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#Post#: 234--------------------------------------------------
RP Profile: Nassin Van Helsing
By: Coolcat207 Date: May 10, 2019, 6:00 pm
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"You know, I thought that we were having a decent moment. Then
you stabbed me. So, I'm just gonna let you try to smooth your
way out of this with my parents... riiiiight after I kick your
ass."
"I'm not a slave to anyone. I'm a free being. And I'll be damned
if some loser even TRY to imprison me in some dusty ass lamp!"
"Get with the times, man! No one say those things anymore.
Besides, it's super racist."
~Nassin when he and his friend Hunter first encounter with an
ancient jinn.
Name:
Nassin Van Helsing
Age:
Unknown (He's a teenager in human years)
Gender:
Male
Species:
Hybrid: Human/Djinn
Organization:
Democratic Republic Resistance
Family:
Father: Mark Van Helsing (deceased)
Mother: A'ishah Van Helsing ([member=10]Caterina
Sforza[/member])
Height:
5'10
Weight:
Unknown
Natural Abilities:
Supernatural Accuracy
Supernatural Agility
Supernatural Athleticism
Supernatural Awareness
Supernatural Balance
Supernatural Charisma
Supernatural Combat
Supernatural Dexterity
Supernatural Durability
Supernatural Endurance
Supernatural Flexibility
Supernatural Intelligence
Supernatural Leap
Supernatural Reflexes
Supernatural Senses
Supernatural Speed
Supernatural Stamina
Supernatural Strength
Supernatural Wisdom
Sense Van Helsing Blood: All Van Helsing can sense other Van
Helsing or Hellsing family members. This also allows them to
tell which family line the Van Helsing/Hellsing is, the family
member's powers and abilities if any, gender, location, mental
status, and health status.
Parental Powers:
Immortality:
~The power to never age and recover from almost any injury. All
Van Helsing side of the Hellsing family have one or two types of
immortality that keeps them going unless a weakness is used to
help destroy their bodies completely as this branch of the
Hellsing family has evolved and made sacrifices to become like
the monsters they hunt.
There are two Immortality Types: Type 1: Regeneration: High
level regeneration of body that heals any injuries, even fatal
ones, preventing one from dying. This is the main form of
immortality when not completely killed. Type 2:
Self-Resurrection: Completely heal fatal injuries and resurrect
upon death if body isn't entirely destroyed. If the member is
successfully killed but any amount of his body remains that is
not burnt to ash and scattered can self-resurrect by completely
healing and regrowing a new body. Cannot age once reaching a
certain point. Immune to diseases, toxins and drugs. Wounds,
even crippling or fatal ones, heal near instantly.
Head Liberation:
~The power to live without a head attached. Van Helsing family
members with this type of Immortality almost always have Quick
Regeneration as well. They can survive with no head and can
reattach theirs at anytime. Some even willingly decapitate
themselves in order to get out of tough situations. The body can
find its head perfectly when the head is within 50 feet of it.
Weakness: The body is completely lost if the head is more than
50 feet away and will stumble around blindly looking for its
head.
Monster Life Extension:
~The power to extend one's life using some kind of essence of
monsters. Van Helsing with this form of Immortality can heal,
extend their lifespans, and some can even temporarily gain more
power and strength from their enemies. Most Van Helsing
Immortals of this type are similar to vampires as they have
vampire fangs but are NOT undead. They extend their lives by
consuming the blood and life-force or death-force energies of a
monster.
Weakness:
~These Van Helsings MUST consume the essence of a monster at
least twice a month to maintain a nearly immortal life. These
immortals must consume monster essence in order to
supernaturally regenerate almost all wounds. These Immortals can
still die like mortals and have the same immune system as
mortals which means they can catch the common cold and cure by
drinking a monster's blood for example.
Semi-Immortality:
~The power not to age. Van Helsing Immortals with this ability
never age, and as a result, they stay young forever or at least
never suffer the ravages of aging. Because of this, the immortal
will always be at their physical prime. The user will also be
immune to aging abilities, such as Age Acceleration or Reversal.
Weakness:
~They can still be killed like normal mortals. Semi-Immortal is
still vulnerable to everything else that would affect other
beings, from disease to mortal wounds.
Regeneration:
~High level regeneration of body that heals any injuries, even
fatal ones, preventing one from dying. Standard above mentioned
weaknesses.
Supernatural Condition:
~The ability to reach and remain in supernatural physical and/or
mental condition.
All Van Helsing family members share the following supernatural
conditions thanks to their evolution and humanity sacrifices.
Van Helsing/Hellsing Telepathy:
~Van Helsing family members can communicate with each other
around the world no matter whether they know each other or not
when used at its strongest level. This allows the Van Helsing
branch to communicate vital combat information to other family
members even Hellsing family members.
Monster Mercy:
~After evolving to this level, the Van Helsing hunters can tell
if a monster or mythical creature deserves mercy for truly
trying to live a peaceful, quiet, good life. The siblings who
founded this branch were the first Van Helsings to believe that
creatures of the night and other monster could be good guys and
want what all who just want to live want... a comfortable life.
The Van Helsing family members have an evolved sixth sense that
can automatically tell if a supernatural is lying about its
intentions and moral alignment so they can make faster life and
death decisions.
Supernatural Hunter Physiology:
~The user possess the powers of a supernatural hunter, having
the innate ability to hunt down supernatural creatures. They are
able to physically match most of the creatures they hunt, have
innate combat abilities, ability to detect supernatural
creatures and know how to kill them. They may have immunity
towards the creatures they hunt (immune to vampire's compulsion,
demon's possession, witch's magic, etc.).
Vampire Toxicity:
~The user possesses blood that is toxic to vampiric entities
that renders them immune to vampirism and can affect or kill any
vampiric being that comes in contact with their blood.
Conversion Immunity:
~The user is immune to conversion, keeping them from being
turned into another species.
Thermal Resistance:
~User is able to survive at any temperature without discomfort.
Aura:
~This is a specific power that was created by humans and
supernaturals alike, which uses the power of the spirit and
channels it into the body to create an energy source for
supernatural abilities and use for defense. Those that learn how
to use it can use it as a natural shield to dampen attacks and
use it to amplify their physical abilities similar to how some
use energies like ki. After running out of aura though, the body
is vulnerable and only by letting aura recover naturally can
someone replenish their energy. It can also be used as an
amplifier to attack people. Users use aura very similarly to
those that use mana as an attack use. The color of one's aura
usually is random, as it's color isn't really determined by
anything.
Aura Defense:
~This is a passive power used by all aura users in which they
focus their aura as a defensive barrier around themselves. This
protects them from damage while they have aura to power this
ability, and aside from aura breaker weapons, the only way to
break through is usually through impact damage, or through
simply hitting them enough times they run out of aura to keep up
their defense. While in affect, someone can still be damaged,
like through impact abilities, but the aura defense protects
them from most damage from physical and other energy attacks.
However, once they run out, they have to recover their energy
before they can use this power again. How much aura they have
usually depends on the person and how much spirit they have.
While they don't take physical damage till their aura is
depleted though, they can still be knocked around by attacks and
every hit on their aura reduces their aura till it's depleted
enough this can't be used anymore.
Aura Lock:
~This is a technique where an aura user locks themselves in
place, designed purely for defense. By using their aura and
hardening their aura, they are able to up their defense
considerably, making it so nothing can move them at all or
damage them aside from aura breaker weapons. However, this
technique, while useful, locks the user in place, and as such,
one cannot attack in any way while their aura is locked. As
they're locked in place, they can't even move while this is in
effect. So while a great defensive move, staying in it too long
can give the opponent time to get close enough so that when they
come out of the attack, they can be at a disadvantage. This
technique is mostly meant to block strong attacks, though a
strong enough attack, or an aura breaker weapon can still break
through this technique.
Aura Physical and Supernatural Amplification:
~Thanks to the power of aura, those who use it also have
amplified supernatural power and physical abilities. Aura allows
them to passive empower themselves, and with enough practice,
many aura users can train till they are able to passively use
aura as a source of power for supernatural abilities instead of
things like chi or mana. Aura is a powerful energy in it's
amplification, and used in a manner similar to ki. Those who use
this power can train it by training their aura, and making it
stronger over time. They can also use this to power themselves
up consciously by focusing more aura to their bodies, but this
consumes more aura to use. However, while this amp is useful, it
only amps passively while the user has aura to power this
ability. Once that aura is run out, this ability can't be used
till the user recovers their energy. Those who amp themselves
beyond what the passive amp can do must be careful, as if they
aren't careful, they might actually amp themselves too much and
run out of aura.
Aura Bullet/Weapons:
~This is a technique by aura users in which they create aura
attacks to fire like bullets. This depends solely on the user,
as some prefer to fire small bullets using finger flicks, some
like to fire blasts of aura like bullets, and some prefer to
just fire it from the aura around them to fire spears or
something at an opponent. This technique is very common among
aura users, and lets them use this to create attacks of all
kinds. This also lets the user create weapons and other items
out of aura, such as swords or gauntlets. This is purely
dependent on the mind of the user and how they want to manifest
this power. However, all aura attacks mostly are the same in
nature in that they are aura energy that is fired at the
opponents or formed into a weapon in some way. Which means that
no matter how the technique is used, it's still dodgeable and
blockable as any other energy type. As one would expect, aura
breaker weapons can dispel these kinds of attacks.
Aura Sense:
~Those who use aura can eventually develop an aura sense where
they are able to sense the aura of others, which involves
sensing a mix of their spirit energy and their bodies energies.
The main use of this skill is that one can sense the aura of
others around them, giving them a sense that they can use to
identify people around them and sense those around them.
However, this also goes beyond simply sensing the people around
them, and gives them a sense that lets them feel the movement
around them. This gives them a sense that lets them almost
predict their opponents. By reading the movement around them,
they can respond to the aura and sense attacks coming at them
without seeing or hearing them directly. This gives the user an
attack sense that helps them in a fight and lets them know when
they need to dodge. Though this doesn't mean they can't be hit,
as they still have to perceive the attack before they can dodge
it.
Aura Armor Defensive Skill:
~Similar to the Aura Lock skill, the aura armor defense skill
amps the defense of the user, but only to the parts of their
body that they choose. This technique has both defensive and
offensive applications. Unlike the aura lock, stronger aura
attack skills can still break this defense, as this is just
adding a little extra defense, and works to defend more
specifically against energy attacks in general. This costs aura
to use though, as one has to use aura to keep this defense in
place, and while it's useful for amped defense, using it to
cover more of the body than what is needed is just wasteful
unless an attack is meant to damage more of the body. Those who
use this have to be careful to only use what's necessary to
block an attack. This effect can also be transferred to other
items like weapons to improve their defense against attacks.
However, even with the defense, they can still be hit by the
attack if the attack is stronger than their aura. And even as
strong as the defense can be, aura breaker or energy dispelling
weapons or powers can instantly break this defense.
Aura Armor Offensive Skill (Attack Deflection and Form
Negation):
~This is an offensive aspect of the aura armor skill, in which
one uses this in their attack. There are two main uses of this
skill. The first is to use it to hit attacks away, including
exploding attacks, using their aura to simple reflect the
momentum of the attack. This technique is designed to hit
attacks either safely away, or to hit them back at an opponent.
The second is a special technique known as form negation, where
the user can focus their aura into their attacks to damage
opponents no matter what form they are in by attacking them with
their aura specifically. This hurts them no matter what form
they're in as if they were solid. However, it is possible for
those with stronger energy defense to block this technique if
they have a similar defense skill like haki, Pai Zhua or certain
types of chi training. And just like the defensive skill, this
techniques effects can be instantly dispelled by energy
dispelling or aura breaker weapons and powers.
Energy Exoskeleton:
~The user can form armor around their body or a shape it from
solid energy for protection and physical boost. With training,
the user could shape the armor into new forms for weapons,
transportation, even constructs of the element.
*Trained Powers:*
Draconic Element Manipulation:
~The user can manipulate the draconic elements in a various
offensive and defensive styles.
Nassin is able to create and manipulate draconic crystal.
Dragon Mode:
~The user is able to enter a state which allows dragon-like
abilities, skills and traits with draconic capabilities and
powers that transcend all of the users basic limits whether
physical, spiritual, mental and so on.
Dragon Aura:
~The user can surround themselves in a ferocious draconic energy
that can induce fear into the hearts of men and animals alike.
If the user has the powers or soul of an elemental dragon, they
can generate their respective element.
Draconic Infusion:
~The user can infuse objects (usually a weapon), beings or
powers with draconic power, empowering and energizing them and
allowing the user to manipulate their qualities and efficiency.
Draconic Energy Manipulation:
~The user can create, shape and manipulate draconic energy,
which can be described as a invisible spiritual energy that
constitutes the life-force that flows within all dragons and
through multiple known dragon worlds. Also can be used to create
and manipulate the elements.
Dragon Armor:
~User is able to form dragon armor or craft it. Most users who
are able to generate it have either a Dragon Physiology or a
Dragon Soul. To craft dragon armor naturally you would first
need to slay a dragon and then have the required skill to make
an armor set from the bones or hide of this mythical beast.
Alleviation:
~The user has the power to alleviate symptoms of illness,
allergies, and pain to more endurable levels. This cannot
eradicate these symptoms but it makes them bearable for a
certain amount of time in order to find the proper treatment.
Foreign Forces Removal:
~The user can cancel or remove foreign forces from themselves or
of others, including physical objects, sicknesses, parasitic
beings, superpowers, supernatural effects, toxins, magic,
curses, etc. Essentially anything that isn't part of the fully
functional, unmodified biological physical structure can be
removed, cancelled and nullified, including the effects they
caused.
Enhancement Calling:
~The user can grant an enhanced physical condition to oneself or
others, gaining access from an outside supernatural source.
While not accessing this power, their physical abilities is put
in dormant state, allowing them to blend in easily with normal
society without accidentally performing physical feats. The user
can enhance a specific set of physical abilities or everyone of
them altogether.
Immunity Calling:
~The user can grant enhanced immunity from ailments and/or
diseases/poisons to oneself or others, gaining access of
physical power from an outside supernatural source. While not
accessing this power, their physical endurance is put in dormant
state.
Internal Bodily Cleansing:
~The user can "cleanse" others of any impurities within their
physical bodies (narcotics, radiation, etc.) This applies only
to said impurities and does not extend to healing any actual
wounds.
Defense Calling:
~The user can grant enhanced durability to oneself or others,
gaining access of physical power from an outside supernatural
source. While not accessing this power, their physical endurance
is put in dormant state, allowing them to blend in easily with
normal society without accidentally performing physical feats.
The user can enhance a specific set of physical defenses or
everyone of them altogether.
Flight:
~User can fly or otherwise move through the air using various
methods. Some possibilities include using one or more forms of
energy, wings or similar structures, or even mimicking or
becoming an animal that can fly. Users are generally able to
Levitate, and Glide as well.
Maternal Powers:
Magic:
~User has access to Magic, the use of rituals, symbols, actions,
gestures and language to exploit supernatural forces to varying
degrees, with only their skill, personal power-level,
imagination/knowledge, and/or morality to define the borders.
Given the flexibility of magic, they have essentially unlimited
possibilities for what to do.
Wish Granting:
~The user can grant wishes of others, manifesting the desires of
others into reality and make their wildest dreams come true.
Only half-djinni like Nassin can grant their own wishes. He can
also choose to grant other people's wishes
Wish Granting Empowerment:
~The user can get stronger after granting people their wishes.
Applications:
Enhanced Condition
Enhanced Durability
Enhanced Speed
Enhanced Strength
Growth
Djinni Physiology:
~User with this ability either is or can transform into a Djinni
(also spelled: Djin, Djinn, Djinny and Djinnee) Air Jinn or
Sprits in Arabian Mythology, their bodies sharp like copper.
Nassin is a hybrid of a female djinn and a male human.
Flight:
~The power to fly without any outside influence.
Invisibility:
~Can still be seen with infrared vision, full spectrum vision,
or thermal vision (Djinn radiate colder than humans).
Shapeshifting:
~The user can shapeshift their form, transforming and reshaping
themselves potentially down to the genetic and cellular
structure. They can impersonate others or enhance one's body for
combat, either by turning into animals, monsters or make the
body stronger. Users with particularly flexible abilities can
manipulate their form at will, combining abilities, traits, etc,
even being able to form limbs into weapons and reforming after
being blown apart by explosives.
Aerokinesis:
~User can create, shape and manipulate air, the common name
given to the layer of atmospheric gases and various compounds
(mostly oxygen and nitrogen) surrounding the planet Earth that
is retained by Earth's gravity, and wind, movement of air
relative to the surface of the planet. It is an important factor
in determining and controlling climate and weather, and the
generating force of most ocean and freshwater waves. Wind occurs
because of horizontal and vertical differences in atmospheric
pressure, and include breezes, squalls, gusts, whirlwinds,
zephyrs, gales, tempests, and hurricanes.
Since air cannot be seen by conventional methods, neither can
the attacks and derivatives formed by/from it, making it an
invisible and versatile weapon that is very difficult to block
and dodge.
Teleportation:
~The ability to move instantaneously from one location to
another without physically occupying the space in between.
Planeswalking:
~The user can travel to other planes of existence, myriads of
different realities all simultaneously coexisting within the
same expanded cosmology. Planes are often multi-layered and
likely endless in number, though they are usually organized into
local cosmologies centered on a prime nexus plane.
Planes and their inhabitants exist in an infinite diversity of
forms and natures, and users are bound to meet untold wonders
and dangers during their travels, as well as exotic artifacts,
arcane knowledge and unique power sources.
Supernatural Condition:
~The ability to reach and remain in supernatural physical and/or
mental condition.
Size Manipulation:
~Djinn can change the size of oneself and others while
preserving body proportion. The user has complete control over
the size of oneself and others, from tiny to absolutely gigantic
while retaining their physical proportions, some may be able to
alter their density. Usually strength and durability is
proportional to the size assumed, but users may actually gain
increased abilities when growing or keep their normal ones when
shrinking.
Smoke Manipulation:
~User can create, shape and manipulate smoke, collection of
airborne solid and liquid particulates and gases emitted when a
material undergoes combustion or pyrolysis, together with the
quantity of air that is entrained or otherwise mixed into the
mass. It is commonly an unwanted by-product of fires, with smoke
inhalation being the primary cause of death in victims of indoor
fires. The smoke kills by a combination of thermal damage,
poisoning and pulmonary irritation caused by carbon monoxide,
hydrogen cyanide and other combustion products.
Magic Abilities:
Genie Magic:
~The user is capable of performing magic associated with genies
or djinn. Sources can include actual instruction from genies,
using genies as a source of magical power or even using
substances/tools that come from or are connected to them. Genies
have powerful abilities, thus the user can potentially have
access to all of their unique abilities.
Spellweaver Mage:
~War mages have no use for incantations while fighting so these
specialty spellweavers have the natural talent to pull any spell
effect that they can think of out of the weave of magic with
just a thought.
Mysticism:
~User can utilize Mysticism: an untainted form of magic that can
be used in many different ways such as creating, manipulating
and/or mimicking objects, spirits and powers. Mysticism is often
a result of an immediate spiritual intuition of truths
transcending ordinary understanding, or of a direct, intimate
union of the soul with primal forces of Creation through
contemplation or ecstasy. Many users have supernatural patrons
and access to magical objects.
Deaden Pain:
~Can deaden the pain nerves through out the body with a thought.
Lasts for 30 rounds.
Supernaturally Dense Tissue:
~The user's body-tissue, skin, muscles, bones, etc. is extremely
dense/solid, allowing them to withstand harmful strains on the
body such as crushing weights, impacts, pressures, changes in
temperature, etc. They gain enhanced levels of strength and
stamina, this is possible because of how hard their body has
become, allowing them to resist tearing a muscle and/or their
bones shattering easily. A war mage is easy to tell at birth
because of this power.
Natural Born Warrior:
~All war mages are as much warrior as they are magic user. All
war mages seem to naturally know how to fight from birth and can
usually have bladed weapons down pat by the time they hit the
age of 3. A war mage does not need to taught how to use a new
weapon thanks to this natural born warrior ability. Once they
pick up a new weapon, they know everything there is to know
about it and can use it correctly by the second round. They are
also highly adaptive fighters and can begin to almost predict
the moves of an unknown fighting technique within 10 rounds.
Omnidirectional Energy Waves:
~The ability to release powerful omnidirectional energy waves at
once in a wide area. War mages tend to specialize in one or two
elemental magic types such as fire or water. They can draw upon
that elemental magic from the air to emit a devastating energy
wave blast from their bodies of their chosen elemental type.
They cause damage according to specialized elemental(s) magic.
The explosive nature is enough to blow anyone in a 50 ft radius
back.
Sense Magic:
~All spellweavers can sense magic. They can sense the type of
spell and its effects.
Sense Magic or Mana Users:
~All spellweavers can sense other magic users and mana users
within a 150ft radius.
Supernatural Stats:
Supernatural Intelligence: Can learn new spells quickly
Superhuman Intuition: This gives the mage one extra attack or
dodge move per round
Photographic Memory: The mage can recall anything that they've
seen, heard, feel, think, touch, or read with perfect clarity.
This reduces all casting time for spells by one round, increases
range by 20 feet, and increases spell duration by two rounds.
This is also helpful to mages who specialize in the elemental
domain of Time magic like chronomancers and time manipulation
witches who must remember exact times, days, weeks, months, and
years especially to get to their home time.
Transformation(s):
Dragon Mode:
~Nassin gained the ability to use his Crystal Dragon Magic which
is an enhanced form. Nassin can also turn his body into a
crystal, granting him invulnerability despite it looking
fragile. Though he can still get hurt by those with immense
strength to the point of getting f*cked or worse if he's not
careful.
Dragon Force:
~The ultimate state a Dragon Slayer can attain. Upon entering
Dragon Force, Nassin's arms, sides and back, as well as around
his face, become covered in blue crystal scales, and the rest of
his body assumes a blue glow as well along with his eyes. The
strength increase that Brian attains is immense: his strength,
speed and stamina all greatly increase, allowing him to
completely outpace and overwhelm strong immortal beings like
higher level jinns. .
Djinni Form:
~A form he can take like his mother and her race. The following
powers make up the Djinni Form. Djinn can still make a solid
humanoid form. The form has many powers such as:
Air Mimicry: Power to transform into or have a physical body
made up of air. User is made up of or can transform their body
completely into air. Users transformed form can be either
anatomically identical to their normal form, aside of being made
of air, in which case it contains all to organs and is somewhat
vulnerable to attacks. Alternately user can transform into
homogenous matter, without any part of their form being more
important than the other.
Smoke Mimicry: Power to transform into or have a physical body
made up of smoke. User is made up of or can transform their body
completely into smoke. Users transformed form can be either
anatomically identical to their normal form, aside of being made
of smoke, in which case it contains all to organs and is
somewhat vulnerable to attacks. Alternately user can transform
into homogenous matter, without any part of their form being
more important than the other.
Intangibility: The ability to pass through physical matter. User
is able to move through objects and ignore most physical effects
in their way, exact means how this is done vary between slipping
partially into other dimensions, being able to make their own
particles move between other particles, being non-physical being
of energy, vibrating their molecules into a new quantum
frequency, etc. Regardless the user is able to ignore most
attacks, physical dangers and gravity.
Monstrous Humanoid: When the djinni takes on his true form, he
becomes a monstrous humanoid. His sudden transformation can
cause fear in weaker creatures while startling creatures equal
to him and stronger (startle/stun: 1 round loss action).
Weaknesses:
Nassin can still be killed as long as he is kept from
regenerating such as complete incineration. His enhancement
powers are only temporary. Dragon slayer powers can still harm
him. He can't heal fatal wounds. His crystal powers can be
shatter with strong sound or vibration powers. Aura breaker
weapons can hurt him along with weapons that can harm his
regeneration. Due to him being half genie, hell gate pieces can
harm him and negate his magic. If exposed to it for longer the
24 hours, then the djinni runs the risk of dying. Just like
djinn attacks do extra damage to ifirit and demons, so do their
attacks on djinn. Ifirit attacks do triple damage every second
round and have a 50% chance to land a critical strike every
third round of combat. All demon attacks do double damage every
second round and has a 25% chance to land a critical strike
every third round. Djinn are weak to all lightning and earth
attacks depending on solidity of form. Lightning and earth
attacks do 25% more damage. Djinn are weak to all soul and
life-force absorbing weapons as these can eventually suck them
completely into the weapon and holding them prisoner. Djinn are
weak to all psychic attacks and mind reading abilities. Psychic
attacks 25% more damage while mind readers have 50% better
chance to read a djinni's mind.
Time-manipulating powers can erase the user's existence, as
opposed to biologically killing them. Immortality power may be
removed, rendering the user mortal once again. Incineration will
completely kill the user off if all little bits of the user are
destroyed. Due to him being a Van Helsing, there are many
supernatural creatures that loathes him and his family,
especially vampires. So those close to him are usually targets
for those kind of vengeful monsters. As a free half djinn, he's
a target of natural enemies from both sides of his family from
the coldest vampire to the saltiest jinn.
Skills:
Draconic Weaponry:
~Users are able to create any kind of weaponry that is imbued
with incredible draconic power, wield them as their own, and
make it so that no one is capable of using the weapons except
for those who are worthy of its power. The exact power the
weapon possesses highly varies on the type of draconic force
that empowers it.
Knowledge Replication:
~The user can gain/replicate any kind of knowledge, be it
knowledge over a subject, a foreign language, or mastery of a
fighting style. They can duplicate information from creatures or
inanimate mediums of data, such as books, computers, etc..
This may be active (user has to focus) or passive (constant
absorption).
Interrogation Intuition:
~The user is able to extract information from their opponents
through various means, the use of the Bad Cop Technique involves
the means of Intimidation, scaring them, inflicting pain, or
psychically extracting the information.
The user can even use a more subtle way of getting information
from opponents called the Good Cop Techniques where it includes
making them feel comfortable, being friendly with them, honey
potting them or using reverse psychology to get information.
Stealth Tactics:
~The user possesses an incredibly extensive knowledge and skill
in many types and ways of stealth tactics, enabling them to
easily slip in and out of areas undetected. Their abilities in
all manners of stealth are so refined they appear as mere
illusions to those who have been lucky to spot the user. The
users of this ability can move throughout even the most guarded
of areas and act in true discretion.
Predator Instinct:
~The user possesses predatory instincts, allowing them to become
masters of hunting and tracking. One with this ability can
discern numerous factors of a situation that make them a master
of pursuit and capture. This includes what move a foe will make,
where they are headed (if the user is in the foe’s proximity, or
knows the foe fairly well), as well as how to effectively cause
a foe to play right into one’s hands in combat/pursuit.
Pressure Point Intuition:
~The user possesses an immense knowledge of pressure points and
nerve clusters and can produce a variety of effects by striking
said pressure points in just the right way, ranging from
unconsciousness, paralysis, and even death.
Enhanced Assassination:
~User can perform the art of assassination better than the
average killer, they are able to dispatch their victims without
as so much as a struggle. The ways to do this range from
something complex and high-finesse like mastery in stealth,
strategically planned scenarios and highly disciplined martial
arts to something simple-yet-effective like brute strength and
raw speed to overwhelm the targets.
Enhanced Marksmanship:
~User can achieve complete and utter accuracy on distant
targets, with the activity in their brain center for aim,
accuracy, and precision is drastically improved. They need only
to aim for an instant before they can precisely hit a target
with a projectile.
User can judge extremely long distances amazingly accurately,
gauging the strength needed to launch a projectile, in order to
hit a target accurately. If a target is moving the user can
calculate the best method to hit the target. Visual obstructions
like smoke and vegetation do not hinder their ability to get an
accurate bead on their target, and their intense focus on
whatever they're shooting it allows them to shut out outside
distractions. They can compensate for environmental factors that
would normally throw off their aims like wind, air resistance,
gravity, and radiant heat (which distorts the image of the
target).
User can resist perception-distorting abilities such as
Illumination Emission.
Supernatural Tracking:
~User can track others down easily over any distance,
environment, or conditions including tracking targets that can
teleport or become invisible. They can find and follow tracks
that are months or even years old easily, they can even
reconstruct what has happened from the smallest of clues.
Antimatter Weaponry:
~User can to create or wield weaponry with power over
antimatter, which grants the user a wide variety of
antimatter-based abilities, including generation, transmutation,
and creation of constructs, along with volatile abilities
involving normal universal matter or dark matter. This ability
is not only specific to mystic weapons, but also technologically
advanced weapons. The power of the weapons depends on what they
were created for or what level of antimatter-based ability they
possess.
Blade Master, Arabian Blades:
~Djinn are masters with all Arabian bladed weapons. This
includes scimitars, jambiya, khanjar, and assegai. This mastery
gives them 2 extra attack or defense moves per round with an
Arabian blade.
Weapons:
Stakes and Knives:
~Dozens of stakes and Middle Eastern knives that Nassin carries
around. Like a classic vampire hunter, he uses the stakes to
pierce a vampire's heart. The stakes and daggers are gold,
silver, iron, lead, bronze, varanium, etc.
Glaive:
~His primary weapon. This weapon is his supernatural slayer
weapon that can harm almost any creature, including dragons,
angels and demons. This weapon also augment his crystal powers.
Coat:
~Before he died, Mark got a jacket for Nassin which utilizes the
Antimatter Manipulation Principle through the emblems on the
jacket to boost his strength and act as his personal weapon such
as destroying matter and dark matter.
Personality:
Nassin is an easy going guy who loves adventure. Though he does
have an attitude with some smartassery here and there which
probably something he got from his mother. Although caring and
kind in his own way, he is a bit childish and arrogant,
especially in combat, such as him couldn't help but taunt his
enemies and mock them. Although he doesn't mind being a hunter,
he doesn't take it too seriously unless it's personal or it
involves helping someone innocent.
Bio:
((Will do later))
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