Acolyte(Faerniir's Character)

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Tiir

The Sleeping Glow Wyrm.
Name: Acolyte Hytima

Age: unknown, though appears between the ages of 16 and 24 years old. Acolyte was already ancient by the time humans came into existence.

Gender: Male.

Voice: Soft in Tone, Low in Pitch, Melodic in Tune.

Race/Species: Juni Jinushigami [Extra-Planar, Native, Kami] Translation: Elder Being of Power. Jinushigami have virtually eternity to hone their skills and inevitably become very powerful. A Jinushigami has un-natural powers owing to his state. A Jinushigami is capable of sustaining tremendous physical damage; Jinushigami are immune to disease, poison, fatigue and other effects. However, despite all of his Jinushigami "gifts", a Jinushigami counts his supreme mastery of Fighting, and limitless time to research and plan, as his greatest resources. Jinushigami become stronger as they grow older; they become more resistant to damage and magic, and a great deal of other aspects. After a few milleniums, a Jinushigami reaches his maximum development. All Jinushigami have innate abilities, but differ from person to person. Jinushigami also have innate powers upon the Element they are linked to.

Example: A Jinushigami, who uses Fire, will have control over other flame.

Upon some strange world Jinushigami unlocked the secrets of traveling through the universe with nothing but their own beings. Adapting to the alien environments of deep space, they travel from star system to star system in search of food and valuables, harvesting planets full of matter and then heading off to find a new planet. Their territories spread across entire star systems, and the unwitting planets often remain unaware of the Jinushigami until it makes its visit again, bringing with it change and chaos. A Jinushigami is capable of pulling matter apart at the sub-atomic level, siphoning the base components into their being. Juni, like any Jinushigami, do have a fondness for treasure. They make their lairs within great asteroids, hollowing them out by literally devouring the innards and coating them with all manner of lavish goods found.

These asteroids are difficult to find, appearing much like any other asteroid, but a discovered one is a treasure filled with artifacts and goods around the cosmos, and sure to bring unwelcome attention to those who have harvested it. Acolyte is the origin and a demiurge of his race. Acolyte is essentially the most powerful among his race, having utmost power and authority over other Jinushigami Beings. Acolyte does possess the power to create life forms and possesses the original/main gene that all other Jinushigami Beings derivate. Acolyte can even control or destroy his own race.

Class: War-Monk. Monks are like violent gusts of wind tearing through the battlefield. Their speed and grace with ancient weapons and unarmed fighting are reminiscent of something only read about in myths and legends. They acquire tremendous movement speed and attack power by using Powers to strengthen themselves. Monks possess the Ultimate Combination of Fighting. They fight using the most Ancient Monk Combat Style, a deadly mix of swift moves, and attacks. Battle-Monks are an advanced form of Monks and are able to use stronger, more difficult skills. Battle-Monks are warriors who have reached the peak of their full potential. Their capabilities are said to rival those of the Ancient One. War-Monks are the Ultimate Masters of Fighting. War-Monk is the highest rank that a Monk can be promoted to. Their Mastery of Fighting is even feared by the Gods. War-Monks have awoken long-dorment abilities, and gained the abilities to use Ancient Powers.

Sub-Class: Swordmages are powerful arcane spellcasters who blend martial combat with magic, often but not always elemental in nature. Ancient traditions of swordmages are common, and are particularly common amongst eladrin, genasi, or githyanki. Wielding swords enchanted with spells, swordmages are powerful foes to cross, hardened through years of training in the melding of spell and blade. The culture of the swordmage varies from place to place and person to person but many archetypes exist. Most swordmages favor gods of magic.

Much like fighters or paladins, swordmages are typically defensive in combat, serving to guard allies or distract enemies. Spells in which swordmages are specialized often reflect this to some extent, such as the swordmage's warding ability, which enables them to perpetually, while conscious and wielding a blade, maintain a field of magical force around them, making them harder to hit. Some swordmages extend this into the aegis of shielding spell, which allows a swordmage to magically deflect an enemy's blows against an ally. An alternative spell is aegis of assault, which enables the swordmage to teleport immediately to the location of an enemy that has attacked an ally.

All swordmages maintain a close bond with their chosen blade, formed through one hour of meditation. This arcane bond allows a swordmage to call his or her blade to them from a small distance or magically repair it through their arcane link over a one hour period of meditation. In cases where the blade is broken, lost, or otherwise displaced a swordmage can replace it with a similar period of meditation, though this causes the old bond to dissolve.

Assault swordmage
Assault swordmages hold the philosophy that the best defense is a strong offense and protect their friends and allies through aggressive and flashy attacks. The traditions of the assault swordmage Putting an extremely high value on intelligence, assault swordmages consider physical strength of utmost importance as well, using their strength of body and mind as one to enhance the potency of their attack spells. Typically, assault swordmages prefer the use of heavy blades such as falchions, though as a consequence they tend to put a smaller emphasis on their own defense. Typically, assault swordmages learn aegis of assault. Goliath swordmages often chose the assault style.

Shielding swordmage
Where assault swordmages prefer brute force, shielding swordmages prefer the use of magic as a shield against harm. The traditions of the shielding swordmage style originated initially with the Coronal Guard, ancient eladrin protectors and the tradition was passed on over millennia to other races. Like all swordmages, shielding swordmages are often extremely cunning foes, but they also are quite often immensely durable, a quality they use to enhance some of their spells while also allowing them to take blows that their allies would otherwise suffer. However, shielding swordmages do not solely rely on their constitution to preserve them and in all things they prefer a strong defense. As a result, shielding swordmages not only typically learn the aegis of shielding spell but also generally prefer one-handed blades such as long-swords, allowing them to parry their foes more easily than a larger weapon would easily allow.

Primordial paths
Several traditions of swordmages exist. Many swordmages of these traditions from the primordial follow paths of arcane power that emulate the elemental fury wielded by primordials and dragons as well as the elementals from whom genasi are sired.

Three paths dominate, known as the raging storm, the burning blizzard, and the astral fire. Swordmages of the raging storm use astrapomancy as the basis for their powers. Swordmages of the burning blizzard, on the other hand, specialize in nephomancy. The last of the common primordial paths is that of the astral fire and the swordmages who follow it use pyromancy as their primary weapon in battle.

Acolyte's Personality: Thoughtful and sensitive to others, Acolyte held himself to the highest ideals but didn't expect the same of others. He credited Xavoir for imparting cultural awareness and tolerance upon him. Ever alert for treachery and danger, he spoke little but was apt to be polite (if terse) in his dealings. A perfectionist who yearned to be accepted into places and groups and to make friends widely, Acolyte was haunted by the danger he brought to those he befriended, thanks to the scrutiny of the clerics of other Deities that criminalized him and his other foes. Those he met perceived him as having a grim manner. In his later years, Acolyte's goal was perfection of the body with his blades in battle.

(Alternate Personality) The Wraith Acolyte [Can be accessed with his sword Adoesssuor]: On relatively rare occasions, Acolyte regressed into a bestial and instinctive state of mind that he identified as the "Wraith". The first time this happened was after Acolyte had fled from the Merchant he was sold to, and was living in the wilds of Arselu'Tel Realm. For those ten years, he came close to being completely overwhelmed by this animalistic personality, but began learning to master it when he came close to harming some children.

In the heat of battle, or when he was alone in the wilderness, Acolyte would occasionally lose control over himself or give in to the urges of the Wraith, such as when he went back to his homeland. When Acolyte was the Wraith, he reached his physical apex, his skills honed to their utmost peak. His swords were like extensions of his own arms, and his senses were heightened beyond their normal capacity.

This personality is similar to that of a Psychopath, as he generally exhibits tremendously uncontrollable rage, and is uplifted by the very idea of bringing destruction and inevitably crushing his enemies. He loves nothing more than to destroy things. He also has a tendency to toy with his victims, as evidenced by his statement that, "If you'd just let me kill you all before, you wouldn't be dealing with all of this pain now." He enjoys playing with his feeble foes with sadistic sarcasm, often teasing his opponents with a plethora of "Free Punches". Wraith Acolyte, himself rarely has anything to fear from any opponent he faces, which may have contributed to this.

Senses: Acolyte's senses of sight, taste, hearing, touch, and smell are glaringly, obviously and super/unnaturally more acute than his race. Acolyte can see kilometers away, see the faintest distinctions/track things too fast for the natural eye, hear through dense walls perfectly, listen to a sweat drop from someones face in another room, smell better than a bloodhound, taste the smallest details; to the extent of molecules distinguishment, and feel the slightest vibration in the air and ground. Sense Focusing: Focus senses to look for a particular sight/sound/smell/taste/feel and blocking out all others. Acolyte's sense of light with his eyes treat dim light as bright light for 60 meters(180 feet) and darkness as dim light. Acolyte is immune to or can nullify any effect that damages or influences the senses, He is unaffected by blinding lights, deafening explosions, and extreme flavors/smells.

Acolyte's sense of hearing is glaringly, obviously and super/unnaturally more acute than other beings in his universe because his capabilities are pushed to a superhuman level. Allowing him to hear anything over incredible distances, hear things that are seemingly too quiet to be discernible as well as being able to hear sounds over an insane range of frequencies.

Acolyte is even able to hear individual molecules/atoms and their movements. Acolyte has sense of smell that is glaringly, obviously and super/unnaturally more acute than other beings in his universe because his capabilities are pushed to a superhuman level. Allowing him to smell anything over any distance, including space, as well as being able to smell individual molecules/atoms.

Acolyte has sense of taste that is glaringly, obviously and super/unnaturally more acute than other beings in his universe because his capabilities are pushed to a superhuman level. Allowing him to be able to identify unknown things by tasting them, remotely taste everything in his environment from a great distance, and the smallest details; to the extent of molecular distinguishment.

Acolyte has sense of touch that is glaringly, obviously and super/unnaturally are more acute than other beings in his universe because his capabilities are pushed to a superhuman level. Allowing him to feel the impressions left on anything including intangible substances/surfaces, as well as touch individual molecules/atoms.

Acolyte has sense of sight that is glaringly, obviously and super/unnaturally more acute than other beings of his universe because his capabilities are pushed to a superhuman level. Allowing him to see kilometers away, see in the dark, see the faintest distinctions, and track things too fast for the normal eye. Acolyte can sense the presence of supernatural beings and identify them as such on sight. Acolyte can see the divine beings (angels, deities, holy spirits and even the psychopomps) and their actions and possess or gather divine knowledge. Acolyte is also able to see divine or mystic realms and perceive the world on many different planes of existence.

Acolyte can sense nearing danger, acute danger, potential immediate danger, or impending danger and sense unwanted or hectic threats to his well-being and evade it. The intuition usually regards himself but may include his surroundings (like a distant car-wreck).

Acolyte has a Mind's Eye (also known as the inner eye or third eye) a mystical, esoteric and mental concept referring to a speculative invisible eye which provides perception beyond ordinary sight. In certain dharmic spiritual traditions such as Hinduism, the third eye refers to the ajna, or brow, chakra. In Theosophy it is related to the pineal gland. The third eye refers to the gate that leads to inner realms and spaces of higher consciousness. In New Age spirituality, the third eye often symbolizes a state of enlightenment or the evocation of mental images having deeply personal spiritual or psychological significance. The third eye is often associated with religious visions, clairvoyance, the ability to observe chakras and auras, precognition, and out-of-body experiences. People who are claimed to have the capacity to utilize their third eyes are sometimes known as seers. In some traditions such as Hinduism, the third eye is said to be located around the middle of the forehead, slightly above the junction of the eyebrows. In other traditions, as in Theosophy, it is believed to be connected with the pineal gland. According to this theory, humans had in far ancient times an actual third eye in the back of the head with a physical and spiritual function. Over time, as humans evolved, this eye atrophied and sunk into what today is known as the pineal gland. Dr. Rick Strassman has hypothesized that the pineal gland, which maintains light sensitivity, is responsible for the production and release of DMT (dimethyltryptamine), an entheogen which he believes possibly could be excreted in large quantities at the moments of birth and death.

---

[Psionic Power Embodiment of Acolyte and Adoessuor]
Several times in the past, he has been described as a "sculptist". This is the best way to describe his mastery over Psionic Powers. When Acolyte uses his Psionic Powers, he sees the world as colorful, constantly changing Psionic Power patterns, rather than solid matter.

The Psionic Power is revealed to be a force that replaces the "auras," or souls of the people imbued with its properties. As a result, no two wielders of the Psionic Power are similar, as each wielder's form and body adapt to fit the function of controlling and storing the Psionic Power. This would also mean that wielders of the Psionic Power no longer have souls of their own. Acolyte has the ability to absorb and tap ambient Psionic Power into his body at will, and expel those Psionic Powers violently, or in more subtle ways. He can channel beams of Psionic Power through his hands with sufficient destructive force to destroy large islands, or wield the Psionic Powers with such finesse as to restructure the molecules of the natural dyes within a plant to change its color. Acolyte can rearrange matter to create other configurations and can even transmute elements (such as turning a steel napkin holder into solid gold or tons of rock into harmless gas). Other uses of the Psionic Power have included the ability to phase through objects. The Psionic Power allows Acolyte to teleport through hyperspace; the distance he can teleport is almost limitless. Acolyte has full mental and physical control over his Psionic Power, which is why it cannot be taken away by siphoning.

These Psionic Power patterns can be "molded" to Acolyte's will to create a vast number of effects. Acolyte is greatly in tune with the Psionic Power. He can feel them, and likewise they react to his emotional state. He can manipulate Psionic Power patterns on a variety of scales, including the ability to summon large and violent Psionic Power forces that can destroy a very large city. Acolyte has the ability to fly by gliding on Psionic Power currents. He can also move objects or other people with the Psionic Power or create a dome of Psionic Power pressure to deflect attacks. Acolyte's control over Psionic Powers and Psionic Power pressure has also been used to crush powerful objects such as very large mountains. Acolyte's Psionic Powers grant him the ability to fly as high as he can from earth to space, using fluctuations of Psionic Power and Psionic Power pressure at a much higher scale in space. He can even carry other people with him if he chose to. An occurrence has granted Acolyte almost "godlike" state which has given him nigh ( near ) infinite Psionic Power.

The Psionic Power is the name of a vast source of limitless godly Psionic Power primarily wielded by the god-like Psionic entity. The Psionic Power allows one to employ the available absorbed Psionic Powers within one's self to produce nearly any effect they desire, including size-alteration, the molecular restructuring and transmutation of matter, the creation of force fields, the creation of inter-dimensional portals, telepathy, telekinesis, and Psionic Power awareness on a universal scale. Acolyte has even been shown as capable of creating sentient life, resurrecting the dead, manipulating mortal souls and remaking dead worlds-including their populations-in every detail.

[Example of Psionic Power as a defensive term]
Psion of Shielding: When Acolyte uses Psion of Shielding, he forges a Psionic Power Generated barrier between himself and a foe. When the foe attacks Acolyte, the barrier hampers their efforts, making their strikes less effectual. If the enemy persists, however, and succeeds in their attack, Acolyte may use the barrier to create a Psion Power Generated shield between the enemy and himself, substantially reducing the deadliness of the attack or out rightly negating the attack.

Small backstory:
Early years..
He was born into the streets of Distelle in Arselu'Tel Realm to a prostitute named Noir. Since Acolyte was born with the Mark of the "Cursed" as everyone around him whispered and despised him, he was constantly abused by his "father", Belgor, and treated as an outcast by others. Eventually, his mother couldn't handle it and sold him to a merchant before taking her own life. The merchant who was, if anything, worse than his father; presumably, this is how he came to Gaeli, The city of ports. This betrayal was enough to put a block on Acolyte's emotions.

He hid from the world with a mental wall of his Split Personality and rage, which created his personality as it is now. In Gaeli, he was taken in by the Monks of the Sacred Mountain ruled by Xavoir. Xavoir taught young Acolyte the tricks of the trade, instructing him in the basics of fighting and helping him master the Art. As Acolyte practiced, he flourished, becoming the most efficient and deadly War-Monk in Gaeli and perhaps all of Arselu'Tel.

[Training]
As a melee combatant, he is more equivalent to more traditional warriors in skill and deadliness. He has learned a number of techniques that give him an edge over his armed foes. He has also learned how to stun his opponents. He learned a number of other methods, becoming capable of deflecting missile attacks. His Psionic mastery of martial arts, Hytima Fist Style, and Hytima Weapon Style does not require him to fight without armor, although he does gain benefits from eschewing it for an unarmored defense, acquiring a unique ability to sense and avoid attacks, sometimes enhanced by his experience and ability to percieve or intuit. Likewise, he often uses only his bare hands as weapons, delivering powerful blows that grow stronger as he increases in power. He is trained as well in the use of multiple weapons, and favors Qualniira Adoessour above all else. Of these weapons, he can use his unarmed strikes, with any weapon of choosing, as implements to enhance his Psionic powers.

He is unusually focused and is impossible to frighten, charm, or enchant. He can also use this focus, as well as his Psionic power, to affect his own body in unusual ways. For instance, He can use his surroundings to slow his descent when falling to non lethal speeds. He can also gain an affinity with his surroundings, taking on some of their characteristics (for example, becoming like stone to escape the effects of a fireball). Likewise, He is able to purify his body, gaining immunity to common illnesses. He has learned how to halt his aging, speak with any creature, has gained immunity to poisons, and gained an unusual degree of resistance to every kind of damage imaginable, due to his thick skin that is naturally hard and shock absorbent(meaning, that someone with a tier strike of his own will be reduced to half the strength).

Acolyte has worn armor as long as he can remember, either as part of his training to become a War-Monk or simply because Acolyte were seeking to emulate a hero. Acolyte is more maneuverable while wearing armor. As a child, Acolyte put in long hours in combat drills, and though time has made this training a dim memory, Acolyte still has a knack for quickly responding to trouble. Acolyte can no longer be flanked. This defense denies an opponent the ability to sneak attack Acolyte by flanking him. Acolyte can avoid damage from many area-effect attacks. If Acolyte makes a successful Reflex against an attack that normally deals half damage on a successful evasion, Acolyte instead takes no damage, and even on a failed evasion Acolyte only takes half damage. Acolyte can react to danger before his senses would normally allow him to do so. Acolyte cannot be caught flat-footed. Acolyte can use a nearby construct to slow his descent and fall any distance without harm. This ability allows Acolyte to move at full speed using Stealth without penalty.

Linguistics/languages

Common, Dragon, Elvish.

[Styles]
Power Flow: It controls the Power Flow of his being around him. With this, he is able to give himself inhuman strength. Power Flow is able to withstand attacks and create non-magic magic-like attacks, where he uses it to stop a sword from piercing his throat and to create a power orb as big as his own being.

Hytima Weapon Style: Hytima Weapon Style balances Great Speed and Immense Power on a level unlike any other. Powerful and fast. This Technique allows Hytima to use Power to infuse weapons with immense Power. Acolyte has reached the pinnacle of armed fighting prowess. Acolyte knows everything about fighting with a weapon and can surpass any and all masters of armed combat of any form, having complete knowledge of Acolyte's wielded weapon whether they be unknown, nigh-impossible to master, or forbidden and can also create his own forms of armed combat to throw off his enemies.

Hytima Fist Style: Violent and most dangerous Fist Style. Hytima Fist Style provides irregular attack speed but immense power. Most difficult style to control but most effective. One can channel his/her Power into his/her being in order to increase his/her physical aspects, as well as his/her arms and legs, generating powerful Power enhanced strikes. Acolyte has reached the pinnacle of hand-to-hand fighting prowess. Acolyte knows everything about bare hand fighting and surpass any and all masters of combat of any form, having complete knowledge of the forms whether they be unknown, nigh-impossible to master, or forbidden and can also create his own forms of combat to throw off his enemies.

Acolyte is able to demonstrate a natural aptitude for ways of the Sword. He is able to wield swords with great proficiency in speed, power, and skill, allowing him to perform feats such as stopping and deflecting bullets, decimate large objects or areas, cut through hard materials such as steel, and even hold back his strength to deal damage to his foes without killing them. Acolyte can operate with little or no effort, delivering skillful strikes to weak points with great precision. This technique allows Acolyte to be naturally gifted in swords.

Acolyte has the aptitude for the ways of the Gauntlets. He is able to wield gauntlets with great proficiency in brutal fist fights and hand-to-hand combat features, allowing him to fight on equal terms with larger and/or stronger opponents, or those holding larger weapons. Acolyte can savagely beat and pummel his opponent, and even slash them if his gauntlets are bladed.

Acolyte is capable of wielding multiple different weapons with ease in combat. The weapons in question are normally bladed weaponry and/or firearms, but it can be virtually any melee and/or ranged weapon. Because of this, Acolyte able to deal twice the damage to his opponent quickly, swiftly, and effectively. Acolyte is also able to hold his own against multiple enemies at multiple angles, allowing him to fight and take advantage of wide openings.

Acolyte has an incredible aptitude for the ways of the Knife/Dagger. Acolyte is able to wield small blades with great proficiency and cunning as well as stealth; concealing multiple knives/daggers on his person flawlessly, to be retrieved at will in combat. Extreme skill with all forms of Knife/dagger, paired with the ease with which such weapons may be hidden on the body, allows Acolyte to employ a richly varied fighting style: switching between any number of exotic types of knives mid-battle to hack, jab, hook or otherwise harm a target. Acolyte is specialized in varieties of Knife/Dagger in ways they were not designed for, such as throwing a stiletto accurately or impaling with a curved blade. Trick moves, misdirection and feints to add to Acolyte's abilities in combat as well as for the purposes of display. The ability to target and exploit an opponent's vital points with flawless accuracy, often in order to make a swift, silent kill or disable without inflicting lethal wounds. Some varieties of Knife/Dagger lend themselves to throwing, in which case Acolyte's aim can be expected to be nigh perfect, even in the middle of combat or when throwing multiple weapons. In addition, this may allow Acolyte to pin targets down through their opponent's clothing or flesh, preventing them from moving without actually killing them.

Acolyte is able to demonstrate natural aptitude for the way of the Chain Whips. Acolyte is able to wield chain Whips with great proficiency in range, accuracy and speed allowing him to perform feats such as wrapping then pulling things or bringing them closer, binding his opponents, scaring/lashing opponents, binding then snatching other's weapons, swinging from high altitudes and slicing the flesh of his enemies when striking at great speed.

Acolyte is able to demonstrate a natural aptitude in the way of the Spear. Acolyte is able to wield a spear with great speed, power, and skill. As one of the largest (or at least longest) classes of weapons that can be carried by normal humans, Acolyte excels in keeping enemies at bay and maintaining a superior position in combat, having a great advantage, at a distance, over opponents wielding smaller melee weapons. Less conventional techniques employed by Acolyte include stopping large incoming objects, breaking through any number of obstructions with powerful thrusts, using the tip as a precise long-range slicing tool and blocking incoming attacks with the shaft. Piercing, slashing and hacking at relatively long distances with an aim to kill, cripple or otherwise disable opponents before they close within range of any other melee weapon. Proficiency with all varieties of spear or pole-weapons, allowing for a wide range of variations in Acolyte's techniques. The naginata, for example, hosts a curved blade on the end of its shaft making it ideal for wreaking carnage with slashing maneuvers. Additionally, some spear-equivalents such as the javelin are designed to be thrown. As such, Acolyte has perfect technique, making accurate throws at long distances with the greatest of ease.

Acolyte is proficient in wielding a shield in both offense and defense. Acolyte is able to demonstrate tactical aptitude for the way of the shield, he is able to wield a shield with great proficiency in power, defense, and endurance. Acolyte is also able to use it for offense such as bludgeoning his opponents, countering attacks and if the shield is bladed, he can even decapitate his enemies.

Acolyte is able to demonstrate brutal aptitude and great proficiency in using blunt type weaponry: varying types of melee weapons solely meant to inflict heavy blunt force damage and/or trauma, making Acolyte very dangerous in close quarters combat. Acolyte can also break down structures and take out heavily armored enemies.

Acolyte can wield a scythe with tremendous dexterity and skill, accurately and precisely slicing through the enemies without being hindered by the scythe's heavy weight. Minor variations include a sickle - a smaller variation of the scythe - or a kusarigama - a sickle with a chain attached.

Acolyte possess great skill in the use of bow and arrow. Acolyte is able to use a bow effectively by propelling arrows at superhuman levels against his intended target or targets. He can also launch multiple arrows with one shot, or use the bow itself as a melee weapon, such as the string for cutting or the bow as a bludgeoning staff.

Acolyte demonstrates a savage aptitude for the ways of the axe. Acolyte is able to wield an axe with great proficiency in brute power and destructive features to kill strong enemies. Acolyte is able to perform feats such as stopping large incoming objects, break through objects (possibly even steel), and use wide sweeps to attack many enemies at once, Acolyte may also be proficient in wielding throwing axes to add a ranged attack to his repertoire.

Acolyte is able to demonstrate an aptitude for the ways of the staff, being able to wield a staff with great proficiency and skill for close quarter combat purposes that can be used to his advantages. If the staff possesses magical properties Acolyte channel/harness arcane energies/magic for conjuring spells, incantations and fight against mythical repelling his magical powers.

Levels and Stats

WarMonk Level 20
SwordMage Level 20
Jinushigami Level 60

Stats

HP 4,320
HP Per/s 25
Shields 4,250
Shields Per/s 25
Primordial Psionic 2,320
Primordial Psionic Per/s 25
Primordial Magic 2,320
Primordial Magic Per/s 25
AC/Armor Class 100
Strength 60+20
Dexterity 60+20
Constitution 40+10
Intelligence 48+14
Wisdom 60+20
Charisma 28+9
Fortitude 60+20
Reflex/Speed 60+20
Durability/Endurance 60+20
Will 48+14

Damage Resistance

Slashing/Bludgeoning/Piercing 50%
Acid/Water 100%
Electricity/Earth 100%
Fire/Cold 100%
Holy/Necrotic 200%
Magic/Power 75%
Sonic/Wind 100%
Conceptual/Spirit 100%
Light/Darkness 100%
Space-Time/Spatial 200%
Dimension/Gravity 200%
Void/Nothingness 200%

Physical Damage

Slashing/Bludgeoning/Piercing 300+40

Elemental Damage

Acid/Water 500+48
Electricity/Earth 500+48
Fire/Cold 500+48
Holy/Necrotic 500+48
Magic/Power 500+48
Sonic/Wind 500+48
Conceptual/Spirit 500+48
Light/Darkness 500+48
Void/Nothingness 500+48
Dimension/Gravity 500+48
Space-Time/Spatial 500+48

Healing Surges

Healing Surges fight/battle 20+10
Healing per Surge 1,080

attributes

Strength Saving Throws 40
Strength Athletics 40
Dexterity Saving Throws 40 Dexterity Acrobatics 40
Dexterity Sleight Of Hand 40
Dexterity Stealth 40
Constitution Saving Throws 40
Intelligence Saving Throws 40
Intelligence Arcana 40
Intelligence History 20
Intelligence Investigation 40
Intelligence Nature 40
Intelligence Religion 20
Wisdom Saving Throws 40
Wisdom Animal Handling 20
Wisdom Insight 40
Wisdom Medicine 40
Wisdom Perception 40
Wisdom Survival 40
Charisma Saving Throws 40
Charisma Deception 40
Charisma Intimidation 20
Charisma Performance 40
Charisma Persuasion 20

Stats detailed

[Stats]
HP/Life-Force: Acolyte's hit points {HP/Life-Force} reflects his remaining life. HP lowers whenever one takes damage from an attack or effect. Lost HP can be healed by various powers and potions, and by spending healing surges. Should it ever reach 0, he'll pass out and begin making death saving throws. If one fails 3 death saving throws, one will die.

HP/Life-Force Replenishment: Acolyte can heal from anything completely, even if there is absolutely nothing remaining of the body, but every injury shall cease; critical injuries will be healed in a matter of seconds. Complete destruction results in complete restoration. Because the cells and telomere lengths will not shorten in any way, Acolyte does not age and all forms of sustenance intake required is utterly removed. Acolyte is immune to drugs, disease, and all harmful foreign substances, and will be forever in his optimal health and physical prime; the cells and telomere lengths are constantly regenerating and rejuvenating. Unlike lower levels of regeneration, there is apparently no "core" required for the regeneration to occur. Even the separation and destruction of the head is pointless, as he can simply regenerate an entire head or body, repairing any and all brain and nerve cells to perfect working order, keeping Acolyte's mind intact. Acolyte is immune to telepathic attacks, since the regenerative power restores brain cells to its unaltered state. Aside from complete recovery, the ability is also adaptively intelligent, meaning it will not multiply harmful cells such as tumors, but instead repair the sick cells to their original, optimal healthy forms. Also, Acolyte does not require to turn twisted limbs in the right orientation manually for regeneration to occur. Even if something is jammed into the body, it will not prevent regeneration as it can simply shift the obstacle to make the recovery complete. The regeneration will extend to Acolyte's mental, emotional, spiritual and temporal existence as much as Acolyte's physical state, rendering all damage to the mind, soul and timeline to be restored to its perfect working state, and blocking Acolyte's mind from any attacks or invasive attempts. Acolyte gained this ability after birth; the ability can also heal any and all birth defects such as heredity illnesses and unformed limbs. Acolyte's regeneration is so powerful, that his blood may be laced with healing properties as a side effect, allowing him to heal others via transfusions.

Shields: Shields are invisible barriers that absorb incoming damage and protects Acolyte from taking Health damage against enemy attacks; Physical (internal and external), mental, spiritual, metaphysical/pataphysical/supernatural, and even conceptual.

Primordial Psionic Power: This level of Primordial Psionic Power corresponds to Acolyte possessing an immense amount of Primordial Psionic Powers which is strong and intense. This level of Primordial Psionic Power, when released can affect the surrounding area in a destructive way. Acolyte has masterful control over his immense Primordial Psionic Power. His immense Primordial Psionic Power increases grandly and explosively. His Primordial Psionic Powers are so intense and rough, as well as thick and heavy, they can suffocate Humans who are in the general vicinity of his released Primordial Psionic Power. Initially, when he releases his Primordial Psionic Powers, he produced a translucent invisible force with the Primordial Psionic Power which shot high into the sky. Acolyte's dense Primordial Psionic Power can even hit 321.97 BitenayottaFoe, which can destroy the mass in the universe. Primordial Psionic Power is the ability to control Primordial Psionic Energy. He can control Primordial Psionic Energy. He can blast the energy from his being and has gained many mental abilities. Psiokinesis is the ability to move/manipulate objects with the mind. Psiokinesis is one of the basis of many Primordial Psionic Powers that are based on "controlling/Manipulating", it has evolved to the point of being able to control anything at a subatomic level. The intensity of Acolyte's Primordial Psionic Power also acts as a sort of armor, making it impossible for him to be harmed by anyone not at least at his level of power. Primordial Psionic Power Pulse has The Friction Dampening Effect. The Friction Dampener uses Primordial Psionic Power lubrication to create a zero-state-constant coefficient of friction by emitting a Primordial Psionic pulse that permits vibration to separate particles. This also dampens effects of sound, light, etc., as well as dampening damage from events that could potentially cause Acolyte damage.

Primordial Magic Power: This level of Primordial Magic power corresponds to those possessing an enormous amount of Primordial Magic power which is finely controlled. This level of Primordial Magic power is reflected in its ability to enhance a user during combat as well as its ability to affect the surrounding environment on a controlled level, allowing the wielder to use it in combat to startling degrees. Acolyte possesses the truest and omnipotent form of Primordial magic which surpasses all the rules and has no need for any justification as to how or why feats are accomplished. Primordial Magic, for the most part, is about feeling and gaining power from one’s emotions; this is why magic is the counter-balance to science. While Science manipulators may need to understand the fields of science to control their vast powers, Primordial Magic users do not possess that limitation, they are simply able to do as they feel. This does not mean that Primordial Magic users cannot be omniscient; but, for the most part their emotional state won't change as much as a science manipulator's, even when they possess vast knowledge. Despite their great power and knowledge most Primordial Magic users will still possess noticeably human emotions, like anger and joy, or the need to be entertained; some may even become the embodiment of magic, or the embodiment of the universe in which they reside. Regardless, the only real explanation you will ever get as to how these Primordial magic users are able to accomplish such amazing feats of grandeur is "because it's magic".

Divine magic-
Magic that originates from a spell-granting deity, usually through prayer, is divine in nature and is called the Power by the common folk. Clerics, druids, paladins, rangers and many prestige classes all derive their spells and spell-like abilities from a deity. A practitioner of the Power has no affinity with the Art, as their spells are planted in their minds directly by their patron deity, and they do not tap the Weave. Casting divine spells is more like an exclamation of faith that brings about a sensation appropriate to the patron deity to whom the faith was devoted.

Arcane magic-
Any magic that doesn't originate from a deity is defined as arcane magic. (Note, while all magic is accessed through the Weave, which is maintained by a deity, this does not make all magic divine magic.) The use of arcane magic is referred to in day-to-day speech as the Art, and a wide variety of people (and character classes) are able to practice the Art to a smaller or larger extent, though the way in which they access the Weave can differ dramatically.

Strength: Acolyte can enhance the physical strength of himself so that he can reach high level mastery and control instantaneously, even reach a level of strength that is usually beyond his limits alone. Acolyte cannot steal or give power, only enhance the ones he already have. Acolyte has the incredible ability to defy weight limitations of the member of his race. Dense, lengthy, or overweight items are easy to move and simple to use in nearly any manner. Acolyte can crush, lift, throw, or catch items of great weight. Acolyte is glaringly, obviously and super/unnaturally stronger than his race because of his capabilities are pushed beyond the natural level; making him immensely stronger than normal members of his species, can be achieved by any method of training. Acolyte can enhance his physical strength with his mind, using mental energy to add to his strength. Acolyte has strength that increases over time and training without limit to how strong he can become and can increase his strength for essentially forever. This makes Acolyte's potential for strength limitless and immeasurable. With training Acolyte has learned to control his might to help him in situations that require greater strength.

Acolyte can crush, lift, throw, or catch items in size from small vehicles to battleships and massive air-crafts, to lifting skyscrapers and moving mountainous figures. Acolyte can achieve great rocket-like jumps, while having the hassle-free landings. Acolyte can jump incredible distance and land safely, covering frighteningly tall heights and long distances. Acolyte's Lifting Strength and Gripping Strength is Centillion: (10^303 - 10^600 Metric Tons PSI).

Acolyte is able to go toe-to-toe and even surpass the strongest of beings with nothing but the raw force of his physical blows. Any level of weight Acolyte needs to lift is irrelevant as his body can emit force that can repel an object of any mass. With this ability, Acolyte could travel massive distances in a single jump, unleash powerful strikes, obliterate entire massive life forms with one hit, cause destructive quakes by smashing the ground, shatter planets with his fists alone and even tear through space-time anomalies with the sheer force of his strikes, etc. Acolyte is immune to powers that manipulate, affect or even rob him of his strength. Acolyte has the striking strength of Tenazettajoule class. Attacks ranging from 10 MegaFoe to 10 GigaFoe. Physical blows can destroy small galaxies with ease. Acolyte can fight and defend himself at full strength even after being nearly killed or near death, allowing him to fight even when he shouldn't be able to (such as crippling/massive or mortal injuries, missing limbs, missing/removed organs, major blood loss, etc.).

Dexterity: Acolyte can precisely control his muscles and movements, making him unable to be clumsy or fumbling. He can slip through a network of lasers, reach through dangerously narrow tunnels, keep perfect balance, or juggle effortlessly without ever tripping or wobbling. Acolyte can even move his fingers or toes effortlessly, with tendon strain no longer being a problem. He can only fall over when physically uprooted, or pushed, though most of the times he will land on his feet. He can stand up right on even the most unstable of surfaces, such as a moving vehicle, a collapsing building or an earthquake. He is able to regain his balance and bounce back to his feet quickly, and perform feats such as throwing a knife, or fighting at seemingly impossible angles and positions. This gives Acolyte an enhanced ambidexterity: to perform actions using one hand as with the other, and to perform actions using one's feet as well as one's hands. Acolyte can go from one motion to another effortlessly, effectively dodge attacks, swing from things easily, sprint, do back-flips, and other gymnastic, athletic and martial implements with little effort. Acolyte can effortlessly bend and twist body without effort past normal limits. Acolyte is able to bend and twist his body far beyond the normal limits of physiology, even from the joints. His joints, muscles, tendons and physiology in general is modified which allows him to perform boneless looking contortions without stress or damage and stay in any position Acolyte chooses as long he needs, without effort or strain.

Intelligence: Acolyte is glaringly, obviously and super/unnaturally more intelligent than his race because his capabilities are pushed beyond the natural level; making him immensely smarter than any level normal members of his species and can achieve by any method of training. Acolyte has intelligence that is significantly above standard genius level intellect; possessing exceptional intellectual ability, creativity, and originality, typically to a degree that is associated with the achievement of new advances in a domain of knowledge. He is gifted with higher mental faculties such as a more powerful memory, better calculation skills, greater reasoning skills, and superior learning capacity. At this stage, an individual can often come up with unique and original ideas that elevates the thinking of humanity to new levels. Acolyte can process unlimited amounts of information, without any hindrances or backlashes of information. He has the capability to process an infinite number of simultaneous calculations, allowing him to identify all the variables in any theoretical situation by instantly cross-correlating all information Acolyte has on them.

Wisdom: Acolyte possesses great wisdom: deep understanding and realization of concepts, people, things, events or situations, resulting in the ability to apply perceptions, judgement, and actions while keeping these understandings. It often requires control of one's emotional reactions (the "passions") so that universal principles, reasons, and knowledge prevail to determine one's actions. Wisdom is also the comprehension of what is true combined with optimum judgment as to what action to take. Great wisdom and understanding may be a quality of the user regardless of age and experience. Acolyte is glaringly, obviously and super/unnaturally wiser than any one else of his race because his capabilities are pushed beyond the natural level; making him immensely wiser than any level normal members of his species, can achieve by any method of learning or experience.

Stamina: Acolyte is essentially untiring and can keep working, fighting, moving, etc, without tiring or decreasing his ability to perform under any circumstances.

Reflex, Movement Speed, and Reaction Speed: Acolyte is able to fight at incredible speed, striking his opponent in rapid succession that may even kill opponent's instantly. Acolyte's attacks may cause more damage than normal due to gaining kinetic energy, and thus momentum, produced through the speed of each hit. Acolyte's speed and reflexes are heightened enough that he can throw dozens, if not hundreds, of punches and kicks a second. Acolyte is able to accelerate himself to high speeds, often transforming himself into destructive projectiles in the process. Acolyte is glaringly, obviously and super/unnaturally one of the very few who are faster of his race because his capabilities are pushed to the supernatural level; making him immensely faster than normal members of his species, some at or above supersonic speed or even faster, possibly reaching or even exceeding light speed. Acolyte is extremely resistant to the effects of high speed travel including acceleration, friction, g-force, inertia, etc. Acolyte can move at speeds that not even the most attuned of beings can grasp and outrun or avoid anything an opponent can use against Acolyte.

Acolyte has drastically enhanced reaction speed, allowing him to dodge bullets, catch flies in mid-air, dodge and maneuver around complex attacks, catch falling objects, block detriments and react instantaneously to what others take more time to react to. Acolyte is glaringly, obviously and super/unnaturally superior reaction speed over his race because his capabilities are pushed beyond the natural level, making him able to react faster than normal members of his species, without the need to train. Acolyte possesses limitless reflexes, being able to react to everything there is, no matter how fast it comes. He can react at any speed and change actions on the fly at faster-than-blinding speeds. This places Acolyte above virtually all other beings in the universe in reaction time as well as being higher than all other normal members of his species can ever hope to attain.

Acolyte can enhance his physical speed with his mind, using Psionic Power to add to his speed. Acolyte is capable of using his extraordinary speed to affect the normal reality of time; for example, Acolyte may accelerate so fast that time appears to stop completely to him.

Acolyte can fluidly move around in any environment or conditions, allowing feats such as kicking off any/all surfaces including intangible and ever-changing surfaces. Acolyte can move with complete ease on land, air, water or anything else. Acolyte's movements can not be bound, restricted or sealed in any way, allowing him to ignore things like Binding, Acceleration, and even Inertia. Acolyte can treat any substance, terrain or angle as if it was a solid, flat and smooth surface.

Acolyte has become Trans-Dimensional crossroads runner capable of traversing great distances without the need of constitutional locomotion. Essentially moving incredibly fast while not actually moving within any occupied area via dropping in and out between real and sub-dimensional planes in rhythmic pulse intervals, at an incredibly rapid pace much faster than one can achieve though simple running. Appearing in one location and then next between moments or adding multiple different movements while all appearing singular to the naked eye. Due to this odd effect of zipping in and out of dimensional variances a static bubble is generated, erecting around Acolyte while in the process of transmigration creating a strong if not nigh-impermeable field which can violently repel whatever comes in contact with, greatly increasing whatever force one might have or attract it causing them to harmlessly phase-shift around or through anything in one's path.

Acolyte can transcend the limitations and/or concepts of maneuvering/movement, allowing him to go beyond pre-set speeds, teleport faster/further then normal, evade attacks by going beyond the reach of their speed even if they happen instantly, move in all directions at once, cover all distances with a single step, etc. Unlike Absolute Speed, transcendent movement isn't limited to simply speed, but everything relating to movement as a whole, including evasion, agility, reflexes, if it can be slowed down/stopped/held in place, if it can be sealed/imprisoned, etc. This covers any/all forms of movement, including physical/non-physical, mental, spiritual, supernatural and abstract/conceptual.

Durability/Endurance: Acolyte's physical needs are greatly reduced. These needs include sleep/rest, food, drink, bodily evacuations, shelter from environmental effects and the lack of (heat/cold, dryness, wetness), etc. Acolyte's being-tissue, is extremely dense/solid, allowing him to withstand harmful strains on the being such as crushing weights, impacts, pressures, and changes in temperature. Acolyte also have enhanced levels of strength and stamina, this is possible because of how hard his being has become, allowing him to resist tearing a muscle or/and his bones from shattering easily. He is capable of resisting tremendous impact forces that could easily crush and kill a human without suffering any internal injuries.

He is able to withstand incredibly cold temperatures without sustaining bodily damage for great periods of time, even to the point of being nude, which can reduce thermodynamic temperature of the surroundings to absolute zero (-459.67°F or -273.15°C), a physically impossible-to-reach state by normal means. Heat is generated via atomic motions, and even at extremely low temperatures, they continue to transfer energy; only when atoms completely stop moving is "absolute zero" achieved. While lowering the temperature by slowing molecular and atomic motion is the basics of freezing, to completely stop it is to completely bypass the Laws of Thermodynamics. At such extreme temperatures, events which do not normally occur in nature begin to happen, such as superconductivity and super-fluidity, as well as breakdowns at the atomic level. Without atomic motion, the frozen object loses all electrical resistances and atomic cohesion, shattering at atomic level under the weight of its own mass. Since this affects matter at an atomic scale, it will destroy any physical target it makes contact with, regardless of their conventional durability.

He can also withstand incredibly hot temperatures without bodily damage for great periods of time, that can elevate the thermodynamic temperature of the surroundings to absolute hot, which has been theorized to be the Planck Temperature (1.416 × 1032 K, or 142,000 billion billion billion kelvin/142 nonillion kelvin). Physics based on Einstein’s universal model start to come apart at the seams when that temperature is reached. At temperatures that high, particle energies increase to a point where their gravitational forces are as substantial as any other kinds of fundamental forces. Gravity, electromagnetism, strong nuclear forces and weak nuclear forces combine into a single, unified force.

Acolyte is immune to any/all kinds of damage, be it physical (internal and external), mental, spiritual, metaphysical/pataphysical/supernatural, and even conceptual, unable to feel physical pain, and he is immune to bleeding even if he loss a limb or organ. Acolyte possesses enhanced resistance to physical damage as a result of an accelerated healing factor. Acolyte is capable of enduring any sort of stress; being able to work without sustenance or rest indefinitely and withstand any sort of punishment inflicted upon him. Acolyte can operate near; if not at his peak capabilities in any environment or circumstances, no matter how harsh or unforgiving, without any changes to his stamina or tenacity.

Acolyte is immune to bullets and gunfire, by having an armor; and having the ability to heal very quickly too. Acolyte possesses a being made of layers of various durable materials, with each layer being more durable then the previous one. Acolyte's physical durability (ability to endure/resist damage) is extremely high, allowing him to take numerous blows of internal or external assaults before succumbing to the effects. Acolyte can release and surround himself in/with his Powers for defensive and/or offensive purposes, possibly becoming almost untouchable and granting him various abilities/attacks. He can channel vast amounts of Powers through his being for the purpose of granting himself vast durability, to the point that he can shrug off attacks from giant-like creatures while weakened. At base, Acolyte is capable of withstanding ballistic destruction of 321.97 BitenayottaFoe, which can destroy the mass in the universe.

Will: Acolyte's Will is protected from all devices and spells that detect, influence, or read emotions or thoughts. This protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Will of Hytima even foils limited wish, miracle, and wish when they are used in such a way as to affect the mind or to gain information about Acolyte. In the case of scrying that scans an area that Acolyte is in, such as arcane eye, the spell works but Acolyte simply isn't detected. Scrying attempts that are targeted specifically at Acolyte do not work at all. Acolyte has unnaturally strong willpower, enabling him to be immune to all forms of temptation including Subordination Manipulation, Telepathy, Mind Control and Subliminal Seduction. Through his will, he can face great physical pain and psychological trauma and will refuse to surrender no matter how much the odds are stacked against him, possibly up to the point of cheating death and pushing himself past his own limitations.

Healthy: Hytima are immune to all diseases, including supernatural and magical diseases, including mummy rot.

Immunity: Every Hytima are immune to sleep and paralysis. In addition, Hytima are immune to two additional forms of attack no matter what their ages maybe.

Timeless body: Hytima no longer takes ability score penalties for aging and cannot be magically aged.

Note

Indicates Acolyte's resistance to various forms of damage. Resistances range from -100 to 200. A resistance of -100 means the Acolyte takes double the damage from the attack. A resistance of 0 means Acolyte takes normal damage from the attack. A resistance of 100 means Acolyte takes no damage from the attack. A resistance of 200 means Acolyte is healed by the full amount of damage the attack would have inflicted.

[Physiology]
Acolyte acts as the physical representation and personification of eternity. This means Acolyte represents the concepts of endlessness and beginninglessness, having no beginning nor end, allowing him to control what is regarded as without end/endless (infinite) and without beginning.

Acolyte transcends all concepts, conceptual powers, definitions/meanings and/or forms of logic, allowing him to exist in a state outside of any perspective, understanding or method of classification. This not only prevents him from being influenced or affected by conceptual powers, it also grants him a form of total and absolute freedom as there are no longer any restrictions tying him down, as no concept can apply to him anymore. Since concepts are how we define and understand reality, Acolyte is Undetermined, Singularity, and Otherness type of being.

Life and Death Aspect
Acolyte can sense, create, shape and manipulate the essences of life and death, giving and taking both. Acolyte can manipulate the beginning and end of the life cycles of any/all living organisms, allowing him to adapt and manipulate the forces of vitality and necrotic influences. Acolyte is capable of rendering local to planetary landscapes lush with life (from microorganisms to complex life — plant/animal) or barren at his leisure.

Acolyte can walk across gravity planes, outside of spell-jamming ships in wild-space. In addition to allowing travel across gravity planes, Acolyte is continually oriented to, and between, these planes. Acolyte can leap between, fall, or otherwise maneuver between the planes, or the surface of spell-jammers, with no oscillation.

Acolyte generates primordial energy , energy so ancient that they were from the beginning of the universe. Being more powerful than ordinary energy generation, Acolyte can use this power for a variety of powerful effects.

Acolyte generates reality in order for him to be composed of reality. By encasing himself in the fabric of reality, he essentially removes himself from reality and exists inside of himself. Because he, for all intents and purposes, no longer exists in reality nor abides by the rules of reality, most methods of attack are rendered completely moot due to him flat out ignoring the attack. Acolyte is immune to the reality warping and can perceive the true reality.

Anti-Magic Aura appeared around Acolyte in the form of glittering light. While the aura was active, the opponent/s could not cast any arcane or divine spells and had no access to any magical energy or powers, such as inherent spell-like abilities. Furthermore, any weapons they held were temporarily stripped of their enhancements and functioned as non-magical versions of their basic weapon type. This barrier was able to withstand most spells and supernatural abilities. Additionally, the aura made it so magical items within the barrier were stripped of their magical effects while within its confines. This meant any creature within the barrier was unable to cast spells.

Acolyte has an innate ability called Null Shatter: All Empowered, Power forged, Power Generated, magical effects and magic items, except for those that Acolyte carries, are disjoined on contact. That is, Powers, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and permanent magic items will be turned into normal items. Acolyte can also destroy antimagic fields. Even artifacts are subject to Null Shatter. Additionally, if an artifact is destroyed, the opponent permanently loses all spell-casting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.) Acolyte can cancel out the powers of others as long as they are under it's affect. Acolyte is surrounded by a nullification zone; those with powers have them canceled out. Acolyte can also negate Magical powers and effects that originate from magic. Spells, curses, hexes, jinxes and charms are all negated by Acolyte. In addition, magical objects/items and potions are rendered useless, while the effect of ley lines is diminished. Magical creations even weaken, and eventually crumble, disperse or dissolve when Acolyte makes contact with them(excluding Acolyte of course).

Acolyte transcended his own origin; reducing its effect on him from an absolute order to that of an inconsequential force. Acolyte no longer needs his origin (e.g. his creator or anything similar) to sustain his existence. Even if Acolyte's origin is manipulated, overthrown, or destroyed, he will not cease from existing. Any action of his can also defy his own origin, meaning it does not follow conventional causality. Acolyte defies the concept of a beginning or point of origin that even if the cause for such an action is removed, his consequence will persist. Any limitation, weakness, or vulnerability he may have because of his origin can be overstepped. Acolyte also overcame each and every limitation and inability his Creator might have placed unto him.

Eternal Existence: This state of existence makes for an entirely unique and free entity that is not bound to the whims or force of power that a supposedly the creator deity usually has. Acolyte has an eternal existence/state of being, as he is part of eternity, and is one with eternity itself. This makes him free of such things as life and death, immortal or amortal, destruction and conclusions/endings/erasure, space-time, and his guiding concepts/principles; as he has neither beginning nor ending. Unlike Non Created Physiology, which is defined as being everything without beginning or end, this refers solely to the underlying state/nature that prevents a non-created being from ever being killed or dying. Due to the nature of this, only those that truly have no origin or end, such as non-created beings, eternal embodiments, undetermined beings, conceptually transcendent and/or omnipotent beings have this.

Acolyte can manipulate perception, which is the brain's processing of sensory information to organize and interpret it. Forms of sensory information include visual (sight), haptic (touch), temporal (time) information. By manipulating perception, various effects can be achieved. An illusion, for example, is producible using and so is the removal of perception itself. With a sufficient deal of control, it becomes possible to quickly and easily shape even complex “illusions” for others - to the point where even those who are aware of what is happening begin to doubt their own senses. There doesn’t seem to be any way to tell when this is being done, and as such there is no clear defense. Used on one's self, this power can render one effectively immune to any other form of illusion, as they would be able to perceive the underlying reality near-instantly. It is also a potent tool for gathering information, as it can be used to experience distant events, among other things. Of course, although the illusions this creates can be made flawless, they are still only illusions, and thus cannot actually affect anything, although they may seem like they do. Being stabbed by an illusionary sword would still hurt, although it won’t actually kill. Perception is what can consider the result of the combined experience of all of one's senses - the means by which someone is aware of the world around them. Manipulating perception is more than simply creating illusions. Rather, it is the act of directly changing an individual's ability to experience the world. From the basic senses such as sight and hearing, to those lesser known, such as proprioception or nociception, to the rare abilities to sense auras or magic - all of these senses together make up an individual's perception of the world, and manipulating it entails nothing less than restructuring the world as they are able to sense it.

Unlike regular illusion magic, which functions by creating some new form or sensation to be perceived, this acts directly on the mind of the target. As such, the illusions it creates are effectively flawless, barring some deliberate clue left by Acolyte. By shaping the way someone perceives the world, it’s possible to subtly alter what they can sense, adding, removing, or altering small details; or to go further and completely reshape how they sense the world, effectively trapping them in a perfectly detailed hallucination. However, affecting others’ perceptions in such a way is but one use of this power. It can also be used to see through illusions, or even into the minds of others. Being that there is no difference between affecting your own perception or that of another, it can grant these abilities to anyone, for as long as Acolyte is willing to apply the effort needed to maintain the effect. Owing to the way this power functions, it isn’t something that can be easily overcome. Only incredibly powerful individuals, or those whose own abilities deal specifically with the senses, have any hope of overturning its effects. To everyone else, it becomes impossible to tell if anything they perceive is real, or merely something fabricated by this power.

Acolyte is absolutely immortal, and can not die, age, get sick, be permanently wounded, is absolutely self-sustained and, as his mind is as immortal as his biological being, he is immune to mental/spiritual damage. Any injuries Acolyte suffers immediately heal, even if Acolyte's body is disintegrated or blown up or completely erased and even if Acolyte is completely destroyed to the sub-atomic level, he will still return to life. Alternately, Acolyte is absolutely immune to all harm, and can never die from any natural causes. Acolyte's existence and mind become completely free and independent of even the concept of reality, making them unbound to the subjects of life, death, and manipulations. Also, the power cannot be removed, rendered truly perfect and absolute.

Salivation: Secretes a tranquilizer fluid; works well against victims, upon biting them, which causes muscles to relax, fall asleep, weaken, slow, etc. Basically paralyze the victim into submission.

Acolyte can create, shape, manipulate, summon, destroy and customize all possible forms of matter, whether organic or inorganic, baryonic or non-baryonic, etc. This also extends to “exotic matter”, such as dark matter; antimatter; tachyons; and other highly theoretical forms of matter. Acolyte can manipulate matter from alternate timelines, dimensions, universes, etc., using his immense power to pluck it from one of the aforementioned categories and materialize it to his location. Along with this, Acolyte can also create new types of matter and imbue them with properties of his choosing, creating matter not of the normal variety. For example, Acolyte could create matter that grants powers to him or matter that has properties or a structure that defies the established laws of physics. At his strongest, Acolyte can manipulate quantum foam, the smallest level and foundation of reality as we currently know it.

Acolyte can absorb any material/phenomenon and replicate its properties within himself. Said properties may then be encoded for later use and potential combinations. This makes a very effective defense, as attacks received not only strengthen Acolyte instead of hurting him, but even add to his options. It is also very useful to break restrains, as Acolyte can merge through them or simply absorb his way to freedom. Acolyte may fuse with objects and beings to memorize their properties/patterns without damaging them, or assimilate/drain them dry to empower his new abilities or build up his resources.

Acolyte can even use it as a weapon, literally devouring his opponents alive along with their weapons, armors and powers. Acolyte can also shape his body's form and properties to match the current situation, shape-shift various tools and weapons based on absorbed data, and even recombine assimilated properties into new and more powerful ones. Acolyte has learned to reverse the process, transferring abilities and various properties to others, and even reconstructing absorbed beings and objects, though both applications directly tap in Acolyte's reserves.

Acolyte is entirely made of malleable living Primordial matter, saturated in Psionics and Magic, which grants him superior physical strength, high resilience to most kind of attacks and first rate regenerative abilities (no structural weakness). He can harden/soften and mold his body to fit the needs of every situation, shape-shift all kinds of bladed weapons, strengthen his defenses via additional layers, conceal himself by mimicking his environment, or even scatter his body to cover more ground without attracting attention. Acolyte also grows more powerful by consuming Primordial matter, saturated in Psionics and Magic, and even gain a variety of new abilities by consuming exotic Primordial matter, saturated in Psionics and Magic with unique properties.

Acolyte can shift his physical being out of reality, becoming a "nonexistent"; he maintains his own self-existence while erasing it from the rest of the world. Acolyte can control the level of how much of himself are to be nonexistent.

Physical Nonexistence: Acolyte's physical form disappears from reality but memories and physical evidence of his existence will remain. Acolyte will become invisible and undetectable to the rest of the world in this state, while also becoming intangible to an extent, invulnerable to conventional damage. In essence, this is the ultimate form of Imperceptibility, and clearly the perfect defense and hiding power. Acolyte can even control the nonexistence to any unwanted elements inflicted onto the body, rewriting wounds, diseases and fatalities into an illusion while returning to reality unharmed, and teleport by shifting out of reality and back at a different location.

Freedom of Movement enables Acolyte to move and attack normally, even under the influence of magic that usually impedes movement, such as hold person, paralysis, solid fog, slow, and web spells. Freedom of Movement also allows Acolyte to move and attack normally while underwater, even with cutting weapons such as axes and swords and 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 does not, however, allow water breathing. This also allows him to accomplish extreme agility and mobility unparalleled by any conventional platform. Largely absorbing and negating impact shocks, thus protecting him from catastrophic events such as high-speed collision. This is also applied to flight assist, and coupled with gravity control, makes him capable of flight and hovering.

Spatial-Temporal Transcendence: Acolyte exists beyond the concept of time and space and as such is immune to anything that would affect or harm him. If time should stop then he would not be affected, if reality would change, he would remember both the previous and have knowledge of differences from the old to the new. If the area around Acolyte explodes or the planet which he is on vanish or does not exist any more Acolyte is not affected since he does not exist inside space.

Dimension Transcendence: Acolyte has an existence beyond all known and unknown dimensions, predating the existence of Any Primordial dimensions that create all lower levels of dimension. Acolyte can sculpt, remake and create new dimensions. Acolyte is immune to lower level life form abilities, any entity that does not have power equivalent to Acolyte, which would have no effect on him. Acolyte is immune to any power one, or others have that are not within the same range of power as his. Acolyte can even bypass their immunities, vice versa.

Temporal Transcendence: Acolyte exists beyond the concept of time, which makes him absolutely immune to its effects and all that is caused by it, time and temporal phenomena/powers. Acolyte is ageless and untouchable to anything that happens in time. As his body exists beyond time, he does not expend any energy, and neither need to eat nor sleep or get fatigued, any diseases do not progress, thus rendering him immune to diseases. Acolyte is also exhibits regenerative capabilities as a result of his temporal transcendence, as his body will always revert to the point in time in which he were not injured. Acolyte is also able to travel to different timelines, timestreams and points in time as he pleases, because he is beyond the concept of time.

Spatial Transcendence: Acolyte exists beyond the concept of space, which makes him absolutely immune to physical attacks and all spatial-based powers such as Spatial Slicing and Remote Teleportation.

Circuits: Acolyte has thin systems of Psionic Power and Magic Power, which overlays within his entire anatomy, allowing Acolyte to use his Psonic Powers and Magic Powers with little strain on the physical and mental form, as well as with minimum use of Psionic Powers and Magic Powers, allowing Acolyte to fight longer.

Adaptation Cell Sensory: Extrasensory cells capable of sensing the movement of matter and energy around Acolyte, He receives augmented sensory input data, directly into 5 sensory system in his being. Simply put, when using this, Acolyte's senses such as vision are greatly improved. Using the sensory data input, Acolyte gains 360 degree field of view, being able to 'see' directions that are not possible for human body without turning his head. Acolyte is aware of anything & everything that affects him on a Omniversal scale. So much so that Acolyte can see beyond time and space, peering into distance worlds beyond his own. As well as the dangers of which the present to his own.

Burning incense Scent: The Scent gets stronger with prolong expulsions; a rush of Euphoria, which dilutes the mind of many things, such as common sense as an example.

Alluring and Seductive Aura: Works much like an Aphrodisiac effect, though, gains strength in long term expulsions. This heightens the sensations, sensitivity, and awareness of his presence in others; both sexual and non sexual terms.

Evolution Adaptation: Acolyte can develop new traits, skills and abilities through circumstances, hard work and various opportunities. If exposed to harsh conditions, he will gradually develop resistances to the aggressive factors. Acolyte will gain virtual immunity if he keeps going long and hard enough, though the process is very demanding and dangerous. If immersed into a very different environment for too long, he slowly mutates to fit the new requirements, and possibly even shed into a new form if the environmental changes prove too radical. Acolyte can learn a very wide array of abilities from others, strengthen and polish them through training, are compatible with most sources of physical, mental and spiritual enhancements, and may even develop monstrous forms and powers with the right opportunities. Acolyte can become a living legend, with a tremendously strong life-force, a whole arsenal of powers and options, and quasi-encyclopedic knowledge. The power to go beyond one's limits, whether it be physically, mentally, existentially, etc.. Acolyte is able to push his powers and abilities beyond their normal limits.

Power Replication Immunity: Acolyte is immune to attempts at copying or replicating his abilities and rendering himself singular in terms of power possession. This ability may be a result of a unique existence and trait on Acolyte's part.

Singularity: Acolyte is absolutely one of a kind, he cannot be replicated/cloned, have his powers mimicked, or be mimicked by shapeshifters or illusionists or even mimic Acolyte's voice, hand writing, skills/movements, etc. Acolyte possess a physical, psychic, and empathic trait that marks him as special, so even if someone tried to disguise themselves as Acolyte, people who knows him would notice the ruse. There is no other version of Acolyte in different realities that are the same.

Biological Immunity: Acolyte is immune to manipulation on a molecule level, including but not limited to, genetic alterations and physical distortion. He is also immune to declined biological healing, induced diseases like cancer, etc..

Undetermined Existence: Jinushigamis exist in an undefined/undetermined state, meaning that they don't fit into the standard mold or categories/classifications of existing beings. As such, they cannot be truly considered to be living or dead and amortal or undead, instead they exist in an undefined grey area both inside and outside of the standard categories of existing creatures. They seem to be alive and exist, they can't really be classified in those terms. This allows them complete freedom from any power that operates on being either alive or dead and amortal or undead. They are still considered to be a part of existence instead of being distinct/separate from it.

Acolyte possesses an essence that is absolute in its otherness, it is entirely exclusive to his nature alone. Acolyte is able to distinguish himself from everything, everywhere, every-when, and every-how, without any exception. Reason for this ungodly disposition lies with his ability to forgo every physical/metaphysical concept, law, and substance made (or will be made) by anyone or anything (most of all by a supreme panentheistic being) and remain independent of him. Acolyte has the ability to maintain a subjective means to affect or interact with the rest of the universe, most are not, and thus endure an existence of eternal limbo. Acolyte is so far removed from the rest of existence, his essence makes for a completely unique state of being; one that has never existed before and will never exist again. Never to be mirrored nor encompassed by anyone or anything, forever locked in perpetual defiance to all, giving new meaning to the word - Ungodly.

Acolyte has absolute protection from any alteration or change, regardless of the source or cause, other than his own and retains the state he currently is. Acolyte is completely immune to reality-altering powers. Acolyte is immune to conceptual alteration abilities (logic, boundaries, perspectives, etc.). Acolyte can never be moved by an external physical force, but may freely position himself. Acolyte is immune to any/all forms of immobilization, he cannot be affected by powers that immobilize or slow down the target. Acolyte became unstoppable while moving and gain momentum more quickly and in greater amounts than would normally be possible, often generating amazing force in just a few feet. External forces are incapable of preventing forward motion or harming Acolyte as long as he is moving. Acolyte is completely immune to any/all psychic phenomena regardless of its nature and origin (natural, supernatural, magical, technological, etc.).

His mind cannot be controlled, damaged, read, influenced, emulated, altered, detected or communicated with, forcing those with telepathic allies to rely on alternate means of long-distance communication, usually via technological or magical devices. Simply put, Acolyte' mind cannot be entered or affected in any way, making him perfectly immune to any mind-related effects/abilities. Acolyte can lock the properties of anything, allowing him to prevent any outside change/force from affecting the object. Any/all of an objects properties can be locked such as size, weight, mass, gravitational pull, shape, etc. This can also cause the object in question from being broken, damaged or destroyed by making it immutable to change, for example using this power on a vase could make it totally unbreakable to any form of harm whether its physical, conceptual or supernatural. Objects that are locked may also be impossible to move since their personal gravity would be locked as well. Acolyte is immune to all soul-based powers, meaning his soul cannot be manipulated in any way, including being absorbed, destroyed, trapped/sealed, or converted into another type of soul. This perfect defense may be the result of advanced supernatural protection, an extremely powerful soul, or something even more radical. Acolyte can lock his status, preventing them from being altered/affected by any change to their conditions either positive or negative. This can allow him to prevent wounds from getting worse, dying by supernatural means, and even prevent himself from being controlled or changed.

[Archetype Traits]
Hytima of the Sacred Mountain: The Hytima of the sacred mountain finds strength and power in the earth beneath his/her feet. Rather than spinning through the battlefield with the fluid motion of the river, he/she roots himself/herself to the ground, as immovable and unshakable as the stones of the mountain. Through discipline and training, one hardens his/her body to withstand punishing blows. Though slow on his/her feet, his/her calloused hands and feet can shatter stone and stagger foes.

- Bastion Stance: A Hytima of the sacred mountain becomes like stone, nearly impossible to move when he/she stands his/her ground, he/she cannot be knocked prone or forcibly moved. He/she is immune to any attempts to force him/her to move, even mind-affecting and teleportation effects.

- Diamond Soul: One gains spell resistance 30 when taking up this trait.

- Iron Limb Defense: A Hytima of the sacred mountain can deflect blows with an active defense that complements his/her bastion stance. He/she gains a 4 shield bonus to AC and CMD.

- Iron Being: A Hytima of the sacred mountain gains Toughness as a bonus feat. In addition, one gains a 5 natural armor bonus.

- Power of Faith: A Hytima of the sacred mountain learns to use the power of his/her faith to bolster his/her defenses and aid his/her allies. A Hytima of the sacred mountain receives a 9 morale bonus to AC and on attack speed, damage output, and immunity against fear. There is a 75% chance that critical hits made against the Hytima of the sacred mountain are instead, treated as normal hits. One gains a 20 insight bonus to AC and CMD and a 40 bonus on Sense Motive, Stealth, and Perception checks.

--

Hungry Ghost Hytima: The hungry ghost looks to spirits that prey upon the living as models of perfection. He/She sees the life energy of the universe as a resource to be manipulated, even stealing it from other creatures. It is through this constant influx of energy that the hungry ghost reaches his/her ultimate goal: power-personal, pure, and simple.

--

Flowing Hytima: The flowing Hytima is the wind and the river. He/she knows how the world flows, and forces his/her enemies to flow with it. Even the most powerful stone breaks under the graceful and persistent pressure of wind and water.

- Maneuver War-Monk Master Type: The maneuver master specializes in more complicated moves than simple damage-dealing strikes.

- Hytima Martial Artist: The martial artist pursues a mastery of pure martial arts without the monastic traditions. He/She is a master of form, and the ability to harness his/her Psionic Power.

--

Hytima of the Four Winds: The Hytima of the four winds is connected to the natural world in a way few other creatures-even others- can hope to match. He/She can call upon the elements and the spirits of the world in times of need, and as he/she nears his/her goal of perfection, he/she gains the ability to slow down time and even defeat death itself.

--

Weapon Adept: While all Hytima train in both unarmed combat and with weapons, the weapon adept seeks to become one with his/her weapons, transforming them into perfect extensions of his/her own body. Through such training, a weapon adept seeks to attain perfection by becoming a living weapon himself/herself.

--

[Skill List]
Siphon: Allows Acolyte the use of a Grapple Technique which lets him drain both Hp/Life-Force and MP/Power from his opponent to recover his own at 500, while Damaging them as well. 3 second Duration cool-down after each use.

Guard: Allows Acolyte to cloak himself in a protective orb of Void Power that prevents damage being done to him. Absorbs up to 4,320 of damage from the opponent/s before breaking. 6 second cool-down Duration after it breaks.

Crash: Acolyte uses his own fist to generate a Great-Force of impact that destroys his opponent's guard to nothing while dealing 500 damage to that opponent as well. 3 second Duration cool-down after each use.

Distortion Blast is a 10 meter (32.80 feet) in diameter of Distorted Space that can infinitely fly, unless something obstructs its line of fire, and it forces the subject to become lost in curved space, which expands to a diameter of 60 meters (196.85 feet) in all directions from the epicenter. When a person is ejected, they take damage, but an object completely explodes as the Curve of Space destroys them.
[Consumes 75 Psionic Power for each use. Deals 1,000 in total damage(Hits two times). 10 seconds, Duration Cool-Down after each use.]

Breath Weapon: Gas Of Weakening, Acolyte is immune to his own breath weapon. A breath weapon always starts at an intersection adjacent to Acolyte and extends in a direction of Acolyte's choice. Breath weapons come in two shapes, -lines and cones- whose areas vary with size. If a breath weapon deals damage, those caught in the area can attempt to take half damage. Gas Of Weakening lowers the subject's/subjects' stats and AC[Armor Class] by half the amount they originally had, for one hour. [Consumes 75 Magic Power for each use. Deals 1,000 damage. 40 seconds, Duration Cool-Down after each use.]

Sealing Circle: One creates a 30 meter-radius (98.42 feet), 30 meter-tall (98.42 feet) Cylinder of magical energy centered on a point on the ground that one can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface. The circle affects a creature of the chosen type in the following ways. The creature can't willingly enter the Cylinder by non-magical means. The creature has disadvantage on Attacks against Targets within the Cylinder. Targets within the Cylinder can't be Charmed, Frightened, or possessed by the creature. When one casts this spell, one can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting Targets outside it.
[Consumption: Consumes 75 Power per use. Duration Cool-down is 15 seconds.]

[PASSIVE SKILL] Second Wind: When Acolyte is knocked out, or a thread close to dying (Like, really about to die any second). He'll continue fighting once he recovers 1,000 of HP/Life-Force after getting back up to his feet. (This can only be used once, every battle/fight).

[PASSIVE SKILL] Reverie of Hytima: instantly encases Acolyte in a 10ft radius Sphere of spatial, and the 50ft radius area around that sphere becomes an anti-magic field. An invisible barrier surrounds Acolyte. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines. An anti-magic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. A hasted creature, for example, is not hasted while inside the field, but the spell resumes functioning when it leaves the field. Time spent within an anti-magic field counts against the suppressed spell's duration. Golems and other magical constructs, elementals, outsiders, and corporeal undead still function in an anti-magic area (though the anti-magic area suppresses their supernatural, spell-like, and spell abilities normally). This effect lasts for about 18 seconds. At first, Acolyte is purged of any unwanted enchantments. Then Acolyte is purged of any diseases, poisons, or physical maladies. Finally Acolyte is fully healed and feels as though he has rested for a full day. [Can only be used once per battle/fight].

[Techniques]
Abundant Step is a quick burst of speed that propels the user forward, and can be used as a quick aerial burst that propels the user forward through the air. This technique helps get the user out of tight situations and contains invincibility frames. Abundant Step is a movement technique, which allows the user to move faster than their original speed. The focal point which determines the basis of this technique is speed. As speed is the main point of the technique, the method is best characterized by how fast one can get from point A to point B in the least amount of steps. Training and skill are what determines how fast a user of Abundant Step can move; those of little skill in the technique or those who have not used it for an extended amount of time would obviously be out of practice, causing those individuals to be considerably slower, which requires the use of more steps to move the same distance and become winded in a shorter amount of time. Abundant Step is a unique ability among Hytima, whatever strange powers they produce, allows them to manipulate the fabric of space. Hytimas projects a glow of power from their entire being, twisting space around them to form their own personal bubble which then drills through reality, allowing any Hytima to go from point A to point B without any trouble. From the inside, space becomes a colorful warped bubble, through from the outside the Hytima seems to collapse into a infinitely thin line and darts invisibly off into the horizon. The Hytima is massively protected from damage while in Abundant Step.
[Consumption: Consumes 5 Psionic Power per use.]

Blink causes Acolyte to "teleport" around, using his Psionic Origin. This makes Acolyte harder to attack, since there is a chance an attack or spell will miss due to Acolyte not being on the Prime Material Plane at the time. Acolyte can move through solid objects on the Prime Material Plane while Blinking through his Psionic Origin, however, if Acolyte materializes in the same location as a solid object, he becomes "shunted" to the nearest available empty space, and this causes no damage. This Technique propels Acolyte through space in the blink of an eye. If a victim is targeted, the technique enables Acolyte to move behind this unfortunate, instantaneously.
[Consumption: Consumes 10 Psionic Power per use.]

Spatial Manipulation: Acolyte can create ripples which connect to a sub-dimension. These ripples can drag opponents into sub-dimension. These ripples can negate attacks, recording the information to recreate the space as he desires. This power can extend to various events: an opponent's movements, and even their attacks or attributes. Acolyte calls forth a sphere that manifests the recorded event, which he is capable of doing as many times as he wishes.
[Damage: Varies, depending on opponent or himself.][Consumption: Consumes 15 Psionic Power per use.]

Clones: Acolyte can use his recording ability to record himself, thus producing a clone of himself. Unlike when he clones another person's abilities, the recorded version of him can act independently until it is destroyed. [Consumption: Consumes 30 Psionic Power per use.]

Spacial Displacement: While appearing to freeze time, by using these ripples on himself, Acolyte in reality relocates himself instantly. With no hint towards his new location, Acolyte can catch his opponent off-guard. [Consumption: Consumes 15 Psionic Power per use.]

[War-Monk Ability List]
Heal: Allows Acolyte to trade in his Psionic Power for health. Health can also be passed on to non-hostile entities in the vicinity of 5 meters(15 feet). Acolyte can restore biotic organisms to their optimal health, curing damaged or withered organisms, wounds, broken bones, low vitality, and diseases/poisoning. Though Acolyte may potentially heal any form of bodily damage, the patient must be alive, even if hanging by a thin thread, in order to be healed; once the patient has died, it would transcend healing and would require resurrection instead. (Recovers 3,840 of HP/Life-Force at the cost of 500 of Psionic Power. 30 second Duration cool-down after use.).

Aid (Allows Acolyte to perform quick aid to himself or others for 300 healing, after the use of Stabilize. Cost: 10 of Psionic Power. 12 second Duration cool-down after use.).

Purify Food and Drink (As the name suggests. Cost: 5 of Psionic Power. 6 second Duration cool-down after use.)

Stabilize (Allows Acolyte to prevent someone or himself from dying before he can treat them or himself. Cost: 10 of Psionic Power. 6 second Duration cool-down after use.).

Restoration (The power to restore physical structures to optimal condition. Acolyte can repair and return any broken or damaged non-living object to its optimal state no matter how long it has been broken or how damaged it was. Cost: 10 of Psionic Power. 6 second Duration cool-down after use.)

Void Burst: When Acolyte uses Void Burst, he causes a burst of invisible Power to surge outwards from him, sweeping through Acolyte's enemies with deadly force. Void Burst causes debilitating Void Pulses to emanate from Acolyte, as he swings or blocks about a target. The Void Pulse power not only causes the creature injury, but also pushes the target back, up to 15 meters (49.21 feet) in distance.
[Consumption: uses 15 Psionic Power.]
[15 second Duration Cool-Down after each use.]

Omni-Slash: At the instant of the slash, the sword absorbs and condenses the user's Power before releasing it at the tip of the blade, magnifying the slash attack, which flies forward. This slash takes the shape of a crescent moon or wave. The Omni-Slash is a powerful technique with great force, creating large-scale damage and destruction. Acolyte has used this technique in several different manners, such as striking the ground to create an omni-directional blast to knock away incoming attacks or slashing at the ground to upturn it and crush everything in its path, demolishing a large radius of a mountain, left behind a huge crater. A single strike from it can disperse an entire rainstorm and slice off the top of a mountain, and possess explosively augmented power and speed.
[Consumption: 20 Psionic Power per use.] [Cool-Down Duration: 6 seconds.]

Crushing Hand is a skill that creates a hand of invisible Psionic Power to grapple, block, punch, slam, push, pull, throw or squeeze an opponent. It creates a hand about the size of 3 meters[9.84 feet] tall with a splayed finger span of about the same distance. Crushing Hand slowly constricted the victim, doing potentially greater damage the longer the creature remained in its grasp, with greater strength and extend its reach to 100 meters[328.08 feet].
[Consumption: 5 Psionic Power per use.]

Mystic Manipulations

Mystic Spatiokinesis: Acolyte can create, shape and manipulate physical aspects of space within an area of one's choosing, including an area and whatever is inside of that area. Acolyte can trap subjects or objects in space and push that space, throwing subject and object away from them or to create wormholes, paradoxes, and other strange events by warping spatial areas and twisting them around. Space consists of the normal 3 dimensions that matter and energy exist in and the 11th dimension that exists within the 3rd dimensional space. The theory behind the spatial movement is to get away from the 3 dimensions, find one's position in the 11th dimension, and then calculate the vectors to teleport, moving at a faster than light speed without occupying the space in between the two locations.
[Consumption: Consumes 25 Power per use.]

Mystic Spatio-Chronokinesis: Acolyte is able to manipulate, distort or bend the space-time continuum, the fabrics of reality in which all exist in. Space-time serves as the boundary of existence, separating different realities and timelines and keeping them flowing properly; distorting this boundary can cause devastating effects, causing timelines to become fluid, even destroying all the world. Based on the general relativity, "manipulation of space" is synonymous with "manipulation of time", due to space and time exist as a single continuum. Although this is usually considered to simply combine the manipulation of space (boundless three-dimensional extent) and time (measurement of flow of events) together, it is fundamentally more powerful and complex, as space-time is the very fabrics of existence, separating different realities and timelines. To control space-time is to alter the fabrics of reality, allowing one to erase existences and not just the flow of time, but also reorganize, alter and erase historical events. To move through space-time is more than simply teleportation or time-travel, as it allows one to connect to alternate realities, even metaphysical realms.
[Consumption: Consumes 25 Power per use.]

Mystic Chronokinesis: The user can manipulate the time in the general area or a specific target in various manners, the basics revolving around accelerating, slowing, stopping and even rewinding or looping. The range of area affected is proportional to the mastery of the user, with top levels can affect the entire space and time continuum. Since "time" exists and flows within "space", the two are interrelated, and by manipulating time, one is basically distorting space proportionally. The effects of this relative distortion can vary, such as controlling time of a mere object or person may not affect the space they reside in, but to twist the time-stream of a region of space can cause the area itself to warp. Due to time existing in one space, manipulating it cannot affect another dimension.
[Consumption: Consumes 25 Power per use.]

Mystic Dimensiokinesis: Acolyte can create, shape and manipulate dimensions, beginning with the physical 0-D, 1-D, 2-D, 3-D, and 4-D, changing his own dimensions. Advanced uses include manipulation and linking to alternate dimensions and dimensional energy to achieve a variety of feats, such as teleportation, portal generation, and pocket dimension creation.
[Consumption: Consumes 25 Power per use.]

Mystic Gyrokinesis: Acolyte can create, shape and manipulate gravitation, a natural phenomenon by which all physical bodies attract each other, and gravitons, hypothetical elementary particles that mediate the force of gravitation. Acolyte can bend gravity to make the environment very "heavy" or "light", cause objects to "fall" toward another object instead of the earth ("nexus inducing"), flatten objects, and generate miniature black holes to compress objects into oblivion. Acolyte can repel and attract matter and energy regardless of its mass or move objects in a manner similar to telekinesis. Offensive uses of this power include repulsing people or objects with such force to shatter practically anything, increasing gravity to crush or immobilize opponents, decreasing it to render them defenseless, or surrounding one's body in a gravitational field to amplify physical strength. Defensive uses include creating a gravitational force-field to repel all manner of attacks or anchoring oneself to the ground.
[Consumption: Consumes 25 Power per use.]

Mystic Nihilikinesis: Acolyte can remove items from existence, either simply making things disappear, preventing energy from ever being conceived or some other way. Acolyte can delete an eternity, removing targets from all lineages of time in every dimension, alter, reverse, or negate energy, etc. This could also lead to ultimate goal of "destroying matter," as in bringing it out of existence.
[Consumption: Consumes 25 Power per use.]

Mystic Final Decreation: Acolyte can annihilate completely anything and everything, including the totality itself without any protection nor exception of any kind. There are two main categories of targets: concrete and abstract. Used on concrete targets, the power has an effect similar to Nothingness Manipulation, effectively annihilating objects and beings. When used on abstract targets however, the effect is more subtle and similar to Logic Manipulation, annihilating the corresponding targets and reorganizing reality accordingly. For example, erasing the concept of "door" would not only erase the door, but also replace it with a portion of the corresponding wall as if the door never existed. Acolyte can notably determine the "thoroughness" of the erasure by targeting different levels of existence. For example, targeting the physical level alone allows the continuous existence of the soul and the creation/inhabiting of a new vessel, and targeting the spiritual level alone wipes out the soul while leaving the body untouched. In both cases, the recreation of soul and body is achievable by sufficiently advanced abilities, since the existential knowledge defining them (template) is still weaved into the essence of the cosmos. Targeting the conceptual level however erases this existential foundation, leaving no possibility of later restoration except indirectly via erasure of the erasure by targeting the substractive change itself. Similarly, the targeting can be limited to the present alone, preserving previous history, or include the past as well, exhaustively removing any trace and memory of its existence, like it never was at all. Nonexistence is a specialized variation of Omnipotence: it has the same unlimited/infinite/absolute power, but focuses all of it on the pure and simple annihilation of any target, instantly and completely, achieving ultimate invincibility through the implacable erasure of any form of opposition, and absolute specialization in the most effective form of offense/defense. In short, Nonexistence represents the concept of real-life death : inescapable and irreversible, without the slightest hope.
[Consumption: Consumes 25 Power per use.]

Mystic Electrokinesis: Acolyte is able to create and control a Mystical form of electricity, which, due to it's mystic nature and properties, ignores the limitations and weaknesses of normal lightning. Mystic lightning not only discharges power, it shocks and destroys everything it touches, including regular and white lightning. While Acolyte can wield it much like its regular counterpart, he can also use its mystical power for wide variety of attack and effects such as summoning and resurrection. Acolyte is able to absorb, conduct, generate and manipulate a form of power resulting from the existence of charged particles (such as electrons or protons) which give Acolyte control over electric fields, electric charges, electric currents, electronics, and electromagnetism. Acolyte can diverse various electrical-based attacks, ranging from simple to complex attacks. Simple effects may include the ability to generate electricity, shoot lightning, or overload a circuit. More complex ones may include manipulating the power in a person, directing current in a more complex route than the one of least resistance, firing sparks, turning off electrical devices, and electrical constructs. With applications ranging from direct electrocution and high power output, to more complex abilities such as hacking, and electromagnetism generation and constructs, Acolyte is able to control electrons in a variety of the effects that often yield positive results, making Electricity Manipulation one of the most powerful and versatile element.
[Consumption: Consumes 25 Power per use.]

Mystic Umbrakinesis: Acolyte can create, control, manipulate, materialize and summon Mystic darkness. By itself, Mystic darkness is mostly used to cloud everything into total darkness, but by accessing a dimension of Mystic Power it can be channeled to a variety of effects, both as an absence of light and a solid substance: one can also control and manipulate the beings that exist there, create and dispel shields and areas of total Mystic darkness, create a variety of constructs and weapons and, teleport one's self through massive distances via shadows.
[Consumption: Consumes 25 Power per use.]

Mystic Ictiokinesis: Acolyte has the power destroy either by intense heat or explosion with an extremely bright Mystic Light, ranging from burning selected beings, to destroying a city and even blowing an entire planet to pieces. Acolyte can control light: electromagnetic radiation that is visible to the human eye and which is emitted and absorbed in tiny "packets" called photons. Acolyte can generate, bend, shift, focus, scatter and/or generally manipulate light to various decrees and effects. Acolyte is capable of bending the light around him in order to become invisible, generate blasts of photon Power, create force-fields and shields of light, and ride light-waves in order to fly. One can also create constructs, holographs, mentally repel photons in order to bring an area in total darkness, and become stronger by absorbing the ambient light in an area.
[Consumption: Consumes 25 Power per use.]

Mystic Pyrokinesis: Acolyte can generate and manipulate a Mystic Flame of higher heat and intensity that can incinerate objects in a matter of seconds, which is inextinguishable by normal means. The Flames are also far more intense than normal flames, they can incinerate anything to the point of leaving absolutely no byproduct (not even ashes), and even smother and "burn" normal fire and water. The Flames don't just burn, they can incinerate everything thing, even normal flames. This Flame can also have magical properties when mixed with magic. Acolyte can burn anything, even if they are normally non-flammable, incorporeal or even conceptual entities, such as time. Acolyte can raise the temperature to absolute levels, generating scientifically unexplainable levels of particle energies; due to burning at such otherwise impossible levels, complete annihilation of object at subatomic levels occur. Acolyte can set anything ablaze, even if they are non flammable, and incorporeal matter such as the air itself. Acolyte is able to combust even conceptual entities, such as setting a timeline on fire to destroy certain historical pieces. Fireproof Skin provides no defense against this ability and extinguishing it is difficult, if not impossible.
[Consumption: Consumes 25 Power per use.]

Mystic Geokinesis: Acolyte is able to manipulate the darker, destructive aspects of the earth, as well as powers associated with them. These include powers dealing with death, pollution and natural disasters, among others. Mystic Earth doesn't just damage, it crushes everything, even any earthly minerals. Acolyte can create, shape and manipulate any "Earthen" elements including most solid objects, specifically all minerals and mineral compositions regardless of their state (mountain, boulder, sand or dust), dirt, soil, etc.
[Consumption: Consumes 25 Power per use.]

Mystic Pagokinesis: Acolyte can create and manipulate the darkest aspect of ice that is straight from the darkest fears sentient mind has about winter, ice and arctic areas, including the fears of treacherous ice breaking, burying/devouring, damaging or tripping the victim in downright malicious ways. Mystic Ice doesn't just freeze, it crushes and shatters all things, including regular ice. Acolyte can reduce the kinetic energy of atoms meaning he effectively makes things colder, Acolyte is capable of generating and sending forth various freezing effects. Acolyte also has the ability to transform moisture/water into varying forms of ice and control, manipulate and move it as he wishes. Acolyte can freeze anything, from tangible targets, to intangible energy such as fire, or concepts such as time. Acolyte can drop the temperature to absolute zero, which is impossible by natural means, causing quantum effects; due to freezing at such otherwise impossible levels, breakdowns at atomic levels and superconductivity occur. Cold Immunity provides no defense against this ability and thawing of ice is more difficult, if not impossible.
[Consumption: Consumes 25 Power per use.]

Mystic Hydrokinesis: Acolyte is able to control, create and otherwise manipulate waters that are straight from the darkest fears sentient mind has about watery environments, including all the fears about waters that pull his victims under to drown or slow/trip them. The Mystic Waters are obviously and actively malicious, dark and near sentient. Mystic Waters doesn't just flood, it drowns everything it consumes, including normal water. Acolyte can control, generate and/ absorb liquids, moving and shaping bodies of water to Acolyte's desire: lifting, parting or otherwise manipulating its form and/or density. Water can easily serve as a weapon, either by shaping into gigantic whips, swung repeatedly at a target as a snake-like body, formed into a razor-sharp edge that can cut through even metal, or simply dropped to smother opponents or put out a fire. On the sea or ocean, Acolyte can create several natural phenomena related to water, such as: whirlpools, waterspouts, tidal waves, etc.
[Consumption: Consumes 25 Power per use.]

Mystic Aerokinesis: Acolyte can create and manipulate supernaturally powerful winds that are able to cause disproportional amounts of damage. Acolyte can even use all of the capabilities that wind manipulation can do but more powerful and supernatural like. Mystic Wind doesn't just blow away, it suffocates all things and can even turn normal air into vacuum. Acolyte can manipulate air molecules to create winds of any strength, including tornadoes, and even siphon the air out of others lungs. Acolyte is able to generate breezes, squalls, gusts, whirlwinds, zephyrs, gales, tempests, and hurricanes.
[Consumption: Consumes 25 Power per use.]

False Appearance

Acolyte stands at five feet and six inches, but weighing in at one hundred and forty pounds(140 pounds). He is exceptionally strong; looking athletic and compact with wiry muscles, honed to their perfection. He is possessed of angular features and striking high cheekbones. He has pale skin tone, the arms and legs are blackened, surrounded by smoke that emanates from his body, engraved with elaborate flowing designs that represent the sentience. His ears are slightly pointy and a bit longer than most. His skin gives off a burning incense scent, with an alluring and seductive aura. He has short spiked white hair in pointy ends with some tails of hair being longer than the others in the back. A Cross Tattoo on his back side shows wings on both sides and the center point of the cross is a circle. His Sclera is silver, as his irises are shot through with bright blue and gold mixed together, forming spirals of three different colors in one form. Acolyte also has a Choker collar, which is buckled in the front by a silver latch, with a separate necklace piece crescent shaping in three areas, with the middle crescent with holding a red ruby tear drop, a sky-blue crystal ring on his left hand's middle finger, a silver cross earring on the left ear, by a thin inter-locked chain of circuits, a silver sphere earring on his right ear with a translucent blue sapphire crystal at the core of the sphere, and a pair of Altearian Rings, which are gold bands with a clear gemstone set in each one, on each ring finger.

False Appearance 2

Acolyte stands at five feet and six inches, but weighing in at 140lbs. He is exceptionally strong; looking athletic and compact with wiry muscles, honed to their perfection. He is possessed of angular features and striking high cheekbones. His ears are slightly pointy and a bit longer than most. He has pale skin tone, which is etched in swirls and designs all a crossed his being, from head to toe, and some creating tattoo markings, such as on his forehead, forearms and legs. His skin gives off a burning incense scent, with an alluring and seductive aura. He has short spiked white hair in pointy ends with some tails of hair being longer than the others in the back. A Cross Tattoo on his back side shows wings on both sides and the center point of the cross is a circle. Acolyte is wrapped in shreds of fabric that swirl in a supernatural wind. Smoke emanates from his being, engraved with elaborate flowing designs that represent the sentience. His one and only wing on the right side of his back is white, fading to grey at the tips of the feathers, which is quite large. His Sclera is silver, as his irises are shot through with bright blue and gold mixed together, forming spirals of three different colors in one form. Acolyte also has a Choker collar, which is buckled in the front by a silver latch, with a separate necklace piece crescent shaping in three areas, with the middle crescent with holding a red ruby tear drop, a sky-blue crystal ring on his left hand's middle finger, a silver cross earring on the left ear, by a thin inter-locked chain of circuits, a silver sphere earring on his right ear with a translucent blue sapphire crystal at the core of the sphere, and a pair of Altearian Rings, which are gold bands with a clear gemstone set in each one, on each ring finger.

True Appearance

Acolyte stands at five feet and six inches, but weighing in at one hundred and forty pounds(140 pounds). He is exceptionally strong; looking athletic and compact with wiry muscles, honed to their perfection. He is possessed of angular features and striking high cheekbones. He has pale, dense scales(Extremely flexible, and virtually indestructible and is completely invulnerable to decay.) covers his whole being, but whether this is armor or natural growth will never be known, the arms and legs are blackened, surrounded by smoke that emanates from his body, engraved with elaborate flowing designs that represent the sentience. His ears are slightly pointy and a bit longer than most. His exterior gives off a burning incense scent, with an alluring and seductive aura. He has short spiked white hair in pointy ends with some tails of hair being longer than the others in the back. A Cross Tattoo on his back side shows wings on both sides and the center point of the cross is a circle. His Sclera is silver, as his irises are shot through with bright blue and gold mixed together, forming spirals of three different colors in one form. A series of linked plates that resemble dense pale. A thin, scaly, prehensile reptilian tail, almost as long as Acolyte is tall, swings behind him like a living bullwhip. Its tip menaces with spikes of bone, meant to deliver painful blows. His wings are vast and titanic, the insides are slightly tattered and are a black color with stocky, grey, vein-like lines; the outside of the wings are covered in dense pale scales and a wicked talon juts from the end of each bone, sprout from his shoulders, when unfurled they stretch further than his arm span, and a single beat of them is all he needs to set out toward the sky. Acolyte also has a Choker collar, which is buckled in the front by a silver latch, with a separate necklace piece crescent shaping in three areas, with the middle crescent with holding a red ruby tear drop, a sky-blue crystal ring on his left hand's middle finger, a silver cross earring on the left ear, by a thin inter-locked chain of circuits, a silver sphere earring on his right ear with a translucent blue sapphire crystal at the core of the sphere, and a pair of Altearian Rings, which are gold bands with a clear gemstone set in each one, on each ring finger.

Armours

[Version 1 Armour- Shade Armour]
The boots and gauntlets appear as layers of thick and hard, black leather sandwiched between layers of Nheriote that covers most the length of the legs and arms, with long and narrowly tipped and slightly curved fingernails. The Boots and gauntlets have unique qualities, and they do not restrict movement in the least, which also gives great shock absorption when used, enabling re-directions and parries with little ease. Beneath this is another layer of thick and hard, white leather, which is pressed with a layer of ring-mail Nheriote to resist blunt force trauma, piercing, and slashing. Beneath that is a layer of patchwork padding for shock absorption, as well as to protect the arms and legs in a battle or an accident. There are Nheriote plates on the back of the neck, running down the spine. He wears black leather pants with remnants of armor and a torn white sash attached to them. The wearer is enveloped in an invisible force field that protects one in much the same way as mundane armor, yet without any of its penalties, such as restricted movement or weight. Because it was a force field, incorporeal creatures or objects could not pass through it, it also blocks any attempt to project something through (including spells). The Shade Armour is impervious to permanent damage, as it seals any cracks or breaks throughout its frame; over the course of a few seconds.

[Version 2 Armour- Fibril Armour]
On top of that is the armor which consists of black plates of hardened Primordial dragon hide (Extremely flexible, and virtually indestructible and is completely invulnerable to decay.) and Primordial dragon scales (Extremely flexible, and virtually indestructible and is completely invulnerable to decay.) plates; formed all around the being. Hardened Primordial dragon hide and Primordial dragon scales thigh protectors that have a slit across the top of them. Primordial dragon hide and Primordial dragon scales overlapped shoulder plates. skull-shaped knees and elbow guards with small horns with three ridges lining across vertically on the thighs; which have two pouches of knives, one on each outer-thigh. Primordial dragon hide and Primordial dragon scales calf protectors with three Primordial dragon hide and Primordial dragon scales straps to keep everything in place on the Primordial dragon hide and Primordial dragon scales boots with tongues that cover the top of the boots and ankles. Gauntlets that appear as overlapped Primordial dragon hide and Primordial dragon scales that covers most of the length of the arms, with long and narrowly tipped and slightly curved spikes for the claws. An odd shaped helmet in the shape of a warped Kite-Shield made of Primordial dragon hide and Primordial dragon scales. The tail has overlapped Primordial dragon hide and Primordial dragon scales that covers the entire length of the tail, with long and narrowly tipped and slightly curved spikes lining the base of the tail's tip. A pair of downward facing ram horns made out of Primordial dragon hide and Primordial dragon scales. The most notable features are his slit-like eyes, which glow and have no pupils.

An ankle-length black leather cloak, which is closed at the neck and left to flare out into ragged ends which are frayed and stained with blood around the edges. Like most magical armor, it shrunk or grew to snugly fit its wearer. The Armor also has a waterproof membrane lining the outside. The weight of the Shade Armour and the Fibril Armour is insignificant, effectively 1/10 weight it should be. The Shade Armour and the Fibril Armour could be noisy or silenced at will. The Shade Armour and the Fibril Armour together weighs in at one hundred and fifty pounds(150 pounds); reduced to fifteen pounds(15 pounds) by its magical enchantments.

Acolyte's bodily functions are enhanced to the pinnacle of Jinushigami conditioning; therefore, Acolyte's strength, speed, stamina, senses, agility, reflexes, accuracy, longevity, durability, intelligence, healing time, flexibility and combat skills are greatly heightened, with supernatural degrees.

This armor is powerful and extremely versatile set of tactical combat armor designed to counter threat. The armor's Primordial Fibril (Artificial muscle fibers) can be programmed for a variety of purposes (Such as hardening to absorb more damage, muscle augmentation, or invisibility), leading to drastically enhanced combat and physical performance, allowing the wearer to execute supernatural feats. This is permitted through the armor's ability to adapt and absorb energy in a myriad of forms ranging from heat, solar, radiation, static, kinetic, power, magic and even carbon. The armor is the pinnacle, and the most technologically advanced piece of equipment.

Modality
The Armor diverts the limited-capacity regenerative energy supply of the armor into absorbing the kinetic energy of incoming projectiles and other damaging forces, such as hazardous levels of heat, radiation, power attacks, magic, and energy blasts, effectively making the wearer temporarily invulnerable to true physiological damage and thus withstanding impacts which would normally be lethal. While the armor is in a constant regenerative-state, enables quicker regenerative proficiency, both revitalizing and restoring the wearer's overall physiological system. However, the wearer's health will regenerate twice as fast.

Strength, the Primordial Fibril tightens. This causes the wearer to exhibit supernatural strength. The armor glows bright red, melee attacks (Punches, grabs, throwing, tackling, etc) inflict extreme lethal damage. This also boosts jumping capabilities, as the wearer becomes able to perform a "high-jump," effectively tripling his jump height allowing him to reach extreme heights. Recoil is reduced for all weapons and weapons have less sway while aiming. It should be noted that in Strength, fall damage upon the wearer is also reduced, however the damage is directed onto the wearer's physical integrity not absorbed by the armor itself.

Speed, the power of the armor's "Hydro-Thrusters" and "Aero-Thrusters" is also increased, and thus the wearer will still move at an increased rate even while underwater or in zero-gravity environments. Underwater, he can use this to his advantage by "sprinting" towards the surface of the water, launching himself out of the water as high as, if not higher than, a Strength Jump. The "sprint" function of Speed allows the entire energy reserve of the armor to be diverted into a short but extremely fast supernatural sprint, in other words allowing the wearer to make quicker motion and perform dashes of speed incredibly fast, much faster than the human brain or Sensors could ever process. Jumping as the last reserves of energy drain will increase the effectiveness of the sprint allowing for the armor wearer to move close to any enemy or move away from danger in less time. The increased dexterity of Speed; also allows the wearer to prepare heavy weapons and (Depending on the firearm) reload at an increased speed, in addition to this, the armor wearer in Speed will also aim down the sights faster. Since the wearer can perform melee attacks faster when in Speed, the damage rendered from melee attacks in a given time period ultimately increases. However, Strength is advised for single, powerful melee attacks. When in Speed, only the "sprint" function and melee attacks deplete the energy reserves of the armor. As long as the wearer is not sprinting, the armor's energy reserves will ultimately reach 100%. It is advisable to use Speed and its associated "sprint" function when attempting long jumps or when ascending steep slopes that are impossible to scale.

Note: Interestingly, when you "sprint" underwater, you will never stop moving at the increased speed, even when your armor is low on power, or even when it's completely out. While this is most likely a bug, this means you can travel incredibly fast for great distances if a river happens to align with your route.

When Cloak is activated, the armor alters its outer surface through the use of a crystalline generation, capable of fully absorbing or bending incoming wave spectrums such as visible light, radio-waves (Radar), Infrared (Thermal Imaging), and possibly microwaves or others, to render itself completely invisible to the human eye and all surveillance equipment. During this time, the wearer is enveloped within a clear "shimmer" as light is bent around the wearer causing invisibility. There is, however, a slight distortion which can be noticed by the human eye (Particularly when the armor is in motion). The system can be compromised and the wearer maybe discovered by using a gun-mounted flashlight, making excessive noise by running or jumping, making direct physical contact with enemies or simply by the wearer making his presence completely obvious, such as by walking upright down an empty sunlit road. Cloak constantly drains a large portion of the armor's energy to function properly, so time is of the essence while cloak is activated. Once the capacitors are nearly depleted (at 10 energy, not 0), it immediately deactivates and visibly reveals the armor and the wearer. The armor must work harder when the image surrounding its wearer is changing, such as while performing strenuous activities such as walking upright at speed, sprinting, jumping or offensive motions such as melee or using a weapon. This effectively means the faster the wearer is moving or the more the wearer is doing, the quicker the capacitors will drain. Crouching or laying prone will cause the capacitors to drain at a slower pace. Do not attempt to sneak anywhere without being cloaked or thoroughly covered by bushes, as the cloak also absorbs/scatters radar and thermal imaging. Interestingly, the armor's cloak renders the weapon the wearer is wielding invisible as well, by simply bending the light around the weapon. Additionally, this also increases the wearer's speed slightly, but not on a scale as Speed does. This makes it easier for the wearer to sneak up behind enemies and perform assassinations or to get from one hiding spot to another before the capacitors run out.

Non-Modal Functions - The armor incorporates its own communications equipment, allowing for hands-free voice and/or video communications over a wide range of frequencies. The visor of the armor is capable of heightening received light, acting as night-vision goggles. Unfortunately, this is one of the only parts of the armor that is not extremely developed, the visor mode can still be blinded by bright light, and even automatic gunfire can white out the visor. The power allocation for night-vision is small, being able to produce increased light for less than a minute. Despite the small amount of time Night-Vision is capable of being activated for, the wearer is capable of spotting enemies and obstacles in an environment where normal soldiers or humans would be completely blind, such a darkness and intense smoke or fog. The armor features an onboard supercomputer which allows it to remotely interface with and hack most electronic devices either military and civilian, even alien. Its transceiver can also be programmed to interfere and disrupt communications. The armor has several magnetic holsters on the armor for weapons storage and management. Also in built ammo pouches to carry large amounts of ammunitions and explosive devices that armor wearer may require for use in hostile environments. The armor also incorporates data connectivity to a military network, allowing the armor to display critical information on its HUD. This information includes a topographic GPS map of the area, complete with objective pinpoints, descriptions, and radar integration that identifies allied and known enemy units. Computers can interface with the armor in order to access this network. Additionally, information about the armor as well as the wearer's vital signs can be accessed from the visor. The armor is capable of recording audiovisual and environmental data, allowing the wearer to document whatever circumstances he encounters. It will also maintain body temperature if it detects critically sub-primal(Absolute Zero) temperatures in the surrounding environment, and can keep the wearer alive even at absolute zero temperature. The armor possesses a Binoculars function integrated into the visor, allowing the wearer of the armor to "tag" enemy units, ammunition, and vehicles for future reference and engagement. This information can also be relayed onto allied units. The binocular's most important quality though is that it magnifies distant sound, enabling the wearer able to hear the lightest of sounds from far away.

The armor can also utilize the following equipment: Radar Kit - Reveals nearby enemy forces. Repair Torch - Can be used to repair vehicles, equipment, and other tech. Parachute - A parachute that can be reused.

The armor also incorporates an array of "Hydro-Thrusters" and "Aero-Thrusters" that allow increased speed during sprinting, as well as high maneuverability when submerged and glide through the air at a further distance, thus reaching further positions and higher areas. This functionality also permits the armor to move in a zero gravity environment by utilizing atmospheric gasses as reaction mass. However, the "Hydro-thrusters" and "Aero-Thrusters" will cease to function in an airless environment such as vacuum space. The armor has a special defrosting function. If the armor does somehow get frozen, the wearer of the armor can initiate the defrosting device and the armor will be fully capable of movement again. To prevent armor technology from entering enemy hands should the wearer die, the armor is designed to disintegrate or "vaporize" on the command of a remote control, which is in the hands of Acolyte. The disintegration of the armor also results in the disintegration of the corpse inside, theoretically providing a way to kill the wearer for whatever reason. However, depending on the armor's design, disintegration may not be possible with a living body inside.

Transceiver Device - The armor's Transceiver can be used to broadcast a signal to remotely overload units. The device uses the opposite polarity of the pattern to disrupt the signal and hinders the opponent's anti-overload buffer thus disabling or destroying them. The Transceiver allows a person to send the signal through a wireless connection via the armor. It is likely that the armor was only able to communicate and disrupt the signals as it had been reversed engineered from technology.

The armor Version 2 is a vastly upgraded version of the armor 1. The new armor again introduces all the functions of previous armor (in addition to several new ones), but on a significantly more efficient and powerful scale. Like its predecessor, but these have been consolidated to allow more flexibility (And therefore are deemed as "Consolidated armor," as opposed to the first armor's "Radial armor"). The Strength and Speed have been combined into a separate Power, which is activated for speed and strength. The original Tactical Visor Binoculars have been tweaked for increased sensory options and upgraded into a full Tactical Mode for streaming information in real time from every source of interest (Enemies, weapons, ammo, tactical options, etc) in the area. Cloak has been slightly modified to suppress the wearer's noise and renamed to Stealth. The Armor is now able to absorb all incoming damage (Rendering the wearer virtually immune to any damage) at the cost of the wearer's mobility. The armor Version 2 can also store 20% more energy than the armor Version 1, is twice as light, and is 32% stronger (Without Strength active). Hardened against radiation, EMPs, and scramblers while possessing other unique abilities (Such as module customization) makes this the most powerful armor.

Shielding - Primary protection for the armor and its wearer is provided through use of the armor's shield (invisible to naked eye) that can block physical attacks, power attacks, magic, and elemental attacks. The protection of the armor's shield is sufficient to be impenetrable to most conventional weaponry.

Absolute Defense - The Absolute Protection is activated by the armor itself and not by the wearer. If the attack is deemed by the armor as life-threatening to cause serious injury to its wearer, the armor will activate Absolute Protection ability, even if it results in minor~moderate injury to its wearer. This ability is able to protect the wearer from any kind of attack.

Armour's Void Energy

Efficiency/degrigation 1
Per second Regeneration 25
Void Power Supply 766

[Equipment-Gear]
Crensh is a vile Primordial Relic of immense power, a sky-blue crystal ring that draws it's magical energy from the light of the sun. Crensh is a sentient Primordial Relic, and it possesses a never-ending hunger for power and glory at whatever cost; therefore, Crensh is not a reasonable being, and greatly enhances that wearer's powers. The sky-blue crystal ring itself absorbs the sun's light, giving it more strength during the daytime. The sky-blue crystal ring is impervious; it absorbs all attacks against its wearer and reflects them back upon their source; that protects the wearer with an invisible field of force which acts as a source of armor for the whole body of the wearer. Crensh is also a ring of Spellfire. Spellfire is a rare magical power that allows the wearer to absorb spells, magic and power cast at him/her, internally convert it to raw magical energy, and then use it in myriad ways. Spellfire energies can be used to heal, to project destructive bursts of flame from the wearer's being, for flight, and in rare cases, for a powerful ability known as the Crown of Fire.

Sustenance Earring is a silver cross earring on the left ear, chained by a thin inter-locked chain of circuits. This earring continually provides its wearer with life-sustaining nourishment.

The Choker collar Of Feather Fall is buckled in the front by a silver latch, with a separate necklace piece crescent shaping in three areas, with the middle crescent with holding a red ruby tear drop. Feather fall instantly changed the rate at which the target fell to an unnaturally steady rate of ten feet per second. The target of the spell was not damaged upon landing while the spell was in effect. However, this spell had no weight limit, instead it was limited by size and number of targets.

Haste Earring is a silver sphere earring on his right ear with a translucent blue sapphire crystal at the core of the sphere. Haste Earring caused the affected target to move and act more quickly than normal. A creature under the effects of a haste makes quicker attacks and dodge attacks with their enhanced speed. The amount of ground they can cover doubled.

Altearian Rings are a pair of rings crafted for lovers who are bound body and soul. They are both a blessing and a curse because through the power of the rings a burden, such as drain of life-force, is shared between the wearers. The rings were created long ago by magic long lost to the world and only a few pairs exist. They are gold bands with a clear gemstone set in each which reflects the condition of its wearer- turning to black when that person's energy or life-force nears its end.

There are two pouches of knives, one on each outer-thigh; that can produce an infinite supply of throwing knives. The knives magically disappear after a short period of time, returning themselves to the magic pouches. The Throwing knives are entirely made of Nheriote; in the length of six inches in total. The blades are smooth, razor-double edged, which narrows to a fine point, and has an open fuller (Blood Groove). Acolyte throws the knives at velocities up to eight times the speed of sound. The pommels are oval in shape.

Ari-Eth'Ath Githiran (Translation: Silver-Mace Of Githiran) is a mace that is a blunt weapon, a type of virge that uses a heavy head on the end of a handle to deliver powerful blows. A mace that typically consists of Nheriote shaft, featuring a head that is six inches around, made of Nheriote. The head of the mace is shaped with four inch flanges to allow greater penetration of plate armour. The length of the mace is quite short (three feet in length). The shaft has leather bindings for a good gripping surface near the opposite end, where there is a knob for the pommel in the size of three inch ball, also made of Nheriote. The mace weighs quite heavy, coming in at two hundred and seventy five thousand tons(275,000 tons).

~

Acolyte can manifest the Nheriote chains; which are serrated links inter-twined with one another; that bind him, and use the ones attached to his wrists as long ranged weapons, like whips. He also can manifest the chains to act as a shield against attacks. He can also use his chains to latch onto an enemy's limbs, and swing them around effortlessly. Channeling Psionic Power into discharges that will enhance attacks, plus their destructibility will be devastating. The chains weigh quite heavy, coming in at two hundred and seventy five thousand tons(275,000 tons).

Shattered Star is a silver rod of 4 feet in length, bindings of black leather for good quality grip. The head of the spear is overly large, 2 feet and 6 inches in length, serrated and jagged edge and the butt end of the spear is balled to a round grip for various purposes. The spear is composited of Nheriote. The spear weighs quite heavy, coming in at two hundred and seventy five thousand tons(275,000 tons).

The shield consists of several layers of Nheriote with a few layers of leather in between, to absorb shock. The shield has a strap in the middle of the shield and a handle at the left edge. The Shield soaks up damage automatically. The Shield is two feet in diameter with a smooth front of the shield to redirect and lessen damage. Around the wielder appeared a shimmering, magical field that caused physical, magical and power attacks to be averted. The shield weighs quite heavy, coming in at two hundred and seventy five thousand tons(275,000 tons).

Qualniira Adoessuor - 'Mighty Harbinger The Reverie of Ages' is a vile Primordial Relic of immense power, that draws its Power from the Primordial Powers. Adoessuor is a sentient Primordial Relic, and it possesses a never-ending hunger for destruction and devastation. Adoessuor is a Primordial Relic Sword, which has a narrow and slightly curved black Nheriote blade and a black Nheriote hilt as well. The long and slightly curved handle has black leather bindings for grip. The guard consists of Nheriote stone in the shape of a human skull, with the blade protruding from the head. The sword is five feet and six inches long, which is a blue-translucent Stone razor-edge to the blade, more curved as it nears the tip, with three protrusions along the blunt end of the sword close to its tip. The sword weighs in at two hundred and seventy five thousand tons(275,000 tons). The sword also inflicts tremendous damage on all beings struck by it.

The sword which is empowered with the Recall to call it back to Acolyte. The sword can be willed by Acolyte to leave trails of Nova-Void Ash in the air, creating temporary opaque constructs to give an edge in battle. It can also be willed to produce a strange black glow to act as a light in the darkness- though only Acolyte can see it. It also makes Acolyte harder to detect. The sword also has corona of silver flames dancing up the length of the blade. Anti-regeneration powers won't work on him when wielding this sword.

The sword is also Empowered: The wielder is able to transcend one's condition, powers and abilities to the highest level allowing one to obtain unparalleled might, becoming an unstoppable force. The wielder also gains access to the ultimate level of power that is capable of transcending the boundaries of one's own species. Most importantly, Empowered possesses full mastery of one's own powers and one with the utmost potential.

The sword is a high-frequency blade reinforced by powerful alternating currents and resonating at extremely high vibration frequencies. This oscillation weakened the molecular bonds of anything it cuts, thereby increasing its cutting ability. Striking, cutting, and thrusting attacks were performed with the blade, with the sharpened edge and point used for lethal attacks, and the blunt edge used as a clubbing weapon. Proficient users were also able to wield the blade with such accuracy and speed that they were able to deflect bullets, such as Acolyte.

The sword can cut down opponents of any form, whether they be immortal, invulnerable, or the hardest substance in existence. The sword can also reach every plane of existence, whether it be space and time or alternate and pocket dimensions. The sword can affect the target no matter what, as it is an Omni-presential attack that can attack through all timelines and parallel dimensions. Intangibility cannot evade the sword, as it cuts past the "intangible" defense and strikes the physical being beneath it. The sword can attack through intangible elements such as fire and water, causing them to split apart as oppose to a normal cut which would simply allow them to reform. The Sword also slashes through metaphysical concepts such as reality and illusion, allowing one to either dispel and destroy illusions of any level or slit through the barrier between the two and allow imagination to become reality or vice versa. Dreams and memories can also be cut, allowing one to escape from being trapped in nightmares and the mental world. Conceptual locations and beings such as heaven or hell, living or spiritual, and gods or devils, are also affected by this Empowerment.

The Skull Gem's Power: The gem imbues the wielder with several considerable necromantic powers-including the unique "Myrul's Hand" property-but had a tendency to strongly influence that action of the wielder, changing his alignment to chaotic evil.

Myrul's Hand property: Myrul's Hand is an enchantment. When touched by Myrul's Hand, it infuses the flesh of a creature struck by the wielder's weapon in melee with icy power, partially freezing their muscles and blood. In addition to causing the target great pain, this slows their movements for a moment. Myrul's Hand also has the ability to drain life from its victims - and to drain the soul of anyone whom it comes into contact with (Wielder is not considered a victim on this department). This ability cannot be stopped by any mortal means.

Abilities: The Sword's magical abilities revolve around manipulating the dead, death, the life-force and/or souls for good (i.e., resurrecting the dead), evil (in various ways) or neither. The Sword can also use communicate with the deceased - either by summoning their spirit as an apparition or raising them bodily - for the purpose of divination, imparting the means to foretell future events or discover hidden knowledge.

The Sword can animate corpses and dead beings, making them able to move and react. They are usually under the Sword's control, but because the corpses are likely mindless, they have to be carefully monitored. However, some users maybe able to create sentient or semi-sentient undead.

Curse: Adoessuor has the ability to drain life from its victims - and to drain the soul of anyone whom it comes into contact with. Acolyte is capable of seeing through the eyes and hearing through the ears of anyone who wields Adoessuor; this ability cannot be stopped by any mortal means. Acolyte can communicate with the wielder at will telepathically, on any plane and at any distance. Acolyte uses this ability to try and corrupt the wielder over time. This has several effects. An individual who wields Adoessuor will not part with it willingly. Over time the person will go from good to neutral and finally to evil. A non-undead evil wielder will then become undead. Finally the sword is able to suck the being's soul into the sword. Adoessuor then retains the memories and skills of its victim. In fact, as long as the wielder's original body remains within one hundred thousand miles of Adoessuor, the sword maintains control of the body, and he may not be completely aware that her/his consciousness has shifted to the weapon. Beyond one hundred thousand miles, the sword cannot control the wielder's body, and the wielder of course finally becomes quite aware of his/her current state (if he/she is not already). Acolyte can take possession of a soulless body that comes in contact with him and Adoessuor at the same time. The soul within Adoessuor is destroyed unless it willingly merges with Acolyte, becoming lost as a separate entity for all eternity. If a soul merges with Acolyte, he gains all the skills and memories of the victim.

Judgement Edge is an empowerment that makes the blade sharper and the weapon more likely to strike true. This empowerment can be diverted in order to make the wielder better at parrying an opponent's blow. Judgement Edge allows the sword to cut through flesh, bone, wood, bronze, iron, steel, rock, stone, granite, obsidian, Adamant, and Diamond with deadly ease, given the fact that the speed and strength of a swing can literally make the blade cut through anything.

Shield: Any opponent attacking the caster receives damage proportional to the damage they inflict on the caster. Example: If the attacker hit the caster with 50, then that attacker takes 50 as well. [Passively active].

Faith: The caster receives half of the damage damage from power attacks. Example: 4 becomes 2. [Passively active].

Protection: The Caster receives half of the damage from physical attacks. Example: 4 becomes 2. [Passively active].

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The quarterstaff is eight feet long and is made of wood intricately carved works of art all along the length and sanded cylindrical with a diameter of four inches, with blunt metal-shod ends. When wielded in melee combat, the staff possessed a +2 enchantment and inflicted damage as if the wielder's opponent had been shocked by an electrical charge and it boomed with a distinct crack of thunder. When used as a magical implement, the staff shot forth a powerful chain lightning that coursed through the bodies of any creatures or people within its path. Additionally, the wielder could send out a massive thunderclap that deafened anyone within a 60 meters(180 feet) radius. Finally, the staff's third and most potent power involved using both of these effects simultaneously.

Chain Lightning: This spell created a bolt of lightning that traveled from target to target doing successively less and less damage. Distance between targets was more important than what type of target they were. Depending on the caster's skill, chain lightning could strike more targets. A target takes damage, and a few more targets, up to six more, take half as much damage.
[Consumption: 20 Magic Power per use.] [Cool-Down Duration: 15 seconds.]

Thunderclap: The spell caused a thunderous sound to erupt from the caster, loud enough to be heard from as far as 60 meters(180 feet) and deafening to those standing in the immediate vicinity of the caster. Creatures up to 15 meters(45 feet) away could be injured by the loud sound, if unable to resist its effects. A target takes damage, or half as much damage on a successful evade.
[Consumption: 20 Magic Power per use.] [Cool-Down Duration: 15 seconds.]

Amarille and Nambra: The Scimitars look as though they were forged from one solid piece of Nheriote, and they glow a deep purple when drawn. The craftsmanship of these blades, unlike the others, is distinctly elven. The hilts of the swords are longer than normal and gently twists, creating a good gripping surface. They have no quillons (meaning there is no cross guards). Their distinctive features are large spherical "eyes" that is placed at the top of the hilt (between the blades and the hilts). The eyes of the Scimitars are gems which are filled with what looks to be coils of black and purple substance swimming on the surfaces. The Scimitars are jagged and razor-edged with translucent Nheriote covering the edges, in the length of three feet and six inches. Like no other twin blades, they have corona of flames dancing along their blades, of purple color. The swords weigh quite heavy, coming in at two hundred and seventy five thousand tons(275,000 tons).

Phantom Perish is a curved handle made of Nheriote. The blade is made of Primordial plasma which is contained in a Primordial electromagnetic field surrounding it. The blade is of grey coloration in the form of a rod of five feet and six inches in length, two inches in width. It can be activated and deactivated, generating Primordial heat and Primordial light. The blade acts as a solid object, although it has no mass. It can cut through any material, but cuts through most forms of armor and material with minimal resistance. Includes settings which change the length and density of the blade. Always includes a Primordial Power-cell, Primordial Crystal, and a Primordial Lens.

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Ari-Avel'Ath Githiran (Translation: Silver-Sword Of Githiran) is a Primordial sword that has a hand-and-a-half handle with a Skull-shaped, white-silver Nheriote the size of a human's eye for the pommel. The cross guard is of the same white-silver Nheriote with the emblem of Gith (Which is a silver sword stabbed through a black star). Two up slopping arms made of bleached bone fangs of an Unknown creature protruding from the Cross guard's being. The blade is the same white-silver Nheriote, double-edged, narrowing in the middle, and widens near the tip. The blade is five feet and six inches long, razor sharp on both sides. The handle has black leather bindings, giving better grip. The sword weighs quite heavy, coming in at two hundred and seventy five thousand tons(275,000 tons). The sword also inflicts tremendous damage on all beings struck by it. The sword also has corona of multicolored flames dancing up the length of the blade. Anti-regeneration powers won't work on him when wielding this sword.

The sword is also Empowered: The wielder is able to transcend one's condition, powers and abilities to the highest level allowing one to obtain unparalleled might, becoming an unstoppable force. The wielder also gains access to the ultimate level of power that is capable of transcending the boundaries of one's own species. Most importantly, Empowered possesses full mastery of one's own powers and one with the utmost potential.

The sword is a high-frequency blade reinforced by powerful alternating currents and resonating at extremely high vibration frequencies. This oscillation weakened the molecular bonds of anything it cuts, thereby increasing its cutting ability. Striking, cutting, and thrusting attacks were performed with the blade, with the sharpened edge and point used for lethal attacks, and the blunt edge used as a clubbing weapon. Proficient users were also able to wield the blade with such accuracy and speed that they were able to deflect bullets, such as Acolyte.

Spatial Slicing: Acolyte can slice through the fabrics of the third dimensional space, splitting apart the fabric of reality. Any physical matter or energy caught within the severed spatial area will be cut. The attack can also leave behind a dimensional line, which will cause anything that comes into contact with it to be cut as well. Alternately, the dimensional line can serve as a makeshift portal to alternate locations and dimensions. Since this is a spatial attack that distorts the fabrics of reality, there is no physical defense against it. The blades can appear very quickly, with very little to no lag between the attack and damage.

Temporal Slicing: Acolyte can slash through the dimension of time and destroy anything occupying that point in time, altering history by destroying certain objects, people, etc. Since the attack will strike at all temporal locations, this ensures a successful hit at a time when the target is vulnerable (i.e. before acquiring intangibility or immortality). By cutting open the time-space, Acolyte can either open up a portal to travel through time or control the speed of time depending on the cut's properties, such as severing the time's flow to stop it or slice a frozen time-stream to return it to normal.

Dimensional Slicing: Acolyte can combine Dimension Shifting to shift the "cutter/edge" from the originating third dimension to the fourth (or some other) and back akin to a saw movement, and at the same time passing the blade through the target, such an effect causes Acolyte to "delay one's existence from the dimension". The blade phases through the target while in a higher dimension, and then because no two things can exist in the same place at the same time in the same dimension, this causes the targeted object to be destroyed by the blade without any resistance; in short, the technique delays one's existence from the dimension to pass through and destroy physical objects. At more advanced levels, Acolyte can project a tear in dimensional space for long-distance attacks, which creates a wave that distorts the dimensional barriers. Anything caught in the tear will be bifurcated, and the "blade" cannot be blocked nor deflected by conventional means due to its nature. The sharpness of these dimensional energy blades are so sharp, that a simple glance can cause aggravating cuts. Acolyte can also use the dimensional shifting from the technique to affect the dimensional walls that separate the spaces of the alternate worlds (multiverses), creating tears to link these worlds.

Universal Differences
The main difference between this power and Spatial Slicing is their style of execution and method of inflicting damage. While Spatial Slicing is removing or displacing a sliver of space and the matter occupying in it, Dimensional Slicing (at rudimentary levels) requires Acolyte to shift through the dimensions back and forth (akin to a saw) while physically passing the cutter through the target to destroy matter. However, at higher levels, Dimensional Slicing creates displacing rifts in the dimensional space, which is similar to how Spatial Slicing operates. While Dimensional Slicing allows Acolyte to attack at dimensional levels, it cannot attack at omnipresent levels, meaning it is inferior to Space-Time Slicing in such regard. However, Space-Time Slicing does not allow for extra-dimensional attacks, as it only restricts up to the third and fourth dimension.

Space-Time Slicing: Acolyte can slice through, tear apart or rip out slivers and/or chunks of the space-time continuum, which is the very fabric of the realm in which the world exist in. Anything caught within the tear would suffer bifurcation. Due to the nature of the attack, it cannot be deflected nor blocked by conventional means. As the technique is a combination of Spatial and Temporal Slicing, it can slash through even those who possess Omnipresence. Since cutting the third dimension space only affects the targets within the present timeline, it would be meaningless if the target can exist in another timeline simultaneously; by slicing the space of all time, the technique will actually reach the target in all timeline of spatial existence. This injures, if not destroys, all the "time and space" the target possesses (past, present and future). Tears within the space-time continuum can become rifts, which can be potentially deadly to leave behind, as they tend to erase anything that comes into contact with it from all time, but can be useful for space-time portals, or be used as massive weapons and shields.

Universal Differences
Though seemingly similar to Dimensional Slicing, in both are capable of slicing through virtually anything, the two have their key differences. At rudimentary levels, Dimensional Slicing requires the user to phase between the third and higher dimensions while passing through the target to destroy the intersecting matter; since this requires inter-dimensional shifting to accomplish, it can be blocked by inter-dimensional defenses. Space-time Slicing tears apart (or even rips out slivers) the fabric of space and time, without shifting to another dimension (which takes far less time, if not instantaneously), and this allows Acolyte to strike at omnipresent levels. While slicing through dimensions can reach alternate timelines as well, it does not strike at all times simultaneously, though space-time is limited to targets within the first four dimensions, and cannot go higher than that. Dimensional rifts are usually portals that lead to alternate dimensions; space-time tears leave behind deadly voids that erases anything caught within, and are almost always created whenever space-time is severed.

The sword allows one to attack through absolutely anything and everything, which absolutely nothing can hardly defend against it. The sword can cut down opponents of any form, whether they be immortal, invulnerable, or the hardest substance in existence. The sword can also reach every plane of existence, whether it be space and time or alternate and pocket dimensions. The sword can affect the target no matter what, as it is an Omni-presential attack that can attack through all timelines and parallel dimensions. Intangibility cannot evade the sword as it cuts past the "intangible" defense and strikes the physical being beneath it. The sword can attack through intangible elements such as fire and water, causing them to split apart as oppose to a normal cut which would simply allow them to reform. This power also slashes through metaphysical concepts such as reality and illusion, allowing one to either dispel and destroy illusions of any level or slit through the barrier between the two and allow imagination to become reality or vice versa. Dreams and memories can also be cut, allowing one to escape from being trapped in nightmares and the mental world. Conceptual locations and beings such as heaven or hell, living or spiritual, and gods or devils, are also affected by this Empowerment.

Ari-Avel'Ath Githiran's Primordial Origin of Power: The power to manipulate and generate the Primordial Power that connects and links all powers. Ari-Avel'Ath Githiran can access and manipulate the connection that links all Primordial Powers that composes the Primal Stage, giving Ari-Avel'Ath Githiran absolute control over all Primordial Powers. The Primordial Power to manipulate the Primordial Origin of everything (even the Primordial Origin of the Primordial Power). Ari-Avel'Ath Githiran can create, be, alter and control the Primordial Origin of Primordial Power. As nothing exists without Primordial Origin, even nonexistence itself, Primordial Power is beyond all comprehension by any being one can ever know. By manipulating the Primordial Origin, Ari-Avel'Ath Githiran can achieve absolutely anything, thus nothing is out of reach. Ari-Avel'Ath Githiran is even immune to nonexistence by being the very Primordial Origin of Primordial Power, therefore bypassing all effects. Primordial Origin is the starting point that defines one's existence and directs one's actions throughout life. It becomes an impulsive behavior one would follow as though it were an absolute order. It is beyond both nonexistence and existence, separate from anything, becoming the absolute value of all things. Primordial Origin is simple, but since all simple things are complex compared with its simplicity, it is called "Primordial Origin". Primordial Origin stores and archives information of all beings, forces, possibilities and events, past, present, and future of the whole Omni-verse. It is from Primordial Origin that everything begins and also where everything will return to. Ari-Avel'Ath Githiran is right now the root of all roots, the absolute zero of all things, hold the ability to create anything the wielder wants (0 + anything = anything). On the other hand, Ari-Avel'Ath Githiran can also erase everything without the least effort (0 x anything = 0). Ari-Avel'Ath Githiran is the Primordial Origin of everything. Ari-Avel'Ath Githiran has control over absolutely everything and transcend everything. If Omnipotence is a circle which expanded more and more to infinity, then Primordial Origin manipulation is the center point of that circle, the most primitive stage of omnipotence. Ari-Avel'Ath Githiran transcends the very title of God, becoming the Primordial its self.

The sword can control, alter, create, and manipulate anything and everything created by the primordial force, the unique source or origin of every universal concept; in other words, the primordial force that had generated everything, giving the sword true position of a Supreme Being. This power goes beyond boundaries of any level or scale and as such can achieve omnipotence. Primordial Force is the primordial energy that originated everything - reality, time, space, life, death, matter, energy, and every possible and impossible concept existing and non-existing in the omniverse, from a single particular to the infinite omniverse. This force/energy, is the link that connects and keeps the omniverse and its concepts working as they should; since this force is the primordial source of everything and the one that connects all, everything has its energy, giving the sword control of everything and every alien concept. It's also good to note that nothing is separated from this energy since it links the omniverse and everything within it.

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Ripper is slightly curved, 5 foot long snaith made out of Nheriote, coated in gold and silver swirls, and black leather strapping grips on the middle of the snaith. The heel, ring, and tang are protected by a human skull made out of Nheriote, with red ruby stone eyes. 3 foot Long, somewhat curved, razor edged, scythe-blade protruding from the skull's mouth, made from Nheriote with a hue of obscuring darkness. The Scythe has a corona of flames dancing around its blade, of crimson-blood color. The Power, appearing as light that is somehow dark, radiates out in a burst as directed by the Scythe's wielder. All touched by this Power can have their life force snuffed out. A Power Generated Field appears around the wielder of the Scythe, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. The scythe weighs quite heavy, coming in at two hundred and seventy five thousand tons(275,000 tons).

Ripper's Conception of Death: Acolyte is allowed to "perceive death" in the form of lines and dots. Xavaurgoth is the only one who can touch or use these lines and dots (i.e. no one can interact with the lines/dots even if Xavaurgoth were to point out their location on something). These lines can then be traced with a sharp object such as a knife or a sword which cuts the line (this can also be done with blunter objects such as fingers but this is generally less effective then a blade). Cutting the line “breaks” the object along that line and damage inflicted this way can not be healed or repaired in any way. Healing is possible if cutting the line doesn't completely separate a part of the object from the object itself. Dots can be pierced by sharp objects. Piercing a dot effectively “erases” that object from existence, in a sense that the object loses even its inherent properties such as momentum, toxicity, and generally any effect it may impose on it's surrounding. Living things whose dot was pierced get “stopped” and, as a consequence, die. While this death may not be instant, it is absolutely permanent, and can't be reversed or bypassed, even by reincarnation.

Ripper's Power: Death Power: Acolyte can transform the power of/from death/dying into various powers and manipulate them in various ways, using beams of destructive power, creating power fields that can destroy civilizations, etc.. Death Power is that which causes things to wither, rot, weaken, and eventually die. Acolyte can sense and manipulate the essence that allows Death, Destruction, Decay, and Corruption to exist throughout the universe, allowing him to control decayed matter or to request assistance from the dead. Necroplasmic Conversion: Acolyte can absorb 'Necroplasm', a source of power given of by the dead and the dying and convert it into a multitude of different power for a variety of effects.

White Darkness is a beautifully crafted elven artifact small-bow made of polished wood. The elven craftsmen made the bow so strong, even stone can not scratch the marvelous wood and the deep finish of its polish can be returned by a single brush of the hand. The bow has blade blockers at the tips and near the handle for protection, and quick movements from defense to offense. The bow is also accompanied by a black leather bound quiver containing 20 arrows, which never runs out. When an arrow is fired from White Darkness, it becomes a whistling streak of violet mixed with black light. Arrows launched from White Darkness can easily bury themselves into stone leaving a burned scorch crater the size of 5 meters (49.25 feet) in diameter. This Bow weighs exactly 3.5LBs.

[Secondary Weapons]
Summoned Swords - "Phantom Swords" are Psionic Power generated blades. Acolyte can summon and disperse them at will. They are solid despite their appearance. Summoned Swords can also be used as projectiles and can suspend themselves in midair around a target before firing at them. He can surround his enemy in his Psionic Powers and fire an amazing amount of Summoned Swords at them. The opaque swords of shimmering, multicolored Psionic Power can protect Acolyte from all forms of attack. The swords block any attempt to project something through the swords (including spells). The solid Psionic Power generated swords cause incredible damage to all beings struck by them.

Phantom Swords Appearance: The handle is longer than normal handles and gently twists, creating a good gripping surface. The twist continues down the length to one foot, ending with a Skull-shaped form, the size of a human's eye for the pommel. The cross guard is two up slopping arms. The blade is a double-edged, narrowing in the middle, and widens near the tip, five feet and six inches long, razor sharp on both sides.

Pocket: Acolyte created a Transit-Dimensional-Space for his uses. A Transit-Dimensional-Space opens an extra-dimensional hole to a non-dimensional-space, which is used for storage of items, weapons, armors, etc. A Transit-Dimensional-Space is not entirely an object, for it is everywhere where the Wielder is at all times and can not be used by any other person. It can not be touched, damaged, destroyed, used, etc; unless the Wielder says so.

The Bells are the tools of a necromancer or an Abhorsen. They use the power of the first Seven bright shiners. In a necromancers bells, the Free Magic is pure, in an Abhorsen's bells it is constrained with Charter magic. The Abhorsen-in-waiting may sometimes use pan-pipes (which are considerably weaker) before the bells, each pipe corresponding to a bell.

Ranna is the first of the Nine Bright Shiners, the smallest bell. In The Beginning, Ranna became part of the Charter as the Wall and the Great Charter Stones, along with Belgaer. As a bell, Ranna is the Sleeper, who brings sleep to those who hear it. It was wielded by Torrigan at the binding of Orannis.

Mosrael is the second of the Nine Bright Shiners. In The Beginning, Mosrael became part of the Charter in the Clayr. As a bell, Mosrael is the waker, who brings dead bodies to life as the wielder falls into Death. It was wielded by Sanar and Ryelle together at the binding of Orannis.

Kibeth is the third of the Nine Bright Shiners. In The Beginning, Kibeth supported the creation of the Charter, but remained in the Old Kingdom as the Disreputable Dog. As a bell, Kibeth is the Walker, which can make others go where you wish. The Disreputable Dog stood for herself at the binding of Orannis.

Dyrim is the fourth of the Nine Bright Shiners. In The Beginning, Dyrim became part of the Charter in the Royal line. As a bell, Dyrim is the Speaker, who allows speech or makes things mute. It was wielded by Ellimere at the binding of Orannis.

Belgaer is the fifth of the Nine Bright Shiners. In The Beginning, Belgaer became part of the Charter as the Wall and the Great Charter Stones, along with Ranna. As a bell, Belgaer is the Thinker, who allows independent thought for the dead, or erases memories. It was wielded by Sameth at the binding of Orannis.

Saraneth is the sixth of the Nine Bright Shiners. In The Beginning, Saraneth became part of the Charter in the line of the Abhorsen. As a bell, Saraneth is the Binder, who forces the listener to the wielder's will. It was wielded by Sabriel at the binding of Orannis.

Astarael is the seventh of the Nine Bright Shiners, and the final bell, the largest bell. In The Beginning, Astarael was one of the seven who gave some of her power to the creation of the Charter. As a bell, Astarael is the Weeper, who throws all who hear it, including the wielder, deep into Death. It was wielded by Lirael at the binding of Orannis. It would appear that some vestige of her power and presence remains in the Old Kingdom, in the tunnels below the Abhorsen's House. When seen in Abhorsen under the waterfall, she is an impossibly tall, pale woman. The River of Death follows in her wake, and all Charter magic fails in her presence.

Marai has a handle that is made of Nheriote and is three feet long, curved at the throat with black leather bindings for good quality handling on the belly and grip of the handle. The knob of the handle is round. The head of the Axe is curved as well, but made of Nheriote. The toe of the Axe is one foot in length, curving inwards towards the head, as the beard of the Axe is one foot and six inches in length, curving inwards towards the handle. The blade of the Axe is razor thin, curved in the likeness to compliment the toe and beard of the Axe's head. The poll of the Axe is narrowed to a one foot spiked point, curving somewhat down. The Eye of the Axe has a six inch spike, straight and true.

Nheriote is a virtually indestructible steel alloy that retains enchantments very well. When Nheriote is enchanted, it becomes much more durable. Its ductility is unknown. Nheriote is very resistant to damage. However, one thing known is that the more magic there is, the stronger it will be. Nheriote is non-sparking and is a highly immalleable metal, often requiring extreme methods to forge it (for example, the heart of a star, or an enchanted forge). Albeit very difficult to forge, weapons and items made from Nheriote, especially enchanted ones, are resilient to most forms of damage. Note: Its physical characteristics are difficult to measure, as most known samples are also heavily magically enchanted (obfuscating observed physical properties). Adoessuor was witnessed to handle enormous amounts of physical impact under extreme temperatures without deformation (e.g. shattering meteors in the cold of space).

The main property of Nheriote, as discovered by Acolyte, is its natural affinity to magic. Nheriote is not only easy to enchant, but also absorbs magic like a sponge, redirecting it and enhancing the natural attributes of its wielder. The symbiotic relationship between Nheriote and its wielder works both ways: a mystical user, such as Acolyte, can lend to the Nheriote in his weapon his own strength, in the process making the metal stronger and more resilient. A sufficient amount is capable of surviving multiple nuclear explosions or a blow from the most powerful superhuman with no damage. A blade of pure, Nheriote is capable of cutting almost any known substance. The ability to slice completely through a substance with an Nheriote blade depends upon the amount of force being exerted and the hardness of the material in question. Nheriote's subatomic integrity makes for an extremely hard metal capable of drilling with greater effectiveness. Its subatomic structure is extremely stable, and its shape can only be altered by precise subatomic rearrangement. However, due to the sheer bonding strength of Nheriote, there are few known forces capable of altering its subatomic structure. Nheriote is also completely invulnerable to decay. Nheriote offers great protection against both magical and natural flames, and is inherently immune to all elemental effects.

Nheriote is completely vibration absorbent. This makes Nheriote nearly indestructible, as any attempt to physically damage Nheriote will be negated on a subatomic level as mechanical/kinetic energy will be absorbed instead of breaking any bonds in its subatomic matrix. In general, this means that Nheriote can absorb a wide variety of physical impacts, including high-caliber bullets, without taking any damage or weakening. Nheriote also deflects kinetic energy. Nheriote shields for example, are able to deflect high-caliber bullets, beams, and even an impact from Adoessuor itself (in the form of a massive shock-wave that sent enemies flying). Nheriote shields have also been known to be thrown at high velocities without being affected by wind resistance, and is able to ricochet off of multiple surfaces, exemplifying Nheriote's tensile strength and rigidity. Nheriote has magnetic properties, as Acolyte used his Adoessuor to procure from its container with magnetism and Nheriote Shields could return to his arm by using a magnetic device. Nheriote has been stated to not only be a metal, as Acolyte sew it into his clothes, implant it into his own body as tattoos, and use it as a power source for the advanced technologies of his city. The nearly indestructible metal is also sonoluminescent; energy cannot be destroyed and only converted into another form, such as when Acolyte struck his shield with his Adoessuor, it created soundwaves in the sword, while the shield converted the blow into blue, ultraviolet light.
 
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