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#Post#: 77--------------------------------------------------
RP Profile: Malina Nereze-Dovan
By: Coolcat207 Date: March 23, 2019, 11:07 pm
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"Everything has gone to hell. Both of our families are torn
apart. And for what? All I hear is the same shit we normally
hear from most of our enemies. Those guys may have tarnished
their honor as knights, but I won't. And I will make sure that
our child will honor that code as a knight as well."
*~Malina to Sean after taking in what happened in her
organization.*
"I am a knight. It's my duty to protect the innocent from
assholes like you."
"I swear, some people have zero disciplines."
*~Malina when had to face some rude dark faes.*
*Name:*
Malina Nereze-Dovan _(Last Name is Slovak for Stainless Steel)_
*Age:*
Unknown
*Gender:*
Female
*Species:*
Human
*Height:*
5'5
*Weight:*
Unknown
*Organization:*
Former: The Knights of Alban
Current: None; may aligned herself with the people of Avalon
*Unit:*
Former: Eiler Unit
Current: None
*Rank:*
Unit Leader and Marshal of the Knights (that's all I got)
*Family:*
Father: Alroy Nereze (deceased; killed by an unknown demon)
Mother: Unnamed (deceased; died of natural causes)
Husband: Sean Dovan
Mother in Law: Morrigan (+Hei Darkfire)
Father in Law: Troy Dovan (deceased)
*Crusader Skills:
Crusader Skills:
~The Knights of Alban developed a special divine skillset called
the Crusader Skills in order to combat things like demon aura
and celestial force. This skillset uses a neutral energy called
Crusader energy that utilizes the power of the human spirit and
the combination of energies that run through the human body.
This power is neither holy nor unholy.
Shield of Trust:
~A special skill which increases a knight's defense, and the
defenses of their allies. This ability reduces damage for up to
3 combat rounds. Those skilled with this skill can actually heal
their allies and themselves with this skill, though healing is
usually minimal compared to the next two skills.
Recovering Touch:
~By touching a certain wound, a Knight of Alban can use crusader
energy to heal that wound. Because of how specific the skill is,
it heals much faster than the next ability, healing hands.
Healing Hands:
~This uses crusader energy in order to heal allies. This can
also be used to heal oneself with concentration. This power is
designed to restore not only their wounds, but restore their
stamina as well. The worse the damage though, the longer it
takes to heal.
Celestial Spike:
~This power let's a Knight of Alban attack someone with a
collection of crusader energy spikes which pierce the opponent
and slow them down considerably. A simple action like pulling
out the spikes takes up to 2-3 combat rounds. The spike doesn't
do any actual damage as it's spiritual in nature.
Sinful Thorns:
~These fire a collection of crusader energy spears which hit an
opponent and do more damage the longer the spears are in the
opponent. More skilled Knights can fire these from their weapon
with practice.
Judgement Blade:
~This ability enhances the power of a knight's weapon
considerably, in which it coats the weapon in crusader energy.
This moves swings for a single massive damage strike. This is
especially effective against giants, but can be used against
strong enemies assuming the attack hits. This attack uses a lot
of energy, so it takes a while to use again after being used.
Breaking Lies:
~Anyone hit by the crusader energy in a knights weapon will gain
a temporary decreased defense to crusader skills even if they
are immune to them. This skill can be amplified with multiple
strikes. Depending on the opponents resistance will determine
how many strikes it takes for the crusader skills to do critical
damage.
Stronger Power:
~This ability uses crusader energy in order to enhance one's
physical strength and speed in a short burst. This can
temporarily give someone enough speed and power to combat almost
any supernatural for a few rounds depending on how much power is
put into the burst. However, if too much energy is put in, the
user won't be able to handle their strength and speed properly.
Divine Link:
~This lets the knight link with someone else's mind. This is
designed so knights that are working together can communicate
more easily without words. Knights that use this increase each
other's defense, offense, and helps with healing injuries as
well even if the knight is not right next to them. The link has
drawbacks though, as if one takes damage, the other feels the
damage as well which also means that if one dies while linked,
so does the other.
Sacred Revival:
~This lets a knight revive someone who dies as long as their
soul hasn't left the battlefield and restores them to the state
before they were critically injured. However, once the soul
leaves to the afterlife, this skill cannot be used.
Soul Restoration:
~This ability lets a knight restore someone's energy at the cost
of some of her own. This can also be used to boost an ally's
power if they're already at full power. This is mostly used to
restore some stamina to someone who needs it.
Element Crusader:
~This lets a knight use their crusader energy to take control of
basic elements. While this can't take control of specialized
elements like dark flames, it is still a powerful ability. Most
use this ability to fly using the power of wind. Though the
drawback is that they can only go as fast as the wind will carry
them.
Aura Amplification:
~The user can enhance the powers of themselves or others' so
that they can reach high level mastery and control
instantaneously, even reach a level of power that is usually
beyond their limits alone. Users cannot steal or give power,
only enhance the ones their targets already have.
Self-Power Augmentation:
~User is able to empower their existing powers to higher levels,
if not highest possible levels.
Supernatural Life Force:
~User possesses massive reserves of life energy, which also acts
as a reliable power source that aids in their longevity, power,
stamina, vitality, and healing capabilities, allowing them to
withstand and survive even the most strenuous and life
threatening circumstances.
Ability Recharging:
~User can completely recharge/refill anyone's abilities/powers
after they have been used up, completely restoring them to the
point that they first started using them.
Healing:
~User can restore biotic organisms to their optimal health,
curing damaged or withered organisms, wounds, broken bones, low
vitality, and diseases/poisoning. Though the user 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.
Healing Aura:
~User can project an aura of healing and mending energies,
focusing the energies they emit from themselves and those
effected have their physical wounds healed. They can even cause
at a greater extent can cure infectious diseases and poisons,
can heal one's mental state and/or even heal one's soul.
*Arcane Archer Abilities:*
Mysticism (Limited):
~Power to use Mysticism, a pure form of Magic. 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. Arcane archers are limited to
attack and protection spells only.
Ley Line Manipulation (Limited):
~The power to manipulate the conduits of supernatural energy
that surround a planet. User can control/manipulate ley lines,
the conduits of mystical energy that surround a planet. They're
able to bend the mystic forces of the world to their whim.
Archer archers can use the following aspects of ley line
manipulation to magically enhance their arrows when they leave
their hands. These limitations are:
Nature Channeling/Natural Energy Manipulation:
~Channel the very power of nature and imbue it straight into one
of their arrows in order to cause more damage.
Nature Unity:
~Arcane archers are at one with nature. They can naturally feel,
sense, and tell even the slightest changes in their environment.
This can be a great advantage when it comes to aiming an arrow
as the arcane archer can naturally tel weather and wind
direction for example.
Long Lifespan:
~Arcane archers are a type of warrior mage and are so fused with
magical energy that their aging has been slowed down. Arcane
archers can live for up to 5,000 years before dying of natural
causes if not killed before then.
Summon Animal Familiar:
~All arcane archers can summon and bond with any mundane animal
as their companion and familiar. They can only have one familiar
at a time, but are highly bonded to it. The arcane archer can
see, hear, smell, and feel what their familiar does when they
focus on that bond. If their familiar is slain, then the archer
takes 50% damage to their body and soul and must wait one week
after death before they can summon another familiar.
Malina's faithful animal familiar is a male dire wolverine name
Eron.
Enchant Arrows:
~Arcane archers can naturally infuse their arrows with magical
energy in a variety of ways before they leave their hands. These
enchantment ways are:
Enhance Arrow:
~Every nonmagical arrow an arcane archer nocks and lets fly
becomes magical, gaining a magical enhancement bonus of 25%
better chance to strike and 40% better chance to land a critical
strike. Unlike magic weapons created by normal means, the archer
need not spend much energy to create these arrows. However, an
archer’s magic arrows only function for her.
Imbue Arrow:
~An arcane archer can infuse an attack or protection spell into
their before releasing it. When the arrow is fired, the spell’s
area is centered on where the arrow lands, even if the spell
could normally be centered only on the caster. This ability
allows the archer to use the bow’s range rather than the spell’s
range. It takes a standard action to cast the spell and fire the
arrow. The arrow must be fired in the round the spell is cast,
or the spell is wasted.
Seeker Arrow:
~An arcane archer can launch an arrow three times per day at a
target known to her within range, and the arrow travels to the
target, even around corners. Only an unavoidable obstacle or the
limit of the arrow’s range prevents the arrow’s flight. This
ability negates cover and concealment modifiers.
Phase Arrow:
~An arcane archer can launch an arrow three times per day at a
target known to her within range, and the arrow travels to the
target in a straight path, passing through any nonmagical
barrier or wall in its way. (Any magical barrier stops the
arrow.) This ability negates cover, concealment, and even armor
modifiers.
Hail of Arrows:
~In lieu of her regular attacks, an arcane archer can fire an
arrow at each and every target within range, to a maximum of 10
targets. Each attack uses the archer’s primary attack bonus, and
each enemy may only be targeted by a single arrow.
Arrow of Death:
~An arcane archer can create an arrow of death that can kill any
creature that is not immune or resistant to Death domain spells
or be slain immediately. It takes one day to make an arrow of
death, and the arrow only functions for the arcane archer who
created it. The arrow of death lasts no longer than one year,
and the archer can only have one such arrow in existence at a
time. Immortality and regeneration abilities counter this
attack.
*Blood Bonded Abilities:*
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 affect 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.
Burning Wrath:
~This power’s origin is lost to the Brujah, though many of its
more combative members have learned the secret. Indeed, its use
is very widespread, particularly among the less genteel ranks of
the clan.
When the Brujah activates this power, she becomes capable of
striking an enemy with devastating power many times in
succession – each punch or kick actually impacts the foe
multiple times, all of which carry the full force of the
Brujah’s supernatural strength. The blood used during this
power’s activation also causes the Kindred’s flesh to blush with
a violent crimson. In some cases, visible waves of blood-heat
emanate from her body or a red mist envelops her.
Iron Heart:
~Some Brujah can steel themselves against even the most forceful
extensions of other Kindred’s will. By calling upon their
physical strength and what some vampires suspect is sheer id,
the Brujah can shrug off the effects of mental suggestion and
supernatural force of personality. Young Kindred tell tales of
bold Brujah even ignoring the attempts of princes to Dominate
them – likely a use of this power.
*Passive and Combat Skills:*
Master of Weapons:
~All knights are trained on the use of multiple types of
weapons. Each knight develops their own style of combat using
whatever weapon they design, then they train till they have
mastered their weapon.
Trained Martial Artist:
~The knights are also trained in different martial arts. This is
designed so that they can also fight without the use of their
weapon. They utilize many different styles depending on what
kind of martial arts teachers than they can utilize.
Enhanced Speed, Strength and Stamina:
~Even though they're human, knights can keep up with all manors
of supernatural creatures thanks to the training they receive as
a Knight of Alban. A knight is trained to be a warrior and
trained specifically so that they can keep up with supernaturals
Age Control:
~Knights can control their age using crusader energy. This means
they only age if they want to. However, once they age forward,
they cannot age backwards.
Mana Shield:
~This gives knights a defense against magic and dark magic so
they take reduced damage. However, this doesn't mean their
immune. Their mana shield only absorbs some of the damage.
Natural Shield:
~This raises their defense against projectiles like arrows and
guns. Should a projectile pierce a knight's body, the damage is
reduced as the natural shield ability slows down a projectile so
it doesn't go as deep as it should into the knight's body.
Heavy Stander:
~This grounds a knight, making it so they don't get staggered
back quite so easily. This skill also has a chance to do some
knockback on an attack should the effect trigger. However, this
is random on whether or not it triggers and usually depends on
the severity of the attack.
Attach Item to Self:
~The Knights of Alban have taught this skill to their knights so
that they cannot be seperated from their weapons. They can call
their weapon to them at any time.
Archery Master:
~All arcane archers are archery masters and gain bonuses from
that fact. Arcane archers have a 30% better chance to hit their
target, arrows do 10% more damage, and all shots have a 15%
better chance for a critical strike.
Precise Shot:
~You can shoot or throw ranged weapons at an opponent engaged in
melee without taking any penalties to aim.
Point Blank Shot:
~You have a 25% better chance of striking a target at point
blank range.
Trick Shot Expert:
~Arcane archers are masters of trick shots and get a 25% better
chance to strike their target with a trick shot.
Multiple Shot:
~An arcane archer can load and fire up to four arrows at one
time with no penalties to their aim, range, and success rate.
*Weaknesses:*
The Knights are human and have no natural regeneration. While
they are trained to even kill supernaturals, getting a critical
injury on a Knight of Alban is the same as any other human.
Divine Link can kill multiple knights at once if used too much.
If a knight is connected to one and dies, the one they are
connected to dies as well. The Knights, while they are trained
to fight demon kings and gods, are not always equipped to fight
every threat out there. For this, the Knights sometimes have to
look to preparation time to develop a way to counter specific
powerful abilities.
Because arcane archers are natural magic users, they are weak to
Hell's Gate pieces like all magic users. Arcane archers are
spiritually connected to their familiars and take heavy damage
physically and spiritually when their familiar is killed. The
death of the familiar distracts the archer with immense pain and
grief which causes a stun effect for 3 rounds where the archer
is heavily negative for all moves and becomes easily hit. Arcane
archers are weapon specialists and can only use blades and bow
and arrows. They take a penalty of 25% to their aim and strike
chance if they use any other type of range weapon such as a gun.
Arcane archers can ONLY cast attack and protection spells
naturally and take a 25% penalty if they try to cast any other
type of spells.
Malina has to be careful with her semblance. Although she has a
whole lot of life force that can support an army, she still has
to be careful or else she will tire herself out or even worse.
Aura breaker weapons can harm her.
*Weapons:*
Bow and Arrows:
~As a half arcane archer, Malina has a magical longbow and
blessed silver tipped arrows. It is able to harm both mortals
and immortals. It does double damage to those who use magic
while it only does 25% damage to those who use energy powers.
Alban Knight Armor:
~The Knights utilize armor made of normal metals, but lined with
a combination of vibranium and adamantium, making the armors
extremely difficult to break through. The armor proves to be
extremely powerful and grants great defense.
Crusader Sword and Shield:
~Malina's last weapons shattered when she was fighting a evil
faery creature that used to work for Cichol. Thanks to a Welsh
demigoddess, Malina manage to get her weapon not only repaired
but improved as well. Although the weapon is made of blessed
iron, it's stronger than it looks. It's also an aura breaker
weapon.
*Personality:*
Malina is an adventurer who takes pride in her abilities as a
knight and always believed that what she and the organization is
doing is right. Although she may seem like any other Alban
Knight, Malina does have an open mind and is willing to help the
innocent no matter who or what they are. Malina is also not much
of a stiff once people get to know her. Though mature, she can
be sassy depending on the situation.
*Bio:*
Malina was born and raised into the Alban Knights since her
father was a knight. As an only child, she went through the same
training as any other knight. During her mind to late teens, she
befriended a Celtic demigod named Sean Dovan. Despite what he
is, she grew fond of the half blood. She kept their relationship
a secret but eventually, her father found out. His protective
nature forbid her to see that half blood ever again, due to his
distrust of supernaturals and half breeds. Of course, as any
other rebellious teenager, Malina disobeyed and was sneaky about
it.
Coming out of her late teens, her father was killed in action
when he and his unit went against some demons. Malina
immediately went to Sean, who she's secretly dating at the
moment, and the two worked together to not only avenge her
father but stop his troops as well. Weeks later, Malina became
the new leader of the unit. Malina felt proud but she also was
depressed about the death of her father along with their last
conversation being a fight.
Months passed when Malina was finally engaged to Sean. The good
news is that his mother, Morrigan likes her. The bad news is
that it didn't take long for the other knight leaders to find
out. After a discussion, they didn't mind Malina marrying the
demigod as long as he's not a threat to the organization.
Overjoyed, Malina thanked them and married Sean.
Sean took Malina to Avalon where they would be safe and they can
stay at an old friend's place when he found out that the Celtic
pantheon was going through hell. Despite not wanting to,
Morrigan told Sean to not come back to the pantheon no matt what
and take care of his family. Now, Malina's and Sean's main focus
is protect each other and their child.
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