Post by poisonuskeifer on Jun 28, 2008 10:14:02 GMT -5
Attributes:
Strength - VH Supernatural
Keen - VL Supernatural
Reflex - M Supernatural
Will - VH Supernatural
Int - VL Legendary 2/50
Cha - M Supernatural
P. Ability - VH Supernatural
End - VH Supernatural 20/50
Affinities:
Ki - 90
Tech - 300
Psi - 55
Magic - 55
Archetype:
C'tan Lord (20)
Shinigami (9)
Jumper (13)
Paragon (14)
Supersoldier (12)
Mask Haunted (10)
Crazy (12)
Librarian (10)
Space Marine (5)
Tech Priest (10)
Abilities: 42 abilities
Conjure Dream Symbol: (Bird/flying = sex etc.)
Conjure Dream Location: (Make a small area more dream-like. Can't replace areas yet, but can add dream-like features.)
Conjure El Tortuga: (Not the full manifestation. Can offer advice and 50% Lore bonuses like a familiar.)
Paragon Channel: Skills (Channel abilities into skills)
Paragon Channel: Attributes (Channel into Attributes)
Mass Relay (Set up multiple Jump Portals that you can quickly enter and exit. Prepares Portals ahead of time, explains some "bullshit" away.)
Kido Mass Relay (Surround a target with portals and then blast the target with Kido)
Soul Orb
*Passive Block 35%
-Zanpakuto
*Ghost Slaying
-Shikai
*Spinning Blades and Armor
*Blades flow through the person
*Channel kido spells through the armor
-Bankai
*Terrain Control
*Terrain Shift
*Imploding Terrain (the terrain area implodes inwards onto a target)
-Zabimaru Mimic
-(Shinji's Zanpakuto Mimic if we ever see it)
-Cold Iron Shape
-Silver Shape
-Wood Shape
-Raiden's Electric Staff Mimic
Jumping
*Distance
*Item Enhancement
Portal Call (Page's calling ability)
Call Solar Plasma (Use Paige ability / Jumper power to conjure solar plasma that will of course rocket off at HUGE speeds as it decompresses.)
Call Random Monster (Call random creature from anywhere and anytime.)
Flash Step
Reiatsu Healing
www.bleachanime.org/forums/showthread.php?t=36400
Waves of Binding:
# 1 Sai (Restrain) - Locks a target's arms in place behind their back.
# 2 Hikari no Mekurumeku (Blinding Light) - Uses a flare of white light to blind the target for a few seconds.
# 4 Hainawa (Crawling Rope) - An energy rope entangles a target's arms.
# 8 Kakeru (Ensnare) - A large net entangles the target's arms and legs causing the target to fall to the ground as a minor distraction.
# 9 Geki (Strike: Engulfs a target in red light, completely paralyzing them) - Engulfs a target in red light, completely paralyzing them.
# 30 Shitotsusansen (Beak-Stab Triple-Flash) - After using Kidou energy to draw out an equilateral triangle, the targets' arms and waist are pinned down and rendered immobile.
# 39 Enkosen (Arc shield) - Summons a shield of condensed reiatsu to block opponents' attacks. It can be destroyed with greater force.
# 58 Kakushitsuijaku (Summoning of the Tracking Sparrows: Tracks and locates any spiritual force the user focuses on)
# 61 Rikujokoro (Six Rods Prison of Light) - Summons six thin, but wide, beams of light that slam into a target's midsection, holding them in place.
# 62 Hyapporankan (Hundred Stepped Rails) A rod formed of energy is thrown towards the target before it disintegrates into numerous short rods which are used to pin the target to the surroundings and render them immobile.
# 63 Sajo Sabaku (Chainlike Desert ) - The target is wrapped from the neck down in a thick chain.
# 75 Gochutekkan (Quintet of One kan Iron Pillars: Summons five incredibly tall and thick pillars to pin a target to the ground)
# 77 Tenteikura (Heavenly Rickshaws in Silken Air) - Transmits messages to anyone within Soul Society. In addition to reciting the spell, the user must draw specific markings on their arms, which are animated by the spell to convey the messages.
# 81 Danku (Splitting Void) - Creates an energy barrier in the form of a rectangular wall. According to Byakuya, it is capable of stopping destructive spells up to #89.
# 99 Part 1. Kin (Seal) - Binds the arms of a target with spiritual fabric and iron shafts.
#99 Part 2. Bankin (Great Seal) First Song: ~Halting Fabric (shokyoku: shiryū)- Covers a target from head to toe with spiritual fabric.
Second Song: ~Hundred Linked Bolts (nikyoku: hyakurensan)- Stabs the target with numerous thick needles.
Final Song: ~Great Seal of 10,000 Forbiddings (shūkyoku: bankin taihō)- Smashes the target with an immense boulder.
# ?? Reverse Demon (technique nullifies an opponent's kido by hitting them with a perfectly opposite surge of energy)
Waves of Destruction:
#1 Sho (Thrust) - Pushes the target away from the caster.
# 2 Totsuzen no Eikyou (Sudden impact) - The Shinigami places both hands in front of him/her and releases a strong blast of air. No incantation required.
# 3 Kurotama (Black Sphere) - This spell is performed by solidifying reiatsu in the palm of the user's hand. It is spherical in shape and black in color which then rotates rapidly and can be thrusted into the opponent. The enemy shall recieve internal damage.
# 4 Byakurai (White Lightning) - An easy to use spell which is very effective due to its speed. Fires a concentrated bolt of lightning from the caster's forefinger.)
# 6 Baipaa (Viper) -A viper made of red reiatsu is launched from the tip of the finger towards the opponent, causing a rather weak explosion on contact. The viper will attempt to home in on the target.
# 8 Kutsuunomaru (Circle of Pain) - This spell creates a shining circle of yellow around the feet of the target, destroying very weak spirits instantly, causing great pain to spirits up to lower medium power and causing light discomfort to anything stronger.
# 10 Supaiku Hapoo (Sonic Spike Shot) - Spikes are produced from the user’s palm, enabling the Shinigami to hurl them towards the enemy. Such spikes may confuse the enemy for period of time.
# 25 Earth Breaker -By placing their hand flat on the ground, a Shinigami then releases energy into the very earth which travels underground to below their target. This energy can then be directed to follow the target while their hand is still connected to the earth. Upon removing their hand, the energy spikes up in a huge explosion that bursts out from the earth.
# 26 Pentagram Hell Spiral - A pentagram is drawn in mid-air by the Shinigami upon incantation. Then, a spiral of hellish black wind arises and crashes towards the enemy.
# 30 Tachikaze (Earth-severing wind) - Wind-like energy wave that shreds all that lies on its way.
# 31 Shakkahou (Red Flame Cannon: Fires a ball of red energy at a target.)
# 33 Soren Sokatsui (Blue Fire Fall: Essentially a doubled version of Shakkahou, this spell fires two shots of blue fire with greater potency than the single-shot variety.)
# 35 Electric Spike - This is an attack that disorganizes the neural system of the opponent for 5 seconds making him vulnerable as he will be defenseless. It depends on the opponent's spiritual energy.
# 40 Tenran (Whirling Tempest) - A widening tornado-like blast is fired towards the target.
# 54 Haien (Abolishing Flames) - A medium level Kido in which the Shinigami quickly fires a small, fiery blast from their Zanpakutou, incinerating its target on impact. This Kido is very simple to use, as it requires no chants or concentration movements.
# 63 Raikouhou (Thunder Roar Cannon) - An incredibly powerful composite Kido, containing both the piercing lighting affect of Byakurai, and the destructive force of Shakkahou.
# 73 Soren Sokatsui (Twin lotus blue fire, crashdown) – A massive attack that combines twin sokatsui spells into one.
# 88 Hiryugeki zoku shinten raiho (Flying Dragon Striking, Heaven Dividing Lightning Cannon: Fires a gigantic blast of spiritual energy resulting in an truly enormous explosion)
# 90 Kurohitsugi (Black Coffin)
# ?? Oogama no Mai (Ten translucent green objects closely resembling the blades of scythes materialize before the caster and begin to spin rapidly. At the casters command they launch forward but do not travel in a perfectly straight line, rather weaving amongst each other to make the exact spot they will strike harder to determine. The kido is designed to cut through most objects instead of exploding on contact like many destruction based techniques.)
Cicada (flash step away from the damage, happens after the blow)
Disarming Trick
Zanjutsu
-Chain Hamstring
Hakudo
Super Strength
Super Agility
Hollow Slaying
Demon Slaying
Demon Hunting
Detect Spiritual Pressure
Deadpool's Healing Factor
Insanity Mentalic Resistance (mind is so disjointed and bizarre in addition to the Jumper syndrome that it's hard to use mentalic attacks)
Complete Hammerspace (10 times normal carrying capacity, can conjure random items as necessary particularly for "comic" effect, ignores both size and mass/weight for carrying, "It involves a lot of lubrication")
Distracting Banter
Superman Attack (Raiden)
Lightning Rush
Deadpool Sense
Deific Precognition
Mortal Kombat Fighting Ring
Raiden's Lightning Bolt
Raiden's Teleport
Brutality
Fatality
Babality
Animality
Dimensional Teleport: 60%
Sixth Sense
Astral Projection
Object Read
Ectoplasm
Advanced Sixth Sense
Amplified Telemechanics
TK Forcefield Auto-Defense
Mind Block
Mind Block Auto-Defense
Ectoplasmic Remote Body
Electrokinesis
Pyrokinesis
Hydrokinesis
Terrakinesis
Terrakinetic Rock Throw
Terrakinetic Quake
TK Super Bomb
Psi-Sword
Mind Bolt
PK Flash
PK Fire
PK Freeze
PK Subduction (favorite thing, has an earth / crushing element)
Dragon Disciple Silver Dragon Breath (From the DnD class. Cone of Cold.)
Dragon Disciple Natural Armor (From the DnD class)
Telemechanic Possession
Telemechanic Paralysis
Machine Ghost
Telemechanic Mental Operation
Aspect of the Monkey
Hamstring
Healing Wave
Mark of the Wild
Frostbolt
Stealth
Heroic Strike
Kick
Smite
Redemption [Paladin out of combat res]
Corruption [Warlock Shadow DoT].
Arcane Explosion
Frost Nova
Polymorph
Vizard
Cero
Bala
Sonido
Hierro
Algo el Tortuga ("Feed the Turtle", traps enemies in a mask fragment and hijacks spiritual abilities)
Regeneration
+20% Awe Factor when wearing Vizard Mask
Skills:
Lore: Hollows 150%
Lore: Soul Society 110%
Lore: Demons 130%
Lore: Fairies 130%
Lore: Magic 150%
Lore: Kido 180%
Lore: Zanjutsu 200%
Lore: Vizard 140%
Lore: Religion 130%
Lore: The Planes 130%
Lore: Nature 130%
Lore: Arcane 130%
Lore: Dungeoneering 130%
Lore: Mythological Creatures 130%
Lore: Dream 130%
Lore: Arrancar 130%
Lore: Angel 130%
Lore: Dragons 130%
Lore: Jedi 130%
Lore: Sith 130%
Lore: The Force 130%
Lore: Psionics 130%
Lore: Ninja 130%
Lore: Nobodies 130%
Lore: Heartless 130%
Lore: Elemantal 180%
Lore: Kin 130%
Lore: Espada 130%
Lore: Ki 130%
Lore: Genjutsu 130%
Lore: Tyranids 130%
Lore: Undead 130%
Lore: Lycanthropes 130%
Lore: Vampires 130%
Lore: Cyborgs 130%
Lore: Superhumans 130%
Lore: Mutants 130%
Lore: Martial Arts 130%
Lore: C'tan 200%
Lore: Eldar 200%
Lore: Imperium of Man 150%
Lore: Necron 200%
Lore: Warhammer 40K 150%
Lore: Warcraft 101%
Lore: Space Orks 101%
Lore: Dark Eldar 101%
Lore: Chaos Space Marines 101%
Lore: Space Marines 101%
Lore: Imperial Guard 101%
Lore: Bounty Hunters 101%
Lore: Chakra 101%
Lore: Necrodermis 101%
Lore: Rifts Earth 101%
Lore: Hallow Masks 101%
Lore: Magical Arts 101%
Lore: Energy Weaponry 101%
Lore: Artifacts 101%
Lore: Artificial Intelligence 101%
Lore: Cybernetics 101%
Lore: Nanotechnology 101%
Lore: Nobility 101%
Lore: History 101%
Lore: Human Evolution 101%
Lore: Zanpakto 101%
Lore: Flash Step 101%
Lore: Speedsters 101%
Lore: Swordplay 101%
Lore: Spiritual Energy 101%
Lore: Spirit Particles 101%
Lore: Elemental Fire101%
Lore: Elemental Water101%
Lore: Elemental Air 101%
Lore: Elemental Earth 101%
Potion Making 100%
Guitar 70%
Marksmanship 100%
Throwing Weapons 100%
Sword 100%
Zanjutsu 200%
Kido 100%
Demolitions 100%
Archery 100%
Ax 100%
Machete 100%
Hammer 100%
Improvised Weapon 100%
Power Tools/Weapons 100%
Pistols 100%
Guns 100%
Rifles 100%
Sniping 100%
Sniper Rifle 100%
Rocket Launcher 100%
Heavy Weapons 100%
Acrobatics 100%
Rope Slinging 100%
Commando Martial Art 100%
Project X Martial Art 100%
Wrestling 100%
Boxing 100%
Savate 100%
Kenpo 100%
Judo 100%
Hakuda 100%
Trick Shooting 100%
Assassination Techniques 100%
Poison Use 100%
Sleight of Hand 100%
Prowl 100%
Hide 100%
Bluff 100%
Sense Motive 100%
Escape Artist 100%
Rope Use 100%
Climbing 100%
Swimming 100%
Pick Locks 100%
Pick Pockets 75%
Contortionism 100%
Building Entry 100%
Pilot Car 100%
Pilot APC 100%
Pilot Motorcycle 100%
Raiden's Martial Art 100%
Staff 100%
Jujutsu 100%
Nan Chuan 100%
Archaeology 100%
Astronomy 200%
Astrophysics 200%
Automotive Mechanics 100%
Biology 200%
Botany 200%
C'tan Close Quarters Combat 200%
Computer Hacking 200%
Computer Operation 200%
Computer Programming 200%
Computer Repair 200%
Cybernetic Science 200%
Energy Pistols 200%
Energy Rifles 200%
Energy Weapons 200%
Engineering 200%
Exoskeleton Mechanics 200%
Genetics 200%
Geology 200%
Hyperspace Mechanics 100%
Leadership 200%
Locksmith 100%
Mechanics 200%
Necron Science 200%
Nuclear Physics 200%
Physics 200%
Polymer Science 200%
Quantum Physics 200%
Repair 200%
Robot and Power Armor Mechanics 200%
Robotics 200%
Rocket Science 200%
Terraforming Science 200%
Warp Mechanics 200%
Warp Science 200%
Supersoldier Augmentations:
Enhanced accuracy and hand-eye coordination for throwing
Enhanced regeneration
Enhanced muscles
Enhanced bones
Enhanced vision
Bio-regenerative coma / trance
Enhanced smell
Enhanced reflexes
Enhanced senses
Crazy-modified reflexes
Enhanced healing (x2 normal, +10% vs. coma/death, immune to pain, can fight below zero HP)
Enhanced leaping (+30 feet to horizontal/+15 feet to vertical, scales with experience, bonus damage to kicks, +5% to strike and disarm with kicks, fall resistance bonus equal to double horizontal leaping)
Healing Nanobots
Ultra-Crazies
Psychometric Booster (raises range, duration and damage of all psychic powers, all except sensitive are +50%, sensitive is double)
Immune System Enhancement (+40% v. disease, +25% v. poison, +15% v. bio-manipulation, penalties halved)
Phenomenal Balance (can retain balance even upside down, hanging, etc. and fire a gun without penalty, +15% to roll with punch/fall/impact, +10% to dodge, +20% to Acrobatics/Gymnastics/Climb checks)
Psionic Inducer
Telepathic Sender (increases range by 50 fold)
Bio-Wizardry:
Increased Lifespan (x2)
FireBreath
+350 MDC
Motion Detection
Heat Detection
Chemical Detection
Thunder-Gut
Chemical Spray (Blinding, Stench, Burning Vapors, Sleep Chemical, Scent Chemical)
Elbow Spikes
Eye Of Eylor (Telescopic, Night Vision, Magnification x300, See Aura, See Invisable, Sense Magic, See Magic Energy, All Passive. +20 PPE)
Absurr Lifenode (260 MDC, can transfer up to 597 MDC in emergency, Sudden Burst of Energy when tired, Warns of Danger and Indicates Saftey, Impervious to Mind Control and Empathic Transmissions, +10% vs Psy, +25% vs Horror Factor, +25% vs coma / death)
Talo Mind Worms (+12 I.S.P., +5% v. psionic attacks, bio-regenerate self, psychic purification, resist fatigue, empathy, sixth sense, mind block auto-defense, summon inner strength, 20 Talo Mind Worms granting another bonus of +38 M.D.C. and +95 I.S.P)
Mind-Blossom (surgery prepared to take it out after 22 months, raises I.Q. by 10 and ISP by 76, +10% to all skills, +2 M.E., +5% versus psi, bonus spells)
Mindlink (linked to the whole team)
Elom (+5% vs. magic, prevents P.P.E. from being siphoned easily, +15% to strike with electrical attacks, 60 M.D.C. force field, focused electrical blasts and area discharges)
Mend & Melt (regens 1D6 M.D.C. per melee round, survive down to -75 M.D.C. unless brain is destroyed, almost all types of damage restored within 72 hours, some types of brain damage restored, effectively immune to poisons, toxins, drugs and disease, magic poisons do half damage/duration as do chemical weapons)
Cybernetics:
Implanted Micro-Radar
Implanted Micro-Sonar
Cyber-Armor
Amplified Hearing
Clock Calendar
Gyro Compass
Magic Tattoos:
Heart Encircled In Chains (Invulnerability, 75 MDC per level, Resistances to Explosions, Falls, Poison and Drugs)
Phoenix Rising From Flames (Resurrection, Super Healing of self or others)
C'tan Abilities:
Void Dragon Lightening Field: (Constantly projects lightening, when on, to damage enemies and channels off allies. Also functions as a Thorns Aura. At base level is 200 ft, but expands with allies.)
Gaze of Flame: (Enemies that charge me gain no bonus for charging as they are slowed at the last second. No charging based feat will work either. Enemies in close combat suffer -1 leadership.)
Gauss Carpet: (Travel on a field of Gauss energy, like a destroyer.)
Gauss Blast: (Particle rending energy attack that defies physics.)
Produce Scarab Swarm: (They have the Disruption Fields that are an aoe)
Disruption Field: (is a constant aoe, and on a 6 roll counts as a glancing blow.)
Crown of Scarabs: (Constantly surrounded by scarabs. They act as a crown of vermin. They absorb damage and do damage and give all allies disruption fields.)
Solar Plasma Blast: (Shoot solar plasma. Is my default energy blast.)
Solar Pulse: (blinds enemies and illuminates battelfield.)
Veil of Darkness: (summon a veil of darkness that teleports Cassidy and anyone within a short distance from him, even if they are engaged in combat.)
Nightmare Shroud: (Radiate waves of horror. Enemies must make a morale check or fall back and are vulnerable to sweeping advances.)
Resurrection Orb: (Cassidy acts as a resurrection orb. Will repair and resurrect Necron units with a lower chance for other allies.)
Phylactery: (Cassidy has a powerful self repair. Spiderlike creatures swarm over his body and repair him during battle and when reduced to 0 hp. When resurrected, has more hp than normally.)
Particle Whip: (Emit a tightly focused particle beam, which is used as the carrier for a single immensely powerful bolt of energy. Is an AoE that subjects the center of the Ordnance to an AP1 hit, otherwise Str 9, AP3.)
Chronometron: (A small passive time bending effect. Slows enemy move speed and enhances Cassidy and his allies. Also allows an additional random bonus to be added to rolls to move, flank, etc.)
Arbitrary Necrodermis Manifestation: (can transform into any number of shapes)
Mechano-Link
Technomorph
Machine God (can control, manipulate, warp, deactivate and alter all machines)
Merits: 2
C'Tan Survivability (can survive at reduced efficacy up until double his normal HP below zero)
Phase Shifter (Become hazy and indistinct, semi-corporeal.)
Warscythe Attacks (All attacks count as being from a warscythe. There are no saves of any kind allowed against the warscythe. Armor penetration vs vehicles is 2d6+str/int.)
Void Dragon's Intellect (Intelligence modifier is added to melee/ranged damage and attack modifier, boosts energy pool, energy attack / magic / kido damage is boosted by it)
Monstrous Creature (Ignore armor saves, armor pen vs vehicles 2d6, close combat attacks ignore invulnerability saving throws.)
Solar Attacks (All attacks count as Solar, C'tan, Light, and Plasma in addition to their normal characteristics.)
Immune to Natural Law (Ignore terrain, float through objects, and when attacking enemies behind cover counts as having frag grenades, so it ignores cover and attacks count as simultaneous if at a lower initiative.)
Necrodermis (Invulnerable save 4+, if destroyed acts as a self destruct. Can reincarnate later. Also, morphs into whatever I need, like the venom symbiont. Also, C'tan weapons do no damage to me.)
Drain Life (Any opponent reduced to 0 hp does not regenerate or recover. All attacks slow regeneration of that enemy.)
Manifestation (Any opponent that wishes to assault Cassidy must make a leadership test or they don't assault that turn.)
Fearless
Dreamstream Being (can enter the Dreamstream just like a flier can enter the sky)
Shinigami Resistances
Lore Attack (apply Lore skills to relevant targets)
Lore Damage (apply Lore skills to relevant targets)
Lore Defense (apply Lore skills to relevant targets)
Quickdraw Merit
Sneak Attack Merit I
Sneak Attack Merit II
Sneak Attack Merit III
Sneak Attack Merit IV
Sneak Attack Merit V
Automatic Critical Backstab
Arterial Strike (Can trade bonus damage from Sneak Attack for Bleed that bleeds until healed by heal check)
Hamstring (Reduce Sneak Attack by two levels, reduces target's speed by half)
Improved Trip
Knockdown Attack
Expert Tactician
Combat Reflexes
Obfuscating Stupidity (smartly playing dumb)
Total Recall
Resist Fatigue
Speed Reading
Immune to normal radiation
Immune to normal toxins
Immune to normal possession
Partial resistance to Chunky Salsa rule: Massive resistance to organ rupturing and damage, beheading still kills but head can actually be reattached and body survives
+25% to initiative
+10% additional initiative versus Hollows and supernatural
+30% versus Horror Factor
+20% to dodge
+10% additional HF save versus Hollows and Ghosts
+10% to armor piercing versus Hollows
+10% to strike
+10% to strike with zanpakuto / Soul Orb
+10% to parry
+10% to parry with zanpakuto / Soul Orb [total bonus +20%]
+10% to disarm
+5% to disarm with kicks [total bonus +15%]
+10% to disarm with zanpakuto / Soul Orb [total bonus +20%]
+10% to entangle
+10% to entangle with zanpakuto / Soul Orb [total bonus +20%]
+40% v. coma/death
+25% roll with impact
+20% vs. psionics
+5% vs. magic
Favored Enemy: Hollows
Regenerates energy and stamina at 150% the normal rate
Semi-corporeal (Base 20% evasion chance for incoming attacks, can use corporeal or incorporeal dodges)
Partially invisible (When wants to can be passively hard to see or actively fully invisible)
Pass through solid objects
Battle the intangible and incorporeal
See the intangible, some of the invisible and incorporeal
Can go ten times as long without food, drink or sleep
Can eat both spiritual and regular matter
Eligible to learn kido spells and shinigami abilities normally
Awe Factor 40%
Hyperbolic Time Chamber Training
x20 G Training
Weighted Clothes Training
Traits:
Fusion (as a fusion, you get double Elements, double Innates, double possible ninja summon trees, double possible senjutsu trees, etc.)
Double Alignment (whatever your original was and Chaotic Evil which means you can count as both or either or anywhere in between depending on what's best)
Elements:
Earth
Fire
Innates:
Yellow (Lightening and Rock)
Black (Instant Death and Gravity)
Equipment:
Soul Orb
Solar Cleaver (Appears as a massive mechanical great axe. When activated, the blades spring outward and form the hilt of a 20ft long Gauss Energy Blade. Electrically shorts out neurons, and destabilizes motor functions. Counts as a Warscythe. Variable Energy that attunes itself to any target it hits, dealing normal damage after the first hit.)
Elemental Screen (A shield oriented at different angles displaying different elemental resistances due to its complex multi-plate design.)
Hitchhiker's Guide PDA
Ki-lin's Horn: (3 battles can activate the ki-lin's reactive healing wave ability. The horn can also independently be ground down into dust or use identically like a unicorn horn for healing/item creation.)
Towel
Tool Belt
Bag of Food
Box of Knives
Baseball Bat
Machete
Teleporter Belt
Deadpool's Sword
Cloaking Generator
Holographic Projector
1,310,000 bucks
1000 Soul Society units
8 Vanquishing potions
2 Strength potions
2 Agility Potions
4 Focus Potions
4 Health Potions
Demon's Teleporting Focus (reduces all energy cost for all teleport and teleport-based abilities by 10%, gives a 10% bonus range, allows one free teleport per rising of the sun)
Watch of Fangs (a watch that contains a hidden demon, the watch can be used as a surprise biting weapon, keeps perfect time plus the demon can be released to handle small chores, will NOT fight but can do a variety of things)
The Moaning Diamond (The Moaning Diamond appears to be an uncut diamond the size of a human fist. At all times, it gives forth a baleful moaning sound, as if in pain. Despite the noise, the Moaning Diamond is not evil. The wielder of the stone can, three times per day, call upon it to reshape earth and stone as if by the spell stone shape, affecting 5,000 cubic feet of material. The Moaning Diamond can summon an elder earth elemental with maximum hit points that serves the caster until it is slain. Only one such elemental can be summoned at a time; if it is slain, a new creature cannot be summoned for 24 hours.)
Fate Points: 3
Pets:
Archfael (Arch Demon Hound)
Doubled size
+200 M.D.C.
Medium body armor
Fire breath
Third Eye of Eylor(s)
Tentacles
Retractable mini-tentacles
Crab claws
Wings
Two extra heads
Mindlink
Chest Amalgamate
Stinger tail
Chemical spray
Elom
Absurr Life Node
Celestial being (Hogyoku)
Necrodermis Barding
Merits:
Youki Bonus Attribute
Spawning Bonus Attribute
Toxin Bonus Attribute
Notoriety:
Hell (-20/999)
Nevada Union (200/999)
Rose Hill (100/999)
Spirit World (10/999)
Soul Society (100 / 999)
Kin (10/999)
Burn Notice Crew (50/999)
Demon Realms (100/999)
Avengers (10 / 999)
Deadpool's Agency (100 / 999)
Eligible for Soul Society reputation as a non-ryoka
Eligible for Soul Society bounties
Underworld (150/999)
Vizard (100/999)
Trainers:
Renji
Raiden
Shinji
Deadpool
Strength - VH Supernatural
Keen - VL Supernatural
Reflex - M Supernatural
Will - VH Supernatural
Int - VL Legendary 2/50
Cha - M Supernatural
P. Ability - VH Supernatural
End - VH Supernatural 20/50
Affinities:
Ki - 90
Tech - 300
Psi - 55
Magic - 55
Archetype:
C'tan Lord (20)
Shinigami (9)
Jumper (13)
Paragon (14)
Supersoldier (12)
Mask Haunted (10)
Crazy (12)
Librarian (10)
Space Marine (5)
Tech Priest (10)
Abilities: 42 abilities
Conjure Dream Symbol: (Bird/flying = sex etc.)
Conjure Dream Location: (Make a small area more dream-like. Can't replace areas yet, but can add dream-like features.)
Conjure El Tortuga: (Not the full manifestation. Can offer advice and 50% Lore bonuses like a familiar.)
Paragon Channel: Skills (Channel abilities into skills)
Paragon Channel: Attributes (Channel into Attributes)
Mass Relay (Set up multiple Jump Portals that you can quickly enter and exit. Prepares Portals ahead of time, explains some "bullshit" away.)
Kido Mass Relay (Surround a target with portals and then blast the target with Kido)
Soul Orb
*Passive Block 35%
-Zanpakuto
*Ghost Slaying
-Shikai
*Spinning Blades and Armor
*Blades flow through the person
*Channel kido spells through the armor
-Bankai
*Terrain Control
*Terrain Shift
*Imploding Terrain (the terrain area implodes inwards onto a target)
-Zabimaru Mimic
-(Shinji's Zanpakuto Mimic if we ever see it)
-Cold Iron Shape
-Silver Shape
-Wood Shape
-Raiden's Electric Staff Mimic
Jumping
*Distance
*Item Enhancement
Portal Call (Page's calling ability)
Call Solar Plasma (Use Paige ability / Jumper power to conjure solar plasma that will of course rocket off at HUGE speeds as it decompresses.)
Call Random Monster (Call random creature from anywhere and anytime.)
Flash Step
Reiatsu Healing
www.bleachanime.org/forums/showthread.php?t=36400
Waves of Binding:
# 1 Sai (Restrain) - Locks a target's arms in place behind their back.
# 2 Hikari no Mekurumeku (Blinding Light) - Uses a flare of white light to blind the target for a few seconds.
# 4 Hainawa (Crawling Rope) - An energy rope entangles a target's arms.
# 8 Kakeru (Ensnare) - A large net entangles the target's arms and legs causing the target to fall to the ground as a minor distraction.
# 9 Geki (Strike: Engulfs a target in red light, completely paralyzing them) - Engulfs a target in red light, completely paralyzing them.
# 30 Shitotsusansen (Beak-Stab Triple-Flash) - After using Kidou energy to draw out an equilateral triangle, the targets' arms and waist are pinned down and rendered immobile.
# 39 Enkosen (Arc shield) - Summons a shield of condensed reiatsu to block opponents' attacks. It can be destroyed with greater force.
# 58 Kakushitsuijaku (Summoning of the Tracking Sparrows: Tracks and locates any spiritual force the user focuses on)
# 61 Rikujokoro (Six Rods Prison of Light) - Summons six thin, but wide, beams of light that slam into a target's midsection, holding them in place.
# 62 Hyapporankan (Hundred Stepped Rails) A rod formed of energy is thrown towards the target before it disintegrates into numerous short rods which are used to pin the target to the surroundings and render them immobile.
# 63 Sajo Sabaku (Chainlike Desert ) - The target is wrapped from the neck down in a thick chain.
# 75 Gochutekkan (Quintet of One kan Iron Pillars: Summons five incredibly tall and thick pillars to pin a target to the ground)
# 77 Tenteikura (Heavenly Rickshaws in Silken Air) - Transmits messages to anyone within Soul Society. In addition to reciting the spell, the user must draw specific markings on their arms, which are animated by the spell to convey the messages.
# 81 Danku (Splitting Void) - Creates an energy barrier in the form of a rectangular wall. According to Byakuya, it is capable of stopping destructive spells up to #89.
# 99 Part 1. Kin (Seal) - Binds the arms of a target with spiritual fabric and iron shafts.
#99 Part 2. Bankin (Great Seal) First Song: ~Halting Fabric (shokyoku: shiryū)- Covers a target from head to toe with spiritual fabric.
Second Song: ~Hundred Linked Bolts (nikyoku: hyakurensan)- Stabs the target with numerous thick needles.
Final Song: ~Great Seal of 10,000 Forbiddings (shūkyoku: bankin taihō)- Smashes the target with an immense boulder.
# ?? Reverse Demon (technique nullifies an opponent's kido by hitting them with a perfectly opposite surge of energy)
Waves of Destruction:
#1 Sho (Thrust) - Pushes the target away from the caster.
# 2 Totsuzen no Eikyou (Sudden impact) - The Shinigami places both hands in front of him/her and releases a strong blast of air. No incantation required.
# 3 Kurotama (Black Sphere) - This spell is performed by solidifying reiatsu in the palm of the user's hand. It is spherical in shape and black in color which then rotates rapidly and can be thrusted into the opponent. The enemy shall recieve internal damage.
# 4 Byakurai (White Lightning) - An easy to use spell which is very effective due to its speed. Fires a concentrated bolt of lightning from the caster's forefinger.)
# 6 Baipaa (Viper) -A viper made of red reiatsu is launched from the tip of the finger towards the opponent, causing a rather weak explosion on contact. The viper will attempt to home in on the target.
# 8 Kutsuunomaru (Circle of Pain) - This spell creates a shining circle of yellow around the feet of the target, destroying very weak spirits instantly, causing great pain to spirits up to lower medium power and causing light discomfort to anything stronger.
# 10 Supaiku Hapoo (Sonic Spike Shot) - Spikes are produced from the user’s palm, enabling the Shinigami to hurl them towards the enemy. Such spikes may confuse the enemy for period of time.
# 25 Earth Breaker -By placing their hand flat on the ground, a Shinigami then releases energy into the very earth which travels underground to below their target. This energy can then be directed to follow the target while their hand is still connected to the earth. Upon removing their hand, the energy spikes up in a huge explosion that bursts out from the earth.
# 26 Pentagram Hell Spiral - A pentagram is drawn in mid-air by the Shinigami upon incantation. Then, a spiral of hellish black wind arises and crashes towards the enemy.
# 30 Tachikaze (Earth-severing wind) - Wind-like energy wave that shreds all that lies on its way.
# 31 Shakkahou (Red Flame Cannon: Fires a ball of red energy at a target.)
# 33 Soren Sokatsui (Blue Fire Fall: Essentially a doubled version of Shakkahou, this spell fires two shots of blue fire with greater potency than the single-shot variety.)
# 35 Electric Spike - This is an attack that disorganizes the neural system of the opponent for 5 seconds making him vulnerable as he will be defenseless. It depends on the opponent's spiritual energy.
# 40 Tenran (Whirling Tempest) - A widening tornado-like blast is fired towards the target.
# 54 Haien (Abolishing Flames) - A medium level Kido in which the Shinigami quickly fires a small, fiery blast from their Zanpakutou, incinerating its target on impact. This Kido is very simple to use, as it requires no chants or concentration movements.
# 63 Raikouhou (Thunder Roar Cannon) - An incredibly powerful composite Kido, containing both the piercing lighting affect of Byakurai, and the destructive force of Shakkahou.
# 73 Soren Sokatsui (Twin lotus blue fire, crashdown) – A massive attack that combines twin sokatsui spells into one.
# 88 Hiryugeki zoku shinten raiho (Flying Dragon Striking, Heaven Dividing Lightning Cannon: Fires a gigantic blast of spiritual energy resulting in an truly enormous explosion)
# 90 Kurohitsugi (Black Coffin)
# ?? Oogama no Mai (Ten translucent green objects closely resembling the blades of scythes materialize before the caster and begin to spin rapidly. At the casters command they launch forward but do not travel in a perfectly straight line, rather weaving amongst each other to make the exact spot they will strike harder to determine. The kido is designed to cut through most objects instead of exploding on contact like many destruction based techniques.)
Cicada (flash step away from the damage, happens after the blow)
Disarming Trick
Zanjutsu
-Chain Hamstring
Hakudo
Super Strength
Super Agility
Hollow Slaying
Demon Slaying
Demon Hunting
Detect Spiritual Pressure
Deadpool's Healing Factor
Insanity Mentalic Resistance (mind is so disjointed and bizarre in addition to the Jumper syndrome that it's hard to use mentalic attacks)
Complete Hammerspace (10 times normal carrying capacity, can conjure random items as necessary particularly for "comic" effect, ignores both size and mass/weight for carrying, "It involves a lot of lubrication")
Distracting Banter
Superman Attack (Raiden)
Lightning Rush
Deadpool Sense
Deific Precognition
Mortal Kombat Fighting Ring
Raiden's Lightning Bolt
Raiden's Teleport
Brutality
Fatality
Babality
Animality
Dimensional Teleport: 60%
Sixth Sense
Astral Projection
Object Read
Ectoplasm
Advanced Sixth Sense
Amplified Telemechanics
TK Forcefield Auto-Defense
Mind Block
Mind Block Auto-Defense
Ectoplasmic Remote Body
Electrokinesis
Pyrokinesis
Hydrokinesis
Terrakinesis
Terrakinetic Rock Throw
Terrakinetic Quake
TK Super Bomb
Psi-Sword
Mind Bolt
PK Flash
PK Fire
PK Freeze
PK Subduction (favorite thing, has an earth / crushing element)
Dragon Disciple Silver Dragon Breath (From the DnD class. Cone of Cold.)
Dragon Disciple Natural Armor (From the DnD class)
Telemechanic Possession
Telemechanic Paralysis
Machine Ghost
Telemechanic Mental Operation
Aspect of the Monkey
Hamstring
Healing Wave
Mark of the Wild
Frostbolt
Stealth
Heroic Strike
Kick
Smite
Redemption [Paladin out of combat res]
Corruption [Warlock Shadow DoT].
Arcane Explosion
Frost Nova
Polymorph
Vizard
Cero
Bala
Sonido
Hierro
Algo el Tortuga ("Feed the Turtle", traps enemies in a mask fragment and hijacks spiritual abilities)
Regeneration
+20% Awe Factor when wearing Vizard Mask
Skills:
Lore: Hollows 150%
Lore: Soul Society 110%
Lore: Demons 130%
Lore: Fairies 130%
Lore: Magic 150%
Lore: Kido 180%
Lore: Zanjutsu 200%
Lore: Vizard 140%
Lore: Religion 130%
Lore: The Planes 130%
Lore: Nature 130%
Lore: Arcane 130%
Lore: Dungeoneering 130%
Lore: Mythological Creatures 130%
Lore: Dream 130%
Lore: Arrancar 130%
Lore: Angel 130%
Lore: Dragons 130%
Lore: Jedi 130%
Lore: Sith 130%
Lore: The Force 130%
Lore: Psionics 130%
Lore: Ninja 130%
Lore: Nobodies 130%
Lore: Heartless 130%
Lore: Elemantal 180%
Lore: Kin 130%
Lore: Espada 130%
Lore: Ki 130%
Lore: Genjutsu 130%
Lore: Tyranids 130%
Lore: Undead 130%
Lore: Lycanthropes 130%
Lore: Vampires 130%
Lore: Cyborgs 130%
Lore: Superhumans 130%
Lore: Mutants 130%
Lore: Martial Arts 130%
Lore: C'tan 200%
Lore: Eldar 200%
Lore: Imperium of Man 150%
Lore: Necron 200%
Lore: Warhammer 40K 150%
Lore: Warcraft 101%
Lore: Space Orks 101%
Lore: Dark Eldar 101%
Lore: Chaos Space Marines 101%
Lore: Space Marines 101%
Lore: Imperial Guard 101%
Lore: Bounty Hunters 101%
Lore: Chakra 101%
Lore: Necrodermis 101%
Lore: Rifts Earth 101%
Lore: Hallow Masks 101%
Lore: Magical Arts 101%
Lore: Energy Weaponry 101%
Lore: Artifacts 101%
Lore: Artificial Intelligence 101%
Lore: Cybernetics 101%
Lore: Nanotechnology 101%
Lore: Nobility 101%
Lore: History 101%
Lore: Human Evolution 101%
Lore: Zanpakto 101%
Lore: Flash Step 101%
Lore: Speedsters 101%
Lore: Swordplay 101%
Lore: Spiritual Energy 101%
Lore: Spirit Particles 101%
Lore: Elemental Fire101%
Lore: Elemental Water101%
Lore: Elemental Air 101%
Lore: Elemental Earth 101%
Potion Making 100%
Guitar 70%
Marksmanship 100%
Throwing Weapons 100%
Sword 100%
Zanjutsu 200%
Kido 100%
Demolitions 100%
Archery 100%
Ax 100%
Machete 100%
Hammer 100%
Improvised Weapon 100%
Power Tools/Weapons 100%
Pistols 100%
Guns 100%
Rifles 100%
Sniping 100%
Sniper Rifle 100%
Rocket Launcher 100%
Heavy Weapons 100%
Acrobatics 100%
Rope Slinging 100%
Commando Martial Art 100%
Project X Martial Art 100%
Wrestling 100%
Boxing 100%
Savate 100%
Kenpo 100%
Judo 100%
Hakuda 100%
Trick Shooting 100%
Assassination Techniques 100%
Poison Use 100%
Sleight of Hand 100%
Prowl 100%
Hide 100%
Bluff 100%
Sense Motive 100%
Escape Artist 100%
Rope Use 100%
Climbing 100%
Swimming 100%
Pick Locks 100%
Pick Pockets 75%
Contortionism 100%
Building Entry 100%
Pilot Car 100%
Pilot APC 100%
Pilot Motorcycle 100%
Raiden's Martial Art 100%
Staff 100%
Jujutsu 100%
Nan Chuan 100%
Archaeology 100%
Astronomy 200%
Astrophysics 200%
Automotive Mechanics 100%
Biology 200%
Botany 200%
C'tan Close Quarters Combat 200%
Computer Hacking 200%
Computer Operation 200%
Computer Programming 200%
Computer Repair 200%
Cybernetic Science 200%
Energy Pistols 200%
Energy Rifles 200%
Energy Weapons 200%
Engineering 200%
Exoskeleton Mechanics 200%
Genetics 200%
Geology 200%
Hyperspace Mechanics 100%
Leadership 200%
Locksmith 100%
Mechanics 200%
Necron Science 200%
Nuclear Physics 200%
Physics 200%
Polymer Science 200%
Quantum Physics 200%
Repair 200%
Robot and Power Armor Mechanics 200%
Robotics 200%
Rocket Science 200%
Terraforming Science 200%
Warp Mechanics 200%
Warp Science 200%
Supersoldier Augmentations:
Enhanced accuracy and hand-eye coordination for throwing
Enhanced regeneration
Enhanced muscles
Enhanced bones
Enhanced vision
Bio-regenerative coma / trance
Enhanced smell
Enhanced reflexes
Enhanced senses
Crazy-modified reflexes
Enhanced healing (x2 normal, +10% vs. coma/death, immune to pain, can fight below zero HP)
Enhanced leaping (+30 feet to horizontal/+15 feet to vertical, scales with experience, bonus damage to kicks, +5% to strike and disarm with kicks, fall resistance bonus equal to double horizontal leaping)
Healing Nanobots
Ultra-Crazies
Psychometric Booster (raises range, duration and damage of all psychic powers, all except sensitive are +50%, sensitive is double)
Immune System Enhancement (+40% v. disease, +25% v. poison, +15% v. bio-manipulation, penalties halved)
Phenomenal Balance (can retain balance even upside down, hanging, etc. and fire a gun without penalty, +15% to roll with punch/fall/impact, +10% to dodge, +20% to Acrobatics/Gymnastics/Climb checks)
Psionic Inducer
Telepathic Sender (increases range by 50 fold)
Bio-Wizardry:
Increased Lifespan (x2)
FireBreath
+350 MDC
Motion Detection
Heat Detection
Chemical Detection
Thunder-Gut
Chemical Spray (Blinding, Stench, Burning Vapors, Sleep Chemical, Scent Chemical)
Elbow Spikes
Eye Of Eylor (Telescopic, Night Vision, Magnification x300, See Aura, See Invisable, Sense Magic, See Magic Energy, All Passive. +20 PPE)
Absurr Lifenode (260 MDC, can transfer up to 597 MDC in emergency, Sudden Burst of Energy when tired, Warns of Danger and Indicates Saftey, Impervious to Mind Control and Empathic Transmissions, +10% vs Psy, +25% vs Horror Factor, +25% vs coma / death)
Talo Mind Worms (+12 I.S.P., +5% v. psionic attacks, bio-regenerate self, psychic purification, resist fatigue, empathy, sixth sense, mind block auto-defense, summon inner strength, 20 Talo Mind Worms granting another bonus of +38 M.D.C. and +95 I.S.P)
Mind-Blossom (surgery prepared to take it out after 22 months, raises I.Q. by 10 and ISP by 76, +10% to all skills, +2 M.E., +5% versus psi, bonus spells)
Mindlink (linked to the whole team)
Elom (+5% vs. magic, prevents P.P.E. from being siphoned easily, +15% to strike with electrical attacks, 60 M.D.C. force field, focused electrical blasts and area discharges)
Mend & Melt (regens 1D6 M.D.C. per melee round, survive down to -75 M.D.C. unless brain is destroyed, almost all types of damage restored within 72 hours, some types of brain damage restored, effectively immune to poisons, toxins, drugs and disease, magic poisons do half damage/duration as do chemical weapons)
Cybernetics:
Implanted Micro-Radar
Implanted Micro-Sonar
Cyber-Armor
Amplified Hearing
Clock Calendar
Gyro Compass
Magic Tattoos:
Heart Encircled In Chains (Invulnerability, 75 MDC per level, Resistances to Explosions, Falls, Poison and Drugs)
Phoenix Rising From Flames (Resurrection, Super Healing of self or others)
C'tan Abilities:
Void Dragon Lightening Field: (Constantly projects lightening, when on, to damage enemies and channels off allies. Also functions as a Thorns Aura. At base level is 200 ft, but expands with allies.)
Gaze of Flame: (Enemies that charge me gain no bonus for charging as they are slowed at the last second. No charging based feat will work either. Enemies in close combat suffer -1 leadership.)
Gauss Carpet: (Travel on a field of Gauss energy, like a destroyer.)
Gauss Blast: (Particle rending energy attack that defies physics.)
Produce Scarab Swarm: (They have the Disruption Fields that are an aoe)
Disruption Field: (is a constant aoe, and on a 6 roll counts as a glancing blow.)
Crown of Scarabs: (Constantly surrounded by scarabs. They act as a crown of vermin. They absorb damage and do damage and give all allies disruption fields.)
Solar Plasma Blast: (Shoot solar plasma. Is my default energy blast.)
Solar Pulse: (blinds enemies and illuminates battelfield.)
Veil of Darkness: (summon a veil of darkness that teleports Cassidy and anyone within a short distance from him, even if they are engaged in combat.)
Nightmare Shroud: (Radiate waves of horror. Enemies must make a morale check or fall back and are vulnerable to sweeping advances.)
Resurrection Orb: (Cassidy acts as a resurrection orb. Will repair and resurrect Necron units with a lower chance for other allies.)
Phylactery: (Cassidy has a powerful self repair. Spiderlike creatures swarm over his body and repair him during battle and when reduced to 0 hp. When resurrected, has more hp than normally.)
Particle Whip: (Emit a tightly focused particle beam, which is used as the carrier for a single immensely powerful bolt of energy. Is an AoE that subjects the center of the Ordnance to an AP1 hit, otherwise Str 9, AP3.)
Chronometron: (A small passive time bending effect. Slows enemy move speed and enhances Cassidy and his allies. Also allows an additional random bonus to be added to rolls to move, flank, etc.)
Arbitrary Necrodermis Manifestation: (can transform into any number of shapes)
Mechano-Link
Technomorph
Machine God (can control, manipulate, warp, deactivate and alter all machines)
Merits: 2
C'Tan Survivability (can survive at reduced efficacy up until double his normal HP below zero)
Phase Shifter (Become hazy and indistinct, semi-corporeal.)
Warscythe Attacks (All attacks count as being from a warscythe. There are no saves of any kind allowed against the warscythe. Armor penetration vs vehicles is 2d6+str/int.)
Void Dragon's Intellect (Intelligence modifier is added to melee/ranged damage and attack modifier, boosts energy pool, energy attack / magic / kido damage is boosted by it)
Monstrous Creature (Ignore armor saves, armor pen vs vehicles 2d6, close combat attacks ignore invulnerability saving throws.)
Solar Attacks (All attacks count as Solar, C'tan, Light, and Plasma in addition to their normal characteristics.)
Immune to Natural Law (Ignore terrain, float through objects, and when attacking enemies behind cover counts as having frag grenades, so it ignores cover and attacks count as simultaneous if at a lower initiative.)
Necrodermis (Invulnerable save 4+, if destroyed acts as a self destruct. Can reincarnate later. Also, morphs into whatever I need, like the venom symbiont. Also, C'tan weapons do no damage to me.)
Drain Life (Any opponent reduced to 0 hp does not regenerate or recover. All attacks slow regeneration of that enemy.)
Manifestation (Any opponent that wishes to assault Cassidy must make a leadership test or they don't assault that turn.)
Fearless
Dreamstream Being (can enter the Dreamstream just like a flier can enter the sky)
Shinigami Resistances
Lore Attack (apply Lore skills to relevant targets)
Lore Damage (apply Lore skills to relevant targets)
Lore Defense (apply Lore skills to relevant targets)
Quickdraw Merit
Sneak Attack Merit I
Sneak Attack Merit II
Sneak Attack Merit III
Sneak Attack Merit IV
Sneak Attack Merit V
Automatic Critical Backstab
Arterial Strike (Can trade bonus damage from Sneak Attack for Bleed that bleeds until healed by heal check)
Hamstring (Reduce Sneak Attack by two levels, reduces target's speed by half)
Improved Trip
Knockdown Attack
Expert Tactician
Combat Reflexes
Obfuscating Stupidity (smartly playing dumb)
Total Recall
Resist Fatigue
Speed Reading
Immune to normal radiation
Immune to normal toxins
Immune to normal possession
Partial resistance to Chunky Salsa rule: Massive resistance to organ rupturing and damage, beheading still kills but head can actually be reattached and body survives
+25% to initiative
+10% additional initiative versus Hollows and supernatural
+30% versus Horror Factor
+20% to dodge
+10% additional HF save versus Hollows and Ghosts
+10% to armor piercing versus Hollows
+10% to strike
+10% to strike with zanpakuto / Soul Orb
+10% to parry
+10% to parry with zanpakuto / Soul Orb [total bonus +20%]
+10% to disarm
+5% to disarm with kicks [total bonus +15%]
+10% to disarm with zanpakuto / Soul Orb [total bonus +20%]
+10% to entangle
+10% to entangle with zanpakuto / Soul Orb [total bonus +20%]
+40% v. coma/death
+25% roll with impact
+20% vs. psionics
+5% vs. magic
Favored Enemy: Hollows
Regenerates energy and stamina at 150% the normal rate
Semi-corporeal (Base 20% evasion chance for incoming attacks, can use corporeal or incorporeal dodges)
Partially invisible (When wants to can be passively hard to see or actively fully invisible)
Pass through solid objects
Battle the intangible and incorporeal
See the intangible, some of the invisible and incorporeal
Can go ten times as long without food, drink or sleep
Can eat both spiritual and regular matter
Eligible to learn kido spells and shinigami abilities normally
Awe Factor 40%
Hyperbolic Time Chamber Training
x20 G Training
Weighted Clothes Training
Traits:
Fusion (as a fusion, you get double Elements, double Innates, double possible ninja summon trees, double possible senjutsu trees, etc.)
Double Alignment (whatever your original was and Chaotic Evil which means you can count as both or either or anywhere in between depending on what's best)
Elements:
Earth
Fire
Innates:
Yellow (Lightening and Rock)
Black (Instant Death and Gravity)
Equipment:
Soul Orb
Solar Cleaver (Appears as a massive mechanical great axe. When activated, the blades spring outward and form the hilt of a 20ft long Gauss Energy Blade. Electrically shorts out neurons, and destabilizes motor functions. Counts as a Warscythe. Variable Energy that attunes itself to any target it hits, dealing normal damage after the first hit.)
Elemental Screen (A shield oriented at different angles displaying different elemental resistances due to its complex multi-plate design.)
Hitchhiker's Guide PDA
Ki-lin's Horn: (3 battles can activate the ki-lin's reactive healing wave ability. The horn can also independently be ground down into dust or use identically like a unicorn horn for healing/item creation.)
Towel
Tool Belt
Bag of Food
Box of Knives
Baseball Bat
Machete
Teleporter Belt
Deadpool's Sword
Cloaking Generator
Holographic Projector
1,310,000 bucks
1000 Soul Society units
8 Vanquishing potions
2 Strength potions
2 Agility Potions
4 Focus Potions
4 Health Potions
Demon's Teleporting Focus (reduces all energy cost for all teleport and teleport-based abilities by 10%, gives a 10% bonus range, allows one free teleport per rising of the sun)
Watch of Fangs (a watch that contains a hidden demon, the watch can be used as a surprise biting weapon, keeps perfect time plus the demon can be released to handle small chores, will NOT fight but can do a variety of things)
The Moaning Diamond (The Moaning Diamond appears to be an uncut diamond the size of a human fist. At all times, it gives forth a baleful moaning sound, as if in pain. Despite the noise, the Moaning Diamond is not evil. The wielder of the stone can, three times per day, call upon it to reshape earth and stone as if by the spell stone shape, affecting 5,000 cubic feet of material. The Moaning Diamond can summon an elder earth elemental with maximum hit points that serves the caster until it is slain. Only one such elemental can be summoned at a time; if it is slain, a new creature cannot be summoned for 24 hours.)
Fate Points: 3
Pets:
Archfael (Arch Demon Hound)
Doubled size
+200 M.D.C.
Medium body armor
Fire breath
Third Eye of Eylor(s)
Tentacles
Retractable mini-tentacles
Crab claws
Wings
Two extra heads
Mindlink
Chest Amalgamate
Stinger tail
Chemical spray
Elom
Absurr Life Node
Celestial being (Hogyoku)
Necrodermis Barding
Merits:
Youki Bonus Attribute
Spawning Bonus Attribute
Toxin Bonus Attribute
Notoriety:
Hell (-20/999)
Nevada Union (200/999)
Rose Hill (100/999)
Spirit World (10/999)
Soul Society (100 / 999)
Kin (10/999)
Burn Notice Crew (50/999)
Demon Realms (100/999)
Avengers (10 / 999)
Deadpool's Agency (100 / 999)
Eligible for Soul Society reputation as a non-ryoka
Eligible for Soul Society bounties
Underworld (150/999)
Vizard (100/999)
Trainers:
Renji
Raiden
Shinji
Deadpool