Post by Manah on Nov 26, 2013 23:46:09 GMT -5
LACUS ZEREF CLYNE/DOCTOR FATE
Legendary Black Mage, Talented Vocalist and Charismatic Aristocrat/Agent of the Lords of Order
Legendary Black Mage, Talented Vocalist and Charismatic Aristocrat/Agent of the Lords of Order
QUOTE: "There is hope and despair, light and shadow, good and evil in all of us. The trick lies in making sure not to forget the presence of either, and work hard at making the positive side stronger than the negative one, regardless of one's path... or past. Of course, for some of us, the darkness is stronger, or runs deeper... but that simply means that person must work even more at restoring the Balance."
Other aliases: The Songstress, Pink Princess, Dark Mage Zeref, The Black Wizard, The Killing Mage
Age: Seemingly in her early-twenties (Accurate for Lacus, who was 23 at the time she was sent in the past; but Zeref was over 400 years old upon fusing with her)
Occupation: Dark Mage, Traveling Songstress, Mobile Suit Pilot, Adventurer, Former Tyrant (Zeref), Former Political Leader (Lacus), Fairy Tail mage, Sorceress, Agent of the Lords of Order
Height: 5'5"
Weight: 116 lbs
Eye color: Pale Cerulean (Her eyes pupil shrink while the iris grows when she enters SEED mode; and her eyes turn red with a black ring around the pupil when angered)/Glowing with golden light when wearing the Helmet of Fate
Hair color: Light Pink
Aura color: Black
Species: Mystically-Enhanced Coordinator (Mage)
Notes: Has the Fairy Tail guild mark on her left shoulder blade in her back
Lacus / Doctor Fate (Wearing the Helmet of Fate)
ABILITIES
Int: 15 (3 from the Helmet of Fate)
Str: 18 / 28
Agl: 9 / 15
Spd: 9 / 17
Dur: 13 / 21
HEALTH: 13 / 21 P.L: 10
ENERGY: 64 / 88 P.L: 30/30
REGEN: 32 / 52 P.L: 18
ACTIONS
Close Combat: 10
(Str.bonus and Wpn.modifier)
-Super-Efficient
-Hand-to-Hand
-Self-Defense
-MS Fighting
-Military Training
-Using powers in combat
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Ranged Combat: 9
(Str.bonus and Wpn.modifier)
-Super-Efficient
-Firearms
-Precise Shooting
-Magical Blasts
-Thrown Objects
-Military Training
-MS Fighting
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Acrobatics: 7
(Agl.bonus)
Ki Control: 12
(Dut.bonus)
-Efficient
-Ki Blast
-Ki Barrier
-Toughness and Reflexive Dodge
-Ability Boost
-Combine with Close/Ranged Combat
Mastery of Magic: 6/14
(Int.bonus, and Wpn.modifier on Telekinesis)
-Efficient
-Mystical Bolts (As Force Blasts; 2x damage, and Include up to half AN rounded up CL of Advantages for free)
-FF Black Magic (Fire, Lightning, Ice, Water, Earth, Wind, Drain, Scan, Bio, Ultima, Drain)
-Sense and analyze magical auras
-Increase AN
-Accumulate Energy
-Can exceed 6 stones of effect
-Does not require one panel of prep time
-AN is lowered by 8 without the Helmet of Fate, except for FF Black Magic
Divine Order Magic/Black Arts: 8/16
(Int.bonus)
-Efficient
-Order Magic: As Asgardian Sorcery, but with a focus on Energy/Matter Creation/Manipulation/Transmutation, Cosmic energy manipulation (As Power Cosmic), Dimensional Manipulation (Including Space/Time manipulation, Dimensional energy manipulation, etc), Size alteration (as per Growth/Shrink up to AN), Clairvoyance (Past, future and faraway locations; Can see through time regardless of physical proximity), Psychometry, Necromancy, Power Boost (Can't make powers go over 2x initial AN), Sphere of Invulnerability (As Force Field, Works against Magical and Mental), Power Words (As Hex Spheres, but focused on Order rather than Chaos), Metamorphosis/Shape shifting, Imbuement (May be permanent by sacrificing 1w of Power Level Health for one full day per imbuement), etc.
-Black Arts: As Asgardian Sorcery, but focused on powers related to destruction, chaos, sins, fear, madness, void, negative energy and emotions, manipulation, etc.
-Intuitive Knowledge (Usable as General Knowledge about the occult, spells, rituals, supernatural beings, dimensions, mystical artefacts, etc.)
-Healing and Molecular Restoration (As Magical Healing. May heal up to 2x AN Health stones per day, May cure supposedly incurable diseases)
-Resurrection (May even resurrect dead beings, as long as doing so doesn't upset the Universe's Balance, a.k.a GM's call. The user simply spends stones VS target being'S Durability, and prays Anubis.)
-AN is lowered by 8 without the Helmet of Fate, except for Black Arts
-Accumulate Energy for Greater Effect
Death Magic: 15
(Int.bonus)
-Efficient
-Death Magic is an ages-old, forbidden series of Arcane arts that embody the power of destruction and death on its most primal and powerful level. Its energies are both dangerous and very powerful, and make the user an extremely fearsome opponent.
-Death Bolt (A basic dark energy bolt dealing 2x damage, AP, Range 5)
-Death Wave (The most fearsome known use of this power, the Death Wave is a small area effect attack which acts as a force blast, as an Atk VS Durability, 2x damage, Range 3 and Area effect within the wave's area. Anyone who dies from this attack becomes instantly grey and cold, as though they had died for days already. Using this power will also kill any flora and fauna caught in the effect, and turn impacted objects into dust.)
-Death Orb (This attack, once again a projectile, produces a black orb which the user can throw and control, causing it to disintegrate whatever matter it passes through, leaving a sphere-shaped hole in it. Range of 5, 2x damage and Ignoring Hardness and Toughness entirely, even when No AP unless the object/victim is a Major Artefact or a God-like being (GM's call). If Lacus wishes, she can expand the Orb upon impact, causing it to inflate into an Area of up to half the AN around impact.)
-Merciful End (A surprisingly merciful way to kill. This spell acts as an Atk VS Durability on a single target no more than Range 2 away, 2x damage; if it kills in one blow, then the victim simply perishes there and then, feeling no pain. If it fails to do so, the 'victim' simply survives with no ill effect.)
-Death Pillar (Similar in effect to the Death Wave, but far more destructive. It creates a massive pillar of death energy of up to AN in height (based on the Range row on the D&R chart), and with an area of 1/3 this action's AN, again acting as an Attack VS Durability, 2x damage, Range 6, causing instant death or massive damage to anything within said pillar, destroying objects and turning them to dust and rubble, and generally wreaking havoc. It is devastating and terrifying to behold, leaving nothing standing.)
-Dust to Dust (Atk VS Size and Weight, to disintegrate any non-artefact level item, or demon or creature created via Lacus' Living Magic, by mere contact.)
-Accumulate Energy for Greater Effect
Living Magic: 15
(Int.bonus)
-Efficient
-The main purpose of this ancient, forgotten type of magic allows the user to create permanent, living creatures by breathing magic inside an object, shaping it and giving it life, sentience, power and a physical form of the user's choice. Most creatures created by Zeref were demons, although he wasn't restricted to it, and Lacus uses this power to less vile purposes.
-Each stone played in this action counts as 10 character stones for the created being. There is no limit as per the amount of creatures that can be created with this; Zeref once created a legion of thousands of demons using this. Any power or effect can be given to such a creature as long as the creator knows it exists or can theoretically invent it.
-Alternately, may also be used to merely shape objects in another form or alter the way they are made, or to create soulless creatures that merely obey their maker's orders (such as a zombie).
-Nemesis (This ability allows the user to create a large number of similar creatures all at once, by using a series of similar objects (such as several rocks). The demons/beings thus created must have the same abilities and powers, although their appearances may vary if the user so wishes. If this power is used, the user pays 1 stone/10 stones of the created creature as usual, but also pays 1 stone/10 identical creatures made at once, allowing large numbers of the same creature to be made quickly in a pinch. Note: Creatures made via this technique do not allow for the Accumulate Energy option to be used, thus ensuring only low to medium-powered beings to be created in large numbers.
-Self-Enhancement (May use this spell as Metamorphosis; can be used to improve/add any ability/action/modifier; no need to maintain, may revert at will. Base appearance does not change unless Lacus wills it so, and improving Durability costs 1 stone/point, like everything else.)
-Created creatures are entirely loyal to their creator and will obey her orders. Otherwise, they are free to act as they will depending on their personality as decided by their maker.
-Alteration (May be used as an Attack VS Durability + Magical Defense, which can only be triggered on either a willing target, or by hitting the victim with a Close/Ranged Combat spell for that very purpose, on the same panel, to alter an already living creature and transform them into something else. Each stone that gets through act as a 10 stones change as an increase OR a decrease, as per the creation process above, but the creature retains its full, free will, and is not under his direct control. However, any spell Zeref uses on such an altered creature receives a +10 bonus due to her connection with them. Duration is permanent, but it can be negated with another use of this power or other, similarly powerful transformation powers/spells, GM's call.)
-Resonance (At GM's call; using specific objects to create beings using this magic can result in certain Actions, Powers or Modifiers, in the case of items already infused with power such as a magical amulet. However, Indestructible objects cannot be used to create a being using this magic.)
-Accumulate Energy (May accumulate for one panel to create a larger, and/or more powerful being.)
Summoning: 7/15
(Int.bonus)
-Efficient
-Allows summoning and control of spirits, demons, supernatural creatures and other such beings.
-Animate objects (Always loyal to summoner)
-Banishment (Atk VS Durability+Magical Defense; if successful, can banish most supernatural/extradimensional creatures to their world/plane of origin; Range 3)
-Divine Empowerment (As she knows the true name of Ra, Doctor Fate can draw from his power to further enhance her own mystical potency, tripling the stones put in a given magical action. The user pays for Duration in panel up to AN, unable to use this power for twice as many panels afterward.)
-AN is lowered by 8 without the Helmet of Fate
-Accumulate Energy for Greater Effect
Drain Energy: 12
(Int.bonus)
-Efficient
-Improved Drain Energy
-Range 2
-Can also use to absorb energy attacks and reduce them to nothing by shifting stones into Defense
Magical Travel: 11/15
-Efficient
-Flight (May also grant it to others)
-Teleportation (Up to and including interstellar travel)
-Dimensional Travel
-Time Travel
-Phase shift
-Astral Projection
-Dream Walking
-Portals (Can see through portals, Can send portals for others to return, May send others without traveling herself)
-Underwater movement
-Tower of Fate
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-AN is lowered by 4 without the Helmet of Fate
Mesmerism: 8/12
(Int.bonus)
-Efficient
-Illusions (Broadcast)
-Read minds
-Telepathic communications (Broadcast)
-Project thoughts/control others (Broadcast)
-Subtle commands
-Create link with others
-Mental bolts
-Repair minds
-Empathy
-Empathic projection (Broadcast)
-Hear the voices of the spirits and the dead
-Mental Block
-AN is lowered by 4 without the Helmet of Fate
Warsong: 9
-As Dance (Singing) or Effect
-Gain 2 effects at AN 1, and 1 more every two ANs after
-Use 1 effect per tur
-Area is Area 3 +1 per stone played towards Area
-Effects: Refill Ally's Energy pool (Equal to stones played. Energy given may not exceed the normal maximum); Use as Healing (But costs twice as many stones to use); Raise Magic (By stones played divided by 2. Effects last as damage in panels)
Aura: 12
-Zeref's enormous mystical power can take the form of a visible aura with varying effects depending on Lacus' wishes.
-Activating the Aura costs as normal, but it can be maintained by 1 stone per panel without need of an action. The aura's effect can also be changed once per panel at no cost. The aura has a natural Area of half the AN rounded down (in this case Area 4), plus 1 per stone played to that effect.
-Aura of Darkness: The effect of the Aura plunges the area into utter darkness, necessitating an effect to beat the stones played in order to see anything through it. Lacus is immune to her own Aura of Darkness, and sees just well in it.
-Aura of Hex: Other living beings and enemies within the area of this Aura suffer from a Bad Luck effect of -1 per 2 stones played on all actions.
-Aura of Terror: As Fear; all surrounding beings are oppressed by a fearsome aura of menace and of danger which causes them to either flee or cower in fear.
-Aura of Power: As an Attack VS regular Defense, dealing normal Damage to everything in sight. Although weak against stronger foes, this aura alone can keep the riff-raff at bay. Possibly very scary as well.
-Aura of Death: Act as an Attack VS Durability; if it would be enough to kill whatever creature/plant/material comes in contact with it in one shot, it dies. Otherwise, it is unharmed. In other words, this power mostly kills the weak, the sickly, small animals, small birds andd most plants when active, whereas tougher individuals usually survive it unless they are gravely wounded. Zeref used to have lost control over this aura since his long slumber, but Lacus's willpower has since restored control upon this ability.
Flight: 10
(Agl.bonus)
Kaioken: 7
-Place stones into this aciton to gain double invested stones as free stones to use for actions, and abilities.
-Pay stones each round to maintain effect.
-If unwilling to pay stones, effect ends, take damage equal to invested stones
Super Mage: 12
-Increase Strength, Agility, Speed, Durability, Ki Control, Zanzoken, Toughness, Reflexive Dodge and Energy-based/related attacks (including Magical Actions and Final Fantasy actions except Break, Beast Taming and Alchemy) by +1 per stone played, with +1 to Power Level every 3 stones played. Stones in between add 1 to Energy Battery. 3 stones = Super Mage Level
-Stones spent remain in action box till removed.
-Heal 1w upon transforming.
-Calm Super Mage (Lacus can trigger Super Mage without rage.)
-Legendary Super Mage: Each stone she spends into Super Sayajin has double the normal effect
-Mecha/PA Boost: If operating a Mecha, or wearing PA, her transformation actions effect the mecha/PA instead of her. Effect lasts until she exits the mecha/suit.
Dark Enchantment: 12
(Int.bonus)
-As Inventing, but to create Black Arts artefacts and magical items
-Uses Black Arts AN as requirement instead of Technology
-Created Enchanted Items are Indestructible for free
-Creating an Artefact through this power requires 2 hours of work per AN of the object's strongest effect.
Thieving: 4
(Agl.bonus)
-Stealth
-Search room/area
-Escape artist
-Spying
General Knowledge: 8
(Int.bonus)
-Efficient
-Plant/Orb Union
-Cosmic Era History/Culture
-Tactical Lore
-Diplomatic Protocol
-History and Geography
-Occultism/The Black Arts
-Demonology
-Magic and guilds
Technology: 5
(Int.bonus)
Vehicle Operations: 6
-Light vehicles
-Shuttles
-Spaceships
-Spaceship Systems
-Space Stations
-Command Officer
Philosophy: 4
(Int.bonus)
-The Human Heart
-Peace/War
-Pacifist
-Equality/Harmony
Perform: 7
(Agl.bonus)
-Efficient
-Singing
-Dancing
-Virtuoso
-Concerts
-Calligraphy
-Speeches
-Piano/Organ
Iron Will: 9
Psychiatry: 4
(Int.bonus)
-Compassion
-Reach out to others
-Humans and Coordinators
-Idealism
Statecraft: 8
-Noble
-Etiquette
-Diplomacy
-Resolute
-Leadership
-Intimidate
-Dark Mage
-Black Wizard Zeref/Doctor Fate
MODIFIERS
Immortal
Power Level 10
-Power Level Recovery
-Tireless 3
Voice of the Siren +5
-Lacus has a magnificent, enthralling voice which makes her singing a peerless wonder to listen to. This adds to all of her Perform actions involving Singing.
Coordinator
-As a Coordinator, Lacus' physical abilities can exceed those of a normal human, which are further increased since fusing with Zeref. She may use her Intelligence or a piloted Mobile Suit's Agility as Initiative, whichever is higher, and she does not needs an Action to pilot a Mobile Suit, doing so near instinctively.
-Accelerated Brain Processing (Lacus' learning capabilities are greatly superior to a typical human, and as such, she requires 2 fewer LoEs to improve/acquire an Action's AN.
Acute Senses +3
Accelerated Healing Factor
Enormous Magical Potential +10
-Works as Energy Battery and Deep Reserves
P.C.P.T +5
-Cannot interface directly with Computers
Reflexive Dodge +13
-6 levels from Ki Control
Toughness +17
-No 2x damage
-No AP
-6 levels from Ki Control
Ki Defense +12
Mental Defense +8/+12
Magical Defense +6/+14
Sense Power 10
Photographic Memory
SEED Mode
-Lacus has the ability to enter SEED Mode at will, resulting in greatly increased reflexes, perception and various other skills. Entering SEED Mode takes no action, but costs 2 stones to activate, which are then spent until she exits it.
-SEED Mode adds +2 to Agility, +1 to Speed, +2 to Reflexive Dodge, +2 to her Initiative, Prescience, +2 to Targeting, +3 SEED modifier to all Mobile Suit-related Actions and adds Enhanced Vision 5 (Fast Sight, Focus on details, Ignore difficult Conditions).
Immunity to Diseases, Reality Distortion and Loss of Control
Translation
-Normal
-Only when wearing Helmet of Fate
Cosmic Awareness
-Must focus for 1 panel to activate
-Only when wearing Helmet of Fate
Wealth: 12
-Treasures and mystical artefacts held within the Tower of Fate, and the ability to create anything at will
CHALLENGES
-Psychological (-3; strong dislike of war and large-scale conflicts, a trait shared by both Zeref and Lacus.)
-Psychological (-2; urge to atone for Zeref's sins. Even though it was technically Zeref who committed atrocities in the past, Lacus now feels responsible for these past deeds as well, and works even harder to help people who might have suffered from the Black Wizard's past misdeeds, hoping to earn their forgiveness for his actions.)
-C.T.S.U.F.U (-4; help those in need and those unable to defend themselves. Lacus' idealism combined with Zeref's will to make up for past mistakes also made Lacus even more proactive in her actions to help others.)
-Haunted Past (-1; while it is now colored with Lacus' optimism and idealism, Zeref's terrible past still resurfaces at times, making her feel uneasy.)
-Deadly enemy (-5; Magnus the Red, who stole away her brother Natsu and took him with the forces of Chaos.)
-Deadly Enemies (-5; includes many powerful mages who would like to take on the Black Wizard to make a name for themselves, people who lost friends and family to Zeref's black magic and demons, enemies of Lacus Clyne herself and people who dislike Coordinators.)
EQUIPMENT
-Outfit: Blue, elegant shin-length kimono-gown, with 3-inches gold pumps (+2 defense; while not indestructible, it can easily be reformed through Doctor Fate's magic, and is still made of extremely tough material.)
-Helmet of Fate (Also known as the Helmet of Nabu, this artefact is said to be one of the most powerful magical artefacts in the entire Universe, and acts as a repository for Nabu's mystical knowledge and power. It grants +3 to the wearer's Intelligence - a bonus which remains even weeks after taking it off - and allows for the wearer to access Doctor Fate's vast power and magic, as well as manifesting all the Vestments of Fate, Helmet, Cloak of Destiny and Amulet of Anubis, at will. It is indestructible, and more or less Exclusive, making it a struggle for, and often rendering completely insane, unworthy people attempting to wear it.)
-Cloak of Destiny (The golden cloak of Fate permanently imbue its wearer with superhuman might, the ability to fly, and near-invulnerability. It adds +10 to Strength, Flight 10 (Agl.bonus), Durability 10 and Toughness 9 (No AP, No 2x damage), along with Power Level +5 (Power Level Regeneration, Tireless 3), and Energy Battery/Deep Reserves 10.)
-Amulet of Anubis (A powerful amulet holding the power of the god Anubis, granting its wielder vast magical abilities, including House of Souls (Allows user to summon the souls of past wearers of the Vestments of Fate as per AN 10, for information or help), Dimensional Travel (AN 8, to a pocket dimension inside the amulet. Also acts as AN 10 Hammerspace), Eldritch Blast (A oiwerful magical blast of incredible power. AN 10, Int.bonus, Efficient, 3x damage, AP, Area attack, Normal and Stun damage, Accumulate Energy), Immunity to Magical Detection, and Divine Empowerment (+5 to all effects, and one factor - such as Duration, Area, Range, etc - of all Magical actions).)
-Black Cloak
-Pink Pilot Jumpsuit with helmet (+2 defense, Provides Self-Contained Lifeform when worn with helmet)
-Modified ZGMF-X19A ∞ Justice Gundam
-Gemstone of MS Reduction (Shrinking: 6, Sticks to the object until removed by creator; Effect is permanent until gemstone is removed. Only works on Mobile Suits)
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STORY: A mysterious cosmic force, sensing the danger that the Black Wizard Zeref posed to the world around him, manipulated fate and destiny to take one kind-hearted, gentle, idealist Lacus Clyne from the future and merge her soul, mind and body with that of the Dark Mage, making them one. This diminished Zeref's threat greatly, as his personality mixed with the girl's was drastically altered and aimed towards helping people and atoning for his sins, along with Lacus' own goals of peace, justice and equality.
The former political leader and renowned songstress made her way to that faraway land along with the mobile suit she was standing near at the moment, an atered version of the Infinite Justice gundam, and found herself thus changed, and knowing much about this world she was technically seeing for the first time, whereas Zeref found him(her)self looking at the world with brand new eyes... metaphorically and literally!