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Dark Fred

Fred has an incredibly unique genetic condition: natural Magi powers. Many would like to have such an ability. One time when Fred was entirely broke, he agreed to have a clone made of him for testing. But he was in fact told only part of the story: the scientists were trying to test a new weapon. Typical of foolish mad scientists everywhere, they decided to remove the genes that give conscience and compassion (or tend to). They thus produced an evil Fred, or a Dark Fred. Dark Fred was a premium weapon, but he eventually sold out to the All-Monster. Fred was barely able to contain his clone, and Dark Fred was not even a full-fledged Avatar! The two parted their ways, but now they meet again.

Abilities:

Absorb Blood: Dark Fred can take other people's corpses and blood and bind it to his body, then regenerate (similar to the necromancer power). He can also stick additional arms and stuff onto his body.

Advanced Etherealization: All of the Magis can develop the ability to basically D-Step (go to a different dimension) instead of just intangibilizing.

Anatomy Sense: When DF works up Blood Sense, he can detect how other people's anatomy works. What he uses this for is extreme criticals. He doesn't just aim for the heart, he aims for the left ventricle. Furthermore, he can sense how alien and inhuman anatomy works as well. On a robot, he could learn critical joints and power transmitters.

Black Blade: DF can make a blade of dark energy that rips and tears through things. Most of the time, it is merely an extension of the fingers. He can get it up to three-foot long blades that he can then flight-spin around and become a whirling dervish.

Black Flame: This flame is like the Black Torch's napalm; in fact, the Black Torch's main source of the napalm is DF himself, through special binding conduits.

Black Lightning: Dark Fred blasts lightning that is filled with dark energy (much like the Black Torch, it grabs and electrocutes).

Blood Acid: This gives blood (even inside a person) a ph of 0 and immense reactivity! This can also be used to give Blood Tears an acidic disposition or even be used to make Blood Tears more useful for alchemy/chemistry! It can also be used on Blood Grenades themselves to improve both explosive capacity and add an acidic goo (much like Mariner's Slime Grenades), but such activities are tiring.

Blood Angel: One of Dark Fred's most heinous transformations. Physically, his eyes become bloodshot, he grows black-red wings, teeth and nails grow long and sharp, and all of his personal weaponry becomes attached to him by vine-like red tendrils. These tendrils pump power into the weaponry (basically a stronger level of Empower Weapons). Other benefits include:

Blood Flame: Dark Fred can ignite blood, even inside another person, and make it burn with intense heat! An amazingly painful way to die, and a nice way for DF to become an arson without ever using a match! DF can also change Blood Tears or Blood Grenades to a more fiery disposition using this power.

Blood Magnet: One of Dark Fred's most evil moves, this fusion of TK, blood control and raw energy enables DF to make a focal point (at the beginning, always him) to which all of his target's bloods pulses towards. Internal organs and the heart start sliding; blood pours through old wounds and every orifice in the body; the skin starts bubbling with the blood trying to pop the skin; and so on. Any blood taken is transformed into mystic energy by DF.

Blood Mantis: Dark Fred transforms into a black/red bloodied mantis-being (much like a horrendously screwed up Scyther). Dark Fred typically is either man-sized or 20 feet tall.

Bloodplasm: Using a form of Blood Magnet, Dark Fred can turn blood into an ectoplasm-like substance and use it like Morpha to grab and hurt. DF can even replace his arm, or give himself new arms or disguises, using this ectoplasm blood.

Blood Poison: DF can make blood poison.

Bloodport: DF teleports to a location with blood.

Blood Samurai: DF transforms into a demented, horrible, bloody samurai.

Blood Scent: DF can discharge some of the blood from his pentagrams and fill a space with the nauseating (and potentially misleading) stench of gore.

Blood Sense: Dark Fred has a sort of demented life sense, a fusion of enhanced hearing/olfactory and DF's blood skills. The following things can be told by it:

Blood Scribe: DF can write with the blood in his pentagrams. This blood glows and can be used as an intimidation, misleading (by writing in blood things only another group would use), or signature factor.

Blood Sight: Dark Fred expands his Blood Sense to use blood as a sensory tool. Basically, DF "sees" the scene from the viewpoint of the blood! This can be combined with Blood Spray, Scribe or Scent!

Blood Spray: DF blasts people with intense, smashing sprays of blood. Not only is blood thicker than water, but this can be used to get rid of some of the spare blood, has an intimidation factor, is thick, smells bad, can carry disease, and so on.

Blood Tear: Dark Fred cries blood that is infused with waste energies from S&S and Blood Magnet. This can be used for the following things:

  1. To purify DF of waste energies, poisons and such.
  2. To recycle energy.
  3. To instill a euphoric bloodlust.
  4. As a sort of Gambit-like projectile.
  5. To sell as an incredibly powerful magical implement.
  6. To put into Blood Grenades and some of the other weapons.
  7. To give to others as a drug, a bomb, etc.

Blood Wasp: DF can transform into a horrible bloody, red-and-black-armored wasp with six arms and deadly wings.

Blood Widow: DF may perform this much earlier if he has the Blood Widow with him. The transformation turns DF into a six-armed (his remaining two legs are his normal legs) killing spider being. Dark Fred typically chooses to go man-sized or 20 feet tall. DF's leg ends can open up to become eight-fingered claws. Weapons change appropriately: the Body Harvester becomes mounted on top of one of the arms,

Conduit for Evil: This is one of DF's most powerful moves. He puts his hands to the ground and begins channeling dark energy. By channeling this evil energy, he can summon huge black lightning bolts, massive meteors, a huge draining mist, a black hole, and so on. However, the energy costs are enormous, and the more he attaches himself to the the ambient evil and to the Darkstream, the harder it is to unroot himself, meaning that he is vulnerable to attack. He also flares dark energy and becomes a huge sore thumb. Be warned that any dark energy launched at DF will make the power even more incredible.

Dark Comet Shield: Dark Fred forms a massive, Maelstrom-resembling red shield around himself that can be used for ramming, much like the shockwave around a meteor.

Dark Dragon: DF's equivalent of Fred's Bahamut transformation. It ends up as Shadow Blood Bahamut.

Death Mask: Dark Fred can use blood and death as a disguise kit or even temporarily assume the appearance of a fallen warrior!

Death Sense: This amazingly refined Blood Sense corellary is designed specifically to detect death energies, including: those who are dying, ghosts and other dead, entities not alive but in perpetual death (better at detecting and identifying undead and robots), banshees, those with much death on their hands (not merely blood, but actual deaths caused), and so on. It can detect HP levels similar to Blood Sense, but it is less accurate, only detecting when someone is far away from death or close to it. Of course, the two are not mutually exclusive and both are permanent sensory capacities.

Draining Skin: This is a combo of Blood Magnet and Skin of the Shark. Every hit drains some lifeforce from the enemy, specifically blood!

Dream of Blood: DF fills his mind with red energy, transforming him into a bloodthirsty berserker. Dark Fred soon feels a soothing relief pour over all parts of his body, enabling him to ignore pain and injury. He relaxes and opens up; his Blood Sense is doubled, his S&S range is tripled, and so on. This is not a euphoric bloodlust like Blood Angel, but a calmer, more insidious one. He still wants to kill, but the need and urge is supressed. This is the feeling he gets inside the Black Exoskel: like this is all a very pleasant dream.

Eldritch Whisper: Dark Fred develops this move, but any Magi can learn it. Basically, Dark Fred can mouth the words of a spell or even only think of the words (faster and silent) to cast it.

Empower Weapons with Darkness: Dark Fred empowers his weapons with dark emotional energy.

Energy Bullets: Creates a small payload of bullets of pure energy for any gun. The bullets have the same effect as the real thing. The higher the level, the higher the payload.

Fear Sense: Much like a feral animal, Dark Fred can automatically smell/sense fear or the lack thereof. Keep in mind that, much like a rabid dog or a psychopathic killer, fear indicates loss of control. But Dark Fred is not stupid. The absence of fear does not mean the opponent is not overestimating his capacity. The card works the other way, though; someone with fear's adrenaline and strength, and the conviction to act, can be far stronger than any killer. And someone with some amount of fear, but far greater determination, is also a dangerous opponent.

Gore Cat: Dark Fred transforms into a insane, blood-thirsty Hunter Cat type creature or a regular jaguar. The color is a mix of red and black, usually black with red spots.

Life Match: DF matches his life with another! This can be used to give additional HP, or can be used creatively to screw over enemies. Example: DF has Life 3, enemy doesn't. Kills himself and enemy, but he comes back. Or he can use this to help with a hostage: shoot me, kill her. He can also saw off arms and then regen them. His enemy might not get back his arm, just the HP lost by losing the arm!

Magic Tattooes: Tiamat bought most of the Avatars magic tattooes. Here are the ones DF got:

Maggatling: This unique move is developed by Fred but can be used naturally by all the Magis. Maggatling is a combination TK-energy blast. Basically, energy pulses are accompanied by a TK "bullet". At close range, the "muzzle flashes" are powerful pulse energy blasts. At long-distance, a basically instantaneous shot hits enemies.

Magnetic Healing: Using Blood Magnet and fusing with it Magi regeneration, Dark Fred may gain a regeneration similar to the vampires in Blade: his blood and gore will pull itself back together as soon as it is cut! This enables him to regain limbs and organs, perhaps even his head!

Mark of Blood: Simply, DF marks someone for his Blood Sense.

Marrow Pump: Dark Fred's marrow permanently produces blood at a supercharged rate, enabling him to often ignore wounds and let his bio-regeneration handle it.

Mega Masochism: Inspired by a Major power I found on the Internet. Basically, DF gets stronger and more willful from pain! This is also similar to the Saiyan's ability to keep getting hit and come back up stronger.

Pain Distribution: This power is not as powerful as is purports to be. Dark Fred can absorb the pain out of someone else and take it into him (through touch or close contact). He can then give it to someone else in the same manner! Two notes: he can indeed send his own pain into someone, and Mega Masochism does not interfere with this power.

Red Cloak: By combining blood skills with Magi cloaking, Dark Fred can literally use blood and gore as a cloaking field! This has some perverted uses. First of all, since it uses an actual physical bases, it costs much less energy than conventional cloaking. Second, Dark Fred may hide in the bodies of those he has killed and then leap out of the gore, still partially invisible, to take on his enemies. Third, it is quite intimidating to have every slice you make with your sword make your enemy disappear!

Red Eye: This combination of physical control and Blood Sense turns the forehead pentagram into a disguised, Blood Sense third eye. If necessary (i.e. when blinded), this "eye" may function as a normal eye, in which case it partakes of all the regular powers of the main eyes.

Red Flash: These powerful, sudden energy blasts come from the pentagrams. They can be eventually made into close-range hammering "pulses" capable of smashing through adamantium, gundanium, black knight or excelsium!

Red Knight: Dark Fred transforms into a bloodied knight.

Red Juggernaut: DF transforms into a massive, Blood Golem-style creature of doom.

Red Search: A sort of red searchlight comes out of DF's head pentagram. This searchlight makes everything awash in red but outlines Blood Sense targets in shades of black. It can also be used just to make a regular, albeit red searchlight.

Repulsion Field: This is included as it is an important part of DF's repertoire. Being one of the more damage-oriented Avatars (at the cost of endurance), DF must frequently fight people with massive bursts on weaponry. Repulsion Field is a move used by all the natural Magis that constructs an appropiate-colored web (DF is red, Fred is bluish/red/green/white, Whitie's is black and Blackie's is white) which intercepts shots below a certain damage. Repulsion Field is not quite indestructible, but is several hundred times more powerful than other barriers. In addition, bursts to weapons are intercepted (not lumped together as one damage). Single-shot people must, of course, contend with DF's amazing agility.

Skin of the Shark: DF's skin becomes sharp and abrasive, enabling him to rip people to shreds with punches, tackles, etc. Grabbing onto him is not recommended. Eventually, DF can make this automatic and costless to initiate.

Strife and Skirmish: This is an aptly named move that allows Dark Fred to drain other's intensity, anger, desperation, etc. from combat. In large-scale wars, Dark Fred can drain power beyond belief. This is arguably his most powerful move. He can either fire the energy (channeled into his pentagrams) as a stand-alone beam (regular style or from the sky as a big pentragram shape) or as a pumpup for DF's other moves.

Tortured Wail: Dark Fred remembers people's screams and then combines them, making a huge vocal diorama of those who he has killed and hurt.

Virulent Blood: DF pours life energy into blood to make it highly virulent and deadly.

Equipment: Keep in mind that all of DF's equipment are ultimate weapons, likely to be at least equivalents of greatest rune weapons, and are customized by the All-Monster. In rare instances where you get the Avatars, their weapons and equipment are ultimate.

Agony: DF's whip. This cat-o-nine-tails style weapon is, of course, enchanted and technological. It has numerous glass and metal shards sticking out of it.

  1. Mystical agony is caused by those who are hit by it.
  2. Pieces of armor struck by the whip are grabbed by the barbs and pulled off.
  3. Paralysis can also be induced.
  4. The whip can be turned into a flaming whip of high-intensity heat (the heat wipes off like napalm).
  5. The whip can also be turned into a lightning bolt-style strand system.
  6. The whip can be used almost like a prehensile tail and grabs and entangles with immense strength (also partially aided by it's victims' agony). In addition, it has an intelligence of it's own (a sort of complex ectoplasmic "animation" and magical manipulation).
  7. The whip appears to be only a regular size, but in fact can extend out to 1000 feet.
  8. The whip may gain side tendrils or an additional 1000 feet by extending out ectoplasmic arms; these "arms" have none of the enchantments, save for the soul attack. These tendrils are 80% of the strength of the original whip. Additionally, the ectoplasm may be made to run the length of the whip, adding 80% to the strength (not so much to the damage).
  9. Blood Tears may be inserted into the handle. These mainly up the powers of the attacks.
  10. The whip may make an immense physical force when it hits the enemy, causing a mere slap with it to smack even a large man several feet.
  11. The weapon has precise grip and is recallable.
  12. The whip may, 10 times per day, grow long, 3-foot-like spines that will impale anything they're touching or near to, including people. Dark Fred may then wave the whip around, bashing people against walls and causing some MAJOR internal damage.
  13. The whip has the incredible power to, 3 times per day, not attack someone's mere flesh and bones, but their very soul and mind! This means agonizing pain and non-permanent incredible damage. Note that this requires 10 times the capacity to be lethal, and even then hospitilization, Life 1, or most any other form of resurrection will work. This attack is to "soften" the enemy with pain and then kill them.
  14. Also 3 times per day, the whip can override Rifts style S.D.C.! This means that in FF terms, DF is striking straight at the critical HP levels! This is a lethal attack.
  15. The whip may quite easily be used as a grappling hook or as a horrendous stabbing weapon by means of a magically created, wickedly curved blade at the edge.
  16. 20 times per day, the whip may cause a shower of glass and metal to fly and hit people around by impact. The glass shards and metal are strong and fast enough to go through kevlar at close range, but are mainly designed for unarmored organics.

Avatar Shield Belt: This standard issue multi-purpose belt issued to the Avatars offers numerous abilities.

  1. Offers a powerful contemporary forcefield.
  2. Has two internal Iron Curtains.
  3. Offers flight capacities to those who cannot fly and boosts speed and control for those who can (DF, Psycho, Electrica, etc.)
  4. Teleports practically anywhere.
  5. Protoss Plasma Shields drawing upon psionic energy; Psycho's are the strongest.
  6. A combat forcefield allowing rams and sort of "blasts".
  7. The belt casts magical spells from an internal P.P.E. battery. Such spells include: Null Sphere, Chameleon, Invisibility: Superior, Charismatic Aura, Repel Animals, Swim as a Fish (Superior), Heal Wounds, Fly as the Eagle, Metamorphosis: Superior, Eyes of the Wolf, Locate, Impervious to Fire, Impervious to Energy, Mystic Fulcrum, Chromatic Protection, Armor Bizarre, Superhuman Endurance, Superhuman Strength, Superhuman Speed, Invincible Armor.
  8. The belt has a technological cloaking field.
  9. The belt has a holograph projector.
  10. The belt, through a combination of magic and technology, lets Avatars grow down to one inch or to 5 times their height.
  11. The belt has a dimensional holder to hold auxillary items.
  12. The belt has a Personal Gravity Modulator from 0 to 300 Gs so that Avatars can train or go through super-gravitational areas without harm.
  13. The belt has 144 hours of oxygen, 10 days of water and 30 days of food that is internally supplied.
  14. The belt contains chems if necessary.
  15. Has a bio-comp monitor to monitor status of the wearer.
  16. The belt enables the wearer to etherealize.
  17. The belt has a tracking signal.
  18. The belt has a small thermonuclear bomb to prevent stealing. Also has enchantments to prevent stealing, such as shocking, burning and freezing.

Black Exoskel: This is in fact the Black Jacket, merely in a different form. Basically, the same symbiote undergoes a transformation. However, it shall be listed separately, for a few reasons: To prevent people from thinking that DF can wear both, and to remind others that if someone were to somehow transfer DF's symbiote, it would not have the technological features or some of the magical ones. The Black Exoskel looks like a MD Geistish/anime style power armor mechanical suit. The symbiote absorbs the technological features and then regrows onto DF.

  1. The Black Exoskel assimilates any weapon to fit any positions, or sends it to the dimensional storage chamber (all of the dimensional things are typically stored in the All Monster's dimension, providing plenty of extra room). The typical setup is like this: the Black Torch either held or arm-mounted, Bleeder in hand and/or in sheath (recharges Bleeder), the Impalers in quick-draws on the hips, Agony strapped by one of the Impalers, Blood Grenades in bandolier style format or in the hidden pockets, Death from Afar strapped to the back, Shard on the side of the other Impaler, Body Harvester on one forearm, Harvester if Sorrow strapped behind, and all the chems internally kept.
  2. The regeneration goes up to 3%; it is very scary to see mechanical armor slowly start regenerating.
  3. DF may go into a regenerative coma; basically, the armor makes a very warm, wombish killing environment. This is called the Dream of Blood, similar to the power.
  4. Tele-empathic transmitter and translator for general use; can be used, through an integration of the Mindlink organism, to reach: any of the All-Monster's minions (useful for command), any of the other Avatars and the All-Monster himself.
  5. Knee, head and elbow blades to make DF into a whirling, flying dervish.
  6. Mini-thrusters and a jetpack style system to provide enhanced flight capacities and movement.
  7. Full compatibility with Blood Angel morph; in this case, the chitinous armor only provides extra protection capacity. In this vein, the Black Exoskel is pretty much fully compatible with all of DF's abilities and is almost like a body extension.
  8. Full environmentality.
  9. Most common technological features: powerjacks, sensory equipment up the wazoo (Advanced Thermal, x-ray, ultraviolet, polarized, amplified hearing), radar, radio... the works.
  10. The Black Exoskel can replenish it's armor with the corpses of the dead (mainly flesh and tissue).
  11. The armor's top layer is sharp and abrasive, ripping apart skin and clothes.
  12. The armor is, of course, symbiotic and thus responds like DF's natural body.
  13. Biotech hydraulics allow DF's arms and legs to extend
  14. The Black Exoskel can grow up to 6 tentacles, 6 additional arms, 6 spider legs, and 5 additional heads. The last is done as a sort of odd protection measure and as an intimidation device.
  15. The Black Exoskel functions as a Kittani Plasma Harness. In this case, an Impervious to Fire spell is activated on the exoskeleton and all weapons to protect them from the deadly effects of the raging plasma field.
  16. An energy absorption field reduces most energy attack's damage by 50%.

Black Jacket: Dark Fred's jacket is made of a black Venomish goo stuff which protects him and also gives him a few abilities, like Consume. It is actually a symbiotic entity of some sort! This is used later on only. Features include:

  1. Regrows 2% of it's damage capacity a turn.
  2. Has an installed forcefield generator of impressive strength.
  3. The jacket has a sort of "dynamic defense" system; parts of it squirm and move, enabling DF to have a large section of it cover an especially bad attack. Furthermore, this can be used to make organic-looking spikes and turn DF into a battering ram.
  4. The jacket has numerous hidden pockets linked to DF's pocket dimension for easy concealment, pickpocketing and palming.
  5. The jacket melds with shadows.
  6. 6 times per day, the jacket can turn DF into a massive, black mace-like battering ram. In it, the only thing DF can do is "see" 360 degrees and ram into people.
  7. The jacket 90% negates armor-piercing effects, bullets and spells alike. This is done through combinations of dark enchantments
  8. The jacket ups some of DF's stats and such, but the symbiote may slowly feed on him. Keep in mind that the jacket is completely under DF's control, both conscious and subconscious. Furthermore, DF may decide to power the symbiote, lowering the costs on the magical generator.
  9. The jacket may Consume others. The symbiote is fed by this; due to it's magical generator, it does not need to feed, but it's chaotic nature makes it desire to anyway. Basically, large black watery tendrils grab and pull the enemy into the inky blackness.
  10. The jacket has a powerful technomagic forcefield designed exclusively to protect the head.

Black Torch: This innocuous-looking flamethrower in fact fires a black flame that burns and chills at the same time. It's major effect, however, is that the napalm has a life of it's own, grabbing for the most important areas, burning away armor, covering the face with the burning blackness, constricting the person, seeping through holes and joints, and so on. The gel is extremely thick, hot/cold, and strong when it comes to grappling. It fires enough (due to it's acceleration system and nozzles) to cover an entire monster truck or small APC with the black flame in a turn or two. Blood Tears may be used to up the power of the flame. The weapon has precise grip and is recallable.

  1. The Black Torch may make volleys of up to 20 balls of it's special napalm.
  2. The Black Torch may make a solid, grabbing tentacle of it's napalm.
  3. 5 times per day, the Black Torch may make either a Morpha-like Black Torch napalm creature or a Black Torch golem.
  4. Holy weapons encrusted by the Black Torch either take damage or, if invulnerable, become nearly impossible to get out from the congealed goo.
  5. The Black Torch may blast up to 10 times the area, but it is merely a slightly hot, dark, stuffy gas (poisonous, by the way). OR the Black Torch may become up to 1/10 the size, but burns at near-plasma temperatures.
  6. The Black Torch Napalm is fully controllable by DF.
  7. The Black Torch Napalm can make either a moving or a stationary wall of black napalm.

Bleeder: Dark Fred has a majorly powerful chainsword. Early encounters with DF will usually not have his sword, but later on he uses it. Bleeder has enchantments to do the following:

  1. Complete mystic silence.
  2. Indestructibility runes.
  3. The sword flies up to 1000 feet when thrown and returns.
  4. Enchantments to cut through almost anything.
  5. Magical/technological motor.
  6. Blood replenishes energy supplies.
  7. Blood Tear compatability.
  8. The weapon has precise grip and is recallable.
  9. Plasma, ionic, vibro, rail-chainsword, forcefield upgrades.
  10. Bleeder can go down to a small knife and up to a giant sword.
  11. Bleeder is a "Long Knife", a blade with enchantments that effectively double the sword's length and make the second length invisible!
  12. Bleeder is a Battle Fury Blade, a Deathbringer Sword, and a Draining Blade, of both Rifts and Final Fantasy types.
  13. Bleeder turns off if it has danger of hurting DF or other undesirable targets. This is both technological and from the blade's "intelligence."
  14. Bleeder has a mind of it's own. It is not quite a greatest rune weapon, but more like a Symbiotic Weapon. It's master pleases it greatly, as it gets numerous chances to kill. Having a sword with a mind of it's own (and a brother blade, Shard) has certain advantages. This means enhanced parry and strike bonuses, as well as a temporary activation power.
  15. Bleeder can gain up to 3 additional sides and edges (not both, however, meaning that the best Bleeder can do is to make 2 double-edged sides or 1 four-edged side, basically a massive drill). DF can upgrade this, and will, later.
  16. Bleeder's blade can spin like a drill. In fact, the drill feature is railgun accelerated as well.
  17. Transforms into a chainsaw at will.
  18. Bleeder is a soul drinker.
  19. Bleeder can lose the chain and become a regular sword at will, in case the chain is damaged or is trapped on something. The edges of the non-chain Bleeder are sharp, but the sword has nowhere near the same power as when it has it's chain.
  20. Bleeder can activate a "Weapon Breaker" enchantment, allowing it to break regular weapons with one hit upon forceful contact (including blocking or parrying). Blades with a technological enhancement (vibro, plasma, etc.) fare only slightly better. Blades of good material (adamantium, excelsium, gundanium, etc.) are more resistant. Even invulnerable weapons and blades made of energy (lightsabers) can be broken if the user is not careful!

Blood Grenades: DF has a number of black-painted grenades that have magical charges in them. The sides have "Property of Dark Fred" written in blood (the blood writing is dull when needed to not be seen and bright red when thieves attempt to take them). These grenades turn blood into an explosive. The explosion is powerful and deadly, discharging extreme explosive capacity, blood and gore to cover enemies with, and a bacteriological effect (also quite deadly). Due to it's liquid nature, poisons, nerve gasses, and others can be filled into the blood and spread with the explosion. The Blood Grenades are typically replenished from DF's pentagram blood supply, but if fresh blood from others is used, it ups the capacity by 50% and adds one Blood Tear slot. In addition, a Blood Tear added into the grenade may add the following effects (up to 3 Blood Tears can be put into any one grenade, but grenades can later be fused so that they could hold 6 Blood Tear features; 4 if fresh blood, 8 with fused/fresh blood):

  1. An enhancement of the bacteriological effect.
  2. Double explosive power (additional Blood Tears add 150%, 200%, 250%, etc. meaning that the 3rd level Blood Grenade would do 550% of original instead of 800%).
  3. A homing effect on organics or on a designated target.
  4. 2 Blood Tears can be used to make the grenade either completely annihilate and mutilate or severely wound all organics, but do no damage to structures (robots with their own brain take 35-50% effect, tanks and vehicles being driven by humans take 10-25%, plus only the vehicle is affected unless the damage is 150% of the vehicle's total capacity, and then the rest goes to the enemy). The effect passes through most body armors with little effect, and even power armor, but things like Glitter Boys/Stork's power suit will take less.
  5. Marks all of it's targets with a distinctive scent, sight and magical impression, enabling DF to hunt them down.
  6. Completely negates the explosive effect, but does the previous marking effect with a larger radius PLUS identifies and locates all organics.
  7. If a previous Blood Tear effect takes away the explosion, an additional Blood Tear may be used to get the explosion back.
  8. Either teleports or flies back to DF when used.
  9. Make the grenade small, shadow-melding and have a weak cloaking.
  10. Make the grenade ricochet all over the place.
  11. 2 Blood Tears may be used to have the explosion direct itself towards it's targets (and not blow up the surrounding area) as much as possible.
  12. Silence the explosion.
  13. 2 Blood Tears make the blood effect burn like strong, highly reactant acids.
  14. 2 Blood Tears may be used to make the grenade home like a magnet in onto an enemy, fly at incredible speeds, burrow up inside and blow up, causing gibbage.
  15. Create a nauseating blood stench.
  16. Create blood tendrils to grab enemies to pull enemies into the explosion and continue to grab them afterwards.
  17. Create a remote-mine like feature with a 9-foot clairvoyance-like viewing area (so DF could slip it into someone's pocket, then blow it up when he so desires it to.)
  18. Make the grenade like a prox mine, but also can specify targets (and also say not to blow up certain targets).
  19. Marks all targets with a scent predatory animals can smell (however, the magical tracking from #5 is not there; it's to make the person suffer attacks from sharks, mountain lions, Irekirika, etc.)
  20. Summon predatory animals before the explosion with the scent (useful for beckoning a shark-creature and then killing them).
  21. Load up with a few Impaler Nails.
  22. 2 Blood Tears may be used to make the grenade a nail grenade full of Impaler Nails.
  23. 2 Blood Tears may be used to make the blood gibs turn cement-like and look like DF's Blood Angel armor to trap enemies.
  24. Anyone besides DF who touches the grenade takes triple burning damage of normal.
  25. The grenade automatically refills itself with the blood it sheds.
  26. A cluster feature is activated.
  27. 2 Blood Tears may be used to turn the grenade into a massive flaming fireball (takes the blood explosive and makes it this instead).
  28. 2 Blood Tears may be used to make the grenade ricochet all over the place and cause explosions and death when it passes through people or hits objects.
  29. The grenade, when thrown, either arcs or floats to a designated STATIONARY spot.
  30. The grenade may have a flare effect.
  31. The grenade may have the explosion completely negated, but x3 flare effect.
  32. The grenade teleports by the target; range of 200 feet.
  33. 2 Blood Tears make the grenade teleport anywhere DF sees or within 500 feet.
  34. The grenade etheralizes and passes through substances, including armor.
  35. 2 Blood Tears may be used to make the grenade completely smash armor.
  36. Load up with some Black Torch Napalm.
  37. 2 Blood Tears may be used to make the grenade a Black Torch Napalm grenade.

(Keep in mind the following: Blood Grenades are not destroyed when they are used, they are invulnerable and may be recharged/refilled. Only DF can handle them: precise grips and there is an enchantment to make others who touch it take burning damage and automatically drop it. The grenades have a beacon so DF knows where they are and automatically return after 6 hours. The weapon has precise grip and is recallable. He typically has 3-10 at any given time, all loaded with different Blood Tear features; they are typically fresh-blood refilled.).

Blood Widow: An experimental new weapon. It is made from a symbiotic/parasitic cocktail. It is a spider-looking gauntlet of black with a blood-red hourglass symbol. It is a very powerful bio-tech-psi-magic item. The power system is remarkably evil, taking power from such sources as corrupted Millenium weapons, all sorts of faeries (Black Faeries, Pucks, Toad Stools, Frost Pixies, Water Sprites, Green Wood Fairies, Tree Sprites), supernatural entities, Eyes of Eylor, and lobotomized Zembahk, and of course the ubiqitious Greatest Rune Weapon.

  1. The Blood Widow can be animated and move on it's own. It's combat abilities are somewhat impressive.
  2. The Blood Widow controls insects and arachnids. DF uses this to confuse, disgust and hurt the enemies.
  3. The Blood Widow shoots an egg into the enemy. This egg grows and releases arachnids to ravage the insides.
  4. The Blood Widow has numerous psychic powers, coming from it's mix of Zembahk and entity powers. It can do the following psionic moves: Bio-Manipulation, Empathic Transmission, Mind Bond, Mind Wipe, Induce Sleep, Psychic Diagnosis, Psychic Surgery (typically for pain), Telepathy, Psi-Sword, Telekinetic Force Field, Mind Bolt, Mind Block, Sense Evil, Sixth Sense, Sense Magic, Alter Aura, Ectoplasm, Impervious to Cold, Impervious to Fire, Telemechanics, Pyrokinesis, and Electrokinesis. Note that it is powered by an internal I.S.P. battery with probably around 1000 I.S.P.
  5. The Blood Widow also has numerous mystic capacities, capable of casting the following spells: Energy Bolt, Agony, Blind, Mute, Paralysis: Lesser, Domination, Trance, Befuddle, Magic Net, Heal Wounds, Words of Truth, Sleep, Shadow Meld, Call Lightning, Energy Disruption, Mystic Portal, Negate Magic, Anti-Magic Cloud, Extinguish Fire, Repel Animals, Fear, Chameleon, Tongues, Oracle, Detect Concealment, See Aura, See the Invisible, Eyes of Thoth, Eyes of the Wolf, Snowstorm, Encase in ice, Wall of Ice, Shards of Ice, Thunderclap, Fire Ball, Orb of Could, Fire Gout, Power Bolt, Sub-particle Acceleration, Lightblade, Ballistic Fire, Invincible Armor, Speed Weapon (to enable it to parry all attacks from multiple opponents), Lightning Arc, Armor Bizarre, Wall of the Weird, and others. It replenishes from an internal battery; this is in addition to the greatest rune weapon skills (an amazingly powerful spider demon was voluntarily killed for this project). It's total P.P.E. is probably about 2500.
  6. It's special skills as an Eylor Exploration Staff are: Impervious to Radiation, Impervious to Vacuum, "" to Ocean Depths, "" to Energy, "'" to Fire, "" to Cold, "" to Poison, Heal Self, Negate Poison, and Breathe Without Air.
  7. It's greatest rune weapons skills are as follows: I.Q. 14, telepathic communication, indestructible (when used as a weapon; when released, it can take immense damage but will teleport back and auto-repair once that damage is exceeded), is linked to DF, and adds +1 to all his saving throws. It also drinks souls, is animated/flying (see 1), and can cast Mist of Death, Vacuum, Invisibility, and Electro-magnetism 4 times a day (total; not each).
  8. It is permanently enchanted with Targeted Deflection so it can reflect shots; it is partially designed to be a defensive gauntlet.
  9. The Blood Widow fires deadly webs that soon harden into cement-like substance; something trapped inside the webbing must exhibit great strength (P.S. 30+) to even be able to get out. This can also be used for grappling/swinging.
  10. The Blood Widow does x2 damage to plant life and x3 damage to Millenium Tree items. It also does double damage to serpents.
  11. The Blood Widow creates and releases super-spiders and wasps (genetically/symbiotically modified) to crush enemies. In addition, it can transform most any insect or arachnid.
  12. The Blood Widow can grow a bladed ironish scorpion tail to rip enemies up.
  13. The Blood Widow may blast a bolt of darkness that does 1D4x10 M.D. in Rifts and does an additional 4D6 M.D. from darkness attack penalties if the person fails to save vs. magic.
  14. The Blood Widow's jaws rip apart armor and flesh and poison others.
  15. Damage done by the Blood Widow's physical attacks are Drained/Osmosed and can be re-pumped into DF. Furthermore, the two may share magic and HP.
  16. The Blood Widow is an amazingly complex sensor and computational suite and creates a powerful forcefield.
  17. The Blood Widow functions as an Electrone, a Titanizer, and an Aqua-Mask.
  18. Compatible with Blood Tears.
  19. The Blood Widow has a FIWS stored in it, with three vibro-blades and two particle beam blasters.

Body Harvester: Dark Fred's custom-made, railgun heavy minigun. It has a 10-barrel set, a 6-barrel set, and a 4-barrel set (coming up to 20 barrels). All bullets used by it become armor-piercing, heavy explosive, rocket-propelled bullets.

  1. The Body Harvester contains a powerful forcefield generator (inspired by the Turok: RW minigun shield).
  2. The Body Harvester's barrels change size, shape, grooving, etc. to fit practically any bullet or similar ammo (shotgun shell, railgun round) in existence! The caliber limits even go up to 1-inch and down to .1 mm!
  3. The Body Harvester has 4 feeds for each set of barrels, to allow numerous ammo types. Among those ammo-types are: cyanide-tipped, hollowpoint, shotgun shell, rubber (simple rubber bullet rule is to 1/3 damage and triple pain)
  4. The Body Harvester is magically enchanted for lightness, so even fully loaded at full caliber size, it will weigh about 15 pounds!
  5. The Body Harvester has an auto-locking and aim system with a full sensor suite. In addition, it functions as a sentry turret.
  6. The Body Harvester has a specially designed dimensional shrinking super-light ammo pack to allow maximum ammo.
  7. The Body Harvester is enchanted to do double damage to organics.
  8. The Body Harvester has a TW silencer system.
  9. Compatible with Blood Tears.
  10. The Body Harvester can also become a plasma, ionic, laser, gauss and accelerated particle beam minigun! This feature alone would enhance it's price a good 15 million Rifts credits were it even worth anything to anyone else! Furthermore, DF can set the different sets of barrels to fire different types of weapons.

Dark Lightning: DF's cattleprod. It has an incredible shock, much like a bottled Brrzap. It is powered by a miniature atomic fusion crystal, with solar-absorption systems and electric hook-ups to back it up. In addition, it has the following features:

  1. The Dark Lightning can be used as a dowsing rod for water, magic, or electricity.
  2. The Dark Lightning is in fact a variable energy blaster, capable of assuming a small range of energies. This means that it has a chance of being able to penetrate an opponent's defense against energy attacks.
  3. The Dark Lightning acts as a Lightning Rod from Rifts, allowing it to blast four lightning-bolt shaped blasts and making DF impervious to energy!
  4. The Dark Lightning has a number of different settings, includes ones that drain 1/4, 1/2 or all of the power (temporarily!) Further, it can be "overloaded" using Empower Shots, but such an action does wear out the power system.
  5. The Dark Lightning has all standard features of Avatar weapons.
  6. The Dark Lightning also acts as an energy absorber, taking some of the heat away from energy blasts and using it to power itself up. If DF uses it to directly block an energy attack, it will absorb it completely!

Dark Smasher: This big, titanium enchanted bat has numerous features.

  1. The Dark Smasher may retract or unretract railroad spikes to smash people.
  2. The Dark Smasher may do an effect like the SSB Home Run Bat.
  3. The Dark Smasher is Recallable, indestructible,
  4. The Dark Smasher may double it's attack rate for 3 melees; it can do this 10 times per day.
  5. The Dark Smasher may reverse large-size projectiles of most types (fireballs, cannonballs, etc.) back at higher velocities.
  6. The Dark Smasher silences the cries and cracking bones of it's victim.
  7. The Dark Smasher can make either Throwing Stones or balls of darkness to bat with.
  8. The Dark Smasher can make a vibro, ionic, forcefield and/or plasma field.
  9. The Dark Smasher can become hollow and become a grenade rod, launching grenades out of it's front.
  10. 15 times per day, the Dark Smasher can act like a jackhammer and pummel even titanium into crap.
  11. 5 times per day, the Dark Smasher may make it so that every consecutive successful hit enhances the speed and power of the next swing.

Death from Afar (DFA): DF's .50 cal sniper rifle. Of course, the typical technological features are there. The scope has the following sights: Advanced Thermal, passive nightvision, infrared, ultraviolet, magnification (x1024), macro-lens, x-ray, and so on. A locking system is provided. There is a small built-in radar. The gun itself has railgun acceleration and optional gauss. The sniper rifle is of superior quality with an excellent grip and is extremely light. Bullets are combinations or are any of the following: explosive, armor-piercing, cyanide-tipped, hollowpoint, rocket propelled,. A lasersight (invisible; uses a UV, infrared or x-ray "laser) and silencer is provided as well. Now the enchantments and specialized features come into play:

  1. The sniper rifle may magically make the .50 caliber round it fires have the impact of up to a 5-inch shell. Keep in mind that the railgun acceleration still applies. This may be done 6 times per day.
  2. The scope is magically enchanted to be able to see organic targets through almost anything.
  3. A magical silencer is put into effect, silencing to almost complete silence. This is an ambient feature and has no activation costs.
  4. Up to 5 round bursts may be done. This is a technological feature.
  5. A special Armorbane enchantment may be done on the bullets, enhancing their already scary capacities to pierce armor.
  6. The bullets themselves may be silenced, making no impact sound and making explosions negated (meaning that the number of the witnesses to a crime is lower, plus intimidation). A single bullet may be enchanted 80 times per day to do this OR an entire clip (clips contain 30 rounds) 3 times OR 5-round bursts 20 times per day.
  7. The bullets may be enchanted with Pass until they hit their target 10 times per day.
  8. Bullets may be enchanted so that they are completely invulnerable, meaning that the bullet may be scavenged and re-used. Restrictions equal to #6.
  9. Later on, dimensional clips multiply the clip capacity by 20 (bringing the clips up to 600 rounds).
  10. Bullets may be enchanted to automatically teleport back 40 times per day, 1 time on a clip or 10 times on a burst.
  11. The carrying case may modify any group of objects into an equivalent amount of .50 caliber bullets 15 times per day.
  12. Existing bullets may be turned into .50 caliber bullets 25 times per day.
  13. Some more specialized bullets: bullets loaded with Shard poison, Impaler nail bullets (these are rare), anti-magic bullets, forcefield/barrier piercing bullets, tracing bullets,
  14. ONCE per two days, DFA can override invulnerability. This includes Iron Curtain, Mario Stars, Beetle Adventure Racing Invulnerability, DKR Shields, etc. It cannot override Stasis Field, due to the mixed blessing.
  15. ONCE per day, DFA can override invulnerability to kinetic attacks.
  16. 10 times per day, DFA can establish a permanent lock and put it into DFA's computer system. The character will then be noted specially in most of the sensory things. In addition, this observes power level.
  17. A Scouter scope is provided.
  18. 8 times per day, DFA can turn a .50 cal bullet into a telekinetic force. The bullet is lost just like a normal bullet, but the TK effect appears "on top" of the enemy and can not be identified as a bullet wound due to the lack of bullet.
  19. The weapon has precise grip and is recallable.
  20. The weapon is actually fully automatic, but loses most of it's sniper rifle power when it becomes a full-auto.
  21. DFA has an automatic Shredder laser as an auxillary weapon.
  22. ONCE a week, DFA's bullets can strike across dimensions to hit a distant target. Thus, DF can be lunching in Hades and sniping a man in the Demon Realms. Dimensional distances do serve as limitations for striking times, so DF in the 9th circle of Hell will hit at a much later time than DF in the 1st circle of Hell.

(Note: DFA uses an experimental TW system similar to fairy magic: unlimited magic supply, but can only be done X times per day. This is actually quite typical for rune weapons, however.).

Dollman: Dollman is DF's ritual voodoo doll. It is like one of those creepy little dolls you see on the front of Korn's "Issues" album, except that it has a miniature Impaler permanently sticking into it. It is usually brown in color, has crossed-out eyes and But this is more than just one creepy little doll.

  1. All curses that use the doll in the ritual or spell have +50% effect, range, duration, and penalty to saving throw.
  2. The doll can transform into a large Golem-like creature or a humanoid fighter. Actually, the doll is teleporting to a different dimension and sending a part of itself out into the world. When the Golem is destroyed, the Dollman reappears. The Golem uses the Impaler as a stabbing weapon. The Golem also has quite impressive regeneration, meaning it is difficult to destroy (and no, it is NOT flammable).
  3. The doll can be used like a Voodoo doll in battle, much like Blood 2. Furthermore, the doll is indestructible, meaning it takes a TON of punishment. It can only be torn apart and ripped to shreds by DF, and it will ALWAYS reform. Even complete obliteration will not destroy it. Only annihilating the spirit will work, and that is QUITE difficult to do.
  4. The doll's features can instantly transform to match the symbol of anyone DF knows or has seen.
  5. The doll is actually a "living" creature! It talks (mainly curses and shouts obscenities) and walks around. It has a connection to DF and all extensions of DF's intelligence (Bleeder, Shard, Mantrap, Blood Grenade senses), and so on. This means that it is an excellent spy, which is why most of the time the doll is "sleeping". Furthermore, the doll knows a number of curses and basic regular spells, and can also be used as a "proxy" for DF to charge into. It is trained in most basic assassination necessities (sneaking, prowling, seduction...) By the way, the doll is asexual, meaning it can hit on both men and women.
  6. The doll can be used as a device to capture and contain spirits. The spirits become part of the organic whole of the Dollman. They are usually very happy inside the doll (as they are usually malicious spirits). Dollman can unleash many Possessing, Siphon and Tectonic to irritate, bother and kill people.

Harvester of Sorrow: DF's scythe.

  1. The blade alone is highly modular and can activate and deactivate most of the following features: plasma, contemporary super-sharp blade, ion, rail chainsword, magnetic shard field, forcefield, etc. In addition, the blade is enchanted to be super-sharp and hard.
  2. The blade can be launched, whether in an energy form (blaster style) or blade (boomerang style).
  3. The scythe is a greatest rune weapon, with the following features: Drinks souls, psionic abilities (all sensitive/physical Rifts powers plus psi-sword cast over the blade, bio-manipulation, and pyrokinesis), animated and flying, and casts the following spells: Sorcerous Fury, Meteor, Disharmonize, Mindshatter, Enemy Mind and Anti-Magic Cloud.
  4. Harvester of Sorrow has Symbiotic Weapon Modification.
  5. Harvester of Sorrow is a mix of a Deathbringer and a Battle Fury Blade: can make DF completely invulnerable to non-psi/magic attacks for 50 P.P.E., Sub-Particle Acceleration inflicting 1D6x10+10 M.D., Spinning Blades, and can activate a feature for 40 P.P.E. that makes DF attack twice as fast, add 4D6 to his scythe hits, and be encased in a 100 M.D. armor.
  6. Harvester of Sorrow automatically takes HP and MP from the enemy from hits.
  7. Harvester of Sorrow can detect emotions, especially sorrow and anger.
  8. Harvester of Sorrow adds 50% to DF's Strife and Skirmish skills.
  9. Harvester of Sorrow can charge, and it also can take energy from other's sorrow and anger.
  10. Harvester of Sorrow has a Dark Lightning blaster strapped on the top as an auxillary weapon.
  11. Harvester of Sorrow can shrink to a sickle and grow to a mechanical-reaper sized scythe.
  12. Harvester of Sorrow gets some power from two Bogies. The Bogies can make the blade inflict cold and numbness much like the Dark Lightning blaster, plus cast purple mist and fear.

Impalers: DF's two nail subs. These subs fire regular-looking nails that, when hitting targets, grow into nine-inch up to nine-foot (modular) impaling nails that barb up and inject the person with poison (the poison itself depends on the mission and circumstances,, but is always very deadly or high-quality and is usually a powerful cocktail of doom), possibly a potent viral/bacterial agent, and an adhesive. Due to the railgun accel, it sticks people to walls and keeps them on (also barbs into the wall). It's designed to tranquilize, paralyze (pain) and stop enemies. The Impalers can fire up to 8 round bursts. Any nail can be transformed into a Impaler Nail, but it takes a period of 1 minute. Also, screws may be used, with their superior holding (it takes 2 minutes to convert screws). Screws may be set to spin the opposite way, drilling in with an unnecessary amount of spinning, thus causing extreme pain. DF typically has 200 nails on stock and 20 screws. Typically, DF turns off the railgun accel and allows the magical carrying of the nails (this is for civilians and "squishy" targets). DF also has special Super Ricochet Strike and Armorbane enchantments for the Impalers.

Magi Booster Chems: DF gains these sometime later (000 is really the first major user of Avatar Chems). DF's specialized chem is a chemical that, through a cocktail system, enhance mystic strength, chi delivery and so on, all of which is DESIGNED for DF/Fred style Magis. Other magicians and Magi types (such as TekhMage and Magus) can use them, with appropriately reduced effects. However, the side effects, which are basically an enhanced voraciousness and a loss of endurance (temporarily, of course) make them used less often.

Mantrap: Dark Fred's horrendously powerful net. Mantrap has a launcher and has numerous magical enchantments and features.

  1. The generator for all of the features is practically invulnerable, while Mantrap is merely very strong. But wait until you see the rest.
  2. A plasma or ionic field can be generated, using pirated Kittani Plasma Net technology.
  3. Mantrap's internal computer is extremely intelligent and basically makes the bio-technomagic net seem to have a life of it's own. Mantrap itself is made of a complex mix of artifical ingredients, magic and symbiotes.
  4. Mantrap does Scan to identify those inside, their HP, level, MP, etc. This can be matched to the Avatar's knowledge or to the databases and is sent to all Avatars in the area.
  5. Mantrap works to make a home on all of the Avatar's and All-Monster minion's weapons.
  6. Mantrap will make pulses of immense heat to make heatseeking missiles go after it.
  7. Mantrap has a dynamic technomagic forcefield (to restrict Phase powers), helping to keep efforts to destroy the net from either inside or outside delayed while allowing attacks to hurt the wearer inside. In addition, Mantrap can move aside and let it's victim take the full brunt of blows.
  8. Mantrap can be teleported back to DF, usually with it's carrier.
  9. Mantrap has Xiticix glands to make any Xiticix attack the poor netted person.
  10. Mantrap makes teleportation and etherealization attempts much more difficult, using pirated Splugorth technology.
  11. Mantrap has a sort of magical decloaking effect. The decloaking is fairly powerful, but will not work on ninjas using the Art of Mystic Invisibility.
  12. Mantrap magically grows to cover up to 60 feet or a single target. Keep in mind that the area effects are weakened; the power of the area effect stuff is inversely proportional to the size of the net.
  13. The net releases Mind Slugs and Zombitrons (has only 2 Mind Slugs and 4 Zombitrons) in order to affect the enemy's capacity to respond effectively. These are typically used only for the strongest enemies. It also releases dehibicila, dragoncila, plastirobes, and statisrobes.
  14. Similar to the Kittani Plasma Net, Mantrap ties itself together using magnetic ends.
  15. Time-Lock and Line-Locks (to prevent people from moving when on a ley line or to prevent them from using time magic) grab the enemies. In addition, Muscle Neutralizers are also used.
  16. Mantrap casts the following on enemies: Poison, Confuse, Slow, Stop, Frog, Toad, Piggy, Mini, Blind/Darkness, Wisps of Confusion, or Mute.
  17. Mantrap may make blinding light, impenetrable darkness, and globes of silence.
  18. Mantrap may fill it's contained area with various varieties of poisonous nerve, bacteriological and blood gasses.
  19. Mantrap may make mystic alarms to make people see DF's victim.
  20. Mantrap may temporarily make the area inside it equivalent to space.
  21. Mantrap ignites people inside it on fire as an attack.
  22. Mantrap get it's own turn, during which it can use it's numerous attacks.
  23. Mantrap may activate Imperious to Fire, Cold, or Energy on itself.
  24. Mantrap uses telekinesis to hurt enemies, to attack critical areas, to throw enemies into walls, to throw enemies into water or other dangerous areas, etc.
  25. Mantrap may make itself into a sticky substance, much like fly paper.
  26. Mantrap uses Drain, Rasp and Osmose to drain enemies of their MP and HP. The Osmose energy may be used to replenish the net's supplies, the Drain energy may be used to repair the organic sections of the net.
  27. Mantrap acts as a sort of conduit for attacks, meaning that lightning strikes, missiles, etc. tend to strike here more often.
  28. Mantrap may use Runic 3 times per day.
  29. Mantrap lets out a blood scent to alert blood-seeking predators.
  30. Mantrap may cast Anti-Magic Cloud inside the net 4 times a day.
  31. Mantrap puts a bug on the target, enabling the Avatars to track those who escape.
  32. Mantrap casts Armorbane.
  33. Mantrap casts Targeted Deflection on friend's shots, sending well-intentioned attempts to help the captured back at the offenders.
  34. Mantrap can make a field of 10 times gravity.

Shadow Crucifix: An enchanted black cross DF designed. It is a combination glaive-like weapon and unholy symbol. It's main purpose is to vilify religion and cause hatred.

  1. The edges can become sharp. In addition, the weapon comes back like a boomerang, is fully remote controlled like an RC airplane, and bounces like a Superball, making it a lethal bladed weapon.
  2. One side is pure black, while the other side is a fl aming white. The flaming white actually burns and can be used as such. Holding up the black side welcomes vampires, disrupts the sanctity of holy zones, and functions as an unholy symbol. The white side functions as a crucifix, but it has the aura of unholy being used to battle unholy.
  3. The cross can grow and shrink. Dark Fred actually uses it to crucify people, with Impalers working as nails.
  4. The cross is a powerful magical implement, not only because of it's enchantments, but also because of it's association with disgust, hatred and violation.
  5. The cross is a greatest rune weapon with the soul of a powerful demon. It is a soul drinker and a curse-casting weapon.
  6. The cross can send out "rays" of darkness, much like a flashlight.

Shard: A poisoned glass dagger, similar to the Nasgul. He gets this earlier than Bleeder. It can also temporarily transform into a lightsaber-like contained beam of light (magical). This powerful transformation is sustained by the light-warping powers of the blade, which can also be used for other purposes: defracting lasers, reflecting lasers back at the targets, charging ambient solar energy into DF, etc. Up to 3 Blood Tears may be put into the blade's handle to serve as charge for the lightsaber effect and other such things.

  1. Shard can shrink to a pocket-knife or up to a broadsword.
  2. The lightsaber process is sustained as follows: Ambient light is amplified when pushed through the glass. The amplified light is then bounced around inside the dagger. Because the dagger is invincible, it takes no damage from this process. But the edges are heated and the entire blade is filled with a blinding light!
  3. Shard can either deflect (ala Targeted Deflection) or neutralize lasers, or even absorb lasers for the lightsaber process!
  4. Ambient solar energy can be charged into DF. The energy is only temporary.
  5. Bleeder and Shard are twin weapons, benefitting from each other's powers.
  6. Competely malleable.
  7. Shard can activate a "Weapon Breaker" enchantment, allowing it to break regular weapons with one hit upon forceful contact (including blocking or parrying). Blades with a technological enhancement (vibro, plasma, etc.) fare only slightly better. Blades of good material (adamantium, excelsium, gundanium, etc.) are more resistant. Even invulnerable weapons and blades made of energy (lightsabers) can be broken if the user is not careful!

Super Magi Booster: This chemical engages a Magi or magician's body to go into overload. DF style Magis will gain immense power levels and almost unlimited endurance, plus an initial bio-regeneration almost equivalent to an Elixir; magicians will become beginning Magis and see their MP enhance exponentially. But, like all drugs, there is a downside, which is that magic is almost completely devastated afterwards! Addictiveness to Magi Booster is moderate, but the crash here make the addictiveness low. In Avatar fights, when DF uses this, just distract him and last until it runs out; then he becomes an easy target. This is a very late equipment item.

Note: One could combine MagKogRyu/Kaoken with this, but the resulting combination would be almost lethal.

The Flayed: Dark Fred's typical pair of clothes, made from flayed human skin. Most of the time, they squirm slightly. He typically wears it in a full-body trenchcoat/robe configuration, as well as shirt and pants.

  1. The Flayed squirms, screams, and altogether still acts alive. It is under near-full control of DF.
  2. The Flayed can absorb other's bodies into it's mass, taking some of .
  3. The Flayed functions as a combination booster and cloaking pack, including the unique ability to blend in with bodies and become nearly undetectable by all means.
  4. The Flayed can send the shadows of those it has killed, still screaming and waving, onto the ground. This is a complex form of the Shadows of Death skill.
  5. The Flayed can send out individual pieces like arms and legs to grab others.
  6. The Flayed offers truly intense protection.
  7. The Flayed can become any piece of clothing.

Note 2: DF's favorite weapons (of those listed) in order of preference:

  1. Bleeder
  2. Shard
  3. Impalers
  4. Dollman
  5. Harvester of Sorrow
  6. Mantrap
  7. Black Torch
  8. Blood Widow
  9. Blood Grenades
  10. Death from Afar
  11. Body Harvester
  12. Dark Lightning
  13. Dark Smasher
  14. Agony
  15. Shadow Crucifix

LBs:

ULB:

Black Magic Tower: DF gets a thin, blinding red aura. A massive black tower of energy hits the enemy. The tower serves as a conduit for all of DF's evil attacks (a rain of Black Blades, all of the Conduit for Evil effects,) and finally, a huge ray of Strife and Skirmish death and war energy. In Universal Magi form, DF's final attack sees him appear as a huge Ultimate Blood Angel and nail the enemy at the identical moment the S&S energy strikes.

Ultimate Personal Power:

Dark Fred's UPP is simple: Universal Magi/Ultimate Blood Angel. After some time and hard work (helped by the specter of one of the other Magis surpassing him), he becomes a Universal Magi. Here are the effects of his transformation. In most respects, he resembles a larger, more muscular Blood Angel. His wingspan becomes massive, enabling him to stop an entire freeway by spreading his wings. However, several other things are taken into consideration:

 

A picture of Dark Fred drawn by Ross/ZJ and colored by me.