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       #Post#: 77--------------------------------------------------
       RP Profile: Malina Nereze-Dovan
       By: Coolcat207 Date: March 23, 2019, 11:07 pm
       ---------------------------------------------------------
       "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.
       *****************************************************