoine (le-MOIN) [meaning Fierce Monk].
Face Claim: None.
Gender: Male.
Profession: None.
*Talents: He can play guitar and sing.

Appearance
Visible Age: 21.
Chronological Age: 600.
Date of Birth: July 6, 1416.
Human Eye Color: Gray.
Human Hair Color: Red.
Type of Build/Body: He's muscular, but is thin and somehow seems to be very frail. His eyes have dark rings under them as if he never sleeps and his skin is pale as if he's always got the flu.
Height: 6'0''
Weight: 130 lbs.
Distinguishing Marks: Mujo is the bearer of many tattoos, some of which many haven't seen. In total, he is the wearer of three tattoos.

The first of his tattoos, is a Japanese Worm Dragon located on his left bicep and wraps around his arm and stops just before the bend of his elbow. It symbolizes his deep desire to be seen as wise, but it also represents his unforgiving heart which causes so many to become, as they say, "Food for the worms." However, most of the tattoo is hidden by his kimono sleeve. Most only get a glance of the lower portion of it.



The next, least seen tattoo that he bears is the tattoo of a skull wearing a crown with the roman numeral for two etched in the crown with a scythe behind it located in the center of his back and takes up most of the space there. To many, this represents nothing more than a 'rebel attitude'. However, this is actually his class symbol. Among the Reapers, he is the only one to wear a Reaper on his body. This symbolizes that he is an elite among the elite, that Mujo So is Death's Second Self.



The final tattoo is the least noticed out of them all. The dot on his forehead, though seemingly makeup, is actually a tattoo that is the symbol of what his class is. He may be Death's Second Self, but like all Reapers, Mujo also has a class or a set job. Mujo was once a Judge among reapers, and this tattoo actually physically changes when he is judging souls.

Unactivated:


Activated:


Cultural Information
Ethnicity: Asian.
Current Nationality: Japanese.
Previous Nationality: None.
Language(s): English, Japanese, Latin.
Religious views: None.
Ethics, Values, Morals: (What is your character's personal or cultural ethics, values or morals? Must be at least a paragraph.)

Racial Information
Race: Reaper.
Class: Death's Second Self.
Rank: Judge.

Personality Information
Likes: (list at least five things that your character likes.)
Dislikes: (list at least five things that your character dislikes.)
Quirks & Habits: (list at least three of your character's quirks and habits.)
Fears: Being alone, dying, and losing the ones he loves.
Aspirations: Becoming a vampire, Being saved from his illness, having adoptive children, and continuing his work as a Reaper.

Personality: Diagnosed as a psychopath since his early teens, Mujo has suffered through Porphyria, or Vampire's Disease. Vampire's Disease is a rare genetic disease that affects the production of hemoglobin in human blood. Severe attacks of Acute Porphyria can cause severe abdominal pain, vomiting, elevated blood pressure, an abnormally rapid heart rate, severe dysfunction of the peripheral nerves that innervate muscle and leads to muscle weakness and potentially to paralysis of all four limbs, seizures, coma and in Mujo's case, overt psychosis.

Mujo appears to be a laid-back individual at first glance, but his scruffy exterior hides a brutal, impulsive, excessively-violent personality. Due to his Vampire's Disease, no one knows when an episode of his psychosis will start. His attacks bring about a change in him that causes him to be brutal and quite sadistic. On a good day without an attack, Mujo is blunt, sarcastic, and temperamental. He's prone to mood swings that leave many to be wary of him. If he feels annoyed or threatened by an individual, he'll happily attack or kill the offender. He's also known to drink the blood of his reaping victims because it helps calm the attacks of his disease. This love of violence and blood drinking has caused quite the stir among the reapers and as such has left him with few friends other than his partner and Death himself.

Organization Affiliation
Organization Name:
Rank:
Class:

Relationships
Sexual Orientation: Bisexual.
Relationship Status: Married.
Current Partner(s): Inazuma Ryōken
Current Partner(s) Link(s): http://wehavefangs.forumotion.com/t367-inazuma-ryoken-rebootedreaper-class-tracker-wip
Important Friends:

Family/Heritage
Biological Mother: Unknown. Deceased.
Biological Father: Unknown. Deceased.
Siblings: Muhyōjō Sō (Older Brother) and Banji Sō (Half Brother).
Children: Unknown.
Other Family Members: None.

Racial Abilities

  • 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 Reapers 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.

    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.

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PostSubject: Re: Mujo So (無情僧) [Reboot]   Sun Nov 27, 2016 12:00 am

Training, Combat, & Skills
Strengths: (list at least five of your character's strengths.)

Weaknesses: (list at least five of your character's weaknesses.)

*Spells:
1st Rank

  • Disguise Self- You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

    The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.
  • Detect Poison- You determine whether a creature, object, or area has been poisoned or is poisonous. You can, if your rank is high enough, determine the exact type of poison.

    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- The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall 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.

    The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

    You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall.

    This spell has no special effect on ranged weapons unless they are falling quite a distance.

    Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.
  • Ghost Sound- Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

    The volume of sound created depends on your level. You can produce as much noise as four normal humans per level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created.

    The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

    Ghost sound can enhance the effectiveness of a silent image spell.

    Ghost sound can be made permanent with a permanency spell.
  • Obscuring Mist- A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet.

    A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 2 posts. A strong wind (21+ mph) disperses the fog in 1 post. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

    This spell does not function underwater.
  • Sleep- A sleep spell causes a magical slumber to come upon a creature or creatures (no more than three). Creatures with the lowest power levels are affected first.

    Among creatures with equal power, those who are closest to the spell’s point of origin are affected first.

    Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not.

    Sleep does not target unconscious creatures, or constructs.
  • True Strike- You gain temporary, intuitive insight into the immediate future during your next attack.


2nd Rank

  • Cat’s Grace- The transmuted creature becomes more graceful, agile, and coordinated. The spell grants an enhancement of dexterity and Reflex.
  • Darkness- This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area are concealed (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

    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.

    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.

    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.

    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).

    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.

    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 WardingThis 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.

    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.

    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, clairaudience/clairvoyance, and the like).
  • Non-detection- The warded creature or object becomes difficult to detect by divination spells such as clairaudience/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 spellcaster who cast non-detection.

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


4th Rank

  • Clairaudience/Clairvoyance- Clairaudience/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.

    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.

    Clairaudience/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.

    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.

    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.

    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 polymorph 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.

    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.

    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.

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


Special Abilities: None.

*Other: N/A.

Scythe Information
Name: Unknown.
Type: Long Range "Gun".
Description: Mujo's scythe actually isn't a scythe at all, but rather a high powered air gun in the shape of a guitar. The Guitar itself is fully functional, so it doubles as a weapon and form of entertainment for him, but it's a very dangerous weapon.
Strengths: This scythe's model makes it very easy to reap souls as it functions as a high pressure air cannon. It make fighting long range a breeze and can be extremely deadly if used in close combat.
Weaknesses: Is very heavy and if the wielder isn't strong enough, it could cause them a lot of hassle. Because of it's weight, it can at times hinder movements and thus may slow the user down. As mentioned above, this scythe is designed with long range battle in mind and while it can be devastating in up close combat, it can also be just as dangerous for the one who uses the scythe. Getting up close and personal with a target without any other defenses could mean disaster for the one using the scythe.
Abilities:  Since it has no blade, the gun fires out high velocity 'blades' of air. In other words, the air is essentially turned into blades and can cut anything they're aimed at.

Image(s):
Unctivated:


Activated:


Name: M.A.D.D (Molecularly Altered Deflection Device) AKA Worm Eater (ワームイーター).
Type: Defensive Gear.
Description: Mujo wears prayer beads with a skull in the center around his neck, but it's far more than simple decoration. That rather large skull holds what he calls M.A.D.D (Molecularly Altered Deflection Device). It is a special form of  a molecularly altered substance that seems to make other Tomb magic vanish. So if an attack or tomb spell was flying towards him, all of it would vanish before it even reached any part of his body. The device also negates energy attacks, turning the energy into nothing as it gets close to the skull on his necklace.
Strengths: Considered the ultimate shield, it can protect and repel multiple attacks from a 360 degree range.
Weaknesses: It works on the mind of the user. If the user accepts someone to even a slight degree, that person who has been accepted will be able to slip through the barrier generated by M.A.D.D. While there is another weakness to this device, Mujo refuses to share it with anyone, including Zero.
Abilities:  It seems to make other Tomb magic vanish. So if an attack or tomb spell was flying towards the wearer, all of it would vanish before it even reached any part of their body.

The device also negates energy attacks, turning the energy into nothing as it gets close to the wearer. In short, the substance is powerful, and works as a shield.

Image(s):


Background
History:
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