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:
- Any weapon may be
"fused" with, but the bonus is much less than
for personal weapons.
- Blood Angel infuses a
euphoric bloodlust, quite similar to Blood Tear (in fact,
Blood Tear may be done three times more often when in
this morph.) The morph's duration is fairly short, but is
extended by killing and by bloodletting. Increasingly
painful and horrific deaths also extend the duration.
- Blood Sense's size and
preciseness is enhanced greatly, especially the Detect
Strife & Skirmish aspect. It is enhanced even more
during the brief meditative periods.
- Blood Magnet may not be
used or may be used much less often, but a form of it is
automatic (weapons covered with blood pump into him,
blood on the ground flows to him, he automatically gets
benefits from bloodshed) and it's power, when able to be
used, is much increased.
- Weapons also transform in
shape: Bleeder becomes an elegant Archangel sword
(although blood-red), Shard becomes a skillfully crafted
long knife with a streak of black (of course, also
bloodred glass), Agony changes little, Mantrap becomes an
elegant blood-stained gold net, Death from Afar becomes a
old-style musket, Dark Smasher changes little, the
Impalers turn into old-style pirate pistols,
- Blood Tears spontaneously
start dropping at random times, especially during the
times of euphoric bloodletting.
- Technological upgrades to
weapons (plasma field, ionic, vibro, even chainsword) are
not negated, but are transformed into increased energy.
Damage for weapons is increased greatly.
- The wings may be used as
slashing weapons, brakes, guides/rudders, or shields. In
addition, flying speed is at least 50% faster and with
200% more control.
- Strife and Skirmish may
not be used, but a form of it is automatically activated.
This form is more of an area effect form: i.e., DF closes
in on 4 people fighting, waits in the bushes, then
slaughters the last one. He gets S&S energy, often
re-pumped into empowering weapons and into the bloodlust.
- Health may also be
regained from the blood, which is not entirely mutually
exclusive from the morph length boost (basically, you
don't get ALL of the HP from the blood and all the length
boost, you get 150% to split, so DF can choose to take
100% of the health and 50% of the duration, or 75/75)
- DF grows fangs through
which he can puncture things like a vampire.
- DF's fingernails become
claw-like and rip through skin, leather and metal alike.
- Regenerative capacities
are increased.
- At certain times, Dark
Fred will suddenly stop and meditate in the typical angel
"thought" position. In this position, he is not
in some sort of comatose state, but is taking a moment to
rejuvenate energies/charge, to re-evaluate priorities and
power levels, to think out the battle, to find where to
go, and most of all, to make the bloodletting that much
more fun.
- A sort of black,
blood-stained metallic lustre can be called up, making a
sort of chitinous armor. This covers the entire body if
so desired, including the face (the face plate looks like
a demonic, black, blood-stained knight's or hoplite's
helmet, but if DF grins, it is revealed as super-tough
carapace).
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:
- Age (old blood/young
blood)
- Magic Power
- Worthiness of prey
- Size
- Race
- HP status/wounds
- Undead or not alive
- Detect Strife &
Skirmish (detect bloodshed)
- Blood on their hands; how
many people the person has killed
- If someone wants to attack
or not
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:
- To purify DF of waste
energies, poisons and such.
- To recycle energy.
- To instill a euphoric
bloodlust.
- As a sort of Gambit-like
projectile.
- To sell as an incredibly
powerful magical implement.
- To put into Blood Grenades
and some of the other weapons.
- 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:
- Heart Wrapped in Thorns
- Axe Smashing a Skull with
Wings
- Black Sun
- Beautiful Dancer
- Cracked Skull
- Heart in Two Pieces
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.
- Mystical agony is caused by those who are hit by it.
- Pieces of armor struck by the whip are grabbed by the
barbs and pulled off.
- Paralysis can also be induced.
- The whip can be turned into a flaming whip of
high-intensity heat (the heat wipes off like napalm).
- The whip can also be turned into a lightning bolt-style
strand system.
- 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).
- The whip appears to be only a regular size, but in fact
can extend out to 1000 feet.
- 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).
- Blood Tears may be inserted into the handle. These mainly
up the powers of the attacks.
- 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.
- The weapon has precise grip and is recallable.
- 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.
- 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.
- 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.
- 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.
- 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.
- Offers a powerful contemporary forcefield.
- Has two internal Iron Curtains.
- Offers flight capacities to those who cannot fly and
boosts speed and control for those who can (DF, Psycho,
Electrica, etc.)
- Teleports practically anywhere.
- Protoss Plasma Shields drawing upon psionic energy;
Psycho's are the strongest.
- A combat forcefield allowing rams and sort of
"blasts".
- 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.
- The belt has a technological cloaking field.
- The belt has a holograph projector.
- The belt, through a combination of magic and technology,
lets Avatars grow down to one inch or to 5 times their
height.
- The belt has a dimensional holder to hold auxillary
items.
- 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.
- The belt has 144 hours of oxygen, 10 days of water and 30
days of food that is internally supplied.
- The belt contains chems if necessary.
- Has a bio-comp monitor to monitor status of the wearer.
- The belt enables the wearer to etherealize.
- The belt has a tracking signal.
- 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.
- 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.
- The regeneration goes up to 3%; it is very scary to see
mechanical armor slowly start regenerating.
- 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.
- 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.
- Knee, head and elbow blades to make DF into a whirling,
flying dervish.
- Mini-thrusters and a jetpack style system to provide
enhanced flight capacities and movement.
- 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.
- Full environmentality.
- Most common technological features: powerjacks, sensory
equipment up the wazoo (Advanced Thermal, x-ray,
ultraviolet, polarized, amplified hearing), radar,
radio... the works.
- The Black Exoskel can replenish it's armor with the
corpses of the dead (mainly flesh and tissue).
- The armor's top layer is sharp and abrasive, ripping
apart skin and clothes.
- The armor is, of course, symbiotic and thus responds like
DF's natural body.
- Biotech hydraulics allow DF's arms and legs to extend
- 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.
- 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.
- 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:
- Regrows 2% of it's damage capacity a turn.
- Has an installed forcefield generator of impressive
strength.
- 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.
- The jacket has numerous hidden pockets linked to DF's
pocket dimension for easy concealment, pickpocketing and
palming.
- The jacket melds with shadows.
- 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.
- The jacket 90% negates armor-piercing effects, bullets
and spells alike. This is done through combinations of
dark enchantments
- 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.
- 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.
- 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.
- The Black Torch may make volleys of up to 20 balls of
it's special napalm.
- The Black Torch may make a solid, grabbing tentacle of
it's napalm.
- 5 times per day, the Black Torch may make either a
Morpha-like Black Torch napalm creature or a Black Torch
golem.
- Holy weapons encrusted by the Black Torch either take
damage or, if invulnerable, become nearly impossible to
get out from the congealed goo.
- 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.
- The Black Torch Napalm is fully controllable by DF.
- 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:
- Complete mystic silence.
- Indestructibility runes.
- The sword flies up to 1000 feet when thrown and returns.
- Enchantments to cut through almost anything.
- Magical/technological motor.
- Blood replenishes energy supplies.
- Blood Tear compatability.
- The weapon has precise grip and is recallable.
- Plasma, ionic, vibro, rail-chainsword, forcefield
upgrades.
- Bleeder can go down to a small knife and up to a giant
sword.
- Bleeder is a "Long Knife", a blade with
enchantments that effectively double the sword's length
and make the second length invisible!
- Bleeder is a Battle Fury Blade, a Deathbringer Sword, and
a Draining Blade, of both Rifts and Final Fantasy types.
- Bleeder turns off if it has danger of hurting DF or other
undesirable targets. This is both technological and from
the blade's "intelligence."
- 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.
- 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.
- Bleeder's blade can spin like a drill. In fact, the drill
feature is railgun accelerated as well.
- Transforms into a chainsaw at will.
- Bleeder is a soul drinker.
- 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.
- 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):
- An enhancement of the bacteriological effect.
- 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%).
- A homing effect on organics or on a designated target.
- 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.
- Marks all of it's targets with a distinctive scent, sight
and magical impression, enabling DF to hunt them down.
- Completely negates the explosive effect, but does the
previous marking effect with a larger radius PLUS
identifies and locates all organics.
- If a previous Blood Tear effect takes away the explosion,
an additional Blood Tear may be used to get the explosion
back.
- Either teleports or flies back to DF when used.
- Make the grenade small, shadow-melding and have a weak
cloaking.
- Make the grenade ricochet all over the place.
- 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.
- Silence the explosion.
- 2 Blood Tears make the blood effect burn like strong,
highly reactant acids.
- 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.
- Create a nauseating blood stench.
- Create blood tendrils to grab enemies to pull enemies
into the explosion and continue to grab them afterwards.
- 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.)
- Make the grenade like a prox mine, but also can specify
targets (and also say not to blow up certain targets).
- 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.)
- Summon predatory animals before the explosion with the
scent (useful for beckoning a shark-creature and then
killing them).
- Load up with a few Impaler Nails.
- 2 Blood Tears may be used to make the grenade a nail
grenade full of Impaler Nails.
- 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.
- Anyone besides DF who touches the grenade takes triple
burning damage of normal.
- The grenade automatically refills itself with the blood
it sheds.
- A cluster feature is activated.
- 2 Blood Tears may be used to turn the grenade into a
massive flaming fireball (takes the blood explosive and
makes it this instead).
- 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.
- The grenade, when thrown, either arcs or floats to a
designated STATIONARY spot.
- The grenade may have a flare effect.
- The grenade may have the explosion completely negated,
but x3 flare effect.
- The grenade teleports by the target; range of 200 feet.
- 2 Blood Tears make the grenade teleport anywhere DF sees
or within 500 feet.
- The grenade etheralizes and passes through substances,
including armor.
- 2 Blood Tears may be used to make the grenade completely
smash armor.
- Load up with some Black Torch Napalm.
- 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.
- The Blood Widow can be animated and move on it's own.
It's combat abilities are somewhat impressive.
- The Blood Widow controls insects and arachnids. DF uses
this to confuse, disgust and hurt the enemies.
- The Blood Widow shoots an egg into the enemy. This egg
grows and releases arachnids to ravage the insides.
- 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.
- 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.
- 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.
- 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).
- It is permanently enchanted with Targeted Deflection so
it can reflect shots; it is partially designed to be a
defensive gauntlet.
- 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.
- The Blood Widow does x2 damage to plant life and x3
damage to Millenium Tree items. It also does double
damage to serpents.
- 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.
- The Blood Widow can grow a bladed ironish scorpion tail
to rip enemies up.
- 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.
- The Blood Widow's jaws rip apart armor and flesh and
poison others.
- 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.
- The Blood Widow is an amazingly complex sensor and
computational suite and creates a powerful forcefield.
- The Blood Widow functions as an Electrone, a Titanizer,
and an Aqua-Mask.
- Compatible with Blood Tears.
- 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.
- The Body Harvester contains a powerful forcefield
generator (inspired by the Turok: RW minigun shield).
- 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!
- 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)
- The Body Harvester is magically enchanted for lightness,
so even fully loaded at full caliber size, it will weigh
about 15 pounds!
- The Body Harvester has an auto-locking and aim system
with a full sensor suite. In addition, it functions as a
sentry turret.
- The Body Harvester has a specially designed dimensional
shrinking super-light ammo pack to allow maximum ammo.
- The Body Harvester is enchanted to do double damage to
organics.
- The Body Harvester has a TW silencer system.
- Compatible with Blood Tears.
- 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:
- The Dark Lightning can be used as a dowsing rod for
water, magic, or electricity.
- 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.
- 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!
- 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.
- The Dark Lightning has all standard features of Avatar
weapons.
- 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.
- The Dark Smasher may retract or unretract railroad spikes
to smash people.
- The Dark Smasher may do an effect like the SSB Home Run
Bat.
- The Dark Smasher is Recallable, indestructible,
- The Dark Smasher may double it's attack rate for 3
melees; it can do this 10 times per day.
- The Dark Smasher may reverse large-size projectiles of
most types (fireballs, cannonballs, etc.) back at higher
velocities.
- The Dark Smasher silences the cries and cracking bones of
it's victim.
- The Dark Smasher can make either Throwing Stones or balls
of darkness to bat with.
- The Dark Smasher can make a vibro, ionic, forcefield
and/or plasma field.
- The Dark Smasher can become hollow and become a grenade
rod, launching grenades out of it's front.
- 15 times per day, the Dark Smasher can act like a
jackhammer and pummel even titanium into crap.
- 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:
- 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.
- The scope is magically enchanted to be able to see
organic targets through almost anything.
- A magical silencer is put into effect, silencing to
almost complete silence. This is an ambient feature and
has no activation costs.
- Up to 5 round bursts may be done. This is a technological
feature.
- A special Armorbane enchantment may be done on the
bullets, enhancing their already scary capacities to
pierce armor.
- 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.
- The bullets may be enchanted with Pass until they hit
their target 10 times per day.
- Bullets may be enchanted so that they are completely
invulnerable, meaning that the bullet may be scavenged
and re-used. Restrictions equal to #6.
- Later on, dimensional clips multiply the clip capacity by
20 (bringing the clips up to 600 rounds).
- Bullets may be enchanted to automatically teleport back
40 times per day, 1 time on a clip or 10 times on a
burst.
- The carrying case may modify any group of objects into an
equivalent amount of .50 caliber bullets 15 times per
day.
- Existing bullets may be turned into .50 caliber bullets
25 times per day.
- Some more specialized bullets: bullets loaded with Shard
poison, Impaler nail bullets (these are rare), anti-magic
bullets, forcefield/barrier piercing bullets, tracing
bullets,
- 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.
- ONCE per day, DFA can override invulnerability to kinetic
attacks.
- 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.
- A Scouter scope is provided.
- 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.
- The weapon has precise grip and is recallable.
- The weapon is actually fully automatic, but loses most of
it's sniper rifle power when it becomes a full-auto.
- DFA has an automatic Shredder laser as an auxillary
weapon.
- 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.
- All curses that use the doll in the ritual or spell have
+50% effect, range, duration, and penalty to saving
throw.
- 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).
- 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.
- The doll's features can instantly transform to match the
symbol of anyone DF knows or has seen.
- 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.
- 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.
- 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.
- The blade can be launched, whether in an energy form
(blaster style) or blade (boomerang style).
- 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.
- Harvester of Sorrow has Symbiotic Weapon Modification.
- 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.
- Harvester of Sorrow automatically takes HP and MP from
the enemy from hits.
- Harvester of Sorrow can detect emotions, especially
sorrow and anger.
- Harvester of Sorrow adds 50% to DF's Strife and Skirmish
skills.
- Harvester of Sorrow can charge, and it also can take
energy from other's sorrow and anger.
- Harvester of Sorrow has a Dark Lightning blaster strapped
on the top as an auxillary weapon.
- Harvester of Sorrow can shrink to a sickle and grow to a
mechanical-reaper sized scythe.
- 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.
- The generator for all of the features is practically
invulnerable, while Mantrap is merely very strong. But
wait until you see the rest.
- A plasma or ionic field can be generated, using pirated
Kittani Plasma Net technology.
- 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.
- 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.
- Mantrap works to make a home on all of the Avatar's and
All-Monster minion's weapons.
- Mantrap will make pulses of immense heat to make
heatseeking missiles go after it.
- 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.
- Mantrap can be teleported back to DF, usually with it's
carrier.
- Mantrap has Xiticix glands to make any Xiticix attack the
poor netted person.
- Mantrap makes teleportation and etherealization attempts
much more difficult, using pirated Splugorth technology.
- 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.
- 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.
- 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.
- Similar to the Kittani Plasma Net, Mantrap ties itself
together using magnetic ends.
- 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.
- Mantrap casts the following on enemies: Poison, Confuse,
Slow, Stop, Frog, Toad, Piggy, Mini, Blind/Darkness,
Wisps of Confusion, or Mute.
- Mantrap may make blinding light, impenetrable darkness,
and globes of silence.
- Mantrap may fill it's contained area with various
varieties of poisonous nerve, bacteriological and blood
gasses.
- Mantrap may make mystic alarms to make people see DF's
victim.
- Mantrap may temporarily make the area inside it
equivalent to space.
- Mantrap ignites people inside it on fire as an attack.
- Mantrap get it's own turn, during which it can use it's
numerous attacks.
- Mantrap may activate Imperious to Fire, Cold, or Energy
on itself.
- 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.
- Mantrap may make itself into a sticky substance, much
like fly paper.
- 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.
- Mantrap acts as a sort of conduit for attacks, meaning
that lightning strikes, missiles, etc. tend to strike
here more often.
- Mantrap may use Runic 3 times per day.
- Mantrap lets out a blood scent to alert blood-seeking
predators.
- Mantrap may cast Anti-Magic Cloud inside the net 4 times
a day.
- Mantrap puts a bug on the target, enabling the Avatars to
track those who escape.
- Mantrap casts Armorbane.
- Mantrap casts Targeted Deflection on friend's shots,
sending well-intentioned attempts to help the captured
back at the offenders.
- 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.
- 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.
- 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.
- The cross can grow and shrink. Dark Fred actually uses it
to crucify people, with Impalers working as nails.
- 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.
- The cross is a greatest rune weapon with the soul of a
powerful demon. It is a soul drinker and a curse-casting
weapon.
- 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.
- Shard can shrink to a pocket-knife or up to a broadsword.
- 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!
- Shard can either deflect (ala Targeted Deflection) or
neutralize lasers, or even absorb lasers for the
lightsaber process!
- Ambient solar energy can be charged into DF. The energy
is only temporary.
- Bleeder and Shard are twin weapons, benefitting from each
other's powers.
- Competely malleable.
- 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.
- The Flayed squirms, screams, and altogether still acts
alive. It is under near-full control of DF.
- The Flayed can absorb other's bodies into it's mass,
taking some of .
- 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.
- 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.
- The Flayed can send out individual pieces like arms and
legs to grab others.
- The Flayed offers truly intense protection.
- The Flayed can become any piece of clothing.
Note 2: DF's favorite weapons (of those listed) in order
of preference:
- Bleeder
- Shard
- Impalers
- Dollman
- Harvester of Sorrow
- Mantrap
- Black Torch
- Blood Widow
- Blood Grenades
- Death from Afar
- Body Harvester
- Dark Lightning
- Dark Smasher
- Agony
- 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:
- All of the limitations of Blood Angel are removed.
Meanwhile, all of the bonuses and perks remain.
- When Dark speaks, his regular voice is accompanied by his
Tortured Wail voices giving a little mystique and vibrato
to his words. The effect is downright creepy, especially
because the voices are only whispers and accents.
- Black Blades are concealed in the forearms and can be
retracted at no cost. Dark Fred can them pump up the
power of those blades.
- To all but the most discrete and informed sensors (Fred's
Power Sense, a god's magic sense, etc.), the Ultimate
Blood Angel appears to show no magic energy at all! Dark
Fred will exacerbate this illusion by using his physical
skills and flying with his wings alone. Many enemies are
lulled into a sense of overconfidence, being sure they
are seeing all of their opponent's might when they are
only seeing a small fraction. Furthermore, even using
only his physical abilities, the speed at which the
muscular body he inhabits flies and fights is
intimidating.
- The typical Universal Magi perks remain. Dark Fred's body
is perfectly balanced and developed. The tradeoffs of
speed vs. strength, leverage vs. mobility, and size vs.
agility are all balanced to meet Dark Fred's
requirements. If he so desires, he can control his
metabolism in an almost-supernatural manner and change
any attributes he desires (with a limit)! Furthermore,
the sense of power and godlike information (due to the
Universal Magis' fusion of all their sensory capacities
and hundredfold expansion of conventional sensory
abilities) is empowering.
- The bloodshot appearance of the eyes in the Blood Angel
form is gone. Dark's eyes either glow black (during
states of contentment, sorrow, fear, and similar
"blue" or calm emotions) or red (during battle
fury/blood lust, anger, glee, and similar "hot"
or intense emotions).
- The Ultimate Blood Angel has a flaming halo.
- In Dragon Ball Z terms, depending on Dark Fred's time of
transformation, the Ultimate Blood Angel can show power
levels of 150 million all the way up to 250-300 million.
Bear in mind that during an earlier transformation, his
powers and skills are easily enough to tip the balance in
his favor even against incredible enemies. During any
fusion with Fred, their combined power level is
multiplied by 5, usually yielding a power level in the
billions!
- Power auras are red or black.
A picture of Dark Fred drawn by
Ross/ZJ and colored by me.