COMPANION

AP: 30

Crowns: 0

Guild: 

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Strength:  8

Speed:  10

Defense:  2

Energy:  10

Information

Name:  Allen Vondur

Age:  17

Species:  Human

Height:  5'9''

Appearance:  Allen has maroon to bronze eyes, with messy medium-length carob brown hair. Allen's toned figure is covered with soft pale skin that has scars covering a great amount of his body.

Apparel:  Allen wears a simple grey T-shirt and a custom stitched fur coat. Portions of the coat, specifically the joints, are covered with a gambeson layer. Allen wears a breast plate made of three overlaping segments, segmented shoulder armour , segmented forearm armour, segmented thigh plates, segmented shin armour, and segmented foot armour all of which are also made with the same technique as the breast plate. The metal itself is dark in colour, and is relativly strong. Allen has four sheaths on him to carry his swords. Immortal Rival is sheathed on the left side of Allen's hip. Heavens Fall Sheath and an empty sheath both open over his right shoulder on his back. The Relic Sword is sheathed on the right side of Allen's hip though is placed farther back on his belt.

Hometown:  Einen.

Character Skills

Influence: Trauma 

Influence: Trauma is activated passively when Allen views something disturbing. Depending on how disturbed Allen is by what he experiences, he will be able to draw upon an amount of his Devil’s AP for 6 posts.

Influence: Trauma has a cumulative 3 post cooldown where Allen will be twice as affected by the disturbing experience, causing him to falter and possibly freeze in fear. There is a secondary one post cooldown directly after Influence: Trauma finishes where no other ability can be activated during the one post cooldown.

Deactivation removes all benefits of this ability immediately (Devil’s AP distribution being Strength: 13, Speed: 13, Defence: 4, Energy: 0.)
Allen can only have one ability activated at a time.

Influence: Clarity 

Influence: Clarity is activated passively when Allen is in a state of serenity/tranquility. Depending on how well Allen can control his emotions in a moment, he will be able to draw upon an amount of his Angels AP for until his calm state is interrupted.

Once Influence: Clarity has been interrupted, it has a cumulative 7 post cooldown before it can be possibly reactivated. Influence: Clarity will have a weaker effect once reactivated, building back up over time (50% capacity and drawing one extra point from the angel every 3 posts). If Influence: Trauma is activated after Influence: Clarity is deactivated, Influence: Clarity will need 14 posts to activate after Influence: Trauma’s full cooldown and will start at 25% capacity, drawing one extra point every 4 posts for 16 posts, after 16 posts it will return to the normal charge.

Deactivation removes all benefits of this ability immediately
(note: that this ability will not work until after Allen is capable of using the Overseen portion of his Birthright abilities that will be discussed at a later date.)
Allen can only have one ability activated at a time.

Retribution 

Retribution: every attack landed on or blocked by Allen will have its equivalent energy stored after accounting for the drop-off, amplifying Allen’s Strength stats, and allowing him to use the combined amount in one devastating attack.

Activation takes 5 energy and has a cooldown of 5 posts before it can be used again at base capacity (substantial drop off rate of absorption) or 10 posts if Allen chooses to decrease the drop off rate by a minor amount (medium drop off). This 10 post cooldown condition can stack until there is no drop-off rate, where the final activation will cause a cooldown of 20 posts and will reset Allen back to the approximate substantial drop-off rate.

When activated, Allen has 2-3 posts to get hit or block a hit to reset his time limit or he’ll lose his ability to charge the ability, if he runs out of time he can choose to keep the charge and attack with it or let it go while being placed back at the substantial drop off rate but replenishing the energy used in the activation.

The part of the body using the energy will visibly vibrate, causing a blurry distortion. The attack will distribute an amplified version of vibrations up to about a yard in every direction (and an additional foot for every 10 strength points) before abruptly stopping, leaving the area of affected material heavily distorted and scorching any flammable materials within the vicinity. Allen is immune to the distortion effects but will feel some pain if he is in the radius. percentages are more of a personal gauge, so the descriptor are as followed: minor (25%), medium (50%), substantial (75%).
Allen can only have one ability activated at a time.

Attrition: Everbleed 

Allen can bleed out, or effectively die, seven times while Attrition: Everbleed is activated. The blood concentration is half of a typical person for the first 6, with the final stage having an additional 50% more than average. Allen will heal after each down tic of blood loss/damage sustained. The order is as follows: Copper, Silver, Gold, Moonstone, Achroite, Pigeon Blood Ruby, actual blood

Attrition: Everbleed also grants Allen the ability to function unhindered until 90% of his body mass is severed from him. severed appendages will bind back into place but won’t heal otherwise.
Attrition: Everbleed cannot be activated when Retribution is activated and vice versa.
Allen can only have one ability activated at a time.

Birthright: Cursed 

Cursed is a powerful Devil that was sealed inside of Allen. This Devil is capable of manifesting in place of Allen, providing protection. The Devil, named Dybbuk, has full control over its form but has limited mass. This means Dybbuk can manipulate its flesh to suit its needs without cost.

Dybbuk AP distribution being Strength: 15, Speed: 15, Defence: 0, Energy: 0. Dybbuk can only manifest for 10 posts or 5 posts after the last hit they took if 10 posts have already gone by.

Dybbuk can only manifest once Allen eats an apple, Dybbuk can only manifest after 3 days of dormancy, Dybbuk can manifest any time at 3 in the morning, and Dybbuk can manifest if Allen is incapacitated
(Allen is unable to call upon additional abilities upon command, requiring manifestation which takes up to 3 posts.)
Allen can only have one ability activated at a time.

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Special Items

Immortal Rival 

The first sword Allen had received, Immortal Rival amplifies any magical property activated on it far beyond what a simple cast should be able to produce. The sword itself hits with a much greater force than what the user is capable of. Immortal Rival can be unsheathed from any of Allen's scars.

The Relic Sword 

Attained during training at Kamon, the sword amplifies spell casts and has the ability to cut through any natural material.

Heaven’s Fall 

The blade was gifted to Allen by Zodiac after a discussion they had in undirheima. Heaven’s Fall, when striking, will seemingly strike an extra time for every sin the opponent has committed. The blade has the same effect based on how religious the opponent is but to a lesser degree. The additional strikes will strike with human error, being slightly off with maybe a few outliers. These strikes are normally done extremely quick knowing that an opponent can regenerate but can also be done over an extended period of time.

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Backstory

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