Hey everyone, it's me, your Lord and Savior, your Once and Future King, and your new Admin-for-Life Unlimit Sendo. I'm here to drop some turnbuckle-diving elbows and awesome news. There's been some relatively small updates to rulings regarding summon familiars and single summons. Additionally, there's also been a pretty big update in regards to the AP shop which reorganizes it and adds a ton of new stuff. You can find that in the AP Shop section under Item Creation. Check it out.
Account Name:Sinjin Nothing is true… Everything is Permitted
Theme
Name: Sinjin Fallencrest Nickname: Age: 16 Gender: Male Height: 5’7” Weight: 120 lbs. Birthday: December 10 Sign: Sagittarius (archer) Guild:Tartaros Class: D Affiliation: Chaotic Neutral
Favorite Food: Taiyaki Favorite Place: Oak Town
Notable People and relationships
- Ryo Hasaki The redhead swordsman of Tartaros. Sinjin sees him as an older brother figure as well as his idol.
- Shunsuke He is Sinjin’s best friend, and often acts as the person to calm the blood mage and force him to use reasonable logic.
- Oberon Led Zeppelin He is Sinjin’s friend and a member of Tartaros. He is Sinny’s favorite target for pranks and challenges, as well as to torment about not being able to swim.
- Callan Zell He is the young mage that Sinjin met in Oak Town and has long since become a great friend to the point of making a blood pact oath of brothers. He has this insane imagination of being propelled by Callan’s rail gun magic while attacking.
- Maro Trin The water mage of Quatro Cerberus and first friend of Sinjin. He likes to hang-out with Maro and eat kebabs in Akane Resort.
- Rayleigh Another blonde mage whom Sinjin likes to play around with and get into misadventures with.
- Soul The solitary warrior of Tartaros and whom Sinjin thinks is cool, but would never say it out loud in front of him or risk getting beaten to a pulp by said person.
- Yahma The Yato warrior of Tartaros and first female guildmate of Sinjin, whom he thinks is rather cool and funny at times because of her reactions to his playful statements.
- Xin An old wise man who uses ink to bring to life drawn pictures as magic. Sinjin finds him amazing and would love to spend some quiet tea time with the old man to learn new things.
- Almond The mysterious chef whom Sinjin first mistaken as a man, but earns a crush upon realizing she was a woman. He likes all of her food recipes and most especially her special taiyakis that she would reward him for doing a good job. He is somehow protective of her ever since the Yeti Incident.
Sinjin has a small frame when compared to an athlete. He has short golden hair with orange shades at times. The back portion is kept spiked up as the hair is parted on the side going to the right. He has piercing red eyes which would glow whenever he uses his blood magic. Originally, he had grey irises, a characteristic shared within his family, but years of using his Blood Magic, of which incurs him to fall into a demonic or berserk trance, his eyes changed their color to reflect that one color he had come to obsess himself with. For much of his life being cooped up, he rarely gets to feel the sun’s warmth on his skin, leaving him with a rather pale complexion, almost as if he were a maiden. He sometimes wears a pair of deviant eyes with a mischievous grin, though at other times, he merely has an expression of apathy or a dazed one.
Clothing: To match the changes that Sinjin undertakes with leaving behind all about him – weakness, etc. – he had come to take on a new look. He only retains the black sleeveless shirt that he wears inside a dark colored uniform jacket type. The uniform jacket has buckles with golden locks and brownish leathery straps up front, but he rarely closes them. He has a golden sash around his waist that keeps the red cloak and a portion of his uniform jacket in place. He also throws away the dark colored pants and camouflage themed cargos for a sleek off-white or whitish pants. Sometimes, he would fold along the hem, high enough to reveal the high-cut boots. On the thigh is the leathery quiver compartment of Rem Carmadon’s boltz, strapped along his right leg. Lastly, he wears a pair of dark colored high-cut boots with greyish highlights. It’s mainly for trekking and rough terrain and nothing in regard to fashion sense.
At times, when Sinjin would like to conceal his identity, he incorporates a red cloak to be worn over his sleeveless shirt instead of sporting the yukata or a jacket. This cloak has a rather oversized hood that can completely hide his face. He also has a long green arm band on his right arm, starting like a fingerless gloves going up to just beneath where his blood magic’s tattoo symbol is at his right shoulder. This is more for fashion’s sake, but also helps protect from the coldness. When not wearing for weather-protection, he lets the red cloak hang from the neck-line buckle and fall along his left shoulder, the hood unused, and is only kept in place at the back by the golden sash.
Accessories: - A bracelet made of leather with a small tube that has red liquid and a tiny grain of rice inside it. Written on the grain was the name of his dead childhood friend – Firo, as a way of forcing himself to remember that hated past. - Fingerless Gloves and Wrist guards, one pair is red-black and the other green-black. The red ones are on the left side, going along the elbow (sometimes used only since Zuppashi would cut through it). The green ones on the right arm are for protective measures on which Rem Carmadon can be placed on without the material of the weapon harming his hand. - Sinjin has a custom keychain of a chibi version of his Blood Ascendant Form.
keychain
Extra: -The guild crest is tattooed in red on his left shoulder, while his magic's crest is on his right. -Both of Sinjin’s wrists have countless of slash scars. They aren’t because he had been trying to kill himself, but it was always the place where he would draw out blood to perform his magic numerous times. One daring scar can be seen on his chest, a short vertical line that runs just beneath the adjoining end of the collarbone and stretching for four inches.
Picture
Sinjin art
Sinjin TO
Sinjin
Sinjin’s clothes
Sinjin with a more presentable outfit
Chibi Sinjin
Sinjin using the red cloak
Sinjin has broken free from the traumas of his past. He no longer has to act dependent of his brother nor to be submissive to the rules that his uncle had set for him. He can finally move on his own. This resulted from finally becoming part of Tartaros that he realized that he must be a person of his own in order to live with them without having to be a burden to his guildmates. Because of this, he wants to act independent and proceed in his own pace.
Sinjin has a , sort of, blind loyalty for Ryo, if not, then something called the unusual admiration and high respect for the redhead. It’s because of this that he likes to stay with Ryo at all times, trying to learn from the swordsman. He also thinks of Ryo as an older brother… an effect of his searching for one after he and his real brother had decided to part ways. He also feels connected to the guild in this manner, which results to him acknowledging Tartaros as his new family, though he has never met Vile yet, he somehow gets the feeling that the guild master is somehow an important father-like figure.
Because of his new and adventurous spirit, Sinjin is no longer shy towards strangers, though he still picks out just whom he wants to be associated with. Still, it is amusing to note that he has a handful of light mage friends, almost comparable to how many dark mages he can consider as his friend. Furthermore, he tries to limit these dark mage friends to his guildmates. He has developed some sort of wariness for dark mages belonging to Grimoire Hearts, though not entirely fearing them.
It can still be noted that Sinjin is still as curious as he was before. In fact, he likes to hang around libraries more often when he wants to kill time and feed into his curiosity for the big world. But his latest obsession with curiosity is to know the extent of his strength, which prompts him to go into trainings every morning. He isn’t as disciplined as any martial artist is, but he is determined to the same level, if not on a higher one as he aims to stand at par with his idol Ryo.
With regard to his demeanor, he can be temperamental but playful most of the time. He doesn’t demand attention, but he does like it when people actually have paid attention to him, as if to say that he wasn’t just a simple nobody in the world. But he is easily distracted by taiyaki.
At first…
Sinjin, because of his past, often acts like a lost child who doesn’t know what to do unless being given a detailed task. Due to being cooped up within the small town that he was raised in, he is often ignorant of what the world has to offer to him, though he shows excitement and curiosity at the endless possibilities. It is because of that, that he could only associate the world through the stories that he would read from the books in the house he was raised in. Often than not, those stories were exaggerated and fiction, which would contradict certain norms of the real society of the world outside of his town. But it can also be derived that it is because of the way he was raised that he can sometimes be reluctant at making his own decisions.
A problematic part of Sinjin’s personality arose when he was around six, just when he discovered his magical ability. He has an endless fascination about blood, which erased his fear of dying. Unfortunately, it also made him sensitive to it, to the point of smelling blood could turn that fascination into a maniacal desire. This created a twisted personality in him that he learned to love blood and everything crimson, that he would sometimes go berserk just to litter his surroundings with blood. That particular twisted self of his is what he is truly afraid of. Thus, he often finds himself looking for trouble and end up regretting the whole affair.
He also likes to question his existence as well as others. He has a deep desire to help bring honor to his family and adores his brother so much. Even if he has little to almost no contact at all with the said brother, after having to live separately, he finds as his obligation to look up to the said brother.
In the end, one can say that Sinjin starts off as a simple, ordinary boy who is just curious yet shy to ask aloud. However, when certain switches are triggered, his dark side comes out as naturally as it disappears. And one could wonder how someone like him could look on with apathy at dead people, or show such a genuinely innocent smile at the face of blood.
History
The Beginning
It all started when he saw his dearest Uncle got hurt while they were walking at the small park. He watched the man who raised him conjure a mystical power over the bleeding leg and stopped the blood. It was fascinating for a six-year-old boy and that fascination spurred him to ask if he could learn more about it. And it didn’t take long before the young Fallencrest, who was thrown away from the main family, to learn and appreciate the art of Blood Magic.
It wasn’t exactly like he was thrown away. He was just given to his Uncle after much debate was placed over towards successors to certain magics. It wasn’t a rare sight since he belonged to a family who literally lived on magic, but favor sought on to his older brother, as he was to live with his Uncle. And ever since, he had unconsciously created a hole in his heart, devoid of what his parents would have given him such as love, though he did love hid Uncle enough to accept him as the rightful replacement. Still, he ended creating a hatred for his parents and had promised to never rely or associate with them. His brother, however, was probably a victim such as he, and so he would always dream of reuniting with him to start a better life. And perhaps, that dream of his ended up with him having something as close to an obsession over this brother he had never even laid his eyes on ever since he could remember.
As years passed, however, Sinjin developed his odd fascination into something that would eventually frighten even himself. He was crafty in his version of the Blood Magic and he ended up creating a darker side to himself, reveling at the sight of blood to the point of creating mischief and calling on enemies from around town. But the peak of this exploit and the origin of his madness would have been when he had unwantedly done something terrible to a childhood friend. Everything as he could remember was just black and the only thing he felt was excitement, glee and rage combined. However, when he snapped out of it, the vivid color was red and he seemed to be looking at bloody corpse. No one knew who killed that defenseless child, but Sinjin feared that it was him without his knowing.
But he would eventually learn to control that madness to the point of being fully conscious of his actions, which often leaves him regretting what he has done because of his strange obsession with blood. He was even regarded as a demon by some who would look at him and his eyes had somehow turned red because of his constant usage of the blood magic. Still, he manages to retain his innocence despite the many questions and the many possibilities of murder leading to him. After all, he was sure that he never did attack anyone to the point of killing them. He merely wanted to see that irony-tasting, crimson liquid to flow like flood when he was getting the urge.
By the time he was old enough, he finally showed more control for his bloodlust, even to the point of being able to use it to his advantage. Often than not, when he would be dared to be bullied by some neighborhood pricks or thugs, he found it easy to deal with them by letting his darker side get hold of his will. However, he would show more control over it than he would back then – he finally stops himself from bleeding a person to death. In the same manner, he ended up learning Zen meditation to free himself from the worries and doubts, as well as to learn more self-control for his and other’s sake. But the real self-control that he learned was within his body, to be able to handle in using his own blood, turning it into a weapon that he could use at his whim. And the thought didn’t stop there as he figured he could probably, in the future, be able to control the blood of others. But that would be a farfetched wish.
Finally, when he had just turned sixteen, he finally got the approval of his beloved Uncle to venture outside of town. Little did he know that it was also for his sake, as his Uncle knew that trouble within the small town had escalated. It wouldn’t be long before some of the townspeople would come to hunt down Sinjin for things that the child had done without knowing. And even if there was a certain doubt in the old man’s heart about how he taught the boy of this strange magic, he couldn’t dare to regret it. After all, it was why the boy was born for – to become the vessel that would carry on the knowledge of such a magic that was passed on tightly within their family only. He could only hope that Sinjin would grow and learn that there was more to the Blood Magic that he possessed than to incur death and suffering at where he was.
Nevertheless, Sinjin was excited for his first time to journey from that town. After all, he was expecting his long awaited brother to come and meet him at last. Hopefully, that person would become the stabilizer of his rather twisted life.
Letting Go of the Past
Sinjin has entered Tartaros. Joining the guild he has come to let go all his inhibitions and the chains of the past. As much as possible, he forgets about the anxieties of what the past had called him and the pain that his family had brought him. This is because he sees Tartaros as his new family, his new life.
He managed to make a lot of friends, both from light and dark guilds, though he makes sure to keep a close watch that he would only form bonds with dark guild mages of his own guild. This can be attributed to his loyalty to Tartaros and the wariness that he needed to exercise against those that could possibly be enemies in the future. Strangely, he doesn’t seem to view the light guild mages as anything near enemies.
Being part of the guild has brought adventure to the foreground of his life. Everyday would be a living story, either running along with Yetis in the slopes of Mt. Hakobe, or battling some three-headed creature in the North, or swimming in the lake or a mysterious island, or even simply hanging out with people that he would never normally meet on his own. For that, he owes a lot to the guild and has formed an undying loyalty for it, especially for Ryo – who was the very reason why he joined the guild in the first place. There is still the recurring problem that Sinjin is drawn towards strong people with the absence of fear in his heart and instead, it is replaced by awe.
Rem Carmadon
Class: B-Rank Description: Rem Carmadon is a custom crossbow gauntlet. It is made of strong metal alloy, forged with remains of special wind jewel to give it its wind elemental properties. It has a pair of retractable wings that normally stays still on the top surface of the gauntlet. There is a switch mechanism at the outside of the gauntlet's wrist area. Upon pressing it, a handle deploys from the bottom surface of the gauntlet to situation right before the hand to act as a handle, and the wings spring out to either sides, stretching a formidable string to complete the appearance of a crossbow mounted on a gauntlet. The thin metallic surface of the gauntlet remains with an embedded line in the middle where the bolts would be placed and fired from. The trigger for the crossbow can be found in the outer portion of the handle where the thumb can press it. It has a starting 20-pieces of ordinary B-rank bolts with it, which is placed in a leather quiver-like compartment. Effect/Function: Rem Carmadon was forged with wind elemental properties, thus enchanting the bolts with destructive power. Though the wind element would have increased its penetration, the enchantment is different from what one expected. Instead, upon enchantment, the bolts gain a destructive surface at their tips where the wind seems to gather. When shot, the bolts would create a spiraling stream of the wind and upon collision, the gathered wind would explode like some wind blast.
With a magical rank of 4, the enchanted bolt can fly for about 60 meters. The explosion amount for a 5-meter radius from its contact point, with destructive power than can break through C-Rank items and below or scratch a B-Rank item. Items with higher ranks are barely damaged. It has 2 post cool down in between each enchantment, but firing regular or unenchanted bolts don't have cool downs.
- A 9-inch long weapon with one sharp side and other being dull. Around its base are finger holes where Sinjin holds the trench knife. It's usual purpose is for creating a wound in Sinjin's other hand to manipulate blood magic. Otherwise it can be used as a weapon to defend himself, in a slashing, piercing or boxing manner. It is kept in its leather scabbard which is strapped on his right thigh.
Argentum
Name: Argentum Class: C Description: This is a navel piercing made of pure silver. Being C-class, this item is sturdier than normal and the tease on it is that its purpose is for Sinjin to avoid any accidental suicidal slicing on himself, especially since he has the habit of cutting himself. At the moment, it is purely for aesthetic purpose (and the incidentally a self-protective charm from seppuku). Effect/Function: n/a
Name: Gem Regalia Class: A Description: A specially designed and custom equipment made for Sinjin after a visit to an expert inventor. It is A pair of alloy mechanisms that has a sturdy grip, and securely fastened locks. It is primarily placed on shoes, where it locks around and into the sole, while the wide-guard wraps around the ankle area. It has a special “gem panel” which is located on top of the mechanism, with a moveable hinge on its side. When activated, the hinge moves the panel to the outer side of the foot and makes contact with the surface of which the user is standing on. By expending magical energy into the regalia, it allows the mechanism to transmit the energy along the panel to activate the placed gem on the panel to create a piezoelectricity effect. When not in used, the panel reverts to its original state which is on top of the lock mechanism (or simply on top of the shoe) Effect/Function: The basic effect is piezoelectricity, which is the charge that accumulates in solid materials (most notably crystals) in response to applied mechanical stress. There are forms of mechanical stresses to be used: Impact stress – which is caused by acceleration or deceleration of masses, and, though not generally repeated at regular intervals, do occur more or less frequently and with varying intensity during transport (i.e. freefall, tipping or bumping). Vibratory stress – are often measured as [Hz] are the vibrations generally arising at the payload areas during movement of the means of transport, which are transmitted to the cargo in the form of impact stress (i.e. shaking, wobbling, or uneven movement).
With those mechanical stresses, the piezoelectric effect that occurs between the exchange of energy from the user to the gem panel, as well as the static or kinetic movement of the user generates a variation of vibrations in the surroundings. The vibration intensity may be used to execute certain moves which are divided between defensive and offensive capabilities.
Total number of Offensive and Support/Defensive Capabilities allowed per thread is 8 each. Using any tech will warrant a 1-post CD.
List of capabilities:
Offensive Capabilities: Duration of 1 post only.
Gem Bound Orchestra - Ripple (7) A different form of Gem Bound Orchestra that uses the piezoelectric effect to create heavy shockwaves by kicking the solidified air towards the target’s direction. If there are any crystalline materials nearby, they resound with various tones depending on their size and purity, creating a symphony and at the same time, sharpening their nature. At this rank, a shockwave that spans for about 16 feet in length and is sent charging towards the target at chest-level. It travels at 70 Speed and reach for as far as 30 meters with its full strength, before it dissipates. It can causes deep lacerations, or a sweeping cut to a target, though not yet strong enough to cleave through concrete smoothly. Those with menial Stamina (around 35 and below) can be knocked back from the force.
Zazen – In order to use his magic to the fullest, Sinjin engages in Zen Meditation to relax his internal organs, most of the time in a lotus position though he can achieve mediation while standing. This trains his body for when he would be using much of his blood during fights, so that he will know how to control himself at the threat of blood loss. Sensing – Sinjin has heightened his ability to sense his surrounding. This skill is better associated with how he can sense through his blood techniques, as if using the materialize weapons as an extension of his body to gather sources of the presence around him or the weapons. Bloodlust – Over the years that he’d learned and trained with his peculiar magic, Sinjin had developed a sort of bloodlust, especially during battle. At the very sight of blood, even if it isn’t his, he acts, almost as if possessed, to smear his surroundings with the crimson liquid.
Magic Name: Blood Ascendant Magic Type: Blood Berserker Knight Take Over Tier of Magic: 1 Rank: 5 Magic Description: Blood Ascendant is the perfect manifestation of Sinjin’s blood magic, both an advanced form as well as a different type of blood magic all together as opposed to the Bloodletter which he inherited from his family.
It has turned into an advanced form wherein Sinjin can now call forth blood molecules and manipulate or multiply them to the desired shape or form. He can command his own blood for increased activity within his system as well as to enable regeneration. At the same time, he has fortified his blood cells and given them a parasitic characteristic wherein he can drink other’s blood and turn it into his own (by way of his own blood eating the foreign blood cells and turning their cellular properties into his) and in higher ranks, he may inject or spray his blood in order to constrict or enhance a target’s normal functions. In higher ranks, still, he may also be able to feel not only his bloodstream’s sensation but that of others, those who are nearby, in a way that he could sense their presence and only those of non-living origin could bypass this ability.
It has turned into a an all new blood magic far different from what his family had been passing through generation in the sense that Sinjin has allowed himself to be governed by the power of the magic, rather than to lord over it. The submission to the magic’s influence created a dualist soul in him, awakening one that is bred for chaos. Physically, a surge of blood would overflow from his blood crest symbol on the right shoulder and envelop his entire body. It would solidify into a durable armor that encases his entire being, increasing his size for the duration of the possession. Made of red steel and fortified with his blood, the Blood Ascendant Form becomes the embodiment of Sinjin’s desire for power and the governing dualist soul. Though able to retain his own consciousness and stream of thoughts, Sinjin is reminded of his duty and reasons through the transformation’s knight-like appearance (an allusion to his loyalty to his guild, or that his movements would be well calculated while being unpredictable like the “knight” piece in chess), and wherein he is bestowed upon with inhumane power for the very purpose of creating chaos and order. This form gives Sinjin the sense of security through the distance from the real world brought by the armor layer that becomes part of his body but something that separates him from being completely present to those in the real world.
In essence, Blood Ascendant is a magic of advanced blood manipulation an transformation. Its excellent feature is enabling the use of blood manipulation whether or not Sinjin has invoked the Blood Ascendant Form, though certain abilities will be locked and exclusively be used in his armored form.
History of Magic
In the beginning, all Sinjin ever knew was simple blood magic manipulation as taught by his uncle, which he had honed to become a powerful magic that he could practice and perform without much effort. He was relying on the fact that the ability was a hereditary ability passed down in their bloodline that he never thought it were possible to develop it further than what was known to him. However, his exposure to the guild Tartaros, as well as his multiple encounters with various mages and knights made him realize that magic is something that which cannot be contained in just one particular form. Like matter, it starts as something and retains that form until a catalyst instructs it to grow and form into another structure. And with that realization, he came to train harder in the manipulation of his magic until one day, he had broken through the constricting net of the limitation. Though it was a painful process as he had to make use of only his blood in the exploration and research for that one true power that he had long been chasing, he managed to grasp it, and though it was not the same power that had driven his brother to an insane chase of powerful darkness magic, it was something that Sinjin could fully understand as it was something that was made from his soul.
What resulted was a duality in the soul, the ascendant of another being that would engulf Sinjin’s identity. What was created was an advanced form of his original Bloodletter magic, where this one invokes that dark and unknown side of his dualist soul. In the process of invoking it, Sinjin’s body would change, like another layer was being mounted upon his first flesh. This layer would stand on a sizeable height of 6’11”, made of red steel armor of the strongest forging quality and enforced by the radiating essence of his blood magic like a coating of strength. Fully enclosed by the armor, Sinjin takes into a form that distances himself from the world outside, which gives him the permission to go beyond the necessary actions and break through any ethical restraints that would otherwise stop him from acting out in his full potential. In other words, by this form, he has embraced his own darkness rather than fear it, accepted the truth of his cursed blood magic rather than deny it, and thus, it has given him a changed view of the world around him as well as the perception of his “station” in life, which is now to grounded to his loyalty to the guild and thus to act its chevalier bred for battles.
Technique Points: 22/24 (11/12 + 11/12 purchased)
Blood Ascendant Form
Blood Ascendant - (5) Type: Take Over Range: Self Effect: Invoking the Blood Ascendant Form transforms Sinjin into a 6’11” tall armored knight. Every inch of his body is covered by a layer of dark colored armor – a dark indigo to be precise, as opposed to simply being black which is due to its origin as red steel material with the infusion of Sinjin’s blood in the material as well as to coat over it as well. Selected gaps between the plates in the chest area glow of an eerie crimson, as if to depict blood coursing within the armor and as if the armor is like flesh that cover the body as a whole. The helmet fully covers the face and is not formed in the way that its front acts like a flappable visor, but rather as one whole piece that is mystically joined to the body with a completely armored neck. The top of the helmet holds the long strands of hair fiber made of Sinjin’s blood crest magic, upon which when used with a technique can become a weapon. A crescent line runs horizontal across the helmet’s front to visually represent the area of the eyes. This crescent glows a similar eerie red light as found in the chest, having fine patterns of molecules alluding to blood cells. In effect, upon taking this form, the once blood crest symbol on Sinjin’s shoulder materializes and transforms into a crimson double-edged sword, sporting a design along the guard and hilt the very design of the blood crest symbol if not reshaped slightly.
If ever Sinjin goes berserk in this form, the difference in appearance are the inverted colors – that the body glows with the eerie red color as if made entirely of blood cells in a compact form, while the crescent on the helmet, the gap between the chest plates and the sword turns into charcoal black to represent the absence of the consciousness and soul. Quick Shifting: A take-over mage may also prematurely end the transformation technique (or spell if you're so inclined). If it is cancelled before the duration hits the halfway mark the cooldown before you can transform again is halved, meaning a 1 post cooldown. Cool Down: 2 posts
Blood Ascendant Form
In this form, Sinjin has taken in the body of an armored knight short of 7 feet and dark indigo in color. A spruce of red glow can be seen along the gaps between the chest plates as well as a crescent line along the helmet’s front. The tailing hair that originates from the top of the helmet stretches for as long as the thigh, bouncing freely into the air. The blood crest has taken form as well, pouring out with blood from its original place in Sinjin’s right shoulder and turning into a sword of similar design.
Rank Progression
Rank
Description
Stats
Duration
5
Sinjin enters into a complete transformation, the entirety of the body encased in an armor layer making him appear to be a knight. In this form, he is 6’11” tall with a weight of 200 lbs. (armor included). All his natural weapons are now of B-Class Quality. He also earns 7TP to be allocated to his in-TO form.
Strength + 30 | Speed + 10 | Stamina + 5
5 posts
6
Sinjin enters into a complete transformation, the entirety of the body encased in an armor layer making him appear to be a knight. In this form, he is 6’11” tall with a weight of 200 lbs. (armor included). All his natural weapons are now of Strong B-Class Quality. He also earns 10TP to be allocated to his in-TO form.
Strength + 35 | Speed + 17 | Stamina + 8
5 posts
7
Sinjin enters into a complete transformation, the entirety of the body encased in an armor layer making him appear to be a knight. In this form, he is 6’11” tall with a weight of 200 lbs. (armor included). All his natural weapons are now of Fortified B-Class Quality. He also earns 12TP to be allocated to his in-TO form.
Strength + 45 | Speed + 20 | Stamina + 10
6 posts
8
Sinjin enters into a complete transformation, the entirety of the body encased in an armor layer making him appear to be a knight. In this form, he is 6’11” tall with a weight of 200 lbs. (armor included). All his natural weapons are now of A-Class Quality. He also earns 14TP to be allocated to his in-TO form.
Strength + 55 | Speed + 25 | Stamina +10
6 posts
9
Sinjin enters into a complete transformation, the entirety of the body encased in an armor layer making him appear to be a knight. In this form, he is 6’11” tall with a weight of 200 lbs. (armor included). All his natural weapons are now of Fortified A-Class Quality. He also earns 17TP to be allocated to his in-TO form.
Strength + 60 | Speed + 30 | Stamina + 15
7 posts
10
Sinjin enters into a complete transformation, the entirety of the body encased in an armor layer making him appear to be a knight. In this form, he is 6’11” tall with a weight of 200 lbs. (armor included). All his natural weapons are now of Fortified S-Class Quality. He also earns 20TP to be allocated to his in-TO form.
Strength + 70 | Speed + 40 | Stamina + 15
7 posts
Berserking
This occurs when while in Blood Ascendant Form, Sinjin is critically wounded or when psychological stress has built up to the point of snapping into a wild state; i.e. seeing a friend in danger while he cannot do anything avert the situation or when someone close to him has died or been critically wounded. In this state, Sinjin leaves all inhibitions behind, giving no attention to whether or not he is in good condition to fight or not and will pursue to attacking anyone in sight with no ally/foe recognition. Cool Down after berserking is doubled as a form of recovery.
Sinjin while berserking
Rank 5
Strength + 20 | Speed + 5
Rank 6
Strength + 25 | Speed + 5
Rank 7
Strength + 30 | Speed + 5
Rank 8
Strength + 35 | Speed + 5
Rank 9
Strength + 40 | Speed + 5
Rank 10
Strength + 45 | Speed + 5
Natural Weapons
Blood Crest Sword Class: B-Rank Description: This sword appears upon changing into the Blood Ascendant Form for it is the original blood crest symbol found in Sinjin’s right shoulder which has transformed together with the blood mage. It is treated like an extension of the body despite being used as a weapon or a tool for generating chaos and bloodshed. Its shape resembles a slightly reshaped form as of the blood crest symbol and its entirety is colored crimson, similar to the cresent found on the helmet or to the eerire glows in the gaps between chest plates. Its entirety is about 4 feet in length. Effect: N/A
Blood Crest Body Class: B-Rank Description: An armor that encases the entire body, made of durable red steel and coated with blood to produce a dark indigo color along its rough but sturdy surface. It involves the helmet, the body and the limbs as they may be armor-like in nature but should be treated as a body. This is proven with a closer inspection for the joints and gaps along the arranged plates that appear like they are interconnected by transparent joints and where the eerie red light of the circulating blood can be seen glowing along. Effect: N/A
In TO Techs
Chain Lancet - (2) Type: Offensive Range: 2-16 meters (depending on rank) Effect: Blood flows from a gap between the armor along the shoulder blades and forms into chains with a spade-like tip. As rank progresses, the number of lancets able to be made increases as well as the speed to which they can strike. The lancets are fully controlled by Sinjin, thus can be sent whipping out or stopping at the last minute by will.
Technique Ranking
Rank 1
Able to create 1 Chain Lancet that can reach as far as 2 meters from point of origin, with a speed of 10. It can cause a light stinging pain. Lasts for 2 posts. CD of 4 posts
Rank 2
Able to create 2 Chain Lancets that can reach as far as 3.5 meters from point of origin, with a speed of 20. It can cause light scratch. Lasts for 2 posts. CD of 3 posts
Rank 3
Able to create 3 Chain Lancets that can reach as far as 5 meters from point of origin, with a speed of 30. It can cause mild bruising. Lasts for 2 posts. CD of 3 posts
Rank 4
Able to create 4 Chain Lancets that can reach as far as 6.5 meters from point of origin, with a speed of 40. It can cause bruises. Lasts for 3 posts. CD of 3 posts
Rank 5
Able to create 5 Chain Lancets that can reach as far as 8 meters from point of origin, with a speed of 50. It can make small cuts that are not too deep. Lasts for 3 posts. CD of 2 posts
Rank 6
Able to create 6 Chain Lancets that can reach as far as 9.5 meters from point of origin, with a speed of 60. It can cause lacerations of the muscle tissues. Lasts for 3 posts. CD of 2 posts
Rank 7
Able to create 7 Chain Lancets that can reach as far as 11 meters from point of origin, with a speed of 70. Its tips are as sharp as sword’s which can cause deep lacerations. Lasts for 3 posts. CD of 3 posts
Rank 8
Able to create 8 Chain Lancets that can reach as far as 12.5 meters from point of origin, with a speed of 80. Its tips are made of high-steel material that can slice through a tree trunk. Lasts for 4 posts. CD of 2 posts.
Rank 9
Able to create 9 Chain Lancets that can reach as far as 14 meters from point of origin, with a speed of 90. Its tips are made of fortified high-steel material that can slice through hardened rocks. It can cause critical injuries. Lasts for 4 posts. CD of 2 post
Rank 10
Able to create 10 Chain Lancets that can reach as far as 16 meters from point of origin, with a speed of 100. Its tips are made of diamond-cutting material and can cause a fatal wound. Lasts for 5 posts. CD of 2 posts
Ichor Halo - (5) Type: Offensive/Defensive Range: [Rank x 6meters] starting at Rank 5 only Effect: Sinjin creates a blood ring from his magic, then manipulating and shaping it into a large ring that would revolve around him. Its constitution remains the same as it uses a net design along its inner portions, while remaining thin at the outer edges, turning them as sharp as a blade when the ring begin spinning with immense speed. At lower ranks, it acts as a defensive barrier that can deal damage when an enemy gets too close to Sinjin. At higher ranks, the rings can be shot towards the enemy like a boomerang before it flies back to revolve around Sinjin. Since the rings have an equivalent item rank, they can be destroyed by the opponent’s weapons which are of higher rank.
Technique Ranking
Description
Strength
Cool Down
Rank 1
Sinjin creates 1 blood ring that revolves around him for 3 posts.
Comparable to a D-Rank sword
4 posts
Rank 2
Sinjin creates 2 blood rings that revolve around him for 3 posts.
Comparable to an armor-piercing D-Rank sword
4 posts
Rank 3
Sinjin creates 3 blood rings that revolve around him for 3 posts.
Comparable to a strong C-Rank sword
3 posts
Rank 4
Sinjin creates 4 blood rings that revolve around him for 3 posts.
Comparable to an armor-piercing C-Rank sword and if a D-Rank item were to clash against its rings, they will shatter.
3 posts
Rank 5
Sinjin creates 5 blood rings that revolve around him for 3 posts. 2 of these rings can be shot towards a target within 30 meters like a boomerang.
Comparable to a fortified B-Rank sword and it may cause deep lacertaions
3 posts
Rank 6
Sinjin creates 6 blood rings that revolve around him for 3 posts. 3 of these rings can be shot towards a target within 36 meters like a boomerang.
Comparable to a fortified armor-piercing B-Rank blade that can shatter C-Rank items upon contact.
3 posts
Rank 7
Sinjin creates 7 blood rings that revolve around him for 3 posts. 3 of these rings can be shot towards a target within 42 meters like a boomerang.
Comparable to a fortified armor-piercing B-Rank blade that can break through any Rank 6 or below defenses.
2 posts
Rank 8
Sinjin creates 8 blood rings that revolve around him for 3 posts. 4 of these rings can be shot towards a target within 48 meters like a boomerang.
Comparable to a fortified A-Rank blade that can break through any Rank 7 or below defenses, as well as B-Rank items easily. It also causes the target to be knocked back from the impact of collision.
2 posts
Rank 9
Sinjin creates 9 blood rings that revolve around him for 3 posts. 4 of these rings can be shot towards a target within 54 meters like a boomerang.
Comparable to a fortified armor-piercing A-Rank blade. When shot at the target, it would almost seem as though it passes through him in a clean cut, leaving a large slice in its wake. Its surface is almost as tough as diamond.
2 posts
Rank 10
Sinjin creates 10 blood rings that revolve around him for 5 posts. 5 of these rings can be shot towards a target within 60 meters like a boomerang.
Comparable to a special armor-piercing S-Rank blade, and as hard as well as sharp as diamond in nature. When shot at the target, it would seem as though it passes through him in a clean cut, leaving a large slice in its wake. It can easily shatter through A-Rank items.
2 posts
Decoy - (2) Type: Defensive/Tactical Range: 2-20 meters radius (depending on rank) from initial point Effect: A tactical ploy either as defensive or set-up, Sinjin anticipates the incoming attack of an opponent, creating a visual imprint that would stick into the opponent’s mind. This is done by liquefying blood through the armor and creating a mirage of the self while Sinjin escapes from the original location at the last moment and may reappear anywhere within the allowed range of [Rank x 2meters] radius from the initial point.
The logic behind the sudden disappearance and reappearance to another location is that by liquefying blood out of the armor to create a mirage of the self still in place allows Sinjin to have some sort of ghost identity briefly while the opponent’s attention is still focused on the mirage self.
Technique Ranking
Rank 1
The range available for use is within a 2-meter radius from the initial point. Usable for 1 post with a CD of 4 posts.
Rank 2
The range available for use is within a 4-meter radius from the initial point. Usable for 1 post with a CD of 4 posts.
Rank 3
The range available for use is within a 6-meter radius from the initial point. Usable for 1 post with a CD of 4 posts.
Rank 4
The range available for use is within an 8-meter radius from the initial point. Usable for 1 post with a CD of 3 posts.
Rank 5
The range available for use is within a 10-meter radius from the initial point. Usable for 1 post with a CD of 3 posts.
Rank 6
The range available for use is within a 12-meter radius from the initial point. Usable twice per post with a CD of 3 posts.
Rank 7
The range available for use is within a 14-meter radius from the initial point. Usable thrice per post with a CD of 2 posts.
Rank 8
The range available for use is within a 16-meter radius from the initial point. Usable thrice per post with a CD of 2 posts.
Rank 9
The range available for use is within a 18-meter radius from the initial point. Usable four times per post with a CD of 2 posts.
Rank 10
The range available for use is within a 20-meter radius from the initial point. Usable four times per post and a CD of 2 posts.
Crimson Rain - (5) Type: Offensive Range: 4-40 meters radius with Sinjin in the center (depending on rank) Effect: Sinjin summons a number of blood lances (with the dimensions of 7 feet tall and 3 inches thick) forming overhead (3-5 meters) and falling vertically like cascading stalactites within a set range where Sinjin is at the center of it. The lances rain down randomly within the area and even allies may be targeted if they are not careful. Duration: 1 post
Technique Ranking
Rank 1
Able to summon 1 blood lance with a vertical drop speed of 10. Area covered is a 4-meter radius with Sinjin in the center. CD of 4 posts.
Like big rain drops though can hurt like a regular D-class weapon.
Rank 2
Able to summon 2 blood lances with a vertical drop speed of 20. Area covered is a 8-meter radius with Sinjin in the center. CD of 4 posts.
A little stronger than a spray of a high-powered water sprayer, with a strength of a fortified D-class weapon.
Rank 3
Able to summon 4 blood lances with a vertical drop speed of 30. Area covered is a 12-meter radius with Sinjin in the center. CD of 3 posts.
Hurts like fist-sized hail raining from the sky. Equal to a regular C-class weapon.
Rank 4
Able to summon 10 blood lances with a vertical drop speed of 40. Area covered is a 16-meter radius with Sinjin in the center. CD of 3 posts.
Hurts like arm-size hail raining from the sky. Equal to a piercing C-class weapon and crush D-class items or Rank 3 and lower abilities.
Rank 5
Able to summon 17 blood lances with a vertical drop speed of 50. Area covered is a 20-meter radius with Sinjin in the center. CD of 3 posts.
Hurts like child-sized hail raining from the sky. Equal to B-class weapons and cause deep lacerations. Crushes through C-class weapons and lower, as well as Rank 4 and lower abilities.
Rank 6
Able to summon 23 blood lances with a vertical drop speed of 60. Area covered is a 24-meter radius with Sinjin in the center. CD of 2 posts.
Hurts like man-sized hail raining from the sky. Equal to armor-piercing B-class weapons. Crushes through C-class weapons and lower, as well as Rank 5 and lower abilities.
Rank 7
Able to summon 30 blood lances with a vertical drop speed of 70. Area covered is a 28-meter radius with Sinjin in the center. CD of 2 posts.
Crushes thick slabs of concrete; can knock out a target momentarily. Equal to fortified armor-piercing B-class weapons. Crushes through C-class weapons and lower, as well as some Rank 7 and Rank 6 and lower abilities.
Rank 8
Able to summon 38 blood lances with a vertical drop speed of 80. Area covered is a 32-meter radius with Sinjin in the center. CD of 2 posts.
Critically wounds a target; can cause severe contusions. Equal to armor-piercing A-class weapons. Crushes through B-class weapons and lower, as well as Rank 7 and lower abilities.
Rank 9
Able to summon 45 blood lances with a vertical drop speed of 90. Area covered is a 36-meter radius with Sinjin in the center. CD of 1 posts
Can pulverize a building. Fatally wounds a target; can cause severe bleeding. Equal to fortified armor-piercing A-class weapons. Crushes through B-class weapons and lower, as well as some Rank 9 and Rank 8 and lower abilities.
Rank 10
Able to summon 55 blood lances with a vertical drop speed of 100. Area covered is a 40-meter radius with Sinjin in the center. CD of 1 post.
Can pulverize an entire block. Crushes or fatally wounds a target and may cause death. Equal to armor-piercing S-class weapons. Easily crushes through A-class weapons and lower, as well as Rank 9 and lower abilities.
Ignition - (5) Type: Support Range: Self Effect: This technique involves Sinjin speeding up the blood flow in his entire body, providing more oxygen and nutrients thus making him much faster and stronger. The technique uses even more oxygen and energy than normal that it would leave Sinjin panting heavily during the cool down phase.
One notable change in Sinjin upon activating this technique is that his entire body begins to glow, as if having an outline of crimson surround his every limbs just as his eyes’ color glows bright red, creating a haunting feeling within them, as well as the illusion of having steam reek out from his skin, which is due to the increased flow in the blood stream as if pumping energy non-stop.
In higher ranks, the action of speeding up the blood flow inside him – the pumping within the veins – which creates some steam to seep through his skin is evident of the rising temperature of his body. At this rate, his body becomes hot that unsuspecting persons who would touch him could get some burns on their hand. Cool Down: 2 posts
Technique Ranking
Description
Effect
Duration
Rank 4
Blood is pumped faster throughout his body that steam seeping through his skin in so no longer an illusion. It raises his body temperature to 39 degrees Celcius. Causes heavy panting during cool downs.
Speed + 20 , Strength + 5
3 posts
Rank 5
Blood is pumped faster throughout his body that steam seeping through his skin in so no longer an illusion. It raises his body temperature to 40 degrees Celcius. Causes heavy panting during cool downs.
Speed + 28 , Strength + 7
4 posts
Rank 6
Blood is pumped faster throughout his body that steam seeping through his skin in so no longer an illusion. It raises his body temperature to 42 degrees Celcius. Causes heavy panting during cool downs.
Speed + 36 , Strength + 9
4 posts
Rank 7
Rapid movement of the blood in the veins makes movements easier to make and less stress on the muscles during activation. Steam seeps out his skin, primarily from the joints. It raises his body temperature to 45 degrees Celsius. Causes panting during cool downs.
Speed + 44 , Strength + 11
4 posts
Rank 8
Rapid movement of the blood in the veins makes movements easier to make and less stress on the muscles during activation. Steam seeps out his skin, primarily from the joints. It raises his body temperature to 49 degrees Celsius. Causes panting during cool downs.
Speed + 52, Strength + 13
5 posts
Rank 9
Rapid movement of the blood in the veins makes movements easier to make and less stress on the muscles during activation. Impact of power from actions are now visible and may leave a hot sensation as this raises Sinjin’s body temperature to 54 degrees Celsius, which explains the steam seeping out his skin, primarily from the joints. At near mastery of the technique, Sinjin would not show signs of wearing down during cool downs.
Speed + 60, Strength + 15
5 posts
Rank 10
Rapid movement of the blood in the veins makes movements easier to make and less stress on the muscles during activation. Impact of power from actions are now visible and may leave a hot sensation as this raises Sinjin’s body temperature to 60 degrees Celsius, which explains the steam seeping out his skin, primarily from the joints. At mastery level of the technique, Sinjin is not affected by any form of stress during cool downs.
Speed + 72, Strength + 18
6 posts
Zuppashi - (5) Type: Offensive Range: Melee (at start, shockwave range will depend on the ranking) Effect: Sinjin cuts a part of his hand (usually at the back of the palm), lets out blood out, manipulating the crimson liquid to form into a blade (whose length and physical appearance changes depending on the mastery of the technique as its rank rises). This enables Sinjin to engage his target into a melee combat, however as technique rank rises, his mastery over this technique will allow him to be able to increase the range of his slashes, able to send out cutting shockwaves.The shockwaves can be felt as if the person has been pushed back by a small explosive force.
Technique Ranking
Description
Attack Damage
Cool Down
Rank 1
Sinjin cuts his hand to draw blood from within and creates a 2 feet long blade made for close quarter combat.
Equates to a regular D-rank sword in terms of power. Lasts for 2 posts
3 posts
Rank 2
Sinjin cuts both hands to draw blood from within and creates two 2-feet long blades.
Equates to an armor-piercing D-rank sword in terms of power. Lasts for 3 posts.
3 posts
Rank 3
Sinjin cuts both hands to draw blood from within and creates two 3-feet long blades.
Equates to a regular C-rank sword in terms of power. Lasts for 3 posts.
3 posts
Rank 4
Sinjin cuts both hands to draw blood from within and creates two 3-feet long blades.
Equates to an armor-piercing C-rank sword in terms of power and can shatter D-rank items. Lasts for 3 posts.
2 posts
Rank 5
Through a cut on his hand, Sinjin creates a 4 feet long blade, scythe in shape by pulling the blood out with his free hand rather than for it to simply trickle out. The blade gets a hexagonal pattern on it and is deep read in color with some light sparking along its surface. By slashing in a fast manner with enough force, Sinjin may launch a shockwave towards the target within 10 meters, only at the beginning of the spell. An average man gets knocked back by 3 meters. Lasts for 2 posts.
Blade is fortified like a B-Ranked weapon. Can cause deep lacerations.
1 post
Rank 6
Through a cut on his hand, Sinjin creates a 4 feet long blade, scythe in shape by pulling the blood out with his free hand rather than for it to simply trickle out. The blade gets a hexagonal pattern on it and is deep read in color with some light sparking along its surface. By slashing in a very fast manner with enough force, Sinjin may launch a shockwave towards the target within 20 meters, only at the beginning of the spell. An average man gets knocked back by 4.5 meters. Lasts for 2 posts.
Blade is fortified like an armor-piercing B-rank weapon, easily shattering C-ranked items.
1 post
Rank 7
Through a cut on his hand, Sinjin creates a 4 feet long blade, scythe in shape by pulling the blood out with his free hand rather than for it to simply trickle out. The blade gets a hexagonal pattern on it and is deep read in color with some light sparking along its surface. Through immense speed, coupled with extraordinary strength, Sinjin may launch a powerful shockwave towards the target within 30 meters, producing a sonic boom effect, only at the beginning of the spell. Only the blade will remain for the duration of the spell afterwards.
Blade is fortified like an armor-piercing B-rank weapon that breaks through any Rank 6 or below defense easily. When shot as a sonic boom, the target gets knocked back with the impact. Shockwave only happens at the beginning of the spell and only the blade will remain for the duration of the spell afterwards. An average man gets knocked back by 7 meters. Lasts for 2 posts.
2 posts.
Rank 8
Through a cut on his hand, Sinjin creates a 4 feet long blade, scythe in shape by pulling the blood out with his free hand rather than for it to simply trickle out. The blade gets a hexagonal pattern on it and is deep read in color with some light sparking along its surface. Through immense speed, coupled with extraordinary strength, Sinjin may launch a powerful shockwave towards the target within 40 meters, producing a sonic boom effect, only at the beginning of the spell. Only the blade will remain for the duration of the spell afterwards.
Blade is fortified like an armor-piercing weapon measuring almost A-rank in power that breaks through any Rank 7 or below defenses, or B-rank items easily. When shot as a sonic boom, the target gets knocked back with the heavy impact. Shockwave only happens at the beginning of the spell and only the blade will remain for the duration of the spell afterwards. An average man gets knocked back by 10 meters. Lasts for 2 posts.
2 posts
Rank 9
Through a cut on his hand, Sinjin creates a 4 feet long blade, scythe in shape by pulling the blood out with his free hand rather than for it to simply trickle out. The blade gets a hexagonal pattern on it and is deep read in color with some light sparking along its surface. Through speed of sound movement, coupled with extraordinary strength, Sinjin may launch a powerful shockwave towards the target within 50 meters, producing a sonic boom effect, only at the beginning of the spell. Only the blade will remain for the duration of the spell afterwards.
Blade is fortified like a special armor-piercing A-rank weapon and almost as hard as diamond in nature, but lighter in weight. When shot as a sonic boom, the target barely feels anything touching them though blood will just spurt out from their wounds on where the impact had landed. Shockwave only happens at the beginning of the spell and only the blade will remain for the duration of the spell afterwards. An average man gets knocked back by 15 meters. Lasts for 3 posts.
1 post
Rank 10
Through cuts on his hands, Sinjin creates a 5 feet long blade, scythe in shape. He does this by joining both back of the palms and then pulls them apart, stretching the blood as it forms into the blades in creating that unique arch. The blades get hexagonal patterns on it and is deep read in color with some light sparking along its surface. Through speed of sound movement, coupled with extraordinary strength, Sinjin may launch a powerful shockwave towards the target within 60 meters, producing a sonic boom effect, only at the beginning of the spell. Only the blade will remain for the duration of the spell afterwards.
Blade is fortified like a special armor-piercing S-rank weapon and as hard as diamond in nature, but lighter in weight. When shot as a sonic boom, the target barely notice anything until their blood will spurt out from their wounds on where the impact had landed. Shockwave only happens at the beginning of the spell and only the blade will remain for the duration of the spell afterwards. An average man gets knocked back by 20 meters. Lasts for 3 posts.
Edited: - description of the Bloodletter magic: placed resting and restriction of magic use - Blood Seeker technique: clarified and added the effects per rank - Plasma Shoot: clarified and added range. i wanted it to be like a pellets being shot out by a machine gun, not like a disc, so i clarified it there. - changed affiliation from Reluctant Evil to Demonic Good
Edited: - Blood Seeker Tech: okay so i made a clarification with some description change for this tech. it works like dynamic marking of kiba, only in this sense, Sinjin must first place his blood on a target, any part of the body. the blood dries up quickly like a henna tattoo that would not be washed off for a day. that would be the blood mark that he can sense/track upon activating the tech. yes, it needs the marking and the activation for this tech to work. ranks 1-4 aren't so useful, while starting at rank 5, it seems to have promise by being able to target 2 people, and on rank 8 it can target 3 people at a time. it still has its post limits and cool down, for which when its undergoing the cool down phase or when the target is beyond the distance, sinjin won't be able to sense the blood mark at all.