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       #Post#: 234--------------------------------------------------
       RP Profile: Nassin Van Helsing
       By: Coolcat207 Date: May 10, 2019, 6:00 pm
       ---------------------------------------------------------
       "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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